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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.12 by root, Thu Sep 14 23:13:49 2006 UTC vs.
Revision 1.148 by root, Sat Nov 17 23:40:04 2018 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 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
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
6 8 *
7 This program is free software; you can redistribute it and/or modify 9 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 10 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 11 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 12 * option) any later version.
11 13 *
12 This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 17 * GNU General Public License for more details.
16 18 *
17 You should have received a copy of the GNU General Public License 19 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 20 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 21 * <http://www.gnu.org/licenses/>.
20 22 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 23 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 24 */
23 25
24#include <global.h> 26#include <global.h>
25#include <object.h> 27#include <object.h>
26#include <living.h> 28#include <living.h>
27#ifndef __CEXTRACT__
28# include <sproto.h> 29#include <sproto.h>
29#endif
30#include <spells.h> 30#include <spells.h>
31#include <sounds.h> 31#include <sounds.h>
32 32
33/* cast_magic_storm: This is really used mostly for spell 33/* cast_magic_storm: This is really used mostly for spell
34 * fumbles at the like. tmp is the object to propogate. 34 * fumbles at the like. tmp is the object to propogate.
37void 37void
38cast_magic_storm (object *op, object *tmp, int lvl) 38cast_magic_storm (object *op, object *tmp, int lvl)
39{ 39{
40 if (!tmp) 40 if (!tmp)
41 return; /* error */ 41 return; /* error */
42
42 tmp->level = op->level; 43 tmp->level = op->level;
43 tmp->x = op->x;
44 tmp->y = op->y;
45 tmp->range += lvl / 5; /* increase the area of destruction */ 44 tmp->range += lvl / 5; /* increase the area of destruction */
46 tmp->duration += lvl / 5; 45 tmp->duration += lvl / 5;
47 46
48 /* 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
49 * 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
50 * multiple times. Also, damge already increases with level, 49 * multiple times. Also, damge already increases with level,
51 * 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.
52 */ 51 */
53 if (tmp->duration >= 40) 52 if (tmp->duration >= 40)
54 tmp->duration = 40; 53 tmp->duration = 40;
54
55 tmp->stats.dam = lvl; /* nasty recoils! */ 55 tmp->stats.dam = lvl; /* nasty recoils! */
56 tmp->stats.maxhp = tmp->count; /* tract single parent */ 56 tmp->stats.maxhp = tmp->count; /* tract single parent */
57 insert_ob_in_map (tmp, op->map, op, 0);
58 57
58 tmp->insert_at (op, op);
59} 59}
60
61 60
62int 61int
63recharge (object *op, object *caster, object *spell_ob) 62recharge (object *op, object *caster, object *spell_ob)
64{ 63{
65 object *wand, *tmp;
66 int ncharges; 64 int ncharges;
67 65
68 wand = find_marked_object (op); 66 object *wand = op->mark ();
67
69 if (wand == NULL || wand->type != WAND) 68 if (!wand || wand->type != WAND)
70 { 69 {
71 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.");
72 return 0; 71 return 0;
73 } 72 }
73
74 if (!(random_roll (0, 3, op, PREFER_HIGH))) 74 if (!(random_roll (0, 3, op, PREFER_HIGH)))
75 { 75 {
76 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));
77 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE); 77 op->play_sound (sound_find ("ob_explode"));
78 esrv_del_item (op->contr, wand->count); 78 wand->destroy ();
79 remove_ob (wand); 79 object *tmp = archetype::get (shstr_fireball);
80 free_object (wand);
81 tmp = get_archetype ("fireball");
82 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; 80 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
81
83 if (!tmp->stats.dam) 82 if (!tmp->stats.dam)
84 tmp->stats.dam = 1; 83 tmp->stats.dam = 1;
84
85 tmp->stats.hp = tmp->stats.dam / 2; 85 tmp->stats.hp = tmp->stats.dam / 2;
86
86 if (tmp->stats.hp < 2) 87 if (tmp->stats.hp < 2)
87 tmp->stats.hp = 2; 88 tmp->stats.hp = 2;
88 tmp->x = op->x; 89
89 tmp->y = op->y; 90 tmp->insert_at (op);
90 insert_ob_in_map (tmp, op->map, NULL, 0);
91 return 1; 91 return 1;
92 } 92 }
93 93
94 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
95 if (wand->inv && wand->inv->level) 96 if (wand->inv && wand->inv->level)
96 ncharges /= wand->inv->level; 97 ncharges /= wand->inv->level;
97 else 98 else
98 { 99 {
99 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));
100 return 0; 101 return 0;
101 } 102 }
103
102 if (!ncharges) 104 if (!ncharges)
103 ncharges = 1; 105 ncharges = 1;
104 106
105 wand->stats.food += ncharges; 107 wand->stats.food += ncharges;
106 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
107 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE)) 110 if (wand->arch && wand->arch->flag [FLAG_ANIMATE])
108 { 111 {
109 SET_FLAG (wand, FLAG_ANIMATE); 112 wand->set_flag (FLAG_ANIMATE);
110 wand->speed = wand->arch->clone.speed; 113 wand->set_speed (wand->arch->speed);
111 update_ob_speed (wand);
112 } 114 }
115
113 return 1; 116 return 1;
114} 117}
115 118
116/* 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
117 * 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
121 * great a plus, the default is used. 124 * great a plus, the default is used.
122 * 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
123 * 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
124 * create nonnmagic arrows, or even -1, etc... 127 * create nonnmagic arrows, or even -1, etc...
125 */ 128 */
126
127int 129int
128cast_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)
129{ 131{
130 int missile_plus = 0, bonus_plus = 0; 132 int bonus_plus = 0;
131 const char *missile_name; 133 const char *missile_name = "arrow";
132 object *tmp, *missile;
133 134
134 missile_name = "arrow";
135
136 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 135 for (object *tmp = op->inv; tmp; tmp = tmp->below)
137 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) 136 if (tmp->type == BOW && tmp->flag [FLAG_APPLIED])
138 missile_name = tmp->race; 137 missile_name = tmp->race;
139 138
140 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); 139 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
141 140
142 if (archetype::find (missile_name) == NULL) 141 archetype *missile_arch = archetype::find (missile_name);
142
143 if (!missile_arch)
143 { 144 {
144 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);
145 return 0; 146 return 0;
146 } 147 }
147 148
148 missile = get_archetype (missile_name); 149 object *missile = missile_arch->instance ();
149 150
150 if (stringarg) 151 if (spellparam)
151 { 152 {
152 /* If it starts with a letter, presume it is a description */ 153 /* If it starts with a letter, presume it is a description */
153 if (isalpha (*stringarg)) 154 if (isalpha (*spellparam))
154 { 155 {
155 artifact *al = find_artifactlist (missile->type)->items; 156 artifact *al = find_artifactlist (missile->type)->items;
156 157
157 for (; al != NULL; al = al->next) 158 for (; al; al = al->next)
158 if (!strcasecmp (al->item->name, stringarg)) 159 if (!strcasecmp (al->item->name, spellparam))
159 break; 160 break;
160 161
161 if (!al) 162 if (!al)
162 { 163 {
163 free_object (missile); 164 missile->destroy ();
164 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);
165 return 0; 166 return 0;
166 } 167 }
167 168
168 if (al->item->slaying) 169 if (al->item->slaying)
169 { 170 {
170 free_object (missile); 171 missile->destroy ();
171 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);
172 return 0; 173 return 0;
173 } 174 }
174 175
175 give_artifact_abilities (missile, al->item); 176 give_artifact_abilities (missile, al->item);
176 /* 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 -
177 * 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
178 * the parsing of having to do both plus and type. 179 * the parsing of having to do both plus and type.
179 */ 180 */
180 bonus_plus = 1 + (al->item->value / 5); 181 bonus_plus = 1 + (al->item->value / 5);
181 missile_plus = 0; 182 missile_plus = 0;
182 } 183 }
183 else if (atoi (stringarg) < missile_plus) 184 else if (atoi (spellparam) < missile_plus)
184 missile_plus = atoi (stringarg); 185 missile_plus = atoi (spellparam);
185 } 186 }
186 187
187 if (missile_plus > 4) 188 missile_plus = clamp (missile_plus, -4, 4);
188 missile_plus = 4;
189 else if (missile_plus < -4)
190 missile_plus = -4;
191 189
192 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 190 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
193 missile->nrof -= 3 * (missile_plus + bonus_plus); 191 missile->nrof -= 3 * (missile_plus + bonus_plus);
194 192
195 if (missile->nrof < 1) 193 if (missile->nrof < 1)
197 195
198 missile->magic = missile_plus; 196 missile->magic = missile_plus;
199 /* Can't get any money for these objects */ 197 /* Can't get any money for these objects */
200 missile->value = 0; 198 missile->value = 0;
201 199
202 SET_FLAG (missile, FLAG_IDENTIFIED); 200 missile->set_flag (FLAG_IDENTIFIED);
203 201
204 if (!cast_create_obj (op, caster, missile, dir) && op->type == PLAYER && !missile->destroyed ()) 202 cast_create_obj (op, caster, missile, dir);
203
204 if (!dir
205 && op->type == PLAYER
206 && !missile->destroyed ())
205 pick_up (op, missile); 207 pick_up (op, missile);
206 208
207 return 1; 209 return 1;
208} 210}
209 211
210
211/* allows the choice of what sort of food object to make. 212/* allows the choice of what sort of food object to make.
212 * 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*/
213int 214int
214cast_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)
215{ 216{
216 int food_value; 217 int food_value;
217 archetype *at = NULL; 218 archetype *at = NULL;
218 object *new_op; 219 object *new_op;
219 220
220 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);
221 222
222 if (stringarg) 223 if (spellparam)
223 { 224 {
224 at = find_archetype_by_object_type_name (FOOD, stringarg); 225 at = find_archetype_by_object_type_name (FOOD, spellparam);
225 if (at == NULL) 226 if (at == NULL)
226 at = find_archetype_by_object_type_name (DRINK, stringarg); 227 at = find_archetype_by_object_type_name (DRINK, spellparam);
227 if (at == NULL || at->clone.stats.food > food_value) 228 if (at == NULL || at->stats.food > food_value)
228 stringarg = NULL; 229 spellparam = NULL;
229 } 230 }
230 231
231 if (!stringarg) 232 if (!spellparam)
232 { 233 {
233 archetype *at_tmp; 234 archetype *at_tmp;
234 235
235 /* We try to find the archetype with the maximum food value. 236 /* We try to find the archetype with the maximum food value.
236 * This removes the dependancy of hard coded food values in this 237 * This removes the dependancy of hard coded food values in this
238 * We don't use flesh types because the weight values of those need 239 * We don't use flesh types because the weight values of those need
239 * to be altered from the donor. 240 * to be altered from the donor.
240 */ 241 */
241 242
242 /* We assume the food items don't have multiple parts */ 243 /* We assume the food items don't have multiple parts */
243 for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next) 244 for_all_archetypes (at_tmp)
244 { 245 {
245 if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK) 246 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
246 { 247 {
247 /* Basically, if the food value is something that is creatable 248 /* Basically, if the food value is something that is creatable
248 * under the limits of the spell and it is higher than 249 * under the limits of the spell and it is higher than
249 * the item we have now, take it instead. 250 * the item we have now, take it instead.
250 */ 251 */
251 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)))
252 at = at_tmp; 257 at = at_tmp;
253 } 258 }
254 } 259 }
255 } 260 }
261
256 /* 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
257 * know 263 * know
258 */ 264 */
259 if (!at) 265 if (!at)
260 { 266 {
261 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.");
262 return 0; 268 return 0;
263 } 269 }
264 270
265 food_value /= at->clone.stats.food; 271 food_value /= at->stats.food;
266 new_op = arch_to_object (at); 272 new_op = at->instance ();
267 new_op->nrof = food_value; 273 new_op->nrof = food_value;
268 274
269 new_op->value = 0; 275 new_op->value = 0;
270 if (new_op->nrof < 1) 276 if (new_op->nrof < 1)
271 new_op->nrof = 1; 277 new_op->nrof = 1;
277int 283int
278probe (object *op, object *caster, object *spell_ob, int dir) 284probe (object *op, object *caster, object *spell_ob, int dir)
279{ 285{
280 int r, mflags, maxrange; 286 int r, mflags, maxrange;
281 object *tmp; 287 object *tmp;
282 mapstruct *m; 288 maptile *m;
283
284 289
285 if (!dir) 290 if (!dir)
286 { 291 {
287 examine_monster (op, op); 292 examine_monster (op, op);
288 return 1; 293 return 1;
289 } 294 }
295
290 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 296 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
291 for (r = 1; r < maxrange; r++) 297 for (r = 1; r < maxrange; r++)
292 { 298 {
293 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);
294 300
295 m = op->map; 301 m = op->map;
296 mflags = get_map_flags (m, &m, x, y, &x, &y); 302 mflags = get_map_flags (m, &m, x, y, &x, &y);
297 303
298 if (mflags & P_OUT_OF_MAP) 304 if (mflags & P_OUT_OF_MAP)
299 break; 305 break;
300 306
301 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) 307 if (!op->flag [FLAG_WIZCAST] && (mflags & P_NO_MAGIC))
302 { 308 {
303 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 309 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
304 return 0; 310 return 0;
305 } 311 }
312
306 if (mflags & P_IS_ALIVE) 313 if (mflags & P_IS_ALIVE)
307 { 314 {
308 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)
309 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]))
310 { 317 {
311 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 318 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
312 if (tmp->head != NULL) 319 if (tmp->head != NULL)
313 tmp = tmp->head; 320 tmp = tmp->head;
314 examine_monster (op, tmp); 321 examine_monster (op, tmp);
315 return 1; 322 return 1;
316 } 323 }
317 } 324 }
318 } 325 }
326
319 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); 327 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
320 return 1; 328 return 1;
321} 329}
322
323 330
324/* This checks to see if 'pl' is invisible to 'mon'. 331/* This checks to see if 'pl' is invisible to 'mon'.
325 * does race check, undead check, etc 332 * does race check, undead check, etc
326 * Returns TRUE if mon can't see pl, false 333 * Returns TRUE if mon can't see pl, false
327 * otherwise. This doesn't check range, walls, etc. It 334 * otherwise. This doesn't check range, walls, etc. It
329 * pl is invisible. 336 * pl is invisible.
