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

Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.16 by root, Tue Dec 12 20:53:03 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);
79 wand->remove ();
80 wand->destroy (0); 77 wand->destroy ();
81 tmp = get_archetype ("fireball"); 78 object *tmp = archetype::get (shstr_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;
133 133
134 missile_name = "arrow";
135
136 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 134 for (object *tmp = op->inv; tmp; tmp = tmp->below)
137 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) 135 if (tmp->type == BOW && tmp->flag [FLAG_APPLIED])
138 missile_name = tmp->race; 136 missile_name = tmp->race;
139 137
140 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); 138 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
141 139
142 if (archetype::find (missile_name) == NULL) 140 archetype *missile_arch = archetype::find (missile_name);
141
142 if (!missile_arch)
143 { 143 {
144 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);
145 return 0; 145 return 0;
146 } 146 }
147 147
148 missile = get_archetype (missile_name); 148 object *missile = missile_arch->instance ();
149 149
150 if (stringarg) 150 if (spellparam)
151 { 151 {
152 /* If it starts with a letter, presume it is a description */ 152 /* If it starts with a letter, presume it is a description */
153 if (isalpha (*stringarg)) 153 if (isalpha (*spellparam))
154 { 154 {
155 artifact *al = find_artifactlist (missile->type)->items; 155 artifact *al = find_artifactlist (missile->type)->items;
156 156
157 for (; al != NULL; al = al->next) 157 for (; al; al = al->next)
158 if (!strcasecmp (al->item->name, stringarg)) 158 if (!strcasecmp (al->item->name, spellparam))
159 break; 159 break;
160 160
161 if (!al) 161 if (!al)
162 { 162 {
163 missile->destroy (0); 163 missile->destroy ();
164 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);
165 return 0; 165 return 0;
166 } 166 }
167 167
168 if (al->item->slaying) 168 if (al->item->slaying)
169 { 169 {
170 missile->destroy (0); 170 missile->destroy ();
171 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);
172 return 0; 172 return 0;
173 } 173 }
174 174
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 }
186 186
187 if (missile_plus > 4) 187 missile_plus = clamp (missile_plus, -4, 4);
188 missile_plus = 4;
189 else if (missile_plus < -4)
190 missile_plus = -4;
191 188
192 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 189 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
193 missile->nrof -= 3 * (missile_plus + bonus_plus); 190 missile->nrof -= 3 * (missile_plus + bonus_plus);
194 191
195 if (missile->nrof < 1) 192 if (missile->nrof < 1)
197 194
198 missile->magic = missile_plus; 195 missile->magic = missile_plus;
199 /* Can't get any money for these objects */ 196 /* Can't get any money for these objects */
200 missile->value = 0; 197 missile->value = 0;
201 198
202 SET_FLAG (missile, FLAG_IDENTIFIED); 199 missile->set_flag (FLAG_IDENTIFIED);
203 200
204 if (!cast_create_obj (op, caster, missile, dir) && op->type == PLAYER && !missile->destroyed ()) 201 cast_create_obj (op, caster, missile, dir);
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;
279{ 284{
280 int r, mflags, maxrange; 285 int r, mflags, maxrange;
281 object *tmp; 286 object *tmp;
282 maptile *m; 287 maptile *m;
283 288
284
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 maptile *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 if ((get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_CLERIC) && (!QUERY_FLAG (op, FLAG_WIZCAST)))
467 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.");
468 else 471 else
469 enter_exit (op, wor); 472 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
470 473
471 wor->remove ();
472 wor->destroy (0); 474 op->destroy ();
473} 475}
474 476
475/* Word of recall causes the player to return 'home'. 477/* Word of recall causes the player to return 'home'.
476 * 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
477 * time delay effect. 479 * time delay effect.
478 */ 480 */
479int 481int
480cast_word_of_recall (object *op, object *caster, object *spell_ob) 482cast_word_of_recall (object *op, object *caster, object *spell_ob)
481{ 483{
482 object *dummy; 484 if (!op->is_player ())
483 int time;
484
485 if (op->type != PLAYER)
486 return 0; 485 return 0;
487 486
488 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))
489 { 488 {
490 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.");
491 return 1; 490 return 1;
492 } 491 }
493 492
494 dummy = get_archetype (FORCE_NAME); 493 object *dummy = archetype::get (FORCE_NAME);
495 if (dummy == NULL) 494
496 {
497 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
498 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
499 return 0;
500 }
501 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));
502 if (time < 1)
503 time = 1;
504 496
505 /* 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
506 * 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
507 * do anything really odd if it say a -1000 or something. 499 * do anything really odd if it say a -1000 or something.
508 */ 500 */
509 dummy->speed = 0.002; 501 dummy->set_speed (0.002);
510 update_ob_speed (dummy);
511 dummy->speed_left = -dummy->speed * time; 502 dummy->speed_left = -dummy->speed * time;
512 dummy->type = SPELL_EFFECT; 503 dummy->type = SPELL_EFFECT;
513 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;
514 508
515 /* If we could take advantage of enter_player_savebed() here, it would be 509 op->insert (dummy);
516 * nice, but until the map load fails, we can't.
517 */
518 EXIT_PATH (dummy) = op->contr->savebed_map;
519 EXIT_X (dummy) = op->contr->bed_x;
520 EXIT_Y (dummy) = op->contr->bed_y;
521 510
522 (void) insert_ob_in_ob (dummy, op);
523 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
524 return 1; 513 return 1;
525} 514}
526 515
527/* cast_wonder 516/* cast_wonder
528 * wonder is really just a spell that will likely cast another 517 * wonder is really just a spell that will likely cast another
558 return cast_spell (op, caster, dir, newspell, NULL); 547 return cast_spell (op, caster, dir, newspell, NULL);
559 } 548 }
560 return 1; 549 return 1;
561} 550}
562 551
563
564int 552int
565perceive_self (object *op) 553perceive_self (object *op)
566{ 554{
567 char *cp = describe_item (op, op), buf[MAX_BUF]; 555 const char *cp = describe_item (op, op);
568 archetype *at = archetype::find (ARCH_DEPLETION); 556 archetype *at = archetype::find (shstr_depletion);
569 object *tmp;
570 int i;
571 557
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
572 tmp = find_god (determine_god (op)); 566 if (object *god = find_god (determine_god (op)))
573 if (tmp) 567 buf << " - You worship " << &god->name << ".\n";
574 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
575 else 568 else
576 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); 569 buf << " - You worship no god.\n";
577 570
578 tmp = present_arch_in_ob (at, op); 571 object *tmp = present_arch_in_ob (at, op);
579 572
580 if (*cp == '\0' && tmp == NULL) 573 if (*cp == '\0' && !tmp)
581 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 574 buf << " - You feel very mundane. ";
582 else 575 else
583 { 576 {
584 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 577 buf << " - You have: " << cp << ".\n";
585 new_draw_info (NDI_UNIQUE, 0, op, cp); 578
586 if (tmp != NULL) 579 if (tmp)
587 {
588 for (i = 0; i < NUM_STATS; i++) 580 for (int i = 0; i < NUM_STATS; i++)
589 { 581 if (tmp->stats.stat (i) < 0)
590 if (get_attr_value (&tmp->stats, i) < 0) 582 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
591 {
592 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i)));
593 }
594 }
595 }
596 } 583 }
597 584
598 if (is_dragon_pl (op)) 585 if (op->is_dragon ())
599 {
600 /* now grab the 'dragon_ability'-force from the player's inventory */ 586 /* now grab the 'dragon_ability'-force from the player's inventory */
601 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 587 for (tmp = op->inv; tmp; tmp = tmp->below)
602 { 588 {
603 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 589 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
604 { 590 {
605 if (tmp->stats.exp == 0) 591 if (tmp->stats.exp == 0)
606 {
607 sprintf (buf, "Your metabolism isn't focused on anything."); 592 buf << " - Your metabolism isn't focused on anything.\n";
608 }
609 else 593 else
610 {
611 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";
612 } 595
613 new_draw_info (NDI_UNIQUE, 0, op, buf);
614 break; 596 break;
615 } 597 }
616 } 598 }
617 } 599
600 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
601
618 return 1; 602 return 1;
619} 603}
620
621/* int cast_create_town_portal (object *op, object *caster, int dir)
622 *
623 * This function cast the spell of town portal for op
624 *
625 * The spell operates in two passes. During the first one a place
626 * is marked as a destination for the portal. During the second one,
627 * 2 portals are created, one in the position the player cast it and
628 * one in the destination place. The portal are synchronized and 2 forces
629 * are inserted in the player to destruct the portal next time player
630 * creates a new portal pair.
631 * This spell has a side effect that it allows people to meet each other
632 * in a permanent, private, appartements by making a town portal from it
633 * to the town or another public place. So, check if the map is unique and if
634 * so return an error
635 *
636 * Code by Tchize (david.delbecq@usa.net)
637 */
638int
639cast_create_town_portal (object *op, object *caster, object *spell, int dir)
640{
641 object *dummy, *force, *old_force, *tmp;
642 archetype *perm_portal;
643 char portal_name[1024], portal_message[1024];
644 sint16 exitx, exity;
645 maptile *exitmap;
646 int op_level;
647
648
649 /* Check to see if the map the player is currently on is a per player unique
650 * map. This can be determined in that per player unique maps have the
651 * full pathname listed.
652 */
653 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
654 {
655 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
656 return 0;
657 }
658
659 /* The first thing to do is to check if we have a marked destination
660 * dummy is used to make a check inventory for the force
661 */
662 dummy = arch_to_object (spell->other_arch);
663 if (dummy == NULL)
664 {
665 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
666 LOG (llevError, "get_object failed (force in cast_create_town_portal for %s!\n", &op->name);
667 return 0;
668 }
669 force = check_inv_recursive (op, dummy);
670
671 if (force == NULL)
672 {
673 /* Here we know there is no destination marked up.
674 * We have 2 things to do:
675 * 1. Mark the destination in the player inventory.
676 * 2. Let the player know it worked.
677 */
678 dummy->name = op->map->path;
679 EXIT_X (dummy) = op->x;
680 EXIT_Y (dummy) = op->y;
681 insert_ob_in_ob (dummy, op);
682 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.");
683 return 1;
684 }
685 dummy->destroy (0);
686
687 /* Here we know where the town portal should go to
688 * We should kill any existing portal associated with the player.
689 * Than we should create the 2 portals.
690 * For each of them, we need:
691 * - To create the portal with the name of the player+destination map
692 * - set the owner of the town portal
693 * - To mark the position of the portal in the player's inventory
694 * for easier destruction.
695 *
696 * The mark works has follow:
697 * slaying: Existing town portal
698 * hp, sp : x & y of the associated portal
699 * name : name of the portal
700 * race : map the portal is in
701 */
702
703 /* First step: killing existing town portals */
704 dummy = get_archetype (spell->race);
705 if (dummy == NULL)
706 {
707 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
708 LOG (llevError, "get_object failed (force) in cast_create_town_portal for %s!\n", &op->name);
709 return 0;
710 }
711 perm_portal = archetype::find (spell->slaying);
712
713 /* To kill a town portal, we go trough the player's inventory,
714 * for each marked portal in player's inventory,
715 * -We try load the associated map (if impossible, consider the portal destructed)
716 * -We find any portal in the specified location.
717 * If it has the good name, we destruct it.
718 * -We destruct the force indicating that portal.
719 */
720 while ((old_force = check_inv_recursive (op, dummy)))
721 {
722 exitx = EXIT_X (old_force);
723 exity = EXIT_Y (old_force);
724 LOG (llevDebug, "Trying to kill a portal in %s (%d,%d)\n", &old_force->race, exitx, exity);
725
726 if (!strncmp (old_force->race, settings.localdir, strlen (settings.localdir)))
727 exitmap = ready_map_name (old_force->race, MAP_PLAYER_UNIQUE);
728 else
729 exitmap = ready_map_name (old_force->race, 0);
730
731 if (exitmap)
732 {
733 tmp = present_arch (perm_portal, exitmap, exitx, exity);
734 while (tmp)
735 {
736 if (tmp->name == old_force->name)
737 {
738 tmp->remove ();
739 tmp->destroy (0);
740 break;
741 }
742 else
743 {
744 tmp = tmp->above;
745 }
746 }
747 }
748 old_force->remove ();
749 old_force->destroy (0);
750 LOG (llevDebug, "\n");
751 }
752 dummy->destroy (0);
753
754 /* Creating the portals.
755 * The very first thing to do is to ensure
756 * access to the destination map.
757 * If we can't, don't fizzle. Simply warn player.
758 * This ensure player pays his mana for the spell
759 * because HE is responsible of forgotting.
760 * 'force' is the destination of the town portal, which we got
761 * from the players inventory above.
762 */
763
764 /* Ensure exit map is loaded */
765 if (!strncmp (force->name, settings.localdir, strlen (settings.localdir)))
766 exitmap = ready_map_name (force->name, MAP_PLAYER_UNIQUE);
767 else
768 exitmap = ready_map_name (force->name, 0);
769
770 /* If we were unable to load (ex. random map deleted), warn player */
771 if (exitmap == NULL)
772 {
773 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
774 force->remove ();
775 force->destroy (0);
776 return 1;
777 }
778
779 op_level = caster_level (caster, spell);
780 if (op_level < 15)
781 snprintf (portal_message, 1024,
782 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
783 &op->name);
784 else if (op_level < 30)
785 snprintf (portal_message, 1024,
786 "\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);
787 else if (op_level < 60)
788 snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
789 else
790 snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",
791 &op->name);
792
793 /* Create a portal in front of player
794 * dummy contain the portal and
795 * force contain the track to kill it later
796 */
797
798 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
799 dummy = get_archetype (spell->slaying); /*The portal */
800 if (dummy == NULL)
801 {
802 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
803 LOG (llevError, "get_object failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
804 return 0;
805 }
806 EXIT_PATH (dummy) = force->name;
807 EXIT_X (dummy) = EXIT_X (force);
808 EXIT_Y (dummy) = EXIT_Y (force);
809 dummy->name = dummy->name_pl = portal_name;
810 dummy->msg = portal_message;
811 dummy->race = op->name; /*Save the owner of the portal */
812 cast_create_obj (op, caster, dummy, 0);
813
814 /* Now we need to to create a town portal marker inside the player
815 * object, so on future castings, we can know that he has an active
816 * town portal.
817 */
818 tmp = get_archetype (spell->race);
819 if (tmp == NULL)
820 {
821 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
822 LOG (llevError, "get_object failed (force) in cast_create_town_portal for %s!\n", &op->name);
823 return 0;
824 }
825 tmp->race = op->map->path;
826 tmp->name = portal_name;
827 EXIT_X (tmp) = dummy->x;
828 EXIT_Y (tmp) = dummy->y;
829 insert_ob_in_ob (tmp, op);
830
831 /* Create a portal in the destination map
832 * dummy contain the portal and
833 * force the track to kill it later
834 * the 'force' variable still contains the 'reminder' of
835 * where this portal goes to.
836 */
837 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, op->map->path);
838 dummy = get_archetype (spell->slaying); /*The portal */
839 if (dummy == NULL)
840 {
841 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
842 LOG (llevError, "get_object failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
843 return 0;
844 }
845 EXIT_PATH (dummy) = op->map->path;
846 EXIT_X (dummy) = op->x;
847 EXIT_Y (dummy) = op->y;
848 dummy->name = dummy->name_pl = portal_name;
849 dummy->msg = portal_message;
850 dummy->x = EXIT_X (force);
851 dummy->y = EXIT_Y (force);
852 dummy->race = op->name; /*Save the owner of the portal */
853 insert_ob_in_map (dummy, exitmap, op, 0);
854
855 /* Now we create another town portal marker that
856 * points back to the one we just made
857 */
858 tmp = get_archetype (spell->race);
859 if (tmp == NULL)
860 {
861 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
862 LOG (llevError, "get_object failed (force) in cast_create_town_portal for %s!\n", &op->name);
863 return 0;
864 }
865 tmp->race = force->name;
866 tmp->name = portal_name;
867 EXIT_X (tmp) = dummy->x;
868 EXIT_Y (tmp) = dummy->y;
869 insert_ob_in_ob (tmp, op);
870
871 /* Describe the player what happened
872 */
873 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
874 force->remove (); /* Delete the force inside the player */
875 force->destroy (0);
876 return 1;
877}
878
879 604
880/* This creates magic walls. Really, it can create most any object, 605/* This creates magic walls. Really, it can create most any object,
881 * within some reason. 606 * within some reason.
882 */ 607 */
883
884int 608int
885magic_wall (object *op, object *caster, int dir, object *spell_ob) 609magic_wall (object *op, object *caster, int dir, object *spell_ob)
886{ 610{
887 object *tmp, *tmp2; 611 object *tmp;
888 int i, posblocked, negblocked, maxrange; 612 int i, posblocked, negblocked, maxrange;
889 sint16 x, y; 613 sint16 x, y;
890 maptile *m; 614 maptile *m;
891 const char *name; 615 const char *name;
892 archetype *at; 616 archetype *at;
900 else 624 else
901 { 625 {
902 x = op->x + freearr_x[dir]; 626 x = op->x + freearr_x[dir];
903 y = op->y + freearr_y[dir]; 627 y = op->y + freearr_y[dir];
904 } 628 }
629
905 m = op->map; 630 m = op->map;
906 631
907 if ((spell_ob->move_block || x != op->x || y != op->y) && 632 if ((spell_ob->move_block || x != op->x || y != op->y) &&
908 (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) ||
909 ((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)))
910 { 635 {
911 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 636 op->failmsg ("Something is in the way.");
912 return 0; 637 return 0;
913 } 638 }
639
914 if (spell_ob->other_arch) 640 if (spell_ob->other_arch)
915 { 641 tmp = spell_ob->other_arch->instance ();
916 tmp = arch_to_object (spell_ob->other_arch);
917 }
918 else if (spell_ob->race) 642 else if (spell_ob->race)
919 { 643 {
920 char buf1[MAX_BUF]; 644 char buf1[MAX_BUF];
921 645
922 sprintf (buf1, spell_ob->race, dir); 646 sprintf (buf1, spell_ob->race, dir);
925 { 649 {
926 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 650 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
927 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 651 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
928 return 0; 652 return 0;
929 } 653 }
930 tmp = arch_to_object (at); 654
655 tmp = at->instance ();
931 } 656 }
932 else 657 else
933 { 658 {
934 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);
935 return 0; 660 return 0;
940 tmp->attacktype = spell_ob->attacktype; 665 tmp->attacktype = spell_ob->attacktype;
941 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);
942 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);
943 tmp->range = 0; 668 tmp->range = 0;
944 } 669 }
945 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 670 else if (tmp->flag [FLAG_ALIVE])
946 { 671 {
947 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);
948 tmp->stats.maxhp = tmp->stats.hp; 673 tmp->stats.maxhp = tmp->stats.hp;
949 set_owner (tmp, op);
950 set_spell_skill (op, caster, spell_ob, tmp);
951 } 674 }
952 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])
953 { 677 {
954 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);
955 SET_FLAG (tmp, FLAG_IS_USED_UP); 679 tmp->set_flag (FLAG_IS_USED_UP);
956 } 680 }
957 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 681
682 if (spell_ob->flag [FLAG_TEAR_DOWN])
958 { 683 {
959 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);
960 tmp->stats.maxhp = tmp->stats.hp; 685 tmp->stats.maxhp = tmp->stats.hp;
961 SET_FLAG (tmp, FLAG_TEAR_DOWN); 686 tmp->set_flag (FLAG_TEAR_DOWN);
962 SET_FLAG (tmp, FLAG_ALIVE); 687 tmp->set_flag (FLAG_ALIVE);
963 } 688 }
964 689
965 /* 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,
966 * 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.
967 */ 693 */
968 set_owner (tmp, op); 694 if (tmp->type != EARTHWALL) //TODO
695 tmp->set_owner (op);
696
969 set_spell_skill (op, caster, spell_ob, tmp); 697 set_spell_skill (op, caster, spell_ob, tmp);
970 tmp->x = x;
971 tmp->y = y;
972 tmp->level = caster_level (caster, spell_ob) / 2; 698 tmp->level = casting_level (caster, spell_ob) / 2;
973 699
974 name = tmp->name; 700 name = tmp->name;
975 if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL) 701 if (!(tmp = m->insert (tmp, x, y, op)))
976 { 702 {
977 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);
978 return 0; 704 return 0;
979 } 705 }
706
980 /* 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 */
981 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 708 if (tmp->other_arch && tmp->other_arch->type == SPELL)
982 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 709 insert_ob_in_ob (tmp->other_arch->instance (), tmp);
983 710
984 /* This code causes the wall to extend some distance in 711 /* This code causes the wall to extend some distance in
985 * each direction, or until an obstruction is encountered. 712 * each direction, or until an obstruction is encountered.
986 * posblocked and negblocked help determine how far the 713 * posblocked and negblocked help determine how far the
987 * created wall can extend, it won't go extend through 714 * created wall can extend, it won't go extend through
1002 m = tmp->map; 729 m = tmp->map;
1003 730
1004 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)) &&
1005 ((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)
1006 { 733 {
1007 tmp2 = get_object (); 734 object *tmp2 = tmp->clone ();
1008 copy_object (tmp, tmp2); 735 m->insert (tmp2, x, y, op);
1009 tmp2->x = x; 736
1010 tmp2->y = y;
1011 insert_ob_in_map (tmp2, m, op, 0);
1012 /* 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 */
1013 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 738 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1014 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 739 tmp2->insert (tmp2->other_arch->instance ());
1015 740
1016 } 741 }
1017 else 742 else
1018 posblocked = 1; 743 posblocked = 1;
1019 744
1022 m = tmp->map; 747 m = tmp->map;
1023 748
1024 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)) &&
1025 ((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)
1026 { 751 {
1027 tmp2 = get_object (); 752 object *tmp2 = tmp->clone ();
1028 copy_object (tmp, tmp2); 753 m->insert (tmp2, x, y, op);
1029 tmp2->x = x; 754
1030 tmp2->y = y;
1031 insert_ob_in_map (tmp2, m, op, 0);
1032 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 755 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1033 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 756 tmp2->insert (tmp2->other_arch->instance ());
1034 } 757 }
1035 else 758 else
1036 negblocked = 1; 759 negblocked = 1;
1037 } 760 }
1038 761
1039 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) 762 if (tmp->flag [FLAG_BLOCKSVIEW])
1040 update_all_los (op->map, op->x, op->y); 763 update_all_los (op->map, op->x, op->y);
1041 764
1042 return 1; 765 return 1;
1043} 766}
1044 767
1045int 768int
1046dimension_door (object *op, object *caster, object *spob, int dir) 769dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
1047{ 770{
1048 uint32 dist, maxdist; 771 uint32 dist, maxdist;
1049 int mflags; 772 int mflags;
1050 maptile *m; 773 maptile *m;
1051 sint16 sx, sy; 774 sint16 sx, sy;
1053 if (op->type != PLAYER) 776 if (op->type != PLAYER)
1054 return 0; 777 return 0;
1055 778
1056 if (!dir) 779 if (!dir)
1057 { 780 {
1058 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?"); 781 op->failmsg ("In what direction?");
1059 return 0; 782 return 0;
1060 } 783 }
1061 784
1062 /* 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
1063 * ever, so put limits in. 786 * ever, so put limits in.
1064 */ 787 */
1065 maxdist = spob->range + SP_level_range_adjust (caster, spob); 788 maxdist = spob->range + SP_level_range_adjust (caster, spob);
1066 789
1067 if (op->contr->count) 790 if (spellparam)
1068 { 791 {
792 int count = atoi (spellparam);
793
1069 if (op->contr->count > maxdist) 794 if (count > maxdist)
1070 { 795 {
1071 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!"); 796 op->failmsg ("You can't dimension door that far!");
1072 return 0; 797 return 0;
1073 } 798 }
1074 799
1075 for (dist = 0; dist < op->contr->count; dist++) 800 for (dist = 0; dist < count; dist++)
1076 { 801 {
1077 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);
1078 803
1079 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 804 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
1080 break; 805 break;
1081 806
1082 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)))
1083 break; 808 break;
1084 } 809 }
1085 810
1086 if (dist < op->contr->count) 811 if (dist < count)
1087 { 812 {
1088 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");
1089 op->contr->count = 0;
1090 return 0; 814 return 0;
1091 } 815 }
1092 op->contr->count = 0;
1093 816
1094 /* Remove code that puts player on random space on maps. IMO, 817 /* Remove code that puts player on random space on maps. IMO,
1095 * 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,
1096 * 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
1097 * by such squares). Also, there are probably treasure rooms and 820 * by such squares). Also, there are probably treasure rooms and
1139 break; 862 break;
1140 863
1141 } 864 }
1142 if (!dist) 865 if (!dist)
1143 { 866 {
1144 new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n"); 867 op->failmsg ("Your spell failed!\n");
1145 return 0; 868 return 0;
1146 } 869 }
1147 } 870 }
1148 871
1149 /* Actually move the player now */ 872 /* Actually move the player now */
1150 op->remove (); 873 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op)))
1151 op->x += freearr_x[dir] * dist;
1152 op->y += freearr_y[dir] * dist;
1153 if ((op = insert_ob_in_map (op, op->map, op, 0)) == NULL)
1154 return 1; 874 return 1;
1155 875
1156 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
1157 return 1; 878 return 1;
1158} 879}
1159
1160 880
1161/* cast_heal: Heals something. 881/* cast_heal: Heals something.
1162 * op is the caster. 882 * op is the caster.
1163 * dir is the direction he is casting it in. 883 * dir is the direction he is casting it in.
1164 * spell is the spell object. 884 * spell is the spell object.
1171 object *poison; 891 object *poison;
1172 int heal = 0, success = 0; 892 int heal = 0, success = 0;
1173 893
1174 tmp = find_target_for_friendly_spell (op, dir); 894 tmp = find_target_for_friendly_spell (op, dir);
1175 895
1176 if (tmp == NULL) 896 if (!tmp)
1177 return 0; 897 return 0;
1178 898
1179 /* Figure out how many hp this spell might cure. 899 /* Figure out how many hp this spell might cure.
1180 * could be zero if this spell heals effects, not damage. 900 * could be zero if this spell heals effects, not damage.
1181 */ 901 */
1184 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;
1185 905
1186 if (heal) 906 if (heal)
1187 { 907 {
1188 if (tmp->stats.hp >= tmp->stats.maxhp) 908 if (tmp->stats.hp >= tmp->stats.maxhp)
1189 {
1190 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.");
1191 }
1192 else 910 else
1193 { 911 {
1194 /* See how many points we actually heal. Instead of messages 912 /* See how many points we actually heal. Instead of messages
1195 * based on type of spell, we instead do messages based 913 * based on type of spell, we instead do messages based
1196 * on amount of damage healed. 914 * on amount of damage healed.
1197 */ 915 */
1198 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 916 if (heal > tmp->stats.maxhp - tmp->stats.hp)
1199 heal = tmp->stats.maxhp - tmp->stats.hp; 917 heal = tmp->stats.maxhp - tmp->stats.hp;
918
1200 tmp->stats.hp += heal; 919 tmp->stats.hp += heal;
1201 920
1202 if (tmp->stats.hp >= tmp->stats.maxhp) 921 if (tmp->stats.hp >= tmp->stats.maxhp)
1203 {
1204 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 922 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1205 }
1206 else if (heal > 50) 923 else if (heal > 50)
1207 {
1208 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); 924 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1209 }
1210 else if (heal > 25) 925 else if (heal > 25)
1211 {
1212 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); 926 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1213 }
1214 else if (heal > 10) 927 else if (heal > 10)
1215 {
1216 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.");
1217 }
1218 else 929 else
1219 {
1220 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.");
1221 } 931
1222 success = 1; 932 success = 1;
1223 } 933 }
1224 } 934 }
935
1225 if (spell->attacktype & AT_DISEASE) 936 if (spell->attacktype & AT_DISEASE)
1226 if (cure_disease (tmp, op)) 937 if (cure_disease (tmp, op, spell))
1227 success = 1; 938 success = 1;
1228 939
1229 if (spell->attacktype & AT_POISON) 940 if (spell->attacktype & AT_POISON)
1230 { 941 {
1231 at = archetype::find ("poisoning"); 942 at = archetype::find (shstr_poisoning);
1232 poison = present_arch_in_ob (at, tmp); 943 poison = present_arch_in_ob (at, tmp);
1233 if (poison) 944 if (poison)
1234 { 945 {
1235 success = 1; 946 success = 1;
1236 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 947 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1237 poison->stats.food = 1; 948 poison->stats.food = 1;
1238 } 949 }
1239 } 950 }
951
1240 if (spell->attacktype & AT_CONFUSION) 952 if (spell->attacktype & AT_CONFUSION)
1241 { 953 {
1242 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 954 poison = present_in_ob_by_name (FORCE, shstr_confusion, tmp);
1243 if (poison) 955 if (poison)
1244 { 956 {
1245 success = 1; 957 success = 1;
1246 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 958 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1247 poison->duration = 1; 959 poison->duration = 1;
1248 } 960 }
1249 } 961 }
962
1250 if (spell->attacktype & AT_BLIND) 963 if (spell->attacktype & AT_BLIND)
1251 { 964 {
1252 at = archetype::find ("blindness"); 965 at = archetype::find (shstr_blindness);
1253 poison = present_arch_in_ob (at, tmp); 966 poison = present_arch_in_ob (at, tmp);
1254 if (poison) 967 if (poison)
1255 { 968 {
1256 success = 1; 969 success = 1;
1257 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.");
1258 poison->stats.food = 1; 971 poison->stats.food = 1;
1259 } 972 }
1260 } 973 }
974
1261 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) 975 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1262 { 976 {
1263 tmp->stats.sp += spell->last_sp; 977 tmp->stats.sp += spell->last_sp;
1264 if (tmp->stats.sp > tmp->stats.maxsp) 978 if (tmp->stats.sp > tmp->stats.maxsp)
1265 tmp->stats.sp = tmp->stats.maxsp; 979 tmp->stats.sp = tmp->stats.maxsp;
1266 success = 1; 980 success = 1;
1267 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!");
1268 } 982 }
983
1269 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) 984 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1270 { 985 {
1271 tmp->stats.grace += spell->last_grace; 986 tmp->stats.grace += spell->last_grace;
1272 if (tmp->stats.grace > tmp->stats.maxgrace) 987 if (tmp->stats.grace > tmp->stats.maxgrace)
1273 tmp->stats.grace = tmp->stats.maxgrace; 988 tmp->stats.grace = tmp->stats.maxgrace;
1274 success = 1; 989 success = 1;
1275 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!");
1276 } 991 }
992
1277 if (spell->stats.food && tmp->stats.food < 999) 993 if (spell->stats.food && tmp->stats.food < MAX_FOOD)
1278 { 994 {
1279 tmp->stats.food += spell->stats.food; 995 tmp->stats.food += spell->stats.food;
1280 if (tmp->stats.food > 999) 996 min_it (tmp->stats.food, MAX_FOOD);
1281 tmp->stats.food = 999; 997
1282 success = 1; 998 success = 1;
1283 /* 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 */
1284 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");
1285 } 1001 }
1002
1286 return success; 1003 return success;
1287} 1004}
1288
1289 1005
1290/* 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
1291 * 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
1292 * good comments for those. 1008 * good comments for those.
1293 */ 1009 */
1294static const char *const no_gain_msgs[NUM_STATS] = { 1010static const char *const no_gain_msgs[NUM_STATS] = {
1295 "You grow no stronger.", 1011 "You grow no stronger.",
1296 "You grow no more agile.", 1012 "You grow no more agile.",
1297 "You don't feel any healthier.", 1013 "You don't feel any healthier.",
1298 "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."
1299 "You are no easier to look at.", 1017 "You are no easier to look at.",
1300 "no int",
1301 "no pow"
1302}; 1018};
1303 1019
1304int 1020int
1021change_ability_duration (object *spell, object *caster)
1022{
1023 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1024}
1025
1026int
1305cast_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)
1306{ 1028{
1307 object *tmp, *tmp2 = NULL;
1308 object *force = NULL; 1029 object *force = 0;
1309 int i; 1030 int i;
1310 1031
1311 /* 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. */
1312 if (dir != 0) 1033 object *tmp = dir
1313 {
1314 tmp = find_target_for_friendly_spell (op, dir); 1034 ? find_target_for_friendly_spell (op, dir)
1315 } 1035 : op;
1316 else
1317 {
1318 tmp = op;
1319 }
1320 1036
1321 if (tmp == NULL) 1037 if (!tmp)
1322 return 0; 1038 return 0;
1323 1039
1324 /* 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. */
1325 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1041 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1326 { 1042 {
1327 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1043 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1328 { 1044 {
1329 if (tmp2->name == spell_ob->name) 1045 if (tmp2->name == spell_ob->name)
1330 { 1046 {
1332 break; 1048 break;
1333 } 1049 }
1334 else if (spell_ob->race && spell_ob->race == tmp2->name) 1050 else if (spell_ob->race && spell_ob->race == tmp2->name)
1335 { 1051 {
1336 if (!silent) 1052 if (!silent)
1337 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
1338 return 0; 1056 return 0;
1339 } 1057 }
1340 } 1058 }
1341 } 1059 }
1060
1061 int duration = change_ability_duration (spell_ob, caster);
1062
1342 if (force == NULL) 1063 if (force)
1343 {
1344 force = get_archetype (FORCE_NAME);
1345 force->subtype = FORCE_CHANGE_ABILITY;
1346 if (spell_ob->race)
1347 force->name = spell_ob->race;
1348 else
1349 force->name = spell_ob->name;
1350 force->name_pl = spell_ob->name;
1351 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1352
1353 } 1064 {
1354 else
1355 {
1356 int duration;
1357
1358 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1359 if (duration > force->duration) 1065 if (duration > force->duration)
1360 { 1066 {
1361 force->duration = duration; 1067 force->duration = duration;
1362 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.");
1363 } 1069 }
1364 else 1070 else
1365 {
1366 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.");
1367 } 1072
1368 return 1; 1073 return 1;
1369 } 1074 }
1370 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
1371 force->speed = 1.0; 1091 force->speed = 1.0;
1372 force->speed_left = -1.0; 1092 force->speed_left = -1.0;
1373 SET_FLAG (force, FLAG_APPLIED); 1093 force->set_flag (FLAG_APPLIED);
1374 1094
1375 /* Now start processing the effects. First, protections */ 1095 /* Now start processing the effects. First, protections */
1376 for (i = 0; i < NROFATTACKS; i++) 1096 for (i = 0; i < NROFATTACKS; i++)
1377 {
1378 if (spell_ob->resist[i]) 1097 if (spell_ob->resist[i])
1379 {
1380 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));
1381 if (force->resist[i] > 100) 1099
1382 force->resist[i] = 100;
1383 }
1384 }
1385 if (spell_ob->stats.hp) 1100 if (spell_ob->stats.hp)
1386 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);
1387 1102
1388 if (tmp->type == PLAYER) 1103 if (tmp->type == PLAYER)
1389 { 1104 {
1390 /* Stat adjustment spells */ 1105 /* Stat adjustment spells */
1391 for (i = 0; i < NUM_STATS; i++) 1106 for (i = 0; i < NUM_STATS; i++)
1392 { 1107 {
1393 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; 1108 if (sint8 stat = spell_ob->stats.stat (i))
1394
1395 if (stat)
1396 { 1109 {
1397 sm = 0; 1110 sint8 sm = 0;
1398 for (k = 0; k < stat; k++) 1111 for (sint8 k = 0; k < stat; k++)
1399 sm += rndm (1, 3); 1112 sm += rndm (1, 3);
1400 1113
1401 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) 1114 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1402 { 1115 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1403 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); 1116
1404 if (sm < 0) 1117 force->stats.stat (i) = sm;
1405 sm = 0; 1118
1406 }
1407 set_attr_value (&force->stats, i, sm);
1408 if (!sm) 1119 if (!sm)
1409 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); 1120 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1410 } 1121 }
1411 } 1122 }
1412 } 1123 }
1413 1124
1414 force->move_type = spell_ob->move_type; 1125 force->move_type = spell_ob->move_type;
1415 1126
1416 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK)) 1127 if (spell_ob->flag [FLAG_SEE_IN_DARK])
1417 SET_FLAG (force, FLAG_SEE_IN_DARK); 1128 force->set_flag (FLAG_SEE_IN_DARK);
1418 1129
1419 if (QUERY_FLAG (spell_ob, FLAG_XRAYS)) 1130 if (spell_ob->flag [FLAG_XRAYS])
1420 SET_FLAG (force, FLAG_XRAYS); 1131 force->set_flag (FLAG_XRAYS);
1421 1132
1422 /* Haste/bonus speed */ 1133 /* Haste/bonus speed */
1423 if (spell_ob->stats.exp) 1134 if (spell_ob->stats.exp)
1424 { 1135 {
1425 if (op->speed > 0.5f) 1136 if (op->speed > 0.5f)
1432 force->stats.ac = spell_ob->stats.ac; 1143 force->stats.ac = spell_ob->stats.ac;
1433 force->attacktype = spell_ob->attacktype; 1144 force->attacktype = spell_ob->attacktype;
1434 1145
1435 insert_ob_in_ob (force, tmp); 1146 insert_ob_in_ob (force, tmp);
1436 change_abil (tmp, force); /* Mostly to display any messages */ 1147 change_abil (tmp, force); /* Mostly to display any messages */
1437 fix_player (tmp); 1148 tmp->update_stats ();
1149
1438 return 1; 1150 return 1;
1439} 1151}
1440 1152
1441/* 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
1442 * 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
1443 * of the caster. 1155 * of the caster.
1444 */ 1156 */
1445
1446int 1157int
1447cast_bless (object *op, object *caster, object *spell_ob, int dir) 1158cast_bless (object *op, object *caster, object *spell_ob, int dir)
1448{ 1159{
1449 int i; 1160 int i;
1450 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1161 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1451 1162
1452 /* 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. */
1453 if (dir != 0) 1164 if (dir != 0)
1454 { 1165 {
1455 tmp = find_target_for_friendly_spell (op, dir); 1166 tmp = find_target_for_friendly_spell (op, dir);
1167
1168 if (!tmp)
1169 return 0;
1456 } 1170 }
1457 else 1171 else
1458 {
1459 tmp = op; 1172 tmp = op;
1460 }
1461 1173
1462 /* 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. */
1463 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1175 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1464 { 1176 {
1465 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1177 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1466 { 1178 {
1467 if (tmp2->name == spell_ob->name) 1179 if (tmp2->name == spell_ob->name)
1468 { 1180 {
1474 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);
1475 return 0; 1187 return 0;
1476 } 1188 }
1477 } 1189 }
1478 } 1190 }
1191
1479 if (force == NULL) 1192 if (force == NULL)
1480 { 1193 {
1481 force = get_archetype (FORCE_NAME); 1194 force = archetype::get (FORCE_NAME);
1482 force->subtype = FORCE_CHANGE_ABILITY; 1195 force->subtype = FORCE_CHANGE_ABILITY;
1483 if (spell_ob->race) 1196 if (spell_ob->race)
1484 force->name = spell_ob->race; 1197 force->name = spell_ob->race;
1485 else 1198 else
1486 force->name = spell_ob->name; 1199 force->name = spell_ob->name;
1501 { 1214 {
1502 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.");
1503 } 1216 }
1504 return 0; 1217 return 0;
1505 } 1218 }
1219
1506 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;
1507 force->speed = 1.0; 1221 force->speed = 1.0;
1508 force->speed_left = -1.0; 1222 force->speed_left = -1.0;
1509 SET_FLAG (force, FLAG_APPLIED); 1223 force->set_flag (FLAG_APPLIED);
1510 1224
1511 if (!god) 1225 if (!god)
1512 { 1226 {
1513 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty."); 1227 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1514 } 1228 }
1515 else 1229 else
1516 { 1230 {
1517 /* Only give out good benefits, and put a max on it */ 1231 /* Only give out good benefits, and put a max on it */
1518 for (i = 0; i < NROFATTACKS; i++) 1232 for (i = 0; i < NROFATTACKS; i++)
1519 {
1520 if (god->resist[i] > 0) 1233 if (god->resist[i] > 0)
1521 {
1522 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]);
1523 } 1235
1524 }
1525 force->path_attuned |= god->path_attuned; 1236 force->path_attuned |= god->path_attuned;
1526 1237
1527 if (spell_ob->attacktype) 1238 if (spell_ob->attacktype)
1528 force->slaying = god->slaying; 1239 force->slaying = god->slaying;
1529 1240
1541 force->stats.wc = spell_ob->stats.wc; 1252 force->stats.wc = spell_ob->stats.wc;
1542 force->stats.ac = spell_ob->stats.ac; 1253 force->stats.ac = spell_ob->stats.ac;
1543 1254
1544 change_abil (tmp, force); /* Mostly to display any messages */ 1255 change_abil (tmp, force); /* Mostly to display any messages */
1545 insert_ob_in_ob (force, tmp); 1256 insert_ob_in_ob (force, tmp);
1546 fix_player (tmp); 1257 tmp->update_stats ();
1547 return 1; 1258 return 1;
1548} 1259}
1549
1550
1551 1260
1552/* Alchemy code by Mark Wedel 1261/* Alchemy code by Mark Wedel
1553 * 1262 *
1554 * This code adds a new spell, called alchemy. Alchemy will turn 1263 * This code adds a new spell, called alchemy. Alchemy will turn
1555 * objects to gold nuggets, the value of the gold nuggets being 1264 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1556 * about 90% of that of the item itself. It uses the value of the
1557 * object before charisma adjustments, because the nuggets themselves
1558 * will be will be adjusted by charisma when sold.
1559 * 1265 *
1560 * 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
1561 * the maximum number of large nuggets you could get. 1267 * itself. It uses the value of the object before charisma adjustments,
1562 * 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
1563 * to the max amount of small nuggets as you could get. 1269 * when sold.
1564 *
1565 * For example, if an item is worth 110 gold, you will get
1566 * 4 large nuggets, and from 0-10 small nuggets.
1567 * 1270 *
1568 * 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
1569 * 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
1570 * alchemied. 1273 * alchemised.
1571 */ 1274 */
1572
1573/* I didn't feel like passing these as arguements to the
1574 * two functions that need them. Real values are put in them
1575 * when the spell is cast, and these are freed when the spell
1576 * is finished.
1577 */
1578static object *small, *large;
1579
1580static void 1275static void
1581alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight) 1276alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1582{ 1277{
1583 uint64 value = query_cost (obj, NULL, F_TRUE); 1278 uint64 value = query_cost (obj, NULL, F_TRUE);
1584 1279
1585 /* Give third price when we alchemy money (This should hopefully 1280 /* Give third price when we alchemy money (this should hopefully
1586 * 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
1587 * the nuggets, alchemy the gold from that, etc. 1282 * the nuggets, alchemy the gold from that, etc.
1588 * Otherwise, give 9 silver on the gold for other objects, 1283 * Otherwise, give 9 silver on the gold for other objects,
1589 * so that it would still be more affordable to haul 1284 * so that it would still be more affordable to haul
1590 * the stuff back to town. 1285 * the stuff back to town.
1591 */ 1286 */
1592 1287 if (obj->flag [FLAG_UNPAID])
1593 if (QUERY_FLAG (obj, FLAG_UNPAID))
1594 value = 0; 1288 value = 0;
1595 else if (obj->type == MONEY || obj->type == GEM) 1289 else if (obj->type == MONEY || obj->type == GEM)
1596 value /= 3; 1290 value /= 3;
1597 else 1291 else
1598 value = (value * 9) / 10; 1292 value = value * 9 / 10;
1599 1293
1600 value /= 4; // fix by GHJ, don't understand, pcg
1601
1602 if ((obj->value > 0) && rndm (0, 29)) 1294 if (obj->value > 0 && rndm (0, 29))
1603 { 1295 total_value += value;
1604 int count;
1605 1296
1606 count = value / large->value;
1607 *large_nuggets += count;
1608 value -= (uint64) count *(uint64) large->value;
1609
1610 count = value / small->value;
1611 *small_nuggets += count;
1612 }
1613
1614 /* Turn 25 small nuggets into 1 large nugget. If the value
1615 * of large nuggets is not evenly divisable by the small nugget
1616 * value, take off an extra small_nugget (Assuming small_nuggets!=0)
1617 */
1618 if (*small_nuggets * small->value >= large->value)
1619 {
1620 (*large_nuggets)++;
1621 *small_nuggets -= large->value / small->value;
1622 if (*small_nuggets && large->value % small->value)
1623 (*small_nuggets)--;
1624 }
1625 weight += obj->weight; 1297 total_weight += obj->total_weight ();
1626 obj->remove (); 1298
1627 obj->destroy (0); 1299 obj->destroy ();
1628}
1629
1630static void
1631update_map (object *op, maptile *m, int small_nuggets, int large_nuggets, int x, int y)
1632{
1633 object *tmp;
1634 int flag = 0;
1635
1636 /* Put any nuggets below the player, but we can only pass this
1637 * flag if we are on the same space as the player
1638 */
1639 if (x == op->x && y == op->y && op->map == m)
1640 flag = INS_BELOW_ORIGINATOR;
1641
1642 if (small_nuggets)
1643 {
1644 tmp = get_object ();
1645 copy_object (small, tmp);
1646 tmp->nrof = small_nuggets;
1647 tmp->x = x;
1648 tmp->y = y;
1649 insert_ob_in_map (tmp, m, op, flag);
1650 }
1651 if (large_nuggets)
1652 {
1653 tmp = get_object ();
1654 copy_object (large, tmp);
1655 tmp->nrof = large_nuggets;
1656 tmp->x = x;
1657 tmp->y = y;
1658 insert_ob_in_map (tmp, m, op, flag);
1659 }
1660} 1300}
1661 1301
1662int 1302int
1663alchemy (object *op, object *caster, object *spell_ob) 1303alchemy (object *op, object *caster, object *spell_ob)
1664{ 1304{
1665 int x, y, weight = 0, weight_max, large_nuggets, small_nuggets, mflags;
1666 sint16 nx, ny;
1667 object *next, *tmp;
1668 maptile *mp;
1669
1670 if (op->type != PLAYER) 1305 if (op->type != PLAYER)
1671 return 0; 1306 return 0;
1672 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
1673 /* 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
1674 * some, and also prevents people from alcheming every table/chair/clock 1315 * some, and also prevents people from alchemising every table/chair/clock
1675 * in sight 1316 * in sight
1676 */ 1317 */
1677 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);
1678 weight_max *= 1000; 1319 int weight_max = duration * 1000;
1679 small = get_archetype ("smallnugget"), large = get_archetype ("largenugget"); 1320 uint64 value_max = duration * 1000;
1680 1321
1322 int weight = 0;
1323
1681 for (y = op->y - 1; y <= op->y + 1; y++) 1324 for (int y = op->y - 1; y <= op->y + 1; y++)
1682 { 1325 {
1683 for (x = op->x - 1; x <= op->x + 1; x++) 1326 for (int x = op->x - 1; x <= op->x + 1; x++)
1684 { 1327 {
1328 uint64 value = 0;
1329
1685 nx = x; 1330 sint16 nx = x;
1686 ny = y; 1331 sint16 ny = y;
1687 1332
1688 mp = op->map; 1333 maptile *mp = op->map;
1689 1334
1690 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); 1335 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1691 1336
1692 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1337 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1693 continue; 1338 continue;
1694 1339
1695 /* Treat alchemy a little differently - most spell effects 1340 /* Treat alchemy a little differently - most spell effects
1697 * ground level effect. 1342 * ground level effect.
1698 */ 1343 */
1699 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) 1344 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1700 continue; 1345 continue;
1701 1346
1702 small_nuggets = 0; 1347 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1703 large_nuggets = 0;
1704
1705 for (tmp = get_map_ob (mp, nx, ny); tmp != NULL; tmp = next)
1706 { 1348 {
1707 next = tmp->above; 1349 next = tmp->above;
1350
1708 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1351 if (tmp->weight > 0 && !tmp->flag [FLAG_NO_PICK] &&
1709 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1352 !tmp->flag [FLAG_ALIVE] && !tmp->flag [FLAG_IS_CAULDRON])
1710 { 1353 {
1711
1712 if (tmp->inv) 1354 if (tmp->inv)
1713 { 1355 {
1714 object *next1, *tmp1; 1356 object *next1, *tmp1;
1715 1357
1716 for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1) 1358 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1717 { 1359 {
1718 next1 = tmp1->below; 1360 next1 = tmp1->below;
1719 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1361 if (tmp1->weight > 0 && !tmp1->flag [FLAG_NO_PICK] &&
1720 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1362 !tmp1->flag [FLAG_ALIVE] && !tmp1->flag [FLAG_IS_CAULDRON])
1721 alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight); 1363 alchemy_object (tmp1, value, weight);
1722 } 1364 }
1723 } 1365 }
1366
1724 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); 1367 alchemy_object (tmp, value, weight);
1725 1368
1726 if (weight > weight_max) 1369 if (weight > weight_max)
1727 { 1370 break;
1728 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1729 large->destroy (0);
1730 small->destroy (0);
1731 return 1;
1732 } 1371 }
1733 } /* is alchemable object */
1734 } /* process all objects on this space */
1735
1736 /* Insert all the nuggets at one time. This probably saves time, but
1737 * it also prevents us from alcheming nuggets that were just created
1738 * with this spell.
1739 */ 1372 }
1740 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);
1741 } 1386 }
1387
1388 if (weight > weight_max)
1389 goto bailout;
1390 }
1742 } 1391 }
1743 large->destroy (0); 1392
1744 small->destroy (0); 1393bailout:
1745 /* reset this so that if player standing on a big pile of stuff,
1746 * it is redrawn properly.
1747 */
1748 op->contr->socket.look_position = 0;
1749 return 1; 1394 return 1;
1750} 1395}
1751
1752 1396
1753/* This function removes the cursed/damned status on equipped 1397/* This function removes the cursed/damned status on equipped
1754 * items. 1398 * items.
1755 */ 1399 */
1756int 1400int
1757remove_curse (object *op, object *caster, object *spell) 1401remove_curse (object *op, object *caster, object *spell)
1758{ 1402{
1759 object *tmp;
1760 int success = 0, was_one = 0; 1403 int success = 0, was_one = 0;
1761 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
1762 for (tmp = op->inv; tmp; tmp = tmp->below) 1411 for (object *tmp = op->inv; tmp && num_uncurse; tmp = tmp->below)
1763 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1412 if (!tmp->invisible && tmp->flag [typeflag])
1764 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1765 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1766 { 1413 {
1767
1768 was_one++; 1414 ++was_one;
1415
1769 if (tmp->level <= caster_level (caster, spell)) 1416 if (tmp->level <= casting_level (caster, spell))
1770 { 1417 {
1771 success++; 1418 ++success;
1772 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1419 --num_uncurse;
1773 CLEAR_FLAG (tmp, FLAG_DAMNED);
1774 1420
1775 CLEAR_FLAG (tmp, FLAG_CURSED); 1421 tmp->clr_flag (typeflag);
1776 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1422 tmp->clr_flag (FLAG_CURSED);
1423 tmp->clr_flag (FLAG_KNOWN_CURSED);
1777 tmp->value = 0; /* Still can't sell it */ 1424 tmp->value = 0; /* Still can't sell it */
1778 if (op->type == PLAYER) 1425
1426 if (object *pl = tmp->visible_to ())
1779 esrv_send_item (op, tmp); 1427 esrv_update_item (UPD_FLAGS, pl, tmp);
1780 } 1428 }
1781 } 1429 }
1782 1430
1783 if (op->type == PLAYER) 1431 if (op->type == PLAYER)
1784 { 1432 {
1785 if (success) 1433 if (success)
1786 { 1434 new_draw_info (NDI_UNIQUE, 0, op, "You realise that some of your items look shinier now. H<You successfully removed some curses.>");
1787 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1788 }
1789 else 1435 else
1790 { 1436 {
1791 if (was_one) 1437 if (was_one)
1792 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.>");
1793 else 1439 else
1794 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.>");
1795 } 1441 }
1796 } 1442 }
1443
1797 return success; 1444 return success;
1798} 1445}
1799 1446
1800/* Identifies objects in the players inventory/on the ground */ 1447/* Identifies objects in the players inventory/on the ground */
1801
1802int 1448int
1803cast_identify (object *op, object *caster, object *spell) 1449cast_identify (object *op, object *caster, object *spell)
1804{ 1450{
1805 object *tmp; 1451 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1806 int success = 0, num_ident;
1807 1452
1808 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));
1809 1454
1810 if (num_ident < 1) 1455 op->splay_marked ();
1811 num_ident = 1;
1812 1456
1813
1814 for (tmp = op->inv; tmp; tmp = tmp->below) 1457 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1815 { 1458 {
1816 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1459 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1817 { 1460 {
1818 identify (tmp); 1461 identify (tmp);
1462
1819 if (op->type == PLAYER) 1463 if (op->type == PLAYER)
1820 { 1464 {
1821 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
1822 if (tmp->msg) 1467 if (tmp->msg)
1823 { 1468 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1824 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1825 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1826 }
1827 } 1469 }
1828 num_ident--; 1470
1829 success = 1;
1830 if (!num_ident) 1471 if (!--num_ident)
1831 break; 1472 break;
1832 } 1473 }
1833 } 1474 }
1475
1834 /* 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
1835 * 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
1836 * was not fully used. 1478 * was not fully used.
1837 */ 1479 */
1838 if (num_ident) 1480 if (num_ident)
1839 { 1481 {
1840 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)
1841 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1483 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1842 { 1484 {
1843
1844 identify (tmp); 1485 identify (tmp);
1845 if (op->type == PLAYER) 1486
1487 if (object *pl = tmp->visible_to ())
1846 { 1488 {
1847 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
1848 if (tmp->msg) 1491 if (tmp->msg)
1849 { 1492 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1850 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1851 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1852 }
1853 esrv_send_item (op, tmp);
1854 } 1493 }
1855 num_ident--; 1494
1856 success = 1;
1857 if (!num_ident) 1495 if (!--num_ident)
1858 break; 1496 break;
1859 } 1497 }
1860 } 1498 }
1861 if (!success) 1499
1862 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 }
1863 else 1505 else
1864 { 1506 {
1507 if (op->contr)
1508 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1509
1865 spell_effect (spell, op->x, op->y, op->map, op); 1510 spell_effect (spell, op->x, op->y, op->map, op);
1511 return 1;
1866 } 1512 }
1867 return success;
1868} 1513}
1869
1870 1514
1871int 1515int
1872cast_detection (object *op, object *caster, object *spell, object *skill) 1516cast_detection (object *op, object *caster, object *spell, object *skill)
1873{ 1517{
1874 object *tmp, *last, *god, *detect; 1518 object *tmp, *last, *god, *detect;
1875 int done_one, range, mflags, floor, level; 1519 int done_one, range, floor, level;
1876 sint16 x, y, nx, ny; 1520 sint16 x, y, nx, ny;
1877 maptile *m; 1521 maptile *m;
1878 1522
1879 /* 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
1880 * doing it over and over again. 1524 * doing it over and over again.
1881 */ 1525 */
1882 god = find_god (determine_god (op)); 1526 god = find_god (determine_god (op));
1883 level = caster_level (caster, spell); 1527 level = casting_level (caster, spell);
1884 range = spell->range + SP_level_range_adjust (caster, spell); 1528 range = spell->range + SP_level_range_adjust (caster, spell);
1885 1529
1886 if (!skill) 1530 if (!skill)
1887 skill = caster; 1531 skill = caster;
1888 1532
1889 for (x = op->x - range; x <= op->x + range; x++) 1533 dynbuf buf;
1890 for (y = op->y - range; y <= op->y + range; y++) 1534 unordered_mapwalk (buf, op, -range, -range, range, range)
1891 { 1535 {
1892
1893 m = op->map;
1894 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1895 if (mflags & P_OUT_OF_MAP)
1896 continue;
1897
1898 /* For most of the detections, we only detect objects above the 1536 /* For most of the detections, we only detect objects above the
1899 * floor. But this is not true for show invisible. 1537 * floor. But this is not true for show invisible.
1900 * Basically, we just go and find the top object and work 1538 * Basically, we just go and find the top object and work
1901 * down - that is easier than working up. 1539 * down - that is easier than working up.
1902 */ 1540 */
1903 1541
1904 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)
1905 last = tmp; 1543 last = tmp;
1544
1906 /* 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
1907 * would happen. 1546 * would happen.
1908 */ 1547 */
1909 if (!last) 1548 if (!last)
1910 continue; 1549 continue;
1911 1550
1912 done_one = 0; 1551 done_one = 0;
1913 floor = 0; 1552 floor = 0;
1914 detect = NULL; 1553 detect = 0;
1915 for (tmp = last; tmp; tmp = tmp->below) 1554 for (tmp = last; tmp; tmp = tmp->below)
1916 { 1555 {
1917
1918 /* show invisible */ 1556 /* show invisible */
1919 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1557 if (spell->flag [FLAG_MAKE_INVIS]
1920 /* Might there be other objects that we can make visibile? */ 1558 /* Might there be other objects that we can make visible? */
1921 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1559 && (tmp->invisible && (tmp->flag [FLAG_MONSTER]
1922 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1560 || (tmp->type == PLAYER && !tmp->flag [FLAG_WIZ])
1923 tmp->type == CF_HANDLE || 1561 || tmp->type == T_HANDLE
1924 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
1925 tmp->type == BUTTON || tmp->type == TELEPORTER || 1566 || tmp->type == TELEPORTER
1567 || tmp->type == GATE
1926 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1568 || tmp->type == LOCKED_DOOR
1927 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)
1928 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1572 || tmp->type == TRIGGER_PEDESTAL
1929 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)))
1930 { 1578 {
1579 printf ("show inv %s\n", tmp->debug_desc());//D
1931 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)
1932 { 1581 {
1933 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
1934 done_one = 1; 1664 done_one = 1;
1935 } 1665 }
1936 } 1666 }
1937 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1938 floor = 1;
1939
1940 /* All detections below this point don't descend beneath the floor,
1941 * so just continue on. We could be clever and look at the type of
1942 * detection to completely break out if we don't care about objects beneath
1943 * the floor, but once we get to the floor, not likely a very big issue anyways.
1944 */
1945 if (floor)
1946 continue;
1947
1948 /* I had thought about making detect magic and detect curse
1949 * show the flash the magic item like it does for detect monster.
1950 * however, if the object is within sight, this would then make it
1951 * difficult to see what object is magical/cursed, so the
1952 * effect wouldn't be as apparant.
1953 */
1954
1955 /* detect magic */
1956 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1957 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1958 {
1959 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1960 /* make runes more visibile */
1961 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1962 tmp->stats.Cha /= 4;
1963 done_one = 1;
1964 }
1965 /* detect monster */
1966 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1967 {
1968 done_one = 2;
1969 if (!detect)
1970 detect = tmp;
1971 }
1972 /* Basically, if race is set in the spell, then the creatures race must
1973 * match that. if the spell race is set to GOD, then the gods opposing
1974 * race must match.
1975 */
1976 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1977 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) ||
1978 (strstr (spell->race, tmp->race))))
1979 {
1980 done_one = 2;
1981 if (!detect)
1982 detect = tmp;
1983 }
1984 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1985 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1986 {
1987 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1988 done_one = 1;
1989 }
1990 } /* for stack of objects on this space */ 1667 } /* for stack of objects on this space */
1991 1668
1992 /* 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
1993 * where the magic is. 1670 * where the magic is.
1994 */ 1671 */
1995 if (done_one) 1672 if (done_one)
1996 { 1673 {
1997 object *detect_ob = arch_to_object (spell->other_arch); 1674 object *detect_ob = spell->other_arch->instance ();
1998 1675
1999 detect_ob->x = nx;
2000 detect_ob->y = ny;
2001 /* if this is set, we want to copy the face */ 1676 /* if this is set, we want to copy the face */
2002 if (done_one == 2 && detect) 1677 if (done_one == 2 && detect)
2003 { 1678 {
2004 detect_ob->face = detect->face; 1679 detect_ob->face = detect->face;
2005 detect_ob->animation_id = detect->animation_id; 1680 detect_ob->animation_id = detect->animation_id;
2006 detect_ob->anim_speed = detect->anim_speed; 1681 detect_ob->anim_speed = detect->anim_speed;
2007 detect_ob->last_anim = 0; 1682 detect_ob->last_anim = 0;
2008 /* by default, the detect_ob is already animated */ 1683 /* by default, the detect_ob is already animated */
2009 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1684 if (!detect->flag [FLAG_ANIMATE])
2010 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1685 detect_ob->clr_flag (FLAG_ANIMATE);
2011 } 1686 }
2012 insert_ob_in_map (detect_ob, m, op, 0); 1687
1688 m->insert (detect_ob, nx, ny, op, INS_ON_TOP);
2013 } 1689 }
2014 } /* for processing the surrounding spaces */ 1690 } /* for processing the surrounding spaces */
2015 1691
2016 1692
2017 /* 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 */
2018 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])
2019 { 1695 {
2020 done_one = 0; 1696 done_one = 0;
1697
2021 for (tmp = op->inv; tmp; tmp = tmp->below) 1698 for (tmp = op->inv; tmp; tmp = tmp->below)
2022 { 1699 {
2023 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1700 if (!tmp->invisible && !tmp->flag [FLAG_IDENTIFIED])
2024 { 1701 {
2025 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])
2026 { 1703 {
2027 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1704 tmp->set_flag (FLAG_KNOWN_MAGICAL);
2028 if (op->type == PLAYER) 1705
1706 if (object *pl = tmp->visible_to ())
2029 esrv_send_item (op, tmp); 1707 esrv_update_item (UPD_FLAGS, pl, tmp);
2030 } 1708 }
2031 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1709
2032 (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]))
2033 { 1712 {
2034 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1713 tmp->set_flag (FLAG_KNOWN_CURSED);
2035 if (op->type == PLAYER) 1714
1715 if (object *pl = tmp->visible_to ())
2036 esrv_send_item (op, tmp); 1716 esrv_update_item (UPD_FLAGS, pl, tmp);
2037 } 1717 }
2038 } /* if item is not identified */ 1718 } /* if item is not identified */
2039 } /* for the players inventory */ 1719 } /* for the players inventory */
2040 } /* if detect magic/curse and object is a player */ 1720 } /* if detect magic/curse and object is a player */
1721
2041 return 1; 1722 return 1;
2042} 1723}
2043 1724
2044 1725
2045/** 1726/**
2058 1739
2059 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.");
2060 1741
2061 if (victim->stats.sp >= victim->stats.maxsp * 2) 1742 if (victim->stats.sp >= victim->stats.maxsp * 2)
2062 { 1743 {
2063 object *tmp;
2064
2065 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1744 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
2066
2067 /* Explodes a fireball centered at player */
2068 tmp = get_archetype (EXPLODING_FIREBALL);
2069 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
2070 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
2071 tmp->x = victim->x;
2072 tmp->y = victim->y;
2073 insert_ob_in_map (tmp, victim->map, NULL, 0);
2074 victim->stats.sp = 2 * victim->stats.maxsp; 1745 victim->stats.sp = 2 * victim->stats.maxsp;
1746 create_exploding_ball_at (victim, caster_level);
2075 } 1747 }
2076 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1748 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
2077 {
2078 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.");
2079 }
2080 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1750 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2081 {
2082 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!");
2083 }
2084 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1752 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2085 { 1753 {
2086 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1754 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2087 confuse_player (victim, victim, 99); 1755 confuse_player (victim, victim, 99);
2088 } 1756 }
2089 else if (victim->stats.sp >= victim->stats.maxsp * 1.25) 1757 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
2090 {
2091 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices."); 1758 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
2092 }
2093} 1759}
2094 1760
2095/* cast_transfer 1761/* cast_transfer
2096 * This spell transfers sp from the player to another person. 1762 * This spell transfers sp from the player to another person.
2097 * We let the target go above their normal maximum SP. 1763 * We let the target go above their normal maximum SP.
2111 1777
2112 mflags = get_map_flags (m, &m, x, y, &x, &y); 1778 mflags = get_map_flags (m, &m, x, y, &x, &y);
2113 1779
2114 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1780 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
2115 { 1781 {
2116 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)
2117 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1783 if (plyr != op && plyr->flag [FLAG_ALIVE])
2118 break; 1784 break;
2119 } 1785 }
2120 1786
2121 1787
2122 /* 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
2123 * 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.
2124 */ 1790 */
2125 if (plyr == NULL) 1791 if (plyr == NULL)
2126 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)
2127 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1793 if (plyr != op && plyr->flag [FLAG_ALIVE])
2128 break; 1794 break;
2129 1795
2130 if (!plyr) 1796 if (!plyr)
2131 { 1797 {
2132 new_draw_info (NDI_BLACK, 0, op, "There is no one there."); 1798 op->failmsg ("There is no one there.");
2133 return 0; 1799 return 0;
2134 } 1800 }
2135 /* give sp */ 1801 /* give sp */
2136 if (spell->stats.dam > 0) 1802 if (spell->stats.dam > 0)
2137 { 1803 {
2138 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);
2139 charge_mana_effect (plyr, caster_level (caster, spell)); 1805 charge_mana_effect (plyr, casting_level (caster, spell));
2140 return 1; 1806 return 1;
2141 } 1807 }
2142 /* suck sp away. Can't suck sp from yourself */ 1808 /* suck sp away. Can't suck sp from yourself */
2143 else if (op != plyr) 1809 else if (op != plyr)
2144 { 1810 {
2149 if (rate > 95) 1815 if (rate > 95)
2150 rate = 95; 1816 rate = 95;
2151 1817
2152 sucked = (plyr->stats.sp * rate) / 100; 1818 sucked = (plyr->stats.sp * rate) / 100;
2153 plyr->stats.sp -= sucked; 1819 plyr->stats.sp -= sucked;
2154 if (QUERY_FLAG (op, FLAG_ALIVE)) 1820 if (op->flag [FLAG_ALIVE])
2155 { 1821 {
2156 /* Player doesn't get full credit */ 1822 /* Player doesn't get full credit */
2157 sucked = (sucked * rate) / 100; 1823 sucked = (sucked * rate) / 100;
2158 op->stats.sp += sucked; 1824 op->stats.sp += sucked;
2159 if (sucked > 0) 1825 if (sucked > 0)
2160 { 1826 {
2161 charge_mana_effect (op, caster_level (caster, spell)); 1827 charge_mana_effect (op, casting_level (caster, spell));
2162 } 1828 }
2163 } 1829 }
2164 return 1; 1830 return 1;
2165 } 1831 }
2166 return 0; 1832 return 0;
2186 m = op->map; 1852 m = op->map;
2187 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1853 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
2188 if (mflags & P_OUT_OF_MAP) 1854 if (mflags & P_OUT_OF_MAP)
2189 return; 1855 return;
2190 1856
2191 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)
2192 { 1858 {
2193 next = tmp->above; 1859 next = tmp->above;
2194 1860
2195 /* Need to look at the head object - otherwise, if tmp 1861 /* Need to look at the head object - otherwise, if tmp
2196 * points to a monster, we don't have all the necessary 1862 * points to a monster, we don't have all the necessary
2208 /* Basically, if the object is magical and not counterspell, 1874 /* Basically, if the object is magical and not counterspell,
2209 * we will more or less remove the object. Don't counterspell 1875 * we will more or less remove the object. Don't counterspell
2210 * monsters either. 1876 * monsters either.
2211 */ 1877 */
2212 1878
2213 if (head->attacktype & AT_MAGIC && 1879 if (head->attacktype & AT_MAGIC
2214 !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level)) 1880 && !(head->attacktype & AT_COUNTERSPELL)
2215 { 1881 && !head->flag [FLAG_MONSTER]
2216 head->remove (); 1882 && (op->level > head->level))
2217 head->destroy (0); 1883 head->destroy ();
2218 }
2219 else 1884 else
2220 switch (head->type) 1885 switch (head->type)
2221 { 1886 {
2222 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
2223 if (op->level > head->level) 1893 if (op->level > head->level)
2224 {
2225 head->remove ();
2226 head->destroy (0); 1894 head->destroy ();
2227 } 1895
2228 break; 1896 break;
2229 1897
2230 /* I really don't get this rune code that much - that 1898 /* I really don't get this rune code that much - that
2231 * random chance seems really low. 1899 * random chance seems really low.
2232 */ 1900 */
2233 case RUNE: 1901 case RUNE:
2234 if (rndm (0, 149) == 0) 1902 if (rndm (0, 149) == 0)
2235 { 1903 {
2236 head->stats.hp--; /* weaken the rune */ 1904 head->stats.hp--; /* weaken the rune */
2237 if (!head->stats.hp) 1905 if (!head->stats.hp)
2238 {
2239 head->remove ();
2240 head->destroy (0); 1906 head->destroy ();
2241 }
2242 } 1907 }
2243 break; 1908 break;
2244 } 1909 }
2245 } 1910 }
2246} 1911}
2247 1912
2248
2249
2250/* cast_consecrate() - a spell to make an altar your god's */ 1913/* cast_consecrate() - a spell to make an altar your god's */
2251int 1914int
2252cast_consecrate (object *op, object *caster, object *spell) 1915cast_consecrate (object *op, object *caster, object *spell)
2253{ 1916{
2254 char buf[MAX_BUF]; 1917 char buf[MAX_BUF];
2255 1918
2256 object *tmp, *god = find_god (determine_god (op)); 1919 object *tmp, *god = find_god (determine_god (op));
2257 1920
2258 if (!god) 1921 if (!god)
2259 { 1922 {
2260 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!");
2261 return 0; 1924 return 0;
2262 } 1925 }
2263 1926
2264 for (tmp = op->below; tmp; tmp = tmp->below) 1927 for (tmp = op->below; tmp; tmp = tmp->below)
2265 { 1928 {
2266 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1929 if (tmp->flag [FLAG_IS_FLOOR])
2267 break; 1930 break;
2268 if (tmp->type == HOLY_ALTAR) 1931 if (tmp->type == HOLY_ALTAR)
2269 { 1932 {
2270 1933
2271 if (tmp->level > caster_level (caster, spell)) 1934 if (tmp->level > casting_level (caster, spell))
2272 { 1935 {
2273 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);
2274 return 0; 1937 return 0;
2275 } 1938 }
2276 else 1939 else
2277 { 1940 {
2278 /* If we got here, we are consecrating an altar */ 1941 /* If we got here, we are consecrating an altar */
2279 sprintf (buf, "Altar of %s", &god->name); 1942 sprintf (buf, "Altar of %s", &god->name);
2280 tmp->name = buf; 1943 tmp->name = buf;
2281 tmp->level = caster_level (caster, spell); 1944 tmp->level = casting_level (caster, spell);
2282 tmp->other_arch = god->arch; 1945 tmp->other_arch = god->arch;
1946
2283 if (op->type == PLAYER) 1947 if (op->type == PLAYER)
2284 esrv_update_item (UPD_NAME, op, tmp); 1948 esrv_update_item (UPD_NAME, op, tmp);
1949
2285 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);
2286 return 1; 1951 return 1;
2287 } 1952 }
2288 } 1953 }
2289 } 1954 }
2290 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!");
2291 return 0; 1957 return 0;
2292} 1958}
2293 1959
2294/* animate_weapon - 1960/* animate_weapon -
2295 * 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.
2299 * 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,
2300 * 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
2301 * 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
2302 * player checks. MSW 2003-01-06 1968 * player checks. MSW 2003-01-06
2303 */ 1969 */
2304
2305int 1970int
2306animate_weapon (object *op, object *caster, object *spell, int dir) 1971animate_weapon (object *op, object *caster, object *spell, int dir)
2307{ 1972{
2308 object *weapon, *tmp;
2309 char buf[MAX_BUF]; 1973 char buf[MAX_BUF];
2310 int a, i; 1974 int a, i;
2311 sint16 x, y; 1975 sint16 x, y;
2312 maptile *m; 1976 maptile *m;
2313 materialtype_t *mt;
2314 1977
2315 if (!spell->other_arch) 1978 if (!spell->other_arch)
2316 { 1979 {
2317 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1980 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2318 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);
2321 /* exit if it's not a player using this spell. */ 1984 /* exit if it's not a player using this spell. */
2322 if (op->type != PLAYER) 1985 if (op->type != PLAYER)
2323 return 0; 1986 return 0;
2324 1987
2325 /* if player already has a golem, abort */ 1988 /* if player already has a golem, abort */
2326 if (op->contr->ranges[range_golem]) 1989 if (object *golem = op->contr->golem)
2327 { 1990 {
2328 control_golem (op->contr->ranges[range_golem], dir); 1991 control_golem (golem, dir);
2329 return 0; 1992 return 0;
2330 } 1993 }
2331 1994
2332 /* if no direction specified, pick one */ 1995 /* if no direction specified, pick one */
2333 if (!dir) 1996 if (!dir)
2334 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);
2335 1998
2336 m = op->map; 1999 m = op->map;
2337 x = op->x + freearr_x[dir]; 2000 x = op->x + freearr_x[dir];
2338 y = op->y + freearr_y[dir]; 2001 y = op->y + freearr_y[dir];
2339 2002
2340 /* if there's no place to put the golem, abort */ 2003 /* if there's no place to put the golem, abort */
2341 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)
2342 ((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))
2343 { 2006 {
2344 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2007 op->failmsg ("There is something in the way.");
2345 return 0; 2008 return 0;
2346 } 2009 }
2347 2010
2348 /* Use the weapon marked by the player. */ 2011 /* Use the weapon marked by the player. */
2349 weapon = find_marked_object (op); 2012 object *weapon = op->mark ();
2350 2013
2351 if (!weapon) 2014 if (!weapon)
2352 { 2015 {
2353 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!");
2354 return 0; 2017 return 0;
2355 } 2018 }
2019
2356 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2020 if (spell->race && weapon->arch->archname != spell->race)
2357 { 2021 {
2358 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2022 op->failmsg ("The spell fails to transform your weapon.");
2359 return 0; 2023 return 0;
2360 } 2024 }
2025
2361 if (weapon->type != WEAPON) 2026 if (weapon->type != WEAPON)
2362 { 2027 {
2363 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.");
2364 return 0; 2029 return 0;
2365 } 2030 }
2366 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2031
2032 if (weapon->flag [FLAG_APPLIED])
2367 { 2033 {
2368 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));
2369 return 0; 2035 return 0;
2370 } 2036 }
2371 2037
2372 if (weapon->nrof > 1) 2038 weapon = weapon->split ();
2373 {
2374 tmp = get_split_ob (weapon, 1);
2375 esrv_send_item (op, weapon);
2376 weapon = tmp;
2377 }
2378 2039
2379 /* create the golem object */ 2040 /* create the golem object */
2380 tmp = arch_to_object (spell->other_arch); 2041 object *tmp = spell->other_arch->instance ();
2381 2042
2382 /* 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 */
2383 CLEAR_FLAG (tmp, FLAG_MONSTER); 2044 tmp->clr_flag (FLAG_MONSTER);
2384 SET_FLAG (tmp, FLAG_FRIENDLY);
2385 tmp->stats.exp = 0; 2045 tmp->stats.exp = 0;
2386 add_friendly_object (tmp); 2046 add_friendly_object (tmp);
2387 tmp->type = GOLEM; 2047 tmp->type = GOLEM;
2388 set_owner (tmp, op); 2048 tmp->set_owner (op);
2049 op->contr->golem = tmp;
2389 set_spell_skill (op, caster, spell, tmp); 2050 set_spell_skill (op, caster, spell, tmp);
2390 op->contr->ranges[range_golem] = tmp;
2391 op->contr->shoottype = range_golem;
2392 2051
2393 /* 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
2394 * removed flag - it should only be set if get_split_object was 2053 * removed flag - it should only be set if weapon->split was
2395 * used above. 2054 * used above.
2396 */ 2055 */
2397 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2056 if (!weapon->flag [FLAG_REMOVED])
2398 weapon->remove (); 2057 weapon->remove ();
2399 insert_ob_in_ob (weapon, tmp); 2058
2400 esrv_send_item (op, weapon); 2059 tmp->insert (weapon);
2060
2401 /* 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,
2402 * 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
2403 * body_info, skills, etc) 2063 * body_info, skills, etc)
2404 */ 2064 */
2405 SET_FLAG (tmp, FLAG_USE_WEAPON); 2065 tmp->set_flag (FLAG_USE_WEAPON);
2406 SET_FLAG (weapon, FLAG_APPLIED); 2066 weapon->set_flag (FLAG_APPLIED);
2407 fix_player (tmp); 2067 tmp->update_stats ();
2408 2068
2409 /* 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
2410 * 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 -
2411 * 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.
2412 */ 2072 */
2431 2091
2432 /* attacktype */ 2092 /* attacktype */
2433 if (!tmp->attacktype) 2093 if (!tmp->attacktype)
2434 tmp->attacktype = AT_PHYSICAL; 2094 tmp->attacktype = AT_PHYSICAL;
2435 2095
2436 mt = NULL;
2437 if (op->materialname != NULL)
2438 mt = name_to_material (op->materialname);
2439 if (mt != NULL)
2440 {
2441 for (i = 0; i < NROFATTACKS; i++) 2096 for (i = 0; i < NROFATTACKS; i++)
2442 tmp->resist[i] = 50 - (mt->save[i] * 5); 2097 tmp->resist[i] = 50 - (op->material->save[i] * 5);
2443 a = mt->save[0]; 2098
2444 } 2099 a = op->material->save[0];
2445 else 2100
2446 {
2447 for (i = 0; i < NROFATTACKS; i++)
2448 tmp->resist[i] = 5;
2449 a = 10;
2450 }
2451 /* Set weapon's immunity */ 2101 /* Set weapon's immunity */
2452 tmp->resist[ATNR_CONFUSION] = 100; 2102 tmp->resist[ATNR_CONFUSION] = 100;
2453 tmp->resist[ATNR_POISON] = 100; 2103 tmp->resist[ATNR_POISON] = 100;
2454 tmp->resist[ATNR_SLOW] = 100; 2104 tmp->resist[ATNR_SLOW] = 100;
2455 tmp->resist[ATNR_PARALYZE] = 100; 2105 tmp->resist[ATNR_PARALYZE] = 100;
2461 2111
2462 /* 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 */
2463 2113
2464 if (a > 14) 2114 if (a > 14)
2465 a = 14; 2115 a = 14;
2116
2466 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));
2467 2118
2468 /* Determine golem's speed */ 2119 /* Determine golem's speed */
2469 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)));
2470
2471 if (tmp->speed > 3.33)
2472 tmp->speed = 3.33;
2473 2121
2474 if (!spell->race) 2122 if (!spell->race)
2475 { 2123 {
2476 sprintf (buf, "animated %s", &weapon->name); 2124 sprintf (buf, "animated %s", &weapon->name);
2477 tmp->name = buf; 2125 tmp->name = buf;
2479 tmp->face = weapon->face; 2127 tmp->face = weapon->face;
2480 tmp->animation_id = weapon->animation_id; 2128 tmp->animation_id = weapon->animation_id;
2481 tmp->anim_speed = weapon->anim_speed; 2129 tmp->anim_speed = weapon->anim_speed;
2482 tmp->last_anim = weapon->last_anim; 2130 tmp->last_anim = weapon->last_anim;
2483 tmp->state = weapon->state; 2131 tmp->state = weapon->state;
2484 if (QUERY_FLAG (weapon, FLAG_ANIMATE)) 2132 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2485 {
2486 SET_FLAG (tmp, FLAG_ANIMATE);
2487 }
2488 else
2489 {
2490 CLEAR_FLAG (tmp, FLAG_ANIMATE);
2491 }
2492 update_ob_speed (tmp);
2493 } 2133 }
2494 2134
2495 /* 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. */
2496 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));
2497 2137
2498 tmp->speed_left = -1; 2138 tmp->speed_left = -1;
2499 tmp->x = x;
2500 tmp->y = y;
2501 tmp->direction = dir; 2139 tmp->direction = dir;
2502 insert_ob_in_map (tmp, m, op, 0); 2140
2141 m->insert (tmp, x, y, op);
2503 return 1; 2142 return 1;
2504} 2143}
2505 2144
2506/* cast_daylight() - changes the map darkness level *lower* */ 2145/* cast_daylight() - changes the map darkness level *lower* */
2507 2146
2508/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2147/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2509 * This changes the light level for the entire map. 2148 * This changes the light level for the entire map.
2510 */ 2149 */
2511
2512int 2150int
2513cast_change_map_lightlevel (object *op, object *caster, object *spell) 2151cast_change_map_lightlevel (object *op, object *caster, object *spell)
2514{ 2152{
2515 int success; 2153 int success;
2516 2154
2517 if (!op->map) 2155 if (!op->map)
2518 return 0; /* shouldnt happen */ 2156 return 0; /* shouldnt happen */
2519 2157
2520 success = change_map_light (op->map, spell->stats.dam); 2158 success = op->map->change_map_light (spell->stats.dam);
2159
2521 if (!success) 2160 if (!success)
2522 { 2161 {
2523 if (spell->stats.dam < 0) 2162 if (spell->stats.dam < 0)
2524 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2163 op->failmsg ("It can be no brighter here.");
2525 else 2164 else
2526 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2165 op->failmsg ("It can be no darker here.");
2527 } 2166 }
2167
2528 return success; 2168 return success;
2529} 2169}
2530
2531
2532
2533
2534 2170
2535/* 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.
2536 * 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,
2537 * spell is the spell object itself. 2173 * spell is the spell object itself.
2538 */ 2174 */
2544 2180
2545 new_aura = present_arch_in_ob (spell->other_arch, op); 2181 new_aura = present_arch_in_ob (spell->other_arch, op);
2546 if (new_aura) 2182 if (new_aura)
2547 refresh = 1; 2183 refresh = 1;
2548 else 2184 else
2549 new_aura = arch_to_object (spell->other_arch); 2185 new_aura = spell->other_arch->instance ();
2550 2186
2551 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);
2552 2188
2553 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);
2554 2190
2555 set_owner (new_aura, op);
2556 set_spell_skill (op, caster, spell, new_aura); 2191 set_spell_skill (op, caster, spell, new_aura);
2557 new_aura->attacktype = spell->attacktype; 2192 new_aura->attacktype = spell->attacktype;
2558 2193
2559 new_aura->level = caster_level (caster, spell); 2194 new_aura->level = casting_level (caster, spell);
2195
2560 if (refresh) 2196 if (refresh)
2561 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.");
2562 else 2198 else
2563 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
2564 insert_ob_in_ob (new_aura, op); 2201 insert_ob_in_ob (new_aura, op);
2202 new_aura->set_owner (op);
2203
2565 return 1; 2204 return 1;
2566} 2205}
2567
2568 2206
2569/* 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,
2570 * 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
2571 * around him. 2209 * around him.
2572 * Aura parameters: 2210 * Aura parameters:
2573 * duration: duration counter. 2211 * duration: duration counter.
2574 * attacktype: aura's attacktype 2212 * attacktype: aura's attacktype
2575 * other_arch: archetype to drop where we attack 2213 * other_arch: archetype to drop where we attack
2576 */ 2214 */
2577
2578void 2215void
2579move_aura (object *aura) 2216move_aura (object *aura)
2580{ 2217{
2581 int i, mflags;
2582 object *env;
2583 maptile *m;
2584
2585 /* auras belong in inventories */ 2218 /* auras belong in inventories */
2586 env = aura->env; 2219 object *env = aura->env;
2220 object *owner = aura->owner;
2587 2221
2588 /* no matter what we've gotta remove the aura... 2222 /* no matter what we've gotta remove the aura...
2589 * we'll put it back if its time isn't up. 2223 * we'll put it back if its time isn't up.
2590 */ 2224 */
2591 aura->remove (); 2225 aura->remove ();
2592 2226
2593 /* exit if we're out of gas */ 2227 /* exit if we're out of gas */
2594 if (aura->duration-- < 0) 2228 if (aura->duration-- < 0)
2595 { 2229 {
2596 aura->destroy (0); 2230 aura->destroy ();
2597 return; 2231 return;
2598 } 2232 }
2599 2233
2600 /* auras only exist in inventories */ 2234 /* auras only exist in inventories */
2601 if (env == NULL || env->map == NULL) 2235 if (!env || !env->map)
2602 { 2236 {
2603 aura->destroy (0); 2237 aura->destroy ();
2604 return; 2238 return;
2605 } 2239 }
2606 aura->x = env->x;
2607 aura->y = env->y;
2608 2240
2609 /* we need to jump out of the inventory for a bit 2241 /* we need to jump out of the inventory for a bit
2610 * in order to hit the map conveniently. 2242 * in order to hit the map conveniently.
2611 */ 2243 */
2612 insert_ob_in_map (aura, env->map, aura, 0); 2244 aura->insert_at (env, aura);
2613 2245
2614 for (i = 1; i < 9; i++) 2246 for (int i = 1; i < 9; i++)
2615 { 2247 {
2616 sint16 nx, ny; 2248 mapxy pos (env);
2249 pos.move (i);
2617 2250
2618 nx = aura->x + freearr_x[i];
2619 ny = aura->y + freearr_y[i];
2620 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2621
2622 /* Consider the movement tyep of the person with the aura as 2251 /* Consider the movement type of the person with the aura as
2623 * 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
2624 * 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.
2625 */ 2254 */
2626 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)))
2627 { 2256 {
2628 hit_map (aura, i, aura->attacktype, 0); 2257 hit_map (aura, i, aura->attacktype, 0);
2629 2258
2630 if (aura->other_arch) 2259 if (aura->other_arch)
2631 { 2260 pos.insert (aura->other_arch->instance (), aura);
2632 object *new_ob;
2633
2634 new_ob = arch_to_object (aura->other_arch);
2635 new_ob->x = nx;
2636 new_ob->y = ny;
2637 insert_ob_in_map (new_ob, m, aura, 0);
2638 } 2261 }
2639 }
2640 } 2262 }
2263
2641 /* put the aura back in the player's inventory */ 2264 /* put the aura back in the player's inventory */
2642 aura->remove (); 2265 env->insert (aura);
2643 insert_ob_in_ob (aura, env); 2266 aura->set_owner (owner);
2644} 2267}
2645 2268
2646/* moves the peacemaker spell. 2269/* moves the peacemaker spell.
2647 * op is the piece object. 2270 * op is the piece object.
2648 */ 2271 */
2649
2650void 2272void
2651move_peacemaker (object *op) 2273move_peacemaker (object *op)
2652{ 2274{
2653 object *tmp; 2275 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2654
2655 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2656 { 2276 {
2657 int atk_lev, def_lev; 2277 int atk_lev, def_lev;
2658 object *victim = tmp; 2278 object *victim = tmp->head_ ();
2659 2279
2660 if (tmp->head) 2280 if (!victim->flag [FLAG_MONSTER])
2661 victim = tmp->head;
2662 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2663 continue; 2281 continue;
2664 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2282
2283 if (victim->flag [FLAG_UNAGGRESSIVE])
2665 continue; 2284 continue;
2285
2666 if (victim->stats.exp == 0) 2286 if (victim->stats.exp == 0)
2667 continue; 2287 continue;
2668 2288
2669 def_lev = MAX (1, victim->level); 2289 def_lev = max (1, victim->level);
2670 atk_lev = MAX (1, op->level); 2290 atk_lev = max (1, op->level);
2671 2291
2672 if (rndm (0, atk_lev - 1) > def_lev) 2292 if (rndm (0, atk_lev - 1) > def_lev)
2673 { 2293 {
2674 /* make this sucker peaceful. */ 2294 /* make this sucker peaceful. */
2675 2295
2296 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2676 change_exp (get_owner (op), victim->stats.exp, op->skill, 0); 2297 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2677 victim->stats.exp = 0; 2298 victim->stats.exp = 0;
2678#if 0 2299#if 0
2679 /* No idea why these were all set to zero - if something 2300 /* No idea why these were all set to zero - if something
2680 * makes this creature agressive, he should still do damage. 2301 * makes this creature agressive, he should still do damage.
2681 */ 2302 */
2683 victim->stats.sp = 0; 2304 victim->stats.sp = 0;
2684 victim->stats.grace = 0; 2305 victim->stats.grace = 0;
2685 victim->stats.Pow = 0; 2306 victim->stats.Pow = 0;
2686#endif 2307#endif
2687 victim->attack_movement = RANDO2; 2308 victim->attack_movement = RANDO2;
2688 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2309 victim->set_flag (FLAG_UNAGGRESSIVE);
2689 SET_FLAG (victim, FLAG_RUN_AWAY); 2310 victim->set_flag (FLAG_RUN_AWAY);
2690 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2311 victim->set_flag (FLAG_RANDOM_MOVE);
2691 CLEAR_FLAG (victim, FLAG_MONSTER); 2312 victim->clr_flag (FLAG_MONSTER);
2313
2692 if (victim->name) 2314 if (victim->name)
2693 {
2694 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);
2695 } 2316 }
2696 }
2697 } 2317 }
2698} 2318}
2699
2700 2319
2701/* This writes a rune that contains the appropriate message. 2320/* This writes a rune that contains the appropriate message.
2702 * There really isn't any adjustments we make. 2321 * There really isn't any adjustments we make.
2703 */ 2322 */
2704
2705int 2323int
2706write_mark (object *op, object *spell, const char *msg) 2324write_mark (object *op, object *spell, const char *msg)
2707{ 2325{
2708 char rune[HUGE_BUF];
2709 object *tmp;
2710
2711 if (!msg || msg[0] == 0) 2326 if (!msg || msg[0] == 0)
2712 { 2327 {
2713 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2328 op->failmsg ("Write what?");
2714 return 0; 2329 return 0;
2715 } 2330 }
2716 2331
2717 if (strcasestr_local (msg, "endmsg")) 2332 if (!msg_is_safe (msg))
2718 { 2333 {
2719 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.>");
2720 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);
2721 return 0; 2336 return 0;
2722 } 2337 }
2338
2723 if (!spell->other_arch) 2339 if (!spell->other_arch)
2724 return 0; 2340 return 0;
2725 tmp = arch_to_object (spell->other_arch);
2726 2341
2727 snprintf (rune, sizeof (rune), "%s\n", msg); 2342 object *tmp = spell->other_arch->instance ();
2728 2343
2729 tmp->race = op->name; /*Save the owner of the rune */ 2344 tmp->race = op->name; /*Save the owner of the rune */
2730 tmp->msg = rune; 2345 tmp->msg = msg;
2731 tmp->x = op->x; 2346
2732 tmp->y = op->y; 2347 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2733 insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR); 2348
2734 return 1; 2349 return 1;
2735} 2350}
2351

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines