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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.8 by root, Sun Sep 10 15:59:57 2006 UTC vs.
Revision 1.127 by root, Wed Apr 14 02:31:24 2010 UTC

1
2/* 1/*
3 * static char *rcsid_spell_effect_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 * "$Id: spell_effect.C,v 1.8 2006/09/10 15:59:57 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
5 */ 23 */
6
7
8/*
9 CrossFire, A Multiplayer game for X-windows
10
11 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
12 Copyright (C) 1992 Frank Tore Johansen
13
14 This program is free software; you can redistribute it and/or modify
15 it under the terms of the GNU General Public License as published by
16 the Free Software Foundation; either version 2 of the License, or
17 (at your option) any later version.
18
19 This program is distributed in the hope that it will be useful,
20 but WITHOUT ANY WARRANTY; without even the implied warranty of
21 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
22 GNU General Public License for more details.
23
24 You should have received a copy of the GNU General Public License
25 along with this program; if not, write to the Free Software
26 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
27
28 The authors can be reached via e-mail at crossfire-devel@real-time.com
29*/
30 24
31#include <global.h> 25#include <global.h>
32#include <object.h> 26#include <object.h>
33#include <living.h> 27#include <living.h>
34#ifndef __CEXTRACT__
35# include <sproto.h> 28#include <sproto.h>
36#endif
37#include <spells.h> 29#include <spells.h>
38#include <sounds.h> 30#include <sounds.h>
39 31
40/* cast_magic_storm: This is really used mostly for spell 32/* cast_magic_storm: This is really used mostly for spell
41 * fumbles at the like. tmp is the object to propogate. 33 * fumbles at the like. tmp is the object to propogate.
44void 36void
45cast_magic_storm (object *op, object *tmp, int lvl) 37cast_magic_storm (object *op, object *tmp, int lvl)
46{ 38{
47 if (!tmp) 39 if (!tmp)
48 return; /* error */ 40 return; /* error */
41
49 tmp->level = op->level; 42 tmp->level = op->level;
50 tmp->x = op->x;
51 tmp->y = op->y;
52 tmp->range += lvl / 5; /* increase the area of destruction */ 43 tmp->range += lvl / 5; /* increase the area of destruction */
53 tmp->duration += lvl / 5; 44 tmp->duration += lvl / 5;
54 45
55 /* 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
56 * 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
57 * multiple times. Also, damge already increases with level, 48 * multiple times. Also, damge already increases with level,
58 * 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.
59 */ 50 */
60 if (tmp->duration >= 40) 51 if (tmp->duration >= 40)
61 tmp->duration = 40; 52 tmp->duration = 40;
53
62 tmp->stats.dam = lvl; /* nasty recoils! */ 54 tmp->stats.dam = lvl; /* nasty recoils! */
63 tmp->stats.maxhp = tmp->count; /* tract single parent */ 55 tmp->stats.maxhp = tmp->count; /* tract single parent */
64 insert_ob_in_map (tmp, op->map, op, 0);
65 56
57 tmp->insert_at (op, op);
66} 58}
67
68 59
69int 60int
70recharge (object *op, object *caster, object *spell_ob) 61recharge (object *op, object *caster, object *spell_ob)
71{ 62{
72 object *wand, *tmp; 63 object *wand, *tmp;
73 int ncharges; 64 int ncharges;
74 65
75 wand = find_marked_object (op); 66 wand = find_marked_object (op);
76 if (wand == NULL || wand->type != WAND) 67 if (!wand || wand->type != WAND)
77 { 68 {
78 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge."); 69 op->failmsg ("You need to mark the wand you want to recharge.");
79 return 0; 70 return 0;
80 } 71 }
72
81 if (!(random_roll (0, 3, op, PREFER_HIGH))) 73 if (!(random_roll (0, 3, op, PREFER_HIGH)))
82 { 74 {
83 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand)); 75 op->failmsgf ("The %s vibrates violently, then explodes!", query_name (wand));
84 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE); 76 op->play_sound (sound_find ("ob_explode"));
85 esrv_del_item (op->contr, wand->count); 77 wand->destroy ();
86 remove_ob (wand);
87 free_object (wand);
88 tmp = get_archetype ("fireball"); 78 tmp = get_archetype (shstr_fireball);
89 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; 79 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
80
90 if (!tmp->stats.dam) 81 if (!tmp->stats.dam)
91 tmp->stats.dam = 1; 82 tmp->stats.dam = 1;
83
92 tmp->stats.hp = tmp->stats.dam / 2; 84 tmp->stats.hp = tmp->stats.dam / 2;
85
93 if (tmp->stats.hp < 2) 86 if (tmp->stats.hp < 2)
94 tmp->stats.hp = 2; 87 tmp->stats.hp = 2;
95 tmp->x = op->x; 88
96 tmp->y = op->y; 89 tmp->insert_at (op);
97 insert_ob_in_map (tmp, op->map, NULL, 0);
98 return 1; 90 return 1;
99 } 91 }
100 92
101 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)); 93 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob));
94
102 if (wand->inv && wand->inv->level) 95 if (wand->inv && wand->inv->level)
103 ncharges /= wand->inv->level; 96 ncharges /= wand->inv->level;
104 else 97 else
105 { 98 {
106 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand)); 99 op->failmsgf ("Your %s is broken.", query_name (wand));
107 return 0; 100 return 0;
108 } 101 }
102
109 if (!ncharges) 103 if (!ncharges)
110 ncharges = 1; 104 ncharges = 1;
111 105
112 wand->stats.food += ncharges; 106 wand->stats.food += ncharges;
113 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand)); 107 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand));
108
114 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE)) 109 if (wand->arch && wand->arch->flag [FLAG_ANIMATE])
115 { 110 {
116 SET_FLAG (wand, FLAG_ANIMATE); 111 wand->set_flag (FLAG_ANIMATE);
117 wand->speed = wand->arch->clone.speed; 112 wand->set_speed (wand->arch->speed);
118 update_ob_speed (wand);
119 } 113 }
114
120 return 1; 115 return 1;
121} 116}
122 117
123/* Create a missile (nonmagic - magic +4). Will either create bolts or arrows 118/* Create a missile (nonmagic - magic +4). Will either create bolts or arrows
124 * based on whether a crossbow or bow is equiped. If neither, it defaults to 119 * based on whether a crossbow or bow is equiped. If neither, it defaults to
128 * great a plus, the default is used. 123 * great a plus, the default is used.
129 * The # of arrows created also goes up with level, so if a 30th level mage 124 * The # of arrows created also goes up with level, so if a 30th level mage
130 * wants LOTS of arrows, and doesn't care what the plus is he could 125 * wants LOTS of arrows, and doesn't care what the plus is he could
131 * create nonnmagic arrows, or even -1, etc... 126 * create nonnmagic arrows, or even -1, etc...
132 */ 127 */
133
134int 128int
135cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg) 129cast_create_missile (object *op, object *caster, object *spell, int dir, const char *spellparam)
136{ 130{
137 int missile_plus = 0, bonus_plus = 0; 131 int bonus_plus = 0;
138 const char *missile_name; 132 const char *missile_name = "arrow";
139 object *tmp, *missile;
140 tag_t tag;
141 133
142 missile_name = "arrow";
143
144 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 134 for (object *tmp = op->inv; tmp; tmp = tmp->below)
145 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) 135 if (tmp->type == BOW && tmp->flag [FLAG_APPLIED])
146 {
147 missile_name = tmp->race; 136 missile_name = tmp->race;
148 }
149 137
150 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); 138 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
151 139
152 if (find_archetype (missile_name) == NULL) 140 archetype *missile_arch = archetype::find (missile_name);
141
142 if (!missile_arch)
153 { 143 {
154 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name); 144 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name);
155 return 0; 145 return 0;
156 } 146 }
157 missile = get_archetype (missile_name);
158 147
159 if (stringarg) 148 object *missile = missile_arch->instance ();
149
150 if (spellparam)
160 { 151 {
161 /* If it starts with a letter, presume it is a description */ 152 /* If it starts with a letter, presume it is a description */
162 if (isalpha (*stringarg)) 153 if (isalpha (*spellparam))
163 { 154 {
164 artifact *al = find_artifactlist (missile->type)->items; 155 artifact *al = find_artifactlist (missile->type)->items;
165 156
166 for (; al != NULL; al = al->next) 157 for (; al; al = al->next)
167 if (!strcasecmp (al->item->name, stringarg)) 158 if (!strcasecmp (al->item->name, spellparam))
168 break; 159 break;
169 160
170 if (!al) 161 if (!al)
171 { 162 {
172 free_object (missile); 163 missile->destroy ();
173 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, stringarg); 164 op->failmsgf ("No such object %ss of %s", missile_name, spellparam);
174 return 0; 165 return 0;
175 } 166 }
167
176 if (al->item->slaying) 168 if (al->item->slaying)
177 { 169 {
178 free_object (missile); 170 missile->destroy ();
179 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg); 171 op->failmsgf ("You are not allowed to create %ss of %s", missile_name, spellparam);
180 return 0; 172 return 0;
181 } 173 }
174
182 give_artifact_abilities (missile, al->item); 175 give_artifact_abilities (missile, al->item);
183 /* These special arrows cost something extra. Don't have them also be magical - 176 /* These special arrows cost something extra. Don't have them also be magical -
184 * otherwise, in most cases, not enough will be created. I don't want to get into 177 * otherwise, in most cases, not enough will be created. I don't want to get into
185 * the parsing of having to do both plus and type. 178 * the parsing of having to do both plus and type.
186 */ 179 */
187 bonus_plus = 1 + (al->item->value / 5); 180 bonus_plus = 1 + (al->item->value / 5);
188 missile_plus = 0; 181 missile_plus = 0;
189 } 182 }
190 else if (atoi (stringarg) < missile_plus) 183 else if (atoi (spellparam) < missile_plus)
191 missile_plus = atoi (stringarg); 184 missile_plus = atoi (spellparam);
192 } 185 }
193 if (missile_plus > 4) 186
194 missile_plus = 4; 187 missile_plus = clamp (missile_plus, -4, 4);
195 else if (missile_plus < -4)
196 missile_plus = -4;
197 188
198 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 189 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
199 missile->nrof -= 3 * (missile_plus + bonus_plus); 190 missile->nrof -= 3 * (missile_plus + bonus_plus);
191
200 if (missile->nrof < 1) 192 if (missile->nrof < 1)
201 missile->nrof = 1; 193 missile->nrof = 1;
202 194
203 missile->magic = missile_plus; 195 missile->magic = missile_plus;
204 /* Can't get any money for these objects */ 196 /* Can't get any money for these objects */
205 missile->value = 0; 197 missile->value = 0;
206 198
207 SET_FLAG (missile, FLAG_IDENTIFIED); 199 missile->set_flag (FLAG_IDENTIFIED);
208 tag = missile->count;
209 200
210 if (!cast_create_obj (op, caster, missile, dir) && op->type == PLAYER && !was_destroyed (missile, tag)) 201 if (!cast_create_obj (op, caster, missile, dir) && op->type == PLAYER && !missile->destroyed ())
211 {
212 pick_up (op, missile); 202 pick_up (op, missile);
213 } 203
214 return 1; 204 return 1;
215} 205}
216 206
217 207
218/* allows the choice of what sort of food object to make. 208/* allows the choice of what sort of food object to make.
219 * If stringarg is NULL, it will create food dependent on level --PeterM*/ 209 * If spellparam is NULL, it will create food dependent on level --PeterM*/
220int 210int
221cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *stringarg) 211cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *spellparam)
222{ 212{
223 int food_value; 213 int food_value;
224 archetype *at = NULL; 214 archetype *at = NULL;
225 object *new_op; 215 object *new_op;
226 216
227 food_value = spell_ob->stats.food + +50 * SP_level_duration_adjust (caster, spell_ob); 217 food_value = spell_ob->stats.food + 50 * SP_level_duration_adjust (caster, spell_ob);
228 218
229 if (stringarg) 219 if (spellparam)
230 { 220 {
231 at = find_archetype_by_object_type_name (FOOD, stringarg); 221 at = find_archetype_by_object_type_name (FOOD, spellparam);
232 if (at == NULL) 222 if (at == NULL)
233 at = find_archetype_by_object_type_name (DRINK, stringarg); 223 at = find_archetype_by_object_type_name (DRINK, spellparam);
234 if (at == NULL || at->clone.stats.food > food_value) 224 if (at == NULL || at->stats.food > food_value)
235 stringarg = NULL; 225 spellparam = NULL;
236 } 226 }
237 227
238 if (!stringarg) 228 if (!spellparam)
239 { 229 {
240 archetype *at_tmp; 230 archetype *at_tmp;
241 231
242 /* We try to find the archetype with the maximum food value. 232 /* We try to find the archetype with the maximum food value.
243 * This removes the dependancy of hard coded food values in this 233 * This removes the dependancy of hard coded food values in this
245 * We don't use flesh types because the weight values of those need 235 * We don't use flesh types because the weight values of those need
246 * to be altered from the donor. 236 * to be altered from the donor.
247 */ 237 */
248 238
249 /* We assume the food items don't have multiple parts */ 239 /* We assume the food items don't have multiple parts */
250 for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next) 240 for_all_archetypes (at_tmp)
251 { 241 {
252 if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK) 242 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
253 { 243 {
254 /* Basically, if the food value is something that is creatable 244 /* Basically, if the food value is something that is creatable
255 * under the limits of the spell and it is higher than 245 * under the limits of the spell and it is higher than
256 * the item we have now, take it instead. 246 * the item we have now, take it instead.
257 */ 247 */
258 if (at_tmp->clone.stats.food <= food_value && (!at || at_tmp->clone.stats.food > at->clone.stats.food)) 248 if (at_tmp->stats.food <= food_value
249 && (!at
250 || at_tmp->stats.food > at->stats.food
251 || (at_tmp->stats.food == at->stats.food
252 && at_tmp->weight < at->weight)))
259 at = at_tmp; 253 at = at_tmp;
260 } 254 }
261 } 255 }
262 } 256 }
257
263 /* Pretty unlikely (there are some very low food items), but you never 258 /* Pretty unlikely (there are some very low food items), but you never
264 * know 259 * know
265 */ 260 */
266 if (!at) 261 if (!at)
267 { 262 {
268 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); 263 op->failmsgf ("You don't have enough experience to create any food.");
269 return 0; 264 return 0;
270 } 265 }
271 266
272 food_value /= at->clone.stats.food; 267 food_value /= at->stats.food;
273 new_op = arch_to_object (at); 268 new_op = at->instance ();
274 new_op->nrof = food_value; 269 new_op->nrof = food_value;
275 270
276 new_op->value = 0; 271 new_op->value = 0;
277 if (new_op->nrof < 1) 272 if (new_op->nrof < 1)
278 new_op->nrof = 1; 273 new_op->nrof = 1;
284int 279int
285probe (object *op, object *caster, object *spell_ob, int dir) 280probe (object *op, object *caster, object *spell_ob, int dir)
286{ 281{
287 int r, mflags, maxrange; 282 int r, mflags, maxrange;
288 object *tmp; 283 object *tmp;
289 mapstruct *m; 284 maptile *m;
290
291 285
292 if (!dir) 286 if (!dir)
293 { 287 {
294 examine_monster (op, op); 288 examine_monster (op, op);
295 return 1; 289 return 1;
296 } 290 }
291
297 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 292 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
298 for (r = 1; r < maxrange; r++) 293 for (r = 1; r < maxrange; r++)
299 { 294 {
300 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir]; 295 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir];
301 296
303 mflags = get_map_flags (m, &m, x, y, &x, &y); 298 mflags = get_map_flags (m, &m, x, y, &x, &y);
304 299
305 if (mflags & P_OUT_OF_MAP) 300 if (mflags & P_OUT_OF_MAP)
306 break; 301 break;
307 302
308 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) 303 if (!op->flag [FLAG_WIZCAST] && (mflags & P_NO_MAGIC))
309 { 304 {
310 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 305 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
311 return 0; 306 return 0;
312 } 307 }
308
313 if (mflags & P_IS_ALIVE) 309 if (mflags & P_IS_ALIVE)
314 { 310 {
315 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above) 311 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
316 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 312 if (tmp->flag [FLAG_ALIVE] && (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
317 { 313 {
318 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 314 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
319 if (tmp->head != NULL) 315 if (tmp->head != NULL)
320 tmp = tmp->head; 316 tmp = tmp->head;
321 examine_monster (op, tmp); 317 examine_monster (op, tmp);
322 return 1; 318 return 1;
323 } 319 }
324 } 320 }
325 } 321 }
322
326 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); 323 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
327 return 1; 324 return 1;
328} 325}
329
330 326
331/* This checks to see if 'pl' is invisible to 'mon'. 327/* This checks to see if 'pl' is invisible to 'mon'.
332 * does race check, undead check, etc 328 * does race check, undead check, etc
333 * Returns TRUE if mon can't see pl, false 329 * Returns TRUE if mon can't see pl, false
334 * otherwise. This doesn't check range, walls, etc. It 330 * otherwise. This doesn't check range, walls, etc. It
336 * pl is invisible. 332 * pl is invisible.
337 */ 333 */
338int 334int
339makes_invisible_to (object *pl, object *mon) 335makes_invisible_to (object *pl, object *mon)
340{ 336{
341
342 if (!pl->invisible) 337 if (!pl->invisible)
343 return 0; 338 return 0;
339
344 if (pl->type == PLAYER) 340 if (pl->type == PLAYER)
345 { 341 {
346 /* If race isn't set, then invisible unless it is undead */ 342 /* If race isn't set, then invisible unless it is undead */
347 if (!pl->contr->invis_race) 343 if (!pl->contr->invis_race)
348 { 344 {
349 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 345 if (mon->flag [FLAG_UNDEAD])
350 return 0; 346 return 0;
347
351 return 1; 348 return 1;
352 } 349 }
350
353 /* invis_race is set if we get here */ 351 /* invis_race is set if we get here */
354 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 352 if (pl->contr->invis_race == shstr_undead && is_true_undead (mon))
355 return 1; 353 return 1;
354
356 /* No race, can't be invisible to it */ 355 /* No race, can't be invisible to it */
357 if (!mon->race) 356 if (!mon->race)
358 return 0; 357 return 0;
358
359 if (strstr (mon->race, pl->contr->invis_race)) 359 if (mon->race.contains (pl->contr->invis_race))
360 return 1; 360 return 1;
361
361 /* Nothing matched above, return 0 */ 362 /* Nothing matched above, return 0 */
362 return 0; 363 return 0;
363 } 364 }
364 else 365 else
365 { 366 {
378 * normal applies. 379 * normal applies.
379 */ 380 */
380int 381int
381cast_invisible (object *op, object *caster, object *spell_ob) 382cast_invisible (object *op, object *caster, object *spell_ob)
382{ 383{
383 object *tmp;
384
385 if (op->invisible > 1000) 384 if (op->invisible > 1000)
386 { 385 {
387 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further"); 386 op->failmsg ("You can not extend the duration of your invisibility any further");
388 return 0; 387 return 0;
389 } 388 }
390 389
391 /* Remove the switch with 90% duplicate code - just handle the differences with 390 /* Remove the switch with 90% duplicate code - just handle the differences with
392 * and if statement or two. 391 * and if statement or two.
398 397
399 if (op->type == PLAYER) 398 if (op->type == PLAYER)
400 { 399 {
401 op->contr->invis_race = spell_ob->race; 400 op->contr->invis_race = spell_ob->race;
402 401
403 if (QUERY_FLAG (spell_ob, FLAG_MAKE_INVIS)) 402 if (spell_ob->flag [FLAG_MAKE_INVIS])
404 op->contr->tmp_invis = 0; 403 op->contr->tmp_invis = 0;
405 else 404 else
406 op->contr->tmp_invis = 1; 405 op->contr->tmp_invis = 1;
407 406
408 op->contr->hidden = 0; 407 op->contr->hidden = 0;
409 } 408 }
409
410 if (makes_invisible_to (op, op)) 410 if (makes_invisible_to (op, op))
411 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!"); 411 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!");
412 else 412 else
413 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!"); 413 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
414 414
415 update_object (op, UP_OBJ_FACE); 415 update_object (op, UP_OBJ_CHANGE);
416 416
417 /* Only search the active objects - only these should actually do 417 /* Only search the active objects - only these should actually do
418 * harm to the player. 418 * harm to the player.
419 */ 419 */
420 for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) 420 for_all_actives (tmp)
421 if (tmp->enemy == op) 421 if (tmp->enemy == op)
422 tmp->enemy = NULL; 422 tmp->enemy = 0;
423
423 return 1; 424 return 1;
424} 425}
425 426
426/* earth to dust spell. Basically destroys earthwalls in the area. 427/* earth to dust spell. Basically destroys earthwalls in the area.
427 */ 428 */
428int 429int
429cast_earth_to_dust (object *op, object *caster, object *spell_ob) 430cast_earth_to_dust (object *op, object *caster, object *spell_ob)
430{ 431{
431 object *tmp, *next;
432 int range, i, j, mflags; 432 int range, i, j, mflags;
433 sint16 sx, sy; 433 sint16 sx, sy;
434 mapstruct *m; 434 maptile *m;
435
436 if (op->type != PLAYER)
437 return 0;
438 435
439 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 436 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
440 437
441 for (i = -range; i <= range; i++) 438 for (i = -range; i <= range; i++)
442 for (j = -range; j <= range; j++) 439 for (j = -range; j <= range; j++)
447 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 444 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
448 445
449 if (mflags & P_OUT_OF_MAP) 446 if (mflags & P_OUT_OF_MAP)
450 continue; 447 continue;
451 448
452 // earth to dust tears down everything that can be teared down 449 // earth to dust tears down everything that can be torn down
453 for (tmp = get_map_ob (m, sx, sy); tmp != NULL; tmp = next) 450 for (object *next, *tmp = m->at (sx, sy).bot; tmp; tmp = next)
454 { 451 {
455 next = tmp->above; 452 next = tmp->above;
456 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 453
454 if (tmp->flag [FLAG_TEAR_DOWN])
457 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 455 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
458 } 456 }
459 } 457 }
458
460 return 1; 459 return 1;
461} 460}
462
463 461
464void 462void
465execute_word_of_recall (object *op) 463execute_word_of_recall (object *op)
466{ 464{
467 object *wor = op; 465 if (object *pl = op->in_player ())
468
469 while (op != NULL && op->type != PLAYER)
470 op = op->env;
471
472 if (op != NULL && op->map)
473 { 466 {
474 if ((get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_CLERIC) && (!QUERY_FLAG (op, FLAG_WIZCAST))) 467 if (pl->ms ().flags () & P_NO_CLERIC && !pl->flag [FLAG_WIZCAST])
475 new_draw_info (NDI_UNIQUE, 0, op, "You feel something fizzle inside you."); 468 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
476 else 469 else
477 enter_exit (op, wor); 470 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
478 } 471 }
479 remove_ob (wor); 472
480 free_object (wor); 473 op->destroy ();
481} 474}
482 475
483/* Word of recall causes the player to return 'home'. 476/* Word of recall causes the player to return 'home'.
484 * we put a force into the player object, so that there is a 477 * we put a force into the player object, so that there is a
485 * time delay effect. 478 * time delay effect.
498 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 491 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
499 return 1; 492 return 1;
500 } 493 }
501 494
502 dummy = get_archetype (FORCE_NAME); 495 dummy = get_archetype (FORCE_NAME);
503 if (dummy == NULL) 496
497 if (!dummy)
504 { 498 {
505 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 499 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
506 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); 500 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
507 return 0; 501 return 0;
508 } 502 }
503
509 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob); 504 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob);
510 if (time < 1) 505 if (time < 1)
511 time = 1; 506 time = 1;
512 507
513 /* value of speed really doesn't make much difference, as long as it is 508 /* value of speed really doesn't make much difference, as long as it is
514 * positive. Lower value may be useful so that the problem doesn't 509 * positive. Lower value may be useful so that the problem doesn't
515 * do anything really odd if it say a -1000 or something. 510 * do anything really odd if it say a -1000 or something.
516 */ 511 */
517 dummy->speed = 0.002; 512 dummy->set_speed (0.002);
518 update_ob_speed (dummy);
519 dummy->speed_left = -dummy->speed * time; 513 dummy->speed_left = -dummy->speed * time;
520 dummy->type = SPELL_EFFECT; 514 dummy->type = SPELL_EFFECT;
521 dummy->subtype = SP_WORD_OF_RECALL; 515 dummy->subtype = SP_WORD_OF_RECALL;
522 516
523 /* If we could take advantage of enter_player_savebed() here, it would be 517 /* If we could take advantage of enter_player_savebed() here, it would be
524 * nice, but until the map load fails, we can't. 518 * nice, but until the map load fails, we can't.
525 */ 519 */
526 EXIT_PATH (dummy) = op->contr->savebed_map; 520 EXIT_PATH (dummy) = op->contr->savebed_map;
527 EXIT_X (dummy) = op->contr->bed_x; 521 EXIT_X (dummy) = op->contr->bed_x;
528 EXIT_Y (dummy) = op->contr->bed_y; 522 EXIT_Y (dummy) = op->contr->bed_y;
529 523
530 (void) insert_ob_in_ob (dummy, op); 524 op->insert (dummy);
525
531 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 526 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
527
532 return 1; 528 return 1;
533} 529}
534 530
535/* cast_wonder 531/* cast_wonder
536 * wonder is really just a spell that will likely cast another 532 * wonder is really just a spell that will likely cast another
566 return cast_spell (op, caster, dir, newspell, NULL); 562 return cast_spell (op, caster, dir, newspell, NULL);
567 } 563 }
568 return 1; 564 return 1;
569} 565}
570 566
571
572int 567int
573perceive_self (object *op) 568perceive_self (object *op)
574{ 569{
575 char *cp = describe_item (op, op), buf[MAX_BUF]; 570 const char *cp = describe_item (op, op);
576 archetype *at = find_archetype (ARCH_DEPLETION); 571 archetype *at = archetype::find (shstr_depletion);
577 object *tmp;
578 int i;
579 572
573 dynbuf_text &buf = msg_dynbuf; buf.clear ();
574
575 if (!op->is_player ())
576 return 0;
577
578 if (object *race = archetype::find (op->race))
579 buf << " - You are a G<male|female> " << &race->name << ".\n";
580
580 tmp = find_god (determine_god (op)); 581 if (object *god = find_god (determine_god (op)))
581 if (tmp) 582 buf << " - You worship " << &god->name << ".\n";
582 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
583 else 583 else
584 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); 584 buf << " - You worship no god.\n";
585 585
586 tmp = present_arch_in_ob (at, op); 586 object *tmp = present_arch_in_ob (at, op);
587 587
588 if (*cp == '\0' && tmp == NULL) 588 if (*cp == '\0' && !tmp)
589 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 589 buf << " - You feel very mundane. ";
590 else 590 else
591 { 591 {
592 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 592 buf << " - You have: " << cp << ".\n";
593 new_draw_info (NDI_UNIQUE, 0, op, cp); 593
594 if (tmp != NULL) 594 if (tmp)
595 {
596 for (i = 0; i < NUM_STATS; i++) 595 for (int i = 0; i < NUM_STATS; i++)
597 { 596 if (tmp->stats.stat (i) < 0)
598 if (get_attr_value (&tmp->stats, i) < 0) 597 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
599 {
600 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i)));
601 }
602 }
603 }
604 } 598 }
605 599
606 if (is_dragon_pl (op)) 600 if (op->is_dragon ())
607 {
608 /* now grab the 'dragon_ability'-force from the player's inventory */ 601 /* now grab the 'dragon_ability'-force from the player's inventory */
609 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 602 for (tmp = op->inv; tmp; tmp = tmp->below)
610 { 603 {
611 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 604 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
612 { 605 {
613 if (tmp->stats.exp == 0) 606 if (tmp->stats.exp == 0)
614 {
615 sprintf (buf, "Your metabolism isn't focused on anything."); 607 buf << " - Your metabolism isn't focused on anything.\n";
616 }
617 else 608 else
618 {
619 sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); 609 buf << " - Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
620 } 610
621 new_draw_info (NDI_UNIQUE, 0, op, buf);
622 break; 611 break;
623 } 612 }
624 } 613 }
625 } 614
615 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
616
626 return 1; 617 return 1;
627} 618}
628
629/* int cast_create_town_portal (object *op, object *caster, int dir)
630 *
631 * This function cast the spell of town portal for op
632 *
633 * The spell operates in two passes. During the first one a place
634 * is marked as a destination for the portal. During the second one,
635 * 2 portals are created, one in the position the player cast it and
636 * one in the destination place. The portal are synchronized and 2 forces
637 * are inserted in the player to destruct the portal next time player
638 * creates a new portal pair.
639 * This spell has a side effect that it allows people to meet each other
640 * in a permanent, private, appartements by making a town portal from it
641 * to the town or another public place. So, check if the map is unique and if
642 * so return an error
643 *
644 * Code by Tchize (david.delbecq@usa.net)
645 */
646int
647cast_create_town_portal (object *op, object *caster, object *spell, int dir)
648{
649 object *dummy, *force, *old_force, *tmp;
650 archetype *perm_portal;
651 char portal_name[1024], portal_message[1024];
652 sint16 exitx, exity;
653 mapstruct *exitmap;
654 int op_level;
655
656
657 /* Check to see if the map the player is currently on is a per player unique
658 * map. This can be determined in that per player unique maps have the
659 * full pathname listed.
660 */
661 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
662 {
663 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
664 return 0;
665 }
666
667 /* The first thing to do is to check if we have a marked destination
668 * dummy is used to make a check inventory for the force
669 */
670 dummy = arch_to_object (spell->other_arch);
671 if (dummy == NULL)
672 {
673 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
674 LOG (llevError, "get_object failed (force in cast_create_town_portal for %s!\n", &op->name);
675 return 0;
676 }
677 force = check_inv_recursive (op, dummy);
678
679 if (force == NULL)
680 {
681 /* Here we know there is no destination marked up.
682 * We have 2 things to do:
683 * 1. Mark the destination in the player inventory.
684 * 2. Let the player know it worked.
685 */
686 dummy->name = op->map->path;
687 EXIT_X (dummy) = op->x;
688 EXIT_Y (dummy) = op->y;
689 insert_ob_in_ob (dummy, op);
690 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.");
691 return 1;
692 }
693 free_object (dummy);
694
695 /* Here we know where the town portal should go to
696 * We should kill any existing portal associated with the player.
697 * Than we should create the 2 portals.
698 * For each of them, we need:
699 * - To create the portal with the name of the player+destination map
700 * - set the owner of the town portal
701 * - To mark the position of the portal in the player's inventory
702 * for easier destruction.
703 *
704 * The mark works has follow:
705 * slaying: Existing town portal
706 * hp, sp : x & y of the associated portal
707 * name : name of the portal
708 * race : map the portal is in
709 */
710
711 /* First step: killing existing town portals */
712 dummy = get_archetype (spell->race);
713 if (dummy == NULL)
714 {
715 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
716 LOG (llevError, "get_object failed (force) in cast_create_town_portal for %s!\n", &op->name);
717 return 0;
718 }
719 perm_portal = find_archetype (spell->slaying);
720
721 /* To kill a town portal, we go trough the player's inventory,
722 * for each marked portal in player's inventory,
723 * -We try load the associated map (if impossible, consider the portal destructed)
724 * -We find any portal in the specified location.
725 * If it has the good name, we destruct it.
726 * -We destruct the force indicating that portal.
727 */
728 while ((old_force = check_inv_recursive (op, dummy)))
729 {
730 exitx = EXIT_X (old_force);
731 exity = EXIT_Y (old_force);
732 LOG (llevDebug, "Trying to kill a portal in %s (%d,%d)\n", &old_force->race, exitx, exity);
733
734 if (!strncmp (old_force->race, settings.localdir, strlen (settings.localdir)))
735 exitmap = ready_map_name (old_force->race, MAP_PLAYER_UNIQUE);
736 else
737 exitmap = ready_map_name (old_force->race, 0);
738
739 if (exitmap)
740 {
741 tmp = present_arch (perm_portal, exitmap, exitx, exity);
742 while (tmp)
743 {
744 if (tmp->name == old_force->name)
745 {
746 remove_ob (tmp);
747 free_object (tmp);
748 break;
749 }
750 else
751 {
752 tmp = tmp->above;
753 }
754 }
755 }
756 remove_ob (old_force);
757 free_object (old_force);
758 LOG (llevDebug, "\n");
759 }
760 free_object (dummy);
761
762 /* Creating the portals.
763 * The very first thing to do is to ensure
764 * access to the destination map.
765 * If we can't, don't fizzle. Simply warn player.
766 * This ensure player pays his mana for the spell
767 * because HE is responsible of forgotting.
768 * 'force' is the destination of the town portal, which we got
769 * from the players inventory above.
770 */
771
772 /* Ensure exit map is loaded */
773 if (!strncmp (force->name, settings.localdir, strlen (settings.localdir)))
774 exitmap = ready_map_name (force->name, MAP_PLAYER_UNIQUE);
775 else
776 exitmap = ready_map_name (force->name, 0);
777
778 /* If we were unable to load (ex. random map deleted), warn player */
779 if (exitmap == NULL)
780 {
781 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
782 remove_ob (force);
783 free_object (force);
784 return 1;
785 }
786
787 op_level = caster_level (caster, spell);
788 if (op_level < 15)
789 snprintf (portal_message, 1024,
790 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
791 &op->name);
792 else if (op_level < 30)
793 snprintf (portal_message, 1024,
794 "\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);
795 else if (op_level < 60)
796 snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
797 else
798 snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",
799 &op->name);
800
801 /* Create a portal in front of player
802 * dummy contain the portal and
803 * force contain the track to kill it later
804 */
805
806 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
807 dummy = get_archetype (spell->slaying); /*The portal */
808 if (dummy == NULL)
809 {
810 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
811 LOG (llevError, "get_object failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
812 return 0;
813 }
814 EXIT_PATH (dummy) = force->name;
815 EXIT_X (dummy) = EXIT_X (force);
816 EXIT_Y (dummy) = EXIT_Y (force);
817 dummy->name = dummy->name_pl = portal_name;
818 dummy->msg = portal_message;
819 dummy->race = op->name; /*Save the owner of the portal */
820 cast_create_obj (op, caster, dummy, 0);
821
822 /* Now we need to to create a town portal marker inside the player
823 * object, so on future castings, we can know that he has an active
824 * town portal.
825 */
826 tmp = get_archetype (spell->race);
827 if (tmp == NULL)
828 {
829 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
830 LOG (llevError, "get_object failed (force) in cast_create_town_portal for %s!\n", &op->name);
831 return 0;
832 }
833 tmp->race = op->map->path;
834 tmp->name = portal_name;
835 EXIT_X (tmp) = dummy->x;
836 EXIT_Y (tmp) = dummy->y;
837 insert_ob_in_ob (tmp, op);
838
839 /* Create a portal in the destination map
840 * dummy contain the portal and
841 * force the track to kill it later
842 * the 'force' variable still contains the 'reminder' of
843 * where this portal goes to.
844 */
845 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, op->map->path);
846 dummy = get_archetype (spell->slaying); /*The portal */
847 if (dummy == NULL)
848 {
849 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
850 LOG (llevError, "get_object failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
851 return 0;
852 }
853 EXIT_PATH (dummy) = op->map->path;
854 EXIT_X (dummy) = op->x;
855 EXIT_Y (dummy) = op->y;
856 dummy->name = dummy->name_pl = portal_name;
857 dummy->msg = portal_message;
858 dummy->x = EXIT_X (force);
859 dummy->y = EXIT_Y (force);
860 dummy->race = op->name; /*Save the owner of the portal */
861 insert_ob_in_map (dummy, exitmap, op, 0);
862
863 /* Now we create another town portal marker that
864 * points back to the one we just made
865 */
866 tmp = get_archetype (spell->race);
867 if (tmp == NULL)
868 {
869 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
870 LOG (llevError, "get_object failed (force) in cast_create_town_portal for %s!\n", &op->name);
871 return 0;
872 }
873 tmp->race = force->name;
874 tmp->name = portal_name;
875 EXIT_X (tmp) = dummy->x;
876 EXIT_Y (tmp) = dummy->y;
877 insert_ob_in_ob (tmp, op);
878
879 /* Describe the player what happened
880 */
881 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
882 remove_ob (force); /* Delete the force inside the player */
883 free_object (force);
884 return 1;
885}
886
887 619
888/* This creates magic walls. Really, it can create most any object, 620/* This creates magic walls. Really, it can create most any object,
889 * within some reason. 621 * within some reason.
890 */ 622 */
891
892int 623int
893magic_wall (object *op, object *caster, int dir, object *spell_ob) 624magic_wall (object *op, object *caster, int dir, object *spell_ob)
894{ 625{
895 object *tmp, *tmp2; 626 object *tmp;
896 int i, posblocked, negblocked, maxrange; 627 int i, posblocked, negblocked, maxrange;
897 sint16 x, y; 628 sint16 x, y;
898 mapstruct *m; 629 maptile *m;
899 const char *name; 630 const char *name;
900 archetype *at; 631 archetype *at;
901 632
902 if (!dir) 633 if (!dir)
903 { 634 {
908 else 639 else
909 { 640 {
910 x = op->x + freearr_x[dir]; 641 x = op->x + freearr_x[dir];
911 y = op->y + freearr_y[dir]; 642 y = op->y + freearr_y[dir];
912 } 643 }
644
913 m = op->map; 645 m = op->map;
914 646
915 if ((spell_ob->move_block || x != op->x || y != op->y) && 647 if ((spell_ob->move_block || x != op->x || y != op->y) &&
916 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) || 648 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) ||
917 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block))) 649 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
918 { 650 {
919 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 651 op->failmsg ("Something is in the way.");
920 return 0; 652 return 0;
921 } 653 }
654
922 if (spell_ob->other_arch) 655 if (spell_ob->other_arch)
923 { 656 tmp = spell_ob->other_arch->instance ();
924 tmp = arch_to_object (spell_ob->other_arch);
925 }
926 else if (spell_ob->race) 657 else if (spell_ob->race)
927 { 658 {
928 char buf1[MAX_BUF]; 659 char buf1[MAX_BUF];
929 660
930 sprintf (buf1, spell_ob->race, dir); 661 sprintf (buf1, spell_ob->race, dir);
931 at = find_archetype (buf1); 662 at = archetype::find (buf1);
932 if (!at) 663 if (!at)
933 { 664 {
934 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 665 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
935 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 666 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
936 return 0; 667 return 0;
937 } 668 }
938 tmp = arch_to_object (at); 669
670 tmp = at->instance ();
939 } 671 }
940 else 672 else
941 { 673 {
942 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name); 674 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
943 return 0; 675 return 0;
948 tmp->attacktype = spell_ob->attacktype; 680 tmp->attacktype = spell_ob->attacktype;
949 tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 681 tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
950 tmp->stats.dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 682 tmp->stats.dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
951 tmp->range = 0; 683 tmp->range = 0;
952 } 684 }
953 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 685 else if (tmp->flag [FLAG_ALIVE])
954 { 686 {
955 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 687 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
956 tmp->stats.maxhp = tmp->stats.hp; 688 tmp->stats.maxhp = tmp->stats.hp;
957 set_owner (tmp, op);
958 set_spell_skill (op, caster, spell_ob, tmp);
959 } 689 }
960 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP)) 690
691 if (spell_ob->flag [FLAG_IS_USED_UP] || tmp->flag [FLAG_IS_USED_UP])
961 { 692 {
962 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 693 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
963 SET_FLAG (tmp, FLAG_IS_USED_UP); 694 tmp->set_flag (FLAG_IS_USED_UP);
964 } 695 }
965 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 696
697 if (spell_ob->flag [FLAG_TEAR_DOWN])
966 { 698 {
967 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 699 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
968 tmp->stats.maxhp = tmp->stats.hp; 700 tmp->stats.maxhp = tmp->stats.hp;
969 SET_FLAG (tmp, FLAG_TEAR_DOWN); 701 tmp->set_flag (FLAG_TEAR_DOWN);
970 SET_FLAG (tmp, FLAG_ALIVE); 702 tmp->set_flag (FLAG_ALIVE);
971 } 703 }
972 704
973 /* This can't really hurt - if the object doesn't kill anything, 705 /* This can't really hurt - if the object doesn't kill anything,
974 * these fields just won't be used. 706 * these fields just won't be used. Do not set the owner for
707 * earthwalls, though, so they survive restarts.
975 */ 708 */
976 set_owner (tmp, op); 709 if (tmp->type != EARTHWALL) //TODO
710 tmp->set_owner (op);
711
977 set_spell_skill (op, caster, spell_ob, tmp); 712 set_spell_skill (op, caster, spell_ob, tmp);
978 tmp->x = x;
979 tmp->y = y;
980 tmp->level = caster_level (caster, spell_ob) / 2; 713 tmp->level = casting_level (caster, spell_ob) / 2;
981 714
982 name = tmp->name; 715 name = tmp->name;
983 if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL) 716 if (!(tmp = m->insert (tmp, x, y, op)))
984 { 717 {
985 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name); 718 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
986 return 0; 719 return 0;
987 } 720 }
721
988 /* If this is a spellcasting wall, need to insert the spell object */ 722 /* If this is a spellcasting wall, need to insert the spell object */
989 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 723 if (tmp->other_arch && tmp->other_arch->type == SPELL)
990 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 724 insert_ob_in_ob (tmp->other_arch->instance (), tmp);
991 725
992 /* This code causes the wall to extend some distance in 726 /* This code causes the wall to extend some distance in
993 * each direction, or until an obstruction is encountered. 727 * each direction, or until an obstruction is encountered.
994 * posblocked and negblocked help determine how far the 728 * posblocked and negblocked help determine how far the
995 * created wall can extend, it won't go extend through 729 * created wall can extend, it won't go extend through
1010 m = tmp->map; 744 m = tmp->map;
1011 745
1012 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && 746 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
1013 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked) 747 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked)
1014 { 748 {
1015 tmp2 = get_object (); 749 object *tmp2 = tmp->clone ();
1016 copy_object (tmp, tmp2); 750 m->insert (tmp2, x, y, op);
1017 tmp2->x = x; 751
1018 tmp2->y = y;
1019 insert_ob_in_map (tmp2, m, op, 0);
1020 /* If this is a spellcasting wall, need to insert the spell object */ 752 /* If this is a spellcasting wall, need to insert the spell object */
1021 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 753 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1022 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 754 tmp2->insert (tmp2->other_arch->instance ());
1023 755
1024 } 756 }
1025 else 757 else
1026 posblocked = 1; 758 posblocked = 1;
1027 759
1030 m = tmp->map; 762 m = tmp->map;
1031 763
1032 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && 764 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
1033 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked) 765 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
1034 { 766 {
1035 tmp2 = get_object (); 767 object *tmp2 = tmp->clone ();
1036 copy_object (tmp, tmp2); 768 m->insert (tmp2, x, y, op);
1037 tmp2->x = x; 769
1038 tmp2->y = y;
1039 insert_ob_in_map (tmp2, m, op, 0);
1040 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 770 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1041 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 771 tmp2->insert (tmp2->other_arch->instance ());
1042 } 772 }
1043 else 773 else
1044 negblocked = 1; 774 negblocked = 1;
1045 } 775 }
1046 776
1047 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) 777 if (tmp->flag [FLAG_BLOCKSVIEW])
1048 update_all_los (op->map, op->x, op->y); 778 update_all_los (op->map, op->x, op->y);
1049 779
1050 return 1; 780 return 1;
1051} 781}
1052 782
1053int 783int
1054dimension_door (object *op, object *caster, object *spob, int dir) 784dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
1055{ 785{
1056 uint32 dist, maxdist; 786 uint32 dist, maxdist;
1057 int mflags; 787 int mflags;
1058 mapstruct *m; 788 maptile *m;
1059 sint16 sx, sy; 789 sint16 sx, sy;
1060 790
1061 if (op->type != PLAYER) 791 if (op->type != PLAYER)
1062 return 0; 792 return 0;
1063 793
1064 if (!dir) 794 if (!dir)
1065 { 795 {
1066 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?"); 796 op->failmsg ("In what direction?");
1067 return 0; 797 return 0;
1068 } 798 }
1069 799
1070 /* Given the new outdoor maps, can't let players dimension door for 800 /* Given the new outdoor maps, can't let players dimension door for
1071 * ever, so put limits in. 801 * ever, so put limits in.
1072 */ 802 */
1073 maxdist = spob->range + SP_level_range_adjust (caster, spob); 803 maxdist = spob->range + SP_level_range_adjust (caster, spob);
1074 804
1075 if (op->contr->count) 805 if (spellparam)
1076 { 806 {
807 int count = atoi (spellparam);
808
1077 if (op->contr->count > maxdist) 809 if (count > maxdist)
1078 { 810 {
1079 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!"); 811 op->failmsg ("You can't dimension door that far!");
1080 return 0; 812 return 0;
1081 } 813 }
1082 814
1083 for (dist = 0; dist < op->contr->count; dist++) 815 for (dist = 0; dist < count; dist++)
1084 { 816 {
1085 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy); 817 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
1086 818
1087 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 819 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
1088 break; 820 break;
1089 821
1090 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) 822 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1091 break; 823 break;
1092 } 824 }
1093 825
1094 if (dist < op->contr->count) 826 if (dist < count)
1095 { 827 {
1096 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n"); 828 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
1097 op->contr->count = 0;
1098 return 0; 829 return 0;
1099 } 830 }
1100 op->contr->count = 0;
1101 831
1102 /* Remove code that puts player on random space on maps. IMO, 832 /* Remove code that puts player on random space on maps. IMO,
1103 * a lot of maps probably have areas the player should not get to, 833 * a lot of maps probably have areas the player should not get to,
1104 * but may not be marked as NO_MAGIC (as they may be bounded 834 * but may not be marked as NO_MAGIC (as they may be bounded
1105 * by such squares). Also, there are probably treasure rooms and 835 * by such squares). Also, there are probably treasure rooms and
1147 break; 877 break;
1148 878
1149 } 879 }
1150 if (!dist) 880 if (!dist)
1151 { 881 {
1152 new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n"); 882 op->failmsg ("Your spell failed!\n");
1153 return 0; 883 return 0;
1154 } 884 }
1155 } 885 }
1156 886
1157 /* Actually move the player now */ 887 /* Actually move the player now */
1158 remove_ob (op); 888 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op)))
1159 op->x += freearr_x[dir] * dist;
1160 op->y += freearr_y[dir] * dist;
1161 if ((op = insert_ob_in_map (op, op->map, op, 0)) == NULL)
1162 return 1; 889 return 1;
1163 890
1164 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ 891 op->speed_left = -5. * op->speed; /* Freeze them for a short while */
892
1165 return 1; 893 return 1;
1166} 894}
1167
1168 895
1169/* cast_heal: Heals something. 896/* cast_heal: Heals something.
1170 * op is the caster. 897 * op is the caster.
1171 * dir is the direction he is casting it in. 898 * dir is the direction he is casting it in.
1172 * spell is the spell object. 899 * spell is the spell object.
1179 object *poison; 906 object *poison;
1180 int heal = 0, success = 0; 907 int heal = 0, success = 0;
1181 908
1182 tmp = find_target_for_friendly_spell (op, dir); 909 tmp = find_target_for_friendly_spell (op, dir);
1183 910
1184 if (tmp == NULL) 911 if (!tmp)
1185 return 0; 912 return 0;
1186 913
1187 /* Figure out how many hp this spell might cure. 914 /* Figure out how many hp this spell might cure.
1188 * could be zero if this spell heals effects, not damage. 915 * could be zero if this spell heals effects, not damage.
1189 */ 916 */
1192 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp; 919 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
1193 920
1194 if (heal) 921 if (heal)
1195 { 922 {
1196 if (tmp->stats.hp >= tmp->stats.maxhp) 923 if (tmp->stats.hp >= tmp->stats.maxhp)
1197 {
1198 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed."); 924 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed.");
1199 }
1200 else 925 else
1201 { 926 {
1202 /* See how many points we actually heal. Instead of messages 927 /* See how many points we actually heal. Instead of messages
1203 * based on type of spell, we instead do messages based 928 * based on type of spell, we instead do messages based
1204 * on amount of damage healed. 929 * on amount of damage healed.
1205 */ 930 */
1206 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 931 if (heal > tmp->stats.maxhp - tmp->stats.hp)
1207 heal = tmp->stats.maxhp - tmp->stats.hp; 932 heal = tmp->stats.maxhp - tmp->stats.hp;
933
1208 tmp->stats.hp += heal; 934 tmp->stats.hp += heal;
1209 935
1210 if (tmp->stats.hp >= tmp->stats.maxhp) 936 if (tmp->stats.hp >= tmp->stats.maxhp)
1211 {
1212 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 937 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1213 }
1214 else if (heal > 50) 938 else if (heal > 50)
1215 {
1216 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); 939 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1217 }
1218 else if (heal > 25) 940 else if (heal > 25)
1219 {
1220 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); 941 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1221 }
1222 else if (heal > 10) 942 else if (heal > 10)
1223 {
1224 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade."); 943 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade.");
1225 }
1226 else 944 else
1227 {
1228 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close."); 945 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close.");
1229 } 946
1230 success = 1; 947 success = 1;
1231 } 948 }
1232 } 949 }
950
1233 if (spell->attacktype & AT_DISEASE) 951 if (spell->attacktype & AT_DISEASE)
1234 if (cure_disease (tmp, op)) 952 if (cure_disease (tmp, op, spell))
1235 success = 1; 953 success = 1;
1236 954
1237 if (spell->attacktype & AT_POISON) 955 if (spell->attacktype & AT_POISON)
1238 { 956 {
1239 at = find_archetype ("poisoning"); 957 at = archetype::find (shstr_poisoning);
1240 poison = present_arch_in_ob (at, tmp); 958 poison = present_arch_in_ob (at, tmp);
1241 if (poison) 959 if (poison)
1242 { 960 {
1243 success = 1; 961 success = 1;
1244 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 962 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1245 poison->stats.food = 1; 963 poison->stats.food = 1;
1246 } 964 }
1247 } 965 }
966
1248 if (spell->attacktype & AT_CONFUSION) 967 if (spell->attacktype & AT_CONFUSION)
1249 { 968 {
1250 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 969 poison = present_in_ob_by_name (FORCE, shstr_confusion, tmp);
1251 if (poison) 970 if (poison)
1252 { 971 {
1253 success = 1; 972 success = 1;
1254 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 973 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1255 poison->duration = 1; 974 poison->duration = 1;
1256 } 975 }
1257 } 976 }
977
1258 if (spell->attacktype & AT_BLIND) 978 if (spell->attacktype & AT_BLIND)
1259 { 979 {
1260 at = find_archetype ("blindness"); 980 at = archetype::find (shstr_blindness);
1261 poison = present_arch_in_ob (at, tmp); 981 poison = present_arch_in_ob (at, tmp);
1262 if (poison) 982 if (poison)
1263 { 983 {
1264 success = 1; 984 success = 1;
1265 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return."); 985 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1266 poison->stats.food = 1; 986 poison->stats.food = 1;
1267 } 987 }
1268 } 988 }
989
1269 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) 990 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1270 { 991 {
1271 tmp->stats.sp += spell->last_sp; 992 tmp->stats.sp += spell->last_sp;
1272 if (tmp->stats.sp > tmp->stats.maxsp) 993 if (tmp->stats.sp > tmp->stats.maxsp)
1273 tmp->stats.sp = tmp->stats.maxsp; 994 tmp->stats.sp = tmp->stats.maxsp;
1274 success = 1; 995 success = 1;
1275 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!"); 996 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!");
1276 } 997 }
998
1277 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) 999 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1278 { 1000 {
1279 tmp->stats.grace += spell->last_grace; 1001 tmp->stats.grace += spell->last_grace;
1280 if (tmp->stats.grace > tmp->stats.maxgrace) 1002 if (tmp->stats.grace > tmp->stats.maxgrace)
1281 tmp->stats.grace = tmp->stats.maxgrace; 1003 tmp->stats.grace = tmp->stats.maxgrace;
1282 success = 1; 1004 success = 1;
1283 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!"); 1005 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1284 } 1006 }
1007
1285 if (spell->stats.food && tmp->stats.food < 999) 1008 if (spell->stats.food && tmp->stats.food < MAX_FOOD)
1286 { 1009 {
1287 tmp->stats.food += spell->stats.food; 1010 tmp->stats.food += spell->stats.food;
1288 if (tmp->stats.food > 999) 1011 min_it (tmp->stats.food, MAX_FOOD);
1289 tmp->stats.food = 999; 1012
1290 success = 1; 1013 success = 1;
1291 /* We could do something a bit better like the messages for healing above */ 1014 /* We could do something a bit better like the messages for healing above */
1292 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food"); 1015 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1293 } 1016 }
1017
1294 return success; 1018 return success;
1295} 1019}
1296
1297 1020
1298/* This is used for the spells that gain stats. There are no spells 1021/* This is used for the spells that gain stats. There are no spells
1299 * right now that icnrease wis/int/pow on a temp basis, so no 1022 * right now that icnrease wis/int/pow on a temp basis, so no
1300 * good comments for those. 1023 * good comments for those.
1301 */ 1024 */
1302static const char *const no_gain_msgs[NUM_STATS] = { 1025static const char *const no_gain_msgs[NUM_STATS] = {
1303 "You grow no stronger.", 1026 "You grow no stronger.",
1304 "You grow no more agile.", 1027 "You grow no more agile.",
1305 "You don't feel any healthier.", 1028 "You don't feel any healthier.",
1306 "no wis", 1029 "You didn't grow any more intelligent.",
1030 "You do not feel any wiser.",
1031 "You don't feel any more powerful."
1307 "You are no easier to look at.", 1032 "You are no easier to look at.",
1308 "no int",
1309 "no pow"
1310}; 1033};
1311 1034
1312int 1035int
1036change_ability_duration (object *spell, object *caster)
1037{
1038 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1039}
1040
1041int
1313cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) 1042cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1314{ 1043{
1315 object *tmp, *tmp2 = NULL;
1316 object *force = NULL; 1044 object *force = 0;
1317 int i; 1045 int i;
1318 1046
1319 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1047 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1320 if (dir != 0) 1048 object *tmp = dir
1321 {
1322 tmp = find_target_for_friendly_spell (op, dir); 1049 ? find_target_for_friendly_spell (op, dir)
1323 } 1050 : op;
1324 else
1325 {
1326 tmp = op;
1327 }
1328 1051
1329 if (tmp == NULL) 1052 if (!tmp)
1330 return 0; 1053 return 0;
1331 1054
1332 /* If we've already got a force of this type, don't add a new one. */ 1055 /* If we've already got a force of this type, don't add a new one. */
1333 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1056 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1334 { 1057 {
1335 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1058 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1336 { 1059 {
1337 if (tmp2->name == spell_ob->name) 1060 if (tmp2->name == spell_ob->name)
1338 { 1061 {
1340 break; 1063 break;
1341 } 1064 }
1342 else if (spell_ob->race && spell_ob->race == tmp2->name) 1065 else if (spell_ob->race && spell_ob->race == tmp2->name)
1343 { 1066 {
1344 if (!silent) 1067 if (!silent)
1345 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 1068 op->failmsgf ("You can not cast %s while %s is in effect",
1069 &spell_ob->name, &tmp2->name_pl);
1070
1346 return 0; 1071 return 0;
1347 } 1072 }
1348 } 1073 }
1349 } 1074 }
1075
1076 int duration = change_ability_duration (spell_ob, caster);
1077
1350 if (force == NULL) 1078 if (force)
1351 {
1352 force = get_archetype (FORCE_NAME);
1353 force->subtype = FORCE_CHANGE_ABILITY;
1354 if (spell_ob->race)
1355 force->name = spell_ob->race;
1356 else
1357 force->name = spell_ob->name;
1358 force->name_pl = spell_ob->name;
1359 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1360
1361 } 1079 {
1362 else
1363 {
1364 int duration;
1365
1366 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1367 if (duration > force->duration) 1080 if (duration > force->duration)
1368 { 1081 {
1369 force->duration = duration; 1082 force->duration = duration;
1370 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.");
1371 } 1084 }
1372 else 1085 else
1373 {
1374 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.");
1375 } 1087
1376 return 1; 1088 return 1;
1377 } 1089 }
1378 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
1379 force->speed = 1.0; 1106 force->speed = 1.0;
1380 force->speed_left = -1.0; 1107 force->speed_left = -1.0;
1381 SET_FLAG (force, FLAG_APPLIED); 1108 force->set_flag (FLAG_APPLIED);
1382 1109
1383 /* Now start processing the effects. First, protections */ 1110 /* Now start processing the effects. First, protections */
1384 for (i = 0; i < NROFATTACKS; i++) 1111 for (i = 0; i < NROFATTACKS; i++)
1385 { 1112 {
1386 if (spell_ob->resist[i]) 1113 if (spell_ob->resist[i])
1388 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);
1389 if (force->resist[i] > 100) 1116 if (force->resist[i] > 100)
1390 force->resist[i] = 100; 1117 force->resist[i] = 100;
1391 } 1118 }
1392 } 1119 }
1120
1393 if (spell_ob->stats.hp) 1121 if (spell_ob->stats.hp)
1394 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);
1395 1123
1396 if (tmp->type == PLAYER) 1124 if (tmp->type == PLAYER)
1397 { 1125 {
1398 /* Stat adjustment spells */ 1126 /* Stat adjustment spells */
1399 for (i = 0; i < NUM_STATS; i++) 1127 for (i = 0; i < NUM_STATS; i++)
1400 { 1128 {
1401 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; 1129 if (sint8 stat = spell_ob->stats.stat (i))
1402
1403 if (stat)
1404 { 1130 {
1405 sm = 0; 1131 sint8 sm = 0;
1406 for (k = 0; k < stat; k++) 1132 for (sint8 k = 0; k < stat; k++)
1407 sm += rndm (1, 3); 1133 sm += rndm (1, 3);
1408 1134
1409 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) 1135 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1410 { 1136 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1411 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); 1137
1412 if (sm < 0) 1138 force->stats.stat (i) = sm;
1413 sm = 0; 1139
1414 }
1415 set_attr_value (&force->stats, i, sm);
1416 if (!sm) 1140 if (!sm)
1417 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); 1141 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1418 } 1142 }
1419 } 1143 }
1420 } 1144 }
1421 1145
1422 force->move_type = spell_ob->move_type; 1146 force->move_type = spell_ob->move_type;
1423 1147
1424 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK)) 1148 if (spell_ob->flag [FLAG_SEE_IN_DARK])
1425 SET_FLAG (force, FLAG_SEE_IN_DARK); 1149 force->set_flag (FLAG_SEE_IN_DARK);
1426 1150
1427 if (QUERY_FLAG (spell_ob, FLAG_XRAYS)) 1151 if (spell_ob->flag [FLAG_XRAYS])
1428 SET_FLAG (force, FLAG_XRAYS); 1152 force->set_flag (FLAG_XRAYS);
1429 1153
1430 /* Haste/bonus speed */ 1154 /* Haste/bonus speed */
1431 if (spell_ob->stats.exp) 1155 if (spell_ob->stats.exp)
1432 { 1156 {
1433 if (op->speed > 0.5f) 1157 if (op->speed > 0.5f)
1440 force->stats.ac = spell_ob->stats.ac; 1164 force->stats.ac = spell_ob->stats.ac;
1441 force->attacktype = spell_ob->attacktype; 1165 force->attacktype = spell_ob->attacktype;
1442 1166
1443 insert_ob_in_ob (force, tmp); 1167 insert_ob_in_ob (force, tmp);
1444 change_abil (tmp, force); /* Mostly to display any messages */ 1168 change_abil (tmp, force); /* Mostly to display any messages */
1445 fix_player (tmp); 1169 tmp->update_stats ();
1170
1446 return 1; 1171 return 1;
1447} 1172}
1448 1173
1449/* 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
1450 * 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
1451 * of the caster. 1176 * of the caster.
1452 */ 1177 */
1453
1454int 1178int
1455cast_bless (object *op, object *caster, object *spell_ob, int dir) 1179cast_bless (object *op, object *caster, object *spell_ob, int dir)
1456{ 1180{
1457 int i; 1181 int i;
1458 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1182 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1459 1183
1460 /* 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. */
1461 if (dir != 0) 1185 if (dir != 0)
1462 { 1186 {
1463 tmp = find_target_for_friendly_spell (op, dir); 1187 tmp = find_target_for_friendly_spell (op, dir);
1188
1189 if (!tmp)
1190 return 0;
1464 } 1191 }
1465 else 1192 else
1466 {
1467 tmp = op; 1193 tmp = op;
1468 }
1469 1194
1470 /* 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. */
1471 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1196 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1472 { 1197 {
1473 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1198 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1474 { 1199 {
1475 if (tmp2->name == spell_ob->name) 1200 if (tmp2->name == spell_ob->name)
1476 { 1201 {
1482 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);
1483 return 0; 1208 return 0;
1484 } 1209 }
1485 } 1210 }
1486 } 1211 }
1212
1487 if (force == NULL) 1213 if (force == NULL)
1488 { 1214 {
1489 force = get_archetype (FORCE_NAME); 1215 force = get_archetype (FORCE_NAME);
1490 force->subtype = FORCE_CHANGE_ABILITY; 1216 force->subtype = FORCE_CHANGE_ABILITY;
1491 if (spell_ob->race) 1217 if (spell_ob->race)
1512 return 0; 1238 return 0;
1513 } 1239 }
1514 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;
1515 force->speed = 1.0; 1241 force->speed = 1.0;
1516 force->speed_left = -1.0; 1242 force->speed_left = -1.0;
1517 SET_FLAG (force, FLAG_APPLIED); 1243 force->set_flag (FLAG_APPLIED);
1518 1244
1519 if (!god) 1245 if (!god)
1520 { 1246 {
1521 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty."); 1247 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1522 } 1248 }
1523 else 1249 else
1524 { 1250 {
1525 /* Only give out good benefits, and put a max on it */ 1251 /* Only give out good benefits, and put a max on it */
1526 for (i = 0; i < NROFATTACKS; i++) 1252 for (i = 0; i < NROFATTACKS; i++)
1527 {
1528 if (god->resist[i] > 0) 1253 if (god->resist[i] > 0)
1529 {
1530 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]);
1531 } 1255
1532 }
1533 force->path_attuned |= god->path_attuned; 1256 force->path_attuned |= god->path_attuned;
1534 1257
1535 if (spell_ob->attacktype) 1258 if (spell_ob->attacktype)
1536 force->slaying = god->slaying; 1259 force->slaying = god->slaying;
1537 1260
1549 force->stats.wc = spell_ob->stats.wc; 1272 force->stats.wc = spell_ob->stats.wc;
1550 force->stats.ac = spell_ob->stats.ac; 1273 force->stats.ac = spell_ob->stats.ac;
1551 1274
1552 change_abil (tmp, force); /* Mostly to display any messages */ 1275 change_abil (tmp, force); /* Mostly to display any messages */
1553 insert_ob_in_ob (force, tmp); 1276 insert_ob_in_ob (force, tmp);
1554 fix_player (tmp); 1277 tmp->update_stats ();
1555 return 1; 1278 return 1;
1556} 1279}
1557
1558
1559 1280
1560/* Alchemy code by Mark Wedel 1281/* Alchemy code by Mark Wedel
1561 * 1282 *
1562 * This code adds a new spell, called alchemy. Alchemy will turn 1283 * This code adds a new spell, called alchemy. Alchemy will turn
1563 * objects to gold nuggets, the value of the gold nuggets being 1284 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1564 * about 90% of that of the item itself. It uses the value of the
1565 * object before charisma adjustments, because the nuggets themselves
1566 * will be will be adjusted by charisma when sold.
1567 * 1285 *
1568 * 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
1569 * the maximum number of large nuggets you could get. 1287 * itself. It uses the value of the object before charisma adjustments,
1570 * 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
1571 * to the max amount of small nuggets as you could get. 1289 * when sold.
1572 *
1573 * For example, if an item is worth 110 gold, you will get
1574 * 4 large nuggets, and from 0-10 small nuggets.
1575 * 1290 *
1576 * 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
1577 * 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
1578 * alchemied. 1293 * alchemised.
1579 */ 1294 */
1580
1581/* I didn't feel like passing these as arguements to the
1582 * two functions that need them. Real values are put in them
1583 * when the spell is cast, and these are freed when the spell
1584 * is finished.
1585 */
1586static object *small, *large;
1587
1588static void 1295static void
1589alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight) 1296alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1590{ 1297{
1591 uint64 value = query_cost (obj, NULL, F_TRUE); 1298 uint64 value = query_cost (obj, NULL, F_TRUE);
1592 1299
1593 /* Give third price when we alchemy money (This should hopefully 1300 /* Give third price when we alchemy money (this should hopefully
1594 * 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
1595 * the nuggets, alchemy the gold from that, etc. 1302 * the nuggets, alchemy the gold from that, etc.
1596 * Otherwise, give 9 silver on the gold for other objects, 1303 * Otherwise, give 9 silver on the gold for other objects,
1597 * so that it would still be more affordable to haul 1304 * so that it would still be more affordable to haul
1598 * the stuff back to town. 1305 * the stuff back to town.
1599 */ 1306 */
1600 1307 if (obj->flag [FLAG_UNPAID])
1601 if (QUERY_FLAG (obj, FLAG_UNPAID))
1602 value = 0; 1308 value = 0;
1603 else if (obj->type == MONEY || obj->type == GEM) 1309 else if (obj->type == MONEY || obj->type == GEM)
1604 value /= 3; 1310 value /= 3;
1605 else 1311 else
1606 value = (value * 9) / 10; 1312 value = value * 9 / 10;
1607 1313
1608 value /= 4; // fix by GHJ, don't understand, pcg
1609
1610 if ((obj->value > 0) && rndm (0, 29)) 1314 if (obj->value > 0 && rndm (0, 29))
1611 { 1315 total_value += value;
1612 int count;
1613 1316
1614 count = value / large->value;
1615 *large_nuggets += count;
1616 value -= (uint64) count *(uint64) large->value;
1617
1618 count = value / small->value;
1619 *small_nuggets += count;
1620 }
1621
1622 /* Turn 25 small nuggets into 1 large nugget. If the value
1623 * of large nuggets is not evenly divisable by the small nugget
1624 * value, take off an extra small_nugget (Assuming small_nuggets!=0)
1625 */
1626 if (*small_nuggets * small->value >= large->value)
1627 {
1628 (*large_nuggets)++;
1629 *small_nuggets -= large->value / small->value;
1630 if (*small_nuggets && large->value % small->value)
1631 (*small_nuggets)--;
1632 }
1633 weight += obj->weight; 1317 total_weight += obj->total_weight ();
1634 remove_ob (obj);
1635 free_object (obj);
1636}
1637 1318
1638static void 1319 obj->destroy ();
1639update_map (object *op, mapstruct *m, int small_nuggets, int large_nuggets, int x, int y)
1640{
1641 object *tmp;
1642 int flag = 0;
1643
1644 /* Put any nuggets below the player, but we can only pass this
1645 * flag if we are on the same space as the player
1646 */
1647 if (x == op->x && y == op->y && op->map == m)
1648 flag = INS_BELOW_ORIGINATOR;
1649
1650 if (small_nuggets)
1651 {
1652 tmp = get_object ();
1653 copy_object (small, tmp);
1654 tmp->nrof = small_nuggets;
1655 tmp->x = x;
1656 tmp->y = y;
1657 insert_ob_in_map (tmp, m, op, flag);
1658 }
1659 if (large_nuggets)
1660 {
1661 tmp = get_object ();
1662 copy_object (large, tmp);
1663 tmp->nrof = large_nuggets;
1664 tmp->x = x;
1665 tmp->y = y;
1666 insert_ob_in_map (tmp, m, op, flag);
1667 }
1668} 1320}
1669 1321
1670int 1322int
1671alchemy (object *op, object *caster, object *spell_ob) 1323alchemy (object *op, object *caster, object *spell_ob)
1672{ 1324{
1673 int x, y, weight = 0, weight_max, large_nuggets, small_nuggets, mflags;
1674 sint16 nx, ny;
1675 object *next, *tmp;
1676 mapstruct *mp;
1677
1678 if (op->type != PLAYER) 1325 if (op->type != PLAYER)
1679 return 0; 1326 return 0;
1680 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
1681 /* 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
1682 * some, and also prevents people from alcheming every table/chair/clock 1335 * some, and also prevents people from alchemising every table/chair/clock
1683 * in sight 1336 * in sight
1684 */ 1337 */
1685 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);
1686 weight_max *= 1000; 1339 int weight_max = duration * 1000;
1687 small = get_archetype ("smallnugget"), large = get_archetype ("largenugget"); 1340 uint64 value_max = duration * 1000;
1688 1341
1342 int weight = 0;
1343
1689 for (y = op->y - 1; y <= op->y + 1; y++) 1344 for (int y = op->y - 1; y <= op->y + 1; y++)
1690 { 1345 {
1691 for (x = op->x - 1; x <= op->x + 1; x++) 1346 for (int x = op->x - 1; x <= op->x + 1; x++)
1692 { 1347 {
1348 uint64 value = 0;
1349
1693 nx = x; 1350 sint16 nx = x;
1694 ny = y; 1351 sint16 ny = y;
1695 1352
1696 mp = op->map; 1353 maptile *mp = op->map;
1697 1354
1698 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); 1355 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1699 1356
1700 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1357 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1701 continue; 1358 continue;
1702 1359
1703 /* Treat alchemy a little differently - most spell effects 1360 /* Treat alchemy a little differently - most spell effects
1705 * ground level effect. 1362 * ground level effect.
1706 */ 1363 */
1707 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) 1364 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1708 continue; 1365 continue;
1709 1366
1710 small_nuggets = 0; 1367 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1711 large_nuggets = 0;
1712
1713 for (tmp = get_map_ob (mp, nx, ny); tmp != NULL; tmp = next)
1714 { 1368 {
1715 next = tmp->above; 1369 next = tmp->above;
1370
1716 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1371 if (tmp->weight > 0 && !tmp->flag [FLAG_NO_PICK] &&
1717 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1372 !tmp->flag [FLAG_ALIVE] && !tmp->flag [FLAG_IS_CAULDRON])
1718 { 1373 {
1719
1720 if (tmp->inv) 1374 if (tmp->inv)
1721 { 1375 {
1722 object *next1, *tmp1; 1376 object *next1, *tmp1;
1723 1377
1724 for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1) 1378 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1725 { 1379 {
1726 next1 = tmp1->below; 1380 next1 = tmp1->below;
1727 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1381 if (tmp1->weight > 0 && !tmp1->flag [FLAG_NO_PICK] &&
1728 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1382 !tmp1->flag [FLAG_ALIVE] && !tmp1->flag [FLAG_IS_CAULDRON])
1729 alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight); 1383 alchemy_object (tmp1, value, weight);
1730 } 1384 }
1731 } 1385 }
1386
1732 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); 1387 alchemy_object (tmp, value, weight);
1733 1388
1734 if (weight > weight_max) 1389 if (weight > weight_max)
1735 { 1390 break;
1736 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1737 free_object (large);
1738 free_object (small);
1739 return 1;
1740 } 1391 }
1741 } /* is alchemable object */
1742 } /* process all objects on this space */
1743
1744 /* Insert all the nuggets at one time. This probably saves time, but
1745 * it also prevents us from alcheming nuggets that were just created
1746 * with this spell.
1747 */ 1392 }
1748 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);
1749 } 1406 }
1407
1408 if (weight > weight_max)
1409 goto bailout;
1410 }
1750 } 1411 }
1751 free_object (large); 1412
1752 free_object (small); 1413bailout:
1753 /* reset this so that if player standing on a big pile of stuff,
1754 * it is redrawn properly.
1755 */
1756 op->contr->socket.look_position = 0;
1757 return 1; 1414 return 1;
1758} 1415}
1759
1760 1416
1761/* This function removes the cursed/damned status on equipped 1417/* This function removes the cursed/damned status on equipped
1762 * items. 1418 * items.
1763 */ 1419 */
1764int 1420int
1765remove_curse (object *op, object *caster, object *spell) 1421remove_curse (object *op, object *caster, object *spell)
1766{ 1422{
1767 object *tmp;
1768 int success = 0, was_one = 0; 1423 int success = 0, was_one = 0;
1769 1424
1770 for (tmp = op->inv; tmp; tmp = tmp->below) 1425 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1771 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1426 if (tmp->flag [FLAG_APPLIED] &&
1772 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1427 ((tmp->flag [FLAG_CURSED] && spell->flag [FLAG_CURSED]) ||
1773 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1428 (tmp->flag [FLAG_DAMNED] && spell->flag [FLAG_DAMNED])))
1774 { 1429 {
1775
1776 was_one++; 1430 was_one++;
1431
1777 if (tmp->level <= caster_level (caster, spell)) 1432 if (tmp->level <= casting_level (caster, spell))
1778 { 1433 {
1779 success++; 1434 success++;
1780 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1435 if (spell->flag [FLAG_DAMNED])
1781 CLEAR_FLAG (tmp, FLAG_DAMNED); 1436 tmp->clr_flag (FLAG_DAMNED);
1782 1437
1783 CLEAR_FLAG (tmp, FLAG_CURSED); 1438 tmp->clr_flag (FLAG_CURSED);
1784 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1439 tmp->clr_flag (FLAG_KNOWN_CURSED);
1785 tmp->value = 0; /* Still can't sell it */ 1440 tmp->value = 0; /* Still can't sell it */
1786 if (op->type == PLAYER) 1441
1442 if (object *pl = tmp->visible_to ())
1787 esrv_send_item (op, tmp); 1443 esrv_update_item (UPD_FLAGS, pl, tmp);
1788 } 1444 }
1789 } 1445 }
1790 1446
1791 if (op->type == PLAYER) 1447 if (op->type == PLAYER)
1792 { 1448 {
1793 if (success) 1449 if (success)
1794 {
1795 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.");
1796 }
1797 else 1451 else
1798 { 1452 {
1799 if (was_one) 1453 if (was_one)
1800 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.");
1801 else 1455 else
1802 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items."); 1456 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items.");
1803 } 1457 }
1804 } 1458 }
1459
1805 return success; 1460 return success;
1806} 1461}
1807 1462
1808/* Identifies objects in the players inventory/on the ground */ 1463/* Identifies objects in the players inventory/on the ground */
1809
1810int 1464int
1811cast_identify (object *op, object *caster, object *spell) 1465cast_identify (object *op, object *caster, object *spell)
1812{ 1466{
1813 object *tmp; 1467 object *tmp;
1814 int success = 0, num_ident; 1468 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1815 1469
1816 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));
1817
1818 if (num_ident < 1)
1819 num_ident = 1;
1820
1821 1471
1822 for (tmp = op->inv; tmp; tmp = tmp->below) 1472 for (tmp = op->inv; tmp; tmp = tmp->below)
1823 { 1473 {
1824 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1474 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && need_identify (tmp))
1825 { 1475 {
1826 identify (tmp); 1476 identify (tmp);
1477
1827 if (op->type == PLAYER) 1478 if (op->type == PLAYER)
1828 { 1479 {
1829 new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op)); 1480 buf.printf ("You identified: %s.\r", long_desc (tmp, op));
1481
1830 if (tmp->msg) 1482 if (tmp->msg)
1831 { 1483 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1832 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1833 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1834 }
1835 } 1484 }
1836 num_ident--; 1485
1837 success = 1;
1838 if (!num_ident) 1486 if (!--num_ident)
1839 break; 1487 break;
1840 } 1488 }
1841 } 1489 }
1490
1842 /* 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
1843 * 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
1844 * was not fully used. 1493 * was not fully used.
1845 */ 1494 */
1846 if (num_ident) 1495 if (num_ident)
1847 { 1496 {
1848 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)
1849 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1498 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && need_identify (tmp))
1850 { 1499 {
1851
1852 identify (tmp); 1500 identify (tmp);
1853 if (op->type == PLAYER) 1501
1502 if (object *pl = tmp->visible_to ())
1854 { 1503 {
1855 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op)); 1504 buf.printf ("On the ground you identified: %s.\r", long_desc (tmp, op));
1505
1856 if (tmp->msg) 1506 if (tmp->msg)
1857 { 1507 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1858 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1859 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1860 }
1861 esrv_send_item (op, tmp);
1862 } 1508 }
1863 num_ident--; 1509
1864 success = 1;
1865 if (!num_ident) 1510 if (!--num_ident)
1866 break; 1511 break;
1867 } 1512 }
1868 } 1513 }
1869 if (!success) 1514
1870 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified."); 1515 if (buf.empty ())
1516 {
1517 op->failmsg ("You can't reach anything unidentified.");
1518 return 0;
1519 }
1871 else 1520 else
1872 { 1521 {
1522 if (op->contr)
1523 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1524
1873 spell_effect (spell, op->x, op->y, op->map, op); 1525 spell_effect (spell, op->x, op->y, op->map, op);
1526 return 1;
1874 } 1527 }
1875 return success;
1876} 1528}
1877
1878 1529
1879int 1530int
1880cast_detection (object *op, object *caster, object *spell, object *skill) 1531cast_detection (object *op, object *caster, object *spell, object *skill)
1881{ 1532{
1882 object *tmp, *last, *god, *detect; 1533 object *tmp, *last, *god, *detect;
1883 int done_one, range, mflags, floor, level; 1534 int done_one, range, mflags, floor, level;
1884 sint16 x, y, nx, ny; 1535 sint16 x, y, nx, ny;
1885 mapstruct *m; 1536 maptile *m;
1886 1537
1887 /* 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
1888 * doing it over and over again. 1539 * doing it over and over again.
1889 */ 1540 */
1890 god = find_god (determine_god (op)); 1541 god = find_god (determine_god (op));
1891 level = caster_level (caster, spell); 1542 level = casting_level (caster, spell);
1892 range = spell->range + SP_level_range_adjust (caster, spell); 1543 range = spell->range + SP_level_range_adjust (caster, spell);
1893 1544
1894 if (!skill) 1545 if (!skill)
1895 skill = caster; 1546 skill = caster;
1896 1547
1897 for (x = op->x - range; x <= op->x + range; x++) 1548 dynbuf buf;
1898 for (y = op->y - range; y <= op->y + range; y++) 1549 unordered_mapwalk (buf, op, -range, -range, range, range)
1899 { 1550 {
1900
1901 m = op->map;
1902 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1903 if (mflags & P_OUT_OF_MAP)
1904 continue;
1905
1906 /* For most of the detections, we only detect objects above the 1551 /* For most of the detections, we only detect objects above the
1907 * floor. But this is not true for show invisible. 1552 * floor. But this is not true for show invisible.
1908 * Basically, we just go and find the top object and work 1553 * Basically, we just go and find the top object and work
1909 * down - that is easier than working up. 1554 * down - that is easier than working up.
1910 */ 1555 */
1911 1556
1912 for (last = NULL, tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above) 1557 for (last = 0, tmp = m->at (nx, ny).bot; tmp; tmp = tmp->above)
1913 last = tmp; 1558 last = tmp;
1559
1914 /* 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
1915 * would happen. 1561 * would happen.
1916 */ 1562 */
1917 if (!last) 1563 if (!last)
1918 continue; 1564 continue;
1919 1565
1920 done_one = 0; 1566 done_one = 0;
1921 floor = 0; 1567 floor = 0;
1922 detect = NULL; 1568 detect = 0;
1923 for (tmp = last; tmp; tmp = tmp->below) 1569 for (tmp = last; tmp; tmp = tmp->below)
1924 { 1570 {
1925
1926 /* show invisible */ 1571 /* show invisible */
1927 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1572 if (spell->flag [FLAG_MAKE_INVIS]
1928 /* Might there be other objects that we can make visibile? */ 1573 /* Might there be other objects that we can make visible? */
1929 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1574 && (tmp->invisible && (tmp->flag [FLAG_MONSTER]
1930 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1575 || (tmp->type == PLAYER && !tmp->flag [FLAG_WIZ])
1931 tmp->type == CF_HANDLE || 1576 || tmp->type == T_HANDLE
1932 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
1933 tmp->type == BUTTON || tmp->type == TELEPORTER || 1581 || tmp->type == TELEPORTER
1582 || tmp->type == GATE
1934 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1583 || tmp->type == LOCKED_DOOR
1935 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN || 1584 || tmp->type == WEAPON
1585 || tmp->type == ALTAR
1586 || (tmp->type == SIGN && tmp->face != magicmouth_face)
1936 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1587 || tmp->type == TRIGGER_PEDESTAL
1937 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)))
1938 { 1593 {
1594 printf ("show inv %s\n", tmp->debug_desc());//D
1939 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4) 1595 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1940 { 1596 {
1941 tmp->invisible = 0; 1597 tmp->invisible = 0;
1598 done_one = 1;
1599 }
1600 }
1601
1602 if (tmp->flag [FLAG_IS_FLOOR])
1603 floor = 1;
1604
1605 /* All detections below this point don't descend beneath the floor,
1606 * so just continue on. We could be clever and look at the type of
1607 * detection to completely break out if we don't care about objects beneath
1608 * the floor, but once we get to the floor, not likely a very big issue anyways.
1609 */
1610 if (floor)
1611 continue;
1612
1613 /* I had thought about making detect magic and detect curse
1614 * show the flash the magic item like it does for detect monster.
1615 * however, if the object is within sight, this would then make it
1616 * difficult to see what object is magical/cursed, so the
1617 * effect wouldn't be as apparent.
1618 */
1619
1620 /* detect magic */
1621 if (spell->flag [FLAG_KNOWN_MAGICAL] &&
1622 !tmp->flag [FLAG_KNOWN_MAGICAL] && !tmp->flag [FLAG_IDENTIFIED] && is_magical (tmp))
1623 {
1624 tmp->set_flag (FLAG_KNOWN_MAGICAL);
1625 /* make runes more visible */
1626 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1627 tmp->stats.Cha /= 4;
1628
1629 done_one = 1;
1630 }
1631
1632 /* detect monster */
1633 if (spell->flag [FLAG_MONSTER] && (tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER))
1634 {
1635 done_one = 2;
1636
1637 if (!detect)
1638 detect = tmp;
1639 }
1640
1641 /* Basically, if race is set in the spell, then the creatures race must
1642 * match that. if the spell race is set to GOD, then the gods opposing
1643 * race must match.
1644 */
1645 if (spell->race && tmp->flag [FLAG_MONSTER] && tmp->race &&
1646 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1647 spell->race.contains (tmp->race)))
1648 {
1649 done_one = 2;
1650
1651 if (!detect)
1652 detect = tmp;
1653 }
1654
1655 if (spell->flag [FLAG_KNOWN_CURSED] && !tmp->flag [FLAG_KNOWN_CURSED] &&
1656 (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))
1657 {
1658 tmp->set_flag (FLAG_KNOWN_CURSED);
1659 done_one = 1;
1660 }
1661
1662 // Do mining detection spell:
1663 if (spell->last_sp == 1) // 1 - detect any vein
1664 {
1665 if (tmp->type == VEIN)
1666 {
1667 if (tmp->other_arch)
1668 {
1669 if (!detect)
1670 detect = tmp->other_arch;
1671 done_one = 2;
1672 }
1673 else
1942 done_one = 1; 1674 done_one = 1;
1943 } 1675 }
1944 } 1676 }
1945 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1946 floor = 1;
1947
1948 /* All detections below this point don't descend beneath the floor,
1949 * so just continue on. We could be clever and look at the type of
1950 * detection to completely break out if we don't care about objects beneath
1951 * the floor, but once we get to the floor, not likely a very big issue anyways.
1952 */
1953 if (floor)
1954 continue;
1955
1956 /* I had thought about making detect magic and detect curse
1957 * show the flash the magic item like it does for detect monster.
1958 * however, if the object is within sight, this would then make it
1959 * difficult to see what object is magical/cursed, so the
1960 * effect wouldn't be as apparant.
1961 */
1962
1963 /* detect magic */
1964 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1965 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1966 {
1967 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1968 /* make runes more visibile */
1969 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1970 tmp->stats.Cha /= 4;
1971 done_one = 1;
1972 }
1973 /* detect monster */
1974 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1975 {
1976 done_one = 2;
1977 if (!detect)
1978 detect = tmp;
1979 }
1980 /* Basically, if race is set in the spell, then the creatures race must
1981 * match that. if the spell race is set to GOD, then the gods opposing
1982 * race must match.
1983 */
1984 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1985 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) ||
1986 (strstr (spell->race, tmp->race))))
1987 {
1988 done_one = 2;
1989 if (!detect)
1990 detect = tmp;
1991 }
1992 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1993 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1994 {
1995 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1996 done_one = 1;
1997 }
1998 } /* for stack of objects on this space */ 1677 } /* for stack of objects on this space */
1999 1678
2000 /* Code here puts an effect of the spell on the space, so you can see 1679 /* Code here puts an effect of the spell on the space, so you can see
2001 * where the magic is. 1680 * where the magic is.
2002 */ 1681 */
2003 if (done_one) 1682 if (done_one)
2004 { 1683 {
2005 object *detect_ob = arch_to_object (spell->other_arch); 1684 object *detect_ob = spell->other_arch->instance ();
2006 1685
2007 detect_ob->x = nx;
2008 detect_ob->y = ny;
2009 /* if this is set, we want to copy the face */ 1686 /* if this is set, we want to copy the face */
2010 if (done_one == 2 && detect) 1687 if (done_one == 2 && detect)
2011 { 1688 {
2012 detect_ob->face = detect->face; 1689 detect_ob->face = detect->face;
2013 detect_ob->animation_id = detect->animation_id; 1690 detect_ob->animation_id = detect->animation_id;
2014 detect_ob->anim_speed = detect->anim_speed; 1691 detect_ob->anim_speed = detect->anim_speed;
2015 detect_ob->last_anim = 0; 1692 detect_ob->last_anim = 0;
2016 /* by default, the detect_ob is already animated */ 1693 /* by default, the detect_ob is already animated */
2017 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1694 if (!detect->flag [FLAG_ANIMATE])
2018 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1695 detect_ob->clr_flag (FLAG_ANIMATE);
2019 } 1696 }
2020 insert_ob_in_map (detect_ob, m, op, 0); 1697
1698 m->insert (detect_ob, nx, ny, op, INS_ON_TOP);
2021 } 1699 }
2022 } /* for processing the surrounding spaces */ 1700 } /* for processing the surrounding spaces */
2023 1701
2024 1702
2025 /* Now process objects in the players inventory if detect curse or magic */ 1703 /* Now process objects in the players inventory if detect curse or magic */
2026 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL)) 1704 if (spell->flag [FLAG_KNOWN_CURSED] || spell->flag [FLAG_KNOWN_MAGICAL])
2027 { 1705 {
2028 done_one = 0; 1706 done_one = 0;
1707
2029 for (tmp = op->inv; tmp; tmp = tmp->below) 1708 for (tmp = op->inv; tmp; tmp = tmp->below)
2030 { 1709 {
2031 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1710 if (!tmp->invisible && !tmp->flag [FLAG_IDENTIFIED])
2032 { 1711 {
2033 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)) 1712 if (spell->flag [FLAG_KNOWN_MAGICAL] && is_magical (tmp) && !tmp->flag [FLAG_KNOWN_MAGICAL])
2034 { 1713 {
2035 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1714 tmp->set_flag (FLAG_KNOWN_MAGICAL);
2036 if (op->type == PLAYER) 1715
1716 if (object *pl = tmp->visible_to ())
2037 esrv_send_item (op, tmp); 1717 esrv_update_item (UPD_FLAGS, pl, tmp);
2038 } 1718 }
2039 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1719
2040 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1720 if (spell->flag [FLAG_KNOWN_CURSED] && !tmp->flag [FLAG_KNOWN_CURSED] &&
1721 (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))
2041 { 1722 {
2042 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1723 tmp->set_flag (FLAG_KNOWN_CURSED);
2043 if (op->type == PLAYER) 1724
1725 if (object *pl = tmp->visible_to ())
2044 esrv_send_item (op, tmp); 1726 esrv_update_item (UPD_FLAGS, pl, tmp);
2045 } 1727 }
2046 } /* if item is not identified */ 1728 } /* if item is not identified */
2047 } /* for the players inventory */ 1729 } /* for the players inventory */
2048 } /* if detect magic/curse and object is a player */ 1730 } /* if detect magic/curse and object is a player */
1731
2049 return 1; 1732 return 1;
2050} 1733}
2051 1734
2052 1735
2053/** 1736/**
2066 1749
2067 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you."); 1750 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
2068 1751
2069 if (victim->stats.sp >= victim->stats.maxsp * 2) 1752 if (victim->stats.sp >= victim->stats.maxsp * 2)
2070 { 1753 {
2071 object *tmp;
2072
2073 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1754 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
2074
2075 /* Explodes a fireball centered at player */
2076 tmp = get_archetype (EXPLODING_FIREBALL);
2077 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
2078 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
2079 tmp->x = victim->x;
2080 tmp->y = victim->y;
2081 insert_ob_in_map (tmp, victim->map, NULL, 0);
2082 victim->stats.sp = 2 * victim->stats.maxsp; 1755 victim->stats.sp = 2 * victim->stats.maxsp;
1756 create_exploding_ball_at (victim, caster_level);
2083 } 1757 }
2084 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1758 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
2085 {
2086 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); 1759 new_draw_info (NDI_UNIQUE | NDI_ORANGE, 0, victim, "You feel like your head is going to explode.");
2087 }
2088 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1760 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2089 {
2090 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 1761 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
2091 }
2092 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1762 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2093 { 1763 {
2094 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1764 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2095 confuse_player (victim, victim, 99); 1765 confuse_player (victim, victim, 99);
2096 } 1766 }
2097 else if (victim->stats.sp >= victim->stats.maxsp * 1.25) 1767 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
2098 {
2099 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices."); 1768 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
2100 }
2101} 1769}
2102 1770
2103/* cast_transfer 1771/* cast_transfer
2104 * This spell transfers sp from the player to another person. 1772 * This spell transfers sp from the player to another person.
2105 * We let the target go above their normal maximum SP. 1773 * We let the target go above their normal maximum SP.
2108int 1776int
2109cast_transfer (object *op, object *caster, object *spell, int dir) 1777cast_transfer (object *op, object *caster, object *spell, int dir)
2110{ 1778{
2111 object *plyr = NULL; 1779 object *plyr = NULL;
2112 sint16 x, y; 1780 sint16 x, y;
2113 mapstruct *m; 1781 maptile *m;
2114 int mflags; 1782 int mflags;
2115 1783
2116 m = op->map; 1784 m = op->map;
2117 x = op->x + freearr_x[dir]; 1785 x = op->x + freearr_x[dir];
2118 y = op->y + freearr_y[dir]; 1786 y = op->y + freearr_y[dir];
2119 1787
2120 mflags = get_map_flags (m, &m, x, y, &x, &y); 1788 mflags = get_map_flags (m, &m, x, y, &x, &y);
2121 1789
2122 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1790 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
2123 { 1791 {
2124 for (plyr = get_map_ob (m, x, y); plyr != NULL; plyr = plyr->above) 1792 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
2125 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1793 if (plyr != op && plyr->flag [FLAG_ALIVE])
2126 break; 1794 break;
2127 } 1795 }
2128 1796
2129 1797
2130 /* If we did not find a player in the specified direction, transfer 1798 /* If we did not find a player in the specified direction, transfer
2131 * to anyone on top of us. This is used for the rune of transference mostly. 1799 * to anyone on top of us. This is used for the rune of transference mostly.
2132 */ 1800 */
2133 if (plyr == NULL) 1801 if (plyr == NULL)
2134 for (plyr = get_map_ob (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above) 1802 for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above)
2135 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1803 if (plyr != op && plyr->flag [FLAG_ALIVE])
2136 break; 1804 break;
2137 1805
2138 if (!plyr) 1806 if (!plyr)
2139 { 1807 {
2140 new_draw_info (NDI_BLACK, 0, op, "There is no one there."); 1808 op->failmsg ("There is no one there.");
2141 return 0; 1809 return 0;
2142 } 1810 }
2143 /* give sp */ 1811 /* give sp */
2144 if (spell->stats.dam > 0) 1812 if (spell->stats.dam > 0)
2145 { 1813 {
2146 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell); 1814 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
2147 charge_mana_effect (plyr, caster_level (caster, spell)); 1815 charge_mana_effect (plyr, casting_level (caster, spell));
2148 return 1; 1816 return 1;
2149 } 1817 }
2150 /* suck sp away. Can't suck sp from yourself */ 1818 /* suck sp away. Can't suck sp from yourself */
2151 else if (op != plyr) 1819 else if (op != plyr)
2152 { 1820 {
2157 if (rate > 95) 1825 if (rate > 95)
2158 rate = 95; 1826 rate = 95;
2159 1827
2160 sucked = (plyr->stats.sp * rate) / 100; 1828 sucked = (plyr->stats.sp * rate) / 100;
2161 plyr->stats.sp -= sucked; 1829 plyr->stats.sp -= sucked;
2162 if (QUERY_FLAG (op, FLAG_ALIVE)) 1830 if (op->flag [FLAG_ALIVE])
2163 { 1831 {
2164 /* Player doesn't get full credit */ 1832 /* Player doesn't get full credit */
2165 sucked = (sucked * rate) / 100; 1833 sucked = (sucked * rate) / 100;
2166 op->stats.sp += sucked; 1834 op->stats.sp += sucked;
2167 if (sucked > 0) 1835 if (sucked > 0)
2168 { 1836 {
2169 charge_mana_effect (op, caster_level (caster, spell)); 1837 charge_mana_effect (op, casting_level (caster, spell));
2170 } 1838 }
2171 } 1839 }
2172 return 1; 1840 return 1;
2173 } 1841 }
2174 return 0; 1842 return 0;
2184void 1852void
2185counterspell (object *op, int dir) 1853counterspell (object *op, int dir)
2186{ 1854{
2187 object *tmp, *head, *next; 1855 object *tmp, *head, *next;
2188 int mflags; 1856 int mflags;
2189 mapstruct *m; 1857 maptile *m;
2190 sint16 sx, sy; 1858 sint16 sx, sy;
2191 1859
2192 sx = op->x + freearr_x[dir]; 1860 sx = op->x + freearr_x[dir];
2193 sy = op->y + freearr_y[dir]; 1861 sy = op->y + freearr_y[dir];
2194 m = op->map; 1862 m = op->map;
2195 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1863 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
2196 if (mflags & P_OUT_OF_MAP) 1864 if (mflags & P_OUT_OF_MAP)
2197 return; 1865 return;
2198 1866
2199 for (tmp = get_map_ob (m, sx, sy); tmp != NULL; tmp = next) 1867 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
2200 { 1868 {
2201 next = tmp->above; 1869 next = tmp->above;
2202 1870
2203 /* Need to look at the head object - otherwise, if tmp 1871 /* Need to look at the head object - otherwise, if tmp
2204 * points to a monster, we don't have all the necessary 1872 * points to a monster, we don't have all the necessary
2216 /* Basically, if the object is magical and not counterspell, 1884 /* Basically, if the object is magical and not counterspell,
2217 * we will more or less remove the object. Don't counterspell 1885 * we will more or less remove the object. Don't counterspell
2218 * monsters either. 1886 * monsters either.
2219 */ 1887 */
2220 1888
2221 if (head->attacktype & AT_MAGIC && 1889 if (head->attacktype & AT_MAGIC
2222 !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level)) 1890 && !(head->attacktype & AT_COUNTERSPELL)
2223 { 1891 && !head->flag [FLAG_MONSTER]
2224 remove_ob (head); 1892 && (op->level > head->level))
2225 free_object (head); 1893 head->destroy ();
2226 }
2227 else 1894 else
2228 switch (head->type) 1895 switch (head->type)
2229 { 1896 {
2230 case SPELL_EFFECT: 1897 case SPELL_EFFECT:
1898 // XXX: Don't affect floor spelleffects. See also XXX comment
1899 // about sanctuary in spell_util.C
1900 if (tmp->flag [FLAG_IS_FLOOR])
1901 continue;
1902
2231 if (op->level > head->level) 1903 if (op->level > head->level)
2232 { 1904 head->destroy ();
2233 remove_ob (head); 1905
2234 free_object (head);
2235 }
2236 break; 1906 break;
2237 1907
2238 /* I really don't get this rune code that much - that 1908 /* I really don't get this rune code that much - that
2239 * random chance seems really low. 1909 * random chance seems really low.
2240 */ 1910 */
2241 case RUNE: 1911 case RUNE:
2242 if (rndm (0, 149) == 0) 1912 if (rndm (0, 149) == 0)
2243 { 1913 {
2244 head->stats.hp--; /* weaken the rune */ 1914 head->stats.hp--; /* weaken the rune */
2245 if (!head->stats.hp) 1915 if (!head->stats.hp)
2246 { 1916 head->destroy ();
2247 remove_ob (head);
2248 free_object (head);
2249 }
2250 } 1917 }
2251 break; 1918 break;
2252 } 1919 }
2253 } 1920 }
2254} 1921}
2255 1922
2256
2257
2258/* cast_consecrate() - a spell to make an altar your god's */ 1923/* cast_consecrate() - a spell to make an altar your god's */
2259int 1924int
2260cast_consecrate (object *op, object *caster, object *spell) 1925cast_consecrate (object *op, object *caster, object *spell)
2261{ 1926{
2262 char buf[MAX_BUF]; 1927 char buf[MAX_BUF];
2263 1928
2264 object *tmp, *god = find_god (determine_god (op)); 1929 object *tmp, *god = find_god (determine_god (op));
2265 1930
2266 if (!god) 1931 if (!god)
2267 { 1932 {
2268 new_draw_info (NDI_UNIQUE, 0, op, "You can't consecrate anything if you don't worship a god!"); 1933 op->failmsg ("You can't consecrate anything if you don't worship a god!");
2269 return 0; 1934 return 0;
2270 } 1935 }
2271 1936
2272 for (tmp = op->below; tmp; tmp = tmp->below) 1937 for (tmp = op->below; tmp; tmp = tmp->below)
2273 { 1938 {
2274 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1939 if (tmp->flag [FLAG_IS_FLOOR])
2275 break; 1940 break;
2276 if (tmp->type == HOLY_ALTAR) 1941 if (tmp->type == HOLY_ALTAR)
2277 { 1942 {
2278 1943
2279 if (tmp->level > caster_level (caster, spell)) 1944 if (tmp->level > casting_level (caster, spell))
2280 { 1945 {
2281 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name); 1946 op->failmsgf ("You are not powerful enough to reconsecrate the %s", &tmp->name);
2282 return 0; 1947 return 0;
2283 } 1948 }
2284 else 1949 else
2285 { 1950 {
2286 /* If we got here, we are consecrating an altar */ 1951 /* If we got here, we are consecrating an altar */
2287 sprintf (buf, "Altar of %s", &god->name); 1952 sprintf (buf, "Altar of %s", &god->name);
2288 tmp->name = buf; 1953 tmp->name = buf;
2289 tmp->level = caster_level (caster, spell); 1954 tmp->level = casting_level (caster, spell);
2290 tmp->other_arch = god->arch; 1955 tmp->other_arch = god->arch;
1956
2291 if (op->type == PLAYER) 1957 if (op->type == PLAYER)
2292 esrv_update_item (UPD_NAME, op, tmp); 1958 esrv_update_item (UPD_NAME, op, tmp);
1959
2293 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name); 1960 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
2294 return 1; 1961 return 1;
2295 } 1962 }
2296 } 1963 }
2297 } 1964 }
2298 new_draw_info (NDI_UNIQUE, 0, op, "You are not standing over an altar!"); 1965
1966 op->failmsg ("You are not standing over an altar!");
2299 return 0; 1967 return 0;
2300} 1968}
2301 1969
2302/* animate_weapon - 1970/* animate_weapon -
2303 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon. 1971 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon.
2307 * This code was very odd - code early on would only let players use the spell, 1975 * This code was very odd - code early on would only let players use the spell,
2308 * yet the code wass full of player checks. I've presumed that the code 1976 * yet the code wass full of player checks. I've presumed that the code
2309 * that only let players use it was correct, and removed all the other 1977 * that only let players use it was correct, and removed all the other
2310 * player checks. MSW 2003-01-06 1978 * player checks. MSW 2003-01-06
2311 */ 1979 */
2312
2313int 1980int
2314animate_weapon (object *op, object *caster, object *spell, int dir) 1981animate_weapon (object *op, object *caster, object *spell, int dir)
2315{ 1982{
2316 object *weapon, *tmp; 1983 object *weapon, *tmp;
2317 char buf[MAX_BUF]; 1984 char buf[MAX_BUF];
2318 int a, i; 1985 int a, i;
2319 sint16 x, y; 1986 sint16 x, y;
2320 mapstruct *m; 1987 maptile *m;
2321 materialtype_t *mt;
2322 1988
2323 if (!spell->other_arch) 1989 if (!spell->other_arch)
2324 { 1990 {
2325 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1991 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2326 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name); 1992 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2329 /* exit if it's not a player using this spell. */ 1995 /* exit if it's not a player using this spell. */
2330 if (op->type != PLAYER) 1996 if (op->type != PLAYER)
2331 return 0; 1997 return 0;
2332 1998
2333 /* if player already has a golem, abort */ 1999 /* if player already has a golem, abort */
2334 if (op->contr->ranges[range_golem] != NULL && op->contr->golem_count == op->contr->ranges[range_golem]->count) 2000 if (object *golem = op->contr->golem)
2335 { 2001 {
2336 control_golem (op->contr->ranges[range_golem], dir); 2002 control_golem (golem, dir);
2337 return 0; 2003 return 0;
2338 } 2004 }
2339 2005
2340 /* if no direction specified, pick one */ 2006 /* if no direction specified, pick one */
2341 if (!dir) 2007 if (!dir)
2342 dir = find_free_spot (NULL, op->map, op->x, op->y, 1, 9); 2008 dir = find_free_spot (spell->other_arch, op->map, op->x, op->y, 1, 9);
2343 2009
2344 m = op->map; 2010 m = op->map;
2345 x = op->x + freearr_x[dir]; 2011 x = op->x + freearr_x[dir];
2346 y = op->y + freearr_y[dir]; 2012 y = op->y + freearr_y[dir];
2347 2013
2348 /* if there's no place to put the golem, abort */ 2014 /* if there's no place to put the golem, abort */
2349 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || 2015 if (dir < 0 || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP)
2350 ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->clone.move_type)) 2016 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2351 { 2017 {
2352 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2018 op->failmsg ("There is something in the way.");
2353 return 0; 2019 return 0;
2354 } 2020 }
2355 2021
2356 /* Use the weapon marked by the player. */ 2022 /* Use the weapon marked by the player. */
2357 weapon = find_marked_object (op); 2023 weapon = find_marked_object (op);
2358 2024
2359 if (!weapon) 2025 if (!weapon)
2360 { 2026 {
2361 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2027 op->failmsg ("You must mark a weapon to use with this spell!");
2362 return 0; 2028 return 0;
2363 } 2029 }
2030
2364 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2031 if (spell->race && weapon->arch->archname != spell->race)
2365 { 2032 {
2366 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2033 op->failmsg ("The spell fails to transform your weapon.");
2367 return 0; 2034 return 0;
2368 } 2035 }
2036
2369 if (weapon->type != WEAPON) 2037 if (weapon->type != WEAPON)
2370 { 2038 {
2371 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it."); 2039 op->failmsg ("You need to wield a weapon to animate it.");
2372 return 0; 2040 return 0;
2373 } 2041 }
2374 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2042
2043 if (weapon->flag [FLAG_APPLIED])
2375 { 2044 {
2376 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon)); 2045 op->failmsgf ("You need to unequip %s before using it in this spell", query_name (weapon));
2377 return 0; 2046 return 0;
2378 } 2047 }
2379 2048
2380 if (weapon->nrof > 1) 2049 weapon = weapon->split ();
2381 {
2382 tmp = get_split_ob (weapon, 1);
2383 esrv_send_item (op, weapon);
2384 weapon = tmp;
2385 }
2386 2050
2387 /* create the golem object */ 2051 /* create the golem object */
2388 tmp = arch_to_object (spell->other_arch); 2052 tmp = spell->other_arch->instance ();
2389 2053
2390 /* if animated by a player, give the player control of the golem */ 2054 /* if animated by a player, give the player control of the golem */
2391 CLEAR_FLAG (tmp, FLAG_MONSTER); 2055 tmp->clr_flag (FLAG_MONSTER);
2392 SET_FLAG (tmp, FLAG_FRIENDLY);
2393 tmp->stats.exp = 0; 2056 tmp->stats.exp = 0;
2394 add_friendly_object (tmp); 2057 add_friendly_object (tmp);
2395 tmp->type = GOLEM; 2058 tmp->type = GOLEM;
2396 set_owner (tmp, op); 2059 tmp->set_owner (op);
2060 op->contr->golem = tmp;
2397 set_spell_skill (op, caster, spell, tmp); 2061 set_spell_skill (op, caster, spell, tmp);
2398 op->contr->ranges[range_golem] = tmp;
2399 op->contr->shoottype = range_golem;
2400 op->contr->golem_count = tmp->count;
2401 2062
2402 /* Give the weapon to the golem now. A bit of a hack to check the 2063 /* Give the weapon to the golem now. A bit of a hack to check the
2403 * removed flag - it should only be set if get_split_object was 2064 * removed flag - it should only be set if weapon->split was
2404 * used above. 2065 * used above.
2405 */ 2066 */
2406 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2067 if (!weapon->flag [FLAG_REMOVED])
2407 remove_ob (weapon); 2068 weapon->remove ();
2408 insert_ob_in_ob (weapon, tmp); 2069
2409 esrv_send_item (op, weapon); 2070 tmp->insert (weapon);
2071
2410 /* To do everything necessary to let a golem use the weapon is a pain, 2072 /* To do everything necessary to let a golem use the weapon is a pain,
2411 * so instead, just set it as equipped (otherwise, we need to update 2073 * so instead, just set it as equipped (otherwise, we need to update
2412 * body_info, skills, etc) 2074 * body_info, skills, etc)
2413 */ 2075 */
2414 SET_FLAG (tmp, FLAG_USE_WEAPON); 2076 tmp->set_flag (FLAG_USE_WEAPON);
2415 SET_FLAG (weapon, FLAG_APPLIED); 2077 weapon->set_flag (FLAG_APPLIED);
2416 fix_player (tmp); 2078 tmp->update_stats ();
2417 2079
2418 /* There used to be 'odd' code that basically seemed to take the absolute 2080 /* There used to be 'odd' code that basically seemed to take the absolute
2419 * value of the weapon->magic an use that. IMO, that doesn't make sense - 2081 * value of the weapon->magic an use that. IMO, that doesn't make sense -
2420 * if you're using a crappy weapon, it shouldn't be as good. 2082 * if you're using a crappy weapon, it shouldn't be as good.
2421 */ 2083 */
2440 2102
2441 /* attacktype */ 2103 /* attacktype */
2442 if (!tmp->attacktype) 2104 if (!tmp->attacktype)
2443 tmp->attacktype = AT_PHYSICAL; 2105 tmp->attacktype = AT_PHYSICAL;
2444 2106
2445 mt = NULL;
2446 if (op->materialname != NULL)
2447 mt = name_to_material (op->materialname);
2448 if (mt != NULL)
2449 {
2450 for (i = 0; i < NROFATTACKS; i++) 2107 for (i = 0; i < NROFATTACKS; i++)
2451 tmp->resist[i] = 50 - (mt->save[i] * 5); 2108 tmp->resist[i] = 50 - (op->material->save[i] * 5);
2452 a = mt->save[0]; 2109
2453 } 2110 a = op->material->save[0];
2454 else 2111
2455 {
2456 for (i = 0; i < NROFATTACKS; i++)
2457 tmp->resist[i] = 5;
2458 a = 10;
2459 }
2460 /* Set weapon's immunity */ 2112 /* Set weapon's immunity */
2461 tmp->resist[ATNR_CONFUSION] = 100; 2113 tmp->resist[ATNR_CONFUSION] = 100;
2462 tmp->resist[ATNR_POISON] = 100; 2114 tmp->resist[ATNR_POISON] = 100;
2463 tmp->resist[ATNR_SLOW] = 100; 2115 tmp->resist[ATNR_SLOW] = 100;
2464 tmp->resist[ATNR_PARALYZE] = 100; 2116 tmp->resist[ATNR_PARALYZE] = 100;
2470 2122
2471 /* Improve weapon's armour value according to best save vs. physical of its material */ 2123 /* Improve weapon's armour value according to best save vs. physical of its material */
2472 2124
2473 if (a > 14) 2125 if (a > 14)
2474 a = 14; 2126 a = 14;
2127
2475 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); 2128 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2476 2129
2477 /* Determine golem's speed */ 2130 /* Determine golem's speed */
2478 tmp->speed = 0.4 + 0.1 * SP_level_range_adjust (caster, spell); 2131 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2479
2480 if (tmp->speed > 3.33)
2481 tmp->speed = 3.33;
2482 2132
2483 if (!spell->race) 2133 if (!spell->race)
2484 { 2134 {
2485 sprintf (buf, "animated %s", &weapon->name); 2135 sprintf (buf, "animated %s", &weapon->name);
2486 tmp->name = buf; 2136 tmp->name = buf;
2488 tmp->face = weapon->face; 2138 tmp->face = weapon->face;
2489 tmp->animation_id = weapon->animation_id; 2139 tmp->animation_id = weapon->animation_id;
2490 tmp->anim_speed = weapon->anim_speed; 2140 tmp->anim_speed = weapon->anim_speed;
2491 tmp->last_anim = weapon->last_anim; 2141 tmp->last_anim = weapon->last_anim;
2492 tmp->state = weapon->state; 2142 tmp->state = weapon->state;
2493 if (QUERY_FLAG (weapon, FLAG_ANIMATE)) 2143 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2494 {
2495 SET_FLAG (tmp, FLAG_ANIMATE);
2496 }
2497 else
2498 {
2499 CLEAR_FLAG (tmp, FLAG_ANIMATE);
2500 }
2501 update_ob_speed (tmp);
2502 } 2144 }
2503 2145
2504 /* make experience increase in proportion to the strength of the summoned creature. */ 2146 /* make experience increase in proportion to the strength of the summoned creature. */
2505 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell)); 2147 tmp->stats.exp *= 1 + (max (spell->stats.maxgrace, spell->stats.sp) / casting_level (caster, spell));
2506 2148
2507 tmp->speed_left = -1; 2149 tmp->speed_left = -1;
2508 tmp->x = x;
2509 tmp->y = y;
2510 tmp->direction = dir; 2150 tmp->direction = dir;
2511 insert_ob_in_map (tmp, m, op, 0); 2151
2152 m->insert (tmp, x, y, op);
2512 return 1; 2153 return 1;
2513} 2154}
2514 2155
2515/* cast_daylight() - changes the map darkness level *lower* */ 2156/* cast_daylight() - changes the map darkness level *lower* */
2516 2157
2517/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2158/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2518 * This changes the light level for the entire map. 2159 * This changes the light level for the entire map.
2519 */ 2160 */
2520
2521int 2161int
2522cast_change_map_lightlevel (object *op, object *caster, object *spell) 2162cast_change_map_lightlevel (object *op, object *caster, object *spell)
2523{ 2163{
2524 int success; 2164 int success;
2525 2165
2526 if (!op->map) 2166 if (!op->map)
2527 return 0; /* shouldnt happen */ 2167 return 0; /* shouldnt happen */
2528 2168
2529 success = change_map_light (op->map, spell->stats.dam); 2169 success = op->map->change_map_light (spell->stats.dam);
2170
2530 if (!success) 2171 if (!success)
2531 { 2172 {
2532 if (spell->stats.dam < 0) 2173 if (spell->stats.dam < 0)
2533 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2174 op->failmsg ("It can be no brighter here.");
2534 else 2175 else
2535 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2176 op->failmsg ("It can be no darker here.");
2536 } 2177 }
2178
2537 return success; 2179 return success;
2538} 2180}
2539
2540
2541
2542
2543 2181
2544/* create an aura spell object and put it in the player's inventory. 2182/* create an aura spell object and put it in the player's inventory.
2545 * as usual, op is player, caster is the object casting the spell, 2183 * as usual, op is player, caster is the object casting the spell,
2546 * spell is the spell object itself. 2184 * spell is the spell object itself.
2547 */ 2185 */
2553 2191
2554 new_aura = present_arch_in_ob (spell->other_arch, op); 2192 new_aura = present_arch_in_ob (spell->other_arch, op);
2555 if (new_aura) 2193 if (new_aura)
2556 refresh = 1; 2194 refresh = 1;
2557 else 2195 else
2558 new_aura = arch_to_object (spell->other_arch); 2196 new_aura = spell->other_arch->instance ();
2559 2197
2560 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); 2198 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2561 2199
2562 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 2200 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2563 2201
2564 set_owner (new_aura, op);
2565 set_spell_skill (op, caster, spell, new_aura); 2202 set_spell_skill (op, caster, spell, new_aura);
2566 new_aura->attacktype = spell->attacktype; 2203 new_aura->attacktype = spell->attacktype;
2567 2204
2568 new_aura->level = caster_level (caster, spell); 2205 new_aura->level = casting_level (caster, spell);
2206
2569 if (refresh) 2207 if (refresh)
2570 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2208 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2571 else 2209 else
2572 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2210 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2211
2573 insert_ob_in_ob (new_aura, op); 2212 insert_ob_in_ob (new_aura, op);
2213 new_aura->set_owner (op);
2214
2574 return 1; 2215 return 1;
2575} 2216}
2576
2577 2217
2578/* move aura function. An aura is a part of someone's inventory, 2218/* move aura function. An aura is a part of someone's inventory,
2579 * which he carries with him, but which acts on the map immediately 2219 * which he carries with him, but which acts on the map immediately
2580 * around him. 2220 * around him.
2581 * Aura parameters: 2221 * Aura parameters:
2582 * duration: duration counter. 2222 * duration: duration counter.
2583 * attacktype: aura's attacktype 2223 * attacktype: aura's attacktype
2584 * other_arch: archetype to drop where we attack 2224 * other_arch: archetype to drop where we attack
2585 */ 2225 */
2586
2587void 2226void
2588move_aura (object *aura) 2227move_aura (object *aura)
2589{ 2228{
2590 int i, mflags;
2591 object *env;
2592 mapstruct *m;
2593
2594 /* auras belong in inventories */ 2229 /* auras belong in inventories */
2595 env = aura->env; 2230 object *env = aura->env;
2231 object *owner = aura->owner;
2596 2232
2597 /* no matter what we've gotta remove the aura... 2233 /* no matter what we've gotta remove the aura...
2598 * we'll put it back if its time isn't up. 2234 * we'll put it back if its time isn't up.
2599 */ 2235 */
2600 remove_ob (aura); 2236 aura->remove ();
2601 2237
2602 /* exit if we're out of gas */ 2238 /* exit if we're out of gas */
2603 if (aura->duration-- < 0) 2239 if (aura->duration-- < 0)
2604 { 2240 {
2605 free_object (aura); 2241 aura->destroy ();
2606 return; 2242 return;
2607 } 2243 }
2608 2244
2609 /* auras only exist in inventories */ 2245 /* auras only exist in inventories */
2610 if (env == NULL || env->map == NULL) 2246 if (!env || !env->map)
2611 { 2247 {
2612 free_object (aura); 2248 aura->destroy ();
2613 return; 2249 return;
2614 } 2250 }
2615 aura->x = env->x;
2616 aura->y = env->y;
2617 2251
2618 /* we need to jump out of the inventory for a bit 2252 /* we need to jump out of the inventory for a bit
2619 * in order to hit the map conveniently. 2253 * in order to hit the map conveniently.
2620 */ 2254 */
2621 insert_ob_in_map (aura, env->map, aura, 0); 2255 aura->insert_at (env, aura);
2622 2256
2623 for (i = 1; i < 9; i++) 2257 for (int i = 1; i < 9; i++)
2624 { 2258 {
2625 sint16 nx, ny; 2259 mapxy pos (env);
2260 pos.move (i);
2626 2261
2627 nx = aura->x + freearr_x[i];
2628 ny = aura->y + freearr_y[i];
2629 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2630
2631 /* Consider the movement tyep of the person with the aura as 2262 /* Consider the movement type of the person with the aura as
2632 * movement type of the aura. Eg, if the player is flying, the aura 2263 * movement type of the aura. Eg, if the player is flying, the aura
2633 * is flying also, if player is walking, it is on the ground, etc. 2264 * is flying also, if player is walking, it is on the ground, etc.
2634 */ 2265 */
2635 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny)))) 2266 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2636 { 2267 {
2637 hit_map (aura, i, aura->attacktype, 0); 2268 hit_map (aura, i, aura->attacktype, 0);
2638 2269
2639 if (aura->other_arch) 2270 if (aura->other_arch)
2640 { 2271 pos.insert (aura->other_arch->instance (), aura);
2641 object *new_ob;
2642
2643 new_ob = arch_to_object (aura->other_arch);
2644 new_ob->x = nx;
2645 new_ob->y = ny;
2646 insert_ob_in_map (new_ob, m, aura, 0);
2647 } 2272 }
2648 }
2649 } 2273 }
2274
2650 /* put the aura back in the player's inventory */ 2275 /* put the aura back in the player's inventory */
2651 remove_ob (aura); 2276 env->insert (aura);
2652 insert_ob_in_ob (aura, env); 2277 aura->set_owner (owner);
2653} 2278}
2654 2279
2655/* moves the peacemaker spell. 2280/* moves the peacemaker spell.
2656 * op is the piece object. 2281 * op is the piece object.
2657 */ 2282 */
2658
2659void 2283void
2660move_peacemaker (object *op) 2284move_peacemaker (object *op)
2661{ 2285{
2662 object *tmp; 2286 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2663
2664 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2665 { 2287 {
2666 int atk_lev, def_lev; 2288 int atk_lev, def_lev;
2667 object *victim = tmp; 2289 object *victim = tmp->head_ ();
2668 2290
2669 if (tmp->head) 2291 if (!victim->flag [FLAG_MONSTER])
2670 victim = tmp->head;
2671 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2672 continue; 2292 continue;
2673 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2293
2294 if (victim->flag [FLAG_UNAGGRESSIVE])
2674 continue; 2295 continue;
2296
2675 if (victim->stats.exp == 0) 2297 if (victim->stats.exp == 0)
2676 continue; 2298 continue;
2677 2299
2678 def_lev = MAX (1, victim->level); 2300 def_lev = max (1, victim->level);
2679 atk_lev = MAX (1, op->level); 2301 atk_lev = max (1, op->level);
2680 2302
2681 if (rndm (0, atk_lev - 1) > def_lev) 2303 if (rndm (0, atk_lev - 1) > def_lev)
2682 { 2304 {
2683 /* make this sucker peaceful. */ 2305 /* make this sucker peaceful. */
2684 2306
2307 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2685 change_exp (get_owner (op), victim->stats.exp, op->skill, 0); 2308 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2686 victim->stats.exp = 0; 2309 victim->stats.exp = 0;
2687#if 0 2310#if 0
2688 /* No idea why these were all set to zero - if something 2311 /* No idea why these were all set to zero - if something
2689 * makes this creature agressive, he should still do damage. 2312 * makes this creature agressive, he should still do damage.
2690 */ 2313 */
2692 victim->stats.sp = 0; 2315 victim->stats.sp = 0;
2693 victim->stats.grace = 0; 2316 victim->stats.grace = 0;
2694 victim->stats.Pow = 0; 2317 victim->stats.Pow = 0;
2695#endif 2318#endif
2696 victim->attack_movement = RANDO2; 2319 victim->attack_movement = RANDO2;
2697 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2320 victim->set_flag (FLAG_UNAGGRESSIVE);
2698 SET_FLAG (victim, FLAG_RUN_AWAY); 2321 victim->set_flag (FLAG_RUN_AWAY);
2699 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2322 victim->set_flag (FLAG_RANDOM_MOVE);
2700 CLEAR_FLAG (victim, FLAG_MONSTER); 2323 victim->clr_flag (FLAG_MONSTER);
2324
2701 if (victim->name) 2325 if (victim->name)
2702 {
2703 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name); 2326 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2704 } 2327 }
2705 }
2706 } 2328 }
2707} 2329}
2708
2709 2330
2710/* This writes a rune that contains the appropriate message. 2331/* This writes a rune that contains the appropriate message.
2711 * There really isn't any adjustments we make. 2332 * There really isn't any adjustments we make.
2712 */ 2333 */
2713
2714int 2334int
2715write_mark (object *op, object *spell, const char *msg) 2335write_mark (object *op, object *spell, const char *msg)
2716{ 2336{
2717 char rune[HUGE_BUF];
2718 object *tmp;
2719
2720 if (!msg || msg[0] == 0) 2337 if (!msg || msg[0] == 0)
2721 { 2338 {
2722 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2339 op->failmsg ("Write what?");
2723 return 0; 2340 return 0;
2724 } 2341 }
2725 2342
2726 if (strcasestr_local (msg, "endmsg")) 2343 if (!msg_is_safe (msg))
2727 { 2344 {
2728 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?"); 2345 op->failmsg ("Trying to cheat are we? H<@-signs are not allowed in marking runes.>");
2729 LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg); 2346 LOG (llevInfo, "write_mark: player %s tried to write bogus rune %s\n", &op->name, msg);
2730 return 0; 2347 return 0;
2731 } 2348 }
2349
2732 if (!spell->other_arch) 2350 if (!spell->other_arch)
2733 return 0; 2351 return 0;
2734 tmp = arch_to_object (spell->other_arch); 2352
2735 strncpy (rune, msg, HUGE_BUF - 2); 2353 object *tmp = spell->other_arch->instance ();
2736 rune[HUGE_BUF - 2] = 0; 2354
2737 strcat (rune, "\n");
2738 tmp->race = op->name; /*Save the owner of the rune */ 2355 tmp->race = op->name; /*Save the owner of the rune */
2739 tmp->msg = rune; 2356 tmp->msg = msg;
2740 tmp->x = op->x; 2357
2741 tmp->y = op->y; 2358 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2742 insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR); 2359
2743 return 1; 2360 return 1;
2744} 2361}
2362

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