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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.21 by root, Tue Dec 19 05:41:22 2006 UTC vs.
Revision 1.105 by root, Thu Sep 17 00:07:04 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 *spellparam)
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 (spellparam)
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 (*spellparam))
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, spellparam))
158 break; 157 break;
159 158
160 if (!al) 159 if (!al)
161 { 160 {
162 missile->destroy (); 161 missile->destroy ();
163 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, stringarg); 162 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, spellparam);
164 return 0; 163 return 0;
165 } 164 }
166 165
167 if (al->item->slaying) 166 if (al->item->slaying)
168 { 167 {
169 missile->destroy (); 168 missile->destroy ();
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, spellparam);
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 (spellparam) < missile_plus)
183 missile_plus = atoi (stringarg); 182 missile_plus = atoi (spellparam);
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)
206 return 1; 202 return 1;
207} 203}
208 204
209 205
210/* allows the choice of what sort of food object to make. 206/* allows the choice of what sort of food object to make.
211 * If stringarg is NULL, it will create food dependent on level --PeterM*/ 207 * If spellparam is NULL, it will create food dependent on level --PeterM*/
212int 208int
213cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *stringarg) 209cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *spellparam)
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 (spellparam)
222 { 218 {
223 at = find_archetype_by_object_type_name (FOOD, stringarg); 219 at = find_archetype_by_object_type_name (FOOD, spellparam);
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, spellparam);
226 if (at == NULL || at->clone.stats.food > food_value) 222 if (at == NULL || at->stats.food > food_value)
227 stringarg = NULL; 223 spellparam = NULL;
228 } 224 }
229 225
230 if (!stringarg) 226 if (!spellparam)
231 { 227 {
232 archetype *at_tmp; 228 archetype *at_tmp;
233 229
234 /* We try to find the archetype with the maximum food value. 230 /* We try to find the archetype with the maximum food value.
235 * This removes the dependancy of hard coded food values in this 231 * This removes the dependancy of hard coded food values in this
237 * We don't use flesh types because the weight values of those need 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
1041 777
1042 return 1; 778 return 1;
1043} 779}
1044 780
1045int 781int
1046dimension_door (object *op, object *caster, object *spob, int dir) 782dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
1047{ 783{
1048 uint32 dist, maxdist; 784 uint32 dist, maxdist;
1049 int mflags; 785 int mflags;
1050 maptile *m; 786 maptile *m;
1051 sint16 sx, sy; 787 sint16 sx, sy;
1062 /* Given the new outdoor maps, can't let players dimension door for 798 /* Given the new outdoor maps, can't let players dimension door for
1063 * ever, so put limits in. 799 * ever, so put limits in.
1064 */ 800 */
1065 maxdist = spob->range + SP_level_range_adjust (caster, spob); 801 maxdist = spob->range + SP_level_range_adjust (caster, spob);
1066 802
1067 if (op->contr->count) 803 if (spellparam)
1068 { 804 {
805 int count = atoi (spellparam);
806
1069 if (op->contr->count > maxdist) 807 if (count > maxdist)
1070 { 808 {
1071 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!"); 809 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!");
1072 return 0; 810 return 0;
1073 } 811 }
1074 812
1075 for (dist = 0; dist < op->contr->count; dist++) 813 for (dist = 0; dist < count; dist++)
1076 { 814 {
1077 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy); 815 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
1078 816
1079 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 817 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
1080 break; 818 break;
1081 819
1082 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) 820 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1083 break; 821 break;
1084 } 822 }
1085 823
1086 if (dist < op->contr->count) 824 if (dist < count)
1087 { 825 {
1088 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n"); 826 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
1089 op->contr->count = 0;
1090 return 0; 827 return 0;
1091 } 828 }
1092 op->contr->count = 0;
1093 829
1094 /* Remove code that puts player on random space on maps. IMO, 830 /* Remove code that puts player on random space on maps. IMO,
1095 * a lot of maps probably have areas the player should not get to, 831 * a lot of maps probably have areas the player should not get to,
1096 * but may not be marked as NO_MAGIC (as they may be bounded 832 * but may not be marked as NO_MAGIC (as they may be bounded
1097 * by such squares). Also, there are probably treasure rooms and 833 * by such squares). Also, there are probably treasure rooms and
1145 return 0; 881 return 0;
1146 } 882 }
1147 } 883 }
1148 884
1149 /* Actually move the player now */ 885 /* Actually move the player now */
1150 op->remove (); 886 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op)))
1151 op->x += freearr_x[dir] * dist;
1152 op->y += freearr_y[dir] * dist;
1153 if ((op = insert_ob_in_map (op, op->map, op, 0)) == NULL)
1154 return 1; 887 return 1;
1155 888
1156 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ 889 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */
1157 return 1; 890 return 1;
1158} 891}
1159
1160 892
1161/* cast_heal: Heals something. 893/* cast_heal: Heals something.
1162 * op is the caster. 894 * op is the caster.
1163 * dir is the direction he is casting it in. 895 * dir is the direction he is casting it in.
1164 * spell is the spell object. 896 * spell is the spell object.
1171 object *poison; 903 object *poison;
1172 int heal = 0, success = 0; 904 int heal = 0, success = 0;
1173 905
1174 tmp = find_target_for_friendly_spell (op, dir); 906 tmp = find_target_for_friendly_spell (op, dir);
1175 907
1176 if (tmp == NULL) 908 if (!tmp)
1177 return 0; 909 return 0;
1178 910
1179 /* Figure out how many hp this spell might cure. 911 /* Figure out how many hp this spell might cure.
1180 * could be zero if this spell heals effects, not damage. 912 * could be zero if this spell heals effects, not damage.
1181 */ 913 */
1184 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp; 916 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
1185 917
1186 if (heal) 918 if (heal)
1187 { 919 {
1188 if (tmp->stats.hp >= tmp->stats.maxhp) 920 if (tmp->stats.hp >= tmp->stats.maxhp)
1189 {
1190 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed."); 921 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed.");
1191 }
1192 else 922 else
1193 { 923 {
1194 /* See how many points we actually heal. Instead of messages 924 /* See how many points we actually heal. Instead of messages
1195 * based on type of spell, we instead do messages based 925 * based on type of spell, we instead do messages based
1196 * on amount of damage healed. 926 * on amount of damage healed.
1197 */ 927 */
1198 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 928 if (heal > tmp->stats.maxhp - tmp->stats.hp)
1199 heal = tmp->stats.maxhp - tmp->stats.hp; 929 heal = tmp->stats.maxhp - tmp->stats.hp;
930
1200 tmp->stats.hp += heal; 931 tmp->stats.hp += heal;
1201 932
1202 if (tmp->stats.hp >= tmp->stats.maxhp) 933 if (tmp->stats.hp >= tmp->stats.maxhp)
1203 {
1204 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 934 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1205 }
1206 else if (heal > 50) 935 else if (heal > 50)
1207 {
1208 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); 936 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1209 }
1210 else if (heal > 25) 937 else if (heal > 25)
1211 {
1212 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); 938 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1213 }
1214 else if (heal > 10) 939 else if (heal > 10)
1215 {
1216 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade."); 940 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade.");
1217 }
1218 else 941 else
1219 {
1220 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close."); 942 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close.");
1221 } 943
1222 success = 1; 944 success = 1;
1223 } 945 }
1224 } 946 }
947
1225 if (spell->attacktype & AT_DISEASE) 948 if (spell->attacktype & AT_DISEASE)
1226 if (cure_disease (tmp, op)) 949 if (cure_disease (tmp, op, spell))
1227 success = 1; 950 success = 1;
1228 951
1229 if (spell->attacktype & AT_POISON) 952 if (spell->attacktype & AT_POISON)
1230 { 953 {
1231 at = archetype::find ("poisoning"); 954 at = archetype::find ("poisoning");
1235 success = 1; 958 success = 1;
1236 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 959 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1237 poison->stats.food = 1; 960 poison->stats.food = 1;
1238 } 961 }
1239 } 962 }
963
1240 if (spell->attacktype & AT_CONFUSION) 964 if (spell->attacktype & AT_CONFUSION)
1241 { 965 {
1242 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 966 poison = present_in_ob_by_name (FORCE, "confusion", tmp);
1243 if (poison) 967 if (poison)
1244 { 968 {
1245 success = 1; 969 success = 1;
1246 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 970 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1247 poison->duration = 1; 971 poison->duration = 1;
1248 } 972 }
1249 } 973 }
974
1250 if (spell->attacktype & AT_BLIND) 975 if (spell->attacktype & AT_BLIND)
1251 { 976 {
1252 at = archetype::find ("blindness"); 977 at = archetype::find ("blindness");
1253 poison = present_arch_in_ob (at, tmp); 978 poison = present_arch_in_ob (at, tmp);
1254 if (poison) 979 if (poison)
1256 success = 1; 981 success = 1;
1257 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return."); 982 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1258 poison->stats.food = 1; 983 poison->stats.food = 1;
1259 } 984 }
1260 } 985 }
986
1261 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) 987 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1262 { 988 {
1263 tmp->stats.sp += spell->last_sp; 989 tmp->stats.sp += spell->last_sp;
1264 if (tmp->stats.sp > tmp->stats.maxsp) 990 if (tmp->stats.sp > tmp->stats.maxsp)
1265 tmp->stats.sp = tmp->stats.maxsp; 991 tmp->stats.sp = tmp->stats.maxsp;
1266 success = 1; 992 success = 1;
1267 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!"); 993 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!");
1268 } 994 }
995
1269 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) 996 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1270 { 997 {
1271 tmp->stats.grace += spell->last_grace; 998 tmp->stats.grace += spell->last_grace;
1272 if (tmp->stats.grace > tmp->stats.maxgrace) 999 if (tmp->stats.grace > tmp->stats.maxgrace)
1273 tmp->stats.grace = tmp->stats.maxgrace; 1000 tmp->stats.grace = tmp->stats.maxgrace;
1274 success = 1; 1001 success = 1;
1275 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!"); 1002 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1276 } 1003 }
1004
1277 if (spell->stats.food && tmp->stats.food < 999) 1005 if (spell->stats.food && tmp->stats.food < 999)
1278 { 1006 {
1279 tmp->stats.food += spell->stats.food; 1007 tmp->stats.food += spell->stats.food;
1008
1280 if (tmp->stats.food > 999) 1009 if (tmp->stats.food > 999)
1281 tmp->stats.food = 999; 1010 tmp->stats.food = 999;
1011
1282 success = 1; 1012 success = 1;
1283 /* We could do something a bit better like the messages for healing above */ 1013 /* We could do something a bit better like the messages for healing above */
1284 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food"); 1014 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1285 } 1015 }
1016
1286 return success; 1017 return success;
1287} 1018}
1288
1289 1019
1290/* This is used for the spells that gain stats. There are no spells 1020/* This is used for the spells that gain stats. There are no spells
1291 * right now that icnrease wis/int/pow on a temp basis, so no 1021 * right now that icnrease wis/int/pow on a temp basis, so no
1292 * good comments for those. 1022 * good comments for those.
1293 */ 1023 */
1294static const char *const no_gain_msgs[NUM_STATS] = { 1024static const char *const no_gain_msgs[NUM_STATS] = {
1295 "You grow no stronger.", 1025 "You grow no stronger.",
1296 "You grow no more agile.", 1026 "You grow no more agile.",
1297 "You don't feel any healthier.", 1027 "You don't feel any healthier.",
1298 "no wis", 1028 "You didn't grow any more intelligent.",
1029 "You do not feel any wiser.",
1030 "You don't feel any more powerful."
1299 "You are no easier to look at.", 1031 "You are no easier to look at.",
1300 "no int",
1301 "no pow"
1302}; 1032};
1303 1033
1304int 1034int
1035change_ability_duration (object *spell, object *caster)
1036{
1037 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1038}
1039
1040int
1305cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) 1041cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1306{ 1042{
1307 object *tmp, *tmp2 = NULL;
1308 object *force = NULL; 1043 object *force = 0;
1309 int i; 1044 int i;
1310 1045
1311 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1046 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1312 if (dir != 0) 1047 object *tmp = dir
1313 {
1314 tmp = find_target_for_friendly_spell (op, dir); 1048 ? find_target_for_friendly_spell (op, dir)
1315 } 1049 : op;
1316 else
1317 {
1318 tmp = op;
1319 }
1320 1050
1321 if (tmp == NULL) 1051 if (!tmp)
1322 return 0; 1052 return 0;
1323 1053
1324 /* If we've already got a force of this type, don't add a new one. */ 1054 /* If we've already got a force of this type, don't add a new one. */
1325 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1055 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1326 { 1056 {
1327 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1057 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1328 { 1058 {
1329 if (tmp2->name == spell_ob->name) 1059 if (tmp2->name == spell_ob->name)
1330 { 1060 {
1333 } 1063 }
1334 else if (spell_ob->race && spell_ob->race == tmp2->name) 1064 else if (spell_ob->race && spell_ob->race == tmp2->name)
1335 { 1065 {
1336 if (!silent) 1066 if (!silent)
1337 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 1067 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1068
1338 return 0; 1069 return 0;
1339 } 1070 }
1340 } 1071 }
1341 } 1072 }
1342 if (force == NULL) 1073
1074 if (!force)
1343 { 1075 {
1344 force = get_archetype (FORCE_NAME); 1076 force = get_archetype (FORCE_NAME);
1345 force->subtype = FORCE_CHANGE_ABILITY; 1077 force->subtype = FORCE_CHANGE_ABILITY;
1078
1346 if (spell_ob->race) 1079 if (spell_ob->race)
1347 force->name = spell_ob->race; 1080 force->name = spell_ob->race;
1348 else 1081 else
1349 force->name = spell_ob->name; 1082 force->name = spell_ob->name;
1083
1350 force->name_pl = spell_ob->name; 1084 force->name_pl = spell_ob->name;
1351 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); 1085 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1352 1086
1353 } 1087 }
1354 else 1088 else
1355 { 1089 {
1356 int duration; 1090 int duration = change_ability_duration (caster, spell_ob);
1357 1091
1358 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1359 if (duration > force->duration) 1092 if (duration > force->duration)
1360 { 1093 {
1361 force->duration = duration; 1094 force->duration = duration;
1362 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1095 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1363 } 1096 }
1364 else 1097 else
1365 {
1366 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1098 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1367 } 1099
1368 return 1; 1100 return 1;
1369 } 1101 }
1102
1370 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1103 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1371 force->speed = 1.0; 1104 force->speed = 1.0;
1372 force->speed_left = -1.0; 1105 force->speed_left = -1.0;
1373 SET_FLAG (force, FLAG_APPLIED); 1106 SET_FLAG (force, FLAG_APPLIED);
1374 1107
1380 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob); 1113 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob);
1381 if (force->resist[i] > 100) 1114 if (force->resist[i] > 100)
1382 force->resist[i] = 100; 1115 force->resist[i] = 100;
1383 } 1116 }
1384 } 1117 }
1118
1385 if (spell_ob->stats.hp) 1119 if (spell_ob->stats.hp)
1386 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob); 1120 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1387 1121
1388 if (tmp->type == PLAYER) 1122 if (tmp->type == PLAYER)
1389 { 1123 {
1390 /* Stat adjustment spells */ 1124 /* Stat adjustment spells */
1391 for (i = 0; i < NUM_STATS; i++) 1125 for (i = 0; i < NUM_STATS; i++)
1392 { 1126 {
1393 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; 1127 if (sint8 stat = spell_ob->stats.stat (i))
1394
1395 if (stat)
1396 { 1128 {
1397 sm = 0; 1129 sint8 sm = 0;
1398 for (k = 0; k < stat; k++) 1130 for (sint8 k = 0; k < stat; k++)
1399 sm += rndm (1, 3); 1131 sm += rndm (1, 3);
1400 1132
1401 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) 1133 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1402 { 1134 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1403 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); 1135
1404 if (sm < 0) 1136 force->stats.stat (i) = sm;
1405 sm = 0; 1137
1406 }
1407 set_attr_value (&force->stats, i, sm);
1408 if (!sm) 1138 if (!sm)
1409 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); 1139 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1410 } 1140 }
1411 } 1141 }
1412 } 1142 }
1432 force->stats.ac = spell_ob->stats.ac; 1162 force->stats.ac = spell_ob->stats.ac;
1433 force->attacktype = spell_ob->attacktype; 1163 force->attacktype = spell_ob->attacktype;
1434 1164
1435 insert_ob_in_ob (force, tmp); 1165 insert_ob_in_ob (force, tmp);
1436 change_abil (tmp, force); /* Mostly to display any messages */ 1166 change_abil (tmp, force); /* Mostly to display any messages */
1437 fix_player (tmp); 1167 tmp->update_stats ();
1168
1438 return 1; 1169 return 1;
1439} 1170}
1440 1171
1441/* This used to be part of cast_change_ability, but it really didn't make 1172/* 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 1173 * a lot of sense, since most of the values it derives are from the god
1443 * of the caster. 1174 * of the caster.
1444 */ 1175 */
1445
1446int 1176int
1447cast_bless (object *op, object *caster, object *spell_ob, int dir) 1177cast_bless (object *op, object *caster, object *spell_ob, int dir)
1448{ 1178{
1449 int i; 1179 int i;
1450 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1180 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1451 1181
1452 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1182 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1453 if (dir != 0) 1183 if (dir != 0)
1454 { 1184 {
1455 tmp = find_target_for_friendly_spell (op, dir); 1185 tmp = find_target_for_friendly_spell (op, dir);
1186
1187 if (!tmp)
1188 return 0;
1456 } 1189 }
1457 else 1190 else
1458 {
1459 tmp = op; 1191 tmp = op;
1460 }
1461 1192
1462 /* If we've already got a force of this type, don't add a new one. */ 1193 /* 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) 1194 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1464 { 1195 {
1465 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1196 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1466 { 1197 {
1467 if (tmp2->name == spell_ob->name) 1198 if (tmp2->name == spell_ob->name)
1468 { 1199 {
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); 1205 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; 1206 return 0;
1476 } 1207 }
1477 } 1208 }
1478 } 1209 }
1210
1479 if (force == NULL) 1211 if (force == NULL)
1480 { 1212 {
1481 force = get_archetype (FORCE_NAME); 1213 force = get_archetype (FORCE_NAME);
1482 force->subtype = FORCE_CHANGE_ABILITY; 1214 force->subtype = FORCE_CHANGE_ABILITY;
1483 if (spell_ob->race) 1215 if (spell_ob->race)
1541 force->stats.wc = spell_ob->stats.wc; 1273 force->stats.wc = spell_ob->stats.wc;
1542 force->stats.ac = spell_ob->stats.ac; 1274 force->stats.ac = spell_ob->stats.ac;
1543 1275
1544 change_abil (tmp, force); /* Mostly to display any messages */ 1276 change_abil (tmp, force); /* Mostly to display any messages */
1545 insert_ob_in_ob (force, tmp); 1277 insert_ob_in_ob (force, tmp);
1546 fix_player (tmp); 1278 tmp->update_stats ();
1547 return 1; 1279 return 1;
1548} 1280}
1549
1550
1551 1281
1552/* Alchemy code by Mark Wedel 1282/* Alchemy code by Mark Wedel
1553 * 1283 *
1554 * This code adds a new spell, called alchemy. Alchemy will turn 1284 * This code adds a new spell, called alchemy. Alchemy will turn
1555 * objects to gold nuggets, the value of the gold nuggets being 1285 * 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 * 1286 *
1560 * Large nuggets are worth 25 gp each (base). You will always get 1287 * The value of the gold nuggets being about 90% of that of the item
1561 * the maximum number of large nuggets you could get. 1288 * 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 1289 * because the nuggets themselves will be will be adjusted by charisma
1563 * to the max amount of small nuggets as you could get. 1290 * 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 * 1291 *
1568 * There is also a chance (1:30) that you will get nothing at all 1292 * 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 1293 * for the object. There is also a maximum weight that will be
1570 * alchemied. 1294 * alchemised.
1571 */ 1295 */
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 1296static void
1581alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight) 1297alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1582{ 1298{
1583 uint64 value = query_cost (obj, NULL, F_TRUE); 1299 uint64 value = query_cost (obj, NULL, F_TRUE);
1584 1300
1585 /* Give third price when we alchemy money (This should hopefully 1301 /* Give third price when we alchemy money (this should hopefully
1586 * make it so that it isn't worth it to alchemy money, sell 1302 * make it so that it isn't worth it to alchemy money, sell
1587 * the nuggets, alchemy the gold from that, etc. 1303 * the nuggets, alchemy the gold from that, etc.
1588 * Otherwise, give 9 silver on the gold for other objects, 1304 * Otherwise, give 9 silver on the gold for other objects,
1589 * so that it would still be more affordable to haul 1305 * so that it would still be more affordable to haul
1590 * the stuff back to town. 1306 * the stuff back to town.
1591 */ 1307 */
1592
1593 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1308 if (QUERY_FLAG (obj, FLAG_UNPAID))
1594 value = 0; 1309 value = 0;
1595 else if (obj->type == MONEY || obj->type == GEM) 1310 else if (obj->type == MONEY || obj->type == GEM)
1596 value /= 3; 1311 value /= 3;
1597 else 1312 else
1598 value = (value * 9) / 10; 1313 value = value * 9 / 10;
1599 1314
1600 value /= 4; // fix by GHJ, don't understand, pcg
1601
1602 if ((obj->value > 0) && rndm (0, 29)) 1315 if (obj->value > 0 && rndm (0, 29))
1603 { 1316 total_value += value;
1604 int count;
1605 1317
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; 1318 total_weight += obj->total_weight ();
1319
1626 obj->destroy (); 1320 obj->destroy ();
1627} 1321}
1628 1322
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 1323int
1661alchemy (object *op, object *caster, object *spell_ob) 1324alchemy (object *op, object *caster, object *spell_ob)
1662{ 1325{
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) 1326 if (op->type != PLAYER)
1669 return 0; 1327 return 0;
1670 1328
1329 archetype *nugget[3];
1330
1331 nugget[0] = archetype::find ("pyrite3");
1332 nugget[1] = archetype::find ("pyrite2");
1333 nugget[2] = archetype::find ("pyrite");
1334
1671 /* Put a maximum weight of items that can be alchemied. Limits the power 1335 /* 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 1336 * some, and also prevents people from alchemising every table/chair/clock
1673 * in sight 1337 * in sight
1674 */ 1338 */
1675 weight_max = spell_ob->duration + +SP_level_duration_adjust (caster, spell_ob); 1339 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1676 weight_max *= 1000; 1340 int weight_max = duration * 1000;
1677 small = get_archetype ("smallnugget"), large = get_archetype ("largenugget"); 1341 uint64 value_max = duration * 1000;
1678 1342
1343 int weight = 0;
1344
1679 for (y = op->y - 1; y <= op->y + 1; y++) 1345 for (int y = op->y - 1; y <= op->y + 1; y++)
1680 { 1346 {
1681 for (x = op->x - 1; x <= op->x + 1; x++) 1347 for (int x = op->x - 1; x <= op->x + 1; x++)
1682 { 1348 {
1349 uint64 value = 0;
1350
1683 nx = x; 1351 sint16 nx = x;
1684 ny = y; 1352 sint16 ny = y;
1685 1353
1686 mp = op->map; 1354 maptile *mp = op->map;
1687 1355
1688 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); 1356 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1689 1357
1690 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1358 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1691 continue; 1359 continue;
1692 1360
1693 /* Treat alchemy a little differently - most spell effects 1361 /* Treat alchemy a little differently - most spell effects
1695 * ground level effect. 1363 * ground level effect.
1696 */ 1364 */
1697 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) 1365 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1698 continue; 1366 continue;
1699 1367
1700 small_nuggets = 0; 1368 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 { 1369 {
1705 next = tmp->above; 1370 next = tmp->above;
1371
1706 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1372 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1707 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1373 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1708 { 1374 {
1709
1710 if (tmp->inv) 1375 if (tmp->inv)
1711 { 1376 {
1712 object *next1, *tmp1; 1377 object *next1, *tmp1;
1713 1378
1714 for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1) 1379 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1715 { 1380 {
1716 next1 = tmp1->below; 1381 next1 = tmp1->below;
1717 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1382 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1718 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1383 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1719 alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight); 1384 alchemy_object (tmp1, value, weight);
1720 } 1385 }
1721 } 1386 }
1387
1722 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); 1388 alchemy_object (tmp, value, weight);
1723 1389
1724 if (weight > weight_max) 1390 if (weight > weight_max)
1725 { 1391 break;
1726 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1727 large->destroy ();
1728 small->destroy ();
1729 return 1;
1730 } 1392 }
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 */ 1393 }
1738 update_map (op, mp, small_nuggets, large_nuggets, nx, ny); 1394
1395 value -= rndm (value >> 4);
1396 value = min (value, value_max);
1397
1398 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1399 if (int nrof = value / nugget [i]->value)
1400 {
1401 value -= nrof * nugget[i]->value;
1402
1403 object *tmp = arch_to_object (nugget[i]);
1404 tmp->nrof = nrof;
1405 tmp->flag [FLAG_IDENTIFIED] = true;
1406 op->map->insert (tmp, x, y, op, 0);
1739 } 1407 }
1740 }
1741 1408
1742 large->destroy (); 1409 if (weight > weight_max)
1743 small->destroy (); 1410 goto bailout;
1744 /* reset this so that if player standing on a big pile of stuff, 1411 }
1745 * it is redrawn properly. 1412 }
1746 */ 1413
1747 op->contr->socket->look_position = 0; 1414bailout:
1748 return 1; 1415 return 1;
1749} 1416}
1750
1751 1417
1752/* This function removes the cursed/damned status on equipped 1418/* This function removes the cursed/damned status on equipped
1753 * items. 1419 * items.
1754 */ 1420 */
1755int 1421int
1762 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1428 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1763 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1429 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1764 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1430 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1765 { 1431 {
1766 was_one++; 1432 was_one++;
1433
1767 if (tmp->level <= caster_level (caster, spell)) 1434 if (tmp->level <= casting_level (caster, spell))
1768 { 1435 {
1769 success++; 1436 success++;
1770 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1437 if (QUERY_FLAG (spell, FLAG_DAMNED))
1771 CLEAR_FLAG (tmp, FLAG_DAMNED); 1438 CLEAR_FLAG (tmp, FLAG_DAMNED);
1772 1439
1773 CLEAR_FLAG (tmp, FLAG_CURSED); 1440 CLEAR_FLAG (tmp, FLAG_CURSED);
1774 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1441 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1775 tmp->value = 0; /* Still can't sell it */ 1442 tmp->value = 0; /* Still can't sell it */
1776 if (op->type == PLAYER) 1443
1444 if (object *pl = tmp->visible_to ())
1777 esrv_send_item (op, tmp); 1445 esrv_update_item (UPD_FLAGS, pl, tmp);
1778 } 1446 }
1779 } 1447 }
1780 1448
1781 if (op->type == PLAYER) 1449 if (op->type == PLAYER)
1782 { 1450 {
1783 if (success) 1451 if (success)
1784 {
1785 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now."); 1452 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1786 }
1787 else 1453 else
1788 { 1454 {
1789 if (was_one) 1455 if (was_one)
1790 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse."); 1456 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1791 else 1457 else
1795 1461
1796 return success; 1462 return success;
1797} 1463}
1798 1464
1799/* Identifies objects in the players inventory/on the ground */ 1465/* Identifies objects in the players inventory/on the ground */
1800
1801int 1466int
1802cast_identify (object *op, object *caster, object *spell) 1467cast_identify (object *op, object *caster, object *spell)
1803{ 1468{
1804 object *tmp; 1469 object *tmp;
1805 int success = 0, num_ident; 1470 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1806 1471
1807 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1472 int num_ident = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell));
1808
1809 if (num_ident < 1)
1810 num_ident = 1;
1811 1473
1812 for (tmp = op->inv; tmp; tmp = tmp->below) 1474 for (tmp = op->inv; tmp; tmp = tmp->below)
1813 { 1475 {
1814 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1476 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1815 { 1477 {
1816 identify (tmp); 1478 identify (tmp);
1817 1479
1818 if (op->type == PLAYER) 1480 if (op->type == PLAYER)
1819 { 1481 {
1820 new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op)); 1482 buf.printf ("You identified: %s.\r", long_desc (tmp, op));
1821 1483
1822 if (tmp->msg) 1484 if (tmp->msg)
1823 { 1485 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1824 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1825 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1826 }
1827 } 1486 }
1828 1487
1829 num_ident--;
1830 success = 1;
1831 if (!num_ident) 1488 if (!--num_ident)
1832 break; 1489 break;
1833 } 1490 }
1834 } 1491 }
1835 1492
1836 /* If all the power of the spell has been used up, don't go and identify 1493 /* If all the power of the spell has been used up, don't go and identify
1837 * stuff on the floor. Only identify stuff on the floor if the spell 1494 * stuff on the floor. Only identify stuff on the floor if the spell
1838 * was not fully used. 1495 * was not fully used.
1839 */ 1496 */
1840 if (num_ident) 1497 if (num_ident)
1841 { 1498 {
1842 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1499 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1843 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1500 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1844 { 1501 {
1845 identify (tmp); 1502 identify (tmp);
1846 1503
1847 if (op->type == PLAYER) 1504 if (object *pl = tmp->visible_to ())
1848 { 1505 {
1849 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op)); 1506 buf.printf ("On the ground you identified: %s.\r", long_desc (tmp, op));
1850 1507
1851 if (tmp->msg) 1508 if (tmp->msg)
1852 { 1509 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1853 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1854 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1855 }
1856
1857 esrv_send_item (op, tmp);
1858 } 1510 }
1859 1511
1860 num_ident--;
1861 success = 1;
1862 if (!num_ident) 1512 if (!--num_ident)
1863 break; 1513 break;
1864 } 1514 }
1865 } 1515 }
1866 1516
1867 if (!success) 1517 if (buf.empty ())
1868 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified."); 1518 {
1519 op->failmsg ("You can't reach anything unidentified.");
1520 return 0;
1521 }
1869 else 1522 else
1523 {
1524 if (op->contr)
1525 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1526
1870 spell_effect (spell, op->x, op->y, op->map, op); 1527 spell_effect (spell, op->x, op->y, op->map, op);
1871 1528 return 1;
1872 return success; 1529 }
1873} 1530}
1874 1531
1875int 1532int
1876cast_detection (object *op, object *caster, object *spell, object *skill) 1533cast_detection (object *op, object *caster, object *spell, object *skill)
1877{ 1534{
1882 1539
1883 /* We precompute some values here so that we don't have to keep 1540 /* We precompute some values here so that we don't have to keep
1884 * doing it over and over again. 1541 * doing it over and over again.
1885 */ 1542 */
1886 god = find_god (determine_god (op)); 1543 god = find_god (determine_god (op));
1887 level = caster_level (caster, spell); 1544 level = casting_level (caster, spell);
1888 range = spell->range + SP_level_range_adjust (caster, spell); 1545 range = spell->range + SP_level_range_adjust (caster, spell);
1889 1546
1890 if (!skill) 1547 if (!skill)
1891 skill = caster; 1548 skill = caster;
1892 1549
1893 for (x = op->x - range; x <= op->x + range; x++) 1550 unordered_mapwalk (op, -range, -range, range, range)
1894 for (y = op->y - range; y <= op->y + range; y++)
1895 { 1551 {
1896 m = op->map;
1897 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1898 if (mflags & P_OUT_OF_MAP)
1899 continue;
1900
1901 /* For most of the detections, we only detect objects above the 1552 /* For most of the detections, we only detect objects above the
1902 * floor. But this is not true for show invisible. 1553 * floor. But this is not true for show invisible.
1903 * Basically, we just go and find the top object and work 1554 * Basically, we just go and find the top object and work
1904 * down - that is easier than working up. 1555 * down - that is easier than working up.
1905 */ 1556 */
1906 1557
1907 for (last = NULL, tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above) 1558 for (last = NULL, tmp = m->at (nx, ny).bot; tmp; tmp = tmp->above)
1908 last = tmp; 1559 last = tmp;
1909 1560
1910 /* Shouldn't happen, but if there are no objects on a space, this 1561 /* Shouldn't happen, but if there are no objects on a space, this
1911 * would happen. 1562 * would happen.
1912 */ 1563 */
1913 if (!last) 1564 if (!last)
1914 continue; 1565 continue;
1915 1566
1916 done_one = 0; 1567 done_one = 0;
1917 floor = 0; 1568 floor = 0;
1918 detect = NULL; 1569 detect = NULL;
1919 for (tmp = last; tmp; tmp = tmp->below) 1570 for (tmp = last; tmp; tmp = tmp->below)
1920 { 1571 {
1921 /* show invisible */ 1572 /* show invisible */
1922 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1573 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1923 /* Might there be other objects that we can make visible? */ 1574 /* Might there be other objects that we can make visible? */
1924 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1575 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER)
1925 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1576 || (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ))
1926 tmp->type == CF_HANDLE || 1577 || tmp->type == CF_HANDLE
1927 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE || 1578 || tmp->type == TRAPDOOR
1579 || tmp->type == EXIT
1580 || tmp->type == HOLE
1581 || tmp->type == BUTTON
1928 tmp->type == BUTTON || tmp->type == TELEPORTER || 1582 || tmp->type == TELEPORTER
1583 || tmp->type == GATE
1929 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1584 || tmp->type == LOCKED_DOOR
1930 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN || 1585 || tmp->type == WEAPON
1586 || tmp->type == ALTAR
1587 || tmp->type == SIGN
1931 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1588 || tmp->type == TRIGGER_PEDESTAL
1932 tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR))) 1589 || tmp->type == SPECIAL_KEY
1590 || tmp->type == TREASURE
1591 || tmp->type == BOOK
1592 || tmp->type == HOLY_ALTAR
1593 || tmp->type == CONTAINER)))
1933 { 1594 {
1934 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4) 1595 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1935 { 1596 {
1936 tmp->invisible = 0; 1597 tmp->invisible = 0;
1937 done_one = 1; 1598 done_one = 1;
1938 } 1599 }
1939 } 1600 }
1940 1601
1941 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1602 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1942 floor = 1; 1603 floor = 1;
1943 1604
1944 /* All detections below this point don't descend beneath the floor, 1605 /* All detections below this point don't descend beneath the floor,
1945 * so just continue on. We could be clever and look at the type of 1606 * so just continue on. We could be clever and look at the type of
1946 * detection to completely break out if we don't care about objects beneath 1607 * detection to completely break out if we don't care about objects beneath
1947 * the floor, but once we get to the floor, not likely a very big issue anyways. 1608 * the floor, but once we get to the floor, not likely a very big issue anyways.
1948 */ 1609 */
1949 if (floor) 1610 if (floor)
1950 continue; 1611 continue;
1951 1612
1952 /* I had thought about making detect magic and detect curse 1613 /* I had thought about making detect magic and detect curse
1953 * show the flash the magic item like it does for detect monster. 1614 * show the flash the magic item like it does for detect monster.
1954 * however, if the object is within sight, this would then make it 1615 * however, if the object is within sight, this would then make it
1955 * difficult to see what object is magical/cursed, so the 1616 * difficult to see what object is magical/cursed, so the
1956 * effect wouldn't be as apparant. 1617 * effect wouldn't be as apparent.
1957 */ 1618 */
1958 1619
1959 /* detect magic */ 1620 /* detect magic */
1960 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && 1621 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1961 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp)) 1622 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1962 { 1623 {
1963 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1624 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1964 /* make runes more visibile */ 1625 /* make runes more visibile */
1965 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC) 1626 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1966 tmp->stats.Cha /= 4; 1627 tmp->stats.Cha /= 4;
1628
1967 done_one = 1; 1629 done_one = 1;
1968 } 1630 }
1631
1969 /* detect monster */ 1632 /* detect monster */
1970 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER)) 1633 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1971 { 1634 {
1972 done_one = 2; 1635 done_one = 2;
1636
1973 if (!detect) 1637 if (!detect)
1974 detect = tmp; 1638 detect = tmp;
1975 } 1639 }
1640
1976 /* Basically, if race is set in the spell, then the creatures race must 1641 /* Basically, if race is set in the spell, then the creatures race must
1977 * match that. if the spell race is set to GOD, then the gods opposing 1642 * match that. if the spell race is set to GOD, then the gods opposing
1978 * race must match. 1643 * race must match.
1979 */ 1644 */
1980 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race && 1645 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1981 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) || 1646 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1982 (strstr (spell->race, tmp->race)))) 1647 spell->race.contains (tmp->race)))
1983 { 1648 {
1984 done_one = 2; 1649 done_one = 2;
1650
1985 if (!detect) 1651 if (!detect)
1986 detect = tmp; 1652 detect = tmp;
1987 } 1653 }
1654
1988 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1655 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1989 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1656 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1990 { 1657 {
1991 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1658 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1992 done_one = 1; 1659 done_one = 1;
1993 } 1660 }
1994 } /* for stack of objects on this space */ 1661 } /* for stack of objects on this space */
1995 1662
1996 /* Code here puts an effect of the spell on the space, so you can see 1663 /* Code here puts an effect of the spell on the space, so you can see
1997 * where the magic is. 1664 * where the magic is.
1998 */ 1665 */
1999 if (done_one) 1666 if (done_one)
2000 { 1667 {
2001 object *detect_ob = arch_to_object (spell->other_arch); 1668 object *detect_ob = arch_to_object (spell->other_arch);
2002 1669
2003 detect_ob->x = nx;
2004 detect_ob->y = ny;
2005 /* if this is set, we want to copy the face */ 1670 /* if this is set, we want to copy the face */
2006 if (done_one == 2 && detect) 1671 if (done_one == 2 && detect)
2007 { 1672 {
2008 detect_ob->face = detect->face; 1673 detect_ob->face = detect->face;
2009 detect_ob->animation_id = detect->animation_id; 1674 detect_ob->animation_id = detect->animation_id;
2010 detect_ob->anim_speed = detect->anim_speed; 1675 detect_ob->anim_speed = detect->anim_speed;
2011 detect_ob->last_anim = 0; 1676 detect_ob->last_anim = 0;
2012 /* by default, the detect_ob is already animated */ 1677 /* by default, the detect_ob is already animated */
2013 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1678 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
2014 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1679 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
2015 } 1680 }
2016 insert_ob_in_map (detect_ob, m, op, 0); 1681
1682 m->insert (detect_ob, nx, ny, op);
2017 } 1683 }
2018 } /* for processing the surrounding spaces */ 1684 } /* for processing the surrounding spaces */
2019 1685
2020 1686
2021 /* Now process objects in the players inventory if detect curse or magic */ 1687 /* Now process objects in the players inventory if detect curse or magic */
2022 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL)) 1688 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL))
2023 { 1689 {
2024 done_one = 0; 1690 done_one = 0;
1691
2025 for (tmp = op->inv; tmp; tmp = tmp->below) 1692 for (tmp = op->inv; tmp; tmp = tmp->below)
2026 { 1693 {
2027 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1694 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2028 { 1695 {
2029 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)) 1696 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL))
2030 { 1697 {
2031 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1698 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
2032 if (op->type == PLAYER) 1699
1700 if (object *pl = tmp->visible_to ())
2033 esrv_send_item (op, tmp); 1701 esrv_update_item (UPD_FLAGS, pl, tmp);
2034 } 1702 }
1703
2035 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1704 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
2036 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1705 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
2037 { 1706 {
2038 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1707 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
2039 if (op->type == PLAYER) 1708
1709 if (object *pl = tmp->visible_to ())
2040 esrv_send_item (op, tmp); 1710 esrv_update_item (UPD_FLAGS, pl, tmp);
2041 } 1711 }
2042 } /* if item is not identified */ 1712 } /* if item is not identified */
2043 } /* for the players inventory */ 1713 } /* for the players inventory */
2044 } /* if detect magic/curse and object is a player */ 1714 } /* if detect magic/curse and object is a player */
1715
2045 return 1; 1716 return 1;
2046} 1717}
2047 1718
2048 1719
2049/** 1720/**
2062 1733
2063 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you."); 1734 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
2064 1735
2065 if (victim->stats.sp >= victim->stats.maxsp * 2) 1736 if (victim->stats.sp >= victim->stats.maxsp * 2)
2066 { 1737 {
2067 object *tmp;
2068
2069 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1738 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
2070
2071 /* Explodes a fireball centered at player */
2072 tmp = get_archetype (EXPLODING_FIREBALL);
2073 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
2074 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
2075 tmp->x = victim->x;
2076 tmp->y = victim->y;
2077 insert_ob_in_map (tmp, victim->map, NULL, 0);
2078 victim->stats.sp = 2 * victim->stats.maxsp; 1739 victim->stats.sp = 2 * victim->stats.maxsp;
1740 create_exploding_ball_at (victim, caster_level);
2079 } 1741 }
2080 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1742 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
2081 {
2082 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); 1743 new_draw_info (NDI_UNIQUE | NDI_ORANGE, 0, victim, "You feel like your head is going to explode.");
2083 }
2084 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1744 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2085 {
2086 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 1745 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
2087 }
2088 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1746 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2089 { 1747 {
2090 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1748 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2091 confuse_player (victim, victim, 99); 1749 confuse_player (victim, victim, 99);
2092 } 1750 }
2093 else if (victim->stats.sp >= victim->stats.maxsp * 1.25) 1751 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
2094 {
2095 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices."); 1752 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
2096 }
2097} 1753}
2098 1754
2099/* cast_transfer 1755/* cast_transfer
2100 * This spell transfers sp from the player to another person. 1756 * This spell transfers sp from the player to another person.
2101 * We let the target go above their normal maximum SP. 1757 * We let the target go above their normal maximum SP.
2115 1771
2116 mflags = get_map_flags (m, &m, x, y, &x, &y); 1772 mflags = get_map_flags (m, &m, x, y, &x, &y);
2117 1773
2118 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1774 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
2119 { 1775 {
2120 for (plyr = get_map_ob (m, x, y); plyr != NULL; plyr = plyr->above) 1776 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
2121 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1777 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2122 break; 1778 break;
2123 } 1779 }
2124 1780
2125 1781
2126 /* If we did not find a player in the specified direction, transfer 1782 /* If we did not find a player in the specified direction, transfer
2127 * to anyone on top of us. This is used for the rune of transference mostly. 1783 * to anyone on top of us. This is used for the rune of transference mostly.
2128 */ 1784 */
2129 if (plyr == NULL) 1785 if (plyr == NULL)
2130 for (plyr = get_map_ob (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above) 1786 for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above)
2131 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1787 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2132 break; 1788 break;
2133 1789
2134 if (!plyr) 1790 if (!plyr)
2135 { 1791 {
2138 } 1794 }
2139 /* give sp */ 1795 /* give sp */
2140 if (spell->stats.dam > 0) 1796 if (spell->stats.dam > 0)
2141 { 1797 {
2142 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell); 1798 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
2143 charge_mana_effect (plyr, caster_level (caster, spell)); 1799 charge_mana_effect (plyr, casting_level (caster, spell));
2144 return 1; 1800 return 1;
2145 } 1801 }
2146 /* suck sp away. Can't suck sp from yourself */ 1802 /* suck sp away. Can't suck sp from yourself */
2147 else if (op != plyr) 1803 else if (op != plyr)
2148 { 1804 {
2160 /* Player doesn't get full credit */ 1816 /* Player doesn't get full credit */
2161 sucked = (sucked * rate) / 100; 1817 sucked = (sucked * rate) / 100;
2162 op->stats.sp += sucked; 1818 op->stats.sp += sucked;
2163 if (sucked > 0) 1819 if (sucked > 0)
2164 { 1820 {
2165 charge_mana_effect (op, caster_level (caster, spell)); 1821 charge_mana_effect (op, casting_level (caster, spell));
2166 } 1822 }
2167 } 1823 }
2168 return 1; 1824 return 1;
2169 } 1825 }
2170 return 0; 1826 return 0;
2190 m = op->map; 1846 m = op->map;
2191 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1847 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
2192 if (mflags & P_OUT_OF_MAP) 1848 if (mflags & P_OUT_OF_MAP)
2193 return; 1849 return;
2194 1850
2195 for (tmp = get_map_ob (m, sx, sy); tmp != NULL; tmp = next) 1851 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
2196 { 1852 {
2197 next = tmp->above; 1853 next = tmp->above;
2198 1854
2199 /* Need to look at the head object - otherwise, if tmp 1855 /* Need to look at the head object - otherwise, if tmp
2200 * points to a monster, we don't have all the necessary 1856 * points to a monster, we don't have all the necessary
2212 /* Basically, if the object is magical and not counterspell, 1868 /* Basically, if the object is magical and not counterspell,
2213 * we will more or less remove the object. Don't counterspell 1869 * we will more or less remove the object. Don't counterspell
2214 * monsters either. 1870 * monsters either.
2215 */ 1871 */
2216 1872
2217 if (head->attacktype & AT_MAGIC && 1873 if (head->attacktype & AT_MAGIC
2218 !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level)) 1874 && !(head->attacktype & AT_COUNTERSPELL)
1875 && !QUERY_FLAG (head, FLAG_MONSTER)
1876 && (op->level > head->level))
2219 head->destroy (); 1877 head->destroy ();
2220 else 1878 else
2221 switch (head->type) 1879 switch (head->type)
2222 { 1880 {
2223 case SPELL_EFFECT: 1881 case SPELL_EFFECT:
1882 // XXX: Don't affect floor spelleffects. See also XXX comment
1883 // about sanctuary in spell_util.C
1884 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1885 continue;
1886
2224 if (op->level > head->level) 1887 if (op->level > head->level)
2225 head->destroy (); 1888 head->destroy ();
2226 1889
2227 break; 1890 break;
2228 1891
2239 break; 1902 break;
2240 } 1903 }
2241 } 1904 }
2242} 1905}
2243 1906
2244
2245
2246/* cast_consecrate() - a spell to make an altar your god's */ 1907/* cast_consecrate() - a spell to make an altar your god's */
2247int 1908int
2248cast_consecrate (object *op, object *caster, object *spell) 1909cast_consecrate (object *op, object *caster, object *spell)
2249{ 1910{
2250 char buf[MAX_BUF]; 1911 char buf[MAX_BUF];
2262 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1923 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2263 break; 1924 break;
2264 if (tmp->type == HOLY_ALTAR) 1925 if (tmp->type == HOLY_ALTAR)
2265 { 1926 {
2266 1927
2267 if (tmp->level > caster_level (caster, spell)) 1928 if (tmp->level > casting_level (caster, spell))
2268 { 1929 {
2269 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name); 1930 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name);
2270 return 0; 1931 return 0;
2271 } 1932 }
2272 else 1933 else
2273 { 1934 {
2274 /* If we got here, we are consecrating an altar */ 1935 /* If we got here, we are consecrating an altar */
2275 sprintf (buf, "Altar of %s", &god->name); 1936 sprintf (buf, "Altar of %s", &god->name);
2276 tmp->name = buf; 1937 tmp->name = buf;
2277 tmp->level = caster_level (caster, spell); 1938 tmp->level = casting_level (caster, spell);
2278 tmp->other_arch = god->arch; 1939 tmp->other_arch = god->arch;
1940
2279 if (op->type == PLAYER) 1941 if (op->type == PLAYER)
2280 esrv_update_item (UPD_NAME, op, tmp); 1942 esrv_update_item (UPD_NAME, op, tmp);
1943
2281 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name); 1944 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
2282 return 1; 1945 return 1;
2283 } 1946 }
2284 } 1947 }
2285 } 1948 }
2295 * This code was very odd - code early on would only let players use the spell, 1958 * This code was very odd - code early on would only let players use the spell,
2296 * yet the code wass full of player checks. I've presumed that the code 1959 * yet the code wass full of player checks. I've presumed that the code
2297 * that only let players use it was correct, and removed all the other 1960 * that only let players use it was correct, and removed all the other
2298 * player checks. MSW 2003-01-06 1961 * player checks. MSW 2003-01-06
2299 */ 1962 */
2300
2301int 1963int
2302animate_weapon (object *op, object *caster, object *spell, int dir) 1964animate_weapon (object *op, object *caster, object *spell, int dir)
2303{ 1965{
2304 object *weapon, *tmp; 1966 object *weapon, *tmp;
2305 char buf[MAX_BUF]; 1967 char buf[MAX_BUF];
2306 int a, i; 1968 int a, i;
2307 sint16 x, y; 1969 sint16 x, y;
2308 maptile *m; 1970 maptile *m;
2309 materialtype_t *mt;
2310 1971
2311 if (!spell->other_arch) 1972 if (!spell->other_arch)
2312 { 1973 {
2313 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1974 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2314 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name); 1975 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2317 /* exit if it's not a player using this spell. */ 1978 /* exit if it's not a player using this spell. */
2318 if (op->type != PLAYER) 1979 if (op->type != PLAYER)
2319 return 0; 1980 return 0;
2320 1981
2321 /* if player already has a golem, abort */ 1982 /* if player already has a golem, abort */
2322 if (op->contr->ranges[range_golem]) 1983 if (object *golem = op->contr->golem)
2323 { 1984 {
2324 control_golem (op->contr->ranges[range_golem], dir); 1985 control_golem (golem, dir);
2325 return 0; 1986 return 0;
2326 } 1987 }
2327 1988
2328 /* if no direction specified, pick one */ 1989 /* if no direction specified, pick one */
2329 if (!dir) 1990 if (!dir)
2330 dir = find_free_spot (NULL, op->map, op->x, op->y, 1, 9); 1991 dir = find_free_spot (spell->other_arch, op->map, op->x, op->y, 1, 9);
2331 1992
2332 m = op->map; 1993 m = op->map;
2333 x = op->x + freearr_x[dir]; 1994 x = op->x + freearr_x[dir];
2334 y = op->y + freearr_y[dir]; 1995 y = op->y + freearr_y[dir];
2335 1996
2336 /* if there's no place to put the golem, abort */ 1997 /* if there's no place to put the golem, abort */
2337 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || 1998 if (dir < 0 || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP)
2338 ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->clone.move_type)) 1999 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2339 { 2000 {
2340 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2001 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
2341 return 0; 2002 return 0;
2342 } 2003 }
2343 2004
2347 if (!weapon) 2008 if (!weapon)
2348 { 2009 {
2349 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2010 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2350 return 0; 2011 return 0;
2351 } 2012 }
2013
2352 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2014 if (spell->race && weapon->arch->archname != spell->race)
2353 { 2015 {
2354 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2016 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2355 return 0; 2017 return 0;
2356 } 2018 }
2019
2357 if (weapon->type != WEAPON) 2020 if (weapon->type != WEAPON)
2358 { 2021 {
2359 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it."); 2022 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it.");
2360 return 0; 2023 return 0;
2361 } 2024 }
2025
2362 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2026 if (QUERY_FLAG (weapon, FLAG_APPLIED))
2363 { 2027 {
2364 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon)); 2028 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon));
2365 return 0; 2029 return 0;
2366 } 2030 }
2367 2031
2368 if (weapon->nrof > 1) 2032 weapon = weapon->split ();
2369 {
2370 tmp = get_split_ob (weapon, 1);
2371 esrv_send_item (op, weapon);
2372 weapon = tmp;
2373 }
2374 2033
2375 /* create the golem object */ 2034 /* create the golem object */
2376 tmp = arch_to_object (spell->other_arch); 2035 tmp = arch_to_object (spell->other_arch);
2377 2036
2378 /* if animated by a player, give the player control of the golem */ 2037 /* if animated by a player, give the player control of the golem */
2379 CLEAR_FLAG (tmp, FLAG_MONSTER); 2038 CLEAR_FLAG (tmp, FLAG_MONSTER);
2380 SET_FLAG (tmp, FLAG_FRIENDLY);
2381 tmp->stats.exp = 0; 2039 tmp->stats.exp = 0;
2382 add_friendly_object (tmp); 2040 add_friendly_object (tmp);
2383 tmp->type = GOLEM; 2041 tmp->type = GOLEM;
2384 tmp->set_owner (op); 2042 tmp->set_owner (op);
2043 op->contr->golem = tmp;
2385 set_spell_skill (op, caster, spell, tmp); 2044 set_spell_skill (op, caster, spell, tmp);
2386 op->contr->ranges[range_golem] = tmp;
2387 op->contr->shoottype = range_golem;
2388 2045
2389 /* Give the weapon to the golem now. A bit of a hack to check the 2046 /* Give the weapon to the golem now. A bit of a hack to check the
2390 * removed flag - it should only be set if get_split_object was 2047 * removed flag - it should only be set if weapon->split was
2391 * used above. 2048 * used above.
2392 */ 2049 */
2393 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2050 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2394 weapon->remove (); 2051 weapon->remove ();
2395 insert_ob_in_ob (weapon, tmp); 2052
2396 esrv_send_item (op, weapon); 2053 tmp->insert (weapon);
2054
2397 /* To do everything necessary to let a golem use the weapon is a pain, 2055 /* To do everything necessary to let a golem use the weapon is a pain,
2398 * so instead, just set it as equipped (otherwise, we need to update 2056 * so instead, just set it as equipped (otherwise, we need to update
2399 * body_info, skills, etc) 2057 * body_info, skills, etc)
2400 */ 2058 */
2401 SET_FLAG (tmp, FLAG_USE_WEAPON); 2059 SET_FLAG (tmp, FLAG_USE_WEAPON);
2402 SET_FLAG (weapon, FLAG_APPLIED); 2060 SET_FLAG (weapon, FLAG_APPLIED);
2403 fix_player (tmp); 2061 tmp->update_stats ();
2404 2062
2405 /* There used to be 'odd' code that basically seemed to take the absolute 2063 /* There used to be 'odd' code that basically seemed to take the absolute
2406 * value of the weapon->magic an use that. IMO, that doesn't make sense - 2064 * value of the weapon->magic an use that. IMO, that doesn't make sense -
2407 * if you're using a crappy weapon, it shouldn't be as good. 2065 * if you're using a crappy weapon, it shouldn't be as good.
2408 */ 2066 */
2427 2085
2428 /* attacktype */ 2086 /* attacktype */
2429 if (!tmp->attacktype) 2087 if (!tmp->attacktype)
2430 tmp->attacktype = AT_PHYSICAL; 2088 tmp->attacktype = AT_PHYSICAL;
2431 2089
2432 mt = NULL;
2433 if (op->materialname != NULL)
2434 mt = name_to_material (op->materialname); 2090 if (materialtype_t *mt = name_to_material (op->materialname))
2435 if (mt != NULL)
2436 { 2091 {
2437 for (i = 0; i < NROFATTACKS; i++) 2092 for (i = 0; i < NROFATTACKS; i++)
2438 tmp->resist[i] = 50 - (mt->save[i] * 5); 2093 tmp->resist[i] = 50 - (mt->save[i] * 5);
2439 a = mt->save[0]; 2094 a = mt->save[0];
2440 } 2095 }
2442 { 2097 {
2443 for (i = 0; i < NROFATTACKS; i++) 2098 for (i = 0; i < NROFATTACKS; i++)
2444 tmp->resist[i] = 5; 2099 tmp->resist[i] = 5;
2445 a = 10; 2100 a = 10;
2446 } 2101 }
2102
2447 /* Set weapon's immunity */ 2103 /* Set weapon's immunity */
2448 tmp->resist[ATNR_CONFUSION] = 100; 2104 tmp->resist[ATNR_CONFUSION] = 100;
2449 tmp->resist[ATNR_POISON] = 100; 2105 tmp->resist[ATNR_POISON] = 100;
2450 tmp->resist[ATNR_SLOW] = 100; 2106 tmp->resist[ATNR_SLOW] = 100;
2451 tmp->resist[ATNR_PARALYZE] = 100; 2107 tmp->resist[ATNR_PARALYZE] = 100;
2457 2113
2458 /* Improve weapon's armour value according to best save vs. physical of its material */ 2114 /* Improve weapon's armour value according to best save vs. physical of its material */
2459 2115
2460 if (a > 14) 2116 if (a > 14)
2461 a = 14; 2117 a = 14;
2118
2462 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); 2119 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2463 2120
2464 /* Determine golem's speed */ 2121 /* Determine golem's speed */
2465 tmp->speed = 0.4 + 0.1 * SP_level_range_adjust (caster, spell); 2122 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2466
2467 if (tmp->speed > 3.33)
2468 tmp->speed = 3.33;
2469 2123
2470 if (!spell->race) 2124 if (!spell->race)
2471 { 2125 {
2472 sprintf (buf, "animated %s", &weapon->name); 2126 sprintf (buf, "animated %s", &weapon->name);
2473 tmp->name = buf; 2127 tmp->name = buf;
2475 tmp->face = weapon->face; 2129 tmp->face = weapon->face;
2476 tmp->animation_id = weapon->animation_id; 2130 tmp->animation_id = weapon->animation_id;
2477 tmp->anim_speed = weapon->anim_speed; 2131 tmp->anim_speed = weapon->anim_speed;
2478 tmp->last_anim = weapon->last_anim; 2132 tmp->last_anim = weapon->last_anim;
2479 tmp->state = weapon->state; 2133 tmp->state = weapon->state;
2480 if (QUERY_FLAG (weapon, FLAG_ANIMATE)) 2134 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2481 {
2482 SET_FLAG (tmp, FLAG_ANIMATE);
2483 }
2484 else
2485 {
2486 CLEAR_FLAG (tmp, FLAG_ANIMATE);
2487 }
2488 update_ob_speed (tmp);
2489 } 2135 }
2490 2136
2491 /* make experience increase in proportion to the strength of the summoned creature. */ 2137 /* make experience increase in proportion to the strength of the summoned creature. */
2492 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell)); 2138 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / casting_level (caster, spell));
2493 2139
2494 tmp->speed_left = -1; 2140 tmp->speed_left = -1;
2495 tmp->x = x;
2496 tmp->y = y;
2497 tmp->direction = dir; 2141 tmp->direction = dir;
2498 insert_ob_in_map (tmp, m, op, 0); 2142
2143 m->insert (tmp, x, y, op);
2499 return 1; 2144 return 1;
2500} 2145}
2501 2146
2502/* cast_daylight() - changes the map darkness level *lower* */ 2147/* cast_daylight() - changes the map darkness level *lower* */
2503 2148
2504/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2149/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2505 * This changes the light level for the entire map. 2150 * This changes the light level for the entire map.
2506 */ 2151 */
2507
2508int 2152int
2509cast_change_map_lightlevel (object *op, object *caster, object *spell) 2153cast_change_map_lightlevel (object *op, object *caster, object *spell)
2510{ 2154{
2511 int success; 2155 int success;
2512 2156
2513 if (!op->map) 2157 if (!op->map)
2514 return 0; /* shouldnt happen */ 2158 return 0; /* shouldnt happen */
2515 2159
2516 success = change_map_light (op->map, spell->stats.dam); 2160 success = op->map->change_map_light (spell->stats.dam);
2161
2517 if (!success) 2162 if (!success)
2518 { 2163 {
2519 if (spell->stats.dam < 0) 2164 if (spell->stats.dam < 0)
2520 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2165 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2521 else 2166 else
2522 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2167 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here.");
2523 } 2168 }
2169
2524 return success; 2170 return success;
2525} 2171}
2526
2527
2528
2529
2530 2172
2531/* create an aura spell object and put it in the player's inventory. 2173/* create an aura spell object and put it in the player's inventory.
2532 * as usual, op is player, caster is the object casting the spell, 2174 * as usual, op is player, caster is the object casting the spell,
2533 * spell is the spell object itself. 2175 * spell is the spell object itself.
