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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.26 by root, Tue Dec 26 08:55:00 2006 UTC vs.
Revision 1.148 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);
79 wand->destroy (); 78 wand->destroy ();
80 tmp = get_archetype ("fireball"); 79 object *tmp = archetype::get (shstr_fireball);
81 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
82 if (!tmp->stats.dam) 82 if (!tmp->stats.dam)
83 tmp->stats.dam = 1; 83 tmp->stats.dam = 1;
84
84 tmp->stats.hp = tmp->stats.dam / 2; 85 tmp->stats.hp = tmp->stats.dam / 2;
86
85 if (tmp->stats.hp < 2) 87 if (tmp->stats.hp < 2)
86 tmp->stats.hp = 2; 88 tmp->stats.hp = 2;
87 tmp->x = op->x; 89
88 tmp->y = op->y; 90 tmp->insert_at (op);
89 insert_ob_in_map (tmp, op->map, NULL, 0);
90 return 1; 91 return 1;
91 } 92 }
92 93
93 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
94 if (wand->inv && wand->inv->level) 96 if (wand->inv && wand->inv->level)
95 ncharges /= wand->inv->level; 97 ncharges /= wand->inv->level;
96 else 98 else
97 { 99 {
98 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));
99 return 0; 101 return 0;
100 } 102 }
103
101 if (!ncharges) 104 if (!ncharges)
102 ncharges = 1; 105 ncharges = 1;
103 106
104 wand->stats.food += ncharges; 107 wand->stats.food += ncharges;
105 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
106 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE)) 110 if (wand->arch && wand->arch->flag [FLAG_ANIMATE])
107 { 111 {
108 SET_FLAG (wand, FLAG_ANIMATE); 112 wand->set_flag (FLAG_ANIMATE);
109 wand->set_speed (wand->arch->clone.speed); 113 wand->set_speed (wand->arch->speed);
110 } 114 }
111 115
112 return 1; 116 return 1;
113} 117}
114 118
120 * great a plus, the default is used. 124 * great a plus, the default is used.
121 * 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
122 * 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
123 * create nonnmagic arrows, or even -1, etc... 127 * create nonnmagic arrows, or even -1, etc...
124 */ 128 */
125
126int 129int
127cast_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)
128{ 131{
129 int missile_plus = 0, bonus_plus = 0; 132 int bonus_plus = 0;
130 const char *missile_name; 133 const char *missile_name = "arrow";
131 object *tmp, *missile;
132 134
133 missile_name = "arrow";
134
135 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 135 for (object *tmp = op->inv; tmp; tmp = tmp->below)
136 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) 136 if (tmp->type == BOW && tmp->flag [FLAG_APPLIED])
137 missile_name = tmp->race; 137 missile_name = tmp->race;
138 138
139 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); 139 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
140 140
141 if (archetype::find (missile_name) == NULL) 141 archetype *missile_arch = archetype::find (missile_name);
142
143 if (!missile_arch)
142 { 144 {
143 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);
144 return 0; 146 return 0;
145 } 147 }
146 148
147 missile = get_archetype (missile_name); 149 object *missile = missile_arch->instance ();
148 150
149 if (stringarg) 151 if (spellparam)
150 { 152 {
151 /* If it starts with a letter, presume it is a description */ 153 /* If it starts with a letter, presume it is a description */
152 if (isalpha (*stringarg)) 154 if (isalpha (*spellparam))
153 { 155 {
154 artifact *al = find_artifactlist (missile->type)->items; 156 artifact *al = find_artifactlist (missile->type)->items;
155 157
156 for (; al != NULL; al = al->next) 158 for (; al; al = al->next)
157 if (!strcasecmp (al->item->name, stringarg)) 159 if (!strcasecmp (al->item->name, spellparam))
158 break; 160 break;
159 161
160 if (!al) 162 if (!al)
161 { 163 {
162 missile->destroy (); 164 missile->destroy ();
163 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);
164 return 0; 166 return 0;
165 } 167 }
166 168
167 if (al->item->slaying) 169 if (al->item->slaying)
168 { 170 {
169 missile->destroy (); 171 missile->destroy ();
170 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);
171 return 0; 173 return 0;
172 } 174 }
173 175
174 give_artifact_abilities (missile, al->item); 176 give_artifact_abilities (missile, al->item);
175 /* 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 -
176 * 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
177 * the parsing of having to do both plus and type. 179 * the parsing of having to do both plus and type.
178 */ 180 */
179 bonus_plus = 1 + (al->item->value / 5); 181 bonus_plus = 1 + (al->item->value / 5);
180 missile_plus = 0; 182 missile_plus = 0;
181 } 183 }
182 else if (atoi (stringarg) < missile_plus) 184 else if (atoi (spellparam) < missile_plus)
183 missile_plus = atoi (stringarg); 185 missile_plus = atoi (spellparam);
184 } 186 }
185 187
186 if (missile_plus > 4) 188 missile_plus = clamp (missile_plus, -4, 4);
187 missile_plus = 4;
188 else if (missile_plus < -4)
189 missile_plus = -4;
190 189
191 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 190 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
192 missile->nrof -= 3 * (missile_plus + bonus_plus); 191 missile->nrof -= 3 * (missile_plus + bonus_plus);
193 192
194 if (missile->nrof < 1) 193 if (missile->nrof < 1)
196 195
197 missile->magic = missile_plus; 196 missile->magic = missile_plus;
198 /* Can't get any money for these objects */ 197 /* Can't get any money for these objects */
199 missile->value = 0; 198 missile->value = 0;
200 199
201 SET_FLAG (missile, FLAG_IDENTIFIED); 200 missile->set_flag (FLAG_IDENTIFIED);
202 201
203 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 ())
204 pick_up (op, missile); 207 pick_up (op, missile);
205 208
206 return 1; 209 return 1;
207} 210}
208 211
209
210/* allows the choice of what sort of food object to make. 212/* allows the choice of what sort of food object to make.
211 * 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*/
212int 214int
213cast_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)
214{ 216{
215 int food_value; 217 int food_value;
216 archetype *at = NULL; 218 archetype *at = NULL;
217 object *new_op; 219 object *new_op;
218 220
219 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);
220 222
221 if (stringarg) 223 if (spellparam)
222 { 224 {
223 at = find_archetype_by_object_type_name (FOOD, stringarg); 225 at = find_archetype_by_object_type_name (FOOD, spellparam);
224 if (at == NULL) 226 if (at == NULL)
225 at = find_archetype_by_object_type_name (DRINK, stringarg); 227 at = find_archetype_by_object_type_name (DRINK, spellparam);
226 if (at == NULL || at->clone.stats.food > food_value) 228 if (at == NULL || at->stats.food > food_value)
227 stringarg = NULL; 229 spellparam = NULL;
228 } 230 }
229 231
230 if (!stringarg) 232 if (!spellparam)
231 { 233 {
232 archetype *at_tmp; 234 archetype *at_tmp;
233 235
234 /* We try to find the archetype with the maximum food value. 236 /* We try to find the archetype with the maximum food value.
235 * This removes the dependancy of hard coded food values in this 237 * This removes the dependancy of hard coded food values in this
237 * We don't use flesh types because the weight values of those need 239 * We don't use flesh types because the weight values of those need
238 * to be altered from the donor. 240 * to be altered from the donor.
239 */ 241 */
240 242
241 /* We assume the food items don't have multiple parts */ 243 /* We assume the food items don't have multiple parts */
242 for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next) 244 for_all_archetypes (at_tmp)
243 { 245 {
244 if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK) 246 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
245 { 247 {
246 /* Basically, if the food value is something that is creatable 248 /* Basically, if the food value is something that is creatable
247 * under the limits of the spell and it is higher than 249 * under the limits of the spell and it is higher than
248 * the item we have now, take it instead. 250 * the item we have now, take it instead.
249 */ 251 */
250 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)))
251 at = at_tmp; 257 at = at_tmp;
252 } 258 }
253 } 259 }
254 } 260 }
261
255 /* 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
256 * know 263 * know
257 */ 264 */
258 if (!at) 265 if (!at)
259 { 266 {
260 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.");
261 return 0; 268 return 0;
262 } 269 }
263 270
264 food_value /= at->clone.stats.food; 271 food_value /= at->stats.food;
265 new_op = arch_to_object (at); 272 new_op = at->instance ();
266 new_op->nrof = food_value; 273 new_op->nrof = food_value;
267 274
268 new_op->value = 0; 275 new_op->value = 0;
269 if (new_op->nrof < 1) 276 if (new_op->nrof < 1)
270 new_op->nrof = 1; 277 new_op->nrof = 1;
278{ 285{
279 int r, mflags, maxrange; 286 int r, mflags, maxrange;
280 object *tmp; 287 object *tmp;
281 maptile *m; 288 maptile *m;
282 289
283
284 if (!dir) 290 if (!dir)
285 { 291 {
286 examine_monster (op, op); 292 examine_monster (op, op);
287 return 1; 293 return 1;
288 } 294 }
295
289 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 296 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
290 for (r = 1; r < maxrange; r++) 297 for (r = 1; r < maxrange; r++)
291 { 298 {
292 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);
293 300
294 m = op->map; 301 m = op->map;
295 mflags = get_map_flags (m, &m, x, y, &x, &y); 302 mflags = get_map_flags (m, &m, x, y, &x, &y);
296 303
297 if (mflags & P_OUT_OF_MAP) 304 if (mflags & P_OUT_OF_MAP)
298 break; 305 break;
299 306
300 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) 307 if (!op->flag [FLAG_WIZCAST] && (mflags & P_NO_MAGIC))
301 { 308 {
302 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 309 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
303 return 0; 310 return 0;
304 } 311 }
312
305 if (mflags & P_IS_ALIVE) 313 if (mflags & P_IS_ALIVE)
306 { 314 {
307 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)
308 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]))
309 { 317 {
310 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 318 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
311 if (tmp->head != NULL) 319 if (tmp->head != NULL)
312 tmp = tmp->head; 320 tmp = tmp->head;
313 examine_monster (op, tmp); 321 examine_monster (op, tmp);
314 return 1; 322 return 1;
315 } 323 }
316 } 324 }
317 } 325 }
326
318 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); 327 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
319 return 1; 328 return 1;
320} 329}
321
322 330
323/* This checks to see if 'pl' is invisible to 'mon'. 331/* This checks to see if 'pl' is invisible to 'mon'.
324 * does race check, undead check, etc 332 * does race check, undead check, etc
325 * Returns TRUE if mon can't see pl, false 333 * Returns TRUE if mon can't see pl, false
326 * otherwise. This doesn't check range, walls, etc. It 334 * otherwise. This doesn't check range, walls, etc. It
328 * pl is invisible. 336 * pl is invisible.
329 */ 337 */
330int 338int
331makes_invisible_to (object *pl, object *mon) 339makes_invisible_to (object *pl, object *mon)
332{ 340{
333
334 if (!pl->invisible) 341 if (!pl->invisible)
335 return 0; 342 return 0;
343
336 if (pl->type == PLAYER) 344 if (pl->type == PLAYER)
337 { 345 {
338 /* If race isn't set, then invisible unless it is undead */ 346 /* If race isn't set, then invisible unless it is undead */
339 if (!pl->contr->invis_race) 347 if (!pl->contr->invis_race)
340 { 348 {
341 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 349 if (mon->flag [FLAG_UNDEAD])
342 return 0; 350 return 0;
351
343 return 1; 352 return 1;
344 } 353 }
354
345 /* invis_race is set if we get here */ 355 /* invis_race is set if we get here */
346 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 356 if (pl->contr->invis_race == shstr_undead && is_true_undead (mon))
347 return 1; 357 return 1;
358
348 /* No race, can't be invisible to it */ 359 /* No race, can't be invisible to it */
349 if (!mon->race) 360 if (!mon->race)
350 return 0; 361 return 0;
362
351 if (strstr (mon->race, pl->contr->invis_race)) 363 if (mon->race.contains (pl->contr->invis_race))
352 return 1; 364 return 1;
365
353 /* Nothing matched above, return 0 */ 366 /* Nothing matched above, return 0 */
354 return 0; 367 return 0;
355 } 368 }
356 else 369 else
357 { 370 {
370 * normal applies. 383 * normal applies.
371 */ 384 */
372int 385int
373cast_invisible (object *op, object *caster, object *spell_ob) 386cast_invisible (object *op, object *caster, object *spell_ob)
374{ 387{
375 object *tmp;
376
377 if (op->invisible > 1000) 388 if (op->invisible > 1000)
378 { 389 {
379 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");
380 return 0; 391 return 0;
381 } 392 }
382 393
383 /* 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
384 * and if statement or two. 395 * and if statement or two.
385 */ 396 */
386 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
387 /* max duration */ 399 /* limit duration */
388 if (op->invisible > 1000) 400 min_it (op->invisible, 1000);
389 op->invisible = 1000;
390 401
391 if (op->type == PLAYER) 402 if (op->type == PLAYER)
392 { 403 {
393 op->contr->invis_race = spell_ob->race; 404 op->contr->invis_race = spell_ob->race;
394 405
395 if (QUERY_FLAG (spell_ob, FLAG_MAKE_INVIS)) 406 if (spell_ob->flag [FLAG_MAKE_INVIS])
396 op->contr->tmp_invis = 0; 407 op->contr->tmp_invis = 0;
397 else 408 else
398 op->contr->tmp_invis = 1; 409 op->contr->tmp_invis = 1;
399
400 op->contr->hidden = 0;
401 } 410 }
411
402 if (makes_invisible_to (op, op)) 412 if (makes_invisible_to (op, op))
403 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!");
404 else 414 else
405 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!"); 415 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
406 416
407 update_object (op, UP_OBJ_FACE); 417 update_object (op, UP_OBJ_CHANGE);
408 418
409 /* Only search the active objects - only these should actually do 419 /* Only search the active objects - only these should actually do
410 * harm to the player. 420 * harm to the player.
411 */ 421 */
412 for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) 422 for_all_actives (tmp)
413 if (tmp->enemy == op) 423 if (tmp->enemy == op)
414 tmp->enemy = NULL; 424 tmp->enemy = 0;
425
415 return 1; 426 return 1;
416} 427}
417 428
418/* earth to dust spell. Basically destroys earthwalls in the area. 429/* earth to dust spell. Basically destroys earthwalls in the area.
419 */ 430 */
420int 431int
421cast_earth_to_dust (object *op, object *caster, object *spell_ob) 432cast_earth_to_dust (object *op, object *caster, object *spell_ob)
422{ 433{
423 object *tmp, *next;
424 int range, i, j, mflags; 434 int range, i, j, mflags;
425 sint16 sx, sy; 435 sint16 sx, sy;
426 maptile *m; 436 maptile *m;
427
428 if (op->type != PLAYER)
429 return 0;
430 437
431 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 438 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
432 439
433 for (i = -range; i <= range; i++) 440 for (i = -range; i <= range; i++)
434 for (j = -range; j <= range; j++) 441 for (j = -range; j <= range; j++)
439 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 446 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
440 447
441 if (mflags & P_OUT_OF_MAP) 448 if (mflags & P_OUT_OF_MAP)
442 continue; 449 continue;
443 450
444 // earth to dust tears down everything that can be teared down 451 // earth to dust tears down everything that can be torn down
445 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)
446 { 453 {
447 next = tmp->above; 454 next = tmp->above;
448 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 455
456 if (tmp->flag [FLAG_TEAR_DOWN])
449 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 457 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
450 } 458 }
451 } 459 }
460
452 return 1; 461 return 1;
453} 462}
454
455 463
456void 464void
457execute_word_of_recall (object *op) 465execute_word_of_recall (object *op)
458{ 466{
459 object *wor = op; 467 if (object *pl = op->in_player ())
460 468 if (pl->ms ().flags () & P_NO_CLERIC && !pl->flag [FLAG_WIZCAST])
461 while (op != NULL && op->type != PLAYER)
462 op = op->env;
463
464 if (op != NULL && op->map)
465 if ((get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_CLERIC) && (!QUERY_FLAG (op, FLAG_WIZCAST)))
466 new_draw_info (NDI_UNIQUE, 0, op, "You feel something fizzle inside you."); 469 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
467 else 470 else
468 enter_exit (op, wor); 471 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
469 472
470 wor->destroy (); 473 op->destroy ();
471} 474}
472 475
473/* Word of recall causes the player to return 'home'. 476/* Word of recall causes the player to return 'home'.
474 * 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
475 * time delay effect. 478 * time delay effect.
476 */ 479 */
477int 480int
478cast_word_of_recall (object *op, object *caster, object *spell_ob) 481cast_word_of_recall (object *op, object *caster, object *spell_ob)
479{ 482{
480 object *dummy; 483 if (!op->is_player ())
481 int time;
482
483 if (op->type != PLAYER)
484 return 0; 484 return 0;
485 485
486 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))
487 { 487 {
488 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.");
489 return 1; 489 return 1;
490 } 490 }
491 491
492 dummy = get_archetype (FORCE_NAME); 492 object *dummy = archetype::get (FORCE_NAME);
493 if (dummy == NULL) 493
494 {
495 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
496 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
497 return 0;
498 }
499 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob); 494 int time = max (1, spell_ob->duration - SP_level_duration_adjust (caster, spell_ob));
500 if (time < 1)
501 time = 1;
502 495
503 /* 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
504 * 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
505 * do anything really odd if it say a -1000 or something. 498 * do anything really odd if it say a -1000 or something.
506 */ 499 */
507 dummy->set_speed (0.002); 500 dummy->set_speed (0.002);
508 dummy->speed_left = -dummy->speed * time; 501 dummy->speed_left = -dummy->speed * time;
509 dummy->type = SPELL_EFFECT; 502 dummy->type = SPELL_EFFECT;
510 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;
511 507
512 /* If we could take advantage of enter_player_savebed() here, it would be 508 op->insert (dummy);
513 * nice, but until the map load fails, we can't.
514 */
515 EXIT_PATH (dummy) = op->contr->savebed_map;
516 EXIT_X (dummy) = op->contr->bed_x;
517 EXIT_Y (dummy) = op->contr->bed_y;
518 509
519 (void) insert_ob_in_ob (dummy, op);
520 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 510 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
511
521 return 1; 512 return 1;
522} 513}
523 514
524/* cast_wonder 515/* cast_wonder
525 * wonder is really just a spell that will likely cast another 516 * wonder is really just a spell that will likely cast another
558} 549}
559 550
560int 551int
561perceive_self (object *op) 552perceive_self (object *op)
562{ 553{
563 char *cp = describe_item (op, op), buf[MAX_BUF]; 554 const char *cp = describe_item (op, op);
564 archetype *at = archetype::find (ARCH_DEPLETION); 555 archetype *at = archetype::find (shstr_depletion);
565 object *tmp;
566 int i;
567 556
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
568 tmp = find_god (determine_god (op)); 565 if (object *god = find_god (determine_god (op)))
569 if (tmp) 566 buf << " - You worship " << &god->name << ".\n";
570 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
571 else 567 else
572 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); 568 buf << " - You worship no god.\n";
573 569
574 tmp = present_arch_in_ob (at, op); 570 object *tmp = present_arch_in_ob (at, op);
575 571
576 if (*cp == '\0' && tmp == NULL) 572 if (*cp == '\0' && !tmp)
577 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 573 buf << " - You feel very mundane. ";
578 else 574 else
579 { 575 {
580 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 576 buf << " - You have: " << cp << ".\n";
581 new_draw_info (NDI_UNIQUE, 0, op, cp); 577
582 if (tmp != NULL) 578 if (tmp)
583 {
584 for (i = 0; i < NUM_STATS; i++) 579 for (int i = 0; i < NUM_STATS; i++)
585 { 580 if (tmp->stats.stat (i) < 0)
586 if (get_attr_value (&tmp->stats, i) < 0) 581 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
587 {
588 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i)));
589 }
590 }
591 }
592 } 582 }
593 583
594 if (is_dragon_pl (op)) 584 if (op->is_dragon ())
595 {
596 /* now grab the 'dragon_ability'-force from the player's inventory */ 585 /* now grab the 'dragon_ability'-force from the player's inventory */
597 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 586 for (tmp = op->inv; tmp; tmp = tmp->below)
598 { 587 {
599 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 588 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
600 { 589 {
601 if (tmp->stats.exp == 0) 590 if (tmp->stats.exp == 0)
602 {
603 sprintf (buf, "Your metabolism isn't focused on anything."); 591 buf << " - Your metabolism isn't focused on anything.\n";
604 }
605 else 592 else
606 {
607 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";
608 } 594
609 new_draw_info (NDI_UNIQUE, 0, op, buf);
610 break; 595 break;
611 } 596 }
612 } 597 }
613 }
614 return 1;
615}
616 598
617/* int cast_create_town_portal (object *op, object *caster, int dir) 599 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
618 *
619 * This function cast the spell of town portal for op
620 *
621 * The spell operates in two passes. During the first one a place
622 * is marked as a destination for the portal. During the second one,
623 * 2 portals are created, one in the position the player cast it and
624 * one in the destination place. The portal are synchronized and 2 forces
625 * are inserted in the player to destruct the portal next time player
626 * creates a new portal pair.
627 * This spell has a side effect that it allows people to meet each other
628 * in a permanent, private, appartements by making a town portal from it
629 * to the town or another public place. So, check if the map is unique and if
630 * so return an error
631 *
632 * Code by Tchize (david.delbecq@usa.net)
633 */
634int
635cast_create_town_portal (object *op, object *caster, object *spell, int dir)
636{
637 object *dummy, *force, *old_force, *tmp;
638 archetype *perm_portal;
639 char portal_name[1024], portal_message[1024];
640 sint16 exitx, exity;
641 maptile *exitmap;
642 int op_level;
643
644 /* Check to see if the map the player is currently on is a per player unique
645 * map. This can be determined in that per player unique maps have the
646 * full pathname listed.
647 */
648 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
649 {
650 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
651 return 0;
652 }
653
654 /* The first thing to do is to check if we have a marked destination
655 * dummy is used to make a check inventory for the force
656 */
657 dummy = arch_to_object (spell->other_arch);
658 if (dummy == NULL)
659 {
660 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
661 LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name);
662 return 0;
663 }
664
665 force = check_inv_recursive (op, dummy);
666
667 if (force == NULL)
668 {
669 /* Here we know there is no destination marked up.
670 * We have 2 things to do:
671 * 1. Mark the destination in the player inventory.
672 * 2. Let the player know it worked.
673 */
674 dummy->name = op->map->path;
675 EXIT_X (dummy) = op->x;
676 EXIT_Y (dummy) = op->y;
677 insert_ob_in_ob (dummy, op);
678 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You fix this place in your mind.\nYou feel you are able to come here from anywhere.");
679 return 1;
680 }
681
682 dummy->destroy ();
683
684 /* Here we know where the town portal should go to
685 * We should kill any existing portal associated with the player.
686 * Than we should create the 2 portals.
687 * For each of them, we need:
688 * - To create the portal with the name of the player+destination map
689 * - set the owner of the town portal
690 * - To mark the position of the portal in the player's inventory
691 * for easier destruction.
692 *
693 * The mark works has follow:
694 * slaying: Existing town portal
695 * hp, sp : x & y of the associated portal
696 * name : name of the portal
697 * race : map the portal is in
698 */
699
700 /* First step: killing existing town portals */
701 dummy = get_archetype (spell->race);
702 if (dummy == NULL)
703 {
704 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
705 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
706 return 0;
707 }
708
709 perm_portal = archetype::find (spell->slaying);
710
711 /* To kill a town portal, we go trough the player's inventory,
712 * for each marked portal in player's inventory,
713 * -We try load the associated map (if impossible, consider the portal destructed)
714 * -We find any portal in the specified location.
715 * If it has the good name, we destruct it.
716 * -We destruct the force indicating that portal.
717 */
718 while ((old_force = check_inv_recursive (op, dummy)))
719 {
720 exitx = EXIT_X (old_force);
721 exity = EXIT_Y (old_force);
722 LOG (llevDebug, "Trying to kill a portal in %s (%d,%d)\n", &old_force->race, exitx, exity);
723
724 if (!strncmp (old_force->race, settings.localdir, strlen (settings.localdir)))
725 exitmap = ready_map_name (old_force->race, MAP_PLAYER_UNIQUE);
726 else
727 exitmap = ready_map_name (old_force->race, 0);
728
729 if (exitmap)
730 {
731 tmp = present_arch (perm_portal, exitmap, exitx, exity);
732 while (tmp)
733 {
734 if (tmp->name == old_force->name)
735 {
736 tmp->destroy ();
737 break;
738 }
739
740 tmp = tmp->above;
741 }
742 }
743
744 old_force->destroy ();
745 LOG (llevDebug, "\n");
746 }
747
748 dummy->destroy ();
749
750 /* Creating the portals.
751 * The very first thing to do is to ensure
752 * access to the destination map.
753 * If we can't, don't fizzle. Simply warn player.
754 * This ensure player pays his mana for the spell
755 * because HE is responsible of forgotting.
756 * 'force' is the destination of the town portal, which we got
757 * from the players inventory above.
758 */
759
760 /* Ensure exit map is loaded */
761 if (!strncmp (force->name, settings.localdir, strlen (settings.localdir)))
762 exitmap = ready_map_name (force->name, MAP_PLAYER_UNIQUE);
763 else
764 exitmap = ready_map_name (force->name, 0);
765
766 /* If we were unable to load (ex. random map deleted), warn player */
767 if (exitmap == NULL)
768 {
769 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
770 force->destroy ();
771 return 1;
772 }
773
774 op_level = caster_level (caster, spell);
775 if (op_level < 15)
776 snprintf (portal_message, 1024,
777 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
778 &op->name);
779 else if (op_level < 30)
780 snprintf (portal_message, 1024,
781 "\n%s's portal smells of ozone.\nYou do a lot of movements and finally pass\nthrough the small hole in the air\n", &op->name);
782 else if (op_level < 60)
783 snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
784 else
785 snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",
786 &op->name);
787
788 /* Create a portal in front of player
789 * dummy contain the portal and
790 * force contain the track to kill it later
791 */
792
793 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
794 dummy = get_archetype (spell->slaying); /*The portal */
795 if (dummy == NULL)
796 {
797 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
798 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
799 return 0;
800 }
801
802 EXIT_PATH (dummy) = force->name;
803 EXIT_X (dummy) = EXIT_X (force);
804 EXIT_Y (dummy) = EXIT_Y (force);
805 dummy->name = dummy->name_pl = portal_name;
806 dummy->msg = portal_message;
807 dummy->race = op->name; /*Save the owner of the portal */
808 cast_create_obj (op, caster, dummy, 0);
809
810 /* Now we need to to create a town portal marker inside the player
811 * object, so on future castings, we can know that he has an active
812 * town portal.
