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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 1.123 by root, Sun Apr 4 04:10:47 2010 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <object.h> 26#include <object.h>
26#include <living.h> 27#include <living.h>
27#ifndef __CEXTRACT__
28# include <sproto.h> 28#include <sproto.h>
29#endif
30#include <spells.h> 29#include <spells.h>
31#include <sounds.h> 30#include <sounds.h>
32 31
33/* cast_magic_storm: This is really used mostly for spell 32/* cast_magic_storm: This is really used mostly for spell
34 * fumbles at the like. tmp is the object to propogate. 33 * fumbles at the like. tmp is the object to propogate.
37void 36void
38cast_magic_storm (object *op, object *tmp, int lvl) 37cast_magic_storm (object *op, object *tmp, int lvl)
39{ 38{
40 if (!tmp) 39 if (!tmp)
41 return; /* error */ 40 return; /* error */
41
42 tmp->level = op->level; 42 tmp->level = op->level;
43 tmp->x = op->x;
44 tmp->y = op->y;
45 tmp->range += lvl / 5; /* increase the area of destruction */ 43 tmp->range += lvl / 5; /* increase the area of destruction */
46 tmp->duration += lvl / 5; 44 tmp->duration += lvl / 5;
47 45
48 /* Put a cap on duration for this - if the player fails in their 46 /* Put a cap on duration for this - if the player fails in their
49 * apartment, don't want it to go on so long that it kills them 47 * apartment, don't want it to go on so long that it kills them
50 * multiple times. Also, damge already increases with level, 48 * multiple times. Also, damge already increases with level,
51 * so don't really need to increase the duration as much either. 49 * so don't really need to increase the duration as much either.
52 */ 50 */
53 if (tmp->duration >= 40) 51 if (tmp->duration >= 40)
54 tmp->duration = 40; 52 tmp->duration = 40;
53
55 tmp->stats.dam = lvl; /* nasty recoils! */ 54 tmp->stats.dam = lvl; /* nasty recoils! */
56 tmp->stats.maxhp = tmp->count; /* tract single parent */ 55 tmp->stats.maxhp = tmp->count; /* tract single parent */
57 insert_ob_in_map (tmp, op->map, op, 0);
58 56
57 tmp->insert_at (op, op);
59} 58}
60
61 59
62int 60int
63recharge (object *op, object *caster, object *spell_ob) 61recharge (object *op, object *caster, object *spell_ob)
64{ 62{
65 object *wand, *tmp; 63 object *wand, *tmp;
66 int ncharges; 64 int ncharges;
67 65
68 wand = find_marked_object (op); 66 wand = find_marked_object (op);
69 if (wand == NULL || wand->type != WAND) 67 if (!wand || wand->type != WAND)
70 { 68 {
71 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge."); 69 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge.");
72 return 0; 70 return 0;
73 } 71 }
74 if (!(random_roll (0, 3, op, PREFER_HIGH))) 72 if (!(random_roll (0, 3, op, PREFER_HIGH)))
75 { 73 {
76 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand)); 74 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand));
77 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE); 75 op->play_sound (sound_find ("ob_explode"));
78 esrv_del_item (op->contr, wand->count);
79 wand->remove ();
80 wand->destroy (0); 76 wand->destroy ();
81 tmp = get_archetype ("fireball"); 77 tmp = get_archetype (shstr_fireball);
82 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; 78 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
79
83 if (!tmp->stats.dam) 80 if (!tmp->stats.dam)
84 tmp->stats.dam = 1; 81 tmp->stats.dam = 1;
82
85 tmp->stats.hp = tmp->stats.dam / 2; 83 tmp->stats.hp = tmp->stats.dam / 2;
84
86 if (tmp->stats.hp < 2) 85 if (tmp->stats.hp < 2)
87 tmp->stats.hp = 2; 86 tmp->stats.hp = 2;
88 tmp->x = op->x; 87
89 tmp->y = op->y; 88 tmp->insert_at (op);
90 insert_ob_in_map (tmp, op->map, NULL, 0);
91 return 1; 89 return 1;
92 } 90 }
93 91
94 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)); 92 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob));
93
95 if (wand->inv && wand->inv->level) 94 if (wand->inv && wand->inv->level)
96 ncharges /= wand->inv->level; 95 ncharges /= wand->inv->level;
97 else 96 else
98 { 97 {
99 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand)); 98 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand));
100 return 0; 99 return 0;
101 } 100 }
101
102 if (!ncharges) 102 if (!ncharges)
103 ncharges = 1; 103 ncharges = 1;
104 104
105 wand->stats.food += ncharges; 105 wand->stats.food += ncharges;
106 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand)); 106 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand));
107
107 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE)) 108 if (wand->arch && QUERY_FLAG (wand->arch, FLAG_ANIMATE))
108 { 109 {
109 SET_FLAG (wand, FLAG_ANIMATE); 110 SET_FLAG (wand, FLAG_ANIMATE);
110 wand->speed = wand->arch->clone.speed; 111 wand->set_speed (wand->arch->speed);
111 update_ob_speed (wand);
112 } 112 }
113
113 return 1; 114 return 1;
114} 115}
115 116
116/* Create a missile (nonmagic - magic +4). Will either create bolts or arrows 117/* Create a missile (nonmagic - magic +4). Will either create bolts or arrows
117 * based on whether a crossbow or bow is equiped. If neither, it defaults to 118 * based on whether a crossbow or bow is equiped. If neither, it defaults to
121 * great a plus, the default is used. 122 * great a plus, the default is used.
122 * The # of arrows created also goes up with level, so if a 30th level mage 123 * The # of arrows created also goes up with level, so if a 30th level mage
123 * wants LOTS of arrows, and doesn't care what the plus is he could 124 * wants LOTS of arrows, and doesn't care what the plus is he could
124 * create nonnmagic arrows, or even -1, etc... 125 * create nonnmagic arrows, or even -1, etc...
125 */ 126 */
126
127int 127int
128cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg) 128cast_create_missile (object *op, object *caster, object *spell, int dir, const char *spellparam)
129{ 129{
130 int missile_plus = 0, bonus_plus = 0; 130 int bonus_plus = 0;
131 const char *missile_name; 131 const char *missile_name = "arrow";
132 object *tmp, *missile;
133 132
134 missile_name = "arrow";
135
136 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 133 for (object *tmp = op->inv; tmp; tmp = tmp->below)
137 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) 134 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED))
138 missile_name = tmp->race; 135 missile_name = tmp->race;
139 136
140 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); 137 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
141 138
142 if (archetype::find (missile_name) == NULL) 139 archetype *missile_arch = archetype::find (missile_name);
140
141 if (!missile_arch)
143 { 142 {
144 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name); 143 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name);
145 return 0; 144 return 0;
146 } 145 }
147 146
148 missile = get_archetype (missile_name); 147 object *missile = missile_arch->instance ();
149 148
150 if (stringarg) 149 if (spellparam)
151 { 150 {
152 /* If it starts with a letter, presume it is a description */ 151 /* If it starts with a letter, presume it is a description */
153 if (isalpha (*stringarg)) 152 if (isalpha (*spellparam))
154 { 153 {
155 artifact *al = find_artifactlist (missile->type)->items; 154 artifact *al = find_artifactlist (missile->type)->items;
156 155
157 for (; al != NULL; al = al->next) 156 for (; al; al = al->next)
158 if (!strcasecmp (al->item->name, stringarg)) 157 if (!strcasecmp (al->item->name, spellparam))
159 break; 158 break;
160 159
161 if (!al) 160 if (!al)
162 { 161 {
163 missile->destroy (0); 162 missile->destroy ();
164 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, stringarg); 163 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, spellparam);
165 return 0; 164 return 0;
166 } 165 }
167 166
168 if (al->item->slaying) 167 if (al->item->slaying)
169 { 168 {
170 missile->destroy (0); 169 missile->destroy ();
171 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg); 170 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, spellparam);
172 return 0; 171 return 0;
173 } 172 }
174 173
175 give_artifact_abilities (missile, al->item); 174 give_artifact_abilities (missile, al->item);
176 /* These special arrows cost something extra. Don't have them also be magical - 175 /* These special arrows cost something extra. Don't have them also be magical -
177 * otherwise, in most cases, not enough will be created. I don't want to get into 176 * otherwise, in most cases, not enough will be created. I don't want to get into
178 * the parsing of having to do both plus and type. 177 * the parsing of having to do both plus and type.
179 */ 178 */
180 bonus_plus = 1 + (al->item->value / 5); 179 bonus_plus = 1 + (al->item->value / 5);
181 missile_plus = 0; 180 missile_plus = 0;
182 } 181 }
183 else if (atoi (stringarg) < missile_plus) 182 else if (atoi (spellparam) < missile_plus)
184 missile_plus = atoi (stringarg); 183 missile_plus = atoi (spellparam);
185 } 184 }
186 185
187 if (missile_plus > 4) 186 missile_plus = clamp (missile_plus, -4, 4);
188 missile_plus = 4;
189 else if (missile_plus < -4)
190 missile_plus = -4;
191 187
192 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 188 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
193 missile->nrof -= 3 * (missile_plus + bonus_plus); 189 missile->nrof -= 3 * (missile_plus + bonus_plus);
194 190
195 if (missile->nrof < 1) 191 if (missile->nrof < 1)
207 return 1; 203 return 1;
208} 204}
209 205
210 206
211/* allows the choice of what sort of food object to make. 207/* allows the choice of what sort of food object to make.
212 * If stringarg is NULL, it will create food dependent on level --PeterM*/ 208 * If spellparam is NULL, it will create food dependent on level --PeterM*/
213int 209int
214cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *stringarg) 210cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *spellparam)
215{ 211{
216 int food_value; 212 int food_value;
217 archetype *at = NULL; 213 archetype *at = NULL;
218 object *new_op; 214 object *new_op;
219 215
220 food_value = spell_ob->stats.food + +50 * SP_level_duration_adjust (caster, spell_ob); 216 food_value = spell_ob->stats.food + 50 * SP_level_duration_adjust (caster, spell_ob);
221 217
222 if (stringarg) 218 if (spellparam)
223 { 219 {
224 at = find_archetype_by_object_type_name (FOOD, stringarg); 220 at = find_archetype_by_object_type_name (FOOD, spellparam);
225 if (at == NULL) 221 if (at == NULL)
226 at = find_archetype_by_object_type_name (DRINK, stringarg); 222 at = find_archetype_by_object_type_name (DRINK, spellparam);
227 if (at == NULL || at->clone.stats.food > food_value) 223 if (at == NULL || at->stats.food > food_value)
228 stringarg = NULL; 224 spellparam = NULL;
229 } 225 }
230 226
231 if (!stringarg) 227 if (!spellparam)
232 { 228 {
233 archetype *at_tmp; 229 archetype *at_tmp;
234 230
235 /* We try to find the archetype with the maximum food value. 231 /* We try to find the archetype with the maximum food value.
236 * This removes the dependancy of hard coded food values in this 232 * This removes the dependancy of hard coded food values in this
238 * We don't use flesh types because the weight values of those need 234 * We don't use flesh types because the weight values of those need
239 * to be altered from the donor. 235 * to be altered from the donor.