2534 */ 2176 */
2546 2188
2547 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); 2189 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2548 2190
2549 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 2191 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2550 2192
2551 new_aura->set_owner (op);
2552 set_spell_skill (op, caster, spell, new_aura); 2193 set_spell_skill (op, caster, spell, new_aura);
2553 new_aura->attacktype = spell->attacktype; 2194 new_aura->attacktype = spell->attacktype;
2554 2195
2555 new_aura->level = caster_level (caster, spell); 2196 new_aura->level = casting_level (caster, spell);
2197
2556 if (refresh) 2198 if (refresh)
2557 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2199 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2558 else 2200 else
2559 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2201 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2202
2560 insert_ob_in_ob (new_aura, op); 2203 insert_ob_in_ob (new_aura, op);
2204 new_aura->set_owner (op);
2205
2561 return 1; 2206 return 1;
2562} 2207}
2563
2564 2208
2565/* move aura function. An aura is a part of someone's inventory, 2209/* move aura function. An aura is a part of someone's inventory,
2566 * which he carries with him, but which acts on the map immediately 2210 * which he carries with him, but which acts on the map immediately
2567 * around him. 2211 * around him.
2568 * Aura parameters: 2212 * Aura parameters:
2569 * duration: duration counter. 2213 * duration: duration counter.
2570 * attacktype: aura's attacktype 2214 * attacktype: aura's attacktype
2571 * other_arch: archetype to drop where we attack 2215 * other_arch: archetype to drop where we attack
2572 */ 2216 */
2573
2574void 2217void
2575move_aura (object *aura) 2218move_aura (object *aura)
2576{ 2219{
2577 int i, mflags;
2578 object *env;
2579 maptile *m;
2580
2581 /* auras belong in inventories */ 2220 /* auras belong in inventories */
2582 env = aura->env; 2221 object *env = aura->env;
2222 object *owner = aura->owner;
2583 2223
2584 /* no matter what we've gotta remove the aura... 2224 /* no matter what we've gotta remove the aura...
2585 * we'll put it back if its time isn't up. 2225 * we'll put it back if its time isn't up.
2586 */ 2226 */
2587 aura->remove (); 2227 aura->remove ();
2592 aura->destroy (); 2232 aura->destroy ();
2593 return; 2233 return;
2594 } 2234 }
2595 2235
2596 /* auras only exist in inventories */ 2236 /* auras only exist in inventories */
2597 if (env == NULL || env->map == NULL) 2237 if (!env || !env->map)
2598 { 2238 {
2599 aura->destroy (); 2239 aura->destroy ();
2600 return; 2240 return;
2601 } 2241 }
2602
2603 aura->x = env->x;
2604 aura->y = env->y;
2605 2242
2606 /* we need to jump out of the inventory for a bit 2243 /* we need to jump out of the inventory for a bit
2607 * in order to hit the map conveniently. 2244 * in order to hit the map conveniently.
2608 */ 2245 */
2609 insert_ob_in_map (aura, env->map, aura, 0); 2246 aura->insert_at (env, aura);
2610 2247
2611 for (i = 1; i < 9; i++) 2248 for (int i = 1; i < 9; i++)
2612 { 2249 {
2613 sint16 nx, ny; 2250 mapxy pos (env);
2251 pos.move (i);
2614 2252
2615 nx = aura->x + freearr_x[i];
2616 ny = aura->y + freearr_y[i];
2617 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2618
2619 /* Consider the movement tyep of the person with the aura as 2253 /* Consider the movement type of the person with the aura as
2620 * movement type of the aura. Eg, if the player is flying, the aura 2254 * movement type of the aura. Eg, if the player is flying, the aura
2621 * is flying also, if player is walking, it is on the ground, etc. 2255 * is flying also, if player is walking, it is on the ground, etc.
2622 */ 2256 */
2623 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny)))) 2257 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2624 { 2258 {
2625 hit_map (aura, i, aura->attacktype, 0); 2259 hit_map (aura, i, aura->attacktype, 0);
2626 2260
2627 if (aura->other_arch) 2261 if (aura->other_arch)
2628 {
2629 object *new_ob;
2630
2631 new_ob = arch_to_object (aura->other_arch); 2262 pos.insert (arch_to_object (aura->other_arch), aura);
2632 new_ob->x = nx;
2633 new_ob->y = ny;
2634 insert_ob_in_map (new_ob, m, aura, 0);
2635 } 2263 }
2636 }
2637 } 2264 }
2265
2638 /* put the aura back in the player's inventory */ 2266 /* put the aura back in the player's inventory */
2639 aura->remove (); 2267 env->insert (aura);
2640 insert_ob_in_ob (aura, env); 2268 aura->set_owner (owner);
2641} 2269}
2642 2270
2643/* moves the peacemaker spell. 2271/* moves the peacemaker spell.
2644 * op is the piece object. 2272 * op is the piece object.
2645 */ 2273 */
2646
2647void 2274void
2648move_peacemaker (object *op) 2275move_peacemaker (object *op)
2649{ 2276{
2650 object *tmp; 2277 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2651
2652 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2653 { 2278 {
2654 int atk_lev, def_lev; 2279 int atk_lev, def_lev;
2655 object *victim = tmp; 2280 object *victim = tmp->head_ ();
2656 2281
2657 if (tmp->head)
2658 victim = tmp->head;
2659 if (!QUERY_FLAG (victim, FLAG_MONSTER)) 2282 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2660 continue; 2283 continue;
2284
2661 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2285 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2662 continue; 2286 continue;
2287
2663 if (victim->stats.exp == 0) 2288 if (victim->stats.exp == 0)
2664 continue; 2289 continue;
2665 2290
2666 def_lev = MAX (1, victim->level); 2291 def_lev = MAX (1, victim->level);
2667 atk_lev = MAX (1, op->level); 2292 atk_lev = MAX (1, op->level);
2668 2293
2669 if (rndm (0, atk_lev - 1) > def_lev) 2294 if (rndm (0, atk_lev - 1) > def_lev)
2670 { 2295 {
2671 /* make this sucker peaceful. */ 2296 /* make this sucker peaceful. */
2672 2297
2298 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2673 change_exp (op->owner, victim->stats.exp, op->skill, 0); 2299 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2674 victim->stats.exp = 0; 2300 victim->stats.exp = 0;
2675#if 0 2301#if 0
2676 /* No idea why these were all set to zero - if something 2302 /* No idea why these were all set to zero - if something
2677 * makes this creature agressive, he should still do damage. 2303 * makes this creature agressive, he should still do damage.
2684 victim->attack_movement = RANDO2; 2310 victim->attack_movement = RANDO2;
2685 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2311 SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2686 SET_FLAG (victim, FLAG_RUN_AWAY); 2312 SET_FLAG (victim, FLAG_RUN_AWAY);
2687 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2313 SET_FLAG (victim, FLAG_RANDOM_MOVE);
2688 CLEAR_FLAG (victim, FLAG_MONSTER); 2314 CLEAR_FLAG (victim, FLAG_MONSTER);
2315
2689 if (victim->name) 2316 if (victim->name)
2690 {
2691 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name); 2317 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2692 } 2318 }
2693 }
2694 } 2319 }
2695} 2320}
2696
2697 2321
2698/* This writes a rune that contains the appropriate message. 2322/* This writes a rune that contains the appropriate message.
2699 * There really isn't any adjustments we make. 2323 * There really isn't any adjustments we make.
2700 */ 2324 */
2701
2702int 2325int
2703write_mark (object *op, object *spell, const char *msg) 2326write_mark (object *op, object *spell, const char *msg)
2704{ 2327{
2705 char rune[HUGE_BUF];
2706 object *tmp;
2707
2708 if (!msg || msg[0] == 0) 2328 if (!msg || msg[0] == 0)
2709 { 2329 {
2710 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2330 new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2711 return 0; 2331 return 0;
2712 } 2332 }
2715 { 2335 {
2716 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?"); 2336 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?");
2717 LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg); 2337 LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg);
2718 return 0; 2338 return 0;
2719 } 2339 }
2340
2720 if (!spell->other_arch) 2341 if (!spell->other_arch)
2721 return 0; 2342 return 0;
2343
2722 tmp = arch_to_object (spell->other_arch); 2344 object *tmp = arch_to_object (spell->other_arch);
2723
2724 snprintf (rune, sizeof (rune), "%s\n", msg);
2725 2345
2726 tmp->race = op->name; /*Save the owner of the rune */ 2346 tmp->race = op->name; /*Save the owner of the rune */
2727 tmp->msg = rune; 2347 tmp->msg = msg;
2728 tmp->x = op->x; 2348
2729 tmp->y = op->y; 2349 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2730 insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR); 2350
2731 return 1; 2351 return 1;
2732} 2352}
2353

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