ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/spell_effect.C
(Generate patch)

Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.9 by root, Tue Sep 12 19:20:08 2006 UTC vs.
Revision 1.131 by root, Fri Apr 23 04:32:47 2010 UTC

1
2/* 1/*
3 * static char *rcsid_spell_effect_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 * "$Id: spell_effect.C,v 1.9 2006/09/12 19:20:08 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
5 */ 23 */
6
7
8/*
9 CrossFire, A Multiplayer game for X-windows
10
11 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
12 Copyright (C) 1992 Frank Tore Johansen
13
14 This program is free software; you can redistribute it and/or modify
15 it under the terms of the GNU General Public License as published by
16 the Free Software Foundation; either version 2 of the License, or
17 (at your option) any later version.
18
19 This program is distributed in the hope that it will be useful,
20 but WITHOUT ANY WARRANTY; without even the implied warranty of
21 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
22 GNU General Public License for more details.
23
24 You should have received a copy of the GNU General Public License
25 along with this program; if not, write to the Free Software
26 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
27
28 The authors can be reached via e-mail at crossfire-devel@real-time.com
29*/
30 24
31#include <global.h> 25#include <global.h>
32#include <object.h> 26#include <object.h>
33#include <living.h> 27#include <living.h>
34#ifndef __CEXTRACT__
35# include <sproto.h> 28#include <sproto.h>
36#endif
37#include <spells.h> 29#include <spells.h>
38#include <sounds.h> 30#include <sounds.h>
39 31
40/* cast_magic_storm: This is really used mostly for spell 32/* cast_magic_storm: This is really used mostly for spell
41 * fumbles at the like. tmp is the object to propogate. 33 * fumbles at the like. tmp is the object to propogate.
44void 36void
45cast_magic_storm (object *op, object *tmp, int lvl) 37cast_magic_storm (object *op, object *tmp, int lvl)
46{ 38{
47 if (!tmp) 39 if (!tmp)
48 return; /* error */ 40 return; /* error */
41
49 tmp->level = op->level; 42 tmp->level = op->level;
50 tmp->x = op->x;
51 tmp->y = op->y;
52 tmp->range += lvl / 5; /* increase the area of destruction */ 43 tmp->range += lvl / 5; /* increase the area of destruction */
53 tmp->duration += lvl / 5; 44 tmp->duration += lvl / 5;
54 45
55 /* Put a cap on duration for this - if the player fails in their 46 /* Put a cap on duration for this - if the player fails in their
56 * apartment, don't want it to go on so long that it kills them 47 * apartment, don't want it to go on so long that it kills them
57 * multiple times. Also, damge already increases with level, 48 * multiple times. Also, damge already increases with level,
58 * so don't really need to increase the duration as much either. 49 * so don't really need to increase the duration as much either.
59 */ 50 */
60 if (tmp->duration >= 40) 51 if (tmp->duration >= 40)
61 tmp->duration = 40; 52 tmp->duration = 40;
53
62 tmp->stats.dam = lvl; /* nasty recoils! */ 54 tmp->stats.dam = lvl; /* nasty recoils! */
63 tmp->stats.maxhp = tmp->count; /* tract single parent */ 55 tmp->stats.maxhp = tmp->count; /* tract single parent */
64 insert_ob_in_map (tmp, op->map, op, 0);
65 56
57 tmp->insert_at (op, op);
66} 58}
67
68 59
69int 60int
70recharge (object *op, object *caster, object *spell_ob) 61recharge (object *op, object *caster, object *spell_ob)
71{ 62{
72 object *wand, *tmp;
73 int ncharges; 63 int ncharges;
74 64
75 wand = find_marked_object (op); 65 object *wand = op->mark ();
66
76 if (wand == NULL || wand->type != WAND) 67 if (!wand || wand->type != WAND)
77 { 68 {
78 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge."); 69 op->failmsg ("You need to mark the wand you want to recharge.");
79 return 0; 70 return 0;
80 } 71 }
72
81 if (!(random_roll (0, 3, op, PREFER_HIGH))) 73 if (!(random_roll (0, 3, op, PREFER_HIGH)))
82 { 74 {
83 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand)); 75 op->failmsgf ("The %s vibrates violently, then explodes!", query_name (wand));
84 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE); 76 op->play_sound (sound_find ("ob_explode"));
85 esrv_del_item (op->contr, wand->count); 77 wand->destroy ();
86 remove_ob (wand);
87 free_object (wand);
88 tmp = get_archetype ("fireball"); 78 object *tmp = get_archetype (shstr_fireball);
89 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; 79 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
80
90 if (!tmp->stats.dam) 81 if (!tmp->stats.dam)
91 tmp->stats.dam = 1; 82 tmp->stats.dam = 1;
83
92 tmp->stats.hp = tmp->stats.dam / 2; 84 tmp->stats.hp = tmp->stats.dam / 2;
85
93 if (tmp->stats.hp < 2) 86 if (tmp->stats.hp < 2)
94 tmp->stats.hp = 2; 87 tmp->stats.hp = 2;
95 tmp->x = op->x; 88
96 tmp->y = op->y; 89 tmp->insert_at (op);
97 insert_ob_in_map (tmp, op->map, NULL, 0);
98 return 1; 90 return 1;
99 } 91 }
100 92
101 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)); 93 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob));
94
102 if (wand->inv && wand->inv->level) 95 if (wand->inv && wand->inv->level)
103 ncharges /= wand->inv->level; 96 ncharges /= wand->inv->level;
104 else 97 else
105 { 98 {
106 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand)); 99 op->failmsgf ("Your %s is broken.", query_name (wand));
107 return 0; 100 return 0;
108 } 101 }
102
109 if (!ncharges) 103 if (!ncharges)
110 ncharges = 1; 104 ncharges = 1;
111 105
112 wand->stats.food += ncharges; 106 wand->stats.food += ncharges;
113 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand)); 107 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand));
108
114 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE)) 109 if (wand->arch && wand->arch->flag [FLAG_ANIMATE])
115 { 110 {
116 SET_FLAG (wand, FLAG_ANIMATE); 111 wand->set_flag (FLAG_ANIMATE);
117 wand->speed = wand->arch->clone.speed; 112 wand->set_speed (wand->arch->speed);
118 update_ob_speed (wand);
119 } 113 }
114
120 return 1; 115 return 1;
121} 116}
122 117
123/* Create a missile (nonmagic - magic +4). Will either create bolts or arrows 118/* Create a missile (nonmagic - magic +4). Will either create bolts or arrows
124 * based on whether a crossbow or bow is equiped. If neither, it defaults to 119 * based on whether a crossbow or bow is equiped. If neither, it defaults to
128 * great a plus, the default is used. 123 * great a plus, the default is used.
129 * The # of arrows created also goes up with level, so if a 30th level mage 124 * The # of arrows created also goes up with level, so if a 30th level mage
130 * wants LOTS of arrows, and doesn't care what the plus is he could 125 * wants LOTS of arrows, and doesn't care what the plus is he could
131 * create nonnmagic arrows, or even -1, etc... 126 * create nonnmagic arrows, or even -1, etc...
132 */ 127 */
133
134int 128int
135cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg) 129cast_create_missile (object *op, object *caster, object *spell, int dir, const char *spellparam)
136{ 130{
137 int missile_plus = 0, bonus_plus = 0; 131 int bonus_plus = 0;
138 const char *missile_name; 132 const char *missile_name = "arrow";
139 object *tmp, *missile;
140 tag_t tag;
141 133
142 missile_name = "arrow";
143
144 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 134 for (object *tmp = op->inv; tmp; tmp = tmp->below)
145 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) 135 if (tmp->type == BOW && tmp->flag [FLAG_APPLIED])
146 {
147 missile_name = tmp->race; 136 missile_name = tmp->race;
148 }
149 137
150 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); 138 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
151 139
152 if (find_archetype (missile_name) == NULL) 140 archetype *missile_arch = archetype::find (missile_name);
141
142 if (!missile_arch)
153 { 143 {
154 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name); 144 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name);
155 return 0; 145 return 0;
156 } 146 }
157 missile = get_archetype (missile_name);
158 147
159 if (stringarg) 148 object *missile = missile_arch->instance ();
149
150 if (spellparam)
160 { 151 {
161 /* If it starts with a letter, presume it is a description */ 152 /* If it starts with a letter, presume it is a description */
162 if (isalpha (*stringarg)) 153 if (isalpha (*spellparam))
163 { 154 {
164 artifact *al = find_artifactlist (missile->type)->items; 155 artifact *al = find_artifactlist (missile->type)->items;
165 156
166 for (; al != NULL; al = al->next) 157 for (; al; al = al->next)
167 if (!strcasecmp (al->item->name, stringarg)) 158 if (!strcasecmp (al->item->name, spellparam))
168 break; 159 break;
169 160
170 if (!al) 161 if (!al)
171 { 162 {
172 free_object (missile); 163 missile->destroy ();
173 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, stringarg); 164 op->failmsgf ("No such object %ss of %s", missile_name, spellparam);
174 return 0; 165 return 0;
175 } 166 }
167
176 if (al->item->slaying) 168 if (al->item->slaying)
177 { 169 {
178 free_object (missile); 170 missile->destroy ();
179 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg); 171 op->failmsgf ("You are not allowed to create %ss of %s", missile_name, spellparam);
180 return 0; 172 return 0;
181 } 173 }
174
182 give_artifact_abilities (missile, al->item); 175 give_artifact_abilities (missile, al->item);
183 /* These special arrows cost something extra. Don't have them also be magical - 176 /* These special arrows cost something extra. Don't have them also be magical -
184 * otherwise, in most cases, not enough will be created. I don't want to get into 177 * otherwise, in most cases, not enough will be created. I don't want to get into
185 * the parsing of having to do both plus and type. 178 * the parsing of having to do both plus and type.
186 */ 179 */
187 bonus_plus = 1 + (al->item->value / 5); 180 bonus_plus = 1 + (al->item->value / 5);
188 missile_plus = 0; 181 missile_plus = 0;
189 } 182 }
190 else if (atoi (stringarg) < missile_plus) 183 else if (atoi (spellparam) < missile_plus)
191 missile_plus = atoi (stringarg); 184 missile_plus = atoi (spellparam);
192 } 185 }
193 if (missile_plus > 4) 186
194 missile_plus = 4; 187 missile_plus = clamp (missile_plus, -4, 4);
195 else if (missile_plus < -4)
196 missile_plus = -4;
197 188
198 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 189 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
199 missile->nrof -= 3 * (missile_plus + bonus_plus); 190 missile->nrof -= 3 * (missile_plus + bonus_plus);
191
200 if (missile->nrof < 1) 192 if (missile->nrof < 1)
201 missile->nrof = 1; 193 missile->nrof = 1;
202 194
203 missile->magic = missile_plus; 195 missile->magic = missile_plus;
204 /* Can't get any money for these objects */ 196 /* Can't get any money for these objects */
205 missile->value = 0; 197 missile->value = 0;
206 198
207 SET_FLAG (missile, FLAG_IDENTIFIED); 199 missile->set_flag (FLAG_IDENTIFIED);
208 tag = missile->count;
209 200
210 if (!cast_create_obj (op, caster, missile, dir) && op->type == PLAYER && !was_destroyed (missile, tag)) 201 if (!cast_create_obj (op, caster, missile, dir) && op->type == PLAYER && !missile->destroyed ())
211 {
212 pick_up (op, missile); 202 pick_up (op, missile);
213 } 203
214 return 1; 204 return 1;
215} 205}
216 206
217 207
218/* allows the choice of what sort of food object to make. 208/* allows the choice of what sort of food object to make.
219 * If stringarg is NULL, it will create food dependent on level --PeterM*/ 209 * If spellparam is NULL, it will create food dependent on level --PeterM*/
220int 210int
221cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *stringarg) 211cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *spellparam)
222{ 212{
223 int food_value; 213 int food_value;
224 archetype *at = NULL; 214 archetype *at = NULL;
225 object *new_op; 215 object *new_op;
226 216
227 food_value = spell_ob->stats.food + +50 * SP_level_duration_adjust (caster, spell_ob); 217 food_value = spell_ob->stats.food + 50 * SP_level_duration_adjust (caster, spell_ob);
228 218
229 if (stringarg) 219 if (spellparam)
230 { 220 {
231 at = find_archetype_by_object_type_name (FOOD, stringarg); 221 at = find_archetype_by_object_type_name (FOOD, spellparam);
232 if (at == NULL) 222 if (at == NULL)
233 at = find_archetype_by_object_type_name (DRINK, stringarg); 223 at = find_archetype_by_object_type_name (DRINK, spellparam);
234 if (at == NULL || at->clone.stats.food > food_value) 224 if (at == NULL || at->stats.food > food_value)
235 stringarg = NULL; 225 spellparam = NULL;
236 } 226 }
237 227
238 if (!stringarg) 228 if (!spellparam)
239 { 229 {
240 archetype *at_tmp; 230 archetype *at_tmp;
241 231
242 /* We try to find the archetype with the maximum food value. 232 /* We try to find the archetype with the maximum food value.
243 * This removes the dependancy of hard coded food values in this 233 * This removes the dependancy of hard coded food values in this
245 * We don't use flesh types because the weight values of those need 235 * We don't use flesh types because the weight values of those need
246 * to be altered from the donor. 236 * to be altered from the donor.
247 */ 237 */
248 238
249 /* We assume the food items don't have multiple parts */ 239 /* We assume the food items don't have multiple parts */
250 for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next) 240 for_all_archetypes (at_tmp)
251 { 241 {
252 if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK) 242 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
253 { 243 {
254 /* Basically, if the food value is something that is creatable 244 /* Basically, if the food value is something that is creatable
255 * under the limits of the spell and it is higher than 245 * under the limits of the spell and it is higher than
256 * the item we have now, take it instead. 246 * the item we have now, take it instead.
257 */ 247 */
258 if (at_tmp->clone.stats.food <= food_value && (!at || at_tmp->clone.stats.food > at->clone.stats.food)) 248 if (at_tmp->stats.food <= food_value
249 && (!at
250 || at_tmp->stats.food > at->stats.food
251 || (at_tmp->stats.food == at->stats.food
252 && at_tmp->weight < at->weight)))
259 at = at_tmp; 253 at = at_tmp;
260 } 254 }
261 } 255 }
262 } 256 }
257
263 /* Pretty unlikely (there are some very low food items), but you never 258 /* Pretty unlikely (there are some very low food items), but you never
264 * know 259 * know
265 */ 260 */
266 if (!at) 261 if (!at)
267 { 262 {
268 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); 263 op->failmsgf ("You don't have enough experience to create any food.");
269 return 0; 264 return 0;
270 } 265 }
271 266
272 food_value /= at->clone.stats.food; 267 food_value /= at->stats.food;
273 new_op = arch_to_object (at); 268 new_op = at->instance ();
274 new_op->nrof = food_value; 269 new_op->nrof = food_value;
275 270
276 new_op->value = 0; 271 new_op->value = 0;
277 if (new_op->nrof < 1) 272 if (new_op->nrof < 1)
278 new_op->nrof = 1; 273 new_op->nrof = 1;
284int 279int
285probe (object *op, object *caster, object *spell_ob, int dir) 280probe (object *op, object *caster, object *spell_ob, int dir)
286{ 281{
287 int r, mflags, maxrange; 282 int r, mflags, maxrange;
288 object *tmp; 283 object *tmp;
289 mapstruct *m; 284 maptile *m;
290
291 285
292 if (!dir) 286 if (!dir)
293 { 287 {
294 examine_monster (op, op); 288 examine_monster (op, op);
295 return 1; 289 return 1;
296 } 290 }
291
297 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 292 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
298 for (r = 1; r < maxrange; r++) 293 for (r = 1; r < maxrange; r++)
299 { 294 {
300 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir]; 295 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir];
301 296
303 mflags = get_map_flags (m, &m, x, y, &x, &y); 298 mflags = get_map_flags (m, &m, x, y, &x, &y);
304 299
305 if (mflags & P_OUT_OF_MAP) 300 if (mflags & P_OUT_OF_MAP)
306 break; 301 break;
307 302
308 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) 303 if (!op->flag [FLAG_WIZCAST] && (mflags & P_NO_MAGIC))
309 { 304 {
310 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 305 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
311 return 0; 306 return 0;
312 } 307 }
308
313 if (mflags & P_IS_ALIVE) 309 if (mflags & P_IS_ALIVE)
314 { 310 {
315 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above) 311 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
316 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 312 if (tmp->flag [FLAG_ALIVE] && (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
317 { 313 {
318 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 314 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
319 if (tmp->head != NULL) 315 if (tmp->head != NULL)
320 tmp = tmp->head; 316 tmp = tmp->head;
321 examine_monster (op, tmp); 317 examine_monster (op, tmp);
322 return 1; 318 return 1;
323 } 319 }
324 } 320 }
325 } 321 }
322
326 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); 323 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
327 return 1; 324 return 1;
328} 325}
329
330 326
331/* This checks to see if 'pl' is invisible to 'mon'. 327/* This checks to see if 'pl' is invisible to 'mon'.
332 * does race check, undead check, etc 328 * does race check, undead check, etc
333 * Returns TRUE if mon can't see pl, false 329 * Returns TRUE if mon can't see pl, false
334 * otherwise. This doesn't check range, walls, etc. It 330 * otherwise. This doesn't check range, walls, etc. It
336 * pl is invisible. 332 * pl is invisible.
337 */ 333 */
338int 334int
339makes_invisible_to (object *pl, object *mon) 335makes_invisible_to (object *pl, object *mon)
340{ 336{
341
342 if (!pl->invisible) 337 if (!pl->invisible)
343 return 0; 338 return 0;
339
344 if (pl->type == PLAYER) 340 if (pl->type == PLAYER)
345 { 341 {
346 /* If race isn't set, then invisible unless it is undead */ 342 /* If race isn't set, then invisible unless it is undead */
347 if (!pl->contr->invis_race) 343 if (!pl->contr->invis_race)
348 { 344 {
349 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 345 if (mon->flag [FLAG_UNDEAD])
350 return 0; 346 return 0;
347
351 return 1; 348 return 1;
352 } 349 }
350
353 /* invis_race is set if we get here */ 351 /* invis_race is set if we get here */
354 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 352 if (pl->contr->invis_race == shstr_undead && is_true_undead (mon))
355 return 1; 353 return 1;
354
356 /* No race, can't be invisible to it */ 355 /* No race, can't be invisible to it */
357 if (!mon->race) 356 if (!mon->race)
358 return 0; 357 return 0;
358
359 if (strstr (mon->race, pl->contr->invis_race)) 359 if (mon->race.contains (pl->contr->invis_race))
360 return 1; 360 return 1;
361
361 /* Nothing matched above, return 0 */ 362 /* Nothing matched above, return 0 */
362 return 0; 363 return 0;
363 } 364 }
364 else 365 else
365 { 366 {
378 * normal applies. 379 * normal applies.
379 */ 380 */
380int 381int
381cast_invisible (object *op, object *caster, object *spell_ob) 382cast_invisible (object *op, object *caster, object *spell_ob)
382{ 383{
383 object *tmp;
384
385 if (op->invisible > 1000) 384 if (op->invisible > 1000)
386 { 385 {
387 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further"); 386 op->failmsg ("You can not extend the duration of your invisibility any further");
388 return 0; 387 return 0;
389 } 388 }
390 389
391 /* Remove the switch with 90% duplicate code - just handle the differences with 390 /* Remove the switch with 90% duplicate code - just handle the differences with
392 * and if statement or two. 391 * and if statement or two.
398 397
399 if (op->type == PLAYER) 398 if (op->type == PLAYER)
400 { 399 {
401 op->contr->invis_race = spell_ob->race; 400 op->contr->invis_race = spell_ob->race;
402 401
403 if (QUERY_FLAG (spell_ob, FLAG_MAKE_INVIS)) 402 if (spell_ob->flag [FLAG_MAKE_INVIS])
404 op->contr->tmp_invis = 0; 403 op->contr->tmp_invis = 0;
405 else 404 else
406 op->contr->tmp_invis = 1; 405 op->contr->tmp_invis = 1;
407 406
408 op->contr->hidden = 0; 407 op->contr->hidden = 0;
409 } 408 }
409
410 if (makes_invisible_to (op, op)) 410 if (makes_invisible_to (op, op))
411 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!"); 411 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!");
412 else 412 else
413 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!"); 413 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
414 414
415 update_object (op, UP_OBJ_FACE); 415 update_object (op, UP_OBJ_CHANGE);
416 416
417 /* Only search the active objects - only these should actually do 417 /* Only search the active objects - only these should actually do
418 * harm to the player. 418 * harm to the player.
419 */ 419 */
420 for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) 420 for_all_actives (tmp)
421 if (tmp->enemy == op) 421 if (tmp->enemy == op)
422 tmp->enemy = NULL; 422 tmp->enemy = 0;
423
423 return 1; 424 return 1;
424} 425}
425 426
426/* earth to dust spell. Basically destroys earthwalls in the area. 427/* earth to dust spell. Basically destroys earthwalls in the area.
427 */ 428 */
428int 429int
429cast_earth_to_dust (object *op, object *caster, object *spell_ob) 430cast_earth_to_dust (object *op, object *caster, object *spell_ob)
430{ 431{
431 object *tmp, *next;
432 int range, i, j, mflags; 432 int range, i, j, mflags;
433 sint16 sx, sy; 433 sint16 sx, sy;
434 mapstruct *m; 434 maptile *m;
435
436 if (op->type != PLAYER)
437 return 0;
438 435
439 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 436 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
440 437
441 for (i = -range; i <= range; i++) 438 for (i = -range; i <= range; i++)
442 for (j = -range; j <= range; j++) 439 for (j = -range; j <= range; j++)
447 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 444 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
448 445
449 if (mflags & P_OUT_OF_MAP) 446 if (mflags & P_OUT_OF_MAP)
450 continue; 447 continue;
451 448
452 // earth to dust tears down everything that can be teared down 449 // earth to dust tears down everything that can be torn down
453 for (tmp = get_map_ob (m, sx, sy); tmp != NULL; tmp = next) 450 for (object *next, *tmp = m->at (sx, sy).bot; tmp; tmp = next)
454 { 451 {
455 next = tmp->above; 452 next = tmp->above;
456 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 453
454 if (tmp->flag [FLAG_TEAR_DOWN])
457 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 455 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
458 } 456 }
459 } 457 }
458
460 return 1; 459 return 1;
461} 460}
462
463 461
464void 462void
465execute_word_of_recall (object *op) 463execute_word_of_recall (object *op)
466{ 464{
467 object *wor = op; 465 if (object *pl = op->in_player ())
468 466 if (pl->ms ().flags () & P_NO_CLERIC && !pl->flag [FLAG_WIZCAST])
469 while (op != NULL && op->type != PLAYER)
470 op = op->env;
471
472 if (op != NULL && op->map)
473 {
474 if ((get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_CLERIC) && (!QUERY_FLAG (op, FLAG_WIZCAST)))
475 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.");
476 else 468 else
477 enter_exit (op, wor); 469 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
478 } 470
479 remove_ob (wor); 471 op->destroy ();
480 free_object (wor);
481} 472}
482 473
483/* Word of recall causes the player to return 'home'. 474/* Word of recall causes the player to return 'home'.
484 * 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
485 * time delay effect. 476 * time delay effect.
486 */ 477 */
487int 478int
488cast_word_of_recall (object *op, object *caster, object *spell_ob) 479cast_word_of_recall (object *op, object *caster, object *spell_ob)
489{ 480{
490 object *dummy; 481 if (!op->is_player ())
491 int time;
492
493 if (op->type != PLAYER)
494 return 0; 482 return 0;
495 483
496 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))
497 { 485 {
498 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.");
499 return 1; 487 return 1;
500 } 488 }
501 489
502 dummy = get_archetype (FORCE_NAME); 490 object *dummy = get_archetype (FORCE_NAME);
503 if (dummy == NULL) 491
504 {
505 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
506 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
507 return 0;
508 }
509 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));
510 if (time < 1)
511 time = 1;
512 493
513 /* 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
514 * 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
515 * do anything really odd if it say a -1000 or something. 496 * do anything really odd if it say a -1000 or something.
516 */ 497 */
517 dummy->speed = 0.002; 498 dummy->set_speed (0.002);
518 update_ob_speed (dummy);
519 dummy->speed_left = -dummy->speed * time; 499 dummy->speed_left = -dummy->speed * time;
520 dummy->type = SPELL_EFFECT; 500 dummy->type = SPELL_EFFECT;
521 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;
522 505
523 /* If we could take advantage of enter_player_savebed() here, it would be 506 op->insert (dummy);
524 * nice, but until the map load fails, we can't.
525 */
526 EXIT_PATH (dummy) = op->contr->savebed_map;
527 EXIT_X (dummy) = op->contr->bed_x;
528 EXIT_Y (dummy) = op->contr->bed_y;
529 507
530 (void) insert_ob_in_ob (dummy, op);
531 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
532 return 1; 510 return 1;
533} 511}
534 512
535/* cast_wonder 513/* cast_wonder
536 * wonder is really just a spell that will likely cast another 514 * wonder is really just a spell that will likely cast another
566 return cast_spell (op, caster, dir, newspell, NULL); 544 return cast_spell (op, caster, dir, newspell, NULL);
567 } 545 }
568 return 1; 546 return 1;
569} 547}
570 548
571
572int 549int
573perceive_self (object *op) 550perceive_self (object *op)
574{ 551{
575 char *cp = describe_item (op, op), buf[MAX_BUF]; 552 const char *cp = describe_item (op, op);
576 archetype *at = find_archetype (ARCH_DEPLETION); 553 archetype *at = archetype::find (shstr_depletion);
577 object *tmp;
578 int i;
579 554
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
580 tmp = find_god (determine_god (op)); 563 if (object *god = find_god (determine_god (op)))
581 if (tmp) 564 buf << " - You worship " << &god->name << ".\n";
582 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
583 else 565 else
584 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); 566 buf << " - You worship no god.\n";
585 567
586 tmp = present_arch_in_ob (at, op); 568 object *tmp = present_arch_in_ob (at, op);
587 569
588 if (*cp == '\0' && tmp == NULL) 570 if (*cp == '\0' && !tmp)
589 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 571 buf << " - You feel very mundane. ";
590 else 572 else
591 { 573 {
592 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 574 buf << " - You have: " << cp << ".\n";
593 new_draw_info (NDI_UNIQUE, 0, op, cp); 575
594 if (tmp != NULL) 576 if (tmp)
595 {
596 for (i = 0; i < NUM_STATS; i++) 577 for (int i = 0; i < NUM_STATS; i++)
597 { 578 if (tmp->stats.stat (i) < 0)
598 if (get_attr_value (&tmp->stats, i) < 0) 579 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
599 {
600 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i)));
601 }
602 }
603 }
604 } 580 }
605 581
606 if (is_dragon_pl (op)) 582 if (op->is_dragon ())
607 {
608 /* now grab the 'dragon_ability'-force from the player's inventory */ 583 /* now grab the 'dragon_ability'-force from the player's inventory */
609 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 584 for (tmp = op->inv; tmp; tmp = tmp->below)
610 { 585 {
611 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 586 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
612 { 587 {
613 if (tmp->stats.exp == 0) 588 if (tmp->stats.exp == 0)
614 {
615 sprintf (buf, "Your metabolism isn't focused on anything."); 589 buf << " - Your metabolism isn't focused on anything.\n";
616 }
617 else 590 else
618 {
619 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";
620 } 592
621 new_draw_info (NDI_UNIQUE, 0, op, buf);
622 break; 593 break;
623 } 594 }
624 } 595 }
625 } 596
597 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
598
626 return 1; 599 return 1;
627} 600}
628
629/* int cast_create_town_portal (object *op, object *caster, int dir)
630 *
631 * This function cast the spell of town portal for op
632 *
633 * The spell operates in two passes. During the first one a place
634 * is marked as a destination for the portal. During the second one,
635 * 2 portals are created, one in the position the player cast it and
636 * one in the destination place. The portal are synchronized and 2 forces
637 * are inserted in the player to destruct the portal next time player
638 * creates a new portal pair.
639 * This spell has a side effect that it allows people to meet each other
640 * in a permanent, private, appartements by making a town portal from it
641 * to the town or another public place. So, check if the map is unique and if
642 * so return an error
643 *
644 * Code by Tchize (david.delbecq@usa.net)
645 */
646int
647cast_create_town_portal (object *op, object *caster, object *spell, int dir)
648{
649 object *dummy, *force, *old_force, *tmp;
650 archetype *perm_portal;
651 char portal_name[1024], portal_message[1024];
652 sint16 exitx, exity;
653 mapstruct *exitmap;
654 int op_level;
655
656
657 /* Check to see if the map the player is currently on is a per player unique
658 * map. This can be determined in that per player unique maps have the
659 * full pathname listed.
660 */
661 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
662 {
663 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
664 return 0;
665 }
666
667 /* The first thing to do is to check if we have a marked destination
668 * dummy is used to make a check inventory for the force
669 */
670 dummy = arch_to_object (spell->other_arch);
671 if (dummy == NULL)
672 {
673 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
674 LOG (llevError, "get_object failed (force in cast_create_town_portal for %s!\n", &op->name);
675 return 0;
676 }
677 force = check_inv_recursive (op, dummy);
678
679 if (force == NULL)
680 {
681 /* Here we know there is no destination marked up.
682 * We have 2 things to do:
683 * 1. Mark the destination in the player inventory.
684 * 2. Let the player know it worked.
685 */
686 dummy->name = op->map->path;
687 EXIT_X (dummy) = op->x;
688 EXIT_Y (dummy) = op->y;
689 insert_ob_in_ob (dummy, op);
690 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You fix this place in your mind.\nYou feel you are able to come here from anywhere.");
691 return 1;
692 }
693 free_object (dummy);
694
695 /* Here we know where the town portal should go to
696 * We should kill any existing portal associated with the player.
697 * Than we should create the 2 portals.
698 * For each of them, we need:
699 * - To create the portal with the name of the player+destination map
700 * - set the owner of the town portal
701 * - To mark the position of the portal in the player's inventory
702 * for easier destruction.
703 *
704 * The mark works has follow:
705 * slaying: Existing town portal
706 * hp, sp : x & y of the associated portal
707 * name : name of the portal
708 * race : map the portal is in
709 */
710
711 /* First step: killing existing town portals */
712 dummy = get_archetype (spell->race);
713 if (dummy == NULL)
714 {
715 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
716 LOG (llevError, "get_object failed (force) in cast_create_town_portal for %s!\n", &op->name);
717 return 0;
718 }
719 perm_portal = find_archetype (spell->slaying);
720
721 /* To kill a town portal, we go trough the player's inventory,
722 * for each marked portal in player's inventory,
723 * -We try load the associated map (if impossible, consider the portal destructed)
724 * -We find any portal in the specified location.
725 * If it has the good name, we destruct it.
726 * -We destruct the force indicating that portal.
727 */
728 while ((old_force = check_inv_recursive (op, dummy)))
729 {
730 exitx = EXIT_X (old_force);
731 exity = EXIT_Y (old_force);
732 LOG (llevDebug, "Trying to kill a portal in %s (%d,%d)\n", &old_force->race, exitx, exity);
733
734 if (!strncmp (old_force->race, settings.localdir, strlen (settings.localdir)))
735 exitmap = ready_map_name (old_force->race, MAP_PLAYER_UNIQUE);
736 else
737 exitmap = ready_map_name (old_force->race, 0);
738
739 if (exitmap)
740 {
741 tmp = present_arch (perm_portal, exitmap, exitx, exity);
742 while (tmp)
743 {
744 if (tmp->name == old_force->name)
745 {
746 remove_ob (tmp);
747 free_object (tmp);
748 break;
749 }
750 else
751 {
752 tmp = tmp->above;
753 }
754 }
755 }
756 remove_ob (old_force);
757 free_object (old_force);
758 LOG (llevDebug, "\n");
759 }
760 free_object (dummy);
761
762 /* Creating the portals.
763 * The very first thing to do is to ensure
764 * access to the destination map.
765 * If we can't, don't fizzle. Simply warn player.
766 * This ensure player pays his mana for the spell
767 * because HE is responsible of forgotting.
768 * 'force' is the destination of the town portal, which we got
769 * from the players inventory above.
770 */
771
772 /* Ensure exit map is loaded */
773 if (!strncmp (force->name, settings.localdir, strlen (settings.localdir)))
774 exitmap = ready_map_name (force->name, MAP_PLAYER_UNIQUE);
775 else
776 exitmap = ready_map_name (force->name, 0);
777
778 /* If we were unable to load (ex. random map deleted), warn player */
779 if (exitmap == NULL)
780 {
781 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
782 remove_ob (force);
783 free_object (force);
784 return 1;
785 }
786
787 op_level = caster_level (caster, spell);
788 if (op_level < 15)
789 snprintf (portal_message, 1024,
790 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
791 &op->name);
792 else if (op_level < 30)
793 snprintf (portal_message, 1024,
794 "\n%s's portal smells of ozone.\nYou do a lot of movements and finally pass\nthrough the small hole in the air\n", &op->name);
795 else if (op_level < 60)
796 snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
797 else
798 snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",
799 &op->name);
800
801 /* Create a portal in front of player
802 * dummy contain the portal and
803 * force contain the track to kill it later
804 */
805
806 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
807 dummy = get_archetype (spell->slaying); /*The portal */
808 if (dummy == NULL)
809 {
810 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
811 LOG (llevError, "get_object failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
812 return 0;
813 }
814 EXIT_PATH (dummy) = force->name;
815 EXIT_X (dummy) = EXIT_X (force);
816 EXIT_Y (dummy) = EXIT_Y (force);
817 dummy->name = dummy->name_pl = portal_name;
818 dummy->msg = portal_message;
819 dummy->race = op->name; /*Save the owner of the portal */
820 cast_create_obj (op, caster, dummy, 0);
821
822 /* Now we need to to create a town portal marker inside the player
823 * object, so on future castings, we can know that he has an active
824 * town portal.
825 */
826 tmp = get_archetype (spell->race);
827 if (tmp == NULL)
828 {
829 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
830 LOG (llevError, "get_object failed (force) in cast_create_town_portal for %s!\n", &op->name);
831 return 0;
832 }
833 tmp->race = op->map->path;
834 tmp->name = portal_name;
835 EXIT_X (tmp) = dummy->x;
836 EXIT_Y (tmp) = dummy->y;
837 insert_ob_in_ob (tmp, op);
838
839 /* Create a portal in the destination map
840 * dummy contain the portal and
841 * force the track to kill it later
842 * the 'force' variable still contains the 'reminder' of
843 * where this portal goes to.
844 */
845 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, op->map->path);
846 dummy = get_archetype (spell->slaying); /*The portal */
847 if (dummy == NULL)
848 {
849 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
850 LOG (llevError, "get_object failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
851 return 0;
852 }
853 EXIT_PATH (dummy) = op->map->path;
854 EXIT_X (dummy) = op->x;
855 EXIT_Y (dummy) = op->y;
856 dummy->name = dummy->name_pl = portal_name;
857 dummy->msg = portal_message;
858 dummy->x = EXIT_X (force);
859 dummy->y = EXIT_Y (force);
860 dummy->race = op->name; /*Save the owner of the portal */
861 insert_ob_in_map (dummy, exitmap, op, 0);
862
863 /* Now we create another town portal marker that
864 * points back to the one we just made
865 */
866 tmp = get_archetype (spell->race);
867 if (tmp == NULL)
868 {
869 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
870 LOG (llevError, "get_object failed (force) in cast_create_town_portal for %s!\n", &op->name);
871 return 0;
872 }
873 tmp->race = force->name;
874 tmp->name = portal_name;
875 EXIT_X (tmp) = dummy->x;
876 EXIT_Y (tmp) = dummy->y;
877 insert_ob_in_ob (tmp, op);
878
879 /* Describe the player what happened
880 */
881 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
882 remove_ob (force); /* Delete the force inside the player */
883 free_object (force);
884 return 1;
885}
886
887 601
888/* This creates magic walls. Really, it can create most any object, 602/* This creates magic walls. Really, it can create most any object,
889 * within some reason. 603 * within some reason.
890 */ 604 */
891
892int 605int
893magic_wall (object *op, object *caster, int dir, object *spell_ob) 606magic_wall (object *op, object *caster, int dir, object *spell_ob)
894{ 607{
895 object *tmp, *tmp2; 608 object *tmp;
896 int i, posblocked, negblocked, maxrange; 609 int i, posblocked, negblocked, maxrange;
897 sint16 x, y; 610 sint16 x, y;
898 mapstruct *m; 611 maptile *m;
899 const char *name; 612 const char *name;
900 archetype *at; 613 archetype *at;
901 614
902 if (!dir) 615 if (!dir)
903 { 616 {
908 else 621 else
909 { 622 {
910 x = op->x + freearr_x[dir]; 623 x = op->x + freearr_x[dir];
911 y = op->y + freearr_y[dir]; 624 y = op->y + freearr_y[dir];
912 } 625 }
626
913 m = op->map; 627 m = op->map;
914 628
915 if ((spell_ob->move_block || x != op->x || y != op->y) && 629 if ((spell_ob->move_block || x != op->x || y != op->y) &&
916 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) || 630 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) ||
917 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block))) 631 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
918 { 632 {
919 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 633 op->failmsg ("Something is in the way.");
920 return 0; 634 return 0;
921 } 635 }
636
922 if (spell_ob->other_arch) 637 if (spell_ob->other_arch)
923 { 638 tmp = spell_ob->other_arch->instance ();
924 tmp = arch_to_object (spell_ob->other_arch);
925 }
926 else if (spell_ob->race) 639 else if (spell_ob->race)
927 { 640 {
928 char buf1[MAX_BUF]; 641 char buf1[MAX_BUF];
929 642
930 sprintf (buf1, spell_ob->race, dir); 643 sprintf (buf1, spell_ob->race, dir);
931 at = find_archetype (buf1); 644 at = archetype::find (buf1);
932 if (!at) 645 if (!at)
933 { 646 {
934 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 647 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
935 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 648 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
936 return 0; 649 return 0;
937 } 650 }
938 tmp = arch_to_object (at); 651
652 tmp = at->instance ();
939 } 653 }
940 else 654 else
941 { 655 {
942 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);
943 return 0; 657 return 0;
948 tmp->attacktype = spell_ob->attacktype; 662 tmp->attacktype = spell_ob->attacktype;
949 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);
950 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);
951 tmp->range = 0; 665 tmp->range = 0;
952 } 666 }
953 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 667 else if (tmp->flag [FLAG_ALIVE])
954 { 668 {
955 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);
956 tmp->stats.maxhp = tmp->stats.hp; 670 tmp->stats.maxhp = tmp->stats.hp;
957 set_owner (tmp, op);
958 set_spell_skill (op, caster, spell_ob, tmp);
959 } 671 }
960 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP)) 672
673 if (spell_ob->flag [FLAG_IS_USED_UP] || tmp->flag [FLAG_IS_USED_UP])
961 { 674 {
962 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);
963 SET_FLAG (tmp, FLAG_IS_USED_UP); 676 tmp->set_flag (FLAG_IS_USED_UP);
964 } 677 }
965 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 678
679 if (spell_ob->flag [FLAG_TEAR_DOWN])
966 { 680 {
967 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);
968 tmp->stats.maxhp = tmp->stats.hp; 682 tmp->stats.maxhp = tmp->stats.hp;
969 SET_FLAG (tmp, FLAG_TEAR_DOWN); 683 tmp->set_flag (FLAG_TEAR_DOWN);
970 SET_FLAG (tmp, FLAG_ALIVE); 684 tmp->set_flag (FLAG_ALIVE);
971 } 685 }
972 686
973 /* 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,
974 * these fields just won't be used. 688 * these fields just won't be used. Do not set the owner for
689 * earthwalls, though, so they survive restarts.
975 */ 690 */
976 set_owner (tmp, op); 691 if (tmp->type != EARTHWALL) //TODO
692 tmp->set_owner (op);
693
977 set_spell_skill (op, caster, spell_ob, tmp); 694 set_spell_skill (op, caster, spell_ob, tmp);
978 tmp->x = x;
979 tmp->y = y;
980 tmp->level = caster_level (caster, spell_ob) / 2; 695 tmp->level = casting_level (caster, spell_ob) / 2;
981 696
982 name = tmp->name; 697 name = tmp->name;
983 if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL) 698 if (!(tmp = m->insert (tmp, x, y, op)))
984 { 699 {
985 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);
986 return 0; 701 return 0;
987 } 702 }
703
988 /* 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 */
989 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 705 if (tmp->other_arch && tmp->other_arch->type == SPELL)
990 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 706 insert_ob_in_ob (tmp->other_arch->instance (), tmp);
991 707
992 /* This code causes the wall to extend some distance in 708 /* This code causes the wall to extend some distance in
993 * each direction, or until an obstruction is encountered. 709 * each direction, or until an obstruction is encountered.
994 * posblocked and negblocked help determine how far the 710 * posblocked and negblocked help determine how far the
995 * created wall can extend, it won't go extend through 711 * created wall can extend, it won't go extend through
1010 m = tmp->map; 726 m = tmp->map;
1011 727
1012 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)) &&
1013 ((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)
1014 { 730 {
1015 tmp2 = get_object (); 731 object *tmp2 = tmp->clone ();
1016 copy_object (tmp, tmp2); 732 m->insert (tmp2, x, y, op);
1017 tmp2->x = x; 733
1018 tmp2->y = y;
1019 insert_ob_in_map (tmp2, m, op, 0);
1020 /* If this is a spellcasting wall, need to insert the spell object */ 734 /* If this is a spellcasting wall, need to insert the spell object */
1021 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 735 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1022 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 736 tmp2->insert (tmp2->other_arch->instance ());
1023 737
1024 } 738 }
1025 else 739 else
1026 posblocked = 1; 740 posblocked = 1;
1027 741
1030 m = tmp->map; 744 m = tmp->map;
1031 745
1032 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)) &&
1033 ((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)
1034 { 748 {
1035 tmp2 = get_object (); 749 object *tmp2 = tmp->clone ();
1036 copy_object (tmp, tmp2); 750 m->insert (tmp2, x, y, op);
1037 tmp2->x = x; 751
1038 tmp2->y = y;
1039 insert_ob_in_map (tmp2, m, op, 0);
1040 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 752 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1041 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 753 tmp2->insert (tmp2->other_arch->instance ());
1042 } 754 }
1043 else 755 else
1044 negblocked = 1; 756 negblocked = 1;
1045 } 757 }
1046 758
1047 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) 759 if (tmp->flag [FLAG_BLOCKSVIEW])
1048 update_all_los (op->map, op->x, op->y); 760 update_all_los (op->map, op->x, op->y);
1049 761
1050 return 1; 762 return 1;
1051} 763}
1052 764
1053int 765int
1054dimension_door (object *op, object *caster, object *spob, int dir) 766dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
1055{ 767{
1056 uint32 dist, maxdist; 768 uint32 dist, maxdist;
1057 int mflags; 769 int mflags;
1058 mapstruct *m; 770 maptile *m;
1059 sint16 sx, sy; 771 sint16 sx, sy;
1060 772
1061 if (op->type != PLAYER) 773 if (op->type != PLAYER)
1062 return 0; 774 return 0;
1063 775
1064 if (!dir) 776 if (!dir)
1065 { 777 {
1066 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?"); 778 op->failmsg ("In what direction?");
1067 return 0; 779 return 0;
1068 } 780 }
1069 781
1070 /* 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
1071 * ever, so put limits in. 783 * ever, so put limits in.
1072 */ 784 */
1073 maxdist = spob->range + SP_level_range_adjust (caster, spob); 785 maxdist = spob->range + SP_level_range_adjust (caster, spob);
1074 786
1075 if (op->contr->count) 787 if (spellparam)
1076 { 788 {
789 int count = atoi (spellparam);
790
1077 if (op->contr->count > maxdist) 791 if (count > maxdist)
1078 { 792 {
1079 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!"); 793 op->failmsg ("You can't dimension door that far!");
1080 return 0; 794 return 0;
1081 } 795 }
1082 796
1083 for (dist = 0; dist < op->contr->count; dist++) 797 for (dist = 0; dist < count; dist++)
1084 { 798 {
1085 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);
1086 800
1087 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 801 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
1088 break; 802 break;
1089 803
1090 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)))
1091 break; 805 break;
1092 } 806 }
1093 807
1094 if (dist < op->contr->count) 808 if (dist < count)
1095 { 809 {
1096 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");
1097 op->contr->count = 0;
1098 return 0; 811 return 0;
1099 } 812 }
1100 op->contr->count = 0;
1101 813
1102 /* Remove code that puts player on random space on maps. IMO, 814 /* Remove code that puts player on random space on maps. IMO,
1103 * a lot of maps probably have areas the player should not get to, 815 * a lot of maps probably have areas the player should not get to,
1104 * but may not be marked as NO_MAGIC (as they may be bounded 816 * but may not be marked as NO_MAGIC (as they may be bounded
1105 * by such squares). Also, there are probably treasure rooms and 817 * by such squares). Also, there are probably treasure rooms and
1147 break; 859 break;
1148 860
1149 } 861 }
1150 if (!dist) 862 if (!dist)
1151 { 863 {
1152 new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n"); 864 op->failmsg ("Your spell failed!\n");
1153 return 0; 865 return 0;
1154 } 866 }
1155 } 867 }
1156 868
1157 /* Actually move the player now */ 869 /* Actually move the player now */
1158 remove_ob (op); 870 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op)))
1159 op->x += freearr_x[dir] * dist;
1160 op->y += freearr_y[dir] * dist;
1161 if ((op = insert_ob_in_map (op, op->map, op, 0)) == NULL)
1162 return 1; 871 return 1;
1163 872
1164 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
1165 return 1; 875 return 1;
1166} 876}
1167
1168 877
1169/* cast_heal: Heals something. 878/* cast_heal: Heals something.
1170 * op is the caster. 879 * op is the caster.
1171 * dir is the direction he is casting it in. 880 * dir is the direction he is casting it in.
1172 * spell is the spell object. 881 * spell is the spell object.
1179 object *poison; 888 object *poison;
1180 int heal = 0, success = 0; 889 int heal = 0, success = 0;
1181 890
1182 tmp = find_target_for_friendly_spell (op, dir); 891 tmp = find_target_for_friendly_spell (op, dir);
1183 892
1184 if (tmp == NULL) 893 if (!tmp)
1185 return 0; 894 return 0;
1186 895
1187 /* Figure out how many hp this spell might cure. 896 /* Figure out how many hp this spell might cure.
1188 * could be zero if this spell heals effects, not damage. 897 * could be zero if this spell heals effects, not damage.
1189 */ 898 */
1192 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;
1193 902
1194 if (heal) 903 if (heal)
1195 { 904 {
1196 if (tmp->stats.hp >= tmp->stats.maxhp) 905 if (tmp->stats.hp >= tmp->stats.maxhp)
1197 {
1198 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.");
1199 }
1200 else 907 else
1201 { 908 {
1202 /* See how many points we actually heal. Instead of messages 909 /* See how many points we actually heal. Instead of messages
1203 * based on type of spell, we instead do messages based 910 * based on type of spell, we instead do messages based
1204 * on amount of damage healed. 911 * on amount of damage healed.
1205 */ 912 */
1206 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 913 if (heal > tmp->stats.maxhp - tmp->stats.hp)
1207 heal = tmp->stats.maxhp - tmp->stats.hp; 914 heal = tmp->stats.maxhp - tmp->stats.hp;
915
1208 tmp->stats.hp += heal; 916 tmp->stats.hp += heal;
1209 917
1210 if (tmp->stats.hp >= tmp->stats.maxhp) 918 if (tmp->stats.hp >= tmp->stats.maxhp)
1211 {
1212 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 919 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1213 }
1214 else if (heal > 50) 920 else if (heal > 50)
1215 {
1216 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); 921 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1217 }
1218 else if (heal > 25) 922 else if (heal > 25)
1219 {
1220 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); 923 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1221 }
1222 else if (heal > 10) 924 else if (heal > 10)
1223 {
1224 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.");
1225 }
1226 else 926 else
1227 {
1228 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.");
1229 } 928
1230 success = 1; 929 success = 1;
1231 } 930 }
1232 } 931 }
932
1233 if (spell->attacktype & AT_DISEASE) 933 if (spell->attacktype & AT_DISEASE)
1234 if (cure_disease (tmp, op)) 934 if (cure_disease (tmp, op, spell))
1235 success = 1; 935 success = 1;
1236 936
1237 if (spell->attacktype & AT_POISON) 937 if (spell->attacktype & AT_POISON)
1238 { 938 {
1239 at = find_archetype ("poisoning"); 939 at = archetype::find (shstr_poisoning);
1240 poison = present_arch_in_ob (at, tmp); 940 poison = present_arch_in_ob (at, tmp);
1241 if (poison) 941 if (poison)
1242 { 942 {
1243 success = 1; 943 success = 1;
1244 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 944 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1245 poison->stats.food = 1; 945 poison->stats.food = 1;
1246 } 946 }
1247 } 947 }
948
1248 if (spell->attacktype & AT_CONFUSION) 949 if (spell->attacktype & AT_CONFUSION)
1249 { 950 {
1250 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 951 poison = present_in_ob_by_name (FORCE, shstr_confusion, tmp);
1251 if (poison) 952 if (poison)
1252 { 953 {
1253 success = 1; 954 success = 1;
1254 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 955 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1255 poison->duration = 1; 956 poison->duration = 1;
1256 } 957 }
1257 } 958 }
959
1258 if (spell->attacktype & AT_BLIND) 960 if (spell->attacktype & AT_BLIND)
1259 { 961 {
1260 at = find_archetype ("blindness"); 962 at = archetype::find (shstr_blindness);
1261 poison = present_arch_in_ob (at, tmp); 963 poison = present_arch_in_ob (at, tmp);
1262 if (poison) 964 if (poison)
1263 { 965 {
1264 success = 1; 966 success = 1;
1265 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.");
1266 poison->stats.food = 1; 968 poison->stats.food = 1;
1267 } 969 }
1268 } 970 }
971
1269 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) 972 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1270 { 973 {
1271 tmp->stats.sp += spell->last_sp; 974 tmp->stats.sp += spell->last_sp;
1272 if (tmp->stats.sp > tmp->stats.maxsp) 975 if (tmp->stats.sp > tmp->stats.maxsp)
1273 tmp->stats.sp = tmp->stats.maxsp; 976 tmp->stats.sp = tmp->stats.maxsp;
1274 success = 1; 977 success = 1;
1275 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!");
1276 } 979 }
980
1277 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) 981 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1278 { 982 {
1279 tmp->stats.grace += spell->last_grace; 983 tmp->stats.grace += spell->last_grace;
1280 if (tmp->stats.grace > tmp->stats.maxgrace) 984 if (tmp->stats.grace > tmp->stats.maxgrace)
1281 tmp->stats.grace = tmp->stats.maxgrace; 985 tmp->stats.grace = tmp->stats.maxgrace;
1282 success = 1; 986 success = 1;
1283 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!");
1284 } 988 }
989
1285 if (spell->stats.food && tmp->stats.food < 999) 990 if (spell->stats.food && tmp->stats.food < MAX_FOOD)
1286 { 991 {
1287 tmp->stats.food += spell->stats.food; 992 tmp->stats.food += spell->stats.food;
1288 if (tmp->stats.food > 999) 993 min_it (tmp->stats.food, MAX_FOOD);
1289 tmp->stats.food = 999; 994
1290 success = 1; 995 success = 1;
1291 /* 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 */
1292 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");
1293 } 998 }
999
1294 return success; 1000 return success;
1295} 1001}
1296
1297 1002
1298/* 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
1299 * 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
1300 * good comments for those. 1005 * good comments for those.
1301 */ 1006 */
1302static const char *const no_gain_msgs[NUM_STATS] = { 1007static const char *const no_gain_msgs[NUM_STATS] = {
1303 "You grow no stronger.", 1008 "You grow no stronger.",
1304 "You grow no more agile.", 1009 "You grow no more agile.",
1305 "You don't feel any healthier.", 1010 "You don't feel any healthier.",
1306 "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."
1307 "You are no easier to look at.", 1014 "You are no easier to look at.",
1308 "no int",
1309 "no pow"
1310}; 1015};
1311 1016
1312int 1017int
1018change_ability_duration (object *spell, object *caster)
1019{
1020 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1021}
1022
1023int
1313cast_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)
1314{ 1025{
1315 object *tmp, *tmp2 = NULL;
1316 object *force = NULL; 1026 object *force = 0;
1317 int i; 1027 int i;
1318 1028
1319 /* 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. */
1320 if (dir != 0) 1030 object *tmp = dir
1321 {
1322 tmp = find_target_for_friendly_spell (op, dir); 1031 ? find_target_for_friendly_spell (op, dir)
1323 } 1032 : op;
1324 else
1325 {
1326 tmp = op;
1327 }
1328 1033
1329 if (tmp == NULL) 1034 if (!tmp)
1330 return 0; 1035 return 0;
1331 1036
1332 /* 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. */
1333 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1038 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1334 { 1039 {
1335 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1040 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1336 { 1041 {
1337 if (tmp2->name == spell_ob->name) 1042 if (tmp2->name == spell_ob->name)
1338 { 1043 {
1340 break; 1045 break;
1341 } 1046 }
1342 else if (spell_ob->race && spell_ob->race == tmp2->name) 1047 else if (spell_ob->race && spell_ob->race == tmp2->name)
1343 { 1048 {
1344 if (!silent) 1049 if (!silent)
1345 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 1050 op->failmsgf ("You can not cast %s while %s is in effect",
1051 &spell_ob->name, &tmp2->name_pl);
1052
1346 return 0; 1053 return 0;
1347 } 1054 }
1348 } 1055 }
1349 } 1056 }
1057
1058 int duration = change_ability_duration (spell_ob, caster);
1059
1350 if (force == NULL) 1060 if (force)
1351 {
1352 force = get_archetype (FORCE_NAME);
1353 force->subtype = FORCE_CHANGE_ABILITY;
1354 if (spell_ob->race)
1355 force->name = spell_ob->race;
1356 else
1357 force->name = spell_ob->name;
1358 force->name_pl = spell_ob->name;
1359 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1360
1361 } 1061 {
1362 else
1363 {
1364 int duration;
1365
1366 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1367 if (duration > force->duration) 1062 if (duration > force->duration)
1368 { 1063 {
1369 force->duration = duration; 1064 force->duration = duration;
1370 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.");
1371 } 1066 }
1372 else 1067 else
1373 {
1374 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.");
1375 } 1069
1376 return 1; 1070 return 1;
1377 } 1071 }
1378 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
1379 force->speed = 1.0; 1088 force->speed = 1.0;
1380 force->speed_left = -1.0; 1089 force->speed_left = -1.0;
1381 SET_FLAG (force, FLAG_APPLIED); 1090 force->set_flag (FLAG_APPLIED);
1382 1091
1383 /* Now start processing the effects. First, protections */ 1092 /* Now start processing the effects. First, protections */
1384 for (i = 0; i < NROFATTACKS; i++) 1093 for (i = 0; i < NROFATTACKS; i++)
1385 { 1094 {
1386 if (spell_ob->resist[i]) 1095 if (spell_ob->resist[i])
1388 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);
1389 if (force->resist[i] > 100) 1098 if (force->resist[i] > 100)
1390 force->resist[i] = 100; 1099 force->resist[i] = 100;
1391 } 1100 }
1392 } 1101 }
1102
1393 if (spell_ob->stats.hp) 1103 if (spell_ob->stats.hp)
1394 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);
1395 1105
1396 if (tmp->type == PLAYER) 1106 if (tmp->type == PLAYER)
1397 { 1107 {
1398 /* Stat adjustment spells */ 1108 /* Stat adjustment spells */
1399 for (i = 0; i < NUM_STATS; i++) 1109 for (i = 0; i < NUM_STATS; i++)
1400 { 1110 {
1401 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; 1111 if (sint8 stat = spell_ob->stats.stat (i))
1402
1403 if (stat)
1404 { 1112 {
1405 sm = 0; 1113 sint8 sm = 0;
1406 for (k = 0; k < stat; k++) 1114 for (sint8 k = 0; k < stat; k++)
1407 sm += rndm (1, 3); 1115 sm += rndm (1, 3);
1408 1116
1409 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) 1117 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1410 { 1118 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1411 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); 1119
1412 if (sm < 0) 1120 force->stats.stat (i) = sm;
1413 sm = 0; 1121
1414 }
1415 set_attr_value (&force->stats, i, sm);
1416 if (!sm) 1122 if (!sm)
1417 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); 1123 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1418 } 1124 }
1419 } 1125 }
1420 } 1126 }
1421 1127
1422 force->move_type = spell_ob->move_type; 1128 force->move_type = spell_ob->move_type;
1423 1129
1424 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK)) 1130 if (spell_ob->flag [FLAG_SEE_IN_DARK])
1425 SET_FLAG (force, FLAG_SEE_IN_DARK); 1131 force->set_flag (FLAG_SEE_IN_DARK);
1426 1132
1427 if (QUERY_FLAG (spell_ob, FLAG_XRAYS)) 1133 if (spell_ob->flag [FLAG_XRAYS])
1428 SET_FLAG (force, FLAG_XRAYS); 1134 force->set_flag (FLAG_XRAYS);
1429 1135
1430 /* Haste/bonus speed */ 1136 /* Haste/bonus speed */
1431 if (spell_ob->stats.exp) 1137 if (spell_ob->stats.exp)
1432 { 1138 {
1433 if (op->speed > 0.5f) 1139 if (op->speed > 0.5f)
1440 force->stats.ac = spell_ob->stats.ac; 1146 force->stats.ac = spell_ob->stats.ac;
1441 force->attacktype = spell_ob->attacktype; 1147 force->attacktype = spell_ob->attacktype;
1442 1148
1443 insert_ob_in_ob (force, tmp); 1149 insert_ob_in_ob (force, tmp);
1444 change_abil (tmp, force); /* Mostly to display any messages */ 1150 change_abil (tmp, force); /* Mostly to display any messages */
1445 fix_player (tmp); 1151 tmp->update_stats ();
1152
1446 return 1; 1153 return 1;
1447} 1154}
1448 1155
1449/* 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
1450 * 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
1451 * of the caster. 1158 * of the caster.
1452 */ 1159 */
1453
1454int 1160int
1455cast_bless (object *op, object *caster, object *spell_ob, int dir) 1161cast_bless (object *op, object *caster, object *spell_ob, int dir)
1456{ 1162{
1457 int i; 1163 int i;
1458 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1164 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1459 1165
1460 /* 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. */
1461 if (dir != 0) 1167 if (dir != 0)
1462 { 1168 {
1463 tmp = find_target_for_friendly_spell (op, dir); 1169 tmp = find_target_for_friendly_spell (op, dir);
1170
1171 if (!tmp)
1172 return 0;
1464 } 1173 }
1465 else 1174 else
1466 {
1467 tmp = op; 1175 tmp = op;
1468 }
1469 1176
1470 /* 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. */
1471 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1178 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1472 { 1179 {
1473 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1180 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1474 { 1181 {
1475 if (tmp2->name == spell_ob->name) 1182 if (tmp2->name == spell_ob->name)
1476 { 1183 {
1482 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 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);
1483 return 0; 1190 return 0;
1484 } 1191 }
1485 } 1192 }
1486 } 1193 }
1194
1487 if (force == NULL) 1195 if (force == NULL)
1488 { 1196 {
1489 force = get_archetype (FORCE_NAME); 1197 force = get_archetype (FORCE_NAME);
1490 force->subtype = FORCE_CHANGE_ABILITY; 1198 force->subtype = FORCE_CHANGE_ABILITY;
1491 if (spell_ob->race) 1199 if (spell_ob->race)
1512 return 0; 1220 return 0;
1513 } 1221 }
1514 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;
1515 force->speed = 1.0; 1223 force->speed = 1.0;
1516 force->speed_left = -1.0; 1224 force->speed_left = -1.0;
1517 SET_FLAG (force, FLAG_APPLIED); 1225 force->set_flag (FLAG_APPLIED);
1518 1226
1519 if (!god) 1227 if (!god)
1520 { 1228 {
1521 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty."); 1229 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1522 } 1230 }
1523 else 1231 else
1524 { 1232 {
1525 /* Only give out good benefits, and put a max on it */ 1233 /* Only give out good benefits, and put a max on it */
1526 for (i = 0; i < NROFATTACKS; i++) 1234 for (i = 0; i < NROFATTACKS; i++)
1527 {
1528 if (god->resist[i] > 0) 1235 if (god->resist[i] > 0)
1529 {
1530 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]);
1531 } 1237
1532 }
1533 force->path_attuned |= god->path_attuned; 1238 force->path_attuned |= god->path_attuned;
1534 1239
1535 if (spell_ob->attacktype) 1240 if (spell_ob->attacktype)
1536 force->slaying = god->slaying; 1241 force->slaying = god->slaying;
1537 1242
1549 force->stats.wc = spell_ob->stats.wc; 1254 force->stats.wc = spell_ob->stats.wc;
1550 force->stats.ac = spell_ob->stats.ac; 1255 force->stats.ac = spell_ob->stats.ac;
1551 1256
1552 change_abil (tmp, force); /* Mostly to display any messages */ 1257 change_abil (tmp, force); /* Mostly to display any messages */
1553 insert_ob_in_ob (force, tmp); 1258 insert_ob_in_ob (force, tmp);
1554 fix_player (tmp); 1259 tmp->update_stats ();
1555 return 1; 1260 return 1;
1556} 1261}
1557
1558
1559 1262
1560/* Alchemy code by Mark Wedel 1263/* Alchemy code by Mark Wedel
1561 * 1264 *
1562 * This code adds a new spell, called alchemy. Alchemy will turn 1265 * This code adds a new spell, called alchemy. Alchemy will turn
1563 * objects to gold nuggets, the value of the gold nuggets being 1266 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1564 * about 90% of that of the item itself. It uses the value of the
1565 * object before charisma adjustments, because the nuggets themselves
1566 * will be will be adjusted by charisma when sold.
1567 * 1267 *
1568 * 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
1569 * the maximum number of large nuggets you could get. 1269 * itself. It uses the value of the object before charisma adjustments,
1570 * Small nuggets are worth 1 gp each (base). You will get from 0 1270 * because the nuggets themselves will be will be adjusted by charisma
1571 * to the max amount of small nuggets as you could get. 1271 * when sold.
1572 *
1573 * For example, if an item is worth 110 gold, you will get
1574 * 4 large nuggets, and from 0-10 small nuggets.
1575 * 1272 *
1576 * 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
1577 * 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
1578 * alchemied. 1275 * alchemised.
1579 */ 1276 */
1580
1581/* I didn't feel like passing these as arguements to the
1582 * two functions that need them. Real values are put in them
1583 * when the spell is cast, and these are freed when the spell
1584 * is finished.
1585 */
1586static object *small, *large;
1587
1588static void 1277static void
1589alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight) 1278alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1590{ 1279{
1591 uint64 value = query_cost (obj, NULL, F_TRUE); 1280 uint64 value = query_cost (obj, NULL, F_TRUE);
1592 1281
1593 /* Give third price when we alchemy money (This should hopefully 1282 /* Give third price when we alchemy money (this should hopefully
1594 * 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
1595 * the nuggets, alchemy the gold from that, etc. 1284 * the nuggets, alchemy the gold from that, etc.
1596 * Otherwise, give 9 silver on the gold for other objects, 1285 * Otherwise, give 9 silver on the gold for other objects,
1597 * so that it would still be more affordable to haul 1286 * so that it would still be more affordable to haul
1598 * the stuff back to town. 1287 * the stuff back to town.
1599 */ 1288 */
1600 1289 if (obj->flag [FLAG_UNPAID])
1601 if (QUERY_FLAG (obj, FLAG_UNPAID))
1602 value = 0; 1290 value = 0;
1603 else if (obj->type == MONEY || obj->type == GEM) 1291 else if (obj->type == MONEY || obj->type == GEM)
1604 value /= 3; 1292 value /= 3;
1605 else 1293 else
1606 value = (value * 9) / 10; 1294 value = value * 9 / 10;
1607 1295
1608 value /= 4; // fix by GHJ, don't understand, pcg
1609
1610 if ((obj->value > 0) && rndm (0, 29)) 1296 if (obj->value > 0 && rndm (0, 29))
1611 { 1297 total_value += value;
1612 int count;
1613 1298
1614 count = value / large->value;
1615 *large_nuggets += count;
1616 value -= (uint64) count *(uint64) large->value;
1617
1618 count = value / small->value;
1619 *small_nuggets += count;
1620 }
1621
1622 /* Turn 25 small nuggets into 1 large nugget. If the value
1623 * of large nuggets is not evenly divisable by the small nugget
1624 * value, take off an extra small_nugget (Assuming small_nuggets!=0)
1625 */
1626 if (*small_nuggets * small->value >= large->value)
1627 {
1628 (*large_nuggets)++;
1629 *small_nuggets -= large->value / small->value;
1630 if (*small_nuggets && large->value % small->value)
1631 (*small_nuggets)--;
1632 }
1633 weight += obj->weight; 1299 total_weight += obj->total_weight ();
1634 remove_ob (obj);
1635 free_object (obj);
1636}
1637 1300
1638static void 1301 obj->destroy ();
1639update_map (object *op, mapstruct *m, int small_nuggets, int large_nuggets, int x, int y)
1640{
1641 object *tmp;
1642 int flag = 0;
1643
1644 /* Put any nuggets below the player, but we can only pass this
1645 * flag if we are on the same space as the player
1646 */
1647 if (x == op->x && y == op->y && op->map == m)
1648 flag = INS_BELOW_ORIGINATOR;
1649
1650 if (small_nuggets)
1651 {
1652 tmp = get_object ();
1653 copy_object (small, tmp);
1654 tmp->nrof = small_nuggets;
1655 tmp->x = x;
1656 tmp->y = y;
1657 insert_ob_in_map (tmp, m, op, flag);
1658 }
1659 if (large_nuggets)
1660 {
1661 tmp = get_object ();
1662 copy_object (large, tmp);
1663 tmp->nrof = large_nuggets;
1664 tmp->x = x;
1665 tmp->y = y;
1666 insert_ob_in_map (tmp, m, op, flag);
1667 }
1668} 1302}
1669 1303
1670int 1304int
1671alchemy (object *op, object *caster, object *spell_ob) 1305alchemy (object *op, object *caster, object *spell_ob)
1672{ 1306{
1673 int x, y, weight = 0, weight_max, large_nuggets, small_nuggets, mflags;
1674 sint16 nx, ny;
1675 object *next, *tmp;
1676 mapstruct *mp;
1677
1678 if (op->type != PLAYER) 1307 if (op->type != PLAYER)
1679 return 0; 1308 return 0;
1680 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
1681 /* 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
1682 * some, and also prevents people from alcheming every table/chair/clock 1317 * some, and also prevents people from alchemising every table/chair/clock
1683 * in sight 1318 * in sight
1684 */ 1319 */
1685 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);
1686 weight_max *= 1000; 1321 int weight_max = duration * 1000;
1687 small = get_archetype ("smallnugget"), large = get_archetype ("largenugget"); 1322 uint64 value_max = duration * 1000;
1688 1323
1324 int weight = 0;
1325
1689 for (y = op->y - 1; y <= op->y + 1; y++) 1326 for (int y = op->y - 1; y <= op->y + 1; y++)
1690 { 1327 {
1691 for (x = op->x - 1; x <= op->x + 1; x++) 1328 for (int x = op->x - 1; x <= op->x + 1; x++)
1692 { 1329 {
1330 uint64 value = 0;
1331
1693 nx = x; 1332 sint16 nx = x;
1694 ny = y; 1333 sint16 ny = y;
1695 1334
1696 mp = op->map; 1335 maptile *mp = op->map;
1697 1336
1698 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); 1337 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1699 1338
1700 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1339 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1701 continue; 1340 continue;
1702 1341
1703 /* Treat alchemy a little differently - most spell effects 1342 /* Treat alchemy a little differently - most spell effects
1705 * ground level effect. 1344 * ground level effect.
1706 */ 1345 */
1707 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) 1346 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1708 continue; 1347 continue;
1709 1348
1710 small_nuggets = 0; 1349 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1711 large_nuggets = 0;
1712
1713 for (tmp = get_map_ob (mp, nx, ny); tmp != NULL; tmp = next)
1714 { 1350 {
1715 next = tmp->above; 1351 next = tmp->above;
1352
1716 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1353 if (tmp->weight > 0 && !tmp->flag [FLAG_NO_PICK] &&
1717 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1354 !tmp->flag [FLAG_ALIVE] && !tmp->flag [FLAG_IS_CAULDRON])
1718 { 1355 {
1719
1720 if (tmp->inv) 1356 if (tmp->inv)
1721 { 1357 {
1722 object *next1, *tmp1; 1358 object *next1, *tmp1;
1723 1359
1724 for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1) 1360 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1725 { 1361 {
1726 next1 = tmp1->below; 1362 next1 = tmp1->below;
1727 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1363 if (tmp1->weight > 0 && !tmp1->flag [FLAG_NO_PICK] &&
1728 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1364 !tmp1->flag [FLAG_ALIVE] && !tmp1->flag [FLAG_IS_CAULDRON])
1729 alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight); 1365 alchemy_object (tmp1, value, weight);
1730 } 1366 }
1731 } 1367 }
1368
1732 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); 1369 alchemy_object (tmp, value, weight);
1733 1370
1734 if (weight > weight_max) 1371 if (weight > weight_max)
1735 { 1372 break;
1736 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1737 free_object (large);
1738 free_object (small);
1739 return 1;
1740 } 1373 }
1741 } /* is alchemable object */
1742 } /* process all objects on this space */
1743
1744 /* Insert all the nuggets at one time. This probably saves time, but
1745 * it also prevents us from alcheming nuggets that were just created
1746 * with this spell.
1747 */ 1374 }
1748 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);
1749 } 1388 }
1389
1390 if (weight > weight_max)
1391 goto bailout;
1392 }
1750 } 1393 }
1751 free_object (large); 1394
1752 free_object (small); 1395bailout:
1753 /* reset this so that if player standing on a big pile of stuff,
1754 * it is redrawn properly.
1755 */
1756 op->contr->socket.look_position = 0;
1757 return 1; 1396 return 1;
1758} 1397}
1759
1760 1398
1761/* This function removes the cursed/damned status on equipped 1399/* This function removes the cursed/damned status on equipped
1762 * items. 1400 * items.
1763 */ 1401 */
1764int 1402int
1765remove_curse (object *op, object *caster, object *spell) 1403remove_curse (object *op, object *caster, object *spell)
1766{ 1404{
1767 object *tmp;
1768 int success = 0, was_one = 0; 1405 int success = 0, was_one = 0;
1769 1406
1770 for (tmp = op->inv; tmp; tmp = tmp->below) 1407 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1771 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1408 if (tmp->flag [FLAG_APPLIED] &&
1772 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1409 ((tmp->flag [FLAG_CURSED] && spell->flag [FLAG_CURSED]) ||
1773 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1410 (tmp->flag [FLAG_DAMNED] && spell->flag [FLAG_DAMNED])))
1774 { 1411 {
1775
1776 was_one++; 1412 was_one++;
1413
1777 if (tmp->level <= caster_level (caster, spell)) 1414 if (tmp->level <= casting_level (caster, spell))
1778 { 1415 {
1779 success++; 1416 success++;
1780 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1417 if (spell->flag [FLAG_DAMNED])
1781 CLEAR_FLAG (tmp, FLAG_DAMNED); 1418 tmp->clr_flag (FLAG_DAMNED);
1782 1419
1783 CLEAR_FLAG (tmp, FLAG_CURSED); 1420 tmp->clr_flag (FLAG_CURSED);
1784 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1421 tmp->clr_flag (FLAG_KNOWN_CURSED);
1785 tmp->value = 0; /* Still can't sell it */ 1422 tmp->value = 0; /* Still can't sell it */
1786 if (op->type == PLAYER) 1423
1424 if (object *pl = tmp->visible_to ())
1787 esrv_send_item (op, tmp); 1425 esrv_update_item (UPD_FLAGS, pl, tmp);
1788 } 1426 }
1789 } 1427 }
1790 1428
1791 if (op->type == PLAYER) 1429 if (op->type == PLAYER)
1792 { 1430 {
1793 if (success) 1431 if (success)
1794 {
1795 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.");
1796 }
1797 else 1433 else
1798 { 1434 {
1799 if (was_one) 1435 if (was_one)
1800 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.");
1801 else 1437 else
1802 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items."); 1438 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items.");
1803 } 1439 }
1804 } 1440 }
1441
1805 return success; 1442 return success;
1806} 1443}
1807 1444
1808/* Identifies objects in the players inventory/on the ground */ 1445/* Identifies objects in the players inventory/on the ground */
1809
1810int 1446int
1811cast_identify (object *op, object *caster, object *spell) 1447cast_identify (object *op, object *caster, object *spell)
1812{ 1448{
1813 object *tmp; 1449 object *tmp;
1814 int success = 0, num_ident; 1450 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1815 1451
1816 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));
1817
1818 if (num_ident < 1)
1819 num_ident = 1;
1820
1821 1453
1822 for (tmp = op->inv; tmp; tmp = tmp->below) 1454 for (tmp = op->inv; tmp; tmp = tmp->below)
1823 { 1455 {
1824 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1456 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1825 { 1457 {
1826 identify (tmp); 1458 identify (tmp);
1459
1827 if (op->type == PLAYER) 1460 if (op->type == PLAYER)
1828 { 1461 {
1829 new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op)); 1462 buf.printf ("You identified: %s.\r", long_desc (tmp, op));
1463
1830 if (tmp->msg) 1464 if (tmp->msg)
1831 { 1465 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1832 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1833 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1834 }
1835 } 1466 }
1836 num_ident--; 1467
1837 success = 1;
1838 if (!num_ident) 1468 if (!--num_ident)
1839 break; 1469 break;
1840 } 1470 }
1841 } 1471 }
1472
1842 /* 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
1843 * 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
1844 * was not fully used. 1475 * was not fully used.
1845 */ 1476 */
1846 if (num_ident) 1477 if (num_ident)
1847 { 1478 {
1848 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)
1849 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1480 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1850 { 1481 {
1851
1852 identify (tmp); 1482 identify (tmp);
1853 if (op->type == PLAYER) 1483
1484 if (object *pl = tmp->visible_to ())
1854 { 1485 {
1855 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op)); 1486 buf.printf ("On the ground you identified: %s.\r", long_desc (tmp, op));
1487
1856 if (tmp->msg) 1488 if (tmp->msg)
1857 { 1489 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1858 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1859 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1860 }
1861 esrv_send_item (op, tmp);
1862 } 1490 }
1863 num_ident--; 1491
1864 success = 1;
1865 if (!num_ident) 1492 if (!--num_ident)
1866 break; 1493 break;
1867 } 1494 }
1868 } 1495 }
1869 if (!success) 1496
1870 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified."); 1497 if (buf.empty ())
1498 {
1499 op->failmsg ("You can't reach anything unidentified.");
1500 return 0;
1501 }
1871 else 1502 else
1872 { 1503 {
1504 if (op->contr)
1505 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1506
1873 spell_effect (spell, op->x, op->y, op->map, op); 1507 spell_effect (spell, op->x, op->y, op->map, op);
1508 return 1;
1874 } 1509 }
1875 return success;
1876} 1510}
1877
1878 1511
1879int 1512int
1880cast_detection (object *op, object *caster, object *spell, object *skill) 1513cast_detection (object *op, object *caster, object *spell, object *skill)
1881{ 1514{
1882 object *tmp, *last, *god, *detect; 1515 object *tmp, *last, *god, *detect;
1883 int done_one, range, mflags, floor, level; 1516 int done_one, range, mflags, floor, level;
1884 sint16 x, y, nx, ny; 1517 sint16 x, y, nx, ny;
1885 mapstruct *m; 1518 maptile *m;
1886 1519
1887 /* 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
1888 * doing it over and over again. 1521 * doing it over and over again.
1889 */ 1522 */
1890 god = find_god (determine_god (op)); 1523 god = find_god (determine_god (op));
1891 level = caster_level (caster, spell); 1524 level = casting_level (caster, spell);
1892 range = spell->range + SP_level_range_adjust (caster, spell); 1525 range = spell->range + SP_level_range_adjust (caster, spell);
1893 1526
1894 if (!skill) 1527 if (!skill)
1895 skill = caster; 1528 skill = caster;
1896 1529
1897 for (x = op->x - range; x <= op->x + range; x++) 1530 dynbuf buf;
1898 for (y = op->y - range; y <= op->y + range; y++) 1531 unordered_mapwalk (buf, op, -range, -range, range, range)
1899 { 1532 {
1900
1901 m = op->map;
1902 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1903 if (mflags & P_OUT_OF_MAP)
1904 continue;
1905
1906 /* For most of the detections, we only detect objects above the 1533 /* For most of the detections, we only detect objects above the
1907 * floor. But this is not true for show invisible. 1534 * floor. But this is not true for show invisible.
1908 * Basically, we just go and find the top object and work 1535 * Basically, we just go and find the top object and work
1909 * down - that is easier than working up. 1536 * down - that is easier than working up.
1910 */ 1537 */
1911 1538
1912 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)
1913 last = tmp; 1540 last = tmp;
1541
1914 /* 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
1915 * would happen. 1543 * would happen.
1916 */ 1544 */
1917 if (!last) 1545 if (!last)
1918 continue; 1546 continue;
1919 1547
1920 done_one = 0; 1548 done_one = 0;
1921 floor = 0; 1549 floor = 0;
1922 detect = NULL; 1550 detect = 0;
1923 for (tmp = last; tmp; tmp = tmp->below) 1551 for (tmp = last; tmp; tmp = tmp->below)
1924 { 1552 {
1925
1926 /* show invisible */ 1553 /* show invisible */
1927 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1554 if (spell->flag [FLAG_MAKE_INVIS]
1928 /* Might there be other objects that we can make visibile? */ 1555 /* Might there be other objects that we can make visible? */
1929 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1556 && (tmp->invisible && (tmp->flag [FLAG_MONSTER]
1930 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1557 || (tmp->type == PLAYER && !tmp->flag [FLAG_WIZ])
1931 tmp->type == CF_HANDLE || 1558 || tmp->type == T_HANDLE
1932 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
1933 tmp->type == BUTTON || tmp->type == TELEPORTER || 1563 || tmp->type == TELEPORTER
1564 || tmp->type == GATE
1934 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1565 || tmp->type == LOCKED_DOOR
1935 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)
1936 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1569 || tmp->type == TRIGGER_PEDESTAL
1937 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)))
1938 { 1575 {
1576 printf ("show inv %s\n", tmp->debug_desc());//D
1939 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)
1940 { 1578 {
1941 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
1942 done_one = 1; 1661 done_one = 1;
1943 } 1662 }
1944 } 1663 }
1945 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1946 floor = 1;
1947
1948 /* All detections below this point don't descend beneath the floor,
1949 * so just continue on. We could be clever and look at the type of
1950 * detection to completely break out if we don't care about objects beneath
1951 * the floor, but once we get to the floor, not likely a very big issue anyways.
1952 */
1953 if (floor)
1954 continue;
1955
1956 /* I had thought about making detect magic and detect curse
1957 * show the flash the magic item like it does for detect monster.
1958 * however, if the object is within sight, this would then make it
1959 * difficult to see what object is magical/cursed, so the
1960 * effect wouldn't be as apparant.
1961 */
1962
1963 /* detect magic */
1964 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1965 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1966 {
1967 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1968 /* make runes more visibile */
1969 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1970 tmp->stats.Cha /= 4;
1971 done_one = 1;
1972 }
1973 /* detect monster */
1974 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1975 {
1976 done_one = 2;
1977 if (!detect)
1978 detect = tmp;
1979 }
1980 /* Basically, if race is set in the spell, then the creatures race must
1981 * match that. if the spell race is set to GOD, then the gods opposing
1982 * race must match.
1983 */
1984 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1985 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) ||
1986 (strstr (spell->race, tmp->race))))
1987 {
1988 done_one = 2;
1989 if (!detect)
1990 detect = tmp;
1991 }
1992 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1993 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1994 {
1995 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1996 done_one = 1;
1997 }
1998 } /* for stack of objects on this space */ 1664 } /* for stack of objects on this space */
1999 1665
2000 /* 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
2001 * where the magic is. 1667 * where the magic is.
2002 */ 1668 */
2003 if (done_one) 1669 if (done_one)
2004 { 1670 {
2005 object *detect_ob = arch_to_object (spell->other_arch); 1671 object *detect_ob = spell->other_arch->instance ();
2006 1672
2007 detect_ob->x = nx;
2008 detect_ob->y = ny;
2009 /* if this is set, we want to copy the face */ 1673 /* if this is set, we want to copy the face */
2010 if (done_one == 2 && detect) 1674 if (done_one == 2 && detect)
2011 { 1675 {
2012 detect_ob->face = detect->face; 1676 detect_ob->face = detect->face;
2013 detect_ob->animation_id = detect->animation_id; 1677 detect_ob->animation_id = detect->animation_id;
2014 detect_ob->anim_speed = detect->anim_speed; 1678 detect_ob->anim_speed = detect->anim_speed;
2015 detect_ob->last_anim = 0; 1679 detect_ob->last_anim = 0;
2016 /* by default, the detect_ob is already animated */ 1680 /* by default, the detect_ob is already animated */
2017 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1681 if (!detect->flag [FLAG_ANIMATE])
2018 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1682 detect_ob->clr_flag (FLAG_ANIMATE);
2019 } 1683 }
2020 insert_ob_in_map (detect_ob, m, op, 0); 1684
1685 m->insert (detect_ob, nx, ny, op, INS_ON_TOP);
2021 } 1686 }
2022 } /* for processing the surrounding spaces */ 1687 } /* for processing the surrounding spaces */
2023 1688
2024 1689
2025 /* 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 */
2026 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])
2027 { 1692 {
2028 done_one = 0; 1693 done_one = 0;
1694
2029 for (tmp = op->inv; tmp; tmp = tmp->below) 1695 for (tmp = op->inv; tmp; tmp = tmp->below)
2030 { 1696 {
2031 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1697 if (!tmp->invisible && !tmp->flag [FLAG_IDENTIFIED])
2032 { 1698 {
2033 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])
2034 { 1700 {
2035 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1701 tmp->set_flag (FLAG_KNOWN_MAGICAL);
2036 if (op->type == PLAYER) 1702
1703 if (object *pl = tmp->visible_to ())
2037 esrv_send_item (op, tmp); 1704 esrv_update_item (UPD_FLAGS, pl, tmp);
2038 } 1705 }
2039 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1706
2040 (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]))
2041 { 1709 {
2042 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1710 tmp->set_flag (FLAG_KNOWN_CURSED);
2043 if (op->type == PLAYER) 1711
1712 if (object *pl = tmp->visible_to ())
2044 esrv_send_item (op, tmp); 1713 esrv_update_item (UPD_FLAGS, pl, tmp);
2045 } 1714 }
2046 } /* if item is not identified */ 1715 } /* if item is not identified */
2047 } /* for the players inventory */ 1716 } /* for the players inventory */
2048 } /* if detect magic/curse and object is a player */ 1717 } /* if detect magic/curse and object is a player */
1718
2049 return 1; 1719 return 1;
2050} 1720}
2051 1721
2052 1722
2053/** 1723/**
2066 1736
2067 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.");
2068 1738
2069 if (victim->stats.sp >= victim->stats.maxsp * 2) 1739 if (victim->stats.sp >= victim->stats.maxsp * 2)
2070 { 1740 {
2071 object *tmp;
2072
2073 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1741 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
2074
2075 /* Explodes a fireball centered at player */
2076 tmp = get_archetype (EXPLODING_FIREBALL);
2077 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
2078 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
2079 tmp->x = victim->x;
2080 tmp->y = victim->y;
2081 insert_ob_in_map (tmp, victim->map, NULL, 0);
2082 victim->stats.sp = 2 * victim->stats.maxsp; 1742 victim->stats.sp = 2 * victim->stats.maxsp;
1743 create_exploding_ball_at (victim, caster_level);
2083 } 1744 }
2084 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1745 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
2085 {
2086 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); 1746 new_draw_info (NDI_UNIQUE | NDI_ORANGE, 0, victim, "You feel like your head is going to explode.");
2087 }
2088 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1747 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2089 {
2090 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!");
2091 }
2092 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1749 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2093 { 1750 {
2094 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1751 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2095 confuse_player (victim, victim, 99); 1752 confuse_player (victim, victim, 99);
2096 } 1753 }
2097 else if (victim->stats.sp >= victim->stats.maxsp * 1.25) 1754 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
2098 {
2099 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices."); 1755 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
2100 }
2101} 1756}
2102 1757
2103/* cast_transfer 1758/* cast_transfer
2104 * This spell transfers sp from the player to another person. 1759 * This spell transfers sp from the player to another person.
2105 * We let the target go above their normal maximum SP. 1760 * We let the target go above their normal maximum SP.
2108int 1763int
2109cast_transfer (object *op, object *caster, object *spell, int dir) 1764cast_transfer (object *op, object *caster, object *spell, int dir)
2110{ 1765{
2111 object *plyr = NULL; 1766 object *plyr = NULL;
2112 sint16 x, y; 1767 sint16 x, y;
2113 mapstruct *m; 1768 maptile *m;
2114 int mflags; 1769 int mflags;
2115 1770
2116 m = op->map; 1771 m = op->map;
2117 x = op->x + freearr_x[dir]; 1772 x = op->x + freearr_x[dir];
2118 y = op->y + freearr_y[dir]; 1773 y = op->y + freearr_y[dir];
2119 1774
2120 mflags = get_map_flags (m, &m, x, y, &x, &y); 1775 mflags = get_map_flags (m, &m, x, y, &x, &y);
2121 1776
2122 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1777 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
2123 { 1778 {
2124 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)
2125 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1780 if (plyr != op && plyr->flag [FLAG_ALIVE])
2126 break; 1781 break;
2127 } 1782 }
2128 1783
2129 1784
2130 /* 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
2131 * 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.
2132 */ 1787 */
2133 if (plyr == NULL) 1788 if (plyr == NULL)
2134 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)
2135 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1790 if (plyr != op && plyr->flag [FLAG_ALIVE])
2136 break; 1791 break;
2137 1792
2138 if (!plyr) 1793 if (!plyr)
2139 { 1794 {
2140 new_draw_info (NDI_BLACK, 0, op, "There is no one there."); 1795 op->failmsg ("There is no one there.");
2141 return 0; 1796 return 0;
2142 } 1797 }
2143 /* give sp */ 1798 /* give sp */
2144 if (spell->stats.dam > 0) 1799 if (spell->stats.dam > 0)
2145 { 1800 {
2146 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);
2147 charge_mana_effect (plyr, caster_level (caster, spell)); 1802 charge_mana_effect (plyr, casting_level (caster, spell));
2148 return 1; 1803 return 1;
2149 } 1804 }
2150 /* suck sp away. Can't suck sp from yourself */ 1805 /* suck sp away. Can't suck sp from yourself */
2151 else if (op != plyr) 1806 else if (op != plyr)
2152 { 1807 {
2157 if (rate > 95) 1812 if (rate > 95)
2158 rate = 95; 1813 rate = 95;
2159 1814
2160 sucked = (plyr->stats.sp * rate) / 100; 1815 sucked = (plyr->stats.sp * rate) / 100;
2161 plyr->stats.sp -= sucked; 1816 plyr->stats.sp -= sucked;
2162 if (QUERY_FLAG (op, FLAG_ALIVE)) 1817 if (op->flag [FLAG_ALIVE])
2163 { 1818 {
2164 /* Player doesn't get full credit */ 1819 /* Player doesn't get full credit */
2165 sucked = (sucked * rate) / 100; 1820 sucked = (sucked * rate) / 100;
2166 op->stats.sp += sucked; 1821 op->stats.sp += sucked;
2167 if (sucked > 0) 1822 if (sucked > 0)
2168 { 1823 {
2169 charge_mana_effect (op, caster_level (caster, spell)); 1824 charge_mana_effect (op, casting_level (caster, spell));
2170 } 1825 }
2171 } 1826 }
2172 return 1; 1827 return 1;
2173 } 1828 }
2174 return 0; 1829 return 0;
2184void 1839void
2185counterspell (object *op, int dir) 1840counterspell (object *op, int dir)
2186{ 1841{
2187 object *tmp, *head, *next; 1842 object *tmp, *head, *next;
2188 int mflags; 1843 int mflags;
2189 mapstruct *m; 1844 maptile *m;
2190 sint16 sx, sy; 1845 sint16 sx, sy;
2191 1846
2192 sx = op->x + freearr_x[dir]; 1847 sx = op->x + freearr_x[dir];
2193 sy = op->y + freearr_y[dir]; 1848 sy = op->y + freearr_y[dir];
2194 m = op->map; 1849 m = op->map;
2195 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1850 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
2196 if (mflags & P_OUT_OF_MAP) 1851 if (mflags & P_OUT_OF_MAP)
2197 return; 1852 return;
2198 1853
2199 for (tmp = get_map_ob (m, sx, sy); tmp != NULL; tmp = next) 1854 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
2200 { 1855 {
2201 next = tmp->above; 1856 next = tmp->above;
2202 1857
2203 /* Need to look at the head object - otherwise, if tmp 1858 /* Need to look at the head object - otherwise, if tmp
2204 * points to a monster, we don't have all the necessary 1859 * points to a monster, we don't have all the necessary
2216 /* Basically, if the object is magical and not counterspell, 1871 /* Basically, if the object is magical and not counterspell,
2217 * we will more or less remove the object. Don't counterspell 1872 * we will more or less remove the object. Don't counterspell
2218 * monsters either. 1873 * monsters either.
2219 */ 1874 */
2220 1875
2221 if (head->attacktype & AT_MAGIC && 1876 if (head->attacktype & AT_MAGIC
2222 !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level)) 1877 && !(head->attacktype & AT_COUNTERSPELL)
2223 { 1878 && !head->flag [FLAG_MONSTER]
2224 remove_ob (head); 1879 && (op->level > head->level))
2225 free_object (head); 1880 head->destroy ();
2226 }
2227 else 1881 else
2228 switch (head->type) 1882 switch (head->type)
2229 { 1883 {
2230 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
2231 if (op->level > head->level) 1890 if (op->level > head->level)
2232 { 1891 head->destroy ();
2233 remove_ob (head); 1892
2234 free_object (head);
2235 }
2236 break; 1893 break;
2237 1894
2238 /* I really don't get this rune code that much - that 1895 /* I really don't get this rune code that much - that
2239 * random chance seems really low. 1896 * random chance seems really low.
2240 */ 1897 */
2241 case RUNE: 1898 case RUNE:
2242 if (rndm (0, 149) == 0) 1899 if (rndm (0, 149) == 0)
2243 { 1900 {
2244 head->stats.hp--; /* weaken the rune */ 1901 head->stats.hp--; /* weaken the rune */
2245 if (!head->stats.hp) 1902 if (!head->stats.hp)
2246 { 1903 head->destroy ();
2247 remove_ob (head);
2248 free_object (head);
2249 }
2250 } 1904 }
2251 break; 1905 break;
2252 } 1906 }
2253 } 1907 }
2254} 1908}
2255 1909
2256
2257
2258/* cast_consecrate() - a spell to make an altar your god's */ 1910/* cast_consecrate() - a spell to make an altar your god's */
2259int 1911int
2260cast_consecrate (object *op, object *caster, object *spell) 1912cast_consecrate (object *op, object *caster, object *spell)
2261{ 1913{
2262 char buf[MAX_BUF]; 1914 char buf[MAX_BUF];
2263 1915
2264 object *tmp, *god = find_god (determine_god (op)); 1916 object *tmp, *god = find_god (determine_god (op));
2265 1917
2266 if (!god) 1918 if (!god)
2267 { 1919 {
2268 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!");
2269 return 0; 1921 return 0;
2270 } 1922 }
2271 1923
2272 for (tmp = op->below; tmp; tmp = tmp->below) 1924 for (tmp = op->below; tmp; tmp = tmp->below)
2273 { 1925 {
2274 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1926 if (tmp->flag [FLAG_IS_FLOOR])
2275 break; 1927 break;
2276 if (tmp->type == HOLY_ALTAR) 1928 if (tmp->type == HOLY_ALTAR)
2277 { 1929 {
2278 1930
2279 if (tmp->level > caster_level (caster, spell)) 1931 if (tmp->level > casting_level (caster, spell))
2280 { 1932 {
2281 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);
2282 return 0; 1934 return 0;
2283 } 1935 }
2284 else 1936 else
2285 { 1937 {
2286 /* If we got here, we are consecrating an altar */ 1938 /* If we got here, we are consecrating an altar */
2287 sprintf (buf, "Altar of %s", &god->name); 1939 sprintf (buf, "Altar of %s", &god->name);
2288 tmp->name = buf; 1940 tmp->name = buf;
2289 tmp->level = caster_level (caster, spell); 1941 tmp->level = casting_level (caster, spell);
2290 tmp->other_arch = god->arch; 1942 tmp->other_arch = god->arch;
1943
2291 if (op->type == PLAYER) 1944 if (op->type == PLAYER)
2292 esrv_update_item (UPD_NAME, op, tmp); 1945 esrv_update_item (UPD_NAME, op, tmp);
1946
2293 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);
2294 return 1; 1948 return 1;
2295 } 1949 }
2296 } 1950 }
2297 } 1951 }
2298 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!");
2299 return 0; 1954 return 0;
2300} 1955}
2301 1956
2302/* animate_weapon - 1957/* animate_weapon -
2303 * 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.
2307 * 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,
2308 * 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
2309 * 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
2310 * player checks. MSW 2003-01-06 1965 * player checks. MSW 2003-01-06
2311 */ 1966 */
2312
2313int 1967int
2314animate_weapon (object *op, object *caster, object *spell, int dir) 1968animate_weapon (object *op, object *caster, object *spell, int dir)
2315{ 1969{
2316 object *weapon, *tmp;
2317 char buf[MAX_BUF]; 1970 char buf[MAX_BUF];
2318 int a, i; 1971 int a, i;
2319 sint16 x, y; 1972 sint16 x, y;
2320 mapstruct *m; 1973 maptile *m;
2321 materialtype_t *mt;
2322 1974
2323 if (!spell->other_arch) 1975 if (!spell->other_arch)
2324 { 1976 {
2325 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1977 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2326 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);
2329 /* exit if it's not a player using this spell. */ 1981 /* exit if it's not a player using this spell. */
2330 if (op->type != PLAYER) 1982 if (op->type != PLAYER)
2331 return 0; 1983 return 0;
2332 1984
2333 /* if player already has a golem, abort */ 1985 /* if player already has a golem, abort */
2334 if (op->contr->ranges[range_golem] != NULL && op->contr->golem_count == op->contr->ranges[range_golem]->count) 1986 if (object *golem = op->contr->golem)
2335 { 1987 {
2336 control_golem (op->contr->ranges[range_golem], dir); 1988 control_golem (golem, dir);
2337 return 0; 1989 return 0;
2338 } 1990 }
2339 1991
2340 /* if no direction specified, pick one */ 1992 /* if no direction specified, pick one */
2341 if (!dir) 1993 if (!dir)
2342 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);
2343 1995
2344 m = op->map; 1996 m = op->map;
2345 x = op->x + freearr_x[dir]; 1997 x = op->x + freearr_x[dir];
2346 y = op->y + freearr_y[dir]; 1998 y = op->y + freearr_y[dir];
2347 1999
2348 /* if there's no place to put the golem, abort */ 2000 /* if there's no place to put the golem, abort */
2349 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || 2001 if (dir < 0 || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP)
2350 ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->clone.move_type)) 2002 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2351 { 2003 {
2352 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2004 op->failmsg ("There is something in the way.");
2353 return 0; 2005 return 0;
2354 } 2006 }
2355 2007
2356 /* Use the weapon marked by the player. */ 2008 /* Use the weapon marked by the player. */
2357 weapon = find_marked_object (op); 2009 object *weapon = op->mark ();
2358 2010
2359 if (!weapon) 2011 if (!weapon)
2360 { 2012 {
2361 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!");
2362 return 0; 2014 return 0;
2363 } 2015 }
2016
2364 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2017 if (spell->race && weapon->arch->archname != spell->race)
2365 { 2018 {
2366 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2019 op->failmsg ("The spell fails to transform your weapon.");
2367 return 0; 2020 return 0;
2368 } 2021 }
2022
2369 if (weapon->type != WEAPON) 2023 if (weapon->type != WEAPON)
2370 { 2024 {
2371 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.");
2372 return 0; 2026 return 0;
2373 } 2027 }
2374 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2028
2029 if (weapon->flag [FLAG_APPLIED])
2375 { 2030 {
2376 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));
2377 return 0; 2032 return 0;
2378 } 2033 }
2379 2034
2380 if (weapon->nrof > 1) 2035 weapon = weapon->split ();
2381 {
2382 tmp = get_split_ob (weapon, 1);
2383 esrv_send_item (op, weapon);
2384 weapon = tmp;
2385 }
2386 2036
2387 /* create the golem object */ 2037 /* create the golem object */
2388 tmp = arch_to_object (spell->other_arch); 2038 object *tmp = spell->other_arch->instance ();
2389 2039
2390 /* 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 */
2391 CLEAR_FLAG (tmp, FLAG_MONSTER); 2041 tmp->clr_flag (FLAG_MONSTER);
2392 SET_FLAG (tmp, FLAG_FRIENDLY);
2393 tmp->stats.exp = 0; 2042 tmp->stats.exp = 0;
2394 add_friendly_object (tmp); 2043 add_friendly_object (tmp);
2395 tmp->type = GOLEM; 2044 tmp->type = GOLEM;
2396 set_owner (tmp, op); 2045 tmp->set_owner (op);
2046 op->contr->golem = tmp;
2397 set_spell_skill (op, caster, spell, tmp); 2047 set_spell_skill (op, caster, spell, tmp);
2398 op->contr->ranges[range_golem] = tmp;
2399 op->contr->shoottype = range_golem;
2400 op->contr->golem_count = tmp->count;
2401 2048
2402 /* 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
2403 * removed flag - it should only be set if get_split_object was 2050 * removed flag - it should only be set if weapon->split was
2404 * used above. 2051 * used above.
2405 */ 2052 */
2406 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2053 if (!weapon->flag [FLAG_REMOVED])
2407 remove_ob (weapon); 2054 weapon->remove ();
2408 insert_ob_in_ob (weapon, tmp); 2055
2409 esrv_send_item (op, weapon); 2056 tmp->insert (weapon);
2057
2410 /* 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,
2411 * 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
2412 * body_info, skills, etc) 2060 * body_info, skills, etc)
2413 */ 2061 */
2414 SET_FLAG (tmp, FLAG_USE_WEAPON); 2062 tmp->set_flag (FLAG_USE_WEAPON);
2415 SET_FLAG (weapon, FLAG_APPLIED); 2063 weapon->set_flag (FLAG_APPLIED);
2416 fix_player (tmp); 2064 tmp->update_stats ();
2417 2065
2418 /* 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
2419 * 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 -
2420 * 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.
2421 */ 2069 */
2440 2088
2441 /* attacktype */ 2089 /* attacktype */
2442 if (!tmp->attacktype) 2090 if (!tmp->attacktype)
2443 tmp->attacktype = AT_PHYSICAL; 2091 tmp->attacktype = AT_PHYSICAL;
2444 2092
2445 mt = NULL;
2446 if (op->materialname != NULL)
2447 mt = name_to_material (op->materialname);
2448 if (mt != NULL)
2449 {
2450 for (i = 0; i < NROFATTACKS; i++) 2093 for (i = 0; i < NROFATTACKS; i++)
2451 tmp->resist[i] = 50 - (mt->save[i] * 5); 2094 tmp->resist[i] = 50 - (op->material->save[i] * 5);
2452 a = mt->save[0]; 2095
2453 } 2096 a = op->material->save[0];
2454 else 2097
2455 {
2456 for (i = 0; i < NROFATTACKS; i++)
2457 tmp->resist[i] = 5;
2458 a = 10;
2459 }
2460 /* Set weapon's immunity */ 2098 /* Set weapon's immunity */
2461 tmp->resist[ATNR_CONFUSION] = 100; 2099 tmp->resist[ATNR_CONFUSION] = 100;
2462 tmp->resist[ATNR_POISON] = 100; 2100 tmp->resist[ATNR_POISON] = 100;
2463 tmp->resist[ATNR_SLOW] = 100; 2101 tmp->resist[ATNR_SLOW] = 100;
2464 tmp->resist[ATNR_PARALYZE] = 100; 2102 tmp->resist[ATNR_PARALYZE] = 100;
2470 2108
2471 /* 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 */
2472 2110
2473 if (a > 14) 2111 if (a > 14)
2474 a = 14; 2112 a = 14;
2113
2475 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));
2476 2115
2477 /* Determine golem's speed */ 2116 /* Determine golem's speed */
2478 tmp->speed = 0.4 + 0.1 * SP_level_range_adjust (caster, spell); 2117 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2479
2480 if (tmp->speed > 3.33)
2481 tmp->speed = 3.33;
2482 2118
2483 if (!spell->race) 2119 if (!spell->race)
2484 { 2120 {
2485 sprintf (buf, "animated %s", &weapon->name); 2121 sprintf (buf, "animated %s", &weapon->name);
2486 tmp->name = buf; 2122 tmp->name = buf;
2488 tmp->face = weapon->face; 2124 tmp->face = weapon->face;
2489 tmp->animation_id = weapon->animation_id; 2125 tmp->animation_id = weapon->animation_id;
2490 tmp->anim_speed = weapon->anim_speed; 2126 tmp->anim_speed = weapon->anim_speed;
2491 tmp->last_anim = weapon->last_anim; 2127 tmp->last_anim = weapon->last_anim;
2492 tmp->state = weapon->state; 2128 tmp->state = weapon->state;
2493 if (QUERY_FLAG (weapon, FLAG_ANIMATE)) 2129 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2494 {
2495 SET_FLAG (tmp, FLAG_ANIMATE);
2496 }
2497 else
2498 {
2499 CLEAR_FLAG (tmp, FLAG_ANIMATE);
2500 }
2501 update_ob_speed (tmp);
2502 } 2130 }
2503 2131
2504 /* 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. */
2505 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));
2506 2134
2507 tmp->speed_left = -1; 2135 tmp->speed_left = -1;
2508 tmp->x = x;
2509 tmp->y = y;
2510 tmp->direction = dir; 2136 tmp->direction = dir;
2511 insert_ob_in_map (tmp, m, op, 0); 2137
2138 m->insert (tmp, x, y, op);
2512 return 1; 2139 return 1;
2513} 2140}
2514 2141
2515/* cast_daylight() - changes the map darkness level *lower* */ 2142/* cast_daylight() - changes the map darkness level *lower* */
2516 2143
2517/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2144/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2518 * This changes the light level for the entire map. 2145 * This changes the light level for the entire map.
2519 */ 2146 */
2520
2521int 2147int
2522cast_change_map_lightlevel (object *op, object *caster, object *spell) 2148cast_change_map_lightlevel (object *op, object *caster, object *spell)
2523{ 2149{
2524 int success; 2150 int success;
2525 2151
2526 if (!op->map) 2152 if (!op->map)
2527 return 0; /* shouldnt happen */ 2153 return 0; /* shouldnt happen */
2528 2154
2529 success = change_map_light (op->map, spell->stats.dam); 2155 success = op->map->change_map_light (spell->stats.dam);
2156
2530 if (!success) 2157 if (!success)
2531 { 2158 {
2532 if (spell->stats.dam < 0) 2159 if (spell->stats.dam < 0)
2533 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2160 op->failmsg ("It can be no brighter here.");
2534 else 2161 else
2535 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2162 op->failmsg ("It can be no darker here.");
2536 } 2163 }
2164
2537 return success; 2165 return success;
2538} 2166}
2539
2540
2541
2542
2543 2167
2544/* 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.
2545 * 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,
2546 * spell is the spell object itself. 2170 * spell is the spell object itself.
2547 */ 2171 */
2553 2177
2554 new_aura = present_arch_in_ob (spell->other_arch, op); 2178 new_aura = present_arch_in_ob (spell->other_arch, op);
2555 if (new_aura) 2179 if (new_aura)
2556 refresh = 1; 2180 refresh = 1;
2557 else 2181 else
2558 new_aura = arch_to_object (spell->other_arch); 2182 new_aura = spell->other_arch->instance ();
2559 2183
2560 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);
2561 2185
2562 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);
2563 2187
2564 set_owner (new_aura, op);
2565 set_spell_skill (op, caster, spell, new_aura); 2188 set_spell_skill (op, caster, spell, new_aura);
2566 new_aura->attacktype = spell->attacktype; 2189 new_aura->attacktype = spell->attacktype;
2567 2190
2568 new_aura->level = caster_level (caster, spell); 2191 new_aura->level = casting_level (caster, spell);
2192
2569 if (refresh) 2193 if (refresh)
2570 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.");
2571 else 2195 else
2572 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
2573 insert_ob_in_ob (new_aura, op); 2198 insert_ob_in_ob (new_aura, op);
2199 new_aura->set_owner (op);
2200
2574 return 1; 2201 return 1;
2575} 2202}
2576
2577 2203
2578/* 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,
2579 * 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
2580 * around him. 2206 * around him.
2581 * Aura parameters: 2207 * Aura parameters:
2582 * duration: duration counter. 2208 * duration: duration counter.
2583 * attacktype: aura's attacktype 2209 * attacktype: aura's attacktype
2584 * other_arch: archetype to drop where we attack 2210 * other_arch: archetype to drop where we attack
2585 */ 2211 */
2586
2587void 2212void
2588move_aura (object *aura) 2213move_aura (object *aura)
2589{ 2214{
2590 int i, mflags;
2591 object *env;
2592 mapstruct *m;
2593
2594 /* auras belong in inventories */ 2215 /* auras belong in inventories */
2595 env = aura->env; 2216 object *env = aura->env;
2217 object *owner = aura->owner;
2596 2218
2597 /* no matter what we've gotta remove the aura... 2219 /* no matter what we've gotta remove the aura...
2598 * we'll put it back if its time isn't up. 2220 * we'll put it back if its time isn't up.
2599 */ 2221 */
2600 remove_ob (aura); 2222 aura->remove ();
2601 2223
2602 /* exit if we're out of gas */ 2224 /* exit if we're out of gas */
2603 if (aura->duration-- < 0) 2225 if (aura->duration-- < 0)
2604 { 2226 {
2605 free_object (aura); 2227 aura->destroy ();
2606 return; 2228 return;
2607 } 2229 }
2608 2230
2609 /* auras only exist in inventories */ 2231 /* auras only exist in inventories */
2610 if (env == NULL || env->map == NULL) 2232 if (!env || !env->map)
2611 { 2233 {
2612 free_object (aura); 2234 aura->destroy ();
2613 return; 2235 return;
2614 } 2236 }
2615 aura->x = env->x;
2616 aura->y = env->y;
2617 2237
2618 /* we need to jump out of the inventory for a bit 2238 /* we need to jump out of the inventory for a bit
2619 * in order to hit the map conveniently. 2239 * in order to hit the map conveniently.
2620 */ 2240 */
2621 insert_ob_in_map (aura, env->map, aura, 0); 2241 aura->insert_at (env, aura);
2622 2242
2623 for (i = 1; i < 9; i++) 2243 for (int i = 1; i < 9; i++)
2624 { 2244 {
2625 sint16 nx, ny; 2245 mapxy pos (env);
2246 pos.move (i);
2626 2247
2627 nx = aura->x + freearr_x[i];
2628 ny = aura->y + freearr_y[i];
2629 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2630
2631 /* Consider the movement tyep of the person with the aura as 2248 /* Consider the movement type of the person with the aura as
2632 * movement type of the aura. Eg, if the player is flying, the aura 2249 * movement type of the aura. Eg, if the player is flying, the aura
2633 * is flying also, if player is walking, it is on the ground, etc. 2250 * is flying also, if player is walking, it is on the ground, etc.
2634 */ 2251 */
2635 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)))
2636 { 2253 {
2637 hit_map (aura, i, aura->attacktype, 0); 2254 hit_map (aura, i, aura->attacktype, 0);
2638 2255
2639 if (aura->other_arch) 2256 if (aura->other_arch)
2640 { 2257 pos.insert (aura->other_arch->instance (), aura);
2641 object *new_ob;
2642
2643 new_ob = arch_to_object (aura->other_arch);
2644 new_ob->x = nx;
2645 new_ob->y = ny;
2646 insert_ob_in_map (new_ob, m, aura, 0);
2647 } 2258 }
2648 }
2649 } 2259 }
2260
2650 /* put the aura back in the player's inventory */ 2261 /* put the aura back in the player's inventory */
2651 remove_ob (aura); 2262 env->insert (aura);
2652 insert_ob_in_ob (aura, env); 2263 aura->set_owner (owner);
2653} 2264}
2654 2265
2655/* moves the peacemaker spell. 2266/* moves the peacemaker spell.
2656 * op is the piece object. 2267 * op is the piece object.
2657 */ 2268 */
2658
2659void 2269void
2660move_peacemaker (object *op) 2270move_peacemaker (object *op)
2661{ 2271{
2662 object *tmp; 2272 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2663
2664 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2665 { 2273 {
2666 int atk_lev, def_lev; 2274 int atk_lev, def_lev;
2667 object *victim = tmp; 2275 object *victim = tmp->head_ ();
2668 2276
2669 if (tmp->head) 2277 if (!victim->flag [FLAG_MONSTER])
2670 victim = tmp->head;
2671 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2672 continue; 2278 continue;
2673 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2279
2280 if (victim->flag [FLAG_UNAGGRESSIVE])
2674 continue; 2281 continue;
2282
2675 if (victim->stats.exp == 0) 2283 if (victim->stats.exp == 0)
2676 continue; 2284 continue;
2677 2285
2678 def_lev = MAX (1, victim->level); 2286 def_lev = max (1, victim->level);
2679 atk_lev = MAX (1, op->level); 2287 atk_lev = max (1, op->level);
2680 2288
2681 if (rndm (0, atk_lev - 1) > def_lev) 2289 if (rndm (0, atk_lev - 1) > def_lev)
2682 { 2290 {
2683 /* make this sucker peaceful. */ 2291 /* make this sucker peaceful. */
2684 2292
2293 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2685 change_exp (get_owner (op), victim->stats.exp, op->skill, 0); 2294 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2686 victim->stats.exp = 0; 2295 victim->stats.exp = 0;
2687#if 0 2296#if 0
2688 /* No idea why these were all set to zero - if something 2297 /* No idea why these were all set to zero - if something
2689 * makes this creature agressive, he should still do damage. 2298 * makes this creature agressive, he should still do damage.
2690 */ 2299 */
2692 victim->stats.sp = 0; 2301 victim->stats.sp = 0;
2693 victim->stats.grace = 0; 2302 victim->stats.grace = 0;
2694 victim->stats.Pow = 0; 2303 victim->stats.Pow = 0;
2695#endif 2304#endif
2696 victim->attack_movement = RANDO2; 2305 victim->attack_movement = RANDO2;
2697 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2306 victim->set_flag (FLAG_UNAGGRESSIVE);
2698 SET_FLAG (victim, FLAG_RUN_AWAY); 2307 victim->set_flag (FLAG_RUN_AWAY);
2699 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2308 victim->set_flag (FLAG_RANDOM_MOVE);
2700 CLEAR_FLAG (victim, FLAG_MONSTER); 2309 victim->clr_flag (FLAG_MONSTER);
2310
2701 if (victim->name) 2311 if (victim->name)
2702 {
2703 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);
2704 } 2313 }
2705 }
2706 } 2314 }
2707} 2315}
2708
2709 2316
2710/* This writes a rune that contains the appropriate message. 2317/* This writes a rune that contains the appropriate message.
2711 * There really isn't any adjustments we make. 2318 * There really isn't any adjustments we make.
2712 */ 2319 */
2713
2714int 2320int
2715write_mark (object *op, object *spell, const char *msg) 2321write_mark (object *op, object *spell, const char *msg)
2716{ 2322{
2717 char rune[HUGE_BUF];
2718 object *tmp;
2719
2720 if (!msg || msg[0] == 0) 2323 if (!msg || msg[0] == 0)
2721 { 2324 {
2722 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2325 op->failmsg ("Write what?");
2723 return 0; 2326 return 0;
2724 } 2327 }
2725 2328
2726 if (strcasestr_local (msg, "endmsg")) 2329 if (!msg_is_safe (msg))
2727 { 2330 {
2728 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.>");
2729 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);
2730 return 0; 2333 return 0;
2731 } 2334 }
2335
2732 if (!spell->other_arch) 2336 if (!spell->other_arch)
2733 return 0; 2337 return 0;
2734 tmp = arch_to_object (spell->other_arch);
2735 2338
2736 snprintf (rune, sizeof (rune), "%s\n", msg); 2339 object *tmp = spell->other_arch->instance ();
2737 2340
2738 tmp->race = op->name; /*Save the owner of the rune */ 2341 tmp->race = op->name; /*Save the owner of the rune */
2739 tmp->msg = rune; 2342 tmp->msg = msg;
2740 tmp->x = op->x; 2343
2741 tmp->y = op->y; 2344 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2742 insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR); 2345
2743 return 1; 2346 return 1;
2744} 2347}
2348

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines