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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.16 by root, Tue Dec 12 20:53:03 2006 UTC vs.
Revision 1.108 by root, Fri Sep 18 03:38:29 2009 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <object.h> 25#include <object.h>
26#include <living.h> 26#include <living.h>
27#ifndef __CEXTRACT__
28# include <sproto.h> 27#include <sproto.h>
29#endif
30#include <spells.h> 28#include <spells.h>
31#include <sounds.h> 29#include <sounds.h>
32 30
33/* cast_magic_storm: This is really used mostly for spell 31/* cast_magic_storm: This is really used mostly for spell
34 * fumbles at the like. tmp is the object to propogate. 32 * fumbles at the like. tmp is the object to propogate.
37void 35void
38cast_magic_storm (object *op, object *tmp, int lvl) 36cast_magic_storm (object *op, object *tmp, int lvl)
39{ 37{
40 if (!tmp) 38 if (!tmp)
41 return; /* error */ 39 return; /* error */
40
42 tmp->level = op->level; 41 tmp->level = op->level;
43 tmp->x = op->x;
44 tmp->y = op->y;
45 tmp->range += lvl / 5; /* increase the area of destruction */ 42 tmp->range += lvl / 5; /* increase the area of destruction */
46 tmp->duration += lvl / 5; 43 tmp->duration += lvl / 5;
47 44
48 /* Put a cap on duration for this - if the player fails in their 45 /* Put a cap on duration for this - if the player fails in their
49 * apartment, don't want it to go on so long that it kills them 46 * apartment, don't want it to go on so long that it kills them
50 * multiple times. Also, damge already increases with level, 47 * multiple times. Also, damge already increases with level,
51 * so don't really need to increase the duration as much either. 48 * so don't really need to increase the duration as much either.
52 */ 49 */
53 if (tmp->duration >= 40) 50 if (tmp->duration >= 40)
54 tmp->duration = 40; 51 tmp->duration = 40;
52
55 tmp->stats.dam = lvl; /* nasty recoils! */ 53 tmp->stats.dam = lvl; /* nasty recoils! */
56 tmp->stats.maxhp = tmp->count; /* tract single parent */ 54 tmp->stats.maxhp = tmp->count; /* tract single parent */
57 insert_ob_in_map (tmp, op->map, op, 0);
58 55
56 tmp->insert_at (op, op);
59} 57}
60
61 58
62int 59int
63recharge (object *op, object *caster, object *spell_ob) 60recharge (object *op, object *caster, object *spell_ob)
64{ 61{
65 object *wand, *tmp; 62 object *wand, *tmp;
66 int ncharges; 63 int ncharges;
67 64
68 wand = find_marked_object (op); 65 wand = find_marked_object (op);
69 if (wand == NULL || wand->type != WAND) 66 if (!wand || wand->type != WAND)
70 { 67 {
71 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge."); 68 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge.");
72 return 0; 69 return 0;
73 } 70 }
74 if (!(random_roll (0, 3, op, PREFER_HIGH))) 71 if (!(random_roll (0, 3, op, PREFER_HIGH)))
75 { 72 {
76 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand)); 73 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand));
77 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE); 74 op->play_sound (sound_find ("ob_explode"));
78 esrv_del_item (op->contr, wand->count);
79 wand->remove ();
80 wand->destroy (0); 75 wand->destroy ();
81 tmp = get_archetype ("fireball"); 76 tmp = get_archetype ("fireball");
82 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; 77 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
78
83 if (!tmp->stats.dam) 79 if (!tmp->stats.dam)
84 tmp->stats.dam = 1; 80 tmp->stats.dam = 1;
81
85 tmp->stats.hp = tmp->stats.dam / 2; 82 tmp->stats.hp = tmp->stats.dam / 2;
83
86 if (tmp->stats.hp < 2) 84 if (tmp->stats.hp < 2)
87 tmp->stats.hp = 2; 85 tmp->stats.hp = 2;
88 tmp->x = op->x; 86
89 tmp->y = op->y; 87 tmp->insert_at (op);
90 insert_ob_in_map (tmp, op->map, NULL, 0);
91 return 1; 88 return 1;
92 } 89 }
93 90
94 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)); 91 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob));
92
95 if (wand->inv && wand->inv->level) 93 if (wand->inv && wand->inv->level)
96 ncharges /= wand->inv->level; 94 ncharges /= wand->inv->level;
97 else 95 else
98 { 96 {
99 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand)); 97 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand));
100 return 0; 98 return 0;
101 } 99 }
100
102 if (!ncharges) 101 if (!ncharges)
103 ncharges = 1; 102 ncharges = 1;
104 103
105 wand->stats.food += ncharges; 104 wand->stats.food += ncharges;
106 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand)); 105 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand));
106
107 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE)) 107 if (wand->arch && QUERY_FLAG (wand->arch, FLAG_ANIMATE))
108 { 108 {
109 SET_FLAG (wand, FLAG_ANIMATE); 109 SET_FLAG (wand, FLAG_ANIMATE);
110 wand->speed = wand->arch->clone.speed; 110 wand->set_speed (wand->arch->speed);
111 update_ob_speed (wand);
112 } 111 }
112
113 return 1; 113 return 1;
114} 114}
115 115
116/* Create a missile (nonmagic - magic +4). Will either create bolts or arrows 116/* Create a missile (nonmagic - magic +4). Will either create bolts or arrows
117 * based on whether a crossbow or bow is equiped. If neither, it defaults to 117 * based on whether a crossbow or bow is equiped. If neither, it defaults to
121 * great a plus, the default is used. 121 * great a plus, the default is used.
122 * The # of arrows created also goes up with level, so if a 30th level mage 122 * The # of arrows created also goes up with level, so if a 30th level mage
123 * wants LOTS of arrows, and doesn't care what the plus is he could 123 * wants LOTS of arrows, and doesn't care what the plus is he could
124 * create nonnmagic arrows, or even -1, etc... 124 * create nonnmagic arrows, or even -1, etc...
125 */ 125 */
126
127int 126int
128cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg) 127cast_create_missile (object *op, object *caster, object *spell, int dir, const char *spellparam)
129{ 128{
130 int missile_plus = 0, bonus_plus = 0; 129 int bonus_plus = 0;
131 const char *missile_name; 130 const char *missile_name = "arrow";
132 object *tmp, *missile;
133 131
134 missile_name = "arrow";
135
136 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 132 for (object *tmp = op->inv; tmp; tmp = tmp->below)
137 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) 133 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED))
138 missile_name = tmp->race; 134 missile_name = tmp->race;
139 135
140 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); 136 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
141 137
142 if (archetype::find (missile_name) == NULL) 138 archetype *missile_arch = archetype::find (missile_name);
139
140 if (!missile_arch)
143 { 141 {
144 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name); 142 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name);
145 return 0; 143 return 0;
146 } 144 }
147 145
148 missile = get_archetype (missile_name); 146 object *missile = missile_arch->instance ();
149 147
150 if (stringarg) 148 if (spellparam)
151 { 149 {
152 /* If it starts with a letter, presume it is a description */ 150 /* If it starts with a letter, presume it is a description */
153 if (isalpha (*stringarg)) 151 if (isalpha (*spellparam))
154 { 152 {
155 artifact *al = find_artifactlist (missile->type)->items; 153 artifact *al = find_artifactlist (missile->type)->items;
156 154
157 for (; al != NULL; al = al->next) 155 for (; al; al = al->next)
158 if (!strcasecmp (al->item->name, stringarg)) 156 if (!strcasecmp (al->item->name, spellparam))
159 break; 157 break;
160 158
161 if (!al) 159 if (!al)
162 { 160 {
163 missile->destroy (0); 161 missile->destroy ();
164 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, stringarg); 162 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, spellparam);
165 return 0; 163 return 0;
166 } 164 }
167 165
168 if (al->item->slaying) 166 if (al->item->slaying)
169 { 167 {
170 missile->destroy (0); 168 missile->destroy ();
171 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg); 169 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, spellparam);
172 return 0; 170 return 0;
173 } 171 }
174 172
175 give_artifact_abilities (missile, al->item); 173 give_artifact_abilities (missile, al->item);
176 /* These special arrows cost something extra. Don't have them also be magical - 174 /* These special arrows cost something extra. Don't have them also be magical -
177 * otherwise, in most cases, not enough will be created. I don't want to get into 175 * otherwise, in most cases, not enough will be created. I don't want to get into
178 * the parsing of having to do both plus and type. 176 * the parsing of having to do both plus and type.
179 */ 177 */
180 bonus_plus = 1 + (al->item->value / 5); 178 bonus_plus = 1 + (al->item->value / 5);
181 missile_plus = 0; 179 missile_plus = 0;
182 } 180 }
183 else if (atoi (stringarg) < missile_plus) 181 else if (atoi (spellparam) < missile_plus)
184 missile_plus = atoi (stringarg); 182 missile_plus = atoi (spellparam);
185 } 183 }
186 184
187 if (missile_plus > 4) 185 missile_plus = clamp (missile_plus, -4, 4);
188 missile_plus = 4;
189 else if (missile_plus < -4)
190 missile_plus = -4;
191 186
192 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 187 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
193 missile->nrof -= 3 * (missile_plus + bonus_plus); 188 missile->nrof -= 3 * (missile_plus + bonus_plus);
194 189
195 if (missile->nrof < 1) 190 if (missile->nrof < 1)
207 return 1; 202 return 1;
208} 203}
209 204
210 205
211/* allows the choice of what sort of food object to make. 206/* allows the choice of what sort of food object to make.
212 * If stringarg is NULL, it will create food dependent on level --PeterM*/ 207 * If spellparam is NULL, it will create food dependent on level --PeterM*/
213int 208int
214cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *stringarg) 209cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *spellparam)
215{ 210{
216 int food_value; 211 int food_value;
217 archetype *at = NULL; 212 archetype *at = NULL;
218 object *new_op; 213 object *new_op;
219 214
220 food_value = spell_ob->stats.food + +50 * SP_level_duration_adjust (caster, spell_ob); 215 food_value = spell_ob->stats.food + 50 * SP_level_duration_adjust (caster, spell_ob);
221 216
222 if (stringarg) 217 if (spellparam)
223 { 218 {
224 at = find_archetype_by_object_type_name (FOOD, stringarg); 219 at = find_archetype_by_object_type_name (FOOD, spellparam);
225 if (at == NULL) 220 if (at == NULL)
226 at = find_archetype_by_object_type_name (DRINK, stringarg); 221 at = find_archetype_by_object_type_name (DRINK, spellparam);
227 if (at == NULL || at->clone.stats.food > food_value) 222 if (at == NULL || at->stats.food > food_value)
228 stringarg = NULL; 223 spellparam = NULL;
229 } 224 }
230 225
231 if (!stringarg) 226 if (!spellparam)
232 { 227 {
233 archetype *at_tmp; 228 archetype *at_tmp;
234 229
235 /* We try to find the archetype with the maximum food value. 230 /* We try to find the archetype with the maximum food value.
236 * This removes the dependancy of hard coded food values in this 231 * This removes the dependancy of hard coded food values in this
238 * We don't use flesh types because the weight values of those need 233 * We don't use flesh types because the weight values of those need
239 * to be altered from the donor. 234 * to be altered from the donor.
240 */ 235 */
241 236
242 /* We assume the food items don't have multiple parts */ 237 /* We assume the food items don't have multiple parts */
243 for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next) 238 for_all_archetypes (at_tmp)
244 { 239 {
245 if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK) 240 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
246 { 241 {
247 /* Basically, if the food value is something that is creatable 242 /* Basically, if the food value is something that is creatable
248 * under the limits of the spell and it is higher than 243 * under the limits of the spell and it is higher than
249 * the item we have now, take it instead. 244 * the item we have now, take it instead.
250 */ 245 */
251 if (at_tmp->clone.stats.food <= food_value && (!at || at_tmp->clone.stats.food > at->clone.stats.food)) 246 if (at_tmp->stats.food <= food_value
247 && (!at
248 || at_tmp->stats.food > at->stats.food
249 || (at_tmp->stats.food == at->stats.food
250 && at_tmp->weight < at->weight)))
252 at = at_tmp; 251 at = at_tmp;
253 } 252 }
254 } 253 }
255 } 254 }
255
256 /* Pretty unlikely (there are some very low food items), but you never 256 /* Pretty unlikely (there are some very low food items), but you never
257 * know 257 * know
258 */ 258 */
259 if (!at) 259 if (!at)
260 { 260 {
261 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); 261 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food.");
262 return 0; 262 return 0;
263 } 263 }
264 264
265 food_value /= at->clone.stats.food; 265 food_value /= at->stats.food;
266 new_op = arch_to_object (at); 266 new_op = arch_to_object (at);
267 new_op->nrof = food_value; 267 new_op->nrof = food_value;
268 268
269 new_op->value = 0; 269 new_op->value = 0;
270 if (new_op->nrof < 1) 270 if (new_op->nrof < 1)
279{ 279{
280 int r, mflags, maxrange; 280 int r, mflags, maxrange;
281 object *tmp; 281 object *tmp;
282 maptile *m; 282 maptile *m;
283 283
284
285 if (!dir) 284 if (!dir)
286 { 285 {
287 examine_monster (op, op); 286 examine_monster (op, op);
288 return 1; 287 return 1;
289 } 288 }
289
290 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 290 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
291 for (r = 1; r < maxrange; r++) 291 for (r = 1; r < maxrange; r++)
292 { 292 {
293 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir]; 293 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir];
294 294
301 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) 301 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC))
302 { 302 {
303 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 303 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
304 return 0; 304 return 0;
305 } 305 }
306
306 if (mflags & P_IS_ALIVE) 307 if (mflags & P_IS_ALIVE)
307 { 308 {
308 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above) 309 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
309 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 310 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
310 { 311 {
311 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 312 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
312 if (tmp->head != NULL) 313 if (tmp->head != NULL)
313 tmp = tmp->head; 314 tmp = tmp->head;
314 examine_monster (op, tmp); 315 examine_monster (op, tmp);
315 return 1; 316 return 1;
316 } 317 }
317 } 318 }
318 } 319 }
320
319 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); 321 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
320 return 1; 322 return 1;
321} 323}
322
323 324
324/* This checks to see if 'pl' is invisible to 'mon'. 325/* This checks to see if 'pl' is invisible to 'mon'.
325 * does race check, undead check, etc 326 * does race check, undead check, etc
326 * Returns TRUE if mon can't see pl, false 327 * Returns TRUE if mon can't see pl, false
327 * otherwise. This doesn't check range, walls, etc. It 328 * otherwise. This doesn't check range, walls, etc. It
329 * pl is invisible. 330 * pl is invisible.
330 */ 331 */
331int 332int
332makes_invisible_to (object *pl, object *mon) 333makes_invisible_to (object *pl, object *mon)
333{ 334{
334
335 if (!pl->invisible) 335 if (!pl->invisible)
336 return 0; 336 return 0;
337
337 if (pl->type == PLAYER) 338 if (pl->type == PLAYER)
338 { 339 {
339 /* If race isn't set, then invisible unless it is undead */ 340 /* If race isn't set, then invisible unless it is undead */
340 if (!pl->contr->invis_race) 341 if (!pl->contr->invis_race)
341 { 342 {
342 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 343 if (QUERY_FLAG (mon, FLAG_UNDEAD))
343 return 0; 344 return 0;
345
344 return 1; 346 return 1;
345 } 347 }
348
346 /* invis_race is set if we get here */ 349 /* invis_race is set if we get here */
347 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 350 if (pl->contr->invis_race == shstr_undead && is_true_undead (mon))
348 return 1; 351 return 1;
352
349 /* No race, can't be invisible to it */ 353 /* No race, can't be invisible to it */
350 if (!mon->race) 354 if (!mon->race)
351 return 0; 355 return 0;
356
352 if (strstr (mon->race, pl->contr->invis_race)) 357 if (mon->race.contains (pl->contr->invis_race))
353 return 1; 358 return 1;
359
354 /* Nothing matched above, return 0 */ 360 /* Nothing matched above, return 0 */
355 return 0; 361 return 0;
356 } 362 }
357 else 363 else
358 { 364 {
371 * normal applies. 377 * normal applies.
372 */ 378 */
373int 379int
374cast_invisible (object *op, object *caster, object *spell_ob) 380cast_invisible (object *op, object *caster, object *spell_ob)
375{ 381{
376 object *tmp;
377
378 if (op->invisible > 1000) 382 if (op->invisible > 1000)
379 { 383 {
380 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further"); 384 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further");
381 return 0; 385 return 0;
382 } 386 }
398 else 402 else
399 op->contr->tmp_invis = 1; 403 op->contr->tmp_invis = 1;
400 404
401 op->contr->hidden = 0; 405 op->contr->hidden = 0;
402 } 406 }
407
403 if (makes_invisible_to (op, op)) 408 if (makes_invisible_to (op, op))
404 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!"); 409 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!");
405 else 410 else
406 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!"); 411 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
407 412
408 update_object (op, UP_OBJ_FACE); 413 update_object (op, UP_OBJ_CHANGE);
409 414
410 /* Only search the active objects - only these should actually do 415 /* Only search the active objects - only these should actually do
411 * harm to the player. 416 * harm to the player.
412 */ 417 */
413 for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) 418 for_all_actives (tmp)
414 if (tmp->enemy == op) 419 if (tmp->enemy == op)
415 tmp->enemy = NULL; 420 tmp->enemy = 0;
421
416 return 1; 422 return 1;
417} 423}
418 424
419/* earth to dust spell. Basically destroys earthwalls in the area. 425/* earth to dust spell. Basically destroys earthwalls in the area.
420 */ 426 */
421int 427int
422cast_earth_to_dust (object *op, object *caster, object *spell_ob) 428cast_earth_to_dust (object *op, object *caster, object *spell_ob)
423{ 429{
424 object *tmp, *next;
425 int range, i, j, mflags; 430 int range, i, j, mflags;
426 sint16 sx, sy; 431 sint16 sx, sy;
427 maptile *m; 432 maptile *m;
428
429 if (op->type != PLAYER)
430 return 0;
431 433
432 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 434 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
433 435
434 for (i = -range; i <= range; i++) 436 for (i = -range; i <= range; i++)
435 for (j = -range; j <= range; j++) 437 for (j = -range; j <= range; j++)
440 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 442 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
441 443
442 if (mflags & P_OUT_OF_MAP) 444 if (mflags & P_OUT_OF_MAP)
443 continue; 445 continue;
444 446
445 // earth to dust tears down everything that can be teared down 447 // earth to dust tears down everything that can be torn down
446 for (tmp = get_map_ob (m, sx, sy); tmp != NULL; tmp = next) 448 for (object *next, *tmp = m->at (sx, sy).bot; tmp; tmp = next)
447 { 449 {
448 next = tmp->above; 450 next = tmp->above;
451
449 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 452 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
450 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 453 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
451 } 454 }
452 } 455 }
456
453 return 1; 457 return 1;
454} 458}
455
456 459
457void 460void
458execute_word_of_recall (object *op) 461execute_word_of_recall (object *op)
459{ 462{
460 object *wor = op; 463 if (object *pl = op->in_player ())
461 464 {
462 while (op != NULL && op->type != PLAYER) 465 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST))
463 op = op->env;
464
465 if (op != NULL && op->map)
466 if ((get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_CLERIC) && (!QUERY_FLAG (op, FLAG_WIZCAST)))
467 new_draw_info (NDI_UNIQUE, 0, op, "You feel something fizzle inside you."); 466 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
468 else 467 else
469 enter_exit (op, wor); 468 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
469 }
470 470
471 wor->remove ();
472 wor->destroy (0); 471 op->destroy ();
473} 472}
474 473
475/* Word of recall causes the player to return 'home'. 474/* Word of recall causes the player to return 'home'.
476 * we put a force into the player object, so that there is a 475 * we put a force into the player object, so that there is a
477 * time delay effect. 476 * time delay effect.
490 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 489 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
491 return 1; 490 return 1;
492 } 491 }
493 492
494 dummy = get_archetype (FORCE_NAME); 493 dummy = get_archetype (FORCE_NAME);
495 if (dummy == NULL) 494
495 if (!dummy)
496 { 496 {
497 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 497 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
498 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); 498 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
499 return 0; 499 return 0;
500 } 500 }
501
501 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob); 502 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob);
502 if (time < 1) 503 if (time < 1)
503 time = 1; 504 time = 1;
504 505
505 /* value of speed really doesn't make much difference, as long as it is 506 /* value of speed really doesn't make much difference, as long as it is
506 * positive. Lower value may be useful so that the problem doesn't 507 * positive. Lower value may be useful so that the problem doesn't
507 * do anything really odd if it say a -1000 or something. 508 * do anything really odd if it say a -1000 or something.
508 */ 509 */
509 dummy->speed = 0.002; 510 dummy->set_speed (0.002);
510 update_ob_speed (dummy);
511 dummy->speed_left = -dummy->speed * time; 511 dummy->speed_left = -dummy->speed * time;
512 dummy->type = SPELL_EFFECT; 512 dummy->type = SPELL_EFFECT;
513 dummy->subtype = SP_WORD_OF_RECALL; 513 dummy->subtype = SP_WORD_OF_RECALL;
514 514
515 /* If we could take advantage of enter_player_savebed() here, it would be 515 /* If we could take advantage of enter_player_savebed() here, it would be
516 * nice, but until the map load fails, we can't. 516 * nice, but until the map load fails, we can't.
517 */ 517 */
518 EXIT_PATH (dummy) = op->contr->savebed_map; 518 EXIT_PATH (dummy) = op->contr->savebed_map;
519 EXIT_X (dummy) = op->contr->bed_x; 519 EXIT_X (dummy) = op->contr->bed_x;
520 EXIT_Y (dummy) = op->contr->bed_y; 520 EXIT_Y (dummy) = op->contr->bed_y;
521 521
522 (void) insert_ob_in_ob (dummy, op); 522 op->insert (dummy);
523
523 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 524 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
525
524 return 1; 526 return 1;
525} 527}
526 528
527/* cast_wonder 529/* cast_wonder
528 * wonder is really just a spell that will likely cast another 530 * wonder is really just a spell that will likely cast another
558 return cast_spell (op, caster, dir, newspell, NULL); 560 return cast_spell (op, caster, dir, newspell, NULL);
559 } 561 }
560 return 1; 562 return 1;
561} 563}
562 564
563
564int 565int
565perceive_self (object *op) 566perceive_self (object *op)
566{ 567{
567 char *cp = describe_item (op, op), buf[MAX_BUF]; 568 const char *cp = describe_item (op, op);
568 archetype *at = archetype::find (ARCH_DEPLETION); 569 archetype *at = archetype::find (ARCH_DEPLETION);
569 object *tmp;
570 int i;
571 570
571 dynbuf_text &buf = msg_dynbuf; buf.clear ();
572
573 if (!op->is_player ())
574 return 0;
575
576 if (object *race = archetype::find (op->race))
577 buf << " - You are a G<male|female> " << &race->name << ".\n";
578
572 tmp = find_god (determine_god (op)); 579 if (object *god = find_god (determine_god (op)))
573 if (tmp) 580 buf << " - You worship " << &god->name << ".\n";
574 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
575 else 581 else
576 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); 582 buf << " - You worship no god.\n";
577 583
578 tmp = present_arch_in_ob (at, op); 584 object *tmp = present_arch_in_ob (at, op);
579 585
580 if (*cp == '\0' && tmp == NULL) 586 if (*cp == '\0' && !tmp)
581 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 587 buf << " - You feel very mundane. ";
582 else 588 else
583 { 589 {
584 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 590 buf << " - You have: " << cp << ".\n";
585 new_draw_info (NDI_UNIQUE, 0, op, cp); 591
586 if (tmp != NULL) 592 if (tmp)
587 {
588 for (i = 0; i < NUM_STATS; i++) 593 for (int i = 0; i < NUM_STATS; i++)
589 { 594 if (tmp->stats.stat (i) < 0)
590 if (get_attr_value (&tmp->stats, i) < 0) 595 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
591 {
592 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i)));
593 }
594 }
595 }
596 } 596 }
597 597
598 if (is_dragon_pl (op)) 598 if (is_dragon_pl (op))
599 {
600 /* now grab the 'dragon_ability'-force from the player's inventory */ 599 /* now grab the 'dragon_ability'-force from the player's inventory */
601 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 600 for (tmp = op->inv; tmp; tmp = tmp->below)
602 { 601 {
603 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 602 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
604 { 603 {
605 if (tmp->stats.exp == 0) 604 if (tmp->stats.exp == 0)
606 {
607 sprintf (buf, "Your metabolism isn't focused on anything."); 605 buf << " - Your metabolism isn't focused on anything.\n";
608 }
609 else 606 else
610 {
611 sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); 607 buf << " - Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
612 } 608
613 new_draw_info (NDI_UNIQUE, 0, op, buf);
614 break; 609 break;
615 } 610 }
616 } 611 }
617 } 612
613 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
614
618 return 1; 615 return 1;
619} 616}
620
621/* int cast_create_town_portal (object *op, object *caster, int dir)
622 *
623 * This function cast the spell of town portal for op
624 *
625 * The spell operates in two passes. During the first one a place
626 * is marked as a destination for the portal. During the second one,
627 * 2 portals are created, one in the position the player cast it and
628 * one in the destination place. The portal are synchronized and 2 forces
629 * are inserted in the player to destruct the portal next time player
630 * creates a new portal pair.
631 * This spell has a side effect that it allows people to meet each other
632 * in a permanent, private, appartements by making a town portal from it
633 * to the town or another public place. So, check if the map is unique and if
634 * so return an error
635 *
636 * Code by Tchize (david.delbecq@usa.net)
637 */
638int
639cast_create_town_portal (object *op, object *caster, object *spell, int dir)
640{
641 object *dummy, *force, *old_force, *tmp;
642 archetype *perm_portal;
643 char portal_name[1024], portal_message[1024];
644 sint16 exitx, exity;
645 maptile *exitmap;
646 int op_level;
647
648
649 /* Check to see if the map the player is currently on is a per player unique
650 * map. This can be determined in that per player unique maps have the
651 * full pathname listed.
652 */
653 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
654 {
655 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
656 return 0;
657 }
658
659 /* The first thing to do is to check if we have a marked destination
660 * dummy is used to make a check inventory for the force
661 */
662 dummy = arch_to_object (spell->other_arch);
663 if (dummy == NULL)
664 {
665 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
666 LOG (llevError, "get_object failed (force in cast_create_town_portal for %s!\n", &op->name);
667 return 0;
668 }
669 force = check_inv_recursive (op, dummy);
670
671 if (force == NULL)
672 {
673 /* Here we know there is no destination marked up.
674 * We have 2 things to do:
675 * 1. Mark the destination in the player inventory.
676 * 2. Let the player know it worked.
677 */
678 dummy->name = op->map->path;
679 EXIT_X (dummy) = op->x;
680 EXIT_Y (dummy) = op->y;
681 insert_ob_in_ob (dummy, op);
682 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.");
683 return 1;
684 }
685 dummy->destroy (0);
686
687 /* Here we know where the town portal should go to
688 * We should kill any existing portal associated with the player.
689 * Than we should create the 2 portals.
690 * For each of them, we need:
691 * - To create the portal with the name of the player+destination map
692 * - set the owner of the town portal
693 * - To mark the position of the portal in the player's inventory
694 * for easier destruction.
695 *
696 * The mark works has follow:
697 * slaying: Existing town portal
698 * hp, sp : x & y of the associated portal
699 * name : name of the portal
700 * race : map the portal is in
701 */
702
703 /* First step: killing existing town portals */
704 dummy = get_archetype (spell->race);
705 if (dummy == NULL)
706 {
707 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
708 LOG (llevError, "get_object failed (force) in cast_create_town_portal for %s!\n", &op->name);
709 return 0;
710 }
711 perm_portal = archetype::find (spell->slaying);
712
713 /* To kill a town portal, we go trough the player's inventory,
714 * for each marked portal in player's inventory,
715 * -We try load the associated map (if impossible, consider the portal destructed)
716 * -We find any portal in the specified location.
717 * If it has the good name, we destruct it.
718 * -We destruct the force indicating that portal.
719 */
720 while ((old_force = check_inv_recursive (op, dummy)))
721 {
722 exitx = EXIT_X (old_force);
723 exity = EXIT_Y (old_force);
724 LOG (llevDebug, "Trying to kill a portal in %s (%d,%d)\n", &old_force->race, exitx, exity);
725
726 if (!strncmp (old_force->race, settings.localdir, strlen (settings.localdir)))
727 exitmap = ready_map_name (old_force->race, MAP_PLAYER_UNIQUE);
728 else
729 exitmap = ready_map_name (old_force->race, 0);
730
731 if (exitmap)
732 {
733 tmp = present_arch (perm_portal, exitmap, exitx, exity);
734 while (tmp)
735 {
736 if (tmp->name == old_force->name)
737 {
738 tmp->remove ();
739 tmp->destroy (0);
740 break;
741 }
742 else
743 {
744 tmp = tmp->above;
745 }
746 }
747 }
748 old_force->remove ();
749 old_force->destroy (0);
750 LOG (llevDebug, "\n");
751 }
752 dummy->destroy (0);
753
754 /* Creating the portals.
755 * The very first thing to do is to ensure
756 * access to the destination map.
757 * If we can't, don't fizzle. Simply warn player.
758 * This ensure player pays his mana for the spell
759 * because HE is responsible of forgotting.
760 * 'force' is the destination of the town portal, which we got
761 * from the players inventory above.
762 */
763
764 /* Ensure exit map is loaded */
765 if (!strncmp (force->name, settings.localdir, strlen (settings.localdir)))
766 exitmap = ready_map_name (force->name, MAP_PLAYER_UNIQUE);
767 else
768 exitmap = ready_map_name (force->name, 0);
769
770 /* If we were unable to load (ex. random map deleted), warn player */
771 if (exitmap == NULL)
772 {
773 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
774 force->remove ();
775 force->destroy (0);
776 return 1;
777 }
778
779 op_level = caster_level (caster, spell);
780 if (op_level < 15)
781 snprintf (portal_message, 1024,
782 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
783 &op->name);
784 else if (op_level < 30)
785 snprintf (portal_message, 1024,
786 "\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);
787 else if (op_level < 60)
788 snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
789 else
790 snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",
791 &op->name);
792
793 /* Create a portal in front of player
794 * dummy contain the portal and
795 * force contain the track to kill it later
796 */
797
798 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
799 dummy = get_archetype (spell->slaying); /*The portal */
800 if (dummy == NULL)
801 {
802 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
803 LOG (llevError, "get_object failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
804 return 0;
805 }
806 EXIT_PATH (dummy) = force->name;
807 EXIT_X (dummy) = EXIT_X (force);
808 EXIT_Y (dummy) = EXIT_Y (force);
809 dummy->name = dummy->name_pl = portal_name;
810 dummy->msg = portal_message;
811 dummy->race = op->name; /*Save the owner of the portal */
812 cast_create_obj (op, caster, dummy, 0);
813
814 /* Now we need to to create a town portal marker inside the player
815 * object, so on future castings, we can know that he has an active
816 * town portal.
817 */
818 tmp = get_archetype (spell->race);
819 if (tmp == NULL)
820 {
821 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
822 LOG (llevError, "get_object failed (force) in cast_create_town_portal for %s!\n", &op->name);
823 return 0;
824 }
825 tmp->race = op->map->path;
826 tmp->name = portal_name;
827 EXIT_X (tmp) = dummy->x;
828 EXIT_Y (tmp) = dummy->y;
829 insert_ob_in_ob (tmp, op);
830
831 /* Create a portal in the destination map
832 * dummy contain the portal and
833 * force the track to kill it later
834 * the 'force' variable still contains the 'reminder' of
835 * where this portal goes to.
836 */
837 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, op->map->path);
838 dummy = get_archetype (spell->slaying); /*The portal */
839 if (dummy == NULL)
840 {
841 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
842 LOG (llevError, "get_object failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
843 return 0;
844 }
845 EXIT_PATH (dummy) = op->map->path;
846 EXIT_X (dummy) = op->x;
847 EXIT_Y (dummy) = op->y;
848 dummy->name = dummy->name_pl = portal_name;
849 dummy->msg = portal_message;
850 dummy->x = EXIT_X (force);
851 dummy->y = EXIT_Y (force);
852 dummy->race = op->name; /*Save the owner of the portal */
853 insert_ob_in_map (dummy, exitmap, op, 0);
854
855 /* Now we create another town portal marker that
856 * points back to the one we just made
857 */
858 tmp = get_archetype (spell->race);
859 if (tmp == NULL)
860 {
861 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
862 LOG (llevError, "get_object failed (force) in cast_create_town_portal for %s!\n", &op->name);
863 return 0;
864 }
865 tmp->race = force->name;
866 tmp->name = portal_name;
867 EXIT_X (tmp) = dummy->x;
868 EXIT_Y (tmp) = dummy->y;
869 insert_ob_in_ob (tmp, op);
870
871 /* Describe the player what happened
872 */
873 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
874 force->remove (); /* Delete the force inside the player */
875 force->destroy (0);
876 return 1;
877}
878
879 617
880/* This creates magic walls. Really, it can create most any object, 618/* This creates magic walls. Really, it can create most any object,
881 * within some reason. 619 * within some reason.
882 */ 620 */
883
884int 621int
885magic_wall (object *op, object *caster, int dir, object *spell_ob) 622magic_wall (object *op, object *caster, int dir, object *spell_ob)
886{ 623{
887 object *tmp, *tmp2; 624 object *tmp;
888 int i, posblocked, negblocked, maxrange; 625 int i, posblocked, negblocked, maxrange;
889 sint16 x, y; 626 sint16 x, y;
890 maptile *m; 627 maptile *m;
891 const char *name; 628 const char *name;
892 archetype *at; 629 archetype *at;
900 else 637 else
901 { 638 {
902 x = op->x + freearr_x[dir]; 639 x = op->x + freearr_x[dir];
903 y = op->y + freearr_y[dir]; 640 y = op->y + freearr_y[dir];
904 } 641 }
642
905 m = op->map; 643 m = op->map;
906 644
907 if ((spell_ob->move_block || x != op->x || y != op->y) && 645 if ((spell_ob->move_block || x != op->x || y != op->y) &&
908 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) || 646 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) ||
909 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block))) 647 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
910 { 648 {
911 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 649 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
912 return 0; 650 return 0;
913 } 651 }
652
914 if (spell_ob->other_arch) 653 if (spell_ob->other_arch)
915 {
916 tmp = arch_to_object (spell_ob->other_arch); 654 tmp = arch_to_object (spell_ob->other_arch);
917 }
918 else if (spell_ob->race) 655 else if (spell_ob->race)
919 { 656 {
920 char buf1[MAX_BUF]; 657 char buf1[MAX_BUF];
921 658
922 sprintf (buf1, spell_ob->race, dir); 659 sprintf (buf1, spell_ob->race, dir);
925 { 662 {
926 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 663 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
927 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 664 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
928 return 0; 665 return 0;
929 } 666 }
667
930 tmp = arch_to_object (at); 668 tmp = arch_to_object (at);
931 } 669 }
932 else 670 else
933 { 671 {
934 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name); 672 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
944 } 682 }
945 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 683 else if (QUERY_FLAG (tmp, FLAG_ALIVE))
946 { 684 {
947 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 685 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
948 tmp->stats.maxhp = tmp->stats.hp; 686 tmp->stats.maxhp = tmp->stats.hp;
949 set_owner (tmp, op);
950 set_spell_skill (op, caster, spell_ob, tmp);
951 } 687 }
688
952 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP)) 689 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP))
953 { 690 {
954 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 691 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
955 SET_FLAG (tmp, FLAG_IS_USED_UP); 692 SET_FLAG (tmp, FLAG_IS_USED_UP);
956 } 693 }
694
957 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 695 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN))
958 { 696 {
959 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 697 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
960 tmp->stats.maxhp = tmp->stats.hp; 698 tmp->stats.maxhp = tmp->stats.hp;
961 SET_FLAG (tmp, FLAG_TEAR_DOWN); 699 SET_FLAG (tmp, FLAG_TEAR_DOWN);
962 SET_FLAG (tmp, FLAG_ALIVE); 700 SET_FLAG (tmp, FLAG_ALIVE);
963 } 701 }
964 702
965 /* This can't really hurt - if the object doesn't kill anything, 703 /* This can't really hurt - if the object doesn't kill anything,
966 * these fields just won't be used. 704 * these fields just won't be used. Do not set the owner for
705 * earthwalls, though, so they survive restarts.
967 */ 706 */
968 set_owner (tmp, op); 707 if (tmp->type != EARTHWALL) //TODO
708 tmp->set_owner (op);
709
969 set_spell_skill (op, caster, spell_ob, tmp); 710 set_spell_skill (op, caster, spell_ob, tmp);
970 tmp->x = x;
971 tmp->y = y;
972 tmp->level = caster_level (caster, spell_ob) / 2; 711 tmp->level = casting_level (caster, spell_ob) / 2;
973 712
974 name = tmp->name; 713 name = tmp->name;
975 if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL) 714 if (!(tmp = m->insert (tmp, x, y, op)))
976 { 715 {
977 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name); 716 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
978 return 0; 717 return 0;
979 } 718 }
719
980 /* If this is a spellcasting wall, need to insert the spell object */ 720 /* If this is a spellcasting wall, need to insert the spell object */
981 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 721 if (tmp->other_arch && tmp->other_arch->type == SPELL)
982 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 722 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
983 723
984 /* This code causes the wall to extend some distance in 724 /* This code causes the wall to extend some distance in
985 * each direction, or until an obstruction is encountered. 725 * each direction, or until an obstruction is encountered.
986 * posblocked and negblocked help determine how far the 726 * posblocked and negblocked help determine how far the
1002 m = tmp->map; 742 m = tmp->map;
1003 743
1004 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && 744 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
1005 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked) 745 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked)
1006 { 746 {
1007 tmp2 = get_object (); 747 object *tmp2 = tmp->clone ();
1008 copy_object (tmp, tmp2); 748 m->insert (tmp2, x, y, op);
1009 tmp2->x = x; 749
1010 tmp2->y = y;
1011 insert_ob_in_map (tmp2, m, op, 0);
1012 /* If this is a spellcasting wall, need to insert the spell object */ 750 /* If this is a spellcasting wall, need to insert the spell object */
1013 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 751 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1014 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 752 tmp2->insert (arch_to_object (tmp2->other_arch));
1015 753
1016 } 754 }
1017 else 755 else
1018 posblocked = 1; 756 posblocked = 1;
1019 757
1022 m = tmp->map; 760 m = tmp->map;
1023 761
1024 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && 762 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
1025 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked) 763 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
1026 { 764 {
1027 tmp2 = get_object (); 765 object *tmp2 = tmp->clone ();
1028 copy_object (tmp, tmp2); 766 m->insert (tmp2, x, y, op);
1029 tmp2->x = x; 767
1030 tmp2->y = y;
1031 insert_ob_in_map (tmp2, m, op, 0);
1032 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 768 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1033 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 769 tmp2->insert (arch_to_object (tmp2->other_arch));
1034 } 770 }
1035 else 771 else
1036 negblocked = 1; 772 negblocked = 1;
1037 } 773 }
1038 774
1041 777
1042 return 1; 778 return 1;
1043} 779}
1044 780
1045int 781int
1046dimension_door (object *op, object *caster, object *spob, int dir) 782dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
1047{ 783{
1048 uint32 dist, maxdist; 784 uint32 dist, maxdist;
1049 int mflags; 785 int mflags;
1050 maptile *m; 786 maptile *m;
1051 sint16 sx, sy; 787 sint16 sx, sy;
1062 /* Given the new outdoor maps, can't let players dimension door for 798 /* Given the new outdoor maps, can't let players dimension door for
1063 * ever, so put limits in. 799 * ever, so put limits in.
1064 */ 800 */
1065 maxdist = spob->range + SP_level_range_adjust (caster, spob); 801 maxdist = spob->range + SP_level_range_adjust (caster, spob);
1066 802
1067 if (op->contr->count) 803 if (spellparam)
1068 { 804 {
805 int count = atoi (spellparam);
806
1069 if (op->contr->count > maxdist) 807 if (count > maxdist)
1070 { 808 {
1071 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!"); 809 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!");
1072 return 0; 810 return 0;
1073 } 811 }
1074 812
1075 for (dist = 0; dist < op->contr->count; dist++) 813 for (dist = 0; dist < count; dist++)
1076 { 814 {
1077 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy); 815 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
1078 816
1079 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 817 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
1080 break; 818 break;
1081 819
1082 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) 820 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1083 break; 821 break;
1084 } 822 }
1085 823
1086 if (dist < op->contr->count) 824 if (dist < count)
1087 { 825 {
1088 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n"); 826 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
1089 op->contr->count = 0;
1090 return 0; 827 return 0;
1091 } 828 }
1092 op->contr->count = 0;
1093 829
1094 /* Remove code that puts player on random space on maps. IMO, 830 /* Remove code that puts player on random space on maps. IMO,
1095 * a lot of maps probably have areas the player should not get to, 831 * a lot of maps probably have areas the player should not get to,
1096 * but may not be marked as NO_MAGIC (as they may be bounded 832 * but may not be marked as NO_MAGIC (as they may be bounded
1097 * by such squares). Also, there are probably treasure rooms and 833 * by such squares). Also, there are probably treasure rooms and
1145 return 0; 881 return 0;
1146 } 882 }
1147 } 883 }
1148 884
1149 /* Actually move the player now */ 885 /* Actually move the player now */
1150 op->remove (); 886 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op)))
1151 op->x += freearr_x[dir] * dist;
1152 op->y += freearr_y[dir] * dist;
1153 if ((op = insert_ob_in_map (op, op->map, op, 0)) == NULL)
1154 return 1; 887 return 1;
1155 888
1156 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ 889 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */
1157 return 1; 890 return 1;
1158} 891}
1159
1160 892
1161/* cast_heal: Heals something. 893/* cast_heal: Heals something.
1162 * op is the caster. 894 * op is the caster.
1163 * dir is the direction he is casting it in. 895 * dir is the direction he is casting it in.
1164 * spell is the spell object. 896 * spell is the spell object.
1171 object *poison; 903 object *poison;
1172 int heal = 0, success = 0; 904 int heal = 0, success = 0;
1173 905
1174 tmp = find_target_for_friendly_spell (op, dir); 906 tmp = find_target_for_friendly_spell (op, dir);
1175 907
1176 if (tmp == NULL) 908 if (!tmp)
1177 return 0; 909 return 0;
1178 910
1179 /* Figure out how many hp this spell might cure. 911 /* Figure out how many hp this spell might cure.
1180 * could be zero if this spell heals effects, not damage. 912 * could be zero if this spell heals effects, not damage.
1181 */ 913 */
1184 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp; 916 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
1185 917
1186 if (heal) 918 if (heal)
1187 { 919 {
1188 if (tmp->stats.hp >= tmp->stats.maxhp) 920 if (tmp->stats.hp >= tmp->stats.maxhp)
1189 {
1190 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed."); 921 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed.");
1191 }
1192 else 922 else
1193 { 923 {
1194 /* See how many points we actually heal. Instead of messages 924 /* See how many points we actually heal. Instead of messages
1195 * based on type of spell, we instead do messages based 925 * based on type of spell, we instead do messages based
1196 * on amount of damage healed. 926 * on amount of damage healed.
1197 */ 927 */
1198 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 928 if (heal > tmp->stats.maxhp - tmp->stats.hp)
1199 heal = tmp->stats.maxhp - tmp->stats.hp; 929 heal = tmp->stats.maxhp - tmp->stats.hp;
930
1200 tmp->stats.hp += heal; 931 tmp->stats.hp += heal;
1201 932
1202 if (tmp->stats.hp >= tmp->stats.maxhp) 933 if (tmp->stats.hp >= tmp->stats.maxhp)
1203 {
1204 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 934 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1205 }
1206 else if (heal > 50) 935 else if (heal > 50)
1207 {
1208 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); 936 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1209 }
1210 else if (heal > 25) 937 else if (heal > 25)
1211 {
1212 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); 938 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1213 }
1214 else if (heal > 10) 939 else if (heal > 10)
1215 {
1216 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade."); 940 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade.");
1217 }
1218 else 941 else
1219 {
1220 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close."); 942 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close.");
1221 } 943
1222 success = 1; 944 success = 1;
1223 } 945 }
1224 } 946 }
947
1225 if (spell->attacktype & AT_DISEASE) 948 if (spell->attacktype & AT_DISEASE)
1226 if (cure_disease (tmp, op)) 949 if (cure_disease (tmp, op, spell))
1227 success = 1; 950 success = 1;
1228 951
1229 if (spell->attacktype & AT_POISON) 952 if (spell->attacktype & AT_POISON)
1230 { 953 {
1231 at = archetype::find ("poisoning"); 954 at = archetype::find ("poisoning");
1235 success = 1; 958 success = 1;
1236 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 959 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1237 poison->stats.food = 1; 960 poison->stats.food = 1;
1238 } 961 }
1239 } 962 }
963
1240 if (spell->attacktype & AT_CONFUSION) 964 if (spell->attacktype & AT_CONFUSION)
1241 { 965 {
1242 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 966 poison = present_in_ob_by_name (FORCE, "confusion", tmp);
1243 if (poison) 967 if (poison)
1244 { 968 {
1245 success = 1; 969 success = 1;
1246 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 970 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1247 poison->duration = 1; 971 poison->duration = 1;
1248 } 972 }
1249 } 973 }
974
1250 if (spell->attacktype & AT_BLIND) 975 if (spell->attacktype & AT_BLIND)
1251 { 976 {
1252 at = archetype::find ("blindness"); 977 at = archetype::find ("blindness");
1253 poison = present_arch_in_ob (at, tmp); 978 poison = present_arch_in_ob (at, tmp);
1254 if (poison) 979 if (poison)
1256 success = 1; 981 success = 1;
1257 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return."); 982 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1258 poison->stats.food = 1; 983 poison->stats.food = 1;
1259 } 984 }
1260 } 985 }
986
1261 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) 987 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1262 { 988 {
1263 tmp->stats.sp += spell->last_sp; 989 tmp->stats.sp += spell->last_sp;
1264 if (tmp->stats.sp > tmp->stats.maxsp) 990 if (tmp->stats.sp > tmp->stats.maxsp)
1265 tmp->stats.sp = tmp->stats.maxsp; 991 tmp->stats.sp = tmp->stats.maxsp;
1266 success = 1; 992 success = 1;
1267 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!"); 993 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!");
1268 } 994 }
995
1269 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) 996 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1270 { 997 {
1271 tmp->stats.grace += spell->last_grace; 998 tmp->stats.grace += spell->last_grace;
1272 if (tmp->stats.grace > tmp->stats.maxgrace) 999 if (tmp->stats.grace > tmp->stats.maxgrace)
1273 tmp->stats.grace = tmp->stats.maxgrace; 1000 tmp->stats.grace = tmp->stats.maxgrace;
1274 success = 1; 1001 success = 1;
1275 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!"); 1002 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1276 } 1003 }
1004
1277 if (spell->stats.food && tmp->stats.food < 999) 1005 if (spell->stats.food && tmp->stats.food < 999)
1278 { 1006 {
1279 tmp->stats.food += spell->stats.food; 1007 tmp->stats.food += spell->stats.food;
1008
1280 if (tmp->stats.food > 999) 1009 if (tmp->stats.food > 999)
1281 tmp->stats.food = 999; 1010 tmp->stats.food = 999;
1011
1282 success = 1; 1012 success = 1;
1283 /* We could do something a bit better like the messages for healing above */ 1013 /* We could do something a bit better like the messages for healing above */
1284 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food"); 1014 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1285 } 1015 }
1016
1286 return success; 1017 return success;
1287} 1018}
1288
1289 1019
1290/* This is used for the spells that gain stats. There are no spells 1020/* This is used for the spells that gain stats. There are no spells
1291 * right now that icnrease wis/int/pow on a temp basis, so no 1021 * right now that icnrease wis/int/pow on a temp basis, so no
1292 * good comments for those. 1022 * good comments for those.
1293 */ 1023 */
1294static const char *const no_gain_msgs[NUM_STATS] = { 1024static const char *const no_gain_msgs[NUM_STATS] = {
1295 "You grow no stronger.", 1025 "You grow no stronger.",
1296 "You grow no more agile.", 1026 "You grow no more agile.",
1297 "You don't feel any healthier.", 1027 "You don't feel any healthier.",
1298 "no wis", 1028 "You didn't grow any more intelligent.",
1029 "You do not feel any wiser.",
1030 "You don't feel any more powerful."
1299 "You are no easier to look at.", 1031 "You are no easier to look at.",
1300 "no int",
1301 "no pow"
1302}; 1032};
1303 1033
1304int 1034int
1035change_ability_duration (object *spell, object *caster)
1036{
1037 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1038}
1039
1040int
1305cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) 1041cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1306{ 1042{
1307 object *tmp, *tmp2 = NULL;
1308 object *force = NULL; 1043 object *force = 0;
1309 int i; 1044 int i;
1310 1045
1311 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1046 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1312 if (dir != 0) 1047 object *tmp = dir
1313 {
1314 tmp = find_target_for_friendly_spell (op, dir); 1048 ? find_target_for_friendly_spell (op, dir)
1315 } 1049 : op;
1316 else
1317 {
1318 tmp = op;
1319 }
1320 1050
1321 if (tmp == NULL) 1051 if (!tmp)
1322 return 0; 1052 return 0;
1323 1053
1324 /* If we've already got a force of this type, don't add a new one. */ 1054 /* If we've already got a force of this type, don't add a new one. */
1325 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1055 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1326 { 1056 {
1327 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1057 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1328 { 1058 {
1329 if (tmp2->name == spell_ob->name) 1059 if (tmp2->name == spell_ob->name)
1330 { 1060 {
1332 break; 1062 break;
1333 } 1063 }
1334 else if (spell_ob->race && spell_ob->race == tmp2->name) 1064 else if (spell_ob->race && spell_ob->race == tmp2->name)
1335 { 1065 {
1336 if (!silent) 1066 if (!silent)
1337 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 1067 new_draw_info_format (NDI_UNIQUE, 0, op,
1068 "You can not cast %s while %s is in effect",
1069 &spell_ob->name, &tmp2->name_pl);
1070
1338 return 0; 1071 return 0;
1339 } 1072 }
1340 } 1073 }
1341 } 1074 }
1075
1076 int duration = change_ability_duration (spell_ob, caster);
1077
1342 if (force == NULL) 1078 if (force)
1343 {
1344 force = get_archetype (FORCE_NAME);
1345 force->subtype = FORCE_CHANGE_ABILITY;
1346 if (spell_ob->race)
1347 force->name = spell_ob->race;
1348 else
1349 force->name = spell_ob->name;
1350 force->name_pl = spell_ob->name;
1351 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1352
1353 } 1079 {
1354 else
1355 {
1356 int duration;
1357
1358 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1359 if (duration > force->duration) 1080 if (duration > force->duration)
1360 { 1081 {
1361 force->duration = duration; 1082 force->duration = duration;
1362 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1083 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1363 } 1084 }
1364 else 1085 else
1365 {
1366 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1086 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1367 } 1087
1368 return 1; 1088 return 1;
1369 } 1089 }
1370 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1090
1091 new_draw_info_format (NDI_UNIQUE, 0, op,
1092 "You create an aura of magical force. H<The effect will last for about %.10g seconds.>",
1093 TICK2TIME (duration));
1094
1095 force = get_archetype (FORCE_NAME);
1096 force->subtype = FORCE_CHANGE_ABILITY;
1097 force->duration = duration;
1098
1099 if (spell_ob->race)
1100 force->name = spell_ob->race;
1101 else
1102 force->name = spell_ob->name;
1103
1104 force->name_pl = spell_ob->name;
1105
1371 force->speed = 1.0; 1106 force->speed = 1.0;
1372 force->speed_left = -1.0; 1107 force->speed_left = -1.0;
1373 SET_FLAG (force, FLAG_APPLIED); 1108 SET_FLAG (force, FLAG_APPLIED);
1374 1109
1375 /* Now start processing the effects. First, protections */ 1110 /* Now start processing the effects. First, protections */
1380 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob); 1115 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob);
1381 if (force->resist[i] > 100) 1116 if (force->resist[i] > 100)
1382 force->resist[i] = 100; 1117 force->resist[i] = 100;
1383 } 1118 }
1384 } 1119 }
1120
1385 if (spell_ob->stats.hp) 1121 if (spell_ob->stats.hp)
1386 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob); 1122 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1387 1123
1388 if (tmp->type == PLAYER) 1124 if (tmp->type == PLAYER)
1389 { 1125 {
1390 /* Stat adjustment spells */ 1126 /* Stat adjustment spells */
1391 for (i = 0; i < NUM_STATS; i++) 1127 for (i = 0; i < NUM_STATS; i++)
1392 { 1128 {
1393 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; 1129 if (sint8 stat = spell_ob->stats.stat (i))
1394
1395 if (stat)
1396 { 1130 {
1397 sm = 0; 1131 sint8 sm = 0;
1398 for (k = 0; k < stat; k++) 1132 for (sint8 k = 0; k < stat; k++)
1399 sm += rndm (1, 3); 1133 sm += rndm (1, 3);
1400 1134
1401 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) 1135 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1402 { 1136 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1403 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); 1137
1404 if (sm < 0) 1138 force->stats.stat (i) = sm;
1405 sm = 0; 1139
1406 }
1407 set_attr_value (&force->stats, i, sm);
1408 if (!sm) 1140 if (!sm)
1409 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); 1141 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1410 } 1142 }
1411 } 1143 }
1412 } 1144 }
1432 force->stats.ac = spell_ob->stats.ac; 1164 force->stats.ac = spell_ob->stats.ac;
1433 force->attacktype = spell_ob->attacktype; 1165 force->attacktype = spell_ob->attacktype;
1434 1166
1435 insert_ob_in_ob (force, tmp); 1167 insert_ob_in_ob (force, tmp);
1436 change_abil (tmp, force); /* Mostly to display any messages */ 1168 change_abil (tmp, force); /* Mostly to display any messages */
1437 fix_player (tmp); 1169 tmp->update_stats ();
1170
1438 return 1; 1171 return 1;
1439} 1172}
1440 1173
1441/* This used to be part of cast_change_ability, but it really didn't make 1174/* This used to be part of cast_change_ability, but it really didn't make
1442 * a lot of sense, since most of the values it derives are from the god 1175 * a lot of sense, since most of the values it derives are from the god
1443 * of the caster. 1176 * of the caster.
1444 */ 1177 */
1445
1446int 1178int
1447cast_bless (object *op, object *caster, object *spell_ob, int dir) 1179cast_bless (object *op, object *caster, object *spell_ob, int dir)
1448{ 1180{
1449 int i; 1181 int i;
1450 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1182 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1451 1183
1452 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1184 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1453 if (dir != 0) 1185 if (dir != 0)
1454 { 1186 {
1455 tmp = find_target_for_friendly_spell (op, dir); 1187 tmp = find_target_for_friendly_spell (op, dir);
1188
1189 if (!tmp)
1190 return 0;
1456 } 1191 }
1457 else 1192 else
1458 {
1459 tmp = op; 1193 tmp = op;
1460 }
1461 1194
1462 /* If we've already got a force of this type, don't add a new one. */ 1195 /* If we've already got a force of this type, don't add a new one. */
1463 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1196 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1464 { 1197 {
1465 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1198 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1466 { 1199 {
1467 if (tmp2->name == spell_ob->name) 1200 if (tmp2->name == spell_ob->name)
1468 { 1201 {
1474 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 1207 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1475 return 0; 1208 return 0;
1476 } 1209 }
1477 } 1210 }
1478 } 1211 }
1212
1479 if (force == NULL) 1213 if (force == NULL)
1480 { 1214 {
1481 force = get_archetype (FORCE_NAME); 1215 force = get_archetype (FORCE_NAME);
1482 force->subtype = FORCE_CHANGE_ABILITY; 1216 force->subtype = FORCE_CHANGE_ABILITY;
1483 if (spell_ob->race) 1217 if (spell_ob->race)
1541 force->stats.wc = spell_ob->stats.wc; 1275 force->stats.wc = spell_ob->stats.wc;
1542 force->stats.ac = spell_ob->stats.ac; 1276 force->stats.ac = spell_ob->stats.ac;
1543 1277
1544 change_abil (tmp, force); /* Mostly to display any messages */ 1278 change_abil (tmp, force); /* Mostly to display any messages */
1545 insert_ob_in_ob (force, tmp); 1279 insert_ob_in_ob (force, tmp);
1546 fix_player (tmp); 1280 tmp->update_stats ();
1547 return 1; 1281 return 1;
1548} 1282}
1549
1550
1551 1283
1552/* Alchemy code by Mark Wedel 1284/* Alchemy code by Mark Wedel
1553 * 1285 *
1554 * This code adds a new spell, called alchemy. Alchemy will turn 1286 * This code adds a new spell, called alchemy. Alchemy will turn
1555 * objects to gold nuggets, the value of the gold nuggets being 1287 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1556 * about 90% of that of the item itself. It uses the value of the
1557 * object before charisma adjustments, because the nuggets themselves
1558 * will be will be adjusted by charisma when sold.
1559 * 1288 *
1560 * Large nuggets are worth 25 gp each (base). You will always get 1289 * The value of the gold nuggets being about 90% of that of the item
1561 * the maximum number of large nuggets you could get. 1290 * itself. It uses the value of the object before charisma adjustments,
1562 * Small nuggets are worth 1 gp each (base). You will get from 0 1291 * because the nuggets themselves will be will be adjusted by charisma
1563 * to the max amount of small nuggets as you could get. 1292 * when sold.
1564 *
1565 * For example, if an item is worth 110 gold, you will get
1566 * 4 large nuggets, and from 0-10 small nuggets.
1567 * 1293 *
1568 * There is also a chance (1:30) that you will get nothing at all 1294 * There is also a chance (1:30) that you will get nothing at all
1569 * for the object. There is also a maximum weight that will be 1295 * for the object. There is also a maximum weight that will be
1570 * alchemied. 1296 * alchemised.
1571 */ 1297 */
1572
1573/* I didn't feel like passing these as arguements to the
1574 * two functions that need them. Real values are put in them
1575 * when the spell is cast, and these are freed when the spell
1576 * is finished.
1577 */
1578static object *small, *large;
1579
1580static void 1298static void
1581alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight) 1299alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1582{ 1300{
1583 uint64 value = query_cost (obj, NULL, F_TRUE); 1301 uint64 value = query_cost (obj, NULL, F_TRUE);
1584 1302
1585 /* Give third price when we alchemy money (This should hopefully 1303 /* Give third price when we alchemy money (this should hopefully
1586 * make it so that it isn't worth it to alchemy money, sell 1304 * make it so that it isn't worth it to alchemy money, sell
1587 * the nuggets, alchemy the gold from that, etc. 1305 * the nuggets, alchemy the gold from that, etc.
1588 * Otherwise, give 9 silver on the gold for other objects, 1306 * Otherwise, give 9 silver on the gold for other objects,
1589 * so that it would still be more affordable to haul 1307 * so that it would still be more affordable to haul
1590 * the stuff back to town. 1308 * the stuff back to town.
1591 */ 1309 */
1592
1593 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1310 if (QUERY_FLAG (obj, FLAG_UNPAID))
1594 value = 0; 1311 value = 0;
1595 else if (obj->type == MONEY || obj->type == GEM) 1312 else if (obj->type == MONEY || obj->type == GEM)
1596 value /= 3; 1313 value /= 3;
1597 else 1314 else
1598 value = (value * 9) / 10; 1315 value = value * 9 / 10;
1599 1316
1600 value /= 4; // fix by GHJ, don't understand, pcg
1601
1602 if ((obj->value > 0) && rndm (0, 29)) 1317 if (obj->value > 0 && rndm (0, 29))
1603 { 1318 total_value += value;
1604 int count;
1605 1319
1606 count = value / large->value;
1607 *large_nuggets += count;
1608 value -= (uint64) count *(uint64) large->value;
1609
1610 count = value / small->value;
1611 *small_nuggets += count;
1612 }
1613
1614 /* Turn 25 small nuggets into 1 large nugget. If the value
1615 * of large nuggets is not evenly divisable by the small nugget
1616 * value, take off an extra small_nugget (Assuming small_nuggets!=0)
1617 */
1618 if (*small_nuggets * small->value >= large->value)
1619 {
1620 (*large_nuggets)++;
1621 *small_nuggets -= large->value / small->value;
1622 if (*small_nuggets && large->value % small->value)
1623 (*small_nuggets)--;
1624 }
1625 weight += obj->weight; 1320 total_weight += obj->total_weight ();
1626 obj->remove (); 1321
1627 obj->destroy (0); 1322 obj->destroy ();
1628}
1629
1630static void
1631update_map (object *op, maptile *m, int small_nuggets, int large_nuggets, int x, int y)
1632{
1633 object *tmp;
1634 int flag = 0;
1635
1636 /* Put any nuggets below the player, but we can only pass this
1637 * flag if we are on the same space as the player
1638 */
1639 if (x == op->x && y == op->y && op->map == m)
1640 flag = INS_BELOW_ORIGINATOR;
1641
1642 if (small_nuggets)
1643 {
1644 tmp = get_object ();
1645 copy_object (small, tmp);
1646 tmp->nrof = small_nuggets;
1647 tmp->x = x;
1648 tmp->y = y;
1649 insert_ob_in_map (tmp, m, op, flag);
1650 }
1651 if (large_nuggets)
1652 {
1653 tmp = get_object ();
1654 copy_object (large, tmp);
1655 tmp->nrof = large_nuggets;
1656 tmp->x = x;
1657 tmp->y = y;
1658 insert_ob_in_map (tmp, m, op, flag);
1659 }
1660} 1323}
1661 1324
1662int 1325int
1663alchemy (object *op, object *caster, object *spell_ob) 1326alchemy (object *op, object *caster, object *spell_ob)
1664{ 1327{
1665 int x, y, weight = 0, weight_max, large_nuggets, small_nuggets, mflags;
1666 sint16 nx, ny;
1667 object *next, *tmp;
1668 maptile *mp;
1669
1670 if (op->type != PLAYER) 1328 if (op->type != PLAYER)
1671 return 0; 1329 return 0;
1672 1330
1331 archetype *nugget[3];
1332
1333 nugget[0] = archetype::find ("pyrite3");
1334 nugget[1] = archetype::find ("pyrite2");
1335 nugget[2] = archetype::find ("pyrite");
1336
1673 /* Put a maximum weight of items that can be alchemied. Limits the power 1337 /* Put a maximum weight of items that can be alchemised. Limits the power
1674 * some, and also prevents people from alcheming every table/chair/clock 1338 * some, and also prevents people from alchemising every table/chair/clock
1675 * in sight 1339 * in sight
1676 */ 1340 */
1677 weight_max = spell_ob->duration + +SP_level_duration_adjust (caster, spell_ob); 1341 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1678 weight_max *= 1000; 1342 int weight_max = duration * 1000;
1679 small = get_archetype ("smallnugget"), large = get_archetype ("largenugget"); 1343 uint64 value_max = duration * 1000;
1680 1344
1345 int weight = 0;
1346
1681 for (y = op->y - 1; y <= op->y + 1; y++) 1347 for (int y = op->y - 1; y <= op->y + 1; y++)
1682 { 1348 {
1683 for (x = op->x - 1; x <= op->x + 1; x++) 1349 for (int x = op->x - 1; x <= op->x + 1; x++)
1684 { 1350 {
1351 uint64 value = 0;
1352
1685 nx = x; 1353 sint16 nx = x;
1686 ny = y; 1354 sint16 ny = y;
1687 1355
1688 mp = op->map; 1356 maptile *mp = op->map;
1689 1357
1690 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); 1358 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1691 1359
1692 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1360 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1693 continue; 1361 continue;
1694 1362
1695 /* Treat alchemy a little differently - most spell effects 1363 /* Treat alchemy a little differently - most spell effects
1697 * ground level effect. 1365 * ground level effect.
1698 */ 1366 */
1699 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) 1367 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1700 continue; 1368 continue;
1701 1369
1702 small_nuggets = 0; 1370 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1703 large_nuggets = 0;
1704
1705 for (tmp = get_map_ob (mp, nx, ny); tmp != NULL; tmp = next)
1706 { 1371 {
1707 next = tmp->above; 1372 next = tmp->above;
1373
1708 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1374 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1709 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1375 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1710 { 1376 {
1711
1712 if (tmp->inv) 1377 if (tmp->inv)
1713 { 1378 {
1714 object *next1, *tmp1; 1379 object *next1, *tmp1;
1715 1380
1716 for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1) 1381 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1717 { 1382 {
1718 next1 = tmp1->below; 1383 next1 = tmp1->below;
1719 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1384 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1720 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1385 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1721 alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight); 1386 alchemy_object (tmp1, value, weight);
1722 } 1387 }
1723 } 1388 }
1389
1724 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); 1390 alchemy_object (tmp, value, weight);
1725 1391
1726 if (weight > weight_max) 1392 if (weight > weight_max)
1727 { 1393 break;
1728 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1729 large->destroy (0);
1730 small->destroy (0);
1731 return 1;
1732 } 1394 }
1733 } /* is alchemable object */
1734 } /* process all objects on this space */
1735
1736 /* Insert all the nuggets at one time. This probably saves time, but
1737 * it also prevents us from alcheming nuggets that were just created
1738 * with this spell.
1739 */ 1395 }
1740 update_map (op, mp, small_nuggets, large_nuggets, nx, ny); 1396
1397 value -= rndm (value >> 4);
1398 value = min (value, value_max);
1399
1400 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1401 if (int nrof = value / nugget [i]->value)
1402 {
1403 value -= nrof * nugget[i]->value;
1404
1405 object *tmp = arch_to_object (nugget[i]);
1406 tmp->nrof = nrof;
1407 tmp->flag [FLAG_IDENTIFIED] = true;
1408 op->map->insert (tmp, x, y, op, 0);
1741 } 1409 }
1410
1411 if (weight > weight_max)
1412 goto bailout;
1413 }
1742 } 1414 }
1743 large->destroy (0); 1415
1744 small->destroy (0); 1416bailout:
1745 /* reset this so that if player standing on a big pile of stuff,
1746 * it is redrawn properly.
1747 */
1748 op->contr->socket.look_position = 0;
1749 return 1; 1417 return 1;
1750} 1418}
1751
1752 1419
1753/* This function removes the cursed/damned status on equipped 1420/* This function removes the cursed/damned status on equipped
1754 * items. 1421 * items.
1755 */ 1422 */
1756int 1423int
1757remove_curse (object *op, object *caster, object *spell) 1424remove_curse (object *op, object *caster, object *spell)
1758{ 1425{
1759 object *tmp;
1760 int success = 0, was_one = 0; 1426 int success = 0, was_one = 0;
1761 1427
1762 for (tmp = op->inv; tmp; tmp = tmp->below) 1428 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1763 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1429 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1764 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1430 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1765 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1431 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1766 { 1432 {
1767
1768 was_one++; 1433 was_one++;
1434
1769 if (tmp->level <= caster_level (caster, spell)) 1435 if (tmp->level <= casting_level (caster, spell))
1770 { 1436 {
1771 success++; 1437 success++;
1772 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1438 if (QUERY_FLAG (spell, FLAG_DAMNED))
1773 CLEAR_FLAG (tmp, FLAG_DAMNED); 1439 CLEAR_FLAG (tmp, FLAG_DAMNED);
1774 1440
1775 CLEAR_FLAG (tmp, FLAG_CURSED); 1441 CLEAR_FLAG (tmp, FLAG_CURSED);
1776 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1442 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1777 tmp->value = 0; /* Still can't sell it */ 1443 tmp->value = 0; /* Still can't sell it */
1778 if (op->type == PLAYER) 1444
1445 if (object *pl = tmp->visible_to ())
1779 esrv_send_item (op, tmp); 1446 esrv_update_item (UPD_FLAGS, pl, tmp);
1780 } 1447 }
1781 } 1448 }
1782 1449
1783 if (op->type == PLAYER) 1450 if (op->type == PLAYER)
1784 { 1451 {
1785 if (success) 1452 if (success)
1786 {
1787 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now."); 1453 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1788 }
1789 else 1454 else
1790 { 1455 {
1791 if (was_one) 1456 if (was_one)
1792 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse."); 1457 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1793 else 1458 else
1794 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items."); 1459 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items.");
1795 } 1460 }
1796 } 1461 }
1462
1797 return success; 1463 return success;
1798} 1464}
1799 1465
1800/* Identifies objects in the players inventory/on the ground */ 1466/* Identifies objects in the players inventory/on the ground */
1801
1802int 1467int
1803cast_identify (object *op, object *caster, object *spell) 1468cast_identify (object *op, object *caster, object *spell)
1804{ 1469{
1805 object *tmp; 1470 object *tmp;
1806 int success = 0, num_ident; 1471 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1807 1472
1808 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1473 int num_ident = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell));
1809
1810 if (num_ident < 1)
1811 num_ident = 1;
1812
1813 1474
1814 for (tmp = op->inv; tmp; tmp = tmp->below) 1475 for (tmp = op->inv; tmp; tmp = tmp->below)
1815 { 1476 {
1816 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1477 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1817 { 1478 {
1818 identify (tmp); 1479 identify (tmp);
1480
1819 if (op->type == PLAYER) 1481 if (op->type == PLAYER)
1820 { 1482 {
1821 new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op)); 1483 buf.printf ("You identified: %s.\r", long_desc (tmp, op));
1484
1822 if (tmp->msg) 1485 if (tmp->msg)
1823 { 1486 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1824 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1825 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1826 }
1827 } 1487 }
1828 num_ident--; 1488
1829 success = 1;
1830 if (!num_ident) 1489 if (!--num_ident)
1831 break; 1490 break;
1832 } 1491 }
1833 } 1492 }
1493
1834 /* If all the power of the spell has been used up, don't go and identify 1494 /* If all the power of the spell has been used up, don't go and identify
1835 * stuff on the floor. Only identify stuff on the floor if the spell 1495 * stuff on the floor. Only identify stuff on the floor if the spell
1836 * was not fully used. 1496 * was not fully used.
1837 */ 1497 */
1838 if (num_ident) 1498 if (num_ident)
1839 { 1499 {
1840 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1500 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1841 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1501 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1842 { 1502 {
1843
1844 identify (tmp); 1503 identify (tmp);
1845 if (op->type == PLAYER) 1504
1505 if (object *pl = tmp->visible_to ())
1846 { 1506 {
1847 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op)); 1507 buf.printf ("On the ground you identified: %s.\r", long_desc (tmp, op));
1508
1848 if (tmp->msg) 1509 if (tmp->msg)
1849 { 1510 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1850 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1851 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1852 }
1853 esrv_send_item (op, tmp);
1854 } 1511 }
1855 num_ident--; 1512
1856 success = 1;
1857 if (!num_ident) 1513 if (!--num_ident)
1858 break; 1514 break;
1859 } 1515 }
1860 } 1516 }
1861 if (!success) 1517
1862 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified."); 1518 if (buf.empty ())
1519 {
1520 op->failmsg ("You can't reach anything unidentified.");
1521 return 0;
1522 }
1863 else 1523 else
1864 { 1524 {
1525 if (op->contr)
1526 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1527
1865 spell_effect (spell, op->x, op->y, op->map, op); 1528 spell_effect (spell, op->x, op->y, op->map, op);
1529 return 1;
1866 } 1530 }
1867 return success;
1868} 1531}
1869
1870 1532
1871int 1533int
1872cast_detection (object *op, object *caster, object *spell, object *skill) 1534cast_detection (object *op, object *caster, object *spell, object *skill)
1873{ 1535{
1874 object *tmp, *last, *god, *detect; 1536 object *tmp, *last, *god, *detect;
1878 1540
1879 /* We precompute some values here so that we don't have to keep 1541 /* We precompute some values here so that we don't have to keep
1880 * doing it over and over again. 1542 * doing it over and over again.
1881 */ 1543 */
1882 god = find_god (determine_god (op)); 1544 god = find_god (determine_god (op));
1883 level = caster_level (caster, spell); 1545 level = casting_level (caster, spell);
1884 range = spell->range + SP_level_range_adjust (caster, spell); 1546 range = spell->range + SP_level_range_adjust (caster, spell);
1885 1547
1886 if (!skill) 1548 if (!skill)
1887 skill = caster; 1549 skill = caster;
1888 1550
1889 for (x = op->x - range; x <= op->x + range; x++) 1551 unordered_mapwalk (op, -range, -range, range, range)
1890 for (y = op->y - range; y <= op->y + range; y++)
1891 { 1552 {
1892
1893 m = op->map;
1894 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1895 if (mflags & P_OUT_OF_MAP)
1896 continue;
1897
1898 /* For most of the detections, we only detect objects above the 1553 /* For most of the detections, we only detect objects above the
1899 * floor. But this is not true for show invisible. 1554 * floor. But this is not true for show invisible.
1900 * Basically, we just go and find the top object and work 1555 * Basically, we just go and find the top object and work
1901 * down - that is easier than working up. 1556 * down - that is easier than working up.
1902 */ 1557 */
1903 1558
1904 for (last = NULL, tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above) 1559 for (last = NULL, tmp = m->at (nx, ny).bot; tmp; tmp = tmp->above)
1905 last = tmp; 1560 last = tmp;
1561
1906 /* Shouldn't happen, but if there are no objects on a space, this 1562 /* Shouldn't happen, but if there are no objects on a space, this
1907 * would happen. 1563 * would happen.
1908 */ 1564 */
1909 if (!last) 1565 if (!last)
1910 continue; 1566 continue;
1911 1567
1912 done_one = 0; 1568 done_one = 0;
1913 floor = 0; 1569 floor = 0;
1914 detect = NULL; 1570 detect = NULL;
1915 for (tmp = last; tmp; tmp = tmp->below) 1571 for (tmp = last; tmp; tmp = tmp->below)
1916 { 1572 {
1917
1918 /* show invisible */ 1573 /* show invisible */
1919 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1574 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1920 /* Might there be other objects that we can make visibile? */ 1575 /* Might there be other objects that we can make visible? */
1921 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1576 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER)
1922 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1577 || (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ))
1923 tmp->type == CF_HANDLE || 1578 || tmp->type == CF_HANDLE
1924 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE || 1579 || tmp->type == TRAPDOOR
1580 || tmp->type == EXIT
1581 || tmp->type == HOLE
1582 || tmp->type == BUTTON
1925 tmp->type == BUTTON || tmp->type == TELEPORTER || 1583 || tmp->type == TELEPORTER
1584 || tmp->type == GATE
1926 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1585 || tmp->type == LOCKED_DOOR
1927 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN || 1586 || tmp->type == WEAPON
1587 || tmp->type == ALTAR
1588 || tmp->type == SIGN
1928 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1589 || tmp->type == TRIGGER_PEDESTAL
1929 tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR))) 1590 || tmp->type == SPECIAL_KEY
1591 || tmp->type == TREASURE
1592 || tmp->type == BOOK
1593 || tmp->type == HOLY_ALTAR
1594 || tmp->type == CONTAINER)))
1930 { 1595 {
1931 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4) 1596 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1932 { 1597 {
1933 tmp->invisible = 0; 1598 tmp->invisible = 0;
1934 done_one = 1; 1599 done_one = 1;
1935 } 1600 }
1936 } 1601 }
1602
1937 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1603 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1938 floor = 1; 1604 floor = 1;
1939 1605
1940 /* All detections below this point don't descend beneath the floor, 1606 /* All detections below this point don't descend beneath the floor,
1941 * so just continue on. We could be clever and look at the type of 1607 * so just continue on. We could be clever and look at the type of
1942 * detection to completely break out if we don't care about objects beneath 1608 * detection to completely break out if we don't care about objects beneath
1943 * the floor, but once we get to the floor, not likely a very big issue anyways. 1609 * the floor, but once we get to the floor, not likely a very big issue anyways.
1944 */ 1610 */
1945 if (floor) 1611 if (floor)
1946 continue; 1612 continue;
1947 1613
1948 /* I had thought about making detect magic and detect curse 1614 /* I had thought about making detect magic and detect curse
1949 * show the flash the magic item like it does for detect monster. 1615 * show the flash the magic item like it does for detect monster.
1950 * however, if the object is within sight, this would then make it 1616 * however, if the object is within sight, this would then make it
1951 * difficult to see what object is magical/cursed, so the 1617 * difficult to see what object is magical/cursed, so the
1952 * effect wouldn't be as apparant. 1618 * effect wouldn't be as apparent.
1953 */ 1619 */
1954 1620
1955 /* detect magic */ 1621 /* detect magic */
1956 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && 1622 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1957 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp)) 1623 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1958 { 1624 {
1959 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1625 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1960 /* make runes more visibile */ 1626 /* make runes more visibile */
1961 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC) 1627 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1962 tmp->stats.Cha /= 4; 1628 tmp->stats.Cha /= 4;
1629
1963 done_one = 1; 1630 done_one = 1;
1964 } 1631 }
1632
1965 /* detect monster */ 1633 /* detect monster */
1966 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER)) 1634 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1967 { 1635 {
1968 done_one = 2; 1636 done_one = 2;
1637
1969 if (!detect) 1638 if (!detect)
1970 detect = tmp; 1639 detect = tmp;
1971 } 1640 }
1641
1972 /* Basically, if race is set in the spell, then the creatures race must 1642 /* Basically, if race is set in the spell, then the creatures race must
1973 * match that. if the spell race is set to GOD, then the gods opposing 1643 * match that. if the spell race is set to GOD, then the gods opposing
1974 * race must match. 1644 * race must match.
1975 */ 1645 */
1976 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race && 1646 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1977 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) || 1647 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1978 (strstr (spell->race, tmp->race)))) 1648 spell->race.contains (tmp->race)))
1979 { 1649 {
1980 done_one = 2; 1650 done_one = 2;
1651
1981 if (!detect) 1652 if (!detect)
1982 detect = tmp; 1653 detect = tmp;
1983 } 1654 }
1655
1984 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1656 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1985 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1657 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1986 { 1658 {
1987 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1659 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1988 done_one = 1; 1660 done_one = 1;
1989 } 1661 }
1990 } /* for stack of objects on this space */ 1662 } /* for stack of objects on this space */
1991 1663
1992 /* Code here puts an effect of the spell on the space, so you can see 1664 /* Code here puts an effect of the spell on the space, so you can see
1993 * where the magic is. 1665 * where the magic is.
1994 */ 1666 */
1995 if (done_one) 1667 if (done_one)
1996 { 1668 {
1997 object *detect_ob = arch_to_object (spell->other_arch); 1669 object *detect_ob = arch_to_object (spell->other_arch);
1998 1670
1999 detect_ob->x = nx;
2000 detect_ob->y = ny;
2001 /* if this is set, we want to copy the face */ 1671 /* if this is set, we want to copy the face */
2002 if (done_one == 2 && detect) 1672 if (done_one == 2 && detect)
2003 { 1673 {
2004 detect_ob->face = detect->face; 1674 detect_ob->face = detect->face;
2005 detect_ob->animation_id = detect->animation_id; 1675 detect_ob->animation_id = detect->animation_id;
2006 detect_ob->anim_speed = detect->anim_speed; 1676 detect_ob->anim_speed = detect->anim_speed;
2007 detect_ob->last_anim = 0; 1677 detect_ob->last_anim = 0;
2008 /* by default, the detect_ob is already animated */ 1678 /* by default, the detect_ob is already animated */
2009 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1679 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
2010 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1680 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
2011 } 1681 }
2012 insert_ob_in_map (detect_ob, m, op, 0); 1682
1683 m->insert (detect_ob, nx, ny, op);
2013 } 1684 }
2014 } /* for processing the surrounding spaces */ 1685 } /* for processing the surrounding spaces */
2015 1686
2016 1687
2017 /* Now process objects in the players inventory if detect curse or magic */ 1688 /* Now process objects in the players inventory if detect curse or magic */
2018 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL)) 1689 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL))
2019 { 1690 {
2020 done_one = 0; 1691 done_one = 0;
1692
2021 for (tmp = op->inv; tmp; tmp = tmp->below) 1693 for (tmp = op->inv; tmp; tmp = tmp->below)
2022 { 1694 {
2023 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1695 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2024 { 1696 {
2025 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)) 1697 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL))
2026 { 1698 {
2027 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1699 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
2028 if (op->type == PLAYER) 1700
1701 if (object *pl = tmp->visible_to ())
2029 esrv_send_item (op, tmp); 1702 esrv_update_item (UPD_FLAGS, pl, tmp);
2030 } 1703 }
1704
2031 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1705 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
2032 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1706 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
2033 { 1707 {
2034 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1708 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
2035 if (op->type == PLAYER) 1709
1710 if (object *pl = tmp->visible_to ())
2036 esrv_send_item (op, tmp); 1711 esrv_update_item (UPD_FLAGS, pl, tmp);
2037 } 1712 }
2038 } /* if item is not identified */ 1713 } /* if item is not identified */
2039 } /* for the players inventory */ 1714 } /* for the players inventory */
2040 } /* if detect magic/curse and object is a player */ 1715 } /* if detect magic/curse and object is a player */
1716
2041 return 1; 1717 return 1;
2042} 1718}
2043 1719
2044 1720
2045/** 1721/**
2058 1734
2059 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you."); 1735 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
2060 1736
2061 if (victim->stats.sp >= victim->stats.maxsp * 2) 1737 if (victim->stats.sp >= victim->stats.maxsp * 2)
2062 { 1738 {
2063 object *tmp;
2064
2065 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1739 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
2066
2067 /* Explodes a fireball centered at player */
2068 tmp = get_archetype (EXPLODING_FIREBALL);
2069 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
2070 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
2071 tmp->x = victim->x;
2072 tmp->y = victim->y;
2073 insert_ob_in_map (tmp, victim->map, NULL, 0);
2074 victim->stats.sp = 2 * victim->stats.maxsp; 1740 victim->stats.sp = 2 * victim->stats.maxsp;
1741 create_exploding_ball_at (victim, caster_level);
2075 } 1742 }
2076 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1743 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
2077 {
2078 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); 1744 new_draw_info (NDI_UNIQUE | NDI_ORANGE, 0, victim, "You feel like your head is going to explode.");
2079 }
2080 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1745 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2081 {
2082 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 1746 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
2083 }
2084 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1747 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2085 { 1748 {
2086 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1749 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2087 confuse_player (victim, victim, 99); 1750 confuse_player (victim, victim, 99);
2088 } 1751 }
2089 else if (victim->stats.sp >= victim->stats.maxsp * 1.25) 1752 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
2090 {
2091 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices."); 1753 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
2092 }
2093} 1754}
2094 1755
2095/* cast_transfer 1756/* cast_transfer
2096 * This spell transfers sp from the player to another person. 1757 * This spell transfers sp from the player to another person.
2097 * We let the target go above their normal maximum SP. 1758 * We let the target go above their normal maximum SP.
2111 1772
2112 mflags = get_map_flags (m, &m, x, y, &x, &y); 1773 mflags = get_map_flags (m, &m, x, y, &x, &y);
2113 1774
2114 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1775 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
2115 { 1776 {
2116 for (plyr = get_map_ob (m, x, y); plyr != NULL; plyr = plyr->above) 1777 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
2117 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1778 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2118 break; 1779 break;
2119 } 1780 }
2120 1781
2121 1782
2122 /* If we did not find a player in the specified direction, transfer 1783 /* If we did not find a player in the specified direction, transfer
2123 * to anyone on top of us. This is used for the rune of transference mostly. 1784 * to anyone on top of us. This is used for the rune of transference mostly.
2124 */ 1785 */
2125 if (plyr == NULL) 1786 if (plyr == NULL)
2126 for (plyr = get_map_ob (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above) 1787 for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above)
2127 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1788 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2128 break; 1789 break;
2129 1790
2130 if (!plyr) 1791 if (!plyr)
2131 { 1792 {
2134 } 1795 }
2135 /* give sp */ 1796 /* give sp */
2136 if (spell->stats.dam > 0) 1797 if (spell->stats.dam > 0)
2137 { 1798 {
2138 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell); 1799 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
2139 charge_mana_effect (plyr, caster_level (caster, spell)); 1800 charge_mana_effect (plyr, casting_level (caster, spell));
2140 return 1; 1801 return 1;
2141 } 1802 }
2142 /* suck sp away. Can't suck sp from yourself */ 1803 /* suck sp away. Can't suck sp from yourself */
2143 else if (op != plyr) 1804 else if (op != plyr)
2144 { 1805 {
2156 /* Player doesn't get full credit */ 1817 /* Player doesn't get full credit */
2157 sucked = (sucked * rate) / 100; 1818 sucked = (sucked * rate) / 100;
2158 op->stats.sp += sucked; 1819 op->stats.sp += sucked;
2159 if (sucked > 0) 1820 if (sucked > 0)
2160 { 1821 {
2161 charge_mana_effect (op, caster_level (caster, spell)); 1822 charge_mana_effect (op, casting_level (caster, spell));
2162 } 1823 }
2163 } 1824 }
2164 return 1; 1825 return 1;
2165 } 1826 }
2166 return 0; 1827 return 0;
2186 m = op->map; 1847 m = op->map;
2187 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1848 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
2188 if (mflags & P_OUT_OF_MAP) 1849 if (mflags & P_OUT_OF_MAP)
2189 return; 1850 return;
2190 1851
2191 for (tmp = get_map_ob (m, sx, sy); tmp != NULL; tmp = next) 1852 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
2192 { 1853 {
2193 next = tmp->above; 1854 next = tmp->above;
2194 1855
2195 /* Need to look at the head object - otherwise, if tmp 1856 /* Need to look at the head object - otherwise, if tmp
2196 * points to a monster, we don't have all the necessary 1857 * points to a monster, we don't have all the necessary
2208 /* Basically, if the object is magical and not counterspell, 1869 /* Basically, if the object is magical and not counterspell,
2209 * we will more or less remove the object. Don't counterspell 1870 * we will more or less remove the object. Don't counterspell
2210 * monsters either. 1871 * monsters either.
2211 */ 1872 */
2212 1873
2213 if (head->attacktype & AT_MAGIC && 1874 if (head->attacktype & AT_MAGIC
2214 !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level)) 1875 && !(head->attacktype & AT_COUNTERSPELL)
2215 { 1876 && !QUERY_FLAG (head, FLAG_MONSTER)
2216 head->remove (); 1877 && (op->level > head->level))
2217 head->destroy (0); 1878 head->destroy ();
2218 }
2219 else 1879 else
2220 switch (head->type) 1880 switch (head->type)
2221 { 1881 {
2222 case SPELL_EFFECT: 1882 case SPELL_EFFECT:
1883 // XXX: Don't affect floor spelleffects. See also XXX comment
1884 // about sanctuary in spell_util.C
1885 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1886 continue;
1887
2223 if (op->level > head->level) 1888 if (op->level > head->level)
2224 {
2225 head->remove ();
2226 head->destroy (0); 1889 head->destroy ();
2227 } 1890
2228 break; 1891 break;
2229 1892
2230 /* I really don't get this rune code that much - that 1893 /* I really don't get this rune code that much - that
2231 * random chance seems really low. 1894 * random chance seems really low.
2232 */ 1895 */
2233 case RUNE: 1896 case RUNE:
2234 if (rndm (0, 149) == 0) 1897 if (rndm (0, 149) == 0)
2235 { 1898 {
2236 head->stats.hp--; /* weaken the rune */ 1899 head->stats.hp--; /* weaken the rune */
2237 if (!head->stats.hp) 1900 if (!head->stats.hp)
2238 {
2239 head->remove ();
2240 head->destroy (0); 1901 head->destroy ();
2241 }
2242 } 1902 }
2243 break; 1903 break;
2244 } 1904 }
2245 } 1905 }
2246} 1906}
2247 1907
2248
2249
2250/* cast_consecrate() - a spell to make an altar your god's */ 1908/* cast_consecrate() - a spell to make an altar your god's */
2251int 1909int
2252cast_consecrate (object *op, object *caster, object *spell) 1910cast_consecrate (object *op, object *caster, object *spell)
2253{ 1911{
2254 char buf[MAX_BUF]; 1912 char buf[MAX_BUF];
2266 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1924 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2267 break; 1925 break;
2268 if (tmp->type == HOLY_ALTAR) 1926 if (tmp->type == HOLY_ALTAR)
2269 { 1927 {
2270 1928
2271 if (tmp->level > caster_level (caster, spell)) 1929 if (tmp->level > casting_level (caster, spell))
2272 { 1930 {
2273 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name); 1931 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name);
2274 return 0; 1932 return 0;
2275 } 1933 }
2276 else 1934 else
2277 { 1935 {
2278 /* If we got here, we are consecrating an altar */ 1936 /* If we got here, we are consecrating an altar */
2279 sprintf (buf, "Altar of %s", &god->name); 1937 sprintf (buf, "Altar of %s", &god->name);
2280 tmp->name = buf; 1938 tmp->name = buf;
2281 tmp->level = caster_level (caster, spell); 1939 tmp->level = casting_level (caster, spell);
2282 tmp->other_arch = god->arch; 1940 tmp->other_arch = god->arch;
1941
2283 if (op->type == PLAYER) 1942 if (op->type == PLAYER)
2284 esrv_update_item (UPD_NAME, op, tmp); 1943 esrv_update_item (UPD_NAME, op, tmp);
1944
2285 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name); 1945 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
2286 return 1; 1946 return 1;
2287 } 1947 }
2288 } 1948 }
2289 } 1949 }
2299 * This code was very odd - code early on would only let players use the spell, 1959 * This code was very odd - code early on would only let players use the spell,
2300 * yet the code wass full of player checks. I've presumed that the code 1960 * yet the code wass full of player checks. I've presumed that the code
2301 * that only let players use it was correct, and removed all the other 1961 * that only let players use it was correct, and removed all the other
2302 * player checks. MSW 2003-01-06 1962 * player checks. MSW 2003-01-06
2303 */ 1963 */
2304
2305int 1964int
2306animate_weapon (object *op, object *caster, object *spell, int dir) 1965animate_weapon (object *op, object *caster, object *spell, int dir)
2307{ 1966{
2308 object *weapon, *tmp; 1967 object *weapon, *tmp;
2309 char buf[MAX_BUF]; 1968 char buf[MAX_BUF];
2310 int a, i; 1969 int a, i;
2311 sint16 x, y; 1970 sint16 x, y;
2312 maptile *m; 1971 maptile *m;
2313 materialtype_t *mt;
2314 1972
2315 if (!spell->other_arch) 1973 if (!spell->other_arch)
2316 { 1974 {
2317 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1975 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2318 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name); 1976 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2321 /* exit if it's not a player using this spell. */ 1979 /* exit if it's not a player using this spell. */
2322 if (op->type != PLAYER) 1980 if (op->type != PLAYER)
2323 return 0; 1981 return 0;
2324 1982
2325 /* if player already has a golem, abort */ 1983 /* if player already has a golem, abort */
2326 if (op->contr->ranges[range_golem]) 1984 if (object *golem = op->contr->golem)
2327 { 1985 {
2328 control_golem (op->contr->ranges[range_golem], dir); 1986 control_golem (golem, dir);
2329 return 0; 1987 return 0;
2330 } 1988 }
2331 1989
2332 /* if no direction specified, pick one */ 1990 /* if no direction specified, pick one */
2333 if (!dir) 1991 if (!dir)
2334 dir = find_free_spot (NULL, op->map, op->x, op->y, 1, 9); 1992 dir = find_free_spot (spell->other_arch, op->map, op->x, op->y, 1, 9);
2335 1993
2336 m = op->map; 1994 m = op->map;
2337 x = op->x + freearr_x[dir]; 1995 x = op->x + freearr_x[dir];
2338 y = op->y + freearr_y[dir]; 1996 y = op->y + freearr_y[dir];
2339 1997
2340 /* if there's no place to put the golem, abort */ 1998 /* if there's no place to put the golem, abort */
2341 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || 1999 if (dir < 0 || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP)
2342 ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->clone.move_type)) 2000 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2343 { 2001 {
2344 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2002 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
2345 return 0; 2003 return 0;
2346 } 2004 }
2347 2005
2351 if (!weapon) 2009 if (!weapon)
2352 { 2010 {
2353 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2011 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2354 return 0; 2012 return 0;
2355 } 2013 }
2014
2356 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2015 if (spell->race && weapon->arch->archname != spell->race)
2357 { 2016 {
2358 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2017 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2359 return 0; 2018 return 0;
2360 } 2019 }
2020
2361 if (weapon->type != WEAPON) 2021 if (weapon->type != WEAPON)
2362 { 2022 {
2363 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it."); 2023 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it.");
2364 return 0; 2024 return 0;
2365 } 2025 }
2026
2366 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2027 if (QUERY_FLAG (weapon, FLAG_APPLIED))
2367 { 2028 {
2368 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon)); 2029 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon));
2369 return 0; 2030 return 0;
2370 } 2031 }
2371 2032
2372 if (weapon->nrof > 1) 2033 weapon = weapon->split ();
2373 {
2374 tmp = get_split_ob (weapon, 1);
2375 esrv_send_item (op, weapon);
2376 weapon = tmp;
2377 }
2378 2034
2379 /* create the golem object */ 2035 /* create the golem object */
2380 tmp = arch_to_object (spell->other_arch); 2036 tmp = arch_to_object (spell->other_arch);
2381 2037
2382 /* if animated by a player, give the player control of the golem */ 2038 /* if animated by a player, give the player control of the golem */
2383 CLEAR_FLAG (tmp, FLAG_MONSTER); 2039 CLEAR_FLAG (tmp, FLAG_MONSTER);
2384 SET_FLAG (tmp, FLAG_FRIENDLY);
2385 tmp->stats.exp = 0; 2040 tmp->stats.exp = 0;
2386 add_friendly_object (tmp); 2041 add_friendly_object (tmp);
2387 tmp->type = GOLEM; 2042 tmp->type = GOLEM;
2388 set_owner (tmp, op); 2043 tmp->set_owner (op);
2044 op->contr->golem = tmp;
2389 set_spell_skill (op, caster, spell, tmp); 2045 set_spell_skill (op, caster, spell, tmp);
2390 op->contr->ranges[range_golem] = tmp;
2391 op->contr->shoottype = range_golem;
2392 2046
2393 /* Give the weapon to the golem now. A bit of a hack to check the 2047 /* Give the weapon to the golem now. A bit of a hack to check the
2394 * removed flag - it should only be set if get_split_object was 2048 * removed flag - it should only be set if weapon->split was
2395 * used above. 2049 * used above.
2396 */ 2050 */
2397 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2051 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2398 weapon->remove (); 2052 weapon->remove ();
2399 insert_ob_in_ob (weapon, tmp); 2053
2400 esrv_send_item (op, weapon); 2054 tmp->insert (weapon);
2055
2401 /* To do everything necessary to let a golem use the weapon is a pain, 2056 /* To do everything necessary to let a golem use the weapon is a pain,
2402 * so instead, just set it as equipped (otherwise, we need to update 2057 * so instead, just set it as equipped (otherwise, we need to update
2403 * body_info, skills, etc) 2058 * body_info, skills, etc)
2404 */ 2059 */
2405 SET_FLAG (tmp, FLAG_USE_WEAPON); 2060 SET_FLAG (tmp, FLAG_USE_WEAPON);
2406 SET_FLAG (weapon, FLAG_APPLIED); 2061 SET_FLAG (weapon, FLAG_APPLIED);
2407 fix_player (tmp); 2062 tmp->update_stats ();
2408 2063
2409 /* There used to be 'odd' code that basically seemed to take the absolute 2064 /* There used to be 'odd' code that basically seemed to take the absolute
2410 * value of the weapon->magic an use that. IMO, that doesn't make sense - 2065 * value of the weapon->magic an use that. IMO, that doesn't make sense -
2411 * if you're using a crappy weapon, it shouldn't be as good. 2066 * if you're using a crappy weapon, it shouldn't be as good.
2412 */ 2067 */
2431 2086
2432 /* attacktype */ 2087 /* attacktype */
2433 if (!tmp->attacktype) 2088 if (!tmp->attacktype)
2434 tmp->attacktype = AT_PHYSICAL; 2089 tmp->attacktype = AT_PHYSICAL;
2435 2090
2436 mt = NULL;
2437 if (op->materialname != NULL)
2438 mt = name_to_material (op->materialname); 2091 if (materialtype_t *mt = name_to_material (op->materialname))
2439 if (mt != NULL)
2440 { 2092 {
2441 for (i = 0; i < NROFATTACKS; i++) 2093 for (i = 0; i < NROFATTACKS; i++)
2442 tmp->resist[i] = 50 - (mt->save[i] * 5); 2094 tmp->resist[i] = 50 - (mt->save[i] * 5);
2443 a = mt->save[0]; 2095 a = mt->save[0];
2444 } 2096 }
2446 { 2098 {
2447 for (i = 0; i < NROFATTACKS; i++) 2099 for (i = 0; i < NROFATTACKS; i++)
2448 tmp->resist[i] = 5; 2100 tmp->resist[i] = 5;
2449 a = 10; 2101 a = 10;
2450 } 2102 }
2103
2451 /* Set weapon's immunity */ 2104 /* Set weapon's immunity */
2452 tmp->resist[ATNR_CONFUSION] = 100; 2105 tmp->resist[ATNR_CONFUSION] = 100;
2453 tmp->resist[ATNR_POISON] = 100; 2106 tmp->resist[ATNR_POISON] = 100;
2454 tmp->resist[ATNR_SLOW] = 100; 2107 tmp->resist[ATNR_SLOW] = 100;
2455 tmp->resist[ATNR_PARALYZE] = 100; 2108 tmp->resist[ATNR_PARALYZE] = 100;
2461 2114
2462 /* Improve weapon's armour value according to best save vs. physical of its material */ 2115 /* Improve weapon's armour value according to best save vs. physical of its material */
2463 2116
2464 if (a > 14) 2117 if (a > 14)
2465 a = 14; 2118 a = 14;
2119
2466 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); 2120 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2467 2121
2468 /* Determine golem's speed */ 2122 /* Determine golem's speed */
2469 tmp->speed = 0.4 + 0.1 * SP_level_range_adjust (caster, spell); 2123 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2470
2471 if (tmp->speed > 3.33)
2472 tmp->speed = 3.33;
2473 2124
2474 if (!spell->race) 2125 if (!spell->race)
2475 { 2126 {
2476 sprintf (buf, "animated %s", &weapon->name); 2127 sprintf (buf, "animated %s", &weapon->name);
2477 tmp->name = buf; 2128 tmp->name = buf;
2479 tmp->face = weapon->face; 2130 tmp->face = weapon->face;
2480 tmp->animation_id = weapon->animation_id; 2131 tmp->animation_id = weapon->animation_id;
2481 tmp->anim_speed = weapon->anim_speed; 2132 tmp->anim_speed = weapon->anim_speed;
2482 tmp->last_anim = weapon->last_anim; 2133 tmp->last_anim = weapon->last_anim;
2483 tmp->state = weapon->state; 2134 tmp->state = weapon->state;
2484 if (QUERY_FLAG (weapon, FLAG_ANIMATE)) 2135 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2485 {
2486 SET_FLAG (tmp, FLAG_ANIMATE);
2487 }
2488 else
2489 {
2490 CLEAR_FLAG (tmp, FLAG_ANIMATE);
2491 }
2492 update_ob_speed (tmp);
2493 } 2136 }
2494 2137
2495 /* make experience increase in proportion to the strength of the summoned creature. */ 2138 /* make experience increase in proportion to the strength of the summoned creature. */
2496 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell)); 2139 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / casting_level (caster, spell));
2497 2140
2498 tmp->speed_left = -1; 2141 tmp->speed_left = -1;
2499 tmp->x = x;
2500 tmp->y = y;
2501 tmp->direction = dir; 2142 tmp->direction = dir;
2502 insert_ob_in_map (tmp, m, op, 0); 2143
2144 m->insert (tmp, x, y, op);
2503 return 1; 2145 return 1;
2504} 2146}
2505 2147
2506/* cast_daylight() - changes the map darkness level *lower* */ 2148/* cast_daylight() - changes the map darkness level *lower* */
2507 2149
2508/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2150/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2509 * This changes the light level for the entire map. 2151 * This changes the light level for the entire map.
2510 */ 2152 */
2511
2512int 2153int
2513cast_change_map_lightlevel (object *op, object *caster, object *spell) 2154cast_change_map_lightlevel (object *op, object *caster, object *spell)
2514{ 2155{
2515 int success; 2156 int success;
2516 2157
2517 if (!op->map) 2158 if (!op->map)
2518 return 0; /* shouldnt happen */ 2159 return 0; /* shouldnt happen */
2519 2160
2520 success = change_map_light (op->map, spell->stats.dam); 2161 success = op->map->change_map_light (spell->stats.dam);
2162
2521 if (!success) 2163 if (!success)
2522 { 2164 {
2523 if (spell->stats.dam < 0) 2165 if (spell->stats.dam < 0)
2524 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2166 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2525 else 2167 else
2526 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2168 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here.");
2527 } 2169 }
2170
2528 return success; 2171 return success;
2529} 2172}
2530
2531
2532
2533
2534 2173
2535/* create an aura spell object and put it in the player's inventory. 2174/* create an aura spell object and put it in the player's inventory.
2536 * as usual, op is player, caster is the object casting the spell, 2175 * as usual, op is player, caster is the object casting the spell,
2537 * spell is the spell object itself. 2176 * spell is the spell object itself.
2538 */ 2177 */
2550 2189
2551 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); 2190 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2552 2191
2553 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 2192 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2554 2193
2555 set_owner (new_aura, op);
2556 set_spell_skill (op, caster, spell, new_aura); 2194 set_spell_skill (op, caster, spell, new_aura);
2557 new_aura->attacktype = spell->attacktype; 2195 new_aura->attacktype = spell->attacktype;
2558 2196
2559 new_aura->level = caster_level (caster, spell); 2197 new_aura->level = casting_level (caster, spell);
2198
2560 if (refresh) 2199 if (refresh)
2561 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2200 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2562 else 2201 else
2563 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2202 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2203
2564 insert_ob_in_ob (new_aura, op); 2204 insert_ob_in_ob (new_aura, op);
2205 new_aura->set_owner (op);
2206
2565 return 1; 2207 return 1;
2566} 2208}
2567
2568 2209
2569/* move aura function. An aura is a part of someone's inventory, 2210/* move aura function. An aura is a part of someone's inventory,
2570 * which he carries with him, but which acts on the map immediately 2211 * which he carries with him, but which acts on the map immediately
2571 * around him. 2212 * around him.
2572 * Aura parameters: 2213 * Aura parameters:
2573 * duration: duration counter. 2214 * duration: duration counter.
2574 * attacktype: aura's attacktype 2215 * attacktype: aura's attacktype
2575 * other_arch: archetype to drop where we attack 2216 * other_arch: archetype to drop where we attack
2576 */ 2217 */
2577
2578void 2218void
2579move_aura (object *aura) 2219move_aura (object *aura)
2580{ 2220{
2581 int i, mflags;
2582 object *env;
2583 maptile *m;
2584
2585 /* auras belong in inventories */ 2221 /* auras belong in inventories */
2586 env = aura->env; 2222 object *env = aura->env;
2223 object *owner = aura->owner;
2587 2224
2588 /* no matter what we've gotta remove the aura... 2225 /* no matter what we've gotta remove the aura...
2589 * we'll put it back if its time isn't up. 2226 * we'll put it back if its time isn't up.
2590 */ 2227 */
2591 aura->remove (); 2228 aura->remove ();
2592 2229
2593 /* exit if we're out of gas */ 2230 /* exit if we're out of gas */
2594 if (aura->duration-- < 0) 2231 if (aura->duration-- < 0)
2595 { 2232 {
2596 aura->destroy (0); 2233 aura->destroy ();
2597 return; 2234 return;
2598 } 2235 }
2599 2236
2600 /* auras only exist in inventories */ 2237 /* auras only exist in inventories */
2601 if (env == NULL || env->map == NULL) 2238 if (!env || !env->map)
2602 { 2239 {
2603 aura->destroy (0); 2240 aura->destroy ();
2604 return; 2241 return;
2605 } 2242 }
2606 aura->x = env->x;
2607 aura->y = env->y;
2608 2243
2609 /* we need to jump out of the inventory for a bit 2244 /* we need to jump out of the inventory for a bit
2610 * in order to hit the map conveniently. 2245 * in order to hit the map conveniently.
2611 */ 2246 */
2612 insert_ob_in_map (aura, env->map, aura, 0); 2247 aura->insert_at (env, aura);
2613 2248
2614 for (i = 1; i < 9; i++) 2249 for (int i = 1; i < 9; i++)
2615 { 2250 {
2616 sint16 nx, ny; 2251 mapxy pos (env);
2252 pos.move (i);
2617 2253
2618 nx = aura->x + freearr_x[i];
2619 ny = aura->y + freearr_y[i];
2620 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2621
2622 /* Consider the movement tyep of the person with the aura as 2254 /* Consider the movement type of the person with the aura as
2623 * movement type of the aura. Eg, if the player is flying, the aura 2255 * movement type of the aura. Eg, if the player is flying, the aura
2624 * is flying also, if player is walking, it is on the ground, etc. 2256 * is flying also, if player is walking, it is on the ground, etc.
2625 */ 2257 */
2626 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny)))) 2258 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2627 { 2259 {
2628 hit_map (aura, i, aura->attacktype, 0); 2260 hit_map (aura, i, aura->attacktype, 0);
2629 2261
2630 if (aura->other_arch) 2262 if (aura->other_arch)
2631 {
2632 object *new_ob;
2633
2634 new_ob = arch_to_object (aura->other_arch); 2263 pos.insert (arch_to_object (aura->other_arch), aura);
2635 new_ob->x = nx;
2636 new_ob->y = ny;
2637 insert_ob_in_map (new_ob, m, aura, 0);
2638 } 2264 }
2639 }
2640 } 2265 }
2266
2641 /* put the aura back in the player's inventory */ 2267 /* put the aura back in the player's inventory */
2642 aura->remove (); 2268 env->insert (aura);
2643 insert_ob_in_ob (aura, env); 2269 aura->set_owner (owner);
2644} 2270}
2645 2271
2646/* moves the peacemaker spell. 2272/* moves the peacemaker spell.
2647 * op is the piece object. 2273 * op is the piece object.
2648 */ 2274 */
2649
2650void 2275void
2651move_peacemaker (object *op) 2276move_peacemaker (object *op)
2652{ 2277{
2653 object *tmp; 2278 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2654
2655 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2656 { 2279 {
2657 int atk_lev, def_lev; 2280 int atk_lev, def_lev;
2658 object *victim = tmp; 2281 object *victim = tmp->head_ ();
2659 2282
2660 if (tmp->head)
2661 victim = tmp->head;
2662 if (!QUERY_FLAG (victim, FLAG_MONSTER)) 2283 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2663 continue; 2284 continue;
2285
2664 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2286 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2665 continue; 2287 continue;
2288
2666 if (victim->stats.exp == 0) 2289 if (victim->stats.exp == 0)
2667 continue; 2290 continue;
2668 2291
2669 def_lev = MAX (1, victim->level); 2292 def_lev = MAX (1, victim->level);
2670 atk_lev = MAX (1, op->level); 2293 atk_lev = MAX (1, op->level);
2671 2294
2672 if (rndm (0, atk_lev - 1) > def_lev) 2295 if (rndm (0, atk_lev - 1) > def_lev)
2673 { 2296 {
2674 /* make this sucker peaceful. */ 2297 /* make this sucker peaceful. */
2675 2298
2299 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2676 change_exp (get_owner (op), victim->stats.exp, op->skill, 0); 2300 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2677 victim->stats.exp = 0; 2301 victim->stats.exp = 0;
2678#if 0 2302#if 0
2679 /* No idea why these were all set to zero - if something 2303 /* No idea why these were all set to zero - if something
2680 * makes this creature agressive, he should still do damage. 2304 * makes this creature agressive, he should still do damage.
2681 */ 2305 */
2687 victim->attack_movement = RANDO2; 2311 victim->attack_movement = RANDO2;
2688 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2312 SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2689 SET_FLAG (victim, FLAG_RUN_AWAY); 2313 SET_FLAG (victim, FLAG_RUN_AWAY);
2690 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2314 SET_FLAG (victim, FLAG_RANDOM_MOVE);
2691 CLEAR_FLAG (victim, FLAG_MONSTER); 2315 CLEAR_FLAG (victim, FLAG_MONSTER);
2316
2692 if (victim->name) 2317 if (victim->name)
2693 {
2694 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name); 2318 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2695 } 2319 }
2696 }
2697 } 2320 }
2698} 2321}
2699
2700 2322
2701/* This writes a rune that contains the appropriate message. 2323/* This writes a rune that contains the appropriate message.
2702 * There really isn't any adjustments we make. 2324 * There really isn't any adjustments we make.
2703 */ 2325 */
2704
2705int 2326int
2706write_mark (object *op, object *spell, const char *msg) 2327write_mark (object *op, object *spell, const char *msg)
2707{ 2328{
2708 char rune[HUGE_BUF];
2709 object *tmp;
2710
2711 if (!msg || msg[0] == 0) 2329 if (!msg || msg[0] == 0)
2712 { 2330 {
2713 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2331 new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2714 return 0; 2332 return 0;
2715 } 2333 }
2718 { 2336 {
2719 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?"); 2337 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?");
2720 LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg); 2338 LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg);
2721 return 0; 2339 return 0;
2722 } 2340 }
2341
2723 if (!spell->other_arch) 2342 if (!spell->other_arch)
2724 return 0; 2343 return 0;
2344
2725 tmp = arch_to_object (spell->other_arch); 2345 object *tmp = arch_to_object (spell->other_arch);
2726
2727 snprintf (rune, sizeof (rune), "%s\n", msg);
2728 2346
2729 tmp->race = op->name; /*Save the owner of the rune */ 2347 tmp->race = op->name; /*Save the owner of the rune */
2730 tmp->msg = rune; 2348 tmp->msg = msg;
2731 tmp->x = op->x; 2349
2732 tmp->y = op->y; 2350 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2733 insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR); 2351
2734 return 1; 2352 return 1;
2735} 2353}
2354

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