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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 1.115 by root, Sun Nov 29 09:41:28 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 it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <object.h> 26#include <object.h>
26#include <living.h> 27#include <living.h>
27#ifndef __CEXTRACT__
28# include <sproto.h> 28#include <sproto.h>
29#endif
30#include <spells.h> 29#include <spells.h>
31#include <sounds.h> 30#include <sounds.h>
32 31
33/* cast_magic_storm: This is really used mostly for spell 32/* cast_magic_storm: This is really used mostly for spell
34 * fumbles at the like. tmp is the object to propogate. 33 * fumbles at the like. tmp is the object to propogate.
37void 36void
38cast_magic_storm (object *op, object *tmp, int lvl) 37cast_magic_storm (object *op, object *tmp, int lvl)
39{ 38{
40 if (!tmp) 39 if (!tmp)
41 return; /* error */ 40 return; /* error */
41
42 tmp->level = op->level; 42 tmp->level = op->level;
43 tmp->x = op->x;
44 tmp->y = op->y;
45 tmp->range += lvl / 5; /* increase the area of destruction */ 43 tmp->range += lvl / 5; /* increase the area of destruction */
46 tmp->duration += lvl / 5; 44 tmp->duration += lvl / 5;
47 45
48 /* Put a cap on duration for this - if the player fails in their 46 /* Put a cap on duration for this - if the player fails in their
49 * apartment, don't want it to go on so long that it kills them 47 * apartment, don't want it to go on so long that it kills them
50 * multiple times. Also, damge already increases with level, 48 * multiple times. Also, damge already increases with level,
51 * so don't really need to increase the duration as much either. 49 * so don't really need to increase the duration as much either.
52 */ 50 */
53 if (tmp->duration >= 40) 51 if (tmp->duration >= 40)
54 tmp->duration = 40; 52 tmp->duration = 40;
53
55 tmp->stats.dam = lvl; /* nasty recoils! */ 54 tmp->stats.dam = lvl; /* nasty recoils! */
56 tmp->stats.maxhp = tmp->count; /* tract single parent */ 55 tmp->stats.maxhp = tmp->count; /* tract single parent */
57 insert_ob_in_map (tmp, op->map, op, 0);
58 56
57 tmp->insert_at (op, op);
59} 58}
60
61 59
62int 60int
63recharge (object *op, object *caster, object *spell_ob) 61recharge (object *op, object *caster, object *spell_ob)
64{ 62{
65 object *wand, *tmp; 63 object *wand, *tmp;
66 int ncharges; 64 int ncharges;
67 65
68 wand = find_marked_object (op); 66 wand = find_marked_object (op);
69 if (wand == NULL || wand->type != WAND) 67 if (!wand || wand->type != WAND)
70 { 68 {
71 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge."); 69 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge.");
72 return 0; 70 return 0;
73 } 71 }
74 if (!(random_roll (0, 3, op, PREFER_HIGH))) 72 if (!(random_roll (0, 3, op, PREFER_HIGH)))
75 { 73 {
76 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand)); 74 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand));
77 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE); 75 op->play_sound (sound_find ("ob_explode"));
78 esrv_del_item (op->contr, wand->count);
79 wand->destroy (); 76 wand->destroy ();
80 tmp = get_archetype ("fireball"); 77 tmp = get_archetype (shstr_fireball);
81 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; 78 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
79
82 if (!tmp->stats.dam) 80 if (!tmp->stats.dam)
83 tmp->stats.dam = 1; 81 tmp->stats.dam = 1;
82
84 tmp->stats.hp = tmp->stats.dam / 2; 83 tmp->stats.hp = tmp->stats.dam / 2;
84
85 if (tmp->stats.hp < 2) 85 if (tmp->stats.hp < 2)
86 tmp->stats.hp = 2; 86 tmp->stats.hp = 2;
87 tmp->x = op->x; 87
88 tmp->y = op->y; 88 tmp->insert_at (op);
89 insert_ob_in_map (tmp, op->map, NULL, 0);
90 return 1; 89 return 1;
91 } 90 }
92 91
93 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)); 92 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob));
93
94 if (wand->inv && wand->inv->level) 94 if (wand->inv && wand->inv->level)
95 ncharges /= wand->inv->level; 95 ncharges /= wand->inv->level;
96 else 96 else
97 { 97 {
98 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand)); 98 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand));
99 return 0; 99 return 0;
100 } 100 }
101
101 if (!ncharges) 102 if (!ncharges)
102 ncharges = 1; 103 ncharges = 1;
103 104
104 wand->stats.food += ncharges; 105 wand->stats.food += ncharges;
105 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand)); 106 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand));
107
106 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE)) 108 if (wand->arch && QUERY_FLAG (wand->arch, FLAG_ANIMATE))
107 { 109 {
108 SET_FLAG (wand, FLAG_ANIMATE); 110 SET_FLAG (wand, FLAG_ANIMATE);
109 wand->speed = wand->arch->clone.speed; 111 wand->set_speed (wand->arch->speed);
110 update_ob_speed (wand);
111 } 112 }
113
112 return 1; 114 return 1;
113} 115}
114 116
115/* Create a missile (nonmagic - magic +4). Will either create bolts or arrows 117/* Create a missile (nonmagic - magic +4). Will either create bolts or arrows
116 * based on whether a crossbow or bow is equiped. If neither, it defaults to 118 * based on whether a crossbow or bow is equiped. If neither, it defaults to
120 * great a plus, the default is used. 122 * great a plus, the default is used.
121 * The # of arrows created also goes up with level, so if a 30th level mage 123 * The # of arrows created also goes up with level, so if a 30th level mage
122 * wants LOTS of arrows, and doesn't care what the plus is he could 124 * wants LOTS of arrows, and doesn't care what the plus is he could
123 * create nonnmagic arrows, or even -1, etc... 125 * create nonnmagic arrows, or even -1, etc...
124 */ 126 */
125
126int 127int
127cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg) 128cast_create_missile (object *op, object *caster, object *spell, int dir, const char *spellparam)
128{ 129{
129 int missile_plus = 0, bonus_plus = 0; 130 int bonus_plus = 0;
130 const char *missile_name; 131 const char *missile_name = "arrow";
131 object *tmp, *missile;
132 132
133 missile_name = "arrow";
134
135 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 133 for (object *tmp = op->inv; tmp; tmp = tmp->below)
136 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) 134 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED))
137 missile_name = tmp->race; 135 missile_name = tmp->race;
138 136
139 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); 137 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
140 138
141 if (archetype::find (missile_name) == NULL) 139 archetype *missile_arch = archetype::find (missile_name);
140
141 if (!missile_arch)
142 { 142 {
143 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name); 143 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name);
144 return 0; 144 return 0;
145 } 145 }
146 146
147 missile = get_archetype (missile_name); 147 object *missile = missile_arch->instance ();
148 148
149 if (stringarg) 149 if (spellparam)
150 { 150 {
151 /* If it starts with a letter, presume it is a description */ 151 /* If it starts with a letter, presume it is a description */
152 if (isalpha (*stringarg)) 152 if (isalpha (*spellparam))
153 { 153 {
154 artifact *al = find_artifactlist (missile->type)->items; 154 artifact *al = find_artifactlist (missile->type)->items;
155 155
156 for (; al != NULL; al = al->next) 156 for (; al; al = al->next)
157 if (!strcasecmp (al->item->name, stringarg)) 157 if (!strcasecmp (al->item->name, spellparam))
158 break; 158 break;
159 159
160 if (!al) 160 if (!al)
161 { 161 {
162 missile->destroy (); 162 missile->destroy ();
163 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, stringarg); 163 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, spellparam);
164 return 0; 164 return 0;
165 } 165 }
166 166
167 if (al->item->slaying) 167 if (al->item->slaying)
168 { 168 {
169 missile->destroy (); 169 missile->destroy ();
170 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg); 170 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, spellparam);
171 return 0; 171 return 0;
172 } 172 }
173 173
174 give_artifact_abilities (missile, al->item); 174 give_artifact_abilities (missile, al->item);
175 /* These special arrows cost something extra. Don't have them also be magical - 175 /* These special arrows cost something extra. Don't have them also be magical -
176 * otherwise, in most cases, not enough will be created. I don't want to get into 176 * otherwise, in most cases, not enough will be created. I don't want to get into
177 * the parsing of having to do both plus and type. 177 * the parsing of having to do both plus and type.
178 */ 178 */
179 bonus_plus = 1 + (al->item->value / 5); 179 bonus_plus = 1 + (al->item->value / 5);
180 missile_plus = 0; 180 missile_plus = 0;
181 } 181 }
182 else if (atoi (stringarg) < missile_plus) 182 else if (atoi (spellparam) < missile_plus)
183 missile_plus = atoi (stringarg); 183 missile_plus = atoi (spellparam);
184 } 184 }
185 185
186 if (missile_plus > 4) 186 missile_plus = clamp (missile_plus, -4, 4);
187 missile_plus = 4;
188 else if (missile_plus < -4)
189 missile_plus = -4;
190 187
191 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 188 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
192 missile->nrof -= 3 * (missile_plus + bonus_plus); 189 missile->nrof -= 3 * (missile_plus + bonus_plus);
193 190
194 if (missile->nrof < 1) 191 if (missile->nrof < 1)
206 return 1; 203 return 1;
207} 204}
208 205
209 206
210/* allows the choice of what sort of food object to make. 207/* allows the choice of what sort of food object to make.
211 * If stringarg is NULL, it will create food dependent on level --PeterM*/ 208 * If spellparam is NULL, it will create food dependent on level --PeterM*/
212int 209int
213cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *stringarg) 210cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *spellparam)
214{ 211{
215 int food_value; 212 int food_value;
216 archetype *at = NULL; 213 archetype *at = NULL;
217 object *new_op; 214 object *new_op;
218 215
219 food_value = spell_ob->stats.food + +50 * SP_level_duration_adjust (caster, spell_ob); 216 food_value = spell_ob->stats.food + 50 * SP_level_duration_adjust (caster, spell_ob);
220 217
221 if (stringarg) 218 if (spellparam)
222 { 219 {
223 at = find_archetype_by_object_type_name (FOOD, stringarg); 220 at = find_archetype_by_object_type_name (FOOD, spellparam);
224 if (at == NULL) 221 if (at == NULL)
225 at = find_archetype_by_object_type_name (DRINK, stringarg); 222 at = find_archetype_by_object_type_name (DRINK, spellparam);
226 if (at == NULL || at->clone.stats.food > food_value) 223 if (at == NULL || at->stats.food > food_value)
227 stringarg = NULL; 224 spellparam = NULL;
228 } 225 }
229 226
230 if (!stringarg) 227 if (!spellparam)
231 { 228 {
232 archetype *at_tmp; 229 archetype *at_tmp;
233 230
234 /* We try to find the archetype with the maximum food value. 231 /* We try to find the archetype with the maximum food value.
235 * This removes the dependancy of hard coded food values in this 232 * This removes the dependancy of hard coded food values in this
237 * We don't use flesh types because the weight values of those need 234 * We don't use flesh types because the weight values of those need
238 * to be altered from the donor. 235 * to be altered from the donor.
239 */ 236 */
240 237
241 /* We assume the food items don't have multiple parts */ 238 /* We assume the food items don't have multiple parts */
242 for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next) 239 for_all_archetypes (at_tmp)
243 { 240 {
244 if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK) 241 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
245 { 242 {
246 /* Basically, if the food value is something that is creatable 243 /* Basically, if the food value is something that is creatable
247 * under the limits of the spell and it is higher than 244 * under the limits of the spell and it is higher than
248 * the item we have now, take it instead. 245 * the item we have now, take it instead.
249 */ 246 */
250 if (at_tmp->clone.stats.food <= food_value && (!at || at_tmp->clone.stats.food > at->clone.stats.food)) 247 if (at_tmp->stats.food <= food_value
248 && (!at
249 || at_tmp->stats.food > at->stats.food
250 || (at_tmp->stats.food == at->stats.food
251 && at_tmp->weight < at->weight)))
251 at = at_tmp; 252 at = at_tmp;
252 } 253 }
253 } 254 }
254 } 255 }
256
255 /* Pretty unlikely (there are some very low food items), but you never 257 /* Pretty unlikely (there are some very low food items), but you never
256 * know 258 * know
257 */ 259 */
258 if (!at) 260 if (!at)
259 { 261 {
260 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); 262 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food.");
261 return 0; 263 return 0;
262 } 264 }
263 265
264 food_value /= at->clone.stats.food; 266 food_value /= at->stats.food;
265 new_op = arch_to_object (at); 267 new_op = arch_to_object (at);
266 new_op->nrof = food_value; 268 new_op->nrof = food_value;
267 269
268 new_op->value = 0; 270 new_op->value = 0;
269 if (new_op->nrof < 1) 271 if (new_op->nrof < 1)
278{ 280{
279 int r, mflags, maxrange; 281 int r, mflags, maxrange;
280 object *tmp; 282 object *tmp;
281 maptile *m; 283 maptile *m;
282 284
283
284 if (!dir) 285 if (!dir)
285 { 286 {
286 examine_monster (op, op); 287 examine_monster (op, op);
287 return 1; 288 return 1;
288 } 289 }
290
289 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 291 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
290 for (r = 1; r < maxrange; r++) 292 for (r = 1; r < maxrange; r++)
291 { 293 {
292 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir]; 294 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir];
293 295
300 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) 302 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC))
301 { 303 {
302 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 304 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
303 return 0; 305 return 0;
304 } 306 }
307
305 if (mflags & P_IS_ALIVE) 308 if (mflags & P_IS_ALIVE)
306 { 309 {
307 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above) 310 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
308 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 311 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
309 { 312 {
310 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 313 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
311 if (tmp->head != NULL) 314 if (tmp->head != NULL)
312 tmp = tmp->head; 315 tmp = tmp->head;
313 examine_monster (op, tmp); 316 examine_monster (op, tmp);
314 return 1; 317 return 1;
315 } 318 }
316 } 319 }
317 } 320 }
321
318 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); 322 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
319 return 1; 323 return 1;
320} 324}
321
322 325
323/* This checks to see if 'pl' is invisible to 'mon'. 326/* This checks to see if 'pl' is invisible to 'mon'.
324 * does race check, undead check, etc 327 * does race check, undead check, etc
325 * Returns TRUE if mon can't see pl, false 328 * Returns TRUE if mon can't see pl, false
326 * otherwise. This doesn't check range, walls, etc. It 329 * otherwise. This doesn't check range, walls, etc. It
328 * pl is invisible. 331 * pl is invisible.
329 */ 332 */
330int 333int
331makes_invisible_to (object *pl, object *mon) 334makes_invisible_to (object *pl, object *mon)
332{ 335{
333
334 if (!pl->invisible) 336 if (!pl->invisible)
335 return 0; 337 return 0;
338
336 if (pl->type == PLAYER) 339 if (pl->type == PLAYER)
337 { 340 {
338 /* If race isn't set, then invisible unless it is undead */ 341 /* If race isn't set, then invisible unless it is undead */
339 if (!pl->contr->invis_race) 342 if (!pl->contr->invis_race)
340 { 343 {
341 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 344 if (QUERY_FLAG (mon, FLAG_UNDEAD))
342 return 0; 345 return 0;
346
343 return 1; 347 return 1;
344 } 348 }
349
345 /* invis_race is set if we get here */ 350 /* invis_race is set if we get here */
346 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 351 if (pl->contr->invis_race == shstr_undead && is_true_undead (mon))
347 return 1; 352 return 1;
353
348 /* No race, can't be invisible to it */ 354 /* No race, can't be invisible to it */
349 if (!mon->race) 355 if (!mon->race)
350 return 0; 356 return 0;
357
351 if (strstr (mon->race, pl->contr->invis_race)) 358 if (mon->race.contains (pl->contr->invis_race))
352 return 1; 359 return 1;
360
353 /* Nothing matched above, return 0 */ 361 /* Nothing matched above, return 0 */
354 return 0; 362 return 0;
355 } 363 }
356 else 364 else
357 { 365 {
370 * normal applies. 378 * normal applies.
371 */ 379 */
372int 380int
373cast_invisible (object *op, object *caster, object *spell_ob) 381cast_invisible (object *op, object *caster, object *spell_ob)
374{ 382{
375 object *tmp;
376
377 if (op->invisible > 1000) 383 if (op->invisible > 1000)
378 { 384 {
379 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further"); 385 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further");
380 return 0; 386 return 0;
381 } 387 }
397 else 403 else
398 op->contr->tmp_invis = 1; 404 op->contr->tmp_invis = 1;
399 405
400 op->contr->hidden = 0; 406 op->contr->hidden = 0;
401 } 407 }
408
402 if (makes_invisible_to (op, op)) 409 if (makes_invisible_to (op, op))
403 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!"); 410 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!");
404 else 411 else
405 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!"); 412 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
406 413
407 update_object (op, UP_OBJ_FACE); 414 update_object (op, UP_OBJ_CHANGE);
408 415
409 /* Only search the active objects - only these should actually do 416 /* Only search the active objects - only these should actually do
410 * harm to the player. 417 * harm to the player.
411 */ 418 */
412 for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) 419 for_all_actives (tmp)
413 if (tmp->enemy == op) 420 if (tmp->enemy == op)
414 tmp->enemy = NULL; 421 tmp->enemy = 0;
422
415 return 1; 423 return 1;
416} 424}
417 425
418/* earth to dust spell. Basically destroys earthwalls in the area. 426/* earth to dust spell. Basically destroys earthwalls in the area.
419 */ 427 */
420int 428int
421cast_earth_to_dust (object *op, object *caster, object *spell_ob) 429cast_earth_to_dust (object *op, object *caster, object *spell_ob)
422{ 430{
423 object *tmp, *next;
424 int range, i, j, mflags; 431 int range, i, j, mflags;
425 sint16 sx, sy; 432 sint16 sx, sy;
426 maptile *m; 433 maptile *m;
427
428 if (op->type != PLAYER)
429 return 0;
430 434
431 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 435 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
432 436
433 for (i = -range; i <= range; i++) 437 for (i = -range; i <= range; i++)
434 for (j = -range; j <= range; j++) 438 for (j = -range; j <= range; j++)
439 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 443 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
440 444
441 if (mflags & P_OUT_OF_MAP) 445 if (mflags & P_OUT_OF_MAP)
442 continue; 446 continue;
443 447
444 // earth to dust tears down everything that can be teared down 448 // earth to dust tears down everything that can be torn down
445 for (tmp = get_map_ob (m, sx, sy); tmp != NULL; tmp = next) 449 for (object *next, *tmp = m->at (sx, sy).bot; tmp; tmp = next)
446 { 450 {
447 next = tmp->above; 451 next = tmp->above;
452
448 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 453 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
449 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 454 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
450 } 455 }
451 } 456 }
457
452 return 1; 458 return 1;
453} 459}
454
455 460
456void 461void
457execute_word_of_recall (object *op) 462execute_word_of_recall (object *op)
458{ 463{
459 object *wor = op; 464 if (object *pl = op->in_player ())
460 465 {
461 while (op != NULL && op->type != PLAYER) 466 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST))
462 op = op->env;
463
464 if (op != NULL && op->map)
465 if ((get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_CLERIC) && (!QUERY_FLAG (op, FLAG_WIZCAST)))
466 new_draw_info (NDI_UNIQUE, 0, op, "You feel something fizzle inside you."); 467 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
467 else 468 else
468 enter_exit (op, wor); 469 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
470 }
469 471
470 wor->destroy (); 472 op->destroy ();
471} 473}
472 474
473/* Word of recall causes the player to return 'home'. 475/* Word of recall causes the player to return 'home'.
474 * we put a force into the player object, so that there is a 476 * we put a force into the player object, so that there is a
475 * time delay effect. 477 * time delay effect.
488 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 490 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
489 return 1; 491 return 1;
490 } 492 }
491 493
492 dummy = get_archetype (FORCE_NAME); 494 dummy = get_archetype (FORCE_NAME);
493 if (dummy == NULL) 495
496 if (!dummy)
494 { 497 {
495 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 498 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
496 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); 499 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
497 return 0; 500 return 0;
498 } 501 }
502
499 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob); 503 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob);
500 if (time < 1) 504 if (time < 1)
501 time = 1; 505 time = 1;
502 506
503 /* value of speed really doesn't make much difference, as long as it is 507 /* value of speed really doesn't make much difference, as long as it is
504 * positive. Lower value may be useful so that the problem doesn't 508 * positive. Lower value may be useful so that the problem doesn't
505 * do anything really odd if it say a -1000 or something. 509 * do anything really odd if it say a -1000 or something.
506 */ 510 */
507 dummy->speed = 0.002; 511 dummy->set_speed (0.002);
508 update_ob_speed (dummy);
509 dummy->speed_left = -dummy->speed * time; 512 dummy->speed_left = -dummy->speed * time;
510 dummy->type = SPELL_EFFECT; 513 dummy->type = SPELL_EFFECT;
511 dummy->subtype = SP_WORD_OF_RECALL; 514 dummy->subtype = SP_WORD_OF_RECALL;
512 515
513 /* If we could take advantage of enter_player_savebed() here, it would be 516 /* If we could take advantage of enter_player_savebed() here, it would be
514 * nice, but until the map load fails, we can't. 517 * nice, but until the map load fails, we can't.
515 */ 518 */
516 EXIT_PATH (dummy) = op->contr->savebed_map; 519 EXIT_PATH (dummy) = op->contr->savebed_map;
517 EXIT_X (dummy) = op->contr->bed_x; 520 EXIT_X (dummy) = op->contr->bed_x;
518 EXIT_Y (dummy) = op->contr->bed_y; 521 EXIT_Y (dummy) = op->contr->bed_y;
519 522
520 (void) insert_ob_in_ob (dummy, op); 523 op->insert (dummy);
524
521 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 525 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
526
522 return 1; 527 return 1;
523} 528}
524 529
525/* cast_wonder 530/* cast_wonder
526 * wonder is really just a spell that will likely cast another 531 * wonder is really just a spell that will likely cast another
556 return cast_spell (op, caster, dir, newspell, NULL); 561 return cast_spell (op, caster, dir, newspell, NULL);
557 } 562 }
558 return 1; 563 return 1;
559} 564}
560 565
561
562int 566int
563perceive_self (object *op) 567perceive_self (object *op)
564{ 568{
565 char *cp = describe_item (op, op), buf[MAX_BUF]; 569 const char *cp = describe_item (op, op);
566 archetype *at = archetype::find (ARCH_DEPLETION); 570 archetype *at = archetype::find (shstr_depletion);
567 object *tmp;
568 int i;
569 571
572 dynbuf_text &buf = msg_dynbuf; buf.clear ();
573
574 if (!op->is_player ())
575 return 0;
576
577 if (object *race = archetype::find (op->race))
578 buf << " - You are a G<male|female> " << &race->name << ".\n";
579
570 tmp = find_god (determine_god (op)); 580 if (object *god = find_god (determine_god (op)))
571 if (tmp) 581 buf << " - You worship " << &god->name << ".\n";
572 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
573 else 582 else
574 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); 583 buf << " - You worship no god.\n";
575 584
576 tmp = present_arch_in_ob (at, op); 585 object *tmp = present_arch_in_ob (at, op);
577 586
578 if (*cp == '\0' && tmp == NULL) 587 if (*cp == '\0' && !tmp)
579 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 588 buf << " - You feel very mundane. ";
580 else 589 else
581 { 590 {
582 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 591 buf << " - You have: " << cp << ".\n";
583 new_draw_info (NDI_UNIQUE, 0, op, cp); 592
584 if (tmp != NULL) 593 if (tmp)
585 {
586 for (i = 0; i < NUM_STATS; i++) 594 for (int i = 0; i < NUM_STATS; i++)
587 { 595 if (tmp->stats.stat (i) < 0)
588 if (get_attr_value (&tmp->stats, i) < 0) 596 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
589 {
590 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i)));
591 }
592 }
593 }
594 } 597 }
595 598
596 if (is_dragon_pl (op)) 599 if (is_dragon_pl (op))
597 {
598 /* now grab the 'dragon_ability'-force from the player's inventory */ 600 /* now grab the 'dragon_ability'-force from the player's inventory */
599 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 601 for (tmp = op->inv; tmp; tmp = tmp->below)
600 { 602 {
601 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 603 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
602 { 604 {
603 if (tmp->stats.exp == 0) 605 if (tmp->stats.exp == 0)
604 {
605 sprintf (buf, "Your metabolism isn't focused on anything."); 606 buf << " - Your metabolism isn't focused on anything.\n";
606 }
607 else 607 else
608 {
609 sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); 608 buf << " - Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
610 } 609
611 new_draw_info (NDI_UNIQUE, 0, op, buf);
612 break; 610 break;
613 } 611 }
614 } 612 }
615 } 613
614 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
615
616 return 1; 616 return 1;
617} 617}
618
619/* int cast_create_town_portal (object *op, object *caster, int dir)
620 *
621 * This function cast the spell of town portal for op
622 *
623 * The spell operates in two passes. During the first one a place
624 * is marked as a destination for the portal. During the second one,
625 * 2 portals are created, one in the position the player cast it and
626 * one in the destination place. The portal are synchronized and 2 forces
627 * are inserted in the player to destruct the portal next time player
628 * creates a new portal pair.
629 * This spell has a side effect that it allows people to meet each other
630 * in a permanent, private, appartements by making a town portal from it
631 * to the town or another public place. So, check if the map is unique and if
632 * so return an error
633 *
634 * Code by Tchize (david.delbecq@usa.net)
635 */
636int
637cast_create_town_portal (object *op, object *caster, object *spell, int dir)
638{
639 object *dummy, *force, *old_force, *tmp;
640 archetype *perm_portal;
641 char portal_name[1024], portal_message[1024];
642 sint16 exitx, exity;
643 maptile *exitmap;
644 int op_level;
645
646
647 /* Check to see if the map the player is currently on is a per player unique
648 * map. This can be determined in that per player unique maps have the
649 * full pathname listed.
650 */
651 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
652 {
653 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
654 return 0;
655 }
656
657 /* The first thing to do is to check if we have a marked destination
658 * dummy is used to make a check inventory for the force
659 */
660 dummy = arch_to_object (spell->other_arch);
661 if (dummy == NULL)
662 {
663 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
664 LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name);
665 return 0;
666 }
667
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
881 618
882/* This creates magic walls. Really, it can create most any object, 619/* This creates magic walls. Really, it can create most any object,
883 * within some reason. 620 * within some reason.
884 */ 621 */
885
886int 622int
887magic_wall (object *op, object *caster, int dir, object *spell_ob) 623magic_wall (object *op, object *caster, int dir, object *spell_ob)
888{ 624{
889 object *tmp, *tmp2; 625 object *tmp;
890 int i, posblocked, negblocked, maxrange; 626 int i, posblocked, negblocked, maxrange;
891 sint16 x, y; 627 sint16 x, y;
892 maptile *m; 628 maptile *m;
893 const char *name; 629 const char *name;
894 archetype *at; 630 archetype *at;
902 else 638 else
903 { 639 {
904 x = op->x + freearr_x[dir]; 640 x = op->x + freearr_x[dir];
905 y = op->y + freearr_y[dir]; 641 y = op->y + freearr_y[dir];
906 } 642 }
643
907 m = op->map; 644 m = op->map;
908 645
909 if ((spell_ob->move_block || x != op->x || y != op->y) && 646 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) || 647 (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))) 648 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
912 { 649 {
913 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 650 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
914 return 0; 651 return 0;
915 } 652 }
653
916 if (spell_ob->other_arch) 654 if (spell_ob->other_arch)
917 {
918 tmp = arch_to_object (spell_ob->other_arch); 655 tmp = arch_to_object (spell_ob->other_arch);
919 }
920 else if (spell_ob->race) 656 else if (spell_ob->race)
921 { 657 {
922 char buf1[MAX_BUF]; 658 char buf1[MAX_BUF];
923 659
924 sprintf (buf1, spell_ob->race, dir); 660 sprintf (buf1, spell_ob->race, dir);
927 { 663 {
928 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 664 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
929 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 665 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
930 return 0; 666 return 0;
931 } 667 }
668
932 tmp = arch_to_object (at); 669 tmp = arch_to_object (at);
933 } 670 }
934 else 671 else
935 { 672 {
936 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name); 673 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
946 } 683 }
947 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 684 else if (QUERY_FLAG (tmp, FLAG_ALIVE))
948 { 685 {
949 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 686 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
950 tmp->stats.maxhp = tmp->stats.hp; 687 tmp->stats.maxhp = tmp->stats.hp;
951 tmp->set_owner (op);
952 set_spell_skill (op, caster, spell_ob, tmp);
953 } 688 }
689
954 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP)) 690 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP))
955 { 691 {
956 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 692 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
957 SET_FLAG (tmp, FLAG_IS_USED_UP); 693 SET_FLAG (tmp, FLAG_IS_USED_UP);
958 } 694 }
695
959 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 696 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN))
960 { 697 {
961 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 698 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
962 tmp->stats.maxhp = tmp->stats.hp; 699 tmp->stats.maxhp = tmp->stats.hp;
963 SET_FLAG (tmp, FLAG_TEAR_DOWN); 700 SET_FLAG (tmp, FLAG_TEAR_DOWN);
964 SET_FLAG (tmp, FLAG_ALIVE); 701 SET_FLAG (tmp, FLAG_ALIVE);
965 } 702 }
966 703
967 /* This can't really hurt - if the object doesn't kill anything, 704 /* This can't really hurt - if the object doesn't kill anything,
968 * these fields just won't be used. 705 * these fields just won't be used. Do not set the owner for
706 * earthwalls, though, so they survive restarts.
969 */ 707 */
708 if (tmp->type != EARTHWALL) //TODO
970 tmp->set_owner (op); 709 tmp->set_owner (op);
710
971 set_spell_skill (op, caster, spell_ob, tmp); 711 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; 712 tmp->level = casting_level (caster, spell_ob) / 2;
975 713
976 name = tmp->name; 714 name = tmp->name;
977 if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL) 715 if (!(tmp = m->insert (tmp, x, y, op)))
978 { 716 {
979 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name); 717 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
980 return 0; 718 return 0;
981 } 719 }
720
982 /* If this is a spellcasting wall, need to insert the spell object */ 721 /* If this is a spellcasting wall, need to insert the spell object */
983 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 722 if (tmp->other_arch && tmp->other_arch->type == SPELL)
984 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 723 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
985 724
986 /* This code causes the wall to extend some distance in 725 /* This code causes the wall to extend some distance in
987 * each direction, or until an obstruction is encountered. 726 * each direction, or until an obstruction is encountered.
988 * posblocked and negblocked help determine how far the 727 * posblocked and negblocked help determine how far the
1004 m = tmp->map; 743 m = tmp->map;
1005 744
1006 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && 745 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
1007 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked) 746 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked)
1008 { 747 {
1009 tmp2 = tmp->clone (); 748 object *tmp2 = tmp->clone ();
1010 tmp2->x = x; 749 m->insert (tmp2, x, y, op);
1011 tmp2->y = y; 750
1012 insert_ob_in_map (tmp2, m, op, 0);
1013 /* If this is a spellcasting wall, need to insert the spell object */ 751 /* If this is a spellcasting wall, need to insert the spell object */
1014 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 752 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1015 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 753 tmp2->insert (arch_to_object (tmp2->other_arch));
1016 754
1017 } 755 }
1018 else 756 else
1019 posblocked = 1; 757 posblocked = 1;
1020 758
1023 m = tmp->map; 761 m = tmp->map;
1024 762
1025 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && 763 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
1026 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked) 764 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
1027 { 765 {
1028 tmp2 = tmp->clone (); 766 object *tmp2 = tmp->clone ();
1029 tmp2->x = x; 767 m->insert (tmp2, x, y, op);
1030 tmp2->y = y; 768
1031 insert_ob_in_map (tmp2, m, op, 0);
1032 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 769 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1033 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 770 tmp2->insert (arch_to_object (tmp2->other_arch));
1034 } 771 }
1035 else 772 else
1036 negblocked = 1; 773 negblocked = 1;
1037 } 774 }
1038 775
1041 778
1042 return 1; 779 return 1;
1043} 780}
1044 781
1045int 782int
1046dimension_door (object *op, object *caster, object *spob, int dir) 783dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
1047{ 784{
1048 uint32 dist, maxdist; 785 uint32 dist, maxdist;
1049 int mflags; 786 int mflags;
1050 maptile *m; 787 maptile *m;
1051 sint16 sx, sy; 788 sint16 sx, sy;
1062 /* Given the new outdoor maps, can't let players dimension door for 799 /* Given the new outdoor maps, can't let players dimension door for
1063 * ever, so put limits in. 800 * ever, so put limits in.
1064 */ 801 */
1065 maxdist = spob->range + SP_level_range_adjust (caster, spob); 802 maxdist = spob->range + SP_level_range_adjust (caster, spob);
1066 803
1067 if (op->contr->count) 804 if (spellparam)
1068 { 805 {
806 int count = atoi (spellparam);
807
1069 if (op->contr->count > maxdist) 808 if (count > maxdist)
1070 { 809 {
1071 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!"); 810 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!");
1072 return 0; 811 return 0;
1073 } 812 }
1074 813
1075 for (dist = 0; dist < op->contr->count; dist++) 814 for (dist = 0; dist < count; dist++)
1076 { 815 {
1077 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy); 816 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
1078 817
1079 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 818 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
1080 break; 819 break;
1081 820
1082 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) 821 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1083 break; 822 break;
1084 } 823 }
1085 824
1086 if (dist < op->contr->count) 825 if (dist < count)
1087 { 826 {
1088 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n"); 827 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
1089 op->contr->count = 0;
1090 return 0; 828 return 0;
1091 } 829 }
1092 op->contr->count = 0;
1093 830
1094 /* Remove code that puts player on random space on maps. IMO, 831 /* Remove code that puts player on random space on maps. IMO,
1095 * a lot of maps probably have areas the player should not get to, 832 * a lot of maps probably have areas the player should not get to,
1096 * but may not be marked as NO_MAGIC (as they may be bounded 833 * but may not be marked as NO_MAGIC (as they may be bounded
1097 * by such squares). Also, there are probably treasure rooms and 834 * by such squares). Also, there are probably treasure rooms and
1145 return 0; 882 return 0;
1146 } 883 }
1147 } 884 }
1148 885
1149 /* Actually move the player now */ 886 /* Actually move the player now */
1150 op->remove (); 887 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op)))
1151 op->x += freearr_x[dir] * dist;
1152 op->y += freearr_y[dir] * dist;
1153 if ((op = insert_ob_in_map (op, op->map, op, 0)) == NULL)
1154 return 1; 888 return 1;
1155 889
1156 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ 890 op->speed_left = -5. * op->speed; /* Freeze them for a short while */
891
1157 return 1; 892 return 1;
1158} 893}
1159
1160 894
1161/* cast_heal: Heals something. 895/* cast_heal: Heals something.
1162 * op is the caster. 896 * op is the caster.
1163 * dir is the direction he is casting it in. 897 * dir is the direction he is casting it in.
1164 * spell is the spell object. 898 * spell is the spell object.
1171 object *poison; 905 object *poison;
1172 int heal = 0, success = 0; 906 int heal = 0, success = 0;
1173 907
1174 tmp = find_target_for_friendly_spell (op, dir); 908 tmp = find_target_for_friendly_spell (op, dir);
1175 909
1176 if (tmp == NULL) 910 if (!tmp)
1177 return 0; 911 return 0;
1178 912
1179 /* Figure out how many hp this spell might cure. 913 /* Figure out how many hp this spell might cure.
1180 * could be zero if this spell heals effects, not damage. 914 * could be zero if this spell heals effects, not damage.
1181 */ 915 */
1184 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp; 918 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
1185 919
1186 if (heal) 920 if (heal)
1187 { 921 {
1188 if (tmp->stats.hp >= tmp->stats.maxhp) 922 if (tmp->stats.hp >= tmp->stats.maxhp)
1189 {
1190 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed."); 923 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed.");
1191 }
1192 else 924 else
1193 { 925 {
1194 /* See how many points we actually heal. Instead of messages 926 /* See how many points we actually heal. Instead of messages
1195 * based on type of spell, we instead do messages based 927 * based on type of spell, we instead do messages based
1196 * on amount of damage healed. 928 * on amount of damage healed.
1197 */ 929 */
1198 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 930 if (heal > tmp->stats.maxhp - tmp->stats.hp)
1199 heal = tmp->stats.maxhp - tmp->stats.hp; 931 heal = tmp->stats.maxhp - tmp->stats.hp;
932
1200 tmp->stats.hp += heal; 933 tmp->stats.hp += heal;
1201 934
1202 if (tmp->stats.hp >= tmp->stats.maxhp) 935 if (tmp->stats.hp >= tmp->stats.maxhp)
1203 {
1204 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 936 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1205 }
1206 else if (heal > 50) 937 else if (heal > 50)
1207 {
1208 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); 938 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1209 }
1210 else if (heal > 25) 939 else if (heal > 25)
1211 {
1212 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); 940 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1213 }
1214 else if (heal > 10) 941 else if (heal > 10)
1215 {
1216 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade."); 942 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade.");
1217 }
1218 else 943 else
1219 {
1220 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close."); 944 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close.");
1221 } 945
1222 success = 1; 946 success = 1;
1223 } 947 }
1224 } 948 }
949
1225 if (spell->attacktype & AT_DISEASE) 950 if (spell->attacktype & AT_DISEASE)
1226 if (cure_disease (tmp, op)) 951 if (cure_disease (tmp, op, spell))
1227 success = 1; 952 success = 1;
1228 953
1229 if (spell->attacktype & AT_POISON) 954 if (spell->attacktype & AT_POISON)
1230 { 955 {
1231 at = archetype::find ("poisoning"); 956 at = archetype::find (shstr_poisoning);
1232 poison = present_arch_in_ob (at, tmp); 957 poison = present_arch_in_ob (at, tmp);
1233 if (poison) 958 if (poison)
1234 { 959 {
1235 success = 1; 960 success = 1;
1236 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 961 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1237 poison->stats.food = 1; 962 poison->stats.food = 1;
1238 } 963 }
1239 } 964 }
965
1240 if (spell->attacktype & AT_CONFUSION) 966 if (spell->attacktype & AT_CONFUSION)
1241 { 967 {
1242 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 968 poison = present_in_ob_by_name (FORCE, shstr_confusion, tmp);
1243 if (poison) 969 if (poison)
1244 { 970 {
1245 success = 1; 971 success = 1;
1246 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 972 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1247 poison->duration = 1; 973 poison->duration = 1;
1248 } 974 }
1249 } 975 }
976
1250 if (spell->attacktype & AT_BLIND) 977 if (spell->attacktype & AT_BLIND)
1251 { 978 {
1252 at = archetype::find ("blindness"); 979 at = archetype::find (shstr_blindness);
1253 poison = present_arch_in_ob (at, tmp); 980 poison = present_arch_in_ob (at, tmp);
1254 if (poison) 981 if (poison)
1255 { 982 {
1256 success = 1; 983 success = 1;
1257 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return."); 984 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1258 poison->stats.food = 1; 985 poison->stats.food = 1;
1259 } 986 }
1260 } 987 }
988
1261 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) 989 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1262 { 990 {
1263 tmp->stats.sp += spell->last_sp; 991 tmp->stats.sp += spell->last_sp;
1264 if (tmp->stats.sp > tmp->stats.maxsp) 992 if (tmp->stats.sp > tmp->stats.maxsp)
1265 tmp->stats.sp = tmp->stats.maxsp; 993 tmp->stats.sp = tmp->stats.maxsp;
1266 success = 1; 994 success = 1;
1267 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!"); 995 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!");
1268 } 996 }
997
1269 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) 998 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1270 { 999 {
1271 tmp->stats.grace += spell->last_grace; 1000 tmp->stats.grace += spell->last_grace;
1272 if (tmp->stats.grace > tmp->stats.maxgrace) 1001 if (tmp->stats.grace > tmp->stats.maxgrace)
1273 tmp->stats.grace = tmp->stats.maxgrace; 1002 tmp->stats.grace = tmp->stats.maxgrace;
1274 success = 1; 1003 success = 1;
1275 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!"); 1004 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1276 } 1005 }
1006
1277 if (spell->stats.food && tmp->stats.food < 999) 1007 if (spell->stats.food && tmp->stats.food < 999)
1278 { 1008 {
1279 tmp->stats.food += spell->stats.food; 1009 tmp->stats.food += spell->stats.food;
1010
1280 if (tmp->stats.food > 999) 1011 if (tmp->stats.food > 999)
1281 tmp->stats.food = 999; 1012 tmp->stats.food = 999;
1013
1282 success = 1; 1014 success = 1;
1283 /* We could do something a bit better like the messages for healing above */ 1015 /* We could do something a bit better like the messages for healing above */
1284 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food"); 1016 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1285 } 1017 }
1018
1286 return success; 1019 return success;
1287} 1020}
1288
1289 1021
1290/* This is used for the spells that gain stats. There are no spells 1022/* This is used for the spells that gain stats. There are no spells
1291 * right now that icnrease wis/int/pow on a temp basis, so no 1023 * right now that icnrease wis/int/pow on a temp basis, so no
1292 * good comments for those. 1024 * good comments for those.
1293 */ 1025 */
1294static const char *const no_gain_msgs[NUM_STATS] = { 1026static const char *const no_gain_msgs[NUM_STATS] = {
1295 "You grow no stronger.", 1027 "You grow no stronger.",
1296 "You grow no more agile.", 1028 "You grow no more agile.",
1297 "You don't feel any healthier.", 1029 "You don't feel any healthier.",
1298 "no wis", 1030 "You didn't grow any more intelligent.",
1031 "You do not feel any wiser.",
1032 "You don't feel any more powerful."
1299 "You are no easier to look at.", 1033 "You are no easier to look at.",
1300 "no int",
1301 "no pow"
1302}; 1034};
1303 1035
1304int 1036int
1037change_ability_duration (object *spell, object *caster)
1038{
1039 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1040}
1041
1042int
1305cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) 1043cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1306{ 1044{
1307 object *tmp, *tmp2 = NULL;
1308 object *force = NULL; 1045 object *force = 0;
1309 int i; 1046 int i;
1310 1047
1311 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1048 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1312 if (dir != 0) 1049 object *tmp = dir
1313 {
1314 tmp = find_target_for_friendly_spell (op, dir); 1050 ? find_target_for_friendly_spell (op, dir)
1315 } 1051 : op;
1316 else
1317 {
1318 tmp = op;
1319 }
1320 1052
1321 if (tmp == NULL) 1053 if (!tmp)
1322 return 0; 1054 return 0;
1323 1055
1324 /* If we've already got a force of this type, don't add a new one. */ 1056 /* If we've already got a force of this type, don't add a new one. */
1325 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1057 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1326 { 1058 {
1327 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1059 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1328 { 1060 {
1329 if (tmp2->name == spell_ob->name) 1061 if (tmp2->name == spell_ob->name)
1330 { 1062 {
1332 break; 1064 break;
1333 } 1065 }
1334 else if (spell_ob->race && spell_ob->race == tmp2->name) 1066 else if (spell_ob->race && spell_ob->race == tmp2->name)
1335 { 1067 {
1336 if (!silent) 1068 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); 1069 new_draw_info_format (NDI_UNIQUE, 0, op,
1070 "You can not cast %s while %s is in effect",
1071 &spell_ob->name, &tmp2->name_pl);
1072
1338 return 0; 1073 return 0;
1339 } 1074 }
1340 } 1075 }
1341 } 1076 }
1077
1078 int duration = change_ability_duration (spell_ob, caster);
1079
1342 if (force == NULL) 1080 if (force)
1343 {
1344 force = get_archetype (FORCE_NAME);
1345 force->subtype = FORCE_CHANGE_ABILITY;
1346 if (spell_ob->race)
1347 force->name = spell_ob->race;
1348 else
1349 force->name = spell_ob->name;
1350 force->name_pl = spell_ob->name;
1351 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1352
1353 } 1081 {
1354 else
1355 {
1356 int duration;
1357
1358 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1359 if (duration > force->duration) 1082 if (duration > force->duration)
1360 { 1083 {
1361 force->duration = duration; 1084 force->duration = duration;
1362 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1085 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1363 } 1086 }
1364 else 1087 else
1365 {
1366 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1088 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1367 } 1089
1368 return 1; 1090 return 1;
1369 } 1091 }
1370 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1092
1093 new_draw_info_format (NDI_UNIQUE, 0, op,
1094 "You create an aura of magical force. H<The effect will last for about %.10g seconds.>",
1095 TICK2TIME (duration));
1096
1097 force = get_archetype (FORCE_NAME);
1098 force->subtype = FORCE_CHANGE_ABILITY;
1099 force->duration = duration;
1100
1101 if (spell_ob->race)
1102 force->name = spell_ob->race;
1103 else
1104 force->name = spell_ob->name;
1105
1106 force->name_pl = spell_ob->name;
1107
1371 force->speed = 1.0; 1108 force->speed = 1.0;
1372 force->speed_left = -1.0; 1109 force->speed_left = -1.0;
1373 SET_FLAG (force, FLAG_APPLIED); 1110 SET_FLAG (force, FLAG_APPLIED);
1374 1111
1375 /* Now start processing the effects. First, protections */ 1112 /* Now start processing the effects. First, protections */
1380 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob); 1117 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob);
1381 if (force->resist[i] > 100) 1118 if (force->resist[i] > 100)
1382 force->resist[i] = 100; 1119 force->resist[i] = 100;
1383 } 1120 }
1384 } 1121 }
1122
1385 if (spell_ob->stats.hp) 1123 if (spell_ob->stats.hp)
1386 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob); 1124 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1387 1125
1388 if (tmp->type == PLAYER) 1126 if (tmp->type == PLAYER)
1389 { 1127 {
1390 /* Stat adjustment spells */ 1128 /* Stat adjustment spells */
1391 for (i = 0; i < NUM_STATS; i++) 1129 for (i = 0; i < NUM_STATS; i++)
1392 { 1130 {
1393 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; 1131 if (sint8 stat = spell_ob->stats.stat (i))
1394
1395 if (stat)
1396 { 1132 {
1397 sm = 0; 1133 sint8 sm = 0;
1398 for (k = 0; k < stat; k++) 1134 for (sint8 k = 0; k < stat; k++)
1399 sm += rndm (1, 3); 1135 sm += rndm (1, 3);
1400 1136
1401 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) 1137 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1402 { 1138 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1403 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); 1139
1404 if (sm < 0) 1140 force->stats.stat (i) = sm;
1405 sm = 0; 1141
1406 }
1407 set_attr_value (&force->stats, i, sm);
1408 if (!sm) 1142 if (!sm)
1409 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); 1143 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1410 } 1144 }
1411 } 1145 }
1412 } 1146 }
1432 force->stats.ac = spell_ob->stats.ac; 1166 force->stats.ac = spell_ob->stats.ac;
1433 force->attacktype = spell_ob->attacktype; 1167 force->attacktype = spell_ob->attacktype;
1434 1168
1435 insert_ob_in_ob (force, tmp); 1169 insert_ob_in_ob (force, tmp);
1436 change_abil (tmp, force); /* Mostly to display any messages */ 1170 change_abil (tmp, force); /* Mostly to display any messages */
1437 fix_player (tmp); 1171 tmp->update_stats ();
1172
1438 return 1; 1173 return 1;
1439} 1174}
1440 1175
1441/* This used to be part of cast_change_ability, but it really didn't make 1176/* This used to be part of cast_change_ability, but it really didn't make
1442 * a lot of sense, since most of the values it derives are from the god 1177 * a lot of sense, since most of the values it derives are from the god
1443 * of the caster. 1178 * of the caster.
1444 */ 1179 */
1445
1446int 1180int
1447cast_bless (object *op, object *caster, object *spell_ob, int dir) 1181cast_bless (object *op, object *caster, object *spell_ob, int dir)
1448{ 1182{
1449 int i; 1183 int i;
1450 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1184 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1451 1185
1452 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1186 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1453 if (dir != 0) 1187 if (dir != 0)
1454 { 1188 {
1455 tmp = find_target_for_friendly_spell (op, dir); 1189 tmp = find_target_for_friendly_spell (op, dir);
1190
1191 if (!tmp)
1192 return 0;
1456 } 1193 }
1457 else 1194 else
1458 {
1459 tmp = op; 1195 tmp = op;
1460 }
1461 1196
1462 /* If we've already got a force of this type, don't add a new one. */ 1197 /* If we've already got a force of this type, don't add a new one. */
1463 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1198 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1464 { 1199 {
1465 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1200 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1466 { 1201 {
1467 if (tmp2->name == spell_ob->name) 1202 if (tmp2->name == spell_ob->name)
1468 { 1203 {
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); 1209 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1475 return 0; 1210 return 0;
1476 } 1211 }
1477 } 1212 }
1478 } 1213 }
1214
1479 if (force == NULL) 1215 if (force == NULL)
1480 { 1216 {
1481 force = get_archetype (FORCE_NAME); 1217 force = get_archetype (FORCE_NAME);
1482 force->subtype = FORCE_CHANGE_ABILITY; 1218 force->subtype = FORCE_CHANGE_ABILITY;
1483 if (spell_ob->race) 1219 if (spell_ob->race)
1514 } 1250 }
1515 else 1251 else
1516 { 1252 {
1517 /* Only give out good benefits, and put a max on it */ 1253 /* Only give out good benefits, and put a max on it */
1518 for (i = 0; i < NROFATTACKS; i++) 1254 for (i = 0; i < NROFATTACKS; i++)
1519 {
1520 if (god->resist[i] > 0) 1255 if (god->resist[i] > 0)
1521 {
1522 force->resist[i] = MIN (god->resist[i], spell_ob->resist[ATNR_GODPOWER]); 1256 force->resist[i] = min (god->resist[i], spell_ob->resist[ATNR_GODPOWER]);
1523 } 1257
1524 }
1525 force->path_attuned |= god->path_attuned; 1258 force->path_attuned |= god->path_attuned;
1526 1259
1527 if (spell_ob->attacktype) 1260 if (spell_ob->attacktype)
1528 force->slaying = god->slaying; 1261 force->slaying = god->slaying;
1529 1262
1541 force->stats.wc = spell_ob->stats.wc; 1274 force->stats.wc = spell_ob->stats.wc;
1542 force->stats.ac = spell_ob->stats.ac; 1275 force->stats.ac = spell_ob->stats.ac;
1543 1276
1544 change_abil (tmp, force); /* Mostly to display any messages */ 1277 change_abil (tmp, force); /* Mostly to display any messages */
1545 insert_ob_in_ob (force, tmp); 1278 insert_ob_in_ob (force, tmp);
1546 fix_player (tmp); 1279 tmp->update_stats ();
1547 return 1; 1280 return 1;
1548} 1281}
1549
1550
1551 1282
1552/* Alchemy code by Mark Wedel 1283/* Alchemy code by Mark Wedel
1553 * 1284 *
1554 * This code adds a new spell, called alchemy. Alchemy will turn 1285 * This code adds a new spell, called alchemy. Alchemy will turn
1555 * objects to gold nuggets, the value of the gold nuggets being 1286 * 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 * 1287 *
1560 * Large nuggets are worth 25 gp each (base). You will always get 1288 * The value of the gold nuggets being about 90% of that of the item
1561 * the maximum number of large nuggets you could get. 1289 * 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 1290 * because the nuggets themselves will be will be adjusted by charisma
1563 * to the max amount of small nuggets as you could get. 1291 * 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 * 1292 *
1568 * There is also a chance (1:30) that you will get nothing at all 1293 * There is also a chance (1:30) that you will get nothing at all
1569 * for the object. There is also a maximum weight that will be 1294 * for the object. There is also a maximum weight that will be
1570 * alchemied. 1295 * alchemised.
1571 */ 1296 */
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 1297static void
1581alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight) 1298alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1582{ 1299{
1583 uint64 value = query_cost (obj, NULL, F_TRUE); 1300 uint64 value = query_cost (obj, NULL, F_TRUE);
1584 1301
1585 /* Give third price when we alchemy money (This should hopefully 1302 /* Give third price when we alchemy money (this should hopefully
1586 * make it so that it isn't worth it to alchemy money, sell 1303 * make it so that it isn't worth it to alchemy money, sell
1587 * the nuggets, alchemy the gold from that, etc. 1304 * the nuggets, alchemy the gold from that, etc.
1588 * Otherwise, give 9 silver on the gold for other objects, 1305 * Otherwise, give 9 silver on the gold for other objects,
1589 * so that it would still be more affordable to haul 1306 * so that it would still be more affordable to haul
1590 * the stuff back to town. 1307 * the stuff back to town.
1591 */ 1308 */
1592
1593 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1309 if (QUERY_FLAG (obj, FLAG_UNPAID))
1594 value = 0; 1310 value = 0;
1595 else if (obj->type == MONEY || obj->type == GEM) 1311 else if (obj->type == MONEY || obj->type == GEM)
1596 value /= 3; 1312 value /= 3;
1597 else 1313 else
1598 value = (value * 9) / 10; 1314 value = value * 9 / 10;
1599 1315
1600 value /= 4; // fix by GHJ, don't understand, pcg
1601
1602 if ((obj->value > 0) && rndm (0, 29)) 1316 if (obj->value > 0 && rndm (0, 29))
1603 { 1317 total_value += value;
1604 int count;
1605 1318
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; 1319 total_weight += obj->total_weight ();
1320
1626 obj->destroy (); 1321 obj->destroy ();
1627} 1322}
1628 1323
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 1324int
1661alchemy (object *op, object *caster, object *spell_ob) 1325alchemy (object *op, object *caster, object *spell_ob)
1662{ 1326{
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) 1327 if (op->type != PLAYER)
1669 return 0; 1328 return 0;
1670 1329
1330 archetype *nugget[3];
1331
1332 nugget[0] = archetype::find (shstr_pyrite3);
1333 nugget[1] = archetype::find (shstr_pyrite2);
1334 nugget[2] = archetype::find (shstr_pyrite);
1335
1671 /* Put a maximum weight of items that can be alchemied. Limits the power 1336 /* Put a maximum weight of items that can be alchemised. Limits the power
1672 * some, and also prevents people from alcheming every table/chair/clock 1337 * some, and also prevents people from alchemising every table/chair/clock
1673 * in sight 1338 * in sight
1674 */ 1339 */
1675 weight_max = spell_ob->duration + +SP_level_duration_adjust (caster, spell_ob); 1340 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1676 weight_max *= 1000; 1341 int weight_max = duration * 1000;
1677 small = get_archetype ("smallnugget"), large = get_archetype ("largenugget"); 1342 uint64 value_max = duration * 1000;
1678 1343
1344 int weight = 0;
1345
1679 for (y = op->y - 1; y <= op->y + 1; y++) 1346 for (int y = op->y - 1; y <= op->y + 1; y++)
1680 { 1347 {
1681 for (x = op->x - 1; x <= op->x + 1; x++) 1348 for (int x = op->x - 1; x <= op->x + 1; x++)
1682 { 1349 {
1350 uint64 value = 0;
1351
1683 nx = x; 1352 sint16 nx = x;
1684 ny = y; 1353 sint16 ny = y;
1685 1354
1686 mp = op->map; 1355 maptile *mp = op->map;
1687 1356
1688 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); 1357 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1689 1358
1690 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1359 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1691 continue; 1360 continue;
1692 1361
1693 /* Treat alchemy a little differently - most spell effects 1362 /* Treat alchemy a little differently - most spell effects
1695 * ground level effect. 1364 * ground level effect.
1696 */ 1365 */
1697 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) 1366 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1698 continue; 1367 continue;
1699 1368
1700 small_nuggets = 0; 1369 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 { 1370 {
1705 next = tmp->above; 1371 next = tmp->above;
1372
1706 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1373 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1707 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1374 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1708 { 1375 {
1709
1710 if (tmp->inv) 1376 if (tmp->inv)
1711 { 1377 {
1712 object *next1, *tmp1; 1378 object *next1, *tmp1;
1713 1379
1714 for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1) 1380 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1715 { 1381 {
1716 next1 = tmp1->below; 1382 next1 = tmp1->below;
1717 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1383 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1718 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1384 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1719 alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight); 1385 alchemy_object (tmp1, value, weight);
1720 } 1386 }
1721 } 1387 }
1388
1722 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); 1389 alchemy_object (tmp, value, weight);
1723 1390
1724 if (weight > weight_max) 1391 if (weight > weight_max)
1725 { 1392 break;
1726 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1727 large->destroy ();
1728 small->destroy ();
1729 return 1;
1730 } 1393 }
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 */ 1394 }
1738 update_map (op, mp, small_nuggets, large_nuggets, nx, ny); 1395
1396 value -= rndm (value >> 4);
1397 value = min (value, value_max);
1398
1399 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1400 if (int nrof = value / nugget [i]->value)
1401 {
1402 value -= nrof * nugget[i]->value;
1403
1404 object *tmp = arch_to_object (nugget[i]);
1405 tmp->nrof = nrof;
1406 tmp->flag [FLAG_IDENTIFIED] = true;
1407 op->map->insert (tmp, x, y, op, 0);
1739 } 1408 }
1740 }
1741 1409
1742 large->destroy (); 1410 if (weight > weight_max)
1743 small->destroy (); 1411 goto bailout;
1744 /* reset this so that if player standing on a big pile of stuff, 1412 }
1745 * it is redrawn properly. 1413 }
1746 */ 1414
1747 op->contr->socket->look_position = 0; 1415bailout:
1748 return 1; 1416 return 1;
1749} 1417}
1750
1751 1418
1752/* This function removes the cursed/damned status on equipped 1419/* This function removes the cursed/damned status on equipped
1753 * items. 1420 * items.
1754 */ 1421 */
1755int 1422int
1756remove_curse (object *op, object *caster, object *spell) 1423remove_curse (object *op, object *caster, object *spell)
1757{ 1424{
1758 object *tmp;
1759 int success = 0, was_one = 0; 1425 int success = 0, was_one = 0;
1760 1426
1761 for (tmp = op->inv; tmp; tmp = tmp->below) 1427 for (object *tmp = op->inv; tmp; tmp = tmp->below)
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 == T_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);
2435 if (mt != NULL)
2436 {
2437 for (i = 0; i < NROFATTACKS; i++) 2090 for (i = 0; i < NROFATTACKS; i++)
2438 tmp->resist[i] = 50 - (mt->save[i] * 5); 2091 tmp->resist[i] = 50 - (op->material->save[i] * 5);
2439 a = mt->save[0]; 2092
2440 } 2093 a = op->material->save[0];
2441 else 2094
2442 {
2443 for (i = 0; i < NROFATTACKS; i++)
2444 tmp->resist[i] = 5;
2445 a = 10;
2446 }
2447 /* Set weapon's immunity */ 2095 /* Set weapon's immunity */
2448 tmp->resist[ATNR_CONFUSION] = 100; 2096 tmp->resist[ATNR_CONFUSION] = 100;
2449 tmp->resist[ATNR_POISON] = 100; 2097 tmp->resist[ATNR_POISON] = 100;
2450 tmp->resist[ATNR_SLOW] = 100; 2098 tmp->resist[ATNR_SLOW] = 100;
2451 tmp->resist[ATNR_PARALYZE] = 100; 2099 tmp->resist[ATNR_PARALYZE] = 100;
2457 2105
2458 /* Improve weapon's armour value according to best save vs. physical of its material */ 2106 /* Improve weapon's armour value according to best save vs. physical of its material */
2459 2107
2460 if (a > 14) 2108 if (a > 14)
2461 a = 14; 2109 a = 14;
2110
2462 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); 2111 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2463 2112
2464 /* Determine golem's speed */ 2113 /* Determine golem's speed */
2465 tmp->speed = 0.4 + 0.1 * SP_level_range_adjust (caster, spell); 2114 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2466
2467 if (tmp->speed > 3.33)
2468 tmp->speed = 3.33;
2469 2115
2470 if (!spell->race) 2116 if (!spell->race)
2471 { 2117 {
2472 sprintf (buf, "animated %s", &weapon->name); 2118 sprintf (buf, "animated %s", &weapon->name);
2473 tmp->name = buf; 2119 tmp->name = buf;
2475 tmp->face = weapon->face; 2121 tmp->face = weapon->face;
2476 tmp->animation_id = weapon->animation_id; 2122 tmp->animation_id = weapon->animation_id;
2477 tmp->anim_speed = weapon->anim_speed; 2123 tmp->anim_speed = weapon->anim_speed;
2478 tmp->last_anim = weapon->last_anim; 2124 tmp->last_anim = weapon->last_anim;
2479 tmp->state = weapon->state; 2125 tmp->state = weapon->state;
2480 if (QUERY_FLAG (weapon, FLAG_ANIMATE)) 2126 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 } 2127 }
2490 2128
2491 /* make experience increase in proportion to the strength of the summoned creature. */ 2129 /* make experience increase in proportion to the strength of the summoned creature. */
2492 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell)); 2130 tmp->stats.exp *= 1 + (max (spell->stats.maxgrace, spell->stats.sp) / casting_level (caster, spell));
2493 2131
2494 tmp->speed_left = -1; 2132 tmp->speed_left = -1;
2495 tmp->x = x;
2496 tmp->y = y;
2497 tmp->direction = dir; 2133 tmp->direction = dir;
2498 insert_ob_in_map (tmp, m, op, 0); 2134
2135 m->insert (tmp, x, y, op);
2499 return 1; 2136 return 1;
2500} 2137}
2501 2138
2502/* cast_daylight() - changes the map darkness level *lower* */ 2139/* cast_daylight() - changes the map darkness level *lower* */
2503 2140
2504/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2141/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2505 * This changes the light level for the entire map. 2142 * This changes the light level for the entire map.
2506 */ 2143 */
2507
2508int 2144int
2509cast_change_map_lightlevel (object *op, object *caster, object *spell) 2145cast_change_map_lightlevel (object *op, object *caster, object *spell)
2510{ 2146{
2511 int success; 2147 int success;
2512 2148
2513 if (!op->map) 2149 if (!op->map)
2514 return 0; /* shouldnt happen */ 2150 return 0; /* shouldnt happen */
2515 2151
2516 success = change_map_light (op->map, spell->stats.dam); 2152 success = op->map->change_map_light (spell->stats.dam);
2153
2517 if (!success) 2154 if (!success)
2518 { 2155 {
2519 if (spell->stats.dam < 0) 2156 if (spell->stats.dam < 0)
2520 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2157 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2521 else 2158 else
2522 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2159 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here.");
2523 } 2160 }
2161
2524 return success; 2162 return success;
2525} 2163}
2526
2527
2528
2529
2530 2164
2531/* create an aura spell object and put it in the player's inventory. 2165/* create an aura spell object and put it in the player's inventory.
2532 * as usual, op is player, caster is the object casting the spell, 2166 * as usual, op is player, caster is the object casting the spell,
2533 * spell is the spell object itself. 2167 * spell is the spell object itself.
2534 */ 2168 */
2546 2180
2547 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); 2181 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2548 2182
2549 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 2183 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2550 2184
2551 new_aura->set_owner (op);
2552 set_spell_skill (op, caster, spell, new_aura); 2185 set_spell_skill (op, caster, spell, new_aura);
2553 new_aura->attacktype = spell->attacktype; 2186 new_aura->attacktype = spell->attacktype;
2554 2187
2555 new_aura->level = caster_level (caster, spell); 2188 new_aura->level = casting_level (caster, spell);
2189
2556 if (refresh) 2190 if (refresh)
2557 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2191 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2558 else 2192 else
2559 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2193 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2194
2560 insert_ob_in_ob (new_aura, op); 2195 insert_ob_in_ob (new_aura, op);
2196 new_aura->set_owner (op);
2197
2561 return 1; 2198 return 1;
2562} 2199}
2563
2564 2200
2565/* move aura function. An aura is a part of someone's inventory, 2201/* move aura function. An aura is a part of someone's inventory,
2566 * which he carries with him, but which acts on the map immediately 2202 * which he carries with him, but which acts on the map immediately
2567 * around him. 2203 * around him.
2568 * Aura parameters: 2204 * Aura parameters:
2569 * duration: duration counter. 2205 * duration: duration counter.
2570 * attacktype: aura's attacktype 2206 * attacktype: aura's attacktype
2571 * other_arch: archetype to drop where we attack 2207 * other_arch: archetype to drop where we attack
2572 */ 2208 */
2573
2574void 2209void
2575move_aura (object *aura) 2210move_aura (object *aura)
2576{ 2211{
2577 int i, mflags;
2578 object *env;
2579 maptile *m;
2580
2581 /* auras belong in inventories */ 2212 /* auras belong in inventories */
2582 env = aura->env; 2213 object *env = aura->env;
2214 object *owner = aura->owner;
2583 2215
2584 /* no matter what we've gotta remove the aura... 2216 /* no matter what we've gotta remove the aura...
2585 * we'll put it back if its time isn't up. 2217 * we'll put it back if its time isn't up.
2586 */ 2218 */
2587 aura->remove (); 2219 aura->remove ();
2592 aura->destroy (); 2224 aura->destroy ();
2593 return; 2225 return;
2594 } 2226 }
2595 2227
2596 /* auras only exist in inventories */ 2228 /* auras only exist in inventories */
2597 if (env == NULL || env->map == NULL) 2229 if (!env || !env->map)
2598 { 2230 {
2599 aura->destroy (); 2231 aura->destroy ();
2600 return; 2232 return;
2601 } 2233 }
2602
2603 aura->x = env->x;
2604 aura->y = env->y;
2605 2234
2606 /* we need to jump out of the inventory for a bit 2235 /* we need to jump out of the inventory for a bit
2607 * in order to hit the map conveniently. 2236 * in order to hit the map conveniently.
2608 */ 2237 */
2609 insert_ob_in_map (aura, env->map, aura, 0); 2238 aura->insert_at (env, aura);
2610 2239
2611 for (i = 1; i < 9; i++) 2240 for (int i = 1; i < 9; i++)
2612 { 2241 {
2613 sint16 nx, ny; 2242 mapxy pos (env);
2243 pos.move (i);
2614 2244
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 2245 /* 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 2246 * 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. 2247 * is flying also, if player is walking, it is on the ground, etc.
2622 */ 2248 */
2623 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny)))) 2249 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2624 { 2250 {
2625 hit_map (aura, i, aura->attacktype, 0); 2251 hit_map (aura, i, aura->attacktype, 0);
2626 2252
2627 if (aura->other_arch) 2253 if (aura->other_arch)
2628 {
2629 object *new_ob;
2630
2631 new_ob = arch_to_object (aura->other_arch); 2254 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 } 2255 }
2636 }
2637 } 2256 }
2257
2638 /* put the aura back in the player's inventory */ 2258 /* put the aura back in the player's inventory */
2639 aura->remove (); 2259 env->insert (aura);
2640 insert_ob_in_ob (aura, env); 2260 aura->set_owner (owner);
2641} 2261}
2642 2262
2643/* moves the peacemaker spell. 2263/* moves the peacemaker spell.
2644 * op is the piece object. 2264 * op is the piece object.
2645 */ 2265 */
2646
2647void 2266void
2648move_peacemaker (object *op) 2267move_peacemaker (object *op)
2649{ 2268{
2650 object *tmp; 2269 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 { 2270 {
2654 int atk_lev, def_lev; 2271 int atk_lev, def_lev;
2655 object *victim = tmp; 2272 object *victim = tmp->head_ ();
2656 2273
2657 if (tmp->head)
2658 victim = tmp->head;
2659 if (!QUERY_FLAG (victim, FLAG_MONSTER)) 2274 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2660 continue; 2275 continue;
2276
2661 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2277 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2662 continue; 2278 continue;
2279
2663 if (victim->stats.exp == 0) 2280 if (victim->stats.exp == 0)
2664 continue; 2281 continue;
2665 2282
2666 def_lev = MAX (1, victim->level); 2283 def_lev = max (1, victim->level);
2667 atk_lev = MAX (1, op->level); 2284 atk_lev = max (1, op->level);
2668 2285
2669 if (rndm (0, atk_lev - 1) > def_lev) 2286 if (rndm (0, atk_lev - 1) > def_lev)
2670 { 2287 {
2671 /* make this sucker peaceful. */ 2288 /* make this sucker peaceful. */
2672 2289
2290 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2673 change_exp (op->owner, victim->stats.exp, op->skill, 0); 2291 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2674 victim->stats.exp = 0; 2292 victim->stats.exp = 0;
2675#if 0 2293#if 0
2676 /* No idea why these were all set to zero - if something 2294 /* No idea why these were all set to zero - if something
2677 * makes this creature agressive, he should still do damage. 2295 * makes this creature agressive, he should still do damage.
2684 victim->attack_movement = RANDO2; 2302 victim->attack_movement = RANDO2;
2685 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2303 SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2686 SET_FLAG (victim, FLAG_RUN_AWAY); 2304 SET_FLAG (victim, FLAG_RUN_AWAY);
2687 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2305 SET_FLAG (victim, FLAG_RANDOM_MOVE);
2688 CLEAR_FLAG (victim, FLAG_MONSTER); 2306 CLEAR_FLAG (victim, FLAG_MONSTER);
2307
2689 if (victim->name) 2308 if (victim->name)
2690 {
2691 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name); 2309 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2692 } 2310 }
2693 }
2694 } 2311 }
2695} 2312}
2696
2697 2313
2698/* This writes a rune that contains the appropriate message. 2314/* This writes a rune that contains the appropriate message.
2699 * There really isn't any adjustments we make. 2315 * There really isn't any adjustments we make.
2700 */ 2316 */
2701
2702int 2317int
2703write_mark (object *op, object *spell, const char *msg) 2318write_mark (object *op, object *spell, const char *msg)
2704{ 2319{
2705 char rune[HUGE_BUF];
2706 object *tmp;
2707
2708 if (!msg || msg[0] == 0) 2320 if (!msg || msg[0] == 0)
2709 { 2321 {
2710 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2322 new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2711 return 0; 2323 return 0;
2712 } 2324 }
2713 2325
2714 if (strcasestr_local (msg, "endmsg")) 2326 if (!msg_is_safe (msg))
2715 { 2327 {
2716 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?"); 2328 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?");
2717 LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg); 2329 LOG (llevInfo, "write_mark: player %s tried to write bogus rune %s\n", &op->name, msg);
2718 return 0; 2330 return 0;
2719 } 2331 }
2332
2720 if (!spell->other_arch) 2333 if (!spell->other_arch)
2721 return 0; 2334 return 0;
2335
2722 tmp = arch_to_object (spell->other_arch); 2336 object *tmp = arch_to_object (spell->other_arch);
2723
2724 snprintf (rune, sizeof (rune), "%s\n", msg);
2725 2337
2726 tmp->race = op->name; /*Save the owner of the rune */ 2338 tmp->race = op->name; /*Save the owner of the rune */
2727 tmp->msg = rune; 2339 tmp->msg = msg;
2728 tmp->x = op->x; 2340
2729 tmp->y = op->y; 2341 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2730 insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR); 2342
2731 return 1; 2343 return 1;
2732} 2344}
2345

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