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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.20 by root, Thu Dec 14 04:30:32 2006 UTC vs.
Revision 1.102 by root, Tue May 5 04:51:56 2009 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <object.h> 25#include <object.h>
26#include <living.h> 26#include <living.h>
27#ifndef __CEXTRACT__
28# include <sproto.h> 27#include <sproto.h>
29#endif
30#include <spells.h> 28#include <spells.h>
31#include <sounds.h> 29#include <sounds.h>
32 30
33/* cast_magic_storm: This is really used mostly for spell 31/* cast_magic_storm: This is really used mostly for spell
34 * fumbles at the like. tmp is the object to propogate. 32 * fumbles at the like. tmp is the object to propogate.
37void 35void
38cast_magic_storm (object *op, object *tmp, int lvl) 36cast_magic_storm (object *op, object *tmp, int lvl)
39{ 37{
40 if (!tmp) 38 if (!tmp)
41 return; /* error */ 39 return; /* error */
40
42 tmp->level = op->level; 41 tmp->level = op->level;
43 tmp->x = op->x;
44 tmp->y = op->y;
45 tmp->range += lvl / 5; /* increase the area of destruction */ 42 tmp->range += lvl / 5; /* increase the area of destruction */
46 tmp->duration += lvl / 5; 43 tmp->duration += lvl / 5;
47 44
48 /* Put a cap on duration for this - if the player fails in their 45 /* Put a cap on duration for this - if the player fails in their
49 * apartment, don't want it to go on so long that it kills them 46 * apartment, don't want it to go on so long that it kills them
50 * multiple times. Also, damge already increases with level, 47 * multiple times. Also, damge already increases with level,
51 * so don't really need to increase the duration as much either. 48 * so don't really need to increase the duration as much either.
52 */ 49 */
53 if (tmp->duration >= 40) 50 if (tmp->duration >= 40)
54 tmp->duration = 40; 51 tmp->duration = 40;
52
55 tmp->stats.dam = lvl; /* nasty recoils! */ 53 tmp->stats.dam = lvl; /* nasty recoils! */
56 tmp->stats.maxhp = tmp->count; /* tract single parent */ 54 tmp->stats.maxhp = tmp->count; /* tract single parent */
57 insert_ob_in_map (tmp, op->map, op, 0);
58 55
56 tmp->insert_at (op, op);
59} 57}
60
61 58
62int 59int
63recharge (object *op, object *caster, object *spell_ob) 60recharge (object *op, object *caster, object *spell_ob)
64{ 61{
65 object *wand, *tmp; 62 object *wand, *tmp;
66 int ncharges; 63 int ncharges;
67 64
68 wand = find_marked_object (op); 65 wand = find_marked_object (op);
69 if (wand == NULL || wand->type != WAND) 66 if (!wand || wand->type != WAND)
70 { 67 {
71 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge."); 68 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge.");
72 return 0; 69 return 0;
73 } 70 }
74 if (!(random_roll (0, 3, op, PREFER_HIGH))) 71 if (!(random_roll (0, 3, op, PREFER_HIGH)))
75 { 72 {
76 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand)); 73 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand));
77 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE); 74 op->play_sound (sound_find ("ob_explode"));
78 esrv_del_item (op->contr, wand->count);
79 wand->destroy (); 75 wand->destroy ();
80 tmp = get_archetype ("fireball"); 76 tmp = get_archetype ("fireball");
81 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; 77 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
78
82 if (!tmp->stats.dam) 79 if (!tmp->stats.dam)
83 tmp->stats.dam = 1; 80 tmp->stats.dam = 1;
81
84 tmp->stats.hp = tmp->stats.dam / 2; 82 tmp->stats.hp = tmp->stats.dam / 2;
83
85 if (tmp->stats.hp < 2) 84 if (tmp->stats.hp < 2)
86 tmp->stats.hp = 2; 85 tmp->stats.hp = 2;
87 tmp->x = op->x; 86
88 tmp->y = op->y; 87 tmp->insert_at (op);
89 insert_ob_in_map (tmp, op->map, NULL, 0);
90 return 1; 88 return 1;
91 } 89 }
92 90
93 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)); 91 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob));
92
94 if (wand->inv && wand->inv->level) 93 if (wand->inv && wand->inv->level)
95 ncharges /= wand->inv->level; 94 ncharges /= wand->inv->level;
96 else 95 else
97 { 96 {
98 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand)); 97 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand));
99 return 0; 98 return 0;
100 } 99 }
100
101 if (!ncharges) 101 if (!ncharges)
102 ncharges = 1; 102 ncharges = 1;
103 103
104 wand->stats.food += ncharges; 104 wand->stats.food += ncharges;
105 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand)); 105 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand));
106
106 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE)) 107 if (wand->arch && QUERY_FLAG (wand->arch, FLAG_ANIMATE))
107 { 108 {
108 SET_FLAG (wand, FLAG_ANIMATE); 109 SET_FLAG (wand, FLAG_ANIMATE);
109 wand->speed = wand->arch->clone.speed; 110 wand->set_speed (wand->arch->speed);
110 update_ob_speed (wand);
111 } 111 }
112
112 return 1; 113 return 1;
113} 114}
114 115
115/* Create a missile (nonmagic - magic +4). Will either create bolts or arrows 116/* Create a missile (nonmagic - magic +4). Will either create bolts or arrows
116 * based on whether a crossbow or bow is equiped. If neither, it defaults to 117 * based on whether a crossbow or bow is equiped. If neither, it defaults to
120 * great a plus, the default is used. 121 * great a plus, the default is used.
121 * The # of arrows created also goes up with level, so if a 30th level mage 122 * The # of arrows created also goes up with level, so if a 30th level mage
122 * wants LOTS of arrows, and doesn't care what the plus is he could 123 * wants LOTS of arrows, and doesn't care what the plus is he could
123 * create nonnmagic arrows, or even -1, etc... 124 * create nonnmagic arrows, or even -1, etc...
124 */ 125 */
125
126int 126int
127cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg) 127cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg)
128{ 128{
129 int missile_plus = 0, bonus_plus = 0; 129 int bonus_plus = 0;
130 const char *missile_name; 130 const char *missile_name = "arrow";
131 object *tmp, *missile;
132 131
133 missile_name = "arrow";
134
135 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 132 for (object *tmp = op->inv; tmp; tmp = tmp->below)
136 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) 133 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED))
137 missile_name = tmp->race; 134 missile_name = tmp->race;
138 135
139 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); 136 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
140 137
141 if (archetype::find (missile_name) == NULL) 138 archetype *missile_arch = archetype::find (missile_name);
139
140 if (!missile_arch)
142 { 141 {
143 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name); 142 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name);
144 return 0; 143 return 0;
145 } 144 }
146 145
147 missile = get_archetype (missile_name); 146 object *missile = missile_arch->instance ();
148 147
149 if (stringarg) 148 if (stringarg)
150 { 149 {
151 /* If it starts with a letter, presume it is a description */ 150 /* If it starts with a letter, presume it is a description */
152 if (isalpha (*stringarg)) 151 if (isalpha (*stringarg))
153 { 152 {
154 artifact *al = find_artifactlist (missile->type)->items; 153 artifact *al = find_artifactlist (missile->type)->items;
155 154
156 for (; al != NULL; al = al->next) 155 for (; al; al = al->next)
157 if (!strcasecmp (al->item->name, stringarg)) 156 if (!strcasecmp (al->item->name, stringarg))
158 break; 157 break;
159 158
160 if (!al) 159 if (!al)
161 { 160 {
170 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg); 169 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg);
171 return 0; 170 return 0;
172 } 171 }
173 172
174 give_artifact_abilities (missile, al->item); 173 give_artifact_abilities (missile, al->item);
175 /* These special arrows cost something extra. Don't have them also be magical - 174 /* These special arrows cost something extra. Don't have them also be magical -
176 * otherwise, in most cases, not enough will be created. I don't want to get into 175 * otherwise, in most cases, not enough will be created. I don't want to get into
177 * the parsing of having to do both plus and type. 176 * the parsing of having to do both plus and type.
178 */ 177 */
179 bonus_plus = 1 + (al->item->value / 5); 178 bonus_plus = 1 + (al->item->value / 5);
180 missile_plus = 0; 179 missile_plus = 0;
181 } 180 }
182 else if (atoi (stringarg) < missile_plus) 181 else if (atoi (stringarg) < missile_plus)
183 missile_plus = atoi (stringarg); 182 missile_plus = atoi (stringarg);
184 } 183 }
185 184
186 if (missile_plus > 4) 185 missile_plus = clamp (missile_plus, -4, 4);
187 missile_plus = 4;
188 else if (missile_plus < -4)
189 missile_plus = -4;
190 186
191 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 187 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
192 missile->nrof -= 3 * (missile_plus + bonus_plus); 188 missile->nrof -= 3 * (missile_plus + bonus_plus);
193 189
194 if (missile->nrof < 1) 190 if (missile->nrof < 1)
214{ 210{
215 int food_value; 211 int food_value;
216 archetype *at = NULL; 212 archetype *at = NULL;
217 object *new_op; 213 object *new_op;
218 214
219 food_value = spell_ob->stats.food + +50 * SP_level_duration_adjust (caster, spell_ob); 215 food_value = spell_ob->stats.food + 50 * SP_level_duration_adjust (caster, spell_ob);
220 216
221 if (stringarg) 217 if (stringarg)
222 { 218 {
223 at = find_archetype_by_object_type_name (FOOD, stringarg); 219 at = find_archetype_by_object_type_name (FOOD, stringarg);
224 if (at == NULL) 220 if (at == NULL)
225 at = find_archetype_by_object_type_name (DRINK, stringarg); 221 at = find_archetype_by_object_type_name (DRINK, stringarg);
226 if (at == NULL || at->clone.stats.food > food_value) 222 if (at == NULL || at->stats.food > food_value)
227 stringarg = NULL; 223 stringarg = NULL;
228 } 224 }
229 225
230 if (!stringarg) 226 if (!stringarg)
231 { 227 {
237 * We don't use flesh types because the weight values of those need 233 * We don't use flesh types because the weight values of those need
238 * to be altered from the donor. 234 * to be altered from the donor.
239 */ 235 */
240 236
241 /* We assume the food items don't have multiple parts */ 237 /* We assume the food items don't have multiple parts */
242 for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next) 238 for_all_archetypes (at_tmp)
243 { 239 {
244 if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK) 240 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
245 { 241 {
246 /* Basically, if the food value is something that is creatable 242 /* Basically, if the food value is something that is creatable
247 * under the limits of the spell and it is higher than 243 * under the limits of the spell and it is higher than
248 * the item we have now, take it instead. 244 * the item we have now, take it instead.
249 */ 245 */
250 if (at_tmp->clone.stats.food <= food_value && (!at || at_tmp->clone.stats.food > at->clone.stats.food)) 246 if (at_tmp->stats.food <= food_value
247 && (!at
248 || at_tmp->stats.food > at->stats.food
249 || (at_tmp->stats.food == at->stats.food
250 && at_tmp->weight < at->weight)))
251 at = at_tmp; 251 at = at_tmp;
252 } 252 }
253 } 253 }
254 } 254 }
255
255 /* Pretty unlikely (there are some very low food items), but you never 256 /* Pretty unlikely (there are some very low food items), but you never
256 * know 257 * know
257 */ 258 */
258 if (!at) 259 if (!at)
259 { 260 {
260 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); 261 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food.");
261 return 0; 262 return 0;
262 } 263 }
263 264
264 food_value /= at->clone.stats.food; 265 food_value /= at->stats.food;
265 new_op = arch_to_object (at); 266 new_op = arch_to_object (at);
266 new_op->nrof = food_value; 267 new_op->nrof = food_value;
267 268
268 new_op->value = 0; 269 new_op->value = 0;
269 if (new_op->nrof < 1) 270 if (new_op->nrof < 1)
278{ 279{
279 int r, mflags, maxrange; 280 int r, mflags, maxrange;
280 object *tmp; 281 object *tmp;
281 maptile *m; 282 maptile *m;
282 283
283
284 if (!dir) 284 if (!dir)
285 { 285 {
286 examine_monster (op, op); 286 examine_monster (op, op);
287 return 1; 287 return 1;
288 } 288 }
289
289 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 290 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
290 for (r = 1; r < maxrange; r++) 291 for (r = 1; r < maxrange; r++)
291 { 292 {
292 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir]; 293 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir];
293 294
300 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) 301 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC))
301 { 302 {
302 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 303 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
303 return 0; 304 return 0;
304 } 305 }
306
305 if (mflags & P_IS_ALIVE) 307 if (mflags & P_IS_ALIVE)
306 { 308 {
307 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above) 309 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
308 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 310 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
309 { 311 {
310 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 312 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
311 if (tmp->head != NULL) 313 if (tmp->head != NULL)
312 tmp = tmp->head; 314 tmp = tmp->head;
313 examine_monster (op, tmp); 315 examine_monster (op, tmp);
314 return 1; 316 return 1;
315 } 317 }
316 } 318 }
317 } 319 }
320
318 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); 321 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
319 return 1; 322 return 1;
320} 323}
321
322 324
323/* This checks to see if 'pl' is invisible to 'mon'. 325/* This checks to see if 'pl' is invisible to 'mon'.
324 * does race check, undead check, etc 326 * does race check, undead check, etc
325 * Returns TRUE if mon can't see pl, false 327 * Returns TRUE if mon can't see pl, false
326 * otherwise. This doesn't check range, walls, etc. It 328 * otherwise. This doesn't check range, walls, etc. It
328 * pl is invisible. 330 * pl is invisible.
329 */ 331 */
330int 332int
331makes_invisible_to (object *pl, object *mon) 333makes_invisible_to (object *pl, object *mon)
332{ 334{
333
334 if (!pl->invisible) 335 if (!pl->invisible)
335 return 0; 336 return 0;
337
336 if (pl->type == PLAYER) 338 if (pl->type == PLAYER)
337 { 339 {
338 /* If race isn't set, then invisible unless it is undead */ 340 /* If race isn't set, then invisible unless it is undead */
339 if (!pl->contr->invis_race) 341 if (!pl->contr->invis_race)
340 { 342 {
341 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 343 if (QUERY_FLAG (mon, FLAG_UNDEAD))
342 return 0; 344 return 0;
345
343 return 1; 346 return 1;
344 } 347 }
348
345 /* invis_race is set if we get here */ 349 /* invis_race is set if we get here */
346 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 350 if (pl->contr->invis_race == shstr_undead && is_true_undead (mon))
347 return 1; 351 return 1;
352
348 /* No race, can't be invisible to it */ 353 /* No race, can't be invisible to it */
349 if (!mon->race) 354 if (!mon->race)
350 return 0; 355 return 0;
356
351 if (strstr (mon->race, pl->contr->invis_race)) 357 if (mon->race.contains (pl->contr->invis_race))
352 return 1; 358 return 1;
359
353 /* Nothing matched above, return 0 */ 360 /* Nothing matched above, return 0 */
354 return 0; 361 return 0;
355 } 362 }
356 else 363 else
357 { 364 {
370 * normal applies. 377 * normal applies.
371 */ 378 */
372int 379int
373cast_invisible (object *op, object *caster, object *spell_ob) 380cast_invisible (object *op, object *caster, object *spell_ob)
374{ 381{
375 object *tmp;
376
377 if (op->invisible > 1000) 382 if (op->invisible > 1000)
378 { 383 {
379 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further"); 384 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further");
380 return 0; 385 return 0;
381 } 386 }
397 else 402 else
398 op->contr->tmp_invis = 1; 403 op->contr->tmp_invis = 1;
399 404
400 op->contr->hidden = 0; 405 op->contr->hidden = 0;
401 } 406 }
407
402 if (makes_invisible_to (op, op)) 408 if (makes_invisible_to (op, op))
403 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!"); 409 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!");
404 else 410 else
405 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!"); 411 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
406 412
407 update_object (op, UP_OBJ_FACE); 413 update_object (op, UP_OBJ_CHANGE);
408 414
409 /* Only search the active objects - only these should actually do 415 /* Only search the active objects - only these should actually do
410 * harm to the player. 416 * harm to the player.
411 */ 417 */
412 for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) 418 for_all_actives (tmp)
413 if (tmp->enemy == op) 419 if (tmp->enemy == op)
414 tmp->enemy = NULL; 420 tmp->enemy = 0;
421
415 return 1; 422 return 1;
416} 423}
417 424
418/* earth to dust spell. Basically destroys earthwalls in the area. 425/* earth to dust spell. Basically destroys earthwalls in the area.
419 */ 426 */
420int 427int
421cast_earth_to_dust (object *op, object *caster, object *spell_ob) 428cast_earth_to_dust (object *op, object *caster, object *spell_ob)
422{ 429{
423 object *tmp, *next;
424 int range, i, j, mflags; 430 int range, i, j, mflags;
425 sint16 sx, sy; 431 sint16 sx, sy;
426 maptile *m; 432 maptile *m;
427
428 if (op->type != PLAYER)
429 return 0;
430 433
431 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 434 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
432 435
433 for (i = -range; i <= range; i++) 436 for (i = -range; i <= range; i++)
434 for (j = -range; j <= range; j++) 437 for (j = -range; j <= range; j++)
439 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 442 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
440 443
441 if (mflags & P_OUT_OF_MAP) 444 if (mflags & P_OUT_OF_MAP)
442 continue; 445 continue;
443 446
444 // earth to dust tears down everything that can be teared down 447 // earth to dust tears down everything that can be torn down
445 for (tmp = get_map_ob (m, sx, sy); tmp != NULL; tmp = next) 448 for (object *next, *tmp = m->at (sx, sy).bot; tmp; tmp = next)
446 { 449 {
447 next = tmp->above; 450 next = tmp->above;
451
448 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 452 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
449 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 453 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
450 } 454 }
451 } 455 }
456
452 return 1; 457 return 1;
453} 458}
454
455 459
456void 460void
457execute_word_of_recall (object *op) 461execute_word_of_recall (object *op)
458{ 462{
459 object *wor = op; 463 if (object *pl = op->in_player ())
460 464 {
461 while (op != NULL && op->type != PLAYER) 465 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST))
462 op = op->env;
463
464 if (op != NULL && op->map)
465 if ((get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_CLERIC) && (!QUERY_FLAG (op, FLAG_WIZCAST)))
466 new_draw_info (NDI_UNIQUE, 0, op, "You feel something fizzle inside you."); 466 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
467 else 467 else
468 enter_exit (op, wor); 468 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
469 }
469 470
470 wor->destroy (); 471 op->destroy ();
471} 472}
472 473
473/* Word of recall causes the player to return 'home'. 474/* Word of recall causes the player to return 'home'.
474 * we put a force into the player object, so that there is a 475 * we put a force into the player object, so that there is a
475 * time delay effect. 476 * time delay effect.
488 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 489 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
489 return 1; 490 return 1;
490 } 491 }
491 492
492 dummy = get_archetype (FORCE_NAME); 493 dummy = get_archetype (FORCE_NAME);
493 if (dummy == NULL) 494
495 if (!dummy)
494 { 496 {
495 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 497 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
496 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); 498 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
497 return 0; 499 return 0;
498 } 500 }
501
499 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob); 502 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob);
500 if (time < 1) 503 if (time < 1)
501 time = 1; 504 time = 1;
502 505
503 /* value of speed really doesn't make much difference, as long as it is 506 /* value of speed really doesn't make much difference, as long as it is
504 * positive. Lower value may be useful so that the problem doesn't 507 * positive. Lower value may be useful so that the problem doesn't
505 * do anything really odd if it say a -1000 or something. 508 * do anything really odd if it say a -1000 or something.
506 */ 509 */
507 dummy->speed = 0.002; 510 dummy->set_speed (0.002);
508 update_ob_speed (dummy);
509 dummy->speed_left = -dummy->speed * time; 511 dummy->speed_left = -dummy->speed * time;
510 dummy->type = SPELL_EFFECT; 512 dummy->type = SPELL_EFFECT;
511 dummy->subtype = SP_WORD_OF_RECALL; 513 dummy->subtype = SP_WORD_OF_RECALL;
512 514
513 /* If we could take advantage of enter_player_savebed() here, it would be 515 /* If we could take advantage of enter_player_savebed() here, it would be
514 * nice, but until the map load fails, we can't. 516 * nice, but until the map load fails, we can't.
515 */ 517 */
516 EXIT_PATH (dummy) = op->contr->savebed_map; 518 EXIT_PATH (dummy) = op->contr->savebed_map;
517 EXIT_X (dummy) = op->contr->bed_x; 519 EXIT_X (dummy) = op->contr->bed_x;
518 EXIT_Y (dummy) = op->contr->bed_y; 520 EXIT_Y (dummy) = op->contr->bed_y;
519 521
520 (void) insert_ob_in_ob (dummy, op); 522 op->insert (dummy);
523
521 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 524 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
525
522 return 1; 526 return 1;
523} 527}
524 528
525/* cast_wonder 529/* cast_wonder
526 * wonder is really just a spell that will likely cast another 530 * wonder is really just a spell that will likely cast another
556 return cast_spell (op, caster, dir, newspell, NULL); 560 return cast_spell (op, caster, dir, newspell, NULL);
557 } 561 }
558 return 1; 562 return 1;
559} 563}
560 564
561
562int 565int
563perceive_self (object *op) 566perceive_self (object *op)
564{ 567{
565 char *cp = describe_item (op, op), buf[MAX_BUF]; 568 const char *cp = describe_item (op, op);
566 archetype *at = archetype::find (ARCH_DEPLETION); 569 archetype *at = archetype::find (ARCH_DEPLETION);
567 object *tmp;
568 int i;
569 570
571 dynbuf_text &buf = msg_dynbuf; buf.clear ();
572
573 if (!op->is_player ())
574 return 0;
575
576 if (object *race = archetype::find (op->race))
577 buf << " - You are a G<male|female> " << &race->name << ".\n";
578
570 tmp = find_god (determine_god (op)); 579 if (object *god = find_god (determine_god (op)))
571 if (tmp) 580 buf << " - You worship " << &god->name << ".\n";
572 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
573 else 581 else
574 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); 582 buf << " - You worship no god.\n";
575 583
576 tmp = present_arch_in_ob (at, op); 584 object *tmp = present_arch_in_ob (at, op);
577 585
578 if (*cp == '\0' && tmp == NULL) 586 if (*cp == '\0' && !tmp)
579 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 587 buf << " - You feel very mundane. ";
580 else 588 else
581 { 589 {
582 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 590 buf << " - You have: " << cp << ".\n";
583 new_draw_info (NDI_UNIQUE, 0, op, cp); 591
584 if (tmp != NULL) 592 if (tmp)
585 {
586 for (i = 0; i < NUM_STATS; i++) 593 for (int i = 0; i < NUM_STATS; i++)
587 { 594 if (tmp->stats.stat (i) < 0)
588 if (get_attr_value (&tmp->stats, i) < 0) 595 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
589 {
590 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i)));
591 }
592 }
593 }
594 } 596 }
595 597
596 if (is_dragon_pl (op)) 598 if (is_dragon_pl (op))
597 {
598 /* now grab the 'dragon_ability'-force from the player's inventory */ 599 /* now grab the 'dragon_ability'-force from the player's inventory */
599 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 600 for (tmp = op->inv; tmp; tmp = tmp->below)
600 { 601 {
601 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 602 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
602 { 603 {
603 if (tmp->stats.exp == 0) 604 if (tmp->stats.exp == 0)
604 {
605 sprintf (buf, "Your metabolism isn't focused on anything."); 605 buf << " - Your metabolism isn't focused on anything.\n";
606 }
607 else 606 else
608 {
609 sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); 607 buf << " - Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
610 } 608
611 new_draw_info (NDI_UNIQUE, 0, op, buf);
612 break; 609 break;
613 } 610 }
614 } 611 }
615 } 612
613 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
614
616 return 1; 615 return 1;
617} 616}
618
619/* int cast_create_town_portal (object *op, object *caster, int dir)
620 *
621 * This function cast the spell of town portal for op
622 *
623 * The spell operates in two passes. During the first one a place
624 * is marked as a destination for the portal. During the second one,
625 * 2 portals are created, one in the position the player cast it and
626 * one in the destination place. The portal are synchronized and 2 forces
627 * are inserted in the player to destruct the portal next time player
628 * creates a new portal pair.
629 * This spell has a side effect that it allows people to meet each other
630 * in a permanent, private, appartements by making a town portal from it
631 * to the town or another public place. So, check if the map is unique and if
632 * so return an error
633 *
634 * Code by Tchize (david.delbecq@usa.net)
635 */
636int
637cast_create_town_portal (object *op, object *caster, object *spell, int dir)
638{
639 object *dummy, *force, *old_force, *tmp;
640 archetype *perm_portal;
641 char portal_name[1024], portal_message[1024];
642 sint16 exitx, exity;
643 maptile *exitmap;
644 int op_level;
645
646
647 /* Check to see if the map the player is currently on is a per player unique
648 * map. This can be determined in that per player unique maps have the
649 * full pathname listed.
650 */
651 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
652 {
653 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
654 return 0;
655 }
656
657 /* The first thing to do is to check if we have a marked destination
658 * dummy is used to make a check inventory for the force
659 */
660 dummy = arch_to_object (spell->other_arch);
661 if (dummy == NULL)
662 {
663 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
664 LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name);
665 return 0;
666 }
667
668 force = check_inv_recursive (op, dummy);
669
670 if (force == NULL)
671 {
672 /* Here we know there is no destination marked up.
673 * We have 2 things to do:
674 * 1. Mark the destination in the player inventory.
675 * 2. Let the player know it worked.
676 */
677 dummy->name = op->map->path;
678 EXIT_X (dummy) = op->x;
679 EXIT_Y (dummy) = op->y;
680 insert_ob_in_ob (dummy, op);
681 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.");
682 return 1;
683 }
684
685 dummy->destroy ();
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, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
709 return 0;
710 }
711
712 perm_portal = archetype::find (spell->slaying);
713
714 /* To kill a town portal, we go trough the player's inventory,
715 * for each marked portal in player's inventory,
716 * -We try load the associated map (if impossible, consider the portal destructed)
717 * -We find any portal in the specified location.
718 * If it has the good name, we destruct it.
719 * -We destruct the force indicating that portal.
720 */
721 while ((old_force = check_inv_recursive (op, dummy)))
722 {
723 exitx = EXIT_X (old_force);
724 exity = EXIT_Y (old_force);
725 LOG (llevDebug, "Trying to kill a portal in %s (%d,%d)\n", &old_force->race, exitx, exity);
726
727 if (!strncmp (old_force->race, settings.localdir, strlen (settings.localdir)))
728 exitmap = ready_map_name (old_force->race, MAP_PLAYER_UNIQUE);
729 else
730 exitmap = ready_map_name (old_force->race, 0);
731
732 if (exitmap)
733 {
734 tmp = present_arch (perm_portal, exitmap, exitx, exity);
735 while (tmp)
736 {
737 if (tmp->name == old_force->name)
738 {
739 tmp->destroy ();
740 break;
741 }
742
743 tmp = tmp->above;
744 }
745 }
746
747 old_force->destroy ();
748 LOG (llevDebug, "\n");
749 }
750
751 dummy->destroy ();
752
753 /* Creating the portals.
754 * The very first thing to do is to ensure
755 * access to the destination map.
756 * If we can't, don't fizzle. Simply warn player.
757 * This ensure player pays his mana for the spell
758 * because HE is responsible of forgotting.
759 * 'force' is the destination of the town portal, which we got
760 * from the players inventory above.
761 */
762
763 /* Ensure exit map is loaded */
764 if (!strncmp (force->name, settings.localdir, strlen (settings.localdir)))
765 exitmap = ready_map_name (force->name, MAP_PLAYER_UNIQUE);
766 else
767 exitmap = ready_map_name (force->name, 0);
768
769 /* If we were unable to load (ex. random map deleted), warn player */
770 if (exitmap == NULL)
771 {
772 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
773 force->destroy ();
774 return 1;
775 }
776
777 op_level = caster_level (caster, spell);
778 if (op_level < 15)
779 snprintf (portal_message, 1024,
780 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
781 &op->name);
782 else if (op_level < 30)
783 snprintf (portal_message, 1024,
784 "\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);
785 else if (op_level < 60)
786 snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
787 else
788 snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",
789 &op->name);
790
791 /* Create a portal in front of player
792 * dummy contain the portal and
793 * force contain the track to kill it later
794 */
795
796 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
797 dummy = get_archetype (spell->slaying); /*The portal */
798 if (dummy == NULL)
799 {
800 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
801 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
802 return 0;
803 }
804
805 EXIT_PATH (dummy) = force->name;
806 EXIT_X (dummy) = EXIT_X (force);
807 EXIT_Y (dummy) = EXIT_Y (force);
808 dummy->name = dummy->name_pl = portal_name;
809 dummy->msg = portal_message;
810 dummy->race = op->name; /*Save the owner of the portal */
811 cast_create_obj (op, caster, dummy, 0);
812
813 /* Now we need to to create a town portal marker inside the player
814 * object, so on future castings, we can know that he has an active
815 * town portal.
816 */
817 tmp = get_archetype (spell->race);
818 if (tmp == NULL)
819 {
820 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
821 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
822 return 0;
823 }
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, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
843 return 0;
844 }
845
846 EXIT_PATH (dummy) = op->map->path;
847 EXIT_X (dummy) = op->x;
848 EXIT_Y (dummy) = op->y;
849 dummy->name = dummy->name_pl = portal_name;
850 dummy->msg = portal_message;
851 dummy->x = EXIT_X (force);
852 dummy->y = EXIT_Y (force);
853 dummy->race = op->name; /*Save the owner of the portal */
854 insert_ob_in_map (dummy, exitmap, op, 0);
855
856 /* Now we create another town portal marker that
857 * points back to the one we just made
858 */
859 tmp = get_archetype (spell->race);
860 if (tmp == NULL)
861 {
862 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
863 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
864 return 0;
865 }
866
867 tmp->race = force->name;
868 tmp->name = portal_name;
869 EXIT_X (tmp) = dummy->x;
870 EXIT_Y (tmp) = dummy->y;
871 insert_ob_in_ob (tmp, op);
872
873 /* Describe the player what happened
874 */
875 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
876 force->destroy ();
877
878 return 1;
879}
880
881 617
882/* This creates magic walls. Really, it can create most any object, 618/* This creates magic walls. Really, it can create most any object,
883 * within some reason. 619 * within some reason.
884 */ 620 */
885
886int 621int
887magic_wall (object *op, object *caster, int dir, object *spell_ob) 622magic_wall (object *op, object *caster, int dir, object *spell_ob)
888{ 623{
889 object *tmp, *tmp2; 624 object *tmp;
890 int i, posblocked, negblocked, maxrange; 625 int i, posblocked, negblocked, maxrange;
891 sint16 x, y; 626 sint16 x, y;
892 maptile *m; 627 maptile *m;
893 const char *name; 628 const char *name;
894 archetype *at; 629 archetype *at;
902 else 637 else
903 { 638 {
904 x = op->x + freearr_x[dir]; 639 x = op->x + freearr_x[dir];
905 y = op->y + freearr_y[dir]; 640 y = op->y + freearr_y[dir];
906 } 641 }
642
907 m = op->map; 643 m = op->map;
908 644
909 if ((spell_ob->move_block || x != op->x || y != op->y) && 645 if ((spell_ob->move_block || x != op->x || y != op->y) &&
910 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) || 646 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) ||
911 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block))) 647 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
912 { 648 {
913 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 649 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
914 return 0; 650 return 0;
915 } 651 }
652
916 if (spell_ob->other_arch) 653 if (spell_ob->other_arch)
917 {
918 tmp = arch_to_object (spell_ob->other_arch); 654 tmp = arch_to_object (spell_ob->other_arch);
919 }
920 else if (spell_ob->race) 655 else if (spell_ob->race)
921 { 656 {
922 char buf1[MAX_BUF]; 657 char buf1[MAX_BUF];
923 658
924 sprintf (buf1, spell_ob->race, dir); 659 sprintf (buf1, spell_ob->race, dir);
927 { 662 {
928 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 663 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
929 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 664 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
930 return 0; 665 return 0;
931 } 666 }
667
932 tmp = arch_to_object (at); 668 tmp = arch_to_object (at);
933 } 669 }
934 else 670 else
935 { 671 {
936 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name); 672 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
946 } 682 }
947 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 683 else if (QUERY_FLAG (tmp, FLAG_ALIVE))
948 { 684 {
949 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 685 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
950 tmp->stats.maxhp = tmp->stats.hp; 686 tmp->stats.maxhp = tmp->stats.hp;
951 tmp->set_owner (op);
952 set_spell_skill (op, caster, spell_ob, tmp);
953 } 687 }
688
954 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP)) 689 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP))
955 { 690 {
956 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 691 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
957 SET_FLAG (tmp, FLAG_IS_USED_UP); 692 SET_FLAG (tmp, FLAG_IS_USED_UP);
958 } 693 }
694
959 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 695 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN))
960 { 696 {
961 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 697 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
962 tmp->stats.maxhp = tmp->stats.hp; 698 tmp->stats.maxhp = tmp->stats.hp;
963 SET_FLAG (tmp, FLAG_TEAR_DOWN); 699 SET_FLAG (tmp, FLAG_TEAR_DOWN);
964 SET_FLAG (tmp, FLAG_ALIVE); 700 SET_FLAG (tmp, FLAG_ALIVE);
965 } 701 }
966 702
967 /* This can't really hurt - if the object doesn't kill anything, 703 /* This can't really hurt - if the object doesn't kill anything,
968 * these fields just won't be used. 704 * these fields just won't be used. Do not set the owner for
705 * earthwalls, though, so they survive restarts.
969 */ 706 */
707 if (tmp->type != EARTHWALL) //TODO
970 tmp->set_owner (op); 708 tmp->set_owner (op);
709
971 set_spell_skill (op, caster, spell_ob, tmp); 710 set_spell_skill (op, caster, spell_ob, tmp);
972 tmp->x = x;
973 tmp->y = y;
974 tmp->level = caster_level (caster, spell_ob) / 2; 711 tmp->level = casting_level (caster, spell_ob) / 2;
975 712
976 name = tmp->name; 713 name = tmp->name;
977 if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL) 714 if (!(tmp = m->insert (tmp, x, y, op)))
978 { 715 {
979 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name); 716 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
980 return 0; 717 return 0;
981 } 718 }
719
982 /* If this is a spellcasting wall, need to insert the spell object */ 720 /* If this is a spellcasting wall, need to insert the spell object */
983 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 721 if (tmp->other_arch && tmp->other_arch->type == SPELL)
984 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 722 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
985 723
986 /* This code causes the wall to extend some distance in 724 /* This code causes the wall to extend some distance in
987 * each direction, or until an obstruction is encountered. 725 * each direction, or until an obstruction is encountered.
988 * posblocked and negblocked help determine how far the 726 * posblocked and negblocked help determine how far the
1004 m = tmp->map; 742 m = tmp->map;
1005 743
1006 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && 744 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
1007 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked) 745 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked)
1008 { 746 {
1009 tmp2 = tmp->clone (); 747 object *tmp2 = tmp->clone ();
1010 tmp2->x = x; 748 m->insert (tmp2, x, y, op);
1011 tmp2->y = y; 749
1012 insert_ob_in_map (tmp2, m, op, 0);
1013 /* If this is a spellcasting wall, need to insert the spell object */ 750 /* If this is a spellcasting wall, need to insert the spell object */
1014 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 751 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1015 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 752 tmp2->insert (arch_to_object (tmp2->other_arch));
1016 753
1017 } 754 }
1018 else 755 else
1019 posblocked = 1; 756 posblocked = 1;
1020 757
1023 m = tmp->map; 760 m = tmp->map;
1024 761
1025 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && 762 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
1026 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked) 763 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
1027 { 764 {
1028 tmp2 = tmp->clone (); 765 object *tmp2 = tmp->clone ();
1029 tmp2->x = x; 766 m->insert (tmp2, x, y, op);
1030 tmp2->y = y; 767
1031 insert_ob_in_map (tmp2, m, op, 0);
1032 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 768 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1033 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 769 tmp2->insert (arch_to_object (tmp2->other_arch));
1034 } 770 }
1035 else 771 else
1036 negblocked = 1; 772 negblocked = 1;
1037 } 773 }
1038 774
1087 { 823 {
1088 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n"); 824 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
1089 op->contr->count = 0; 825 op->contr->count = 0;
1090 return 0; 826 return 0;
1091 } 827 }
828
1092 op->contr->count = 0; 829 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
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 = -FABS (op->speed) * 5; /* Freeze them for a short while */
1157 return 1; 891 return 1;
1158} 892}
1159
1160 893
1161/* cast_heal: Heals something. 894/* cast_heal: Heals something.
1162 * op is the caster. 895 * op is the caster.
1163 * dir is the direction he is casting it in. 896 * dir is the direction he is casting it in.
1164 * spell is the spell object. 897 * spell is the spell object.
1171 object *poison; 904 object *poison;
1172 int heal = 0, success = 0; 905 int heal = 0, success = 0;
1173 906
1174 tmp = find_target_for_friendly_spell (op, dir); 907 tmp = find_target_for_friendly_spell (op, dir);
1175 908
1176 if (tmp == NULL) 909 if (!tmp)
1177 return 0; 910 return 0;
1178 911
1179 /* Figure out how many hp this spell might cure. 912 /* Figure out how many hp this spell might cure.
1180 * could be zero if this spell heals effects, not damage. 913 * could be zero if this spell heals effects, not damage.
1181 */ 914 */
1184 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp; 917 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
1185 918
1186 if (heal) 919 if (heal)
1187 { 920 {
1188 if (tmp->stats.hp >= tmp->stats.maxhp) 921 if (tmp->stats.hp >= tmp->stats.maxhp)
1189 {
1190 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed."); 922 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed.");
1191 }
1192 else 923 else
1193 { 924 {
1194 /* See how many points we actually heal. Instead of messages 925 /* See how many points we actually heal. Instead of messages
1195 * based on type of spell, we instead do messages based 926 * based on type of spell, we instead do messages based
1196 * on amount of damage healed. 927 * on amount of damage healed.
