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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.26 by root, Tue Dec 26 08:55:00 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);
79 wand->destroy (); 77 wand->destroy ();
80 tmp = get_archetype ("fireball"); 78 object *tmp = get_archetype (shstr_fireball);
81 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
82 if (!tmp->stats.dam) 81 if (!tmp->stats.dam)
83 tmp->stats.dam = 1; 82 tmp->stats.dam = 1;
83
84 tmp->stats.hp = tmp->stats.dam / 2; 84 tmp->stats.hp = tmp->stats.dam / 2;
85
85 if (tmp->stats.hp < 2) 86 if (tmp->stats.hp < 2)
86 tmp->stats.hp = 2; 87 tmp->stats.hp = 2;
87 tmp->x = op->x; 88
88 tmp->y = op->y; 89 tmp->insert_at (op);
89 insert_ob_in_map (tmp, op->map, NULL, 0);
90 return 1; 90 return 1;
91 } 91 }
92 92
93 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
94 if (wand->inv && wand->inv->level) 95 if (wand->inv && wand->inv->level)
95 ncharges /= wand->inv->level; 96 ncharges /= wand->inv->level;
96 else 97 else
97 { 98 {
98 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));
99 return 0; 100 return 0;
100 } 101 }
102
101 if (!ncharges) 103 if (!ncharges)
102 ncharges = 1; 104 ncharges = 1;
103 105
104 wand->stats.food += ncharges; 106 wand->stats.food += ncharges;
105 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
106 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE)) 109 if (wand->arch && wand->arch->flag [FLAG_ANIMATE])
107 { 110 {
108 SET_FLAG (wand, FLAG_ANIMATE); 111 wand->set_flag (FLAG_ANIMATE);
109 wand->set_speed (wand->arch->clone.speed); 112 wand->set_speed (wand->arch->speed);
110 } 113 }
111 114
112 return 1; 115 return 1;
113} 116}
114 117
120 * great a plus, the default is used. 123 * great a plus, the default is used.
121 * 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
122 * 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
123 * create nonnmagic arrows, or even -1, etc... 126 * create nonnmagic arrows, or even -1, etc...
124 */ 127 */
125
126int 128int
127cast_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)
128{ 130{
129 int missile_plus = 0, bonus_plus = 0; 131 int bonus_plus = 0;
130 const char *missile_name; 132 const char *missile_name = "arrow";
131 object *tmp, *missile;
132 133
133 missile_name = "arrow";
134
135 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 134 for (object *tmp = op->inv; tmp; tmp = tmp->below)
136 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) 135 if (tmp->type == BOW && tmp->flag [FLAG_APPLIED])
137 missile_name = tmp->race; 136 missile_name = tmp->race;
138 137
139 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); 138 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
140 139
141 if (archetype::find (missile_name) == NULL) 140 archetype *missile_arch = archetype::find (missile_name);
141
142 if (!missile_arch)
142 { 143 {
143 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);
144 return 0; 145 return 0;
145 } 146 }
146 147
147 missile = get_archetype (missile_name); 148 object *missile = missile_arch->instance ();
148 149
149 if (stringarg) 150 if (spellparam)
150 { 151 {
151 /* If it starts with a letter, presume it is a description */ 152 /* If it starts with a letter, presume it is a description */
152 if (isalpha (*stringarg)) 153 if (isalpha (*spellparam))
153 { 154 {
154 artifact *al = find_artifactlist (missile->type)->items; 155 artifact *al = find_artifactlist (missile->type)->items;
155 156
156 for (; al != NULL; al = al->next) 157 for (; al; al = al->next)
157 if (!strcasecmp (al->item->name, stringarg)) 158 if (!strcasecmp (al->item->name, spellparam))
158 break; 159 break;
159 160
160 if (!al) 161 if (!al)
161 { 162 {
162 missile->destroy (); 163 missile->destroy ();
163 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);
164 return 0; 165 return 0;
165 } 166 }
166 167
167 if (al->item->slaying) 168 if (al->item->slaying)
168 { 169 {
169 missile->destroy (); 170 missile->destroy ();
170 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);
171 return 0; 172 return 0;
172 } 173 }
173 174
174 give_artifact_abilities (missile, al->item); 175 give_artifact_abilities (missile, al->item);
175 /* 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 -
176 * 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
177 * the parsing of having to do both plus and type. 178 * the parsing of having to do both plus and type.
178 */ 179 */
179 bonus_plus = 1 + (al->item->value / 5); 180 bonus_plus = 1 + (al->item->value / 5);
180 missile_plus = 0; 181 missile_plus = 0;
181 } 182 }
182 else if (atoi (stringarg) < missile_plus) 183 else if (atoi (spellparam) < missile_plus)
183 missile_plus = atoi (stringarg); 184 missile_plus = atoi (spellparam);
184 } 185 }
185 186
186 if (missile_plus > 4) 187 missile_plus = clamp (missile_plus, -4, 4);
187 missile_plus = 4;
188 else if (missile_plus < -4)
189 missile_plus = -4;
190 188
191 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 189 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
192 missile->nrof -= 3 * (missile_plus + bonus_plus); 190 missile->nrof -= 3 * (missile_plus + bonus_plus);
193 191
194 if (missile->nrof < 1) 192 if (missile->nrof < 1)
196 194
197 missile->magic = missile_plus; 195 missile->magic = missile_plus;
198 /* Can't get any money for these objects */ 196 /* Can't get any money for these objects */
199 missile->value = 0; 197 missile->value = 0;
200 198
201 SET_FLAG (missile, FLAG_IDENTIFIED); 199 missile->set_flag (FLAG_IDENTIFIED);
202 200
203 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 ())
204 pick_up (op, missile); 202 pick_up (op, missile);
205 203
206 return 1; 204 return 1;
207} 205}
208 206
209 207
210/* allows the choice of what sort of food object to make. 208/* allows the choice of what sort of food object to make.
211 * 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*/
212int 210int
213cast_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)
214{ 212{
215 int food_value; 213 int food_value;
216 archetype *at = NULL; 214 archetype *at = NULL;
217 object *new_op; 215 object *new_op;
218 216
219 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);
220 218
221 if (stringarg) 219 if (spellparam)
222 { 220 {
223 at = find_archetype_by_object_type_name (FOOD, stringarg); 221 at = find_archetype_by_object_type_name (FOOD, spellparam);
224 if (at == NULL) 222 if (at == NULL)
225 at = find_archetype_by_object_type_name (DRINK, stringarg); 223 at = find_archetype_by_object_type_name (DRINK, spellparam);
226 if (at == NULL || at->clone.stats.food > food_value) 224 if (at == NULL || at->stats.food > food_value)
227 stringarg = NULL; 225 spellparam = NULL;
228 } 226 }
229 227
230 if (!stringarg) 228 if (!spellparam)
231 { 229 {
232 archetype *at_tmp; 230 archetype *at_tmp;
233 231
234 /* We try to find the archetype with the maximum food value. 232 /* We try to find the archetype with the maximum food value.
235 * This removes the dependancy of hard coded food values in this 233 * This removes the dependancy of hard coded food values in this
237 * We don't use flesh types because the weight values of those need 235 * We don't use flesh types because the weight values of those need
238 * to be altered from the donor. 236 * to be altered from the donor.
239 */ 237 */
240 238
241 /* We assume the food items don't have multiple parts */ 239 /* We assume the food items don't have multiple parts */
242 for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next) 240 for_all_archetypes (at_tmp)
243 { 241 {
244 if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK) 242 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
245 { 243 {
246 /* Basically, if the food value is something that is creatable 244 /* Basically, if the food value is something that is creatable
247 * under the limits of the spell and it is higher than 245 * under the limits of the spell and it is higher than
248 * the item we have now, take it instead. 246 * the item we have now, take it instead.
249 */ 247 */
250 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)))
251 at = at_tmp; 253 at = at_tmp;
252 } 254 }
253 } 255 }
254 } 256 }
257
255 /* 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
256 * know 259 * know
257 */ 260 */
258 if (!at) 261 if (!at)
259 { 262 {
260 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.");
261 return 0; 264 return 0;
262 } 265 }
263 266
264 food_value /= at->clone.stats.food; 267 food_value /= at->stats.food;
265 new_op = arch_to_object (at); 268 new_op = at->instance ();
266 new_op->nrof = food_value; 269 new_op->nrof = food_value;
267 270
268 new_op->value = 0; 271 new_op->value = 0;
269 if (new_op->nrof < 1) 272 if (new_op->nrof < 1)
270 new_op->nrof = 1; 273 new_op->nrof = 1;
278{ 281{
279 int r, mflags, maxrange; 282 int r, mflags, maxrange;
280 object *tmp; 283 object *tmp;
281 maptile *m; 284 maptile *m;
282 285
283
284 if (!dir) 286 if (!dir)
285 { 287 {
286 examine_monster (op, op); 288 examine_monster (op, op);
287 return 1; 289 return 1;
288 } 290 }
291
289 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 292 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
290 for (r = 1; r < maxrange; r++) 293 for (r = 1; r < maxrange; r++)
291 { 294 {
292 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];
293 296
295 mflags = get_map_flags (m, &m, x, y, &x, &y); 298 mflags = get_map_flags (m, &m, x, y, &x, &y);
296 299
297 if (mflags & P_OUT_OF_MAP) 300 if (mflags & P_OUT_OF_MAP)
298 break; 301 break;
299 302
300 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) 303 if (!op->flag [FLAG_WIZCAST] && (mflags & P_NO_MAGIC))
301 { 304 {
302 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 305 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
303 return 0; 306 return 0;
304 } 307 }
308
305 if (mflags & P_IS_ALIVE) 309 if (mflags & P_IS_ALIVE)
306 { 310 {
307 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)
308 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]))
309 { 313 {
310 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 314 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
311 if (tmp->head != NULL) 315 if (tmp->head != NULL)
312 tmp = tmp->head; 316 tmp = tmp->head;
313 examine_monster (op, tmp); 317 examine_monster (op, tmp);
314 return 1; 318 return 1;
315 } 319 }
316 } 320 }
317 } 321 }
322
318 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); 323 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
319 return 1; 324 return 1;
320} 325}
321
322 326
323/* This checks to see if 'pl' is invisible to 'mon'. 327/* This checks to see if 'pl' is invisible to 'mon'.
324 * does race check, undead check, etc 328 * does race check, undead check, etc
325 * Returns TRUE if mon can't see pl, false 329 * Returns TRUE if mon can't see pl, false
326 * otherwise. This doesn't check range, walls, etc. It 330 * otherwise. This doesn't check range, walls, etc. It
328 * pl is invisible. 332 * pl is invisible.
329 */ 333 */
330int 334int
331makes_invisible_to (object *pl, object *mon) 335makes_invisible_to (object *pl, object *mon)
332{ 336{
333
334 if (!pl->invisible) 337 if (!pl->invisible)
335 return 0; 338 return 0;
339
336 if (pl->type == PLAYER) 340 if (pl->type == PLAYER)
337 { 341 {
338 /* If race isn't set, then invisible unless it is undead */ 342 /* If race isn't set, then invisible unless it is undead */
339 if (!pl->contr->invis_race) 343 if (!pl->contr->invis_race)
340 { 344 {
341 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 345 if (mon->flag [FLAG_UNDEAD])
342 return 0; 346 return 0;
347
343 return 1; 348 return 1;
344 } 349 }
350
345 /* invis_race is set if we get here */ 351 /* invis_race is set if we get here */
346 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 352 if (pl->contr->invis_race == shstr_undead && is_true_undead (mon))
347 return 1; 353 return 1;
354
348 /* No race, can't be invisible to it */ 355 /* No race, can't be invisible to it */
349 if (!mon->race) 356 if (!mon->race)
350 return 0; 357 return 0;
358
351 if (strstr (mon->race, pl->contr->invis_race)) 359 if (mon->race.contains (pl->contr->invis_race))
352 return 1; 360 return 1;
361
353 /* Nothing matched above, return 0 */ 362 /* Nothing matched above, return 0 */
354 return 0; 363 return 0;
355 } 364 }
356 else 365 else
357 { 366 {
370 * normal applies. 379 * normal applies.
371 */ 380 */
372int 381int
373cast_invisible (object *op, object *caster, object *spell_ob) 382cast_invisible (object *op, object *caster, object *spell_ob)
374{ 383{
375 object *tmp;
376
377 if (op->invisible > 1000) 384 if (op->invisible > 1000)
378 { 385 {
379 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");
380 return 0; 387 return 0;
381 } 388 }
382 389
383 /* 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
384 * and if statement or two. 391 * and if statement or two.
390 397
391 if (op->type == PLAYER) 398 if (op->type == PLAYER)
392 { 399 {
393 op->contr->invis_race = spell_ob->race; 400 op->contr->invis_race = spell_ob->race;
394 401
395 if (QUERY_FLAG (spell_ob, FLAG_MAKE_INVIS)) 402 if (spell_ob->flag [FLAG_MAKE_INVIS])
396 op->contr->tmp_invis = 0; 403 op->contr->tmp_invis = 0;
397 else 404 else
398 op->contr->tmp_invis = 1; 405 op->contr->tmp_invis = 1;
399 406
400 op->contr->hidden = 0; 407 op->contr->hidden = 0;
401 } 408 }
409
402 if (makes_invisible_to (op, op)) 410 if (makes_invisible_to (op, op))
403 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!");
404 else 412 else
405 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!"); 413 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
406 414
407 update_object (op, UP_OBJ_FACE); 415 update_object (op, UP_OBJ_CHANGE);
408 416
409 /* Only search the active objects - only these should actually do 417 /* Only search the active objects - only these should actually do
410 * harm to the player. 418 * harm to the player.
411 */ 419 */
412 for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) 420 for_all_actives (tmp)
413 if (tmp->enemy == op) 421 if (tmp->enemy == op)
414 tmp->enemy = NULL; 422 tmp->enemy = 0;
423
415 return 1; 424 return 1;
416} 425}
417 426
418/* earth to dust spell. Basically destroys earthwalls in the area. 427/* earth to dust spell. Basically destroys earthwalls in the area.
419 */ 428 */
420int 429int
421cast_earth_to_dust (object *op, object *caster, object *spell_ob) 430cast_earth_to_dust (object *op, object *caster, object *spell_ob)
422{ 431{
423 object *tmp, *next;
424 int range, i, j, mflags; 432 int range, i, j, mflags;
425 sint16 sx, sy; 433 sint16 sx, sy;
426 maptile *m; 434 maptile *m;
427
428 if (op->type != PLAYER)
429 return 0;
430 435
431 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 436 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
432 437
433 for (i = -range; i <= range; i++) 438 for (i = -range; i <= range; i++)
434 for (j = -range; j <= range; j++) 439 for (j = -range; j <= range; j++)
439 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 444 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
440 445
441 if (mflags & P_OUT_OF_MAP) 446 if (mflags & P_OUT_OF_MAP)
442 continue; 447 continue;
443 448
444 // earth to dust tears down everything that can be teared down 449 // earth to dust tears down everything that can be torn down
445 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)
446 { 451 {
447 next = tmp->above; 452 next = tmp->above;
448 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 453
454 if (tmp->flag [FLAG_TEAR_DOWN])
449 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 455 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
450 } 456 }
451 } 457 }
458
452 return 1; 459 return 1;
453} 460}
454
455 461
456void 462void
457execute_word_of_recall (object *op) 463execute_word_of_recall (object *op)
458{ 464{
459 object *wor = op; 465 if (object *pl = op->in_player ())
460 466 if (pl->ms ().flags () & P_NO_CLERIC && !pl->flag [FLAG_WIZCAST])
461 while (op != NULL && op->type != PLAYER)
462 op = op->env;
463
464 if (op != NULL && op->map)
465 if ((get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_CLERIC) && (!QUERY_FLAG (op, FLAG_WIZCAST)))
466 new_draw_info (NDI_UNIQUE, 0, op, "You feel something fizzle inside you."); 467 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
467 else 468 else
468 enter_exit (op, wor); 469 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
469 470
470 wor->destroy (); 471 op->destroy ();
471} 472}
472 473
473/* Word of recall causes the player to return 'home'. 474/* Word of recall causes the player to return 'home'.
474 * we put a force into the player object, so that there is a 475 * we put a force into the player object, so that there is a
475 * time delay effect. 476 * time delay effect.
476 */ 477 */
477int 478int
478cast_word_of_recall (object *op, object *caster, object *spell_ob) 479cast_word_of_recall (object *op, object *caster, object *spell_ob)
479{ 480{
480 object *dummy; 481 if (!op->is_player ())
481 int time;
482
483 if (op->type != PLAYER)
484 return 0; 482 return 0;
485 483
486 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))
487 { 485 {
488 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.");
489 return 1; 487 return 1;
490 } 488 }
491 489
492 dummy = get_archetype (FORCE_NAME); 490 object *dummy = get_archetype (FORCE_NAME);
493 if (dummy == NULL) 491
494 {
495 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
496 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
497 return 0;
498 }
499 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));
500 if (time < 1)
501 time = 1;
502 493
503 /* 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
504 * 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
505 * do anything really odd if it say a -1000 or something. 496 * do anything really odd if it say a -1000 or something.
506 */ 497 */
507 dummy->set_speed (0.002); 498 dummy->set_speed (0.002);
508 dummy->speed_left = -dummy->speed * time; 499 dummy->speed_left = -dummy->speed * time;
509 dummy->type = SPELL_EFFECT; 500 dummy->type = SPELL_EFFECT;
510 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;
511 505
512 /* If we could take advantage of enter_player_savebed() here, it would be 506 op->insert (dummy);
513 * nice, but until the map load fails, we can't.
514 */
515 EXIT_PATH (dummy) = op->contr->savebed_map;
516 EXIT_X (dummy) = op->contr->bed_x;
517 EXIT_Y (dummy) = op->contr->bed_y;
518 507
519 (void) insert_ob_in_ob (dummy, op);
520 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
521 return 1; 510 return 1;
522} 511}
523 512
524/* cast_wonder 513/* cast_wonder
525 * wonder is really just a spell that will likely cast another 514 * wonder is really just a spell that will likely cast another
558} 547}
559 548
560int 549int
561perceive_self (object *op) 550perceive_self (object *op)
562{ 551{
563 char *cp = describe_item (op, op), buf[MAX_BUF]; 552 const char *cp = describe_item (op, op);
564 archetype *at = archetype::find (ARCH_DEPLETION); 553 archetype *at = archetype::find (shstr_depletion);
565 object *tmp;
566 int i;
567 554
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
568 tmp = find_god (determine_god (op)); 563 if (object *god = find_god (determine_god (op)))
569 if (tmp) 564 buf << " - You worship " << &god->name << ".\n";
570 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
571 else 565 else
572 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); 566 buf << " - You worship no god.\n";
573 567
574 tmp = present_arch_in_ob (at, op); 568 object *tmp = present_arch_in_ob (at, op);
575 569
576 if (*cp == '\0' && tmp == NULL) 570 if (*cp == '\0' && !tmp)
577 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 571 buf << " - You feel very mundane. ";
578 else 572 else
579 { 573 {
580 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 574 buf << " - You have: " << cp << ".\n";
581 new_draw_info (NDI_UNIQUE, 0, op, cp); 575
582 if (tmp != NULL) 576 if (tmp)
583 {
584 for (i = 0; i < NUM_STATS; i++) 577 for (int i = 0; i < NUM_STATS; i++)
585 { 578 if (tmp->stats.stat (i) < 0)
586 if (get_attr_value (&tmp->stats, i) < 0) 579 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
587 {
588 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i)));
589 }
590 }
591 }
592 } 580 }
593 581
594 if (is_dragon_pl (op)) 582 if (op->is_dragon ())
595 {
596 /* now grab the 'dragon_ability'-force from the player's inventory */ 583 /* now grab the 'dragon_ability'-force from the player's inventory */
597 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 584 for (tmp = op->inv; tmp; tmp = tmp->below)
598 { 585 {
599 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 586 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
600 { 587 {
601 if (tmp->stats.exp == 0) 588 if (tmp->stats.exp == 0)
602 {
603 sprintf (buf, "Your metabolism isn't focused on anything."); 589 buf << " - Your metabolism isn't focused on anything.\n";
604 }
605 else 590 else
606 {
607 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";
608 } 592
609 new_draw_info (NDI_UNIQUE, 0, op, buf);
610 break; 593 break;
611 } 594 }
612 } 595 }
613 }
614 return 1;
615}
616 596
617/* int cast_create_town_portal (object *op, object *caster, int dir) 597 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
618 *
619 * This function cast the spell of town portal for op
620 *
621 * The spell operates in two passes. During the first one a place
622 * is marked as a destination for the portal. During the second one,
623 * 2 portals are created, one in the position the player cast it and
624 * one in the destination place. The portal are synchronized and 2 forces
625 * are inserted in the player to destruct the portal next time player
626 * creates a new portal pair.
627 * This spell has a side effect that it allows people to meet each other
628 * in a permanent, private, appartements by making a town portal from it
629 * to the town or another public place. So, check if the map is unique and if
630 * so return an error
631 *
632 * Code by Tchize (david.delbecq@usa.net)
633 */
634int
635cast_create_town_portal (object *op, object *caster, object *spell, int dir)
636{
637 object *dummy, *force, *old_force, *tmp;
638 archetype *perm_portal;
639 char portal_name[1024], portal_message[1024];
640 sint16 exitx, exity;
641 maptile *exitmap;
642 int op_level;
643
644 /* Check to see if the map the player is currently on is a per player unique
645 * map. This can be determined in that per player unique maps have the
646 * full pathname listed.
647 */
648 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
649 {
650 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
651 return 0;
652 }
653
654 /* The first thing to do is to check if we have a marked destination
655 * dummy is used to make a check inventory for the force
656 */
657 dummy = arch_to_object (spell->other_arch);
658 if (dummy == NULL)
659 {
660 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
661 LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name);
662 return 0;
663 }
664
665 force = check_inv_recursive (op, dummy);
666
667 if (force == NULL)
668 {
669 /* Here we know there is no destination marked up.
670 * We have 2 things to do:
671 * 1. Mark the destination in the player inventory.
672 * 2. Let the player know it worked.
673 */
674 dummy->name = op->map->path;
675 EXIT_X (dummy) = op->x;
676 EXIT_Y (dummy) = op->y;
677 insert_ob_in_ob (dummy, op);
678 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.");
679 return 1;
680 }
681
682 dummy->destroy ();
683
684 /* Here we know where the town portal should go to
685 * We should kill any existing portal associated with the player.
686 * Than we should create the 2 portals.
687 * For each of them, we need:
688 * - To create the portal with the name of the player+destination map
689 * - set the owner of the town portal
690 * - To mark the position of the portal in the player's inventory
691 * for easier destruction.
692 *
693 * The mark works has follow:
694 * slaying: Existing town portal
695 * hp, sp : x & y of the associated portal
696 * name : name of the portal
697 * race : map the portal is in
698 */
699
700 /* First step: killing existing town portals */
701 dummy = get_archetype (spell->race);
702 if (dummy == NULL)
703 {
704 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
705 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
706 return 0;
707 }
708
709 perm_portal = archetype::find (spell->slaying);
710
711 /* To kill a town portal, we go trough the player's inventory,
712 * for each marked portal in player's inventory,
713 * -We try load the associated map (if impossible, consider the portal destructed)
714 * -We find any portal in the specified location.
715 * If it has the good name, we destruct it.
716 * -We destruct the force indicating that portal.
717 */
718 while ((old_force = check_inv_recursive (op, dummy)))
719 {
720 exitx = EXIT_X (old_force);
721 exity = EXIT_Y (old_force);
722 LOG (llevDebug, "Trying to kill a portal in %s (%d,%d)\n", &old_force->race, exitx, exity);
723
724 if (!strncmp (old_force->race, settings.localdir, strlen (settings.localdir)))
725 exitmap = ready_map_name (old_force->race, MAP_PLAYER_UNIQUE);
726 else
727 exitmap = ready_map_name (old_force->race, 0);
728
729 if (exitmap)
730 {
731 tmp = present_arch (perm_portal, exitmap, exitx, exity);
732 while (tmp)
733 {
734 if (tmp->name == old_force->name)
735 {
736 tmp->destroy ();
737 break;
738 }
739
740 tmp = tmp->above;
741 }
742 }
743
744 old_force->destroy ();
745 LOG (llevDebug, "\n");
746 }
747
748 dummy->destroy ();
749
750 /* Creating the portals.
751 * The very first thing to do is to ensure
752 * access to the destination map.
753 * If we can't, don't fizzle. Simply warn player.
754 * This ensure player pays his mana for the spell
755 * because HE is responsible of forgotting.
756 * 'force' is the destination of the town portal, which we got
757 * from the players inventory above.
758 */
759
760 /* Ensure exit map is loaded */
761 if (!strncmp (force->name, settings.localdir, strlen (settings.localdir)))
762 exitmap = ready_map_name (force->name, MAP_PLAYER_UNIQUE);
763 else
764 exitmap = ready_map_name (force->name, 0);
765
766 /* If we were unable to load (ex. random map deleted), warn player */
767 if (exitmap == NULL)
768 {
769 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
770 force->destroy ();
771 return 1;
772 }
773
774 op_level = caster_level (caster, spell);
775 if (op_level < 15)
776 snprintf (portal_message, 1024,
777 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
778 &op->name);
779 else if (op_level < 30)
780 snprintf (portal_message, 1024,
781 "\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);
782 else if (op_level < 60)
783 snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
784 else
785 snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",
786 &op->name);
787
788 /* Create a portal in front of player
789 * dummy contain the portal and
790 * force contain the track to kill it later
791 */
792
793 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
794 dummy = get_archetype (spell->slaying); /*The portal */
795 if (dummy == NULL)
796 {
797 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
798 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
799 return 0;
800 }
801
802 EXIT_PATH (dummy) = force->name;
803 EXIT_X (dummy) = EXIT_X (force);
804 EXIT_Y (dummy) = EXIT_Y (force);
805 dummy->name = dummy->name_pl = portal_name;
806 dummy->msg = portal_message;
807 dummy->race = op->name; /*Save the owner of the portal */
808 cast_create_obj (op, caster, dummy, 0);
809
810 /* Now we need to to create a town portal marker inside the player
811 * object, so on future castings, we can know that he has an active
812 * town portal.
813 */
814 tmp = get_archetype (spell->race);
815 if (tmp == NULL)
816 {
817 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
818 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
819 return 0;
820 }
821
822 tmp->race = op->map->path;
823 tmp->name = portal_name;
824 EXIT_X (tmp) = dummy->x;
825 EXIT_Y (tmp) = dummy->y;
826 insert_ob_in_ob (tmp, op);
827
828 /* Create a portal in the destination map
829 * dummy contain the portal and
830 * force the track to kill it later
831 * the 'force' variable still contains the 'reminder' of
832 * where this portal goes to.
833 */
834 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, op->map->path);
835 dummy = get_archetype (spell->slaying); /*The portal */
836 if (dummy == NULL)
837 {
838 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
839 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
840 return 0;
841 }
842
843 EXIT_PATH (dummy) = op->map->path;
844 EXIT_X (dummy) = op->x;
845 EXIT_Y (dummy) = op->y;
846 dummy->name = dummy->name_pl = portal_name;
847 dummy->msg = portal_message;
848 dummy->x = EXIT_X (force);
849 dummy->y = EXIT_Y (force);
850 dummy->race = op->name; /*Save the owner of the portal */
851 insert_ob_in_map (dummy, exitmap, op, 0);
852
853 /* Now we create another town portal marker that
854 * points back to the one we just made
855 */
856 tmp = get_archetype (spell->race);
857 if (tmp == NULL)
858 {
859 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
860 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
861 return 0;
862 }
863
864 tmp->race = force->name;
865 tmp->name = portal_name;
866 EXIT_X (tmp) = dummy->x;
867 EXIT_Y (tmp) = dummy->y;
868 insert_ob_in_ob (tmp, op);
869
870 /* Describe the player what happened
871 */
872 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
873 force->destroy ();
874 598
875 return 1; 599 return 1;
876} 600}
877 601
878/* This creates magic walls. Really, it can create most any object, 602/* This creates magic walls. Really, it can create most any object,
879 * within some reason. 603 * within some reason.
880 */ 604 */
881int 605int
882magic_wall (object *op, object *caster, int dir, object *spell_ob) 606magic_wall (object *op, object *caster, int dir, object *spell_ob)
883{ 607{
884 object *tmp, *tmp2; 608 object *tmp;
885 int i, posblocked, negblocked, maxrange; 609 int i, posblocked, negblocked, maxrange;
886 sint16 x, y; 610 sint16 x, y;
887 maptile *m; 611 maptile *m;
888 const char *name; 612 const char *name;
889 archetype *at; 613 archetype *at;
904 628
905 if ((spell_ob->move_block || x != op->x || y != op->y) && 629 if ((spell_ob->move_block || x != op->x || y != op->y) &&
906 (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) ||
907 ((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)))
908 { 632 {
909 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 633 op->failmsg ("Something is in the way.");
910 return 0; 634 return 0;
911 } 635 }
912 636
913 if (spell_ob->other_arch) 637 if (spell_ob->other_arch)
914 tmp = arch_to_object (spell_ob->other_arch); 638 tmp = spell_ob->other_arch->instance ();
915 else if (spell_ob->race) 639 else if (spell_ob->race)
916 { 640 {
917 char buf1[MAX_BUF]; 641 char buf1[MAX_BUF];
918 642
919 sprintf (buf1, spell_ob->race, dir); 643 sprintf (buf1, spell_ob->race, dir);
922 { 646 {
923 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 647 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
924 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 648 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
925 return 0; 649 return 0;
926 } 650 }
927 tmp = arch_to_object (at); 651
652 tmp = at->instance ();
928 } 653 }
929 else 654 else
930 { 655 {
931 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);
932 return 0; 657 return 0;
937 tmp->attacktype = spell_ob->attacktype; 662 tmp->attacktype = spell_ob->attacktype;
938 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);
939 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);
940 tmp->range = 0; 665 tmp->range = 0;
941 } 666 }
942 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 667 else if (tmp->flag [FLAG_ALIVE])
943 { 668 {
944 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);
945 tmp->stats.maxhp = tmp->stats.hp; 670 tmp->stats.maxhp = tmp->stats.hp;
946 } 671 }
947 672
948 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP)) 673 if (spell_ob->flag [FLAG_IS_USED_UP] || tmp->flag [FLAG_IS_USED_UP])
949 { 674 {
950 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);
951 SET_FLAG (tmp, FLAG_IS_USED_UP); 676 tmp->set_flag (FLAG_IS_USED_UP);
952 } 677 }
953 678
954 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 679 if (spell_ob->flag [FLAG_TEAR_DOWN])
955 { 680 {
956 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);
957 tmp->stats.maxhp = tmp->stats.hp; 682 tmp->stats.maxhp = tmp->stats.hp;
958 SET_FLAG (tmp, FLAG_TEAR_DOWN); 683 tmp->set_flag (FLAG_TEAR_DOWN);
959 SET_FLAG (tmp, FLAG_ALIVE); 684 tmp->set_flag (FLAG_ALIVE);
960 } 685 }
961 686
962 /* 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,
963 * these fields just won't be used. Do not set the owner for 688 * these fields just won't be used. Do not set the owner for
964 * earthwalls, though, so they survive restarts. 689 * earthwalls, though, so they survive restarts.
965 */ 690 */
966 if (tmp->type != EARTHWALL) //TODO 691 if (tmp->type != EARTHWALL) //TODO
967 tmp->set_owner (op); 692 tmp->set_owner (op);
968 693
969 set_spell_skill (op, caster, spell_ob, tmp); 694 set_spell_skill (op, caster, spell_ob, tmp);
970 tmp->x = x;
971 tmp->y = y;
972 tmp->level = caster_level (caster, spell_ob) / 2; 695 tmp->level = casting_level (caster, spell_ob) / 2;
973 696
974 name = tmp->name; 697 name = tmp->name;
975 if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL) 698 if (!(tmp = m->insert (tmp, x, y, op)))
976 { 699 {
977 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);
978 return 0; 701 return 0;
979 } 702 }
980 703
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 = tmp->clone (); 731 object *tmp2 = tmp->clone ();
1009 tmp2->x = x; 732 m->insert (tmp2, x, y, op);
1010 tmp2->y = y; 733
1011 insert_ob_in_map (tmp2, m, op, 0);
1012 /* 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 */
1013 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 735 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1014 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 736 tmp2->insert (tmp2->other_arch->instance ());
1015 737
1016 } 738 }
1017 else 739 else
1018 posblocked = 1; 740 posblocked = 1;
1019 741
1022 m = tmp->map; 744 m = tmp->map;
1023 745
1024 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)) &&
1025 ((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)
1026 { 748 {
1027 tmp2 = tmp->clone (); 749 object *tmp2 = tmp->clone ();
1028 tmp2->x = x; 750 m->insert (tmp2, x, y, op);
1029 tmp2->y = y; 751
1030 insert_ob_in_map (tmp2, m, op, 0);
1031 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 752 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1032 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 753 tmp2->insert (tmp2->other_arch->instance ());
1033 } 754 }
1034 else 755 else
1035 negblocked = 1; 756 negblocked = 1;
1036 } 757 }
1037 758
1038 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) 759 if (tmp->flag [FLAG_BLOCKSVIEW])
1039 update_all_los (op->map, op->x, op->y); 760 update_all_los (op->map, op->x, op->y);
1040 761
1041 return 1; 762 return 1;
1042} 763}
1043 764
1044int 765int
1045dimension_door (object *op, object *caster, object *spob, int dir) 766dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
1046{ 767{
1047 uint32 dist, maxdist; 768 uint32 dist, maxdist;
1048 int mflags; 769 int mflags;
1049 maptile *m; 770 maptile *m;
1050 sint16 sx, sy; 771 sint16 sx, sy;
1052 if (op->type != PLAYER) 773 if (op->type != PLAYER)
1053 return 0; 774 return 0;
1054 775
1055 if (!dir) 776 if (!dir)
1056 { 777 {
1057 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?"); 778 op->failmsg ("In what direction?");
1058 return 0; 779 return 0;
1059 } 780 }
1060 781
1061 /* 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
1062 * ever, so put limits in. 783 * ever, so put limits in.
1063 */ 784 */
1064 maxdist = spob->range + SP_level_range_adjust (caster, spob); 785 maxdist = spob->range + SP_level_range_adjust (caster, spob);
1065 786
1066 if (op->contr->count) 787 if (spellparam)
1067 { 788 {
789 int count = atoi (spellparam);
790
1068 if (op->contr->count > maxdist) 791 if (count > maxdist)
1069 { 792 {
1070 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!"); 793 op->failmsg ("You can't dimension door that far!");
1071 return 0; 794 return 0;
1072 } 795 }
1073 796
1074 for (dist = 0; dist < op->contr->count; dist++) 797 for (dist = 0; dist < count; dist++)
1075 { 798 {
1076 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);
1077 800
1078 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 801 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
1079 break; 802 break;
1080 803
1081 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)))
1082 break; 805 break;
1083 } 806 }
1084 807
1085 if (dist < op->contr->count) 808 if (dist < count)
1086 { 809 {
1087 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");
1088 op->contr->count = 0;
1089 return 0; 811 return 0;
1090 } 812 }
1091 op->contr->count = 0;
1092 813
1093 /* Remove code that puts player on random space on maps. IMO, 814 /* Remove code that puts player on random space on maps. IMO,
1094 * 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,
1095 * 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
1096 * by such squares). Also, there are probably treasure rooms and 817 * by such squares). Also, there are probably treasure rooms and
1138 break; 859 break;
1139 860
1140 } 861 }
1141 if (!dist) 862 if (!dist)
1142 { 863 {
1143 new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n"); 864 op->failmsg ("Your spell failed!\n");
1144 return 0; 865 return 0;
1145 } 866 }
1146 } 867 }
1147 868
1148 /* Actually move the player now */ 869 /* Actually move the player now */
1149 op->remove (); 870 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op)))
1150 op->x += freearr_x[dir] * dist;
1151 op->y += freearr_y[dir] * dist;
1152 if ((op = insert_ob_in_map (op, op->map, op, 0)) == NULL)
1153 return 1; 871 return 1;
1154 872
1155 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
1156 return 1; 875 return 1;
1157} 876}
1158
1159 877
1160/* cast_heal: Heals something. 878/* cast_heal: Heals something.
1161 * op is the caster. 879 * op is the caster.
1162 * dir is the direction he is casting it in. 880 * dir is the direction he is casting it in.
1163 * spell is the spell object. 881 * spell is the spell object.
1170 object *poison; 888 object *poison;
1171 int heal = 0, success = 0; 889 int heal = 0, success = 0;
1172 890
1173 tmp = find_target_for_friendly_spell (op, dir); 891 tmp = find_target_for_friendly_spell (op, dir);
1174 892
1175 if (tmp == NULL) 893 if (!tmp)
1176 return 0; 894 return 0;
1177 895
1178 /* Figure out how many hp this spell might cure. 896 /* Figure out how many hp this spell might cure.
1179 * could be zero if this spell heals effects, not damage. 897 * could be zero if this spell heals effects, not damage.
1180 */ 898 */
1183 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;
1184 902
1185 if (heal) 903 if (heal)
1186 { 904 {
1187 if (tmp->stats.hp >= tmp->stats.maxhp) 905 if (tmp->stats.hp >= tmp->stats.maxhp)
1188 {
1189 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.");
1190 }
1191 else 907 else
1192 { 908 {
1193 /* See how many points we actually heal. Instead of messages 909 /* See how many points we actually heal. Instead of messages
1194 * based on type of spell, we instead do messages based 910 * based on type of spell, we instead do messages based
1195 * on amount of damage healed. 911 * on amount of damage healed.
1196 */ 912 */
1197 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 913 if (heal > tmp->stats.maxhp - tmp->stats.hp)
1198 heal = tmp->stats.maxhp - tmp->stats.hp; 914 heal = tmp->stats.maxhp - tmp->stats.hp;
915
1199 tmp->stats.hp += heal; 916 tmp->stats.hp += heal;
1200 917
1201 if (tmp->stats.hp >= tmp->stats.maxhp) 918 if (tmp->stats.hp >= tmp->stats.maxhp)
1202 {
1203 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 919 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1204 }
1205 else if (heal > 50) 920 else if (heal > 50)
1206 {
1207 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); 921 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1208 }
1209 else if (heal > 25) 922 else if (heal > 25)
1210 {
1211 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); 923 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1212 }
1213 else if (heal > 10) 924 else if (heal > 10)
1214 {
1215 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.");
1216 }
1217 else 926 else
1218 {
1219 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.");
1220 } 928
1221 success = 1; 929 success = 1;
1222 } 930 }
1223 } 931 }
932
1224 if (spell->attacktype & AT_DISEASE) 933 if (spell->attacktype & AT_DISEASE)
1225 if (cure_disease (tmp, op)) 934 if (cure_disease (tmp, op, spell))
1226 success = 1; 935 success = 1;
1227 936
1228 if (spell->attacktype & AT_POISON) 937 if (spell->attacktype & AT_POISON)
1229 { 938 {
1230 at = archetype::find ("poisoning"); 939 at = archetype::find (shstr_poisoning);
1231 poison = present_arch_in_ob (at, tmp); 940 poison = present_arch_in_ob (at, tmp);
1232 if (poison) 941 if (poison)
1233 { 942 {
1234 success = 1; 943 success = 1;
1235 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 944 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1236 poison->stats.food = 1; 945 poison->stats.food = 1;
1237 } 946 }
1238 } 947 }
948
1239 if (spell->attacktype & AT_CONFUSION) 949 if (spell->attacktype & AT_CONFUSION)
1240 { 950 {
1241 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 951 poison = present_in_ob_by_name (FORCE, shstr_confusion, tmp);
1242 if (poison) 952 if (poison)
1243 { 953 {
1244 success = 1; 954 success = 1;
1245 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 955 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1246 poison->duration = 1; 956 poison->duration = 1;
1247 } 957 }
1248 } 958 }
959
1249 if (spell->attacktype & AT_BLIND) 960 if (spell->attacktype & AT_BLIND)
1250 { 961 {
1251 at = archetype::find ("blindness"); 962 at = archetype::find (shstr_blindness);
1252 poison = present_arch_in_ob (at, tmp); 963 poison = present_arch_in_ob (at, tmp);
1253 if (poison) 964 if (poison)
1254 { 965 {
1255 success = 1; 966 success = 1;
1256 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.");
1257 poison->stats.food = 1; 968 poison->stats.food = 1;
1258 } 969 }
1259 } 970 }
971
1260 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) 972 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1261 { 973 {
1262 tmp->stats.sp += spell->last_sp; 974 tmp->stats.sp += spell->last_sp;
1263 if (tmp->stats.sp > tmp->stats.maxsp) 975 if (tmp->stats.sp > tmp->stats.maxsp)
1264 tmp->stats.sp = tmp->stats.maxsp; 976 tmp->stats.sp = tmp->stats.maxsp;
1265 success = 1; 977 success = 1;
1266 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!");
1267 } 979 }
980
1268 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) 981 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1269 { 982 {
1270 tmp->stats.grace += spell->last_grace; 983 tmp->stats.grace += spell->last_grace;
1271 if (tmp->stats.grace > tmp->stats.maxgrace) 984 if (tmp->stats.grace > tmp->stats.maxgrace)
1272 tmp->stats.grace = tmp->stats.maxgrace; 985 tmp->stats.grace = tmp->stats.maxgrace;
1273 success = 1; 986 success = 1;
1274 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!");
1275 } 988 }
989
1276 if (spell->stats.food && tmp->stats.food < 999) 990 if (spell->stats.food && tmp->stats.food < MAX_FOOD)
1277 { 991 {
1278 tmp->stats.food += spell->stats.food; 992 tmp->stats.food += spell->stats.food;
1279 if (tmp->stats.food > 999) 993 min_it (tmp->stats.food, MAX_FOOD);
1280 tmp->stats.food = 999; 994
1281 success = 1; 995 success = 1;
1282 /* 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 */
1283 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");
1284 } 998 }
999
1285 return success; 1000 return success;
1286} 1001}
1287
1288 1002
1289/* 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
1290 * 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
1291 * good comments for those. 1005 * good comments for those.
1292 */ 1006 */
1293static const char *const no_gain_msgs[NUM_STATS] = { 1007static const char *const no_gain_msgs[NUM_STATS] = {
1294 "You grow no stronger.", 1008 "You grow no stronger.",
1295 "You grow no more agile.", 1009 "You grow no more agile.",
1296 "You don't feel any healthier.", 1010 "You don't feel any healthier.",
1297 "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."
1298 "You are no easier to look at.", 1014 "You are no easier to look at.",
1299 "no int",
1300 "no pow"
1301}; 1015};
1302 1016
1303int 1017int
1018change_ability_duration (object *spell, object *caster)
1019{
1020 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1021}
1022
1023int
1304cast_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)
1305{ 1025{
1306 object *tmp, *tmp2 = NULL;
1307 object *force = NULL; 1026 object *force = 0;
1308 int i; 1027 int i;
1309 1028
1310 /* 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. */
1311 if (dir != 0) 1030 object *tmp = dir
1312 {
1313 tmp = find_target_for_friendly_spell (op, dir); 1031 ? find_target_for_friendly_spell (op, dir)
1314 } 1032 : op;
1315 else
1316 {
1317 tmp = op;
1318 }
1319 1033
1320 if (tmp == NULL) 1034 if (!tmp)
1321 return 0; 1035 return 0;
1322 1036
1323 /* 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. */
1324 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1038 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1325 { 1039 {
1326 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1040 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1327 { 1041 {
1328 if (tmp2->name == spell_ob->name) 1042 if (tmp2->name == spell_ob->name)
1329 { 1043 {
1331 break; 1045 break;
1332 } 1046 }
1333 else if (spell_ob->race && spell_ob->race == tmp2->name) 1047 else if (spell_ob->race && spell_ob->race == tmp2->name)
1334 { 1048 {
1335 if (!silent) 1049 if (!silent)
1336 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
1337 return 0; 1053 return 0;
1338 } 1054 }
1339 } 1055 }
1340 } 1056 }
1057
1058 int duration = change_ability_duration (spell_ob, caster);
1059
1341 if (force == NULL) 1060 if (force)
1342 {
1343 force = get_archetype (FORCE_NAME);
1344 force->subtype = FORCE_CHANGE_ABILITY;
1345 if (spell_ob->race)
1346 force->name = spell_ob->race;
1347 else
1348 force->name = spell_ob->name;
1349 force->name_pl = spell_ob->name;
1350 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1351
1352 } 1061 {
1353 else
1354 {
1355 int duration;
1356
1357 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1358 if (duration > force->duration) 1062 if (duration > force->duration)
1359 { 1063 {
1360 force->duration = duration; 1064 force->duration = duration;
1361 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.");
1362 } 1066 }
1363 else 1067 else
1364 {
1365 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.");
1366 } 1069
1367 return 1; 1070 return 1;
1368 } 1071 }
1369 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
1370 force->speed = 1.0; 1088 force->speed = 1.0;
1371 force->speed_left = -1.0; 1089 force->speed_left = -1.0;
1372 SET_FLAG (force, FLAG_APPLIED); 1090 force->set_flag (FLAG_APPLIED);
1373 1091
1374 /* Now start processing the effects. First, protections */ 1092 /* Now start processing the effects. First, protections */
1375 for (i = 0; i < NROFATTACKS; i++) 1093 for (i = 0; i < NROFATTACKS; i++)
1376 { 1094 {
1377 if (spell_ob->resist[i]) 1095 if (spell_ob->resist[i])
1379 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);
1380 if (force->resist[i] > 100) 1098 if (force->resist[i] > 100)
1381 force->resist[i] = 100; 1099 force->resist[i] = 100;
1382 } 1100 }
1383 } 1101 }
1102
1384 if (spell_ob->stats.hp) 1103 if (spell_ob->stats.hp)
1385 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);
1386 1105
1387 if (tmp->type == PLAYER) 1106 if (tmp->type == PLAYER)
1388 { 1107 {
1389 /* Stat adjustment spells */ 1108 /* Stat adjustment spells */
1390 for (i = 0; i < NUM_STATS; i++) 1109 for (i = 0; i < NUM_STATS; i++)
1391 { 1110 {
1392 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; 1111 if (sint8 stat = spell_ob->stats.stat (i))
1393
1394 if (stat)
1395 { 1112 {
1396 sm = 0; 1113 sint8 sm = 0;
1397 for (k = 0; k < stat; k++) 1114 for (sint8 k = 0; k < stat; k++)
1398 sm += rndm (1, 3); 1115 sm += rndm (1, 3);
1399 1116
1400 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) 1117 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1401 { 1118 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1402 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); 1119
1403 if (sm < 0) 1120 force->stats.stat (i) = sm;
1404 sm = 0; 1121
1405 }
1406 set_attr_value (&force->stats, i, sm);
1407 if (!sm) 1122 if (!sm)
1408 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); 1123 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1409 } 1124 }
1410 } 1125 }
1411 } 1126 }
1412 1127
1413 force->move_type = spell_ob->move_type; 1128 force->move_type = spell_ob->move_type;
1414 1129
1415 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK)) 1130 if (spell_ob->flag [FLAG_SEE_IN_DARK])
1416 SET_FLAG (force, FLAG_SEE_IN_DARK); 1131 force->set_flag (FLAG_SEE_IN_DARK);
1417 1132
1418 if (QUERY_FLAG (spell_ob, FLAG_XRAYS)) 1133 if (spell_ob->flag [FLAG_XRAYS])
1419 SET_FLAG (force, FLAG_XRAYS); 1134 force->set_flag (FLAG_XRAYS);
1420 1135
1421 /* Haste/bonus speed */ 1136 /* Haste/bonus speed */
1422 if (spell_ob->stats.exp) 1137 if (spell_ob->stats.exp)
1423 { 1138 {
1424 if (op->speed > 0.5f) 1139 if (op->speed > 0.5f)
1432 force->attacktype = spell_ob->attacktype; 1147 force->attacktype = spell_ob->attacktype;
1433 1148
1434 insert_ob_in_ob (force, tmp); 1149 insert_ob_in_ob (force, tmp);
1435 change_abil (tmp, force); /* Mostly to display any messages */ 1150 change_abil (tmp, force); /* Mostly to display any messages */
1436 tmp->update_stats (); 1151 tmp->update_stats ();
1152
1437 return 1; 1153 return 1;
1438} 1154}
1439 1155
1440/* 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
1441 * 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
1442 * of the caster. 1158 * of the caster.
1443 */ 1159 */
1444
1445int 1160int
1446cast_bless (object *op, object *caster, object *spell_ob, int dir) 1161cast_bless (object *op, object *caster, object *spell_ob, int dir)
1447{ 1162{
1448 int i; 1163 int i;
1449 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1164 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1450 1165
1451 /* 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. */
1452 if (dir != 0) 1167 if (dir != 0)
1453 { 1168 {
1454 tmp = find_target_for_friendly_spell (op, dir); 1169 tmp = find_target_for_friendly_spell (op, dir);
1170
1171 if (!tmp)
1172 return 0;
1455 } 1173 }
1456 else 1174 else
1457 {
1458 tmp = op; 1175 tmp = op;
1459 }
1460 1176
1461 /* 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. */
1462 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1178 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1463 { 1179 {
1464 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1180 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1465 { 1181 {
1466 if (tmp2->name == spell_ob->name) 1182 if (tmp2->name == spell_ob->name)
1467 { 1183 {
1473 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);
1474 return 0; 1190 return 0;
1475 } 1191 }
1476 } 1192 }
1477 } 1193 }
1194
1478 if (force == NULL) 1195 if (force == NULL)
1479 { 1196 {
1480 force = get_archetype (FORCE_NAME); 1197 force = get_archetype (FORCE_NAME);
1481 force->subtype = FORCE_CHANGE_ABILITY; 1198 force->subtype = FORCE_CHANGE_ABILITY;
1482 if (spell_ob->race) 1199 if (spell_ob->race)
1503 return 0; 1220 return 0;
1504 } 1221 }
1505 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;
1506 force->speed = 1.0; 1223 force->speed = 1.0;
1507 force->speed_left = -1.0; 1224 force->speed_left = -1.0;
1508 SET_FLAG (force, FLAG_APPLIED); 1225 force->set_flag (FLAG_APPLIED);
1509 1226
1510 if (!god) 1227 if (!god)
1511 { 1228 {
1512 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty."); 1229 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1513 } 1230 }
1514 else 1231 else
1515 { 1232 {
1516 /* Only give out good benefits, and put a max on it */ 1233 /* Only give out good benefits, and put a max on it */
1517 for (i = 0; i < NROFATTACKS; i++) 1234 for (i = 0; i < NROFATTACKS; i++)
1518 {
1519 if (god->resist[i] > 0) 1235 if (god->resist[i] > 0)
1520 {
1521 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]);
1522 } 1237
1523 }
1524 force->path_attuned |= god->path_attuned; 1238 force->path_attuned |= god->path_attuned;
1525 1239
1526 if (spell_ob->attacktype) 1240 if (spell_ob->attacktype)
1527 force->slaying = god->slaying; 1241 force->slaying = god->slaying;
1528 1242
1544 insert_ob_in_ob (force, tmp); 1258 insert_ob_in_ob (force, tmp);
1545 tmp->update_stats (); 1259 tmp->update_stats ();
1546 return 1; 1260 return 1;
1547} 1261}
1548 1262
1549
1550
1551/* Alchemy code by Mark Wedel 1263/* Alchemy code by Mark Wedel
1552 * 1264 *
1553 * This code adds a new spell, called alchemy. Alchemy will turn 1265 * This code adds a new spell, called alchemy. Alchemy will turn
1554 * objects to gold nuggets, the value of the gold nuggets being 1266 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1555 * about 90% of that of the item itself. It uses the value of the
1556 * object before charisma adjustments, because the nuggets themselves
1557 * will be will be adjusted by charisma when sold.
1558 * 1267 *
1559 * 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
1560 * the maximum number of large nuggets you could get. 1269 * itself. It uses the value of the object before charisma adjustments,
1561 * 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
1562 * to the max amount of small nuggets as you could get. 1271 * when sold.
1563 *
1564 * For example, if an item is worth 110 gold, you will get
1565 * 4 large nuggets, and from 0-10 small nuggets.
1566 * 1272 *
1567 * 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
1568 * 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
1569 * alchemied. 1275 * alchemised.
1570 */ 1276 */
1571
1572/* I didn't feel like passing these as arguements to the
1573 * two functions that need them. Real values are put in them
1574 * when the spell is cast, and these are freed when the spell
1575 * is finished.
1576 */
1577static object *small, *large;
1578
1579static void 1277static void
1580alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight) 1278alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1581{ 1279{
1582 uint64 value = query_cost (obj, NULL, F_TRUE); 1280 uint64 value = query_cost (obj, NULL, F_TRUE);
1583 1281
1584 /* Give third price when we alchemy money (This should hopefully 1282 /* Give third price when we alchemy money (this should hopefully
1585 * 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
1586 * the nuggets, alchemy the gold from that, etc. 1284 * the nuggets, alchemy the gold from that, etc.
1587 * Otherwise, give 9 silver on the gold for other objects, 1285 * Otherwise, give 9 silver on the gold for other objects,
1588 * so that it would still be more affordable to haul 1286 * so that it would still be more affordable to haul
1589 * the stuff back to town. 1287 * the stuff back to town.
1590 */ 1288 */
1591 1289 if (obj->flag [FLAG_UNPAID])
1592 if (QUERY_FLAG (obj, FLAG_UNPAID))
1593 value = 0; 1290 value = 0;
1594 else if (obj->type == MONEY || obj->type == GEM) 1291 else if (obj->type == MONEY || obj->type == GEM)
1595 value /= 3; 1292 value /= 3;
1596 else 1293 else
1597 value = (value * 9) / 10; 1294 value = value * 9 / 10;
1598 1295
1599 value /= 4; // fix by GHJ, don't understand, pcg
1600
1601 if ((obj->value > 0) && rndm (0, 29)) 1296 if (obj->value > 0 && rndm (0, 29))
1602 { 1297 total_value += value;
1603 int count;
1604 1298
1605 count = value / large->value;
1606 *large_nuggets += count;
1607 value -= (uint64) count *(uint64) large->value;
1608
1609 count = value / small->value;
1610 *small_nuggets += count;
1611 }
1612
1613 /* Turn 25 small nuggets into 1 large nugget. If the value
1614 * of large nuggets is not evenly divisable by the small nugget
1615 * value, take off an extra small_nugget (Assuming small_nuggets!=0)
1616 */
1617 if (*small_nuggets * small->value >= large->value)
1618 {
1619 (*large_nuggets)++;
1620 *small_nuggets -= large->value / small->value;
1621 if (*small_nuggets && large->value % small->value)
1622 (*small_nuggets)--;
1623 }
1624 weight += obj->weight; 1299 total_weight += obj->total_weight ();
1300
1625 obj->destroy (); 1301 obj->destroy ();
1626} 1302}
1627 1303
1628static void
1629update_map (object *op, maptile *m, int small_nuggets, int large_nuggets, int x, int y)
1630{
1631 object *tmp;
1632 int flag = 0;
1633
1634 /* Put any nuggets below the player, but we can only pass this
1635 * flag if we are on the same space as the player
1636 */
1637 if (x == op->x && y == op->y && op->map == m)
1638 flag = INS_BELOW_ORIGINATOR;
1639
1640 if (small_nuggets)
1641 {
1642 tmp = small->clone ();
1643 tmp->nrof = small_nuggets;
1644 tmp->x = x;
1645 tmp->y = y;
1646 insert_ob_in_map (tmp, m, op, flag);
1647 }
1648
1649 if (large_nuggets)
1650 {
1651 tmp = large->clone ();
1652 tmp->nrof = large_nuggets;
1653 tmp->x = x;
1654 tmp->y = y;
1655 insert_ob_in_map (tmp, m, op, flag);
1656 }
1657}
1658
1659int 1304int
1660alchemy (object *op, object *caster, object *spell_ob) 1305alchemy (object *op, object *caster, object *spell_ob)
1661{ 1306{
1662 int x, y, weight = 0, weight_max, large_nuggets, small_nuggets, mflags;
1663 sint16 nx, ny;
1664 object *next, *tmp;
1665 maptile *mp;
1666
1667 if (op->type != PLAYER) 1307 if (op->type != PLAYER)
1668 return 0; 1308 return 0;
1669 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
1670 /* 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
1671 * some, and also prevents people from alcheming every table/chair/clock 1317 * some, and also prevents people from alchemising every table/chair/clock
1672 * in sight 1318 * in sight
1673 */ 1319 */
1674 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);
1675 weight_max *= 1000; 1321 int weight_max = duration * 1000;
1676 small = get_archetype ("smallnugget"), large = get_archetype ("largenugget"); 1322 uint64 value_max = duration * 1000;
1677 1323
1324 int weight = 0;
1325
1678 for (y = op->y - 1; y <= op->y + 1; y++) 1326 for (int y = op->y - 1; y <= op->y + 1; y++)
1679 { 1327 {
1680 for (x = op->x - 1; x <= op->x + 1; x++) 1328 for (int x = op->x - 1; x <= op->x + 1; x++)
1681 { 1329 {
1330 uint64 value = 0;
1331
1682 nx = x; 1332 sint16 nx = x;
1683 ny = y; 1333 sint16 ny = y;
1684 1334
1685 mp = op->map; 1335 maptile *mp = op->map;
1686 1336
1687 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); 1337 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1688 1338
1689 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1339 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1690 continue; 1340 continue;
1691 1341
1692 /* Treat alchemy a little differently - most spell effects 1342 /* Treat alchemy a little differently - most spell effects
1694 * ground level effect. 1344 * ground level effect.
1695 */ 1345 */
1696 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) 1346 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1697 continue; 1347 continue;
1698 1348
1699 small_nuggets = 0; 1349 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1700 large_nuggets = 0;
1701
1702 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = next)
1703 { 1350 {
1704 next = tmp->above; 1351 next = tmp->above;
1352
1705 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1353 if (tmp->weight > 0 && !tmp->flag [FLAG_NO_PICK] &&
1706 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1354 !tmp->flag [FLAG_ALIVE] && !tmp->flag [FLAG_IS_CAULDRON])
1707 { 1355 {
1708
1709 if (tmp->inv) 1356 if (tmp->inv)
1710 { 1357 {
1711 object *next1, *tmp1; 1358 object *next1, *tmp1;
1712 1359
1713 for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1) 1360 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1714 { 1361 {
1715 next1 = tmp1->below; 1362 next1 = tmp1->below;
1716 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1363 if (tmp1->weight > 0 && !tmp1->flag [FLAG_NO_PICK] &&
1717 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1364 !tmp1->flag [FLAG_ALIVE] && !tmp1->flag [FLAG_IS_CAULDRON])
1718 alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight); 1365 alchemy_object (tmp1, value, weight);
1719 } 1366 }
1720 } 1367 }
1368
1721 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); 1369 alchemy_object (tmp, value, weight);
1722 1370
1723 if (weight > weight_max) 1371 if (weight > weight_max)
1724 { 1372 break;
1725 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1726 large->destroy ();
1727 small->destroy ();
1728 return 1;
1729 } 1373 }
1730 } /* is alchemable object */
1731 } /* process all objects on this space */
1732
1733 /* Insert all the nuggets at one time. This probably saves time, but
1734 * it also prevents us from alcheming nuggets that were just created
1735 * with this spell.
1736 */ 1374 }
1737 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);
1738 } 1388 }
1739 }
1740 1389
1741 large->destroy (); 1390 if (weight > weight_max)
1742 small->destroy (); 1391 goto bailout;
1743 /* reset this so that if player standing on a big pile of stuff, 1392 }
1744 * it is redrawn properly. 1393 }
1745 */ 1394
1746 op->contr->ns->look_position = 0; 1395bailout:
1747 return 1; 1396 return 1;
1748} 1397}
1749
1750 1398
1751/* This function removes the cursed/damned status on equipped 1399/* This function removes the cursed/damned status on equipped
1752 * items. 1400 * items.
1753 */ 1401 */
1754int 1402int
1755remove_curse (object *op, object *caster, object *spell) 1403remove_curse (object *op, object *caster, object *spell)
1756{ 1404{
1757 object *tmp;
1758 int success = 0, was_one = 0; 1405 int success = 0, was_one = 0;
1759 1406
1760 for (tmp = op->inv; tmp; tmp = tmp->below) 1407 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1761 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1408 if (tmp->flag [FLAG_APPLIED] &&
1762 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1409 ((tmp->flag [FLAG_CURSED] && spell->flag [FLAG_CURSED]) ||
1763 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1410 (tmp->flag [FLAG_DAMNED] && spell->flag [FLAG_DAMNED])))
1764 { 1411 {
1765 was_one++; 1412 was_one++;
1413
1766 if (tmp->level <= caster_level (caster, spell)) 1414 if (tmp->level <= casting_level (caster, spell))
1767 { 1415 {
1768 success++; 1416 success++;
1769 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1417 if (spell->flag [FLAG_DAMNED])
1770 CLEAR_FLAG (tmp, FLAG_DAMNED); 1418 tmp->clr_flag (FLAG_DAMNED);
1771 1419
1772 CLEAR_FLAG (tmp, FLAG_CURSED); 1420 tmp->clr_flag (FLAG_CURSED);
1773 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1421 tmp->clr_flag (FLAG_KNOWN_CURSED);
1774 tmp->value = 0; /* Still can't sell it */ 1422 tmp->value = 0; /* Still can't sell it */
1775 if (op->type == PLAYER) 1423
1424 if (object *pl = tmp->visible_to ())
1776 esrv_send_item (op, tmp); 1425 esrv_update_item (UPD_FLAGS, pl, tmp);
1777 } 1426 }
1778 } 1427 }
1779 1428
1780 if (op->type == PLAYER) 1429 if (op->type == PLAYER)
1781 { 1430 {
1782 if (success) 1431 if (success)
1783 {
1784 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.");
1785 }
1786 else 1433 else
1787 { 1434 {
1788 if (was_one) 1435 if (was_one)
1789 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.");
1790 else 1437 else
1794 1441
1795 return success; 1442 return success;
1796} 1443}
1797 1444
1798/* Identifies objects in the players inventory/on the ground */ 1445/* Identifies objects in the players inventory/on the ground */
1799
1800int 1446int
1801cast_identify (object *op, object *caster, object *spell) 1447cast_identify (object *op, object *caster, object *spell)
1802{ 1448{
1803 object *tmp; 1449 object *tmp;
1804 int success = 0, num_ident; 1450 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1805 1451
1806 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));
1807
1808 if (num_ident < 1)
1809 num_ident = 1;
1810 1453
1811 for (tmp = op->inv; tmp; tmp = tmp->below) 1454 for (tmp = op->inv; tmp; tmp = tmp->below)
1812 { 1455 {
1813 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1456 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1814 { 1457 {
1815 identify (tmp); 1458 identify (tmp);
1816 1459
1817 if (op->type == PLAYER) 1460 if (op->type == PLAYER)
1818 { 1461 {
1819 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));
1820 1463
1821 if (tmp->msg) 1464 if (tmp->msg)
1822 { 1465 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1823 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1824 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1825 }
1826 } 1466 }
1827 1467
1828 num_ident--;
1829 success = 1;
1830 if (!num_ident) 1468 if (!--num_ident)
1831 break; 1469 break;
1832 } 1470 }
1833 } 1471 }
1834 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 identify (tmp); 1482 identify (tmp);
1845 1483
1846 if (op->type == PLAYER) 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));
1849 1487
1850 if (tmp->msg) 1488 if (tmp->msg)
1851 { 1489 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1852 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1853 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1854 }
1855
1856 esrv_send_item (op, tmp);
1857 } 1490 }
1858 1491
1859 num_ident--;
1860 success = 1;
1861 if (!num_ident) 1492 if (!--num_ident)
1862 break; 1493 break;
1863 } 1494 }
1864 } 1495 }
1865 1496
1866 if (!success) 1497 if (buf.empty ())
1867 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified."); 1498 {
1499 op->failmsg ("You can't reach anything unidentified.");
1500 return 0;
1501 }
1868 else 1502 else
1503 {
1504 if (op->contr)
1505 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1506
1869 spell_effect (spell, op->x, op->y, op->map, op); 1507 spell_effect (spell, op->x, op->y, op->map, op);
1870 1508 return 1;
1871 return success; 1509 }
1872} 1510}
1873 1511
1874int 1512int
1875cast_detection (object *op, object *caster, object *spell, object *skill) 1513cast_detection (object *op, object *caster, object *spell, object *skill)
1876{ 1514{
1881 1519
1882 /* 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
1883 * doing it over and over again. 1521 * doing it over and over again.
1884 */ 1522 */
1885 god = find_god (determine_god (op)); 1523 god = find_god (determine_god (op));
1886 level = caster_level (caster, spell); 1524 level = casting_level (caster, spell);
1887 range = spell->range + SP_level_range_adjust (caster, spell); 1525 range = spell->range + SP_level_range_adjust (caster, spell);
1888 1526
1889 if (!skill) 1527 if (!skill)
1890 skill = caster; 1528 skill = caster;
1891 1529
1892 for (x = op->x - range; x <= op->x + range; x++) 1530 dynbuf buf;
1893 for (y = op->y - range; y <= op->y + range; y++) 1531 unordered_mapwalk (buf, op, -range, -range, range, range)
1894 { 1532 {
1895 m = op->map;
1896 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1897 if (mflags & P_OUT_OF_MAP)
1898 continue;
1899
1900 /* For most of the detections, we only detect objects above the 1533 /* For most of the detections, we only detect objects above the
1901 * floor. But this is not true for show invisible. 1534 * floor. But this is not true for show invisible.
1902 * Basically, we just go and find the top object and work 1535 * Basically, we just go and find the top object and work
1903 * down - that is easier than working up. 1536 * down - that is easier than working up.
1904 */ 1537 */
1905 1538
1906 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)
1907 last = tmp; 1540 last = tmp;
1908 1541
1909 /* 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
1910 * would happen. 1543 * would happen.
1911 */ 1544 */
1912 if (!last) 1545 if (!last)
1913 continue; 1546 continue;
1914 1547
1915 done_one = 0; 1548 done_one = 0;
1916 floor = 0; 1549 floor = 0;
1917 detect = NULL; 1550 detect = 0;
1918 for (tmp = last; tmp; tmp = tmp->below) 1551 for (tmp = last; tmp; tmp = tmp->below)
1919 { 1552 {
1920 /* show invisible */ 1553 /* show invisible */
1921 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1554 if (spell->flag [FLAG_MAKE_INVIS]
1922 /* Might there be other objects that we can make visible? */ 1555 /* Might there be other objects that we can make visible? */
1923 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1556 && (tmp->invisible && (tmp->flag [FLAG_MONSTER]
1924 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1557 || (tmp->type == PLAYER && !tmp->flag [FLAG_WIZ])
1925 tmp->type == CF_HANDLE || 1558 || tmp->type == T_HANDLE
1926 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
1927 tmp->type == BUTTON || tmp->type == TELEPORTER || 1563 || tmp->type == TELEPORTER
1564 || tmp->type == GATE
1928 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1565 || tmp->type == LOCKED_DOOR
1929 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)
1930 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1569 || tmp->type == TRIGGER_PEDESTAL
1931 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)))
1932 { 1575 {
1576 printf ("show inv %s\n", tmp->debug_desc());//D
1933 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)
1934 { 1578 {
1935 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
1936 done_one = 1; 1661 done_one = 1;
1937 } 1662 }
1938 } 1663 }
1939
1940 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1941 floor = 1;
1942
1943 /* All detections below this point don't descend beneath the floor,
1944 * so just continue on. We could be clever and look at the type of
1945 * detection to completely break out if we don't care about objects beneath
1946 * the floor, but once we get to the floor, not likely a very big issue anyways.
1947 */
1948 if (floor)
1949 continue;
1950
1951 /* I had thought about making detect magic and detect curse
1952 * show the flash the magic item like it does for detect monster.
1953 * however, if the object is within sight, this would then make it
1954 * difficult to see what object is magical/cursed, so the
1955 * effect wouldn't be as apparant.
1956 */
1957
1958 /* detect magic */
1959 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1960 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1961 {
1962 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1963 /* make runes more visibile */
1964 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1965 tmp->stats.Cha /= 4;
1966 done_one = 1;
1967 }
1968 /* detect monster */
1969 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1970 {
1971 done_one = 2;
1972 if (!detect)
1973 detect = tmp;
1974 }
1975 /* Basically, if race is set in the spell, then the creatures race must
1976 * match that. if the spell race is set to GOD, then the gods opposing
1977 * race must match.
1978 */
1979 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1980 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) ||
1981 (strstr (spell->race, tmp->race))))
1982 {
1983 done_one = 2;
1984 if (!detect)
1985 detect = tmp;
1986 }
1987 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1988 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1989 {
1990 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1991 done_one = 1;
1992 }
1993 } /* for stack of objects on this space */ 1664 } /* for stack of objects on this space */
1994 1665
1995 /* 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
1996 * where the magic is. 1667 * where the magic is.
1997 */ 1668 */
1998 if (done_one) 1669 if (done_one)
1999 { 1670 {
2000 object *detect_ob = arch_to_object (spell->other_arch); 1671 object *detect_ob = spell->other_arch->instance ();
2001 1672
2002 detect_ob->x = nx;
2003 detect_ob->y = ny;
2004 /* if this is set, we want to copy the face */ 1673 /* if this is set, we want to copy the face */
2005 if (done_one == 2 && detect) 1674 if (done_one == 2 && detect)
2006 { 1675 {
2007 detect_ob->face = detect->face; 1676 detect_ob->face = detect->face;
2008 detect_ob->animation_id = detect->animation_id; 1677 detect_ob->animation_id = detect->animation_id;
2009 detect_ob->anim_speed = detect->anim_speed; 1678 detect_ob->anim_speed = detect->anim_speed;
2010 detect_ob->last_anim = 0; 1679 detect_ob->last_anim = 0;
2011 /* by default, the detect_ob is already animated */ 1680 /* by default, the detect_ob is already animated */
2012 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1681 if (!detect->flag [FLAG_ANIMATE])
2013 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1682 detect_ob->clr_flag (FLAG_ANIMATE);
2014 } 1683 }
2015 insert_ob_in_map (detect_ob, m, op, 0); 1684
1685 m->insert (detect_ob, nx, ny, op, INS_ON_TOP);
2016 } 1686 }
2017 } /* for processing the surrounding spaces */ 1687 } /* for processing the surrounding spaces */
2018 1688
2019 1689
2020 /* 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 */
2021 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])
2022 { 1692 {
2023 done_one = 0; 1693 done_one = 0;
1694
2024 for (tmp = op->inv; tmp; tmp = tmp->below) 1695 for (tmp = op->inv; tmp; tmp = tmp->below)
2025 { 1696 {
2026 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1697 if (!tmp->invisible && !tmp->flag [FLAG_IDENTIFIED])
2027 { 1698 {
2028 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])
2029 { 1700 {
2030 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1701 tmp->set_flag (FLAG_KNOWN_MAGICAL);
2031 if (op->type == PLAYER) 1702
1703 if (object *pl = tmp->visible_to ())
2032 esrv_send_item (op, tmp); 1704 esrv_update_item (UPD_FLAGS, pl, tmp);
2033 } 1705 }
2034 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1706
2035 (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]))
2036 { 1709 {
2037 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1710 tmp->set_flag (FLAG_KNOWN_CURSED);
2038 if (op->type == PLAYER) 1711
1712 if (object *pl = tmp->visible_to ())
2039 esrv_send_item (op, tmp); 1713 esrv_update_item (UPD_FLAGS, pl, tmp);
2040 } 1714 }
2041 } /* if item is not identified */ 1715 } /* if item is not identified */
2042 } /* for the players inventory */ 1716 } /* for the players inventory */
2043 } /* if detect magic/curse and object is a player */ 1717 } /* if detect magic/curse and object is a player */
1718
2044 return 1; 1719 return 1;
2045} 1720}
2046 1721
2047 1722
2048/** 1723/**
2061 1736
2062 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.");
2063 1738
2064 if (victim->stats.sp >= victim->stats.maxsp * 2) 1739 if (victim->stats.sp >= victim->stats.maxsp * 2)
2065 { 1740 {
2066 object *tmp;
2067
2068 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1741 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
2069
2070 /* Explodes a fireball centered at player */
2071 tmp = get_archetype (EXPLODING_FIREBALL);
2072 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
2073 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
2074 tmp->x = victim->x;
2075 tmp->y = victim->y;
2076 insert_ob_in_map (tmp, victim->map, NULL, 0);
2077 victim->stats.sp = 2 * victim->stats.maxsp; 1742 victim->stats.sp = 2 * victim->stats.maxsp;
1743 create_exploding_ball_at (victim, caster_level);
2078 } 1744 }
2079 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1745 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
2080 {
2081 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.");
2082 }
2083 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1747 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2084 {
2085 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!");
2086 }
2087 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1749 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2088 { 1750 {
2089 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1751 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2090 confuse_player (victim, victim, 99); 1752 confuse_player (victim, victim, 99);
2091 } 1753 }
2092 else if (victim->stats.sp >= victim->stats.maxsp * 1.25) 1754 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
2093 {
2094 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices."); 1755 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
2095 }
2096} 1756}
2097 1757
2098/* cast_transfer 1758/* cast_transfer
2099 * This spell transfers sp from the player to another person. 1759 * This spell transfers sp from the player to another person.
2100 * We let the target go above their normal maximum SP. 1760 * We let the target go above their normal maximum SP.
2115 mflags = get_map_flags (m, &m, x, y, &x, &y); 1775 mflags = get_map_flags (m, &m, x, y, &x, &y);
2116 1776
2117 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1777 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
2118 { 1778 {
2119 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)
2120 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1780 if (plyr != op && plyr->flag [FLAG_ALIVE])
2121 break; 1781 break;
2122 } 1782 }
2123 1783
2124 1784
2125 /* 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
2126 * 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.
2127 */ 1787 */
2128 if (plyr == NULL) 1788 if (plyr == NULL)
2129 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)
2130 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1790 if (plyr != op && plyr->flag [FLAG_ALIVE])
2131 break; 1791 break;
2132 1792
2133 if (!plyr) 1793 if (!plyr)
2134 { 1794 {
2135 new_draw_info (NDI_BLACK, 0, op, "There is no one there."); 1795 op->failmsg ("There is no one there.");
2136 return 0; 1796 return 0;
2137 } 1797 }
2138 /* give sp */ 1798 /* give sp */
2139 if (spell->stats.dam > 0) 1799 if (spell->stats.dam > 0)
2140 { 1800 {
2141 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);
2142 charge_mana_effect (plyr, caster_level (caster, spell)); 1802 charge_mana_effect (plyr, casting_level (caster, spell));
2143 return 1; 1803 return 1;
2144 } 1804 }
2145 /* suck sp away. Can't suck sp from yourself */ 1805 /* suck sp away. Can't suck sp from yourself */
2146 else if (op != plyr) 1806 else if (op != plyr)
2147 { 1807 {
2152 if (rate > 95) 1812 if (rate > 95)
2153 rate = 95; 1813 rate = 95;
2154 1814
2155 sucked = (plyr->stats.sp * rate) / 100; 1815 sucked = (plyr->stats.sp * rate) / 100;
2156 plyr->stats.sp -= sucked; 1816 plyr->stats.sp -= sucked;
2157 if (QUERY_FLAG (op, FLAG_ALIVE)) 1817 if (op->flag [FLAG_ALIVE])
2158 { 1818 {
2159 /* Player doesn't get full credit */ 1819 /* Player doesn't get full credit */
2160 sucked = (sucked * rate) / 100; 1820 sucked = (sucked * rate) / 100;
2161 op->stats.sp += sucked; 1821 op->stats.sp += sucked;
2162 if (sucked > 0) 1822 if (sucked > 0)
2163 { 1823 {
2164 charge_mana_effect (op, caster_level (caster, spell)); 1824 charge_mana_effect (op, casting_level (caster, spell));
2165 } 1825 }
2166 } 1826 }
2167 return 1; 1827 return 1;
2168 } 1828 }
2169 return 0; 1829 return 0;
2211 /* Basically, if the object is magical and not counterspell, 1871 /* Basically, if the object is magical and not counterspell,
2212 * we will more or less remove the object. Don't counterspell 1872 * we will more or less remove the object. Don't counterspell
2213 * monsters either. 1873 * monsters either.
2214 */ 1874 */
2215 1875
2216 if (head->attacktype & AT_MAGIC && 1876 if (head->attacktype & AT_MAGIC
2217 !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level)) 1877 && !(head->attacktype & AT_COUNTERSPELL)
1878 && !head->flag [FLAG_MONSTER]
1879 && (op->level > head->level))
2218 head->destroy (); 1880 head->destroy ();
2219 else 1881 else
2220 switch (head->type) 1882 switch (head->type)
2221 { 1883 {
2222 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
2223 if (op->level > head->level) 1890 if (op->level > head->level)
2224 head->destroy (); 1891 head->destroy ();
2225 1892
2226 break; 1893 break;
2227 1894
2238 break; 1905 break;
2239 } 1906 }
2240 } 1907 }
2241} 1908}
2242 1909
2243
2244
2245/* cast_consecrate() - a spell to make an altar your god's */ 1910/* cast_consecrate() - a spell to make an altar your god's */
2246int 1911int
2247cast_consecrate (object *op, object *caster, object *spell) 1912cast_consecrate (object *op, object *caster, object *spell)
2248{ 1913{
2249 char buf[MAX_BUF]; 1914 char buf[MAX_BUF];
2250 1915
2251 object *tmp, *god = find_god (determine_god (op)); 1916 object *tmp, *god = find_god (determine_god (op));
2252 1917
2253 if (!god) 1918 if (!god)
2254 { 1919 {
2255 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!");
2256 return 0; 1921 return 0;
2257 } 1922 }
2258 1923
2259 for (tmp = op->below; tmp; tmp = tmp->below) 1924 for (tmp = op->below; tmp; tmp = tmp->below)
2260 { 1925 {
2261 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1926 if (tmp->flag [FLAG_IS_FLOOR])
2262 break; 1927 break;
2263 if (tmp->type == HOLY_ALTAR) 1928 if (tmp->type == HOLY_ALTAR)
2264 { 1929 {
2265 1930
2266 if (tmp->level > caster_level (caster, spell)) 1931 if (tmp->level > casting_level (caster, spell))
2267 { 1932 {
2268 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);
2269 return 0; 1934 return 0;
2270 } 1935 }
2271 else 1936 else
2272 { 1937 {
2273 /* If we got here, we are consecrating an altar */ 1938 /* If we got here, we are consecrating an altar */
2274 sprintf (buf, "Altar of %s", &god->name); 1939 sprintf (buf, "Altar of %s", &god->name);
2275 tmp->name = buf; 1940 tmp->name = buf;
2276 tmp->level = caster_level (caster, spell); 1941 tmp->level = casting_level (caster, spell);
2277 tmp->other_arch = god->arch; 1942 tmp->other_arch = god->arch;
1943
2278 if (op->type == PLAYER) 1944 if (op->type == PLAYER)
2279 esrv_update_item (UPD_NAME, op, tmp); 1945 esrv_update_item (UPD_NAME, op, tmp);
1946
2280 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);
2281 return 1; 1948 return 1;
2282 } 1949 }
2283 } 1950 }
2284 } 1951 }
2285 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!");
2286 return 0; 1954 return 0;
2287} 1955}
2288 1956
2289/* animate_weapon - 1957/* animate_weapon -
2290 * 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.
2294 * 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,
2295 * 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
2296 * 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
2297 * player checks. MSW 2003-01-06 1965 * player checks. MSW 2003-01-06
2298 */ 1966 */
2299
2300int 1967int
2301animate_weapon (object *op, object *caster, object *spell, int dir) 1968animate_weapon (object *op, object *caster, object *spell, int dir)
2302{ 1969{
2303 object *weapon, *tmp;
2304 char buf[MAX_BUF]; 1970 char buf[MAX_BUF];
2305 int a, i; 1971 int a, i;
2306 sint16 x, y; 1972 sint16 x, y;
2307 maptile *m; 1973 maptile *m;
2308 materialtype_t *mt;
2309 1974
2310 if (!spell->other_arch) 1975 if (!spell->other_arch)
2311 { 1976 {
2312 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1977 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2313 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);
2316 /* exit if it's not a player using this spell. */ 1981 /* exit if it's not a player using this spell. */
2317 if (op->type != PLAYER) 1982 if (op->type != PLAYER)
2318 return 0; 1983 return 0;
2319 1984
2320 /* if player already has a golem, abort */ 1985 /* if player already has a golem, abort */
2321 if (op->contr->ranges[range_golem]) 1986 if (object *golem = op->contr->golem)
2322 { 1987 {
2323 control_golem (op->contr->ranges[range_golem], dir); 1988 control_golem (golem, dir);
2324 return 0; 1989 return 0;
2325 } 1990 }
2326 1991
2327 /* if no direction specified, pick one */ 1992 /* if no direction specified, pick one */
2328 if (!dir) 1993 if (!dir)
2329 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);
2330 1995
2331 m = op->map; 1996 m = op->map;
2332 x = op->x + freearr_x[dir]; 1997 x = op->x + freearr_x[dir];
2333 y = op->y + freearr_y[dir]; 1998 y = op->y + freearr_y[dir];
2334 1999
2335 /* if there's no place to put the golem, abort */ 2000 /* if there's no place to put the golem, abort */
2336 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)
2337 ((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))
2338 { 2003 {
2339 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2004 op->failmsg ("There is something in the way.");
2340 return 0; 2005 return 0;
2341 } 2006 }
2342 2007
2343 /* Use the weapon marked by the player. */ 2008 /* Use the weapon marked by the player. */
2344 weapon = find_marked_object (op); 2009 object *weapon = op->mark ();
2345 2010
2346 if (!weapon) 2011 if (!weapon)
2347 { 2012 {
2348 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!");
2349 return 0; 2014 return 0;
2350 } 2015 }
2016
2351 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2017 if (spell->race && weapon->arch->archname != spell->race)
2352 { 2018 {
2353 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2019 op->failmsg ("The spell fails to transform your weapon.");
2354 return 0; 2020 return 0;
2355 } 2021 }
2022
2356 if (weapon->type != WEAPON) 2023 if (weapon->type != WEAPON)
2357 { 2024 {
2358 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.");
2359 return 0; 2026 return 0;
2360 } 2027 }
2361 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2028
2029 if (weapon->flag [FLAG_APPLIED])
2362 { 2030 {
2363 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));
2364 return 0; 2032 return 0;
2365 } 2033 }
2366 2034
2367 if (weapon->nrof > 1) 2035 weapon = weapon->split ();
2368 {
2369 tmp = get_split_ob (weapon, 1);
2370 esrv_send_item (op, weapon);
2371 weapon = tmp;
2372 }
2373 2036
2374 /* create the golem object */ 2037 /* create the golem object */
2375 tmp = arch_to_object (spell->other_arch); 2038 object *tmp = spell->other_arch->instance ();
2376 2039
2377 /* 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 */
2378 CLEAR_FLAG (tmp, FLAG_MONSTER); 2041 tmp->clr_flag (FLAG_MONSTER);
2379 SET_FLAG (tmp, FLAG_FRIENDLY);
2380 tmp->stats.exp = 0; 2042 tmp->stats.exp = 0;
2381 add_friendly_object (tmp); 2043 add_friendly_object (tmp);
2382 tmp->type = GOLEM; 2044 tmp->type = GOLEM;
2383 tmp->set_owner (op); 2045 tmp->set_owner (op);
2046 op->contr->golem = tmp;
2384 set_spell_skill (op, caster, spell, tmp); 2047 set_spell_skill (op, caster, spell, tmp);
2385 op->contr->ranges[range_golem] = tmp;
2386 op->contr->shoottype = range_golem;
2387 2048
2388 /* 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
2389 * removed flag - it should only be set if get_split_object was 2050 * removed flag - it should only be set if weapon->split was
2390 * used above. 2051 * used above.
2391 */ 2052 */
2392 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2053 if (!weapon->flag [FLAG_REMOVED])
2393 weapon->remove (); 2054 weapon->remove ();
2394 insert_ob_in_ob (weapon, tmp); 2055
2395 esrv_send_item (op, weapon); 2056 tmp->insert (weapon);
2057
2396 /* 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,
2397 * 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
2398 * body_info, skills, etc) 2060 * body_info, skills, etc)
2399 */ 2061 */
2400 SET_FLAG (tmp, FLAG_USE_WEAPON); 2062 tmp->set_flag (FLAG_USE_WEAPON);
2401 SET_FLAG (weapon, FLAG_APPLIED); 2063 weapon->set_flag (FLAG_APPLIED);
2402 tmp->update_stats (); 2064 tmp->update_stats ();
2403 2065
2404 /* 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
2405 * 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 -
2406 * 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.
2426 2088
2427 /* attacktype */ 2089 /* attacktype */
2428 if (!tmp->attacktype) 2090 if (!tmp->attacktype)
2429 tmp->attacktype = AT_PHYSICAL; 2091 tmp->attacktype = AT_PHYSICAL;
2430 2092
2431 mt = NULL;
2432 if (op->materialname != NULL)
2433 mt = name_to_material (op->materialname);
2434 if (mt != NULL)
2435 {
2436 for (i = 0; i < NROFATTACKS; i++) 2093 for (i = 0; i < NROFATTACKS; i++)
2437 tmp->resist[i] = 50 - (mt->save[i] * 5); 2094 tmp->resist[i] = 50 - (op->material->save[i] * 5);
2438 a = mt->save[0]; 2095
2439 } 2096 a = op->material->save[0];
2440 else 2097
2441 {
2442 for (i = 0; i < NROFATTACKS; i++)
2443 tmp->resist[i] = 5;
2444 a = 10;
2445 }
2446 /* Set weapon's immunity */ 2098 /* Set weapon's immunity */
2447 tmp->resist[ATNR_CONFUSION] = 100; 2099 tmp->resist[ATNR_CONFUSION] = 100;
2448 tmp->resist[ATNR_POISON] = 100; 2100 tmp->resist[ATNR_POISON] = 100;
2449 tmp->resist[ATNR_SLOW] = 100; 2101 tmp->resist[ATNR_SLOW] = 100;
2450 tmp->resist[ATNR_PARALYZE] = 100; 2102 tmp->resist[ATNR_PARALYZE] = 100;
2456 2108
2457 /* 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 */
2458 2110
2459 if (a > 14) 2111 if (a > 14)
2460 a = 14; 2112 a = 14;
2113
2461 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));
2462 2115
2463 /* Determine golem's speed */ 2116 /* Determine golem's speed */
2464 tmp->set_speed (min (3.33, 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)));
2465 2118
2475 tmp->state = weapon->state; 2128 tmp->state = weapon->state;
2476 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2129 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2477 } 2130 }
2478 2131
2479 /* 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. */
2480 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));
2481 2134
2482 tmp->speed_left = -1; 2135 tmp->speed_left = -1;
2483 tmp->x = x;
2484 tmp->y = y;
2485 tmp->direction = dir; 2136 tmp->direction = dir;
2486 insert_ob_in_map (tmp, m, op, 0); 2137
2138 m->insert (tmp, x, y, op);
2487 return 1; 2139 return 1;
2488} 2140}
2489 2141
2490/* cast_daylight() - changes the map darkness level *lower* */ 2142/* cast_daylight() - changes the map darkness level *lower* */
2491 2143
2492/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2144/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2493 * This changes the light level for the entire map. 2145 * This changes the light level for the entire map.
2494 */ 2146 */
2495
2496int 2147int
2497cast_change_map_lightlevel (object *op, object *caster, object *spell) 2148cast_change_map_lightlevel (object *op, object *caster, object *spell)
2498{ 2149{
2499 int success; 2150 int success;
2500 2151
2501 if (!op->map) 2152 if (!op->map)
2502 return 0; /* shouldnt happen */ 2153 return 0; /* shouldnt happen */
2503 2154
2504 success = change_map_light (op->map, spell->stats.dam); 2155 success = op->map->change_map_light (spell->stats.dam);
2156
2505 if (!success) 2157 if (!success)
2506 { 2158 {
2507 if (spell->stats.dam < 0) 2159 if (spell->stats.dam < 0)
2508 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2160 op->failmsg ("It can be no brighter here.");
2509 else 2161 else
2510 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2162 op->failmsg ("It can be no darker here.");
2511 } 2163 }
2164
2512 return success; 2165 return success;
2513} 2166}
2514
2515
2516
2517
2518 2167
2519/* 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.
2520 * 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,
2521 * spell is the spell object itself. 2170 * spell is the spell object itself.
2522 */ 2171 */
2528 2177
2529 new_aura = present_arch_in_ob (spell->other_arch, op); 2178 new_aura = present_arch_in_ob (spell->other_arch, op);
2530 if (new_aura) 2179 if (new_aura)
2531 refresh = 1; 2180 refresh = 1;
2532 else 2181 else
2533 new_aura = arch_to_object (spell->other_arch); 2182 new_aura = spell->other_arch->instance ();
2534 2183
2535 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);
2536 2185
2537 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);
2538 2187
2539 new_aura->set_owner (op);
2540 set_spell_skill (op, caster, spell, new_aura); 2188 set_spell_skill (op, caster, spell, new_aura);
2541 new_aura->attacktype = spell->attacktype; 2189 new_aura->attacktype = spell->attacktype;
2542 2190
2543 new_aura->level = caster_level (caster, spell); 2191 new_aura->level = casting_level (caster, spell);
2192
2544 if (refresh) 2193 if (refresh)
2545 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.");
2546 else 2195 else
2547 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
2548 insert_ob_in_ob (new_aura, op); 2198 insert_ob_in_ob (new_aura, op);
2199 new_aura->set_owner (op);
2200
2549 return 1; 2201 return 1;
2550} 2202}
2551
2552 2203
2553/* 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,
2554 * 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
2555 * around him. 2206 * around him.
2556 * Aura parameters: 2207 * Aura parameters:
2557 * duration: duration counter. 2208 * duration: duration counter.
2558 * attacktype: aura's attacktype 2209 * attacktype: aura's attacktype
2559 * other_arch: archetype to drop where we attack 2210 * other_arch: archetype to drop where we attack
2560 */ 2211 */
2561
2562void 2212void
2563move_aura (object *aura) 2213move_aura (object *aura)
2564{ 2214{
2565 int i, mflags;
2566 object *env;
2567 maptile *m;
2568
2569 /* auras belong in inventories */ 2215 /* auras belong in inventories */
2570 env = aura->env; 2216 object *env = aura->env;
2217 object *owner = aura->owner;
2571 2218
2572 /* no matter what we've gotta remove the aura... 2219 /* no matter what we've gotta remove the aura...
2573 * we'll put it back if its time isn't up. 2220 * we'll put it back if its time isn't up.
2574 */ 2221 */
2575 aura->remove (); 2222 aura->remove ();
2580 aura->destroy (); 2227 aura->destroy ();
2581 return; 2228 return;
2582 } 2229 }
2583 2230
2584 /* auras only exist in inventories */ 2231 /* auras only exist in inventories */
2585 if (env == NULL || env->map == NULL) 2232 if (!env || !env->map)
2586 { 2233 {
2587 aura->destroy (); 2234 aura->destroy ();
2588 return; 2235 return;
2589 } 2236 }
2590
2591 aura->x = env->x;
2592 aura->y = env->y;
2593 2237
2594 /* we need to jump out of the inventory for a bit 2238 /* we need to jump out of the inventory for a bit
2595 * in order to hit the map conveniently. 2239 * in order to hit the map conveniently.
2596 */ 2240 */
2597 insert_ob_in_map (aura, env->map, aura, 0); 2241 aura->insert_at (env, aura);
2598 2242
2599 for (i = 1; i < 9; i++) 2243 for (int i = 1; i < 9; i++)
2600 { 2244 {
2601 sint16 nx, ny; 2245 mapxy pos (env);
2246 pos.move (i);
2602 2247
2603 nx = aura->x + freearr_x[i];
2604 ny = aura->y + freearr_y[i];
2605 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2606
2607 /* Consider the movement tyep of the person with the aura as 2248 /* Consider the movement type of the person with the aura as
2608 * 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
2609 * 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.
2610 */ 2251 */
2611 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)))
2612 { 2253 {
2613 hit_map (aura, i, aura->attacktype, 0); 2254 hit_map (aura, i, aura->attacktype, 0);
2614 2255
2615 if (aura->other_arch) 2256 if (aura->other_arch)
2616 { 2257 pos.insert (aura->other_arch->instance (), aura);
2617 object *new_ob;
2618
2619 new_ob = arch_to_object (aura->other_arch);
2620 new_ob->x = nx;
2621 new_ob->y = ny;
2622 insert_ob_in_map (new_ob, m, aura, 0);
2623 } 2258 }
2624 }
2625 } 2259 }
2260
2626 /* put the aura back in the player's inventory */ 2261 /* put the aura back in the player's inventory */
2627 aura->remove (); 2262 env->insert (aura);
2628 insert_ob_in_ob (aura, env); 2263 aura->set_owner (owner);
2629} 2264}
2630 2265
2631/* moves the peacemaker spell. 2266/* moves the peacemaker spell.
2632 * op is the piece object. 2267 * op is the piece object.
2633 */ 2268 */
2634
2635void 2269void
2636move_peacemaker (object *op) 2270move_peacemaker (object *op)
2637{ 2271{
2638 object *tmp; 2272 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2639
2640 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2641 { 2273 {
2642 int atk_lev, def_lev; 2274 int atk_lev, def_lev;
2643 object *victim = tmp; 2275 object *victim = tmp->head_ ();
2644 2276
2645 if (tmp->head) 2277 if (!victim->flag [FLAG_MONSTER])
2646 victim = tmp->head;
2647 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2648 continue; 2278 continue;
2649 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2279
2280 if (victim->flag [FLAG_UNAGGRESSIVE])
2650 continue; 2281 continue;
2282
2651 if (victim->stats.exp == 0) 2283 if (victim->stats.exp == 0)
2652 continue; 2284 continue;
2653 2285
2654 def_lev = MAX (1, victim->level); 2286 def_lev = max (1, victim->level);
2655 atk_lev = MAX (1, op->level); 2287 atk_lev = max (1, op->level);
2656 2288
2657 if (rndm (0, atk_lev - 1) > def_lev) 2289 if (rndm (0, atk_lev - 1) > def_lev)
2658 { 2290 {
2659 /* make this sucker peaceful. */ 2291 /* make this sucker peaceful. */
2660 2292
2293 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2661 change_exp (op->owner, victim->stats.exp, op->skill, 0); 2294 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2662 victim->stats.exp = 0; 2295 victim->stats.exp = 0;
2663#if 0 2296#if 0
2664 /* No idea why these were all set to zero - if something 2297 /* No idea why these were all set to zero - if something
2665 * makes this creature agressive, he should still do damage. 2298 * makes this creature agressive, he should still do damage.
2668 victim->stats.sp = 0; 2301 victim->stats.sp = 0;
2669 victim->stats.grace = 0; 2302 victim->stats.grace = 0;
2670 victim->stats.Pow = 0; 2303 victim->stats.Pow = 0;
2671#endif 2304#endif
2672 victim->attack_movement = RANDO2; 2305 victim->attack_movement = RANDO2;
2673 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2306 victim->set_flag (FLAG_UNAGGRESSIVE);
2674 SET_FLAG (victim, FLAG_RUN_AWAY); 2307 victim->set_flag (FLAG_RUN_AWAY);
2675 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2308 victim->set_flag (FLAG_RANDOM_MOVE);
2676 CLEAR_FLAG (victim, FLAG_MONSTER); 2309 victim->clr_flag (FLAG_MONSTER);
2310
2677 if (victim->name) 2311 if (victim->name)
2678 {
2679 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);
2680 } 2313 }
2681 }
2682 } 2314 }
2683} 2315}
2684
2685 2316
2686/* This writes a rune that contains the appropriate message. 2317/* This writes a rune that contains the appropriate message.
2687 * There really isn't any adjustments we make. 2318 * There really isn't any adjustments we make.
2688 */ 2319 */
2689
2690int 2320int
2691write_mark (object *op, object *spell, const char *msg) 2321write_mark (object *op, object *spell, const char *msg)
2692{ 2322{
2693 char rune[HUGE_BUF];
2694 object *tmp;
2695
2696 if (!msg || msg[0] == 0) 2323 if (!msg || msg[0] == 0)
2697 { 2324 {
2698 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2325 op->failmsg ("Write what?");
2699 return 0; 2326 return 0;
2700 } 2327 }
2701 2328
2702 if (strcasestr_local (msg, "endmsg")) 2329 if (!msg_is_safe (msg))
2703 { 2330 {
2704 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.>");
2705 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);
2706 return 0; 2333 return 0;
2707 } 2334 }
2335
2708 if (!spell->other_arch) 2336 if (!spell->other_arch)
2709 return 0; 2337 return 0;
2710 tmp = arch_to_object (spell->other_arch);
2711 2338
2712 snprintf (rune, sizeof (rune), "%s\n", msg); 2339 object *tmp = spell->other_arch->instance ();
2713 2340
2714 tmp->race = op->name; /*Save the owner of the rune */ 2341 tmp->race = op->name; /*Save the owner of the rune */
2715 tmp->msg = rune; 2342 tmp->msg = msg;
2716 tmp->x = op->x; 2343
2717 tmp->y = op->y; 2344 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2718 insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR); 2345
2719 return 1; 2346 return 1;
2720} 2347}
2348

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