330 */ 337 */
331int 338int
332makes_invisible_to (object *pl, object *mon) 339makes_invisible_to (object *pl, object *mon)
333{ 340{
334
335 if (!pl->invisible) 341 if (!pl->invisible)
336 return 0; 342 return 0;
343
337 if (pl->type == PLAYER) 344 if (pl->type == PLAYER)
338 { 345 {
339 /* If race isn't set, then invisible unless it is undead */ 346 /* If race isn't set, then invisible unless it is undead */
340 if (!pl->contr->invis_race) 347 if (!pl->contr->invis_race)
341 { 348 {
342 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 349 if (mon->flag [FLAG_UNDEAD])
343 return 0; 350 return 0;
351
344 return 1; 352 return 1;
345 } 353 }
354
346 /* invis_race is set if we get here */ 355 /* invis_race is set if we get here */
347 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 356 if (pl->contr->invis_race == shstr_undead && is_true_undead (mon))
348 return 1; 357 return 1;
358
349 /* No race, can't be invisible to it */ 359 /* No race, can't be invisible to it */
350 if (!mon->race) 360 if (!mon->race)
351 return 0; 361 return 0;
362
352 if (strstr (mon->race, pl->contr->invis_race)) 363 if (mon->race.contains (pl->contr->invis_race))
353 return 1; 364 return 1;
365
354 /* Nothing matched above, return 0 */ 366 /* Nothing matched above, return 0 */
355 return 0; 367 return 0;
356 } 368 }
357 else 369 else
358 { 370 {
371 * normal applies. 383 * normal applies.
372 */ 384 */
373int 385int
374cast_invisible (object *op, object *caster, object *spell_ob) 386cast_invisible (object *op, object *caster, object *spell_ob)
375{ 387{
376 object *tmp;
377
378 if (op->invisible > 1000) 388 if (op->invisible > 1000)
379 { 389 {
380 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");
381 return 0; 391 return 0;
382 } 392 }
383 393
384 /* 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
385 * and if statement or two. 395 * and if statement or two.
386 */ 396 */
387 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
388 /* max duration */ 399 /* limit duration */
389 if (op->invisible > 1000) 400 min_it (op->invisible, 1000);
390 op->invisible = 1000;
391 401
392 if (op->type == PLAYER) 402 if (op->type == PLAYER)
393 { 403 {
394 op->contr->invis_race = spell_ob->race; 404 op->contr->invis_race = spell_ob->race;
395 405
396 if (QUERY_FLAG (spell_ob, FLAG_MAKE_INVIS)) 406 if (spell_ob->flag [FLAG_MAKE_INVIS])
397 op->contr->tmp_invis = 0; 407 op->contr->tmp_invis = 0;
398 else 408 else
399 op->contr->tmp_invis = 1; 409 op->contr->tmp_invis = 1;
400
401 op->contr->hidden = 0;
402 } 410 }
411
403 if (makes_invisible_to (op, op)) 412 if (makes_invisible_to (op, op))
404 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!");
405 else 414 else
406 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!"); 415 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
407 416
408 update_object (op, UP_OBJ_FACE); 417 update_object (op, UP_OBJ_CHANGE);
409 418
410 /* Only search the active objects - only these should actually do 419 /* Only search the active objects - only these should actually do
411 * harm to the player. 420 * harm to the player.
412 */ 421 */
413 for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) 422 for_all_actives (tmp)
414 if (tmp->enemy == op) 423 if (tmp->enemy == op)
415 tmp->enemy = NULL; 424 tmp->enemy = 0;
425
416 return 1; 426 return 1;
417} 427}
418 428
419/* earth to dust spell. Basically destroys earthwalls in the area. 429/* earth to dust spell. Basically destroys earthwalls in the area.
420 */ 430 */
421int 431int
422cast_earth_to_dust (object *op, object *caster, object *spell_ob) 432cast_earth_to_dust (object *op, object *caster, object *spell_ob)
423{ 433{
424 object *tmp, *next;
425 int range, i, j, mflags; 434 int range, i, j, mflags;
426 sint16 sx, sy; 435 sint16 sx, sy;
427 mapstruct *m; 436 maptile *m;
428
429 if (op->type != PLAYER)
430 return 0;
431 437
432 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 438 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
433 439
434 for (i = -range; i <= range; i++) 440 for (i = -range; i <= range; i++)
435 for (j = -range; j <= range; j++) 441 for (j = -range; j <= range; j++)
440 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 446 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
441 447
442 if (mflags & P_OUT_OF_MAP) 448 if (mflags & P_OUT_OF_MAP)
443 continue; 449 continue;
444 450
445 // earth to dust tears down everything that can be teared down 451 // earth to dust tears down everything that can be torn down
446 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)
447 { 453 {
448 next = tmp->above; 454 next = tmp->above;
449 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 455
456 if (tmp->flag [FLAG_TEAR_DOWN])
450 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 457 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
451 } 458 }
452 } 459 }
460
453 return 1; 461 return 1;
454} 462}
455
456 463
457void 464void
458execute_word_of_recall (object *op) 465execute_word_of_recall (object *op)
459{ 466{
460 object *wor = op; 467 if (object *pl = op->in_player ())
461 468 if (pl->ms ().flags () & P_NO_CLERIC && !pl->flag [FLAG_WIZCAST])
462 while (op != NULL && op->type != PLAYER)
463 op = op->env;
464
465 if (op != NULL && op->map)
466 {
467 if ((get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_CLERIC) && (!QUERY_FLAG (op, FLAG_WIZCAST)))
468 new_draw_info (NDI_UNIQUE, 0, op, "You feel something fizzle inside you."); 469 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
469 else 470 else
470 enter_exit (op, wor); 471 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
471 } 472
472 remove_ob (wor); 473 op->destroy ();
473 free_object (wor);
474} 474}
475 475
476/* Word of recall causes the player to return 'home'. 476/* Word of recall causes the player to return 'home'.
477 * 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
478 * time delay effect. 478 * time delay effect.
479 */ 479 */
480int 480int
481cast_word_of_recall (object *op, object *caster, object *spell_ob) 481cast_word_of_recall (object *op, object *caster, object *spell_ob)
482{ 482{
483 object *dummy; 483 if (!op->is_player ())
484 int time;
485
486 if (op->type != PLAYER)
487 return 0; 484 return 0;
488 485
489 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))
490 { 487 {
491 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.");
492 return 1; 489 return 1;
493 } 490 }
494 491
495 dummy = get_archetype (FORCE_NAME); 492 object *dummy = archetype::get (FORCE_NAME);
496 if (dummy == NULL) 493
497 {
498 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
499 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
500 return 0;
501 }
502 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob); 494 int time = max (1, spell_ob->duration - SP_level_duration_adjust (caster, spell_ob));
503 if (time < 1)
504 time = 1;
505 495
506 /* 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
507 * 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
508 * do anything really odd if it say a -1000 or something. 498 * do anything really odd if it say a -1000 or something.
509 */ 499 */
510 dummy->speed = 0.002; 500 dummy->set_speed (0.002);
511 update_ob_speed (dummy);
512 dummy->speed_left = -dummy->speed * time; 501 dummy->speed_left = -dummy->speed * time;
513 dummy->type = SPELL_EFFECT; 502 dummy->type = SPELL_EFFECT;
514 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;
515 507
516 /* If we could take advantage of enter_player_savebed() here, it would be 508 op->insert (dummy);
517 * nice, but until the map load fails, we can't.
518 */
519 EXIT_PATH (dummy) = op->contr->savebed_map;
520 EXIT_X (dummy) = op->contr->bed_x;
521 EXIT_Y (dummy) = op->contr->bed_y;
522 509
523 (void) insert_ob_in_ob (dummy, op);
524 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 510 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
511
525 return 1; 512 return 1;
526} 513}
527 514
528/* cast_wonder 515/* cast_wonder
529 * wonder is really just a spell that will likely cast another 516 * wonder is really just a spell that will likely cast another
559 return cast_spell (op, caster, dir, newspell, NULL); 546 return cast_spell (op, caster, dir, newspell, NULL);
560 } 547 }
561 return 1; 548 return 1;
562} 549}
563 550
564
565int 551int
566perceive_self (object *op) 552perceive_self (object *op)
567{ 553{
568 char *cp = describe_item (op, op), buf[MAX_BUF]; 554 const char *cp = describe_item (op, op);
569 archetype *at = archetype::find (ARCH_DEPLETION); 555 archetype *at = archetype::find (shstr_depletion);
570 object *tmp;
571 int i;
572 556
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
573 tmp = find_god (determine_god (op)); 565 if (object *god = find_god (determine_god (op)))
574 if (tmp) 566 buf << " - You worship " << &god->name << ".\n";
575 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
576 else 567 else
577 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); 568 buf << " - You worship no god.\n";
578 569
579 tmp = present_arch_in_ob (at, op); 570 object *tmp = present_arch_in_ob (at, op);
580 571
581 if (*cp == '\0' && tmp == NULL) 572 if (*cp == '\0' && !tmp)
582 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 573 buf << " - You feel very mundane. ";
583 else 574 else
584 { 575 {
585 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 576 buf << " - You have: " << cp << ".\n";
586 new_draw_info (NDI_UNIQUE, 0, op, cp); 577
587 if (tmp != NULL) 578 if (tmp)
588 {
589 for (i = 0; i < NUM_STATS; i++) 579 for (int i = 0; i < NUM_STATS; i++)
590 { 580 if (tmp->stats.stat (i) < 0)
591 if (get_attr_value (&tmp->stats, i) < 0) 581 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
592 {
593 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i)));
594 }
595 }
596 }
597 } 582 }
598 583
599 if (is_dragon_pl (op)) 584 if (op->is_dragon ())
600 {
601 /* now grab the 'dragon_ability'-force from the player's inventory */ 585 /* now grab the 'dragon_ability'-force from the player's inventory */
602 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 586 for (tmp = op->inv; tmp; tmp = tmp->below)
603 { 587 {
604 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 588 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
605 { 589 {
606 if (tmp->stats.exp == 0) 590 if (tmp->stats.exp == 0)
607 {
608 sprintf (buf, "Your metabolism isn't focused on anything."); 591 buf << " - Your metabolism isn't focused on anything.\n";
609 }
610 else 592 else
611 {
612 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";
613 } 594
614 new_draw_info (NDI_UNIQUE, 0, op, buf);
615 break; 595 break;
616 } 596 }
617 } 597 }
618 } 598
599 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
600
619 return 1; 601 return 1;
620} 602}
621
622/* int cast_create_town_portal (object *op, object *caster, int dir)
623 *
624 * This function cast the spell of town portal for op
625 *
626 * The spell operates in two passes. During the first one a place
627 * is marked as a destination for the portal. During the second one,
628 * 2 portals are created, one in the position the player cast it and
629 * one in the destination place. The portal are synchronized and 2 forces
630 * are inserted in the player to destruct the portal next time player
631 * creates a new portal pair.
632 * This spell has a side effect that it allows people to meet each other
633 * in a permanent, private, appartements by making a town portal from it
634 * to the town or another public place. So, check if the map is unique and if
635 * so return an error
636 *
637 * Code by Tchize (david.delbecq@usa.net)
638 */
639int
640cast_create_town_portal (object *op, object *caster, object *spell, int dir)
641{
642 object *dummy, *force, *old_force, *tmp;
643 archetype *perm_portal;
644 char portal_name[1024], portal_message[1024];
645 sint16 exitx, exity;
646 mapstruct *exitmap;
647 int op_level;
648
649
650 /* Check to see if the map the player is currently on is a per player unique
651 * map. This can be determined in that per player unique maps have the
652 * full pathname listed.
653 */
654 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
655 {
656 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
657 return 0;
658 }
659
660 /* The first thing to do is to check if we have a marked destination
661 * dummy is used to make a check inventory for the force
662 */
663 dummy = arch_to_object (spell->other_arch);
664 if (dummy == NULL)
665 {
666 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
667 LOG (llevError, "get_object failed (force in cast_create_town_portal for %s!\n", &op->name);
668 return 0;
669 }
670 force = check_inv_recursive (op, dummy);
671
672 if (force == NULL)
673 {
674 /* Here we know there is no destination marked up.
675 * We have 2 things to do:
676 * 1. Mark the destination in the player inventory.
677 * 2. Let the player know it worked.
678 */
679 dummy->name = op->map->path;
680 EXIT_X (dummy) = op->x;
681 EXIT_Y (dummy) = op->y;
682 insert_ob_in_ob (dummy, op);
683 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You fix this place in your mind.\nYou feel you are able to come here from anywhere.");
684 return 1;
685 }
686 free_object (dummy);
687
688 /* Here we know where the town portal should go to
689 * We should kill any existing portal associated with the player.
690 * Than we should create the 2 portals.
691 * For each of them, we need:
692 * - To create the portal with the name of the player+destination map
693 * - set the owner of the town portal
694 * - To mark the position of the portal in the player's inventory
695 * for easier destruction.
696 *
697 * The mark works has follow:
698 * slaying: Existing town portal
699 * hp, sp : x & y of the associated portal
700 * name : name of the portal
701 * race : map the portal is in
702 */
703
704 /* First step: killing existing town portals */
705 dummy = get_archetype (spell->race);
706 if (dummy == NULL)
707 {
708 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
709 LOG (llevError, "get_object failed (force) in cast_create_town_portal for %s!\n", &op->name);
710 return 0;
711 }
712 perm_portal = archetype::find (spell->slaying);
713
714 /* To kill a town portal, we go trough the player's inventory,
715 * for each marked portal in player's inventory,
716 * -We try load the associated map (if impossible, consider the portal destructed)
717 * -We find any portal in the specified location.
718 * If it has the good name, we destruct it.
719 * -We destruct the force indicating that portal.
