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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.10 by root, Thu Sep 14 21:16:13 2006 UTC vs.
Revision 1.148 by root, Sat Nov 17 23:40:04 2018 UTC

1
2/* 1/*
3 * static char *rcsid_spell_effect_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 * "$Id: spell_effect.C,v 1.10 2006/09/14 21:16:13 root Exp $"; 3 *
4 * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
7 * Copyright (©) 1992 Frank Tore Johansen
8 *
9 * Deliantra is free software: you can redistribute it and/or modify it under
10 * the terms of the Affero GNU General Public License as published by the
11 * Free Software Foundation, either version 3 of the License, or (at your
12 * option) any later version.
13 *
14 * This program is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
17 * GNU General Public License for more details.
18 *
19 * You should have received a copy of the Affero GNU General Public License
20 * and the GNU General Public License along with this program. If not, see
21 * <http://www.gnu.org/licenses/>.
22 *
23 * The authors can be reached via e-mail to <support@deliantra.net>
5 */ 24 */
6
7
8/*
9 CrossFire, A Multiplayer game for X-windows
10
11 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
12 Copyright (C) 1992 Frank Tore Johansen
13
14 This program is free software; you can redistribute it and/or modify
15 it under the terms of the GNU General Public License as published by
16 the Free Software Foundation; either version 2 of the License, or
17 (at your option) any later version.
18
19 This program is distributed in the hope that it will be useful,
20 but WITHOUT ANY WARRANTY; without even the implied warranty of
21 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
22 GNU General Public License for more details.
23
24 You should have received a copy of the GNU General Public License
25 along with this program; if not, write to the Free Software
26 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
27
28 The authors can be reached via e-mail at crossfire-devel@real-time.com
29*/
30 25
31#include <global.h> 26#include <global.h>
32#include <object.h> 27#include <object.h>
33#include <living.h> 28#include <living.h>
34#ifndef __CEXTRACT__
35# include <sproto.h> 29#include <sproto.h>
36#endif
37#include <spells.h> 30#include <spells.h>
38#include <sounds.h> 31#include <sounds.h>
39 32
40/* cast_magic_storm: This is really used mostly for spell 33/* cast_magic_storm: This is really used mostly for spell
41 * fumbles at the like. tmp is the object to propogate. 34 * fumbles at the like. tmp is the object to propogate.
44void 37void
45cast_magic_storm (object *op, object *tmp, int lvl) 38cast_magic_storm (object *op, object *tmp, int lvl)
46{ 39{
47 if (!tmp) 40 if (!tmp)
48 return; /* error */ 41 return; /* error */
42
49 tmp->level = op->level; 43 tmp->level = op->level;
50 tmp->x = op->x;
51 tmp->y = op->y;
52 tmp->range += lvl / 5; /* increase the area of destruction */ 44 tmp->range += lvl / 5; /* increase the area of destruction */
53 tmp->duration += lvl / 5; 45 tmp->duration += lvl / 5;
54 46
55 /* Put a cap on duration for this - if the player fails in their 47 /* Put a cap on duration for this - if the player fails in their
56 * apartment, don't want it to go on so long that it kills them 48 * apartment, don't want it to go on so long that it kills them
57 * multiple times. Also, damge already increases with level, 49 * multiple times. Also, damge already increases with level,
58 * so don't really need to increase the duration as much either. 50 * so don't really need to increase the duration as much either.
59 */ 51 */
60 if (tmp->duration >= 40) 52 if (tmp->duration >= 40)
61 tmp->duration = 40; 53 tmp->duration = 40;
54
62 tmp->stats.dam = lvl; /* nasty recoils! */ 55 tmp->stats.dam = lvl; /* nasty recoils! */
63 tmp->stats.maxhp = tmp->count; /* tract single parent */ 56 tmp->stats.maxhp = tmp->count; /* tract single parent */
64 insert_ob_in_map (tmp, op->map, op, 0);
65 57
58 tmp->insert_at (op, op);
66} 59}
67
68 60
69int 61int
70recharge (object *op, object *caster, object *spell_ob) 62recharge (object *op, object *caster, object *spell_ob)
71{ 63{
72 object *wand, *tmp;
73 int ncharges; 64 int ncharges;
74 65
75 wand = find_marked_object (op); 66 object *wand = op->mark ();
67
76 if (wand == NULL || wand->type != WAND) 68 if (!wand || wand->type != WAND)
77 { 69 {
78 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge."); 70 op->failmsg ("You need to mark the wand you want to recharge.");
79 return 0; 71 return 0;
80 } 72 }
73
81 if (!(random_roll (0, 3, op, PREFER_HIGH))) 74 if (!(random_roll (0, 3, op, PREFER_HIGH)))
82 { 75 {
83 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand)); 76 op->failmsgf ("The %s vibrates violently, then explodes!", query_name (wand));
84 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE); 77 op->play_sound (sound_find ("ob_explode"));
85 esrv_del_item (op->contr, wand->count); 78 wand->destroy ();
86 remove_ob (wand); 79 object *tmp = archetype::get (shstr_fireball);
87 free_object (wand);
88 tmp = get_archetype ("fireball");
89 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; 80 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
81
90 if (!tmp->stats.dam) 82 if (!tmp->stats.dam)
91 tmp->stats.dam = 1; 83 tmp->stats.dam = 1;
84
92 tmp->stats.hp = tmp->stats.dam / 2; 85 tmp->stats.hp = tmp->stats.dam / 2;
86
93 if (tmp->stats.hp < 2) 87 if (tmp->stats.hp < 2)
94 tmp->stats.hp = 2; 88 tmp->stats.hp = 2;
95 tmp->x = op->x; 89
96 tmp->y = op->y; 90 tmp->insert_at (op);
97 insert_ob_in_map (tmp, op->map, NULL, 0);
98 return 1; 91 return 1;
99 } 92 }
100 93
101 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)); 94 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob));
95
102 if (wand->inv && wand->inv->level) 96 if (wand->inv && wand->inv->level)
103 ncharges /= wand->inv->level; 97 ncharges /= wand->inv->level;
104 else 98 else
105 { 99 {
106 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand)); 100 op->failmsgf ("Your %s is broken.", query_name (wand));
107 return 0; 101 return 0;
108 } 102 }
103
109 if (!ncharges) 104 if (!ncharges)
110 ncharges = 1; 105 ncharges = 1;
111 106
112 wand->stats.food += ncharges; 107 wand->stats.food += ncharges;
113 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand)); 108 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand));
109
114 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE)) 110 if (wand->arch && wand->arch->flag [FLAG_ANIMATE])
115 { 111 {
116 SET_FLAG (wand, FLAG_ANIMATE); 112 wand->set_flag (FLAG_ANIMATE);
117 wand->speed = wand->arch->clone.speed; 113 wand->set_speed (wand->arch->speed);
118 update_ob_speed (wand);
119 } 114 }
115
120 return 1; 116 return 1;
121} 117}
122 118
123/* Create a missile (nonmagic - magic +4). Will either create bolts or arrows 119/* Create a missile (nonmagic - magic +4). Will either create bolts or arrows
124 * based on whether a crossbow or bow is equiped. If neither, it defaults to 120 * based on whether a crossbow or bow is equiped. If neither, it defaults to
128 * great a plus, the default is used. 124 * great a plus, the default is used.
129 * The # of arrows created also goes up with level, so if a 30th level mage 125 * The # of arrows created also goes up with level, so if a 30th level mage
130 * wants LOTS of arrows, and doesn't care what the plus is he could 126 * wants LOTS of arrows, and doesn't care what the plus is he could
131 * create nonnmagic arrows, or even -1, etc... 127 * create nonnmagic arrows, or even -1, etc...
132 */ 128 */
133
134int 129int
135cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg) 130cast_create_missile (object *op, object *caster, object *spell, int dir, const char *spellparam)
136{ 131{
137 int missile_plus = 0, bonus_plus = 0; 132 int bonus_plus = 0;
138 const char *missile_name; 133 const char *missile_name = "arrow";
139 object *tmp, *missile;
140 tag_t tag;
141 134
142 missile_name = "arrow";
143
144 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 135 for (object *tmp = op->inv; tmp; tmp = tmp->below)
145 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) 136 if (tmp->type == BOW && tmp->flag [FLAG_APPLIED])
146 {
147 missile_name = tmp->race; 137 missile_name = tmp->race;
148 }
149 138
150 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); 139 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
151 140
152 if (archetype::find (missile_name) == NULL) 141 archetype *missile_arch = archetype::find (missile_name);
142
143 if (!missile_arch)
153 { 144 {
154 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name); 145 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name);
155 return 0; 146 return 0;
156 } 147 }
157 missile = get_archetype (missile_name);
158 148
159 if (stringarg) 149 object *missile = missile_arch->instance ();
150
151 if (spellparam)
160 { 152 {
161 /* If it starts with a letter, presume it is a description */ 153 /* If it starts with a letter, presume it is a description */
162 if (isalpha (*stringarg)) 154 if (isalpha (*spellparam))
163 { 155 {
164 artifact *al = find_artifactlist (missile->type)->items; 156 artifact *al = find_artifactlist (missile->type)->items;
165 157
166 for (; al != NULL; al = al->next) 158 for (; al; al = al->next)
167 if (!strcasecmp (al->item->name, stringarg)) 159 if (!strcasecmp (al->item->name, spellparam))
168 break; 160 break;
169 161
170 if (!al) 162 if (!al)
171 { 163 {
172 free_object (missile); 164 missile->destroy ();
173 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, stringarg); 165 op->failmsgf ("No such object %ss of %s", missile_name, spellparam);
174 return 0; 166 return 0;
175 } 167 }
168
176 if (al->item->slaying) 169 if (al->item->slaying)
177 { 170 {
178 free_object (missile); 171 missile->destroy ();
179 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg); 172 op->failmsgf ("You are not allowed to create %ss of %s", missile_name, spellparam);
180 return 0; 173 return 0;
181 } 174 }
175
182 give_artifact_abilities (missile, al->item); 176 give_artifact_abilities (missile, al->item);
183 /* These special arrows cost something extra. Don't have them also be magical - 177 /* These special arrows cost something extra. Don't have them also be magical -
184 * otherwise, in most cases, not enough will be created. I don't want to get into 178 * otherwise, in most cases, not enough will be created. I don't want to get into
185 * the parsing of having to do both plus and type. 179 * the parsing of having to do both plus and type.
186 */ 180 */
187 bonus_plus = 1 + (al->item->value / 5); 181 bonus_plus = 1 + (al->item->value / 5);
188 missile_plus = 0; 182 missile_plus = 0;
189 } 183 }
190 else if (atoi (stringarg) < missile_plus) 184 else if (atoi (spellparam) < missile_plus)
191 missile_plus = atoi (stringarg); 185 missile_plus = atoi (spellparam);
192 } 186 }
193 if (missile_plus > 4) 187
194 missile_plus = 4; 188 missile_plus = clamp (missile_plus, -4, 4);
195 else if (missile_plus < -4)
196 missile_plus = -4;
197 189
198 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 190 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
199 missile->nrof -= 3 * (missile_plus + bonus_plus); 191 missile->nrof -= 3 * (missile_plus + bonus_plus);
192
200 if (missile->nrof < 1) 193 if (missile->nrof < 1)
201 missile->nrof = 1; 194 missile->nrof = 1;
202 195
203 missile->magic = missile_plus; 196 missile->magic = missile_plus;
204 /* Can't get any money for these objects */ 197 /* Can't get any money for these objects */
205 missile->value = 0; 198 missile->value = 0;
206 199
207 SET_FLAG (missile, FLAG_IDENTIFIED); 200 missile->set_flag (FLAG_IDENTIFIED);
208 tag = missile->count;
209 201
210 if (!cast_create_obj (op, caster, missile, dir) && op->type == PLAYER && !was_destroyed (missile, tag)) 202 cast_create_obj (op, caster, missile, dir);
211 { 203
204 if (!dir
205 && op->type == PLAYER
206 && !missile->destroyed ())
212 pick_up (op, missile); 207 pick_up (op, missile);
213 } 208
214 return 1; 209 return 1;
215} 210}
216 211
217
218/* allows the choice of what sort of food object to make. 212/* allows the choice of what sort of food object to make.
219 * If stringarg is NULL, it will create food dependent on level --PeterM*/ 213 * If spellparam is NULL, it will create food dependent on level --PeterM*/
220int 214int
221cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *stringarg) 215cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *spellparam)
222{ 216{
223 int food_value; 217 int food_value;
224 archetype *at = NULL; 218 archetype *at = NULL;
225 object *new_op; 219 object *new_op;
226 220
227 food_value = spell_ob->stats.food + +50 * SP_level_duration_adjust (caster, spell_ob); 221 food_value = spell_ob->stats.food + 50 * SP_level_duration_adjust (caster, spell_ob);
228 222
229 if (stringarg) 223 if (spellparam)
230 { 224 {
231 at = find_archetype_by_object_type_name (FOOD, stringarg); 225 at = find_archetype_by_object_type_name (FOOD, spellparam);
232 if (at == NULL) 226 if (at == NULL)
233 at = find_archetype_by_object_type_name (DRINK, stringarg); 227 at = find_archetype_by_object_type_name (DRINK, spellparam);
234 if (at == NULL || at->clone.stats.food > food_value) 228 if (at == NULL || at->stats.food > food_value)
235 stringarg = NULL; 229 spellparam = NULL;
236 } 230 }
237 231
238 if (!stringarg) 232 if (!spellparam)
239 { 233 {
240 archetype *at_tmp; 234 archetype *at_tmp;
241 235
242 /* We try to find the archetype with the maximum food value. 236 /* We try to find the archetype with the maximum food value.
243 * This removes the dependancy of hard coded food values in this 237 * This removes the dependancy of hard coded food values in this
245 * We don't use flesh types because the weight values of those need 239 * We don't use flesh types because the weight values of those need
246 * to be altered from the donor. 240 * to be altered from the donor.
247 */ 241 */
248 242
249 /* We assume the food items don't have multiple parts */ 243 /* We assume the food items don't have multiple parts */
250 for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next) 244 for_all_archetypes (at_tmp)
251 { 245 {
252 if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK) 246 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
253 { 247 {
254 /* Basically, if the food value is something that is creatable 248 /* Basically, if the food value is something that is creatable
255 * under the limits of the spell and it is higher than 249 * under the limits of the spell and it is higher than
256 * the item we have now, take it instead. 250 * the item we have now, take it instead.
257 */ 251 */
258 if (at_tmp->clone.stats.food <= food_value && (!at || at_tmp->clone.stats.food > at->clone.stats.food)) 252 if (at_tmp->stats.food <= food_value
253 && (!at
254 || at_tmp->stats.food > at->stats.food
255 || (at_tmp->stats.food == at->stats.food
256 && at_tmp->weight < at->weight)))
259 at = at_tmp; 257 at = at_tmp;
260 } 258 }
261 } 259 }
262 } 260 }
261
263 /* Pretty unlikely (there are some very low food items), but you never 262 /* Pretty unlikely (there are some very low food items), but you never
264 * know 263 * know
265 */ 264 */
266 if (!at) 265 if (!at)
267 { 266 {
268 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); 267 op->failmsgf ("You don't have enough experience to create any food.");
269 return 0; 268 return 0;
270 } 269 }
271 270
272 food_value /= at->clone.stats.food; 271 food_value /= at->stats.food;
273 new_op = arch_to_object (at); 272 new_op = at->instance ();
274 new_op->nrof = food_value; 273 new_op->nrof = food_value;
275 274
276 new_op->value = 0; 275 new_op->value = 0;
277 if (new_op->nrof < 1) 276 if (new_op->nrof < 1)
278 new_op->nrof = 1; 277 new_op->nrof = 1;
284int 283int
285probe (object *op, object *caster, object *spell_ob, int dir) 284probe (object *op, object *caster, object *spell_ob, int dir)
286{ 285{
287 int r, mflags, maxrange; 286 int r, mflags, maxrange;
288 object *tmp; 287 object *tmp;
289 mapstruct *m; 288 maptile *m;
290
291 289
292 if (!dir) 290 if (!dir)
293 { 291 {
294 examine_monster (op, op); 292 examine_monster (op, op);
295 return 1; 293 return 1;
296 } 294 }
295
297 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 296 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
298 for (r = 1; r < maxrange; r++) 297 for (r = 1; r < maxrange; r++)
299 { 298 {
300 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir]; 299 sint16 x = op->x + r * DIRX (dir), y = op->y + r * DIRY (dir);
301 300
302 m = op->map; 301 m = op->map;
303 mflags = get_map_flags (m, &m, x, y, &x, &y); 302 mflags = get_map_flags (m, &m, x, y, &x, &y);
304 303
305 if (mflags & P_OUT_OF_MAP) 304 if (mflags & P_OUT_OF_MAP)
306 break; 305 break;
307 306
308 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) 307 if (!op->flag [FLAG_WIZCAST] && (mflags & P_NO_MAGIC))
309 { 308 {
310 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 309 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
311 return 0; 310 return 0;
312 } 311 }
312
313 if (mflags & P_IS_ALIVE) 313 if (mflags & P_IS_ALIVE)
314 { 314 {
315 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above) 315 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
316 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 316 if (tmp->flag [FLAG_ALIVE] && (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
317 { 317 {
318 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 318 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
319 if (tmp->head != NULL) 319 if (tmp->head != NULL)
320 tmp = tmp->head; 320 tmp = tmp->head;
321 examine_monster (op, tmp); 321 examine_monster (op, tmp);
322 return 1; 322 return 1;
323 } 323 }
324 } 324 }
325 } 325 }
326
326 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); 327 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
327 return 1; 328 return 1;
328} 329}
329
330 330
331/* This checks to see if 'pl' is invisible to 'mon'. 331/* This checks to see if 'pl' is invisible to 'mon'.
332 * does race check, undead check, etc 332 * does race check, undead check, etc
333 * Returns TRUE if mon can't see pl, false 333 * Returns TRUE if mon can't see pl, false
334 * otherwise. This doesn't check range, walls, etc. It 334 * otherwise. This doesn't check range, walls, etc. It
336 * pl is invisible. 336 * pl is invisible.
337 */ 337 */
338int 338int
339makes_invisible_to (object *pl, object *mon) 339makes_invisible_to (object *pl, object *mon)
340{ 340{
341
342 if (!pl->invisible) 341 if (!pl->invisible)
343 return 0; 342 return 0;
343
344 if (pl->type == PLAYER) 344 if (pl->type == PLAYER)
345 { 345 {
346 /* If race isn't set, then invisible unless it is undead */ 346 /* If race isn't set, then invisible unless it is undead */
347 if (!pl->contr->invis_race) 347 if (!pl->contr->invis_race)
348 { 348 {
349 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 349 if (mon->flag [FLAG_UNDEAD])
350 return 0; 350 return 0;
351
351 return 1; 352 return 1;
352 } 353 }
354
353 /* invis_race is set if we get here */ 355 /* invis_race is set if we get here */
354 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 356 if (pl->contr->invis_race == shstr_undead && is_true_undead (mon))
355 return 1; 357 return 1;
358
356 /* No race, can't be invisible to it */ 359 /* No race, can't be invisible to it */
357 if (!mon->race) 360 if (!mon->race)
358 return 0; 361 return 0;
362
359 if (strstr (mon->race, pl->contr->invis_race)) 363 if (mon->race.contains (pl->contr->invis_race))
360 return 1; 364 return 1;
365
361 /* Nothing matched above, return 0 */ 366 /* Nothing matched above, return 0 */
362 return 0; 367 return 0;
363 } 368 }
364 else 369 else
365 { 370 {
378 * normal applies. 383 * normal applies.
379 */ 384 */
380int 385int
381cast_invisible (object *op, object *caster, object *spell_ob) 386cast_invisible (object *op, object *caster, object *spell_ob)
382{ 387{
383 object *tmp;
384
385 if (op->invisible > 1000) 388 if (op->invisible > 1000)
386 { 389 {
387 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further"); 390 op->failmsg ("You can not extend the duration of your invisibility any further");
388 return 0; 391 return 0;
389 } 392 }
390 393
391 /* Remove the switch with 90% duplicate code - just handle the differences with 394 /* Remove the switch with 90% duplicate code - just handle the differences with
392 * and if statement or two. 395 * and if statement or two.
393 */ 396 */
394 op->invisible += spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 397 op->invisible += spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
398
395 /* max duration */ 399 /* limit duration */
396 if (op->invisible > 1000) 400 min_it (op->invisible, 1000);
397 op->invisible = 1000;
398 401
399 if (op->type == PLAYER) 402 if (op->type == PLAYER)
400 { 403 {
401 op->contr->invis_race = spell_ob->race; 404 op->contr->invis_race = spell_ob->race;
402 405
403 if (QUERY_FLAG (spell_ob, FLAG_MAKE_INVIS)) 406 if (spell_ob->flag [FLAG_MAKE_INVIS])
404 op->contr->tmp_invis = 0; 407 op->contr->tmp_invis = 0;
405 else 408 else
406 op->contr->tmp_invis = 1; 409 op->contr->tmp_invis = 1;
407
408 op->contr->hidden = 0;
409 } 410 }
411
410 if (makes_invisible_to (op, op)) 412 if (makes_invisible_to (op, op))
411 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!"); 413 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!");
412 else 414 else
413 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!"); 415 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
414 416
415 update_object (op, UP_OBJ_FACE); 417 update_object (op, UP_OBJ_CHANGE);
416 418
417 /* Only search the active objects - only these should actually do 419 /* Only search the active objects - only these should actually do
418 * harm to the player. 420 * harm to the player.
419 */ 421 */
420 for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) 422 for_all_actives (tmp)
421 if (tmp->enemy == op) 423 if (tmp->enemy == op)
422 tmp->enemy = NULL; 424 tmp->enemy = 0;
425
423 return 1; 426 return 1;
424} 427}
425 428
426/* earth to dust spell. Basically destroys earthwalls in the area. 429/* earth to dust spell. Basically destroys earthwalls in the area.
427 */ 430 */
428int 431int
429cast_earth_to_dust (object *op, object *caster, object *spell_ob) 432cast_earth_to_dust (object *op, object *caster, object *spell_ob)
430{ 433{
431 object *tmp, *next;
432 int range, i, j, mflags; 434 int range, i, j, mflags;
433 sint16 sx, sy; 435 sint16 sx, sy;
434 mapstruct *m; 436 maptile *m;
435
436 if (op->type != PLAYER)
437 return 0;
438 437
439 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 438 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
440 439
441 for (i = -range; i <= range; i++) 440 for (i = -range; i <= range; i++)
442 for (j = -range; j <= range; j++) 441 for (j = -range; j <= range; j++)
447 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 446 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
448 447
449 if (mflags & P_OUT_OF_MAP) 448 if (mflags & P_OUT_OF_MAP)
450 continue; 449 continue;
451 450
452 // earth to dust tears down everything that can be teared down 451 // earth to dust tears down everything that can be torn down
453 for (tmp = get_map_ob (m, sx, sy); tmp != NULL; tmp = next) 452 for (object *next, *tmp = m->at (sx, sy).bot; tmp; tmp = next)
454 { 453 {
455 next = tmp->above; 454 next = tmp->above;
456 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 455
456 if (tmp->flag [FLAG_TEAR_DOWN])
457 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 457 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
458 } 458 }
459 } 459 }
460
460 return 1; 461 return 1;
461} 462}
462
463 463
464void 464void
465execute_word_of_recall (object *op) 465execute_word_of_recall (object *op)
466{ 466{
467 object *wor = op; 467 if (object *pl = op->in_player ())
468 468 if (pl->ms ().flags () & P_NO_CLERIC && !pl->flag [FLAG_WIZCAST])
469 while (op != NULL && op->type != PLAYER)
470 op = op->env;
471
472 if (op != NULL && op->map)
473 {
474 if ((get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_CLERIC) && (!QUERY_FLAG (op, FLAG_WIZCAST)))
475 new_draw_info (NDI_UNIQUE, 0, op, "You feel something fizzle inside you."); 469 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
476 else 470 else
477 enter_exit (op, wor); 471 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
478 } 472
479 remove_ob (wor); 473 op->destroy ();
480 free_object (wor);
481} 474}
482 475
483/* Word of recall causes the player to return 'home'. 476/* Word of recall causes the player to return 'home'.
484 * we put a force into the player object, so that there is a 477 * we put a force into the player object, so that there is a
485 * time delay effect. 478 * time delay effect.
486 */ 479 */
487int 480int
488cast_word_of_recall (object *op, object *caster, object *spell_ob) 481cast_word_of_recall (object *op, object *caster, object *spell_ob)
489{ 482{
490 object *dummy; 483 if (!op->is_player ())
491 int time;
492
493 if (op->type != PLAYER)
494 return 0; 484 return 0;
495 485
496 if (find_obj_by_type_subtype (op, SPELL_EFFECT, SP_WORD_OF_RECALL)) 486 if (find_obj_by_type_subtype (op, SPELL_EFFECT, SP_WORD_OF_RECALL))
497 { 487 {
498 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 488 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
499 return 1; 489 return 1;
500 } 490 }
501 491
502 dummy = get_archetype (FORCE_NAME); 492 object *dummy = archetype::get (FORCE_NAME);
503 if (dummy == NULL) 493
504 {
505 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
506 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
507 return 0;
508 }
509 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob); 494 int time = max (1, spell_ob->duration - SP_level_duration_adjust (caster, spell_ob));
510 if (time < 1)
511 time = 1;
512 495
513 /* value of speed really doesn't make much difference, as long as it is 496 /* value of speed really doesn't make much difference, as long as it is
514 * positive. Lower value may be useful so that the problem doesn't 497 * positive. Lower value may be useful so that the problem doesn't
515 * do anything really odd if it say a -1000 or something. 498 * do anything really odd if it say a -1000 or something.
516 */ 499 */
517 dummy->speed = 0.002; 500 dummy->set_speed (0.002);
518 update_ob_speed (dummy);
519 dummy->speed_left = -dummy->speed * time; 501 dummy->speed_left = -dummy->speed * time;
520 dummy->type = SPELL_EFFECT; 502 dummy->type = SPELL_EFFECT;
521 dummy->subtype = SP_WORD_OF_RECALL; 503 dummy->subtype = SP_WORD_OF_RECALL;
504 dummy->slaying = op->contr->savebed_map;
505 dummy->stats.hp = op->contr->bed_x;
506 dummy->stats.sp = op->contr->bed_y;
522 507
523 /* If we could take advantage of enter_player_savebed() here, it would be 508 op->insert (dummy);
524 * nice, but until the map load fails, we can't.
525 */
526 EXIT_PATH (dummy) = op->contr->savebed_map;
527 EXIT_X (dummy) = op->contr->bed_x;
528 EXIT_Y (dummy) = op->contr->bed_y;
529 509
530 (void) insert_ob_in_ob (dummy, op);
531 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 510 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
511
532 return 1; 512 return 1;
533} 513}
534 514
535/* cast_wonder 515/* cast_wonder
536 * wonder is really just a spell that will likely cast another 516 * wonder is really just a spell that will likely cast another
566 return cast_spell (op, caster, dir, newspell, NULL); 546 return cast_spell (op, caster, dir, newspell, NULL);
567 } 547 }
568 return 1; 548 return 1;
569} 549}
570 550
571
572int 551int
573perceive_self (object *op) 552perceive_self (object *op)
574{ 553{
575 char *cp = describe_item (op, op), buf[MAX_BUF]; 554 const char *cp = describe_item (op, op);
576 archetype *at = archetype::find (ARCH_DEPLETION); 555 archetype *at = archetype::find (shstr_depletion);
577 object *tmp;
578 int i;
579 556
557 dynbuf_text &buf = msg_dynbuf; buf.clear ();
558
559 if (!op->is_player ())
560 return 0;
561
562 if (object *race = archetype::find (op->race))
563 buf << " - You are a G<male|female> " << &race->name << ".\n";
564
580 tmp = find_god (determine_god (op)); 565 if (object *god = find_god (determine_god (op)))
581 if (tmp) 566 buf << " - You worship " << &god->name << ".\n";
582 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
583 else 567 else
584 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); 568 buf << " - You worship no god.\n";
585 569
586 tmp = present_arch_in_ob (at, op); 570 object *tmp = present_arch_in_ob (at, op);
587 571
588 if (*cp == '\0' && tmp == NULL) 572 if (*cp == '\0' && !tmp)
589 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 573 buf << " - You feel very mundane. ";
590 else 574 else
591 { 575 {
592 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 576 buf << " - You have: " << cp << ".\n";
593 new_draw_info (NDI_UNIQUE, 0, op, cp); 577
594 if (tmp != NULL) 578 if (tmp)
595 {
596 for (i = 0; i < NUM_STATS; i++) 579 for (int i = 0; i < NUM_STATS; i++)
597 { 580 if (tmp->stats.stat (i) < 0)
598 if (get_attr_value (&tmp->stats, i) < 0) 581 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
599 {
600 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i)));
601 }
602 }
603 }
604 } 582 }
605 583
606 if (is_dragon_pl (op)) 584 if (op->is_dragon ())
607 {
608 /* now grab the 'dragon_ability'-force from the player's inventory */ 585 /* now grab the 'dragon_ability'-force from the player's inventory */
609 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 586 for (tmp = op->inv; tmp; tmp = tmp->below)
610 { 587 {
611 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 588 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
612 { 589 {
613 if (tmp->stats.exp == 0) 590 if (tmp->stats.exp == 0)
614 {
615 sprintf (buf, "Your metabolism isn't focused on anything."); 591 buf << " - Your metabolism isn't focused on anything.\n";
616 }
617 else 592 else
618 {
619 sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); 593 buf << " - Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
620 } 594
621 new_draw_info (NDI_UNIQUE, 0, op, buf);
622 break; 595 break;
623 } 596 }
624 } 597 }
625 } 598
599 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
600
626 return 1; 601 return 1;
627} 602}
628
629/* int cast_create_town_portal (object *op, object *caster, int dir)
630 *
631 * This function cast the spell of town portal for op
632 *
633 * The spell operates in two passes. During the first one a place
634 * is marked as a destination for the portal. During the second one,
635 * 2 portals are created, one in the position the player cast it and
636 * one in the destination place. The portal are synchronized and 2 forces
637 * are inserted in the player to destruct the portal next time player
638 * creates a new portal pair.
639 * This spell has a side effect that it allows people to meet each other
640 * in a permanent, private, appartements by making a town portal from it
641 * to the town or another public place. So, check if the map is unique and if
642 * so return an error
643 *
644 * Code by Tchize (david.delbecq@usa.net)
645 */
646int
647cast_create_town_portal (object *op, object *caster, object *spell, int dir)
648{
649 object *dummy, *force, *old_force, *tmp;
650 archetype *perm_portal;
651 char portal_name[1024], portal_message[1024];
652 sint16 exitx, exity;
653 mapstruct *exitmap;
654 int op_level;
655
656
657 /* Check to see if the map the player is currently on is a per player unique
658 * map. This can be determined in that per player unique maps have the
659 * full pathname listed.
660 */
661 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
662 {
663 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
664 return 0;
665 }
666
667 /* The first thing to do is to check if we have a marked destination
668 * dummy is used to make a check inventory for the force
669 */
670 dummy = arch_to_object (spell->other_arch);
671 if (dummy == NULL)
672 {
673 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
674 LOG (llevError, "get_object failed (force in cast_create_town_portal for %s!\n", &op->name);
675 return 0;
676 }
677 force = check_inv_recursive (op, dummy);
678
679 if (force == NULL)
680 {
681 /* Here we know there is no destination marked up.
682 * We have 2 things to do:
683 * 1. Mark the destination in the player inventory.
684 * 2. Let the player know it worked.
685 */
686 dummy->name = op->map->path;
687 EXIT_X (dummy) = op->x;
688 EXIT_Y (dummy) = op->y;
689 insert_ob_in_ob (dummy, op);
690 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You fix this place in your mind.\nYou feel you are able to come here from anywhere.");
691 return 1;
692 }
693 free_object (dummy);
694
695 /* Here we know where the town portal should go to
696 * We should kill any existing portal associated with the player.
697 * Than we should create the 2 portals.
698 * For each of them, we need:
699 * - To create the portal with the name of the player+destination map
700 * - set the owner of the town portal
701 * - To mark the position of the portal in the player's inventory
702 * for easier destruction.
703 *
704 * The mark works has follow:
705 * slaying: Existing town portal
706 * hp, sp : x & y of the associated portal
707 * name : name of the portal
708 * race : map the portal is in
709 */
710
711 /* First step: killing existing town portals */
712 dummy = get_archetype (spell->race);
713 if (dummy == NULL)
714 {
715 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
716 LOG (llevError, "get_object failed (force) in cast_create_town_portal for %s!\n", &op->name);
717 return 0;
718 }
719 perm_portal = archetype::find (spell->slaying);
720
721 /* To kill a town portal, we go trough the player's inventory,
722 * for each marked portal in player's inventory,
723 * -We try load the associated map (if impossible, consider the portal destructed)
724 * -We find any portal in the specified location.
725 * If it has the good name, we destruct it.
726 * -We destruct the force indicating that portal.
727 */
728 while ((old_force = check_inv_recursive (op, dummy)))
729 {
730 exitx = EXIT_X (old_force);
731 exity = EXIT_Y (old_force);
732 LOG (llevDebug, "Trying to kill a portal in %s (%d,%d)\n", &old_force->race, exitx, exity);
733
734 if (!strncmp (old_force->race, settings.localdir, strlen (settings.localdir)))
735 exitmap = ready_map_name (old_force->race, MAP_PLAYER_UNIQUE);
736 else
737 exitmap = ready_map_name (old_force->race, 0);
738
739 if (exitmap)
740 {
741 tmp = present_arch (perm_portal, exitmap, exitx, exity);
742 while (tmp)
743 {
744 if (tmp->name == old_force->name)
745 {
746 remove_ob (tmp);
747 free_object (tmp);
748 break;
749 }
750 else
751 {
752 tmp = tmp->above;
753 }
754 }
755 }
756 remove_ob (old_force);
757 free_object (old_force);
758 LOG (llevDebug, "\n");
759 }
760 free_object (dummy);
761
762 /* Creating the portals.
763 * The very first thing to do is to ensure
764 * access to the destination map.
765 * If we can't, don't fizzle. Simply warn player.
766 * This ensure player pays his mana for the spell
767 * because HE is responsible of forgotting.
768 * 'force' is the destination of the town portal, which we got
769 * from the players inventory above.
770 */
771
772 /* Ensure exit map is loaded */
773 if (!strncmp (force->name, settings.localdir, strlen (settings.localdir)))
774 exitmap = ready_map_name (force->name, MAP_PLAYER_UNIQUE);
775 else
776 exitmap = ready_map_name (force->name, 0);
777
778 /* If we were unable to load (ex. random map deleted), warn player */
779 if (exitmap == NULL)
780 {
781 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
782 remove_ob (force);
783 free_object (force);
784 return 1;
785 }
786
787 op_level = caster_level (caster, spell);
788 if (op_level < 15)
789 snprintf (portal_message, 1024,
790 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
791 &op->name);
792 else if (op_level < 30)
793 snprintf (portal_message, 1024,
794 "\n%s's portal smells of ozone.\nYou do a lot of movements and finally pass\nthrough the small hole in the air\n", &op->name);
795 else if (op_level < 60)
796 snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
797 else
798 snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",
799 &op->name);
800
801 /* Create a portal in front of player
802 * dummy contain the portal and
803 * force contain the track to kill it later
804 */
805
806 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
807 dummy = get_archetype (spell->slaying); /*The portal */
808 if (dummy == NULL)
809 {
810 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
811 LOG (llevError, "get_object failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
812 return 0;
813 }
814 EXIT_PATH (dummy) = force->name;
815 EXIT_X (dummy) = EXIT_X (force);
816 EXIT_Y (dummy) = EXIT_Y (force);
817 dummy->name = dummy->name_pl = portal_name;
818 dummy->msg = portal_message;
819 dummy->race = op->name; /*Save the owner of the portal */
820 cast_create_obj (op, caster, dummy, 0);
821
822 /* Now we need to to create a town portal marker inside the player
823 * object, so on future castings, we can know that he has an active
824 * town portal.
825 */
826 tmp = get_archetype (spell->race);
827 if (tmp == NULL)
828 {
829 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
830 LOG (llevError, "get_object failed (force) in cast_create_town_portal for %s!\n", &op->name);
831 return 0;
832 }
833 tmp->race = op->map->path;
834 tmp->name = portal_name;
835 EXIT_X (tmp) = dummy->x;
836 EXIT_Y (tmp) = dummy->y;
837 insert_ob_in_ob (tmp, op);
838
839 /* Create a portal in the destination map
840 * dummy contain the portal and
841 * force the track to kill it later
842 * the 'force' variable still contains the 'reminder' of
843 * where this portal goes to.
844 */
845 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, op->map->path);
846 dummy = get_archetype (spell->slaying); /*The portal */
847 if (dummy == NULL)
848 {
849 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
850 LOG (llevError, "get_object failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
851 return 0;
852 }
853 EXIT_PATH (dummy) = op->map->path;
854 EXIT_X (dummy) = op->x;
855 EXIT_Y (dummy) = op->y;
856 dummy->name = dummy->name_pl = portal_name;
857 dummy->msg = portal_message;
858 dummy->x = EXIT_X (force);
859 dummy->y = EXIT_Y (force);
860 dummy->race = op->name; /*Save the owner of the portal */
861 insert_ob_in_map (dummy, exitmap, op, 0);
862
863 /* Now we create another town portal marker that
864 * points back to the one we just made
865 */
866 tmp = get_archetype (spell->race);
867 if (tmp == NULL)
868 {
869 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
870 LOG (llevError, "get_object failed (force) in cast_create_town_portal for %s!\n", &op->name);
871 return 0;
872 }
873 tmp->race = force->name;
874 tmp->name = portal_name;
875 EXIT_X (tmp) = dummy->x;
876 EXIT_Y (tmp) = dummy->y;
877 insert_ob_in_ob (tmp, op);
878
879 /* Describe the player what happened
880 */
881 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
882 remove_ob (force); /* Delete the force inside the player */
883 free_object (force);
884 return 1;
885}
886
887 603
888/* This creates magic walls. Really, it can create most any object, 604/* This creates magic walls. Really, it can create most any object,
889 * within some reason. 605 * within some reason.
890 */ 606 */
891
892int 607int
893magic_wall (object *op, object *caster, int dir, object *spell_ob) 608magic_wall (object *op, object *caster, int dir, object *spell_ob)
894{ 609{
895 object *tmp, *tmp2; 610 object *tmp;
896 int i, posblocked, negblocked, maxrange; 611 int i, posblocked, negblocked, maxrange;
897 sint16 x, y; 612 sint16 x, y;
898 mapstruct *m; 613 maptile *m;
899 const char *name; 614 const char *name;
900 archetype *at; 615 archetype *at;
901 616
902 if (!dir) 617 if (!dir)
903 { 618 {
905 x = op->x; 620 x = op->x;
906 y = op->y; 621 y = op->y;
907 } 622 }
908 else 623 else
909 { 624 {
910 x = op->x + freearr_x[dir]; 625 x = op->x + DIRX (dir);
911 y = op->y + freearr_y[dir]; 626 y = op->y + DIRY (dir);
912 } 627 }
628
913 m = op->map; 629 m = op->map;
914 630
915 if ((spell_ob->move_block || x != op->x || y != op->y) && 631 if ((spell_ob->move_block || x != op->x || y != op->y) &&
916 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) || 632 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) ||
917 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block))) 633 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
918 { 634 {
919 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 635 op->failmsg ("Something is in the way.");
920 return 0; 636 return 0;
921 } 637 }
638
922 if (spell_ob->other_arch) 639 if (spell_ob->other_arch)
923 { 640 tmp = spell_ob->other_arch->instance ();
924 tmp = arch_to_object (spell_ob->other_arch);
925 }
926 else if (spell_ob->race) 641 else if (spell_ob->race)
927 { 642 {
928 char buf1[MAX_BUF]; 643 char buf1[MAX_BUF];
929 644
930 sprintf (buf1, spell_ob->race, dir); 645 sprintf (buf1, spell_ob->race, dir);
933 { 648 {
934 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 649 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
935 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 650 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
936 return 0; 651 return 0;
937 } 652 }
938 tmp = arch_to_object (at); 653
654 tmp = at->instance ();
939 } 655 }
940 else 656 else
941 { 657 {
942 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name); 658 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
943 return 0; 659 return 0;
948 tmp->attacktype = spell_ob->attacktype; 664 tmp->attacktype = spell_ob->attacktype;
949 tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 665 tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
950 tmp->stats.dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 666 tmp->stats.dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
951 tmp->range = 0; 667 tmp->range = 0;
952 } 668 }
953 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 669 else if (tmp->flag [FLAG_ALIVE])
954 { 670 {
955 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 671 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
956 tmp->stats.maxhp = tmp->stats.hp; 672 tmp->stats.maxhp = tmp->stats.hp;
957 set_owner (tmp, op);
958 set_spell_skill (op, caster, spell_ob, tmp);
959 } 673 }
960 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP)) 674
675 if (spell_ob->flag [FLAG_IS_USED_UP] || tmp->flag [FLAG_IS_USED_UP])
961 { 676 {
962 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 677 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
963 SET_FLAG (tmp, FLAG_IS_USED_UP); 678 tmp->set_flag (FLAG_IS_USED_UP);
964 } 679 }
965 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 680
681 if (spell_ob->flag [FLAG_TEAR_DOWN])
966 { 682 {
967 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 683 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
968 tmp->stats.maxhp = tmp->stats.hp; 684 tmp->stats.maxhp = tmp->stats.hp;
969 SET_FLAG (tmp, FLAG_TEAR_DOWN); 685 tmp->set_flag (FLAG_TEAR_DOWN);
970 SET_FLAG (tmp, FLAG_ALIVE); 686 tmp->set_flag (FLAG_ALIVE);
971 } 687 }
972 688
973 /* This can't really hurt - if the object doesn't kill anything, 689 /* This can't really hurt - if the object doesn't kill anything,
974 * these fields just won't be used. 690 * these fields just won't be used. Do not set the owner for
691 * earthwalls, though, so they survive restarts.
975 */ 692 */
976 set_owner (tmp, op); 693 if (tmp->type != EARTHWALL) //TODO
694 tmp->set_owner (op);
695
977 set_spell_skill (op, caster, spell_ob, tmp); 696 set_spell_skill (op, caster, spell_ob, tmp);
978 tmp->x = x;
979 tmp->y = y;
980 tmp->level = caster_level (caster, spell_ob) / 2; 697 tmp->level = casting_level (caster, spell_ob) / 2;
981 698
982 name = tmp->name; 699 name = tmp->name;
983 if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL) 700 if (!(tmp = m->insert (tmp, x, y, op)))
984 { 701 {
985 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name); 702 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
986 return 0; 703 return 0;
987 } 704 }
705
988 /* If this is a spellcasting wall, need to insert the spell object */ 706 /* If this is a spellcasting wall, need to insert the spell object */
989 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 707 if (tmp->other_arch && tmp->other_arch->type == SPELL)
990 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 708 insert_ob_in_ob (tmp->other_arch->instance (), tmp);
991 709
992 /* This code causes the wall to extend some distance in 710 /* This code causes the wall to extend some distance in
993 * each direction, or until an obstruction is encountered. 711 * each direction, or until an obstruction is encountered.
994 * posblocked and negblocked help determine how far the 712 * posblocked and negblocked help determine how far the
995 * created wall can extend, it won't go extend through 713 * created wall can extend, it won't go extend through
996 * blocked spaces. 714 * blocked spaces.
997 */ 715 */
998 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 716 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1003 { 721 {
1004 int dir2; 722 int dir2;
1005 723
1006 dir2 = (dir < 4) ? (dir + 2) : dir - 2; 724 dir2 = (dir < 4) ? (dir + 2) : dir - 2;
1007 725
1008 x = tmp->x + i * freearr_x[dir2]; 726 x = tmp->x + i * DIRX (dir2);
1009 y = tmp->y + i * freearr_y[dir2]; 727 y = tmp->y + i * DIRY (dir2);
1010 m = tmp->map; 728 m = tmp->map;
1011 729
1012 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && 730 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
1013 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked) 731 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked)
1014 { 732 {
1015 tmp2 = get_object (); 733 object *tmp2 = tmp->clone ();
1016 copy_object (tmp, tmp2); 734 m->insert (tmp2, x, y, op);
1017 tmp2->x = x; 735
1018 tmp2->y = y;
1019 insert_ob_in_map (tmp2, m, op, 0);
1020 /* If this is a spellcasting wall, need to insert the spell object */ 736 /* If this is a spellcasting wall, need to insert the spell object */
1021 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 737 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1022 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 738 tmp2->insert (tmp2->other_arch->instance ());
1023 739
1024 } 740 }
1025 else 741 else
1026 posblocked = 1; 742 posblocked = 1;
1027 743
1028 x = tmp->x - i * freearr_x[dir2]; 744 x = tmp->x - i * DIRX (dir2);
1029 y = tmp->y - i * freearr_y[dir2]; 745 y = tmp->y - i * DIRY (dir2);
1030 m = tmp->map; 746 m = tmp->map;
1031 747
1032 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && 748 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
1033 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked) 749 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
1034 { 750 {
1035 tmp2 = get_object (); 751 object *tmp2 = tmp->clone ();
1036 copy_object (tmp, tmp2); 752 m->insert (tmp2, x, y, op);
1037 tmp2->x = x; 753
1038 tmp2->y = y;
1039 insert_ob_in_map (tmp2, m, op, 0);
1040 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 754 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1041 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 755 tmp2->insert (tmp2->other_arch->instance ());
1042 } 756 }
1043 else 757 else
1044 negblocked = 1; 758 negblocked = 1;
1045 } 759 }
1046 760
1047 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) 761 if (tmp->flag [FLAG_BLOCKSVIEW])
1048 update_all_los (op->map, op->x, op->y); 762 update_all_los (op->map, op->x, op->y);
1049 763
1050 return 1; 764 return 1;
1051} 765}
1052 766
1053int 767int
1054dimension_door (object *op, object *caster, object *spob, int dir) 768dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
1055{ 769{
1056 uint32 dist, maxdist; 770 uint32 dist, maxdist;
1057 int mflags; 771 int mflags;
1058 mapstruct *m; 772 maptile *m;
1059 sint16 sx, sy; 773 sint16 sx, sy;
1060 774
1061 if (op->type != PLAYER) 775 if (op->type != PLAYER)
1062 return 0; 776 return 0;
1063 777
1064 if (!dir) 778 if (!dir)
1065 { 779 {
1066 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?"); 780 op->failmsg ("In what direction?");
1067 return 0; 781 return 0;
1068 } 782 }
1069 783
1070 /* Given the new outdoor maps, can't let players dimension door for 784 /* Given the new outdoor maps, can't let players dimension door for
1071 * ever, so put limits in. 785 * ever, so put limits in.
1072 */ 786 */
1073 maxdist = spob->range + SP_level_range_adjust (caster, spob); 787 maxdist = spob->range + SP_level_range_adjust (caster, spob);
1074 788
1075 if (op->contr->count) 789 if (spellparam)
1076 { 790 {
791 int count = atoi (spellparam);
792
1077 if (op->contr->count > maxdist) 793 if (count > maxdist)
1078 { 794 {
1079 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!"); 795 op->failmsg ("You can't dimension door that far!");
1080 return 0; 796 return 0;
1081 } 797 }
1082 798
1083 for (dist = 0; dist < op->contr->count; dist++) 799 for (dist = 0; dist < count; dist++)
1084 { 800 {
1085 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy); 801 mflags = get_map_flags (op->map, &m, op->x + DIRX (dir) * (dist + 1), op->y + DIRY (dir) * (dist + 1), &sx, &sy);
1086 802
1087 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 803 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
1088 break; 804 break;
1089 805
1090 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) 806 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1091 break; 807 break;
1092 } 808 }
1093 809
1094 if (dist < op->contr->count) 810 if (dist < count)
1095 { 811 {
1096 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n"); 812 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
1097 op->contr->count = 0;
1098 return 0; 813 return 0;
1099 } 814 }
1100 op->contr->count = 0;
1101 815
1102 /* Remove code that puts player on random space on maps. IMO, 816 /* Remove code that puts player on random space on maps. IMO,
1103 * a lot of maps probably have areas the player should not get to, 817 * a lot of maps probably have areas the player should not get to,
1104 * but may not be marked as NO_MAGIC (as they may be bounded 818 * but may not be marked as NO_MAGIC (as they may be bounded
1105 * by such squares). Also, there are probably treasure rooms and 819 * by such squares). Also, there are probably treasure rooms and
1106 * lots of other maps that protect areas with no magic, but the 820 * lots of other maps that protect areas with no magic, but the
1107 * areas themselves don't contain no magic spaces. 821 * areas themselves don't contain no magic spaces.
1108 */ 822 */
1109 /* This call here is really just to normalize the coordinates */ 823 /* This call here is really just to normalize the coordinates */
1110 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, &sx, &sy); 824 mflags = get_map_flags (op->map, &m, op->x + DIRX (dir) * dist, op->y + DIRY (dir) * dist, &sx, &sy);
1111 if (mflags & P_IS_ALIVE || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) 825 if (mflags & P_IS_ALIVE || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1112 { 826 {
1113 new_draw_info (NDI_UNIQUE, 0, op, "You cast your spell, but nothing happens.\n"); 827 new_draw_info (NDI_UNIQUE, 0, op, "You cast your spell, but nothing happens.\n");
1114 return 1; /* Maybe the penalty should be more severe... */ 828 return 1; /* Maybe the penalty should be more severe... */
1115 } 829 }
1121 * spaces that blocked the players view. 835 * spaces that blocked the players view.
1122 */ 836 */
1123 837
1124 for (dist = 0; dist < maxdist; dist++) 838 for (dist = 0; dist < maxdist; dist++)
1125 { 839 {
1126 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy); 840 mflags = get_map_flags (op->map, &m, op->x + DIRX (dir) * (dist + 1), op->y + DIRY (dir) * (dist + 1), &sx, &sy);
1127 841
1128 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 842 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
1129 break; 843 break;
1130 844
1131 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) 845 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1136 /* If the destination is blocked, keep backing up until we 850 /* If the destination is blocked, keep backing up until we
1137 * find a place for the player. 851 * find a place for the player.
1138 */ 852 */
1139 for (; dist > 0; dist--) 853 for (; dist > 0; dist--)
1140 { 854 {
1141 if (get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, 855 if (get_map_flags (op->map, &m, op->x + DIRX (dir) * dist, op->y + DIRY (dir) * dist,
1142 &sx, &sy) & (P_OUT_OF_MAP | P_IS_ALIVE)) 856 &sx, &sy) & (P_OUT_OF_MAP | P_IS_ALIVE))
1143 continue; 857 continue;
1144 858
1145 859
1146 if (!OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) 860 if (!OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1147 break; 861 break;
1148 862
1149 } 863 }
1150 if (!dist) 864 if (!dist)
1151 { 865 {
1152 new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n"); 866 op->failmsg ("Your spell failed!\n");
1153 return 0; 867 return 0;
1154 } 868 }
1155 } 869 }
1156 870
1157 /* Actually move the player now */ 871 /* Actually move the player now */
1158 remove_ob (op); 872 if (!(op = op->map->insert (op, op->x + DIRX (dir) * dist, op->y + DIRY (dir) * dist, op)))
1159 op->x += freearr_x[dir] * dist;
1160 op->y += freearr_y[dir] * dist;
1161 if ((op = insert_ob_in_map (op, op->map, op, 0)) == NULL)
1162 return 1; 873 return 1;
1163 874
1164 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ 875 op->speed_left = -5. * op->speed; /* Freeze them for a short while */
876
1165 return 1; 877 return 1;
1166} 878}
1167
1168 879
1169/* cast_heal: Heals something. 880/* cast_heal: Heals something.
1170 * op is the caster. 881 * op is the caster.
1171 * dir is the direction he is casting it in. 882 * dir is the direction he is casting it in.
1172 * spell is the spell object. 883 * spell is the spell object.
1179 object *poison; 890 object *poison;
1180 int heal = 0, success = 0; 891 int heal = 0, success = 0;
1181 892
1182 tmp = find_target_for_friendly_spell (op, dir); 893 tmp = find_target_for_friendly_spell (op, dir);
1183 894
1184 if (tmp == NULL) 895 if (!tmp)
1185 return 0; 896 return 0;
1186 897
1187 /* Figure out how many hp this spell might cure. 898 /* Figure out how many hp this spell might cure.
1188 * could be zero if this spell heals effects, not damage. 899 * could be zero if this spell heals effects, not damage.
1189 */ 900 */
1192 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp; 903 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
1193 904
1194 if (heal) 905 if (heal)
1195 { 906 {
1196 if (tmp->stats.hp >= tmp->stats.maxhp) 907 if (tmp->stats.hp >= tmp->stats.maxhp)
1197 {
1198 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed."); 908 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed.");
1199 }
1200 else 909 else
1201 { 910 {
1202 /* See how many points we actually heal. Instead of messages 911 /* See how many points we actually heal. Instead of messages
1203 * based on type of spell, we instead do messages based 912 * based on type of spell, we instead do messages based
1204 * on amount of damage healed. 913 * on amount of damage healed.
1205 */ 914 */
1206 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 915 if (heal > tmp->stats.maxhp - tmp->stats.hp)
1207 heal = tmp->stats.maxhp - tmp->stats.hp; 916 heal = tmp->stats.maxhp - tmp->stats.hp;
917
1208 tmp->stats.hp += heal; 918 tmp->stats.hp += heal;
1209 919
1210 if (tmp->stats.hp >= tmp->stats.maxhp) 920 if (tmp->stats.hp >= tmp->stats.maxhp)
1211 {
1212 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 921 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1213 }
1214 else if (heal > 50) 922 else if (heal > 50)
1215 {
1216 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); 923 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1217 }
1218 else if (heal > 25) 924 else if (heal > 25)
1219 {
1220 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); 925 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1221 }
1222 else if (heal > 10) 926 else if (heal > 10)
1223 {
1224 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade."); 927 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade.");
1225 }
1226 else 928 else
1227 {
1228 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close."); 929 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close.");
1229 } 930
1230 success = 1; 931 success = 1;
1231 } 932 }
1232 } 933 }
934
1233 if (spell->attacktype & AT_DISEASE) 935 if (spell->attacktype & AT_DISEASE)
1234 if (cure_disease (tmp, op)) 936 if (cure_disease (tmp, op, spell))
1235 success = 1; 937 success = 1;
1236 938
1237 if (spell->attacktype & AT_POISON) 939 if (spell->attacktype & AT_POISON)
1238 { 940 {
1239 at = archetype::find ("poisoning"); 941 at = archetype::find (shstr_poisoning);
1240 poison = present_arch_in_ob (at, tmp); 942 poison = present_arch_in_ob (at, tmp);
1241 if (poison) 943 if (poison)
1242 { 944 {
1243 success = 1; 945 success = 1;
1244 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 946 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1245 poison->stats.food = 1; 947 poison->stats.food = 1;
1246 } 948 }
1247 } 949 }
950
1248 if (spell->attacktype & AT_CONFUSION) 951 if (spell->attacktype & AT_CONFUSION)
1249 { 952 {
1250 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 953 poison = present_in_ob_by_name (FORCE, shstr_confusion, tmp);
1251 if (poison) 954 if (poison)
1252 { 955 {
1253 success = 1; 956 success = 1;
1254 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 957 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1255 poison->duration = 1; 958 poison->duration = 1;
1256 } 959 }
1257 } 960 }
961
1258 if (spell->attacktype & AT_BLIND) 962 if (spell->attacktype & AT_BLIND)
1259 { 963 {
1260 at = archetype::find ("blindness"); 964 at = archetype::find (shstr_blindness);
1261 poison = present_arch_in_ob (at, tmp); 965 poison = present_arch_in_ob (at, tmp);
1262 if (poison) 966 if (poison)
1263 { 967 {
1264 success = 1; 968 success = 1;
1265 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return."); 969 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1266 poison->stats.food = 1; 970 poison->stats.food = 1;
1267 } 971 }
1268 } 972 }
973
1269 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) 974 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1270 { 975 {
1271 tmp->stats.sp += spell->last_sp; 976 tmp->stats.sp += spell->last_sp;
1272 if (tmp->stats.sp > tmp->stats.maxsp) 977 if (tmp->stats.sp > tmp->stats.maxsp)
1273 tmp->stats.sp = tmp->stats.maxsp; 978 tmp->stats.sp = tmp->stats.maxsp;
1274 success = 1; 979 success = 1;
1275 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!"); 980 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!");
1276 } 981 }
982
1277 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) 983 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1278 { 984 {
1279 tmp->stats.grace += spell->last_grace; 985 tmp->stats.grace += spell->last_grace;
1280 if (tmp->stats.grace > tmp->stats.maxgrace) 986 if (tmp->stats.grace > tmp->stats.maxgrace)
1281 tmp->stats.grace = tmp->stats.maxgrace; 987 tmp->stats.grace = tmp->stats.maxgrace;
1282 success = 1; 988 success = 1;
1283 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!"); 989 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1284 } 990 }
991
1285 if (spell->stats.food && tmp->stats.food < 999) 992 if (spell->stats.food && tmp->stats.food < MAX_FOOD)
1286 { 993 {
1287 tmp->stats.food += spell->stats.food; 994 tmp->stats.food += spell->stats.food;
1288 if (tmp->stats.food > 999) 995 min_it (tmp->stats.food, MAX_FOOD);
1289 tmp->stats.food = 999; 996
1290 success = 1; 997 success = 1;
1291 /* We could do something a bit better like the messages for healing above */ 998 /* We could do something a bit better like the messages for healing above */
1292 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food"); 999 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1293 } 1000 }
1001
1294 return success; 1002 return success;
1295} 1003}
1296
1297 1004
1298/* This is used for the spells that gain stats. There are no spells 1005/* This is used for the spells that gain stats. There are no spells
1299 * right now that icnrease wis/int/pow on a temp basis, so no 1006 * right now that icnrease wis/int/pow on a temp basis, so no
1300 * good comments for those. 1007 * good comments for those.
1301 */ 1008 */
1302static const char *const no_gain_msgs[NUM_STATS] = { 1009static const char *const no_gain_msgs[NUM_STATS] = {
1303 "You grow no stronger.", 1010 "You grow no stronger.",
1304 "You grow no more agile.", 1011 "You grow no more agile.",
1305 "You don't feel any healthier.", 1012 "You don't feel any healthier.",
1306 "no wis", 1013 "You didn't grow any more intelligent.",
1014 "You do not feel any wiser.",
1015 "You don't feel any more powerful."
1307 "You are no easier to look at.", 1016 "You are no easier to look at.",
1308 "no int",
1309 "no pow"
1310}; 1017};
1311 1018
1312int 1019int
1020change_ability_duration (object *spell, object *caster)
1021{
1022 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1023}
1024
1025int
1313cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) 1026cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1314{ 1027{
1315 object *tmp, *tmp2 = NULL;
1316 object *force = NULL; 1028 object *force = 0;
1317 int i; 1029 int i;
1318 1030
1319 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1031 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1320 if (dir != 0) 1032 object *tmp = dir
1321 {
1322 tmp = find_target_for_friendly_spell (op, dir); 1033 ? find_target_for_friendly_spell (op, dir)
1323 } 1034 : op;
1324 else
1325 {
1326 tmp = op;
1327 }
1328 1035
1329 if (tmp == NULL) 1036 if (!tmp)
1330 return 0; 1037 return 0;
1331 1038
1332 /* If we've already got a force of this type, don't add a new one. */ 1039 /* If we've already got a force of this type, don't add a new one. */
1333 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1040 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1334 { 1041 {
1335 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1042 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1336 { 1043 {
1337 if (tmp2->name == spell_ob->name) 1044 if (tmp2->name == spell_ob->name)
1338 { 1045 {
1340 break; 1047 break;
1341 } 1048 }
1342 else if (spell_ob->race && spell_ob->race == tmp2->name) 1049 else if (spell_ob->race && spell_ob->race == tmp2->name)
1343 { 1050 {
1344 if (!silent) 1051 if (!silent)
1345 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 1052 op->failmsgf ("You can not cast %s while %s is in effect",
1053 &spell_ob->name, &tmp2->name_pl);
1054
1346 return 0; 1055 return 0;
1347 } 1056 }
1348 } 1057 }
1349 } 1058 }
1059
1060 int duration = change_ability_duration (spell_ob, caster);
1061
1350 if (force == NULL) 1062 if (force)
1351 {
1352 force = get_archetype (FORCE_NAME);
1353 force->subtype = FORCE_CHANGE_ABILITY;
1354 if (spell_ob->race)
1355 force->name = spell_ob->race;
1356 else
1357 force->name = spell_ob->name;
1358 force->name_pl = spell_ob->name;
1359 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1360
1361 } 1063 {
1362 else
1363 {
1364 int duration;
1365
1366 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1367 if (duration > force->duration) 1064 if (duration > force->duration)
1368 { 1065 {
1369 force->duration = duration; 1066 force->duration = duration;
1370 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1067 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1371 } 1068 }
1372 else 1069 else
1373 {
1374 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1070 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1375 } 1071
1376 return 1; 1072 return 1;
1377 } 1073 }
1378 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1074
1075 new_draw_info_format (NDI_UNIQUE, 0, op,
1076 "You create an aura of magical force. H<The effect will last for about %.10g seconds.>",
1077 TICK2TIME (duration));
1078
1079 force = archetype::get (FORCE_NAME);
1080 force->subtype = FORCE_CHANGE_ABILITY;
1081 force->duration = duration;
1082
1083 if (spell_ob->race)
1084 force->name = spell_ob->race;
1085 else
1086 force->name = spell_ob->name;
1087
1088 force->name_pl = spell_ob->name;
1089
1379 force->speed = 1.0; 1090 force->speed = 1.0;
1380 force->speed_left = -1.0; 1091 force->speed_left = -1.0;
1381 SET_FLAG (force, FLAG_APPLIED); 1092 force->set_flag (FLAG_APPLIED);
1382 1093
1383 /* Now start processing the effects. First, protections */ 1094 /* Now start processing the effects. First, protections */
1384 for (i = 0; i < NROFATTACKS; i++) 1095 for (i = 0; i < NROFATTACKS; i++)
1385 {
1386 if (spell_ob->resist[i]) 1096 if (spell_ob->resist[i])
1387 {
1388 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob); 1097 force->resist[i] = min (100, spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob));
1389 if (force->resist[i] > 100) 1098
1390 force->resist[i] = 100;
1391 }
1392 }
1393 if (spell_ob->stats.hp) 1099 if (spell_ob->stats.hp)
1394 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob); 1100 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1395 1101
1396 if (tmp->type == PLAYER) 1102 if (tmp->type == PLAYER)
1397 { 1103 {
1398 /* Stat adjustment spells */ 1104 /* Stat adjustment spells */
1399 for (i = 0; i < NUM_STATS; i++) 1105 for (i = 0; i < NUM_STATS; i++)
1400 { 1106 {
1401 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; 1107 if (sint8 stat = spell_ob->stats.stat (i))
1402
1403 if (stat)
1404 { 1108 {
1405 sm = 0; 1109 sint8 sm = 0;
1406 for (k = 0; k < stat; k++) 1110 for (sint8 k = 0; k < stat; k++)
1407 sm += rndm (1, 3); 1111 sm += rndm (1, 3);
1408 1112
1409 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) 1113 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1410 { 1114 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1411 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); 1115
1412 if (sm < 0) 1116 force->stats.stat (i) = sm;
1413 sm = 0; 1117
1414 }
1415 set_attr_value (&force->stats, i, sm);
1416 if (!sm) 1118 if (!sm)
1417 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); 1119 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1418 } 1120 }
1419 } 1121 }
1420 } 1122 }
1421 1123
1422 force->move_type = spell_ob->move_type; 1124 force->move_type = spell_ob->move_type;
1423 1125
1424 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK)) 1126 if (spell_ob->flag [FLAG_SEE_IN_DARK])
1425 SET_FLAG (force, FLAG_SEE_IN_DARK); 1127 force->set_flag (FLAG_SEE_IN_DARK);
1426 1128
1427 if (QUERY_FLAG (spell_ob, FLAG_XRAYS)) 1129 if (spell_ob->flag [FLAG_XRAYS])
1428 SET_FLAG (force, FLAG_XRAYS); 1130 force->set_flag (FLAG_XRAYS);
1429 1131
1430 /* Haste/bonus speed */ 1132 /* Haste/bonus speed */
1431 if (spell_ob->stats.exp) 1133 if (spell_ob->stats.exp)
1432 { 1134 {
1433 if (op->speed > 0.5f) 1135 if (op->speed > 0.5f)
1440 force->stats.ac = spell_ob->stats.ac; 1142 force->stats.ac = spell_ob->stats.ac;
1441 force->attacktype = spell_ob->attacktype; 1143 force->attacktype = spell_ob->attacktype;
1442 1144
1443 insert_ob_in_ob (force, tmp); 1145 insert_ob_in_ob (force, tmp);
1444 change_abil (tmp, force); /* Mostly to display any messages */ 1146 change_abil (tmp, force); /* Mostly to display any messages */
1445 fix_player (tmp); 1147 tmp->update_stats ();
1148
1446 return 1; 1149 return 1;
1447} 1150}
1448 1151
1449/* This used to be part of cast_change_ability, but it really didn't make 1152/* This used to be part of cast_change_ability, but it really didn't make
1450 * a lot of sense, since most of the values it derives are from the god 1153 * a lot of sense, since most of the values it derives are from the god
1451 * of the caster. 1154 * of the caster.
1452 */ 1155 */
1453
1454int 1156int
1455cast_bless (object *op, object *caster, object *spell_ob, int dir) 1157cast_bless (object *op, object *caster, object *spell_ob, int dir)
1456{ 1158{
1457 int i; 1159 int i;
1458 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1160 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1459 1161
1460 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1162 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1461 if (dir != 0) 1163 if (dir != 0)
1462 { 1164 {
1463 tmp = find_target_for_friendly_spell (op, dir); 1165 tmp = find_target_for_friendly_spell (op, dir);
1166
1167 if (!tmp)
1168 return 0;
1464 } 1169 }
1465 else 1170 else
1466 {
1467 tmp = op; 1171 tmp = op;
1468 }
1469 1172
1470 /* If we've already got a force of this type, don't add a new one. */ 1173 /* If we've already got a force of this type, don't add a new one. */
1471 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1174 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1472 { 1175 {
1473 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1176 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1474 { 1177 {
1475 if (tmp2->name == spell_ob->name) 1178 if (tmp2->name == spell_ob->name)
1476 { 1179 {
1482 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 1185 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1483 return 0; 1186 return 0;
1484 } 1187 }
1485 } 1188 }
1486 } 1189 }
1190
1487 if (force == NULL) 1191 if (force == NULL)
1488 { 1192 {
1489 force = get_archetype (FORCE_NAME); 1193 force = archetype::get (FORCE_NAME);
1490 force->subtype = FORCE_CHANGE_ABILITY; 1194 force->subtype = FORCE_CHANGE_ABILITY;
1491 if (spell_ob->race) 1195 if (spell_ob->race)
1492 force->name = spell_ob->race; 1196 force->name = spell_ob->race;
1493 else 1197 else
1494 force->name = spell_ob->name; 1198 force->name = spell_ob->name;
1509 { 1213 {
1510 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1214 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1511 } 1215 }
1512 return 0; 1216 return 0;
1513 } 1217 }
1218
1514 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1219 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1515 force->speed = 1.0; 1220 force->speed = 1.0;
1516 force->speed_left = -1.0; 1221 force->speed_left = -1.0;
1517 SET_FLAG (force, FLAG_APPLIED); 1222 force->set_flag (FLAG_APPLIED);
1518 1223
1519 if (!god) 1224 if (!god)
1520 { 1225 {
1521 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty."); 1226 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1522 } 1227 }
1523 else 1228 else
1524 { 1229 {
1525 /* Only give out good benefits, and put a max on it */ 1230 /* Only give out good benefits, and put a max on it */
1526 for (i = 0; i < NROFATTACKS; i++) 1231 for (i = 0; i < NROFATTACKS; i++)
1527 {
1528 if (god->resist[i] > 0) 1232 if (god->resist[i] > 0)
1529 {
1530 force->resist[i] = MIN (god->resist[i], spell_ob->resist[ATNR_GODPOWER]); 1233 force->resist[i] = min (god->resist[i], spell_ob->resist[ATNR_GODPOWER]);
1531 } 1234
1532 }
1533 force->path_attuned |= god->path_attuned; 1235 force->path_attuned |= god->path_attuned;
1534 1236
1535 if (spell_ob->attacktype) 1237 if (spell_ob->attacktype)
1536 force->slaying = god->slaying; 1238 force->slaying = god->slaying;
1537 1239
1549 force->stats.wc = spell_ob->stats.wc; 1251 force->stats.wc = spell_ob->stats.wc;
1550 force->stats.ac = spell_ob->stats.ac; 1252 force->stats.ac = spell_ob->stats.ac;
1551 1253
1552 change_abil (tmp, force); /* Mostly to display any messages */ 1254 change_abil (tmp, force); /* Mostly to display any messages */
1553 insert_ob_in_ob (force, tmp); 1255 insert_ob_in_ob (force, tmp);
1554 fix_player (tmp); 1256 tmp->update_stats ();
1555 return 1; 1257 return 1;
1556} 1258}
1557
1558
1559 1259
1560/* Alchemy code by Mark Wedel 1260/* Alchemy code by Mark Wedel
1561 * 1261 *
1562 * This code adds a new spell, called alchemy. Alchemy will turn 1262 * This code adds a new spell, called alchemy. Alchemy will turn
1563 * objects to gold nuggets, the value of the gold nuggets being 1263 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1564 * about 90% of that of the item itself. It uses the value of the
1565 * object before charisma adjustments, because the nuggets themselves
1566 * will be will be adjusted by charisma when sold.
1567 * 1264 *
1568 * Large nuggets are worth 25 gp each (base). You will always get 1265 * The value of the gold nuggets being about 90% of that of the item
1569 * the maximum number of large nuggets you could get. 1266 * itself. It uses the value of the object before charisma adjustments,
1570 * Small nuggets are worth 1 gp each (base). You will get from 0 1267 * because the nuggets themselves will be will be adjusted by charisma
1571 * to the max amount of small nuggets as you could get. 1268 * when sold.
1572 *
1573 * For example, if an item is worth 110 gold, you will get
1574 * 4 large nuggets, and from 0-10 small nuggets.
1575 * 1269 *
1576 * There is also a chance (1:30) that you will get nothing at all 1270 * There is also a chance (1:30) that you will get nothing at all
1577 * for the object. There is also a maximum weight that will be 1271 * for the object. There is also a maximum weight that will be
1578 * alchemied. 1272 * alchemised.
1579 */ 1273 */
1580
1581/* I didn't feel like passing these as arguements to the
1582 * two functions that need them. Real values are put in them
1583 * when the spell is cast, and these are freed when the spell
1584 * is finished.
1585 */
1586static object *small, *large;
1587
1588static void 1274static void
1589alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight) 1275alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1590{ 1276{
1591 uint64 value = query_cost (obj, NULL, F_TRUE); 1277 uint64 value = query_cost (obj, NULL, F_TRUE);
1592 1278
1593 /* Give third price when we alchemy money (This should hopefully 1279 /* Give third price when we alchemy money (this should hopefully
1594 * make it so that it isn't worth it to alchemy money, sell 1280 * make it so that it isn't worth it to alchemy money, sell
1595 * the nuggets, alchemy the gold from that, etc. 1281 * the nuggets, alchemy the gold from that, etc.
1596 * Otherwise, give 9 silver on the gold for other objects, 1282 * Otherwise, give 9 silver on the gold for other objects,
1597 * so that it would still be more affordable to haul 1283 * so that it would still be more affordable to haul
1598 * the stuff back to town. 1284 * the stuff back to town.
1599 */ 1285 */
1600 1286 if (obj->flag [FLAG_UNPAID])
1601 if (QUERY_FLAG (obj, FLAG_UNPAID))
1602 value = 0; 1287 value = 0;
1603 else if (obj->type == MONEY || obj->type == GEM) 1288 else if (obj->type == MONEY || obj->type == GEM)
1604 value /= 3; 1289 value /= 3;
1605 else 1290 else
1606 value = (value * 9) / 10; 1291 value = value * 9 / 10;
1607 1292
1608 value /= 4; // fix by GHJ, don't understand, pcg
1609
1610 if ((obj->value > 0) && rndm (0, 29)) 1293 if (obj->value > 0 && rndm (0, 29))
1611 { 1294 total_value += value;
1612 int count;
1613 1295
1614 count = value / large->value;
1615 *large_nuggets += count;
1616 value -= (uint64) count *(uint64) large->value;
1617
1618 count = value / small->value;
1619 *small_nuggets += count;
1620 }
1621
1622 /* Turn 25 small nuggets into 1 large nugget. If the value
1623 * of large nuggets is not evenly divisable by the small nugget
1624 * value, take off an extra small_nugget (Assuming small_nuggets!=0)
1625 */
1626 if (*small_nuggets * small->value >= large->value)
1627 {
1628 (*large_nuggets)++;
1629 *small_nuggets -= large->value / small->value;
1630 if (*small_nuggets && large->value % small->value)
1631 (*small_nuggets)--;
1632 }
1633 weight += obj->weight; 1296 total_weight += obj->total_weight ();
1634 remove_ob (obj);
1635 free_object (obj);
1636}
1637 1297
1638static void 1298 obj->destroy ();
1639update_map (object *op, mapstruct *m, int small_nuggets, int large_nuggets, int x, int y)
1640{
1641 object *tmp;
1642 int flag = 0;
1643
1644 /* Put any nuggets below the player, but we can only pass this
1645 * flag if we are on the same space as the player
1646 */
1647 if (x == op->x && y == op->y && op->map == m)
1648 flag = INS_BELOW_ORIGINATOR;
1649
1650 if (small_nuggets)
1651 {
1652 tmp = get_object ();
1653 copy_object (small, tmp);
1654 tmp->nrof = small_nuggets;
1655 tmp->x = x;
1656 tmp->y = y;
1657 insert_ob_in_map (tmp, m, op, flag);
1658 }
1659 if (large_nuggets)
1660 {
1661 tmp = get_object ();
1662 copy_object (large, tmp);
1663 tmp->nrof = large_nuggets;
1664 tmp->x = x;
1665 tmp->y = y;
1666 insert_ob_in_map (tmp, m, op, flag);
1667 }
1668} 1299}
1669 1300
1670int 1301int
1671alchemy (object *op, object *caster, object *spell_ob) 1302alchemy (object *op, object *caster, object *spell_ob)
1672{ 1303{
1673 int x, y, weight = 0, weight_max, large_nuggets, small_nuggets, mflags;
1674 sint16 nx, ny;
1675 object *next, *tmp;
1676 mapstruct *mp;
1677
1678 if (op->type != PLAYER) 1304 if (op->type != PLAYER)
1679 return 0; 1305 return 0;
1680 1306
1307 archetype *nugget[3];
1308
1309 nugget[0] = archetype::find (shstr_pyrite3);
1310 nugget[1] = archetype::find (shstr_pyrite2);
1311 nugget[2] = archetype::find (shstr_pyrite);
1312
1681 /* Put a maximum weight of items that can be alchemied. Limits the power 1313 /* Put a maximum weight of items that can be alchemised. Limits the power
1682 * some, and also prevents people from alcheming every table/chair/clock 1314 * some, and also prevents people from alchemising every table/chair/clock
1683 * in sight 1315 * in sight
1684 */ 1316 */
1685 weight_max = spell_ob->duration + +SP_level_duration_adjust (caster, spell_ob); 1317 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1686 weight_max *= 1000; 1318 int weight_max = duration * 1000;
1687 small = get_archetype ("smallnugget"), large = get_archetype ("largenugget"); 1319 uint64 value_max = duration * 1000;
1688 1320
1321 int weight = 0;
1322
1689 for (y = op->y - 1; y <= op->y + 1; y++) 1323 for (int y = op->y - 1; y <= op->y + 1; y++)
1690 { 1324 {
1691 for (x = op->x - 1; x <= op->x + 1; x++) 1325 for (int x = op->x - 1; x <= op->x + 1; x++)
1692 { 1326 {
1327 uint64 value = 0;
1328
1693 nx = x; 1329 sint16 nx = x;
1694 ny = y; 1330 sint16 ny = y;
1695 1331
1696 mp = op->map; 1332 maptile *mp = op->map;
1697 1333
1698 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); 1334 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1699 1335
1700 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1336 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1701 continue; 1337 continue;
1702 1338
1703 /* Treat alchemy a little differently - most spell effects 1339 /* Treat alchemy a little differently - most spell effects
1705 * ground level effect. 1341 * ground level effect.
1706 */ 1342 */
1707 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) 1343 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1708 continue; 1344 continue;
1709 1345
1710 small_nuggets = 0; 1346 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1711 large_nuggets = 0;
1712
1713 for (tmp = get_map_ob (mp, nx, ny); tmp != NULL; tmp = next)
1714 { 1347 {
1715 next = tmp->above; 1348 next = tmp->above;
1349
1716 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1350 if (tmp->weight > 0 && !tmp->flag [FLAG_NO_PICK] &&
1717 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1351 !tmp->flag [FLAG_ALIVE] && !tmp->flag [FLAG_IS_CAULDRON])
1718 { 1352 {
1719
1720 if (tmp->inv) 1353 if (tmp->inv)
1721 { 1354 {
1722 object *next1, *tmp1; 1355 object *next1, *tmp1;
1723 1356
1724 for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1) 1357 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1725 { 1358 {
1726 next1 = tmp1->below; 1359 next1 = tmp1->below;
1727 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1360 if (tmp1->weight > 0 && !tmp1->flag [FLAG_NO_PICK] &&
1728 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1361 !tmp1->flag [FLAG_ALIVE] && !tmp1->flag [FLAG_IS_CAULDRON])
1729 alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight); 1362 alchemy_object (tmp1, value, weight);
1730 } 1363 }
1731 } 1364 }
1365
1732 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); 1366 alchemy_object (tmp, value, weight);
1733 1367
1734 if (weight > weight_max) 1368 if (weight > weight_max)
1735 { 1369 break;
1736 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1737 free_object (large);
1738 free_object (small);
1739 return 1;
1740 } 1370 }
1741 } /* is alchemable object */
1742 } /* process all objects on this space */
1743
1744 /* Insert all the nuggets at one time. This probably saves time, but
1745 * it also prevents us from alcheming nuggets that were just created
1746 * with this spell.
1747 */ 1371 }
1748 update_map (op, mp, small_nuggets, large_nuggets, nx, ny); 1372
1373 value -= rndm (value >> 4);
1374 value = min (value, value_max);
1375
1376 for (int i = 0; i < array_length (nugget); ++i)
1377 if (int nrof = value / nugget [i]->value)
1378 {
1379 value -= nrof * nugget[i]->value;
1380
1381 object *tmp = nugget[i]->instance ();
1382 tmp->nrof = nrof;
1383 tmp->flag [FLAG_IDENTIFIED] = true;
1384 op->map->insert (tmp, x, y, op, 0);
1749 } 1385 }
1386
1387 if (weight > weight_max)
1388 goto bailout;
1389 }
1750 } 1390 }
1751 free_object (large); 1391
1752 free_object (small); 1392bailout:
1753 /* reset this so that if player standing on a big pile of stuff,
1754 * it is redrawn properly.
1755 */
1756 op->contr->socket.look_position = 0;
1757 return 1; 1393 return 1;
1758} 1394}
1759
1760 1395
1761/* This function removes the cursed/damned status on equipped 1396/* This function removes the cursed/damned status on equipped
1762 * items. 1397 * items.
1763 */ 1398 */
1764int 1399int
1765remove_curse (object *op, object *caster, object *spell) 1400remove_curse (object *op, object *caster, object *spell)
1766{ 1401{
1767 object *tmp;
1768 int success = 0, was_one = 0; 1402 int success = 0, was_one = 0;
1769 1403
1404 int num_uncurse = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell));
1405
1406 op->splay_marked ();
1407
1408 int typeflag = spell->last_sp ? FLAG_DAMNED : FLAG_CURSED;
1409
1770 for (tmp = op->inv; tmp; tmp = tmp->below) 1410 for (object *tmp = op->inv; tmp && num_uncurse; tmp = tmp->below)
1771 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1411 if (!tmp->invisible && tmp->flag [typeflag])
1772 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1773 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1774 { 1412 {
1775
1776 was_one++; 1413 ++was_one;
1414
1777 if (tmp->level <= caster_level (caster, spell)) 1415 if (tmp->level <= casting_level (caster, spell))
1778 { 1416 {
1779 success++; 1417 ++success;
1780 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1418 --num_uncurse;
1781 CLEAR_FLAG (tmp, FLAG_DAMNED);
1782 1419
1783 CLEAR_FLAG (tmp, FLAG_CURSED); 1420 tmp->clr_flag (typeflag);
1784 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1421 tmp->clr_flag (FLAG_CURSED);
1422 tmp->clr_flag (FLAG_KNOWN_CURSED);
1785 tmp->value = 0; /* Still can't sell it */ 1423 tmp->value = 0; /* Still can't sell it */
1786 if (op->type == PLAYER) 1424
1425 if (object *pl = tmp->visible_to ())
1787 esrv_send_item (op, tmp); 1426 esrv_update_item (UPD_FLAGS, pl, tmp);
1788 } 1427 }
1789 } 1428 }
1790 1429
1791 if (op->type == PLAYER) 1430 if (op->type == PLAYER)
1792 { 1431 {
1793 if (success) 1432 if (success)
1794 { 1433 new_draw_info (NDI_UNIQUE, 0, op, "You realise that some of your items look shinier now. H<You successfully removed some curses.>");
1795 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1796 }
1797 else 1434 else
1798 { 1435 {
1799 if (was_one) 1436 if (was_one)
1800 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse."); 1437 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove any curse. H<The spell was not strong enough.>");
1801 else 1438 else
1802 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items."); 1439 new_draw_info (NDI_UNIQUE, 0, op, "You are not having any cursed items. H<Epic fail.>");
1803 } 1440 }
1804 } 1441 }
1442
1805 return success; 1443 return success;
1806} 1444}
1807 1445
1808/* Identifies objects in the players inventory/on the ground */ 1446/* Identifies objects in the players inventory/on the ground */
1809
1810int 1447int
1811cast_identify (object *op, object *caster, object *spell) 1448cast_identify (object *op, object *caster, object *spell)
1812{ 1449{
1813 object *tmp; 1450 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1814 int success = 0, num_ident;
1815 1451
1816 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1452 int num_ident = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell));
1817 1453
1818 if (num_ident < 1) 1454 op->splay_marked ();
1819 num_ident = 1;
1820 1455
1821
1822 for (tmp = op->inv; tmp; tmp = tmp->below) 1456 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1823 { 1457 {
1824 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1458 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1825 { 1459 {
1826 identify (tmp); 1460 identify (tmp);
1461
1827 if (op->type == PLAYER) 1462 if (op->type == PLAYER)
1828 { 1463 {
1829 new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op)); 1464 buf.printf ("You identified: %s.\r", long_desc (tmp, op));
1465
1830 if (tmp->msg) 1466 if (tmp->msg)
1831 { 1467 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1832 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1833 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1834 }
1835 } 1468 }
1836 num_ident--; 1469
1837 success = 1;
1838 if (!num_ident) 1470 if (!--num_ident)
1839 break; 1471 break;
1840 } 1472 }
1841 } 1473 }
1474
1842 /* If all the power of the spell has been used up, don't go and identify 1475 /* If all the power of the spell has been used up, don't go and identify
1843 * stuff on the floor. Only identify stuff on the floor if the spell 1476 * stuff on the floor. Only identify stuff on the floor if the spell
1844 * was not fully used. 1477 * was not fully used.
1845 */ 1478 */
1846 if (num_ident) 1479 if (num_ident)
1847 { 1480 {
1848 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1481 for (object *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1849 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1482 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1850 { 1483 {
1851
1852 identify (tmp); 1484 identify (tmp);
1853 if (op->type == PLAYER) 1485
1486 if (object *pl = tmp->visible_to ())
1854 { 1487 {
1855 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op)); 1488 buf.printf ("On the ground you identified: %s.\r", long_desc (tmp, op));
1489
1856 if (tmp->msg) 1490 if (tmp->msg)
1857 { 1491 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1858 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1859 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1860 }
1861 esrv_send_item (op, tmp);
1862 } 1492 }
1863 num_ident--; 1493
1864 success = 1;
1865 if (!num_ident) 1494 if (!--num_ident)
1866 break; 1495 break;
1867 } 1496 }
1868 } 1497 }
1869 if (!success) 1498
1870 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified."); 1499 if (buf.empty ())
1500 {
1501 op->failmsg ("You can't reach anything unidentified.");
1502 return 0;
1503 }
1871 else 1504 else
1872 { 1505 {
1506 if (op->contr)
1507 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1508
1873 spell_effect (spell, op->x, op->y, op->map, op); 1509 spell_effect (spell, op->x, op->y, op->map, op);
1510 return 1;
1874 } 1511 }
1875 return success;
1876} 1512}
1877
1878 1513
1879int 1514int
1880cast_detection (object *op, object *caster, object *spell, object *skill) 1515cast_detection (object *op, object *caster, object *spell, object *skill)
1881{ 1516{
1882 object *tmp, *last, *god, *detect; 1517 object *tmp, *last, *god, *detect;
1883 int done_one, range, mflags, floor, level; 1518 int done_one, range, floor, level;
1884 sint16 x, y, nx, ny; 1519 sint16 x, y, nx, ny;
1885 mapstruct *m; 1520 maptile *m;
1886 1521
1887 /* We precompute some values here so that we don't have to keep 1522 /* We precompute some values here so that we don't have to keep
1888 * doing it over and over again. 1523 * doing it over and over again.
1889 */ 1524 */
1890 god = find_god (determine_god (op)); 1525 god = find_god (determine_god (op));
1891 level = caster_level (caster, spell); 1526 level = casting_level (caster, spell);
1892 range = spell->range + SP_level_range_adjust (caster, spell); 1527 range = spell->range + SP_level_range_adjust (caster, spell);
1893 1528
1894 if (!skill) 1529 if (!skill)
1895 skill = caster; 1530 skill = caster;
1896 1531
1897 for (x = op->x - range; x <= op->x + range; x++) 1532 dynbuf buf;
1898 for (y = op->y - range; y <= op->y + range; y++) 1533 unordered_mapwalk (buf, op, -range, -range, range, range)
1899 { 1534 {
1900
1901 m = op->map;
1902 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1903 if (mflags & P_OUT_OF_MAP)
1904 continue;
1905
1906 /* For most of the detections, we only detect objects above the 1535 /* For most of the detections, we only detect objects above the
1907 * floor. But this is not true for show invisible. 1536 * floor. But this is not true for show invisible.
1908 * Basically, we just go and find the top object and work 1537 * Basically, we just go and find the top object and work
1909 * down - that is easier than working up. 1538 * down - that is easier than working up.
1910 */ 1539 */
1911 1540
1912 for (last = NULL, tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above) 1541 for (last = 0, tmp = m->at (nx, ny).bot; tmp; tmp = tmp->above)
1913 last = tmp; 1542 last = tmp;
1543
1914 /* Shouldn't happen, but if there are no objects on a space, this 1544 /* Shouldn't happen, but if there are no objects on a space, this
1915 * would happen. 1545 * would happen.
1916 */ 1546 */
1917 if (!last) 1547 if (!last)
1918 continue; 1548 continue;
1919 1549
1920 done_one = 0; 1550 done_one = 0;
1921 floor = 0; 1551 floor = 0;
1922 detect = NULL; 1552 detect = 0;
1923 for (tmp = last; tmp; tmp = tmp->below) 1553 for (tmp = last; tmp; tmp = tmp->below)
1924 { 1554 {
1925
1926 /* show invisible */ 1555 /* show invisible */
1927 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1556 if (spell->flag [FLAG_MAKE_INVIS]
1928 /* Might there be other objects that we can make visibile? */ 1557 /* Might there be other objects that we can make visible? */
1929 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1558 && (tmp->invisible && (tmp->flag [FLAG_MONSTER]
1930 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1559 || (tmp->type == PLAYER && !tmp->flag [FLAG_WIZ])
1931 tmp->type == CF_HANDLE || 1560 || tmp->type == T_HANDLE
1932 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE || 1561 || tmp->type == TRAPDOOR
1562 || tmp->type == EXIT
1563 || tmp->type == HOLE
1564 || tmp->type == BUTTON
1933 tmp->type == BUTTON || tmp->type == TELEPORTER || 1565 || tmp->type == TELEPORTER
1566 || tmp->type == GATE
1934 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1567 || tmp->type == LOCKED_DOOR
1935 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN || 1568 || tmp->type == WEAPON
1569 || tmp->type == ALTAR
1570 || (tmp->type == SIGN && tmp->face != magicmouth_face)
1936 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1571 || tmp->type == TRIGGER_PEDESTAL
1937 tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR))) 1572 || tmp->type == SPECIAL_KEY
1573 || tmp->type == TREASURE
1574 || tmp->type == BOOK
1575 || tmp->type == HOLY_ALTAR
1576 || tmp->type == CONTAINER)))
1938 { 1577 {
1578 printf ("show inv %s\n", tmp->debug_desc());//D
1939 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4) 1579 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1940 { 1580 {
1941 tmp->invisible = 0; 1581 tmp->invisible = 0;
1582 done_one = 1;
1583 }
1584 }
1585
1586 if (tmp->flag [FLAG_IS_FLOOR])
1587 floor = 1;
1588
1589 /* All detections below this point don't descend beneath the floor,
1590 * so just continue on. We could be clever and look at the type of
1591 * detection to completely break out if we don't care about objects beneath
1592 * the floor, but once we get to the floor, not likely a very big issue anyways.
1593 */
1594 if (floor)
1595 continue;
1596
1597 /* I had thought about making detect magic and detect curse
1598 * show the flash the magic item like it does for detect monster.
1599 * however, if the object is within sight, this would then make it
1600 * difficult to see what object is magical/cursed, so the
1601 * effect wouldn't be as apparent.
1602 */
1603
1604 /* detect magic */
1605 if (spell->flag [FLAG_KNOWN_MAGICAL]
1606 && !tmp->flag [FLAG_KNOWN_MAGICAL]
1607 && !tmp->flag [FLAG_IDENTIFIED]
1608 && tmp->need_identify ()
1609 && is_magical (tmp))
1610 {
1611 tmp->set_flag (FLAG_KNOWN_MAGICAL);
1612 /* make runes more visible */
1613 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1614 tmp->stats.Cha /= 4;
1615
1616 done_one = 1;
1617 }
1618
1619 /* detect monster */
1620 if (spell->flag [FLAG_MONSTER] && (tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER))
1621 {
1622 done_one = 2;
1623
1624 if (!detect)
1625 detect = tmp;
1626 }
1627
1628 /* Basically, if race is set in the spell, then the creatures race must
1629 * match that. if the spell race is set to GOD, then the gods opposing
1630 * race must match.
1631 */
1632 if (spell->race && tmp->flag [FLAG_MONSTER] && tmp->race &&
1633 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1634 spell->race.contains (tmp->race)))
1635 {
1636 done_one = 2;
1637
1638 if (!detect)
1639 detect = tmp;
1640 }
1641
1642 if (spell->flag [FLAG_KNOWN_CURSED]
1643 && !tmp->flag [FLAG_KNOWN_CURSED]
1644 && tmp->need_identify ()
1645 && (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))
1646 {
1647 tmp->set_flag (FLAG_KNOWN_CURSED);
1648 done_one = 1;
1649 }
1650
1651 // Do mining detection spell:
1652 if (spell->last_sp == 1) // 1 - detect any vein
1653 {
1654 if (tmp->type == VEIN)
1655 {
1656 if (tmp->other_arch)
1657 {
1658 if (!detect)
1659 detect = tmp->other_arch;
1660 done_one = 2;
1661 }
1662 else
1942 done_one = 1; 1663 done_one = 1;
1943 } 1664 }
1944 } 1665 }
1945 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1946 floor = 1;
1947
1948 /* All detections below this point don't descend beneath the floor,
1949 * so just continue on. We could be clever and look at the type of
1950 * detection to completely break out if we don't care about objects beneath
1951 * the floor, but once we get to the floor, not likely a very big issue anyways.
1952 */
1953 if (floor)
1954 continue;
1955
1956 /* I had thought about making detect magic and detect curse
1957 * show the flash the magic item like it does for detect monster.
1958 * however, if the object is within sight, this would then make it
1959 * difficult to see what object is magical/cursed, so the
1960 * effect wouldn't be as apparant.
1961 */
1962
1963 /* detect magic */
1964 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1965 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1966 {
1967 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1968 /* make runes more visibile */
1969 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1970 tmp->stats.Cha /= 4;
1971 done_one = 1;
1972 }
1973 /* detect monster */
1974 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1975 {
1976 done_one = 2;
1977 if (!detect)
1978 detect = tmp;
1979 }
1980 /* Basically, if race is set in the spell, then the creatures race must
1981 * match that. if the spell race is set to GOD, then the gods opposing
1982 * race must match.
1983 */
1984 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1985 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) ||
1986 (strstr (spell->race, tmp->race))))
1987 {
1988 done_one = 2;
1989 if (!detect)
1990 detect = tmp;
1991 }
1992 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1993 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1994 {
1995 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1996 done_one = 1;
1997 }
1998 } /* for stack of objects on this space */ 1666 } /* for stack of objects on this space */
1999 1667
2000 /* Code here puts an effect of the spell on the space, so you can see 1668 /* Code here puts an effect of the spell on the space, so you can see
2001 * where the magic is. 1669 * where the magic is.
2002 */ 1670 */
2003 if (done_one) 1671 if (done_one)
2004 { 1672 {
2005 object *detect_ob = arch_to_object (spell->other_arch); 1673 object *detect_ob = spell->other_arch->instance ();
2006 1674
2007 detect_ob->x = nx;
2008 detect_ob->y = ny;
2009 /* if this is set, we want to copy the face */ 1675 /* if this is set, we want to copy the face */
2010 if (done_one == 2 && detect) 1676 if (done_one == 2 && detect)
2011 { 1677 {
2012 detect_ob->face = detect->face; 1678 detect_ob->face = detect->face;
2013 detect_ob->animation_id = detect->animation_id; 1679 detect_ob->animation_id = detect->animation_id;
2014 detect_ob->anim_speed = detect->anim_speed; 1680 detect_ob->anim_speed = detect->anim_speed;
2015 detect_ob->last_anim = 0; 1681 detect_ob->last_anim = 0;
2016 /* by default, the detect_ob is already animated */ 1682 /* by default, the detect_ob is already animated */
2017 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1683 if (!detect->flag [FLAG_ANIMATE])
2018 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1684 detect_ob->clr_flag (FLAG_ANIMATE);
2019 } 1685 }
2020 insert_ob_in_map (detect_ob, m, op, 0); 1686
1687 m->insert (detect_ob, nx, ny, op, INS_ON_TOP);
2021 } 1688 }
2022 } /* for processing the surrounding spaces */ 1689 } /* for processing the surrounding spaces */
2023 1690
2024 1691
2025 /* Now process objects in the players inventory if detect curse or magic */ 1692 /* Now process objects in the players inventory if detect curse or magic */
2026 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL)) 1693 if (spell->flag [FLAG_KNOWN_CURSED] || spell->flag [FLAG_KNOWN_MAGICAL])
2027 { 1694 {
2028 done_one = 0; 1695 done_one = 0;
1696
2029 for (tmp = op->inv; tmp; tmp = tmp->below) 1697 for (tmp = op->inv; tmp; tmp = tmp->below)
2030 { 1698 {
2031 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1699 if (!tmp->invisible && !tmp->flag [FLAG_IDENTIFIED])
2032 { 1700 {
2033 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)) 1701 if (spell->flag [FLAG_KNOWN_MAGICAL] && is_magical (tmp) && !tmp->flag [FLAG_KNOWN_MAGICAL])
2034 { 1702 {
2035 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1703 tmp->set_flag (FLAG_KNOWN_MAGICAL);
2036 if (op->type == PLAYER) 1704
1705 if (object *pl = tmp->visible_to ())
2037 esrv_send_item (op, tmp); 1706 esrv_update_item (UPD_FLAGS, pl, tmp);
2038 } 1707 }
2039 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1708
2040 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1709 if (spell->flag [FLAG_KNOWN_CURSED] && !tmp->flag [FLAG_KNOWN_CURSED] &&
1710 (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))
2041 { 1711 {
2042 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1712 tmp->set_flag (FLAG_KNOWN_CURSED);
2043 if (op->type == PLAYER) 1713
1714 if (object *pl = tmp->visible_to ())
2044 esrv_send_item (op, tmp); 1715 esrv_update_item (UPD_FLAGS, pl, tmp);
2045 } 1716 }
2046 } /* if item is not identified */ 1717 } /* if item is not identified */
2047 } /* for the players inventory */ 1718 } /* for the players inventory */
2048 } /* if detect magic/curse and object is a player */ 1719 } /* if detect magic/curse and object is a player */
1720
2049 return 1; 1721 return 1;
2050} 1722}
2051 1723
2052 1724
2053/** 1725/**
2066 1738
2067 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you."); 1739 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
2068 1740
2069 if (victim->stats.sp >= victim->stats.maxsp * 2) 1741 if (victim->stats.sp >= victim->stats.maxsp * 2)
2070 { 1742 {
2071 object *tmp;
2072
2073 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1743 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
2074
2075 /* Explodes a fireball centered at player */
2076 tmp = get_archetype (EXPLODING_FIREBALL);
2077 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
2078 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
2079 tmp->x = victim->x;
2080 tmp->y = victim->y;
2081 insert_ob_in_map (tmp, victim->map, NULL, 0);
2082 victim->stats.sp = 2 * victim->stats.maxsp; 1744 victim->stats.sp = 2 * victim->stats.maxsp;
1745 create_exploding_ball_at (victim, caster_level);
2083 } 1746 }
2084 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1747 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
2085 {
2086 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); 1748 new_draw_info (NDI_UNIQUE | NDI_ORANGE, 0, victim, "You feel like your head is going to explode.");
2087 }
2088 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1749 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2089 {
2090 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 1750 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
2091 }
2092 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1751 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2093 { 1752 {
2094 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1753 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2095 confuse_player (victim, victim, 99); 1754 confuse_player (victim, victim, 99);
2096 } 1755 }
2097 else if (victim->stats.sp >= victim->stats.maxsp * 1.25) 1756 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
2098 {
2099 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices."); 1757 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
2100 }
2101} 1758}
2102 1759
2103/* cast_transfer 1760/* cast_transfer
2104 * This spell transfers sp from the player to another person. 1761 * This spell transfers sp from the player to another person.
2105 * We let the target go above their normal maximum SP. 1762 * We let the target go above their normal maximum SP.
2108int 1765int
2109cast_transfer (object *op, object *caster, object *spell, int dir) 1766cast_transfer (object *op, object *caster, object *spell, int dir)
2110{ 1767{
2111 object *plyr = NULL; 1768 object *plyr = NULL;
2112 sint16 x, y; 1769 sint16 x, y;
2113 mapstruct *m; 1770 maptile *m;
2114 int mflags; 1771 int mflags;
2115 1772
2116 m = op->map; 1773 m = op->map;
2117 x = op->x + freearr_x[dir]; 1774 x = op->x + DIRX (dir);
2118 y = op->y + freearr_y[dir]; 1775 y = op->y + DIRY (dir);
2119 1776
2120 mflags = get_map_flags (m, &m, x, y, &x, &y); 1777 mflags = get_map_flags (m, &m, x, y, &x, &y);
2121 1778
2122 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1779 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
2123 { 1780 {
2124 for (plyr = get_map_ob (m, x, y); plyr != NULL; plyr = plyr->above) 1781 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
2125 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1782 if (plyr != op && plyr->flag [FLAG_ALIVE])
2126 break; 1783 break;
2127 } 1784 }
2128 1785
2129 1786
2130 /* If we did not find a player in the specified direction, transfer 1787 /* If we did not find a player in the specified direction, transfer
2131 * to anyone on top of us. This is used for the rune of transference mostly. 1788 * to anyone on top of us. This is used for the rune of transference mostly.
2132 */ 1789 */
2133 if (plyr == NULL) 1790 if (plyr == NULL)
2134 for (plyr = get_map_ob (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above) 1791 for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above)
2135 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1792 if (plyr != op && plyr->flag [FLAG_ALIVE])
2136 break; 1793 break;
2137 1794
2138 if (!plyr) 1795 if (!plyr)
2139 { 1796 {
2140 new_draw_info (NDI_BLACK, 0, op, "There is no one there."); 1797 op->failmsg ("There is no one there.");
2141 return 0; 1798 return 0;
2142 } 1799 }
2143 /* give sp */ 1800 /* give sp */
2144 if (spell->stats.dam > 0) 1801 if (spell->stats.dam > 0)
2145 { 1802 {
2146 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell); 1803 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
2147 charge_mana_effect (plyr, caster_level (caster, spell)); 1804 charge_mana_effect (plyr, casting_level (caster, spell));
2148 return 1; 1805 return 1;
2149 } 1806 }
2150 /* suck sp away. Can't suck sp from yourself */ 1807 /* suck sp away. Can't suck sp from yourself */
2151 else if (op != plyr) 1808 else if (op != plyr)
2152 { 1809 {
2157 if (rate > 95) 1814 if (rate > 95)
2158 rate = 95; 1815 rate = 95;
2159 1816
2160 sucked = (plyr->stats.sp * rate) / 100; 1817 sucked = (plyr->stats.sp * rate) / 100;
2161 plyr->stats.sp -= sucked; 1818 plyr->stats.sp -= sucked;
2162 if (QUERY_FLAG (op, FLAG_ALIVE)) 1819 if (op->flag [FLAG_ALIVE])
2163 { 1820 {
2164 /* Player doesn't get full credit */ 1821 /* Player doesn't get full credit */
2165 sucked = (sucked * rate) / 100; 1822 sucked = (sucked * rate) / 100;
2166 op->stats.sp += sucked; 1823 op->stats.sp += sucked;
2167 if (sucked > 0) 1824 if (sucked > 0)
2168 { 1825 {
2169 charge_mana_effect (op, caster_level (caster, spell)); 1826 charge_mana_effect (op, casting_level (caster, spell));
2170 } 1827 }
2171 } 1828 }
2172 return 1; 1829 return 1;
2173 } 1830 }
2174 return 0; 1831 return 0;
2184void 1841void
2185counterspell (object *op, int dir) 1842counterspell (object *op, int dir)
2186{ 1843{
2187 object *tmp, *head, *next; 1844 object *tmp, *head, *next;
2188 int mflags; 1845 int mflags;
2189 mapstruct *m; 1846 maptile *m;
2190 sint16 sx, sy; 1847 sint16 sx, sy;
2191 1848
2192 sx = op->x + freearr_x[dir]; 1849 sx = op->x + DIRX (dir);
2193 sy = op->y + freearr_y[dir]; 1850 sy = op->y + DIRY (dir);
2194 m = op->map; 1851 m = op->map;
2195 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1852 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
2196 if (mflags & P_OUT_OF_MAP) 1853 if (mflags & P_OUT_OF_MAP)
2197 return; 1854 return;
2198 1855
2199 for (tmp = get_map_ob (m, sx, sy); tmp != NULL; tmp = next) 1856 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
2200 { 1857 {
2201 next = tmp->above; 1858 next = tmp->above;
2202 1859
2203 /* Need to look at the head object - otherwise, if tmp 1860 /* Need to look at the head object - otherwise, if tmp
2204 * points to a monster, we don't have all the necessary 1861 * points to a monster, we don't have all the necessary
2211 1868
2212 /* don't attack our own spells */ 1869 /* don't attack our own spells */
2213 if (tmp->owner && tmp->owner == op->owner) 1870 if (tmp->owner && tmp->owner == op->owner)
2214 continue; 1871 continue;
2215 1872
2216 /* Basically, if the object is magical and not counterspell, 1873 /* Basically, if the object is magical and not counterspell,
2217 * we will more or less remove the object. Don't counterspell 1874 * we will more or less remove the object. Don't counterspell
2218 * monsters either. 1875 * monsters either.
2219 */ 1876 */
2220 1877
2221 if (head->attacktype & AT_MAGIC && 1878 if (head->attacktype & AT_MAGIC
2222 !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level)) 1879 && !(head->attacktype & AT_COUNTERSPELL)
2223 { 1880 && !head->flag [FLAG_MONSTER]
2224 remove_ob (head); 1881 && (op->level > head->level))
2225 free_object (head); 1882 head->destroy ();
2226 }
2227 else 1883 else
2228 switch (head->type) 1884 switch (head->type)
2229 { 1885 {
2230 case SPELL_EFFECT: 1886 case SPELL_EFFECT:
1887 // XXX: Don't affect floor spelleffects. See also XXX comment
1888 // about sanctuary in spell_util.C
1889 if (tmp->flag [FLAG_IS_FLOOR])
1890 continue;
1891
2231 if (op->level > head->level) 1892 if (op->level > head->level)
2232 { 1893 head->destroy ();
2233 remove_ob (head); 1894
2234 free_object (head);
2235 }
2236 break; 1895 break;
2237 1896
2238 /* I really don't get this rune code that much - that 1897 /* I really don't get this rune code that much - that
2239 * random chance seems really low. 1898 * random chance seems really low.
2240 */ 1899 */
2241 case RUNE: 1900 case RUNE:
2242 if (rndm (0, 149) == 0) 1901 if (rndm (0, 149) == 0)
2243 { 1902 {
2244 head->stats.hp--; /* weaken the rune */ 1903 head->stats.hp--; /* weaken the rune */
2245 if (!head->stats.hp) 1904 if (!head->stats.hp)
2246 { 1905 head->destroy ();
2247 remove_ob (head);
2248 free_object (head);
2249 }
2250 } 1906 }
2251 break; 1907 break;
2252 } 1908 }
2253 } 1909 }
2254} 1910}
2255 1911
2256
2257
2258/* cast_consecrate() - a spell to make an altar your god's */ 1912/* cast_consecrate() - a spell to make an altar your god's */
2259int 1913int
2260cast_consecrate (object *op, object *caster, object *spell) 1914cast_consecrate (object *op, object *caster, object *spell)
2261{ 1915{
2262 char buf[MAX_BUF]; 1916 char buf[MAX_BUF];
2263 1917
2264 object *tmp, *god = find_god (determine_god (op)); 1918 object *tmp, *god = find_god (determine_god (op));
2265 1919
2266 if (!god) 1920 if (!god)
2267 { 1921 {
2268 new_draw_info (NDI_UNIQUE, 0, op, "You can't consecrate anything if you don't worship a god!"); 1922 op->failmsg ("You can't consecrate anything if you don't worship a god!");
2269 return 0; 1923 return 0;
2270 } 1924 }
2271 1925
2272 for (tmp = op->below; tmp; tmp = tmp->below) 1926 for (tmp = op->below; tmp; tmp = tmp->below)
2273 { 1927 {
2274 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1928 if (tmp->flag [FLAG_IS_FLOOR])
2275 break; 1929 break;
2276 if (tmp->type == HOLY_ALTAR) 1930 if (tmp->type == HOLY_ALTAR)
2277 { 1931 {
2278 1932
2279 if (tmp->level > caster_level (caster, spell)) 1933 if (tmp->level > casting_level (caster, spell))
2280 { 1934 {
2281 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name); 1935 op->failmsgf ("You are not powerful enough to reconsecrate the %s", &tmp->name);
2282 return 0; 1936 return 0;
2283 } 1937 }
2284 else 1938 else
2285 { 1939 {
2286 /* If we got here, we are consecrating an altar */ 1940 /* If we got here, we are consecrating an altar */
2287 sprintf (buf, "Altar of %s", &god->name); 1941 sprintf (buf, "Altar of %s", &god->name);
2288 tmp->name = buf; 1942 tmp->name = buf;
2289 tmp->level = caster_level (caster, spell); 1943 tmp->level = casting_level (caster, spell);
2290 tmp->other_arch = god->arch; 1944 tmp->other_arch = god->arch;
1945
2291 if (op->type == PLAYER) 1946 if (op->type == PLAYER)
2292 esrv_update_item (UPD_NAME, op, tmp); 1947 esrv_update_item (UPD_NAME, op, tmp);
1948
2293 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name); 1949 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
2294 return 1; 1950 return 1;
2295 } 1951 }
2296 } 1952 }
2297 } 1953 }
2298 new_draw_info (NDI_UNIQUE, 0, op, "You are not standing over an altar!"); 1954
1955 op->failmsg ("You are not standing over an altar!");
2299 return 0; 1956 return 0;
2300} 1957}
2301 1958
2302/* animate_weapon - 1959/* animate_weapon -
2303 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon. 1960 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon.
2304 * The golem is based on the archetype specified, modified by the caster's level 1961 * The golem is based on the archetype specified, modified by the caster's level
2305 * and the attributes of the weapon. The weapon is inserted in the golem's 1962 * and the attributes of the weapon. The weapon is inserted in the golem's
2306 * inventory so that it falls to the ground when the golem dies. 1963 * inventory so that it falls to the ground when the golem dies.
2307 * This code was very odd - code early on would only let players use the spell, 1964 * This code was very odd - code early on would only let players use the spell,
2308 * yet the code wass full of player checks. I've presumed that the code 1965 * yet the code wass full of player checks. I've presumed that the code
2309 * that only let players use it was correct, and removed all the other 1966 * that only let players use it was correct, and removed all the other
2310 * player checks. MSW 2003-01-06 1967 * player checks. MSW 2003-01-06
2311 */ 1968 */
2312
2313int 1969int
2314animate_weapon (object *op, object *caster, object *spell, int dir) 1970animate_weapon (object *op, object *caster, object *spell, int dir)
2315{ 1971{
2316 object *weapon, *tmp;
2317 char buf[MAX_BUF]; 1972 char buf[MAX_BUF];
2318 int a, i; 1973 int a, i;
2319 sint16 x, y; 1974 sint16 x, y;
2320 mapstruct *m; 1975 maptile *m;
2321 materialtype_t *mt;
2322 1976
2323 if (!spell->other_arch) 1977 if (!spell->other_arch)
2324 { 1978 {
2325 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1979 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2326 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name); 1980 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2329 /* exit if it's not a player using this spell. */ 1983 /* exit if it's not a player using this spell. */
2330 if (op->type != PLAYER) 1984 if (op->type != PLAYER)
2331 return 0; 1985 return 0;
2332 1986
2333 /* if player already has a golem, abort */ 1987 /* if player already has a golem, abort */
2334 if (op->contr->ranges[range_golem] != NULL && op->contr->golem_count == op->contr->ranges[range_golem]->count) 1988 if (object *golem = op->contr->golem)
2335 { 1989 {
2336 control_golem (op->contr->ranges[range_golem], dir); 1990 control_golem (golem, dir);
2337 return 0; 1991 return 0;
2338 } 1992 }
2339 1993
2340 /* if no direction specified, pick one */ 1994 /* if no direction specified, pick one */
2341 if (!dir) 1995 if (!dir)
2342 dir = find_free_spot (NULL, op->map, op->x, op->y, 1, 9); 1996 dir = find_free_spot (spell->other_arch, op->map, op->x, op->y, 1, 9);
2343 1997
2344 m = op->map; 1998 m = op->map;
2345 x = op->x + freearr_x[dir]; 1999 x = op->x + DIRX (dir);
2346 y = op->y + freearr_y[dir]; 2000 y = op->y + DIRY (dir);
2347 2001
2348 /* if there's no place to put the golem, abort */ 2002 /* if there's no place to put the golem, abort */
2349 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || 2003 if (dir < 0 || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP)
2350 ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->clone.move_type)) 2004 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2351 { 2005 {
2352 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2006 op->failmsg ("There is something in the way.");
2353 return 0; 2007 return 0;
2354 } 2008 }
2355 2009
2356 /* Use the weapon marked by the player. */ 2010 /* Use the weapon marked by the player. */
2357 weapon = find_marked_object (op); 2011 object *weapon = op->mark ();
2358 2012
2359 if (!weapon) 2013 if (!weapon)
2360 { 2014 {
2361 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2015 op->failmsg ("You must mark a weapon to use with this spell!");
2362 return 0; 2016 return 0;
2363 } 2017 }
2018
2364 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2019 if (spell->race && weapon->arch->archname != spell->race)
2365 { 2020 {
2366 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2021 op->failmsg ("The spell fails to transform your weapon.");
2367 return 0; 2022 return 0;
2368 } 2023 }
2024
2369 if (weapon->type != WEAPON) 2025 if (weapon->type != WEAPON)
2370 { 2026 {
2371 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it."); 2027 op->failmsg ("You need to wield a weapon to animate it.");
2372 return 0; 2028 return 0;
2373 } 2029 }
2374 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2030
2031 if (weapon->flag [FLAG_APPLIED])
2375 { 2032 {
2376 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon)); 2033 op->failmsgf ("You need to unequip %s before using it in this spell", query_name (weapon));
2377 return 0; 2034 return 0;
2378 } 2035 }
2379 2036
2380 if (weapon->nrof > 1) 2037 weapon = weapon->split ();
2381 {
2382 tmp = get_split_ob (weapon, 1);
2383 esrv_send_item (op, weapon);
2384 weapon = tmp;
2385 }
2386 2038
2387 /* create the golem object */ 2039 /* create the golem object */
2388 tmp = arch_to_object (spell->other_arch); 2040 object *tmp = spell->other_arch->instance ();
2389 2041
2390 /* if animated by a player, give the player control of the golem */ 2042 /* if animated by a player, give the player control of the golem */
2391 CLEAR_FLAG (tmp, FLAG_MONSTER); 2043 tmp->clr_flag (FLAG_MONSTER);
2392 SET_FLAG (tmp, FLAG_FRIENDLY);
2393 tmp->stats.exp = 0; 2044 tmp->stats.exp = 0;
2394 add_friendly_object (tmp); 2045 add_friendly_object (tmp);
2395 tmp->type = GOLEM; 2046 tmp->type = GOLEM;
2396 set_owner (tmp, op); 2047 tmp->set_owner (op);
2048 op->contr->golem = tmp;
2397 set_spell_skill (op, caster, spell, tmp); 2049 set_spell_skill (op, caster, spell, tmp);
2398 op->contr->ranges[range_golem] = tmp;
2399 op->contr->shoottype = range_golem;
2400 op->contr->golem_count = tmp->count;
2401 2050
2402 /* Give the weapon to the golem now. A bit of a hack to check the 2051 /* Give the weapon to the golem now. A bit of a hack to check the
2403 * removed flag - it should only be set if get_split_object was 2052 * removed flag - it should only be set if weapon->split was
2404 * used above. 2053 * used above.
2405 */ 2054 */
2406 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2055 if (!weapon->flag [FLAG_REMOVED])
2407 remove_ob (weapon); 2056 weapon->remove ();
2408 insert_ob_in_ob (weapon, tmp); 2057
2409 esrv_send_item (op, weapon); 2058 tmp->insert (weapon);
2059
2410 /* To do everything necessary to let a golem use the weapon is a pain, 2060 /* To do everything necessary to let a golem use the weapon is a pain,
2411 * so instead, just set it as equipped (otherwise, we need to update 2061 * so instead, just set it as equipped (otherwise, we need to update
2412 * body_info, skills, etc) 2062 * body_info, skills, etc)
2413 */ 2063 */
2414 SET_FLAG (tmp, FLAG_USE_WEAPON); 2064 tmp->set_flag (FLAG_USE_WEAPON);
2415 SET_FLAG (weapon, FLAG_APPLIED); 2065 weapon->set_flag (FLAG_APPLIED);
2416 fix_player (tmp); 2066 tmp->update_stats ();
2417 2067
2418 /* There used to be 'odd' code that basically seemed to take the absolute 2068 /* There used to be 'odd' code that basically seemed to take the absolute
2419 * value of the weapon->magic an use that. IMO, that doesn't make sense - 2069 * value of the weapon->magic an use that. IMO, that doesn't make sense -
2420 * if you're using a crappy weapon, it shouldn't be as good. 2070 * if you're using a crappy weapon, it shouldn't be as good.
2421 */ 2071 */
2440 2090
2441 /* attacktype */ 2091 /* attacktype */
2442 if (!tmp->attacktype) 2092 if (!tmp->attacktype)
2443 tmp->attacktype = AT_PHYSICAL; 2093 tmp->attacktype = AT_PHYSICAL;
2444 2094
2445 mt = NULL;
2446 if (op->materialname != NULL)
2447 mt = name_to_material (op->materialname);
2448 if (mt != NULL)
2449 {
2450 for (i = 0; i < NROFATTACKS; i++) 2095 for (i = 0; i < NROFATTACKS; i++)
2451 tmp->resist[i] = 50 - (mt->save[i] * 5); 2096 tmp->resist[i] = 50 - (op->material->save[i] * 5);
2452 a = mt->save[0]; 2097
2453 } 2098 a = op->material->save[0];
2454 else 2099
2455 {
2456 for (i = 0; i < NROFATTACKS; i++)
2457 tmp->resist[i] = 5;
2458 a = 10;
2459 }
2460 /* Set weapon's immunity */ 2100 /* Set weapon's immunity */
2461 tmp->resist[ATNR_CONFUSION] = 100; 2101 tmp->resist[ATNR_CONFUSION] = 100;
2462 tmp->resist[ATNR_POISON] = 100; 2102 tmp->resist[ATNR_POISON] = 100;
2463 tmp->resist[ATNR_SLOW] = 100; 2103 tmp->resist[ATNR_SLOW] = 100;
2464 tmp->resist[ATNR_PARALYZE] = 100; 2104 tmp->resist[ATNR_PARALYZE] = 100;
2470 2110
2471 /* Improve weapon's armour value according to best save vs. physical of its material */ 2111 /* Improve weapon's armour value according to best save vs. physical of its material */
2472 2112
2473 if (a > 14) 2113 if (a > 14)
2474 a = 14; 2114 a = 14;
2115
2475 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); 2116 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.f - (float) tmp->resist[ATNR_PHYSICAL]) / (30.f - 2.f * a));
2476 2117
2477 /* Determine golem's speed */ 2118 /* Determine golem's speed */
2478 tmp->speed = 0.4 + 0.1 * SP_level_range_adjust (caster, spell); 2119 tmp->set_speed (min (3.33f, 0.4f + 0.1f * SP_level_range_adjust (caster, spell)));
2479
2480 if (tmp->speed > 3.33)
2481 tmp->speed = 3.33;
2482 2120
2483 if (!spell->race) 2121 if (!spell->race)
2484 { 2122 {
2485 sprintf (buf, "animated %s", &weapon->name); 2123 sprintf (buf, "animated %s", &weapon->name);
2486 tmp->name = buf; 2124 tmp->name = buf;
2488 tmp->face = weapon->face; 2126 tmp->face = weapon->face;
2489 tmp->animation_id = weapon->animation_id; 2127 tmp->animation_id = weapon->animation_id;
2490 tmp->anim_speed = weapon->anim_speed; 2128 tmp->anim_speed = weapon->anim_speed;
2491 tmp->last_anim = weapon->last_anim; 2129 tmp->last_anim = weapon->last_anim;
2492 tmp->state = weapon->state; 2130 tmp->state = weapon->state;
2493 if (QUERY_FLAG (weapon, FLAG_ANIMATE)) 2131 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2494 {
2495 SET_FLAG (tmp, FLAG_ANIMATE);
2496 }
2497 else
2498 {
2499 CLEAR_FLAG (tmp, FLAG_ANIMATE);
2500 }
2501 update_ob_speed (tmp);
2502 } 2132 }
2503 2133
2504 /* make experience increase in proportion to the strength of the summoned creature. */ 2134 /* make experience increase in proportion to the strength of the summoned creature. */
2505 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell)); 2135 tmp->stats.exp *= 1 + (max (spell->stats.maxgrace, spell->stats.sp) / casting_level (caster, spell));
2506 2136
2507 tmp->speed_left = -1; 2137 tmp->speed_left = -1;
2508 tmp->x = x;
2509 tmp->y = y;
2510 tmp->direction = dir; 2138 tmp->direction = dir;
2511 insert_ob_in_map (tmp, m, op, 0); 2139
2140 m->insert (tmp, x, y, op);
2512 return 1; 2141 return 1;
2513} 2142}
2514 2143
2515/* cast_daylight() - changes the map darkness level *lower* */ 2144/* cast_daylight() - changes the map darkness level *lower* */
2516 2145
2517/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2146/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2518 * This changes the light level for the entire map. 2147 * This changes the light level for the entire map.
2519 */ 2148 */
2520
2521int 2149int
2522cast_change_map_lightlevel (object *op, object *caster, object *spell) 2150cast_change_map_lightlevel (object *op, object *caster, object *spell)
2523{ 2151{
2524 int success; 2152 int success;
2525 2153
2526 if (!op->map) 2154 if (!op->map)
2527 return 0; /* shouldnt happen */ 2155 return 0; /* shouldnt happen */
2528 2156
2529 success = change_map_light (op->map, spell->stats.dam); 2157 success = op->map->change_map_light (spell->stats.dam);
2158
2530 if (!success) 2159 if (!success)
2531 { 2160 {
2532 if (spell->stats.dam < 0) 2161 if (spell->stats.dam < 0)
2533 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2162 op->failmsg ("It can be no brighter here.");
2534 else 2163 else
2535 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2164 op->failmsg ("It can be no darker here.");
2536 } 2165 }
2166
2537 return success; 2167 return success;
2538} 2168}
2539
2540
2541
2542
2543 2169
2544/* create an aura spell object and put it in the player's inventory. 2170/* create an aura spell object and put it in the player's inventory.
2545 * as usual, op is player, caster is the object casting the spell, 2171 * as usual, op is player, caster is the object casting the spell,
2546 * spell is the spell object itself. 2172 * spell is the spell object itself.
2547 */ 2173 */
2553 2179
2554 new_aura = present_arch_in_ob (spell->other_arch, op); 2180 new_aura = present_arch_in_ob (spell->other_arch, op);
2555 if (new_aura) 2181 if (new_aura)
2556 refresh = 1; 2182 refresh = 1;
2557 else 2183 else
2558 new_aura = arch_to_object (spell->other_arch); 2184 new_aura = spell->other_arch->instance ();
2559 2185
2560 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); 2186 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2561 2187
2562 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 2188 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2563 2189
2564 set_owner (new_aura, op);
2565 set_spell_skill (op, caster, spell, new_aura); 2190 set_spell_skill (op, caster, spell, new_aura);
2566 new_aura->attacktype = spell->attacktype; 2191 new_aura->attacktype = spell->attacktype;
2567 2192
2568 new_aura->level = caster_level (caster, spell); 2193 new_aura->level = casting_level (caster, spell);
2194
2569 if (refresh) 2195 if (refresh)
2570 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2196 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2571 else 2197 else
2572 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2198 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2199
2573 insert_ob_in_ob (new_aura, op); 2200 insert_ob_in_ob (new_aura, op);
2201 new_aura->set_owner (op);
2202
2574 return 1; 2203 return 1;
2575} 2204}
2576
2577 2205
2578/* move aura function. An aura is a part of someone's inventory, 2206/* move aura function. An aura is a part of someone's inventory,
2579 * which he carries with him, but which acts on the map immediately 2207 * which he carries with him, but which acts on the map immediately
2580 * around him. 2208 * around him.
2581 * Aura parameters: 2209 * Aura parameters:
2582 * duration: duration counter. 2210 * duration: duration counter.
2583 * attacktype: aura's attacktype 2211 * attacktype: aura's attacktype
2584 * other_arch: archetype to drop where we attack 2212 * other_arch: archetype to drop where we attack
2585 */ 2213 */
2586
2587void 2214void
2588move_aura (object *aura) 2215move_aura (object *aura)
2589{ 2216{
2590 int i, mflags;
2591 object *env;
2592 mapstruct *m;
2593
2594 /* auras belong in inventories */ 2217 /* auras belong in inventories */
2595 env = aura->env; 2218 object *env = aura->env;
2219 object *owner = aura->owner;
2596 2220
2597 /* no matter what we've gotta remove the aura... 2221 /* no matter what we've gotta remove the aura...
2598 * we'll put it back if its time isn't up. 2222 * we'll put it back if its time isn't up.
2599 */ 2223 */
2600 remove_ob (aura); 2224 aura->remove ();
2601 2225
2602 /* exit if we're out of gas */ 2226 /* exit if we're out of gas */
2603 if (aura->duration-- < 0) 2227 if (aura->duration-- < 0)
2604 { 2228 {
2605 free_object (aura); 2229 aura->destroy ();
2606 return; 2230 return;
2607 } 2231 }
2608 2232
2609 /* auras only exist in inventories */ 2233 /* auras only exist in inventories */
2610 if (env == NULL || env->map == NULL) 2234 if (!env || !env->map)
2611 { 2235 {
2612 free_object (aura); 2236 aura->destroy ();
2613 return; 2237 return;
2614 } 2238 }
2615 aura->x = env->x;
2616 aura->y = env->y;
2617 2239
2618 /* we need to jump out of the inventory for a bit 2240 /* we need to jump out of the inventory for a bit
2619 * in order to hit the map conveniently. 2241 * in order to hit the map conveniently.
2620 */ 2242 */
2621 insert_ob_in_map (aura, env->map, aura, 0); 2243 aura->insert_at (env, aura);
2622 2244
2623 for (i = 1; i < 9; i++) 2245 for (int i = 1; i < 9; i++)
2624 { 2246 {
2625 sint16 nx, ny; 2247 mapxy pos (env);
2248 pos.move (i);
2626 2249
2627 nx = aura->x + freearr_x[i];
2628 ny = aura->y + freearr_y[i];
2629 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2630
2631 /* Consider the movement tyep of the person with the aura as 2250 /* Consider the movement type of the person with the aura as
2632 * movement type of the aura. Eg, if the player is flying, the aura 2251 * movement type of the aura. Eg, if the player is flying, the aura
2633 * is flying also, if player is walking, it is on the ground, etc. 2252 * is flying also, if player is walking, it is on the ground, etc.
2634 */ 2253 */
2635 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny)))) 2254 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2636 { 2255 {
2637 hit_map (aura, i, aura->attacktype, 0); 2256 hit_map (aura, i, aura->attacktype, 0);
2638 2257
2639 if (aura->other_arch) 2258 if (aura->other_arch)
2640 { 2259 pos.insert (aura->other_arch->instance (), aura);
2641 object *new_ob;
2642
2643 new_ob = arch_to_object (aura->other_arch);
2644 new_ob->x = nx;
2645 new_ob->y = ny;
2646 insert_ob_in_map (new_ob, m, aura, 0);
2647 } 2260 }
2648 }
2649 } 2261 }
2262
2650 /* put the aura back in the player's inventory */ 2263 /* put the aura back in the player's inventory */
2651 remove_ob (aura); 2264 env->insert (aura);
2652 insert_ob_in_ob (aura, env); 2265 aura->set_owner (owner);
2653} 2266}
2654 2267
2655/* moves the peacemaker spell. 2268/* moves the peacemaker spell.
2656 * op is the piece object. 2269 * op is the piece object.
2657 */ 2270 */
2658
2659void 2271void
2660move_peacemaker (object *op) 2272move_peacemaker (object *op)
2661{ 2273{
2662 object *tmp; 2274 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2663
2664 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2665 { 2275 {
2666 int atk_lev, def_lev; 2276 int atk_lev, def_lev;
2667 object *victim = tmp; 2277 object *victim = tmp->head_ ();
2668 2278
2669 if (tmp->head) 2279 if (!victim->flag [FLAG_MONSTER])
2670 victim = tmp->head;
2671 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2672 continue; 2280 continue;
2673 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2281
2282 if (victim->flag [FLAG_UNAGGRESSIVE])
2674 continue; 2283 continue;
2284
2675 if (victim->stats.exp == 0) 2285 if (victim->stats.exp == 0)
2676 continue; 2286 continue;
2677 2287
2678 def_lev = MAX (1, victim->level); 2288 def_lev = max (1, victim->level);
2679 atk_lev = MAX (1, op->level); 2289 atk_lev = max (1, op->level);
2680 2290
2681 if (rndm (0, atk_lev - 1) > def_lev) 2291 if (rndm (0, atk_lev - 1) > def_lev)
2682 { 2292 {
2683 /* make this sucker peaceful. */ 2293 /* make this sucker peaceful. */
2684 2294
2295 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2685 change_exp (get_owner (op), victim->stats.exp, op->skill, 0); 2296 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2686 victim->stats.exp = 0; 2297 victim->stats.exp = 0;
2687#if 0 2298#if 0
2688 /* No idea why these were all set to zero - if something 2299 /* No idea why these were all set to zero - if something
2689 * makes this creature agressive, he should still do damage. 2300 * makes this creature agressive, he should still do damage.
2690 */ 2301 */
2692 victim->stats.sp = 0; 2303 victim->stats.sp = 0;
2693 victim->stats.grace = 0; 2304 victim->stats.grace = 0;
2694 victim->stats.Pow = 0; 2305 victim->stats.Pow = 0;
2695#endif 2306#endif
2696 victim->attack_movement = RANDO2; 2307 victim->attack_movement = RANDO2;
2697 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2308 victim->set_flag (FLAG_UNAGGRESSIVE);
2698 SET_FLAG (victim, FLAG_RUN_AWAY); 2309 victim->set_flag (FLAG_RUN_AWAY);
2699 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2310 victim->set_flag (FLAG_RANDOM_MOVE);
2700 CLEAR_FLAG (victim, FLAG_MONSTER); 2311 victim->clr_flag (FLAG_MONSTER);
2312
2701 if (victim->name) 2313 if (victim->name)
2702 {
2703 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name); 2314 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2704 } 2315 }
2705 }
2706 } 2316 }
2707} 2317}
2708
2709 2318
2710/* This writes a rune that contains the appropriate message. 2319/* This writes a rune that contains the appropriate message.
2711 * There really isn't any adjustments we make. 2320 * There really isn't any adjustments we make.
2712 */ 2321 */
2713
2714int 2322int
2715write_mark (object *op, object *spell, const char *msg) 2323write_mark (object *op, object *spell, const char *msg)
2716{ 2324{
2717 char rune[HUGE_BUF];
2718 object *tmp;
2719
2720 if (!msg || msg[0] == 0) 2325 if (!msg || msg[0] == 0)
2721 { 2326 {
2722 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2327 op->failmsg ("Write what?");
2723 return 0; 2328 return 0;
2724 } 2329 }
2725 2330
2726 if (strcasestr_local (msg, "endmsg")) 2331 if (!msg_is_safe (msg))
2727 { 2332 {
2728 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?"); 2333 op->failmsg ("Trying to cheat are we? H<@-signs are not allowed in marking runes.>");
2729 LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg); 2334 LOG (llevInfo, "write_mark: player %s tried to write bogus rune %s\n", &op->name, msg);
2730 return 0; 2335 return 0;
2731 } 2336 }
2337
2732 if (!spell->other_arch) 2338 if (!spell->other_arch)
2733 return 0; 2339 return 0;
2734 tmp = arch_to_object (spell->other_arch);
2735 2340
2736 snprintf (rune, sizeof (rune), "%s\n", msg); 2341 object *tmp = spell->other_arch->instance ();
2737 2342
2738 tmp->race = op->name; /*Save the owner of the rune */ 2343 tmp->race = op->name; /*Save the owner of the rune */
2739 tmp->msg = rune; 2344 tmp->msg = msg;
2740 tmp->x = op->x; 2345
2741 tmp->y = op->y; 2346 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2742 insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR); 2347
2743 return 1; 2348 return 1;
2744} 2349}
2350

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