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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.11 by root, Thu Sep 14 22:34:05 2006 UTC vs.
Revision 1.143 by root, Mon Nov 12 03:48:34 2012 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <object.h> 26#include <object.h>
26#include <living.h> 27#include <living.h>
27#ifndef __CEXTRACT__
28# include <sproto.h> 28#include <sproto.h>
29#endif
30#include <spells.h> 29#include <spells.h>
31#include <sounds.h> 30#include <sounds.h>
32 31
33/* cast_magic_storm: This is really used mostly for spell 32/* cast_magic_storm: This is really used mostly for spell
34 * fumbles at the like. tmp is the object to propogate. 33 * fumbles at the like. tmp is the object to propogate.
37void 36void
38cast_magic_storm (object *op, object *tmp, int lvl) 37cast_magic_storm (object *op, object *tmp, int lvl)
39{ 38{
40 if (!tmp) 39 if (!tmp)
41 return; /* error */ 40 return; /* error */
41
42 tmp->level = op->level; 42 tmp->level = op->level;
43 tmp->x = op->x;
44 tmp->y = op->y;
45 tmp->range += lvl / 5; /* increase the area of destruction */ 43 tmp->range += lvl / 5; /* increase the area of destruction */
46 tmp->duration += lvl / 5; 44 tmp->duration += lvl / 5;
47 45
48 /* Put a cap on duration for this - if the player fails in their 46 /* Put a cap on duration for this - if the player fails in their
49 * apartment, don't want it to go on so long that it kills them 47 * apartment, don't want it to go on so long that it kills them
50 * multiple times. Also, damge already increases with level, 48 * multiple times. Also, damge already increases with level,
51 * so don't really need to increase the duration as much either. 49 * so don't really need to increase the duration as much either.
52 */ 50 */
53 if (tmp->duration >= 40) 51 if (tmp->duration >= 40)
54 tmp->duration = 40; 52 tmp->duration = 40;
53
55 tmp->stats.dam = lvl; /* nasty recoils! */ 54 tmp->stats.dam = lvl; /* nasty recoils! */
56 tmp->stats.maxhp = tmp->count; /* tract single parent */ 55 tmp->stats.maxhp = tmp->count; /* tract single parent */
57 insert_ob_in_map (tmp, op->map, op, 0);
58 56
57 tmp->insert_at (op, op);
59} 58}
60
61 59
62int 60int
63recharge (object *op, object *caster, object *spell_ob) 61recharge (object *op, object *caster, object *spell_ob)
64{ 62{
65 object *wand, *tmp;
66 int ncharges; 63 int ncharges;
67 64
68 wand = find_marked_object (op); 65 object *wand = op->mark ();
66
69 if (wand == NULL || wand->type != WAND) 67 if (!wand || wand->type != WAND)
70 { 68 {
71 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge."); 69 op->failmsg ("You need to mark the wand you want to recharge.");
72 return 0; 70 return 0;
73 } 71 }
72
74 if (!(random_roll (0, 3, op, PREFER_HIGH))) 73 if (!(random_roll (0, 3, op, PREFER_HIGH)))
75 { 74 {
76 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand)); 75 op->failmsgf ("The %s vibrates violently, then explodes!", query_name (wand));
77 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE); 76 op->play_sound (sound_find ("ob_explode"));
78 esrv_del_item (op->contr, wand->count); 77 wand->destroy ();
79 remove_ob (wand); 78 object *tmp = archetype::get (shstr_fireball);
80 free_object (wand);
81 tmp = get_archetype ("fireball");
82 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; 79 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
80
83 if (!tmp->stats.dam) 81 if (!tmp->stats.dam)
84 tmp->stats.dam = 1; 82 tmp->stats.dam = 1;
83
85 tmp->stats.hp = tmp->stats.dam / 2; 84 tmp->stats.hp = tmp->stats.dam / 2;
85
86 if (tmp->stats.hp < 2) 86 if (tmp->stats.hp < 2)
87 tmp->stats.hp = 2; 87 tmp->stats.hp = 2;
88 tmp->x = op->x; 88
89 tmp->y = op->y; 89 tmp->insert_at (op);
90 insert_ob_in_map (tmp, op->map, NULL, 0);
91 return 1; 90 return 1;
92 } 91 }
93 92
94 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)); 93 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob));
94
95 if (wand->inv && wand->inv->level) 95 if (wand->inv && wand->inv->level)
96 ncharges /= wand->inv->level; 96 ncharges /= wand->inv->level;
97 else 97 else
98 { 98 {
99 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand)); 99 op->failmsgf ("Your %s is broken.", query_name (wand));
100 return 0; 100 return 0;
101 } 101 }
102
102 if (!ncharges) 103 if (!ncharges)
103 ncharges = 1; 104 ncharges = 1;
104 105
105 wand->stats.food += ncharges; 106 wand->stats.food += ncharges;
106 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand)); 107 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand));
108
107 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE)) 109 if (wand->arch && wand->arch->flag [FLAG_ANIMATE])
108 { 110 {
109 SET_FLAG (wand, FLAG_ANIMATE); 111 wand->set_flag (FLAG_ANIMATE);
110 wand->speed = wand->arch->clone.speed; 112 wand->set_speed (wand->arch->speed);
111 update_ob_speed (wand);
112 } 113 }
114
113 return 1; 115 return 1;
114} 116}
115 117
116/* Create a missile (nonmagic - magic +4). Will either create bolts or arrows 118/* Create a missile (nonmagic - magic +4). Will either create bolts or arrows
117 * based on whether a crossbow or bow is equiped. If neither, it defaults to 119 * based on whether a crossbow or bow is equiped. If neither, it defaults to
121 * great a plus, the default is used. 123 * great a plus, the default is used.
122 * The # of arrows created also goes up with level, so if a 30th level mage 124 * The # of arrows created also goes up with level, so if a 30th level mage
123 * wants LOTS of arrows, and doesn't care what the plus is he could 125 * wants LOTS of arrows, and doesn't care what the plus is he could
124 * create nonnmagic arrows, or even -1, etc... 126 * create nonnmagic arrows, or even -1, etc...
125 */ 127 */
126
127int 128int
128cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg) 129cast_create_missile (object *op, object *caster, object *spell, int dir, const char *spellparam)
129{ 130{
130 int missile_plus = 0, bonus_plus = 0; 131 int bonus_plus = 0;
131 const char *missile_name; 132 const char *missile_name = "arrow";
132 object *tmp, *missile;
133 tag_t tag;
134 133
135 missile_name = "arrow";
136
137 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 134 for (object *tmp = op->inv; tmp; tmp = tmp->below)
138 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) 135 if (tmp->type == BOW && tmp->flag [FLAG_APPLIED])
139 {
140 missile_name = tmp->race; 136 missile_name = tmp->race;
141 }
142 137
143 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); 138 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
144 139
145 if (archetype::find (missile_name) == NULL) 140 archetype *missile_arch = archetype::find (missile_name);
141
142 if (!missile_arch)
146 { 143 {
147 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);
148 return 0; 145 return 0;
149 } 146 }
150 missile = get_archetype (missile_name);
151 147
152 if (stringarg) 148 object *missile = missile_arch->instance ();
149
150 if (spellparam)
153 { 151 {
154 /* If it starts with a letter, presume it is a description */ 152 /* If it starts with a letter, presume it is a description */
155 if (isalpha (*stringarg)) 153 if (isalpha (*spellparam))
156 { 154 {
157 artifact *al = find_artifactlist (missile->type)->items; 155 artifact *al = find_artifactlist (missile->type)->items;
158 156
159 for (; al != NULL; al = al->next) 157 for (; al; al = al->next)
160 if (!strcasecmp (al->item->name, stringarg)) 158 if (!strcasecmp (al->item->name, spellparam))
161 break; 159 break;
162 160
163 if (!al) 161 if (!al)
164 { 162 {
165 free_object (missile); 163 missile->destroy ();
166 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);
167 return 0; 165 return 0;
168 } 166 }
167
169 if (al->item->slaying) 168 if (al->item->slaying)
170 { 169 {
171 free_object (missile); 170 missile->destroy ();
172 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);
173 return 0; 172 return 0;
174 } 173 }
174
175 give_artifact_abilities (missile, al->item); 175 give_artifact_abilities (missile, al->item);
176 /* These special arrows cost something extra. Don't have them also be magical - 176 /* These special arrows cost something extra. Don't have them also be magical -
177 * otherwise, in most cases, not enough will be created. I don't want to get into 177 * otherwise, in most cases, not enough will be created. I don't want to get into
178 * the parsing of having to do both plus and type. 178 * the parsing of having to do both plus and type.
179 */ 179 */
180 bonus_plus = 1 + (al->item->value / 5); 180 bonus_plus = 1 + (al->item->value / 5);
181 missile_plus = 0; 181 missile_plus = 0;
182 } 182 }
183 else if (atoi (stringarg) < missile_plus) 183 else if (atoi (spellparam) < missile_plus)
184 missile_plus = atoi (stringarg); 184 missile_plus = atoi (spellparam);
185 } 185 }
186 if (missile_plus > 4) 186
187 missile_plus = 4; 187 missile_plus = clamp (missile_plus, -4, 4);
188 else if (missile_plus < -4)
189 missile_plus = -4;
190 188
191 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 189 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
192 missile->nrof -= 3 * (missile_plus + bonus_plus); 190 missile->nrof -= 3 * (missile_plus + bonus_plus);
191
193 if (missile->nrof < 1) 192 if (missile->nrof < 1)
194 missile->nrof = 1; 193 missile->nrof = 1;
195 194
196 missile->magic = missile_plus; 195 missile->magic = missile_plus;
197 /* Can't get any money for these objects */ 196 /* Can't get any money for these objects */
198 missile->value = 0; 197 missile->value = 0;
199 198
200 SET_FLAG (missile, FLAG_IDENTIFIED); 199 missile->set_flag (FLAG_IDENTIFIED);
201 tag = missile->count;
202 200
203 if (!cast_create_obj (op, caster, missile, dir) && op->type == PLAYER && !was_destroyed (missile, tag)) 201 cast_create_obj (op, caster, missile, dir);
204 { 202
203 if (!dir
204 && op->type == PLAYER
205 && !missile->destroyed ())
205 pick_up (op, missile); 206 pick_up (op, missile);
206 } 207
207 return 1; 208 return 1;
208} 209}
209 210
210
211/* allows the choice of what sort of food object to make. 211/* allows the choice of what sort of food object to make.
212 * 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*/
213int 213int
214cast_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)
215{ 215{
216 int food_value; 216 int food_value;
217 archetype *at = NULL; 217 archetype *at = NULL;
218 object *new_op; 218 object *new_op;
219 219
220 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);
221 221
222 if (stringarg) 222 if (spellparam)
223 { 223 {
224 at = find_archetype_by_object_type_name (FOOD, stringarg); 224 at = find_archetype_by_object_type_name (FOOD, spellparam);
225 if (at == NULL) 225 if (at == NULL)
226 at = find_archetype_by_object_type_name (DRINK, stringarg); 226 at = find_archetype_by_object_type_name (DRINK, spellparam);
227 if (at == NULL || at->clone.stats.food > food_value) 227 if (at == NULL || at->stats.food > food_value)
228 stringarg = NULL; 228 spellparam = NULL;
229 } 229 }
230 230
231 if (!stringarg) 231 if (!spellparam)
232 { 232 {
233 archetype *at_tmp; 233 archetype *at_tmp;
234 234
235 /* We try to find the archetype with the maximum food value. 235 /* We try to find the archetype with the maximum food value.
236 * This removes the dependancy of hard coded food values in this 236 * This removes the dependancy of hard coded food values in this
238 * We don't use flesh types because the weight values of those need 238 * We don't use flesh types because the weight values of those need
239 * to be altered from the donor. 239 * to be altered from the donor.
240 */ 240 */
241 241
242 /* We assume the food items don't have multiple parts */ 242 /* We assume the food items don't have multiple parts */
243 for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next) 243 for_all_archetypes (at_tmp)
244 { 244 {
245 if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK) 245 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
246 { 246 {
247 /* Basically, if the food value is something that is creatable 247 /* Basically, if the food value is something that is creatable
248 * under the limits of the spell and it is higher than 248 * under the limits of the spell and it is higher than
249 * the item we have now, take it instead. 249 * the item we have now, take it instead.
250 */ 250 */
251 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)))
252 at = at_tmp; 256 at = at_tmp;
253 } 257 }
254 } 258 }
255 } 259 }
260
256 /* 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
257 * know 262 * know
258 */ 263 */
259 if (!at) 264 if (!at)
260 { 265 {
261 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.");
262 return 0; 267 return 0;
263 } 268 }
264 269
265 food_value /= at->clone.stats.food; 270 food_value /= at->stats.food;
266 new_op = arch_to_object (at); 271 new_op = at->instance ();
267 new_op->nrof = food_value; 272 new_op->nrof = food_value;
268 273
269 new_op->value = 0; 274 new_op->value = 0;
270 if (new_op->nrof < 1) 275 if (new_op->nrof < 1)
271 new_op->nrof = 1; 276 new_op->nrof = 1;
277int 282int
278probe (object *op, object *caster, object *spell_ob, int dir) 283probe (object *op, object *caster, object *spell_ob, int dir)
279{ 284{
280 int r, mflags, maxrange; 285 int r, mflags, maxrange;
281 object *tmp; 286 object *tmp;
282 mapstruct *m; 287 maptile *m;
283
284 288
285 if (!dir) 289 if (!dir)
286 { 290 {
287 examine_monster (op, op); 291 examine_monster (op, op);
288 return 1; 292 return 1;
289 } 293 }
294
290 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 295 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
291 for (r = 1; r < maxrange; r++) 296 for (r = 1; r < maxrange; r++)
292 { 297 {
293 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];
294 299
296 mflags = get_map_flags (m, &m, x, y, &x, &y); 301 mflags = get_map_flags (m, &m, x, y, &x, &y);
297 302
298 if (mflags & P_OUT_OF_MAP) 303 if (mflags & P_OUT_OF_MAP)
299 break; 304 break;
300 305
301 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) 306 if (!op->flag [FLAG_WIZCAST] && (mflags & P_NO_MAGIC))
302 { 307 {
303 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 308 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
304 return 0; 309 return 0;
305 } 310 }
311
306 if (mflags & P_IS_ALIVE) 312 if (mflags & P_IS_ALIVE)
307 { 313 {
308 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)
309 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]))
310 { 316 {
311 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 317 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
312 if (tmp->head != NULL) 318 if (tmp->head != NULL)
313 tmp = tmp->head; 319 tmp = tmp->head;
314 examine_monster (op, tmp); 320 examine_monster (op, tmp);
315 return 1; 321 return 1;
316 } 322 }
317 } 323 }
318 } 324 }
325
319 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); 326 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
320 return 1; 327 return 1;
321} 328}
322
323 329
324/* This checks to see if 'pl' is invisible to 'mon'. 330/* This checks to see if 'pl' is invisible to 'mon'.