720 */
721 while ((old_force = check_inv_recursive (op, dummy)))
722 {
723 exitx = EXIT_X (old_force);
724 exity = EXIT_Y (old_force);
725 LOG (llevDebug, "Trying to kill a portal in %s (%d,%d)\n", &old_force->race, exitx, exity);
726
727 if (!strncmp (old_force->race, settings.localdir, strlen (settings.localdir)))
728 exitmap = ready_map_name (old_force->race, MAP_PLAYER_UNIQUE);
729 else
730 exitmap = ready_map_name (old_force->race, 0);
731
732 if (exitmap)
733 {
734 tmp = present_arch (perm_portal, exitmap, exitx, exity);
735 while (tmp)
736 {
737 if (tmp->name == old_force->name)
738 {
739 remove_ob (tmp);
740 free_object (tmp);
741 break;
742 }
743 else
744 {
745 tmp = tmp->above;
746 }
747 }
748 }
749 remove_ob (old_force);
750 free_object (old_force);
751 LOG (llevDebug, "\n");
752 }
753 free_object (dummy);
754
755 /* Creating the portals.
756 * The very first thing to do is to ensure
757 * access to the destination map.
758 * If we can't, don't fizzle. Simply warn player.
759 * This ensure player pays his mana for the spell
760 * because HE is responsible of forgotting.
761 * 'force' is the destination of the town portal, which we got
762 * from the players inventory above.
763 */
764
765 /* Ensure exit map is loaded */
766 if (!strncmp (force->name, settings.localdir, strlen (settings.localdir)))
767 exitmap = ready_map_name (force->name, MAP_PLAYER_UNIQUE);
768 else
769 exitmap = ready_map_name (force->name, 0);
770
771 /* If we were unable to load (ex. random map deleted), warn player */
772 if (exitmap == NULL)
773 {
774 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
775 remove_ob (force);
776 free_object (force);
777 return 1;
778 }
779
780 op_level = caster_level (caster, spell);
781 if (op_level < 15)
782 snprintf (portal_message, 1024,
783 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
784 &op->name);
785 else if (op_level < 30)
786 snprintf (portal_message, 1024,
787 "\n%s's portal smells of ozone.\nYou do a lot of movements and finally pass\nthrough the small hole in the air\n", &op->name);
788 else if (op_level < 60)
789 snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
790 else
791 snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",
792 &op->name);
793
794 /* Create a portal in front of player
795 * dummy contain the portal and
796 * force contain the track to kill it later
797 */
798
799 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
800 dummy = get_archetype (spell->slaying); /*The portal */
801 if (dummy == NULL)
802 {
803 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
804 LOG (llevError, "get_object failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
805 return 0;
806 }
807 EXIT_PATH (dummy) = force->name;
808 EXIT_X (dummy) = EXIT_X (force);
809 EXIT_Y (dummy) = EXIT_Y (force);
810 dummy->name = dummy->name_pl = portal_name;
811 dummy->msg = portal_message;
812 dummy->race = op->name; /*Save the owner of the portal */
813 cast_create_obj (op, caster, dummy, 0);
814
815 /* Now we need to to create a town portal marker inside the player
816 * object, so on future castings, we can know that he has an active
817 * town portal.
818 */
819 tmp = get_archetype (spell->race);
820 if (tmp == NULL)
821 {
822 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
823 LOG (llevError, "get_object failed (force) in cast_create_town_portal for %s!\n", &op->name);
824 return 0;
825 }
826 tmp->race = op->map->path;
827 tmp->name = portal_name;
828 EXIT_X (tmp) = dummy->x;
829 EXIT_Y (tmp) = dummy->y;
830 insert_ob_in_ob (tmp, op);
831
832 /* Create a portal in the destination map
833 * dummy contain the portal and
834 * force the track to kill it later
835 * the 'force' variable still contains the 'reminder' of
836 * where this portal goes to.
837 */
838 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, op->map->path);
839 dummy = get_archetype (spell->slaying); /*The portal */
840 if (dummy == NULL)
841 {
842 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
843 LOG (llevError, "get_object failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
844 return 0;
845 }
846 EXIT_PATH (dummy) = op->map->path;
847 EXIT_X (dummy) = op->x;
848 EXIT_Y (dummy) = op->y;
849 dummy->name = dummy->name_pl = portal_name;
850 dummy->msg = portal_message;
851 dummy->x = EXIT_X (force);
852 dummy->y = EXIT_Y (force);
853 dummy->race = op->name; /*Save the owner of the portal */
854 insert_ob_in_map (dummy, exitmap, op, 0);
855
856 /* Now we create another town portal marker that
857 * points back to the one we just made
858 */
859 tmp = get_archetype (spell->race);
860 if (tmp == NULL)
861 {
862 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
863 LOG (llevError, "get_object failed (force) in cast_create_town_portal for %s!\n", &op->name);
864 return 0;
865 }
866 tmp->race = force->name;
867 tmp->name = portal_name;
868 EXIT_X (tmp) = dummy->x;
869 EXIT_Y (tmp) = dummy->y;
870 insert_ob_in_ob (tmp, op);
871
872 /* Describe the player what happened
873 */
874 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
875 remove_ob (force); /* Delete the force inside the player */
876 free_object (force);
877 return 1;
878}
879
880 603
881/* This creates magic walls. Really, it can create most any object, 604/* This creates magic walls. Really, it can create most any object,
882 * within some reason. 605 * within some reason.
883 */ 606 */
884
885int 607int
886magic_wall (object *op, object *caster, int dir, object *spell_ob) 608magic_wall (object *op, object *caster, int dir, object *spell_ob)
887{ 609{
888 object *tmp, *tmp2; 610 object *tmp;
889 int i, posblocked, negblocked, maxrange; 611 int i, posblocked, negblocked, maxrange;
890 sint16 x, y; 612 sint16 x, y;
891 mapstruct *m; 613 maptile *m;
892 const char *name; 614 const char *name;
893 archetype *at; 615 archetype *at;
894 616
895 if (!dir) 617 if (!dir)
896 { 618 {
898 x = op->x; 620 x = op->x;
899 y = op->y; 621 y = op->y;
900 } 622 }
901 else 623 else
902 { 624 {
903 x = op->x + freearr_x[dir]; 625 x = op->x + DIRX (dir);
904 y = op->y + freearr_y[dir]; 626 y = op->y + DIRY (dir);
905 } 627 }
628
906 m = op->map; 629 m = op->map;
907 630
908 if ((spell_ob->move_block || x != op->x || y != op->y) && 631 if ((spell_ob->move_block || x != op->x || y != op->y) &&
909 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) || 632 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) ||
910 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block))) 633 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
911 { 634 {
912 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 635 op->failmsg ("Something is in the way.");
913 return 0; 636 return 0;
914 } 637 }
638
915 if (spell_ob->other_arch) 639 if (spell_ob->other_arch)
916 { 640 tmp = spell_ob->other_arch->instance ();
917 tmp = arch_to_object (spell_ob->other_arch);
918 }
919 else if (spell_ob->race) 641 else if (spell_ob->race)
920 { 642 {
921 char buf1[MAX_BUF]; 643 char buf1[MAX_BUF];
922 644
923 sprintf (buf1, spell_ob->race, dir); 645 sprintf (buf1, spell_ob->race, dir);
926 { 648 {
927 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 649 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
928 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 650 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
929 return 0; 651 return 0;
930 } 652 }
931 tmp = arch_to_object (at); 653
654 tmp = at->instance ();
932 } 655 }
933 else 656 else
934 { 657 {
935 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);
936 return 0; 659 return 0;
941 tmp->attacktype = spell_ob->attacktype; 664 tmp->attacktype = spell_ob->attacktype;
942 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);
943 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);
944 tmp->range = 0; 667 tmp->range = 0;
945 } 668 }
946 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 669 else if (tmp->flag [FLAG_ALIVE])
947 { 670 {
948 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);
949 tmp->stats.maxhp = tmp->stats.hp; 672 tmp->stats.maxhp = tmp->stats.hp;
950 set_owner (tmp, op);
951 set_spell_skill (op, caster, spell_ob, tmp);
952 } 673 }
953 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])
954 { 676 {
955 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);
956 SET_FLAG (tmp, FLAG_IS_USED_UP); 678 tmp->set_flag (FLAG_IS_USED_UP);
957 } 679 }
958 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 680
681 if (spell_ob->flag [FLAG_TEAR_DOWN])
959 { 682 {
960 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);
961 tmp->stats.maxhp = tmp->stats.hp; 684 tmp->stats.maxhp = tmp->stats.hp;
962 SET_FLAG (tmp, FLAG_TEAR_DOWN); 685 tmp->set_flag (FLAG_TEAR_DOWN);
963 SET_FLAG (tmp, FLAG_ALIVE); 686 tmp->set_flag (FLAG_ALIVE);
964 } 687 }
965 688
966 /* 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,
967 * 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.
968 */ 692 */
969 set_owner (tmp, op); 693 if (tmp->type != EARTHWALL) //TODO
694 tmp->set_owner (op);
695
970 set_spell_skill (op, caster, spell_ob, tmp); 696 set_spell_skill (op, caster, spell_ob, tmp);
971 tmp->x = x;
972 tmp->y = y;
973 tmp->level = caster_level (caster, spell_ob) / 2; 697 tmp->level = casting_level (caster, spell_ob) / 2;
974 698
975 name = tmp->name; 699 name = tmp->name;
976 if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL) 700 if (!(tmp = m->insert (tmp, x, y, op)))
977 { 701 {
978 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);
979 return 0; 703 return 0;
980 } 704 }
705
981 /* 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 */
982 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 707 if (tmp->other_arch && tmp->other_arch->type == SPELL)
983 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 708 insert_ob_in_ob (tmp->other_arch->instance (), tmp);
984 709
985 /* This code causes the wall to extend some distance in 710 /* This code causes the wall to extend some distance in
986 * each direction, or until an obstruction is encountered. 711 * each direction, or until an obstruction is encountered.
987 * posblocked and negblocked help determine how far the 712 * posblocked and negblocked help determine how far the
988 * created wall can extend, it won't go extend through 713 * created wall can extend, it won't go extend through
989 * blocked spaces. 714 * blocked spaces.
990 */ 715 */
991 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 716 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
996 { 721 {
997 int dir2; 722 int dir2;
998 723
999 dir2 = (dir < 4) ? (dir + 2) : dir - 2; 724 dir2 = (dir < 4) ? (dir + 2) : dir - 2;
1000 725
1001 x = tmp->x + i * freearr_x[dir2]; 726 x = tmp->x + i * DIRX (dir2);
1002 y = tmp->y + i * freearr_y[dir2]; 727 y = tmp->y + i * DIRY (dir2);
1003 m = tmp->map; 728 m = tmp->map;
1004 729
1005 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)) &&
1006 ((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)
1007 { 732 {
1008 tmp2 = get_object (); 733 object *tmp2 = tmp->clone ();
1009 copy_object (tmp, tmp2); 734 m->insert (tmp2, x, y, op);
1010 tmp2->x = x; 735
1011 tmp2->y = y;
1012 insert_ob_in_map (tmp2, m, op, 0);
1013 /* If this is a spellcasting wall, need to insert the spell object */ 736 /* If this is a spellcasting wall, need to insert the spell object */
1014 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 737 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1015 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 738 tmp2->insert (tmp2->other_arch->instance ());
1016 739
1017 } 740 }
1018 else 741 else
1019 posblocked = 1; 742 posblocked = 1;
1020 743
1021 x = tmp->x - i * freearr_x[dir2]; 744 x = tmp->x - i * DIRX (dir2);
1022 y = tmp->y - i * freearr_y[dir2]; 745 y = tmp->y - i * DIRY (dir2);
1023 m = tmp->map; 746 m = tmp->map;
1024 747
1025 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)) &&
1026 ((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)
1027 { 750 {
1028 tmp2 = get_object (); 751 object *tmp2 = tmp->clone ();
1029 copy_object (tmp, tmp2); 752 m->insert (tmp2, x, y, op);
1030 tmp2->x = x; 753
1031 tmp2->y = y;
1032 insert_ob_in_map (tmp2, m, op, 0);
1033 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 754 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1034 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 755 tmp2->insert (tmp2->other_arch->instance ());
1035 } 756 }
1036 else 757 else
1037 negblocked = 1; 758 negblocked = 1;
1038 } 759 }
1039 760
1040 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) 761 if (tmp->flag [FLAG_BLOCKSVIEW])
1041 update_all_los (op->map, op->x, op->y); 762 update_all_los (op->map, op->x, op->y);
1042 763
1043 return 1; 764 return 1;
1044} 765}
1045 766
1046int 767int
1047dimension_door (object *op, object *caster, object *spob, int dir) 768dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
1048{ 769{
1049 uint32 dist, maxdist; 770 uint32 dist, maxdist;
1050 int mflags; 771 int mflags;
1051 mapstruct *m; 772 maptile *m;
1052 sint16 sx, sy; 773 sint16 sx, sy;
1053 774
1054 if (op->type != PLAYER) 775 if (op->type != PLAYER)
1055 return 0; 776 return 0;
1056 777
1057 if (!dir) 778 if (!dir)
1058 { 779 {
1059 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?"); 780 op->failmsg ("In what direction?");
1060 return 0; 781 return 0;
1061 } 782 }
1062 783
1063 /* 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
1064 * ever, so put limits in. 785 * ever, so put limits in.
1065 */ 786 */
1066 maxdist = spob->range + SP_level_range_adjust (caster, spob); 787 maxdist = spob->range + SP_level_range_adjust (caster, spob);
1067 788
1068 if (op->contr->count) 789 if (spellparam)
1069 { 790 {
791 int count = atoi (spellparam);
792
1070 if (op->contr->count > maxdist) 793 if (count > maxdist)
1071 { 794 {
1072 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!"); 795 op->failmsg ("You can't dimension door that far!");
1073 return 0; 796 return 0;
1074 } 797 }
1075 798
1076 for (dist = 0; dist < op->contr->count; dist++) 799 for (dist = 0; dist < count; dist++)
1077 { 800 {
1078 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);
1079 802
1080 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 803 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
1081 break; 804 break;
1082 805
1083 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)))
1084 break; 807 break;
1085 } 808 }
1086 809
1087 if (dist < op->contr->count) 810 if (dist < count)
1088 { 811 {
1089 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");
1090 op->contr->count = 0;
1091 return 0; 813 return 0;
1092 } 814 }
1093 op->contr->count = 0;
1094 815
1095 /* Remove code that puts player on random space on maps. IMO, 816 /* Remove code that puts player on random space on maps. IMO,
1096 * a lot of maps probably have areas the player should not get to, 817 * a lot of maps probably have areas the player should not get to,
1097 * but may not be marked as NO_MAGIC (as they may be bounded 818 * but may not be marked as NO_MAGIC (as they may be bounded
1098 * by such squares). Also, there are probably treasure rooms and 819 * by such squares). Also, there are probably treasure rooms and
1099 * 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
1100 * areas themselves don't contain no magic spaces. 821 * areas themselves don't contain no magic spaces.
1101 */ 822 */
1102 /* This call here is really just to normalize the coordinates */ 823 /* This call here is really just to normalize the coordinates */
1103 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);
1104 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)))
1105 { 826 {
1106 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");
1107 return 1; /* Maybe the penalty should be more severe... */ 828 return 1; /* Maybe the penalty should be more severe... */
1108 } 829 }
1114 * spaces that blocked the players view. 835 * spaces that blocked the players view.
1115 */ 836 */
1116 837
1117 for (dist = 0; dist < maxdist; dist++) 838 for (dist = 0; dist < maxdist; dist++)
1118 { 839 {
1119 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);
1120 841
1121 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 842 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
1122 break; 843 break;
1123 844
1124 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)))
1129 /* If the destination is blocked, keep backing up until we 850 /* If the destination is blocked, keep backing up until we
1130 * find a place for the player. 851 * find a place for the player.
1131 */ 852 */
1132 for (; dist > 0; dist--) 853 for (; dist > 0; dist--)
1133 { 854 {
1134 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,
1135 &sx, &sy) & (P_OUT_OF_MAP | P_IS_ALIVE)) 856 &sx, &sy) & (P_OUT_OF_MAP | P_IS_ALIVE))
1136 continue; 857 continue;
1137 858
1138 859
1139 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)))
1140 break; 861 break;
1141 862
1142 } 863 }
1143 if (!dist) 864 if (!dist)
1144 { 865 {
1145 new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n"); 866 op->failmsg ("Your spell failed!\n");
1146 return 0; 867 return 0;
1147 } 868 }
1148 } 869 }
1149 870
1150 /* Actually move the player now */ 871 /* Actually move the player now */
1151 remove_ob (op); 872 if (!(op = op->map->insert (op, op->x + DIRX (dir) * dist, op->y + DIRY (dir) * dist, op)))
1152 op->x += freearr_x[dir] * dist;
1153 op->y += freearr_y[dir] * dist;
1154 if ((op = insert_ob_in_map (op, op->map, op, 0)) == NULL)
1155 return 1; 873 return 1;
1156 874
1157 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
1158 return 1; 877 return 1;
1159} 878}
1160
1161 879
1162/* cast_heal: Heals something. 880/* cast_heal: Heals something.
1163 * op is the caster. 881 * op is the caster.
1164 * dir is the direction he is casting it in. 882 * dir is the direction he is casting it in.
1165 * spell is the spell object. 883 * spell is the spell object.
1172 object *poison; 890 object *poison;
1173 int heal = 0, success = 0; 891 int heal = 0, success = 0;
1174 892
1175 tmp = find_target_for_friendly_spell (op, dir); 893 tmp = find_target_for_friendly_spell (op, dir);
1176 894
1177 if (tmp == NULL) 895 if (!tmp)
1178 return 0; 896 return 0;
1179 897
1180 /* Figure out how many hp this spell might cure. 898 /* Figure out how many hp this spell might cure.
1181 * could be zero if this spell heals effects, not damage. 899 * could be zero if this spell heals effects, not damage.
1182 */ 900 */
1185 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;
1186 904
1187 if (heal) 905 if (heal)
1188 { 906 {
1189 if (tmp->stats.hp >= tmp->stats.maxhp) 907 if (tmp->stats.hp >= tmp->stats.maxhp)
1190 {
1191 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.");
1192 }
1193 else 909 else
1194 { 910 {
1195 /* See how many points we actually heal. Instead of messages 911 /* See how many points we actually heal. Instead of messages
1196 * based on type of spell, we instead do messages based 912 * based on type of spell, we instead do messages based
1197 * on amount of damage healed. 913 * on amount of damage healed.
1198 */ 914 */
1199 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 915 if (heal > tmp->stats.maxhp - tmp->stats.hp)
1200 heal = tmp->stats.maxhp - tmp->stats.hp; 916 heal = tmp->stats.maxhp - tmp->stats.hp;
917
1201 tmp->stats.hp += heal; 918 tmp->stats.hp += heal;
1202 919
1203 if (tmp->stats.hp >= tmp->stats.maxhp) 920 if (tmp->stats.hp >= tmp->stats.maxhp)
1204 {
1205 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 921 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1206 }
1207 else if (heal > 50) 922 else if (heal > 50)
1208 {
1209 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); 923 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1210 }
1211 else if (heal > 25) 924 else if (heal > 25)
1212 {
1213 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); 925 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1214 }
1215 else if (heal > 10) 926 else if (heal > 10)
1216 {
1217 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.");
1218 }
1219 else 928 else
1220 {
1221 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.");
1222 } 930
1223 success = 1; 931 success = 1;
1224 } 932 }
1225 } 933 }
934
1226 if (spell->attacktype & AT_DISEASE) 935 if (spell->attacktype & AT_DISEASE)
1227 if (cure_disease (tmp, op)) 936 if (cure_disease (tmp, op, spell))
1228 success = 1; 937 success = 1;
1229 938
1230 if (spell->attacktype & AT_POISON) 939 if (spell->attacktype & AT_POISON)
1231 { 940 {
1232 at = archetype::find ("poisoning"); 941 at = archetype::find (shstr_poisoning);
1233 poison = present_arch_in_ob (at, tmp); 942 poison = present_arch_in_ob (at, tmp);
1234 if (poison) 943 if (poison)
1235 { 944 {
1236 success = 1; 945 success = 1;
1237 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 946 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1238 poison->stats.food = 1; 947 poison->stats.food = 1;
1239 } 948 }
1240 } 949 }
950
1241 if (spell->attacktype & AT_CONFUSION) 951 if (spell->attacktype & AT_CONFUSION)
1242 { 952 {
1243 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 953 poison = present_in_ob_by_name (FORCE, shstr_confusion, tmp);
1244 if (poison) 954 if (poison)
1245 { 955 {
1246 success = 1; 956 success = 1;
1247 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 957 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1248 poison->duration = 1; 958 poison->duration = 1;
1249 } 959 }
1250 } 960 }
961
1251 if (spell->attacktype & AT_BLIND) 962 if (spell->attacktype & AT_BLIND)
1252 { 963 {
1253 at = archetype::find ("blindness"); 964 at = archetype::find (shstr_blindness);
1254 poison = present_arch_in_ob (at, tmp); 965 poison = present_arch_in_ob (at, tmp);
1255 if (poison) 966 if (poison)
1256 { 967 {
1257 success = 1; 968 success = 1;
1258 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.");
1259 poison->stats.food = 1; 970 poison->stats.food = 1;
1260 } 971 }
1261 } 972 }
973
1262 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) 974 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1263 { 975 {
1264 tmp->stats.sp += spell->last_sp; 976 tmp->stats.sp += spell->last_sp;
1265 if (tmp->stats.sp > tmp->stats.maxsp) 977 if (tmp->stats.sp > tmp->stats.maxsp)
1266 tmp->stats.sp = tmp->stats.maxsp; 978 tmp->stats.sp = tmp->stats.maxsp;
1267 success = 1; 979 success = 1;
1268 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!");
1269 } 981 }
982
1270 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) 983 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1271 { 984 {
1272 tmp->stats.grace += spell->last_grace; 985 tmp->stats.grace += spell->last_grace;
1273 if (tmp->stats.grace > tmp->stats.maxgrace) 986 if (tmp->stats.grace > tmp->stats.maxgrace)
1274 tmp->stats.grace = tmp->stats.maxgrace; 987 tmp->stats.grace = tmp->stats.maxgrace;
1275 success = 1; 988 success = 1;
1276 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!");
1277 } 990 }
991
1278 if (spell->stats.food && tmp->stats.food < 999) 992 if (spell->stats.food && tmp->stats.food < MAX_FOOD)
1279 { 993 {
1280 tmp->stats.food += spell->stats.food; 994 tmp->stats.food += spell->stats.food;
1281 if (tmp->stats.food > 999) 995 min_it (tmp->stats.food, MAX_FOOD);
1282 tmp->stats.food = 999; 996
1283 success = 1; 997 success = 1;
1284 /* 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 */
1285 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");
1286 } 1000 }
1001
1287 return success; 1002 return success;
1288} 1003}
1289
1290 1004
1291/* 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
1292 * 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
1293 * good comments for those. 1007 * good comments for those.
1294 */ 1008 */
1295static const char *const no_gain_msgs[NUM_STATS] = { 1009static const char *const no_gain_msgs[NUM_STATS] = {
1296 "You grow no stronger.", 1010 "You grow no stronger.",
1297 "You grow no more agile.", 1011 "You grow no more agile.",
1298 "You don't feel any healthier.", 1012 "You don't feel any healthier.",
1299 "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."
1300 "You are no easier to look at.", 1016 "You are no easier to look at.",
1301 "no int",
1302 "no pow"
1303}; 1017};
1304 1018
1305int 1019int
1020change_ability_duration (object *spell, object *caster)
1021{
1022 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1023}
1024
1025int
1306cast_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)
1307{ 1027{
1308 object *tmp, *tmp2 = NULL;
1309 object *force = NULL; 1028 object *force = 0;
1310 int i; 1029 int i;
1311 1030
1312 /* 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. */
1313 if (dir != 0) 1032 object *tmp = dir
1314 {
1315 tmp = find_target_for_friendly_spell (op, dir); 1033 ? find_target_for_friendly_spell (op, dir)
1316 } 1034 : op;
1317 else
1318 {
1319 tmp = op;
1320 }
1321 1035
1322 if (tmp == NULL) 1036 if (!tmp)
1323 return 0; 1037 return 0;
1324 1038
1325 /* 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. */
1326 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1040 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1327 { 1041 {
1328 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1042 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1329 { 1043 {
1330 if (tmp2->name == spell_ob->name) 1044 if (tmp2->name == spell_ob->name)
1331 { 1045 {
1333 break; 1047 break;
1334 } 1048 }
1335 else if (spell_ob->race && spell_ob->race == tmp2->name) 1049 else if (spell_ob->race && spell_ob->race == tmp2->name)
1336 { 1050 {
1337 if (!silent) 1051 if (!silent)
1338 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 1052 op->failmsgf ("You can not cast %s while %s is in effect",
1053 &spell_ob->name, &tmp2->name_pl);
1054
1339 return 0; 1055 return 0;
1340 } 1056 }
1341 } 1057 }
1342 } 1058 }
1059
1060 int duration = change_ability_duration (spell_ob, caster);
1061
1343 if (force == NULL) 1062 if (force)
1344 {
1345 force = get_archetype (FORCE_NAME);
1346 force->subtype = FORCE_CHANGE_ABILITY;
1347 if (spell_ob->race)
1348 force->name = spell_ob->race;
1349 else
1350 force->name = spell_ob->name;
1351 force->name_pl = spell_ob->name;
1352 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1353
1354 } 1063 {
1355 else
1356 {
1357 int duration;
1358
1359 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1360 if (duration > force->duration) 1064 if (duration > force->duration)
1361 { 1065 {
1362 force->duration = duration; 1066 force->duration = duration;
1363 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.");
1364 } 1068 }
1365 else 1069 else
1366 {
1367 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.");
1368 } 1071
1369 return 1; 1072 return 1;
1370 } 1073 }
1371 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
1372 force->speed = 1.0; 1090 force->speed = 1.0;
1373 force->speed_left = -1.0; 1091 force->speed_left = -1.0;
1374 SET_FLAG (force, FLAG_APPLIED); 1092 force->set_flag (FLAG_APPLIED);
1375 1093
1376 /* Now start processing the effects. First, protections */ 1094 /* Now start processing the effects. First, protections */
1377 for (i = 0; i < NROFATTACKS; i++) 1095 for (i = 0; i < NROFATTACKS; i++)
1378 {
1379 if (spell_ob->resist[i]) 1096 if (spell_ob->resist[i])
1380 {
1381 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));
1382 if (force->resist[i] > 100) 1098
1383 force->resist[i] = 100;
1384 }
1385 }
1386 if (spell_ob->stats.hp) 1099 if (spell_ob->stats.hp)
1387 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);
1388 1101
1389 if (tmp->type == PLAYER) 1102 if (tmp->type == PLAYER)
1390 { 1103 {
1391 /* Stat adjustment spells */ 1104 /* Stat adjustment spells */
1392 for (i = 0; i < NUM_STATS; i++) 1105 for (i = 0; i < NUM_STATS; i++)
1393 { 1106 {
1394 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; 1107 if (sint8 stat = spell_ob->stats.stat (i))
1395
1396 if (stat)
1397 { 1108 {
1398 sm = 0; 1109 sint8 sm = 0;
1399 for (k = 0; k < stat; k++) 1110 for (sint8 k = 0; k < stat; k++)
1400 sm += rndm (1, 3); 1111 sm += rndm (1, 3);
1401 1112
1402 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) 1113 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1403 { 1114 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1404 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); 1115
1405 if (sm < 0) 1116 force->stats.stat (i) = sm;
1406 sm = 0; 1117
1407 }
1408 set_attr_value (&force->stats, i, sm);
1409 if (!sm) 1118 if (!sm)
1410 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); 1119 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1411 } 1120 }
1412 } 1121 }
1413 } 1122 }
1414 1123
1415 force->move_type = spell_ob->move_type; 1124 force->move_type = spell_ob->move_type;
1416 1125
1417 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK)) 1126 if (spell_ob->flag [FLAG_SEE_IN_DARK])
1418 SET_FLAG (force, FLAG_SEE_IN_DARK); 1127 force->set_flag (FLAG_SEE_IN_DARK);
1419 1128
1420 if (QUERY_FLAG (spell_ob, FLAG_XRAYS)) 1129 if (spell_ob->flag [FLAG_XRAYS])
1421 SET_FLAG (force, FLAG_XRAYS); 1130 force->set_flag (FLAG_XRAYS);
1422 1131
1423 /* Haste/bonus speed */ 1132 /* Haste/bonus speed */
1424 if (spell_ob->stats.exp) 1133 if (spell_ob->stats.exp)
1425 { 1134 {
1426 if (op->speed > 0.5f) 1135 if (op->speed > 0.5f)
1433 force->stats.ac = spell_ob->stats.ac; 1142 force->stats.ac = spell_ob->stats.ac;
1434 force->attacktype = spell_ob->attacktype; 1143 force->attacktype = spell_ob->attacktype;
1435 1144
1436 insert_ob_in_ob (force, tmp); 1145 insert_ob_in_ob (force, tmp);
1437 change_abil (tmp, force); /* Mostly to display any messages */ 1146 change_abil (tmp, force); /* Mostly to display any messages */
1438 fix_player (tmp); 1147 tmp->update_stats ();
1148
1439 return 1; 1149 return 1;
1440} 1150}
1441 1151
1442/* 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
1443 * 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
1444 * of the caster. 1154 * of the caster.
1445 */ 1155 */
1446
1447int 1156int
1448cast_bless (object *op, object *caster, object *spell_ob, int dir) 1157cast_bless (object *op, object *caster, object *spell_ob, int dir)
1449{ 1158{
1450 int i; 1159 int i;
1451 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1160 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1452 1161
1453 /* 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. */
1454 if (dir != 0) 1163 if (dir != 0)
1455 { 1164 {
1456 tmp = find_target_for_friendly_spell (op, dir); 1165 tmp = find_target_for_friendly_spell (op, dir);
1166
1167 if (!tmp)
1168 return 0;
1457 } 1169 }
1458 else 1170 else
1459 {
1460 tmp = op; 1171 tmp = op;
1461 }
1462 1172
1463 /* 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. */
1464 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1174 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1465 { 1175 {
1466 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1176 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1467 { 1177 {
1468 if (tmp2->name == spell_ob->name) 1178 if (tmp2->name == spell_ob->name)
1469 { 1179 {
1475 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 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);
1476 return 0; 1186 return 0;
1477 } 1187 }
1478 } 1188 }
1479 } 1189 }
1190
1480 if (force == NULL) 1191 if (force == NULL)
1481 { 1192 {
1482 force = get_archetype (FORCE_NAME); 1193 force = archetype::get (FORCE_NAME);
1483 force->subtype = FORCE_CHANGE_ABILITY; 1194 force->subtype = FORCE_CHANGE_ABILITY;
1484 if (spell_ob->race) 1195 if (spell_ob->race)
1485 force->name = spell_ob->race; 1196 force->name = spell_ob->race;
1486 else 1197 else
1487 force->name = spell_ob->name; 1198 force->name = spell_ob->name;
1502 { 1213 {
1503 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.");
1504 } 1215 }
1505 return 0; 1216 return 0;
1506 } 1217 }
1218
1507 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;
1508 force->speed = 1.0; 1220 force->speed = 1.0;
1509 force->speed_left = -1.0; 1221 force->speed_left = -1.0;
1510 SET_FLAG (force, FLAG_APPLIED); 1222 force->set_flag (FLAG_APPLIED);
1511 1223
1512 if (!god) 1224 if (!god)
1513 { 1225 {
1514 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty."); 1226 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1515 } 1227 }
1516 else 1228 else
1517 { 1229 {
1518 /* Only give out good benefits, and put a max on it */ 1230 /* Only give out good benefits, and put a max on it */
1519 for (i = 0; i < NROFATTACKS; i++) 1231 for (i = 0; i < NROFATTACKS; i++)
1520 {
1521 if (god->resist[i] > 0) 1232 if (god->resist[i] > 0)
1522 {
1523 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]);
1524 } 1234
1525 }
1526 force->path_attuned |= god->path_attuned; 1235 force->path_attuned |= god->path_attuned;
1527 1236
1528 if (spell_ob->attacktype) 1237 if (spell_ob->attacktype)
1529 force->slaying = god->slaying; 1238 force->slaying = god->slaying;
1530 1239
1542 force->stats.wc = spell_ob->stats.wc; 1251 force->stats.wc = spell_ob->stats.wc;
1543 force->stats.ac = spell_ob->stats.ac; 1252 force->stats.ac = spell_ob->stats.ac;
1544 1253
1545 change_abil (tmp, force); /* Mostly to display any messages */ 1254 change_abil (tmp, force); /* Mostly to display any messages */
1546 insert_ob_in_ob (force, tmp); 1255 insert_ob_in_ob (force, tmp);
1547 fix_player (tmp); 1256 tmp->update_stats ();
1548 return 1; 1257 return 1;
1549} 1258}
1550
1551
1552 1259
1553/* Alchemy code by Mark Wedel 1260/* Alchemy code by Mark Wedel
1554 * 1261 *
1555 * This code adds a new spell, called alchemy. Alchemy will turn 1262 * This code adds a new spell, called alchemy. Alchemy will turn
1556 * objects to gold nuggets, the value of the gold nuggets being 1263 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1557 * about 90% of that of the item itself. It uses the value of the
1558 * object before charisma adjustments, because the nuggets themselves
1559 * will be will be adjusted by charisma when sold.
1560 * 1264 *
1561 * 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
1562 * the maximum number of large nuggets you could get. 1266 * itself. It uses the value of the object before charisma adjustments,
1563 * Small nuggets are worth 1 gp each (base). You will get from 0 1267 * because the nuggets themselves will be will be adjusted by charisma
1564 * to the max amount of small nuggets as you could get. 1268 * when sold.
1565 *
1566 * For example, if an item is worth 110 gold, you will get
1567 * 4 large nuggets, and from 0-10 small nuggets.
1568 * 1269 *
1569 * 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
1570 * 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
1571 * alchemied. 1272 * alchemised.
1572 */ 1273 */
1573
1574/* I didn't feel like passing these as arguements to the
1575 * two functions that need them. Real values are put in them
1576 * when the spell is cast, and these are freed when the spell
1577 * is finished.
1578 */
1579static object *small, *large;
1580
1581static void 1274static void
1582alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight) 1275alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1583{ 1276{
1584 uint64 value = query_cost (obj, NULL, F_TRUE); 1277 uint64 value = query_cost (obj, NULL, F_TRUE);
1585 1278
1586 /* Give third price when we alchemy money (This should hopefully 1279 /* Give third price when we alchemy money (this should hopefully
1587 * 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
1588 * the nuggets, alchemy the gold from that, etc. 1281 * the nuggets, alchemy the gold from that, etc.
1589 * Otherwise, give 9 silver on the gold for other objects, 1282 * Otherwise, give 9 silver on the gold for other objects,
1590 * so that it would still be more affordable to haul 1283 * so that it would still be more affordable to haul
1591 * the stuff back to town. 1284 * the stuff back to town.
1592 */ 1285 */
1593 1286 if (obj->flag [FLAG_UNPAID])
1594 if (QUERY_FLAG (obj, FLAG_UNPAID))
1595 value = 0; 1287 value = 0;
1596 else if (obj->type == MONEY || obj->type == GEM) 1288 else if (obj->type == MONEY || obj->type == GEM)
1597 value /= 3; 1289 value /= 3;
1598 else 1290 else
1599 value = (value * 9) / 10; 1291 value = value * 9 / 10;
1600 1292
1601 value /= 4; // fix by GHJ, don't understand, pcg
1602
1603 if ((obj->value > 0) && rndm (0, 29)) 1293 if (obj->value > 0 && rndm (0, 29))
1604 { 1294 total_value += value;
1605 int count;
1606 1295
1607 count = value / large->value;
1608 *large_nuggets += count;
1609 value -= (uint64) count *(uint64) large->value;
1610
1611 count = value / small->value;
1612 *small_nuggets += count;
1613 }
1614
1615 /* Turn 25 small nuggets into 1 large nugget. If the value
1616 * of large nuggets is not evenly divisable by the small nugget
1617 * value, take off an extra small_nugget (Assuming small_nuggets!=0)
1618 */
1619 if (*small_nuggets * small->value >= large->value)
1620 {
1621 (*large_nuggets)++;
1622 *small_nuggets -= large->value / small->value;
1623 if (*small_nuggets && large->value % small->value)
1624 (*small_nuggets)--;
1625 }
1626 weight += obj->weight; 1296 total_weight += obj->total_weight ();
1627 remove_ob (obj);
1628 free_object (obj);
1629}
1630 1297
1631static void 1298 obj->destroy ();
1632update_map (object *op, mapstruct *m, int small_nuggets, int large_nuggets, int x, int y)
1633{
1634 object *tmp;
1635 int flag = 0;
1636
1637 /* Put any nuggets below the player, but we can only pass this
1638 * flag if we are on the same space as the player
1639 */
1640 if (x == op->x && y == op->y && op->map == m)
1641 flag = INS_BELOW_ORIGINATOR;
1642
1643 if (small_nuggets)
1644 {
1645 tmp = get_object ();
1646 copy_object (small, tmp);
1647 tmp->nrof = small_nuggets;
1648 tmp->x = x;
1649 tmp->y = y;
1650 insert_ob_in_map (tmp, m, op, flag);
1651 }
1652 if (large_nuggets)
1653 {
1654 tmp = get_object ();
1655 copy_object (large, tmp);
1656 tmp->nrof = large_nuggets;
1657 tmp->x = x;
1658 tmp->y = y;
1659 insert_ob_in_map (tmp, m, op, flag);
1660 }
1661} 1299}
1662 1300
1663int 1301int
1664alchemy (object *op, object *caster, object *spell_ob) 1302alchemy (object *op, object *caster, object *spell_ob)
1665{ 1303{
1666 int x, y, weight = 0, weight_max, large_nuggets, small_nuggets, mflags;
1667 sint16 nx, ny;
1668 object *next, *tmp;
1669 mapstruct *mp;
1670
1671 if (op->type != PLAYER) 1304 if (op->type != PLAYER)
1672 return 0; 1305 return 0;
1673 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
1674 /* 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
1675 * some, and also prevents people from alcheming every table/chair/clock 1314 * some, and also prevents people from alchemising every table/chair/clock
1676 * in sight 1315 * in sight
1677 */ 1316 */
1678 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);
1679 weight_max *= 1000; 1318 int weight_max = duration * 1000;
1680 small = get_archetype ("smallnugget"), large = get_archetype ("largenugget"); 1319 uint64 value_max = duration * 1000;
1681 1320
1321 int weight = 0;
1322
1682 for (y = op->y - 1; y <= op->y + 1; y++) 1323 for (int y = op->y - 1; y <= op->y + 1; y++)
1683 { 1324 {
1684 for (x = op->x - 1; x <= op->x + 1; x++) 1325 for (int x = op->x - 1; x <= op->x + 1; x++)
1685 { 1326 {
1327 uint64 value = 0;
1328
1686 nx = x; 1329 sint16 nx = x;
1687 ny = y; 1330 sint16 ny = y;
1688 1331
1689 mp = op->map; 1332 maptile *mp = op->map;
1690 1333
1691 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); 1334 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1692 1335
1693 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1336 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1694 continue; 1337 continue;
1695 1338
1696 /* Treat alchemy a little differently - most spell effects 1339 /* Treat alchemy a little differently - most spell effects
1698 * ground level effect. 1341 * ground level effect.
1699 */ 1342 */
1700 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) 1343 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1701 continue; 1344 continue;
1702 1345
1703 small_nuggets = 0; 1346 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1704 large_nuggets = 0;
1705
1706 for (tmp = get_map_ob (mp, nx, ny); tmp != NULL; tmp = next)
1707 { 1347 {
1708 next = tmp->above; 1348 next = tmp->above;
1349
1709 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1350 if (tmp->weight > 0 && !tmp->flag [FLAG_NO_PICK] &&
1710 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1351 !tmp->flag [FLAG_ALIVE] && !tmp->flag [FLAG_IS_CAULDRON])
1711 { 1352 {
1712
1713 if (tmp->inv) 1353 if (tmp->inv)
1714 { 1354 {
1715 object *next1, *tmp1; 1355 object *next1, *tmp1;
1716 1356
1717 for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1) 1357 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1718 { 1358 {
1719 next1 = tmp1->below; 1359 next1 = tmp1->below;
1720 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1360 if (tmp1->weight > 0 && !tmp1->flag [FLAG_NO_PICK] &&
1721 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1361 !tmp1->flag [FLAG_ALIVE] && !tmp1->flag [FLAG_IS_CAULDRON])
1722 alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight); 1362 alchemy_object (tmp1, value, weight);
1723 } 1363 }
1724 } 1364 }
1365
1725 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); 1366 alchemy_object (tmp, value, weight);
1726 1367
1727 if (weight > weight_max) 1368 if (weight > weight_max)
1728 { 1369 break;
1729 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1730 free_object (large);
1731 free_object (small);
1732 return 1;
1733 } 1370 }
1734 } /* is alchemable object */
1735 } /* process all objects on this space */
1736
1737 /* Insert all the nuggets at one time. This probably saves time, but
1738 * it also prevents us from alcheming nuggets that were just created
1739 * with this spell.
1740 */ 1371 }
1741 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);
1742 } 1385 }
1386
1387 if (weight > weight_max)
1388 goto bailout;
1389 }
1743 } 1390 }
1744 free_object (large); 1391
1745 free_object (small); 1392bailout:
1746 /* reset this so that if player standing on a big pile of stuff,
1747 * it is redrawn properly.
1748 */
1749 op->contr->socket.look_position = 0;
1750 return 1; 1393 return 1;
1751} 1394}
1752
1753 1395
1754/* This function removes the cursed/damned status on equipped 1396/* This function removes the cursed/damned status on equipped
1755 * items. 1397 * items.
1756 */ 1398 */
1757int 1399int
1758remove_curse (object *op, object *caster, object *spell) 1400remove_curse (object *op, object *caster, object *spell)
1759{ 1401{
1760 object *tmp;
1761 int success = 0, was_one = 0; 1402 int success = 0, was_one = 0;
1762 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
1763 for (tmp = op->inv; tmp; tmp = tmp->below) 1410 for (object *tmp = op->inv; tmp && num_uncurse; tmp = tmp->below)
1764 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1411 if (!tmp->invisible && tmp->flag [typeflag])
1765 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1766 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1767 { 1412 {
1768
1769 was_one++; 1413 ++was_one;
1414
1770 if (tmp->level <= caster_level (caster, spell)) 1415 if (tmp->level <= casting_level (caster, spell))
1771 { 1416 {
1772 success++; 1417 ++success;
1773 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1418 --num_uncurse;
1774 CLEAR_FLAG (tmp, FLAG_DAMNED);
1775 1419
1776 CLEAR_FLAG (tmp, FLAG_CURSED); 1420 tmp->clr_flag (typeflag);
1777 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1421 tmp->clr_flag (FLAG_CURSED);
1422 tmp->clr_flag (FLAG_KNOWN_CURSED);
1778 tmp->value = 0; /* Still can't sell it */ 1423 tmp->value = 0; /* Still can't sell it */
1779 if (op->type == PLAYER) 1424
1425 if (object *pl = tmp->visible_to ())
1780 esrv_send_item (op, tmp); 1426 esrv_update_item (UPD_FLAGS, pl, tmp);
1781 } 1427 }
1782 } 1428 }
1783 1429
1784 if (op->type == PLAYER) 1430 if (op->type == PLAYER)
1785 { 1431 {
1786 if (success) 1432 if (success)
1787 { 1433 new_draw_info (NDI_UNIQUE, 0, op, "You realise that some of your items look shinier now. H<You successfully removed some curses.>");
1788 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1789 }
1790 else 1434 else
1791 { 1435 {
1792 if (was_one) 1436 if (was_one)
1793 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.>");
1794 else 1438 else
1795 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.>");
1796 } 1440 }
1797 } 1441 }
1442
1798 return success; 1443 return success;
1799} 1444}
1800 1445
1801/* Identifies objects in the players inventory/on the ground */ 1446/* Identifies objects in the players inventory/on the ground */
1802
1803int 1447int
1804cast_identify (object *op, object *caster, object *spell) 1448cast_identify (object *op, object *caster, object *spell)
1805{ 1449{
1806 object *tmp; 1450 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1807 int success = 0, num_ident;
1808 1451
1809 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));
1810 1453
1811 if (num_ident < 1) 1454 op->splay_marked ();
1812 num_ident = 1;
1813 1455
1814
1815 for (tmp = op->inv; tmp; tmp = tmp->below) 1456 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1816 { 1457 {
1817 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1458 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1818 { 1459 {
1819 identify (tmp); 1460 identify (tmp);
1461
1820 if (op->type == PLAYER) 1462 if (op->type == PLAYER)
1821 { 1463 {
1822 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
1823 if (tmp->msg) 1466 if (tmp->msg)
1824 { 1467 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1825 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1826 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1827 }
1828 } 1468 }
1829 num_ident--; 1469
1830 success = 1;
1831 if (!num_ident) 1470 if (!--num_ident)
1832 break; 1471 break;
1833 } 1472 }
1834 } 1473 }
1474
1835 /* 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
1836 * 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
1837 * was not fully used. 1477 * was not fully used.
1838 */ 1478 */
1839 if (num_ident) 1479 if (num_ident)
1840 { 1480 {
1841 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)
1842 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1482 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1843 { 1483 {
1844
1845 identify (tmp); 1484 identify (tmp);
1846 if (op->type == PLAYER) 1485
1486 if (object *pl = tmp->visible_to ())
1847 { 1487 {
1848 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
1849 if (tmp->msg) 1490 if (tmp->msg)
1850 { 1491 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1851 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1852 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1853 }
1854 esrv_send_item (op, tmp);
1855 } 1492 }
1856 num_ident--; 1493
1857 success = 1;
1858 if (!num_ident) 1494 if (!--num_ident)
1859 break; 1495 break;
1860 } 1496 }
1861 } 1497 }
1862 if (!success) 1498
1863 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 }
1864 else 1504 else
1865 { 1505 {
1506 if (op->contr)
1507 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1508
1866 spell_effect (spell, op->x, op->y, op->map, op); 1509 spell_effect (spell, op->x, op->y, op->map, op);
1510 return 1;
1867 } 1511 }
1868 return success;
1869} 1512}
1870
1871 1513
1872int 1514int
1873cast_detection (object *op, object *caster, object *spell, object *skill) 1515cast_detection (object *op, object *caster, object *spell, object *skill)
1874{ 1516{
1875 object *tmp, *last, *god, *detect; 1517 object *tmp, *last, *god, *detect;
1876 int done_one, range, mflags, floor, level; 1518 int done_one, range, floor, level;
1877 sint16 x, y, nx, ny; 1519 sint16 x, y, nx, ny;
1878 mapstruct *m; 1520 maptile *m;
1879 1521
1880 /* 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
1881 * doing it over and over again. 1523 * doing it over and over again.
1882 */ 1524 */
1883 god = find_god (determine_god (op)); 1525 god = find_god (determine_god (op));
1884 level = caster_level (caster, spell); 1526 level = casting_level (caster, spell);
1885 range = spell->range + SP_level_range_adjust (caster, spell); 1527 range = spell->range + SP_level_range_adjust (caster, spell);
1886 1528
1887 if (!skill) 1529 if (!skill)
1888 skill = caster; 1530 skill = caster;
1889 1531
1890 for (x = op->x - range; x <= op->x + range; x++) 1532 dynbuf buf;
1891 for (y = op->y - range; y <= op->y + range; y++) 1533 unordered_mapwalk (buf, op, -range, -range, range, range)
1892 { 1534 {
1893
1894 m = op->map;
1895 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1896 if (mflags & P_OUT_OF_MAP)
1897 continue;
1898
1899 /* For most of the detections, we only detect objects above the 1535 /* For most of the detections, we only detect objects above the
1900 * floor. But this is not true for show invisible. 1536 * floor. But this is not true for show invisible.
1901 * Basically, we just go and find the top object and work 1537 * Basically, we just go and find the top object and work
1902 * down - that is easier than working up. 1538 * down - that is easier than working up.
1903 */ 1539 */
1904 1540
1905 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)
1906 last = tmp; 1542 last = tmp;
1543
1907 /* 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
1908 * would happen. 1545 * would happen.
1909 */ 1546 */
1910 if (!last) 1547 if (!last)
1911 continue; 1548 continue;
1912 1549
1913 done_one = 0; 1550 done_one = 0;
1914 floor = 0; 1551 floor = 0;
1915 detect = NULL; 1552 detect = 0;
1916 for (tmp = last; tmp; tmp = tmp->below) 1553 for (tmp = last; tmp; tmp = tmp->below)
1917 { 1554 {
1918
1919 /* show invisible */ 1555 /* show invisible */
1920 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1556 if (spell->flag [FLAG_MAKE_INVIS]
1921 /* Might there be other objects that we can make visibile? */ 1557 /* Might there be other objects that we can make visible? */
1922 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1558 && (tmp->invisible && (tmp->flag [FLAG_MONSTER]
1923 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1559 || (tmp->type == PLAYER && !tmp->flag [FLAG_WIZ])
1924 tmp->type == CF_HANDLE || 1560 || tmp->type == T_HANDLE
1925 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
1926 tmp->type == BUTTON || tmp->type == TELEPORTER || 1565 || tmp->type == TELEPORTER
1566 || tmp->type == GATE
1927 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1567 || tmp->type == LOCKED_DOOR
1928 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)
1929 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1571 || tmp->type == TRIGGER_PEDESTAL
1930 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)))
1931 { 1577 {
1578 printf ("show inv %s\n", tmp->debug_desc());//D
1932 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)
1933 { 1580 {
1934 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
1935 done_one = 1; 1663 done_one = 1;
1936 } 1664 }
1937 } 1665 }
1938 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1939 floor = 1;
1940
1941 /* All detections below this point don't descend beneath the floor,
1942 * so just continue on. We could be clever and look at the type of
1943 * detection to completely break out if we don't care about objects beneath
1944 * the floor, but once we get to the floor, not likely a very big issue anyways.
1945 */
1946 if (floor)
1947 continue;
1948
1949 /* I had thought about making detect magic and detect curse
1950 * show the flash the magic item like it does for detect monster.
1951 * however, if the object is within sight, this would then make it
1952 * difficult to see what object is magical/cursed, so the
1953 * effect wouldn't be as apparant.
1954 */
1955
1956 /* detect magic */
1957 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1958 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1959 {
1960 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1961 /* make runes more visibile */
1962 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1963 tmp->stats.Cha /= 4;
1964 done_one = 1;
1965 }
1966 /* detect monster */
1967 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1968 {
1969 done_one = 2;
1970 if (!detect)
1971 detect = tmp;
1972 }
1973 /* Basically, if race is set in the spell, then the creatures race must
1974 * match that. if the spell race is set to GOD, then the gods opposing
1975 * race must match.
1976 */
1977 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1978 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) ||
1979 (strstr (spell->race, tmp->race))))
1980 {
1981 done_one = 2;
1982 if (!detect)
1983 detect = tmp;
1984 }
1985 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1986 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1987 {
1988 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1989 done_one = 1;
1990 }
1991 } /* for stack of objects on this space */ 1666 } /* for stack of objects on this space */
1992 1667
1993 /* 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
1994 * where the magic is. 1669 * where the magic is.
1995 */ 1670 */
1996 if (done_one) 1671 if (done_one)
1997 { 1672 {
1998 object *detect_ob = arch_to_object (spell->other_arch); 1673 object *detect_ob = spell->other_arch->instance ();
1999 1674
2000 detect_ob->x = nx;
2001 detect_ob->y = ny;
2002 /* if this is set, we want to copy the face */ 1675 /* if this is set, we want to copy the face */
2003 if (done_one == 2 && detect) 1676 if (done_one == 2 && detect)
2004 { 1677 {
2005 detect_ob->face = detect->face; 1678 detect_ob->face = detect->face;
2006 detect_ob->animation_id = detect->animation_id; 1679 detect_ob->animation_id = detect->animation_id;
2007 detect_ob->anim_speed = detect->anim_speed; 1680 detect_ob->anim_speed = detect->anim_speed;
2008 detect_ob->last_anim = 0; 1681 detect_ob->last_anim = 0;
2009 /* by default, the detect_ob is already animated */ 1682 /* by default, the detect_ob is already animated */
2010 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1683 if (!detect->flag [FLAG_ANIMATE])
2011 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1684 detect_ob->clr_flag (FLAG_ANIMATE);
2012 } 1685 }
2013 insert_ob_in_map (detect_ob, m, op, 0); 1686
1687 m->insert (detect_ob, nx, ny, op, INS_ON_TOP);
2014 } 1688 }
2015 } /* for processing the surrounding spaces */ 1689 } /* for processing the surrounding spaces */
2016 1690
2017 1691
2018 /* 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 */
2019 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])
2020 { 1694 {
2021 done_one = 0; 1695 done_one = 0;
1696
2022 for (tmp = op->inv; tmp; tmp = tmp->below) 1697 for (tmp = op->inv; tmp; tmp = tmp->below)
2023 { 1698 {
2024 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1699 if (!tmp->invisible && !tmp->flag [FLAG_IDENTIFIED])
2025 { 1700 {
2026 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])
2027 { 1702 {
2028 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1703 tmp->set_flag (FLAG_KNOWN_MAGICAL);
2029 if (op->type == PLAYER) 1704
1705 if (object *pl = tmp->visible_to ())
2030 esrv_send_item (op, tmp); 1706 esrv_update_item (UPD_FLAGS, pl, tmp);
2031 } 1707 }
2032 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1708
2033 (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]))
2034 { 1711 {
2035 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1712 tmp->set_flag (FLAG_KNOWN_CURSED);
2036 if (op->type == PLAYER) 1713
1714 if (object *pl = tmp->visible_to ())
2037 esrv_send_item (op, tmp); 1715 esrv_update_item (UPD_FLAGS, pl, tmp);
2038 } 1716 }
2039 } /* if item is not identified */ 1717 } /* if item is not identified */
2040 } /* for the players inventory */ 1718 } /* for the players inventory */
2041 } /* if detect magic/curse and object is a player */ 1719 } /* if detect magic/curse and object is a player */
1720
2042 return 1; 1721 return 1;
2043} 1722}
2044 1723
2045 1724
2046/** 1725/**
2059 1738
2060 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.");
2061 1740
2062 if (victim->stats.sp >= victim->stats.maxsp * 2) 1741 if (victim->stats.sp >= victim->stats.maxsp * 2)
2063 { 1742 {
2064 object *tmp;
2065
2066 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1743 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
2067
2068 /* Explodes a fireball centered at player */
2069 tmp = get_archetype (EXPLODING_FIREBALL);
2070 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
2071 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
2072 tmp->x = victim->x;
2073 tmp->y = victim->y;
2074 insert_ob_in_map (tmp, victim->map, NULL, 0);
2075 victim->stats.sp = 2 * victim->stats.maxsp; 1744 victim->stats.sp = 2 * victim->stats.maxsp;
1745 create_exploding_ball_at (victim, caster_level);
2076 } 1746 }
2077 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1747 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
2078 {
2079 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); 1748 new_draw_info (NDI_UNIQUE | NDI_ORANGE, 0, victim, "You feel like your head is going to explode.");
2080 }
2081 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1749 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2082 {
2083 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!");
2084 }
2085 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1751 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2086 { 1752 {
2087 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1753 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2088 confuse_player (victim, victim, 99); 1754 confuse_player (victim, victim, 99);
2089 } 1755 }
2090 else if (victim->stats.sp >= victim->stats.maxsp * 1.25) 1756 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
2091 {
2092 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices."); 1757 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
2093 }
2094} 1758}
2095 1759
2096/* cast_transfer 1760/* cast_transfer
2097 * This spell transfers sp from the player to another person. 1761 * This spell transfers sp from the player to another person.
2098 * We let the target go above their normal maximum SP. 1762 * We let the target go above their normal maximum SP.
2101int 1765int
2102cast_transfer (object *op, object *caster, object *spell, int dir) 1766cast_transfer (object *op, object *caster, object *spell, int dir)
2103{ 1767{
2104 object *plyr = NULL; 1768 object *plyr = NULL;
2105 sint16 x, y; 1769 sint16 x, y;
2106 mapstruct *m; 1770 maptile *m;
2107 int mflags; 1771 int mflags;
2108 1772
2109 m = op->map; 1773 m = op->map;
2110 x = op->x + freearr_x[dir]; 1774 x = op->x + DIRX (dir);
2111 y = op->y + freearr_y[dir]; 1775 y = op->y + DIRY (dir);
2112 1776
2113 mflags = get_map_flags (m, &m, x, y, &x, &y); 1777 mflags = get_map_flags (m, &m, x, y, &x, &y);
2114 1778
2115 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1779 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
2116 { 1780 {
2117 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)
2118 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1782 if (plyr != op && plyr->flag [FLAG_ALIVE])
2119 break; 1783 break;
2120 } 1784 }
2121 1785
2122 1786
2123 /* 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
2124 * 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.
2125 */ 1789 */
2126 if (plyr == NULL) 1790 if (plyr == NULL)
2127 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)
2128 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1792 if (plyr != op && plyr->flag [FLAG_ALIVE])
2129 break; 1793 break;
2130 1794
2131 if (!plyr) 1795 if (!plyr)
2132 { 1796 {
2133 new_draw_info (NDI_BLACK, 0, op, "There is no one there."); 1797 op->failmsg ("There is no one there.");
2134 return 0; 1798 return 0;
2135 } 1799 }
2136 /* give sp */ 1800 /* give sp */
2137 if (spell->stats.dam > 0) 1801 if (spell->stats.dam > 0)
2138 { 1802 {
2139 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);
2140 charge_mana_effect (plyr, caster_level (caster, spell)); 1804 charge_mana_effect (plyr, casting_level (caster, spell));
2141 return 1; 1805 return 1;
2142 } 1806 }
2143 /* suck sp away. Can't suck sp from yourself */ 1807 /* suck sp away. Can't suck sp from yourself */
2144 else if (op != plyr) 1808 else if (op != plyr)
2145 { 1809 {
2150 if (rate > 95) 1814 if (rate > 95)
2151 rate = 95; 1815 rate = 95;
2152 1816
2153 sucked = (plyr->stats.sp * rate) / 100; 1817 sucked = (plyr->stats.sp * rate) / 100;
2154 plyr->stats.sp -= sucked; 1818 plyr->stats.sp -= sucked;
2155 if (QUERY_FLAG (op, FLAG_ALIVE)) 1819 if (op->flag [FLAG_ALIVE])
2156 { 1820 {
2157 /* Player doesn't get full credit */ 1821 /* Player doesn't get full credit */
2158 sucked = (sucked * rate) / 100; 1822 sucked = (sucked * rate) / 100;
2159 op->stats.sp += sucked; 1823 op->stats.sp += sucked;
2160 if (sucked > 0) 1824 if (sucked > 0)
2161 { 1825 {
2162 charge_mana_effect (op, caster_level (caster, spell)); 1826 charge_mana_effect (op, casting_level (caster, spell));
2163 } 1827 }
2164 } 1828 }
2165 return 1; 1829 return 1;
2166 } 1830 }
2167 return 0; 1831 return 0;
2177void 1841void
2178counterspell (object *op, int dir) 1842counterspell (object *op, int dir)
2179{ 1843{
2180 object *tmp, *head, *next; 1844 object *tmp, *head, *next;
2181 int mflags; 1845 int mflags;
2182 mapstruct *m; 1846 maptile *m;
2183 sint16 sx, sy; 1847 sint16 sx, sy;
2184 1848
2185 sx = op->x + freearr_x[dir]; 1849 sx = op->x + DIRX (dir);
2186 sy = op->y + freearr_y[dir]; 1850 sy = op->y + DIRY (dir);
2187 m = op->map; 1851 m = op->map;
2188 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1852 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
2189 if (mflags & P_OUT_OF_MAP) 1853 if (mflags & P_OUT_OF_MAP)
2190 return; 1854 return;
2191 1855
2192 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)
2193 { 1857 {
2194 next = tmp->above; 1858 next = tmp->above;
2195 1859
2196 /* Need to look at the head object - otherwise, if tmp 1860 /* Need to look at the head object - otherwise, if tmp
2197 * points to a monster, we don't have all the necessary 1861 * points to a monster, we don't have all the necessary
2204 1868
2205 /* don't attack our own spells */ 1869 /* don't attack our own spells */
2206 if (tmp->owner && tmp->owner == op->owner) 1870 if (tmp->owner && tmp->owner == op->owner)
2207 continue; 1871 continue;
2208 1872
2209 /* Basically, if the object is magical and not counterspell, 1873 /* Basically, if the object is magical and not counterspell,
2210 * we will more or less remove the object. Don't counterspell 1874 * we will more or less remove the object. Don't counterspell
2211 * monsters either. 1875 * monsters either.
2212 */ 1876 */
2213 1877
2214 if (head->attacktype & AT_MAGIC && 1878 if (head->attacktype & AT_MAGIC
2215 !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level)) 1879 && !(head->attacktype & AT_COUNTERSPELL)
2216 { 1880 && !head->flag [FLAG_MONSTER]
2217 remove_ob (head); 1881 && (op->level > head->level))
2218 free_object (head); 1882 head->destroy ();
2219 }
2220 else 1883 else
2221 switch (head->type) 1884 switch (head->type)
2222 { 1885 {
2223 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
2224 if (op->level > head->level) 1892 if (op->level > head->level)
2225 { 1893 head->destroy ();
2226 remove_ob (head); 1894
2227 free_object (head);
2228 }
2229 break; 1895 break;
2230 1896
2231 /* I really don't get this rune code that much - that 1897 /* I really don't get this rune code that much - that
2232 * random chance seems really low. 1898 * random chance seems really low.
2233 */ 1899 */
2234 case RUNE: 1900 case RUNE:
2235 if (rndm (0, 149) == 0) 1901 if (rndm (0, 149) == 0)
2236 { 1902 {
2237 head->stats.hp--; /* weaken the rune */ 1903 head->stats.hp--; /* weaken the rune */
2238 if (!head->stats.hp) 1904 if (!head->stats.hp)
2239 { 1905 head->destroy ();
2240 remove_ob (head);
2241 free_object (head);
2242 }
2243 } 1906 }
2244 break; 1907 break;
2245 } 1908 }
2246 } 1909 }
2247} 1910}
2248 1911
2249
2250
2251/* cast_consecrate() - a spell to make an altar your god's */ 1912/* cast_consecrate() - a spell to make an altar your god's */
2252int 1913int
2253cast_consecrate (object *op, object *caster, object *spell) 1914cast_consecrate (object *op, object *caster, object *spell)
2254{ 1915{
2255 char buf[MAX_BUF]; 1916 char buf[MAX_BUF];
2256 1917
2257 object *tmp, *god = find_god (determine_god (op)); 1918 object *tmp, *god = find_god (determine_god (op));
2258 1919
2259 if (!god) 1920 if (!god)
2260 { 1921 {
2261 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!");
2262 return 0; 1923 return 0;
2263 } 1924 }
2264 1925
2265 for (tmp = op->below; tmp; tmp = tmp->below) 1926 for (tmp = op->below; tmp; tmp = tmp->below)
2266 { 1927 {
2267 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1928 if (tmp->flag [FLAG_IS_FLOOR])
2268 break; 1929 break;
2269 if (tmp->type == HOLY_ALTAR) 1930 if (tmp->type == HOLY_ALTAR)
2270 { 1931 {
2271 1932
2272 if (tmp->level > caster_level (caster, spell)) 1933 if (tmp->level > casting_level (caster, spell))
2273 { 1934 {
2274 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);
2275 return 0; 1936 return 0;
2276 } 1937 }
2277 else 1938 else
2278 { 1939 {
2279 /* If we got here, we are consecrating an altar */ 1940 /* If we got here, we are consecrating an altar */
2280 sprintf (buf, "Altar of %s", &god->name); 1941 sprintf (buf, "Altar of %s", &god->name);
2281 tmp->name = buf; 1942 tmp->name = buf;
2282 tmp->level = caster_level (caster, spell); 1943 tmp->level = casting_level (caster, spell);
2283 tmp->other_arch = god->arch; 1944 tmp->other_arch = god->arch;
1945
2284 if (op->type == PLAYER) 1946 if (op->type == PLAYER)
2285 esrv_update_item (UPD_NAME, op, tmp); 1947 esrv_update_item (UPD_NAME, op, tmp);
1948
2286 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);
2287 return 1; 1950 return 1;
2288 } 1951 }
2289 } 1952 }
2290 } 1953 }
2291 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!");
2292 return 0; 1956 return 0;
2293} 1957}
2294 1958
2295/* animate_weapon - 1959/* animate_weapon -
2296 * 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.
2297 * 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
2298 * 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
2299 * 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.
2300 * 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,
2301 * 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
2302 * 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
2303 * player checks. MSW 2003-01-06 1967 * player checks. MSW 2003-01-06
2304 */ 1968 */
2305
2306int 1969int
2307animate_weapon (object *op, object *caster, object *spell, int dir) 1970animate_weapon (object *op, object *caster, object *spell, int dir)
2308{ 1971{
2309 object *weapon, *tmp;
2310 char buf[MAX_BUF]; 1972 char buf[MAX_BUF];
2311 int a, i; 1973 int a, i;
2312 sint16 x, y; 1974 sint16 x, y;
2313 mapstruct *m; 1975 maptile *m;
2314 materialtype_t *mt;
2315 1976
2316 if (!spell->other_arch) 1977 if (!spell->other_arch)
2317 { 1978 {
2318 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1979 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2319 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);
2322 /* exit if it's not a player using this spell. */ 1983 /* exit if it's not a player using this spell. */
2323 if (op->type != PLAYER) 1984 if (op->type != PLAYER)
2324 return 0; 1985 return 0;
2325 1986
2326 /* if player already has a golem, abort */ 1987 /* if player already has a golem, abort */
2327 if (op->contr->ranges[range_golem] != NULL && op->contr->golem_count == op->contr->ranges[range_golem]->count) 1988 if (object *golem = op->contr->golem)
2328 { 1989 {
2329 control_golem (op->contr->ranges[range_golem], dir); 1990 control_golem (golem, dir);
2330 return 0; 1991 return 0;
2331 } 1992 }
2332 1993
2333 /* if no direction specified, pick one */ 1994 /* if no direction specified, pick one */
2334 if (!dir) 1995 if (!dir)
2335 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);
2336 1997
2337 m = op->map; 1998 m = op->map;
2338 x = op->x + freearr_x[dir]; 1999 x = op->x + DIRX (dir);
2339 y = op->y + freearr_y[dir]; 2000 y = op->y + DIRY (dir);
2340 2001
2341 /* if there's no place to put the golem, abort */ 2002 /* if there's no place to put the golem, abort */
2342 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || 2003 if (dir < 0 || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP)
2343 ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->clone.move_type)) 2004 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2344 { 2005 {
2345 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2006 op->failmsg ("There is something in the way.");
2346 return 0; 2007 return 0;
2347 } 2008 }
2348 2009
2349 /* Use the weapon marked by the player. */ 2010 /* Use the weapon marked by the player. */
2350 weapon = find_marked_object (op); 2011 object *weapon = op->mark ();
2351 2012
2352 if (!weapon) 2013 if (!weapon)
2353 { 2014 {
2354 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!");
2355 return 0; 2016 return 0;
2356 } 2017 }
2018
2357 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2019 if (spell->race && weapon->arch->archname != spell->race)
2358 { 2020 {
2359 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2021 op->failmsg ("The spell fails to transform your weapon.");
2360 return 0; 2022 return 0;
2361 } 2023 }
2024
2362 if (weapon->type != WEAPON) 2025 if (weapon->type != WEAPON)
2363 { 2026 {
2364 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.");
2365 return 0; 2028 return 0;
2366 } 2029 }
2367 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2030
2031 if (weapon->flag [FLAG_APPLIED])
2368 { 2032 {
2369 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));
2370 return 0; 2034 return 0;
2371 } 2035 }
2372 2036
2373 if (weapon->nrof > 1) 2037 weapon = weapon->split ();
2374 {
2375 tmp = get_split_ob (weapon, 1);
2376 esrv_send_item (op, weapon);
2377 weapon = tmp;
2378 }
2379 2038
2380 /* create the golem object */ 2039 /* create the golem object */
2381 tmp = arch_to_object (spell->other_arch); 2040 object *tmp = spell->other_arch->instance ();
2382 2041
2383 /* 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 */
2384 CLEAR_FLAG (tmp, FLAG_MONSTER); 2043 tmp->clr_flag (FLAG_MONSTER);
2385 SET_FLAG (tmp, FLAG_FRIENDLY);
2386 tmp->stats.exp = 0; 2044 tmp->stats.exp = 0;
2387 add_friendly_object (tmp); 2045 add_friendly_object (tmp);
2388 tmp->type = GOLEM; 2046 tmp->type = GOLEM;
2389 set_owner (tmp, op); 2047 tmp->set_owner (op);
2048 op->contr->golem = tmp;
2390 set_spell_skill (op, caster, spell, tmp); 2049 set_spell_skill (op, caster, spell, tmp);
2391 op->contr->ranges[range_golem] = tmp;
2392 op->contr->shoottype = range_golem;
2393 op->contr->golem_count = tmp->count;
2394 2050
2395 /* 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
2396 * removed flag - it should only be set if get_split_object was 2052 * removed flag - it should only be set if weapon->split was
2397 * used above. 2053 * used above.
2398 */ 2054 */
2399 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2055 if (!weapon->flag [FLAG_REMOVED])
2400 remove_ob (weapon); 2056 weapon->remove ();
2401 insert_ob_in_ob (weapon, tmp); 2057
2402 esrv_send_item (op, weapon); 2058 tmp->insert (weapon);
2059
2403 /* 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,
2404 * 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
2405 * body_info, skills, etc) 2062 * body_info, skills, etc)
2406 */ 2063 */
2407 SET_FLAG (tmp, FLAG_USE_WEAPON); 2064 tmp->set_flag (FLAG_USE_WEAPON);
2408 SET_FLAG (weapon, FLAG_APPLIED); 2065 weapon->set_flag (FLAG_APPLIED);
2409 fix_player (tmp); 2066 tmp->update_stats ();
2410 2067
2411 /* 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
2412 * 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 -
2413 * 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.
2414 */ 2071 */
2433 2090
2434 /* attacktype */ 2091 /* attacktype */
2435 if (!tmp->attacktype) 2092 if (!tmp->attacktype)
2436 tmp->attacktype = AT_PHYSICAL; 2093 tmp->attacktype = AT_PHYSICAL;
2437 2094
2438 mt = NULL;
2439 if (op->materialname != NULL)
2440 mt = name_to_material (op->materialname);
2441 if (mt != NULL)
2442 {
2443 for (i = 0; i < NROFATTACKS; i++) 2095 for (i = 0; i < NROFATTACKS; i++)
2444 tmp->resist[i] = 50 - (mt->save[i] * 5); 2096 tmp->resist[i] = 50 - (op->material->save[i] * 5);
2445 a = mt->save[0]; 2097
2446 } 2098 a = op->material->save[0];
2447 else 2099
2448 {
2449 for (i = 0; i < NROFATTACKS; i++)
2450 tmp->resist[i] = 5;
2451 a = 10;
2452 }
2453 /* Set weapon's immunity */ 2100 /* Set weapon's immunity */
2454 tmp->resist[ATNR_CONFUSION] = 100; 2101 tmp->resist[ATNR_CONFUSION] = 100;
2455 tmp->resist[ATNR_POISON] = 100; 2102 tmp->resist[ATNR_POISON] = 100;
2456 tmp->resist[ATNR_SLOW] = 100; 2103 tmp->resist[ATNR_SLOW] = 100;
2457 tmp->resist[ATNR_PARALYZE] = 100; 2104 tmp->resist[ATNR_PARALYZE] = 100;
2463 2110
2464 /* 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 */
2465 2112
2466 if (a > 14) 2113 if (a > 14)
2467 a = 14; 2114 a = 14;
2115
2468 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));
2469 2117
2470 /* Determine golem's speed */ 2118 /* Determine golem's speed */
2471 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)));
2472
2473 if (tmp->speed > 3.33)
2474 tmp->speed = 3.33;
2475 2120
2476 if (!spell->race) 2121 if (!spell->race)
2477 { 2122 {
2478 sprintf (buf, "animated %s", &weapon->name); 2123 sprintf (buf, "animated %s", &weapon->name);
2479 tmp->name = buf; 2124 tmp->name = buf;
2481 tmp->face = weapon->face; 2126 tmp->face = weapon->face;
2482 tmp->animation_id = weapon->animation_id; 2127 tmp->animation_id = weapon->animation_id;
2483 tmp->anim_speed = weapon->anim_speed; 2128 tmp->anim_speed = weapon->anim_speed;
2484 tmp->last_anim = weapon->last_anim; 2129 tmp->last_anim = weapon->last_anim;
2485 tmp->state = weapon->state; 2130 tmp->state = weapon->state;
2486 if (QUERY_FLAG (weapon, FLAG_ANIMATE)) 2131 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2487 {
2488 SET_FLAG (tmp, FLAG_ANIMATE);
2489 }
2490 else
2491 {
2492 CLEAR_FLAG (tmp, FLAG_ANIMATE);
2493 }
2494 update_ob_speed (tmp);
2495 } 2132 }
2496 2133
2497 /* 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. */
2498 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));
2499 2136
2500 tmp->speed_left = -1; 2137 tmp->speed_left = -1;
2501 tmp->x = x;
2502 tmp->y = y;
2503 tmp->direction = dir; 2138 tmp->direction = dir;
2504 insert_ob_in_map (tmp, m, op, 0); 2139
2140 m->insert (tmp, x, y, op);
2505 return 1; 2141 return 1;
2506} 2142}
2507 2143
2508/* cast_daylight() - changes the map darkness level *lower* */ 2144/* cast_daylight() - changes the map darkness level *lower* */
2509 2145
2510/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2146/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2511 * This changes the light level for the entire map. 2147 * This changes the light level for the entire map.
2512 */ 2148 */
2513
2514int 2149int
2515cast_change_map_lightlevel (object *op, object *caster, object *spell) 2150cast_change_map_lightlevel (object *op, object *caster, object *spell)
2516{ 2151{
2517 int success; 2152 int success;
2518 2153
2519 if (!op->map) 2154 if (!op->map)
2520 return 0; /* shouldnt happen */ 2155 return 0; /* shouldnt happen */
2521 2156
2522 success = change_map_light (op->map, spell->stats.dam); 2157 success = op->map->change_map_light (spell->stats.dam);
2158
2523 if (!success) 2159 if (!success)
2524 { 2160 {
2525 if (spell->stats.dam < 0) 2161 if (spell->stats.dam < 0)
2526 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2162 op->failmsg ("It can be no brighter here.");
2527 else 2163 else
2528 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2164 op->failmsg ("It can be no darker here.");
2529 } 2165 }
2166
2530 return success; 2167 return success;
2531} 2168}
2532
2533
2534
2535
2536 2169
2537/* 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.
2538 * 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,
2539 * spell is the spell object itself. 2172 * spell is the spell object itself.
2540 */ 2173 */
2546 2179
2547 new_aura = present_arch_in_ob (spell->other_arch, op); 2180 new_aura = present_arch_in_ob (spell->other_arch, op);
2548 if (new_aura) 2181 if (new_aura)
2549 refresh = 1; 2182 refresh = 1;
2550 else 2183 else
2551 new_aura = arch_to_object (spell->other_arch); 2184 new_aura = spell->other_arch->instance ();
2552 2185
2553 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);
2554 2187
2555 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);
2556 2189
2557 set_owner (new_aura, op);
2558 set_spell_skill (op, caster, spell, new_aura); 2190 set_spell_skill (op, caster, spell, new_aura);
2559 new_aura->attacktype = spell->attacktype; 2191 new_aura->attacktype = spell->attacktype;
2560 2192
2561 new_aura->level = caster_level (caster, spell); 2193 new_aura->level = casting_level (caster, spell);
2194
2562 if (refresh) 2195 if (refresh)
2563 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.");
2564 else 2197 else
2565 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
2566 insert_ob_in_ob (new_aura, op); 2200 insert_ob_in_ob (new_aura, op);
2201 new_aura->set_owner (op);
2202
2567 return 1; 2203 return 1;
2568} 2204}
2569
2570 2205
2571/* 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,
2572 * 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
2573 * around him. 2208 * around him.
2574 * Aura parameters: 2209 * Aura parameters:
2575 * duration: duration counter. 2210 * duration: duration counter.
2576 * attacktype: aura's attacktype 2211 * attacktype: aura's attacktype
2577 * other_arch: archetype to drop where we attack 2212 * other_arch: archetype to drop where we attack
2578 */ 2213 */
2579
2580void 2214void
2581move_aura (object *aura) 2215move_aura (object *aura)
2582{ 2216{
2583 int i, mflags;
2584 object *env;
2585 mapstruct *m;
2586
2587 /* auras belong in inventories */ 2217 /* auras belong in inventories */
2588 env = aura->env; 2218 object *env = aura->env;
2219 object *owner = aura->owner;
2589 2220
2590 /* no matter what we've gotta remove the aura... 2221 /* no matter what we've gotta remove the aura...
2591 * we'll put it back if its time isn't up. 2222 * we'll put it back if its time isn't up.
2592 */ 2223 */
2593 remove_ob (aura); 2224 aura->remove ();
2594 2225
2595 /* exit if we're out of gas */ 2226 /* exit if we're out of gas */
2596 if (aura->duration-- < 0) 2227 if (aura->duration-- < 0)
2597 { 2228 {
2598 free_object (aura); 2229 aura->destroy ();
2599 return; 2230 return;
2600 } 2231 }
2601 2232
2602 /* auras only exist in inventories */ 2233 /* auras only exist in inventories */
2603 if (env == NULL || env->map == NULL) 2234 if (!env || !env->map)
2604 { 2235 {
2605 free_object (aura); 2236 aura->destroy ();
2606 return; 2237 return;
2607 } 2238 }
2608 aura->x = env->x;
2609 aura->y = env->y;
2610 2239
2611 /* we need to jump out of the inventory for a bit 2240 /* we need to jump out of the inventory for a bit
2612 * in order to hit the map conveniently. 2241 * in order to hit the map conveniently.
2613 */ 2242 */
2614 insert_ob_in_map (aura, env->map, aura, 0); 2243 aura->insert_at (env, aura);
2615 2244
2616 for (i = 1; i < 9; i++) 2245 for (int i = 1; i < 9; i++)
2617 { 2246 {
2618 sint16 nx, ny; 2247 mapxy pos (env);
2248 pos.move (i);
2619 2249
2620 nx = aura->x + freearr_x[i];
2621 ny = aura->y + freearr_y[i];
2622 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2623
2624 /* Consider the movement tyep of the person with the aura as 2250 /* Consider the movement type of the person with the aura as
2625 * movement type of the aura. Eg, if the player is flying, the aura 2251 * movement type of the aura. Eg, if the player is flying, the aura
2626 * is flying also, if player is walking, it is on the ground, etc. 2252 * is flying also, if player is walking, it is on the ground, etc.
2627 */ 2253 */
2628 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)))
2629 { 2255 {
2630 hit_map (aura, i, aura->attacktype, 0); 2256 hit_map (aura, i, aura->attacktype, 0);
2631 2257
2632 if (aura->other_arch) 2258 if (aura->other_arch)
2633 { 2259 pos.insert (aura->other_arch->instance (), aura);
2634 object *new_ob;
2635
2636 new_ob = arch_to_object (aura->other_arch);
2637 new_ob->x = nx;
2638 new_ob->y = ny;
2639 insert_ob_in_map (new_ob, m, aura, 0);
2640 } 2260 }
2641 }
2642 } 2261 }
2262
2643 /* put the aura back in the player's inventory */ 2263 /* put the aura back in the player's inventory */
2644 remove_ob (aura); 2264 env->insert (aura);
2645 insert_ob_in_ob (aura, env); 2265 aura->set_owner (owner);
2646} 2266}
2647 2267
2648/* moves the peacemaker spell. 2268/* moves the peacemaker spell.
2649 * op is the piece object. 2269 * op is the piece object.
2650 */ 2270 */
2651
2652void 2271void
2653move_peacemaker (object *op) 2272move_peacemaker (object *op)
2654{ 2273{
2655 object *tmp; 2274 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2656
2657 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2658 { 2275 {
2659 int atk_lev, def_lev; 2276 int atk_lev, def_lev;
2660 object *victim = tmp; 2277 object *victim = tmp->head_ ();
2661 2278
2662 if (tmp->head) 2279 if (!victim->flag [FLAG_MONSTER])
2663 victim = tmp->head;
2664 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2665 continue; 2280 continue;
2666 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2281
2282 if (victim->flag [FLAG_UNAGGRESSIVE])
2667 continue; 2283 continue;
2284
2668 if (victim->stats.exp == 0) 2285 if (victim->stats.exp == 0)
2669 continue; 2286 continue;
2670 2287
2671 def_lev = MAX (1, victim->level); 2288 def_lev = max (1, victim->level);
2672 atk_lev = MAX (1, op->level); 2289 atk_lev = max (1, op->level);
2673 2290
2674 if (rndm (0, atk_lev - 1) > def_lev) 2291 if (rndm (0, atk_lev - 1) > def_lev)
2675 { 2292 {
2676 /* make this sucker peaceful. */ 2293 /* make this sucker peaceful. */
2677 2294
2295 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2678 change_exp (get_owner (op), victim->stats.exp, op->skill, 0); 2296 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2679 victim->stats.exp = 0; 2297 victim->stats.exp = 0;
2680#if 0 2298#if 0
2681 /* No idea why these were all set to zero - if something 2299 /* No idea why these were all set to zero - if something
2682 * makes this creature agressive, he should still do damage. 2300 * makes this creature agressive, he should still do damage.
2683 */ 2301 */
2685 victim->stats.sp = 0; 2303 victim->stats.sp = 0;
2686 victim->stats.grace = 0; 2304 victim->stats.grace = 0;
2687 victim->stats.Pow = 0; 2305 victim->stats.Pow = 0;
2688#endif 2306#endif
2689 victim->attack_movement = RANDO2; 2307 victim->attack_movement = RANDO2;
2690 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2308 victim->set_flag (FLAG_UNAGGRESSIVE);
2691 SET_FLAG (victim, FLAG_RUN_AWAY); 2309 victim->set_flag (FLAG_RUN_AWAY);
2692 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2310 victim->set_flag (FLAG_RANDOM_MOVE);
2693 CLEAR_FLAG (victim, FLAG_MONSTER); 2311 victim->clr_flag (FLAG_MONSTER);
2312
2694 if (victim->name) 2313 if (victim->name)
2695 {
2696 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);
2697 } 2315 }
2698 }
2699 } 2316 }
2700} 2317}
2701
2702 2318
2703/* This writes a rune that contains the appropriate message. 2319/* This writes a rune that contains the appropriate message.
2704 * There really isn't any adjustments we make. 2320 * There really isn't any adjustments we make.
2705 */ 2321 */
2706
2707int 2322int
2708write_mark (object *op, object *spell, const char *msg) 2323write_mark (object *op, object *spell, const char *msg)
2709{ 2324{
2710 char rune[HUGE_BUF];
2711 object *tmp;
2712
2713 if (!msg || msg[0] == 0) 2325 if (!msg || msg[0] == 0)
2714 { 2326 {
2715 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2327 op->failmsg ("Write what?");
2716 return 0; 2328 return 0;
2717 } 2329 }
2718 2330
2719 if (strcasestr_local (msg, "endmsg")) 2331 if (!msg_is_safe (msg))
2720 { 2332 {
2721 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.>");
2722 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);
2723 return 0; 2335 return 0;
2724 } 2336 }
2337
2725 if (!spell->other_arch) 2338 if (!spell->other_arch)
2726 return 0; 2339 return 0;
2727 tmp = arch_to_object (spell->other_arch);
2728 2340
2729 snprintf (rune, sizeof (rune), "%s\n", msg); 2341 object *tmp = spell->other_arch->instance ();
2730 2342
2731 tmp->race = op->name; /*Save the owner of the rune */ 2343 tmp->race = op->name; /*Save the owner of the rune */
2732 tmp->msg = rune; 2344 tmp->msg = msg;
2733 tmp->x = op->x; 2345
2734 tmp->y = op->y; 2346 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2735 insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR); 2347
2736 return 1; 2348 return 1;
2737} 2349}
2350

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