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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.28 by root, Sat Dec 30 10:16:11 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 op->enter_exit (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 maptile *exitmap;
645 int op_level;
646
647 /* Check to see if the map the player is currently on is a per player unique
648 * map. This can be determined in that per player unique maps have the
649 * full pathname listed.
650 */
651 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
652 {
653 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
654 return 0;
655 }
656
657 /* The first thing to do is to check if we have a marked destination
658 * dummy is used to make a check inventory for the force
659 */
660 dummy = arch_to_object (spell->other_arch);
661 if (dummy == NULL)
662 {
663 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
664 LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name);
665 return 0;
666 }
667
668 force = check_inv_recursive (op, dummy);
669
670 if (force == NULL)
671 {
672 /* Here we know there is no destination marked up.
673 * We have 2 things to do:
674 * 1. Mark the destination in the player inventory.
675 * 2. Let the player know it worked.
676 */
677 dummy->name = op->map->path;
678 EXIT_X (dummy) = op->x;
679 EXIT_Y (dummy) = op->y;
680 insert_ob_in_ob (dummy, op);
681 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.");
682 return 1;
683 }
684
685 dummy->destroy ();
686
687 /* Here we know where the town portal should go to
688 * We should kill any existing portal associated with the player.
689 * Than we should create the 2 portals.
690 * For each of them, we need:
691 * - To create the portal with the name of the player+destination map
692 * - set the owner of the town portal
693 * - To mark the position of the portal in the player's inventory
694 * for easier destruction.
695 *
696 * The mark works has follow:
697 * slaying: Existing town portal
698 * hp, sp : x & y of the associated portal
699 * name : name of the portal
700 * race : map the portal is in
701 */
702
703 /* First step: killing existing town portals */
704 dummy = get_archetype (spell->race);
705 if (dummy == NULL)
706 {
707 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
708 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
709 return 0;
710 }
711
712 perm_portal = archetype::find (spell->slaying);
713
714 /* To kill a town portal, we go trough the player's inventory,
715 * for each marked portal in player's inventory,
716 * -We try load the associated map (if impossible, consider the portal destructed)
717 * -We find any portal in the specified location.
718 * If it has the good name, we destruct it.
719 * -We destruct the force indicating that portal.
720 */
721 while ((old_force = check_inv_recursive (op, dummy)))
722 {
723 exitmap = maptile::find_map (old_force->race, op->map);
724
725 if (exitmap)
726 {
727 int exitx = EXIT_X (old_force);
728 int exity = EXIT_Y (old_force);
729
730 tmp = present_arch (perm_portal, exitmap, exitx, exity);
731 while (tmp)
732 {
733 if (tmp->name == old_force->name)
734 {
735 tmp->destroy ();
736 break;
737 }
738
739 tmp = tmp->above;
740 }
741 }
742
743 old_force->destroy ();
744 }
745
746 dummy->destroy ();
747
748 /* Creating the portals.
749 * The very first thing to do is to ensure
750 * access to the destination map.
751 * If we can't, don't fizzle. Simply warn player.
752 * This ensure player pays his mana for the spell
753 * because HE is responsible of forgotting.
754 * 'force' is the destination of the town portal, which we got
755 * from the players inventory above.
756 */
757
758 /* Ensure exit map is loaded */
759 exitmap = maptile::find_map (force->name, 0);
760
761 /* If we were unable to load (ex. random map deleted), warn player */
762 if (!exitmap)
763 {
764 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
765 force->destroy ();
766 return 1;
767 }
768
769 op_level = caster_level (caster, spell);
770 if (op_level < 15)
771 snprintf (portal_message, 1024,
772 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
773 &op->name);
774 else if (op_level < 30)
775 snprintf (portal_message, 1024,
776 "\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);
777 else if (op_level < 60)
778 snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
779 else
780 snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",
781 &op->name);
782
783 /* Create a portal in front of player
784 * dummy contain the portal and
785 * force contain the track to kill it later
786 */
787 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
788 dummy = get_archetype (spell->slaying); /*The portal */
789 if (dummy == NULL)
790 {
791 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
792 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
793 return 0;
794 }
795
796 EXIT_PATH (dummy) = force->name;
797 EXIT_X (dummy) = EXIT_X (force);
798 EXIT_Y (dummy) = EXIT_Y (force);
799 dummy->name = dummy->name_pl = portal_name;
800 dummy->msg = portal_message;
801 dummy->race = op->name; /*Save the owner of the portal */
802 cast_create_obj (op, caster, dummy, 0);
803
804 /* Now we need to to create a town portal marker inside the player
805 * object, so on future castings, we can know that he has an active
806 * town portal.
807 */
808 tmp = get_archetype (spell->race);
809 if (tmp == NULL)
810 {
811 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
812 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
813 return 0;
814 }
815
816 tmp->race = op->map->path;
817 tmp->name = portal_name;
818 EXIT_X (tmp) = dummy->x;
819 EXIT_Y (tmp) = dummy->y;
820 op->insert (tmp);
821
822 /* Create a portal in the destination map
823 * dummy contain the portal and
824 * force the track to kill it later
825 * the 'force' variable still contains the 'reminder' of
826 * where this portal goes to.
827 */
828 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &op->map->path);
829 dummy = get_archetype (spell->slaying); /*The portal */
830 if (dummy == NULL)
831 {
832 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
833 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
834 return 0;
835 }
836
837 EXIT_PATH (dummy) = op->map->path;
838 EXIT_X (dummy) = op->x;
839 EXIT_Y (dummy) = op->y;
840 dummy->name = dummy->name_pl = portal_name;
841 dummy->msg = portal_message;
842 dummy->race = op->name; /*Save the owner of the portal */
843 exitmap->insert (dummy, EXIT_X (force), EXIT_Y (force), op);
844
845 /* Now we create another town portal marker that
846 * points back to the one we just made
847 */
848 tmp = get_archetype (spell->race);
849 if (tmp == NULL)
850 {
851 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
852 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
853 return 0;
854 }
855
856 tmp->race = force->name;
857 tmp->name = portal_name;
858 EXIT_X (tmp) = dummy->x;
859 EXIT_Y (tmp) = dummy->y;
860 insert_ob_in_ob (tmp, op);
861
862 /* Describe the player what happened
863 */
864 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
865 force->destroy ();
866 600
867 return 1; 601 return 1;
868} 602}
869 603
870/* This creates magic walls. Really, it can create most any object, 604/* This creates magic walls. Really, it can create most any object,
886 x = op->x; 620 x = op->x;
887 y = op->y; 621 y = op->y;
888 } 622 }
889 else 623 else
890 { 624 {
891 x = op->x + freearr_x[dir]; 625 x = op->x + DIRX (dir);
892 y = op->y + freearr_y[dir]; 626 y = op->y + DIRY (dir);
893 } 627 }
894 628
895 m = op->map; 629 m = op->map;
896 630
897 if ((spell_ob->move_block || x != op->x || y != op->y) && 631 if ((spell_ob->move_block || x != op->x || y != op->y) &&
898 (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) ||
899 ((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)))
900 { 634 {
901 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 635 op->failmsg ("Something is in the way.");
902 return 0; 636 return 0;
903 } 637 }
904 638
905 if (spell_ob->other_arch) 639 if (spell_ob->other_arch)
906 tmp = arch_to_object (spell_ob->other_arch); 640 tmp = spell_ob->other_arch->instance ();
907 else if (spell_ob->race) 641 else if (spell_ob->race)
908 { 642 {
909 char buf1[MAX_BUF]; 643 char buf1[MAX_BUF];
910 644
911 sprintf (buf1, spell_ob->race, dir); 645 sprintf (buf1, spell_ob->race, dir);
915 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 649 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
916 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 650 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
917 return 0; 651 return 0;
918 } 652 }
919 653
920 tmp = arch_to_object (at); 654 tmp = at->instance ();
921 } 655 }
922 else 656 else
923 { 657 {
924 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);
925 return 0; 659 return 0;
930 tmp->attacktype = spell_ob->attacktype; 664 tmp->attacktype = spell_ob->attacktype;
931 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);
932 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);
933 tmp->range = 0; 667 tmp->range = 0;
934 } 668 }
935 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 669 else if (tmp->flag [FLAG_ALIVE])
936 { 670 {
937 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);
938 tmp->stats.maxhp = tmp->stats.hp; 672 tmp->stats.maxhp = tmp->stats.hp;
939 } 673 }
940 674
941 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])
942 { 676 {
943 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);
944 SET_FLAG (tmp, FLAG_IS_USED_UP); 678 tmp->set_flag (FLAG_IS_USED_UP);
945 } 679 }
946 680
947 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 681 if (spell_ob->flag [FLAG_TEAR_DOWN])
948 { 682 {
949 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);
950 tmp->stats.maxhp = tmp->stats.hp; 684 tmp->stats.maxhp = tmp->stats.hp;
951 SET_FLAG (tmp, FLAG_TEAR_DOWN); 685 tmp->set_flag (FLAG_TEAR_DOWN);
952 SET_FLAG (tmp, FLAG_ALIVE); 686 tmp->set_flag (FLAG_ALIVE);
953 } 687 }
954 688
955 /* 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,
956 * 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
957 * earthwalls, though, so they survive restarts. 691 * earthwalls, though, so they survive restarts.
958 */ 692 */
959 if (tmp->type != EARTHWALL) //TODO 693 if (tmp->type != EARTHWALL) //TODO
960 tmp->set_owner (op); 694 tmp->set_owner (op);
961 695
962 set_spell_skill (op, caster, spell_ob, tmp); 696 set_spell_skill (op, caster, spell_ob, tmp);
963 tmp->level = caster_level (caster, spell_ob) / 2; 697 tmp->level = casting_level (caster, spell_ob) / 2;
964 698
965 name = tmp->name; 699 name = tmp->name;
966 if (!(tmp = m->insert (tmp, x, y, op))) 700 if (!(tmp = m->insert (tmp, x, y, op)))
967 { 701 {
968 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);
969 return 0; 703 return 0;
970 } 704 }
971 705
972 /* 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 */
973 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 707 if (tmp->other_arch && tmp->other_arch->type == SPELL)
974 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 708 insert_ob_in_ob (tmp->other_arch->instance (), tmp);
975 709
976 /* This code causes the wall to extend some distance in 710 /* This code causes the wall to extend some distance in
977 * each direction, or until an obstruction is encountered. 711 * each direction, or until an obstruction is encountered.
978 * posblocked and negblocked help determine how far the 712 * posblocked and negblocked help determine how far the
979 * created wall can extend, it won't go extend through 713 * created wall can extend, it won't go extend through
980 * blocked spaces. 714 * blocked spaces.
981 */ 715 */
982 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 716 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
987 { 721 {
988 int dir2; 722 int dir2;
989 723
990 dir2 = (dir < 4) ? (dir + 2) : dir - 2; 724 dir2 = (dir < 4) ? (dir + 2) : dir - 2;
991 725
992 x = tmp->x + i * freearr_x[dir2]; 726 x = tmp->x + i * DIRX (dir2);
993 y = tmp->y + i * freearr_y[dir2]; 727 y = tmp->y + i * DIRY (dir2);
994 m = tmp->map; 728 m = tmp->map;
995 729
996 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)) &&
997 ((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)
998 { 732 {
999 object *tmp2 = tmp->clone (); 733 object *tmp2 = tmp->clone ();
1000 m->insert (tmp2, x, y, op); 734 m->insert (tmp2, x, y, op);
1001 735
1002 /* 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 */
1003 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 737 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1004 tmp2->insert (arch_to_object (tmp2->other_arch)); 738 tmp2->insert (tmp2->other_arch->instance ());
1005 739
1006 } 740 }
1007 else 741 else
1008 posblocked = 1; 742 posblocked = 1;
1009 743
1010 x = tmp->x - i * freearr_x[dir2]; 744 x = tmp->x - i * DIRX (dir2);
1011 y = tmp->y - i * freearr_y[dir2]; 745 y = tmp->y - i * DIRY (dir2);
1012 m = tmp->map; 746 m = tmp->map;
1013 747
1014 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)) &&
1015 ((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)
1016 { 750 {
1017 object *tmp2 = tmp->clone (); 751 object *tmp2 = tmp->clone ();
1018 m->insert (tmp2, x, y, op); 752 m->insert (tmp2, x, y, op);
1019 753
1020 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 754 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1021 tmp2->insert (arch_to_object (tmp2->other_arch)); 755 tmp2->insert (tmp2->other_arch->instance ());
1022 } 756 }
1023 else 757 else
1024 negblocked = 1; 758 negblocked = 1;
1025 } 759 }
1026 760
1027 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) 761 if (tmp->flag [FLAG_BLOCKSVIEW])
1028 update_all_los (op->map, op->x, op->y); 762 update_all_los (op->map, op->x, op->y);
1029 763
1030 return 1; 764 return 1;
1031} 765}
1032 766
1033int 767int
1034dimension_door (object *op, object *caster, object *spob, int dir) 768dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
1035{ 769{
1036 uint32 dist, maxdist; 770 uint32 dist, maxdist;
1037 int mflags; 771 int mflags;
1038 maptile *m; 772 maptile *m;
1039 sint16 sx, sy; 773 sint16 sx, sy;
1041 if (op->type != PLAYER) 775 if (op->type != PLAYER)
1042 return 0; 776 return 0;
1043 777
1044 if (!dir) 778 if (!dir)
1045 { 779 {
1046 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?"); 780 op->failmsg ("In what direction?");
1047 return 0; 781 return 0;
1048 } 782 }
1049 783
1050 /* 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
1051 * ever, so put limits in. 785 * ever, so put limits in.
1052 */ 786 */
1053 maxdist = spob->range + SP_level_range_adjust (caster, spob); 787 maxdist = spob->range + SP_level_range_adjust (caster, spob);
1054 788
1055 if (op->contr->count) 789 if (spellparam)
1056 { 790 {
791 int count = atoi (spellparam);
792
1057 if (op->contr->count > maxdist) 793 if (count > maxdist)
1058 { 794 {
1059 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!"); 795 op->failmsg ("You can't dimension door that far!");
1060 return 0; 796 return 0;
1061 } 797 }
1062 798
1063 for (dist = 0; dist < op->contr->count; dist++) 799 for (dist = 0; dist < count; dist++)
1064 { 800 {
1065 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);
1066 802
1067 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 803 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
1068 break; 804 break;
1069 805
1070 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)))
1071 break; 807 break;
1072 } 808 }
1073 809
1074 if (dist < op->contr->count) 810 if (dist < count)
1075 { 811 {
1076 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");
1077 op->contr->count = 0;
1078 return 0; 813 return 0;
1079 } 814 }
1080
1081 op->contr->count = 0;
1082 815
1083 /* Remove code that puts player on random space on maps. IMO, 816 /* Remove code that puts player on random space on maps. IMO,
1084 * 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,
1085 * 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
1086 * by such squares). Also, there are probably treasure rooms and 819 * by such squares). Also, there are probably treasure rooms and
1087 * 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
1088 * areas themselves don't contain no magic spaces. 821 * areas themselves don't contain no magic spaces.
1089 */ 822 */
1090 /* This call here is really just to normalize the coordinates */ 823 /* This call here is really just to normalize the coordinates */
1091 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);
1092 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)))
1093 { 826 {
1094 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");
1095 return 1; /* Maybe the penalty should be more severe... */ 828 return 1; /* Maybe the penalty should be more severe... */
1096 } 829 }
1102 * spaces that blocked the players view. 835 * spaces that blocked the players view.
1103 */ 836 */
1104 837
1105 for (dist = 0; dist < maxdist; dist++) 838 for (dist = 0; dist < maxdist; dist++)
1106 { 839 {
1107 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);
1108 841
1109 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 842 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
1110 break; 843 break;
1111 844
1112 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)))
1117 /* If the destination is blocked, keep backing up until we 850 /* If the destination is blocked, keep backing up until we
1118 * find a place for the player. 851 * find a place for the player.
1119 */ 852 */
1120 for (; dist > 0; dist--) 853 for (; dist > 0; dist--)
1121 { 854 {
1122 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,
1123 &sx, &sy) & (P_OUT_OF_MAP | P_IS_ALIVE)) 856 &sx, &sy) & (P_OUT_OF_MAP | P_IS_ALIVE))
1124 continue; 857 continue;
1125 858
1126 859
1127 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)))
1128 break; 861 break;
1129 862
1130 } 863 }
1131 if (!dist) 864 if (!dist)
1132 { 865 {
1133 new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n"); 866 op->failmsg ("Your spell failed!\n");
1134 return 0; 867 return 0;
1135 } 868 }
1136 } 869 }
1137 870
1138 /* Actually move the player now */ 871 /* Actually move the player now */
1139 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)))
1140 return 1; 873 return 1;
1141 874
1142 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
1143 return 1; 877 return 1;
1144} 878}
1145
1146 879
1147/* cast_heal: Heals something. 880/* cast_heal: Heals something.
1148 * op is the caster. 881 * op is the caster.
1149 * dir is the direction he is casting it in. 882 * dir is the direction he is casting it in.
1150 * spell is the spell object. 883 * spell is the spell object.
1157 object *poison; 890 object *poison;
1158 int heal = 0, success = 0; 891 int heal = 0, success = 0;
1159 892
1160 tmp = find_target_for_friendly_spell (op, dir); 893 tmp = find_target_for_friendly_spell (op, dir);
1161 894
1162 if (tmp == NULL) 895 if (!tmp)
1163 return 0; 896 return 0;
1164 897
1165 /* Figure out how many hp this spell might cure. 898 /* Figure out how many hp this spell might cure.
1166 * could be zero if this spell heals effects, not damage. 899 * could be zero if this spell heals effects, not damage.
1167 */ 900 */
1170 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;
1171 904
1172 if (heal) 905 if (heal)
1173 { 906 {
1174 if (tmp->stats.hp >= tmp->stats.maxhp) 907 if (tmp->stats.hp >= tmp->stats.maxhp)
1175 {
1176 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.");
1177 }
1178 else 909 else
1179 { 910 {
1180 /* See how many points we actually heal. Instead of messages 911 /* See how many points we actually heal. Instead of messages
1181 * based on type of spell, we instead do messages based 912 * based on type of spell, we instead do messages based
1182 * on amount of damage healed. 913 * on amount of damage healed.
1183 */ 914 */
1184 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 915 if (heal > tmp->stats.maxhp - tmp->stats.hp)
1185 heal = tmp->stats.maxhp - tmp->stats.hp; 916 heal = tmp->stats.maxhp - tmp->stats.hp;
917
1186 tmp->stats.hp += heal; 918 tmp->stats.hp += heal;
1187 919
1188 if (tmp->stats.hp >= tmp->stats.maxhp) 920 if (tmp->stats.hp >= tmp->stats.maxhp)
1189 {
1190 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 921 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1191 }
1192 else if (heal > 50) 922 else if (heal > 50)
1193 {
1194 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); 923 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1195 }
1196 else if (heal > 25) 924 else if (heal > 25)
1197 {
1198 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); 925 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1199 }
1200 else if (heal > 10) 926 else if (heal > 10)
1201 {
1202 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.");
1203 }
1204 else 928 else
1205 {
1206 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.");
1207 } 930
1208 success = 1; 931 success = 1;
1209 } 932 }
1210 } 933 }
934
1211 if (spell->attacktype & AT_DISEASE) 935 if (spell->attacktype & AT_DISEASE)
1212 if (cure_disease (tmp, op)) 936 if (cure_disease (tmp, op, spell))
1213 success = 1; 937 success = 1;
1214 938
1215 if (spell->attacktype & AT_POISON) 939 if (spell->attacktype & AT_POISON)
1216 { 940 {
1217 at = archetype::find ("poisoning"); 941 at = archetype::find (shstr_poisoning);
1218 poison = present_arch_in_ob (at, tmp); 942 poison = present_arch_in_ob (at, tmp);
1219 if (poison) 943 if (poison)
1220 { 944 {
1221 success = 1; 945 success = 1;
1222 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 946 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1223 poison->stats.food = 1; 947 poison->stats.food = 1;
1224 } 948 }
1225 } 949 }
950
1226 if (spell->attacktype & AT_CONFUSION) 951 if (spell->attacktype & AT_CONFUSION)
1227 { 952 {
1228 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 953 poison = present_in_ob_by_name (FORCE, shstr_confusion, tmp);
1229 if (poison) 954 if (poison)
1230 { 955 {
1231 success = 1; 956 success = 1;
1232 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 957 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1233 poison->duration = 1; 958 poison->duration = 1;
1234 } 959 }
1235 } 960 }
961
1236 if (spell->attacktype & AT_BLIND) 962 if (spell->attacktype & AT_BLIND)
1237 { 963 {
1238 at = archetype::find ("blindness"); 964 at = archetype::find (shstr_blindness);
1239 poison = present_arch_in_ob (at, tmp); 965 poison = present_arch_in_ob (at, tmp);
1240 if (poison) 966 if (poison)
1241 { 967 {
1242 success = 1; 968 success = 1;
1243 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.");
1244 poison->stats.food = 1; 970 poison->stats.food = 1;
1245 } 971 }
1246 } 972 }
973
1247 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) 974 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1248 { 975 {
1249 tmp->stats.sp += spell->last_sp; 976 tmp->stats.sp += spell->last_sp;
1250 if (tmp->stats.sp > tmp->stats.maxsp) 977 if (tmp->stats.sp > tmp->stats.maxsp)
1251 tmp->stats.sp = tmp->stats.maxsp; 978 tmp->stats.sp = tmp->stats.maxsp;
1252 success = 1; 979 success = 1;
1253 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!");
1254 } 981 }
982
1255 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) 983 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1256 { 984 {
1257 tmp->stats.grace += spell->last_grace; 985 tmp->stats.grace += spell->last_grace;
1258 if (tmp->stats.grace > tmp->stats.maxgrace) 986 if (tmp->stats.grace > tmp->stats.maxgrace)
1259 tmp->stats.grace = tmp->stats.maxgrace; 987 tmp->stats.grace = tmp->stats.maxgrace;
1260 success = 1; 988 success = 1;
1261 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!");
1262 } 990 }
991
1263 if (spell->stats.food && tmp->stats.food < 999) 992 if (spell->stats.food && tmp->stats.food < MAX_FOOD)
1264 { 993 {
1265 tmp->stats.food += spell->stats.food; 994 tmp->stats.food += spell->stats.food;
1266 if (tmp->stats.food > 999) 995 min_it (tmp->stats.food, MAX_FOOD);
1267 tmp->stats.food = 999; 996
1268 success = 1; 997 success = 1;
1269 /* 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 */
1270 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");
1271 } 1000 }
1001
1272 return success; 1002 return success;
1273} 1003}
1274
1275 1004
1276/* 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
1277 * 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
1278 * good comments for those. 1007 * good comments for those.
1279 */ 1008 */
1280static const char *const no_gain_msgs[NUM_STATS] = { 1009static const char *const no_gain_msgs[NUM_STATS] = {
1281 "You grow no stronger.", 1010 "You grow no stronger.",
1282 "You grow no more agile.", 1011 "You grow no more agile.",
1283 "You don't feel any healthier.", 1012 "You don't feel any healthier.",
1284 "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."
1285 "You are no easier to look at.", 1016 "You are no easier to look at.",
1286 "no int",
1287 "no pow"
1288}; 1017};
1289 1018
1290int 1019int
1020change_ability_duration (object *spell, object *caster)
1021{
1022 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1023}
1024
1025int
1291cast_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)
1292{ 1027{
1293 object *force = NULL; 1028 object *force = 0;
1294 int i; 1029 int i;
1295 1030
1296 /* 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. */
1297 object *tmp = dir 1032 object *tmp = dir
1298 ? find_target_for_friendly_spell (op, dir) 1033 ? find_target_for_friendly_spell (op, dir)
1299 : op; 1034 : op;
1300 1035
1301 if (!tmp) 1036 if (!tmp)
1302 return 0; 1037 return 0;
1303 1038
1304 /* 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. */
1312 break; 1047 break;
1313 } 1048 }
1314 else if (spell_ob->race && spell_ob->race == tmp2->name) 1049 else if (spell_ob->race && spell_ob->race == tmp2->name)
1315 { 1050 {
1316 if (!silent) 1051 if (!silent)
1317 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
1318 return 0; 1055 return 0;
1319 } 1056 }
1320 } 1057 }
1321 } 1058 }
1059
1060 int duration = change_ability_duration (spell_ob, caster);
1061
1322 if (force == NULL) 1062 if (force)
1323 {
1324 force = get_archetype (FORCE_NAME);
1325 force->subtype = FORCE_CHANGE_ABILITY;
1326 if (spell_ob->race)
1327 force->name = spell_ob->race;
1328 else
1329 force->name = spell_ob->name;
1330 force->name_pl = spell_ob->name;
1331 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1332
1333 } 1063 {
1334 else
1335 {
1336 int duration;
1337
1338 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1339 if (duration > force->duration) 1064 if (duration > force->duration)
1340 { 1065 {
1341 force->duration = duration; 1066 force->duration = duration;
1342 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.");
1343 } 1068 }
1344 else 1069 else
1345 {
1346 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.");
1347 } 1071
1348 return 1; 1072 return 1;
1349 } 1073 }
1350 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
1351 force->speed = 1.0; 1090 force->speed = 1.0;
1352 force->speed_left = -1.0; 1091 force->speed_left = -1.0;
1353 SET_FLAG (force, FLAG_APPLIED); 1092 force->set_flag (FLAG_APPLIED);
1354 1093
1355 /* Now start processing the effects. First, protections */ 1094 /* Now start processing the effects. First, protections */
1356 for (i = 0; i < NROFATTACKS; i++) 1095 for (i = 0; i < NROFATTACKS; i++)
1357 {
1358 if (spell_ob->resist[i]) 1096 if (spell_ob->resist[i])
1359 {
1360 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));
1361 if (force->resist[i] > 100) 1098
1362 force->resist[i] = 100;
1363 }
1364 }
1365 if (spell_ob->stats.hp) 1099 if (spell_ob->stats.hp)
1366 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);
1367 1101
1368 if (tmp->type == PLAYER) 1102 if (tmp->type == PLAYER)
1369 { 1103 {
1370 /* Stat adjustment spells */ 1104 /* Stat adjustment spells */
1371 for (i = 0; i < NUM_STATS; i++) 1105 for (i = 0; i < NUM_STATS; i++)
1372 { 1106 {
1373 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; 1107 if (sint8 stat = spell_ob->stats.stat (i))
1374
1375 if (stat)
1376 { 1108 {
1377 sm = 0; 1109 sint8 sm = 0;
1378 for (k = 0; k < stat; k++) 1110 for (sint8 k = 0; k < stat; k++)
1379 sm += rndm (1, 3); 1111 sm += rndm (1, 3);
1380 1112
1381 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) 1113 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1382 { 1114 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1383 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); 1115
1384 if (sm < 0) 1116 force->stats.stat (i) = sm;
1385 sm = 0; 1117
1386 }
1387 set_attr_value (&force->stats, i, sm);
1388 if (!sm) 1118 if (!sm)
1389 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); 1119 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1390 } 1120 }
1391 } 1121 }
1392 } 1122 }
1393 1123
1394 force->move_type = spell_ob->move_type; 1124 force->move_type = spell_ob->move_type;
1395 1125
1396 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK)) 1126 if (spell_ob->flag [FLAG_SEE_IN_DARK])
1397 SET_FLAG (force, FLAG_SEE_IN_DARK); 1127 force->set_flag (FLAG_SEE_IN_DARK);
1398 1128
1399 if (QUERY_FLAG (spell_ob, FLAG_XRAYS)) 1129 if (spell_ob->flag [FLAG_XRAYS])
1400 SET_FLAG (force, FLAG_XRAYS); 1130 force->set_flag (FLAG_XRAYS);
1401 1131
1402 /* Haste/bonus speed */ 1132 /* Haste/bonus speed */
1403 if (spell_ob->stats.exp) 1133 if (spell_ob->stats.exp)
1404 { 1134 {
1405 if (op->speed > 0.5f) 1135 if (op->speed > 0.5f)
1413 force->attacktype = spell_ob->attacktype; 1143 force->attacktype = spell_ob->attacktype;
1414 1144
1415 insert_ob_in_ob (force, tmp); 1145 insert_ob_in_ob (force, tmp);
1416 change_abil (tmp, force); /* Mostly to display any messages */ 1146 change_abil (tmp, force); /* Mostly to display any messages */
1417 tmp->update_stats (); 1147 tmp->update_stats ();
1148
1418 return 1; 1149 return 1;
1419} 1150}
1420 1151
1421/* 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
1422 * 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
1423 * of the caster. 1154 * of the caster.
1424 */ 1155 */
1425
1426int 1156int
1427cast_bless (object *op, object *caster, object *spell_ob, int dir) 1157cast_bless (object *op, object *caster, object *spell_ob, int dir)
1428{ 1158{
1429 int i; 1159 int i;
1430 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1160 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1431 1161
1432 /* 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. */
1433 if (dir != 0) 1163 if (dir != 0)
1434 { 1164 {
1435 tmp = find_target_for_friendly_spell (op, dir); 1165 tmp = find_target_for_friendly_spell (op, dir);
1166
1167 if (!tmp)
1168 return 0;
1436 } 1169 }
1437 else 1170 else
1438 {
1439 tmp = op; 1171 tmp = op;
1440 }
1441 1172
1442 /* 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. */
1443 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1174 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1444 { 1175 {
1445 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1176 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1446 { 1177 {
1447 if (tmp2->name == spell_ob->name) 1178 if (tmp2->name == spell_ob->name)
1448 { 1179 {
1454 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);
1455 return 0; 1186 return 0;
1456 } 1187 }
1457 } 1188 }
1458 } 1189 }
1190
1459 if (force == NULL) 1191 if (force == NULL)
1460 { 1192 {
1461 force = get_archetype (FORCE_NAME); 1193 force = archetype::get (FORCE_NAME);
1462 force->subtype = FORCE_CHANGE_ABILITY; 1194 force->subtype = FORCE_CHANGE_ABILITY;
1463 if (spell_ob->race) 1195 if (spell_ob->race)
1464 force->name = spell_ob->race; 1196 force->name = spell_ob->race;
1465 else 1197 else
1466 force->name = spell_ob->name; 1198 force->name = spell_ob->name;
1481 { 1213 {
1482 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.");
1483 } 1215 }
1484 return 0; 1216 return 0;
1485 } 1217 }
1218
1486 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;
1487 force->speed = 1.0; 1220 force->speed = 1.0;
1488 force->speed_left = -1.0; 1221 force->speed_left = -1.0;
1489 SET_FLAG (force, FLAG_APPLIED); 1222 force->set_flag (FLAG_APPLIED);
1490 1223
1491 if (!god) 1224 if (!god)
1492 { 1225 {
1493 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty."); 1226 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1494 } 1227 }
1495 else 1228 else
1496 { 1229 {
1497 /* Only give out good benefits, and put a max on it */ 1230 /* Only give out good benefits, and put a max on it */
1498 for (i = 0; i < NROFATTACKS; i++) 1231 for (i = 0; i < NROFATTACKS; i++)
1499 {
1500 if (god->resist[i] > 0) 1232 if (god->resist[i] > 0)
1501 {
1502 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]);
1503 } 1234
1504 }
1505 force->path_attuned |= god->path_attuned; 1235 force->path_attuned |= god->path_attuned;
1506 1236
1507 if (spell_ob->attacktype) 1237 if (spell_ob->attacktype)
1508 force->slaying = god->slaying; 1238 force->slaying = god->slaying;
1509 1239
1525 insert_ob_in_ob (force, tmp); 1255 insert_ob_in_ob (force, tmp);
1526 tmp->update_stats (); 1256 tmp->update_stats ();
1527 return 1; 1257 return 1;
1528} 1258}
1529 1259
1530
1531
1532/* Alchemy code by Mark Wedel 1260/* Alchemy code by Mark Wedel
1533 * 1261 *
1534 * This code adds a new spell, called alchemy. Alchemy will turn 1262 * This code adds a new spell, called alchemy. Alchemy will turn
1535 * objects to gold nuggets, the value of the gold nuggets being 1263 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1536 * about 90% of that of the item itself. It uses the value of the
1537 * object before charisma adjustments, because the nuggets themselves
1538 * will be will be adjusted by charisma when sold.
1539 * 1264 *
1540 * 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
1541 * the maximum number of large nuggets you could get. 1266 * itself. It uses the value of the object before charisma adjustments,
1542 * 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
1543 * to the max amount of small nuggets as you could get. 1268 * when sold.
1544 *
1545 * For example, if an item is worth 110 gold, you will get
1546 * 4 large nuggets, and from 0-10 small nuggets.
1547 * 1269 *
1548 * 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
1549 * 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
1550 * alchemied. 1272 * alchemised.
1551 */ 1273 */
1552
1553/* I didn't feel like passing these as arguements to the
1554 * two functions that need them. Real values are put in them
1555 * when the spell is cast, and these are freed when the spell
1556 * is finished.
1557 */
1558static object *small, *large;
1559
1560static void 1274static void
1561alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight) 1275alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1562{ 1276{
1563 uint64 value = query_cost (obj, NULL, F_TRUE); 1277 uint64 value = query_cost (obj, NULL, F_TRUE);
1564 1278
1565 /* Give third price when we alchemy money (This should hopefully 1279 /* Give third price when we alchemy money (this should hopefully
1566 * 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
1567 * the nuggets, alchemy the gold from that, etc. 1281 * the nuggets, alchemy the gold from that, etc.
1568 * Otherwise, give 9 silver on the gold for other objects, 1282 * Otherwise, give 9 silver on the gold for other objects,
1569 * so that it would still be more affordable to haul 1283 * so that it would still be more affordable to haul
1570 * the stuff back to town. 1284 * the stuff back to town.
1571 */ 1285 */
1572 1286 if (obj->flag [FLAG_UNPAID])
1573 if (QUERY_FLAG (obj, FLAG_UNPAID))
1574 value = 0; 1287 value = 0;
1575 else if (obj->type == MONEY || obj->type == GEM) 1288 else if (obj->type == MONEY || obj->type == GEM)
1576 value /= 3; 1289 value /= 3;
1577 else 1290 else
1578 value = (value * 9) / 10; 1291 value = value * 9 / 10;
1579 1292
1580 value /= 4; // fix by GHJ, don't understand, pcg
1581
1582 if ((obj->value > 0) && rndm (0, 29)) 1293 if (obj->value > 0 && rndm (0, 29))
1583 { 1294 total_value += value;
1584 int count;
1585 1295
1586 count = value / large->value;
1587 *large_nuggets += count;
1588 value -= (uint64) count *(uint64) large->value;
1589
1590 count = value / small->value;
1591 *small_nuggets += count;
1592 }
1593
1594 /* Turn 25 small nuggets into 1 large nugget. If the value
1595 * of large nuggets is not evenly divisable by the small nugget
1596 * value, take off an extra small_nugget (Assuming small_nuggets!=0)
1597 */
1598 if (*small_nuggets * small->value >= large->value)
1599 {
1600 (*large_nuggets)++;
1601 *small_nuggets -= large->value / small->value;
1602 if (*small_nuggets && large->value % small->value)
1603 (*small_nuggets)--;
1604 }
1605 weight += obj->weight; 1296 total_weight += obj->total_weight ();
1297
1606 obj->destroy (); 1298 obj->destroy ();
1607} 1299}
1608 1300
1609static void
1610update_map (object *op, maptile *m, int small_nuggets, int large_nuggets, int x, int y)
1611{
1612 object *tmp;
1613 int flag = 0;
1614
1615 /* Put any nuggets below the player, but we can only pass this
1616 * flag if we are on the same space as the player
1617 */
1618 if (x == op->x && y == op->y && op->map == m)
1619 flag = INS_BELOW_ORIGINATOR;
1620
1621 if (small_nuggets)
1622 {
1623 tmp = small->clone ();
1624 tmp->nrof = small_nuggets;
1625 m->insert (tmp, x, y, op, flag);
1626 }
1627
1628 if (large_nuggets)
1629 {
1630 tmp = large->clone ();
1631 tmp->nrof = large_nuggets;
1632 m->insert (tmp, x, y, op, flag);
1633 }
1634}
1635
1636int 1301int
1637alchemy (object *op, object *caster, object *spell_ob) 1302alchemy (object *op, object *caster, object *spell_ob)
1638{ 1303{
1639 int x, y, weight = 0, weight_max, large_nuggets, small_nuggets, mflags;
1640 sint16 nx, ny;
1641 object *next, *tmp;
1642 maptile *mp;
1643
1644 if (op->type != PLAYER) 1304 if (op->type != PLAYER)
1645 return 0; 1305 return 0;
1646 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
1647 /* 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
1648 * some, and also prevents people from alcheming every table/chair/clock 1314 * some, and also prevents people from alchemising every table/chair/clock
1649 * in sight 1315 * in sight
1650 */ 1316 */
1651 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);
1652 weight_max *= 1000; 1318 int weight_max = duration * 1000;
1653 small = get_archetype ("smallnugget"), large = get_archetype ("largenugget"); 1319 uint64 value_max = duration * 1000;
1654 1320
1321 int weight = 0;
1322
1655 for (y = op->y - 1; y <= op->y + 1; y++) 1323 for (int y = op->y - 1; y <= op->y + 1; y++)
1656 { 1324 {
1657 for (x = op->x - 1; x <= op->x + 1; x++) 1325 for (int x = op->x - 1; x <= op->x + 1; x++)
1658 { 1326 {
1327 uint64 value = 0;
1328
1659 nx = x; 1329 sint16 nx = x;
1660 ny = y; 1330 sint16 ny = y;
1661 1331
1662 mp = op->map; 1332 maptile *mp = op->map;
1663 1333
1664 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); 1334 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1665 1335
1666 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1336 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1667 continue; 1337 continue;
1668 1338
1669 /* Treat alchemy a little differently - most spell effects 1339 /* Treat alchemy a little differently - most spell effects
1671 * ground level effect. 1341 * ground level effect.
1672 */ 1342 */
1673 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) 1343 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1674 continue; 1344 continue;
1675 1345
1676 small_nuggets = 0; 1346 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1677 large_nuggets = 0;
1678
1679 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = next)
1680 { 1347 {
1681 next = tmp->above; 1348 next = tmp->above;
1349
1682 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1350 if (tmp->weight > 0 && !tmp->flag [FLAG_NO_PICK] &&
1683 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1351 !tmp->flag [FLAG_ALIVE] && !tmp->flag [FLAG_IS_CAULDRON])
1684 { 1352 {
1685
1686 if (tmp->inv) 1353 if (tmp->inv)
1687 { 1354 {
1688 object *next1, *tmp1; 1355 object *next1, *tmp1;
1689 1356
1690 for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1) 1357 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1691 { 1358 {
1692 next1 = tmp1->below; 1359 next1 = tmp1->below;
1693 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1360 if (tmp1->weight > 0 && !tmp1->flag [FLAG_NO_PICK] &&
1694 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1361 !tmp1->flag [FLAG_ALIVE] && !tmp1->flag [FLAG_IS_CAULDRON])
1695 alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight); 1362 alchemy_object (tmp1, value, weight);
1696 } 1363 }
1697 } 1364 }
1365
1698 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); 1366 alchemy_object (tmp, value, weight);
1699 1367
1700 if (weight > weight_max) 1368 if (weight > weight_max)
1701 { 1369 break;
1702 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1703 large->destroy ();
1704 small->destroy ();
1705 return 1;
1706 } 1370 }
1707 } /* is alchemable object */
1708 } /* process all objects on this space */
1709
1710 /* Insert all the nuggets at one time. This probably saves time, but
1711 * it also prevents us from alcheming nuggets that were just created
1712 * with this spell.
1713 */ 1371 }
1714 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);
1715 } 1385 }
1716 }
1717 1386
1718 large->destroy (); 1387 if (weight > weight_max)
1719 small->destroy (); 1388 goto bailout;
1720 /* reset this so that if player standing on a big pile of stuff, 1389 }
1721 * it is redrawn properly. 1390 }
1722 */ 1391
1723 op->contr->ns->look_position = 0; 1392bailout:
1724 return 1; 1393 return 1;
1725} 1394}
1726
1727 1395
1728/* This function removes the cursed/damned status on equipped 1396/* This function removes the cursed/damned status on equipped
1729 * items. 1397 * items.
1730 */ 1398 */
1731int 1399int
1732remove_curse (object *op, object *caster, object *spell) 1400remove_curse (object *op, object *caster, object *spell)
1733{ 1401{
1734 object *tmp;
1735 int success = 0, was_one = 0; 1402 int success = 0, was_one = 0;
1736 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
1737 for (tmp = op->inv; tmp; tmp = tmp->below) 1410 for (object *tmp = op->inv; tmp && num_uncurse; tmp = tmp->below)
1738 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1411 if (!tmp->invisible && tmp->flag [typeflag])
1739 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1740 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1741 { 1412 {
1742 was_one++; 1413 ++was_one;
1414
1743 if (tmp->level <= caster_level (caster, spell)) 1415 if (tmp->level <= casting_level (caster, spell))
1744 { 1416 {
1745 success++; 1417 ++success;
1746 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1418 --num_uncurse;
1747 CLEAR_FLAG (tmp, FLAG_DAMNED);
1748 1419
1749 CLEAR_FLAG (tmp, FLAG_CURSED); 1420 tmp->clr_flag (typeflag);
1750 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1421 tmp->clr_flag (FLAG_CURSED);
1422 tmp->clr_flag (FLAG_KNOWN_CURSED);
1751 tmp->value = 0; /* Still can't sell it */ 1423 tmp->value = 0; /* Still can't sell it */
1752 if (op->type == PLAYER) 1424
1425 if (object *pl = tmp->visible_to ())
1753 esrv_send_item (op, tmp); 1426 esrv_update_item (UPD_FLAGS, pl, tmp);
1754 } 1427 }
1755 } 1428 }
1756 1429
1757 if (op->type == PLAYER) 1430 if (op->type == PLAYER)
1758 { 1431 {
1759 if (success) 1432 if (success)
1760 { 1433 new_draw_info (NDI_UNIQUE, 0, op, "You realise that some of your items look shinier now. H<You successfully removed some curses.>");
1761 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1762 }
1763 else 1434 else
1764 { 1435 {
1765 if (was_one) 1436 if (was_one)
1766 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.>");
1767 else 1438 else
1768 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.>");
1769 } 1440 }
1770 } 1441 }
1771 1442
1772 return success; 1443 return success;
1773} 1444}
1774 1445
1775/* Identifies objects in the players inventory/on the ground */ 1446/* Identifies objects in the players inventory/on the ground */
1776
1777int 1447int
1778cast_identify (object *op, object *caster, object *spell) 1448cast_identify (object *op, object *caster, object *spell)
1779{ 1449{
1780 object *tmp; 1450 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1781 int success = 0, num_ident;
1782 1451
1783 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));
1784 1453
1785 if (num_ident < 1) 1454 op->splay_marked ();
1786 num_ident = 1;
1787 1455
1788 for (tmp = op->inv; tmp; tmp = tmp->below) 1456 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1789 { 1457 {
1790 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1458 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1791 { 1459 {
1792 identify (tmp); 1460 identify (tmp);
1793 1461
1794 if (op->type == PLAYER) 1462 if (op->type == PLAYER)
1795 { 1463 {
1796 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));
1797 1465
1798 if (tmp->msg) 1466 if (tmp->msg)
1799 { 1467 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1800 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1801 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1802 }
1803 } 1468 }
1804 1469
1805 num_ident--;
1806 success = 1;
1807 if (!num_ident) 1470 if (!--num_ident)
1808 break; 1471 break;
1809 } 1472 }
1810 } 1473 }
1811 1474
1812 /* 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
1813 * 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
1814 * was not fully used. 1477 * was not fully used.
1815 */ 1478 */
1816 if (num_ident) 1479 if (num_ident)
1817 { 1480 {
1818 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)
1819 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1482 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1820 { 1483 {
1821 identify (tmp); 1484 identify (tmp);
1822 1485
1823 if (op->type == PLAYER) 1486 if (object *pl = tmp->visible_to ())
1824 { 1487 {
1825 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));
1826 1489
1827 if (tmp->msg) 1490 if (tmp->msg)
1828 { 1491 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1829 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1830 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1831 }
1832
1833 esrv_send_item (op, tmp);
1834 } 1492 }
1835 1493
1836 num_ident--;
1837 success = 1;
1838 if (!num_ident) 1494 if (!--num_ident)
1839 break; 1495 break;
1840 } 1496 }
1841 } 1497 }
1842 1498
1843 if (!success) 1499 if (buf.empty ())
1844 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 }
1845 else 1504 else
1505 {
1506 if (op->contr)
1507 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1508
1846 spell_effect (spell, op->x, op->y, op->map, op); 1509 spell_effect (spell, op->x, op->y, op->map, op);
1847 1510 return 1;
1848 return success; 1511 }
1849} 1512}
1850 1513
1851int 1514int
1852cast_detection (object *op, object *caster, object *spell, object *skill) 1515cast_detection (object *op, object *caster, object *spell, object *skill)
1853{ 1516{
1854 object *tmp, *last, *god, *detect; 1517 object *tmp, *last, *god, *detect;
1855 int done_one, range, mflags, floor, level; 1518 int done_one, range, floor, level;
1856 sint16 x, y, nx, ny; 1519 sint16 x, y, nx, ny;
1857 maptile *m; 1520 maptile *m;
1858 1521
1859 /* 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
1860 * doing it over and over again. 1523 * doing it over and over again.
1861 */ 1524 */
1862 god = find_god (determine_god (op)); 1525 god = find_god (determine_god (op));
1863 level = caster_level (caster, spell); 1526 level = casting_level (caster, spell);
1864 range = spell->range + SP_level_range_adjust (caster, spell); 1527 range = spell->range + SP_level_range_adjust (caster, spell);
1865 1528
1866 if (!skill) 1529 if (!skill)
1867 skill = caster; 1530 skill = caster;
1868 1531
1869 for (x = op->x - range; x <= op->x + range; x++) 1532 dynbuf buf;
1870 for (y = op->y - range; y <= op->y + range; y++) 1533 unordered_mapwalk (buf, op, -range, -range, range, range)
1871 { 1534 {
1872 m = op->map;
1873 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1874 if (mflags & P_OUT_OF_MAP)
1875 continue;
1876
1877 /* For most of the detections, we only detect objects above the 1535 /* For most of the detections, we only detect objects above the
1878 * floor. But this is not true for show invisible. 1536 * floor. But this is not true for show invisible.
1879 * Basically, we just go and find the top object and work 1537 * Basically, we just go and find the top object and work
1880 * down - that is easier than working up. 1538 * down - that is easier than working up.
1881 */ 1539 */
1882 1540
1883 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)
1884 last = tmp; 1542 last = tmp;
1885 1543
1886 /* 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
1887 * would happen. 1545 * would happen.
1888 */ 1546 */
1889 if (!last) 1547 if (!last)
1890 continue; 1548 continue;
1891 1549
1892 done_one = 0; 1550 done_one = 0;
1893 floor = 0; 1551 floor = 0;
1894 detect = NULL; 1552 detect = 0;
1895 for (tmp = last; tmp; tmp = tmp->below) 1553 for (tmp = last; tmp; tmp = tmp->below)
1896 { 1554 {
1897 /* show invisible */ 1555 /* show invisible */
1898 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1556 if (spell->flag [FLAG_MAKE_INVIS]
1899 /* Might there be other objects that we can make visible? */ 1557 /* Might there be other objects that we can make visible? */
1900 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1558 && (tmp->invisible && (tmp->flag [FLAG_MONSTER]
1901 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1559 || (tmp->type == PLAYER && !tmp->flag [FLAG_WIZ])
1902 tmp->type == CF_HANDLE || 1560 || tmp->type == T_HANDLE
1903 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
1904 tmp->type == BUTTON || tmp->type == TELEPORTER || 1565 || tmp->type == TELEPORTER
1566 || tmp->type == GATE
1905 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1567 || tmp->type == LOCKED_DOOR
1906 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)
1907 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1571 || tmp->type == TRIGGER_PEDESTAL
1908 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)))
1909 { 1577 {
1578 printf ("show inv %s\n", tmp->debug_desc());//D
1910 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)
1911 { 1580 {
1912 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
1913 done_one = 1; 1663 done_one = 1;
1914 } 1664 }
1915 } 1665 }
1916
1917 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1918 floor = 1;
1919
1920 /* All detections below this point don't descend beneath the floor,
1921 * so just continue on. We could be clever and look at the type of
1922 * detection to completely break out if we don't care about objects beneath
1923 * the floor, but once we get to the floor, not likely a very big issue anyways.
1924 */
1925 if (floor)
1926 continue;
1927
1928 /* I had thought about making detect magic and detect curse
1929 * show the flash the magic item like it does for detect monster.
1930 * however, if the object is within sight, this would then make it
1931 * difficult to see what object is magical/cursed, so the
1932 * effect wouldn't be as apparant.
1933 */
1934
1935 /* detect magic */
1936 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1937 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1938 {
1939 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1940 /* make runes more visibile */
1941 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1942 tmp->stats.Cha /= 4;
1943 done_one = 1;
1944 }
1945 /* detect monster */
1946 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1947 {
1948 done_one = 2;
1949 if (!detect)
1950 detect = tmp;
1951 }
1952 /* Basically, if race is set in the spell, then the creatures race must
1953 * match that. if the spell race is set to GOD, then the gods opposing
1954 * race must match.
1955 */
1956 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1957 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) ||
1958 (strstr (spell->race, tmp->race))))
1959 {
1960 done_one = 2;
1961 if (!detect)
1962 detect = tmp;
1963 }
1964 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1965 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1966 {
1967 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1968 done_one = 1;
1969 }
1970 } /* for stack of objects on this space */ 1666 } /* for stack of objects on this space */
1971 1667
1972 /* 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
1973 * where the magic is. 1669 * where the magic is.
1974 */ 1670 */
1975 if (done_one) 1671 if (done_one)
1976 { 1672 {
1977 object *detect_ob = arch_to_object (spell->other_arch); 1673 object *detect_ob = spell->other_arch->instance ();
1978 1674
1979 /* if this is set, we want to copy the face */ 1675 /* if this is set, we want to copy the face */
1980 if (done_one == 2 && detect) 1676 if (done_one == 2 && detect)
1981 { 1677 {
1982 detect_ob->face = detect->face; 1678 detect_ob->face = detect->face;
1983 detect_ob->animation_id = detect->animation_id; 1679 detect_ob->animation_id = detect->animation_id;
1984 detect_ob->anim_speed = detect->anim_speed; 1680 detect_ob->anim_speed = detect->anim_speed;
1985 detect_ob->last_anim = 0; 1681 detect_ob->last_anim = 0;
1986 /* by default, the detect_ob is already animated */ 1682 /* by default, the detect_ob is already animated */
1987 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1683 if (!detect->flag [FLAG_ANIMATE])
1988 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1684 detect_ob->clr_flag (FLAG_ANIMATE);
1989 } 1685 }
1990 1686
1991 m->insert (detect_ob, nx, ny, op); 1687 m->insert (detect_ob, nx, ny, op, INS_ON_TOP);
1992 } 1688 }
1993 } /* for processing the surrounding spaces */ 1689 } /* for processing the surrounding spaces */
1994 1690
1995 1691
1996 /* 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 */
1997 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])
1998 { 1694 {
1999 done_one = 0; 1695 done_one = 0;
1696
2000 for (tmp = op->inv; tmp; tmp = tmp->below) 1697 for (tmp = op->inv; tmp; tmp = tmp->below)
2001 { 1698 {
2002 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1699 if (!tmp->invisible && !tmp->flag [FLAG_IDENTIFIED])
2003 { 1700 {
2004 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])
2005 { 1702 {
2006 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1703 tmp->set_flag (FLAG_KNOWN_MAGICAL);
2007 if (op->type == PLAYER) 1704
1705 if (object *pl = tmp->visible_to ())
2008 esrv_send_item (op, tmp); 1706 esrv_update_item (UPD_FLAGS, pl, tmp);
2009 } 1707 }
2010 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1708
2011 (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]))
2012 { 1711 {
2013 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1712 tmp->set_flag (FLAG_KNOWN_CURSED);
2014 if (op->type == PLAYER) 1713
1714 if (object *pl = tmp->visible_to ())
2015 esrv_send_item (op, tmp); 1715 esrv_update_item (UPD_FLAGS, pl, tmp);
2016 } 1716 }
2017 } /* if item is not identified */ 1717 } /* if item is not identified */
2018 } /* for the players inventory */ 1718 } /* for the players inventory */
2019 } /* if detect magic/curse and object is a player */ 1719 } /* if detect magic/curse and object is a player */
1720
2020 return 1; 1721 return 1;
2021} 1722}
2022 1723
2023 1724
2024/** 1725/**
2037 1738
2038 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.");
2039 1740
2040 if (victim->stats.sp >= victim->stats.maxsp * 2) 1741 if (victim->stats.sp >= victim->stats.maxsp * 2)
2041 { 1742 {
2042 object *tmp;
2043
2044 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1743 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
2045
2046 /* Explodes a fireball centered at player */
2047 tmp = get_archetype (EXPLODING_FIREBALL);
2048 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
2049 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
2050
2051 tmp->insert_at (victim);
2052 victim->stats.sp = 2 * victim->stats.maxsp; 1744 victim->stats.sp = 2 * victim->stats.maxsp;
1745 create_exploding_ball_at (victim, caster_level);
2053 } 1746 }
2054 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1747 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
2055 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.");
2056 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1749 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2057 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!");
2058 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1751 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2059 { 1752 {
2060 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1753 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2076 sint16 x, y; 1769 sint16 x, y;
2077 maptile *m; 1770 maptile *m;
2078 int mflags; 1771 int mflags;
2079 1772
2080 m = op->map; 1773 m = op->map;
2081 x = op->x + freearr_x[dir]; 1774 x = op->x + DIRX (dir);
2082 y = op->y + freearr_y[dir]; 1775 y = op->y + DIRY (dir);
2083 1776
2084 mflags = get_map_flags (m, &m, x, y, &x, &y); 1777 mflags = get_map_flags (m, &m, x, y, &x, &y);
2085 1778
2086 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1779 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
2087 { 1780 {
2088 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)
2089 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1782 if (plyr != op && plyr->flag [FLAG_ALIVE])
2090 break; 1783 break;
2091 } 1784 }
2092 1785
2093 1786
2094 /* 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
2095 * 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.
2096 */ 1789 */
2097 if (plyr == NULL) 1790 if (plyr == NULL)
2098 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)
2099 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1792 if (plyr != op && plyr->flag [FLAG_ALIVE])
2100 break; 1793 break;
2101 1794
2102 if (!plyr) 1795 if (!plyr)
2103 { 1796 {
2104 new_draw_info (NDI_BLACK, 0, op, "There is no one there."); 1797 op->failmsg ("There is no one there.");
2105 return 0; 1798 return 0;
2106 } 1799 }
2107 /* give sp */ 1800 /* give sp */
2108 if (spell->stats.dam > 0) 1801 if (spell->stats.dam > 0)
2109 { 1802 {
2110 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);
2111 charge_mana_effect (plyr, caster_level (caster, spell)); 1804 charge_mana_effect (plyr, casting_level (caster, spell));
2112 return 1; 1805 return 1;
2113 } 1806 }
2114 /* suck sp away. Can't suck sp from yourself */ 1807 /* suck sp away. Can't suck sp from yourself */
2115 else if (op != plyr) 1808 else if (op != plyr)
2116 { 1809 {
2121 if (rate > 95) 1814 if (rate > 95)
2122 rate = 95; 1815 rate = 95;
2123 1816
2124 sucked = (plyr->stats.sp * rate) / 100; 1817 sucked = (plyr->stats.sp * rate) / 100;
2125 plyr->stats.sp -= sucked; 1818 plyr->stats.sp -= sucked;
2126 if (QUERY_FLAG (op, FLAG_ALIVE)) 1819 if (op->flag [FLAG_ALIVE])
2127 { 1820 {
2128 /* Player doesn't get full credit */ 1821 /* Player doesn't get full credit */
2129 sucked = (sucked * rate) / 100; 1822 sucked = (sucked * rate) / 100;
2130 op->stats.sp += sucked; 1823 op->stats.sp += sucked;
2131 if (sucked > 0) 1824 if (sucked > 0)
2132 { 1825 {
2133 charge_mana_effect (op, caster_level (caster, spell)); 1826 charge_mana_effect (op, casting_level (caster, spell));
2134 } 1827 }
2135 } 1828 }
2136 return 1; 1829 return 1;
2137 } 1830 }
2138 return 0; 1831 return 0;
2151 object *tmp, *head, *next; 1844 object *tmp, *head, *next;
2152 int mflags; 1845 int mflags;
2153 maptile *m; 1846 maptile *m;
2154 sint16 sx, sy; 1847 sint16 sx, sy;
2155 1848
2156 sx = op->x + freearr_x[dir]; 1849 sx = op->x + DIRX (dir);
2157 sy = op->y + freearr_y[dir]; 1850 sy = op->y + DIRY (dir);
2158 m = op->map; 1851 m = op->map;
2159 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1852 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
2160 if (mflags & P_OUT_OF_MAP) 1853 if (mflags & P_OUT_OF_MAP)
2161 return; 1854 return;
2162 1855
2175 1868
2176 /* don't attack our own spells */ 1869 /* don't attack our own spells */
2177 if (tmp->owner && tmp->owner == op->owner) 1870 if (tmp->owner && tmp->owner == op->owner)
2178 continue; 1871 continue;
2179 1872
2180 /* Basically, if the object is magical and not counterspell, 1873 /* Basically, if the object is magical and not counterspell,
2181 * we will more or less remove the object. Don't counterspell 1874 * we will more or less remove the object. Don't counterspell
2182 * monsters either. 1875 * monsters either.
2183 */ 1876 */
2184 1877
2185 if (head->attacktype & AT_MAGIC && 1878 if (head->attacktype & AT_MAGIC
2186 !(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))
2187 head->destroy (); 1882 head->destroy ();
2188 else 1883 else
2189 switch (head->type) 1884 switch (head->type)
2190 { 1885 {
2191 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
2192 if (op->level > head->level) 1892 if (op->level > head->level)
2193 head->destroy (); 1893 head->destroy ();
2194 1894
2195 break; 1895 break;
2196 1896
2207 break; 1907 break;
2208 } 1908 }
2209 } 1909 }
2210} 1910}
2211 1911
2212
2213
2214/* cast_consecrate() - a spell to make an altar your god's */ 1912/* cast_consecrate() - a spell to make an altar your god's */
2215int 1913int
2216cast_consecrate (object *op, object *caster, object *spell) 1914cast_consecrate (object *op, object *caster, object *spell)
2217{ 1915{
2218 char buf[MAX_BUF]; 1916 char buf[MAX_BUF];
2219 1917
2220 object *tmp, *god = find_god (determine_god (op)); 1918 object *tmp, *god = find_god (determine_god (op));
2221 1919
2222 if (!god) 1920 if (!god)
2223 { 1921 {
2224 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!");
2225 return 0; 1923 return 0;
2226 } 1924 }
2227 1925
2228 for (tmp = op->below; tmp; tmp = tmp->below) 1926 for (tmp = op->below; tmp; tmp = tmp->below)
2229 { 1927 {
2230 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1928 if (tmp->flag [FLAG_IS_FLOOR])
2231 break; 1929 break;
2232 if (tmp->type == HOLY_ALTAR) 1930 if (tmp->type == HOLY_ALTAR)
2233 { 1931 {
2234 1932
2235 if (tmp->level > caster_level (caster, spell)) 1933 if (tmp->level > casting_level (caster, spell))
2236 { 1934 {
2237 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);
2238 return 0; 1936 return 0;
2239 } 1937 }
2240 else 1938 else
2241 { 1939 {
2242 /* If we got here, we are consecrating an altar */ 1940 /* If we got here, we are consecrating an altar */
2243 sprintf (buf, "Altar of %s", &god->name); 1941 sprintf (buf, "Altar of %s", &god->name);
2244 tmp->name = buf; 1942 tmp->name = buf;
2245 tmp->level = caster_level (caster, spell); 1943 tmp->level = casting_level (caster, spell);
2246 tmp->other_arch = god->arch; 1944 tmp->other_arch = god->arch;
1945
2247 if (op->type == PLAYER) 1946 if (op->type == PLAYER)
2248 esrv_update_item (UPD_NAME, op, tmp); 1947 esrv_update_item (UPD_NAME, op, tmp);
1948
2249 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);
2250 return 1; 1950 return 1;
2251 } 1951 }
2252 } 1952 }
2253 } 1953 }
2254 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!");
2255 return 0; 1956 return 0;
2256} 1957}
2257 1958
2258/* animate_weapon - 1959/* animate_weapon -
2259 * 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.
2260 * 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
2261 * 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
2262 * 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.
2263 * 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,
2264 * 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
2265 * 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
2266 * player checks. MSW 2003-01-06 1967 * player checks. MSW 2003-01-06
2267 */ 1968 */
2268
2269int 1969int
2270animate_weapon (object *op, object *caster, object *spell, int dir) 1970animate_weapon (object *op, object *caster, object *spell, int dir)
2271{ 1971{
2272 object *weapon, *tmp;
2273 char buf[MAX_BUF]; 1972 char buf[MAX_BUF];
2274 int a, i; 1973 int a, i;
2275 sint16 x, y; 1974 sint16 x, y;
2276 maptile *m; 1975 maptile *m;
2277 materialtype_t *mt;
2278 1976
2279 if (!spell->other_arch) 1977 if (!spell->other_arch)
2280 { 1978 {
2281 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1979 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2282 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);
2285 /* exit if it's not a player using this spell. */ 1983 /* exit if it's not a player using this spell. */
2286 if (op->type != PLAYER) 1984 if (op->type != PLAYER)
2287 return 0; 1985 return 0;
2288 1986
2289 /* if player already has a golem, abort */ 1987 /* if player already has a golem, abort */
2290 if (op->contr->ranges[range_golem]) 1988 if (object *golem = op->contr->golem)
2291 { 1989 {
2292 control_golem (op->contr->ranges[range_golem], dir); 1990 control_golem (golem, dir);
2293 return 0; 1991 return 0;
2294 } 1992 }
2295 1993
2296 /* if no direction specified, pick one */ 1994 /* if no direction specified, pick one */
2297 if (!dir) 1995 if (!dir)
2298 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);
2299 1997
2300 m = op->map; 1998 m = op->map;
2301 x = op->x + freearr_x[dir]; 1999 x = op->x + DIRX (dir);
2302 y = op->y + freearr_y[dir]; 2000 y = op->y + DIRY (dir);
2303 2001
2304 /* if there's no place to put the golem, abort */ 2002 /* if there's no place to put the golem, abort */
2305 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)
2306 ((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))
2307 { 2005 {
2308 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2006 op->failmsg ("There is something in the way.");
2309 return 0; 2007 return 0;
2310 } 2008 }
2311 2009
2312 /* Use the weapon marked by the player. */ 2010 /* Use the weapon marked by the player. */
2313 weapon = find_marked_object (op); 2011 object *weapon = op->mark ();
2314 2012
2315 if (!weapon) 2013 if (!weapon)
2316 { 2014 {
2317 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!");
2318 return 0; 2016 return 0;
2319 } 2017 }
2018
2320 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2019 if (spell->race && weapon->arch->archname != spell->race)
2321 { 2020 {
2322 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2021 op->failmsg ("The spell fails to transform your weapon.");
2323 return 0; 2022 return 0;
2324 } 2023 }
2024
2325 if (weapon->type != WEAPON) 2025 if (weapon->type != WEAPON)
2326 { 2026 {
2327 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.");
2328 return 0; 2028 return 0;
2329 } 2029 }
2330 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2030
2031 if (weapon->flag [FLAG_APPLIED])
2331 { 2032 {
2332 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));
2333 return 0; 2034 return 0;
2334 } 2035 }
2335 2036
2336 if (weapon->nrof > 1) 2037 weapon = weapon->split ();
2337 {
2338 tmp = get_split_ob (weapon, 1);
2339 esrv_send_item (op, weapon);
2340 weapon = tmp;
2341 }
2342 2038
2343 /* create the golem object */ 2039 /* create the golem object */
2344 tmp = arch_to_object (spell->other_arch); 2040 object *tmp = spell->other_arch->instance ();
2345 2041
2346 /* 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 */
2347 CLEAR_FLAG (tmp, FLAG_MONSTER); 2043 tmp->clr_flag (FLAG_MONSTER);
2348 SET_FLAG (tmp, FLAG_FRIENDLY);
2349 tmp->stats.exp = 0; 2044 tmp->stats.exp = 0;
2350 add_friendly_object (tmp); 2045 add_friendly_object (tmp);
2351 tmp->type = GOLEM; 2046 tmp->type = GOLEM;
2352 tmp->set_owner (op); 2047 tmp->set_owner (op);
2048 op->contr->golem = tmp;
2353 set_spell_skill (op, caster, spell, tmp); 2049 set_spell_skill (op, caster, spell, tmp);
2354 op->contr->ranges[range_golem] = tmp;
2355 op->contr->shoottype = range_golem;
2356 2050
2357 /* 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
2358 * removed flag - it should only be set if get_split_object was 2052 * removed flag - it should only be set if weapon->split was
2359 * used above. 2053 * used above.
2360 */ 2054 */
2361 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2055 if (!weapon->flag [FLAG_REMOVED])
2362 weapon->remove (); 2056 weapon->remove ();
2363 insert_ob_in_ob (weapon, tmp); 2057
2364 esrv_send_item (op, weapon); 2058 tmp->insert (weapon);
2059
2365 /* 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,
2366 * 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
2367 * body_info, skills, etc) 2062 * body_info, skills, etc)
2368 */ 2063 */
2369 SET_FLAG (tmp, FLAG_USE_WEAPON); 2064 tmp->set_flag (FLAG_USE_WEAPON);
2370 SET_FLAG (weapon, FLAG_APPLIED); 2065 weapon->set_flag (FLAG_APPLIED);
2371 tmp->update_stats (); 2066 tmp->update_stats ();
2372 2067
2373 /* 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
2374 * 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 -
2375 * 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.
2395 2090
2396 /* attacktype */ 2091 /* attacktype */
2397 if (!tmp->attacktype) 2092 if (!tmp->attacktype)
2398 tmp->attacktype = AT_PHYSICAL; 2093 tmp->attacktype = AT_PHYSICAL;
2399 2094
2400 mt = NULL;
2401 if (op->materialname != NULL)
2402 mt = name_to_material (op->materialname);
2403 if (mt != NULL)
2404 {
2405 for (i = 0; i < NROFATTACKS; i++) 2095 for (i = 0; i < NROFATTACKS; i++)
2406 tmp->resist[i] = 50 - (mt->save[i] * 5); 2096 tmp->resist[i] = 50 - (op->material->save[i] * 5);
2407 a = mt->save[0]; 2097
2408 } 2098 a = op->material->save[0];
2409 else 2099
2410 {
2411 for (i = 0; i < NROFATTACKS; i++)
2412 tmp->resist[i] = 5;
2413 a = 10;
2414 }
2415 /* Set weapon's immunity */ 2100 /* Set weapon's immunity */
2416 tmp->resist[ATNR_CONFUSION] = 100; 2101 tmp->resist[ATNR_CONFUSION] = 100;
2417 tmp->resist[ATNR_POISON] = 100; 2102 tmp->resist[ATNR_POISON] = 100;
2418 tmp->resist[ATNR_SLOW] = 100; 2103 tmp->resist[ATNR_SLOW] = 100;
2419 tmp->resist[ATNR_PARALYZE] = 100; 2104 tmp->resist[ATNR_PARALYZE] = 100;
2425 2110
2426 /* 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 */
2427 2112
2428 if (a > 14) 2113 if (a > 14)
2429 a = 14; 2114 a = 14;
2115
2430 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));
2431 2117
2432 /* Determine golem's speed */ 2118 /* Determine golem's speed */
2433 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)));
2434 2120
2435 if (!spell->race) 2121 if (!spell->race)
2436 { 2122 {
2437 sprintf (buf, "animated %s", &weapon->name); 2123 sprintf (buf, "animated %s", &weapon->name);
2438 tmp->name = buf; 2124 tmp->name = buf;
2444 tmp->state = weapon->state; 2130 tmp->state = weapon->state;
2445 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2131 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2446 } 2132 }
2447 2133
2448 /* 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. */
2449 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));
2450 2136
2451 tmp->speed_left = -1; 2137 tmp->speed_left = -1;
2452 tmp->direction = dir; 2138 tmp->direction = dir;
2453 2139
2454 m->insert (tmp, x, y, op); 2140 m->insert (tmp, x, y, op);
2458/* cast_daylight() - changes the map darkness level *lower* */ 2144/* cast_daylight() - changes the map darkness level *lower* */
2459 2145
2460/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2146/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2461 * This changes the light level for the entire map. 2147 * This changes the light level for the entire map.
2462 */ 2148 */
2463
2464int 2149int
2465cast_change_map_lightlevel (object *op, object *caster, object *spell) 2150cast_change_map_lightlevel (object *op, object *caster, object *spell)
2466{ 2151{
2467 int success; 2152 int success;
2468 2153
2472 success = op->map->change_map_light (spell->stats.dam); 2157 success = op->map->change_map_light (spell->stats.dam);
2473 2158
2474 if (!success) 2159 if (!success)
2475 { 2160 {
2476 if (spell->stats.dam < 0) 2161 if (spell->stats.dam < 0)
2477 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2162 op->failmsg ("It can be no brighter here.");
2478 else 2163 else
2479 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2164 op->failmsg ("It can be no darker here.");
2480 } 2165 }
2166
2481 return success; 2167 return success;
2482} 2168}
2483
2484
2485
2486
2487 2169
2488/* 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.
2489 * 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,
2490 * spell is the spell object itself. 2172 * spell is the spell object itself.
2491 */ 2173 */
2497 2179
2498 new_aura = present_arch_in_ob (spell->other_arch, op); 2180 new_aura = present_arch_in_ob (spell->other_arch, op);
2499 if (new_aura) 2181 if (new_aura)
2500 refresh = 1; 2182 refresh = 1;
2501 else 2183 else
2502 new_aura = arch_to_object (spell->other_arch); 2184 new_aura = spell->other_arch->instance ();
2503 2185
2504 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);
2505 2187
2506 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);
2507 2189
2508 new_aura->set_owner (op);
2509 set_spell_skill (op, caster, spell, new_aura); 2190 set_spell_skill (op, caster, spell, new_aura);
2510 new_aura->attacktype = spell->attacktype; 2191 new_aura->attacktype = spell->attacktype;
2511 2192
2512 new_aura->level = caster_level (caster, spell); 2193 new_aura->level = casting_level (caster, spell);
2194
2513 if (refresh) 2195 if (refresh)
2514 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.");
2515 else 2197 else
2516 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
2517 insert_ob_in_ob (new_aura, op); 2200 insert_ob_in_ob (new_aura, op);
2201 new_aura->set_owner (op);
2202
2518 return 1; 2203 return 1;
2519} 2204}
2520
2521 2205
2522/* 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,
2523 * 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
2524 * around him. 2208 * around him.
2525 * Aura parameters: 2209 * Aura parameters:
2526 * duration: duration counter. 2210 * duration: duration counter.
2527 * attacktype: aura's attacktype 2211 * attacktype: aura's attacktype
2528 * other_arch: archetype to drop where we attack 2212 * other_arch: archetype to drop where we attack
2529 */ 2213 */
2530
2531void 2214void
2532move_aura (object *aura) 2215move_aura (object *aura)
2533{ 2216{
2534 int i, mflags;
2535 object *env;
2536 maptile *m;
2537
2538 /* auras belong in inventories */ 2217 /* auras belong in inventories */
2539 env = aura->env; 2218 object *env = aura->env;
2219 object *owner = aura->owner;
2540 2220
2541 /* no matter what we've gotta remove the aura... 2221 /* no matter what we've gotta remove the aura...
2542 * we'll put it back if its time isn't up. 2222 * we'll put it back if its time isn't up.
2543 */ 2223 */
2544 aura->remove (); 2224 aura->remove ();
2545 2225
2546 /* exit if we're out of gas */ 2226 /* exit if we're out of gas */
2547 if (aura->duration-- < 0) 2227 if (aura->duration-- < 0)
2549 aura->destroy (); 2229 aura->destroy ();
2550 return; 2230 return;
2551 } 2231 }
2552 2232
2553 /* auras only exist in inventories */ 2233 /* auras only exist in inventories */
2554 if (env == NULL || env->map == NULL) 2234 if (!env || !env->map)
2555 { 2235 {
2556 aura->destroy (); 2236 aura->destroy ();
2557 return; 2237 return;
2558 } 2238 }
2559 2239
2560 /* we need to jump out of the inventory for a bit 2240 /* we need to jump out of the inventory for a bit
2561 * in order to hit the map conveniently. 2241 * in order to hit the map conveniently.
2562 */ 2242 */
2563 aura->insert_at (env, aura); 2243 aura->insert_at (env, aura);
2564 2244
2565 for (i = 1; i < 9; i++) 2245 for (int i = 1; i < 9; i++)
2566 { 2246 {
2567 sint16 nx, ny; 2247 mapxy pos (env);
2248 pos.move (i);
2568 2249
2569 nx = aura->x + freearr_x[i];
2570 ny = aura->y + freearr_y[i];
2571 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2572
2573 /* Consider the movement tyep of the person with the aura as 2250 /* Consider the movement type of the person with the aura as
2574 * 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
2575 * 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.
2576 */ 2253 */
2577 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)))
2578 { 2255 {
2579 hit_map (aura, i, aura->attacktype, 0); 2256 hit_map (aura, i, aura->attacktype, 0);
2580 2257
2581 if (aura->other_arch) 2258 if (aura->other_arch)
2582 m->insert (arch_to_object (aura->other_arch), nx, ny, aura); 2259 pos.insert (aura->other_arch->instance (), aura);
2583 } 2260 }
2584 } 2261 }
2585 2262
2586 /* put the aura back in the player's inventory */ 2263 /* put the aura back in the player's inventory */
2587 aura->remove (); 2264 env->insert (aura);
2588 insert_ob_in_ob (aura, env); 2265 aura->set_owner (owner);
2589} 2266}
2590 2267
2591/* moves the peacemaker spell. 2268/* moves the peacemaker spell.
2592 * op is the piece object. 2269 * op is the piece object.
2593 */ 2270 */
2594
2595void 2271void
2596move_peacemaker (object *op) 2272move_peacemaker (object *op)
2597{ 2273{
2598 object *tmp; 2274 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2599
2600 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2601 { 2275 {
2602 int atk_lev, def_lev; 2276 int atk_lev, def_lev;
2603 object *victim = tmp; 2277 object *victim = tmp->head_ ();
2604 2278
2605 if (tmp->head) 2279 if (!victim->flag [FLAG_MONSTER])
2606 victim = tmp->head;
2607 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2608 continue; 2280 continue;
2609 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2281
2282 if (victim->flag [FLAG_UNAGGRESSIVE])
2610 continue; 2283 continue;
2284
2611 if (victim->stats.exp == 0) 2285 if (victim->stats.exp == 0)
2612 continue; 2286 continue;
2613 2287
2614 def_lev = MAX (1, victim->level); 2288 def_lev = max (1, victim->level);
2615 atk_lev = MAX (1, op->level); 2289 atk_lev = max (1, op->level);
2616 2290
2617 if (rndm (0, atk_lev - 1) > def_lev) 2291 if (rndm (0, atk_lev - 1) > def_lev)
2618 { 2292 {
2619 /* make this sucker peaceful. */ 2293 /* make this sucker peaceful. */
2620 2294
2295 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2621 change_exp (op->owner, victim->stats.exp, op->skill, 0); 2296 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2622 victim->stats.exp = 0; 2297 victim->stats.exp = 0;
2623#if 0 2298#if 0
2624 /* No idea why these were all set to zero - if something 2299 /* No idea why these were all set to zero - if something
2625 * makes this creature agressive, he should still do damage. 2300 * makes this creature agressive, he should still do damage.
2628 victim->stats.sp = 0; 2303 victim->stats.sp = 0;
2629 victim->stats.grace = 0; 2304 victim->stats.grace = 0;
2630 victim->stats.Pow = 0; 2305 victim->stats.Pow = 0;
2631#endif 2306#endif
2632 victim->attack_movement = RANDO2; 2307 victim->attack_movement = RANDO2;
2633 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2308 victim->set_flag (FLAG_UNAGGRESSIVE);
2634 SET_FLAG (victim, FLAG_RUN_AWAY); 2309 victim->set_flag (FLAG_RUN_AWAY);
2635 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2310 victim->set_flag (FLAG_RANDOM_MOVE);
2636 CLEAR_FLAG (victim, FLAG_MONSTER); 2311 victim->clr_flag (FLAG_MONSTER);
2312
2637 if (victim->name) 2313 if (victim->name)
2638 {
2639 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);
2640 } 2315 }
2641 }
2642 } 2316 }
2643} 2317}
2644
2645 2318
2646/* This writes a rune that contains the appropriate message. 2319/* This writes a rune that contains the appropriate message.
2647 * There really isn't any adjustments we make. 2320 * There really isn't any adjustments we make.
2648 */ 2321 */
2649
2650int 2322int
2651write_mark (object *op, object *spell, const char *msg) 2323write_mark (object *op, object *spell, const char *msg)
2652{ 2324{
2653 char rune[HUGE_BUF];
2654 object *tmp;
2655
2656 if (!msg || msg[0] == 0) 2325 if (!msg || msg[0] == 0)
2657 { 2326 {
2658 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2327 op->failmsg ("Write what?");
2659 return 0; 2328 return 0;
2660 } 2329 }
2661 2330
2662 if (strcasestr_local (msg, "endmsg")) 2331 if (!msg_is_safe (msg))
2663 { 2332 {
2664 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.>");
2665 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);
2666 return 0; 2335 return 0;
2667 } 2336 }
2337
2668 if (!spell->other_arch) 2338 if (!spell->other_arch)
2669 return 0; 2339 return 0;
2670 tmp = arch_to_object (spell->other_arch);
2671 2340
2672 snprintf (rune, sizeof (rune), "%s\n", msg); 2341 object *tmp = spell->other_arch->instance ();
2673 2342
2674 tmp->race = op->name; /*Save the owner of the rune */ 2343 tmp->race = op->name; /*Save the owner of the rune */
2675 tmp->msg = rune; 2344 tmp->msg = msg;
2676 2345
2677 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); 2346 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2347
2678 return 1; 2348 return 1;
2679} 2349}
2350

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