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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.31 by root, Thu Jan 4 16:19:32 2007 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 }
456 460
457 return 1; 461 return 1;
459 463
460void 464void
461execute_word_of_recall (object *op) 465execute_word_of_recall (object *op)
462{ 466{
463 if (object *pl = op->in_player ()) 467 if (object *pl = op->in_player ())
464 {
465 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST)) 468 if (pl->ms ().flags () & P_NO_CLERIC && !pl->flag [FLAG_WIZCAST])
466 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you."); 469 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
467 else 470 else
468 { 471 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
469 // remove first so we do not call update_stats
470 op->remove ();
471 pl->enter_exit (op);
472 }
473 }
474 472
475 op->destroy (); 473 op->destroy ();
476} 474}
477 475
478/* Word of recall causes the player to return 'home'. 476/* Word of recall causes the player to return 'home'.
479 * 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
480 * time delay effect. 478 * time delay effect.
481 */ 479 */
482int 480int
483cast_word_of_recall (object *op, object *caster, object *spell_ob) 481cast_word_of_recall (object *op, object *caster, object *spell_ob)
484{ 482{
485 object *dummy; 483 if (!op->is_player ())
486 int time;
487
488 if (op->type != PLAYER)
489 return 0; 484 return 0;
490 485
491 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))
492 { 487 {
493 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.");
494 return 1; 489 return 1;
495 } 490 }
496 491
497 dummy = get_archetype (FORCE_NAME); 492 object *dummy = archetype::get (FORCE_NAME);
498 if (dummy == NULL)
499 {
500 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
501 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
502 return 0;
503 }
504 493
505 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));
506 if (time < 1)
507 time = 1;
508 495
509 /* 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
510 * 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
511 * do anything really odd if it say a -1000 or something. 498 * do anything really odd if it say a -1000 or something.
512 */ 499 */
513 dummy->set_speed (0.002); 500 dummy->set_speed (0.002);
514 dummy->speed_left = -dummy->speed * time; 501 dummy->speed_left = -dummy->speed * time;
515 dummy->type = SPELL_EFFECT; 502 dummy->type = SPELL_EFFECT;
516 dummy->subtype = SP_WORD_OF_RECALL; 503 dummy->subtype = SP_WORD_OF_RECALL;
517 504 dummy->slaying = op->contr->savebed_map;
518 /* If we could take advantage of enter_player_savebed() here, it would be 505 dummy->stats.hp = op->contr->bed_x;
519 * nice, but until the map load fails, we can't. 506 dummy->stats.sp = op->contr->bed_y;
520 */
521 EXIT_PATH (dummy) = op->contr->savebed_map;
522 EXIT_X (dummy) = op->contr->bed_x;
523 EXIT_Y (dummy) = op->contr->bed_y;
524 507
525 op->insert (dummy); 508 op->insert (dummy);
526 509
527 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.");
528 511
566} 549}
567 550
568int 551int
569perceive_self (object *op) 552perceive_self (object *op)
570{ 553{
571 char *cp = describe_item (op, op), buf[MAX_BUF]; 554 const char *cp = describe_item (op, op);
572 archetype *at = archetype::find (ARCH_DEPLETION); 555 archetype *at = archetype::find (shstr_depletion);
573 object *tmp;
574 int i;
575 556
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
576 tmp = find_god (determine_god (op)); 565 if (object *god = find_god (determine_god (op)))
577 if (tmp) 566 buf << " - You worship " << &god->name << ".\n";
578 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
579 else 567 else
580 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); 568 buf << " - You worship no god.\n";
581 569
582 tmp = present_arch_in_ob (at, op); 570 object *tmp = present_arch_in_ob (at, op);
583 571
584 if (*cp == '\0' && tmp == NULL) 572 if (*cp == '\0' && !tmp)
585 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 573 buf << " - You feel very mundane. ";
586 else 574 else
587 { 575 {
588 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 576 buf << " - You have: " << cp << ".\n";
589 new_draw_info (NDI_UNIQUE, 0, op, cp); 577
590 if (tmp != NULL) 578 if (tmp)
591 {
592 for (i = 0; i < NUM_STATS; i++) 579 for (int i = 0; i < NUM_STATS; i++)
593 { 580 if (tmp->stats.stat (i) < 0)
594 if (get_attr_value (&tmp->stats, i) < 0) 581 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
595 {
596 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i)));
597 }
598 }
599 }
600 } 582 }
601 583
602 if (is_dragon_pl (op)) 584 if (op->is_dragon ())
603 {
604 /* now grab the 'dragon_ability'-force from the player's inventory */ 585 /* now grab the 'dragon_ability'-force from the player's inventory */
605 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 586 for (tmp = op->inv; tmp; tmp = tmp->below)
606 { 587 {
607 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 588 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
608 { 589 {
609 if (tmp->stats.exp == 0) 590 if (tmp->stats.exp == 0)
610 {
611 sprintf (buf, "Your metabolism isn't focused on anything."); 591 buf << " - Your metabolism isn't focused on anything.\n";
612 }
613 else 592 else
614 {
615 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";
616 } 594
617 new_draw_info (NDI_UNIQUE, 0, op, buf);
618 break; 595 break;
619 } 596 }
620 } 597 }
621 }
622 return 1;
623}
624 598
625/* int cast_create_town_portal (object *op, object *caster, int dir) 599 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
626 *
627 * This function cast the spell of town portal for op
628 *
629 * The spell operates in two passes. During the first one a place
630 * is marked as a destination for the portal. During the second one,
631 * 2 portals are created, one in the position the player cast it and
632 * one in the destination place. The portal are synchronized and 2 forces
633 * are inserted in the player to destruct the portal next time player
634 * creates a new portal pair.
635 * This spell has a side effect that it allows people to meet each other
636 * in a permanent, private, appartements by making a town portal from it
637 * to the town or another public place. So, check if the map is unique and if
638 * so return an error
639 *
640 * Code by Tchize (david.delbecq@usa.net)
641 */
642int
643cast_create_town_portal (object *op, object *caster, object *spell, int dir)
644{
645 object *dummy, *force, *old_force;
646 archetype *perm_portal;
647 char portal_name[1024], portal_message[1024];
648 maptile *exitmap;
649 int op_level;
650
651 /* Check to see if the map the player is currently on is a per player unique
652 * map. This can be determined in that per player unique maps have the
653 * full pathname listed.
654 */
655 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
656 {
657 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
658 return 0;
659 }
660
661 /* The first thing to do is to check if we have a marked destination
662 * dummy is used to make a check inventory for the force
663 */
664 dummy = arch_to_object (spell->other_arch);
665 if (dummy == NULL)
666 {
667 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
668 LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name);
669 return 0;
670 }
671
672 force = check_inv_recursive (op, dummy);
673
674 if (force == NULL)
675 {
676 /* Here we know there is no destination marked up.
677 * We have 2 things to do:
678 * 1. Mark the destination in the player inventory.
679 * 2. Let the player know it worked.
680 */
681 dummy->name = op->map->path;
682 EXIT_X (dummy) = op->x;
683 EXIT_Y (dummy) = op->y;
684 insert_ob_in_ob (dummy, op);
685 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.");
686 return 1;
687 }
688
689 dummy->destroy ();
690
691 /* Here we know where the town portal should go to
692 * We should kill any existing portal associated with the player.
693 * Than we should create the 2 portals.
694 * For each of them, we need:
695 * - To create the portal with the name of the player+destination map
696 * - set the owner of the town portal
697 * - To mark the position of the portal in the player's inventory
698 * for easier destruction.
699 *
700 * The mark works has follow:
701 * slaying: Existing town portal
702 * hp, sp : x & y of the associated portal
703 * name : name of the portal
704 * race : map the portal is in
705 */
706
707 /* First step: killing existing town portals */
708 dummy = get_archetype (spell->race);
709 if (dummy == NULL)
710 {
711 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
712 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
713 return 0;
714 }
715
716 perm_portal = archetype::find (spell->slaying);
717
718 /* To kill a town portal, we go trough the player's inventory,
719 * for each marked portal in player's inventory,
720 * -We try load the associated map (if impossible, consider the portal destructed)
721 * -We find any portal in the specified location.
722 * If it has the good name, we destruct it.
723 * -We destruct the force indicating that portal.
724 */
725 while ((old_force = check_inv_recursive (op, dummy)))
726 {
727 exitmap = maptile::find_sync (old_force->race, op->map);
728
729 if (exitmap)
730 {
731 exitmap->load_sync ();
732
733 int exitx = EXIT_X (old_force);
734 int exity = EXIT_Y (old_force);
735
736 for (object *tmp = present_arch (perm_portal, exitmap, exitx, exity); tmp; tmp = tmp->above)
737 {
738 if (tmp->name == old_force->name)
739 {
740 tmp->destroy ();
741 break;
742 }
743 }
744 }
745
746 old_force->destroy ();
747 }
748
749 dummy->destroy ();
750
751 /* Creating the portals.
752 * The very first thing to do is to ensure
753 * access to the destination map.
754 * If we can't, don't fizzle. Simply warn player.
755 * This ensure player pays his mana for the spell
756 * because HE is responsible of forgotting.
757 * 'force' is the destination of the town portal, which we got
758 * from the players inventory above.
759 */
760
761 /* Ensure exit map is loaded */
762 exitmap = maptile::find_sync (force->name);
763
764 /* If we were unable to load (ex. random map deleted), warn player */
765 if (!exitmap)
766 {
767 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
768 force->destroy ();
769 return 1;
770 }
771
772 exitmap->load_sync ();
773
774 op_level = caster_level (caster, spell);
775 if (op_level < 15)
776 snprintf (portal_message, 1024,
777 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
778 &op->name);
779 else if (op_level < 30)
780 snprintf (portal_message, 1024,
781 "\n%s's portal smells of ozone.\nYou do a lot of movements and finally pass\nthrough the small hole in the air\n", &op->name);
782 else if (op_level < 60)
783 snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
784 else
785 snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",
786 &op->name);
787
788 /* Create a portal in front of player
789 * dummy contain the portal and
790 * force contain the track to kill it later
791 */
792 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
793 dummy = get_archetype (spell->slaying); /*The portal */
794 if (dummy == NULL)
795 {
796 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
797 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
798 return 0;
799 }
800
801 EXIT_PATH (dummy) = force->name;
802 EXIT_X (dummy) = EXIT_X (force);
803 EXIT_Y (dummy) = EXIT_Y (force);
804 dummy->name = dummy->name_pl = portal_name;
805 dummy->msg = portal_message;
806 dummy->race = op->name; /*Save the owner of the portal */
807 cast_create_obj (op, caster, dummy, 0);
808
809 /* Now we need to to create a town portal marker inside the player
810 * object, so on future castings, we can know that he has an active
811 * town portal.
812 */
813 object *tmp = get_archetype (spell->race);
814
815 if (!tmp)
816 {
817 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
818 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
819 return 0;
820 }
821
822 tmp->race = op->map->path;
823 tmp->name = portal_name;
824 EXIT_X (tmp) = dummy->x;
825 EXIT_Y (tmp) = dummy->y;
826 op->insert (tmp);
827
828 /* Create a portal in the destination map
829 * dummy contain the portal and
830 * force the track to kill it later
831 * the 'force' variable still contains the 'reminder' of
832 * where this portal goes to.
833 */
834 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &op->map->path);
835 dummy = get_archetype (spell->slaying); /*The portal */
836 if (dummy == NULL)
837 {
838 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
839 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
840 return 0;
841 }
842
843 EXIT_PATH (dummy) = op->map->path;
844 EXIT_X (dummy) = op->x;
845 EXIT_Y (dummy) = op->y;
846 dummy->name = dummy->name_pl = portal_name;
847 dummy->msg = portal_message;
848 dummy->race = op->name; /*Save the owner of the portal */
849 exitmap->insert (dummy, EXIT_X (force), EXIT_Y (force), op);
850
851 /* Now we create another town portal marker that
852 * points back to the one we just made
853 */
854 tmp = get_archetype (spell->race);
855 if (tmp == NULL)
856 {
857 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
858 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
859 return 0;
860 }
861
862 tmp->race = force->name;
863 tmp->name = portal_name;
864 EXIT_X (tmp) = dummy->x;
865 EXIT_Y (tmp) = dummy->y;
866 insert_ob_in_ob (tmp, op);
867
868 /* Describe the player what happened
869 */
870 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
871 force->destroy ();
872 600
873 return 1; 601 return 1;
874} 602}
875 603
876/* This creates magic walls. Really, it can create most any object, 604/* This creates magic walls. Really, it can create most any object,
892 x = op->x; 620 x = op->x;
893 y = op->y; 621 y = op->y;
894 } 622 }
895 else 623 else
896 { 624 {
897 x = op->x + freearr_x[dir]; 625 x = op->x + DIRX (dir);
898 y = op->y + freearr_y[dir]; 626 y = op->y + DIRY (dir);
899 } 627 }
900 628
901 m = op->map; 629 m = op->map;
902 630
903 if ((spell_ob->move_block || x != op->x || y != op->y) && 631 if ((spell_ob->move_block || x != op->x || y != op->y) &&
904 (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) ||
905 ((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)))
906 { 634 {
907 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 635 op->failmsg ("Something is in the way.");
908 return 0; 636 return 0;
909 } 637 }
910 638
911 if (spell_ob->other_arch) 639 if (spell_ob->other_arch)
912 tmp = arch_to_object (spell_ob->other_arch); 640 tmp = spell_ob->other_arch->instance ();
913 else if (spell_ob->race) 641 else if (spell_ob->race)
914 { 642 {
915 char buf1[MAX_BUF]; 643 char buf1[MAX_BUF];
916 644
917 sprintf (buf1, spell_ob->race, dir); 645 sprintf (buf1, spell_ob->race, dir);
921 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 649 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
922 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 650 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
923 return 0; 651 return 0;
924 } 652 }
925 653
926 tmp = arch_to_object (at); 654 tmp = at->instance ();
927 } 655 }
928 else 656 else
929 { 657 {
930 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);
931 return 0; 659 return 0;
936 tmp->attacktype = spell_ob->attacktype; 664 tmp->attacktype = spell_ob->attacktype;
937 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);
938 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);
939 tmp->range = 0; 667 tmp->range = 0;
940 } 668 }
941 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 669 else if (tmp->flag [FLAG_ALIVE])
942 { 670 {
943 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);
944 tmp->stats.maxhp = tmp->stats.hp; 672 tmp->stats.maxhp = tmp->stats.hp;
945 } 673 }
946 674
947 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])
948 { 676 {
949 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);
950 SET_FLAG (tmp, FLAG_IS_USED_UP); 678 tmp->set_flag (FLAG_IS_USED_UP);
951 } 679 }
952 680
953 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 681 if (spell_ob->flag [FLAG_TEAR_DOWN])
954 { 682 {
955 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);
956 tmp->stats.maxhp = tmp->stats.hp; 684 tmp->stats.maxhp = tmp->stats.hp;
957 SET_FLAG (tmp, FLAG_TEAR_DOWN); 685 tmp->set_flag (FLAG_TEAR_DOWN);
958 SET_FLAG (tmp, FLAG_ALIVE); 686 tmp->set_flag (FLAG_ALIVE);
959 } 687 }
960 688
961 /* 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,
962 * 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
963 * earthwalls, though, so they survive restarts. 691 * earthwalls, though, so they survive restarts.
964 */ 692 */
965 if (tmp->type != EARTHWALL) //TODO 693 if (tmp->type != EARTHWALL) //TODO
966 tmp->set_owner (op); 694 tmp->set_owner (op);
967 695
968 set_spell_skill (op, caster, spell_ob, tmp); 696 set_spell_skill (op, caster, spell_ob, tmp);
969 tmp->level = caster_level (caster, spell_ob) / 2; 697 tmp->level = casting_level (caster, spell_ob) / 2;
970 698
971 name = tmp->name; 699 name = tmp->name;
972 if (!(tmp = m->insert (tmp, x, y, op))) 700 if (!(tmp = m->insert (tmp, x, y, op)))
973 { 701 {
974 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);
975 return 0; 703 return 0;
976 } 704 }
977 705
978 /* 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 */
979 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 707 if (tmp->other_arch && tmp->other_arch->type == SPELL)
980 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 708 insert_ob_in_ob (tmp->other_arch->instance (), tmp);
981 709
982 /* This code causes the wall to extend some distance in 710 /* This code causes the wall to extend some distance in
983 * each direction, or until an obstruction is encountered. 711 * each direction, or until an obstruction is encountered.
984 * posblocked and negblocked help determine how far the 712 * posblocked and negblocked help determine how far the
985 * created wall can extend, it won't go extend through 713 * created wall can extend, it won't go extend through
986 * blocked spaces. 714 * blocked spaces.
987 */ 715 */
988 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 716 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
993 { 721 {
994 int dir2; 722 int dir2;
995 723
996 dir2 = (dir < 4) ? (dir + 2) : dir - 2; 724 dir2 = (dir < 4) ? (dir + 2) : dir - 2;
997 725
998 x = tmp->x + i * freearr_x[dir2]; 726 x = tmp->x + i * DIRX (dir2);
999 y = tmp->y + i * freearr_y[dir2]; 727 y = tmp->y + i * DIRY (dir2);
1000 m = tmp->map; 728 m = tmp->map;
1001 729
1002 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)) &&
1003 ((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)
1004 { 732 {
1005 object *tmp2 = tmp->clone (); 733 object *tmp2 = tmp->clone ();
1006 m->insert (tmp2, x, y, op); 734 m->insert (tmp2, x, y, op);
1007 735
1008 /* 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 */
1009 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 737 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1010 tmp2->insert (arch_to_object (tmp2->other_arch)); 738 tmp2->insert (tmp2->other_arch->instance ());
1011 739
1012 } 740 }
1013 else 741 else
1014 posblocked = 1; 742 posblocked = 1;
1015 743
1016 x = tmp->x - i * freearr_x[dir2]; 744 x = tmp->x - i * DIRX (dir2);
1017 y = tmp->y - i * freearr_y[dir2]; 745 y = tmp->y - i * DIRY (dir2);
1018 m = tmp->map; 746 m = tmp->map;
1019 747
1020 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)) &&
1021 ((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)
1022 { 750 {
1023 object *tmp2 = tmp->clone (); 751 object *tmp2 = tmp->clone ();
1024 m->insert (tmp2, x, y, op); 752 m->insert (tmp2, x, y, op);
1025 753
1026 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 754 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1027 tmp2->insert (arch_to_object (tmp2->other_arch)); 755 tmp2->insert (tmp2->other_arch->instance ());
1028 } 756 }
1029 else 757 else
1030 negblocked = 1; 758 negblocked = 1;
1031 } 759 }
1032 760
1033 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) 761 if (tmp->flag [FLAG_BLOCKSVIEW])
1034 update_all_los (op->map, op->x, op->y); 762 update_all_los (op->map, op->x, op->y);
1035 763
1036 return 1; 764 return 1;
1037} 765}
1038 766
1039int 767int
1040dimension_door (object *op, object *caster, object *spob, int dir) 768dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
1041{ 769{
1042 uint32 dist, maxdist; 770 uint32 dist, maxdist;
1043 int mflags; 771 int mflags;
1044 maptile *m; 772 maptile *m;
1045 sint16 sx, sy; 773 sint16 sx, sy;
1047 if (op->type != PLAYER) 775 if (op->type != PLAYER)
1048 return 0; 776 return 0;
1049 777
1050 if (!dir) 778 if (!dir)
1051 { 779 {
1052 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?"); 780 op->failmsg ("In what direction?");
1053 return 0; 781 return 0;
1054 } 782 }
1055 783
1056 /* 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
1057 * ever, so put limits in. 785 * ever, so put limits in.
1058 */ 786 */
1059 maxdist = spob->range + SP_level_range_adjust (caster, spob); 787 maxdist = spob->range + SP_level_range_adjust (caster, spob);
1060 788
1061 if (op->contr->count) 789 if (spellparam)
1062 { 790 {
791 int count = atoi (spellparam);
792
1063 if (op->contr->count > maxdist) 793 if (count > maxdist)
1064 { 794 {
1065 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!"); 795 op->failmsg ("You can't dimension door that far!");
1066 return 0; 796 return 0;
1067 } 797 }
1068 798
1069 for (dist = 0; dist < op->contr->count; dist++) 799 for (dist = 0; dist < count; dist++)
1070 { 800 {
1071 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);
1072 802
1073 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 803 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
1074 break; 804 break;
1075 805
1076 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)))
1077 break; 807 break;
1078 } 808 }
1079 809
1080 if (dist < op->contr->count) 810 if (dist < count)
1081 { 811 {
1082 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");
1083 op->contr->count = 0;
1084 return 0; 813 return 0;
1085 } 814 }
1086
1087 op->contr->count = 0;
1088 815
1089 /* Remove code that puts player on random space on maps. IMO, 816 /* Remove code that puts player on random space on maps. IMO,
1090 * 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,
1091 * 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
1092 * by such squares). Also, there are probably treasure rooms and 819 * by such squares). Also, there are probably treasure rooms and
1093 * 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
1094 * areas themselves don't contain no magic spaces. 821 * areas themselves don't contain no magic spaces.
1095 */ 822 */
1096 /* This call here is really just to normalize the coordinates */ 823 /* This call here is really just to normalize the coordinates */
1097 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);
1098 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)))
1099 { 826 {
1100 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");
1101 return 1; /* Maybe the penalty should be more severe... */ 828 return 1; /* Maybe the penalty should be more severe... */
1102 } 829 }
1108 * spaces that blocked the players view. 835 * spaces that blocked the players view.
1109 */ 836 */
1110 837
1111 for (dist = 0; dist < maxdist; dist++) 838 for (dist = 0; dist < maxdist; dist++)
1112 { 839 {
1113 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);
1114 841
1115 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 842 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
1116 break; 843 break;
1117 844
1118 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)))
1123 /* If the destination is blocked, keep backing up until we 850 /* If the destination is blocked, keep backing up until we
1124 * find a place for the player. 851 * find a place for the player.
1125 */ 852 */
1126 for (; dist > 0; dist--) 853 for (; dist > 0; dist--)
1127 { 854 {
1128 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,
1129 &sx, &sy) & (P_OUT_OF_MAP | P_IS_ALIVE)) 856 &sx, &sy) & (P_OUT_OF_MAP | P_IS_ALIVE))
1130 continue; 857 continue;
1131 858
1132 859
1133 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)))
1134 break; 861 break;
1135 862
1136 } 863 }
1137 if (!dist) 864 if (!dist)
1138 { 865 {
1139 new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n"); 866 op->failmsg ("Your spell failed!\n");
1140 return 0; 867 return 0;
1141 } 868 }
1142 } 869 }
1143 870
1144 /* Actually move the player now */ 871 /* Actually move the player now */
1145 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)))
1146 return 1; 873 return 1;
1147 874
1148 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
1149 return 1; 877 return 1;
1150} 878}
1151
1152 879
1153/* cast_heal: Heals something. 880/* cast_heal: Heals something.
1154 * op is the caster. 881 * op is the caster.
1155 * dir is the direction he is casting it in. 882 * dir is the direction he is casting it in.
1156 * spell is the spell object. 883 * spell is the spell object.
1163 object *poison; 890 object *poison;
1164 int heal = 0, success = 0; 891 int heal = 0, success = 0;
1165 892
1166 tmp = find_target_for_friendly_spell (op, dir); 893 tmp = find_target_for_friendly_spell (op, dir);
1167 894
1168 if (tmp == NULL) 895 if (!tmp)
1169 return 0; 896 return 0;
1170 897
1171 /* Figure out how many hp this spell might cure. 898 /* Figure out how many hp this spell might cure.
1172 * could be zero if this spell heals effects, not damage. 899 * could be zero if this spell heals effects, not damage.
1173 */ 900 */
1176 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;
1177 904
1178 if (heal) 905 if (heal)
1179 { 906 {
1180 if (tmp->stats.hp >= tmp->stats.maxhp) 907 if (tmp->stats.hp >= tmp->stats.maxhp)
1181 {
1182 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.");
1183 }
1184 else 909 else
1185 { 910 {
1186 /* See how many points we actually heal. Instead of messages 911 /* See how many points we actually heal. Instead of messages
1187 * based on type of spell, we instead do messages based 912 * based on type of spell, we instead do messages based
1188 * on amount of damage healed. 913 * on amount of damage healed.
1189 */ 914 */
1190 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 915 if (heal > tmp->stats.maxhp - tmp->stats.hp)
1191 heal = tmp->stats.maxhp - tmp->stats.hp; 916 heal = tmp->stats.maxhp - tmp->stats.hp;
917
1192 tmp->stats.hp += heal; 918 tmp->stats.hp += heal;
1193 919
1194 if (tmp->stats.hp >= tmp->stats.maxhp) 920 if (tmp->stats.hp >= tmp->stats.maxhp)
1195 {
1196 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 921 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1197 }
1198 else if (heal > 50) 922 else if (heal > 50)
1199 {
1200 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); 923 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1201 }
1202 else if (heal > 25) 924 else if (heal > 25)
1203 {
1204 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); 925 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1205 }
1206 else if (heal > 10) 926 else if (heal > 10)
1207 {
1208 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.");
1209 }
1210 else 928 else
1211 {
1212 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.");
1213 } 930
1214 success = 1; 931 success = 1;
1215 } 932 }
1216 } 933 }
934
1217 if (spell->attacktype & AT_DISEASE) 935 if (spell->attacktype & AT_DISEASE)
1218 if (cure_disease (tmp, op)) 936 if (cure_disease (tmp, op, spell))
1219 success = 1; 937 success = 1;
1220 938
1221 if (spell->attacktype & AT_POISON) 939 if (spell->attacktype & AT_POISON)
1222 { 940 {
1223 at = archetype::find ("poisoning"); 941 at = archetype::find (shstr_poisoning);
1224 poison = present_arch_in_ob (at, tmp); 942 poison = present_arch_in_ob (at, tmp);
1225 if (poison) 943 if (poison)
1226 { 944 {
1227 success = 1; 945 success = 1;
1228 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 946 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1229 poison->stats.food = 1; 947 poison->stats.food = 1;
1230 } 948 }
1231 } 949 }
950
1232 if (spell->attacktype & AT_CONFUSION) 951 if (spell->attacktype & AT_CONFUSION)
1233 { 952 {
1234 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 953 poison = present_in_ob_by_name (FORCE, shstr_confusion, tmp);
1235 if (poison) 954 if (poison)
1236 { 955 {
1237 success = 1; 956 success = 1;
1238 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 957 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1239 poison->duration = 1; 958 poison->duration = 1;
1240 } 959 }
1241 } 960 }
961
1242 if (spell->attacktype & AT_BLIND) 962 if (spell->attacktype & AT_BLIND)
1243 { 963 {
1244 at = archetype::find ("blindness"); 964 at = archetype::find (shstr_blindness);
1245 poison = present_arch_in_ob (at, tmp); 965 poison = present_arch_in_ob (at, tmp);
1246 if (poison) 966 if (poison)
1247 { 967 {
1248 success = 1; 968 success = 1;
1249 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.");
1250 poison->stats.food = 1; 970 poison->stats.food = 1;
1251 } 971 }
1252 } 972 }
973
1253 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) 974 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1254 { 975 {
1255 tmp->stats.sp += spell->last_sp; 976 tmp->stats.sp += spell->last_sp;
1256 if (tmp->stats.sp > tmp->stats.maxsp) 977 if (tmp->stats.sp > tmp->stats.maxsp)
1257 tmp->stats.sp = tmp->stats.maxsp; 978 tmp->stats.sp = tmp->stats.maxsp;
1258 success = 1; 979 success = 1;
1259 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!");
1260 } 981 }
982
1261 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) 983 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1262 { 984 {
1263 tmp->stats.grace += spell->last_grace; 985 tmp->stats.grace += spell->last_grace;
1264 if (tmp->stats.grace > tmp->stats.maxgrace) 986 if (tmp->stats.grace > tmp->stats.maxgrace)
1265 tmp->stats.grace = tmp->stats.maxgrace; 987 tmp->stats.grace = tmp->stats.maxgrace;
1266 success = 1; 988 success = 1;
1267 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!");
1268 } 990 }
991
1269 if (spell->stats.food && tmp->stats.food < 999) 992 if (spell->stats.food && tmp->stats.food < MAX_FOOD)
1270 { 993 {
1271 tmp->stats.food += spell->stats.food; 994 tmp->stats.food += spell->stats.food;
1272 if (tmp->stats.food > 999) 995 min_it (tmp->stats.food, MAX_FOOD);
1273 tmp->stats.food = 999; 996
1274 success = 1; 997 success = 1;
1275 /* 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 */
1276 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");
1277 } 1000 }
1001
1278 return success; 1002 return success;
1279} 1003}
1280
1281 1004
1282/* 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
1283 * 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
1284 * good comments for those. 1007 * good comments for those.
1285 */ 1008 */
1286static const char *const no_gain_msgs[NUM_STATS] = { 1009static const char *const no_gain_msgs[NUM_STATS] = {
1287 "You grow no stronger.", 1010 "You grow no stronger.",
1288 "You grow no more agile.", 1011 "You grow no more agile.",
1289 "You don't feel any healthier.", 1012 "You don't feel any healthier.",
1290 "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."
1291 "You are no easier to look at.", 1016 "You are no easier to look at.",
1292 "no int",
1293 "no pow"
1294}; 1017};
1295 1018
1296int 1019int
1020change_ability_duration (object *spell, object *caster)
1021{
1022 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1023}
1024
1025int
1297cast_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)
1298{ 1027{
1299 object *force = NULL; 1028 object *force = 0;
1300 int i; 1029 int i;
1301 1030
1302 /* 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. */
1303 object *tmp = dir 1032 object *tmp = dir
1304 ? find_target_for_friendly_spell (op, dir) 1033 ? find_target_for_friendly_spell (op, dir)
1305 : op; 1034 : op;
1306 1035
1307 if (!tmp) 1036 if (!tmp)
1308 return 0; 1037 return 0;
1309 1038
1310 /* 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. */
1318 break; 1047 break;
1319 } 1048 }
1320 else if (spell_ob->race && spell_ob->race == tmp2->name) 1049 else if (spell_ob->race && spell_ob->race == tmp2->name)
1321 { 1050 {
1322 if (!silent) 1051 if (!silent)
1323 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
1324 return 0; 1055 return 0;
1325 } 1056 }
1326 } 1057 }
1327 } 1058 }
1059
1060 int duration = change_ability_duration (spell_ob, caster);
1061
1328 if (force == NULL) 1062 if (force)
1329 {
1330 force = get_archetype (FORCE_NAME);
1331 force->subtype = FORCE_CHANGE_ABILITY;
1332 if (spell_ob->race)
1333 force->name = spell_ob->race;
1334 else
1335 force->name = spell_ob->name;
1336 force->name_pl = spell_ob->name;
1337 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1338
1339 } 1063 {
1340 else
1341 {
1342 int duration;
1343
1344 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1345 if (duration > force->duration) 1064 if (duration > force->duration)
1346 { 1065 {
1347 force->duration = duration; 1066 force->duration = duration;
1348 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.");
1349 } 1068 }
1350 else 1069 else
1351 {
1352 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.");
1353 } 1071
1354 return 1; 1072 return 1;
1355 } 1073 }
1356 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
1357 force->speed = 1.0; 1090 force->speed = 1.0;
1358 force->speed_left = -1.0; 1091 force->speed_left = -1.0;
1359 SET_FLAG (force, FLAG_APPLIED); 1092 force->set_flag (FLAG_APPLIED);
1360 1093
1361 /* Now start processing the effects. First, protections */ 1094 /* Now start processing the effects. First, protections */
1362 for (i = 0; i < NROFATTACKS; i++) 1095 for (i = 0; i < NROFATTACKS; i++)
1363 {
1364 if (spell_ob->resist[i]) 1096 if (spell_ob->resist[i])
1365 {
1366 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));
1367 if (force->resist[i] > 100) 1098
1368 force->resist[i] = 100;
1369 }
1370 }
1371 if (spell_ob->stats.hp) 1099 if (spell_ob->stats.hp)
1372 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);
1373 1101
1374 if (tmp->type == PLAYER) 1102 if (tmp->type == PLAYER)
1375 { 1103 {
1376 /* Stat adjustment spells */ 1104 /* Stat adjustment spells */
1377 for (i = 0; i < NUM_STATS; i++) 1105 for (i = 0; i < NUM_STATS; i++)
1378 { 1106 {
1379 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; 1107 if (sint8 stat = spell_ob->stats.stat (i))
1380
1381 if (stat)
1382 { 1108 {
1383 sm = 0; 1109 sint8 sm = 0;
1384 for (k = 0; k < stat; k++) 1110 for (sint8 k = 0; k < stat; k++)
1385 sm += rndm (1, 3); 1111 sm += rndm (1, 3);
1386 1112
1387 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) 1113 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1388 { 1114 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1389 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); 1115
1390 if (sm < 0) 1116 force->stats.stat (i) = sm;
1391 sm = 0; 1117
1392 }
1393 set_attr_value (&force->stats, i, sm);
1394 if (!sm) 1118 if (!sm)
1395 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); 1119 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1396 } 1120 }
1397 } 1121 }
1398 } 1122 }
1399 1123
1400 force->move_type = spell_ob->move_type; 1124 force->move_type = spell_ob->move_type;
1401 1125
1402 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK)) 1126 if (spell_ob->flag [FLAG_SEE_IN_DARK])
1403 SET_FLAG (force, FLAG_SEE_IN_DARK); 1127 force->set_flag (FLAG_SEE_IN_DARK);
1404 1128
1405 if (QUERY_FLAG (spell_ob, FLAG_XRAYS)) 1129 if (spell_ob->flag [FLAG_XRAYS])
1406 SET_FLAG (force, FLAG_XRAYS); 1130 force->set_flag (FLAG_XRAYS);
1407 1131
1408 /* Haste/bonus speed */ 1132 /* Haste/bonus speed */
1409 if (spell_ob->stats.exp) 1133 if (spell_ob->stats.exp)
1410 { 1134 {
1411 if (op->speed > 0.5f) 1135 if (op->speed > 0.5f)
1419 force->attacktype = spell_ob->attacktype; 1143 force->attacktype = spell_ob->attacktype;
1420 1144
1421 insert_ob_in_ob (force, tmp); 1145 insert_ob_in_ob (force, tmp);
1422 change_abil (tmp, force); /* Mostly to display any messages */ 1146 change_abil (tmp, force); /* Mostly to display any messages */
1423 tmp->update_stats (); 1147 tmp->update_stats ();
1148
1424 return 1; 1149 return 1;
1425} 1150}
1426 1151
1427/* 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
1428 * 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
1429 * of the caster. 1154 * of the caster.
1430 */ 1155 */
1431
1432int 1156int
1433cast_bless (object *op, object *caster, object *spell_ob, int dir) 1157cast_bless (object *op, object *caster, object *spell_ob, int dir)
1434{ 1158{
1435 int i; 1159 int i;
1436 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1160 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1437 1161
1438 /* 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. */
1439 if (dir != 0) 1163 if (dir != 0)
1440 { 1164 {
1441 tmp = find_target_for_friendly_spell (op, dir); 1165 tmp = find_target_for_friendly_spell (op, dir);
1166
1167 if (!tmp)
1168 return 0;
1442 } 1169 }
1443 else 1170 else
1444 {
1445 tmp = op; 1171 tmp = op;
1446 }
1447 1172
1448 /* 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. */
1449 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1174 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1450 { 1175 {
1451 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1176 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1452 { 1177 {
1453 if (tmp2->name == spell_ob->name) 1178 if (tmp2->name == spell_ob->name)
1454 { 1179 {
1460 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);
1461 return 0; 1186 return 0;
1462 } 1187 }
1463 } 1188 }
1464 } 1189 }
1190
1465 if (force == NULL) 1191 if (force == NULL)
1466 { 1192 {
1467 force = get_archetype (FORCE_NAME); 1193 force = archetype::get (FORCE_NAME);
1468 force->subtype = FORCE_CHANGE_ABILITY; 1194 force->subtype = FORCE_CHANGE_ABILITY;
1469 if (spell_ob->race) 1195 if (spell_ob->race)
1470 force->name = spell_ob->race; 1196 force->name = spell_ob->race;
1471 else 1197 else
1472 force->name = spell_ob->name; 1198 force->name = spell_ob->name;
1487 { 1213 {
1488 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.");
1489 } 1215 }
1490 return 0; 1216 return 0;
1491 } 1217 }
1218
1492 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;
1493 force->speed = 1.0; 1220 force->speed = 1.0;
1494 force->speed_left = -1.0; 1221 force->speed_left = -1.0;
1495 SET_FLAG (force, FLAG_APPLIED); 1222 force->set_flag (FLAG_APPLIED);
1496 1223
1497 if (!god) 1224 if (!god)
1498 { 1225 {
1499 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty."); 1226 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1500 } 1227 }
1501 else 1228 else
1502 { 1229 {
1503 /* Only give out good benefits, and put a max on it */ 1230 /* Only give out good benefits, and put a max on it */
1504 for (i = 0; i < NROFATTACKS; i++) 1231 for (i = 0; i < NROFATTACKS; i++)
1505 {
1506 if (god->resist[i] > 0) 1232 if (god->resist[i] > 0)
1507 {
1508 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]);
1509 } 1234
1510 }
1511 force->path_attuned |= god->path_attuned; 1235 force->path_attuned |= god->path_attuned;
1512 1236
1513 if (spell_ob->attacktype) 1237 if (spell_ob->attacktype)
1514 force->slaying = god->slaying; 1238 force->slaying = god->slaying;
1515 1239
1531 insert_ob_in_ob (force, tmp); 1255 insert_ob_in_ob (force, tmp);
1532 tmp->update_stats (); 1256 tmp->update_stats ();
1533 return 1; 1257 return 1;
1534} 1258}
1535 1259
1536
1537
1538/* Alchemy code by Mark Wedel 1260/* Alchemy code by Mark Wedel
1539 * 1261 *
1540 * This code adds a new spell, called alchemy. Alchemy will turn 1262 * This code adds a new spell, called alchemy. Alchemy will turn
1541 * objects to gold nuggets, the value of the gold nuggets being 1263 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1542 * about 90% of that of the item itself. It uses the value of the
1543 * object before charisma adjustments, because the nuggets themselves
1544 * will be will be adjusted by charisma when sold.
1545 * 1264 *
1546 * 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
1547 * the maximum number of large nuggets you could get. 1266 * itself. It uses the value of the object before charisma adjustments,
1548 * 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
1549 * to the max amount of small nuggets as you could get. 1268 * when sold.
1550 *
1551 * For example, if an item is worth 110 gold, you will get
1552 * 4 large nuggets, and from 0-10 small nuggets.
1553 * 1269 *
1554 * 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
1555 * 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
1556 * alchemied. 1272 * alchemised.
1557 */ 1273 */
1558
1559/* I didn't feel like passing these as arguements to the
1560 * two functions that need them. Real values are put in them
1561 * when the spell is cast, and these are freed when the spell
1562 * is finished.
1563 */
1564static object *small, *large;
1565
1566static void 1274static void
1567alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight) 1275alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1568{ 1276{
1569 uint64 value = query_cost (obj, NULL, F_TRUE); 1277 uint64 value = query_cost (obj, NULL, F_TRUE);
1570 1278
1571 /* Give third price when we alchemy money (This should hopefully 1279 /* Give third price when we alchemy money (this should hopefully
1572 * 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
1573 * the nuggets, alchemy the gold from that, etc. 1281 * the nuggets, alchemy the gold from that, etc.
1574 * Otherwise, give 9 silver on the gold for other objects, 1282 * Otherwise, give 9 silver on the gold for other objects,
1575 * so that it would still be more affordable to haul 1283 * so that it would still be more affordable to haul
1576 * the stuff back to town. 1284 * the stuff back to town.
1577 */ 1285 */
1578 1286 if (obj->flag [FLAG_UNPAID])
1579 if (QUERY_FLAG (obj, FLAG_UNPAID))
1580 value = 0; 1287 value = 0;
1581 else if (obj->type == MONEY || obj->type == GEM) 1288 else if (obj->type == MONEY || obj->type == GEM)
1582 value /= 3; 1289 value /= 3;
1583 else 1290 else
1584 value = (value * 9) / 10; 1291 value = value * 9 / 10;
1585 1292
1586 value /= 4; // fix by GHJ, don't understand, pcg
1587
1588 if ((obj->value > 0) && rndm (0, 29)) 1293 if (obj->value > 0 && rndm (0, 29))
1589 { 1294 total_value += value;
1590 int count;
1591 1295
1592 count = value / large->value;
1593 *large_nuggets += count;
1594 value -= (uint64) count *(uint64) large->value;
1595
1596 count = value / small->value;
1597 *small_nuggets += count;
1598 }
1599
1600 /* Turn 25 small nuggets into 1 large nugget. If the value
1601 * of large nuggets is not evenly divisable by the small nugget
1602 * value, take off an extra small_nugget (Assuming small_nuggets!=0)
1603 */
1604 if (*small_nuggets * small->value >= large->value)
1605 {
1606 (*large_nuggets)++;
1607 *small_nuggets -= large->value / small->value;
1608 if (*small_nuggets && large->value % small->value)
1609 (*small_nuggets)--;
1610 }
1611 weight += obj->weight; 1296 total_weight += obj->total_weight ();
1297
1612 obj->destroy (); 1298 obj->destroy ();
1613} 1299}
1614 1300
1615static void
1616update_map (object *op, maptile *m, int small_nuggets, int large_nuggets, int x, int y)
1617{
1618 object *tmp;
1619 int flag = 0;
1620
1621 /* Put any nuggets below the player, but we can only pass this
1622 * flag if we are on the same space as the player
1623 */
1624 if (x == op->x && y == op->y && op->map == m)
1625 flag = INS_BELOW_ORIGINATOR;
1626
1627 if (small_nuggets)
1628 {
1629 tmp = small->clone ();
1630 tmp->nrof = small_nuggets;
1631 m->insert (tmp, x, y, op, flag);
1632 }
1633
1634 if (large_nuggets)
1635 {
1636 tmp = large->clone ();
1637 tmp->nrof = large_nuggets;
1638 m->insert (tmp, x, y, op, flag);
1639 }
1640}
1641
1642int 1301int
1643alchemy (object *op, object *caster, object *spell_ob) 1302alchemy (object *op, object *caster, object *spell_ob)
1644{ 1303{
1645 int x, y, weight = 0, weight_max, large_nuggets, small_nuggets, mflags;
1646 sint16 nx, ny;
1647 object *next, *tmp;
1648 maptile *mp;
1649
1650 if (op->type != PLAYER) 1304 if (op->type != PLAYER)
1651 return 0; 1305 return 0;
1652 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
1653 /* 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
1654 * some, and also prevents people from alcheming every table/chair/clock 1314 * some, and also prevents people from alchemising every table/chair/clock
1655 * in sight 1315 * in sight
1656 */ 1316 */
1657 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);
1658 weight_max *= 1000; 1318 int weight_max = duration * 1000;
1659 small = get_archetype ("smallnugget"), large = get_archetype ("largenugget"); 1319 uint64 value_max = duration * 1000;
1660 1320
1321 int weight = 0;
1322
1661 for (y = op->y - 1; y <= op->y + 1; y++) 1323 for (int y = op->y - 1; y <= op->y + 1; y++)
1662 { 1324 {
1663 for (x = op->x - 1; x <= op->x + 1; x++) 1325 for (int x = op->x - 1; x <= op->x + 1; x++)
1664 { 1326 {
1327 uint64 value = 0;
1328
1665 nx = x; 1329 sint16 nx = x;
1666 ny = y; 1330 sint16 ny = y;
1667 1331
1668 mp = op->map; 1332 maptile *mp = op->map;
1669 1333
1670 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); 1334 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1671 1335
1672 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1336 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1673 continue; 1337 continue;
1674 1338
1675 /* Treat alchemy a little differently - most spell effects 1339 /* Treat alchemy a little differently - most spell effects
1677 * ground level effect. 1341 * ground level effect.
1678 */ 1342 */
1679 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) 1343 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1680 continue; 1344 continue;
1681 1345
1682 small_nuggets = 0; 1346 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1683 large_nuggets = 0;
1684
1685 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = next)
1686 { 1347 {
1687 next = tmp->above; 1348 next = tmp->above;
1349
1688 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1350 if (tmp->weight > 0 && !tmp->flag [FLAG_NO_PICK] &&
1689 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1351 !tmp->flag [FLAG_ALIVE] && !tmp->flag [FLAG_IS_CAULDRON])
1690 { 1352 {
1691
1692 if (tmp->inv) 1353 if (tmp->inv)
1693 { 1354 {
1694 object *next1, *tmp1; 1355 object *next1, *tmp1;
1695 1356
1696 for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1) 1357 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1697 { 1358 {
1698 next1 = tmp1->below; 1359 next1 = tmp1->below;
1699 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1360 if (tmp1->weight > 0 && !tmp1->flag [FLAG_NO_PICK] &&
1700 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1361 !tmp1->flag [FLAG_ALIVE] && !tmp1->flag [FLAG_IS_CAULDRON])
1701 alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight); 1362 alchemy_object (tmp1, value, weight);
1702 } 1363 }
1703 } 1364 }
1365
1704 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); 1366 alchemy_object (tmp, value, weight);
1705 1367
1706 if (weight > weight_max) 1368 if (weight > weight_max)
1707 { 1369 break;
1708 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1709 large->destroy ();
1710 small->destroy ();
1711 return 1;
1712 } 1370 }
1713 } /* is alchemable object */
1714 } /* process all objects on this space */
1715
1716 /* Insert all the nuggets at one time. This probably saves time, but
1717 * it also prevents us from alcheming nuggets that were just created
1718 * with this spell.
1719 */ 1371 }
1720 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);
1721 } 1385 }
1722 }
1723 1386
1724 large->destroy (); 1387 if (weight > weight_max)
1725 small->destroy (); 1388 goto bailout;
1726 /* reset this so that if player standing on a big pile of stuff, 1389 }
1727 * it is redrawn properly. 1390 }
1728 */ 1391
1729 op->contr->ns->look_position = 0; 1392bailout:
1730 return 1; 1393 return 1;
1731} 1394}
1732
1733 1395
1734/* This function removes the cursed/damned status on equipped 1396/* This function removes the cursed/damned status on equipped
1735 * items. 1397 * items.
1736 */ 1398 */
1737int 1399int
1738remove_curse (object *op, object *caster, object *spell) 1400remove_curse (object *op, object *caster, object *spell)
1739{ 1401{
1740 object *tmp;
1741 int success = 0, was_one = 0; 1402 int success = 0, was_one = 0;
1742 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
1743 for (tmp = op->inv; tmp; tmp = tmp->below) 1410 for (object *tmp = op->inv; tmp && num_uncurse; tmp = tmp->below)
1744 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1411 if (!tmp->invisible && tmp->flag [typeflag])
1745 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1746 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1747 { 1412 {
1748 was_one++; 1413 ++was_one;
1414
1749 if (tmp->level <= caster_level (caster, spell)) 1415 if (tmp->level <= casting_level (caster, spell))
1750 { 1416 {
1751 success++; 1417 ++success;
1752 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1418 --num_uncurse;
1753 CLEAR_FLAG (tmp, FLAG_DAMNED);
1754 1419
1755 CLEAR_FLAG (tmp, FLAG_CURSED); 1420 tmp->clr_flag (typeflag);
1756 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1421 tmp->clr_flag (FLAG_CURSED);
1422 tmp->clr_flag (FLAG_KNOWN_CURSED);
1757 tmp->value = 0; /* Still can't sell it */ 1423 tmp->value = 0; /* Still can't sell it */
1758 if (op->type == PLAYER) 1424
1425 if (object *pl = tmp->visible_to ())
1759 esrv_send_item (op, tmp); 1426 esrv_update_item (UPD_FLAGS, pl, tmp);
1760 } 1427 }
1761 } 1428 }
1762 1429
1763 if (op->type == PLAYER) 1430 if (op->type == PLAYER)
1764 { 1431 {
1765 if (success) 1432 if (success)
1766 { 1433 new_draw_info (NDI_UNIQUE, 0, op, "You realise that some of your items look shinier now. H<You successfully removed some curses.>");
1767 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1768 }
1769 else 1434 else
1770 { 1435 {
1771 if (was_one) 1436 if (was_one)
1772 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.>");
1773 else 1438 else
1774 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.>");
1775 } 1440 }
1776 } 1441 }
1777 1442
1778 return success; 1443 return success;
1779} 1444}
1780 1445
1781/* Identifies objects in the players inventory/on the ground */ 1446/* Identifies objects in the players inventory/on the ground */
1782
1783int 1447int
1784cast_identify (object *op, object *caster, object *spell) 1448cast_identify (object *op, object *caster, object *spell)
1785{ 1449{
1786 object *tmp; 1450 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1787 int success = 0, num_ident;
1788 1451
1789 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));
1790 1453
1791 if (num_ident < 1) 1454 op->splay_marked ();
1792 num_ident = 1;
1793 1455
1794 for (tmp = op->inv; tmp; tmp = tmp->below) 1456 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1795 { 1457 {
1796 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1458 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1797 { 1459 {
1798 identify (tmp); 1460 identify (tmp);
1799 1461
1800 if (op->type == PLAYER) 1462 if (op->type == PLAYER)
1801 { 1463 {
1802 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));
1803 1465
1804 if (tmp->msg) 1466 if (tmp->msg)
1805 { 1467 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1806 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1807 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1808 }
1809 } 1468 }
1810 1469
1811 num_ident--;
1812 success = 1;
1813 if (!num_ident) 1470 if (!--num_ident)
1814 break; 1471 break;
1815 } 1472 }
1816 } 1473 }
1817 1474
1818 /* 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
1819 * 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
1820 * was not fully used. 1477 * was not fully used.
1821 */ 1478 */
1822 if (num_ident) 1479 if (num_ident)
1823 { 1480 {
1824 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)
1825 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1482 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1826 { 1483 {
1827 identify (tmp); 1484 identify (tmp);
1828 1485
1829 if (op->type == PLAYER) 1486 if (object *pl = tmp->visible_to ())
1830 { 1487 {
1831 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));
1832 1489
1833 if (tmp->msg) 1490 if (tmp->msg)
1834 { 1491 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1835 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1836 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1837 }
1838
1839 esrv_send_item (op, tmp);
1840 } 1492 }
1841 1493
1842 num_ident--;
1843 success = 1;
1844 if (!num_ident) 1494 if (!--num_ident)
1845 break; 1495 break;
1846 } 1496 }
1847 } 1497 }
1848 1498
1849 if (!success) 1499 if (buf.empty ())
1850 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 }
1851 else 1504 else
1505 {
1506 if (op->contr)
1507 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1508
1852 spell_effect (spell, op->x, op->y, op->map, op); 1509 spell_effect (spell, op->x, op->y, op->map, op);
1853 1510 return 1;
1854 return success; 1511 }
1855} 1512}
1856 1513
1857int 1514int
1858cast_detection (object *op, object *caster, object *spell, object *skill) 1515cast_detection (object *op, object *caster, object *spell, object *skill)
1859{ 1516{
1860 object *tmp, *last, *god, *detect; 1517 object *tmp, *last, *god, *detect;
1861 int done_one, range, mflags, floor, level; 1518 int done_one, range, floor, level;
1862 sint16 x, y, nx, ny; 1519 sint16 x, y, nx, ny;
1863 maptile *m; 1520 maptile *m;
1864 1521
1865 /* 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
1866 * doing it over and over again. 1523 * doing it over and over again.
1867 */ 1524 */
1868 god = find_god (determine_god (op)); 1525 god = find_god (determine_god (op));
1869 level = caster_level (caster, spell); 1526 level = casting_level (caster, spell);
1870 range = spell->range + SP_level_range_adjust (caster, spell); 1527 range = spell->range + SP_level_range_adjust (caster, spell);
1871 1528
1872 if (!skill) 1529 if (!skill)
1873 skill = caster; 1530 skill = caster;
1874 1531
1875 for (x = op->x - range; x <= op->x + range; x++) 1532 dynbuf buf;
1876 for (y = op->y - range; y <= op->y + range; y++) 1533 unordered_mapwalk (buf, op, -range, -range, range, range)
1877 { 1534 {
1878 m = op->map;
1879 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1880 if (mflags & P_OUT_OF_MAP)
1881 continue;
1882
1883 /* For most of the detections, we only detect objects above the 1535 /* For most of the detections, we only detect objects above the
1884 * floor. But this is not true for show invisible. 1536 * floor. But this is not true for show invisible.
1885 * Basically, we just go and find the top object and work 1537 * Basically, we just go and find the top object and work
1886 * down - that is easier than working up. 1538 * down - that is easier than working up.
1887 */ 1539 */
1888 1540
1889 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)
1890 last = tmp; 1542 last = tmp;
1891 1543
1892 /* 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
1893 * would happen. 1545 * would happen.
1894 */ 1546 */
1895 if (!last) 1547 if (!last)
1896 continue; 1548 continue;
1897 1549
1898 done_one = 0; 1550 done_one = 0;
1899 floor = 0; 1551 floor = 0;
1900 detect = NULL; 1552 detect = 0;
1901 for (tmp = last; tmp; tmp = tmp->below) 1553 for (tmp = last; tmp; tmp = tmp->below)
1902 { 1554 {
1903 /* show invisible */ 1555 /* show invisible */
1904 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1556 if (spell->flag [FLAG_MAKE_INVIS]
1905 /* Might there be other objects that we can make visible? */ 1557 /* Might there be other objects that we can make visible? */
1906 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1558 && (tmp->invisible && (tmp->flag [FLAG_MONSTER]
1907 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1559 || (tmp->type == PLAYER && !tmp->flag [FLAG_WIZ])
1908 tmp->type == CF_HANDLE || 1560 || tmp->type == T_HANDLE
1909 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
1910 tmp->type == BUTTON || tmp->type == TELEPORTER || 1565 || tmp->type == TELEPORTER
1566 || tmp->type == GATE
1911 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1567 || tmp->type == LOCKED_DOOR
1912 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)
1913 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1571 || tmp->type == TRIGGER_PEDESTAL
1914 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)))
1915 { 1577 {
1578 printf ("show inv %s\n", tmp->debug_desc());//D
1916 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)
1917 { 1580 {
1918 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
1919 done_one = 1; 1663 done_one = 1;
1920 } 1664 }
1921 } 1665 }
1922
1923 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1924 floor = 1;
1925
1926 /* All detections below this point don't descend beneath the floor,
1927 * so just continue on. We could be clever and look at the type of
1928 * detection to completely break out if we don't care about objects beneath
1929 * the floor, but once we get to the floor, not likely a very big issue anyways.
1930 */
1931 if (floor)
1932 continue;
1933
1934 /* I had thought about making detect magic and detect curse
1935 * show the flash the magic item like it does for detect monster.
1936 * however, if the object is within sight, this would then make it
1937 * difficult to see what object is magical/cursed, so the
1938 * effect wouldn't be as apparant.
1939 */
1940
1941 /* detect magic */
1942 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1943 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1944 {
1945 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1946 /* make runes more visibile */
1947 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1948 tmp->stats.Cha /= 4;
1949 done_one = 1;
1950 }
1951 /* detect monster */
1952 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1953 {
1954 done_one = 2;
1955 if (!detect)
1956 detect = tmp;
1957 }
1958 /* Basically, if race is set in the spell, then the creatures race must
1959 * match that. if the spell race is set to GOD, then the gods opposing
1960 * race must match.
1961 */
1962 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1963 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) ||
1964 (strstr (spell->race, tmp->race))))
1965 {
1966 done_one = 2;
1967 if (!detect)
1968 detect = tmp;
1969 }
1970 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1971 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1972 {
1973 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1974 done_one = 1;
1975 }
1976 } /* for stack of objects on this space */ 1666 } /* for stack of objects on this space */
1977 1667
1978 /* 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
1979 * where the magic is. 1669 * where the magic is.
1980 */ 1670 */
1981 if (done_one) 1671 if (done_one)
1982 { 1672 {
1983 object *detect_ob = arch_to_object (spell->other_arch); 1673 object *detect_ob = spell->other_arch->instance ();
1984 1674
1985 /* if this is set, we want to copy the face */ 1675 /* if this is set, we want to copy the face */
1986 if (done_one == 2 && detect) 1676 if (done_one == 2 && detect)
1987 { 1677 {
1988 detect_ob->face = detect->face; 1678 detect_ob->face = detect->face;
1989 detect_ob->animation_id = detect->animation_id; 1679 detect_ob->animation_id = detect->animation_id;
1990 detect_ob->anim_speed = detect->anim_speed; 1680 detect_ob->anim_speed = detect->anim_speed;
1991 detect_ob->last_anim = 0; 1681 detect_ob->last_anim = 0;
1992 /* by default, the detect_ob is already animated */ 1682 /* by default, the detect_ob is already animated */
1993 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1683 if (!detect->flag [FLAG_ANIMATE])
1994 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1684 detect_ob->clr_flag (FLAG_ANIMATE);
1995 } 1685 }
1996 1686
1997 m->insert (detect_ob, nx, ny, op); 1687 m->insert (detect_ob, nx, ny, op, INS_ON_TOP);
1998 } 1688 }
1999 } /* for processing the surrounding spaces */ 1689 } /* for processing the surrounding spaces */
2000 1690
2001 1691
2002 /* 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 */
2003 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])
2004 { 1694 {
2005 done_one = 0; 1695 done_one = 0;
1696
2006 for (tmp = op->inv; tmp; tmp = tmp->below) 1697 for (tmp = op->inv; tmp; tmp = tmp->below)
2007 { 1698 {
2008 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1699 if (!tmp->invisible && !tmp->flag [FLAG_IDENTIFIED])
2009 { 1700 {
2010 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])
2011 { 1702 {
2012 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1703 tmp->set_flag (FLAG_KNOWN_MAGICAL);
2013 if (op->type == PLAYER) 1704
1705 if (object *pl = tmp->visible_to ())
2014 esrv_send_item (op, tmp); 1706 esrv_update_item (UPD_FLAGS, pl, tmp);
2015 } 1707 }
2016 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1708
2017 (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]))
2018 { 1711 {
2019 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1712 tmp->set_flag (FLAG_KNOWN_CURSED);
2020 if (op->type == PLAYER) 1713
1714 if (object *pl = tmp->visible_to ())
2021 esrv_send_item (op, tmp); 1715 esrv_update_item (UPD_FLAGS, pl, tmp);
2022 } 1716 }
2023 } /* if item is not identified */ 1717 } /* if item is not identified */
2024 } /* for the players inventory */ 1718 } /* for the players inventory */
2025 } /* if detect magic/curse and object is a player */ 1719 } /* if detect magic/curse and object is a player */
1720
2026 return 1; 1721 return 1;
2027} 1722}
2028 1723
2029 1724
2030/** 1725/**
2043 1738
2044 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.");
2045 1740
2046 if (victim->stats.sp >= victim->stats.maxsp * 2) 1741 if (victim->stats.sp >= victim->stats.maxsp * 2)
2047 { 1742 {
2048 object *tmp;
2049
2050 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1743 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
2051
2052 /* Explodes a fireball centered at player */
2053 tmp = get_archetype (EXPLODING_FIREBALL);
2054 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
2055 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
2056
2057 tmp->insert_at (victim);
2058 victim->stats.sp = 2 * victim->stats.maxsp; 1744 victim->stats.sp = 2 * victim->stats.maxsp;
1745 create_exploding_ball_at (victim, caster_level);
2059 } 1746 }
2060 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1747 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
2061 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.");
2062 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1749 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2063 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!");
2064 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1751 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2065 { 1752 {
2066 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1753 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2082 sint16 x, y; 1769 sint16 x, y;
2083 maptile *m; 1770 maptile *m;
2084 int mflags; 1771 int mflags;
2085 1772
2086 m = op->map; 1773 m = op->map;
2087 x = op->x + freearr_x[dir]; 1774 x = op->x + DIRX (dir);
2088 y = op->y + freearr_y[dir]; 1775 y = op->y + DIRY (dir);
2089 1776
2090 mflags = get_map_flags (m, &m, x, y, &x, &y); 1777 mflags = get_map_flags (m, &m, x, y, &x, &y);
2091 1778
2092 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1779 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
2093 { 1780 {
2094 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)
2095 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1782 if (plyr != op && plyr->flag [FLAG_ALIVE])
2096 break; 1783 break;
2097 } 1784 }
2098 1785
2099 1786
2100 /* 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
2101 * 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.
2102 */ 1789 */
2103 if (plyr == NULL) 1790 if (plyr == NULL)
2104 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)
2105 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1792 if (plyr != op && plyr->flag [FLAG_ALIVE])
2106 break; 1793 break;
2107 1794
2108 if (!plyr) 1795 if (!plyr)
2109 { 1796 {
2110 new_draw_info (NDI_BLACK, 0, op, "There is no one there."); 1797 op->failmsg ("There is no one there.");
2111 return 0; 1798 return 0;
2112 } 1799 }
2113 /* give sp */ 1800 /* give sp */
2114 if (spell->stats.dam > 0) 1801 if (spell->stats.dam > 0)
2115 { 1802 {
2116 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);
2117 charge_mana_effect (plyr, caster_level (caster, spell)); 1804 charge_mana_effect (plyr, casting_level (caster, spell));
2118 return 1; 1805 return 1;
2119 } 1806 }
2120 /* suck sp away. Can't suck sp from yourself */ 1807 /* suck sp away. Can't suck sp from yourself */
2121 else if (op != plyr) 1808 else if (op != plyr)
2122 { 1809 {
2127 if (rate > 95) 1814 if (rate > 95)
2128 rate = 95; 1815 rate = 95;
2129 1816
2130 sucked = (plyr->stats.sp * rate) / 100; 1817 sucked = (plyr->stats.sp * rate) / 100;
2131 plyr->stats.sp -= sucked; 1818 plyr->stats.sp -= sucked;
2132 if (QUERY_FLAG (op, FLAG_ALIVE)) 1819 if (op->flag [FLAG_ALIVE])
2133 { 1820 {
2134 /* Player doesn't get full credit */ 1821 /* Player doesn't get full credit */
2135 sucked = (sucked * rate) / 100; 1822 sucked = (sucked * rate) / 100;
2136 op->stats.sp += sucked; 1823 op->stats.sp += sucked;
2137 if (sucked > 0) 1824 if (sucked > 0)
2138 { 1825 {
2139 charge_mana_effect (op, caster_level (caster, spell)); 1826 charge_mana_effect (op, casting_level (caster, spell));
2140 } 1827 }
2141 } 1828 }
2142 return 1; 1829 return 1;
2143 } 1830 }
2144 return 0; 1831 return 0;
2157 object *tmp, *head, *next; 1844 object *tmp, *head, *next;
2158 int mflags; 1845 int mflags;
2159 maptile *m; 1846 maptile *m;
2160 sint16 sx, sy; 1847 sint16 sx, sy;
2161 1848
2162 sx = op->x + freearr_x[dir]; 1849 sx = op->x + DIRX (dir);
2163 sy = op->y + freearr_y[dir]; 1850 sy = op->y + DIRY (dir);
2164 m = op->map; 1851 m = op->map;
2165 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1852 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
2166 if (mflags & P_OUT_OF_MAP) 1853 if (mflags & P_OUT_OF_MAP)
2167 return; 1854 return;
2168 1855
2181 1868
2182 /* don't attack our own spells */ 1869 /* don't attack our own spells */
2183 if (tmp->owner && tmp->owner == op->owner) 1870 if (tmp->owner && tmp->owner == op->owner)
2184 continue; 1871 continue;
2185 1872
2186 /* Basically, if the object is magical and not counterspell, 1873 /* Basically, if the object is magical and not counterspell,
2187 * we will more or less remove the object. Don't counterspell 1874 * we will more or less remove the object. Don't counterspell
2188 * monsters either. 1875 * monsters either.
2189 */ 1876 */
2190 1877
2191 if (head->attacktype & AT_MAGIC && 1878 if (head->attacktype & AT_MAGIC
2192 !(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))
2193 head->destroy (); 1882 head->destroy ();
2194 else 1883 else
2195 switch (head->type) 1884 switch (head->type)
2196 { 1885 {
2197 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
2198 if (op->level > head->level) 1892 if (op->level > head->level)
2199 head->destroy (); 1893 head->destroy ();
2200 1894
2201 break; 1895 break;
2202 1896
2213 break; 1907 break;
2214 } 1908 }
2215 } 1909 }
2216} 1910}
2217 1911
2218
2219
2220/* cast_consecrate() - a spell to make an altar your god's */ 1912/* cast_consecrate() - a spell to make an altar your god's */
2221int 1913int
2222cast_consecrate (object *op, object *caster, object *spell) 1914cast_consecrate (object *op, object *caster, object *spell)
2223{ 1915{
2224 char buf[MAX_BUF]; 1916 char buf[MAX_BUF];
2225 1917
2226 object *tmp, *god = find_god (determine_god (op)); 1918 object *tmp, *god = find_god (determine_god (op));
2227 1919
2228 if (!god) 1920 if (!god)
2229 { 1921 {
2230 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!");
2231 return 0; 1923 return 0;
2232 } 1924 }
2233 1925
2234 for (tmp = op->below; tmp; tmp = tmp->below) 1926 for (tmp = op->below; tmp; tmp = tmp->below)
2235 { 1927 {
2236 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1928 if (tmp->flag [FLAG_IS_FLOOR])
2237 break; 1929 break;
2238 if (tmp->type == HOLY_ALTAR) 1930 if (tmp->type == HOLY_ALTAR)
2239 { 1931 {
2240 1932
2241 if (tmp->level > caster_level (caster, spell)) 1933 if (tmp->level > casting_level (caster, spell))
2242 { 1934 {
2243 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);
2244 return 0; 1936 return 0;
2245 } 1937 }
2246 else 1938 else
2247 { 1939 {
2248 /* If we got here, we are consecrating an altar */ 1940 /* If we got here, we are consecrating an altar */
2249 sprintf (buf, "Altar of %s", &god->name); 1941 sprintf (buf, "Altar of %s", &god->name);
2250 tmp->name = buf; 1942 tmp->name = buf;
2251 tmp->level = caster_level (caster, spell); 1943 tmp->level = casting_level (caster, spell);
2252 tmp->other_arch = god->arch; 1944 tmp->other_arch = god->arch;
1945
2253 if (op->type == PLAYER) 1946 if (op->type == PLAYER)
2254 esrv_update_item (UPD_NAME, op, tmp); 1947 esrv_update_item (UPD_NAME, op, tmp);
1948
2255 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);
2256 return 1; 1950 return 1;
2257 } 1951 }
2258 } 1952 }
2259 } 1953 }
2260 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!");
2261 return 0; 1956 return 0;
2262} 1957}
2263 1958
2264/* animate_weapon - 1959/* animate_weapon -
2265 * 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.
2266 * 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
2267 * 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
2268 * 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.
2269 * 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,
2270 * 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
2271 * 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
2272 * player checks. MSW 2003-01-06 1967 * player checks. MSW 2003-01-06
2273 */ 1968 */
2274
2275int 1969int
2276animate_weapon (object *op, object *caster, object *spell, int dir) 1970animate_weapon (object *op, object *caster, object *spell, int dir)
2277{ 1971{
2278 object *weapon, *tmp;
2279 char buf[MAX_BUF]; 1972 char buf[MAX_BUF];
2280 int a, i; 1973 int a, i;
2281 sint16 x, y; 1974 sint16 x, y;
2282 maptile *m; 1975 maptile *m;
2283 materialtype_t *mt;
2284 1976
2285 if (!spell->other_arch) 1977 if (!spell->other_arch)
2286 { 1978 {
2287 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1979 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2288 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);
2291 /* exit if it's not a player using this spell. */ 1983 /* exit if it's not a player using this spell. */
2292 if (op->type != PLAYER) 1984 if (op->type != PLAYER)
2293 return 0; 1985 return 0;
2294 1986
2295 /* if player already has a golem, abort */ 1987 /* if player already has a golem, abort */
2296 if (op->contr->ranges[range_golem]) 1988 if (object *golem = op->contr->golem)
2297 { 1989 {
2298 control_golem (op->contr->ranges[range_golem], dir); 1990 control_golem (golem, dir);
2299 return 0; 1991 return 0;
2300 } 1992 }
2301 1993
2302 /* if no direction specified, pick one */ 1994 /* if no direction specified, pick one */
2303 if (!dir) 1995 if (!dir)
2304 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);
2305 1997
2306 m = op->map; 1998 m = op->map;
2307 x = op->x + freearr_x[dir]; 1999 x = op->x + DIRX (dir);
2308 y = op->y + freearr_y[dir]; 2000 y = op->y + DIRY (dir);
2309 2001
2310 /* if there's no place to put the golem, abort */ 2002 /* if there's no place to put the golem, abort */
2311 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)
2312 ((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))
2313 { 2005 {
2314 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2006 op->failmsg ("There is something in the way.");
2315 return 0; 2007 return 0;
2316 } 2008 }
2317 2009
2318 /* Use the weapon marked by the player. */ 2010 /* Use the weapon marked by the player. */
2319 weapon = find_marked_object (op); 2011 object *weapon = op->mark ();
2320 2012
2321 if (!weapon) 2013 if (!weapon)
2322 { 2014 {
2323 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!");
2324 return 0; 2016 return 0;
2325 } 2017 }
2018
2326 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2019 if (spell->race && weapon->arch->archname != spell->race)
2327 { 2020 {
2328 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2021 op->failmsg ("The spell fails to transform your weapon.");
2329 return 0; 2022 return 0;
2330 } 2023 }
2024
2331 if (weapon->type != WEAPON) 2025 if (weapon->type != WEAPON)
2332 { 2026 {
2333 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.");
2334 return 0; 2028 return 0;
2335 } 2029 }
2336 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2030
2031 if (weapon->flag [FLAG_APPLIED])
2337 { 2032 {
2338 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));
2339 return 0; 2034 return 0;
2340 } 2035 }
2341 2036
2342 if (weapon->nrof > 1) 2037 weapon = weapon->split ();
2343 {
2344 tmp = get_split_ob (weapon, 1);
2345 esrv_send_item (op, weapon);
2346 weapon = tmp;
2347 }
2348 2038
2349 /* create the golem object */ 2039 /* create the golem object */
2350 tmp = arch_to_object (spell->other_arch); 2040 object *tmp = spell->other_arch->instance ();
2351 2041
2352 /* 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 */
2353 CLEAR_FLAG (tmp, FLAG_MONSTER); 2043 tmp->clr_flag (FLAG_MONSTER);
2354 SET_FLAG (tmp, FLAG_FRIENDLY);
2355 tmp->stats.exp = 0; 2044 tmp->stats.exp = 0;
2356 add_friendly_object (tmp); 2045 add_friendly_object (tmp);
2357 tmp->type = GOLEM; 2046 tmp->type = GOLEM;
2358 tmp->set_owner (op); 2047 tmp->set_owner (op);
2048 op->contr->golem = tmp;
2359 set_spell_skill (op, caster, spell, tmp); 2049 set_spell_skill (op, caster, spell, tmp);
2360 op->contr->ranges[range_golem] = tmp;
2361 op->contr->shoottype = range_golem;
2362 2050
2363 /* 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
2364 * removed flag - it should only be set if get_split_object was 2052 * removed flag - it should only be set if weapon->split was
2365 * used above. 2053 * used above.
2366 */ 2054 */
2367 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2055 if (!weapon->flag [FLAG_REMOVED])
2368 weapon->remove (); 2056 weapon->remove ();
2369 insert_ob_in_ob (weapon, tmp); 2057
2370 esrv_send_item (op, weapon); 2058 tmp->insert (weapon);
2059
2371 /* 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,
2372 * 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
2373 * body_info, skills, etc) 2062 * body_info, skills, etc)
2374 */ 2063 */
2375 SET_FLAG (tmp, FLAG_USE_WEAPON); 2064 tmp->set_flag (FLAG_USE_WEAPON);
2376 SET_FLAG (weapon, FLAG_APPLIED); 2065 weapon->set_flag (FLAG_APPLIED);
2377 tmp->update_stats (); 2066 tmp->update_stats ();
2378 2067
2379 /* 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
2380 * 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 -
2381 * 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.
2401 2090
2402 /* attacktype */ 2091 /* attacktype */
2403 if (!tmp->attacktype) 2092 if (!tmp->attacktype)
2404 tmp->attacktype = AT_PHYSICAL; 2093 tmp->attacktype = AT_PHYSICAL;
2405 2094
2406 mt = NULL;
2407 if (op->materialname != NULL)
2408 mt = name_to_material (op->materialname);
2409 if (mt != NULL)
2410 {
2411 for (i = 0; i < NROFATTACKS; i++) 2095 for (i = 0; i < NROFATTACKS; i++)
2412 tmp->resist[i] = 50 - (mt->save[i] * 5); 2096 tmp->resist[i] = 50 - (op->material->save[i] * 5);
2413 a = mt->save[0]; 2097
2414 } 2098 a = op->material->save[0];
2415 else 2099
2416 {
2417 for (i = 0; i < NROFATTACKS; i++)
2418 tmp->resist[i] = 5;
2419 a = 10;
2420 }
2421 /* Set weapon's immunity */ 2100 /* Set weapon's immunity */
2422 tmp->resist[ATNR_CONFUSION] = 100; 2101 tmp->resist[ATNR_CONFUSION] = 100;
2423 tmp->resist[ATNR_POISON] = 100; 2102 tmp->resist[ATNR_POISON] = 100;
2424 tmp->resist[ATNR_SLOW] = 100; 2103 tmp->resist[ATNR_SLOW] = 100;
2425 tmp->resist[ATNR_PARALYZE] = 100; 2104 tmp->resist[ATNR_PARALYZE] = 100;
2431 2110
2432 /* 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 */
2433 2112
2434 if (a > 14) 2113 if (a > 14)
2435 a = 14; 2114 a = 14;
2115
2436 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));
2437 2117
2438 /* Determine golem's speed */ 2118 /* Determine golem's speed */
2439 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)));
2440 2120
2441 if (!spell->race) 2121 if (!spell->race)
2442 { 2122 {
2443 sprintf (buf, "animated %s", &weapon->name); 2123 sprintf (buf, "animated %s", &weapon->name);
2444 tmp->name = buf; 2124 tmp->name = buf;
2450 tmp->state = weapon->state; 2130 tmp->state = weapon->state;
2451 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2131 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2452 } 2132 }
2453 2133
2454 /* 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. */
2455 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));
2456 2136
2457 tmp->speed_left = -1; 2137 tmp->speed_left = -1;
2458 tmp->direction = dir; 2138 tmp->direction = dir;
2459 2139
2460 m->insert (tmp, x, y, op); 2140 m->insert (tmp, x, y, op);
2464/* cast_daylight() - changes the map darkness level *lower* */ 2144/* cast_daylight() - changes the map darkness level *lower* */
2465 2145
2466/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2146/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2467 * This changes the light level for the entire map. 2147 * This changes the light level for the entire map.
2468 */ 2148 */
2469
2470int 2149int
2471cast_change_map_lightlevel (object *op, object *caster, object *spell) 2150cast_change_map_lightlevel (object *op, object *caster, object *spell)
2472{ 2151{
2473 int success; 2152 int success;
2474 2153
2478 success = op->map->change_map_light (spell->stats.dam); 2157 success = op->map->change_map_light (spell->stats.dam);
2479 2158
2480 if (!success) 2159 if (!success)
2481 { 2160 {
2482 if (spell->stats.dam < 0) 2161 if (spell->stats.dam < 0)
2483 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2162 op->failmsg ("It can be no brighter here.");
2484 else 2163 else
2485 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2164 op->failmsg ("It can be no darker here.");
2486 } 2165 }
2166
2487 return success; 2167 return success;
2488} 2168}
2489
2490
2491
2492
2493 2169
2494/* 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.
2495 * 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,
2496 * spell is the spell object itself. 2172 * spell is the spell object itself.
2497 */ 2173 */
2503 2179
2504 new_aura = present_arch_in_ob (spell->other_arch, op); 2180 new_aura = present_arch_in_ob (spell->other_arch, op);
2505 if (new_aura) 2181 if (new_aura)
2506 refresh = 1; 2182 refresh = 1;
2507 else 2183 else
2508 new_aura = arch_to_object (spell->other_arch); 2184 new_aura = spell->other_arch->instance ();
2509 2185
2510 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);
2511 2187
2512 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);
2513 2189
2514 new_aura->set_owner (op);
2515 set_spell_skill (op, caster, spell, new_aura); 2190 set_spell_skill (op, caster, spell, new_aura);
2516 new_aura->attacktype = spell->attacktype; 2191 new_aura->attacktype = spell->attacktype;
2517 2192
2518 new_aura->level = caster_level (caster, spell); 2193 new_aura->level = casting_level (caster, spell);
2194
2519 if (refresh) 2195 if (refresh)
2520 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.");
2521 else 2197 else
2522 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
2523 insert_ob_in_ob (new_aura, op); 2200 insert_ob_in_ob (new_aura, op);
2201 new_aura->set_owner (op);
2202
2524 return 1; 2203 return 1;
2525} 2204}
2526
2527 2205
2528/* 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,
2529 * 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
2530 * around him. 2208 * around him.
2531 * Aura parameters: 2209 * Aura parameters:
2532 * duration: duration counter. 2210 * duration: duration counter.
2533 * attacktype: aura's attacktype 2211 * attacktype: aura's attacktype
2534 * other_arch: archetype to drop where we attack 2212 * other_arch: archetype to drop where we attack
2535 */ 2213 */
2536
2537void 2214void
2538move_aura (object *aura) 2215move_aura (object *aura)
2539{ 2216{
2540 int i, mflags;
2541 object *env;
2542 maptile *m;
2543
2544 /* auras belong in inventories */ 2217 /* auras belong in inventories */
2545 env = aura->env; 2218 object *env = aura->env;
2219 object *owner = aura->owner;
2546 2220
2547 /* no matter what we've gotta remove the aura... 2221 /* no matter what we've gotta remove the aura...
2548 * we'll put it back if its time isn't up. 2222 * we'll put it back if its time isn't up.
2549 */ 2223 */
2550 aura->remove (); 2224 aura->remove ();
2551 2225
2552 /* exit if we're out of gas */ 2226 /* exit if we're out of gas */
2553 if (aura->duration-- < 0) 2227 if (aura->duration-- < 0)
2555 aura->destroy (); 2229 aura->destroy ();
2556 return; 2230 return;
2557 } 2231 }
2558 2232
2559 /* auras only exist in inventories */ 2233 /* auras only exist in inventories */
2560 if (env == NULL || env->map == NULL) 2234 if (!env || !env->map)
2561 { 2235 {
2562 aura->destroy (); 2236 aura->destroy ();
2563 return; 2237 return;
2564 } 2238 }
2565 2239
2566 /* we need to jump out of the inventory for a bit 2240 /* we need to jump out of the inventory for a bit
2567 * in order to hit the map conveniently. 2241 * in order to hit the map conveniently.
2568 */ 2242 */
2569 aura->insert_at (env, aura); 2243 aura->insert_at (env, aura);
2570 2244
2571 for (i = 1; i < 9; i++) 2245 for (int i = 1; i < 9; i++)
2572 { 2246 {
2573 sint16 nx, ny; 2247 mapxy pos (env);
2248 pos.move (i);
2574 2249
2575 nx = aura->x + freearr_x[i];
2576 ny = aura->y + freearr_y[i];
2577 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2578
2579 /* Consider the movement tyep of the person with the aura as 2250 /* Consider the movement type of the person with the aura as
2580 * 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
2581 * 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.
2582 */ 2253 */
2583 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)))
2584 { 2255 {
2585 hit_map (aura, i, aura->attacktype, 0); 2256 hit_map (aura, i, aura->attacktype, 0);
2586 2257
2587 if (aura->other_arch) 2258 if (aura->other_arch)
2588 m->insert (arch_to_object (aura->other_arch), nx, ny, aura); 2259 pos.insert (aura->other_arch->instance (), aura);
2589 } 2260 }
2590 } 2261 }
2591 2262
2592 /* put the aura back in the player's inventory */ 2263 /* put the aura back in the player's inventory */
2593 aura->remove (); 2264 env->insert (aura);
2594 insert_ob_in_ob (aura, env); 2265 aura->set_owner (owner);
2595} 2266}
2596 2267
2597/* moves the peacemaker spell. 2268/* moves the peacemaker spell.
2598 * op is the piece object. 2269 * op is the piece object.
2599 */ 2270 */
2600
2601void 2271void
2602move_peacemaker (object *op) 2272move_peacemaker (object *op)
2603{ 2273{
2604 object *tmp; 2274 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2605
2606 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2607 { 2275 {
2608 int atk_lev, def_lev; 2276 int atk_lev, def_lev;
2609 object *victim = tmp; 2277 object *victim = tmp->head_ ();
2610 2278
2611 if (tmp->head) 2279 if (!victim->flag [FLAG_MONSTER])
2612 victim = tmp->head;
2613 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2614 continue; 2280 continue;
2615 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2281
2282 if (victim->flag [FLAG_UNAGGRESSIVE])
2616 continue; 2283 continue;
2284
2617 if (victim->stats.exp == 0) 2285 if (victim->stats.exp == 0)
2618 continue; 2286 continue;
2619 2287
2620 def_lev = MAX (1, victim->level); 2288 def_lev = max (1, victim->level);
2621 atk_lev = MAX (1, op->level); 2289 atk_lev = max (1, op->level);
2622 2290
2623 if (rndm (0, atk_lev - 1) > def_lev) 2291 if (rndm (0, atk_lev - 1) > def_lev)
2624 { 2292 {
2625 /* make this sucker peaceful. */ 2293 /* make this sucker peaceful. */
2626 2294
2295 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2627 change_exp (op->owner, victim->stats.exp, op->skill, 0); 2296 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2628 victim->stats.exp = 0; 2297 victim->stats.exp = 0;
2629#if 0 2298#if 0
2630 /* No idea why these were all set to zero - if something 2299 /* No idea why these were all set to zero - if something
2631 * makes this creature agressive, he should still do damage. 2300 * makes this creature agressive, he should still do damage.
2634 victim->stats.sp = 0; 2303 victim->stats.sp = 0;
2635 victim->stats.grace = 0; 2304 victim->stats.grace = 0;
2636 victim->stats.Pow = 0; 2305 victim->stats.Pow = 0;
2637#endif 2306#endif
2638 victim->attack_movement = RANDO2; 2307 victim->attack_movement = RANDO2;
2639 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2308 victim->set_flag (FLAG_UNAGGRESSIVE);
2640 SET_FLAG (victim, FLAG_RUN_AWAY); 2309 victim->set_flag (FLAG_RUN_AWAY);
2641 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2310 victim->set_flag (FLAG_RANDOM_MOVE);
2642 CLEAR_FLAG (victim, FLAG_MONSTER); 2311 victim->clr_flag (FLAG_MONSTER);
2312
2643 if (victim->name) 2313 if (victim->name)
2644 {
2645 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);
2646 } 2315 }
2647 }
2648 } 2316 }
2649} 2317}
2650
2651 2318
2652/* This writes a rune that contains the appropriate message. 2319/* This writes a rune that contains the appropriate message.
2653 * There really isn't any adjustments we make. 2320 * There really isn't any adjustments we make.
2654 */ 2321 */
2655
2656int 2322int
2657write_mark (object *op, object *spell, const char *msg) 2323write_mark (object *op, object *spell, const char *msg)
2658{ 2324{
2659 char rune[HUGE_BUF];
2660 object *tmp;
2661
2662 if (!msg || msg[0] == 0) 2325 if (!msg || msg[0] == 0)
2663 { 2326 {
2664 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2327 op->failmsg ("Write what?");
2665 return 0; 2328 return 0;
2666 } 2329 }
2667 2330
2668 if (strcasestr_local (msg, "endmsg")) 2331 if (!msg_is_safe (msg))
2669 { 2332 {
2670 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.>");
2671 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);
2672 return 0; 2335 return 0;
2673 } 2336 }
2337
2674 if (!spell->other_arch) 2338 if (!spell->other_arch)
2675 return 0; 2339 return 0;
2676 tmp = arch_to_object (spell->other_arch);
2677 2340
2678 snprintf (rune, sizeof (rune), "%s\n", msg); 2341 object *tmp = spell->other_arch->instance ();
2679 2342
2680 tmp->race = op->name; /*Save the owner of the rune */ 2343 tmp->race = op->name; /*Save the owner of the rune */
2681 tmp->msg = rune; 2344 tmp->msg = msg;
2682 2345
2683 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); 2346 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2347
2684 return 1; 2348 return 1;
2685} 2349}
2350

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