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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.13 by root, Sat Sep 16 22:24:13 2006 UTC vs.
Revision 1.131 by root, Fri Apr 23 04:32:47 2010 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <object.h> 26#include <object.h>
26#include <living.h> 27#include <living.h>
27#ifndef __CEXTRACT__
28# include <sproto.h> 28#include <sproto.h>
29#endif
30#include <spells.h> 29#include <spells.h>
31#include <sounds.h> 30#include <sounds.h>
32 31
33/* cast_magic_storm: This is really used mostly for spell 32/* cast_magic_storm: This is really used mostly for spell
34 * fumbles at the like. tmp is the object to propogate. 33 * fumbles at the like. tmp is the object to propogate.
37void 36void
38cast_magic_storm (object *op, object *tmp, int lvl) 37cast_magic_storm (object *op, object *tmp, int lvl)
39{ 38{
40 if (!tmp) 39 if (!tmp)
41 return; /* error */ 40 return; /* error */
41
42 tmp->level = op->level; 42 tmp->level = op->level;
43 tmp->x = op->x;
44 tmp->y = op->y;
45 tmp->range += lvl / 5; /* increase the area of destruction */ 43 tmp->range += lvl / 5; /* increase the area of destruction */
46 tmp->duration += lvl / 5; 44 tmp->duration += lvl / 5;
47 45
48 /* Put a cap on duration for this - if the player fails in their 46 /* Put a cap on duration for this - if the player fails in their
49 * apartment, don't want it to go on so long that it kills them 47 * apartment, don't want it to go on so long that it kills them
50 * multiple times. Also, damge already increases with level, 48 * multiple times. Also, damge already increases with level,
51 * so don't really need to increase the duration as much either. 49 * so don't really need to increase the duration as much either.
52 */ 50 */
53 if (tmp->duration >= 40) 51 if (tmp->duration >= 40)
54 tmp->duration = 40; 52 tmp->duration = 40;
53
55 tmp->stats.dam = lvl; /* nasty recoils! */ 54 tmp->stats.dam = lvl; /* nasty recoils! */
56 tmp->stats.maxhp = tmp->count; /* tract single parent */ 55 tmp->stats.maxhp = tmp->count; /* tract single parent */
57 insert_ob_in_map (tmp, op->map, op, 0);
58 56
57 tmp->insert_at (op, op);
59} 58}
60
61 59
62int 60int
63recharge (object *op, object *caster, object *spell_ob) 61recharge (object *op, object *caster, object *spell_ob)
64{ 62{
65 object *wand, *tmp;
66 int ncharges; 63 int ncharges;
67 64
68 wand = find_marked_object (op); 65 object *wand = op->mark ();
66
69 if (wand == NULL || wand->type != WAND) 67 if (!wand || wand->type != WAND)
70 { 68 {
71 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge."); 69 op->failmsg ("You need to mark the wand you want to recharge.");
72 return 0; 70 return 0;
73 } 71 }
72
74 if (!(random_roll (0, 3, op, PREFER_HIGH))) 73 if (!(random_roll (0, 3, op, PREFER_HIGH)))
75 { 74 {
76 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));
77 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE); 76 op->play_sound (sound_find ("ob_explode"));
78 esrv_del_item (op->contr, wand->count); 77 wand->destroy ();
79 remove_ob (wand);
80 free_object (wand);
81 tmp = get_archetype ("fireball"); 78 object *tmp = get_archetype (shstr_fireball);
82 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
83 if (!tmp->stats.dam) 81 if (!tmp->stats.dam)
84 tmp->stats.dam = 1; 82 tmp->stats.dam = 1;
83
85 tmp->stats.hp = tmp->stats.dam / 2; 84 tmp->stats.hp = tmp->stats.dam / 2;
85
86 if (tmp->stats.hp < 2) 86 if (tmp->stats.hp < 2)
87 tmp->stats.hp = 2; 87 tmp->stats.hp = 2;
88 tmp->x = op->x; 88
89 tmp->y = op->y; 89 tmp->insert_at (op);
90 insert_ob_in_map (tmp, op->map, NULL, 0);
91 return 1; 90 return 1;
92 } 91 }
93 92
94 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
95 if (wand->inv && wand->inv->level) 95 if (wand->inv && wand->inv->level)
96 ncharges /= wand->inv->level; 96 ncharges /= wand->inv->level;
97 else 97 else
98 { 98 {
99 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));
100 return 0; 100 return 0;
101 } 101 }
102
102 if (!ncharges) 103 if (!ncharges)
103 ncharges = 1; 104 ncharges = 1;
104 105
105 wand->stats.food += ncharges; 106 wand->stats.food += ncharges;
106 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
107 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE)) 109 if (wand->arch && wand->arch->flag [FLAG_ANIMATE])
108 { 110 {
109 SET_FLAG (wand, FLAG_ANIMATE); 111 wand->set_flag (FLAG_ANIMATE);
110 wand->speed = wand->arch->clone.speed; 112 wand->set_speed (wand->arch->speed);
111 update_ob_speed (wand);
112 } 113 }
114
113 return 1; 115 return 1;
114} 116}
115 117
116/* 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
117 * 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
121 * great a plus, the default is used. 123 * great a plus, the default is used.
122 * 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
123 * 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
124 * create nonnmagic arrows, or even -1, etc... 126 * create nonnmagic arrows, or even -1, etc...
125 */ 127 */
126
127int 128int
128cast_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)
129{ 130{
130 int missile_plus = 0, bonus_plus = 0; 131 int bonus_plus = 0;
131 const char *missile_name; 132 const char *missile_name = "arrow";
132 object *tmp, *missile;
133 133
134 missile_name = "arrow";
135
136 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 134 for (object *tmp = op->inv; tmp; tmp = tmp->below)
137 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) 135 if (tmp->type == BOW && tmp->flag [FLAG_APPLIED])
138 missile_name = tmp->race; 136 missile_name = tmp->race;
139 137
140 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); 138 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
141 139
142 if (archetype::find (missile_name) == NULL) 140 archetype *missile_arch = archetype::find (missile_name);
141
142 if (!missile_arch)
143 { 143 {
144 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);
145 return 0; 145 return 0;
146 } 146 }
147 147
148 missile = get_archetype (missile_name); 148 object *missile = missile_arch->instance ();
149 149
150 if (stringarg) 150 if (spellparam)
151 { 151 {
152 /* If it starts with a letter, presume it is a description */ 152 /* If it starts with a letter, presume it is a description */
153 if (isalpha (*stringarg)) 153 if (isalpha (*spellparam))
154 { 154 {
155 artifact *al = find_artifactlist (missile->type)->items; 155 artifact *al = find_artifactlist (missile->type)->items;
156 156
157 for (; al != NULL; al = al->next) 157 for (; al; al = al->next)
158 if (!strcasecmp (al->item->name, stringarg)) 158 if (!strcasecmp (al->item->name, spellparam))
159 break; 159 break;
160 160
161 if (!al) 161 if (!al)
162 { 162 {
163 free_object (missile); 163 missile->destroy ();
164 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);
165 return 0; 165 return 0;
166 } 166 }
167 167
168 if (al->item->slaying) 168 if (al->item->slaying)
169 { 169 {
170 free_object (missile); 170 missile->destroy ();
171 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);
172 return 0; 172 return 0;
173 } 173 }
174 174
175 give_artifact_abilities (missile, al->item); 175 give_artifact_abilities (missile, al->item);
176 /* 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 -
177 * 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
178 * the parsing of having to do both plus and type. 178 * the parsing of having to do both plus and type.
179 */ 179 */
180 bonus_plus = 1 + (al->item->value / 5); 180 bonus_plus = 1 + (al->item->value / 5);
181 missile_plus = 0; 181 missile_plus = 0;
182 } 182 }
183 else if (atoi (stringarg) < missile_plus) 183 else if (atoi (spellparam) < missile_plus)
184 missile_plus = atoi (stringarg); 184 missile_plus = atoi (spellparam);
185 } 185 }
186 186
187 if (missile_plus > 4) 187 missile_plus = clamp (missile_plus, -4, 4);
188 missile_plus = 4;
189 else if (missile_plus < -4)
190 missile_plus = -4;
191 188
192 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 189 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
193 missile->nrof -= 3 * (missile_plus + bonus_plus); 190 missile->nrof -= 3 * (missile_plus + bonus_plus);
194 191
195 if (missile->nrof < 1) 192 if (missile->nrof < 1)
197 194
198 missile->magic = missile_plus; 195 missile->magic = missile_plus;
199 /* Can't get any money for these objects */ 196 /* Can't get any money for these objects */
200 missile->value = 0; 197 missile->value = 0;
201 198
202 SET_FLAG (missile, FLAG_IDENTIFIED); 199 missile->set_flag (FLAG_IDENTIFIED);
203 200
204 if (!cast_create_obj (op, caster, missile, dir) && op->type == PLAYER && !missile->destroyed ()) 201 if (!cast_create_obj (op, caster, missile, dir) && op->type == PLAYER && !missile->destroyed ())
205 pick_up (op, missile); 202 pick_up (op, missile);
206 203
207 return 1; 204 return 1;
208} 205}
209 206
210 207
211/* allows the choice of what sort of food object to make. 208/* allows the choice of what sort of food object to make.
212 * 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*/
213int 210int
214cast_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)
215{ 212{
216 int food_value; 213 int food_value;
217 archetype *at = NULL; 214 archetype *at = NULL;
218 object *new_op; 215 object *new_op;
219 216
220 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);
221 218
222 if (stringarg) 219 if (spellparam)
223 { 220 {
224 at = find_archetype_by_object_type_name (FOOD, stringarg); 221 at = find_archetype_by_object_type_name (FOOD, spellparam);
225 if (at == NULL) 222 if (at == NULL)
226 at = find_archetype_by_object_type_name (DRINK, stringarg); 223 at = find_archetype_by_object_type_name (DRINK, spellparam);
227 if (at == NULL || at->clone.stats.food > food_value) 224 if (at == NULL || at->stats.food > food_value)
228 stringarg = NULL; 225 spellparam = NULL;
229 } 226 }
230 227
231 if (!stringarg) 228 if (!spellparam)
232 { 229 {
233 archetype *at_tmp; 230 archetype *at_tmp;
234 231
235 /* We try to find the archetype with the maximum food value. 232 /* We try to find the archetype with the maximum food value.
236 * This removes the dependancy of hard coded food values in this 233 * This removes the dependancy of hard coded food values in this
238 * 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
239 * to be altered from the donor. 236 * to be altered from the donor.
240 */ 237 */
241 238
242 /* We assume the food items don't have multiple parts */ 239 /* We assume the food items don't have multiple parts */
243 for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next) 240 for_all_archetypes (at_tmp)
244 { 241 {
245 if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK) 242 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
246 { 243 {
247 /* Basically, if the food value is something that is creatable 244 /* Basically, if the food value is something that is creatable
248 * under the limits of the spell and it is higher than 245 * under the limits of the spell and it is higher than
249 * the item we have now, take it instead. 246 * the item we have now, take it instead.
250 */ 247 */
251 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)))
252 at = at_tmp; 253 at = at_tmp;
253 } 254 }
254 } 255 }
255 } 256 }
257
256 /* 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
257 * know 259 * know
258 */ 260 */
259 if (!at) 261 if (!at)
260 { 262 {
261 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.");
262 return 0; 264 return 0;
263 } 265 }
264 266
265 food_value /= at->clone.stats.food; 267 food_value /= at->stats.food;
266 new_op = arch_to_object (at); 268 new_op = at->instance ();
267 new_op->nrof = food_value; 269 new_op->nrof = food_value;
268 270
269 new_op->value = 0; 271 new_op->value = 0;
270 if (new_op->nrof < 1) 272 if (new_op->nrof < 1)
271 new_op->nrof = 1; 273 new_op->nrof = 1;
279{ 281{
280 int r, mflags, maxrange; 282 int r, mflags, maxrange;
281 object *tmp; 283 object *tmp;
282 maptile *m; 284 maptile *m;
283 285
284
285 if (!dir) 286 if (!dir)
286 { 287 {
287 examine_monster (op, op); 288 examine_monster (op, op);
288 return 1; 289 return 1;
289 } 290 }
291
290 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 292 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
291 for (r = 1; r < maxrange; r++) 293 for (r = 1; r < maxrange; r++)
292 { 294 {
293 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];
294 296
296 mflags = get_map_flags (m, &m, x, y, &x, &y); 298 mflags = get_map_flags (m, &m, x, y, &x, &y);
297 299
298 if (mflags & P_OUT_OF_MAP) 300 if (mflags & P_OUT_OF_MAP)
299 break; 301 break;
300 302
301 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) 303 if (!op->flag [FLAG_WIZCAST] && (mflags & P_NO_MAGIC))
302 { 304 {
303 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 305 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
304 return 0; 306 return 0;
305 } 307 }
308
306 if (mflags & P_IS_ALIVE) 309 if (mflags & P_IS_ALIVE)
307 { 310 {
308 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)
309 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]))
310 { 313 {
311 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 314 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
312 if (tmp->head != NULL) 315 if (tmp->head != NULL)
313 tmp = tmp->head; 316 tmp = tmp->head;
314 examine_monster (op, tmp); 317 examine_monster (op, tmp);
315 return 1; 318 return 1;
316 } 319 }
317 } 320 }
318 } 321 }
322
319 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); 323 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
320 return 1; 324 return 1;
321} 325}
322
323 326
324/* This checks to see if 'pl' is invisible to 'mon'. 327/* This checks to see if 'pl' is invisible to 'mon'.
325 * does race check, undead check, etc 328 * does race check, undead check, etc
326 * Returns TRUE if mon can't see pl, false 329 * Returns TRUE if mon can't see pl, false
327 * otherwise. This doesn't check range, walls, etc. It 330 * otherwise. This doesn't check range, walls, etc. It
329 * pl is invisible. 332 * pl is invisible.
330 */ 333 */
331int 334int
332makes_invisible_to (object *pl, object *mon) 335makes_invisible_to (object *pl, object *mon)
333{ 336{
334
335 if (!pl->invisible) 337 if (!pl->invisible)
336 return 0; 338 return 0;
339
337 if (pl->type == PLAYER) 340 if (pl->type == PLAYER)
338 { 341 {
339 /* If race isn't set, then invisible unless it is undead */ 342 /* If race isn't set, then invisible unless it is undead */
340 if (!pl->contr->invis_race) 343 if (!pl->contr->invis_race)
341 { 344 {
342 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 345 if (mon->flag [FLAG_UNDEAD])
343 return 0; 346 return 0;
347
344 return 1; 348 return 1;
345 } 349 }
350
346 /* invis_race is set if we get here */ 351 /* invis_race is set if we get here */
347 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 352 if (pl->contr->invis_race == shstr_undead && is_true_undead (mon))
348 return 1; 353 return 1;
354
349 /* No race, can't be invisible to it */ 355 /* No race, can't be invisible to it */
350 if (!mon->race) 356 if (!mon->race)
351 return 0; 357 return 0;
358
352 if (strstr (mon->race, pl->contr->invis_race)) 359 if (mon->race.contains (pl->contr->invis_race))
353 return 1; 360 return 1;
361
354 /* Nothing matched above, return 0 */ 362 /* Nothing matched above, return 0 */
355 return 0; 363 return 0;
356 } 364 }
357 else 365 else
358 { 366 {
371 * normal applies. 379 * normal applies.
372 */ 380 */
373int 381int
374cast_invisible (object *op, object *caster, object *spell_ob) 382cast_invisible (object *op, object *caster, object *spell_ob)
375{ 383{
376 object *tmp;
377
378 if (op->invisible > 1000) 384 if (op->invisible > 1000)
379 { 385 {
380 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");
381 return 0; 387 return 0;
382 } 388 }
383 389
384 /* 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
385 * and if statement or two. 391 * and if statement or two.
391 397
392 if (op->type == PLAYER) 398 if (op->type == PLAYER)
393 { 399 {
394 op->contr->invis_race = spell_ob->race; 400 op->contr->invis_race = spell_ob->race;
395 401
396 if (QUERY_FLAG (spell_ob, FLAG_MAKE_INVIS)) 402 if (spell_ob->flag [FLAG_MAKE_INVIS])
397 op->contr->tmp_invis = 0; 403 op->contr->tmp_invis = 0;
398 else 404 else
399 op->contr->tmp_invis = 1; 405 op->contr->tmp_invis = 1;
400 406
401 op->contr->hidden = 0; 407 op->contr->hidden = 0;
402 } 408 }
409
403 if (makes_invisible_to (op, op)) 410 if (makes_invisible_to (op, op))
404 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!");
405 else 412 else
406 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!"); 413 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
407 414
408 update_object (op, UP_OBJ_FACE); 415 update_object (op, UP_OBJ_CHANGE);
409 416
410 /* Only search the active objects - only these should actually do 417 /* Only search the active objects - only these should actually do
411 * harm to the player. 418 * harm to the player.
412 */ 419 */
413 for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) 420 for_all_actives (tmp)
414 if (tmp->enemy == op) 421 if (tmp->enemy == op)
415 tmp->enemy = NULL; 422 tmp->enemy = 0;
423
416 return 1; 424 return 1;
417} 425}
418 426
419/* earth to dust spell. Basically destroys earthwalls in the area. 427/* earth to dust spell. Basically destroys earthwalls in the area.
420 */ 428 */
421int 429int
422cast_earth_to_dust (object *op, object *caster, object *spell_ob) 430cast_earth_to_dust (object *op, object *caster, object *spell_ob)
423{ 431{
424 object *tmp, *next;
425 int range, i, j, mflags; 432 int range, i, j, mflags;
426 sint16 sx, sy; 433 sint16 sx, sy;
427 maptile *m; 434 maptile *m;
428
429 if (op->type != PLAYER)
430 return 0;
431 435
432 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 436 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
433 437
434 for (i = -range; i <= range; i++) 438 for (i = -range; i <= range; i++)
435 for (j = -range; j <= range; j++) 439 for (j = -range; j <= range; j++)
440 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 444 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
441 445
442 if (mflags & P_OUT_OF_MAP) 446 if (mflags & P_OUT_OF_MAP)
443 continue; 447 continue;
444 448
445 // earth to dust tears down everything that can be teared down 449 // earth to dust tears down everything that can be torn down
446 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)
447 { 451 {
448 next = tmp->above; 452 next = tmp->above;
449 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 453
454 if (tmp->flag [FLAG_TEAR_DOWN])
450 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 455 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
451 } 456 }
452 } 457 }
458
453 return 1; 459 return 1;
454} 460}
455
456 461
457void 462void
458execute_word_of_recall (object *op) 463execute_word_of_recall (object *op)
459{ 464{
460 object *wor = op; 465 if (object *pl = op->in_player ())
461 466 if (pl->ms ().flags () & P_NO_CLERIC && !pl->flag [FLAG_WIZCAST])
462 while (op != NULL && op->type != PLAYER)
463 op = op->env;
464
465 if (op != NULL && op->map)
466 {
467 if ((get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_CLERIC) && (!QUERY_FLAG (op, FLAG_WIZCAST)))
468 new_draw_info (NDI_UNIQUE, 0, op, "You feel something fizzle inside you."); 467 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
469 else 468 else
470 enter_exit (op, wor); 469 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
471 } 470
472 remove_ob (wor); 471 op->destroy ();
473 free_object (wor);
474} 472}
475 473
476/* Word of recall causes the player to return 'home'. 474/* Word of recall causes the player to return 'home'.
477 * we put a force into the player object, so that there is a 475 * we put a force into the player object, so that there is a
478 * time delay effect. 476 * time delay effect.
479 */ 477 */
480int 478int
481cast_word_of_recall (object *op, object *caster, object *spell_ob) 479cast_word_of_recall (object *op, object *caster, object *spell_ob)
482{ 480{
483 object *dummy; 481 if (!op->is_player ())
484 int time;
485
486 if (op->type != PLAYER)
487 return 0; 482 return 0;
488 483
489 if (find_obj_by_type_subtype (op, SPELL_EFFECT, SP_WORD_OF_RECALL)) 484 if (find_obj_by_type_subtype (op, SPELL_EFFECT, SP_WORD_OF_RECALL))
490 { 485 {
491 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 486 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
492 return 1; 487 return 1;
493 } 488 }
494 489
495 dummy = get_archetype (FORCE_NAME); 490 object *dummy = get_archetype (FORCE_NAME);
496 if (dummy == NULL) 491
497 {
498 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
499 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
500 return 0;
501 }
502 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob); 492 int time = max (1, spell_ob->duration - SP_level_duration_adjust (caster, spell_ob));
503 if (time < 1)
504 time = 1;
505 493
506 /* value of speed really doesn't make much difference, as long as it is 494 /* value of speed really doesn't make much difference, as long as it is
507 * positive. Lower value may be useful so that the problem doesn't 495 * positive. Lower value may be useful so that the problem doesn't
508 * do anything really odd if it say a -1000 or something. 496 * do anything really odd if it say a -1000 or something.
509 */ 497 */
510 dummy->speed = 0.002; 498 dummy->set_speed (0.002);
511 update_ob_speed (dummy);
512 dummy->speed_left = -dummy->speed * time; 499 dummy->speed_left = -dummy->speed * time;
513 dummy->type = SPELL_EFFECT; 500 dummy->type = SPELL_EFFECT;
514 dummy->subtype = SP_WORD_OF_RECALL; 501 dummy->subtype = SP_WORD_OF_RECALL;
502 dummy->slaying = op->contr->savebed_map;
503 dummy->stats.hp = op->contr->bed_x;
504 dummy->stats.sp = op->contr->bed_y;
515 505
516 /* If we could take advantage of enter_player_savebed() here, it would be 506 op->insert (dummy);
517 * nice, but until the map load fails, we can't.
518 */
519 EXIT_PATH (dummy) = op->contr->savebed_map;
520 EXIT_X (dummy) = op->contr->bed_x;
521 EXIT_Y (dummy) = op->contr->bed_y;
522 507
523 (void) insert_ob_in_ob (dummy, op);
524 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 508 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
509
525 return 1; 510 return 1;
526} 511}
527 512
528/* cast_wonder 513/* cast_wonder
529 * wonder is really just a spell that will likely cast another 514 * wonder is really just a spell that will likely cast another
559 return cast_spell (op, caster, dir, newspell, NULL); 544 return cast_spell (op, caster, dir, newspell, NULL);
560 } 545 }
561 return 1; 546 return 1;
562} 547}
563 548
564
565int 549int
566perceive_self (object *op) 550perceive_self (object *op)
567{ 551{
568 char *cp = describe_item (op, op), buf[MAX_BUF]; 552 const char *cp = describe_item (op, op);
569 archetype *at = archetype::find (ARCH_DEPLETION); 553 archetype *at = archetype::find (shstr_depletion);
570 object *tmp;
571 int i;
572 554
555 dynbuf_text &buf = msg_dynbuf; buf.clear ();
556
557 if (!op->is_player ())
558 return 0;
559
560 if (object *race = archetype::find (op->race))
561 buf << " - You are a G<male|female> " << &race->name << ".\n";
562
573 tmp = find_god (determine_god (op)); 563 if (object *god = find_god (determine_god (op)))
574 if (tmp) 564 buf << " - You worship " << &god->name << ".\n";
575 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
576 else 565 else
577 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); 566 buf << " - You worship no god.\n";
578 567
579 tmp = present_arch_in_ob (at, op); 568 object *tmp = present_arch_in_ob (at, op);
580 569
581 if (*cp == '\0' && tmp == NULL) 570 if (*cp == '\0' && !tmp)
582 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 571 buf << " - You feel very mundane. ";
583 else 572 else
584 { 573 {
585 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 574 buf << " - You have: " << cp << ".\n";
586 new_draw_info (NDI_UNIQUE, 0, op, cp); 575
587 if (tmp != NULL) 576 if (tmp)
588 {
589 for (i = 0; i < NUM_STATS; i++) 577 for (int i = 0; i < NUM_STATS; i++)
590 { 578 if (tmp->stats.stat (i) < 0)
591 if (get_attr_value (&tmp->stats, i) < 0) 579 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
592 {
593 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i)));
594 }
595 }
596 }
597 } 580 }
598 581
599 if (is_dragon_pl (op)) 582 if (op->is_dragon ())
600 {
601 /* now grab the 'dragon_ability'-force from the player's inventory */ 583 /* now grab the 'dragon_ability'-force from the player's inventory */
602 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 584 for (tmp = op->inv; tmp; tmp = tmp->below)
603 { 585 {
604 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 586 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
605 { 587 {
606 if (tmp->stats.exp == 0) 588 if (tmp->stats.exp == 0)
607 {
608 sprintf (buf, "Your metabolism isn't focused on anything."); 589 buf << " - Your metabolism isn't focused on anything.\n";
609 }
610 else 590 else
611 {
612 sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); 591 buf << " - Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
613 } 592
614 new_draw_info (NDI_UNIQUE, 0, op, buf);
615 break; 593 break;
616 } 594 }
617 } 595 }
618 } 596
597 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
598
619 return 1; 599 return 1;
620} 600}
621
622/* int cast_create_town_portal (object *op, object *caster, int dir)
623 *
624 * This function cast the spell of town portal for op
625 *
626 * The spell operates in two passes. During the first one a place
627 * is marked as a destination for the portal. During the second one,
628 * 2 portals are created, one in the position the player cast it and
629 * one in the destination place. The portal are synchronized and 2 forces
630 * are inserted in the player to destruct the portal next time player
631 * creates a new portal pair.
632 * This spell has a side effect that it allows people to meet each other
633 * in a permanent, private, appartements by making a town portal from it
634 * to the town or another public place. So, check if the map is unique and if
635 * so return an error
636 *
637 * Code by Tchize (david.delbecq@usa.net)
638 */
639int
640cast_create_town_portal (object *op, object *caster, object *spell, int dir)
641{
642 object *dummy, *force, *old_force, *tmp;
643 archetype *perm_portal;
644 char portal_name[1024], portal_message[1024];
645 sint16 exitx, exity;
646 maptile *exitmap;
647 int op_level;
648
649
650 /* Check to see if the map the player is currently on is a per player unique
651 * map. This can be determined in that per player unique maps have the
652 * full pathname listed.
653 */
654 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
655 {
656 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
657 return 0;
658 }
659
660 /* The first thing to do is to check if we have a marked destination
661 * dummy is used to make a check inventory for the force
662 */
663 dummy = arch_to_object (spell->other_arch);
664 if (dummy == NULL)
665 {
666 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
667 LOG (llevError, "get_object failed (force in cast_create_town_portal for %s!\n", &op->name);
668 return 0;
669 }
670 force = check_inv_recursive (op, dummy);
671
672 if (force == NULL)
673 {
674 /* Here we know there is no destination marked up.
675 * We have 2 things to do:
676 * 1. Mark the destination in the player inventory.
677 * 2. Let the player know it worked.
678 */
679 dummy->name = op->map->path;
680 EXIT_X (dummy) = op->x;
681 EXIT_Y (dummy) = op->y;
682 insert_ob_in_ob (dummy, op);
683 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.");
684 return 1;
685 }
686 free_object (dummy);
687
688 /* Here we know where the town portal should go to
689 * We should kill any existing portal associated with the player.
690 * Than we should create the 2 portals.
691 * For each of them, we need:
692 * - To create the portal with the name of the player+destination map
693 * - set the owner of the town portal
694 * - To mark the position of the portal in the player's inventory
695 * for easier destruction.
696 *
697 * The mark works has follow:
698 * slaying: Existing town portal
699 * hp, sp : x & y of the associated portal
700 * name : name of the portal
701 * race : map the portal is in
702 */
703
704 /* First step: killing existing town portals */
705 dummy = get_archetype (spell->race);
706 if (dummy == NULL)
707 {
708 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
709 LOG (llevError, "get_object failed (force) in cast_create_town_portal for %s!\n", &op->name);
710 return 0;
711 }
712 perm_portal = archetype::find (spell->slaying);
713
714 /* To kill a town portal, we go trough the player's inventory,
715 * for each marked portal in player's inventory,
716 * -We try load the associated map (if impossible, consider the portal destructed)
717 * -We find any portal in the specified location.
718 * If it has the good name, we destruct it.
719 * -We destruct the force indicating that portal.
720 */
721 while ((old_force = check_inv_recursive (op, dummy)))
722 {
723 exitx = EXIT_X (old_force);
724 exity = EXIT_Y (old_force);
725 LOG (llevDebug, "Trying to kill a portal in %s (%d,%d)\n", &old_force->race, exitx, exity);
726
727 if (!strncmp (old_force->race, settings.localdir, strlen (settings.localdir)))
728 exitmap = ready_map_name (old_force->race, MAP_PLAYER_UNIQUE);
729 else
730 exitmap = ready_map_name (old_force->race, 0);
731
732 if (exitmap)
733 {
734 tmp = present_arch (perm_portal, exitmap, exitx, exity);
735 while (tmp)
736 {
737 if (tmp->name == old_force->name)
738 {
739 remove_ob (tmp);
740 free_object (tmp);
741 break;
742 }
743 else
744 {
745 tmp = tmp->above;
746 }
747 }
748 }
749 remove_ob (old_force);
750 free_object (old_force);
751 LOG (llevDebug, "\n");
752 }
753 free_object (dummy);
754
755 /* Creating the portals.
756 * The very first thing to do is to ensure
757 * access to the destination map.
758 * If we can't, don't fizzle. Simply warn player.
759 * This ensure player pays his mana for the spell
760 * because HE is responsible of forgotting.
761 * 'force' is the destination of the town portal, which we got
762 * from the players inventory above.
763 */
764
765 /* Ensure exit map is loaded */
766 if (!strncmp (force->name, settings.localdir, strlen (settings.localdir)))
767 exitmap = ready_map_name (force->name, MAP_PLAYER_UNIQUE);
768 else
769 exitmap = ready_map_name (force->name, 0);
770
771 /* If we were unable to load (ex. random map deleted), warn player */
772 if (exitmap == NULL)
773 {
774 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
775 remove_ob (force);
776 free_object (force);
777 return 1;
778 }
779
780 op_level = caster_level (caster, spell);
781 if (op_level < 15)
782 snprintf (portal_message, 1024,
783 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
784 &op->name);
785 else if (op_level < 30)
786 snprintf (portal_message, 1024,
787 "\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);
788 else if (op_level < 60)
789 snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
790 else
791 snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",
792 &op->name);
793
794 /* Create a portal in front of player
795 * dummy contain the portal and
796 * force contain the track to kill it later
797 */
798
799 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
800 dummy = get_archetype (spell->slaying); /*The portal */
801 if (dummy == NULL)
802 {
803 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
804 LOG (llevError, "get_object failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
805 return 0;
806 }
807 EXIT_PATH (dummy) = force->name;
808 EXIT_X (dummy) = EXIT_X (force);
809 EXIT_Y (dummy) = EXIT_Y (force);
810 dummy->name = dummy->name_pl = portal_name;
811 dummy->msg = portal_message;
812 dummy->race = op->name; /*Save the owner of the portal */
813 cast_create_obj (op, caster, dummy, 0);
814
815 /* Now we need to to create a town portal marker inside the player
816 * object, so on future castings, we can know that he has an active
817 * town portal.
818 */
819 tmp = get_archetype (spell->race);
820 if (tmp == NULL)
821 {
822 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
823 LOG (llevError, "get_object failed (force) in cast_create_town_portal for %s!\n", &op->name);
824 return 0;
825 }
826 tmp->race = op->map->path;
827 tmp->name = portal_name;
828 EXIT_X (tmp) = dummy->x;
829 EXIT_Y (tmp) = dummy->y;
830 insert_ob_in_ob (tmp, op);
831
832 /* Create a portal in the destination map
833 * dummy contain the portal and
834 * force the track to kill it later
835 * the 'force' variable still contains the 'reminder' of
836 * where this portal goes to.
837 */
838 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, op->map->path);
839 dummy = get_archetype (spell->slaying); /*The portal */
840 if (dummy == NULL)
841 {
842 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
843 LOG (llevError, "get_object failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
844 return 0;
845 }
846 EXIT_PATH (dummy) = op->map->path;
847 EXIT_X (dummy) = op->x;
848 EXIT_Y (dummy) = op->y;
849 dummy->name = dummy->name_pl = portal_name;
850 dummy->msg = portal_message;
851 dummy->x = EXIT_X (force);
852 dummy->y = EXIT_Y (force);
853 dummy->race = op->name; /*Save the owner of the portal */
854 insert_ob_in_map (dummy, exitmap, op, 0);
855
856 /* Now we create another town portal marker that
857 * points back to the one we just made
858 */
859 tmp = get_archetype (spell->race);
860 if (tmp == NULL)
861 {
862 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
863 LOG (llevError, "get_object failed (force) in cast_create_town_portal for %s!\n", &op->name);
864 return 0;
865 }
866 tmp->race = force->name;
867 tmp->name = portal_name;
868 EXIT_X (tmp) = dummy->x;
869 EXIT_Y (tmp) = dummy->y;
870 insert_ob_in_ob (tmp, op);
871
872 /* Describe the player what happened
873 */
874 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
875 remove_ob (force); /* Delete the force inside the player */
876 free_object (force);
877 return 1;
878}
879
880 601
881/* This creates magic walls. Really, it can create most any object, 602/* This creates magic walls. Really, it can create most any object,
882 * within some reason. 603 * within some reason.
883 */ 604 */
884
885int 605int
886magic_wall (object *op, object *caster, int dir, object *spell_ob) 606magic_wall (object *op, object *caster, int dir, object *spell_ob)
887{ 607{
888 object *tmp, *tmp2; 608 object *tmp;
889 int i, posblocked, negblocked, maxrange; 609 int i, posblocked, negblocked, maxrange;
890 sint16 x, y; 610 sint16 x, y;
891 maptile *m; 611 maptile *m;
892 const char *name; 612 const char *name;
893 archetype *at; 613 archetype *at;
901 else 621 else
902 { 622 {
903 x = op->x + freearr_x[dir]; 623 x = op->x + freearr_x[dir];
904 y = op->y + freearr_y[dir]; 624 y = op->y + freearr_y[dir];
905 } 625 }
626
906 m = op->map; 627 m = op->map;
907 628
908 if ((spell_ob->move_block || x != op->x || y != op->y) && 629 if ((spell_ob->move_block || x != op->x || y != op->y) &&
909 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) || 630 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) ||
910 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block))) 631 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
911 { 632 {
912 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 633 op->failmsg ("Something is in the way.");
913 return 0; 634 return 0;
914 } 635 }
636
915 if (spell_ob->other_arch) 637 if (spell_ob->other_arch)
916 { 638 tmp = spell_ob->other_arch->instance ();
917 tmp = arch_to_object (spell_ob->other_arch);
918 }
919 else if (spell_ob->race) 639 else if (spell_ob->race)
920 { 640 {
921 char buf1[MAX_BUF]; 641 char buf1[MAX_BUF];
922 642
923 sprintf (buf1, spell_ob->race, dir); 643 sprintf (buf1, spell_ob->race, dir);
926 { 646 {
927 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 647 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
928 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 648 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
929 return 0; 649 return 0;
930 } 650 }
931 tmp = arch_to_object (at); 651
652 tmp = at->instance ();
932 } 653 }
933 else 654 else
934 { 655 {
935 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name); 656 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
936 return 0; 657 return 0;
941 tmp->attacktype = spell_ob->attacktype; 662 tmp->attacktype = spell_ob->attacktype;
942 tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 663 tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
943 tmp->stats.dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 664 tmp->stats.dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
944 tmp->range = 0; 665 tmp->range = 0;
945 } 666 }
946 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 667 else if (tmp->flag [FLAG_ALIVE])
947 { 668 {
948 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 669 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
949 tmp->stats.maxhp = tmp->stats.hp; 670 tmp->stats.maxhp = tmp->stats.hp;
950 set_owner (tmp, op);
951 set_spell_skill (op, caster, spell_ob, tmp);
952 } 671 }
953 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP)) 672
673 if (spell_ob->flag [FLAG_IS_USED_UP] || tmp->flag [FLAG_IS_USED_UP])
954 { 674 {
955 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 675 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
956 SET_FLAG (tmp, FLAG_IS_USED_UP); 676 tmp->set_flag (FLAG_IS_USED_UP);
957 } 677 }
958 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 678
679 if (spell_ob->flag [FLAG_TEAR_DOWN])
959 { 680 {
960 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 681 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
961 tmp->stats.maxhp = tmp->stats.hp; 682 tmp->stats.maxhp = tmp->stats.hp;
962 SET_FLAG (tmp, FLAG_TEAR_DOWN); 683 tmp->set_flag (FLAG_TEAR_DOWN);
963 SET_FLAG (tmp, FLAG_ALIVE); 684 tmp->set_flag (FLAG_ALIVE);
964 } 685 }
965 686
966 /* This can't really hurt - if the object doesn't kill anything, 687 /* This can't really hurt - if the object doesn't kill anything,
967 * these fields just won't be used. 688 * these fields just won't be used. Do not set the owner for
689 * earthwalls, though, so they survive restarts.
968 */ 690 */
969 set_owner (tmp, op); 691 if (tmp->type != EARTHWALL) //TODO
692 tmp->set_owner (op);
693
970 set_spell_skill (op, caster, spell_ob, tmp); 694 set_spell_skill (op, caster, spell_ob, tmp);
971 tmp->x = x;
972 tmp->y = y;
973 tmp->level = caster_level (caster, spell_ob) / 2; 695 tmp->level = casting_level (caster, spell_ob) / 2;
974 696
975 name = tmp->name; 697 name = tmp->name;
976 if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL) 698 if (!(tmp = m->insert (tmp, x, y, op)))
977 { 699 {
978 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name); 700 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
979 return 0; 701 return 0;
980 } 702 }
703
981 /* If this is a spellcasting wall, need to insert the spell object */ 704 /* If this is a spellcasting wall, need to insert the spell object */
982 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 705 if (tmp->other_arch && tmp->other_arch->type == SPELL)
983 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 706 insert_ob_in_ob (tmp->other_arch->instance (), tmp);
984 707
985 /* This code causes the wall to extend some distance in 708 /* This code causes the wall to extend some distance in
986 * each direction, or until an obstruction is encountered. 709 * each direction, or until an obstruction is encountered.
987 * posblocked and negblocked help determine how far the 710 * posblocked and negblocked help determine how far the
988 * created wall can extend, it won't go extend through 711 * created wall can extend, it won't go extend through
1003 m = tmp->map; 726 m = tmp->map;
1004 727
1005 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && 728 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
1006 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked) 729 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked)
1007 { 730 {
1008 tmp2 = get_object (); 731 object *tmp2 = tmp->clone ();
1009 copy_object (tmp, tmp2); 732 m->insert (tmp2, x, y, op);
1010 tmp2->x = x; 733
1011 tmp2->y = y;
1012 insert_ob_in_map (tmp2, m, op, 0);
1013 /* If this is a spellcasting wall, need to insert the spell object */ 734 /* If this is a spellcasting wall, need to insert the spell object */
1014 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 735 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1015 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 736 tmp2->insert (tmp2->other_arch->instance ());
1016 737
1017 } 738 }
1018 else 739 else
1019 posblocked = 1; 740 posblocked = 1;
1020 741
1023 m = tmp->map; 744 m = tmp->map;
1024 745
1025 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)) &&
1026 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked) 747 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
1027 { 748 {
1028 tmp2 = get_object (); 749 object *tmp2 = tmp->clone ();
1029 copy_object (tmp, tmp2); 750 m->insert (tmp2, x, y, op);
1030 tmp2->x = x; 751
1031 tmp2->y = y;
1032 insert_ob_in_map (tmp2, m, op, 0);
1033 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 752 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1034 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 753 tmp2->insert (tmp2->other_arch->instance ());
1035 } 754 }
1036 else 755 else
1037 negblocked = 1; 756 negblocked = 1;
1038 } 757 }
1039 758
1040 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) 759 if (tmp->flag [FLAG_BLOCKSVIEW])
1041 update_all_los (op->map, op->x, op->y); 760 update_all_los (op->map, op->x, op->y);
1042 761
1043 return 1; 762 return 1;
1044} 763}
1045 764
1046int 765int
1047dimension_door (object *op, object *caster, object *spob, int dir) 766dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
1048{ 767{
1049 uint32 dist, maxdist; 768 uint32 dist, maxdist;
1050 int mflags; 769 int mflags;
1051 maptile *m; 770 maptile *m;
1052 sint16 sx, sy; 771 sint16 sx, sy;
1054 if (op->type != PLAYER) 773 if (op->type != PLAYER)
1055 return 0; 774 return 0;
1056 775
1057 if (!dir) 776 if (!dir)
1058 { 777 {
1059 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?"); 778 op->failmsg ("In what direction?");
1060 return 0; 779 return 0;
1061 } 780 }
1062 781
1063 /* Given the new outdoor maps, can't let players dimension door for 782 /* Given the new outdoor maps, can't let players dimension door for
1064 * ever, so put limits in. 783 * ever, so put limits in.
1065 */ 784 */
1066 maxdist = spob->range + SP_level_range_adjust (caster, spob); 785 maxdist = spob->range + SP_level_range_adjust (caster, spob);
1067 786
1068 if (op->contr->count) 787 if (spellparam)
1069 { 788 {
789 int count = atoi (spellparam);
790
1070 if (op->contr->count > maxdist) 791 if (count > maxdist)
1071 { 792 {
1072 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!"); 793 op->failmsg ("You can't dimension door that far!");
1073 return 0; 794 return 0;
1074 } 795 }
1075 796
1076 for (dist = 0; dist < op->contr->count; dist++) 797 for (dist = 0; dist < count; dist++)
1077 { 798 {
1078 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy); 799 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
1079 800
1080 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 801 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
1081 break; 802 break;
1082 803
1083 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) 804 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1084 break; 805 break;
1085 } 806 }
1086 807
1087 if (dist < op->contr->count) 808 if (dist < count)
1088 { 809 {
1089 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n"); 810 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
1090 op->contr->count = 0;
1091 return 0; 811 return 0;
1092 } 812 }
1093 op->contr->count = 0;
1094 813
1095 /* Remove code that puts player on random space on maps. IMO, 814 /* Remove code that puts player on random space on maps. IMO,
1096 * a lot of maps probably have areas the player should not get to, 815 * a lot of maps probably have areas the player should not get to,
1097 * but may not be marked as NO_MAGIC (as they may be bounded 816 * but may not be marked as NO_MAGIC (as they may be bounded
1098 * by such squares). Also, there are probably treasure rooms and 817 * by such squares). Also, there are probably treasure rooms and
1140 break; 859 break;
1141 860
1142 } 861 }
1143 if (!dist) 862 if (!dist)
1144 { 863 {
1145 new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n"); 864 op->failmsg ("Your spell failed!\n");
1146 return 0; 865 return 0;
1147 } 866 }
1148 } 867 }
1149 868
1150 /* Actually move the player now */ 869 /* Actually move the player now */
1151 remove_ob (op); 870 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op)))
1152 op->x += freearr_x[dir] * dist;
1153 op->y += freearr_y[dir] * dist;
1154 if ((op = insert_ob_in_map (op, op->map, op, 0)) == NULL)
1155 return 1; 871 return 1;
1156 872
1157 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ 873 op->speed_left = -5. * op->speed; /* Freeze them for a short while */
874
1158 return 1; 875 return 1;
1159} 876}
1160
1161 877
1162/* cast_heal: Heals something. 878/* cast_heal: Heals something.
1163 * op is the caster. 879 * op is the caster.
1164 * dir is the direction he is casting it in. 880 * dir is the direction he is casting it in.
1165 * spell is the spell object. 881 * spell is the spell object.
1172 object *poison; 888 object *poison;
1173 int heal = 0, success = 0; 889 int heal = 0, success = 0;
1174 890
1175 tmp = find_target_for_friendly_spell (op, dir); 891 tmp = find_target_for_friendly_spell (op, dir);
1176 892
1177 if (tmp == NULL) 893 if (!tmp)
1178 return 0; 894 return 0;
1179 895
1180 /* Figure out how many hp this spell might cure. 896 /* Figure out how many hp this spell might cure.
1181 * could be zero if this spell heals effects, not damage. 897 * could be zero if this spell heals effects, not damage.
1182 */ 898 */
1185 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp; 901 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
1186 902
1187 if (heal) 903 if (heal)
1188 { 904 {
1189 if (tmp->stats.hp >= tmp->stats.maxhp) 905 if (tmp->stats.hp >= tmp->stats.maxhp)
1190 {
1191 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed."); 906 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed.");
1192 }
1193 else 907 else
1194 { 908 {
1195 /* See how many points we actually heal. Instead of messages 909 /* See how many points we actually heal. Instead of messages
1196 * based on type of spell, we instead do messages based 910 * based on type of spell, we instead do messages based
1197 * on amount of damage healed. 911 * on amount of damage healed.
1198 */ 912 */
1199 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 913 if (heal > tmp->stats.maxhp - tmp->stats.hp)
1200 heal = tmp->stats.maxhp - tmp->stats.hp; 914 heal = tmp->stats.maxhp - tmp->stats.hp;
915
1201 tmp->stats.hp += heal; 916 tmp->stats.hp += heal;
1202 917
1203 if (tmp->stats.hp >= tmp->stats.maxhp) 918 if (tmp->stats.hp >= tmp->stats.maxhp)
1204 {
1205 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 919 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1206 }
1207 else if (heal > 50) 920 else if (heal > 50)
1208 {
1209 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); 921 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1210 }
1211 else if (heal > 25) 922 else if (heal > 25)
1212 {
1213 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); 923 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1214 }
1215 else if (heal > 10) 924 else if (heal > 10)
1216 {
1217 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade."); 925 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade.");
1218 }
1219 else 926 else
1220 {
1221 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close."); 927 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close.");
1222 } 928
1223 success = 1; 929 success = 1;
1224 } 930 }
1225 } 931 }
932
1226 if (spell->attacktype & AT_DISEASE) 933 if (spell->attacktype & AT_DISEASE)
1227 if (cure_disease (tmp, op)) 934 if (cure_disease (tmp, op, spell))
1228 success = 1; 935 success = 1;
1229 936
1230 if (spell->attacktype & AT_POISON) 937 if (spell->attacktype & AT_POISON)
1231 { 938 {
1232 at = archetype::find ("poisoning"); 939 at = archetype::find (shstr_poisoning);
1233 poison = present_arch_in_ob (at, tmp); 940 poison = present_arch_in_ob (at, tmp);
1234 if (poison) 941 if (poison)
1235 { 942 {
1236 success = 1; 943 success = 1;
1237 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 944 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1238 poison->stats.food = 1; 945 poison->stats.food = 1;
1239 } 946 }
1240 } 947 }
948
1241 if (spell->attacktype & AT_CONFUSION) 949 if (spell->attacktype & AT_CONFUSION)
1242 { 950 {
1243 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 951 poison = present_in_ob_by_name (FORCE, shstr_confusion, tmp);
1244 if (poison) 952 if (poison)
1245 { 953 {
1246 success = 1; 954 success = 1;
1247 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 955 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1248 poison->duration = 1; 956 poison->duration = 1;
1249 } 957 }
1250 } 958 }
959
1251 if (spell->attacktype & AT_BLIND) 960 if (spell->attacktype & AT_BLIND)
1252 { 961 {
1253 at = archetype::find ("blindness"); 962 at = archetype::find (shstr_blindness);
1254 poison = present_arch_in_ob (at, tmp); 963 poison = present_arch_in_ob (at, tmp);
1255 if (poison) 964 if (poison)
1256 { 965 {
1257 success = 1; 966 success = 1;
1258 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return."); 967 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1259 poison->stats.food = 1; 968 poison->stats.food = 1;
1260 } 969 }
1261 } 970 }
971
1262 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) 972 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1263 { 973 {
1264 tmp->stats.sp += spell->last_sp; 974 tmp->stats.sp += spell->last_sp;
1265 if (tmp->stats.sp > tmp->stats.maxsp) 975 if (tmp->stats.sp > tmp->stats.maxsp)
1266 tmp->stats.sp = tmp->stats.maxsp; 976 tmp->stats.sp = tmp->stats.maxsp;
1267 success = 1; 977 success = 1;
1268 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!"); 978 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!");
1269 } 979 }
980
1270 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) 981 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1271 { 982 {
1272 tmp->stats.grace += spell->last_grace; 983 tmp->stats.grace += spell->last_grace;
1273 if (tmp->stats.grace > tmp->stats.maxgrace) 984 if (tmp->stats.grace > tmp->stats.maxgrace)
1274 tmp->stats.grace = tmp->stats.maxgrace; 985 tmp->stats.grace = tmp->stats.maxgrace;
1275 success = 1; 986 success = 1;
1276 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!"); 987 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1277 } 988 }
989
1278 if (spell->stats.food && tmp->stats.food < 999) 990 if (spell->stats.food && tmp->stats.food < MAX_FOOD)
1279 { 991 {
1280 tmp->stats.food += spell->stats.food; 992 tmp->stats.food += spell->stats.food;
1281 if (tmp->stats.food > 999) 993 min_it (tmp->stats.food, MAX_FOOD);
1282 tmp->stats.food = 999; 994
1283 success = 1; 995 success = 1;
1284 /* We could do something a bit better like the messages for healing above */ 996 /* We could do something a bit better like the messages for healing above */
1285 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food"); 997 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1286 } 998 }
999
1287 return success; 1000 return success;
1288} 1001}
1289
1290 1002
1291/* This is used for the spells that gain stats. There are no spells 1003/* This is used for the spells that gain stats. There are no spells
1292 * right now that icnrease wis/int/pow on a temp basis, so no 1004 * right now that icnrease wis/int/pow on a temp basis, so no
1293 * good comments for those. 1005 * good comments for those.
1294 */ 1006 */
1295static const char *const no_gain_msgs[NUM_STATS] = { 1007static const char *const no_gain_msgs[NUM_STATS] = {
1296 "You grow no stronger.", 1008 "You grow no stronger.",
1297 "You grow no more agile.", 1009 "You grow no more agile.",
1298 "You don't feel any healthier.", 1010 "You don't feel any healthier.",
1299 "no wis", 1011 "You didn't grow any more intelligent.",
1012 "You do not feel any wiser.",
1013 "You don't feel any more powerful."
1300 "You are no easier to look at.", 1014 "You are no easier to look at.",
1301 "no int",
1302 "no pow"
1303}; 1015};
1304 1016
1305int 1017int
1018change_ability_duration (object *spell, object *caster)
1019{
1020 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1021}
1022
1023int
1306cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) 1024cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1307{ 1025{
1308 object *tmp, *tmp2 = NULL;
1309 object *force = NULL; 1026 object *force = 0;
1310 int i; 1027 int i;
1311 1028
1312 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1029 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1313 if (dir != 0) 1030 object *tmp = dir
1314 {
1315 tmp = find_target_for_friendly_spell (op, dir); 1031 ? find_target_for_friendly_spell (op, dir)
1316 } 1032 : op;
1317 else
1318 {
1319 tmp = op;
1320 }
1321 1033
1322 if (tmp == NULL) 1034 if (!tmp)
1323 return 0; 1035 return 0;
1324 1036
1325 /* If we've already got a force of this type, don't add a new one. */ 1037 /* If we've already got a force of this type, don't add a new one. */
1326 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1038 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1327 { 1039 {
1328 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1040 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1329 { 1041 {
1330 if (tmp2->name == spell_ob->name) 1042 if (tmp2->name == spell_ob->name)
1331 { 1043 {
1333 break; 1045 break;
1334 } 1046 }
1335 else if (spell_ob->race && spell_ob->race == tmp2->name) 1047 else if (spell_ob->race && spell_ob->race == tmp2->name)
1336 { 1048 {
1337 if (!silent) 1049 if (!silent)
1338 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 1050 op->failmsgf ("You can not cast %s while %s is in effect",
1051 &spell_ob->name, &tmp2->name_pl);
1052
1339 return 0; 1053 return 0;
1340 } 1054 }
1341 } 1055 }
1342 } 1056 }
1057
1058 int duration = change_ability_duration (spell_ob, caster);
1059
1343 if (force == NULL) 1060 if (force)
1344 {
1345 force = get_archetype (FORCE_NAME);
1346 force->subtype = FORCE_CHANGE_ABILITY;
1347 if (spell_ob->race)
1348 force->name = spell_ob->race;
1349 else
1350 force->name = spell_ob->name;
1351 force->name_pl = spell_ob->name;
1352 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1353
1354 } 1061 {
1355 else
1356 {
1357 int duration;
1358
1359 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1360 if (duration > force->duration) 1062 if (duration > force->duration)
1361 { 1063 {
1362 force->duration = duration; 1064 force->duration = duration;
1363 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1065 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1364 } 1066 }
1365 else 1067 else
1366 {
1367 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1068 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1368 } 1069
1369 return 1; 1070 return 1;
1370 } 1071 }
1371 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1072
1073 new_draw_info_format (NDI_UNIQUE, 0, op,
1074 "You create an aura of magical force. H<The effect will last for about %.10g seconds.>",
1075 TICK2TIME (duration));
1076
1077 force = get_archetype (FORCE_NAME);
1078 force->subtype = FORCE_CHANGE_ABILITY;
1079 force->duration = duration;
1080
1081 if (spell_ob->race)
1082 force->name = spell_ob->race;
1083 else
1084 force->name = spell_ob->name;
1085
1086 force->name_pl = spell_ob->name;
1087
1372 force->speed = 1.0; 1088 force->speed = 1.0;
1373 force->speed_left = -1.0; 1089 force->speed_left = -1.0;
1374 SET_FLAG (force, FLAG_APPLIED); 1090 force->set_flag (FLAG_APPLIED);
1375 1091
1376 /* Now start processing the effects. First, protections */ 1092 /* Now start processing the effects. First, protections */
1377 for (i = 0; i < NROFATTACKS; i++) 1093 for (i = 0; i < NROFATTACKS; i++)
1378 { 1094 {
1379 if (spell_ob->resist[i]) 1095 if (spell_ob->resist[i])
1381 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob); 1097 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob);
1382 if (force->resist[i] > 100) 1098 if (force->resist[i] > 100)
1383 force->resist[i] = 100; 1099 force->resist[i] = 100;
1384 } 1100 }
1385 } 1101 }
1102
1386 if (spell_ob->stats.hp) 1103 if (spell_ob->stats.hp)
1387 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob); 1104 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1388 1105
1389 if (tmp->type == PLAYER) 1106 if (tmp->type == PLAYER)
1390 { 1107 {
1391 /* Stat adjustment spells */ 1108 /* Stat adjustment spells */
1392 for (i = 0; i < NUM_STATS; i++) 1109 for (i = 0; i < NUM_STATS; i++)
1393 { 1110 {
1394 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; 1111 if (sint8 stat = spell_ob->stats.stat (i))
1395
1396 if (stat)
1397 { 1112 {
1398 sm = 0; 1113 sint8 sm = 0;
1399 for (k = 0; k < stat; k++) 1114 for (sint8 k = 0; k < stat; k++)
1400 sm += rndm (1, 3); 1115 sm += rndm (1, 3);
1401 1116
1402 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) 1117 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1403 { 1118 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1404 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); 1119
1405 if (sm < 0) 1120 force->stats.stat (i) = sm;
1406 sm = 0; 1121
1407 }
1408 set_attr_value (&force->stats, i, sm);
1409 if (!sm) 1122 if (!sm)
1410 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); 1123 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1411 } 1124 }
1412 } 1125 }
1413 } 1126 }
1414 1127
1415 force->move_type = spell_ob->move_type; 1128 force->move_type = spell_ob->move_type;
1416 1129
1417 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK)) 1130 if (spell_ob->flag [FLAG_SEE_IN_DARK])
1418 SET_FLAG (force, FLAG_SEE_IN_DARK); 1131 force->set_flag (FLAG_SEE_IN_DARK);
1419 1132
1420 if (QUERY_FLAG (spell_ob, FLAG_XRAYS)) 1133 if (spell_ob->flag [FLAG_XRAYS])
1421 SET_FLAG (force, FLAG_XRAYS); 1134 force->set_flag (FLAG_XRAYS);
1422 1135
1423 /* Haste/bonus speed */ 1136 /* Haste/bonus speed */
1424 if (spell_ob->stats.exp) 1137 if (spell_ob->stats.exp)
1425 { 1138 {
1426 if (op->speed > 0.5f) 1139 if (op->speed > 0.5f)
1433 force->stats.ac = spell_ob->stats.ac; 1146 force->stats.ac = spell_ob->stats.ac;
1434 force->attacktype = spell_ob->attacktype; 1147 force->attacktype = spell_ob->attacktype;
1435 1148
1436 insert_ob_in_ob (force, tmp); 1149 insert_ob_in_ob (force, tmp);
1437 change_abil (tmp, force); /* Mostly to display any messages */ 1150 change_abil (tmp, force); /* Mostly to display any messages */
1438 fix_player (tmp); 1151 tmp->update_stats ();
1152
1439 return 1; 1153 return 1;
1440} 1154}
1441 1155
1442/* This used to be part of cast_change_ability, but it really didn't make 1156/* This used to be part of cast_change_ability, but it really didn't make
1443 * a lot of sense, since most of the values it derives are from the god 1157 * a lot of sense, since most of the values it derives are from the god
1444 * of the caster. 1158 * of the caster.
1445 */ 1159 */
1446
1447int 1160int
1448cast_bless (object *op, object *caster, object *spell_ob, int dir) 1161cast_bless (object *op, object *caster, object *spell_ob, int dir)
1449{ 1162{
1450 int i; 1163 int i;
1451 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1164 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1452 1165
1453 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1166 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1454 if (dir != 0) 1167 if (dir != 0)
1455 { 1168 {
1456 tmp = find_target_for_friendly_spell (op, dir); 1169 tmp = find_target_for_friendly_spell (op, dir);
1170
1171 if (!tmp)
1172 return 0;
1457 } 1173 }
1458 else 1174 else
1459 {
1460 tmp = op; 1175 tmp = op;
1461 }
1462 1176
1463 /* If we've already got a force of this type, don't add a new one. */ 1177 /* If we've already got a force of this type, don't add a new one. */
1464 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1178 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1465 { 1179 {
1466 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1180 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1467 { 1181 {
1468 if (tmp2->name == spell_ob->name) 1182 if (tmp2->name == spell_ob->name)
1469 { 1183 {
1475 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 1189 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1476 return 0; 1190 return 0;
1477 } 1191 }
1478 } 1192 }
1479 } 1193 }
1194
1480 if (force == NULL) 1195 if (force == NULL)
1481 { 1196 {
1482 force = get_archetype (FORCE_NAME); 1197 force = get_archetype (FORCE_NAME);
1483 force->subtype = FORCE_CHANGE_ABILITY; 1198 force->subtype = FORCE_CHANGE_ABILITY;
1484 if (spell_ob->race) 1199 if (spell_ob->race)
1505 return 0; 1220 return 0;
1506 } 1221 }
1507 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1222 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1508 force->speed = 1.0; 1223 force->speed = 1.0;
1509 force->speed_left = -1.0; 1224 force->speed_left = -1.0;
1510 SET_FLAG (force, FLAG_APPLIED); 1225 force->set_flag (FLAG_APPLIED);
1511 1226
1512 if (!god) 1227 if (!god)
1513 { 1228 {
1514 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty."); 1229 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1515 } 1230 }
1516 else 1231 else
1517 { 1232 {
1518 /* Only give out good benefits, and put a max on it */ 1233 /* Only give out good benefits, and put a max on it */
1519 for (i = 0; i < NROFATTACKS; i++) 1234 for (i = 0; i < NROFATTACKS; i++)
1520 {
1521 if (god->resist[i] > 0) 1235 if (god->resist[i] > 0)
1522 {
1523 force->resist[i] = MIN (god->resist[i], spell_ob->resist[ATNR_GODPOWER]); 1236 force->resist[i] = min (god->resist[i], spell_ob->resist[ATNR_GODPOWER]);
1524 } 1237
1525 }
1526 force->path_attuned |= god->path_attuned; 1238 force->path_attuned |= god->path_attuned;
1527 1239
1528 if (spell_ob->attacktype) 1240 if (spell_ob->attacktype)
1529 force->slaying = god->slaying; 1241 force->slaying = god->slaying;
1530 1242
1542 force->stats.wc = spell_ob->stats.wc; 1254 force->stats.wc = spell_ob->stats.wc;
1543 force->stats.ac = spell_ob->stats.ac; 1255 force->stats.ac = spell_ob->stats.ac;
1544 1256
1545 change_abil (tmp, force); /* Mostly to display any messages */ 1257 change_abil (tmp, force); /* Mostly to display any messages */
1546 insert_ob_in_ob (force, tmp); 1258 insert_ob_in_ob (force, tmp);
1547 fix_player (tmp); 1259 tmp->update_stats ();
1548 return 1; 1260 return 1;
1549} 1261}
1550
1551
1552 1262
1553/* Alchemy code by Mark Wedel 1263/* Alchemy code by Mark Wedel
1554 * 1264 *
1555 * This code adds a new spell, called alchemy. Alchemy will turn 1265 * This code adds a new spell, called alchemy. Alchemy will turn
1556 * objects to gold nuggets, the value of the gold nuggets being 1266 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1557 * about 90% of that of the item itself. It uses the value of the
1558 * object before charisma adjustments, because the nuggets themselves
1559 * will be will be adjusted by charisma when sold.
1560 * 1267 *
1561 * Large nuggets are worth 25 gp each (base). You will always get 1268 * The value of the gold nuggets being about 90% of that of the item
1562 * the maximum number of large nuggets you could get. 1269 * itself. It uses the value of the object before charisma adjustments,
1563 * Small nuggets are worth 1 gp each (base). You will get from 0 1270 * because the nuggets themselves will be will be adjusted by charisma
1564 * to the max amount of small nuggets as you could get. 1271 * when sold.
1565 *
1566 * For example, if an item is worth 110 gold, you will get
1567 * 4 large nuggets, and from 0-10 small nuggets.
1568 * 1272 *
1569 * There is also a chance (1:30) that you will get nothing at all 1273 * There is also a chance (1:30) that you will get nothing at all
1570 * for the object. There is also a maximum weight that will be 1274 * for the object. There is also a maximum weight that will be
1571 * alchemied. 1275 * alchemised.
1572 */ 1276 */
1573
1574/* I didn't feel like passing these as arguements to the
1575 * two functions that need them. Real values are put in them
1576 * when the spell is cast, and these are freed when the spell
1577 * is finished.
1578 */
1579static object *small, *large;
1580
1581static void 1277static void
1582alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight) 1278alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1583{ 1279{
1584 uint64 value = query_cost (obj, NULL, F_TRUE); 1280 uint64 value = query_cost (obj, NULL, F_TRUE);
1585 1281
1586 /* Give third price when we alchemy money (This should hopefully 1282 /* Give third price when we alchemy money (this should hopefully
1587 * make it so that it isn't worth it to alchemy money, sell 1283 * make it so that it isn't worth it to alchemy money, sell
1588 * the nuggets, alchemy the gold from that, etc. 1284 * the nuggets, alchemy the gold from that, etc.
1589 * Otherwise, give 9 silver on the gold for other objects, 1285 * Otherwise, give 9 silver on the gold for other objects,
1590 * so that it would still be more affordable to haul 1286 * so that it would still be more affordable to haul
1591 * the stuff back to town. 1287 * the stuff back to town.
1592 */ 1288 */
1593 1289 if (obj->flag [FLAG_UNPAID])
1594 if (QUERY_FLAG (obj, FLAG_UNPAID))
1595 value = 0; 1290 value = 0;
1596 else if (obj->type == MONEY || obj->type == GEM) 1291 else if (obj->type == MONEY || obj->type == GEM)
1597 value /= 3; 1292 value /= 3;
1598 else 1293 else
1599 value = (value * 9) / 10; 1294 value = value * 9 / 10;
1600 1295
1601 value /= 4; // fix by GHJ, don't understand, pcg
1602
1603 if ((obj->value > 0) && rndm (0, 29)) 1296 if (obj->value > 0 && rndm (0, 29))
1604 { 1297 total_value += value;
1605 int count;
1606 1298
1607 count = value / large->value;
1608 *large_nuggets += count;
1609 value -= (uint64) count *(uint64) large->value;
1610
1611 count = value / small->value;
1612 *small_nuggets += count;
1613 }
1614
1615 /* Turn 25 small nuggets into 1 large nugget. If the value
1616 * of large nuggets is not evenly divisable by the small nugget
1617 * value, take off an extra small_nugget (Assuming small_nuggets!=0)
1618 */
1619 if (*small_nuggets * small->value >= large->value)
1620 {
1621 (*large_nuggets)++;
1622 *small_nuggets -= large->value / small->value;
1623 if (*small_nuggets && large->value % small->value)
1624 (*small_nuggets)--;
1625 }
1626 weight += obj->weight; 1299 total_weight += obj->total_weight ();
1627 remove_ob (obj);
1628 free_object (obj);
1629}
1630 1300
1631static void 1301 obj->destroy ();
1632update_map (object *op, maptile *m, int small_nuggets, int large_nuggets, int x, int y)
1633{
1634 object *tmp;
1635 int flag = 0;
1636
1637 /* Put any nuggets below the player, but we can only pass this
1638 * flag if we are on the same space as the player
1639 */
1640 if (x == op->x && y == op->y && op->map == m)
1641 flag = INS_BELOW_ORIGINATOR;
1642
1643 if (small_nuggets)
1644 {
1645 tmp = get_object ();
1646 copy_object (small, tmp);
1647 tmp->nrof = small_nuggets;
1648 tmp->x = x;
1649 tmp->y = y;
1650 insert_ob_in_map (tmp, m, op, flag);
1651 }
1652 if (large_nuggets)
1653 {
1654 tmp = get_object ();
1655 copy_object (large, tmp);
1656 tmp->nrof = large_nuggets;
1657 tmp->x = x;
1658 tmp->y = y;
1659 insert_ob_in_map (tmp, m, op, flag);
1660 }
1661} 1302}
1662 1303
1663int 1304int
1664alchemy (object *op, object *caster, object *spell_ob) 1305alchemy (object *op, object *caster, object *spell_ob)
1665{ 1306{
1666 int x, y, weight = 0, weight_max, large_nuggets, small_nuggets, mflags;
1667 sint16 nx, ny;
1668 object *next, *tmp;
1669 maptile *mp;
1670
1671 if (op->type != PLAYER) 1307 if (op->type != PLAYER)
1672 return 0; 1308 return 0;
1673 1309
1310 archetype *nugget[3];
1311
1312 nugget[0] = archetype::find (shstr_pyrite3);
1313 nugget[1] = archetype::find (shstr_pyrite2);
1314 nugget[2] = archetype::find (shstr_pyrite);
1315
1674 /* Put a maximum weight of items that can be alchemied. Limits the power 1316 /* Put a maximum weight of items that can be alchemised. Limits the power
1675 * some, and also prevents people from alcheming every table/chair/clock 1317 * some, and also prevents people from alchemising every table/chair/clock
1676 * in sight 1318 * in sight
1677 */ 1319 */
1678 weight_max = spell_ob->duration + +SP_level_duration_adjust (caster, spell_ob); 1320 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1679 weight_max *= 1000; 1321 int weight_max = duration * 1000;
1680 small = get_archetype ("smallnugget"), large = get_archetype ("largenugget"); 1322 uint64 value_max = duration * 1000;
1681 1323
1324 int weight = 0;
1325
1682 for (y = op->y - 1; y <= op->y + 1; y++) 1326 for (int y = op->y - 1; y <= op->y + 1; y++)
1683 { 1327 {
1684 for (x = op->x - 1; x <= op->x + 1; x++) 1328 for (int x = op->x - 1; x <= op->x + 1; x++)
1685 { 1329 {
1330 uint64 value = 0;
1331
1686 nx = x; 1332 sint16 nx = x;
1687 ny = y; 1333 sint16 ny = y;
1688 1334
1689 mp = op->map; 1335 maptile *mp = op->map;
1690 1336
1691 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); 1337 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1692 1338
1693 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1339 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1694 continue; 1340 continue;
1695 1341
1696 /* Treat alchemy a little differently - most spell effects 1342 /* Treat alchemy a little differently - most spell effects
1698 * ground level effect. 1344 * ground level effect.
1699 */ 1345 */
1700 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) 1346 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1701 continue; 1347 continue;
1702 1348
1703 small_nuggets = 0; 1349 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1704 large_nuggets = 0;
1705
1706 for (tmp = get_map_ob (mp, nx, ny); tmp != NULL; tmp = next)
1707 { 1350 {
1708 next = tmp->above; 1351 next = tmp->above;
1352
1709 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1353 if (tmp->weight > 0 && !tmp->flag [FLAG_NO_PICK] &&
1710 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1354 !tmp->flag [FLAG_ALIVE] && !tmp->flag [FLAG_IS_CAULDRON])
1711 { 1355 {
1712
1713 if (tmp->inv) 1356 if (tmp->inv)
1714 { 1357 {
1715 object *next1, *tmp1; 1358 object *next1, *tmp1;
1716 1359
1717 for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1) 1360 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1718 { 1361 {
1719 next1 = tmp1->below; 1362 next1 = tmp1->below;
1720 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1363 if (tmp1->weight > 0 && !tmp1->flag [FLAG_NO_PICK] &&
1721 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1364 !tmp1->flag [FLAG_ALIVE] && !tmp1->flag [FLAG_IS_CAULDRON])
1722 alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight); 1365 alchemy_object (tmp1, value, weight);
1723 } 1366 }
1724 } 1367 }
1368
1725 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); 1369 alchemy_object (tmp, value, weight);
1726 1370
1727 if (weight > weight_max) 1371 if (weight > weight_max)
1728 { 1372 break;
1729 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1730 free_object (large);
1731 free_object (small);
1732 return 1;
1733 } 1373 }
1734 } /* is alchemable object */
1735 } /* process all objects on this space */
1736
1737 /* Insert all the nuggets at one time. This probably saves time, but
1738 * it also prevents us from alcheming nuggets that were just created
1739 * with this spell.
1740 */ 1374 }
1741 update_map (op, mp, small_nuggets, large_nuggets, nx, ny); 1375
1376 value -= rndm (value >> 4);
1377 value = min (value, value_max);
1378
1379 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1380 if (int nrof = value / nugget [i]->value)
1381 {
1382 value -= nrof * nugget[i]->value;
1383
1384 object *tmp = nugget[i]->instance ();
1385 tmp->nrof = nrof;
1386 tmp->flag [FLAG_IDENTIFIED] = true;
1387 op->map->insert (tmp, x, y, op, 0);
1742 } 1388 }
1389
1390 if (weight > weight_max)
1391 goto bailout;
1392 }
1743 } 1393 }
1744 free_object (large); 1394
1745 free_object (small); 1395bailout:
1746 /* reset this so that if player standing on a big pile of stuff,
1747 * it is redrawn properly.
1748 */
1749 op->contr->socket.look_position = 0;
1750 return 1; 1396 return 1;
1751} 1397}
1752
1753 1398
1754/* This function removes the cursed/damned status on equipped 1399/* This function removes the cursed/damned status on equipped
1755 * items. 1400 * items.
1756 */ 1401 */
1757int 1402int
1758remove_curse (object *op, object *caster, object *spell) 1403remove_curse (object *op, object *caster, object *spell)
1759{ 1404{
1760 object *tmp;
1761 int success = 0, was_one = 0; 1405 int success = 0, was_one = 0;
1762 1406
1763 for (tmp = op->inv; tmp; tmp = tmp->below) 1407 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1764 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1408 if (tmp->flag [FLAG_APPLIED] &&
1765 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1409 ((tmp->flag [FLAG_CURSED] && spell->flag [FLAG_CURSED]) ||
1766 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1410 (tmp->flag [FLAG_DAMNED] && spell->flag [FLAG_DAMNED])))
1767 { 1411 {
1768
1769 was_one++; 1412 was_one++;
1413
1770 if (tmp->level <= caster_level (caster, spell)) 1414 if (tmp->level <= casting_level (caster, spell))
1771 { 1415 {
1772 success++; 1416 success++;
1773 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1417 if (spell->flag [FLAG_DAMNED])
1774 CLEAR_FLAG (tmp, FLAG_DAMNED); 1418 tmp->clr_flag (FLAG_DAMNED);
1775 1419
1776 CLEAR_FLAG (tmp, FLAG_CURSED); 1420 tmp->clr_flag (FLAG_CURSED);
1777 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1421 tmp->clr_flag (FLAG_KNOWN_CURSED);
1778 tmp->value = 0; /* Still can't sell it */ 1422 tmp->value = 0; /* Still can't sell it */
1779 if (op->type == PLAYER) 1423
1424 if (object *pl = tmp->visible_to ())
1780 esrv_send_item (op, tmp); 1425 esrv_update_item (UPD_FLAGS, pl, tmp);
1781 } 1426 }
1782 } 1427 }
1783 1428
1784 if (op->type == PLAYER) 1429 if (op->type == PLAYER)
1785 { 1430 {
1786 if (success) 1431 if (success)
1787 {
1788 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now."); 1432 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1789 }
1790 else 1433 else
1791 { 1434 {
1792 if (was_one) 1435 if (was_one)
1793 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse."); 1436 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1794 else 1437 else
1795 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items."); 1438 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items.");
1796 } 1439 }
1797 } 1440 }
1441
1798 return success; 1442 return success;
1799} 1443}
1800 1444
1801/* Identifies objects in the players inventory/on the ground */ 1445/* Identifies objects in the players inventory/on the ground */
1802
1803int 1446int
1804cast_identify (object *op, object *caster, object *spell) 1447cast_identify (object *op, object *caster, object *spell)
1805{ 1448{
1806 object *tmp; 1449 object *tmp;
1807 int success = 0, num_ident; 1450 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1808 1451
1809 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1452 int num_ident = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell));
1810
1811 if (num_ident < 1)
1812 num_ident = 1;
1813
1814 1453
1815 for (tmp = op->inv; tmp; tmp = tmp->below) 1454 for (tmp = op->inv; tmp; tmp = tmp->below)
1816 { 1455 {
1817 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1456 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1818 { 1457 {
1819 identify (tmp); 1458 identify (tmp);
1459
1820 if (op->type == PLAYER) 1460 if (op->type == PLAYER)
1821 { 1461 {
1822 new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op)); 1462 buf.printf ("You identified: %s.\r", long_desc (tmp, op));
1463
1823 if (tmp->msg) 1464 if (tmp->msg)
1824 { 1465 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1825 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1826 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1827 }
1828 } 1466 }
1829 num_ident--; 1467
1830 success = 1;
1831 if (!num_ident) 1468 if (!--num_ident)
1832 break; 1469 break;
1833 } 1470 }
1834 } 1471 }
1472
1835 /* If all the power of the spell has been used up, don't go and identify 1473 /* If all the power of the spell has been used up, don't go and identify
1836 * stuff on the floor. Only identify stuff on the floor if the spell 1474 * stuff on the floor. Only identify stuff on the floor if the spell
1837 * was not fully used. 1475 * was not fully used.
1838 */ 1476 */
1839 if (num_ident) 1477 if (num_ident)
1840 { 1478 {
1841 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1479 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1842 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1480 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1843 { 1481 {
1844
1845 identify (tmp); 1482 identify (tmp);
1846 if (op->type == PLAYER) 1483
1484 if (object *pl = tmp->visible_to ())
1847 { 1485 {
1848 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op)); 1486 buf.printf ("On the ground you identified: %s.\r", long_desc (tmp, op));
1487
1849 if (tmp->msg) 1488 if (tmp->msg)
1850 { 1489 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1851 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1852 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1853 }
1854 esrv_send_item (op, tmp);
1855 } 1490 }
1856 num_ident--; 1491
1857 success = 1;
1858 if (!num_ident) 1492 if (!--num_ident)
1859 break; 1493 break;
1860 } 1494 }
1861 } 1495 }
1862 if (!success) 1496
1863 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified."); 1497 if (buf.empty ())
1498 {
1499 op->failmsg ("You can't reach anything unidentified.");
1500 return 0;
1501 }
1864 else 1502 else
1865 { 1503 {
1504 if (op->contr)
1505 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1506
1866 spell_effect (spell, op->x, op->y, op->map, op); 1507 spell_effect (spell, op->x, op->y, op->map, op);
1508 return 1;
1867 } 1509 }
1868 return success;
1869} 1510}
1870
1871 1511
1872int 1512int
1873cast_detection (object *op, object *caster, object *spell, object *skill) 1513cast_detection (object *op, object *caster, object *spell, object *skill)
1874{ 1514{
1875 object *tmp, *last, *god, *detect; 1515 object *tmp, *last, *god, *detect;
1879 1519
1880 /* We precompute some values here so that we don't have to keep 1520 /* We precompute some values here so that we don't have to keep
1881 * doing it over and over again. 1521 * doing it over and over again.
1882 */ 1522 */
1883 god = find_god (determine_god (op)); 1523 god = find_god (determine_god (op));
1884 level = caster_level (caster, spell); 1524 level = casting_level (caster, spell);
1885 range = spell->range + SP_level_range_adjust (caster, spell); 1525 range = spell->range + SP_level_range_adjust (caster, spell);
1886 1526
1887 if (!skill) 1527 if (!skill)
1888 skill = caster; 1528 skill = caster;
1889 1529
1890 for (x = op->x - range; x <= op->x + range; x++) 1530 dynbuf buf;
1891 for (y = op->y - range; y <= op->y + range; y++) 1531 unordered_mapwalk (buf, op, -range, -range, range, range)
1892 { 1532 {
1893
1894 m = op->map;
1895 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1896 if (mflags & P_OUT_OF_MAP)
1897 continue;
1898
1899 /* For most of the detections, we only detect objects above the 1533 /* For most of the detections, we only detect objects above the
1900 * floor. But this is not true for show invisible. 1534 * floor. But this is not true for show invisible.
1901 * Basically, we just go and find the top object and work 1535 * Basically, we just go and find the top object and work
1902 * down - that is easier than working up. 1536 * down - that is easier than working up.
1903 */ 1537 */
1904 1538
1905 for (last = NULL, tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above) 1539 for (last = 0, tmp = m->at (nx, ny).bot; tmp; tmp = tmp->above)
1906 last = tmp; 1540 last = tmp;
1541
1907 /* Shouldn't happen, but if there are no objects on a space, this 1542 /* Shouldn't happen, but if there are no objects on a space, this
1908 * would happen. 1543 * would happen.
1909 */ 1544 */
1910 if (!last) 1545 if (!last)
1911 continue; 1546 continue;
1912 1547
1913 done_one = 0; 1548 done_one = 0;
1914 floor = 0; 1549 floor = 0;
1915 detect = NULL; 1550 detect = 0;
1916 for (tmp = last; tmp; tmp = tmp->below) 1551 for (tmp = last; tmp; tmp = tmp->below)
1917 { 1552 {
1918
1919 /* show invisible */ 1553 /* show invisible */
1920 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1554 if (spell->flag [FLAG_MAKE_INVIS]
1921 /* Might there be other objects that we can make visibile? */ 1555 /* Might there be other objects that we can make visible? */
1922 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1556 && (tmp->invisible && (tmp->flag [FLAG_MONSTER]
1923 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1557 || (tmp->type == PLAYER && !tmp->flag [FLAG_WIZ])
1924 tmp->type == CF_HANDLE || 1558 || tmp->type == T_HANDLE
1925 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE || 1559 || tmp->type == TRAPDOOR
1560 || tmp->type == EXIT
1561 || tmp->type == HOLE
1562 || tmp->type == BUTTON
1926 tmp->type == BUTTON || tmp->type == TELEPORTER || 1563 || tmp->type == TELEPORTER
1564 || tmp->type == GATE
1927 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1565 || tmp->type == LOCKED_DOOR
1928 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN || 1566 || tmp->type == WEAPON
1567 || tmp->type == ALTAR
1568 || (tmp->type == SIGN && tmp->face != magicmouth_face)
1929 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1569 || tmp->type == TRIGGER_PEDESTAL
1930 tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR))) 1570 || tmp->type == SPECIAL_KEY
1571 || tmp->type == TREASURE
1572 || tmp->type == BOOK
1573 || tmp->type == HOLY_ALTAR
1574 || tmp->type == CONTAINER)))
1931 { 1575 {
1576 printf ("show inv %s\n", tmp->debug_desc());//D
1932 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4) 1577 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1933 { 1578 {
1934 tmp->invisible = 0; 1579 tmp->invisible = 0;
1580 done_one = 1;
1581 }
1582 }
1583
1584 if (tmp->flag [FLAG_IS_FLOOR])
1585 floor = 1;
1586
1587 /* All detections below this point don't descend beneath the floor,
1588 * so just continue on. We could be clever and look at the type of
1589 * detection to completely break out if we don't care about objects beneath
1590 * the floor, but once we get to the floor, not likely a very big issue anyways.
1591 */
1592 if (floor)
1593 continue;
1594
1595 /* I had thought about making detect magic and detect curse
1596 * show the flash the magic item like it does for detect monster.
1597 * however, if the object is within sight, this would then make it
1598 * difficult to see what object is magical/cursed, so the
1599 * effect wouldn't be as apparent.
1600 */
1601
1602 /* detect magic */
1603 if (spell->flag [FLAG_KNOWN_MAGICAL]
1604 && !tmp->flag [FLAG_KNOWN_MAGICAL]
1605 && !tmp->flag [FLAG_IDENTIFIED]
1606 && tmp->need_identify ()
1607 && is_magical (tmp))
1608 {
1609 tmp->set_flag (FLAG_KNOWN_MAGICAL);
1610 /* make runes more visible */
1611 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1612 tmp->stats.Cha /= 4;
1613
1614 done_one = 1;
1615 }
1616
1617 /* detect monster */
1618 if (spell->flag [FLAG_MONSTER] && (tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER))
1619 {
1620 done_one = 2;
1621
1622 if (!detect)
1623 detect = tmp;
1624 }
1625
1626 /* Basically, if race is set in the spell, then the creatures race must
1627 * match that. if the spell race is set to GOD, then the gods opposing
1628 * race must match.
1629 */
1630 if (spell->race && tmp->flag [FLAG_MONSTER] && tmp->race &&
1631 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1632 spell->race.contains (tmp->race)))
1633 {
1634 done_one = 2;
1635
1636 if (!detect)
1637 detect = tmp;
1638 }
1639
1640 if (spell->flag [FLAG_KNOWN_CURSED]
1641 && !tmp->flag [FLAG_KNOWN_CURSED]
1642 && tmp->need_identify ()
1643 && (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))
1644 {
1645 tmp->set_flag (FLAG_KNOWN_CURSED);
1646 done_one = 1;
1647 }
1648
1649 // Do mining detection spell:
1650 if (spell->last_sp == 1) // 1 - detect any vein
1651 {
1652 if (tmp->type == VEIN)
1653 {
1654 if (tmp->other_arch)
1655 {
1656 if (!detect)
1657 detect = tmp->other_arch;
1658 done_one = 2;
1659 }
1660 else
1935 done_one = 1; 1661 done_one = 1;
1936 } 1662 }
1937 } 1663 }
1938 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1939 floor = 1;
1940
1941 /* All detections below this point don't descend beneath the floor,
1942 * so just continue on. We could be clever and look at the type of
1943 * detection to completely break out if we don't care about objects beneath
1944 * the floor, but once we get to the floor, not likely a very big issue anyways.
1945 */
1946 if (floor)
1947 continue;
1948
1949 /* I had thought about making detect magic and detect curse
1950 * show the flash the magic item like it does for detect monster.
1951 * however, if the object is within sight, this would then make it
1952 * difficult to see what object is magical/cursed, so the
1953 * effect wouldn't be as apparant.
1954 */
1955
1956 /* detect magic */
1957 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1958 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1959 {
1960 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1961 /* make runes more visibile */
1962 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1963 tmp->stats.Cha /= 4;
1964 done_one = 1;
1965 }
1966 /* detect monster */
1967 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1968 {
1969 done_one = 2;
1970 if (!detect)
1971 detect = tmp;
1972 }
1973 /* Basically, if race is set in the spell, then the creatures race must
1974 * match that. if the spell race is set to GOD, then the gods opposing
1975 * race must match.
1976 */
1977 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1978 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) ||
1979 (strstr (spell->race, tmp->race))))
1980 {
1981 done_one = 2;
1982 if (!detect)
1983 detect = tmp;
1984 }
1985 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1986 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1987 {
1988 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1989 done_one = 1;
1990 }
1991 } /* for stack of objects on this space */ 1664 } /* for stack of objects on this space */
1992 1665
1993 /* Code here puts an effect of the spell on the space, so you can see 1666 /* Code here puts an effect of the spell on the space, so you can see
1994 * where the magic is. 1667 * where the magic is.
1995 */ 1668 */
1996 if (done_one) 1669 if (done_one)
1997 { 1670 {
1998 object *detect_ob = arch_to_object (spell->other_arch); 1671 object *detect_ob = spell->other_arch->instance ();
1999 1672
2000 detect_ob->x = nx;
2001 detect_ob->y = ny;
2002 /* if this is set, we want to copy the face */ 1673 /* if this is set, we want to copy the face */
2003 if (done_one == 2 && detect) 1674 if (done_one == 2 && detect)
2004 { 1675 {
2005 detect_ob->face = detect->face; 1676 detect_ob->face = detect->face;
2006 detect_ob->animation_id = detect->animation_id; 1677 detect_ob->animation_id = detect->animation_id;
2007 detect_ob->anim_speed = detect->anim_speed; 1678 detect_ob->anim_speed = detect->anim_speed;
2008 detect_ob->last_anim = 0; 1679 detect_ob->last_anim = 0;
2009 /* by default, the detect_ob is already animated */ 1680 /* by default, the detect_ob is already animated */
2010 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1681 if (!detect->flag [FLAG_ANIMATE])
2011 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1682 detect_ob->clr_flag (FLAG_ANIMATE);
2012 } 1683 }
2013 insert_ob_in_map (detect_ob, m, op, 0); 1684
1685 m->insert (detect_ob, nx, ny, op, INS_ON_TOP);
2014 } 1686 }
2015 } /* for processing the surrounding spaces */ 1687 } /* for processing the surrounding spaces */
2016 1688
2017 1689
2018 /* Now process objects in the players inventory if detect curse or magic */ 1690 /* Now process objects in the players inventory if detect curse or magic */
2019 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL)) 1691 if (spell->flag [FLAG_KNOWN_CURSED] || spell->flag [FLAG_KNOWN_MAGICAL])
2020 { 1692 {
2021 done_one = 0; 1693 done_one = 0;
1694
2022 for (tmp = op->inv; tmp; tmp = tmp->below) 1695 for (tmp = op->inv; tmp; tmp = tmp->below)
2023 { 1696 {
2024 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1697 if (!tmp->invisible && !tmp->flag [FLAG_IDENTIFIED])
2025 { 1698 {
2026 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)) 1699 if (spell->flag [FLAG_KNOWN_MAGICAL] && is_magical (tmp) && !tmp->flag [FLAG_KNOWN_MAGICAL])
2027 { 1700 {
2028 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1701 tmp->set_flag (FLAG_KNOWN_MAGICAL);
2029 if (op->type == PLAYER) 1702
1703 if (object *pl = tmp->visible_to ())
2030 esrv_send_item (op, tmp); 1704 esrv_update_item (UPD_FLAGS, pl, tmp);
2031 } 1705 }
2032 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1706
2033 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1707 if (spell->flag [FLAG_KNOWN_CURSED] && !tmp->flag [FLAG_KNOWN_CURSED] &&
1708 (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))
2034 { 1709 {
2035 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1710 tmp->set_flag (FLAG_KNOWN_CURSED);
2036 if (op->type == PLAYER) 1711
1712 if (object *pl = tmp->visible_to ())
2037 esrv_send_item (op, tmp); 1713 esrv_update_item (UPD_FLAGS, pl, tmp);
2038 } 1714 }
2039 } /* if item is not identified */ 1715 } /* if item is not identified */
2040 } /* for the players inventory */ 1716 } /* for the players inventory */
2041 } /* if detect magic/curse and object is a player */ 1717 } /* if detect magic/curse and object is a player */
1718
2042 return 1; 1719 return 1;
2043} 1720}
2044 1721
2045 1722
2046/** 1723/**
2059 1736
2060 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you."); 1737 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
2061 1738
2062 if (victim->stats.sp >= victim->stats.maxsp * 2) 1739 if (victim->stats.sp >= victim->stats.maxsp * 2)
2063 { 1740 {
2064 object *tmp;
2065
2066 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1741 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
2067
2068 /* Explodes a fireball centered at player */
2069 tmp = get_archetype (EXPLODING_FIREBALL);
2070 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
2071 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
2072 tmp->x = victim->x;
2073 tmp->y = victim->y;
2074 insert_ob_in_map (tmp, victim->map, NULL, 0);
2075 victim->stats.sp = 2 * victim->stats.maxsp; 1742 victim->stats.sp = 2 * victim->stats.maxsp;
1743 create_exploding_ball_at (victim, caster_level);
2076 } 1744 }
2077 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1745 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
2078 {
2079 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); 1746 new_draw_info (NDI_UNIQUE | NDI_ORANGE, 0, victim, "You feel like your head is going to explode.");
2080 }
2081 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1747 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2082 {
2083 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 1748 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
2084 }
2085 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1749 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2086 { 1750 {
2087 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1751 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2088 confuse_player (victim, victim, 99); 1752 confuse_player (victim, victim, 99);
2089 } 1753 }
2090 else if (victim->stats.sp >= victim->stats.maxsp * 1.25) 1754 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
2091 {
2092 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices."); 1755 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
2093 }
2094} 1756}
2095 1757
2096/* cast_transfer 1758/* cast_transfer
2097 * This spell transfers sp from the player to another person. 1759 * This spell transfers sp from the player to another person.
2098 * We let the target go above their normal maximum SP. 1760 * We let the target go above their normal maximum SP.
2112 1774
2113 mflags = get_map_flags (m, &m, x, y, &x, &y); 1775 mflags = get_map_flags (m, &m, x, y, &x, &y);
2114 1776
2115 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1777 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
2116 { 1778 {
2117 for (plyr = get_map_ob (m, x, y); plyr != NULL; plyr = plyr->above) 1779 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
2118 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1780 if (plyr != op && plyr->flag [FLAG_ALIVE])
2119 break; 1781 break;
2120 } 1782 }
2121 1783
2122 1784
2123 /* If we did not find a player in the specified direction, transfer 1785 /* If we did not find a player in the specified direction, transfer
2124 * to anyone on top of us. This is used for the rune of transference mostly. 1786 * to anyone on top of us. This is used for the rune of transference mostly.
2125 */ 1787 */
2126 if (plyr == NULL) 1788 if (plyr == NULL)
2127 for (plyr = get_map_ob (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above) 1789 for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above)
2128 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1790 if (plyr != op && plyr->flag [FLAG_ALIVE])
2129 break; 1791 break;
2130 1792
2131 if (!plyr) 1793 if (!plyr)
2132 { 1794 {
2133 new_draw_info (NDI_BLACK, 0, op, "There is no one there."); 1795 op->failmsg ("There is no one there.");
2134 return 0; 1796 return 0;
2135 } 1797 }
2136 /* give sp */ 1798 /* give sp */
2137 if (spell->stats.dam > 0) 1799 if (spell->stats.dam > 0)
2138 { 1800 {
2139 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell); 1801 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
2140 charge_mana_effect (plyr, caster_level (caster, spell)); 1802 charge_mana_effect (plyr, casting_level (caster, spell));
2141 return 1; 1803 return 1;
2142 } 1804 }
2143 /* suck sp away. Can't suck sp from yourself */ 1805 /* suck sp away. Can't suck sp from yourself */
2144 else if (op != plyr) 1806 else if (op != plyr)
2145 { 1807 {
2150 if (rate > 95) 1812 if (rate > 95)
2151 rate = 95; 1813 rate = 95;
2152 1814
2153 sucked = (plyr->stats.sp * rate) / 100; 1815 sucked = (plyr->stats.sp * rate) / 100;
2154 plyr->stats.sp -= sucked; 1816 plyr->stats.sp -= sucked;
2155 if (QUERY_FLAG (op, FLAG_ALIVE)) 1817 if (op->flag [FLAG_ALIVE])
2156 { 1818 {
2157 /* Player doesn't get full credit */ 1819 /* Player doesn't get full credit */
2158 sucked = (sucked * rate) / 100; 1820 sucked = (sucked * rate) / 100;
2159 op->stats.sp += sucked; 1821 op->stats.sp += sucked;
2160 if (sucked > 0) 1822 if (sucked > 0)
2161 { 1823 {
2162 charge_mana_effect (op, caster_level (caster, spell)); 1824 charge_mana_effect (op, casting_level (caster, spell));
2163 } 1825 }
2164 } 1826 }
2165 return 1; 1827 return 1;
2166 } 1828 }
2167 return 0; 1829 return 0;
2187 m = op->map; 1849 m = op->map;
2188 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1850 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
2189 if (mflags & P_OUT_OF_MAP) 1851 if (mflags & P_OUT_OF_MAP)
2190 return; 1852 return;
2191 1853
2192 for (tmp = get_map_ob (m, sx, sy); tmp != NULL; tmp = next) 1854 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
2193 { 1855 {
2194 next = tmp->above; 1856 next = tmp->above;
2195 1857
2196 /* Need to look at the head object - otherwise, if tmp 1858 /* Need to look at the head object - otherwise, if tmp
2197 * points to a monster, we don't have all the necessary 1859 * points to a monster, we don't have all the necessary
2209 /* Basically, if the object is magical and not counterspell, 1871 /* Basically, if the object is magical and not counterspell,
2210 * we will more or less remove the object. Don't counterspell 1872 * we will more or less remove the object. Don't counterspell
2211 * monsters either. 1873 * monsters either.
2212 */ 1874 */
2213 1875
2214 if (head->attacktype & AT_MAGIC && 1876 if (head->attacktype & AT_MAGIC
2215 !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level)) 1877 && !(head->attacktype & AT_COUNTERSPELL)
2216 { 1878 && !head->flag [FLAG_MONSTER]
2217 remove_ob (head); 1879 && (op->level > head->level))
2218 free_object (head); 1880 head->destroy ();
2219 }
2220 else 1881 else
2221 switch (head->type) 1882 switch (head->type)
2222 { 1883 {
2223 case SPELL_EFFECT: 1884 case SPELL_EFFECT:
1885 // XXX: Don't affect floor spelleffects. See also XXX comment
1886 // about sanctuary in spell_util.C
1887 if (tmp->flag [FLAG_IS_FLOOR])
1888 continue;
1889
2224 if (op->level > head->level) 1890 if (op->level > head->level)
2225 { 1891 head->destroy ();
2226 remove_ob (head); 1892
2227 free_object (head);
2228 }
2229 break; 1893 break;
2230 1894
2231 /* I really don't get this rune code that much - that 1895 /* I really don't get this rune code that much - that
2232 * random chance seems really low. 1896 * random chance seems really low.
2233 */ 1897 */
2234 case RUNE: 1898 case RUNE:
2235 if (rndm (0, 149) == 0) 1899 if (rndm (0, 149) == 0)
2236 { 1900 {
2237 head->stats.hp--; /* weaken the rune */ 1901 head->stats.hp--; /* weaken the rune */
2238 if (!head->stats.hp) 1902 if (!head->stats.hp)
2239 { 1903 head->destroy ();
2240 remove_ob (head);
2241 free_object (head);
2242 }
2243 } 1904 }
2244 break; 1905 break;
2245 } 1906 }
2246 } 1907 }
2247} 1908}
2248 1909
2249
2250
2251/* cast_consecrate() - a spell to make an altar your god's */ 1910/* cast_consecrate() - a spell to make an altar your god's */
2252int 1911int
2253cast_consecrate (object *op, object *caster, object *spell) 1912cast_consecrate (object *op, object *caster, object *spell)
2254{ 1913{
2255 char buf[MAX_BUF]; 1914 char buf[MAX_BUF];
2256 1915
2257 object *tmp, *god = find_god (determine_god (op)); 1916 object *tmp, *god = find_god (determine_god (op));
2258 1917
2259 if (!god) 1918 if (!god)
2260 { 1919 {
2261 new_draw_info (NDI_UNIQUE, 0, op, "You can't consecrate anything if you don't worship a god!"); 1920 op->failmsg ("You can't consecrate anything if you don't worship a god!");
2262 return 0; 1921 return 0;
2263 } 1922 }
2264 1923
2265 for (tmp = op->below; tmp; tmp = tmp->below) 1924 for (tmp = op->below; tmp; tmp = tmp->below)
2266 { 1925 {
2267 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1926 if (tmp->flag [FLAG_IS_FLOOR])
2268 break; 1927 break;
2269 if (tmp->type == HOLY_ALTAR) 1928 if (tmp->type == HOLY_ALTAR)
2270 { 1929 {
2271 1930
2272 if (tmp->level > caster_level (caster, spell)) 1931 if (tmp->level > casting_level (caster, spell))
2273 { 1932 {
2274 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name); 1933 op->failmsgf ("You are not powerful enough to reconsecrate the %s", &tmp->name);
2275 return 0; 1934 return 0;
2276 } 1935 }
2277 else 1936 else
2278 { 1937 {
2279 /* If we got here, we are consecrating an altar */ 1938 /* If we got here, we are consecrating an altar */
2280 sprintf (buf, "Altar of %s", &god->name); 1939 sprintf (buf, "Altar of %s", &god->name);
2281 tmp->name = buf; 1940 tmp->name = buf;
2282 tmp->level = caster_level (caster, spell); 1941 tmp->level = casting_level (caster, spell);
2283 tmp->other_arch = god->arch; 1942 tmp->other_arch = god->arch;
1943
2284 if (op->type == PLAYER) 1944 if (op->type == PLAYER)
2285 esrv_update_item (UPD_NAME, op, tmp); 1945 esrv_update_item (UPD_NAME, op, tmp);
1946
2286 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name); 1947 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
2287 return 1; 1948 return 1;
2288 } 1949 }
2289 } 1950 }
2290 } 1951 }
2291 new_draw_info (NDI_UNIQUE, 0, op, "You are not standing over an altar!"); 1952
1953 op->failmsg ("You are not standing over an altar!");
2292 return 0; 1954 return 0;
2293} 1955}
2294 1956
2295/* animate_weapon - 1957/* animate_weapon -
2296 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon. 1958 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon.
2300 * This code was very odd - code early on would only let players use the spell, 1962 * This code was very odd - code early on would only let players use the spell,
2301 * yet the code wass full of player checks. I've presumed that the code 1963 * yet the code wass full of player checks. I've presumed that the code
2302 * that only let players use it was correct, and removed all the other 1964 * that only let players use it was correct, and removed all the other
2303 * player checks. MSW 2003-01-06 1965 * player checks. MSW 2003-01-06
2304 */ 1966 */
2305
2306int 1967int
2307animate_weapon (object *op, object *caster, object *spell, int dir) 1968animate_weapon (object *op, object *caster, object *spell, int dir)
2308{ 1969{
2309 object *weapon, *tmp;
2310 char buf[MAX_BUF]; 1970 char buf[MAX_BUF];
2311 int a, i; 1971 int a, i;
2312 sint16 x, y; 1972 sint16 x, y;
2313 maptile *m; 1973 maptile *m;
2314 materialtype_t *mt;
2315 1974
2316 if (!spell->other_arch) 1975 if (!spell->other_arch)
2317 { 1976 {
2318 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1977 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2319 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name); 1978 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2322 /* exit if it's not a player using this spell. */ 1981 /* exit if it's not a player using this spell. */
2323 if (op->type != PLAYER) 1982 if (op->type != PLAYER)
2324 return 0; 1983 return 0;
2325 1984
2326 /* if player already has a golem, abort */ 1985 /* if player already has a golem, abort */
2327 if (op->contr->ranges[range_golem] != NULL && op->contr->golem_count == op->contr->ranges[range_golem]->count) 1986 if (object *golem = op->contr->golem)
2328 { 1987 {
2329 control_golem (op->contr->ranges[range_golem], dir); 1988 control_golem (golem, dir);
2330 return 0; 1989 return 0;
2331 } 1990 }
2332 1991
2333 /* if no direction specified, pick one */ 1992 /* if no direction specified, pick one */
2334 if (!dir) 1993 if (!dir)
2335 dir = find_free_spot (NULL, op->map, op->x, op->y, 1, 9); 1994 dir = find_free_spot (spell->other_arch, op->map, op->x, op->y, 1, 9);
2336 1995
2337 m = op->map; 1996 m = op->map;
2338 x = op->x + freearr_x[dir]; 1997 x = op->x + freearr_x[dir];
2339 y = op->y + freearr_y[dir]; 1998 y = op->y + freearr_y[dir];
2340 1999
2341 /* if there's no place to put the golem, abort */ 2000 /* if there's no place to put the golem, abort */
2342 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || 2001 if (dir < 0 || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP)
2343 ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->clone.move_type)) 2002 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2344 { 2003 {
2345 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2004 op->failmsg ("There is something in the way.");
2346 return 0; 2005 return 0;
2347 } 2006 }
2348 2007
2349 /* Use the weapon marked by the player. */ 2008 /* Use the weapon marked by the player. */
2350 weapon = find_marked_object (op); 2009 object *weapon = op->mark ();
2351 2010
2352 if (!weapon) 2011 if (!weapon)
2353 { 2012 {
2354 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2013 op->failmsg ("You must mark a weapon to use with this spell!");
2355 return 0; 2014 return 0;
2356 } 2015 }
2016
2357 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2017 if (spell->race && weapon->arch->archname != spell->race)
2358 { 2018 {
2359 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2019 op->failmsg ("The spell fails to transform your weapon.");
2360 return 0; 2020 return 0;
2361 } 2021 }
2022
2362 if (weapon->type != WEAPON) 2023 if (weapon->type != WEAPON)
2363 { 2024 {
2364 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it."); 2025 op->failmsg ("You need to wield a weapon to animate it.");
2365 return 0; 2026 return 0;
2366 } 2027 }
2367 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2028
2029 if (weapon->flag [FLAG_APPLIED])
2368 { 2030 {
2369 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon)); 2031 op->failmsgf ("You need to unequip %s before using it in this spell", query_name (weapon));
2370 return 0; 2032 return 0;
2371 } 2033 }
2372 2034
2373 if (weapon->nrof > 1) 2035 weapon = weapon->split ();
2374 {
2375 tmp = get_split_ob (weapon, 1);
2376 esrv_send_item (op, weapon);
2377 weapon = tmp;
2378 }
2379 2036
2380 /* create the golem object */ 2037 /* create the golem object */
2381 tmp = arch_to_object (spell->other_arch); 2038 object *tmp = spell->other_arch->instance ();
2382 2039
2383 /* if animated by a player, give the player control of the golem */ 2040 /* if animated by a player, give the player control of the golem */
2384 CLEAR_FLAG (tmp, FLAG_MONSTER); 2041 tmp->clr_flag (FLAG_MONSTER);
2385 SET_FLAG (tmp, FLAG_FRIENDLY);
2386 tmp->stats.exp = 0; 2042 tmp->stats.exp = 0;
2387 add_friendly_object (tmp); 2043 add_friendly_object (tmp);
2388 tmp->type = GOLEM; 2044 tmp->type = GOLEM;
2389 set_owner (tmp, op); 2045 tmp->set_owner (op);
2046 op->contr->golem = tmp;
2390 set_spell_skill (op, caster, spell, tmp); 2047 set_spell_skill (op, caster, spell, tmp);
2391 op->contr->ranges[range_golem] = tmp;
2392 op->contr->shoottype = range_golem;
2393 op->contr->golem_count = tmp->count;
2394 2048
2395 /* Give the weapon to the golem now. A bit of a hack to check the 2049 /* Give the weapon to the golem now. A bit of a hack to check the
2396 * removed flag - it should only be set if get_split_object was 2050 * removed flag - it should only be set if weapon->split was
2397 * used above. 2051 * used above.
2398 */ 2052 */
2399 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2053 if (!weapon->flag [FLAG_REMOVED])
2400 remove_ob (weapon); 2054 weapon->remove ();
2401 insert_ob_in_ob (weapon, tmp); 2055
2402 esrv_send_item (op, weapon); 2056 tmp->insert (weapon);
2057
2403 /* To do everything necessary to let a golem use the weapon is a pain, 2058 /* To do everything necessary to let a golem use the weapon is a pain,
2404 * so instead, just set it as equipped (otherwise, we need to update 2059 * so instead, just set it as equipped (otherwise, we need to update
2405 * body_info, skills, etc) 2060 * body_info, skills, etc)
2406 */ 2061 */
2407 SET_FLAG (tmp, FLAG_USE_WEAPON); 2062 tmp->set_flag (FLAG_USE_WEAPON);
2408 SET_FLAG (weapon, FLAG_APPLIED); 2063 weapon->set_flag (FLAG_APPLIED);
2409 fix_player (tmp); 2064 tmp->update_stats ();
2410 2065
2411 /* There used to be 'odd' code that basically seemed to take the absolute 2066 /* There used to be 'odd' code that basically seemed to take the absolute
2412 * value of the weapon->magic an use that. IMO, that doesn't make sense - 2067 * value of the weapon->magic an use that. IMO, that doesn't make sense -
2413 * if you're using a crappy weapon, it shouldn't be as good. 2068 * if you're using a crappy weapon, it shouldn't be as good.
2414 */ 2069 */
2433 2088
2434 /* attacktype */ 2089 /* attacktype */
2435 if (!tmp->attacktype) 2090 if (!tmp->attacktype)
2436 tmp->attacktype = AT_PHYSICAL; 2091 tmp->attacktype = AT_PHYSICAL;
2437 2092
2438 mt = NULL;
2439 if (op->materialname != NULL)
2440 mt = name_to_material (op->materialname);
2441 if (mt != NULL)
2442 {
2443 for (i = 0; i < NROFATTACKS; i++) 2093 for (i = 0; i < NROFATTACKS; i++)
2444 tmp->resist[i] = 50 - (mt->save[i] * 5); 2094 tmp->resist[i] = 50 - (op->material->save[i] * 5);
2445 a = mt->save[0]; 2095
2446 } 2096 a = op->material->save[0];
2447 else 2097
2448 {
2449 for (i = 0; i < NROFATTACKS; i++)
2450 tmp->resist[i] = 5;
2451 a = 10;
2452 }
2453 /* Set weapon's immunity */ 2098 /* Set weapon's immunity */
2454 tmp->resist[ATNR_CONFUSION] = 100; 2099 tmp->resist[ATNR_CONFUSION] = 100;
2455 tmp->resist[ATNR_POISON] = 100; 2100 tmp->resist[ATNR_POISON] = 100;
2456 tmp->resist[ATNR_SLOW] = 100; 2101 tmp->resist[ATNR_SLOW] = 100;
2457 tmp->resist[ATNR_PARALYZE] = 100; 2102 tmp->resist[ATNR_PARALYZE] = 100;
2463 2108
2464 /* Improve weapon's armour value according to best save vs. physical of its material */ 2109 /* Improve weapon's armour value according to best save vs. physical of its material */
2465 2110
2466 if (a > 14) 2111 if (a > 14)
2467 a = 14; 2112 a = 14;
2113
2468 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); 2114 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2469 2115
2470 /* Determine golem's speed */ 2116 /* Determine golem's speed */
2471 tmp->speed = 0.4 + 0.1 * SP_level_range_adjust (caster, spell); 2117 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2472
2473 if (tmp->speed > 3.33)
2474 tmp->speed = 3.33;
2475 2118
2476 if (!spell->race) 2119 if (!spell->race)
2477 { 2120 {
2478 sprintf (buf, "animated %s", &weapon->name); 2121 sprintf (buf, "animated %s", &weapon->name);
2479 tmp->name = buf; 2122 tmp->name = buf;
2481 tmp->face = weapon->face; 2124 tmp->face = weapon->face;
2482 tmp->animation_id = weapon->animation_id; 2125 tmp->animation_id = weapon->animation_id;
2483 tmp->anim_speed = weapon->anim_speed; 2126 tmp->anim_speed = weapon->anim_speed;
2484 tmp->last_anim = weapon->last_anim; 2127 tmp->last_anim = weapon->last_anim;
2485 tmp->state = weapon->state; 2128 tmp->state = weapon->state;
2486 if (QUERY_FLAG (weapon, FLAG_ANIMATE)) 2129 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2487 {
2488 SET_FLAG (tmp, FLAG_ANIMATE);
2489 }
2490 else
2491 {
2492 CLEAR_FLAG (tmp, FLAG_ANIMATE);
2493 }
2494 update_ob_speed (tmp);
2495 } 2130 }
2496 2131
2497 /* make experience increase in proportion to the strength of the summoned creature. */ 2132 /* make experience increase in proportion to the strength of the summoned creature. */
2498 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell)); 2133 tmp->stats.exp *= 1 + (max (spell->stats.maxgrace, spell->stats.sp) / casting_level (caster, spell));
2499 2134
2500 tmp->speed_left = -1; 2135 tmp->speed_left = -1;
2501 tmp->x = x;
2502 tmp->y = y;
2503 tmp->direction = dir; 2136 tmp->direction = dir;
2504 insert_ob_in_map (tmp, m, op, 0); 2137
2138 m->insert (tmp, x, y, op);
2505 return 1; 2139 return 1;
2506} 2140}
2507 2141
2508/* cast_daylight() - changes the map darkness level *lower* */ 2142/* cast_daylight() - changes the map darkness level *lower* */
2509 2143
2510/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2144/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2511 * This changes the light level for the entire map. 2145 * This changes the light level for the entire map.
2512 */ 2146 */
2513
2514int 2147int
2515cast_change_map_lightlevel (object *op, object *caster, object *spell) 2148cast_change_map_lightlevel (object *op, object *caster, object *spell)
2516{ 2149{
2517 int success; 2150 int success;
2518 2151
2519 if (!op->map) 2152 if (!op->map)
2520 return 0; /* shouldnt happen */ 2153 return 0; /* shouldnt happen */
2521 2154
2522 success = change_map_light (op->map, spell->stats.dam); 2155 success = op->map->change_map_light (spell->stats.dam);
2156
2523 if (!success) 2157 if (!success)
2524 { 2158 {
2525 if (spell->stats.dam < 0) 2159 if (spell->stats.dam < 0)
2526 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2160 op->failmsg ("It can be no brighter here.");
2527 else 2161 else
2528 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2162 op->failmsg ("It can be no darker here.");
2529 } 2163 }
2164
2530 return success; 2165 return success;
2531} 2166}
2532
2533
2534
2535
2536 2167
2537/* create an aura spell object and put it in the player's inventory. 2168/* create an aura spell object and put it in the player's inventory.
2538 * as usual, op is player, caster is the object casting the spell, 2169 * as usual, op is player, caster is the object casting the spell,
2539 * spell is the spell object itself. 2170 * spell is the spell object itself.
2540 */ 2171 */
2546 2177
2547 new_aura = present_arch_in_ob (spell->other_arch, op); 2178 new_aura = present_arch_in_ob (spell->other_arch, op);
2548 if (new_aura) 2179 if (new_aura)
2549 refresh = 1; 2180 refresh = 1;
2550 else 2181 else
2551 new_aura = arch_to_object (spell->other_arch); 2182 new_aura = spell->other_arch->instance ();
2552 2183
2553 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); 2184 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2554 2185
2555 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 2186 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2556 2187
2557 set_owner (new_aura, op);
2558 set_spell_skill (op, caster, spell, new_aura); 2188 set_spell_skill (op, caster, spell, new_aura);
2559 new_aura->attacktype = spell->attacktype; 2189 new_aura->attacktype = spell->attacktype;
2560 2190
2561 new_aura->level = caster_level (caster, spell); 2191 new_aura->level = casting_level (caster, spell);
2192
2562 if (refresh) 2193 if (refresh)
2563 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2194 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2564 else 2195 else
2565 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2196 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2197
2566 insert_ob_in_ob (new_aura, op); 2198 insert_ob_in_ob (new_aura, op);
2199 new_aura->set_owner (op);
2200
2567 return 1; 2201 return 1;
2568} 2202}
2569
2570 2203
2571/* move aura function. An aura is a part of someone's inventory, 2204/* move aura function. An aura is a part of someone's inventory,
2572 * which he carries with him, but which acts on the map immediately 2205 * which he carries with him, but which acts on the map immediately
2573 * around him. 2206 * around him.
2574 * Aura parameters: 2207 * Aura parameters:
2575 * duration: duration counter. 2208 * duration: duration counter.
2576 * attacktype: aura's attacktype 2209 * attacktype: aura's attacktype
2577 * other_arch: archetype to drop where we attack 2210 * other_arch: archetype to drop where we attack
2578 */ 2211 */
2579
2580void 2212void
2581move_aura (object *aura) 2213move_aura (object *aura)
2582{ 2214{
2583 int i, mflags;
2584 object *env;
2585 maptile *m;
2586
2587 /* auras belong in inventories */ 2215 /* auras belong in inventories */
2588 env = aura->env; 2216 object *env = aura->env;
2217 object *owner = aura->owner;
2589 2218
2590 /* no matter what we've gotta remove the aura... 2219 /* no matter what we've gotta remove the aura...
2591 * we'll put it back if its time isn't up. 2220 * we'll put it back if its time isn't up.
2592 */ 2221 */
2593 remove_ob (aura); 2222 aura->remove ();
2594 2223
2595 /* exit if we're out of gas */ 2224 /* exit if we're out of gas */
2596 if (aura->duration-- < 0) 2225 if (aura->duration-- < 0)
2597 { 2226 {
2598 free_object (aura); 2227 aura->destroy ();
2599 return; 2228 return;
2600 } 2229 }
2601 2230
2602 /* auras only exist in inventories */ 2231 /* auras only exist in inventories */
2603 if (env == NULL || env->map == NULL) 2232 if (!env || !env->map)
2604 { 2233 {
2605 free_object (aura); 2234 aura->destroy ();
2606 return; 2235 return;
2607 } 2236 }
2608 aura->x = env->x;
2609 aura->y = env->y;
2610 2237
2611 /* we need to jump out of the inventory for a bit 2238 /* we need to jump out of the inventory for a bit
2612 * in order to hit the map conveniently. 2239 * in order to hit the map conveniently.
2613 */ 2240 */
2614 insert_ob_in_map (aura, env->map, aura, 0); 2241 aura->insert_at (env, aura);
2615 2242
2616 for (i = 1; i < 9; i++) 2243 for (int i = 1; i < 9; i++)
2617 { 2244 {
2618 sint16 nx, ny; 2245 mapxy pos (env);
2246 pos.move (i);
2619 2247
2620 nx = aura->x + freearr_x[i];
2621 ny = aura->y + freearr_y[i];
2622 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2623
2624 /* Consider the movement tyep of the person with the aura as 2248 /* Consider the movement type of the person with the aura as
2625 * movement type of the aura. Eg, if the player is flying, the aura 2249 * movement type of the aura. Eg, if the player is flying, the aura
2626 * is flying also, if player is walking, it is on the ground, etc. 2250 * is flying also, if player is walking, it is on the ground, etc.
2627 */ 2251 */
2628 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny)))) 2252 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2629 { 2253 {
2630 hit_map (aura, i, aura->attacktype, 0); 2254 hit_map (aura, i, aura->attacktype, 0);
2631 2255
2632 if (aura->other_arch) 2256 if (aura->other_arch)
2633 { 2257 pos.insert (aura->other_arch->instance (), aura);
2634 object *new_ob;
2635
2636 new_ob = arch_to_object (aura->other_arch);
2637 new_ob->x = nx;
2638 new_ob->y = ny;
2639 insert_ob_in_map (new_ob, m, aura, 0);
2640 } 2258 }
2641 }
2642 } 2259 }
2260
2643 /* put the aura back in the player's inventory */ 2261 /* put the aura back in the player's inventory */
2644 remove_ob (aura); 2262 env->insert (aura);
2645 insert_ob_in_ob (aura, env); 2263 aura->set_owner (owner);
2646} 2264}
2647 2265
2648/* moves the peacemaker spell. 2266/* moves the peacemaker spell.
2649 * op is the piece object. 2267 * op is the piece object.
2650 */ 2268 */
2651
2652void 2269void
2653move_peacemaker (object *op) 2270move_peacemaker (object *op)
2654{ 2271{
2655 object *tmp; 2272 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2656
2657 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2658 { 2273 {
2659 int atk_lev, def_lev; 2274 int atk_lev, def_lev;
2660 object *victim = tmp; 2275 object *victim = tmp->head_ ();
2661 2276
2662 if (tmp->head) 2277 if (!victim->flag [FLAG_MONSTER])
2663 victim = tmp->head;
2664 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2665 continue; 2278 continue;
2666 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2279
2280 if (victim->flag [FLAG_UNAGGRESSIVE])
2667 continue; 2281 continue;
2282
2668 if (victim->stats.exp == 0) 2283 if (victim->stats.exp == 0)
2669 continue; 2284 continue;
2670 2285
2671 def_lev = MAX (1, victim->level); 2286 def_lev = max (1, victim->level);
2672 atk_lev = MAX (1, op->level); 2287 atk_lev = max (1, op->level);
2673 2288
2674 if (rndm (0, atk_lev - 1) > def_lev) 2289 if (rndm (0, atk_lev - 1) > def_lev)
2675 { 2290 {
2676 /* make this sucker peaceful. */ 2291 /* make this sucker peaceful. */
2677 2292
2293 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2678 change_exp (get_owner (op), victim->stats.exp, op->skill, 0); 2294 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2679 victim->stats.exp = 0; 2295 victim->stats.exp = 0;
2680#if 0 2296#if 0
2681 /* No idea why these were all set to zero - if something 2297 /* No idea why these were all set to zero - if something
2682 * makes this creature agressive, he should still do damage. 2298 * makes this creature agressive, he should still do damage.
2683 */ 2299 */
2685 victim->stats.sp = 0; 2301 victim->stats.sp = 0;
2686 victim->stats.grace = 0; 2302 victim->stats.grace = 0;
2687 victim->stats.Pow = 0; 2303 victim->stats.Pow = 0;
2688#endif 2304#endif
2689 victim->attack_movement = RANDO2; 2305 victim->attack_movement = RANDO2;
2690 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2306 victim->set_flag (FLAG_UNAGGRESSIVE);
2691 SET_FLAG (victim, FLAG_RUN_AWAY); 2307 victim->set_flag (FLAG_RUN_AWAY);
2692 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2308 victim->set_flag (FLAG_RANDOM_MOVE);
2693 CLEAR_FLAG (victim, FLAG_MONSTER); 2309 victim->clr_flag (FLAG_MONSTER);
2310
2694 if (victim->name) 2311 if (victim->name)
2695 {
2696 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name); 2312 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2697 } 2313 }
2698 }
2699 } 2314 }
2700} 2315}
2701
2702 2316
2703/* This writes a rune that contains the appropriate message. 2317/* This writes a rune that contains the appropriate message.
2704 * There really isn't any adjustments we make. 2318 * There really isn't any adjustments we make.
2705 */ 2319 */
2706
2707int 2320int
2708write_mark (object *op, object *spell, const char *msg) 2321write_mark (object *op, object *spell, const char *msg)
2709{ 2322{
2710 char rune[HUGE_BUF];
2711 object *tmp;
2712
2713 if (!msg || msg[0] == 0) 2323 if (!msg || msg[0] == 0)
2714 { 2324 {
2715 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2325 op->failmsg ("Write what?");
2716 return 0; 2326 return 0;
2717 } 2327 }
2718 2328
2719 if (strcasestr_local (msg, "endmsg")) 2329 if (!msg_is_safe (msg))
2720 { 2330 {
2721 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?"); 2331 op->failmsg ("Trying to cheat are we? H<@-signs are not allowed in marking runes.>");
2722 LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg); 2332 LOG (llevInfo, "write_mark: player %s tried to write bogus rune %s\n", &op->name, msg);
2723 return 0; 2333 return 0;
2724 } 2334 }
2335
2725 if (!spell->other_arch) 2336 if (!spell->other_arch)
2726 return 0; 2337 return 0;
2727 tmp = arch_to_object (spell->other_arch);
2728 2338
2729 snprintf (rune, sizeof (rune), "%s\n", msg); 2339 object *tmp = spell->other_arch->instance ();
2730 2340
2731 tmp->race = op->name; /*Save the owner of the rune */ 2341 tmp->race = op->name; /*Save the owner of the rune */
2732 tmp->msg = rune; 2342 tmp->msg = msg;
2733 tmp->x = op->x; 2343
2734 tmp->y = op->y; 2344 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2735 insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR); 2345
2736 return 1; 2346 return 1;
2737} 2347}
2348

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