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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.17 by root, Tue Dec 12 21:39:57 2006 UTC vs.
Revision 1.141 by root, Fri Jan 27 22:00:40 2012 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <object.h> 26#include <object.h>
26#include <living.h> 27#include <living.h>
27#ifndef __CEXTRACT__
28# include <sproto.h> 28#include <sproto.h>
29#endif
30#include <spells.h> 29#include <spells.h>
31#include <sounds.h> 30#include <sounds.h>
32 31
33/* cast_magic_storm: This is really used mostly for spell 32/* cast_magic_storm: This is really used mostly for spell
34 * fumbles at the like. tmp is the object to propogate. 33 * fumbles at the like. tmp is the object to propogate.
37void 36void
38cast_magic_storm (object *op, object *tmp, int lvl) 37cast_magic_storm (object *op, object *tmp, int lvl)
39{ 38{
40 if (!tmp) 39 if (!tmp)
41 return; /* error */ 40 return; /* error */
41
42 tmp->level = op->level; 42 tmp->level = op->level;
43 tmp->x = op->x;
44 tmp->y = op->y;
45 tmp->range += lvl / 5; /* increase the area of destruction */ 43 tmp->range += lvl / 5; /* increase the area of destruction */
46 tmp->duration += lvl / 5; 44 tmp->duration += lvl / 5;
47 45
48 /* Put a cap on duration for this - if the player fails in their 46 /* Put a cap on duration for this - if the player fails in their
49 * apartment, don't want it to go on so long that it kills them 47 * apartment, don't want it to go on so long that it kills them
50 * multiple times. Also, damge already increases with level, 48 * multiple times. Also, damge already increases with level,
51 * so don't really need to increase the duration as much either. 49 * so don't really need to increase the duration as much either.
52 */ 50 */
53 if (tmp->duration >= 40) 51 if (tmp->duration >= 40)
54 tmp->duration = 40; 52 tmp->duration = 40;
53
55 tmp->stats.dam = lvl; /* nasty recoils! */ 54 tmp->stats.dam = lvl; /* nasty recoils! */
56 tmp->stats.maxhp = tmp->count; /* tract single parent */ 55 tmp->stats.maxhp = tmp->count; /* tract single parent */
57 insert_ob_in_map (tmp, op->map, op, 0);
58 56
57 tmp->insert_at (op, op);
59} 58}
60
61 59
62int 60int
63recharge (object *op, object *caster, object *spell_ob) 61recharge (object *op, object *caster, object *spell_ob)
64{ 62{
65 object *wand, *tmp;
66 int ncharges; 63 int ncharges;
67 64
68 wand = find_marked_object (op); 65 object *wand = op->mark ();
66
69 if (wand == NULL || wand->type != WAND) 67 if (!wand || wand->type != WAND)
70 { 68 {
71 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge."); 69 op->failmsg ("You need to mark the wand you want to recharge.");
72 return 0; 70 return 0;
73 } 71 }
72
74 if (!(random_roll (0, 3, op, PREFER_HIGH))) 73 if (!(random_roll (0, 3, op, PREFER_HIGH)))
75 { 74 {
76 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand)); 75 op->failmsgf ("The %s vibrates violently, then explodes!", query_name (wand));
77 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE); 76 op->play_sound (sound_find ("ob_explode"));
78 esrv_del_item (op->contr, wand->count);
79 wand->destroy (); 77 wand->destroy ();
80 tmp = get_archetype ("fireball"); 78 object *tmp = archetype::get (shstr_fireball);
81 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; 79 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
80
82 if (!tmp->stats.dam) 81 if (!tmp->stats.dam)
83 tmp->stats.dam = 1; 82 tmp->stats.dam = 1;
83
84 tmp->stats.hp = tmp->stats.dam / 2; 84 tmp->stats.hp = tmp->stats.dam / 2;
85
85 if (tmp->stats.hp < 2) 86 if (tmp->stats.hp < 2)
86 tmp->stats.hp = 2; 87 tmp->stats.hp = 2;
87 tmp->x = op->x; 88
88 tmp->y = op->y; 89 tmp->insert_at (op);
89 insert_ob_in_map (tmp, op->map, NULL, 0);
90 return 1; 90 return 1;
91 } 91 }
92 92
93 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)); 93 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob));
94
94 if (wand->inv && wand->inv->level) 95 if (wand->inv && wand->inv->level)
95 ncharges /= wand->inv->level; 96 ncharges /= wand->inv->level;
96 else 97 else
97 { 98 {
98 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand)); 99 op->failmsgf ("Your %s is broken.", query_name (wand));
99 return 0; 100 return 0;
100 } 101 }
102
101 if (!ncharges) 103 if (!ncharges)
102 ncharges = 1; 104 ncharges = 1;
103 105
104 wand->stats.food += ncharges; 106 wand->stats.food += ncharges;
105 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand)); 107 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand));
108
106 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE)) 109 if (wand->arch && wand->arch->flag [FLAG_ANIMATE])
107 { 110 {
108 SET_FLAG (wand, FLAG_ANIMATE); 111 wand->set_flag (FLAG_ANIMATE);
109 wand->speed = wand->arch->clone.speed; 112 wand->set_speed (wand->arch->speed);
110 update_ob_speed (wand);
111 } 113 }
114
112 return 1; 115 return 1;
113} 116}
114 117
115/* 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
116 * 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
120 * great a plus, the default is used. 123 * great a plus, the default is used.
121 * The # of arrows created also goes up with level, so if a 30th level mage 124 * The # of arrows created also goes up with level, so if a 30th level mage
122 * wants LOTS of arrows, and doesn't care what the plus is he could 125 * wants LOTS of arrows, and doesn't care what the plus is he could
123 * create nonnmagic arrows, or even -1, etc... 126 * create nonnmagic arrows, or even -1, etc...
124 */ 127 */
125
126int 128int
127cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg) 129cast_create_missile (object *op, object *caster, object *spell, int dir, const char *spellparam)
128{ 130{
129 int missile_plus = 0, bonus_plus = 0; 131 int bonus_plus = 0;
130 const char *missile_name; 132 const char *missile_name = "arrow";
131 object *tmp, *missile;
132 133
133 missile_name = "arrow";
134
135 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 134 for (object *tmp = op->inv; tmp; tmp = tmp->below)
136 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) 135 if (tmp->type == BOW && tmp->flag [FLAG_APPLIED])
137 missile_name = tmp->race; 136 missile_name = tmp->race;
138 137
139 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); 138 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
140 139
141 if (archetype::find (missile_name) == NULL) 140 archetype *missile_arch = archetype::find (missile_name);
141
142 if (!missile_arch)
142 { 143 {
143 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name); 144 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name);
144 return 0; 145 return 0;
145 } 146 }
146 147
147 missile = get_archetype (missile_name); 148 object *missile = missile_arch->instance ();
148 149
149 if (stringarg) 150 if (spellparam)
150 { 151 {
151 /* If it starts with a letter, presume it is a description */ 152 /* If it starts with a letter, presume it is a description */
152 if (isalpha (*stringarg)) 153 if (isalpha (*spellparam))
153 { 154 {
154 artifact *al = find_artifactlist (missile->type)->items; 155 artifact *al = find_artifactlist (missile->type)->items;
155 156
156 for (; al != NULL; al = al->next) 157 for (; al; al = al->next)
157 if (!strcasecmp (al->item->name, stringarg)) 158 if (!strcasecmp (al->item->name, spellparam))
158 break; 159 break;
159 160
160 if (!al) 161 if (!al)
161 { 162 {
162 missile->destroy (); 163 missile->destroy ();
163 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, stringarg); 164 op->failmsgf ("No such object %ss of %s", missile_name, spellparam);
164 return 0; 165 return 0;
165 } 166 }
166 167
167 if (al->item->slaying) 168 if (al->item->slaying)
168 { 169 {
169 missile->destroy (); 170 missile->destroy ();
170 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg); 171 op->failmsgf ("You are not allowed to create %ss of %s", missile_name, spellparam);
171 return 0; 172 return 0;
172 } 173 }
173 174
174 give_artifact_abilities (missile, al->item); 175 give_artifact_abilities (missile, al->item);
175 /* These special arrows cost something extra. Don't have them also be magical - 176 /* These special arrows cost something extra. Don't have them also be magical -
176 * otherwise, in most cases, not enough will be created. I don't want to get into 177 * otherwise, in most cases, not enough will be created. I don't want to get into
177 * the parsing of having to do both plus and type. 178 * the parsing of having to do both plus and type.
178 */ 179 */
179 bonus_plus = 1 + (al->item->value / 5); 180 bonus_plus = 1 + (al->item->value / 5);
180 missile_plus = 0; 181 missile_plus = 0;
181 } 182 }
182 else if (atoi (stringarg) < missile_plus) 183 else if (atoi (spellparam) < missile_plus)
183 missile_plus = atoi (stringarg); 184 missile_plus = atoi (spellparam);
184 } 185 }
185 186
186 if (missile_plus > 4) 187 missile_plus = clamp (missile_plus, -4, 4);
187 missile_plus = 4;
188 else if (missile_plus < -4)
189 missile_plus = -4;
190 188
191 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 189 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
192 missile->nrof -= 3 * (missile_plus + bonus_plus); 190 missile->nrof -= 3 * (missile_plus + bonus_plus);
193 191
194 if (missile->nrof < 1) 192 if (missile->nrof < 1)
196 194
197 missile->magic = missile_plus; 195 missile->magic = missile_plus;
198 /* Can't get any money for these objects */ 196 /* Can't get any money for these objects */
199 missile->value = 0; 197 missile->value = 0;
200 198
201 SET_FLAG (missile, FLAG_IDENTIFIED); 199 missile->set_flag (FLAG_IDENTIFIED);
202 200
203 if (!cast_create_obj (op, caster, missile, dir) && op->type == PLAYER && !missile->destroyed ()) 201 if (!cast_create_obj (op, caster, missile, dir) && op->type == PLAYER && !missile->destroyed ())
204 pick_up (op, missile); 202 pick_up (op, missile);
205 203
206 return 1; 204 return 1;
207} 205}
208 206
209 207
210/* allows the choice of what sort of food object to make. 208/* allows the choice of what sort of food object to make.
211 * If stringarg is NULL, it will create food dependent on level --PeterM*/ 209 * If spellparam is NULL, it will create food dependent on level --PeterM*/
212int 210int
213cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *stringarg) 211cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *spellparam)
214{ 212{
215 int food_value; 213 int food_value;
216 archetype *at = NULL; 214 archetype *at = NULL;
217 object *new_op; 215 object *new_op;
218 216
219 food_value = spell_ob->stats.food + +50 * SP_level_duration_adjust (caster, spell_ob); 217 food_value = spell_ob->stats.food + 50 * SP_level_duration_adjust (caster, spell_ob);
220 218
221 if (stringarg) 219 if (spellparam)
222 { 220 {
223 at = find_archetype_by_object_type_name (FOOD, stringarg); 221 at = find_archetype_by_object_type_name (FOOD, spellparam);
224 if (at == NULL) 222 if (at == NULL)
225 at = find_archetype_by_object_type_name (DRINK, stringarg); 223 at = find_archetype_by_object_type_name (DRINK, spellparam);
226 if (at == NULL || at->clone.stats.food > food_value) 224 if (at == NULL || at->stats.food > food_value)
227 stringarg = NULL; 225 spellparam = NULL;
228 } 226 }
229 227
230 if (!stringarg) 228 if (!spellparam)
231 { 229 {
232 archetype *at_tmp; 230 archetype *at_tmp;
233 231
234 /* We try to find the archetype with the maximum food value. 232 /* We try to find the archetype with the maximum food value.
235 * This removes the dependancy of hard coded food values in this 233 * This removes the dependancy of hard coded food values in this
237 * We don't use flesh types because the weight values of those need 235 * We don't use flesh types because the weight values of those need
238 * to be altered from the donor. 236 * to be altered from the donor.
239 */ 237 */
240 238
241 /* We assume the food items don't have multiple parts */ 239 /* We assume the food items don't have multiple parts */
242 for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next) 240 for_all_archetypes (at_tmp)
243 { 241 {
244 if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK) 242 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
245 { 243 {
246 /* Basically, if the food value is something that is creatable 244 /* Basically, if the food value is something that is creatable
247 * under the limits of the spell and it is higher than 245 * under the limits of the spell and it is higher than
248 * the item we have now, take it instead. 246 * the item we have now, take it instead.
249 */ 247 */
250 if (at_tmp->clone.stats.food <= food_value && (!at || at_tmp->clone.stats.food > at->clone.stats.food)) 248 if (at_tmp->stats.food <= food_value
249 && (!at
250 || at_tmp->stats.food > at->stats.food
251 || (at_tmp->stats.food == at->stats.food
252 && at_tmp->weight < at->weight)))
251 at = at_tmp; 253 at = at_tmp;
252 } 254 }
253 } 255 }
254 } 256 }
257
255 /* Pretty unlikely (there are some very low food items), but you never 258 /* Pretty unlikely (there are some very low food items), but you never
256 * know 259 * know
257 */ 260 */
258 if (!at) 261 if (!at)
259 { 262 {
260 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); 263 op->failmsgf ("You don't have enough experience to create any food.");
261 return 0; 264 return 0;
262 } 265 }
263 266
264 food_value /= at->clone.stats.food; 267 food_value /= at->stats.food;
265 new_op = arch_to_object (at); 268 new_op = at->instance ();
266 new_op->nrof = food_value; 269 new_op->nrof = food_value;
267 270
268 new_op->value = 0; 271 new_op->value = 0;
269 if (new_op->nrof < 1) 272 if (new_op->nrof < 1)
270 new_op->nrof = 1; 273 new_op->nrof = 1;
278{ 281{
279 int r, mflags, maxrange; 282 int r, mflags, maxrange;
280 object *tmp; 283 object *tmp;
281 maptile *m; 284 maptile *m;
282 285
283
284 if (!dir) 286 if (!dir)
285 { 287 {
286 examine_monster (op, op); 288 examine_monster (op, op);
287 return 1; 289 return 1;
288 } 290 }
291
289 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 292 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
290 for (r = 1; r < maxrange; r++) 293 for (r = 1; r < maxrange; r++)
291 { 294 {
292 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir]; 295 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir];
293 296
295 mflags = get_map_flags (m, &m, x, y, &x, &y); 298 mflags = get_map_flags (m, &m, x, y, &x, &y);
296 299
297 if (mflags & P_OUT_OF_MAP) 300 if (mflags & P_OUT_OF_MAP)
298 break; 301 break;
299 302
300 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) 303 if (!op->flag [FLAG_WIZCAST] && (mflags & P_NO_MAGIC))
301 { 304 {
302 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 305 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
303 return 0; 306 return 0;
304 } 307 }
308
305 if (mflags & P_IS_ALIVE) 309 if (mflags & P_IS_ALIVE)
306 { 310 {
307 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above) 311 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
308 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 312 if (tmp->flag [FLAG_ALIVE] && (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
309 { 313 {
310 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 314 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
311 if (tmp->head != NULL) 315 if (tmp->head != NULL)
312 tmp = tmp->head; 316 tmp = tmp->head;
313 examine_monster (op, tmp); 317 examine_monster (op, tmp);
314 return 1; 318 return 1;
315 } 319 }
316 } 320 }
317 } 321 }
322
318 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); 323 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
319 return 1; 324 return 1;
320} 325}
321
322 326
323/* This checks to see if 'pl' is invisible to 'mon'. 327/* This checks to see if 'pl' is invisible to 'mon'.
324 * does race check, undead check, etc 328 * does race check, undead check, etc
325 * Returns TRUE if mon can't see pl, false 329 * Returns TRUE if mon can't see pl, false
326 * otherwise. This doesn't check range, walls, etc. It 330 * otherwise. This doesn't check range, walls, etc. It
328 * pl is invisible. 332 * pl is invisible.
329 */ 333 */
330int 334int
331makes_invisible_to (object *pl, object *mon) 335makes_invisible_to (object *pl, object *mon)
332{ 336{
333
334 if (!pl->invisible) 337 if (!pl->invisible)
335 return 0; 338 return 0;
339
336 if (pl->type == PLAYER) 340 if (pl->type == PLAYER)
337 { 341 {
338 /* If race isn't set, then invisible unless it is undead */ 342 /* If race isn't set, then invisible unless it is undead */
339 if (!pl->contr->invis_race) 343 if (!pl->contr->invis_race)
340 { 344 {
341 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 345 if (mon->flag [FLAG_UNDEAD])
342 return 0; 346 return 0;
347
343 return 1; 348 return 1;
344 } 349 }
350
345 /* invis_race is set if we get here */ 351 /* invis_race is set if we get here */
346 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 352 if (pl->contr->invis_race == shstr_undead && is_true_undead (mon))
347 return 1; 353 return 1;
354
348 /* No race, can't be invisible to it */ 355 /* No race, can't be invisible to it */
349 if (!mon->race) 356 if (!mon->race)
350 return 0; 357 return 0;
358
351 if (strstr (mon->race, pl->contr->invis_race)) 359 if (mon->race.contains (pl->contr->invis_race))
352 return 1; 360 return 1;
361
353 /* Nothing matched above, return 0 */ 362 /* Nothing matched above, return 0 */
354 return 0; 363 return 0;
355 } 364 }
356 else 365 else
357 { 366 {
370 * normal applies. 379 * normal applies.
371 */ 380 */
372int 381int
373cast_invisible (object *op, object *caster, object *spell_ob) 382cast_invisible (object *op, object *caster, object *spell_ob)
374{ 383{
375 object *tmp;
376
377 if (op->invisible > 1000) 384 if (op->invisible > 1000)
378 { 385 {
379 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further"); 386 op->failmsg ("You can not extend the duration of your invisibility any further");
380 return 0; 387 return 0;
381 } 388 }
382 389
383 /* Remove the switch with 90% duplicate code - just handle the differences with 390 /* Remove the switch with 90% duplicate code - just handle the differences with
384 * and if statement or two. 391 * and if statement or two.
385 */ 392 */
386 op->invisible += spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 393 op->invisible += spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
394
387 /* max duration */ 395 /* limit duration */
388 if (op->invisible > 1000) 396 min_it (op->invisible, 1000);
389 op->invisible = 1000;
390 397
391 if (op->type == PLAYER) 398 if (op->type == PLAYER)
392 { 399 {
393 op->contr->invis_race = spell_ob->race; 400 op->contr->invis_race = spell_ob->race;
394 401
395 if (QUERY_FLAG (spell_ob, FLAG_MAKE_INVIS)) 402 if (spell_ob->flag [FLAG_MAKE_INVIS])
396 op->contr->tmp_invis = 0; 403 op->contr->tmp_invis = 0;
397 else 404 else
398 op->contr->tmp_invis = 1; 405 op->contr->tmp_invis = 1;
399 406
400 op->contr->hidden = 0; 407 op->contr->hidden = 0;
401 } 408 }
409
402 if (makes_invisible_to (op, op)) 410 if (makes_invisible_to (op, op))
403 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!"); 411 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!");
404 else 412 else
405 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!"); 413 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
406 414
407 update_object (op, UP_OBJ_FACE); 415 update_object (op, UP_OBJ_CHANGE);
408 416
409 /* Only search the active objects - only these should actually do 417 /* Only search the active objects - only these should actually do
410 * harm to the player. 418 * harm to the player.
411 */ 419 */
412 for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) 420 for_all_actives (tmp)
413 if (tmp->enemy == op) 421 if (tmp->enemy == op)
414 tmp->enemy = NULL; 422 tmp->enemy = 0;
423
415 return 1; 424 return 1;
416} 425}
417 426
418/* earth to dust spell. Basically destroys earthwalls in the area. 427/* earth to dust spell. Basically destroys earthwalls in the area.
419 */ 428 */
420int 429int
421cast_earth_to_dust (object *op, object *caster, object *spell_ob) 430cast_earth_to_dust (object *op, object *caster, object *spell_ob)
422{ 431{
423 object *tmp, *next;
424 int range, i, j, mflags; 432 int range, i, j, mflags;
425 sint16 sx, sy; 433 sint16 sx, sy;
426 maptile *m; 434 maptile *m;
427
428 if (op->type != PLAYER)
429 return 0;
430 435
431 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 436 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
432 437
433 for (i = -range; i <= range; i++) 438 for (i = -range; i <= range; i++)
434 for (j = -range; j <= range; j++) 439 for (j = -range; j <= range; j++)
439 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 444 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
440 445
441 if (mflags & P_OUT_OF_MAP) 446 if (mflags & P_OUT_OF_MAP)
442 continue; 447 continue;
443 448
444 // earth to dust tears down everything that can be teared down 449 // earth to dust tears down everything that can be torn down
445 for (tmp = get_map_ob (m, sx, sy); tmp != NULL; tmp = next) 450 for (object *next, *tmp = m->at (sx, sy).bot; tmp; tmp = next)
446 { 451 {
447 next = tmp->above; 452 next = tmp->above;
448 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 453
454 if (tmp->flag [FLAG_TEAR_DOWN])
449 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 455 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
450 } 456 }
451 } 457 }
458
452 return 1; 459 return 1;
453} 460}
454
455 461
456void 462void
457execute_word_of_recall (object *op) 463execute_word_of_recall (object *op)
458{ 464{
459 object *wor = op; 465 if (object *pl = op->in_player ())
460 466 if (pl->ms ().flags () & P_NO_CLERIC && !pl->flag [FLAG_WIZCAST])
461 while (op != NULL && op->type != PLAYER)
462 op = op->env;
463
464 if (op != NULL && op->map)
465 if ((get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_CLERIC) && (!QUERY_FLAG (op, FLAG_WIZCAST)))
466 new_draw_info (NDI_UNIQUE, 0, op, "You feel something fizzle inside you."); 467 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
467 else 468 else
468 enter_exit (op, wor); 469 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
469 470
470 wor->destroy (); 471 op->destroy ();
471} 472}
472 473
473/* Word of recall causes the player to return 'home'. 474/* Word of recall causes the player to return 'home'.
474 * we put a force into the player object, so that there is a 475 * we put a force into the player object, so that there is a
475 * time delay effect. 476 * time delay effect.
476 */ 477 */
477int 478int
478cast_word_of_recall (object *op, object *caster, object *spell_ob) 479cast_word_of_recall (object *op, object *caster, object *spell_ob)
479{ 480{
480 object *dummy; 481 if (!op->is_player ())
481 int time;
482
483 if (op->type != PLAYER)
484 return 0; 482 return 0;
485 483
486 if (find_obj_by_type_subtype (op, SPELL_EFFECT, SP_WORD_OF_RECALL)) 484 if (find_obj_by_type_subtype (op, SPELL_EFFECT, SP_WORD_OF_RECALL))
487 { 485 {
488 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 486 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
489 return 1; 487 return 1;
490 } 488 }
491 489
492 dummy = get_archetype (FORCE_NAME); 490 object *dummy = archetype::get (FORCE_NAME);
493 if (dummy == NULL) 491
494 {
495 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
496 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
497 return 0;
498 }
499 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob); 492 int time = max (1, spell_ob->duration - SP_level_duration_adjust (caster, spell_ob));
500 if (time < 1)
501 time = 1;
502 493
503 /* value of speed really doesn't make much difference, as long as it is 494 /* value of speed really doesn't make much difference, as long as it is
504 * positive. Lower value may be useful so that the problem doesn't 495 * positive. Lower value may be useful so that the problem doesn't
505 * do anything really odd if it say a -1000 or something. 496 * do anything really odd if it say a -1000 or something.
506 */ 497 */
507 dummy->speed = 0.002; 498 dummy->set_speed (0.002);
508 update_ob_speed (dummy);
509 dummy->speed_left = -dummy->speed * time; 499 dummy->speed_left = -dummy->speed * time;
510 dummy->type = SPELL_EFFECT; 500 dummy->type = SPELL_EFFECT;
511 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;
512 505
513 /* If we could take advantage of enter_player_savebed() here, it would be 506 op->insert (dummy);
514 * nice, but until the map load fails, we can't.
515 */
516 EXIT_PATH (dummy) = op->contr->savebed_map;
517 EXIT_X (dummy) = op->contr->bed_x;
518 EXIT_Y (dummy) = op->contr->bed_y;
519 507
520 (void) insert_ob_in_ob (dummy, op);
521 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
522 return 1; 510 return 1;
523} 511}
524 512
525/* cast_wonder 513/* cast_wonder
526 * wonder is really just a spell that will likely cast another 514 * wonder is really just a spell that will likely cast another
556 return cast_spell (op, caster, dir, newspell, NULL); 544 return cast_spell (op, caster, dir, newspell, NULL);
557 } 545 }
558 return 1; 546 return 1;
559} 547}
560 548
561
562int 549int
563perceive_self (object *op) 550perceive_self (object *op)
564{ 551{
565 char *cp = describe_item (op, op), buf[MAX_BUF]; 552 const char *cp = describe_item (op, op);
566 archetype *at = archetype::find (ARCH_DEPLETION); 553 archetype *at = archetype::find (shstr_depletion);
567 object *tmp;
568 int i;
569 554
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
570 tmp = find_god (determine_god (op)); 563 if (object *god = find_god (determine_god (op)))
571 if (tmp) 564 buf << " - You worship " << &god->name << ".\n";
572 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
573 else 565 else
574 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); 566 buf << " - You worship no god.\n";
575 567
576 tmp = present_arch_in_ob (at, op); 568 object *tmp = present_arch_in_ob (at, op);
577 569
578 if (*cp == '\0' && tmp == NULL) 570 if (*cp == '\0' && !tmp)
579 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 571 buf << " - You feel very mundane. ";
580 else 572 else
581 { 573 {
582 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 574 buf << " - You have: " << cp << ".\n";
583 new_draw_info (NDI_UNIQUE, 0, op, cp); 575
584 if (tmp != NULL) 576 if (tmp)
585 {
586 for (i = 0; i < NUM_STATS; i++) 577 for (int i = 0; i < NUM_STATS; i++)
587 { 578 if (tmp->stats.stat (i) < 0)
588 if (get_attr_value (&tmp->stats, i) < 0) 579 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
589 {
590 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i)));
591 }
592 }
593 }
594 } 580 }
595 581
596 if (is_dragon_pl (op)) 582 if (op->is_dragon ())
597 {
598 /* now grab the 'dragon_ability'-force from the player's inventory */ 583 /* now grab the 'dragon_ability'-force from the player's inventory */
599 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 584 for (tmp = op->inv; tmp; tmp = tmp->below)
600 { 585 {
601 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 586 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
602 { 587 {
603 if (tmp->stats.exp == 0) 588 if (tmp->stats.exp == 0)
604 {
605 sprintf (buf, "Your metabolism isn't focused on anything."); 589 buf << " - Your metabolism isn't focused on anything.\n";
606 }
607 else 590 else
608 {
609 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";
610 } 592
611 new_draw_info (NDI_UNIQUE, 0, op, buf);
612 break; 593 break;
613 } 594 }
614 } 595 }
615 } 596
597 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
598
616 return 1; 599 return 1;
617} 600}
618
619/* int cast_create_town_portal (object *op, object *caster, int dir)
620 *
621 * This function cast the spell of town portal for op
622 *
623 * The spell operates in two passes. During the first one a place
624 * is marked as a destination for the portal. During the second one,
625 * 2 portals are created, one in the position the player cast it and
626 * one in the destination place. The portal are synchronized and 2 forces
627 * are inserted in the player to destruct the portal next time player
628 * creates a new portal pair.
629 * This spell has a side effect that it allows people to meet each other
630 * in a permanent, private, appartements by making a town portal from it
631 * to the town or another public place. So, check if the map is unique and if
632 * so return an error
633 *
634 * Code by Tchize (david.delbecq@usa.net)
635 */
636int
637cast_create_town_portal (object *op, object *caster, object *spell, int dir)
638{
639 object *dummy, *force, *old_force, *tmp;
640 archetype *perm_portal;
641 char portal_name[1024], portal_message[1024];
642 sint16 exitx, exity;
643 maptile *exitmap;
644 int op_level;
645
646
647 /* Check to see if the map the player is currently on is a per player unique
648 * map. This can be determined in that per player unique maps have the
649 * full pathname listed.
650 */
651 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
652 {
653 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
654 return 0;
655 }
656
657 /* The first thing to do is to check if we have a marked destination
658 * dummy is used to make a check inventory for the force
659 */
660 dummy = arch_to_object (spell->other_arch);
661 if (dummy == NULL)
662 {
663 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
664 LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name);
665 return 0;
666 }
667 force = check_inv_recursive (op, dummy);
668
669 if (force == NULL)
670 {
671 /* Here we know there is no destination marked up.
672 * We have 2 things to do:
673 * 1. Mark the destination in the player inventory.
674 * 2. Let the player know it worked.
675 */
676 dummy->name = op->map->path;
677 EXIT_X (dummy) = op->x;
678 EXIT_Y (dummy) = op->y;
679 insert_ob_in_ob (dummy, op);
680 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.");
681 return 1;
682 }
683
684 dummy->destroy ();
685
686 /* Here we know where the town portal should go to
687 * We should kill any existing portal associated with the player.
688 * Than we should create the 2 portals.
689 * For each of them, we need:
690 * - To create the portal with the name of the player+destination map
691 * - set the owner of the town portal
692 * - To mark the position of the portal in the player's inventory
693 * for easier destruction.
694 *
695 * The mark works has follow:
696 * slaying: Existing town portal
697 * hp, sp : x & y of the associated portal
698 * name : name of the portal
699 * race : map the portal is in
700 */
701
702 /* First step: killing existing town portals */
703 dummy = get_archetype (spell->race);
704 if (dummy == NULL)
705 {
706 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
707 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
708 return 0;
709 }
710 perm_portal = archetype::find (spell->slaying);
711
712 /* To kill a town portal, we go trough the player's inventory,
713 * for each marked portal in player's inventory,
714 * -We try load the associated map (if impossible, consider the portal destructed)
715 * -We find any portal in the specified location.
716 * If it has the good name, we destruct it.
717 * -We destruct the force indicating that portal.
718 */
719 while ((old_force = check_inv_recursive (op, dummy)))
720 {
721 exitx = EXIT_X (old_force);
722 exity = EXIT_Y (old_force);
723 LOG (llevDebug, "Trying to kill a portal in %s (%d,%d)\n", &old_force->race, exitx, exity);
724
725 if (!strncmp (old_force->race, settings.localdir, strlen (settings.localdir)))
726 exitmap = ready_map_name (old_force->race, MAP_PLAYER_UNIQUE);
727 else
728 exitmap = ready_map_name (old_force->race, 0);
729
730 if (exitmap)
731 {
732 tmp = present_arch (perm_portal, exitmap, exitx, exity);
733 while (tmp)
734 {
735 if (tmp->name == old_force->name)
736 {
737 tmp->destroy ();
738 break;
739 }
740
741 tmp = tmp->above;
742 }
743 }
744
745 old_force->destroy ();
746 LOG (llevDebug, "\n");
747 }
748
749 dummy->destroy ();
750
751 /* Creating the portals.
752 * The very first thing to do is to ensure
753 * access to the destination map.
754 * If we can't, don't fizzle. Simply warn player.
755 * This ensure player pays his mana for the spell
756 * because HE is responsible of forgotting.
757 * 'force' is the destination of the town portal, which we got
758 * from the players inventory above.
759 */
760
761 /* Ensure exit map is loaded */
762 if (!strncmp (force->name, settings.localdir, strlen (settings.localdir)))
763 exitmap = ready_map_name (force->name, MAP_PLAYER_UNIQUE);
764 else
765 exitmap = ready_map_name (force->name, 0);
766
767 /* If we were unable to load (ex. random map deleted), warn player */
768 if (exitmap == NULL)
769 {
770 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
771 force->destroy ();
772 return 1;
773 }
774
775 op_level = caster_level (caster, spell);
776 if (op_level < 15)
777 snprintf (portal_message, 1024,
778 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
779 &op->name);
780 else if (op_level < 30)
781 snprintf (portal_message, 1024,
782 "\n%s's portal smells of ozone.\nYou do a lot of movements and finally pass\nthrough the small hole in the air\n", &op->name);
783 else if (op_level < 60)
784 snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
785 else
786 snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",
787 &op->name);
788
789 /* Create a portal in front of player
790 * dummy contain the portal and
791 * force contain the track to kill it later
792 */
793
794 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
795 dummy = get_archetype (spell->slaying); /*The portal */
796 if (dummy == NULL)
797 {
798 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
799 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
800 return 0;
801 }
802 EXIT_PATH (dummy) = force->name;
803 EXIT_X (dummy) = EXIT_X (force);
804 EXIT_Y (dummy) = EXIT_Y (force);
805 dummy->name = dummy->name_pl = portal_name;
806 dummy->msg = portal_message;
807 dummy->race = op->name; /*Save the owner of the portal */
808 cast_create_obj (op, caster, dummy, 0);
809
810 /* Now we need to to create a town portal marker inside the player
811 * object, so on future castings, we can know that he has an active
812 * town portal.
813 */
814 tmp = get_archetype (spell->race);
815 if (tmp == NULL)
816 {
817 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
818 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
819 return 0;
820 }
821 tmp->race = op->map->path;
822 tmp->name = portal_name;
823 EXIT_X (tmp) = dummy->x;
824 EXIT_Y (tmp) = dummy->y;
825 insert_ob_in_ob (tmp, op);
826
827 /* Create a portal in the destination map
828 * dummy contain the portal and
829 * force the track to kill it later
830 * the 'force' variable still contains the 'reminder' of
831 * where this portal goes to.
832 */
833 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, op->map->path);
834 dummy = get_archetype (spell->slaying); /*The portal */
835 if (dummy == NULL)
836 {
837 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
838 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
839 return 0;
840 }
841 EXIT_PATH (dummy) = op->map->path;
842 EXIT_X (dummy) = op->x;
843 EXIT_Y (dummy) = op->y;
844 dummy->name = dummy->name_pl = portal_name;
845 dummy->msg = portal_message;
846 dummy->x = EXIT_X (force);
847 dummy->y = EXIT_Y (force);
848 dummy->race = op->name; /*Save the owner of the portal */
849 insert_ob_in_map (dummy, exitmap, op, 0);
850
851 /* Now we create another town portal marker that
852 * points back to the one we just made
853 */
854 tmp = get_archetype (spell->race);
855 if (tmp == NULL)
856 {
857 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
858 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
859 return 0;
860 }
861 tmp->race = force->name;
862 tmp->name = portal_name;
863 EXIT_X (tmp) = dummy->x;
864 EXIT_Y (tmp) = dummy->y;
865 insert_ob_in_ob (tmp, op);
866
867 /* Describe the player what happened
868 */
869 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
870 force->destroy ();
871
872 return 1;
873}
874
875 601
876/* This creates magic walls. Really, it can create most any object, 602/* This creates magic walls. Really, it can create most any object,
877 * within some reason. 603 * within some reason.
878 */ 604 */
879
880int 605int
881magic_wall (object *op, object *caster, int dir, object *spell_ob) 606magic_wall (object *op, object *caster, int dir, object *spell_ob)
882{ 607{
883 object *tmp, *tmp2; 608 object *tmp;
884 int i, posblocked, negblocked, maxrange; 609 int i, posblocked, negblocked, maxrange;
885 sint16 x, y; 610 sint16 x, y;
886 maptile *m; 611 maptile *m;
887 const char *name; 612 const char *name;
888 archetype *at; 613 archetype *at;
896 else 621 else
897 { 622 {
898 x = op->x + freearr_x[dir]; 623 x = op->x + freearr_x[dir];
899 y = op->y + freearr_y[dir]; 624 y = op->y + freearr_y[dir];
900 } 625 }
626
901 m = op->map; 627 m = op->map;
902 628
903 if ((spell_ob->move_block || x != op->x || y != op->y) && 629 if ((spell_ob->move_block || x != op->x || y != op->y) &&
904 (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) ||
905 ((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)))
906 { 632 {
907 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 633 op->failmsg ("Something is in the way.");
908 return 0; 634 return 0;
909 } 635 }
636
910 if (spell_ob->other_arch) 637 if (spell_ob->other_arch)
911 { 638 tmp = spell_ob->other_arch->instance ();
912 tmp = arch_to_object (spell_ob->other_arch);
913 }
914 else if (spell_ob->race) 639 else if (spell_ob->race)
915 { 640 {
916 char buf1[MAX_BUF]; 641 char buf1[MAX_BUF];
917 642
918 sprintf (buf1, spell_ob->race, dir); 643 sprintf (buf1, spell_ob->race, dir);
921 { 646 {
922 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 647 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
923 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 648 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
924 return 0; 649 return 0;
925 } 650 }
926 tmp = arch_to_object (at); 651
652 tmp = at->instance ();
927 } 653 }
928 else 654 else
929 { 655 {
930 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);
931 return 0; 657 return 0;
936 tmp->attacktype = spell_ob->attacktype; 662 tmp->attacktype = spell_ob->attacktype;
937 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);
938 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);
939 tmp->range = 0; 665 tmp->range = 0;
940 } 666 }
941 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 667 else if (tmp->flag [FLAG_ALIVE])
942 { 668 {
943 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);
944 tmp->stats.maxhp = tmp->stats.hp; 670 tmp->stats.maxhp = tmp->stats.hp;
945 set_owner (tmp, op);
946 set_spell_skill (op, caster, spell_ob, tmp);
947 } 671 }
948 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])
949 { 674 {
950 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 675 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
951 SET_FLAG (tmp, FLAG_IS_USED_UP); 676 tmp->set_flag (FLAG_IS_USED_UP);
952 } 677 }
953 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 678
679 if (spell_ob->flag [FLAG_TEAR_DOWN])
954 { 680 {
955 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);
956 tmp->stats.maxhp = tmp->stats.hp; 682 tmp->stats.maxhp = tmp->stats.hp;
957 SET_FLAG (tmp, FLAG_TEAR_DOWN); 683 tmp->set_flag (FLAG_TEAR_DOWN);
958 SET_FLAG (tmp, FLAG_ALIVE); 684 tmp->set_flag (FLAG_ALIVE);
959 } 685 }
960 686
961 /* 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,
962 * 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.
963 */ 690 */
964 set_owner (tmp, op); 691 if (tmp->type != EARTHWALL) //TODO
692 tmp->set_owner (op);
693
965 set_spell_skill (op, caster, spell_ob, tmp); 694 set_spell_skill (op, caster, spell_ob, tmp);
966 tmp->x = x;
967 tmp->y = y;
968 tmp->level = caster_level (caster, spell_ob) / 2; 695 tmp->level = casting_level (caster, spell_ob) / 2;
969 696
970 name = tmp->name; 697 name = tmp->name;
971 if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL) 698 if (!(tmp = m->insert (tmp, x, y, op)))
972 { 699 {
973 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);
974 return 0; 701 return 0;
975 } 702 }
703
976 /* 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 */
977 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 705 if (tmp->other_arch && tmp->other_arch->type == SPELL)
978 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 706 insert_ob_in_ob (tmp->other_arch->instance (), tmp);
979 707
980 /* This code causes the wall to extend some distance in 708 /* This code causes the wall to extend some distance in
981 * each direction, or until an obstruction is encountered. 709 * each direction, or until an obstruction is encountered.
982 * posblocked and negblocked help determine how far the 710 * posblocked and negblocked help determine how far the
983 * created wall can extend, it won't go extend through 711 * created wall can extend, it won't go extend through
998 m = tmp->map; 726 m = tmp->map;
999 727
1000 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)) &&
1001 ((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)
1002 { 730 {
1003 tmp2 = object::create (); 731 object *tmp2 = tmp->clone ();
1004 tmp->copy_to (tmp2); 732 m->insert (tmp2, x, y, op);
1005 tmp2->x = x; 733
1006 tmp2->y = y;
1007 insert_ob_in_map (tmp2, m, op, 0);
1008 /* 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 */
1009 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 735 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1010 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 736 tmp2->insert (tmp2->other_arch->instance ());
1011 737
1012 } 738 }
1013 else 739 else
1014 posblocked = 1; 740 posblocked = 1;
1015 741
1018 m = tmp->map; 744 m = tmp->map;
1019 745
1020 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)) &&
1021 ((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)
1022 { 748 {
1023 tmp2 = object::create (); 749 object *tmp2 = tmp->clone ();
1024 tmp->copy_to (tmp2); 750 m->insert (tmp2, x, y, op);
1025 tmp2->x = x; 751
1026 tmp2->y = y;
1027 insert_ob_in_map (tmp2, m, op, 0);
1028 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 752 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1029 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 753 tmp2->insert (tmp2->other_arch->instance ());
1030 } 754 }
1031 else 755 else
1032 negblocked = 1; 756 negblocked = 1;
1033 } 757 }
1034 758
1035 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) 759 if (tmp->flag [FLAG_BLOCKSVIEW])
1036 update_all_los (op->map, op->x, op->y); 760 update_all_los (op->map, op->x, op->y);
1037 761
1038 return 1; 762 return 1;
1039} 763}
1040 764
1041int 765int
1042dimension_door (object *op, object *caster, object *spob, int dir) 766dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
1043{ 767{
1044 uint32 dist, maxdist; 768 uint32 dist, maxdist;
1045 int mflags; 769 int mflags;
1046 maptile *m; 770 maptile *m;
1047 sint16 sx, sy; 771 sint16 sx, sy;
1049 if (op->type != PLAYER) 773 if (op->type != PLAYER)
1050 return 0; 774 return 0;
1051 775
1052 if (!dir) 776 if (!dir)
1053 { 777 {
1054 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?"); 778 op->failmsg ("In what direction?");
1055 return 0; 779 return 0;
1056 } 780 }
1057 781
1058 /* 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
1059 * ever, so put limits in. 783 * ever, so put limits in.
1060 */ 784 */
1061 maxdist = spob->range + SP_level_range_adjust (caster, spob); 785 maxdist = spob->range + SP_level_range_adjust (caster, spob);
1062 786
1063 if (op->contr->count) 787 if (spellparam)
1064 { 788 {
789 int count = atoi (spellparam);
790
1065 if (op->contr->count > maxdist) 791 if (count > maxdist)
1066 { 792 {
1067 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!"); 793 op->failmsg ("You can't dimension door that far!");
1068 return 0; 794 return 0;
1069 } 795 }
1070 796
1071 for (dist = 0; dist < op->contr->count; dist++) 797 for (dist = 0; dist < count; dist++)
1072 { 798 {
1073 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);
1074 800
1075 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 801 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
1076 break; 802 break;
1077 803
1078 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)))
1079 break; 805 break;
1080 } 806 }
1081 807
1082 if (dist < op->contr->count) 808 if (dist < count)
1083 { 809 {
1084 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");
1085 op->contr->count = 0;
1086 return 0; 811 return 0;
1087 } 812 }
1088 op->contr->count = 0;
1089 813
1090 /* Remove code that puts player on random space on maps. IMO, 814 /* Remove code that puts player on random space on maps. IMO,
1091 * 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,
1092 * 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
1093 * by such squares). Also, there are probably treasure rooms and 817 * by such squares). Also, there are probably treasure rooms and
1135 break; 859 break;
1136 860
1137 } 861 }
1138 if (!dist) 862 if (!dist)
1139 { 863 {
1140 new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n"); 864 op->failmsg ("Your spell failed!\n");
1141 return 0; 865 return 0;
1142 } 866 }
1143 } 867 }
1144 868
1145 /* Actually move the player now */ 869 /* Actually move the player now */
1146 op->remove (); 870 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op)))
1147 op->x += freearr_x[dir] * dist;
1148 op->y += freearr_y[dir] * dist;
1149 if ((op = insert_ob_in_map (op, op->map, op, 0)) == NULL)
1150 return 1; 871 return 1;
1151 872
1152 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
1153 return 1; 875 return 1;
1154} 876}
1155
1156 877
1157/* cast_heal: Heals something. 878/* cast_heal: Heals something.
1158 * op is the caster. 879 * op is the caster.
1159 * dir is the direction he is casting it in. 880 * dir is the direction he is casting it in.
1160 * spell is the spell object. 881 * spell is the spell object.
1167 object *poison; 888 object *poison;
1168 int heal = 0, success = 0; 889 int heal = 0, success = 0;
1169 890
1170 tmp = find_target_for_friendly_spell (op, dir); 891 tmp = find_target_for_friendly_spell (op, dir);
1171 892
1172 if (tmp == NULL) 893 if (!tmp)
1173 return 0; 894 return 0;
1174 895
1175 /* Figure out how many hp this spell might cure. 896 /* Figure out how many hp this spell might cure.
1176 * could be zero if this spell heals effects, not damage. 897 * could be zero if this spell heals effects, not damage.
1177 */ 898 */
1180 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;
1181 902
1182 if (heal) 903 if (heal)
1183 { 904 {
1184 if (tmp->stats.hp >= tmp->stats.maxhp) 905 if (tmp->stats.hp >= tmp->stats.maxhp)
1185 {
1186 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.");
1187 }
1188 else 907 else
1189 { 908 {
1190 /* See how many points we actually heal. Instead of messages 909 /* See how many points we actually heal. Instead of messages
1191 * based on type of spell, we instead do messages based 910 * based on type of spell, we instead do messages based
1192 * on amount of damage healed. 911 * on amount of damage healed.
1193 */ 912 */
1194 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 913 if (heal > tmp->stats.maxhp - tmp->stats.hp)
1195 heal = tmp->stats.maxhp - tmp->stats.hp; 914 heal = tmp->stats.maxhp - tmp->stats.hp;
915
1196 tmp->stats.hp += heal; 916 tmp->stats.hp += heal;
1197 917
1198 if (tmp->stats.hp >= tmp->stats.maxhp) 918 if (tmp->stats.hp >= tmp->stats.maxhp)
1199 {
1200 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 919 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1201 }
1202 else if (heal > 50) 920 else if (heal > 50)
1203 {
1204 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); 921 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1205 }
1206 else if (heal > 25) 922 else if (heal > 25)
1207 {
1208 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); 923 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1209 }
1210 else if (heal > 10) 924 else if (heal > 10)
1211 {
1212 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.");
1213 }
1214 else 926 else
1215 {
1216 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.");
1217 } 928
1218 success = 1; 929 success = 1;
1219 } 930 }
1220 } 931 }
932
1221 if (spell->attacktype & AT_DISEASE) 933 if (spell->attacktype & AT_DISEASE)
1222 if (cure_disease (tmp, op)) 934 if (cure_disease (tmp, op, spell))
1223 success = 1; 935 success = 1;
1224 936
1225 if (spell->attacktype & AT_POISON) 937 if (spell->attacktype & AT_POISON)
1226 { 938 {
1227 at = archetype::find ("poisoning"); 939 at = archetype::find (shstr_poisoning);
1228 poison = present_arch_in_ob (at, tmp); 940 poison = present_arch_in_ob (at, tmp);
1229 if (poison) 941 if (poison)
1230 { 942 {
1231 success = 1; 943 success = 1;
1232 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 944 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1233 poison->stats.food = 1; 945 poison->stats.food = 1;
1234 } 946 }
1235 } 947 }
948
1236 if (spell->attacktype & AT_CONFUSION) 949 if (spell->attacktype & AT_CONFUSION)
1237 { 950 {
1238 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 951 poison = present_in_ob_by_name (FORCE, shstr_confusion, tmp);
1239 if (poison) 952 if (poison)
1240 { 953 {
1241 success = 1; 954 success = 1;
1242 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 955 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1243 poison->duration = 1; 956 poison->duration = 1;
1244 } 957 }
1245 } 958 }
959
1246 if (spell->attacktype & AT_BLIND) 960 if (spell->attacktype & AT_BLIND)
1247 { 961 {
1248 at = archetype::find ("blindness"); 962 at = archetype::find (shstr_blindness);
1249 poison = present_arch_in_ob (at, tmp); 963 poison = present_arch_in_ob (at, tmp);
1250 if (poison) 964 if (poison)
1251 { 965 {
1252 success = 1; 966 success = 1;
1253 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.");
1254 poison->stats.food = 1; 968 poison->stats.food = 1;
1255 } 969 }
1256 } 970 }
971
1257 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) 972 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1258 { 973 {
1259 tmp->stats.sp += spell->last_sp; 974 tmp->stats.sp += spell->last_sp;
1260 if (tmp->stats.sp > tmp->stats.maxsp) 975 if (tmp->stats.sp > tmp->stats.maxsp)
1261 tmp->stats.sp = tmp->stats.maxsp; 976 tmp->stats.sp = tmp->stats.maxsp;
1262 success = 1; 977 success = 1;
1263 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!");
1264 } 979 }
980
1265 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) 981 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1266 { 982 {
1267 tmp->stats.grace += spell->last_grace; 983 tmp->stats.grace += spell->last_grace;
1268 if (tmp->stats.grace > tmp->stats.maxgrace) 984 if (tmp->stats.grace > tmp->stats.maxgrace)
1269 tmp->stats.grace = tmp->stats.maxgrace; 985 tmp->stats.grace = tmp->stats.maxgrace;
1270 success = 1; 986 success = 1;
1271 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!");
1272 } 988 }
989
1273 if (spell->stats.food && tmp->stats.food < 999) 990 if (spell->stats.food && tmp->stats.food < MAX_FOOD)
1274 { 991 {
1275 tmp->stats.food += spell->stats.food; 992 tmp->stats.food += spell->stats.food;
1276 if (tmp->stats.food > 999) 993 min_it (tmp->stats.food, MAX_FOOD);
1277 tmp->stats.food = 999; 994
1278 success = 1; 995 success = 1;
1279 /* 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 */
1280 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");
1281 } 998 }
999
1282 return success; 1000 return success;
1283} 1001}
1284
1285 1002
1286/* 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
1287 * 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
1288 * good comments for those. 1005 * good comments for those.
1289 */ 1006 */
1290static const char *const no_gain_msgs[NUM_STATS] = { 1007static const char *const no_gain_msgs[NUM_STATS] = {
1291 "You grow no stronger.", 1008 "You grow no stronger.",
1292 "You grow no more agile.", 1009 "You grow no more agile.",
1293 "You don't feel any healthier.", 1010 "You don't feel any healthier.",
1294 "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."
1295 "You are no easier to look at.", 1014 "You are no easier to look at.",
1296 "no int",
1297 "no pow"
1298}; 1015};
1299 1016
1300int 1017int
1018change_ability_duration (object *spell, object *caster)
1019{
1020 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1021}
1022
1023int
1301cast_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)
1302{ 1025{
1303 object *tmp, *tmp2 = NULL;
1304 object *force = NULL; 1026 object *force = 0;
1305 int i; 1027 int i;
1306 1028
1307 /* 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. */
1308 if (dir != 0) 1030 object *tmp = dir
1309 {
1310 tmp = find_target_for_friendly_spell (op, dir); 1031 ? find_target_for_friendly_spell (op, dir)
1311 } 1032 : op;
1312 else
1313 {
1314 tmp = op;
1315 }
1316 1033
1317 if (tmp == NULL) 1034 if (!tmp)
1318 return 0; 1035 return 0;
1319 1036
1320 /* 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. */
1321 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1038 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1322 { 1039 {
1323 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1040 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1324 { 1041 {
1325 if (tmp2->name == spell_ob->name) 1042 if (tmp2->name == spell_ob->name)
1326 { 1043 {
1328 break; 1045 break;
1329 } 1046 }
1330 else if (spell_ob->race && spell_ob->race == tmp2->name) 1047 else if (spell_ob->race && spell_ob->race == tmp2->name)
1331 { 1048 {
1332 if (!silent) 1049 if (!silent)
1333 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
1334 return 0; 1053 return 0;
1335 } 1054 }
1336 } 1055 }
1337 } 1056 }
1057
1058 int duration = change_ability_duration (spell_ob, caster);
1059
1338 if (force == NULL) 1060 if (force)
1339 {
1340 force = get_archetype (FORCE_NAME);
1341 force->subtype = FORCE_CHANGE_ABILITY;
1342 if (spell_ob->race)
1343 force->name = spell_ob->race;
1344 else
1345 force->name = spell_ob->name;
1346 force->name_pl = spell_ob->name;
1347 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1348
1349 } 1061 {
1350 else
1351 {
1352 int duration;
1353
1354 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1355 if (duration > force->duration) 1062 if (duration > force->duration)
1356 { 1063 {
1357 force->duration = duration; 1064 force->duration = duration;
1358 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.");
1359 } 1066 }
1360 else 1067 else
1361 {
1362 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.");
1363 } 1069
1364 return 1; 1070 return 1;
1365 } 1071 }
1366 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 = archetype::get (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
1367 force->speed = 1.0; 1088 force->speed = 1.0;
1368 force->speed_left = -1.0; 1089 force->speed_left = -1.0;
1369 SET_FLAG (force, FLAG_APPLIED); 1090 force->set_flag (FLAG_APPLIED);
1370 1091
1371 /* Now start processing the effects. First, protections */ 1092 /* Now start processing the effects. First, protections */
1372 for (i = 0; i < NROFATTACKS; i++) 1093 for (i = 0; i < NROFATTACKS; i++)
1373 {
1374 if (spell_ob->resist[i]) 1094 if (spell_ob->resist[i])
1375 {
1376 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob); 1095 force->resist[i] = min (100, spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob));
1377 if (force->resist[i] > 100) 1096
1378 force->resist[i] = 100;
1379 }
1380 }
1381 if (spell_ob->stats.hp) 1097 if (spell_ob->stats.hp)
1382 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob); 1098 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1383 1099
1384 if (tmp->type == PLAYER) 1100 if (tmp->type == PLAYER)
1385 { 1101 {
1386 /* Stat adjustment spells */ 1102 /* Stat adjustment spells */
1387 for (i = 0; i < NUM_STATS; i++) 1103 for (i = 0; i < NUM_STATS; i++)
1388 { 1104 {
1389 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; 1105 if (sint8 stat = spell_ob->stats.stat (i))
1390
1391 if (stat)
1392 { 1106 {
1393 sm = 0; 1107 sint8 sm = 0;
1394 for (k = 0; k < stat; k++) 1108 for (sint8 k = 0; k < stat; k++)
1395 sm += rndm (1, 3); 1109 sm += rndm (1, 3);
1396 1110
1397 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) 1111 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1398 { 1112 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1399 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); 1113
1400 if (sm < 0) 1114 force->stats.stat (i) = sm;
1401 sm = 0; 1115
1402 }
1403 set_attr_value (&force->stats, i, sm);
1404 if (!sm) 1116 if (!sm)
1405 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); 1117 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1406 } 1118 }
1407 } 1119 }
1408 } 1120 }
1409 1121
1410 force->move_type = spell_ob->move_type; 1122 force->move_type = spell_ob->move_type;
1411 1123
1412 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK)) 1124 if (spell_ob->flag [FLAG_SEE_IN_DARK])
1413 SET_FLAG (force, FLAG_SEE_IN_DARK); 1125 force->set_flag (FLAG_SEE_IN_DARK);
1414 1126
1415 if (QUERY_FLAG (spell_ob, FLAG_XRAYS)) 1127 if (spell_ob->flag [FLAG_XRAYS])
1416 SET_FLAG (force, FLAG_XRAYS); 1128 force->set_flag (FLAG_XRAYS);
1417 1129
1418 /* Haste/bonus speed */ 1130 /* Haste/bonus speed */
1419 if (spell_ob->stats.exp) 1131 if (spell_ob->stats.exp)
1420 { 1132 {
1421 if (op->speed > 0.5f) 1133 if (op->speed > 0.5f)
1428 force->stats.ac = spell_ob->stats.ac; 1140 force->stats.ac = spell_ob->stats.ac;
1429 force->attacktype = spell_ob->attacktype; 1141 force->attacktype = spell_ob->attacktype;
1430 1142
1431 insert_ob_in_ob (force, tmp); 1143 insert_ob_in_ob (force, tmp);
1432 change_abil (tmp, force); /* Mostly to display any messages */ 1144 change_abil (tmp, force); /* Mostly to display any messages */
1433 fix_player (tmp); 1145 tmp->update_stats ();
1146
1434 return 1; 1147 return 1;
1435} 1148}
1436 1149
1437/* This used to be part of cast_change_ability, but it really didn't make 1150/* This used to be part of cast_change_ability, but it really didn't make
1438 * a lot of sense, since most of the values it derives are from the god 1151 * a lot of sense, since most of the values it derives are from the god
1439 * of the caster. 1152 * of the caster.
1440 */ 1153 */
1441
1442int 1154int
1443cast_bless (object *op, object *caster, object *spell_ob, int dir) 1155cast_bless (object *op, object *caster, object *spell_ob, int dir)
1444{ 1156{
1445 int i; 1157 int i;
1446 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1158 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1447 1159
1448 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1160 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1449 if (dir != 0) 1161 if (dir != 0)
1450 { 1162 {
1451 tmp = find_target_for_friendly_spell (op, dir); 1163 tmp = find_target_for_friendly_spell (op, dir);
1164
1165 if (!tmp)
1166 return 0;
1452 } 1167 }
1453 else 1168 else
1454 {
1455 tmp = op; 1169 tmp = op;
1456 }
1457 1170
1458 /* If we've already got a force of this type, don't add a new one. */ 1171 /* If we've already got a force of this type, don't add a new one. */
1459 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1172 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1460 { 1173 {
1461 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1174 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1462 { 1175 {
1463 if (tmp2->name == spell_ob->name) 1176 if (tmp2->name == spell_ob->name)
1464 { 1177 {
1470 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 1183 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1471 return 0; 1184 return 0;
1472 } 1185 }
1473 } 1186 }
1474 } 1187 }
1188
1475 if (force == NULL) 1189 if (force == NULL)
1476 { 1190 {
1477 force = get_archetype (FORCE_NAME); 1191 force = archetype::get (FORCE_NAME);
1478 force->subtype = FORCE_CHANGE_ABILITY; 1192 force->subtype = FORCE_CHANGE_ABILITY;
1479 if (spell_ob->race) 1193 if (spell_ob->race)
1480 force->name = spell_ob->race; 1194 force->name = spell_ob->race;
1481 else 1195 else
1482 force->name = spell_ob->name; 1196 force->name = spell_ob->name;
1497 { 1211 {
1498 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1212 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1499 } 1213 }
1500 return 0; 1214 return 0;
1501 } 1215 }
1216
1502 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1217 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1503 force->speed = 1.0; 1218 force->speed = 1.0;
1504 force->speed_left = -1.0; 1219 force->speed_left = -1.0;
1505 SET_FLAG (force, FLAG_APPLIED); 1220 force->set_flag (FLAG_APPLIED);
1506 1221
1507 if (!god) 1222 if (!god)
1508 { 1223 {
1509 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty."); 1224 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1510 } 1225 }
1511 else 1226 else
1512 { 1227 {
1513 /* Only give out good benefits, and put a max on it */ 1228 /* Only give out good benefits, and put a max on it */
1514 for (i = 0; i < NROFATTACKS; i++) 1229 for (i = 0; i < NROFATTACKS; i++)
1515 {
1516 if (god->resist[i] > 0) 1230 if (god->resist[i] > 0)
1517 {
1518 force->resist[i] = MIN (god->resist[i], spell_ob->resist[ATNR_GODPOWER]); 1231 force->resist[i] = min (god->resist[i], spell_ob->resist[ATNR_GODPOWER]);
1519 } 1232
1520 }
1521 force->path_attuned |= god->path_attuned; 1233 force->path_attuned |= god->path_attuned;
1522 1234
1523 if (spell_ob->attacktype) 1235 if (spell_ob->attacktype)
1524 force->slaying = god->slaying; 1236 force->slaying = god->slaying;
1525 1237
1537 force->stats.wc = spell_ob->stats.wc; 1249 force->stats.wc = spell_ob->stats.wc;
1538 force->stats.ac = spell_ob->stats.ac; 1250 force->stats.ac = spell_ob->stats.ac;
1539 1251
1540 change_abil (tmp, force); /* Mostly to display any messages */ 1252 change_abil (tmp, force); /* Mostly to display any messages */
1541 insert_ob_in_ob (force, tmp); 1253 insert_ob_in_ob (force, tmp);
1542 fix_player (tmp); 1254 tmp->update_stats ();
1543 return 1; 1255 return 1;
1544} 1256}
1545
1546
1547 1257
1548/* Alchemy code by Mark Wedel 1258/* Alchemy code by Mark Wedel
1549 * 1259 *
1550 * This code adds a new spell, called alchemy. Alchemy will turn 1260 * This code adds a new spell, called alchemy. Alchemy will turn
1551 * objects to gold nuggets, the value of the gold nuggets being 1261 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1552 * about 90% of that of the item itself. It uses the value of the
1553 * object before charisma adjustments, because the nuggets themselves
1554 * will be will be adjusted by charisma when sold.
1555 * 1262 *
1556 * Large nuggets are worth 25 gp each (base). You will always get 1263 * The value of the gold nuggets being about 90% of that of the item
1557 * the maximum number of large nuggets you could get. 1264 * itself. It uses the value of the object before charisma adjustments,
1558 * Small nuggets are worth 1 gp each (base). You will get from 0 1265 * because the nuggets themselves will be will be adjusted by charisma
1559 * to the max amount of small nuggets as you could get. 1266 * when sold.
1560 *
1561 * For example, if an item is worth 110 gold, you will get
1562 * 4 large nuggets, and from 0-10 small nuggets.
1563 * 1267 *
1564 * There is also a chance (1:30) that you will get nothing at all 1268 * There is also a chance (1:30) that you will get nothing at all
1565 * for the object. There is also a maximum weight that will be 1269 * for the object. There is also a maximum weight that will be
1566 * alchemied. 1270 * alchemised.
1567 */ 1271 */
1568
1569/* I didn't feel like passing these as arguements to the
1570 * two functions that need them. Real values are put in them
1571 * when the spell is cast, and these are freed when the spell
1572 * is finished.
1573 */
1574static object *small, *large;
1575
1576static void 1272static void
1577alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight) 1273alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1578{ 1274{
1579 uint64 value = query_cost (obj, NULL, F_TRUE); 1275 uint64 value = query_cost (obj, NULL, F_TRUE);
1580 1276
1581 /* Give third price when we alchemy money (This should hopefully 1277 /* Give third price when we alchemy money (this should hopefully
1582 * make it so that it isn't worth it to alchemy money, sell 1278 * make it so that it isn't worth it to alchemy money, sell
1583 * the nuggets, alchemy the gold from that, etc. 1279 * the nuggets, alchemy the gold from that, etc.
1584 * Otherwise, give 9 silver on the gold for other objects, 1280 * Otherwise, give 9 silver on the gold for other objects,
1585 * so that it would still be more affordable to haul 1281 * so that it would still be more affordable to haul
1586 * the stuff back to town. 1282 * the stuff back to town.
1587 */ 1283 */
1588 1284 if (obj->flag [FLAG_UNPAID])
1589 if (QUERY_FLAG (obj, FLAG_UNPAID))
1590 value = 0; 1285 value = 0;
1591 else if (obj->type == MONEY || obj->type == GEM) 1286 else if (obj->type == MONEY || obj->type == GEM)
1592 value /= 3; 1287 value /= 3;
1593 else 1288 else
1594 value = (value * 9) / 10; 1289 value = value * 9 / 10;
1595 1290
1596 value /= 4; // fix by GHJ, don't understand, pcg
1597
1598 if ((obj->value > 0) && rndm (0, 29)) 1291 if (obj->value > 0 && rndm (0, 29))
1599 { 1292 total_value += value;
1600 int count;
1601 1293
1602 count = value / large->value;
1603 *large_nuggets += count;
1604 value -= (uint64) count *(uint64) large->value;
1605
1606 count = value / small->value;
1607 *small_nuggets += count;
1608 }
1609
1610 /* Turn 25 small nuggets into 1 large nugget. If the value
1611 * of large nuggets is not evenly divisable by the small nugget
1612 * value, take off an extra small_nugget (Assuming small_nuggets!=0)
1613 */
1614 if (*small_nuggets * small->value >= large->value)
1615 {
1616 (*large_nuggets)++;
1617 *small_nuggets -= large->value / small->value;
1618 if (*small_nuggets && large->value % small->value)
1619 (*small_nuggets)--;
1620 }
1621 weight += obj->weight; 1294 total_weight += obj->total_weight ();
1295
1622 obj->destroy (); 1296 obj->destroy ();
1623} 1297}
1624 1298
1625static void
1626update_map (object *op, maptile *m, int small_nuggets, int large_nuggets, int x, int y)
1627{
1628 object *tmp;
1629 int flag = 0;
1630
1631 /* Put any nuggets below the player, but we can only pass this
1632 * flag if we are on the same space as the player
1633 */
1634 if (x == op->x && y == op->y && op->map == m)
1635 flag = INS_BELOW_ORIGINATOR;
1636
1637 if (small_nuggets)
1638 {
1639 tmp = object::create ();
1640 small->copy_to (tmp);
1641 tmp->nrof = small_nuggets;
1642 tmp->x = x;
1643 tmp->y = y;
1644 insert_ob_in_map (tmp, m, op, flag);
1645 }
1646 if (large_nuggets)
1647 {
1648 tmp = object::create ();
1649 large->copy_to (tmp);
1650 tmp->nrof = large_nuggets;
1651 tmp->x = x;
1652 tmp->y = y;
1653 insert_ob_in_map (tmp, m, op, flag);
1654 }
1655}
1656
1657int 1299int
1658alchemy (object *op, object *caster, object *spell_ob) 1300alchemy (object *op, object *caster, object *spell_ob)
1659{ 1301{
1660 int x, y, weight = 0, weight_max, large_nuggets, small_nuggets, mflags;
1661 sint16 nx, ny;
1662 object *next, *tmp;
1663 maptile *mp;
1664
1665 if (op->type != PLAYER) 1302 if (op->type != PLAYER)
1666 return 0; 1303 return 0;
1667 1304
1305 archetype *nugget[3];
1306
1307 nugget[0] = archetype::find (shstr_pyrite3);
1308 nugget[1] = archetype::find (shstr_pyrite2);
1309 nugget[2] = archetype::find (shstr_pyrite);
1310
1668 /* Put a maximum weight of items that can be alchemied. Limits the power 1311 /* Put a maximum weight of items that can be alchemised. Limits the power
1669 * some, and also prevents people from alcheming every table/chair/clock 1312 * some, and also prevents people from alchemising every table/chair/clock
1670 * in sight 1313 * in sight
1671 */ 1314 */
1672 weight_max = spell_ob->duration + +SP_level_duration_adjust (caster, spell_ob); 1315 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1673 weight_max *= 1000; 1316 int weight_max = duration * 1000;
1674 small = get_archetype ("smallnugget"), large = get_archetype ("largenugget"); 1317 uint64 value_max = duration * 1000;
1675 1318
1319 int weight = 0;
1320
1676 for (y = op->y - 1; y <= op->y + 1; y++) 1321 for (int y = op->y - 1; y <= op->y + 1; y++)
1677 { 1322 {
1678 for (x = op->x - 1; x <= op->x + 1; x++) 1323 for (int x = op->x - 1; x <= op->x + 1; x++)
1679 { 1324 {
1325 uint64 value = 0;
1326
1680 nx = x; 1327 sint16 nx = x;
1681 ny = y; 1328 sint16 ny = y;
1682 1329
1683 mp = op->map; 1330 maptile *mp = op->map;
1684 1331
1685 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); 1332 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1686 1333
1687 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1334 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1688 continue; 1335 continue;
1689 1336
1690 /* Treat alchemy a little differently - most spell effects 1337 /* Treat alchemy a little differently - most spell effects
1692 * ground level effect. 1339 * ground level effect.
1693 */ 1340 */
1694 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) 1341 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1695 continue; 1342 continue;
1696 1343
1697 small_nuggets = 0; 1344 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1698 large_nuggets = 0;
1699
1700 for (tmp = get_map_ob (mp, nx, ny); tmp != NULL; tmp = next)
1701 { 1345 {
1702 next = tmp->above; 1346 next = tmp->above;
1347
1703 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1348 if (tmp->weight > 0 && !tmp->flag [FLAG_NO_PICK] &&
1704 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1349 !tmp->flag [FLAG_ALIVE] && !tmp->flag [FLAG_IS_CAULDRON])
1705 { 1350 {
1706
1707 if (tmp->inv) 1351 if (tmp->inv)
1708 { 1352 {
1709 object *next1, *tmp1; 1353 object *next1, *tmp1;
1710 1354
1711 for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1) 1355 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1712 { 1356 {
1713 next1 = tmp1->below; 1357 next1 = tmp1->below;
1714 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1358 if (tmp1->weight > 0 && !tmp1->flag [FLAG_NO_PICK] &&
1715 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1359 !tmp1->flag [FLAG_ALIVE] && !tmp1->flag [FLAG_IS_CAULDRON])
1716 alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight); 1360 alchemy_object (tmp1, value, weight);
1717 } 1361 }
1718 } 1362 }
1363
1719 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); 1364 alchemy_object (tmp, value, weight);
1720 1365
1721 if (weight > weight_max) 1366 if (weight > weight_max)
1722 { 1367 break;
1723 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1724 large->destroy ();
1725 small->destroy ();
1726 return 1;
1727 } 1368 }
1728 } /* is alchemable object */
1729 } /* process all objects on this space */
1730
1731 /* Insert all the nuggets at one time. This probably saves time, but
1732 * it also prevents us from alcheming nuggets that were just created
1733 * with this spell.
1734 */ 1369 }
1735 update_map (op, mp, small_nuggets, large_nuggets, nx, ny); 1370
1371 value -= rndm (value >> 4);
1372 value = min (value, value_max);
1373
1374 for (int i = 0; i < array_length (nugget); ++i)
1375 if (int nrof = value / nugget [i]->value)
1376 {
1377 value -= nrof * nugget[i]->value;
1378
1379 object *tmp = nugget[i]->instance ();
1380 tmp->nrof = nrof;
1381 tmp->flag [FLAG_IDENTIFIED] = true;
1382 op->map->insert (tmp, x, y, op, 0);
1736 } 1383 }
1737 }
1738 1384
1739 large->destroy (); 1385 if (weight > weight_max)
1740 small->destroy (); 1386 goto bailout;
1741 /* reset this so that if player standing on a big pile of stuff, 1387 }
1742 * it is redrawn properly. 1388 }
1743 */ 1389
1744 op->contr->socket.look_position = 0; 1390bailout:
1745 return 1; 1391 return 1;
1746} 1392}
1747
1748 1393
1749/* This function removes the cursed/damned status on equipped 1394/* This function removes the cursed/damned status on equipped
1750 * items. 1395 * items.
1751 */ 1396 */
1752int 1397int
1753remove_curse (object *op, object *caster, object *spell) 1398remove_curse (object *op, object *caster, object *spell)
1754{ 1399{
1755 object *tmp;
1756 int success = 0, was_one = 0; 1400 int success = 0, was_one = 0;
1757 1401
1402 int num_uncurse = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell));
1403
1404 op->splay_marked ();
1405
1406 int typeflag = spell->last_sp ? FLAG_DAMNED : FLAG_CURSED;
1407
1758 for (tmp = op->inv; tmp; tmp = tmp->below) 1408 for (object *tmp = op->inv; tmp && num_uncurse; tmp = tmp->below)
1759 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1409 if (!tmp->invisible && tmp->flag [typeflag])
1760 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1761 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1762 { 1410 {
1763
1764 was_one++; 1411 ++was_one;
1412
1765 if (tmp->level <= caster_level (caster, spell)) 1413 if (tmp->level <= casting_level (caster, spell))
1766 { 1414 {
1767 success++; 1415 ++success;
1768 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1416 --num_uncurse;
1769 CLEAR_FLAG (tmp, FLAG_DAMNED);
1770 1417
1771 CLEAR_FLAG (tmp, FLAG_CURSED); 1418 tmp->clr_flag (typeflag);
1772 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1419 tmp->clr_flag (FLAG_CURSED);
1420 tmp->clr_flag (FLAG_KNOWN_CURSED);
1773 tmp->value = 0; /* Still can't sell it */ 1421 tmp->value = 0; /* Still can't sell it */
1774 if (op->type == PLAYER) 1422
1423 if (object *pl = tmp->visible_to ())
1775 esrv_send_item (op, tmp); 1424 esrv_update_item (UPD_FLAGS, pl, tmp);
1776 } 1425 }
1777 } 1426 }
1778 1427
1779 if (op->type == PLAYER) 1428 if (op->type == PLAYER)
1780 { 1429 {
1781 if (success) 1430 if (success)
1782 { 1431 new_draw_info (NDI_UNIQUE, 0, op, "You realise that some of your items look shinier now. H<You successfully removed some curses.>");
1783 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1784 }
1785 else 1432 else
1786 { 1433 {
1787 if (was_one) 1434 if (was_one)
1788 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse."); 1435 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove any curse. H<The spell was not strong enough.>");
1789 else 1436 else
1790 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items."); 1437 new_draw_info (NDI_UNIQUE, 0, op, "You are not having any cursed items. H<Epic fail.>");
1791 } 1438 }
1792 } 1439 }
1440
1793 return success; 1441 return success;
1794} 1442}
1795 1443
1796/* Identifies objects in the players inventory/on the ground */ 1444/* Identifies objects in the players inventory/on the ground */
1797
1798int 1445int
1799cast_identify (object *op, object *caster, object *spell) 1446cast_identify (object *op, object *caster, object *spell)
1800{ 1447{
1801 object *tmp; 1448 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1802 int success = 0, num_ident;
1803 1449
1804 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1450 int num_ident = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell));
1805 1451
1806 if (num_ident < 1) 1452 op->splay_marked ();
1807 num_ident = 1;
1808 1453
1809
1810 for (tmp = op->inv; tmp; tmp = tmp->below) 1454 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1811 { 1455 {
1812 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1456 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1813 { 1457 {
1814 identify (tmp); 1458 identify (tmp);
1459
1815 if (op->type == PLAYER) 1460 if (op->type == PLAYER)
1816 { 1461 {
1817 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
1818 if (tmp->msg) 1464 if (tmp->msg)
1819 { 1465 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1820 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1821 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1822 }
1823 } 1466 }
1824 num_ident--; 1467
1825 success = 1;
1826 if (!num_ident) 1468 if (!--num_ident)
1827 break; 1469 break;
1828 } 1470 }
1829 } 1471 }
1472
1830 /* 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
1831 * 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
1832 * was not fully used. 1475 * was not fully used.
1833 */ 1476 */
1834 if (num_ident) 1477 if (num_ident)
1835 { 1478 {
1836 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1479 for (object *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1837 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1480 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1838 { 1481 {
1839
1840 identify (tmp); 1482 identify (tmp);
1841 if (op->type == PLAYER) 1483
1484 if (object *pl = tmp->visible_to ())
1842 { 1485 {
1843 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
1844 if (tmp->msg) 1488 if (tmp->msg)
1845 { 1489 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1846 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1847 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1848 }
1849 esrv_send_item (op, tmp);
1850 } 1490 }
1851 num_ident--; 1491
1852 success = 1;
1853 if (!num_ident) 1492 if (!--num_ident)
1854 break; 1493 break;
1855 } 1494 }
1856 } 1495 }
1857 if (!success) 1496
1858 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 }
1859 else 1502 else
1860 { 1503 {
1504 if (op->contr)
1505 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1506
1861 spell_effect (spell, op->x, op->y, op->map, op); 1507 spell_effect (spell, op->x, op->y, op->map, op);
1508 return 1;
1862 } 1509 }
1863 return success;
1864} 1510}
1865
1866 1511
1867int 1512int
1868cast_detection (object *op, object *caster, object *spell, object *skill) 1513cast_detection (object *op, object *caster, object *spell, object *skill)
1869{ 1514{
1870 object *tmp, *last, *god, *detect; 1515 object *tmp, *last, *god, *detect;
1871 int done_one, range, mflags, floor, level; 1516 int done_one, range, floor, level;
1872 sint16 x, y, nx, ny; 1517 sint16 x, y, nx, ny;
1873 maptile *m; 1518 maptile *m;
1874 1519
1875 /* 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
1876 * doing it over and over again. 1521 * doing it over and over again.
1877 */ 1522 */
1878 god = find_god (determine_god (op)); 1523 god = find_god (determine_god (op));
1879 level = caster_level (caster, spell); 1524 level = casting_level (caster, spell);
1880 range = spell->range + SP_level_range_adjust (caster, spell); 1525 range = spell->range + SP_level_range_adjust (caster, spell);
1881 1526
1882 if (!skill) 1527 if (!skill)
1883 skill = caster; 1528 skill = caster;
1884 1529
1885 for (x = op->x - range; x <= op->x + range; x++) 1530 dynbuf buf;
1886 for (y = op->y - range; y <= op->y + range; y++) 1531 unordered_mapwalk (buf, op, -range, -range, range, range)
1887 { 1532 {
1888
1889 m = op->map;
1890 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1891 if (mflags & P_OUT_OF_MAP)
1892 continue;
1893
1894 /* For most of the detections, we only detect objects above the 1533 /* For most of the detections, we only detect objects above the
1895 * floor. But this is not true for show invisible. 1534 * floor. But this is not true for show invisible.
1896 * Basically, we just go and find the top object and work 1535 * Basically, we just go and find the top object and work
1897 * down - that is easier than working up. 1536 * down - that is easier than working up.
1898 */ 1537 */
1899 1538
1900 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)
1901 last = tmp; 1540 last = tmp;
1541
1902 /* 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
1903 * would happen. 1543 * would happen.
1904 */ 1544 */
1905 if (!last) 1545 if (!last)
1906 continue; 1546 continue;
1907 1547
1908 done_one = 0; 1548 done_one = 0;
1909 floor = 0; 1549 floor = 0;
1910 detect = NULL; 1550 detect = 0;
1911 for (tmp = last; tmp; tmp = tmp->below) 1551 for (tmp = last; tmp; tmp = tmp->below)
1912 { 1552 {
1913
1914 /* show invisible */ 1553 /* show invisible */
1915 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1554 if (spell->flag [FLAG_MAKE_INVIS]
1916 /* Might there be other objects that we can make visibile? */ 1555 /* Might there be other objects that we can make visible? */
1917 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1556 && (tmp->invisible && (tmp->flag [FLAG_MONSTER]
1918 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1557 || (tmp->type == PLAYER && !tmp->flag [FLAG_WIZ])
1919 tmp->type == CF_HANDLE || 1558 || tmp->type == T_HANDLE
1920 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
1921 tmp->type == BUTTON || tmp->type == TELEPORTER || 1563 || tmp->type == TELEPORTER
1564 || tmp->type == GATE
1922 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1565 || tmp->type == LOCKED_DOOR
1923 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)
1924 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1569 || tmp->type == TRIGGER_PEDESTAL
1925 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)))
1926 { 1575 {
1576 printf ("show inv %s\n", tmp->debug_desc());//D
1927 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)
1928 { 1578 {
1929 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
1930 done_one = 1; 1661 done_one = 1;
1931 } 1662 }
1932 } 1663 }
1933 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1934 floor = 1;
1935
1936 /* All detections below this point don't descend beneath the floor,
1937 * so just continue on. We could be clever and look at the type of
1938 * detection to completely break out if we don't care about objects beneath
1939 * the floor, but once we get to the floor, not likely a very big issue anyways.
1940 */
1941 if (floor)
1942 continue;
1943
1944 /* I had thought about making detect magic and detect curse
1945 * show the flash the magic item like it does for detect monster.
1946 * however, if the object is within sight, this would then make it
1947 * difficult to see what object is magical/cursed, so the
1948 * effect wouldn't be as apparant.
1949 */
1950
1951 /* detect magic */
1952 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1953 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1954 {
1955 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1956 /* make runes more visibile */
1957 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1958 tmp->stats.Cha /= 4;
1959 done_one = 1;
1960 }
1961 /* detect monster */
1962 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1963 {
1964 done_one = 2;
1965 if (!detect)
1966 detect = tmp;
1967 }
1968 /* Basically, if race is set in the spell, then the creatures race must
1969 * match that. if the spell race is set to GOD, then the gods opposing
1970 * race must match.
1971 */
1972 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1973 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) ||
1974 (strstr (spell->race, tmp->race))))
1975 {
1976 done_one = 2;
1977 if (!detect)
1978 detect = tmp;
1979 }
1980 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1981 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1982 {
1983 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1984 done_one = 1;
1985 }
1986 } /* for stack of objects on this space */ 1664 } /* for stack of objects on this space */
1987 1665
1988 /* 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
1989 * where the magic is. 1667 * where the magic is.
1990 */ 1668 */
1991 if (done_one) 1669 if (done_one)
1992 { 1670 {
1993 object *detect_ob = arch_to_object (spell->other_arch); 1671 object *detect_ob = spell->other_arch->instance ();
1994 1672
1995 detect_ob->x = nx;
1996 detect_ob->y = ny;
1997 /* if this is set, we want to copy the face */ 1673 /* if this is set, we want to copy the face */
1998 if (done_one == 2 && detect) 1674 if (done_one == 2 && detect)
1999 { 1675 {
2000 detect_ob->face = detect->face; 1676 detect_ob->face = detect->face;
2001 detect_ob->animation_id = detect->animation_id; 1677 detect_ob->animation_id = detect->animation_id;
2002 detect_ob->anim_speed = detect->anim_speed; 1678 detect_ob->anim_speed = detect->anim_speed;
2003 detect_ob->last_anim = 0; 1679 detect_ob->last_anim = 0;
2004 /* by default, the detect_ob is already animated */ 1680 /* by default, the detect_ob is already animated */
2005 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1681 if (!detect->flag [FLAG_ANIMATE])
2006 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1682 detect_ob->clr_flag (FLAG_ANIMATE);
2007 } 1683 }
2008 insert_ob_in_map (detect_ob, m, op, 0); 1684
1685 m->insert (detect_ob, nx, ny, op, INS_ON_TOP);
2009 } 1686 }
2010 } /* for processing the surrounding spaces */ 1687 } /* for processing the surrounding spaces */
2011 1688
2012 1689
2013 /* 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 */
2014 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])
2015 { 1692 {
2016 done_one = 0; 1693 done_one = 0;
1694
2017 for (tmp = op->inv; tmp; tmp = tmp->below) 1695 for (tmp = op->inv; tmp; tmp = tmp->below)
2018 { 1696 {
2019 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1697 if (!tmp->invisible && !tmp->flag [FLAG_IDENTIFIED])
2020 { 1698 {
2021 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])
2022 { 1700 {
2023 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1701 tmp->set_flag (FLAG_KNOWN_MAGICAL);
2024 if (op->type == PLAYER) 1702
1703 if (object *pl = tmp->visible_to ())
2025 esrv_send_item (op, tmp); 1704 esrv_update_item (UPD_FLAGS, pl, tmp);
2026 } 1705 }
2027 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1706
2028 (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]))
2029 { 1709 {
2030 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1710 tmp->set_flag (FLAG_KNOWN_CURSED);
2031 if (op->type == PLAYER) 1711
1712 if (object *pl = tmp->visible_to ())
2032 esrv_send_item (op, tmp); 1713 esrv_update_item (UPD_FLAGS, pl, tmp);
2033 } 1714 }
2034 } /* if item is not identified */ 1715 } /* if item is not identified */
2035 } /* for the players inventory */ 1716 } /* for the players inventory */
2036 } /* if detect magic/curse and object is a player */ 1717 } /* if detect magic/curse and object is a player */
1718
2037 return 1; 1719 return 1;
2038} 1720}
2039 1721
2040 1722
2041/** 1723/**
2054 1736
2055 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.");
2056 1738
2057 if (victim->stats.sp >= victim->stats.maxsp * 2) 1739 if (victim->stats.sp >= victim->stats.maxsp * 2)
2058 { 1740 {
2059 object *tmp;
2060
2061 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1741 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
2062
2063 /* Explodes a fireball centered at player */
2064 tmp = get_archetype (EXPLODING_FIREBALL);
2065 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
2066 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
2067 tmp->x = victim->x;
2068 tmp->y = victim->y;
2069 insert_ob_in_map (tmp, victim->map, NULL, 0);
2070 victim->stats.sp = 2 * victim->stats.maxsp; 1742 victim->stats.sp = 2 * victim->stats.maxsp;
1743 create_exploding_ball_at (victim, caster_level);
2071 } 1744 }
2072 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1745 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
2073 {
2074 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.");
2075 }
2076 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1747 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2077 {
2078 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!");
2079 }
2080 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1749 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2081 { 1750 {
2082 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1751 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2083 confuse_player (victim, victim, 99); 1752 confuse_player (victim, victim, 99);
2084 } 1753 }
2085 else if (victim->stats.sp >= victim->stats.maxsp * 1.25) 1754 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
2086 {
2087 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices."); 1755 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
2088 }
2089} 1756}
2090 1757
2091/* cast_transfer 1758/* cast_transfer
2092 * This spell transfers sp from the player to another person. 1759 * This spell transfers sp from the player to another person.
2093 * We let the target go above their normal maximum SP. 1760 * We let the target go above their normal maximum SP.
2107 1774
2108 mflags = get_map_flags (m, &m, x, y, &x, &y); 1775 mflags = get_map_flags (m, &m, x, y, &x, &y);
2109 1776
2110 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1777 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
2111 { 1778 {
2112 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)
2113 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1780 if (plyr != op && plyr->flag [FLAG_ALIVE])
2114 break; 1781 break;
2115 } 1782 }
2116 1783
2117 1784
2118 /* 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
2119 * 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.
2120 */ 1787 */
2121 if (plyr == NULL) 1788 if (plyr == NULL)
2122 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)
2123 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1790 if (plyr != op && plyr->flag [FLAG_ALIVE])
2124 break; 1791 break;
2125 1792
2126 if (!plyr) 1793 if (!plyr)
2127 { 1794 {
2128 new_draw_info (NDI_BLACK, 0, op, "There is no one there."); 1795 op->failmsg ("There is no one there.");
2129 return 0; 1796 return 0;
2130 } 1797 }
2131 /* give sp */ 1798 /* give sp */
2132 if (spell->stats.dam > 0) 1799 if (spell->stats.dam > 0)
2133 { 1800 {
2134 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);
2135 charge_mana_effect (plyr, caster_level (caster, spell)); 1802 charge_mana_effect (plyr, casting_level (caster, spell));
2136 return 1; 1803 return 1;
2137 } 1804 }
2138 /* suck sp away. Can't suck sp from yourself */ 1805 /* suck sp away. Can't suck sp from yourself */
2139 else if (op != plyr) 1806 else if (op != plyr)
2140 { 1807 {
2145 if (rate > 95) 1812 if (rate > 95)
2146 rate = 95; 1813 rate = 95;
2147 1814
2148 sucked = (plyr->stats.sp * rate) / 100; 1815 sucked = (plyr->stats.sp * rate) / 100;
2149 plyr->stats.sp -= sucked; 1816 plyr->stats.sp -= sucked;
2150 if (QUERY_FLAG (op, FLAG_ALIVE)) 1817 if (op->flag [FLAG_ALIVE])
2151 { 1818 {
2152 /* Player doesn't get full credit */ 1819 /* Player doesn't get full credit */
2153 sucked = (sucked * rate) / 100; 1820 sucked = (sucked * rate) / 100;
2154 op->stats.sp += sucked; 1821 op->stats.sp += sucked;
2155 if (sucked > 0) 1822 if (sucked > 0)
2156 { 1823 {
2157 charge_mana_effect (op, caster_level (caster, spell)); 1824 charge_mana_effect (op, casting_level (caster, spell));
2158 } 1825 }
2159 } 1826 }
2160 return 1; 1827 return 1;
2161 } 1828 }
2162 return 0; 1829 return 0;
2182 m = op->map; 1849 m = op->map;
2183 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1850 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
2184 if (mflags & P_OUT_OF_MAP) 1851 if (mflags & P_OUT_OF_MAP)
2185 return; 1852 return;
2186 1853
2187 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)
2188 { 1855 {
2189 next = tmp->above; 1856 next = tmp->above;
2190 1857
2191 /* Need to look at the head object - otherwise, if tmp 1858 /* Need to look at the head object - otherwise, if tmp
2192 * points to a monster, we don't have all the necessary 1859 * points to a monster, we don't have all the necessary
2204 /* Basically, if the object is magical and not counterspell, 1871 /* Basically, if the object is magical and not counterspell,
2205 * we will more or less remove the object. Don't counterspell 1872 * we will more or less remove the object. Don't counterspell
2206 * monsters either. 1873 * monsters either.
2207 */ 1874 */
2208 1875
2209 if (head->attacktype & AT_MAGIC && 1876 if (head->attacktype & AT_MAGIC
2210 !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level)) 1877 && !(head->attacktype & AT_COUNTERSPELL)
1878 && !head->flag [FLAG_MONSTER]
1879 && (op->level > head->level))
2211 head->destroy (); 1880 head->destroy ();
2212 else 1881 else
2213 switch (head->type) 1882 switch (head->type)
2214 { 1883 {
2215 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
2216 if (op->level > head->level) 1890 if (op->level > head->level)
2217 head->destroy (); 1891 head->destroy ();
2218 1892
2219 break; 1893 break;
2220 1894
2231 break; 1905 break;
2232 } 1906 }
2233 } 1907 }
2234} 1908}
2235 1909
2236
2237
2238/* cast_consecrate() - a spell to make an altar your god's */ 1910/* cast_consecrate() - a spell to make an altar your god's */
2239int 1911int
2240cast_consecrate (object *op, object *caster, object *spell) 1912cast_consecrate (object *op, object *caster, object *spell)
2241{ 1913{
2242 char buf[MAX_BUF]; 1914 char buf[MAX_BUF];
2243 1915
2244 object *tmp, *god = find_god (determine_god (op)); 1916 object *tmp, *god = find_god (determine_god (op));
2245 1917
2246 if (!god) 1918 if (!god)
2247 { 1919 {
2248 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!");
2249 return 0; 1921 return 0;
2250 } 1922 }
2251 1923
2252 for (tmp = op->below; tmp; tmp = tmp->below) 1924 for (tmp = op->below; tmp; tmp = tmp->below)
2253 { 1925 {
2254 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1926 if (tmp->flag [FLAG_IS_FLOOR])
2255 break; 1927 break;
2256 if (tmp->type == HOLY_ALTAR) 1928 if (tmp->type == HOLY_ALTAR)
2257 { 1929 {
2258 1930
2259 if (tmp->level > caster_level (caster, spell)) 1931 if (tmp->level > casting_level (caster, spell))
2260 { 1932 {
2261 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);
2262 return 0; 1934 return 0;
2263 } 1935 }
2264 else 1936 else
2265 { 1937 {
2266 /* If we got here, we are consecrating an altar */ 1938 /* If we got here, we are consecrating an altar */
2267 sprintf (buf, "Altar of %s", &god->name); 1939 sprintf (buf, "Altar of %s", &god->name);
2268 tmp->name = buf; 1940 tmp->name = buf;
2269 tmp->level = caster_level (caster, spell); 1941 tmp->level = casting_level (caster, spell);
2270 tmp->other_arch = god->arch; 1942 tmp->other_arch = god->arch;
1943
2271 if (op->type == PLAYER) 1944 if (op->type == PLAYER)
2272 esrv_update_item (UPD_NAME, op, tmp); 1945 esrv_update_item (UPD_NAME, op, tmp);
1946
2273 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);
2274 return 1; 1948 return 1;
2275 } 1949 }
2276 } 1950 }
2277 } 1951 }
2278 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!");
2279 return 0; 1954 return 0;
2280} 1955}
2281 1956
2282/* animate_weapon - 1957/* animate_weapon -
2283 * 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.
2287 * 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,
2288 * 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
2289 * 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
2290 * player checks. MSW 2003-01-06 1965 * player checks. MSW 2003-01-06
2291 */ 1966 */
2292
2293int 1967int
2294animate_weapon (object *op, object *caster, object *spell, int dir) 1968animate_weapon (object *op, object *caster, object *spell, int dir)
2295{ 1969{
2296 object *weapon, *tmp;
2297 char buf[MAX_BUF]; 1970 char buf[MAX_BUF];
2298 int a, i; 1971 int a, i;
2299 sint16 x, y; 1972 sint16 x, y;
2300 maptile *m; 1973 maptile *m;
2301 materialtype_t *mt;
2302 1974
2303 if (!spell->other_arch) 1975 if (!spell->other_arch)
2304 { 1976 {
2305 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1977 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2306 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);
2309 /* exit if it's not a player using this spell. */ 1981 /* exit if it's not a player using this spell. */
2310 if (op->type != PLAYER) 1982 if (op->type != PLAYER)
2311 return 0; 1983 return 0;
2312 1984
2313 /* if player already has a golem, abort */ 1985 /* if player already has a golem, abort */
2314 if (op->contr->ranges[range_golem]) 1986 if (object *golem = op->contr->golem)
2315 { 1987 {
2316 control_golem (op->contr->ranges[range_golem], dir); 1988 control_golem (golem, dir);
2317 return 0; 1989 return 0;
2318 } 1990 }
2319 1991
2320 /* if no direction specified, pick one */ 1992 /* if no direction specified, pick one */
2321 if (!dir) 1993 if (!dir)
2322 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);
2323 1995
2324 m = op->map; 1996 m = op->map;
2325 x = op->x + freearr_x[dir]; 1997 x = op->x + freearr_x[dir];
2326 y = op->y + freearr_y[dir]; 1998 y = op->y + freearr_y[dir];
2327 1999
2328 /* if there's no place to put the golem, abort */ 2000 /* if there's no place to put the golem, abort */
2329 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)
2330 ((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))
2331 { 2003 {
2332 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2004 op->failmsg ("There is something in the way.");
2333 return 0; 2005 return 0;
2334 } 2006 }
2335 2007
2336 /* Use the weapon marked by the player. */ 2008 /* Use the weapon marked by the player. */
2337 weapon = find_marked_object (op); 2009 object *weapon = op->mark ();
2338 2010
2339 if (!weapon) 2011 if (!weapon)
2340 { 2012 {
2341 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!");
2342 return 0; 2014 return 0;
2343 } 2015 }
2016
2344 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2017 if (spell->race && weapon->arch->archname != spell->race)
2345 { 2018 {
2346 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2019 op->failmsg ("The spell fails to transform your weapon.");
2347 return 0; 2020 return 0;
2348 } 2021 }
2022
2349 if (weapon->type != WEAPON) 2023 if (weapon->type != WEAPON)
2350 { 2024 {
2351 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.");
2352 return 0; 2026 return 0;
2353 } 2027 }
2354 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2028
2029 if (weapon->flag [FLAG_APPLIED])
2355 { 2030 {
2356 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));
2357 return 0; 2032 return 0;
2358 } 2033 }
2359 2034
2360 if (weapon->nrof > 1) 2035 weapon = weapon->split ();
2361 {
2362 tmp = get_split_ob (weapon, 1);
2363 esrv_send_item (op, weapon);
2364 weapon = tmp;
2365 }
2366 2036
2367 /* create the golem object */ 2037 /* create the golem object */
2368 tmp = arch_to_object (spell->other_arch); 2038 object *tmp = spell->other_arch->instance ();
2369 2039
2370 /* 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 */
2371 CLEAR_FLAG (tmp, FLAG_MONSTER); 2041 tmp->clr_flag (FLAG_MONSTER);
2372 SET_FLAG (tmp, FLAG_FRIENDLY);
2373 tmp->stats.exp = 0; 2042 tmp->stats.exp = 0;
2374 add_friendly_object (tmp); 2043 add_friendly_object (tmp);
2375 tmp->type = GOLEM; 2044 tmp->type = GOLEM;
2376 set_owner (tmp, op); 2045 tmp->set_owner (op);
2046 op->contr->golem = tmp;
2377 set_spell_skill (op, caster, spell, tmp); 2047 set_spell_skill (op, caster, spell, tmp);
2378 op->contr->ranges[range_golem] = tmp;
2379 op->contr->shoottype = range_golem;
2380 2048
2381 /* 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
2382 * removed flag - it should only be set if get_split_object was 2050 * removed flag - it should only be set if weapon->split was
2383 * used above. 2051 * used above.
2384 */ 2052 */
2385 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2053 if (!weapon->flag [FLAG_REMOVED])
2386 weapon->remove (); 2054 weapon->remove ();
2387 insert_ob_in_ob (weapon, tmp); 2055
2388 esrv_send_item (op, weapon); 2056 tmp->insert (weapon);
2057
2389 /* 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,
2390 * 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
2391 * body_info, skills, etc) 2060 * body_info, skills, etc)
2392 */ 2061 */
2393 SET_FLAG (tmp, FLAG_USE_WEAPON); 2062 tmp->set_flag (FLAG_USE_WEAPON);
2394 SET_FLAG (weapon, FLAG_APPLIED); 2063 weapon->set_flag (FLAG_APPLIED);
2395 fix_player (tmp); 2064 tmp->update_stats ();
2396 2065
2397 /* 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
2398 * 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 -
2399 * 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.
2400 */ 2069 */
2419 2088
2420 /* attacktype */ 2089 /* attacktype */
2421 if (!tmp->attacktype) 2090 if (!tmp->attacktype)
2422 tmp->attacktype = AT_PHYSICAL; 2091 tmp->attacktype = AT_PHYSICAL;
2423 2092
2424 mt = NULL;
2425 if (op->materialname != NULL)
2426 mt = name_to_material (op->materialname);
2427 if (mt != NULL)
2428 {
2429 for (i = 0; i < NROFATTACKS; i++) 2093 for (i = 0; i < NROFATTACKS; i++)
2430 tmp->resist[i] = 50 - (mt->save[i] * 5); 2094 tmp->resist[i] = 50 - (op->material->save[i] * 5);
2431 a = mt->save[0]; 2095
2432 } 2096 a = op->material->save[0];
2433 else 2097
2434 {
2435 for (i = 0; i < NROFATTACKS; i++)
2436 tmp->resist[i] = 5;
2437 a = 10;
2438 }
2439 /* Set weapon's immunity */ 2098 /* Set weapon's immunity */
2440 tmp->resist[ATNR_CONFUSION] = 100; 2099 tmp->resist[ATNR_CONFUSION] = 100;
2441 tmp->resist[ATNR_POISON] = 100; 2100 tmp->resist[ATNR_POISON] = 100;
2442 tmp->resist[ATNR_SLOW] = 100; 2101 tmp->resist[ATNR_SLOW] = 100;
2443 tmp->resist[ATNR_PARALYZE] = 100; 2102 tmp->resist[ATNR_PARALYZE] = 100;
2449 2108
2450 /* 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 */
2451 2110
2452 if (a > 14) 2111 if (a > 14)
2453 a = 14; 2112 a = 14;
2113
2454 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.f - (float) tmp->resist[ATNR_PHYSICAL]) / (30.f - 2.f * a));
2455 2115
2456 /* Determine golem's speed */ 2116 /* Determine golem's speed */
2457 tmp->speed = 0.4 + 0.1 * SP_level_range_adjust (caster, spell); 2117 tmp->set_speed (min (3.33f, 0.4f + 0.1f * SP_level_range_adjust (caster, spell)));
2458
2459 if (tmp->speed > 3.33)
2460 tmp->speed = 3.33;
2461 2118
2462 if (!spell->race) 2119 if (!spell->race)
2463 { 2120 {
2464 sprintf (buf, "animated %s", &weapon->name); 2121 sprintf (buf, "animated %s", &weapon->name);
2465 tmp->name = buf; 2122 tmp->name = buf;
2467 tmp->face = weapon->face; 2124 tmp->face = weapon->face;
2468 tmp->animation_id = weapon->animation_id; 2125 tmp->animation_id = weapon->animation_id;
2469 tmp->anim_speed = weapon->anim_speed; 2126 tmp->anim_speed = weapon->anim_speed;
2470 tmp->last_anim = weapon->last_anim; 2127 tmp->last_anim = weapon->last_anim;
2471 tmp->state = weapon->state; 2128 tmp->state = weapon->state;
2472 if (QUERY_FLAG (weapon, FLAG_ANIMATE)) 2129 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2473 {
2474 SET_FLAG (tmp, FLAG_ANIMATE);
2475 }
2476 else
2477 {
2478 CLEAR_FLAG (tmp, FLAG_ANIMATE);
2479 }
2480 update_ob_speed (tmp);
2481 } 2130 }
2482 2131
2483 /* 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. */
2484 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));
2485 2134
2486 tmp->speed_left = -1; 2135 tmp->speed_left = -1;
2487 tmp->x = x;
2488 tmp->y = y;
2489 tmp->direction = dir; 2136 tmp->direction = dir;
2490 insert_ob_in_map (tmp, m, op, 0); 2137
2138 m->insert (tmp, x, y, op);
2491 return 1; 2139 return 1;
2492} 2140}
2493 2141
2494/* cast_daylight() - changes the map darkness level *lower* */ 2142/* cast_daylight() - changes the map darkness level *lower* */
2495 2143
2496/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2144/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2497 * This changes the light level for the entire map. 2145 * This changes the light level for the entire map.
2498 */ 2146 */
2499
2500int 2147int
2501cast_change_map_lightlevel (object *op, object *caster, object *spell) 2148cast_change_map_lightlevel (object *op, object *caster, object *spell)
2502{ 2149{
2503 int success; 2150 int success;
2504 2151
2505 if (!op->map) 2152 if (!op->map)
2506 return 0; /* shouldnt happen */ 2153 return 0; /* shouldnt happen */
2507 2154
2508 success = change_map_light (op->map, spell->stats.dam); 2155 success = op->map->change_map_light (spell->stats.dam);
2156
2509 if (!success) 2157 if (!success)
2510 { 2158 {
2511 if (spell->stats.dam < 0) 2159 if (spell->stats.dam < 0)
2512 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2160 op->failmsg ("It can be no brighter here.");
2513 else 2161 else
2514 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2162 op->failmsg ("It can be no darker here.");
2515 } 2163 }
2164
2516 return success; 2165 return success;
2517} 2166}
2518
2519
2520
2521
2522 2167
2523/* 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.
2524 * 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,
2525 * spell is the spell object itself. 2170 * spell is the spell object itself.
2526 */ 2171 */
2532 2177
2533 new_aura = present_arch_in_ob (spell->other_arch, op); 2178 new_aura = present_arch_in_ob (spell->other_arch, op);
2534 if (new_aura) 2179 if (new_aura)
2535 refresh = 1; 2180 refresh = 1;
2536 else 2181 else
2537 new_aura = arch_to_object (spell->other_arch); 2182 new_aura = spell->other_arch->instance ();
2538 2183
2539 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);
2540 2185
2541 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);
2542 2187
2543 set_owner (new_aura, op);
2544 set_spell_skill (op, caster, spell, new_aura); 2188 set_spell_skill (op, caster, spell, new_aura);
2545 new_aura->attacktype = spell->attacktype; 2189 new_aura->attacktype = spell->attacktype;
2546 2190
2547 new_aura->level = caster_level (caster, spell); 2191 new_aura->level = casting_level (caster, spell);
2192
2548 if (refresh) 2193 if (refresh)
2549 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.");
2550 else 2195 else
2551 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
2552 insert_ob_in_ob (new_aura, op); 2198 insert_ob_in_ob (new_aura, op);
2199 new_aura->set_owner (op);
2200
2553 return 1; 2201 return 1;
2554} 2202}
2555
2556 2203
2557/* 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,
2558 * 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
2559 * around him. 2206 * around him.
2560 * Aura parameters: 2207 * Aura parameters:
2561 * duration: duration counter. 2208 * duration: duration counter.
2562 * attacktype: aura's attacktype 2209 * attacktype: aura's attacktype
2563 * other_arch: archetype to drop where we attack 2210 * other_arch: archetype to drop where we attack
2564 */ 2211 */
2565
2566void 2212void
2567move_aura (object *aura) 2213move_aura (object *aura)
2568{ 2214{
2569 int i, mflags;
2570 object *env;
2571 maptile *m;
2572
2573 /* auras belong in inventories */ 2215 /* auras belong in inventories */
2574 env = aura->env; 2216 object *env = aura->env;
2217 object *owner = aura->owner;
2575 2218
2576 /* no matter what we've gotta remove the aura... 2219 /* no matter what we've gotta remove the aura...
2577 * we'll put it back if its time isn't up. 2220 * we'll put it back if its time isn't up.
2578 */ 2221 */
2579 aura->remove (); 2222 aura->remove ();
2584 aura->destroy (); 2227 aura->destroy ();
2585 return; 2228 return;
2586 } 2229 }
2587 2230
2588 /* auras only exist in inventories */ 2231 /* auras only exist in inventories */
2589 if (env == NULL || env->map == NULL) 2232 if (!env || !env->map)
2590 { 2233 {
2591 aura->destroy (); 2234 aura->destroy ();
2592 return; 2235 return;
2593 } 2236 }
2594
2595 aura->x = env->x;
2596 aura->y = env->y;
2597 2237
2598 /* we need to jump out of the inventory for a bit 2238 /* we need to jump out of the inventory for a bit
2599 * in order to hit the map conveniently. 2239 * in order to hit the map conveniently.
2600 */ 2240 */
2601 insert_ob_in_map (aura, env->map, aura, 0); 2241 aura->insert_at (env, aura);
2602 2242
2603 for (i = 1; i < 9; i++) 2243 for (int i = 1; i < 9; i++)
2604 { 2244 {
2605 sint16 nx, ny; 2245 mapxy pos (env);
2246 pos.move (i);
2606 2247
2607 nx = aura->x + freearr_x[i];
2608 ny = aura->y + freearr_y[i];
2609 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2610
2611 /* Consider the movement tyep of the person with the aura as 2248 /* Consider the movement type of the person with the aura as
2612 * 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
2613 * 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.
2614 */ 2251 */
2615 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)))
2616 { 2253 {
2617 hit_map (aura, i, aura->attacktype, 0); 2254 hit_map (aura, i, aura->attacktype, 0);
2618 2255
2619 if (aura->other_arch) 2256 if (aura->other_arch)
2620 { 2257 pos.insert (aura->other_arch->instance (), aura);
2621 object *new_ob;
2622
2623 new_ob = arch_to_object (aura->other_arch);
2624 new_ob->x = nx;
2625 new_ob->y = ny;
2626 insert_ob_in_map (new_ob, m, aura, 0);
2627 } 2258 }
2628 }
2629 } 2259 }
2260
2630 /* put the aura back in the player's inventory */ 2261 /* put the aura back in the player's inventory */
2631 aura->remove (); 2262 env->insert (aura);
2632 insert_ob_in_ob (aura, env); 2263 aura->set_owner (owner);
2633} 2264}
2634 2265
2635/* moves the peacemaker spell. 2266/* moves the peacemaker spell.
2636 * op is the piece object. 2267 * op is the piece object.
2637 */ 2268 */
2638
2639void 2269void
2640move_peacemaker (object *op) 2270move_peacemaker (object *op)
2641{ 2271{
2642 object *tmp; 2272 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2643
2644 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2645 { 2273 {
2646 int atk_lev, def_lev; 2274 int atk_lev, def_lev;
2647 object *victim = tmp; 2275 object *victim = tmp->head_ ();
2648 2276
2649 if (tmp->head) 2277 if (!victim->flag [FLAG_MONSTER])
2650 victim = tmp->head;
2651 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2652 continue; 2278 continue;
2653 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2279
2280 if (victim->flag [FLAG_UNAGGRESSIVE])
2654 continue; 2281 continue;
2282
2655 if (victim->stats.exp == 0) 2283 if (victim->stats.exp == 0)
2656 continue; 2284 continue;
2657 2285
2658 def_lev = MAX (1, victim->level); 2286 def_lev = max (1, victim->level);
2659 atk_lev = MAX (1, op->level); 2287 atk_lev = max (1, op->level);
2660 2288
2661 if (rndm (0, atk_lev - 1) > def_lev) 2289 if (rndm (0, atk_lev - 1) > def_lev)
2662 { 2290 {
2663 /* make this sucker peaceful. */ 2291 /* make this sucker peaceful. */
2664 2292
2293 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2665 change_exp (get_owner (op), victim->stats.exp, op->skill, 0); 2294 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2666 victim->stats.exp = 0; 2295 victim->stats.exp = 0;
2667#if 0 2296#if 0
2668 /* No idea why these were all set to zero - if something 2297 /* No idea why these were all set to zero - if something
2669 * makes this creature agressive, he should still do damage. 2298 * makes this creature agressive, he should still do damage.
2670 */ 2299 */
2672 victim->stats.sp = 0; 2301 victim->stats.sp = 0;
2673 victim->stats.grace = 0; 2302 victim->stats.grace = 0;
2674 victim->stats.Pow = 0; 2303 victim->stats.Pow = 0;
2675#endif 2304#endif
2676 victim->attack_movement = RANDO2; 2305 victim->attack_movement = RANDO2;
2677 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2306 victim->set_flag (FLAG_UNAGGRESSIVE);
2678 SET_FLAG (victim, FLAG_RUN_AWAY); 2307 victim->set_flag (FLAG_RUN_AWAY);
2679 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2308 victim->set_flag (FLAG_RANDOM_MOVE);
2680 CLEAR_FLAG (victim, FLAG_MONSTER); 2309 victim->clr_flag (FLAG_MONSTER);
2310
2681 if (victim->name) 2311 if (victim->name)
2682 {
2683 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);
2684 } 2313 }
2685 }
2686 } 2314 }
2687} 2315}
2688
2689 2316
2690/* This writes a rune that contains the appropriate message. 2317/* This writes a rune that contains the appropriate message.
2691 * There really isn't any adjustments we make. 2318 * There really isn't any adjustments we make.
2692 */ 2319 */
2693
2694int 2320int
2695write_mark (object *op, object *spell, const char *msg) 2321write_mark (object *op, object *spell, const char *msg)
2696{ 2322{
2697 char rune[HUGE_BUF];
2698 object *tmp;
2699
2700 if (!msg || msg[0] == 0) 2323 if (!msg || msg[0] == 0)
2701 { 2324 {
2702 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2325 op->failmsg ("Write what?");
2703 return 0; 2326 return 0;
2704 } 2327 }
2705 2328
2706 if (strcasestr_local (msg, "endmsg")) 2329 if (!msg_is_safe (msg))
2707 { 2330 {
2708 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.>");
2709 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);
2710 return 0; 2333 return 0;
2711 } 2334 }
2335
2712 if (!spell->other_arch) 2336 if (!spell->other_arch)
2713 return 0; 2337 return 0;
2714 tmp = arch_to_object (spell->other_arch);
2715 2338
2716 snprintf (rune, sizeof (rune), "%s\n", msg); 2339 object *tmp = spell->other_arch->instance ();
2717 2340
2718 tmp->race = op->name; /*Save the owner of the rune */ 2341 tmp->race = op->name; /*Save the owner of the rune */
2719 tmp->msg = rune; 2342 tmp->msg = msg;
2720 tmp->x = op->x; 2343
2721 tmp->y = op->y; 2344 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2722 insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR); 2345
2723 return 1; 2346 return 1;
2724} 2347}
2348

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