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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.10 by root, Thu Sep 14 21:16:13 2006 UTC vs.
Revision 1.143 by root, Mon Nov 12 03:48:34 2012 UTC

1
2/* 1/*
3 * static char *rcsid_spell_effect_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 * "$Id: spell_effect.C,v 1.10 2006/09/14 21:16:13 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
5 */ 23 */
6
7
8/*
9 CrossFire, A Multiplayer game for X-windows
10
11 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
12 Copyright (C) 1992 Frank Tore Johansen
13
14 This program is free software; you can redistribute it and/or modify
15 it under the terms of the GNU General Public License as published by
16 the Free Software Foundation; either version 2 of the License, or
17 (at your option) any later version.
18
19 This program is distributed in the hope that it will be useful,
20 but WITHOUT ANY WARRANTY; without even the implied warranty of
21 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
22 GNU General Public License for more details.
23
24 You should have received a copy of the GNU General Public License
25 along with this program; if not, write to the Free Software
26 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
27
28 The authors can be reached via e-mail at crossfire-devel@real-time.com
29*/
30 24
31#include <global.h> 25#include <global.h>
32#include <object.h> 26#include <object.h>
33#include <living.h> 27#include <living.h>
34#ifndef __CEXTRACT__
35# include <sproto.h> 28#include <sproto.h>
36#endif
37#include <spells.h> 29#include <spells.h>
38#include <sounds.h> 30#include <sounds.h>
39 31
40/* cast_magic_storm: This is really used mostly for spell 32/* cast_magic_storm: This is really used mostly for spell
41 * fumbles at the like. tmp is the object to propogate. 33 * fumbles at the like. tmp is the object to propogate.
44void 36void
45cast_magic_storm (object *op, object *tmp, int lvl) 37cast_magic_storm (object *op, object *tmp, int lvl)
46{ 38{
47 if (!tmp) 39 if (!tmp)
48 return; /* error */ 40 return; /* error */
41
49 tmp->level = op->level; 42 tmp->level = op->level;
50 tmp->x = op->x;
51 tmp->y = op->y;
52 tmp->range += lvl / 5; /* increase the area of destruction */ 43 tmp->range += lvl / 5; /* increase the area of destruction */
53 tmp->duration += lvl / 5; 44 tmp->duration += lvl / 5;
54 45
55 /* Put a cap on duration for this - if the player fails in their 46 /* Put a cap on duration for this - if the player fails in their
56 * apartment, don't want it to go on so long that it kills them 47 * apartment, don't want it to go on so long that it kills them
57 * multiple times. Also, damge already increases with level, 48 * multiple times. Also, damge already increases with level,
58 * so don't really need to increase the duration as much either. 49 * so don't really need to increase the duration as much either.
59 */ 50 */
60 if (tmp->duration >= 40) 51 if (tmp->duration >= 40)
61 tmp->duration = 40; 52 tmp->duration = 40;
53
62 tmp->stats.dam = lvl; /* nasty recoils! */ 54 tmp->stats.dam = lvl; /* nasty recoils! */
63 tmp->stats.maxhp = tmp->count; /* tract single parent */ 55 tmp->stats.maxhp = tmp->count; /* tract single parent */
64 insert_ob_in_map (tmp, op->map, op, 0);
65 56
57 tmp->insert_at (op, op);
66} 58}
67
68 59
69int 60int
70recharge (object *op, object *caster, object *spell_ob) 61recharge (object *op, object *caster, object *spell_ob)
71{ 62{
72 object *wand, *tmp;
73 int ncharges; 63 int ncharges;
74 64
75 wand = find_marked_object (op); 65 object *wand = op->mark ();
66
76 if (wand == NULL || wand->type != WAND) 67 if (!wand || wand->type != WAND)
77 { 68 {
78 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge."); 69 op->failmsg ("You need to mark the wand you want to recharge.");
79 return 0; 70 return 0;
80 } 71 }
72
81 if (!(random_roll (0, 3, op, PREFER_HIGH))) 73 if (!(random_roll (0, 3, op, PREFER_HIGH)))
82 { 74 {
83 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand)); 75 op->failmsgf ("The %s vibrates violently, then explodes!", query_name (wand));
84 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE); 76 op->play_sound (sound_find ("ob_explode"));
85 esrv_del_item (op->contr, wand->count); 77 wand->destroy ();
86 remove_ob (wand); 78 object *tmp = archetype::get (shstr_fireball);
87 free_object (wand);
88 tmp = get_archetype ("fireball");
89 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; 79 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
80
90 if (!tmp->stats.dam) 81 if (!tmp->stats.dam)
91 tmp->stats.dam = 1; 82 tmp->stats.dam = 1;
83
92 tmp->stats.hp = tmp->stats.dam / 2; 84 tmp->stats.hp = tmp->stats.dam / 2;
85
93 if (tmp->stats.hp < 2) 86 if (tmp->stats.hp < 2)
94 tmp->stats.hp = 2; 87 tmp->stats.hp = 2;
95 tmp->x = op->x; 88
96 tmp->y = op->y; 89 tmp->insert_at (op);
97 insert_ob_in_map (tmp, op->map, NULL, 0);
98 return 1; 90 return 1;
99 } 91 }
100 92
101 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)); 93 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob));
94
102 if (wand->inv && wand->inv->level) 95 if (wand->inv && wand->inv->level)
103 ncharges /= wand->inv->level; 96 ncharges /= wand->inv->level;
104 else 97 else
105 { 98 {
106 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand)); 99 op->failmsgf ("Your %s is broken.", query_name (wand));
107 return 0; 100 return 0;
108 } 101 }
102
109 if (!ncharges) 103 if (!ncharges)
110 ncharges = 1; 104 ncharges = 1;
111 105
112 wand->stats.food += ncharges; 106 wand->stats.food += ncharges;
113 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand)); 107 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand));
108
114 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE)) 109 if (wand->arch && wand->arch->flag [FLAG_ANIMATE])
115 { 110 {
116 SET_FLAG (wand, FLAG_ANIMATE); 111 wand->set_flag (FLAG_ANIMATE);
117 wand->speed = wand->arch->clone.speed; 112 wand->set_speed (wand->arch->speed);
118 update_ob_speed (wand);
119 } 113 }
114
120 return 1; 115 return 1;
121} 116}
122 117
123/* Create a missile (nonmagic - magic +4). Will either create bolts or arrows 118/* Create a missile (nonmagic - magic +4). Will either create bolts or arrows
124 * based on whether a crossbow or bow is equiped. If neither, it defaults to 119 * based on whether a crossbow or bow is equiped. If neither, it defaults to
128 * great a plus, the default is used. 123 * great a plus, the default is used.
129 * The # of arrows created also goes up with level, so if a 30th level mage 124 * The # of arrows created also goes up with level, so if a 30th level mage
130 * wants LOTS of arrows, and doesn't care what the plus is he could 125 * wants LOTS of arrows, and doesn't care what the plus is he could
131 * create nonnmagic arrows, or even -1, etc... 126 * create nonnmagic arrows, or even -1, etc...
132 */ 127 */
133
134int 128int
135cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg) 129cast_create_missile (object *op, object *caster, object *spell, int dir, const char *spellparam)
136{ 130{
137 int missile_plus = 0, bonus_plus = 0; 131 int bonus_plus = 0;
138 const char *missile_name; 132 const char *missile_name = "arrow";
139 object *tmp, *missile;
140 tag_t tag;
141 133
142 missile_name = "arrow";
143
144 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 134 for (object *tmp = op->inv; tmp; tmp = tmp->below)
145 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) 135 if (tmp->type == BOW && tmp->flag [FLAG_APPLIED])
146 {
147 missile_name = tmp->race; 136 missile_name = tmp->race;
148 }
149 137
150 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); 138 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
151 139
152 if (archetype::find (missile_name) == NULL) 140 archetype *missile_arch = archetype::find (missile_name);
141
142 if (!missile_arch)
153 { 143 {
154 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name); 144 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name);
155 return 0; 145 return 0;
156 } 146 }
157 missile = get_archetype (missile_name);
158 147
159 if (stringarg) 148 object *missile = missile_arch->instance ();
149
150 if (spellparam)
160 { 151 {
161 /* If it starts with a letter, presume it is a description */ 152 /* If it starts with a letter, presume it is a description */
162 if (isalpha (*stringarg)) 153 if (isalpha (*spellparam))
163 { 154 {
164 artifact *al = find_artifactlist (missile->type)->items; 155 artifact *al = find_artifactlist (missile->type)->items;
165 156
166 for (; al != NULL; al = al->next) 157 for (; al; al = al->next)
167 if (!strcasecmp (al->item->name, stringarg)) 158 if (!strcasecmp (al->item->name, spellparam))
168 break; 159 break;
169 160
170 if (!al) 161 if (!al)
171 { 162 {
172 free_object (missile); 163 missile->destroy ();
173 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, stringarg); 164 op->failmsgf ("No such object %ss of %s", missile_name, spellparam);
174 return 0; 165 return 0;
175 } 166 }
167
176 if (al->item->slaying) 168 if (al->item->slaying)
177 { 169 {
178 free_object (missile); 170 missile->destroy ();
179 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg); 171 op->failmsgf ("You are not allowed to create %ss of %s", missile_name, spellparam);
180 return 0; 172 return 0;
181 } 173 }
174
182 give_artifact_abilities (missile, al->item); 175 give_artifact_abilities (missile, al->item);
183 /* These special arrows cost something extra. Don't have them also be magical - 176 /* These special arrows cost something extra. Don't have them also be magical -
184 * otherwise, in most cases, not enough will be created. I don't want to get into 177 * otherwise, in most cases, not enough will be created. I don't want to get into
185 * the parsing of having to do both plus and type. 178 * the parsing of having to do both plus and type.
186 */ 179 */
187 bonus_plus = 1 + (al->item->value / 5); 180 bonus_plus = 1 + (al->item->value / 5);
188 missile_plus = 0; 181 missile_plus = 0;
189 } 182 }
190 else if (atoi (stringarg) < missile_plus) 183 else if (atoi (spellparam) < missile_plus)
191 missile_plus = atoi (stringarg); 184 missile_plus = atoi (spellparam);
192 } 185 }
193 if (missile_plus > 4) 186
194 missile_plus = 4; 187 missile_plus = clamp (missile_plus, -4, 4);
195 else if (missile_plus < -4)
196 missile_plus = -4;
197 188
198 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 189 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
199 missile->nrof -= 3 * (missile_plus + bonus_plus); 190 missile->nrof -= 3 * (missile_plus + bonus_plus);
191
200 if (missile->nrof < 1) 192 if (missile->nrof < 1)
201 missile->nrof = 1; 193 missile->nrof = 1;
202 194
203 missile->magic = missile_plus; 195 missile->magic = missile_plus;
204 /* Can't get any money for these objects */ 196 /* Can't get any money for these objects */
205 missile->value = 0; 197 missile->value = 0;
206 198
207 SET_FLAG (missile, FLAG_IDENTIFIED); 199 missile->set_flag (FLAG_IDENTIFIED);
208 tag = missile->count;
209 200
210 if (!cast_create_obj (op, caster, missile, dir) && op->type == PLAYER && !was_destroyed (missile, tag)) 201 cast_create_obj (op, caster, missile, dir);
211 { 202
203 if (!dir
204 && op->type == PLAYER
205 && !missile->destroyed ())
212 pick_up (op, missile); 206 pick_up (op, missile);
213 } 207
214 return 1; 208 return 1;
215} 209}
216 210
217
218/* allows the choice of what sort of food object to make. 211/* allows the choice of what sort of food object to make.
219 * If stringarg is NULL, it will create food dependent on level --PeterM*/ 212 * If spellparam is NULL, it will create food dependent on level --PeterM*/
220int 213int
221cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *stringarg) 214cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *spellparam)
222{ 215{
223 int food_value; 216 int food_value;
224 archetype *at = NULL; 217 archetype *at = NULL;
225 object *new_op; 218 object *new_op;
226 219
227 food_value = spell_ob->stats.food + +50 * SP_level_duration_adjust (caster, spell_ob); 220 food_value = spell_ob->stats.food + 50 * SP_level_duration_adjust (caster, spell_ob);
228 221
229 if (stringarg) 222 if (spellparam)
230 { 223 {
231 at = find_archetype_by_object_type_name (FOOD, stringarg); 224 at = find_archetype_by_object_type_name (FOOD, spellparam);
232 if (at == NULL) 225 if (at == NULL)
233 at = find_archetype_by_object_type_name (DRINK, stringarg); 226 at = find_archetype_by_object_type_name (DRINK, spellparam);
234 if (at == NULL || at->clone.stats.food > food_value) 227 if (at == NULL || at->stats.food > food_value)
235 stringarg = NULL; 228 spellparam = NULL;
236 } 229 }
237 230
238 if (!stringarg) 231 if (!spellparam)
239 { 232 {
240 archetype *at_tmp; 233 archetype *at_tmp;
241 234
242 /* We try to find the archetype with the maximum food value. 235 /* We try to find the archetype with the maximum food value.
243 * This removes the dependancy of hard coded food values in this 236 * This removes the dependancy of hard coded food values in this
245 * We don't use flesh types because the weight values of those need 238 * We don't use flesh types because the weight values of those need
246 * to be altered from the donor. 239 * to be altered from the donor.
247 */ 240 */
248 241
249 /* We assume the food items don't have multiple parts */ 242 /* We assume the food items don't have multiple parts */
250 for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next) 243 for_all_archetypes (at_tmp)
251 { 244 {
252 if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK) 245 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
253 { 246 {
254 /* Basically, if the food value is something that is creatable 247 /* Basically, if the food value is something that is creatable
255 * under the limits of the spell and it is higher than 248 * under the limits of the spell and it is higher than
256 * the item we have now, take it instead. 249 * the item we have now, take it instead.
257 */ 250 */
258 if (at_tmp->clone.stats.food <= food_value && (!at || at_tmp->clone.stats.food > at->clone.stats.food)) 251 if (at_tmp->stats.food <= food_value
252 && (!at
253 || at_tmp->stats.food > at->stats.food
254 || (at_tmp->stats.food == at->stats.food
255 && at_tmp->weight < at->weight)))
259 at = at_tmp; 256 at = at_tmp;
260 } 257 }
261 } 258 }
262 } 259 }
260
263 /* Pretty unlikely (there are some very low food items), but you never 261 /* Pretty unlikely (there are some very low food items), but you never
264 * know 262 * know
265 */ 263 */
266 if (!at) 264 if (!at)
267 { 265 {
268 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); 266 op->failmsgf ("You don't have enough experience to create any food.");
269 return 0; 267 return 0;
270 } 268 }
271 269
272 food_value /= at->clone.stats.food; 270 food_value /= at->stats.food;
273 new_op = arch_to_object (at); 271 new_op = at->instance ();
274 new_op->nrof = food_value; 272 new_op->nrof = food_value;
275 273
276 new_op->value = 0; 274 new_op->value = 0;
277 if (new_op->nrof < 1) 275 if (new_op->nrof < 1)
278 new_op->nrof = 1; 276 new_op->nrof = 1;
284int 282int
285probe (object *op, object *caster, object *spell_ob, int dir) 283probe (object *op, object *caster, object *spell_ob, int dir)
286{ 284{
287 int r, mflags, maxrange; 285 int r, mflags, maxrange;
288 object *tmp; 286 object *tmp;
289 mapstruct *m; 287 maptile *m;
290
291 288
292 if (!dir) 289 if (!dir)
293 { 290 {
294 examine_monster (op, op); 291 examine_monster (op, op);
295 return 1; 292 return 1;
296 } 293 }
294
297 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 295 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
298 for (r = 1; r < maxrange; r++) 296 for (r = 1; r < maxrange; r++)
299 { 297 {
300 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir]; 298 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir];
301 299
303 mflags = get_map_flags (m, &m, x, y, &x, &y); 301 mflags = get_map_flags (m, &m, x, y, &x, &y);
304 302
305 if (mflags & P_OUT_OF_MAP) 303 if (mflags & P_OUT_OF_MAP)
306 break; 304 break;
307 305
308 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) 306 if (!op->flag [FLAG_WIZCAST] && (mflags & P_NO_MAGIC))
309 { 307 {
310 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 308 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
311 return 0; 309 return 0;
312 } 310 }
311
313 if (mflags & P_IS_ALIVE) 312 if (mflags & P_IS_ALIVE)
314 { 313 {
315 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above) 314 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
316 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 315 if (tmp->flag [FLAG_ALIVE] && (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
317 { 316 {
318 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 317 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
319 if (tmp->head != NULL) 318 if (tmp->head != NULL)
320 tmp = tmp->head; 319 tmp = tmp->head;
321 examine_monster (op, tmp); 320 examine_monster (op, tmp);
322 return 1; 321 return 1;
323 } 322 }
324 } 323 }
325 } 324 }
325
326 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); 326 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
327 return 1; 327 return 1;
328} 328}
329
330 329
331/* This checks to see if 'pl' is invisible to 'mon'. 330/* This checks to see if 'pl' is invisible to 'mon'.
332 * does race check, undead check, etc 331 * does race check, undead check, etc
333 * Returns TRUE if mon can't see pl, false 332 * Returns TRUE if mon can't see pl, false
334 * otherwise. This doesn't check range, walls, etc. It 333 * otherwise. This doesn't check range, walls, etc. It
336 * pl is invisible. 335 * pl is invisible.
337 */ 336 */
338int 337int
339makes_invisible_to (object *pl, object *mon) 338makes_invisible_to (object *pl, object *mon)
340{ 339{
341
342 if (!pl->invisible) 340 if (!pl->invisible)
343 return 0; 341 return 0;
342
344 if (pl->type == PLAYER) 343 if (pl->type == PLAYER)
345 { 344 {
346 /* If race isn't set, then invisible unless it is undead */ 345 /* If race isn't set, then invisible unless it is undead */
347 if (!pl->contr->invis_race) 346 if (!pl->contr->invis_race)
348 { 347 {
349 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 348 if (mon->flag [FLAG_UNDEAD])
350 return 0; 349 return 0;
350
351 return 1; 351 return 1;
352 } 352 }
353
353 /* invis_race is set if we get here */ 354 /* invis_race is set if we get here */
354 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 355 if (pl->contr->invis_race == shstr_undead && is_true_undead (mon))
355 return 1; 356 return 1;
357
356 /* No race, can't be invisible to it */ 358 /* No race, can't be invisible to it */
357 if (!mon->race) 359 if (!mon->race)
358 return 0; 360 return 0;
361
359 if (strstr (mon->race, pl->contr->invis_race)) 362 if (mon->race.contains (pl->contr->invis_race))
360 return 1; 363 return 1;
364
361 /* Nothing matched above, return 0 */ 365 /* Nothing matched above, return 0 */
362 return 0; 366 return 0;
363 } 367 }
364 else 368 else
365 { 369 {
378 * normal applies. 382 * normal applies.
379 */ 383 */
380int 384int
381cast_invisible (object *op, object *caster, object *spell_ob) 385cast_invisible (object *op, object *caster, object *spell_ob)
382{ 386{
383 object *tmp;
384
385 if (op->invisible > 1000) 387 if (op->invisible > 1000)
386 { 388 {
387 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further"); 389 op->failmsg ("You can not extend the duration of your invisibility any further");
388 return 0; 390 return 0;
389 } 391 }
390 392
391 /* Remove the switch with 90% duplicate code - just handle the differences with 393 /* Remove the switch with 90% duplicate code - just handle the differences with
392 * and if statement or two. 394 * and if statement or two.
393 */ 395 */
394 op->invisible += spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 396 op->invisible += spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
397
395 /* max duration */ 398 /* limit duration */
396 if (op->invisible > 1000) 399 min_it (op->invisible, 1000);
397 op->invisible = 1000;
398 400
399 if (op->type == PLAYER) 401 if (op->type == PLAYER)
400 { 402 {
401 op->contr->invis_race = spell_ob->race; 403 op->contr->invis_race = spell_ob->race;
402 404
403 if (QUERY_FLAG (spell_ob, FLAG_MAKE_INVIS)) 405 if (spell_ob->flag [FLAG_MAKE_INVIS])
404 op->contr->tmp_invis = 0; 406 op->contr->tmp_invis = 0;
405 else 407 else
406 op->contr->tmp_invis = 1; 408 op->contr->tmp_invis = 1;
407 409
408 op->contr->hidden = 0; 410 op->contr->hidden = 0;
409 } 411 }
412
410 if (makes_invisible_to (op, op)) 413 if (makes_invisible_to (op, op))
411 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!"); 414 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!");
412 else 415 else
413 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!"); 416 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
414 417
415 update_object (op, UP_OBJ_FACE); 418 update_object (op, UP_OBJ_CHANGE);
416 419
417 /* Only search the active objects - only these should actually do 420 /* Only search the active objects - only these should actually do
418 * harm to the player. 421 * harm to the player.
419 */ 422 */
420 for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) 423 for_all_actives (tmp)
421 if (tmp->enemy == op) 424 if (tmp->enemy == op)
422 tmp->enemy = NULL; 425 tmp->enemy = 0;
426
423 return 1; 427 return 1;
424} 428}
425 429
426/* earth to dust spell. Basically destroys earthwalls in the area. 430/* earth to dust spell. Basically destroys earthwalls in the area.
427 */ 431 */
428int 432int
429cast_earth_to_dust (object *op, object *caster, object *spell_ob) 433cast_earth_to_dust (object *op, object *caster, object *spell_ob)
430{ 434{
431 object *tmp, *next;
432 int range, i, j, mflags; 435 int range, i, j, mflags;
433 sint16 sx, sy; 436 sint16 sx, sy;
434 mapstruct *m; 437 maptile *m;
435
436 if (op->type != PLAYER)
437 return 0;
438 438
439 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 439 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
440 440
441 for (i = -range; i <= range; i++) 441 for (i = -range; i <= range; i++)
442 for (j = -range; j <= range; j++) 442 for (j = -range; j <= range; j++)
447 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 447 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
448 448
449 if (mflags & P_OUT_OF_MAP) 449 if (mflags & P_OUT_OF_MAP)
450 continue; 450 continue;
451 451
452 // earth to dust tears down everything that can be teared down 452 // earth to dust tears down everything that can be torn down
453 for (tmp = get_map_ob (m, sx, sy); tmp != NULL; tmp = next) 453 for (object *next, *tmp = m->at (sx, sy).bot; tmp; tmp = next)
454 { 454 {
455 next = tmp->above; 455 next = tmp->above;
456 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 456
457 if (tmp->flag [FLAG_TEAR_DOWN])
457 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 458 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
458 } 459 }
459 } 460 }
461
460 return 1; 462 return 1;
461} 463}
462
463 464
464void 465void
465execute_word_of_recall (object *op) 466execute_word_of_recall (object *op)
466{ 467{
467 object *wor = op; 468 if (object *pl = op->in_player ())
468 469 if (pl->ms ().flags () & P_NO_CLERIC && !pl->flag [FLAG_WIZCAST])
469 while (op != NULL && op->type != PLAYER)
470 op = op->env;
471
472 if (op != NULL && op->map)
473 {
474 if ((get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_CLERIC) && (!QUERY_FLAG (op, FLAG_WIZCAST)))
475 new_draw_info (NDI_UNIQUE, 0, op, "You feel something fizzle inside you."); 470 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
476 else 471 else
477 enter_exit (op, wor); 472 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
478 } 473
479 remove_ob (wor); 474 op->destroy ();
480 free_object (wor);
481} 475}
482 476
483/* Word of recall causes the player to return 'home'. 477/* Word of recall causes the player to return 'home'.
484 * we put a force into the player object, so that there is a 478 * we put a force into the player object, so that there is a
485 * time delay effect. 479 * time delay effect.
486 */ 480 */
487int 481int
488cast_word_of_recall (object *op, object *caster, object *spell_ob) 482cast_word_of_recall (object *op, object *caster, object *spell_ob)
489{ 483{
490 object *dummy; 484 if (!op->is_player ())
491 int time;
492
493 if (op->type != PLAYER)
494 return 0; 485 return 0;
495 486
496 if (find_obj_by_type_subtype (op, SPELL_EFFECT, SP_WORD_OF_RECALL)) 487 if (find_obj_by_type_subtype (op, SPELL_EFFECT, SP_WORD_OF_RECALL))
497 { 488 {
498 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 489 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
499 return 1; 490 return 1;
500 } 491 }
501 492
502 dummy = get_archetype (FORCE_NAME); 493 object *dummy = archetype::get (FORCE_NAME);
503 if (dummy == NULL) 494
504 {
505 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
506 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
507 return 0;
508 }
509 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob); 495 int time = max (1, spell_ob->duration - SP_level_duration_adjust (caster, spell_ob));
510 if (time < 1)
511 time = 1;
512 496
513 /* value of speed really doesn't make much difference, as long as it is 497 /* value of speed really doesn't make much difference, as long as it is
514 * positive. Lower value may be useful so that the problem doesn't 498 * positive. Lower value may be useful so that the problem doesn't
515 * do anything really odd if it say a -1000 or something. 499 * do anything really odd if it say a -1000 or something.
516 */ 500 */
517 dummy->speed = 0.002; 501 dummy->set_speed (0.002);
518 update_ob_speed (dummy);
519 dummy->speed_left = -dummy->speed * time; 502 dummy->speed_left = -dummy->speed * time;
520 dummy->type = SPELL_EFFECT; 503 dummy->type = SPELL_EFFECT;
521 dummy->subtype = SP_WORD_OF_RECALL; 504 dummy->subtype = SP_WORD_OF_RECALL;
505 dummy->slaying = op->contr->savebed_map;
506 dummy->stats.hp = op->contr->bed_x;
507 dummy->stats.sp = op->contr->bed_y;
522 508
523 /* If we could take advantage of enter_player_savebed() here, it would be 509 op->insert (dummy);
524 * nice, but until the map load fails, we can't.
525 */
526 EXIT_PATH (dummy) = op->contr->savebed_map;
527 EXIT_X (dummy) = op->contr->bed_x;
528 EXIT_Y (dummy) = op->contr->bed_y;
529 510
530 (void) insert_ob_in_ob (dummy, op);
531 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 511 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
512
532 return 1; 513 return 1;
533} 514}
534 515
535/* cast_wonder 516/* cast_wonder
536 * wonder is really just a spell that will likely cast another 517 * wonder is really just a spell that will likely cast another
566 return cast_spell (op, caster, dir, newspell, NULL); 547 return cast_spell (op, caster, dir, newspell, NULL);
567 } 548 }
568 return 1; 549 return 1;
569} 550}
570 551
571
572int 552int
573perceive_self (object *op) 553perceive_self (object *op)
574{ 554{
575 char *cp = describe_item (op, op), buf[MAX_BUF]; 555 const char *cp = describe_item (op, op);
576 archetype *at = archetype::find (ARCH_DEPLETION); 556 archetype *at = archetype::find (shstr_depletion);
577 object *tmp;
578 int i;
579 557
558 dynbuf_text &buf = msg_dynbuf; buf.clear ();
559
560 if (!op->is_player ())
561 return 0;
562
563 if (object *race = archetype::find (op->race))
564 buf << " - You are a G<male|female> " << &race->name << ".\n";
565
580 tmp = find_god (determine_god (op)); 566 if (object *god = find_god (determine_god (op)))
581 if (tmp) 567 buf << " - You worship " << &god->name << ".\n";
582 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
583 else 568 else
584 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); 569 buf << " - You worship no god.\n";
585 570
586 tmp = present_arch_in_ob (at, op); 571 object *tmp = present_arch_in_ob (at, op);
587 572
588 if (*cp == '\0' && tmp == NULL) 573 if (*cp == '\0' && !tmp)
589 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 574 buf << " - You feel very mundane. ";
590 else 575 else
591 { 576 {
592 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 577 buf << " - You have: " << cp << ".\n";
593 new_draw_info (NDI_UNIQUE, 0, op, cp); 578
594 if (tmp != NULL) 579 if (tmp)
595 {
596 for (i = 0; i < NUM_STATS; i++) 580 for (int i = 0; i < NUM_STATS; i++)
597 { 581 if (tmp->stats.stat (i) < 0)
598 if (get_attr_value (&tmp->stats, i) < 0) 582 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
599 {
600 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i)));
601 }
602 }
603 }
604 } 583 }
605 584
606 if (is_dragon_pl (op)) 585 if (op->is_dragon ())
607 {
608 /* now grab the 'dragon_ability'-force from the player's inventory */ 586 /* now grab the 'dragon_ability'-force from the player's inventory */
609 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 587 for (tmp = op->inv; tmp; tmp = tmp->below)
610 { 588 {
611 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 589 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
612 { 590 {
613 if (tmp->stats.exp == 0) 591 if (tmp->stats.exp == 0)
614 {
615 sprintf (buf, "Your metabolism isn't focused on anything."); 592 buf << " - Your metabolism isn't focused on anything.\n";
616 }
617 else 593 else
618 {
619 sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); 594 buf << " - Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
620 } 595
621 new_draw_info (NDI_UNIQUE, 0, op, buf);
622 break; 596 break;
623 } 597 }
624 } 598 }
625 } 599
600 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
601
626 return 1; 602 return 1;
627} 603}
628
629/* int cast_create_town_portal (object *op, object *caster, int dir)
630 *
631 * This function cast the spell of town portal for op
632 *
633 * The spell operates in two passes. During the first one a place
634 * is marked as a destination for the portal. During the second one,
635 * 2 portals are created, one in the position the player cast it and
636 * one in the destination place. The portal are synchronized and 2 forces
637 * are inserted in the player to destruct the portal next time player
638 * creates a new portal pair.
639 * This spell has a side effect that it allows people to meet each other
640 * in a permanent, private, appartements by making a town portal from it
641 * to the town or another public place. So, check if the map is unique and if
642 * so return an error
643 *
644 * Code by Tchize (david.delbecq@usa.net)
645 */
646int
647cast_create_town_portal (object *op, object *caster, object *spell, int dir)
648{
649 object *dummy, *force, *old_force, *tmp;
650 archetype *perm_portal;
651 char portal_name[1024], portal_message[1024];
652 sint16 exitx, exity;
653 mapstruct *exitmap;
654 int op_level;
655
656
657 /* Check to see if the map the player is currently on is a per player unique
658 * map. This can be determined in that per player unique maps have the
659 * full pathname listed.
660 */
661 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
662 {
663 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
664 return 0;
665 }
666
667 /* The first thing to do is to check if we have a marked destination
668 * dummy is used to make a check inventory for the force
669 */
670 dummy = arch_to_object (spell->other_arch);
671 if (dummy == NULL)
672 {
673 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
674 LOG (llevError, "get_object failed (force in cast_create_town_portal for %s!\n", &op->name);
675 return 0;
676 }
677 force = check_inv_recursive (op, dummy);
678
679 if (force == NULL)
680 {
681 /* Here we know there is no destination marked up.
682 * We have 2 things to do:
683 * 1. Mark the destination in the player inventory.
684 * 2. Let the player know it worked.
685 */
686 dummy->name = op->map->path;
687 EXIT_X (dummy) = op->x;
688 EXIT_Y (dummy) = op->y;
689 insert_ob_in_ob (dummy, op);
690 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You fix this place in your mind.\nYou feel you are able to come here from anywhere.");
691 return 1;
692 }
693 free_object (dummy);
694
695 /* Here we know where the town portal should go to
696 * We should kill any existing portal associated with the player.
697 * Than we should create the 2 portals.
698 * For each of them, we need:
699 * - To create the portal with the name of the player+destination map
700 * - set the owner of the town portal
701 * - To mark the position of the portal in the player's inventory
702 * for easier destruction.
703 *
704 * The mark works has follow:
705 * slaying: Existing town portal
706 * hp, sp : x & y of the associated portal
707 * name : name of the portal
708 * race : map the portal is in
709 */
710
711 /* First step: killing existing town portals */
712 dummy = get_archetype (spell->race);
713 if (dummy == NULL)
714 {
715 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
716 LOG (llevError, "get_object failed (force) in cast_create_town_portal for %s!\n", &op->name);
717 return 0;
718 }
719 perm_portal = archetype::find (spell->slaying);
720
721 /* To kill a town portal, we go trough the player's inventory,
722 * for each marked portal in player's inventory,
723 * -We try load the associated map (if impossible, consider the portal destructed)
724 * -We find any portal in the specified location.
725 * If it has the good name, we destruct it.
726 * -We destruct the force indicating that portal.
727 */
728 while ((old_force = check_inv_recursive (op, dummy)))
729 {
730 exitx = EXIT_X (old_force);
731 exity = EXIT_Y (old_force);
732 LOG (llevDebug, "Trying to kill a portal in %s (%d,%d)\n", &old_force->race, exitx, exity);
733
734 if (!strncmp (old_force->race, settings.localdir, strlen (settings.localdir)))
735 exitmap = ready_map_name (old_force->race, MAP_PLAYER_UNIQUE);
736 else
737 exitmap = ready_map_name (old_force->race, 0);
738
739 if (exitmap)
740 {
741 tmp = present_arch (perm_portal, exitmap, exitx, exity);
742 while (tmp)
743 {
744 if (tmp->name == old_force->name)
745 {
746 remove_ob (tmp);
747 free_object (tmp);
748 break;
749 }
750 else
751 {
752 tmp = tmp->above;
753 }
754 }
755 }
756 remove_ob (old_force);
757 free_object (old_force);
758 LOG (llevDebug, "\n");
759 }
760 free_object (dummy);
761
762 /* Creating the portals.
763 * The very first thing to do is to ensure
764 * access to the destination map.
765 * If we can't, don't fizzle. Simply warn player.
766 * This ensure player pays his mana for the spell
767 * because HE is responsible of forgotting.
768 * 'force' is the destination of the town portal, which we got
769 * from the players inventory above.
770 */
771
772 /* Ensure exit map is loaded */
773 if (!strncmp (force->name, settings.localdir, strlen (settings.localdir)))
774 exitmap = ready_map_name (force->name, MAP_PLAYER_UNIQUE);
775 else
776 exitmap = ready_map_name (force->name, 0);
777
778 /* If we were unable to load (ex. random map deleted), warn player */
779 if (exitmap == NULL)
780 {
781 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
782 remove_ob (force);
783 free_object (force);
784 return 1;
785 }
786
787 op_level = caster_level (caster, spell);
788 if (op_level < 15)
789 snprintf (portal_message, 1024,
790 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
791 &op->name);
792 else if (op_level < 30)
793 snprintf (portal_message, 1024,
794 "\n%s's portal smells of ozone.\nYou do a lot of movements and finally pass\nthrough the small hole in the air\n", &op->name);
795 else if (op_level < 60)
796 snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
797 else
798 snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",
799 &op->name);
800
801 /* Create a portal in front of player
802 * dummy contain the portal and
803 * force contain the track to kill it later
804 */
805
806 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
807 dummy = get_archetype (spell->slaying); /*The portal */
808 if (dummy == NULL)
809 {
810 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
811 LOG (llevError, "get_object failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
812 return 0;
813 }
814 EXIT_PATH (dummy) = force->name;
815 EXIT_X (dummy) = EXIT_X (force);
816 EXIT_Y (dummy) = EXIT_Y (force);
817 dummy->name = dummy->name_pl = portal_name;
818 dummy->msg = portal_message;
819 dummy->race = op->name; /*Save the owner of the portal */
820 cast_create_obj (op, caster, dummy, 0);
821
822 /* Now we need to to create a town portal marker inside the player
823 * object, so on future castings, we can know that he has an active
824 * town portal.
825 */
826 tmp = get_archetype (spell->race);
827 if (tmp == NULL)
828 {
829 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
830 LOG (llevError, "get_object failed (force) in cast_create_town_portal for %s!\n", &op->name);
831 return 0;
832 }
833 tmp->race = op->map->path;
834 tmp->name = portal_name;
835 EXIT_X (tmp) = dummy->x;
836 EXIT_Y (tmp) = dummy->y;
837 insert_ob_in_ob (tmp, op);
838
839 /* Create a portal in the destination map
840 * dummy contain the portal and
841 * force the track to kill it later
842 * the 'force' variable still contains the 'reminder' of
843 * where this portal goes to.
844 */
845 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, op->map->path);
846 dummy = get_archetype (spell->slaying); /*The portal */
847 if (dummy == NULL)
848 {
849 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
850 LOG (llevError, "get_object failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
851 return 0;
852 }
853 EXIT_PATH (dummy) = op->map->path;
854 EXIT_X (dummy) = op->x;
855 EXIT_Y (dummy) = op->y;
856 dummy->name = dummy->name_pl = portal_name;
857 dummy->msg = portal_message;
858 dummy->x = EXIT_X (force);
859 dummy->y = EXIT_Y (force);
860 dummy->race = op->name; /*Save the owner of the portal */
861 insert_ob_in_map (dummy, exitmap, op, 0);
862
863 /* Now we create another town portal marker that
864 * points back to the one we just made
865 */
866 tmp = get_archetype (spell->race);
867 if (tmp == NULL)
868 {
869 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
870 LOG (llevError, "get_object failed (force) in cast_create_town_portal for %s!\n", &op->name);
871 return 0;
872 }
873 tmp->race = force->name;
874 tmp->name = portal_name;
875 EXIT_X (tmp) = dummy->x;
876 EXIT_Y (tmp) = dummy->y;
877 insert_ob_in_ob (tmp, op);
878
879 /* Describe the player what happened
880 */
881 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
882 remove_ob (force); /* Delete the force inside the player */
883 free_object (force);
884 return 1;
885}
886
887 604
888/* This creates magic walls. Really, it can create most any object, 605/* This creates magic walls. Really, it can create most any object,
889 * within some reason. 606 * within some reason.
890 */ 607 */
891
892int 608int
893magic_wall (object *op, object *caster, int dir, object *spell_ob) 609magic_wall (object *op, object *caster, int dir, object *spell_ob)
894{ 610{
895 object *tmp, *tmp2; 611 object *tmp;
896 int i, posblocked, negblocked, maxrange; 612 int i, posblocked, negblocked, maxrange;
897 sint16 x, y; 613 sint16 x, y;
898 mapstruct *m; 614 maptile *m;
899 const char *name; 615 const char *name;
900 archetype *at; 616 archetype *at;
901 617
902 if (!dir) 618 if (!dir)
903 { 619 {
908 else 624 else
909 { 625 {
910 x = op->x + freearr_x[dir]; 626 x = op->x + freearr_x[dir];
911 y = op->y + freearr_y[dir]; 627 y = op->y + freearr_y[dir];
912 } 628 }
629
913 m = op->map; 630 m = op->map;
914 631
915 if ((spell_ob->move_block || x != op->x || y != op->y) && 632 if ((spell_ob->move_block || x != op->x || y != op->y) &&
916 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) || 633 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) ||
917 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block))) 634 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
918 { 635 {
919 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 636 op->failmsg ("Something is in the way.");
920 return 0; 637 return 0;
921 } 638 }
639
922 if (spell_ob->other_arch) 640 if (spell_ob->other_arch)
923 { 641 tmp = spell_ob->other_arch->instance ();
924 tmp = arch_to_object (spell_ob->other_arch);
925 }
926 else if (spell_ob->race) 642 else if (spell_ob->race)
927 { 643 {
928 char buf1[MAX_BUF]; 644 char buf1[MAX_BUF];
929 645
930 sprintf (buf1, spell_ob->race, dir); 646 sprintf (buf1, spell_ob->race, dir);
933 { 649 {
934 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 650 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
935 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 651 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
936 return 0; 652 return 0;
937 } 653 }
938 tmp = arch_to_object (at); 654
655 tmp = at->instance ();
939 } 656 }
940 else 657 else
941 { 658 {
942 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name); 659 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
943 return 0; 660 return 0;
948 tmp->attacktype = spell_ob->attacktype; 665 tmp->attacktype = spell_ob->attacktype;
949 tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 666 tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
950 tmp->stats.dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 667 tmp->stats.dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
951 tmp->range = 0; 668 tmp->range = 0;
952 } 669 }
953 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 670 else if (tmp->flag [FLAG_ALIVE])
954 { 671 {
955 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 672 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
956 tmp->stats.maxhp = tmp->stats.hp; 673 tmp->stats.maxhp = tmp->stats.hp;
957 set_owner (tmp, op);
958 set_spell_skill (op, caster, spell_ob, tmp);
959 } 674 }
960 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP)) 675
676 if (spell_ob->flag [FLAG_IS_USED_UP] || tmp->flag [FLAG_IS_USED_UP])
961 { 677 {
962 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 678 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
963 SET_FLAG (tmp, FLAG_IS_USED_UP); 679 tmp->set_flag (FLAG_IS_USED_UP);
964 } 680 }
965 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 681
682 if (spell_ob->flag [FLAG_TEAR_DOWN])
966 { 683 {
967 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 684 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
968 tmp->stats.maxhp = tmp->stats.hp; 685 tmp->stats.maxhp = tmp->stats.hp;
969 SET_FLAG (tmp, FLAG_TEAR_DOWN); 686 tmp->set_flag (FLAG_TEAR_DOWN);
970 SET_FLAG (tmp, FLAG_ALIVE); 687 tmp->set_flag (FLAG_ALIVE);
971 } 688 }
972 689
973 /* This can't really hurt - if the object doesn't kill anything, 690 /* This can't really hurt - if the object doesn't kill anything,
974 * these fields just won't be used. 691 * these fields just won't be used. Do not set the owner for
692 * earthwalls, though, so they survive restarts.
975 */ 693 */
976 set_owner (tmp, op); 694 if (tmp->type != EARTHWALL) //TODO
695 tmp->set_owner (op);
696
977 set_spell_skill (op, caster, spell_ob, tmp); 697 set_spell_skill (op, caster, spell_ob, tmp);
978 tmp->x = x;
979 tmp->y = y;
980 tmp->level = caster_level (caster, spell_ob) / 2; 698 tmp->level = casting_level (caster, spell_ob) / 2;
981 699
982 name = tmp->name; 700 name = tmp->name;
983 if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL) 701 if (!(tmp = m->insert (tmp, x, y, op)))
984 { 702 {
985 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name); 703 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
986 return 0; 704 return 0;
987 } 705 }
706
988 /* If this is a spellcasting wall, need to insert the spell object */ 707 /* If this is a spellcasting wall, need to insert the spell object */
989 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 708 if (tmp->other_arch && tmp->other_arch->type == SPELL)
990 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 709 insert_ob_in_ob (tmp->other_arch->instance (), tmp);
991 710
992 /* This code causes the wall to extend some distance in 711 /* This code causes the wall to extend some distance in
993 * each direction, or until an obstruction is encountered. 712 * each direction, or until an obstruction is encountered.
994 * posblocked and negblocked help determine how far the 713 * posblocked and negblocked help determine how far the
995 * created wall can extend, it won't go extend through 714 * created wall can extend, it won't go extend through
1010 m = tmp->map; 729 m = tmp->map;
1011 730
1012 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && 731 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
1013 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked) 732 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked)
1014 { 733 {
1015 tmp2 = get_object (); 734 object *tmp2 = tmp->clone ();
1016 copy_object (tmp, tmp2); 735 m->insert (tmp2, x, y, op);
1017 tmp2->x = x; 736
1018 tmp2->y = y;
1019 insert_ob_in_map (tmp2, m, op, 0);
1020 /* If this is a spellcasting wall, need to insert the spell object */ 737 /* If this is a spellcasting wall, need to insert the spell object */
1021 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 738 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1022 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 739 tmp2->insert (tmp2->other_arch->instance ());
1023 740
1024 } 741 }
1025 else 742 else
1026 posblocked = 1; 743 posblocked = 1;
1027 744
1030 m = tmp->map; 747 m = tmp->map;
1031 748
1032 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && 749 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
1033 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked) 750 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
1034 { 751 {
1035 tmp2 = get_object (); 752 object *tmp2 = tmp->clone ();
1036 copy_object (tmp, tmp2); 753 m->insert (tmp2, x, y, op);
1037 tmp2->x = x; 754
1038 tmp2->y = y;
1039 insert_ob_in_map (tmp2, m, op, 0);
1040 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 755 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1041 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 756 tmp2->insert (tmp2->other_arch->instance ());
1042 } 757 }
1043 else 758 else
1044 negblocked = 1; 759 negblocked = 1;
1045 } 760 }
1046 761
1047 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) 762 if (tmp->flag [FLAG_BLOCKSVIEW])
1048 update_all_los (op->map, op->x, op->y); 763 update_all_los (op->map, op->x, op->y);
1049 764
1050 return 1; 765 return 1;
1051} 766}
1052 767
1053int 768int
1054dimension_door (object *op, object *caster, object *spob, int dir) 769dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
1055{ 770{
1056 uint32 dist, maxdist; 771 uint32 dist, maxdist;
1057 int mflags; 772 int mflags;
1058 mapstruct *m; 773 maptile *m;
1059 sint16 sx, sy; 774 sint16 sx, sy;
1060 775
1061 if (op->type != PLAYER) 776 if (op->type != PLAYER)
1062 return 0; 777 return 0;
1063 778
1064 if (!dir) 779 if (!dir)
1065 { 780 {
1066 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?"); 781 op->failmsg ("In what direction?");
1067 return 0; 782 return 0;
1068 } 783 }
1069 784
1070 /* Given the new outdoor maps, can't let players dimension door for 785 /* Given the new outdoor maps, can't let players dimension door for
1071 * ever, so put limits in. 786 * ever, so put limits in.
1072 */ 787 */
1073 maxdist = spob->range + SP_level_range_adjust (caster, spob); 788 maxdist = spob->range + SP_level_range_adjust (caster, spob);
1074 789
1075 if (op->contr->count) 790 if (spellparam)
1076 { 791 {
792 int count = atoi (spellparam);
793
1077 if (op->contr->count > maxdist) 794 if (count > maxdist)
1078 { 795 {
1079 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!"); 796 op->failmsg ("You can't dimension door that far!");
1080 return 0; 797 return 0;
1081 } 798 }
1082 799
1083 for (dist = 0; dist < op->contr->count; dist++) 800 for (dist = 0; dist < count; dist++)
1084 { 801 {
1085 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy); 802 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
1086 803
1087 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 804 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
1088 break; 805 break;
1089 806
1090 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) 807 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1091 break; 808 break;
1092 } 809 }
1093 810
1094 if (dist < op->contr->count) 811 if (dist < count)
1095 { 812 {
1096 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n"); 813 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
1097 op->contr->count = 0;
1098 return 0; 814 return 0;
1099 } 815 }
1100 op->contr->count = 0;
1101 816
1102 /* Remove code that puts player on random space on maps. IMO, 817 /* Remove code that puts player on random space on maps. IMO,
1103 * a lot of maps probably have areas the player should not get to, 818 * a lot of maps probably have areas the player should not get to,
1104 * but may not be marked as NO_MAGIC (as they may be bounded 819 * but may not be marked as NO_MAGIC (as they may be bounded
1105 * by such squares). Also, there are probably treasure rooms and 820 * by such squares). Also, there are probably treasure rooms and
1147 break; 862 break;
1148 863
1149 } 864 }
1150 if (!dist) 865 if (!dist)
1151 { 866 {
1152 new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n"); 867 op->failmsg ("Your spell failed!\n");
1153 return 0; 868 return 0;
1154 } 869 }
1155 } 870 }
1156 871
1157 /* Actually move the player now */ 872 /* Actually move the player now */
1158 remove_ob (op); 873 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op)))
1159 op->x += freearr_x[dir] * dist;
1160 op->y += freearr_y[dir] * dist;
1161 if ((op = insert_ob_in_map (op, op->map, op, 0)) == NULL)
1162 return 1; 874 return 1;
1163 875
1164 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ 876 op->speed_left = -5. * op->speed; /* Freeze them for a short while */
877
1165 return 1; 878 return 1;
1166} 879}
1167
1168 880
1169/* cast_heal: Heals something. 881/* cast_heal: Heals something.
1170 * op is the caster. 882 * op is the caster.
1171 * dir is the direction he is casting it in. 883 * dir is the direction he is casting it in.
1172 * spell is the spell object. 884 * spell is the spell object.
1179 object *poison; 891 object *poison;
1180 int heal = 0, success = 0; 892 int heal = 0, success = 0;
1181 893
1182 tmp = find_target_for_friendly_spell (op, dir); 894 tmp = find_target_for_friendly_spell (op, dir);
1183 895
1184 if (tmp == NULL) 896 if (!tmp)
1185 return 0; 897 return 0;
1186 898
1187 /* Figure out how many hp this spell might cure. 899 /* Figure out how many hp this spell might cure.
1188 * could be zero if this spell heals effects, not damage. 900 * could be zero if this spell heals effects, not damage.
1189 */ 901 */
1192 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp; 904 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
1193 905
1194 if (heal) 906 if (heal)
1195 { 907 {
1196 if (tmp->stats.hp >= tmp->stats.maxhp) 908 if (tmp->stats.hp >= tmp->stats.maxhp)
1197 {
1198 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed."); 909 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed.");
1199 }
1200 else 910 else
1201 { 911 {
1202 /* See how many points we actually heal. Instead of messages 912 /* See how many points we actually heal. Instead of messages
1203 * based on type of spell, we instead do messages based 913 * based on type of spell, we instead do messages based
1204 * on amount of damage healed. 914 * on amount of damage healed.
1205 */ 915 */
1206 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 916 if (heal > tmp->stats.maxhp - tmp->stats.hp)
1207 heal = tmp->stats.maxhp - tmp->stats.hp; 917 heal = tmp->stats.maxhp - tmp->stats.hp;
918
1208 tmp->stats.hp += heal; 919 tmp->stats.hp += heal;
1209 920
1210 if (tmp->stats.hp >= tmp->stats.maxhp) 921 if (tmp->stats.hp >= tmp->stats.maxhp)
1211 {
1212 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 922 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1213 }
1214 else if (heal > 50) 923 else if (heal > 50)
1215 {
1216 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); 924 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1217 }
1218 else if (heal > 25) 925 else if (heal > 25)
1219 {
1220 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); 926 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1221 }
1222 else if (heal > 10) 927 else if (heal > 10)
1223 {
1224 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade."); 928 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade.");
1225 }
1226 else 929 else
1227 {
1228 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close."); 930 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close.");
1229 } 931
1230 success = 1; 932 success = 1;
1231 } 933 }
1232 } 934 }
935
1233 if (spell->attacktype & AT_DISEASE) 936 if (spell->attacktype & AT_DISEASE)
1234 if (cure_disease (tmp, op)) 937 if (cure_disease (tmp, op, spell))
1235 success = 1; 938 success = 1;
1236 939
1237 if (spell->attacktype & AT_POISON) 940 if (spell->attacktype & AT_POISON)
1238 { 941 {
1239 at = archetype::find ("poisoning"); 942 at = archetype::find (shstr_poisoning);
1240 poison = present_arch_in_ob (at, tmp); 943 poison = present_arch_in_ob (at, tmp);
1241 if (poison) 944 if (poison)
1242 { 945 {
1243 success = 1; 946 success = 1;
1244 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 947 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1245 poison->stats.food = 1; 948 poison->stats.food = 1;
1246 } 949 }
1247 } 950 }
951
1248 if (spell->attacktype & AT_CONFUSION) 952 if (spell->attacktype & AT_CONFUSION)
1249 { 953 {
1250 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 954 poison = present_in_ob_by_name (FORCE, shstr_confusion, tmp);
1251 if (poison) 955 if (poison)
1252 { 956 {
1253 success = 1; 957 success = 1;
1254 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 958 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1255 poison->duration = 1; 959 poison->duration = 1;
1256 } 960 }
1257 } 961 }
962
1258 if (spell->attacktype & AT_BLIND) 963 if (spell->attacktype & AT_BLIND)
1259 { 964 {
1260 at = archetype::find ("blindness"); 965 at = archetype::find (shstr_blindness);
1261 poison = present_arch_in_ob (at, tmp); 966 poison = present_arch_in_ob (at, tmp);
1262 if (poison) 967 if (poison)
1263 { 968 {
1264 success = 1; 969 success = 1;
1265 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return."); 970 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1266 poison->stats.food = 1; 971 poison->stats.food = 1;
1267 } 972 }
1268 } 973 }
974
1269 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) 975 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1270 { 976 {
1271 tmp->stats.sp += spell->last_sp; 977 tmp->stats.sp += spell->last_sp;
1272 if (tmp->stats.sp > tmp->stats.maxsp) 978 if (tmp->stats.sp > tmp->stats.maxsp)
1273 tmp->stats.sp = tmp->stats.maxsp; 979 tmp->stats.sp = tmp->stats.maxsp;
1274 success = 1; 980 success = 1;
1275 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!"); 981 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!");
1276 } 982 }
983
1277 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) 984 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1278 { 985 {
1279 tmp->stats.grace += spell->last_grace; 986 tmp->stats.grace += spell->last_grace;
1280 if (tmp->stats.grace > tmp->stats.maxgrace) 987 if (tmp->stats.grace > tmp->stats.maxgrace)
1281 tmp->stats.grace = tmp->stats.maxgrace; 988 tmp->stats.grace = tmp->stats.maxgrace;
1282 success = 1; 989 success = 1;
1283 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!"); 990 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1284 } 991 }
992
1285 if (spell->stats.food && tmp->stats.food < 999) 993 if (spell->stats.food && tmp->stats.food < MAX_FOOD)
1286 { 994 {
1287 tmp->stats.food += spell->stats.food; 995 tmp->stats.food += spell->stats.food;
1288 if (tmp->stats.food > 999) 996 min_it (tmp->stats.food, MAX_FOOD);
1289 tmp->stats.food = 999; 997
1290 success = 1; 998 success = 1;
1291 /* We could do something a bit better like the messages for healing above */ 999 /* We could do something a bit better like the messages for healing above */
1292 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food"); 1000 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1293 } 1001 }
1002
1294 return success; 1003 return success;
1295} 1004}
1296
1297 1005
1298/* This is used for the spells that gain stats. There are no spells 1006/* This is used for the spells that gain stats. There are no spells
1299 * right now that icnrease wis/int/pow on a temp basis, so no 1007 * right now that icnrease wis/int/pow on a temp basis, so no
1300 * good comments for those. 1008 * good comments for those.
1301 */ 1009 */
1302static const char *const no_gain_msgs[NUM_STATS] = { 1010static const char *const no_gain_msgs[NUM_STATS] = {
1303 "You grow no stronger.", 1011 "You grow no stronger.",
1304 "You grow no more agile.", 1012 "You grow no more agile.",
1305 "You don't feel any healthier.", 1013 "You don't feel any healthier.",
1306 "no wis", 1014 "You didn't grow any more intelligent.",
1015 "You do not feel any wiser.",
1016 "You don't feel any more powerful."
1307 "You are no easier to look at.", 1017 "You are no easier to look at.",
1308 "no int",
1309 "no pow"
1310}; 1018};
1311 1019
1312int 1020int
1021change_ability_duration (object *spell, object *caster)
1022{
1023 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1024}
1025
1026int
1313cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) 1027cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1314{ 1028{
1315 object *tmp, *tmp2 = NULL;
1316 object *force = NULL; 1029 object *force = 0;
1317 int i; 1030 int i;
1318 1031
1319 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1032 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1320 if (dir != 0) 1033 object *tmp = dir
1321 {
1322 tmp = find_target_for_friendly_spell (op, dir); 1034 ? find_target_for_friendly_spell (op, dir)
1323 } 1035 : op;
1324 else
1325 {
1326 tmp = op;
1327 }
1328 1036
1329 if (tmp == NULL) 1037 if (!tmp)
1330 return 0; 1038 return 0;
1331 1039
1332 /* If we've already got a force of this type, don't add a new one. */ 1040 /* If we've already got a force of this type, don't add a new one. */
1333 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1041 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1334 { 1042 {
1335 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1043 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1336 { 1044 {
1337 if (tmp2->name == spell_ob->name) 1045 if (tmp2->name == spell_ob->name)
1338 { 1046 {
1340 break; 1048 break;
1341 } 1049 }
1342 else if (spell_ob->race && spell_ob->race == tmp2->name) 1050 else if (spell_ob->race && spell_ob->race == tmp2->name)
1343 { 1051 {
1344 if (!silent) 1052 if (!silent)
1345 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 1053 op->failmsgf ("You can not cast %s while %s is in effect",
1054 &spell_ob->name, &tmp2->name_pl);
1055
1346 return 0; 1056 return 0;
1347 } 1057 }
1348 } 1058 }
1349 } 1059 }
1060
1061 int duration = change_ability_duration (spell_ob, caster);
1062
1350 if (force == NULL) 1063 if (force)
1351 {
1352 force = get_archetype (FORCE_NAME);
1353 force->subtype = FORCE_CHANGE_ABILITY;
1354 if (spell_ob->race)
1355 force->name = spell_ob->race;
1356 else
1357 force->name = spell_ob->name;
1358 force->name_pl = spell_ob->name;
1359 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1360
1361 } 1064 {
1362 else
1363 {
1364 int duration;
1365
1366 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1367 if (duration > force->duration) 1065 if (duration > force->duration)
1368 { 1066 {
1369 force->duration = duration; 1067 force->duration = duration;
1370 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1068 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1371 } 1069 }
1372 else 1070 else
1373 {
1374 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1071 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1375 } 1072
1376 return 1; 1073 return 1;
1377 } 1074 }
1378 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1075
1076 new_draw_info_format (NDI_UNIQUE, 0, op,
1077 "You create an aura of magical force. H<The effect will last for about %.10g seconds.>",
1078 TICK2TIME (duration));
1079
1080 force = archetype::get (FORCE_NAME);
1081 force->subtype = FORCE_CHANGE_ABILITY;
1082 force->duration = duration;
1083
1084 if (spell_ob->race)
1085 force->name = spell_ob->race;
1086 else
1087 force->name = spell_ob->name;
1088
1089 force->name_pl = spell_ob->name;
1090
1379 force->speed = 1.0; 1091 force->speed = 1.0;
1380 force->speed_left = -1.0; 1092 force->speed_left = -1.0;
1381 SET_FLAG (force, FLAG_APPLIED); 1093 force->set_flag (FLAG_APPLIED);
1382 1094
1383 /* Now start processing the effects. First, protections */ 1095 /* Now start processing the effects. First, protections */
1384 for (i = 0; i < NROFATTACKS; i++) 1096 for (i = 0; i < NROFATTACKS; i++)
1385 {
1386 if (spell_ob->resist[i]) 1097 if (spell_ob->resist[i])
1387 {
1388 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob); 1098 force->resist[i] = min (100, spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob));
1389 if (force->resist[i] > 100) 1099
1390 force->resist[i] = 100;
1391 }
1392 }
1393 if (spell_ob->stats.hp) 1100 if (spell_ob->stats.hp)
1394 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob); 1101 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1395 1102
1396 if (tmp->type == PLAYER) 1103 if (tmp->type == PLAYER)
1397 { 1104 {
1398 /* Stat adjustment spells */ 1105 /* Stat adjustment spells */
1399 for (i = 0; i < NUM_STATS; i++) 1106 for (i = 0; i < NUM_STATS; i++)
1400 { 1107 {
1401 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; 1108 if (sint8 stat = spell_ob->stats.stat (i))
1402
1403 if (stat)
1404 { 1109 {
1405 sm = 0; 1110 sint8 sm = 0;
1406 for (k = 0; k < stat; k++) 1111 for (sint8 k = 0; k < stat; k++)
1407 sm += rndm (1, 3); 1112 sm += rndm (1, 3);
1408 1113
1409 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) 1114 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1410 { 1115 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1411 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); 1116
1412 if (sm < 0) 1117 force->stats.stat (i) = sm;
1413 sm = 0; 1118
1414 }
1415 set_attr_value (&force->stats, i, sm);
1416 if (!sm) 1119 if (!sm)
1417 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); 1120 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1418 } 1121 }
1419 } 1122 }
1420 } 1123 }
1421 1124
1422 force->move_type = spell_ob->move_type; 1125 force->move_type = spell_ob->move_type;
1423 1126
1424 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK)) 1127 if (spell_ob->flag [FLAG_SEE_IN_DARK])
1425 SET_FLAG (force, FLAG_SEE_IN_DARK); 1128 force->set_flag (FLAG_SEE_IN_DARK);
1426 1129
1427 if (QUERY_FLAG (spell_ob, FLAG_XRAYS)) 1130 if (spell_ob->flag [FLAG_XRAYS])
1428 SET_FLAG (force, FLAG_XRAYS); 1131 force->set_flag (FLAG_XRAYS);
1429 1132
1430 /* Haste/bonus speed */ 1133 /* Haste/bonus speed */
1431 if (spell_ob->stats.exp) 1134 if (spell_ob->stats.exp)
1432 { 1135 {
1433 if (op->speed > 0.5f) 1136 if (op->speed > 0.5f)
1440 force->stats.ac = spell_ob->stats.ac; 1143 force->stats.ac = spell_ob->stats.ac;
1441 force->attacktype = spell_ob->attacktype; 1144 force->attacktype = spell_ob->attacktype;
1442 1145
1443 insert_ob_in_ob (force, tmp); 1146 insert_ob_in_ob (force, tmp);
1444 change_abil (tmp, force); /* Mostly to display any messages */ 1147 change_abil (tmp, force); /* Mostly to display any messages */
1445 fix_player (tmp); 1148 tmp->update_stats ();
1149
1446 return 1; 1150 return 1;
1447} 1151}
1448 1152
1449/* This used to be part of cast_change_ability, but it really didn't make 1153/* This used to be part of cast_change_ability, but it really didn't make
1450 * a lot of sense, since most of the values it derives are from the god 1154 * a lot of sense, since most of the values it derives are from the god
1451 * of the caster. 1155 * of the caster.
1452 */ 1156 */
1453
1454int 1157int
1455cast_bless (object *op, object *caster, object *spell_ob, int dir) 1158cast_bless (object *op, object *caster, object *spell_ob, int dir)
1456{ 1159{
1457 int i; 1160 int i;
1458 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1161 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1459 1162
1460 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1163 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1461 if (dir != 0) 1164 if (dir != 0)
1462 { 1165 {
1463 tmp = find_target_for_friendly_spell (op, dir); 1166 tmp = find_target_for_friendly_spell (op, dir);
1167
1168 if (!tmp)
1169 return 0;
1464 } 1170 }
1465 else 1171 else
1466 {
1467 tmp = op; 1172 tmp = op;
1468 }
1469 1173
1470 /* If we've already got a force of this type, don't add a new one. */ 1174 /* If we've already got a force of this type, don't add a new one. */
1471 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1175 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1472 { 1176 {
1473 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1177 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1474 { 1178 {
1475 if (tmp2->name == spell_ob->name) 1179 if (tmp2->name == spell_ob->name)
1476 { 1180 {
1482 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 1186 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1483 return 0; 1187 return 0;
1484 } 1188 }
1485 } 1189 }
1486 } 1190 }
1191
1487 if (force == NULL) 1192 if (force == NULL)
1488 { 1193 {
1489 force = get_archetype (FORCE_NAME); 1194 force = archetype::get (FORCE_NAME);
1490 force->subtype = FORCE_CHANGE_ABILITY; 1195 force->subtype = FORCE_CHANGE_ABILITY;
1491 if (spell_ob->race) 1196 if (spell_ob->race)
1492 force->name = spell_ob->race; 1197 force->name = spell_ob->race;
1493 else 1198 else
1494 force->name = spell_ob->name; 1199 force->name = spell_ob->name;
1509 { 1214 {
1510 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1215 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1511 } 1216 }
1512 return 0; 1217 return 0;
1513 } 1218 }
1219
1514 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1220 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1515 force->speed = 1.0; 1221 force->speed = 1.0;
1516 force->speed_left = -1.0; 1222 force->speed_left = -1.0;
1517 SET_FLAG (force, FLAG_APPLIED); 1223 force->set_flag (FLAG_APPLIED);
1518 1224
1519 if (!god) 1225 if (!god)
1520 { 1226 {
1521 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty."); 1227 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1522 } 1228 }
1523 else 1229 else
1524 { 1230 {
1525 /* Only give out good benefits, and put a max on it */ 1231 /* Only give out good benefits, and put a max on it */
1526 for (i = 0; i < NROFATTACKS; i++) 1232 for (i = 0; i < NROFATTACKS; i++)
1527 {
1528 if (god->resist[i] > 0) 1233 if (god->resist[i] > 0)
1529 {
1530 force->resist[i] = MIN (god->resist[i], spell_ob->resist[ATNR_GODPOWER]); 1234 force->resist[i] = min (god->resist[i], spell_ob->resist[ATNR_GODPOWER]);
1531 } 1235
1532 }
1533 force->path_attuned |= god->path_attuned; 1236 force->path_attuned |= god->path_attuned;
1534 1237
1535 if (spell_ob->attacktype) 1238 if (spell_ob->attacktype)
1536 force->slaying = god->slaying; 1239 force->slaying = god->slaying;
1537 1240
1549 force->stats.wc = spell_ob->stats.wc; 1252 force->stats.wc = spell_ob->stats.wc;
1550 force->stats.ac = spell_ob->stats.ac; 1253 force->stats.ac = spell_ob->stats.ac;
1551 1254
1552 change_abil (tmp, force); /* Mostly to display any messages */ 1255 change_abil (tmp, force); /* Mostly to display any messages */
1553 insert_ob_in_ob (force, tmp); 1256 insert_ob_in_ob (force, tmp);
1554 fix_player (tmp); 1257 tmp->update_stats ();
1555 return 1; 1258 return 1;
1556} 1259}
1557
1558
1559 1260
1560/* Alchemy code by Mark Wedel 1261/* Alchemy code by Mark Wedel
1561 * 1262 *
1562 * This code adds a new spell, called alchemy. Alchemy will turn 1263 * This code adds a new spell, called alchemy. Alchemy will turn
1563 * objects to gold nuggets, the value of the gold nuggets being 1264 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1564 * about 90% of that of the item itself. It uses the value of the
1565 * object before charisma adjustments, because the nuggets themselves
1566 * will be will be adjusted by charisma when sold.
1567 * 1265 *
1568 * Large nuggets are worth 25 gp each (base). You will always get 1266 * The value of the gold nuggets being about 90% of that of the item
1569 * the maximum number of large nuggets you could get. 1267 * itself. It uses the value of the object before charisma adjustments,
1570 * Small nuggets are worth 1 gp each (base). You will get from 0 1268 * because the nuggets themselves will be will be adjusted by charisma
1571 * to the max amount of small nuggets as you could get. 1269 * when sold.
1572 *
1573 * For example, if an item is worth 110 gold, you will get
1574 * 4 large nuggets, and from 0-10 small nuggets.
1575 * 1270 *
1576 * There is also a chance (1:30) that you will get nothing at all 1271 * There is also a chance (1:30) that you will get nothing at all
1577 * for the object. There is also a maximum weight that will be 1272 * for the object. There is also a maximum weight that will be
1578 * alchemied. 1273 * alchemised.
1579 */ 1274 */
1580
1581/* I didn't feel like passing these as arguements to the
1582 * two functions that need them. Real values are put in them
1583 * when the spell is cast, and these are freed when the spell
1584 * is finished.
1585 */
1586static object *small, *large;
1587
1588static void 1275static void
1589alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight) 1276alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1590{ 1277{
1591 uint64 value = query_cost (obj, NULL, F_TRUE); 1278 uint64 value = query_cost (obj, NULL, F_TRUE);
1592 1279
1593 /* Give third price when we alchemy money (This should hopefully 1280 /* Give third price when we alchemy money (this should hopefully
1594 * make it so that it isn't worth it to alchemy money, sell 1281 * make it so that it isn't worth it to alchemy money, sell
1595 * the nuggets, alchemy the gold from that, etc. 1282 * the nuggets, alchemy the gold from that, etc.
1596 * Otherwise, give 9 silver on the gold for other objects, 1283 * Otherwise, give 9 silver on the gold for other objects,
1597 * so that it would still be more affordable to haul 1284 * so that it would still be more affordable to haul
1598 * the stuff back to town. 1285 * the stuff back to town.
1599 */ 1286 */
1600 1287 if (obj->flag [FLAG_UNPAID])
1601 if (QUERY_FLAG (obj, FLAG_UNPAID))
1602 value = 0; 1288 value = 0;
1603 else if (obj->type == MONEY || obj->type == GEM) 1289 else if (obj->type == MONEY || obj->type == GEM)
1604 value /= 3; 1290 value /= 3;
1605 else 1291 else
1606 value = (value * 9) / 10; 1292 value = value * 9 / 10;
1607 1293
1608 value /= 4; // fix by GHJ, don't understand, pcg
1609
1610 if ((obj->value > 0) && rndm (0, 29)) 1294 if (obj->value > 0 && rndm (0, 29))
1611 { 1295 total_value += value;
1612 int count;
1613 1296
1614 count = value / large->value;
1615 *large_nuggets += count;
1616 value -= (uint64) count *(uint64) large->value;
1617
1618 count = value / small->value;
1619 *small_nuggets += count;
1620 }
1621
1622 /* Turn 25 small nuggets into 1 large nugget. If the value
1623 * of large nuggets is not evenly divisable by the small nugget
1624 * value, take off an extra small_nugget (Assuming small_nuggets!=0)
1625 */
1626 if (*small_nuggets * small->value >= large->value)
1627 {
1628 (*large_nuggets)++;
1629 *small_nuggets -= large->value / small->value;
1630 if (*small_nuggets && large->value % small->value)
1631 (*small_nuggets)--;
1632 }
1633 weight += obj->weight; 1297 total_weight += obj->total_weight ();
1634 remove_ob (obj);
1635 free_object (obj);
1636}
1637 1298
1638static void 1299 obj->destroy ();
1639update_map (object *op, mapstruct *m, int small_nuggets, int large_nuggets, int x, int y)
1640{
1641 object *tmp;
1642 int flag = 0;
1643
1644 /* Put any nuggets below the player, but we can only pass this
1645 * flag if we are on the same space as the player
1646 */
1647 if (x == op->x && y == op->y && op->map == m)
1648 flag = INS_BELOW_ORIGINATOR;
1649
1650 if (small_nuggets)
1651 {
1652 tmp = get_object ();
1653 copy_object (small, tmp);
1654 tmp->nrof = small_nuggets;
1655 tmp->x = x;
1656 tmp->y = y;
1657 insert_ob_in_map (tmp, m, op, flag);
1658 }
1659 if (large_nuggets)
1660 {
1661 tmp = get_object ();
1662 copy_object (large, tmp);
1663 tmp->nrof = large_nuggets;
1664 tmp->x = x;
1665 tmp->y = y;
1666 insert_ob_in_map (tmp, m, op, flag);
1667 }
1668} 1300}
1669 1301
1670int 1302int
1671alchemy (object *op, object *caster, object *spell_ob) 1303alchemy (object *op, object *caster, object *spell_ob)
1672{ 1304{
1673 int x, y, weight = 0, weight_max, large_nuggets, small_nuggets, mflags;
1674 sint16 nx, ny;
1675 object *next, *tmp;
1676 mapstruct *mp;
1677
1678 if (op->type != PLAYER) 1305 if (op->type != PLAYER)
1679 return 0; 1306 return 0;
1680 1307
1308 archetype *nugget[3];
1309
1310 nugget[0] = archetype::find (shstr_pyrite3);
1311 nugget[1] = archetype::find (shstr_pyrite2);
1312 nugget[2] = archetype::find (shstr_pyrite);
1313
1681 /* Put a maximum weight of items that can be alchemied. Limits the power 1314 /* Put a maximum weight of items that can be alchemised. Limits the power
1682 * some, and also prevents people from alcheming every table/chair/clock 1315 * some, and also prevents people from alchemising every table/chair/clock
1683 * in sight 1316 * in sight
1684 */ 1317 */
1685 weight_max = spell_ob->duration + +SP_level_duration_adjust (caster, spell_ob); 1318 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1686 weight_max *= 1000; 1319 int weight_max = duration * 1000;
1687 small = get_archetype ("smallnugget"), large = get_archetype ("largenugget"); 1320 uint64 value_max = duration * 1000;
1688 1321
1322 int weight = 0;
1323
1689 for (y = op->y - 1; y <= op->y + 1; y++) 1324 for (int y = op->y - 1; y <= op->y + 1; y++)
1690 { 1325 {
1691 for (x = op->x - 1; x <= op->x + 1; x++) 1326 for (int x = op->x - 1; x <= op->x + 1; x++)
1692 { 1327 {
1328 uint64 value = 0;
1329
1693 nx = x; 1330 sint16 nx = x;
1694 ny = y; 1331 sint16 ny = y;
1695 1332
1696 mp = op->map; 1333 maptile *mp = op->map;
1697 1334
1698 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); 1335 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1699 1336
1700 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1337 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1701 continue; 1338 continue;
1702 1339
1703 /* Treat alchemy a little differently - most spell effects 1340 /* Treat alchemy a little differently - most spell effects
1705 * ground level effect. 1342 * ground level effect.
1706 */ 1343 */
1707 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) 1344 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1708 continue; 1345 continue;
1709 1346
1710 small_nuggets = 0; 1347 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1711 large_nuggets = 0;
1712
1713 for (tmp = get_map_ob (mp, nx, ny); tmp != NULL; tmp = next)
1714 { 1348 {
1715 next = tmp->above; 1349 next = tmp->above;
1350
1716 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1351 if (tmp->weight > 0 && !tmp->flag [FLAG_NO_PICK] &&
1717 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1352 !tmp->flag [FLAG_ALIVE] && !tmp->flag [FLAG_IS_CAULDRON])
1718 { 1353 {
1719
1720 if (tmp->inv) 1354 if (tmp->inv)
1721 { 1355 {
1722 object *next1, *tmp1; 1356 object *next1, *tmp1;
1723 1357
1724 for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1) 1358 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1725 { 1359 {
1726 next1 = tmp1->below; 1360 next1 = tmp1->below;
1727 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1361 if (tmp1->weight > 0 && !tmp1->flag [FLAG_NO_PICK] &&
1728 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1362 !tmp1->flag [FLAG_ALIVE] && !tmp1->flag [FLAG_IS_CAULDRON])
1729 alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight); 1363 alchemy_object (tmp1, value, weight);
1730 } 1364 }
1731 } 1365 }
1366
1732 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); 1367 alchemy_object (tmp, value, weight);
1733 1368
1734 if (weight > weight_max) 1369 if (weight > weight_max)
1735 { 1370 break;
1736 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1737 free_object (large);
1738 free_object (small);
1739 return 1;
1740 } 1371 }
1741 } /* is alchemable object */
1742 } /* process all objects on this space */
1743
1744 /* Insert all the nuggets at one time. This probably saves time, but
1745 * it also prevents us from alcheming nuggets that were just created
1746 * with this spell.
1747 */ 1372 }
1748 update_map (op, mp, small_nuggets, large_nuggets, nx, ny); 1373
1374 value -= rndm (value >> 4);
1375 value = min (value, value_max);
1376
1377 for (int i = 0; i < array_length (nugget); ++i)
1378 if (int nrof = value / nugget [i]->value)
1379 {
1380 value -= nrof * nugget[i]->value;
1381
1382 object *tmp = nugget[i]->instance ();
1383 tmp->nrof = nrof;
1384 tmp->flag [FLAG_IDENTIFIED] = true;
1385 op->map->insert (tmp, x, y, op, 0);
1749 } 1386 }
1387
1388 if (weight > weight_max)
1389 goto bailout;
1390 }
1750 } 1391 }
1751 free_object (large); 1392
1752 free_object (small); 1393bailout:
1753 /* reset this so that if player standing on a big pile of stuff,
1754 * it is redrawn properly.
1755 */
1756 op->contr->socket.look_position = 0;
1757 return 1; 1394 return 1;
1758} 1395}
1759
1760 1396
1761/* This function removes the cursed/damned status on equipped 1397/* This function removes the cursed/damned status on equipped
1762 * items. 1398 * items.
1763 */ 1399 */
1764int 1400int
1765remove_curse (object *op, object *caster, object *spell) 1401remove_curse (object *op, object *caster, object *spell)
1766{ 1402{
1767 object *tmp;
1768 int success = 0, was_one = 0; 1403 int success = 0, was_one = 0;
1769 1404
1405 int num_uncurse = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell));
1406
1407 op->splay_marked ();
1408
1409 int typeflag = spell->last_sp ? FLAG_DAMNED : FLAG_CURSED;
1410
1770 for (tmp = op->inv; tmp; tmp = tmp->below) 1411 for (object *tmp = op->inv; tmp && num_uncurse; tmp = tmp->below)
1771 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1412 if (!tmp->invisible && tmp->flag [typeflag])
1772 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1773 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1774 { 1413 {
1775
1776 was_one++; 1414 ++was_one;
1415
1777 if (tmp->level <= caster_level (caster, spell)) 1416 if (tmp->level <= casting_level (caster, spell))
1778 { 1417 {
1779 success++; 1418 ++success;
1780 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1419 --num_uncurse;
1781 CLEAR_FLAG (tmp, FLAG_DAMNED);
1782 1420
1783 CLEAR_FLAG (tmp, FLAG_CURSED); 1421 tmp->clr_flag (typeflag);
1784 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1422 tmp->clr_flag (FLAG_CURSED);
1423 tmp->clr_flag (FLAG_KNOWN_CURSED);
1785 tmp->value = 0; /* Still can't sell it */ 1424 tmp->value = 0; /* Still can't sell it */
1786 if (op->type == PLAYER) 1425
1426 if (object *pl = tmp->visible_to ())
1787 esrv_send_item (op, tmp); 1427 esrv_update_item (UPD_FLAGS, pl, tmp);
1788 } 1428 }
1789 } 1429 }
1790 1430
1791 if (op->type == PLAYER) 1431 if (op->type == PLAYER)
1792 { 1432 {
1793 if (success) 1433 if (success)
1794 { 1434 new_draw_info (NDI_UNIQUE, 0, op, "You realise that some of your items look shinier now. H<You successfully removed some curses.>");
1795 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1796 }
1797 else 1435 else
1798 { 1436 {
1799 if (was_one) 1437 if (was_one)
1800 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse."); 1438 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove any curse. H<The spell was not strong enough.>");
1801 else 1439 else
1802 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items."); 1440 new_draw_info (NDI_UNIQUE, 0, op, "You are not having any cursed items. H<Epic fail.>");
1803 } 1441 }
1804 } 1442 }
1443
1805 return success; 1444 return success;
1806} 1445}
1807 1446
1808/* Identifies objects in the players inventory/on the ground */ 1447/* Identifies objects in the players inventory/on the ground */
1809
1810int 1448int
1811cast_identify (object *op, object *caster, object *spell) 1449cast_identify (object *op, object *caster, object *spell)
1812{ 1450{
1813 object *tmp; 1451 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1814 int success = 0, num_ident;
1815 1452
1816 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1453 int num_ident = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell));
1817 1454
1818 if (num_ident < 1) 1455 op->splay_marked ();
1819 num_ident = 1;
1820 1456
1821
1822 for (tmp = op->inv; tmp; tmp = tmp->below) 1457 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1823 { 1458 {
1824 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1459 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1825 { 1460 {
1826 identify (tmp); 1461 identify (tmp);
1462
1827 if (op->type == PLAYER) 1463 if (op->type == PLAYER)
1828 { 1464 {
1829 new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op)); 1465 buf.printf ("You identified: %s.\r", long_desc (tmp, op));
1466
1830 if (tmp->msg) 1467 if (tmp->msg)
1831 { 1468 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1832 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1833 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1834 }
1835 } 1469 }
1836 num_ident--; 1470
1837 success = 1;
1838 if (!num_ident) 1471 if (!--num_ident)
1839 break; 1472 break;
1840 } 1473 }
1841 } 1474 }
1475
1842 /* If all the power of the spell has been used up, don't go and identify 1476 /* If all the power of the spell has been used up, don't go and identify
1843 * stuff on the floor. Only identify stuff on the floor if the spell 1477 * stuff on the floor. Only identify stuff on the floor if the spell
1844 * was not fully used. 1478 * was not fully used.
1845 */ 1479 */
1846 if (num_ident) 1480 if (num_ident)
1847 { 1481 {
1848 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1482 for (object *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1849 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1483 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1850 { 1484 {
1851
1852 identify (tmp); 1485 identify (tmp);
1853 if (op->type == PLAYER) 1486
1487 if (object *pl = tmp->visible_to ())
1854 { 1488 {
1855 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op)); 1489 buf.printf ("On the ground you identified: %s.\r", long_desc (tmp, op));
1490
1856 if (tmp->msg) 1491 if (tmp->msg)
1857 { 1492 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1858 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1859 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1860 }
1861 esrv_send_item (op, tmp);
1862 } 1493 }
1863 num_ident--; 1494
1864 success = 1;
1865 if (!num_ident) 1495 if (!--num_ident)
1866 break; 1496 break;
1867 } 1497 }
1868 } 1498 }
1869 if (!success) 1499
1870 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified."); 1500 if (buf.empty ())
1501 {
1502 op->failmsg ("You can't reach anything unidentified.");
1503 return 0;
1504 }
1871 else 1505 else
1872 { 1506 {
1507 if (op->contr)
1508 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1509
1873 spell_effect (spell, op->x, op->y, op->map, op); 1510 spell_effect (spell, op->x, op->y, op->map, op);
1511 return 1;
1874 } 1512 }
1875 return success;
1876} 1513}
1877
1878 1514
1879int 1515int
1880cast_detection (object *op, object *caster, object *spell, object *skill) 1516cast_detection (object *op, object *caster, object *spell, object *skill)
1881{ 1517{
1882 object *tmp, *last, *god, *detect; 1518 object *tmp, *last, *god, *detect;
1883 int done_one, range, mflags, floor, level; 1519 int done_one, range, floor, level;
1884 sint16 x, y, nx, ny; 1520 sint16 x, y, nx, ny;
1885 mapstruct *m; 1521 maptile *m;
1886 1522
1887 /* We precompute some values here so that we don't have to keep 1523 /* We precompute some values here so that we don't have to keep
1888 * doing it over and over again. 1524 * doing it over and over again.
1889 */ 1525 */
1890 god = find_god (determine_god (op)); 1526 god = find_god (determine_god (op));
1891 level = caster_level (caster, spell); 1527 level = casting_level (caster, spell);
1892 range = spell->range + SP_level_range_adjust (caster, spell); 1528 range = spell->range + SP_level_range_adjust (caster, spell);
1893 1529
1894 if (!skill) 1530 if (!skill)
1895 skill = caster; 1531 skill = caster;
1896 1532
1897 for (x = op->x - range; x <= op->x + range; x++) 1533 dynbuf buf;
1898 for (y = op->y - range; y <= op->y + range; y++) 1534 unordered_mapwalk (buf, op, -range, -range, range, range)
1899 { 1535 {
1900
1901 m = op->map;
1902 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1903 if (mflags & P_OUT_OF_MAP)
1904 continue;
1905
1906 /* For most of the detections, we only detect objects above the 1536 /* For most of the detections, we only detect objects above the
1907 * floor. But this is not true for show invisible. 1537 * floor. But this is not true for show invisible.
1908 * Basically, we just go and find the top object and work 1538 * Basically, we just go and find the top object and work
1909 * down - that is easier than working up. 1539 * down - that is easier than working up.
1910 */ 1540 */
1911 1541
1912 for (last = NULL, tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above) 1542 for (last = 0, tmp = m->at (nx, ny).bot; tmp; tmp = tmp->above)
1913 last = tmp; 1543 last = tmp;
1544
1914 /* Shouldn't happen, but if there are no objects on a space, this 1545 /* Shouldn't happen, but if there are no objects on a space, this
1915 * would happen. 1546 * would happen.
1916 */ 1547 */
1917 if (!last) 1548 if (!last)
1918 continue; 1549 continue;
1919 1550
1920 done_one = 0; 1551 done_one = 0;
1921 floor = 0; 1552 floor = 0;
1922 detect = NULL; 1553 detect = 0;
1923 for (tmp = last; tmp; tmp = tmp->below) 1554 for (tmp = last; tmp; tmp = tmp->below)
1924 { 1555 {
1925
1926 /* show invisible */ 1556 /* show invisible */
1927 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1557 if (spell->flag [FLAG_MAKE_INVIS]
1928 /* Might there be other objects that we can make visibile? */ 1558 /* Might there be other objects that we can make visible? */
1929 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1559 && (tmp->invisible && (tmp->flag [FLAG_MONSTER]
1930 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1560 || (tmp->type == PLAYER && !tmp->flag [FLAG_WIZ])
1931 tmp->type == CF_HANDLE || 1561 || tmp->type == T_HANDLE
1932 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE || 1562 || tmp->type == TRAPDOOR
1563 || tmp->type == EXIT
1564 || tmp->type == HOLE
1565 || tmp->type == BUTTON
1933 tmp->type == BUTTON || tmp->type == TELEPORTER || 1566 || tmp->type == TELEPORTER
1567 || tmp->type == GATE
1934 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1568 || tmp->type == LOCKED_DOOR
1935 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN || 1569 || tmp->type == WEAPON
1570 || tmp->type == ALTAR
1571 || (tmp->type == SIGN && tmp->face != magicmouth_face)
1936 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1572 || tmp->type == TRIGGER_PEDESTAL
1937 tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR))) 1573 || tmp->type == SPECIAL_KEY
1574 || tmp->type == TREASURE
1575 || tmp->type == BOOK
1576 || tmp->type == HOLY_ALTAR
1577 || tmp->type == CONTAINER)))
1938 { 1578 {
1579 printf ("show inv %s\n", tmp->debug_desc());//D
1939 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4) 1580 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1940 { 1581 {
1941 tmp->invisible = 0; 1582 tmp->invisible = 0;
1583 done_one = 1;
1584 }
1585 }
1586
1587 if (tmp->flag [FLAG_IS_FLOOR])
1588 floor = 1;
1589
1590 /* All detections below this point don't descend beneath the floor,
1591 * so just continue on. We could be clever and look at the type of
1592 * detection to completely break out if we don't care about objects beneath
1593 * the floor, but once we get to the floor, not likely a very big issue anyways.
1594 */
1595 if (floor)
1596 continue;
1597
1598 /* I had thought about making detect magic and detect curse
1599 * show the flash the magic item like it does for detect monster.
1600 * however, if the object is within sight, this would then make it
1601 * difficult to see what object is magical/cursed, so the
1602 * effect wouldn't be as apparent.
1603 */
1604
1605 /* detect magic */
1606 if (spell->flag [FLAG_KNOWN_MAGICAL]
1607 && !tmp->flag [FLAG_KNOWN_MAGICAL]
1608 && !tmp->flag [FLAG_IDENTIFIED]
1609 && tmp->need_identify ()
1610 && is_magical (tmp))
1611 {
1612 tmp->set_flag (FLAG_KNOWN_MAGICAL);
1613 /* make runes more visible */
1614 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1615 tmp->stats.Cha /= 4;
1616
1617 done_one = 1;
1618 }
1619
1620 /* detect monster */
1621 if (spell->flag [FLAG_MONSTER] && (tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER))
1622 {
1623 done_one = 2;
1624
1625 if (!detect)
1626 detect = tmp;
1627 }
1628
1629 /* Basically, if race is set in the spell, then the creatures race must
1630 * match that. if the spell race is set to GOD, then the gods opposing
1631 * race must match.
1632 */
1633 if (spell->race && tmp->flag [FLAG_MONSTER] && tmp->race &&
1634 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1635 spell->race.contains (tmp->race)))
1636 {
1637 done_one = 2;
1638
1639 if (!detect)
1640 detect = tmp;
1641 }
1642
1643 if (spell->flag [FLAG_KNOWN_CURSED]
1644 && !tmp->flag [FLAG_KNOWN_CURSED]
1645 && tmp->need_identify ()
1646 && (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))
1647 {
1648 tmp->set_flag (FLAG_KNOWN_CURSED);
1649 done_one = 1;
1650 }
1651
1652 // Do mining detection spell:
1653 if (spell->last_sp == 1) // 1 - detect any vein
1654 {
1655 if (tmp->type == VEIN)
1656 {
1657 if (tmp->other_arch)
1658 {
1659 if (!detect)
1660 detect = tmp->other_arch;
1661 done_one = 2;
1662 }
1663 else
1942 done_one = 1; 1664 done_one = 1;
1943 } 1665 }
1944 } 1666 }
1945 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1946 floor = 1;
1947
1948 /* All detections below this point don't descend beneath the floor,
1949 * so just continue on. We could be clever and look at the type of
1950 * detection to completely break out if we don't care about objects beneath
1951 * the floor, but once we get to the floor, not likely a very big issue anyways.
1952 */
1953 if (floor)
1954 continue;
1955
1956 /* I had thought about making detect magic and detect curse
1957 * show the flash the magic item like it does for detect monster.
1958 * however, if the object is within sight, this would then make it
1959 * difficult to see what object is magical/cursed, so the
1960 * effect wouldn't be as apparant.
1961 */
1962
1963 /* detect magic */
1964 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1965 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1966 {
1967 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1968 /* make runes more visibile */
1969 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1970 tmp->stats.Cha /= 4;
1971 done_one = 1;
1972 }
1973 /* detect monster */
1974 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1975 {
1976 done_one = 2;
1977 if (!detect)
1978 detect = tmp;
1979 }
1980 /* Basically, if race is set in the spell, then the creatures race must
1981 * match that. if the spell race is set to GOD, then the gods opposing
1982 * race must match.
1983 */
1984 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1985 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) ||
1986 (strstr (spell->race, tmp->race))))
1987 {
1988 done_one = 2;
1989 if (!detect)
1990 detect = tmp;
1991 }
1992 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1993 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1994 {
1995 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1996 done_one = 1;
1997 }
1998 } /* for stack of objects on this space */ 1667 } /* for stack of objects on this space */
1999 1668
2000 /* Code here puts an effect of the spell on the space, so you can see 1669 /* Code here puts an effect of the spell on the space, so you can see
2001 * where the magic is. 1670 * where the magic is.
2002 */ 1671 */
2003 if (done_one) 1672 if (done_one)
2004 { 1673 {
2005 object *detect_ob = arch_to_object (spell->other_arch); 1674 object *detect_ob = spell->other_arch->instance ();
2006 1675
2007 detect_ob->x = nx;
2008 detect_ob->y = ny;
2009 /* if this is set, we want to copy the face */ 1676 /* if this is set, we want to copy the face */
2010 if (done_one == 2 && detect) 1677 if (done_one == 2 && detect)
2011 { 1678 {
2012 detect_ob->face = detect->face; 1679 detect_ob->face = detect->face;
2013 detect_ob->animation_id = detect->animation_id; 1680 detect_ob->animation_id = detect->animation_id;
2014 detect_ob->anim_speed = detect->anim_speed; 1681 detect_ob->anim_speed = detect->anim_speed;
2015 detect_ob->last_anim = 0; 1682 detect_ob->last_anim = 0;
2016 /* by default, the detect_ob is already animated */ 1683 /* by default, the detect_ob is already animated */
2017 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1684 if (!detect->flag [FLAG_ANIMATE])
2018 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1685 detect_ob->clr_flag (FLAG_ANIMATE);
2019 } 1686 }
2020 insert_ob_in_map (detect_ob, m, op, 0); 1687
1688 m->insert (detect_ob, nx, ny, op, INS_ON_TOP);
2021 } 1689 }
2022 } /* for processing the surrounding spaces */ 1690 } /* for processing the surrounding spaces */
2023 1691
2024 1692
2025 /* Now process objects in the players inventory if detect curse or magic */ 1693 /* Now process objects in the players inventory if detect curse or magic */
2026 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL)) 1694 if (spell->flag [FLAG_KNOWN_CURSED] || spell->flag [FLAG_KNOWN_MAGICAL])
2027 { 1695 {
2028 done_one = 0; 1696 done_one = 0;
1697
2029 for (tmp = op->inv; tmp; tmp = tmp->below) 1698 for (tmp = op->inv; tmp; tmp = tmp->below)
2030 { 1699 {
2031 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1700 if (!tmp->invisible && !tmp->flag [FLAG_IDENTIFIED])
2032 { 1701 {
2033 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)) 1702 if (spell->flag [FLAG_KNOWN_MAGICAL] && is_magical (tmp) && !tmp->flag [FLAG_KNOWN_MAGICAL])
2034 { 1703 {
2035 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1704 tmp->set_flag (FLAG_KNOWN_MAGICAL);
2036 if (op->type == PLAYER) 1705
1706 if (object *pl = tmp->visible_to ())
2037 esrv_send_item (op, tmp); 1707 esrv_update_item (UPD_FLAGS, pl, tmp);
2038 } 1708 }
2039 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1709
2040 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1710 if (spell->flag [FLAG_KNOWN_CURSED] && !tmp->flag [FLAG_KNOWN_CURSED] &&
1711 (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))
2041 { 1712 {
2042 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1713 tmp->set_flag (FLAG_KNOWN_CURSED);
2043 if (op->type == PLAYER) 1714
1715 if (object *pl = tmp->visible_to ())
2044 esrv_send_item (op, tmp); 1716 esrv_update_item (UPD_FLAGS, pl, tmp);
2045 } 1717 }
2046 } /* if item is not identified */ 1718 } /* if item is not identified */
2047 } /* for the players inventory */ 1719 } /* for the players inventory */
2048 } /* if detect magic/curse and object is a player */ 1720 } /* if detect magic/curse and object is a player */
1721
2049 return 1; 1722 return 1;
2050} 1723}
2051 1724
2052 1725
2053/** 1726/**
2066 1739
2067 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you."); 1740 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
2068 1741
2069 if (victim->stats.sp >= victim->stats.maxsp * 2) 1742 if (victim->stats.sp >= victim->stats.maxsp * 2)
2070 { 1743 {
2071 object *tmp;
2072
2073 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1744 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
2074
2075 /* Explodes a fireball centered at player */
2076 tmp = get_archetype (EXPLODING_FIREBALL);
2077 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
2078 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
2079 tmp->x = victim->x;
2080 tmp->y = victim->y;
2081 insert_ob_in_map (tmp, victim->map, NULL, 0);
2082 victim->stats.sp = 2 * victim->stats.maxsp; 1745 victim->stats.sp = 2 * victim->stats.maxsp;
1746 create_exploding_ball_at (victim, caster_level);
2083 } 1747 }
2084 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1748 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
2085 {
2086 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); 1749 new_draw_info (NDI_UNIQUE | NDI_ORANGE, 0, victim, "You feel like your head is going to explode.");
2087 }
2088 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1750 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2089 {
2090 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 1751 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
2091 }
2092 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1752 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2093 { 1753 {
2094 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1754 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2095 confuse_player (victim, victim, 99); 1755 confuse_player (victim, victim, 99);
2096 } 1756 }
2097 else if (victim->stats.sp >= victim->stats.maxsp * 1.25) 1757 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
2098 {
2099 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices."); 1758 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
2100 }
2101} 1759}
2102 1760
2103/* cast_transfer 1761/* cast_transfer
2104 * This spell transfers sp from the player to another person. 1762 * This spell transfers sp from the player to another person.
2105 * We let the target go above their normal maximum SP. 1763 * We let the target go above their normal maximum SP.
2108int 1766int
2109cast_transfer (object *op, object *caster, object *spell, int dir) 1767cast_transfer (object *op, object *caster, object *spell, int dir)
2110{ 1768{
2111 object *plyr = NULL; 1769 object *plyr = NULL;
2112 sint16 x, y; 1770 sint16 x, y;
2113 mapstruct *m; 1771 maptile *m;
2114 int mflags; 1772 int mflags;
2115 1773
2116 m = op->map; 1774 m = op->map;
2117 x = op->x + freearr_x[dir]; 1775 x = op->x + freearr_x[dir];
2118 y = op->y + freearr_y[dir]; 1776 y = op->y + freearr_y[dir];
2119 1777
2120 mflags = get_map_flags (m, &m, x, y, &x, &y); 1778 mflags = get_map_flags (m, &m, x, y, &x, &y);
2121 1779
2122 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1780 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
2123 { 1781 {
2124 for (plyr = get_map_ob (m, x, y); plyr != NULL; plyr = plyr->above) 1782 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
2125 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1783 if (plyr != op && plyr->flag [FLAG_ALIVE])
2126 break; 1784 break;
2127 } 1785 }
2128 1786
2129 1787
2130 /* If we did not find a player in the specified direction, transfer 1788 /* If we did not find a player in the specified direction, transfer
2131 * to anyone on top of us. This is used for the rune of transference mostly. 1789 * to anyone on top of us. This is used for the rune of transference mostly.
2132 */ 1790 */
2133 if (plyr == NULL) 1791 if (plyr == NULL)
2134 for (plyr = get_map_ob (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above) 1792 for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above)
2135 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1793 if (plyr != op && plyr->flag [FLAG_ALIVE])
2136 break; 1794 break;
2137 1795
2138 if (!plyr) 1796 if (!plyr)
2139 { 1797 {
2140 new_draw_info (NDI_BLACK, 0, op, "There is no one there."); 1798 op->failmsg ("There is no one there.");
2141 return 0; 1799 return 0;
2142 } 1800 }
2143 /* give sp */ 1801 /* give sp */
2144 if (spell->stats.dam > 0) 1802 if (spell->stats.dam > 0)
2145 { 1803 {
2146 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell); 1804 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
2147 charge_mana_effect (plyr, caster_level (caster, spell)); 1805 charge_mana_effect (plyr, casting_level (caster, spell));
2148 return 1; 1806 return 1;
2149 } 1807 }
2150 /* suck sp away. Can't suck sp from yourself */ 1808 /* suck sp away. Can't suck sp from yourself */
2151 else if (op != plyr) 1809 else if (op != plyr)
2152 { 1810 {
2157 if (rate > 95) 1815 if (rate > 95)
2158 rate = 95; 1816 rate = 95;
2159 1817
2160 sucked = (plyr->stats.sp * rate) / 100; 1818 sucked = (plyr->stats.sp * rate) / 100;
2161 plyr->stats.sp -= sucked; 1819 plyr->stats.sp -= sucked;
2162 if (QUERY_FLAG (op, FLAG_ALIVE)) 1820 if (op->flag [FLAG_ALIVE])
2163 { 1821 {
2164 /* Player doesn't get full credit */ 1822 /* Player doesn't get full credit */
2165 sucked = (sucked * rate) / 100; 1823 sucked = (sucked * rate) / 100;
2166 op->stats.sp += sucked; 1824 op->stats.sp += sucked;
2167 if (sucked > 0) 1825 if (sucked > 0)
2168 { 1826 {
2169 charge_mana_effect (op, caster_level (caster, spell)); 1827 charge_mana_effect (op, casting_level (caster, spell));
2170 } 1828 }
2171 } 1829 }
2172 return 1; 1830 return 1;
2173 } 1831 }
2174 return 0; 1832 return 0;
2184void 1842void
2185counterspell (object *op, int dir) 1843counterspell (object *op, int dir)
2186{ 1844{
2187 object *tmp, *head, *next; 1845 object *tmp, *head, *next;
2188 int mflags; 1846 int mflags;
2189 mapstruct *m; 1847 maptile *m;
2190 sint16 sx, sy; 1848 sint16 sx, sy;
2191 1849
2192 sx = op->x + freearr_x[dir]; 1850 sx = op->x + freearr_x[dir];
2193 sy = op->y + freearr_y[dir]; 1851 sy = op->y + freearr_y[dir];
2194 m = op->map; 1852 m = op->map;
2195 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1853 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
2196 if (mflags & P_OUT_OF_MAP) 1854 if (mflags & P_OUT_OF_MAP)
2197 return; 1855 return;
2198 1856
2199 for (tmp = get_map_ob (m, sx, sy); tmp != NULL; tmp = next) 1857 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
2200 { 1858 {
2201 next = tmp->above; 1859 next = tmp->above;
2202 1860
2203 /* Need to look at the head object - otherwise, if tmp 1861 /* Need to look at the head object - otherwise, if tmp
2204 * points to a monster, we don't have all the necessary 1862 * points to a monster, we don't have all the necessary
2216 /* Basically, if the object is magical and not counterspell, 1874 /* Basically, if the object is magical and not counterspell,
2217 * we will more or less remove the object. Don't counterspell 1875 * we will more or less remove the object. Don't counterspell
2218 * monsters either. 1876 * monsters either.
2219 */ 1877 */
2220 1878
2221 if (head->attacktype & AT_MAGIC && 1879 if (head->attacktype & AT_MAGIC
2222 !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level)) 1880 && !(head->attacktype & AT_COUNTERSPELL)
2223 { 1881 && !head->flag [FLAG_MONSTER]
2224 remove_ob (head); 1882 && (op->level > head->level))
2225 free_object (head); 1883 head->destroy ();
2226 }
2227 else 1884 else
2228 switch (head->type) 1885 switch (head->type)
2229 { 1886 {
2230 case SPELL_EFFECT: 1887 case SPELL_EFFECT:
1888 // XXX: Don't affect floor spelleffects. See also XXX comment
1889 // about sanctuary in spell_util.C
1890 if (tmp->flag [FLAG_IS_FLOOR])
1891 continue;
1892
2231 if (op->level > head->level) 1893 if (op->level > head->level)
2232 { 1894 head->destroy ();
2233 remove_ob (head); 1895
2234 free_object (head);
2235 }
2236 break; 1896 break;
2237 1897
2238 /* I really don't get this rune code that much - that 1898 /* I really don't get this rune code that much - that
2239 * random chance seems really low. 1899 * random chance seems really low.
2240 */ 1900 */
2241 case RUNE: 1901 case RUNE:
2242 if (rndm (0, 149) == 0) 1902 if (rndm (0, 149) == 0)
2243 { 1903 {
2244 head->stats.hp--; /* weaken the rune */ 1904 head->stats.hp--; /* weaken the rune */
2245 if (!head->stats.hp) 1905 if (!head->stats.hp)
2246 { 1906 head->destroy ();
2247 remove_ob (head);
2248 free_object (head);
2249 }
2250 } 1907 }
2251 break; 1908 break;
2252 } 1909 }
2253 } 1910 }
2254} 1911}
2255 1912
2256
2257
2258/* cast_consecrate() - a spell to make an altar your god's */ 1913/* cast_consecrate() - a spell to make an altar your god's */
2259int 1914int
2260cast_consecrate (object *op, object *caster, object *spell) 1915cast_consecrate (object *op, object *caster, object *spell)
2261{ 1916{
2262 char buf[MAX_BUF]; 1917 char buf[MAX_BUF];
2263 1918
2264 object *tmp, *god = find_god (determine_god (op)); 1919 object *tmp, *god = find_god (determine_god (op));
2265 1920
2266 if (!god) 1921 if (!god)
2267 { 1922 {
2268 new_draw_info (NDI_UNIQUE, 0, op, "You can't consecrate anything if you don't worship a god!"); 1923 op->failmsg ("You can't consecrate anything if you don't worship a god!");
2269 return 0; 1924 return 0;
2270 } 1925 }
2271 1926
2272 for (tmp = op->below; tmp; tmp = tmp->below) 1927 for (tmp = op->below; tmp; tmp = tmp->below)
2273 { 1928 {
2274 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1929 if (tmp->flag [FLAG_IS_FLOOR])
2275 break; 1930 break;
2276 if (tmp->type == HOLY_ALTAR) 1931 if (tmp->type == HOLY_ALTAR)
2277 { 1932 {
2278 1933
2279 if (tmp->level > caster_level (caster, spell)) 1934 if (tmp->level > casting_level (caster, spell))
2280 { 1935 {
2281 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name); 1936 op->failmsgf ("You are not powerful enough to reconsecrate the %s", &tmp->name);
2282 return 0; 1937 return 0;
2283 } 1938 }
2284 else 1939 else
2285 { 1940 {
2286 /* If we got here, we are consecrating an altar */ 1941 /* If we got here, we are consecrating an altar */
2287 sprintf (buf, "Altar of %s", &god->name); 1942 sprintf (buf, "Altar of %s", &god->name);
2288 tmp->name = buf; 1943 tmp->name = buf;
2289 tmp->level = caster_level (caster, spell); 1944 tmp->level = casting_level (caster, spell);
2290 tmp->other_arch = god->arch; 1945 tmp->other_arch = god->arch;
1946
2291 if (op->type == PLAYER) 1947 if (op->type == PLAYER)
2292 esrv_update_item (UPD_NAME, op, tmp); 1948 esrv_update_item (UPD_NAME, op, tmp);
1949
2293 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name); 1950 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
2294 return 1; 1951 return 1;
2295 } 1952 }
2296 } 1953 }
2297 } 1954 }
2298 new_draw_info (NDI_UNIQUE, 0, op, "You are not standing over an altar!"); 1955
1956 op->failmsg ("You are not standing over an altar!");
2299 return 0; 1957 return 0;
2300} 1958}
2301 1959
2302/* animate_weapon - 1960/* animate_weapon -
2303 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon. 1961 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon.
2307 * This code was very odd - code early on would only let players use the spell, 1965 * This code was very odd - code early on would only let players use the spell,
2308 * yet the code wass full of player checks. I've presumed that the code 1966 * yet the code wass full of player checks. I've presumed that the code
2309 * that only let players use it was correct, and removed all the other 1967 * that only let players use it was correct, and removed all the other
2310 * player checks. MSW 2003-01-06 1968 * player checks. MSW 2003-01-06
2311 */ 1969 */
2312
2313int 1970int
2314animate_weapon (object *op, object *caster, object *spell, int dir) 1971animate_weapon (object *op, object *caster, object *spell, int dir)
2315{ 1972{
2316 object *weapon, *tmp;
2317 char buf[MAX_BUF]; 1973 char buf[MAX_BUF];
2318 int a, i; 1974 int a, i;
2319 sint16 x, y; 1975 sint16 x, y;
2320 mapstruct *m; 1976 maptile *m;
2321 materialtype_t *mt;
2322 1977
2323 if (!spell->other_arch) 1978 if (!spell->other_arch)
2324 { 1979 {
2325 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1980 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2326 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name); 1981 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2329 /* exit if it's not a player using this spell. */ 1984 /* exit if it's not a player using this spell. */
2330 if (op->type != PLAYER) 1985 if (op->type != PLAYER)
2331 return 0; 1986 return 0;
2332 1987
2333 /* if player already has a golem, abort */ 1988 /* if player already has a golem, abort */
2334 if (op->contr->ranges[range_golem] != NULL && op->contr->golem_count == op->contr->ranges[range_golem]->count) 1989 if (object *golem = op->contr->golem)
2335 { 1990 {
2336 control_golem (op->contr->ranges[range_golem], dir); 1991 control_golem (golem, dir);
2337 return 0; 1992 return 0;
2338 } 1993 }
2339 1994
2340 /* if no direction specified, pick one */ 1995 /* if no direction specified, pick one */
2341 if (!dir) 1996 if (!dir)
2342 dir = find_free_spot (NULL, op->map, op->x, op->y, 1, 9); 1997 dir = find_free_spot (spell->other_arch, op->map, op->x, op->y, 1, 9);
2343 1998
2344 m = op->map; 1999 m = op->map;
2345 x = op->x + freearr_x[dir]; 2000 x = op->x + freearr_x[dir];
2346 y = op->y + freearr_y[dir]; 2001 y = op->y + freearr_y[dir];
2347 2002
2348 /* if there's no place to put the golem, abort */ 2003 /* if there's no place to put the golem, abort */
2349 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || 2004 if (dir < 0 || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP)
2350 ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->clone.move_type)) 2005 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2351 { 2006 {
2352 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2007 op->failmsg ("There is something in the way.");
2353 return 0; 2008 return 0;
2354 } 2009 }
2355 2010
2356 /* Use the weapon marked by the player. */ 2011 /* Use the weapon marked by the player. */
2357 weapon = find_marked_object (op); 2012 object *weapon = op->mark ();
2358 2013
2359 if (!weapon) 2014 if (!weapon)
2360 { 2015 {
2361 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2016 op->failmsg ("You must mark a weapon to use with this spell!");
2362 return 0; 2017 return 0;
2363 } 2018 }
2019
2364 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2020 if (spell->race && weapon->arch->archname != spell->race)
2365 { 2021 {
2366 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2022 op->failmsg ("The spell fails to transform your weapon.");
2367 return 0; 2023 return 0;
2368 } 2024 }
2025
2369 if (weapon->type != WEAPON) 2026 if (weapon->type != WEAPON)
2370 { 2027 {
2371 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it."); 2028 op->failmsg ("You need to wield a weapon to animate it.");
2372 return 0; 2029 return 0;
2373 } 2030 }
2374 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2031
2032 if (weapon->flag [FLAG_APPLIED])
2375 { 2033 {
2376 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon)); 2034 op->failmsgf ("You need to unequip %s before using it in this spell", query_name (weapon));
2377 return 0; 2035 return 0;
2378 } 2036 }
2379 2037
2380 if (weapon->nrof > 1) 2038 weapon = weapon->split ();
2381 {
2382 tmp = get_split_ob (weapon, 1);
2383 esrv_send_item (op, weapon);
2384 weapon = tmp;
2385 }
2386 2039
2387 /* create the golem object */ 2040 /* create the golem object */
2388 tmp = arch_to_object (spell->other_arch); 2041 object *tmp = spell->other_arch->instance ();
2389 2042
2390 /* if animated by a player, give the player control of the golem */ 2043 /* if animated by a player, give the player control of the golem */
2391 CLEAR_FLAG (tmp, FLAG_MONSTER); 2044 tmp->clr_flag (FLAG_MONSTER);
2392 SET_FLAG (tmp, FLAG_FRIENDLY);
2393 tmp->stats.exp = 0; 2045 tmp->stats.exp = 0;
2394 add_friendly_object (tmp); 2046 add_friendly_object (tmp);
2395 tmp->type = GOLEM; 2047 tmp->type = GOLEM;
2396 set_owner (tmp, op); 2048 tmp->set_owner (op);
2049 op->contr->golem = tmp;
2397 set_spell_skill (op, caster, spell, tmp); 2050 set_spell_skill (op, caster, spell, tmp);
2398 op->contr->ranges[range_golem] = tmp;
2399 op->contr->shoottype = range_golem;
2400 op->contr->golem_count = tmp->count;
2401 2051
2402 /* Give the weapon to the golem now. A bit of a hack to check the 2052 /* Give the weapon to the golem now. A bit of a hack to check the
2403 * removed flag - it should only be set if get_split_object was 2053 * removed flag - it should only be set if weapon->split was
2404 * used above. 2054 * used above.
2405 */ 2055 */
2406 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2056 if (!weapon->flag [FLAG_REMOVED])
2407 remove_ob (weapon); 2057 weapon->remove ();
2408 insert_ob_in_ob (weapon, tmp); 2058
2409 esrv_send_item (op, weapon); 2059 tmp->insert (weapon);
2060
2410 /* To do everything necessary to let a golem use the weapon is a pain, 2061 /* To do everything necessary to let a golem use the weapon is a pain,
2411 * so instead, just set it as equipped (otherwise, we need to update 2062 * so instead, just set it as equipped (otherwise, we need to update
2412 * body_info, skills, etc) 2063 * body_info, skills, etc)
2413 */ 2064 */
2414 SET_FLAG (tmp, FLAG_USE_WEAPON); 2065 tmp->set_flag (FLAG_USE_WEAPON);
2415 SET_FLAG (weapon, FLAG_APPLIED); 2066 weapon->set_flag (FLAG_APPLIED);
2416 fix_player (tmp); 2067 tmp->update_stats ();
2417 2068
2418 /* There used to be 'odd' code that basically seemed to take the absolute 2069 /* There used to be 'odd' code that basically seemed to take the absolute
2419 * value of the weapon->magic an use that. IMO, that doesn't make sense - 2070 * value of the weapon->magic an use that. IMO, that doesn't make sense -
2420 * if you're using a crappy weapon, it shouldn't be as good. 2071 * if you're using a crappy weapon, it shouldn't be as good.
2421 */ 2072 */
2440 2091
2441 /* attacktype */ 2092 /* attacktype */
2442 if (!tmp->attacktype) 2093 if (!tmp->attacktype)
2443 tmp->attacktype = AT_PHYSICAL; 2094 tmp->attacktype = AT_PHYSICAL;
2444 2095
2445 mt = NULL;
2446 if (op->materialname != NULL)
2447 mt = name_to_material (op->materialname);
2448 if (mt != NULL)
2449 {
2450 for (i = 0; i < NROFATTACKS; i++) 2096 for (i = 0; i < NROFATTACKS; i++)
2451 tmp->resist[i] = 50 - (mt->save[i] * 5); 2097 tmp->resist[i] = 50 - (op->material->save[i] * 5);
2452 a = mt->save[0]; 2098
2453 } 2099 a = op->material->save[0];
2454 else 2100
2455 {
2456 for (i = 0; i < NROFATTACKS; i++)
2457 tmp->resist[i] = 5;
2458 a = 10;
2459 }
2460 /* Set weapon's immunity */ 2101 /* Set weapon's immunity */
2461 tmp->resist[ATNR_CONFUSION] = 100; 2102 tmp->resist[ATNR_CONFUSION] = 100;
2462 tmp->resist[ATNR_POISON] = 100; 2103 tmp->resist[ATNR_POISON] = 100;
2463 tmp->resist[ATNR_SLOW] = 100; 2104 tmp->resist[ATNR_SLOW] = 100;
2464 tmp->resist[ATNR_PARALYZE] = 100; 2105 tmp->resist[ATNR_PARALYZE] = 100;
2470 2111
2471 /* Improve weapon's armour value according to best save vs. physical of its material */ 2112 /* Improve weapon's armour value according to best save vs. physical of its material */
2472 2113
2473 if (a > 14) 2114 if (a > 14)
2474 a = 14; 2115 a = 14;
2116
2475 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); 2117 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.f - (float) tmp->resist[ATNR_PHYSICAL]) / (30.f - 2.f * a));
2476 2118
2477 /* Determine golem's speed */ 2119 /* Determine golem's speed */
2478 tmp->speed = 0.4 + 0.1 * SP_level_range_adjust (caster, spell); 2120 tmp->set_speed (min (3.33f, 0.4f + 0.1f * SP_level_range_adjust (caster, spell)));
2479
2480 if (tmp->speed > 3.33)
2481 tmp->speed = 3.33;
2482 2121
2483 if (!spell->race) 2122 if (!spell->race)
2484 { 2123 {
2485 sprintf (buf, "animated %s", &weapon->name); 2124 sprintf (buf, "animated %s", &weapon->name);
2486 tmp->name = buf; 2125 tmp->name = buf;
2488 tmp->face = weapon->face; 2127 tmp->face = weapon->face;
2489 tmp->animation_id = weapon->animation_id; 2128 tmp->animation_id = weapon->animation_id;
2490 tmp->anim_speed = weapon->anim_speed; 2129 tmp->anim_speed = weapon->anim_speed;
2491 tmp->last_anim = weapon->last_anim; 2130 tmp->last_anim = weapon->last_anim;
2492 tmp->state = weapon->state; 2131 tmp->state = weapon->state;
2493 if (QUERY_FLAG (weapon, FLAG_ANIMATE)) 2132 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2494 {
2495 SET_FLAG (tmp, FLAG_ANIMATE);
2496 }
2497 else
2498 {
2499 CLEAR_FLAG (tmp, FLAG_ANIMATE);
2500 }
2501 update_ob_speed (tmp);
2502 } 2133 }
2503 2134
2504 /* make experience increase in proportion to the strength of the summoned creature. */ 2135 /* make experience increase in proportion to the strength of the summoned creature. */
2505 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell)); 2136 tmp->stats.exp *= 1 + (max (spell->stats.maxgrace, spell->stats.sp) / casting_level (caster, spell));
2506 2137
2507 tmp->speed_left = -1; 2138 tmp->speed_left = -1;
2508 tmp->x = x;
2509 tmp->y = y;
2510 tmp->direction = dir; 2139 tmp->direction = dir;
2511 insert_ob_in_map (tmp, m, op, 0); 2140
2141 m->insert (tmp, x, y, op);
2512 return 1; 2142 return 1;
2513} 2143}
2514 2144
2515/* cast_daylight() - changes the map darkness level *lower* */ 2145/* cast_daylight() - changes the map darkness level *lower* */
2516 2146
2517/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2147/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2518 * This changes the light level for the entire map. 2148 * This changes the light level for the entire map.
2519 */ 2149 */
2520
2521int 2150int
2522cast_change_map_lightlevel (object *op, object *caster, object *spell) 2151cast_change_map_lightlevel (object *op, object *caster, object *spell)
2523{ 2152{
2524 int success; 2153 int success;
2525 2154
2526 if (!op->map) 2155 if (!op->map)
2527 return 0; /* shouldnt happen */ 2156 return 0; /* shouldnt happen */
2528 2157
2529 success = change_map_light (op->map, spell->stats.dam); 2158 success = op->map->change_map_light (spell->stats.dam);
2159
2530 if (!success) 2160 if (!success)
2531 { 2161 {
2532 if (spell->stats.dam < 0) 2162 if (spell->stats.dam < 0)
2533 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2163 op->failmsg ("It can be no brighter here.");
2534 else 2164 else
2535 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2165 op->failmsg ("It can be no darker here.");
2536 } 2166 }
2167
2537 return success; 2168 return success;
2538} 2169}
2539
2540
2541
2542
2543 2170
2544/* create an aura spell object and put it in the player's inventory. 2171/* create an aura spell object and put it in the player's inventory.
2545 * as usual, op is player, caster is the object casting the spell, 2172 * as usual, op is player, caster is the object casting the spell,
2546 * spell is the spell object itself. 2173 * spell is the spell object itself.
2547 */ 2174 */
2553 2180
2554 new_aura = present_arch_in_ob (spell->other_arch, op); 2181 new_aura = present_arch_in_ob (spell->other_arch, op);
2555 if (new_aura) 2182 if (new_aura)
2556 refresh = 1; 2183 refresh = 1;
2557 else 2184 else
2558 new_aura = arch_to_object (spell->other_arch); 2185 new_aura = spell->other_arch->instance ();
2559 2186
2560 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); 2187 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2561 2188
2562 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 2189 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2563 2190
2564 set_owner (new_aura, op);
2565 set_spell_skill (op, caster, spell, new_aura); 2191 set_spell_skill (op, caster, spell, new_aura);
2566 new_aura->attacktype = spell->attacktype; 2192 new_aura->attacktype = spell->attacktype;
2567 2193
2568 new_aura->level = caster_level (caster, spell); 2194 new_aura->level = casting_level (caster, spell);
2195
2569 if (refresh) 2196 if (refresh)
2570 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2197 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2571 else 2198 else
2572 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2199 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2200
2573 insert_ob_in_ob (new_aura, op); 2201 insert_ob_in_ob (new_aura, op);
2202 new_aura->set_owner (op);
2203
2574 return 1; 2204 return 1;
2575} 2205}
2576
2577 2206
2578/* move aura function. An aura is a part of someone's inventory, 2207/* move aura function. An aura is a part of someone's inventory,
2579 * which he carries with him, but which acts on the map immediately 2208 * which he carries with him, but which acts on the map immediately
2580 * around him. 2209 * around him.
2581 * Aura parameters: 2210 * Aura parameters:
2582 * duration: duration counter. 2211 * duration: duration counter.
2583 * attacktype: aura's attacktype 2212 * attacktype: aura's attacktype
2584 * other_arch: archetype to drop where we attack 2213 * other_arch: archetype to drop where we attack
2585 */ 2214 */
2586
2587void 2215void
2588move_aura (object *aura) 2216move_aura (object *aura)
2589{ 2217{
2590 int i, mflags;
2591 object *env;
2592 mapstruct *m;
2593
2594 /* auras belong in inventories */ 2218 /* auras belong in inventories */
2595 env = aura->env; 2219 object *env = aura->env;
2220 object *owner = aura->owner;
2596 2221
2597 /* no matter what we've gotta remove the aura... 2222 /* no matter what we've gotta remove the aura...
2598 * we'll put it back if its time isn't up. 2223 * we'll put it back if its time isn't up.
2599 */ 2224 */
2600 remove_ob (aura); 2225 aura->remove ();
2601 2226
2602 /* exit if we're out of gas */ 2227 /* exit if we're out of gas */
2603 if (aura->duration-- < 0) 2228 if (aura->duration-- < 0)
2604 { 2229 {
2605 free_object (aura); 2230 aura->destroy ();
2606 return; 2231 return;
2607 } 2232 }
2608 2233
2609 /* auras only exist in inventories */ 2234 /* auras only exist in inventories */
2610 if (env == NULL || env->map == NULL) 2235 if (!env || !env->map)
2611 { 2236 {
2612 free_object (aura); 2237 aura->destroy ();
2613 return; 2238 return;
2614 } 2239 }
2615 aura->x = env->x;
2616 aura->y = env->y;
2617 2240
2618 /* we need to jump out of the inventory for a bit 2241 /* we need to jump out of the inventory for a bit
2619 * in order to hit the map conveniently. 2242 * in order to hit the map conveniently.
2620 */ 2243 */
2621 insert_ob_in_map (aura, env->map, aura, 0); 2244 aura->insert_at (env, aura);
2622 2245
2623 for (i = 1; i < 9; i++) 2246 for (int i = 1; i < 9; i++)
2624 { 2247 {
2625 sint16 nx, ny; 2248 mapxy pos (env);
2249 pos.move (i);
2626 2250
2627 nx = aura->x + freearr_x[i];
2628 ny = aura->y + freearr_y[i];
2629 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2630
2631 /* Consider the movement tyep of the person with the aura as 2251 /* Consider the movement type of the person with the aura as
2632 * movement type of the aura. Eg, if the player is flying, the aura 2252 * movement type of the aura. Eg, if the player is flying, the aura
2633 * is flying also, if player is walking, it is on the ground, etc. 2253 * is flying also, if player is walking, it is on the ground, etc.
2634 */ 2254 */
2635 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny)))) 2255 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2636 { 2256 {
2637 hit_map (aura, i, aura->attacktype, 0); 2257 hit_map (aura, i, aura->attacktype, 0);
2638 2258
2639 if (aura->other_arch) 2259 if (aura->other_arch)
2640 { 2260 pos.insert (aura->other_arch->instance (), aura);
2641 object *new_ob;
2642
2643 new_ob = arch_to_object (aura->other_arch);
2644 new_ob->x = nx;
2645 new_ob->y = ny;
2646 insert_ob_in_map (new_ob, m, aura, 0);
2647 } 2261 }
2648 }
2649 } 2262 }
2263
2650 /* put the aura back in the player's inventory */ 2264 /* put the aura back in the player's inventory */
2651 remove_ob (aura); 2265 env->insert (aura);
2652 insert_ob_in_ob (aura, env); 2266 aura->set_owner (owner);
2653} 2267}
2654 2268
2655/* moves the peacemaker spell. 2269/* moves the peacemaker spell.
2656 * op is the piece object. 2270 * op is the piece object.
2657 */ 2271 */
2658
2659void 2272void
2660move_peacemaker (object *op) 2273move_peacemaker (object *op)
2661{ 2274{
2662 object *tmp; 2275 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2663
2664 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2665 { 2276 {
2666 int atk_lev, def_lev; 2277 int atk_lev, def_lev;
2667 object *victim = tmp; 2278 object *victim = tmp->head_ ();
2668 2279
2669 if (tmp->head) 2280 if (!victim->flag [FLAG_MONSTER])
2670 victim = tmp->head;
2671 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2672 continue; 2281 continue;
2673 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2282
2283 if (victim->flag [FLAG_UNAGGRESSIVE])
2674 continue; 2284 continue;
2285
2675 if (victim->stats.exp == 0) 2286 if (victim->stats.exp == 0)
2676 continue; 2287 continue;
2677 2288
2678 def_lev = MAX (1, victim->level); 2289 def_lev = max (1, victim->level);
2679 atk_lev = MAX (1, op->level); 2290 atk_lev = max (1, op->level);
2680 2291
2681 if (rndm (0, atk_lev - 1) > def_lev) 2292 if (rndm (0, atk_lev - 1) > def_lev)
2682 { 2293 {
2683 /* make this sucker peaceful. */ 2294 /* make this sucker peaceful. */
2684 2295
2296 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2685 change_exp (get_owner (op), victim->stats.exp, op->skill, 0); 2297 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2686 victim->stats.exp = 0; 2298 victim->stats.exp = 0;
2687#if 0 2299#if 0
2688 /* No idea why these were all set to zero - if something 2300 /* No idea why these were all set to zero - if something
2689 * makes this creature agressive, he should still do damage. 2301 * makes this creature agressive, he should still do damage.
2690 */ 2302 */
2692 victim->stats.sp = 0; 2304 victim->stats.sp = 0;
2693 victim->stats.grace = 0; 2305 victim->stats.grace = 0;
2694 victim->stats.Pow = 0; 2306 victim->stats.Pow = 0;
2695#endif 2307#endif
2696 victim->attack_movement = RANDO2; 2308 victim->attack_movement = RANDO2;
2697 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2309 victim->set_flag (FLAG_UNAGGRESSIVE);
2698 SET_FLAG (victim, FLAG_RUN_AWAY); 2310 victim->set_flag (FLAG_RUN_AWAY);
2699 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2311 victim->set_flag (FLAG_RANDOM_MOVE);
2700 CLEAR_FLAG (victim, FLAG_MONSTER); 2312 victim->clr_flag (FLAG_MONSTER);
2313
2701 if (victim->name) 2314 if (victim->name)
2702 {
2703 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name); 2315 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2704 } 2316 }
2705 }
2706 } 2317 }
2707} 2318}
2708
2709 2319
2710/* This writes a rune that contains the appropriate message. 2320/* This writes a rune that contains the appropriate message.
2711 * There really isn't any adjustments we make. 2321 * There really isn't any adjustments we make.
2712 */ 2322 */
2713
2714int 2323int
2715write_mark (object *op, object *spell, const char *msg) 2324write_mark (object *op, object *spell, const char *msg)
2716{ 2325{
2717 char rune[HUGE_BUF];
2718 object *tmp;
2719
2720 if (!msg || msg[0] == 0) 2326 if (!msg || msg[0] == 0)
2721 { 2327 {
2722 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2328 op->failmsg ("Write what?");
2723 return 0; 2329 return 0;
2724 } 2330 }
2725 2331
2726 if (strcasestr_local (msg, "endmsg")) 2332 if (!msg_is_safe (msg))
2727 { 2333 {
2728 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?"); 2334 op->failmsg ("Trying to cheat are we? H<@-signs are not allowed in marking runes.>");
2729 LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg); 2335 LOG (llevInfo, "write_mark: player %s tried to write bogus rune %s\n", &op->name, msg);
2730 return 0; 2336 return 0;
2731 } 2337 }
2338
2732 if (!spell->other_arch) 2339 if (!spell->other_arch)
2733 return 0; 2340 return 0;
2734 tmp = arch_to_object (spell->other_arch);
2735 2341
2736 snprintf (rune, sizeof (rune), "%s\n", msg); 2342 object *tmp = spell->other_arch->instance ();
2737 2343
2738 tmp->race = op->name; /*Save the owner of the rune */ 2344 tmp->race = op->name; /*Save the owner of the rune */
2739 tmp->msg = rune; 2345 tmp->msg = msg;
2740 tmp->x = op->x; 2346
2741 tmp->y = op->y; 2347 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2742 insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR); 2348
2743 return 1; 2349 return 1;
2744} 2350}
2351

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