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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.10 by root, Thu Sep 14 21:16:13 2006 UTC vs.
Revision 1.107 by elmex, Thu Sep 17 16:53:15 2009 UTC

1
2/* 1/*
3 * static char *rcsid_spell_effect_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 * "$Id: spell_effect.C,v 1.10 2006/09/14 21:16:13 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <support@deliantra.net>
5 */ 22 */
6
7
8/*
9 CrossFire, A Multiplayer game for X-windows
10
11 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
12 Copyright (C) 1992 Frank Tore Johansen
13
14 This program is free software; you can redistribute it and/or modify
15 it under the terms of the GNU General Public License as published by
16 the Free Software Foundation; either version 2 of the License, or
17 (at your option) any later version.
18
19 This program is distributed in the hope that it will be useful,
20 but WITHOUT ANY WARRANTY; without even the implied warranty of
21 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
22 GNU General Public License for more details.
23
24 You should have received a copy of the GNU General Public License
25 along with this program; if not, write to the Free Software
26 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
27
28 The authors can be reached via e-mail at crossfire-devel@real-time.com
29*/
30 23
31#include <global.h> 24#include <global.h>
32#include <object.h> 25#include <object.h>
33#include <living.h> 26#include <living.h>
34#ifndef __CEXTRACT__
35# include <sproto.h> 27#include <sproto.h>
36#endif
37#include <spells.h> 28#include <spells.h>
38#include <sounds.h> 29#include <sounds.h>
39 30
40/* cast_magic_storm: This is really used mostly for spell 31/* cast_magic_storm: This is really used mostly for spell
41 * fumbles at the like. tmp is the object to propogate. 32 * fumbles at the like. tmp is the object to propogate.
44void 35void
45cast_magic_storm (object *op, object *tmp, int lvl) 36cast_magic_storm (object *op, object *tmp, int lvl)
46{ 37{
47 if (!tmp) 38 if (!tmp)
48 return; /* error */ 39 return; /* error */
40
49 tmp->level = op->level; 41 tmp->level = op->level;
50 tmp->x = op->x;
51 tmp->y = op->y;
52 tmp->range += lvl / 5; /* increase the area of destruction */ 42 tmp->range += lvl / 5; /* increase the area of destruction */
53 tmp->duration += lvl / 5; 43 tmp->duration += lvl / 5;
54 44
55 /* Put a cap on duration for this - if the player fails in their 45 /* Put a cap on duration for this - if the player fails in their
56 * apartment, don't want it to go on so long that it kills them 46 * apartment, don't want it to go on so long that it kills them
57 * multiple times. Also, damge already increases with level, 47 * multiple times. Also, damge already increases with level,
58 * so don't really need to increase the duration as much either. 48 * so don't really need to increase the duration as much either.
59 */ 49 */
60 if (tmp->duration >= 40) 50 if (tmp->duration >= 40)
61 tmp->duration = 40; 51 tmp->duration = 40;
52
62 tmp->stats.dam = lvl; /* nasty recoils! */ 53 tmp->stats.dam = lvl; /* nasty recoils! */
63 tmp->stats.maxhp = tmp->count; /* tract single parent */ 54 tmp->stats.maxhp = tmp->count; /* tract single parent */
64 insert_ob_in_map (tmp, op->map, op, 0);
65 55
56 tmp->insert_at (op, op);
66} 57}
67
68 58
69int 59int
70recharge (object *op, object *caster, object *spell_ob) 60recharge (object *op, object *caster, object *spell_ob)
71{ 61{
72 object *wand, *tmp; 62 object *wand, *tmp;
73 int ncharges; 63 int ncharges;
74 64
75 wand = find_marked_object (op); 65 wand = find_marked_object (op);
76 if (wand == NULL || wand->type != WAND) 66 if (!wand || wand->type != WAND)
77 { 67 {
78 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge."); 68 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge.");
79 return 0; 69 return 0;
80 } 70 }
81 if (!(random_roll (0, 3, op, PREFER_HIGH))) 71 if (!(random_roll (0, 3, op, PREFER_HIGH)))
82 { 72 {
83 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand)); 73 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand));
84 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE); 74 op->play_sound (sound_find ("ob_explode"));
85 esrv_del_item (op->contr, wand->count); 75 wand->destroy ();
86 remove_ob (wand);
87 free_object (wand);
88 tmp = get_archetype ("fireball"); 76 tmp = get_archetype ("fireball");
89 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; 77 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
78
90 if (!tmp->stats.dam) 79 if (!tmp->stats.dam)
91 tmp->stats.dam = 1; 80 tmp->stats.dam = 1;
81
92 tmp->stats.hp = tmp->stats.dam / 2; 82 tmp->stats.hp = tmp->stats.dam / 2;
83
93 if (tmp->stats.hp < 2) 84 if (tmp->stats.hp < 2)
94 tmp->stats.hp = 2; 85 tmp->stats.hp = 2;
95 tmp->x = op->x; 86
96 tmp->y = op->y; 87 tmp->insert_at (op);
97 insert_ob_in_map (tmp, op->map, NULL, 0);
98 return 1; 88 return 1;
99 } 89 }
100 90
101 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)); 91 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob));
92
102 if (wand->inv && wand->inv->level) 93 if (wand->inv && wand->inv->level)
103 ncharges /= wand->inv->level; 94 ncharges /= wand->inv->level;
104 else 95 else
105 { 96 {
106 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand)); 97 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand));
107 return 0; 98 return 0;
108 } 99 }
100
109 if (!ncharges) 101 if (!ncharges)
110 ncharges = 1; 102 ncharges = 1;
111 103
112 wand->stats.food += ncharges; 104 wand->stats.food += ncharges;
113 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand)); 105 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand));
106
114 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE)) 107 if (wand->arch && QUERY_FLAG (wand->arch, FLAG_ANIMATE))
115 { 108 {
116 SET_FLAG (wand, FLAG_ANIMATE); 109 SET_FLAG (wand, FLAG_ANIMATE);
117 wand->speed = wand->arch->clone.speed; 110 wand->set_speed (wand->arch->speed);
118 update_ob_speed (wand);
119 } 111 }
112
120 return 1; 113 return 1;
121} 114}
122 115
123/* Create a missile (nonmagic - magic +4). Will either create bolts or arrows 116/* Create a missile (nonmagic - magic +4). Will either create bolts or arrows
124 * based on whether a crossbow or bow is equiped. If neither, it defaults to 117 * based on whether a crossbow or bow is equiped. If neither, it defaults to
128 * great a plus, the default is used. 121 * great a plus, the default is used.
129 * The # of arrows created also goes up with level, so if a 30th level mage 122 * The # of arrows created also goes up with level, so if a 30th level mage
130 * wants LOTS of arrows, and doesn't care what the plus is he could 123 * wants LOTS of arrows, and doesn't care what the plus is he could
131 * create nonnmagic arrows, or even -1, etc... 124 * create nonnmagic arrows, or even -1, etc...
132 */ 125 */
133
134int 126int
135cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg) 127cast_create_missile (object *op, object *caster, object *spell, int dir, const char *spellparam)
136{ 128{
137 int missile_plus = 0, bonus_plus = 0; 129 int bonus_plus = 0;
138 const char *missile_name; 130 const char *missile_name = "arrow";
139 object *tmp, *missile;
140 tag_t tag;
141 131
142 missile_name = "arrow";
143
144 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 132 for (object *tmp = op->inv; tmp; tmp = tmp->below)
145 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) 133 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED))
146 {
147 missile_name = tmp->race; 134 missile_name = tmp->race;
148 }
149 135
150 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); 136 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
151 137
152 if (archetype::find (missile_name) == NULL) 138 archetype *missile_arch = archetype::find (missile_name);
139
140 if (!missile_arch)
153 { 141 {
154 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name); 142 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name);
155 return 0; 143 return 0;
156 } 144 }
157 missile = get_archetype (missile_name);
158 145
159 if (stringarg) 146 object *missile = missile_arch->instance ();
147
148 if (spellparam)
160 { 149 {
161 /* If it starts with a letter, presume it is a description */ 150 /* If it starts with a letter, presume it is a description */
162 if (isalpha (*stringarg)) 151 if (isalpha (*spellparam))
163 { 152 {
164 artifact *al = find_artifactlist (missile->type)->items; 153 artifact *al = find_artifactlist (missile->type)->items;
165 154
166 for (; al != NULL; al = al->next) 155 for (; al; al = al->next)
167 if (!strcasecmp (al->item->name, stringarg)) 156 if (!strcasecmp (al->item->name, spellparam))
168 break; 157 break;
169 158
170 if (!al) 159 if (!al)
171 { 160 {
172 free_object (missile); 161 missile->destroy ();
173 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, stringarg); 162 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, spellparam);
174 return 0; 163 return 0;
175 } 164 }
165
176 if (al->item->slaying) 166 if (al->item->slaying)
177 { 167 {
178 free_object (missile); 168 missile->destroy ();
179 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg); 169 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, spellparam);
180 return 0; 170 return 0;
181 } 171 }
172
182 give_artifact_abilities (missile, al->item); 173 give_artifact_abilities (missile, al->item);
183 /* These special arrows cost something extra. Don't have them also be magical - 174 /* These special arrows cost something extra. Don't have them also be magical -
184 * otherwise, in most cases, not enough will be created. I don't want to get into 175 * otherwise, in most cases, not enough will be created. I don't want to get into
185 * the parsing of having to do both plus and type. 176 * the parsing of having to do both plus and type.
186 */ 177 */
187 bonus_plus = 1 + (al->item->value / 5); 178 bonus_plus = 1 + (al->item->value / 5);
188 missile_plus = 0; 179 missile_plus = 0;
189 } 180 }
190 else if (atoi (stringarg) < missile_plus) 181 else if (atoi (spellparam) < missile_plus)
191 missile_plus = atoi (stringarg); 182 missile_plus = atoi (spellparam);
192 } 183 }
193 if (missile_plus > 4) 184
194 missile_plus = 4; 185 missile_plus = clamp (missile_plus, -4, 4);
195 else if (missile_plus < -4)
196 missile_plus = -4;
197 186
198 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 187 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
199 missile->nrof -= 3 * (missile_plus + bonus_plus); 188 missile->nrof -= 3 * (missile_plus + bonus_plus);
189
200 if (missile->nrof < 1) 190 if (missile->nrof < 1)
201 missile->nrof = 1; 191 missile->nrof = 1;
202 192
203 missile->magic = missile_plus; 193 missile->magic = missile_plus;
204 /* Can't get any money for these objects */ 194 /* Can't get any money for these objects */
205 missile->value = 0; 195 missile->value = 0;
206 196
207 SET_FLAG (missile, FLAG_IDENTIFIED); 197 SET_FLAG (missile, FLAG_IDENTIFIED);
208 tag = missile->count;
209 198
210 if (!cast_create_obj (op, caster, missile, dir) && op->type == PLAYER && !was_destroyed (missile, tag)) 199 if (!cast_create_obj (op, caster, missile, dir) && op->type == PLAYER && !missile->destroyed ())
211 {
212 pick_up (op, missile); 200 pick_up (op, missile);
213 } 201
214 return 1; 202 return 1;
215} 203}
216 204
217 205
218/* allows the choice of what sort of food object to make. 206/* allows the choice of what sort of food object to make.
219 * If stringarg is NULL, it will create food dependent on level --PeterM*/ 207 * If spellparam is NULL, it will create food dependent on level --PeterM*/
220int 208int
221cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *stringarg) 209cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *spellparam)
222{ 210{
223 int food_value; 211 int food_value;
224 archetype *at = NULL; 212 archetype *at = NULL;
225 object *new_op; 213 object *new_op;
226 214
227 food_value = spell_ob->stats.food + +50 * SP_level_duration_adjust (caster, spell_ob); 215 food_value = spell_ob->stats.food + 50 * SP_level_duration_adjust (caster, spell_ob);
228 216
229 if (stringarg) 217 if (spellparam)
230 { 218 {
231 at = find_archetype_by_object_type_name (FOOD, stringarg); 219 at = find_archetype_by_object_type_name (FOOD, spellparam);
232 if (at == NULL) 220 if (at == NULL)
233 at = find_archetype_by_object_type_name (DRINK, stringarg); 221 at = find_archetype_by_object_type_name (DRINK, spellparam);
234 if (at == NULL || at->clone.stats.food > food_value) 222 if (at == NULL || at->stats.food > food_value)
235 stringarg = NULL; 223 spellparam = NULL;
236 } 224 }
237 225
238 if (!stringarg) 226 if (!spellparam)
239 { 227 {
240 archetype *at_tmp; 228 archetype *at_tmp;
241 229
242 /* We try to find the archetype with the maximum food value. 230 /* We try to find the archetype with the maximum food value.
243 * This removes the dependancy of hard coded food values in this 231 * This removes the dependancy of hard coded food values in this
245 * We don't use flesh types because the weight values of those need 233 * We don't use flesh types because the weight values of those need
246 * to be altered from the donor. 234 * to be altered from the donor.
247 */ 235 */
248 236
249 /* We assume the food items don't have multiple parts */ 237 /* We assume the food items don't have multiple parts */
250 for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next) 238 for_all_archetypes (at_tmp)
251 { 239 {
252 if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK) 240 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
253 { 241 {
254 /* Basically, if the food value is something that is creatable 242 /* Basically, if the food value is something that is creatable
255 * under the limits of the spell and it is higher than 243 * under the limits of the spell and it is higher than
256 * the item we have now, take it instead. 244 * the item we have now, take it instead.
257 */ 245 */
258 if (at_tmp->clone.stats.food <= food_value && (!at || at_tmp->clone.stats.food > at->clone.stats.food)) 246 if (at_tmp->stats.food <= food_value
247 && (!at
248 || at_tmp->stats.food > at->stats.food
249 || (at_tmp->stats.food == at->stats.food
250 && at_tmp->weight < at->weight)))
259 at = at_tmp; 251 at = at_tmp;
260 } 252 }
261 } 253 }
262 } 254 }
255
263 /* Pretty unlikely (there are some very low food items), but you never 256 /* Pretty unlikely (there are some very low food items), but you never
264 * know 257 * know
265 */ 258 */
266 if (!at) 259 if (!at)
267 { 260 {
268 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); 261 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food.");
269 return 0; 262 return 0;
270 } 263 }
271 264
272 food_value /= at->clone.stats.food; 265 food_value /= at->stats.food;
273 new_op = arch_to_object (at); 266 new_op = arch_to_object (at);
274 new_op->nrof = food_value; 267 new_op->nrof = food_value;
275 268
276 new_op->value = 0; 269 new_op->value = 0;
277 if (new_op->nrof < 1) 270 if (new_op->nrof < 1)
284int 277int
285probe (object *op, object *caster, object *spell_ob, int dir) 278probe (object *op, object *caster, object *spell_ob, int dir)
286{ 279{
287 int r, mflags, maxrange; 280 int r, mflags, maxrange;
288 object *tmp; 281 object *tmp;
289 mapstruct *m; 282 maptile *m;
290
291 283
292 if (!dir) 284 if (!dir)
293 { 285 {
294 examine_monster (op, op); 286 examine_monster (op, op);
295 return 1; 287 return 1;
296 } 288 }
289
297 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 290 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
298 for (r = 1; r < maxrange; r++) 291 for (r = 1; r < maxrange; r++)
299 { 292 {
300 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir]; 293 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir];
301 294
308 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) 301 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC))
309 { 302 {
310 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 303 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
311 return 0; 304 return 0;
312 } 305 }
306
313 if (mflags & P_IS_ALIVE) 307 if (mflags & P_IS_ALIVE)
314 { 308 {
315 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above) 309 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
316 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 310 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
317 { 311 {
318 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 312 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
319 if (tmp->head != NULL) 313 if (tmp->head != NULL)
320 tmp = tmp->head; 314 tmp = tmp->head;
321 examine_monster (op, tmp); 315 examine_monster (op, tmp);
322 return 1; 316 return 1;
323 } 317 }
324 } 318 }
325 } 319 }
320
326 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); 321 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
327 return 1; 322 return 1;
328} 323}
329
330 324
331/* This checks to see if 'pl' is invisible to 'mon'. 325/* This checks to see if 'pl' is invisible to 'mon'.
332 * does race check, undead check, etc 326 * does race check, undead check, etc
333 * Returns TRUE if mon can't see pl, false 327 * Returns TRUE if mon can't see pl, false
334 * otherwise. This doesn't check range, walls, etc. It 328 * otherwise. This doesn't check range, walls, etc. It
336 * pl is invisible. 330 * pl is invisible.
337 */ 331 */
338int 332int
339makes_invisible_to (object *pl, object *mon) 333makes_invisible_to (object *pl, object *mon)
340{ 334{
341
342 if (!pl->invisible) 335 if (!pl->invisible)
343 return 0; 336 return 0;
337
344 if (pl->type == PLAYER) 338 if (pl->type == PLAYER)
345 { 339 {
346 /* If race isn't set, then invisible unless it is undead */ 340 /* If race isn't set, then invisible unless it is undead */
347 if (!pl->contr->invis_race) 341 if (!pl->contr->invis_race)
348 { 342 {
349 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 343 if (QUERY_FLAG (mon, FLAG_UNDEAD))
350 return 0; 344 return 0;
345
351 return 1; 346 return 1;
352 } 347 }
348
353 /* invis_race is set if we get here */ 349 /* invis_race is set if we get here */
354 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 350 if (pl->contr->invis_race == shstr_undead && is_true_undead (mon))
355 return 1; 351 return 1;
352
356 /* No race, can't be invisible to it */ 353 /* No race, can't be invisible to it */
357 if (!mon->race) 354 if (!mon->race)
358 return 0; 355 return 0;
356
359 if (strstr (mon->race, pl->contr->invis_race)) 357 if (mon->race.contains (pl->contr->invis_race))
360 return 1; 358 return 1;
359
361 /* Nothing matched above, return 0 */ 360 /* Nothing matched above, return 0 */
362 return 0; 361 return 0;
363 } 362 }
364 else 363 else
365 { 364 {
378 * normal applies. 377 * normal applies.
379 */ 378 */
380int 379int
381cast_invisible (object *op, object *caster, object *spell_ob) 380cast_invisible (object *op, object *caster, object *spell_ob)
382{ 381{
383 object *tmp;
384
385 if (op->invisible > 1000) 382 if (op->invisible > 1000)
386 { 383 {
387 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further"); 384 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further");
388 return 0; 385 return 0;
389 } 386 }
405 else 402 else
406 op->contr->tmp_invis = 1; 403 op->contr->tmp_invis = 1;
407 404
408 op->contr->hidden = 0; 405 op->contr->hidden = 0;
409 } 406 }
407
410 if (makes_invisible_to (op, op)) 408 if (makes_invisible_to (op, op))
411 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!"); 409 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!");
412 else 410 else
413 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!"); 411 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
414 412
415 update_object (op, UP_OBJ_FACE); 413 update_object (op, UP_OBJ_CHANGE);
416 414
417 /* Only search the active objects - only these should actually do 415 /* Only search the active objects - only these should actually do
418 * harm to the player. 416 * harm to the player.
419 */ 417 */
420 for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) 418 for_all_actives (tmp)
421 if (tmp->enemy == op) 419 if (tmp->enemy == op)
422 tmp->enemy = NULL; 420 tmp->enemy = 0;
421
423 return 1; 422 return 1;
424} 423}
425 424
426/* earth to dust spell. Basically destroys earthwalls in the area. 425/* earth to dust spell. Basically destroys earthwalls in the area.
427 */ 426 */
428int 427int
429cast_earth_to_dust (object *op, object *caster, object *spell_ob) 428cast_earth_to_dust (object *op, object *caster, object *spell_ob)
430{ 429{
431 object *tmp, *next;
432 int range, i, j, mflags; 430 int range, i, j, mflags;
433 sint16 sx, sy; 431 sint16 sx, sy;
434 mapstruct *m; 432 maptile *m;
435
436 if (op->type != PLAYER)
437 return 0;
438 433
439 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 434 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
440 435
441 for (i = -range; i <= range; i++) 436 for (i = -range; i <= range; i++)
442 for (j = -range; j <= range; j++) 437 for (j = -range; j <= range; j++)
447 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 442 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
448 443
449 if (mflags & P_OUT_OF_MAP) 444 if (mflags & P_OUT_OF_MAP)
450 continue; 445 continue;
451 446
452 // earth to dust tears down everything that can be teared down 447 // earth to dust tears down everything that can be torn down
453 for (tmp = get_map_ob (m, sx, sy); tmp != NULL; tmp = next) 448 for (object *next, *tmp = m->at (sx, sy).bot; tmp; tmp = next)
454 { 449 {
455 next = tmp->above; 450 next = tmp->above;
451
456 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 452 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
457 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 453 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
458 } 454 }
459 } 455 }
456
460 return 1; 457 return 1;
461} 458}
462
463 459
464void 460void
465execute_word_of_recall (object *op) 461execute_word_of_recall (object *op)
466{ 462{
467 object *wor = op; 463 if (object *pl = op->in_player ())
468
469 while (op != NULL && op->type != PLAYER)
470 op = op->env;
471
472 if (op != NULL && op->map)
473 { 464 {
474 if ((get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_CLERIC) && (!QUERY_FLAG (op, FLAG_WIZCAST))) 465 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST))
475 new_draw_info (NDI_UNIQUE, 0, op, "You feel something fizzle inside you."); 466 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
476 else 467 else
477 enter_exit (op, wor); 468 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
478 } 469 }
479 remove_ob (wor); 470
480 free_object (wor); 471 op->destroy ();
481} 472}
482 473
483/* Word of recall causes the player to return 'home'. 474/* Word of recall causes the player to return 'home'.
484 * we put a force into the player object, so that there is a 475 * we put a force into the player object, so that there is a
485 * time delay effect. 476 * time delay effect.
498 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 489 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
499 return 1; 490 return 1;
500 } 491 }
501 492
502 dummy = get_archetype (FORCE_NAME); 493 dummy = get_archetype (FORCE_NAME);
503 if (dummy == NULL) 494
495 if (!dummy)
504 { 496 {
505 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 497 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
506 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); 498 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
507 return 0; 499 return 0;
508 } 500 }
501
509 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob); 502 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob);
510 if (time < 1) 503 if (time < 1)
511 time = 1; 504 time = 1;
512 505
513 /* value of speed really doesn't make much difference, as long as it is 506 /* value of speed really doesn't make much difference, as long as it is
514 * positive. Lower value may be useful so that the problem doesn't 507 * positive. Lower value may be useful so that the problem doesn't
515 * do anything really odd if it say a -1000 or something. 508 * do anything really odd if it say a -1000 or something.
516 */ 509 */
517 dummy->speed = 0.002; 510 dummy->set_speed (0.002);
518 update_ob_speed (dummy);
519 dummy->speed_left = -dummy->speed * time; 511 dummy->speed_left = -dummy->speed * time;
520 dummy->type = SPELL_EFFECT; 512 dummy->type = SPELL_EFFECT;
521 dummy->subtype = SP_WORD_OF_RECALL; 513 dummy->subtype = SP_WORD_OF_RECALL;
522 514
523 /* If we could take advantage of enter_player_savebed() here, it would be 515 /* If we could take advantage of enter_player_savebed() here, it would be
524 * nice, but until the map load fails, we can't. 516 * nice, but until the map load fails, we can't.
525 */ 517 */
526 EXIT_PATH (dummy) = op->contr->savebed_map; 518 EXIT_PATH (dummy) = op->contr->savebed_map;
527 EXIT_X (dummy) = op->contr->bed_x; 519 EXIT_X (dummy) = op->contr->bed_x;
528 EXIT_Y (dummy) = op->contr->bed_y; 520 EXIT_Y (dummy) = op->contr->bed_y;
529 521
530 (void) insert_ob_in_ob (dummy, op); 522 op->insert (dummy);
523
531 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 524 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
525
532 return 1; 526 return 1;
533} 527}
534 528
535/* cast_wonder 529/* cast_wonder
536 * wonder is really just a spell that will likely cast another 530 * wonder is really just a spell that will likely cast another
566 return cast_spell (op, caster, dir, newspell, NULL); 560 return cast_spell (op, caster, dir, newspell, NULL);
567 } 561 }
568 return 1; 562 return 1;
569} 563}
570 564
571
572int 565int
573perceive_self (object *op) 566perceive_self (object *op)
574{ 567{
575 char *cp = describe_item (op, op), buf[MAX_BUF]; 568 const char *cp = describe_item (op, op);
576 archetype *at = archetype::find (ARCH_DEPLETION); 569 archetype *at = archetype::find (ARCH_DEPLETION);
577 object *tmp;
578 int i;
579 570
571 dynbuf_text &buf = msg_dynbuf; buf.clear ();
572
573 if (!op->is_player ())
574 return 0;
575
576 if (object *race = archetype::find (op->race))
577 buf << " - You are a G<male|female> " << &race->name << ".\n";
578
580 tmp = find_god (determine_god (op)); 579 if (object *god = find_god (determine_god (op)))
581 if (tmp) 580 buf << " - You worship " << &god->name << ".\n";
582 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
583 else 581 else
584 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); 582 buf << " - You worship no god.\n";
585 583
586 tmp = present_arch_in_ob (at, op); 584 object *tmp = present_arch_in_ob (at, op);
587 585
588 if (*cp == '\0' && tmp == NULL) 586 if (*cp == '\0' && !tmp)
589 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 587 buf << " - You feel very mundane. ";
590 else 588 else
591 { 589 {
592 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 590 buf << " - You have: " << cp << ".\n";
593 new_draw_info (NDI_UNIQUE, 0, op, cp); 591
594 if (tmp != NULL) 592 if (tmp)
595 {
596 for (i = 0; i < NUM_STATS; i++) 593 for (int i = 0; i < NUM_STATS; i++)
597 { 594 if (tmp->stats.stat (i) < 0)
598 if (get_attr_value (&tmp->stats, i) < 0) 595 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
599 {
600 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i)));
601 }
602 }
603 }
604 } 596 }
605 597
606 if (is_dragon_pl (op)) 598 if (is_dragon_pl (op))
607 {
608 /* now grab the 'dragon_ability'-force from the player's inventory */ 599 /* now grab the 'dragon_ability'-force from the player's inventory */
609 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 600 for (tmp = op->inv; tmp; tmp = tmp->below)
610 { 601 {
611 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 602 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
612 { 603 {
613 if (tmp->stats.exp == 0) 604 if (tmp->stats.exp == 0)
614 {
615 sprintf (buf, "Your metabolism isn't focused on anything."); 605 buf << " - Your metabolism isn't focused on anything.\n";
616 }
617 else 606 else
618 {
619 sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); 607 buf << " - Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
620 } 608
621 new_draw_info (NDI_UNIQUE, 0, op, buf);
622 break; 609 break;
623 } 610 }
624 } 611 }
625 } 612
613 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
614
626 return 1; 615 return 1;
627} 616}
628
629/* int cast_create_town_portal (object *op, object *caster, int dir)
630 *
631 * This function cast the spell of town portal for op
632 *
633 * The spell operates in two passes. During the first one a place
634 * is marked as a destination for the portal. During the second one,
635 * 2 portals are created, one in the position the player cast it and
636 * one in the destination place. The portal are synchronized and 2 forces
637 * are inserted in the player to destruct the portal next time player
638 * creates a new portal pair.
639 * This spell has a side effect that it allows people to meet each other
640 * in a permanent, private, appartements by making a town portal from it
641 * to the town or another public place. So, check if the map is unique and if
642 * so return an error
643 *
644 * Code by Tchize (david.delbecq@usa.net)
645 */
646int
647cast_create_town_portal (object *op, object *caster, object *spell, int dir)
648{
649 object *dummy, *force, *old_force, *tmp;
650 archetype *perm_portal;
651 char portal_name[1024], portal_message[1024];
652 sint16 exitx, exity;
653 mapstruct *exitmap;
654 int op_level;
655
656
657 /* Check to see if the map the player is currently on is a per player unique
658 * map. This can be determined in that per player unique maps have the
659 * full pathname listed.
660 */
661 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
662 {
663 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
664 return 0;
665 }
666
667 /* The first thing to do is to check if we have a marked destination
668 * dummy is used to make a check inventory for the force
669 */
670 dummy = arch_to_object (spell->other_arch);
671 if (dummy == NULL)
672 {
673 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
674 LOG (llevError, "get_object failed (force in cast_create_town_portal for %s!\n", &op->name);
675 return 0;
676 }
677 force = check_inv_recursive (op, dummy);
678
679 if (force == NULL)
680 {
681 /* Here we know there is no destination marked up.
682 * We have 2 things to do:
683 * 1. Mark the destination in the player inventory.
684 * 2. Let the player know it worked.
685 */
686 dummy->name = op->map->path;
687 EXIT_X (dummy) = op->x;
688 EXIT_Y (dummy) = op->y;
689 insert_ob_in_ob (dummy, op);
690 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You fix this place in your mind.\nYou feel you are able to come here from anywhere.");
691 return 1;
692 }
693 free_object (dummy);
694
695 /* Here we know where the town portal should go to
696 * We should kill any existing portal associated with the player.
697 * Than we should create the 2 portals.
698 * For each of them, we need:
699 * - To create the portal with the name of the player+destination map
700 * - set the owner of the town portal
701 * - To mark the position of the portal in the player's inventory
702 * for easier destruction.
703 *
704 * The mark works has follow:
705 * slaying: Existing town portal
706 * hp, sp : x & y of the associated portal
707 * name : name of the portal
708 * race : map the portal is in
709 */
710
711 /* First step: killing existing town portals */
712 dummy = get_archetype (spell->race);
713 if (dummy == NULL)
714 {
715 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
716 LOG (llevError, "get_object failed (force) in cast_create_town_portal for %s!\n", &op->name);
717 return 0;
718 }
719 perm_portal = archetype::find (spell->slaying);
720
721 /* To kill a town portal, we go trough the player's inventory,
722 * for each marked portal in player's inventory,
723 * -We try load the associated map (if impossible, consider the portal destructed)
724 * -We find any portal in the specified location.
725 * If it has the good name, we destruct it.
726 * -We destruct the force indicating that portal.
727 */
728 while ((old_force = check_inv_recursive (op, dummy)))
729 {
730 exitx = EXIT_X (old_force);
731 exity = EXIT_Y (old_force);
732 LOG (llevDebug, "Trying to kill a portal in %s (%d,%d)\n", &old_force->race, exitx, exity);
733
734 if (!strncmp (old_force->race, settings.localdir, strlen (settings.localdir)))
735 exitmap = ready_map_name (old_force->race, MAP_PLAYER_UNIQUE);
736 else
737 exitmap = ready_map_name (old_force->race, 0);
738
739 if (exitmap)
740 {
741 tmp = present_arch (perm_portal, exitmap, exitx, exity);
742 while (tmp)
743 {
744 if (tmp->name == old_force->name)
745 {
746 remove_ob (tmp);
747 free_object (tmp);
748 break;
749 }
750 else
751 {
752 tmp = tmp->above;
753 }
754 }
755 }
756 remove_ob (old_force);
757 free_object (old_force);
758 LOG (llevDebug, "\n");
759 }
760 free_object (dummy);
761
762 /* Creating the portals.
763 * The very first thing to do is to ensure
764 * access to the destination map.
765 * If we can't, don't fizzle. Simply warn player.
766 * This ensure player pays his mana for the spell
767 * because HE is responsible of forgotting.
768 * 'force' is the destination of the town portal, which we got
769 * from the players inventory above.
770 */
771
772 /* Ensure exit map is loaded */
773 if (!strncmp (force->name, settings.localdir, strlen (settings.localdir)))
774 exitmap = ready_map_name (force->name, MAP_PLAYER_UNIQUE);
775 else
776 exitmap = ready_map_name (force->name, 0);
777
778 /* If we were unable to load (ex. random map deleted), warn player */
779 if (exitmap == NULL)
780 {
781 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
782 remove_ob (force);
783 free_object (force);
784 return 1;
785 }
786
787 op_level = caster_level (caster, spell);
788 if (op_level < 15)
789 snprintf (portal_message, 1024,
790 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
791 &op->name);
792 else if (op_level < 30)
793 snprintf (portal_message, 1024,
794 "\n%s's portal smells of ozone.\nYou do a lot of movements and finally pass\nthrough the small hole in the air\n", &op->name);
795 else if (op_level < 60)
796 snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
797 else
798 snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",
799 &op->name);
800
801 /* Create a portal in front of player
802 * dummy contain the portal and
803 * force contain the track to kill it later
804 */
805
806 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
807 dummy = get_archetype (spell->slaying); /*The portal */
808 if (dummy == NULL)
809 {
810 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
811 LOG (llevError, "get_object failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
812 return 0;
813 }
814 EXIT_PATH (dummy) = force->name;
815 EXIT_X (dummy) = EXIT_X (force);
816 EXIT_Y (dummy) = EXIT_Y (force);
817 dummy->name = dummy->name_pl = portal_name;
818 dummy->msg = portal_message;
819 dummy->race = op->name; /*Save the owner of the portal */
820 cast_create_obj (op, caster, dummy, 0);
821
822 /* Now we need to to create a town portal marker inside the player
823 * object, so on future castings, we can know that he has an active
824 * town portal.
825 */
826 tmp = get_archetype (spell->race);
827 if (tmp == NULL)
828 {
829 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
830 LOG (llevError, "get_object failed (force) in cast_create_town_portal for %s!\n", &op->name);
831 return 0;
832 }
833 tmp->race = op->map->path;
834 tmp->name = portal_name;
835 EXIT_X (tmp) = dummy->x;
836 EXIT_Y (tmp) = dummy->y;
837 insert_ob_in_ob (tmp, op);
838
839 /* Create a portal in the destination map
840 * dummy contain the portal and
841 * force the track to kill it later
842 * the 'force' variable still contains the 'reminder' of
843 * where this portal goes to.
844 */
845 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, op->map->path);
846 dummy = get_archetype (spell->slaying); /*The portal */
847 if (dummy == NULL)
848 {
849 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
850 LOG (llevError, "get_object failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
851 return 0;
852 }
853 EXIT_PATH (dummy) = op->map->path;
854 EXIT_X (dummy) = op->x;
855 EXIT_Y (dummy) = op->y;
856 dummy->name = dummy->name_pl = portal_name;
857 dummy->msg = portal_message;
858 dummy->x = EXIT_X (force);
859 dummy->y = EXIT_Y (force);
860 dummy->race = op->name; /*Save the owner of the portal */
861 insert_ob_in_map (dummy, exitmap, op, 0);
862
863 /* Now we create another town portal marker that
864 * points back to the one we just made
865 */
866 tmp = get_archetype (spell->race);
867 if (tmp == NULL)
868 {
869 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
870 LOG (llevError, "get_object failed (force) in cast_create_town_portal for %s!\n", &op->name);
871 return 0;
872 }
873 tmp->race = force->name;
874 tmp->name = portal_name;
875 EXIT_X (tmp) = dummy->x;
876 EXIT_Y (tmp) = dummy->y;
877 insert_ob_in_ob (tmp, op);
878
879 /* Describe the player what happened
880 */
881 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
882 remove_ob (force); /* Delete the force inside the player */
883 free_object (force);
884 return 1;
885}
886
887 617
888/* This creates magic walls. Really, it can create most any object, 618/* This creates magic walls. Really, it can create most any object,
889 * within some reason. 619 * within some reason.
890 */ 620 */
891
892int 621int
893magic_wall (object *op, object *caster, int dir, object *spell_ob) 622magic_wall (object *op, object *caster, int dir, object *spell_ob)
894{ 623{
895 object *tmp, *tmp2; 624 object *tmp;
896 int i, posblocked, negblocked, maxrange; 625 int i, posblocked, negblocked, maxrange;
897 sint16 x, y; 626 sint16 x, y;
898 mapstruct *m; 627 maptile *m;
899 const char *name; 628 const char *name;
900 archetype *at; 629 archetype *at;
901 630
902 if (!dir) 631 if (!dir)
903 { 632 {
908 else 637 else
909 { 638 {
910 x = op->x + freearr_x[dir]; 639 x = op->x + freearr_x[dir];
911 y = op->y + freearr_y[dir]; 640 y = op->y + freearr_y[dir];
912 } 641 }
642
913 m = op->map; 643 m = op->map;
914 644
915 if ((spell_ob->move_block || x != op->x || y != op->y) && 645 if ((spell_ob->move_block || x != op->x || y != op->y) &&
916 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) || 646 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) ||
917 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block))) 647 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
918 { 648 {
919 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 649 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
920 return 0; 650 return 0;
921 } 651 }
652
922 if (spell_ob->other_arch) 653 if (spell_ob->other_arch)
923 {
924 tmp = arch_to_object (spell_ob->other_arch); 654 tmp = arch_to_object (spell_ob->other_arch);
925 }
926 else if (spell_ob->race) 655 else if (spell_ob->race)
927 { 656 {
928 char buf1[MAX_BUF]; 657 char buf1[MAX_BUF];
929 658
930 sprintf (buf1, spell_ob->race, dir); 659 sprintf (buf1, spell_ob->race, dir);
933 { 662 {
934 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 663 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
935 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 664 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
936 return 0; 665 return 0;
937 } 666 }
667
938 tmp = arch_to_object (at); 668 tmp = arch_to_object (at);
939 } 669 }
940 else 670 else
941 { 671 {
942 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name); 672 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
952 } 682 }
953 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 683 else if (QUERY_FLAG (tmp, FLAG_ALIVE))
954 { 684 {
955 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 685 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
956 tmp->stats.maxhp = tmp->stats.hp; 686 tmp->stats.maxhp = tmp->stats.hp;
957 set_owner (tmp, op);
958 set_spell_skill (op, caster, spell_ob, tmp);
959 } 687 }
688
960 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP)) 689 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP))
961 { 690 {
962 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 691 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
963 SET_FLAG (tmp, FLAG_IS_USED_UP); 692 SET_FLAG (tmp, FLAG_IS_USED_UP);
964 } 693 }
694
965 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 695 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN))
966 { 696 {
967 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 697 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
968 tmp->stats.maxhp = tmp->stats.hp; 698 tmp->stats.maxhp = tmp->stats.hp;
969 SET_FLAG (tmp, FLAG_TEAR_DOWN); 699 SET_FLAG (tmp, FLAG_TEAR_DOWN);
970 SET_FLAG (tmp, FLAG_ALIVE); 700 SET_FLAG (tmp, FLAG_ALIVE);
971 } 701 }
972 702
973 /* This can't really hurt - if the object doesn't kill anything, 703 /* This can't really hurt - if the object doesn't kill anything,
974 * these fields just won't be used. 704 * these fields just won't be used. Do not set the owner for
705 * earthwalls, though, so they survive restarts.
975 */ 706 */
976 set_owner (tmp, op); 707 if (tmp->type != EARTHWALL) //TODO
708 tmp->set_owner (op);
709
977 set_spell_skill (op, caster, spell_ob, tmp); 710 set_spell_skill (op, caster, spell_ob, tmp);
978 tmp->x = x;
979 tmp->y = y;
980 tmp->level = caster_level (caster, spell_ob) / 2; 711 tmp->level = casting_level (caster, spell_ob) / 2;
981 712
982 name = tmp->name; 713 name = tmp->name;
983 if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL) 714 if (!(tmp = m->insert (tmp, x, y, op)))
984 { 715 {
985 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name); 716 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
986 return 0; 717 return 0;
987 } 718 }
719
988 /* If this is a spellcasting wall, need to insert the spell object */ 720 /* If this is a spellcasting wall, need to insert the spell object */
989 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 721 if (tmp->other_arch && tmp->other_arch->type == SPELL)
990 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 722 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
991 723
992 /* This code causes the wall to extend some distance in 724 /* This code causes the wall to extend some distance in
993 * each direction, or until an obstruction is encountered. 725 * each direction, or until an obstruction is encountered.
994 * posblocked and negblocked help determine how far the 726 * posblocked and negblocked help determine how far the
1010 m = tmp->map; 742 m = tmp->map;
1011 743
1012 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && 744 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
1013 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked) 745 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked)
1014 { 746 {
1015 tmp2 = get_object (); 747 object *tmp2 = tmp->clone ();
1016 copy_object (tmp, tmp2); 748 m->insert (tmp2, x, y, op);
1017 tmp2->x = x; 749
1018 tmp2->y = y;
1019 insert_ob_in_map (tmp2, m, op, 0);
1020 /* If this is a spellcasting wall, need to insert the spell object */ 750 /* If this is a spellcasting wall, need to insert the spell object */
1021 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 751 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1022 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 752 tmp2->insert (arch_to_object (tmp2->other_arch));
1023 753
1024 } 754 }
1025 else 755 else
1026 posblocked = 1; 756 posblocked = 1;
1027 757
1030 m = tmp->map; 760 m = tmp->map;
1031 761
1032 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && 762 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
1033 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked) 763 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
1034 { 764 {
1035 tmp2 = get_object (); 765 object *tmp2 = tmp->clone ();
1036 copy_object (tmp, tmp2); 766 m->insert (tmp2, x, y, op);
1037 tmp2->x = x; 767
1038 tmp2->y = y;
1039 insert_ob_in_map (tmp2, m, op, 0);
1040 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 768 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1041 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 769 tmp2->insert (arch_to_object (tmp2->other_arch));
1042 } 770 }
1043 else 771 else
1044 negblocked = 1; 772 negblocked = 1;
1045 } 773 }
1046 774
1049 777
1050 return 1; 778 return 1;
1051} 779}
1052 780
1053int 781int
1054dimension_door (object *op, object *caster, object *spob, int dir) 782dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
1055{ 783{
1056 uint32 dist, maxdist; 784 uint32 dist, maxdist;
1057 int mflags; 785 int mflags;
1058 mapstruct *m; 786 maptile *m;
1059 sint16 sx, sy; 787 sint16 sx, sy;
1060 788
1061 if (op->type != PLAYER) 789 if (op->type != PLAYER)
1062 return 0; 790 return 0;
1063 791
1070 /* Given the new outdoor maps, can't let players dimension door for 798 /* Given the new outdoor maps, can't let players dimension door for
1071 * ever, so put limits in. 799 * ever, so put limits in.
1072 */ 800 */
1073 maxdist = spob->range + SP_level_range_adjust (caster, spob); 801 maxdist = spob->range + SP_level_range_adjust (caster, spob);
1074 802
1075 if (op->contr->count) 803 if (spellparam)
1076 { 804 {
805 int count = atoi (spellparam);
806
1077 if (op->contr->count > maxdist) 807 if (count > maxdist)
1078 { 808 {
1079 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!"); 809 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!");
1080 return 0; 810 return 0;
1081 } 811 }
1082 812
1083 for (dist = 0; dist < op->contr->count; dist++) 813 for (dist = 0; dist < count; dist++)
1084 { 814 {
1085 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy); 815 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
1086 816
1087 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 817 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
1088 break; 818 break;
1089 819
1090 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) 820 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1091 break; 821 break;
1092 } 822 }
1093 823
1094 if (dist < op->contr->count) 824 if (dist < count)
1095 { 825 {
1096 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n"); 826 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
1097 op->contr->count = 0;
1098 return 0; 827 return 0;
1099 } 828 }
1100 op->contr->count = 0;
1101 829
1102 /* Remove code that puts player on random space on maps. IMO, 830 /* Remove code that puts player on random space on maps. IMO,
1103 * a lot of maps probably have areas the player should not get to, 831 * a lot of maps probably have areas the player should not get to,
1104 * but may not be marked as NO_MAGIC (as they may be bounded 832 * but may not be marked as NO_MAGIC (as they may be bounded
1105 * by such squares). Also, there are probably treasure rooms and 833 * by such squares). Also, there are probably treasure rooms and
1153 return 0; 881 return 0;
1154 } 882 }
1155 } 883 }
1156 884
1157 /* Actually move the player now */ 885 /* Actually move the player now */
1158 remove_ob (op); 886 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op)))
1159 op->x += freearr_x[dir] * dist;
1160 op->y += freearr_y[dir] * dist;
1161 if ((op = insert_ob_in_map (op, op->map, op, 0)) == NULL)
1162 return 1; 887 return 1;
1163 888
1164 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ 889 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */
1165 return 1; 890 return 1;
1166} 891}
1167
1168 892
1169/* cast_heal: Heals something. 893/* cast_heal: Heals something.
1170 * op is the caster. 894 * op is the caster.
1171 * dir is the direction he is casting it in. 895 * dir is the direction he is casting it in.
1172 * spell is the spell object. 896 * spell is the spell object.
1179 object *poison; 903 object *poison;
1180 int heal = 0, success = 0; 904 int heal = 0, success = 0;
1181 905
1182 tmp = find_target_for_friendly_spell (op, dir); 906 tmp = find_target_for_friendly_spell (op, dir);
1183 907
1184 if (tmp == NULL) 908 if (!tmp)
1185 return 0; 909 return 0;
1186 910
1187 /* Figure out how many hp this spell might cure. 911 /* Figure out how many hp this spell might cure.
1188 * could be zero if this spell heals effects, not damage. 912 * could be zero if this spell heals effects, not damage.
1189 */ 913 */
1192 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp; 916 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
1193 917
1194 if (heal) 918 if (heal)
1195 { 919 {
1196 if (tmp->stats.hp >= tmp->stats.maxhp) 920 if (tmp->stats.hp >= tmp->stats.maxhp)
1197 {
1198 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed."); 921 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed.");
1199 }
1200 else 922 else
1201 { 923 {
1202 /* See how many points we actually heal. Instead of messages 924 /* See how many points we actually heal. Instead of messages
1203 * based on type of spell, we instead do messages based 925 * based on type of spell, we instead do messages based
1204 * on amount of damage healed. 926 * on amount of damage healed.
1205 */ 927 */
1206 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 928 if (heal > tmp->stats.maxhp - tmp->stats.hp)
1207 heal = tmp->stats.maxhp - tmp->stats.hp; 929 heal = tmp->stats.maxhp - tmp->stats.hp;
930
1208 tmp->stats.hp += heal; 931 tmp->stats.hp += heal;
1209 932
1210 if (tmp->stats.hp >= tmp->stats.maxhp) 933 if (tmp->stats.hp >= tmp->stats.maxhp)
1211 {
1212 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 934 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1213 }
1214 else if (heal > 50) 935 else if (heal > 50)
1215 {
1216 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); 936 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1217 }
1218 else if (heal > 25) 937 else if (heal > 25)
1219 {
1220 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); 938 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1221 }
1222 else if (heal > 10) 939 else if (heal > 10)
1223 {
1224 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade."); 940 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade.");
1225 }
1226 else 941 else
1227 {
1228 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close."); 942 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close.");
1229 } 943
1230 success = 1; 944 success = 1;
1231 } 945 }
1232 } 946 }
947
1233 if (spell->attacktype & AT_DISEASE) 948 if (spell->attacktype & AT_DISEASE)
1234 if (cure_disease (tmp, op)) 949 if (cure_disease (tmp, op, spell))
1235 success = 1; 950 success = 1;
1236 951
1237 if (spell->attacktype & AT_POISON) 952 if (spell->attacktype & AT_POISON)
1238 { 953 {
1239 at = archetype::find ("poisoning"); 954 at = archetype::find ("poisoning");
1243 success = 1; 958 success = 1;
1244 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 959 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1245 poison->stats.food = 1; 960 poison->stats.food = 1;
1246 } 961 }
1247 } 962 }
963
1248 if (spell->attacktype & AT_CONFUSION) 964 if (spell->attacktype & AT_CONFUSION)
1249 { 965 {
1250 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 966 poison = present_in_ob_by_name (FORCE, "confusion", tmp);
1251 if (poison) 967 if (poison)
1252 { 968 {
1253 success = 1; 969 success = 1;
1254 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 970 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1255 poison->duration = 1; 971 poison->duration = 1;
1256 } 972 }
1257 } 973 }
974
1258 if (spell->attacktype & AT_BLIND) 975 if (spell->attacktype & AT_BLIND)
1259 { 976 {
1260 at = archetype::find ("blindness"); 977 at = archetype::find ("blindness");
1261 poison = present_arch_in_ob (at, tmp); 978 poison = present_arch_in_ob (at, tmp);
1262 if (poison) 979 if (poison)
1264 success = 1; 981 success = 1;
1265 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return."); 982 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1266 poison->stats.food = 1; 983 poison->stats.food = 1;
1267 } 984 }
1268 } 985 }
986
1269 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) 987 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1270 { 988 {
1271 tmp->stats.sp += spell->last_sp; 989 tmp->stats.sp += spell->last_sp;
1272 if (tmp->stats.sp > tmp->stats.maxsp) 990 if (tmp->stats.sp > tmp->stats.maxsp)
1273 tmp->stats.sp = tmp->stats.maxsp; 991 tmp->stats.sp = tmp->stats.maxsp;
1274 success = 1; 992 success = 1;
1275 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!"); 993 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!");
1276 } 994 }
995
1277 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) 996 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1278 { 997 {
1279 tmp->stats.grace += spell->last_grace; 998 tmp->stats.grace += spell->last_grace;
1280 if (tmp->stats.grace > tmp->stats.maxgrace) 999 if (tmp->stats.grace > tmp->stats.maxgrace)
1281 tmp->stats.grace = tmp->stats.maxgrace; 1000 tmp->stats.grace = tmp->stats.maxgrace;
1282 success = 1; 1001 success = 1;
1283 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!"); 1002 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1284 } 1003 }
1004
1285 if (spell->stats.food && tmp->stats.food < 999) 1005 if (spell->stats.food && tmp->stats.food < 999)
1286 { 1006 {
1287 tmp->stats.food += spell->stats.food; 1007 tmp->stats.food += spell->stats.food;
1008
1288 if (tmp->stats.food > 999) 1009 if (tmp->stats.food > 999)
1289 tmp->stats.food = 999; 1010 tmp->stats.food = 999;
1011
1290 success = 1; 1012 success = 1;
1291 /* We could do something a bit better like the messages for healing above */ 1013 /* We could do something a bit better like the messages for healing above */
1292 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food"); 1014 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1293 } 1015 }
1016
1294 return success; 1017 return success;
1295} 1018}
1296
1297 1019
1298/* This is used for the spells that gain stats. There are no spells 1020/* This is used for the spells that gain stats. There are no spells
1299 * right now that icnrease wis/int/pow on a temp basis, so no 1021 * right now that icnrease wis/int/pow on a temp basis, so no
1300 * good comments for those. 1022 * good comments for those.
1301 */ 1023 */
1302static const char *const no_gain_msgs[NUM_STATS] = { 1024static const char *const no_gain_msgs[NUM_STATS] = {
1303 "You grow no stronger.", 1025 "You grow no stronger.",
1304 "You grow no more agile.", 1026 "You grow no more agile.",
1305 "You don't feel any healthier.", 1027 "You don't feel any healthier.",
1306 "no wis", 1028 "You didn't grow any more intelligent.",
1029 "You do not feel any wiser.",
1030 "You don't feel any more powerful."
1307 "You are no easier to look at.", 1031 "You are no easier to look at.",
1308 "no int",
1309 "no pow"
1310}; 1032};
1311 1033
1312int 1034int
1035change_ability_duration (object *spell, object *caster)
1036{
1037 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1038}
1039
1040int
1313cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) 1041cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1314{ 1042{
1315 object *tmp, *tmp2 = NULL;
1316 object *force = NULL; 1043 object *force = 0;
1317 int i; 1044 int i;
1318 1045
1319 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1046 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1320 if (dir != 0) 1047 object *tmp = dir
1321 {
1322 tmp = find_target_for_friendly_spell (op, dir); 1048 ? find_target_for_friendly_spell (op, dir)
1323 } 1049 : op;
1324 else
1325 {
1326 tmp = op;
1327 }
1328 1050
1329 if (tmp == NULL) 1051 if (!tmp)
1330 return 0; 1052 return 0;
1331 1053
1332 /* If we've already got a force of this type, don't add a new one. */ 1054 /* If we've already got a force of this type, don't add a new one. */
1333 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1055 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1334 { 1056 {
1335 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1057 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1336 { 1058 {
1337 if (tmp2->name == spell_ob->name) 1059 if (tmp2->name == spell_ob->name)
1338 { 1060 {
1341 } 1063 }
1342 else if (spell_ob->race && spell_ob->race == tmp2->name) 1064 else if (spell_ob->race && spell_ob->race == tmp2->name)
1343 { 1065 {
1344 if (!silent) 1066 if (!silent)
1345 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 1067 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1068
1346 return 0; 1069 return 0;
1347 } 1070 }
1348 } 1071 }
1349 } 1072 }
1350 if (force == NULL) 1073
1074 if (!force)
1351 { 1075 {
1352 force = get_archetype (FORCE_NAME); 1076 force = get_archetype (FORCE_NAME);
1353 force->subtype = FORCE_CHANGE_ABILITY; 1077 force->subtype = FORCE_CHANGE_ABILITY;
1078
1354 if (spell_ob->race) 1079 if (spell_ob->race)
1355 force->name = spell_ob->race; 1080 force->name = spell_ob->race;
1356 else 1081 else
1357 force->name = spell_ob->name; 1082 force->name = spell_ob->name;
1083
1358 force->name_pl = spell_ob->name; 1084 force->name_pl = spell_ob->name;
1359 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); 1085 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1360 1086
1361 } 1087 }
1362 else 1088 else
1363 { 1089 {
1364 int duration; 1090 int duration = change_ability_duration (spell_ob, caster);
1365 1091
1366 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1367 if (duration > force->duration) 1092 if (duration > force->duration)
1368 { 1093 {
1369 force->duration = duration; 1094 force->duration = duration;
1370 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1095 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1371 } 1096 }
1372 else 1097 else
1373 {
1374 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1098 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1375 } 1099
1376 return 1; 1100 return 1;
1377 } 1101 }
1102
1378 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1103 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1379 force->speed = 1.0; 1104 force->speed = 1.0;
1380 force->speed_left = -1.0; 1105 force->speed_left = -1.0;
1381 SET_FLAG (force, FLAG_APPLIED); 1106 SET_FLAG (force, FLAG_APPLIED);
1382 1107
1388 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob); 1113 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob);
1389 if (force->resist[i] > 100) 1114 if (force->resist[i] > 100)
1390 force->resist[i] = 100; 1115 force->resist[i] = 100;
1391 } 1116 }
1392 } 1117 }
1118
1393 if (spell_ob->stats.hp) 1119 if (spell_ob->stats.hp)
1394 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob); 1120 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1395 1121
1396 if (tmp->type == PLAYER) 1122 if (tmp->type == PLAYER)
1397 { 1123 {
1398 /* Stat adjustment spells */ 1124 /* Stat adjustment spells */
1399 for (i = 0; i < NUM_STATS; i++) 1125 for (i = 0; i < NUM_STATS; i++)
1400 { 1126 {
1401 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; 1127 if (sint8 stat = spell_ob->stats.stat (i))
1402
1403 if (stat)
1404 { 1128 {
1405 sm = 0; 1129 sint8 sm = 0;
1406 for (k = 0; k < stat; k++) 1130 for (sint8 k = 0; k < stat; k++)
1407 sm += rndm (1, 3); 1131 sm += rndm (1, 3);
1408 1132
1409 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) 1133 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1410 { 1134 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1411 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); 1135
1412 if (sm < 0) 1136 force->stats.stat (i) = sm;
1413 sm = 0; 1137
1414 }
1415 set_attr_value (&force->stats, i, sm);
1416 if (!sm) 1138 if (!sm)
1417 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); 1139 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1418 } 1140 }
1419 } 1141 }
1420 } 1142 }
1440 force->stats.ac = spell_ob->stats.ac; 1162 force->stats.ac = spell_ob->stats.ac;
1441 force->attacktype = spell_ob->attacktype; 1163 force->attacktype = spell_ob->attacktype;
1442 1164
1443 insert_ob_in_ob (force, tmp); 1165 insert_ob_in_ob (force, tmp);
1444 change_abil (tmp, force); /* Mostly to display any messages */ 1166 change_abil (tmp, force); /* Mostly to display any messages */
1445 fix_player (tmp); 1167 tmp->update_stats ();
1168
1446 return 1; 1169 return 1;
1447} 1170}
1448 1171
1449/* This used to be part of cast_change_ability, but it really didn't make 1172/* This used to be part of cast_change_ability, but it really didn't make
1450 * a lot of sense, since most of the values it derives are from the god 1173 * a lot of sense, since most of the values it derives are from the god
1451 * of the caster. 1174 * of the caster.
1452 */ 1175 */
1453
1454int 1176int
1455cast_bless (object *op, object *caster, object *spell_ob, int dir) 1177cast_bless (object *op, object *caster, object *spell_ob, int dir)
1456{ 1178{
1457 int i; 1179 int i;
1458 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1180 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1459 1181
1460 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1182 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1461 if (dir != 0) 1183 if (dir != 0)
1462 { 1184 {
1463 tmp = find_target_for_friendly_spell (op, dir); 1185 tmp = find_target_for_friendly_spell (op, dir);
1186
1187 if (!tmp)
1188 return 0;
1464 } 1189 }
1465 else 1190 else
1466 {
1467 tmp = op; 1191 tmp = op;
1468 }
1469 1192
1470 /* If we've already got a force of this type, don't add a new one. */ 1193 /* If we've already got a force of this type, don't add a new one. */
1471 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1194 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1472 { 1195 {
1473 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1196 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1474 { 1197 {
1475 if (tmp2->name == spell_ob->name) 1198 if (tmp2->name == spell_ob->name)
1476 { 1199 {
1482 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 1205 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1483 return 0; 1206 return 0;
1484 } 1207 }
1485 } 1208 }
1486 } 1209 }
1210
1487 if (force == NULL) 1211 if (force == NULL)
1488 { 1212 {
1489 force = get_archetype (FORCE_NAME); 1213 force = get_archetype (FORCE_NAME);
1490 force->subtype = FORCE_CHANGE_ABILITY; 1214 force->subtype = FORCE_CHANGE_ABILITY;
1491 if (spell_ob->race) 1215 if (spell_ob->race)
1549 force->stats.wc = spell_ob->stats.wc; 1273 force->stats.wc = spell_ob->stats.wc;
1550 force->stats.ac = spell_ob->stats.ac; 1274 force->stats.ac = spell_ob->stats.ac;
1551 1275
1552 change_abil (tmp, force); /* Mostly to display any messages */ 1276 change_abil (tmp, force); /* Mostly to display any messages */
1553 insert_ob_in_ob (force, tmp); 1277 insert_ob_in_ob (force, tmp);
1554 fix_player (tmp); 1278 tmp->update_stats ();
1555 return 1; 1279 return 1;
1556} 1280}
1557
1558
1559 1281
1560/* Alchemy code by Mark Wedel 1282/* Alchemy code by Mark Wedel
1561 * 1283 *
1562 * This code adds a new spell, called alchemy. Alchemy will turn 1284 * This code adds a new spell, called alchemy. Alchemy will turn
1563 * objects to gold nuggets, the value of the gold nuggets being 1285 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1564 * about 90% of that of the item itself. It uses the value of the
1565 * object before charisma adjustments, because the nuggets themselves
1566 * will be will be adjusted by charisma when sold.
1567 * 1286 *
1568 * Large nuggets are worth 25 gp each (base). You will always get 1287 * The value of the gold nuggets being about 90% of that of the item
1569 * the maximum number of large nuggets you could get. 1288 * itself. It uses the value of the object before charisma adjustments,
1570 * Small nuggets are worth 1 gp each (base). You will get from 0 1289 * because the nuggets themselves will be will be adjusted by charisma
1571 * to the max amount of small nuggets as you could get. 1290 * when sold.
1572 *
1573 * For example, if an item is worth 110 gold, you will get
1574 * 4 large nuggets, and from 0-10 small nuggets.
1575 * 1291 *
1576 * There is also a chance (1:30) that you will get nothing at all 1292 * There is also a chance (1:30) that you will get nothing at all
1577 * for the object. There is also a maximum weight that will be 1293 * for the object. There is also a maximum weight that will be
1578 * alchemied. 1294 * alchemised.
1579 */ 1295 */
1580
1581/* I didn't feel like passing these as arguements to the
1582 * two functions that need them. Real values are put in them
1583 * when the spell is cast, and these are freed when the spell
1584 * is finished.
1585 */
1586static object *small, *large;
1587
1588static void 1296static void
1589alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight) 1297alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1590{ 1298{
1591 uint64 value = query_cost (obj, NULL, F_TRUE); 1299 uint64 value = query_cost (obj, NULL, F_TRUE);
1592 1300
1593 /* Give third price when we alchemy money (This should hopefully 1301 /* Give third price when we alchemy money (this should hopefully
1594 * make it so that it isn't worth it to alchemy money, sell 1302 * make it so that it isn't worth it to alchemy money, sell
1595 * the nuggets, alchemy the gold from that, etc. 1303 * the nuggets, alchemy the gold from that, etc.
1596 * Otherwise, give 9 silver on the gold for other objects, 1304 * Otherwise, give 9 silver on the gold for other objects,
1597 * so that it would still be more affordable to haul 1305 * so that it would still be more affordable to haul
1598 * the stuff back to town. 1306 * the stuff back to town.
1599 */ 1307 */
1600
1601 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1308 if (QUERY_FLAG (obj, FLAG_UNPAID))
1602 value = 0; 1309 value = 0;
1603 else if (obj->type == MONEY || obj->type == GEM) 1310 else if (obj->type == MONEY || obj->type == GEM)
1604 value /= 3; 1311 value /= 3;
1605 else 1312 else
1606 value = (value * 9) / 10; 1313 value = value * 9 / 10;
1607 1314
1608 value /= 4; // fix by GHJ, don't understand, pcg
1609
1610 if ((obj->value > 0) && rndm (0, 29)) 1315 if (obj->value > 0 && rndm (0, 29))
1611 { 1316 total_value += value;
1612 int count;
1613 1317
1614 count = value / large->value;
1615 *large_nuggets += count;
1616 value -= (uint64) count *(uint64) large->value;
1617
1618 count = value / small->value;
1619 *small_nuggets += count;
1620 }
1621
1622 /* Turn 25 small nuggets into 1 large nugget. If the value
1623 * of large nuggets is not evenly divisable by the small nugget
1624 * value, take off an extra small_nugget (Assuming small_nuggets!=0)
1625 */
1626 if (*small_nuggets * small->value >= large->value)
1627 {
1628 (*large_nuggets)++;
1629 *small_nuggets -= large->value / small->value;
1630 if (*small_nuggets && large->value % small->value)
1631 (*small_nuggets)--;
1632 }
1633 weight += obj->weight; 1318 total_weight += obj->total_weight ();
1634 remove_ob (obj);
1635 free_object (obj);
1636}
1637 1319
1638static void 1320 obj->destroy ();
1639update_map (object *op, mapstruct *m, int small_nuggets, int large_nuggets, int x, int y)
1640{
1641 object *tmp;
1642 int flag = 0;
1643
1644 /* Put any nuggets below the player, but we can only pass this
1645 * flag if we are on the same space as the player
1646 */
1647 if (x == op->x && y == op->y && op->map == m)
1648 flag = INS_BELOW_ORIGINATOR;
1649
1650 if (small_nuggets)
1651 {
1652 tmp = get_object ();
1653 copy_object (small, tmp);
1654 tmp->nrof = small_nuggets;
1655 tmp->x = x;
1656 tmp->y = y;
1657 insert_ob_in_map (tmp, m, op, flag);
1658 }
1659 if (large_nuggets)
1660 {
1661 tmp = get_object ();
1662 copy_object (large, tmp);
1663 tmp->nrof = large_nuggets;
1664 tmp->x = x;
1665 tmp->y = y;
1666 insert_ob_in_map (tmp, m, op, flag);
1667 }
1668} 1321}
1669 1322
1670int 1323int
1671alchemy (object *op, object *caster, object *spell_ob) 1324alchemy (object *op, object *caster, object *spell_ob)
1672{ 1325{
1673 int x, y, weight = 0, weight_max, large_nuggets, small_nuggets, mflags;
1674 sint16 nx, ny;
1675 object *next, *tmp;
1676 mapstruct *mp;
1677
1678 if (op->type != PLAYER) 1326 if (op->type != PLAYER)
1679 return 0; 1327 return 0;
1680 1328
1329 archetype *nugget[3];
1330
1331 nugget[0] = archetype::find ("pyrite3");
1332 nugget[1] = archetype::find ("pyrite2");
1333 nugget[2] = archetype::find ("pyrite");
1334
1681 /* Put a maximum weight of items that can be alchemied. Limits the power 1335 /* Put a maximum weight of items that can be alchemised. Limits the power
1682 * some, and also prevents people from alcheming every table/chair/clock 1336 * some, and also prevents people from alchemising every table/chair/clock
1683 * in sight 1337 * in sight
1684 */ 1338 */
1685 weight_max = spell_ob->duration + +SP_level_duration_adjust (caster, spell_ob); 1339 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1686 weight_max *= 1000; 1340 int weight_max = duration * 1000;
1687 small = get_archetype ("smallnugget"), large = get_archetype ("largenugget"); 1341 uint64 value_max = duration * 1000;
1688 1342
1343 int weight = 0;
1344
1689 for (y = op->y - 1; y <= op->y + 1; y++) 1345 for (int y = op->y - 1; y <= op->y + 1; y++)
1690 { 1346 {
1691 for (x = op->x - 1; x <= op->x + 1; x++) 1347 for (int x = op->x - 1; x <= op->x + 1; x++)
1692 { 1348 {
1349 uint64 value = 0;
1350
1693 nx = x; 1351 sint16 nx = x;
1694 ny = y; 1352 sint16 ny = y;
1695 1353
1696 mp = op->map; 1354 maptile *mp = op->map;
1697 1355
1698 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); 1356 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1699 1357
1700 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1358 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1701 continue; 1359 continue;
1702 1360
1703 /* Treat alchemy a little differently - most spell effects 1361 /* Treat alchemy a little differently - most spell effects
1705 * ground level effect. 1363 * ground level effect.
1706 */ 1364 */
1707 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) 1365 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1708 continue; 1366 continue;
1709 1367
1710 small_nuggets = 0; 1368 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1711 large_nuggets = 0;
1712
1713 for (tmp = get_map_ob (mp, nx, ny); tmp != NULL; tmp = next)
1714 { 1369 {
1715 next = tmp->above; 1370 next = tmp->above;
1371
1716 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1372 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1717 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1373 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1718 { 1374 {
1719
1720 if (tmp->inv) 1375 if (tmp->inv)
1721 { 1376 {
1722 object *next1, *tmp1; 1377 object *next1, *tmp1;
1723 1378
1724 for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1) 1379 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1725 { 1380 {
1726 next1 = tmp1->below; 1381 next1 = tmp1->below;
1727 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1382 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1728 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1383 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1729 alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight); 1384 alchemy_object (tmp1, value, weight);
1730 } 1385 }
1731 } 1386 }
1387
1732 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); 1388 alchemy_object (tmp, value, weight);
1733 1389
1734 if (weight > weight_max) 1390 if (weight > weight_max)
1735 { 1391 break;
1736 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1737 free_object (large);
1738 free_object (small);
1739 return 1;
1740 } 1392 }
1741 } /* is alchemable object */
1742 } /* process all objects on this space */
1743
1744 /* Insert all the nuggets at one time. This probably saves time, but
1745 * it also prevents us from alcheming nuggets that were just created
1746 * with this spell.
1747 */ 1393 }
1748 update_map (op, mp, small_nuggets, large_nuggets, nx, ny); 1394
1395 value -= rndm (value >> 4);
1396 value = min (value, value_max);
1397
1398 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1399 if (int nrof = value / nugget [i]->value)
1400 {
1401 value -= nrof * nugget[i]->value;
1402
1403 object *tmp = arch_to_object (nugget[i]);
1404 tmp->nrof = nrof;
1405 tmp->flag [FLAG_IDENTIFIED] = true;
1406 op->map->insert (tmp, x, y, op, 0);
1749 } 1407 }
1408
1409 if (weight > weight_max)
1410 goto bailout;
1411 }
1750 } 1412 }
1751 free_object (large); 1413
1752 free_object (small); 1414bailout:
1753 /* reset this so that if player standing on a big pile of stuff,
1754 * it is redrawn properly.
1755 */
1756 op->contr->socket.look_position = 0;
1757 return 1; 1415 return 1;
1758} 1416}
1759
1760 1417
1761/* This function removes the cursed/damned status on equipped 1418/* This function removes the cursed/damned status on equipped
1762 * items. 1419 * items.
1763 */ 1420 */
1764int 1421int
1765remove_curse (object *op, object *caster, object *spell) 1422remove_curse (object *op, object *caster, object *spell)
1766{ 1423{
1767 object *tmp;
1768 int success = 0, was_one = 0; 1424 int success = 0, was_one = 0;
1769 1425
1770 for (tmp = op->inv; tmp; tmp = tmp->below) 1426 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1771 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1427 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1772 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1428 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1773 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1429 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1774 { 1430 {
1775
1776 was_one++; 1431 was_one++;
1432
1777 if (tmp->level <= caster_level (caster, spell)) 1433 if (tmp->level <= casting_level (caster, spell))
1778 { 1434 {
1779 success++; 1435 success++;
1780 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1436 if (QUERY_FLAG (spell, FLAG_DAMNED))
1781 CLEAR_FLAG (tmp, FLAG_DAMNED); 1437 CLEAR_FLAG (tmp, FLAG_DAMNED);
1782 1438
1783 CLEAR_FLAG (tmp, FLAG_CURSED); 1439 CLEAR_FLAG (tmp, FLAG_CURSED);
1784 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1440 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1785 tmp->value = 0; /* Still can't sell it */ 1441 tmp->value = 0; /* Still can't sell it */
1786 if (op->type == PLAYER) 1442
1443 if (object *pl = tmp->visible_to ())
1787 esrv_send_item (op, tmp); 1444 esrv_update_item (UPD_FLAGS, pl, tmp);
1788 } 1445 }
1789 } 1446 }
1790 1447
1791 if (op->type == PLAYER) 1448 if (op->type == PLAYER)
1792 { 1449 {
1793 if (success) 1450 if (success)
1794 {
1795 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now."); 1451 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1796 }
1797 else 1452 else
1798 { 1453 {
1799 if (was_one) 1454 if (was_one)
1800 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse."); 1455 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1801 else 1456 else
1802 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items."); 1457 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items.");
1803 } 1458 }
1804 } 1459 }
1460
1805 return success; 1461 return success;
1806} 1462}
1807 1463
1808/* Identifies objects in the players inventory/on the ground */ 1464/* Identifies objects in the players inventory/on the ground */
1809
1810int 1465int
1811cast_identify (object *op, object *caster, object *spell) 1466cast_identify (object *op, object *caster, object *spell)
1812{ 1467{
1813 object *tmp; 1468 object *tmp;
1814 int success = 0, num_ident; 1469 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1815 1470
1816 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1471 int num_ident = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell));
1817
1818 if (num_ident < 1)
1819 num_ident = 1;
1820
1821 1472
1822 for (tmp = op->inv; tmp; tmp = tmp->below) 1473 for (tmp = op->inv; tmp; tmp = tmp->below)
1823 { 1474 {
1824 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1475 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1825 { 1476 {
1826 identify (tmp); 1477 identify (tmp);
1478
1827 if (op->type == PLAYER) 1479 if (op->type == PLAYER)
1828 { 1480 {
1829 new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op)); 1481 buf.printf ("You identified: %s.\r", long_desc (tmp, op));
1482
1830 if (tmp->msg) 1483 if (tmp->msg)
1831 { 1484 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1832 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1833 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1834 }
1835 } 1485 }
1836 num_ident--; 1486
1837 success = 1;
1838 if (!num_ident) 1487 if (!--num_ident)
1839 break; 1488 break;
1840 } 1489 }
1841 } 1490 }
1491
1842 /* If all the power of the spell has been used up, don't go and identify 1492 /* If all the power of the spell has been used up, don't go and identify
1843 * stuff on the floor. Only identify stuff on the floor if the spell 1493 * stuff on the floor. Only identify stuff on the floor if the spell
1844 * was not fully used. 1494 * was not fully used.
1845 */ 1495 */
1846 if (num_ident) 1496 if (num_ident)
1847 { 1497 {
1848 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1498 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1849 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1499 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1850 { 1500 {
1851
1852 identify (tmp); 1501 identify (tmp);
1853 if (op->type == PLAYER) 1502
1503 if (object *pl = tmp->visible_to ())
1854 { 1504 {
1855 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op)); 1505 buf.printf ("On the ground you identified: %s.\r", long_desc (tmp, op));
1506
1856 if (tmp->msg) 1507 if (tmp->msg)
1857 { 1508 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1858 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1859 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1860 }
1861 esrv_send_item (op, tmp);
1862 } 1509 }
1863 num_ident--; 1510
1864 success = 1;
1865 if (!num_ident) 1511 if (!--num_ident)
1866 break; 1512 break;
1867 } 1513 }
1868 } 1514 }
1869 if (!success) 1515
1870 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified."); 1516 if (buf.empty ())
1517 {
1518 op->failmsg ("You can't reach anything unidentified.");
1519 return 0;
1520 }
1871 else 1521 else
1872 { 1522 {
1523 if (op->contr)
1524 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1525
1873 spell_effect (spell, op->x, op->y, op->map, op); 1526 spell_effect (spell, op->x, op->y, op->map, op);
1527 return 1;
1874 } 1528 }
1875 return success;
1876} 1529}
1877
1878 1530
1879int 1531int
1880cast_detection (object *op, object *caster, object *spell, object *skill) 1532cast_detection (object *op, object *caster, object *spell, object *skill)
1881{ 1533{
1882 object *tmp, *last, *god, *detect; 1534 object *tmp, *last, *god, *detect;
1883 int done_one, range, mflags, floor, level; 1535 int done_one, range, mflags, floor, level;
1884 sint16 x, y, nx, ny; 1536 sint16 x, y, nx, ny;
1885 mapstruct *m; 1537 maptile *m;
1886 1538
1887 /* We precompute some values here so that we don't have to keep 1539 /* We precompute some values here so that we don't have to keep
1888 * doing it over and over again. 1540 * doing it over and over again.
1889 */ 1541 */
1890 god = find_god (determine_god (op)); 1542 god = find_god (determine_god (op));
1891 level = caster_level (caster, spell); 1543 level = casting_level (caster, spell);
1892 range = spell->range + SP_level_range_adjust (caster, spell); 1544 range = spell->range + SP_level_range_adjust (caster, spell);
1893 1545
1894 if (!skill) 1546 if (!skill)
1895 skill = caster; 1547 skill = caster;
1896 1548
1897 for (x = op->x - range; x <= op->x + range; x++) 1549 unordered_mapwalk (op, -range, -range, range, range)
1898 for (y = op->y - range; y <= op->y + range; y++)
1899 { 1550 {
1900
1901 m = op->map;
1902 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1903 if (mflags & P_OUT_OF_MAP)
1904 continue;
1905
1906 /* For most of the detections, we only detect objects above the 1551 /* For most of the detections, we only detect objects above the
1907 * floor. But this is not true for show invisible. 1552 * floor. But this is not true for show invisible.
1908 * Basically, we just go and find the top object and work 1553 * Basically, we just go and find the top object and work
1909 * down - that is easier than working up. 1554 * down - that is easier than working up.
1910 */ 1555 */
1911 1556
1912 for (last = NULL, tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above) 1557 for (last = NULL, tmp = m->at (nx, ny).bot; tmp; tmp = tmp->above)
1913 last = tmp; 1558 last = tmp;
1559
1914 /* Shouldn't happen, but if there are no objects on a space, this 1560 /* Shouldn't happen, but if there are no objects on a space, this
1915 * would happen. 1561 * would happen.
1916 */ 1562 */
1917 if (!last) 1563 if (!last)
1918 continue; 1564 continue;
1919 1565
1920 done_one = 0; 1566 done_one = 0;
1921 floor = 0; 1567 floor = 0;
1922 detect = NULL; 1568 detect = NULL;
1923 for (tmp = last; tmp; tmp = tmp->below) 1569 for (tmp = last; tmp; tmp = tmp->below)
1924 { 1570 {
1925
1926 /* show invisible */ 1571 /* show invisible */
1927 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1572 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1928 /* Might there be other objects that we can make visibile? */ 1573 /* Might there be other objects that we can make visible? */
1929 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1574 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER)
1930 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1575 || (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ))
1931 tmp->type == CF_HANDLE || 1576 || tmp->type == CF_HANDLE
1932 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE || 1577 || tmp->type == TRAPDOOR
1578 || tmp->type == EXIT
1579 || tmp->type == HOLE
1580 || tmp->type == BUTTON
1933 tmp->type == BUTTON || tmp->type == TELEPORTER || 1581 || tmp->type == TELEPORTER
1582 || tmp->type == GATE
1934 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1583 || tmp->type == LOCKED_DOOR
1935 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN || 1584 || tmp->type == WEAPON
1585 || tmp->type == ALTAR
1586 || tmp->type == SIGN
1936 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1587 || tmp->type == TRIGGER_PEDESTAL
1937 tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR))) 1588 || tmp->type == SPECIAL_KEY
1589 || tmp->type == TREASURE
1590 || tmp->type == BOOK
1591 || tmp->type == HOLY_ALTAR
1592 || tmp->type == CONTAINER)))
1938 { 1593 {
1939 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4) 1594 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1940 { 1595 {
1941 tmp->invisible = 0; 1596 tmp->invisible = 0;
1942 done_one = 1; 1597 done_one = 1;
1943 } 1598 }
1944 } 1599 }
1600
1945 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1601 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1946 floor = 1; 1602 floor = 1;
1947 1603
1948 /* All detections below this point don't descend beneath the floor, 1604 /* All detections below this point don't descend beneath the floor,
1949 * so just continue on. We could be clever and look at the type of 1605 * so just continue on. We could be clever and look at the type of
1950 * detection to completely break out if we don't care about objects beneath 1606 * detection to completely break out if we don't care about objects beneath
1951 * the floor, but once we get to the floor, not likely a very big issue anyways. 1607 * the floor, but once we get to the floor, not likely a very big issue anyways.
1952 */ 1608 */
1953 if (floor) 1609 if (floor)
1954 continue; 1610 continue;
1955 1611
1956 /* I had thought about making detect magic and detect curse 1612 /* I had thought about making detect magic and detect curse
1957 * show the flash the magic item like it does for detect monster. 1613 * show the flash the magic item like it does for detect monster.
1958 * however, if the object is within sight, this would then make it 1614 * however, if the object is within sight, this would then make it
1959 * difficult to see what object is magical/cursed, so the 1615 * difficult to see what object is magical/cursed, so the
1960 * effect wouldn't be as apparant. 1616 * effect wouldn't be as apparent.
1961 */ 1617 */
1962 1618
1963 /* detect magic */ 1619 /* detect magic */
1964 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && 1620 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1965 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp)) 1621 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1966 { 1622 {
1967 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1623 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1968 /* make runes more visibile */ 1624 /* make runes more visibile */
1969 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC) 1625 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1970 tmp->stats.Cha /= 4; 1626 tmp->stats.Cha /= 4;
1627
1971 done_one = 1; 1628 done_one = 1;
1972 } 1629 }
1630
1973 /* detect monster */ 1631 /* detect monster */
1974 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER)) 1632 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1975 { 1633 {
1976 done_one = 2; 1634 done_one = 2;
1635
1977 if (!detect) 1636 if (!detect)
1978 detect = tmp; 1637 detect = tmp;
1979 } 1638 }
1639
1980 /* Basically, if race is set in the spell, then the creatures race must 1640 /* Basically, if race is set in the spell, then the creatures race must
1981 * match that. if the spell race is set to GOD, then the gods opposing 1641 * match that. if the spell race is set to GOD, then the gods opposing
1982 * race must match. 1642 * race must match.
1983 */ 1643 */
1984 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race && 1644 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1985 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) || 1645 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1986 (strstr (spell->race, tmp->race)))) 1646 spell->race.contains (tmp->race)))
1987 { 1647 {
1988 done_one = 2; 1648 done_one = 2;
1649
1989 if (!detect) 1650 if (!detect)
1990 detect = tmp; 1651 detect = tmp;
1991 } 1652 }
1653
1992 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1654 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1993 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1655 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1994 { 1656 {
1995 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1657 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1996 done_one = 1; 1658 done_one = 1;
1997 } 1659 }
1998 } /* for stack of objects on this space */ 1660 } /* for stack of objects on this space */
1999 1661
2000 /* Code here puts an effect of the spell on the space, so you can see 1662 /* Code here puts an effect of the spell on the space, so you can see
2001 * where the magic is. 1663 * where the magic is.
2002 */ 1664 */
2003 if (done_one) 1665 if (done_one)
2004 { 1666 {
2005 object *detect_ob = arch_to_object (spell->other_arch); 1667 object *detect_ob = arch_to_object (spell->other_arch);
2006 1668
2007 detect_ob->x = nx;
2008 detect_ob->y = ny;
2009 /* if this is set, we want to copy the face */ 1669 /* if this is set, we want to copy the face */
2010 if (done_one == 2 && detect) 1670 if (done_one == 2 && detect)
2011 { 1671 {
2012 detect_ob->face = detect->face; 1672 detect_ob->face = detect->face;
2013 detect_ob->animation_id = detect->animation_id; 1673 detect_ob->animation_id = detect->animation_id;
2014 detect_ob->anim_speed = detect->anim_speed; 1674 detect_ob->anim_speed = detect->anim_speed;
2015 detect_ob->last_anim = 0; 1675 detect_ob->last_anim = 0;
2016 /* by default, the detect_ob is already animated */ 1676 /* by default, the detect_ob is already animated */
2017 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1677 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
2018 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1678 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
2019 } 1679 }
2020 insert_ob_in_map (detect_ob, m, op, 0); 1680
1681 m->insert (detect_ob, nx, ny, op);
2021 } 1682 }
2022 } /* for processing the surrounding spaces */ 1683 } /* for processing the surrounding spaces */
2023 1684
2024 1685
2025 /* Now process objects in the players inventory if detect curse or magic */ 1686 /* Now process objects in the players inventory if detect curse or magic */
2026 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL)) 1687 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL))
2027 { 1688 {
2028 done_one = 0; 1689 done_one = 0;
1690
2029 for (tmp = op->inv; tmp; tmp = tmp->below) 1691 for (tmp = op->inv; tmp; tmp = tmp->below)
2030 { 1692 {
2031 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1693 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2032 { 1694 {
2033 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)) 1695 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL))
2034 { 1696 {
2035 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1697 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
2036 if (op->type == PLAYER) 1698
1699 if (object *pl = tmp->visible_to ())
2037 esrv_send_item (op, tmp); 1700 esrv_update_item (UPD_FLAGS, pl, tmp);
2038 } 1701 }
1702
2039 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1703 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
2040 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1704 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
2041 { 1705 {
2042 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1706 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
2043 if (op->type == PLAYER) 1707
1708 if (object *pl = tmp->visible_to ())
2044 esrv_send_item (op, tmp); 1709 esrv_update_item (UPD_FLAGS, pl, tmp);
2045 } 1710 }
2046 } /* if item is not identified */ 1711 } /* if item is not identified */
2047 } /* for the players inventory */ 1712 } /* for the players inventory */
2048 } /* if detect magic/curse and object is a player */ 1713 } /* if detect magic/curse and object is a player */
1714
2049 return 1; 1715 return 1;
2050} 1716}
2051 1717
2052 1718
2053/** 1719/**
2066 1732
2067 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you."); 1733 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
2068 1734
2069 if (victim->stats.sp >= victim->stats.maxsp * 2) 1735 if (victim->stats.sp >= victim->stats.maxsp * 2)
2070 { 1736 {
2071 object *tmp;
2072
2073 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1737 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
2074
2075 /* Explodes a fireball centered at player */
2076 tmp = get_archetype (EXPLODING_FIREBALL);
2077 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
2078 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
2079 tmp->x = victim->x;
2080 tmp->y = victim->y;
2081 insert_ob_in_map (tmp, victim->map, NULL, 0);
2082 victim->stats.sp = 2 * victim->stats.maxsp; 1738 victim->stats.sp = 2 * victim->stats.maxsp;
1739 create_exploding_ball_at (victim, caster_level);
2083 } 1740 }
2084 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1741 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
2085 {
2086 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); 1742 new_draw_info (NDI_UNIQUE | NDI_ORANGE, 0, victim, "You feel like your head is going to explode.");
2087 }
2088 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1743 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2089 {
2090 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 1744 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
2091 }
2092 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1745 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2093 { 1746 {
2094 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1747 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2095 confuse_player (victim, victim, 99); 1748 confuse_player (victim, victim, 99);
2096 } 1749 }
2097 else if (victim->stats.sp >= victim->stats.maxsp * 1.25) 1750 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
2098 {
2099 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices."); 1751 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
2100 }
2101} 1752}
2102 1753
2103/* cast_transfer 1754/* cast_transfer
2104 * This spell transfers sp from the player to another person. 1755 * This spell transfers sp from the player to another person.
2105 * We let the target go above their normal maximum SP. 1756 * We let the target go above their normal maximum SP.
2108int 1759int
2109cast_transfer (object *op, object *caster, object *spell, int dir) 1760cast_transfer (object *op, object *caster, object *spell, int dir)
2110{ 1761{
2111 object *plyr = NULL; 1762 object *plyr = NULL;
2112 sint16 x, y; 1763 sint16 x, y;
2113 mapstruct *m; 1764 maptile *m;
2114 int mflags; 1765 int mflags;
2115 1766
2116 m = op->map; 1767 m = op->map;
2117 x = op->x + freearr_x[dir]; 1768 x = op->x + freearr_x[dir];
2118 y = op->y + freearr_y[dir]; 1769 y = op->y + freearr_y[dir];
2119 1770
2120 mflags = get_map_flags (m, &m, x, y, &x, &y); 1771 mflags = get_map_flags (m, &m, x, y, &x, &y);
2121 1772
2122 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1773 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
2123 { 1774 {
2124 for (plyr = get_map_ob (m, x, y); plyr != NULL; plyr = plyr->above) 1775 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
2125 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1776 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2126 break; 1777 break;
2127 } 1778 }
2128 1779
2129 1780
2130 /* If we did not find a player in the specified direction, transfer 1781 /* If we did not find a player in the specified direction, transfer
2131 * to anyone on top of us. This is used for the rune of transference mostly. 1782 * to anyone on top of us. This is used for the rune of transference mostly.
2132 */ 1783 */
2133 if (plyr == NULL) 1784 if (plyr == NULL)
2134 for (plyr = get_map_ob (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above) 1785 for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above)
2135 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1786 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2136 break; 1787 break;
2137 1788
2138 if (!plyr) 1789 if (!plyr)
2139 { 1790 {
2142 } 1793 }
2143 /* give sp */ 1794 /* give sp */
2144 if (spell->stats.dam > 0) 1795 if (spell->stats.dam > 0)
2145 { 1796 {
2146 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell); 1797 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
2147 charge_mana_effect (plyr, caster_level (caster, spell)); 1798 charge_mana_effect (plyr, casting_level (caster, spell));
2148 return 1; 1799 return 1;
2149 } 1800 }
2150 /* suck sp away. Can't suck sp from yourself */ 1801 /* suck sp away. Can't suck sp from yourself */
2151 else if (op != plyr) 1802 else if (op != plyr)
2152 { 1803 {
2164 /* Player doesn't get full credit */ 1815 /* Player doesn't get full credit */
2165 sucked = (sucked * rate) / 100; 1816 sucked = (sucked * rate) / 100;
2166 op->stats.sp += sucked; 1817 op->stats.sp += sucked;
2167 if (sucked > 0) 1818 if (sucked > 0)
2168 { 1819 {
2169 charge_mana_effect (op, caster_level (caster, spell)); 1820 charge_mana_effect (op, casting_level (caster, spell));
2170 } 1821 }
2171 } 1822 }
2172 return 1; 1823 return 1;
2173 } 1824 }
2174 return 0; 1825 return 0;
2184void 1835void
2185counterspell (object *op, int dir) 1836counterspell (object *op, int dir)
2186{ 1837{
2187 object *tmp, *head, *next; 1838 object *tmp, *head, *next;
2188 int mflags; 1839 int mflags;
2189 mapstruct *m; 1840 maptile *m;
2190 sint16 sx, sy; 1841 sint16 sx, sy;
2191 1842
2192 sx = op->x + freearr_x[dir]; 1843 sx = op->x + freearr_x[dir];
2193 sy = op->y + freearr_y[dir]; 1844 sy = op->y + freearr_y[dir];
2194 m = op->map; 1845 m = op->map;
2195 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1846 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
2196 if (mflags & P_OUT_OF_MAP) 1847 if (mflags & P_OUT_OF_MAP)
2197 return; 1848 return;
2198 1849
2199 for (tmp = get_map_ob (m, sx, sy); tmp != NULL; tmp = next) 1850 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
2200 { 1851 {
2201 next = tmp->above; 1852 next = tmp->above;
2202 1853
2203 /* Need to look at the head object - otherwise, if tmp 1854 /* Need to look at the head object - otherwise, if tmp
2204 * points to a monster, we don't have all the necessary 1855 * points to a monster, we don't have all the necessary
2216 /* Basically, if the object is magical and not counterspell, 1867 /* Basically, if the object is magical and not counterspell,
2217 * we will more or less remove the object. Don't counterspell 1868 * we will more or less remove the object. Don't counterspell
2218 * monsters either. 1869 * monsters either.
2219 */ 1870 */
2220 1871
2221 if (head->attacktype & AT_MAGIC && 1872 if (head->attacktype & AT_MAGIC
2222 !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level)) 1873 && !(head->attacktype & AT_COUNTERSPELL)
2223 { 1874 && !QUERY_FLAG (head, FLAG_MONSTER)
2224 remove_ob (head); 1875 && (op->level > head->level))
2225 free_object (head); 1876 head->destroy ();
2226 }
2227 else 1877 else
2228 switch (head->type) 1878 switch (head->type)
2229 { 1879 {
2230 case SPELL_EFFECT: 1880 case SPELL_EFFECT:
1881 // XXX: Don't affect floor spelleffects. See also XXX comment
1882 // about sanctuary in spell_util.C
1883 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1884 continue;
1885
2231 if (op->level > head->level) 1886 if (op->level > head->level)
2232 { 1887 head->destroy ();
2233 remove_ob (head); 1888
2234 free_object (head);
2235 }
2236 break; 1889 break;
2237 1890
2238 /* I really don't get this rune code that much - that 1891 /* I really don't get this rune code that much - that
2239 * random chance seems really low. 1892 * random chance seems really low.
2240 */ 1893 */
2241 case RUNE: 1894 case RUNE:
2242 if (rndm (0, 149) == 0) 1895 if (rndm (0, 149) == 0)
2243 { 1896 {
2244 head->stats.hp--; /* weaken the rune */ 1897 head->stats.hp--; /* weaken the rune */
2245 if (!head->stats.hp) 1898 if (!head->stats.hp)
2246 { 1899 head->destroy ();
2247 remove_ob (head);
2248 free_object (head);
2249 }
2250 } 1900 }
2251 break; 1901 break;
2252 } 1902 }
2253 } 1903 }
2254} 1904}
2255 1905
2256
2257
2258/* cast_consecrate() - a spell to make an altar your god's */ 1906/* cast_consecrate() - a spell to make an altar your god's */
2259int 1907int
2260cast_consecrate (object *op, object *caster, object *spell) 1908cast_consecrate (object *op, object *caster, object *spell)
2261{ 1909{
2262 char buf[MAX_BUF]; 1910 char buf[MAX_BUF];
2274 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1922 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2275 break; 1923 break;
2276 if (tmp->type == HOLY_ALTAR) 1924 if (tmp->type == HOLY_ALTAR)
2277 { 1925 {
2278 1926
2279 if (tmp->level > caster_level (caster, spell)) 1927 if (tmp->level > casting_level (caster, spell))
2280 { 1928 {
2281 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name); 1929 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name);
2282 return 0; 1930 return 0;
2283 } 1931 }
2284 else 1932 else
2285 { 1933 {
2286 /* If we got here, we are consecrating an altar */ 1934 /* If we got here, we are consecrating an altar */
2287 sprintf (buf, "Altar of %s", &god->name); 1935 sprintf (buf, "Altar of %s", &god->name);
2288 tmp->name = buf; 1936 tmp->name = buf;
2289 tmp->level = caster_level (caster, spell); 1937 tmp->level = casting_level (caster, spell);
2290 tmp->other_arch = god->arch; 1938 tmp->other_arch = god->arch;
1939
2291 if (op->type == PLAYER) 1940 if (op->type == PLAYER)
2292 esrv_update_item (UPD_NAME, op, tmp); 1941 esrv_update_item (UPD_NAME, op, tmp);
1942
2293 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name); 1943 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
2294 return 1; 1944 return 1;
2295 } 1945 }
2296 } 1946 }
2297 } 1947 }
2307 * This code was very odd - code early on would only let players use the spell, 1957 * This code was very odd - code early on would only let players use the spell,
2308 * yet the code wass full of player checks. I've presumed that the code 1958 * yet the code wass full of player checks. I've presumed that the code
2309 * that only let players use it was correct, and removed all the other 1959 * that only let players use it was correct, and removed all the other
2310 * player checks. MSW 2003-01-06 1960 * player checks. MSW 2003-01-06
2311 */ 1961 */
2312
2313int 1962int
2314animate_weapon (object *op, object *caster, object *spell, int dir) 1963animate_weapon (object *op, object *caster, object *spell, int dir)
2315{ 1964{
2316 object *weapon, *tmp; 1965 object *weapon, *tmp;
2317 char buf[MAX_BUF]; 1966 char buf[MAX_BUF];
2318 int a, i; 1967 int a, i;
2319 sint16 x, y; 1968 sint16 x, y;
2320 mapstruct *m; 1969 maptile *m;
2321 materialtype_t *mt;
2322 1970
2323 if (!spell->other_arch) 1971 if (!spell->other_arch)
2324 { 1972 {
2325 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1973 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2326 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name); 1974 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2329 /* exit if it's not a player using this spell. */ 1977 /* exit if it's not a player using this spell. */
2330 if (op->type != PLAYER) 1978 if (op->type != PLAYER)
2331 return 0; 1979 return 0;
2332 1980
2333 /* if player already has a golem, abort */ 1981 /* if player already has a golem, abort */
2334 if (op->contr->ranges[range_golem] != NULL && op->contr->golem_count == op->contr->ranges[range_golem]->count) 1982 if (object *golem = op->contr->golem)
2335 { 1983 {
2336 control_golem (op->contr->ranges[range_golem], dir); 1984 control_golem (golem, dir);
2337 return 0; 1985 return 0;
2338 } 1986 }
2339 1987
2340 /* if no direction specified, pick one */ 1988 /* if no direction specified, pick one */
2341 if (!dir) 1989 if (!dir)
2342 dir = find_free_spot (NULL, op->map, op->x, op->y, 1, 9); 1990 dir = find_free_spot (spell->other_arch, op->map, op->x, op->y, 1, 9);
2343 1991
2344 m = op->map; 1992 m = op->map;
2345 x = op->x + freearr_x[dir]; 1993 x = op->x + freearr_x[dir];
2346 y = op->y + freearr_y[dir]; 1994 y = op->y + freearr_y[dir];
2347 1995
2348 /* if there's no place to put the golem, abort */ 1996 /* if there's no place to put the golem, abort */
2349 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || 1997 if (dir < 0 || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP)
2350 ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->clone.move_type)) 1998 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2351 { 1999 {
2352 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2000 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
2353 return 0; 2001 return 0;
2354 } 2002 }
2355 2003
2359 if (!weapon) 2007 if (!weapon)
2360 { 2008 {
2361 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2009 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2362 return 0; 2010 return 0;
2363 } 2011 }
2012
2364 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2013 if (spell->race && weapon->arch->archname != spell->race)
2365 { 2014 {
2366 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2015 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2367 return 0; 2016 return 0;
2368 } 2017 }
2018
2369 if (weapon->type != WEAPON) 2019 if (weapon->type != WEAPON)
2370 { 2020 {
2371 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it."); 2021 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it.");
2372 return 0; 2022 return 0;
2373 } 2023 }
2024
2374 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2025 if (QUERY_FLAG (weapon, FLAG_APPLIED))
2375 { 2026 {
2376 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon)); 2027 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon));
2377 return 0; 2028 return 0;
2378 } 2029 }
2379 2030
2380 if (weapon->nrof > 1) 2031 weapon = weapon->split ();
2381 {
2382 tmp = get_split_ob (weapon, 1);
2383 esrv_send_item (op, weapon);
2384 weapon = tmp;
2385 }
2386 2032
2387 /* create the golem object */ 2033 /* create the golem object */
2388 tmp = arch_to_object (spell->other_arch); 2034 tmp = arch_to_object (spell->other_arch);
2389 2035
2390 /* if animated by a player, give the player control of the golem */ 2036 /* if animated by a player, give the player control of the golem */
2391 CLEAR_FLAG (tmp, FLAG_MONSTER); 2037 CLEAR_FLAG (tmp, FLAG_MONSTER);
2392 SET_FLAG (tmp, FLAG_FRIENDLY);
2393 tmp->stats.exp = 0; 2038 tmp->stats.exp = 0;
2394 add_friendly_object (tmp); 2039 add_friendly_object (tmp);
2395 tmp->type = GOLEM; 2040 tmp->type = GOLEM;
2396 set_owner (tmp, op); 2041 tmp->set_owner (op);
2042 op->contr->golem = tmp;
2397 set_spell_skill (op, caster, spell, tmp); 2043 set_spell_skill (op, caster, spell, tmp);
2398 op->contr->ranges[range_golem] = tmp;
2399 op->contr->shoottype = range_golem;
2400 op->contr->golem_count = tmp->count;
2401 2044
2402 /* Give the weapon to the golem now. A bit of a hack to check the 2045 /* Give the weapon to the golem now. A bit of a hack to check the
2403 * removed flag - it should only be set if get_split_object was 2046 * removed flag - it should only be set if weapon->split was
2404 * used above. 2047 * used above.
2405 */ 2048 */
2406 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2049 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2407 remove_ob (weapon); 2050 weapon->remove ();
2408 insert_ob_in_ob (weapon, tmp); 2051
2409 esrv_send_item (op, weapon); 2052 tmp->insert (weapon);
2053
2410 /* To do everything necessary to let a golem use the weapon is a pain, 2054 /* To do everything necessary to let a golem use the weapon is a pain,
2411 * so instead, just set it as equipped (otherwise, we need to update 2055 * so instead, just set it as equipped (otherwise, we need to update
2412 * body_info, skills, etc) 2056 * body_info, skills, etc)
2413 */ 2057 */
2414 SET_FLAG (tmp, FLAG_USE_WEAPON); 2058 SET_FLAG (tmp, FLAG_USE_WEAPON);
2415 SET_FLAG (weapon, FLAG_APPLIED); 2059 SET_FLAG (weapon, FLAG_APPLIED);
2416 fix_player (tmp); 2060 tmp->update_stats ();
2417 2061
2418 /* There used to be 'odd' code that basically seemed to take the absolute 2062 /* There used to be 'odd' code that basically seemed to take the absolute
2419 * value of the weapon->magic an use that. IMO, that doesn't make sense - 2063 * value of the weapon->magic an use that. IMO, that doesn't make sense -
2420 * if you're using a crappy weapon, it shouldn't be as good. 2064 * if you're using a crappy weapon, it shouldn't be as good.
2421 */ 2065 */
2440 2084
2441 /* attacktype */ 2085 /* attacktype */
2442 if (!tmp->attacktype) 2086 if (!tmp->attacktype)
2443 tmp->attacktype = AT_PHYSICAL; 2087 tmp->attacktype = AT_PHYSICAL;
2444 2088
2445 mt = NULL;
2446 if (op->materialname != NULL)
2447 mt = name_to_material (op->materialname); 2089 if (materialtype_t *mt = name_to_material (op->materialname))
2448 if (mt != NULL)
2449 { 2090 {
2450 for (i = 0; i < NROFATTACKS; i++) 2091 for (i = 0; i < NROFATTACKS; i++)
2451 tmp->resist[i] = 50 - (mt->save[i] * 5); 2092 tmp->resist[i] = 50 - (mt->save[i] * 5);
2452 a = mt->save[0]; 2093 a = mt->save[0];
2453 } 2094 }
2455 { 2096 {
2456 for (i = 0; i < NROFATTACKS; i++) 2097 for (i = 0; i < NROFATTACKS; i++)
2457 tmp->resist[i] = 5; 2098 tmp->resist[i] = 5;
2458 a = 10; 2099 a = 10;
2459 } 2100 }
2101
2460 /* Set weapon's immunity */ 2102 /* Set weapon's immunity */
2461 tmp->resist[ATNR_CONFUSION] = 100; 2103 tmp->resist[ATNR_CONFUSION] = 100;
2462 tmp->resist[ATNR_POISON] = 100; 2104 tmp->resist[ATNR_POISON] = 100;
2463 tmp->resist[ATNR_SLOW] = 100; 2105 tmp->resist[ATNR_SLOW] = 100;
2464 tmp->resist[ATNR_PARALYZE] = 100; 2106 tmp->resist[ATNR_PARALYZE] = 100;
2470 2112
2471 /* Improve weapon's armour value according to best save vs. physical of its material */ 2113 /* Improve weapon's armour value according to best save vs. physical of its material */
2472 2114
2473 if (a > 14) 2115 if (a > 14)
2474 a = 14; 2116 a = 14;
2117
2475 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); 2118 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2476 2119
2477 /* Determine golem's speed */ 2120 /* Determine golem's speed */
2478 tmp->speed = 0.4 + 0.1 * SP_level_range_adjust (caster, spell); 2121 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2479
2480 if (tmp->speed > 3.33)
2481 tmp->speed = 3.33;
2482 2122
2483 if (!spell->race) 2123 if (!spell->race)
2484 { 2124 {
2485 sprintf (buf, "animated %s", &weapon->name); 2125 sprintf (buf, "animated %s", &weapon->name);
2486 tmp->name = buf; 2126 tmp->name = buf;
2488 tmp->face = weapon->face; 2128 tmp->face = weapon->face;
2489 tmp->animation_id = weapon->animation_id; 2129 tmp->animation_id = weapon->animation_id;
2490 tmp->anim_speed = weapon->anim_speed; 2130 tmp->anim_speed = weapon->anim_speed;
2491 tmp->last_anim = weapon->last_anim; 2131 tmp->last_anim = weapon->last_anim;
2492 tmp->state = weapon->state; 2132 tmp->state = weapon->state;
2493 if (QUERY_FLAG (weapon, FLAG_ANIMATE)) 2133 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2494 {
2495 SET_FLAG (tmp, FLAG_ANIMATE);
2496 }
2497 else
2498 {
2499 CLEAR_FLAG (tmp, FLAG_ANIMATE);
2500 }
2501 update_ob_speed (tmp);
2502 } 2134 }
2503 2135
2504 /* make experience increase in proportion to the strength of the summoned creature. */ 2136 /* make experience increase in proportion to the strength of the summoned creature. */
2505 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell)); 2137 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / casting_level (caster, spell));
2506 2138
2507 tmp->speed_left = -1; 2139 tmp->speed_left = -1;
2508 tmp->x = x;
2509 tmp->y = y;
2510 tmp->direction = dir; 2140 tmp->direction = dir;
2511 insert_ob_in_map (tmp, m, op, 0); 2141
2142 m->insert (tmp, x, y, op);
2512 return 1; 2143 return 1;
2513} 2144}
2514 2145
2515/* cast_daylight() - changes the map darkness level *lower* */ 2146/* cast_daylight() - changes the map darkness level *lower* */
2516 2147
2517/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2148/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2518 * This changes the light level for the entire map. 2149 * This changes the light level for the entire map.
2519 */ 2150 */
2520
2521int 2151int
2522cast_change_map_lightlevel (object *op, object *caster, object *spell) 2152cast_change_map_lightlevel (object *op, object *caster, object *spell)
2523{ 2153{
2524 int success; 2154 int success;
2525 2155
2526 if (!op->map) 2156 if (!op->map)
2527 return 0; /* shouldnt happen */ 2157 return 0; /* shouldnt happen */
2528 2158
2529 success = change_map_light (op->map, spell->stats.dam); 2159 success = op->map->change_map_light (spell->stats.dam);
2160
2530 if (!success) 2161 if (!success)
2531 { 2162 {
2532 if (spell->stats.dam < 0) 2163 if (spell->stats.dam < 0)
2533 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2164 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2534 else 2165 else
2535 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2166 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here.");
2536 } 2167 }
2168
2537 return success; 2169 return success;
2538} 2170}
2539
2540
2541
2542
2543 2171
2544/* create an aura spell object and put it in the player's inventory. 2172/* create an aura spell object and put it in the player's inventory.
2545 * as usual, op is player, caster is the object casting the spell, 2173 * as usual, op is player, caster is the object casting the spell,
2546 * spell is the spell object itself. 2174 * spell is the spell object itself.
2547 */ 2175 */
2559 2187
2560 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); 2188 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2561 2189
2562 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 2190 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2563 2191
2564 set_owner (new_aura, op);
2565 set_spell_skill (op, caster, spell, new_aura); 2192 set_spell_skill (op, caster, spell, new_aura);
2566 new_aura->attacktype = spell->attacktype; 2193 new_aura->attacktype = spell->attacktype;
2567 2194
2568 new_aura->level = caster_level (caster, spell); 2195 new_aura->level = casting_level (caster, spell);
2196
2569 if (refresh) 2197 if (refresh)
2570 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2198 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2571 else 2199 else
2572 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2200 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2201
2573 insert_ob_in_ob (new_aura, op); 2202 insert_ob_in_ob (new_aura, op);
2203 new_aura->set_owner (op);
2204
2574 return 1; 2205 return 1;
2575} 2206}
2576
2577 2207
2578/* move aura function. An aura is a part of someone's inventory, 2208/* move aura function. An aura is a part of someone's inventory,
2579 * which he carries with him, but which acts on the map immediately 2209 * which he carries with him, but which acts on the map immediately
2580 * around him. 2210 * around him.
2581 * Aura parameters: 2211 * Aura parameters:
2582 * duration: duration counter. 2212 * duration: duration counter.
2583 * attacktype: aura's attacktype 2213 * attacktype: aura's attacktype
2584 * other_arch: archetype to drop where we attack 2214 * other_arch: archetype to drop where we attack
2585 */ 2215 */
2586
2587void 2216void
2588move_aura (object *aura) 2217move_aura (object *aura)
2589{ 2218{
2590 int i, mflags;
2591 object *env;
2592 mapstruct *m;
2593
2594 /* auras belong in inventories */ 2219 /* auras belong in inventories */
2595 env = aura->env; 2220 object *env = aura->env;
2221 object *owner = aura->owner;
2596 2222
2597 /* no matter what we've gotta remove the aura... 2223 /* no matter what we've gotta remove the aura...
2598 * we'll put it back if its time isn't up. 2224 * we'll put it back if its time isn't up.
2599 */ 2225 */
2600 remove_ob (aura); 2226 aura->remove ();
2601 2227
2602 /* exit if we're out of gas */ 2228 /* exit if we're out of gas */
2603 if (aura->duration-- < 0) 2229 if (aura->duration-- < 0)
2604 { 2230 {
2605 free_object (aura); 2231 aura->destroy ();
2606 return; 2232 return;
2607 } 2233 }
2608 2234
2609 /* auras only exist in inventories */ 2235 /* auras only exist in inventories */
2610 if (env == NULL || env->map == NULL) 2236 if (!env || !env->map)
2611 { 2237 {
2612 free_object (aura); 2238 aura->destroy ();
2613 return; 2239 return;
2614 } 2240 }
2615 aura->x = env->x;
2616 aura->y = env->y;
2617 2241
2618 /* we need to jump out of the inventory for a bit 2242 /* we need to jump out of the inventory for a bit
2619 * in order to hit the map conveniently. 2243 * in order to hit the map conveniently.
2620 */ 2244 */
2621 insert_ob_in_map (aura, env->map, aura, 0); 2245 aura->insert_at (env, aura);
2622 2246
2623 for (i = 1; i < 9; i++) 2247 for (int i = 1; i < 9; i++)
2624 { 2248 {
2625 sint16 nx, ny; 2249 mapxy pos (env);
2250 pos.move (i);
2626 2251
2627 nx = aura->x + freearr_x[i];
2628 ny = aura->y + freearr_y[i];
2629 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2630
2631 /* Consider the movement tyep of the person with the aura as 2252 /* Consider the movement type of the person with the aura as
2632 * movement type of the aura. Eg, if the player is flying, the aura 2253 * movement type of the aura. Eg, if the player is flying, the aura
2633 * is flying also, if player is walking, it is on the ground, etc. 2254 * is flying also, if player is walking, it is on the ground, etc.
2634 */ 2255 */
2635 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny)))) 2256 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2636 { 2257 {
2637 hit_map (aura, i, aura->attacktype, 0); 2258 hit_map (aura, i, aura->attacktype, 0);
2638 2259
2639 if (aura->other_arch) 2260 if (aura->other_arch)
2640 {
2641 object *new_ob;
2642
2643 new_ob = arch_to_object (aura->other_arch); 2261 pos.insert (arch_to_object (aura->other_arch), aura);
2644 new_ob->x = nx;
2645 new_ob->y = ny;
2646 insert_ob_in_map (new_ob, m, aura, 0);
2647 } 2262 }
2648 }
2649 } 2263 }
2264
2650 /* put the aura back in the player's inventory */ 2265 /* put the aura back in the player's inventory */
2651 remove_ob (aura); 2266 env->insert (aura);
2652 insert_ob_in_ob (aura, env); 2267 aura->set_owner (owner);
2653} 2268}
2654 2269
2655/* moves the peacemaker spell. 2270/* moves the peacemaker spell.
2656 * op is the piece object. 2271 * op is the piece object.
2657 */ 2272 */
2658
2659void 2273void
2660move_peacemaker (object *op) 2274move_peacemaker (object *op)
2661{ 2275{
2662 object *tmp; 2276 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2663
2664 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2665 { 2277 {
2666 int atk_lev, def_lev; 2278 int atk_lev, def_lev;
2667 object *victim = tmp; 2279 object *victim = tmp->head_ ();
2668 2280
2669 if (tmp->head)
2670 victim = tmp->head;
2671 if (!QUERY_FLAG (victim, FLAG_MONSTER)) 2281 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2672 continue; 2282 continue;
2283
2673 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2284 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2674 continue; 2285 continue;
2286
2675 if (victim->stats.exp == 0) 2287 if (victim->stats.exp == 0)
2676 continue; 2288 continue;
2677 2289
2678 def_lev = MAX (1, victim->level); 2290 def_lev = MAX (1, victim->level);
2679 atk_lev = MAX (1, op->level); 2291 atk_lev = MAX (1, op->level);
2680 2292
2681 if (rndm (0, atk_lev - 1) > def_lev) 2293 if (rndm (0, atk_lev - 1) > def_lev)
2682 { 2294 {
2683 /* make this sucker peaceful. */ 2295 /* make this sucker peaceful. */
2684 2296
2297 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2685 change_exp (get_owner (op), victim->stats.exp, op->skill, 0); 2298 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2686 victim->stats.exp = 0; 2299 victim->stats.exp = 0;
2687#if 0 2300#if 0
2688 /* No idea why these were all set to zero - if something 2301 /* No idea why these were all set to zero - if something
2689 * makes this creature agressive, he should still do damage. 2302 * makes this creature agressive, he should still do damage.
2690 */ 2303 */
2696 victim->attack_movement = RANDO2; 2309 victim->attack_movement = RANDO2;
2697 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2310 SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2698 SET_FLAG (victim, FLAG_RUN_AWAY); 2311 SET_FLAG (victim, FLAG_RUN_AWAY);
2699 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2312 SET_FLAG (victim, FLAG_RANDOM_MOVE);
2700 CLEAR_FLAG (victim, FLAG_MONSTER); 2313 CLEAR_FLAG (victim, FLAG_MONSTER);
2314
2701 if (victim->name) 2315 if (victim->name)
2702 {
2703 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name); 2316 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2704 } 2317 }
2705 }
2706 } 2318 }
2707} 2319}
2708
2709 2320
2710/* This writes a rune that contains the appropriate message. 2321/* This writes a rune that contains the appropriate message.
2711 * There really isn't any adjustments we make. 2322 * There really isn't any adjustments we make.
2712 */ 2323 */
2713
2714int 2324int
2715write_mark (object *op, object *spell, const char *msg) 2325write_mark (object *op, object *spell, const char *msg)
2716{ 2326{
2717 char rune[HUGE_BUF];
2718 object *tmp;
2719
2720 if (!msg || msg[0] == 0) 2327 if (!msg || msg[0] == 0)
2721 { 2328 {
2722 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2329 new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2723 return 0; 2330 return 0;
2724 } 2331 }
2727 { 2334 {
2728 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?"); 2335 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?");
2729 LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg); 2336 LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg);
2730 return 0; 2337 return 0;
2731 } 2338 }
2339
2732 if (!spell->other_arch) 2340 if (!spell->other_arch)
2733 return 0; 2341 return 0;
2342
2734 tmp = arch_to_object (spell->other_arch); 2343 object *tmp = arch_to_object (spell->other_arch);
2735
2736 snprintf (rune, sizeof (rune), "%s\n", msg);
2737 2344
2738 tmp->race = op->name; /*Save the owner of the rune */ 2345 tmp->race = op->name; /*Save the owner of the rune */
2739 tmp->msg = rune; 2346 tmp->msg = msg;
2740 tmp->x = op->x; 2347
2741 tmp->y = op->y; 2348 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2742 insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR); 2349
2743 return 1; 2350 return 1;
2744} 2351}
2352

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