1197 */ 928 */
1198 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 929 if (heal > tmp->stats.maxhp - tmp->stats.hp)
1199 heal = tmp->stats.maxhp - tmp->stats.hp; 930 heal = tmp->stats.maxhp - tmp->stats.hp;
931
1200 tmp->stats.hp += heal; 932 tmp->stats.hp += heal;
1201 933
1202 if (tmp->stats.hp >= tmp->stats.maxhp) 934 if (tmp->stats.hp >= tmp->stats.maxhp)
1203 {
1204 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 935 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1205 }
1206 else if (heal > 50) 936 else if (heal > 50)
1207 {
1208 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); 937 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1209 }
1210 else if (heal > 25) 938 else if (heal > 25)
1211 {
1212 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); 939 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1213 }
1214 else if (heal > 10) 940 else if (heal > 10)
1215 {
1216 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade."); 941 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade.");
1217 }
1218 else 942 else
1219 {
1220 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close."); 943 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close.");
1221 } 944
1222 success = 1; 945 success = 1;
1223 } 946 }
1224 } 947 }
948
1225 if (spell->attacktype & AT_DISEASE) 949 if (spell->attacktype & AT_DISEASE)
1226 if (cure_disease (tmp, op)) 950 if (cure_disease (tmp, op, spell))
1227 success = 1; 951 success = 1;
1228 952
1229 if (spell->attacktype & AT_POISON) 953 if (spell->attacktype & AT_POISON)
1230 { 954 {
1231 at = archetype::find ("poisoning"); 955 at = archetype::find ("poisoning");
1235 success = 1; 959 success = 1;
1236 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 960 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1237 poison->stats.food = 1; 961 poison->stats.food = 1;
1238 } 962 }
1239 } 963 }
964
1240 if (spell->attacktype & AT_CONFUSION) 965 if (spell->attacktype & AT_CONFUSION)
1241 { 966 {
1242 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 967 poison = present_in_ob_by_name (FORCE, "confusion", tmp);
1243 if (poison) 968 if (poison)
1244 { 969 {
1245 success = 1; 970 success = 1;
1246 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 971 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1247 poison->duration = 1; 972 poison->duration = 1;
1248 } 973 }
1249 } 974 }
975
1250 if (spell->attacktype & AT_BLIND) 976 if (spell->attacktype & AT_BLIND)
1251 { 977 {
1252 at = archetype::find ("blindness"); 978 at = archetype::find ("blindness");
1253 poison = present_arch_in_ob (at, tmp); 979 poison = present_arch_in_ob (at, tmp);
1254 if (poison) 980 if (poison)
1256 success = 1; 982 success = 1;
1257 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return."); 983 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1258 poison->stats.food = 1; 984 poison->stats.food = 1;
1259 } 985 }
1260 } 986 }
987
1261 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) 988 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1262 { 989 {
1263 tmp->stats.sp += spell->last_sp; 990 tmp->stats.sp += spell->last_sp;
1264 if (tmp->stats.sp > tmp->stats.maxsp) 991 if (tmp->stats.sp > tmp->stats.maxsp)
1265 tmp->stats.sp = tmp->stats.maxsp; 992 tmp->stats.sp = tmp->stats.maxsp;
1266 success = 1; 993 success = 1;
1267 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!"); 994 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!");
1268 } 995 }
996
1269 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) 997 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1270 { 998 {
1271 tmp->stats.grace += spell->last_grace; 999 tmp->stats.grace += spell->last_grace;
1272 if (tmp->stats.grace > tmp->stats.maxgrace) 1000 if (tmp->stats.grace > tmp->stats.maxgrace)
1273 tmp->stats.grace = tmp->stats.maxgrace; 1001 tmp->stats.grace = tmp->stats.maxgrace;
1274 success = 1; 1002 success = 1;
1275 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!"); 1003 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1276 } 1004 }
1005
1277 if (spell->stats.food && tmp->stats.food < 999) 1006 if (spell->stats.food && tmp->stats.food < 999)
1278 { 1007 {
1279 tmp->stats.food += spell->stats.food; 1008 tmp->stats.food += spell->stats.food;
1009
1280 if (tmp->stats.food > 999) 1010 if (tmp->stats.food > 999)
1281 tmp->stats.food = 999; 1011 tmp->stats.food = 999;
1012
1282 success = 1; 1013 success = 1;
1283 /* We could do something a bit better like the messages for healing above */ 1014 /* 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"); 1015 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1285 } 1016 }
1017
1286 return success; 1018 return success;
1287} 1019}
1288
1289 1020
1290/* This is used for the spells that gain stats. There are no spells 1021/* 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 1022 * right now that icnrease wis/int/pow on a temp basis, so no
1292 * good comments for those. 1023 * good comments for those.
1293 */ 1024 */
1294static const char *const no_gain_msgs[NUM_STATS] = { 1025static const char *const no_gain_msgs[NUM_STATS] = {
1295 "You grow no stronger.", 1026 "You grow no stronger.",
1296 "You grow no more agile.", 1027 "You grow no more agile.",
1297 "You don't feel any healthier.", 1028 "You don't feel any healthier.",
1298 "no wis", 1029 "You didn't grow any more intelligent.",
1030 "You do not feel any wiser.",
1031 "You don't feel any more powerful."
1299 "You are no easier to look at.", 1032 "You are no easier to look at.",
1300 "no int",
1301 "no pow"
1302}; 1033};
1303 1034
1304int 1035int
1305cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) 1036cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1306{ 1037{
1307 object *tmp, *tmp2 = NULL;
1308 object *force = NULL; 1038 object *force = 0;
1309 int i; 1039 int i;
1310 1040
1311 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1041 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1312 if (dir != 0) 1042 object *tmp = dir
1313 {
1314 tmp = find_target_for_friendly_spell (op, dir); 1043 ? find_target_for_friendly_spell (op, dir)
1315 } 1044 : op;
1316 else
1317 {
1318 tmp = op;
1319 }
1320 1045
1321 if (tmp == NULL) 1046 if (!tmp)
1322 return 0; 1047 return 0;
1323 1048
1324 /* If we've already got a force of this type, don't add a new one. */ 1049 /* 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) 1050 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1326 { 1051 {
1327 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1052 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1328 { 1053 {
1329 if (tmp2->name == spell_ob->name) 1054 if (tmp2->name == spell_ob->name)
1330 { 1055 {
1333 } 1058 }
1334 else if (spell_ob->race && spell_ob->race == tmp2->name) 1059 else if (spell_ob->race && spell_ob->race == tmp2->name)
1335 { 1060 {
1336 if (!silent) 1061 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); 1062 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1063
1338 return 0; 1064 return 0;
1339 } 1065 }
1340 } 1066 }
1341 } 1067 }
1342 if (force == NULL) 1068
1069 if (!force)
1343 { 1070 {
1344 force = get_archetype (FORCE_NAME); 1071 force = get_archetype (FORCE_NAME);
1345 force->subtype = FORCE_CHANGE_ABILITY; 1072 force->subtype = FORCE_CHANGE_ABILITY;
1073
1346 if (spell_ob->race) 1074 if (spell_ob->race)
1347 force->name = spell_ob->race; 1075 force->name = spell_ob->race;
1348 else 1076 else
1349 force->name = spell_ob->name; 1077 force->name = spell_ob->name;
1078
1350 force->name_pl = spell_ob->name; 1079 force->name_pl = spell_ob->name;
1351 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); 1080 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1352 1081
1353 } 1082 }
1354 else 1083 else
1360 { 1089 {
1361 force->duration = duration; 1090 force->duration = duration;
1362 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1091 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1363 } 1092 }
1364 else 1093 else
1365 {
1366 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1094 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1367 } 1095
1368 return 1; 1096 return 1;
1369 } 1097 }
1098
1370 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1099 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1371 force->speed = 1.0; 1100 force->speed = 1.0;
1372 force->speed_left = -1.0; 1101 force->speed_left = -1.0;
1373 SET_FLAG (force, FLAG_APPLIED); 1102 SET_FLAG (force, FLAG_APPLIED);
1374 1103
1380 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob); 1109 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob);
1381 if (force->resist[i] > 100) 1110 if (force->resist[i] > 100)
1382 force->resist[i] = 100; 1111 force->resist[i] = 100;
1383 } 1112 }
1384 } 1113 }
1114
1385 if (spell_ob->stats.hp) 1115 if (spell_ob->stats.hp)
1386 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob); 1116 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1387 1117
1388 if (tmp->type == PLAYER) 1118 if (tmp->type == PLAYER)
1389 { 1119 {
1390 /* Stat adjustment spells */ 1120 /* Stat adjustment spells */
1391 for (i = 0; i < NUM_STATS; i++) 1121 for (i = 0; i < NUM_STATS; i++)
1392 { 1122 {
1393 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; 1123 if (sint8 stat = spell_ob->stats.stat (i))
1394
1395 if (stat)
1396 { 1124 {
1397 sm = 0; 1125 sint8 sm = 0;
1398 for (k = 0; k < stat; k++) 1126 for (sint8 k = 0; k < stat; k++)
1399 sm += rndm (1, 3); 1127 sm += rndm (1, 3);
1400 1128
1401 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) 1129 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1402 { 1130 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1403 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); 1131
1404 if (sm < 0) 1132 force->stats.stat (i) = sm;
1405 sm = 0; 1133
1406 }
1407 set_attr_value (&force->stats, i, sm);
1408 if (!sm) 1134 if (!sm)
1409 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); 1135 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1410 } 1136 }
1411 } 1137 }
1412 } 1138 }
1432 force->stats.ac = spell_ob->stats.ac; 1158 force->stats.ac = spell_ob->stats.ac;
1433 force->attacktype = spell_ob->attacktype; 1159 force->attacktype = spell_ob->attacktype;
1434 1160
1435 insert_ob_in_ob (force, tmp); 1161 insert_ob_in_ob (force, tmp);
1436 change_abil (tmp, force); /* Mostly to display any messages */ 1162 change_abil (tmp, force); /* Mostly to display any messages */
1437 fix_player (tmp); 1163 tmp->update_stats ();
1164
1438 return 1; 1165 return 1;
1439} 1166}
1440 1167
1441/* This used to be part of cast_change_ability, but it really didn't make 1168/* 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 1169 * a lot of sense, since most of the values it derives are from the god
1443 * of the caster. 1170 * of the caster.
1444 */ 1171 */
1445
1446int 1172int
1447cast_bless (object *op, object *caster, object *spell_ob, int dir) 1173cast_bless (object *op, object *caster, object *spell_ob, int dir)
1448{ 1174{
1449 int i; 1175 int i;
1450 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1176 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1451 1177
1452 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1178 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1453 if (dir != 0) 1179 if (dir != 0)
1454 { 1180 {
1455 tmp = find_target_for_friendly_spell (op, dir); 1181 tmp = find_target_for_friendly_spell (op, dir);
1182
1183 if (!tmp)
1184 return 0;
1456 } 1185 }
1457 else 1186 else
1458 {
1459 tmp = op; 1187 tmp = op;
1460 }
1461 1188
1462 /* If we've already got a force of this type, don't add a new one. */ 1189 /* 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) 1190 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1464 { 1191 {
1465 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1192 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1466 { 1193 {
1467 if (tmp2->name == spell_ob->name) 1194 if (tmp2->name == spell_ob->name)
1468 { 1195 {
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); 1201 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; 1202 return 0;
1476 } 1203 }
1477 } 1204 }
1478 } 1205 }
1206
1479 if (force == NULL) 1207 if (force == NULL)
1480 { 1208 {
1481 force = get_archetype (FORCE_NAME); 1209 force = get_archetype (FORCE_NAME);
1482 force->subtype = FORCE_CHANGE_ABILITY; 1210 force->subtype = FORCE_CHANGE_ABILITY;
1483 if (spell_ob->race) 1211 if (spell_ob->race)
1541 force->stats.wc = spell_ob->stats.wc; 1269 force->stats.wc = spell_ob->stats.wc;
1542 force->stats.ac = spell_ob->stats.ac; 1270 force->stats.ac = spell_ob->stats.ac;
1543 1271
1544 change_abil (tmp, force); /* Mostly to display any messages */ 1272 change_abil (tmp, force); /* Mostly to display any messages */
1545 insert_ob_in_ob (force, tmp); 1273 insert_ob_in_ob (force, tmp);
1546 fix_player (tmp); 1274 tmp->update_stats ();
1547 return 1; 1275 return 1;
1548} 1276}
1549
1550
1551 1277
1552/* Alchemy code by Mark Wedel 1278/* Alchemy code by Mark Wedel
1553 * 1279 *
1554 * This code adds a new spell, called alchemy. Alchemy will turn 1280 * This code adds a new spell, called alchemy. Alchemy will turn
1555 * objects to gold nuggets, the value of the gold nuggets being 1281 * 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 * 1282 *
1560 * Large nuggets are worth 25 gp each (base). You will always get 1283 * The value of the gold nuggets being about 90% of that of the item
1561 * the maximum number of large nuggets you could get. 1284 * 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 1285 * because the nuggets themselves will be will be adjusted by charisma
1563 * to the max amount of small nuggets as you could get. 1286 * 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 * 1287 *
1568 * There is also a chance (1:30) that you will get nothing at all 1288 * 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 1289 * for the object. There is also a maximum weight that will be
1570 * alchemied. 1290 * alchemised.
1571 */ 1291 */
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 1292static void
1581alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight) 1293alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1582{ 1294{
1583 uint64 value = query_cost (obj, NULL, F_TRUE); 1295 uint64 value = query_cost (obj, NULL, F_TRUE);
1584 1296
1585 /* Give third price when we alchemy money (This should hopefully 1297 /* Give third price when we alchemy money (this should hopefully
1586 * make it so that it isn't worth it to alchemy money, sell 1298 * make it so that it isn't worth it to alchemy money, sell
1587 * the nuggets, alchemy the gold from that, etc. 1299 * the nuggets, alchemy the gold from that, etc.
1588 * Otherwise, give 9 silver on the gold for other objects, 1300 * Otherwise, give 9 silver on the gold for other objects,
1589 * so that it would still be more affordable to haul 1301 * so that it would still be more affordable to haul
1590 * the stuff back to town. 1302 * the stuff back to town.
1591 */ 1303 */
1592
1593 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1304 if (QUERY_FLAG (obj, FLAG_UNPAID))
1594 value = 0; 1305 value = 0;
1595 else if (obj->type == MONEY || obj->type == GEM) 1306 else if (obj->type == MONEY || obj->type == GEM)
1596 value /= 3; 1307 value /= 3;
1597 else 1308 else
1598 value = (value * 9) / 10; 1309 value = value * 9 / 10;
1599 1310
1600 value /= 4; // fix by GHJ, don't understand, pcg
1601
1602 if ((obj->value > 0) && rndm (0, 29)) 1311 if (obj->value > 0 && rndm (0, 29))
1603 { 1312 total_value += value;
1604 int count;
1605 1313
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; 1314 total_weight += obj->total_weight ();
1315
1626 obj->destroy (); 1316 obj->destroy ();
1627} 1317}
1628 1318
1629static void
1630update_map (object *op, maptile *m, int small_nuggets, int large_nuggets, int x, int y)
1631{
1632 object *tmp;
1633 int flag = 0;
1634
1635 /* Put any nuggets below the player, but we can only pass this
1636 * flag if we are on the same space as the player
1637 */
1638 if (x == op->x && y == op->y && op->map == m)
1639 flag = INS_BELOW_ORIGINATOR;
1640
1641 if (small_nuggets)
1642 {
1643 tmp = small->clone ();
1644 tmp->nrof = small_nuggets;
1645 tmp->x = x;
1646 tmp->y = y;
1647 insert_ob_in_map (tmp, m, op, flag);
1648 }
1649
1650 if (large_nuggets)
1651 {
1652 tmp = large->clone ();
1653 tmp->nrof = large_nuggets;
1654 tmp->x = x;
1655 tmp->y = y;
1656 insert_ob_in_map (tmp, m, op, flag);
1657 }
1658}
1659
1660int 1319int
1661alchemy (object *op, object *caster, object *spell_ob) 1320alchemy (object *op, object *caster, object *spell_ob)
1662{ 1321{
1663 int x, y, weight = 0, weight_max, large_nuggets, small_nuggets, mflags;
1664 sint16 nx, ny;
1665 object *next, *tmp;
1666 maptile *mp;
1667
1668 if (op->type != PLAYER) 1322 if (op->type != PLAYER)
1669 return 0; 1323 return 0;
1670 1324
1325 archetype *nugget[3];
1326
1327 nugget[0] = archetype::find ("pyrite3");
1328 nugget[1] = archetype::find ("pyrite2");
1329 nugget[2] = archetype::find ("pyrite");
1330
1671 /* Put a maximum weight of items that can be alchemied. Limits the power 1331 /* Put a maximum weight of items that can be alchemised. Limits the power
1672 * some, and also prevents people from alcheming every table/chair/clock 1332 * some, and also prevents people from alchemising every table/chair/clock
1673 * in sight 1333 * in sight
1674 */ 1334 */
1675 weight_max = spell_ob->duration + +SP_level_duration_adjust (caster, spell_ob); 1335 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1676 weight_max *= 1000; 1336 int weight_max = duration * 1000;
1677 small = get_archetype ("smallnugget"), large = get_archetype ("largenugget"); 1337 uint64 value_max = duration * 1000;
1678 1338
1339 int weight = 0;
1340
1679 for (y = op->y - 1; y <= op->y + 1; y++) 1341 for (int y = op->y - 1; y <= op->y + 1; y++)
1680 { 1342 {
1681 for (x = op->x - 1; x <= op->x + 1; x++) 1343 for (int x = op->x - 1; x <= op->x + 1; x++)
1682 { 1344 {
1345 uint64 value = 0;
1346
1683 nx = x; 1347 sint16 nx = x;
1684 ny = y; 1348 sint16 ny = y;
1685 1349
1686 mp = op->map; 1350 maptile *mp = op->map;
1687 1351
1688 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); 1352 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1689 1353
1690 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1354 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1691 continue; 1355 continue;
1692 1356
1693 /* Treat alchemy a little differently - most spell effects 1357 /* Treat alchemy a little differently - most spell effects
1695 * ground level effect. 1359 * ground level effect.
1696 */ 1360 */
1697 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) 1361 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1698 continue; 1362 continue;
1699 1363
1700 small_nuggets = 0; 1364 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1701 large_nuggets = 0;
1702
1703 for (tmp = get_map_ob (mp, nx, ny); tmp != NULL; tmp = next)
1704 { 1365 {
1705 next = tmp->above; 1366 next = tmp->above;
1367
1706 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1368 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1707 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1369 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1708 { 1370 {
1709
1710 if (tmp->inv) 1371 if (tmp->inv)
1711 { 1372 {
1712 object *next1, *tmp1; 1373 object *next1, *tmp1;
1713 1374
1714 for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1) 1375 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1715 { 1376 {
1716 next1 = tmp1->below; 1377 next1 = tmp1->below;
1717 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1378 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1718 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1379 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1719 alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight); 1380 alchemy_object (tmp1, value, weight);
1720 } 1381 }
1721 } 1382 }
1383
1722 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); 1384 alchemy_object (tmp, value, weight);
1723 1385
1724 if (weight > weight_max) 1386 if (weight > weight_max)
1725 { 1387 break;
1726 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1727 large->destroy ();
1728 small->destroy ();
1729 return 1;
1730 } 1388 }
1731 } /* is alchemable object */
1732 } /* process all objects on this space */
1733
1734 /* Insert all the nuggets at one time. This probably saves time, but
1735 * it also prevents us from alcheming nuggets that were just created
1736 * with this spell.
1737 */ 1389 }
1738 update_map (op, mp, small_nuggets, large_nuggets, nx, ny); 1390
1391 value -= rndm (value >> 4);
1392 value = min (value, value_max);
1393
1394 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1395 if (int nrof = value / nugget [i]->value)
1396 {
1397 value -= nrof * nugget[i]->value;
1398
1399 object *tmp = arch_to_object (nugget[i]);
1400 tmp->nrof = nrof;
1401 tmp->flag [FLAG_IDENTIFIED] = true;
1402 op->map->insert (tmp, x, y, op, 0);
1739 } 1403 }
1740 }
1741 1404
1742 large->destroy (); 1405 if (weight > weight_max)
1743 small->destroy (); 1406 goto bailout;
1744 /* reset this so that if player standing on a big pile of stuff, 1407 }
1745 * it is redrawn properly. 1408 }
1746 */ 1409
1747 op->contr->socket->look_position = 0; 1410bailout:
1748 return 1; 1411 return 1;
1749} 1412}
1750
1751 1413
1752/* This function removes the cursed/damned status on equipped 1414/* This function removes the cursed/damned status on equipped
1753 * items. 1415 * items.
1754 */ 1416 */
1755int 1417int
1761 for (tmp = op->inv; tmp; tmp = tmp->below) 1423 for (tmp = op->inv; tmp; tmp = tmp->below)
1762 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1424 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1763 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1425 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1764 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1426 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1765 { 1427 {
1766
1767 was_one++; 1428 was_one++;
1429
1768 if (tmp->level <= caster_level (caster, spell)) 1430 if (tmp->level <= casting_level (caster, spell))
1769 { 1431 {
1770 success++; 1432 success++;
1771 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1433 if (QUERY_FLAG (spell, FLAG_DAMNED))
1772 CLEAR_FLAG (tmp, FLAG_DAMNED); 1434 CLEAR_FLAG (tmp, FLAG_DAMNED);
1773 1435
1774 CLEAR_FLAG (tmp, FLAG_CURSED); 1436 CLEAR_FLAG (tmp, FLAG_CURSED);
1775 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1437 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1776 tmp->value = 0; /* Still can't sell it */ 1438 tmp->value = 0; /* Still can't sell it */
1777 if (op->type == PLAYER) 1439
1440 if (object *pl = tmp->visible_to ())
1778 esrv_send_item (op, tmp); 1441 esrv_update_item (UPD_FLAGS, pl, tmp);
1779 } 1442 }
1780 } 1443 }
1781 1444
1782 if (op->type == PLAYER) 1445 if (op->type == PLAYER)
1783 { 1446 {
1784 if (success) 1447 if (success)
1785 {
1786 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now."); 1448 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1787 }
1788 else 1449 else
1789 { 1450 {
1790 if (was_one) 1451 if (was_one)
1791 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse."); 1452 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1792 else 1453 else
1793 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items."); 1454 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items.");
1794 } 1455 }
1795 } 1456 }
1457
1796 return success; 1458 return success;
1797} 1459}
1798 1460
1799/* Identifies objects in the players inventory/on the ground */ 1461/* Identifies objects in the players inventory/on the ground */
1800
1801int 1462int
1802cast_identify (object *op, object *caster, object *spell) 1463cast_identify (object *op, object *caster, object *spell)
1803{ 1464{
1804 object *tmp; 1465 object *tmp;
1805 int success = 0, num_ident; 1466 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1806 1467
1807 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1468 int num_ident = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell));
1808
1809 if (num_ident < 1)
1810 num_ident = 1;
1811
1812 1469
1813 for (tmp = op->inv; tmp; tmp = tmp->below) 1470 for (tmp = op->inv; tmp; tmp = tmp->below)
1814 { 1471 {
1815 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1472 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1816 { 1473 {
1817 identify (tmp); 1474 identify (tmp);
1475
1818 if (op->type == PLAYER) 1476 if (op->type == PLAYER)
1819 { 1477 {
1820 new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op)); 1478 buf.printf ("You identified: %s.\r", long_desc (tmp, op));
1479
1821 if (tmp->msg) 1480 if (tmp->msg)
1822 { 1481 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1823 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1824 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1825 }
1826 } 1482 }
1827 num_ident--; 1483
1828 success = 1;
1829 if (!num_ident) 1484 if (!--num_ident)
1830 break; 1485 break;
1831 } 1486 }
1832 } 1487 }
1488
1833 /* If all the power of the spell has been used up, don't go and identify 1489 /* If all the power of the spell has been used up, don't go and identify
1834 * stuff on the floor. Only identify stuff on the floor if the spell 1490 * stuff on the floor. Only identify stuff on the floor if the spell
1835 * was not fully used. 1491 * was not fully used.
1836 */ 1492 */
1837 if (num_ident) 1493 if (num_ident)
1838 { 1494 {
1839 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1495 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1840 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1496 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1841 { 1497 {
1842
1843 identify (tmp); 1498 identify (tmp);
1844 if (op->type == PLAYER) 1499
1500 if (object *pl = tmp->visible_to ())
1845 { 1501 {
1846 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op)); 1502 buf.printf ("On the ground you identified: %s.\r", long_desc (tmp, op));
1503
1847 if (tmp->msg) 1504 if (tmp->msg)
1848 { 1505 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1849 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1850 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1851 }
1852 esrv_send_item (op, tmp);
1853 } 1506 }
1854 num_ident--; 1507
1855 success = 1;
1856 if (!num_ident) 1508 if (!--num_ident)
1857 break; 1509 break;
1858 } 1510 }
1859 } 1511 }
1860 if (!success) 1512
1861 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified."); 1513 if (buf.empty ())
1514 {
1515 op->failmsg ("You can't reach anything unidentified.");
1516 return 0;
1517 }
1862 else 1518 else
1863 { 1519 {
1520 if (op->contr)
1521 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1522
1864 spell_effect (spell, op->x, op->y, op->map, op); 1523 spell_effect (spell, op->x, op->y, op->map, op);
1524 return 1;
1865 } 1525 }
1866 return success;
1867} 1526}
1868
1869 1527
1870int 1528int
1871cast_detection (object *op, object *caster, object *spell, object *skill) 1529cast_detection (object *op, object *caster, object *spell, object *skill)
1872{ 1530{
1873 object *tmp, *last, *god, *detect; 1531 object *tmp, *last, *god, *detect;
1877 1535
1878 /* We precompute some values here so that we don't have to keep 1536 /* We precompute some values here so that we don't have to keep
1879 * doing it over and over again. 1537 * doing it over and over again.
1880 */ 1538 */
1881 god = find_god (determine_god (op)); 1539 god = find_god (determine_god (op));
1882 level = caster_level (caster, spell); 1540 level = casting_level (caster, spell);
1883 range = spell->range + SP_level_range_adjust (caster, spell); 1541 range = spell->range + SP_level_range_adjust (caster, spell);
1884 1542
1885 if (!skill) 1543 if (!skill)
1886 skill = caster; 1544 skill = caster;
1887 1545
1888 for (x = op->x - range; x <= op->x + range; x++) 1546 unordered_mapwalk (op, -range, -range, range, range)
1889 for (y = op->y - range; y <= op->y + range; y++)
1890 { 1547 {
1891
1892 m = op->map;
1893 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1894 if (mflags & P_OUT_OF_MAP)
1895 continue;
1896
1897 /* For most of the detections, we only detect objects above the 1548 /* For most of the detections, we only detect objects above the
1898 * floor. But this is not true for show invisible. 1549 * floor. But this is not true for show invisible.
1899 * Basically, we just go and find the top object and work 1550 * Basically, we just go and find the top object and work
1900 * down - that is easier than working up. 1551 * down - that is easier than working up.
1901 */ 1552 */
1902 1553
1903 for (last = NULL, tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above) 1554 for (last = NULL, tmp = m->at (nx, ny).bot; tmp; tmp = tmp->above)
1904 last = tmp; 1555 last = tmp;
1556
1905 /* Shouldn't happen, but if there are no objects on a space, this 1557 /* Shouldn't happen, but if there are no objects on a space, this
1906 * would happen. 1558 * would happen.
1907 */ 1559 */
1908 if (!last) 1560 if (!last)
1909 continue; 1561 continue;
1910 1562
1911 done_one = 0; 1563 done_one = 0;
1912 floor = 0; 1564 floor = 0;
1913 detect = NULL; 1565 detect = NULL;
1914 for (tmp = last; tmp; tmp = tmp->below) 1566 for (tmp = last; tmp; tmp = tmp->below)
1915 { 1567 {
1916
1917 /* show invisible */ 1568 /* show invisible */
1918 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1569 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1919 /* Might there be other objects that we can make visibile? */ 1570 /* Might there be other objects that we can make visible? */
1920 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1571 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) ||
1921 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1572 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ))
1922 tmp->type == CF_HANDLE || 1573 || tmp->type == CF_HANDLE
1923 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE || 1574 || tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE
1924 tmp->type == BUTTON || tmp->type == TELEPORTER || 1575 || tmp->type == BUTTON || tmp->type == TELEPORTER
1925 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1576 || tmp->type == GATE || tmp->type == LOCKED_DOOR
1926 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN || 1577 || tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN
1927 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1578 || tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY
1928 tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR))) 1579 || tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR)))
1929 { 1580 {
1930 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4) 1581 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1931 { 1582 {
1932 tmp->invisible = 0; 1583 tmp->invisible = 0;
1933 done_one = 1; 1584 done_one = 1;
1934 } 1585 }
1935 } 1586 }
1587
1936 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1588 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1937 floor = 1; 1589 floor = 1;
1938 1590
1939 /* All detections below this point don't descend beneath the floor, 1591 /* All detections below this point don't descend beneath the floor,
1940 * so just continue on. We could be clever and look at the type of 1592 * so just continue on. We could be clever and look at the type of
1941 * detection to completely break out if we don't care about objects beneath 1593 * detection to completely break out if we don't care about objects beneath
1942 * the floor, but once we get to the floor, not likely a very big issue anyways. 1594 * the floor, but once we get to the floor, not likely a very big issue anyways.
1943 */ 1595 */
1944 if (floor) 1596 if (floor)
1945 continue; 1597 continue;
1946 1598
1947 /* I had thought about making detect magic and detect curse 1599 /* I had thought about making detect magic and detect curse
1948 * show the flash the magic item like it does for detect monster. 1600 * show the flash the magic item like it does for detect monster.
1949 * however, if the object is within sight, this would then make it 1601 * however, if the object is within sight, this would then make it
1950 * difficult to see what object is magical/cursed, so the 1602 * difficult to see what object is magical/cursed, so the
1951 * effect wouldn't be as apparant. 1603 * effect wouldn't be as apparent.
1952 */ 1604 */
1953 1605
1954 /* detect magic */ 1606 /* detect magic */
1955 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && 1607 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1956 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp)) 1608 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1957 { 1609 {
1958 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1610 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1959 /* make runes more visibile */ 1611 /* make runes more visibile */
1960 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC) 1612 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1961 tmp->stats.Cha /= 4; 1613 tmp->stats.Cha /= 4;
1614
1962 done_one = 1; 1615 done_one = 1;
1963 } 1616 }
1617
1964 /* detect monster */ 1618 /* detect monster */
1965 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER)) 1619 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1966 { 1620 {
1967 done_one = 2; 1621 done_one = 2;
1622
1968 if (!detect) 1623 if (!detect)
1969 detect = tmp; 1624 detect = tmp;
1970 } 1625 }
1626
1971 /* Basically, if race is set in the spell, then the creatures race must 1627 /* Basically, if race is set in the spell, then the creatures race must
1972 * match that. if the spell race is set to GOD, then the gods opposing 1628 * match that. if the spell race is set to GOD, then the gods opposing
1973 * race must match. 1629 * race must match.
1974 */ 1630 */
1975 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race && 1631 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1976 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) || 1632 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1977 (strstr (spell->race, tmp->race)))) 1633 spell->race.contains (tmp->race)))
1978 { 1634 {
1979 done_one = 2; 1635 done_one = 2;
1636
1980 if (!detect) 1637 if (!detect)
1981 detect = tmp; 1638 detect = tmp;
1982 } 1639 }
1640
1983 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1641 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1984 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1642 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1985 { 1643 {
1986 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1644 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1987 done_one = 1; 1645 done_one = 1;
1988 } 1646 }
1989 } /* for stack of objects on this space */ 1647 } /* for stack of objects on this space */
1990 1648
1991 /* Code here puts an effect of the spell on the space, so you can see 1649 /* Code here puts an effect of the spell on the space, so you can see
1992 * where the magic is. 1650 * where the magic is.
1993 */ 1651 */
1994 if (done_one) 1652 if (done_one)
1995 { 1653 {
1996 object *detect_ob = arch_to_object (spell->other_arch); 1654 object *detect_ob = arch_to_object (spell->other_arch);
1997 1655
1998 detect_ob->x = nx;
1999 detect_ob->y = ny;
2000 /* if this is set, we want to copy the face */ 1656 /* if this is set, we want to copy the face */
2001 if (done_one == 2 && detect) 1657 if (done_one == 2 && detect)
2002 { 1658 {
2003 detect_ob->face = detect->face; 1659 detect_ob->face = detect->face;
2004 detect_ob->animation_id = detect->animation_id; 1660 detect_ob->animation_id = detect->animation_id;
2005 detect_ob->anim_speed = detect->anim_speed; 1661 detect_ob->anim_speed = detect->anim_speed;
2006 detect_ob->last_anim = 0; 1662 detect_ob->last_anim = 0;
2007 /* by default, the detect_ob is already animated */ 1663 /* by default, the detect_ob is already animated */
2008 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1664 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
2009 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1665 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
2010 } 1666 }
2011 insert_ob_in_map (detect_ob, m, op, 0); 1667
1668 m->insert (detect_ob, nx, ny, op);
2012 } 1669 }
2013 } /* for processing the surrounding spaces */ 1670 } /* for processing the surrounding spaces */
2014 1671
2015 1672
2016 /* Now process objects in the players inventory if detect curse or magic */ 1673 /* Now process objects in the players inventory if detect curse or magic */
2017 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL)) 1674 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL))
2018 { 1675 {
2019 done_one = 0; 1676 done_one = 0;
1677
2020 for (tmp = op->inv; tmp; tmp = tmp->below) 1678 for (tmp = op->inv; tmp; tmp = tmp->below)
2021 { 1679 {
2022 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1680 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2023 { 1681 {
2024 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)) 1682 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL))
2025 { 1683 {
2026 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1684 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
2027 if (op->type == PLAYER) 1685
1686 if (object *pl = tmp->visible_to ())
2028 esrv_send_item (op, tmp); 1687 esrv_update_item (UPD_FLAGS, pl, tmp);
2029 } 1688 }
1689
2030 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1690 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
2031 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1691 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
2032 { 1692 {
2033 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1693 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
2034 if (op->type == PLAYER) 1694
1695 if (object *pl = tmp->visible_to ())
2035 esrv_send_item (op, tmp); 1696 esrv_update_item (UPD_FLAGS, pl, tmp);
2036 } 1697 }
2037 } /* if item is not identified */ 1698 } /* if item is not identified */
2038 } /* for the players inventory */ 1699 } /* for the players inventory */
2039 } /* if detect magic/curse and object is a player */ 1700 } /* if detect magic/curse and object is a player */
1701
2040 return 1; 1702 return 1;
2041} 1703}
2042 1704
2043 1705
2044/** 1706/**
2057 1719
2058 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you."); 1720 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
2059 1721
2060 if (victim->stats.sp >= victim->stats.maxsp * 2) 1722 if (victim->stats.sp >= victim->stats.maxsp * 2)
2061 { 1723 {
2062 object *tmp;
2063
2064 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1724 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
2065
2066 /* Explodes a fireball centered at player */
2067 tmp = get_archetype (EXPLODING_FIREBALL);
2068 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
2069 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
2070 tmp->x = victim->x;
2071 tmp->y = victim->y;
2072 insert_ob_in_map (tmp, victim->map, NULL, 0);
2073 victim->stats.sp = 2 * victim->stats.maxsp; 1725 victim->stats.sp = 2 * victim->stats.maxsp;
1726 create_exploding_ball_at (victim, caster_level);
2074 } 1727 }
2075 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1728 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
2076 {
2077 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); 1729 new_draw_info (NDI_UNIQUE | NDI_ORANGE, 0, victim, "You feel like your head is going to explode.");
2078 }
2079 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1730 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2080 {
2081 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 1731 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
2082 }
2083 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1732 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2084 { 1733 {
2085 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1734 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2086 confuse_player (victim, victim, 99); 1735 confuse_player (victim, victim, 99);
2087 } 1736 }
2088 else if (victim->stats.sp >= victim->stats.maxsp * 1.25) 1737 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
2089 {
2090 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices."); 1738 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
2091 }
2092} 1739}
2093 1740
2094/* cast_transfer 1741/* cast_transfer
2095 * This spell transfers sp from the player to another person. 1742 * This spell transfers sp from the player to another person.
2096 * We let the target go above their normal maximum SP. 1743 * We let the target go above their normal maximum SP.
2110 1757
2111 mflags = get_map_flags (m, &m, x, y, &x, &y); 1758 mflags = get_map_flags (m, &m, x, y, &x, &y);
2112 1759
2113 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1760 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
2114 { 1761 {
2115 for (plyr = get_map_ob (m, x, y); plyr != NULL; plyr = plyr->above) 1762 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
2116 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1763 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2117 break; 1764 break;
2118 } 1765 }
2119 1766
2120 1767
2121 /* If we did not find a player in the specified direction, transfer 1768 /* If we did not find a player in the specified direction, transfer
2122 * to anyone on top of us. This is used for the rune of transference mostly. 1769 * to anyone on top of us. This is used for the rune of transference mostly.
2123 */ 1770 */
2124 if (plyr == NULL) 1771 if (plyr == NULL)
2125 for (plyr = get_map_ob (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above) 1772 for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above)
2126 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1773 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2127 break; 1774 break;
2128 1775
2129 if (!plyr) 1776 if (!plyr)
2130 { 1777 {
2133 } 1780 }
2134 /* give sp */ 1781 /* give sp */
2135 if (spell->stats.dam > 0) 1782 if (spell->stats.dam > 0)
2136 { 1783 {
2137 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell); 1784 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
2138 charge_mana_effect (plyr, caster_level (caster, spell)); 1785 charge_mana_effect (plyr, casting_level (caster, spell));
2139 return 1; 1786 return 1;
2140 } 1787 }
2141 /* suck sp away. Can't suck sp from yourself */ 1788 /* suck sp away. Can't suck sp from yourself */
2142 else if (op != plyr) 1789 else if (op != plyr)
2143 { 1790 {
2155 /* Player doesn't get full credit */ 1802 /* Player doesn't get full credit */
2156 sucked = (sucked * rate) / 100; 1803 sucked = (sucked * rate) / 100;
2157 op->stats.sp += sucked; 1804 op->stats.sp += sucked;
2158 if (sucked > 0) 1805 if (sucked > 0)
2159 { 1806 {
2160 charge_mana_effect (op, caster_level (caster, spell)); 1807 charge_mana_effect (op, casting_level (caster, spell));
2161 } 1808 }
2162 } 1809 }
2163 return 1; 1810 return 1;
2164 } 1811 }
2165 return 0; 1812 return 0;
2185 m = op->map; 1832 m = op->map;
2186 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1833 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
2187 if (mflags & P_OUT_OF_MAP) 1834 if (mflags & P_OUT_OF_MAP)
2188 return; 1835 return;
2189 1836
2190 for (tmp = get_map_ob (m, sx, sy); tmp != NULL; tmp = next) 1837 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
2191 { 1838 {
2192 next = tmp->above; 1839 next = tmp->above;
2193 1840
2194 /* Need to look at the head object - otherwise, if tmp 1841 /* Need to look at the head object - otherwise, if tmp
2195 * points to a monster, we don't have all the necessary 1842 * points to a monster, we don't have all the necessary
2207 /* Basically, if the object is magical and not counterspell, 1854 /* Basically, if the object is magical and not counterspell,
2208 * we will more or less remove the object. Don't counterspell 1855 * we will more or less remove the object. Don't counterspell
2209 * monsters either. 1856 * monsters either.
2210 */ 1857 */
2211 1858
2212 if (head->attacktype & AT_MAGIC && 1859 if (head->attacktype & AT_MAGIC
2213 !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level)) 1860 && !(head->attacktype & AT_COUNTERSPELL)
1861 && !QUERY_FLAG (head, FLAG_MONSTER)
1862 && (op->level > head->level))
2214 head->destroy (); 1863 head->destroy ();
2215 else 1864 else
2216 switch (head->type) 1865 switch (head->type)
2217 { 1866 {
2218 case SPELL_EFFECT: 1867 case SPELL_EFFECT:
1868 // XXX: Don't affect floor spelleffects. See also XXX comment
1869 // about sanctuary in spell_util.C
1870 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1871 continue;
1872
2219 if (op->level > head->level) 1873 if (op->level > head->level)
2220 head->destroy (); 1874 head->destroy ();
2221 1875
2222 break; 1876 break;
2223 1877
2234 break; 1888 break;
2235 } 1889 }
2236 } 1890 }
2237} 1891}
2238 1892
2239
2240
2241/* cast_consecrate() - a spell to make an altar your god's */ 1893/* cast_consecrate() - a spell to make an altar your god's */
2242int 1894int
2243cast_consecrate (object *op, object *caster, object *spell) 1895cast_consecrate (object *op, object *caster, object *spell)
2244{ 1896{
2245 char buf[MAX_BUF]; 1897 char buf[MAX_BUF];
2257 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1909 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2258 break; 1910 break;
2259 if (tmp->type == HOLY_ALTAR) 1911 if (tmp->type == HOLY_ALTAR)
2260 { 1912 {
2261 1913
2262 if (tmp->level > caster_level (caster, spell)) 1914 if (tmp->level > casting_level (caster, spell))
2263 { 1915 {
2264 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name); 1916 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name);
2265 return 0; 1917 return 0;
2266 } 1918 }
2267 else 1919 else
2268 { 1920 {
2269 /* If we got here, we are consecrating an altar */ 1921 /* If we got here, we are consecrating an altar */
2270 sprintf (buf, "Altar of %s", &god->name); 1922 sprintf (buf, "Altar of %s", &god->name);
2271 tmp->name = buf; 1923 tmp->name = buf;
2272 tmp->level = caster_level (caster, spell); 1924 tmp->level = casting_level (caster, spell);
2273 tmp->other_arch = god->arch; 1925 tmp->other_arch = god->arch;
1926
2274 if (op->type == PLAYER) 1927 if (op->type == PLAYER)
2275 esrv_update_item (UPD_NAME, op, tmp); 1928 esrv_update_item (UPD_NAME, op, tmp);
1929
2276 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name); 1930 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
2277 return 1; 1931 return 1;
2278 } 1932 }
2279 } 1933 }
2280 } 1934 }
2290 * This code was very odd - code early on would only let players use the spell, 1944 * This code was very odd - code early on would only let players use the spell,
2291 * yet the code wass full of player checks. I've presumed that the code 1945 * yet the code wass full of player checks. I've presumed that the code
2292 * that only let players use it was correct, and removed all the other 1946 * that only let players use it was correct, and removed all the other
2293 * player checks. MSW 2003-01-06 1947 * player checks. MSW 2003-01-06
2294 */ 1948 */
2295
2296int 1949int
2297animate_weapon (object *op, object *caster, object *spell, int dir) 1950animate_weapon (object *op, object *caster, object *spell, int dir)
2298{ 1951{
2299 object *weapon, *tmp; 1952 object *weapon, *tmp;
2300 char buf[MAX_BUF]; 1953 char buf[MAX_BUF];
2301 int a, i; 1954 int a, i;
2302 sint16 x, y; 1955 sint16 x, y;
2303 maptile *m; 1956 maptile *m;
2304 materialtype_t *mt;
2305 1957
2306 if (!spell->other_arch) 1958 if (!spell->other_arch)
2307 { 1959 {
2308 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1960 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2309 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name); 1961 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2312 /* exit if it's not a player using this spell. */ 1964 /* exit if it's not a player using this spell. */
2313 if (op->type != PLAYER) 1965 if (op->type != PLAYER)
2314 return 0; 1966 return 0;
2315 1967
2316 /* if player already has a golem, abort */ 1968 /* if player already has a golem, abort */
2317 if (op->contr->ranges[range_golem]) 1969 if (object *golem = op->contr->golem)
2318 { 1970 {
2319 control_golem (op->contr->ranges[range_golem], dir); 1971 control_golem (golem, dir);
2320 return 0; 1972 return 0;
2321 } 1973 }
2322 1974
2323 /* if no direction specified, pick one */ 1975 /* if no direction specified, pick one */
2324 if (!dir) 1976 if (!dir)
2325 dir = find_free_spot (NULL, op->map, op->x, op->y, 1, 9); 1977 dir = find_free_spot (spell->other_arch, op->map, op->x, op->y, 1, 9);
2326 1978
2327 m = op->map; 1979 m = op->map;
2328 x = op->x + freearr_x[dir]; 1980 x = op->x + freearr_x[dir];
2329 y = op->y + freearr_y[dir]; 1981 y = op->y + freearr_y[dir];
2330 1982
2331 /* if there's no place to put the golem, abort */ 1983 /* if there's no place to put the golem, abort */
2332 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || 1984 if (dir < 0 || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP)
2333 ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->clone.move_type)) 1985 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2334 { 1986 {
2335 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1987 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
2336 return 0; 1988 return 0;
2337 } 1989 }
2338 1990
2342 if (!weapon) 1994 if (!weapon)
2343 { 1995 {
2344 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 1996 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2345 return 0; 1997 return 0;
2346 } 1998 }
1999
2347 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2000 if (spell->race && weapon->arch->archname != spell->race)
2348 { 2001 {
2349 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2002 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2350 return 0; 2003 return 0;
2351 } 2004 }
2005
2352 if (weapon->type != WEAPON) 2006 if (weapon->type != WEAPON)
2353 { 2007 {
2354 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it."); 2008 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it.");
2355 return 0; 2009 return 0;
2356 } 2010 }
2011
2357 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2012 if (QUERY_FLAG (weapon, FLAG_APPLIED))
2358 { 2013 {
2359 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon)); 2014 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon));
2360 return 0; 2015 return 0;
2361 } 2016 }
2362 2017
2363 if (weapon->nrof > 1) 2018 weapon = weapon->split ();
2364 {
2365 tmp = get_split_ob (weapon, 1);
2366 esrv_send_item (op, weapon);
2367 weapon = tmp;
2368 }
2369 2019
2370 /* create the golem object */ 2020 /* create the golem object */
2371 tmp = arch_to_object (spell->other_arch); 2021 tmp = arch_to_object (spell->other_arch);
2372 2022
2373 /* if animated by a player, give the player control of the golem */ 2023 /* if animated by a player, give the player control of the golem */
2374 CLEAR_FLAG (tmp, FLAG_MONSTER); 2024 CLEAR_FLAG (tmp, FLAG_MONSTER);
2375 SET_FLAG (tmp, FLAG_FRIENDLY);
2376 tmp->stats.exp = 0; 2025 tmp->stats.exp = 0;
2377 add_friendly_object (tmp); 2026 add_friendly_object (tmp);
2378 tmp->type = GOLEM; 2027 tmp->type = GOLEM;
2379 tmp->set_owner (op); 2028 tmp->set_owner (op);
2029 op->contr->golem = tmp;
2380 set_spell_skill (op, caster, spell, tmp); 2030 set_spell_skill (op, caster, spell, tmp);
2381 op->contr->ranges[range_golem] = tmp;
2382 op->contr->shoottype = range_golem;
2383 2031
2384 /* Give the weapon to the golem now. A bit of a hack to check the 2032 /* Give the weapon to the golem now. A bit of a hack to check the
2385 * removed flag - it should only be set if get_split_object was 2033 * removed flag - it should only be set if weapon->split was
2386 * used above. 2034 * used above.
2387 */ 2035 */
2388 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2036 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2389 weapon->remove (); 2037 weapon->remove ();
2390 insert_ob_in_ob (weapon, tmp); 2038
2391 esrv_send_item (op, weapon); 2039 tmp->insert (weapon);
2040
2392 /* To do everything necessary to let a golem use the weapon is a pain, 2041 /* To do everything necessary to let a golem use the weapon is a pain,
2393 * so instead, just set it as equipped (otherwise, we need to update 2042 * so instead, just set it as equipped (otherwise, we need to update
2394 * body_info, skills, etc) 2043 * body_info, skills, etc)
2395 */ 2044 */
2396 SET_FLAG (tmp, FLAG_USE_WEAPON); 2045 SET_FLAG (tmp, FLAG_USE_WEAPON);
2397 SET_FLAG (weapon, FLAG_APPLIED); 2046 SET_FLAG (weapon, FLAG_APPLIED);
2398 fix_player (tmp); 2047 tmp->update_stats ();
2399 2048
2400 /* There used to be 'odd' code that basically seemed to take the absolute 2049 /* There used to be 'odd' code that basically seemed to take the absolute
2401 * value of the weapon->magic an use that. IMO, that doesn't make sense - 2050 * value of the weapon->magic an use that. IMO, that doesn't make sense -
2402 * if you're using a crappy weapon, it shouldn't be as good. 2051 * if you're using a crappy weapon, it shouldn't be as good.
2403 */ 2052 */
2422 2071
2423 /* attacktype */ 2072 /* attacktype */
2424 if (!tmp->attacktype) 2073 if (!tmp->attacktype)
2425 tmp->attacktype = AT_PHYSICAL; 2074 tmp->attacktype = AT_PHYSICAL;
2426 2075
2427 mt = NULL;
2428 if (op->materialname != NULL)
2429 mt = name_to_material (op->materialname); 2076 if (materialtype_t *mt = name_to_material (op->materialname))
2430 if (mt != NULL)
2431 { 2077 {
2432 for (i = 0; i < NROFATTACKS; i++) 2078 for (i = 0; i < NROFATTACKS; i++)
2433 tmp->resist[i] = 50 - (mt->save[i] * 5); 2079 tmp->resist[i] = 50 - (mt->save[i] * 5);
2434 a = mt->save[0]; 2080 a = mt->save[0];
2435 } 2081 }
2437 { 2083 {
2438 for (i = 0; i < NROFATTACKS; i++) 2084 for (i = 0; i < NROFATTACKS; i++)
2439 tmp->resist[i] = 5; 2085 tmp->resist[i] = 5;
2440 a = 10; 2086 a = 10;
2441 } 2087 }
2088
2442 /* Set weapon's immunity */ 2089 /* Set weapon's immunity */
2443 tmp->resist[ATNR_CONFUSION] = 100; 2090 tmp->resist[ATNR_CONFUSION] = 100;
2444 tmp->resist[ATNR_POISON] = 100; 2091 tmp->resist[ATNR_POISON] = 100;
2445 tmp->resist[ATNR_SLOW] = 100; 2092 tmp->resist[ATNR_SLOW] = 100;
2446 tmp->resist[ATNR_PARALYZE] = 100; 2093 tmp->resist[ATNR_PARALYZE] = 100;
2452 2099
2453 /* Improve weapon's armour value according to best save vs. physical of its material */ 2100 /* Improve weapon's armour value according to best save vs. physical of its material */
2454 2101
2455 if (a > 14) 2102 if (a > 14)
2456 a = 14; 2103 a = 14;
2104
2457 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); 2105 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2458 2106
2459 /* Determine golem's speed */ 2107 /* Determine golem's speed */
2460 tmp->speed = 0.4 + 0.1 * SP_level_range_adjust (caster, spell); 2108 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2461
2462 if (tmp->speed > 3.33)
2463 tmp->speed = 3.33;
2464 2109
2465 if (!spell->race) 2110 if (!spell->race)
2466 { 2111 {
2467 sprintf (buf, "animated %s", &weapon->name); 2112 sprintf (buf, "animated %s", &weapon->name);
2468 tmp->name = buf; 2113 tmp->name = buf;
2470 tmp->face = weapon->face; 2115 tmp->face = weapon->face;
2471 tmp->animation_id = weapon->animation_id; 2116 tmp->animation_id = weapon->animation_id;
2472 tmp->anim_speed = weapon->anim_speed; 2117 tmp->anim_speed = weapon->anim_speed;
2473 tmp->last_anim = weapon->last_anim; 2118 tmp->last_anim = weapon->last_anim;
2474 tmp->state = weapon->state; 2119 tmp->state = weapon->state;
2475 if (QUERY_FLAG (weapon, FLAG_ANIMATE)) 2120 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2476 {
2477 SET_FLAG (tmp, FLAG_ANIMATE);
2478 }
2479 else
2480 {
2481 CLEAR_FLAG (tmp, FLAG_ANIMATE);
2482 }
2483 update_ob_speed (tmp);
2484 } 2121 }
2485 2122
2486 /* make experience increase in proportion to the strength of the summoned creature. */ 2123 /* make experience increase in proportion to the strength of the summoned creature. */
2487 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell)); 2124 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / casting_level (caster, spell));
2488 2125
2489 tmp->speed_left = -1; 2126 tmp->speed_left = -1;
2490 tmp->x = x;
2491 tmp->y = y;
2492 tmp->direction = dir; 2127 tmp->direction = dir;
2493 insert_ob_in_map (tmp, m, op, 0); 2128
2129 m->insert (tmp, x, y, op);
2494 return 1; 2130 return 1;
2495} 2131}
2496 2132
2497/* cast_daylight() - changes the map darkness level *lower* */ 2133/* cast_daylight() - changes the map darkness level *lower* */
2498 2134
2499/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2135/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2500 * This changes the light level for the entire map. 2136 * This changes the light level for the entire map.
2501 */ 2137 */
2502
2503int 2138int
2504cast_change_map_lightlevel (object *op, object *caster, object *spell) 2139cast_change_map_lightlevel (object *op, object *caster, object *spell)
2505{ 2140{
2506 int success; 2141 int success;
2507 2142
2508 if (!op->map) 2143 if (!op->map)
2509 return 0; /* shouldnt happen */ 2144 return 0; /* shouldnt happen */
2510 2145
2511 success = change_map_light (op->map, spell->stats.dam); 2146 success = op->map->change_map_light (spell->stats.dam);
2147
2512 if (!success) 2148 if (!success)
2513 { 2149 {
2514 if (spell->stats.dam < 0) 2150 if (spell->stats.dam < 0)
2515 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2151 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2516 else 2152 else
2517 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2153 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here.");
2518 } 2154 }
2155
2519 return success; 2156 return success;
2520} 2157}
2521
2522
2523
2524
2525 2158
2526/* create an aura spell object and put it in the player's inventory. 2159/* create an aura spell object and put it in the player's inventory.
2527 * as usual, op is player, caster is the object casting the spell, 2160 * as usual, op is player, caster is the object casting the spell,
2528 * spell is the spell object itself. 2161 * spell is the spell object itself.
2529 */ 2162 */
2541 2174
2542 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); 2175 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2543 2176
2544 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 2177 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2545 2178
2546 new_aura->set_owner (op);
2547 set_spell_skill (op, caster, spell, new_aura); 2179 set_spell_skill (op, caster, spell, new_aura);
2548 new_aura->attacktype = spell->attacktype; 2180 new_aura->attacktype = spell->attacktype;
2549 2181
2550 new_aura->level = caster_level (caster, spell); 2182 new_aura->level = casting_level (caster, spell);
2183
2551 if (refresh) 2184 if (refresh)
2552 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2185 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2553 else 2186 else
2554 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2187 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2188
2555 insert_ob_in_ob (new_aura, op); 2189 insert_ob_in_ob (new_aura, op);
2190 new_aura->set_owner (op);
2191
2556 return 1; 2192 return 1;
2557} 2193}
2558
2559 2194
2560/* move aura function. An aura is a part of someone's inventory, 2195/* move aura function. An aura is a part of someone's inventory,
2561 * which he carries with him, but which acts on the map immediately 2196 * which he carries with him, but which acts on the map immediately
2562 * around him. 2197 * around him.
2563 * Aura parameters: 2198 * Aura parameters:
2564 * duration: duration counter. 2199 * duration: duration counter.
2565 * attacktype: aura's attacktype 2200 * attacktype: aura's attacktype
2566 * other_arch: archetype to drop where we attack 2201 * other_arch: archetype to drop where we attack
2567 */ 2202 */
2568
2569void 2203void
2570move_aura (object *aura) 2204move_aura (object *aura)
2571{ 2205{
2572 int i, mflags;
2573 object *env;
2574 maptile *m;
2575
2576 /* auras belong in inventories */ 2206 /* auras belong in inventories */
2577 env = aura->env; 2207 object *env = aura->env;
2208 object *owner = aura->owner;
2578 2209
2579 /* no matter what we've gotta remove the aura... 2210 /* no matter what we've gotta remove the aura...
2580 * we'll put it back if its time isn't up. 2211 * we'll put it back if its time isn't up.
2581 */ 2212 */
2582 aura->remove (); 2213 aura->remove ();
2587 aura->destroy (); 2218 aura->destroy ();
2588 return; 2219 return;
2589 } 2220 }
2590 2221
2591 /* auras only exist in inventories */ 2222 /* auras only exist in inventories */
2592 if (env == NULL || env->map == NULL) 2223 if (!env || !env->map)
2593 { 2224 {
2594 aura->destroy (); 2225 aura->destroy ();
2595 return; 2226 return;
2596 } 2227 }
2597
2598 aura->x = env->x;
2599 aura->y = env->y;
2600 2228
2601 /* we need to jump out of the inventory for a bit 2229 /* we need to jump out of the inventory for a bit
2602 * in order to hit the map conveniently. 2230 * in order to hit the map conveniently.
2603 */ 2231 */
2604 insert_ob_in_map (aura, env->map, aura, 0); 2232 aura->insert_at (env, aura);
2605 2233
2606 for (i = 1; i < 9; i++) 2234 for (int i = 1; i < 9; i++)
2607 { 2235 {
2608 sint16 nx, ny; 2236 mapxy pos (env);
2237 pos.move (i);
2609 2238
2610 nx = aura->x + freearr_x[i];
2611 ny = aura->y + freearr_y[i];
2612 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2613
2614 /* Consider the movement tyep of the person with the aura as 2239 /* Consider the movement type of the person with the aura as
2615 * movement type of the aura. Eg, if the player is flying, the aura 2240 * movement type of the aura. Eg, if the player is flying, the aura
2616 * is flying also, if player is walking, it is on the ground, etc. 2241 * is flying also, if player is walking, it is on the ground, etc.
2617 */ 2242 */
2618 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny)))) 2243 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2619 { 2244 {
2620 hit_map (aura, i, aura->attacktype, 0); 2245 hit_map (aura, i, aura->attacktype, 0);
2621 2246
2622 if (aura->other_arch) 2247 if (aura->other_arch)
2623 {
2624 object *new_ob;
2625
2626 new_ob = arch_to_object (aura->other_arch); 2248 pos.insert (arch_to_object (aura->other_arch), aura);
2627 new_ob->x = nx;
2628 new_ob->y = ny;
2629 insert_ob_in_map (new_ob, m, aura, 0);
2630 } 2249 }
2631 }
2632 } 2250 }
2251
2633 /* put the aura back in the player's inventory */ 2252 /* put the aura back in the player's inventory */
2634 aura->remove (); 2253 env->insert (aura);
2635 insert_ob_in_ob (aura, env); 2254 aura->set_owner (owner);
2636} 2255}
2637 2256
2638/* moves the peacemaker spell. 2257/* moves the peacemaker spell.
2639 * op is the piece object. 2258 * op is the piece object.
2640 */ 2259 */
2641
2642void 2260void
2643move_peacemaker (object *op) 2261move_peacemaker (object *op)
2644{ 2262{
2645 object *tmp; 2263 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2646
2647 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2648 { 2264 {
2649 int atk_lev, def_lev; 2265 int atk_lev, def_lev;
2650 object *victim = tmp; 2266 object *victim = tmp->head_ ();
2651 2267
2652 if (tmp->head)
2653 victim = tmp->head;
2654 if (!QUERY_FLAG (victim, FLAG_MONSTER)) 2268 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2655 continue; 2269 continue;
2270
2656 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2271 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2657 continue; 2272 continue;
2273
2658 if (victim->stats.exp == 0) 2274 if (victim->stats.exp == 0)
2659 continue; 2275 continue;
2660 2276
2661 def_lev = MAX (1, victim->level); 2277 def_lev = MAX (1, victim->level);
2662 atk_lev = MAX (1, op->level); 2278 atk_lev = MAX (1, op->level);
2663 2279
2664 if (rndm (0, atk_lev - 1) > def_lev) 2280 if (rndm (0, atk_lev - 1) > def_lev)
2665 { 2281 {
2666 /* make this sucker peaceful. */ 2282 /* make this sucker peaceful. */
2667 2283
2284 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2668 change_exp (op->owner, victim->stats.exp, op->skill, 0); 2285 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2669 victim->stats.exp = 0; 2286 victim->stats.exp = 0;
2670#if 0 2287#if 0
2671 /* No idea why these were all set to zero - if something 2288 /* No idea why these were all set to zero - if something
2672 * makes this creature agressive, he should still do damage. 2289 * makes this creature agressive, he should still do damage.
2679 victim->attack_movement = RANDO2; 2296 victim->attack_movement = RANDO2;
2680 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2297 SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2681 SET_FLAG (victim, FLAG_RUN_AWAY); 2298 SET_FLAG (victim, FLAG_RUN_AWAY);
2682 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2299 SET_FLAG (victim, FLAG_RANDOM_MOVE);
2683 CLEAR_FLAG (victim, FLAG_MONSTER); 2300 CLEAR_FLAG (victim, FLAG_MONSTER);
2301
2684 if (victim->name) 2302 if (victim->name)
2685 {
2686 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name); 2303 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2687 } 2304 }
2688 }
2689 } 2305 }
2690} 2306}
2691
2692 2307
2693/* This writes a rune that contains the appropriate message. 2308/* This writes a rune that contains the appropriate message.
2694 * There really isn't any adjustments we make. 2309 * There really isn't any adjustments we make.
2695 */ 2310 */
2696
2697int 2311int
2698write_mark (object *op, object *spell, const char *msg) 2312write_mark (object *op, object *spell, const char *msg)
2699{ 2313{
2700 char rune[HUGE_BUF];
2701 object *tmp;
2702
2703 if (!msg || msg[0] == 0) 2314 if (!msg || msg[0] == 0)
2704 { 2315 {
2705 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2316 new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2706 return 0; 2317 return 0;
2707 } 2318 }
2710 { 2321 {
2711 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?"); 2322 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?");
2712 LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg); 2323 LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg);
2713 return 0; 2324 return 0;
2714 } 2325 }
2326
2715 if (!spell->other_arch) 2327 if (!spell->other_arch)
2716 return 0; 2328 return 0;
2329
2717 tmp = arch_to_object (spell->other_arch); 2330 object *tmp = arch_to_object (spell->other_arch);
2718
2719 snprintf (rune, sizeof (rune), "%s\n", msg);
2720 2331
2721 tmp->race = op->name; /*Save the owner of the rune */ 2332 tmp->race = op->name; /*Save the owner of the rune */
2722 tmp->msg = rune; 2333 tmp->msg = msg;
2723 tmp->x = op->x; 2334
2724 tmp->y = op->y; 2335 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2725 insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR); 2336
2726 return 1; 2337 return 1;
2727} 2338}
2339

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