ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/spell_effect.C
(Generate patch)

Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.30 by root, Sun Dec 31 10:28:37 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)
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 }
503 493
504 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));
505 if (time < 1)
506 time = 1;
507 495
508 /* 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
509 * 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
510 * do anything really odd if it say a -1000 or something. 498 * do anything really odd if it say a -1000 or something.
511 */ 499 */
512 dummy->set_speed (0.002); 500 dummy->set_speed (0.002);
513 dummy->speed_left = -dummy->speed * time; 501 dummy->speed_left = -dummy->speed * time;
514 dummy->type = SPELL_EFFECT; 502 dummy->type = SPELL_EFFECT;
515 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;
516 507
517 /* If we could take advantage of enter_player_savebed() here, it would be 508 op->insert (dummy);
518 * nice, but until the map load fails, we can't.
519 */
520 EXIT_PATH (dummy) = op->contr->savebed_map;
521 EXIT_X (dummy) = op->contr->bed_x;
522 EXIT_Y (dummy) = op->contr->bed_y;
523 509
524 (void) insert_ob_in_ob (dummy, op);
525 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
526 return 1; 512 return 1;
527} 513}
528 514
529/* cast_wonder 515/* cast_wonder
530 * wonder is really just a spell that will likely cast another 516 * wonder is really just a spell that will likely cast another
563} 549}
564 550
565int 551int
566perceive_self (object *op) 552perceive_self (object *op)
567{ 553{
568 char *cp = describe_item (op, op), buf[MAX_BUF]; 554 const char *cp = describe_item (op, op);
569 archetype *at = archetype::find (ARCH_DEPLETION); 555 archetype *at = archetype::find (shstr_depletion);
570 object *tmp;
571 int i;
572 556
557 dynbuf_text &buf = msg_dynbuf; buf.clear ();
558
559 if (!op->is_player ())
560 return 0;
561
562 if (object *race = archetype::find (op->race))
563 buf << " - You are a G<male|female> " << &race->name << ".\n";
564
573 tmp = find_god (determine_god (op)); 565 if (object *god = find_god (determine_god (op)))
574 if (tmp) 566 buf << " - You worship " << &god->name << ".\n";
575 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
576 else 567 else
577 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); 568 buf << " - You worship no god.\n";
578 569
579 tmp = present_arch_in_ob (at, op); 570 object *tmp = present_arch_in_ob (at, op);
580 571
581 if (*cp == '\0' && tmp == NULL) 572 if (*cp == '\0' && !tmp)
582 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 573 buf << " - You feel very mundane. ";
583 else 574 else
584 { 575 {
585 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 576 buf << " - You have: " << cp << ".\n";
586 new_draw_info (NDI_UNIQUE, 0, op, cp); 577
587 if (tmp != NULL) 578 if (tmp)
588 {
589 for (i = 0; i < NUM_STATS; i++) 579 for (int i = 0; i < NUM_STATS; i++)
590 { 580 if (tmp->stats.stat (i) < 0)
591 if (get_attr_value (&tmp->stats, i) < 0) 581 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
592 {
593 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i)));
594 }
595 }
596 }
597 } 582 }
598 583
599 if (is_dragon_pl (op)) 584 if (op->is_dragon ())
600 {
601 /* now grab the 'dragon_ability'-force from the player's inventory */ 585 /* now grab the 'dragon_ability'-force from the player's inventory */
602 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 586 for (tmp = op->inv; tmp; tmp = tmp->below)
603 { 587 {
604 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 588 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
605 { 589 {
606 if (tmp->stats.exp == 0) 590 if (tmp->stats.exp == 0)
607 {
608 sprintf (buf, "Your metabolism isn't focused on anything."); 591 buf << " - Your metabolism isn't focused on anything.\n";
609 }
610 else 592 else
611 {
612 sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); 593 buf << " - Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
613 } 594
614 new_draw_info (NDI_UNIQUE, 0, op, buf);
615 break; 595 break;
616 } 596 }
617 } 597 }
618 }
619 return 1;
620}
621 598
622/* int cast_create_town_portal (object *op, object *caster, int dir) 599 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
623 *
624 * This function cast the spell of town portal for op
625 *
626 * The spell operates in two passes. During the first one a place
627 * is marked as a destination for the portal. During the second one,
628 * 2 portals are created, one in the position the player cast it and
629 * one in the destination place. The portal are synchronized and 2 forces
630 * are inserted in the player to destruct the portal next time player
631 * creates a new portal pair.
632 * This spell has a side effect that it allows people to meet each other
633 * in a permanent, private, appartements by making a town portal from it
634 * to the town or another public place. So, check if the map is unique and if
635 * so return an error
636 *
637 * Code by Tchize (david.delbecq@usa.net)
638 */
639int
640cast_create_town_portal (object *op, object *caster, object *spell, int dir)
641{
642 object *dummy, *force, *old_force, *tmp;
643 archetype *perm_portal;
644 char portal_name[1024], portal_message[1024];
645 maptile *exitmap;
646 int op_level;
647
648 /* Check to see if the map the player is currently on is a per player unique
649 * map. This can be determined in that per player unique maps have the
650 * full pathname listed.
651 */
652 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
653 {
654 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
655 return 0;
656 }
657
658 /* The first thing to do is to check if we have a marked destination
659 * dummy is used to make a check inventory for the force
660 */
661 dummy = arch_to_object (spell->other_arch);
662 if (dummy == NULL)
663 {
664 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
665 LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name);
666 return 0;
667 }
668
669 force = check_inv_recursive (op, dummy);
670
671 if (force == NULL)
672 {
673 /* Here we know there is no destination marked up.
674 * We have 2 things to do:
675 * 1. Mark the destination in the player inventory.
676 * 2. Let the player know it worked.
677 */
678 dummy->name = op->map->path;
679 EXIT_X (dummy) = op->x;
680 EXIT_Y (dummy) = op->y;
681 insert_ob_in_ob (dummy, op);
682 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You fix this place in your mind.\nYou feel you are able to come here from anywhere.");
683 return 1;
684 }
685
686 dummy->destroy ();
687
688 /* Here we know where the town portal should go to
689 * We should kill any existing portal associated with the player.
690 * Than we should create the 2 portals.
691 * For each of them, we need:
692 * - To create the portal with the name of the player+destination map
693 * - set the owner of the town portal
694 * - To mark the position of the portal in the player's inventory
695 * for easier destruction.
696 *
697 * The mark works has follow:
698 * slaying: Existing town portal
699 * hp, sp : x & y of the associated portal
700 * name : name of the portal
701 * race : map the portal is in
702 */
703
704 /* First step: killing existing town portals */
705 dummy = get_archetype (spell->race);
706 if (dummy == NULL)
707 {
708 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
709 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
710 return 0;
711 }
712
713 perm_portal = archetype::find (spell->slaying);
714
715 /* To kill a town portal, we go trough the player's inventory,
716 * for each marked portal in player's inventory,
717 * -We try load the associated map (if impossible, consider the portal destructed)
718 * -We find any portal in the specified location.
719 * If it has the good name, we destruct it.
720 * -We destruct the force indicating that portal.
721 */
722 while ((old_force = check_inv_recursive (op, dummy)))
723 {
724 exitmap = maptile::load_map_sync (old_force->race, op->map);
725
726 if (exitmap)
727 {
728 int exitx = EXIT_X (old_force);
729 int exity = EXIT_Y (old_force);
730
731 tmp = present_arch (perm_portal, exitmap, exitx, exity);
732 while (tmp)
733 {
734 if (tmp->name == old_force->name)
735 {
736 tmp->destroy ();
737 break;
738 }
739
740 tmp = tmp->above;
741 }
742 }
743
744 old_force->destroy ();
745 }
746
747 dummy->destroy ();
748
749 /* Creating the portals.
750 * The very first thing to do is to ensure
751 * access to the destination map.
752 * If we can't, don't fizzle. Simply warn player.
753 * This ensure player pays his mana for the spell
754 * because HE is responsible of forgotting.
755 * 'force' is the destination of the town portal, which we got
756 * from the players inventory above.
757 */
758
759 /* Ensure exit map is loaded */
760 exitmap = maptile::load_map_sync (force->name);
761
762 /* If we were unable to load (ex. random map deleted), warn player */
763 if (!exitmap)
764 {
765 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
766 force->destroy ();
767 return 1;
768 }
769
770 op_level = caster_level (caster, spell);
771 if (op_level < 15)
772 snprintf (portal_message, 1024,
773 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
774 &op->name);
775 else if (op_level < 30)
776 snprintf (portal_message, 1024,
777 "\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);
778 else if (op_level < 60)
779 snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
780 else
781 snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",
782 &op->name);
783
784 /* Create a portal in front of player
785 * dummy contain the portal and
786 * force contain the track to kill it later
787 */
788 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
789 dummy = get_archetype (spell->slaying); /*The portal */
790 if (dummy == NULL)
791 {
792 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
793 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
794 return 0;
795 }
796
797 EXIT_PATH (dummy) = force->name;
798 EXIT_X (dummy) = EXIT_X (force);
799 EXIT_Y (dummy) = EXIT_Y (force);
800 dummy->name = dummy->name_pl = portal_name;
801 dummy->msg = portal_message;
802 dummy->race = op->name; /*Save the owner of the portal */
803 cast_create_obj (op, caster, dummy, 0);
804
805 /* Now we need to to create a town portal marker inside the player
806 * object, so on future castings, we can know that he has an active
807 * town portal.
808 */
809 tmp = get_archetype (spell->race);
810 if (tmp == NULL)
811 {
812 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
813 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
814 return 0;
815 }
816
817 tmp->race = op->map->path;
818 tmp->name = portal_name;
819 EXIT_X (tmp) = dummy->x;
820 EXIT_Y (tmp) = dummy->y;
821 op->insert (tmp);
822
823 /* Create a portal in the destination map
824 * dummy contain the portal and
825 * force the track to kill it later
826 * the 'force' variable still contains the 'reminder' of
827 * where this portal goes to.
