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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.26 by root, Tue Dec 26 08:55:00 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->destroy (); 77 wand->destroy ();
80 tmp = get_archetype ("fireball"); 78 object *tmp = archetype::get (shstr_fireball);
81 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; 79 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
80
82 if (!tmp->stats.dam) 81 if (!tmp->stats.dam)
83 tmp->stats.dam = 1; 82 tmp->stats.dam = 1;
83
84 tmp->stats.hp = tmp->stats.dam / 2; 84 tmp->stats.hp = tmp->stats.dam / 2;
85
85 if (tmp->stats.hp < 2) 86 if (tmp->stats.hp < 2)
86 tmp->stats.hp = 2; 87 tmp->stats.hp = 2;
87 tmp->x = op->x; 88
88 tmp->y = op->y; 89 tmp->insert_at (op);
89 insert_ob_in_map (tmp, op->map, NULL, 0);
90 return 1; 90 return 1;
91 } 91 }
92 92
93 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)); 93 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob));
94
94 if (wand->inv && wand->inv->level) 95 if (wand->inv && wand->inv->level)
95 ncharges /= wand->inv->level; 96 ncharges /= wand->inv->level;
96 else 97 else
97 { 98 {
98 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand)); 99 op->failmsgf ("Your %s is broken.", query_name (wand));
99 return 0; 100 return 0;
100 } 101 }
102
101 if (!ncharges) 103 if (!ncharges)
102 ncharges = 1; 104 ncharges = 1;
103 105
104 wand->stats.food += ncharges; 106 wand->stats.food += ncharges;
105 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand)); 107 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand));
108
106 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE)) 109 if (wand->arch && wand->arch->flag [FLAG_ANIMATE])
107 { 110 {
108 SET_FLAG (wand, FLAG_ANIMATE); 111 wand->set_flag (FLAG_ANIMATE);
109 wand->set_speed (wand->arch->clone.speed); 112 wand->set_speed (wand->arch->speed);
110 } 113 }
111 114
112 return 1; 115 return 1;
113} 116}
114 117
120 * great a plus, the default is used. 123 * great a plus, the default is used.
121 * The # of arrows created also goes up with level, so if a 30th level mage 124 * The # of arrows created also goes up with level, so if a 30th level mage
122 * wants LOTS of arrows, and doesn't care what the plus is he could 125 * wants LOTS of arrows, and doesn't care what the plus is he could
123 * create nonnmagic arrows, or even -1, etc... 126 * create nonnmagic arrows, or even -1, etc...
124 */ 127 */
125
126int 128int
127cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg) 129cast_create_missile (object *op, object *caster, object *spell, int dir, const char *spellparam)
128{ 130{
129 int missile_plus = 0, bonus_plus = 0; 131 int bonus_plus = 0;
130 const char *missile_name; 132 const char *missile_name = "arrow";
131 object *tmp, *missile;
132 133
133 missile_name = "arrow";
134
135 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 134 for (object *tmp = op->inv; tmp; tmp = tmp->below)
136 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) 135 if (tmp->type == BOW && tmp->flag [FLAG_APPLIED])
137 missile_name = tmp->race; 136 missile_name = tmp->race;
138 137
139 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); 138 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
140 139
141 if (archetype::find (missile_name) == NULL) 140 archetype *missile_arch = archetype::find (missile_name);
141
142 if (!missile_arch)
142 { 143 {
143 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name); 144 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name);
144 return 0; 145 return 0;
145 } 146 }
146 147
147 missile = get_archetype (missile_name); 148 object *missile = missile_arch->instance ();
148 149
149 if (stringarg) 150 if (spellparam)
150 { 151 {
151 /* If it starts with a letter, presume it is a description */ 152 /* If it starts with a letter, presume it is a description */
152 if (isalpha (*stringarg)) 153 if (isalpha (*spellparam))
153 { 154 {
154 artifact *al = find_artifactlist (missile->type)->items; 155 artifact *al = find_artifactlist (missile->type)->items;
155 156
156 for (; al != NULL; al = al->next) 157 for (; al; al = al->next)
157 if (!strcasecmp (al->item->name, stringarg)) 158 if (!strcasecmp (al->item->name, spellparam))
158 break; 159 break;
159 160
160 if (!al) 161 if (!al)
161 { 162 {
162 missile->destroy (); 163 missile->destroy ();
163 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, stringarg); 164 op->failmsgf ("No such object %ss of %s", missile_name, spellparam);
164 return 0; 165 return 0;
165 } 166 }
166 167
167 if (al->item->slaying) 168 if (al->item->slaying)
168 { 169 {
169 missile->destroy (); 170 missile->destroy ();
170 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg); 171 op->failmsgf ("You are not allowed to create %ss of %s", missile_name, spellparam);
171 return 0; 172 return 0;
172 } 173 }
173 174
174 give_artifact_abilities (missile, al->item); 175 give_artifact_abilities (missile, al->item);
175 /* These special arrows cost something extra. Don't have them also be magical - 176 /* These special arrows cost something extra. Don't have them also be magical -
176 * otherwise, in most cases, not enough will be created. I don't want to get into 177 * otherwise, in most cases, not enough will be created. I don't want to get into
177 * the parsing of having to do both plus and type. 178 * the parsing of having to do both plus and type.
178 */ 179 */
179 bonus_plus = 1 + (al->item->value / 5); 180 bonus_plus = 1 + (al->item->value / 5);
180 missile_plus = 0; 181 missile_plus = 0;
181 } 182 }
182 else if (atoi (stringarg) < missile_plus) 183 else if (atoi (spellparam) < missile_plus)
183 missile_plus = atoi (stringarg); 184 missile_plus = atoi (spellparam);
184 } 185 }
185 186
186 if (missile_plus > 4) 187 missile_plus = clamp (missile_plus, -4, 4);
187 missile_plus = 4;
188 else if (missile_plus < -4)
189 missile_plus = -4;
190 188
191 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 189 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
192 missile->nrof -= 3 * (missile_plus + bonus_plus); 190 missile->nrof -= 3 * (missile_plus + bonus_plus);
193 191
194 if (missile->nrof < 1) 192 if (missile->nrof < 1)
196 194
197 missile->magic = missile_plus; 195 missile->magic = missile_plus;
198 /* Can't get any money for these objects */ 196 /* Can't get any money for these objects */
199 missile->value = 0; 197 missile->value = 0;
200 198
201 SET_FLAG (missile, FLAG_IDENTIFIED); 199 missile->set_flag (FLAG_IDENTIFIED);
202 200
203 if (!cast_create_obj (op, caster, missile, dir) && op->type == PLAYER && !missile->destroyed ()) 201 cast_create_obj (op, caster, missile, dir);
202
203 if (!dir
204 && op->type == PLAYER
205 && !missile->destroyed ())
204 pick_up (op, missile); 206 pick_up (op, missile);
205 207
206 return 1; 208 return 1;
207} 209}
208 210
209
210/* allows the choice of what sort of food object to make. 211/* allows the choice of what sort of food object to make.
211 * 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*/
212int 213int
213cast_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)
214{ 215{
215 int food_value; 216 int food_value;
216 archetype *at = NULL; 217 archetype *at = NULL;
217 object *new_op; 218 object *new_op;
218 219
219 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);
220 221
221 if (stringarg) 222 if (spellparam)
222 { 223 {
223 at = find_archetype_by_object_type_name (FOOD, stringarg); 224 at = find_archetype_by_object_type_name (FOOD, spellparam);
224 if (at == NULL) 225 if (at == NULL)
225 at = find_archetype_by_object_type_name (DRINK, stringarg); 226 at = find_archetype_by_object_type_name (DRINK, spellparam);
226 if (at == NULL || at->clone.stats.food > food_value) 227 if (at == NULL || at->stats.food > food_value)
227 stringarg = NULL; 228 spellparam = NULL;
228 } 229 }
229 230
230 if (!stringarg) 231 if (!spellparam)
231 { 232 {
232 archetype *at_tmp; 233 archetype *at_tmp;
233 234
234 /* We try to find the archetype with the maximum food value. 235 /* We try to find the archetype with the maximum food value.
235 * This removes the dependancy of hard coded food values in this 236 * This removes the dependancy of hard coded food values in this
237 * We don't use flesh types because the weight values of those need 238 * We don't use flesh types because the weight values of those need
238 * to be altered from the donor. 239 * to be altered from the donor.
239 */ 240 */
240 241
241 /* We assume the food items don't have multiple parts */ 242 /* We assume the food items don't have multiple parts */
242 for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next) 243 for_all_archetypes (at_tmp)
243 { 244 {
244 if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK) 245 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
245 { 246 {
246 /* Basically, if the food value is something that is creatable 247 /* Basically, if the food value is something that is creatable
247 * under the limits of the spell and it is higher than 248 * under the limits of the spell and it is higher than
248 * the item we have now, take it instead. 249 * the item we have now, take it instead.
249 */ 250 */
250 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)))
251 at = at_tmp; 256 at = at_tmp;
252 } 257 }
253 } 258 }
254 } 259 }
260
255 /* 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
256 * know 262 * know
257 */ 263 */
258 if (!at) 264 if (!at)
259 { 265 {
260 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.");
261 return 0; 267 return 0;
262 } 268 }
263 269
264 food_value /= at->clone.stats.food; 270 food_value /= at->stats.food;
265 new_op = arch_to_object (at); 271 new_op = at->instance ();
266 new_op->nrof = food_value; 272 new_op->nrof = food_value;
267 273
268 new_op->value = 0; 274 new_op->value = 0;
269 if (new_op->nrof < 1) 275 if (new_op->nrof < 1)
270 new_op->nrof = 1; 276 new_op->nrof = 1;
278{ 284{
279 int r, mflags, maxrange; 285 int r, mflags, maxrange;
280 object *tmp; 286 object *tmp;
281 maptile *m; 287 maptile *m;
282 288
283
284 if (!dir) 289 if (!dir)
285 { 290 {
286 examine_monster (op, op); 291 examine_monster (op, op);
287 return 1; 292 return 1;
288 } 293 }
294
289 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 295 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
290 for (r = 1; r < maxrange; r++) 296 for (r = 1; r < maxrange; r++)
291 { 297 {
292 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];
293 299
295 mflags = get_map_flags (m, &m, x, y, &x, &y); 301 mflags = get_map_flags (m, &m, x, y, &x, &y);
296 302
297 if (mflags & P_OUT_OF_MAP) 303 if (mflags & P_OUT_OF_MAP)
298 break; 304 break;
299 305
300 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) 306 if (!op->flag [FLAG_WIZCAST] && (mflags & P_NO_MAGIC))
301 { 307 {
302 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 308 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
303 return 0; 309 return 0;
304 } 310 }
311
305 if (mflags & P_IS_ALIVE) 312 if (mflags & P_IS_ALIVE)
306 { 313 {
307 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)
308 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]))
309 { 316 {
310 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 317 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
311 if (tmp->head != NULL) 318 if (tmp->head != NULL)
312 tmp = tmp->head; 319 tmp = tmp->head;
313 examine_monster (op, tmp); 320 examine_monster (op, tmp);
314 return 1; 321 return 1;
315 } 322 }
316 } 323 }
317 } 324 }
325
318 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); 326 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
319 return 1; 327 return 1;
320} 328}
321
322 329
323/* This checks to see if 'pl' is invisible to 'mon'. 330/* This checks to see if 'pl' is invisible to 'mon'.
324 * does race check, undead check, etc 331 * does race check, undead check, etc
325 * Returns TRUE if mon can't see pl, false 332 * Returns TRUE if mon can't see pl, false
326 * otherwise. This doesn't check range, walls, etc. It 333 * otherwise. This doesn't check range, walls, etc. It
328 * pl is invisible. 335 * pl is invisible.
329 */ 336 */
330int 337int
331makes_invisible_to (object *pl, object *mon) 338makes_invisible_to (object *pl, object *mon)
332{ 339{
333
334 if (!pl->invisible) 340 if (!pl->invisible)
335 return 0; 341 return 0;
342
336 if (pl->type == PLAYER) 343 if (pl->type == PLAYER)
337 { 344 {
338 /* If race isn't set, then invisible unless it is undead */ 345 /* If race isn't set, then invisible unless it is undead */
339 if (!pl->contr->invis_race) 346 if (!pl->contr->invis_race)
340 { 347 {
341 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 348 if (mon->flag [FLAG_UNDEAD])
342 return 0; 349 return 0;
350
343 return 1; 351 return 1;
344 } 352 }
353
345 /* invis_race is set if we get here */ 354 /* invis_race is set if we get here */
346 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 355 if (pl->contr->invis_race == shstr_undead && is_true_undead (mon))
347 return 1; 356 return 1;
357
348 /* No race, can't be invisible to it */ 358 /* No race, can't be invisible to it */
349 if (!mon->race) 359 if (!mon->race)
350 return 0; 360 return 0;
361
351 if (strstr (mon->race, pl->contr->invis_race)) 362 if (mon->race.contains (pl->contr->invis_race))
352 return 1; 363 return 1;
364
353 /* Nothing matched above, return 0 */ 365 /* Nothing matched above, return 0 */
354 return 0; 366 return 0;
355 } 367 }
356 else 368 else
357 { 369 {
370 * normal applies. 382 * normal applies.
371 */ 383 */
372int 384int
373cast_invisible (object *op, object *caster, object *spell_ob) 385cast_invisible (object *op, object *caster, object *spell_ob)
374{ 386{
375 object *tmp;
376
377 if (op->invisible > 1000) 387 if (op->invisible > 1000)
378 { 388 {
379 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");
380 return 0; 390 return 0;
381 } 391 }
382 392
383 /* 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
384 * and if statement or two. 394 * and if statement or two.
385 */ 395 */
386 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
387 /* max duration */ 398 /* limit duration */
388 if (op->invisible > 1000) 399 min_it (op->invisible, 1000);
389 op->invisible = 1000;
390 400
391 if (op->type == PLAYER) 401 if (op->type == PLAYER)
392 { 402 {
393 op->contr->invis_race = spell_ob->race; 403 op->contr->invis_race = spell_ob->race;
394 404
395 if (QUERY_FLAG (spell_ob, FLAG_MAKE_INVIS)) 405 if (spell_ob->flag [FLAG_MAKE_INVIS])
396 op->contr->tmp_invis = 0; 406 op->contr->tmp_invis = 0;
397 else 407 else
398 op->contr->tmp_invis = 1; 408 op->contr->tmp_invis = 1;
399 409
400 op->contr->hidden = 0; 410 op->contr->hidden = 0;
401 } 411 }
412
402 if (makes_invisible_to (op, op)) 413 if (makes_invisible_to (op, op))
403 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!");
404 else 415 else
405 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!"); 416 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
406 417
407 update_object (op, UP_OBJ_FACE); 418 update_object (op, UP_OBJ_CHANGE);
408 419
409 /* Only search the active objects - only these should actually do 420 /* Only search the active objects - only these should actually do
410 * harm to the player. 421 * harm to the player.
411 */ 422 */
412 for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) 423 for_all_actives (tmp)
413 if (tmp->enemy == op) 424 if (tmp->enemy == op)
414 tmp->enemy = NULL; 425 tmp->enemy = 0;
426
415 return 1; 427 return 1;
416} 428}
417 429
418/* earth to dust spell. Basically destroys earthwalls in the area. 430/* earth to dust spell. Basically destroys earthwalls in the area.
419 */ 431 */
420int 432int
421cast_earth_to_dust (object *op, object *caster, object *spell_ob) 433cast_earth_to_dust (object *op, object *caster, object *spell_ob)
422{ 434{
423 object *tmp, *next;
424 int range, i, j, mflags; 435 int range, i, j, mflags;
425 sint16 sx, sy; 436 sint16 sx, sy;
426 maptile *m; 437 maptile *m;
427
428 if (op->type != PLAYER)
429 return 0;
430 438
431 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 439 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
432 440
433 for (i = -range; i <= range; i++) 441 for (i = -range; i <= range; i++)
434 for (j = -range; j <= range; j++) 442 for (j = -range; j <= range; j++)
439 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 447 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
440 448
441 if (mflags & P_OUT_OF_MAP) 449 if (mflags & P_OUT_OF_MAP)
442 continue; 450 continue;
443 451
444 // earth to dust tears down everything that can be teared down 452 // earth to dust tears down everything that can be torn down
445 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)
446 { 454 {
447 next = tmp->above; 455 next = tmp->above;
448 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 456
457 if (tmp->flag [FLAG_TEAR_DOWN])
449 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 458 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
450 } 459 }
451 } 460 }
461
452 return 1; 462 return 1;
453} 463}
454
455 464
456void 465void
457execute_word_of_recall (object *op) 466execute_word_of_recall (object *op)
458{ 467{
459 object *wor = op; 468 if (object *pl = op->in_player ())
460 469 if (pl->ms ().flags () & P_NO_CLERIC && !pl->flag [FLAG_WIZCAST])
461 while (op != NULL && op->type != PLAYER)
462 op = op->env;
463
464 if (op != NULL && op->map)
465 if ((get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_CLERIC) && (!QUERY_FLAG (op, FLAG_WIZCAST)))
466 new_draw_info (NDI_UNIQUE, 0, op, "You feel something fizzle inside you."); 470 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
467 else 471 else
468 enter_exit (op, wor); 472 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
469 473
470 wor->destroy (); 474 op->destroy ();
471} 475}
472 476
473/* Word of recall causes the player to return 'home'. 477/* Word of recall causes the player to return 'home'.
474 * 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
475 * time delay effect. 479 * time delay effect.
476 */ 480 */
477int 481int
478cast_word_of_recall (object *op, object *caster, object *spell_ob) 482cast_word_of_recall (object *op, object *caster, object *spell_ob)
479{ 483{
480 object *dummy; 484 if (!op->is_player ())
481 int time;
482
483 if (op->type != PLAYER)
484 return 0; 485 return 0;
485 486
486 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))
487 { 488 {
488 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.");
489 return 1; 490 return 1;
490 } 491 }
491 492
492 dummy = get_archetype (FORCE_NAME); 493 object *dummy = archetype::get (FORCE_NAME);
493 if (dummy == NULL) 494
494 {
495 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
496 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
497 return 0;
498 }
499 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob); 495 int time = max (1, spell_ob->duration - SP_level_duration_adjust (caster, spell_ob));
500 if (time < 1)
501 time = 1;
502 496
503 /* 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
504 * 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
505 * do anything really odd if it say a -1000 or something. 499 * do anything really odd if it say a -1000 or something.
506 */ 500 */
507 dummy->set_speed (0.002); 501 dummy->set_speed (0.002);
508 dummy->speed_left = -dummy->speed * time; 502 dummy->speed_left = -dummy->speed * time;
509 dummy->type = SPELL_EFFECT; 503 dummy->type = SPELL_EFFECT;
510 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;
511 508
512 /* If we could take advantage of enter_player_savebed() here, it would be 509 op->insert (dummy);
513 * nice, but until the map load fails, we can't.
514 */
515 EXIT_PATH (dummy) = op->contr->savebed_map;
516 EXIT_X (dummy) = op->contr->bed_x;
517 EXIT_Y (dummy) = op->contr->bed_y;
518 510
519 (void) insert_ob_in_ob (dummy, op);
520 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
521 return 1; 513 return 1;
522} 514}
523 515
524/* cast_wonder 516/* cast_wonder
525 * wonder is really just a spell that will likely cast another 517 * wonder is really just a spell that will likely cast another
558} 550}
559 551
560int 552int
561perceive_self (object *op) 553perceive_self (object *op)
562{ 554{
563 char *cp = describe_item (op, op), buf[MAX_BUF]; 555 const char *cp = describe_item (op, op);
564 archetype *at = archetype::find (ARCH_DEPLETION); 556 archetype *at = archetype::find (shstr_depletion);
565 object *tmp;
566 int i;
567 557
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
568 tmp = find_god (determine_god (op)); 566 if (object *god = find_god (determine_god (op)))
569 if (tmp) 567 buf << " - You worship " << &god->name << ".\n";
570 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
571 else 568 else
572 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); 569 buf << " - You worship no god.\n";
573 570
574 tmp = present_arch_in_ob (at, op); 571 object *tmp = present_arch_in_ob (at, op);
575 572
576 if (*cp == '\0' && tmp == NULL) 573 if (*cp == '\0' && !tmp)
577 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 574 buf << " - You feel very mundane. ";
578 else 575 else
579 { 576 {
580 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 577 buf << " - You have: " << cp << ".\n";
581 new_draw_info (NDI_UNIQUE, 0, op, cp); 578
582 if (tmp != NULL) 579 if (tmp)
583 {
584 for (i = 0; i < NUM_STATS; i++) 580 for (int i = 0; i < NUM_STATS; i++)
585 { 581 if (tmp->stats.stat (i) < 0)
586 if (get_attr_value (&tmp->stats, i) < 0) 582 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
587 {
588 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i)));
589 }
590 }
591 }
592 } 583 }
593 584
594 if (is_dragon_pl (op)) 585 if (op->is_dragon ())
595 {
596 /* now grab the 'dragon_ability'-force from the player's inventory */ 586 /* now grab the 'dragon_ability'-force from the player's inventory */
597 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 587 for (tmp = op->inv; tmp; tmp = tmp->below)
598 { 588 {
599 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 589 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
600 { 590 {
601 if (tmp->stats.exp == 0) 591 if (tmp->stats.exp == 0)
602 {
603 sprintf (buf, "Your metabolism isn't focused on anything."); 592 buf << " - Your metabolism isn't focused on anything.\n";
604 }
605 else 593 else
606 {
607 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";
608 } 595
609 new_draw_info (NDI_UNIQUE, 0, op, buf);
610 break; 596 break;
611 } 597 }
612 } 598 }
613 }
614 return 1;
615}
616 599
617/* int cast_create_town_portal (object *op, object *caster, int dir) 600 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
618 *
619 * This function cast the spell of town portal for op
620 *
621 * The spell operates in two passes. During the first one a place
622 * is marked as a destination for the portal. During the second one,
623 * 2 portals are created, one in the position the player cast it and
624 * one in the destination place. The portal are synchronized and 2 forces
625 * are inserted in the player to destruct the portal next time player
626 * creates a new portal pair.
627 * This spell has a side effect that it allows people to meet each other
628 * in a permanent, private, appartements by making a town portal from it
629 * to the town or another public place. So, check if the map is unique and if
630 * so return an error
631 *
632 * Code by Tchize (david.delbecq@usa.net)
633 */
634int
635cast_create_town_portal (object *op, object *caster, object *spell, int dir)
636{
637 object *dummy, *force, *old_force, *tmp;
638 archetype *perm_portal;
639 char portal_name[1024], portal_message[1024];
640 sint16 exitx, exity;
641 maptile *exitmap;
642 int op_level;
643
644 /* Check to see if the map the player is currently on is a per player unique
645 * map. This can be determined in that per player unique maps have the
646 * full pathname listed.
647 */
648 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
649 {
650 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
651 return 0;
652 }
653
654 /* The first thing to do is to check if we have a marked destination
655 * dummy is used to make a check inventory for the force
656 */
657 dummy = arch_to_object (spell->other_arch);
658 if (dummy == NULL)
659 {
660 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
661 LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name);
662 return 0;
663 }
664
665 force = check_inv_recursive (op, dummy);
666
667 if (force == NULL)
668 {
669 /* Here we know there is no destination marked up.
670 * We have 2 things to do:
671 * 1. Mark the destination in the player inventory.
672 * 2. Let the player know it worked.
673 */
674 dummy->name = op->map->path;
675 EXIT_X (dummy) = op->x;
676 EXIT_Y (dummy) = op->y;
677 insert_ob_in_ob (dummy, op);
678 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.");
679 return 1;
680 }
681
682 dummy->destroy ();
683
684 /* Here we know where the town portal should go to
685 * We should kill any existing portal associated with the player.
686 * Than we should create the 2 portals.
687 * For each of them, we need:
688 * - To create the portal with the name of the player+destination map
689 * - set the owner of the town portal
690 * - To mark the position of the portal in the player's inventory
691 * for easier destruction.
692 *
693 * The mark works has follow:
694 * slaying: Existing town portal
695 * hp, sp : x & y of the associated portal
696 * name : name of the portal
697 * race : map the portal is in
698 */
699
700 /* First step: killing existing town portals */
701 dummy = get_archetype (spell->race);
702 if (dummy == NULL)
703 {
704 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
705 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
706 return 0;
707 }
708
709 perm_portal = archetype::find (spell->slaying);
710
711 /* To kill a town portal, we go trough the player's inventory,
712 * for each marked portal in player's inventory,
713 * -We try load the associated map (if impossible, consider the portal destructed)
714 * -We find any portal in the specified location.
715 * If it has the good name, we destruct it.
716 * -We destruct the force indicating that portal.
717 */
718 while ((old_force = check_inv_recursive (op, dummy)))
719 {
720 exitx = EXIT_X (old_force);
721 exity = EXIT_Y (old_force);
722 LOG (llevDebug, "Trying to kill a portal in %s (%d,%d)\n", &old_force->race, exitx, exity);
723
724 if (!strncmp (old_force->race, settings.localdir, strlen (settings.localdir)))
725 exitmap = ready_map_name (old_force->race, MAP_PLAYER_UNIQUE);
726 else
727 exitmap = ready_map_name (old_force->race, 0);
728
729 if (exitmap)
730 {
731 tmp = present_arch (perm_portal, exitmap, exitx, exity);
732 while (tmp)
733 {
734 if (tmp->name == old_force->name)
735 {
736 tmp->destroy ();
737 break;
738 }
739
740 tmp = tmp->above;
741 }
742 }
743
744 old_force->destroy ();
745 LOG (llevDebug, "\n");
746 }
747
748 dummy->destroy ();
749
750 /* Creating the portals.
751 * The very first thing to do is to ensure
752 * access to the destination map.
753 * If we can't, don't fizzle. Simply warn player.
754 * This ensure player pays his mana for the spell
755 * because HE is responsible of forgotting.
756 * 'force' is the destination of the town portal, which we got
757 * from the players inventory above.
758 */
759
760 /* Ensure exit map is loaded */
761 if (!strncmp (force->name, settings.localdir, strlen (settings.localdir)))
762 exitmap = ready_map_name (force->name, MAP_PLAYER_UNIQUE);
763 else
764 exitmap = ready_map_name (force->name, 0);
765
766 /* If we were unable to load (ex. random map deleted), warn player */
767 if (exitmap == NULL)
768 {
769 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
770 force->destroy ();
771 return 1;
772 }
773
774 op_level = caster_level (caster, spell);
775 if (op_level < 15)
776 snprintf (portal_message, 1024,
777 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
778 &op->name);
779 else if (op_level < 30)
780 snprintf (portal_message, 1024,
781 "\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);
782 else if (op_level < 60)
783 snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
784 else
785 snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",
786 &op->name);
787
788 /* Create a portal in front of player
789 * dummy contain the portal and
790 * force contain the track to kill it later
791 */
792
793 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
794 dummy = get_archetype (spell->slaying); /*The portal */
795 if (dummy == NULL)
796 {
797 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
798 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
799 return 0;
800 }
801
802 EXIT_PATH (dummy) = force->name;
803 EXIT_X (dummy) = EXIT_X (force);
804 EXIT_Y (dummy) = EXIT_Y (force);
805 dummy->name = dummy->name_pl = portal_name;
806 dummy->msg = portal_message;
807 dummy->race = op->name; /*Save the owner of the portal */
808 cast_create_obj (op, caster, dummy, 0);
809
810 /* Now we need to to create a town portal marker inside the player
811 * object, so on future castings, we can know that he has an active
812 * town portal.
813 */
814 tmp = get_archetype (spell->race);
815 if (tmp == NULL)
816 {
817 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
818 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
819 return 0;
820 }
821
822 tmp->race = op->map->path;
823 tmp->name = portal_name;
824 EXIT_X (tmp) = dummy->x;
825 EXIT_Y (tmp) = dummy->y;
826 insert_ob_in_ob (tmp, op);
827
828 /* Create a portal in the destination map
829 * dummy contain the portal and
830 * force the track to kill it later
831 * the 'force' variable still contains the 'reminder' of
832 * where this portal goes to.
833 */
834 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, op->map->path);
835 dummy = get_archetype (spell->slaying); /*The portal */
836 if (dummy == NULL)
837 {
838 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
839 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
840 return 0;
841 }
842
843 EXIT_PATH (dummy) = op->map->path;
844 EXIT_X (dummy) = op->x;
845 EXIT_Y (dummy) = op->y;
846 dummy->name = dummy->name_pl = portal_name;
847 dummy->msg = portal_message;
848 dummy->x = EXIT_X (force);
849 dummy->y = EXIT_Y (force);
850 dummy->race = op->name; /*Save the owner of the portal */
851 insert_ob_in_map (dummy, exitmap, op, 0);
852
853 /* Now we create another town portal marker that
854 * points back to the one we just made
855 */
856 tmp = get_archetype (spell->race);
857 if (tmp == NULL)
858 {
859 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
860 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
861 return 0;
862 }
863
864 tmp->race = force->name;
865 tmp->name = portal_name;
866 EXIT_X (tmp) = dummy->x;
867 EXIT_Y (tmp) = dummy->y;
868 insert_ob_in_ob (tmp, op);
869
870 /* Describe the player what happened
871 */
872 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
873 force->destroy ();
874 601
875 return 1; 602 return 1;
876} 603}
877 604
878/* This creates magic walls. Really, it can create most any object, 605/* This creates magic walls. Really, it can create most any object,
879 * within some reason. 606 * within some reason.
880 */ 607 */
881int 608int
882magic_wall (object *op, object *caster, int dir, object *spell_ob) 609magic_wall (object *op, object *caster, int dir, object *spell_ob)
883{ 610{
884 object *tmp, *tmp2; 611 object *tmp;
885 int i, posblocked, negblocked, maxrange; 612 int i, posblocked, negblocked, maxrange;
886 sint16 x, y; 613 sint16 x, y;
887 maptile *m; 614 maptile *m;
888 const char *name; 615 const char *name;
889 archetype *at; 616 archetype *at;
904 631
905 if ((spell_ob->move_block || x != op->x || y != op->y) && 632 if ((spell_ob->move_block || x != op->x || y != op->y) &&
906 (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) ||
907 ((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)))
908 { 635 {
909 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 636 op->failmsg ("Something is in the way.");
910 return 0; 637 return 0;
911 } 638 }
912 639
913 if (spell_ob->other_arch) 640 if (spell_ob->other_arch)
914 tmp = arch_to_object (spell_ob->other_arch); 641 tmp = spell_ob->other_arch->instance ();
915 else if (spell_ob->race) 642 else if (spell_ob->race)
916 { 643 {
917 char buf1[MAX_BUF]; 644 char buf1[MAX_BUF];
918 645
919 sprintf (buf1, spell_ob->race, dir); 646 sprintf (buf1, spell_ob->race, dir);
922 { 649 {
923 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 650 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
924 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 651 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
925 return 0; 652 return 0;
926 } 653 }
927 tmp = arch_to_object (at); 654
655 tmp = at->instance ();
928 } 656 }
929 else 657 else
930 { 658 {
931 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);
932 return 0; 660 return 0;
937 tmp->attacktype = spell_ob->attacktype; 665 tmp->attacktype = spell_ob->attacktype;
938 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);
939 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);
940 tmp->range = 0; 668 tmp->range = 0;
941 } 669 }
942 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 670 else if (tmp->flag [FLAG_ALIVE])
943 { 671 {
944 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);
945 tmp->stats.maxhp = tmp->stats.hp; 673 tmp->stats.maxhp = tmp->stats.hp;
946 } 674 }
947 675
948 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP)) 676 if (spell_ob->flag [FLAG_IS_USED_UP] || tmp->flag [FLAG_IS_USED_UP])
949 { 677 {
950 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);
951 SET_FLAG (tmp, FLAG_IS_USED_UP); 679 tmp->set_flag (FLAG_IS_USED_UP);
952 } 680 }
953 681
954 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 682 if (spell_ob->flag [FLAG_TEAR_DOWN])
955 { 683 {
956 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);
957 tmp->stats.maxhp = tmp->stats.hp; 685 tmp->stats.maxhp = tmp->stats.hp;
958 SET_FLAG (tmp, FLAG_TEAR_DOWN); 686 tmp->set_flag (FLAG_TEAR_DOWN);
959 SET_FLAG (tmp, FLAG_ALIVE); 687 tmp->set_flag (FLAG_ALIVE);
960 } 688 }
961 689
962 /* 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,
963 * these fields just won't be used. Do not set the owner for 691 * these fields just won't be used. Do not set the owner for
964 * earthwalls, though, so they survive restarts. 692 * earthwalls, though, so they survive restarts.
965 */ 693 */
966 if (tmp->type != EARTHWALL) //TODO 694 if (tmp->type != EARTHWALL) //TODO
967 tmp->set_owner (op); 695 tmp->set_owner (op);
968 696
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 }
980 706
981 /* If this is a spellcasting wall, need to insert the spell object */ 707 /* If this is a spellcasting wall, need to insert the spell object */
982 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 708 if (tmp->other_arch && tmp->other_arch->type == SPELL)
983 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 709 insert_ob_in_ob (tmp->other_arch->instance (), tmp);
984 710
985 /* This code causes the wall to extend some distance in 711 /* This code causes the wall to extend some distance in
986 * each direction, or until an obstruction is encountered. 712 * each direction, or until an obstruction is encountered.
987 * posblocked and negblocked help determine how far the 713 * posblocked and negblocked help determine how far the
988 * created wall can extend, it won't go extend through 714 * created wall can extend, it won't go extend through
1003 m = tmp->map; 729 m = tmp->map;
1004 730
1005 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && 731 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
1006 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked) 732 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked)
1007 { 733 {
1008 tmp2 = tmp->clone (); 734 object *tmp2 = tmp->clone ();
1009 tmp2->x = x; 735 m->insert (tmp2, x, y, op);
1010 tmp2->y = y; 736
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 = tmp->clone (); 752 object *tmp2 = tmp->clone ();
1028 tmp2->x = x; 753 m->insert (tmp2, x, y, op);
1029 tmp2->y = y; 754
1030 insert_ob_in_map (tmp2, m, op, 0);
1031 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 755 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1032 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 756 tmp2->insert (tmp2->other_arch->instance ());
1033 } 757 }
1034 else 758 else
1035 negblocked = 1; 759 negblocked = 1;
1036 } 760 }
1037 761
1038 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) 762 if (tmp->flag [FLAG_BLOCKSVIEW])
1039 update_all_los (op->map, op->x, op->y); 763 update_all_los (op->map, op->x, op->y);
1040 764
1041 return 1; 765 return 1;
1042} 766}
1043 767
1044int 768int
1045dimension_door (object *op, object *caster, object *spob, int dir) 769dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
1046{ 770{
1047 uint32 dist, maxdist; 771 uint32 dist, maxdist;
1048 int mflags; 772 int mflags;
1049 maptile *m; 773 maptile *m;
1050 sint16 sx, sy; 774 sint16 sx, sy;
1052 if (op->type != PLAYER) 776 if (op->type != PLAYER)
1053 return 0; 777 return 0;
1054 778
1055 if (!dir) 779 if (!dir)
1056 { 780 {
1057 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?"); 781 op->failmsg ("In what direction?");
1058 return 0; 782 return 0;
1059 } 783 }
1060 784
1061 /* 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
1062 * ever, so put limits in. 786 * ever, so put limits in.
1063 */ 787 */
1064 maxdist = spob->range + SP_level_range_adjust (caster, spob); 788 maxdist = spob->range + SP_level_range_adjust (caster, spob);
1065 789
1066 if (op->contr->count) 790 if (spellparam)
1067 { 791 {
792 int count = atoi (spellparam);
793
1068 if (op->contr->count > maxdist) 794 if (count > maxdist)
1069 { 795 {
1070 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!"); 796 op->failmsg ("You can't dimension door that far!");
1071 return 0; 797 return 0;
1072 } 798 }
1073 799
1074 for (dist = 0; dist < op->contr->count; dist++) 800 for (dist = 0; dist < count; dist++)
1075 { 801 {
1076 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);
1077 803
1078 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 804 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
1079 break; 805 break;
1080 806
1081 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)))
1082 break; 808 break;
1083 } 809 }
1084 810
1085 if (dist < op->contr->count) 811 if (dist < count)
1086 { 812 {
1087 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");
1088 op->contr->count = 0;
1089 return 0; 814 return 0;
1090 } 815 }
1091 op->contr->count = 0;
1092 816
1093 /* Remove code that puts player on random space on maps. IMO, 817 /* Remove code that puts player on random space on maps. IMO,
1094 * 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,
1095 * 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
1096 * by such squares). Also, there are probably treasure rooms and 820 * by such squares). Also, there are probably treasure rooms and
1138 break; 862 break;
1139 863
1140 } 864 }
1141 if (!dist) 865 if (!dist)
1142 { 866 {
1143 new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n"); 867 op->failmsg ("Your spell failed!\n");
1144 return 0; 868 return 0;
1145 } 869 }
1146 } 870 }
1147 871
1148 /* Actually move the player now */ 872 /* Actually move the player now */
1149 op->remove (); 873 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op)))
1150 op->x += freearr_x[dir] * dist;
1151 op->y += freearr_y[dir] * dist;
1152 if ((op = insert_ob_in_map (op, op->map, op, 0)) == NULL)
1153 return 1; 874 return 1;
1154 875
1155 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
1156 return 1; 878 return 1;
1157} 879}
1158
1159 880
1160/* cast_heal: Heals something. 881/* cast_heal: Heals something.
1161 * op is the caster. 882 * op is the caster.
1162 * dir is the direction he is casting it in. 883 * dir is the direction he is casting it in.
1163 * spell is the spell object. 884 * spell is the spell object.
1170 object *poison; 891 object *poison;
1171 int heal = 0, success = 0; 892 int heal = 0, success = 0;
1172 893
1173 tmp = find_target_for_friendly_spell (op, dir); 894 tmp = find_target_for_friendly_spell (op, dir);
1174 895
1175 if (tmp == NULL) 896 if (!tmp)
1176 return 0; 897 return 0;
1177 898
1178 /* Figure out how many hp this spell might cure. 899 /* Figure out how many hp this spell might cure.
1179 * could be zero if this spell heals effects, not damage. 900 * could be zero if this spell heals effects, not damage.
1180 */ 901 */
1183 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;
1184 905
1185 if (heal) 906 if (heal)
1186 { 907 {
1187 if (tmp->stats.hp >= tmp->stats.maxhp) 908 if (tmp->stats.hp >= tmp->stats.maxhp)
1188 {
1189 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.");
1190 }
1191 else 910 else
1192 { 911 {
1193 /* See how many points we actually heal. Instead of messages 912 /* See how many points we actually heal. Instead of messages
1194 * based on type of spell, we instead do messages based 913 * based on type of spell, we instead do messages based
1195 * on amount of damage healed. 914 * on amount of damage healed.
1196 */ 915 */
1197 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 916 if (heal > tmp->stats.maxhp - tmp->stats.hp)
1198 heal = tmp->stats.maxhp - tmp->stats.hp; 917 heal = tmp->stats.maxhp - tmp->stats.hp;
918
1199 tmp->stats.hp += heal; 919 tmp->stats.hp += heal;
1200 920
1201 if (tmp->stats.hp >= tmp->stats.maxhp) 921 if (tmp->stats.hp >= tmp->stats.maxhp)
1202 {
1203 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 922 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1204 }
1205 else if (heal > 50) 923 else if (heal > 50)
1206 {
1207 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); 924 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1208 }
1209 else if (heal > 25) 925 else if (heal > 25)
1210 {
1211 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); 926 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1212 }
1213 else if (heal > 10) 927 else if (heal > 10)
1214 {
1215 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.");
1216 }
1217 else 929 else
1218 {
1219 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.");
1220 } 931
1221 success = 1; 932 success = 1;
1222 } 933 }
1223 } 934 }
935
1224 if (spell->attacktype & AT_DISEASE) 936 if (spell->attacktype & AT_DISEASE)
1225 if (cure_disease (tmp, op)) 937 if (cure_disease (tmp, op, spell))
1226 success = 1; 938 success = 1;
1227 939
1228 if (spell->attacktype & AT_POISON) 940 if (spell->attacktype & AT_POISON)
1229 { 941 {
1230 at = archetype::find ("poisoning"); 942 at = archetype::find (shstr_poisoning);
1231 poison = present_arch_in_ob (at, tmp); 943 poison = present_arch_in_ob (at, tmp);
1232 if (poison) 944 if (poison)
1233 { 945 {
1234 success = 1; 946 success = 1;
1235 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 947 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1236 poison->stats.food = 1; 948 poison->stats.food = 1;
1237 } 949 }
1238 } 950 }
951
1239 if (spell->attacktype & AT_CONFUSION) 952 if (spell->attacktype & AT_CONFUSION)
1240 { 953 {
1241 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 954 poison = present_in_ob_by_name (FORCE, shstr_confusion, tmp);
1242 if (poison) 955 if (poison)
1243 { 956 {
1244 success = 1; 957 success = 1;
1245 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 958 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1246 poison->duration = 1; 959 poison->duration = 1;
1247 } 960 }
1248 } 961 }
962
1249 if (spell->attacktype & AT_BLIND) 963 if (spell->attacktype & AT_BLIND)
1250 { 964 {
1251 at = archetype::find ("blindness"); 965 at = archetype::find (shstr_blindness);
1252 poison = present_arch_in_ob (at, tmp); 966 poison = present_arch_in_ob (at, tmp);
1253 if (poison) 967 if (poison)
1254 { 968 {
1255 success = 1; 969 success = 1;
1256 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.");
1257 poison->stats.food = 1; 971 poison->stats.food = 1;
1258 } 972 }
1259 } 973 }
974
1260 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) 975 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1261 { 976 {
1262 tmp->stats.sp += spell->last_sp; 977 tmp->stats.sp += spell->last_sp;
1263 if (tmp->stats.sp > tmp->stats.maxsp) 978 if (tmp->stats.sp > tmp->stats.maxsp)
1264 tmp->stats.sp = tmp->stats.maxsp; 979 tmp->stats.sp = tmp->stats.maxsp;
1265 success = 1; 980 success = 1;
1266 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!");
1267 } 982 }
983
1268 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) 984 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1269 { 985 {
1270 tmp->stats.grace += spell->last_grace; 986 tmp->stats.grace += spell->last_grace;
1271 if (tmp->stats.grace > tmp->stats.maxgrace) 987 if (tmp->stats.grace > tmp->stats.maxgrace)
1272 tmp->stats.grace = tmp->stats.maxgrace; 988 tmp->stats.grace = tmp->stats.maxgrace;
1273 success = 1; 989 success = 1;
1274 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!");
1275 } 991 }
992
1276 if (spell->stats.food && tmp->stats.food < 999) 993 if (spell->stats.food && tmp->stats.food < MAX_FOOD)
1277 { 994 {
1278 tmp->stats.food += spell->stats.food; 995 tmp->stats.food += spell->stats.food;
1279 if (tmp->stats.food > 999) 996 min_it (tmp->stats.food, MAX_FOOD);
1280 tmp->stats.food = 999; 997
1281 success = 1; 998 success = 1;
1282 /* 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 */
1283 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");
1284 } 1001 }
1002
1285 return success; 1003 return success;
1286} 1004}
1287
1288 1005
1289/* 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
1290 * 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
1291 * good comments for those. 1008 * good comments for those.
1292 */ 1009 */
1293static const char *const no_gain_msgs[NUM_STATS] = { 1010static const char *const no_gain_msgs[NUM_STATS] = {
1294 "You grow no stronger.", 1011 "You grow no stronger.",
1295 "You grow no more agile.", 1012 "You grow no more agile.",
1296 "You don't feel any healthier.", 1013 "You don't feel any healthier.",
1297 "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."
1298 "You are no easier to look at.", 1017 "You are no easier to look at.",
1299 "no int",
1300 "no pow"
1301}; 1018};
1302 1019
1303int 1020int
1021change_ability_duration (object *spell, object *caster)
1022{
1023 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1024}
1025
1026int
1304cast_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)
1305{ 1028{
1306 object *tmp, *tmp2 = NULL;
1307 object *force = NULL; 1029 object *force = 0;
1308 int i; 1030 int i;
1309 1031
1310 /* 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. */
1311 if (dir != 0) 1033 object *tmp = dir
1312 {
1313 tmp = find_target_for_friendly_spell (op, dir); 1034 ? find_target_for_friendly_spell (op, dir)
1314 } 1035 : op;
1315 else
1316 {
1317 tmp = op;
1318 }
1319 1036
1320 if (tmp == NULL) 1037 if (!tmp)
1321 return 0; 1038 return 0;
1322 1039
1323 /* 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. */
1324 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1041 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1325 { 1042 {
1326 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1043 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1327 { 1044 {
1328 if (tmp2->name == spell_ob->name) 1045 if (tmp2->name == spell_ob->name)
1329 { 1046 {
1331 break; 1048 break;
1332 } 1049 }
1333 else if (spell_ob->race && spell_ob->race == tmp2->name) 1050 else if (spell_ob->race && spell_ob->race == tmp2->name)
1334 { 1051 {
1335 if (!silent) 1052 if (!silent)
1336 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
1337 return 0; 1056 return 0;
1338 } 1057 }
1339 } 1058 }
1340 } 1059 }
1060
1061 int duration = change_ability_duration (spell_ob, caster);
1062
1341 if (force == NULL) 1063 if (force)
1342 {
1343 force = get_archetype (FORCE_NAME);
1344 force->subtype = FORCE_CHANGE_ABILITY;
1345 if (spell_ob->race)
1346 force->name = spell_ob->race;
1347 else
1348 force->name = spell_ob->name;
1349 force->name_pl = spell_ob->name;
1350 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1351
1352 } 1064 {
1353 else
1354 {
1355 int duration;
1356
1357 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1358 if (duration > force->duration) 1065 if (duration > force->duration)
1359 { 1066 {
1360 force->duration = duration; 1067 force->duration = duration;
1361 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.");
1362 } 1069 }
1363 else 1070 else
1364 {
1365 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.");
1366 } 1072
1367 return 1; 1073 return 1;
1368 } 1074 }
1369 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
1370 force->speed = 1.0; 1091 force->speed = 1.0;
1371 force->speed_left = -1.0; 1092 force->speed_left = -1.0;
1372 SET_FLAG (force, FLAG_APPLIED); 1093 force->set_flag (FLAG_APPLIED);
1373 1094
1374 /* Now start processing the effects. First, protections */ 1095 /* Now start processing the effects. First, protections */
1375 for (i = 0; i < NROFATTACKS; i++) 1096 for (i = 0; i < NROFATTACKS; i++)
1376 {
1377 if (spell_ob->resist[i]) 1097 if (spell_ob->resist[i])
1378 {
1379 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));
1380 if (force->resist[i] > 100) 1099
1381 force->resist[i] = 100;
1382 }
1383 }
1384 if (spell_ob->stats.hp) 1100 if (spell_ob->stats.hp)
1385 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);
1386 1102
1387 if (tmp->type == PLAYER) 1103 if (tmp->type == PLAYER)
1388 { 1104 {
1389 /* Stat adjustment spells */ 1105 /* Stat adjustment spells */
1390 for (i = 0; i < NUM_STATS; i++) 1106 for (i = 0; i < NUM_STATS; i++)
1391 { 1107 {
1392 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; 1108 if (sint8 stat = spell_ob->stats.stat (i))
1393
1394 if (stat)
1395 { 1109 {
1396 sm = 0; 1110 sint8 sm = 0;
1397 for (k = 0; k < stat; k++) 1111 for (sint8 k = 0; k < stat; k++)
1398 sm += rndm (1, 3); 1112 sm += rndm (1, 3);
1399 1113
1400 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) 1114 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1401 { 1115 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1402 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); 1116
1403 if (sm < 0) 1117 force->stats.stat (i) = sm;
1404 sm = 0; 1118
1405 }
1406 set_attr_value (&force->stats, i, sm);
1407 if (!sm) 1119 if (!sm)
1408 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); 1120 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1409 } 1121 }
1410 } 1122 }
1411 } 1123 }
1412 1124
1413 force->move_type = spell_ob->move_type; 1125 force->move_type = spell_ob->move_type;
1414 1126
1415 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK)) 1127 if (spell_ob->flag [FLAG_SEE_IN_DARK])
1416 SET_FLAG (force, FLAG_SEE_IN_DARK); 1128 force->set_flag (FLAG_SEE_IN_DARK);
1417 1129
1418 if (QUERY_FLAG (spell_ob, FLAG_XRAYS)) 1130 if (spell_ob->flag [FLAG_XRAYS])
1419 SET_FLAG (force, FLAG_XRAYS); 1131 force->set_flag (FLAG_XRAYS);
1420 1132
1421 /* Haste/bonus speed */ 1133 /* Haste/bonus speed */
1422 if (spell_ob->stats.exp) 1134 if (spell_ob->stats.exp)
1423 { 1135 {
1424 if (op->speed > 0.5f) 1136 if (op->speed > 0.5f)
1432 force->attacktype = spell_ob->attacktype; 1144 force->attacktype = spell_ob->attacktype;
1433 1145
1434 insert_ob_in_ob (force, tmp); 1146 insert_ob_in_ob (force, tmp);
1435 change_abil (tmp, force); /* Mostly to display any messages */ 1147 change_abil (tmp, force); /* Mostly to display any messages */
1436 tmp->update_stats (); 1148 tmp->update_stats ();
1149
1437 return 1; 1150 return 1;
1438} 1151}
1439 1152
1440/* 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
1441 * 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
1442 * of the caster. 1155 * of the caster.
1443 */ 1156 */
1444
1445int 1157int
1446cast_bless (object *op, object *caster, object *spell_ob, int dir) 1158cast_bless (object *op, object *caster, object *spell_ob, int dir)
1447{ 1159{
1448 int i; 1160 int i;
1449 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1161 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1450 1162
1451 /* 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. */
1452 if (dir != 0) 1164 if (dir != 0)
1453 { 1165 {
1454 tmp = find_target_for_friendly_spell (op, dir); 1166 tmp = find_target_for_friendly_spell (op, dir);
1167
1168 if (!tmp)
1169 return 0;
1455 } 1170 }
1456 else 1171 else
1457 {
1458 tmp = op; 1172 tmp = op;
1459 }
1460 1173
1461 /* 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. */
1462 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1175 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1463 { 1176 {
1464 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1177 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1465 { 1178 {
1466 if (tmp2->name == spell_ob->name) 1179 if (tmp2->name == spell_ob->name)
1467 { 1180 {
1473 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);
1474 return 0; 1187 return 0;
1475 } 1188 }
1476 } 1189 }
1477 } 1190 }
1191
1478 if (force == NULL) 1192 if (force == NULL)
1479 { 1193 {
1480 force = get_archetype (FORCE_NAME); 1194 force = archetype::get (FORCE_NAME);
1481 force->subtype = FORCE_CHANGE_ABILITY; 1195 force->subtype = FORCE_CHANGE_ABILITY;
1482 if (spell_ob->race) 1196 if (spell_ob->race)
1483 force->name = spell_ob->race; 1197 force->name = spell_ob->race;
1484 else 1198 else
1485 force->name = spell_ob->name; 1199 force->name = spell_ob->name;
1500 { 1214 {
1501 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.");
1502 } 1216 }
1503 return 0; 1217 return 0;
1504 } 1218 }
1219
1505 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;
1506 force->speed = 1.0; 1221 force->speed = 1.0;
1507 force->speed_left = -1.0; 1222 force->speed_left = -1.0;
1508 SET_FLAG (force, FLAG_APPLIED); 1223 force->set_flag (FLAG_APPLIED);
1509 1224
1510 if (!god) 1225 if (!god)
1511 { 1226 {
1512 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty."); 1227 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1513 } 1228 }
1514 else 1229 else
1515 { 1230 {
1516 /* Only give out good benefits, and put a max on it */ 1231 /* Only give out good benefits, and put a max on it */
1517 for (i = 0; i < NROFATTACKS; i++) 1232 for (i = 0; i < NROFATTACKS; i++)
1518 {
1519 if (god->resist[i] > 0) 1233 if (god->resist[i] > 0)
1520 {
1521 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]);
1522 } 1235
1523 }
1524 force->path_attuned |= god->path_attuned; 1236 force->path_attuned |= god->path_attuned;
1525 1237
1526 if (spell_ob->attacktype) 1238 if (spell_ob->attacktype)
1527 force->slaying = god->slaying; 1239 force->slaying = god->slaying;
1528 1240
1544 insert_ob_in_ob (force, tmp); 1256 insert_ob_in_ob (force, tmp);
1545 tmp->update_stats (); 1257 tmp->update_stats ();
1546 return 1; 1258 return 1;
1547} 1259}
1548 1260
1549
1550
1551/* Alchemy code by Mark Wedel 1261/* Alchemy code by Mark Wedel
1552 * 1262 *
1553 * This code adds a new spell, called alchemy. Alchemy will turn 1263 * This code adds a new spell, called alchemy. Alchemy will turn
1554 * objects to gold nuggets, the value of the gold nuggets being 1264 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1555 * about 90% of that of the item itself. It uses the value of the
1556 * object before charisma adjustments, because the nuggets themselves
1557 * will be will be adjusted by charisma when sold.
1558 * 1265 *
1559 * 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
1560 * the maximum number of large nuggets you could get. 1267 * itself. It uses the value of the object before charisma adjustments,
1561 * 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
1562 * to the max amount of small nuggets as you could get. 1269 * when sold.
1563 *
1564 * For example, if an item is worth 110 gold, you will get
1565 * 4 large nuggets, and from 0-10 small nuggets.
1566 * 1270 *
1567 * 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
1568 * 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
1569 * alchemied. 1273 * alchemised.
1570 */ 1274 */
1571
1572/* I didn't feel like passing these as arguements to the
1573 * two functions that need them. Real values are put in them
1574 * when the spell is cast, and these are freed when the spell
1575 * is finished.
1576 */
1577static object *small, *large;
1578
1579static void 1275static void
1580alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight) 1276alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1581{ 1277{
1582 uint64 value = query_cost (obj, NULL, F_TRUE); 1278 uint64 value = query_cost (obj, NULL, F_TRUE);
1583 1279
1584 /* Give third price when we alchemy money (This should hopefully 1280 /* Give third price when we alchemy money (this should hopefully
1585 * 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
1586 * the nuggets, alchemy the gold from that, etc. 1282 * the nuggets, alchemy the gold from that, etc.
1587 * Otherwise, give 9 silver on the gold for other objects, 1283 * Otherwise, give 9 silver on the gold for other objects,
1588 * so that it would still be more affordable to haul 1284 * so that it would still be more affordable to haul
1589 * the stuff back to town. 1285 * the stuff back to town.
1590 */ 1286 */
1591 1287 if (obj->flag [FLAG_UNPAID])
1592 if (QUERY_FLAG (obj, FLAG_UNPAID))
1593 value = 0; 1288 value = 0;
1594 else if (obj->type == MONEY || obj->type == GEM) 1289 else if (obj->type == MONEY || obj->type == GEM)
1595 value /= 3; 1290 value /= 3;
1596 else 1291 else
1597 value = (value * 9) / 10; 1292 value = value * 9 / 10;
1598 1293
1599 value /= 4; // fix by GHJ, don't understand, pcg
1600
1601 if ((obj->value > 0) && rndm (0, 29)) 1294 if (obj->value > 0 && rndm (0, 29))
1602 { 1295 total_value += value;
1603 int count;
1604 1296
1605 count = value / large->value;
1606 *large_nuggets += count;
1607 value -= (uint64) count *(uint64) large->value;
1608
1609 count = value / small->value;
1610 *small_nuggets += count;
1611 }
1612
1613 /* Turn 25 small nuggets into 1 large nugget. If the value
1614 * of large nuggets is not evenly divisable by the small nugget
1615 * value, take off an extra small_nugget (Assuming small_nuggets!=0)
1616 */
1617 if (*small_nuggets * small->value >= large->value)
1618 {
1619 (*large_nuggets)++;
1620 *small_nuggets -= large->value / small->value;
1621 if (*small_nuggets && large->value % small->value)
1622 (*small_nuggets)--;
1623 }
1624 weight += obj->weight; 1297 total_weight += obj->total_weight ();
1298
1625 obj->destroy (); 1299 obj->destroy ();
1626} 1300}
1627 1301
1628static void
1629update_map (object *op, maptile *m, int small_nuggets, int large_nuggets, int x, int y)
1630{
1631 object *tmp;
1632 int flag = 0;
1633
1634 /* Put any nuggets below the player, but we can only pass this
1635 * flag if we are on the same space as the player
1636 */
1637 if (x == op->x && y == op->y && op->map == m)
1638 flag = INS_BELOW_ORIGINATOR;
1639
1640 if (small_nuggets)
1641 {
1642 tmp = small->clone ();
1643 tmp->nrof = small_nuggets;
1644 tmp->x = x;
1645 tmp->y = y;
1646 insert_ob_in_map (tmp, m, op, flag);
1647 }
1648
1649 if (large_nuggets)
1650 {
1651 tmp = large->clone ();
1652 tmp->nrof = large_nuggets;
1653 tmp->x = x;
1654 tmp->y = y;
1655 insert_ob_in_map (tmp, m, op, flag);
1656 }
1657}
1658
1659int 1302int
1660alchemy (object *op, object *caster, object *spell_ob) 1303alchemy (object *op, object *caster, object *spell_ob)
1661{ 1304{
1662 int x, y, weight = 0, weight_max, large_nuggets, small_nuggets, mflags;
1663 sint16 nx, ny;
1664 object *next, *tmp;
1665 maptile *mp;
1666
1667 if (op->type != PLAYER) 1305 if (op->type != PLAYER)
1668 return 0; 1306 return 0;
1669 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
1670 /* 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
1671 * some, and also prevents people from alcheming every table/chair/clock 1315 * some, and also prevents people from alchemising every table/chair/clock
1672 * in sight 1316 * in sight
1673 */ 1317 */
1674 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);
1675 weight_max *= 1000; 1319 int weight_max = duration * 1000;
1676 small = get_archetype ("smallnugget"), large = get_archetype ("largenugget"); 1320 uint64 value_max = duration * 1000;
1677 1321
1322 int weight = 0;
1323
1678 for (y = op->y - 1; y <= op->y + 1; y++) 1324 for (int y = op->y - 1; y <= op->y + 1; y++)
1679 { 1325 {
1680 for (x = op->x - 1; x <= op->x + 1; x++) 1326 for (int x = op->x - 1; x <= op->x + 1; x++)
1681 { 1327 {
1328 uint64 value = 0;
1329
1682 nx = x; 1330 sint16 nx = x;
1683 ny = y; 1331 sint16 ny = y;
1684 1332
1685 mp = op->map; 1333 maptile *mp = op->map;
1686 1334
1687 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); 1335 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1688 1336
1689 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1337 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1690 continue; 1338 continue;
1691 1339
1692 /* Treat alchemy a little differently - most spell effects 1340 /* Treat alchemy a little differently - most spell effects
1694 * ground level effect. 1342 * ground level effect.
1695 */ 1343 */
1696 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) 1344 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1697 continue; 1345 continue;
1698 1346
1699 small_nuggets = 0; 1347 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1700 large_nuggets = 0;
1701
1702 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = next)
1703 { 1348 {
1704 next = tmp->above; 1349 next = tmp->above;
1350
1705 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1351 if (tmp->weight > 0 && !tmp->flag [FLAG_NO_PICK] &&
1706 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1352 !tmp->flag [FLAG_ALIVE] && !tmp->flag [FLAG_IS_CAULDRON])
1707 { 1353 {
1708
1709 if (tmp->inv) 1354 if (tmp->inv)
1710 { 1355 {
1711 object *next1, *tmp1; 1356 object *next1, *tmp1;
1712 1357
1713 for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1) 1358 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1714 { 1359 {
1715 next1 = tmp1->below; 1360 next1 = tmp1->below;
1716 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1361 if (tmp1->weight > 0 && !tmp1->flag [FLAG_NO_PICK] &&
1717 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1362 !tmp1->flag [FLAG_ALIVE] && !tmp1->flag [FLAG_IS_CAULDRON])
1718 alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight); 1363 alchemy_object (tmp1, value, weight);
1719 } 1364 }
1720 } 1365 }
1366
1721 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); 1367 alchemy_object (tmp, value, weight);
1722 1368
1723 if (weight > weight_max) 1369 if (weight > weight_max)
1724 { 1370 break;
1725 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1726 large->destroy ();
1727 small->destroy ();
1728 return 1;
1729 } 1371 }
1730 } /* is alchemable object */
1731 } /* process all objects on this space */
1732
1733 /* Insert all the nuggets at one time. This probably saves time, but
1734 * it also prevents us from alcheming nuggets that were just created
1735 * with this spell.
1736 */ 1372 }
1737 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);
1738 } 1386 }
1739 }
1740 1387
1741 large->destroy (); 1388 if (weight > weight_max)
1742 small->destroy (); 1389 goto bailout;
1743 /* reset this so that if player standing on a big pile of stuff, 1390 }
1744 * it is redrawn properly. 1391 }
1745 */ 1392
1746 op->contr->ns->look_position = 0; 1393bailout:
1747 return 1; 1394 return 1;
1748} 1395}
1749
1750 1396
1751/* This function removes the cursed/damned status on equipped 1397/* This function removes the cursed/damned status on equipped
1752 * items. 1398 * items.
1753 */ 1399 */
1754int 1400int
1755remove_curse (object *op, object *caster, object *spell) 1401remove_curse (object *op, object *caster, object *spell)
1756{ 1402{
1757 object *tmp;
1758 int success = 0, was_one = 0; 1403 int success = 0, was_one = 0;
1759 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
1760 for (tmp = op->inv; tmp; tmp = tmp->below) 1411 for (object *tmp = op->inv; tmp && num_uncurse; tmp = tmp->below)
1761 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1412 if (!tmp->invisible && tmp->flag [typeflag])
1762 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1763 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1764 { 1413 {
1765 was_one++; 1414 ++was_one;
1415
1766 if (tmp->level <= caster_level (caster, spell)) 1416 if (tmp->level <= casting_level (caster, spell))
1767 { 1417 {
1768 success++; 1418 ++success;
1769 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1419 --num_uncurse;
1770 CLEAR_FLAG (tmp, FLAG_DAMNED);
1771 1420
1772 CLEAR_FLAG (tmp, FLAG_CURSED); 1421 tmp->clr_flag (typeflag);
1773 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1422 tmp->clr_flag (FLAG_CURSED);
1423 tmp->clr_flag (FLAG_KNOWN_CURSED);
1774 tmp->value = 0; /* Still can't sell it */ 1424 tmp->value = 0; /* Still can't sell it */
1775 if (op->type == PLAYER) 1425
1426 if (object *pl = tmp->visible_to ())
1776 esrv_send_item (op, tmp); 1427 esrv_update_item (UPD_FLAGS, pl, tmp);
1777 } 1428 }
1778 } 1429 }
1779 1430
1780 if (op->type == PLAYER) 1431 if (op->type == PLAYER)
1781 { 1432 {
1782 if (success) 1433 if (success)
1783 { 1434 new_draw_info (NDI_UNIQUE, 0, op, "You realise that some of your items look shinier now. H<You successfully removed some curses.>");
1784 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1785 }
1786 else 1435 else
1787 { 1436 {
1788 if (was_one) 1437 if (was_one)
1789 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.>");
1790 else 1439 else
1791 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.>");
1792 } 1441 }
1793 } 1442 }
1794 1443
1795 return success; 1444 return success;
1796} 1445}
1797 1446
1798/* Identifies objects in the players inventory/on the ground */ 1447/* Identifies objects in the players inventory/on the ground */
1799
1800int 1448int
1801cast_identify (object *op, object *caster, object *spell) 1449cast_identify (object *op, object *caster, object *spell)
1802{ 1450{
1803 object *tmp; 1451 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1804 int success = 0, num_ident;
1805 1452
1806 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));
1807 1454
1808 if (num_ident < 1) 1455 op->splay_marked ();
1809 num_ident = 1;
1810 1456
1811 for (tmp = op->inv; tmp; tmp = tmp->below) 1457 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1812 { 1458 {
1813 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1459 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1814 { 1460 {
1815 identify (tmp); 1461 identify (tmp);
1816 1462
1817 if (op->type == PLAYER) 1463 if (op->type == PLAYER)
1818 { 1464 {
1819 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));
1820 1466
1821 if (tmp->msg) 1467 if (tmp->msg)
1822 { 1468 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1823 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1824 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1825 }
1826 } 1469 }
1827 1470
1828 num_ident--;
1829 success = 1;
1830 if (!num_ident) 1471 if (!--num_ident)
1831 break; 1472 break;
1832 } 1473 }
1833 } 1474 }
1834 1475
1835 /* If all the power of the spell has been used up, don't go and identify 1476 /* If all the power of the spell has been used up, don't go and identify
1836 * stuff on the floor. Only identify stuff on the floor if the spell 1477 * stuff on the floor. Only identify stuff on the floor if the spell
1837 * was not fully used. 1478 * was not fully used.
1838 */ 1479 */
1839 if (num_ident) 1480 if (num_ident)
1840 { 1481 {
1841 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1482 for (object *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1842 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1483 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1843 { 1484 {
1844 identify (tmp); 1485 identify (tmp);
1845 1486
1846 if (op->type == PLAYER) 1487 if (object *pl = tmp->visible_to ())
1847 { 1488 {
1848 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op)); 1489 buf.printf ("On the ground you identified: %s.\r", long_desc (tmp, op));
1849 1490
1850 if (tmp->msg) 1491 if (tmp->msg)
1851 { 1492 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1852 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1853 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1854 }
1855
1856 esrv_send_item (op, tmp);
1857 } 1493 }
1858 1494
1859 num_ident--;
1860 success = 1;
1861 if (!num_ident) 1495 if (!--num_ident)
1862 break; 1496 break;
1863 } 1497 }
1864 } 1498 }
1865 1499
1866 if (!success) 1500 if (buf.empty ())
1867 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified."); 1501 {
1502 op->failmsg ("You can't reach anything unidentified.");
1503 return 0;
1504 }
1868 else 1505 else
1506 {
1507 if (op->contr)
1508 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1509
1869 spell_effect (spell, op->x, op->y, op->map, op); 1510 spell_effect (spell, op->x, op->y, op->map, op);
1870 1511 return 1;
1871 return success; 1512 }
1872} 1513}
1873 1514
1874int 1515int
1875cast_detection (object *op, object *caster, object *spell, object *skill) 1516cast_detection (object *op, object *caster, object *spell, object *skill)
1876{ 1517{
1877 object *tmp, *last, *god, *detect; 1518 object *tmp, *last, *god, *detect;
1878 int done_one, range, mflags, floor, level; 1519 int done_one, range, floor, level;
1879 sint16 x, y, nx, ny; 1520 sint16 x, y, nx, ny;
1880 maptile *m; 1521 maptile *m;
1881 1522
1882 /* 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
1883 * doing it over and over again. 1524 * doing it over and over again.
1884 */ 1525 */
1885 god = find_god (determine_god (op)); 1526 god = find_god (determine_god (op));
1886 level = caster_level (caster, spell); 1527 level = casting_level (caster, spell);
1887 range = spell->range + SP_level_range_adjust (caster, spell); 1528 range = spell->range + SP_level_range_adjust (caster, spell);
1888 1529
1889 if (!skill) 1530 if (!skill)
1890 skill = caster; 1531 skill = caster;
1891 1532
1892 for (x = op->x - range; x <= op->x + range; x++) 1533 dynbuf buf;
1893 for (y = op->y - range; y <= op->y + range; y++) 1534 unordered_mapwalk (buf, op, -range, -range, range, range)
1894 { 1535 {
1895 m = op->map;
1896 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1897 if (mflags & P_OUT_OF_MAP)
1898 continue;
1899
1900 /* For most of the detections, we only detect objects above the 1536 /* For most of the detections, we only detect objects above the
1901 * floor. But this is not true for show invisible. 1537 * floor. But this is not true for show invisible.
1902 * Basically, we just go and find the top object and work 1538 * Basically, we just go and find the top object and work
1903 * down - that is easier than working up. 1539 * down - that is easier than working up.
1904 */ 1540 */
1905 1541
1906 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)
1907 last = tmp; 1543 last = tmp;
1908 1544
1909 /* 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
1910 * would happen. 1546 * would happen.
1911 */ 1547 */
1912 if (!last) 1548 if (!last)
1913 continue; 1549 continue;
1914 1550
1915 done_one = 0; 1551 done_one = 0;
1916 floor = 0; 1552 floor = 0;
1917 detect = NULL; 1553 detect = 0;
1918 for (tmp = last; tmp; tmp = tmp->below) 1554 for (tmp = last; tmp; tmp = tmp->below)
1919 { 1555 {
1920 /* show invisible */ 1556 /* show invisible */
1921 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1557 if (spell->flag [FLAG_MAKE_INVIS]
1922 /* Might there be other objects that we can make visible? */ 1558 /* Might there be other objects that we can make visible? */
1923 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1559 && (tmp->invisible && (tmp->flag [FLAG_MONSTER]
1924 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1560 || (tmp->type == PLAYER && !tmp->flag [FLAG_WIZ])
1925 tmp->type == CF_HANDLE || 1561 || tmp->type == T_HANDLE
1926 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
1927 tmp->type == BUTTON || tmp->type == TELEPORTER || 1566 || tmp->type == TELEPORTER
1567 || tmp->type == GATE
1928 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1568 || tmp->type == LOCKED_DOOR
1929 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)
1930 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1572 || tmp->type == TRIGGER_PEDESTAL
1931 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)))
1932 { 1578 {
1579 printf ("show inv %s\n", tmp->debug_desc());//D
1933 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)
1934 { 1581 {
1935 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
1936 done_one = 1; 1664 done_one = 1;
1937 } 1665 }
1938 } 1666 }
1939
1940 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1941 floor = 1;
1942
1943 /* All detections below this point don't descend beneath the floor,
1944 * so just continue on. We could be clever and look at the type of
1945 * detection to completely break out if we don't care about objects beneath
1946 * the floor, but once we get to the floor, not likely a very big issue anyways.
1947 */
1948 if (floor)
1949 continue;
1950
1951 /* I had thought about making detect magic and detect curse
1952 * show the flash the magic item like it does for detect monster.
1953 * however, if the object is within sight, this would then make it
1954 * difficult to see what object is magical/cursed, so the
1955 * effect wouldn't be as apparant.
1956 */
1957
1958 /* detect magic */
1959 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1960 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1961 {
1962 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1963 /* make runes more visibile */
1964 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1965 tmp->stats.Cha /= 4;
1966 done_one = 1;
1967 }
1968 /* detect monster */
1969 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1970 {
1971 done_one = 2;
1972 if (!detect)
1973 detect = tmp;
1974 }
1975 /* Basically, if race is set in the spell, then the creatures race must
1976 * match that. if the spell race is set to GOD, then the gods opposing
1977 * race must match.
1978 */
1979 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1980 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) ||
1981 (strstr (spell->race, tmp->race))))
1982 {
1983 done_one = 2;
1984 if (!detect)
1985 detect = tmp;
1986 }
1987 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1988 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1989 {
1990 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1991 done_one = 1;
1992 }
1993 } /* for stack of objects on this space */ 1667 } /* for stack of objects on this space */
1994 1668
1995 /* 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
1996 * where the magic is. 1670 * where the magic is.
1997 */ 1671 */
1998 if (done_one) 1672 if (done_one)
1999 { 1673 {
2000 object *detect_ob = arch_to_object (spell->other_arch); 1674 object *detect_ob = spell->other_arch->instance ();
2001 1675
2002 detect_ob->x = nx;
2003 detect_ob->y = ny;
2004 /* if this is set, we want to copy the face */ 1676 /* if this is set, we want to copy the face */
2005 if (done_one == 2 && detect) 1677 if (done_one == 2 && detect)
2006 { 1678 {
2007 detect_ob->face = detect->face; 1679 detect_ob->face = detect->face;
2008 detect_ob->animation_id = detect->animation_id; 1680 detect_ob->animation_id = detect->animation_id;
2009 detect_ob->anim_speed = detect->anim_speed; 1681 detect_ob->anim_speed = detect->anim_speed;
2010 detect_ob->last_anim = 0; 1682 detect_ob->last_anim = 0;
2011 /* by default, the detect_ob is already animated */ 1683 /* by default, the detect_ob is already animated */
2012 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1684 if (!detect->flag [FLAG_ANIMATE])
2013 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1685 detect_ob->clr_flag (FLAG_ANIMATE);
2014 } 1686 }
2015 insert_ob_in_map (detect_ob, m, op, 0); 1687
1688 m->insert (detect_ob, nx, ny, op, INS_ON_TOP);
2016 } 1689 }
2017 } /* for processing the surrounding spaces */ 1690 } /* for processing the surrounding spaces */
2018 1691
2019 1692
2020 /* 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 */
2021 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])
2022 { 1695 {
2023 done_one = 0; 1696 done_one = 0;
1697
2024 for (tmp = op->inv; tmp; tmp = tmp->below) 1698 for (tmp = op->inv; tmp; tmp = tmp->below)
2025 { 1699 {
2026 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1700 if (!tmp->invisible && !tmp->flag [FLAG_IDENTIFIED])
2027 { 1701 {
2028 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])
2029 { 1703 {
2030 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1704 tmp->set_flag (FLAG_KNOWN_MAGICAL);
2031 if (op->type == PLAYER) 1705
1706 if (object *pl = tmp->visible_to ())
2032 esrv_send_item (op, tmp); 1707 esrv_update_item (UPD_FLAGS, pl, tmp);
2033 } 1708 }
2034 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1709
2035 (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]))
2036 { 1712 {
2037 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1713 tmp->set_flag (FLAG_KNOWN_CURSED);
2038 if (op->type == PLAYER) 1714
1715 if (object *pl = tmp->visible_to ())
2039 esrv_send_item (op, tmp); 1716 esrv_update_item (UPD_FLAGS, pl, tmp);
2040 } 1717 }
2041 } /* if item is not identified */ 1718 } /* if item is not identified */
2042 } /* for the players inventory */ 1719 } /* for the players inventory */
2043 } /* if detect magic/curse and object is a player */ 1720 } /* if detect magic/curse and object is a player */
1721
2044 return 1; 1722 return 1;
2045} 1723}
2046 1724
2047 1725
2048/** 1726/**
2061 1739
2062 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.");
2063 1741
2064 if (victim->stats.sp >= victim->stats.maxsp * 2) 1742 if (victim->stats.sp >= victim->stats.maxsp * 2)
2065 { 1743 {
2066 object *tmp;
2067
2068 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1744 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
2069
2070 /* Explodes a fireball centered at player */
2071 tmp = get_archetype (EXPLODING_FIREBALL);
2072 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
2073 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
2074 tmp->x = victim->x;
2075 tmp->y = victim->y;
2076 insert_ob_in_map (tmp, victim->map, NULL, 0);
2077 victim->stats.sp = 2 * victim->stats.maxsp; 1745 victim->stats.sp = 2 * victim->stats.maxsp;
1746 create_exploding_ball_at (victim, caster_level);
2078 } 1747 }
2079 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1748 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
2080 {
2081 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.");
2082 }
2083 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1750 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2084 {
2085 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!");
2086 }
2087 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1752 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2088 { 1753 {
2089 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1754 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2090 confuse_player (victim, victim, 99); 1755 confuse_player (victim, victim, 99);
2091 } 1756 }
2092 else if (victim->stats.sp >= victim->stats.maxsp * 1.25) 1757 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
2093 {
2094 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices."); 1758 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
2095 }
2096} 1759}
2097 1760
2098/* cast_transfer 1761/* cast_transfer
2099 * This spell transfers sp from the player to another person. 1762 * This spell transfers sp from the player to another person.
2100 * We let the target go above their normal maximum SP. 1763 * We let the target go above their normal maximum SP.
2115 mflags = get_map_flags (m, &m, x, y, &x, &y); 1778 mflags = get_map_flags (m, &m, x, y, &x, &y);
2116 1779
2117 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1780 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
2118 { 1781 {
2119 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)
2120 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1783 if (plyr != op && plyr->flag [FLAG_ALIVE])
2121 break; 1784 break;
2122 } 1785 }
2123 1786
2124 1787
2125 /* 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
2126 * 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.
2127 */ 1790 */
2128 if (plyr == NULL) 1791 if (plyr == NULL)
2129 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)
2130 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1793 if (plyr != op && plyr->flag [FLAG_ALIVE])
2131 break; 1794 break;
2132 1795
2133 if (!plyr) 1796 if (!plyr)
2134 { 1797 {
2135 new_draw_info (NDI_BLACK, 0, op, "There is no one there."); 1798 op->failmsg ("There is no one there.");
2136 return 0; 1799 return 0;
2137 } 1800 }
2138 /* give sp */ 1801 /* give sp */
2139 if (spell->stats.dam > 0) 1802 if (spell->stats.dam > 0)
2140 { 1803 {
2141 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);
2142 charge_mana_effect (plyr, caster_level (caster, spell)); 1805 charge_mana_effect (plyr, casting_level (caster, spell));
2143 return 1; 1806 return 1;
2144 } 1807 }
2145 /* suck sp away. Can't suck sp from yourself */ 1808 /* suck sp away. Can't suck sp from yourself */
2146 else if (op != plyr) 1809 else if (op != plyr)
2147 { 1810 {
2152 if (rate > 95) 1815 if (rate > 95)
2153 rate = 95; 1816 rate = 95;
2154 1817
2155 sucked = (plyr->stats.sp * rate) / 100; 1818 sucked = (plyr->stats.sp * rate) / 100;
2156 plyr->stats.sp -= sucked; 1819 plyr->stats.sp -= sucked;
2157 if (QUERY_FLAG (op, FLAG_ALIVE)) 1820 if (op->flag [FLAG_ALIVE])
2158 { 1821 {
2159 /* Player doesn't get full credit */ 1822 /* Player doesn't get full credit */
2160 sucked = (sucked * rate) / 100; 1823 sucked = (sucked * rate) / 100;
2161 op->stats.sp += sucked; 1824 op->stats.sp += sucked;
2162 if (sucked > 0) 1825 if (sucked > 0)
2163 { 1826 {
2164 charge_mana_effect (op, caster_level (caster, spell)); 1827 charge_mana_effect (op, casting_level (caster, spell));
2165 } 1828 }
2166 } 1829 }
2167 return 1; 1830 return 1;
2168 } 1831 }
2169 return 0; 1832 return 0;
2211 /* Basically, if the object is magical and not counterspell, 1874 /* Basically, if the object is magical and not counterspell,
2212 * we will more or less remove the object. Don't counterspell 1875 * we will more or less remove the object. Don't counterspell
2213 * monsters either. 1876 * monsters either.
2214 */ 1877 */
2215 1878
2216 if (head->attacktype & AT_MAGIC && 1879 if (head->attacktype & AT_MAGIC
2217 !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level)) 1880 && !(head->attacktype & AT_COUNTERSPELL)
1881 && !head->flag [FLAG_MONSTER]
1882 && (op->level > head->level))
2218 head->destroy (); 1883 head->destroy ();
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 head->destroy (); 1894 head->destroy ();
2225 1895
2226 break; 1896 break;
2227 1897
2238 break; 1908 break;
2239 } 1909 }
2240 } 1910 }
2241} 1911}
2242 1912
2243
2244
2245/* cast_consecrate() - a spell to make an altar your god's */ 1913/* cast_consecrate() - a spell to make an altar your god's */
2246int 1914int
2247cast_consecrate (object *op, object *caster, object *spell) 1915cast_consecrate (object *op, object *caster, object *spell)
2248{ 1916{
2249 char buf[MAX_BUF]; 1917 char buf[MAX_BUF];
2250 1918
2251 object *tmp, *god = find_god (determine_god (op)); 1919 object *tmp, *god = find_god (determine_god (op));
2252 1920
2253 if (!god) 1921 if (!god)
2254 { 1922 {
2255 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!");
2256 return 0; 1924 return 0;
2257 } 1925 }
2258 1926
2259 for (tmp = op->below; tmp; tmp = tmp->below) 1927 for (tmp = op->below; tmp; tmp = tmp->below)
2260 { 1928 {
2261 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1929 if (tmp->flag [FLAG_IS_FLOOR])
2262 break; 1930 break;
2263 if (tmp->type == HOLY_ALTAR) 1931 if (tmp->type == HOLY_ALTAR)
2264 { 1932 {
2265 1933
2266 if (tmp->level > caster_level (caster, spell)) 1934 if (tmp->level > casting_level (caster, spell))
2267 { 1935 {
2268 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);
2269 return 0; 1937 return 0;
2270 } 1938 }
2271 else 1939 else
2272 { 1940 {
2273 /* If we got here, we are consecrating an altar */ 1941 /* If we got here, we are consecrating an altar */
2274 sprintf (buf, "Altar of %s", &god->name); 1942 sprintf (buf, "Altar of %s", &god->name);
2275 tmp->name = buf; 1943 tmp->name = buf;
2276 tmp->level = caster_level (caster, spell); 1944 tmp->level = casting_level (caster, spell);
2277 tmp->other_arch = god->arch; 1945 tmp->other_arch = god->arch;
1946
2278 if (op->type == PLAYER) 1947 if (op->type == PLAYER)
2279 esrv_update_item (UPD_NAME, op, tmp); 1948 esrv_update_item (UPD_NAME, op, tmp);
1949
2280 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);
2281 return 1; 1951 return 1;
2282 } 1952 }
2283 } 1953 }
2284 } 1954 }
2285 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!");
2286 return 0; 1957 return 0;
2287} 1958}
2288 1959
2289/* animate_weapon - 1960/* animate_weapon -
2290 * 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.
2294 * 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,
2295 * 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
2296 * 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
2297 * player checks. MSW 2003-01-06 1968 * player checks. MSW 2003-01-06
2298 */ 1969 */
2299
2300int 1970int
2301animate_weapon (object *op, object *caster, object *spell, int dir) 1971animate_weapon (object *op, object *caster, object *spell, int dir)
2302{ 1972{
2303 object *weapon, *tmp;
2304 char buf[MAX_BUF]; 1973 char buf[MAX_BUF];
2305 int a, i; 1974 int a, i;
2306 sint16 x, y; 1975 sint16 x, y;
2307 maptile *m; 1976 maptile *m;
2308 materialtype_t *mt;
2309 1977
2310 if (!spell->other_arch) 1978 if (!spell->other_arch)
2311 { 1979 {
2312 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1980 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2313 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);
2316 /* exit if it's not a player using this spell. */ 1984 /* exit if it's not a player using this spell. */
2317 if (op->type != PLAYER) 1985 if (op->type != PLAYER)
2318 return 0; 1986 return 0;
2319 1987
2320 /* if player already has a golem, abort */ 1988 /* if player already has a golem, abort */
2321 if (op->contr->ranges[range_golem]) 1989 if (object *golem = op->contr->golem)
2322 { 1990 {
2323 control_golem (op->contr->ranges[range_golem], dir); 1991 control_golem (golem, dir);
2324 return 0; 1992 return 0;
2325 } 1993 }
2326 1994
2327 /* if no direction specified, pick one */ 1995 /* if no direction specified, pick one */
2328 if (!dir) 1996 if (!dir)
2329 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);
2330 1998
2331 m = op->map; 1999 m = op->map;
2332 x = op->x + freearr_x[dir]; 2000 x = op->x + freearr_x[dir];
2333 y = op->y + freearr_y[dir]; 2001 y = op->y + freearr_y[dir];
2334 2002
2335 /* if there's no place to put the golem, abort */ 2003 /* if there's no place to put the golem, abort */
2336 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)
2337 ((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))
2338 { 2006 {
2339 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2007 op->failmsg ("There is something in the way.");
2340 return 0; 2008 return 0;
2341 } 2009 }
2342 2010
2343 /* Use the weapon marked by the player. */ 2011 /* Use the weapon marked by the player. */
2344 weapon = find_marked_object (op); 2012 object *weapon = op->mark ();
2345 2013
2346 if (!weapon) 2014 if (!weapon)
2347 { 2015 {
2348 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!");
2349 return 0; 2017 return 0;
2350 } 2018 }
2019
2351 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2020 if (spell->race && weapon->arch->archname != spell->race)
2352 { 2021 {
2353 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2022 op->failmsg ("The spell fails to transform your weapon.");
2354 return 0; 2023 return 0;
2355 } 2024 }
2025
2356 if (weapon->type != WEAPON) 2026 if (weapon->type != WEAPON)
2357 { 2027 {
2358 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.");
2359 return 0; 2029 return 0;
2360 } 2030 }
2361 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2031
2032 if (weapon->flag [FLAG_APPLIED])
2362 { 2033 {
2363 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));
2364 return 0; 2035 return 0;
2365 } 2036 }
2366 2037
2367 if (weapon->nrof > 1) 2038 weapon = weapon->split ();
2368 {
2369 tmp = get_split_ob (weapon, 1);
2370 esrv_send_item (op, weapon);
2371 weapon = tmp;
2372 }
2373 2039
2374 /* create the golem object */ 2040 /* create the golem object */
2375 tmp = arch_to_object (spell->other_arch); 2041 object *tmp = spell->other_arch->instance ();
2376 2042
2377 /* 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 */
2378 CLEAR_FLAG (tmp, FLAG_MONSTER); 2044 tmp->clr_flag (FLAG_MONSTER);
2379 SET_FLAG (tmp, FLAG_FRIENDLY);
2380 tmp->stats.exp = 0; 2045 tmp->stats.exp = 0;
2381 add_friendly_object (tmp); 2046 add_friendly_object (tmp);
2382 tmp->type = GOLEM; 2047 tmp->type = GOLEM;
2383 tmp->set_owner (op); 2048 tmp->set_owner (op);
2049 op->contr->golem = tmp;
2384 set_spell_skill (op, caster, spell, tmp); 2050 set_spell_skill (op, caster, spell, tmp);
2385 op->contr->ranges[range_golem] = tmp;
2386 op->contr->shoottype = range_golem;
2387 2051
2388 /* 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
2389 * removed flag - it should only be set if get_split_object was 2053 * removed flag - it should only be set if weapon->split was
2390 * used above. 2054 * used above.
2391 */ 2055 */
2392 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2056 if (!weapon->flag [FLAG_REMOVED])
2393 weapon->remove (); 2057 weapon->remove ();
2394 insert_ob_in_ob (weapon, tmp); 2058
2395 esrv_send_item (op, weapon); 2059 tmp->insert (weapon);
2060
2396 /* 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,
2397 * 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
2398 * body_info, skills, etc) 2063 * body_info, skills, etc)
2399 */ 2064 */
2400 SET_FLAG (tmp, FLAG_USE_WEAPON); 2065 tmp->set_flag (FLAG_USE_WEAPON);
2401 SET_FLAG (weapon, FLAG_APPLIED); 2066 weapon->set_flag (FLAG_APPLIED);
2402 tmp->update_stats (); 2067 tmp->update_stats ();
2403 2068
2404 /* 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
2405 * 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 -
2406 * 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.
2426 2091
2427 /* attacktype */ 2092 /* attacktype */
2428 if (!tmp->attacktype) 2093 if (!tmp->attacktype)
2429 tmp->attacktype = AT_PHYSICAL; 2094 tmp->attacktype = AT_PHYSICAL;
2430 2095
2431 mt = NULL;
2432 if (op->materialname != NULL)
2433 mt = name_to_material (op->materialname);
2434 if (mt != NULL)
2435 {
2436 for (i = 0; i < NROFATTACKS; i++) 2096 for (i = 0; i < NROFATTACKS; i++)
2437 tmp->resist[i] = 50 - (mt->save[i] * 5); 2097 tmp->resist[i] = 50 - (op->material->save[i] * 5);
2438 a = mt->save[0]; 2098
2439 } 2099 a = op->material->save[0];
2440 else 2100
2441 {
2442 for (i = 0; i < NROFATTACKS; i++)
2443 tmp->resist[i] = 5;
2444 a = 10;
2445 }
2446 /* Set weapon's immunity */ 2101 /* Set weapon's immunity */
2447 tmp->resist[ATNR_CONFUSION] = 100; 2102 tmp->resist[ATNR_CONFUSION] = 100;
2448 tmp->resist[ATNR_POISON] = 100; 2103 tmp->resist[ATNR_POISON] = 100;
2449 tmp->resist[ATNR_SLOW] = 100; 2104 tmp->resist[ATNR_SLOW] = 100;
2450 tmp->resist[ATNR_PARALYZE] = 100; 2105 tmp->resist[ATNR_PARALYZE] = 100;
2456 2111
2457 /* 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 */
2458 2113
2459 if (a > 14) 2114 if (a > 14)
2460 a = 14; 2115 a = 14;
2116
2461 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));
2462 2118
2463 /* Determine golem's speed */ 2119 /* Determine golem's speed */
2464 tmp->set_speed (min (3.33, 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)));
2465 2121
2466 if (!spell->race) 2122 if (!spell->race)
2467 { 2123 {
2468 sprintf (buf, "animated %s", &weapon->name); 2124 sprintf (buf, "animated %s", &weapon->name);
2469 tmp->name = buf; 2125 tmp->name = buf;
2475 tmp->state = weapon->state; 2131 tmp->state = weapon->state;
2476 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2132 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2477 } 2133 }
2478 2134
2479 /* 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. */
2480 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));
2481 2137
2482 tmp->speed_left = -1; 2138 tmp->speed_left = -1;
2483 tmp->x = x;
2484 tmp->y = y;
2485 tmp->direction = dir; 2139 tmp->direction = dir;
2486 insert_ob_in_map (tmp, m, op, 0); 2140
2141 m->insert (tmp, x, y, op);
2487 return 1; 2142 return 1;
2488} 2143}
2489 2144
2490/* cast_daylight() - changes the map darkness level *lower* */ 2145/* cast_daylight() - changes the map darkness level *lower* */
2491 2146
2492/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2147/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2493 * This changes the light level for the entire map. 2148 * This changes the light level for the entire map.
2494 */ 2149 */
2495
2496int 2150int
2497cast_change_map_lightlevel (object *op, object *caster, object *spell) 2151cast_change_map_lightlevel (object *op, object *caster, object *spell)
2498{ 2152{
2499 int success; 2153 int success;
2500 2154
2501 if (!op->map) 2155 if (!op->map)
2502 return 0; /* shouldnt happen */ 2156 return 0; /* shouldnt happen */
2503 2157
2504 success = change_map_light (op->map, spell->stats.dam); 2158 success = op->map->change_map_light (spell->stats.dam);
2159
2505 if (!success) 2160 if (!success)
2506 { 2161 {
2507 if (spell->stats.dam < 0) 2162 if (spell->stats.dam < 0)
2508 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2163 op->failmsg ("It can be no brighter here.");
2509 else 2164 else
2510 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2165 op->failmsg ("It can be no darker here.");
2511 } 2166 }
2167
2512 return success; 2168 return success;
2513} 2169}
2514
2515
2516
2517
2518 2170
2519/* 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.
2520 * 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,
2521 * spell is the spell object itself. 2173 * spell is the spell object itself.
2522 */ 2174 */
2528 2180
2529 new_aura = present_arch_in_ob (spell->other_arch, op); 2181 new_aura = present_arch_in_ob (spell->other_arch, op);
2530 if (new_aura) 2182 if (new_aura)
2531 refresh = 1; 2183 refresh = 1;
2532 else 2184 else
2533 new_aura = arch_to_object (spell->other_arch); 2185 new_aura = spell->other_arch->instance ();
2534 2186
2535 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);
2536 2188
2537 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);
2538 2190
2539 new_aura->set_owner (op);
2540 set_spell_skill (op, caster, spell, new_aura); 2191 set_spell_skill (op, caster, spell, new_aura);
2541 new_aura->attacktype = spell->attacktype; 2192 new_aura->attacktype = spell->attacktype;
2542 2193
2543 new_aura->level = caster_level (caster, spell); 2194 new_aura->level = casting_level (caster, spell);
2195
2544 if (refresh) 2196 if (refresh)
2545 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.");
2546 else 2198 else
2547 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
2548 insert_ob_in_ob (new_aura, op); 2201 insert_ob_in_ob (new_aura, op);
2202 new_aura->set_owner (op);
2203
2549 return 1; 2204 return 1;
2550} 2205}
2551
2552 2206
2553/* 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,
2554 * 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
2555 * around him. 2209 * around him.
2556 * Aura parameters: 2210 * Aura parameters:
2557 * duration: duration counter. 2211 * duration: duration counter.
2558 * attacktype: aura's attacktype 2212 * attacktype: aura's attacktype
2559 * other_arch: archetype to drop where we attack 2213 * other_arch: archetype to drop where we attack
2560 */ 2214 */
2561
2562void 2215void
2563move_aura (object *aura) 2216move_aura (object *aura)
2564{ 2217{
2565 int i, mflags;
2566 object *env;
2567 maptile *m;
2568
2569 /* auras belong in inventories */ 2218 /* auras belong in inventories */
2570 env = aura->env; 2219 object *env = aura->env;
2220 object *owner = aura->owner;
2571 2221
2572 /* no matter what we've gotta remove the aura... 2222 /* no matter what we've gotta remove the aura...
2573 * we'll put it back if its time isn't up. 2223 * we'll put it back if its time isn't up.
2574 */ 2224 */
2575 aura->remove (); 2225 aura->remove ();
2580 aura->destroy (); 2230 aura->destroy ();
2581 return; 2231 return;
2582 } 2232 }
2583 2233
2584 /* auras only exist in inventories */ 2234 /* auras only exist in inventories */
2585 if (env == NULL || env->map == NULL) 2235 if (!env || !env->map)
2586 { 2236 {
2587 aura->destroy (); 2237 aura->destroy ();
2588 return; 2238 return;
2589 } 2239 }
2590
2591 aura->x = env->x;
2592 aura->y = env->y;
2593 2240
2594 /* we need to jump out of the inventory for a bit 2241 /* we need to jump out of the inventory for a bit
2595 * in order to hit the map conveniently. 2242 * in order to hit the map conveniently.
2596 */ 2243 */
2597 insert_ob_in_map (aura, env->map, aura, 0); 2244 aura->insert_at (env, aura);
2598 2245
2599 for (i = 1; i < 9; i++) 2246 for (int i = 1; i < 9; i++)
2600 { 2247 {
2601 sint16 nx, ny; 2248 mapxy pos (env);
2249 pos.move (i);
2602 2250
2603 nx = aura->x + freearr_x[i];
2604 ny = aura->y + freearr_y[i];
2605 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2606
2607 /* Consider the movement tyep of the person with the aura as 2251 /* Consider the movement type of the person with the aura as
2608 * 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
2609 * 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.
2610 */ 2254 */
2611 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)))
2612 { 2256 {
2613 hit_map (aura, i, aura->attacktype, 0); 2257 hit_map (aura, i, aura->attacktype, 0);
2614 2258
2615 if (aura->other_arch) 2259 if (aura->other_arch)
2616 { 2260 pos.insert (aura->other_arch->instance (), aura);
2617 object *new_ob;
2618
2619 new_ob = arch_to_object (aura->other_arch);
2620 new_ob->x = nx;
2621 new_ob->y = ny;
2622 insert_ob_in_map (new_ob, m, aura, 0);
2623 } 2261 }
2624 }
2625 } 2262 }
2263
2626 /* put the aura back in the player's inventory */ 2264 /* put the aura back in the player's inventory */
2627 aura->remove (); 2265 env->insert (aura);
2628 insert_ob_in_ob (aura, env); 2266 aura->set_owner (owner);
2629} 2267}
2630 2268
2631/* moves the peacemaker spell. 2269/* moves the peacemaker spell.
2632 * op is the piece object. 2270 * op is the piece object.
2633 */ 2271 */
2634
2635void 2272void
2636move_peacemaker (object *op) 2273move_peacemaker (object *op)
2637{ 2274{
2638 object *tmp; 2275 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2639
2640 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2641 { 2276 {
2642 int atk_lev, def_lev; 2277 int atk_lev, def_lev;
2643 object *victim = tmp; 2278 object *victim = tmp->head_ ();
2644 2279
2645 if (tmp->head) 2280 if (!victim->flag [FLAG_MONSTER])
2646 victim = tmp->head;
2647 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2648 continue; 2281 continue;
2649 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2282
2283 if (victim->flag [FLAG_UNAGGRESSIVE])
2650 continue; 2284 continue;
2285
2651 if (victim->stats.exp == 0) 2286 if (victim->stats.exp == 0)
2652 continue; 2287 continue;
2653 2288
2654 def_lev = MAX (1, victim->level); 2289 def_lev = max (1, victim->level);
2655 atk_lev = MAX (1, op->level); 2290 atk_lev = max (1, op->level);
2656 2291
2657 if (rndm (0, atk_lev - 1) > def_lev) 2292 if (rndm (0, atk_lev - 1) > def_lev)
2658 { 2293 {
2659 /* make this sucker peaceful. */ 2294 /* make this sucker peaceful. */
2660 2295
2296 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2661 change_exp (op->owner, victim->stats.exp, op->skill, 0); 2297 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2662 victim->stats.exp = 0; 2298 victim->stats.exp = 0;
2663#if 0 2299#if 0
2664 /* No idea why these were all set to zero - if something 2300 /* No idea why these were all set to zero - if something
2665 * makes this creature agressive, he should still do damage. 2301 * makes this creature agressive, he should still do damage.
2668 victim->stats.sp = 0; 2304 victim->stats.sp = 0;
2669 victim->stats.grace = 0; 2305 victim->stats.grace = 0;
2670 victim->stats.Pow = 0; 2306 victim->stats.Pow = 0;
2671#endif 2307#endif
2672 victim->attack_movement = RANDO2; 2308 victim->attack_movement = RANDO2;
2673 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2309 victim->set_flag (FLAG_UNAGGRESSIVE);
2674 SET_FLAG (victim, FLAG_RUN_AWAY); 2310 victim->set_flag (FLAG_RUN_AWAY);
2675 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2311 victim->set_flag (FLAG_RANDOM_MOVE);
2676 CLEAR_FLAG (victim, FLAG_MONSTER); 2312 victim->clr_flag (FLAG_MONSTER);
2313
2677 if (victim->name) 2314 if (victim->name)
2678 {
2679 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);
2680 } 2316 }
2681 }
2682 } 2317 }
2683} 2318}
2684
2685 2319
2686/* This writes a rune that contains the appropriate message. 2320/* This writes a rune that contains the appropriate message.
2687 * There really isn't any adjustments we make. 2321 * There really isn't any adjustments we make.
2688 */ 2322 */
2689
2690int 2323int
2691write_mark (object *op, object *spell, const char *msg) 2324write_mark (object *op, object *spell, const char *msg)
2692{ 2325{
2693 char rune[HUGE_BUF];
2694 object *tmp;
2695
2696 if (!msg || msg[0] == 0) 2326 if (!msg || msg[0] == 0)
2697 { 2327 {
2698 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2328 op->failmsg ("Write what?");
2699 return 0; 2329 return 0;
2700 } 2330 }
2701 2331
2702 if (strcasestr_local (msg, "endmsg")) 2332 if (!msg_is_safe (msg))
2703 { 2333 {
2704 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.>");
2705 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);
2706 return 0; 2336 return 0;
2707 } 2337 }
2338
2708 if (!spell->other_arch) 2339 if (!spell->other_arch)
2709 return 0; 2340 return 0;
2710 tmp = arch_to_object (spell->other_arch);
2711 2341
2712 snprintf (rune, sizeof (rune), "%s\n", msg); 2342 object *tmp = spell->other_arch->instance ();
2713 2343
2714 tmp->race = op->name; /*Save the owner of the rune */ 2344 tmp->race = op->name; /*Save the owner of the rune */
2715 tmp->msg = rune; 2345 tmp->msg = msg;
2716 tmp->x = op->x; 2346
2717 tmp->y = op->y; 2347 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2718 insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR); 2348
2719 return 1; 2349 return 1;
2720} 2350}
2351

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