813 */
814 tmp = get_archetype (spell->race);
815 if (tmp == NULL)
816 {
817 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
818 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
819 return 0;
820 }
821
822 tmp->race = op->map->path;
823 tmp->name = portal_name;
824 EXIT_X (tmp) = dummy->x;
825 EXIT_Y (tmp) = dummy->y;
826 insert_ob_in_ob (tmp, op);
827
828 /* Create a portal in the destination map
829 * dummy contain the portal and
830 * force the track to kill it later
831 * the 'force' variable still contains the 'reminder' of
832 * where this portal goes to.
833 */
834 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, op->map->path);
835 dummy = get_archetype (spell->slaying); /*The portal */
836 if (dummy == NULL)
837 {
838 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
839 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
840 return 0;
841 }
842
843 EXIT_PATH (dummy) = op->map->path;
844 EXIT_X (dummy) = op->x;
845 EXIT_Y (dummy) = op->y;
846 dummy->name = dummy->name_pl = portal_name;
847 dummy->msg = portal_message;
848 dummy->x = EXIT_X (force);
849 dummy->y = EXIT_Y (force);
850 dummy->race = op->name; /*Save the owner of the portal */
851 insert_ob_in_map (dummy, exitmap, op, 0);
852
853 /* Now we create another town portal marker that
854 * points back to the one we just made
855 */
856 tmp = get_archetype (spell->race);
857 if (tmp == NULL)
858 {
859 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
860 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
861 return 0;
862 }
863
864 tmp->race = force->name;
865 tmp->name = portal_name;
866 EXIT_X (tmp) = dummy->x;
867 EXIT_Y (tmp) = dummy->y;
868 insert_ob_in_ob (tmp, op);
869
870 /* Describe the player what happened
871 */
872 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
873 force->destroy ();
874 600
875 return 1; 601 return 1;
876} 602}
877 603
878/* This creates magic walls. Really, it can create most any object, 604/* This creates magic walls. Really, it can create most any object,
879 * within some reason. 605 * within some reason.
880 */ 606 */
881int 607int
882magic_wall (object *op, object *caster, int dir, object *spell_ob) 608magic_wall (object *op, object *caster, int dir, object *spell_ob)
883{ 609{
884 object *tmp, *tmp2; 610 object *tmp;
885 int i, posblocked, negblocked, maxrange; 611 int i, posblocked, negblocked, maxrange;
886 sint16 x, y; 612 sint16 x, y;
887 maptile *m; 613 maptile *m;
888 const char *name; 614 const char *name;
889 archetype *at; 615 archetype *at;
894 x = op->x; 620 x = op->x;
895 y = op->y; 621 y = op->y;
896 } 622 }
897 else 623 else
898 { 624 {
899 x = op->x + freearr_x[dir]; 625 x = op->x + DIRX (dir);
900 y = op->y + freearr_y[dir]; 626 y = op->y + DIRY (dir);
901 } 627 }
902 628
903 m = op->map; 629 m = op->map;
904 630
905 if ((spell_ob->move_block || x != op->x || y != op->y) && 631 if ((spell_ob->move_block || x != op->x || y != op->y) &&
906 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) || 632 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) ||
907 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block))) 633 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
908 { 634 {
909 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 635 op->failmsg ("Something is in the way.");
910 return 0; 636 return 0;
911 } 637 }
912 638
913 if (spell_ob->other_arch) 639 if (spell_ob->other_arch)
914 tmp = arch_to_object (spell_ob->other_arch); 640 tmp = spell_ob->other_arch->instance ();
915 else if (spell_ob->race) 641 else if (spell_ob->race)
916 { 642 {
917 char buf1[MAX_BUF]; 643 char buf1[MAX_BUF];
918 644
919 sprintf (buf1, spell_ob->race, dir); 645 sprintf (buf1, spell_ob->race, dir);
922 { 648 {
923 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 649 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
924 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 650 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
925 return 0; 651 return 0;
926 } 652 }
927 tmp = arch_to_object (at); 653
654 tmp = at->instance ();
928 } 655 }
929 else 656 else
930 { 657 {
931 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);
932 return 0; 659 return 0;
937 tmp->attacktype = spell_ob->attacktype; 664 tmp->attacktype = spell_ob->attacktype;
938 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);
939 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);
940 tmp->range = 0; 667 tmp->range = 0;
941 } 668 }
942 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 669 else if (tmp->flag [FLAG_ALIVE])
943 { 670 {
944 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);
945 tmp->stats.maxhp = tmp->stats.hp; 672 tmp->stats.maxhp = tmp->stats.hp;
946 } 673 }
947 674
948 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP)) 675 if (spell_ob->flag [FLAG_IS_USED_UP] || tmp->flag [FLAG_IS_USED_UP])
949 { 676 {
950 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);
951 SET_FLAG (tmp, FLAG_IS_USED_UP); 678 tmp->set_flag (FLAG_IS_USED_UP);
952 } 679 }
953 680
954 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 681 if (spell_ob->flag [FLAG_TEAR_DOWN])
955 { 682 {
956 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);
957 tmp->stats.maxhp = tmp->stats.hp; 684 tmp->stats.maxhp = tmp->stats.hp;
958 SET_FLAG (tmp, FLAG_TEAR_DOWN); 685 tmp->set_flag (FLAG_TEAR_DOWN);
959 SET_FLAG (tmp, FLAG_ALIVE); 686 tmp->set_flag (FLAG_ALIVE);
960 } 687 }
961 688
962 /* 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,
963 * these fields just won't be used. Do not set the owner for 690 * these fields just won't be used. Do not set the owner for
964 * earthwalls, though, so they survive restarts. 691 * earthwalls, though, so they survive restarts.
965 */ 692 */
966 if (tmp->type != EARTHWALL) //TODO 693 if (tmp->type != EARTHWALL) //TODO
967 tmp->set_owner (op); 694 tmp->set_owner (op);
968 695
969 set_spell_skill (op, caster, spell_ob, tmp); 696 set_spell_skill (op, caster, spell_ob, tmp);
970 tmp->x = x;
971 tmp->y = y;
972 tmp->level = caster_level (caster, spell_ob) / 2; 697 tmp->level = casting_level (caster, spell_ob) / 2;
973 698
974 name = tmp->name; 699 name = tmp->name;
975 if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL) 700 if (!(tmp = m->insert (tmp, x, y, op)))
976 { 701 {
977 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);
978 return 0; 703 return 0;
979 } 704 }
980 705
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 = tmp->clone (); 733 object *tmp2 = tmp->clone ();
1009 tmp2->x = x; 734 m->insert (tmp2, x, y, op);
1010 tmp2->y = y; 735
1011 insert_ob_in_map (tmp2, m, op, 0);
1012 /* 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 */
1013 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 737 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1014 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 738 tmp2->insert (tmp2->other_arch->instance ());
1015 739
1016 } 740 }
1017 else 741 else
1018 posblocked = 1; 742 posblocked = 1;
1019 743
1020 x = tmp->x - i * freearr_x[dir2]; 744 x = tmp->x - i * DIRX (dir2);
1021 y = tmp->y - i * freearr_y[dir2]; 745 y = tmp->y - i * DIRY (dir2);
1022 m = tmp->map; 746 m = tmp->map;
1023 747
1024 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)) &&
1025 ((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)
1026 { 750 {
1027 tmp2 = tmp->clone (); 751 object *tmp2 = tmp->clone ();
1028 tmp2->x = x; 752 m->insert (tmp2, x, y, op);
1029 tmp2->y = y; 753
1030 insert_ob_in_map (tmp2, m, op, 0);
1031 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 754 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1032 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 755 tmp2->insert (tmp2->other_arch->instance ());
1033 } 756 }
1034 else 757 else
1035 negblocked = 1; 758 negblocked = 1;
1036 } 759 }
1037 760
1038 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) 761 if (tmp->flag [FLAG_BLOCKSVIEW])
1039 update_all_los (op->map, op->x, op->y); 762 update_all_los (op->map, op->x, op->y);
1040 763
1041 return 1; 764 return 1;
1042} 765}
1043 766
1044int 767int
1045dimension_door (object *op, object *caster, object *spob, int dir) 768dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
1046{ 769{
1047 uint32 dist, maxdist; 770 uint32 dist, maxdist;
1048 int mflags; 771 int mflags;
1049 maptile *m; 772 maptile *m;
1050 sint16 sx, sy; 773 sint16 sx, sy;
1052 if (op->type != PLAYER) 775 if (op->type != PLAYER)
1053 return 0; 776 return 0;
1054 777
1055 if (!dir) 778 if (!dir)
1056 { 779 {
1057 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?"); 780 op->failmsg ("In what direction?");
1058 return 0; 781 return 0;
1059 } 782 }
1060 783
1061 /* 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
1062 * ever, so put limits in. 785 * ever, so put limits in.
1063 */ 786 */
1064 maxdist = spob->range + SP_level_range_adjust (caster, spob); 787 maxdist = spob->range + SP_level_range_adjust (caster, spob);
1065 788
1066 if (op->contr->count) 789 if (spellparam)
1067 { 790 {
791 int count = atoi (spellparam);
792
1068 if (op->contr->count > maxdist) 793 if (count > maxdist)
1069 { 794 {
1070 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!"); 795 op->failmsg ("You can't dimension door that far!");
1071 return 0; 796 return 0;
1072 } 797 }
1073 798
1074 for (dist = 0; dist < op->contr->count; dist++) 799 for (dist = 0; dist < count; dist++)
1075 { 800 {
1076 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);
1077 802
1078 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 803 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
1079 break; 804 break;
1080 805
1081 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)))
1082 break; 807 break;
1083 } 808 }
1084 809
1085 if (dist < op->contr->count) 810 if (dist < count)
1086 { 811 {
1087 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");
1088 op->contr->count = 0;
1089 return 0; 813 return 0;
1090 } 814 }
1091 op->contr->count = 0;
1092 815
1093 /* Remove code that puts player on random space on maps. IMO, 816 /* Remove code that puts player on random space on maps. IMO,
1094 * a lot of maps probably have areas the player should not get to, 817 * a lot of maps probably have areas the player should not get to,
1095 * but may not be marked as NO_MAGIC (as they may be bounded 818 * but may not be marked as NO_MAGIC (as they may be bounded
1096 * by such squares). Also, there are probably treasure rooms and 819 * by such squares). Also, there are probably treasure rooms and
1097 * 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
1098 * areas themselves don't contain no magic spaces. 821 * areas themselves don't contain no magic spaces.
1099 */ 822 */
1100 /* This call here is really just to normalize the coordinates */ 823 /* This call here is really just to normalize the coordinates */
1101 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);
1102 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)))
1103 { 826 {
1104 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");
1105 return 1; /* Maybe the penalty should be more severe... */ 828 return 1; /* Maybe the penalty should be more severe... */
1106 } 829 }
1112 * spaces that blocked the players view. 835 * spaces that blocked the players view.
1113 */ 836 */
1114 837
1115 for (dist = 0; dist < maxdist; dist++) 838 for (dist = 0; dist < maxdist; dist++)
1116 { 839 {
1117 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);
1118 841
1119 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 842 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
1120 break; 843 break;
1121 844
1122 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)))
1127 /* If the destination is blocked, keep backing up until we 850 /* If the destination is blocked, keep backing up until we
1128 * find a place for the player. 851 * find a place for the player.
1129 */ 852 */
1130 for (; dist > 0; dist--) 853 for (; dist > 0; dist--)
1131 { 854 {
1132 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,
1133 &sx, &sy) & (P_OUT_OF_MAP | P_IS_ALIVE)) 856 &sx, &sy) & (P_OUT_OF_MAP | P_IS_ALIVE))
1134 continue; 857 continue;
1135 858
1136 859
1137 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)))
1138 break; 861 break;
1139 862
1140 } 863 }
1141 if (!dist) 864 if (!dist)
1142 { 865 {
1143 new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n"); 866 op->failmsg ("Your spell failed!\n");
1144 return 0; 867 return 0;
1145 } 868 }
1146 } 869 }
1147 870
1148 /* Actually move the player now */ 871 /* Actually move the player now */
1149 op->remove (); 872 if (!(op = op->map->insert (op, op->x + DIRX (dir) * dist, op->y + DIRY (dir) * dist, op)))
1150 op->x += freearr_x[dir] * dist;
1151 op->y += freearr_y[dir] * dist;
1152 if ((op = insert_ob_in_map (op, op->map, op, 0)) == NULL)
1153 return 1; 873 return 1;
1154 874
1155 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
1156 return 1; 877 return 1;
1157} 878}
1158
1159 879
1160/* cast_heal: Heals something. 880/* cast_heal: Heals something.
1161 * op is the caster. 881 * op is the caster.
1162 * dir is the direction he is casting it in. 882 * dir is the direction he is casting it in.
1163 * spell is the spell object. 883 * spell is the spell object.
1170 object *poison; 890 object *poison;
1171 int heal = 0, success = 0; 891 int heal = 0, success = 0;
1172 892
1173 tmp = find_target_for_friendly_spell (op, dir); 893 tmp = find_target_for_friendly_spell (op, dir);
1174 894
1175 if (tmp == NULL) 895 if (!tmp)
1176 return 0; 896 return 0;
1177 897
1178 /* Figure out how many hp this spell might cure. 898 /* Figure out how many hp this spell might cure.
1179 * could be zero if this spell heals effects, not damage. 899 * could be zero if this spell heals effects, not damage.
1180 */ 900 */
1183 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;
1184 904
1185 if (heal) 905 if (heal)
1186 { 906 {
1187 if (tmp->stats.hp >= tmp->stats.maxhp) 907 if (tmp->stats.hp >= tmp->stats.maxhp)
1188 {
1189 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.");
1190 }
1191 else 909 else
1192 { 910 {
1193 /* See how many points we actually heal. Instead of messages 911 /* See how many points we actually heal. Instead of messages
1194 * based on type of spell, we instead do messages based 912 * based on type of spell, we instead do messages based
1195 * on amount of damage healed. 913 * on amount of damage healed.
1196 */ 914 */
1197 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 915 if (heal > tmp->stats.maxhp - tmp->stats.hp)
1198 heal = tmp->stats.maxhp - tmp->stats.hp; 916 heal = tmp->stats.maxhp - tmp->stats.hp;
917
1199 tmp->stats.hp += heal; 918 tmp->stats.hp += heal;
1200 919
1201 if (tmp->stats.hp >= tmp->stats.maxhp) 920 if (tmp->stats.hp >= tmp->stats.maxhp)
1202 {
1203 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 921 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1204 }
1205 else if (heal > 50) 922 else if (heal > 50)
1206 {
1207 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); 923 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1208 }
1209 else if (heal > 25) 924 else if (heal > 25)
1210 {
1211 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); 925 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1212 }
1213 else if (heal > 10) 926 else if (heal > 10)
1214 {
1215 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.");
1216 }
1217 else 928 else
1218 {
1219 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.");
1220 } 930
1221 success = 1; 931 success = 1;
1222 } 932 }
1223 } 933 }
934
1224 if (spell->attacktype & AT_DISEASE) 935 if (spell->attacktype & AT_DISEASE)
1225 if (cure_disease (tmp, op)) 936 if (cure_disease (tmp, op, spell))
1226 success = 1; 937 success = 1;
1227 938
1228 if (spell->attacktype & AT_POISON) 939 if (spell->attacktype & AT_POISON)
1229 { 940 {
1230 at = archetype::find ("poisoning"); 941 at = archetype::find (shstr_poisoning);
1231 poison = present_arch_in_ob (at, tmp); 942 poison = present_arch_in_ob (at, tmp);
1232 if (poison) 943 if (poison)
1233 { 944 {
1234 success = 1; 945 success = 1;
1235 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 946 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1236 poison->stats.food = 1; 947 poison->stats.food = 1;
1237 } 948 }
1238 } 949 }
950
1239 if (spell->attacktype & AT_CONFUSION) 951 if (spell->attacktype & AT_CONFUSION)
1240 { 952 {
1241 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 953 poison = present_in_ob_by_name (FORCE, shstr_confusion, tmp);
1242 if (poison) 954 if (poison)
1243 { 955 {
1244 success = 1; 956 success = 1;
1245 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 957 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1246 poison->duration = 1; 958 poison->duration = 1;
1247 } 959 }
1248 } 960 }
961
1249 if (spell->attacktype & AT_BLIND) 962 if (spell->attacktype & AT_BLIND)
1250 { 963 {
1251 at = archetype::find ("blindness"); 964 at = archetype::find (shstr_blindness);
1252 poison = present_arch_in_ob (at, tmp); 965 poison = present_arch_in_ob (at, tmp);
1253 if (poison) 966 if (poison)
1254 { 967 {
1255 success = 1; 968 success = 1;
1256 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.");
1257 poison->stats.food = 1; 970 poison->stats.food = 1;
1258 } 971 }
1259 } 972 }
973
1260 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) 974 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1261 { 975 {
1262 tmp->stats.sp += spell->last_sp; 976 tmp->stats.sp += spell->last_sp;
1263 if (tmp->stats.sp > tmp->stats.maxsp) 977 if (tmp->stats.sp > tmp->stats.maxsp)
1264 tmp->stats.sp = tmp->stats.maxsp; 978 tmp->stats.sp = tmp->stats.maxsp;
1265 success = 1; 979 success = 1;
1266 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!");
1267 } 981 }
982
1268 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) 983 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1269 { 984 {
1270 tmp->stats.grace += spell->last_grace; 985 tmp->stats.grace += spell->last_grace;
1271 if (tmp->stats.grace > tmp->stats.maxgrace) 986 if (tmp->stats.grace > tmp->stats.maxgrace)
1272 tmp->stats.grace = tmp->stats.maxgrace; 987 tmp->stats.grace = tmp->stats.maxgrace;
1273 success = 1; 988 success = 1;
1274 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!");
1275 } 990 }
991
1276 if (spell->stats.food && tmp->stats.food < 999) 992 if (spell->stats.food && tmp->stats.food < MAX_FOOD)
1277 { 993 {
1278 tmp->stats.food += spell->stats.food; 994 tmp->stats.food += spell->stats.food;
1279 if (tmp->stats.food > 999) 995 min_it (tmp->stats.food, MAX_FOOD);
1280 tmp->stats.food = 999; 996
1281 success = 1; 997 success = 1;
1282 /* 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 */
1283 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");
1284 } 1000 }
1001
1285 return success; 1002 return success;
1286} 1003}
1287
1288 1004
1289/* 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
1290 * 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
1291 * good comments for those. 1007 * good comments for those.
1292 */ 1008 */
1293static const char *const no_gain_msgs[NUM_STATS] = { 1009static const char *const no_gain_msgs[NUM_STATS] = {
1294 "You grow no stronger.", 1010 "You grow no stronger.",
1295 "You grow no more agile.", 1011 "You grow no more agile.",
1296 "You don't feel any healthier.", 1012 "You don't feel any healthier.",
1297 "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."
1298 "You are no easier to look at.", 1016 "You are no easier to look at.",
1299 "no int",
1300 "no pow"
1301}; 1017};
1302 1018
1303int 1019int
1020change_ability_duration (object *spell, object *caster)
1021{
1022 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1023}
1024
1025int
1304cast_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)
1305{ 1027{
1306 object *tmp, *tmp2 = NULL;
1307 object *force = NULL; 1028 object *force = 0;
1308 int i; 1029 int i;
1309 1030
1310 /* 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. */
1311 if (dir != 0) 1032 object *tmp = dir
1312 {
1313 tmp = find_target_for_friendly_spell (op, dir); 1033 ? find_target_for_friendly_spell (op, dir)
1314 } 1034 : op;
1315 else
1316 {
1317 tmp = op;
1318 }
1319 1035
1320 if (tmp == NULL) 1036 if (!tmp)
1321 return 0; 1037 return 0;
1322 1038
1323 /* 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. */
1324 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1040 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1325 { 1041 {
1326 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1042 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1327 { 1043 {
1328 if (tmp2->name == spell_ob->name) 1044 if (tmp2->name == spell_ob->name)
1329 { 1045 {
1331 break; 1047 break;
1332 } 1048 }
1333 else if (spell_ob->race && spell_ob->race == tmp2->name) 1049 else if (spell_ob->race && spell_ob->race == tmp2->name)
1334 { 1050 {
1335 if (!silent) 1051 if (!silent)
1336 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 1052 op->failmsgf ("You can not cast %s while %s is in effect",
1053 &spell_ob->name, &tmp2->name_pl);
1054
1337 return 0; 1055 return 0;
1338 } 1056 }
1339 } 1057 }
1340 } 1058 }
1059
1060 int duration = change_ability_duration (spell_ob, caster);
1061
1341 if (force == NULL) 1062 if (force)
1342 {
1343 force = get_archetype (FORCE_NAME);
1344 force->subtype = FORCE_CHANGE_ABILITY;
1345 if (spell_ob->race)
1346 force->name = spell_ob->race;
1347 else
1348 force->name = spell_ob->name;
1349 force->name_pl = spell_ob->name;
1350 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1351
1352 } 1063 {
1353 else
1354 {
1355 int duration;
1356
1357 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1358 if (duration > force->duration) 1064 if (duration > force->duration)
1359 { 1065 {
1360 force->duration = duration; 1066 force->duration = duration;
1361 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.");
1362 } 1068 }
1363 else 1069 else
1364 {
1365 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.");
1366 } 1071
1367 return 1; 1072 return 1;
1368 } 1073 }
1369 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
1370 force->speed = 1.0; 1090 force->speed = 1.0;
1371 force->speed_left = -1.0; 1091 force->speed_left = -1.0;
1372 SET_FLAG (force, FLAG_APPLIED); 1092 force->set_flag (FLAG_APPLIED);
1373 1093
1374 /* Now start processing the effects. First, protections */ 1094 /* Now start processing the effects. First, protections */
1375 for (i = 0; i < NROFATTACKS; i++) 1095 for (i = 0; i < NROFATTACKS; i++)
1376 {
1377 if (spell_ob->resist[i]) 1096 if (spell_ob->resist[i])
1378 {
1379 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));
1380 if (force->resist[i] > 100) 1098
1381 force->resist[i] = 100;
1382 }
1383 }
1384 if (spell_ob->stats.hp) 1099 if (spell_ob->stats.hp)
1385 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);
1386 1101
1387 if (tmp->type == PLAYER) 1102 if (tmp->type == PLAYER)
1388 { 1103 {
1389 /* Stat adjustment spells */ 1104 /* Stat adjustment spells */
1390 for (i = 0; i < NUM_STATS; i++) 1105 for (i = 0; i < NUM_STATS; i++)
1391 { 1106 {
1392 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; 1107 if (sint8 stat = spell_ob->stats.stat (i))
1393
1394 if (stat)
1395 { 1108 {
1396 sm = 0; 1109 sint8 sm = 0;
1397 for (k = 0; k < stat; k++) 1110 for (sint8 k = 0; k < stat; k++)
1398 sm += rndm (1, 3); 1111 sm += rndm (1, 3);
1399 1112
1400 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) 1113 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1401 { 1114 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1402 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); 1115
1403 if (sm < 0) 1116 force->stats.stat (i) = sm;
1404 sm = 0; 1117
1405 }
1406 set_attr_value (&force->stats, i, sm);
1407 if (!sm) 1118 if (!sm)
1408 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); 1119 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1409 } 1120 }
1410 } 1121 }
1411 } 1122 }
1412 1123
1413 force->move_type = spell_ob->move_type; 1124 force->move_type = spell_ob->move_type;
1414 1125
1415 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK)) 1126 if (spell_ob->flag [FLAG_SEE_IN_DARK])
1416 SET_FLAG (force, FLAG_SEE_IN_DARK); 1127 force->set_flag (FLAG_SEE_IN_DARK);
1417 1128
1418 if (QUERY_FLAG (spell_ob, FLAG_XRAYS)) 1129 if (spell_ob->flag [FLAG_XRAYS])
1419 SET_FLAG (force, FLAG_XRAYS); 1130 force->set_flag (FLAG_XRAYS);
1420 1131
1421 /* Haste/bonus speed */ 1132 /* Haste/bonus speed */
1422 if (spell_ob->stats.exp) 1133 if (spell_ob->stats.exp)
1423 { 1134 {
1424 if (op->speed > 0.5f) 1135 if (op->speed > 0.5f)
1432 force->attacktype = spell_ob->attacktype; 1143 force->attacktype = spell_ob->attacktype;
1433 1144
1434 insert_ob_in_ob (force, tmp); 1145 insert_ob_in_ob (force, tmp);
1435 change_abil (tmp, force); /* Mostly to display any messages */ 1146 change_abil (tmp, force); /* Mostly to display any messages */
1436 tmp->update_stats (); 1147 tmp->update_stats ();
1148
1437 return 1; 1149 return 1;
1438} 1150}
1439 1151
1440/* 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
1441 * 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
1442 * of the caster. 1154 * of the caster.
1443 */ 1155 */
1444
1445int 1156int
1446cast_bless (object *op, object *caster, object *spell_ob, int dir) 1157cast_bless (object *op, object *caster, object *spell_ob, int dir)
1447{ 1158{
1448 int i; 1159 int i;
1449 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1160 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1450 1161
1451 /* 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. */
1452 if (dir != 0) 1163 if (dir != 0)
1453 { 1164 {
1454 tmp = find_target_for_friendly_spell (op, dir); 1165 tmp = find_target_for_friendly_spell (op, dir);
1166
1167 if (!tmp)
1168 return 0;
1455 } 1169 }
1456 else 1170 else
1457 {
1458 tmp = op; 1171 tmp = op;
1459 }
1460 1172
1461 /* 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. */
1462 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1174 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1463 { 1175 {
1464 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1176 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1465 { 1177 {
1466 if (tmp2->name == spell_ob->name) 1178 if (tmp2->name == spell_ob->name)
1467 { 1179 {
1473 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 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);
1474 return 0; 1186 return 0;
1475 } 1187 }
1476 } 1188 }
1477 } 1189 }
1190
1478 if (force == NULL) 1191 if (force == NULL)
1479 { 1192 {
1480 force = get_archetype (FORCE_NAME); 1193 force = archetype::get (FORCE_NAME);
1481 force->subtype = FORCE_CHANGE_ABILITY; 1194 force->subtype = FORCE_CHANGE_ABILITY;
1482 if (spell_ob->race) 1195 if (spell_ob->race)
1483 force->name = spell_ob->race; 1196 force->name = spell_ob->race;
1484 else 1197 else
1485 force->name = spell_ob->name; 1198 force->name = spell_ob->name;
1500 { 1213 {
1501 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.");
1502 } 1215 }
1503 return 0; 1216 return 0;
1504 } 1217 }
1218
1505 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;
1506 force->speed = 1.0; 1220 force->speed = 1.0;
1507 force->speed_left = -1.0; 1221 force->speed_left = -1.0;
1508 SET_FLAG (force, FLAG_APPLIED); 1222 force->set_flag (FLAG_APPLIED);
1509 1223
1510 if (!god) 1224 if (!god)
1511 { 1225 {
1512 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty."); 1226 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1513 } 1227 }
1514 else 1228 else
1515 { 1229 {
1516 /* Only give out good benefits, and put a max on it */ 1230 /* Only give out good benefits, and put a max on it */
1517 for (i = 0; i < NROFATTACKS; i++) 1231 for (i = 0; i < NROFATTACKS; i++)
1518 {
1519 if (god->resist[i] > 0) 1232 if (god->resist[i] > 0)
1520 {
1521 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]);
1522 } 1234
1523 }
1524 force->path_attuned |= god->path_attuned; 1235 force->path_attuned |= god->path_attuned;
1525 1236
1526 if (spell_ob->attacktype) 1237 if (spell_ob->attacktype)
1527 force->slaying = god->slaying; 1238 force->slaying = god->slaying;
1528 1239
1544 insert_ob_in_ob (force, tmp); 1255 insert_ob_in_ob (force, tmp);
1545 tmp->update_stats (); 1256 tmp->update_stats ();
1546 return 1; 1257 return 1;
1547} 1258}
1548 1259
1549
1550
1551/* Alchemy code by Mark Wedel 1260/* Alchemy code by Mark Wedel
1552 * 1261 *
1553 * This code adds a new spell, called alchemy. Alchemy will turn 1262 * This code adds a new spell, called alchemy. Alchemy will turn
1554 * objects to gold nuggets, the value of the gold nuggets being 1263 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1555 * about 90% of that of the item itself. It uses the value of the
1556 * object before charisma adjustments, because the nuggets themselves
1557 * will be will be adjusted by charisma when sold.
1558 * 1264 *
1559 * 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
1560 * the maximum number of large nuggets you could get. 1266 * itself. It uses the value of the object before charisma adjustments,
1561 * Small nuggets are worth 1 gp each (base). You will get from 0 1267 * because the nuggets themselves will be will be adjusted by charisma
1562 * to the max amount of small nuggets as you could get. 1268 * when sold.
1563 *
1564 * For example, if an item is worth 110 gold, you will get
1565 * 4 large nuggets, and from 0-10 small nuggets.
1566 * 1269 *
1567 * 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
1568 * 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
1569 * alchemied. 1272 * alchemised.
1570 */ 1273 */
1571
1572/* I didn't feel like passing these as arguements to the
1573 * two functions that need them. Real values are put in them
1574 * when the spell is cast, and these are freed when the spell
1575 * is finished.
1576 */
1577static object *small, *large;
1578
1579static void 1274static void
1580alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight) 1275alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1581{ 1276{
1582 uint64 value = query_cost (obj, NULL, F_TRUE); 1277 uint64 value = query_cost (obj, NULL, F_TRUE);
1583 1278
1584 /* Give third price when we alchemy money (This should hopefully 1279 /* Give third price when we alchemy money (this should hopefully
1585 * 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
1586 * the nuggets, alchemy the gold from that, etc. 1281 * the nuggets, alchemy the gold from that, etc.
1587 * Otherwise, give 9 silver on the gold for other objects, 1282 * Otherwise, give 9 silver on the gold for other objects,
1588 * so that it would still be more affordable to haul 1283 * so that it would still be more affordable to haul
1589 * the stuff back to town. 1284 * the stuff back to town.
1590 */ 1285 */
1591 1286 if (obj->flag [FLAG_UNPAID])
1592 if (QUERY_FLAG (obj, FLAG_UNPAID))
1593 value = 0; 1287 value = 0;
1594 else if (obj->type == MONEY || obj->type == GEM) 1288 else if (obj->type == MONEY || obj->type == GEM)
1595 value /= 3; 1289 value /= 3;
1596 else 1290 else
1597 value = (value * 9) / 10; 1291 value = value * 9 / 10;
1598 1292
1599 value /= 4; // fix by GHJ, don't understand, pcg
1600
1601 if ((obj->value > 0) && rndm (0, 29)) 1293 if (obj->value > 0 && rndm (0, 29))
1602 { 1294 total_value += value;
1603 int count;
1604 1295
1605 count = value / large->value;
1606 *large_nuggets += count;
1607 value -= (uint64) count *(uint64) large->value;
1608
1609 count = value / small->value;
1610 *small_nuggets += count;
1611 }
1612
1613 /* Turn 25 small nuggets into 1 large nugget. If the value
1614 * of large nuggets is not evenly divisable by the small nugget
1615 * value, take off an extra small_nugget (Assuming small_nuggets!=0)
1616 */
1617 if (*small_nuggets * small->value >= large->value)
1618 {
1619 (*large_nuggets)++;
1620 *small_nuggets -= large->value / small->value;
1621 if (*small_nuggets && large->value % small->value)
1622 (*small_nuggets)--;
1623 }
1624 weight += obj->weight; 1296 total_weight += obj->total_weight ();
1297
1625 obj->destroy (); 1298 obj->destroy ();
1626} 1299}
1627 1300
1628static void
1629update_map (object *op, maptile *m, int small_nuggets, int large_nuggets, int x, int y)
1630{
1631 object *tmp;
1632 int flag = 0;
1633
1634 /* Put any nuggets below the player, but we can only pass this
1635 * flag if we are on the same space as the player
1636 */
1637 if (x == op->x && y == op->y && op->map == m)
1638 flag = INS_BELOW_ORIGINATOR;
1639
1640 if (small_nuggets)
1641 {
1642 tmp = small->clone ();
1643 tmp->nrof = small_nuggets;
1644 tmp->x = x;
1645 tmp->y = y;
1646 insert_ob_in_map (tmp, m, op, flag);
1647 }
1648
1649 if (large_nuggets)
1650 {
1651 tmp = large->clone ();
1652 tmp->nrof = large_nuggets;
1653 tmp->x = x;
1654 tmp->y = y;
1655 insert_ob_in_map (tmp, m, op, flag);
1656 }
1657}
1658
1659int 1301int
1660alchemy (object *op, object *caster, object *spell_ob) 1302alchemy (object *op, object *caster, object *spell_ob)
1661{ 1303{
1662 int x, y, weight = 0, weight_max, large_nuggets, small_nuggets, mflags;
1663 sint16 nx, ny;
1664 object *next, *tmp;
1665 maptile *mp;
1666
1667 if (op->type != PLAYER) 1304 if (op->type != PLAYER)
1668 return 0; 1305 return 0;
1669 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
1670 /* 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
1671 * some, and also prevents people from alcheming every table/chair/clock 1314 * some, and also prevents people from alchemising every table/chair/clock
1672 * in sight 1315 * in sight
1673 */ 1316 */
1674 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);
1675 weight_max *= 1000; 1318 int weight_max = duration * 1000;
1676 small = get_archetype ("smallnugget"), large = get_archetype ("largenugget"); 1319 uint64 value_max = duration * 1000;
1677 1320
1321 int weight = 0;
1322
1678 for (y = op->y - 1; y <= op->y + 1; y++) 1323 for (int y = op->y - 1; y <= op->y + 1; y++)
1679 { 1324 {
1680 for (x = op->x - 1; x <= op->x + 1; x++) 1325 for (int x = op->x - 1; x <= op->x + 1; x++)
1681 { 1326 {
1327 uint64 value = 0;
1328
1682 nx = x; 1329 sint16 nx = x;
1683 ny = y; 1330 sint16 ny = y;
1684 1331
1685 mp = op->map; 1332 maptile *mp = op->map;
1686 1333
1687 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); 1334 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1688 1335
1689 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1336 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1690 continue; 1337 continue;
1691 1338
1692 /* Treat alchemy a little differently - most spell effects 1339 /* Treat alchemy a little differently - most spell effects
1694 * ground level effect. 1341 * ground level effect.
1695 */ 1342 */
1696 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) 1343 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1697 continue; 1344 continue;
1698 1345
1699 small_nuggets = 0; 1346 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1700 large_nuggets = 0;
1701
1702 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = next)
1703 { 1347 {
1704 next = tmp->above; 1348 next = tmp->above;
1349
1705 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1350 if (tmp->weight > 0 && !tmp->flag [FLAG_NO_PICK] &&
1706 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1351 !tmp->flag [FLAG_ALIVE] && !tmp->flag [FLAG_IS_CAULDRON])
1707 { 1352 {
1708
1709 if (tmp->inv) 1353 if (tmp->inv)
1710 { 1354 {
1711 object *next1, *tmp1; 1355 object *next1, *tmp1;
1712 1356
1713 for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1) 1357 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1714 { 1358 {
1715 next1 = tmp1->below; 1359 next1 = tmp1->below;
1716 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1360 if (tmp1->weight > 0 && !tmp1->flag [FLAG_NO_PICK] &&
1717 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1361 !tmp1->flag [FLAG_ALIVE] && !tmp1->flag [FLAG_IS_CAULDRON])
1718 alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight); 1362 alchemy_object (tmp1, value, weight);
1719 } 1363 }
1720 } 1364 }
1365
1721 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); 1366 alchemy_object (tmp, value, weight);
1722 1367
1723 if (weight > weight_max) 1368 if (weight > weight_max)
1724 { 1369 break;
1725 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1726 large->destroy ();
1727 small->destroy ();
1728 return 1;
1729 } 1370 }
1730 } /* is alchemable object */
1731 } /* process all objects on this space */
1732
1733 /* Insert all the nuggets at one time. This probably saves time, but
1734 * it also prevents us from alcheming nuggets that were just created
1735 * with this spell.
1736 */ 1371 }
1737 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);
1738 } 1385 }
1739 }
1740 1386
1741 large->destroy (); 1387 if (weight > weight_max)
1742 small->destroy (); 1388 goto bailout;
1743 /* reset this so that if player standing on a big pile of stuff, 1389 }
1744 * it is redrawn properly. 1390 }
1745 */ 1391
1746 op->contr->ns->look_position = 0; 1392bailout:
1747 return 1; 1393 return 1;
1748} 1394}
1749
1750 1395
1751/* This function removes the cursed/damned status on equipped 1396/* This function removes the cursed/damned status on equipped
1752 * items. 1397 * items.
1753 */ 1398 */
1754int 1399int
1755remove_curse (object *op, object *caster, object *spell) 1400remove_curse (object *op, object *caster, object *spell)
1756{ 1401{
1757 object *tmp;
1758 int success = 0, was_one = 0; 1402 int success = 0, was_one = 0;
1759 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
1760 for (tmp = op->inv; tmp; tmp = tmp->below) 1410 for (object *tmp = op->inv; tmp && num_uncurse; tmp = tmp->below)
1761 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1411 if (!tmp->invisible && tmp->flag [typeflag])
1762 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1763 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1764 { 1412 {
1765 was_one++; 1413 ++was_one;
1414
1766 if (tmp->level <= caster_level (caster, spell)) 1415 if (tmp->level <= casting_level (caster, spell))
1767 { 1416 {
1768 success++; 1417 ++success;
1769 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1418 --num_uncurse;
1770 CLEAR_FLAG (tmp, FLAG_DAMNED);
1771 1419
1772 CLEAR_FLAG (tmp, FLAG_CURSED); 1420 tmp->clr_flag (typeflag);
1773 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1421 tmp->clr_flag (FLAG_CURSED);
1422 tmp->clr_flag (FLAG_KNOWN_CURSED);
1774 tmp->value = 0; /* Still can't sell it */ 1423 tmp->value = 0; /* Still can't sell it */
1775 if (op->type == PLAYER) 1424
1425 if (object *pl = tmp->visible_to ())
1776 esrv_send_item (op, tmp); 1426 esrv_update_item (UPD_FLAGS, pl, tmp);
1777 } 1427 }
1778 } 1428 }
1779 1429
1780 if (op->type == PLAYER) 1430 if (op->type == PLAYER)
1781 { 1431 {
1782 if (success) 1432 if (success)
1783 { 1433 new_draw_info (NDI_UNIQUE, 0, op, "You realise that some of your items look shinier now. H<You successfully removed some curses.>");
1784 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1785 }
1786 else 1434 else
1787 { 1435 {
1788 if (was_one) 1436 if (was_one)
1789 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.>");
1790 else 1438 else
1791 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.>");
1792 } 1440 }
1793 } 1441 }
1794 1442
1795 return success; 1443 return success;
1796} 1444}
1797 1445
1798/* Identifies objects in the players inventory/on the ground */ 1446/* Identifies objects in the players inventory/on the ground */
1799
1800int 1447int
1801cast_identify (object *op, object *caster, object *spell) 1448cast_identify (object *op, object *caster, object *spell)
1802{ 1449{
1803 object *tmp; 1450 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1804 int success = 0, num_ident;
1805 1451
1806 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));
1807 1453
1808 if (num_ident < 1) 1454 op->splay_marked ();
1809 num_ident = 1;
1810 1455
1811 for (tmp = op->inv; tmp; tmp = tmp->below) 1456 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1812 { 1457 {
1813 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1458 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1814 { 1459 {
1815 identify (tmp); 1460 identify (tmp);
1816 1461
1817 if (op->type == PLAYER) 1462 if (op->type == PLAYER)
1818 { 1463 {
1819 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));
1820 1465
1821 if (tmp->msg) 1466 if (tmp->msg)
1822 { 1467 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1823 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1824 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1825 }
1826 } 1468 }
1827 1469
1828 num_ident--;
1829 success = 1;
1830 if (!num_ident) 1470 if (!--num_ident)
1831 break; 1471 break;
1832 } 1472 }
1833 } 1473 }
1834 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 identify (tmp); 1484 identify (tmp);
1845 1485
1846 if (op->type == PLAYER) 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));
1849 1489
1850 if (tmp->msg) 1490 if (tmp->msg)
1851 { 1491 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1852 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1853 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1854 }
1855
1856 esrv_send_item (op, tmp);
1857 } 1492 }
1858 1493
1859 num_ident--;
1860 success = 1;
1861 if (!num_ident) 1494 if (!--num_ident)
1862 break; 1495 break;
1863 } 1496 }
1864 } 1497 }
1865 1498
1866 if (!success) 1499 if (buf.empty ())
1867 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified."); 1500 {
1501 op->failmsg ("You can't reach anything unidentified.");
1502 return 0;
1503 }
1868 else 1504 else
1505 {
1506 if (op->contr)
1507 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1508
1869 spell_effect (spell, op->x, op->y, op->map, op); 1509 spell_effect (spell, op->x, op->y, op->map, op);
1870 1510 return 1;
1871 return success; 1511 }
1872} 1512}
1873 1513
1874int 1514int
1875cast_detection (object *op, object *caster, object *spell, object *skill) 1515cast_detection (object *op, object *caster, object *spell, object *skill)
1876{ 1516{
1877 object *tmp, *last, *god, *detect; 1517 object *tmp, *last, *god, *detect;
1878 int done_one, range, mflags, floor, level; 1518 int done_one, range, floor, level;
1879 sint16 x, y, nx, ny; 1519 sint16 x, y, nx, ny;
1880 maptile *m; 1520 maptile *m;
1881 1521
1882 /* 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
1883 * doing it over and over again. 1523 * doing it over and over again.
1884 */ 1524 */
1885 god = find_god (determine_god (op)); 1525 god = find_god (determine_god (op));
1886 level = caster_level (caster, spell); 1526 level = casting_level (caster, spell);
1887 range = spell->range + SP_level_range_adjust (caster, spell); 1527 range = spell->range + SP_level_range_adjust (caster, spell);
1888 1528
1889 if (!skill) 1529 if (!skill)
1890 skill = caster; 1530 skill = caster;
1891 1531
1892 for (x = op->x - range; x <= op->x + range; x++) 1532 dynbuf buf;
1893 for (y = op->y - range; y <= op->y + range; y++) 1533 unordered_mapwalk (buf, op, -range, -range, range, range)
1894 { 1534 {
1895 m = op->map;
1896 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1897 if (mflags & P_OUT_OF_MAP)
1898 continue;
1899
1900 /* For most of the detections, we only detect objects above the 1535 /* For most of the detections, we only detect objects above the
1901 * floor. But this is not true for show invisible. 1536 * floor. But this is not true for show invisible.
1902 * Basically, we just go and find the top object and work 1537 * Basically, we just go and find the top object and work
1903 * down - that is easier than working up. 1538 * down - that is easier than working up.
1904 */ 1539 */
1905 1540
1906 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)
1907 last = tmp; 1542 last = tmp;
1908 1543
1909 /* 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
1910 * would happen. 1545 * would happen.
1911 */ 1546 */
1912 if (!last) 1547 if (!last)
1913 continue; 1548 continue;
1914 1549
1915 done_one = 0; 1550 done_one = 0;
1916 floor = 0; 1551 floor = 0;
1917 detect = NULL; 1552 detect = 0;
1918 for (tmp = last; tmp; tmp = tmp->below) 1553 for (tmp = last; tmp; tmp = tmp->below)
1919 { 1554 {
1920 /* show invisible */ 1555 /* show invisible */
1921 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1556 if (spell->flag [FLAG_MAKE_INVIS]
1922 /* Might there be other objects that we can make visible? */ 1557 /* Might there be other objects that we can make visible? */
1923 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1558 && (tmp->invisible && (tmp->flag [FLAG_MONSTER]
1924 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1559 || (tmp->type == PLAYER && !tmp->flag [FLAG_WIZ])
1925 tmp->type == CF_HANDLE || 1560 || tmp->type == T_HANDLE
1926 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
1927 tmp->type == BUTTON || tmp->type == TELEPORTER || 1565 || tmp->type == TELEPORTER
1566 || tmp->type == GATE
1928 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1567 || tmp->type == LOCKED_DOOR
1929 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)
1930 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1571 || tmp->type == TRIGGER_PEDESTAL
1931 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)))
1932 { 1577 {
1578 printf ("show inv %s\n", tmp->debug_desc());//D
1933 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)
1934 { 1580 {
1935 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
1936 done_one = 1; 1663 done_one = 1;
1937 } 1664 }
1938 } 1665 }
1939
1940 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1941 floor = 1;
1942
1943 /* All detections below this point don't descend beneath the floor,
1944 * so just continue on. We could be clever and look at the type of
1945 * detection to completely break out if we don't care about objects beneath
1946 * the floor, but once we get to the floor, not likely a very big issue anyways.
1947 */
1948 if (floor)
1949 continue;
1950
1951 /* I had thought about making detect magic and detect curse
1952 * show the flash the magic item like it does for detect monster.
1953 * however, if the object is within sight, this would then make it
1954 * difficult to see what object is magical/cursed, so the
1955 * effect wouldn't be as apparant.
1956 */
1957
1958 /* detect magic */
1959 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1960 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1961 {
1962 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1963 /* make runes more visibile */
1964 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1965 tmp->stats.Cha /= 4;
1966 done_one = 1;
1967 }
1968 /* detect monster */
1969 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1970 {
1971 done_one = 2;
1972 if (!detect)
1973 detect = tmp;
1974 }
1975 /* Basically, if race is set in the spell, then the creatures race must
1976 * match that. if the spell race is set to GOD, then the gods opposing
1977 * race must match.
1978 */
1979 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1980 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) ||
1981 (strstr (spell->race, tmp->race))))
1982 {
1983 done_one = 2;
1984 if (!detect)
1985 detect = tmp;
1986 }
1987 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1988 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1989 {
1990 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1991 done_one = 1;
1992 }
1993 } /* for stack of objects on this space */ 1666 } /* for stack of objects on this space */
1994 1667
1995 /* 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
1996 * where the magic is. 1669 * where the magic is.
1997 */ 1670 */
1998 if (done_one) 1671 if (done_one)
1999 { 1672 {
2000 object *detect_ob = arch_to_object (spell->other_arch); 1673 object *detect_ob = spell->other_arch->instance ();
2001 1674
2002 detect_ob->x = nx;
2003 detect_ob->y = ny;
2004 /* if this is set, we want to copy the face */ 1675 /* if this is set, we want to copy the face */
2005 if (done_one == 2 && detect) 1676 if (done_one == 2 && detect)
2006 { 1677 {
2007 detect_ob->face = detect->face; 1678 detect_ob->face = detect->face;
2008 detect_ob->animation_id = detect->animation_id; 1679 detect_ob->animation_id = detect->animation_id;
2009 detect_ob->anim_speed = detect->anim_speed; 1680 detect_ob->anim_speed = detect->anim_speed;
2010 detect_ob->last_anim = 0; 1681 detect_ob->last_anim = 0;
2011 /* by default, the detect_ob is already animated */ 1682 /* by default, the detect_ob is already animated */
2012 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1683 if (!detect->flag [FLAG_ANIMATE])
2013 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1684 detect_ob->clr_flag (FLAG_ANIMATE);
2014 } 1685 }
2015 insert_ob_in_map (detect_ob, m, op, 0); 1686
1687 m->insert (detect_ob, nx, ny, op, INS_ON_TOP);
2016 } 1688 }
2017 } /* for processing the surrounding spaces */ 1689 } /* for processing the surrounding spaces */
2018 1690
2019 1691
2020 /* 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 */
2021 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])
2022 { 1694 {
2023 done_one = 0; 1695 done_one = 0;
1696
2024 for (tmp = op->inv; tmp; tmp = tmp->below) 1697 for (tmp = op->inv; tmp; tmp = tmp->below)
2025 { 1698 {
2026 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1699 if (!tmp->invisible && !tmp->flag [FLAG_IDENTIFIED])
2027 { 1700 {
2028 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])
2029 { 1702 {
2030 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1703 tmp->set_flag (FLAG_KNOWN_MAGICAL);
2031 if (op->type == PLAYER) 1704
1705 if (object *pl = tmp->visible_to ())
2032 esrv_send_item (op, tmp); 1706 esrv_update_item (UPD_FLAGS, pl, tmp);
2033 } 1707 }
2034 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1708
2035 (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]))
2036 { 1711 {
2037 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1712 tmp->set_flag (FLAG_KNOWN_CURSED);
2038 if (op->type == PLAYER) 1713
1714 if (object *pl = tmp->visible_to ())
2039 esrv_send_item (op, tmp); 1715 esrv_update_item (UPD_FLAGS, pl, tmp);
2040 } 1716 }
2041 } /* if item is not identified */ 1717 } /* if item is not identified */
2042 } /* for the players inventory */ 1718 } /* for the players inventory */
2043 } /* if detect magic/curse and object is a player */ 1719 } /* if detect magic/curse and object is a player */
1720
2044 return 1; 1721 return 1;
2045} 1722}
2046 1723
2047 1724
2048/** 1725/**
2061 1738
2062 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.");
2063 1740
2064 if (victim->stats.sp >= victim->stats.maxsp * 2) 1741 if (victim->stats.sp >= victim->stats.maxsp * 2)
2065 { 1742 {
2066 object *tmp;
2067
2068 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1743 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
2069
2070 /* Explodes a fireball centered at player */
2071 tmp = get_archetype (EXPLODING_FIREBALL);
2072 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
2073 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
2074 tmp->x = victim->x;
2075 tmp->y = victim->y;
2076 insert_ob_in_map (tmp, victim->map, NULL, 0);
2077 victim->stats.sp = 2 * victim->stats.maxsp; 1744 victim->stats.sp = 2 * victim->stats.maxsp;
1745 create_exploding_ball_at (victim, caster_level);
2078 } 1746 }
2079 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1747 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
2080 {
2081 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); 1748 new_draw_info (NDI_UNIQUE | NDI_ORANGE, 0, victim, "You feel like your head is going to explode.");
2082 }
2083 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1749 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2084 {
2085 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!");
2086 }
2087 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1751 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2088 { 1752 {
2089 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1753 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2090 confuse_player (victim, victim, 99); 1754 confuse_player (victim, victim, 99);
2091 } 1755 }
2092 else if (victim->stats.sp >= victim->stats.maxsp * 1.25) 1756 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
2093 {
2094 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices."); 1757 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
2095 }
2096} 1758}
2097 1759
2098/* cast_transfer 1760/* cast_transfer
2099 * This spell transfers sp from the player to another person. 1761 * This spell transfers sp from the player to another person.
2100 * We let the target go above their normal maximum SP. 1762 * We let the target go above their normal maximum SP.
2107 sint16 x, y; 1769 sint16 x, y;
2108 maptile *m; 1770 maptile *m;
2109 int mflags; 1771 int mflags;
2110 1772
2111 m = op->map; 1773 m = op->map;
2112 x = op->x + freearr_x[dir]; 1774 x = op->x + DIRX (dir);
2113 y = op->y + freearr_y[dir]; 1775 y = op->y + DIRY (dir);
2114 1776
2115 mflags = get_map_flags (m, &m, x, y, &x, &y); 1777 mflags = get_map_flags (m, &m, x, y, &x, &y);
2116 1778
2117 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1779 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
2118 { 1780 {
2119 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)
2120 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1782 if (plyr != op && plyr->flag [FLAG_ALIVE])
2121 break; 1783 break;
2122 } 1784 }
2123 1785
2124 1786
2125 /* 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
2126 * 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.
2127 */ 1789 */
2128 if (plyr == NULL) 1790 if (plyr == NULL)
2129 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)
2130 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1792 if (plyr != op && plyr->flag [FLAG_ALIVE])
2131 break; 1793 break;
2132 1794
2133 if (!plyr) 1795 if (!plyr)
2134 { 1796 {
2135 new_draw_info (NDI_BLACK, 0, op, "There is no one there."); 1797 op->failmsg ("There is no one there.");
2136 return 0; 1798 return 0;
2137 } 1799 }
2138 /* give sp */ 1800 /* give sp */
2139 if (spell->stats.dam > 0) 1801 if (spell->stats.dam > 0)
2140 { 1802 {
2141 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);
2142 charge_mana_effect (plyr, caster_level (caster, spell)); 1804 charge_mana_effect (plyr, casting_level (caster, spell));
2143 return 1; 1805 return 1;
2144 } 1806 }
2145 /* suck sp away. Can't suck sp from yourself */ 1807 /* suck sp away. Can't suck sp from yourself */
2146 else if (op != plyr) 1808 else if (op != plyr)
2147 { 1809 {
2152 if (rate > 95) 1814 if (rate > 95)
2153 rate = 95; 1815 rate = 95;
2154 1816
2155 sucked = (plyr->stats.sp * rate) / 100; 1817 sucked = (plyr->stats.sp * rate) / 100;
2156 plyr->stats.sp -= sucked; 1818 plyr->stats.sp -= sucked;
2157 if (QUERY_FLAG (op, FLAG_ALIVE)) 1819 if (op->flag [FLAG_ALIVE])
2158 { 1820 {
2159 /* Player doesn't get full credit */ 1821 /* Player doesn't get full credit */
2160 sucked = (sucked * rate) / 100; 1822 sucked = (sucked * rate) / 100;
2161 op->stats.sp += sucked; 1823 op->stats.sp += sucked;
2162 if (sucked > 0) 1824 if (sucked > 0)
2163 { 1825 {
2164 charge_mana_effect (op, caster_level (caster, spell)); 1826 charge_mana_effect (op, casting_level (caster, spell));
2165 } 1827 }
2166 } 1828 }
2167 return 1; 1829 return 1;
2168 } 1830 }
2169 return 0; 1831 return 0;
2182 object *tmp, *head, *next; 1844 object *tmp, *head, *next;
2183 int mflags; 1845 int mflags;
2184 maptile *m; 1846 maptile *m;
2185 sint16 sx, sy; 1847 sint16 sx, sy;
2186 1848
2187 sx = op->x + freearr_x[dir]; 1849 sx = op->x + DIRX (dir);
2188 sy = op->y + freearr_y[dir]; 1850 sy = op->y + DIRY (dir);
2189 m = op->map; 1851 m = op->map;
2190 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1852 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
2191 if (mflags & P_OUT_OF_MAP) 1853 if (mflags & P_OUT_OF_MAP)
2192 return; 1854 return;
2193 1855
2206 1868
2207 /* don't attack our own spells */ 1869 /* don't attack our own spells */
2208 if (tmp->owner && tmp->owner == op->owner) 1870 if (tmp->owner && tmp->owner == op->owner)
2209 continue; 1871 continue;
2210 1872
2211 /* Basically, if the object is magical and not counterspell, 1873 /* Basically, if the object is magical and not counterspell,
2212 * we will more or less remove the object. Don't counterspell 1874 * we will more or less remove the object. Don't counterspell
2213 * monsters either. 1875 * monsters either.
2214 */ 1876 */
2215 1877
2216 if (head->attacktype & AT_MAGIC && 1878 if (head->attacktype & AT_MAGIC
2217 !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level)) 1879 && !(head->attacktype & AT_COUNTERSPELL)
1880 && !head->flag [FLAG_MONSTER]
1881 && (op->level > head->level))
2218 head->destroy (); 1882 head->destroy ();
2219 else 1883 else
2220 switch (head->type) 1884 switch (head->type)
2221 { 1885 {
2222 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
2223 if (op->level > head->level) 1892 if (op->level > head->level)
2224 head->destroy (); 1893 head->destroy ();
2225 1894
2226 break; 1895 break;
2227 1896
2238 break; 1907 break;
2239 } 1908 }
2240 } 1909 }
2241} 1910}
2242 1911
2243
2244
2245/* cast_consecrate() - a spell to make an altar your god's */ 1912/* cast_consecrate() - a spell to make an altar your god's */
2246int 1913int
2247cast_consecrate (object *op, object *caster, object *spell) 1914cast_consecrate (object *op, object *caster, object *spell)
2248{ 1915{
2249 char buf[MAX_BUF]; 1916 char buf[MAX_BUF];
2250 1917
2251 object *tmp, *god = find_god (determine_god (op)); 1918 object *tmp, *god = find_god (determine_god (op));
2252 1919
2253 if (!god) 1920 if (!god)
2254 { 1921 {
2255 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!");
2256 return 0; 1923 return 0;
2257 } 1924 }
2258 1925
2259 for (tmp = op->below; tmp; tmp = tmp->below) 1926 for (tmp = op->below; tmp; tmp = tmp->below)
2260 { 1927 {
2261 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1928 if (tmp->flag [FLAG_IS_FLOOR])
2262 break; 1929 break;
2263 if (tmp->type == HOLY_ALTAR) 1930 if (tmp->type == HOLY_ALTAR)
2264 { 1931 {
2265 1932
2266 if (tmp->level > caster_level (caster, spell)) 1933 if (tmp->level > casting_level (caster, spell))
2267 { 1934 {
2268 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);
2269 return 0; 1936 return 0;
2270 } 1937 }
2271 else 1938 else
2272 { 1939 {
2273 /* If we got here, we are consecrating an altar */ 1940 /* If we got here, we are consecrating an altar */
2274 sprintf (buf, "Altar of %s", &god->name); 1941 sprintf (buf, "Altar of %s", &god->name);
2275 tmp->name = buf; 1942 tmp->name = buf;
2276 tmp->level = caster_level (caster, spell); 1943 tmp->level = casting_level (caster, spell);
2277 tmp->other_arch = god->arch; 1944 tmp->other_arch = god->arch;
1945
2278 if (op->type == PLAYER) 1946 if (op->type == PLAYER)
2279 esrv_update_item (UPD_NAME, op, tmp); 1947 esrv_update_item (UPD_NAME, op, tmp);
1948
2280 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);
2281 return 1; 1950 return 1;
2282 } 1951 }
2283 } 1952 }
2284 } 1953 }
2285 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!");
2286 return 0; 1956 return 0;
2287} 1957}
2288 1958
2289/* animate_weapon - 1959/* animate_weapon -
2290 * 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.
2291 * 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
2292 * 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
2293 * 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.
2294 * 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,
2295 * 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
2296 * 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
2297 * player checks. MSW 2003-01-06 1967 * player checks. MSW 2003-01-06
2298 */ 1968 */
2299
2300int 1969int
2301animate_weapon (object *op, object *caster, object *spell, int dir) 1970animate_weapon (object *op, object *caster, object *spell, int dir)
2302{ 1971{
2303 object *weapon, *tmp;
2304 char buf[MAX_BUF]; 1972 char buf[MAX_BUF];
2305 int a, i; 1973 int a, i;
2306 sint16 x, y; 1974 sint16 x, y;
2307 maptile *m; 1975 maptile *m;
2308 materialtype_t *mt;
2309 1976
2310 if (!spell->other_arch) 1977 if (!spell->other_arch)
2311 { 1978 {
2312 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1979 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2313 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);
2316 /* exit if it's not a player using this spell. */ 1983 /* exit if it's not a player using this spell. */
2317 if (op->type != PLAYER) 1984 if (op->type != PLAYER)
2318 return 0; 1985 return 0;
2319 1986
2320 /* if player already has a golem, abort */ 1987 /* if player already has a golem, abort */
2321 if (op->contr->ranges[range_golem]) 1988 if (object *golem = op->contr->golem)
2322 { 1989 {
2323 control_golem (op->contr->ranges[range_golem], dir); 1990 control_golem (golem, dir);
2324 return 0; 1991 return 0;
2325 } 1992 }
2326 1993
2327 /* if no direction specified, pick one */ 1994 /* if no direction specified, pick one */
2328 if (!dir) 1995 if (!dir)
2329 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);
2330 1997
2331 m = op->map; 1998 m = op->map;
2332 x = op->x + freearr_x[dir]; 1999 x = op->x + DIRX (dir);
2333 y = op->y + freearr_y[dir]; 2000 y = op->y + DIRY (dir);
2334 2001
2335 /* if there's no place to put the golem, abort */ 2002 /* if there's no place to put the golem, abort */
2336 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || 2003 if (dir < 0 || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP)
2337 ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->clone.move_type)) 2004 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2338 { 2005 {
2339 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2006 op->failmsg ("There is something in the way.");
2340 return 0; 2007 return 0;
2341 } 2008 }
2342 2009
2343 /* Use the weapon marked by the player. */ 2010 /* Use the weapon marked by the player. */
2344 weapon = find_marked_object (op); 2011 object *weapon = op->mark ();
2345 2012
2346 if (!weapon) 2013 if (!weapon)
2347 { 2014 {
2348 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!");
2349 return 0; 2016 return 0;
2350 } 2017 }
2018
2351 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2019 if (spell->race && weapon->arch->archname != spell->race)
2352 { 2020 {
2353 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2021 op->failmsg ("The spell fails to transform your weapon.");
2354 return 0; 2022 return 0;
2355 } 2023 }
2024
2356 if (weapon->type != WEAPON) 2025 if (weapon->type != WEAPON)
2357 { 2026 {
2358 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.");
2359 return 0; 2028 return 0;
2360 } 2029 }
2361 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2030
2031 if (weapon->flag [FLAG_APPLIED])
2362 { 2032 {
2363 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));
2364 return 0; 2034 return 0;
2365 } 2035 }
2366 2036
2367 if (weapon->nrof > 1) 2037 weapon = weapon->split ();
2368 {
2369 tmp = get_split_ob (weapon, 1);
2370 esrv_send_item (op, weapon);
2371 weapon = tmp;
2372 }
2373 2038
2374 /* create the golem object */ 2039 /* create the golem object */
2375 tmp = arch_to_object (spell->other_arch); 2040 object *tmp = spell->other_arch->instance ();
2376 2041
2377 /* 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 */
2378 CLEAR_FLAG (tmp, FLAG_MONSTER); 2043 tmp->clr_flag (FLAG_MONSTER);
2379 SET_FLAG (tmp, FLAG_FRIENDLY);
2380 tmp->stats.exp = 0; 2044 tmp->stats.exp = 0;
2381 add_friendly_object (tmp); 2045 add_friendly_object (tmp);
2382 tmp->type = GOLEM; 2046 tmp->type = GOLEM;
2383 tmp->set_owner (op); 2047 tmp->set_owner (op);
2048 op->contr->golem = tmp;
2384 set_spell_skill (op, caster, spell, tmp); 2049 set_spell_skill (op, caster, spell, tmp);
2385 op->contr->ranges[range_golem] = tmp;
2386 op->contr->shoottype = range_golem;
2387 2050
2388 /* 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
2389 * removed flag - it should only be set if get_split_object was 2052 * removed flag - it should only be set if weapon->split was
2390 * used above. 2053 * used above.
2391 */ 2054 */
2392 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2055 if (!weapon->flag [FLAG_REMOVED])
2393 weapon->remove (); 2056 weapon->remove ();
2394 insert_ob_in_ob (weapon, tmp); 2057
2395 esrv_send_item (op, weapon); 2058 tmp->insert (weapon);
2059
2396 /* 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,
2397 * 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
2398 * body_info, skills, etc) 2062 * body_info, skills, etc)
2399 */ 2063 */
2400 SET_FLAG (tmp, FLAG_USE_WEAPON); 2064 tmp->set_flag (FLAG_USE_WEAPON);
2401 SET_FLAG (weapon, FLAG_APPLIED); 2065 weapon->set_flag (FLAG_APPLIED);
2402 tmp->update_stats (); 2066 tmp->update_stats ();
2403 2067
2404 /* 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
2405 * 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 -
2406 * 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.
2426 2090
2427 /* attacktype */ 2091 /* attacktype */
2428 if (!tmp->attacktype) 2092 if (!tmp->attacktype)
2429 tmp->attacktype = AT_PHYSICAL; 2093 tmp->attacktype = AT_PHYSICAL;
2430 2094
2431 mt = NULL;
2432 if (op->materialname != NULL)
2433 mt = name_to_material (op->materialname);
2434 if (mt != NULL)
2435 {
2436 for (i = 0; i < NROFATTACKS; i++) 2095 for (i = 0; i < NROFATTACKS; i++)
2437 tmp->resist[i] = 50 - (mt->save[i] * 5); 2096 tmp->resist[i] = 50 - (op->material->save[i] * 5);
2438 a = mt->save[0]; 2097
2439 } 2098 a = op->material->save[0];
2440 else 2099
2441 {
2442 for (i = 0; i < NROFATTACKS; i++)
2443 tmp->resist[i] = 5;
2444 a = 10;
2445 }
2446 /* Set weapon's immunity */ 2100 /* Set weapon's immunity */
2447 tmp->resist[ATNR_CONFUSION] = 100; 2101 tmp->resist[ATNR_CONFUSION] = 100;
2448 tmp->resist[ATNR_POISON] = 100; 2102 tmp->resist[ATNR_POISON] = 100;
2449 tmp->resist[ATNR_SLOW] = 100; 2103 tmp->resist[ATNR_SLOW] = 100;
2450 tmp->resist[ATNR_PARALYZE] = 100; 2104 tmp->resist[ATNR_PARALYZE] = 100;
2456 2110
2457 /* 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 */
2458 2112
2459 if (a > 14) 2113 if (a > 14)
2460 a = 14; 2114 a = 14;
2115
2461 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));
2462 2117
2463 /* Determine golem's speed */ 2118 /* Determine golem's speed */
2464 tmp->set_speed (min (3.33, 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)));
2465 2120
2466 if (!spell->race) 2121 if (!spell->race)
2467 { 2122 {
2468 sprintf (buf, "animated %s", &weapon->name); 2123 sprintf (buf, "animated %s", &weapon->name);
2469 tmp->name = buf; 2124 tmp->name = buf;
2475 tmp->state = weapon->state; 2130 tmp->state = weapon->state;
2476 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2131 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2477 } 2132 }
2478 2133
2479 /* 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. */
2480 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));
2481 2136
2482 tmp->speed_left = -1; 2137 tmp->speed_left = -1;
2483 tmp->x = x;
2484 tmp->y = y;
2485 tmp->direction = dir; 2138 tmp->direction = dir;
2486 insert_ob_in_map (tmp, m, op, 0); 2139
2140 m->insert (tmp, x, y, op);
2487 return 1; 2141 return 1;
2488} 2142}
2489 2143
2490/* cast_daylight() - changes the map darkness level *lower* */ 2144/* cast_daylight() - changes the map darkness level *lower* */
2491 2145
2492/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2146/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2493 * This changes the light level for the entire map. 2147 * This changes the light level for the entire map.
2494 */ 2148 */
2495
2496int 2149int
2497cast_change_map_lightlevel (object *op, object *caster, object *spell) 2150cast_change_map_lightlevel (object *op, object *caster, object *spell)
2498{ 2151{
2499 int success; 2152 int success;
2500 2153
2501 if (!op->map) 2154 if (!op->map)
2502 return 0; /* shouldnt happen */ 2155 return 0; /* shouldnt happen */
2503 2156
2504 success = change_map_light (op->map, spell->stats.dam); 2157 success = op->map->change_map_light (spell->stats.dam);
2158
2505 if (!success) 2159 if (!success)
2506 { 2160 {
2507 if (spell->stats.dam < 0) 2161 if (spell->stats.dam < 0)
2508 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2162 op->failmsg ("It can be no brighter here.");
2509 else 2163 else
2510 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2164 op->failmsg ("It can be no darker here.");
2511 } 2165 }
2166
2512 return success; 2167 return success;
2513} 2168}
2514
2515
2516
2517
2518 2169
2519/* 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.
2520 * 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,
2521 * spell is the spell object itself. 2172 * spell is the spell object itself.
2522 */ 2173 */
2528 2179
2529 new_aura = present_arch_in_ob (spell->other_arch, op); 2180 new_aura = present_arch_in_ob (spell->other_arch, op);
2530 if (new_aura) 2181 if (new_aura)
2531 refresh = 1; 2182 refresh = 1;
2532 else 2183 else
2533 new_aura = arch_to_object (spell->other_arch); 2184 new_aura = spell->other_arch->instance ();
2534 2185
2535 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);
2536 2187
2537 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);
2538 2189
2539 new_aura->set_owner (op);
2540 set_spell_skill (op, caster, spell, new_aura); 2190 set_spell_skill (op, caster, spell, new_aura);
2541 new_aura->attacktype = spell->attacktype; 2191 new_aura->attacktype = spell->attacktype;
2542 2192
2543 new_aura->level = caster_level (caster, spell); 2193 new_aura->level = casting_level (caster, spell);
2194
2544 if (refresh) 2195 if (refresh)
2545 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.");
2546 else 2197 else
2547 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
2548 insert_ob_in_ob (new_aura, op); 2200 insert_ob_in_ob (new_aura, op);
2201 new_aura->set_owner (op);
2202
2549 return 1; 2203 return 1;
2550} 2204}
2551
2552 2205
2553/* 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,
2554 * 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
2555 * around him. 2208 * around him.
2556 * Aura parameters: 2209 * Aura parameters:
2557 * duration: duration counter. 2210 * duration: duration counter.
2558 * attacktype: aura's attacktype 2211 * attacktype: aura's attacktype
2559 * other_arch: archetype to drop where we attack 2212 * other_arch: archetype to drop where we attack
2560 */ 2213 */
2561
2562void 2214void
2563move_aura (object *aura) 2215move_aura (object *aura)
2564{ 2216{
2565 int i, mflags;
2566 object *env;
2567 maptile *m;
2568
2569 /* auras belong in inventories */ 2217 /* auras belong in inventories */
2570 env = aura->env; 2218 object *env = aura->env;
2219 object *owner = aura->owner;
2571 2220
2572 /* no matter what we've gotta remove the aura... 2221 /* no matter what we've gotta remove the aura...
2573 * we'll put it back if its time isn't up. 2222 * we'll put it back if its time isn't up.
2574 */ 2223 */
2575 aura->remove (); 2224 aura->remove ();
2576 2225
2577 /* exit if we're out of gas */ 2226 /* exit if we're out of gas */
2578 if (aura->duration-- < 0) 2227 if (aura->duration-- < 0)
2580 aura->destroy (); 2229 aura->destroy ();
2581 return; 2230 return;
2582 } 2231 }
2583 2232
2584 /* auras only exist in inventories */ 2233 /* auras only exist in inventories */
2585 if (env == NULL || env->map == NULL) 2234 if (!env || !env->map)
2586 { 2235 {
2587 aura->destroy (); 2236 aura->destroy ();
2588 return; 2237 return;
2589 } 2238 }
2590 2239
2591 aura->x = env->x;
2592 aura->y = env->y;
2593
2594 /* we need to jump out of the inventory for a bit 2240 /* we need to jump out of the inventory for a bit
2595 * in order to hit the map conveniently. 2241 * in order to hit the map conveniently.
2596 */ 2242 */
2597 insert_ob_in_map (aura, env->map, aura, 0); 2243 aura->insert_at (env, aura);
2598 2244
2599 for (i = 1; i < 9; i++) 2245 for (int i = 1; i < 9; i++)
2600 { 2246 {
2601 sint16 nx, ny; 2247 mapxy pos (env);
2248 pos.move (i);
2602 2249
2603 nx = aura->x + freearr_x[i];
2604 ny = aura->y + freearr_y[i];
2605 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2606
2607 /* Consider the movement tyep of the person with the aura as 2250 /* Consider the movement type of the person with the aura as
2608 * movement type of the aura. Eg, if the player is flying, the aura 2251 * movement type of the aura. Eg, if the player is flying, the aura
2609 * is flying also, if player is walking, it is on the ground, etc. 2252 * is flying also, if player is walking, it is on the ground, etc.
2610 */ 2253 */
2611 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)))
2612 { 2255 {
2613 hit_map (aura, i, aura->attacktype, 0); 2256 hit_map (aura, i, aura->attacktype, 0);
2614 2257
2615 if (aura->other_arch) 2258 if (aura->other_arch)
2616 { 2259 pos.insert (aura->other_arch->instance (), aura);
2617 object *new_ob;
2618
2619 new_ob = arch_to_object (aura->other_arch);
2620 new_ob->x = nx;
2621 new_ob->y = ny;
2622 insert_ob_in_map (new_ob, m, aura, 0);
2623 } 2260 }
2624 }
2625 } 2261 }
2262
2626 /* put the aura back in the player's inventory */ 2263 /* put the aura back in the player's inventory */
2627 aura->remove (); 2264 env->insert (aura);
2628 insert_ob_in_ob (aura, env); 2265 aura->set_owner (owner);
2629} 2266}
2630 2267
2631/* moves the peacemaker spell. 2268/* moves the peacemaker spell.
2632 * op is the piece object. 2269 * op is the piece object.
2633 */ 2270 */
2634
2635void 2271void
2636move_peacemaker (object *op) 2272move_peacemaker (object *op)
2637{ 2273{
2638 object *tmp; 2274 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2639
2640 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2641 { 2275 {
2642 int atk_lev, def_lev; 2276 int atk_lev, def_lev;
2643 object *victim = tmp; 2277 object *victim = tmp->head_ ();
2644 2278
2645 if (tmp->head) 2279 if (!victim->flag [FLAG_MONSTER])
2646 victim = tmp->head;
2647 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2648 continue; 2280 continue;
2649 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2281
2282 if (victim->flag [FLAG_UNAGGRESSIVE])
2650 continue; 2283 continue;
2284
2651 if (victim->stats.exp == 0) 2285 if (victim->stats.exp == 0)
2652 continue; 2286 continue;
2653 2287
2654 def_lev = MAX (1, victim->level); 2288 def_lev = max (1, victim->level);
2655 atk_lev = MAX (1, op->level); 2289 atk_lev = max (1, op->level);
2656 2290
2657 if (rndm (0, atk_lev - 1) > def_lev) 2291 if (rndm (0, atk_lev - 1) > def_lev)
2658 { 2292 {
2659 /* make this sucker peaceful. */ 2293 /* make this sucker peaceful. */
2660 2294
2295 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2661 change_exp (op->owner, victim->stats.exp, op->skill, 0); 2296 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2662 victim->stats.exp = 0; 2297 victim->stats.exp = 0;
2663#if 0 2298#if 0
2664 /* No idea why these were all set to zero - if something 2299 /* No idea why these were all set to zero - if something
2665 * makes this creature agressive, he should still do damage. 2300 * makes this creature agressive, he should still do damage.
2668 victim->stats.sp = 0; 2303 victim->stats.sp = 0;
2669 victim->stats.grace = 0; 2304 victim->stats.grace = 0;
2670 victim->stats.Pow = 0; 2305 victim->stats.Pow = 0;
2671#endif 2306#endif
2672 victim->attack_movement = RANDO2; 2307 victim->attack_movement = RANDO2;
2673 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2308 victim->set_flag (FLAG_UNAGGRESSIVE);
2674 SET_FLAG (victim, FLAG_RUN_AWAY); 2309 victim->set_flag (FLAG_RUN_AWAY);
2675 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2310 victim->set_flag (FLAG_RANDOM_MOVE);
2676 CLEAR_FLAG (victim, FLAG_MONSTER); 2311 victim->clr_flag (FLAG_MONSTER);
2312
2677 if (victim->name) 2313 if (victim->name)
2678 {
2679 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);
2680 } 2315 }
2681 }
2682 } 2316 }
2683} 2317}
2684
2685 2318
2686/* This writes a rune that contains the appropriate message. 2319/* This writes a rune that contains the appropriate message.
2687 * There really isn't any adjustments we make. 2320 * There really isn't any adjustments we make.
2688 */ 2321 */
2689
2690int 2322int
2691write_mark (object *op, object *spell, const char *msg) 2323write_mark (object *op, object *spell, const char *msg)
2692{ 2324{
2693 char rune[HUGE_BUF];
2694 object *tmp;
2695
2696 if (!msg || msg[0] == 0) 2325 if (!msg || msg[0] == 0)
2697 { 2326 {
2698 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2327 op->failmsg ("Write what?");
2699 return 0; 2328 return 0;
2700 } 2329 }
2701 2330
2702 if (strcasestr_local (msg, "endmsg")) 2331 if (!msg_is_safe (msg))
2703 { 2332 {
2704 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.>");
2705 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);
2706 return 0; 2335 return 0;
2707 } 2336 }
2337
2708 if (!spell->other_arch) 2338 if (!spell->other_arch)
2709 return 0; 2339 return 0;
2710 tmp = arch_to_object (spell->other_arch);
2711 2340
2712 snprintf (rune, sizeof (rune), "%s\n", msg); 2341 object *tmp = spell->other_arch->instance ();
2713 2342
2714 tmp->race = op->name; /*Save the owner of the rune */ 2343 tmp->race = op->name; /*Save the owner of the rune */
2715 tmp->msg = rune; 2344 tmp->msg = msg;
2716 tmp->x = op->x; 2345
2717 tmp->y = op->y; 2346 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2718 insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR); 2347
2719 return 1; 2348 return 1;
2720} 2349}
2350

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