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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.32 by pippijn, Sat Jan 6 14:42:31 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 (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 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
5 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 8 *
8 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
9 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
10 the Free Software Foundation; either version 2 of the License, or 11 * Free Software Foundation, either version 3 of the License, or (at your
11 (at your option) any later version. 12 * option) any later version.
12 13 *
13 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,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 17 * GNU General Public License for more details.
17 18 *
18 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
19 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
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 21 * <http://www.gnu.org/licenses/>.
21 22 *
22 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>
23*/ 24 */
24 25
25#include <global.h> 26#include <global.h>
26#include <object.h> 27#include <object.h>
27#include <living.h> 28#include <living.h>
28#ifndef __CEXTRACT__
29# include <sproto.h> 29#include <sproto.h>
30#endif
31#include <spells.h> 30#include <spells.h>
32#include <sounds.h> 31#include <sounds.h>
33 32
34/* cast_magic_storm: This is really used mostly for spell 33/* cast_magic_storm: This is really used mostly for spell
35 * fumbles at the like. tmp is the object to propogate. 34 * fumbles at the like. tmp is the object to propogate.
60} 59}
61 60
62int 61int
63recharge (object *op, object *caster, object *spell_ob) 62recharge (object *op, object *caster, object *spell_ob)
64{ 63{
65 object *wand, *tmp;
66 int ncharges; 64 int ncharges;
67 65
68 wand = find_marked_object (op); 66 object *wand = op->mark ();
67
69 if (wand == NULL || wand->type != WAND) 68 if (!wand || wand->type != WAND)
70 { 69 {
71 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge."); 70 op->failmsg ("You need to mark the wand you want to recharge.");
72 return 0; 71 return 0;
73 } 72 }
73
74 if (!(random_roll (0, 3, op, PREFER_HIGH))) 74 if (!(random_roll (0, 3, op, PREFER_HIGH)))
75 { 75 {
76 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand)); 76 op->failmsgf ("The %s vibrates violently, then explodes!", query_name (wand));
77 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE); 77 op->play_sound (sound_find ("ob_explode"));
78 esrv_del_item (op->contr, wand->count);
79 wand->destroy (); 78 wand->destroy ();
80 tmp = get_archetype ("fireball"); 79 object *tmp = archetype::get (shstr_fireball);
81 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; 80 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
82 81
83 if (!tmp->stats.dam) 82 if (!tmp->stats.dam)
84 tmp->stats.dam = 1; 83 tmp->stats.dam = 1;
85 84
96 95
97 if (wand->inv && wand->inv->level) 96 if (wand->inv && wand->inv->level)
98 ncharges /= wand->inv->level; 97 ncharges /= wand->inv->level;
99 else 98 else
100 { 99 {
101 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));
102 return 0; 101 return 0;
103 } 102 }
104 103
105 if (!ncharges) 104 if (!ncharges)
106 ncharges = 1; 105 ncharges = 1;
107 106
108 wand->stats.food += ncharges; 107 wand->stats.food += ncharges;
109 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));
110 109
111 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE)) 110 if (wand->arch && wand->arch->flag [FLAG_ANIMATE])
112 { 111 {
113 SET_FLAG (wand, FLAG_ANIMATE); 112 wand->set_flag (FLAG_ANIMATE);
114 wand->set_speed (wand->arch->clone.speed); 113 wand->set_speed (wand->arch->speed);
115 } 114 }
116 115
117 return 1; 116 return 1;
118} 117}
119 118
125 * great a plus, the default is used. 124 * great a plus, the default is used.
126 * 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
127 * 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
128 * create nonnmagic arrows, or even -1, etc... 127 * create nonnmagic arrows, or even -1, etc...
129 */ 128 */
130
131int 129int
132cast_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)
133{ 131{
134 int missile_plus = 0, bonus_plus = 0; 132 int bonus_plus = 0;
135 const char *missile_name; 133 const char *missile_name = "arrow";
136 object *tmp, *missile;
137 134
138 missile_name = "arrow";
139
140 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 135 for (object *tmp = op->inv; tmp; tmp = tmp->below)
141 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) 136 if (tmp->type == BOW && tmp->flag [FLAG_APPLIED])
142 missile_name = tmp->race; 137 missile_name = tmp->race;
143 138
144 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); 139 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
145 140
146 if (archetype::find (missile_name) == NULL) 141 archetype *missile_arch = archetype::find (missile_name);
142
143 if (!missile_arch)
147 { 144 {
148 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);
149 return 0; 146 return 0;
150 } 147 }
151 148
152 missile = get_archetype (missile_name); 149 object *missile = missile_arch->instance ();
153 150
154 if (stringarg) 151 if (spellparam)
155 { 152 {
156 /* If it starts with a letter, presume it is a description */ 153 /* If it starts with a letter, presume it is a description */
157 if (isalpha (*stringarg)) 154 if (isalpha (*spellparam))
158 { 155 {
159 artifact *al = find_artifactlist (missile->type)->items; 156 artifact *al = find_artifactlist (missile->type)->items;
160 157
161 for (; al != NULL; al = al->next) 158 for (; al; al = al->next)
162 if (!strcasecmp (al->item->name, stringarg)) 159 if (!strcasecmp (al->item->name, spellparam))
163 break; 160 break;
164 161
165 if (!al) 162 if (!al)
166 { 163 {
167 missile->destroy (); 164 missile->destroy ();
168 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);
169 return 0; 166 return 0;
170 } 167 }
171 168
172 if (al->item->slaying) 169 if (al->item->slaying)
173 { 170 {
174 missile->destroy (); 171 missile->destroy ();
175 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);
176 return 0; 173 return 0;
177 } 174 }
178 175
179 give_artifact_abilities (missile, al->item); 176 give_artifact_abilities (missile, al->item);
180 /* 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 -
181 * 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
182 * the parsing of having to do both plus and type. 179 * the parsing of having to do both plus and type.
183 */ 180 */
184 bonus_plus = 1 + (al->item->value / 5); 181 bonus_plus = 1 + (al->item->value / 5);
185 missile_plus = 0; 182 missile_plus = 0;
186 } 183 }
187 else if (atoi (stringarg) < missile_plus) 184 else if (atoi (spellparam) < missile_plus)
188 missile_plus = atoi (stringarg); 185 missile_plus = atoi (spellparam);
189 } 186 }
190 187
191 if (missile_plus > 4) 188 missile_plus = clamp (missile_plus, -4, 4);
192 missile_plus = 4;
193 else if (missile_plus < -4)
194 missile_plus = -4;
195 189
196 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 190 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
197 missile->nrof -= 3 * (missile_plus + bonus_plus); 191 missile->nrof -= 3 * (missile_plus + bonus_plus);
198 192
199 if (missile->nrof < 1) 193 if (missile->nrof < 1)
201 195
202 missile->magic = missile_plus; 196 missile->magic = missile_plus;
203 /* Can't get any money for these objects */ 197 /* Can't get any money for these objects */
204 missile->value = 0; 198 missile->value = 0;
205 199
206 SET_FLAG (missile, FLAG_IDENTIFIED); 200 missile->set_flag (FLAG_IDENTIFIED);
207 201
208 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 ())
209 pick_up (op, missile); 207 pick_up (op, missile);
210 208
211 return 1; 209 return 1;
212} 210}
213 211
214
215/* allows the choice of what sort of food object to make. 212/* allows the choice of what sort of food object to make.
216 * 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*/
217int 214int
218cast_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)
219{ 216{
220 int food_value; 217 int food_value;
221 archetype *at = NULL; 218 archetype *at = NULL;
222 object *new_op; 219 object *new_op;
223 220
224 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);
225 222
226 if (stringarg) 223 if (spellparam)
227 { 224 {
228 at = find_archetype_by_object_type_name (FOOD, stringarg); 225 at = find_archetype_by_object_type_name (FOOD, spellparam);
229 if (at == NULL) 226 if (at == NULL)
230 at = find_archetype_by_object_type_name (DRINK, stringarg); 227 at = find_archetype_by_object_type_name (DRINK, spellparam);
231 if (at == NULL || at->clone.stats.food > food_value) 228 if (at == NULL || at->stats.food > food_value)
232 stringarg = NULL; 229 spellparam = NULL;
233 } 230 }
234 231
235 if (!stringarg) 232 if (!spellparam)
236 { 233 {
237 archetype *at_tmp; 234 archetype *at_tmp;
238 235
239 /* We try to find the archetype with the maximum food value. 236 /* We try to find the archetype with the maximum food value.
240 * This removes the dependancy of hard coded food values in this 237 * This removes the dependancy of hard coded food values in this
242 * 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
243 * to be altered from the donor. 240 * to be altered from the donor.
244 */ 241 */
245 242
246 /* We assume the food items don't have multiple parts */ 243 /* We assume the food items don't have multiple parts */
247 for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next) 244 for_all_archetypes (at_tmp)
248 { 245 {
249 if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK) 246 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
250 { 247 {
251 /* Basically, if the food value is something that is creatable 248 /* Basically, if the food value is something that is creatable
252 * under the limits of the spell and it is higher than 249 * under the limits of the spell and it is higher than
253 * the item we have now, take it instead. 250 * the item we have now, take it instead.
254 */ 251 */
255 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)))
256 at = at_tmp; 257 at = at_tmp;
257 } 258 }
258 } 259 }
259 } 260 }
261
260 /* 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
261 * know 263 * know
262 */ 264 */
263 if (!at) 265 if (!at)
264 { 266 {
265 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.");
266 return 0; 268 return 0;
267 } 269 }
268 270
269 food_value /= at->clone.stats.food; 271 food_value /= at->stats.food;
270 new_op = arch_to_object (at); 272 new_op = at->instance ();
271 new_op->nrof = food_value; 273 new_op->nrof = food_value;
272 274
273 new_op->value = 0; 275 new_op->value = 0;
274 if (new_op->nrof < 1) 276 if (new_op->nrof < 1)
275 new_op->nrof = 1; 277 new_op->nrof = 1;
283{ 285{
284 int r, mflags, maxrange; 286 int r, mflags, maxrange;
285 object *tmp; 287 object *tmp;
286 maptile *m; 288 maptile *m;
287 289
288
289 if (!dir) 290 if (!dir)
290 { 291 {
291 examine_monster (op, op); 292 examine_monster (op, op);
292 return 1; 293 return 1;
293 } 294 }
295
294 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 296 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
295 for (r = 1; r < maxrange; r++) 297 for (r = 1; r < maxrange; r++)
296 { 298 {
297 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);
298 300
299 m = op->map; 301 m = op->map;
300 mflags = get_map_flags (m, &m, x, y, &x, &y); 302 mflags = get_map_flags (m, &m, x, y, &x, &y);
301 303
302 if (mflags & P_OUT_OF_MAP) 304 if (mflags & P_OUT_OF_MAP)
303 break; 305 break;
304 306
305 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) 307 if (!op->flag [FLAG_WIZCAST] && (mflags & P_NO_MAGIC))
306 { 308 {
307 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 309 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
308 return 0; 310 return 0;
309 } 311 }
312
310 if (mflags & P_IS_ALIVE) 313 if (mflags & P_IS_ALIVE)
311 { 314 {
312 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)
313 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]))
314 { 317 {
315 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 318 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
316 if (tmp->head != NULL) 319 if (tmp->head != NULL)
317 tmp = tmp->head; 320 tmp = tmp->head;
318 examine_monster (op, tmp); 321 examine_monster (op, tmp);
319 return 1; 322 return 1;
320 } 323 }
321 } 324 }
322 } 325 }
326
323 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); 327 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
324 return 1; 328 return 1;
325} 329}
326
327 330
328/* This checks to see if 'pl' is invisible to 'mon'. 331/* This checks to see if 'pl' is invisible to 'mon'.
329 * does race check, undead check, etc 332 * does race check, undead check, etc
330 * Returns TRUE if mon can't see pl, false 333 * Returns TRUE if mon can't see pl, false
331 * otherwise. This doesn't check range, walls, etc. It 334 * otherwise. This doesn't check range, walls, etc. It
333 * pl is invisible. 336 * pl is invisible.
334 */ 337 */
335int 338int
336makes_invisible_to (object *pl, object *mon) 339makes_invisible_to (object *pl, object *mon)
337{ 340{
338
339 if (!pl->invisible) 341 if (!pl->invisible)
340 return 0; 342 return 0;
343
341 if (pl->type == PLAYER) 344 if (pl->type == PLAYER)
342 { 345 {
343 /* If race isn't set, then invisible unless it is undead */ 346 /* If race isn't set, then invisible unless it is undead */
344 if (!pl->contr->invis_race) 347 if (!pl->contr->invis_race)
345 { 348 {
346 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 349 if (mon->flag [FLAG_UNDEAD])
347 return 0; 350 return 0;
351
348 return 1; 352 return 1;
349 } 353 }
354
350 /* invis_race is set if we get here */ 355 /* invis_race is set if we get here */
351 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 356 if (pl->contr->invis_race == shstr_undead && is_true_undead (mon))
352 return 1; 357 return 1;
358
353 /* No race, can't be invisible to it */ 359 /* No race, can't be invisible to it */
354 if (!mon->race) 360 if (!mon->race)
355 return 0; 361 return 0;
362
356 if (strstr (mon->race, pl->contr->invis_race)) 363 if (mon->race.contains (pl->contr->invis_race))
357 return 1; 364 return 1;
365
358 /* Nothing matched above, return 0 */ 366 /* Nothing matched above, return 0 */
359 return 0; 367 return 0;
360 } 368 }
361 else 369 else
362 { 370 {
375 * normal applies. 383 * normal applies.
376 */ 384 */
377int 385int
378cast_invisible (object *op, object *caster, object *spell_ob) 386cast_invisible (object *op, object *caster, object *spell_ob)
379{ 387{
380 object *tmp;
381
382 if (op->invisible > 1000) 388 if (op->invisible > 1000)
383 { 389 {
384 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");
385 return 0; 391 return 0;
386 } 392 }
387 393
388 /* 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
389 * and if statement or two. 395 * and if statement or two.
390 */ 396 */
391 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
392 /* max duration */ 399 /* limit duration */
393 if (op->invisible > 1000) 400 min_it (op->invisible, 1000);
394 op->invisible = 1000;
395 401
396 if (op->type == PLAYER) 402 if (op->type == PLAYER)
397 { 403 {
398 op->contr->invis_race = spell_ob->race; 404 op->contr->invis_race = spell_ob->race;
399 405
400 if (QUERY_FLAG (spell_ob, FLAG_MAKE_INVIS)) 406 if (spell_ob->flag [FLAG_MAKE_INVIS])
401 op->contr->tmp_invis = 0; 407 op->contr->tmp_invis = 0;
402 else 408 else
403 op->contr->tmp_invis = 1; 409 op->contr->tmp_invis = 1;
404
405 op->contr->hidden = 0;
406 } 410 }
411
407 if (makes_invisible_to (op, op)) 412 if (makes_invisible_to (op, op))
408 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!");
409 else 414 else
410 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!"); 415 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
411 416
412 update_object (op, UP_OBJ_FACE); 417 update_object (op, UP_OBJ_CHANGE);
413 418
414 /* Only search the active objects - only these should actually do 419 /* Only search the active objects - only these should actually do
415 * harm to the player. 420 * harm to the player.
416 */ 421 */
417 for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) 422 for_all_actives (tmp)
418 if (tmp->enemy == op) 423 if (tmp->enemy == op)
419 tmp->enemy = NULL; 424 tmp->enemy = 0;
425
420 return 1; 426 return 1;
421} 427}
422 428
423/* earth to dust spell. Basically destroys earthwalls in the area. 429/* earth to dust spell. Basically destroys earthwalls in the area.
424 */ 430 */
425int 431int
426cast_earth_to_dust (object *op, object *caster, object *spell_ob) 432cast_earth_to_dust (object *op, object *caster, object *spell_ob)
427{ 433{
428 object *tmp, *next;
429 int range, i, j, mflags; 434 int range, i, j, mflags;
430 sint16 sx, sy; 435 sint16 sx, sy;
431 maptile *m; 436 maptile *m;
432
433 if (op->type != PLAYER)
434 return 0;
435 437
436 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 438 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
437 439
438 for (i = -range; i <= range; i++) 440 for (i = -range; i <= range; i++)
439 for (j = -range; j <= range; j++) 441 for (j = -range; j <= range; j++)
444 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 446 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
445 447
446 if (mflags & P_OUT_OF_MAP) 448 if (mflags & P_OUT_OF_MAP)
447 continue; 449 continue;
448 450
449 // earth to dust tears down everything that can be teared down 451 // earth to dust tears down everything that can be torn down
450 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)
451 { 453 {
452 next = tmp->above; 454 next = tmp->above;
453 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 455
456 if (tmp->flag [FLAG_TEAR_DOWN])
454 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 457 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
455 } 458 }
456 } 459 }
457 460
458 return 1; 461 return 1;
460 463
461void 464void
462execute_word_of_recall (object *op) 465execute_word_of_recall (object *op)
463{ 466{
464 if (object *pl = op->in_player ()) 467 if (object *pl = op->in_player ())
465 {
466 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST)) 468 if (pl->ms ().flags () & P_NO_CLERIC && !pl->flag [FLAG_WIZCAST])
467 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.");
468 else 470 else
469 { 471 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
470 // remove first so we do not call update_stats
471 op->remove ();
472 pl->enter_exit (op);
473 }
474 }
475 472
476 op->destroy (); 473 op->destroy ();
477} 474}
478 475
479/* Word of recall causes the player to return 'home'. 476/* Word of recall causes the player to return 'home'.
480 * 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
481 * time delay effect. 478 * time delay effect.
482 */ 479 */
483int 480int
484cast_word_of_recall (object *op, object *caster, object *spell_ob) 481cast_word_of_recall (object *op, object *caster, object *spell_ob)
485{ 482{
486 object *dummy; 483 if (!op->is_player ())
487 int time;
488
489 if (op->type != PLAYER)
490 return 0; 484 return 0;
491 485
492 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))
493 { 487 {
494 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.");
495 return 1; 489 return 1;
496 } 490 }
497 491
498 dummy = get_archetype (FORCE_NAME); 492 object *dummy = archetype::get (FORCE_NAME);
499 if (dummy == NULL)
500 {
501 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
502 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
503 return 0;
504 }
505 493
506 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));
507 if (time < 1)
508 time = 1;
509 495
510 /* 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
511 * 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
512 * do anything really odd if it say a -1000 or something. 498 * do anything really odd if it say a -1000 or something.
513 */ 499 */
514 dummy->set_speed (0.002); 500 dummy->set_speed (0.002);
515 dummy->speed_left = -dummy->speed * time; 501 dummy->speed_left = -dummy->speed * time;
516 dummy->type = SPELL_EFFECT; 502 dummy->type = SPELL_EFFECT;
517 dummy->subtype = SP_WORD_OF_RECALL; 503 dummy->subtype = SP_WORD_OF_RECALL;
518 504 dummy->slaying = op->contr->savebed_map;
519 /* If we could take advantage of enter_player_savebed() here, it would be 505 dummy->stats.hp = op->contr->bed_x;
520 * nice, but until the map load fails, we can't. 506 dummy->stats.sp = op->contr->bed_y;
521 */
522 EXIT_PATH (dummy) = op->contr->savebed_map;
523 EXIT_X (dummy) = op->contr->bed_x;
524 EXIT_Y (dummy) = op->contr->bed_y;
525 507
526 op->insert (dummy); 508 op->insert (dummy);
527 509
528 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.");
529 511
567} 549}
568 550
569int 551int
570perceive_self (object *op) 552perceive_self (object *op)
571{ 553{
572 char *cp = describe_item (op, op), buf[MAX_BUF]; 554 const char *cp = describe_item (op, op);
573 archetype *at = archetype::find (ARCH_DEPLETION); 555 archetype *at = archetype::find (shstr_depletion);
574 object *tmp;
575 int i;
576 556
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
577 tmp = find_god (determine_god (op)); 565 if (object *god = find_god (determine_god (op)))
578 if (tmp) 566 buf << " - You worship " << &god->name << ".\n";
579 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
580 else 567 else
581 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); 568 buf << " - You worship no god.\n";
582 569
583 tmp = present_arch_in_ob (at, op); 570 object *tmp = present_arch_in_ob (at, op);
584 571
585 if (*cp == '\0' && tmp == NULL) 572 if (*cp == '\0' && !tmp)
586 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 573 buf << " - You feel very mundane. ";
587 else 574 else
588 { 575 {
589 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 576 buf << " - You have: " << cp << ".\n";
590 new_draw_info (NDI_UNIQUE, 0, op, cp); 577
591 if (tmp != NULL) 578 if (tmp)
592 {
593 for (i = 0; i < NUM_STATS; i++) 579 for (int i = 0; i < NUM_STATS; i++)
594 { 580 if (tmp->stats.stat (i) < 0)
595 if (get_attr_value (&tmp->stats, i) < 0) 581 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
596 {
597 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i)));
598 }
599 }
600 }
601 } 582 }
602 583
603 if (is_dragon_pl (op)) 584 if (op->is_dragon ())
604 {
605 /* now grab the 'dragon_ability'-force from the player's inventory */ 585 /* now grab the 'dragon_ability'-force from the player's inventory */
606 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 586 for (tmp = op->inv; tmp; tmp = tmp->below)
607 { 587 {
608 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 588 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
609 { 589 {
610 if (tmp->stats.exp == 0) 590 if (tmp->stats.exp == 0)
611 {
612 sprintf (buf, "Your metabolism isn't focused on anything."); 591 buf << " - Your metabolism isn't focused on anything.\n";
613 }
614 else 592 else
615 {
616 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";
617 } 594
618 new_draw_info (NDI_UNIQUE, 0, op, buf);
619 break; 595 break;
620 } 596 }
621 } 597 }
622 }
623 return 1;
624}
625 598
626/* int cast_create_town_portal (object *op, object *caster, int dir) 599 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
627 *
628 * This function cast the spell of town portal for op
629 *
630 * The spell operates in two passes. During the first one a place
631 * is marked as a destination for the portal. During the second one,
632 * 2 portals are created, one in the position the player cast it and
633 * one in the destination place. The portal are synchronized and 2 forces
634 * are inserted in the player to destruct the portal next time player
635 * creates a new portal pair.
636 * This spell has a side effect that it allows people to meet each other
637 * in a permanent, private, appartements by making a town portal from it
638 * to the town or another public place. So, check if the map is unique and if
639 * so return an error
640 *
641 * Code by Tchize (david.delbecq@usa.net)
642 */
643int
644cast_create_town_portal (object *op, object *caster, object *spell, int dir)
645{
646 object *dummy, *force, *old_force;
647 archetype *perm_portal;
648 char portal_name[1024], portal_message[1024];
649 maptile *exitmap;
650 int op_level;
651
652 /* Check to see if the map the player is currently on is a per player unique
653 * map. This can be determined in that per player unique maps have the
654 * full pathname listed.
655 */
656 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
657 {
658 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
659 return 0;
660 }
661
662 /* The first thing to do is to check if we have a marked destination
663 * dummy is used to make a check inventory for the force
664 */
665 dummy = arch_to_object (spell->other_arch);
666 if (dummy == NULL)
667 {
668 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
669 LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name);
670 return 0;
671 }
672
673 force = check_inv_recursive (op, dummy);
674
675 if (force == NULL)
676 {
677 /* Here we know there is no destination marked up.
678 * We have 2 things to do:
679 * 1. Mark the destination in the player inventory.
680 * 2. Let the player know it worked.
681 */
682 dummy->name = op->map->path;
683 EXIT_X (dummy) = op->x;
684 EXIT_Y (dummy) = op->y;
685 insert_ob_in_ob (dummy, op);
686 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.");
687 return 1;
688 }
689
690 dummy->destroy ();
691
692 /* Here we know where the town portal should go to
693 * We should kill any existing portal associated with the player.
694 * Than we should create the 2 portals.
695 * For each of them, we need:
696 * - To create the portal with the name of the player+destination map
697 * - set the owner of the town portal
698 * - To mark the position of the portal in the player's inventory
699 * for easier destruction.
700 *
701 * The mark works has follow:
702 * slaying: Existing town portal
703 * hp, sp : x & y of the associated portal
704 * name : name of the portal
705 * race : map the portal is in
706 */
707
708 /* First step: killing existing town portals */
709 dummy = get_archetype (spell->race);
710 if (dummy == NULL)
711 {
712 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
713 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
714 return 0;
715 }
716
717 perm_portal = archetype::find (spell->slaying);
718
719 /* To kill a town portal, we go trough the player's inventory,
720 * for each marked portal in player's inventory,
721 * -We try load the associated map (if impossible, consider the portal destructed)
722 * -We find any portal in the specified location.
723 * If it has the good name, we destruct it.
724 * -We destruct the force indicating that portal.
725 */
726 while ((old_force = check_inv_recursive (op, dummy)))
727 {
728 exitmap = maptile::find_sync (old_force->race, op->map);
729
730 if (exitmap)
731 {
732 exitmap->load_sync ();
733
734 int exitx = EXIT_X (old_force);
735 int exity = EXIT_Y (old_force);
736
737 for (object *tmp = present_arch (perm_portal, exitmap, exitx, exity); tmp; tmp = tmp->above)
738 {
739 if (tmp->name == old_force->name)
740 {
741 tmp->destroy ();
742 break;
743 }
744 }
745 }
746
747 old_force->destroy ();
748 }
749
750 dummy->destroy ();
751
752 /* Creating the portals.
753 * The very first thing to do is to ensure
754 * access to the destination map.
755 * If we can't, don't fizzle. Simply warn player.
756 * This ensure player pays his mana for the spell
757 * because HE is responsible of forgotting.
758 * 'force' is the destination of the town portal, which we got
759 * from the players inventory above.
760 */
761
762 /* Ensure exit map is loaded */
763 exitmap = maptile::find_sync (force->name);
764
765 /* If we were unable to load (ex. random map deleted), warn player */
766 if (!exitmap)
767 {
768 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
769 force->destroy ();
770 return 1;
771 }
772
773 exitmap->load_sync ();
774
775 op_level = caster_level (caster, spell);
776 if (op_level < 15)
777 snprintf (portal_message, 1024,
778 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
779 &op->name);
780 else if (op_level < 30)
781 snprintf (portal_message, 1024,
782 "\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);
783 else if (op_level < 60)
784 snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
785 else
786 snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",
787 &op->name);
788
789 /* Create a portal in front of player
790 * dummy contain the portal and
791 * force contain the track to kill it later
792 */
793 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
794 dummy = get_archetype (spell->slaying); /*The portal */
795 if (dummy == NULL)
796 {
797 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
798 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
799 return 0;
800 }
801
802 EXIT_PATH (dummy) = force->name;
803 EXIT_X (dummy) = EXIT_X (force);
804 EXIT_Y (dummy) = EXIT_Y (force);
805 dummy->name = dummy->name_pl = portal_name;
806 dummy->msg = portal_message;
807 dummy->race = op->name; /*Save the owner of the portal */
808 cast_create_obj (op, caster, dummy, 0);
809
810 /* Now we need to to create a town portal marker inside the player
811 * object, so on future castings, we can know that he has an active
812 * town portal.
813 */
814 object *tmp = get_archetype (spell->race);
815
816 if (!tmp)
817 {
818 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
819 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
820 return 0;
821 }
822
823 tmp->race = op->map->path;
824 tmp->name = portal_name;
825 EXIT_X (tmp) = dummy->x;
826 EXIT_Y (tmp) = dummy->y;
827 op->insert (tmp);
828
829 /* Create a portal in the destination map
830 * dummy contain the portal and
831 * force the track to kill it later
832 * the 'force' variable still contains the 'reminder' of
833 * where this portal goes to.
834 */
835 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &op->map->path);
836 dummy = get_archetype (spell->slaying); /*The portal */
837 if (dummy == NULL)
838 {
839 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
840 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
841 return 0;
842 }
843
844 EXIT_PATH (dummy) = op->map->path;
845 EXIT_X (dummy) = op->x;
846 EXIT_Y (dummy) = op->y;
847 dummy->name = dummy->name_pl = portal_name;
848 dummy->msg = portal_message;
849 dummy->race = op->name; /*Save the owner of the portal */
850 exitmap->insert (dummy, EXIT_X (force), EXIT_Y (force), op);
851
852 /* Now we create another town portal marker that
853 * points back to the one we just made
854 */
855 tmp = get_archetype (spell->race);
856 if (tmp == NULL)
857 {
858 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
859 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
860 return 0;
861 }
862
863 tmp->race = force->name;
864 tmp->name = portal_name;
865 EXIT_X (tmp) = dummy->x;
866 EXIT_Y (tmp) = dummy->y;
867 insert_ob_in_ob (tmp, op);
868
869 /* Describe the player what happened
870 */
871 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
872 force->destroy ();
873 600
874 return 1; 601 return 1;
875} 602}
876 603
877/* This creates magic walls. Really, it can create most any object, 604/* This creates magic walls. Really, it can create most any object,
893 x = op->x; 620 x = op->x;
894 y = op->y; 621 y = op->y;
895 } 622 }
896 else 623 else
897 { 624 {
898 x = op->x + freearr_x[dir]; 625 x = op->x + DIRX (dir);
899 y = op->y + freearr_y[dir]; 626 y = op->y + DIRY (dir);
900 } 627 }
901 628
902 m = op->map; 629 m = op->map;
903 630
904 if ((spell_ob->move_block || x != op->x || y != op->y) && 631 if ((spell_ob->move_block || x != op->x || y != op->y) &&
905 (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) ||
906 ((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)))
907 { 634 {
908 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 635 op->failmsg ("Something is in the way.");
909 return 0; 636 return 0;
910 } 637 }
911 638
912 if (spell_ob->other_arch) 639 if (spell_ob->other_arch)
913 tmp = arch_to_object (spell_ob->other_arch); 640 tmp = spell_ob->other_arch->instance ();
914 else if (spell_ob->race) 641 else if (spell_ob->race)
915 { 642 {
916 char buf1[MAX_BUF]; 643 char buf1[MAX_BUF];
917 644
918 sprintf (buf1, spell_ob->race, dir); 645 sprintf (buf1, spell_ob->race, dir);
922 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 649 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
923 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 650 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
924 return 0; 651 return 0;
925 } 652 }
926 653
927 tmp = arch_to_object (at); 654 tmp = at->instance ();
928 } 655 }
929 else 656 else
930 { 657 {
931 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name); 658 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
932 return 0; 659 return 0;
937 tmp->attacktype = spell_ob->attacktype; 664 tmp->attacktype = spell_ob->attacktype;
938 tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 665 tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
939 tmp->stats.dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 666 tmp->stats.dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
940 tmp->range = 0; 667 tmp->range = 0;
941 } 668 }
942 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 669 else if (tmp->flag [FLAG_ALIVE])
943 { 670 {
944 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 671 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
945 tmp->stats.maxhp = tmp->stats.hp; 672 tmp->stats.maxhp = tmp->stats.hp;
946 } 673 }
947 674
948 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP)) 675 if (spell_ob->flag [FLAG_IS_USED_UP] || tmp->flag [FLAG_IS_USED_UP])
949 { 676 {
950 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 677 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
951 SET_FLAG (tmp, FLAG_IS_USED_UP); 678 tmp->set_flag (FLAG_IS_USED_UP);
952 } 679 }
953 680
954 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 681 if (spell_ob->flag [FLAG_TEAR_DOWN])
955 { 682 {
956 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 683 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
957 tmp->stats.maxhp = tmp->stats.hp; 684 tmp->stats.maxhp = tmp->stats.hp;
958 SET_FLAG (tmp, FLAG_TEAR_DOWN); 685 tmp->set_flag (FLAG_TEAR_DOWN);
959 SET_FLAG (tmp, FLAG_ALIVE); 686 tmp->set_flag (FLAG_ALIVE);
960 } 687 }
961 688
962 /* This can't really hurt - if the object doesn't kill anything, 689 /* This can't really hurt - if the object doesn't kill anything,
963 * these fields just won't be used. Do not set the owner for 690 * these fields just won't be used. Do not set the owner for
964 * earthwalls, though, so they survive restarts. 691 * earthwalls, though, so they survive restarts.
965 */ 692 */
966 if (tmp->type != EARTHWALL) //TODO 693 if (tmp->type != EARTHWALL) //TODO
967 tmp->set_owner (op); 694 tmp->set_owner (op);
968 695
969 set_spell_skill (op, caster, spell_ob, tmp); 696 set_spell_skill (op, caster, spell_ob, tmp);
970 tmp->level = caster_level (caster, spell_ob) / 2; 697 tmp->level = casting_level (caster, spell_ob) / 2;
971 698
972 name = tmp->name; 699 name = tmp->name;
973 if (!(tmp = m->insert (tmp, x, y, op))) 700 if (!(tmp = m->insert (tmp, x, y, op)))
974 { 701 {
975 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);
976 return 0; 703 return 0;
977 } 704 }
978 705
979 /* 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 */
980 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 707 if (tmp->other_arch && tmp->other_arch->type == SPELL)
981 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 708 insert_ob_in_ob (tmp->other_arch->instance (), tmp);
982 709
983 /* This code causes the wall to extend some distance in 710 /* This code causes the wall to extend some distance in
984 * each direction, or until an obstruction is encountered. 711 * each direction, or until an obstruction is encountered.
985 * posblocked and negblocked help determine how far the 712 * posblocked and negblocked help determine how far the
986 * created wall can extend, it won't go extend through 713 * created wall can extend, it won't go extend through
987 * blocked spaces. 714 * blocked spaces.
988 */ 715 */
989 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 716 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
994 { 721 {
995 int dir2; 722 int dir2;
996 723
997 dir2 = (dir < 4) ? (dir + 2) : dir - 2; 724 dir2 = (dir < 4) ? (dir + 2) : dir - 2;
998 725
999 x = tmp->x + i * freearr_x[dir2]; 726 x = tmp->x + i * DIRX (dir2);
1000 y = tmp->y + i * freearr_y[dir2]; 727 y = tmp->y + i * DIRY (dir2);
1001 m = tmp->map; 728 m = tmp->map;
1002 729
1003 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)) &&
1004 ((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)
1005 { 732 {
1006 object *tmp2 = tmp->clone (); 733 object *tmp2 = tmp->clone ();
1007 m->insert (tmp2, x, y, op); 734 m->insert (tmp2, x, y, op);
1008 735
1009 /* 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 */
1010 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 737 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1011 tmp2->insert (arch_to_object (tmp2->other_arch)); 738 tmp2->insert (tmp2->other_arch->instance ());
1012 739
1013 } 740 }
1014 else 741 else
1015 posblocked = 1; 742 posblocked = 1;
1016 743
1017 x = tmp->x - i * freearr_x[dir2]; 744 x = tmp->x - i * DIRX (dir2);
1018 y = tmp->y - i * freearr_y[dir2]; 745 y = tmp->y - i * DIRY (dir2);
1019 m = tmp->map; 746 m = tmp->map;
1020 747
1021 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)) &&
1022 ((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)
1023 { 750 {
1024 object *tmp2 = tmp->clone (); 751 object *tmp2 = tmp->clone ();
1025 m->insert (tmp2, x, y, op); 752 m->insert (tmp2, x, y, op);
1026 753
1027 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 754 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1028 tmp2->insert (arch_to_object (tmp2->other_arch)); 755 tmp2->insert (tmp2->other_arch->instance ());
1029 } 756 }
1030 else 757 else
1031 negblocked = 1; 758 negblocked = 1;
1032 } 759 }
1033 760
1034 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) 761 if (tmp->flag [FLAG_BLOCKSVIEW])
1035 update_all_los (op->map, op->x, op->y); 762 update_all_los (op->map, op->x, op->y);
1036 763
1037 return 1; 764 return 1;
1038} 765}
1039 766
1040int 767int
1041dimension_door (object *op, object *caster, object *spob, int dir) 768dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
1042{ 769{
1043 uint32 dist, maxdist; 770 uint32 dist, maxdist;
1044 int mflags; 771 int mflags;
1045 maptile *m; 772 maptile *m;
1046 sint16 sx, sy; 773 sint16 sx, sy;
1048 if (op->type != PLAYER) 775 if (op->type != PLAYER)
1049 return 0; 776 return 0;
1050 777
1051 if (!dir) 778 if (!dir)
1052 { 779 {
1053 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?"); 780 op->failmsg ("In what direction?");
1054 return 0; 781 return 0;
1055 } 782 }
1056 783
1057 /* 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
1058 * ever, so put limits in. 785 * ever, so put limits in.
1059 */ 786 */
1060 maxdist = spob->range + SP_level_range_adjust (caster, spob); 787 maxdist = spob->range + SP_level_range_adjust (caster, spob);
1061 788
1062 if (op->contr->count) 789 if (spellparam)
1063 { 790 {
791 int count = atoi (spellparam);
792
1064 if (op->contr->count > maxdist) 793 if (count > maxdist)
1065 { 794 {
1066 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!"); 795 op->failmsg ("You can't dimension door that far!");
1067 return 0; 796 return 0;
1068 } 797 }
1069 798
1070 for (dist = 0; dist < op->contr->count; dist++) 799 for (dist = 0; dist < count; dist++)
1071 { 800 {
1072 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);
1073 802
1074 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 803 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
1075 break; 804 break;
1076 805
1077 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)))
1078 break; 807 break;
1079 } 808 }
1080 809
1081 if (dist < op->contr->count) 810 if (dist < count)
1082 { 811 {
1083 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");
1084 op->contr->count = 0;
1085 return 0; 813 return 0;
1086 } 814 }
1087
1088 op->contr->count = 0;
1089 815
1090 /* Remove code that puts player on random space on maps. IMO, 816 /* Remove code that puts player on random space on maps. IMO,
1091 * 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,
1092 * 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
1093 * by such squares). Also, there are probably treasure rooms and 819 * by such squares). Also, there are probably treasure rooms and
1094 * 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
1095 * areas themselves don't contain no magic spaces. 821 * areas themselves don't contain no magic spaces.
1096 */ 822 */
1097 /* This call here is really just to normalize the coordinates */ 823 /* This call here is really just to normalize the coordinates */
1098 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);
1099 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)))
1100 { 826 {
1101 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");
1102 return 1; /* Maybe the penalty should be more severe... */ 828 return 1; /* Maybe the penalty should be more severe... */
1103 } 829 }
1109 * spaces that blocked the players view. 835 * spaces that blocked the players view.
1110 */ 836 */
1111 837
1112 for (dist = 0; dist < maxdist; dist++) 838 for (dist = 0; dist < maxdist; dist++)
1113 { 839 {
1114 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);
1115 841
1116 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 842 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
1117 break; 843 break;
1118 844
1119 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)))
1124 /* If the destination is blocked, keep backing up until we 850 /* If the destination is blocked, keep backing up until we
1125 * find a place for the player. 851 * find a place for the player.
1126 */ 852 */
1127 for (; dist > 0; dist--) 853 for (; dist > 0; dist--)
1128 { 854 {
1129 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,
1130 &sx, &sy) & (P_OUT_OF_MAP | P_IS_ALIVE)) 856 &sx, &sy) & (P_OUT_OF_MAP | P_IS_ALIVE))
1131 continue; 857 continue;
1132 858
1133 859
1134 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)))
1135 break; 861 break;
1136 862
1137 } 863 }
1138 if (!dist) 864 if (!dist)
1139 { 865 {
1140 new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n"); 866 op->failmsg ("Your spell failed!\n");
1141 return 0; 867 return 0;
1142 } 868 }
1143 } 869 }
1144 870
1145 /* Actually move the player now */ 871 /* Actually move the player now */
1146 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)))
1147 return 1; 873 return 1;
1148 874
1149 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
1150 return 1; 877 return 1;
1151} 878}
1152
1153 879
1154/* cast_heal: Heals something. 880/* cast_heal: Heals something.
1155 * op is the caster. 881 * op is the caster.
1156 * dir is the direction he is casting it in. 882 * dir is the direction he is casting it in.
1157 * spell is the spell object. 883 * spell is the spell object.
1164 object *poison; 890 object *poison;
1165 int heal = 0, success = 0; 891 int heal = 0, success = 0;
1166 892
1167 tmp = find_target_for_friendly_spell (op, dir); 893 tmp = find_target_for_friendly_spell (op, dir);
1168 894
1169 if (tmp == NULL) 895 if (!tmp)
1170 return 0; 896 return 0;
1171 897
1172 /* Figure out how many hp this spell might cure. 898 /* Figure out how many hp this spell might cure.
1173 * could be zero if this spell heals effects, not damage. 899 * could be zero if this spell heals effects, not damage.
1174 */ 900 */
1177 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;
1178 904
1179 if (heal) 905 if (heal)
1180 { 906 {
1181 if (tmp->stats.hp >= tmp->stats.maxhp) 907 if (tmp->stats.hp >= tmp->stats.maxhp)
1182 {
1183 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.");
1184 }
1185 else 909 else
1186 { 910 {
1187 /* See how many points we actually heal. Instead of messages 911 /* See how many points we actually heal. Instead of messages
1188 * based on type of spell, we instead do messages based 912 * based on type of spell, we instead do messages based
1189 * on amount of damage healed. 913 * on amount of damage healed.
1190 */ 914 */
1191 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 915 if (heal > tmp->stats.maxhp - tmp->stats.hp)
1192 heal = tmp->stats.maxhp - tmp->stats.hp; 916 heal = tmp->stats.maxhp - tmp->stats.hp;
917
1193 tmp->stats.hp += heal; 918 tmp->stats.hp += heal;
1194 919
1195 if (tmp->stats.hp >= tmp->stats.maxhp) 920 if (tmp->stats.hp >= tmp->stats.maxhp)
1196 {
1197 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 921 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1198 }
1199 else if (heal > 50) 922 else if (heal > 50)
1200 {
1201 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); 923 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1202 }
1203 else if (heal > 25) 924 else if (heal > 25)
1204 {
1205 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); 925 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1206 }
1207 else if (heal > 10) 926 else if (heal > 10)
1208 {
1209 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.");
1210 }
1211 else 928 else
1212 {
1213 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.");
1214 } 930
1215 success = 1; 931 success = 1;
1216 } 932 }
1217 } 933 }
934
1218 if (spell->attacktype & AT_DISEASE) 935 if (spell->attacktype & AT_DISEASE)
1219 if (cure_disease (tmp, op)) 936 if (cure_disease (tmp, op, spell))
1220 success = 1; 937 success = 1;
1221 938
1222 if (spell->attacktype & AT_POISON) 939 if (spell->attacktype & AT_POISON)
1223 { 940 {
1224 at = archetype::find ("poisoning"); 941 at = archetype::find (shstr_poisoning);
1225 poison = present_arch_in_ob (at, tmp); 942 poison = present_arch_in_ob (at, tmp);
1226 if (poison) 943 if (poison)
1227 { 944 {
1228 success = 1; 945 success = 1;
1229 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 946 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1230 poison->stats.food = 1; 947 poison->stats.food = 1;
1231 } 948 }
1232 } 949 }
950
1233 if (spell->attacktype & AT_CONFUSION) 951 if (spell->attacktype & AT_CONFUSION)
1234 { 952 {
1235 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 953 poison = present_in_ob_by_name (FORCE, shstr_confusion, tmp);
1236 if (poison) 954 if (poison)
1237 { 955 {
1238 success = 1; 956 success = 1;
1239 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 957 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1240 poison->duration = 1; 958 poison->duration = 1;
1241 } 959 }
1242 } 960 }
961
1243 if (spell->attacktype & AT_BLIND) 962 if (spell->attacktype & AT_BLIND)
1244 { 963 {
1245 at = archetype::find ("blindness"); 964 at = archetype::find (shstr_blindness);
1246 poison = present_arch_in_ob (at, tmp); 965 poison = present_arch_in_ob (at, tmp);
1247 if (poison) 966 if (poison)
1248 { 967 {
1249 success = 1; 968 success = 1;
1250 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.");
1251 poison->stats.food = 1; 970 poison->stats.food = 1;
1252 } 971 }
1253 } 972 }
973
1254 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) 974 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1255 { 975 {
1256 tmp->stats.sp += spell->last_sp; 976 tmp->stats.sp += spell->last_sp;
1257 if (tmp->stats.sp > tmp->stats.maxsp) 977 if (tmp->stats.sp > tmp->stats.maxsp)
1258 tmp->stats.sp = tmp->stats.maxsp; 978 tmp->stats.sp = tmp->stats.maxsp;
1259 success = 1; 979 success = 1;
1260 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!");
1261 } 981 }
982
1262 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) 983 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1263 { 984 {
1264 tmp->stats.grace += spell->last_grace; 985 tmp->stats.grace += spell->last_grace;
1265 if (tmp->stats.grace > tmp->stats.maxgrace) 986 if (tmp->stats.grace > tmp->stats.maxgrace)
1266 tmp->stats.grace = tmp->stats.maxgrace; 987 tmp->stats.grace = tmp->stats.maxgrace;
1267 success = 1; 988 success = 1;
1268 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!");
1269 } 990 }
991
1270 if (spell->stats.food && tmp->stats.food < 999) 992 if (spell->stats.food && tmp->stats.food < MAX_FOOD)
1271 { 993 {
1272 tmp->stats.food += spell->stats.food; 994 tmp->stats.food += spell->stats.food;
1273 if (tmp->stats.food > 999) 995 min_it (tmp->stats.food, MAX_FOOD);
1274 tmp->stats.food = 999; 996
1275 success = 1; 997 success = 1;
1276 /* 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 */
1277 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");
1278 } 1000 }
1001
1279 return success; 1002 return success;
1280} 1003}
1281
1282 1004
1283/* 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
1284 * 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
1285 * good comments for those. 1007 * good comments for those.
1286 */ 1008 */
1287static const char *const no_gain_msgs[NUM_STATS] = { 1009static const char *const no_gain_msgs[NUM_STATS] = {
1288 "You grow no stronger.", 1010 "You grow no stronger.",
1289 "You grow no more agile.", 1011 "You grow no more agile.",
1290 "You don't feel any healthier.", 1012 "You don't feel any healthier.",
1291 "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."
1292 "You are no easier to look at.", 1016 "You are no easier to look at.",
1293 "no int",
1294 "no pow"
1295}; 1017};
1296 1018
1297int 1019int
1020change_ability_duration (object *spell, object *caster)
1021{
1022 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1023}
1024
1025int
1298cast_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)
1299{ 1027{
1300 object *force = NULL; 1028 object *force = 0;
1301 int i; 1029 int i;
1302 1030
1303 /* 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. */
1304 object *tmp = dir 1032 object *tmp = dir
1305 ? find_target_for_friendly_spell (op, dir) 1033 ? find_target_for_friendly_spell (op, dir)
1306 : op; 1034 : op;
1307 1035
1308 if (!tmp) 1036 if (!tmp)
1309 return 0; 1037 return 0;
1310 1038
1311 /* 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. */
1319 break; 1047 break;
1320 } 1048 }
1321 else if (spell_ob->race && spell_ob->race == tmp2->name) 1049 else if (spell_ob->race && spell_ob->race == tmp2->name)
1322 { 1050 {
1323 if (!silent) 1051 if (!silent)
1324 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
1325 return 0; 1055 return 0;
1326 } 1056 }
1327 } 1057 }
1328 } 1058 }
1059
1060 int duration = change_ability_duration (spell_ob, caster);
1061
1329 if (force == NULL) 1062 if (force)
1330 {
1331 force = get_archetype (FORCE_NAME);
1332 force->subtype = FORCE_CHANGE_ABILITY;
1333 if (spell_ob->race)
1334 force->name = spell_ob->race;
1335 else
1336 force->name = spell_ob->name;
1337 force->name_pl = spell_ob->name;
1338 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1339
1340 } 1063 {
1341 else
1342 {
1343 int duration;
1344
1345 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1346 if (duration > force->duration) 1064 if (duration > force->duration)
1347 { 1065 {
1348 force->duration = duration; 1066 force->duration = duration;
1349 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.");
1350 } 1068 }
1351 else 1069 else
1352 {
1353 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.");
1354 } 1071
1355 return 1; 1072 return 1;
1356 } 1073 }
1357 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
1358 force->speed = 1.0; 1090 force->speed = 1.0;
1359 force->speed_left = -1.0; 1091 force->speed_left = -1.0;
1360 SET_FLAG (force, FLAG_APPLIED); 1092 force->set_flag (FLAG_APPLIED);
1361 1093
1362 /* Now start processing the effects. First, protections */ 1094 /* Now start processing the effects. First, protections */
1363 for (i = 0; i < NROFATTACKS; i++) 1095 for (i = 0; i < NROFATTACKS; i++)
1364 {
1365 if (spell_ob->resist[i]) 1096 if (spell_ob->resist[i])
1366 {
1367 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));
1368 if (force->resist[i] > 100) 1098
1369 force->resist[i] = 100;
1370 }
1371 }
1372 if (spell_ob->stats.hp) 1099 if (spell_ob->stats.hp)
1373 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);
1374 1101
1375 if (tmp->type == PLAYER) 1102 if (tmp->type == PLAYER)
1376 { 1103 {
1377 /* Stat adjustment spells */ 1104 /* Stat adjustment spells */
1378 for (i = 0; i < NUM_STATS; i++) 1105 for (i = 0; i < NUM_STATS; i++)
1379 { 1106 {
1380 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; 1107 if (sint8 stat = spell_ob->stats.stat (i))
1381
1382 if (stat)
1383 { 1108 {
1384 sm = 0; 1109 sint8 sm = 0;
1385 for (k = 0; k < stat; k++) 1110 for (sint8 k = 0; k < stat; k++)
1386 sm += rndm (1, 3); 1111 sm += rndm (1, 3);
1387 1112
1388 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) 1113 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1389 { 1114 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1390 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); 1115
1391 if (sm < 0) 1116 force->stats.stat (i) = sm;
1392 sm = 0; 1117
1393 }
1394 set_attr_value (&force->stats, i, sm);
1395 if (!sm) 1118 if (!sm)
1396 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); 1119 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1397 } 1120 }
1398 } 1121 }
1399 } 1122 }
1400 1123
1401 force->move_type = spell_ob->move_type; 1124 force->move_type = spell_ob->move_type;
1402 1125
1403 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK)) 1126 if (spell_ob->flag [FLAG_SEE_IN_DARK])
1404 SET_FLAG (force, FLAG_SEE_IN_DARK); 1127 force->set_flag (FLAG_SEE_IN_DARK);
1405 1128
1406 if (QUERY_FLAG (spell_ob, FLAG_XRAYS)) 1129 if (spell_ob->flag [FLAG_XRAYS])
1407 SET_FLAG (force, FLAG_XRAYS); 1130 force->set_flag (FLAG_XRAYS);
1408 1131
1409 /* Haste/bonus speed */ 1132 /* Haste/bonus speed */
1410 if (spell_ob->stats.exp) 1133 if (spell_ob->stats.exp)
1411 { 1134 {
1412 if (op->speed > 0.5f) 1135 if (op->speed > 0.5f)
1420 force->attacktype = spell_ob->attacktype; 1143 force->attacktype = spell_ob->attacktype;
1421 1144
1422 insert_ob_in_ob (force, tmp); 1145 insert_ob_in_ob (force, tmp);
1423 change_abil (tmp, force); /* Mostly to display any messages */ 1146 change_abil (tmp, force); /* Mostly to display any messages */
1424 tmp->update_stats (); 1147 tmp->update_stats ();
1148
1425 return 1; 1149 return 1;
1426} 1150}
1427 1151
1428/* 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
1429 * 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
1430 * of the caster. 1154 * of the caster.
1431 */ 1155 */
1432
1433int 1156int
1434cast_bless (object *op, object *caster, object *spell_ob, int dir) 1157cast_bless (object *op, object *caster, object *spell_ob, int dir)
1435{ 1158{
1436 int i; 1159 int i;
1437 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1160 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1438 1161
1439 /* 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. */
1440 if (dir != 0) 1163 if (dir != 0)
1441 { 1164 {
1442 tmp = find_target_for_friendly_spell (op, dir); 1165 tmp = find_target_for_friendly_spell (op, dir);
1166
1167 if (!tmp)
1168 return 0;
1443 } 1169 }
1444 else 1170 else
1445 {
1446 tmp = op; 1171 tmp = op;
1447 }
1448 1172
1449 /* 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. */
1450 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1174 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1451 { 1175 {
1452 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1176 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1453 { 1177 {
1454 if (tmp2->name == spell_ob->name) 1178 if (tmp2->name == spell_ob->name)
1455 { 1179 {
1461 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);
1462 return 0; 1186 return 0;
1463 } 1187 }
1464 } 1188 }
1465 } 1189 }
1190
1466 if (force == NULL) 1191 if (force == NULL)
1467 { 1192 {
1468 force = get_archetype (FORCE_NAME); 1193 force = archetype::get (FORCE_NAME);
1469 force->subtype = FORCE_CHANGE_ABILITY; 1194 force->subtype = FORCE_CHANGE_ABILITY;
1470 if (spell_ob->race) 1195 if (spell_ob->race)
1471 force->name = spell_ob->race; 1196 force->name = spell_ob->race;
1472 else 1197 else
1473 force->name = spell_ob->name; 1198 force->name = spell_ob->name;
1488 { 1213 {
1489 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.");
1490 } 1215 }
1491 return 0; 1216 return 0;
1492 } 1217 }
1218
1493 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;
1494 force->speed = 1.0; 1220 force->speed = 1.0;
1495 force->speed_left = -1.0; 1221 force->speed_left = -1.0;
1496 SET_FLAG (force, FLAG_APPLIED); 1222 force->set_flag (FLAG_APPLIED);
1497 1223
1498 if (!god) 1224 if (!god)
1499 { 1225 {
1500 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty."); 1226 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1501 } 1227 }
1502 else 1228 else
1503 { 1229 {
1504 /* Only give out good benefits, and put a max on it */ 1230 /* Only give out good benefits, and put a max on it */
1505 for (i = 0; i < NROFATTACKS; i++) 1231 for (i = 0; i < NROFATTACKS; i++)
1506 {
1507 if (god->resist[i] > 0) 1232 if (god->resist[i] > 0)
1508 {
1509 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]);
1510 } 1234
1511 }
1512 force->path_attuned |= god->path_attuned; 1235 force->path_attuned |= god->path_attuned;
1513 1236
1514 if (spell_ob->attacktype) 1237 if (spell_ob->attacktype)
1515 force->slaying = god->slaying; 1238 force->slaying = god->slaying;
1516 1239
1532 insert_ob_in_ob (force, tmp); 1255 insert_ob_in_ob (force, tmp);
1533 tmp->update_stats (); 1256 tmp->update_stats ();
1534 return 1; 1257 return 1;
1535} 1258}
1536 1259
1537
1538
1539/* Alchemy code by Mark Wedel 1260/* Alchemy code by Mark Wedel
1540 * 1261 *
1541 * This code adds a new spell, called alchemy. Alchemy will turn 1262 * This code adds a new spell, called alchemy. Alchemy will turn
1542 * objects to gold nuggets, the value of the gold nuggets being 1263 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1543 * about 90% of that of the item itself. It uses the value of the
1544 * object before charisma adjustments, because the nuggets themselves
1545 * will be will be adjusted by charisma when sold.
1546 * 1264 *
1547 * 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
1548 * the maximum number of large nuggets you could get. 1266 * itself. It uses the value of the object before charisma adjustments,
1549 * 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
1550 * to the max amount of small nuggets as you could get. 1268 * when sold.
1551 *
1552 * For example, if an item is worth 110 gold, you will get
1553 * 4 large nuggets, and from 0-10 small nuggets.
1554 * 1269 *
1555 * 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
1556 * 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
1557 * alchemied. 1272 * alchemised.
1558 */ 1273 */
1559
1560/* I didn't feel like passing these as arguements to the
1561 * two functions that need them. Real values are put in them
1562 * when the spell is cast, and these are freed when the spell
1563 * is finished.
1564 */
1565static object *small, *large;
1566
1567static void 1274static void
1568alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight) 1275alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1569{ 1276{
1570 uint64 value = query_cost (obj, NULL, F_TRUE); 1277 uint64 value = query_cost (obj, NULL, F_TRUE);
1571 1278
1572 /* Give third price when we alchemy money (This should hopefully 1279 /* Give third price when we alchemy money (this should hopefully
1573 * 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
1574 * the nuggets, alchemy the gold from that, etc. 1281 * the nuggets, alchemy the gold from that, etc.
1575 * Otherwise, give 9 silver on the gold for other objects, 1282 * Otherwise, give 9 silver on the gold for other objects,
1576 * so that it would still be more affordable to haul 1283 * so that it would still be more affordable to haul
1577 * the stuff back to town. 1284 * the stuff back to town.
1578 */ 1285 */
1579 1286 if (obj->flag [FLAG_UNPAID])
1580 if (QUERY_FLAG (obj, FLAG_UNPAID))
1581 value = 0; 1287 value = 0;
1582 else if (obj->type == MONEY || obj->type == GEM) 1288 else if (obj->type == MONEY || obj->type == GEM)
1583 value /= 3; 1289 value /= 3;
1584 else 1290 else
1585 value = (value * 9) / 10; 1291 value = value * 9 / 10;
1586 1292
1587 value /= 4; // fix by GHJ, don't understand, pcg
1588
1589 if ((obj->value > 0) && rndm (0, 29)) 1293 if (obj->value > 0 && rndm (0, 29))
1590 { 1294 total_value += value;
1591 int count;
1592 1295
1593 count = value / large->value;
1594 *large_nuggets += count;
1595 value -= (uint64) count *(uint64) large->value;
1596
1597 count = value / small->value;
1598 *small_nuggets += count;
1599 }
1600
1601 /* Turn 25 small nuggets into 1 large nugget. If the value
1602 * of large nuggets is not evenly divisable by the small nugget
1603 * value, take off an extra small_nugget (Assuming small_nuggets!=0)
1604 */
1605 if (*small_nuggets * small->value >= large->value)
1606 {
1607 (*large_nuggets)++;
1608 *small_nuggets -= large->value / small->value;
1609 if (*small_nuggets && large->value % small->value)
1610 (*small_nuggets)--;
1611 }
1612 weight += obj->weight; 1296 total_weight += obj->total_weight ();
1297
1613 obj->destroy (); 1298 obj->destroy ();
1614} 1299}
1615 1300
1616static void
1617update_map (object *op, maptile *m, int small_nuggets, int large_nuggets, int x, int y)
1618{
1619 object *tmp;
1620 int flag = 0;
1621
1622 /* Put any nuggets below the player, but we can only pass this
1623 * flag if we are on the same space as the player
1624 */
1625 if (x == op->x && y == op->y && op->map == m)
1626 flag = INS_BELOW_ORIGINATOR;
1627
1628 if (small_nuggets)
1629 {
1630 tmp = small->clone ();
1631 tmp->nrof = small_nuggets;
1632 m->insert (tmp, x, y, op, flag);
1633 }
1634
1635 if (large_nuggets)
1636 {
1637 tmp = large->clone ();
1638 tmp->nrof = large_nuggets;
1639 m->insert (tmp, x, y, op, flag);
1640 }
1641}
1642
1643int 1301int
1644alchemy (object *op, object *caster, object *spell_ob) 1302alchemy (object *op, object *caster, object *spell_ob)
1645{ 1303{
1646 int x, y, weight = 0, weight_max, large_nuggets, small_nuggets, mflags;
1647 sint16 nx, ny;
1648 object *next, *tmp;
1649 maptile *mp;
1650
1651 if (op->type != PLAYER) 1304 if (op->type != PLAYER)
1652 return 0; 1305 return 0;
1653 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
1654 /* 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
1655 * some, and also prevents people from alcheming every table/chair/clock 1314 * some, and also prevents people from alchemising every table/chair/clock
1656 * in sight 1315 * in sight
1657 */ 1316 */
1658 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);
1659 weight_max *= 1000; 1318 int weight_max = duration * 1000;
1660 small = get_archetype ("smallnugget"), large = get_archetype ("largenugget"); 1319 uint64 value_max = duration * 1000;
1661 1320
1321 int weight = 0;
1322
1662 for (y = op->y - 1; y <= op->y + 1; y++) 1323 for (int y = op->y - 1; y <= op->y + 1; y++)
1663 { 1324 {
1664 for (x = op->x - 1; x <= op->x + 1; x++) 1325 for (int x = op->x - 1; x <= op->x + 1; x++)
1665 { 1326 {
1327 uint64 value = 0;
1328
1666 nx = x; 1329 sint16 nx = x;
1667 ny = y; 1330 sint16 ny = y;
1668 1331
1669 mp = op->map; 1332 maptile *mp = op->map;
1670 1333
1671 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); 1334 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1672 1335
1673 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1336 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1674 continue; 1337 continue;
1675 1338
1676 /* Treat alchemy a little differently - most spell effects 1339 /* Treat alchemy a little differently - most spell effects
1678 * ground level effect. 1341 * ground level effect.
1679 */ 1342 */
1680 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) 1343 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1681 continue; 1344 continue;
1682 1345
1683 small_nuggets = 0; 1346 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1684 large_nuggets = 0;
1685
1686 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = next)
1687 { 1347 {
1688 next = tmp->above; 1348 next = tmp->above;
1349
1689 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1350 if (tmp->weight > 0 && !tmp->flag [FLAG_NO_PICK] &&
1690 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1351 !tmp->flag [FLAG_ALIVE] && !tmp->flag [FLAG_IS_CAULDRON])
1691 { 1352 {
1692
1693 if (tmp->inv) 1353 if (tmp->inv)
1694 { 1354 {
1695 object *next1, *tmp1; 1355 object *next1, *tmp1;
1696 1356
1697 for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1) 1357 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1698 { 1358 {
1699 next1 = tmp1->below; 1359 next1 = tmp1->below;
1700 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1360 if (tmp1->weight > 0 && !tmp1->flag [FLAG_NO_PICK] &&
1701 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1361 !tmp1->flag [FLAG_ALIVE] && !tmp1->flag [FLAG_IS_CAULDRON])
1702 alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight); 1362 alchemy_object (tmp1, value, weight);
1703 } 1363 }
1704 } 1364 }
1365
1705 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); 1366 alchemy_object (tmp, value, weight);
1706 1367
1707 if (weight > weight_max) 1368 if (weight > weight_max)
1708 { 1369 break;
1709 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1710 large->destroy ();
1711 small->destroy ();
1712 return 1;
1713 } 1370 }
1714 } /* is alchemable object */
1715 } /* process all objects on this space */
1716
1717 /* Insert all the nuggets at one time. This probably saves time, but
1718 * it also prevents us from alcheming nuggets that were just created
1719 * with this spell.
1720 */ 1371 }
1721 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);
1722 } 1385 }
1723 }
1724 1386
1725 large->destroy (); 1387 if (weight > weight_max)
1726 small->destroy (); 1388 goto bailout;
1727 /* reset this so that if player standing on a big pile of stuff, 1389 }
1728 * it is redrawn properly. 1390 }
1729 */ 1391
1730 op->contr->ns->look_position = 0; 1392bailout:
1731 return 1; 1393 return 1;
1732} 1394}
1733
1734 1395
1735/* This function removes the cursed/damned status on equipped 1396/* This function removes the cursed/damned status on equipped
1736 * items. 1397 * items.
1737 */ 1398 */
1738int 1399int
1739remove_curse (object *op, object *caster, object *spell) 1400remove_curse (object *op, object *caster, object *spell)
1740{ 1401{
1741 object *tmp;
1742 int success = 0, was_one = 0; 1402 int success = 0, was_one = 0;
1743 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
1744 for (tmp = op->inv; tmp; tmp = tmp->below) 1410 for (object *tmp = op->inv; tmp && num_uncurse; tmp = tmp->below)
1745 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1411 if (!tmp->invisible && tmp->flag [typeflag])
1746 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1747 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1748 { 1412 {
1749 was_one++; 1413 ++was_one;
1414
1750 if (tmp->level <= caster_level (caster, spell)) 1415 if (tmp->level <= casting_level (caster, spell))
1751 { 1416 {
1752 success++; 1417 ++success;
1753 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1418 --num_uncurse;
1754 CLEAR_FLAG (tmp, FLAG_DAMNED);
1755 1419
1756 CLEAR_FLAG (tmp, FLAG_CURSED); 1420 tmp->clr_flag (typeflag);
1757 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1421 tmp->clr_flag (FLAG_CURSED);
1422 tmp->clr_flag (FLAG_KNOWN_CURSED);
1758 tmp->value = 0; /* Still can't sell it */ 1423 tmp->value = 0; /* Still can't sell it */
1759 if (op->type == PLAYER) 1424
1425 if (object *pl = tmp->visible_to ())
1760 esrv_send_item (op, tmp); 1426 esrv_update_item (UPD_FLAGS, pl, tmp);
1761 } 1427 }
1762 } 1428 }
1763 1429
1764 if (op->type == PLAYER) 1430 if (op->type == PLAYER)
1765 { 1431 {
1766 if (success) 1432 if (success)
1767 { 1433 new_draw_info (NDI_UNIQUE, 0, op, "You realise that some of your items look shinier now. H<You successfully removed some curses.>");
1768 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1769 }
1770 else 1434 else
1771 { 1435 {
1772 if (was_one) 1436 if (was_one)
1773 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.>");
1774 else 1438 else
1775 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.>");
1776 } 1440 }
1777 } 1441 }
1778 1442
1779 return success; 1443 return success;
1780} 1444}
1781 1445
1782/* Identifies objects in the players inventory/on the ground */ 1446/* Identifies objects in the players inventory/on the ground */
1783
1784int 1447int
1785cast_identify (object *op, object *caster, object *spell) 1448cast_identify (object *op, object *caster, object *spell)
1786{ 1449{
1787 object *tmp; 1450 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1788 int success = 0, num_ident;
1789 1451
1790 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));
1791 1453
1792 if (num_ident < 1) 1454 op->splay_marked ();
1793 num_ident = 1;
1794 1455
1795 for (tmp = op->inv; tmp; tmp = tmp->below) 1456 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1796 { 1457 {
1797 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1458 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1798 { 1459 {
1799 identify (tmp); 1460 identify (tmp);
1800 1461
1801 if (op->type == PLAYER) 1462 if (op->type == PLAYER)
1802 { 1463 {
1803 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));
1804 1465
1805 if (tmp->msg) 1466 if (tmp->msg)
1806 { 1467 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1807 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1808 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1809 }
1810 } 1468 }
1811 1469
1812 num_ident--;
1813 success = 1;
1814 if (!num_ident) 1470 if (!--num_ident)
1815 break; 1471 break;
1816 } 1472 }
1817 } 1473 }
1818 1474
1819 /* 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
1820 * 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
1821 * was not fully used. 1477 * was not fully used.
1822 */ 1478 */
1823 if (num_ident) 1479 if (num_ident)
1824 { 1480 {
1825 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)
1826 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1482 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1827 { 1483 {
1828 identify (tmp); 1484 identify (tmp);
1829 1485
1830 if (op->type == PLAYER) 1486 if (object *pl = tmp->visible_to ())
1831 { 1487 {
1832 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));
1833 1489
1834 if (tmp->msg) 1490 if (tmp->msg)
1835 { 1491 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1836 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1837 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1838 }
1839
1840 esrv_send_item (op, tmp);
1841 } 1492 }
1842 1493
1843 num_ident--;
1844 success = 1;
1845 if (!num_ident) 1494 if (!--num_ident)
1846 break; 1495 break;
1847 } 1496 }
1848 } 1497 }
1849 1498
1850 if (!success) 1499 if (buf.empty ())
1851 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 }
1852 else 1504 else
1505 {
1506 if (op->contr)
1507 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1508
1853 spell_effect (spell, op->x, op->y, op->map, op); 1509 spell_effect (spell, op->x, op->y, op->map, op);
1854 1510 return 1;
1855 return success; 1511 }
1856} 1512}
1857 1513
1858int 1514int
1859cast_detection (object *op, object *caster, object *spell, object *skill) 1515cast_detection (object *op, object *caster, object *spell, object *skill)
1860{ 1516{
1861 object *tmp, *last, *god, *detect; 1517 object *tmp, *last, *god, *detect;
1862 int done_one, range, mflags, floor, level; 1518 int done_one, range, floor, level;
1863 sint16 x, y, nx, ny; 1519 sint16 x, y, nx, ny;
1864 maptile *m; 1520 maptile *m;
1865 1521
1866 /* 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
1867 * doing it over and over again. 1523 * doing it over and over again.
1868 */ 1524 */
1869 god = find_god (determine_god (op)); 1525 god = find_god (determine_god (op));
1870 level = caster_level (caster, spell); 1526 level = casting_level (caster, spell);
1871 range = spell->range + SP_level_range_adjust (caster, spell); 1527 range = spell->range + SP_level_range_adjust (caster, spell);
1872 1528
1873 if (!skill) 1529 if (!skill)
1874 skill = caster; 1530 skill = caster;
1875 1531
1876 for (x = op->x - range; x <= op->x + range; x++) 1532 dynbuf buf;
1877 for (y = op->y - range; y <= op->y + range; y++) 1533 unordered_mapwalk (buf, op, -range, -range, range, range)
1878 { 1534 {
1879 m = op->map;
1880 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1881 if (mflags & P_OUT_OF_MAP)
1882 continue;
1883
1884 /* For most of the detections, we only detect objects above the 1535 /* For most of the detections, we only detect objects above the
1885 * floor. But this is not true for show invisible. 1536 * floor. But this is not true for show invisible.
1886 * Basically, we just go and find the top object and work 1537 * Basically, we just go and find the top object and work
1887 * down - that is easier than working up. 1538 * down - that is easier than working up.
1888 */ 1539 */
1889 1540
1890 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)
1891 last = tmp; 1542 last = tmp;
1892 1543
1893 /* 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
1894 * would happen. 1545 * would happen.
1895 */ 1546 */
1896 if (!last) 1547 if (!last)
1897 continue; 1548 continue;
1898 1549
1899 done_one = 0; 1550 done_one = 0;
1900 floor = 0; 1551 floor = 0;
1901 detect = NULL; 1552 detect = 0;
1902 for (tmp = last; tmp; tmp = tmp->below) 1553 for (tmp = last; tmp; tmp = tmp->below)
1903 { 1554 {
1904 /* show invisible */ 1555 /* show invisible */
1905 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1556 if (spell->flag [FLAG_MAKE_INVIS]
1906 /* Might there be other objects that we can make visible? */ 1557 /* Might there be other objects that we can make visible? */
1907 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1558 && (tmp->invisible && (tmp->flag [FLAG_MONSTER]
1908 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1559 || (tmp->type == PLAYER && !tmp->flag [FLAG_WIZ])
1909 tmp->type == CF_HANDLE || 1560 || tmp->type == T_HANDLE
1910 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
1911 tmp->type == BUTTON || tmp->type == TELEPORTER || 1565 || tmp->type == TELEPORTER
1566 || tmp->type == GATE
1912 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1567 || tmp->type == LOCKED_DOOR
1913 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)
1914 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1571 || tmp->type == TRIGGER_PEDESTAL
1915 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)))
1916 { 1577 {
1578 printf ("show inv %s\n", tmp->debug_desc());//D
1917 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)
1918 { 1580 {
1919 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
1920 done_one = 1; 1663 done_one = 1;
1921 } 1664 }
1922 } 1665 }
1923
1924 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1925 floor = 1;
1926
1927 /* All detections below this point don't descend beneath the floor,
1928 * so just continue on. We could be clever and look at the type of
1929 * detection to completely break out if we don't care about objects beneath
1930 * the floor, but once we get to the floor, not likely a very big issue anyways.
1931 */
1932 if (floor)
1933 continue;
1934
1935 /* I had thought about making detect magic and detect curse
1936 * show the flash the magic item like it does for detect monster.
1937 * however, if the object is within sight, this would then make it
1938 * difficult to see what object is magical/cursed, so the
1939 * effect wouldn't be as apparant.
1940 */
1941
1942 /* detect magic */
1943 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1944 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1945 {
1946 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1947 /* make runes more visibile */
1948 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1949 tmp->stats.Cha /= 4;
1950 done_one = 1;
1951 }
1952 /* detect monster */
1953 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1954 {
1955 done_one = 2;
1956 if (!detect)
1957 detect = tmp;
1958 }
1959 /* Basically, if race is set in the spell, then the creatures race must
1960 * match that. if the spell race is set to GOD, then the gods opposing
1961 * race must match.
1962 */
1963 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1964 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) ||
1965 (strstr (spell->race, tmp->race))))
1966 {
1967 done_one = 2;
1968 if (!detect)
1969 detect = tmp;
1970 }
1971 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1972 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1973 {
1974 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1975 done_one = 1;
1976 }
1977 } /* for stack of objects on this space */ 1666 } /* for stack of objects on this space */
1978 1667
1979 /* 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
1980 * where the magic is. 1669 * where the magic is.
1981 */ 1670 */
1982 if (done_one) 1671 if (done_one)
1983 { 1672 {
1984 object *detect_ob = arch_to_object (spell->other_arch); 1673 object *detect_ob = spell->other_arch->instance ();
1985 1674
1986 /* if this is set, we want to copy the face */ 1675 /* if this is set, we want to copy the face */
1987 if (done_one == 2 && detect) 1676 if (done_one == 2 && detect)
1988 { 1677 {
1989 detect_ob->face = detect->face; 1678 detect_ob->face = detect->face;
1990 detect_ob->animation_id = detect->animation_id; 1679 detect_ob->animation_id = detect->animation_id;
1991 detect_ob->anim_speed = detect->anim_speed; 1680 detect_ob->anim_speed = detect->anim_speed;
1992 detect_ob->last_anim = 0; 1681 detect_ob->last_anim = 0;
1993 /* by default, the detect_ob is already animated */ 1682 /* by default, the detect_ob is already animated */
1994 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1683 if (!detect->flag [FLAG_ANIMATE])
1995 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1684 detect_ob->clr_flag (FLAG_ANIMATE);
1996 } 1685 }
1997 1686
1998 m->insert (detect_ob, nx, ny, op); 1687 m->insert (detect_ob, nx, ny, op, INS_ON_TOP);
1999 } 1688 }
2000 } /* for processing the surrounding spaces */ 1689 } /* for processing the surrounding spaces */
2001 1690
2002 1691
2003 /* 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 */
2004 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])
2005 { 1694 {
2006 done_one = 0; 1695 done_one = 0;
1696
2007 for (tmp = op->inv; tmp; tmp = tmp->below) 1697 for (tmp = op->inv; tmp; tmp = tmp->below)
2008 { 1698 {
2009 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1699 if (!tmp->invisible && !tmp->flag [FLAG_IDENTIFIED])
2010 { 1700 {
2011 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])
2012 { 1702 {
2013 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1703 tmp->set_flag (FLAG_KNOWN_MAGICAL);
2014 if (op->type == PLAYER) 1704
1705 if (object *pl = tmp->visible_to ())
2015 esrv_send_item (op, tmp); 1706 esrv_update_item (UPD_FLAGS, pl, tmp);
2016 } 1707 }
2017 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1708
2018 (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]))
2019 { 1711 {
2020 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1712 tmp->set_flag (FLAG_KNOWN_CURSED);
2021 if (op->type == PLAYER) 1713
1714 if (object *pl = tmp->visible_to ())
2022 esrv_send_item (op, tmp); 1715 esrv_update_item (UPD_FLAGS, pl, tmp);
2023 } 1716 }
2024 } /* if item is not identified */ 1717 } /* if item is not identified */
2025 } /* for the players inventory */ 1718 } /* for the players inventory */
2026 } /* if detect magic/curse and object is a player */ 1719 } /* if detect magic/curse and object is a player */
1720
2027 return 1; 1721 return 1;
2028} 1722}
2029 1723
2030 1724
2031/** 1725/**
2044 1738
2045 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.");
2046 1740
2047 if (victim->stats.sp >= victim->stats.maxsp * 2) 1741 if (victim->stats.sp >= victim->stats.maxsp * 2)
2048 { 1742 {
2049 object *tmp;
2050
2051 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1743 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
2052
2053 /* Explodes a fireball centered at player */
2054 tmp = get_archetype (EXPLODING_FIREBALL);
2055 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
2056 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
2057
2058 tmp->insert_at (victim);
2059 victim->stats.sp = 2 * victim->stats.maxsp; 1744 victim->stats.sp = 2 * victim->stats.maxsp;
1745 create_exploding_ball_at (victim, caster_level);
2060 } 1746 }
2061 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1747 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
2062 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.");
2063 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1749 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2064 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!");
2065 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1751 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2066 { 1752 {
2067 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1753 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2083 sint16 x, y; 1769 sint16 x, y;
2084 maptile *m; 1770 maptile *m;
2085 int mflags; 1771 int mflags;
2086 1772
2087 m = op->map; 1773 m = op->map;
2088 x = op->x + freearr_x[dir]; 1774 x = op->x + DIRX (dir);
2089 y = op->y + freearr_y[dir]; 1775 y = op->y + DIRY (dir);
2090 1776
2091 mflags = get_map_flags (m, &m, x, y, &x, &y); 1777 mflags = get_map_flags (m, &m, x, y, &x, &y);
2092 1778
2093 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1779 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
2094 { 1780 {
2095 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)
2096 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1782 if (plyr != op && plyr->flag [FLAG_ALIVE])
2097 break; 1783 break;
2098 } 1784 }
2099 1785
2100 1786
2101 /* 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
2102 * 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.
2103 */ 1789 */
2104 if (plyr == NULL) 1790 if (plyr == NULL)
2105 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)
2106 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1792 if (plyr != op && plyr->flag [FLAG_ALIVE])
2107 break; 1793 break;
2108 1794
2109 if (!plyr) 1795 if (!plyr)
2110 { 1796 {
2111 new_draw_info (NDI_BLACK, 0, op, "There is no one there."); 1797 op->failmsg ("There is no one there.");
2112 return 0; 1798 return 0;
2113 } 1799 }
2114 /* give sp */ 1800 /* give sp */
2115 if (spell->stats.dam > 0) 1801 if (spell->stats.dam > 0)
2116 { 1802 {
2117 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);
2118 charge_mana_effect (plyr, caster_level (caster, spell)); 1804 charge_mana_effect (plyr, casting_level (caster, spell));
2119 return 1; 1805 return 1;
2120 } 1806 }
2121 /* suck sp away. Can't suck sp from yourself */ 1807 /* suck sp away. Can't suck sp from yourself */
2122 else if (op != plyr) 1808 else if (op != plyr)
2123 { 1809 {
2128 if (rate > 95) 1814 if (rate > 95)
2129 rate = 95; 1815 rate = 95;
2130 1816
2131 sucked = (plyr->stats.sp * rate) / 100; 1817 sucked = (plyr->stats.sp * rate) / 100;
2132 plyr->stats.sp -= sucked; 1818 plyr->stats.sp -= sucked;
2133 if (QUERY_FLAG (op, FLAG_ALIVE)) 1819 if (op->flag [FLAG_ALIVE])
2134 { 1820 {
2135 /* Player doesn't get full credit */ 1821 /* Player doesn't get full credit */
2136 sucked = (sucked * rate) / 100; 1822 sucked = (sucked * rate) / 100;
2137 op->stats.sp += sucked; 1823 op->stats.sp += sucked;
2138 if (sucked > 0) 1824 if (sucked > 0)
2139 { 1825 {
2140 charge_mana_effect (op, caster_level (caster, spell)); 1826 charge_mana_effect (op, casting_level (caster, spell));
2141 } 1827 }
2142 } 1828 }
2143 return 1; 1829 return 1;
2144 } 1830 }
2145 return 0; 1831 return 0;
2158 object *tmp, *head, *next; 1844 object *tmp, *head, *next;
2159 int mflags; 1845 int mflags;
2160 maptile *m; 1846 maptile *m;
2161 sint16 sx, sy; 1847 sint16 sx, sy;
2162 1848
2163 sx = op->x + freearr_x[dir]; 1849 sx = op->x + DIRX (dir);
2164 sy = op->y + freearr_y[dir]; 1850 sy = op->y + DIRY (dir);
2165 m = op->map; 1851 m = op->map;
2166 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1852 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
2167 if (mflags & P_OUT_OF_MAP) 1853 if (mflags & P_OUT_OF_MAP)
2168 return; 1854 return;
2169 1855
2182 1868
2183 /* don't attack our own spells */ 1869 /* don't attack our own spells */
2184 if (tmp->owner && tmp->owner == op->owner) 1870 if (tmp->owner && tmp->owner == op->owner)
2185 continue; 1871 continue;
2186 1872
2187 /* Basically, if the object is magical and not counterspell, 1873 /* Basically, if the object is magical and not counterspell,
2188 * we will more or less remove the object. Don't counterspell 1874 * we will more or less remove the object. Don't counterspell
2189 * monsters either. 1875 * monsters either.
2190 */ 1876 */
2191 1877
2192 if (head->attacktype & AT_MAGIC && 1878 if (head->attacktype & AT_MAGIC
2193 !(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))
2194 head->destroy (); 1882 head->destroy ();
2195 else 1883 else
2196 switch (head->type) 1884 switch (head->type)
2197 { 1885 {
2198 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
2199 if (op->level > head->level) 1892 if (op->level > head->level)
2200 head->destroy (); 1893 head->destroy ();
2201 1894
2202 break; 1895 break;
2203 1896
2214 break; 1907 break;
2215 } 1908 }
2216 } 1909 }
2217} 1910}
2218 1911
2219
2220
2221/* cast_consecrate() - a spell to make an altar your god's */ 1912/* cast_consecrate() - a spell to make an altar your god's */
2222int 1913int
2223cast_consecrate (object *op, object *caster, object *spell) 1914cast_consecrate (object *op, object *caster, object *spell)
2224{ 1915{
2225 char buf[MAX_BUF]; 1916 char buf[MAX_BUF];
2226 1917
2227 object *tmp, *god = find_god (determine_god (op)); 1918 object *tmp, *god = find_god (determine_god (op));
2228 1919
2229 if (!god) 1920 if (!god)
2230 { 1921 {
2231 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!");
2232 return 0; 1923 return 0;
2233 } 1924 }
2234 1925
2235 for (tmp = op->below; tmp; tmp = tmp->below) 1926 for (tmp = op->below; tmp; tmp = tmp->below)
2236 { 1927 {
2237 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1928 if (tmp->flag [FLAG_IS_FLOOR])
2238 break; 1929 break;
2239 if (tmp->type == HOLY_ALTAR) 1930 if (tmp->type == HOLY_ALTAR)
2240 { 1931 {
2241 1932
2242 if (tmp->level > caster_level (caster, spell)) 1933 if (tmp->level > casting_level (caster, spell))
2243 { 1934 {
2244 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);
2245 return 0; 1936 return 0;
2246 } 1937 }
2247 else 1938 else
2248 { 1939 {
2249 /* If we got here, we are consecrating an altar */ 1940 /* If we got here, we are consecrating an altar */
2250 sprintf (buf, "Altar of %s", &god->name); 1941 sprintf (buf, "Altar of %s", &god->name);
2251 tmp->name = buf; 1942 tmp->name = buf;
2252 tmp->level = caster_level (caster, spell); 1943 tmp->level = casting_level (caster, spell);
2253 tmp->other_arch = god->arch; 1944 tmp->other_arch = god->arch;
1945
2254 if (op->type == PLAYER) 1946 if (op->type == PLAYER)
2255 esrv_update_item (UPD_NAME, op, tmp); 1947 esrv_update_item (UPD_NAME, op, tmp);
1948
2256 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);
2257 return 1; 1950 return 1;
2258 } 1951 }
2259 } 1952 }
2260 } 1953 }
2261 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!");
2262 return 0; 1956 return 0;
2263} 1957}
2264 1958
2265/* animate_weapon - 1959/* animate_weapon -
2266 * 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.
2267 * 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
2268 * 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
2269 * 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.
2270 * 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,
2271 * 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
2272 * 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
2273 * player checks. MSW 2003-01-06 1967 * player checks. MSW 2003-01-06
2274 */ 1968 */
2275
2276int 1969int
2277animate_weapon (object *op, object *caster, object *spell, int dir) 1970animate_weapon (object *op, object *caster, object *spell, int dir)
2278{ 1971{
2279 object *weapon, *tmp;
2280 char buf[MAX_BUF]; 1972 char buf[MAX_BUF];
2281 int a, i; 1973 int a, i;
2282 sint16 x, y; 1974 sint16 x, y;
2283 maptile *m; 1975 maptile *m;
2284 materialtype_t *mt;
2285 1976
2286 if (!spell->other_arch) 1977 if (!spell->other_arch)
2287 { 1978 {
2288 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1979 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2289 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);
2292 /* exit if it's not a player using this spell. */ 1983 /* exit if it's not a player using this spell. */
2293 if (op->type != PLAYER) 1984 if (op->type != PLAYER)
2294 return 0; 1985 return 0;
2295 1986
2296 /* if player already has a golem, abort */ 1987 /* if player already has a golem, abort */
2297 if (op->contr->ranges[range_golem]) 1988 if (object *golem = op->contr->golem)
2298 { 1989 {
2299 control_golem (op->contr->ranges[range_golem], dir); 1990 control_golem (golem, dir);
2300 return 0; 1991 return 0;
2301 } 1992 }
2302 1993
2303 /* if no direction specified, pick one */ 1994 /* if no direction specified, pick one */
2304 if (!dir) 1995 if (!dir)
2305 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);
2306 1997
2307 m = op->map; 1998 m = op->map;
2308 x = op->x + freearr_x[dir]; 1999 x = op->x + DIRX (dir);
2309 y = op->y + freearr_y[dir]; 2000 y = op->y + DIRY (dir);
2310 2001
2311 /* if there's no place to put the golem, abort */ 2002 /* if there's no place to put the golem, abort */
2312 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)
2313 ((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))
2314 { 2005 {
2315 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2006 op->failmsg ("There is something in the way.");
2316 return 0; 2007 return 0;
2317 } 2008 }
2318 2009
2319 /* Use the weapon marked by the player. */ 2010 /* Use the weapon marked by the player. */
2320 weapon = find_marked_object (op); 2011 object *weapon = op->mark ();
2321 2012
2322 if (!weapon) 2013 if (!weapon)
2323 { 2014 {
2324 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!");
2325 return 0; 2016 return 0;
2326 } 2017 }
2018
2327 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2019 if (spell->race && weapon->arch->archname != spell->race)
2328 { 2020 {
2329 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2021 op->failmsg ("The spell fails to transform your weapon.");
2330 return 0; 2022 return 0;
2331 } 2023 }
2024
2332 if (weapon->type != WEAPON) 2025 if (weapon->type != WEAPON)
2333 { 2026 {
2334 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.");
2335 return 0; 2028 return 0;
2336 } 2029 }
2337 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2030
2031 if (weapon->flag [FLAG_APPLIED])
2338 { 2032 {
2339 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));
2340 return 0; 2034 return 0;
2341 } 2035 }
2342 2036
2343 if (weapon->nrof > 1) 2037 weapon = weapon->split ();
2344 {
2345 tmp = get_split_ob (weapon, 1);
2346 esrv_send_item (op, weapon);
2347 weapon = tmp;
2348 }
2349 2038
2350 /* create the golem object */ 2039 /* create the golem object */
2351 tmp = arch_to_object (spell->other_arch); 2040 object *tmp = spell->other_arch->instance ();
2352 2041
2353 /* 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 */
2354 CLEAR_FLAG (tmp, FLAG_MONSTER); 2043 tmp->clr_flag (FLAG_MONSTER);
2355 SET_FLAG (tmp, FLAG_FRIENDLY);
2356 tmp->stats.exp = 0; 2044 tmp->stats.exp = 0;
2357 add_friendly_object (tmp); 2045 add_friendly_object (tmp);
2358 tmp->type = GOLEM; 2046 tmp->type = GOLEM;
2359 tmp->set_owner (op); 2047 tmp->set_owner (op);
2048 op->contr->golem = tmp;
2360 set_spell_skill (op, caster, spell, tmp); 2049 set_spell_skill (op, caster, spell, tmp);
2361 op->contr->ranges[range_golem] = tmp;
2362 op->contr->shoottype = range_golem;
2363 2050
2364 /* 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
2365 * removed flag - it should only be set if get_split_object was 2052 * removed flag - it should only be set if weapon->split was
2366 * used above. 2053 * used above.
2367 */ 2054 */
2368 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2055 if (!weapon->flag [FLAG_REMOVED])
2369 weapon->remove (); 2056 weapon->remove ();
2370 insert_ob_in_ob (weapon, tmp); 2057
2371 esrv_send_item (op, weapon); 2058 tmp->insert (weapon);
2059
2372 /* 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,
2373 * 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
2374 * body_info, skills, etc) 2062 * body_info, skills, etc)
2375 */ 2063 */
2376 SET_FLAG (tmp, FLAG_USE_WEAPON); 2064 tmp->set_flag (FLAG_USE_WEAPON);
2377 SET_FLAG (weapon, FLAG_APPLIED); 2065 weapon->set_flag (FLAG_APPLIED);
2378 tmp->update_stats (); 2066 tmp->update_stats ();
2379 2067
2380 /* 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
2381 * 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 -
2382 * 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.
2402 2090
2403 /* attacktype */ 2091 /* attacktype */
2404 if (!tmp->attacktype) 2092 if (!tmp->attacktype)
2405 tmp->attacktype = AT_PHYSICAL; 2093 tmp->attacktype = AT_PHYSICAL;
2406 2094
2407 mt = NULL;
2408 if (op->materialname != NULL)
2409 mt = name_to_material (op->materialname);
2410 if (mt != NULL)
2411 {
2412 for (i = 0; i < NROFATTACKS; i++) 2095 for (i = 0; i < NROFATTACKS; i++)
2413 tmp->resist[i] = 50 - (mt->save[i] * 5); 2096 tmp->resist[i] = 50 - (op->material->save[i] * 5);
2414 a = mt->save[0]; 2097
2415 } 2098 a = op->material->save[0];
2416 else 2099
2417 {
2418 for (i = 0; i < NROFATTACKS; i++)
2419 tmp->resist[i] = 5;
2420 a = 10;
2421 }
2422 /* Set weapon's immunity */ 2100 /* Set weapon's immunity */
2423 tmp->resist[ATNR_CONFUSION] = 100; 2101 tmp->resist[ATNR_CONFUSION] = 100;
2424 tmp->resist[ATNR_POISON] = 100; 2102 tmp->resist[ATNR_POISON] = 100;
2425 tmp->resist[ATNR_SLOW] = 100; 2103 tmp->resist[ATNR_SLOW] = 100;
2426 tmp->resist[ATNR_PARALYZE] = 100; 2104 tmp->resist[ATNR_PARALYZE] = 100;
2432 2110
2433 /* 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 */
2434 2112
2435 if (a > 14) 2113 if (a > 14)
2436 a = 14; 2114 a = 14;
2115
2437 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));
2438 2117
2439 /* Determine golem's speed */ 2118 /* Determine golem's speed */
2440 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)));
2441 2120
2442 if (!spell->race) 2121 if (!spell->race)
2443 { 2122 {
2444 sprintf (buf, "animated %s", &weapon->name); 2123 sprintf (buf, "animated %s", &weapon->name);
2445 tmp->name = buf; 2124 tmp->name = buf;
2451 tmp->state = weapon->state; 2130 tmp->state = weapon->state;
2452 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2131 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2453 } 2132 }
2454 2133
2455 /* 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. */
2456 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));
2457 2136
2458 tmp->speed_left = -1; 2137 tmp->speed_left = -1;
2459 tmp->direction = dir; 2138 tmp->direction = dir;
2460 2139
2461 m->insert (tmp, x, y, op); 2140 m->insert (tmp, x, y, op);
2465/* cast_daylight() - changes the map darkness level *lower* */ 2144/* cast_daylight() - changes the map darkness level *lower* */
2466 2145
2467/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2146/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2468 * This changes the light level for the entire map. 2147 * This changes the light level for the entire map.
2469 */ 2148 */
2470
2471int 2149int
2472cast_change_map_lightlevel (object *op, object *caster, object *spell) 2150cast_change_map_lightlevel (object *op, object *caster, object *spell)
2473{ 2151{
2474 int success; 2152 int success;
2475 2153
2479 success = op->map->change_map_light (spell->stats.dam); 2157 success = op->map->change_map_light (spell->stats.dam);
2480 2158
2481 if (!success) 2159 if (!success)
2482 { 2160 {
2483 if (spell->stats.dam < 0) 2161 if (spell->stats.dam < 0)
2484 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2162 op->failmsg ("It can be no brighter here.");
2485 else 2163 else
2486 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2164 op->failmsg ("It can be no darker here.");
2487 } 2165 }
2166
2488 return success; 2167 return success;
2489} 2168}
2490
2491
2492
2493
2494 2169
2495/* 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.
2496 * 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,
2497 * spell is the spell object itself. 2172 * spell is the spell object itself.
2498 */ 2173 */
2504 2179
2505 new_aura = present_arch_in_ob (spell->other_arch, op); 2180 new_aura = present_arch_in_ob (spell->other_arch, op);
2506 if (new_aura) 2181 if (new_aura)
2507 refresh = 1; 2182 refresh = 1;
2508 else 2183 else
2509 new_aura = arch_to_object (spell->other_arch); 2184 new_aura = spell->other_arch->instance ();
2510 2185
2511 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);
2512 2187
2513 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);
2514 2189
2515 new_aura->set_owner (op);
2516 set_spell_skill (op, caster, spell, new_aura); 2190 set_spell_skill (op, caster, spell, new_aura);
2517 new_aura->attacktype = spell->attacktype; 2191 new_aura->attacktype = spell->attacktype;
2518 2192
2519 new_aura->level = caster_level (caster, spell); 2193 new_aura->level = casting_level (caster, spell);
2194
2520 if (refresh) 2195 if (refresh)
2521 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.");
2522 else 2197 else
2523 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
2524 insert_ob_in_ob (new_aura, op); 2200 insert_ob_in_ob (new_aura, op);
2201 new_aura->set_owner (op);
2202
2525 return 1; 2203 return 1;
2526} 2204}
2527
2528 2205
2529/* 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,
2530 * 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
2531 * around him. 2208 * around him.
2532 * Aura parameters: 2209 * Aura parameters:
2533 * duration: duration counter. 2210 * duration: duration counter.
2534 * attacktype: aura's attacktype 2211 * attacktype: aura's attacktype
2535 * other_arch: archetype to drop where we attack 2212 * other_arch: archetype to drop where we attack
2536 */ 2213 */
2537
2538void 2214void
2539move_aura (object *aura) 2215move_aura (object *aura)
2540{ 2216{
2541 int i, mflags;
2542 object *env;
2543 maptile *m;
2544
2545 /* auras belong in inventories */ 2217 /* auras belong in inventories */
2546 env = aura->env; 2218 object *env = aura->env;
2219 object *owner = aura->owner;
2547 2220
2548 /* no matter what we've gotta remove the aura... 2221 /* no matter what we've gotta remove the aura...
2549 * we'll put it back if its time isn't up. 2222 * we'll put it back if its time isn't up.
2550 */ 2223 */
2551 aura->remove (); 2224 aura->remove ();
2552 2225
2553 /* exit if we're out of gas */ 2226 /* exit if we're out of gas */
2554 if (aura->duration-- < 0) 2227 if (aura->duration-- < 0)
2556 aura->destroy (); 2229 aura->destroy ();
2557 return; 2230 return;
2558 } 2231 }
2559 2232
2560 /* auras only exist in inventories */ 2233 /* auras only exist in inventories */
2561 if (env == NULL || env->map == NULL) 2234 if (!env || !env->map)
2562 { 2235 {
2563 aura->destroy (); 2236 aura->destroy ();
2564 return; 2237 return;
2565 } 2238 }
2566 2239
2567 /* we need to jump out of the inventory for a bit 2240 /* we need to jump out of the inventory for a bit
2568 * in order to hit the map conveniently. 2241 * in order to hit the map conveniently.
2569 */ 2242 */
2570 aura->insert_at (env, aura); 2243 aura->insert_at (env, aura);
2571 2244
2572 for (i = 1; i < 9; i++) 2245 for (int i = 1; i < 9; i++)
2573 { 2246 {
2574 sint16 nx, ny; 2247 mapxy pos (env);
2248 pos.move (i);
2575 2249
2576 nx = aura->x + freearr_x[i];
2577 ny = aura->y + freearr_y[i];
2578 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2579
2580 /* Consider the movement tyep of the person with the aura as 2250 /* Consider the movement type of the person with the aura as
2581 * 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
2582 * 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.
2583 */ 2253 */
2584 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)))
2585 { 2255 {
2586 hit_map (aura, i, aura->attacktype, 0); 2256 hit_map (aura, i, aura->attacktype, 0);
2587 2257
2588 if (aura->other_arch) 2258 if (aura->other_arch)
2589 m->insert (arch_to_object (aura->other_arch), nx, ny, aura); 2259 pos.insert (aura->other_arch->instance (), aura);
2590 } 2260 }
2591 } 2261 }
2592 2262
2593 /* put the aura back in the player's inventory */ 2263 /* put the aura back in the player's inventory */
2594 aura->remove (); 2264 env->insert (aura);
2595 insert_ob_in_ob (aura, env); 2265 aura->set_owner (owner);
2596} 2266}
2597 2267
2598/* moves the peacemaker spell. 2268/* moves the peacemaker spell.
2599 * op is the piece object. 2269 * op is the piece object.
2600 */ 2270 */
2601
2602void 2271void
2603move_peacemaker (object *op) 2272move_peacemaker (object *op)
2604{ 2273{
2605 object *tmp; 2274 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2606
2607 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2608 { 2275 {
2609 int atk_lev, def_lev; 2276 int atk_lev, def_lev;
2610 object *victim = tmp; 2277 object *victim = tmp->head_ ();
2611 2278
2612 if (tmp->head) 2279 if (!victim->flag [FLAG_MONSTER])
2613 victim = tmp->head;
2614 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2615 continue; 2280 continue;
2616 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2281
2282 if (victim->flag [FLAG_UNAGGRESSIVE])
2617 continue; 2283 continue;
2284
2618 if (victim->stats.exp == 0) 2285 if (victim->stats.exp == 0)
2619 continue; 2286 continue;
2620 2287
2621 def_lev = MAX (1, victim->level); 2288 def_lev = max (1, victim->level);
2622 atk_lev = MAX (1, op->level); 2289 atk_lev = max (1, op->level);
2623 2290
2624 if (rndm (0, atk_lev - 1) > def_lev) 2291 if (rndm (0, atk_lev - 1) > def_lev)
2625 { 2292 {
2626 /* make this sucker peaceful. */ 2293 /* make this sucker peaceful. */
2627 2294
2295 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2628 change_exp (op->owner, victim->stats.exp, op->skill, 0); 2296 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2629 victim->stats.exp = 0; 2297 victim->stats.exp = 0;
2630#if 0 2298#if 0
2631 /* No idea why these were all set to zero - if something 2299 /* No idea why these were all set to zero - if something
2632 * makes this creature agressive, he should still do damage. 2300 * makes this creature agressive, he should still do damage.
2635 victim->stats.sp = 0; 2303 victim->stats.sp = 0;
2636 victim->stats.grace = 0; 2304 victim->stats.grace = 0;
2637 victim->stats.Pow = 0; 2305 victim->stats.Pow = 0;
2638#endif 2306#endif
2639 victim->attack_movement = RANDO2; 2307 victim->attack_movement = RANDO2;
2640 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2308 victim->set_flag (FLAG_UNAGGRESSIVE);
2641 SET_FLAG (victim, FLAG_RUN_AWAY); 2309 victim->set_flag (FLAG_RUN_AWAY);
2642 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2310 victim->set_flag (FLAG_RANDOM_MOVE);
2643 CLEAR_FLAG (victim, FLAG_MONSTER); 2311 victim->clr_flag (FLAG_MONSTER);
2312
2644 if (victim->name) 2313 if (victim->name)
2645 {
2646 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);
2647 } 2315 }
2648 }
2649 } 2316 }
2650} 2317}
2651
2652 2318
2653/* This writes a rune that contains the appropriate message. 2319/* This writes a rune that contains the appropriate message.
2654 * There really isn't any adjustments we make. 2320 * There really isn't any adjustments we make.
2655 */ 2321 */
2656
2657int 2322int
2658write_mark (object *op, object *spell, const char *msg) 2323write_mark (object *op, object *spell, const char *msg)
2659{ 2324{
2660 char rune[HUGE_BUF];
2661 object *tmp;
2662
2663 if (!msg || msg[0] == 0) 2325 if (!msg || msg[0] == 0)
2664 { 2326 {
2665 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2327 op->failmsg ("Write what?");
2666 return 0; 2328 return 0;
2667 } 2329 }
2668 2330
2669 if (strcasestr_local (msg, "endmsg")) 2331 if (!msg_is_safe (msg))
2670 { 2332 {
2671 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.>");
2672 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);
2673 return 0; 2335 return 0;
2674 } 2336 }
2337
2675 if (!spell->other_arch) 2338 if (!spell->other_arch)
2676 return 0; 2339 return 0;
2677 tmp = arch_to_object (spell->other_arch);
2678 2340
2679 snprintf (rune, sizeof (rune), "%s\n", msg); 2341 object *tmp = spell->other_arch->instance ();
2680 2342
2681 tmp->race = op->name; /*Save the owner of the rune */ 2343 tmp->race = op->name; /*Save the owner of the rune */
2682 tmp->msg = rune; 2344 tmp->msg = msg;
2683 2345
2684 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); 2346 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2347
2685 return 1; 2348 return 1;
2686} 2349}
2350

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