240 */ 236 */
241 237
242 /* We assume the food items don't have multiple parts */ 238 /* We assume the food items don't have multiple parts */
243 for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next) 239 for_all_archetypes (at_tmp)
244 { 240 {
245 if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK) 241 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
246 { 242 {
247 /* Basically, if the food value is something that is creatable 243 /* Basically, if the food value is something that is creatable
248 * under the limits of the spell and it is higher than 244 * under the limits of the spell and it is higher than
249 * the item we have now, take it instead. 245 * the item we have now, take it instead.
250 */ 246 */
251 if (at_tmp->clone.stats.food <= food_value && (!at || at_tmp->clone.stats.food > at->clone.stats.food)) 247 if (at_tmp->stats.food <= food_value
248 && (!at
249 || at_tmp->stats.food > at->stats.food
250 || (at_tmp->stats.food == at->stats.food
251 && at_tmp->weight < at->weight)))
252 at = at_tmp; 252 at = at_tmp;
253 } 253 }
254 } 254 }
255 } 255 }
256
256 /* Pretty unlikely (there are some very low food items), but you never 257 /* Pretty unlikely (there are some very low food items), but you never
257 * know 258 * know
258 */ 259 */
259 if (!at) 260 if (!at)
260 { 261 {
261 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); 262 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food.");
262 return 0; 263 return 0;
263 } 264 }
264 265
265 food_value /= at->clone.stats.food; 266 food_value /= at->stats.food;
266 new_op = arch_to_object (at); 267 new_op = at->instance ();
267 new_op->nrof = food_value; 268 new_op->nrof = food_value;
268 269
269 new_op->value = 0; 270 new_op->value = 0;
270 if (new_op->nrof < 1) 271 if (new_op->nrof < 1)
271 new_op->nrof = 1; 272 new_op->nrof = 1;
279{ 280{
280 int r, mflags, maxrange; 281 int r, mflags, maxrange;
281 object *tmp; 282 object *tmp;
282 maptile *m; 283 maptile *m;
283 284
284
285 if (!dir) 285 if (!dir)
286 { 286 {
287 examine_monster (op, op); 287 examine_monster (op, op);
288 return 1; 288 return 1;
289 } 289 }
290
290 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 291 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
291 for (r = 1; r < maxrange; r++) 292 for (r = 1; r < maxrange; r++)
292 { 293 {
293 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir]; 294 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir];
294 295
301 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) 302 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC))
302 { 303 {
303 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 304 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
304 return 0; 305 return 0;
305 } 306 }
307
306 if (mflags & P_IS_ALIVE) 308 if (mflags & P_IS_ALIVE)
307 { 309 {
308 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above) 310 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
309 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 311 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
310 { 312 {
311 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 313 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
312 if (tmp->head != NULL) 314 if (tmp->head != NULL)
313 tmp = tmp->head; 315 tmp = tmp->head;
314 examine_monster (op, tmp); 316 examine_monster (op, tmp);
315 return 1; 317 return 1;
316 } 318 }
317 } 319 }
318 } 320 }
321
319 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); 322 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
320 return 1; 323 return 1;
321} 324}
322
323 325
324/* This checks to see if 'pl' is invisible to 'mon'. 326/* This checks to see if 'pl' is invisible to 'mon'.
325 * does race check, undead check, etc 327 * does race check, undead check, etc
326 * Returns TRUE if mon can't see pl, false 328 * Returns TRUE if mon can't see pl, false
327 * otherwise. This doesn't check range, walls, etc. It 329 * otherwise. This doesn't check range, walls, etc. It
329 * pl is invisible. 331 * pl is invisible.
330 */ 332 */
331int 333int
332makes_invisible_to (object *pl, object *mon) 334makes_invisible_to (object *pl, object *mon)
333{ 335{
334
335 if (!pl->invisible) 336 if (!pl->invisible)
336 return 0; 337 return 0;
338
337 if (pl->type == PLAYER) 339 if (pl->type == PLAYER)
338 { 340 {
339 /* If race isn't set, then invisible unless it is undead */ 341 /* If race isn't set, then invisible unless it is undead */
340 if (!pl->contr->invis_race) 342 if (!pl->contr->invis_race)
341 { 343 {
342 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 344 if (QUERY_FLAG (mon, FLAG_UNDEAD))
343 return 0; 345 return 0;
346
344 return 1; 347 return 1;
345 } 348 }
349
346 /* invis_race is set if we get here */ 350 /* invis_race is set if we get here */
347 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 351 if (pl->contr->invis_race == shstr_undead && is_true_undead (mon))
348 return 1; 352 return 1;
353
349 /* No race, can't be invisible to it */ 354 /* No race, can't be invisible to it */
350 if (!mon->race) 355 if (!mon->race)
351 return 0; 356 return 0;
357
352 if (strstr (mon->race, pl->contr->invis_race)) 358 if (mon->race.contains (pl->contr->invis_race))
353 return 1; 359 return 1;
360
354 /* Nothing matched above, return 0 */ 361 /* Nothing matched above, return 0 */
355 return 0; 362 return 0;
356 } 363 }
357 else 364 else
358 { 365 {
371 * normal applies. 378 * normal applies.
372 */ 379 */
373int 380int
374cast_invisible (object *op, object *caster, object *spell_ob) 381cast_invisible (object *op, object *caster, object *spell_ob)
375{ 382{
376 object *tmp;
377
378 if (op->invisible > 1000) 383 if (op->invisible > 1000)
379 { 384 {
380 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further"); 385 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further");
381 return 0; 386 return 0;
382 } 387 }
398 else 403 else
399 op->contr->tmp_invis = 1; 404 op->contr->tmp_invis = 1;
400 405
401 op->contr->hidden = 0; 406 op->contr->hidden = 0;
402 } 407 }
408
403 if (makes_invisible_to (op, op)) 409 if (makes_invisible_to (op, op))
404 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!"); 410 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!");
405 else 411 else
406 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!"); 412 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
407 413
408 update_object (op, UP_OBJ_FACE); 414 update_object (op, UP_OBJ_CHANGE);
409 415
410 /* Only search the active objects - only these should actually do 416 /* Only search the active objects - only these should actually do
411 * harm to the player. 417 * harm to the player.
412 */ 418 */
413 for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) 419 for_all_actives (tmp)
414 if (tmp->enemy == op) 420 if (tmp->enemy == op)
415 tmp->enemy = NULL; 421 tmp->enemy = 0;
422
416 return 1; 423 return 1;
417} 424}
418 425
419/* earth to dust spell. Basically destroys earthwalls in the area. 426/* earth to dust spell. Basically destroys earthwalls in the area.
420 */ 427 */
421int 428int
422cast_earth_to_dust (object *op, object *caster, object *spell_ob) 429cast_earth_to_dust (object *op, object *caster, object *spell_ob)
423{ 430{
424 object *tmp, *next;
425 int range, i, j, mflags; 431 int range, i, j, mflags;
426 sint16 sx, sy; 432 sint16 sx, sy;
427 maptile *m; 433 maptile *m;
428
429 if (op->type != PLAYER)
430 return 0;
431 434
432 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 435 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
433 436
434 for (i = -range; i <= range; i++) 437 for (i = -range; i <= range; i++)
435 for (j = -range; j <= range; j++) 438 for (j = -range; j <= range; j++)
440 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 443 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
441 444
442 if (mflags & P_OUT_OF_MAP) 445 if (mflags & P_OUT_OF_MAP)
443 continue; 446 continue;
444 447
445 // earth to dust tears down everything that can be teared down 448 // earth to dust tears down everything that can be torn down
446 for (tmp = get_map_ob (m, sx, sy); tmp != NULL; tmp = next) 449 for (object *next, *tmp = m->at (sx, sy).bot; tmp; tmp = next)
447 { 450 {
448 next = tmp->above; 451 next = tmp->above;
452
449 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 453 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
450 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 454 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
451 } 455 }
452 } 456 }
457
453 return 1; 458 return 1;
454} 459}
455
456 460
457void 461void
458execute_word_of_recall (object *op) 462execute_word_of_recall (object *op)
459{ 463{
460 object *wor = op; 464 if (object *pl = op->in_player ())
461 465 {
462 while (op != NULL && op->type != PLAYER) 466 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."); 467 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
468 else 468 else
469 enter_exit (op, wor); 469 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
470 }
470 471
471 wor->remove ();
472 wor->destroy (0); 472 op->destroy ();
473} 473}
474 474
475/* Word of recall causes the player to return 'home'. 475/* Word of recall causes the player to return 'home'.
476 * we put a force into the player object, so that there is a 476 * we put a force into the player object, so that there is a
477 * time delay effect. 477 * time delay effect.
490 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 490 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
491 return 1; 491 return 1;
492 } 492 }
493 493
494 dummy = get_archetype (FORCE_NAME); 494 dummy = get_archetype (FORCE_NAME);
495 if (dummy == NULL) 495
496 if (!dummy)
496 { 497 {
497 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 498 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
498 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); 499 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
499 return 0; 500 return 0;
500 } 501 }
502
501 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob); 503 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob);
502 if (time < 1) 504 if (time < 1)
503 time = 1; 505 time = 1;
504 506
505 /* value of speed really doesn't make much difference, as long as it is 507 /* value of speed really doesn't make much difference, as long as it is
506 * positive. Lower value may be useful so that the problem doesn't 508 * positive. Lower value may be useful so that the problem doesn't
507 * do anything really odd if it say a -1000 or something. 509 * do anything really odd if it say a -1000 or something.
508 */ 510 */
509 dummy->speed = 0.002; 511 dummy->set_speed (0.002);
510 update_ob_speed (dummy);
511 dummy->speed_left = -dummy->speed * time; 512 dummy->speed_left = -dummy->speed * time;
512 dummy->type = SPELL_EFFECT; 513 dummy->type = SPELL_EFFECT;
513 dummy->subtype = SP_WORD_OF_RECALL; 514 dummy->subtype = SP_WORD_OF_RECALL;
514 515
515 /* If we could take advantage of enter_player_savebed() here, it would be 516 /* If we could take advantage of enter_player_savebed() here, it would be
516 * nice, but until the map load fails, we can't. 517 * nice, but until the map load fails, we can't.
517 */ 518 */
518 EXIT_PATH (dummy) = op->contr->savebed_map; 519 EXIT_PATH (dummy) = op->contr->savebed_map;
519 EXIT_X (dummy) = op->contr->bed_x; 520 EXIT_X (dummy) = op->contr->bed_x;
520 EXIT_Y (dummy) = op->contr->bed_y; 521 EXIT_Y (dummy) = op->contr->bed_y;
521 522
522 (void) insert_ob_in_ob (dummy, op); 523 op->insert (dummy);
524
523 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 525 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
526
524 return 1; 527 return 1;
525} 528}
526 529
527/* cast_wonder 530/* cast_wonder
528 * wonder is really just a spell that will likely cast another 531 * wonder is really just a spell that will likely cast another
558 return cast_spell (op, caster, dir, newspell, NULL); 561 return cast_spell (op, caster, dir, newspell, NULL);
559 } 562 }
560 return 1; 563 return 1;
561} 564}
562 565
563
564int 566int
565perceive_self (object *op) 567perceive_self (object *op)
566{ 568{
567 char *cp = describe_item (op, op), buf[MAX_BUF]; 569 const char *cp = describe_item (op, op);
568 archetype *at = archetype::find (ARCH_DEPLETION); 570 archetype *at = archetype::find (shstr_depletion);
569 object *tmp;
570 int i;
571 571
572 dynbuf_text &buf = msg_dynbuf; buf.clear ();
573
574 if (!op->is_player ())
575 return 0;
576
577 if (object *race = archetype::find (op->race))
578 buf << " - You are a G<male|female> " << &race->name << ".\n";
579
572 tmp = find_god (determine_god (op)); 580 if (object *god = find_god (determine_god (op)))
573 if (tmp) 581 buf << " - You worship " << &god->name << ".\n";
574 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
575 else 582 else
576 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); 583 buf << " - You worship no god.\n";
577 584
578 tmp = present_arch_in_ob (at, op); 585 object *tmp = present_arch_in_ob (at, op);
579 586
580 if (*cp == '\0' && tmp == NULL) 587 if (*cp == '\0' && !tmp)
581 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 588 buf << " - You feel very mundane. ";
582 else 589 else
583 { 590 {
584 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 591 buf << " - You have: " << cp << ".\n";
585 new_draw_info (NDI_UNIQUE, 0, op, cp); 592
586 if (tmp != NULL) 593 if (tmp)
587 {
588 for (i = 0; i < NUM_STATS; i++) 594 for (int i = 0; i < NUM_STATS; i++)
589 { 595 if (tmp->stats.stat (i) < 0)
590 if (get_attr_value (&tmp->stats, i) < 0) 596 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 } 597 }
597 598
598 if (is_dragon_pl (op)) 599 if (op->is_dragon ())
599 {
600 /* now grab the 'dragon_ability'-force from the player's inventory */ 600 /* now grab the 'dragon_ability'-force from the player's inventory */
601 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 601 for (tmp = op->inv; tmp; tmp = tmp->below)
602 { 602 {
603 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 603 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
604 { 604 {
605 if (tmp->stats.exp == 0) 605 if (tmp->stats.exp == 0)
606 {
607 sprintf (buf, "Your metabolism isn't focused on anything."); 606 buf << " - Your metabolism isn't focused on anything.\n";
608 }
609 else 607 else
610 {
611 sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); 608 buf << " - Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
612 } 609
613 new_draw_info (NDI_UNIQUE, 0, op, buf);
614 break; 610 break;
615 } 611 }
616 } 612 }
617 } 613
614 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
615
618 return 1; 616 return 1;
619} 617}
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
879 618
880/* This creates magic walls. Really, it can create most any object, 619/* This creates magic walls. Really, it can create most any object,
881 * within some reason. 620 * within some reason.
882 */ 621 */
883
884int 622int
885magic_wall (object *op, object *caster, int dir, object *spell_ob) 623magic_wall (object *op, object *caster, int dir, object *spell_ob)
886{ 624{
887 object *tmp, *tmp2; 625 object *tmp;
888 int i, posblocked, negblocked, maxrange; 626 int i, posblocked, negblocked, maxrange;
889 sint16 x, y; 627 sint16 x, y;
890 maptile *m; 628 maptile *m;
891 const char *name; 629 const char *name;
892 archetype *at; 630 archetype *at;
900 else 638 else
901 { 639 {
902 x = op->x + freearr_x[dir]; 640 x = op->x + freearr_x[dir];
903 y = op->y + freearr_y[dir]; 641 y = op->y + freearr_y[dir];
904 } 642 }
643
905 m = op->map; 644 m = op->map;
906 645
907 if ((spell_ob->move_block || x != op->x || y != op->y) && 646 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) || 647 (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))) 648 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
910 { 649 {
911 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 650 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
912 return 0; 651 return 0;
913 } 652 }
653
914 if (spell_ob->other_arch) 654 if (spell_ob->other_arch)
915 { 655 tmp = spell_ob->other_arch->instance ();
916 tmp = arch_to_object (spell_ob->other_arch);
917 }
918 else if (spell_ob->race) 656 else if (spell_ob->race)
919 { 657 {
920 char buf1[MAX_BUF]; 658 char buf1[MAX_BUF];
921 659
922 sprintf (buf1, spell_ob->race, dir); 660 sprintf (buf1, spell_ob->race, dir);
925 { 663 {
926 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 664 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
927 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 665 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
928 return 0; 666 return 0;
929 } 667 }
930 tmp = arch_to_object (at); 668
669 tmp = at->instance ();
931 } 670 }
932 else 671 else
933 { 672 {
934 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name); 673 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
935 return 0; 674 return 0;
944 } 683 }
945 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 684 else if (QUERY_FLAG (tmp, FLAG_ALIVE))
946 { 685 {
947 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 686 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
948 tmp->stats.maxhp = tmp->stats.hp; 687 tmp->stats.maxhp = tmp->stats.hp;
949 set_owner (tmp, op);
950 set_spell_skill (op, caster, spell_ob, tmp);
951 } 688 }
689
952 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP)) 690 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP))
953 { 691 {
954 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 692 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
955 SET_FLAG (tmp, FLAG_IS_USED_UP); 693 SET_FLAG (tmp, FLAG_IS_USED_UP);
956 } 694 }
695
957 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 696 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN))
958 { 697 {
959 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 698 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
960 tmp->stats.maxhp = tmp->stats.hp; 699 tmp->stats.maxhp = tmp->stats.hp;
961 SET_FLAG (tmp, FLAG_TEAR_DOWN); 700 SET_FLAG (tmp, FLAG_TEAR_DOWN);
962 SET_FLAG (tmp, FLAG_ALIVE); 701 SET_FLAG (tmp, FLAG_ALIVE);
963 } 702 }
964 703
965 /* This can't really hurt - if the object doesn't kill anything, 704 /* This can't really hurt - if the object doesn't kill anything,
966 * these fields just won't be used. 705 * these fields just won't be used. Do not set the owner for
706 * earthwalls, though, so they survive restarts.
967 */ 707 */
968 set_owner (tmp, op); 708 if (tmp->type != EARTHWALL) //TODO
709 tmp->set_owner (op);
710
969 set_spell_skill (op, caster, spell_ob, tmp); 711 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; 712 tmp->level = casting_level (caster, spell_ob) / 2;
973 713
974 name = tmp->name; 714 name = tmp->name;
975 if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL) 715 if (!(tmp = m->insert (tmp, x, y, op)))
976 { 716 {
977 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name); 717 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
978 return 0; 718 return 0;
979 } 719 }
720
980 /* If this is a spellcasting wall, need to insert the spell object */ 721 /* If this is a spellcasting wall, need to insert the spell object */
981 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 722 if (tmp->other_arch && tmp->other_arch->type == SPELL)
982 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 723 insert_ob_in_ob (tmp->other_arch->instance (), tmp);
983 724
984 /* This code causes the wall to extend some distance in 725 /* This code causes the wall to extend some distance in
985 * each direction, or until an obstruction is encountered. 726 * each direction, or until an obstruction is encountered.
986 * posblocked and negblocked help determine how far the 727 * posblocked and negblocked help determine how far the
987 * created wall can extend, it won't go extend through 728 * created wall can extend, it won't go extend through
1002 m = tmp->map; 743 m = tmp->map;
1003 744
1004 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && 745 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
1005 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked) 746 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked)
1006 { 747 {
1007 tmp2 = get_object (); 748 object *tmp2 = tmp->clone ();
1008 copy_object (tmp, tmp2); 749 m->insert (tmp2, x, y, op);
1009 tmp2->x = x; 750
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 */ 751 /* If this is a spellcasting wall, need to insert the spell object */
1013 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 752 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1014 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 753 tmp2->insert (tmp2->other_arch->instance ());
1015 754
1016 } 755 }
1017 else 756 else
1018 posblocked = 1; 757 posblocked = 1;
1019 758
1022 m = tmp->map; 761 m = tmp->map;
1023 762
1024 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && 763 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
1025 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked) 764 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
1026 { 765 {
1027 tmp2 = get_object (); 766 object *tmp2 = tmp->clone ();
1028 copy_object (tmp, tmp2); 767 m->insert (tmp2, x, y, op);
1029 tmp2->x = x; 768
1030 tmp2->y = y;
1031 insert_ob_in_map (tmp2, m, op, 0);
1032 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 769 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1033 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 770 tmp2->insert (tmp2->other_arch->instance ());
1034 } 771 }
1035 else 772 else
1036 negblocked = 1; 773 negblocked = 1;
1037 } 774 }
1038 775
1041 778
1042 return 1; 779 return 1;
1043} 780}
1044 781
1045int 782int
1046dimension_door (object *op, object *caster, object *spob, int dir) 783dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
1047{ 784{
1048 uint32 dist, maxdist; 785 uint32 dist, maxdist;
1049 int mflags; 786 int mflags;
1050 maptile *m; 787 maptile *m;
1051 sint16 sx, sy; 788 sint16 sx, sy;
1053 if (op->type != PLAYER) 790 if (op->type != PLAYER)
1054 return 0; 791 return 0;
1055 792
1056 if (!dir) 793 if (!dir)
1057 { 794 {
1058 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?"); 795 op->failmsg ("In what direction?");
1059 return 0; 796 return 0;
1060 } 797 }
1061 798
1062 /* Given the new outdoor maps, can't let players dimension door for 799 /* Given the new outdoor maps, can't let players dimension door for
1063 * ever, so put limits in. 800 * ever, so put limits in.
1064 */ 801 */
1065 maxdist = spob->range + SP_level_range_adjust (caster, spob); 802 maxdist = spob->range + SP_level_range_adjust (caster, spob);
1066 803
1067 if (op->contr->count) 804 if (spellparam)
1068 { 805 {
806 int count = atoi (spellparam);
807
1069 if (op->contr->count > maxdist) 808 if (count > maxdist)
1070 { 809 {
1071 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!"); 810 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!");
1072 return 0; 811 return 0;
1073 } 812 }
1074 813
1075 for (dist = 0; dist < op->contr->count; dist++) 814 for (dist = 0; dist < count; dist++)
1076 { 815 {
1077 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy); 816 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
1078 817
1079 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 818 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
1080 break; 819 break;
1081 820
1082 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) 821 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1083 break; 822 break;
1084 } 823 }
1085 824
1086 if (dist < op->contr->count) 825 if (dist < count)
1087 { 826 {
1088 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n"); 827 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
1089 op->contr->count = 0;
1090 return 0; 828 return 0;
1091 } 829 }
1092 op->contr->count = 0;
1093 830
1094 /* Remove code that puts player on random space on maps. IMO, 831 /* 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, 832 * 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 833 * but may not be marked as NO_MAGIC (as they may be bounded
1097 * by such squares). Also, there are probably treasure rooms and 834 * by such squares). Also, there are probably treasure rooms and
1145 return 0; 882 return 0;
1146 } 883 }
1147 } 884 }
1148 885
1149 /* Actually move the player now */ 886 /* Actually move the player now */
1150 op->remove (); 887 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; 888 return 1;
1155 889
1156 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ 890 op->speed_left = -5. * op->speed; /* Freeze them for a short while */
891
1157 return 1; 892 return 1;
1158} 893}
1159
1160 894
1161/* cast_heal: Heals something. 895/* cast_heal: Heals something.
1162 * op is the caster. 896 * op is the caster.
1163 * dir is the direction he is casting it in. 897 * dir is the direction he is casting it in.
1164 * spell is the spell object. 898 * spell is the spell object.
1171 object *poison; 905 object *poison;
1172 int heal = 0, success = 0; 906 int heal = 0, success = 0;
1173 907
1174 tmp = find_target_for_friendly_spell (op, dir); 908 tmp = find_target_for_friendly_spell (op, dir);
1175 909
1176 if (tmp == NULL) 910 if (!tmp)
1177 return 0; 911 return 0;
1178 912
1179 /* Figure out how many hp this spell might cure. 913 /* Figure out how many hp this spell might cure.
1180 * could be zero if this spell heals effects, not damage. 914 * could be zero if this spell heals effects, not damage.
1181 */ 915 */
1184 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp; 918 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
1185 919
1186 if (heal) 920 if (heal)
1187 { 921 {
1188 if (tmp->stats.hp >= tmp->stats.maxhp) 922 if (tmp->stats.hp >= tmp->stats.maxhp)
1189 {
1190 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed."); 923 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed.");
1191 }
1192 else 924 else
1193 { 925 {
1194 /* See how many points we actually heal. Instead of messages 926 /* See how many points we actually heal. Instead of messages
1195 * based on type of spell, we instead do messages based 927 * based on type of spell, we instead do messages based
1196 * on amount of damage healed. 928 * on amount of damage healed.
1197 */ 929 */
1198 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 930 if (heal > tmp->stats.maxhp - tmp->stats.hp)
1199 heal = tmp->stats.maxhp - tmp->stats.hp; 931 heal = tmp->stats.maxhp - tmp->stats.hp;
932
1200 tmp->stats.hp += heal; 933 tmp->stats.hp += heal;
1201 934
1202 if (tmp->stats.hp >= tmp->stats.maxhp) 935 if (tmp->stats.hp >= tmp->stats.maxhp)
1203 {
1204 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 936 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1205 }
1206 else if (heal > 50) 937 else if (heal > 50)
1207 {
1208 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); 938 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1209 }
1210 else if (heal > 25) 939 else if (heal > 25)
1211 {
1212 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); 940 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1213 }
1214 else if (heal > 10) 941 else if (heal > 10)
1215 {
1216 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade."); 942 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade.");
1217 }
1218 else 943 else
1219 {
1220 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close."); 944 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close.");
1221 } 945
1222 success = 1; 946 success = 1;
1223 } 947 }
1224 } 948 }
949
1225 if (spell->attacktype & AT_DISEASE) 950 if (spell->attacktype & AT_DISEASE)
1226 if (cure_disease (tmp, op)) 951 if (cure_disease (tmp, op, spell))
1227 success = 1; 952 success = 1;
1228 953
1229 if (spell->attacktype & AT_POISON) 954 if (spell->attacktype & AT_POISON)
1230 { 955 {
1231 at = archetype::find ("poisoning"); 956 at = archetype::find (shstr_poisoning);
1232 poison = present_arch_in_ob (at, tmp); 957 poison = present_arch_in_ob (at, tmp);
1233 if (poison) 958 if (poison)
1234 { 959 {
1235 success = 1; 960 success = 1;
1236 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 961 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1237 poison->stats.food = 1; 962 poison->stats.food = 1;
1238 } 963 }
1239 } 964 }
965
1240 if (spell->attacktype & AT_CONFUSION) 966 if (spell->attacktype & AT_CONFUSION)
1241 { 967 {
1242 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 968 poison = present_in_ob_by_name (FORCE, shstr_confusion, tmp);
1243 if (poison) 969 if (poison)
1244 { 970 {
1245 success = 1; 971 success = 1;
1246 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 972 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1247 poison->duration = 1; 973 poison->duration = 1;
1248 } 974 }
1249 } 975 }
976
1250 if (spell->attacktype & AT_BLIND) 977 if (spell->attacktype & AT_BLIND)
1251 { 978 {
1252 at = archetype::find ("blindness"); 979 at = archetype::find (shstr_blindness);
1253 poison = present_arch_in_ob (at, tmp); 980 poison = present_arch_in_ob (at, tmp);
1254 if (poison) 981 if (poison)
1255 { 982 {
1256 success = 1; 983 success = 1;
1257 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return."); 984 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1258 poison->stats.food = 1; 985 poison->stats.food = 1;
1259 } 986 }
1260 } 987 }
988
1261 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) 989 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1262 { 990 {
1263 tmp->stats.sp += spell->last_sp; 991 tmp->stats.sp += spell->last_sp;
1264 if (tmp->stats.sp > tmp->stats.maxsp) 992 if (tmp->stats.sp > tmp->stats.maxsp)
1265 tmp->stats.sp = tmp->stats.maxsp; 993 tmp->stats.sp = tmp->stats.maxsp;
1266 success = 1; 994 success = 1;
1267 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!"); 995 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!");
1268 } 996 }
997
1269 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) 998 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1270 { 999 {
1271 tmp->stats.grace += spell->last_grace; 1000 tmp->stats.grace += spell->last_grace;
1272 if (tmp->stats.grace > tmp->stats.maxgrace) 1001 if (tmp->stats.grace > tmp->stats.maxgrace)
1273 tmp->stats.grace = tmp->stats.maxgrace; 1002 tmp->stats.grace = tmp->stats.maxgrace;
1274 success = 1; 1003 success = 1;
1275 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!"); 1004 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1276 } 1005 }
1006
1277 if (spell->stats.food && tmp->stats.food < 999) 1007 if (spell->stats.food && tmp->stats.food < MAX_FOOD)
1278 { 1008 {
1279 tmp->stats.food += spell->stats.food; 1009 tmp->stats.food += spell->stats.food;
1280 if (tmp->stats.food > 999) 1010 min_it (tmp->stats.food, MAX_FOOD);
1281 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)
1514 } 1248 }
1515 else 1249 else
1516 { 1250 {
1517 /* Only give out good benefits, and put a max on it */ 1251 /* Only give out good benefits, and put a max on it */
1518 for (i = 0; i < NROFATTACKS; i++) 1252 for (i = 0; i < NROFATTACKS; i++)
1519 {
1520 if (god->resist[i] > 0) 1253 if (god->resist[i] > 0)
1521 {
1522 force->resist[i] = MIN (god->resist[i], spell_ob->resist[ATNR_GODPOWER]); 1254 force->resist[i] = min (god->resist[i], spell_ob->resist[ATNR_GODPOWER]);
1523 } 1255
1524 }
1525 force->path_attuned |= god->path_attuned; 1256 force->path_attuned |= god->path_attuned;
1526 1257
1527 if (spell_ob->attacktype) 1258 if (spell_ob->attacktype)
1528 force->slaying = god->slaying; 1259 force->slaying = god->slaying;
1529 1260
1541 force->stats.wc = spell_ob->stats.wc; 1272 force->stats.wc = spell_ob->stats.wc;
1542 force->stats.ac = spell_ob->stats.ac; 1273 force->stats.ac = spell_ob->stats.ac;
1543 1274
1544 change_abil (tmp, force); /* Mostly to display any messages */ 1275 change_abil (tmp, force); /* Mostly to display any messages */
1545 insert_ob_in_ob (force, tmp); 1276 insert_ob_in_ob (force, tmp);
1546 fix_player (tmp); 1277 tmp->update_stats ();
1547 return 1; 1278 return 1;
1548} 1279}
1549
1550
1551 1280
1552/* Alchemy code by Mark Wedel 1281/* Alchemy code by Mark Wedel
1553 * 1282 *
1554 * This code adds a new spell, called alchemy. Alchemy will turn 1283 * This code adds a new spell, called alchemy. Alchemy will turn
1555 * objects to gold nuggets, the value of the gold nuggets being 1284 * 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 * 1285 *
1560 * Large nuggets are worth 25 gp each (base). You will always get 1286 * The value of the gold nuggets being about 90% of that of the item
1561 * the maximum number of large nuggets you could get. 1287 * 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 1288 * because the nuggets themselves will be will be adjusted by charisma
1563 * to the max amount of small nuggets as you could get. 1289 * 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 * 1290 *
1568 * There is also a chance (1:30) that you will get nothing at all 1291 * 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 1292 * for the object. There is also a maximum weight that will be
1570 * alchemied. 1293 * alchemised.
1571 */ 1294 */
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 1295static void
1581alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight) 1296alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1582{ 1297{
1583 uint64 value = query_cost (obj, NULL, F_TRUE); 1298 uint64 value = query_cost (obj, NULL, F_TRUE);
1584 1299
1585 /* Give third price when we alchemy money (This should hopefully 1300 /* Give third price when we alchemy money (this should hopefully
1586 * make it so that it isn't worth it to alchemy money, sell 1301 * make it so that it isn't worth it to alchemy money, sell
1587 * the nuggets, alchemy the gold from that, etc. 1302 * the nuggets, alchemy the gold from that, etc.
1588 * Otherwise, give 9 silver on the gold for other objects, 1303 * Otherwise, give 9 silver on the gold for other objects,
1589 * so that it would still be more affordable to haul 1304 * so that it would still be more affordable to haul
1590 * the stuff back to town. 1305 * the stuff back to town.
1591 */ 1306 */
1592
1593 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1307 if (QUERY_FLAG (obj, FLAG_UNPAID))
1594 value = 0; 1308 value = 0;
1595 else if (obj->type == MONEY || obj->type == GEM) 1309 else if (obj->type == MONEY || obj->type == GEM)
1596 value /= 3; 1310 value /= 3;
1597 else 1311 else
1598 value = (value * 9) / 10; 1312 value = value * 9 / 10;
1599 1313
1600 value /= 4; // fix by GHJ, don't understand, pcg
1601
1602 if ((obj->value > 0) && rndm (0, 29)) 1314 if (obj->value > 0 && rndm (0, 29))
1603 { 1315 total_value += value;
1604 int count;
1605 1316
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; 1317 total_weight += obj->total_weight ();
1626 obj->remove (); 1318
1627 obj->destroy (0); 1319 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} 1320}
1661 1321
1662int 1322int
1663alchemy (object *op, object *caster, object *spell_ob) 1323alchemy (object *op, object *caster, object *spell_ob)
1664{ 1324{
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) 1325 if (op->type != PLAYER)
1671 return 0; 1326 return 0;
1672 1327
1328 archetype *nugget[3];
1329
1330 nugget[0] = archetype::find (shstr_pyrite3);
1331 nugget[1] = archetype::find (shstr_pyrite2);
1332 nugget[2] = archetype::find (shstr_pyrite);
1333
1673 /* Put a maximum weight of items that can be alchemied. Limits the power 1334 /* 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 1335 * some, and also prevents people from alchemising every table/chair/clock
1675 * in sight 1336 * in sight
1676 */ 1337 */
1677 weight_max = spell_ob->duration + +SP_level_duration_adjust (caster, spell_ob); 1338 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1678 weight_max *= 1000; 1339 int weight_max = duration * 1000;
1679 small = get_archetype ("smallnugget"), large = get_archetype ("largenugget"); 1340 uint64 value_max = duration * 1000;
1680 1341
1342 int weight = 0;
1343
1681 for (y = op->y - 1; y <= op->y + 1; y++) 1344 for (int y = op->y - 1; y <= op->y + 1; y++)
1682 { 1345 {
1683 for (x = op->x - 1; x <= op->x + 1; x++) 1346 for (int x = op->x - 1; x <= op->x + 1; x++)
1684 { 1347 {
1348 uint64 value = 0;
1349
1685 nx = x; 1350 sint16 nx = x;
1686 ny = y; 1351 sint16 ny = y;
1687 1352
1688 mp = op->map; 1353 maptile *mp = op->map;
1689 1354
1690 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); 1355 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1691 1356
1692 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1357 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1693 continue; 1358 continue;
1694 1359
1695 /* Treat alchemy a little differently - most spell effects 1360 /* Treat alchemy a little differently - most spell effects
1697 * ground level effect. 1362 * ground level effect.
1698 */ 1363 */
1699 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) 1364 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1700 continue; 1365 continue;
1701 1366
1702 small_nuggets = 0; 1367 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 { 1368 {
1707 next = tmp->above; 1369 next = tmp->above;
1370
1708 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1371 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1709 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1372 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1710 { 1373 {
1711
1712 if (tmp->inv) 1374 if (tmp->inv)
1713 { 1375 {
1714 object *next1, *tmp1; 1376 object *next1, *tmp1;
1715 1377
1716 for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1) 1378 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1717 { 1379 {
1718 next1 = tmp1->below; 1380 next1 = tmp1->below;
1719 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1381 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1720 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1382 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1721 alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight); 1383 alchemy_object (tmp1, value, weight);
1722 } 1384 }
1723 } 1385 }
1386
1724 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); 1387 alchemy_object (tmp, value, weight);
1725 1388
1726 if (weight > weight_max) 1389 if (weight > weight_max)
1727 { 1390 break;
1728 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1729 large->destroy (0);
1730 small->destroy (0);
1731 return 1;
1732 } 1391 }
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 */ 1392 }
1740 update_map (op, mp, small_nuggets, large_nuggets, nx, ny); 1393
1394 value -= rndm (value >> 4);
1395 value = min (value, value_max);
1396
1397 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1398 if (int nrof = value / nugget [i]->value)
1399 {
1400 value -= nrof * nugget[i]->value;
1401
1402 object *tmp = nugget[i]->instance ();
1403 tmp->nrof = nrof;
1404 tmp->flag [FLAG_IDENTIFIED] = true;
1405 op->map->insert (tmp, x, y, op, 0);
1741 } 1406 }
1407
1408 if (weight > weight_max)
1409 goto bailout;
1410 }
1742 } 1411 }
1743 large->destroy (0); 1412
1744 small->destroy (0); 1413bailout:
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; 1414 return 1;
1750} 1415}
1751
1752 1416
1753/* This function removes the cursed/damned status on equipped 1417/* This function removes the cursed/damned status on equipped
1754 * items. 1418 * items.
1755 */ 1419 */
1756int 1420int
1757remove_curse (object *op, object *caster, object *spell) 1421remove_curse (object *op, object *caster, object *spell)
1758{ 1422{
1759 object *tmp;
1760 int success = 0, was_one = 0; 1423 int success = 0, was_one = 0;
1761 1424
1762 for (tmp = op->inv; tmp; tmp = tmp->below) 1425 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1763 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1426 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1764 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1427 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1765 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1428 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1766 { 1429 {
1767
1768 was_one++; 1430 was_one++;
1431
1769 if (tmp->level <= caster_level (caster, spell)) 1432 if (tmp->level <= casting_level (caster, spell))
1770 { 1433 {
1771 success++; 1434 success++;
1772 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1435 if (QUERY_FLAG (spell, FLAG_DAMNED))
1773 CLEAR_FLAG (tmp, FLAG_DAMNED); 1436 CLEAR_FLAG (tmp, FLAG_DAMNED);
1774 1437
1775 CLEAR_FLAG (tmp, FLAG_CURSED); 1438 CLEAR_FLAG (tmp, FLAG_CURSED);
1776 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1439 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1777 tmp->value = 0; /* Still can't sell it */ 1440 tmp->value = 0; /* Still can't sell it */
1778 if (op->type == PLAYER) 1441
1442 if (object *pl = tmp->visible_to ())
1779 esrv_send_item (op, tmp); 1443 esrv_update_item (UPD_FLAGS, pl, tmp);
1780 } 1444 }
1781 } 1445 }
1782 1446
1783 if (op->type == PLAYER) 1447 if (op->type == PLAYER)
1784 { 1448 {
1785 if (success) 1449 if (success)
1786 {
1787 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now."); 1450 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1788 }
1789 else 1451 else
1790 { 1452 {
1791 if (was_one) 1453 if (was_one)
1792 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse."); 1454 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1793 else 1455 else
1794 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items."); 1456 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items.");
1795 } 1457 }
1796 } 1458 }
1459
1797 return success; 1460 return success;
1798} 1461}
1799 1462
1800/* Identifies objects in the players inventory/on the ground */ 1463/* Identifies objects in the players inventory/on the ground */
1801
1802int 1464int
1803cast_identify (object *op, object *caster, object *spell) 1465cast_identify (object *op, object *caster, object *spell)
1804{ 1466{
1805 object *tmp; 1467 object *tmp;
1806 int success = 0, num_ident; 1468 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1807 1469
1808 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1470 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 1471
1814 for (tmp = op->inv; tmp; tmp = tmp->below) 1472 for (tmp = op->inv; tmp; tmp = tmp->below)
1815 { 1473 {
1816 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1474 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1817 { 1475 {
1818 identify (tmp); 1476 identify (tmp);
1477
1819 if (op->type == PLAYER) 1478 if (op->type == PLAYER)
1820 { 1479 {
1821 new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op)); 1480 buf.printf ("You identified: %s.\r", long_desc (tmp, op));
1481
1822 if (tmp->msg) 1482 if (tmp->msg)
1823 { 1483 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 } 1484 }
1828 num_ident--; 1485
1829 success = 1;
1830 if (!num_ident) 1486 if (!--num_ident)
1831 break; 1487 break;
1832 } 1488 }
1833 } 1489 }
1490
1834 /* If all the power of the spell has been used up, don't go and identify 1491 /* 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 1492 * stuff on the floor. Only identify stuff on the floor if the spell
1836 * was not fully used. 1493 * was not fully used.
1837 */ 1494 */
1838 if (num_ident) 1495 if (num_ident)
1839 { 1496 {
1840 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1497 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)) 1498 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1842 { 1499 {
1843
1844 identify (tmp); 1500 identify (tmp);
1845 if (op->type == PLAYER) 1501
1502 if (object *pl = tmp->visible_to ())
1846 { 1503 {
1847 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op)); 1504 buf.printf ("On the ground you identified: %s.\r", long_desc (tmp, op));
1505
1848 if (tmp->msg) 1506 if (tmp->msg)
1849 { 1507 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 } 1508 }
1855 num_ident--; 1509
1856 success = 1;
1857 if (!num_ident) 1510 if (!--num_ident)
1858 break; 1511 break;
1859 } 1512 }
1860 } 1513 }
1861 if (!success) 1514
1862 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified."); 1515 if (buf.empty ())
1516 {
1517 op->failmsg ("You can't reach anything unidentified.");
1518 return 0;
1519 }
1863 else 1520 else
1864 { 1521 {
1522 if (op->contr)
1523 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1524
1865 spell_effect (spell, op->x, op->y, op->map, op); 1525 spell_effect (spell, op->x, op->y, op->map, op);
1526 return 1;
1866 } 1527 }
1867 return success;
1868} 1528}
1869
1870 1529
1871int 1530int
1872cast_detection (object *op, object *caster, object *spell, object *skill) 1531cast_detection (object *op, object *caster, object *spell, object *skill)
1873{ 1532{
1874 object *tmp, *last, *god, *detect; 1533 object *tmp, *last, *god, *detect;
1878 1537
1879 /* We precompute some values here so that we don't have to keep 1538 /* We precompute some values here so that we don't have to keep
1880 * doing it over and over again. 1539 * doing it over and over again.
1881 */ 1540 */
1882 god = find_god (determine_god (op)); 1541 god = find_god (determine_god (op));
1883 level = caster_level (caster, spell); 1542 level = casting_level (caster, spell);
1884 range = spell->range + SP_level_range_adjust (caster, spell); 1543 range = spell->range + SP_level_range_adjust (caster, spell);
1885 1544
1886 if (!skill) 1545 if (!skill)
1887 skill = caster; 1546 skill = caster;
1888 1547
1889 for (x = op->x - range; x <= op->x + range; x++) 1548 dynbuf buf;
1890 for (y = op->y - range; y <= op->y + range; y++) 1549 unordered_mapwalk (buf, op, -range, -range, range, range)
1891 { 1550 {
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 1551 /* For most of the detections, we only detect objects above the
1899 * floor. But this is not true for show invisible. 1552 * floor. But this is not true for show invisible.
1900 * Basically, we just go and find the top object and work 1553 * Basically, we just go and find the top object and work
1901 * down - that is easier than working up. 1554 * down - that is easier than working up.
1902 */ 1555 */
1903 1556
1904 for (last = NULL, tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above) 1557 for (last = NULL, tmp = m->at (nx, ny).bot; tmp; tmp = tmp->above)
1905 last = tmp; 1558 last = tmp;
1559
1906 /* Shouldn't happen, but if there are no objects on a space, this 1560 /* Shouldn't happen, but if there are no objects on a space, this
1907 * would happen. 1561 * would happen.
1908 */ 1562 */
1909 if (!last) 1563 if (!last)
1910 continue; 1564 continue;
1911 1565
1912 done_one = 0; 1566 done_one = 0;
1913 floor = 0; 1567 floor = 0;
1914 detect = NULL; 1568 detect = NULL;
1915 for (tmp = last; tmp; tmp = tmp->below) 1569 for (tmp = last; tmp; tmp = tmp->below)
1916 { 1570 {
1917
1918 /* show invisible */ 1571 /* show invisible */
1919 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1572 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS)
1920 /* Might there be other objects that we can make visibile? */ 1573 /* Might there be other objects that we can make visible? */
1921 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1574 && (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER)
1922 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1575 || (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ))
1923 tmp->type == CF_HANDLE || 1576 || tmp->type == T_HANDLE
1924 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE || 1577 || tmp->type == TRAPDOOR
1578 || tmp->type == EXIT
1579 || tmp->type == HOLE
1580 || tmp->type == BUTTON
1925 tmp->type == BUTTON || tmp->type == TELEPORTER || 1581 || tmp->type == TELEPORTER
1582 || tmp->type == GATE
1926 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1583 || tmp->type == LOCKED_DOOR
1927 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN || 1584 || tmp->type == WEAPON
1585 || tmp->type == ALTAR
1586 || tmp->type == SIGN
1928 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1587 || tmp->type == TRIGGER_PEDESTAL
1929 tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR))) 1588 || tmp->type == SPECIAL_KEY
1589 || tmp->type == TREASURE
1590 || tmp->type == BOOK
1591 || tmp->type == HOLY_ALTAR
1592 || tmp->type == CONTAINER)))
1930 { 1593 {
1931 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4) 1594 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1932 { 1595 {
1933 tmp->invisible = 0; 1596 tmp->invisible = 0;
1597 done_one = 1;
1598 }
1599 }
1600
1601 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1602 floor = 1;
1603
1604 /* All detections below this point don't descend beneath the floor,
1605 * so just continue on. We could be clever and look at the type of
1606 * detection to completely break out if we don't care about objects beneath
1607 * the floor, but once we get to the floor, not likely a very big issue anyways.
1608 */
1609 if (floor)
1610 continue;
1611
1612 /* I had thought about making detect magic and detect curse
1613 * show the flash the magic item like it does for detect monster.
1614 * however, if the object is within sight, this would then make it
1615 * difficult to see what object is magical/cursed, so the
1616 * effect wouldn't be as apparent.
1617 */
1618
1619 /* detect magic */
1620 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1621 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1622 {
1623 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1624 /* make runes more visible */
1625 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1626 tmp->stats.Cha /= 4;
1627
1628 done_one = 1;
1629 }
1630
1631 /* detect monster */
1632 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1633 {
1634 done_one = 2;
1635
1636 if (!detect)
1637 detect = tmp;
1638 }
1639
1640 /* Basically, if race is set in the spell, then the creatures race must
1641 * match that. if the spell race is set to GOD, then the gods opposing
1642 * race must match.
1643 */
1644 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1645 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1646 spell->race.contains (tmp->race)))
1647 {
1648 done_one = 2;
1649
1650 if (!detect)
1651 detect = tmp;
1652 }
1653
1654 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1655 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1656 {
1657 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1658 done_one = 1;
1659 }
1660
1661 // Do mining detection spell:
1662 if (spell->last_sp == 1) // 1 - detect any vein
1663 {
1664 if (tmp->type == VEIN)
1665 {
1666 if (tmp->other_arch)
1667 {
1668 if (!detect)
1669 detect = tmp->other_arch;
1670 done_one = 2;
1671 }
1672 else
1934 done_one = 1; 1673 done_one = 1;
1935 } 1674 }
1936 } 1675 }
1937 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1938 floor = 1;
1939
1940 /* 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
1942 * 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.
1944 */
1945 if (floor)
1946 continue;
1947
1948 /* I had thought about making detect magic and detect curse
1949 * 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
1951 * difficult to see what object is magical/cursed, so the
1952 * effect wouldn't be as apparant.
1953 */
1954
1955 /* detect magic */
1956 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1957 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1958 {
1959 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1960 /* make runes more visibile */
1961 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1962 tmp->stats.Cha /= 4;
1963 done_one = 1;
1964 }
1965 /* detect monster */
1966 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1967 {
1968 done_one = 2;
1969 if (!detect)
1970 detect = tmp;
1971 }
1972 /* 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
1974 * race must match.
1975 */
1976 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1977 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) ||
1978 (strstr (spell->race, tmp->race))))
1979 {
1980 done_one = 2;
1981 if (!detect)
1982 detect = tmp;
1983 }
1984 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1985 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1986 {
1987 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1988 done_one = 1;
1989 }
1990 } /* for stack of objects on this space */ 1676 } /* for stack of objects on this space */
1991 1677
1992 /* Code here puts an effect of the spell on the space, so you can see 1678 /* Code here puts an effect of the spell on the space, so you can see
1993 * where the magic is. 1679 * where the magic is.
1994 */ 1680 */
1995 if (done_one) 1681 if (done_one)
1996 { 1682 {
1997 object *detect_ob = arch_to_object (spell->other_arch); 1683 object *detect_ob = spell->other_arch->instance ();
1998 1684
1999 detect_ob->x = nx;
2000 detect_ob->y = ny;
2001 /* if this is set, we want to copy the face */ 1685 /* if this is set, we want to copy the face */
2002 if (done_one == 2 && detect) 1686 if (done_one == 2 && detect)
2003 { 1687 {
2004 detect_ob->face = detect->face; 1688 detect_ob->face = detect->face;
2005 detect_ob->animation_id = detect->animation_id; 1689 detect_ob->animation_id = detect->animation_id;
2006 detect_ob->anim_speed = detect->anim_speed; 1690 detect_ob->anim_speed = detect->anim_speed;
2007 detect_ob->last_anim = 0; 1691 detect_ob->last_anim = 0;
2008 /* by default, the detect_ob is already animated */ 1692 /* by default, the detect_ob is already animated */
2009 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1693 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
2010 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1694 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
2011 } 1695 }
2012 insert_ob_in_map (detect_ob, m, op, 0); 1696
1697 m->insert (detect_ob, nx, ny, op, INS_ON_TOP);
2013 } 1698 }
2014 } /* for processing the surrounding spaces */ 1699 } /* for processing the surrounding spaces */
2015 1700
2016 1701
2017 /* Now process objects in the players inventory if detect curse or magic */ 1702 /* 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)) 1703 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL))
2019 { 1704 {
2020 done_one = 0; 1705 done_one = 0;
1706
2021 for (tmp = op->inv; tmp; tmp = tmp->below) 1707 for (tmp = op->inv; tmp; tmp = tmp->below)
2022 { 1708 {
2023 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1709 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2024 { 1710 {
2025 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)) 1711 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL))
2026 { 1712 {
2027 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1713 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
2028 if (op->type == PLAYER) 1714
1715 if (object *pl = tmp->visible_to ())
2029 esrv_send_item (op, tmp); 1716 esrv_update_item (UPD_FLAGS, pl, tmp);
2030 } 1717 }
1718
2031 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1719 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
2032 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1720 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
2033 { 1721 {
2034 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1722 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
2035 if (op->type == PLAYER) 1723
1724 if (object *pl = tmp->visible_to ())
2036 esrv_send_item (op, tmp); 1725 esrv_update_item (UPD_FLAGS, pl, tmp);
2037 } 1726 }
2038 } /* if item is not identified */ 1727 } /* if item is not identified */
2039 } /* for the players inventory */ 1728 } /* for the players inventory */
2040 } /* if detect magic/curse and object is a player */ 1729 } /* if detect magic/curse and object is a player */
1730
2041 return 1; 1731 return 1;
2042} 1732}
2043 1733
2044 1734
2045/** 1735/**
2058 1748
2059 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you."); 1749 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
2060 1750
2061 if (victim->stats.sp >= victim->stats.maxsp * 2) 1751 if (victim->stats.sp >= victim->stats.maxsp * 2)
2062 { 1752 {
2063 object *tmp;
2064
2065 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1753 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; 1754 victim->stats.sp = 2 * victim->stats.maxsp;
1755 create_exploding_ball_at (victim, caster_level);
2075 } 1756 }
2076 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1757 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."); 1758 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) 1759 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2081 {
2082 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 1760 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
2083 }
2084 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1761 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2085 { 1762 {
2086 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1763 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2087 confuse_player (victim, victim, 99); 1764 confuse_player (victim, victim, 99);
2088 } 1765 }
2089 else if (victim->stats.sp >= victim->stats.maxsp * 1.25) 1766 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
2090 {
2091 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices."); 1767 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
2092 }
2093} 1768}
2094 1769
2095/* cast_transfer 1770/* cast_transfer
2096 * This spell transfers sp from the player to another person. 1771 * This spell transfers sp from the player to another person.
2097 * We let the target go above their normal maximum SP. 1772 * We let the target go above their normal maximum SP.
2111 1786
2112 mflags = get_map_flags (m, &m, x, y, &x, &y); 1787 mflags = get_map_flags (m, &m, x, y, &x, &y);
2113 1788
2114 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1789 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
2115 { 1790 {
2116 for (plyr = get_map_ob (m, x, y); plyr != NULL; plyr = plyr->above) 1791 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
2117 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1792 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2118 break; 1793 break;
2119 } 1794 }
2120 1795
2121 1796
2122 /* If we did not find a player in the specified direction, transfer 1797 /* 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. 1798 * to anyone on top of us. This is used for the rune of transference mostly.
2124 */ 1799 */
2125 if (plyr == NULL) 1800 if (plyr == NULL)
2126 for (plyr = get_map_ob (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above) 1801 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)) 1802 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2128 break; 1803 break;
2129 1804
2130 if (!plyr) 1805 if (!plyr)
2131 { 1806 {
2134 } 1809 }
2135 /* give sp */ 1810 /* give sp */
2136 if (spell->stats.dam > 0) 1811 if (spell->stats.dam > 0)
2137 { 1812 {
2138 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell); 1813 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
2139 charge_mana_effect (plyr, caster_level (caster, spell)); 1814 charge_mana_effect (plyr, casting_level (caster, spell));
2140 return 1; 1815 return 1;
2141 } 1816 }
2142 /* suck sp away. Can't suck sp from yourself */ 1817 /* suck sp away. Can't suck sp from yourself */
2143 else if (op != plyr) 1818 else if (op != plyr)
2144 { 1819 {
2156 /* Player doesn't get full credit */ 1831 /* Player doesn't get full credit */
2157 sucked = (sucked * rate) / 100; 1832 sucked = (sucked * rate) / 100;
2158 op->stats.sp += sucked; 1833 op->stats.sp += sucked;
2159 if (sucked > 0) 1834 if (sucked > 0)
2160 { 1835 {
2161 charge_mana_effect (op, caster_level (caster, spell)); 1836 charge_mana_effect (op, casting_level (caster, spell));
2162 } 1837 }
2163 } 1838 }
2164 return 1; 1839 return 1;
2165 } 1840 }
2166 return 0; 1841 return 0;
2186 m = op->map; 1861 m = op->map;
2187 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1862 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
2188 if (mflags & P_OUT_OF_MAP) 1863 if (mflags & P_OUT_OF_MAP)
2189 return; 1864 return;
2190 1865
2191 for (tmp = get_map_ob (m, sx, sy); tmp != NULL; tmp = next) 1866 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
2192 { 1867 {
2193 next = tmp->above; 1868 next = tmp->above;
2194 1869
2195 /* Need to look at the head object - otherwise, if tmp 1870 /* Need to look at the head object - otherwise, if tmp
2196 * points to a monster, we don't have all the necessary 1871 * points to a monster, we don't have all the necessary
2208 /* Basically, if the object is magical and not counterspell, 1883 /* Basically, if the object is magical and not counterspell,
2209 * we will more or less remove the object. Don't counterspell 1884 * we will more or less remove the object. Don't counterspell
2210 * monsters either. 1885 * monsters either.
2211 */ 1886 */
2212 1887
2213 if (head->attacktype & AT_MAGIC && 1888 if (head->attacktype & AT_MAGIC
2214 !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level)) 1889 && !(head->attacktype & AT_COUNTERSPELL)
2215 { 1890 && !QUERY_FLAG (head, FLAG_MONSTER)
2216 head->remove (); 1891 && (op->level > head->level))
2217 head->destroy (0); 1892 head->destroy ();
2218 }
2219 else 1893 else
2220 switch (head->type) 1894 switch (head->type)
2221 { 1895 {
2222 case SPELL_EFFECT: 1896 case SPELL_EFFECT:
1897 // XXX: Don't affect floor spelleffects. See also XXX comment
1898 // about sanctuary in spell_util.C
1899 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1900 continue;
1901
2223 if (op->level > head->level) 1902 if (op->level > head->level)
2224 {
2225 head->remove ();
2226 head->destroy (0); 1903 head->destroy ();
2227 } 1904
2228 break; 1905 break;
2229 1906
2230 /* I really don't get this rune code that much - that 1907 /* I really don't get this rune code that much - that
2231 * random chance seems really low. 1908 * random chance seems really low.
2232 */ 1909 */
2233 case RUNE: 1910 case RUNE:
2234 if (rndm (0, 149) == 0) 1911 if (rndm (0, 149) == 0)
2235 { 1912 {
2236 head->stats.hp--; /* weaken the rune */ 1913 head->stats.hp--; /* weaken the rune */
2237 if (!head->stats.hp) 1914 if (!head->stats.hp)
2238 {
2239 head->remove ();
2240 head->destroy (0); 1915 head->destroy ();
2241 }
2242 } 1916 }
2243 break; 1917 break;
2244 } 1918 }
2245 } 1919 }
2246} 1920}
2247 1921
2248
2249
2250/* cast_consecrate() - a spell to make an altar your god's */ 1922/* cast_consecrate() - a spell to make an altar your god's */
2251int 1923int
2252cast_consecrate (object *op, object *caster, object *spell) 1924cast_consecrate (object *op, object *caster, object *spell)
2253{ 1925{
2254 char buf[MAX_BUF]; 1926 char buf[MAX_BUF];
2266 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1938 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2267 break; 1939 break;
2268 if (tmp->type == HOLY_ALTAR) 1940 if (tmp->type == HOLY_ALTAR)
2269 { 1941 {
2270 1942
2271 if (tmp->level > caster_level (caster, spell)) 1943 if (tmp->level > casting_level (caster, spell))
2272 { 1944 {
2273 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name); 1945 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name);
2274 return 0; 1946 return 0;
2275 } 1947 }
2276 else 1948 else
2277 { 1949 {
2278 /* If we got here, we are consecrating an altar */ 1950 /* If we got here, we are consecrating an altar */
2279 sprintf (buf, "Altar of %s", &god->name); 1951 sprintf (buf, "Altar of %s", &god->name);
2280 tmp->name = buf; 1952 tmp->name = buf;
2281 tmp->level = caster_level (caster, spell); 1953 tmp->level = casting_level (caster, spell);
2282 tmp->other_arch = god->arch; 1954 tmp->other_arch = god->arch;
1955
2283 if (op->type == PLAYER) 1956 if (op->type == PLAYER)
2284 esrv_update_item (UPD_NAME, op, tmp); 1957 esrv_update_item (UPD_NAME, op, tmp);
1958
2285 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name); 1959 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
2286 return 1; 1960 return 1;
2287 } 1961 }
2288 } 1962 }
2289 } 1963 }
2299 * This code was very odd - code early on would only let players use the spell, 1973 * 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 1974 * 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 1975 * that only let players use it was correct, and removed all the other
2302 * player checks. MSW 2003-01-06 1976 * player checks. MSW 2003-01-06
2303 */ 1977 */
2304
2305int 1978int
2306animate_weapon (object *op, object *caster, object *spell, int dir) 1979animate_weapon (object *op, object *caster, object *spell, int dir)
2307{ 1980{
2308 object *weapon, *tmp; 1981 object *weapon, *tmp;
2309 char buf[MAX_BUF]; 1982 char buf[MAX_BUF];
2310 int a, i; 1983 int a, i;
2311 sint16 x, y; 1984 sint16 x, y;
2312 maptile *m; 1985 maptile *m;
2313 materialtype_t *mt;
2314 1986
2315 if (!spell->other_arch) 1987 if (!spell->other_arch)
2316 { 1988 {
2317 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1989 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2318 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name); 1990 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2321 /* exit if it's not a player using this spell. */ 1993 /* exit if it's not a player using this spell. */
2322 if (op->type != PLAYER) 1994 if (op->type != PLAYER)
2323 return 0; 1995 return 0;
2324 1996
2325 /* if player already has a golem, abort */ 1997 /* if player already has a golem, abort */
2326 if (op->contr->ranges[range_golem]) 1998 if (object *golem = op->contr->golem)
2327 { 1999 {
2328 control_golem (op->contr->ranges[range_golem], dir); 2000 control_golem (golem, dir);
2329 return 0; 2001 return 0;
2330 } 2002 }
2331 2003
2332 /* if no direction specified, pick one */ 2004 /* if no direction specified, pick one */
2333 if (!dir) 2005 if (!dir)
2334 dir = find_free_spot (NULL, op->map, op->x, op->y, 1, 9); 2006 dir = find_free_spot (spell->other_arch, op->map, op->x, op->y, 1, 9);
2335 2007
2336 m = op->map; 2008 m = op->map;
2337 x = op->x + freearr_x[dir]; 2009 x = op->x + freearr_x[dir];
2338 y = op->y + freearr_y[dir]; 2010 y = op->y + freearr_y[dir];
2339 2011
2340 /* if there's no place to put the golem, abort */ 2012 /* 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) || 2013 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)) 2014 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2343 { 2015 {
2344 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2016 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
2345 return 0; 2017 return 0;
2346 } 2018 }
2347 2019
2351 if (!weapon) 2023 if (!weapon)
2352 { 2024 {
2353 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2025 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2354 return 0; 2026 return 0;
2355 } 2027 }
2028
2356 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2029 if (spell->race && weapon->arch->archname != spell->race)
2357 { 2030 {
2358 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2031 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2359 return 0; 2032 return 0;
2360 } 2033 }
2034
2361 if (weapon->type != WEAPON) 2035 if (weapon->type != WEAPON)
2362 { 2036 {
2363 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it."); 2037 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it.");
2364 return 0; 2038 return 0;
2365 } 2039 }
2040
2366 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2041 if (QUERY_FLAG (weapon, FLAG_APPLIED))
2367 { 2042 {
2368 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon)); 2043 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; 2044 return 0;
2370 } 2045 }
2371 2046
2372 if (weapon->nrof > 1) 2047 weapon = weapon->split ();
2373 {
2374 tmp = get_split_ob (weapon, 1);
2375 esrv_send_item (op, weapon);
2376 weapon = tmp;
2377 }
2378 2048
2379 /* create the golem object */ 2049 /* create the golem object */
2380 tmp = arch_to_object (spell->other_arch); 2050 tmp = spell->other_arch->instance ();
2381 2051
2382 /* if animated by a player, give the player control of the golem */ 2052 /* if animated by a player, give the player control of the golem */
2383 CLEAR_FLAG (tmp, FLAG_MONSTER); 2053 CLEAR_FLAG (tmp, FLAG_MONSTER);
2384 SET_FLAG (tmp, FLAG_FRIENDLY);
2385 tmp->stats.exp = 0; 2054 tmp->stats.exp = 0;
2386 add_friendly_object (tmp); 2055 add_friendly_object (tmp);
2387 tmp->type = GOLEM; 2056 tmp->type = GOLEM;
2388 set_owner (tmp, op); 2057 tmp->set_owner (op);
2058 op->contr->golem = tmp;
2389 set_spell_skill (op, caster, spell, tmp); 2059 set_spell_skill (op, caster, spell, tmp);
2390 op->contr->ranges[range_golem] = tmp;
2391 op->contr->shoottype = range_golem;
2392 2060
2393 /* Give the weapon to the golem now. A bit of a hack to check the 2061 /* 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 2062 * removed flag - it should only be set if weapon->split was
2395 * used above. 2063 * used above.
2396 */ 2064 */
2397 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2065 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2398 weapon->remove (); 2066 weapon->remove ();
2399 insert_ob_in_ob (weapon, tmp); 2067
2400 esrv_send_item (op, weapon); 2068 tmp->insert (weapon);
2069
2401 /* To do everything necessary to let a golem use the weapon is a pain, 2070 /* 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 2071 * so instead, just set it as equipped (otherwise, we need to update
2403 * body_info, skills, etc) 2072 * body_info, skills, etc)
2404 */ 2073 */
2405 SET_FLAG (tmp, FLAG_USE_WEAPON); 2074 SET_FLAG (tmp, FLAG_USE_WEAPON);
2406 SET_FLAG (weapon, FLAG_APPLIED); 2075 SET_FLAG (weapon, FLAG_APPLIED);
2407 fix_player (tmp); 2076 tmp->update_stats ();
2408 2077
2409 /* There used to be 'odd' code that basically seemed to take the absolute 2078 /* 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 - 2079 * 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. 2080 * if you're using a crappy weapon, it shouldn't be as good.
2412 */ 2081 */
2431 2100
2432 /* attacktype */ 2101 /* attacktype */
2433 if (!tmp->attacktype) 2102 if (!tmp->attacktype)
2434 tmp->attacktype = AT_PHYSICAL; 2103 tmp->attacktype = AT_PHYSICAL;
2435 2104
2436 mt = NULL;
2437 if (op->materialname != NULL)
2438 mt = name_to_material (op->materialname);
2439 if (mt != NULL)
2440 {
2441 for (i = 0; i < NROFATTACKS; i++) 2105 for (i = 0; i < NROFATTACKS; i++)
2442 tmp->resist[i] = 50 - (mt->save[i] * 5); 2106 tmp->resist[i] = 50 - (op->material->save[i] * 5);
2443 a = mt->save[0]; 2107
2444 } 2108 a = op->material->save[0];
2445 else 2109
2446 {
2447 for (i = 0; i < NROFATTACKS; i++)
2448 tmp->resist[i] = 5;
2449 a = 10;
2450 }
2451 /* Set weapon's immunity */ 2110 /* Set weapon's immunity */
2452 tmp->resist[ATNR_CONFUSION] = 100; 2111 tmp->resist[ATNR_CONFUSION] = 100;
2453 tmp->resist[ATNR_POISON] = 100; 2112 tmp->resist[ATNR_POISON] = 100;
2454 tmp->resist[ATNR_SLOW] = 100; 2113 tmp->resist[ATNR_SLOW] = 100;
2455 tmp->resist[ATNR_PARALYZE] = 100; 2114 tmp->resist[ATNR_PARALYZE] = 100;
2461 2120
2462 /* Improve weapon's armour value according to best save vs. physical of its material */ 2121 /* Improve weapon's armour value according to best save vs. physical of its material */
2463 2122
2464 if (a > 14) 2123 if (a > 14)
2465 a = 14; 2124 a = 14;
2125
2466 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); 2126 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2467 2127
2468 /* Determine golem's speed */ 2128 /* Determine golem's speed */
2469 tmp->speed = 0.4 + 0.1 * SP_level_range_adjust (caster, spell); 2129 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 2130
2474 if (!spell->race) 2131 if (!spell->race)
2475 { 2132 {
2476 sprintf (buf, "animated %s", &weapon->name); 2133 sprintf (buf, "animated %s", &weapon->name);
2477 tmp->name = buf; 2134 tmp->name = buf;
2479 tmp->face = weapon->face; 2136 tmp->face = weapon->face;
2480 tmp->animation_id = weapon->animation_id; 2137 tmp->animation_id = weapon->animation_id;
2481 tmp->anim_speed = weapon->anim_speed; 2138 tmp->anim_speed = weapon->anim_speed;
2482 tmp->last_anim = weapon->last_anim; 2139 tmp->last_anim = weapon->last_anim;
2483 tmp->state = weapon->state; 2140 tmp->state = weapon->state;
2484 if (QUERY_FLAG (weapon, FLAG_ANIMATE)) 2141 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 } 2142 }
2494 2143
2495 /* make experience increase in proportion to the strength of the summoned creature. */ 2144 /* 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)); 2145 tmp->stats.exp *= 1 + (max (spell->stats.maxgrace, spell->stats.sp) / casting_level (caster, spell));
2497 2146
2498 tmp->speed_left = -1; 2147 tmp->speed_left = -1;
2499 tmp->x = x;
2500 tmp->y = y;
2501 tmp->direction = dir; 2148 tmp->direction = dir;
2502 insert_ob_in_map (tmp, m, op, 0); 2149
2150 m->insert (tmp, x, y, op);
2503 return 1; 2151 return 1;
2504} 2152}
2505 2153
2506/* cast_daylight() - changes the map darkness level *lower* */ 2154/* cast_daylight() - changes the map darkness level *lower* */
2507 2155
2508/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2156/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2509 * This changes the light level for the entire map. 2157 * This changes the light level for the entire map.
2510 */ 2158 */
2511
2512int 2159int
2513cast_change_map_lightlevel (object *op, object *caster, object *spell) 2160cast_change_map_lightlevel (object *op, object *caster, object *spell)
2514{ 2161{
2515 int success; 2162 int success;
2516 2163
2517 if (!op->map) 2164 if (!op->map)
2518 return 0; /* shouldnt happen */ 2165 return 0; /* shouldnt happen */
2519 2166
2520 success = change_map_light (op->map, spell->stats.dam); 2167 success = op->map->change_map_light (spell->stats.dam);
2168
2521 if (!success) 2169 if (!success)
2522 { 2170 {
2523 if (spell->stats.dam < 0) 2171 if (spell->stats.dam < 0)
2524 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2172 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2525 else 2173 else
2526 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2174 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here.");
2527 } 2175 }
2176
2528 return success; 2177 return success;
2529} 2178}
2530
2531
2532
2533
2534 2179
2535/* create an aura spell object and put it in the player's inventory. 2180/* 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, 2181 * as usual, op is player, caster is the object casting the spell,
2537 * spell is the spell object itself. 2182 * spell is the spell object itself.
2538 */ 2183 */
2544 2189
2545 new_aura = present_arch_in_ob (spell->other_arch, op); 2190 new_aura = present_arch_in_ob (spell->other_arch, op);
2546 if (new_aura) 2191 if (new_aura)
2547 refresh = 1; 2192 refresh = 1;
2548 else 2193 else
2549 new_aura = arch_to_object (spell->other_arch); 2194 new_aura = spell->other_arch->instance ();
2550 2195
2551 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); 2196 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2552 2197
2553 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 2198 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2554 2199
2555 set_owner (new_aura, op);
2556 set_spell_skill (op, caster, spell, new_aura); 2200 set_spell_skill (op, caster, spell, new_aura);
2557 new_aura->attacktype = spell->attacktype; 2201 new_aura->attacktype = spell->attacktype;
2558 2202
2559 new_aura->level = caster_level (caster, spell); 2203 new_aura->level = casting_level (caster, spell);
2204
2560 if (refresh) 2205 if (refresh)
2561 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2206 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2562 else 2207 else
2563 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2208 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2209
2564 insert_ob_in_ob (new_aura, op); 2210 insert_ob_in_ob (new_aura, op);
2211 new_aura->set_owner (op);
2212
2565 return 1; 2213 return 1;
2566} 2214}
2567
2568 2215
2569/* move aura function. An aura is a part of someone's inventory, 2216/* 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 2217 * which he carries with him, but which acts on the map immediately
2571 * around him. 2218 * around him.
2572 * Aura parameters: 2219 * Aura parameters:
2573 * duration: duration counter. 2220 * duration: duration counter.
2574 * attacktype: aura's attacktype 2221 * attacktype: aura's attacktype
2575 * other_arch: archetype to drop where we attack 2222 * other_arch: archetype to drop where we attack
2576 */ 2223 */
2577
2578void 2224void
2579move_aura (object *aura) 2225move_aura (object *aura)
2580{ 2226{
2581 int i, mflags;
2582 object *env;
2583 maptile *m;
2584
2585 /* auras belong in inventories */ 2227 /* auras belong in inventories */
2586 env = aura->env; 2228 object *env = aura->env;
2229 object *owner = aura->owner;
2587 2230
2588 /* no matter what we've gotta remove the aura... 2231 /* no matter what we've gotta remove the aura...
2589 * we'll put it back if its time isn't up. 2232 * we'll put it back if its time isn't up.
2590 */ 2233 */
2591 aura->remove (); 2234 aura->remove ();
2592 2235
2593 /* exit if we're out of gas */ 2236 /* exit if we're out of gas */
2594 if (aura->duration-- < 0) 2237 if (aura->duration-- < 0)
2595 { 2238 {
2596 aura->destroy (0); 2239 aura->destroy ();
2597 return; 2240 return;
2598 } 2241 }
2599 2242
2600 /* auras only exist in inventories */ 2243 /* auras only exist in inventories */
2601 if (env == NULL || env->map == NULL) 2244 if (!env || !env->map)
2602 { 2245 {
2603 aura->destroy (0); 2246 aura->destroy ();
2604 return; 2247 return;
2605 } 2248 }
2606 aura->x = env->x;
2607 aura->y = env->y;
2608 2249
2609 /* we need to jump out of the inventory for a bit 2250 /* we need to jump out of the inventory for a bit
2610 * in order to hit the map conveniently. 2251 * in order to hit the map conveniently.
2611 */ 2252 */
2612 insert_ob_in_map (aura, env->map, aura, 0); 2253 aura->insert_at (env, aura);
2613 2254
2614 for (i = 1; i < 9; i++) 2255 for (int i = 1; i < 9; i++)
2615 { 2256 {
2616 sint16 nx, ny; 2257 mapxy pos (env);
2258 pos.move (i);
2617 2259
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 2260 /* 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 2261 * 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. 2262 * is flying also, if player is walking, it is on the ground, etc.
2625 */ 2263 */
2626 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny)))) 2264 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2627 { 2265 {
2628 hit_map (aura, i, aura->attacktype, 0); 2266 hit_map (aura, i, aura->attacktype, 0);
2629 2267
2630 if (aura->other_arch) 2268 if (aura->other_arch)
2631 { 2269 pos.insert (aura->other_arch->instance (), aura);
2632 object *new_ob;
2633
2634 new_ob = arch_to_object (aura->other_arch);
2635 new_ob->x = nx;
2636 new_ob->y = ny;
2637 insert_ob_in_map (new_ob, m, aura, 0);
2638 } 2270 }
2639 }
2640 } 2271 }
2272
2641 /* put the aura back in the player's inventory */ 2273 /* put the aura back in the player's inventory */
2642 aura->remove (); 2274 env->insert (aura);
2643 insert_ob_in_ob (aura, env); 2275 aura->set_owner (owner);
2644} 2276}
2645 2277
2646/* moves the peacemaker spell. 2278/* moves the peacemaker spell.
2647 * op is the piece object. 2279 * op is the piece object.
2648 */ 2280 */
2649
2650void 2281void
2651move_peacemaker (object *op) 2282move_peacemaker (object *op)
2652{ 2283{
2653 object *tmp; 2284 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 { 2285 {
2657 int atk_lev, def_lev; 2286 int atk_lev, def_lev;
2658 object *victim = tmp; 2287 object *victim = tmp->head_ ();
2659 2288
2660 if (tmp->head)
2661 victim = tmp->head;
2662 if (!QUERY_FLAG (victim, FLAG_MONSTER)) 2289 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2663 continue; 2290 continue;
2291
2664 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2292 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2665 continue; 2293 continue;
2294
2666 if (victim->stats.exp == 0) 2295 if (victim->stats.exp == 0)
2667 continue; 2296 continue;
2668 2297
2669 def_lev = MAX (1, victim->level); 2298 def_lev = max (1, victim->level);
2670 atk_lev = MAX (1, op->level); 2299 atk_lev = max (1, op->level);
2671 2300
2672 if (rndm (0, atk_lev - 1) > def_lev) 2301 if (rndm (0, atk_lev - 1) > def_lev)
2673 { 2302 {
2674 /* make this sucker peaceful. */ 2303 /* make this sucker peaceful. */
2675 2304
2305 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2676 change_exp (get_owner (op), victim->stats.exp, op->skill, 0); 2306 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2677 victim->stats.exp = 0; 2307 victim->stats.exp = 0;
2678#if 0 2308#if 0
2679 /* No idea why these were all set to zero - if something 2309 /* No idea why these were all set to zero - if something
2680 * makes this creature agressive, he should still do damage. 2310 * makes this creature agressive, he should still do damage.
2681 */ 2311 */
2687 victim->attack_movement = RANDO2; 2317 victim->attack_movement = RANDO2;
2688 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2318 SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2689 SET_FLAG (victim, FLAG_RUN_AWAY); 2319 SET_FLAG (victim, FLAG_RUN_AWAY);
2690 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2320 SET_FLAG (victim, FLAG_RANDOM_MOVE);
2691 CLEAR_FLAG (victim, FLAG_MONSTER); 2321 CLEAR_FLAG (victim, FLAG_MONSTER);
2322
2692 if (victim->name) 2323 if (victim->name)
2693 {
2694 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name); 2324 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2695 } 2325 }
2696 }
2697 } 2326 }
2698} 2327}
2699
2700 2328
2701/* This writes a rune that contains the appropriate message. 2329/* This writes a rune that contains the appropriate message.
2702 * There really isn't any adjustments we make. 2330 * There really isn't any adjustments we make.
2703 */ 2331 */
2704
2705int 2332int
2706write_mark (object *op, object *spell, const char *msg) 2333write_mark (object *op, object *spell, const char *msg)
2707{ 2334{
2708 char rune[HUGE_BUF];
2709 object *tmp;
2710
2711 if (!msg || msg[0] == 0) 2335 if (!msg || msg[0] == 0)
2712 { 2336 {
2713 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2337 new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2714 return 0; 2338 return 0;
2715 } 2339 }
2716 2340
2717 if (strcasestr_local (msg, "endmsg")) 2341 if (!msg_is_safe (msg))
2718 { 2342 {
2719 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?"); 2343 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); 2344 LOG (llevInfo, "write_mark: player %s tried to write bogus rune %s\n", &op->name, msg);
2721 return 0; 2345 return 0;
2722 } 2346 }
2347
2723 if (!spell->other_arch) 2348 if (!spell->other_arch)
2724 return 0; 2349 return 0;
2725 tmp = arch_to_object (spell->other_arch);
2726 2350
2727 snprintf (rune, sizeof (rune), "%s\n", msg); 2351 object *tmp = spell->other_arch->instance ();
2728 2352
2729 tmp->race = op->name; /*Save the owner of the rune */ 2353 tmp->race = op->name; /*Save the owner of the rune */
2730 tmp->msg = rune; 2354 tmp->msg = msg;
2731 tmp->x = op->x; 2355
2732 tmp->y = op->y; 2356 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2733 insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR); 2357
2734 return 1; 2358 return 1;
2735} 2359}
2360

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