ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/spell_effect.C
(Generate patch)

Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.10 by root, Thu Sep 14 21:16:13 2006 UTC vs.
Revision 1.115 by root, Sun Nov 29 09:41:28 2009 UTC

1
2/* 1/*
3 * static char *rcsid_spell_effect_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 * "$Id: spell_effect.C,v 1.10 2006/09/14 21:16:13 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
5 */ 23 */
6
7
8/*
9 CrossFire, A Multiplayer game for X-windows
10
11 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
12 Copyright (C) 1992 Frank Tore Johansen
13
14 This program is free software; you can redistribute it and/or modify
15 it under the terms of the GNU General Public License as published by
16 the Free Software Foundation; either version 2 of the License, or
17 (at your option) any later version.
18
19 This program is distributed in the hope that it will be useful,
20 but WITHOUT ANY WARRANTY; without even the implied warranty of
21 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
22 GNU General Public License for more details.
23
24 You should have received a copy of the GNU General Public License
25 along with this program; if not, write to the Free Software
26 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
27
28 The authors can be reached via e-mail at crossfire-devel@real-time.com
29*/
30 24
31#include <global.h> 25#include <global.h>
32#include <object.h> 26#include <object.h>
33#include <living.h> 27#include <living.h>
34#ifndef __CEXTRACT__
35# include <sproto.h> 28#include <sproto.h>
36#endif
37#include <spells.h> 29#include <spells.h>
38#include <sounds.h> 30#include <sounds.h>
39 31
40/* cast_magic_storm: This is really used mostly for spell 32/* cast_magic_storm: This is really used mostly for spell
41 * fumbles at the like. tmp is the object to propogate. 33 * fumbles at the like. tmp is the object to propogate.
44void 36void
45cast_magic_storm (object *op, object *tmp, int lvl) 37cast_magic_storm (object *op, object *tmp, int lvl)
46{ 38{
47 if (!tmp) 39 if (!tmp)
48 return; /* error */ 40 return; /* error */
41
49 tmp->level = op->level; 42 tmp->level = op->level;
50 tmp->x = op->x;
51 tmp->y = op->y;
52 tmp->range += lvl / 5; /* increase the area of destruction */ 43 tmp->range += lvl / 5; /* increase the area of destruction */
53 tmp->duration += lvl / 5; 44 tmp->duration += lvl / 5;
54 45
55 /* Put a cap on duration for this - if the player fails in their 46 /* Put a cap on duration for this - if the player fails in their
56 * apartment, don't want it to go on so long that it kills them 47 * apartment, don't want it to go on so long that it kills them
57 * multiple times. Also, damge already increases with level, 48 * multiple times. Also, damge already increases with level,
58 * so don't really need to increase the duration as much either. 49 * so don't really need to increase the duration as much either.
59 */ 50 */
60 if (tmp->duration >= 40) 51 if (tmp->duration >= 40)
61 tmp->duration = 40; 52 tmp->duration = 40;
53
62 tmp->stats.dam = lvl; /* nasty recoils! */ 54 tmp->stats.dam = lvl; /* nasty recoils! */
63 tmp->stats.maxhp = tmp->count; /* tract single parent */ 55 tmp->stats.maxhp = tmp->count; /* tract single parent */
64 insert_ob_in_map (tmp, op->map, op, 0);
65 56
57 tmp->insert_at (op, op);
66} 58}
67
68 59
69int 60int
70recharge (object *op, object *caster, object *spell_ob) 61recharge (object *op, object *caster, object *spell_ob)
71{ 62{
72 object *wand, *tmp; 63 object *wand, *tmp;
73 int ncharges; 64 int ncharges;
74 65
75 wand = find_marked_object (op); 66 wand = find_marked_object (op);
76 if (wand == NULL || wand->type != WAND) 67 if (!wand || wand->type != WAND)
77 { 68 {
78 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge."); 69 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge.");
79 return 0; 70 return 0;
80 } 71 }
81 if (!(random_roll (0, 3, op, PREFER_HIGH))) 72 if (!(random_roll (0, 3, op, PREFER_HIGH)))
82 { 73 {
83 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand)); 74 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand));
84 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE); 75 op->play_sound (sound_find ("ob_explode"));
85 esrv_del_item (op->contr, wand->count); 76 wand->destroy ();
86 remove_ob (wand);
87 free_object (wand);
88 tmp = get_archetype ("fireball"); 77 tmp = get_archetype (shstr_fireball);
89 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; 78 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
79
90 if (!tmp->stats.dam) 80 if (!tmp->stats.dam)
91 tmp->stats.dam = 1; 81 tmp->stats.dam = 1;
82
92 tmp->stats.hp = tmp->stats.dam / 2; 83 tmp->stats.hp = tmp->stats.dam / 2;
84
93 if (tmp->stats.hp < 2) 85 if (tmp->stats.hp < 2)
94 tmp->stats.hp = 2; 86 tmp->stats.hp = 2;
95 tmp->x = op->x; 87
96 tmp->y = op->y; 88 tmp->insert_at (op);
97 insert_ob_in_map (tmp, op->map, NULL, 0);
98 return 1; 89 return 1;
99 } 90 }
100 91
101 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)); 92 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob));
93
102 if (wand->inv && wand->inv->level) 94 if (wand->inv && wand->inv->level)
103 ncharges /= wand->inv->level; 95 ncharges /= wand->inv->level;
104 else 96 else
105 { 97 {
106 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand)); 98 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand));
107 return 0; 99 return 0;
108 } 100 }
101
109 if (!ncharges) 102 if (!ncharges)
110 ncharges = 1; 103 ncharges = 1;
111 104
112 wand->stats.food += ncharges; 105 wand->stats.food += ncharges;
113 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand)); 106 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand));
107
114 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE)) 108 if (wand->arch && QUERY_FLAG (wand->arch, FLAG_ANIMATE))
115 { 109 {
116 SET_FLAG (wand, FLAG_ANIMATE); 110 SET_FLAG (wand, FLAG_ANIMATE);
117 wand->speed = wand->arch->clone.speed; 111 wand->set_speed (wand->arch->speed);
118 update_ob_speed (wand);
119 } 112 }
113
120 return 1; 114 return 1;
121} 115}
122 116
123/* Create a missile (nonmagic - magic +4). Will either create bolts or arrows 117/* Create a missile (nonmagic - magic +4). Will either create bolts or arrows
124 * based on whether a crossbow or bow is equiped. If neither, it defaults to 118 * based on whether a crossbow or bow is equiped. If neither, it defaults to
128 * great a plus, the default is used. 122 * great a plus, the default is used.
129 * The # of arrows created also goes up with level, so if a 30th level mage 123 * The # of arrows created also goes up with level, so if a 30th level mage
130 * wants LOTS of arrows, and doesn't care what the plus is he could 124 * wants LOTS of arrows, and doesn't care what the plus is he could
131 * create nonnmagic arrows, or even -1, etc... 125 * create nonnmagic arrows, or even -1, etc...
132 */ 126 */
133
134int 127int
135cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg) 128cast_create_missile (object *op, object *caster, object *spell, int dir, const char *spellparam)
136{ 129{
137 int missile_plus = 0, bonus_plus = 0; 130 int bonus_plus = 0;
138 const char *missile_name; 131 const char *missile_name = "arrow";
139 object *tmp, *missile;
140 tag_t tag;
141 132
142 missile_name = "arrow";
143
144 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 133 for (object *tmp = op->inv; tmp; tmp = tmp->below)
145 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) 134 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED))
146 {
147 missile_name = tmp->race; 135 missile_name = tmp->race;
148 }
149 136
150 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); 137 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
151 138
152 if (archetype::find (missile_name) == NULL) 139 archetype *missile_arch = archetype::find (missile_name);
140
141 if (!missile_arch)
153 { 142 {
154 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name); 143 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name);
155 return 0; 144 return 0;
156 } 145 }
157 missile = get_archetype (missile_name);
158 146
159 if (stringarg) 147 object *missile = missile_arch->instance ();
148
149 if (spellparam)
160 { 150 {
161 /* If it starts with a letter, presume it is a description */ 151 /* If it starts with a letter, presume it is a description */
162 if (isalpha (*stringarg)) 152 if (isalpha (*spellparam))
163 { 153 {
164 artifact *al = find_artifactlist (missile->type)->items; 154 artifact *al = find_artifactlist (missile->type)->items;
165 155
166 for (; al != NULL; al = al->next) 156 for (; al; al = al->next)
167 if (!strcasecmp (al->item->name, stringarg)) 157 if (!strcasecmp (al->item->name, spellparam))
168 break; 158 break;
169 159
170 if (!al) 160 if (!al)
171 { 161 {
172 free_object (missile); 162 missile->destroy ();
173 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, stringarg); 163 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, spellparam);
174 return 0; 164 return 0;
175 } 165 }
166
176 if (al->item->slaying) 167 if (al->item->slaying)
177 { 168 {
178 free_object (missile); 169 missile->destroy ();
179 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg); 170 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, spellparam);
180 return 0; 171 return 0;
181 } 172 }
173
182 give_artifact_abilities (missile, al->item); 174 give_artifact_abilities (missile, al->item);
183 /* These special arrows cost something extra. Don't have them also be magical - 175 /* These special arrows cost something extra. Don't have them also be magical -
184 * otherwise, in most cases, not enough will be created. I don't want to get into 176 * otherwise, in most cases, not enough will be created. I don't want to get into
185 * the parsing of having to do both plus and type. 177 * the parsing of having to do both plus and type.
186 */ 178 */
187 bonus_plus = 1 + (al->item->value / 5); 179 bonus_plus = 1 + (al->item->value / 5);
188 missile_plus = 0; 180 missile_plus = 0;
189 } 181 }
190 else if (atoi (stringarg) < missile_plus) 182 else if (atoi (spellparam) < missile_plus)
191 missile_plus = atoi (stringarg); 183 missile_plus = atoi (spellparam);
192 } 184 }
193 if (missile_plus > 4) 185
194 missile_plus = 4; 186 missile_plus = clamp (missile_plus, -4, 4);
195 else if (missile_plus < -4)
196 missile_plus = -4;
197 187
198 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 188 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
199 missile->nrof -= 3 * (missile_plus + bonus_plus); 189 missile->nrof -= 3 * (missile_plus + bonus_plus);
190
200 if (missile->nrof < 1) 191 if (missile->nrof < 1)
201 missile->nrof = 1; 192 missile->nrof = 1;
202 193
203 missile->magic = missile_plus; 194 missile->magic = missile_plus;
204 /* Can't get any money for these objects */ 195 /* Can't get any money for these objects */
205 missile->value = 0; 196 missile->value = 0;
206 197
207 SET_FLAG (missile, FLAG_IDENTIFIED); 198 SET_FLAG (missile, FLAG_IDENTIFIED);
208 tag = missile->count;
209 199
210 if (!cast_create_obj (op, caster, missile, dir) && op->type == PLAYER && !was_destroyed (missile, tag)) 200 if (!cast_create_obj (op, caster, missile, dir) && op->type == PLAYER && !missile->destroyed ())
211 {
212 pick_up (op, missile); 201 pick_up (op, missile);
213 } 202
214 return 1; 203 return 1;
215} 204}
216 205
217 206
218/* allows the choice of what sort of food object to make. 207/* allows the choice of what sort of food object to make.
219 * If stringarg is NULL, it will create food dependent on level --PeterM*/ 208 * If spellparam is NULL, it will create food dependent on level --PeterM*/
220int 209int
221cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *stringarg) 210cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *spellparam)
222{ 211{
223 int food_value; 212 int food_value;
224 archetype *at = NULL; 213 archetype *at = NULL;
225 object *new_op; 214 object *new_op;
226 215
227 food_value = spell_ob->stats.food + +50 * SP_level_duration_adjust (caster, spell_ob); 216 food_value = spell_ob->stats.food + 50 * SP_level_duration_adjust (caster, spell_ob);
228 217
229 if (stringarg) 218 if (spellparam)
230 { 219 {
231 at = find_archetype_by_object_type_name (FOOD, stringarg); 220 at = find_archetype_by_object_type_name (FOOD, spellparam);
232 if (at == NULL) 221 if (at == NULL)
233 at = find_archetype_by_object_type_name (DRINK, stringarg); 222 at = find_archetype_by_object_type_name (DRINK, spellparam);
234 if (at == NULL || at->clone.stats.food > food_value) 223 if (at == NULL || at->stats.food > food_value)
235 stringarg = NULL; 224 spellparam = NULL;
236 } 225 }
237 226
238 if (!stringarg) 227 if (!spellparam)
239 { 228 {
240 archetype *at_tmp; 229 archetype *at_tmp;
241 230
242 /* We try to find the archetype with the maximum food value. 231 /* We try to find the archetype with the maximum food value.
243 * This removes the dependancy of hard coded food values in this 232 * This removes the dependancy of hard coded food values in this
245 * We don't use flesh types because the weight values of those need 234 * We don't use flesh types because the weight values of those need
246 * to be altered from the donor. 235 * to be altered from the donor.
247 */ 236 */
248 237
249 /* We assume the food items don't have multiple parts */ 238 /* We assume the food items don't have multiple parts */
250 for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next) 239 for_all_archetypes (at_tmp)
251 { 240 {
252 if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK) 241 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
253 { 242 {
254 /* Basically, if the food value is something that is creatable 243 /* Basically, if the food value is something that is creatable
255 * under the limits of the spell and it is higher than 244 * under the limits of the spell and it is higher than
256 * the item we have now, take it instead. 245 * the item we have now, take it instead.
257 */ 246 */
258 if (at_tmp->clone.stats.food <= food_value && (!at || at_tmp->clone.stats.food > at->clone.stats.food)) 247 if (at_tmp->stats.food <= food_value
248 && (!at
249 || at_tmp->stats.food > at->stats.food
250 || (at_tmp->stats.food == at->stats.food
251 && at_tmp->weight < at->weight)))
259 at = at_tmp; 252 at = at_tmp;
260 } 253 }
261 } 254 }
262 } 255 }
256
263 /* Pretty unlikely (there are some very low food items), but you never 257 /* Pretty unlikely (there are some very low food items), but you never
264 * know 258 * know
265 */ 259 */
266 if (!at) 260 if (!at)
267 { 261 {
268 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); 262 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food.");
269 return 0; 263 return 0;
270 } 264 }
271 265
272 food_value /= at->clone.stats.food; 266 food_value /= at->stats.food;
273 new_op = arch_to_object (at); 267 new_op = arch_to_object (at);
274 new_op->nrof = food_value; 268 new_op->nrof = food_value;
275 269
276 new_op->value = 0; 270 new_op->value = 0;
277 if (new_op->nrof < 1) 271 if (new_op->nrof < 1)
284int 278int
285probe (object *op, object *caster, object *spell_ob, int dir) 279probe (object *op, object *caster, object *spell_ob, int dir)
286{ 280{
287 int r, mflags, maxrange; 281 int r, mflags, maxrange;
288 object *tmp; 282 object *tmp;
289 mapstruct *m; 283 maptile *m;
290
291 284
292 if (!dir) 285 if (!dir)
293 { 286 {
294 examine_monster (op, op); 287 examine_monster (op, op);
295 return 1; 288 return 1;
296 } 289 }
290
297 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 291 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
298 for (r = 1; r < maxrange; r++) 292 for (r = 1; r < maxrange; r++)
299 { 293 {
300 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir]; 294 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir];
301 295
308 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) 302 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC))
309 { 303 {
310 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 304 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
311 return 0; 305 return 0;
312 } 306 }
307
313 if (mflags & P_IS_ALIVE) 308 if (mflags & P_IS_ALIVE)
314 { 309 {
315 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above) 310 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
316 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 311 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
317 { 312 {
318 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 313 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
319 if (tmp->head != NULL) 314 if (tmp->head != NULL)
320 tmp = tmp->head; 315 tmp = tmp->head;
321 examine_monster (op, tmp); 316 examine_monster (op, tmp);
322 return 1; 317 return 1;
323 } 318 }
324 } 319 }
325 } 320 }
321
326 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); 322 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
327 return 1; 323 return 1;
328} 324}
329
330 325
331/* This checks to see if 'pl' is invisible to 'mon'. 326/* This checks to see if 'pl' is invisible to 'mon'.
332 * does race check, undead check, etc 327 * does race check, undead check, etc
333 * Returns TRUE if mon can't see pl, false 328 * Returns TRUE if mon can't see pl, false
334 * otherwise. This doesn't check range, walls, etc. It 329 * otherwise. This doesn't check range, walls, etc. It
336 * pl is invisible. 331 * pl is invisible.
337 */ 332 */
338int 333int
339makes_invisible_to (object *pl, object *mon) 334makes_invisible_to (object *pl, object *mon)
340{ 335{
341
342 if (!pl->invisible) 336 if (!pl->invisible)
343 return 0; 337 return 0;
338
344 if (pl->type == PLAYER) 339 if (pl->type == PLAYER)
345 { 340 {
346 /* If race isn't set, then invisible unless it is undead */ 341 /* If race isn't set, then invisible unless it is undead */
347 if (!pl->contr->invis_race) 342 if (!pl->contr->invis_race)
348 { 343 {
349 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 344 if (QUERY_FLAG (mon, FLAG_UNDEAD))
350 return 0; 345 return 0;
346
351 return 1; 347 return 1;
352 } 348 }
349
353 /* invis_race is set if we get here */ 350 /* invis_race is set if we get here */
354 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 351 if (pl->contr->invis_race == shstr_undead && is_true_undead (mon))
355 return 1; 352 return 1;
353
356 /* No race, can't be invisible to it */ 354 /* No race, can't be invisible to it */
357 if (!mon->race) 355 if (!mon->race)
358 return 0; 356 return 0;
357
359 if (strstr (mon->race, pl->contr->invis_race)) 358 if (mon->race.contains (pl->contr->invis_race))
360 return 1; 359 return 1;
360
361 /* Nothing matched above, return 0 */ 361 /* Nothing matched above, return 0 */
362 return 0; 362 return 0;
363 } 363 }
364 else 364 else
365 { 365 {
378 * normal applies. 378 * normal applies.
379 */ 379 */
380int 380int
381cast_invisible (object *op, object *caster, object *spell_ob) 381cast_invisible (object *op, object *caster, object *spell_ob)
382{ 382{
383 object *tmp;
384
385 if (op->invisible > 1000) 383 if (op->invisible > 1000)
386 { 384 {
387 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further"); 385 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further");
388 return 0; 386 return 0;
389 } 387 }
405 else 403 else
406 op->contr->tmp_invis = 1; 404 op->contr->tmp_invis = 1;
407 405
408 op->contr->hidden = 0; 406 op->contr->hidden = 0;
409 } 407 }
408
410 if (makes_invisible_to (op, op)) 409 if (makes_invisible_to (op, op))
411 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!"); 410 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!");
412 else 411 else
413 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!"); 412 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
414 413
415 update_object (op, UP_OBJ_FACE); 414 update_object (op, UP_OBJ_CHANGE);
416 415
417 /* Only search the active objects - only these should actually do 416 /* Only search the active objects - only these should actually do
418 * harm to the player. 417 * harm to the player.
419 */ 418 */
420 for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) 419 for_all_actives (tmp)
421 if (tmp->enemy == op) 420 if (tmp->enemy == op)
422 tmp->enemy = NULL; 421 tmp->enemy = 0;
422
423 return 1; 423 return 1;
424} 424}
425 425
426/* earth to dust spell. Basically destroys earthwalls in the area. 426/* earth to dust spell. Basically destroys earthwalls in the area.
427 */ 427 */
428int 428int
429cast_earth_to_dust (object *op, object *caster, object *spell_ob) 429cast_earth_to_dust (object *op, object *caster, object *spell_ob)
430{ 430{
431 object *tmp, *next;
432 int range, i, j, mflags; 431 int range, i, j, mflags;
433 sint16 sx, sy; 432 sint16 sx, sy;
434 mapstruct *m; 433 maptile *m;
435
436 if (op->type != PLAYER)
437 return 0;
438 434
439 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 435 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
440 436
441 for (i = -range; i <= range; i++) 437 for (i = -range; i <= range; i++)
442 for (j = -range; j <= range; j++) 438 for (j = -range; j <= range; j++)
447 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 443 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
448 444
449 if (mflags & P_OUT_OF_MAP) 445 if (mflags & P_OUT_OF_MAP)
450 continue; 446 continue;
451 447
452 // earth to dust tears down everything that can be teared down 448 // earth to dust tears down everything that can be torn down
453 for (tmp = get_map_ob (m, sx, sy); tmp != NULL; tmp = next) 449 for (object *next, *tmp = m->at (sx, sy).bot; tmp; tmp = next)
454 { 450 {
455 next = tmp->above; 451 next = tmp->above;
452
456 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 453 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
457 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 454 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
458 } 455 }
459 } 456 }
457
460 return 1; 458 return 1;
461} 459}
462
463 460
464void 461void
465execute_word_of_recall (object *op) 462execute_word_of_recall (object *op)
466{ 463{
467 object *wor = op; 464 if (object *pl = op->in_player ())
468
469 while (op != NULL && op->type != PLAYER)
470 op = op->env;
471
472 if (op != NULL && op->map)
473 { 465 {
474 if ((get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_CLERIC) && (!QUERY_FLAG (op, FLAG_WIZCAST))) 466 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST))
475 new_draw_info (NDI_UNIQUE, 0, op, "You feel something fizzle inside you."); 467 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
476 else 468 else
477 enter_exit (op, wor); 469 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
478 } 470 }
479 remove_ob (wor); 471
480 free_object (wor); 472 op->destroy ();
481} 473}
482 474
483/* Word of recall causes the player to return 'home'. 475/* Word of recall causes the player to return 'home'.
484 * we put a force into the player object, so that there is a 476 * we put a force into the player object, so that there is a
485 * time delay effect. 477 * time delay effect.
498 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 490 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
499 return 1; 491 return 1;
500 } 492 }
501 493
502 dummy = get_archetype (FORCE_NAME); 494 dummy = get_archetype (FORCE_NAME);
503 if (dummy == NULL) 495
496 if (!dummy)
504 { 497 {
505 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 498 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
506 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); 499 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
507 return 0; 500 return 0;
508 } 501 }
502
509 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob); 503 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob);
510 if (time < 1) 504 if (time < 1)
511 time = 1; 505 time = 1;
512 506
513 /* value of speed really doesn't make much difference, as long as it is 507 /* value of speed really doesn't make much difference, as long as it is
514 * positive. Lower value may be useful so that the problem doesn't 508 * positive. Lower value may be useful so that the problem doesn't
515 * do anything really odd if it say a -1000 or something. 509 * do anything really odd if it say a -1000 or something.
516 */ 510 */
517 dummy->speed = 0.002; 511 dummy->set_speed (0.002);
518 update_ob_speed (dummy);
519 dummy->speed_left = -dummy->speed * time; 512 dummy->speed_left = -dummy->speed * time;
520 dummy->type = SPELL_EFFECT; 513 dummy->type = SPELL_EFFECT;
521 dummy->subtype = SP_WORD_OF_RECALL; 514 dummy->subtype = SP_WORD_OF_RECALL;
522 515
523 /* If we could take advantage of enter_player_savebed() here, it would be 516 /* If we could take advantage of enter_player_savebed() here, it would be
524 * nice, but until the map load fails, we can't. 517 * nice, but until the map load fails, we can't.
525 */ 518 */
526 EXIT_PATH (dummy) = op->contr->savebed_map; 519 EXIT_PATH (dummy) = op->contr->savebed_map;
527 EXIT_X (dummy) = op->contr->bed_x; 520 EXIT_X (dummy) = op->contr->bed_x;
528 EXIT_Y (dummy) = op->contr->bed_y; 521 EXIT_Y (dummy) = op->contr->bed_y;
529 522
530 (void) insert_ob_in_ob (dummy, op); 523 op->insert (dummy);
524
531 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 525 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
526
532 return 1; 527 return 1;
533} 528}
534 529
535/* cast_wonder 530/* cast_wonder
536 * wonder is really just a spell that will likely cast another 531 * wonder is really just a spell that will likely cast another
566 return cast_spell (op, caster, dir, newspell, NULL); 561 return cast_spell (op, caster, dir, newspell, NULL);
567 } 562 }
568 return 1; 563 return 1;
569} 564}
570 565
571
572int 566int
573perceive_self (object *op) 567perceive_self (object *op)
574{ 568{
575 char *cp = describe_item (op, op), buf[MAX_BUF]; 569 const char *cp = describe_item (op, op);
576 archetype *at = archetype::find (ARCH_DEPLETION); 570 archetype *at = archetype::find (shstr_depletion);
577 object *tmp;
578 int i;
579 571
572 dynbuf_text &buf = msg_dynbuf; buf.clear ();
573
574 if (!op->is_player ())
575 return 0;
576
577 if (object *race = archetype::find (op->race))
578 buf << " - You are a G<male|female> " << &race->name << ".\n";
579
580 tmp = find_god (determine_god (op)); 580 if (object *god = find_god (determine_god (op)))
581 if (tmp) 581 buf << " - You worship " << &god->name << ".\n";
582 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
583 else 582 else
584 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); 583 buf << " - You worship no god.\n";
585 584
586 tmp = present_arch_in_ob (at, op); 585 object *tmp = present_arch_in_ob (at, op);
587 586
588 if (*cp == '\0' && tmp == NULL) 587 if (*cp == '\0' && !tmp)
589 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 588 buf << " - You feel very mundane. ";
590 else 589 else
591 { 590 {
592 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 591 buf << " - You have: " << cp << ".\n";
593 new_draw_info (NDI_UNIQUE, 0, op, cp); 592
594 if (tmp != NULL) 593 if (tmp)
595 {
596 for (i = 0; i < NUM_STATS; i++) 594 for (int i = 0; i < NUM_STATS; i++)
597 { 595 if (tmp->stats.stat (i) < 0)
598 if (get_attr_value (&tmp->stats, i) < 0) 596 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
599 {
600 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i)));
601 }
602 }
603 }
604 } 597 }
605 598
606 if (is_dragon_pl (op)) 599 if (is_dragon_pl (op))
607 {
608 /* now grab the 'dragon_ability'-force from the player's inventory */ 600 /* now grab the 'dragon_ability'-force from the player's inventory */
609 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 601 for (tmp = op->inv; tmp; tmp = tmp->below)
610 { 602 {
611 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 603 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
612 { 604 {
613 if (tmp->stats.exp == 0) 605 if (tmp->stats.exp == 0)
614 {
615 sprintf (buf, "Your metabolism isn't focused on anything."); 606 buf << " - Your metabolism isn't focused on anything.\n";
616 }
617 else 607 else
618 {
619 sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); 608 buf << " - Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
620 } 609
621 new_draw_info (NDI_UNIQUE, 0, op, buf);
622 break; 610 break;
623 } 611 }
624 } 612 }
625 } 613
614 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
615
626 return 1; 616 return 1;
627} 617}
628
629/* int cast_create_town_portal (object *op, object *caster, int dir)
630 *
631 * This function cast the spell of town portal for op
632 *
633 * The spell operates in two passes. During the first one a place
634 * is marked as a destination for the portal. During the second one,
635 * 2 portals are created, one in the position the player cast it and
636 * one in the destination place. The portal are synchronized and 2 forces
637 * are inserted in the player to destruct the portal next time player
638 * creates a new portal pair.
639 * This spell has a side effect that it allows people to meet each other
640 * in a permanent, private, appartements by making a town portal from it
641 * to the town or another public place. So, check if the map is unique and if
642 * so return an error
643 *
644 * Code by Tchize (david.delbecq@usa.net)
645 */
646int
647cast_create_town_portal (object *op, object *caster, object *spell, int dir)
648{
649 object *dummy, *force, *old_force, *tmp;
650 archetype *perm_portal;
651 char portal_name[1024], portal_message[1024];
652 sint16 exitx, exity;
653 mapstruct *exitmap;
654 int op_level;
655
656
657 /* Check to see if the map the player is currently on is a per player unique
658 * map. This can be determined in that per player unique maps have the
659 * full pathname listed.
660 */
661 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
662 {
663 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
664 return 0;
665 }
666
667 /* The first thing to do is to check if we have a marked destination
668 * dummy is used to make a check inventory for the force
669 */
670 dummy = arch_to_object (spell->other_arch);
671 if (dummy == NULL)
672 {
673 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
674 LOG (llevError, "get_object failed (force in cast_create_town_portal for %s!\n", &op->name);
675 return 0;
676 }
677 force = check_inv_recursive (op, dummy);
678
679 if (force == NULL)
680 {
681 /* Here we know there is no destination marked up.
682 * We have 2 things to do:
683 * 1. Mark the destination in the player inventory.
684 * 2. Let the player know it worked.
685 */
686 dummy->name = op->map->path;
687 EXIT_X (dummy) = op->x;
688 EXIT_Y (dummy) = op->y;
689 insert_ob_in_ob (dummy, op);
690 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You fix this place in your mind.\nYou feel you are able to come here from anywhere.");
691 return 1;
692 }
693 free_object (dummy);
694
695 /* Here we know where the town portal should go to
696 * We should kill any existing portal associated with the player.
697 * Than we should create the 2 portals.
698 * For each of them, we need:
699 * - To create the portal with the name of the player+destination map
700 * - set the owner of the town portal
701 * - To mark the position of the portal in the player's inventory
702 * for easier destruction.
703 *
704 * The mark works has follow:
705 * slaying: Existing town portal
706 * hp, sp : x & y of the associated portal
707 * name : name of the portal
708 * race : map the portal is in
709 */
710
711 /* First step: killing existing town portals */
712 dummy = get_archetype (spell->race);
713 if (dummy == NULL)
714 {
715 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
716 LOG (llevError, "get_object failed (force) in cast_create_town_portal for %s!\n", &op->name);
717 return 0;
718 }
719 perm_portal = archetype::find (spell->slaying);
720
721 /* To kill a town portal, we go trough the player's inventory,
722 * for each marked portal in player's inventory,
723 * -We try load the associated map (if impossible, consider the portal destructed)
724 * -We find any portal in the specified location.
725 * If it has the good name, we destruct it.
726 * -We destruct the force indicating that portal.
727 */
728 while ((old_force = check_inv_recursive (op, dummy)))
729 {
730 exitx = EXIT_X (old_force);
731 exity = EXIT_Y (old_force);
732 LOG (llevDebug, "Trying to kill a portal in %s (%d,%d)\n", &old_force->race, exitx, exity);
733
734 if (!strncmp (old_force->race, settings.localdir, strlen (settings.localdir)))
735 exitmap = ready_map_name (old_force->race, MAP_PLAYER_UNIQUE);
736 else
737 exitmap = ready_map_name (old_force->race, 0);
738
739 if (exitmap)
740 {
741 tmp = present_arch (perm_portal, exitmap, exitx, exity);
742 while (tmp)
743 {
744 if (tmp->name == old_force->name)
745 {
746 remove_ob (tmp);
747 free_object (tmp);
748 break;
749 }
750 else
751 {
752 tmp = tmp->above;
753 }
754 }
755 }
756 remove_ob (old_force);
757 free_object (old_force);
758 LOG (llevDebug, "\n");
759 }
760 free_object (dummy);
761
762 /* Creating the portals.
763 * The very first thing to do is to ensure
764 * access to the destination map.
765 * If we can't, don't fizzle. Simply warn player.
766 * This ensure player pays his mana for the spell
767 * because HE is responsible of forgotting.
768 * 'force' is the destination of the town portal, which we got
769 * from the players inventory above.
770 */
771
772 /* Ensure exit map is loaded */
773 if (!strncmp (force->name, settings.localdir, strlen (settings.localdir)))
774 exitmap = ready_map_name (force->name, MAP_PLAYER_UNIQUE);
775 else
776 exitmap = ready_map_name (force->name, 0);
777
778 /* If we were unable to load (ex. random map deleted), warn player */
779 if (exitmap == NULL)
780 {
781 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
782 remove_ob (force);
783 free_object (force);
784 return 1;
785 }
786
787 op_level = caster_level (caster, spell);
788 if (op_level < 15)
789 snprintf (portal_message, 1024,
790 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
791 &op->name);
792 else if (op_level < 30)
793 snprintf (portal_message, 1024,
794 "\n%s's portal smells of ozone.\nYou do a lot of movements and finally pass\nthrough the small hole in the air\n", &op->name);
795 else if (op_level < 60)
796 snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
797 else
798 snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",
799 &op->name);
800
801 /* Create a portal in front of player
802 * dummy contain the portal and
803 * force contain the track to kill it later
804 */
805
806 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
807 dummy = get_archetype (spell->slaying); /*The portal */
808 if (dummy == NULL)
809 {
810 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
811 LOG (llevError, "get_object failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
812 return 0;
813 }
814 EXIT_PATH (dummy) = force->name;
815 EXIT_X (dummy) = EXIT_X (force);
816 EXIT_Y (dummy) = EXIT_Y (force);
817 dummy->name = dummy->name_pl = portal_name;
818 dummy->msg = portal_message;
819 dummy->race = op->name; /*Save the owner of the portal */
820 cast_create_obj (op, caster, dummy, 0);
821
822 /* Now we need to to create a town portal marker inside the player
823 * object, so on future castings, we can know that he has an active
824 * town portal.
825 */
826 tmp = get_archetype (spell->race);
827 if (tmp == NULL)
828 {
829 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
830 LOG (llevError, "get_object failed (force) in cast_create_town_portal for %s!\n", &op->name);
831 return 0;
832 }
833 tmp->race = op->map->path;
834 tmp->name = portal_name;
835 EXIT_X (tmp) = dummy->x;
836 EXIT_Y (tmp) = dummy->y;
837 insert_ob_in_ob (tmp, op);
838
839 /* Create a portal in the destination map
840 * dummy contain the portal and
841 * force the track to kill it later
842 * the 'force' variable still contains the 'reminder' of
843 * where this portal goes to.
844 */
845 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, op->map->path);
846 dummy = get_archetype (spell->slaying); /*The portal */
847 if (dummy == NULL)
848 {
849 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
850 LOG (llevError, "get_object failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
851 return 0;
852 }
853 EXIT_PATH (dummy) = op->map->path;
854 EXIT_X (dummy) = op->x;
855 EXIT_Y (dummy) = op->y;
856 dummy->name = dummy->name_pl = portal_name;
857 dummy->msg = portal_message;
858 dummy->x = EXIT_X (force);
859 dummy->y = EXIT_Y (force);
860 dummy->race = op->name; /*Save the owner of the portal */
861 insert_ob_in_map (dummy, exitmap, op, 0);
862
863 /* Now we create another town portal marker that
864 * points back to the one we just made
865 */
866 tmp = get_archetype (spell->race);
867 if (tmp == NULL)
868 {
869 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
870 LOG (llevError, "get_object failed (force) in cast_create_town_portal for %s!\n", &op->name);
871 return 0;
872 }
873 tmp->race = force->name;
874 tmp->name = portal_name;
875 EXIT_X (tmp) = dummy->x;
876 EXIT_Y (tmp) = dummy->y;
877 insert_ob_in_ob (tmp, op);
878
879 /* Describe the player what happened
880 */
881 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
882 remove_ob (force); /* Delete the force inside the player */
883 free_object (force);
884 return 1;
885}
886
887 618
888/* This creates magic walls. Really, it can create most any object, 619/* This creates magic walls. Really, it can create most any object,
889 * within some reason. 620 * within some reason.
890 */ 621 */
891
892int 622int
893magic_wall (object *op, object *caster, int dir, object *spell_ob) 623magic_wall (object *op, object *caster, int dir, object *spell_ob)
894{ 624{
895 object *tmp, *tmp2; 625 object *tmp;
896 int i, posblocked, negblocked, maxrange; 626 int i, posblocked, negblocked, maxrange;
897 sint16 x, y; 627 sint16 x, y;
898 mapstruct *m; 628 maptile *m;
899 const char *name; 629 const char *name;
900 archetype *at; 630 archetype *at;
901 631
902 if (!dir) 632 if (!dir)
903 { 633 {
908 else 638 else
909 { 639 {
910 x = op->x + freearr_x[dir]; 640 x = op->x + freearr_x[dir];
911 y = op->y + freearr_y[dir]; 641 y = op->y + freearr_y[dir];
912 } 642 }
643
913 m = op->map; 644 m = op->map;
914 645
915 if ((spell_ob->move_block || x != op->x || y != op->y) && 646 if ((spell_ob->move_block || x != op->x || y != op->y) &&
916 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) || 647 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) ||
917 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block))) 648 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
918 { 649 {
919 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 650 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
920 return 0; 651 return 0;
921 } 652 }
653
922 if (spell_ob->other_arch) 654 if (spell_ob->other_arch)
923 {
924 tmp = arch_to_object (spell_ob->other_arch); 655 tmp = arch_to_object (spell_ob->other_arch);
925 }
926 else if (spell_ob->race) 656 else if (spell_ob->race)
927 { 657 {
928 char buf1[MAX_BUF]; 658 char buf1[MAX_BUF];
929 659
930 sprintf (buf1, spell_ob->race, dir); 660 sprintf (buf1, spell_ob->race, dir);
933 { 663 {
934 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 664 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
935 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 665 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
936 return 0; 666 return 0;
937 } 667 }
668
938 tmp = arch_to_object (at); 669 tmp = arch_to_object (at);
939 } 670 }
940 else 671 else
941 { 672 {
942 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name); 673 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
952 } 683 }
953 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 684 else if (QUERY_FLAG (tmp, FLAG_ALIVE))
954 { 685 {
955 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 686 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
956 tmp->stats.maxhp = tmp->stats.hp; 687 tmp->stats.maxhp = tmp->stats.hp;
957 set_owner (tmp, op);
958 set_spell_skill (op, caster, spell_ob, tmp);
959 } 688 }
689
960 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP)) 690 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP))
961 { 691 {
962 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 692 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
963 SET_FLAG (tmp, FLAG_IS_USED_UP); 693 SET_FLAG (tmp, FLAG_IS_USED_UP);
964 } 694 }
695
965 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 696 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN))
966 { 697 {
967 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 698 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
968 tmp->stats.maxhp = tmp->stats.hp; 699 tmp->stats.maxhp = tmp->stats.hp;
969 SET_FLAG (tmp, FLAG_TEAR_DOWN); 700 SET_FLAG (tmp, FLAG_TEAR_DOWN);
970 SET_FLAG (tmp, FLAG_ALIVE); 701 SET_FLAG (tmp, FLAG_ALIVE);
971 } 702 }
972 703
973 /* This can't really hurt - if the object doesn't kill anything, 704 /* This can't really hurt - if the object doesn't kill anything,
974 * these fields just won't be used. 705 * these fields just won't be used. Do not set the owner for
706 * earthwalls, though, so they survive restarts.
975 */ 707 */
976 set_owner (tmp, op); 708 if (tmp->type != EARTHWALL) //TODO
709 tmp->set_owner (op);
710
977 set_spell_skill (op, caster, spell_ob, tmp); 711 set_spell_skill (op, caster, spell_ob, tmp);
978 tmp->x = x;
979 tmp->y = y;
980 tmp->level = caster_level (caster, spell_ob) / 2; 712 tmp->level = casting_level (caster, spell_ob) / 2;
981 713
982 name = tmp->name; 714 name = tmp->name;
983 if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL) 715 if (!(tmp = m->insert (tmp, x, y, op)))
984 { 716 {
985 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name); 717 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
986 return 0; 718 return 0;
987 } 719 }
720
988 /* If this is a spellcasting wall, need to insert the spell object */ 721 /* If this is a spellcasting wall, need to insert the spell object */
989 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 722 if (tmp->other_arch && tmp->other_arch->type == SPELL)
990 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 723 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
991 724
992 /* This code causes the wall to extend some distance in 725 /* This code causes the wall to extend some distance in
993 * each direction, or until an obstruction is encountered. 726 * each direction, or until an obstruction is encountered.
994 * posblocked and negblocked help determine how far the 727 * posblocked and negblocked help determine how far the
1010 m = tmp->map; 743 m = tmp->map;
1011 744
1012 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && 745 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
1013 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked) 746 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked)
1014 { 747 {
1015 tmp2 = get_object (); 748 object *tmp2 = tmp->clone ();
1016 copy_object (tmp, tmp2); 749 m->insert (tmp2, x, y, op);
1017 tmp2->x = x; 750
1018 tmp2->y = y;
1019 insert_ob_in_map (tmp2, m, op, 0);
1020 /* If this is a spellcasting wall, need to insert the spell object */ 751 /* If this is a spellcasting wall, need to insert the spell object */
1021 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 752 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1022 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 753 tmp2->insert (arch_to_object (tmp2->other_arch));
1023 754
1024 } 755 }
1025 else 756 else
1026 posblocked = 1; 757 posblocked = 1;
1027 758
1030 m = tmp->map; 761 m = tmp->map;
1031 762
1032 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && 763 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
1033 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked) 764 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
1034 { 765 {
1035 tmp2 = get_object (); 766 object *tmp2 = tmp->clone ();
1036 copy_object (tmp, tmp2); 767 m->insert (tmp2, x, y, op);
1037 tmp2->x = x; 768
1038 tmp2->y = y;
1039 insert_ob_in_map (tmp2, m, op, 0);
1040 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 769 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1041 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 770 tmp2->insert (arch_to_object (tmp2->other_arch));
1042 } 771 }
1043 else 772 else
1044 negblocked = 1; 773 negblocked = 1;
1045 } 774 }
1046 775
1049 778
1050 return 1; 779 return 1;
1051} 780}
1052 781
1053int 782int
1054dimension_door (object *op, object *caster, object *spob, int dir) 783dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
1055{ 784{
1056 uint32 dist, maxdist; 785 uint32 dist, maxdist;
1057 int mflags; 786 int mflags;
1058 mapstruct *m; 787 maptile *m;
1059 sint16 sx, sy; 788 sint16 sx, sy;
1060 789
1061 if (op->type != PLAYER) 790 if (op->type != PLAYER)
1062 return 0; 791 return 0;
1063 792
1070 /* Given the new outdoor maps, can't let players dimension door for 799 /* Given the new outdoor maps, can't let players dimension door for
1071 * ever, so put limits in. 800 * ever, so put limits in.
1072 */ 801 */
1073 maxdist = spob->range + SP_level_range_adjust (caster, spob); 802 maxdist = spob->range + SP_level_range_adjust (caster, spob);
1074 803
1075 if (op->contr->count) 804 if (spellparam)
1076 { 805 {
806 int count = atoi (spellparam);
807
1077 if (op->contr->count > maxdist) 808 if (count > maxdist)
1078 { 809 {
1079 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!"); 810 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!");
1080 return 0; 811 return 0;
1081 } 812 }
1082 813
1083 for (dist = 0; dist < op->contr->count; dist++) 814 for (dist = 0; dist < count; dist++)
1084 { 815 {
1085 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy); 816 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
1086 817
1087 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 818 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
1088 break; 819 break;
1089 820
1090 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) 821 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1091 break; 822 break;
1092 } 823 }
1093 824
1094 if (dist < op->contr->count) 825 if (dist < count)
1095 { 826 {
1096 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n"); 827 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
1097 op->contr->count = 0;
1098 return 0; 828 return 0;
1099 } 829 }
1100 op->contr->count = 0;
1101 830
1102 /* Remove code that puts player on random space on maps. IMO, 831 /* Remove code that puts player on random space on maps. IMO,
1103 * a lot of maps probably have areas the player should not get to, 832 * a lot of maps probably have areas the player should not get to,
1104 * but may not be marked as NO_MAGIC (as they may be bounded 833 * but may not be marked as NO_MAGIC (as they may be bounded
1105 * by such squares). Also, there are probably treasure rooms and 834 * by such squares). Also, there are probably treasure rooms and
1153 return 0; 882 return 0;
1154 } 883 }
1155 } 884 }
1156 885
1157 /* Actually move the player now */ 886 /* Actually move the player now */
1158 remove_ob (op); 887 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op)))
1159 op->x += freearr_x[dir] * dist;
1160 op->y += freearr_y[dir] * dist;
1161 if ((op = insert_ob_in_map (op, op->map, op, 0)) == NULL)
1162 return 1; 888 return 1;
1163 889
1164 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ 890 op->speed_left = -5. * op->speed; /* Freeze them for a short while */
891
1165 return 1; 892 return 1;
1166} 893}
1167
1168 894
1169/* cast_heal: Heals something. 895/* cast_heal: Heals something.
1170 * op is the caster. 896 * op is the caster.
1171 * dir is the direction he is casting it in. 897 * dir is the direction he is casting it in.
1172 * spell is the spell object. 898 * spell is the spell object.
1179 object *poison; 905 object *poison;
1180 int heal = 0, success = 0; 906 int heal = 0, success = 0;
1181 907
1182 tmp = find_target_for_friendly_spell (op, dir); 908 tmp = find_target_for_friendly_spell (op, dir);
1183 909
1184 if (tmp == NULL) 910 if (!tmp)
1185 return 0; 911 return 0;
1186 912
1187 /* Figure out how many hp this spell might cure. 913 /* Figure out how many hp this spell might cure.
1188 * could be zero if this spell heals effects, not damage. 914 * could be zero if this spell heals effects, not damage.
1189 */ 915 */
1192 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp; 918 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
1193 919
1194 if (heal) 920 if (heal)
1195 { 921 {
1196 if (tmp->stats.hp >= tmp->stats.maxhp) 922 if (tmp->stats.hp >= tmp->stats.maxhp)
1197 {
1198 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed."); 923 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed.");
1199 }
1200 else 924 else
1201 { 925 {
1202 /* See how many points we actually heal. Instead of messages 926 /* See how many points we actually heal. Instead of messages
1203 * based on type of spell, we instead do messages based 927 * based on type of spell, we instead do messages based
1204 * on amount of damage healed. 928 * on amount of damage healed.
1205 */ 929 */
1206 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 930 if (heal > tmp->stats.maxhp - tmp->stats.hp)
1207 heal = tmp->stats.maxhp - tmp->stats.hp; 931 heal = tmp->stats.maxhp - tmp->stats.hp;
932
1208 tmp->stats.hp += heal; 933 tmp->stats.hp += heal;
1209 934
1210 if (tmp->stats.hp >= tmp->stats.maxhp) 935 if (tmp->stats.hp >= tmp->stats.maxhp)
1211 {
1212 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 936 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1213 }
1214 else if (heal > 50) 937 else if (heal > 50)
1215 {
1216 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); 938 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1217 }
1218 else if (heal > 25) 939 else if (heal > 25)
1219 {
1220 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); 940 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1221 }
1222 else if (heal > 10) 941 else if (heal > 10)
1223 {
1224 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade."); 942 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade.");
1225 }
1226 else 943 else
1227 {
1228 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close."); 944 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close.");
1229 } 945
1230 success = 1; 946 success = 1;
1231 } 947 }
1232 } 948 }
949
1233 if (spell->attacktype & AT_DISEASE) 950 if (spell->attacktype & AT_DISEASE)
1234 if (cure_disease (tmp, op)) 951 if (cure_disease (tmp, op, spell))
1235 success = 1; 952 success = 1;
1236 953
1237 if (spell->attacktype & AT_POISON) 954 if (spell->attacktype & AT_POISON)
1238 { 955 {
1239 at = archetype::find ("poisoning"); 956 at = archetype::find (shstr_poisoning);
1240 poison = present_arch_in_ob (at, tmp); 957 poison = present_arch_in_ob (at, tmp);
1241 if (poison) 958 if (poison)
1242 { 959 {
1243 success = 1; 960 success = 1;
1244 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 961 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1245 poison->stats.food = 1; 962 poison->stats.food = 1;
1246 } 963 }
1247 } 964 }
965
1248 if (spell->attacktype & AT_CONFUSION) 966 if (spell->attacktype & AT_CONFUSION)
1249 { 967 {
1250 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 968 poison = present_in_ob_by_name (FORCE, shstr_confusion, tmp);
1251 if (poison) 969 if (poison)
1252 { 970 {
1253 success = 1; 971 success = 1;
1254 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 972 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1255 poison->duration = 1; 973 poison->duration = 1;
1256 } 974 }
1257 } 975 }
976
1258 if (spell->attacktype & AT_BLIND) 977 if (spell->attacktype & AT_BLIND)
1259 { 978 {
1260 at = archetype::find ("blindness"); 979 at = archetype::find (shstr_blindness);
1261 poison = present_arch_in_ob (at, tmp); 980 poison = present_arch_in_ob (at, tmp);
1262 if (poison) 981 if (poison)
1263 { 982 {
1264 success = 1; 983 success = 1;
1265 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return."); 984 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1266 poison->stats.food = 1; 985 poison->stats.food = 1;
1267 } 986 }
1268 } 987 }
988
1269 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) 989 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1270 { 990 {
1271 tmp->stats.sp += spell->last_sp; 991 tmp->stats.sp += spell->last_sp;
1272 if (tmp->stats.sp > tmp->stats.maxsp) 992 if (tmp->stats.sp > tmp->stats.maxsp)
1273 tmp->stats.sp = tmp->stats.maxsp; 993 tmp->stats.sp = tmp->stats.maxsp;
1274 success = 1; 994 success = 1;
1275 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!"); 995 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!");
1276 } 996 }
997
1277 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) 998 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1278 { 999 {
1279 tmp->stats.grace += spell->last_grace; 1000 tmp->stats.grace += spell->last_grace;
1280 if (tmp->stats.grace > tmp->stats.maxgrace) 1001 if (tmp->stats.grace > tmp->stats.maxgrace)
1281 tmp->stats.grace = tmp->stats.maxgrace; 1002 tmp->stats.grace = tmp->stats.maxgrace;
1282 success = 1; 1003 success = 1;
1283 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!"); 1004 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1284 } 1005 }
1006
1285 if (spell->stats.food && tmp->stats.food < 999) 1007 if (spell->stats.food && tmp->stats.food < 999)
1286 { 1008 {
1287 tmp->stats.food += spell->stats.food; 1009 tmp->stats.food += spell->stats.food;
1010
1288 if (tmp->stats.food > 999) 1011 if (tmp->stats.food > 999)
1289 tmp->stats.food = 999; 1012 tmp->stats.food = 999;
1013
1290 success = 1; 1014 success = 1;
1291 /* We could do something a bit better like the messages for healing above */ 1015 /* We could do something a bit better like the messages for healing above */
1292 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food"); 1016 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1293 } 1017 }
1018
1294 return success; 1019 return success;
1295} 1020}
1296
1297 1021
1298/* This is used for the spells that gain stats. There are no spells 1022/* This is used for the spells that gain stats. There are no spells
1299 * right now that icnrease wis/int/pow on a temp basis, so no 1023 * right now that icnrease wis/int/pow on a temp basis, so no
1300 * good comments for those. 1024 * good comments for those.
1301 */ 1025 */
1302static const char *const no_gain_msgs[NUM_STATS] = { 1026static const char *const no_gain_msgs[NUM_STATS] = {
1303 "You grow no stronger.", 1027 "You grow no stronger.",
1304 "You grow no more agile.", 1028 "You grow no more agile.",
1305 "You don't feel any healthier.", 1029 "You don't feel any healthier.",
1306 "no wis", 1030 "You didn't grow any more intelligent.",
1031 "You do not feel any wiser.",
1032 "You don't feel any more powerful."
1307 "You are no easier to look at.", 1033 "You are no easier to look at.",
1308 "no int",
1309 "no pow"
1310}; 1034};
1311 1035
1312int 1036int
1037change_ability_duration (object *spell, object *caster)
1038{
1039 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1040}
1041
1042int
1313cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) 1043cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1314{ 1044{
1315 object *tmp, *tmp2 = NULL;
1316 object *force = NULL; 1045 object *force = 0;
1317 int i; 1046 int i;
1318 1047
1319 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1048 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1320 if (dir != 0) 1049 object *tmp = dir
1321 {
1322 tmp = find_target_for_friendly_spell (op, dir); 1050 ? find_target_for_friendly_spell (op, dir)
1323 } 1051 : op;
1324 else
1325 {
1326 tmp = op;
1327 }
1328 1052
1329 if (tmp == NULL) 1053 if (!tmp)
1330 return 0; 1054 return 0;
1331 1055
1332 /* If we've already got a force of this type, don't add a new one. */ 1056 /* If we've already got a force of this type, don't add a new one. */
1333 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1057 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1334 { 1058 {
1335 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1059 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1336 { 1060 {
1337 if (tmp2->name == spell_ob->name) 1061 if (tmp2->name == spell_ob->name)
1338 { 1062 {
1340 break; 1064 break;
1341 } 1065 }
1342 else if (spell_ob->race && spell_ob->race == tmp2->name) 1066 else if (spell_ob->race && spell_ob->race == tmp2->name)
1343 { 1067 {
1344 if (!silent) 1068 if (!silent)
1345 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 1069 new_draw_info_format (NDI_UNIQUE, 0, op,
1070 "You can not cast %s while %s is in effect",
1071 &spell_ob->name, &tmp2->name_pl);
1072
1346 return 0; 1073 return 0;
1347 } 1074 }
1348 } 1075 }
1349 } 1076 }
1077
1078 int duration = change_ability_duration (spell_ob, caster);
1079
1350 if (force == NULL) 1080 if (force)
1351 {
1352 force = get_archetype (FORCE_NAME);
1353 force->subtype = FORCE_CHANGE_ABILITY;
1354 if (spell_ob->race)
1355 force->name = spell_ob->race;
1356 else
1357 force->name = spell_ob->name;
1358 force->name_pl = spell_ob->name;
1359 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1360
1361 } 1081 {
1362 else
1363 {
1364 int duration;
1365
1366 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1367 if (duration > force->duration) 1082 if (duration > force->duration)
1368 { 1083 {
1369 force->duration = duration; 1084 force->duration = duration;
1370 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1085 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1371 } 1086 }
1372 else 1087 else
1373 {
1374 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1088 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1375 } 1089
1376 return 1; 1090 return 1;
1377 } 1091 }
1378 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1092
1093 new_draw_info_format (NDI_UNIQUE, 0, op,
1094 "You create an aura of magical force. H<The effect will last for about %.10g seconds.>",
1095 TICK2TIME (duration));
1096
1097 force = get_archetype (FORCE_NAME);
1098 force->subtype = FORCE_CHANGE_ABILITY;
1099 force->duration = duration;
1100
1101 if (spell_ob->race)
1102 force->name = spell_ob->race;
1103 else
1104 force->name = spell_ob->name;
1105
1106 force->name_pl = spell_ob->name;
1107
1379 force->speed = 1.0; 1108 force->speed = 1.0;
1380 force->speed_left = -1.0; 1109 force->speed_left = -1.0;
1381 SET_FLAG (force, FLAG_APPLIED); 1110 SET_FLAG (force, FLAG_APPLIED);
1382 1111
1383 /* Now start processing the effects. First, protections */ 1112 /* Now start processing the effects. First, protections */
1388 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob); 1117 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob);
1389 if (force->resist[i] > 100) 1118 if (force->resist[i] > 100)
1390 force->resist[i] = 100; 1119 force->resist[i] = 100;
1391 } 1120 }
1392 } 1121 }
1122
1393 if (spell_ob->stats.hp) 1123 if (spell_ob->stats.hp)
1394 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob); 1124 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1395 1125
1396 if (tmp->type == PLAYER) 1126 if (tmp->type == PLAYER)
1397 { 1127 {
1398 /* Stat adjustment spells */ 1128 /* Stat adjustment spells */
1399 for (i = 0; i < NUM_STATS; i++) 1129 for (i = 0; i < NUM_STATS; i++)
1400 { 1130 {
1401 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; 1131 if (sint8 stat = spell_ob->stats.stat (i))
1402
1403 if (stat)
1404 { 1132 {
1405 sm = 0; 1133 sint8 sm = 0;
1406 for (k = 0; k < stat; k++) 1134 for (sint8 k = 0; k < stat; k++)
1407 sm += rndm (1, 3); 1135 sm += rndm (1, 3);
1408 1136
1409 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) 1137 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1410 { 1138 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1411 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); 1139
1412 if (sm < 0) 1140 force->stats.stat (i) = sm;
1413 sm = 0; 1141
1414 }
1415 set_attr_value (&force->stats, i, sm);
1416 if (!sm) 1142 if (!sm)
1417 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); 1143 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1418 } 1144 }
1419 } 1145 }
1420 } 1146 }
1440 force->stats.ac = spell_ob->stats.ac; 1166 force->stats.ac = spell_ob->stats.ac;
1441 force->attacktype = spell_ob->attacktype; 1167 force->attacktype = spell_ob->attacktype;
1442 1168
1443 insert_ob_in_ob (force, tmp); 1169 insert_ob_in_ob (force, tmp);
1444 change_abil (tmp, force); /* Mostly to display any messages */ 1170 change_abil (tmp, force); /* Mostly to display any messages */
1445 fix_player (tmp); 1171 tmp->update_stats ();
1172
1446 return 1; 1173 return 1;
1447} 1174}
1448 1175
1449/* This used to be part of cast_change_ability, but it really didn't make 1176/* This used to be part of cast_change_ability, but it really didn't make
1450 * a lot of sense, since most of the values it derives are from the god 1177 * a lot of sense, since most of the values it derives are from the god
1451 * of the caster. 1178 * of the caster.
1452 */ 1179 */
1453
1454int 1180int
1455cast_bless (object *op, object *caster, object *spell_ob, int dir) 1181cast_bless (object *op, object *caster, object *spell_ob, int dir)
1456{ 1182{
1457 int i; 1183 int i;
1458 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1184 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1459 1185
1460 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1186 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1461 if (dir != 0) 1187 if (dir != 0)
1462 { 1188 {
1463 tmp = find_target_for_friendly_spell (op, dir); 1189 tmp = find_target_for_friendly_spell (op, dir);
1190
1191 if (!tmp)
1192 return 0;
1464 } 1193 }
1465 else 1194 else
1466 {
1467 tmp = op; 1195 tmp = op;
1468 }
1469 1196
1470 /* If we've already got a force of this type, don't add a new one. */ 1197 /* If we've already got a force of this type, don't add a new one. */
1471 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1198 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1472 { 1199 {
1473 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1200 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1474 { 1201 {
1475 if (tmp2->name == spell_ob->name) 1202 if (tmp2->name == spell_ob->name)
1476 { 1203 {
1482 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 1209 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1483 return 0; 1210 return 0;
1484 } 1211 }
1485 } 1212 }
1486 } 1213 }
1214
1487 if (force == NULL) 1215 if (force == NULL)
1488 { 1216 {
1489 force = get_archetype (FORCE_NAME); 1217 force = get_archetype (FORCE_NAME);
1490 force->subtype = FORCE_CHANGE_ABILITY; 1218 force->subtype = FORCE_CHANGE_ABILITY;
1491 if (spell_ob->race) 1219 if (spell_ob->race)
1522 } 1250 }
1523 else 1251 else
1524 { 1252 {
1525 /* Only give out good benefits, and put a max on it */ 1253 /* Only give out good benefits, and put a max on it */
1526 for (i = 0; i < NROFATTACKS; i++) 1254 for (i = 0; i < NROFATTACKS; i++)
1527 {
1528 if (god->resist[i] > 0) 1255 if (god->resist[i] > 0)
1529 {
1530 force->resist[i] = MIN (god->resist[i], spell_ob->resist[ATNR_GODPOWER]); 1256 force->resist[i] = min (god->resist[i], spell_ob->resist[ATNR_GODPOWER]);
1531 } 1257
1532 }
1533 force->path_attuned |= god->path_attuned; 1258 force->path_attuned |= god->path_attuned;
1534 1259
1535 if (spell_ob->attacktype) 1260 if (spell_ob->attacktype)
1536 force->slaying = god->slaying; 1261 force->slaying = god->slaying;
1537 1262
1549 force->stats.wc = spell_ob->stats.wc; 1274 force->stats.wc = spell_ob->stats.wc;
1550 force->stats.ac = spell_ob->stats.ac; 1275 force->stats.ac = spell_ob->stats.ac;
1551 1276
1552 change_abil (tmp, force); /* Mostly to display any messages */ 1277 change_abil (tmp, force); /* Mostly to display any messages */
1553 insert_ob_in_ob (force, tmp); 1278 insert_ob_in_ob (force, tmp);
1554 fix_player (tmp); 1279 tmp->update_stats ();
1555 return 1; 1280 return 1;
1556} 1281}
1557
1558
1559 1282
1560/* Alchemy code by Mark Wedel 1283/* Alchemy code by Mark Wedel
1561 * 1284 *
1562 * This code adds a new spell, called alchemy. Alchemy will turn 1285 * This code adds a new spell, called alchemy. Alchemy will turn
1563 * objects to gold nuggets, the value of the gold nuggets being 1286 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1564 * about 90% of that of the item itself. It uses the value of the
1565 * object before charisma adjustments, because the nuggets themselves
1566 * will be will be adjusted by charisma when sold.
1567 * 1287 *
1568 * Large nuggets are worth 25 gp each (base). You will always get 1288 * The value of the gold nuggets being about 90% of that of the item
1569 * the maximum number of large nuggets you could get. 1289 * itself. It uses the value of the object before charisma adjustments,
1570 * Small nuggets are worth 1 gp each (base). You will get from 0 1290 * because the nuggets themselves will be will be adjusted by charisma
1571 * to the max amount of small nuggets as you could get. 1291 * when sold.
1572 *
1573 * For example, if an item is worth 110 gold, you will get
1574 * 4 large nuggets, and from 0-10 small nuggets.
1575 * 1292 *
1576 * There is also a chance (1:30) that you will get nothing at all 1293 * There is also a chance (1:30) that you will get nothing at all
1577 * for the object. There is also a maximum weight that will be 1294 * for the object. There is also a maximum weight that will be
1578 * alchemied. 1295 * alchemised.
1579 */ 1296 */
1580
1581/* I didn't feel like passing these as arguements to the
1582 * two functions that need them. Real values are put in them
1583 * when the spell is cast, and these are freed when the spell
1584 * is finished.
1585 */
1586static object *small, *large;
1587
1588static void 1297static void
1589alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight) 1298alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1590{ 1299{
1591 uint64 value = query_cost (obj, NULL, F_TRUE); 1300 uint64 value = query_cost (obj, NULL, F_TRUE);
1592 1301
1593 /* Give third price when we alchemy money (This should hopefully 1302 /* Give third price when we alchemy money (this should hopefully
1594 * make it so that it isn't worth it to alchemy money, sell 1303 * make it so that it isn't worth it to alchemy money, sell
1595 * the nuggets, alchemy the gold from that, etc. 1304 * the nuggets, alchemy the gold from that, etc.
1596 * Otherwise, give 9 silver on the gold for other objects, 1305 * Otherwise, give 9 silver on the gold for other objects,
1597 * so that it would still be more affordable to haul 1306 * so that it would still be more affordable to haul
1598 * the stuff back to town. 1307 * the stuff back to town.
1599 */ 1308 */
1600
1601 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1309 if (QUERY_FLAG (obj, FLAG_UNPAID))
1602 value = 0; 1310 value = 0;
1603 else if (obj->type == MONEY || obj->type == GEM) 1311 else if (obj->type == MONEY || obj->type == GEM)
1604 value /= 3; 1312 value /= 3;
1605 else 1313 else
1606 value = (value * 9) / 10; 1314 value = value * 9 / 10;
1607 1315
1608 value /= 4; // fix by GHJ, don't understand, pcg
1609
1610 if ((obj->value > 0) && rndm (0, 29)) 1316 if (obj->value > 0 && rndm (0, 29))
1611 { 1317 total_value += value;
1612 int count;
1613 1318
1614 count = value / large->value;
1615 *large_nuggets += count;
1616 value -= (uint64) count *(uint64) large->value;
1617
1618 count = value / small->value;
1619 *small_nuggets += count;
1620 }
1621
1622 /* Turn 25 small nuggets into 1 large nugget. If the value
1623 * of large nuggets is not evenly divisable by the small nugget
1624 * value, take off an extra small_nugget (Assuming small_nuggets!=0)
1625 */
1626 if (*small_nuggets * small->value >= large->value)
1627 {
1628 (*large_nuggets)++;
1629 *small_nuggets -= large->value / small->value;
1630 if (*small_nuggets && large->value % small->value)
1631 (*small_nuggets)--;
1632 }
1633 weight += obj->weight; 1319 total_weight += obj->total_weight ();
1634 remove_ob (obj);
1635 free_object (obj);
1636}
1637 1320
1638static void 1321 obj->destroy ();
1639update_map (object *op, mapstruct *m, int small_nuggets, int large_nuggets, int x, int y)
1640{
1641 object *tmp;
1642 int flag = 0;
1643
1644 /* Put any nuggets below the player, but we can only pass this
1645 * flag if we are on the same space as the player
1646 */
1647 if (x == op->x && y == op->y && op->map == m)
1648 flag = INS_BELOW_ORIGINATOR;
1649
1650 if (small_nuggets)
1651 {
1652 tmp = get_object ();
1653 copy_object (small, tmp);
1654 tmp->nrof = small_nuggets;
1655 tmp->x = x;
1656 tmp->y = y;
1657 insert_ob_in_map (tmp, m, op, flag);
1658 }
1659 if (large_nuggets)
1660 {
1661 tmp = get_object ();
1662 copy_object (large, tmp);
1663 tmp->nrof = large_nuggets;
1664 tmp->x = x;
1665 tmp->y = y;
1666 insert_ob_in_map (tmp, m, op, flag);
1667 }
1668} 1322}
1669 1323
1670int 1324int
1671alchemy (object *op, object *caster, object *spell_ob) 1325alchemy (object *op, object *caster, object *spell_ob)
1672{ 1326{
1673 int x, y, weight = 0, weight_max, large_nuggets, small_nuggets, mflags;
1674 sint16 nx, ny;
1675 object *next, *tmp;
1676 mapstruct *mp;
1677
1678 if (op->type != PLAYER) 1327 if (op->type != PLAYER)
1679 return 0; 1328 return 0;
1680 1329
1330 archetype *nugget[3];
1331
1332 nugget[0] = archetype::find (shstr_pyrite3);
1333 nugget[1] = archetype::find (shstr_pyrite2);
1334 nugget[2] = archetype::find (shstr_pyrite);
1335
1681 /* Put a maximum weight of items that can be alchemied. Limits the power 1336 /* Put a maximum weight of items that can be alchemised. Limits the power
1682 * some, and also prevents people from alcheming every table/chair/clock 1337 * some, and also prevents people from alchemising every table/chair/clock
1683 * in sight 1338 * in sight
1684 */ 1339 */
1685 weight_max = spell_ob->duration + +SP_level_duration_adjust (caster, spell_ob); 1340 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1686 weight_max *= 1000; 1341 int weight_max = duration * 1000;
1687 small = get_archetype ("smallnugget"), large = get_archetype ("largenugget"); 1342 uint64 value_max = duration * 1000;
1688 1343
1344 int weight = 0;
1345
1689 for (y = op->y - 1; y <= op->y + 1; y++) 1346 for (int y = op->y - 1; y <= op->y + 1; y++)
1690 { 1347 {
1691 for (x = op->x - 1; x <= op->x + 1; x++) 1348 for (int x = op->x - 1; x <= op->x + 1; x++)
1692 { 1349 {
1350 uint64 value = 0;
1351
1693 nx = x; 1352 sint16 nx = x;
1694 ny = y; 1353 sint16 ny = y;
1695 1354
1696 mp = op->map; 1355 maptile *mp = op->map;
1697 1356
1698 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); 1357 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1699 1358
1700 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1359 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1701 continue; 1360 continue;
1702 1361
1703 /* Treat alchemy a little differently - most spell effects 1362 /* Treat alchemy a little differently - most spell effects
1705 * ground level effect. 1364 * ground level effect.
1706 */ 1365 */
1707 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) 1366 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1708 continue; 1367 continue;
1709 1368
1710 small_nuggets = 0; 1369 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1711 large_nuggets = 0;
1712
1713 for (tmp = get_map_ob (mp, nx, ny); tmp != NULL; tmp = next)
1714 { 1370 {
1715 next = tmp->above; 1371 next = tmp->above;
1372
1716 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1373 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1717 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1374 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1718 { 1375 {
1719
1720 if (tmp->inv) 1376 if (tmp->inv)
1721 { 1377 {
1722 object *next1, *tmp1; 1378 object *next1, *tmp1;
1723 1379
1724 for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1) 1380 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1725 { 1381 {
1726 next1 = tmp1->below; 1382 next1 = tmp1->below;
1727 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1383 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1728 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1384 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1729 alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight); 1385 alchemy_object (tmp1, value, weight);
1730 } 1386 }
1731 } 1387 }
1388
1732 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); 1389 alchemy_object (tmp, value, weight);
1733 1390
1734 if (weight > weight_max) 1391 if (weight > weight_max)
1735 { 1392 break;
1736 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1737 free_object (large);
1738 free_object (small);
1739 return 1;
1740 } 1393 }
1741 } /* is alchemable object */
1742 } /* process all objects on this space */
1743
1744 /* Insert all the nuggets at one time. This probably saves time, but
1745 * it also prevents us from alcheming nuggets that were just created
1746 * with this spell.
1747 */ 1394 }
1748 update_map (op, mp, small_nuggets, large_nuggets, nx, ny); 1395
1396 value -= rndm (value >> 4);
1397 value = min (value, value_max);
1398
1399 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1400 if (int nrof = value / nugget [i]->value)
1401 {
1402 value -= nrof * nugget[i]->value;
1403
1404 object *tmp = arch_to_object (nugget[i]);
1405 tmp->nrof = nrof;
1406 tmp->flag [FLAG_IDENTIFIED] = true;
1407 op->map->insert (tmp, x, y, op, 0);
1749 } 1408 }
1409
1410 if (weight > weight_max)
1411 goto bailout;
1412 }
1750 } 1413 }
1751 free_object (large); 1414
1752 free_object (small); 1415bailout:
1753 /* reset this so that if player standing on a big pile of stuff,
1754 * it is redrawn properly.
1755 */
1756 op->contr->socket.look_position = 0;
1757 return 1; 1416 return 1;
1758} 1417}
1759
1760 1418
1761/* This function removes the cursed/damned status on equipped 1419/* This function removes the cursed/damned status on equipped
1762 * items. 1420 * items.
1763 */ 1421 */
1764int 1422int
1765remove_curse (object *op, object *caster, object *spell) 1423remove_curse (object *op, object *caster, object *spell)
1766{ 1424{
1767 object *tmp;
1768 int success = 0, was_one = 0; 1425 int success = 0, was_one = 0;
1769 1426
1770 for (tmp = op->inv; tmp; tmp = tmp->below) 1427 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1771 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1428 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1772 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1429 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1773 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1430 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1774 { 1431 {
1775
1776 was_one++; 1432 was_one++;
1433
1777 if (tmp->level <= caster_level (caster, spell)) 1434 if (tmp->level <= casting_level (caster, spell))
1778 { 1435 {
1779 success++; 1436 success++;
1780 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1437 if (QUERY_FLAG (spell, FLAG_DAMNED))
1781 CLEAR_FLAG (tmp, FLAG_DAMNED); 1438 CLEAR_FLAG (tmp, FLAG_DAMNED);
1782 1439
1783 CLEAR_FLAG (tmp, FLAG_CURSED); 1440 CLEAR_FLAG (tmp, FLAG_CURSED);
1784 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1441 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1785 tmp->value = 0; /* Still can't sell it */ 1442 tmp->value = 0; /* Still can't sell it */
1786 if (op->type == PLAYER) 1443
1444 if (object *pl = tmp->visible_to ())
1787 esrv_send_item (op, tmp); 1445 esrv_update_item (UPD_FLAGS, pl, tmp);
1788 } 1446 }
1789 } 1447 }
1790 1448
1791 if (op->type == PLAYER) 1449 if (op->type == PLAYER)
1792 { 1450 {
1793 if (success) 1451 if (success)
1794 {
1795 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now."); 1452 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1796 }
1797 else 1453 else
1798 { 1454 {
1799 if (was_one) 1455 if (was_one)
1800 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse."); 1456 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1801 else 1457 else
1802 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items."); 1458 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items.");
1803 } 1459 }
1804 } 1460 }
1461
1805 return success; 1462 return success;
1806} 1463}
1807 1464
1808/* Identifies objects in the players inventory/on the ground */ 1465/* Identifies objects in the players inventory/on the ground */
1809
1810int 1466int
1811cast_identify (object *op, object *caster, object *spell) 1467cast_identify (object *op, object *caster, object *spell)
1812{ 1468{
1813 object *tmp; 1469 object *tmp;
1814 int success = 0, num_ident; 1470 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1815 1471
1816 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1472 int num_ident = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell));
1817
1818 if (num_ident < 1)
1819 num_ident = 1;
1820
1821 1473
1822 for (tmp = op->inv; tmp; tmp = tmp->below) 1474 for (tmp = op->inv; tmp; tmp = tmp->below)
1823 { 1475 {
1824 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1476 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1825 { 1477 {
1826 identify (tmp); 1478 identify (tmp);
1479
1827 if (op->type == PLAYER) 1480 if (op->type == PLAYER)
1828 { 1481 {
1829 new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op)); 1482 buf.printf ("You identified: %s.\r", long_desc (tmp, op));
1483
1830 if (tmp->msg) 1484 if (tmp->msg)
1831 { 1485 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1832 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1833 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1834 }
1835 } 1486 }
1836 num_ident--; 1487
1837 success = 1;
1838 if (!num_ident) 1488 if (!--num_ident)
1839 break; 1489 break;
1840 } 1490 }
1841 } 1491 }
1492
1842 /* If all the power of the spell has been used up, don't go and identify 1493 /* If all the power of the spell has been used up, don't go and identify
1843 * stuff on the floor. Only identify stuff on the floor if the spell 1494 * stuff on the floor. Only identify stuff on the floor if the spell
1844 * was not fully used. 1495 * was not fully used.
1845 */ 1496 */
1846 if (num_ident) 1497 if (num_ident)
1847 { 1498 {
1848 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1499 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1849 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1500 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1850 { 1501 {
1851
1852 identify (tmp); 1502 identify (tmp);
1853 if (op->type == PLAYER) 1503
1504 if (object *pl = tmp->visible_to ())
1854 { 1505 {
1855 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op)); 1506 buf.printf ("On the ground you identified: %s.\r", long_desc (tmp, op));
1507
1856 if (tmp->msg) 1508 if (tmp->msg)
1857 { 1509 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1858 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1859 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1860 }
1861 esrv_send_item (op, tmp);
1862 } 1510 }
1863 num_ident--; 1511
1864 success = 1;
1865 if (!num_ident) 1512 if (!--num_ident)
1866 break; 1513 break;
1867 } 1514 }
1868 } 1515 }
1869 if (!success) 1516
1870 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified."); 1517 if (buf.empty ())
1518 {
1519 op->failmsg ("You can't reach anything unidentified.");
1520 return 0;
1521 }
1871 else 1522 else
1872 { 1523 {
1524 if (op->contr)
1525 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1526
1873 spell_effect (spell, op->x, op->y, op->map, op); 1527 spell_effect (spell, op->x, op->y, op->map, op);
1528 return 1;
1874 } 1529 }
1875 return success;
1876} 1530}
1877
1878 1531
1879int 1532int
1880cast_detection (object *op, object *caster, object *spell, object *skill) 1533cast_detection (object *op, object *caster, object *spell, object *skill)
1881{ 1534{
1882 object *tmp, *last, *god, *detect; 1535 object *tmp, *last, *god, *detect;
1883 int done_one, range, mflags, floor, level; 1536 int done_one, range, mflags, floor, level;
1884 sint16 x, y, nx, ny; 1537 sint16 x, y, nx, ny;
1885 mapstruct *m; 1538 maptile *m;
1886 1539
1887 /* We precompute some values here so that we don't have to keep 1540 /* We precompute some values here so that we don't have to keep
1888 * doing it over and over again. 1541 * doing it over and over again.
1889 */ 1542 */
1890 god = find_god (determine_god (op)); 1543 god = find_god (determine_god (op));
1891 level = caster_level (caster, spell); 1544 level = casting_level (caster, spell);
1892 range = spell->range + SP_level_range_adjust (caster, spell); 1545 range = spell->range + SP_level_range_adjust (caster, spell);
1893 1546
1894 if (!skill) 1547 if (!skill)
1895 skill = caster; 1548 skill = caster;
1896 1549
1897 for (x = op->x - range; x <= op->x + range; x++) 1550 unordered_mapwalk (op, -range, -range, range, range)
1898 for (y = op->y - range; y <= op->y + range; y++)
1899 { 1551 {
1900
1901 m = op->map;
1902 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1903 if (mflags & P_OUT_OF_MAP)
1904 continue;
1905
1906 /* For most of the detections, we only detect objects above the 1552 /* For most of the detections, we only detect objects above the
1907 * floor. But this is not true for show invisible. 1553 * floor. But this is not true for show invisible.
1908 * Basically, we just go and find the top object and work 1554 * Basically, we just go and find the top object and work
1909 * down - that is easier than working up. 1555 * down - that is easier than working up.
1910 */ 1556 */
1911 1557
1912 for (last = NULL, tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above) 1558 for (last = NULL, tmp = m->at (nx, ny).bot; tmp; tmp = tmp->above)
1913 last = tmp; 1559 last = tmp;
1560
1914 /* Shouldn't happen, but if there are no objects on a space, this 1561 /* Shouldn't happen, but if there are no objects on a space, this
1915 * would happen. 1562 * would happen.
1916 */ 1563 */
1917 if (!last) 1564 if (!last)
1918 continue; 1565 continue;
1919 1566
1920 done_one = 0; 1567 done_one = 0;
1921 floor = 0; 1568 floor = 0;
1922 detect = NULL; 1569 detect = NULL;
1923 for (tmp = last; tmp; tmp = tmp->below) 1570 for (tmp = last; tmp; tmp = tmp->below)
1924 { 1571 {
1925
1926 /* show invisible */ 1572 /* show invisible */
1927 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1573 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1928 /* Might there be other objects that we can make visibile? */ 1574 /* Might there be other objects that we can make visible? */
1929 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1575 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER)
1930 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1576 || (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ))
1931 tmp->type == CF_HANDLE || 1577 || tmp->type == T_HANDLE
1932 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE || 1578 || tmp->type == TRAPDOOR
1579 || tmp->type == EXIT
1580 || tmp->type == HOLE
1581 || tmp->type == BUTTON
1933 tmp->type == BUTTON || tmp->type == TELEPORTER || 1582 || tmp->type == TELEPORTER
1583 || tmp->type == GATE
1934 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1584 || tmp->type == LOCKED_DOOR
1935 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN || 1585 || tmp->type == WEAPON
1586 || tmp->type == ALTAR
1587 || tmp->type == SIGN
1936 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1588 || tmp->type == TRIGGER_PEDESTAL
1937 tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR))) 1589 || tmp->type == SPECIAL_KEY
1590 || tmp->type == TREASURE
1591 || tmp->type == BOOK
1592 || tmp->type == HOLY_ALTAR
1593 || tmp->type == CONTAINER)))
1938 { 1594 {
1939 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4) 1595 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1940 { 1596 {
1941 tmp->invisible = 0; 1597 tmp->invisible = 0;
1942 done_one = 1; 1598 done_one = 1;
1943 } 1599 }
1944 } 1600 }
1601
1945 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1602 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1946 floor = 1; 1603 floor = 1;
1947 1604
1948 /* All detections below this point don't descend beneath the floor, 1605 /* All detections below this point don't descend beneath the floor,
1949 * so just continue on. We could be clever and look at the type of 1606 * so just continue on. We could be clever and look at the type of
1950 * detection to completely break out if we don't care about objects beneath 1607 * detection to completely break out if we don't care about objects beneath
1951 * the floor, but once we get to the floor, not likely a very big issue anyways. 1608 * the floor, but once we get to the floor, not likely a very big issue anyways.
1952 */ 1609 */
1953 if (floor) 1610 if (floor)
1954 continue; 1611 continue;
1955 1612
1956 /* I had thought about making detect magic and detect curse 1613 /* I had thought about making detect magic and detect curse
1957 * show the flash the magic item like it does for detect monster. 1614 * show the flash the magic item like it does for detect monster.
1958 * however, if the object is within sight, this would then make it 1615 * however, if the object is within sight, this would then make it
1959 * difficult to see what object is magical/cursed, so the 1616 * difficult to see what object is magical/cursed, so the
1960 * effect wouldn't be as apparant. 1617 * effect wouldn't be as apparent.
1961 */ 1618 */
1962 1619
1963 /* detect magic */ 1620 /* detect magic */
1964 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && 1621 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1965 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp)) 1622 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1966 { 1623 {
1967 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1624 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1968 /* make runes more visibile */ 1625 /* make runes more visibile */
1969 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC) 1626 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1970 tmp->stats.Cha /= 4; 1627 tmp->stats.Cha /= 4;
1628
1971 done_one = 1; 1629 done_one = 1;
1972 } 1630 }
1631
1973 /* detect monster */ 1632 /* detect monster */
1974 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER)) 1633 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1975 { 1634 {
1976 done_one = 2; 1635 done_one = 2;
1636
1977 if (!detect) 1637 if (!detect)
1978 detect = tmp; 1638 detect = tmp;
1979 } 1639 }
1640
1980 /* Basically, if race is set in the spell, then the creatures race must 1641 /* Basically, if race is set in the spell, then the creatures race must
1981 * match that. if the spell race is set to GOD, then the gods opposing 1642 * match that. if the spell race is set to GOD, then the gods opposing
1982 * race must match. 1643 * race must match.
1983 */ 1644 */
1984 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race && 1645 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1985 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) || 1646 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1986 (strstr (spell->race, tmp->race)))) 1647 spell->race.contains (tmp->race)))
1987 { 1648 {
1988 done_one = 2; 1649 done_one = 2;
1650
1989 if (!detect) 1651 if (!detect)
1990 detect = tmp; 1652 detect = tmp;
1991 } 1653 }
1654
1992 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1655 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1993 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1656 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1994 { 1657 {
1995 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1658 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1996 done_one = 1; 1659 done_one = 1;
1997 } 1660 }
1998 } /* for stack of objects on this space */ 1661 } /* for stack of objects on this space */
1999 1662
2000 /* Code here puts an effect of the spell on the space, so you can see 1663 /* Code here puts an effect of the spell on the space, so you can see
2001 * where the magic is. 1664 * where the magic is.
2002 */ 1665 */
2003 if (done_one) 1666 if (done_one)
2004 { 1667 {
2005 object *detect_ob = arch_to_object (spell->other_arch); 1668 object *detect_ob = arch_to_object (spell->other_arch);
2006 1669
2007 detect_ob->x = nx;
2008 detect_ob->y = ny;
2009 /* if this is set, we want to copy the face */ 1670 /* if this is set, we want to copy the face */
2010 if (done_one == 2 && detect) 1671 if (done_one == 2 && detect)
2011 { 1672 {
2012 detect_ob->face = detect->face; 1673 detect_ob->face = detect->face;
2013 detect_ob->animation_id = detect->animation_id; 1674 detect_ob->animation_id = detect->animation_id;
2014 detect_ob->anim_speed = detect->anim_speed; 1675 detect_ob->anim_speed = detect->anim_speed;
2015 detect_ob->last_anim = 0; 1676 detect_ob->last_anim = 0;
2016 /* by default, the detect_ob is already animated */ 1677 /* by default, the detect_ob is already animated */
2017 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1678 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
2018 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1679 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
2019 } 1680 }
2020 insert_ob_in_map (detect_ob, m, op, 0); 1681
1682 m->insert (detect_ob, nx, ny, op);
2021 } 1683 }
2022 } /* for processing the surrounding spaces */ 1684 } /* for processing the surrounding spaces */
2023 1685
2024 1686
2025 /* Now process objects in the players inventory if detect curse or magic */ 1687 /* Now process objects in the players inventory if detect curse or magic */
2026 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL)) 1688 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL))
2027 { 1689 {
2028 done_one = 0; 1690 done_one = 0;
1691
2029 for (tmp = op->inv; tmp; tmp = tmp->below) 1692 for (tmp = op->inv; tmp; tmp = tmp->below)
2030 { 1693 {
2031 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1694 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2032 { 1695 {
2033 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)) 1696 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL))
2034 { 1697 {
2035 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1698 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
2036 if (op->type == PLAYER) 1699
1700 if (object *pl = tmp->visible_to ())
2037 esrv_send_item (op, tmp); 1701 esrv_update_item (UPD_FLAGS, pl, tmp);
2038 } 1702 }
1703
2039 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1704 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
2040 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1705 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
2041 { 1706 {
2042 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1707 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
2043 if (op->type == PLAYER) 1708
1709 if (object *pl = tmp->visible_to ())
2044 esrv_send_item (op, tmp); 1710 esrv_update_item (UPD_FLAGS, pl, tmp);
2045 } 1711 }
2046 } /* if item is not identified */ 1712 } /* if item is not identified */
2047 } /* for the players inventory */ 1713 } /* for the players inventory */
2048 } /* if detect magic/curse and object is a player */ 1714 } /* if detect magic/curse and object is a player */
1715
2049 return 1; 1716 return 1;
2050} 1717}
2051 1718
2052 1719
2053/** 1720/**
2066 1733
2067 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you."); 1734 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
2068 1735
2069 if (victim->stats.sp >= victim->stats.maxsp * 2) 1736 if (victim->stats.sp >= victim->stats.maxsp * 2)
2070 { 1737 {
2071 object *tmp;
2072
2073 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1738 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
2074
2075 /* Explodes a fireball centered at player */
2076 tmp = get_archetype (EXPLODING_FIREBALL);
2077 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
2078 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
2079 tmp->x = victim->x;
2080 tmp->y = victim->y;
2081 insert_ob_in_map (tmp, victim->map, NULL, 0);
2082 victim->stats.sp = 2 * victim->stats.maxsp; 1739 victim->stats.sp = 2 * victim->stats.maxsp;
1740 create_exploding_ball_at (victim, caster_level);
2083 } 1741 }
2084 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1742 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
2085 {
2086 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); 1743 new_draw_info (NDI_UNIQUE | NDI_ORANGE, 0, victim, "You feel like your head is going to explode.");
2087 }
2088 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1744 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2089 {
2090 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 1745 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
2091 }
2092 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1746 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2093 { 1747 {
2094 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1748 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2095 confuse_player (victim, victim, 99); 1749 confuse_player (victim, victim, 99);
2096 } 1750 }
2097 else if (victim->stats.sp >= victim->stats.maxsp * 1.25) 1751 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
2098 {
2099 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices."); 1752 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
2100 }
2101} 1753}
2102 1754
2103/* cast_transfer 1755/* cast_transfer
2104 * This spell transfers sp from the player to another person. 1756 * This spell transfers sp from the player to another person.
2105 * We let the target go above their normal maximum SP. 1757 * We let the target go above their normal maximum SP.
2108int 1760int
2109cast_transfer (object *op, object *caster, object *spell, int dir) 1761cast_transfer (object *op, object *caster, object *spell, int dir)
2110{ 1762{
2111 object *plyr = NULL; 1763 object *plyr = NULL;
2112 sint16 x, y; 1764 sint16 x, y;
2113 mapstruct *m; 1765 maptile *m;
2114 int mflags; 1766 int mflags;
2115 1767
2116 m = op->map; 1768 m = op->map;
2117 x = op->x + freearr_x[dir]; 1769 x = op->x + freearr_x[dir];
2118 y = op->y + freearr_y[dir]; 1770 y = op->y + freearr_y[dir];
2119 1771
2120 mflags = get_map_flags (m, &m, x, y, &x, &y); 1772 mflags = get_map_flags (m, &m, x, y, &x, &y);
2121 1773
2122 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1774 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
2123 { 1775 {
2124 for (plyr = get_map_ob (m, x, y); plyr != NULL; plyr = plyr->above) 1776 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
2125 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1777 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2126 break; 1778 break;
2127 } 1779 }
2128 1780
2129 1781
2130 /* If we did not find a player in the specified direction, transfer 1782 /* If we did not find a player in the specified direction, transfer
2131 * to anyone on top of us. This is used for the rune of transference mostly. 1783 * to anyone on top of us. This is used for the rune of transference mostly.
2132 */ 1784 */
2133 if (plyr == NULL) 1785 if (plyr == NULL)
2134 for (plyr = get_map_ob (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above) 1786 for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above)
2135 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1787 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2136 break; 1788 break;
2137 1789
2138 if (!plyr) 1790 if (!plyr)
2139 { 1791 {
2142 } 1794 }
2143 /* give sp */ 1795 /* give sp */
2144 if (spell->stats.dam > 0) 1796 if (spell->stats.dam > 0)
2145 { 1797 {
2146 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell); 1798 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
2147 charge_mana_effect (plyr, caster_level (caster, spell)); 1799 charge_mana_effect (plyr, casting_level (caster, spell));
2148 return 1; 1800 return 1;
2149 } 1801 }
2150 /* suck sp away. Can't suck sp from yourself */ 1802 /* suck sp away. Can't suck sp from yourself */
2151 else if (op != plyr) 1803 else if (op != plyr)
2152 { 1804 {
2164 /* Player doesn't get full credit */ 1816 /* Player doesn't get full credit */
2165 sucked = (sucked * rate) / 100; 1817 sucked = (sucked * rate) / 100;
2166 op->stats.sp += sucked; 1818 op->stats.sp += sucked;
2167 if (sucked > 0) 1819 if (sucked > 0)
2168 { 1820 {
2169 charge_mana_effect (op, caster_level (caster, spell)); 1821 charge_mana_effect (op, casting_level (caster, spell));
2170 } 1822 }
2171 } 1823 }
2172 return 1; 1824 return 1;
2173 } 1825 }
2174 return 0; 1826 return 0;
2184void 1836void
2185counterspell (object *op, int dir) 1837counterspell (object *op, int dir)
2186{ 1838{
2187 object *tmp, *head, *next; 1839 object *tmp, *head, *next;
2188 int mflags; 1840 int mflags;
2189 mapstruct *m; 1841 maptile *m;
2190 sint16 sx, sy; 1842 sint16 sx, sy;
2191 1843
2192 sx = op->x + freearr_x[dir]; 1844 sx = op->x + freearr_x[dir];
2193 sy = op->y + freearr_y[dir]; 1845 sy = op->y + freearr_y[dir];
2194 m = op->map; 1846 m = op->map;
2195 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1847 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
2196 if (mflags & P_OUT_OF_MAP) 1848 if (mflags & P_OUT_OF_MAP)
2197 return; 1849 return;
2198 1850
2199 for (tmp = get_map_ob (m, sx, sy); tmp != NULL; tmp = next) 1851 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
2200 { 1852 {
2201 next = tmp->above; 1853 next = tmp->above;
2202 1854
2203 /* Need to look at the head object - otherwise, if tmp 1855 /* Need to look at the head object - otherwise, if tmp
2204 * points to a monster, we don't have all the necessary 1856 * points to a monster, we don't have all the necessary
2216 /* Basically, if the object is magical and not counterspell, 1868 /* Basically, if the object is magical and not counterspell,
2217 * we will more or less remove the object. Don't counterspell 1869 * we will more or less remove the object. Don't counterspell
2218 * monsters either. 1870 * monsters either.
2219 */ 1871 */
2220 1872
2221 if (head->attacktype & AT_MAGIC && 1873 if (head->attacktype & AT_MAGIC
2222 !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level)) 1874 && !(head->attacktype & AT_COUNTERSPELL)
2223 { 1875 && !QUERY_FLAG (head, FLAG_MONSTER)
2224 remove_ob (head); 1876 && (op->level > head->level))
2225 free_object (head); 1877 head->destroy ();
2226 }
2227 else 1878 else
2228 switch (head->type) 1879 switch (head->type)
2229 { 1880 {
2230 case SPELL_EFFECT: 1881 case SPELL_EFFECT:
1882 // XXX: Don't affect floor spelleffects. See also XXX comment
1883 // about sanctuary in spell_util.C
1884 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1885 continue;
1886
2231 if (op->level > head->level) 1887 if (op->level > head->level)
2232 { 1888 head->destroy ();
2233 remove_ob (head); 1889
2234 free_object (head);
2235 }
2236 break; 1890 break;
2237 1891
2238 /* I really don't get this rune code that much - that 1892 /* I really don't get this rune code that much - that
2239 * random chance seems really low. 1893 * random chance seems really low.
2240 */ 1894 */
2241 case RUNE: 1895 case RUNE:
2242 if (rndm (0, 149) == 0) 1896 if (rndm (0, 149) == 0)
2243 { 1897 {
2244 head->stats.hp--; /* weaken the rune */ 1898 head->stats.hp--; /* weaken the rune */
2245 if (!head->stats.hp) 1899 if (!head->stats.hp)
2246 { 1900 head->destroy ();
2247 remove_ob (head);
2248 free_object (head);
2249 }
2250 } 1901 }
2251 break; 1902 break;
2252 } 1903 }
2253 } 1904 }
2254} 1905}
2255 1906
2256
2257
2258/* cast_consecrate() - a spell to make an altar your god's */ 1907/* cast_consecrate() - a spell to make an altar your god's */
2259int 1908int
2260cast_consecrate (object *op, object *caster, object *spell) 1909cast_consecrate (object *op, object *caster, object *spell)
2261{ 1910{
2262 char buf[MAX_BUF]; 1911 char buf[MAX_BUF];
2274 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1923 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2275 break; 1924 break;
2276 if (tmp->type == HOLY_ALTAR) 1925 if (tmp->type == HOLY_ALTAR)
2277 { 1926 {
2278 1927
2279 if (tmp->level > caster_level (caster, spell)) 1928 if (tmp->level > casting_level (caster, spell))
2280 { 1929 {
2281 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name); 1930 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name);
2282 return 0; 1931 return 0;
2283 } 1932 }
2284 else 1933 else
2285 { 1934 {
2286 /* If we got here, we are consecrating an altar */ 1935 /* If we got here, we are consecrating an altar */
2287 sprintf (buf, "Altar of %s", &god->name); 1936 sprintf (buf, "Altar of %s", &god->name);
2288 tmp->name = buf; 1937 tmp->name = buf;
2289 tmp->level = caster_level (caster, spell); 1938 tmp->level = casting_level (caster, spell);
2290 tmp->other_arch = god->arch; 1939 tmp->other_arch = god->arch;
1940
2291 if (op->type == PLAYER) 1941 if (op->type == PLAYER)
2292 esrv_update_item (UPD_NAME, op, tmp); 1942 esrv_update_item (UPD_NAME, op, tmp);
1943
2293 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name); 1944 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
2294 return 1; 1945 return 1;
2295 } 1946 }
2296 } 1947 }
2297 } 1948 }
2307 * This code was very odd - code early on would only let players use the spell, 1958 * This code was very odd - code early on would only let players use the spell,
2308 * yet the code wass full of player checks. I've presumed that the code 1959 * yet the code wass full of player checks. I've presumed that the code
2309 * that only let players use it was correct, and removed all the other 1960 * that only let players use it was correct, and removed all the other
2310 * player checks. MSW 2003-01-06 1961 * player checks. MSW 2003-01-06
2311 */ 1962 */
2312
2313int 1963int
2314animate_weapon (object *op, object *caster, object *spell, int dir) 1964animate_weapon (object *op, object *caster, object *spell, int dir)
2315{ 1965{
2316 object *weapon, *tmp; 1966 object *weapon, *tmp;
2317 char buf[MAX_BUF]; 1967 char buf[MAX_BUF];
2318 int a, i; 1968 int a, i;
2319 sint16 x, y; 1969 sint16 x, y;
2320 mapstruct *m; 1970 maptile *m;
2321 materialtype_t *mt;
2322 1971
2323 if (!spell->other_arch) 1972 if (!spell->other_arch)
2324 { 1973 {
2325 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1974 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2326 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name); 1975 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2329 /* exit if it's not a player using this spell. */ 1978 /* exit if it's not a player using this spell. */
2330 if (op->type != PLAYER) 1979 if (op->type != PLAYER)
2331 return 0; 1980 return 0;
2332 1981
2333 /* if player already has a golem, abort */ 1982 /* if player already has a golem, abort */
2334 if (op->contr->ranges[range_golem] != NULL && op->contr->golem_count == op->contr->ranges[range_golem]->count) 1983 if (object *golem = op->contr->golem)
2335 { 1984 {
2336 control_golem (op->contr->ranges[range_golem], dir); 1985 control_golem (golem, dir);
2337 return 0; 1986 return 0;
2338 } 1987 }
2339 1988
2340 /* if no direction specified, pick one */ 1989 /* if no direction specified, pick one */
2341 if (!dir) 1990 if (!dir)
2342 dir = find_free_spot (NULL, op->map, op->x, op->y, 1, 9); 1991 dir = find_free_spot (spell->other_arch, op->map, op->x, op->y, 1, 9);
2343 1992
2344 m = op->map; 1993 m = op->map;
2345 x = op->x + freearr_x[dir]; 1994 x = op->x + freearr_x[dir];
2346 y = op->y + freearr_y[dir]; 1995 y = op->y + freearr_y[dir];
2347 1996
2348 /* if there's no place to put the golem, abort */ 1997 /* if there's no place to put the golem, abort */
2349 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || 1998 if (dir < 0 || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP)
2350 ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->clone.move_type)) 1999 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2351 { 2000 {
2352 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2001 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
2353 return 0; 2002 return 0;
2354 } 2003 }
2355 2004
2359 if (!weapon) 2008 if (!weapon)
2360 { 2009 {
2361 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2010 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2362 return 0; 2011 return 0;
2363 } 2012 }
2013
2364 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2014 if (spell->race && weapon->arch->archname != spell->race)
2365 { 2015 {
2366 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2016 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2367 return 0; 2017 return 0;
2368 } 2018 }
2019
2369 if (weapon->type != WEAPON) 2020 if (weapon->type != WEAPON)
2370 { 2021 {
2371 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it."); 2022 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it.");
2372 return 0; 2023 return 0;
2373 } 2024 }
2025
2374 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2026 if (QUERY_FLAG (weapon, FLAG_APPLIED))
2375 { 2027 {
2376 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon)); 2028 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon));
2377 return 0; 2029 return 0;
2378 } 2030 }
2379 2031
2380 if (weapon->nrof > 1) 2032 weapon = weapon->split ();
2381 {
2382 tmp = get_split_ob (weapon, 1);
2383 esrv_send_item (op, weapon);
2384 weapon = tmp;
2385 }
2386 2033
2387 /* create the golem object */ 2034 /* create the golem object */
2388 tmp = arch_to_object (spell->other_arch); 2035 tmp = arch_to_object (spell->other_arch);
2389 2036
2390 /* if animated by a player, give the player control of the golem */ 2037 /* if animated by a player, give the player control of the golem */
2391 CLEAR_FLAG (tmp, FLAG_MONSTER); 2038 CLEAR_FLAG (tmp, FLAG_MONSTER);
2392 SET_FLAG (tmp, FLAG_FRIENDLY);
2393 tmp->stats.exp = 0; 2039 tmp->stats.exp = 0;
2394 add_friendly_object (tmp); 2040 add_friendly_object (tmp);
2395 tmp->type = GOLEM; 2041 tmp->type = GOLEM;
2396 set_owner (tmp, op); 2042 tmp->set_owner (op);
2043 op->contr->golem = tmp;
2397 set_spell_skill (op, caster, spell, tmp); 2044 set_spell_skill (op, caster, spell, tmp);
2398 op->contr->ranges[range_golem] = tmp;
2399 op->contr->shoottype = range_golem;
2400 op->contr->golem_count = tmp->count;
2401 2045
2402 /* Give the weapon to the golem now. A bit of a hack to check the 2046 /* Give the weapon to the golem now. A bit of a hack to check the
2403 * removed flag - it should only be set if get_split_object was 2047 * removed flag - it should only be set if weapon->split was
2404 * used above. 2048 * used above.
2405 */ 2049 */
2406 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2050 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2407 remove_ob (weapon); 2051 weapon->remove ();
2408 insert_ob_in_ob (weapon, tmp); 2052
2409 esrv_send_item (op, weapon); 2053 tmp->insert (weapon);
2054
2410 /* To do everything necessary to let a golem use the weapon is a pain, 2055 /* To do everything necessary to let a golem use the weapon is a pain,
2411 * so instead, just set it as equipped (otherwise, we need to update 2056 * so instead, just set it as equipped (otherwise, we need to update
2412 * body_info, skills, etc) 2057 * body_info, skills, etc)
2413 */ 2058 */
2414 SET_FLAG (tmp, FLAG_USE_WEAPON); 2059 SET_FLAG (tmp, FLAG_USE_WEAPON);
2415 SET_FLAG (weapon, FLAG_APPLIED); 2060 SET_FLAG (weapon, FLAG_APPLIED);
2416 fix_player (tmp); 2061 tmp->update_stats ();
2417 2062
2418 /* There used to be 'odd' code that basically seemed to take the absolute 2063 /* There used to be 'odd' code that basically seemed to take the absolute
2419 * value of the weapon->magic an use that. IMO, that doesn't make sense - 2064 * value of the weapon->magic an use that. IMO, that doesn't make sense -
2420 * if you're using a crappy weapon, it shouldn't be as good. 2065 * if you're using a crappy weapon, it shouldn't be as good.
2421 */ 2066 */
2440 2085
2441 /* attacktype */ 2086 /* attacktype */
2442 if (!tmp->attacktype) 2087 if (!tmp->attacktype)
2443 tmp->attacktype = AT_PHYSICAL; 2088 tmp->attacktype = AT_PHYSICAL;
2444 2089
2445 mt = NULL;
2446 if (op->materialname != NULL)
2447 mt = name_to_material (op->materialname);
2448 if (mt != NULL)
2449 {
2450 for (i = 0; i < NROFATTACKS; i++) 2090 for (i = 0; i < NROFATTACKS; i++)
2451 tmp->resist[i] = 50 - (mt->save[i] * 5); 2091 tmp->resist[i] = 50 - (op->material->save[i] * 5);
2452 a = mt->save[0]; 2092
2453 } 2093 a = op->material->save[0];
2454 else 2094
2455 {
2456 for (i = 0; i < NROFATTACKS; i++)
2457 tmp->resist[i] = 5;
2458 a = 10;
2459 }
2460 /* Set weapon's immunity */ 2095 /* Set weapon's immunity */
2461 tmp->resist[ATNR_CONFUSION] = 100; 2096 tmp->resist[ATNR_CONFUSION] = 100;
2462 tmp->resist[ATNR_POISON] = 100; 2097 tmp->resist[ATNR_POISON] = 100;
2463 tmp->resist[ATNR_SLOW] = 100; 2098 tmp->resist[ATNR_SLOW] = 100;
2464 tmp->resist[ATNR_PARALYZE] = 100; 2099 tmp->resist[ATNR_PARALYZE] = 100;
2470 2105
2471 /* Improve weapon's armour value according to best save vs. physical of its material */ 2106 /* Improve weapon's armour value according to best save vs. physical of its material */
2472 2107
2473 if (a > 14) 2108 if (a > 14)
2474 a = 14; 2109 a = 14;
2110
2475 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); 2111 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2476 2112
2477 /* Determine golem's speed */ 2113 /* Determine golem's speed */
2478 tmp->speed = 0.4 + 0.1 * SP_level_range_adjust (caster, spell); 2114 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2479
2480 if (tmp->speed > 3.33)
2481 tmp->speed = 3.33;
2482 2115
2483 if (!spell->race) 2116 if (!spell->race)
2484 { 2117 {
2485 sprintf (buf, "animated %s", &weapon->name); 2118 sprintf (buf, "animated %s", &weapon->name);
2486 tmp->name = buf; 2119 tmp->name = buf;
2488 tmp->face = weapon->face; 2121 tmp->face = weapon->face;
2489 tmp->animation_id = weapon->animation_id; 2122 tmp->animation_id = weapon->animation_id;
2490 tmp->anim_speed = weapon->anim_speed; 2123 tmp->anim_speed = weapon->anim_speed;
2491 tmp->last_anim = weapon->last_anim; 2124 tmp->last_anim = weapon->last_anim;
2492 tmp->state = weapon->state; 2125 tmp->state = weapon->state;
2493 if (QUERY_FLAG (weapon, FLAG_ANIMATE)) 2126 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2494 {
2495 SET_FLAG (tmp, FLAG_ANIMATE);
2496 }
2497 else
2498 {
2499 CLEAR_FLAG (tmp, FLAG_ANIMATE);
2500 }
2501 update_ob_speed (tmp);
2502 } 2127 }
2503 2128
2504 /* make experience increase in proportion to the strength of the summoned creature. */ 2129 /* make experience increase in proportion to the strength of the summoned creature. */
2505 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell)); 2130 tmp->stats.exp *= 1 + (max (spell->stats.maxgrace, spell->stats.sp) / casting_level (caster, spell));
2506 2131
2507 tmp->speed_left = -1; 2132 tmp->speed_left = -1;
2508 tmp->x = x;
2509 tmp->y = y;
2510 tmp->direction = dir; 2133 tmp->direction = dir;
2511 insert_ob_in_map (tmp, m, op, 0); 2134
2135 m->insert (tmp, x, y, op);
2512 return 1; 2136 return 1;
2513} 2137}
2514 2138
2515/* cast_daylight() - changes the map darkness level *lower* */ 2139/* cast_daylight() - changes the map darkness level *lower* */
2516 2140
2517/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2141/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2518 * This changes the light level for the entire map. 2142 * This changes the light level for the entire map.
2519 */ 2143 */
2520
2521int 2144int
2522cast_change_map_lightlevel (object *op, object *caster, object *spell) 2145cast_change_map_lightlevel (object *op, object *caster, object *spell)
2523{ 2146{
2524 int success; 2147 int success;
2525 2148
2526 if (!op->map) 2149 if (!op->map)
2527 return 0; /* shouldnt happen */ 2150 return 0; /* shouldnt happen */
2528 2151
2529 success = change_map_light (op->map, spell->stats.dam); 2152 success = op->map->change_map_light (spell->stats.dam);
2153
2530 if (!success) 2154 if (!success)
2531 { 2155 {
2532 if (spell->stats.dam < 0) 2156 if (spell->stats.dam < 0)
2533 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2157 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2534 else 2158 else
2535 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2159 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here.");
2536 } 2160 }
2161
2537 return success; 2162 return success;
2538} 2163}
2539
2540
2541
2542
2543 2164
2544/* create an aura spell object and put it in the player's inventory. 2165/* create an aura spell object and put it in the player's inventory.
2545 * as usual, op is player, caster is the object casting the spell, 2166 * as usual, op is player, caster is the object casting the spell,
2546 * spell is the spell object itself. 2167 * spell is the spell object itself.
2547 */ 2168 */
2559 2180
2560 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); 2181 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2561 2182
2562 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 2183 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2563 2184
2564 set_owner (new_aura, op);
2565 set_spell_skill (op, caster, spell, new_aura); 2185 set_spell_skill (op, caster, spell, new_aura);
2566 new_aura->attacktype = spell->attacktype; 2186 new_aura->attacktype = spell->attacktype;
2567 2187
2568 new_aura->level = caster_level (caster, spell); 2188 new_aura->level = casting_level (caster, spell);
2189
2569 if (refresh) 2190 if (refresh)
2570 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2191 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2571 else 2192 else
2572 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2193 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2194
2573 insert_ob_in_ob (new_aura, op); 2195 insert_ob_in_ob (new_aura, op);
2196 new_aura->set_owner (op);
2197
2574 return 1; 2198 return 1;
2575} 2199}
2576
2577 2200
2578/* move aura function. An aura is a part of someone's inventory, 2201/* move aura function. An aura is a part of someone's inventory,
2579 * which he carries with him, but which acts on the map immediately 2202 * which he carries with him, but which acts on the map immediately
2580 * around him. 2203 * around him.
2581 * Aura parameters: 2204 * Aura parameters:
2582 * duration: duration counter. 2205 * duration: duration counter.
2583 * attacktype: aura's attacktype 2206 * attacktype: aura's attacktype
2584 * other_arch: archetype to drop where we attack 2207 * other_arch: archetype to drop where we attack
2585 */ 2208 */
2586
2587void 2209void
2588move_aura (object *aura) 2210move_aura (object *aura)
2589{ 2211{
2590 int i, mflags;
2591 object *env;
2592 mapstruct *m;
2593
2594 /* auras belong in inventories */ 2212 /* auras belong in inventories */
2595 env = aura->env; 2213 object *env = aura->env;
2214 object *owner = aura->owner;
2596 2215
2597 /* no matter what we've gotta remove the aura... 2216 /* no matter what we've gotta remove the aura...
2598 * we'll put it back if its time isn't up. 2217 * we'll put it back if its time isn't up.
2599 */ 2218 */
2600 remove_ob (aura); 2219 aura->remove ();
2601 2220
2602 /* exit if we're out of gas */ 2221 /* exit if we're out of gas */
2603 if (aura->duration-- < 0) 2222 if (aura->duration-- < 0)
2604 { 2223 {
2605 free_object (aura); 2224 aura->destroy ();
2606 return; 2225 return;
2607 } 2226 }
2608 2227
2609 /* auras only exist in inventories */ 2228 /* auras only exist in inventories */
2610 if (env == NULL || env->map == NULL) 2229 if (!env || !env->map)
2611 { 2230 {
2612 free_object (aura); 2231 aura->destroy ();
2613 return; 2232 return;
2614 } 2233 }
2615 aura->x = env->x;
2616 aura->y = env->y;
2617 2234
2618 /* we need to jump out of the inventory for a bit 2235 /* we need to jump out of the inventory for a bit
2619 * in order to hit the map conveniently. 2236 * in order to hit the map conveniently.
2620 */ 2237 */
2621 insert_ob_in_map (aura, env->map, aura, 0); 2238 aura->insert_at (env, aura);
2622 2239
2623 for (i = 1; i < 9; i++) 2240 for (int i = 1; i < 9; i++)
2624 { 2241 {
2625 sint16 nx, ny; 2242 mapxy pos (env);
2243 pos.move (i);
2626 2244
2627 nx = aura->x + freearr_x[i];
2628 ny = aura->y + freearr_y[i];
2629 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2630
2631 /* Consider the movement tyep of the person with the aura as 2245 /* Consider the movement type of the person with the aura as
2632 * movement type of the aura. Eg, if the player is flying, the aura 2246 * movement type of the aura. Eg, if the player is flying, the aura
2633 * is flying also, if player is walking, it is on the ground, etc. 2247 * is flying also, if player is walking, it is on the ground, etc.
2634 */ 2248 */
2635 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny)))) 2249 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2636 { 2250 {
2637 hit_map (aura, i, aura->attacktype, 0); 2251 hit_map (aura, i, aura->attacktype, 0);
2638 2252
2639 if (aura->other_arch) 2253 if (aura->other_arch)
2640 {
2641 object *new_ob;
2642
2643 new_ob = arch_to_object (aura->other_arch); 2254 pos.insert (arch_to_object (aura->other_arch), aura);
2644 new_ob->x = nx;
2645 new_ob->y = ny;
2646 insert_ob_in_map (new_ob, m, aura, 0);
2647 } 2255 }
2648 }
2649 } 2256 }
2257
2650 /* put the aura back in the player's inventory */ 2258 /* put the aura back in the player's inventory */
2651 remove_ob (aura); 2259 env->insert (aura);
2652 insert_ob_in_ob (aura, env); 2260 aura->set_owner (owner);
2653} 2261}
2654 2262
2655/* moves the peacemaker spell. 2263/* moves the peacemaker spell.
2656 * op is the piece object. 2264 * op is the piece object.
2657 */ 2265 */
2658
2659void 2266void
2660move_peacemaker (object *op) 2267move_peacemaker (object *op)
2661{ 2268{
2662 object *tmp; 2269 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2663
2664 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2665 { 2270 {
2666 int atk_lev, def_lev; 2271 int atk_lev, def_lev;
2667 object *victim = tmp; 2272 object *victim = tmp->head_ ();
2668 2273
2669 if (tmp->head)
2670 victim = tmp->head;
2671 if (!QUERY_FLAG (victim, FLAG_MONSTER)) 2274 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2672 continue; 2275 continue;
2276
2673 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2277 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2674 continue; 2278 continue;
2279
2675 if (victim->stats.exp == 0) 2280 if (victim->stats.exp == 0)
2676 continue; 2281 continue;
2677 2282
2678 def_lev = MAX (1, victim->level); 2283 def_lev = max (1, victim->level);
2679 atk_lev = MAX (1, op->level); 2284 atk_lev = max (1, op->level);
2680 2285
2681 if (rndm (0, atk_lev - 1) > def_lev) 2286 if (rndm (0, atk_lev - 1) > def_lev)
2682 { 2287 {
2683 /* make this sucker peaceful. */ 2288 /* make this sucker peaceful. */
2684 2289
2290 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2685 change_exp (get_owner (op), victim->stats.exp, op->skill, 0); 2291 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2686 victim->stats.exp = 0; 2292 victim->stats.exp = 0;
2687#if 0 2293#if 0
2688 /* No idea why these were all set to zero - if something 2294 /* No idea why these were all set to zero - if something
2689 * makes this creature agressive, he should still do damage. 2295 * makes this creature agressive, he should still do damage.
2690 */ 2296 */
2696 victim->attack_movement = RANDO2; 2302 victim->attack_movement = RANDO2;
2697 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2303 SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2698 SET_FLAG (victim, FLAG_RUN_AWAY); 2304 SET_FLAG (victim, FLAG_RUN_AWAY);
2699 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2305 SET_FLAG (victim, FLAG_RANDOM_MOVE);
2700 CLEAR_FLAG (victim, FLAG_MONSTER); 2306 CLEAR_FLAG (victim, FLAG_MONSTER);
2307
2701 if (victim->name) 2308 if (victim->name)
2702 {
2703 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name); 2309 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2704 } 2310 }
2705 }
2706 } 2311 }
2707} 2312}
2708
2709 2313
2710/* This writes a rune that contains the appropriate message. 2314/* This writes a rune that contains the appropriate message.
2711 * There really isn't any adjustments we make. 2315 * There really isn't any adjustments we make.
2712 */ 2316 */
2713
2714int 2317int
2715write_mark (object *op, object *spell, const char *msg) 2318write_mark (object *op, object *spell, const char *msg)
2716{ 2319{
2717 char rune[HUGE_BUF];
2718 object *tmp;
2719
2720 if (!msg || msg[0] == 0) 2320 if (!msg || msg[0] == 0)
2721 { 2321 {
2722 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2322 new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2723 return 0; 2323 return 0;
2724 } 2324 }
2725 2325
2726 if (strcasestr_local (msg, "endmsg")) 2326 if (!msg_is_safe (msg))
2727 { 2327 {
2728 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?"); 2328 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?");
2729 LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg); 2329 LOG (llevInfo, "write_mark: player %s tried to write bogus rune %s\n", &op->name, msg);
2730 return 0; 2330 return 0;
2731 } 2331 }
2332
2732 if (!spell->other_arch) 2333 if (!spell->other_arch)
2733 return 0; 2334 return 0;
2335
2734 tmp = arch_to_object (spell->other_arch); 2336 object *tmp = arch_to_object (spell->other_arch);
2735
2736 snprintf (rune, sizeof (rune), "%s\n", msg);
2737 2337
2738 tmp->race = op->name; /*Save the owner of the rune */ 2338 tmp->race = op->name; /*Save the owner of the rune */
2739 tmp->msg = rune; 2339 tmp->msg = msg;
2740 tmp->x = op->x; 2340
2741 tmp->y = op->y; 2341 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2742 insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR); 2342
2743 return 1; 2343 return 1;
2744} 2344}
2345

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines