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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.13 by root, Sat Sep 16 22:24:13 2006 UTC vs.
Revision 1.115 by root, Sun Nov 29 09:41:28 2009 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <object.h> 26#include <object.h>
26#include <living.h> 27#include <living.h>
27#ifndef __CEXTRACT__
28# include <sproto.h> 28#include <sproto.h>
29#endif
30#include <spells.h> 29#include <spells.h>
31#include <sounds.h> 30#include <sounds.h>
32 31
33/* cast_magic_storm: This is really used mostly for spell 32/* cast_magic_storm: This is really used mostly for spell
34 * fumbles at the like. tmp is the object to propogate. 33 * fumbles at the like. tmp is the object to propogate.
37void 36void
38cast_magic_storm (object *op, object *tmp, int lvl) 37cast_magic_storm (object *op, object *tmp, int lvl)
39{ 38{
40 if (!tmp) 39 if (!tmp)
41 return; /* error */ 40 return; /* error */
41
42 tmp->level = op->level; 42 tmp->level = op->level;
43 tmp->x = op->x;
44 tmp->y = op->y;
45 tmp->range += lvl / 5; /* increase the area of destruction */ 43 tmp->range += lvl / 5; /* increase the area of destruction */
46 tmp->duration += lvl / 5; 44 tmp->duration += lvl / 5;
47 45
48 /* 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
49 * 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
50 * multiple times. Also, damge already increases with level, 48 * multiple times. Also, damge already increases with level,
51 * 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.
52 */ 50 */
53 if (tmp->duration >= 40) 51 if (tmp->duration >= 40)
54 tmp->duration = 40; 52 tmp->duration = 40;
53
55 tmp->stats.dam = lvl; /* nasty recoils! */ 54 tmp->stats.dam = lvl; /* nasty recoils! */
56 tmp->stats.maxhp = tmp->count; /* tract single parent */ 55 tmp->stats.maxhp = tmp->count; /* tract single parent */
57 insert_ob_in_map (tmp, op->map, op, 0);
58 56
57 tmp->insert_at (op, op);
59} 58}
60
61 59
62int 60int
63recharge (object *op, object *caster, object *spell_ob) 61recharge (object *op, object *caster, object *spell_ob)
64{ 62{
65 object *wand, *tmp; 63 object *wand, *tmp;
66 int ncharges; 64 int ncharges;
67 65
68 wand = find_marked_object (op); 66 wand = find_marked_object (op);
69 if (wand == NULL || wand->type != WAND) 67 if (!wand || wand->type != WAND)
70 { 68 {
71 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.");
72 return 0; 70 return 0;
73 } 71 }
74 if (!(random_roll (0, 3, op, PREFER_HIGH))) 72 if (!(random_roll (0, 3, op, PREFER_HIGH)))
75 { 73 {
76 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));
77 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE); 75 op->play_sound (sound_find ("ob_explode"));
78 esrv_del_item (op->contr, wand->count); 76 wand->destroy ();
79 remove_ob (wand);
80 free_object (wand);
81 tmp = get_archetype ("fireball"); 77 tmp = get_archetype (shstr_fireball);
82 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
83 if (!tmp->stats.dam) 80 if (!tmp->stats.dam)
84 tmp->stats.dam = 1; 81 tmp->stats.dam = 1;
82
85 tmp->stats.hp = tmp->stats.dam / 2; 83 tmp->stats.hp = tmp->stats.dam / 2;
84
86 if (tmp->stats.hp < 2) 85 if (tmp->stats.hp < 2)
87 tmp->stats.hp = 2; 86 tmp->stats.hp = 2;
88 tmp->x = op->x; 87
89 tmp->y = op->y; 88 tmp->insert_at (op);
90 insert_ob_in_map (tmp, op->map, NULL, 0);
91 return 1; 89 return 1;
92 } 90 }
93 91
94 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
95 if (wand->inv && wand->inv->level) 94 if (wand->inv && wand->inv->level)
96 ncharges /= wand->inv->level; 95 ncharges /= wand->inv->level;
97 else 96 else
98 { 97 {
99 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));
100 return 0; 99 return 0;
101 } 100 }
101
102 if (!ncharges) 102 if (!ncharges)
103 ncharges = 1; 103 ncharges = 1;
104 104
105 wand->stats.food += ncharges; 105 wand->stats.food += ncharges;
106 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
107 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE)) 108 if (wand->arch && QUERY_FLAG (wand->arch, FLAG_ANIMATE))
108 { 109 {
109 SET_FLAG (wand, FLAG_ANIMATE); 110 SET_FLAG (wand, FLAG_ANIMATE);
110 wand->speed = wand->arch->clone.speed; 111 wand->set_speed (wand->arch->speed);
111 update_ob_speed (wand);
112 } 112 }
113
113 return 1; 114 return 1;
114} 115}
115 116
116/* 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
117 * 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
121 * great a plus, the default is used. 122 * great a plus, the default is used.
122 * 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
123 * 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
124 * create nonnmagic arrows, or even -1, etc... 125 * create nonnmagic arrows, or even -1, etc...
125 */ 126 */
126
127int 127int
128cast_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)
129{ 129{
130 int missile_plus = 0, bonus_plus = 0; 130 int bonus_plus = 0;
131 const char *missile_name; 131 const char *missile_name = "arrow";
132 object *tmp, *missile;
133 132
134 missile_name = "arrow";
135
136 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 133 for (object *tmp = op->inv; tmp; tmp = tmp->below)
137 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) 134 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED))
138 missile_name = tmp->race; 135 missile_name = tmp->race;
139 136
140 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); 137 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
141 138
142 if (archetype::find (missile_name) == NULL) 139 archetype *missile_arch = archetype::find (missile_name);
140
141 if (!missile_arch)
143 { 142 {
144 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);
145 return 0; 144 return 0;
146 } 145 }
147 146
148 missile = get_archetype (missile_name); 147 object *missile = missile_arch->instance ();
149 148
150 if (stringarg) 149 if (spellparam)
151 { 150 {
152 /* If it starts with a letter, presume it is a description */ 151 /* If it starts with a letter, presume it is a description */
153 if (isalpha (*stringarg)) 152 if (isalpha (*spellparam))
154 { 153 {
155 artifact *al = find_artifactlist (missile->type)->items; 154 artifact *al = find_artifactlist (missile->type)->items;
156 155
157 for (; al != NULL; al = al->next) 156 for (; al; al = al->next)
158 if (!strcasecmp (al->item->name, stringarg)) 157 if (!strcasecmp (al->item->name, spellparam))
159 break; 158 break;
160 159
161 if (!al) 160 if (!al)
162 { 161 {
163 free_object (missile); 162 missile->destroy ();
164 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);
165 return 0; 164 return 0;
166 } 165 }
167 166
168 if (al->item->slaying) 167 if (al->item->slaying)
169 { 168 {
170 free_object (missile); 169 missile->destroy ();
171 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);
172 return 0; 171 return 0;
173 } 172 }
174 173
175 give_artifact_abilities (missile, al->item); 174 give_artifact_abilities (missile, al->item);
176 /* 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 -
177 * 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
178 * the parsing of having to do both plus and type. 177 * the parsing of having to do both plus and type.
179 */ 178 */
180 bonus_plus = 1 + (al->item->value / 5); 179 bonus_plus = 1 + (al->item->value / 5);
181 missile_plus = 0; 180 missile_plus = 0;
182 } 181 }
183 else if (atoi (stringarg) < missile_plus) 182 else if (atoi (spellparam) < missile_plus)
184 missile_plus = atoi (stringarg); 183 missile_plus = atoi (spellparam);
185 } 184 }
186 185
187 if (missile_plus > 4) 186 missile_plus = clamp (missile_plus, -4, 4);
188 missile_plus = 4;
189 else if (missile_plus < -4)
190 missile_plus = -4;
191 187
192 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 188 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
193 missile->nrof -= 3 * (missile_plus + bonus_plus); 189 missile->nrof -= 3 * (missile_plus + bonus_plus);
194 190
195 if (missile->nrof < 1) 191 if (missile->nrof < 1)
207 return 1; 203 return 1;
208} 204}
209 205
210 206
211/* allows the choice of what sort of food object to make. 207/* allows the choice of what sort of food object to make.
212 * 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*/
213int 209int
214cast_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)
215{ 211{
216 int food_value; 212 int food_value;
217 archetype *at = NULL; 213 archetype *at = NULL;
218 object *new_op; 214 object *new_op;
219 215
220 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);
221 217
222 if (stringarg) 218 if (spellparam)
223 { 219 {
224 at = find_archetype_by_object_type_name (FOOD, stringarg); 220 at = find_archetype_by_object_type_name (FOOD, spellparam);
225 if (at == NULL) 221 if (at == NULL)
226 at = find_archetype_by_object_type_name (DRINK, stringarg); 222 at = find_archetype_by_object_type_name (DRINK, spellparam);
227 if (at == NULL || at->clone.stats.food > food_value) 223 if (at == NULL || at->stats.food > food_value)
228 stringarg = NULL; 224 spellparam = NULL;
229 } 225 }
230 226
231 if (!stringarg) 227 if (!spellparam)
232 { 228 {
233 archetype *at_tmp; 229 archetype *at_tmp;
234 230
235 /* We try to find the archetype with the maximum food value. 231 /* We try to find the archetype with the maximum food value.
236 * This removes the dependancy of hard coded food values in this 232 * This removes the dependancy of hard coded food values in this
238 * 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
239 * to be altered from the donor. 235 * to be altered from the donor.
240 */ 236 */
241 237
242 /* We assume the food items don't have multiple parts */ 238 /* We assume the food items don't have multiple parts */
243 for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next) 239 for_all_archetypes (at_tmp)
244 { 240 {
245 if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK) 241 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
246 { 242 {
247 /* Basically, if the food value is something that is creatable 243 /* Basically, if the food value is something that is creatable
248 * under the limits of the spell and it is higher than 244 * under the limits of the spell and it is higher than
249 * the item we have now, take it instead. 245 * the item we have now, take it instead.
250 */ 246 */
251 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)))
252 at = at_tmp; 252 at = at_tmp;
253 } 253 }
254 } 254 }
255 } 255 }
256
256 /* 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
257 * know 258 * know
258 */ 259 */
259 if (!at) 260 if (!at)
260 { 261 {
261 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.");
262 return 0; 263 return 0;
263 } 264 }
264 265
265 food_value /= at->clone.stats.food; 266 food_value /= at->stats.food;
266 new_op = arch_to_object (at); 267 new_op = arch_to_object (at);
267 new_op->nrof = food_value; 268 new_op->nrof = food_value;
268 269
269 new_op->value = 0; 270 new_op->value = 0;
270 if (new_op->nrof < 1) 271 if (new_op->nrof < 1)
279{ 280{
280 int r, mflags, maxrange; 281 int r, mflags, maxrange;
281 object *tmp; 282 object *tmp;
282 maptile *m; 283 maptile *m;
283 284
284
285 if (!dir) 285 if (!dir)
286 { 286 {
287 examine_monster (op, op); 287 examine_monster (op, op);
288 return 1; 288 return 1;
289 } 289 }
290
290 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 291 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
291 for (r = 1; r < maxrange; r++) 292 for (r = 1; r < maxrange; r++)
292 { 293 {
293 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];
294 295
301 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) 302 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC))
302 { 303 {
303 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 304 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
304 return 0; 305 return 0;
305 } 306 }
307
306 if (mflags & P_IS_ALIVE) 308 if (mflags & P_IS_ALIVE)
307 { 309 {
308 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)
309 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)))
310 { 312 {
311 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 313 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
312 if (tmp->head != NULL) 314 if (tmp->head != NULL)
313 tmp = tmp->head; 315 tmp = tmp->head;
314 examine_monster (op, tmp); 316 examine_monster (op, tmp);
315 return 1; 317 return 1;
316 } 318 }
317 } 319 }
318 } 320 }
321
319 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); 322 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
320 return 1; 323 return 1;
321} 324}
322
323 325
324/* This checks to see if 'pl' is invisible to 'mon'. 326/* This checks to see if 'pl' is invisible to 'mon'.
325 * does race check, undead check, etc 327 * does race check, undead check, etc
326 * Returns TRUE if mon can't see pl, false 328 * Returns TRUE if mon can't see pl, false
327 * otherwise. This doesn't check range, walls, etc. It 329 * otherwise. This doesn't check range, walls, etc. It
329 * pl is invisible. 331 * pl is invisible.
330 */ 332 */
331int 333int
332makes_invisible_to (object *pl, object *mon) 334makes_invisible_to (object *pl, object *mon)
333{ 335{
334
335 if (!pl->invisible) 336 if (!pl->invisible)
336 return 0; 337 return 0;
338
337 if (pl->type == PLAYER) 339 if (pl->type == PLAYER)
338 { 340 {
339 /* If race isn't set, then invisible unless it is undead */ 341 /* If race isn't set, then invisible unless it is undead */
340 if (!pl->contr->invis_race) 342 if (!pl->contr->invis_race)
341 { 343 {
342 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 344 if (QUERY_FLAG (mon, FLAG_UNDEAD))
343 return 0; 345 return 0;
346
344 return 1; 347 return 1;
345 } 348 }
349
346 /* invis_race is set if we get here */ 350 /* invis_race is set if we get here */
347 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 351 if (pl->contr->invis_race == shstr_undead && is_true_undead (mon))
348 return 1; 352 return 1;
353
349 /* No race, can't be invisible to it */ 354 /* No race, can't be invisible to it */
350 if (!mon->race) 355 if (!mon->race)
351 return 0; 356 return 0;
357
352 if (strstr (mon->race, pl->contr->invis_race)) 358 if (mon->race.contains (pl->contr->invis_race))
353 return 1; 359 return 1;
360
354 /* Nothing matched above, return 0 */ 361 /* Nothing matched above, return 0 */
355 return 0; 362 return 0;
356 } 363 }
357 else 364 else
358 { 365 {
371 * normal applies. 378 * normal applies.
372 */ 379 */
373int 380int
374cast_invisible (object *op, object *caster, object *spell_ob) 381cast_invisible (object *op, object *caster, object *spell_ob)
375{ 382{
376 object *tmp;
377
378 if (op->invisible > 1000) 383 if (op->invisible > 1000)
379 { 384 {
380 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");
381 return 0; 386 return 0;
382 } 387 }
398 else 403 else
399 op->contr->tmp_invis = 1; 404 op->contr->tmp_invis = 1;
400 405
401 op->contr->hidden = 0; 406 op->contr->hidden = 0;
402 } 407 }
408
403 if (makes_invisible_to (op, op)) 409 if (makes_invisible_to (op, op))
404 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!");
405 else 411 else
406 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!"); 412 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
407 413
408 update_object (op, UP_OBJ_FACE); 414 update_object (op, UP_OBJ_CHANGE);
409 415
410 /* Only search the active objects - only these should actually do 416 /* Only search the active objects - only these should actually do
411 * harm to the player. 417 * harm to the player.
412 */ 418 */
413 for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) 419 for_all_actives (tmp)
414 if (tmp->enemy == op) 420 if (tmp->enemy == op)
415 tmp->enemy = NULL; 421 tmp->enemy = 0;
422
416 return 1; 423 return 1;
417} 424}
418 425
419/* earth to dust spell. Basically destroys earthwalls in the area. 426/* earth to dust spell. Basically destroys earthwalls in the area.
420 */ 427 */
421int 428int
422cast_earth_to_dust (object *op, object *caster, object *spell_ob) 429cast_earth_to_dust (object *op, object *caster, object *spell_ob)
423{ 430{
424 object *tmp, *next;
425 int range, i, j, mflags; 431 int range, i, j, mflags;
426 sint16 sx, sy; 432 sint16 sx, sy;
427 maptile *m; 433 maptile *m;
428
429 if (op->type != PLAYER)
430 return 0;
431 434
432 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 435 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
433 436
434 for (i = -range; i <= range; i++) 437 for (i = -range; i <= range; i++)
435 for (j = -range; j <= range; j++) 438 for (j = -range; j <= range; j++)
440 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 443 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
441 444
442 if (mflags & P_OUT_OF_MAP) 445 if (mflags & P_OUT_OF_MAP)
443 continue; 446 continue;
444 447
445 // earth to dust tears down everything that can be teared down 448 // earth to dust tears down everything that can be torn down
446 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)
447 { 450 {
448 next = tmp->above; 451 next = tmp->above;
452
449 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 453 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
450 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 454 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
451 } 455 }
452 } 456 }
457
453 return 1; 458 return 1;
454} 459}
455
456 460
457void 461void
458execute_word_of_recall (object *op) 462execute_word_of_recall (object *op)
459{ 463{
460 object *wor = op; 464 if (object *pl = op->in_player ())
461
462 while (op != NULL && op->type != PLAYER)
463 op = op->env;
464
465 if (op != NULL && op->map)
466 { 465 {
467 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))
468 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.");
469 else 468 else
470 enter_exit (op, wor); 469 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
471 } 470 }
472 remove_ob (wor); 471
473 free_object (wor); 472 op->destroy ();
474} 473}
475 474
476/* Word of recall causes the player to return 'home'. 475/* Word of recall causes the player to return 'home'.
477 * 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
478 * time delay effect. 477 * time delay effect.
491 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.");
492 return 1; 491 return 1;
493 } 492 }
494 493
495 dummy = get_archetype (FORCE_NAME); 494 dummy = get_archetype (FORCE_NAME);
496 if (dummy == NULL) 495
496 if (!dummy)
497 { 497 {
498 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 498 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
499 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); 499 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
500 return 0; 500 return 0;
501 } 501 }
502
502 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob); 503 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob);
503 if (time < 1) 504 if (time < 1)
504 time = 1; 505 time = 1;
505 506
506 /* 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
507 * 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
508 * do anything really odd if it say a -1000 or something. 509 * do anything really odd if it say a -1000 or something.
509 */ 510 */
510 dummy->speed = 0.002; 511 dummy->set_speed (0.002);
511 update_ob_speed (dummy);
512 dummy->speed_left = -dummy->speed * time; 512 dummy->speed_left = -dummy->speed * time;
513 dummy->type = SPELL_EFFECT; 513 dummy->type = SPELL_EFFECT;
514 dummy->subtype = SP_WORD_OF_RECALL; 514 dummy->subtype = SP_WORD_OF_RECALL;
515 515
516 /* 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
517 * nice, but until the map load fails, we can't. 517 * nice, but until the map load fails, we can't.
518 */ 518 */
519 EXIT_PATH (dummy) = op->contr->savebed_map; 519 EXIT_PATH (dummy) = op->contr->savebed_map;
520 EXIT_X (dummy) = op->contr->bed_x; 520 EXIT_X (dummy) = op->contr->bed_x;
521 EXIT_Y (dummy) = op->contr->bed_y; 521 EXIT_Y (dummy) = op->contr->bed_y;
522 522
523 (void) insert_ob_in_ob (dummy, op); 523 op->insert (dummy);
524
524 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
525 return 1; 527 return 1;
526} 528}
527 529
528/* cast_wonder 530/* cast_wonder
529 * wonder is really just a spell that will likely cast another 531 * wonder is really just a spell that will likely cast another
559 return cast_spell (op, caster, dir, newspell, NULL); 561 return cast_spell (op, caster, dir, newspell, NULL);
560 } 562 }
561 return 1; 563 return 1;
562} 564}
563 565
564
565int 566int
566perceive_self (object *op) 567perceive_self (object *op)
567{ 568{
568 char *cp = describe_item (op, op), buf[MAX_BUF]; 569 const char *cp = describe_item (op, op);
569 archetype *at = archetype::find (ARCH_DEPLETION); 570 archetype *at = archetype::find (shstr_depletion);
570 object *tmp;
571 int i;
572 571
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
573 tmp = find_god (determine_god (op)); 580 if (object *god = find_god (determine_god (op)))
574 if (tmp) 581 buf << " - You worship " << &god->name << ".\n";
575 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
576 else 582 else
577 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); 583 buf << " - You worship no god.\n";
578 584
579 tmp = present_arch_in_ob (at, op); 585 object *tmp = present_arch_in_ob (at, op);
580 586
581 if (*cp == '\0' && tmp == NULL) 587 if (*cp == '\0' && !tmp)
582 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 588 buf << " - You feel very mundane. ";
583 else 589 else
584 { 590 {
585 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 591 buf << " - You have: " << cp << ".\n";
586 new_draw_info (NDI_UNIQUE, 0, op, cp); 592
587 if (tmp != NULL) 593 if (tmp)
588 {
589 for (i = 0; i < NUM_STATS; i++) 594 for (int i = 0; i < NUM_STATS; i++)
590 { 595 if (tmp->stats.stat (i) < 0)
591 if (get_attr_value (&tmp->stats, i) < 0) 596 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
592 {
593 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i)));
594 }
595 }
596 }
597 } 597 }
598 598
599 if (is_dragon_pl (op)) 599 if (is_dragon_pl (op))
600 {
601 /* now grab the 'dragon_ability'-force from the player's inventory */ 600 /* now grab the 'dragon_ability'-force from the player's inventory */
602 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 601 for (tmp = op->inv; tmp; tmp = tmp->below)
603 { 602 {
604 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 603 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
605 { 604 {
606 if (tmp->stats.exp == 0) 605 if (tmp->stats.exp == 0)
607 {
608 sprintf (buf, "Your metabolism isn't focused on anything."); 606 buf << " - Your metabolism isn't focused on anything.\n";
609 }
610 else 607 else
611 {
612 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";
613 } 609
614 new_draw_info (NDI_UNIQUE, 0, op, buf);
615 break; 610 break;
616 } 611 }
617 } 612 }
618 } 613
614 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
615
619 return 1; 616 return 1;
620} 617}
621
622/* int cast_create_town_portal (object *op, object *caster, int dir)
623 *
624 * This function cast the spell of town portal for op
625 *
626 * The spell operates in two passes. During the first one a place
627 * is marked as a destination for the portal. During the second one,
628 * 2 portals are created, one in the position the player cast it and
629 * one in the destination place. The portal are synchronized and 2 forces
630 * are inserted in the player to destruct the portal next time player
631 * creates a new portal pair.
632 * This spell has a side effect that it allows people to meet each other
633 * in a permanent, private, appartements by making a town portal from it
634 * to the town or another public place. So, check if the map is unique and if
635 * so return an error
636 *
637 * Code by Tchize (david.delbecq@usa.net)
638 */
639int
640cast_create_town_portal (object *op, object *caster, object *spell, int dir)
641{
642 object *dummy, *force, *old_force, *tmp;
643 archetype *perm_portal;
644 char portal_name[1024], portal_message[1024];
645 sint16 exitx, exity;
646 maptile *exitmap;
647 int op_level;
648
649
650 /* Check to see if the map the player is currently on is a per player unique
651 * map. This can be determined in that per player unique maps have the
652 * full pathname listed.
653 */
654 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
655 {
656 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
657 return 0;
658 }
659
660 /* The first thing to do is to check if we have a marked destination
661 * dummy is used to make a check inventory for the force
662 */
663 dummy = arch_to_object (spell->other_arch);
664 if (dummy == NULL)
665 {
666 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
667 LOG (llevError, "get_object failed (force in cast_create_town_portal for %s!\n", &op->name);
668 return 0;
669 }
670 force = check_inv_recursive (op, dummy);
671
672 if (force == NULL)
673 {
674 /* Here we know there is no destination marked up.
675 * We have 2 things to do:
676 * 1. Mark the destination in the player inventory.
677 * 2. Let the player know it worked.
678 */
679 dummy->name = op->map->path;
680 EXIT_X (dummy) = op->x;
681 EXIT_Y (dummy) = op->y;
682 insert_ob_in_ob (dummy, op);
683 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.");
684 return 1;
685 }
686 free_object (dummy);
687
688 /* Here we know where the town portal should go to
689 * We should kill any existing portal associated with the player.
690 * Than we should create the 2 portals.
691 * For each of them, we need:
692 * - To create the portal with the name of the player+destination map
693 * - set the owner of the town portal
694 * - To mark the position of the portal in the player's inventory
695 * for easier destruction.
696 *
697 * The mark works has follow:
698 * slaying: Existing town portal
699 * hp, sp : x & y of the associated portal
700 * name : name of the portal
701 * race : map the portal is in
702 */
703
704 /* First step: killing existing town portals */
705 dummy = get_archetype (spell->race);
706 if (dummy == NULL)
707 {
708 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
709 LOG (llevError, "get_object failed (force) in cast_create_town_portal for %s!\n", &op->name);
710 return 0;
711 }
712 perm_portal = archetype::find (spell->slaying);
713
714 /* To kill a town portal, we go trough the player's inventory,
715 * for each marked portal in player's inventory,
716 * -We try load the associated map (if impossible, consider the portal destructed)
717 * -We find any portal in the specified location.
718 * If it has the good name, we destruct it.
719 * -We destruct the force indicating that portal.
720 */
721 while ((old_force = check_inv_recursive (op, dummy)))
722 {
723 exitx = EXIT_X (old_force);
724 exity = EXIT_Y (old_force);
725 LOG (llevDebug, "Trying to kill a portal in %s (%d,%d)\n", &old_force->race, exitx, exity);
726
727 if (!strncmp (old_force->race, settings.localdir, strlen (settings.localdir)))
728 exitmap = ready_map_name (old_force->race, MAP_PLAYER_UNIQUE);
729 else
730 exitmap = ready_map_name (old_force->race, 0);
731
732 if (exitmap)
733 {
734 tmp = present_arch (perm_portal, exitmap, exitx, exity);
735 while (tmp)
736 {
737 if (tmp->name == old_force->name)
738 {
739 remove_ob (tmp);
740 free_object (tmp);
741 break;
742 }
743 else
744 {
745 tmp = tmp->above;
746 }
747 }
748 }
749 remove_ob (old_force);
750 free_object (old_force);
751 LOG (llevDebug, "\n");
752 }
753 free_object (dummy);
754
755 /* Creating the portals.
756 * The very first thing to do is to ensure
757 * access to the destination map.
758 * If we can't, don't fizzle. Simply warn player.
759 * This ensure player pays his mana for the spell
760 * because HE is responsible of forgotting.
761 * 'force' is the destination of the town portal, which we got
762 * from the players inventory above.
763 */
764
765 /* Ensure exit map is loaded */
766 if (!strncmp (force->name, settings.localdir, strlen (settings.localdir)))
767 exitmap = ready_map_name (force->name, MAP_PLAYER_UNIQUE);
768 else
769 exitmap = ready_map_name (force->name, 0);
770
771 /* If we were unable to load (ex. random map deleted), warn player */
772 if (exitmap == NULL)
773 {
774 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
775 remove_ob (force);
776 free_object (force);
777 return 1;
778 }
779
780 op_level = caster_level (caster, spell);
781 if (op_level < 15)
782 snprintf (portal_message, 1024,
783 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
784 &op->name);
785 else if (op_level < 30)
786 snprintf (portal_message, 1024,
787 "\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);
788 else if (op_level < 60)
789 snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
790 else
791 snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",
792 &op->name);
793
794 /* Create a portal in front of player
795 * dummy contain the portal and
796 * force contain the track to kill it later
797 */
798
799 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
800 dummy = get_archetype (spell->slaying); /*The portal */
801 if (dummy == NULL)
802 {
803 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
804 LOG (llevError, "get_object failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
805 return 0;
806 }
807 EXIT_PATH (dummy) = force->name;
808 EXIT_X (dummy) = EXIT_X (force);
809 EXIT_Y (dummy) = EXIT_Y (force);
810 dummy->name = dummy->name_pl = portal_name;
811 dummy->msg = portal_message;
812 dummy->race = op->name; /*Save the owner of the portal */
813 cast_create_obj (op, caster, dummy, 0);
814
815 /* Now we need to to create a town portal marker inside the player
816 * object, so on future castings, we can know that he has an active
817 * town portal.
818 */
819 tmp = get_archetype (spell->race);
820 if (tmp == NULL)
821 {
822 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
823 LOG (llevError, "get_object failed (force) in cast_create_town_portal for %s!\n", &op->name);
824 return 0;
825 }
826 tmp->race = op->map->path;
827 tmp->name = portal_name;
828 EXIT_X (tmp) = dummy->x;
829 EXIT_Y (tmp) = dummy->y;
830 insert_ob_in_ob (tmp, op);
831
832 /* Create a portal in the destination map
833 * dummy contain the portal and
834 * force the track to kill it later
835 * the 'force' variable still contains the 'reminder' of
836 * where this portal goes to.
837 */
838 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, op->map->path);
839 dummy = get_archetype (spell->slaying); /*The portal */
840 if (dummy == NULL)
841 {
842 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
843 LOG (llevError, "get_object failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
844 return 0;
845 }
846 EXIT_PATH (dummy) = op->map->path;
847 EXIT_X (dummy) = op->x;
848 EXIT_Y (dummy) = op->y;
849 dummy->name = dummy->name_pl = portal_name;
850 dummy->msg = portal_message;
851 dummy->x = EXIT_X (force);
852 dummy->y = EXIT_Y (force);
853 dummy->race = op->name; /*Save the owner of the portal */
854 insert_ob_in_map (dummy, exitmap, op, 0);
855
856 /* Now we create another town portal marker that
857 * points back to the one we just made
858 */
859 tmp = get_archetype (spell->race);
860 if (tmp == NULL)
861 {
862 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
863 LOG (llevError, "get_object failed (force) in cast_create_town_portal for %s!\n", &op->name);
864 return 0;
865 }
866 tmp->race = force->name;
867 tmp->name = portal_name;
868 EXIT_X (tmp) = dummy->x;
869 EXIT_Y (tmp) = dummy->y;
870 insert_ob_in_ob (tmp, op);
871
872 /* Describe the player what happened
873 */
874 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
875 remove_ob (force); /* Delete the force inside the player */
876 free_object (force);
877 return 1;
878}
879
880 618
881/* This creates magic walls. Really, it can create most any object, 619/* This creates magic walls. Really, it can create most any object,
882 * within some reason. 620 * within some reason.
883 */ 621 */
884
885int 622int
886magic_wall (object *op, object *caster, int dir, object *spell_ob) 623magic_wall (object *op, object *caster, int dir, object *spell_ob)
887{ 624{
888 object *tmp, *tmp2; 625 object *tmp;
889 int i, posblocked, negblocked, maxrange; 626 int i, posblocked, negblocked, maxrange;
890 sint16 x, y; 627 sint16 x, y;
891 maptile *m; 628 maptile *m;
892 const char *name; 629 const char *name;
893 archetype *at; 630 archetype *at;
901 else 638 else
902 { 639 {
903 x = op->x + freearr_x[dir]; 640 x = op->x + freearr_x[dir];
904 y = op->y + freearr_y[dir]; 641 y = op->y + freearr_y[dir];
905 } 642 }
643
906 m = op->map; 644 m = op->map;
907 645
908 if ((spell_ob->move_block || x != op->x || y != op->y) && 646 if ((spell_ob->move_block || x != op->x || y != op->y) &&
909 (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) ||
910 ((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)))
911 { 649 {
912 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.");
913 return 0; 651 return 0;
914 } 652 }
653
915 if (spell_ob->other_arch) 654 if (spell_ob->other_arch)
916 {
917 tmp = arch_to_object (spell_ob->other_arch); 655 tmp = arch_to_object (spell_ob->other_arch);
918 }
919 else if (spell_ob->race) 656 else if (spell_ob->race)
920 { 657 {
921 char buf1[MAX_BUF]; 658 char buf1[MAX_BUF];
922 659
923 sprintf (buf1, spell_ob->race, dir); 660 sprintf (buf1, spell_ob->race, dir);
926 { 663 {
927 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 664 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
928 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 665 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
929 return 0; 666 return 0;
930 } 667 }
668
931 tmp = arch_to_object (at); 669 tmp = arch_to_object (at);
932 } 670 }
933 else 671 else
934 { 672 {
935 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);
945 } 683 }
946 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 684 else if (QUERY_FLAG (tmp, FLAG_ALIVE))
947 { 685 {
948 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);
949 tmp->stats.maxhp = tmp->stats.hp; 687 tmp->stats.maxhp = tmp->stats.hp;
950 set_owner (tmp, op);
951 set_spell_skill (op, caster, spell_ob, tmp);
952 } 688 }
689
953 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))
954 { 691 {
955 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);
956 SET_FLAG (tmp, FLAG_IS_USED_UP); 693 SET_FLAG (tmp, FLAG_IS_USED_UP);
957 } 694 }
695
958 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 696 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN))
959 { 697 {
960 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);
961 tmp->stats.maxhp = tmp->stats.hp; 699 tmp->stats.maxhp = tmp->stats.hp;
962 SET_FLAG (tmp, FLAG_TEAR_DOWN); 700 SET_FLAG (tmp, FLAG_TEAR_DOWN);
963 SET_FLAG (tmp, FLAG_ALIVE); 701 SET_FLAG (tmp, FLAG_ALIVE);
964 } 702 }
965 703
966 /* 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,
967 * 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.
968 */ 707 */
969 set_owner (tmp, op); 708 if (tmp->type != EARTHWALL) //TODO
709 tmp->set_owner (op);
710
970 set_spell_skill (op, caster, spell_ob, tmp); 711 set_spell_skill (op, caster, spell_ob, tmp);
971 tmp->x = x;
972 tmp->y = y;
973 tmp->level = caster_level (caster, spell_ob) / 2; 712 tmp->level = casting_level (caster, spell_ob) / 2;
974 713
975 name = tmp->name; 714 name = tmp->name;
976 if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL) 715 if (!(tmp = m->insert (tmp, x, y, op)))
977 { 716 {
978 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);
979 return 0; 718 return 0;
980 } 719 }
720
981 /* 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 */
982 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 722 if (tmp->other_arch && tmp->other_arch->type == SPELL)
983 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 723 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
984 724
985 /* This code causes the wall to extend some distance in 725 /* This code causes the wall to extend some distance in
986 * each direction, or until an obstruction is encountered. 726 * each direction, or until an obstruction is encountered.
987 * posblocked and negblocked help determine how far the 727 * posblocked and negblocked help determine how far the
1003 m = tmp->map; 743 m = tmp->map;
1004 744
1005 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)) &&
1006 ((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)
1007 { 747 {
1008 tmp2 = get_object (); 748 object *tmp2 = tmp->clone ();
1009 copy_object (tmp, tmp2); 749 m->insert (tmp2, x, y, op);
1010 tmp2->x = x; 750
1011 tmp2->y = y;
1012 insert_ob_in_map (tmp2, m, op, 0);
1013 /* 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 */
1014 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 752 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1015 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 753 tmp2->insert (arch_to_object (tmp2->other_arch));
1016 754
1017 } 755 }
1018 else 756 else
1019 posblocked = 1; 757 posblocked = 1;
1020 758
1023 m = tmp->map; 761 m = tmp->map;
1024 762
1025 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)) &&
1026 ((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)
1027 { 765 {
1028 tmp2 = get_object (); 766 object *tmp2 = tmp->clone ();
1029 copy_object (tmp, tmp2); 767 m->insert (tmp2, x, y, op);
1030 tmp2->x = x; 768
1031 tmp2->y = y;
1032 insert_ob_in_map (tmp2, m, op, 0);
1033 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 769 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1034 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 770 tmp2->insert (arch_to_object (tmp2->other_arch));
1035 } 771 }
1036 else 772 else
1037 negblocked = 1; 773 negblocked = 1;
1038 } 774 }
1039 775
1042 778
1043 return 1; 779 return 1;
1044} 780}
1045 781
1046int 782int
1047dimension_door (object *op, object *caster, object *spob, int dir) 783dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
1048{ 784{
1049 uint32 dist, maxdist; 785 uint32 dist, maxdist;
1050 int mflags; 786 int mflags;
1051 maptile *m; 787 maptile *m;
1052 sint16 sx, sy; 788 sint16 sx, sy;
1063 /* 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
1064 * ever, so put limits in. 800 * ever, so put limits in.
1065 */ 801 */
1066 maxdist = spob->range + SP_level_range_adjust (caster, spob); 802 maxdist = spob->range + SP_level_range_adjust (caster, spob);
1067 803
1068 if (op->contr->count) 804 if (spellparam)
1069 { 805 {
806 int count = atoi (spellparam);
807
1070 if (op->contr->count > maxdist) 808 if (count > maxdist)
1071 { 809 {
1072 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!");
1073 return 0; 811 return 0;
1074 } 812 }
1075 813
1076 for (dist = 0; dist < op->contr->count; dist++) 814 for (dist = 0; dist < count; dist++)
1077 { 815 {
1078 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);
1079 817
1080 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 818 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
1081 break; 819 break;
1082 820
1083 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)))
1084 break; 822 break;
1085 } 823 }
1086 824
1087 if (dist < op->contr->count) 825 if (dist < count)
1088 { 826 {
1089 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");
1090 op->contr->count = 0;
1091 return 0; 828 return 0;
1092 } 829 }
1093 op->contr->count = 0;
1094 830
1095 /* Remove code that puts player on random space on maps. IMO, 831 /* Remove code that puts player on random space on maps. IMO,
1096 * 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,
1097 * 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
1098 * by such squares). Also, there are probably treasure rooms and 834 * by such squares). Also, there are probably treasure rooms and
1146 return 0; 882 return 0;
1147 } 883 }
1148 } 884 }
1149 885
1150 /* Actually move the player now */ 886 /* Actually move the player now */
1151 remove_ob (op); 887 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op)))
1152 op->x += freearr_x[dir] * dist;
1153 op->y += freearr_y[dir] * dist;
1154 if ((op = insert_ob_in_map (op, op->map, op, 0)) == NULL)
1155 return 1; 888 return 1;
1156 889
1157 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
1158 return 1; 892 return 1;
1159} 893}
1160
1161 894
1162/* cast_heal: Heals something. 895/* cast_heal: Heals something.
1163 * op is the caster. 896 * op is the caster.
1164 * dir is the direction he is casting it in. 897 * dir is the direction he is casting it in.
1165 * spell is the spell object. 898 * spell is the spell object.
1172 object *poison; 905 object *poison;
1173 int heal = 0, success = 0; 906 int heal = 0, success = 0;
1174 907
1175 tmp = find_target_for_friendly_spell (op, dir); 908 tmp = find_target_for_friendly_spell (op, dir);
1176 909
1177 if (tmp == NULL) 910 if (!tmp)
1178 return 0; 911 return 0;
1179 912
1180 /* Figure out how many hp this spell might cure. 913 /* Figure out how many hp this spell might cure.
1181 * could be zero if this spell heals effects, not damage. 914 * could be zero if this spell heals effects, not damage.
1182 */ 915 */
1185 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;
1186 919
1187 if (heal) 920 if (heal)
1188 { 921 {
1189 if (tmp->stats.hp >= tmp->stats.maxhp) 922 if (tmp->stats.hp >= tmp->stats.maxhp)
1190 {
1191 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.");
1192 }
1193 else 924 else
1194 { 925 {
1195 /* See how many points we actually heal. Instead of messages 926 /* See how many points we actually heal. Instead of messages
1196 * based on type of spell, we instead do messages based 927 * based on type of spell, we instead do messages based
1197 * on amount of damage healed. 928 * on amount of damage healed.
1198 */ 929 */
1199 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 930 if (heal > tmp->stats.maxhp - tmp->stats.hp)
1200 heal = tmp->stats.maxhp - tmp->stats.hp; 931 heal = tmp->stats.maxhp - tmp->stats.hp;
932
1201 tmp->stats.hp += heal; 933 tmp->stats.hp += heal;
1202 934
1203 if (tmp->stats.hp >= tmp->stats.maxhp) 935 if (tmp->stats.hp >= tmp->stats.maxhp)
1204 {
1205 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 936 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1206 }
1207 else if (heal > 50) 937 else if (heal > 50)
1208 {
1209 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); 938 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1210 }
1211 else if (heal > 25) 939 else if (heal > 25)
1212 {
1213 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); 940 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1214 }
1215 else if (heal > 10) 941 else if (heal > 10)
1216 {
1217 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.");
1218 }
1219 else 943 else
1220 {
1221 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.");
1222 } 945
1223 success = 1; 946 success = 1;
1224 } 947 }
1225 } 948 }
949
1226 if (spell->attacktype & AT_DISEASE) 950 if (spell->attacktype & AT_DISEASE)
1227 if (cure_disease (tmp, op)) 951 if (cure_disease (tmp, op, spell))
1228 success = 1; 952 success = 1;
1229 953
1230 if (spell->attacktype & AT_POISON) 954 if (spell->attacktype & AT_POISON)
1231 { 955 {
1232 at = archetype::find ("poisoning"); 956 at = archetype::find (shstr_poisoning);
1233 poison = present_arch_in_ob (at, tmp); 957 poison = present_arch_in_ob (at, tmp);
1234 if (poison) 958 if (poison)
1235 { 959 {
1236 success = 1; 960 success = 1;
1237 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 961 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1238 poison->stats.food = 1; 962 poison->stats.food = 1;
1239 } 963 }
1240 } 964 }
965
1241 if (spell->attacktype & AT_CONFUSION) 966 if (spell->attacktype & AT_CONFUSION)
1242 { 967 {
1243 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 968 poison = present_in_ob_by_name (FORCE, shstr_confusion, tmp);
1244 if (poison) 969 if (poison)
1245 { 970 {
1246 success = 1; 971 success = 1;
1247 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 972 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1248 poison->duration = 1; 973 poison->duration = 1;
1249 } 974 }
1250 } 975 }
976
1251 if (spell->attacktype & AT_BLIND) 977 if (spell->attacktype & AT_BLIND)
1252 { 978 {
1253 at = archetype::find ("blindness"); 979 at = archetype::find (shstr_blindness);
1254 poison = present_arch_in_ob (at, tmp); 980 poison = present_arch_in_ob (at, tmp);
1255 if (poison) 981 if (poison)
1256 { 982 {
1257 success = 1; 983 success = 1;
1258 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.");
1259 poison->stats.food = 1; 985 poison->stats.food = 1;
1260 } 986 }
1261 } 987 }
988
1262 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) 989 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1263 { 990 {
1264 tmp->stats.sp += spell->last_sp; 991 tmp->stats.sp += spell->last_sp;
1265 if (tmp->stats.sp > tmp->stats.maxsp) 992 if (tmp->stats.sp > tmp->stats.maxsp)
1266 tmp->stats.sp = tmp->stats.maxsp; 993 tmp->stats.sp = tmp->stats.maxsp;
1267 success = 1; 994 success = 1;
1268 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!");
1269 } 996 }
997
1270 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) 998 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1271 { 999 {
1272 tmp->stats.grace += spell->last_grace; 1000 tmp->stats.grace += spell->last_grace;
1273 if (tmp->stats.grace > tmp->stats.maxgrace) 1001 if (tmp->stats.grace > tmp->stats.maxgrace)
1274 tmp->stats.grace = tmp->stats.maxgrace; 1002 tmp->stats.grace = tmp->stats.maxgrace;
1275 success = 1; 1003 success = 1;
1276 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!");
1277 } 1005 }
1006
1278 if (spell->stats.food && tmp->stats.food < 999) 1007 if (spell->stats.food && tmp->stats.food < 999)
1279 { 1008 {
1280 tmp->stats.food += spell->stats.food; 1009 tmp->stats.food += spell->stats.food;
1010
1281 if (tmp->stats.food > 999) 1011 if (tmp->stats.food > 999)
1282 tmp->stats.food = 999; 1012 tmp->stats.food = 999;
1013
1283 success = 1; 1014 success = 1;
1284 /* 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 */
1285 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");
1286 } 1017 }
1018
1287 return success; 1019 return success;
1288} 1020}
1289
1290 1021
1291/* 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
1292 * 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
1293 * good comments for those. 1024 * good comments for those.
1294 */ 1025 */
1295static const char *const no_gain_msgs[NUM_STATS] = { 1026static const char *const no_gain_msgs[NUM_STATS] = {
1296 "You grow no stronger.", 1027 "You grow no stronger.",
1297 "You grow no more agile.", 1028 "You grow no more agile.",
1298 "You don't feel any healthier.", 1029 "You don't feel any healthier.",
1299 "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."
1300 "You are no easier to look at.", 1033 "You are no easier to look at.",
1301 "no int",
1302 "no pow"
1303}; 1034};
1304 1035
1305int 1036int
1037change_ability_duration (object *spell, object *caster)
1038{
1039 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1040}
1041
1042int
1306cast_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)
1307{ 1044{
1308 object *tmp, *tmp2 = NULL;
1309 object *force = NULL; 1045 object *force = 0;
1310 int i; 1046 int i;
1311 1047
1312 /* 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. */
1313 if (dir != 0) 1049 object *tmp = dir
1314 {
1315 tmp = find_target_for_friendly_spell (op, dir); 1050 ? find_target_for_friendly_spell (op, dir)
1316 } 1051 : op;
1317 else
1318 {
1319 tmp = op;
1320 }
1321 1052
1322 if (tmp == NULL) 1053 if (!tmp)
1323 return 0; 1054 return 0;
1324 1055
1325 /* 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. */
1326 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1057 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1327 { 1058 {
1328 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1059 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1329 { 1060 {
1330 if (tmp2->name == spell_ob->name) 1061 if (tmp2->name == spell_ob->name)
1331 { 1062 {
1333 break; 1064 break;
1334 } 1065 }
1335 else if (spell_ob->race && spell_ob->race == tmp2->name) 1066 else if (spell_ob->race && spell_ob->race == tmp2->name)
1336 { 1067 {
1337 if (!silent) 1068 if (!silent)
1338 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
1339 return 0; 1073 return 0;
1340 } 1074 }
1341 } 1075 }
1342 } 1076 }
1077
1078 int duration = change_ability_duration (spell_ob, caster);
1079
1343 if (force == NULL) 1080 if (force)
1344 {
1345 force = get_archetype (FORCE_NAME);
1346 force->subtype = FORCE_CHANGE_ABILITY;
1347 if (spell_ob->race)
1348 force->name = spell_ob->race;
1349 else
1350 force->name = spell_ob->name;
1351 force->name_pl = spell_ob->name;
1352 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1353
1354 } 1081 {
1355 else
1356 {
1357 int duration;
1358
1359 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1360 if (duration > force->duration) 1082 if (duration > force->duration)
1361 { 1083 {
1362 force->duration = duration; 1084 force->duration = duration;
1363 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.");
1364 } 1086 }
1365 else 1087 else
1366 {
1367 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.");
1368 } 1089
1369 return 1; 1090 return 1;
1370 } 1091 }
1371 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
1372 force->speed = 1.0; 1108 force->speed = 1.0;
1373 force->speed_left = -1.0; 1109 force->speed_left = -1.0;
1374 SET_FLAG (force, FLAG_APPLIED); 1110 SET_FLAG (force, FLAG_APPLIED);
1375 1111
1376 /* Now start processing the effects. First, protections */ 1112 /* Now start processing the effects. First, protections */
1381 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);
1382 if (force->resist[i] > 100) 1118 if (force->resist[i] > 100)
1383 force->resist[i] = 100; 1119 force->resist[i] = 100;
1384 } 1120 }
1385 } 1121 }
1122
1386 if (spell_ob->stats.hp) 1123 if (spell_ob->stats.hp)
1387 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);
1388 1125
1389 if (tmp->type == PLAYER) 1126 if (tmp->type == PLAYER)
1390 { 1127 {
1391 /* Stat adjustment spells */ 1128 /* Stat adjustment spells */
1392 for (i = 0; i < NUM_STATS; i++) 1129 for (i = 0; i < NUM_STATS; i++)
1393 { 1130 {
1394 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; 1131 if (sint8 stat = spell_ob->stats.stat (i))
1395
1396 if (stat)
1397 { 1132 {
1398 sm = 0; 1133 sint8 sm = 0;
1399 for (k = 0; k < stat; k++) 1134 for (sint8 k = 0; k < stat; k++)
1400 sm += rndm (1, 3); 1135 sm += rndm (1, 3);
1401 1136
1402 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) 1137 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1403 { 1138 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1404 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); 1139
1405 if (sm < 0) 1140 force->stats.stat (i) = sm;
1406 sm = 0; 1141
1407 }
1408 set_attr_value (&force->stats, i, sm);
1409 if (!sm) 1142 if (!sm)
1410 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); 1143 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1411 } 1144 }
1412 } 1145 }
1413 } 1146 }
1433 force->stats.ac = spell_ob->stats.ac; 1166 force->stats.ac = spell_ob->stats.ac;
1434 force->attacktype = spell_ob->attacktype; 1167 force->attacktype = spell_ob->attacktype;
1435 1168
1436 insert_ob_in_ob (force, tmp); 1169 insert_ob_in_ob (force, tmp);
1437 change_abil (tmp, force); /* Mostly to display any messages */ 1170 change_abil (tmp, force); /* Mostly to display any messages */
1438 fix_player (tmp); 1171 tmp->update_stats ();
1172
1439 return 1; 1173 return 1;
1440} 1174}
1441 1175
1442/* 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
1443 * 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
1444 * of the caster. 1178 * of the caster.
1445 */ 1179 */
1446
1447int 1180int
1448cast_bless (object *op, object *caster, object *spell_ob, int dir) 1181cast_bless (object *op, object *caster, object *spell_ob, int dir)
1449{ 1182{
1450 int i; 1183 int i;
1451 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1184 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1452 1185
1453 /* 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. */
1454 if (dir != 0) 1187 if (dir != 0)
1455 { 1188 {
1456 tmp = find_target_for_friendly_spell (op, dir); 1189 tmp = find_target_for_friendly_spell (op, dir);
1190
1191 if (!tmp)
1192 return 0;
1457 } 1193 }
1458 else 1194 else
1459 {
1460 tmp = op; 1195 tmp = op;
1461 }
1462 1196
1463 /* 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. */
1464 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1198 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1465 { 1199 {
1466 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1200 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1467 { 1201 {
1468 if (tmp2->name == spell_ob->name) 1202 if (tmp2->name == spell_ob->name)
1469 { 1203 {
1475 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);
1476 return 0; 1210 return 0;
1477 } 1211 }
1478 } 1212 }
1479 } 1213 }
1214
1480 if (force == NULL) 1215 if (force == NULL)
1481 { 1216 {
1482 force = get_archetype (FORCE_NAME); 1217 force = get_archetype (FORCE_NAME);
1483 force->subtype = FORCE_CHANGE_ABILITY; 1218 force->subtype = FORCE_CHANGE_ABILITY;
1484 if (spell_ob->race) 1219 if (spell_ob->race)
1515 } 1250 }
1516 else 1251 else
1517 { 1252 {
1518 /* Only give out good benefits, and put a max on it */ 1253 /* Only give out good benefits, and put a max on it */
1519 for (i = 0; i < NROFATTACKS; i++) 1254 for (i = 0; i < NROFATTACKS; i++)
1520 {
1521 if (god->resist[i] > 0) 1255 if (god->resist[i] > 0)
1522 {
1523 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]);
1524 } 1257
1525 }
1526 force->path_attuned |= god->path_attuned; 1258 force->path_attuned |= god->path_attuned;
1527 1259
1528 if (spell_ob->attacktype) 1260 if (spell_ob->attacktype)
1529 force->slaying = god->slaying; 1261 force->slaying = god->slaying;
1530 1262
1542 force->stats.wc = spell_ob->stats.wc; 1274 force->stats.wc = spell_ob->stats.wc;
1543 force->stats.ac = spell_ob->stats.ac; 1275 force->stats.ac = spell_ob->stats.ac;
1544 1276
1545 change_abil (tmp, force); /* Mostly to display any messages */ 1277 change_abil (tmp, force); /* Mostly to display any messages */
1546 insert_ob_in_ob (force, tmp); 1278 insert_ob_in_ob (force, tmp);
1547 fix_player (tmp); 1279 tmp->update_stats ();
1548 return 1; 1280 return 1;
1549} 1281}
1550
1551
1552 1282
1553/* Alchemy code by Mark Wedel 1283/* Alchemy code by Mark Wedel
1554 * 1284 *
1555 * This code adds a new spell, called alchemy. Alchemy will turn 1285 * This code adds a new spell, called alchemy. Alchemy will turn
1556 * objects to gold nuggets, the value of the gold nuggets being 1286 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1557 * about 90% of that of the item itself. It uses the value of the
1558 * object before charisma adjustments, because the nuggets themselves
1559 * will be will be adjusted by charisma when sold.
1560 * 1287 *
1561 * 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
1562 * the maximum number of large nuggets you could get. 1289 * itself. It uses the value of the object before charisma adjustments,
1563 * 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
1564 * to the max amount of small nuggets as you could get. 1291 * when sold.
1565 *
1566 * For example, if an item is worth 110 gold, you will get
1567 * 4 large nuggets, and from 0-10 small nuggets.
1568 * 1292 *
1569 * 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
1570 * 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
1571 * alchemied. 1295 * alchemised.
1572 */ 1296 */
1573
1574/* I didn't feel like passing these as arguements to the
1575 * two functions that need them. Real values are put in them
1576 * when the spell is cast, and these are freed when the spell
1577 * is finished.
1578 */
1579static object *small, *large;
1580
1581static void 1297static void
1582alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight) 1298alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1583{ 1299{
1584 uint64 value = query_cost (obj, NULL, F_TRUE); 1300 uint64 value = query_cost (obj, NULL, F_TRUE);
1585 1301
1586 /* Give third price when we alchemy money (This should hopefully 1302 /* Give third price when we alchemy money (this should hopefully
1587 * 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
1588 * the nuggets, alchemy the gold from that, etc. 1304 * the nuggets, alchemy the gold from that, etc.
1589 * Otherwise, give 9 silver on the gold for other objects, 1305 * Otherwise, give 9 silver on the gold for other objects,
1590 * so that it would still be more affordable to haul 1306 * so that it would still be more affordable to haul
1591 * the stuff back to town. 1307 * the stuff back to town.
1592 */ 1308 */
1593
1594 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1309 if (QUERY_FLAG (obj, FLAG_UNPAID))
1595 value = 0; 1310 value = 0;
1596 else if (obj->type == MONEY || obj->type == GEM) 1311 else if (obj->type == MONEY || obj->type == GEM)
1597 value /= 3; 1312 value /= 3;
1598 else 1313 else
1599 value = (value * 9) / 10; 1314 value = value * 9 / 10;
1600 1315
1601 value /= 4; // fix by GHJ, don't understand, pcg
1602
1603 if ((obj->value > 0) && rndm (0, 29)) 1316 if (obj->value > 0 && rndm (0, 29))
1604 { 1317 total_value += value;
1605 int count;
1606 1318
1607 count = value / large->value;
1608 *large_nuggets += count;
1609 value -= (uint64) count *(uint64) large->value;
1610
1611 count = value / small->value;
1612 *small_nuggets += count;
1613 }
1614
1615 /* Turn 25 small nuggets into 1 large nugget. If the value
1616 * of large nuggets is not evenly divisable by the small nugget
1617 * value, take off an extra small_nugget (Assuming small_nuggets!=0)
1618 */
1619 if (*small_nuggets * small->value >= large->value)
1620 {
1621 (*large_nuggets)++;
1622 *small_nuggets -= large->value / small->value;
1623 if (*small_nuggets && large->value % small->value)
1624 (*small_nuggets)--;
1625 }
1626 weight += obj->weight; 1319 total_weight += obj->total_weight ();
1627 remove_ob (obj);
1628 free_object (obj);
1629}
1630 1320
1631static void 1321 obj->destroy ();
1632update_map (object *op, maptile *m, int small_nuggets, int large_nuggets, int x, int y)
1633{
1634 object *tmp;
1635 int flag = 0;
1636
1637 /* Put any nuggets below the player, but we can only pass this
1638 * flag if we are on the same space as the player
1639 */
1640 if (x == op->x && y == op->y && op->map == m)
1641 flag = INS_BELOW_ORIGINATOR;
1642
1643 if (small_nuggets)
1644 {
1645 tmp = get_object ();
1646 copy_object (small, tmp);
1647 tmp->nrof = small_nuggets;
1648 tmp->x = x;
1649 tmp->y = y;
1650 insert_ob_in_map (tmp, m, op, flag);
1651 }
1652 if (large_nuggets)
1653 {
1654 tmp = get_object ();
1655 copy_object (large, tmp);
1656 tmp->nrof = large_nuggets;
1657 tmp->x = x;
1658 tmp->y = y;
1659 insert_ob_in_map (tmp, m, op, flag);
1660 }
1661} 1322}
1662 1323
1663int 1324int
1664alchemy (object *op, object *caster, object *spell_ob) 1325alchemy (object *op, object *caster, object *spell_ob)
1665{ 1326{
1666 int x, y, weight = 0, weight_max, large_nuggets, small_nuggets, mflags;
1667 sint16 nx, ny;
1668 object *next, *tmp;
1669 maptile *mp;
1670
1671 if (op->type != PLAYER) 1327 if (op->type != PLAYER)
1672 return 0; 1328 return 0;
1673 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
1674 /* 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
1675 * some, and also prevents people from alcheming every table/chair/clock 1337 * some, and also prevents people from alchemising every table/chair/clock
1676 * in sight 1338 * in sight
1677 */ 1339 */
1678 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);
1679 weight_max *= 1000; 1341 int weight_max = duration * 1000;
1680 small = get_archetype ("smallnugget"), large = get_archetype ("largenugget"); 1342 uint64 value_max = duration * 1000;
1681 1343
1344 int weight = 0;
1345
1682 for (y = op->y - 1; y <= op->y + 1; y++) 1346 for (int y = op->y - 1; y <= op->y + 1; y++)
1683 { 1347 {
1684 for (x = op->x - 1; x <= op->x + 1; x++) 1348 for (int x = op->x - 1; x <= op->x + 1; x++)
1685 { 1349 {
1350 uint64 value = 0;
1351
1686 nx = x; 1352 sint16 nx = x;
1687 ny = y; 1353 sint16 ny = y;
1688 1354
1689 mp = op->map; 1355 maptile *mp = op->map;
1690 1356
1691 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); 1357 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1692 1358
1693 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1359 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1694 continue; 1360 continue;
1695 1361
1696 /* Treat alchemy a little differently - most spell effects 1362 /* Treat alchemy a little differently - most spell effects
1698 * ground level effect. 1364 * ground level effect.
1699 */ 1365 */
1700 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) 1366 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1701 continue; 1367 continue;
1702 1368
1703 small_nuggets = 0; 1369 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1704 large_nuggets = 0;
1705
1706 for (tmp = get_map_ob (mp, nx, ny); tmp != NULL; tmp = next)
1707 { 1370 {
1708 next = tmp->above; 1371 next = tmp->above;
1372
1709 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1373 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1710 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1374 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1711 { 1375 {
1712
1713 if (tmp->inv) 1376 if (tmp->inv)
1714 { 1377 {
1715 object *next1, *tmp1; 1378 object *next1, *tmp1;
1716 1379
1717 for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1) 1380 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1718 { 1381 {
1719 next1 = tmp1->below; 1382 next1 = tmp1->below;
1720 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1383 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1721 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1384 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1722 alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight); 1385 alchemy_object (tmp1, value, weight);
1723 } 1386 }
1724 } 1387 }
1388
1725 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); 1389 alchemy_object (tmp, value, weight);
1726 1390
1727 if (weight > weight_max) 1391 if (weight > weight_max)
1728 { 1392 break;
1729 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1730 free_object (large);
1731 free_object (small);
1732 return 1;
1733 } 1393 }
1734 } /* is alchemable object */
1735 } /* process all objects on this space */
1736
1737 /* Insert all the nuggets at one time. This probably saves time, but
1738 * it also prevents us from alcheming nuggets that were just created
1739 * with this spell.
1740 */ 1394 }
1741 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);
1742 } 1408 }
1409
1410 if (weight > weight_max)
1411 goto bailout;
1412 }
1743 } 1413 }
1744 free_object (large); 1414
1745 free_object (small); 1415bailout:
1746 /* reset this so that if player standing on a big pile of stuff,
1747 * it is redrawn properly.
1748 */
1749 op->contr->socket.look_position = 0;
1750 return 1; 1416 return 1;
1751} 1417}
1752
1753 1418
1754/* This function removes the cursed/damned status on equipped 1419/* This function removes the cursed/damned status on equipped
1755 * items. 1420 * items.
1756 */ 1421 */
1757int 1422int
1758remove_curse (object *op, object *caster, object *spell) 1423remove_curse (object *op, object *caster, object *spell)
1759{ 1424{
1760 object *tmp;
1761 int success = 0, was_one = 0; 1425 int success = 0, was_one = 0;
1762 1426
1763 for (tmp = op->inv; tmp; tmp = tmp->below) 1427 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1764 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1428 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1765 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1429 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1766 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1430 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1767 { 1431 {
1768
1769 was_one++; 1432 was_one++;
1433
1770 if (tmp->level <= caster_level (caster, spell)) 1434 if (tmp->level <= casting_level (caster, spell))
1771 { 1435 {
1772 success++; 1436 success++;
1773 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1437 if (QUERY_FLAG (spell, FLAG_DAMNED))
1774 CLEAR_FLAG (tmp, FLAG_DAMNED); 1438 CLEAR_FLAG (tmp, FLAG_DAMNED);
1775 1439
1776 CLEAR_FLAG (tmp, FLAG_CURSED); 1440 CLEAR_FLAG (tmp, FLAG_CURSED);
1777 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1441 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1778 tmp->value = 0; /* Still can't sell it */ 1442 tmp->value = 0; /* Still can't sell it */
1779 if (op->type == PLAYER) 1443
1444 if (object *pl = tmp->visible_to ())
1780 esrv_send_item (op, tmp); 1445 esrv_update_item (UPD_FLAGS, pl, tmp);
1781 } 1446 }
1782 } 1447 }
1783 1448
1784 if (op->type == PLAYER) 1449 if (op->type == PLAYER)
1785 { 1450 {
1786 if (success) 1451 if (success)
1787 {
1788 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.");
1789 }
1790 else 1453 else
1791 { 1454 {
1792 if (was_one) 1455 if (was_one)
1793 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.");
1794 else 1457 else
1795 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.");
1796 } 1459 }
1797 } 1460 }
1461
1798 return success; 1462 return success;
1799} 1463}
1800 1464
1801/* Identifies objects in the players inventory/on the ground */ 1465/* Identifies objects in the players inventory/on the ground */
1802
1803int 1466int
1804cast_identify (object *op, object *caster, object *spell) 1467cast_identify (object *op, object *caster, object *spell)
1805{ 1468{
1806 object *tmp; 1469 object *tmp;
1807 int success = 0, num_ident; 1470 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1808 1471
1809 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));
1810
1811 if (num_ident < 1)
1812 num_ident = 1;
1813
1814 1473
1815 for (tmp = op->inv; tmp; tmp = tmp->below) 1474 for (tmp = op->inv; tmp; tmp = tmp->below)
1816 { 1475 {
1817 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1476 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1818 { 1477 {
1819 identify (tmp); 1478 identify (tmp);
1479
1820 if (op->type == PLAYER) 1480 if (op->type == PLAYER)
1821 { 1481 {
1822 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
1823 if (tmp->msg) 1484 if (tmp->msg)
1824 { 1485 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1825 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1826 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1827 }
1828 } 1486 }
1829 num_ident--; 1487
1830 success = 1;
1831 if (!num_ident) 1488 if (!--num_ident)
1832 break; 1489 break;
1833 } 1490 }
1834 } 1491 }
1492
1835 /* 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
1836 * 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
1837 * was not fully used. 1495 * was not fully used.
1838 */ 1496 */
1839 if (num_ident) 1497 if (num_ident)
1840 { 1498 {
1841 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)
1842 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1500 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1843 { 1501 {
1844
1845 identify (tmp); 1502 identify (tmp);
1846 if (op->type == PLAYER) 1503
1504 if (object *pl = tmp->visible_to ())
1847 { 1505 {
1848 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
1849 if (tmp->msg) 1508 if (tmp->msg)
1850 { 1509 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1851 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1852 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1853 }
1854 esrv_send_item (op, tmp);
1855 } 1510 }
1856 num_ident--; 1511
1857 success = 1;
1858 if (!num_ident) 1512 if (!--num_ident)
1859 break; 1513 break;
1860 } 1514 }
1861 } 1515 }
1862 if (!success) 1516
1863 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 }
1864 else 1522 else
1865 { 1523 {
1524 if (op->contr)
1525 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1526
1866 spell_effect (spell, op->x, op->y, op->map, op); 1527 spell_effect (spell, op->x, op->y, op->map, op);
1528 return 1;
1867 } 1529 }
1868 return success;
1869} 1530}
1870
1871 1531
1872int 1532int
1873cast_detection (object *op, object *caster, object *spell, object *skill) 1533cast_detection (object *op, object *caster, object *spell, object *skill)
1874{ 1534{
1875 object *tmp, *last, *god, *detect; 1535 object *tmp, *last, *god, *detect;
1879 1539
1880 /* 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
1881 * doing it over and over again. 1541 * doing it over and over again.
1882 */ 1542 */
1883 god = find_god (determine_god (op)); 1543 god = find_god (determine_god (op));
1884 level = caster_level (caster, spell); 1544 level = casting_level (caster, spell);
1885 range = spell->range + SP_level_range_adjust (caster, spell); 1545 range = spell->range + SP_level_range_adjust (caster, spell);
1886 1546
1887 if (!skill) 1547 if (!skill)
1888 skill = caster; 1548 skill = caster;
1889 1549
1890 for (x = op->x - range; x <= op->x + range; x++) 1550 unordered_mapwalk (op, -range, -range, range, range)
1891 for (y = op->y - range; y <= op->y + range; y++)
1892 { 1551 {
1893
1894 m = op->map;
1895 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1896 if (mflags & P_OUT_OF_MAP)
1897 continue;
1898
1899 /* For most of the detections, we only detect objects above the 1552 /* For most of the detections, we only detect objects above the
1900 * floor. But this is not true for show invisible. 1553 * floor. But this is not true for show invisible.
1901 * Basically, we just go and find the top object and work 1554 * Basically, we just go and find the top object and work
1902 * down - that is easier than working up. 1555 * down - that is easier than working up.
1903 */ 1556 */
1904 1557
1905 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)
1906 last = tmp; 1559 last = tmp;
1560
1907 /* 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
1908 * would happen. 1562 * would happen.
1909 */ 1563 */
1910 if (!last) 1564 if (!last)
1911 continue; 1565 continue;
1912 1566
1913 done_one = 0; 1567 done_one = 0;
1914 floor = 0; 1568 floor = 0;
1915 detect = NULL; 1569 detect = NULL;
1916 for (tmp = last; tmp; tmp = tmp->below) 1570 for (tmp = last; tmp; tmp = tmp->below)
1917 { 1571 {
1918
1919 /* show invisible */ 1572 /* show invisible */
1920 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1573 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1921 /* Might there be other objects that we can make visibile? */ 1574 /* Might there be other objects that we can make visible? */
1922 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1575 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER)
1923 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1576 || (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ))
1924 tmp->type == CF_HANDLE || 1577 || tmp->type == T_HANDLE
1925 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
1926 tmp->type == BUTTON || tmp->type == TELEPORTER || 1582 || tmp->type == TELEPORTER
1583 || tmp->type == GATE
1927 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1584 || tmp->type == LOCKED_DOOR
1928 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN || 1585 || tmp->type == WEAPON
1586 || tmp->type == ALTAR
1587 || tmp->type == SIGN
1929 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1588 || tmp->type == TRIGGER_PEDESTAL
1930 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)))
1931 { 1594 {
1932 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)
1933 { 1596 {
1934 tmp->invisible = 0; 1597 tmp->invisible = 0;
1935 done_one = 1; 1598 done_one = 1;
1936 } 1599 }
1937 } 1600 }
1601
1938 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1602 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1939 floor = 1; 1603 floor = 1;
1940 1604
1941 /* All detections below this point don't descend beneath the floor, 1605 /* All detections below this point don't descend beneath the floor,
1942 * 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
1943 * 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
1944 * 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.
1945 */ 1609 */
1946 if (floor) 1610 if (floor)
1947 continue; 1611 continue;
1948 1612
1949 /* I had thought about making detect magic and detect curse 1613 /* I had thought about making detect magic and detect curse
1950 * 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.
1951 * 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
1952 * difficult to see what object is magical/cursed, so the 1616 * difficult to see what object is magical/cursed, so the
1953 * effect wouldn't be as apparant. 1617 * effect wouldn't be as apparent.
1954 */ 1618 */
1955 1619
1956 /* detect magic */ 1620 /* detect magic */
1957 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && 1621 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1958 !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))
1959 { 1623 {
1960 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1624 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1961 /* make runes more visibile */ 1625 /* make runes more visibile */
1962 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC) 1626 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1963 tmp->stats.Cha /= 4; 1627 tmp->stats.Cha /= 4;
1628
1964 done_one = 1; 1629 done_one = 1;
1965 } 1630 }
1631
1966 /* detect monster */ 1632 /* detect monster */
1967 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))
1968 { 1634 {
1969 done_one = 2; 1635 done_one = 2;
1636
1970 if (!detect) 1637 if (!detect)
1971 detect = tmp; 1638 detect = tmp;
1972 } 1639 }
1640
1973 /* 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
1974 * 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
1975 * race must match. 1643 * race must match.
1976 */ 1644 */
1977 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race && 1645 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1978 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) || 1646 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1979 (strstr (spell->race, tmp->race)))) 1647 spell->race.contains (tmp->race)))
1980 { 1648 {
1981 done_one = 2; 1649 done_one = 2;
1650
1982 if (!detect) 1651 if (!detect)
1983 detect = tmp; 1652 detect = tmp;
1984 } 1653 }
1654
1985 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) &&
1986 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1656 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1987 { 1657 {
1988 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1658 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1989 done_one = 1; 1659 done_one = 1;
1990 } 1660 }
1991 } /* for stack of objects on this space */ 1661 } /* for stack of objects on this space */
1992 1662
1993 /* 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
1994 * where the magic is. 1664 * where the magic is.
1995 */ 1665 */
1996 if (done_one) 1666 if (done_one)
1997 { 1667 {
1998 object *detect_ob = arch_to_object (spell->other_arch); 1668 object *detect_ob = arch_to_object (spell->other_arch);
1999 1669
2000 detect_ob->x = nx;
2001 detect_ob->y = ny;
2002 /* if this is set, we want to copy the face */ 1670 /* if this is set, we want to copy the face */
2003 if (done_one == 2 && detect) 1671 if (done_one == 2 && detect)
2004 { 1672 {
2005 detect_ob->face = detect->face; 1673 detect_ob->face = detect->face;
2006 detect_ob->animation_id = detect->animation_id; 1674 detect_ob->animation_id = detect->animation_id;
2007 detect_ob->anim_speed = detect->anim_speed; 1675 detect_ob->anim_speed = detect->anim_speed;
2008 detect_ob->last_anim = 0; 1676 detect_ob->last_anim = 0;
2009 /* by default, the detect_ob is already animated */ 1677 /* by default, the detect_ob is already animated */
2010 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1678 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
2011 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1679 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
2012 } 1680 }
2013 insert_ob_in_map (detect_ob, m, op, 0); 1681
1682 m->insert (detect_ob, nx, ny, op);
2014 } 1683 }
2015 } /* for processing the surrounding spaces */ 1684 } /* for processing the surrounding spaces */
2016 1685
2017 1686
2018 /* 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 */
2019 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))
2020 { 1689 {
2021 done_one = 0; 1690 done_one = 0;
1691
2022 for (tmp = op->inv; tmp; tmp = tmp->below) 1692 for (tmp = op->inv; tmp; tmp = tmp->below)
2023 { 1693 {
2024 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1694 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2025 { 1695 {
2026 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))
2027 { 1697 {
2028 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1698 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
2029 if (op->type == PLAYER) 1699
1700 if (object *pl = tmp->visible_to ())
2030 esrv_send_item (op, tmp); 1701 esrv_update_item (UPD_FLAGS, pl, tmp);
2031 } 1702 }
1703
2032 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) &&
2033 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1705 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
2034 { 1706 {
2035 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1707 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
2036 if (op->type == PLAYER) 1708
1709 if (object *pl = tmp->visible_to ())
2037 esrv_send_item (op, tmp); 1710 esrv_update_item (UPD_FLAGS, pl, tmp);
2038 } 1711 }
2039 } /* if item is not identified */ 1712 } /* if item is not identified */
2040 } /* for the players inventory */ 1713 } /* for the players inventory */
2041 } /* if detect magic/curse and object is a player */ 1714 } /* if detect magic/curse and object is a player */
1715
2042 return 1; 1716 return 1;
2043} 1717}
2044 1718
2045 1719
2046/** 1720/**
2059 1733
2060 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.");
2061 1735
2062 if (victim->stats.sp >= victim->stats.maxsp * 2) 1736 if (victim->stats.sp >= victim->stats.maxsp * 2)
2063 { 1737 {
2064 object *tmp;
2065
2066 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1738 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
2067
2068 /* Explodes a fireball centered at player */
2069 tmp = get_archetype (EXPLODING_FIREBALL);
2070 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
2071 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
2072 tmp->x = victim->x;
2073 tmp->y = victim->y;
2074 insert_ob_in_map (tmp, victim->map, NULL, 0);
2075 victim->stats.sp = 2 * victim->stats.maxsp; 1739 victim->stats.sp = 2 * victim->stats.maxsp;
1740 create_exploding_ball_at (victim, caster_level);
2076 } 1741 }
2077 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1742 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
2078 {
2079 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.");
2080 }
2081 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1744 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2082 {
2083 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!");
2084 }
2085 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1746 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2086 { 1747 {
2087 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1748 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2088 confuse_player (victim, victim, 99); 1749 confuse_player (victim, victim, 99);
2089 } 1750 }
2090 else if (victim->stats.sp >= victim->stats.maxsp * 1.25) 1751 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
2091 {
2092 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices."); 1752 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
2093 }
2094} 1753}
2095 1754
2096/* cast_transfer 1755/* cast_transfer
2097 * This spell transfers sp from the player to another person. 1756 * This spell transfers sp from the player to another person.
2098 * We let the target go above their normal maximum SP. 1757 * We let the target go above their normal maximum SP.
2112 1771
2113 mflags = get_map_flags (m, &m, x, y, &x, &y); 1772 mflags = get_map_flags (m, &m, x, y, &x, &y);
2114 1773
2115 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1774 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
2116 { 1775 {
2117 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)
2118 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1777 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2119 break; 1778 break;
2120 } 1779 }
2121 1780
2122 1781
2123 /* 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
2124 * 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.
2125 */ 1784 */
2126 if (plyr == NULL) 1785 if (plyr == NULL)
2127 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)
2128 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1787 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2129 break; 1788 break;
2130 1789
2131 if (!plyr) 1790 if (!plyr)
2132 { 1791 {
2135 } 1794 }
2136 /* give sp */ 1795 /* give sp */
2137 if (spell->stats.dam > 0) 1796 if (spell->stats.dam > 0)
2138 { 1797 {
2139 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);
2140 charge_mana_effect (plyr, caster_level (caster, spell)); 1799 charge_mana_effect (plyr, casting_level (caster, spell));
2141 return 1; 1800 return 1;
2142 } 1801 }
2143 /* suck sp away. Can't suck sp from yourself */ 1802 /* suck sp away. Can't suck sp from yourself */
2144 else if (op != plyr) 1803 else if (op != plyr)
2145 { 1804 {
2157 /* Player doesn't get full credit */ 1816 /* Player doesn't get full credit */
2158 sucked = (sucked * rate) / 100; 1817 sucked = (sucked * rate) / 100;
2159 op->stats.sp += sucked; 1818 op->stats.sp += sucked;
2160 if (sucked > 0) 1819 if (sucked > 0)
2161 { 1820 {
2162 charge_mana_effect (op, caster_level (caster, spell)); 1821 charge_mana_effect (op, casting_level (caster, spell));
2163 } 1822 }
2164 } 1823 }
2165 return 1; 1824 return 1;
2166 } 1825 }
2167 return 0; 1826 return 0;
2187 m = op->map; 1846 m = op->map;
2188 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1847 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
2189 if (mflags & P_OUT_OF_MAP) 1848 if (mflags & P_OUT_OF_MAP)
2190 return; 1849 return;
2191 1850
2192 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)
2193 { 1852 {
2194 next = tmp->above; 1853 next = tmp->above;
2195 1854
2196 /* Need to look at the head object - otherwise, if tmp 1855 /* Need to look at the head object - otherwise, if tmp
2197 * points to a monster, we don't have all the necessary 1856 * points to a monster, we don't have all the necessary
2209 /* Basically, if the object is magical and not counterspell, 1868 /* Basically, if the object is magical and not counterspell,
2210 * we will more or less remove the object. Don't counterspell 1869 * we will more or less remove the object. Don't counterspell
2211 * monsters either. 1870 * monsters either.
2212 */ 1871 */
2213 1872
2214 if (head->attacktype & AT_MAGIC && 1873 if (head->attacktype & AT_MAGIC
2215 !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level)) 1874 && !(head->attacktype & AT_COUNTERSPELL)
2216 { 1875 && !QUERY_FLAG (head, FLAG_MONSTER)
2217 remove_ob (head); 1876 && (op->level > head->level))
2218 free_object (head); 1877 head->destroy ();
2219 }
2220 else 1878 else
2221 switch (head->type) 1879 switch (head->type)
2222 { 1880 {
2223 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
2224 if (op->level > head->level) 1887 if (op->level > head->level)
2225 { 1888 head->destroy ();
2226 remove_ob (head); 1889
2227 free_object (head);
2228 }
2229 break; 1890 break;
2230 1891
2231 /* I really don't get this rune code that much - that 1892 /* I really don't get this rune code that much - that
2232 * random chance seems really low. 1893 * random chance seems really low.
2233 */ 1894 */
2234 case RUNE: 1895 case RUNE:
2235 if (rndm (0, 149) == 0) 1896 if (rndm (0, 149) == 0)
2236 { 1897 {
2237 head->stats.hp--; /* weaken the rune */ 1898 head->stats.hp--; /* weaken the rune */
2238 if (!head->stats.hp) 1899 if (!head->stats.hp)
2239 { 1900 head->destroy ();
2240 remove_ob (head);
2241 free_object (head);
2242 }
2243 } 1901 }
2244 break; 1902 break;
2245 } 1903 }
2246 } 1904 }
2247} 1905}
2248 1906
2249
2250
2251/* cast_consecrate() - a spell to make an altar your god's */ 1907/* cast_consecrate() - a spell to make an altar your god's */
2252int 1908int
2253cast_consecrate (object *op, object *caster, object *spell) 1909cast_consecrate (object *op, object *caster, object *spell)
2254{ 1910{
2255 char buf[MAX_BUF]; 1911 char buf[MAX_BUF];
2267 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1923 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2268 break; 1924 break;
2269 if (tmp->type == HOLY_ALTAR) 1925 if (tmp->type == HOLY_ALTAR)
2270 { 1926 {
2271 1927
2272 if (tmp->level > caster_level (caster, spell)) 1928 if (tmp->level > casting_level (caster, spell))
2273 { 1929 {
2274 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);
2275 return 0; 1931 return 0;
2276 } 1932 }
2277 else 1933 else
2278 { 1934 {
2279 /* If we got here, we are consecrating an altar */ 1935 /* If we got here, we are consecrating an altar */
2280 sprintf (buf, "Altar of %s", &god->name); 1936 sprintf (buf, "Altar of %s", &god->name);
2281 tmp->name = buf; 1937 tmp->name = buf;
2282 tmp->level = caster_level (caster, spell); 1938 tmp->level = casting_level (caster, spell);
2283 tmp->other_arch = god->arch; 1939 tmp->other_arch = god->arch;
1940
2284 if (op->type == PLAYER) 1941 if (op->type == PLAYER)
2285 esrv_update_item (UPD_NAME, op, tmp); 1942 esrv_update_item (UPD_NAME, op, tmp);
1943
2286 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);
2287 return 1; 1945 return 1;
2288 } 1946 }
2289 } 1947 }
2290 } 1948 }
2300 * 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,
2301 * 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
2302 * 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
2303 * player checks. MSW 2003-01-06 1961 * player checks. MSW 2003-01-06
2304 */ 1962 */
2305
2306int 1963int
2307animate_weapon (object *op, object *caster, object *spell, int dir) 1964animate_weapon (object *op, object *caster, object *spell, int dir)
2308{ 1965{
2309 object *weapon, *tmp; 1966 object *weapon, *tmp;
2310 char buf[MAX_BUF]; 1967 char buf[MAX_BUF];
2311 int a, i; 1968 int a, i;
2312 sint16 x, y; 1969 sint16 x, y;
2313 maptile *m; 1970 maptile *m;
2314 materialtype_t *mt;
2315 1971
2316 if (!spell->other_arch) 1972 if (!spell->other_arch)
2317 { 1973 {
2318 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1974 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2319 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);
2322 /* exit if it's not a player using this spell. */ 1978 /* exit if it's not a player using this spell. */
2323 if (op->type != PLAYER) 1979 if (op->type != PLAYER)
2324 return 0; 1980 return 0;
2325 1981
2326 /* if player already has a golem, abort */ 1982 /* if player already has a golem, abort */
2327 if (op->contr->ranges[range_golem] != NULL && op->contr->golem_count == op->contr->ranges[range_golem]->count) 1983 if (object *golem = op->contr->golem)
2328 { 1984 {
2329 control_golem (op->contr->ranges[range_golem], dir); 1985 control_golem (golem, dir);
2330 return 0; 1986 return 0;
2331 } 1987 }
2332 1988
2333 /* if no direction specified, pick one */ 1989 /* if no direction specified, pick one */
2334 if (!dir) 1990 if (!dir)
2335 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);
2336 1992
2337 m = op->map; 1993 m = op->map;
2338 x = op->x + freearr_x[dir]; 1994 x = op->x + freearr_x[dir];
2339 y = op->y + freearr_y[dir]; 1995 y = op->y + freearr_y[dir];
2340 1996
2341 /* if there's no place to put the golem, abort */ 1997 /* if there's no place to put the golem, abort */
2342 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)
2343 ((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))
2344 { 2000 {
2345 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.");
2346 return 0; 2002 return 0;
2347 } 2003 }
2348 2004
2352 if (!weapon) 2008 if (!weapon)
2353 { 2009 {
2354 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!");
2355 return 0; 2011 return 0;
2356 } 2012 }
2013
2357 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2014 if (spell->race && weapon->arch->archname != spell->race)
2358 { 2015 {
2359 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.");
2360 return 0; 2017 return 0;
2361 } 2018 }
2019
2362 if (weapon->type != WEAPON) 2020 if (weapon->type != WEAPON)
2363 { 2021 {
2364 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.");
2365 return 0; 2023 return 0;
2366 } 2024 }
2025
2367 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2026 if (QUERY_FLAG (weapon, FLAG_APPLIED))
2368 { 2027 {
2369 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));
2370 return 0; 2029 return 0;
2371 } 2030 }
2372 2031
2373 if (weapon->nrof > 1) 2032 weapon = weapon->split ();
2374 {
2375 tmp = get_split_ob (weapon, 1);
2376 esrv_send_item (op, weapon);
2377 weapon = tmp;
2378 }
2379 2033
2380 /* create the golem object */ 2034 /* create the golem object */
2381 tmp = arch_to_object (spell->other_arch); 2035 tmp = arch_to_object (spell->other_arch);
2382 2036
2383 /* 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 */
2384 CLEAR_FLAG (tmp, FLAG_MONSTER); 2038 CLEAR_FLAG (tmp, FLAG_MONSTER);
2385 SET_FLAG (tmp, FLAG_FRIENDLY);
2386 tmp->stats.exp = 0; 2039 tmp->stats.exp = 0;
2387 add_friendly_object (tmp); 2040 add_friendly_object (tmp);
2388 tmp->type = GOLEM; 2041 tmp->type = GOLEM;
2389 set_owner (tmp, op); 2042 tmp->set_owner (op);
2043 op->contr->golem = tmp;
2390 set_spell_skill (op, caster, spell, tmp); 2044 set_spell_skill (op, caster, spell, tmp);
2391 op->contr->ranges[range_golem] = tmp;
2392 op->contr->shoottype = range_golem;
2393 op->contr->golem_count = tmp->count;
2394 2045
2395 /* 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
2396 * removed flag - it should only be set if get_split_object was 2047 * removed flag - it should only be set if weapon->split was
2397 * used above. 2048 * used above.
2398 */ 2049 */
2399 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2050 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2400 remove_ob (weapon); 2051 weapon->remove ();
2401 insert_ob_in_ob (weapon, tmp); 2052
2402 esrv_send_item (op, weapon); 2053 tmp->insert (weapon);
2054
2403 /* 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,
2404 * 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
2405 * body_info, skills, etc) 2057 * body_info, skills, etc)
2406 */ 2058 */
2407 SET_FLAG (tmp, FLAG_USE_WEAPON); 2059 SET_FLAG (tmp, FLAG_USE_WEAPON);
2408 SET_FLAG (weapon, FLAG_APPLIED); 2060 SET_FLAG (weapon, FLAG_APPLIED);
2409 fix_player (tmp); 2061 tmp->update_stats ();
2410 2062
2411 /* 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
2412 * 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 -
2413 * 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.
2414 */ 2066 */
2433 2085
2434 /* attacktype */ 2086 /* attacktype */
2435 if (!tmp->attacktype) 2087 if (!tmp->attacktype)
2436 tmp->attacktype = AT_PHYSICAL; 2088 tmp->attacktype = AT_PHYSICAL;
2437 2089
2438 mt = NULL;
2439 if (op->materialname != NULL)
2440 mt = name_to_material (op->materialname);
2441 if (mt != NULL)
2442 {
2443 for (i = 0; i < NROFATTACKS; i++) 2090 for (i = 0; i < NROFATTACKS; i++)
2444 tmp->resist[i] = 50 - (mt->save[i] * 5); 2091 tmp->resist[i] = 50 - (op->material->save[i] * 5);
2445 a = mt->save[0]; 2092
2446 } 2093 a = op->material->save[0];
2447 else 2094
2448 {
2449 for (i = 0; i < NROFATTACKS; i++)
2450 tmp->resist[i] = 5;
2451 a = 10;
2452 }
2453 /* Set weapon's immunity */ 2095 /* Set weapon's immunity */
2454 tmp->resist[ATNR_CONFUSION] = 100; 2096 tmp->resist[ATNR_CONFUSION] = 100;
2455 tmp->resist[ATNR_POISON] = 100; 2097 tmp->resist[ATNR_POISON] = 100;
2456 tmp->resist[ATNR_SLOW] = 100; 2098 tmp->resist[ATNR_SLOW] = 100;
2457 tmp->resist[ATNR_PARALYZE] = 100; 2099 tmp->resist[ATNR_PARALYZE] = 100;
2463 2105
2464 /* 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 */
2465 2107
2466 if (a > 14) 2108 if (a > 14)
2467 a = 14; 2109 a = 14;
2110
2468 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));
2469 2112
2470 /* Determine golem's speed */ 2113 /* Determine golem's speed */
2471 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)));
2472
2473 if (tmp->speed > 3.33)
2474 tmp->speed = 3.33;
2475 2115
2476 if (!spell->race) 2116 if (!spell->race)
2477 { 2117 {
2478 sprintf (buf, "animated %s", &weapon->name); 2118 sprintf (buf, "animated %s", &weapon->name);
2479 tmp->name = buf; 2119 tmp->name = buf;
2481 tmp->face = weapon->face; 2121 tmp->face = weapon->face;
2482 tmp->animation_id = weapon->animation_id; 2122 tmp->animation_id = weapon->animation_id;
2483 tmp->anim_speed = weapon->anim_speed; 2123 tmp->anim_speed = weapon->anim_speed;
2484 tmp->last_anim = weapon->last_anim; 2124 tmp->last_anim = weapon->last_anim;
2485 tmp->state = weapon->state; 2125 tmp->state = weapon->state;
2486 if (QUERY_FLAG (weapon, FLAG_ANIMATE)) 2126 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2487 {
2488 SET_FLAG (tmp, FLAG_ANIMATE);
2489 }
2490 else
2491 {
2492 CLEAR_FLAG (tmp, FLAG_ANIMATE);
2493 }
2494 update_ob_speed (tmp);
2495 } 2127 }
2496 2128
2497 /* 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. */
2498 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));
2499 2131
2500 tmp->speed_left = -1; 2132 tmp->speed_left = -1;
2501 tmp->x = x;
2502 tmp->y = y;
2503 tmp->direction = dir; 2133 tmp->direction = dir;
2504 insert_ob_in_map (tmp, m, op, 0); 2134
2135 m->insert (tmp, x, y, op);
2505 return 1; 2136 return 1;
2506} 2137}
2507 2138
2508/* cast_daylight() - changes the map darkness level *lower* */ 2139/* cast_daylight() - changes the map darkness level *lower* */
2509 2140
2510/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2141/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2511 * This changes the light level for the entire map. 2142 * This changes the light level for the entire map.
2512 */ 2143 */
2513
2514int 2144int
2515cast_change_map_lightlevel (object *op, object *caster, object *spell) 2145cast_change_map_lightlevel (object *op, object *caster, object *spell)
2516{ 2146{
2517 int success; 2147 int success;
2518 2148
2519 if (!op->map) 2149 if (!op->map)
2520 return 0; /* shouldnt happen */ 2150 return 0; /* shouldnt happen */
2521 2151
2522 success = change_map_light (op->map, spell->stats.dam); 2152 success = op->map->change_map_light (spell->stats.dam);
2153
2523 if (!success) 2154 if (!success)
2524 { 2155 {
2525 if (spell->stats.dam < 0) 2156 if (spell->stats.dam < 0)
2526 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.");
2527 else 2158 else
2528 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.");
2529 } 2160 }
2161
2530 return success; 2162 return success;
2531} 2163}
2532
2533
2534
2535
2536 2164
2537/* 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.
2538 * 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,
2539 * spell is the spell object itself. 2167 * spell is the spell object itself.
2540 */ 2168 */
2552 2180
2553 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);
2554 2182
2555 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);
2556 2184
2557 set_owner (new_aura, op);
2558 set_spell_skill (op, caster, spell, new_aura); 2185 set_spell_skill (op, caster, spell, new_aura);
2559 new_aura->attacktype = spell->attacktype; 2186 new_aura->attacktype = spell->attacktype;
2560 2187
2561 new_aura->level = caster_level (caster, spell); 2188 new_aura->level = casting_level (caster, spell);
2189
2562 if (refresh) 2190 if (refresh)
2563 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.");
2564 else 2192 else
2565 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
2566 insert_ob_in_ob (new_aura, op); 2195 insert_ob_in_ob (new_aura, op);
2196 new_aura->set_owner (op);
2197
2567 return 1; 2198 return 1;
2568} 2199}
2569
2570 2200
2571/* 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,
2572 * 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
2573 * around him. 2203 * around him.
2574 * Aura parameters: 2204 * Aura parameters:
2575 * duration: duration counter. 2205 * duration: duration counter.
2576 * attacktype: aura's attacktype 2206 * attacktype: aura's attacktype
2577 * other_arch: archetype to drop where we attack 2207 * other_arch: archetype to drop where we attack
2578 */ 2208 */
2579
2580void 2209void
2581move_aura (object *aura) 2210move_aura (object *aura)
2582{ 2211{
2583 int i, mflags;
2584 object *env;
2585 maptile *m;
2586
2587 /* auras belong in inventories */ 2212 /* auras belong in inventories */
2588 env = aura->env; 2213 object *env = aura->env;
2214 object *owner = aura->owner;
2589 2215
2590 /* no matter what we've gotta remove the aura... 2216 /* no matter what we've gotta remove the aura...
2591 * we'll put it back if its time isn't up. 2217 * we'll put it back if its time isn't up.
2592 */ 2218 */
2593 remove_ob (aura); 2219 aura->remove ();
2594 2220
2595 /* exit if we're out of gas */ 2221 /* exit if we're out of gas */
2596 if (aura->duration-- < 0) 2222 if (aura->duration-- < 0)
2597 { 2223 {
2598 free_object (aura); 2224 aura->destroy ();
2599 return; 2225 return;
2600 } 2226 }
2601 2227
2602 /* auras only exist in inventories */ 2228 /* auras only exist in inventories */
2603 if (env == NULL || env->map == NULL) 2229 if (!env || !env->map)
2604 { 2230 {
2605 free_object (aura); 2231 aura->destroy ();
2606 return; 2232 return;
2607 } 2233 }
2608 aura->x = env->x;
2609 aura->y = env->y;
2610 2234
2611 /* we need to jump out of the inventory for a bit 2235 /* we need to jump out of the inventory for a bit
2612 * in order to hit the map conveniently. 2236 * in order to hit the map conveniently.
2613 */ 2237 */
2614 insert_ob_in_map (aura, env->map, aura, 0); 2238 aura->insert_at (env, aura);
2615 2239
2616 for (i = 1; i < 9; i++) 2240 for (int i = 1; i < 9; i++)
2617 { 2241 {
2618 sint16 nx, ny; 2242 mapxy pos (env);
2243 pos.move (i);
2619 2244
2620 nx = aura->x + freearr_x[i];
2621 ny = aura->y + freearr_y[i];
2622 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2623
2624 /* Consider the movement tyep of the person with the aura as 2245 /* Consider the movement type of the person with the aura as
2625 * 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
2626 * 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.
2627 */ 2248 */
2628 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)))
2629 { 2250 {
2630 hit_map (aura, i, aura->attacktype, 0); 2251 hit_map (aura, i, aura->attacktype, 0);
2631 2252
2632 if (aura->other_arch) 2253 if (aura->other_arch)
2633 {
2634 object *new_ob;
2635
2636 new_ob = arch_to_object (aura->other_arch); 2254 pos.insert (arch_to_object (aura->other_arch), aura);
2637 new_ob->x = nx;
2638 new_ob->y = ny;
2639 insert_ob_in_map (new_ob, m, aura, 0);
2640 } 2255 }
2641 }
2642 } 2256 }
2257
2643 /* put the aura back in the player's inventory */ 2258 /* put the aura back in the player's inventory */
2644 remove_ob (aura); 2259 env->insert (aura);
2645 insert_ob_in_ob (aura, env); 2260 aura->set_owner (owner);
2646} 2261}
2647 2262
2648/* moves the peacemaker spell. 2263/* moves the peacemaker spell.
2649 * op is the piece object. 2264 * op is the piece object.
2650 */ 2265 */
2651
2652void 2266void
2653move_peacemaker (object *op) 2267move_peacemaker (object *op)
2654{ 2268{
2655 object *tmp; 2269 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2656
2657 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2658 { 2270 {
2659 int atk_lev, def_lev; 2271 int atk_lev, def_lev;
2660 object *victim = tmp; 2272 object *victim = tmp->head_ ();
2661 2273
2662 if (tmp->head)
2663 victim = tmp->head;
2664 if (!QUERY_FLAG (victim, FLAG_MONSTER)) 2274 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2665 continue; 2275 continue;
2276
2666 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2277 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2667 continue; 2278 continue;
2279
2668 if (victim->stats.exp == 0) 2280 if (victim->stats.exp == 0)
2669 continue; 2281 continue;
2670 2282
2671 def_lev = MAX (1, victim->level); 2283 def_lev = max (1, victim->level);
2672 atk_lev = MAX (1, op->level); 2284 atk_lev = max (1, op->level);
2673 2285
2674 if (rndm (0, atk_lev - 1) > def_lev) 2286 if (rndm (0, atk_lev - 1) > def_lev)
2675 { 2287 {
2676 /* make this sucker peaceful. */ 2288 /* make this sucker peaceful. */
2677 2289
2290 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2678 change_exp (get_owner (op), victim->stats.exp, op->skill, 0); 2291 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2679 victim->stats.exp = 0; 2292 victim->stats.exp = 0;
2680#if 0 2293#if 0
2681 /* No idea why these were all set to zero - if something 2294 /* No idea why these were all set to zero - if something
2682 * makes this creature agressive, he should still do damage. 2295 * makes this creature agressive, he should still do damage.
2683 */ 2296 */
2689 victim->attack_movement = RANDO2; 2302 victim->attack_movement = RANDO2;
2690 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2303 SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2691 SET_FLAG (victim, FLAG_RUN_AWAY); 2304 SET_FLAG (victim, FLAG_RUN_AWAY);
2692 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2305 SET_FLAG (victim, FLAG_RANDOM_MOVE);
2693 CLEAR_FLAG (victim, FLAG_MONSTER); 2306 CLEAR_FLAG (victim, FLAG_MONSTER);
2307
2694 if (victim->name) 2308 if (victim->name)
2695 {
2696 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);
2697 } 2310 }
2698 }
2699 } 2311 }
2700} 2312}
2701
2702 2313
2703/* This writes a rune that contains the appropriate message. 2314/* This writes a rune that contains the appropriate message.
2704 * There really isn't any adjustments we make. 2315 * There really isn't any adjustments we make.
2705 */ 2316 */
2706
2707int 2317int
2708write_mark (object *op, object *spell, const char *msg) 2318write_mark (object *op, object *spell, const char *msg)
2709{ 2319{
2710 char rune[HUGE_BUF];
2711 object *tmp;
2712
2713 if (!msg || msg[0] == 0) 2320 if (!msg || msg[0] == 0)
2714 { 2321 {
2715 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2322 new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2716 return 0; 2323 return 0;
2717 } 2324 }
2718 2325
2719 if (strcasestr_local (msg, "endmsg")) 2326 if (!msg_is_safe (msg))
2720 { 2327 {
2721 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?");
2722 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);
2723 return 0; 2330 return 0;
2724 } 2331 }
2332
2725 if (!spell->other_arch) 2333 if (!spell->other_arch)
2726 return 0; 2334 return 0;
2335
2727 tmp = arch_to_object (spell->other_arch); 2336 object *tmp = arch_to_object (spell->other_arch);
2728
2729 snprintf (rune, sizeof (rune), "%s\n", msg);
2730 2337
2731 tmp->race = op->name; /*Save the owner of the rune */ 2338 tmp->race = op->name; /*Save the owner of the rune */
2732 tmp->msg = rune; 2339 tmp->msg = msg;
2733 tmp->x = op->x; 2340
2734 tmp->y = op->y; 2341 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2735 insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR); 2342
2736 return 1; 2343 return 1;
2737} 2344}
2345

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