325 * does race check, undead check, etc 331 * does race check, undead check, etc
326 * Returns TRUE if mon can't see pl, false 332 * Returns TRUE if mon can't see pl, false
327 * otherwise. This doesn't check range, walls, etc. It 333 * otherwise. This doesn't check range, walls, etc. It
329 * pl is invisible. 335 * pl is invisible.
330 */ 336 */
331int 337int
332makes_invisible_to (object *pl, object *mon) 338makes_invisible_to (object *pl, object *mon)
333{ 339{
334
335 if (!pl->invisible) 340 if (!pl->invisible)
336 return 0; 341 return 0;
342
337 if (pl->type == PLAYER) 343 if (pl->type == PLAYER)
338 { 344 {
339 /* If race isn't set, then invisible unless it is undead */ 345 /* If race isn't set, then invisible unless it is undead */
340 if (!pl->contr->invis_race) 346 if (!pl->contr->invis_race)
341 { 347 {
342 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 348 if (mon->flag [FLAG_UNDEAD])
343 return 0; 349 return 0;
350
344 return 1; 351 return 1;
345 } 352 }
353
346 /* invis_race is set if we get here */ 354 /* invis_race is set if we get here */
347 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 355 if (pl->contr->invis_race == shstr_undead && is_true_undead (mon))
348 return 1; 356 return 1;
357
349 /* No race, can't be invisible to it */ 358 /* No race, can't be invisible to it */
350 if (!mon->race) 359 if (!mon->race)
351 return 0; 360 return 0;
361
352 if (strstr (mon->race, pl->contr->invis_race)) 362 if (mon->race.contains (pl->contr->invis_race))
353 return 1; 363 return 1;
364
354 /* Nothing matched above, return 0 */ 365 /* Nothing matched above, return 0 */
355 return 0; 366 return 0;
356 } 367 }
357 else 368 else
358 { 369 {
371 * normal applies. 382 * normal applies.
372 */ 383 */
373int 384int
374cast_invisible (object *op, object *caster, object *spell_ob) 385cast_invisible (object *op, object *caster, object *spell_ob)
375{ 386{
376 object *tmp;
377
378 if (op->invisible > 1000) 387 if (op->invisible > 1000)
379 { 388 {
380 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");
381 return 0; 390 return 0;
382 } 391 }
383 392
384 /* 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
385 * and if statement or two. 394 * and if statement or two.
386 */ 395 */
387 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
388 /* max duration */ 398 /* limit duration */
389 if (op->invisible > 1000) 399 min_it (op->invisible, 1000);
390 op->invisible = 1000;
391 400
392 if (op->type == PLAYER) 401 if (op->type == PLAYER)
393 { 402 {
394 op->contr->invis_race = spell_ob->race; 403 op->contr->invis_race = spell_ob->race;
395 404
396 if (QUERY_FLAG (spell_ob, FLAG_MAKE_INVIS)) 405 if (spell_ob->flag [FLAG_MAKE_INVIS])
397 op->contr->tmp_invis = 0; 406 op->contr->tmp_invis = 0;
398 else 407 else
399 op->contr->tmp_invis = 1; 408 op->contr->tmp_invis = 1;
400 409
401 op->contr->hidden = 0; 410 op->contr->hidden = 0;
402 } 411 }
412
403 if (makes_invisible_to (op, op)) 413 if (makes_invisible_to (op, op))
404 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!");
405 else 415 else
406 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!"); 416 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
407 417
408 update_object (op, UP_OBJ_FACE); 418 update_object (op, UP_OBJ_CHANGE);
409 419
410 /* Only search the active objects - only these should actually do 420 /* Only search the active objects - only these should actually do
411 * harm to the player. 421 * harm to the player.
412 */ 422 */
413 for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) 423 for_all_actives (tmp)
414 if (tmp->enemy == op) 424 if (tmp->enemy == op)
415 tmp->enemy = NULL; 425 tmp->enemy = 0;
426
416 return 1; 427 return 1;
417} 428}
418 429
419/* earth to dust spell. Basically destroys earthwalls in the area. 430/* earth to dust spell. Basically destroys earthwalls in the area.
420 */ 431 */
421int 432int
422cast_earth_to_dust (object *op, object *caster, object *spell_ob) 433cast_earth_to_dust (object *op, object *caster, object *spell_ob)
423{ 434{
424 object *tmp, *next;
425 int range, i, j, mflags; 435 int range, i, j, mflags;
426 sint16 sx, sy; 436 sint16 sx, sy;
427 mapstruct *m; 437 maptile *m;
428
429 if (op->type != PLAYER)
430 return 0;
431 438
432 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 439 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
433 440
434 for (i = -range; i <= range; i++) 441 for (i = -range; i <= range; i++)
435 for (j = -range; j <= range; j++) 442 for (j = -range; j <= range; j++)
440 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 447 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
441 448
442 if (mflags & P_OUT_OF_MAP) 449 if (mflags & P_OUT_OF_MAP)
443 continue; 450 continue;
444 451
445 // earth to dust tears down everything that can be teared down 452 // earth to dust tears down everything that can be torn down
446 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)
447 { 454 {
448 next = tmp->above; 455 next = tmp->above;
449 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 456
457 if (tmp->flag [FLAG_TEAR_DOWN])
450 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 458 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
451 } 459 }
452 } 460 }
461
453 return 1; 462 return 1;
454} 463}
455
456 464
457void 465void
458execute_word_of_recall (object *op) 466execute_word_of_recall (object *op)
459{ 467{
460 object *wor = op; 468 if (object *pl = op->in_player ())
461 469 if (pl->ms ().flags () & P_NO_CLERIC && !pl->flag [FLAG_WIZCAST])
462 while (op != NULL && op->type != PLAYER)
463 op = op->env;
464
465 if (op != NULL && op->map)
466 {
467 if ((get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_CLERIC) && (!QUERY_FLAG (op, FLAG_WIZCAST)))
468 new_draw_info (NDI_UNIQUE, 0, op, "You feel something fizzle inside you."); 470 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
469 else 471 else
470 enter_exit (op, wor); 472 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
471 } 473
472 remove_ob (wor); 474 op->destroy ();
473 free_object (wor);
474} 475}
475 476
476/* Word of recall causes the player to return 'home'. 477/* Word of recall causes the player to return 'home'.
477 * 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
478 * time delay effect. 479 * time delay effect.
479 */ 480 */
480int 481int
481cast_word_of_recall (object *op, object *caster, object *spell_ob) 482cast_word_of_recall (object *op, object *caster, object *spell_ob)
482{ 483{
483 object *dummy; 484 if (!op->is_player ())
484 int time;
485
486 if (op->type != PLAYER)
487 return 0; 485 return 0;
488 486
489 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))
490 { 488 {
491 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.");
492 return 1; 490 return 1;
493 } 491 }
494 492
495 dummy = get_archetype (FORCE_NAME); 493 object *dummy = archetype::get (FORCE_NAME);
496 if (dummy == NULL) 494
497 {
498 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
499 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
500 return 0;
501 }
502 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob); 495 int time = max (1, spell_ob->duration - SP_level_duration_adjust (caster, spell_ob));
503 if (time < 1)
504 time = 1;
505 496
506 /* 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
507 * 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
508 * do anything really odd if it say a -1000 or something. 499 * do anything really odd if it say a -1000 or something.
509 */ 500 */
510 dummy->speed = 0.002; 501 dummy->set_speed (0.002);
511 update_ob_speed (dummy);
512 dummy->speed_left = -dummy->speed * time; 502 dummy->speed_left = -dummy->speed * time;
513 dummy->type = SPELL_EFFECT; 503 dummy->type = SPELL_EFFECT;
514 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;
515 508
516 /* If we could take advantage of enter_player_savebed() here, it would be 509 op->insert (dummy);
517 * nice, but until the map load fails, we can't.
518 */
519 EXIT_PATH (dummy) = op->contr->savebed_map;
520 EXIT_X (dummy) = op->contr->bed_x;
521 EXIT_Y (dummy) = op->contr->bed_y;
522 510
523 (void) insert_ob_in_ob (dummy, op);
524 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 511 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
512
525 return 1; 513 return 1;
526} 514}
527 515
528/* cast_wonder 516/* cast_wonder
529 * wonder is really just a spell that will likely cast another 517 * wonder is really just a spell that will likely cast another
559 return cast_spell (op, caster, dir, newspell, NULL); 547 return cast_spell (op, caster, dir, newspell, NULL);
560 } 548 }
561 return 1; 549 return 1;
562} 550}
563 551
564
565int 552int
566perceive_self (object *op) 553perceive_self (object *op)
567{ 554{
568 char *cp = describe_item (op, op), buf[MAX_BUF]; 555 const char *cp = describe_item (op, op);
569 archetype *at = archetype::find (ARCH_DEPLETION); 556 archetype *at = archetype::find (shstr_depletion);
570 object *tmp;
571 int i;
572 557
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
573 tmp = find_god (determine_god (op)); 566 if (object *god = find_god (determine_god (op)))
574 if (tmp) 567 buf << " - You worship " << &god->name << ".\n";
575 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
576 else 568 else
577 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); 569 buf << " - You worship no god.\n";
578 570
579 tmp = present_arch_in_ob (at, op); 571 object *tmp = present_arch_in_ob (at, op);
580 572
581 if (*cp == '\0' && tmp == NULL) 573 if (*cp == '\0' && !tmp)
582 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 574 buf << " - You feel very mundane. ";
583 else 575 else
584 { 576 {
585 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 577 buf << " - You have: " << cp << ".\n";
586 new_draw_info (NDI_UNIQUE, 0, op, cp); 578
587 if (tmp != NULL) 579 if (tmp)
588 {
589 for (i = 0; i < NUM_STATS; i++) 580 for (int i = 0; i < NUM_STATS; i++)
590 { 581 if (tmp->stats.stat (i) < 0)
591 if (get_attr_value (&tmp->stats, i) < 0) 582 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
592 {
593 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i)));
594 }
595 }
596 }
597 } 583 }
598 584
599 if (is_dragon_pl (op)) 585 if (op->is_dragon ())
600 {
601 /* now grab the 'dragon_ability'-force from the player's inventory */ 586 /* now grab the 'dragon_ability'-force from the player's inventory */
602 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 587 for (tmp = op->inv; tmp; tmp = tmp->below)
603 { 588 {
604 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 589 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
605 { 590 {
606 if (tmp->stats.exp == 0) 591 if (tmp->stats.exp == 0)
607 {
608 sprintf (buf, "Your metabolism isn't focused on anything."); 592 buf << " - Your metabolism isn't focused on anything.\n";
609 }
610 else 593 else
611 {
612 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";
613 } 595
614 new_draw_info (NDI_UNIQUE, 0, op, buf);
615 break; 596 break;
616 } 597 }
617 } 598 }
618 } 599
600 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
601
619 return 1; 602 return 1;
620} 603}
621
622/* int cast_create_town_portal (object *op, object *caster, int dir)
623 *
624 * This function cast the spell of town portal for op
625 *
626 * The spell operates in two passes. During the first one a place
627 * is marked as a destination for the portal. During the second one,
628 * 2 portals are created, one in the position the player cast it and
629 * one in the destination place. The portal are synchronized and 2 forces
630 * are inserted in the player to destruct the portal next time player
631 * creates a new portal pair.
632 * This spell has a side effect that it allows people to meet each other
633 * in a permanent, private, appartements by making a town portal from it
634 * to the town or another public place. So, check if the map is unique and if
635 * so return an error
636 *
637 * Code by Tchize (david.delbecq@usa.net)
638 */
639int
640cast_create_town_portal (object *op, object *caster, object *spell, int dir)
641{
642 object *dummy, *force, *old_force, *tmp;
643 archetype *perm_portal;
644 char portal_name[1024], portal_message[1024];
645 sint16 exitx, exity;
646 mapstruct *exitmap;
647 int op_level;
648
649
650 /* Check to see if the map the player is currently on is a per player unique
651 * map. This can be determined in that per player unique maps have the
652 * full pathname listed.
653 */
654 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
655 {
656 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
657 return 0;
658 }
659
660 /* The first thing to do is to check if we have a marked destination
661 * dummy is used to make a check inventory for the force
662 */
663 dummy = arch_to_object (spell->other_arch);
664 if (dummy == NULL)
665 {
666 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
667 LOG (llevError, "get_object failed (force in cast_create_town_portal for %s!\n", &op->name);
668 return 0;
669 }
670 force = check_inv_recursive (op, dummy);
671
672 if (force == NULL)
673 {
674 /* Here we know there is no destination marked up.
675 * We have 2 things to do:
676 * 1. Mark the destination in the player inventory.
677 * 2. Let the player know it worked.
678 */
679 dummy->name = op->map->path;
680 EXIT_X (dummy) = op->x;
681 EXIT_Y (dummy) = op->y;
682 insert_ob_in_ob (dummy, op);
683 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You fix this place in your mind.\nYou feel you are able to come here from anywhere.");
684 return 1;
685 }
686 free_object (dummy);
687
688 /* Here we know where the town portal should go to
689 * We should kill any existing portal associated with the player.
690 * Than we should create the 2 portals.
691 * For each of them, we need:
692 * - To create the portal with the name of the player+destination map
693 * - set the owner of the town portal
694 * - To mark the position of the portal in the player's inventory
695 * for easier destruction.
696 *
697 * The mark works has follow:
698 * slaying: Existing town portal
699 * hp, sp : x & y of the associated portal
700 * name : name of the portal
701 * race : map the portal is in
702 */
703
704 /* First step: killing existing town portals */
705 dummy = get_archetype (spell->race);
706 if (dummy == NULL)
707 {
708 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
709 LOG (llevError, "get_object failed (force) in cast_create_town_portal for %s!\n", &op->name);
710 return 0;
711 }
712 perm_portal = archetype::find (spell->slaying);
713
714 /* To kill a town portal, we go trough the player's inventory,
715 * for each marked portal in player's inventory,
716 * -We try load the associated map (if impossible, consider the portal destructed)
717 * -We find any portal in the specified location.
718 * If it has the good name, we destruct it.
719 * -We destruct the force indicating that portal.
720 */
721 while ((old_force = check_inv_recursive (op, dummy)))
722 {
723 exitx = EXIT_X (old_force);
724 exity = EXIT_Y (old_force);
725 LOG (llevDebug, "Trying to kill a portal in %s (%d,%d)\n", &old_force->race, exitx, exity);
726
727 if (!strncmp (old_force->race, settings.localdir, strlen (settings.localdir)))
728 exitmap = ready_map_name (old_force->race, MAP_PLAYER_UNIQUE);
729 else
730 exitmap = ready_map_name (old_force->race, 0);
731
732 if (exitmap)
733 {
734 tmp = present_arch (perm_portal, exitmap, exitx, exity);
735 while (tmp)
736 {
737 if (tmp->name == old_force->name)
738 {
739 remove_ob (tmp);
740 free_object (tmp);
741 break;
742 }
743 else
744 {
745 tmp = tmp->above;
746 }
747 }
748 }
749 remove_ob (old_force);
750 free_object (old_force);
751 LOG (llevDebug, "\n");
752 }
753 free_object (dummy);
754
755 /* Creating the portals.
756 * The very first thing to do is to ensure
757 * access to the destination map.
758 * If we can't, don't fizzle. Simply warn player.
759 * This ensure player pays his mana for the spell
760 * because HE is responsible of forgotting.
761 * 'force' is the destination of the town portal, which we got
762 * from the players inventory above.
763 */
764
765 /* Ensure exit map is loaded */
766 if (!strncmp (force->name, settings.localdir, strlen (settings.localdir)))
767 exitmap = ready_map_name (force->name, MAP_PLAYER_UNIQUE);
768 else
769 exitmap = ready_map_name (force->name, 0);
770
771 /* If we were unable to load (ex. random map deleted), warn player */
772 if (exitmap == NULL)
773 {
774 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
775 remove_ob (force);
776 free_object (force);
777 return 1;
778 }
779
780 op_level = caster_level (caster, spell);
781 if (op_level < 15)
782 snprintf (portal_message, 1024,
783 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
784 &op->name);
785 else if (op_level < 30)
786 snprintf (portal_message, 1024,
787 "\n%s's portal smells of ozone.\nYou do a lot of movements and finally pass\nthrough the small hole in the air\n", &op->name);
788 else if (op_level < 60)
789 snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
790 else
791 snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",
792 &op->name);
793
794 /* Create a portal in front of player
795 * dummy contain the portal and
796 * force contain the track to kill it later
797 */
798
799 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
800 dummy = get_archetype (spell->slaying); /*The portal */
801 if (dummy == NULL)
802 {
803 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
804 LOG (llevError, "get_object failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
805 return 0;
806 }
807 EXIT_PATH (dummy) = force->name;
808 EXIT_X (dummy) = EXIT_X (force);
809 EXIT_Y (dummy) = EXIT_Y (force);
810 dummy->name = dummy->name_pl = portal_name;
811 dummy->msg = portal_message;
812 dummy->race = op->name; /*Save the owner of the portal */
813 cast_create_obj (op, caster, dummy, 0);
814
815 /* Now we need to to create a town portal marker inside the player
816 * object, so on future castings, we can know that he has an active
817 * town portal.
818 */
819 tmp = get_archetype (spell->race);
820 if (tmp == NULL)
821 {
822 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
823 LOG (llevError, "get_object failed (force) in cast_create_town_portal for %s!\n", &op->name);
824 return 0;
825 }
826 tmp->race = op->map->path;
827 tmp->name = portal_name;
828 EXIT_X (tmp) = dummy->x;
829 EXIT_Y (tmp) = dummy->y;
830 insert_ob_in_ob (tmp, op);
831
832 /* Create a portal in the destination map
833 * dummy contain the portal and
834 * force the track to kill it later
835 * the 'force' variable still contains the 'reminder' of
836 * where this portal goes to.
837 */
838 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, op->map->path);
839 dummy = get_archetype (spell->slaying); /*The portal */
840 if (dummy == NULL)
841 {
842 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
843 LOG (llevError, "get_object failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
844 return 0;
845 }
846 EXIT_PATH (dummy) = op->map->path;
847 EXIT_X (dummy) = op->x;
848 EXIT_Y (dummy) = op->y;
849 dummy->name = dummy->name_pl = portal_name;
850 dummy->msg = portal_message;
851 dummy->x = EXIT_X (force);
852 dummy->y = EXIT_Y (force);
853 dummy->race = op->name; /*Save the owner of the portal */
854 insert_ob_in_map (dummy, exitmap, op, 0);
855
856 /* Now we create another town portal marker that
857 * points back to the one we just made
858 */
859 tmp = get_archetype (spell->race);
860 if (tmp == NULL)
861 {
862 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
863 LOG (llevError, "get_object failed (force) in cast_create_town_portal for %s!\n", &op->name);
864 return 0;
865 }
866 tmp->race = force->name;
867 tmp->name = portal_name;
868 EXIT_X (tmp) = dummy->x;
869 EXIT_Y (tmp) = dummy->y;
870 insert_ob_in_ob (tmp, op);
871
872 /* Describe the player what happened
873 */
874 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
875 remove_ob (force); /* Delete the force inside the player */
876 free_object (force);
877 return 1;
878}
879
880 604
881/* This creates magic walls. Really, it can create most any object, 605/* This creates magic walls. Really, it can create most any object,
882 * within some reason. 606 * within some reason.
883 */ 607 */
884
885int 608int
886magic_wall (object *op, object *caster, int dir, object *spell_ob) 609magic_wall (object *op, object *caster, int dir, object *spell_ob)
887{ 610{
888 object *tmp, *tmp2; 611 object *tmp;
889 int i, posblocked, negblocked, maxrange; 612 int i, posblocked, negblocked, maxrange;
890 sint16 x, y; 613 sint16 x, y;
891 mapstruct *m; 614 maptile *m;
892 const char *name; 615 const char *name;
893 archetype *at; 616 archetype *at;
894 617
895 if (!dir) 618 if (!dir)
896 { 619 {
901 else 624 else
902 { 625 {
903 x = op->x + freearr_x[dir]; 626 x = op->x + freearr_x[dir];
904 y = op->y + freearr_y[dir]; 627 y = op->y + freearr_y[dir];
905 } 628 }
629
906 m = op->map; 630 m = op->map;
907 631
908 if ((spell_ob->move_block || x != op->x || y != op->y) && 632 if ((spell_ob->move_block || x != op->x || y != op->y) &&
909 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) || 633 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) ||
910 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block))) 634 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
911 { 635 {
912 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 636 op->failmsg ("Something is in the way.");
913 return 0; 637 return 0;
914 } 638 }
639
915 if (spell_ob->other_arch) 640 if (spell_ob->other_arch)
916 { 641 tmp = spell_ob->other_arch->instance ();
917 tmp = arch_to_object (spell_ob->other_arch);
918 }
919 else if (spell_ob->race) 642 else if (spell_ob->race)
920 { 643 {
921 char buf1[MAX_BUF]; 644 char buf1[MAX_BUF];
922 645
923 sprintf (buf1, spell_ob->race, dir); 646 sprintf (buf1, spell_ob->race, dir);
926 { 649 {
927 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 650 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
928 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 651 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
929 return 0; 652 return 0;
930 } 653 }
931 tmp = arch_to_object (at); 654
655 tmp = at->instance ();
932 } 656 }
933 else 657 else
934 { 658 {
935 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);
936 return 0; 660 return 0;
941 tmp->attacktype = spell_ob->attacktype; 665 tmp->attacktype = spell_ob->attacktype;
942 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);
943 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);
944 tmp->range = 0; 668 tmp->range = 0;
945 } 669 }
946 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 670 else if (tmp->flag [FLAG_ALIVE])
947 { 671 {
948 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);
949 tmp->stats.maxhp = tmp->stats.hp; 673 tmp->stats.maxhp = tmp->stats.hp;
950 set_owner (tmp, op);
951 set_spell_skill (op, caster, spell_ob, tmp);
952 } 674 }
953 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])
954 { 677 {
955 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);
956 SET_FLAG (tmp, FLAG_IS_USED_UP); 679 tmp->set_flag (FLAG_IS_USED_UP);
957 } 680 }
958 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 681
682 if (spell_ob->flag [FLAG_TEAR_DOWN])
959 { 683 {
960 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);
961 tmp->stats.maxhp = tmp->stats.hp; 685 tmp->stats.maxhp = tmp->stats.hp;
962 SET_FLAG (tmp, FLAG_TEAR_DOWN); 686 tmp->set_flag (FLAG_TEAR_DOWN);
963 SET_FLAG (tmp, FLAG_ALIVE); 687 tmp->set_flag (FLAG_ALIVE);
964 } 688 }
965 689
966 /* 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,
967 * 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.
968 */ 693 */
969 set_owner (tmp, op); 694 if (tmp->type != EARTHWALL) //TODO
695 tmp->set_owner (op);
696
970 set_spell_skill (op, caster, spell_ob, tmp); 697 set_spell_skill (op, caster, spell_ob, tmp);
971 tmp->x = x;
972 tmp->y = y;
973 tmp->level = caster_level (caster, spell_ob) / 2; 698 tmp->level = casting_level (caster, spell_ob) / 2;
974 699
975 name = tmp->name; 700 name = tmp->name;
976 if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL) 701 if (!(tmp = m->insert (tmp, x, y, op)))
977 { 702 {
978 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);
979 return 0; 704 return 0;
980 } 705 }
706
981 /* 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 */
982 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 708 if (tmp->other_arch && tmp->other_arch->type == SPELL)
983 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 709 insert_ob_in_ob (tmp->other_arch->instance (), tmp);
984 710
985 /* This code causes the wall to extend some distance in 711 /* This code causes the wall to extend some distance in
986 * each direction, or until an obstruction is encountered. 712 * each direction, or until an obstruction is encountered.
987 * posblocked and negblocked help determine how far the 713 * posblocked and negblocked help determine how far the
988 * created wall can extend, it won't go extend through 714 * created wall can extend, it won't go extend through
1003 m = tmp->map; 729 m = tmp->map;
1004 730
1005 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)) &&
1006 ((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)
1007 { 733 {
1008 tmp2 = get_object (); 734 object *tmp2 = tmp->clone ();
1009 copy_object (tmp, tmp2); 735 m->insert (tmp2, x, y, op);
1010 tmp2->x = x; 736
1011 tmp2->y = y;
1012 insert_ob_in_map (tmp2, m, op, 0);
1013 /* If this is a spellcasting wall, need to insert the spell object */ 737 /* If this is a spellcasting wall, need to insert the spell object */
1014 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 738 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1015 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 739 tmp2->insert (tmp2->other_arch->instance ());
1016 740
1017 } 741 }
1018 else 742 else
1019 posblocked = 1; 743 posblocked = 1;
1020 744
1023 m = tmp->map; 747 m = tmp->map;
1024 748
1025 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)) &&
1026 ((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)
1027 { 751 {
1028 tmp2 = get_object (); 752 object *tmp2 = tmp->clone ();
1029 copy_object (tmp, tmp2); 753 m->insert (tmp2, x, y, op);
1030 tmp2->x = x; 754
1031 tmp2->y = y;
1032 insert_ob_in_map (tmp2, m, op, 0);
1033 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 755 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1034 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 756 tmp2->insert (tmp2->other_arch->instance ());
1035 } 757 }
1036 else 758 else
1037 negblocked = 1; 759 negblocked = 1;
1038 } 760 }
1039 761
1040 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) 762 if (tmp->flag [FLAG_BLOCKSVIEW])
1041 update_all_los (op->map, op->x, op->y); 763 update_all_los (op->map, op->x, op->y);
1042 764
1043 return 1; 765 return 1;
1044} 766}
1045 767
1046int 768int
1047dimension_door (object *op, object *caster, object *spob, int dir) 769dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
1048{ 770{
1049 uint32 dist, maxdist; 771 uint32 dist, maxdist;
1050 int mflags; 772 int mflags;
1051 mapstruct *m; 773 maptile *m;
1052 sint16 sx, sy; 774 sint16 sx, sy;
1053 775
1054 if (op->type != PLAYER) 776 if (op->type != PLAYER)
1055 return 0; 777 return 0;
1056 778
1057 if (!dir) 779 if (!dir)
1058 { 780 {
1059 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?"); 781 op->failmsg ("In what direction?");
1060 return 0; 782 return 0;
1061 } 783 }
1062 784
1063 /* 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
1064 * ever, so put limits in. 786 * ever, so put limits in.
1065 */ 787 */
1066 maxdist = spob->range + SP_level_range_adjust (caster, spob); 788 maxdist = spob->range + SP_level_range_adjust (caster, spob);
1067 789
1068 if (op->contr->count) 790 if (spellparam)
1069 { 791 {
792 int count = atoi (spellparam);
793
1070 if (op->contr->count > maxdist) 794 if (count > maxdist)
1071 { 795 {
1072 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!"); 796 op->failmsg ("You can't dimension door that far!");
1073 return 0; 797 return 0;
1074 } 798 }
1075 799
1076 for (dist = 0; dist < op->contr->count; dist++) 800 for (dist = 0; dist < count; dist++)
1077 { 801 {
1078 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);
1079 803
1080 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 804 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
1081 break; 805 break;
1082 806
1083 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)))
1084 break; 808 break;
1085 } 809 }
1086 810
1087 if (dist < op->contr->count) 811 if (dist < count)
1088 { 812 {
1089 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");
1090 op->contr->count = 0;
1091 return 0; 814 return 0;
1092 } 815 }
1093 op->contr->count = 0;
1094 816
1095 /* Remove code that puts player on random space on maps. IMO, 817 /* Remove code that puts player on random space on maps. IMO,
1096 * a lot of maps probably have areas the player should not get to, 818 * a lot of maps probably have areas the player should not get to,
1097 * but may not be marked as NO_MAGIC (as they may be bounded 819 * but may not be marked as NO_MAGIC (as they may be bounded
1098 * by such squares). Also, there are probably treasure rooms and 820 * by such squares). Also, there are probably treasure rooms and
1140 break; 862 break;
1141 863
1142 } 864 }
1143 if (!dist) 865 if (!dist)
1144 { 866 {
1145 new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n"); 867 op->failmsg ("Your spell failed!\n");
1146 return 0; 868 return 0;
1147 } 869 }
1148 } 870 }
1149 871
1150 /* Actually move the player now */ 872 /* Actually move the player now */
1151 remove_ob (op); 873 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op)))
1152 op->x += freearr_x[dir] * dist;
1153 op->y += freearr_y[dir] * dist;
1154 if ((op = insert_ob_in_map (op, op->map, op, 0)) == NULL)
1155 return 1; 874 return 1;
1156 875
1157 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
1158 return 1; 878 return 1;
1159} 879}
1160
1161 880
1162/* cast_heal: Heals something. 881/* cast_heal: Heals something.
1163 * op is the caster. 882 * op is the caster.
1164 * dir is the direction he is casting it in. 883 * dir is the direction he is casting it in.
1165 * spell is the spell object. 884 * spell is the spell object.
1172 object *poison; 891 object *poison;
1173 int heal = 0, success = 0; 892 int heal = 0, success = 0;
1174 893
1175 tmp = find_target_for_friendly_spell (op, dir); 894 tmp = find_target_for_friendly_spell (op, dir);
1176 895
1177 if (tmp == NULL) 896 if (!tmp)
1178 return 0; 897 return 0;
1179 898
1180 /* Figure out how many hp this spell might cure. 899 /* Figure out how many hp this spell might cure.
1181 * could be zero if this spell heals effects, not damage. 900 * could be zero if this spell heals effects, not damage.
1182 */ 901 */
1185 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;
1186 905
1187 if (heal) 906 if (heal)
1188 { 907 {
1189 if (tmp->stats.hp >= tmp->stats.maxhp) 908 if (tmp->stats.hp >= tmp->stats.maxhp)
1190 {
1191 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.");
1192 }
1193 else 910 else
1194 { 911 {
1195 /* See how many points we actually heal. Instead of messages 912 /* See how many points we actually heal. Instead of messages
1196 * based on type of spell, we instead do messages based 913 * based on type of spell, we instead do messages based
1197 * on amount of damage healed. 914 * on amount of damage healed.
1198 */ 915 */
1199 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 916 if (heal > tmp->stats.maxhp - tmp->stats.hp)
1200 heal = tmp->stats.maxhp - tmp->stats.hp; 917 heal = tmp->stats.maxhp - tmp->stats.hp;
918
1201 tmp->stats.hp += heal; 919 tmp->stats.hp += heal;
1202 920
1203 if (tmp->stats.hp >= tmp->stats.maxhp) 921 if (tmp->stats.hp >= tmp->stats.maxhp)
1204 {
1205 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 922 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1206 }
1207 else if (heal > 50) 923 else if (heal > 50)
1208 {
1209 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); 924 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1210 }
1211 else if (heal > 25) 925 else if (heal > 25)
1212 {
1213 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); 926 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1214 }
1215 else if (heal > 10) 927 else if (heal > 10)
1216 {
1217 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.");
1218 }
1219 else 929 else
1220 {
1221 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.");
1222 } 931
1223 success = 1; 932 success = 1;
1224 } 933 }
1225 } 934 }
935
1226 if (spell->attacktype & AT_DISEASE) 936 if (spell->attacktype & AT_DISEASE)
1227 if (cure_disease (tmp, op)) 937 if (cure_disease (tmp, op, spell))
1228 success = 1; 938 success = 1;
1229 939
1230 if (spell->attacktype & AT_POISON) 940 if (spell->attacktype & AT_POISON)
1231 { 941 {
1232 at = archetype::find ("poisoning"); 942 at = archetype::find (shstr_poisoning);
1233 poison = present_arch_in_ob (at, tmp); 943 poison = present_arch_in_ob (at, tmp);
1234 if (poison) 944 if (poison)
1235 { 945 {
1236 success = 1; 946 success = 1;
1237 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 947 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1238 poison->stats.food = 1; 948 poison->stats.food = 1;
1239 } 949 }
1240 } 950 }
951
1241 if (spell->attacktype & AT_CONFUSION) 952 if (spell->attacktype & AT_CONFUSION)
1242 { 953 {
1243 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 954 poison = present_in_ob_by_name (FORCE, shstr_confusion, tmp);
1244 if (poison) 955 if (poison)
1245 { 956 {
1246 success = 1; 957 success = 1;
1247 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 958 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1248 poison->duration = 1; 959 poison->duration = 1;
1249 } 960 }
1250 } 961 }
962
1251 if (spell->attacktype & AT_BLIND) 963 if (spell->attacktype & AT_BLIND)
1252 { 964 {
1253 at = archetype::find ("blindness"); 965 at = archetype::find (shstr_blindness);
1254 poison = present_arch_in_ob (at, tmp); 966 poison = present_arch_in_ob (at, tmp);
1255 if (poison) 967 if (poison)
1256 { 968 {
1257 success = 1; 969 success = 1;
1258 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.");
1259 poison->stats.food = 1; 971 poison->stats.food = 1;
1260 } 972 }
1261 } 973 }
974
1262 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) 975 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1263 { 976 {
1264 tmp->stats.sp += spell->last_sp; 977 tmp->stats.sp += spell->last_sp;
1265 if (tmp->stats.sp > tmp->stats.maxsp) 978 if (tmp->stats.sp > tmp->stats.maxsp)
1266 tmp->stats.sp = tmp->stats.maxsp; 979 tmp->stats.sp = tmp->stats.maxsp;
1267 success = 1; 980 success = 1;
1268 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!");
1269 } 982 }
983
1270 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) 984 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1271 { 985 {
1272 tmp->stats.grace += spell->last_grace; 986 tmp->stats.grace += spell->last_grace;
1273 if (tmp->stats.grace > tmp->stats.maxgrace) 987 if (tmp->stats.grace > tmp->stats.maxgrace)
1274 tmp->stats.grace = tmp->stats.maxgrace; 988 tmp->stats.grace = tmp->stats.maxgrace;
1275 success = 1; 989 success = 1;
1276 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!");
1277 } 991 }
992
1278 if (spell->stats.food && tmp->stats.food < 999) 993 if (spell->stats.food && tmp->stats.food < MAX_FOOD)
1279 { 994 {
1280 tmp->stats.food += spell->stats.food; 995 tmp->stats.food += spell->stats.food;
1281 if (tmp->stats.food > 999) 996 min_it (tmp->stats.food, MAX_FOOD);
1282 tmp->stats.food = 999; 997
1283 success = 1; 998 success = 1;
1284 /* 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 */
1285 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");
1286 } 1001 }
1002
1287 return success; 1003 return success;
1288} 1004}
1289
1290 1005
1291/* 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
1292 * 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
1293 * good comments for those. 1008 * good comments for those.
1294 */ 1009 */
1295static const char *const no_gain_msgs[NUM_STATS] = { 1010static const char *const no_gain_msgs[NUM_STATS] = {
1296 "You grow no stronger.", 1011 "You grow no stronger.",
1297 "You grow no more agile.", 1012 "You grow no more agile.",
1298 "You don't feel any healthier.", 1013 "You don't feel any healthier.",
1299 "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."
1300 "You are no easier to look at.", 1017 "You are no easier to look at.",
1301 "no int",
1302 "no pow"
1303}; 1018};
1304 1019
1305int 1020int
1021change_ability_duration (object *spell, object *caster)
1022{
1023 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1024}
1025
1026int
1306cast_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)
1307{ 1028{
1308 object *tmp, *tmp2 = NULL;
1309 object *force = NULL; 1029 object *force = 0;
1310 int i; 1030 int i;
1311 1031
1312 /* 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. */
1313 if (dir != 0) 1033 object *tmp = dir
1314 {
1315 tmp = find_target_for_friendly_spell (op, dir); 1034 ? find_target_for_friendly_spell (op, dir)
1316 } 1035 : op;
1317 else
1318 {
1319 tmp = op;
1320 }
1321 1036
1322 if (tmp == NULL) 1037 if (!tmp)
1323 return 0; 1038 return 0;
1324 1039
1325 /* 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. */
1326 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1041 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1327 { 1042 {
1328 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1043 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1329 { 1044 {
1330 if (tmp2->name == spell_ob->name) 1045 if (tmp2->name == spell_ob->name)
1331 { 1046 {
1333 break; 1048 break;
1334 } 1049 }
1335 else if (spell_ob->race && spell_ob->race == tmp2->name) 1050 else if (spell_ob->race && spell_ob->race == tmp2->name)
1336 { 1051 {
1337 if (!silent) 1052 if (!silent)
1338 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 1053 op->failmsgf ("You can not cast %s while %s is in effect",
1054 &spell_ob->name, &tmp2->name_pl);
1055
1339 return 0; 1056 return 0;
1340 } 1057 }
1341 } 1058 }
1342 } 1059 }
1060
1061 int duration = change_ability_duration (spell_ob, caster);
1062
1343 if (force == NULL) 1063 if (force)
1344 {
1345 force = get_archetype (FORCE_NAME);
1346 force->subtype = FORCE_CHANGE_ABILITY;
1347 if (spell_ob->race)
1348 force->name = spell_ob->race;
1349 else
1350 force->name = spell_ob->name;
1351 force->name_pl = spell_ob->name;
1352 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1353
1354 } 1064 {
1355 else
1356 {
1357 int duration;
1358
1359 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1360 if (duration > force->duration) 1065 if (duration > force->duration)
1361 { 1066 {
1362 force->duration = duration; 1067 force->duration = duration;
1363 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.");
1364 } 1069 }
1365 else 1070 else
1366 {
1367 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.");
1368 } 1072
1369 return 1; 1073 return 1;
1370 } 1074 }
1371 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
1372 force->speed = 1.0; 1091 force->speed = 1.0;
1373 force->speed_left = -1.0; 1092 force->speed_left = -1.0;
1374 SET_FLAG (force, FLAG_APPLIED); 1093 force->set_flag (FLAG_APPLIED);
1375 1094
1376 /* Now start processing the effects. First, protections */ 1095 /* Now start processing the effects. First, protections */
1377 for (i = 0; i < NROFATTACKS; i++) 1096 for (i = 0; i < NROFATTACKS; i++)
1378 {
1379 if (spell_ob->resist[i]) 1097 if (spell_ob->resist[i])
1380 {
1381 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));
1382 if (force->resist[i] > 100) 1099
1383 force->resist[i] = 100;
1384 }
1385 }
1386 if (spell_ob->stats.hp) 1100 if (spell_ob->stats.hp)
1387 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);
1388 1102
1389 if (tmp->type == PLAYER) 1103 if (tmp->type == PLAYER)
1390 { 1104 {
1391 /* Stat adjustment spells */ 1105 /* Stat adjustment spells */
1392 for (i = 0; i < NUM_STATS; i++) 1106 for (i = 0; i < NUM_STATS; i++)
1393 { 1107 {
1394 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; 1108 if (sint8 stat = spell_ob->stats.stat (i))
1395
1396 if (stat)
1397 { 1109 {
1398 sm = 0; 1110 sint8 sm = 0;
1399 for (k = 0; k < stat; k++) 1111 for (sint8 k = 0; k < stat; k++)
1400 sm += rndm (1, 3); 1112 sm += rndm (1, 3);
1401 1113
1402 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) 1114 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1403 { 1115 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1404 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); 1116
1405 if (sm < 0) 1117 force->stats.stat (i) = sm;
1406 sm = 0; 1118
1407 }
1408 set_attr_value (&force->stats, i, sm);
1409 if (!sm) 1119 if (!sm)
1410 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); 1120 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1411 } 1121 }
1412 } 1122 }
1413 } 1123 }
1414 1124
1415 force->move_type = spell_ob->move_type; 1125 force->move_type = spell_ob->move_type;
1416 1126
1417 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK)) 1127 if (spell_ob->flag [FLAG_SEE_IN_DARK])
1418 SET_FLAG (force, FLAG_SEE_IN_DARK); 1128 force->set_flag (FLAG_SEE_IN_DARK);
1419 1129
1420 if (QUERY_FLAG (spell_ob, FLAG_XRAYS)) 1130 if (spell_ob->flag [FLAG_XRAYS])
1421 SET_FLAG (force, FLAG_XRAYS); 1131 force->set_flag (FLAG_XRAYS);
1422 1132
1423 /* Haste/bonus speed */ 1133 /* Haste/bonus speed */
1424 if (spell_ob->stats.exp) 1134 if (spell_ob->stats.exp)
1425 { 1135 {
1426 if (op->speed > 0.5f) 1136 if (op->speed > 0.5f)
1433 force->stats.ac = spell_ob->stats.ac; 1143 force->stats.ac = spell_ob->stats.ac;
1434 force->attacktype = spell_ob->attacktype; 1144 force->attacktype = spell_ob->attacktype;
1435 1145
1436 insert_ob_in_ob (force, tmp); 1146 insert_ob_in_ob (force, tmp);
1437 change_abil (tmp, force); /* Mostly to display any messages */ 1147 change_abil (tmp, force); /* Mostly to display any messages */
1438 fix_player (tmp); 1148 tmp->update_stats ();
1149
1439 return 1; 1150 return 1;
1440} 1151}
1441 1152
1442/* 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
1443 * 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
1444 * of the caster. 1155 * of the caster.
1445 */ 1156 */
1446
1447int 1157int
1448cast_bless (object *op, object *caster, object *spell_ob, int dir) 1158cast_bless (object *op, object *caster, object *spell_ob, int dir)
1449{ 1159{
1450 int i; 1160 int i;
1451 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1161 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1452 1162
1453 /* 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. */
1454 if (dir != 0) 1164 if (dir != 0)
1455 { 1165 {
1456 tmp = find_target_for_friendly_spell (op, dir); 1166 tmp = find_target_for_friendly_spell (op, dir);
1167
1168 if (!tmp)
1169 return 0;
1457 } 1170 }
1458 else 1171 else
1459 {
1460 tmp = op; 1172 tmp = op;
1461 }
1462 1173
1463 /* 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. */
1464 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1175 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1465 { 1176 {
1466 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1177 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1467 { 1178 {
1468 if (tmp2->name == spell_ob->name) 1179 if (tmp2->name == spell_ob->name)
1469 { 1180 {
1475 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 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);
1476 return 0; 1187 return 0;
1477 } 1188 }
1478 } 1189 }
1479 } 1190 }
1191
1480 if (force == NULL) 1192 if (force == NULL)
1481 { 1193 {
1482 force = get_archetype (FORCE_NAME); 1194 force = archetype::get (FORCE_NAME);
1483 force->subtype = FORCE_CHANGE_ABILITY; 1195 force->subtype = FORCE_CHANGE_ABILITY;
1484 if (spell_ob->race) 1196 if (spell_ob->race)
1485 force->name = spell_ob->race; 1197 force->name = spell_ob->race;
1486 else 1198 else
1487 force->name = spell_ob->name; 1199 force->name = spell_ob->name;
1502 { 1214 {
1503 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.");
1504 } 1216 }
1505 return 0; 1217 return 0;
1506 } 1218 }
1219
1507 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;
1508 force->speed = 1.0; 1221 force->speed = 1.0;
1509 force->speed_left = -1.0; 1222 force->speed_left = -1.0;
1510 SET_FLAG (force, FLAG_APPLIED); 1223 force->set_flag (FLAG_APPLIED);
1511 1224
1512 if (!god) 1225 if (!god)
1513 { 1226 {
1514 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty."); 1227 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1515 } 1228 }
1516 else 1229 else
1517 { 1230 {
1518 /* Only give out good benefits, and put a max on it */ 1231 /* Only give out good benefits, and put a max on it */
1519 for (i = 0; i < NROFATTACKS; i++) 1232 for (i = 0; i < NROFATTACKS; i++)
1520 {
1521 if (god->resist[i] > 0) 1233 if (god->resist[i] > 0)
1522 {
1523 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]);
1524 } 1235
1525 }
1526 force->path_attuned |= god->path_attuned; 1236 force->path_attuned |= god->path_attuned;
1527 1237
1528 if (spell_ob->attacktype) 1238 if (spell_ob->attacktype)
1529 force->slaying = god->slaying; 1239 force->slaying = god->slaying;
1530 1240
1542 force->stats.wc = spell_ob->stats.wc; 1252 force->stats.wc = spell_ob->stats.wc;
1543 force->stats.ac = spell_ob->stats.ac; 1253 force->stats.ac = spell_ob->stats.ac;
1544 1254
1545 change_abil (tmp, force); /* Mostly to display any messages */ 1255 change_abil (tmp, force); /* Mostly to display any messages */
1546 insert_ob_in_ob (force, tmp); 1256 insert_ob_in_ob (force, tmp);
1547 fix_player (tmp); 1257 tmp->update_stats ();
1548 return 1; 1258 return 1;
1549} 1259}
1550
1551
1552 1260
1553/* Alchemy code by Mark Wedel 1261/* Alchemy code by Mark Wedel
1554 * 1262 *
1555 * This code adds a new spell, called alchemy. Alchemy will turn 1263 * This code adds a new spell, called alchemy. Alchemy will turn
1556 * objects to gold nuggets, the value of the gold nuggets being 1264 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1557 * about 90% of that of the item itself. It uses the value of the
1558 * object before charisma adjustments, because the nuggets themselves
1559 * will be will be adjusted by charisma when sold.
1560 * 1265 *
1561 * 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
1562 * the maximum number of large nuggets you could get. 1267 * itself. It uses the value of the object before charisma adjustments,
1563 * Small nuggets are worth 1 gp each (base). You will get from 0 1268 * because the nuggets themselves will be will be adjusted by charisma
1564 * to the max amount of small nuggets as you could get. 1269 * when sold.
1565 *
1566 * For example, if an item is worth 110 gold, you will get
1567 * 4 large nuggets, and from 0-10 small nuggets.
1568 * 1270 *
1569 * 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
1570 * 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
1571 * alchemied. 1273 * alchemised.
1572 */ 1274 */
1573
1574/* I didn't feel like passing these as arguements to the
1575 * two functions that need them. Real values are put in them
1576 * when the spell is cast, and these are freed when the spell
1577 * is finished.
1578 */
1579static object *small, *large;
1580
1581static void 1275static void
1582alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight) 1276alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1583{ 1277{
1584 uint64 value = query_cost (obj, NULL, F_TRUE); 1278 uint64 value = query_cost (obj, NULL, F_TRUE);
1585 1279
1586 /* Give third price when we alchemy money (This should hopefully 1280 /* Give third price when we alchemy money (this should hopefully
1587 * 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
1588 * the nuggets, alchemy the gold from that, etc. 1282 * the nuggets, alchemy the gold from that, etc.
1589 * Otherwise, give 9 silver on the gold for other objects, 1283 * Otherwise, give 9 silver on the gold for other objects,
1590 * so that it would still be more affordable to haul 1284 * so that it would still be more affordable to haul
1591 * the stuff back to town. 1285 * the stuff back to town.
1592 */ 1286 */
1593 1287 if (obj->flag [FLAG_UNPAID])
1594 if (QUERY_FLAG (obj, FLAG_UNPAID))
1595 value = 0; 1288 value = 0;
1596 else if (obj->type == MONEY || obj->type == GEM) 1289 else if (obj->type == MONEY || obj->type == GEM)
1597 value /= 3; 1290 value /= 3;
1598 else 1291 else
1599 value = (value * 9) / 10; 1292 value = value * 9 / 10;
1600 1293
1601 value /= 4; // fix by GHJ, don't understand, pcg
1602
1603 if ((obj->value > 0) && rndm (0, 29)) 1294 if (obj->value > 0 && rndm (0, 29))
1604 { 1295 total_value += value;
1605 int count;
1606 1296
1607 count = value / large->value;
1608 *large_nuggets += count;
1609 value -= (uint64) count *(uint64) large->value;
1610
1611 count = value / small->value;
1612 *small_nuggets += count;
1613 }
1614
1615 /* Turn 25 small nuggets into 1 large nugget. If the value
1616 * of large nuggets is not evenly divisable by the small nugget
1617 * value, take off an extra small_nugget (Assuming small_nuggets!=0)
1618 */
1619 if (*small_nuggets * small->value >= large->value)
1620 {
1621 (*large_nuggets)++;
1622 *small_nuggets -= large->value / small->value;
1623 if (*small_nuggets && large->value % small->value)
1624 (*small_nuggets)--;
1625 }
1626 weight += obj->weight; 1297 total_weight += obj->total_weight ();
1627 remove_ob (obj);
1628 free_object (obj);
1629}
1630 1298
1631static void 1299 obj->destroy ();
1632update_map (object *op, mapstruct *m, int small_nuggets, int large_nuggets, int x, int y)
1633{
1634 object *tmp;
1635 int flag = 0;
1636
1637 /* Put any nuggets below the player, but we can only pass this
1638 * flag if we are on the same space as the player
1639 */
1640 if (x == op->x && y == op->y && op->map == m)
1641 flag = INS_BELOW_ORIGINATOR;
1642
1643 if (small_nuggets)
1644 {
1645 tmp = get_object ();
1646 copy_object (small, tmp);
1647 tmp->nrof = small_nuggets;
1648 tmp->x = x;
1649 tmp->y = y;
1650 insert_ob_in_map (tmp, m, op, flag);
1651 }
1652 if (large_nuggets)
1653 {
1654 tmp = get_object ();
1655 copy_object (large, tmp);
1656 tmp->nrof = large_nuggets;
1657 tmp->x = x;
1658 tmp->y = y;
1659 insert_ob_in_map (tmp, m, op, flag);
1660 }
1661} 1300}
1662 1301
1663int 1302int
1664alchemy (object *op, object *caster, object *spell_ob) 1303alchemy (object *op, object *caster, object *spell_ob)
1665{ 1304{
1666 int x, y, weight = 0, weight_max, large_nuggets, small_nuggets, mflags;
1667 sint16 nx, ny;
1668 object *next, *tmp;
1669 mapstruct *mp;
1670
1671 if (op->type != PLAYER) 1305 if (op->type != PLAYER)
1672 return 0; 1306 return 0;
1673 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
1674 /* 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
1675 * some, and also prevents people from alcheming every table/chair/clock 1315 * some, and also prevents people from alchemising every table/chair/clock
1676 * in sight 1316 * in sight
1677 */ 1317 */
1678 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);
1679 weight_max *= 1000; 1319 int weight_max = duration * 1000;
1680 small = get_archetype ("smallnugget"), large = get_archetype ("largenugget"); 1320 uint64 value_max = duration * 1000;
1681 1321
1322 int weight = 0;
1323
1682 for (y = op->y - 1; y <= op->y + 1; y++) 1324 for (int y = op->y - 1; y <= op->y + 1; y++)
1683 { 1325 {
1684 for (x = op->x - 1; x <= op->x + 1; x++) 1326 for (int x = op->x - 1; x <= op->x + 1; x++)
1685 { 1327 {
1328 uint64 value = 0;
1329
1686 nx = x; 1330 sint16 nx = x;
1687 ny = y; 1331 sint16 ny = y;
1688 1332
1689 mp = op->map; 1333 maptile *mp = op->map;
1690 1334
1691 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); 1335 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1692 1336
1693 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1337 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1694 continue; 1338 continue;
1695 1339
1696 /* Treat alchemy a little differently - most spell effects 1340 /* Treat alchemy a little differently - most spell effects
1698 * ground level effect. 1342 * ground level effect.
1699 */ 1343 */
1700 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) 1344 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1701 continue; 1345 continue;
1702 1346
1703 small_nuggets = 0; 1347 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1704 large_nuggets = 0;
1705
1706 for (tmp = get_map_ob (mp, nx, ny); tmp != NULL; tmp = next)
1707 { 1348 {
1708 next = tmp->above; 1349 next = tmp->above;
1350
1709 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1351 if (tmp->weight > 0 && !tmp->flag [FLAG_NO_PICK] &&
1710 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1352 !tmp->flag [FLAG_ALIVE] && !tmp->flag [FLAG_IS_CAULDRON])
1711 { 1353 {
1712
1713 if (tmp->inv) 1354 if (tmp->inv)
1714 { 1355 {
1715 object *next1, *tmp1; 1356 object *next1, *tmp1;
1716 1357
1717 for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1) 1358 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1718 { 1359 {
1719 next1 = tmp1->below; 1360 next1 = tmp1->below;
1720 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1361 if (tmp1->weight > 0 && !tmp1->flag [FLAG_NO_PICK] &&
1721 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1362 !tmp1->flag [FLAG_ALIVE] && !tmp1->flag [FLAG_IS_CAULDRON])
1722 alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight); 1363 alchemy_object (tmp1, value, weight);
1723 } 1364 }
1724 } 1365 }
1366
1725 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); 1367 alchemy_object (tmp, value, weight);
1726 1368
1727 if (weight > weight_max) 1369 if (weight > weight_max)
1728 { 1370 break;
1729 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1730 free_object (large);
1731 free_object (small);
1732 return 1;
1733 } 1371 }
1734 } /* is alchemable object */
1735 } /* process all objects on this space */
1736
1737 /* Insert all the nuggets at one time. This probably saves time, but
1738 * it also prevents us from alcheming nuggets that were just created
1739 * with this spell.
1740 */ 1372 }
1741 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);
1742 } 1386 }
1387
1388 if (weight > weight_max)
1389 goto bailout;
1390 }
1743 } 1391 }
1744 free_object (large); 1392
1745 free_object (small); 1393bailout:
1746 /* reset this so that if player standing on a big pile of stuff,
1747 * it is redrawn properly.
1748 */
1749 op->contr->socket.look_position = 0;
1750 return 1; 1394 return 1;
1751} 1395}
1752
1753 1396
1754/* This function removes the cursed/damned status on equipped 1397/* This function removes the cursed/damned status on equipped
1755 * items. 1398 * items.
1756 */ 1399 */
1757int 1400int
1758remove_curse (object *op, object *caster, object *spell) 1401remove_curse (object *op, object *caster, object *spell)
1759{ 1402{
1760 object *tmp;
1761 int success = 0, was_one = 0; 1403 int success = 0, was_one = 0;
1762 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
1763 for (tmp = op->inv; tmp; tmp = tmp->below) 1411 for (object *tmp = op->inv; tmp && num_uncurse; tmp = tmp->below)
1764 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1412 if (!tmp->invisible && tmp->flag [typeflag])
1765 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1766 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1767 { 1413 {
1768
1769 was_one++; 1414 ++was_one;
1415
1770 if (tmp->level <= caster_level (caster, spell)) 1416 if (tmp->level <= casting_level (caster, spell))
1771 { 1417 {
1772 success++; 1418 ++success;
1773 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1419 --num_uncurse;
1774 CLEAR_FLAG (tmp, FLAG_DAMNED);
1775 1420
1776 CLEAR_FLAG (tmp, FLAG_CURSED); 1421 tmp->clr_flag (typeflag);
1777 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1422 tmp->clr_flag (FLAG_CURSED);
1423 tmp->clr_flag (FLAG_KNOWN_CURSED);
1778 tmp->value = 0; /* Still can't sell it */ 1424 tmp->value = 0; /* Still can't sell it */
1779 if (op->type == PLAYER) 1425
1426 if (object *pl = tmp->visible_to ())
1780 esrv_send_item (op, tmp); 1427 esrv_update_item (UPD_FLAGS, pl, tmp);
1781 } 1428 }
1782 } 1429 }
1783 1430
1784 if (op->type == PLAYER) 1431 if (op->type == PLAYER)
1785 { 1432 {
1786 if (success) 1433 if (success)
1787 { 1434 new_draw_info (NDI_UNIQUE, 0, op, "You realise that some of your items look shinier now. H<You successfully removed some curses.>");
1788 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1789 }
1790 else 1435 else
1791 { 1436 {
1792 if (was_one) 1437 if (was_one)
1793 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.>");
1794 else 1439 else
1795 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.>");
1796 } 1441 }
1797 } 1442 }
1443
1798 return success; 1444 return success;
1799} 1445}
1800 1446
1801/* Identifies objects in the players inventory/on the ground */ 1447/* Identifies objects in the players inventory/on the ground */
1802
1803int 1448int
1804cast_identify (object *op, object *caster, object *spell) 1449cast_identify (object *op, object *caster, object *spell)
1805{ 1450{
1806 object *tmp; 1451 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1807 int success = 0, num_ident;
1808 1452
1809 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));
1810 1454
1811 if (num_ident < 1) 1455 op->splay_marked ();
1812 num_ident = 1;
1813 1456
1814
1815 for (tmp = op->inv; tmp; tmp = tmp->below) 1457 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1816 { 1458 {
1817 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1459 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1818 { 1460 {
1819 identify (tmp); 1461 identify (tmp);
1462
1820 if (op->type == PLAYER) 1463 if (op->type == PLAYER)
1821 { 1464 {
1822 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
1823 if (tmp->msg) 1467 if (tmp->msg)
1824 { 1468 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1825 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1826 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1827 }
1828 } 1469 }
1829 num_ident--; 1470
1830 success = 1;
1831 if (!num_ident) 1471 if (!--num_ident)
1832 break; 1472 break;
1833 } 1473 }
1834 } 1474 }
1475
1835 /* 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
1836 * 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
1837 * was not fully used. 1478 * was not fully used.
1838 */ 1479 */
1839 if (num_ident) 1480 if (num_ident)
1840 { 1481 {
1841 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)
1842 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1483 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1843 { 1484 {
1844
1845 identify (tmp); 1485 identify (tmp);
1846 if (op->type == PLAYER) 1486
1487 if (object *pl = tmp->visible_to ())
1847 { 1488 {
1848 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
1849 if (tmp->msg) 1491 if (tmp->msg)
1850 { 1492 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1851 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1852 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1853 }
1854 esrv_send_item (op, tmp);
1855 } 1493 }
1856 num_ident--; 1494
1857 success = 1;
1858 if (!num_ident) 1495 if (!--num_ident)
1859 break; 1496 break;
1860 } 1497 }
1861 } 1498 }
1862 if (!success) 1499
1863 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 }
1864 else 1505 else
1865 { 1506 {
1507 if (op->contr)
1508 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1509
1866 spell_effect (spell, op->x, op->y, op->map, op); 1510 spell_effect (spell, op->x, op->y, op->map, op);
1511 return 1;
1867 } 1512 }
1868 return success;
1869} 1513}
1870
1871 1514
1872int 1515int
1873cast_detection (object *op, object *caster, object *spell, object *skill) 1516cast_detection (object *op, object *caster, object *spell, object *skill)
1874{ 1517{
1875 object *tmp, *last, *god, *detect; 1518 object *tmp, *last, *god, *detect;
1876 int done_one, range, mflags, floor, level; 1519 int done_one, range, floor, level;
1877 sint16 x, y, nx, ny; 1520 sint16 x, y, nx, ny;
1878 mapstruct *m; 1521 maptile *m;
1879 1522
1880 /* 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
1881 * doing it over and over again. 1524 * doing it over and over again.
1882 */ 1525 */
1883 god = find_god (determine_god (op)); 1526 god = find_god (determine_god (op));
1884 level = caster_level (caster, spell); 1527 level = casting_level (caster, spell);
1885 range = spell->range + SP_level_range_adjust (caster, spell); 1528 range = spell->range + SP_level_range_adjust (caster, spell);
1886 1529
1887 if (!skill) 1530 if (!skill)
1888 skill = caster; 1531 skill = caster;
1889 1532
1890 for (x = op->x - range; x <= op->x + range; x++) 1533 dynbuf buf;
1891 for (y = op->y - range; y <= op->y + range; y++) 1534 unordered_mapwalk (buf, op, -range, -range, range, range)
1892 { 1535 {
1893
1894 m = op->map;
1895 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1896 if (mflags & P_OUT_OF_MAP)
1897 continue;
1898
1899 /* For most of the detections, we only detect objects above the 1536 /* For most of the detections, we only detect objects above the
1900 * floor. But this is not true for show invisible. 1537 * floor. But this is not true for show invisible.
1901 * Basically, we just go and find the top object and work 1538 * Basically, we just go and find the top object and work
1902 * down - that is easier than working up. 1539 * down - that is easier than working up.
1903 */ 1540 */
1904 1541
1905 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)
1906 last = tmp; 1543 last = tmp;
1544
1907 /* 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
1908 * would happen. 1546 * would happen.
1909 */ 1547 */
1910 if (!last) 1548 if (!last)
1911 continue; 1549 continue;
1912 1550
1913 done_one = 0; 1551 done_one = 0;
1914 floor = 0; 1552 floor = 0;
1915 detect = NULL; 1553 detect = 0;
1916 for (tmp = last; tmp; tmp = tmp->below) 1554 for (tmp = last; tmp; tmp = tmp->below)
1917 { 1555 {
1918
1919 /* show invisible */ 1556 /* show invisible */
1920 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1557 if (spell->flag [FLAG_MAKE_INVIS]
1921 /* Might there be other objects that we can make visibile? */ 1558 /* Might there be other objects that we can make visible? */
1922 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1559 && (tmp->invisible && (tmp->flag [FLAG_MONSTER]
1923 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1560 || (tmp->type == PLAYER && !tmp->flag [FLAG_WIZ])
1924 tmp->type == CF_HANDLE || 1561 || tmp->type == T_HANDLE
1925 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
1926 tmp->type == BUTTON || tmp->type == TELEPORTER || 1566 || tmp->type == TELEPORTER
1567 || tmp->type == GATE
1927 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1568 || tmp->type == LOCKED_DOOR
1928 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)
1929 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1572 || tmp->type == TRIGGER_PEDESTAL
1930 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)))
1931 { 1578 {
1579 printf ("show inv %s\n", tmp->debug_desc());//D
1932 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)
1933 { 1581 {
1934 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
1935 done_one = 1; 1664 done_one = 1;
1936 } 1665 }
1937 } 1666 }
1938 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1939 floor = 1;
1940
1941 /* All detections below this point don't descend beneath the floor,
1942 * so just continue on. We could be clever and look at the type of
1943 * detection to completely break out if we don't care about objects beneath
1944 * the floor, but once we get to the floor, not likely a very big issue anyways.
1945 */
1946 if (floor)
1947 continue;
1948
1949 /* I had thought about making detect magic and detect curse
1950 * show the flash the magic item like it does for detect monster.
1951 * however, if the object is within sight, this would then make it
1952 * difficult to see what object is magical/cursed, so the
1953 * effect wouldn't be as apparant.
1954 */
1955
1956 /* detect magic */
1957 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1958 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1959 {
1960 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1961 /* make runes more visibile */
1962 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1963 tmp->stats.Cha /= 4;
1964 done_one = 1;
1965 }
1966 /* detect monster */
1967 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1968 {
1969 done_one = 2;
1970 if (!detect)
1971 detect = tmp;
1972 }
1973 /* Basically, if race is set in the spell, then the creatures race must
1974 * match that. if the spell race is set to GOD, then the gods opposing
1975 * race must match.
1976 */
1977 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1978 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) ||
1979 (strstr (spell->race, tmp->race))))
1980 {
1981 done_one = 2;
1982 if (!detect)
1983 detect = tmp;
1984 }
1985 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1986 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1987 {
1988 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1989 done_one = 1;
1990 }
1991 } /* for stack of objects on this space */ 1667 } /* for stack of objects on this space */
1992 1668
1993 /* 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
1994 * where the magic is. 1670 * where the magic is.
1995 */ 1671 */
1996 if (done_one) 1672 if (done_one)
1997 { 1673 {
1998 object *detect_ob = arch_to_object (spell->other_arch); 1674 object *detect_ob = spell->other_arch->instance ();
1999 1675
2000 detect_ob->x = nx;
2001 detect_ob->y = ny;
2002 /* if this is set, we want to copy the face */ 1676 /* if this is set, we want to copy the face */
2003 if (done_one == 2 && detect) 1677 if (done_one == 2 && detect)
2004 { 1678 {
2005 detect_ob->face = detect->face; 1679 detect_ob->face = detect->face;
2006 detect_ob->animation_id = detect->animation_id; 1680 detect_ob->animation_id = detect->animation_id;
2007 detect_ob->anim_speed = detect->anim_speed; 1681 detect_ob->anim_speed = detect->anim_speed;
2008 detect_ob->last_anim = 0; 1682 detect_ob->last_anim = 0;
2009 /* by default, the detect_ob is already animated */ 1683 /* by default, the detect_ob is already animated */
2010 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1684 if (!detect->flag [FLAG_ANIMATE])
2011 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1685 detect_ob->clr_flag (FLAG_ANIMATE);
2012 } 1686 }
2013 insert_ob_in_map (detect_ob, m, op, 0); 1687
1688 m->insert (detect_ob, nx, ny, op, INS_ON_TOP);
2014 } 1689 }
2015 } /* for processing the surrounding spaces */ 1690 } /* for processing the surrounding spaces */
2016 1691
2017 1692
2018 /* 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 */
2019 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])
2020 { 1695 {
2021 done_one = 0; 1696 done_one = 0;
1697
2022 for (tmp = op->inv; tmp; tmp = tmp->below) 1698 for (tmp = op->inv; tmp; tmp = tmp->below)
2023 { 1699 {
2024 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1700 if (!tmp->invisible && !tmp->flag [FLAG_IDENTIFIED])
2025 { 1701 {
2026 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])
2027 { 1703 {
2028 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1704 tmp->set_flag (FLAG_KNOWN_MAGICAL);
2029 if (op->type == PLAYER) 1705
1706 if (object *pl = tmp->visible_to ())
2030 esrv_send_item (op, tmp); 1707 esrv_update_item (UPD_FLAGS, pl, tmp);
2031 } 1708 }
2032 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1709
2033 (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]))
2034 { 1712 {
2035 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1713 tmp->set_flag (FLAG_KNOWN_CURSED);
2036 if (op->type == PLAYER) 1714
1715 if (object *pl = tmp->visible_to ())
2037 esrv_send_item (op, tmp); 1716 esrv_update_item (UPD_FLAGS, pl, tmp);
2038 } 1717 }
2039 } /* if item is not identified */ 1718 } /* if item is not identified */
2040 } /* for the players inventory */ 1719 } /* for the players inventory */
2041 } /* if detect magic/curse and object is a player */ 1720 } /* if detect magic/curse and object is a player */
1721
2042 return 1; 1722 return 1;
2043} 1723}
2044 1724
2045 1725
2046/** 1726/**
2059 1739
2060 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.");
2061 1741
2062 if (victim->stats.sp >= victim->stats.maxsp * 2) 1742 if (victim->stats.sp >= victim->stats.maxsp * 2)
2063 { 1743 {
2064 object *tmp;
2065
2066 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1744 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
2067
2068 /* Explodes a fireball centered at player */
2069 tmp = get_archetype (EXPLODING_FIREBALL);
2070 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
2071 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
2072 tmp->x = victim->x;
2073 tmp->y = victim->y;
2074 insert_ob_in_map (tmp, victim->map, NULL, 0);
2075 victim->stats.sp = 2 * victim->stats.maxsp; 1745 victim->stats.sp = 2 * victim->stats.maxsp;
1746 create_exploding_ball_at (victim, caster_level);
2076 } 1747 }
2077 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1748 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
2078 {
2079 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); 1749 new_draw_info (NDI_UNIQUE | NDI_ORANGE, 0, victim, "You feel like your head is going to explode.");
2080 }
2081 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1750 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2082 {
2083 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!");
2084 }
2085 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1752 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2086 { 1753 {
2087 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1754 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2088 confuse_player (victim, victim, 99); 1755 confuse_player (victim, victim, 99);
2089 } 1756 }
2090 else if (victim->stats.sp >= victim->stats.maxsp * 1.25) 1757 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
2091 {
2092 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices."); 1758 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
2093 }
2094} 1759}
2095 1760
2096/* cast_transfer 1761/* cast_transfer
2097 * This spell transfers sp from the player to another person. 1762 * This spell transfers sp from the player to another person.
2098 * We let the target go above their normal maximum SP. 1763 * We let the target go above their normal maximum SP.
2101int 1766int
2102cast_transfer (object *op, object *caster, object *spell, int dir) 1767cast_transfer (object *op, object *caster, object *spell, int dir)
2103{ 1768{
2104 object *plyr = NULL; 1769 object *plyr = NULL;
2105 sint16 x, y; 1770 sint16 x, y;
2106 mapstruct *m; 1771 maptile *m;
2107 int mflags; 1772 int mflags;
2108 1773
2109 m = op->map; 1774 m = op->map;
2110 x = op->x + freearr_x[dir]; 1775 x = op->x + freearr_x[dir];
2111 y = op->y + freearr_y[dir]; 1776 y = op->y + freearr_y[dir];
2112 1777
2113 mflags = get_map_flags (m, &m, x, y, &x, &y); 1778 mflags = get_map_flags (m, &m, x, y, &x, &y);
2114 1779
2115 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1780 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
2116 { 1781 {
2117 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)
2118 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1783 if (plyr != op && plyr->flag [FLAG_ALIVE])
2119 break; 1784 break;
2120 } 1785 }
2121 1786
2122 1787
2123 /* 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
2124 * 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.
2125 */ 1790 */
2126 if (plyr == NULL) 1791 if (plyr == NULL)
2127 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)
2128 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1793 if (plyr != op && plyr->flag [FLAG_ALIVE])
2129 break; 1794 break;
2130 1795
2131 if (!plyr) 1796 if (!plyr)
2132 { 1797 {
2133 new_draw_info (NDI_BLACK, 0, op, "There is no one there."); 1798 op->failmsg ("There is no one there.");
2134 return 0; 1799 return 0;
2135 } 1800 }
2136 /* give sp */ 1801 /* give sp */
2137 if (spell->stats.dam > 0) 1802 if (spell->stats.dam > 0)
2138 { 1803 {
2139 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);
2140 charge_mana_effect (plyr, caster_level (caster, spell)); 1805 charge_mana_effect (plyr, casting_level (caster, spell));
2141 return 1; 1806 return 1;
2142 } 1807 }
2143 /* suck sp away. Can't suck sp from yourself */ 1808 /* suck sp away. Can't suck sp from yourself */
2144 else if (op != plyr) 1809 else if (op != plyr)
2145 { 1810 {
2150 if (rate > 95) 1815 if (rate > 95)
2151 rate = 95; 1816 rate = 95;
2152 1817
2153 sucked = (plyr->stats.sp * rate) / 100; 1818 sucked = (plyr->stats.sp * rate) / 100;
2154 plyr->stats.sp -= sucked; 1819 plyr->stats.sp -= sucked;
2155 if (QUERY_FLAG (op, FLAG_ALIVE)) 1820 if (op->flag [FLAG_ALIVE])
2156 { 1821 {
2157 /* Player doesn't get full credit */ 1822 /* Player doesn't get full credit */
2158 sucked = (sucked * rate) / 100; 1823 sucked = (sucked * rate) / 100;
2159 op->stats.sp += sucked; 1824 op->stats.sp += sucked;
2160 if (sucked > 0) 1825 if (sucked > 0)
2161 { 1826 {
2162 charge_mana_effect (op, caster_level (caster, spell)); 1827 charge_mana_effect (op, casting_level (caster, spell));
2163 } 1828 }
2164 } 1829 }
2165 return 1; 1830 return 1;
2166 } 1831 }
2167 return 0; 1832 return 0;
2177void 1842void
2178counterspell (object *op, int dir) 1843counterspell (object *op, int dir)
2179{ 1844{
2180 object *tmp, *head, *next; 1845 object *tmp, *head, *next;
2181 int mflags; 1846 int mflags;
2182 mapstruct *m; 1847 maptile *m;
2183 sint16 sx, sy; 1848 sint16 sx, sy;
2184 1849
2185 sx = op->x + freearr_x[dir]; 1850 sx = op->x + freearr_x[dir];
2186 sy = op->y + freearr_y[dir]; 1851 sy = op->y + freearr_y[dir];
2187 m = op->map; 1852 m = op->map;
2188 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1853 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
2189 if (mflags & P_OUT_OF_MAP) 1854 if (mflags & P_OUT_OF_MAP)
2190 return; 1855 return;
2191 1856
2192 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)
2193 { 1858 {
2194 next = tmp->above; 1859 next = tmp->above;
2195 1860
2196 /* Need to look at the head object - otherwise, if tmp 1861 /* Need to look at the head object - otherwise, if tmp
2197 * points to a monster, we don't have all the necessary 1862 * points to a monster, we don't have all the necessary
2209 /* Basically, if the object is magical and not counterspell, 1874 /* Basically, if the object is magical and not counterspell,
2210 * we will more or less remove the object. Don't counterspell 1875 * we will more or less remove the object. Don't counterspell
2211 * monsters either. 1876 * monsters either.
2212 */ 1877 */
2213 1878
2214 if (head->attacktype & AT_MAGIC && 1879 if (head->attacktype & AT_MAGIC
2215 !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level)) 1880 && !(head->attacktype & AT_COUNTERSPELL)
2216 { 1881 && !head->flag [FLAG_MONSTER]
2217 remove_ob (head); 1882 && (op->level > head->level))
2218 free_object (head); 1883 head->destroy ();
2219 }
2220 else 1884 else
2221 switch (head->type) 1885 switch (head->type)
2222 { 1886 {
2223 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
2224 if (op->level > head->level) 1893 if (op->level > head->level)
2225 { 1894 head->destroy ();
2226 remove_ob (head); 1895
2227 free_object (head);
2228 }
2229 break; 1896 break;
2230 1897
2231 /* I really don't get this rune code that much - that 1898 /* I really don't get this rune code that much - that
2232 * random chance seems really low. 1899 * random chance seems really low.
2233 */ 1900 */
2234 case RUNE: 1901 case RUNE:
2235 if (rndm (0, 149) == 0) 1902 if (rndm (0, 149) == 0)
2236 { 1903 {
2237 head->stats.hp--; /* weaken the rune */ 1904 head->stats.hp--; /* weaken the rune */
2238 if (!head->stats.hp) 1905 if (!head->stats.hp)
2239 { 1906 head->destroy ();
2240 remove_ob (head);
2241 free_object (head);
2242 }
2243 } 1907 }
2244 break; 1908 break;
2245 } 1909 }
2246 } 1910 }
2247} 1911}
2248 1912
2249
2250
2251/* cast_consecrate() - a spell to make an altar your god's */ 1913/* cast_consecrate() - a spell to make an altar your god's */
2252int 1914int
2253cast_consecrate (object *op, object *caster, object *spell) 1915cast_consecrate (object *op, object *caster, object *spell)
2254{ 1916{
2255 char buf[MAX_BUF]; 1917 char buf[MAX_BUF];
2256 1918
2257 object *tmp, *god = find_god (determine_god (op)); 1919 object *tmp, *god = find_god (determine_god (op));
2258 1920
2259 if (!god) 1921 if (!god)
2260 { 1922 {
2261 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!");
2262 return 0; 1924 return 0;
2263 } 1925 }
2264 1926
2265 for (tmp = op->below; tmp; tmp = tmp->below) 1927 for (tmp = op->below; tmp; tmp = tmp->below)
2266 { 1928 {
2267 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1929 if (tmp->flag [FLAG_IS_FLOOR])
2268 break; 1930 break;
2269 if (tmp->type == HOLY_ALTAR) 1931 if (tmp->type == HOLY_ALTAR)
2270 { 1932 {
2271 1933
2272 if (tmp->level > caster_level (caster, spell)) 1934 if (tmp->level > casting_level (caster, spell))
2273 { 1935 {
2274 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);
2275 return 0; 1937 return 0;
2276 } 1938 }
2277 else 1939 else
2278 { 1940 {
2279 /* If we got here, we are consecrating an altar */ 1941 /* If we got here, we are consecrating an altar */
2280 sprintf (buf, "Altar of %s", &god->name); 1942 sprintf (buf, "Altar of %s", &god->name);
2281 tmp->name = buf; 1943 tmp->name = buf;
2282 tmp->level = caster_level (caster, spell); 1944 tmp->level = casting_level (caster, spell);
2283 tmp->other_arch = god->arch; 1945 tmp->other_arch = god->arch;
1946
2284 if (op->type == PLAYER) 1947 if (op->type == PLAYER)
2285 esrv_update_item (UPD_NAME, op, tmp); 1948 esrv_update_item (UPD_NAME, op, tmp);
1949
2286 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);
2287 return 1; 1951 return 1;
2288 } 1952 }
2289 } 1953 }
2290 } 1954 }
2291 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!");
2292 return 0; 1957 return 0;
2293} 1958}
2294 1959
2295/* animate_weapon - 1960/* animate_weapon -
2296 * 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.
2300 * 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,
2301 * 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
2302 * 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
2303 * player checks. MSW 2003-01-06 1968 * player checks. MSW 2003-01-06
2304 */ 1969 */
2305
2306int 1970int
2307animate_weapon (object *op, object *caster, object *spell, int dir) 1971animate_weapon (object *op, object *caster, object *spell, int dir)
2308{ 1972{
2309 object *weapon, *tmp;
2310 char buf[MAX_BUF]; 1973 char buf[MAX_BUF];
2311 int a, i; 1974 int a, i;
2312 sint16 x, y; 1975 sint16 x, y;
2313 mapstruct *m; 1976 maptile *m;
2314 materialtype_t *mt;
2315 1977
2316 if (!spell->other_arch) 1978 if (!spell->other_arch)
2317 { 1979 {
2318 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1980 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2319 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);
2322 /* exit if it's not a player using this spell. */ 1984 /* exit if it's not a player using this spell. */
2323 if (op->type != PLAYER) 1985 if (op->type != PLAYER)
2324 return 0; 1986 return 0;
2325 1987
2326 /* if player already has a golem, abort */ 1988 /* if player already has a golem, abort */
2327 if (op->contr->ranges[range_golem] != NULL && op->contr->golem_count == op->contr->ranges[range_golem]->count) 1989 if (object *golem = op->contr->golem)
2328 { 1990 {
2329 control_golem (op->contr->ranges[range_golem], dir); 1991 control_golem (golem, dir);
2330 return 0; 1992 return 0;
2331 } 1993 }
2332 1994
2333 /* if no direction specified, pick one */ 1995 /* if no direction specified, pick one */
2334 if (!dir) 1996 if (!dir)
2335 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);
2336 1998
2337 m = op->map; 1999 m = op->map;
2338 x = op->x + freearr_x[dir]; 2000 x = op->x + freearr_x[dir];
2339 y = op->y + freearr_y[dir]; 2001 y = op->y + freearr_y[dir];
2340 2002
2341 /* if there's no place to put the golem, abort */ 2003 /* if there's no place to put the golem, abort */
2342 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || 2004 if (dir < 0 || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP)
2343 ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->clone.move_type)) 2005 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2344 { 2006 {
2345 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2007 op->failmsg ("There is something in the way.");
2346 return 0; 2008 return 0;
2347 } 2009 }
2348 2010
2349 /* Use the weapon marked by the player. */ 2011 /* Use the weapon marked by the player. */
2350 weapon = find_marked_object (op); 2012 object *weapon = op->mark ();
2351 2013
2352 if (!weapon) 2014 if (!weapon)
2353 { 2015 {
2354 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!");
2355 return 0; 2017 return 0;
2356 } 2018 }
2019
2357 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2020 if (spell->race && weapon->arch->archname != spell->race)
2358 { 2021 {
2359 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2022 op->failmsg ("The spell fails to transform your weapon.");
2360 return 0; 2023 return 0;
2361 } 2024 }
2025
2362 if (weapon->type != WEAPON) 2026 if (weapon->type != WEAPON)
2363 { 2027 {
2364 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.");
2365 return 0; 2029 return 0;
2366 } 2030 }
2367 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2031
2032 if (weapon->flag [FLAG_APPLIED])
2368 { 2033 {
2369 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));
2370 return 0; 2035 return 0;
2371 } 2036 }
2372 2037
2373 if (weapon->nrof > 1) 2038 weapon = weapon->split ();
2374 {
2375 tmp = get_split_ob (weapon, 1);
2376 esrv_send_item (op, weapon);
2377 weapon = tmp;
2378 }
2379 2039
2380 /* create the golem object */ 2040 /* create the golem object */
2381 tmp = arch_to_object (spell->other_arch); 2041 object *tmp = spell->other_arch->instance ();
2382 2042
2383 /* 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 */
2384 CLEAR_FLAG (tmp, FLAG_MONSTER); 2044 tmp->clr_flag (FLAG_MONSTER);
2385 SET_FLAG (tmp, FLAG_FRIENDLY);
2386 tmp->stats.exp = 0; 2045 tmp->stats.exp = 0;
2387 add_friendly_object (tmp); 2046 add_friendly_object (tmp);
2388 tmp->type = GOLEM; 2047 tmp->type = GOLEM;
2389 set_owner (tmp, op); 2048 tmp->set_owner (op);
2049 op->contr->golem = tmp;
2390 set_spell_skill (op, caster, spell, tmp); 2050 set_spell_skill (op, caster, spell, tmp);
2391 op->contr->ranges[range_golem] = tmp;
2392 op->contr->shoottype = range_golem;
2393 op->contr->golem_count = tmp->count;
2394 2051
2395 /* 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
2396 * removed flag - it should only be set if get_split_object was 2053 * removed flag - it should only be set if weapon->split was
2397 * used above. 2054 * used above.
2398 */ 2055 */
2399 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2056 if (!weapon->flag [FLAG_REMOVED])
2400 remove_ob (weapon); 2057 weapon->remove ();
2401 insert_ob_in_ob (weapon, tmp); 2058
2402 esrv_send_item (op, weapon); 2059 tmp->insert (weapon);
2060
2403 /* 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,
2404 * 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
2405 * body_info, skills, etc) 2063 * body_info, skills, etc)
2406 */ 2064 */
2407 SET_FLAG (tmp, FLAG_USE_WEAPON); 2065 tmp->set_flag (FLAG_USE_WEAPON);
2408 SET_FLAG (weapon, FLAG_APPLIED); 2066 weapon->set_flag (FLAG_APPLIED);
2409 fix_player (tmp); 2067 tmp->update_stats ();
2410 2068
2411 /* 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
2412 * 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 -
2413 * 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.
2414 */ 2072 */
2433 2091
2434 /* attacktype */ 2092 /* attacktype */
2435 if (!tmp->attacktype) 2093 if (!tmp->attacktype)
2436 tmp->attacktype = AT_PHYSICAL; 2094 tmp->attacktype = AT_PHYSICAL;
2437 2095
2438 mt = NULL;
2439 if (op->materialname != NULL)
2440 mt = name_to_material (op->materialname);
2441 if (mt != NULL)
2442 {
2443 for (i = 0; i < NROFATTACKS; i++) 2096 for (i = 0; i < NROFATTACKS; i++)
2444 tmp->resist[i] = 50 - (mt->save[i] * 5); 2097 tmp->resist[i] = 50 - (op->material->save[i] * 5);
2445 a = mt->save[0]; 2098
2446 } 2099 a = op->material->save[0];
2447 else 2100
2448 {
2449 for (i = 0; i < NROFATTACKS; i++)
2450 tmp->resist[i] = 5;
2451 a = 10;
2452 }
2453 /* Set weapon's immunity */ 2101 /* Set weapon's immunity */
2454 tmp->resist[ATNR_CONFUSION] = 100; 2102 tmp->resist[ATNR_CONFUSION] = 100;
2455 tmp->resist[ATNR_POISON] = 100; 2103 tmp->resist[ATNR_POISON] = 100;
2456 tmp->resist[ATNR_SLOW] = 100; 2104 tmp->resist[ATNR_SLOW] = 100;
2457 tmp->resist[ATNR_PARALYZE] = 100; 2105 tmp->resist[ATNR_PARALYZE] = 100;
2463 2111
2464 /* 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 */
2465 2113
2466 if (a > 14) 2114 if (a > 14)
2467 a = 14; 2115 a = 14;
2116
2468 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));
2469 2118
2470 /* Determine golem's speed */ 2119 /* Determine golem's speed */
2471 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)));
2472
2473 if (tmp->speed > 3.33)
2474 tmp->speed = 3.33;
2475 2121
2476 if (!spell->race) 2122 if (!spell->race)
2477 { 2123 {
2478 sprintf (buf, "animated %s", &weapon->name); 2124 sprintf (buf, "animated %s", &weapon->name);
2479 tmp->name = buf; 2125 tmp->name = buf;
2481 tmp->face = weapon->face; 2127 tmp->face = weapon->face;
2482 tmp->animation_id = weapon->animation_id; 2128 tmp->animation_id = weapon->animation_id;
2483 tmp->anim_speed = weapon->anim_speed; 2129 tmp->anim_speed = weapon->anim_speed;
2484 tmp->last_anim = weapon->last_anim; 2130 tmp->last_anim = weapon->last_anim;
2485 tmp->state = weapon->state; 2131 tmp->state = weapon->state;
2486 if (QUERY_FLAG (weapon, FLAG_ANIMATE)) 2132 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2487 {
2488 SET_FLAG (tmp, FLAG_ANIMATE);
2489 }
2490 else
2491 {
2492 CLEAR_FLAG (tmp, FLAG_ANIMATE);
2493 }
2494 update_ob_speed (tmp);
2495 } 2133 }
2496 2134
2497 /* 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. */
2498 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));
2499 2137
2500 tmp->speed_left = -1; 2138 tmp->speed_left = -1;
2501 tmp->x = x;
2502 tmp->y = y;
2503 tmp->direction = dir; 2139 tmp->direction = dir;
2504 insert_ob_in_map (tmp, m, op, 0); 2140
2141 m->insert (tmp, x, y, op);
2505 return 1; 2142 return 1;
2506} 2143}
2507 2144
2508/* cast_daylight() - changes the map darkness level *lower* */ 2145/* cast_daylight() - changes the map darkness level *lower* */
2509 2146
2510/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2147/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2511 * This changes the light level for the entire map. 2148 * This changes the light level for the entire map.
2512 */ 2149 */
2513
2514int 2150int
2515cast_change_map_lightlevel (object *op, object *caster, object *spell) 2151cast_change_map_lightlevel (object *op, object *caster, object *spell)
2516{ 2152{
2517 int success; 2153 int success;
2518 2154
2519 if (!op->map) 2155 if (!op->map)
2520 return 0; /* shouldnt happen */ 2156 return 0; /* shouldnt happen */
2521 2157
2522 success = change_map_light (op->map, spell->stats.dam); 2158 success = op->map->change_map_light (spell->stats.dam);
2159
2523 if (!success) 2160 if (!success)
2524 { 2161 {
2525 if (spell->stats.dam < 0) 2162 if (spell->stats.dam < 0)
2526 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2163 op->failmsg ("It can be no brighter here.");
2527 else 2164 else
2528 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2165 op->failmsg ("It can be no darker here.");
2529 } 2166 }
2167
2530 return success; 2168 return success;
2531} 2169}
2532
2533
2534
2535
2536 2170
2537/* 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.
2538 * 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,
2539 * spell is the spell object itself. 2173 * spell is the spell object itself.
2540 */ 2174 */
2546 2180
2547 new_aura = present_arch_in_ob (spell->other_arch, op); 2181 new_aura = present_arch_in_ob (spell->other_arch, op);
2548 if (new_aura) 2182 if (new_aura)
2549 refresh = 1; 2183 refresh = 1;
2550 else 2184 else
2551 new_aura = arch_to_object (spell->other_arch); 2185 new_aura = spell->other_arch->instance ();
2552 2186
2553 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);
2554 2188
2555 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);
2556 2190
2557 set_owner (new_aura, op);
2558 set_spell_skill (op, caster, spell, new_aura); 2191 set_spell_skill (op, caster, spell, new_aura);
2559 new_aura->attacktype = spell->attacktype; 2192 new_aura->attacktype = spell->attacktype;
2560 2193
2561 new_aura->level = caster_level (caster, spell); 2194 new_aura->level = casting_level (caster, spell);
2195
2562 if (refresh) 2196 if (refresh)
2563 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.");
2564 else 2198 else
2565 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
2566 insert_ob_in_ob (new_aura, op); 2201 insert_ob_in_ob (new_aura, op);
2202 new_aura->set_owner (op);
2203
2567 return 1; 2204 return 1;
2568} 2205}
2569
2570 2206
2571/* 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,
2572 * 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
2573 * around him. 2209 * around him.
2574 * Aura parameters: 2210 * Aura parameters:
2575 * duration: duration counter. 2211 * duration: duration counter.
2576 * attacktype: aura's attacktype 2212 * attacktype: aura's attacktype
2577 * other_arch: archetype to drop where we attack 2213 * other_arch: archetype to drop where we attack
2578 */ 2214 */
2579
2580void 2215void
2581move_aura (object *aura) 2216move_aura (object *aura)
2582{ 2217{
2583 int i, mflags;
2584 object *env;
2585 mapstruct *m;
2586
2587 /* auras belong in inventories */ 2218 /* auras belong in inventories */
2588 env = aura->env; 2219 object *env = aura->env;
2220 object *owner = aura->owner;
2589 2221
2590 /* no matter what we've gotta remove the aura... 2222 /* no matter what we've gotta remove the aura...
2591 * we'll put it back if its time isn't up. 2223 * we'll put it back if its time isn't up.
2592 */ 2224 */
2593 remove_ob (aura); 2225 aura->remove ();
2594 2226
2595 /* exit if we're out of gas */ 2227 /* exit if we're out of gas */
2596 if (aura->duration-- < 0) 2228 if (aura->duration-- < 0)
2597 { 2229 {
2598 free_object (aura); 2230 aura->destroy ();
2599 return; 2231 return;
2600 } 2232 }
2601 2233
2602 /* auras only exist in inventories */ 2234 /* auras only exist in inventories */
2603 if (env == NULL || env->map == NULL) 2235 if (!env || !env->map)
2604 { 2236 {
2605 free_object (aura); 2237 aura->destroy ();
2606 return; 2238 return;
2607 } 2239 }
2608 aura->x = env->x;
2609 aura->y = env->y;
2610 2240
2611 /* we need to jump out of the inventory for a bit 2241 /* we need to jump out of the inventory for a bit
2612 * in order to hit the map conveniently. 2242 * in order to hit the map conveniently.
2613 */ 2243 */
2614 insert_ob_in_map (aura, env->map, aura, 0); 2244 aura->insert_at (env, aura);
2615 2245
2616 for (i = 1; i < 9; i++) 2246 for (int i = 1; i < 9; i++)
2617 { 2247 {
2618 sint16 nx, ny; 2248 mapxy pos (env);
2249 pos.move (i);
2619 2250
2620 nx = aura->x + freearr_x[i];
2621 ny = aura->y + freearr_y[i];
2622 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2623
2624 /* Consider the movement tyep of the person with the aura as 2251 /* Consider the movement type of the person with the aura as
2625 * movement type of the aura. Eg, if the player is flying, the aura 2252 * movement type of the aura. Eg, if the player is flying, the aura
2626 * is flying also, if player is walking, it is on the ground, etc. 2253 * is flying also, if player is walking, it is on the ground, etc.
2627 */ 2254 */
2628 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)))
2629 { 2256 {
2630 hit_map (aura, i, aura->attacktype, 0); 2257 hit_map (aura, i, aura->attacktype, 0);
2631 2258
2632 if (aura->other_arch) 2259 if (aura->other_arch)
2633 { 2260 pos.insert (aura->other_arch->instance (), aura);
2634 object *new_ob;
2635
2636 new_ob = arch_to_object (aura->other_arch);
2637 new_ob->x = nx;
2638 new_ob->y = ny;
2639 insert_ob_in_map (new_ob, m, aura, 0);
2640 } 2261 }
2641 }
2642 } 2262 }
2263
2643 /* put the aura back in the player's inventory */ 2264 /* put the aura back in the player's inventory */
2644 remove_ob (aura); 2265 env->insert (aura);
2645 insert_ob_in_ob (aura, env); 2266 aura->set_owner (owner);
2646} 2267}
2647 2268
2648/* moves the peacemaker spell. 2269/* moves the peacemaker spell.
2649 * op is the piece object. 2270 * op is the piece object.
2650 */ 2271 */
2651
2652void 2272void
2653move_peacemaker (object *op) 2273move_peacemaker (object *op)
2654{ 2274{
2655 object *tmp; 2275 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2656
2657 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2658 { 2276 {
2659 int atk_lev, def_lev; 2277 int atk_lev, def_lev;
2660 object *victim = tmp; 2278 object *victim = tmp->head_ ();
2661 2279
2662 if (tmp->head) 2280 if (!victim->flag [FLAG_MONSTER])
2663 victim = tmp->head;
2664 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2665 continue; 2281 continue;
2666 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2282
2283 if (victim->flag [FLAG_UNAGGRESSIVE])
2667 continue; 2284 continue;
2285
2668 if (victim->stats.exp == 0) 2286 if (victim->stats.exp == 0)
2669 continue; 2287 continue;
2670 2288
2671 def_lev = MAX (1, victim->level); 2289 def_lev = max (1, victim->level);
2672 atk_lev = MAX (1, op->level); 2290 atk_lev = max (1, op->level);
2673 2291
2674 if (rndm (0, atk_lev - 1) > def_lev) 2292 if (rndm (0, atk_lev - 1) > def_lev)
2675 { 2293 {
2676 /* make this sucker peaceful. */ 2294 /* make this sucker peaceful. */
2677 2295
2296 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2678 change_exp (get_owner (op), victim->stats.exp, op->skill, 0); 2297 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2679 victim->stats.exp = 0; 2298 victim->stats.exp = 0;
2680#if 0 2299#if 0
2681 /* No idea why these were all set to zero - if something 2300 /* No idea why these were all set to zero - if something
2682 * makes this creature agressive, he should still do damage. 2301 * makes this creature agressive, he should still do damage.
2683 */ 2302 */
2685 victim->stats.sp = 0; 2304 victim->stats.sp = 0;
2686 victim->stats.grace = 0; 2305 victim->stats.grace = 0;
2687 victim->stats.Pow = 0; 2306 victim->stats.Pow = 0;
2688#endif 2307#endif
2689 victim->attack_movement = RANDO2; 2308 victim->attack_movement = RANDO2;
2690 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2309 victim->set_flag (FLAG_UNAGGRESSIVE);
2691 SET_FLAG (victim, FLAG_RUN_AWAY); 2310 victim->set_flag (FLAG_RUN_AWAY);
2692 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2311 victim->set_flag (FLAG_RANDOM_MOVE);
2693 CLEAR_FLAG (victim, FLAG_MONSTER); 2312 victim->clr_flag (FLAG_MONSTER);
2313
2694 if (victim->name) 2314 if (victim->name)
2695 {
2696 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);
2697 } 2316 }
2698 }
2699 } 2317 }
2700} 2318}
2701
2702 2319
2703/* This writes a rune that contains the appropriate message. 2320/* This writes a rune that contains the appropriate message.
2704 * There really isn't any adjustments we make. 2321 * There really isn't any adjustments we make.
2705 */ 2322 */
2706
2707int 2323int
2708write_mark (object *op, object *spell, const char *msg) 2324write_mark (object *op, object *spell, const char *msg)
2709{ 2325{
2710 char rune[HUGE_BUF];
2711 object *tmp;
2712
2713 if (!msg || msg[0] == 0) 2326 if (!msg || msg[0] == 0)
2714 { 2327 {
2715 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2328 op->failmsg ("Write what?");
2716 return 0; 2329 return 0;
2717 } 2330 }
2718 2331
2719 if (strcasestr_local (msg, "endmsg")) 2332 if (!msg_is_safe (msg))
2720 { 2333 {
2721 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.>");
2722 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);
2723 return 0; 2336 return 0;
2724 } 2337 }
2338
2725 if (!spell->other_arch) 2339 if (!spell->other_arch)
2726 return 0; 2340 return 0;
2727 tmp = arch_to_object (spell->other_arch);
2728 2341
2729 snprintf (rune, sizeof (rune), "%s\n", msg); 2342 object *tmp = spell->other_arch->instance ();
2730 2343
2731 tmp->race = op->name; /*Save the owner of the rune */ 2344 tmp->race = op->name; /*Save the owner of the rune */
2732 tmp->msg = rune; 2345 tmp->msg = msg;
2733 tmp->x = op->x; 2346
2734 tmp->y = op->y; 2347 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2735 insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR); 2348
2736 return 1; 2349 return 1;
2737} 2350}
2351

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