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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.25 by root, Sat Dec 23 09:58:23 2006 UTC vs.
Revision 1.124 by root, Sun Apr 11 00:34:06 2010 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <object.h> 26#include <object.h>
26#include <living.h> 27#include <living.h>
27#ifndef __CEXTRACT__
28# include <sproto.h> 28#include <sproto.h>
29#endif
30#include <spells.h> 29#include <spells.h>
31#include <sounds.h> 30#include <sounds.h>
32 31
33/* cast_magic_storm: This is really used mostly for spell 32/* cast_magic_storm: This is really used mostly for spell
34 * fumbles at the like. tmp is the object to propogate. 33 * fumbles at the like. tmp is the object to propogate.
37void 36void
38cast_magic_storm (object *op, object *tmp, int lvl) 37cast_magic_storm (object *op, object *tmp, int lvl)
39{ 38{
40 if (!tmp) 39 if (!tmp)
41 return; /* error */ 40 return; /* error */
41
42 tmp->level = op->level; 42 tmp->level = op->level;
43 tmp->x = op->x;
44 tmp->y = op->y;
45 tmp->range += lvl / 5; /* increase the area of destruction */ 43 tmp->range += lvl / 5; /* increase the area of destruction */
46 tmp->duration += lvl / 5; 44 tmp->duration += lvl / 5;
47 45
48 /* Put a cap on duration for this - if the player fails in their 46 /* Put a cap on duration for this - if the player fails in their
49 * apartment, don't want it to go on so long that it kills them 47 * apartment, don't want it to go on so long that it kills them
50 * multiple times. Also, damge already increases with level, 48 * multiple times. Also, damge already increases with level,
51 * so don't really need to increase the duration as much either. 49 * so don't really need to increase the duration as much either.
52 */ 50 */
53 if (tmp->duration >= 40) 51 if (tmp->duration >= 40)
54 tmp->duration = 40; 52 tmp->duration = 40;
53
55 tmp->stats.dam = lvl; /* nasty recoils! */ 54 tmp->stats.dam = lvl; /* nasty recoils! */
56 tmp->stats.maxhp = tmp->count; /* tract single parent */ 55 tmp->stats.maxhp = tmp->count; /* tract single parent */
57 insert_ob_in_map (tmp, op->map, op, 0);
58 56
57 tmp->insert_at (op, op);
59} 58}
60
61 59
62int 60int
63recharge (object *op, object *caster, object *spell_ob) 61recharge (object *op, object *caster, object *spell_ob)
64{ 62{
65 object *wand, *tmp; 63 object *wand, *tmp;
66 int ncharges; 64 int ncharges;
67 65
68 wand = find_marked_object (op); 66 wand = find_marked_object (op);
69 if (wand == NULL || wand->type != WAND) 67 if (!wand || wand->type != WAND)
70 { 68 {
71 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge."); 69 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge.");
72 return 0; 70 return 0;
73 } 71 }
74 if (!(random_roll (0, 3, op, PREFER_HIGH))) 72 if (!(random_roll (0, 3, op, PREFER_HIGH)))
75 { 73 {
76 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand)); 74 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand));
77 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE); 75 op->play_sound (sound_find ("ob_explode"));
78 esrv_del_item (op->contr, wand->count);
79 wand->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 && wand->arch->flag [FLAG_ANIMATE])
107 { 109 {
108 SET_FLAG (wand, FLAG_ANIMATE); 110 wand->set_flag (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 && tmp->flag [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)
196 193
197 missile->magic = missile_plus; 194 missile->magic = missile_plus;
198 /* Can't get any money for these objects */ 195 /* Can't get any money for these objects */
199 missile->value = 0; 196 missile->value = 0;
200 197
201 SET_FLAG (missile, FLAG_IDENTIFIED); 198 missile->set_flag (FLAG_IDENTIFIED);
202 199
203 if (!cast_create_obj (op, caster, missile, dir) && op->type == PLAYER && !missile->destroyed ()) 200 if (!cast_create_obj (op, caster, missile, dir) && op->type == PLAYER && !missile->destroyed ())
204 pick_up (op, missile); 201 pick_up (op, missile);
205 202
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 = at->instance ();
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)
270 new_op->nrof = 1; 272 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
295 mflags = get_map_flags (m, &m, x, y, &x, &y); 297 mflags = get_map_flags (m, &m, x, y, &x, &y);
296 298
297 if (mflags & P_OUT_OF_MAP) 299 if (mflags & P_OUT_OF_MAP)
298 break; 300 break;
299 301
300 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) 302 if (!op->flag [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 (tmp->flag [FLAG_ALIVE] && (tmp->type == PLAYER || tmp->flag [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 (mon->flag [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 }
390 396
391 if (op->type == PLAYER) 397 if (op->type == PLAYER)
392 { 398 {
393 op->contr->invis_race = spell_ob->race; 399 op->contr->invis_race = spell_ob->race;
394 400
395 if (QUERY_FLAG (spell_ob, FLAG_MAKE_INVIS)) 401 if (spell_ob->flag [FLAG_MAKE_INVIS])
396 op->contr->tmp_invis = 0; 402 op->contr->tmp_invis = 0;
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;
448 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 452
453 if (tmp->flag [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 && !pl->flag [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
559} 564}
560 565
561int 566int
562perceive_self (object *op) 567perceive_self (object *op)
563{ 568{
564 char *cp = describe_item (op, op), buf[MAX_BUF]; 569 const char *cp = describe_item (op, op);
565 archetype *at = archetype::find (ARCH_DEPLETION); 570 archetype *at = archetype::find (shstr_depletion);
566 object *tmp;
567 int i;
568 571
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
569 tmp = find_god (determine_god (op)); 580 if (object *god = find_god (determine_god (op)))
570 if (tmp) 581 buf << " - You worship " << &god->name << ".\n";
571 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
572 else 582 else
573 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); 583 buf << " - You worship no god.\n";
574 584
575 tmp = present_arch_in_ob (at, op); 585 object *tmp = present_arch_in_ob (at, op);
576 586
577 if (*cp == '\0' && tmp == NULL) 587 if (*cp == '\0' && !tmp)
578 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 588 buf << " - You feel very mundane. ";
579 else 589 else
580 { 590 {
581 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 591 buf << " - You have: " << cp << ".\n";
582 new_draw_info (NDI_UNIQUE, 0, op, cp); 592
583 if (tmp != NULL) 593 if (tmp)
584 {
585 for (i = 0; i < NUM_STATS; i++) 594 for (int i = 0; i < NUM_STATS; i++)
586 { 595 if (tmp->stats.stat (i) < 0)
587 if (get_attr_value (&tmp->stats, i) < 0) 596 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
588 {
589 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i)));
590 }
591 }
592 }
593 } 597 }
594 598
595 if (is_dragon_pl (op)) 599 if (op->is_dragon ())
596 {
597 /* now grab the 'dragon_ability'-force from the player's inventory */ 600 /* now grab the 'dragon_ability'-force from the player's inventory */
598 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 601 for (tmp = op->inv; tmp; tmp = tmp->below)
599 { 602 {
600 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 603 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
601 { 604 {
602 if (tmp->stats.exp == 0) 605 if (tmp->stats.exp == 0)
603 {
604 sprintf (buf, "Your metabolism isn't focused on anything."); 606 buf << " - Your metabolism isn't focused on anything.\n";
605 }
606 else 607 else
607 {
608 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";
609 } 609
610 new_draw_info (NDI_UNIQUE, 0, op, buf);
611 break; 610 break;
612 } 611 }
613 } 612 }
614 }
615 return 1;
616}
617 613
618/* int cast_create_town_portal (object *op, object *caster, int dir) 614 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
619 *
620 * This function cast the spell of town portal for op
621 *
622 * The spell operates in two passes. During the first one a place
623 * is marked as a destination for the portal. During the second one,
624 * 2 portals are created, one in the position the player cast it and
625 * one in the destination place. The portal are synchronized and 2 forces
626 * are inserted in the player to destruct the portal next time player
627 * creates a new portal pair.
628 * This spell has a side effect that it allows people to meet each other
629 * in a permanent, private, appartements by making a town portal from it
630 * to the town or another public place. So, check if the map is unique and if
631 * so return an error
632 *
633 * Code by Tchize (david.delbecq@usa.net)
634 */
635int
636cast_create_town_portal (object *op, object *caster, object *spell, int dir)
637{
638 object *dummy, *force, *old_force, *tmp;
639 archetype *perm_portal;
640 char portal_name[1024], portal_message[1024];
641 sint16 exitx, exity;
642 maptile *exitmap;
643 int op_level;
644
645 /* Check to see if the map the player is currently on is a per player unique
646 * map. This can be determined in that per player unique maps have the
647 * full pathname listed.
648 */
649 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
650 {
651 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
652 return 0;
653 }
654
655 /* The first thing to do is to check if we have a marked destination
656 * dummy is used to make a check inventory for the force
657 */
658 dummy = arch_to_object (spell->other_arch);
659 if (dummy == NULL)
660 {
661 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
662 LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name);
663 return 0;
664 }
665
666 force = check_inv_recursive (op, dummy);
667
668 if (force == NULL)
669 {
670 /* Here we know there is no destination marked up.
671 * We have 2 things to do:
672 * 1. Mark the destination in the player inventory.
673 * 2. Let the player know it worked.
674 */
675 dummy->name = op->map->path;
676 EXIT_X (dummy) = op->x;
677 EXIT_Y (dummy) = op->y;
678 insert_ob_in_ob (dummy, op);
679 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.");
680 return 1;
681 }
682
683 dummy->destroy ();
684
685 /* Here we know where the town portal should go to
686 * We should kill any existing portal associated with the player.
687 * Than we should create the 2 portals.
688 * For each of them, we need:
689 * - To create the portal with the name of the player+destination map
690 * - set the owner of the town portal
691 * - To mark the position of the portal in the player's inventory
692 * for easier destruction.
693 *
694 * The mark works has follow:
695 * slaying: Existing town portal
696 * hp, sp : x & y of the associated portal
697 * name : name of the portal
698 * race : map the portal is in
699 */
700
701 /* First step: killing existing town portals */
702 dummy = get_archetype (spell->race);
703 if (dummy == NULL)
704 {
705 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
706 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
707 return 0;
708 }
709
710 perm_portal = archetype::find (spell->slaying);
711
712 /* To kill a town portal, we go trough the player's inventory,
713 * for each marked portal in player's inventory,
714 * -We try load the associated map (if impossible, consider the portal destructed)
715 * -We find any portal in the specified location.
716 * If it has the good name, we destruct it.
717 * -We destruct the force indicating that portal.
718 */
719 while ((old_force = check_inv_recursive (op, dummy)))
720 {
721 exitx = EXIT_X (old_force);
722 exity = EXIT_Y (old_force);
723 LOG (llevDebug, "Trying to kill a portal in %s (%d,%d)\n", &old_force->race, exitx, exity);
724
725 if (!strncmp (old_force->race, settings.localdir, strlen (settings.localdir)))
726 exitmap = ready_map_name (old_force->race, MAP_PLAYER_UNIQUE);
727 else
728 exitmap = ready_map_name (old_force->race, 0);
729
730 if (exitmap)
731 {
732 tmp = present_arch (perm_portal, exitmap, exitx, exity);
733 while (tmp)
734 {
735 if (tmp->name == old_force->name)
736 {
737 tmp->destroy ();
738 break;
739 }
740
741 tmp = tmp->above;
742 }
743 }
744
745 old_force->destroy ();
746 LOG (llevDebug, "\n");
747 }
748
749 dummy->destroy ();
750
751 /* Creating the portals.
752 * The very first thing to do is to ensure
753 * access to the destination map.
754 * If we can't, don't fizzle. Simply warn player.
755 * This ensure player pays his mana for the spell
756 * because HE is responsible of forgotting.
757 * 'force' is the destination of the town portal, which we got
758 * from the players inventory above.
759 */
760
761 /* Ensure exit map is loaded */
762 if (!strncmp (force->name, settings.localdir, strlen (settings.localdir)))
763 exitmap = ready_map_name (force->name, MAP_PLAYER_UNIQUE);
764 else
765 exitmap = ready_map_name (force->name, 0);
766
767 /* If we were unable to load (ex. random map deleted), warn player */
768 if (exitmap == NULL)
769 {
770 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
771 force->destroy ();
772 return 1;
773 }
774
775 op_level = caster_level (caster, spell);
776 if (op_level < 15)
777 snprintf (portal_message, 1024,
778 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
779 &op->name);
780 else if (op_level < 30)
781 snprintf (portal_message, 1024,
782 "\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);
783 else if (op_level < 60)
784 snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
785 else
786 snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",
787 &op->name);
788
789 /* Create a portal in front of player
790 * dummy contain the portal and
791 * force contain the track to kill it later
792 */
793
794 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
795 dummy = get_archetype (spell->slaying); /*The portal */
796 if (dummy == NULL)
797 {
798 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
799 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
800 return 0;
801 }
802
803 EXIT_PATH (dummy) = force->name;
804 EXIT_X (dummy) = EXIT_X (force);
805 EXIT_Y (dummy) = EXIT_Y (force);
806 dummy->name = dummy->name_pl = portal_name;
807 dummy->msg = portal_message;
808 dummy->race = op->name; /*Save the owner of the portal */
809 cast_create_obj (op, caster, dummy, 0);
810
811 /* Now we need to to create a town portal marker inside the player
812 * object, so on future castings, we can know that he has an active
813 * town portal.
814 */
815 tmp = get_archetype (spell->race);
816 if (tmp == NULL)
817 {
818 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
819 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
820 return 0;
821 }
822
823 tmp->race = op->map->path;
824 tmp->name = portal_name;
825 EXIT_X (tmp) = dummy->x;
826 EXIT_Y (tmp) = dummy->y;
827 insert_ob_in_ob (tmp, op);
828
829 /* Create a portal in the destination map
830 * dummy contain the portal and
831 * force the track to kill it later
832 * the 'force' variable still contains the 'reminder' of
833 * where this portal goes to.
834 */
835 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, op->map->path);
836 dummy = get_archetype (spell->slaying); /*The portal */
837 if (dummy == NULL)
838 {
839 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
840 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
841 return 0;
842 }
843
844 EXIT_PATH (dummy) = op->map->path;
845 EXIT_X (dummy) = op->x;
846 EXIT_Y (dummy) = op->y;
847 dummy->name = dummy->name_pl = portal_name;
848 dummy->msg = portal_message;
849 dummy->x = EXIT_X (force);
850 dummy->y = EXIT_Y (force);
851 dummy->race = op->name; /*Save the owner of the portal */
852 insert_ob_in_map (dummy, exitmap, op, 0);
853
854 /* Now we create another town portal marker that
855 * points back to the one we just made
856 */
857 tmp = get_archetype (spell->race);
858 if (tmp == NULL)
859 {
860 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
861 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
862 return 0;
863 }
864
865 tmp->race = force->name;
866 tmp->name = portal_name;
867 EXIT_X (tmp) = dummy->x;
868 EXIT_Y (tmp) = dummy->y;
869 insert_ob_in_ob (tmp, op);
870
871 /* Describe the player what happened
872 */
873 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
874 force->destroy ();
875 615
876 return 1; 616 return 1;
877} 617}
878 618
879/* This creates magic walls. Really, it can create most any object, 619/* This creates magic walls. Really, it can create most any object,
880 * within some reason. 620 * within some reason.
881 */ 621 */
882int 622int
883magic_wall (object *op, object *caster, int dir, object *spell_ob) 623magic_wall (object *op, object *caster, int dir, object *spell_ob)
884{ 624{
885 object *tmp, *tmp2; 625 object *tmp;
886 int i, posblocked, negblocked, maxrange; 626 int i, posblocked, negblocked, maxrange;
887 sint16 x, y; 627 sint16 x, y;
888 maptile *m; 628 maptile *m;
889 const char *name; 629 const char *name;
890 archetype *at; 630 archetype *at;
910 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.");
911 return 0; 651 return 0;
912 } 652 }
913 653
914 if (spell_ob->other_arch) 654 if (spell_ob->other_arch)
915 tmp = arch_to_object (spell_ob->other_arch); 655 tmp = spell_ob->other_arch->instance ();
916 else if (spell_ob->race) 656 else if (spell_ob->race)
917 { 657 {
918 char buf1[MAX_BUF]; 658 char buf1[MAX_BUF];
919 659
920 sprintf (buf1, spell_ob->race, dir); 660 sprintf (buf1, spell_ob->race, dir);
923 { 663 {
924 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 664 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
925 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 665 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
926 return 0; 666 return 0;
927 } 667 }
928 tmp = arch_to_object (at); 668
669 tmp = at->instance ();
929 } 670 }
930 else 671 else
931 { 672 {
932 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);
933 return 0; 674 return 0;
938 tmp->attacktype = spell_ob->attacktype; 679 tmp->attacktype = spell_ob->attacktype;
939 tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 680 tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
940 tmp->stats.dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 681 tmp->stats.dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
941 tmp->range = 0; 682 tmp->range = 0;
942 } 683 }
943 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 684 else if (tmp->flag [FLAG_ALIVE])
944 { 685 {
945 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);
946 tmp->stats.maxhp = tmp->stats.hp; 687 tmp->stats.maxhp = tmp->stats.hp;
947 } 688 }
948 689
949 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP)) 690 if (spell_ob->flag [FLAG_IS_USED_UP] || tmp->flag [FLAG_IS_USED_UP])
950 { 691 {
951 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);
952 SET_FLAG (tmp, FLAG_IS_USED_UP); 693 tmp->set_flag (FLAG_IS_USED_UP);
953 } 694 }
954 695
955 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 696 if (spell_ob->flag [FLAG_TEAR_DOWN])
956 { 697 {
957 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);
958 tmp->stats.maxhp = tmp->stats.hp; 699 tmp->stats.maxhp = tmp->stats.hp;
959 SET_FLAG (tmp, FLAG_TEAR_DOWN); 700 tmp->set_flag (FLAG_TEAR_DOWN);
960 SET_FLAG (tmp, FLAG_ALIVE); 701 tmp->set_flag (FLAG_ALIVE);
961 } 702 }
962 703
963 /* 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,
964 * these fields just won't be used. Do not set the owner for 705 * these fields just won't be used. Do not set the owner for
965 * earthwalls, though, so they survive restarts. 706 * earthwalls, though, so they survive restarts.
966 */ 707 */
967 if (tmp->type != EARTHWALL) //TODO 708 if (tmp->type != EARTHWALL) //TODO
968 tmp->set_owner (op); 709 tmp->set_owner (op);
969 710
970 set_spell_skill (op, caster, spell_ob, tmp); 711 set_spell_skill (op, caster, spell_ob, tmp);
971 tmp->x = x;
972 tmp->y = y;
973 tmp->level = caster_level (caster, spell_ob) / 2; 712 tmp->level = casting_level (caster, spell_ob) / 2;
974 713
975 name = tmp->name; 714 name = tmp->name;
976 if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL) 715 if (!(tmp = m->insert (tmp, x, y, op)))
977 { 716 {
978 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);
979 return 0; 718 return 0;
980 } 719 }
981 720
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 (tmp->other_arch->instance (), 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
989 * created wall can extend, it won't go extend through 728 * created wall can extend, it won't go extend through
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 (tmp2->other_arch->instance ());
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 (tmp2->other_arch->instance ());
1034 } 771 }
1035 else 772 else
1036 negblocked = 1; 773 negblocked = 1;
1037 } 774 }
1038 775
1039 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) 776 if (tmp->flag [FLAG_BLOCKSVIEW])
1040 update_all_los (op->map, op->x, op->y); 777 update_all_los (op->map, op->x, op->y);
1041 778
1042 return 1; 779 return 1;
1043} 780}
1044 781
1045int 782int
1046dimension_door (object *op, object *caster, object *spob, int dir) 783dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
1047{ 784{
1048 uint32 dist, maxdist; 785 uint32 dist, maxdist;
1049 int mflags; 786 int mflags;
1050 maptile *m; 787 maptile *m;
1051 sint16 sx, sy; 788 sint16 sx, sy;
1053 if (op->type != PLAYER) 790 if (op->type != PLAYER)
1054 return 0; 791 return 0;
1055 792
1056 if (!dir) 793 if (!dir)
1057 { 794 {
1058 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?"); 795 op->failmsg ("In what direction?");
1059 return 0; 796 return 0;
1060 } 797 }
1061 798
1062 /* Given the new outdoor maps, can't let players dimension door for 799 /* Given the new outdoor maps, can't let players dimension door for
1063 * ever, so put limits in. 800 * ever, so put limits in.
1064 */ 801 */
1065 maxdist = spob->range + SP_level_range_adjust (caster, spob); 802 maxdist = spob->range + SP_level_range_adjust (caster, spob);
1066 803
1067 if (op->contr->count) 804 if (spellparam)
1068 { 805 {
806 int count = atoi (spellparam);
807
1069 if (op->contr->count > maxdist) 808 if (count > maxdist)
1070 { 809 {
1071 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!"); 810 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!");
1072 return 0; 811 return 0;
1073 } 812 }
1074 813
1075 for (dist = 0; dist < op->contr->count; dist++) 814 for (dist = 0; dist < count; dist++)
1076 { 815 {
1077 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy); 816 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
1078 817
1079 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 818 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
1080 break; 819 break;
1081 820
1082 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) 821 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1083 break; 822 break;
1084 } 823 }
1085 824
1086 if (dist < op->contr->count) 825 if (dist < count)
1087 { 826 {
1088 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n"); 827 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
1089 op->contr->count = 0;
1090 return 0; 828 return 0;
1091 } 829 }
1092 op->contr->count = 0;
1093 830
1094 /* Remove code that puts player on random space on maps. IMO, 831 /* Remove code that puts player on random space on maps. IMO,
1095 * a lot of maps probably have areas the player should not get to, 832 * a lot of maps probably have areas the player should not get to,
1096 * but may not be marked as NO_MAGIC (as they may be bounded 833 * but may not be marked as NO_MAGIC (as they may be bounded
1097 * by such squares). Also, there are probably treasure rooms and 834 * by such squares). Also, there are probably treasure rooms and
1145 return 0; 882 return 0;
1146 } 883 }
1147 } 884 }
1148 885
1149 /* Actually move the player now */ 886 /* Actually move the player now */
1150 op->remove (); 887 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op)))
1151 op->x += freearr_x[dir] * dist;
1152 op->y += freearr_y[dir] * dist;
1153 if ((op = insert_ob_in_map (op, op->map, op, 0)) == NULL)
1154 return 1; 888 return 1;
1155 889
1156 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ 890 op->speed_left = -5. * op->speed; /* Freeze them for a short while */
891
1157 return 1; 892 return 1;
1158} 893}
1159
1160 894
1161/* cast_heal: Heals something. 895/* cast_heal: Heals something.
1162 * op is the caster. 896 * op is the caster.
1163 * dir is the direction he is casting it in. 897 * dir is the direction he is casting it in.
1164 * spell is the spell object. 898 * spell is the spell object.
1171 object *poison; 905 object *poison;
1172 int heal = 0, success = 0; 906 int heal = 0, success = 0;
1173 907
1174 tmp = find_target_for_friendly_spell (op, dir); 908 tmp = find_target_for_friendly_spell (op, dir);
1175 909
1176 if (tmp == NULL) 910 if (!tmp)
1177 return 0; 911 return 0;
1178 912
1179 /* Figure out how many hp this spell might cure. 913 /* Figure out how many hp this spell might cure.
1180 * could be zero if this spell heals effects, not damage. 914 * could be zero if this spell heals effects, not damage.
1181 */ 915 */
1184 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp; 918 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
1185 919
1186 if (heal) 920 if (heal)
1187 { 921 {
1188 if (tmp->stats.hp >= tmp->stats.maxhp) 922 if (tmp->stats.hp >= tmp->stats.maxhp)
1189 {
1190 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed."); 923 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed.");
1191 }
1192 else 924 else
1193 { 925 {
1194 /* See how many points we actually heal. Instead of messages 926 /* See how many points we actually heal. Instead of messages
1195 * based on type of spell, we instead do messages based 927 * based on type of spell, we instead do messages based
1196 * on amount of damage healed. 928 * on amount of damage healed.
1197 */ 929 */
1198 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 930 if (heal > tmp->stats.maxhp - tmp->stats.hp)
1199 heal = tmp->stats.maxhp - tmp->stats.hp; 931 heal = tmp->stats.maxhp - tmp->stats.hp;
932
1200 tmp->stats.hp += heal; 933 tmp->stats.hp += heal;
1201 934
1202 if (tmp->stats.hp >= tmp->stats.maxhp) 935 if (tmp->stats.hp >= tmp->stats.maxhp)
1203 {
1204 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 936 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1205 }
1206 else if (heal > 50) 937 else if (heal > 50)
1207 {
1208 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); 938 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1209 }
1210 else if (heal > 25) 939 else if (heal > 25)
1211 {
1212 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); 940 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1213 }
1214 else if (heal > 10) 941 else if (heal > 10)
1215 {
1216 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade."); 942 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade.");
1217 }
1218 else 943 else
1219 {
1220 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close."); 944 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close.");
1221 } 945
1222 success = 1; 946 success = 1;
1223 } 947 }
1224 } 948 }
949
1225 if (spell->attacktype & AT_DISEASE) 950 if (spell->attacktype & AT_DISEASE)
1226 if (cure_disease (tmp, op)) 951 if (cure_disease (tmp, op, spell))
1227 success = 1; 952 success = 1;
1228 953
1229 if (spell->attacktype & AT_POISON) 954 if (spell->attacktype & AT_POISON)
1230 { 955 {
1231 at = archetype::find ("poisoning"); 956 at = archetype::find (shstr_poisoning);
1232 poison = present_arch_in_ob (at, tmp); 957 poison = present_arch_in_ob (at, tmp);
1233 if (poison) 958 if (poison)
1234 { 959 {
1235 success = 1; 960 success = 1;
1236 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 961 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1237 poison->stats.food = 1; 962 poison->stats.food = 1;
1238 } 963 }
1239 } 964 }
965
1240 if (spell->attacktype & AT_CONFUSION) 966 if (spell->attacktype & AT_CONFUSION)
1241 { 967 {
1242 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 968 poison = present_in_ob_by_name (FORCE, shstr_confusion, tmp);
1243 if (poison) 969 if (poison)
1244 { 970 {
1245 success = 1; 971 success = 1;
1246 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 972 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1247 poison->duration = 1; 973 poison->duration = 1;
1248 } 974 }
1249 } 975 }
976
1250 if (spell->attacktype & AT_BLIND) 977 if (spell->attacktype & AT_BLIND)
1251 { 978 {
1252 at = archetype::find ("blindness"); 979 at = archetype::find (shstr_blindness);
1253 poison = present_arch_in_ob (at, tmp); 980 poison = present_arch_in_ob (at, tmp);
1254 if (poison) 981 if (poison)
1255 { 982 {
1256 success = 1; 983 success = 1;
1257 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return."); 984 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1258 poison->stats.food = 1; 985 poison->stats.food = 1;
1259 } 986 }
1260 } 987 }
988
1261 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) 989 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1262 { 990 {
1263 tmp->stats.sp += spell->last_sp; 991 tmp->stats.sp += spell->last_sp;
1264 if (tmp->stats.sp > tmp->stats.maxsp) 992 if (tmp->stats.sp > tmp->stats.maxsp)
1265 tmp->stats.sp = tmp->stats.maxsp; 993 tmp->stats.sp = tmp->stats.maxsp;
1266 success = 1; 994 success = 1;
1267 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!"); 995 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!");
1268 } 996 }
997
1269 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) 998 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1270 { 999 {
1271 tmp->stats.grace += spell->last_grace; 1000 tmp->stats.grace += spell->last_grace;
1272 if (tmp->stats.grace > tmp->stats.maxgrace) 1001 if (tmp->stats.grace > tmp->stats.maxgrace)
1273 tmp->stats.grace = tmp->stats.maxgrace; 1002 tmp->stats.grace = tmp->stats.maxgrace;
1274 success = 1; 1003 success = 1;
1275 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!"); 1004 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1276 } 1005 }
1006
1277 if (spell->stats.food && tmp->stats.food < 999) 1007 if (spell->stats.food && tmp->stats.food < MAX_FOOD)
1278 { 1008 {
1279 tmp->stats.food += spell->stats.food; 1009 tmp->stats.food += spell->stats.food;
1280 if (tmp->stats.food > 999) 1010 min_it (tmp->stats.food, MAX_FOOD);
1281 tmp->stats.food = 999; 1011
1282 success = 1; 1012 success = 1;
1283 /* We could do something a bit better like the messages for healing above */ 1013 /* We could do something a bit better like the messages for healing above */
1284 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food"); 1014 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1285 } 1015 }
1016
1286 return success; 1017 return success;
1287} 1018}
1288
1289 1019
1290/* This is used for the spells that gain stats. There are no spells 1020/* This is used for the spells that gain stats. There are no spells
1291 * right now that icnrease wis/int/pow on a temp basis, so no 1021 * right now that icnrease wis/int/pow on a temp basis, so no
1292 * good comments for those. 1022 * good comments for those.
1293 */ 1023 */
1294static const char *const no_gain_msgs[NUM_STATS] = { 1024static const char *const no_gain_msgs[NUM_STATS] = {
1295 "You grow no stronger.", 1025 "You grow no stronger.",
1296 "You grow no more agile.", 1026 "You grow no more agile.",
1297 "You don't feel any healthier.", 1027 "You don't feel any healthier.",
1298 "no wis", 1028 "You didn't grow any more intelligent.",
1029 "You do not feel any wiser.",
1030 "You don't feel any more powerful."
1299 "You are no easier to look at.", 1031 "You are no easier to look at.",
1300 "no int",
1301 "no pow"
1302}; 1032};
1303 1033
1304int 1034int
1035change_ability_duration (object *spell, object *caster)
1036{
1037 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1038}
1039
1040int
1305cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) 1041cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1306{ 1042{
1307 object *tmp, *tmp2 = NULL;
1308 object *force = NULL; 1043 object *force = 0;
1309 int i; 1044 int i;
1310 1045
1311 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1046 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1312 if (dir != 0) 1047 object *tmp = dir
1313 {
1314 tmp = find_target_for_friendly_spell (op, dir); 1048 ? find_target_for_friendly_spell (op, dir)
1315 } 1049 : op;
1316 else
1317 {
1318 tmp = op;
1319 }
1320 1050
1321 if (tmp == NULL) 1051 if (!tmp)
1322 return 0; 1052 return 0;
1323 1053
1324 /* If we've already got a force of this type, don't add a new one. */ 1054 /* If we've already got a force of this type, don't add a new one. */
1325 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1055 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1326 { 1056 {
1327 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1057 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1328 { 1058 {
1329 if (tmp2->name == spell_ob->name) 1059 if (tmp2->name == spell_ob->name)
1330 { 1060 {
1332 break; 1062 break;
1333 } 1063 }
1334 else if (spell_ob->race && spell_ob->race == tmp2->name) 1064 else if (spell_ob->race && spell_ob->race == tmp2->name)
1335 { 1065 {
1336 if (!silent) 1066 if (!silent)
1337 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 1067 new_draw_info_format (NDI_UNIQUE, 0, op,
1068 "You can not cast %s while %s is in effect",
1069 &spell_ob->name, &tmp2->name_pl);
1070
1338 return 0; 1071 return 0;
1339 } 1072 }
1340 } 1073 }
1341 } 1074 }
1075
1076 int duration = change_ability_duration (spell_ob, caster);
1077
1342 if (force == NULL) 1078 if (force)
1343 {
1344 force = get_archetype (FORCE_NAME);
1345 force->subtype = FORCE_CHANGE_ABILITY;
1346 if (spell_ob->race)
1347 force->name = spell_ob->race;
1348 else
1349 force->name = spell_ob->name;
1350 force->name_pl = spell_ob->name;
1351 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1352
1353 } 1079 {
1354 else
1355 {
1356 int duration;
1357
1358 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1359 if (duration > force->duration) 1080 if (duration > force->duration)
1360 { 1081 {
1361 force->duration = duration; 1082 force->duration = duration;
1362 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1083 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1363 } 1084 }
1364 else 1085 else
1365 {
1366 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1086 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1367 } 1087
1368 return 1; 1088 return 1;
1369 } 1089 }
1370 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1090
1091 new_draw_info_format (NDI_UNIQUE, 0, op,
1092 "You create an aura of magical force. H<The effect will last for about %.10g seconds.>",
1093 TICK2TIME (duration));
1094
1095 force = get_archetype (FORCE_NAME);
1096 force->subtype = FORCE_CHANGE_ABILITY;
1097 force->duration = duration;
1098
1099 if (spell_ob->race)
1100 force->name = spell_ob->race;
1101 else
1102 force->name = spell_ob->name;
1103
1104 force->name_pl = spell_ob->name;
1105
1371 force->speed = 1.0; 1106 force->speed = 1.0;
1372 force->speed_left = -1.0; 1107 force->speed_left = -1.0;
1373 SET_FLAG (force, FLAG_APPLIED); 1108 force->set_flag (FLAG_APPLIED);
1374 1109
1375 /* Now start processing the effects. First, protections */ 1110 /* Now start processing the effects. First, protections */
1376 for (i = 0; i < NROFATTACKS; i++) 1111 for (i = 0; i < NROFATTACKS; i++)
1377 { 1112 {
1378 if (spell_ob->resist[i]) 1113 if (spell_ob->resist[i])
1380 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob); 1115 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob);
1381 if (force->resist[i] > 100) 1116 if (force->resist[i] > 100)
1382 force->resist[i] = 100; 1117 force->resist[i] = 100;
1383 } 1118 }
1384 } 1119 }
1120
1385 if (spell_ob->stats.hp) 1121 if (spell_ob->stats.hp)
1386 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob); 1122 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1387 1123
1388 if (tmp->type == PLAYER) 1124 if (tmp->type == PLAYER)
1389 { 1125 {
1390 /* Stat adjustment spells */ 1126 /* Stat adjustment spells */
1391 for (i = 0; i < NUM_STATS; i++) 1127 for (i = 0; i < NUM_STATS; i++)
1392 { 1128 {
1393 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; 1129 if (sint8 stat = spell_ob->stats.stat (i))
1394
1395 if (stat)
1396 { 1130 {
1397 sm = 0; 1131 sint8 sm = 0;
1398 for (k = 0; k < stat; k++) 1132 for (sint8 k = 0; k < stat; k++)
1399 sm += rndm (1, 3); 1133 sm += rndm (1, 3);
1400 1134
1401 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) 1135 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1402 { 1136 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1403 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); 1137
1404 if (sm < 0) 1138 force->stats.stat (i) = sm;
1405 sm = 0; 1139
1406 }
1407 set_attr_value (&force->stats, i, sm);
1408 if (!sm) 1140 if (!sm)
1409 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); 1141 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1410 } 1142 }
1411 } 1143 }
1412 } 1144 }
1413 1145
1414 force->move_type = spell_ob->move_type; 1146 force->move_type = spell_ob->move_type;
1415 1147
1416 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK)) 1148 if (spell_ob->flag [FLAG_SEE_IN_DARK])
1417 SET_FLAG (force, FLAG_SEE_IN_DARK); 1149 force->set_flag (FLAG_SEE_IN_DARK);
1418 1150
1419 if (QUERY_FLAG (spell_ob, FLAG_XRAYS)) 1151 if (spell_ob->flag [FLAG_XRAYS])
1420 SET_FLAG (force, FLAG_XRAYS); 1152 force->set_flag (FLAG_XRAYS);
1421 1153
1422 /* Haste/bonus speed */ 1154 /* Haste/bonus speed */
1423 if (spell_ob->stats.exp) 1155 if (spell_ob->stats.exp)
1424 { 1156 {
1425 if (op->speed > 0.5f) 1157 if (op->speed > 0.5f)
1433 force->attacktype = spell_ob->attacktype; 1165 force->attacktype = spell_ob->attacktype;
1434 1166
1435 insert_ob_in_ob (force, tmp); 1167 insert_ob_in_ob (force, tmp);
1436 change_abil (tmp, force); /* Mostly to display any messages */ 1168 change_abil (tmp, force); /* Mostly to display any messages */
1437 tmp->update_stats (); 1169 tmp->update_stats ();
1170
1438 return 1; 1171 return 1;
1439} 1172}
1440 1173
1441/* This used to be part of cast_change_ability, but it really didn't make 1174/* This used to be part of cast_change_ability, but it really didn't make
1442 * a lot of sense, since most of the values it derives are from the god 1175 * a lot of sense, since most of the values it derives are from the god
1443 * of the caster. 1176 * of the caster.
1444 */ 1177 */
1445
1446int 1178int
1447cast_bless (object *op, object *caster, object *spell_ob, int dir) 1179cast_bless (object *op, object *caster, object *spell_ob, int dir)
1448{ 1180{
1449 int i; 1181 int i;
1450 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1182 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1451 1183
1452 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1184 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1453 if (dir != 0) 1185 if (dir != 0)
1454 { 1186 {
1455 tmp = find_target_for_friendly_spell (op, dir); 1187 tmp = find_target_for_friendly_spell (op, dir);
1188
1189 if (!tmp)
1190 return 0;
1456 } 1191 }
1457 else 1192 else
1458 {
1459 tmp = op; 1193 tmp = op;
1460 }
1461 1194
1462 /* If we've already got a force of this type, don't add a new one. */ 1195 /* If we've already got a force of this type, don't add a new one. */
1463 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1196 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1464 { 1197 {
1465 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1198 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1466 { 1199 {
1467 if (tmp2->name == spell_ob->name) 1200 if (tmp2->name == spell_ob->name)
1468 { 1201 {
1474 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 1207 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1475 return 0; 1208 return 0;
1476 } 1209 }
1477 } 1210 }
1478 } 1211 }
1212
1479 if (force == NULL) 1213 if (force == NULL)
1480 { 1214 {
1481 force = get_archetype (FORCE_NAME); 1215 force = get_archetype (FORCE_NAME);
1482 force->subtype = FORCE_CHANGE_ABILITY; 1216 force->subtype = FORCE_CHANGE_ABILITY;
1483 if (spell_ob->race) 1217 if (spell_ob->race)
1504 return 0; 1238 return 0;
1505 } 1239 }
1506 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1240 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1507 force->speed = 1.0; 1241 force->speed = 1.0;
1508 force->speed_left = -1.0; 1242 force->speed_left = -1.0;
1509 SET_FLAG (force, FLAG_APPLIED); 1243 force->set_flag (FLAG_APPLIED);
1510 1244
1511 if (!god) 1245 if (!god)
1512 { 1246 {
1513 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty."); 1247 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1514 } 1248 }
1515 else 1249 else
1516 { 1250 {
1517 /* Only give out good benefits, and put a max on it */ 1251 /* Only give out good benefits, and put a max on it */
1518 for (i = 0; i < NROFATTACKS; i++) 1252 for (i = 0; i < NROFATTACKS; i++)
1519 {
1520 if (god->resist[i] > 0) 1253 if (god->resist[i] > 0)
1521 {
1522 force->resist[i] = MIN (god->resist[i], spell_ob->resist[ATNR_GODPOWER]); 1254 force->resist[i] = min (god->resist[i], spell_ob->resist[ATNR_GODPOWER]);
1523 } 1255
1524 }
1525 force->path_attuned |= god->path_attuned; 1256 force->path_attuned |= god->path_attuned;
1526 1257
1527 if (spell_ob->attacktype) 1258 if (spell_ob->attacktype)
1528 force->slaying = god->slaying; 1259 force->slaying = god->slaying;
1529 1260
1545 insert_ob_in_ob (force, tmp); 1276 insert_ob_in_ob (force, tmp);
1546 tmp->update_stats (); 1277 tmp->update_stats ();
1547 return 1; 1278 return 1;
1548} 1279}
1549 1280
1550
1551
1552/* Alchemy code by Mark Wedel 1281/* Alchemy code by Mark Wedel
1553 * 1282 *
1554 * This code adds a new spell, called alchemy. Alchemy will turn 1283 * This code adds a new spell, called alchemy. Alchemy will turn
1555 * objects to gold nuggets, the value of the gold nuggets being 1284 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1556 * about 90% of that of the item itself. It uses the value of the
1557 * object before charisma adjustments, because the nuggets themselves
1558 * will be will be adjusted by charisma when sold.
1559 * 1285 *
1560 * Large nuggets are worth 25 gp each (base). You will always get 1286 * The value of the gold nuggets being about 90% of that of the item
1561 * the maximum number of large nuggets you could get. 1287 * itself. It uses the value of the object before charisma adjustments,
1562 * Small nuggets are worth 1 gp each (base). You will get from 0 1288 * because the nuggets themselves will be will be adjusted by charisma
1563 * to the max amount of small nuggets as you could get. 1289 * when sold.
1564 *
1565 * For example, if an item is worth 110 gold, you will get
1566 * 4 large nuggets, and from 0-10 small nuggets.
1567 * 1290 *
1568 * There is also a chance (1:30) that you will get nothing at all 1291 * There is also a chance (1:30) that you will get nothing at all
1569 * for the object. There is also a maximum weight that will be 1292 * for the object. There is also a maximum weight that will be
1570 * alchemied. 1293 * alchemised.
1571 */ 1294 */
1572
1573/* I didn't feel like passing these as arguements to the
1574 * two functions that need them. Real values are put in them
1575 * when the spell is cast, and these are freed when the spell
1576 * is finished.
1577 */
1578static object *small, *large;
1579
1580static void 1295static void
1581alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight) 1296alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1582{ 1297{
1583 uint64 value = query_cost (obj, NULL, F_TRUE); 1298 uint64 value = query_cost (obj, NULL, F_TRUE);
1584 1299
1585 /* Give third price when we alchemy money (This should hopefully 1300 /* Give third price when we alchemy money (this should hopefully
1586 * make it so that it isn't worth it to alchemy money, sell 1301 * make it so that it isn't worth it to alchemy money, sell
1587 * the nuggets, alchemy the gold from that, etc. 1302 * the nuggets, alchemy the gold from that, etc.
1588 * Otherwise, give 9 silver on the gold for other objects, 1303 * Otherwise, give 9 silver on the gold for other objects,
1589 * so that it would still be more affordable to haul 1304 * so that it would still be more affordable to haul
1590 * the stuff back to town. 1305 * the stuff back to town.
1591 */ 1306 */
1592 1307 if (obj->flag [FLAG_UNPAID])
1593 if (QUERY_FLAG (obj, FLAG_UNPAID))
1594 value = 0; 1308 value = 0;
1595 else if (obj->type == MONEY || obj->type == GEM) 1309 else if (obj->type == MONEY || obj->type == GEM)
1596 value /= 3; 1310 value /= 3;
1597 else 1311 else
1598 value = (value * 9) / 10; 1312 value = value * 9 / 10;
1599 1313
1600 value /= 4; // fix by GHJ, don't understand, pcg
1601
1602 if ((obj->value > 0) && rndm (0, 29)) 1314 if (obj->value > 0 && rndm (0, 29))
1603 { 1315 total_value += value;
1604 int count;
1605 1316
1606 count = value / large->value;
1607 *large_nuggets += count;
1608 value -= (uint64) count *(uint64) large->value;
1609
1610 count = value / small->value;
1611 *small_nuggets += count;
1612 }
1613
1614 /* Turn 25 small nuggets into 1 large nugget. If the value
1615 * of large nuggets is not evenly divisable by the small nugget
1616 * value, take off an extra small_nugget (Assuming small_nuggets!=0)
1617 */
1618 if (*small_nuggets * small->value >= large->value)
1619 {
1620 (*large_nuggets)++;
1621 *small_nuggets -= large->value / small->value;
1622 if (*small_nuggets && large->value % small->value)
1623 (*small_nuggets)--;
1624 }
1625 weight += obj->weight; 1317 total_weight += obj->total_weight ();
1318
1626 obj->destroy (); 1319 obj->destroy ();
1627} 1320}
1628 1321
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 1322int
1661alchemy (object *op, object *caster, object *spell_ob) 1323alchemy (object *op, object *caster, object *spell_ob)
1662{ 1324{
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) 1325 if (op->type != PLAYER)
1669 return 0; 1326 return 0;
1670 1327
1328 archetype *nugget[3];
1329
1330 nugget[0] = archetype::find (shstr_pyrite3);
1331 nugget[1] = archetype::find (shstr_pyrite2);
1332 nugget[2] = archetype::find (shstr_pyrite);
1333
1671 /* Put a maximum weight of items that can be alchemied. Limits the power 1334 /* Put a maximum weight of items that can be alchemised. Limits the power
1672 * some, and also prevents people from alcheming every table/chair/clock 1335 * some, and also prevents people from alchemising every table/chair/clock
1673 * in sight 1336 * in sight
1674 */ 1337 */
1675 weight_max = spell_ob->duration + +SP_level_duration_adjust (caster, spell_ob); 1338 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1676 weight_max *= 1000; 1339 int weight_max = duration * 1000;
1677 small = get_archetype ("smallnugget"), large = get_archetype ("largenugget"); 1340 uint64 value_max = duration * 1000;
1678 1341
1342 int weight = 0;
1343
1679 for (y = op->y - 1; y <= op->y + 1; y++) 1344 for (int y = op->y - 1; y <= op->y + 1; y++)
1680 { 1345 {
1681 for (x = op->x - 1; x <= op->x + 1; x++) 1346 for (int x = op->x - 1; x <= op->x + 1; x++)
1682 { 1347 {
1348 uint64 value = 0;
1349
1683 nx = x; 1350 sint16 nx = x;
1684 ny = y; 1351 sint16 ny = y;
1685 1352
1686 mp = op->map; 1353 maptile *mp = op->map;
1687 1354
1688 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); 1355 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1689 1356
1690 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1357 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1691 continue; 1358 continue;
1692 1359
1693 /* Treat alchemy a little differently - most spell effects 1360 /* Treat alchemy a little differently - most spell effects
1695 * ground level effect. 1362 * ground level effect.
1696 */ 1363 */
1697 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) 1364 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1698 continue; 1365 continue;
1699 1366
1700 small_nuggets = 0; 1367 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 { 1368 {
1705 next = tmp->above; 1369 next = tmp->above;
1370
1706 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1371 if (tmp->weight > 0 && !tmp->flag [FLAG_NO_PICK] &&
1707 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1372 !tmp->flag [FLAG_ALIVE] && !tmp->flag [FLAG_IS_CAULDRON])
1708 { 1373 {
1709
1710 if (tmp->inv) 1374 if (tmp->inv)
1711 { 1375 {
1712 object *next1, *tmp1; 1376 object *next1, *tmp1;
1713 1377
1714 for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1) 1378 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1715 { 1379 {
1716 next1 = tmp1->below; 1380 next1 = tmp1->below;
1717 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1381 if (tmp1->weight > 0 && !tmp1->flag [FLAG_NO_PICK] &&
1718 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1382 !tmp1->flag [FLAG_ALIVE] && !tmp1->flag [FLAG_IS_CAULDRON])
1719 alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight); 1383 alchemy_object (tmp1, value, weight);
1720 } 1384 }
1721 } 1385 }
1386
1722 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); 1387 alchemy_object (tmp, value, weight);
1723 1388
1724 if (weight > weight_max) 1389 if (weight > weight_max)
1725 { 1390 break;
1726 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1727 large->destroy ();
1728 small->destroy ();
1729 return 1;
1730 } 1391 }
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 */ 1392 }
1738 update_map (op, mp, small_nuggets, large_nuggets, nx, ny); 1393
1394 value -= rndm (value >> 4);
1395 value = min (value, value_max);
1396
1397 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1398 if (int nrof = value / nugget [i]->value)
1399 {
1400 value -= nrof * nugget[i]->value;
1401
1402 object *tmp = nugget[i]->instance ();
1403 tmp->nrof = nrof;
1404 tmp->flag [FLAG_IDENTIFIED] = true;
1405 op->map->insert (tmp, x, y, op, 0);
1739 } 1406 }
1740 }
1741 1407
1742 large->destroy (); 1408 if (weight > weight_max)
1743 small->destroy (); 1409 goto bailout;
1744 /* reset this so that if player standing on a big pile of stuff, 1410 }
1745 * it is redrawn properly. 1411 }
1746 */ 1412
1747 op->contr->ns->look_position = 0; 1413bailout:
1748 return 1; 1414 return 1;
1749} 1415}
1750
1751 1416
1752/* This function removes the cursed/damned status on equipped 1417/* This function removes the cursed/damned status on equipped
1753 * items. 1418 * items.
1754 */ 1419 */
1755int 1420int
1756remove_curse (object *op, object *caster, object *spell) 1421remove_curse (object *op, object *caster, object *spell)
1757{ 1422{
1758 object *tmp;
1759 int success = 0, was_one = 0; 1423 int success = 0, was_one = 0;
1760 1424
1761 for (tmp = op->inv; tmp; tmp = tmp->below) 1425 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1762 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1426 if (tmp->flag [FLAG_APPLIED] &&
1763 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1427 ((tmp->flag [FLAG_CURSED] && spell->flag [FLAG_CURSED]) ||
1764 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1428 (tmp->flag [FLAG_DAMNED] && spell->flag [FLAG_DAMNED])))
1765 { 1429 {
1766 was_one++; 1430 was_one++;
1431
1767 if (tmp->level <= caster_level (caster, spell)) 1432 if (tmp->level <= casting_level (caster, spell))
1768 { 1433 {
1769 success++; 1434 success++;
1770 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1435 if (spell->flag [FLAG_DAMNED])
1771 CLEAR_FLAG (tmp, FLAG_DAMNED); 1436 tmp->clr_flag (FLAG_DAMNED);
1772 1437
1773 CLEAR_FLAG (tmp, FLAG_CURSED); 1438 tmp->clr_flag (FLAG_CURSED);
1774 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1439 tmp->clr_flag (FLAG_KNOWN_CURSED);
1775 tmp->value = 0; /* Still can't sell it */ 1440 tmp->value = 0; /* Still can't sell it */
1776 if (op->type == PLAYER) 1441
1442 if (object *pl = tmp->visible_to ())
1777 esrv_send_item (op, tmp); 1443 esrv_update_item (UPD_FLAGS, pl, tmp);
1778 } 1444 }
1779 } 1445 }
1780 1446
1781 if (op->type == PLAYER) 1447 if (op->type == PLAYER)
1782 { 1448 {
1783 if (success) 1449 if (success)
1784 {
1785 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now."); 1450 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1786 }
1787 else 1451 else
1788 { 1452 {
1789 if (was_one) 1453 if (was_one)
1790 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse."); 1454 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1791 else 1455 else
1795 1459
1796 return success; 1460 return success;
1797} 1461}
1798 1462
1799/* Identifies objects in the players inventory/on the ground */ 1463/* Identifies objects in the players inventory/on the ground */
1800
1801int 1464int
1802cast_identify (object *op, object *caster, object *spell) 1465cast_identify (object *op, object *caster, object *spell)
1803{ 1466{
1804 object *tmp; 1467 object *tmp;
1805 int success = 0, num_ident; 1468 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1806 1469
1807 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1470 int num_ident = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell));
1808
1809 if (num_ident < 1)
1810 num_ident = 1;
1811 1471
1812 for (tmp = op->inv; tmp; tmp = tmp->below) 1472 for (tmp = op->inv; tmp; tmp = tmp->below)
1813 { 1473 {
1814 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1474 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && need_identify (tmp))
1815 { 1475 {
1816 identify (tmp); 1476 identify (tmp);
1817 1477
1818 if (op->type == PLAYER) 1478 if (op->type == PLAYER)
1819 { 1479 {
1820 new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op)); 1480 buf.printf ("You identified: %s.\r", long_desc (tmp, op));
1821 1481
1822 if (tmp->msg) 1482 if (tmp->msg)
1823 { 1483 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1824 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1825 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1826 }
1827 } 1484 }
1828 1485
1829 num_ident--;
1830 success = 1;
1831 if (!num_ident) 1486 if (!--num_ident)
1832 break; 1487 break;
1833 } 1488 }
1834 } 1489 }
1835 1490
1836 /* If all the power of the spell has been used up, don't go and identify 1491 /* If all the power of the spell has been used up, don't go and identify
1837 * stuff on the floor. Only identify stuff on the floor if the spell 1492 * stuff on the floor. Only identify stuff on the floor if the spell
1838 * was not fully used. 1493 * was not fully used.
1839 */ 1494 */
1840 if (num_ident) 1495 if (num_ident)
1841 { 1496 {
1842 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1497 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1843 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1498 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && need_identify (tmp))
1844 { 1499 {
1845 identify (tmp); 1500 identify (tmp);
1846 1501
1847 if (op->type == PLAYER) 1502 if (object *pl = tmp->visible_to ())
1848 { 1503 {
1849 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op)); 1504 buf.printf ("On the ground you identified: %s.\r", long_desc (tmp, op));
1850 1505
1851 if (tmp->msg) 1506 if (tmp->msg)
1852 { 1507 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 } 1508 }
1859 1509
1860 num_ident--;
1861 success = 1;
1862 if (!num_ident) 1510 if (!--num_ident)
1863 break; 1511 break;
1864 } 1512 }
1865 } 1513 }
1866 1514
1867 if (!success) 1515 if (buf.empty ())
1868 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified."); 1516 {
1517 op->failmsg ("You can't reach anything unidentified.");
1518 return 0;
1519 }
1869 else 1520 else
1521 {
1522 if (op->contr)
1523 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1524
1870 spell_effect (spell, op->x, op->y, op->map, op); 1525 spell_effect (spell, op->x, op->y, op->map, op);
1871 1526 return 1;
1872 return success; 1527 }
1873} 1528}
1874 1529
1875int 1530int
1876cast_detection (object *op, object *caster, object *spell, object *skill) 1531cast_detection (object *op, object *caster, object *spell, object *skill)
1877{ 1532{
1882 1537
1883 /* We precompute some values here so that we don't have to keep 1538 /* We precompute some values here so that we don't have to keep
1884 * doing it over and over again. 1539 * doing it over and over again.
1885 */ 1540 */
1886 god = find_god (determine_god (op)); 1541 god = find_god (determine_god (op));
1887 level = caster_level (caster, spell); 1542 level = casting_level (caster, spell);
1888 range = spell->range + SP_level_range_adjust (caster, spell); 1543 range = spell->range + SP_level_range_adjust (caster, spell);
1889 1544
1890 if (!skill) 1545 if (!skill)
1891 skill = caster; 1546 skill = caster;
1892 1547
1893 for (x = op->x - range; x <= op->x + range; x++) 1548 dynbuf buf;
1894 for (y = op->y - range; y <= op->y + range; y++) 1549 unordered_mapwalk (buf, op, -range, -range, range, range)
1895 { 1550 {
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 1551 /* For most of the detections, we only detect objects above the
1902 * floor. But this is not true for show invisible. 1552 * floor. But this is not true for show invisible.
1903 * Basically, we just go and find the top object and work 1553 * Basically, we just go and find the top object and work
1904 * down - that is easier than working up. 1554 * down - that is easier than working up.
1905 */ 1555 */
1906 1556
1907 for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above) 1557 for (last = NULL, tmp = m->at (nx, ny).bot; tmp; tmp = tmp->above)
1908 last = tmp; 1558 last = tmp;
1909 1559
1910 /* Shouldn't happen, but if there are no objects on a space, this 1560 /* Shouldn't happen, but if there are no objects on a space, this
1911 * would happen. 1561 * would happen.
1912 */ 1562 */
1913 if (!last) 1563 if (!last)
1914 continue; 1564 continue;
1915 1565
1916 done_one = 0; 1566 done_one = 0;
1917 floor = 0; 1567 floor = 0;
1918 detect = NULL; 1568 detect = NULL;
1919 for (tmp = last; tmp; tmp = tmp->below) 1569 for (tmp = last; tmp; tmp = tmp->below)
1920 { 1570 {
1921 /* show invisible */ 1571 /* show invisible */
1922 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1572 if (spell->flag [FLAG_MAKE_INVIS]
1923 /* Might there be other objects that we can make visible? */ 1573 /* Might there be other objects that we can make visible? */
1924 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1574 && (tmp->invisible && (tmp->flag [FLAG_MONSTER]
1925 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1575 || (tmp->type == PLAYER && !tmp->flag [FLAG_WIZ])
1926 tmp->type == CF_HANDLE || 1576 || tmp->type == T_HANDLE
1927 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE || 1577 || tmp->type == TRAPDOOR
1578 || tmp->type == EXIT
1579 || tmp->type == HOLE
1580 || tmp->type == BUTTON
1928 tmp->type == BUTTON || tmp->type == TELEPORTER || 1581 || tmp->type == TELEPORTER
1582 || tmp->type == GATE
1929 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1583 || tmp->type == LOCKED_DOOR
1930 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN || 1584 || tmp->type == WEAPON
1585 || tmp->type == ALTAR
1586 || tmp->type == SIGN
1931 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1587 || tmp->type == TRIGGER_PEDESTAL
1932 tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR))) 1588 || tmp->type == SPECIAL_KEY
1589 || tmp->type == TREASURE
1590 || tmp->type == BOOK
1591 || tmp->type == HOLY_ALTAR
1592 || tmp->type == CONTAINER)))
1933 { 1593 {
1934 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4) 1594 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1935 { 1595 {
1936 tmp->invisible = 0; 1596 tmp->invisible = 0;
1597 done_one = 1;
1598 }
1599 }
1600
1601 if (tmp->flag [FLAG_IS_FLOOR])
1602 floor = 1;
1603
1604 /* All detections below this point don't descend beneath the floor,
1605 * so just continue on. We could be clever and look at the type of
1606 * detection to completely break out if we don't care about objects beneath
1607 * the floor, but once we get to the floor, not likely a very big issue anyways.
1608 */
1609 if (floor)
1610 continue;
1611
1612 /* I had thought about making detect magic and detect curse
1613 * show the flash the magic item like it does for detect monster.
1614 * however, if the object is within sight, this would then make it
1615 * difficult to see what object is magical/cursed, so the
1616 * effect wouldn't be as apparent.
1617 */
1618
1619 /* detect magic */
1620 if (spell->flag [FLAG_KNOWN_MAGICAL] &&
1621 !tmp->flag [FLAG_KNOWN_MAGICAL] && !tmp->flag [FLAG_IDENTIFIED] && is_magical (tmp))
1622 {
1623 tmp->set_flag (FLAG_KNOWN_MAGICAL);
1624 /* make runes more visible */
1625 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1626 tmp->stats.Cha /= 4;
1627
1628 done_one = 1;
1629 }
1630
1631 /* detect monster */
1632 if (spell->flag [FLAG_MONSTER] && (tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER))
1633 {
1634 done_one = 2;
1635
1636 if (!detect)
1637 detect = tmp;
1638 }
1639
1640 /* Basically, if race is set in the spell, then the creatures race must
1641 * match that. if the spell race is set to GOD, then the gods opposing
1642 * race must match.
1643 */
1644 if (spell->race && tmp->flag [FLAG_MONSTER] && tmp->race &&
1645 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1646 spell->race.contains (tmp->race)))
1647 {
1648 done_one = 2;
1649
1650 if (!detect)
1651 detect = tmp;
1652 }
1653
1654 if (spell->flag [FLAG_KNOWN_CURSED] && !tmp->flag [FLAG_KNOWN_CURSED] &&
1655 (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))
1656 {
1657 tmp->set_flag (FLAG_KNOWN_CURSED);
1658 done_one = 1;
1659 }
1660
1661 // Do mining detection spell:
1662 if (spell->last_sp == 1) // 1 - detect any vein
1663 {
1664 if (tmp->type == VEIN)
1665 {
1666 if (tmp->other_arch)
1667 {
1668 if (!detect)
1669 detect = tmp->other_arch;
1670 done_one = 2;
1671 }
1672 else
1937 done_one = 1; 1673 done_one = 1;
1938 } 1674 }
1939 } 1675 }
1940
1941 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1942 floor = 1;
1943
1944 /* 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
1946 * 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.
1948 */
1949 if (floor)
1950 continue;
1951
1952 /* I had thought about making detect magic and detect curse
1953 * 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
1955 * difficult to see what object is magical/cursed, so the
1956 * effect wouldn't be as apparant.
1957 */
1958
1959 /* detect magic */
1960 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1961 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1962 {
1963 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1964 /* make runes more visibile */
1965 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1966 tmp->stats.Cha /= 4;
1967 done_one = 1;
1968 }
1969 /* detect monster */
1970 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1971 {
1972 done_one = 2;
1973 if (!detect)
1974 detect = tmp;
1975 }
1976 /* 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
1978 * race must match.
1979 */
1980 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1981 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) ||
1982 (strstr (spell->race, tmp->race))))
1983 {
1984 done_one = 2;
1985 if (!detect)
1986 detect = tmp;
1987 }
1988 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1989 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1990 {
1991 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1992 done_one = 1;
1993 }
1994 } /* for stack of objects on this space */ 1676 } /* for stack of objects on this space */
1995 1677
1996 /* Code here puts an effect of the spell on the space, so you can see 1678 /* Code here puts an effect of the spell on the space, so you can see
1997 * where the magic is. 1679 * where the magic is.
1998 */ 1680 */
1999 if (done_one) 1681 if (done_one)
2000 { 1682 {
2001 object *detect_ob = arch_to_object (spell->other_arch); 1683 object *detect_ob = spell->other_arch->instance ();
2002 1684
2003 detect_ob->x = nx;
2004 detect_ob->y = ny;
2005 /* if this is set, we want to copy the face */ 1685 /* if this is set, we want to copy the face */
2006 if (done_one == 2 && detect) 1686 if (done_one == 2 && detect)
2007 { 1687 {
2008 detect_ob->face = detect->face; 1688 detect_ob->face = detect->face;
2009 detect_ob->animation_id = detect->animation_id; 1689 detect_ob->animation_id = detect->animation_id;
2010 detect_ob->anim_speed = detect->anim_speed; 1690 detect_ob->anim_speed = detect->anim_speed;
2011 detect_ob->last_anim = 0; 1691 detect_ob->last_anim = 0;
2012 /* by default, the detect_ob is already animated */ 1692 /* by default, the detect_ob is already animated */
2013 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1693 if (!detect->flag [FLAG_ANIMATE])
2014 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1694 detect_ob->clr_flag (FLAG_ANIMATE);
2015 } 1695 }
2016 insert_ob_in_map (detect_ob, m, op, 0); 1696
1697 m->insert (detect_ob, nx, ny, op, INS_ON_TOP);
2017 } 1698 }
2018 } /* for processing the surrounding spaces */ 1699 } /* for processing the surrounding spaces */
2019 1700
2020 1701
2021 /* Now process objects in the players inventory if detect curse or magic */ 1702 /* Now process objects in the players inventory if detect curse or magic */
2022 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL)) 1703 if (spell->flag [FLAG_KNOWN_CURSED] || spell->flag [FLAG_KNOWN_MAGICAL])
2023 { 1704 {
2024 done_one = 0; 1705 done_one = 0;
1706
2025 for (tmp = op->inv; tmp; tmp = tmp->below) 1707 for (tmp = op->inv; tmp; tmp = tmp->below)
2026 { 1708 {
2027 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1709 if (!tmp->invisible && !tmp->flag [FLAG_IDENTIFIED])
2028 { 1710 {
2029 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)) 1711 if (spell->flag [FLAG_KNOWN_MAGICAL] && is_magical (tmp) && !tmp->flag [FLAG_KNOWN_MAGICAL])
2030 { 1712 {
2031 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1713 tmp->set_flag (FLAG_KNOWN_MAGICAL);
2032 if (op->type == PLAYER) 1714
1715 if (object *pl = tmp->visible_to ())
2033 esrv_send_item (op, tmp); 1716 esrv_update_item (UPD_FLAGS, pl, tmp);
2034 } 1717 }
2035 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1718
2036 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1719 if (spell->flag [FLAG_KNOWN_CURSED] && !tmp->flag [FLAG_KNOWN_CURSED] &&
1720 (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))
2037 { 1721 {
2038 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1722 tmp->set_flag (FLAG_KNOWN_CURSED);
2039 if (op->type == PLAYER) 1723
1724 if (object *pl = tmp->visible_to ())
2040 esrv_send_item (op, tmp); 1725 esrv_update_item (UPD_FLAGS, pl, tmp);
2041 } 1726 }
2042 } /* if item is not identified */ 1727 } /* if item is not identified */
2043 } /* for the players inventory */ 1728 } /* for the players inventory */
2044 } /* if detect magic/curse and object is a player */ 1729 } /* if detect magic/curse and object is a player */
1730
2045 return 1; 1731 return 1;
2046} 1732}
2047 1733
2048 1734
2049/** 1735/**
2062 1748
2063 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you."); 1749 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
2064 1750
2065 if (victim->stats.sp >= victim->stats.maxsp * 2) 1751 if (victim->stats.sp >= victim->stats.maxsp * 2)
2066 { 1752 {
2067 object *tmp;
2068
2069 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1753 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; 1754 victim->stats.sp = 2 * victim->stats.maxsp;
1755 create_exploding_ball_at (victim, caster_level);
2079 } 1756 }
2080 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1757 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."); 1758 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) 1759 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2085 {
2086 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 1760 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
2087 }
2088 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1761 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2089 { 1762 {
2090 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1763 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2091 confuse_player (victim, victim, 99); 1764 confuse_player (victim, victim, 99);
2092 } 1765 }
2093 else if (victim->stats.sp >= victim->stats.maxsp * 1.25) 1766 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
2094 {
2095 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices."); 1767 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
2096 }
2097} 1768}
2098 1769
2099/* cast_transfer 1770/* cast_transfer
2100 * This spell transfers sp from the player to another person. 1771 * This spell transfers sp from the player to another person.
2101 * We let the target go above their normal maximum SP. 1772 * We let the target go above their normal maximum SP.
2116 mflags = get_map_flags (m, &m, x, y, &x, &y); 1787 mflags = get_map_flags (m, &m, x, y, &x, &y);
2117 1788
2118 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1789 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
2119 { 1790 {
2120 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above) 1791 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
2121 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1792 if (plyr != op && plyr->flag [FLAG_ALIVE])
2122 break; 1793 break;
2123 } 1794 }
2124 1795
2125 1796
2126 /* If we did not find a player in the specified direction, transfer 1797 /* If we did not find a player in the specified direction, transfer
2127 * to anyone on top of us. This is used for the rune of transference mostly. 1798 * to anyone on top of us. This is used for the rune of transference mostly.
2128 */ 1799 */
2129 if (plyr == NULL) 1800 if (plyr == NULL)
2130 for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above) 1801 for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above)
2131 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1802 if (plyr != op && plyr->flag [FLAG_ALIVE])
2132 break; 1803 break;
2133 1804
2134 if (!plyr) 1805 if (!plyr)
2135 { 1806 {
2136 new_draw_info (NDI_BLACK, 0, op, "There is no one there."); 1807 new_draw_info (NDI_BLACK, 0, op, "There is no one there.");
2138 } 1809 }
2139 /* give sp */ 1810 /* give sp */
2140 if (spell->stats.dam > 0) 1811 if (spell->stats.dam > 0)
2141 { 1812 {
2142 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell); 1813 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
2143 charge_mana_effect (plyr, caster_level (caster, spell)); 1814 charge_mana_effect (plyr, casting_level (caster, spell));
2144 return 1; 1815 return 1;
2145 } 1816 }
2146 /* suck sp away. Can't suck sp from yourself */ 1817 /* suck sp away. Can't suck sp from yourself */
2147 else if (op != plyr) 1818 else if (op != plyr)
2148 { 1819 {
2153 if (rate > 95) 1824 if (rate > 95)
2154 rate = 95; 1825 rate = 95;
2155 1826
2156 sucked = (plyr->stats.sp * rate) / 100; 1827 sucked = (plyr->stats.sp * rate) / 100;
2157 plyr->stats.sp -= sucked; 1828 plyr->stats.sp -= sucked;
2158 if (QUERY_FLAG (op, FLAG_ALIVE)) 1829 if (op->flag [FLAG_ALIVE])
2159 { 1830 {
2160 /* Player doesn't get full credit */ 1831 /* Player doesn't get full credit */
2161 sucked = (sucked * rate) / 100; 1832 sucked = (sucked * rate) / 100;
2162 op->stats.sp += sucked; 1833 op->stats.sp += sucked;
2163 if (sucked > 0) 1834 if (sucked > 0)
2164 { 1835 {
2165 charge_mana_effect (op, caster_level (caster, spell)); 1836 charge_mana_effect (op, casting_level (caster, spell));
2166 } 1837 }
2167 } 1838 }
2168 return 1; 1839 return 1;
2169 } 1840 }
2170 return 0; 1841 return 0;
2212 /* Basically, if the object is magical and not counterspell, 1883 /* Basically, if the object is magical and not counterspell,
2213 * we will more or less remove the object. Don't counterspell 1884 * we will more or less remove the object. Don't counterspell
2214 * monsters either. 1885 * monsters either.
2215 */ 1886 */
2216 1887
2217 if (head->attacktype & AT_MAGIC && 1888 if (head->attacktype & AT_MAGIC
2218 !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level)) 1889 && !(head->attacktype & AT_COUNTERSPELL)
1890 && !head->flag [FLAG_MONSTER]
1891 && (op->level > head->level))
2219 head->destroy (); 1892 head->destroy ();
2220 else 1893 else
2221 switch (head->type) 1894 switch (head->type)
2222 { 1895 {
2223 case SPELL_EFFECT: 1896 case SPELL_EFFECT:
1897 // XXX: Don't affect floor spelleffects. See also XXX comment
1898 // about sanctuary in spell_util.C
1899 if (tmp->flag [FLAG_IS_FLOOR])
1900 continue;
1901
2224 if (op->level > head->level) 1902 if (op->level > head->level)
2225 head->destroy (); 1903 head->destroy ();
2226 1904
2227 break; 1905 break;
2228 1906
2239 break; 1917 break;
2240 } 1918 }
2241 } 1919 }
2242} 1920}
2243 1921
2244
2245
2246/* cast_consecrate() - a spell to make an altar your god's */ 1922/* cast_consecrate() - a spell to make an altar your god's */
2247int 1923int
2248cast_consecrate (object *op, object *caster, object *spell) 1924cast_consecrate (object *op, object *caster, object *spell)
2249{ 1925{
2250 char buf[MAX_BUF]; 1926 char buf[MAX_BUF];
2257 return 0; 1933 return 0;
2258 } 1934 }
2259 1935
2260 for (tmp = op->below; tmp; tmp = tmp->below) 1936 for (tmp = op->below; tmp; tmp = tmp->below)
2261 { 1937 {
2262 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1938 if (tmp->flag [FLAG_IS_FLOOR])
2263 break; 1939 break;
2264 if (tmp->type == HOLY_ALTAR) 1940 if (tmp->type == HOLY_ALTAR)
2265 { 1941 {
2266 1942
2267 if (tmp->level > caster_level (caster, spell)) 1943 if (tmp->level > casting_level (caster, spell))
2268 { 1944 {
2269 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name); 1945 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name);
2270 return 0; 1946 return 0;
2271 } 1947 }
2272 else 1948 else
2273 { 1949 {
2274 /* If we got here, we are consecrating an altar */ 1950 /* If we got here, we are consecrating an altar */
2275 sprintf (buf, "Altar of %s", &god->name); 1951 sprintf (buf, "Altar of %s", &god->name);
2276 tmp->name = buf; 1952 tmp->name = buf;
2277 tmp->level = caster_level (caster, spell); 1953 tmp->level = casting_level (caster, spell);
2278 tmp->other_arch = god->arch; 1954 tmp->other_arch = god->arch;
1955
2279 if (op->type == PLAYER) 1956 if (op->type == PLAYER)
2280 esrv_update_item (UPD_NAME, op, tmp); 1957 esrv_update_item (UPD_NAME, op, tmp);
1958
2281 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name); 1959 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
2282 return 1; 1960 return 1;
2283 } 1961 }
2284 } 1962 }
2285 } 1963 }
2295 * This code was very odd - code early on would only let players use the spell, 1973 * This code was very odd - code early on would only let players use the spell,
2296 * yet the code wass full of player checks. I've presumed that the code 1974 * yet the code wass full of player checks. I've presumed that the code
2297 * that only let players use it was correct, and removed all the other 1975 * that only let players use it was correct, and removed all the other
2298 * player checks. MSW 2003-01-06 1976 * player checks. MSW 2003-01-06
2299 */ 1977 */
2300
2301int 1978int
2302animate_weapon (object *op, object *caster, object *spell, int dir) 1979animate_weapon (object *op, object *caster, object *spell, int dir)
2303{ 1980{
2304 object *weapon, *tmp; 1981 object *weapon, *tmp;
2305 char buf[MAX_BUF]; 1982 char buf[MAX_BUF];
2306 int a, i; 1983 int a, i;
2307 sint16 x, y; 1984 sint16 x, y;
2308 maptile *m; 1985 maptile *m;
2309 materialtype_t *mt;
2310 1986
2311 if (!spell->other_arch) 1987 if (!spell->other_arch)
2312 { 1988 {
2313 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1989 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2314 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name); 1990 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2317 /* exit if it's not a player using this spell. */ 1993 /* exit if it's not a player using this spell. */
2318 if (op->type != PLAYER) 1994 if (op->type != PLAYER)
2319 return 0; 1995 return 0;
2320 1996
2321 /* if player already has a golem, abort */ 1997 /* if player already has a golem, abort */
2322 if (op->contr->ranges[range_golem]) 1998 if (object *golem = op->contr->golem)
2323 { 1999 {
2324 control_golem (op->contr->ranges[range_golem], dir); 2000 control_golem (golem, dir);
2325 return 0; 2001 return 0;
2326 } 2002 }
2327 2003
2328 /* if no direction specified, pick one */ 2004 /* if no direction specified, pick one */
2329 if (!dir) 2005 if (!dir)
2330 dir = find_free_spot (NULL, op->map, op->x, op->y, 1, 9); 2006 dir = find_free_spot (spell->other_arch, op->map, op->x, op->y, 1, 9);
2331 2007
2332 m = op->map; 2008 m = op->map;
2333 x = op->x + freearr_x[dir]; 2009 x = op->x + freearr_x[dir];
2334 y = op->y + freearr_y[dir]; 2010 y = op->y + freearr_y[dir];
2335 2011
2336 /* if there's no place to put the golem, abort */ 2012 /* 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) || 2013 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)) 2014 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2339 { 2015 {
2340 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2016 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
2341 return 0; 2017 return 0;
2342 } 2018 }
2343 2019
2347 if (!weapon) 2023 if (!weapon)
2348 { 2024 {
2349 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2025 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2350 return 0; 2026 return 0;
2351 } 2027 }
2028
2352 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2029 if (spell->race && weapon->arch->archname != spell->race)
2353 { 2030 {
2354 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2031 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2355 return 0; 2032 return 0;
2356 } 2033 }
2034
2357 if (weapon->type != WEAPON) 2035 if (weapon->type != WEAPON)
2358 { 2036 {
2359 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it."); 2037 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it.");
2360 return 0; 2038 return 0;
2361 } 2039 }
2362 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2040
2041 if (weapon->flag [FLAG_APPLIED])
2363 { 2042 {
2364 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon)); 2043 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon));
2365 return 0; 2044 return 0;
2366 } 2045 }
2367 2046
2368 if (weapon->nrof > 1) 2047 weapon = weapon->split ();
2369 {
2370 tmp = get_split_ob (weapon, 1);
2371 esrv_send_item (op, weapon);
2372 weapon = tmp;
2373 }
2374 2048
2375 /* create the golem object */ 2049 /* create the golem object */
2376 tmp = arch_to_object (spell->other_arch); 2050 tmp = spell->other_arch->instance ();
2377 2051
2378 /* if animated by a player, give the player control of the golem */ 2052 /* if animated by a player, give the player control of the golem */
2379 CLEAR_FLAG (tmp, FLAG_MONSTER); 2053 tmp->clr_flag (FLAG_MONSTER);
2380 SET_FLAG (tmp, FLAG_FRIENDLY);
2381 tmp->stats.exp = 0; 2054 tmp->stats.exp = 0;
2382 add_friendly_object (tmp); 2055 add_friendly_object (tmp);
2383 tmp->type = GOLEM; 2056 tmp->type = GOLEM;
2384 tmp->set_owner (op); 2057 tmp->set_owner (op);
2058 op->contr->golem = tmp;
2385 set_spell_skill (op, caster, spell, tmp); 2059 set_spell_skill (op, caster, spell, tmp);
2386 op->contr->ranges[range_golem] = tmp;
2387 op->contr->shoottype = range_golem;
2388 2060
2389 /* Give the weapon to the golem now. A bit of a hack to check the 2061 /* Give the weapon to the golem now. A bit of a hack to check the
2390 * removed flag - it should only be set if get_split_object was 2062 * removed flag - it should only be set if weapon->split was
2391 * used above. 2063 * used above.
2392 */ 2064 */
2393 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2065 if (!weapon->flag [FLAG_REMOVED])
2394 weapon->remove (); 2066 weapon->remove ();
2395 insert_ob_in_ob (weapon, tmp); 2067
2396 esrv_send_item (op, weapon); 2068 tmp->insert (weapon);
2069
2397 /* To do everything necessary to let a golem use the weapon is a pain, 2070 /* To do everything necessary to let a golem use the weapon is a pain,
2398 * so instead, just set it as equipped (otherwise, we need to update 2071 * so instead, just set it as equipped (otherwise, we need to update
2399 * body_info, skills, etc) 2072 * body_info, skills, etc)
2400 */ 2073 */
2401 SET_FLAG (tmp, FLAG_USE_WEAPON); 2074 tmp->set_flag (FLAG_USE_WEAPON);
2402 SET_FLAG (weapon, FLAG_APPLIED); 2075 weapon->set_flag (FLAG_APPLIED);
2403 tmp->update_stats (); 2076 tmp->update_stats ();
2404 2077
2405 /* There used to be 'odd' code that basically seemed to take the absolute 2078 /* There used to be 'odd' code that basically seemed to take the absolute
2406 * value of the weapon->magic an use that. IMO, that doesn't make sense - 2079 * value of the weapon->magic an use that. IMO, that doesn't make sense -
2407 * if you're using a crappy weapon, it shouldn't be as good. 2080 * if you're using a crappy weapon, it shouldn't be as good.
2427 2100
2428 /* attacktype */ 2101 /* attacktype */
2429 if (!tmp->attacktype) 2102 if (!tmp->attacktype)
2430 tmp->attacktype = AT_PHYSICAL; 2103 tmp->attacktype = AT_PHYSICAL;
2431 2104
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++) 2105 for (i = 0; i < NROFATTACKS; i++)
2438 tmp->resist[i] = 50 - (mt->save[i] * 5); 2106 tmp->resist[i] = 50 - (op->material->save[i] * 5);
2439 a = mt->save[0]; 2107
2440 } 2108 a = op->material->save[0];
2441 else 2109
2442 {
2443 for (i = 0; i < NROFATTACKS; i++)
2444 tmp->resist[i] = 5;
2445 a = 10;
2446 }
2447 /* Set weapon's immunity */ 2110 /* Set weapon's immunity */
2448 tmp->resist[ATNR_CONFUSION] = 100; 2111 tmp->resist[ATNR_CONFUSION] = 100;
2449 tmp->resist[ATNR_POISON] = 100; 2112 tmp->resist[ATNR_POISON] = 100;
2450 tmp->resist[ATNR_SLOW] = 100; 2113 tmp->resist[ATNR_SLOW] = 100;
2451 tmp->resist[ATNR_PARALYZE] = 100; 2114 tmp->resist[ATNR_PARALYZE] = 100;
2457 2120
2458 /* Improve weapon's armour value according to best save vs. physical of its material */ 2121 /* Improve weapon's armour value according to best save vs. physical of its material */
2459 2122
2460 if (a > 14) 2123 if (a > 14)
2461 a = 14; 2124 a = 14;
2125
2462 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); 2126 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2463 2127
2464 /* Determine golem's speed */ 2128 /* Determine golem's speed */
2465 tmp->speed = 0.4 + 0.1 * SP_level_range_adjust (caster, spell); 2129 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2466
2467 if (tmp->speed > 3.33)
2468 tmp->speed = 3.33;
2469 2130
2470 if (!spell->race) 2131 if (!spell->race)
2471 { 2132 {
2472 sprintf (buf, "animated %s", &weapon->name); 2133 sprintf (buf, "animated %s", &weapon->name);
2473 tmp->name = buf; 2134 tmp->name = buf;
2475 tmp->face = weapon->face; 2136 tmp->face = weapon->face;
2476 tmp->animation_id = weapon->animation_id; 2137 tmp->animation_id = weapon->animation_id;
2477 tmp->anim_speed = weapon->anim_speed; 2138 tmp->anim_speed = weapon->anim_speed;
2478 tmp->last_anim = weapon->last_anim; 2139 tmp->last_anim = weapon->last_anim;
2479 tmp->state = weapon->state; 2140 tmp->state = weapon->state;
2480 if (QUERY_FLAG (weapon, FLAG_ANIMATE)) 2141 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 } 2142 }
2490 2143
2491 /* make experience increase in proportion to the strength of the summoned creature. */ 2144 /* make experience increase in proportion to the strength of the summoned creature. */
2492 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell)); 2145 tmp->stats.exp *= 1 + (max (spell->stats.maxgrace, spell->stats.sp) / casting_level (caster, spell));
2493 2146
2494 tmp->speed_left = -1; 2147 tmp->speed_left = -1;
2495 tmp->x = x;
2496 tmp->y = y;
2497 tmp->direction = dir; 2148 tmp->direction = dir;
2498 insert_ob_in_map (tmp, m, op, 0); 2149
2150 m->insert (tmp, x, y, op);
2499 return 1; 2151 return 1;
2500} 2152}
2501 2153
2502/* cast_daylight() - changes the map darkness level *lower* */ 2154/* cast_daylight() - changes the map darkness level *lower* */
2503 2155
2504/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2156/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2505 * This changes the light level for the entire map. 2157 * This changes the light level for the entire map.
2506 */ 2158 */
2507
2508int 2159int
2509cast_change_map_lightlevel (object *op, object *caster, object *spell) 2160cast_change_map_lightlevel (object *op, object *caster, object *spell)
2510{ 2161{
2511 int success; 2162 int success;
2512 2163
2513 if (!op->map) 2164 if (!op->map)
2514 return 0; /* shouldnt happen */ 2165 return 0; /* shouldnt happen */
2515 2166
2516 success = change_map_light (op->map, spell->stats.dam); 2167 success = op->map->change_map_light (spell->stats.dam);
2168
2517 if (!success) 2169 if (!success)
2518 { 2170 {
2519 if (spell->stats.dam < 0) 2171 if (spell->stats.dam < 0)
2520 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2172 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2521 else 2173 else
2522 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2174 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here.");
2523 } 2175 }
2176
2524 return success; 2177 return success;
2525} 2178}
2526
2527
2528
2529
2530 2179
2531/* create an aura spell object and put it in the player's inventory. 2180/* create an aura spell object and put it in the player's inventory.
2532 * as usual, op is player, caster is the object casting the spell, 2181 * as usual, op is player, caster is the object casting the spell,
2533 * spell is the spell object itself. 2182 * spell is the spell object itself.
2534 */ 2183 */
2540 2189
2541 new_aura = present_arch_in_ob (spell->other_arch, op); 2190 new_aura = present_arch_in_ob (spell->other_arch, op);
2542 if (new_aura) 2191 if (new_aura)
2543 refresh = 1; 2192 refresh = 1;
2544 else 2193 else
2545 new_aura = arch_to_object (spell->other_arch); 2194 new_aura = spell->other_arch->instance ();
2546 2195
2547 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); 2196 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2548 2197
2549 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 2198 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2550 2199
2551 new_aura->set_owner (op);
2552 set_spell_skill (op, caster, spell, new_aura); 2200 set_spell_skill (op, caster, spell, new_aura);
2553 new_aura->attacktype = spell->attacktype; 2201 new_aura->attacktype = spell->attacktype;
2554 2202
2555 new_aura->level = caster_level (caster, spell); 2203 new_aura->level = casting_level (caster, spell);
2204
2556 if (refresh) 2205 if (refresh)
2557 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2206 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2558 else 2207 else
2559 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2208 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2209
2560 insert_ob_in_ob (new_aura, op); 2210 insert_ob_in_ob (new_aura, op);
2211 new_aura->set_owner (op);
2212
2561 return 1; 2213 return 1;
2562} 2214}
2563
2564 2215
2565/* move aura function. An aura is a part of someone's inventory, 2216/* move aura function. An aura is a part of someone's inventory,
2566 * which he carries with him, but which acts on the map immediately 2217 * which he carries with him, but which acts on the map immediately
2567 * around him. 2218 * around him.
2568 * Aura parameters: 2219 * Aura parameters:
2569 * duration: duration counter. 2220 * duration: duration counter.
2570 * attacktype: aura's attacktype 2221 * attacktype: aura's attacktype
2571 * other_arch: archetype to drop where we attack 2222 * other_arch: archetype to drop where we attack
2572 */ 2223 */
2573
2574void 2224void
2575move_aura (object *aura) 2225move_aura (object *aura)
2576{ 2226{
2577 int i, mflags;
2578 object *env;
2579 maptile *m;
2580
2581 /* auras belong in inventories */ 2227 /* auras belong in inventories */
2582 env = aura->env; 2228 object *env = aura->env;
2229 object *owner = aura->owner;
2583 2230
2584 /* no matter what we've gotta remove the aura... 2231 /* no matter what we've gotta remove the aura...
2585 * we'll put it back if its time isn't up. 2232 * we'll put it back if its time isn't up.
2586 */ 2233 */
2587 aura->remove (); 2234 aura->remove ();
2592 aura->destroy (); 2239 aura->destroy ();
2593 return; 2240 return;
2594 } 2241 }
2595 2242
2596 /* auras only exist in inventories */ 2243 /* auras only exist in inventories */
2597 if (env == NULL || env->map == NULL) 2244 if (!env || !env->map)
2598 { 2245 {
2599 aura->destroy (); 2246 aura->destroy ();
2600 return; 2247 return;
2601 } 2248 }
2602
2603 aura->x = env->x;
2604 aura->y = env->y;
2605 2249
2606 /* we need to jump out of the inventory for a bit 2250 /* we need to jump out of the inventory for a bit
2607 * in order to hit the map conveniently. 2251 * in order to hit the map conveniently.
2608 */ 2252 */
2609 insert_ob_in_map (aura, env->map, aura, 0); 2253 aura->insert_at (env, aura);
2610 2254
2611 for (i = 1; i < 9; i++) 2255 for (int i = 1; i < 9; i++)
2612 { 2256 {
2613 sint16 nx, ny; 2257 mapxy pos (env);
2258 pos.move (i);
2614 2259
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 2260 /* 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 2261 * 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. 2262 * is flying also, if player is walking, it is on the ground, etc.
2622 */ 2263 */
2623 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny)))) 2264 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2624 { 2265 {
2625 hit_map (aura, i, aura->attacktype, 0); 2266 hit_map (aura, i, aura->attacktype, 0);
2626 2267
2627 if (aura->other_arch) 2268 if (aura->other_arch)
2628 { 2269 pos.insert (aura->other_arch->instance (), aura);
2629 object *new_ob;
2630
2631 new_ob = arch_to_object (aura->other_arch);
2632 new_ob->x = nx;
2633 new_ob->y = ny;
2634 insert_ob_in_map (new_ob, m, aura, 0);
2635 } 2270 }
2636 }
2637 } 2271 }
2272
2638 /* put the aura back in the player's inventory */ 2273 /* put the aura back in the player's inventory */
2639 aura->remove (); 2274 env->insert (aura);
2640 insert_ob_in_ob (aura, env); 2275 aura->set_owner (owner);
2641} 2276}
2642 2277
2643/* moves the peacemaker spell. 2278/* moves the peacemaker spell.
2644 * op is the piece object. 2279 * op is the piece object.
2645 */ 2280 */
2646
2647void 2281void
2648move_peacemaker (object *op) 2282move_peacemaker (object *op)
2649{ 2283{
2650 object *tmp; 2284 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 { 2285 {
2654 int atk_lev, def_lev; 2286 int atk_lev, def_lev;
2655 object *victim = tmp; 2287 object *victim = tmp->head_ ();
2656 2288
2657 if (tmp->head) 2289 if (!victim->flag [FLAG_MONSTER])
2658 victim = tmp->head;
2659 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2660 continue; 2290 continue;
2661 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2291
2292 if (victim->flag [FLAG_UNAGGRESSIVE])
2662 continue; 2293 continue;
2294
2663 if (victim->stats.exp == 0) 2295 if (victim->stats.exp == 0)
2664 continue; 2296 continue;
2665 2297
2666 def_lev = MAX (1, victim->level); 2298 def_lev = max (1, victim->level);
2667 atk_lev = MAX (1, op->level); 2299 atk_lev = max (1, op->level);
2668 2300
2669 if (rndm (0, atk_lev - 1) > def_lev) 2301 if (rndm (0, atk_lev - 1) > def_lev)
2670 { 2302 {
2671 /* make this sucker peaceful. */ 2303 /* make this sucker peaceful. */
2672 2304
2305 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2673 change_exp (op->owner, victim->stats.exp, op->skill, 0); 2306 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2674 victim->stats.exp = 0; 2307 victim->stats.exp = 0;
2675#if 0 2308#if 0
2676 /* No idea why these were all set to zero - if something 2309 /* No idea why these were all set to zero - if something
2677 * makes this creature agressive, he should still do damage. 2310 * makes this creature agressive, he should still do damage.
2680 victim->stats.sp = 0; 2313 victim->stats.sp = 0;
2681 victim->stats.grace = 0; 2314 victim->stats.grace = 0;
2682 victim->stats.Pow = 0; 2315 victim->stats.Pow = 0;
2683#endif 2316#endif
2684 victim->attack_movement = RANDO2; 2317 victim->attack_movement = RANDO2;
2685 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2318 victim->set_flag (FLAG_UNAGGRESSIVE);
2686 SET_FLAG (victim, FLAG_RUN_AWAY); 2319 victim->set_flag (FLAG_RUN_AWAY);
2687 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2320 victim->set_flag (FLAG_RANDOM_MOVE);
2688 CLEAR_FLAG (victim, FLAG_MONSTER); 2321 victim->clr_flag (FLAG_MONSTER);
2322
2689 if (victim->name) 2323 if (victim->name)
2690 {
2691 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name); 2324 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2692 } 2325 }
2693 }
2694 } 2326 }
2695} 2327}
2696
2697 2328
2698/* This writes a rune that contains the appropriate message. 2329/* This writes a rune that contains the appropriate message.
2699 * There really isn't any adjustments we make. 2330 * There really isn't any adjustments we make.
2700 */ 2331 */
2701
2702int 2332int
2703write_mark (object *op, object *spell, const char *msg) 2333write_mark (object *op, object *spell, const char *msg)
2704{ 2334{
2705 char rune[HUGE_BUF];
2706 object *tmp;
2707
2708 if (!msg || msg[0] == 0) 2335 if (!msg || msg[0] == 0)
2709 { 2336 {
2710 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2337 new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2711 return 0; 2338 return 0;
2712 } 2339 }
2713 2340
2714 if (strcasestr_local (msg, "endmsg")) 2341 if (!msg_is_safe (msg))
2715 { 2342 {
2716 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?"); 2343 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?");
2717 LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg); 2344 LOG (llevInfo, "write_mark: player %s tried to write bogus rune %s\n", &op->name, msg);
2718 return 0; 2345 return 0;
2719 } 2346 }
2347
2720 if (!spell->other_arch) 2348 if (!spell->other_arch)
2721 return 0; 2349 return 0;
2722 tmp = arch_to_object (spell->other_arch);
2723 2350
2724 snprintf (rune, sizeof (rune), "%s\n", msg); 2351 object *tmp = spell->other_arch->instance ();
2725 2352
2726 tmp->race = op->name; /*Save the owner of the rune */ 2353 tmp->race = op->name; /*Save the owner of the rune */
2727 tmp->msg = rune; 2354 tmp->msg = msg;
2728 tmp->x = op->x; 2355
2729 tmp->y = op->y; 2356 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2730 insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR); 2357
2731 return 1; 2358 return 1;
2732} 2359}
2360

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