828 */
829 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &op->map->path);
830 dummy = get_archetype (spell->slaying); /*The portal */
831 if (dummy == NULL)
832 {
833 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
834 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
835 return 0;
836 }
837
838 EXIT_PATH (dummy) = op->map->path;
839 EXIT_X (dummy) = op->x;
840 EXIT_Y (dummy) = op->y;
841 dummy->name = dummy->name_pl = portal_name;
842 dummy->msg = portal_message;
843 dummy->race = op->name; /*Save the owner of the portal */
844 exitmap->insert (dummy, EXIT_X (force), EXIT_Y (force), op);
845
846 /* Now we create another town portal marker that
847 * points back to the one we just made
848 */
849 tmp = get_archetype (spell->race);
850 if (tmp == NULL)
851 {
852 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
853 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
854 return 0;
855 }
856
857 tmp->race = force->name;
858 tmp->name = portal_name;
859 EXIT_X (tmp) = dummy->x;
860 EXIT_Y (tmp) = dummy->y;
861 insert_ob_in_ob (tmp, op);
862
863 /* Describe the player what happened
864 */
865 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
866 force->destroy ();
867 600
868 return 1; 601 return 1;
869} 602}
870 603
871/* This creates magic walls. Really, it can create most any object, 604/* This creates magic walls. Really, it can create most any object,
887 x = op->x; 620 x = op->x;
888 y = op->y; 621 y = op->y;
889 } 622 }
890 else 623 else
891 { 624 {
892 x = op->x + freearr_x[dir]; 625 x = op->x + DIRX (dir);
893 y = op->y + freearr_y[dir]; 626 y = op->y + DIRY (dir);
894 } 627 }
895 628
896 m = op->map; 629 m = op->map;
897 630
898 if ((spell_ob->move_block || x != op->x || y != op->y) && 631 if ((spell_ob->move_block || x != op->x || y != op->y) &&
899 (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) ||
900 ((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)))
901 { 634 {
902 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 635 op->failmsg ("Something is in the way.");
903 return 0; 636 return 0;
904 } 637 }
905 638
906 if (spell_ob->other_arch) 639 if (spell_ob->other_arch)
907 tmp = arch_to_object (spell_ob->other_arch); 640 tmp = spell_ob->other_arch->instance ();
908 else if (spell_ob->race) 641 else if (spell_ob->race)
909 { 642 {
910 char buf1[MAX_BUF]; 643 char buf1[MAX_BUF];
911 644
912 sprintf (buf1, spell_ob->race, dir); 645 sprintf (buf1, spell_ob->race, dir);
916 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 649 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
917 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 650 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
918 return 0; 651 return 0;
919 } 652 }
920 653
921 tmp = arch_to_object (at); 654 tmp = at->instance ();
922 } 655 }
923 else 656 else
924 { 657 {
925 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);
926 return 0; 659 return 0;
931 tmp->attacktype = spell_ob->attacktype; 664 tmp->attacktype = spell_ob->attacktype;
932 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);
933 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);
934 tmp->range = 0; 667 tmp->range = 0;
935 } 668 }
936 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 669 else if (tmp->flag [FLAG_ALIVE])
937 { 670 {
938 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);
939 tmp->stats.maxhp = tmp->stats.hp; 672 tmp->stats.maxhp = tmp->stats.hp;
940 } 673 }
941 674
942 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])
943 { 676 {
944 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);
945 SET_FLAG (tmp, FLAG_IS_USED_UP); 678 tmp->set_flag (FLAG_IS_USED_UP);
946 } 679 }
947 680
948 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 681 if (spell_ob->flag [FLAG_TEAR_DOWN])
949 { 682 {
950 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);
951 tmp->stats.maxhp = tmp->stats.hp; 684 tmp->stats.maxhp = tmp->stats.hp;
952 SET_FLAG (tmp, FLAG_TEAR_DOWN); 685 tmp->set_flag (FLAG_TEAR_DOWN);
953 SET_FLAG (tmp, FLAG_ALIVE); 686 tmp->set_flag (FLAG_ALIVE);
954 } 687 }
955 688
956 /* 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,
957 * 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
958 * earthwalls, though, so they survive restarts. 691 * earthwalls, though, so they survive restarts.
959 */ 692 */
960 if (tmp->type != EARTHWALL) //TODO 693 if (tmp->type != EARTHWALL) //TODO
961 tmp->set_owner (op); 694 tmp->set_owner (op);
962 695
963 set_spell_skill (op, caster, spell_ob, tmp); 696 set_spell_skill (op, caster, spell_ob, tmp);
964 tmp->level = caster_level (caster, spell_ob) / 2; 697 tmp->level = casting_level (caster, spell_ob) / 2;
965 698
966 name = tmp->name; 699 name = tmp->name;
967 if (!(tmp = m->insert (tmp, x, y, op))) 700 if (!(tmp = m->insert (tmp, x, y, op)))
968 { 701 {
969 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);
970 return 0; 703 return 0;
971 } 704 }
972 705
973 /* 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 */
974 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 707 if (tmp->other_arch && tmp->other_arch->type == SPELL)
975 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 708 insert_ob_in_ob (tmp->other_arch->instance (), tmp);
976 709
977 /* This code causes the wall to extend some distance in 710 /* This code causes the wall to extend some distance in
978 * each direction, or until an obstruction is encountered. 711 * each direction, or until an obstruction is encountered.
979 * posblocked and negblocked help determine how far the 712 * posblocked and negblocked help determine how far the
980 * created wall can extend, it won't go extend through 713 * created wall can extend, it won't go extend through
981 * blocked spaces. 714 * blocked spaces.
982 */ 715 */
983 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 716 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
988 { 721 {
989 int dir2; 722 int dir2;
990 723
991 dir2 = (dir < 4) ? (dir + 2) : dir - 2; 724 dir2 = (dir < 4) ? (dir + 2) : dir - 2;
992 725
993 x = tmp->x + i * freearr_x[dir2]; 726 x = tmp->x + i * DIRX (dir2);
994 y = tmp->y + i * freearr_y[dir2]; 727 y = tmp->y + i * DIRY (dir2);
995 m = tmp->map; 728 m = tmp->map;
996 729
997 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)) &&
998 ((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)
999 { 732 {
1000 object *tmp2 = tmp->clone (); 733 object *tmp2 = tmp->clone ();
1001 m->insert (tmp2, x, y, op); 734 m->insert (tmp2, x, y, op);
1002 735
1003 /* 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 */
1004 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 737 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1005 tmp2->insert (arch_to_object (tmp2->other_arch)); 738 tmp2->insert (tmp2->other_arch->instance ());
1006 739
1007 } 740 }
1008 else 741 else
1009 posblocked = 1; 742 posblocked = 1;
1010 743
1011 x = tmp->x - i * freearr_x[dir2]; 744 x = tmp->x - i * DIRX (dir2);
1012 y = tmp->y - i * freearr_y[dir2]; 745 y = tmp->y - i * DIRY (dir2);
1013 m = tmp->map; 746 m = tmp->map;
1014 747
1015 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)) &&
1016 ((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)
1017 { 750 {
1018 object *tmp2 = tmp->clone (); 751 object *tmp2 = tmp->clone ();
1019 m->insert (tmp2, x, y, op); 752 m->insert (tmp2, x, y, op);
1020 753
1021 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 754 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1022 tmp2->insert (arch_to_object (tmp2->other_arch)); 755 tmp2->insert (tmp2->other_arch->instance ());
1023 } 756 }
1024 else 757 else
1025 negblocked = 1; 758 negblocked = 1;
1026 } 759 }
1027 760
1028 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) 761 if (tmp->flag [FLAG_BLOCKSVIEW])
1029 update_all_los (op->map, op->x, op->y); 762 update_all_los (op->map, op->x, op->y);
1030 763
1031 return 1; 764 return 1;
1032} 765}
1033 766
1034int 767int
1035dimension_door (object *op, object *caster, object *spob, int dir) 768dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
1036{ 769{
1037 uint32 dist, maxdist; 770 uint32 dist, maxdist;
1038 int mflags; 771 int mflags;
1039 maptile *m; 772 maptile *m;
1040 sint16 sx, sy; 773 sint16 sx, sy;
1042 if (op->type != PLAYER) 775 if (op->type != PLAYER)
1043 return 0; 776 return 0;
1044 777
1045 if (!dir) 778 if (!dir)
1046 { 779 {
1047 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?"); 780 op->failmsg ("In what direction?");
1048 return 0; 781 return 0;
1049 } 782 }
1050 783
1051 /* 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
1052 * ever, so put limits in. 785 * ever, so put limits in.
1053 */ 786 */
1054 maxdist = spob->range + SP_level_range_adjust (caster, spob); 787 maxdist = spob->range + SP_level_range_adjust (caster, spob);
1055 788
1056 if (op->contr->count) 789 if (spellparam)
1057 { 790 {
791 int count = atoi (spellparam);
792
1058 if (op->contr->count > maxdist) 793 if (count > maxdist)
1059 { 794 {
1060 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!"); 795 op->failmsg ("You can't dimension door that far!");
1061 return 0; 796 return 0;
1062 } 797 }
1063 798
1064 for (dist = 0; dist < op->contr->count; dist++) 799 for (dist = 0; dist < count; dist++)
1065 { 800 {
1066 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);
1067 802
1068 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 803 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
1069 break; 804 break;
1070 805
1071 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)))
1072 break; 807 break;
1073 } 808 }
1074 809
1075 if (dist < op->contr->count) 810 if (dist < count)
1076 { 811 {
1077 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");
1078 op->contr->count = 0;
1079 return 0; 813 return 0;
1080 } 814 }
1081
1082 op->contr->count = 0;
1083 815
1084 /* Remove code that puts player on random space on maps. IMO, 816 /* Remove code that puts player on random space on maps. IMO,
1085 * 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,
1086 * 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
1087 * by such squares). Also, there are probably treasure rooms and 819 * by such squares). Also, there are probably treasure rooms and
1088 * 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
1089 * areas themselves don't contain no magic spaces. 821 * areas themselves don't contain no magic spaces.
1090 */ 822 */
1091 /* This call here is really just to normalize the coordinates */ 823 /* This call here is really just to normalize the coordinates */
1092 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);
1093 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)))
1094 { 826 {
1095 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");
1096 return 1; /* Maybe the penalty should be more severe... */ 828 return 1; /* Maybe the penalty should be more severe... */
1097 } 829 }
1103 * spaces that blocked the players view. 835 * spaces that blocked the players view.
1104 */ 836 */
1105 837
1106 for (dist = 0; dist < maxdist; dist++) 838 for (dist = 0; dist < maxdist; dist++)
1107 { 839 {
1108 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);
1109 841
1110 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 842 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
1111 break; 843 break;
1112 844
1113 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)))
1118 /* If the destination is blocked, keep backing up until we 850 /* If the destination is blocked, keep backing up until we
1119 * find a place for the player. 851 * find a place for the player.
1120 */ 852 */
1121 for (; dist > 0; dist--) 853 for (; dist > 0; dist--)
1122 { 854 {
1123 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,
1124 &sx, &sy) & (P_OUT_OF_MAP | P_IS_ALIVE)) 856 &sx, &sy) & (P_OUT_OF_MAP | P_IS_ALIVE))
1125 continue; 857 continue;
1126 858
1127 859
1128 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)))
1129 break; 861 break;
1130 862
1131 } 863 }
1132 if (!dist) 864 if (!dist)
1133 { 865 {
1134 new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n"); 866 op->failmsg ("Your spell failed!\n");
1135 return 0; 867 return 0;
1136 } 868 }
1137 } 869 }
1138 870
1139 /* Actually move the player now */ 871 /* Actually move the player now */
1140 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)))
1141 return 1; 873 return 1;
1142 874
1143 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
1144 return 1; 877 return 1;
1145} 878}
1146
1147 879
1148/* cast_heal: Heals something. 880/* cast_heal: Heals something.
1149 * op is the caster. 881 * op is the caster.
1150 * dir is the direction he is casting it in. 882 * dir is the direction he is casting it in.
1151 * spell is the spell object. 883 * spell is the spell object.
1158 object *poison; 890 object *poison;
1159 int heal = 0, success = 0; 891 int heal = 0, success = 0;
1160 892
1161 tmp = find_target_for_friendly_spell (op, dir); 893 tmp = find_target_for_friendly_spell (op, dir);
1162 894
1163 if (tmp == NULL) 895 if (!tmp)
1164 return 0; 896 return 0;
1165 897
1166 /* Figure out how many hp this spell might cure. 898 /* Figure out how many hp this spell might cure.
1167 * could be zero if this spell heals effects, not damage. 899 * could be zero if this spell heals effects, not damage.
1168 */ 900 */
1171 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;
1172 904
1173 if (heal) 905 if (heal)
1174 { 906 {
1175 if (tmp->stats.hp >= tmp->stats.maxhp) 907 if (tmp->stats.hp >= tmp->stats.maxhp)
1176 {
1177 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.");
1178 }
1179 else 909 else
1180 { 910 {
1181 /* See how many points we actually heal. Instead of messages 911 /* See how many points we actually heal. Instead of messages
1182 * based on type of spell, we instead do messages based 912 * based on type of spell, we instead do messages based
1183 * on amount of damage healed. 913 * on amount of damage healed.
1184 */ 914 */
1185 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 915 if (heal > tmp->stats.maxhp - tmp->stats.hp)
1186 heal = tmp->stats.maxhp - tmp->stats.hp; 916 heal = tmp->stats.maxhp - tmp->stats.hp;
917
1187 tmp->stats.hp += heal; 918 tmp->stats.hp += heal;
1188 919
1189 if (tmp->stats.hp >= tmp->stats.maxhp) 920 if (tmp->stats.hp >= tmp->stats.maxhp)
1190 {
1191 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 921 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1192 }
1193 else if (heal > 50) 922 else if (heal > 50)
1194 {
1195 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); 923 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1196 }
1197 else if (heal > 25) 924 else if (heal > 25)
1198 {
1199 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); 925 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1200 }
1201 else if (heal > 10) 926 else if (heal > 10)
1202 {
1203 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.");
1204 }
1205 else 928 else
1206 {
1207 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.");
1208 } 930
1209 success = 1; 931 success = 1;
1210 } 932 }
1211 } 933 }
934
1212 if (spell->attacktype & AT_DISEASE) 935 if (spell->attacktype & AT_DISEASE)
1213 if (cure_disease (tmp, op)) 936 if (cure_disease (tmp, op, spell))
1214 success = 1; 937 success = 1;
1215 938
1216 if (spell->attacktype & AT_POISON) 939 if (spell->attacktype & AT_POISON)
1217 { 940 {
1218 at = archetype::find ("poisoning"); 941 at = archetype::find (shstr_poisoning);
1219 poison = present_arch_in_ob (at, tmp); 942 poison = present_arch_in_ob (at, tmp);
1220 if (poison) 943 if (poison)
1221 { 944 {
1222 success = 1; 945 success = 1;
1223 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 946 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1224 poison->stats.food = 1; 947 poison->stats.food = 1;
1225 } 948 }
1226 } 949 }
950
1227 if (spell->attacktype & AT_CONFUSION) 951 if (spell->attacktype & AT_CONFUSION)
1228 { 952 {
1229 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 953 poison = present_in_ob_by_name (FORCE, shstr_confusion, tmp);
1230 if (poison) 954 if (poison)
1231 { 955 {
1232 success = 1; 956 success = 1;
1233 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 957 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1234 poison->duration = 1; 958 poison->duration = 1;
1235 } 959 }
1236 } 960 }
961
1237 if (spell->attacktype & AT_BLIND) 962 if (spell->attacktype & AT_BLIND)
1238 { 963 {
1239 at = archetype::find ("blindness"); 964 at = archetype::find (shstr_blindness);
1240 poison = present_arch_in_ob (at, tmp); 965 poison = present_arch_in_ob (at, tmp);
1241 if (poison) 966 if (poison)
1242 { 967 {
1243 success = 1; 968 success = 1;
1244 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.");
1245 poison->stats.food = 1; 970 poison->stats.food = 1;
1246 } 971 }
1247 } 972 }
973
1248 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) 974 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1249 { 975 {
1250 tmp->stats.sp += spell->last_sp; 976 tmp->stats.sp += spell->last_sp;
1251 if (tmp->stats.sp > tmp->stats.maxsp) 977 if (tmp->stats.sp > tmp->stats.maxsp)
1252 tmp->stats.sp = tmp->stats.maxsp; 978 tmp->stats.sp = tmp->stats.maxsp;
1253 success = 1; 979 success = 1;
1254 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!");
1255 } 981 }
982
1256 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) 983 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1257 { 984 {
1258 tmp->stats.grace += spell->last_grace; 985 tmp->stats.grace += spell->last_grace;
1259 if (tmp->stats.grace > tmp->stats.maxgrace) 986 if (tmp->stats.grace > tmp->stats.maxgrace)
1260 tmp->stats.grace = tmp->stats.maxgrace; 987 tmp->stats.grace = tmp->stats.maxgrace;
1261 success = 1; 988 success = 1;
1262 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!");
1263 } 990 }
991
1264 if (spell->stats.food && tmp->stats.food < 999) 992 if (spell->stats.food && tmp->stats.food < MAX_FOOD)
1265 { 993 {
1266 tmp->stats.food += spell->stats.food; 994 tmp->stats.food += spell->stats.food;
1267 if (tmp->stats.food > 999) 995 min_it (tmp->stats.food, MAX_FOOD);
1268 tmp->stats.food = 999; 996
1269 success = 1; 997 success = 1;
1270 /* 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 */
1271 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");
1272 } 1000 }
1001
1273 return success; 1002 return success;
1274} 1003}
1275
1276 1004
1277/* 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
1278 * 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
1279 * good comments for those. 1007 * good comments for those.
1280 */ 1008 */
1281static const char *const no_gain_msgs[NUM_STATS] = { 1009static const char *const no_gain_msgs[NUM_STATS] = {
1282 "You grow no stronger.", 1010 "You grow no stronger.",
1283 "You grow no more agile.", 1011 "You grow no more agile.",
1284 "You don't feel any healthier.", 1012 "You don't feel any healthier.",
1285 "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."
1286 "You are no easier to look at.", 1016 "You are no easier to look at.",
1287 "no int",
1288 "no pow"
1289}; 1017};
1290 1018
1291int 1019int
1020change_ability_duration (object *spell, object *caster)
1021{
1022 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1023}
1024
1025int
1292cast_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)
1293{ 1027{
1294 object *force = NULL; 1028 object *force = 0;
1295 int i; 1029 int i;
1296 1030
1297 /* 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. */
1298 object *tmp = dir 1032 object *tmp = dir
1299 ? find_target_for_friendly_spell (op, dir) 1033 ? find_target_for_friendly_spell (op, dir)
1300 : op; 1034 : op;
1301 1035
1302 if (!tmp) 1036 if (!tmp)
1303 return 0; 1037 return 0;
1304 1038
1305 /* 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. */
1313 break; 1047 break;
1314 } 1048 }
1315 else if (spell_ob->race && spell_ob->race == tmp2->name) 1049 else if (spell_ob->race && spell_ob->race == tmp2->name)
1316 { 1050 {
1317 if (!silent) 1051 if (!silent)
1318 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
1319 return 0; 1055 return 0;
1320 } 1056 }
1321 } 1057 }
1322 } 1058 }
1059
1060 int duration = change_ability_duration (spell_ob, caster);
1061
1323 if (force == NULL) 1062 if (force)
1324 {
1325 force = get_archetype (FORCE_NAME);
1326 force->subtype = FORCE_CHANGE_ABILITY;
1327 if (spell_ob->race)
1328 force->name = spell_ob->race;
1329 else
1330 force->name = spell_ob->name;
1331 force->name_pl = spell_ob->name;
1332 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1333
1334 } 1063 {
1335 else
1336 {
1337 int duration;
1338
1339 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1340 if (duration > force->duration) 1064 if (duration > force->duration)
1341 { 1065 {
1342 force->duration = duration; 1066 force->duration = duration;
1343 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.");
1344 } 1068 }
1345 else 1069 else
1346 {
1347 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.");
1348 } 1071
1349 return 1; 1072 return 1;
1350 } 1073 }
1351 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
1352 force->speed = 1.0; 1090 force->speed = 1.0;
1353 force->speed_left = -1.0; 1091 force->speed_left = -1.0;
1354 SET_FLAG (force, FLAG_APPLIED); 1092 force->set_flag (FLAG_APPLIED);
1355 1093
1356 /* Now start processing the effects. First, protections */ 1094 /* Now start processing the effects. First, protections */
1357 for (i = 0; i < NROFATTACKS; i++) 1095 for (i = 0; i < NROFATTACKS; i++)
1358 {
1359 if (spell_ob->resist[i]) 1096 if (spell_ob->resist[i])
1360 {
1361 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));
1362 if (force->resist[i] > 100) 1098
1363 force->resist[i] = 100;
1364 }
1365 }
1366 if (spell_ob->stats.hp) 1099 if (spell_ob->stats.hp)
1367 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);
1368 1101
1369 if (tmp->type == PLAYER) 1102 if (tmp->type == PLAYER)
1370 { 1103 {
1371 /* Stat adjustment spells */ 1104 /* Stat adjustment spells */
1372 for (i = 0; i < NUM_STATS; i++) 1105 for (i = 0; i < NUM_STATS; i++)
1373 { 1106 {
1374 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; 1107 if (sint8 stat = spell_ob->stats.stat (i))
1375
1376 if (stat)
1377 { 1108 {
1378 sm = 0; 1109 sint8 sm = 0;
1379 for (k = 0; k < stat; k++) 1110 for (sint8 k = 0; k < stat; k++)
1380 sm += rndm (1, 3); 1111 sm += rndm (1, 3);
1381 1112
1382 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) 1113 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1383 { 1114 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1384 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); 1115
1385 if (sm < 0) 1116 force->stats.stat (i) = sm;
1386 sm = 0; 1117
1387 }
1388 set_attr_value (&force->stats, i, sm);
1389 if (!sm) 1118 if (!sm)
1390 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); 1119 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1391 } 1120 }
1392 } 1121 }
1393 } 1122 }
1394 1123
1395 force->move_type = spell_ob->move_type; 1124 force->move_type = spell_ob->move_type;
1396 1125
1397 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK)) 1126 if (spell_ob->flag [FLAG_SEE_IN_DARK])
1398 SET_FLAG (force, FLAG_SEE_IN_DARK); 1127 force->set_flag (FLAG_SEE_IN_DARK);
1399 1128
1400 if (QUERY_FLAG (spell_ob, FLAG_XRAYS)) 1129 if (spell_ob->flag [FLAG_XRAYS])
1401 SET_FLAG (force, FLAG_XRAYS); 1130 force->set_flag (FLAG_XRAYS);
1402 1131
1403 /* Haste/bonus speed */ 1132 /* Haste/bonus speed */
1404 if (spell_ob->stats.exp) 1133 if (spell_ob->stats.exp)
1405 { 1134 {
1406 if (op->speed > 0.5f) 1135 if (op->speed > 0.5f)
1414 force->attacktype = spell_ob->attacktype; 1143 force->attacktype = spell_ob->attacktype;
1415 1144
1416 insert_ob_in_ob (force, tmp); 1145 insert_ob_in_ob (force, tmp);
1417 change_abil (tmp, force); /* Mostly to display any messages */ 1146 change_abil (tmp, force); /* Mostly to display any messages */
1418 tmp->update_stats (); 1147 tmp->update_stats ();
1148
1419 return 1; 1149 return 1;
1420} 1150}
1421 1151
1422/* 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
1423 * 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
1424 * of the caster. 1154 * of the caster.
1425 */ 1155 */
1426
1427int 1156int
1428cast_bless (object *op, object *caster, object *spell_ob, int dir) 1157cast_bless (object *op, object *caster, object *spell_ob, int dir)
1429{ 1158{
1430 int i; 1159 int i;
1431 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1160 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1432 1161
1433 /* 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. */
1434 if (dir != 0) 1163 if (dir != 0)
1435 { 1164 {
1436 tmp = find_target_for_friendly_spell (op, dir); 1165 tmp = find_target_for_friendly_spell (op, dir);
1166
1167 if (!tmp)
1168 return 0;
1437 } 1169 }
1438 else 1170 else
1439 {
1440 tmp = op; 1171 tmp = op;
1441 }
1442 1172
1443 /* 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. */
1444 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1174 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1445 { 1175 {
1446 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1176 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1447 { 1177 {
1448 if (tmp2->name == spell_ob->name) 1178 if (tmp2->name == spell_ob->name)
1449 { 1179 {
1455 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);
1456 return 0; 1186 return 0;
1457 } 1187 }
1458 } 1188 }
1459 } 1189 }
1190
1460 if (force == NULL) 1191 if (force == NULL)
1461 { 1192 {
1462 force = get_archetype (FORCE_NAME); 1193 force = archetype::get (FORCE_NAME);
1463 force->subtype = FORCE_CHANGE_ABILITY; 1194 force->subtype = FORCE_CHANGE_ABILITY;
1464 if (spell_ob->race) 1195 if (spell_ob->race)
1465 force->name = spell_ob->race; 1196 force->name = spell_ob->race;
1466 else 1197 else
1467 force->name = spell_ob->name; 1198 force->name = spell_ob->name;
1482 { 1213 {
1483 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.");
1484 } 1215 }
1485 return 0; 1216 return 0;
1486 } 1217 }
1218
1487 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;
1488 force->speed = 1.0; 1220 force->speed = 1.0;
1489 force->speed_left = -1.0; 1221 force->speed_left = -1.0;
1490 SET_FLAG (force, FLAG_APPLIED); 1222 force->set_flag (FLAG_APPLIED);
1491 1223
1492 if (!god) 1224 if (!god)
1493 { 1225 {
1494 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty."); 1226 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1495 } 1227 }
1496 else 1228 else
1497 { 1229 {
1498 /* Only give out good benefits, and put a max on it */ 1230 /* Only give out good benefits, and put a max on it */
1499 for (i = 0; i < NROFATTACKS; i++) 1231 for (i = 0; i < NROFATTACKS; i++)
1500 {
1501 if (god->resist[i] > 0) 1232 if (god->resist[i] > 0)
1502 {
1503 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]);
1504 } 1234
1505 }
1506 force->path_attuned |= god->path_attuned; 1235 force->path_attuned |= god->path_attuned;
1507 1236
1508 if (spell_ob->attacktype) 1237 if (spell_ob->attacktype)
1509 force->slaying = god->slaying; 1238 force->slaying = god->slaying;
1510 1239
1526 insert_ob_in_ob (force, tmp); 1255 insert_ob_in_ob (force, tmp);
1527 tmp->update_stats (); 1256 tmp->update_stats ();
1528 return 1; 1257 return 1;
1529} 1258}
1530 1259
1531
1532
1533/* Alchemy code by Mark Wedel 1260/* Alchemy code by Mark Wedel
1534 * 1261 *
1535 * This code adds a new spell, called alchemy. Alchemy will turn 1262 * This code adds a new spell, called alchemy. Alchemy will turn
1536 * objects to gold nuggets, the value of the gold nuggets being 1263 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1537 * about 90% of that of the item itself. It uses the value of the
1538 * object before charisma adjustments, because the nuggets themselves
1539 * will be will be adjusted by charisma when sold.
1540 * 1264 *
1541 * 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
1542 * the maximum number of large nuggets you could get. 1266 * itself. It uses the value of the object before charisma adjustments,
1543 * 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
1544 * to the max amount of small nuggets as you could get. 1268 * when sold.
1545 *
1546 * For example, if an item is worth 110 gold, you will get
1547 * 4 large nuggets, and from 0-10 small nuggets.
1548 * 1269 *
1549 * 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
1550 * 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
1551 * alchemied. 1272 * alchemised.
1552 */ 1273 */
1553
1554/* I didn't feel like passing these as arguements to the
1555 * two functions that need them. Real values are put in them
1556 * when the spell is cast, and these are freed when the spell
1557 * is finished.
1558 */
1559static object *small, *large;
1560
1561static void 1274static void
1562alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight) 1275alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1563{ 1276{
1564 uint64 value = query_cost (obj, NULL, F_TRUE); 1277 uint64 value = query_cost (obj, NULL, F_TRUE);
1565 1278
1566 /* Give third price when we alchemy money (This should hopefully 1279 /* Give third price when we alchemy money (this should hopefully
1567 * 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
1568 * the nuggets, alchemy the gold from that, etc. 1281 * the nuggets, alchemy the gold from that, etc.
1569 * Otherwise, give 9 silver on the gold for other objects, 1282 * Otherwise, give 9 silver on the gold for other objects,
1570 * so that it would still be more affordable to haul 1283 * so that it would still be more affordable to haul
1571 * the stuff back to town. 1284 * the stuff back to town.
1572 */ 1285 */
1573 1286 if (obj->flag [FLAG_UNPAID])
1574 if (QUERY_FLAG (obj, FLAG_UNPAID))
1575 value = 0; 1287 value = 0;
1576 else if (obj->type == MONEY || obj->type == GEM) 1288 else if (obj->type == MONEY || obj->type == GEM)
1577 value /= 3; 1289 value /= 3;
1578 else 1290 else
1579 value = (value * 9) / 10; 1291 value = value * 9 / 10;
1580 1292
1581 value /= 4; // fix by GHJ, don't understand, pcg
1582
1583 if ((obj->value > 0) && rndm (0, 29)) 1293 if (obj->value > 0 && rndm (0, 29))
1584 { 1294 total_value += value;
1585 int count;
1586 1295
1587 count = value / large->value;
1588 *large_nuggets += count;
1589 value -= (uint64) count *(uint64) large->value;
1590
1591 count = value / small->value;
1592 *small_nuggets += count;
1593 }
1594
1595 /* Turn 25 small nuggets into 1 large nugget. If the value
1596 * of large nuggets is not evenly divisable by the small nugget
1597 * value, take off an extra small_nugget (Assuming small_nuggets!=0)
1598 */
1599 if (*small_nuggets * small->value >= large->value)
1600 {
1601 (*large_nuggets)++;
1602 *small_nuggets -= large->value / small->value;
1603 if (*small_nuggets && large->value % small->value)
1604 (*small_nuggets)--;
1605 }
1606 weight += obj->weight; 1296 total_weight += obj->total_weight ();
1297
1607 obj->destroy (); 1298 obj->destroy ();
1608} 1299}
1609 1300
1610static void
1611update_map (object *op, maptile *m, int small_nuggets, int large_nuggets, int x, int y)
1612{
1613 object *tmp;
1614 int flag = 0;
1615
1616 /* Put any nuggets below the player, but we can only pass this
1617 * flag if we are on the same space as the player
1618 */
1619 if (x == op->x && y == op->y && op->map == m)
1620 flag = INS_BELOW_ORIGINATOR;
1621
1622 if (small_nuggets)
1623 {
1624 tmp = small->clone ();
1625 tmp->nrof = small_nuggets;
1626 m->insert (tmp, x, y, op, flag);
1627 }
1628
1629 if (large_nuggets)
1630 {
1631 tmp = large->clone ();
1632 tmp->nrof = large_nuggets;
1633 m->insert (tmp, x, y, op, flag);
1634 }
1635}
1636
1637int 1301int
1638alchemy (object *op, object *caster, object *spell_ob) 1302alchemy (object *op, object *caster, object *spell_ob)
1639{ 1303{
1640 int x, y, weight = 0, weight_max, large_nuggets, small_nuggets, mflags;
1641 sint16 nx, ny;
1642 object *next, *tmp;
1643 maptile *mp;
1644
1645 if (op->type != PLAYER) 1304 if (op->type != PLAYER)
1646 return 0; 1305 return 0;
1647 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
1648 /* 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
1649 * some, and also prevents people from alcheming every table/chair/clock 1314 * some, and also prevents people from alchemising every table/chair/clock
1650 * in sight 1315 * in sight
1651 */ 1316 */
1652 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);
1653 weight_max *= 1000; 1318 int weight_max = duration * 1000;
1654 small = get_archetype ("smallnugget"), large = get_archetype ("largenugget"); 1319 uint64 value_max = duration * 1000;
1655 1320
1321 int weight = 0;
1322
1656 for (y = op->y - 1; y <= op->y + 1; y++) 1323 for (int y = op->y - 1; y <= op->y + 1; y++)
1657 { 1324 {
1658 for (x = op->x - 1; x <= op->x + 1; x++) 1325 for (int x = op->x - 1; x <= op->x + 1; x++)
1659 { 1326 {
1327 uint64 value = 0;
1328
1660 nx = x; 1329 sint16 nx = x;
1661 ny = y; 1330 sint16 ny = y;
1662 1331
1663 mp = op->map; 1332 maptile *mp = op->map;
1664 1333
1665 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); 1334 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1666 1335
1667 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1336 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1668 continue; 1337 continue;
1669 1338
1670 /* Treat alchemy a little differently - most spell effects 1339 /* Treat alchemy a little differently - most spell effects
1672 * ground level effect. 1341 * ground level effect.
1673 */ 1342 */
1674 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) 1343 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1675 continue; 1344 continue;
1676 1345
1677 small_nuggets = 0; 1346 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1678 large_nuggets = 0;
1679
1680 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = next)
1681 { 1347 {
1682 next = tmp->above; 1348 next = tmp->above;
1349
1683 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1350 if (tmp->weight > 0 && !tmp->flag [FLAG_NO_PICK] &&
1684 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1351 !tmp->flag [FLAG_ALIVE] && !tmp->flag [FLAG_IS_CAULDRON])
1685 { 1352 {
1686
1687 if (tmp->inv) 1353 if (tmp->inv)
1688 { 1354 {
1689 object *next1, *tmp1; 1355 object *next1, *tmp1;
1690 1356
1691 for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1) 1357 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1692 { 1358 {
1693 next1 = tmp1->below; 1359 next1 = tmp1->below;
1694 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1360 if (tmp1->weight > 0 && !tmp1->flag [FLAG_NO_PICK] &&
1695 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1361 !tmp1->flag [FLAG_ALIVE] && !tmp1->flag [FLAG_IS_CAULDRON])
1696 alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight); 1362 alchemy_object (tmp1, value, weight);
1697 } 1363 }
1698 } 1364 }
1365
1699 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); 1366 alchemy_object (tmp, value, weight);
1700 1367
1701 if (weight > weight_max) 1368 if (weight > weight_max)
1702 { 1369 break;
1703 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1704 large->destroy ();
1705 small->destroy ();
1706 return 1;
1707 } 1370 }
1708 } /* is alchemable object */
1709 } /* process all objects on this space */
1710
1711 /* Insert all the nuggets at one time. This probably saves time, but
1712 * it also prevents us from alcheming nuggets that were just created
1713 * with this spell.
1714 */ 1371 }
1715 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);
1716 } 1385 }
1717 }
1718 1386
1719 large->destroy (); 1387 if (weight > weight_max)
1720 small->destroy (); 1388 goto bailout;
1721 /* reset this so that if player standing on a big pile of stuff, 1389 }
1722 * it is redrawn properly. 1390 }
1723 */ 1391
1724 op->contr->ns->look_position = 0; 1392bailout:
1725 return 1; 1393 return 1;
1726} 1394}
1727
1728 1395
1729/* This function removes the cursed/damned status on equipped 1396/* This function removes the cursed/damned status on equipped
1730 * items. 1397 * items.
1731 */ 1398 */
1732int 1399int
1733remove_curse (object *op, object *caster, object *spell) 1400remove_curse (object *op, object *caster, object *spell)
1734{ 1401{
1735 object *tmp;
1736 int success = 0, was_one = 0; 1402 int success = 0, was_one = 0;
1737 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
1738 for (tmp = op->inv; tmp; tmp = tmp->below) 1410 for (object *tmp = op->inv; tmp && num_uncurse; tmp = tmp->below)
1739 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1411 if (!tmp->invisible && tmp->flag [typeflag])
1740 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1741 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1742 { 1412 {
1743 was_one++; 1413 ++was_one;
1414
1744 if (tmp->level <= caster_level (caster, spell)) 1415 if (tmp->level <= casting_level (caster, spell))
1745 { 1416 {
1746 success++; 1417 ++success;
1747 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1418 --num_uncurse;
1748 CLEAR_FLAG (tmp, FLAG_DAMNED);
1749 1419
1750 CLEAR_FLAG (tmp, FLAG_CURSED); 1420 tmp->clr_flag (typeflag);
1751 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1421 tmp->clr_flag (FLAG_CURSED);
1422 tmp->clr_flag (FLAG_KNOWN_CURSED);
1752 tmp->value = 0; /* Still can't sell it */ 1423 tmp->value = 0; /* Still can't sell it */
1753 if (op->type == PLAYER) 1424
1425 if (object *pl = tmp->visible_to ())
1754 esrv_send_item (op, tmp); 1426 esrv_update_item (UPD_FLAGS, pl, tmp);
1755 } 1427 }
1756 } 1428 }
1757 1429
1758 if (op->type == PLAYER) 1430 if (op->type == PLAYER)
1759 { 1431 {
1760 if (success) 1432 if (success)
1761 { 1433 new_draw_info (NDI_UNIQUE, 0, op, "You realise that some of your items look shinier now. H<You successfully removed some curses.>");
1762 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1763 }
1764 else 1434 else
1765 { 1435 {
1766 if (was_one) 1436 if (was_one)
1767 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.>");
1768 else 1438 else
1769 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.>");
1770 } 1440 }
1771 } 1441 }
1772 1442
1773 return success; 1443 return success;
1774} 1444}
1775 1445
1776/* Identifies objects in the players inventory/on the ground */ 1446/* Identifies objects in the players inventory/on the ground */
1777
1778int 1447int
1779cast_identify (object *op, object *caster, object *spell) 1448cast_identify (object *op, object *caster, object *spell)
1780{ 1449{
1781 object *tmp; 1450 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1782 int success = 0, num_ident;
1783 1451
1784 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));
1785 1453
1786 if (num_ident < 1) 1454 op->splay_marked ();
1787 num_ident = 1;
1788 1455
1789 for (tmp = op->inv; tmp; tmp = tmp->below) 1456 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1790 { 1457 {
1791 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1458 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1792 { 1459 {
1793 identify (tmp); 1460 identify (tmp);
1794 1461
1795 if (op->type == PLAYER) 1462 if (op->type == PLAYER)
1796 { 1463 {
1797 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));
1798 1465
1799 if (tmp->msg) 1466 if (tmp->msg)
1800 { 1467 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1801 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1802 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1803 }
1804 } 1468 }
1805 1469
1806 num_ident--;
1807 success = 1;
1808 if (!num_ident) 1470 if (!--num_ident)
1809 break; 1471 break;
1810 } 1472 }
1811 } 1473 }
1812 1474
1813 /* 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
1814 * 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
1815 * was not fully used. 1477 * was not fully used.
1816 */ 1478 */
1817 if (num_ident) 1479 if (num_ident)
1818 { 1480 {
1819 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)
1820 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1482 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1821 { 1483 {
1822 identify (tmp); 1484 identify (tmp);
1823 1485
1824 if (op->type == PLAYER) 1486 if (object *pl = tmp->visible_to ())
1825 { 1487 {
1826 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));
1827 1489
1828 if (tmp->msg) 1490 if (tmp->msg)
1829 { 1491 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1830 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1831 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1832 }
1833
1834 esrv_send_item (op, tmp);
1835 } 1492 }
1836 1493
1837 num_ident--;
1838 success = 1;
1839 if (!num_ident) 1494 if (!--num_ident)
1840 break; 1495 break;
1841 } 1496 }
1842 } 1497 }
1843 1498
1844 if (!success) 1499 if (buf.empty ())
1845 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 }
1846 else 1504 else
1505 {
1506 if (op->contr)
1507 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1508
1847 spell_effect (spell, op->x, op->y, op->map, op); 1509 spell_effect (spell, op->x, op->y, op->map, op);
1848 1510 return 1;
1849 return success; 1511 }
1850} 1512}
1851 1513
1852int 1514int
1853cast_detection (object *op, object *caster, object *spell, object *skill) 1515cast_detection (object *op, object *caster, object *spell, object *skill)
1854{ 1516{
1855 object *tmp, *last, *god, *detect; 1517 object *tmp, *last, *god, *detect;
1856 int done_one, range, mflags, floor, level; 1518 int done_one, range, floor, level;
1857 sint16 x, y, nx, ny; 1519 sint16 x, y, nx, ny;
1858 maptile *m; 1520 maptile *m;
1859 1521
1860 /* 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
1861 * doing it over and over again. 1523 * doing it over and over again.
1862 */ 1524 */
1863 god = find_god (determine_god (op)); 1525 god = find_god (determine_god (op));
1864 level = caster_level (caster, spell); 1526 level = casting_level (caster, spell);
1865 range = spell->range + SP_level_range_adjust (caster, spell); 1527 range = spell->range + SP_level_range_adjust (caster, spell);
1866 1528
1867 if (!skill) 1529 if (!skill)
1868 skill = caster; 1530 skill = caster;
1869 1531
1870 for (x = op->x - range; x <= op->x + range; x++) 1532 dynbuf buf;
1871 for (y = op->y - range; y <= op->y + range; y++) 1533 unordered_mapwalk (buf, op, -range, -range, range, range)
1872 { 1534 {
1873 m = op->map;
1874 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1875 if (mflags & P_OUT_OF_MAP)
1876 continue;
1877
1878 /* For most of the detections, we only detect objects above the 1535 /* For most of the detections, we only detect objects above the
1879 * floor. But this is not true for show invisible. 1536 * floor. But this is not true for show invisible.
1880 * Basically, we just go and find the top object and work 1537 * Basically, we just go and find the top object and work
1881 * down - that is easier than working up. 1538 * down - that is easier than working up.
1882 */ 1539 */
1883 1540
1884 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)
1885 last = tmp; 1542 last = tmp;
1886 1543
1887 /* 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
1888 * would happen. 1545 * would happen.
1889 */ 1546 */
1890 if (!last) 1547 if (!last)
1891 continue; 1548 continue;
1892 1549
1893 done_one = 0; 1550 done_one = 0;
1894 floor = 0; 1551 floor = 0;
1895 detect = NULL; 1552 detect = 0;
1896 for (tmp = last; tmp; tmp = tmp->below) 1553 for (tmp = last; tmp; tmp = tmp->below)
1897 { 1554 {
1898 /* show invisible */ 1555 /* show invisible */
1899 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1556 if (spell->flag [FLAG_MAKE_INVIS]
1900 /* Might there be other objects that we can make visible? */ 1557 /* Might there be other objects that we can make visible? */
1901 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1558 && (tmp->invisible && (tmp->flag [FLAG_MONSTER]
1902 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1559 || (tmp->type == PLAYER && !tmp->flag [FLAG_WIZ])
1903 tmp->type == CF_HANDLE || 1560 || tmp->type == T_HANDLE
1904 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
1905 tmp->type == BUTTON || tmp->type == TELEPORTER || 1565 || tmp->type == TELEPORTER
1566 || tmp->type == GATE
1906 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1567 || tmp->type == LOCKED_DOOR
1907 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)
1908 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1571 || tmp->type == TRIGGER_PEDESTAL
1909 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)))
1910 { 1577 {
1578 printf ("show inv %s\n", tmp->debug_desc());//D
1911 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)
1912 { 1580 {
1913 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
1914 done_one = 1; 1663 done_one = 1;
1915 } 1664 }
1916 } 1665 }
1917
1918 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1919 floor = 1;
1920
1921 /* All detections below this point don't descend beneath the floor,
1922 * so just continue on. We could be clever and look at the type of
1923 * detection to completely break out if we don't care about objects beneath
1924 * the floor, but once we get to the floor, not likely a very big issue anyways.
1925 */
1926 if (floor)
1927 continue;
1928
1929 /* I had thought about making detect magic and detect curse
1930 * show the flash the magic item like it does for detect monster.
1931 * however, if the object is within sight, this would then make it
1932 * difficult to see what object is magical/cursed, so the
1933 * effect wouldn't be as apparant.
1934 */
1935
1936 /* detect magic */
1937 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1938 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1939 {
1940 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1941 /* make runes more visibile */
1942 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1943 tmp->stats.Cha /= 4;
1944 done_one = 1;
1945 }
1946 /* detect monster */
1947 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1948 {
1949 done_one = 2;
1950 if (!detect)
1951 detect = tmp;
1952 }
1953 /* Basically, if race is set in the spell, then the creatures race must
1954 * match that. if the spell race is set to GOD, then the gods opposing
1955 * race must match.
1956 */
1957 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1958 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) ||
1959 (strstr (spell->race, tmp->race))))
1960 {
1961 done_one = 2;
1962 if (!detect)
1963 detect = tmp;
1964 }
1965 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1966 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1967 {
1968 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1969 done_one = 1;
1970 }
1971 } /* for stack of objects on this space */ 1666 } /* for stack of objects on this space */
1972 1667
1973 /* 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
1974 * where the magic is. 1669 * where the magic is.
1975 */ 1670 */
1976 if (done_one) 1671 if (done_one)
1977 { 1672 {
1978 object *detect_ob = arch_to_object (spell->other_arch); 1673 object *detect_ob = spell->other_arch->instance ();
1979 1674
1980 /* if this is set, we want to copy the face */ 1675 /* if this is set, we want to copy the face */
1981 if (done_one == 2 && detect) 1676 if (done_one == 2 && detect)
1982 { 1677 {
1983 detect_ob->face = detect->face; 1678 detect_ob->face = detect->face;
1984 detect_ob->animation_id = detect->animation_id; 1679 detect_ob->animation_id = detect->animation_id;
1985 detect_ob->anim_speed = detect->anim_speed; 1680 detect_ob->anim_speed = detect->anim_speed;
1986 detect_ob->last_anim = 0; 1681 detect_ob->last_anim = 0;
1987 /* by default, the detect_ob is already animated */ 1682 /* by default, the detect_ob is already animated */
1988 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1683 if (!detect->flag [FLAG_ANIMATE])
1989 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1684 detect_ob->clr_flag (FLAG_ANIMATE);
1990 } 1685 }
1991 1686
1992 m->insert (detect_ob, nx, ny, op); 1687 m->insert (detect_ob, nx, ny, op, INS_ON_TOP);
1993 } 1688 }
1994 } /* for processing the surrounding spaces */ 1689 } /* for processing the surrounding spaces */
1995 1690
1996 1691
1997 /* 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 */
1998 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])
1999 { 1694 {
2000 done_one = 0; 1695 done_one = 0;
1696
2001 for (tmp = op->inv; tmp; tmp = tmp->below) 1697 for (tmp = op->inv; tmp; tmp = tmp->below)
2002 { 1698 {
2003 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1699 if (!tmp->invisible && !tmp->flag [FLAG_IDENTIFIED])
2004 { 1700 {
2005 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])
2006 { 1702 {
2007 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1703 tmp->set_flag (FLAG_KNOWN_MAGICAL);
2008 if (op->type == PLAYER) 1704
1705 if (object *pl = tmp->visible_to ())
2009 esrv_send_item (op, tmp); 1706 esrv_update_item (UPD_FLAGS, pl, tmp);
2010 } 1707 }
2011 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1708
2012 (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]))
2013 { 1711 {
2014 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1712 tmp->set_flag (FLAG_KNOWN_CURSED);
2015 if (op->type == PLAYER) 1713
1714 if (object *pl = tmp->visible_to ())
2016 esrv_send_item (op, tmp); 1715 esrv_update_item (UPD_FLAGS, pl, tmp);
2017 } 1716 }
2018 } /* if item is not identified */ 1717 } /* if item is not identified */
2019 } /* for the players inventory */ 1718 } /* for the players inventory */
2020 } /* if detect magic/curse and object is a player */ 1719 } /* if detect magic/curse and object is a player */
1720
2021 return 1; 1721 return 1;
2022} 1722}
2023 1723
2024 1724
2025/** 1725/**
2038 1738
2039 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.");
2040 1740
2041 if (victim->stats.sp >= victim->stats.maxsp * 2) 1741 if (victim->stats.sp >= victim->stats.maxsp * 2)
2042 { 1742 {
2043 object *tmp;
2044
2045 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1743 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
2046
2047 /* Explodes a fireball centered at player */
2048 tmp = get_archetype (EXPLODING_FIREBALL);
2049 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
2050 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
2051
2052 tmp->insert_at (victim);
2053 victim->stats.sp = 2 * victim->stats.maxsp; 1744 victim->stats.sp = 2 * victim->stats.maxsp;
1745 create_exploding_ball_at (victim, caster_level);
2054 } 1746 }
2055 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1747 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
2056 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.");
2057 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1749 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2058 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!");
2059 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1751 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2060 { 1752 {
2061 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1753 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2077 sint16 x, y; 1769 sint16 x, y;
2078 maptile *m; 1770 maptile *m;
2079 int mflags; 1771 int mflags;
2080 1772
2081 m = op->map; 1773 m = op->map;
2082 x = op->x + freearr_x[dir]; 1774 x = op->x + DIRX (dir);
2083 y = op->y + freearr_y[dir]; 1775 y = op->y + DIRY (dir);
2084 1776
2085 mflags = get_map_flags (m, &m, x, y, &x, &y); 1777 mflags = get_map_flags (m, &m, x, y, &x, &y);
2086 1778
2087 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1779 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
2088 { 1780 {
2089 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)
2090 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1782 if (plyr != op && plyr->flag [FLAG_ALIVE])
2091 break; 1783 break;
2092 } 1784 }
2093 1785
2094 1786
2095 /* 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
2096 * 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.
2097 */ 1789 */
2098 if (plyr == NULL) 1790 if (plyr == NULL)
2099 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)
2100 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1792 if (plyr != op && plyr->flag [FLAG_ALIVE])
2101 break; 1793 break;
2102 1794
2103 if (!plyr) 1795 if (!plyr)
2104 { 1796 {
2105 new_draw_info (NDI_BLACK, 0, op, "There is no one there."); 1797 op->failmsg ("There is no one there.");
2106 return 0; 1798 return 0;
2107 } 1799 }
2108 /* give sp */ 1800 /* give sp */
2109 if (spell->stats.dam > 0) 1801 if (spell->stats.dam > 0)
2110 { 1802 {
2111 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);
2112 charge_mana_effect (plyr, caster_level (caster, spell)); 1804 charge_mana_effect (plyr, casting_level (caster, spell));
2113 return 1; 1805 return 1;
2114 } 1806 }
2115 /* suck sp away. Can't suck sp from yourself */ 1807 /* suck sp away. Can't suck sp from yourself */
2116 else if (op != plyr) 1808 else if (op != plyr)
2117 { 1809 {
2122 if (rate > 95) 1814 if (rate > 95)
2123 rate = 95; 1815 rate = 95;
2124 1816
2125 sucked = (plyr->stats.sp * rate) / 100; 1817 sucked = (plyr->stats.sp * rate) / 100;
2126 plyr->stats.sp -= sucked; 1818 plyr->stats.sp -= sucked;
2127 if (QUERY_FLAG (op, FLAG_ALIVE)) 1819 if (op->flag [FLAG_ALIVE])
2128 { 1820 {
2129 /* Player doesn't get full credit */ 1821 /* Player doesn't get full credit */
2130 sucked = (sucked * rate) / 100; 1822 sucked = (sucked * rate) / 100;
2131 op->stats.sp += sucked; 1823 op->stats.sp += sucked;
2132 if (sucked > 0) 1824 if (sucked > 0)
2133 { 1825 {
2134 charge_mana_effect (op, caster_level (caster, spell)); 1826 charge_mana_effect (op, casting_level (caster, spell));
2135 } 1827 }
2136 } 1828 }
2137 return 1; 1829 return 1;
2138 } 1830 }
2139 return 0; 1831 return 0;
2152 object *tmp, *head, *next; 1844 object *tmp, *head, *next;
2153 int mflags; 1845 int mflags;
2154 maptile *m; 1846 maptile *m;
2155 sint16 sx, sy; 1847 sint16 sx, sy;
2156 1848
2157 sx = op->x + freearr_x[dir]; 1849 sx = op->x + DIRX (dir);
2158 sy = op->y + freearr_y[dir]; 1850 sy = op->y + DIRY (dir);
2159 m = op->map; 1851 m = op->map;
2160 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1852 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
2161 if (mflags & P_OUT_OF_MAP) 1853 if (mflags & P_OUT_OF_MAP)
2162 return; 1854 return;
2163 1855
2176 1868
2177 /* don't attack our own spells */ 1869 /* don't attack our own spells */
2178 if (tmp->owner && tmp->owner == op->owner) 1870 if (tmp->owner && tmp->owner == op->owner)
2179 continue; 1871 continue;
2180 1872
2181 /* Basically, if the object is magical and not counterspell, 1873 /* Basically, if the object is magical and not counterspell,
2182 * we will more or less remove the object. Don't counterspell 1874 * we will more or less remove the object. Don't counterspell
2183 * monsters either. 1875 * monsters either.
2184 */ 1876 */
2185 1877
2186 if (head->attacktype & AT_MAGIC && 1878 if (head->attacktype & AT_MAGIC
2187 !(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))
2188 head->destroy (); 1882 head->destroy ();
2189 else 1883 else
2190 switch (head->type) 1884 switch (head->type)
2191 { 1885 {
2192 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
2193 if (op->level > head->level) 1892 if (op->level > head->level)
2194 head->destroy (); 1893 head->destroy ();
2195 1894
2196 break; 1895 break;
2197 1896
2208 break; 1907 break;
2209 } 1908 }
2210 } 1909 }
2211} 1910}
2212 1911
2213
2214
2215/* cast_consecrate() - a spell to make an altar your god's */ 1912/* cast_consecrate() - a spell to make an altar your god's */
2216int 1913int
2217cast_consecrate (object *op, object *caster, object *spell) 1914cast_consecrate (object *op, object *caster, object *spell)
2218{ 1915{
2219 char buf[MAX_BUF]; 1916 char buf[MAX_BUF];
2220 1917
2221 object *tmp, *god = find_god (determine_god (op)); 1918 object *tmp, *god = find_god (determine_god (op));
2222 1919
2223 if (!god) 1920 if (!god)
2224 { 1921 {
2225 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!");
2226 return 0; 1923 return 0;
2227 } 1924 }
2228 1925
2229 for (tmp = op->below; tmp; tmp = tmp->below) 1926 for (tmp = op->below; tmp; tmp = tmp->below)
2230 { 1927 {
2231 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1928 if (tmp->flag [FLAG_IS_FLOOR])
2232 break; 1929 break;
2233 if (tmp->type == HOLY_ALTAR) 1930 if (tmp->type == HOLY_ALTAR)
2234 { 1931 {
2235 1932
2236 if (tmp->level > caster_level (caster, spell)) 1933 if (tmp->level > casting_level (caster, spell))
2237 { 1934 {
2238 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);
2239 return 0; 1936 return 0;
2240 } 1937 }
2241 else 1938 else
2242 { 1939 {
2243 /* If we got here, we are consecrating an altar */ 1940 /* If we got here, we are consecrating an altar */
2244 sprintf (buf, "Altar of %s", &god->name); 1941 sprintf (buf, "Altar of %s", &god->name);
2245 tmp->name = buf; 1942 tmp->name = buf;
2246 tmp->level = caster_level (caster, spell); 1943 tmp->level = casting_level (caster, spell);
2247 tmp->other_arch = god->arch; 1944 tmp->other_arch = god->arch;
1945
2248 if (op->type == PLAYER) 1946 if (op->type == PLAYER)
2249 esrv_update_item (UPD_NAME, op, tmp); 1947 esrv_update_item (UPD_NAME, op, tmp);
1948
2250 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);
2251 return 1; 1950 return 1;
2252 } 1951 }
2253 } 1952 }
2254 } 1953 }
2255 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!");
2256 return 0; 1956 return 0;
2257} 1957}
2258 1958
2259/* animate_weapon - 1959/* animate_weapon -
2260 * 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.
2261 * 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
2262 * 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
2263 * 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.
2264 * 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,
2265 * 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
2266 * 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
2267 * player checks. MSW 2003-01-06 1967 * player checks. MSW 2003-01-06
2268 */ 1968 */
2269
2270int 1969int
2271animate_weapon (object *op, object *caster, object *spell, int dir) 1970animate_weapon (object *op, object *caster, object *spell, int dir)
2272{ 1971{
2273 object *weapon, *tmp;
2274 char buf[MAX_BUF]; 1972 char buf[MAX_BUF];
2275 int a, i; 1973 int a, i;
2276 sint16 x, y; 1974 sint16 x, y;
2277 maptile *m; 1975 maptile *m;
2278 materialtype_t *mt;
2279 1976
2280 if (!spell->other_arch) 1977 if (!spell->other_arch)
2281 { 1978 {
2282 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1979 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2283 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);
2286 /* exit if it's not a player using this spell. */ 1983 /* exit if it's not a player using this spell. */
2287 if (op->type != PLAYER) 1984 if (op->type != PLAYER)
2288 return 0; 1985 return 0;
2289 1986
2290 /* if player already has a golem, abort */ 1987 /* if player already has a golem, abort */
2291 if (op->contr->ranges[range_golem]) 1988 if (object *golem = op->contr->golem)
2292 { 1989 {
2293 control_golem (op->contr->ranges[range_golem], dir); 1990 control_golem (golem, dir);
2294 return 0; 1991 return 0;
2295 } 1992 }
2296 1993
2297 /* if no direction specified, pick one */ 1994 /* if no direction specified, pick one */
2298 if (!dir) 1995 if (!dir)
2299 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);
2300 1997
2301 m = op->map; 1998 m = op->map;
2302 x = op->x + freearr_x[dir]; 1999 x = op->x + DIRX (dir);
2303 y = op->y + freearr_y[dir]; 2000 y = op->y + DIRY (dir);
2304 2001
2305 /* if there's no place to put the golem, abort */ 2002 /* if there's no place to put the golem, abort */
2306 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)
2307 ((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))
2308 { 2005 {
2309 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2006 op->failmsg ("There is something in the way.");
2310 return 0; 2007 return 0;
2311 } 2008 }
2312 2009
2313 /* Use the weapon marked by the player. */ 2010 /* Use the weapon marked by the player. */
2314 weapon = find_marked_object (op); 2011 object *weapon = op->mark ();
2315 2012
2316 if (!weapon) 2013 if (!weapon)
2317 { 2014 {
2318 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!");
2319 return 0; 2016 return 0;
2320 } 2017 }
2018
2321 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2019 if (spell->race && weapon->arch->archname != spell->race)
2322 { 2020 {
2323 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2021 op->failmsg ("The spell fails to transform your weapon.");
2324 return 0; 2022 return 0;
2325 } 2023 }
2024
2326 if (weapon->type != WEAPON) 2025 if (weapon->type != WEAPON)
2327 { 2026 {
2328 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.");
2329 return 0; 2028 return 0;
2330 } 2029 }
2331 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2030
2031 if (weapon->flag [FLAG_APPLIED])
2332 { 2032 {
2333 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));
2334 return 0; 2034 return 0;
2335 } 2035 }
2336 2036
2337 if (weapon->nrof > 1) 2037 weapon = weapon->split ();
2338 {
2339 tmp = get_split_ob (weapon, 1);
2340 esrv_send_item (op, weapon);
2341 weapon = tmp;
2342 }
2343 2038
2344 /* create the golem object */ 2039 /* create the golem object */
2345 tmp = arch_to_object (spell->other_arch); 2040 object *tmp = spell->other_arch->instance ();
2346 2041
2347 /* 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 */
2348 CLEAR_FLAG (tmp, FLAG_MONSTER); 2043 tmp->clr_flag (FLAG_MONSTER);
2349 SET_FLAG (tmp, FLAG_FRIENDLY);
2350 tmp->stats.exp = 0; 2044 tmp->stats.exp = 0;
2351 add_friendly_object (tmp); 2045 add_friendly_object (tmp);
2352 tmp->type = GOLEM; 2046 tmp->type = GOLEM;
2353 tmp->set_owner (op); 2047 tmp->set_owner (op);
2048 op->contr->golem = tmp;
2354 set_spell_skill (op, caster, spell, tmp); 2049 set_spell_skill (op, caster, spell, tmp);
2355 op->contr->ranges[range_golem] = tmp;
2356 op->contr->shoottype = range_golem;
2357 2050
2358 /* 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
2359 * removed flag - it should only be set if get_split_object was 2052 * removed flag - it should only be set if weapon->split was
2360 * used above. 2053 * used above.
2361 */ 2054 */
2362 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2055 if (!weapon->flag [FLAG_REMOVED])
2363 weapon->remove (); 2056 weapon->remove ();
2364 insert_ob_in_ob (weapon, tmp); 2057
2365 esrv_send_item (op, weapon); 2058 tmp->insert (weapon);
2059
2366 /* 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,
2367 * 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
2368 * body_info, skills, etc) 2062 * body_info, skills, etc)
2369 */ 2063 */
2370 SET_FLAG (tmp, FLAG_USE_WEAPON); 2064 tmp->set_flag (FLAG_USE_WEAPON);
2371 SET_FLAG (weapon, FLAG_APPLIED); 2065 weapon->set_flag (FLAG_APPLIED);
2372 tmp->update_stats (); 2066 tmp->update_stats ();
2373 2067
2374 /* 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
2375 * 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 -
2376 * 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.
2396 2090
2397 /* attacktype */ 2091 /* attacktype */
2398 if (!tmp->attacktype) 2092 if (!tmp->attacktype)
2399 tmp->attacktype = AT_PHYSICAL; 2093 tmp->attacktype = AT_PHYSICAL;
2400 2094
2401 mt = NULL;
2402 if (op->materialname != NULL)
2403 mt = name_to_material (op->materialname);
2404 if (mt != NULL)
2405 {
2406 for (i = 0; i < NROFATTACKS; i++) 2095 for (i = 0; i < NROFATTACKS; i++)
2407 tmp->resist[i] = 50 - (mt->save[i] * 5); 2096 tmp->resist[i] = 50 - (op->material->save[i] * 5);
2408 a = mt->save[0]; 2097
2409 } 2098 a = op->material->save[0];
2410 else 2099
2411 {
2412 for (i = 0; i < NROFATTACKS; i++)
2413 tmp->resist[i] = 5;
2414 a = 10;
2415 }
2416 /* Set weapon's immunity */ 2100 /* Set weapon's immunity */
2417 tmp->resist[ATNR_CONFUSION] = 100; 2101 tmp->resist[ATNR_CONFUSION] = 100;
2418 tmp->resist[ATNR_POISON] = 100; 2102 tmp->resist[ATNR_POISON] = 100;
2419 tmp->resist[ATNR_SLOW] = 100; 2103 tmp->resist[ATNR_SLOW] = 100;
2420 tmp->resist[ATNR_PARALYZE] = 100; 2104 tmp->resist[ATNR_PARALYZE] = 100;
2426 2110
2427 /* 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 */
2428 2112
2429 if (a > 14) 2113 if (a > 14)
2430 a = 14; 2114 a = 14;
2115
2431 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));
2432 2117
2433 /* Determine golem's speed */ 2118 /* Determine golem's speed */
2434 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)));
2435 2120
2436 if (!spell->race) 2121 if (!spell->race)
2437 { 2122 {
2438 sprintf (buf, "animated %s", &weapon->name); 2123 sprintf (buf, "animated %s", &weapon->name);
2439 tmp->name = buf; 2124 tmp->name = buf;
2445 tmp->state = weapon->state; 2130 tmp->state = weapon->state;
2446 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2131 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2447 } 2132 }
2448 2133
2449 /* 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. */
2450 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));
2451 2136
2452 tmp->speed_left = -1; 2137 tmp->speed_left = -1;
2453 tmp->direction = dir; 2138 tmp->direction = dir;
2454 2139
2455 m->insert (tmp, x, y, op); 2140 m->insert (tmp, x, y, op);
2459/* cast_daylight() - changes the map darkness level *lower* */ 2144/* cast_daylight() - changes the map darkness level *lower* */
2460 2145
2461/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2146/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2462 * This changes the light level for the entire map. 2147 * This changes the light level for the entire map.
2463 */ 2148 */
2464
2465int 2149int
2466cast_change_map_lightlevel (object *op, object *caster, object *spell) 2150cast_change_map_lightlevel (object *op, object *caster, object *spell)
2467{ 2151{
2468 int success; 2152 int success;
2469 2153
2473 success = op->map->change_map_light (spell->stats.dam); 2157 success = op->map->change_map_light (spell->stats.dam);
2474 2158
2475 if (!success) 2159 if (!success)
2476 { 2160 {
2477 if (spell->stats.dam < 0) 2161 if (spell->stats.dam < 0)
2478 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2162 op->failmsg ("It can be no brighter here.");
2479 else 2163 else
2480 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2164 op->failmsg ("It can be no darker here.");
2481 } 2165 }
2166
2482 return success; 2167 return success;
2483} 2168}
2484
2485
2486
2487
2488 2169
2489/* 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.
2490 * 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,
2491 * spell is the spell object itself. 2172 * spell is the spell object itself.
2492 */ 2173 */
2498 2179
2499 new_aura = present_arch_in_ob (spell->other_arch, op); 2180 new_aura = present_arch_in_ob (spell->other_arch, op);
2500 if (new_aura) 2181 if (new_aura)
2501 refresh = 1; 2182 refresh = 1;
2502 else 2183 else
2503 new_aura = arch_to_object (spell->other_arch); 2184 new_aura = spell->other_arch->instance ();
2504 2185
2505 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);
2506 2187
2507 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);
2508 2189
2509 new_aura->set_owner (op);
2510 set_spell_skill (op, caster, spell, new_aura); 2190 set_spell_skill (op, caster, spell, new_aura);
2511 new_aura->attacktype = spell->attacktype; 2191 new_aura->attacktype = spell->attacktype;
2512 2192
2513 new_aura->level = caster_level (caster, spell); 2193 new_aura->level = casting_level (caster, spell);
2194
2514 if (refresh) 2195 if (refresh)
2515 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.");
2516 else 2197 else
2517 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
2518 insert_ob_in_ob (new_aura, op); 2200 insert_ob_in_ob (new_aura, op);
2201 new_aura->set_owner (op);
2202
2519 return 1; 2203 return 1;
2520} 2204}
2521
2522 2205
2523/* 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,
2524 * 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
2525 * around him. 2208 * around him.
2526 * Aura parameters: 2209 * Aura parameters:
2527 * duration: duration counter. 2210 * duration: duration counter.
2528 * attacktype: aura's attacktype 2211 * attacktype: aura's attacktype
2529 * other_arch: archetype to drop where we attack 2212 * other_arch: archetype to drop where we attack
2530 */ 2213 */
2531
2532void 2214void
2533move_aura (object *aura) 2215move_aura (object *aura)
2534{ 2216{
2535 int i, mflags;
2536 object *env;
2537 maptile *m;
2538
2539 /* auras belong in inventories */ 2217 /* auras belong in inventories */
2540 env = aura->env; 2218 object *env = aura->env;
2219 object *owner = aura->owner;
2541 2220
2542 /* no matter what we've gotta remove the aura... 2221 /* no matter what we've gotta remove the aura...
2543 * we'll put it back if its time isn't up. 2222 * we'll put it back if its time isn't up.
2544 */ 2223 */
2545 aura->remove (); 2224 aura->remove ();
2546 2225
2547 /* exit if we're out of gas */ 2226 /* exit if we're out of gas */
2548 if (aura->duration-- < 0) 2227 if (aura->duration-- < 0)
2550 aura->destroy (); 2229 aura->destroy ();
2551 return; 2230 return;
2552 } 2231 }
2553 2232
2554 /* auras only exist in inventories */ 2233 /* auras only exist in inventories */
2555 if (env == NULL || env->map == NULL) 2234 if (!env || !env->map)
2556 { 2235 {
2557 aura->destroy (); 2236 aura->destroy ();
2558 return; 2237 return;
2559 } 2238 }
2560 2239
2561 /* we need to jump out of the inventory for a bit 2240 /* we need to jump out of the inventory for a bit
2562 * in order to hit the map conveniently. 2241 * in order to hit the map conveniently.
2563 */ 2242 */
2564 aura->insert_at (env, aura); 2243 aura->insert_at (env, aura);
2565 2244
2566 for (i = 1; i < 9; i++) 2245 for (int i = 1; i < 9; i++)
2567 { 2246 {
2568 sint16 nx, ny; 2247 mapxy pos (env);
2248 pos.move (i);
2569 2249
2570 nx = aura->x + freearr_x[i];
2571 ny = aura->y + freearr_y[i];
2572 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2573
2574 /* Consider the movement tyep of the person with the aura as 2250 /* Consider the movement type of the person with the aura as
2575 * 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
2576 * 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.
2577 */ 2253 */
2578 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)))
2579 { 2255 {
2580 hit_map (aura, i, aura->attacktype, 0); 2256 hit_map (aura, i, aura->attacktype, 0);
2581 2257
2582 if (aura->other_arch) 2258 if (aura->other_arch)
2583 m->insert (arch_to_object (aura->other_arch), nx, ny, aura); 2259 pos.insert (aura->other_arch->instance (), aura);
2584 } 2260 }
2585 } 2261 }
2586 2262
2587 /* put the aura back in the player's inventory */ 2263 /* put the aura back in the player's inventory */
2588 aura->remove (); 2264 env->insert (aura);
2589 insert_ob_in_ob (aura, env); 2265 aura->set_owner (owner);
2590} 2266}
2591 2267
2592/* moves the peacemaker spell. 2268/* moves the peacemaker spell.
2593 * op is the piece object. 2269 * op is the piece object.
2594 */ 2270 */
2595
2596void 2271void
2597move_peacemaker (object *op) 2272move_peacemaker (object *op)
2598{ 2273{
2599 object *tmp; 2274 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2600
2601 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2602 { 2275 {
2603 int atk_lev, def_lev; 2276 int atk_lev, def_lev;
2604 object *victim = tmp; 2277 object *victim = tmp->head_ ();
2605 2278
2606 if (tmp->head) 2279 if (!victim->flag [FLAG_MONSTER])
2607 victim = tmp->head;
2608 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2609 continue; 2280 continue;
2610 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2281
2282 if (victim->flag [FLAG_UNAGGRESSIVE])
2611 continue; 2283 continue;
2284
2612 if (victim->stats.exp == 0) 2285 if (victim->stats.exp == 0)
2613 continue; 2286 continue;
2614 2287
2615 def_lev = MAX (1, victim->level); 2288 def_lev = max (1, victim->level);
2616 atk_lev = MAX (1, op->level); 2289 atk_lev = max (1, op->level);
2617 2290
2618 if (rndm (0, atk_lev - 1) > def_lev) 2291 if (rndm (0, atk_lev - 1) > def_lev)
2619 { 2292 {
2620 /* make this sucker peaceful. */ 2293 /* make this sucker peaceful. */
2621 2294
2295 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2622 change_exp (op->owner, victim->stats.exp, op->skill, 0); 2296 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2623 victim->stats.exp = 0; 2297 victim->stats.exp = 0;
2624#if 0 2298#if 0
2625 /* No idea why these were all set to zero - if something 2299 /* No idea why these were all set to zero - if something
2626 * makes this creature agressive, he should still do damage. 2300 * makes this creature agressive, he should still do damage.
2629 victim->stats.sp = 0; 2303 victim->stats.sp = 0;
2630 victim->stats.grace = 0; 2304 victim->stats.grace = 0;
2631 victim->stats.Pow = 0; 2305 victim->stats.Pow = 0;
2632#endif 2306#endif
2633 victim->attack_movement = RANDO2; 2307 victim->attack_movement = RANDO2;
2634 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2308 victim->set_flag (FLAG_UNAGGRESSIVE);
2635 SET_FLAG (victim, FLAG_RUN_AWAY); 2309 victim->set_flag (FLAG_RUN_AWAY);
2636 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2310 victim->set_flag (FLAG_RANDOM_MOVE);
2637 CLEAR_FLAG (victim, FLAG_MONSTER); 2311 victim->clr_flag (FLAG_MONSTER);
2312
2638 if (victim->name) 2313 if (victim->name)
2639 {
2640 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);
2641 } 2315 }
2642 }
2643 } 2316 }
2644} 2317}
2645
2646 2318
2647/* This writes a rune that contains the appropriate message. 2319/* This writes a rune that contains the appropriate message.
2648 * There really isn't any adjustments we make. 2320 * There really isn't any adjustments we make.
2649 */ 2321 */
2650
2651int 2322int
2652write_mark (object *op, object *spell, const char *msg) 2323write_mark (object *op, object *spell, const char *msg)
2653{ 2324{
2654 char rune[HUGE_BUF];
2655 object *tmp;
2656
2657 if (!msg || msg[0] == 0) 2325 if (!msg || msg[0] == 0)
2658 { 2326 {
2659 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2327 op->failmsg ("Write what?");
2660 return 0; 2328 return 0;
2661 } 2329 }
2662 2330
2663 if (strcasestr_local (msg, "endmsg")) 2331 if (!msg_is_safe (msg))
2664 { 2332 {
2665 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.>");
2666 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);
2667 return 0; 2335 return 0;
2668 } 2336 }
2337
2669 if (!spell->other_arch) 2338 if (!spell->other_arch)
2670 return 0; 2339 return 0;
2671 tmp = arch_to_object (spell->other_arch);
2672 2340
2673 snprintf (rune, sizeof (rune), "%s\n", msg); 2341 object *tmp = spell->other_arch->instance ();
2674 2342
2675 tmp->race = op->name; /*Save the owner of the rune */ 2343 tmp->race = op->name; /*Save the owner of the rune */
2676 tmp->msg = rune; 2344 tmp->msg = msg;
2677 2345
2678 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); 2346 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2347
2679 return 1; 2348 return 1;
2680} 2349}
2350

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines