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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.27 by root, Tue Dec 26 20:04:09 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.
59} 59}
60 60
61int 61int
62recharge (object *op, object *caster, object *spell_ob) 62recharge (object *op, object *caster, object *spell_ob)
63{ 63{
64 object *wand, *tmp;
65 int ncharges; 64 int ncharges;
66 65
67 wand = find_marked_object (op); 66 object *wand = op->mark ();
67
68 if (wand == NULL || wand->type != WAND) 68 if (!wand || wand->type != WAND)
69 { 69 {
70 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.");
71 return 0; 71 return 0;
72 } 72 }
73
73 if (!(random_roll (0, 3, op, PREFER_HIGH))) 74 if (!(random_roll (0, 3, op, PREFER_HIGH)))
74 { 75 {
75 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));
76 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE); 77 op->play_sound (sound_find ("ob_explode"));
77 esrv_del_item (op->contr, wand->count);
78 wand->destroy (); 78 wand->destroy ();
79 tmp = get_archetype ("fireball"); 79 object *tmp = archetype::get (shstr_fireball);
80 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 81
82 if (!tmp->stats.dam) 82 if (!tmp->stats.dam)
83 tmp->stats.dam = 1; 83 tmp->stats.dam = 1;
84 84
95 95
96 if (wand->inv && wand->inv->level) 96 if (wand->inv && wand->inv->level)
97 ncharges /= wand->inv->level; 97 ncharges /= wand->inv->level;
98 else 98 else
99 { 99 {
100 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));
101 return 0; 101 return 0;
102 } 102 }
103 103
104 if (!ncharges) 104 if (!ncharges)
105 ncharges = 1; 105 ncharges = 1;
106 106
107 wand->stats.food += ncharges; 107 wand->stats.food += ncharges;
108 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));
109 109
110 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE)) 110 if (wand->arch && wand->arch->flag [FLAG_ANIMATE])
111 { 111 {
112 SET_FLAG (wand, FLAG_ANIMATE); 112 wand->set_flag (FLAG_ANIMATE);
113 wand->set_speed (wand->arch->clone.speed); 113 wand->set_speed (wand->arch->speed);
114 } 114 }
115 115
116 return 1; 116 return 1;
117} 117}
118 118
124 * great a plus, the default is used. 124 * great a plus, the default is used.
125 * 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
126 * 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
127 * create nonnmagic arrows, or even -1, etc... 127 * create nonnmagic arrows, or even -1, etc...
128 */ 128 */
129
130int 129int
131cast_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)
132{ 131{
133 int missile_plus = 0, bonus_plus = 0; 132 int bonus_plus = 0;
134 const char *missile_name; 133 const char *missile_name = "arrow";
135 object *tmp, *missile;
136 134
137 missile_name = "arrow";
138
139 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 135 for (object *tmp = op->inv; tmp; tmp = tmp->below)
140 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) 136 if (tmp->type == BOW && tmp->flag [FLAG_APPLIED])
141 missile_name = tmp->race; 137 missile_name = tmp->race;
142 138
143 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); 139 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
144 140
145 if (archetype::find (missile_name) == NULL) 141 archetype *missile_arch = archetype::find (missile_name);
142
143 if (!missile_arch)
146 { 144 {
147 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);
148 return 0; 146 return 0;
149 } 147 }
150 148
151 missile = get_archetype (missile_name); 149 object *missile = missile_arch->instance ();
152 150
153 if (stringarg) 151 if (spellparam)
154 { 152 {
155 /* If it starts with a letter, presume it is a description */ 153 /* If it starts with a letter, presume it is a description */
156 if (isalpha (*stringarg)) 154 if (isalpha (*spellparam))
157 { 155 {
158 artifact *al = find_artifactlist (missile->type)->items; 156 artifact *al = find_artifactlist (missile->type)->items;
159 157
160 for (; al != NULL; al = al->next) 158 for (; al; al = al->next)
161 if (!strcasecmp (al->item->name, stringarg)) 159 if (!strcasecmp (al->item->name, spellparam))
162 break; 160 break;
163 161
164 if (!al) 162 if (!al)
165 { 163 {
166 missile->destroy (); 164 missile->destroy ();
167 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);
168 return 0; 166 return 0;
169 } 167 }
170 168
171 if (al->item->slaying) 169 if (al->item->slaying)
172 { 170 {
173 missile->destroy (); 171 missile->destroy ();
174 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);
175 return 0; 173 return 0;
176 } 174 }
177 175
178 give_artifact_abilities (missile, al->item); 176 give_artifact_abilities (missile, al->item);
179 /* 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 -
180 * 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
181 * the parsing of having to do both plus and type. 179 * the parsing of having to do both plus and type.
182 */ 180 */
183 bonus_plus = 1 + (al->item->value / 5); 181 bonus_plus = 1 + (al->item->value / 5);
184 missile_plus = 0; 182 missile_plus = 0;
185 } 183 }
186 else if (atoi (stringarg) < missile_plus) 184 else if (atoi (spellparam) < missile_plus)
187 missile_plus = atoi (stringarg); 185 missile_plus = atoi (spellparam);
188 } 186 }
189 187
190 if (missile_plus > 4) 188 missile_plus = clamp (missile_plus, -4, 4);
191 missile_plus = 4;
192 else if (missile_plus < -4)
193 missile_plus = -4;
194 189
195 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 190 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
196 missile->nrof -= 3 * (missile_plus + bonus_plus); 191 missile->nrof -= 3 * (missile_plus + bonus_plus);
197 192
198 if (missile->nrof < 1) 193 if (missile->nrof < 1)
200 195
201 missile->magic = missile_plus; 196 missile->magic = missile_plus;
202 /* Can't get any money for these objects */ 197 /* Can't get any money for these objects */
203 missile->value = 0; 198 missile->value = 0;
204 199
205 SET_FLAG (missile, FLAG_IDENTIFIED); 200 missile->set_flag (FLAG_IDENTIFIED);
206 201
207 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 ())
208 pick_up (op, missile); 207 pick_up (op, missile);
209 208
210 return 1; 209 return 1;
211} 210}
212 211
213
214/* allows the choice of what sort of food object to make. 212/* allows the choice of what sort of food object to make.
215 * 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*/
216int 214int
217cast_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)
218{ 216{
219 int food_value; 217 int food_value;
220 archetype *at = NULL; 218 archetype *at = NULL;
221 object *new_op; 219 object *new_op;
222 220
223 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);
224 222
225 if (stringarg) 223 if (spellparam)
226 { 224 {
227 at = find_archetype_by_object_type_name (FOOD, stringarg); 225 at = find_archetype_by_object_type_name (FOOD, spellparam);
228 if (at == NULL) 226 if (at == NULL)
229 at = find_archetype_by_object_type_name (DRINK, stringarg); 227 at = find_archetype_by_object_type_name (DRINK, spellparam);
230 if (at == NULL || at->clone.stats.food > food_value) 228 if (at == NULL || at->stats.food > food_value)
231 stringarg = NULL; 229 spellparam = NULL;
232 } 230 }
233 231
234 if (!stringarg) 232 if (!spellparam)
235 { 233 {
236 archetype *at_tmp; 234 archetype *at_tmp;
237 235
238 /* We try to find the archetype with the maximum food value. 236 /* We try to find the archetype with the maximum food value.
239 * This removes the dependancy of hard coded food values in this 237 * This removes the dependancy of hard coded food values in this
241 * 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
242 * to be altered from the donor. 240 * to be altered from the donor.
243 */ 241 */
244 242
245 /* We assume the food items don't have multiple parts */ 243 /* We assume the food items don't have multiple parts */
246 for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next) 244 for_all_archetypes (at_tmp)
247 { 245 {
248 if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK) 246 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
249 { 247 {
250 /* Basically, if the food value is something that is creatable 248 /* Basically, if the food value is something that is creatable
251 * under the limits of the spell and it is higher than 249 * under the limits of the spell and it is higher than
252 * the item we have now, take it instead. 250 * the item we have now, take it instead.
253 */ 251 */
254 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)))
255 at = at_tmp; 257 at = at_tmp;
256 } 258 }
257 } 259 }
258 } 260 }
261
259 /* 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
260 * know 263 * know
261 */ 264 */
262 if (!at) 265 if (!at)
263 { 266 {
264 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.");
265 return 0; 268 return 0;
266 } 269 }
267 270
268 food_value /= at->clone.stats.food; 271 food_value /= at->stats.food;
269 new_op = arch_to_object (at); 272 new_op = at->instance ();
270 new_op->nrof = food_value; 273 new_op->nrof = food_value;
271 274
272 new_op->value = 0; 275 new_op->value = 0;
273 if (new_op->nrof < 1) 276 if (new_op->nrof < 1)
274 new_op->nrof = 1; 277 new_op->nrof = 1;
282{ 285{
283 int r, mflags, maxrange; 286 int r, mflags, maxrange;
284 object *tmp; 287 object *tmp;
285 maptile *m; 288 maptile *m;
286 289
287
288 if (!dir) 290 if (!dir)
289 { 291 {
290 examine_monster (op, op); 292 examine_monster (op, op);
291 return 1; 293 return 1;
292 } 294 }
295
293 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 296 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
294 for (r = 1; r < maxrange; r++) 297 for (r = 1; r < maxrange; r++)
295 { 298 {
296 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);
297 300
298 m = op->map; 301 m = op->map;
299 mflags = get_map_flags (m, &m, x, y, &x, &y); 302 mflags = get_map_flags (m, &m, x, y, &x, &y);
300 303
301 if (mflags & P_OUT_OF_MAP) 304 if (mflags & P_OUT_OF_MAP)
302 break; 305 break;
303 306
304 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) 307 if (!op->flag [FLAG_WIZCAST] && (mflags & P_NO_MAGIC))
305 { 308 {
306 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 309 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
307 return 0; 310 return 0;
308 } 311 }
312
309 if (mflags & P_IS_ALIVE) 313 if (mflags & P_IS_ALIVE)
310 { 314 {
311 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)
312 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]))
313 { 317 {
314 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 318 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
315 if (tmp->head != NULL) 319 if (tmp->head != NULL)
316 tmp = tmp->head; 320 tmp = tmp->head;
317 examine_monster (op, tmp); 321 examine_monster (op, tmp);
318 return 1; 322 return 1;
319 } 323 }
320 } 324 }
321 } 325 }
326
322 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); 327 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
323 return 1; 328 return 1;
324} 329}
325
326 330
327/* This checks to see if 'pl' is invisible to 'mon'. 331/* This checks to see if 'pl' is invisible to 'mon'.
328 * does race check, undead check, etc 332 * does race check, undead check, etc
329 * Returns TRUE if mon can't see pl, false 333 * Returns TRUE if mon can't see pl, false
330 * otherwise. This doesn't check range, walls, etc. It 334 * otherwise. This doesn't check range, walls, etc. It
332 * pl is invisible. 336 * pl is invisible.
333 */ 337 */
334int 338int
335makes_invisible_to (object *pl, object *mon) 339makes_invisible_to (object *pl, object *mon)
336{ 340{
337
338 if (!pl->invisible) 341 if (!pl->invisible)
339 return 0; 342 return 0;
343
340 if (pl->type == PLAYER) 344 if (pl->type == PLAYER)
341 { 345 {
342 /* If race isn't set, then invisible unless it is undead */ 346 /* If race isn't set, then invisible unless it is undead */
343 if (!pl->contr->invis_race) 347 if (!pl->contr->invis_race)
344 { 348 {
345 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 349 if (mon->flag [FLAG_UNDEAD])
346 return 0; 350 return 0;
351
347 return 1; 352 return 1;
348 } 353 }
354
349 /* invis_race is set if we get here */ 355 /* invis_race is set if we get here */
350 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 356 if (pl->contr->invis_race == shstr_undead && is_true_undead (mon))
351 return 1; 357 return 1;
358
352 /* No race, can't be invisible to it */ 359 /* No race, can't be invisible to it */
353 if (!mon->race) 360 if (!mon->race)
354 return 0; 361 return 0;
362
355 if (strstr (mon->race, pl->contr->invis_race)) 363 if (mon->race.contains (pl->contr->invis_race))
356 return 1; 364 return 1;
365
357 /* Nothing matched above, return 0 */ 366 /* Nothing matched above, return 0 */
358 return 0; 367 return 0;
359 } 368 }
360 else 369 else
361 { 370 {
374 * normal applies. 383 * normal applies.
375 */ 384 */
376int 385int
377cast_invisible (object *op, object *caster, object *spell_ob) 386cast_invisible (object *op, object *caster, object *spell_ob)
378{ 387{
379 object *tmp;
380
381 if (op->invisible > 1000) 388 if (op->invisible > 1000)
382 { 389 {
383 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");
384 return 0; 391 return 0;
385 } 392 }
386 393
387 /* 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
388 * and if statement or two. 395 * and if statement or two.
389 */ 396 */
390 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
391 /* max duration */ 399 /* limit duration */
392 if (op->invisible > 1000) 400 min_it (op->invisible, 1000);
393 op->invisible = 1000;
394 401
395 if (op->type == PLAYER) 402 if (op->type == PLAYER)
396 { 403 {
397 op->contr->invis_race = spell_ob->race; 404 op->contr->invis_race = spell_ob->race;
398 405
399 if (QUERY_FLAG (spell_ob, FLAG_MAKE_INVIS)) 406 if (spell_ob->flag [FLAG_MAKE_INVIS])
400 op->contr->tmp_invis = 0; 407 op->contr->tmp_invis = 0;
401 else 408 else
402 op->contr->tmp_invis = 1; 409 op->contr->tmp_invis = 1;
403
404 op->contr->hidden = 0;
405 } 410 }
411
406 if (makes_invisible_to (op, op)) 412 if (makes_invisible_to (op, op))
407 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!");
408 else 414 else
409 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!"); 415 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
410 416
411 update_object (op, UP_OBJ_FACE); 417 update_object (op, UP_OBJ_CHANGE);
412 418
413 /* Only search the active objects - only these should actually do 419 /* Only search the active objects - only these should actually do
414 * harm to the player. 420 * harm to the player.
415 */ 421 */
416 for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) 422 for_all_actives (tmp)
417 if (tmp->enemy == op) 423 if (tmp->enemy == op)
418 tmp->enemy = NULL; 424 tmp->enemy = 0;
425
419 return 1; 426 return 1;
420} 427}
421 428
422/* earth to dust spell. Basically destroys earthwalls in the area. 429/* earth to dust spell. Basically destroys earthwalls in the area.
423 */ 430 */
424int 431int
425cast_earth_to_dust (object *op, object *caster, object *spell_ob) 432cast_earth_to_dust (object *op, object *caster, object *spell_ob)
426{ 433{
427 object *tmp, *next;
428 int range, i, j, mflags; 434 int range, i, j, mflags;
429 sint16 sx, sy; 435 sint16 sx, sy;
430 maptile *m; 436 maptile *m;
431
432 if (op->type != PLAYER)
433 return 0;
434 437
435 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 438 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
436 439
437 for (i = -range; i <= range; i++) 440 for (i = -range; i <= range; i++)
438 for (j = -range; j <= range; j++) 441 for (j = -range; j <= range; j++)
443 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 446 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
444 447
445 if (mflags & P_OUT_OF_MAP) 448 if (mflags & P_OUT_OF_MAP)
446 continue; 449 continue;
447 450
448 // earth to dust tears down everything that can be teared down 451 // earth to dust tears down everything that can be torn down
449 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)
450 { 453 {
451 next = tmp->above; 454 next = tmp->above;
452 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 455
456 if (tmp->flag [FLAG_TEAR_DOWN])
453 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 457 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
454 } 458 }
455 } 459 }
460
456 return 1; 461 return 1;
457} 462}
458
459 463
460void 464void
461execute_word_of_recall (object *op) 465execute_word_of_recall (object *op)
462{ 466{
463 object *wor = op; 467 if (object *pl = op->in_player ())
464 468 if (pl->ms ().flags () & P_NO_CLERIC && !pl->flag [FLAG_WIZCAST])
465 while (op != NULL && op->type != PLAYER)
466 op = op->env;
467
468 if (op != NULL && op->map)
469 if ((get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_CLERIC) && (!QUERY_FLAG (op, FLAG_WIZCAST)))
470 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.");
471 else 470 else
472 enter_exit (op, wor); 471 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
473 472
474 wor->destroy (); 473 op->destroy ();
475} 474}
476 475
477/* Word of recall causes the player to return 'home'. 476/* Word of recall causes the player to return 'home'.
478 * 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
479 * time delay effect. 478 * time delay effect.
480 */ 479 */
481int 480int
482cast_word_of_recall (object *op, object *caster, object *spell_ob) 481cast_word_of_recall (object *op, object *caster, object *spell_ob)
483{ 482{
484 object *dummy; 483 if (!op->is_player ())
485 int time;
486
487 if (op->type != PLAYER)
488 return 0; 484 return 0;
489 485
490 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))
491 { 487 {
492 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.");
493 return 1; 489 return 1;
494 } 490 }
495 491
496 dummy = get_archetype (FORCE_NAME); 492 object *dummy = archetype::get (FORCE_NAME);
497 if (dummy == NULL) 493
498 {
499 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
500 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
501 return 0;
502 }
503 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));
504 if (time < 1)
505 time = 1;
506 495
507 /* 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
508 * 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
509 * do anything really odd if it say a -1000 or something. 498 * do anything really odd if it say a -1000 or something.
510 */ 499 */
511 dummy->set_speed (0.002); 500 dummy->set_speed (0.002);
512 dummy->speed_left = -dummy->speed * time; 501 dummy->speed_left = -dummy->speed * time;
513 dummy->type = SPELL_EFFECT; 502 dummy->type = SPELL_EFFECT;
514 dummy->subtype = SP_WORD_OF_RECALL; 503 dummy->subtype = SP_WORD_OF_RECALL;
504 dummy->slaying = op->contr->savebed_map;
505 dummy->stats.hp = op->contr->bed_x;
506 dummy->stats.sp = op->contr->bed_y;
515 507
516 /* If we could take advantage of enter_player_savebed() here, it would be 508 op->insert (dummy);
517 * nice, but until the map load fails, we can't.
518 */
519 EXIT_PATH (dummy) = op->contr->savebed_map;
520 EXIT_X (dummy) = op->contr->bed_x;
521 EXIT_Y (dummy) = op->contr->bed_y;
522 509
523 (void) insert_ob_in_ob (dummy, op);
524 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 510 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
511
525 return 1; 512 return 1;
526} 513}
527 514
528/* cast_wonder 515/* cast_wonder
529 * wonder is really just a spell that will likely cast another 516 * wonder is really just a spell that will likely cast another
562} 549}
563 550
564int 551int
565perceive_self (object *op) 552perceive_self (object *op)
566{ 553{
567 char *cp = describe_item (op, op), buf[MAX_BUF]; 554 const char *cp = describe_item (op, op);
568 archetype *at = archetype::find (ARCH_DEPLETION); 555 archetype *at = archetype::find (shstr_depletion);
569 object *tmp;
570 int i;
571 556
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
572 tmp = find_god (determine_god (op)); 565 if (object *god = find_god (determine_god (op)))
573 if (tmp) 566 buf << " - You worship " << &god->name << ".\n";
574 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
575 else 567 else
576 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); 568 buf << " - You worship no god.\n";
577 569
578 tmp = present_arch_in_ob (at, op); 570 object *tmp = present_arch_in_ob (at, op);
579 571
580 if (*cp == '\0' && tmp == NULL) 572 if (*cp == '\0' && !tmp)
581 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 573 buf << " - You feel very mundane. ";
582 else 574 else
583 { 575 {
584 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 576 buf << " - You have: " << cp << ".\n";
585 new_draw_info (NDI_UNIQUE, 0, op, cp); 577
586 if (tmp != NULL) 578 if (tmp)
587 {
588 for (i = 0; i < NUM_STATS; i++) 579 for (int i = 0; i < NUM_STATS; i++)
589 { 580 if (tmp->stats.stat (i) < 0)
590 if (get_attr_value (&tmp->stats, i) < 0) 581 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
591 {
592 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i)));
593 }
594 }
595 }
596 } 582 }
597 583
598 if (is_dragon_pl (op)) 584 if (op->is_dragon ())
599 {
600 /* now grab the 'dragon_ability'-force from the player's inventory */ 585 /* now grab the 'dragon_ability'-force from the player's inventory */
601 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 586 for (tmp = op->inv; tmp; tmp = tmp->below)
602 { 587 {
603 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 588 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
604 { 589 {
605 if (tmp->stats.exp == 0) 590 if (tmp->stats.exp == 0)
606 {
607 sprintf (buf, "Your metabolism isn't focused on anything."); 591 buf << " - Your metabolism isn't focused on anything.\n";
608 }
609 else 592 else
610 {
611 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";
612 } 594
613 new_draw_info (NDI_UNIQUE, 0, op, buf);
614 break; 595 break;
615 } 596 }
616 } 597 }
617 }
618 return 1;
619}
620 598
621/* int cast_create_town_portal (object *op, object *caster, int dir) 599 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
622 *
623 * This function cast the spell of town portal for op
624 *
625 * The spell operates in two passes. During the first one a place
626 * is marked as a destination for the portal. During the second one,
627 * 2 portals are created, one in the position the player cast it and
628 * one in the destination place. The portal are synchronized and 2 forces
629 * are inserted in the player to destruct the portal next time player
630 * creates a new portal pair.
631 * This spell has a side effect that it allows people to meet each other
632 * in a permanent, private, appartements by making a town portal from it
633 * to the town or another public place. So, check if the map is unique and if
634 * so return an error
635 *
636 * Code by Tchize (david.delbecq@usa.net)
637 */
638int
639cast_create_town_portal (object *op, object *caster, object *spell, int dir)
640{
641 object *dummy, *force, *old_force, *tmp;
642 archetype *perm_portal;
643 char portal_name[1024], portal_message[1024];
644 sint16 exitx, exity;
645 maptile *exitmap;
646 int op_level;
647
648 /* Check to see if the map the player is currently on is a per player unique
649 * map. This can be determined in that per player unique maps have the
650 * full pathname listed.
651 */
652 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
653 {
654 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
655 return 0;
656 }
657
658 /* The first thing to do is to check if we have a marked destination
659 * dummy is used to make a check inventory for the force
660 */
661 dummy = arch_to_object (spell->other_arch);
662 if (dummy == NULL)
663 {
664 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
665 LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name);
666 return 0;
667 }
668
669 force = check_inv_recursive (op, dummy);
670
671 if (force == NULL)
672 {
673 /* Here we know there is no destination marked up.
674 * We have 2 things to do:
675 * 1. Mark the destination in the player inventory.
676 * 2. Let the player know it worked.
677 */
678 dummy->name = op->map->path;
679 EXIT_X (dummy) = op->x;
680 EXIT_Y (dummy) = op->y;
681 insert_ob_in_ob (dummy, op);
682 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You fix this place in your mind.\nYou feel you are able to come here from anywhere.");
683 return 1;
684 }
685
686 dummy->destroy ();
687
688 /* Here we know where the town portal should go to
689 * We should kill any existing portal associated with the player.
690 * Than we should create the 2 portals.
691 * For each of them, we need:
692 * - To create the portal with the name of the player+destination map
693 * - set the owner of the town portal
694 * - To mark the position of the portal in the player's inventory
695 * for easier destruction.
696 *
697 * The mark works has follow:
698 * slaying: Existing town portal
699 * hp, sp : x & y of the associated portal
700 * name : name of the portal
701 * race : map the portal is in
702 */
703
704 /* First step: killing existing town portals */
705 dummy = get_archetype (spell->race);
706 if (dummy == NULL)
707 {
708 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
709 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
710 return 0;
711 }
712
713 perm_portal = archetype::find (spell->slaying);
714
715 /* To kill a town portal, we go trough the player's inventory,
716 * for each marked portal in player's inventory,
717 * -We try load the associated map (if impossible, consider the portal destructed)
718 * -We find any portal in the specified location.
719 * If it has the good name, we destruct it.
720 * -We destruct the force indicating that portal.
721 */
722 while ((old_force = check_inv_recursive (op, dummy)))
723 {
724 exitx = EXIT_X (old_force);
725 exity = EXIT_Y (old_force);
726 LOG (llevDebug, "Trying to kill a portal in %s (%d,%d)\n", &old_force->race, exitx, exity);
727
728 if (!strncmp (old_force->race, settings.localdir, strlen (settings.localdir)))
729 exitmap = ready_map_name (old_force->race, MAP_PLAYER_UNIQUE);
730 else
731 exitmap = ready_map_name (old_force->race, 0);
732
733 if (exitmap)
734 {
735 tmp = present_arch (perm_portal, exitmap, exitx, exity);
736 while (tmp)
737 {
738 if (tmp->name == old_force->name)
739 {
740 tmp->destroy ();
741 break;
742 }
743
744 tmp = tmp->above;
745 }
746 }
747
748 old_force->destroy ();
749 LOG (llevDebug, "\n");
750 }
751
752 dummy->destroy ();
753
754 /* Creating the portals.
755 * The very first thing to do is to ensure
756 * access to the destination map.
757 * If we can't, don't fizzle. Simply warn player.
758 * This ensure player pays his mana for the spell
759 * because HE is responsible of forgotting.
760 * 'force' is the destination of the town portal, which we got
761 * from the players inventory above.
762 */
763
764 /* Ensure exit map is loaded */
765 if (!strncmp (force->name, settings.localdir, strlen (settings.localdir)))
766 exitmap = ready_map_name (force->name, MAP_PLAYER_UNIQUE);
767 else
768 exitmap = ready_map_name (force->name, 0);
769
770 /* If we were unable to load (ex. random map deleted), warn player */
771 if (exitmap == NULL)
772 {
773 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
774 force->destroy ();
775 return 1;
776 }
777
778 op_level = caster_level (caster, spell);
779 if (op_level < 15)
780 snprintf (portal_message, 1024,
781 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
782 &op->name);
783 else if (op_level < 30)
784 snprintf (portal_message, 1024,
785 "\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);
786 else if (op_level < 60)
787 snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
788 else
789 snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",
790 &op->name);
791
792 /* Create a portal in front of player
793 * dummy contain the portal and
794 * force contain the track to kill it later
795 */
796
797 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
798 dummy = get_archetype (spell->slaying); /*The portal */
799 if (dummy == NULL)
800 {
801 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
802 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
803 return 0;
804 }
805
806 EXIT_PATH (dummy) = force->name;
807 EXIT_X (dummy) = EXIT_X (force);
808 EXIT_Y (dummy) = EXIT_Y (force);
809 dummy->name = dummy->name_pl = portal_name;
810 dummy->msg = portal_message;
811 dummy->race = op->name; /*Save the owner of the portal */
812 cast_create_obj (op, caster, dummy, 0);
813
814 /* Now we need to to create a town portal marker inside the player
815 * object, so on future castings, we can know that he has an active
816 * town portal.
817 */
818 tmp = get_archetype (spell->race);
819 if (tmp == NULL)
820 {
821 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
822 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
823 return 0;
824 }
825
826 tmp->race = op->map->path;
827 tmp->name = portal_name;
828 EXIT_X (tmp) = dummy->x;
829 EXIT_Y (tmp) = dummy->y;
830 op->insert (tmp);
831
832 /* Create a portal in the destination map
833 * dummy contain the portal and
834 * force the track to kill it later
835 * the 'force' variable still contains the 'reminder' of
836 * where this portal goes to.
837 */
838 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, op->map->path);
839 dummy = get_archetype (spell->slaying); /*The portal */
840 if (dummy == NULL)
841 {
842 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
843 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
844 return 0;
845 }
846
847 EXIT_PATH (dummy) = op->map->path;
848 EXIT_X (dummy) = op->x;
849 EXIT_Y (dummy) = op->y;
850 dummy->name = dummy->name_pl = portal_name;
851 dummy->msg = portal_message;
852 dummy->race = op->name; /*Save the owner of the portal */
853 exitmap->insert (dummy, EXIT_X (force), EXIT_Y (force), op);
854
855 /* Now we create another town portal marker that
856 * points back to the one we just made
857 */
858 tmp = get_archetype (spell->race);
859 if (tmp == NULL)
860 {
861 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
862 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
863 return 0;
864 }
865
866 tmp->race = force->name;
867 tmp->name = portal_name;
868 EXIT_X (tmp) = dummy->x;
869 EXIT_Y (tmp) = dummy->y;
870 insert_ob_in_ob (tmp, op);
871
872 /* Describe the player what happened
873 */
874 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
875 force->destroy ();
876 600
877 return 1; 601 return 1;
878} 602}
879 603
880/* This creates magic walls. Really, it can create most any object, 604/* This creates magic walls. Really, it can create most any object,
896 x = op->x; 620 x = op->x;
897 y = op->y; 621 y = op->y;
898 } 622 }
899 else 623 else
900 { 624 {
901 x = op->x + freearr_x[dir]; 625 x = op->x + DIRX (dir);
902 y = op->y + freearr_y[dir]; 626 y = op->y + DIRY (dir);
903 } 627 }
904 628
905 m = op->map; 629 m = op->map;
906 630
907 if ((spell_ob->move_block || x != op->x || y != op->y) && 631 if ((spell_ob->move_block || x != op->x || y != op->y) &&
908 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) || 632 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) ||
909 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block))) 633 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
910 { 634 {
911 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 635 op->failmsg ("Something is in the way.");
912 return 0; 636 return 0;
913 } 637 }
914 638
915 if (spell_ob->other_arch) 639 if (spell_ob->other_arch)
916 tmp = arch_to_object (spell_ob->other_arch); 640 tmp = spell_ob->other_arch->instance ();
917 else if (spell_ob->race) 641 else if (spell_ob->race)
918 { 642 {
919 char buf1[MAX_BUF]; 643 char buf1[MAX_BUF];
920 644
921 sprintf (buf1, spell_ob->race, dir); 645 sprintf (buf1, spell_ob->race, dir);
925 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 649 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
926 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 650 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
927 return 0; 651 return 0;
928 } 652 }
929 653
930 tmp = arch_to_object (at); 654 tmp = at->instance ();
931 } 655 }
932 else 656 else
933 { 657 {
934 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);
935 return 0; 659 return 0;
940 tmp->attacktype = spell_ob->attacktype; 664 tmp->attacktype = spell_ob->attacktype;
941 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);
942 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);
943 tmp->range = 0; 667 tmp->range = 0;
944 } 668 }
945 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 669 else if (tmp->flag [FLAG_ALIVE])
946 { 670 {
947 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);
948 tmp->stats.maxhp = tmp->stats.hp; 672 tmp->stats.maxhp = tmp->stats.hp;
949 } 673 }
950 674
951 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])
952 { 676 {
953 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);
954 SET_FLAG (tmp, FLAG_IS_USED_UP); 678 tmp->set_flag (FLAG_IS_USED_UP);
955 } 679 }
956 680
957 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 681 if (spell_ob->flag [FLAG_TEAR_DOWN])
958 { 682 {
959 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);
960 tmp->stats.maxhp = tmp->stats.hp; 684 tmp->stats.maxhp = tmp->stats.hp;
961 SET_FLAG (tmp, FLAG_TEAR_DOWN); 685 tmp->set_flag (FLAG_TEAR_DOWN);
962 SET_FLAG (tmp, FLAG_ALIVE); 686 tmp->set_flag (FLAG_ALIVE);
963 } 687 }
964 688
965 /* 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,
966 * 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
967 * earthwalls, though, so they survive restarts. 691 * earthwalls, though, so they survive restarts.
968 */ 692 */
969 if (tmp->type != EARTHWALL) //TODO 693 if (tmp->type != EARTHWALL) //TODO
970 tmp->set_owner (op); 694 tmp->set_owner (op);
971 695
972 set_spell_skill (op, caster, spell_ob, tmp); 696 set_spell_skill (op, caster, spell_ob, tmp);
973 tmp->level = caster_level (caster, spell_ob) / 2; 697 tmp->level = casting_level (caster, spell_ob) / 2;
974 698
975 name = tmp->name; 699 name = tmp->name;
976 if (!(tmp = m->insert (tmp, x, y, op))) 700 if (!(tmp = m->insert (tmp, x, y, op)))
977 { 701 {
978 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name); 702 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
979 return 0; 703 return 0;
980 } 704 }
981 705
982 /* 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 */
983 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 707 if (tmp->other_arch && tmp->other_arch->type == SPELL)
984 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 708 insert_ob_in_ob (tmp->other_arch->instance (), tmp);
985 709
986 /* This code causes the wall to extend some distance in 710 /* This code causes the wall to extend some distance in
987 * each direction, or until an obstruction is encountered. 711 * each direction, or until an obstruction is encountered.
988 * posblocked and negblocked help determine how far the 712 * posblocked and negblocked help determine how far the
989 * created wall can extend, it won't go extend through 713 * created wall can extend, it won't go extend through
990 * blocked spaces. 714 * blocked spaces.
991 */ 715 */
992 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 716 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
997 { 721 {
998 int dir2; 722 int dir2;
999 723
1000 dir2 = (dir < 4) ? (dir + 2) : dir - 2; 724 dir2 = (dir < 4) ? (dir + 2) : dir - 2;
1001 725
1002 x = tmp->x + i * freearr_x[dir2]; 726 x = tmp->x + i * DIRX (dir2);
1003 y = tmp->y + i * freearr_y[dir2]; 727 y = tmp->y + i * DIRY (dir2);
1004 m = tmp->map; 728 m = tmp->map;
1005 729
1006 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)) &&
1007 ((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)
1008 { 732 {
1009 object *tmp2 = tmp->clone (); 733 object *tmp2 = tmp->clone ();
1010 m->insert (tmp2, x, y, op); 734 m->insert (tmp2, x, y, op);
1011 735
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 tmp2->insert (arch_to_object (tmp2->other_arch)); 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 object *tmp2 = tmp->clone (); 751 object *tmp2 = tmp->clone ();
1028 m->insert (tmp2, x, y, op); 752 m->insert (tmp2, x, y, op);
1029 753
1030 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 754 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1031 tmp2->insert (arch_to_object (tmp2->other_arch)); 755 tmp2->insert (tmp2->other_arch->instance ());
1032 } 756 }
1033 else 757 else
1034 negblocked = 1; 758 negblocked = 1;
1035 } 759 }
1036 760
1037 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) 761 if (tmp->flag [FLAG_BLOCKSVIEW])
1038 update_all_los (op->map, op->x, op->y); 762 update_all_los (op->map, op->x, op->y);
1039 763
1040 return 1; 764 return 1;
1041} 765}
1042 766
1043int 767int
1044dimension_door (object *op, object *caster, object *spob, int dir) 768dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
1045{ 769{
1046 uint32 dist, maxdist; 770 uint32 dist, maxdist;
1047 int mflags; 771 int mflags;
1048 maptile *m; 772 maptile *m;
1049 sint16 sx, sy; 773 sint16 sx, sy;
1051 if (op->type != PLAYER) 775 if (op->type != PLAYER)
1052 return 0; 776 return 0;
1053 777
1054 if (!dir) 778 if (!dir)
1055 { 779 {
1056 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?"); 780 op->failmsg ("In what direction?");
1057 return 0; 781 return 0;
1058 } 782 }
1059 783
1060 /* 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
1061 * ever, so put limits in. 785 * ever, so put limits in.
1062 */ 786 */
1063 maxdist = spob->range + SP_level_range_adjust (caster, spob); 787 maxdist = spob->range + SP_level_range_adjust (caster, spob);
1064 788
1065 if (op->contr->count) 789 if (spellparam)
1066 { 790 {
791 int count = atoi (spellparam);
792
1067 if (op->contr->count > maxdist) 793 if (count > maxdist)
1068 { 794 {
1069 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!"); 795 op->failmsg ("You can't dimension door that far!");
1070 return 0; 796 return 0;
1071 } 797 }
1072 798
1073 for (dist = 0; dist < op->contr->count; dist++) 799 for (dist = 0; dist < count; dist++)
1074 { 800 {
1075 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);
1076 802
1077 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 803 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
1078 break; 804 break;
1079 805
1080 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)))
1081 break; 807 break;
1082 } 808 }
1083 809
1084 if (dist < op->contr->count) 810 if (dist < count)
1085 { 811 {
1086 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");
1087 op->contr->count = 0;
1088 return 0; 813 return 0;
1089 } 814 }
1090
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 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op))) 872 if (!(op = op->map->insert (op, op->x + DIRX (dir) * dist, op->y + DIRY (dir) * dist, op)))
1150 return 1; 873 return 1;
1151 874
1152 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
1153 return 1; 877 return 1;
1154} 878}
1155
1156 879
1157/* cast_heal: Heals something. 880/* cast_heal: Heals something.
1158 * op is the caster. 881 * op is the caster.
1159 * dir is the direction he is casting it in. 882 * dir is the direction he is casting it in.
1160 * spell is the spell object. 883 * spell is the spell object.
1167 object *poison; 890 object *poison;
1168 int heal = 0, success = 0; 891 int heal = 0, success = 0;
1169 892
1170 tmp = find_target_for_friendly_spell (op, dir); 893 tmp = find_target_for_friendly_spell (op, dir);
1171 894
1172 if (tmp == NULL) 895 if (!tmp)
1173 return 0; 896 return 0;
1174 897
1175 /* Figure out how many hp this spell might cure. 898 /* Figure out how many hp this spell might cure.
1176 * could be zero if this spell heals effects, not damage. 899 * could be zero if this spell heals effects, not damage.
1177 */ 900 */
1180 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;
1181 904
1182 if (heal) 905 if (heal)
1183 { 906 {
1184 if (tmp->stats.hp >= tmp->stats.maxhp) 907 if (tmp->stats.hp >= tmp->stats.maxhp)
1185 {
1186 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.");
1187 }
1188 else 909 else
1189 { 910 {
1190 /* See how many points we actually heal. Instead of messages 911 /* See how many points we actually heal. Instead of messages
1191 * based on type of spell, we instead do messages based 912 * based on type of spell, we instead do messages based
1192 * on amount of damage healed. 913 * on amount of damage healed.
1193 */ 914 */
1194 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 915 if (heal > tmp->stats.maxhp - tmp->stats.hp)
1195 heal = tmp->stats.maxhp - tmp->stats.hp; 916 heal = tmp->stats.maxhp - tmp->stats.hp;
917
1196 tmp->stats.hp += heal; 918 tmp->stats.hp += heal;
1197 919
1198 if (tmp->stats.hp >= tmp->stats.maxhp) 920 if (tmp->stats.hp >= tmp->stats.maxhp)
1199 {
1200 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 921 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1201 }
1202 else if (heal > 50) 922 else if (heal > 50)
1203 {
1204 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); 923 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1205 }
1206 else if (heal > 25) 924 else if (heal > 25)
1207 {
1208 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); 925 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1209 }
1210 else if (heal > 10) 926 else if (heal > 10)
1211 {
1212 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.");
1213 }
1214 else 928 else
1215 {
1216 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.");
1217 } 930
1218 success = 1; 931 success = 1;
1219 } 932 }
1220 } 933 }
934
1221 if (spell->attacktype & AT_DISEASE) 935 if (spell->attacktype & AT_DISEASE)
1222 if (cure_disease (tmp, op)) 936 if (cure_disease (tmp, op, spell))
1223 success = 1; 937 success = 1;
1224 938
1225 if (spell->attacktype & AT_POISON) 939 if (spell->attacktype & AT_POISON)
1226 { 940 {
1227 at = archetype::find ("poisoning"); 941 at = archetype::find (shstr_poisoning);
1228 poison = present_arch_in_ob (at, tmp); 942 poison = present_arch_in_ob (at, tmp);
1229 if (poison) 943 if (poison)
1230 { 944 {
1231 success = 1; 945 success = 1;
1232 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 946 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1233 poison->stats.food = 1; 947 poison->stats.food = 1;
1234 } 948 }
1235 } 949 }
950
1236 if (spell->attacktype & AT_CONFUSION) 951 if (spell->attacktype & AT_CONFUSION)
1237 { 952 {
1238 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 953 poison = present_in_ob_by_name (FORCE, shstr_confusion, tmp);
1239 if (poison) 954 if (poison)
1240 { 955 {
1241 success = 1; 956 success = 1;
1242 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 957 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1243 poison->duration = 1; 958 poison->duration = 1;
1244 } 959 }
1245 } 960 }
961
1246 if (spell->attacktype & AT_BLIND) 962 if (spell->attacktype & AT_BLIND)
1247 { 963 {
1248 at = archetype::find ("blindness"); 964 at = archetype::find (shstr_blindness);
1249 poison = present_arch_in_ob (at, tmp); 965 poison = present_arch_in_ob (at, tmp);
1250 if (poison) 966 if (poison)
1251 { 967 {
1252 success = 1; 968 success = 1;
1253 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.");
1254 poison->stats.food = 1; 970 poison->stats.food = 1;
1255 } 971 }
1256 } 972 }
973
1257 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) 974 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1258 { 975 {
1259 tmp->stats.sp += spell->last_sp; 976 tmp->stats.sp += spell->last_sp;
1260 if (tmp->stats.sp > tmp->stats.maxsp) 977 if (tmp->stats.sp > tmp->stats.maxsp)
1261 tmp->stats.sp = tmp->stats.maxsp; 978 tmp->stats.sp = tmp->stats.maxsp;
1262 success = 1; 979 success = 1;
1263 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!");
1264 } 981 }
982
1265 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) 983 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1266 { 984 {
1267 tmp->stats.grace += spell->last_grace; 985 tmp->stats.grace += spell->last_grace;
1268 if (tmp->stats.grace > tmp->stats.maxgrace) 986 if (tmp->stats.grace > tmp->stats.maxgrace)
1269 tmp->stats.grace = tmp->stats.maxgrace; 987 tmp->stats.grace = tmp->stats.maxgrace;
1270 success = 1; 988 success = 1;
1271 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!");
1272 } 990 }
991
1273 if (spell->stats.food && tmp->stats.food < 999) 992 if (spell->stats.food && tmp->stats.food < MAX_FOOD)
1274 { 993 {
1275 tmp->stats.food += spell->stats.food; 994 tmp->stats.food += spell->stats.food;
1276 if (tmp->stats.food > 999) 995 min_it (tmp->stats.food, MAX_FOOD);
1277 tmp->stats.food = 999; 996
1278 success = 1; 997 success = 1;
1279 /* 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 */
1280 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");
1281 } 1000 }
1001
1282 return success; 1002 return success;
1283} 1003}
1284
1285 1004
1286/* 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
1287 * 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
1288 * good comments for those. 1007 * good comments for those.
1289 */ 1008 */
1290static const char *const no_gain_msgs[NUM_STATS] = { 1009static const char *const no_gain_msgs[NUM_STATS] = {
1291 "You grow no stronger.", 1010 "You grow no stronger.",
1292 "You grow no more agile.", 1011 "You grow no more agile.",
1293 "You don't feel any healthier.", 1012 "You don't feel any healthier.",
1294 "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."
1295 "You are no easier to look at.", 1016 "You are no easier to look at.",
1296 "no int",
1297 "no pow"
1298}; 1017};
1299 1018
1300int 1019int
1020change_ability_duration (object *spell, object *caster)
1021{
1022 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1023}
1024
1025int
1301cast_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)
1302{ 1027{
1303 object *force = NULL; 1028 object *force = 0;
1304 int i; 1029 int i;
1305 1030
1306 /* 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. */
1307 object *tmp = dir 1032 object *tmp = dir
1308 ? find_target_for_friendly_spell (op, dir) 1033 ? find_target_for_friendly_spell (op, dir)
1309 : op; 1034 : op;
1310 1035
1311 if (!tmp) 1036 if (!tmp)
1312 return 0; 1037 return 0;
1313 1038
1314 /* 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. */
1322 break; 1047 break;
1323 } 1048 }
1324 else if (spell_ob->race && spell_ob->race == tmp2->name) 1049 else if (spell_ob->race && spell_ob->race == tmp2->name)
1325 { 1050 {
1326 if (!silent) 1051 if (!silent)
1327 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
1328 return 0; 1055 return 0;
1329 } 1056 }
1330 } 1057 }
1331 } 1058 }
1059
1060 int duration = change_ability_duration (spell_ob, caster);
1061
1332 if (force == NULL) 1062 if (force)
1333 {
1334 force = get_archetype (FORCE_NAME);
1335 force->subtype = FORCE_CHANGE_ABILITY;
1336 if (spell_ob->race)
1337 force->name = spell_ob->race;
1338 else
1339 force->name = spell_ob->name;
1340 force->name_pl = spell_ob->name;
1341 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1342
1343 } 1063 {
1344 else
1345 {
1346 int duration;
1347
1348 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1349 if (duration > force->duration) 1064 if (duration > force->duration)
1350 { 1065 {
1351 force->duration = duration; 1066 force->duration = duration;
1352 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.");
1353 } 1068 }
1354 else 1069 else
1355 {
1356 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.");
1357 } 1071
1358 return 1; 1072 return 1;
1359 } 1073 }
1360 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
1361 force->speed = 1.0; 1090 force->speed = 1.0;
1362 force->speed_left = -1.0; 1091 force->speed_left = -1.0;
1363 SET_FLAG (force, FLAG_APPLIED); 1092 force->set_flag (FLAG_APPLIED);
1364 1093
1365 /* Now start processing the effects. First, protections */ 1094 /* Now start processing the effects. First, protections */
1366 for (i = 0; i < NROFATTACKS; i++) 1095 for (i = 0; i < NROFATTACKS; i++)
1367 {
1368 if (spell_ob->resist[i]) 1096 if (spell_ob->resist[i])
1369 {
1370 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));
1371 if (force->resist[i] > 100) 1098
1372 force->resist[i] = 100;
1373 }
1374 }
1375 if (spell_ob->stats.hp) 1099 if (spell_ob->stats.hp)
1376 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);
1377 1101
1378 if (tmp->type == PLAYER) 1102 if (tmp->type == PLAYER)
1379 { 1103 {
1380 /* Stat adjustment spells */ 1104 /* Stat adjustment spells */
1381 for (i = 0; i < NUM_STATS; i++) 1105 for (i = 0; i < NUM_STATS; i++)
1382 { 1106 {
1383 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; 1107 if (sint8 stat = spell_ob->stats.stat (i))
1384
1385 if (stat)
1386 { 1108 {
1387 sm = 0; 1109 sint8 sm = 0;
1388 for (k = 0; k < stat; k++) 1110 for (sint8 k = 0; k < stat; k++)
1389 sm += rndm (1, 3); 1111 sm += rndm (1, 3);
1390 1112
1391 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) 1113 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1392 { 1114 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1393 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); 1115
1394 if (sm < 0) 1116 force->stats.stat (i) = sm;
1395 sm = 0; 1117
1396 }
1397 set_attr_value (&force->stats, i, sm);
1398 if (!sm) 1118 if (!sm)
1399 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); 1119 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1400 } 1120 }
1401 } 1121 }
1402 } 1122 }
1403 1123
1404 force->move_type = spell_ob->move_type; 1124 force->move_type = spell_ob->move_type;
1405 1125
1406 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK)) 1126 if (spell_ob->flag [FLAG_SEE_IN_DARK])
1407 SET_FLAG (force, FLAG_SEE_IN_DARK); 1127 force->set_flag (FLAG_SEE_IN_DARK);
1408 1128
1409 if (QUERY_FLAG (spell_ob, FLAG_XRAYS)) 1129 if (spell_ob->flag [FLAG_XRAYS])
1410 SET_FLAG (force, FLAG_XRAYS); 1130 force->set_flag (FLAG_XRAYS);
1411 1131
1412 /* Haste/bonus speed */ 1132 /* Haste/bonus speed */
1413 if (spell_ob->stats.exp) 1133 if (spell_ob->stats.exp)
1414 { 1134 {
1415 if (op->speed > 0.5f) 1135 if (op->speed > 0.5f)
1423 force->attacktype = spell_ob->attacktype; 1143 force->attacktype = spell_ob->attacktype;
1424 1144
1425 insert_ob_in_ob (force, tmp); 1145 insert_ob_in_ob (force, tmp);
1426 change_abil (tmp, force); /* Mostly to display any messages */ 1146 change_abil (tmp, force); /* Mostly to display any messages */
1427 tmp->update_stats (); 1147 tmp->update_stats ();
1148
1428 return 1; 1149 return 1;
1429} 1150}
1430 1151
1431/* 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
1432 * 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
1433 * of the caster. 1154 * of the caster.
1434 */ 1155 */
1435
1436int 1156int
1437cast_bless (object *op, object *caster, object *spell_ob, int dir) 1157cast_bless (object *op, object *caster, object *spell_ob, int dir)
1438{ 1158{
1439 int i; 1159 int i;
1440 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1160 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1441 1161
1442 /* 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. */
1443 if (dir != 0) 1163 if (dir != 0)
1444 { 1164 {
1445 tmp = find_target_for_friendly_spell (op, dir); 1165 tmp = find_target_for_friendly_spell (op, dir);
1166
1167 if (!tmp)
1168 return 0;
1446 } 1169 }
1447 else 1170 else
1448 {
1449 tmp = op; 1171 tmp = op;
1450 }
1451 1172
1452 /* 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. */
1453 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1174 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1454 { 1175 {
1455 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1176 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1456 { 1177 {
1457 if (tmp2->name == spell_ob->name) 1178 if (tmp2->name == spell_ob->name)
1458 { 1179 {
1464 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);
1465 return 0; 1186 return 0;
1466 } 1187 }
1467 } 1188 }
1468 } 1189 }
1190
1469 if (force == NULL) 1191 if (force == NULL)
1470 { 1192 {
1471 force = get_archetype (FORCE_NAME); 1193 force = archetype::get (FORCE_NAME);
1472 force->subtype = FORCE_CHANGE_ABILITY; 1194 force->subtype = FORCE_CHANGE_ABILITY;
1473 if (spell_ob->race) 1195 if (spell_ob->race)
1474 force->name = spell_ob->race; 1196 force->name = spell_ob->race;
1475 else 1197 else
1476 force->name = spell_ob->name; 1198 force->name = spell_ob->name;
1491 { 1213 {
1492 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.");
1493 } 1215 }
1494 return 0; 1216 return 0;
1495 } 1217 }
1218
1496 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;
1497 force->speed = 1.0; 1220 force->speed = 1.0;
1498 force->speed_left = -1.0; 1221 force->speed_left = -1.0;
1499 SET_FLAG (force, FLAG_APPLIED); 1222 force->set_flag (FLAG_APPLIED);
1500 1223
1501 if (!god) 1224 if (!god)
1502 { 1225 {
1503 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty."); 1226 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1504 } 1227 }
1505 else 1228 else
1506 { 1229 {
1507 /* Only give out good benefits, and put a max on it */ 1230 /* Only give out good benefits, and put a max on it */
1508 for (i = 0; i < NROFATTACKS; i++) 1231 for (i = 0; i < NROFATTACKS; i++)
1509 {
1510 if (god->resist[i] > 0) 1232 if (god->resist[i] > 0)
1511 {
1512 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]);
1513 } 1234
1514 }
1515 force->path_attuned |= god->path_attuned; 1235 force->path_attuned |= god->path_attuned;
1516 1236
1517 if (spell_ob->attacktype) 1237 if (spell_ob->attacktype)
1518 force->slaying = god->slaying; 1238 force->slaying = god->slaying;
1519 1239
1535 insert_ob_in_ob (force, tmp); 1255 insert_ob_in_ob (force, tmp);
1536 tmp->update_stats (); 1256 tmp->update_stats ();
1537 return 1; 1257 return 1;
1538} 1258}
1539 1259
1540
1541
1542/* Alchemy code by Mark Wedel 1260/* Alchemy code by Mark Wedel
1543 * 1261 *
1544 * This code adds a new spell, called alchemy. Alchemy will turn 1262 * This code adds a new spell, called alchemy. Alchemy will turn
1545 * objects to gold nuggets, the value of the gold nuggets being 1263 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1546 * about 90% of that of the item itself. It uses the value of the
1547 * object before charisma adjustments, because the nuggets themselves
1548 * will be will be adjusted by charisma when sold.
1549 * 1264 *
1550 * 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
1551 * the maximum number of large nuggets you could get. 1266 * itself. It uses the value of the object before charisma adjustments,
1552 * 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
1553 * to the max amount of small nuggets as you could get. 1268 * when sold.
1554 *
1555 * For example, if an item is worth 110 gold, you will get
1556 * 4 large nuggets, and from 0-10 small nuggets.
1557 * 1269 *
1558 * 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
1559 * 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
1560 * alchemied. 1272 * alchemised.
1561 */ 1273 */
1562
1563/* I didn't feel like passing these as arguements to the
1564 * two functions that need them. Real values are put in them
1565 * when the spell is cast, and these are freed when the spell
1566 * is finished.
1567 */
1568static object *small, *large;
1569
1570static void 1274static void
1571alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight) 1275alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1572{ 1276{
1573 uint64 value = query_cost (obj, NULL, F_TRUE); 1277 uint64 value = query_cost (obj, NULL, F_TRUE);
1574 1278
1575 /* Give third price when we alchemy money (This should hopefully 1279 /* Give third price when we alchemy money (this should hopefully
1576 * 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
1577 * the nuggets, alchemy the gold from that, etc. 1281 * the nuggets, alchemy the gold from that, etc.
1578 * Otherwise, give 9 silver on the gold for other objects, 1282 * Otherwise, give 9 silver on the gold for other objects,
1579 * so that it would still be more affordable to haul 1283 * so that it would still be more affordable to haul
1580 * the stuff back to town. 1284 * the stuff back to town.
1581 */ 1285 */
1582 1286 if (obj->flag [FLAG_UNPAID])
1583 if (QUERY_FLAG (obj, FLAG_UNPAID))
1584 value = 0; 1287 value = 0;
1585 else if (obj->type == MONEY || obj->type == GEM) 1288 else if (obj->type == MONEY || obj->type == GEM)
1586 value /= 3; 1289 value /= 3;
1587 else 1290 else
1588 value = (value * 9) / 10; 1291 value = value * 9 / 10;
1589 1292
1590 value /= 4; // fix by GHJ, don't understand, pcg
1591
1592 if ((obj->value > 0) && rndm (0, 29)) 1293 if (obj->value > 0 && rndm (0, 29))
1593 { 1294 total_value += value;
1594 int count;
1595 1295
1596 count = value / large->value;
1597 *large_nuggets += count;
1598 value -= (uint64) count *(uint64) large->value;
1599
1600 count = value / small->value;
1601 *small_nuggets += count;
1602 }
1603
1604 /* Turn 25 small nuggets into 1 large nugget. If the value
1605 * of large nuggets is not evenly divisable by the small nugget
1606 * value, take off an extra small_nugget (Assuming small_nuggets!=0)
1607 */
1608 if (*small_nuggets * small->value >= large->value)
1609 {
1610 (*large_nuggets)++;
1611 *small_nuggets -= large->value / small->value;
1612 if (*small_nuggets && large->value % small->value)
1613 (*small_nuggets)--;
1614 }
1615 weight += obj->weight; 1296 total_weight += obj->total_weight ();
1297
1616 obj->destroy (); 1298 obj->destroy ();
1617} 1299}
1618 1300
1619static void
1620update_map (object *op, maptile *m, int small_nuggets, int large_nuggets, int x, int y)
1621{
1622 object *tmp;
1623 int flag = 0;
1624
1625 /* Put any nuggets below the player, but we can only pass this
1626 * flag if we are on the same space as the player
1627 */
1628 if (x == op->x && y == op->y && op->map == m)
1629 flag = INS_BELOW_ORIGINATOR;
1630
1631 if (small_nuggets)
1632 {
1633 tmp = small->clone ();
1634 tmp->nrof = small_nuggets;
1635 m->insert (tmp, x, y, op, flag);
1636 }
1637
1638 if (large_nuggets)
1639 {
1640 tmp = large->clone ();
1641 tmp->nrof = large_nuggets;
1642 m->insert (tmp, x, y, op, flag);
1643 }
1644}
1645
1646int 1301int
1647alchemy (object *op, object *caster, object *spell_ob) 1302alchemy (object *op, object *caster, object *spell_ob)
1648{ 1303{
1649 int x, y, weight = 0, weight_max, large_nuggets, small_nuggets, mflags;
1650 sint16 nx, ny;
1651 object *next, *tmp;
1652 maptile *mp;
1653
1654 if (op->type != PLAYER) 1304 if (op->type != PLAYER)
1655 return 0; 1305 return 0;
1656 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
1657 /* 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
1658 * some, and also prevents people from alcheming every table/chair/clock 1314 * some, and also prevents people from alchemising every table/chair/clock
1659 * in sight 1315 * in sight
1660 */ 1316 */
1661 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);
1662 weight_max *= 1000; 1318 int weight_max = duration * 1000;
1663 small = get_archetype ("smallnugget"), large = get_archetype ("largenugget"); 1319 uint64 value_max = duration * 1000;
1664 1320
1321 int weight = 0;
1322
1665 for (y = op->y - 1; y <= op->y + 1; y++) 1323 for (int y = op->y - 1; y <= op->y + 1; y++)
1666 { 1324 {
1667 for (x = op->x - 1; x <= op->x + 1; x++) 1325 for (int x = op->x - 1; x <= op->x + 1; x++)
1668 { 1326 {
1327 uint64 value = 0;
1328
1669 nx = x; 1329 sint16 nx = x;
1670 ny = y; 1330 sint16 ny = y;
1671 1331
1672 mp = op->map; 1332 maptile *mp = op->map;
1673 1333
1674 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); 1334 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1675 1335
1676 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1336 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1677 continue; 1337 continue;
1678 1338
1679 /* Treat alchemy a little differently - most spell effects 1339 /* Treat alchemy a little differently - most spell effects
1681 * ground level effect. 1341 * ground level effect.
1682 */ 1342 */
1683 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) 1343 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1684 continue; 1344 continue;
1685 1345
1686 small_nuggets = 0; 1346 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1687 large_nuggets = 0;
1688
1689 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = next)
1690 { 1347 {
1691 next = tmp->above; 1348 next = tmp->above;
1349
1692 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1350 if (tmp->weight > 0 && !tmp->flag [FLAG_NO_PICK] &&
1693 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1351 !tmp->flag [FLAG_ALIVE] && !tmp->flag [FLAG_IS_CAULDRON])
1694 { 1352 {
1695
1696 if (tmp->inv) 1353 if (tmp->inv)
1697 { 1354 {
1698 object *next1, *tmp1; 1355 object *next1, *tmp1;
1699 1356
1700 for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1) 1357 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1701 { 1358 {
1702 next1 = tmp1->below; 1359 next1 = tmp1->below;
1703 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1360 if (tmp1->weight > 0 && !tmp1->flag [FLAG_NO_PICK] &&
1704 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1361 !tmp1->flag [FLAG_ALIVE] && !tmp1->flag [FLAG_IS_CAULDRON])
1705 alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight); 1362 alchemy_object (tmp1, value, weight);
1706 } 1363 }
1707 } 1364 }
1365
1708 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); 1366 alchemy_object (tmp, value, weight);
1709 1367
1710 if (weight > weight_max) 1368 if (weight > weight_max)
1711 { 1369 break;
1712 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1713 large->destroy ();
1714 small->destroy ();
1715 return 1;
1716 } 1370 }
1717 } /* is alchemable object */
1718 } /* process all objects on this space */
1719
1720 /* Insert all the nuggets at one time. This probably saves time, but
1721 * it also prevents us from alcheming nuggets that were just created
1722 * with this spell.
1723 */ 1371 }
1724 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);
1725 } 1385 }
1726 }
1727 1386
1728 large->destroy (); 1387 if (weight > weight_max)
1729 small->destroy (); 1388 goto bailout;
1730 /* reset this so that if player standing on a big pile of stuff, 1389 }
1731 * it is redrawn properly. 1390 }
1732 */ 1391
1733 op->contr->ns->look_position = 0; 1392bailout:
1734 return 1; 1393 return 1;
1735} 1394}
1736
1737 1395
1738/* This function removes the cursed/damned status on equipped 1396/* This function removes the cursed/damned status on equipped
1739 * items. 1397 * items.
1740 */ 1398 */
1741int 1399int
1742remove_curse (object *op, object *caster, object *spell) 1400remove_curse (object *op, object *caster, object *spell)
1743{ 1401{
1744 object *tmp;
1745 int success = 0, was_one = 0; 1402 int success = 0, was_one = 0;
1746 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
1747 for (tmp = op->inv; tmp; tmp = tmp->below) 1410 for (object *tmp = op->inv; tmp && num_uncurse; tmp = tmp->below)
1748 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1411 if (!tmp->invisible && tmp->flag [typeflag])
1749 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1750 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1751 { 1412 {
1752 was_one++; 1413 ++was_one;
1414
1753 if (tmp->level <= caster_level (caster, spell)) 1415 if (tmp->level <= casting_level (caster, spell))
1754 { 1416 {
1755 success++; 1417 ++success;
1756 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1418 --num_uncurse;
1757 CLEAR_FLAG (tmp, FLAG_DAMNED);
1758 1419
1759 CLEAR_FLAG (tmp, FLAG_CURSED); 1420 tmp->clr_flag (typeflag);
1760 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1421 tmp->clr_flag (FLAG_CURSED);
1422 tmp->clr_flag (FLAG_KNOWN_CURSED);
1761 tmp->value = 0; /* Still can't sell it */ 1423 tmp->value = 0; /* Still can't sell it */
1762 if (op->type == PLAYER) 1424
1425 if (object *pl = tmp->visible_to ())
1763 esrv_send_item (op, tmp); 1426 esrv_update_item (UPD_FLAGS, pl, tmp);
1764 } 1427 }
1765 } 1428 }
1766 1429
1767 if (op->type == PLAYER) 1430 if (op->type == PLAYER)
1768 { 1431 {
1769 if (success) 1432 if (success)
1770 { 1433 new_draw_info (NDI_UNIQUE, 0, op, "You realise that some of your items look shinier now. H<You successfully removed some curses.>");
1771 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1772 }
1773 else 1434 else
1774 { 1435 {
1775 if (was_one) 1436 if (was_one)
1776 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.>");
1777 else 1438 else
1778 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.>");
1779 } 1440 }
1780 } 1441 }
1781 1442
1782 return success; 1443 return success;
1783} 1444}
1784 1445
1785/* Identifies objects in the players inventory/on the ground */ 1446/* Identifies objects in the players inventory/on the ground */
1786
1787int 1447int
1788cast_identify (object *op, object *caster, object *spell) 1448cast_identify (object *op, object *caster, object *spell)
1789{ 1449{
1790 object *tmp; 1450 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1791 int success = 0, num_ident;
1792 1451
1793 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));
1794 1453
1795 if (num_ident < 1) 1454 op->splay_marked ();
1796 num_ident = 1;
1797 1455
1798 for (tmp = op->inv; tmp; tmp = tmp->below) 1456 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1799 { 1457 {
1800 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1458 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1801 { 1459 {
1802 identify (tmp); 1460 identify (tmp);
1803 1461
1804 if (op->type == PLAYER) 1462 if (op->type == PLAYER)
1805 { 1463 {
1806 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));
1807 1465
1808 if (tmp->msg) 1466 if (tmp->msg)
1809 { 1467 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1810 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1811 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1812 }
1813 } 1468 }
1814 1469
1815 num_ident--;
1816 success = 1;
1817 if (!num_ident) 1470 if (!--num_ident)
1818 break; 1471 break;
1819 } 1472 }
1820 } 1473 }
1821 1474
1822 /* 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
1823 * 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
1824 * was not fully used. 1477 * was not fully used.
1825 */ 1478 */
1826 if (num_ident) 1479 if (num_ident)
1827 { 1480 {
1828 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)
1829 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1482 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1830 { 1483 {
1831 identify (tmp); 1484 identify (tmp);
1832 1485
1833 if (op->type == PLAYER) 1486 if (object *pl = tmp->visible_to ())
1834 { 1487 {
1835 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));
1836 1489
1837 if (tmp->msg) 1490 if (tmp->msg)
1838 { 1491 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1839 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1840 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1841 }
1842
1843 esrv_send_item (op, tmp);
1844 } 1492 }
1845 1493
1846 num_ident--;
1847 success = 1;
1848 if (!num_ident) 1494 if (!--num_ident)
1849 break; 1495 break;
1850 } 1496 }
1851 } 1497 }
1852 1498
1853 if (!success) 1499 if (buf.empty ())
1854 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 }
1855 else 1504 else
1505 {
1506 if (op->contr)
1507 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1508
1856 spell_effect (spell, op->x, op->y, op->map, op); 1509 spell_effect (spell, op->x, op->y, op->map, op);
1857 1510 return 1;
1858 return success; 1511 }
1859} 1512}
1860 1513
1861int 1514int
1862cast_detection (object *op, object *caster, object *spell, object *skill) 1515cast_detection (object *op, object *caster, object *spell, object *skill)
1863{ 1516{
1864 object *tmp, *last, *god, *detect; 1517 object *tmp, *last, *god, *detect;
1865 int done_one, range, mflags, floor, level; 1518 int done_one, range, floor, level;
1866 sint16 x, y, nx, ny; 1519 sint16 x, y, nx, ny;
1867 maptile *m; 1520 maptile *m;
1868 1521
1869 /* 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
1870 * doing it over and over again. 1523 * doing it over and over again.
1871 */ 1524 */
1872 god = find_god (determine_god (op)); 1525 god = find_god (determine_god (op));
1873 level = caster_level (caster, spell); 1526 level = casting_level (caster, spell);
1874 range = spell->range + SP_level_range_adjust (caster, spell); 1527 range = spell->range + SP_level_range_adjust (caster, spell);
1875 1528
1876 if (!skill) 1529 if (!skill)
1877 skill = caster; 1530 skill = caster;
1878 1531
1879 for (x = op->x - range; x <= op->x + range; x++) 1532 dynbuf buf;
1880 for (y = op->y - range; y <= op->y + range; y++) 1533 unordered_mapwalk (buf, op, -range, -range, range, range)
1881 { 1534 {
1882 m = op->map;
1883 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1884 if (mflags & P_OUT_OF_MAP)
1885 continue;
1886
1887 /* For most of the detections, we only detect objects above the 1535 /* For most of the detections, we only detect objects above the
1888 * floor. But this is not true for show invisible. 1536 * floor. But this is not true for show invisible.
1889 * Basically, we just go and find the top object and work 1537 * Basically, we just go and find the top object and work
1890 * down - that is easier than working up. 1538 * down - that is easier than working up.
1891 */ 1539 */
1892 1540
1893 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)
1894 last = tmp; 1542 last = tmp;
1895 1543
1896 /* 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
1897 * would happen. 1545 * would happen.
1898 */ 1546 */
1899 if (!last) 1547 if (!last)
1900 continue; 1548 continue;
1901 1549
1902 done_one = 0; 1550 done_one = 0;
1903 floor = 0; 1551 floor = 0;
1904 detect = NULL; 1552 detect = 0;
1905 for (tmp = last; tmp; tmp = tmp->below) 1553 for (tmp = last; tmp; tmp = tmp->below)
1906 { 1554 {
1907 /* show invisible */ 1555 /* show invisible */
1908 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1556 if (spell->flag [FLAG_MAKE_INVIS]
1909 /* Might there be other objects that we can make visible? */ 1557 /* Might there be other objects that we can make visible? */
1910 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1558 && (tmp->invisible && (tmp->flag [FLAG_MONSTER]
1911 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1559 || (tmp->type == PLAYER && !tmp->flag [FLAG_WIZ])
1912 tmp->type == CF_HANDLE || 1560 || tmp->type == T_HANDLE
1913 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
1914 tmp->type == BUTTON || tmp->type == TELEPORTER || 1565 || tmp->type == TELEPORTER
1566 || tmp->type == GATE
1915 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1567 || tmp->type == LOCKED_DOOR
1916 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)
1917 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1571 || tmp->type == TRIGGER_PEDESTAL
1918 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)))
1919 { 1577 {
1578 printf ("show inv %s\n", tmp->debug_desc());//D
1920 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)
1921 { 1580 {
1922 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
1923 done_one = 1; 1663 done_one = 1;
1924 } 1664 }
1925 } 1665 }
1926
1927 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1928 floor = 1;
1929
1930 /* All detections below this point don't descend beneath the floor,
1931 * so just continue on. We could be clever and look at the type of
1932 * detection to completely break out if we don't care about objects beneath
1933 * the floor, but once we get to the floor, not likely a very big issue anyways.
1934 */
1935 if (floor)
1936 continue;
1937
1938 /* I had thought about making detect magic and detect curse
1939 * show the flash the magic item like it does for detect monster.
1940 * however, if the object is within sight, this would then make it
1941 * difficult to see what object is magical/cursed, so the
1942 * effect wouldn't be as apparant.
1943 */
1944
1945 /* detect magic */
1946 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1947 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1948 {
1949 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1950 /* make runes more visibile */
1951 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1952 tmp->stats.Cha /= 4;
1953 done_one = 1;
1954 }
1955 /* detect monster */
1956 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1957 {
1958 done_one = 2;
1959 if (!detect)
1960 detect = tmp;
1961 }
1962 /* Basically, if race is set in the spell, then the creatures race must
1963 * match that. if the spell race is set to GOD, then the gods opposing
1964 * race must match.
1965 */
1966 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1967 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) ||
1968 (strstr (spell->race, tmp->race))))
1969 {
1970 done_one = 2;
1971 if (!detect)
1972 detect = tmp;
1973 }
1974 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1975 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1976 {
1977 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1978 done_one = 1;
1979 }
1980 } /* for stack of objects on this space */ 1666 } /* for stack of objects on this space */
1981 1667
1982 /* 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
1983 * where the magic is. 1669 * where the magic is.
1984 */ 1670 */
1985 if (done_one) 1671 if (done_one)
1986 { 1672 {
1987 object *detect_ob = arch_to_object (spell->other_arch); 1673 object *detect_ob = spell->other_arch->instance ();
1988 1674
1989 /* if this is set, we want to copy the face */ 1675 /* if this is set, we want to copy the face */
1990 if (done_one == 2 && detect) 1676 if (done_one == 2 && detect)
1991 { 1677 {
1992 detect_ob->face = detect->face; 1678 detect_ob->face = detect->face;
1993 detect_ob->animation_id = detect->animation_id; 1679 detect_ob->animation_id = detect->animation_id;
1994 detect_ob->anim_speed = detect->anim_speed; 1680 detect_ob->anim_speed = detect->anim_speed;
1995 detect_ob->last_anim = 0; 1681 detect_ob->last_anim = 0;
1996 /* by default, the detect_ob is already animated */ 1682 /* by default, the detect_ob is already animated */
1997 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1683 if (!detect->flag [FLAG_ANIMATE])
1998 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1684 detect_ob->clr_flag (FLAG_ANIMATE);
1999 } 1685 }
2000 1686
2001 m->insert (detect_ob, nx, ny, op); 1687 m->insert (detect_ob, nx, ny, op, INS_ON_TOP);
2002 } 1688 }
2003 } /* for processing the surrounding spaces */ 1689 } /* for processing the surrounding spaces */
2004 1690
2005 1691
2006 /* 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 */
2007 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])
2008 { 1694 {
2009 done_one = 0; 1695 done_one = 0;
1696
2010 for (tmp = op->inv; tmp; tmp = tmp->below) 1697 for (tmp = op->inv; tmp; tmp = tmp->below)
2011 { 1698 {
2012 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1699 if (!tmp->invisible && !tmp->flag [FLAG_IDENTIFIED])
2013 { 1700 {
2014 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])
2015 { 1702 {
2016 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1703 tmp->set_flag (FLAG_KNOWN_MAGICAL);
2017 if (op->type == PLAYER) 1704
1705 if (object *pl = tmp->visible_to ())
2018 esrv_send_item (op, tmp); 1706 esrv_update_item (UPD_FLAGS, pl, tmp);
2019 } 1707 }
2020 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1708
2021 (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]))
2022 { 1711 {
2023 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1712 tmp->set_flag (FLAG_KNOWN_CURSED);
2024 if (op->type == PLAYER) 1713
1714 if (object *pl = tmp->visible_to ())
2025 esrv_send_item (op, tmp); 1715 esrv_update_item (UPD_FLAGS, pl, tmp);
2026 } 1716 }
2027 } /* if item is not identified */ 1717 } /* if item is not identified */
2028 } /* for the players inventory */ 1718 } /* for the players inventory */
2029 } /* if detect magic/curse and object is a player */ 1719 } /* if detect magic/curse and object is a player */
1720
2030 return 1; 1721 return 1;
2031} 1722}
2032 1723
2033 1724
2034/** 1725/**
2047 1738
2048 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.");
2049 1740
2050 if (victim->stats.sp >= victim->stats.maxsp * 2) 1741 if (victim->stats.sp >= victim->stats.maxsp * 2)
2051 { 1742 {
2052 object *tmp;
2053
2054 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1743 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
2055
2056 /* Explodes a fireball centered at player */
2057 tmp = get_archetype (EXPLODING_FIREBALL);
2058 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
2059 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
2060
2061 tmp->insert_at (victim);
2062 victim->stats.sp = 2 * victim->stats.maxsp; 1744 victim->stats.sp = 2 * victim->stats.maxsp;
1745 create_exploding_ball_at (victim, caster_level);
2063 } 1746 }
2064 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1747 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
2065 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.");
2066 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1749 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2067 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!");
2068 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1751 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2069 { 1752 {
2070 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1753 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2086 sint16 x, y; 1769 sint16 x, y;
2087 maptile *m; 1770 maptile *m;
2088 int mflags; 1771 int mflags;
2089 1772
2090 m = op->map; 1773 m = op->map;
2091 x = op->x + freearr_x[dir]; 1774 x = op->x + DIRX (dir);
2092 y = op->y + freearr_y[dir]; 1775 y = op->y + DIRY (dir);
2093 1776
2094 mflags = get_map_flags (m, &m, x, y, &x, &y); 1777 mflags = get_map_flags (m, &m, x, y, &x, &y);
2095 1778
2096 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1779 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
2097 { 1780 {
2098 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)
2099 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1782 if (plyr != op && plyr->flag [FLAG_ALIVE])
2100 break; 1783 break;
2101 } 1784 }
2102 1785
2103 1786
2104 /* 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
2105 * 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.
2106 */ 1789 */
2107 if (plyr == NULL) 1790 if (plyr == NULL)
2108 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)
2109 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1792 if (plyr != op && plyr->flag [FLAG_ALIVE])
2110 break; 1793 break;
2111 1794
2112 if (!plyr) 1795 if (!plyr)
2113 { 1796 {
2114 new_draw_info (NDI_BLACK, 0, op, "There is no one there."); 1797 op->failmsg ("There is no one there.");
2115 return 0; 1798 return 0;
2116 } 1799 }
2117 /* give sp */ 1800 /* give sp */
2118 if (spell->stats.dam > 0) 1801 if (spell->stats.dam > 0)
2119 { 1802 {
2120 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);
2121 charge_mana_effect (plyr, caster_level (caster, spell)); 1804 charge_mana_effect (plyr, casting_level (caster, spell));
2122 return 1; 1805 return 1;
2123 } 1806 }
2124 /* suck sp away. Can't suck sp from yourself */ 1807 /* suck sp away. Can't suck sp from yourself */
2125 else if (op != plyr) 1808 else if (op != plyr)
2126 { 1809 {
2131 if (rate > 95) 1814 if (rate > 95)
2132 rate = 95; 1815 rate = 95;
2133 1816
2134 sucked = (plyr->stats.sp * rate) / 100; 1817 sucked = (plyr->stats.sp * rate) / 100;
2135 plyr->stats.sp -= sucked; 1818 plyr->stats.sp -= sucked;
2136 if (QUERY_FLAG (op, FLAG_ALIVE)) 1819 if (op->flag [FLAG_ALIVE])
2137 { 1820 {
2138 /* Player doesn't get full credit */ 1821 /* Player doesn't get full credit */
2139 sucked = (sucked * rate) / 100; 1822 sucked = (sucked * rate) / 100;
2140 op->stats.sp += sucked; 1823 op->stats.sp += sucked;
2141 if (sucked > 0) 1824 if (sucked > 0)
2142 { 1825 {
2143 charge_mana_effect (op, caster_level (caster, spell)); 1826 charge_mana_effect (op, casting_level (caster, spell));
2144 } 1827 }
2145 } 1828 }
2146 return 1; 1829 return 1;
2147 } 1830 }
2148 return 0; 1831 return 0;
2161 object *tmp, *head, *next; 1844 object *tmp, *head, *next;
2162 int mflags; 1845 int mflags;
2163 maptile *m; 1846 maptile *m;
2164 sint16 sx, sy; 1847 sint16 sx, sy;
2165 1848
2166 sx = op->x + freearr_x[dir]; 1849 sx = op->x + DIRX (dir);
2167 sy = op->y + freearr_y[dir]; 1850 sy = op->y + DIRY (dir);
2168 m = op->map; 1851 m = op->map;
2169 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1852 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
2170 if (mflags & P_OUT_OF_MAP) 1853 if (mflags & P_OUT_OF_MAP)
2171 return; 1854 return;
2172 1855
2185 1868
2186 /* don't attack our own spells */ 1869 /* don't attack our own spells */
2187 if (tmp->owner && tmp->owner == op->owner) 1870 if (tmp->owner && tmp->owner == op->owner)
2188 continue; 1871 continue;
2189 1872
2190 /* Basically, if the object is magical and not counterspell, 1873 /* Basically, if the object is magical and not counterspell,
2191 * we will more or less remove the object. Don't counterspell 1874 * we will more or less remove the object. Don't counterspell
2192 * monsters either. 1875 * monsters either.
2193 */ 1876 */
2194 1877
2195 if (head->attacktype & AT_MAGIC && 1878 if (head->attacktype & AT_MAGIC
2196 !(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))
2197 head->destroy (); 1882 head->destroy ();
2198 else 1883 else
2199 switch (head->type) 1884 switch (head->type)
2200 { 1885 {
2201 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
2202 if (op->level > head->level) 1892 if (op->level > head->level)
2203 head->destroy (); 1893 head->destroy ();
2204 1894
2205 break; 1895 break;
2206 1896
2217 break; 1907 break;
2218 } 1908 }
2219 } 1909 }
2220} 1910}
2221 1911
2222
2223
2224/* cast_consecrate() - a spell to make an altar your god's */ 1912/* cast_consecrate() - a spell to make an altar your god's */
2225int 1913int
2226cast_consecrate (object *op, object *caster, object *spell) 1914cast_consecrate (object *op, object *caster, object *spell)
2227{ 1915{
2228 char buf[MAX_BUF]; 1916 char buf[MAX_BUF];
2229 1917
2230 object *tmp, *god = find_god (determine_god (op)); 1918 object *tmp, *god = find_god (determine_god (op));
2231 1919
2232 if (!god) 1920 if (!god)
2233 { 1921 {
2234 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!");
2235 return 0; 1923 return 0;
2236 } 1924 }
2237 1925
2238 for (tmp = op->below; tmp; tmp = tmp->below) 1926 for (tmp = op->below; tmp; tmp = tmp->below)
2239 { 1927 {
2240 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1928 if (tmp->flag [FLAG_IS_FLOOR])
2241 break; 1929 break;
2242 if (tmp->type == HOLY_ALTAR) 1930 if (tmp->type == HOLY_ALTAR)
2243 { 1931 {
2244 1932
2245 if (tmp->level > caster_level (caster, spell)) 1933 if (tmp->level > casting_level (caster, spell))
2246 { 1934 {
2247 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);
2248 return 0; 1936 return 0;
2249 } 1937 }
2250 else 1938 else
2251 { 1939 {
2252 /* If we got here, we are consecrating an altar */ 1940 /* If we got here, we are consecrating an altar */
2253 sprintf (buf, "Altar of %s", &god->name); 1941 sprintf (buf, "Altar of %s", &god->name);
2254 tmp->name = buf; 1942 tmp->name = buf;
2255 tmp->level = caster_level (caster, spell); 1943 tmp->level = casting_level (caster, spell);
2256 tmp->other_arch = god->arch; 1944 tmp->other_arch = god->arch;
1945
2257 if (op->type == PLAYER) 1946 if (op->type == PLAYER)
2258 esrv_update_item (UPD_NAME, op, tmp); 1947 esrv_update_item (UPD_NAME, op, tmp);
1948
2259 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);
2260 return 1; 1950 return 1;
2261 } 1951 }
2262 } 1952 }
2263 } 1953 }
2264 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!");
2265 return 0; 1956 return 0;
2266} 1957}
2267 1958
2268/* animate_weapon - 1959/* animate_weapon -
2269 * 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.
2270 * 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
2271 * 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
2272 * 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.
2273 * 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,
2274 * 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
2275 * 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
2276 * player checks. MSW 2003-01-06 1967 * player checks. MSW 2003-01-06
2277 */ 1968 */
2278
2279int 1969int
2280animate_weapon (object *op, object *caster, object *spell, int dir) 1970animate_weapon (object *op, object *caster, object *spell, int dir)
2281{ 1971{
2282 object *weapon, *tmp;
2283 char buf[MAX_BUF]; 1972 char buf[MAX_BUF];
2284 int a, i; 1973 int a, i;
2285 sint16 x, y; 1974 sint16 x, y;
2286 maptile *m; 1975 maptile *m;
2287 materialtype_t *mt;
2288 1976
2289 if (!spell->other_arch) 1977 if (!spell->other_arch)
2290 { 1978 {
2291 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1979 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2292 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);
2295 /* exit if it's not a player using this spell. */ 1983 /* exit if it's not a player using this spell. */
2296 if (op->type != PLAYER) 1984 if (op->type != PLAYER)
2297 return 0; 1985 return 0;
2298 1986
2299 /* if player already has a golem, abort */ 1987 /* if player already has a golem, abort */
2300 if (op->contr->ranges[range_golem]) 1988 if (object *golem = op->contr->golem)
2301 { 1989 {
2302 control_golem (op->contr->ranges[range_golem], dir); 1990 control_golem (golem, dir);
2303 return 0; 1991 return 0;
2304 } 1992 }
2305 1993
2306 /* if no direction specified, pick one */ 1994 /* if no direction specified, pick one */
2307 if (!dir) 1995 if (!dir)
2308 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);
2309 1997
2310 m = op->map; 1998 m = op->map;
2311 x = op->x + freearr_x[dir]; 1999 x = op->x + DIRX (dir);
2312 y = op->y + freearr_y[dir]; 2000 y = op->y + DIRY (dir);
2313 2001
2314 /* if there's no place to put the golem, abort */ 2002 /* if there's no place to put the golem, abort */
2315 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)
2316 ((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))
2317 { 2005 {
2318 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2006 op->failmsg ("There is something in the way.");
2319 return 0; 2007 return 0;
2320 } 2008 }
2321 2009
2322 /* Use the weapon marked by the player. */ 2010 /* Use the weapon marked by the player. */
2323 weapon = find_marked_object (op); 2011 object *weapon = op->mark ();
2324 2012
2325 if (!weapon) 2013 if (!weapon)
2326 { 2014 {
2327 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!");
2328 return 0; 2016 return 0;
2329 } 2017 }
2018
2330 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2019 if (spell->race && weapon->arch->archname != spell->race)
2331 { 2020 {
2332 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2021 op->failmsg ("The spell fails to transform your weapon.");
2333 return 0; 2022 return 0;
2334 } 2023 }
2024
2335 if (weapon->type != WEAPON) 2025 if (weapon->type != WEAPON)
2336 { 2026 {
2337 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.");
2338 return 0; 2028 return 0;
2339 } 2029 }
2340 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2030
2031 if (weapon->flag [FLAG_APPLIED])
2341 { 2032 {
2342 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));
2343 return 0; 2034 return 0;
2344 } 2035 }
2345 2036
2346 if (weapon->nrof > 1) 2037 weapon = weapon->split ();
2347 {
2348 tmp = get_split_ob (weapon, 1);
2349 esrv_send_item (op, weapon);
2350 weapon = tmp;
2351 }
2352 2038
2353 /* create the golem object */ 2039 /* create the golem object */
2354 tmp = arch_to_object (spell->other_arch); 2040 object *tmp = spell->other_arch->instance ();
2355 2041
2356 /* 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 */
2357 CLEAR_FLAG (tmp, FLAG_MONSTER); 2043 tmp->clr_flag (FLAG_MONSTER);
2358 SET_FLAG (tmp, FLAG_FRIENDLY);
2359 tmp->stats.exp = 0; 2044 tmp->stats.exp = 0;
2360 add_friendly_object (tmp); 2045 add_friendly_object (tmp);
2361 tmp->type = GOLEM; 2046 tmp->type = GOLEM;
2362 tmp->set_owner (op); 2047 tmp->set_owner (op);
2048 op->contr->golem = tmp;
2363 set_spell_skill (op, caster, spell, tmp); 2049 set_spell_skill (op, caster, spell, tmp);
2364 op->contr->ranges[range_golem] = tmp;
2365 op->contr->shoottype = range_golem;
2366 2050
2367 /* 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
2368 * removed flag - it should only be set if get_split_object was 2052 * removed flag - it should only be set if weapon->split was
2369 * used above. 2053 * used above.
2370 */ 2054 */
2371 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2055 if (!weapon->flag [FLAG_REMOVED])
2372 weapon->remove (); 2056 weapon->remove ();
2373 insert_ob_in_ob (weapon, tmp); 2057
2374 esrv_send_item (op, weapon); 2058 tmp->insert (weapon);
2059
2375 /* 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,
2376 * 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
2377 * body_info, skills, etc) 2062 * body_info, skills, etc)
2378 */ 2063 */
2379 SET_FLAG (tmp, FLAG_USE_WEAPON); 2064 tmp->set_flag (FLAG_USE_WEAPON);
2380 SET_FLAG (weapon, FLAG_APPLIED); 2065 weapon->set_flag (FLAG_APPLIED);
2381 tmp->update_stats (); 2066 tmp->update_stats ();
2382 2067
2383 /* 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
2384 * 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 -
2385 * 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.
2405 2090
2406 /* attacktype */ 2091 /* attacktype */
2407 if (!tmp->attacktype) 2092 if (!tmp->attacktype)
2408 tmp->attacktype = AT_PHYSICAL; 2093 tmp->attacktype = AT_PHYSICAL;
2409 2094
2410 mt = NULL;
2411 if (op->materialname != NULL)
2412 mt = name_to_material (op->materialname);
2413 if (mt != NULL)
2414 {
2415 for (i = 0; i < NROFATTACKS; i++) 2095 for (i = 0; i < NROFATTACKS; i++)
2416 tmp->resist[i] = 50 - (mt->save[i] * 5); 2096 tmp->resist[i] = 50 - (op->material->save[i] * 5);
2417 a = mt->save[0]; 2097
2418 } 2098 a = op->material->save[0];
2419 else 2099
2420 {
2421 for (i = 0; i < NROFATTACKS; i++)
2422 tmp->resist[i] = 5;
2423 a = 10;
2424 }
2425 /* Set weapon's immunity */ 2100 /* Set weapon's immunity */
2426 tmp->resist[ATNR_CONFUSION] = 100; 2101 tmp->resist[ATNR_CONFUSION] = 100;
2427 tmp->resist[ATNR_POISON] = 100; 2102 tmp->resist[ATNR_POISON] = 100;
2428 tmp->resist[ATNR_SLOW] = 100; 2103 tmp->resist[ATNR_SLOW] = 100;
2429 tmp->resist[ATNR_PARALYZE] = 100; 2104 tmp->resist[ATNR_PARALYZE] = 100;
2435 2110
2436 /* 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 */
2437 2112
2438 if (a > 14) 2113 if (a > 14)
2439 a = 14; 2114 a = 14;
2115
2440 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));
2441 2117
2442 /* Determine golem's speed */ 2118 /* Determine golem's speed */
2443 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)));
2444 2120
2445 if (!spell->race) 2121 if (!spell->race)
2446 { 2122 {
2447 sprintf (buf, "animated %s", &weapon->name); 2123 sprintf (buf, "animated %s", &weapon->name);
2448 tmp->name = buf; 2124 tmp->name = buf;
2454 tmp->state = weapon->state; 2130 tmp->state = weapon->state;
2455 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2131 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2456 } 2132 }
2457 2133
2458 /* 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. */
2459 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));
2460 2136
2461 tmp->speed_left = -1; 2137 tmp->speed_left = -1;
2462 tmp->direction = dir; 2138 tmp->direction = dir;
2463 2139
2464 m->insert (tmp, x, y, op); 2140 m->insert (tmp, x, y, op);
2468/* cast_daylight() - changes the map darkness level *lower* */ 2144/* cast_daylight() - changes the map darkness level *lower* */
2469 2145
2470/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2146/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2471 * This changes the light level for the entire map. 2147 * This changes the light level for the entire map.
2472 */ 2148 */
2473
2474int 2149int
2475cast_change_map_lightlevel (object *op, object *caster, object *spell) 2150cast_change_map_lightlevel (object *op, object *caster, object *spell)
2476{ 2151{
2477 int success; 2152 int success;
2478 2153
2479 if (!op->map) 2154 if (!op->map)
2480 return 0; /* shouldnt happen */ 2155 return 0; /* shouldnt happen */
2481 2156
2482 success = change_map_light (op->map, spell->stats.dam); 2157 success = op->map->change_map_light (spell->stats.dam);
2158
2483 if (!success) 2159 if (!success)
2484 { 2160 {
2485 if (spell->stats.dam < 0) 2161 if (spell->stats.dam < 0)
2486 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2162 op->failmsg ("It can be no brighter here.");
2487 else 2163 else
2488 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2164 op->failmsg ("It can be no darker here.");
2489 } 2165 }
2166
2490 return success; 2167 return success;
2491} 2168}
2492
2493
2494
2495
2496 2169
2497/* 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.
2498 * 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,
2499 * spell is the spell object itself. 2172 * spell is the spell object itself.
2500 */ 2173 */
2506 2179
2507 new_aura = present_arch_in_ob (spell->other_arch, op); 2180 new_aura = present_arch_in_ob (spell->other_arch, op);
2508 if (new_aura) 2181 if (new_aura)
2509 refresh = 1; 2182 refresh = 1;
2510 else 2183 else
2511 new_aura = arch_to_object (spell->other_arch); 2184 new_aura = spell->other_arch->instance ();
2512 2185
2513 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);
2514 2187
2515 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);
2516 2189
2517 new_aura->set_owner (op);
2518 set_spell_skill (op, caster, spell, new_aura); 2190 set_spell_skill (op, caster, spell, new_aura);
2519 new_aura->attacktype = spell->attacktype; 2191 new_aura->attacktype = spell->attacktype;
2520 2192
2521 new_aura->level = caster_level (caster, spell); 2193 new_aura->level = casting_level (caster, spell);
2194
2522 if (refresh) 2195 if (refresh)
2523 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.");
2524 else 2197 else
2525 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
2526 insert_ob_in_ob (new_aura, op); 2200 insert_ob_in_ob (new_aura, op);
2201 new_aura->set_owner (op);
2202
2527 return 1; 2203 return 1;
2528} 2204}
2529
2530 2205
2531/* 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,
2532 * 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
2533 * around him. 2208 * around him.
2534 * Aura parameters: 2209 * Aura parameters:
2535 * duration: duration counter. 2210 * duration: duration counter.
2536 * attacktype: aura's attacktype 2211 * attacktype: aura's attacktype
2537 * other_arch: archetype to drop where we attack 2212 * other_arch: archetype to drop where we attack
2538 */ 2213 */
2539
2540void 2214void
2541move_aura (object *aura) 2215move_aura (object *aura)
2542{ 2216{
2543 int i, mflags;
2544 object *env;
2545 maptile *m;
2546
2547 /* auras belong in inventories */ 2217 /* auras belong in inventories */
2548 env = aura->env; 2218 object *env = aura->env;
2219 object *owner = aura->owner;
2549 2220
2550 /* no matter what we've gotta remove the aura... 2221 /* no matter what we've gotta remove the aura...
2551 * we'll put it back if its time isn't up. 2222 * we'll put it back if its time isn't up.
2552 */ 2223 */
2553 aura->remove (); 2224 aura->remove ();
2554 2225
2555 /* exit if we're out of gas */ 2226 /* exit if we're out of gas */
2556 if (aura->duration-- < 0) 2227 if (aura->duration-- < 0)
2558 aura->destroy (); 2229 aura->destroy ();
2559 return; 2230 return;
2560 } 2231 }
2561 2232
2562 /* auras only exist in inventories */ 2233 /* auras only exist in inventories */
2563 if (env == NULL || env->map == NULL) 2234 if (!env || !env->map)
2564 { 2235 {
2565 aura->destroy (); 2236 aura->destroy ();
2566 return; 2237 return;
2567 } 2238 }
2568 2239
2569 /* we need to jump out of the inventory for a bit 2240 /* we need to jump out of the inventory for a bit
2570 * in order to hit the map conveniently. 2241 * in order to hit the map conveniently.
2571 */ 2242 */
2572 aura->insert_at (env, aura); 2243 aura->insert_at (env, aura);
2573 2244
2574 for (i = 1; i < 9; i++) 2245 for (int i = 1; i < 9; i++)
2575 { 2246 {
2576 sint16 nx, ny; 2247 mapxy pos (env);
2248 pos.move (i);
2577 2249
2578 nx = aura->x + freearr_x[i];
2579 ny = aura->y + freearr_y[i];
2580 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2581
2582 /* Consider the movement tyep of the person with the aura as 2250 /* Consider the movement type of the person with the aura as
2583 * 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
2584 * 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.
2585 */ 2253 */
2586 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)))
2587 { 2255 {
2588 hit_map (aura, i, aura->attacktype, 0); 2256 hit_map (aura, i, aura->attacktype, 0);
2589 2257
2590 if (aura->other_arch) 2258 if (aura->other_arch)
2591 m->insert (arch_to_object (aura->other_arch), nx, ny, aura); 2259 pos.insert (aura->other_arch->instance (), aura);
2592 } 2260 }
2593 } 2261 }
2594 2262
2595 /* put the aura back in the player's inventory */ 2263 /* put the aura back in the player's inventory */
2596 aura->remove (); 2264 env->insert (aura);
2597 insert_ob_in_ob (aura, env); 2265 aura->set_owner (owner);
2598} 2266}
2599 2267
2600/* moves the peacemaker spell. 2268/* moves the peacemaker spell.
2601 * op is the piece object. 2269 * op is the piece object.
2602 */ 2270 */
2603
2604void 2271void
2605move_peacemaker (object *op) 2272move_peacemaker (object *op)
2606{ 2273{
2607 object *tmp; 2274 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2608
2609 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2610 { 2275 {
2611 int atk_lev, def_lev; 2276 int atk_lev, def_lev;
2612 object *victim = tmp; 2277 object *victim = tmp->head_ ();
2613 2278
2614 if (tmp->head) 2279 if (!victim->flag [FLAG_MONSTER])
2615 victim = tmp->head;
2616 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2617 continue; 2280 continue;
2618 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2281
2282 if (victim->flag [FLAG_UNAGGRESSIVE])
2619 continue; 2283 continue;
2284
2620 if (victim->stats.exp == 0) 2285 if (victim->stats.exp == 0)
2621 continue; 2286 continue;
2622 2287
2623 def_lev = MAX (1, victim->level); 2288 def_lev = max (1, victim->level);
2624 atk_lev = MAX (1, op->level); 2289 atk_lev = max (1, op->level);
2625 2290
2626 if (rndm (0, atk_lev - 1) > def_lev) 2291 if (rndm (0, atk_lev - 1) > def_lev)
2627 { 2292 {
2628 /* make this sucker peaceful. */ 2293 /* make this sucker peaceful. */
2629 2294
2295 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2630 change_exp (op->owner, victim->stats.exp, op->skill, 0); 2296 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2631 victim->stats.exp = 0; 2297 victim->stats.exp = 0;
2632#if 0 2298#if 0
2633 /* No idea why these were all set to zero - if something 2299 /* No idea why these were all set to zero - if something
2634 * makes this creature agressive, he should still do damage. 2300 * makes this creature agressive, he should still do damage.
2637 victim->stats.sp = 0; 2303 victim->stats.sp = 0;
2638 victim->stats.grace = 0; 2304 victim->stats.grace = 0;
2639 victim->stats.Pow = 0; 2305 victim->stats.Pow = 0;
2640#endif 2306#endif
2641 victim->attack_movement = RANDO2; 2307 victim->attack_movement = RANDO2;
2642 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2308 victim->set_flag (FLAG_UNAGGRESSIVE);
2643 SET_FLAG (victim, FLAG_RUN_AWAY); 2309 victim->set_flag (FLAG_RUN_AWAY);
2644 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2310 victim->set_flag (FLAG_RANDOM_MOVE);
2645 CLEAR_FLAG (victim, FLAG_MONSTER); 2311 victim->clr_flag (FLAG_MONSTER);
2312
2646 if (victim->name) 2313 if (victim->name)
2647 {
2648 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);
2649 } 2315 }
2650 }
2651 } 2316 }
2652} 2317}
2653
2654 2318
2655/* This writes a rune that contains the appropriate message. 2319/* This writes a rune that contains the appropriate message.
2656 * There really isn't any adjustments we make. 2320 * There really isn't any adjustments we make.
2657 */ 2321 */
2658
2659int 2322int
2660write_mark (object *op, object *spell, const char *msg) 2323write_mark (object *op, object *spell, const char *msg)
2661{ 2324{
2662 char rune[HUGE_BUF];
2663 object *tmp;
2664
2665 if (!msg || msg[0] == 0) 2325 if (!msg || msg[0] == 0)
2666 { 2326 {
2667 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2327 op->failmsg ("Write what?");
2668 return 0; 2328 return 0;
2669 } 2329 }
2670 2330
2671 if (strcasestr_local (msg, "endmsg")) 2331 if (!msg_is_safe (msg))
2672 { 2332 {
2673 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.>");
2674 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);
2675 return 0; 2335 return 0;
2676 } 2336 }
2337
2677 if (!spell->other_arch) 2338 if (!spell->other_arch)
2678 return 0; 2339 return 0;
2679 tmp = arch_to_object (spell->other_arch);
2680 2340
2681 snprintf (rune, sizeof (rune), "%s\n", msg); 2341 object *tmp = spell->other_arch->instance ();
2682 2342
2683 tmp->race = op->name; /*Save the owner of the rune */ 2343 tmp->race = op->name; /*Save the owner of the rune */
2684 tmp->msg = rune; 2344 tmp->msg = msg;
2685 2345
2686 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); 2346 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2347
2687 return 1; 2348 return 1;
2688} 2349}
2350

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