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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.17 by root, Tue Dec 12 21:39:57 2006 UTC vs.
Revision 1.107 by elmex, Thu Sep 17 16:53:15 2009 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <object.h> 25#include <object.h>
26#include <living.h> 26#include <living.h>
27#ifndef __CEXTRACT__
28# include <sproto.h> 27#include <sproto.h>
29#endif
30#include <spells.h> 28#include <spells.h>
31#include <sounds.h> 29#include <sounds.h>
32 30
33/* cast_magic_storm: This is really used mostly for spell 31/* cast_magic_storm: This is really used mostly for spell
34 * fumbles at the like. tmp is the object to propogate. 32 * fumbles at the like. tmp is the object to propogate.
37void 35void
38cast_magic_storm (object *op, object *tmp, int lvl) 36cast_magic_storm (object *op, object *tmp, int lvl)
39{ 37{
40 if (!tmp) 38 if (!tmp)
41 return; /* error */ 39 return; /* error */
40
42 tmp->level = op->level; 41 tmp->level = op->level;
43 tmp->x = op->x;
44 tmp->y = op->y;
45 tmp->range += lvl / 5; /* increase the area of destruction */ 42 tmp->range += lvl / 5; /* increase the area of destruction */
46 tmp->duration += lvl / 5; 43 tmp->duration += lvl / 5;
47 44
48 /* 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
49 * 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
50 * multiple times. Also, damge already increases with level, 47 * multiple times. Also, damge already increases with level,
51 * 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.
52 */ 49 */
53 if (tmp->duration >= 40) 50 if (tmp->duration >= 40)
54 tmp->duration = 40; 51 tmp->duration = 40;
52
55 tmp->stats.dam = lvl; /* nasty recoils! */ 53 tmp->stats.dam = lvl; /* nasty recoils! */
56 tmp->stats.maxhp = tmp->count; /* tract single parent */ 54 tmp->stats.maxhp = tmp->count; /* tract single parent */
57 insert_ob_in_map (tmp, op->map, op, 0);
58 55
56 tmp->insert_at (op, op);
59} 57}
60
61 58
62int 59int
63recharge (object *op, object *caster, object *spell_ob) 60recharge (object *op, object *caster, object *spell_ob)
64{ 61{
65 object *wand, *tmp; 62 object *wand, *tmp;
66 int ncharges; 63 int ncharges;
67 64
68 wand = find_marked_object (op); 65 wand = find_marked_object (op);
69 if (wand == NULL || wand->type != WAND) 66 if (!wand || wand->type != WAND)
70 { 67 {
71 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.");
72 return 0; 69 return 0;
73 } 70 }
74 if (!(random_roll (0, 3, op, PREFER_HIGH))) 71 if (!(random_roll (0, 3, op, PREFER_HIGH)))
75 { 72 {
76 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));
77 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE); 74 op->play_sound (sound_find ("ob_explode"));
78 esrv_del_item (op->contr, wand->count);
79 wand->destroy (); 75 wand->destroy ();
80 tmp = get_archetype ("fireball"); 76 tmp = get_archetype ("fireball");
81 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
82 if (!tmp->stats.dam) 79 if (!tmp->stats.dam)
83 tmp->stats.dam = 1; 80 tmp->stats.dam = 1;
81
84 tmp->stats.hp = tmp->stats.dam / 2; 82 tmp->stats.hp = tmp->stats.dam / 2;
83
85 if (tmp->stats.hp < 2) 84 if (tmp->stats.hp < 2)
86 tmp->stats.hp = 2; 85 tmp->stats.hp = 2;
87 tmp->x = op->x; 86
88 tmp->y = op->y; 87 tmp->insert_at (op);
89 insert_ob_in_map (tmp, op->map, NULL, 0);
90 return 1; 88 return 1;
91 } 89 }
92 90
93 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
94 if (wand->inv && wand->inv->level) 93 if (wand->inv && wand->inv->level)
95 ncharges /= wand->inv->level; 94 ncharges /= wand->inv->level;
96 else 95 else
97 { 96 {
98 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));
99 return 0; 98 return 0;
100 } 99 }
100
101 if (!ncharges) 101 if (!ncharges)
102 ncharges = 1; 102 ncharges = 1;
103 103
104 wand->stats.food += ncharges; 104 wand->stats.food += ncharges;
105 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
106 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE)) 107 if (wand->arch && QUERY_FLAG (wand->arch, FLAG_ANIMATE))
107 { 108 {
108 SET_FLAG (wand, FLAG_ANIMATE); 109 SET_FLAG (wand, FLAG_ANIMATE);
109 wand->speed = wand->arch->clone.speed; 110 wand->set_speed (wand->arch->speed);
110 update_ob_speed (wand);
111 } 111 }
112
112 return 1; 113 return 1;
113} 114}
114 115
115/* 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
116 * 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
120 * great a plus, the default is used. 121 * great a plus, the default is used.
121 * 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
122 * 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
123 * create nonnmagic arrows, or even -1, etc... 124 * create nonnmagic arrows, or even -1, etc...
124 */ 125 */
125
126int 126int
127cast_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)
128{ 128{
129 int missile_plus = 0, bonus_plus = 0; 129 int bonus_plus = 0;
130 const char *missile_name; 130 const char *missile_name = "arrow";
131 object *tmp, *missile;
132 131
133 missile_name = "arrow";
134
135 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 132 for (object *tmp = op->inv; tmp; tmp = tmp->below)
136 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) 133 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED))
137 missile_name = tmp->race; 134 missile_name = tmp->race;
138 135
139 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); 136 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
140 137
141 if (archetype::find (missile_name) == NULL) 138 archetype *missile_arch = archetype::find (missile_name);
139
140 if (!missile_arch)
142 { 141 {
143 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);
144 return 0; 143 return 0;
145 } 144 }
146 145
147 missile = get_archetype (missile_name); 146 object *missile = missile_arch->instance ();
148 147
149 if (stringarg) 148 if (spellparam)
150 { 149 {
151 /* If it starts with a letter, presume it is a description */ 150 /* If it starts with a letter, presume it is a description */
152 if (isalpha (*stringarg)) 151 if (isalpha (*spellparam))
153 { 152 {
154 artifact *al = find_artifactlist (missile->type)->items; 153 artifact *al = find_artifactlist (missile->type)->items;
155 154
156 for (; al != NULL; al = al->next) 155 for (; al; al = al->next)
157 if (!strcasecmp (al->item->name, stringarg)) 156 if (!strcasecmp (al->item->name, spellparam))
158 break; 157 break;
159 158
160 if (!al) 159 if (!al)
161 { 160 {
162 missile->destroy (); 161 missile->destroy ();
163 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);
164 return 0; 163 return 0;
165 } 164 }
166 165
167 if (al->item->slaying) 166 if (al->item->slaying)
168 { 167 {
169 missile->destroy (); 168 missile->destroy ();
170 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);
171 return 0; 170 return 0;
172 } 171 }
173 172
174 give_artifact_abilities (missile, al->item); 173 give_artifact_abilities (missile, al->item);
175 /* 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 -
176 * 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
177 * the parsing of having to do both plus and type. 176 * the parsing of having to do both plus and type.
178 */ 177 */
179 bonus_plus = 1 + (al->item->value / 5); 178 bonus_plus = 1 + (al->item->value / 5);
180 missile_plus = 0; 179 missile_plus = 0;
181 } 180 }
182 else if (atoi (stringarg) < missile_plus) 181 else if (atoi (spellparam) < missile_plus)
183 missile_plus = atoi (stringarg); 182 missile_plus = atoi (spellparam);
184 } 183 }
185 184
186 if (missile_plus > 4) 185 missile_plus = clamp (missile_plus, -4, 4);
187 missile_plus = 4;
188 else if (missile_plus < -4)
189 missile_plus = -4;
190 186
191 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 187 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
192 missile->nrof -= 3 * (missile_plus + bonus_plus); 188 missile->nrof -= 3 * (missile_plus + bonus_plus);
193 189
194 if (missile->nrof < 1) 190 if (missile->nrof < 1)
206 return 1; 202 return 1;
207} 203}
208 204
209 205
210/* allows the choice of what sort of food object to make. 206/* allows the choice of what sort of food object to make.
211 * 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*/
212int 208int
213cast_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)
214{ 210{
215 int food_value; 211 int food_value;
216 archetype *at = NULL; 212 archetype *at = NULL;
217 object *new_op; 213 object *new_op;
218 214
219 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);
220 216
221 if (stringarg) 217 if (spellparam)
222 { 218 {
223 at = find_archetype_by_object_type_name (FOOD, stringarg); 219 at = find_archetype_by_object_type_name (FOOD, spellparam);
224 if (at == NULL) 220 if (at == NULL)
225 at = find_archetype_by_object_type_name (DRINK, stringarg); 221 at = find_archetype_by_object_type_name (DRINK, spellparam);
226 if (at == NULL || at->clone.stats.food > food_value) 222 if (at == NULL || at->stats.food > food_value)
227 stringarg = NULL; 223 spellparam = NULL;
228 } 224 }
229 225
230 if (!stringarg) 226 if (!spellparam)
231 { 227 {
232 archetype *at_tmp; 228 archetype *at_tmp;
233 229
234 /* We try to find the archetype with the maximum food value. 230 /* We try to find the archetype with the maximum food value.
235 * This removes the dependancy of hard coded food values in this 231 * This removes the dependancy of hard coded food values in this
237 * 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
238 * to be altered from the donor. 234 * to be altered from the donor.
239 */ 235 */
240 236
241 /* We assume the food items don't have multiple parts */ 237 /* We assume the food items don't have multiple parts */
242 for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next) 238 for_all_archetypes (at_tmp)
243 { 239 {
244 if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK) 240 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
245 { 241 {
246 /* Basically, if the food value is something that is creatable 242 /* Basically, if the food value is something that is creatable
247 * under the limits of the spell and it is higher than 243 * under the limits of the spell and it is higher than
248 * the item we have now, take it instead. 244 * the item we have now, take it instead.
249 */ 245 */
250 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)))
251 at = at_tmp; 251 at = at_tmp;
252 } 252 }
253 } 253 }
254 } 254 }
255
255 /* 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
256 * know 257 * know
257 */ 258 */
258 if (!at) 259 if (!at)
259 { 260 {
260 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.");
261 return 0; 262 return 0;
262 } 263 }
263 264
264 food_value /= at->clone.stats.food; 265 food_value /= at->stats.food;
265 new_op = arch_to_object (at); 266 new_op = arch_to_object (at);
266 new_op->nrof = food_value; 267 new_op->nrof = food_value;
267 268
268 new_op->value = 0; 269 new_op->value = 0;
269 if (new_op->nrof < 1) 270 if (new_op->nrof < 1)
278{ 279{
279 int r, mflags, maxrange; 280 int r, mflags, maxrange;
280 object *tmp; 281 object *tmp;
281 maptile *m; 282 maptile *m;
282 283
283
284 if (!dir) 284 if (!dir)
285 { 285 {
286 examine_monster (op, op); 286 examine_monster (op, op);
287 return 1; 287 return 1;
288 } 288 }
289
289 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 290 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
290 for (r = 1; r < maxrange; r++) 291 for (r = 1; r < maxrange; r++)
291 { 292 {
292 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];
293 294
300 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) 301 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC))
301 { 302 {
302 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 303 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
303 return 0; 304 return 0;
304 } 305 }
306
305 if (mflags & P_IS_ALIVE) 307 if (mflags & P_IS_ALIVE)
306 { 308 {
307 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)
308 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)))
309 { 311 {
310 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 312 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
311 if (tmp->head != NULL) 313 if (tmp->head != NULL)
312 tmp = tmp->head; 314 tmp = tmp->head;
313 examine_monster (op, tmp); 315 examine_monster (op, tmp);
314 return 1; 316 return 1;
315 } 317 }
316 } 318 }
317 } 319 }
320
318 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); 321 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
319 return 1; 322 return 1;
320} 323}
321
322 324
323/* This checks to see if 'pl' is invisible to 'mon'. 325/* This checks to see if 'pl' is invisible to 'mon'.
324 * does race check, undead check, etc 326 * does race check, undead check, etc
325 * Returns TRUE if mon can't see pl, false 327 * Returns TRUE if mon can't see pl, false
326 * otherwise. This doesn't check range, walls, etc. It 328 * otherwise. This doesn't check range, walls, etc. It
328 * pl is invisible. 330 * pl is invisible.
329 */ 331 */
330int 332int
331makes_invisible_to (object *pl, object *mon) 333makes_invisible_to (object *pl, object *mon)
332{ 334{
333
334 if (!pl->invisible) 335 if (!pl->invisible)
335 return 0; 336 return 0;
337
336 if (pl->type == PLAYER) 338 if (pl->type == PLAYER)
337 { 339 {
338 /* If race isn't set, then invisible unless it is undead */ 340 /* If race isn't set, then invisible unless it is undead */
339 if (!pl->contr->invis_race) 341 if (!pl->contr->invis_race)
340 { 342 {
341 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 343 if (QUERY_FLAG (mon, FLAG_UNDEAD))
342 return 0; 344 return 0;
345
343 return 1; 346 return 1;
344 } 347 }
348
345 /* invis_race is set if we get here */ 349 /* invis_race is set if we get here */
346 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 350 if (pl->contr->invis_race == shstr_undead && is_true_undead (mon))
347 return 1; 351 return 1;
352
348 /* No race, can't be invisible to it */ 353 /* No race, can't be invisible to it */
349 if (!mon->race) 354 if (!mon->race)
350 return 0; 355 return 0;
356
351 if (strstr (mon->race, pl->contr->invis_race)) 357 if (mon->race.contains (pl->contr->invis_race))
352 return 1; 358 return 1;
359
353 /* Nothing matched above, return 0 */ 360 /* Nothing matched above, return 0 */
354 return 0; 361 return 0;
355 } 362 }
356 else 363 else
357 { 364 {
370 * normal applies. 377 * normal applies.
371 */ 378 */
372int 379int
373cast_invisible (object *op, object *caster, object *spell_ob) 380cast_invisible (object *op, object *caster, object *spell_ob)
374{ 381{
375 object *tmp;
376
377 if (op->invisible > 1000) 382 if (op->invisible > 1000)
378 { 383 {
379 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");
380 return 0; 385 return 0;
381 } 386 }
397 else 402 else
398 op->contr->tmp_invis = 1; 403 op->contr->tmp_invis = 1;
399 404
400 op->contr->hidden = 0; 405 op->contr->hidden = 0;
401 } 406 }
407
402 if (makes_invisible_to (op, op)) 408 if (makes_invisible_to (op, op))
403 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!");
404 else 410 else
405 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!"); 411 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
406 412
407 update_object (op, UP_OBJ_FACE); 413 update_object (op, UP_OBJ_CHANGE);
408 414
409 /* Only search the active objects - only these should actually do 415 /* Only search the active objects - only these should actually do
410 * harm to the player. 416 * harm to the player.
411 */ 417 */
412 for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) 418 for_all_actives (tmp)
413 if (tmp->enemy == op) 419 if (tmp->enemy == op)
414 tmp->enemy = NULL; 420 tmp->enemy = 0;
421
415 return 1; 422 return 1;
416} 423}
417 424
418/* earth to dust spell. Basically destroys earthwalls in the area. 425/* earth to dust spell. Basically destroys earthwalls in the area.
419 */ 426 */
420int 427int
421cast_earth_to_dust (object *op, object *caster, object *spell_ob) 428cast_earth_to_dust (object *op, object *caster, object *spell_ob)
422{ 429{
423 object *tmp, *next;
424 int range, i, j, mflags; 430 int range, i, j, mflags;
425 sint16 sx, sy; 431 sint16 sx, sy;
426 maptile *m; 432 maptile *m;
427
428 if (op->type != PLAYER)
429 return 0;
430 433
431 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 434 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
432 435
433 for (i = -range; i <= range; i++) 436 for (i = -range; i <= range; i++)
434 for (j = -range; j <= range; j++) 437 for (j = -range; j <= range; j++)
439 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 442 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
440 443
441 if (mflags & P_OUT_OF_MAP) 444 if (mflags & P_OUT_OF_MAP)
442 continue; 445 continue;
443 446
444 // earth to dust tears down everything that can be teared down 447 // earth to dust tears down everything that can be torn down
445 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)
446 { 449 {
447 next = tmp->above; 450 next = tmp->above;
451
448 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 452 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
449 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 453 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
450 } 454 }
451 } 455 }
456
452 return 1; 457 return 1;
453} 458}
454
455 459
456void 460void
457execute_word_of_recall (object *op) 461execute_word_of_recall (object *op)
458{ 462{
459 object *wor = op; 463 if (object *pl = op->in_player ())
460 464 {
461 while (op != NULL && op->type != PLAYER) 465 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST))
462 op = op->env;
463
464 if (op != NULL && op->map)
465 if ((get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_CLERIC) && (!QUERY_FLAG (op, FLAG_WIZCAST)))
466 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.");
467 else 467 else
468 enter_exit (op, wor); 468 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
469 }
469 470
470 wor->destroy (); 471 op->destroy ();
471} 472}
472 473
473/* Word of recall causes the player to return 'home'. 474/* Word of recall causes the player to return 'home'.
474 * 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
475 * time delay effect. 476 * time delay effect.
488 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.");
489 return 1; 490 return 1;
490 } 491 }
491 492
492 dummy = get_archetype (FORCE_NAME); 493 dummy = get_archetype (FORCE_NAME);
493 if (dummy == NULL) 494
495 if (!dummy)
494 { 496 {
495 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 497 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
496 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); 498 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
497 return 0; 499 return 0;
498 } 500 }
501
499 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob); 502 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob);
500 if (time < 1) 503 if (time < 1)
501 time = 1; 504 time = 1;
502 505
503 /* 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
504 * 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
505 * do anything really odd if it say a -1000 or something. 508 * do anything really odd if it say a -1000 or something.
506 */ 509 */
507 dummy->speed = 0.002; 510 dummy->set_speed (0.002);
508 update_ob_speed (dummy);
509 dummy->speed_left = -dummy->speed * time; 511 dummy->speed_left = -dummy->speed * time;
510 dummy->type = SPELL_EFFECT; 512 dummy->type = SPELL_EFFECT;
511 dummy->subtype = SP_WORD_OF_RECALL; 513 dummy->subtype = SP_WORD_OF_RECALL;
512 514
513 /* 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
514 * nice, but until the map load fails, we can't. 516 * nice, but until the map load fails, we can't.
515 */ 517 */
516 EXIT_PATH (dummy) = op->contr->savebed_map; 518 EXIT_PATH (dummy) = op->contr->savebed_map;
517 EXIT_X (dummy) = op->contr->bed_x; 519 EXIT_X (dummy) = op->contr->bed_x;
518 EXIT_Y (dummy) = op->contr->bed_y; 520 EXIT_Y (dummy) = op->contr->bed_y;
519 521
520 (void) insert_ob_in_ob (dummy, op); 522 op->insert (dummy);
523
521 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
522 return 1; 526 return 1;
523} 527}
524 528
525/* cast_wonder 529/* cast_wonder
526 * wonder is really just a spell that will likely cast another 530 * wonder is really just a spell that will likely cast another
556 return cast_spell (op, caster, dir, newspell, NULL); 560 return cast_spell (op, caster, dir, newspell, NULL);
557 } 561 }
558 return 1; 562 return 1;
559} 563}
560 564
561
562int 565int
563perceive_self (object *op) 566perceive_self (object *op)
564{ 567{
565 char *cp = describe_item (op, op), buf[MAX_BUF]; 568 const char *cp = describe_item (op, op);
566 archetype *at = archetype::find (ARCH_DEPLETION); 569 archetype *at = archetype::find (ARCH_DEPLETION);
567 object *tmp;
568 int i;
569 570
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
570 tmp = find_god (determine_god (op)); 579 if (object *god = find_god (determine_god (op)))
571 if (tmp) 580 buf << " - You worship " << &god->name << ".\n";
572 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
573 else 581 else
574 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); 582 buf << " - You worship no god.\n";
575 583
576 tmp = present_arch_in_ob (at, op); 584 object *tmp = present_arch_in_ob (at, op);
577 585
578 if (*cp == '\0' && tmp == NULL) 586 if (*cp == '\0' && !tmp)
579 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 587 buf << " - You feel very mundane. ";
580 else 588 else
581 { 589 {
582 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 590 buf << " - You have: " << cp << ".\n";
583 new_draw_info (NDI_UNIQUE, 0, op, cp); 591
584 if (tmp != NULL) 592 if (tmp)
585 {
586 for (i = 0; i < NUM_STATS; i++) 593 for (int i = 0; i < NUM_STATS; i++)
587 { 594 if (tmp->stats.stat (i) < 0)
588 if (get_attr_value (&tmp->stats, i) < 0) 595 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
589 {
590 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i)));
591 }
592 }
593 }
594 } 596 }
595 597
596 if (is_dragon_pl (op)) 598 if (is_dragon_pl (op))
597 {
598 /* now grab the 'dragon_ability'-force from the player's inventory */ 599 /* now grab the 'dragon_ability'-force from the player's inventory */
599 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 600 for (tmp = op->inv; tmp; tmp = tmp->below)
600 { 601 {
601 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 602 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
602 { 603 {
603 if (tmp->stats.exp == 0) 604 if (tmp->stats.exp == 0)
604 {
605 sprintf (buf, "Your metabolism isn't focused on anything."); 605 buf << " - Your metabolism isn't focused on anything.\n";
606 }
607 else 606 else
608 {
609 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";
610 } 608
611 new_draw_info (NDI_UNIQUE, 0, op, buf);
612 break; 609 break;
613 } 610 }
614 } 611 }
615 } 612
613 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
614
616 return 1; 615 return 1;
617} 616}
618
619/* int cast_create_town_portal (object *op, object *caster, int dir)
620 *
621 * This function cast the spell of town portal for op
622 *
623 * The spell operates in two passes. During the first one a place
624 * is marked as a destination for the portal. During the second one,
625 * 2 portals are created, one in the position the player cast it and
626 * one in the destination place. The portal are synchronized and 2 forces
627 * are inserted in the player to destruct the portal next time player
628 * creates a new portal pair.
629 * This spell has a side effect that it allows people to meet each other
630 * in a permanent, private, appartements by making a town portal from it
631 * to the town or another public place. So, check if the map is unique and if
632 * so return an error
633 *
634 * Code by Tchize (david.delbecq@usa.net)
635 */
636int
637cast_create_town_portal (object *op, object *caster, object *spell, int dir)
638{
639 object *dummy, *force, *old_force, *tmp;
640 archetype *perm_portal;
641 char portal_name[1024], portal_message[1024];
642 sint16 exitx, exity;
643 maptile *exitmap;
644 int op_level;
645
646
647 /* Check to see if the map the player is currently on is a per player unique
648 * map. This can be determined in that per player unique maps have the
649 * full pathname listed.
650 */
651 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
652 {
653 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
654 return 0;
655 }
656
657 /* The first thing to do is to check if we have a marked destination
658 * dummy is used to make a check inventory for the force
659 */
660 dummy = arch_to_object (spell->other_arch);
661 if (dummy == NULL)
662 {
663 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
664 LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name);
665 return 0;
666 }
667 force = check_inv_recursive (op, dummy);
668
669 if (force == NULL)
670 {
671 /* Here we know there is no destination marked up.
672 * We have 2 things to do:
673 * 1. Mark the destination in the player inventory.
674 * 2. Let the player know it worked.
675 */
676 dummy->name = op->map->path;
677 EXIT_X (dummy) = op->x;
678 EXIT_Y (dummy) = op->y;
679 insert_ob_in_ob (dummy, op);
680 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.");
681 return 1;
682 }
683
684 dummy->destroy ();
685
686 /* Here we know where the town portal should go to
687 * We should kill any existing portal associated with the player.
688 * Than we should create the 2 portals.
689 * For each of them, we need:
690 * - To create the portal with the name of the player+destination map
691 * - set the owner of the town portal
692 * - To mark the position of the portal in the player's inventory
693 * for easier destruction.
694 *
695 * The mark works has follow:
696 * slaying: Existing town portal
697 * hp, sp : x & y of the associated portal
698 * name : name of the portal
699 * race : map the portal is in
700 */
701
702 /* First step: killing existing town portals */
703 dummy = get_archetype (spell->race);
704 if (dummy == NULL)
705 {
706 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
707 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
708 return 0;
709 }
710 perm_portal = archetype::find (spell->slaying);
711
712 /* To kill a town portal, we go trough the player's inventory,
713 * for each marked portal in player's inventory,
714 * -We try load the associated map (if impossible, consider the portal destructed)
715 * -We find any portal in the specified location.
716 * If it has the good name, we destruct it.
717 * -We destruct the force indicating that portal.
718 */
719 while ((old_force = check_inv_recursive (op, dummy)))
720 {
721 exitx = EXIT_X (old_force);
722 exity = EXIT_Y (old_force);
723 LOG (llevDebug, "Trying to kill a portal in %s (%d,%d)\n", &old_force->race, exitx, exity);
724
725 if (!strncmp (old_force->race, settings.localdir, strlen (settings.localdir)))
726 exitmap = ready_map_name (old_force->race, MAP_PLAYER_UNIQUE);
727 else
728 exitmap = ready_map_name (old_force->race, 0);
729
730 if (exitmap)
731 {
732 tmp = present_arch (perm_portal, exitmap, exitx, exity);
733 while (tmp)
734 {
735 if (tmp->name == old_force->name)
736 {
737 tmp->destroy ();
738 break;
739 }
740
741 tmp = tmp->above;
742 }
743 }
744
745 old_force->destroy ();
746 LOG (llevDebug, "\n");
747 }
748
749 dummy->destroy ();
750
751 /* Creating the portals.
752 * The very first thing to do is to ensure
753 * access to the destination map.
754 * If we can't, don't fizzle. Simply warn player.
755 * This ensure player pays his mana for the spell
756 * because HE is responsible of forgotting.
757 * 'force' is the destination of the town portal, which we got
758 * from the players inventory above.
759 */
760
761 /* Ensure exit map is loaded */
762 if (!strncmp (force->name, settings.localdir, strlen (settings.localdir)))
763 exitmap = ready_map_name (force->name, MAP_PLAYER_UNIQUE);
764 else
765 exitmap = ready_map_name (force->name, 0);
766
767 /* If we were unable to load (ex. random map deleted), warn player */
768 if (exitmap == NULL)
769 {
770 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
771 force->destroy ();
772 return 1;
773 }
774
775 op_level = caster_level (caster, spell);
776 if (op_level < 15)
777 snprintf (portal_message, 1024,
778 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
779 &op->name);
780 else if (op_level < 30)
781 snprintf (portal_message, 1024,
782 "\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);
783 else if (op_level < 60)
784 snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
785 else
786 snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",
787 &op->name);
788
789 /* Create a portal in front of player
790 * dummy contain the portal and
791 * force contain the track to kill it later
792 */
793
794 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
795 dummy = get_archetype (spell->slaying); /*The portal */
796 if (dummy == NULL)
797 {
798 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
799 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
800 return 0;
801 }
802 EXIT_PATH (dummy) = force->name;
803 EXIT_X (dummy) = EXIT_X (force);
804 EXIT_Y (dummy) = EXIT_Y (force);
805 dummy->name = dummy->name_pl = portal_name;
806 dummy->msg = portal_message;
807 dummy->race = op->name; /*Save the owner of the portal */
808 cast_create_obj (op, caster, dummy, 0);
809
810 /* Now we need to to create a town portal marker inside the player
811 * object, so on future castings, we can know that he has an active
812 * town portal.
813 */
814 tmp = get_archetype (spell->race);
815 if (tmp == NULL)
816 {
817 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
818 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
819 return 0;
820 }
821 tmp->race = op->map->path;
822 tmp->name = portal_name;
823 EXIT_X (tmp) = dummy->x;
824 EXIT_Y (tmp) = dummy->y;
825 insert_ob_in_ob (tmp, op);
826
827 /* Create a portal in the destination map
828 * dummy contain the portal and
829 * force the track to kill it later
830 * the 'force' variable still contains the 'reminder' of
831 * where this portal goes to.
832 */
833 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, op->map->path);
834 dummy = get_archetype (spell->slaying); /*The portal */
835 if (dummy == NULL)
836 {
837 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
838 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
839 return 0;
840 }
841 EXIT_PATH (dummy) = op->map->path;
842 EXIT_X (dummy) = op->x;
843 EXIT_Y (dummy) = op->y;
844 dummy->name = dummy->name_pl = portal_name;
845 dummy->msg = portal_message;
846 dummy->x = EXIT_X (force);
847 dummy->y = EXIT_Y (force);
848 dummy->race = op->name; /*Save the owner of the portal */
849 insert_ob_in_map (dummy, exitmap, op, 0);
850
851 /* Now we create another town portal marker that
852 * points back to the one we just made
853 */
854 tmp = get_archetype (spell->race);
855 if (tmp == NULL)
856 {
857 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
858 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
859 return 0;
860 }
861 tmp->race = force->name;
862 tmp->name = portal_name;
863 EXIT_X (tmp) = dummy->x;
864 EXIT_Y (tmp) = dummy->y;
865 insert_ob_in_ob (tmp, op);
866
867 /* Describe the player what happened
868 */
869 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
870 force->destroy ();
871
872 return 1;
873}
874
875 617
876/* This creates magic walls. Really, it can create most any object, 618/* This creates magic walls. Really, it can create most any object,
877 * within some reason. 619 * within some reason.
878 */ 620 */
879
880int 621int
881magic_wall (object *op, object *caster, int dir, object *spell_ob) 622magic_wall (object *op, object *caster, int dir, object *spell_ob)
882{ 623{
883 object *tmp, *tmp2; 624 object *tmp;
884 int i, posblocked, negblocked, maxrange; 625 int i, posblocked, negblocked, maxrange;
885 sint16 x, y; 626 sint16 x, y;
886 maptile *m; 627 maptile *m;
887 const char *name; 628 const char *name;
888 archetype *at; 629 archetype *at;
896 else 637 else
897 { 638 {
898 x = op->x + freearr_x[dir]; 639 x = op->x + freearr_x[dir];
899 y = op->y + freearr_y[dir]; 640 y = op->y + freearr_y[dir];
900 } 641 }
642
901 m = op->map; 643 m = op->map;
902 644
903 if ((spell_ob->move_block || x != op->x || y != op->y) && 645 if ((spell_ob->move_block || x != op->x || y != op->y) &&
904 (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) ||
905 ((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)))
906 { 648 {
907 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.");
908 return 0; 650 return 0;
909 } 651 }
652
910 if (spell_ob->other_arch) 653 if (spell_ob->other_arch)
911 {
912 tmp = arch_to_object (spell_ob->other_arch); 654 tmp = arch_to_object (spell_ob->other_arch);
913 }
914 else if (spell_ob->race) 655 else if (spell_ob->race)
915 { 656 {
916 char buf1[MAX_BUF]; 657 char buf1[MAX_BUF];
917 658
918 sprintf (buf1, spell_ob->race, dir); 659 sprintf (buf1, spell_ob->race, dir);
921 { 662 {
922 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 663 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
923 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 664 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
924 return 0; 665 return 0;
925 } 666 }
667
926 tmp = arch_to_object (at); 668 tmp = arch_to_object (at);
927 } 669 }
928 else 670 else
929 { 671 {
930 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);
940 } 682 }
941 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 683 else if (QUERY_FLAG (tmp, FLAG_ALIVE))
942 { 684 {
943 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);
944 tmp->stats.maxhp = tmp->stats.hp; 686 tmp->stats.maxhp = tmp->stats.hp;
945 set_owner (tmp, op);
946 set_spell_skill (op, caster, spell_ob, tmp);
947 } 687 }
688
948 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))
949 { 690 {
950 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);
951 SET_FLAG (tmp, FLAG_IS_USED_UP); 692 SET_FLAG (tmp, FLAG_IS_USED_UP);
952 } 693 }
694
953 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 695 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN))
954 { 696 {
955 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);
956 tmp->stats.maxhp = tmp->stats.hp; 698 tmp->stats.maxhp = tmp->stats.hp;
957 SET_FLAG (tmp, FLAG_TEAR_DOWN); 699 SET_FLAG (tmp, FLAG_TEAR_DOWN);
958 SET_FLAG (tmp, FLAG_ALIVE); 700 SET_FLAG (tmp, FLAG_ALIVE);
959 } 701 }
960 702
961 /* 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,
962 * 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.
963 */ 706 */
964 set_owner (tmp, op); 707 if (tmp->type != EARTHWALL) //TODO
708 tmp->set_owner (op);
709
965 set_spell_skill (op, caster, spell_ob, tmp); 710 set_spell_skill (op, caster, spell_ob, tmp);
966 tmp->x = x;
967 tmp->y = y;
968 tmp->level = caster_level (caster, spell_ob) / 2; 711 tmp->level = casting_level (caster, spell_ob) / 2;
969 712
970 name = tmp->name; 713 name = tmp->name;
971 if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL) 714 if (!(tmp = m->insert (tmp, x, y, op)))
972 { 715 {
973 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);
974 return 0; 717 return 0;
975 } 718 }
719
976 /* 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 */
977 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 721 if (tmp->other_arch && tmp->other_arch->type == SPELL)
978 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 722 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
979 723
980 /* This code causes the wall to extend some distance in 724 /* This code causes the wall to extend some distance in
981 * each direction, or until an obstruction is encountered. 725 * each direction, or until an obstruction is encountered.
982 * posblocked and negblocked help determine how far the 726 * posblocked and negblocked help determine how far the
998 m = tmp->map; 742 m = tmp->map;
999 743
1000 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)) &&
1001 ((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)
1002 { 746 {
1003 tmp2 = object::create (); 747 object *tmp2 = tmp->clone ();
1004 tmp->copy_to (tmp2); 748 m->insert (tmp2, x, y, op);
1005 tmp2->x = x; 749
1006 tmp2->y = y;
1007 insert_ob_in_map (tmp2, m, op, 0);
1008 /* 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 */
1009 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 751 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1010 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 752 tmp2->insert (arch_to_object (tmp2->other_arch));
1011 753
1012 } 754 }
1013 else 755 else
1014 posblocked = 1; 756 posblocked = 1;
1015 757
1018 m = tmp->map; 760 m = tmp->map;
1019 761
1020 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)) &&
1021 ((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)
1022 { 764 {
1023 tmp2 = object::create (); 765 object *tmp2 = tmp->clone ();
1024 tmp->copy_to (tmp2); 766 m->insert (tmp2, x, y, op);
1025 tmp2->x = x; 767
1026 tmp2->y = y;
1027 insert_ob_in_map (tmp2, m, op, 0);
1028 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 768 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1029 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 769 tmp2->insert (arch_to_object (tmp2->other_arch));
1030 } 770 }
1031 else 771 else
1032 negblocked = 1; 772 negblocked = 1;
1033 } 773 }
1034 774
1037 777
1038 return 1; 778 return 1;
1039} 779}
1040 780
1041int 781int
1042dimension_door (object *op, object *caster, object *spob, int dir) 782dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
1043{ 783{
1044 uint32 dist, maxdist; 784 uint32 dist, maxdist;
1045 int mflags; 785 int mflags;
1046 maptile *m; 786 maptile *m;
1047 sint16 sx, sy; 787 sint16 sx, sy;
1058 /* 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
1059 * ever, so put limits in. 799 * ever, so put limits in.
1060 */ 800 */
1061 maxdist = spob->range + SP_level_range_adjust (caster, spob); 801 maxdist = spob->range + SP_level_range_adjust (caster, spob);
1062 802
1063 if (op->contr->count) 803 if (spellparam)
1064 { 804 {
805 int count = atoi (spellparam);
806
1065 if (op->contr->count > maxdist) 807 if (count > maxdist)
1066 { 808 {
1067 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!");
1068 return 0; 810 return 0;
1069 } 811 }
1070 812
1071 for (dist = 0; dist < op->contr->count; dist++) 813 for (dist = 0; dist < count; dist++)
1072 { 814 {
1073 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);
1074 816
1075 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 817 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
1076 break; 818 break;
1077 819
1078 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)))
1079 break; 821 break;
1080 } 822 }
1081 823
1082 if (dist < op->contr->count) 824 if (dist < count)
1083 { 825 {
1084 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");
1085 op->contr->count = 0;
1086 return 0; 827 return 0;
1087 } 828 }
1088 op->contr->count = 0;
1089 829
1090 /* Remove code that puts player on random space on maps. IMO, 830 /* Remove code that puts player on random space on maps. IMO,
1091 * 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,
1092 * 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
1093 * by such squares). Also, there are probably treasure rooms and 833 * by such squares). Also, there are probably treasure rooms and
1141 return 0; 881 return 0;
1142 } 882 }
1143 } 883 }
1144 884
1145 /* Actually move the player now */ 885 /* Actually move the player now */
1146 op->remove (); 886 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op)))
1147 op->x += freearr_x[dir] * dist;
1148 op->y += freearr_y[dir] * dist;
1149 if ((op = insert_ob_in_map (op, op->map, op, 0)) == NULL)
1150 return 1; 887 return 1;
1151 888
1152 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 */
1153 return 1; 890 return 1;
1154} 891}
1155
1156 892
1157/* cast_heal: Heals something. 893/* cast_heal: Heals something.
1158 * op is the caster. 894 * op is the caster.
1159 * dir is the direction he is casting it in. 895 * dir is the direction he is casting it in.
1160 * spell is the spell object. 896 * spell is the spell object.
1167 object *poison; 903 object *poison;
1168 int heal = 0, success = 0; 904 int heal = 0, success = 0;
1169 905
1170 tmp = find_target_for_friendly_spell (op, dir); 906 tmp = find_target_for_friendly_spell (op, dir);
1171 907
1172 if (tmp == NULL) 908 if (!tmp)
1173 return 0; 909 return 0;
1174 910
1175 /* Figure out how many hp this spell might cure. 911 /* Figure out how many hp this spell might cure.
1176 * could be zero if this spell heals effects, not damage. 912 * could be zero if this spell heals effects, not damage.
1177 */ 913 */
1180 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;
1181 917
1182 if (heal) 918 if (heal)
1183 { 919 {
1184 if (tmp->stats.hp >= tmp->stats.maxhp) 920 if (tmp->stats.hp >= tmp->stats.maxhp)
1185 {
1186 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.");
1187 }
1188 else 922 else
1189 { 923 {
1190 /* See how many points we actually heal. Instead of messages 924 /* See how many points we actually heal. Instead of messages
1191 * based on type of spell, we instead do messages based 925 * based on type of spell, we instead do messages based
1192 * on amount of damage healed. 926 * on amount of damage healed.
1193 */ 927 */
1194 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 928 if (heal > tmp->stats.maxhp - tmp->stats.hp)
1195 heal = tmp->stats.maxhp - tmp->stats.hp; 929 heal = tmp->stats.maxhp - tmp->stats.hp;
930
1196 tmp->stats.hp += heal; 931 tmp->stats.hp += heal;
1197 932
1198 if (tmp->stats.hp >= tmp->stats.maxhp) 933 if (tmp->stats.hp >= tmp->stats.maxhp)
1199 {
1200 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 934 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1201 }
1202 else if (heal > 50) 935 else if (heal > 50)
1203 {
1204 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); 936 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1205 }
1206 else if (heal > 25) 937 else if (heal > 25)
1207 {
1208 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); 938 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1209 }
1210 else if (heal > 10) 939 else if (heal > 10)
1211 {
1212 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.");
1213 }
1214 else 941 else
1215 {
1216 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.");
1217 } 943
1218 success = 1; 944 success = 1;
1219 } 945 }
1220 } 946 }
947
1221 if (spell->attacktype & AT_DISEASE) 948 if (spell->attacktype & AT_DISEASE)
1222 if (cure_disease (tmp, op)) 949 if (cure_disease (tmp, op, spell))
1223 success = 1; 950 success = 1;
1224 951
1225 if (spell->attacktype & AT_POISON) 952 if (spell->attacktype & AT_POISON)
1226 { 953 {
1227 at = archetype::find ("poisoning"); 954 at = archetype::find ("poisoning");
1231 success = 1; 958 success = 1;
1232 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 959 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1233 poison->stats.food = 1; 960 poison->stats.food = 1;
1234 } 961 }
1235 } 962 }
963
1236 if (spell->attacktype & AT_CONFUSION) 964 if (spell->attacktype & AT_CONFUSION)
1237 { 965 {
1238 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 966 poison = present_in_ob_by_name (FORCE, "confusion", tmp);
1239 if (poison) 967 if (poison)
1240 { 968 {
1241 success = 1; 969 success = 1;
1242 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 970 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1243 poison->duration = 1; 971 poison->duration = 1;
1244 } 972 }
1245 } 973 }
974
1246 if (spell->attacktype & AT_BLIND) 975 if (spell->attacktype & AT_BLIND)
1247 { 976 {
1248 at = archetype::find ("blindness"); 977 at = archetype::find ("blindness");
1249 poison = present_arch_in_ob (at, tmp); 978 poison = present_arch_in_ob (at, tmp);
1250 if (poison) 979 if (poison)
1252 success = 1; 981 success = 1;
1253 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.");
1254 poison->stats.food = 1; 983 poison->stats.food = 1;
1255 } 984 }
1256 } 985 }
986
1257 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) 987 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1258 { 988 {
1259 tmp->stats.sp += spell->last_sp; 989 tmp->stats.sp += spell->last_sp;
1260 if (tmp->stats.sp > tmp->stats.maxsp) 990 if (tmp->stats.sp > tmp->stats.maxsp)
1261 tmp->stats.sp = tmp->stats.maxsp; 991 tmp->stats.sp = tmp->stats.maxsp;
1262 success = 1; 992 success = 1;
1263 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!");
1264 } 994 }
995
1265 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) 996 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1266 { 997 {
1267 tmp->stats.grace += spell->last_grace; 998 tmp->stats.grace += spell->last_grace;
1268 if (tmp->stats.grace > tmp->stats.maxgrace) 999 if (tmp->stats.grace > tmp->stats.maxgrace)
1269 tmp->stats.grace = tmp->stats.maxgrace; 1000 tmp->stats.grace = tmp->stats.maxgrace;
1270 success = 1; 1001 success = 1;
1271 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!");
1272 } 1003 }
1004
1273 if (spell->stats.food && tmp->stats.food < 999) 1005 if (spell->stats.food && tmp->stats.food < 999)
1274 { 1006 {
1275 tmp->stats.food += spell->stats.food; 1007 tmp->stats.food += spell->stats.food;
1008
1276 if (tmp->stats.food > 999) 1009 if (tmp->stats.food > 999)
1277 tmp->stats.food = 999; 1010 tmp->stats.food = 999;
1011
1278 success = 1; 1012 success = 1;
1279 /* 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 */
1280 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");
1281 } 1015 }
1016
1282 return success; 1017 return success;
1283} 1018}
1284
1285 1019
1286/* 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
1287 * 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
1288 * good comments for those. 1022 * good comments for those.
1289 */ 1023 */
1290static const char *const no_gain_msgs[NUM_STATS] = { 1024static const char *const no_gain_msgs[NUM_STATS] = {
1291 "You grow no stronger.", 1025 "You grow no stronger.",
1292 "You grow no more agile.", 1026 "You grow no more agile.",
1293 "You don't feel any healthier.", 1027 "You don't feel any healthier.",
1294 "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."
1295 "You are no easier to look at.", 1031 "You are no easier to look at.",
1296 "no int",
1297 "no pow"
1298}; 1032};
1299 1033
1300int 1034int
1035change_ability_duration (object *spell, object *caster)
1036{
1037 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1038}
1039
1040int
1301cast_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)
1302{ 1042{
1303 object *tmp, *tmp2 = NULL;
1304 object *force = NULL; 1043 object *force = 0;
1305 int i; 1044 int i;
1306 1045
1307 /* 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. */
1308 if (dir != 0) 1047 object *tmp = dir
1309 {
1310 tmp = find_target_for_friendly_spell (op, dir); 1048 ? find_target_for_friendly_spell (op, dir)
1311 } 1049 : op;
1312 else
1313 {
1314 tmp = op;
1315 }
1316 1050
1317 if (tmp == NULL) 1051 if (!tmp)
1318 return 0; 1052 return 0;
1319 1053
1320 /* 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. */
1321 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1055 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1322 { 1056 {
1323 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1057 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1324 { 1058 {
1325 if (tmp2->name == spell_ob->name) 1059 if (tmp2->name == spell_ob->name)
1326 { 1060 {
1329 } 1063 }
1330 else if (spell_ob->race && spell_ob->race == tmp2->name) 1064 else if (spell_ob->race && spell_ob->race == tmp2->name)
1331 { 1065 {
1332 if (!silent) 1066 if (!silent)
1333 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
1334 return 0; 1069 return 0;
1335 } 1070 }
1336 } 1071 }
1337 } 1072 }
1338 if (force == NULL) 1073
1074 if (!force)
1339 { 1075 {
1340 force = get_archetype (FORCE_NAME); 1076 force = get_archetype (FORCE_NAME);
1341 force->subtype = FORCE_CHANGE_ABILITY; 1077 force->subtype = FORCE_CHANGE_ABILITY;
1078
1342 if (spell_ob->race) 1079 if (spell_ob->race)
1343 force->name = spell_ob->race; 1080 force->name = spell_ob->race;
1344 else 1081 else
1345 force->name = spell_ob->name; 1082 force->name = spell_ob->name;
1083
1346 force->name_pl = spell_ob->name; 1084 force->name_pl = spell_ob->name;
1347 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.");
1348 1086
1349 } 1087 }
1350 else 1088 else
1351 { 1089 {
1352 int duration; 1090 int duration = change_ability_duration (spell_ob, caster);
1353 1091
1354 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1355 if (duration > force->duration) 1092 if (duration > force->duration)
1356 { 1093 {
1357 force->duration = duration; 1094 force->duration = duration;
1358 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.");
1359 } 1096 }
1360 else 1097 else
1361 {
1362 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.");
1363 } 1099
1364 return 1; 1100 return 1;
1365 } 1101 }
1102
1366 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;
1367 force->speed = 1.0; 1104 force->speed = 1.0;
1368 force->speed_left = -1.0; 1105 force->speed_left = -1.0;
1369 SET_FLAG (force, FLAG_APPLIED); 1106 SET_FLAG (force, FLAG_APPLIED);
1370 1107
1376 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);
1377 if (force->resist[i] > 100) 1114 if (force->resist[i] > 100)
1378 force->resist[i] = 100; 1115 force->resist[i] = 100;
1379 } 1116 }
1380 } 1117 }
1118
1381 if (spell_ob->stats.hp) 1119 if (spell_ob->stats.hp)
1382 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);
1383 1121
1384 if (tmp->type == PLAYER) 1122 if (tmp->type == PLAYER)
1385 { 1123 {
1386 /* Stat adjustment spells */ 1124 /* Stat adjustment spells */
1387 for (i = 0; i < NUM_STATS; i++) 1125 for (i = 0; i < NUM_STATS; i++)
1388 { 1126 {
1389 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; 1127 if (sint8 stat = spell_ob->stats.stat (i))
1390
1391 if (stat)
1392 { 1128 {
1393 sm = 0; 1129 sint8 sm = 0;
1394 for (k = 0; k < stat; k++) 1130 for (sint8 k = 0; k < stat; k++)
1395 sm += rndm (1, 3); 1131 sm += rndm (1, 3);
1396 1132
1397 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) 1133 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1398 { 1134 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1399 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); 1135
1400 if (sm < 0) 1136 force->stats.stat (i) = sm;
1401 sm = 0; 1137
1402 }
1403 set_attr_value (&force->stats, i, sm);
1404 if (!sm) 1138 if (!sm)
1405 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); 1139 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1406 } 1140 }
1407 } 1141 }
1408 } 1142 }
1428 force->stats.ac = spell_ob->stats.ac; 1162 force->stats.ac = spell_ob->stats.ac;
1429 force->attacktype = spell_ob->attacktype; 1163 force->attacktype = spell_ob->attacktype;
1430 1164
1431 insert_ob_in_ob (force, tmp); 1165 insert_ob_in_ob (force, tmp);
1432 change_abil (tmp, force); /* Mostly to display any messages */ 1166 change_abil (tmp, force); /* Mostly to display any messages */
1433 fix_player (tmp); 1167 tmp->update_stats ();
1168
1434 return 1; 1169 return 1;
1435} 1170}
1436 1171
1437/* 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
1438 * 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
1439 * of the caster. 1174 * of the caster.
1440 */ 1175 */
1441
1442int 1176int
1443cast_bless (object *op, object *caster, object *spell_ob, int dir) 1177cast_bless (object *op, object *caster, object *spell_ob, int dir)
1444{ 1178{
1445 int i; 1179 int i;
1446 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1180 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1447 1181
1448 /* 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. */
1449 if (dir != 0) 1183 if (dir != 0)
1450 { 1184 {
1451 tmp = find_target_for_friendly_spell (op, dir); 1185 tmp = find_target_for_friendly_spell (op, dir);
1186
1187 if (!tmp)
1188 return 0;
1452 } 1189 }
1453 else 1190 else
1454 {
1455 tmp = op; 1191 tmp = op;
1456 }
1457 1192
1458 /* 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. */
1459 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1194 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1460 { 1195 {
1461 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1196 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1462 { 1197 {
1463 if (tmp2->name == spell_ob->name) 1198 if (tmp2->name == spell_ob->name)
1464 { 1199 {
1470 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);
1471 return 0; 1206 return 0;
1472 } 1207 }
1473 } 1208 }
1474 } 1209 }
1210
1475 if (force == NULL) 1211 if (force == NULL)
1476 { 1212 {
1477 force = get_archetype (FORCE_NAME); 1213 force = get_archetype (FORCE_NAME);
1478 force->subtype = FORCE_CHANGE_ABILITY; 1214 force->subtype = FORCE_CHANGE_ABILITY;
1479 if (spell_ob->race) 1215 if (spell_ob->race)
1537 force->stats.wc = spell_ob->stats.wc; 1273 force->stats.wc = spell_ob->stats.wc;
1538 force->stats.ac = spell_ob->stats.ac; 1274 force->stats.ac = spell_ob->stats.ac;
1539 1275
1540 change_abil (tmp, force); /* Mostly to display any messages */ 1276 change_abil (tmp, force); /* Mostly to display any messages */
1541 insert_ob_in_ob (force, tmp); 1277 insert_ob_in_ob (force, tmp);
1542 fix_player (tmp); 1278 tmp->update_stats ();
1543 return 1; 1279 return 1;
1544} 1280}
1545
1546
1547 1281
1548/* Alchemy code by Mark Wedel 1282/* Alchemy code by Mark Wedel
1549 * 1283 *
1550 * This code adds a new spell, called alchemy. Alchemy will turn 1284 * This code adds a new spell, called alchemy. Alchemy will turn
1551 * objects to gold nuggets, the value of the gold nuggets being 1285 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1552 * about 90% of that of the item itself. It uses the value of the
1553 * object before charisma adjustments, because the nuggets themselves
1554 * will be will be adjusted by charisma when sold.
1555 * 1286 *
1556 * 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
1557 * the maximum number of large nuggets you could get. 1288 * itself. It uses the value of the object before charisma adjustments,
1558 * 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
1559 * to the max amount of small nuggets as you could get. 1290 * when sold.
1560 *
1561 * For example, if an item is worth 110 gold, you will get
1562 * 4 large nuggets, and from 0-10 small nuggets.
1563 * 1291 *
1564 * 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
1565 * 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
1566 * alchemied. 1294 * alchemised.
1567 */ 1295 */
1568
1569/* I didn't feel like passing these as arguements to the
1570 * two functions that need them. Real values are put in them
1571 * when the spell is cast, and these are freed when the spell
1572 * is finished.
1573 */
1574static object *small, *large;
1575
1576static void 1296static void
1577alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight) 1297alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1578{ 1298{
1579 uint64 value = query_cost (obj, NULL, F_TRUE); 1299 uint64 value = query_cost (obj, NULL, F_TRUE);
1580 1300
1581 /* Give third price when we alchemy money (This should hopefully 1301 /* Give third price when we alchemy money (this should hopefully
1582 * 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
1583 * the nuggets, alchemy the gold from that, etc. 1303 * the nuggets, alchemy the gold from that, etc.
1584 * Otherwise, give 9 silver on the gold for other objects, 1304 * Otherwise, give 9 silver on the gold for other objects,
1585 * so that it would still be more affordable to haul 1305 * so that it would still be more affordable to haul
1586 * the stuff back to town. 1306 * the stuff back to town.
1587 */ 1307 */
1588
1589 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1308 if (QUERY_FLAG (obj, FLAG_UNPAID))
1590 value = 0; 1309 value = 0;
1591 else if (obj->type == MONEY || obj->type == GEM) 1310 else if (obj->type == MONEY || obj->type == GEM)
1592 value /= 3; 1311 value /= 3;
1593 else 1312 else
1594 value = (value * 9) / 10; 1313 value = value * 9 / 10;
1595 1314
1596 value /= 4; // fix by GHJ, don't understand, pcg
1597
1598 if ((obj->value > 0) && rndm (0, 29)) 1315 if (obj->value > 0 && rndm (0, 29))
1599 { 1316 total_value += value;
1600 int count;
1601 1317
1602 count = value / large->value;
1603 *large_nuggets += count;
1604 value -= (uint64) count *(uint64) large->value;
1605
1606 count = value / small->value;
1607 *small_nuggets += count;
1608 }
1609
1610 /* Turn 25 small nuggets into 1 large nugget. If the value
1611 * of large nuggets is not evenly divisable by the small nugget
1612 * value, take off an extra small_nugget (Assuming small_nuggets!=0)
1613 */
1614 if (*small_nuggets * small->value >= large->value)
1615 {
1616 (*large_nuggets)++;
1617 *small_nuggets -= large->value / small->value;
1618 if (*small_nuggets && large->value % small->value)
1619 (*small_nuggets)--;
1620 }
1621 weight += obj->weight; 1318 total_weight += obj->total_weight ();
1319
1622 obj->destroy (); 1320 obj->destroy ();
1623} 1321}
1624 1322
1625static void
1626update_map (object *op, maptile *m, int small_nuggets, int large_nuggets, int x, int y)
1627{
1628 object *tmp;
1629 int flag = 0;
1630
1631 /* Put any nuggets below the player, but we can only pass this
1632 * flag if we are on the same space as the player
1633 */
1634 if (x == op->x && y == op->y && op->map == m)
1635 flag = INS_BELOW_ORIGINATOR;
1636
1637 if (small_nuggets)
1638 {
1639 tmp = object::create ();
1640 small->copy_to (tmp);
1641 tmp->nrof = small_nuggets;
1642 tmp->x = x;
1643 tmp->y = y;
1644 insert_ob_in_map (tmp, m, op, flag);
1645 }
1646 if (large_nuggets)
1647 {
1648 tmp = object::create ();
1649 large->copy_to (tmp);
1650 tmp->nrof = large_nuggets;
1651 tmp->x = x;
1652 tmp->y = y;
1653 insert_ob_in_map (tmp, m, op, flag);
1654 }
1655}
1656
1657int 1323int
1658alchemy (object *op, object *caster, object *spell_ob) 1324alchemy (object *op, object *caster, object *spell_ob)
1659{ 1325{
1660 int x, y, weight = 0, weight_max, large_nuggets, small_nuggets, mflags;
1661 sint16 nx, ny;
1662 object *next, *tmp;
1663 maptile *mp;
1664
1665 if (op->type != PLAYER) 1326 if (op->type != PLAYER)
1666 return 0; 1327 return 0;
1667 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
1668 /* 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
1669 * some, and also prevents people from alcheming every table/chair/clock 1336 * some, and also prevents people from alchemising every table/chair/clock
1670 * in sight 1337 * in sight
1671 */ 1338 */
1672 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);
1673 weight_max *= 1000; 1340 int weight_max = duration * 1000;
1674 small = get_archetype ("smallnugget"), large = get_archetype ("largenugget"); 1341 uint64 value_max = duration * 1000;
1675 1342
1343 int weight = 0;
1344
1676 for (y = op->y - 1; y <= op->y + 1; y++) 1345 for (int y = op->y - 1; y <= op->y + 1; y++)
1677 { 1346 {
1678 for (x = op->x - 1; x <= op->x + 1; x++) 1347 for (int x = op->x - 1; x <= op->x + 1; x++)
1679 { 1348 {
1349 uint64 value = 0;
1350
1680 nx = x; 1351 sint16 nx = x;
1681 ny = y; 1352 sint16 ny = y;
1682 1353
1683 mp = op->map; 1354 maptile *mp = op->map;
1684 1355
1685 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); 1356 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1686 1357
1687 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1358 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1688 continue; 1359 continue;
1689 1360
1690 /* Treat alchemy a little differently - most spell effects 1361 /* Treat alchemy a little differently - most spell effects
1692 * ground level effect. 1363 * ground level effect.
1693 */ 1364 */
1694 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) 1365 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1695 continue; 1366 continue;
1696 1367
1697 small_nuggets = 0; 1368 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1698 large_nuggets = 0;
1699
1700 for (tmp = get_map_ob (mp, nx, ny); tmp != NULL; tmp = next)
1701 { 1369 {
1702 next = tmp->above; 1370 next = tmp->above;
1371
1703 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1372 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1704 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1373 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1705 { 1374 {
1706
1707 if (tmp->inv) 1375 if (tmp->inv)
1708 { 1376 {
1709 object *next1, *tmp1; 1377 object *next1, *tmp1;
1710 1378
1711 for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1) 1379 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1712 { 1380 {
1713 next1 = tmp1->below; 1381 next1 = tmp1->below;
1714 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1382 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1715 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1383 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1716 alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight); 1384 alchemy_object (tmp1, value, weight);
1717 } 1385 }
1718 } 1386 }
1387
1719 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); 1388 alchemy_object (tmp, value, weight);
1720 1389
1721 if (weight > weight_max) 1390 if (weight > weight_max)
1722 { 1391 break;
1723 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1724 large->destroy ();
1725 small->destroy ();
1726 return 1;
1727 } 1392 }
1728 } /* is alchemable object */
1729 } /* process all objects on this space */
1730
1731 /* Insert all the nuggets at one time. This probably saves time, but
1732 * it also prevents us from alcheming nuggets that were just created
1733 * with this spell.
1734 */ 1393 }
1735 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);
1736 } 1407 }
1737 }
1738 1408
1739 large->destroy (); 1409 if (weight > weight_max)
1740 small->destroy (); 1410 goto bailout;
1741 /* reset this so that if player standing on a big pile of stuff, 1411 }
1742 * it is redrawn properly. 1412 }
1743 */ 1413
1744 op->contr->socket.look_position = 0; 1414bailout:
1745 return 1; 1415 return 1;
1746} 1416}
1747
1748 1417
1749/* This function removes the cursed/damned status on equipped 1418/* This function removes the cursed/damned status on equipped
1750 * items. 1419 * items.
1751 */ 1420 */
1752int 1421int
1753remove_curse (object *op, object *caster, object *spell) 1422remove_curse (object *op, object *caster, object *spell)
1754{ 1423{
1755 object *tmp;
1756 int success = 0, was_one = 0; 1424 int success = 0, was_one = 0;
1757 1425
1758 for (tmp = op->inv; tmp; tmp = tmp->below) 1426 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1759 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1427 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1760 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1428 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1761 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1429 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1762 { 1430 {
1763
1764 was_one++; 1431 was_one++;
1432
1765 if (tmp->level <= caster_level (caster, spell)) 1433 if (tmp->level <= casting_level (caster, spell))
1766 { 1434 {
1767 success++; 1435 success++;
1768 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1436 if (QUERY_FLAG (spell, FLAG_DAMNED))
1769 CLEAR_FLAG (tmp, FLAG_DAMNED); 1437 CLEAR_FLAG (tmp, FLAG_DAMNED);
1770 1438
1771 CLEAR_FLAG (tmp, FLAG_CURSED); 1439 CLEAR_FLAG (tmp, FLAG_CURSED);
1772 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1440 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1773 tmp->value = 0; /* Still can't sell it */ 1441 tmp->value = 0; /* Still can't sell it */
1774 if (op->type == PLAYER) 1442
1443 if (object *pl = tmp->visible_to ())
1775 esrv_send_item (op, tmp); 1444 esrv_update_item (UPD_FLAGS, pl, tmp);
1776 } 1445 }
1777 } 1446 }
1778 1447
1779 if (op->type == PLAYER) 1448 if (op->type == PLAYER)
1780 { 1449 {
1781 if (success) 1450 if (success)
1782 {
1783 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.");
1784 }
1785 else 1452 else
1786 { 1453 {
1787 if (was_one) 1454 if (was_one)
1788 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.");
1789 else 1456 else
1790 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.");
1791 } 1458 }
1792 } 1459 }
1460
1793 return success; 1461 return success;
1794} 1462}
1795 1463
1796/* Identifies objects in the players inventory/on the ground */ 1464/* Identifies objects in the players inventory/on the ground */
1797
1798int 1465int
1799cast_identify (object *op, object *caster, object *spell) 1466cast_identify (object *op, object *caster, object *spell)
1800{ 1467{
1801 object *tmp; 1468 object *tmp;
1802 int success = 0, num_ident; 1469 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1803 1470
1804 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));
1805
1806 if (num_ident < 1)
1807 num_ident = 1;
1808
1809 1472
1810 for (tmp = op->inv; tmp; tmp = tmp->below) 1473 for (tmp = op->inv; tmp; tmp = tmp->below)
1811 { 1474 {
1812 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1475 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1813 { 1476 {
1814 identify (tmp); 1477 identify (tmp);
1478
1815 if (op->type == PLAYER) 1479 if (op->type == PLAYER)
1816 { 1480 {
1817 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
1818 if (tmp->msg) 1483 if (tmp->msg)
1819 { 1484 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1820 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1821 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1822 }
1823 } 1485 }
1824 num_ident--; 1486
1825 success = 1;
1826 if (!num_ident) 1487 if (!--num_ident)
1827 break; 1488 break;
1828 } 1489 }
1829 } 1490 }
1491
1830 /* 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
1831 * 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
1832 * was not fully used. 1494 * was not fully used.
1833 */ 1495 */
1834 if (num_ident) 1496 if (num_ident)
1835 { 1497 {
1836 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)
1837 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1499 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1838 { 1500 {
1839
1840 identify (tmp); 1501 identify (tmp);
1841 if (op->type == PLAYER) 1502
1503 if (object *pl = tmp->visible_to ())
1842 { 1504 {
1843 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
1844 if (tmp->msg) 1507 if (tmp->msg)
1845 { 1508 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1846 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1847 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1848 }
1849 esrv_send_item (op, tmp);
1850 } 1509 }
1851 num_ident--; 1510
1852 success = 1;
1853 if (!num_ident) 1511 if (!--num_ident)
1854 break; 1512 break;
1855 } 1513 }
1856 } 1514 }
1857 if (!success) 1515
1858 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 }
1859 else 1521 else
1860 { 1522 {
1523 if (op->contr)
1524 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1525
1861 spell_effect (spell, op->x, op->y, op->map, op); 1526 spell_effect (spell, op->x, op->y, op->map, op);
1527 return 1;
1862 } 1528 }
1863 return success;
1864} 1529}
1865
1866 1530
1867int 1531int
1868cast_detection (object *op, object *caster, object *spell, object *skill) 1532cast_detection (object *op, object *caster, object *spell, object *skill)
1869{ 1533{
1870 object *tmp, *last, *god, *detect; 1534 object *tmp, *last, *god, *detect;
1874 1538
1875 /* 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
1876 * doing it over and over again. 1540 * doing it over and over again.
1877 */ 1541 */
1878 god = find_god (determine_god (op)); 1542 god = find_god (determine_god (op));
1879 level = caster_level (caster, spell); 1543 level = casting_level (caster, spell);
1880 range = spell->range + SP_level_range_adjust (caster, spell); 1544 range = spell->range + SP_level_range_adjust (caster, spell);
1881 1545
1882 if (!skill) 1546 if (!skill)
1883 skill = caster; 1547 skill = caster;
1884 1548
1885 for (x = op->x - range; x <= op->x + range; x++) 1549 unordered_mapwalk (op, -range, -range, range, range)
1886 for (y = op->y - range; y <= op->y + range; y++)
1887 { 1550 {
1888
1889 m = op->map;
1890 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1891 if (mflags & P_OUT_OF_MAP)
1892 continue;
1893
1894 /* For most of the detections, we only detect objects above the 1551 /* For most of the detections, we only detect objects above the
1895 * floor. But this is not true for show invisible. 1552 * floor. But this is not true for show invisible.
1896 * Basically, we just go and find the top object and work 1553 * Basically, we just go and find the top object and work
1897 * down - that is easier than working up. 1554 * down - that is easier than working up.
1898 */ 1555 */
1899 1556
1900 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)
1901 last = tmp; 1558 last = tmp;
1559
1902 /* 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
1903 * would happen. 1561 * would happen.
1904 */ 1562 */
1905 if (!last) 1563 if (!last)
1906 continue; 1564 continue;
1907 1565
1908 done_one = 0; 1566 done_one = 0;
1909 floor = 0; 1567 floor = 0;
1910 detect = NULL; 1568 detect = NULL;
1911 for (tmp = last; tmp; tmp = tmp->below) 1569 for (tmp = last; tmp; tmp = tmp->below)
1912 { 1570 {
1913
1914 /* show invisible */ 1571 /* show invisible */
1915 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1572 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1916 /* Might there be other objects that we can make visibile? */ 1573 /* Might there be other objects that we can make visible? */
1917 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1574 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER)
1918 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1575 || (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ))
1919 tmp->type == CF_HANDLE || 1576 || tmp->type == CF_HANDLE
1920 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
1921 tmp->type == BUTTON || tmp->type == TELEPORTER || 1581 || tmp->type == TELEPORTER
1582 || tmp->type == GATE
1922 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1583 || tmp->type == LOCKED_DOOR
1923 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN || 1584 || tmp->type == WEAPON
1585 || tmp->type == ALTAR
1586 || tmp->type == SIGN
1924 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1587 || tmp->type == TRIGGER_PEDESTAL
1925 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)))
1926 { 1593 {
1927 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)
1928 { 1595 {
1929 tmp->invisible = 0; 1596 tmp->invisible = 0;
1930 done_one = 1; 1597 done_one = 1;
1931 } 1598 }
1932 } 1599 }
1600
1933 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1601 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1934 floor = 1; 1602 floor = 1;
1935 1603
1936 /* All detections below this point don't descend beneath the floor, 1604 /* All detections below this point don't descend beneath the floor,
1937 * 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
1938 * 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
1939 * 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.
1940 */ 1608 */
1941 if (floor) 1609 if (floor)
1942 continue; 1610 continue;
1943 1611
1944 /* I had thought about making detect magic and detect curse 1612 /* I had thought about making detect magic and detect curse
1945 * 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.
1946 * 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
1947 * difficult to see what object is magical/cursed, so the 1615 * difficult to see what object is magical/cursed, so the
1948 * effect wouldn't be as apparant. 1616 * effect wouldn't be as apparent.
1949 */ 1617 */
1950 1618
1951 /* detect magic */ 1619 /* detect magic */
1952 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && 1620 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1953 !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))
1954 { 1622 {
1955 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1623 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1956 /* make runes more visibile */ 1624 /* make runes more visibile */
1957 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC) 1625 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1958 tmp->stats.Cha /= 4; 1626 tmp->stats.Cha /= 4;
1627
1959 done_one = 1; 1628 done_one = 1;
1960 } 1629 }
1630
1961 /* detect monster */ 1631 /* detect monster */
1962 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))
1963 { 1633 {
1964 done_one = 2; 1634 done_one = 2;
1635
1965 if (!detect) 1636 if (!detect)
1966 detect = tmp; 1637 detect = tmp;
1967 } 1638 }
1639
1968 /* 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
1969 * 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
1970 * race must match. 1642 * race must match.
1971 */ 1643 */
1972 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race && 1644 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1973 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) || 1645 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1974 (strstr (spell->race, tmp->race)))) 1646 spell->race.contains (tmp->race)))
1975 { 1647 {
1976 done_one = 2; 1648 done_one = 2;
1649
1977 if (!detect) 1650 if (!detect)
1978 detect = tmp; 1651 detect = tmp;
1979 } 1652 }
1653
1980 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) &&
1981 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1655 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1982 { 1656 {
1983 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1657 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1984 done_one = 1; 1658 done_one = 1;
1985 } 1659 }
1986 } /* for stack of objects on this space */ 1660 } /* for stack of objects on this space */
1987 1661
1988 /* 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
1989 * where the magic is. 1663 * where the magic is.
1990 */ 1664 */
1991 if (done_one) 1665 if (done_one)
1992 { 1666 {
1993 object *detect_ob = arch_to_object (spell->other_arch); 1667 object *detect_ob = arch_to_object (spell->other_arch);
1994 1668
1995 detect_ob->x = nx;
1996 detect_ob->y = ny;
1997 /* if this is set, we want to copy the face */ 1669 /* if this is set, we want to copy the face */
1998 if (done_one == 2 && detect) 1670 if (done_one == 2 && detect)
1999 { 1671 {
2000 detect_ob->face = detect->face; 1672 detect_ob->face = detect->face;
2001 detect_ob->animation_id = detect->animation_id; 1673 detect_ob->animation_id = detect->animation_id;
2002 detect_ob->anim_speed = detect->anim_speed; 1674 detect_ob->anim_speed = detect->anim_speed;
2003 detect_ob->last_anim = 0; 1675 detect_ob->last_anim = 0;
2004 /* by default, the detect_ob is already animated */ 1676 /* by default, the detect_ob is already animated */
2005 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1677 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
2006 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1678 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
2007 } 1679 }
2008 insert_ob_in_map (detect_ob, m, op, 0); 1680
1681 m->insert (detect_ob, nx, ny, op);
2009 } 1682 }
2010 } /* for processing the surrounding spaces */ 1683 } /* for processing the surrounding spaces */
2011 1684
2012 1685
2013 /* 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 */
2014 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))
2015 { 1688 {
2016 done_one = 0; 1689 done_one = 0;
1690
2017 for (tmp = op->inv; tmp; tmp = tmp->below) 1691 for (tmp = op->inv; tmp; tmp = tmp->below)
2018 { 1692 {
2019 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1693 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2020 { 1694 {
2021 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))
2022 { 1696 {
2023 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1697 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
2024 if (op->type == PLAYER) 1698
1699 if (object *pl = tmp->visible_to ())
2025 esrv_send_item (op, tmp); 1700 esrv_update_item (UPD_FLAGS, pl, tmp);
2026 } 1701 }
1702
2027 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) &&
2028 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1704 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
2029 { 1705 {
2030 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1706 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
2031 if (op->type == PLAYER) 1707
1708 if (object *pl = tmp->visible_to ())
2032 esrv_send_item (op, tmp); 1709 esrv_update_item (UPD_FLAGS, pl, tmp);
2033 } 1710 }
2034 } /* if item is not identified */ 1711 } /* if item is not identified */
2035 } /* for the players inventory */ 1712 } /* for the players inventory */
2036 } /* if detect magic/curse and object is a player */ 1713 } /* if detect magic/curse and object is a player */
1714
2037 return 1; 1715 return 1;
2038} 1716}
2039 1717
2040 1718
2041/** 1719/**
2054 1732
2055 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.");
2056 1734
2057 if (victim->stats.sp >= victim->stats.maxsp * 2) 1735 if (victim->stats.sp >= victim->stats.maxsp * 2)
2058 { 1736 {
2059 object *tmp;
2060
2061 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1737 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
2062
2063 /* Explodes a fireball centered at player */
2064 tmp = get_archetype (EXPLODING_FIREBALL);
2065 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
2066 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
2067 tmp->x = victim->x;
2068 tmp->y = victim->y;
2069 insert_ob_in_map (tmp, victim->map, NULL, 0);
2070 victim->stats.sp = 2 * victim->stats.maxsp; 1738 victim->stats.sp = 2 * victim->stats.maxsp;
1739 create_exploding_ball_at (victim, caster_level);
2071 } 1740 }
2072 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1741 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
2073 {
2074 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.");
2075 }
2076 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1743 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2077 {
2078 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!");
2079 }
2080 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1745 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2081 { 1746 {
2082 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1747 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2083 confuse_player (victim, victim, 99); 1748 confuse_player (victim, victim, 99);
2084 } 1749 }
2085 else if (victim->stats.sp >= victim->stats.maxsp * 1.25) 1750 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
2086 {
2087 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices."); 1751 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
2088 }
2089} 1752}
2090 1753
2091/* cast_transfer 1754/* cast_transfer
2092 * This spell transfers sp from the player to another person. 1755 * This spell transfers sp from the player to another person.
2093 * We let the target go above their normal maximum SP. 1756 * We let the target go above their normal maximum SP.
2107 1770
2108 mflags = get_map_flags (m, &m, x, y, &x, &y); 1771 mflags = get_map_flags (m, &m, x, y, &x, &y);
2109 1772
2110 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1773 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
2111 { 1774 {
2112 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)
2113 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1776 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2114 break; 1777 break;
2115 } 1778 }
2116 1779
2117 1780
2118 /* 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
2119 * 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.
2120 */ 1783 */
2121 if (plyr == NULL) 1784 if (plyr == NULL)
2122 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)
2123 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1786 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2124 break; 1787 break;
2125 1788
2126 if (!plyr) 1789 if (!plyr)
2127 { 1790 {
2130 } 1793 }
2131 /* give sp */ 1794 /* give sp */
2132 if (spell->stats.dam > 0) 1795 if (spell->stats.dam > 0)
2133 { 1796 {
2134 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);
2135 charge_mana_effect (plyr, caster_level (caster, spell)); 1798 charge_mana_effect (plyr, casting_level (caster, spell));
2136 return 1; 1799 return 1;
2137 } 1800 }
2138 /* suck sp away. Can't suck sp from yourself */ 1801 /* suck sp away. Can't suck sp from yourself */
2139 else if (op != plyr) 1802 else if (op != plyr)
2140 { 1803 {
2152 /* Player doesn't get full credit */ 1815 /* Player doesn't get full credit */
2153 sucked = (sucked * rate) / 100; 1816 sucked = (sucked * rate) / 100;
2154 op->stats.sp += sucked; 1817 op->stats.sp += sucked;
2155 if (sucked > 0) 1818 if (sucked > 0)
2156 { 1819 {
2157 charge_mana_effect (op, caster_level (caster, spell)); 1820 charge_mana_effect (op, casting_level (caster, spell));
2158 } 1821 }
2159 } 1822 }
2160 return 1; 1823 return 1;
2161 } 1824 }
2162 return 0; 1825 return 0;
2182 m = op->map; 1845 m = op->map;
2183 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1846 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
2184 if (mflags & P_OUT_OF_MAP) 1847 if (mflags & P_OUT_OF_MAP)
2185 return; 1848 return;
2186 1849
2187 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)
2188 { 1851 {
2189 next = tmp->above; 1852 next = tmp->above;
2190 1853
2191 /* Need to look at the head object - otherwise, if tmp 1854 /* Need to look at the head object - otherwise, if tmp
2192 * points to a monster, we don't have all the necessary 1855 * points to a monster, we don't have all the necessary
2204 /* Basically, if the object is magical and not counterspell, 1867 /* Basically, if the object is magical and not counterspell,
2205 * we will more or less remove the object. Don't counterspell 1868 * we will more or less remove the object. Don't counterspell
2206 * monsters either. 1869 * monsters either.
2207 */ 1870 */
2208 1871
2209 if (head->attacktype & AT_MAGIC && 1872 if (head->attacktype & AT_MAGIC
2210 !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level)) 1873 && !(head->attacktype & AT_COUNTERSPELL)
1874 && !QUERY_FLAG (head, FLAG_MONSTER)
1875 && (op->level > head->level))
2211 head->destroy (); 1876 head->destroy ();
2212 else 1877 else
2213 switch (head->type) 1878 switch (head->type)
2214 { 1879 {
2215 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
2216 if (op->level > head->level) 1886 if (op->level > head->level)
2217 head->destroy (); 1887 head->destroy ();
2218 1888
2219 break; 1889 break;
2220 1890
2231 break; 1901 break;
2232 } 1902 }
2233 } 1903 }
2234} 1904}
2235 1905
2236
2237
2238/* cast_consecrate() - a spell to make an altar your god's */ 1906/* cast_consecrate() - a spell to make an altar your god's */
2239int 1907int
2240cast_consecrate (object *op, object *caster, object *spell) 1908cast_consecrate (object *op, object *caster, object *spell)
2241{ 1909{
2242 char buf[MAX_BUF]; 1910 char buf[MAX_BUF];
2254 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1922 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2255 break; 1923 break;
2256 if (tmp->type == HOLY_ALTAR) 1924 if (tmp->type == HOLY_ALTAR)
2257 { 1925 {
2258 1926
2259 if (tmp->level > caster_level (caster, spell)) 1927 if (tmp->level > casting_level (caster, spell))
2260 { 1928 {
2261 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);
2262 return 0; 1930 return 0;
2263 } 1931 }
2264 else 1932 else
2265 { 1933 {
2266 /* If we got here, we are consecrating an altar */ 1934 /* If we got here, we are consecrating an altar */
2267 sprintf (buf, "Altar of %s", &god->name); 1935 sprintf (buf, "Altar of %s", &god->name);
2268 tmp->name = buf; 1936 tmp->name = buf;
2269 tmp->level = caster_level (caster, spell); 1937 tmp->level = casting_level (caster, spell);
2270 tmp->other_arch = god->arch; 1938 tmp->other_arch = god->arch;
1939
2271 if (op->type == PLAYER) 1940 if (op->type == PLAYER)
2272 esrv_update_item (UPD_NAME, op, tmp); 1941 esrv_update_item (UPD_NAME, op, tmp);
1942
2273 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);
2274 return 1; 1944 return 1;
2275 } 1945 }
2276 } 1946 }
2277 } 1947 }
2287 * 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,
2288 * 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
2289 * 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
2290 * player checks. MSW 2003-01-06 1960 * player checks. MSW 2003-01-06
2291 */ 1961 */
2292
2293int 1962int
2294animate_weapon (object *op, object *caster, object *spell, int dir) 1963animate_weapon (object *op, object *caster, object *spell, int dir)
2295{ 1964{
2296 object *weapon, *tmp; 1965 object *weapon, *tmp;
2297 char buf[MAX_BUF]; 1966 char buf[MAX_BUF];
2298 int a, i; 1967 int a, i;
2299 sint16 x, y; 1968 sint16 x, y;
2300 maptile *m; 1969 maptile *m;
2301 materialtype_t *mt;
2302 1970
2303 if (!spell->other_arch) 1971 if (!spell->other_arch)
2304 { 1972 {
2305 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1973 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2306 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);
2309 /* exit if it's not a player using this spell. */ 1977 /* exit if it's not a player using this spell. */
2310 if (op->type != PLAYER) 1978 if (op->type != PLAYER)
2311 return 0; 1979 return 0;
2312 1980
2313 /* if player already has a golem, abort */ 1981 /* if player already has a golem, abort */
2314 if (op->contr->ranges[range_golem]) 1982 if (object *golem = op->contr->golem)
2315 { 1983 {
2316 control_golem (op->contr->ranges[range_golem], dir); 1984 control_golem (golem, dir);
2317 return 0; 1985 return 0;
2318 } 1986 }
2319 1987
2320 /* if no direction specified, pick one */ 1988 /* if no direction specified, pick one */
2321 if (!dir) 1989 if (!dir)
2322 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);
2323 1991
2324 m = op->map; 1992 m = op->map;
2325 x = op->x + freearr_x[dir]; 1993 x = op->x + freearr_x[dir];
2326 y = op->y + freearr_y[dir]; 1994 y = op->y + freearr_y[dir];
2327 1995
2328 /* if there's no place to put the golem, abort */ 1996 /* if there's no place to put the golem, abort */
2329 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)
2330 ((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))
2331 { 1999 {
2332 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.");
2333 return 0; 2001 return 0;
2334 } 2002 }
2335 2003
2339 if (!weapon) 2007 if (!weapon)
2340 { 2008 {
2341 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!");
2342 return 0; 2010 return 0;
2343 } 2011 }
2012
2344 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2013 if (spell->race && weapon->arch->archname != spell->race)
2345 { 2014 {
2346 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.");
2347 return 0; 2016 return 0;
2348 } 2017 }
2018
2349 if (weapon->type != WEAPON) 2019 if (weapon->type != WEAPON)
2350 { 2020 {
2351 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.");
2352 return 0; 2022 return 0;
2353 } 2023 }
2024
2354 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2025 if (QUERY_FLAG (weapon, FLAG_APPLIED))
2355 { 2026 {
2356 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));
2357 return 0; 2028 return 0;
2358 } 2029 }
2359 2030
2360 if (weapon->nrof > 1) 2031 weapon = weapon->split ();
2361 {
2362 tmp = get_split_ob (weapon, 1);
2363 esrv_send_item (op, weapon);
2364 weapon = tmp;
2365 }
2366 2032
2367 /* create the golem object */ 2033 /* create the golem object */
2368 tmp = arch_to_object (spell->other_arch); 2034 tmp = arch_to_object (spell->other_arch);
2369 2035
2370 /* 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 */
2371 CLEAR_FLAG (tmp, FLAG_MONSTER); 2037 CLEAR_FLAG (tmp, FLAG_MONSTER);
2372 SET_FLAG (tmp, FLAG_FRIENDLY);
2373 tmp->stats.exp = 0; 2038 tmp->stats.exp = 0;
2374 add_friendly_object (tmp); 2039 add_friendly_object (tmp);
2375 tmp->type = GOLEM; 2040 tmp->type = GOLEM;
2376 set_owner (tmp, op); 2041 tmp->set_owner (op);
2042 op->contr->golem = tmp;
2377 set_spell_skill (op, caster, spell, tmp); 2043 set_spell_skill (op, caster, spell, tmp);
2378 op->contr->ranges[range_golem] = tmp;
2379 op->contr->shoottype = range_golem;
2380 2044
2381 /* 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
2382 * removed flag - it should only be set if get_split_object was 2046 * removed flag - it should only be set if weapon->split was
2383 * used above. 2047 * used above.
2384 */ 2048 */
2385 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2049 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2386 weapon->remove (); 2050 weapon->remove ();
2387 insert_ob_in_ob (weapon, tmp); 2051
2388 esrv_send_item (op, weapon); 2052 tmp->insert (weapon);
2053
2389 /* 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,
2390 * 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
2391 * body_info, skills, etc) 2056 * body_info, skills, etc)
2392 */ 2057 */
2393 SET_FLAG (tmp, FLAG_USE_WEAPON); 2058 SET_FLAG (tmp, FLAG_USE_WEAPON);
2394 SET_FLAG (weapon, FLAG_APPLIED); 2059 SET_FLAG (weapon, FLAG_APPLIED);
2395 fix_player (tmp); 2060 tmp->update_stats ();
2396 2061
2397 /* 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
2398 * 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 -
2399 * 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.
2400 */ 2065 */
2419 2084
2420 /* attacktype */ 2085 /* attacktype */
2421 if (!tmp->attacktype) 2086 if (!tmp->attacktype)
2422 tmp->attacktype = AT_PHYSICAL; 2087 tmp->attacktype = AT_PHYSICAL;
2423 2088
2424 mt = NULL;
2425 if (op->materialname != NULL)
2426 mt = name_to_material (op->materialname); 2089 if (materialtype_t *mt = name_to_material (op->materialname))
2427 if (mt != NULL)
2428 { 2090 {
2429 for (i = 0; i < NROFATTACKS; i++) 2091 for (i = 0; i < NROFATTACKS; i++)
2430 tmp->resist[i] = 50 - (mt->save[i] * 5); 2092 tmp->resist[i] = 50 - (mt->save[i] * 5);
2431 a = mt->save[0]; 2093 a = mt->save[0];
2432 } 2094 }
2434 { 2096 {
2435 for (i = 0; i < NROFATTACKS; i++) 2097 for (i = 0; i < NROFATTACKS; i++)
2436 tmp->resist[i] = 5; 2098 tmp->resist[i] = 5;
2437 a = 10; 2099 a = 10;
2438 } 2100 }
2101
2439 /* Set weapon's immunity */ 2102 /* Set weapon's immunity */
2440 tmp->resist[ATNR_CONFUSION] = 100; 2103 tmp->resist[ATNR_CONFUSION] = 100;
2441 tmp->resist[ATNR_POISON] = 100; 2104 tmp->resist[ATNR_POISON] = 100;
2442 tmp->resist[ATNR_SLOW] = 100; 2105 tmp->resist[ATNR_SLOW] = 100;
2443 tmp->resist[ATNR_PARALYZE] = 100; 2106 tmp->resist[ATNR_PARALYZE] = 100;
2449 2112
2450 /* 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 */
2451 2114
2452 if (a > 14) 2115 if (a > 14)
2453 a = 14; 2116 a = 14;
2117
2454 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));
2455 2119
2456 /* Determine golem's speed */ 2120 /* Determine golem's speed */
2457 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)));
2458
2459 if (tmp->speed > 3.33)
2460 tmp->speed = 3.33;
2461 2122
2462 if (!spell->race) 2123 if (!spell->race)
2463 { 2124 {
2464 sprintf (buf, "animated %s", &weapon->name); 2125 sprintf (buf, "animated %s", &weapon->name);
2465 tmp->name = buf; 2126 tmp->name = buf;
2467 tmp->face = weapon->face; 2128 tmp->face = weapon->face;
2468 tmp->animation_id = weapon->animation_id; 2129 tmp->animation_id = weapon->animation_id;
2469 tmp->anim_speed = weapon->anim_speed; 2130 tmp->anim_speed = weapon->anim_speed;
2470 tmp->last_anim = weapon->last_anim; 2131 tmp->last_anim = weapon->last_anim;
2471 tmp->state = weapon->state; 2132 tmp->state = weapon->state;
2472 if (QUERY_FLAG (weapon, FLAG_ANIMATE)) 2133 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2473 {
2474 SET_FLAG (tmp, FLAG_ANIMATE);
2475 }
2476 else
2477 {
2478 CLEAR_FLAG (tmp, FLAG_ANIMATE);
2479 }
2480 update_ob_speed (tmp);
2481 } 2134 }
2482 2135
2483 /* 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. */
2484 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));
2485 2138
2486 tmp->speed_left = -1; 2139 tmp->speed_left = -1;
2487 tmp->x = x;
2488 tmp->y = y;
2489 tmp->direction = dir; 2140 tmp->direction = dir;
2490 insert_ob_in_map (tmp, m, op, 0); 2141
2142 m->insert (tmp, x, y, op);
2491 return 1; 2143 return 1;
2492} 2144}
2493 2145
2494/* cast_daylight() - changes the map darkness level *lower* */ 2146/* cast_daylight() - changes the map darkness level *lower* */
2495 2147
2496/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2148/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2497 * This changes the light level for the entire map. 2149 * This changes the light level for the entire map.
2498 */ 2150 */
2499
2500int 2151int
2501cast_change_map_lightlevel (object *op, object *caster, object *spell) 2152cast_change_map_lightlevel (object *op, object *caster, object *spell)
2502{ 2153{
2503 int success; 2154 int success;
2504 2155
2505 if (!op->map) 2156 if (!op->map)
2506 return 0; /* shouldnt happen */ 2157 return 0; /* shouldnt happen */
2507 2158
2508 success = change_map_light (op->map, spell->stats.dam); 2159 success = op->map->change_map_light (spell->stats.dam);
2160
2509 if (!success) 2161 if (!success)
2510 { 2162 {
2511 if (spell->stats.dam < 0) 2163 if (spell->stats.dam < 0)
2512 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.");
2513 else 2165 else
2514 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.");
2515 } 2167 }
2168
2516 return success; 2169 return success;
2517} 2170}
2518
2519
2520
2521
2522 2171
2523/* 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.
2524 * 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,
2525 * spell is the spell object itself. 2174 * spell is the spell object itself.
2526 */ 2175 */
2538 2187
2539 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);
2540 2189
2541 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);
2542 2191
2543 set_owner (new_aura, op);
2544 set_spell_skill (op, caster, spell, new_aura); 2192 set_spell_skill (op, caster, spell, new_aura);
2545 new_aura->attacktype = spell->attacktype; 2193 new_aura->attacktype = spell->attacktype;
2546 2194
2547 new_aura->level = caster_level (caster, spell); 2195 new_aura->level = casting_level (caster, spell);
2196
2548 if (refresh) 2197 if (refresh)
2549 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.");
2550 else 2199 else
2551 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
2552 insert_ob_in_ob (new_aura, op); 2202 insert_ob_in_ob (new_aura, op);
2203 new_aura->set_owner (op);
2204
2553 return 1; 2205 return 1;
2554} 2206}
2555
2556 2207
2557/* 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,
2558 * 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
2559 * around him. 2210 * around him.
2560 * Aura parameters: 2211 * Aura parameters:
2561 * duration: duration counter. 2212 * duration: duration counter.
2562 * attacktype: aura's attacktype 2213 * attacktype: aura's attacktype
2563 * other_arch: archetype to drop where we attack 2214 * other_arch: archetype to drop where we attack
2564 */ 2215 */
2565
2566void 2216void
2567move_aura (object *aura) 2217move_aura (object *aura)
2568{ 2218{
2569 int i, mflags;
2570 object *env;
2571 maptile *m;
2572
2573 /* auras belong in inventories */ 2219 /* auras belong in inventories */
2574 env = aura->env; 2220 object *env = aura->env;
2221 object *owner = aura->owner;
2575 2222
2576 /* no matter what we've gotta remove the aura... 2223 /* no matter what we've gotta remove the aura...
2577 * we'll put it back if its time isn't up. 2224 * we'll put it back if its time isn't up.
2578 */ 2225 */
2579 aura->remove (); 2226 aura->remove ();
2584 aura->destroy (); 2231 aura->destroy ();
2585 return; 2232 return;
2586 } 2233 }
2587 2234
2588 /* auras only exist in inventories */ 2235 /* auras only exist in inventories */
2589 if (env == NULL || env->map == NULL) 2236 if (!env || !env->map)
2590 { 2237 {
2591 aura->destroy (); 2238 aura->destroy ();
2592 return; 2239 return;
2593 } 2240 }
2594
2595 aura->x = env->x;
2596 aura->y = env->y;
2597 2241
2598 /* we need to jump out of the inventory for a bit 2242 /* we need to jump out of the inventory for a bit
2599 * in order to hit the map conveniently. 2243 * in order to hit the map conveniently.
2600 */ 2244 */
2601 insert_ob_in_map (aura, env->map, aura, 0); 2245 aura->insert_at (env, aura);
2602 2246
2603 for (i = 1; i < 9; i++) 2247 for (int i = 1; i < 9; i++)
2604 { 2248 {
2605 sint16 nx, ny; 2249 mapxy pos (env);
2250 pos.move (i);
2606 2251
2607 nx = aura->x + freearr_x[i];
2608 ny = aura->y + freearr_y[i];
2609 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2610
2611 /* Consider the movement tyep of the person with the aura as 2252 /* Consider the movement type of the person with the aura as
2612 * 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
2613 * 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.
2614 */ 2255 */
2615 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)))
2616 { 2257 {
2617 hit_map (aura, i, aura->attacktype, 0); 2258 hit_map (aura, i, aura->attacktype, 0);
2618 2259
2619 if (aura->other_arch) 2260 if (aura->other_arch)
2620 {
2621 object *new_ob;
2622
2623 new_ob = arch_to_object (aura->other_arch); 2261 pos.insert (arch_to_object (aura->other_arch), aura);
2624 new_ob->x = nx;
2625 new_ob->y = ny;
2626 insert_ob_in_map (new_ob, m, aura, 0);
2627 } 2262 }
2628 }
2629 } 2263 }
2264
2630 /* put the aura back in the player's inventory */ 2265 /* put the aura back in the player's inventory */
2631 aura->remove (); 2266 env->insert (aura);
2632 insert_ob_in_ob (aura, env); 2267 aura->set_owner (owner);
2633} 2268}
2634 2269
2635/* moves the peacemaker spell. 2270/* moves the peacemaker spell.
2636 * op is the piece object. 2271 * op is the piece object.
2637 */ 2272 */
2638
2639void 2273void
2640move_peacemaker (object *op) 2274move_peacemaker (object *op)
2641{ 2275{
2642 object *tmp; 2276 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2643
2644 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2645 { 2277 {
2646 int atk_lev, def_lev; 2278 int atk_lev, def_lev;
2647 object *victim = tmp; 2279 object *victim = tmp->head_ ();
2648 2280
2649 if (tmp->head)
2650 victim = tmp->head;
2651 if (!QUERY_FLAG (victim, FLAG_MONSTER)) 2281 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2652 continue; 2282 continue;
2283
2653 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2284 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2654 continue; 2285 continue;
2286
2655 if (victim->stats.exp == 0) 2287 if (victim->stats.exp == 0)
2656 continue; 2288 continue;
2657 2289
2658 def_lev = MAX (1, victim->level); 2290 def_lev = MAX (1, victim->level);
2659 atk_lev = MAX (1, op->level); 2291 atk_lev = MAX (1, op->level);
2660 2292
2661 if (rndm (0, atk_lev - 1) > def_lev) 2293 if (rndm (0, atk_lev - 1) > def_lev)
2662 { 2294 {
2663 /* make this sucker peaceful. */ 2295 /* make this sucker peaceful. */
2664 2296
2297 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2665 change_exp (get_owner (op), victim->stats.exp, op->skill, 0); 2298 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2666 victim->stats.exp = 0; 2299 victim->stats.exp = 0;
2667#if 0 2300#if 0
2668 /* No idea why these were all set to zero - if something 2301 /* No idea why these were all set to zero - if something
2669 * makes this creature agressive, he should still do damage. 2302 * makes this creature agressive, he should still do damage.
2670 */ 2303 */
2676 victim->attack_movement = RANDO2; 2309 victim->attack_movement = RANDO2;
2677 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2310 SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2678 SET_FLAG (victim, FLAG_RUN_AWAY); 2311 SET_FLAG (victim, FLAG_RUN_AWAY);
2679 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2312 SET_FLAG (victim, FLAG_RANDOM_MOVE);
2680 CLEAR_FLAG (victim, FLAG_MONSTER); 2313 CLEAR_FLAG (victim, FLAG_MONSTER);
2314
2681 if (victim->name) 2315 if (victim->name)
2682 {
2683 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);
2684 } 2317 }
2685 }
2686 } 2318 }
2687} 2319}
2688
2689 2320
2690/* This writes a rune that contains the appropriate message. 2321/* This writes a rune that contains the appropriate message.
2691 * There really isn't any adjustments we make. 2322 * There really isn't any adjustments we make.
2692 */ 2323 */
2693
2694int 2324int
2695write_mark (object *op, object *spell, const char *msg) 2325write_mark (object *op, object *spell, const char *msg)
2696{ 2326{
2697 char rune[HUGE_BUF];
2698 object *tmp;
2699
2700 if (!msg || msg[0] == 0) 2327 if (!msg || msg[0] == 0)
2701 { 2328 {
2702 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2329 new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2703 return 0; 2330 return 0;
2704 } 2331 }
2707 { 2334 {
2708 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?");
2709 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);
2710 return 0; 2337 return 0;
2711 } 2338 }
2339
2712 if (!spell->other_arch) 2340 if (!spell->other_arch)
2713 return 0; 2341 return 0;
2342
2714 tmp = arch_to_object (spell->other_arch); 2343 object *tmp = arch_to_object (spell->other_arch);
2715
2716 snprintf (rune, sizeof (rune), "%s\n", msg);
2717 2344
2718 tmp->race = op->name; /*Save the owner of the rune */ 2345 tmp->race = op->name; /*Save the owner of the rune */
2719 tmp->msg = rune; 2346 tmp->msg = msg;
2720 tmp->x = op->x; 2347
2721 tmp->y = op->y; 2348 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2722 insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR); 2349
2723 return 1; 2350 return 1;
2724} 2351}
2352

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