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

Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.17 by root, Tue Dec 12 21:39:57 2006 UTC vs.
Revision 1.117 by root, Sat Jan 30 23:30:26 2010 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);
79 wand->destroy (); 76 wand->destroy ();
80 tmp = get_archetype ("fireball"); 77 tmp = get_archetype (shstr_fireball);
81 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
82 if (!tmp->stats.dam) 80 if (!tmp->stats.dam)
83 tmp->stats.dam = 1; 81 tmp->stats.dam = 1;
82
84 tmp->stats.hp = tmp->stats.dam / 2; 83 tmp->stats.hp = tmp->stats.dam / 2;
84
85 if (tmp->stats.hp < 2) 85 if (tmp->stats.hp < 2)
86 tmp->stats.hp = 2; 86 tmp->stats.hp = 2;
87 tmp->x = op->x; 87
88 tmp->y = op->y; 88 tmp->insert_at (op);
89 insert_ob_in_map (tmp, op->map, NULL, 0);
90 return 1; 89 return 1;
91 } 90 }
92 91
93 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
94 if (wand->inv && wand->inv->level) 94 if (wand->inv && wand->inv->level)
95 ncharges /= wand->inv->level; 95 ncharges /= wand->inv->level;
96 else 96 else
97 { 97 {
98 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));
99 return 0; 99 return 0;
100 } 100 }
101
101 if (!ncharges) 102 if (!ncharges)
102 ncharges = 1; 103 ncharges = 1;
103 104
104 wand->stats.food += ncharges; 105 wand->stats.food += ncharges;
105 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
106 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE)) 108 if (wand->arch && QUERY_FLAG (wand->arch, FLAG_ANIMATE))
107 { 109 {
108 SET_FLAG (wand, FLAG_ANIMATE); 110 SET_FLAG (wand, FLAG_ANIMATE);
109 wand->speed = wand->arch->clone.speed; 111 wand->set_speed (wand->arch->speed);
110 update_ob_speed (wand);
111 } 112 }
113
112 return 1; 114 return 1;
113} 115}
114 116
115/* 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
116 * 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
120 * great a plus, the default is used. 122 * great a plus, the default is used.
121 * 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
122 * 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
123 * create nonnmagic arrows, or even -1, etc... 125 * create nonnmagic arrows, or even -1, etc...
124 */ 126 */
125
126int 127int
127cast_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)
128{ 129{
129 int missile_plus = 0, bonus_plus = 0; 130 int bonus_plus = 0;
130 const char *missile_name; 131 const char *missile_name = "arrow";
131 object *tmp, *missile;
132 132
133 missile_name = "arrow";
134
135 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 133 for (object *tmp = op->inv; tmp; tmp = tmp->below)
136 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) 134 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED))
137 missile_name = tmp->race; 135 missile_name = tmp->race;
138 136
139 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); 137 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
140 138
141 if (archetype::find (missile_name) == NULL) 139 archetype *missile_arch = archetype::find (missile_name);
140
141 if (!missile_arch)
142 { 142 {
143 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);
144 return 0; 144 return 0;
145 } 145 }
146 146
147 missile = get_archetype (missile_name); 147 object *missile = missile_arch->instance ();
148 148
149 if (stringarg) 149 if (spellparam)
150 { 150 {
151 /* If it starts with a letter, presume it is a description */ 151 /* If it starts with a letter, presume it is a description */
152 if (isalpha (*stringarg)) 152 if (isalpha (*spellparam))
153 { 153 {
154 artifact *al = find_artifactlist (missile->type)->items; 154 artifact *al = find_artifactlist (missile->type)->items;
155 155
156 for (; al != NULL; al = al->next) 156 for (; al; al = al->next)
157 if (!strcasecmp (al->item->name, stringarg)) 157 if (!strcasecmp (al->item->name, spellparam))
158 break; 158 break;
159 159
160 if (!al) 160 if (!al)
161 { 161 {
162 missile->destroy (); 162 missile->destroy ();
163 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);
164 return 0; 164 return 0;
165 } 165 }
166 166
167 if (al->item->slaying) 167 if (al->item->slaying)
168 { 168 {
169 missile->destroy (); 169 missile->destroy ();
170 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);
171 return 0; 171 return 0;
172 } 172 }
173 173
174 give_artifact_abilities (missile, al->item); 174 give_artifact_abilities (missile, al->item);
175 /* 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 -
176 * 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
177 * the parsing of having to do both plus and type. 177 * the parsing of having to do both plus and type.
178 */ 178 */
179 bonus_plus = 1 + (al->item->value / 5); 179 bonus_plus = 1 + (al->item->value / 5);
180 missile_plus = 0; 180 missile_plus = 0;
181 } 181 }
182 else if (atoi (stringarg) < missile_plus) 182 else if (atoi (spellparam) < missile_plus)
183 missile_plus = atoi (stringarg); 183 missile_plus = atoi (spellparam);
184 } 184 }
185 185
186 if (missile_plus > 4) 186 missile_plus = clamp (missile_plus, -4, 4);
187 missile_plus = 4;
188 else if (missile_plus < -4)
189 missile_plus = -4;
190 187
191 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 188 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
192 missile->nrof -= 3 * (missile_plus + bonus_plus); 189 missile->nrof -= 3 * (missile_plus + bonus_plus);
193 190
194 if (missile->nrof < 1) 191 if (missile->nrof < 1)
206 return 1; 203 return 1;
207} 204}
208 205
209 206
210/* allows the choice of what sort of food object to make. 207/* allows the choice of what sort of food object to make.
211 * 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*/
212int 209int
213cast_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)
214{ 211{
215 int food_value; 212 int food_value;
216 archetype *at = NULL; 213 archetype *at = NULL;
217 object *new_op; 214 object *new_op;
218 215
219 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);
220 217
221 if (stringarg) 218 if (spellparam)
222 { 219 {
223 at = find_archetype_by_object_type_name (FOOD, stringarg); 220 at = find_archetype_by_object_type_name (FOOD, spellparam);
224 if (at == NULL) 221 if (at == NULL)
225 at = find_archetype_by_object_type_name (DRINK, stringarg); 222 at = find_archetype_by_object_type_name (DRINK, spellparam);
226 if (at == NULL || at->clone.stats.food > food_value) 223 if (at == NULL || at->stats.food > food_value)
227 stringarg = NULL; 224 spellparam = NULL;
228 } 225 }
229 226
230 if (!stringarg) 227 if (!spellparam)
231 { 228 {
232 archetype *at_tmp; 229 archetype *at_tmp;
233 230
234 /* We try to find the archetype with the maximum food value. 231 /* We try to find the archetype with the maximum food value.
235 * This removes the dependancy of hard coded food values in this 232 * This removes the dependancy of hard coded food values in this
237 * We don't use flesh types because the weight values of those need 234 * We don't use flesh types because the weight values of those need
238 * to be altered from the donor. 235 * to be altered from the donor.
239 */ 236 */
240 237
241 /* We assume the food items don't have multiple parts */ 238 /* We assume the food items don't have multiple parts */
242 for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next) 239 for_all_archetypes (at_tmp)
243 { 240 {
244 if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK) 241 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
245 { 242 {
246 /* Basically, if the food value is something that is creatable 243 /* Basically, if the food value is something that is creatable
247 * under the limits of the spell and it is higher than 244 * under the limits of the spell and it is higher than
248 * the item we have now, take it instead. 245 * the item we have now, take it instead.
249 */ 246 */
250 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)))
251 at = at_tmp; 252 at = at_tmp;
252 } 253 }
253 } 254 }
254 } 255 }
256
255 /* 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
256 * know 258 * know
257 */ 259 */
258 if (!at) 260 if (!at)
259 { 261 {
260 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.");
261 return 0; 263 return 0;
262 } 264 }
263 265
264 food_value /= at->clone.stats.food; 266 food_value /= at->stats.food;
265 new_op = arch_to_object (at); 267 new_op = at->instance ();
266 new_op->nrof = food_value; 268 new_op->nrof = food_value;
267 269
268 new_op->value = 0; 270 new_op->value = 0;
269 if (new_op->nrof < 1) 271 if (new_op->nrof < 1)
270 new_op->nrof = 1; 272 new_op->nrof = 1;
278{ 280{
279 int r, mflags, maxrange; 281 int r, mflags, maxrange;
280 object *tmp; 282 object *tmp;
281 maptile *m; 283 maptile *m;
282 284
283
284 if (!dir) 285 if (!dir)
285 { 286 {
286 examine_monster (op, op); 287 examine_monster (op, op);
287 return 1; 288 return 1;
288 } 289 }
290
289 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 291 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
290 for (r = 1; r < maxrange; r++) 292 for (r = 1; r < maxrange; r++)
291 { 293 {
292 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];
293 295
300 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) 302 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC))
301 { 303 {
302 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 304 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
303 return 0; 305 return 0;
304 } 306 }
307
305 if (mflags & P_IS_ALIVE) 308 if (mflags & P_IS_ALIVE)
306 { 309 {
307 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)
308 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)))
309 { 312 {
310 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 313 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
311 if (tmp->head != NULL) 314 if (tmp->head != NULL)
312 tmp = tmp->head; 315 tmp = tmp->head;
313 examine_monster (op, tmp); 316 examine_monster (op, tmp);
314 return 1; 317 return 1;
315 } 318 }
316 } 319 }
317 } 320 }
321
318 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); 322 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
319 return 1; 323 return 1;
320} 324}
321
322 325
323/* This checks to see if 'pl' is invisible to 'mon'. 326/* This checks to see if 'pl' is invisible to 'mon'.
324 * does race check, undead check, etc 327 * does race check, undead check, etc
325 * Returns TRUE if mon can't see pl, false 328 * Returns TRUE if mon can't see pl, false
326 * otherwise. This doesn't check range, walls, etc. It 329 * otherwise. This doesn't check range, walls, etc. It
328 * pl is invisible. 331 * pl is invisible.
329 */ 332 */
330int 333int
331makes_invisible_to (object *pl, object *mon) 334makes_invisible_to (object *pl, object *mon)
332{ 335{
333
334 if (!pl->invisible) 336 if (!pl->invisible)
335 return 0; 337 return 0;
338
336 if (pl->type == PLAYER) 339 if (pl->type == PLAYER)
337 { 340 {
338 /* If race isn't set, then invisible unless it is undead */ 341 /* If race isn't set, then invisible unless it is undead */
339 if (!pl->contr->invis_race) 342 if (!pl->contr->invis_race)
340 { 343 {
341 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 344 if (QUERY_FLAG (mon, FLAG_UNDEAD))
342 return 0; 345 return 0;
346
343 return 1; 347 return 1;
344 } 348 }
349
345 /* invis_race is set if we get here */ 350 /* invis_race is set if we get here */
346 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 351 if (pl->contr->invis_race == shstr_undead && is_true_undead (mon))
347 return 1; 352 return 1;
353
348 /* No race, can't be invisible to it */ 354 /* No race, can't be invisible to it */
349 if (!mon->race) 355 if (!mon->race)
350 return 0; 356 return 0;
357
351 if (strstr (mon->race, pl->contr->invis_race)) 358 if (mon->race.contains (pl->contr->invis_race))
352 return 1; 359 return 1;
360
353 /* Nothing matched above, return 0 */ 361 /* Nothing matched above, return 0 */
354 return 0; 362 return 0;
355 } 363 }
356 else 364 else
357 { 365 {
370 * normal applies. 378 * normal applies.
371 */ 379 */
372int 380int
373cast_invisible (object *op, object *caster, object *spell_ob) 381cast_invisible (object *op, object *caster, object *spell_ob)
374{ 382{
375 object *tmp;
376
377 if (op->invisible > 1000) 383 if (op->invisible > 1000)
378 { 384 {
379 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");
380 return 0; 386 return 0;
381 } 387 }
397 else 403 else
398 op->contr->tmp_invis = 1; 404 op->contr->tmp_invis = 1;
399 405
400 op->contr->hidden = 0; 406 op->contr->hidden = 0;
401 } 407 }
408
402 if (makes_invisible_to (op, op)) 409 if (makes_invisible_to (op, op))
403 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!");
404 else 411 else
405 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!"); 412 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
406 413
407 update_object (op, UP_OBJ_FACE); 414 update_object (op, UP_OBJ_CHANGE);
408 415
409 /* Only search the active objects - only these should actually do 416 /* Only search the active objects - only these should actually do
410 * harm to the player. 417 * harm to the player.
411 */ 418 */
412 for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) 419 for_all_actives (tmp)
413 if (tmp->enemy == op) 420 if (tmp->enemy == op)
414 tmp->enemy = NULL; 421 tmp->enemy = 0;
422
415 return 1; 423 return 1;
416} 424}
417 425
418/* earth to dust spell. Basically destroys earthwalls in the area. 426/* earth to dust spell. Basically destroys earthwalls in the area.
419 */ 427 */
420int 428int
421cast_earth_to_dust (object *op, object *caster, object *spell_ob) 429cast_earth_to_dust (object *op, object *caster, object *spell_ob)
422{ 430{
423 object *tmp, *next;
424 int range, i, j, mflags; 431 int range, i, j, mflags;
425 sint16 sx, sy; 432 sint16 sx, sy;
426 maptile *m; 433 maptile *m;
427
428 if (op->type != PLAYER)
429 return 0;
430 434
431 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 435 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
432 436
433 for (i = -range; i <= range; i++) 437 for (i = -range; i <= range; i++)
434 for (j = -range; j <= range; j++) 438 for (j = -range; j <= range; j++)
439 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 443 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
440 444
441 if (mflags & P_OUT_OF_MAP) 445 if (mflags & P_OUT_OF_MAP)
442 continue; 446 continue;
443 447
444 // earth to dust tears down everything that can be teared down 448 // earth to dust tears down everything that can be torn down
445 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)
446 { 450 {
447 next = tmp->above; 451 next = tmp->above;
452
448 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 453 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
449 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 454 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
450 } 455 }
451 } 456 }
457
452 return 1; 458 return 1;
453} 459}
454
455 460
456void 461void
457execute_word_of_recall (object *op) 462execute_word_of_recall (object *op)
458{ 463{
459 object *wor = op; 464 if (object *pl = op->in_player ())
460 465 {
461 while (op != NULL && op->type != PLAYER) 466 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST))
462 op = op->env;
463
464 if (op != NULL && op->map)
465 if ((get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_CLERIC) && (!QUERY_FLAG (op, FLAG_WIZCAST)))
466 new_draw_info (NDI_UNIQUE, 0, op, "You feel something fizzle inside you."); 467 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
467 else 468 else
468 enter_exit (op, wor); 469 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
470 }
469 471
470 wor->destroy (); 472 op->destroy ();
471} 473}
472 474
473/* Word of recall causes the player to return 'home'. 475/* Word of recall causes the player to return 'home'.
474 * 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
475 * time delay effect. 477 * time delay effect.
488 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.");
489 return 1; 491 return 1;
490 } 492 }
491 493
492 dummy = get_archetype (FORCE_NAME); 494 dummy = get_archetype (FORCE_NAME);
493 if (dummy == NULL) 495
496 if (!dummy)
494 { 497 {
495 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 498 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
496 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); 499 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
497 return 0; 500 return 0;
498 } 501 }
502
499 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob); 503 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob);
500 if (time < 1) 504 if (time < 1)
501 time = 1; 505 time = 1;
502 506
503 /* 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
504 * 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
505 * do anything really odd if it say a -1000 or something. 509 * do anything really odd if it say a -1000 or something.
506 */ 510 */
507 dummy->speed = 0.002; 511 dummy->set_speed (0.002);
508 update_ob_speed (dummy);
509 dummy->speed_left = -dummy->speed * time; 512 dummy->speed_left = -dummy->speed * time;
510 dummy->type = SPELL_EFFECT; 513 dummy->type = SPELL_EFFECT;
511 dummy->subtype = SP_WORD_OF_RECALL; 514 dummy->subtype = SP_WORD_OF_RECALL;
512 515
513 /* 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
514 * nice, but until the map load fails, we can't. 517 * nice, but until the map load fails, we can't.
515 */ 518 */
516 EXIT_PATH (dummy) = op->contr->savebed_map; 519 EXIT_PATH (dummy) = op->contr->savebed_map;
517 EXIT_X (dummy) = op->contr->bed_x; 520 EXIT_X (dummy) = op->contr->bed_x;
518 EXIT_Y (dummy) = op->contr->bed_y; 521 EXIT_Y (dummy) = op->contr->bed_y;
519 522
520 (void) insert_ob_in_ob (dummy, op); 523 op->insert (dummy);
524
521 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
522 return 1; 527 return 1;
523} 528}
524 529
525/* cast_wonder 530/* cast_wonder
526 * wonder is really just a spell that will likely cast another 531 * wonder is really just a spell that will likely cast another
556 return cast_spell (op, caster, dir, newspell, NULL); 561 return cast_spell (op, caster, dir, newspell, NULL);
557 } 562 }
558 return 1; 563 return 1;
559} 564}
560 565
561
562int 566int
563perceive_self (object *op) 567perceive_self (object *op)
564{ 568{
565 char *cp = describe_item (op, op), buf[MAX_BUF]; 569 const char *cp = describe_item (op, op);
566 archetype *at = archetype::find (ARCH_DEPLETION); 570 archetype *at = archetype::find (shstr_depletion);
567 object *tmp;
568 int i;
569 571
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
570 tmp = find_god (determine_god (op)); 580 if (object *god = find_god (determine_god (op)))
571 if (tmp) 581 buf << " - You worship " << &god->name << ".\n";
572 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
573 else 582 else
574 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); 583 buf << " - You worship no god.\n";
575 584
576 tmp = present_arch_in_ob (at, op); 585 object *tmp = present_arch_in_ob (at, op);
577 586
578 if (*cp == '\0' && tmp == NULL) 587 if (*cp == '\0' && !tmp)
579 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 588 buf << " - You feel very mundane. ";
580 else 589 else
581 { 590 {
582 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 591 buf << " - You have: " << cp << ".\n";
583 new_draw_info (NDI_UNIQUE, 0, op, cp); 592
584 if (tmp != NULL) 593 if (tmp)
585 {
586 for (i = 0; i < NUM_STATS; i++) 594 for (int i = 0; i < NUM_STATS; i++)
587 { 595 if (tmp->stats.stat (i) < 0)
588 if (get_attr_value (&tmp->stats, i) < 0) 596 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
589 {
590 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i)));
591 }
592 }
593 }
594 } 597 }
595 598
596 if (is_dragon_pl (op)) 599 if (op->is_dragon ())
597 {
598 /* now grab the 'dragon_ability'-force from the player's inventory */ 600 /* now grab the 'dragon_ability'-force from the player's inventory */
599 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 601 for (tmp = op->inv; tmp; tmp = tmp->below)
600 { 602 {
601 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 603 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
602 { 604 {
603 if (tmp->stats.exp == 0) 605 if (tmp->stats.exp == 0)
604 {
605 sprintf (buf, "Your metabolism isn't focused on anything."); 606 buf << " - Your metabolism isn't focused on anything.\n";
606 }
607 else 607 else
608 {
609 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";
610 } 609
611 new_draw_info (NDI_UNIQUE, 0, op, buf);
612 break; 610 break;
613 } 611 }
614 } 612 }
615 } 613
614 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
615
616 return 1; 616 return 1;
617} 617}
618
619/* int cast_create_town_portal (object *op, object *caster, int dir)
620 *
621 * This function cast the spell of town portal for op
622 *
623 * The spell operates in two passes. During the first one a place
624 * is marked as a destination for the portal. During the second one,
625 * 2 portals are created, one in the position the player cast it and
626 * one in the destination place. The portal are synchronized and 2 forces
627 * are inserted in the player to destruct the portal next time player
628 * creates a new portal pair.
629 * This spell has a side effect that it allows people to meet each other
630 * in a permanent, private, appartements by making a town portal from it
631 * to the town or another public place. So, check if the map is unique and if
632 * so return an error
633 *
634 * Code by Tchize (david.delbecq@usa.net)
635 */
636int
637cast_create_town_portal (object *op, object *caster, object *spell, int dir)
638{
639 object *dummy, *force, *old_force, *tmp;
640 archetype *perm_portal;
641 char portal_name[1024], portal_message[1024];
642 sint16 exitx, exity;
643 maptile *exitmap;
644 int op_level;
645
646
647 /* Check to see if the map the player is currently on is a per player unique
648 * map. This can be determined in that per player unique maps have the
649 * full pathname listed.
650 */
651 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
652 {
653 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
654 return 0;
655 }
656
657 /* The first thing to do is to check if we have a marked destination
658 * dummy is used to make a check inventory for the force
659 */
660 dummy = arch_to_object (spell->other_arch);
661 if (dummy == NULL)
662 {
663 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
664 LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name);
665 return 0;
666 }
667 force = check_inv_recursive (op, dummy);
668
669 if (force == NULL)
670 {
671 /* Here we know there is no destination marked up.
672 * We have 2 things to do:
673 * 1. Mark the destination in the player inventory.
674 * 2. Let the player know it worked.
675 */
676 dummy->name = op->map->path;
677 EXIT_X (dummy) = op->x;
678 EXIT_Y (dummy) = op->y;
679 insert_ob_in_ob (dummy, op);
680 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You fix this place in your mind.\nYou feel you are able to come here from anywhere.");
681 return 1;
682 }
683
684 dummy->destroy ();
685
686 /* Here we know where the town portal should go to
687 * We should kill any existing portal associated with the player.
688 * Than we should create the 2 portals.
689 * For each of them, we need:
690 * - To create the portal with the name of the player+destination map
691 * - set the owner of the town portal
692 * - To mark the position of the portal in the player's inventory
693 * for easier destruction.
694 *
695 * The mark works has follow:
696 * slaying: Existing town portal
697 * hp, sp : x & y of the associated portal
698 * name : name of the portal
699 * race : map the portal is in
700 */
701
702 /* First step: killing existing town portals */
703 dummy = get_archetype (spell->race);
704 if (dummy == NULL)
705 {
706 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
707 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
708 return 0;
709 }
710 perm_portal = archetype::find (spell->slaying);
711
712 /* To kill a town portal, we go trough the player's inventory,
713 * for each marked portal in player's inventory,
714 * -We try load the associated map (if impossible, consider the portal destructed)
715 * -We find any portal in the specified location.
716 * If it has the good name, we destruct it.
717 * -We destruct the force indicating that portal.
718 */
719 while ((old_force = check_inv_recursive (op, dummy)))
720 {
721 exitx = EXIT_X (old_force);
722 exity = EXIT_Y (old_force);
723 LOG (llevDebug, "Trying to kill a portal in %s (%d,%d)\n", &old_force->race, exitx, exity);
724
725 if (!strncmp (old_force->race, settings.localdir, strlen (settings.localdir)))
726 exitmap = ready_map_name (old_force->race, MAP_PLAYER_UNIQUE);
727 else
728 exitmap = ready_map_name (old_force->race, 0);
729
730 if (exitmap)
731 {
732 tmp = present_arch (perm_portal, exitmap, exitx, exity);
733 while (tmp)
734 {
735 if (tmp->name == old_force->name)
736 {
737 tmp->destroy ();
738 break;
739 }
740
741 tmp = tmp->above;
742 }
743 }
744
745 old_force->destroy ();
746 LOG (llevDebug, "\n");
747 }
748
749 dummy->destroy ();
750
751 /* Creating the portals.
752 * The very first thing to do is to ensure
753 * access to the destination map.
754 * If we can't, don't fizzle. Simply warn player.
755 * This ensure player pays his mana for the spell
756 * because HE is responsible of forgotting.
757 * 'force' is the destination of the town portal, which we got
758 * from the players inventory above.
759 */
760
761 /* Ensure exit map is loaded */
762 if (!strncmp (force->name, settings.localdir, strlen (settings.localdir)))
763 exitmap = ready_map_name (force->name, MAP_PLAYER_UNIQUE);
764 else
765 exitmap = ready_map_name (force->name, 0);
766
767 /* If we were unable to load (ex. random map deleted), warn player */
768 if (exitmap == NULL)
769 {
770 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
771 force->destroy ();
772 return 1;
773 }
774
775 op_level = caster_level (caster, spell);
776 if (op_level < 15)
777 snprintf (portal_message, 1024,
778 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
779 &op->name);
780 else if (op_level < 30)
781 snprintf (portal_message, 1024,
782 "\n%s's portal smells of ozone.\nYou do a lot of movements and finally pass\nthrough the small hole in the air\n", &op->name);
783 else if (op_level < 60)
784 snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
785 else
786 snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",
787 &op->name);
788
789 /* Create a portal in front of player
790 * dummy contain the portal and
791 * force contain the track to kill it later
792 */
793
794 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
795 dummy = get_archetype (spell->slaying); /*The portal */
796 if (dummy == NULL)
797 {
798 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
799 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
800 return 0;
801 }
802 EXIT_PATH (dummy) = force->name;
803 EXIT_X (dummy) = EXIT_X (force);
804 EXIT_Y (dummy) = EXIT_Y (force);
805 dummy->name = dummy->name_pl = portal_name;
806 dummy->msg = portal_message;
807 dummy->race = op->name; /*Save the owner of the portal */
808 cast_create_obj (op, caster, dummy, 0);
809
810 /* Now we need to to create a town portal marker inside the player
811 * object, so on future castings, we can know that he has an active
812 * town portal.
813 */
814 tmp = get_archetype (spell->race);
815 if (tmp == NULL)
816 {
817 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
818 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
819 return 0;
820 }
821 tmp->race = op->map->path;
822 tmp->name = portal_name;
823 EXIT_X (tmp) = dummy->x;
824 EXIT_Y (tmp) = dummy->y;
825 insert_ob_in_ob (tmp, op);
826
827 /* Create a portal in the destination map
828 * dummy contain the portal and
829 * force the track to kill it later
830 * the 'force' variable still contains the 'reminder' of
831 * where this portal goes to.
832 */
833 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, op->map->path);
834 dummy = get_archetype (spell->slaying); /*The portal */
835 if (dummy == NULL)
836 {
837 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
838 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
839 return 0;
840 }
841 EXIT_PATH (dummy) = op->map->path;
842 EXIT_X (dummy) = op->x;
843 EXIT_Y (dummy) = op->y;
844 dummy->name = dummy->name_pl = portal_name;
845 dummy->msg = portal_message;
846 dummy->x = EXIT_X (force);
847 dummy->y = EXIT_Y (force);
848 dummy->race = op->name; /*Save the owner of the portal */
849 insert_ob_in_map (dummy, exitmap, op, 0);
850
851 /* Now we create another town portal marker that
852 * points back to the one we just made
853 */
854 tmp = get_archetype (spell->race);
855 if (tmp == NULL)
856 {
857 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
858 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
859 return 0;
860 }
861 tmp->race = force->name;
862 tmp->name = portal_name;
863 EXIT_X (tmp) = dummy->x;
864 EXIT_Y (tmp) = dummy->y;
865 insert_ob_in_ob (tmp, op);
866
867 /* Describe the player what happened
868 */
869 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
870 force->destroy ();
871
872 return 1;
873}
874
875 618
876/* This creates magic walls. Really, it can create most any object, 619/* This creates magic walls. Really, it can create most any object,
877 * within some reason. 620 * within some reason.
878 */ 621 */
879
880int 622int
881magic_wall (object *op, object *caster, int dir, object *spell_ob) 623magic_wall (object *op, object *caster, int dir, object *spell_ob)
882{ 624{
883 object *tmp, *tmp2; 625 object *tmp;
884 int i, posblocked, negblocked, maxrange; 626 int i, posblocked, negblocked, maxrange;
885 sint16 x, y; 627 sint16 x, y;
886 maptile *m; 628 maptile *m;
887 const char *name; 629 const char *name;
888 archetype *at; 630 archetype *at;
896 else 638 else
897 { 639 {
898 x = op->x + freearr_x[dir]; 640 x = op->x + freearr_x[dir];
899 y = op->y + freearr_y[dir]; 641 y = op->y + freearr_y[dir];
900 } 642 }
643
901 m = op->map; 644 m = op->map;
902 645
903 if ((spell_ob->move_block || x != op->x || y != op->y) && 646 if ((spell_ob->move_block || x != op->x || y != op->y) &&
904 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) || 647 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) ||
905 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block))) 648 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
906 { 649 {
907 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.");
908 return 0; 651 return 0;
909 } 652 }
653
910 if (spell_ob->other_arch) 654 if (spell_ob->other_arch)
911 { 655 tmp = spell_ob->other_arch->instance ();
912 tmp = arch_to_object (spell_ob->other_arch);
913 }
914 else if (spell_ob->race) 656 else if (spell_ob->race)
915 { 657 {
916 char buf1[MAX_BUF]; 658 char buf1[MAX_BUF];
917 659
918 sprintf (buf1, spell_ob->race, dir); 660 sprintf (buf1, spell_ob->race, dir);
921 { 663 {
922 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 664 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
923 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 665 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
924 return 0; 666 return 0;
925 } 667 }
926 tmp = arch_to_object (at); 668
669 tmp = at->instance ();
927 } 670 }
928 else 671 else
929 { 672 {
930 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);
931 return 0; 674 return 0;
940 } 683 }
941 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 684 else if (QUERY_FLAG (tmp, FLAG_ALIVE))
942 { 685 {
943 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);
944 tmp->stats.maxhp = tmp->stats.hp; 687 tmp->stats.maxhp = tmp->stats.hp;
945 set_owner (tmp, op);
946 set_spell_skill (op, caster, spell_ob, tmp);
947 } 688 }
689
948 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))
949 { 691 {
950 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);
951 SET_FLAG (tmp, FLAG_IS_USED_UP); 693 SET_FLAG (tmp, FLAG_IS_USED_UP);
952 } 694 }
695
953 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 696 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN))
954 { 697 {
955 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);
956 tmp->stats.maxhp = tmp->stats.hp; 699 tmp->stats.maxhp = tmp->stats.hp;
957 SET_FLAG (tmp, FLAG_TEAR_DOWN); 700 SET_FLAG (tmp, FLAG_TEAR_DOWN);
958 SET_FLAG (tmp, FLAG_ALIVE); 701 SET_FLAG (tmp, FLAG_ALIVE);
959 } 702 }
960 703
961 /* 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,
962 * 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.
963 */ 707 */
964 set_owner (tmp, op); 708 if (tmp->type != EARTHWALL) //TODO
709 tmp->set_owner (op);
710
965 set_spell_skill (op, caster, spell_ob, tmp); 711 set_spell_skill (op, caster, spell_ob, tmp);
966 tmp->x = x;
967 tmp->y = y;
968 tmp->level = caster_level (caster, spell_ob) / 2; 712 tmp->level = casting_level (caster, spell_ob) / 2;
969 713
970 name = tmp->name; 714 name = tmp->name;
971 if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL) 715 if (!(tmp = m->insert (tmp, x, y, op)))
972 { 716 {
973 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);
974 return 0; 718 return 0;
975 } 719 }
720
976 /* 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 */
977 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 722 if (tmp->other_arch && tmp->other_arch->type == SPELL)
978 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 723 insert_ob_in_ob (tmp->other_arch->instance (), tmp);
979 724
980 /* This code causes the wall to extend some distance in 725 /* This code causes the wall to extend some distance in
981 * each direction, or until an obstruction is encountered. 726 * each direction, or until an obstruction is encountered.
982 * posblocked and negblocked help determine how far the 727 * posblocked and negblocked help determine how far the
983 * created wall can extend, it won't go extend through 728 * created wall can extend, it won't go extend through
998 m = tmp->map; 743 m = tmp->map;
999 744
1000 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)) &&
1001 ((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)
1002 { 747 {
1003 tmp2 = object::create (); 748 object *tmp2 = tmp->clone ();
1004 tmp->copy_to (tmp2); 749 m->insert (tmp2, x, y, op);
1005 tmp2->x = x; 750
1006 tmp2->y = y;
1007 insert_ob_in_map (tmp2, m, op, 0);
1008 /* If this is a spellcasting wall, need to insert the spell object */ 751 /* If this is a spellcasting wall, need to insert the spell object */
1009 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 752 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1010 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 753 tmp2->insert (tmp2->other_arch->instance ());
1011 754
1012 } 755 }
1013 else 756 else
1014 posblocked = 1; 757 posblocked = 1;
1015 758
1018 m = tmp->map; 761 m = tmp->map;
1019 762
1020 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)) &&
1021 ((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)
1022 { 765 {
1023 tmp2 = object::create (); 766 object *tmp2 = tmp->clone ();
1024 tmp->copy_to (tmp2); 767 m->insert (tmp2, x, y, op);
1025 tmp2->x = x; 768
1026 tmp2->y = y;
1027 insert_ob_in_map (tmp2, m, op, 0);
1028 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 769 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1029 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 770 tmp2->insert (tmp2->other_arch->instance ());
1030 } 771 }
1031 else 772 else
1032 negblocked = 1; 773 negblocked = 1;
1033 } 774 }
1034 775
1037 778
1038 return 1; 779 return 1;
1039} 780}
1040 781
1041int 782int
1042dimension_door (object *op, object *caster, object *spob, int dir) 783dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
1043{ 784{
1044 uint32 dist, maxdist; 785 uint32 dist, maxdist;
1045 int mflags; 786 int mflags;
1046 maptile *m; 787 maptile *m;
1047 sint16 sx, sy; 788 sint16 sx, sy;
1058 /* 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
1059 * ever, so put limits in. 800 * ever, so put limits in.
1060 */ 801 */
1061 maxdist = spob->range + SP_level_range_adjust (caster, spob); 802 maxdist = spob->range + SP_level_range_adjust (caster, spob);
1062 803
1063 if (op->contr->count) 804 if (spellparam)
1064 { 805 {
806 int count = atoi (spellparam);
807
1065 if (op->contr->count > maxdist) 808 if (count > maxdist)
1066 { 809 {
1067 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!");
1068 return 0; 811 return 0;
1069 } 812 }
1070 813
1071 for (dist = 0; dist < op->contr->count; dist++) 814 for (dist = 0; dist < count; dist++)
1072 { 815 {
1073 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);
1074 817
1075 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 818 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
1076 break; 819 break;
1077 820
1078 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)))
1079 break; 822 break;
1080 } 823 }
1081 824
1082 if (dist < op->contr->count) 825 if (dist < count)
1083 { 826 {
1084 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");
1085 op->contr->count = 0;
1086 return 0; 828 return 0;
1087 } 829 }
1088 op->contr->count = 0;
1089 830
1090 /* Remove code that puts player on random space on maps. IMO, 831 /* Remove code that puts player on random space on maps. IMO,
1091 * a lot of maps probably have areas the player should not get to, 832 * a lot of maps probably have areas the player should not get to,
1092 * but may not be marked as NO_MAGIC (as they may be bounded 833 * but may not be marked as NO_MAGIC (as they may be bounded
1093 * by such squares). Also, there are probably treasure rooms and 834 * by such squares). Also, there are probably treasure rooms and
1141 return 0; 882 return 0;
1142 } 883 }
1143 } 884 }
1144 885
1145 /* Actually move the player now */ 886 /* Actually move the player now */
1146 op->remove (); 887 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op)))
1147 op->x += freearr_x[dir] * dist;
1148 op->y += freearr_y[dir] * dist;
1149 if ((op = insert_ob_in_map (op, op->map, op, 0)) == NULL)
1150 return 1; 888 return 1;
1151 889
1152 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
1153 return 1; 892 return 1;
1154} 893}
1155
1156 894
1157/* cast_heal: Heals something. 895/* cast_heal: Heals something.
1158 * op is the caster. 896 * op is the caster.
1159 * dir is the direction he is casting it in. 897 * dir is the direction he is casting it in.
1160 * spell is the spell object. 898 * spell is the spell object.
1167 object *poison; 905 object *poison;
1168 int heal = 0, success = 0; 906 int heal = 0, success = 0;
1169 907
1170 tmp = find_target_for_friendly_spell (op, dir); 908 tmp = find_target_for_friendly_spell (op, dir);
1171 909
1172 if (tmp == NULL) 910 if (!tmp)
1173 return 0; 911 return 0;
1174 912
1175 /* Figure out how many hp this spell might cure. 913 /* Figure out how many hp this spell might cure.
1176 * could be zero if this spell heals effects, not damage. 914 * could be zero if this spell heals effects, not damage.
1177 */ 915 */
1180 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;
1181 919
1182 if (heal) 920 if (heal)
1183 { 921 {
1184 if (tmp->stats.hp >= tmp->stats.maxhp) 922 if (tmp->stats.hp >= tmp->stats.maxhp)
1185 {
1186 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.");
1187 }
1188 else 924 else
1189 { 925 {
1190 /* See how many points we actually heal. Instead of messages 926 /* See how many points we actually heal. Instead of messages
1191 * based on type of spell, we instead do messages based 927 * based on type of spell, we instead do messages based
1192 * on amount of damage healed. 928 * on amount of damage healed.
1193 */ 929 */
1194 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 930 if (heal > tmp->stats.maxhp - tmp->stats.hp)
1195 heal = tmp->stats.maxhp - tmp->stats.hp; 931 heal = tmp->stats.maxhp - tmp->stats.hp;
932
1196 tmp->stats.hp += heal; 933 tmp->stats.hp += heal;
1197 934
1198 if (tmp->stats.hp >= tmp->stats.maxhp) 935 if (tmp->stats.hp >= tmp->stats.maxhp)
1199 {
1200 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 936 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1201 }
1202 else if (heal > 50) 937 else if (heal > 50)
1203 {
1204 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); 938 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1205 }
1206 else if (heal > 25) 939 else if (heal > 25)
1207 {
1208 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); 940 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1209 }
1210 else if (heal > 10) 941 else if (heal > 10)
1211 {
1212 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.");
1213 }
1214 else 943 else
1215 {
1216 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.");
1217 } 945
1218 success = 1; 946 success = 1;
1219 } 947 }
1220 } 948 }
949
1221 if (spell->attacktype & AT_DISEASE) 950 if (spell->attacktype & AT_DISEASE)
1222 if (cure_disease (tmp, op)) 951 if (cure_disease (tmp, op, spell))
1223 success = 1; 952 success = 1;
1224 953
1225 if (spell->attacktype & AT_POISON) 954 if (spell->attacktype & AT_POISON)
1226 { 955 {
1227 at = archetype::find ("poisoning"); 956 at = archetype::find (shstr_poisoning);
1228 poison = present_arch_in_ob (at, tmp); 957 poison = present_arch_in_ob (at, tmp);
1229 if (poison) 958 if (poison)
1230 { 959 {
1231 success = 1; 960 success = 1;
1232 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 961 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1233 poison->stats.food = 1; 962 poison->stats.food = 1;
1234 } 963 }
1235 } 964 }
965
1236 if (spell->attacktype & AT_CONFUSION) 966 if (spell->attacktype & AT_CONFUSION)
1237 { 967 {
1238 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 968 poison = present_in_ob_by_name (FORCE, shstr_confusion, tmp);
1239 if (poison) 969 if (poison)
1240 { 970 {
1241 success = 1; 971 success = 1;
1242 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 972 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1243 poison->duration = 1; 973 poison->duration = 1;
1244 } 974 }
1245 } 975 }
976
1246 if (spell->attacktype & AT_BLIND) 977 if (spell->attacktype & AT_BLIND)
1247 { 978 {
1248 at = archetype::find ("blindness"); 979 at = archetype::find (shstr_blindness);
1249 poison = present_arch_in_ob (at, tmp); 980 poison = present_arch_in_ob (at, tmp);
1250 if (poison) 981 if (poison)
1251 { 982 {
1252 success = 1; 983 success = 1;
1253 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.");
1254 poison->stats.food = 1; 985 poison->stats.food = 1;
1255 } 986 }
1256 } 987 }
988
1257 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) 989 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1258 { 990 {
1259 tmp->stats.sp += spell->last_sp; 991 tmp->stats.sp += spell->last_sp;
1260 if (tmp->stats.sp > tmp->stats.maxsp) 992 if (tmp->stats.sp > tmp->stats.maxsp)
1261 tmp->stats.sp = tmp->stats.maxsp; 993 tmp->stats.sp = tmp->stats.maxsp;
1262 success = 1; 994 success = 1;
1263 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!");
1264 } 996 }
997
1265 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) 998 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1266 { 999 {
1267 tmp->stats.grace += spell->last_grace; 1000 tmp->stats.grace += spell->last_grace;
1268 if (tmp->stats.grace > tmp->stats.maxgrace) 1001 if (tmp->stats.grace > tmp->stats.maxgrace)
1269 tmp->stats.grace = tmp->stats.maxgrace; 1002 tmp->stats.grace = tmp->stats.maxgrace;
1270 success = 1; 1003 success = 1;
1271 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!");
1272 } 1005 }
1006
1273 if (spell->stats.food && tmp->stats.food < 999) 1007 if (spell->stats.food && tmp->stats.food < 999)
1274 { 1008 {
1275 tmp->stats.food += spell->stats.food; 1009 tmp->stats.food += spell->stats.food;
1010
1276 if (tmp->stats.food > 999) 1011 if (tmp->stats.food > 999)
1277 tmp->stats.food = 999; 1012 tmp->stats.food = 999;
1013
1278 success = 1; 1014 success = 1;
1279 /* 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 */
1280 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");
1281 } 1017 }
1018
1282 return success; 1019 return success;
1283} 1020}
1284
1285 1021
1286/* 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
1287 * 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
1288 * good comments for those. 1024 * good comments for those.
1289 */ 1025 */
1290static const char *const no_gain_msgs[NUM_STATS] = { 1026static const char *const no_gain_msgs[NUM_STATS] = {
1291 "You grow no stronger.", 1027 "You grow no stronger.",
1292 "You grow no more agile.", 1028 "You grow no more agile.",
1293 "You don't feel any healthier.", 1029 "You don't feel any healthier.",
1294 "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."
1295 "You are no easier to look at.", 1033 "You are no easier to look at.",
1296 "no int",
1297 "no pow"
1298}; 1034};
1299 1035
1300int 1036int
1037change_ability_duration (object *spell, object *caster)
1038{
1039 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1040}
1041
1042int
1301cast_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)
1302{ 1044{
1303 object *tmp, *tmp2 = NULL;
1304 object *force = NULL; 1045 object *force = 0;
1305 int i; 1046 int i;
1306 1047
1307 /* 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. */
1308 if (dir != 0) 1049 object *tmp = dir
1309 {
1310 tmp = find_target_for_friendly_spell (op, dir); 1050 ? find_target_for_friendly_spell (op, dir)
1311 } 1051 : op;
1312 else
1313 {
1314 tmp = op;
1315 }
1316 1052
1317 if (tmp == NULL) 1053 if (!tmp)
1318 return 0; 1054 return 0;
1319 1055
1320 /* 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. */
1321 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1057 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1322 { 1058 {
1323 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1059 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1324 { 1060 {
1325 if (tmp2->name == spell_ob->name) 1061 if (tmp2->name == spell_ob->name)
1326 { 1062 {
1328 break; 1064 break;
1329 } 1065 }
1330 else if (spell_ob->race && spell_ob->race == tmp2->name) 1066 else if (spell_ob->race && spell_ob->race == tmp2->name)
1331 { 1067 {
1332 if (!silent) 1068 if (!silent)
1333 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 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
1334 return 0; 1073 return 0;
1335 } 1074 }
1336 } 1075 }
1337 } 1076 }
1077
1078 int duration = change_ability_duration (spell_ob, caster);
1079
1338 if (force == NULL) 1080 if (force)
1339 {
1340 force = get_archetype (FORCE_NAME);
1341 force->subtype = FORCE_CHANGE_ABILITY;
1342 if (spell_ob->race)
1343 force->name = spell_ob->race;
1344 else
1345 force->name = spell_ob->name;
1346 force->name_pl = spell_ob->name;
1347 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1348
1349 } 1081 {
1350 else
1351 {
1352 int duration;
1353
1354 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1355 if (duration > force->duration) 1082 if (duration > force->duration)
1356 { 1083 {
1357 force->duration = duration; 1084 force->duration = duration;
1358 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.");
1359 } 1086 }
1360 else 1087 else
1361 {
1362 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.");
1363 } 1089
1364 return 1; 1090 return 1;
1365 } 1091 }
1366 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
1367 force->speed = 1.0; 1108 force->speed = 1.0;
1368 force->speed_left = -1.0; 1109 force->speed_left = -1.0;
1369 SET_FLAG (force, FLAG_APPLIED); 1110 SET_FLAG (force, FLAG_APPLIED);
1370 1111
1371 /* Now start processing the effects. First, protections */ 1112 /* Now start processing the effects. First, protections */
1376 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);
1377 if (force->resist[i] > 100) 1118 if (force->resist[i] > 100)
1378 force->resist[i] = 100; 1119 force->resist[i] = 100;
1379 } 1120 }
1380 } 1121 }
1122
1381 if (spell_ob->stats.hp) 1123 if (spell_ob->stats.hp)
1382 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);
1383 1125
1384 if (tmp->type == PLAYER) 1126 if (tmp->type == PLAYER)
1385 { 1127 {
1386 /* Stat adjustment spells */ 1128 /* Stat adjustment spells */
1387 for (i = 0; i < NUM_STATS; i++) 1129 for (i = 0; i < NUM_STATS; i++)
1388 { 1130 {
1389 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; 1131 if (sint8 stat = spell_ob->stats.stat (i))
1390
1391 if (stat)
1392 { 1132 {
1393 sm = 0; 1133 sint8 sm = 0;
1394 for (k = 0; k < stat; k++) 1134 for (sint8 k = 0; k < stat; k++)
1395 sm += rndm (1, 3); 1135 sm += rndm (1, 3);
1396 1136
1397 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) 1137 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1398 { 1138 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1399 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); 1139
1400 if (sm < 0) 1140 force->stats.stat (i) = sm;
1401 sm = 0; 1141
1402 }
1403 set_attr_value (&force->stats, i, sm);
1404 if (!sm) 1142 if (!sm)
1405 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); 1143 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1406 } 1144 }
1407 } 1145 }
1408 } 1146 }
1428 force->stats.ac = spell_ob->stats.ac; 1166 force->stats.ac = spell_ob->stats.ac;
1429 force->attacktype = spell_ob->attacktype; 1167 force->attacktype = spell_ob->attacktype;
1430 1168
1431 insert_ob_in_ob (force, tmp); 1169 insert_ob_in_ob (force, tmp);
1432 change_abil (tmp, force); /* Mostly to display any messages */ 1170 change_abil (tmp, force); /* Mostly to display any messages */
1433 fix_player (tmp); 1171 tmp->update_stats ();
1172
1434 return 1; 1173 return 1;
1435} 1174}
1436 1175
1437/* 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
1438 * 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
1439 * of the caster. 1178 * of the caster.
1440 */ 1179 */
1441
1442int 1180int
1443cast_bless (object *op, object *caster, object *spell_ob, int dir) 1181cast_bless (object *op, object *caster, object *spell_ob, int dir)
1444{ 1182{
1445 int i; 1183 int i;
1446 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1184 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1447 1185
1448 /* 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. */
1449 if (dir != 0) 1187 if (dir != 0)
1450 { 1188 {
1451 tmp = find_target_for_friendly_spell (op, dir); 1189 tmp = find_target_for_friendly_spell (op, dir);
1190
1191 if (!tmp)
1192 return 0;
1452 } 1193 }
1453 else 1194 else
1454 {
1455 tmp = op; 1195 tmp = op;
1456 }
1457 1196
1458 /* 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. */
1459 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1198 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1460 { 1199 {
1461 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1200 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1462 { 1201 {
1463 if (tmp2->name == spell_ob->name) 1202 if (tmp2->name == spell_ob->name)
1464 { 1203 {
1470 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 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);
1471 return 0; 1210 return 0;
1472 } 1211 }
1473 } 1212 }
1474 } 1213 }
1214
1475 if (force == NULL) 1215 if (force == NULL)
1476 { 1216 {
1477 force = get_archetype (FORCE_NAME); 1217 force = get_archetype (FORCE_NAME);
1478 force->subtype = FORCE_CHANGE_ABILITY; 1218 force->subtype = FORCE_CHANGE_ABILITY;
1479 if (spell_ob->race) 1219 if (spell_ob->race)
1510 } 1250 }
1511 else 1251 else
1512 { 1252 {
1513 /* Only give out good benefits, and put a max on it */ 1253 /* Only give out good benefits, and put a max on it */
1514 for (i = 0; i < NROFATTACKS; i++) 1254 for (i = 0; i < NROFATTACKS; i++)
1515 {
1516 if (god->resist[i] > 0) 1255 if (god->resist[i] > 0)
1517 {
1518 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]);
1519 } 1257
1520 }
1521 force->path_attuned |= god->path_attuned; 1258 force->path_attuned |= god->path_attuned;
1522 1259
1523 if (spell_ob->attacktype) 1260 if (spell_ob->attacktype)
1524 force->slaying = god->slaying; 1261 force->slaying = god->slaying;
1525 1262
1537 force->stats.wc = spell_ob->stats.wc; 1274 force->stats.wc = spell_ob->stats.wc;
1538 force->stats.ac = spell_ob->stats.ac; 1275 force->stats.ac = spell_ob->stats.ac;
1539 1276
1540 change_abil (tmp, force); /* Mostly to display any messages */ 1277 change_abil (tmp, force); /* Mostly to display any messages */
1541 insert_ob_in_ob (force, tmp); 1278 insert_ob_in_ob (force, tmp);
1542 fix_player (tmp); 1279 tmp->update_stats ();
1543 return 1; 1280 return 1;
1544} 1281}
1545
1546
1547 1282
1548/* Alchemy code by Mark Wedel 1283/* Alchemy code by Mark Wedel
1549 * 1284 *
1550 * This code adds a new spell, called alchemy. Alchemy will turn 1285 * This code adds a new spell, called alchemy. Alchemy will turn
1551 * objects to gold nuggets, the value of the gold nuggets being 1286 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1552 * about 90% of that of the item itself. It uses the value of the
1553 * object before charisma adjustments, because the nuggets themselves
1554 * will be will be adjusted by charisma when sold.
1555 * 1287 *
1556 * 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
1557 * the maximum number of large nuggets you could get. 1289 * itself. It uses the value of the object before charisma adjustments,
1558 * Small nuggets are worth 1 gp each (base). You will get from 0 1290 * because the nuggets themselves will be will be adjusted by charisma
1559 * to the max amount of small nuggets as you could get. 1291 * when sold.
1560 *
1561 * For example, if an item is worth 110 gold, you will get
1562 * 4 large nuggets, and from 0-10 small nuggets.
1563 * 1292 *
1564 * 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
1565 * 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
1566 * alchemied. 1295 * alchemised.
1567 */ 1296 */
1568
1569/* I didn't feel like passing these as arguements to the
1570 * two functions that need them. Real values are put in them
1571 * when the spell is cast, and these are freed when the spell
1572 * is finished.
1573 */
1574static object *small, *large;
1575
1576static void 1297static void
1577alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight) 1298alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1578{ 1299{
1579 uint64 value = query_cost (obj, NULL, F_TRUE); 1300 uint64 value = query_cost (obj, NULL, F_TRUE);
1580 1301
1581 /* Give third price when we alchemy money (This should hopefully 1302 /* Give third price when we alchemy money (this should hopefully
1582 * 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
1583 * the nuggets, alchemy the gold from that, etc. 1304 * the nuggets, alchemy the gold from that, etc.
1584 * Otherwise, give 9 silver on the gold for other objects, 1305 * Otherwise, give 9 silver on the gold for other objects,
1585 * so that it would still be more affordable to haul 1306 * so that it would still be more affordable to haul
1586 * the stuff back to town. 1307 * the stuff back to town.
1587 */ 1308 */
1588
1589 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1309 if (QUERY_FLAG (obj, FLAG_UNPAID))
1590 value = 0; 1310 value = 0;
1591 else if (obj->type == MONEY || obj->type == GEM) 1311 else if (obj->type == MONEY || obj->type == GEM)
1592 value /= 3; 1312 value /= 3;
1593 else 1313 else
1594 value = (value * 9) / 10; 1314 value = value * 9 / 10;
1595 1315
1596 value /= 4; // fix by GHJ, don't understand, pcg
1597
1598 if ((obj->value > 0) && rndm (0, 29)) 1316 if (obj->value > 0 && rndm (0, 29))
1599 { 1317 total_value += value;
1600 int count;
1601 1318
1602 count = value / large->value;
1603 *large_nuggets += count;
1604 value -= (uint64) count *(uint64) large->value;
1605
1606 count = value / small->value;
1607 *small_nuggets += count;
1608 }
1609
1610 /* Turn 25 small nuggets into 1 large nugget. If the value
1611 * of large nuggets is not evenly divisable by the small nugget
1612 * value, take off an extra small_nugget (Assuming small_nuggets!=0)
1613 */
1614 if (*small_nuggets * small->value >= large->value)
1615 {
1616 (*large_nuggets)++;
1617 *small_nuggets -= large->value / small->value;
1618 if (*small_nuggets && large->value % small->value)
1619 (*small_nuggets)--;
1620 }
1621 weight += obj->weight; 1319 total_weight += obj->total_weight ();
1320
1622 obj->destroy (); 1321 obj->destroy ();
1623} 1322}
1624 1323
1625static void
1626update_map (object *op, maptile *m, int small_nuggets, int large_nuggets, int x, int y)
1627{
1628 object *tmp;
1629 int flag = 0;
1630
1631 /* Put any nuggets below the player, but we can only pass this
1632 * flag if we are on the same space as the player
1633 */
1634 if (x == op->x && y == op->y && op->map == m)
1635 flag = INS_BELOW_ORIGINATOR;
1636
1637 if (small_nuggets)
1638 {
1639 tmp = object::create ();
1640 small->copy_to (tmp);
1641 tmp->nrof = small_nuggets;
1642 tmp->x = x;
1643 tmp->y = y;
1644 insert_ob_in_map (tmp, m, op, flag);
1645 }
1646 if (large_nuggets)
1647 {
1648 tmp = object::create ();
1649 large->copy_to (tmp);
1650 tmp->nrof = large_nuggets;
1651 tmp->x = x;
1652 tmp->y = y;
1653 insert_ob_in_map (tmp, m, op, flag);
1654 }
1655}
1656
1657int 1324int
1658alchemy (object *op, object *caster, object *spell_ob) 1325alchemy (object *op, object *caster, object *spell_ob)
1659{ 1326{
1660 int x, y, weight = 0, weight_max, large_nuggets, small_nuggets, mflags;
1661 sint16 nx, ny;
1662 object *next, *tmp;
1663 maptile *mp;
1664
1665 if (op->type != PLAYER) 1327 if (op->type != PLAYER)
1666 return 0; 1328 return 0;
1667 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
1668 /* 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
1669 * some, and also prevents people from alcheming every table/chair/clock 1337 * some, and also prevents people from alchemising every table/chair/clock
1670 * in sight 1338 * in sight
1671 */ 1339 */
1672 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);
1673 weight_max *= 1000; 1341 int weight_max = duration * 1000;
1674 small = get_archetype ("smallnugget"), large = get_archetype ("largenugget"); 1342 uint64 value_max = duration * 1000;
1675 1343
1344 int weight = 0;
1345
1676 for (y = op->y - 1; y <= op->y + 1; y++) 1346 for (int y = op->y - 1; y <= op->y + 1; y++)
1677 { 1347 {
1678 for (x = op->x - 1; x <= op->x + 1; x++) 1348 for (int x = op->x - 1; x <= op->x + 1; x++)
1679 { 1349 {
1350 uint64 value = 0;
1351
1680 nx = x; 1352 sint16 nx = x;
1681 ny = y; 1353 sint16 ny = y;
1682 1354
1683 mp = op->map; 1355 maptile *mp = op->map;
1684 1356
1685 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); 1357 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1686 1358
1687 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1359 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1688 continue; 1360 continue;
1689 1361
1690 /* Treat alchemy a little differently - most spell effects 1362 /* Treat alchemy a little differently - most spell effects
1692 * ground level effect. 1364 * ground level effect.
1693 */ 1365 */
1694 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) 1366 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1695 continue; 1367 continue;
1696 1368
1697 small_nuggets = 0; 1369 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1698 large_nuggets = 0;
1699
1700 for (tmp = get_map_ob (mp, nx, ny); tmp != NULL; tmp = next)
1701 { 1370 {
1702 next = tmp->above; 1371 next = tmp->above;
1372
1703 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1373 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1704 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1374 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1705 { 1375 {
1706
1707 if (tmp->inv) 1376 if (tmp->inv)
1708 { 1377 {
1709 object *next1, *tmp1; 1378 object *next1, *tmp1;
1710 1379
1711 for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1) 1380 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1712 { 1381 {
1713 next1 = tmp1->below; 1382 next1 = tmp1->below;
1714 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1383 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1715 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1384 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1716 alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight); 1385 alchemy_object (tmp1, value, weight);
1717 } 1386 }
1718 } 1387 }
1388
1719 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); 1389 alchemy_object (tmp, value, weight);
1720 1390
1721 if (weight > weight_max) 1391 if (weight > weight_max)
1722 { 1392 break;
1723 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1724 large->destroy ();
1725 small->destroy ();
1726 return 1;
1727 } 1393 }
1728 } /* is alchemable object */
1729 } /* process all objects on this space */
1730
1731 /* Insert all the nuggets at one time. This probably saves time, but
1732 * it also prevents us from alcheming nuggets that were just created
1733 * with this spell.
1734 */ 1394 }
1735 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 = nugget[i]->instance ();
1405 tmp->nrof = nrof;
1406 tmp->flag [FLAG_IDENTIFIED] = true;
1407 op->map->insert (tmp, x, y, op, 0);
1736 } 1408 }
1737 }
1738 1409
1739 large->destroy (); 1410 if (weight > weight_max)
1740 small->destroy (); 1411 goto bailout;
1741 /* reset this so that if player standing on a big pile of stuff, 1412 }
1742 * it is redrawn properly. 1413 }
1743 */ 1414
1744 op->contr->socket.look_position = 0; 1415bailout:
1745 return 1; 1416 return 1;
1746} 1417}
1747
1748 1418
1749/* This function removes the cursed/damned status on equipped 1419/* This function removes the cursed/damned status on equipped
1750 * items. 1420 * items.
1751 */ 1421 */
1752int 1422int
1753remove_curse (object *op, object *caster, object *spell) 1423remove_curse (object *op, object *caster, object *spell)
1754{ 1424{
1755 object *tmp;
1756 int success = 0, was_one = 0; 1425 int success = 0, was_one = 0;
1757 1426
1758 for (tmp = op->inv; tmp; tmp = tmp->below) 1427 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1759 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1428 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1760 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1429 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1761 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1430 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1762 { 1431 {
1763
1764 was_one++; 1432 was_one++;
1433
1765 if (tmp->level <= caster_level (caster, spell)) 1434 if (tmp->level <= casting_level (caster, spell))
1766 { 1435 {
1767 success++; 1436 success++;
1768 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1437 if (QUERY_FLAG (spell, FLAG_DAMNED))
1769 CLEAR_FLAG (tmp, FLAG_DAMNED); 1438 CLEAR_FLAG (tmp, FLAG_DAMNED);
1770 1439
1771 CLEAR_FLAG (tmp, FLAG_CURSED); 1440 CLEAR_FLAG (tmp, FLAG_CURSED);
1772 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1441 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1773 tmp->value = 0; /* Still can't sell it */ 1442 tmp->value = 0; /* Still can't sell it */
1774 if (op->type == PLAYER) 1443
1444 if (object *pl = tmp->visible_to ())
1775 esrv_send_item (op, tmp); 1445 esrv_update_item (UPD_FLAGS, pl, tmp);
1776 } 1446 }
1777 } 1447 }
1778 1448
1779 if (op->type == PLAYER) 1449 if (op->type == PLAYER)
1780 { 1450 {
1781 if (success) 1451 if (success)
1782 {
1783 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.");
1784 }
1785 else 1453 else
1786 { 1454 {
1787 if (was_one) 1455 if (was_one)
1788 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.");
1789 else 1457 else
1790 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.");
1791 } 1459 }
1792 } 1460 }
1461
1793 return success; 1462 return success;
1794} 1463}
1795 1464
1796/* Identifies objects in the players inventory/on the ground */ 1465/* Identifies objects in the players inventory/on the ground */
1797
1798int 1466int
1799cast_identify (object *op, object *caster, object *spell) 1467cast_identify (object *op, object *caster, object *spell)
1800{ 1468{
1801 object *tmp; 1469 object *tmp;
1802 int success = 0, num_ident; 1470 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1803 1471
1804 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));
1805
1806 if (num_ident < 1)
1807 num_ident = 1;
1808
1809 1473
1810 for (tmp = op->inv; tmp; tmp = tmp->below) 1474 for (tmp = op->inv; tmp; tmp = tmp->below)
1811 { 1475 {
1812 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1476 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1813 { 1477 {
1814 identify (tmp); 1478 identify (tmp);
1479
1815 if (op->type == PLAYER) 1480 if (op->type == PLAYER)
1816 { 1481 {
1817 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
1818 if (tmp->msg) 1484 if (tmp->msg)
1819 { 1485 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1820 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1821 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1822 }
1823 } 1486 }
1824 num_ident--; 1487
1825 success = 1;
1826 if (!num_ident) 1488 if (!--num_ident)
1827 break; 1489 break;
1828 } 1490 }
1829 } 1491 }
1492
1830 /* 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
1831 * 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
1832 * was not fully used. 1495 * was not fully used.
1833 */ 1496 */
1834 if (num_ident) 1497 if (num_ident)
1835 { 1498 {
1836 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)
1837 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1500 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1838 { 1501 {
1839
1840 identify (tmp); 1502 identify (tmp);
1841 if (op->type == PLAYER) 1503
1504 if (object *pl = tmp->visible_to ())
1842 { 1505 {
1843 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
1844 if (tmp->msg) 1508 if (tmp->msg)
1845 { 1509 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1846 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1847 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1848 }
1849 esrv_send_item (op, tmp);
1850 } 1510 }
1851 num_ident--; 1511
1852 success = 1;
1853 if (!num_ident) 1512 if (!--num_ident)
1854 break; 1513 break;
1855 } 1514 }
1856 } 1515 }
1857 if (!success) 1516
1858 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 }
1859 else 1522 else
1860 { 1523 {
1524 if (op->contr)
1525 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1526
1861 spell_effect (spell, op->x, op->y, op->map, op); 1527 spell_effect (spell, op->x, op->y, op->map, op);
1528 return 1;
1862 } 1529 }
1863 return success;
1864} 1530}
1865
1866 1531
1867int 1532int
1868cast_detection (object *op, object *caster, object *spell, object *skill) 1533cast_detection (object *op, object *caster, object *spell, object *skill)
1869{ 1534{
1870 object *tmp, *last, *god, *detect; 1535 object *tmp, *last, *god, *detect;
1874 1539
1875 /* 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
1876 * doing it over and over again. 1541 * doing it over and over again.
1877 */ 1542 */
1878 god = find_god (determine_god (op)); 1543 god = find_god (determine_god (op));
1879 level = caster_level (caster, spell); 1544 level = casting_level (caster, spell);
1880 range = spell->range + SP_level_range_adjust (caster, spell); 1545 range = spell->range + SP_level_range_adjust (caster, spell);
1881 1546
1882 if (!skill) 1547 if (!skill)
1883 skill = caster; 1548 skill = caster;
1884 1549
1885 for (x = op->x - range; x <= op->x + range; x++) 1550 unordered_mapwalk (op, -range, -range, range, range)
1886 for (y = op->y - range; y <= op->y + range; y++)
1887 { 1551 {
1888
1889 m = op->map;
1890 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1891 if (mflags & P_OUT_OF_MAP)
1892 continue;
1893
1894 /* For most of the detections, we only detect objects above the 1552 /* For most of the detections, we only detect objects above the
1895 * floor. But this is not true for show invisible. 1553 * floor. But this is not true for show invisible.
1896 * Basically, we just go and find the top object and work 1554 * Basically, we just go and find the top object and work
1897 * down - that is easier than working up. 1555 * down - that is easier than working up.
1898 */ 1556 */
1899 1557
1900 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)
1901 last = tmp; 1559 last = tmp;
1560
1902 /* 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
1903 * would happen. 1562 * would happen.
1904 */ 1563 */
1905 if (!last) 1564 if (!last)
1906 continue; 1565 continue;
1907 1566
1908 done_one = 0; 1567 done_one = 0;
1909 floor = 0; 1568 floor = 0;
1910 detect = NULL; 1569 detect = NULL;
1911 for (tmp = last; tmp; tmp = tmp->below) 1570 for (tmp = last; tmp; tmp = tmp->below)
1912 { 1571 {
1913
1914 /* show invisible */ 1572 /* show invisible */
1915 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1573 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1916 /* Might there be other objects that we can make visibile? */ 1574 /* Might there be other objects that we can make visible? */
1917 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1575 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER)
1918 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1576 || (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ))
1919 tmp->type == CF_HANDLE || 1577 || tmp->type == T_HANDLE
1920 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
1921 tmp->type == BUTTON || tmp->type == TELEPORTER || 1582 || tmp->type == TELEPORTER
1583 || tmp->type == GATE
1922 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1584 || tmp->type == LOCKED_DOOR
1923 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN || 1585 || tmp->type == WEAPON
1586 || tmp->type == ALTAR
1587 || tmp->type == SIGN
1924 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1588 || tmp->type == TRIGGER_PEDESTAL
1925 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)))
1926 { 1594 {
1927 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)
1928 { 1596 {
1929 tmp->invisible = 0; 1597 tmp->invisible = 0;
1930 done_one = 1; 1598 done_one = 1;
1931 } 1599 }
1932 } 1600 }
1601
1933 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1602 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1934 floor = 1; 1603 floor = 1;
1935 1604
1936 /* All detections below this point don't descend beneath the floor, 1605 /* All detections below this point don't descend beneath the floor,
1937 * so just continue on. We could be clever and look at the type of 1606 * so just continue on. We could be clever and look at the type of
1938 * detection to completely break out if we don't care about objects beneath 1607 * detection to completely break out if we don't care about objects beneath
1939 * the floor, but once we get to the floor, not likely a very big issue anyways. 1608 * the floor, but once we get to the floor, not likely a very big issue anyways.
1940 */ 1609 */
1941 if (floor) 1610 if (floor)
1942 continue; 1611 continue;
1943 1612
1944 /* I had thought about making detect magic and detect curse 1613 /* I had thought about making detect magic and detect curse
1945 * 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.
1946 * 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
1947 * difficult to see what object is magical/cursed, so the 1616 * difficult to see what object is magical/cursed, so the
1948 * effect wouldn't be as apparant. 1617 * effect wouldn't be as apparent.
1949 */ 1618 */
1950 1619
1951 /* detect magic */ 1620 /* detect magic */
1952 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && 1621 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1953 !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))
1954 { 1623 {
1955 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1624 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1956 /* make runes more visibile */ 1625 /* make runes more visibile */
1957 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC) 1626 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1958 tmp->stats.Cha /= 4; 1627 tmp->stats.Cha /= 4;
1628
1959 done_one = 1; 1629 done_one = 1;
1960 } 1630 }
1631
1961 /* detect monster */ 1632 /* detect monster */
1962 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))
1963 { 1634 {
1964 done_one = 2; 1635 done_one = 2;
1636
1965 if (!detect) 1637 if (!detect)
1966 detect = tmp; 1638 detect = tmp;
1967 } 1639 }
1640
1968 /* 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
1969 * 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
1970 * race must match. 1643 * race must match.
1971 */ 1644 */
1972 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race && 1645 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1973 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) || 1646 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1974 (strstr (spell->race, tmp->race)))) 1647 spell->race.contains (tmp->race)))
1975 { 1648 {
1976 done_one = 2; 1649 done_one = 2;
1650
1977 if (!detect) 1651 if (!detect)
1978 detect = tmp; 1652 detect = tmp;
1979 } 1653 }
1654
1980 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) &&
1981 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1656 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1982 { 1657 {
1983 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1658 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1984 done_one = 1; 1659 done_one = 1;
1985 } 1660 }
1986 } /* for stack of objects on this space */ 1661 } /* for stack of objects on this space */
1987 1662
1988 /* 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
1989 * where the magic is. 1664 * where the magic is.
1990 */ 1665 */
1991 if (done_one) 1666 if (done_one)
1992 { 1667 {
1993 object *detect_ob = arch_to_object (spell->other_arch); 1668 object *detect_ob = spell->other_arch->instance ();
1994 1669
1995 detect_ob->x = nx;
1996 detect_ob->y = ny;
1997 /* if this is set, we want to copy the face */ 1670 /* if this is set, we want to copy the face */
1998 if (done_one == 2 && detect) 1671 if (done_one == 2 && detect)
1999 { 1672 {
2000 detect_ob->face = detect->face; 1673 detect_ob->face = detect->face;
2001 detect_ob->animation_id = detect->animation_id; 1674 detect_ob->animation_id = detect->animation_id;
2002 detect_ob->anim_speed = detect->anim_speed; 1675 detect_ob->anim_speed = detect->anim_speed;
2003 detect_ob->last_anim = 0; 1676 detect_ob->last_anim = 0;
2004 /* by default, the detect_ob is already animated */ 1677 /* by default, the detect_ob is already animated */
2005 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1678 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
2006 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1679 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
2007 } 1680 }
2008 insert_ob_in_map (detect_ob, m, op, 0); 1681
1682 m->insert (detect_ob, nx, ny, op);
2009 } 1683 }
2010 } /* for processing the surrounding spaces */ 1684 } /* for processing the surrounding spaces */
2011 1685
2012 1686
2013 /* 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 */
2014 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))
2015 { 1689 {
2016 done_one = 0; 1690 done_one = 0;
1691
2017 for (tmp = op->inv; tmp; tmp = tmp->below) 1692 for (tmp = op->inv; tmp; tmp = tmp->below)
2018 { 1693 {
2019 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1694 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2020 { 1695 {
2021 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))
2022 { 1697 {
2023 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1698 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
2024 if (op->type == PLAYER) 1699
1700 if (object *pl = tmp->visible_to ())
2025 esrv_send_item (op, tmp); 1701 esrv_update_item (UPD_FLAGS, pl, tmp);
2026 } 1702 }
1703
2027 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) &&
2028 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1705 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
2029 { 1706 {
2030 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1707 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
2031 if (op->type == PLAYER) 1708
1709 if (object *pl = tmp->visible_to ())
2032 esrv_send_item (op, tmp); 1710 esrv_update_item (UPD_FLAGS, pl, tmp);
2033 } 1711 }
2034 } /* if item is not identified */ 1712 } /* if item is not identified */
2035 } /* for the players inventory */ 1713 } /* for the players inventory */
2036 } /* if detect magic/curse and object is a player */ 1714 } /* if detect magic/curse and object is a player */
1715
2037 return 1; 1716 return 1;
2038} 1717}
2039 1718
2040 1719
2041/** 1720/**
2054 1733
2055 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.");
2056 1735
2057 if (victim->stats.sp >= victim->stats.maxsp * 2) 1736 if (victim->stats.sp >= victim->stats.maxsp * 2)
2058 { 1737 {
2059 object *tmp;
2060
2061 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1738 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
2062
2063 /* Explodes a fireball centered at player */
2064 tmp = get_archetype (EXPLODING_FIREBALL);
2065 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
2066 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
2067 tmp->x = victim->x;
2068 tmp->y = victim->y;
2069 insert_ob_in_map (tmp, victim->map, NULL, 0);
2070 victim->stats.sp = 2 * victim->stats.maxsp; 1739 victim->stats.sp = 2 * victim->stats.maxsp;
1740 create_exploding_ball_at (victim, caster_level);
2071 } 1741 }
2072 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1742 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
2073 {
2074 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); 1743 new_draw_info (NDI_UNIQUE | NDI_ORANGE, 0, victim, "You feel like your head is going to explode.");
2075 }
2076 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1744 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2077 {
2078 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!");
2079 }
2080 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1746 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2081 { 1747 {
2082 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1748 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2083 confuse_player (victim, victim, 99); 1749 confuse_player (victim, victim, 99);
2084 } 1750 }
2085 else if (victim->stats.sp >= victim->stats.maxsp * 1.25) 1751 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
2086 {
2087 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices."); 1752 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
2088 }
2089} 1753}
2090 1754
2091/* cast_transfer 1755/* cast_transfer
2092 * This spell transfers sp from the player to another person. 1756 * This spell transfers sp from the player to another person.
2093 * We let the target go above their normal maximum SP. 1757 * We let the target go above their normal maximum SP.
2107 1771
2108 mflags = get_map_flags (m, &m, x, y, &x, &y); 1772 mflags = get_map_flags (m, &m, x, y, &x, &y);
2109 1773
2110 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1774 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
2111 { 1775 {
2112 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)
2113 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1777 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2114 break; 1778 break;
2115 } 1779 }
2116 1780
2117 1781
2118 /* 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
2119 * 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.
2120 */ 1784 */
2121 if (plyr == NULL) 1785 if (plyr == NULL)
2122 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)
2123 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1787 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2124 break; 1788 break;
2125 1789
2126 if (!plyr) 1790 if (!plyr)
2127 { 1791 {
2130 } 1794 }
2131 /* give sp */ 1795 /* give sp */
2132 if (spell->stats.dam > 0) 1796 if (spell->stats.dam > 0)
2133 { 1797 {
2134 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);
2135 charge_mana_effect (plyr, caster_level (caster, spell)); 1799 charge_mana_effect (plyr, casting_level (caster, spell));
2136 return 1; 1800 return 1;
2137 } 1801 }
2138 /* suck sp away. Can't suck sp from yourself */ 1802 /* suck sp away. Can't suck sp from yourself */
2139 else if (op != plyr) 1803 else if (op != plyr)
2140 { 1804 {
2152 /* Player doesn't get full credit */ 1816 /* Player doesn't get full credit */
2153 sucked = (sucked * rate) / 100; 1817 sucked = (sucked * rate) / 100;
2154 op->stats.sp += sucked; 1818 op->stats.sp += sucked;
2155 if (sucked > 0) 1819 if (sucked > 0)
2156 { 1820 {
2157 charge_mana_effect (op, caster_level (caster, spell)); 1821 charge_mana_effect (op, casting_level (caster, spell));
2158 } 1822 }
2159 } 1823 }
2160 return 1; 1824 return 1;
2161 } 1825 }
2162 return 0; 1826 return 0;
2182 m = op->map; 1846 m = op->map;
2183 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1847 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
2184 if (mflags & P_OUT_OF_MAP) 1848 if (mflags & P_OUT_OF_MAP)
2185 return; 1849 return;
2186 1850
2187 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)
2188 { 1852 {
2189 next = tmp->above; 1853 next = tmp->above;
2190 1854
2191 /* Need to look at the head object - otherwise, if tmp 1855 /* Need to look at the head object - otherwise, if tmp
2192 * points to a monster, we don't have all the necessary 1856 * points to a monster, we don't have all the necessary
2204 /* Basically, if the object is magical and not counterspell, 1868 /* Basically, if the object is magical and not counterspell,
2205 * we will more or less remove the object. Don't counterspell 1869 * we will more or less remove the object. Don't counterspell
2206 * monsters either. 1870 * monsters either.
2207 */ 1871 */
2208 1872
2209 if (head->attacktype & AT_MAGIC && 1873 if (head->attacktype & AT_MAGIC
2210 !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level)) 1874 && !(head->attacktype & AT_COUNTERSPELL)
1875 && !QUERY_FLAG (head, FLAG_MONSTER)
1876 && (op->level > head->level))
2211 head->destroy (); 1877 head->destroy ();
2212 else 1878 else
2213 switch (head->type) 1879 switch (head->type)
2214 { 1880 {
2215 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
2216 if (op->level > head->level) 1887 if (op->level > head->level)
2217 head->destroy (); 1888 head->destroy ();
2218 1889
2219 break; 1890 break;
2220 1891
2231 break; 1902 break;
2232 } 1903 }
2233 } 1904 }
2234} 1905}
2235 1906
2236
2237
2238/* cast_consecrate() - a spell to make an altar your god's */ 1907/* cast_consecrate() - a spell to make an altar your god's */
2239int 1908int
2240cast_consecrate (object *op, object *caster, object *spell) 1909cast_consecrate (object *op, object *caster, object *spell)
2241{ 1910{
2242 char buf[MAX_BUF]; 1911 char buf[MAX_BUF];
2254 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1923 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2255 break; 1924 break;
2256 if (tmp->type == HOLY_ALTAR) 1925 if (tmp->type == HOLY_ALTAR)
2257 { 1926 {
2258 1927
2259 if (tmp->level > caster_level (caster, spell)) 1928 if (tmp->level > casting_level (caster, spell))
2260 { 1929 {
2261 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);
2262 return 0; 1931 return 0;
2263 } 1932 }
2264 else 1933 else
2265 { 1934 {
2266 /* If we got here, we are consecrating an altar */ 1935 /* If we got here, we are consecrating an altar */
2267 sprintf (buf, "Altar of %s", &god->name); 1936 sprintf (buf, "Altar of %s", &god->name);
2268 tmp->name = buf; 1937 tmp->name = buf;
2269 tmp->level = caster_level (caster, spell); 1938 tmp->level = casting_level (caster, spell);
2270 tmp->other_arch = god->arch; 1939 tmp->other_arch = god->arch;
1940
2271 if (op->type == PLAYER) 1941 if (op->type == PLAYER)
2272 esrv_update_item (UPD_NAME, op, tmp); 1942 esrv_update_item (UPD_NAME, op, tmp);
1943
2273 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);
2274 return 1; 1945 return 1;
2275 } 1946 }
2276 } 1947 }
2277 } 1948 }
2287 * 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,
2288 * 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
2289 * 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
2290 * player checks. MSW 2003-01-06 1961 * player checks. MSW 2003-01-06
2291 */ 1962 */
2292
2293int 1963int
2294animate_weapon (object *op, object *caster, object *spell, int dir) 1964animate_weapon (object *op, object *caster, object *spell, int dir)
2295{ 1965{
2296 object *weapon, *tmp; 1966 object *weapon, *tmp;
2297 char buf[MAX_BUF]; 1967 char buf[MAX_BUF];
2298 int a, i; 1968 int a, i;
2299 sint16 x, y; 1969 sint16 x, y;
2300 maptile *m; 1970 maptile *m;
2301 materialtype_t *mt;
2302 1971
2303 if (!spell->other_arch) 1972 if (!spell->other_arch)
2304 { 1973 {
2305 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1974 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2306 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);
2309 /* exit if it's not a player using this spell. */ 1978 /* exit if it's not a player using this spell. */
2310 if (op->type != PLAYER) 1979 if (op->type != PLAYER)
2311 return 0; 1980 return 0;
2312 1981
2313 /* if player already has a golem, abort */ 1982 /* if player already has a golem, abort */
2314 if (op->contr->ranges[range_golem]) 1983 if (object *golem = op->contr->golem)
2315 { 1984 {
2316 control_golem (op->contr->ranges[range_golem], dir); 1985 control_golem (golem, dir);
2317 return 0; 1986 return 0;
2318 } 1987 }
2319 1988
2320 /* if no direction specified, pick one */ 1989 /* if no direction specified, pick one */
2321 if (!dir) 1990 if (!dir)
2322 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);
2323 1992
2324 m = op->map; 1993 m = op->map;
2325 x = op->x + freearr_x[dir]; 1994 x = op->x + freearr_x[dir];
2326 y = op->y + freearr_y[dir]; 1995 y = op->y + freearr_y[dir];
2327 1996
2328 /* if there's no place to put the golem, abort */ 1997 /* if there's no place to put the golem, abort */
2329 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || 1998 if (dir < 0 || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP)
2330 ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->clone.move_type)) 1999 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2331 { 2000 {
2332 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.");
2333 return 0; 2002 return 0;
2334 } 2003 }
2335 2004
2339 if (!weapon) 2008 if (!weapon)
2340 { 2009 {
2341 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!");
2342 return 0; 2011 return 0;
2343 } 2012 }
2013
2344 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2014 if (spell->race && weapon->arch->archname != spell->race)
2345 { 2015 {
2346 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.");
2347 return 0; 2017 return 0;
2348 } 2018 }
2019
2349 if (weapon->type != WEAPON) 2020 if (weapon->type != WEAPON)
2350 { 2021 {
2351 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.");
2352 return 0; 2023 return 0;
2353 } 2024 }
2025
2354 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2026 if (QUERY_FLAG (weapon, FLAG_APPLIED))
2355 { 2027 {
2356 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));
2357 return 0; 2029 return 0;
2358 } 2030 }
2359 2031
2360 if (weapon->nrof > 1) 2032 weapon = weapon->split ();
2361 {
2362 tmp = get_split_ob (weapon, 1);
2363 esrv_send_item (op, weapon);
2364 weapon = tmp;
2365 }
2366 2033
2367 /* create the golem object */ 2034 /* create the golem object */
2368 tmp = arch_to_object (spell->other_arch); 2035 tmp = spell->other_arch->instance ();
2369 2036
2370 /* 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 */
2371 CLEAR_FLAG (tmp, FLAG_MONSTER); 2038 CLEAR_FLAG (tmp, FLAG_MONSTER);
2372 SET_FLAG (tmp, FLAG_FRIENDLY);
2373 tmp->stats.exp = 0; 2039 tmp->stats.exp = 0;
2374 add_friendly_object (tmp); 2040 add_friendly_object (tmp);
2375 tmp->type = GOLEM; 2041 tmp->type = GOLEM;
2376 set_owner (tmp, op); 2042 tmp->set_owner (op);
2043 op->contr->golem = tmp;
2377 set_spell_skill (op, caster, spell, tmp); 2044 set_spell_skill (op, caster, spell, tmp);
2378 op->contr->ranges[range_golem] = tmp;
2379 op->contr->shoottype = range_golem;
2380 2045
2381 /* 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
2382 * removed flag - it should only be set if get_split_object was 2047 * removed flag - it should only be set if weapon->split was
2383 * used above. 2048 * used above.
2384 */ 2049 */
2385 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2050 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2386 weapon->remove (); 2051 weapon->remove ();
2387 insert_ob_in_ob (weapon, tmp); 2052
2388 esrv_send_item (op, weapon); 2053 tmp->insert (weapon);
2054
2389 /* 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,
2390 * 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
2391 * body_info, skills, etc) 2057 * body_info, skills, etc)
2392 */ 2058 */
2393 SET_FLAG (tmp, FLAG_USE_WEAPON); 2059 SET_FLAG (tmp, FLAG_USE_WEAPON);
2394 SET_FLAG (weapon, FLAG_APPLIED); 2060 SET_FLAG (weapon, FLAG_APPLIED);
2395 fix_player (tmp); 2061 tmp->update_stats ();
2396 2062
2397 /* 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
2398 * 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 -
2399 * 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.
2400 */ 2066 */
2419 2085
2420 /* attacktype */ 2086 /* attacktype */
2421 if (!tmp->attacktype) 2087 if (!tmp->attacktype)
2422 tmp->attacktype = AT_PHYSICAL; 2088 tmp->attacktype = AT_PHYSICAL;
2423 2089
2424 mt = NULL;
2425 if (op->materialname != NULL)
2426 mt = name_to_material (op->materialname);
2427 if (mt != NULL)
2428 {
2429 for (i = 0; i < NROFATTACKS; i++) 2090 for (i = 0; i < NROFATTACKS; i++)
2430 tmp->resist[i] = 50 - (mt->save[i] * 5); 2091 tmp->resist[i] = 50 - (op->material->save[i] * 5);
2431 a = mt->save[0]; 2092
2432 } 2093 a = op->material->save[0];
2433 else 2094
2434 {
2435 for (i = 0; i < NROFATTACKS; i++)
2436 tmp->resist[i] = 5;
2437 a = 10;
2438 }
2439 /* Set weapon's immunity */ 2095 /* Set weapon's immunity */
2440 tmp->resist[ATNR_CONFUSION] = 100; 2096 tmp->resist[ATNR_CONFUSION] = 100;
2441 tmp->resist[ATNR_POISON] = 100; 2097 tmp->resist[ATNR_POISON] = 100;
2442 tmp->resist[ATNR_SLOW] = 100; 2098 tmp->resist[ATNR_SLOW] = 100;
2443 tmp->resist[ATNR_PARALYZE] = 100; 2099 tmp->resist[ATNR_PARALYZE] = 100;
2449 2105
2450 /* 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 */
2451 2107
2452 if (a > 14) 2108 if (a > 14)
2453 a = 14; 2109 a = 14;
2110
2454 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));
2455 2112
2456 /* Determine golem's speed */ 2113 /* Determine golem's speed */
2457 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)));
2458
2459 if (tmp->speed > 3.33)
2460 tmp->speed = 3.33;
2461 2115
2462 if (!spell->race) 2116 if (!spell->race)
2463 { 2117 {
2464 sprintf (buf, "animated %s", &weapon->name); 2118 sprintf (buf, "animated %s", &weapon->name);
2465 tmp->name = buf; 2119 tmp->name = buf;
2467 tmp->face = weapon->face; 2121 tmp->face = weapon->face;
2468 tmp->animation_id = weapon->animation_id; 2122 tmp->animation_id = weapon->animation_id;
2469 tmp->anim_speed = weapon->anim_speed; 2123 tmp->anim_speed = weapon->anim_speed;
2470 tmp->last_anim = weapon->last_anim; 2124 tmp->last_anim = weapon->last_anim;
2471 tmp->state = weapon->state; 2125 tmp->state = weapon->state;
2472 if (QUERY_FLAG (weapon, FLAG_ANIMATE)) 2126 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2473 {
2474 SET_FLAG (tmp, FLAG_ANIMATE);
2475 }
2476 else
2477 {
2478 CLEAR_FLAG (tmp, FLAG_ANIMATE);
2479 }
2480 update_ob_speed (tmp);
2481 } 2127 }
2482 2128
2483 /* 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. */
2484 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));
2485 2131
2486 tmp->speed_left = -1; 2132 tmp->speed_left = -1;
2487 tmp->x = x;
2488 tmp->y = y;
2489 tmp->direction = dir; 2133 tmp->direction = dir;
2490 insert_ob_in_map (tmp, m, op, 0); 2134
2135 m->insert (tmp, x, y, op);
2491 return 1; 2136 return 1;
2492} 2137}
2493 2138
2494/* cast_daylight() - changes the map darkness level *lower* */ 2139/* cast_daylight() - changes the map darkness level *lower* */
2495 2140
2496/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2141/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2497 * This changes the light level for the entire map. 2142 * This changes the light level for the entire map.
2498 */ 2143 */
2499
2500int 2144int
2501cast_change_map_lightlevel (object *op, object *caster, object *spell) 2145cast_change_map_lightlevel (object *op, object *caster, object *spell)
2502{ 2146{
2503 int success; 2147 int success;
2504 2148
2505 if (!op->map) 2149 if (!op->map)
2506 return 0; /* shouldnt happen */ 2150 return 0; /* shouldnt happen */
2507 2151
2508 success = change_map_light (op->map, spell->stats.dam); 2152 success = op->map->change_map_light (spell->stats.dam);
2153
2509 if (!success) 2154 if (!success)
2510 { 2155 {
2511 if (spell->stats.dam < 0) 2156 if (spell->stats.dam < 0)
2512 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.");
2513 else 2158 else
2514 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.");
2515 } 2160 }
2161
2516 return success; 2162 return success;
2517} 2163}
2518
2519
2520
2521
2522 2164
2523/* 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.
2524 * 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,
2525 * spell is the spell object itself. 2167 * spell is the spell object itself.
2526 */ 2168 */
2532 2174
2533 new_aura = present_arch_in_ob (spell->other_arch, op); 2175 new_aura = present_arch_in_ob (spell->other_arch, op);
2534 if (new_aura) 2176 if (new_aura)
2535 refresh = 1; 2177 refresh = 1;
2536 else 2178 else
2537 new_aura = arch_to_object (spell->other_arch); 2179 new_aura = spell->other_arch->instance ();
2538 2180
2539 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);
2540 2182
2541 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);
2542 2184
2543 set_owner (new_aura, op);
2544 set_spell_skill (op, caster, spell, new_aura); 2185 set_spell_skill (op, caster, spell, new_aura);
2545 new_aura->attacktype = spell->attacktype; 2186 new_aura->attacktype = spell->attacktype;
2546 2187
2547 new_aura->level = caster_level (caster, spell); 2188 new_aura->level = casting_level (caster, spell);
2189
2548 if (refresh) 2190 if (refresh)
2549 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.");
2550 else 2192 else
2551 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
2552 insert_ob_in_ob (new_aura, op); 2195 insert_ob_in_ob (new_aura, op);
2196 new_aura->set_owner (op);
2197
2553 return 1; 2198 return 1;
2554} 2199}
2555
2556 2200
2557/* 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,
2558 * 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
2559 * around him. 2203 * around him.
2560 * Aura parameters: 2204 * Aura parameters:
2561 * duration: duration counter. 2205 * duration: duration counter.
2562 * attacktype: aura's attacktype 2206 * attacktype: aura's attacktype
2563 * other_arch: archetype to drop where we attack 2207 * other_arch: archetype to drop where we attack
2564 */ 2208 */
2565
2566void 2209void
2567move_aura (object *aura) 2210move_aura (object *aura)
2568{ 2211{
2569 int i, mflags;
2570 object *env;
2571 maptile *m;
2572
2573 /* auras belong in inventories */ 2212 /* auras belong in inventories */
2574 env = aura->env; 2213 object *env = aura->env;
2214 object *owner = aura->owner;
2575 2215
2576 /* no matter what we've gotta remove the aura... 2216 /* no matter what we've gotta remove the aura...
2577 * we'll put it back if its time isn't up. 2217 * we'll put it back if its time isn't up.
2578 */ 2218 */
2579 aura->remove (); 2219 aura->remove ();
2584 aura->destroy (); 2224 aura->destroy ();
2585 return; 2225 return;
2586 } 2226 }
2587 2227
2588 /* auras only exist in inventories */ 2228 /* auras only exist in inventories */
2589 if (env == NULL || env->map == NULL) 2229 if (!env || !env->map)
2590 { 2230 {
2591 aura->destroy (); 2231 aura->destroy ();
2592 return; 2232 return;
2593 } 2233 }
2594
2595 aura->x = env->x;
2596 aura->y = env->y;
2597 2234
2598 /* we need to jump out of the inventory for a bit 2235 /* we need to jump out of the inventory for a bit
2599 * in order to hit the map conveniently. 2236 * in order to hit the map conveniently.
2600 */ 2237 */
2601 insert_ob_in_map (aura, env->map, aura, 0); 2238 aura->insert_at (env, aura);
2602 2239
2603 for (i = 1; i < 9; i++) 2240 for (int i = 1; i < 9; i++)
2604 { 2241 {
2605 sint16 nx, ny; 2242 mapxy pos (env);
2243 pos.move (i);
2606 2244
2607 nx = aura->x + freearr_x[i];
2608 ny = aura->y + freearr_y[i];
2609 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2610
2611 /* Consider the movement tyep of the person with the aura as 2245 /* Consider the movement type of the person with the aura as
2612 * movement type of the aura. Eg, if the player is flying, the aura 2246 * movement type of the aura. Eg, if the player is flying, the aura
2613 * is flying also, if player is walking, it is on the ground, etc. 2247 * is flying also, if player is walking, it is on the ground, etc.
2614 */ 2248 */
2615 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)))
2616 { 2250 {
2617 hit_map (aura, i, aura->attacktype, 0); 2251 hit_map (aura, i, aura->attacktype, 0);
2618 2252
2619 if (aura->other_arch) 2253 if (aura->other_arch)
2620 { 2254 pos.insert (aura->other_arch->instance (), aura);
2621 object *new_ob;
2622
2623 new_ob = arch_to_object (aura->other_arch);
2624 new_ob->x = nx;
2625 new_ob->y = ny;
2626 insert_ob_in_map (new_ob, m, aura, 0);
2627 } 2255 }
2628 }
2629 } 2256 }
2257
2630 /* put the aura back in the player's inventory */ 2258 /* put the aura back in the player's inventory */
2631 aura->remove (); 2259 env->insert (aura);
2632 insert_ob_in_ob (aura, env); 2260 aura->set_owner (owner);
2633} 2261}
2634 2262
2635/* moves the peacemaker spell. 2263/* moves the peacemaker spell.
2636 * op is the piece object. 2264 * op is the piece object.
2637 */ 2265 */
2638
2639void 2266void
2640move_peacemaker (object *op) 2267move_peacemaker (object *op)
2641{ 2268{
2642 object *tmp; 2269 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2643
2644 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2645 { 2270 {
2646 int atk_lev, def_lev; 2271 int atk_lev, def_lev;
2647 object *victim = tmp; 2272 object *victim = tmp->head_ ();
2648 2273
2649 if (tmp->head)
2650 victim = tmp->head;
2651 if (!QUERY_FLAG (victim, FLAG_MONSTER)) 2274 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2652 continue; 2275 continue;
2276
2653 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2277 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2654 continue; 2278 continue;
2279
2655 if (victim->stats.exp == 0) 2280 if (victim->stats.exp == 0)
2656 continue; 2281 continue;
2657 2282
2658 def_lev = MAX (1, victim->level); 2283 def_lev = max (1, victim->level);
2659 atk_lev = MAX (1, op->level); 2284 atk_lev = max (1, op->level);
2660 2285
2661 if (rndm (0, atk_lev - 1) > def_lev) 2286 if (rndm (0, atk_lev - 1) > def_lev)
2662 { 2287 {
2663 /* make this sucker peaceful. */ 2288 /* make this sucker peaceful. */
2664 2289
2290 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2665 change_exp (get_owner (op), victim->stats.exp, op->skill, 0); 2291 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2666 victim->stats.exp = 0; 2292 victim->stats.exp = 0;
2667#if 0 2293#if 0
2668 /* No idea why these were all set to zero - if something 2294 /* No idea why these were all set to zero - if something
2669 * makes this creature agressive, he should still do damage. 2295 * makes this creature agressive, he should still do damage.
2670 */ 2296 */
2676 victim->attack_movement = RANDO2; 2302 victim->attack_movement = RANDO2;
2677 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2303 SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2678 SET_FLAG (victim, FLAG_RUN_AWAY); 2304 SET_FLAG (victim, FLAG_RUN_AWAY);
2679 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2305 SET_FLAG (victim, FLAG_RANDOM_MOVE);
2680 CLEAR_FLAG (victim, FLAG_MONSTER); 2306 CLEAR_FLAG (victim, FLAG_MONSTER);
2307
2681 if (victim->name) 2308 if (victim->name)
2682 {
2683 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);
2684 } 2310 }
2685 }
2686 } 2311 }
2687} 2312}
2688
2689 2313
2690/* This writes a rune that contains the appropriate message. 2314/* This writes a rune that contains the appropriate message.
2691 * There really isn't any adjustments we make. 2315 * There really isn't any adjustments we make.
2692 */ 2316 */
2693
2694int 2317int
2695write_mark (object *op, object *spell, const char *msg) 2318write_mark (object *op, object *spell, const char *msg)
2696{ 2319{
2697 char rune[HUGE_BUF];
2698 object *tmp;
2699
2700 if (!msg || msg[0] == 0) 2320 if (!msg || msg[0] == 0)
2701 { 2321 {
2702 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2322 new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2703 return 0; 2323 return 0;
2704 } 2324 }
2705 2325
2706 if (strcasestr_local (msg, "endmsg")) 2326 if (!msg_is_safe (msg))
2707 { 2327 {
2708 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?");
2709 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);
2710 return 0; 2330 return 0;
2711 } 2331 }
2332
2712 if (!spell->other_arch) 2333 if (!spell->other_arch)
2713 return 0; 2334 return 0;
2714 tmp = arch_to_object (spell->other_arch);
2715 2335
2716 snprintf (rune, sizeof (rune), "%s\n", msg); 2336 object *tmp = spell->other_arch->instance ();
2717 2337
2718 tmp->race = op->name; /*Save the owner of the rune */ 2338 tmp->race = op->name; /*Save the owner of the rune */
2719 tmp->msg = rune; 2339 tmp->msg = msg;
2720 tmp->x = op->x; 2340
2721 tmp->y = op->y; 2341 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2722 insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR); 2342
2723 return 1; 2343 return 1;
2724} 2344}
2345

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines