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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.34 by root, Mon Jan 8 01:19:04 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_all_actives (tmp) 422 for_all_actives (tmp)
424/* earth to dust spell. Basically destroys earthwalls in the area. 429/* earth to dust spell. Basically destroys earthwalls in the area.
425 */ 430 */
426int 431int
427cast_earth_to_dust (object *op, object *caster, object *spell_ob) 432cast_earth_to_dust (object *op, object *caster, object *spell_ob)
428{ 433{
429 object *tmp, *next;
430 int range, i, j, mflags; 434 int range, i, j, mflags;
431 sint16 sx, sy; 435 sint16 sx, sy;
432 maptile *m; 436 maptile *m;
433
434 if (op->type != PLAYER)
435 return 0;
436 437
437 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 438 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
438 439
439 for (i = -range; i <= range; i++) 440 for (i = -range; i <= range; i++)
440 for (j = -range; j <= range; j++) 441 for (j = -range; j <= range; j++)
445 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 446 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
446 447
447 if (mflags & P_OUT_OF_MAP) 448 if (mflags & P_OUT_OF_MAP)
448 continue; 449 continue;
449 450
450 // earth to dust tears down everything that can be teared down 451 // earth to dust tears down everything that can be torn down
451 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)
452 { 453 {
453 next = tmp->above; 454 next = tmp->above;
454 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 455
456 if (tmp->flag [FLAG_TEAR_DOWN])
455 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 457 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
456 } 458 }
457 } 459 }
458 460
459 return 1; 461 return 1;
461 463
462void 464void
463execute_word_of_recall (object *op) 465execute_word_of_recall (object *op)
464{ 466{
465 if (object *pl = op->in_player ()) 467 if (object *pl = op->in_player ())
466 {
467 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST)) 468 if (pl->ms ().flags () & P_NO_CLERIC && !pl->flag [FLAG_WIZCAST])
468 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.");
469 else 470 else
470 { 471 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
471 // remove first so we do not call update_stats
472 op->remove ();
473 pl->enter_exit (op);
474 }
475 }
476 472
477 op->destroy (); 473 op->destroy ();
478} 474}
479 475
480/* Word of recall causes the player to return 'home'. 476/* Word of recall causes the player to return 'home'.
481 * 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
482 * time delay effect. 478 * time delay effect.
483 */ 479 */
484int 480int
485cast_word_of_recall (object *op, object *caster, object *spell_ob) 481cast_word_of_recall (object *op, object *caster, object *spell_ob)
486{ 482{
487 object *dummy; 483 if (!op->is_player ())
488 int time;
489
490 if (op->type != PLAYER)
491 return 0; 484 return 0;
492 485
493 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))
494 { 487 {
495 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.");
496 return 1; 489 return 1;
497 } 490 }
498 491
499 dummy = get_archetype (FORCE_NAME); 492 object *dummy = archetype::get (FORCE_NAME);
500 if (dummy == NULL)
501 {
502 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
503 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
504 return 0;
505 }
506 493
507 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));
508 if (time < 1)
509 time = 1;
510 495
511 /* 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
512 * 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
513 * do anything really odd if it say a -1000 or something. 498 * do anything really odd if it say a -1000 or something.
514 */ 499 */
515 dummy->set_speed (0.002); 500 dummy->set_speed (0.002);
516 dummy->speed_left = -dummy->speed * time; 501 dummy->speed_left = -dummy->speed * time;
517 dummy->type = SPELL_EFFECT; 502 dummy->type = SPELL_EFFECT;
518 dummy->subtype = SP_WORD_OF_RECALL; 503 dummy->subtype = SP_WORD_OF_RECALL;
519 504 dummy->slaying = op->contr->savebed_map;
520 /* If we could take advantage of enter_player_savebed() here, it would be 505 dummy->stats.hp = op->contr->bed_x;
521 * nice, but until the map load fails, we can't. 506 dummy->stats.sp = op->contr->bed_y;
522 */
523 EXIT_PATH (dummy) = op->contr->savebed_map;
524 EXIT_X (dummy) = op->contr->bed_x;
525 EXIT_Y (dummy) = op->contr->bed_y;
526 507
527 op->insert (dummy); 508 op->insert (dummy);
528 509
529 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.");
530 511
568} 549}
569 550
570int 551int
571perceive_self (object *op) 552perceive_self (object *op)
572{ 553{
573 char *cp = describe_item (op, op), buf[MAX_BUF]; 554 const char *cp = describe_item (op, op);
574 archetype *at = archetype::find (ARCH_DEPLETION); 555 archetype *at = archetype::find (shstr_depletion);
575 object *tmp;
576 int i;
577 556
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
578 tmp = find_god (determine_god (op)); 565 if (object *god = find_god (determine_god (op)))
579 if (tmp) 566 buf << " - You worship " << &god->name << ".\n";
580 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
581 else 567 else
582 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); 568 buf << " - You worship no god.\n";
583 569
584 tmp = present_arch_in_ob (at, op); 570 object *tmp = present_arch_in_ob (at, op);
585 571
586 if (*cp == '\0' && tmp == NULL) 572 if (*cp == '\0' && !tmp)
587 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 573 buf << " - You feel very mundane. ";
588 else 574 else
589 { 575 {
590 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 576 buf << " - You have: " << cp << ".\n";
591 new_draw_info (NDI_UNIQUE, 0, op, cp); 577
592 if (tmp != NULL) 578 if (tmp)
593 {
594 for (i = 0; i < NUM_STATS; i++) 579 for (int i = 0; i < NUM_STATS; i++)
595 { 580 if (tmp->stats.stat (i) < 0)
596 if (get_attr_value (&tmp->stats, i) < 0) 581 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
597 {
598 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i)));
599 }
600 }
601 }
602 } 582 }
603 583
604 if (is_dragon_pl (op)) 584 if (op->is_dragon ())
605 {
606 /* now grab the 'dragon_ability'-force from the player's inventory */ 585 /* now grab the 'dragon_ability'-force from the player's inventory */
607 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 586 for (tmp = op->inv; tmp; tmp = tmp->below)
608 { 587 {
609 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 588 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
610 { 589 {
611 if (tmp->stats.exp == 0) 590 if (tmp->stats.exp == 0)
612 {
613 sprintf (buf, "Your metabolism isn't focused on anything."); 591 buf << " - Your metabolism isn't focused on anything.\n";
614 }
615 else 592 else
616 {
617 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";
618 } 594
619 new_draw_info (NDI_UNIQUE, 0, op, buf);
620 break; 595 break;
621 } 596 }
622 } 597 }
623 }
624 return 1;
625}
626 598
627/* int cast_create_town_portal (object *op, object *caster, int dir) 599 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
628 *
629 * This function cast the spell of town portal for op
630 *
631 * The spell operates in two passes. During the first one a place
632 * is marked as a destination for the portal. During the second one,
633 * 2 portals are created, one in the position the player cast it and
634 * one in the destination place. The portal are synchronized and 2 forces
635 * are inserted in the player to destruct the portal next time player
636 * creates a new portal pair.
637 * This spell has a side effect that it allows people to meet each other
638 * in a permanent, private, appartements by making a town portal from it
639 * to the town or another public place. So, check if the map is unique and if
640 * so return an error
641 *
642 * Code by Tchize (david.delbecq@usa.net)
643 */
644int
645cast_create_town_portal (object *op, object *caster, object *spell, int dir)
646{
647 object *dummy, *force, *old_force;
648 archetype *perm_portal;
649 char portal_name[1024], portal_message[1024];
650 maptile *exitmap;
651 int op_level;
652
653 /* Check to see if the map the player is currently on is a per player unique
654 * map. This can be determined in that per player unique maps have the
655 * full pathname listed.
656 */
657 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
658 {
659 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
660 return 0;
661 }
662
663 /* The first thing to do is to check if we have a marked destination
664 * dummy is used to make a check inventory for the force
665 */
666 dummy = arch_to_object (spell->other_arch);
667 if (dummy == NULL)
668 {
669 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
670 LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name);
671 return 0;
672 }
673
674 force = check_inv_recursive (op, dummy);
675
676 if (force == NULL)
677 {
678 /* Here we know there is no destination marked up.
679 * We have 2 things to do:
680 * 1. Mark the destination in the player inventory.
681 * 2. Let the player know it worked.
682 */
683 dummy->name = op->map->path;
684 EXIT_X (dummy) = op->x;
685 EXIT_Y (dummy) = op->y;
686 insert_ob_in_ob (dummy, op);
687 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.");
688 return 1;
689 }
690
691 dummy->destroy ();
692
693 /* Here we know where the town portal should go to
694 * We should kill any existing portal associated with the player.
695 * Than we should create the 2 portals.
696 * For each of them, we need:
697 * - To create the portal with the name of the player+destination map
698 * - set the owner of the town portal
699 * - To mark the position of the portal in the player's inventory
700 * for easier destruction.
701 *
702 * The mark works has follow:
703 * slaying: Existing town portal
704 * hp, sp : x & y of the associated portal
705 * name : name of the portal
706 * race : map the portal is in
707 */
708
709 /* First step: killing existing town portals */
710 dummy = get_archetype (spell->race);
711 if (dummy == NULL)
712 {
713 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
714 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
715 return 0;
716 }
717
718 perm_portal = archetype::find (spell->slaying);
719
720 /* To kill a town portal, we go trough the player's inventory,
721 * for each marked portal in player's inventory,
722 * -We try load the associated map (if impossible, consider the portal destructed)
723 * -We find any portal in the specified location.
724 * If it has the good name, we destruct it.
725 * -We destruct the force indicating that portal.
726 */
727 while ((old_force = check_inv_recursive (op, dummy)))
728 {
729 exitmap = maptile::find_sync (old_force->race, op->map);
730
731 if (exitmap)
732 {
733 exitmap->load_sync ();
734
735 int exitx = EXIT_X (old_force);
736 int exity = EXIT_Y (old_force);
737
738 for (object *tmp = present_arch (perm_portal, exitmap, exitx, exity); tmp; tmp = tmp->above)
739 {
740 if (tmp->name == old_force->name)
741 {
742 tmp->destroy ();
743 break;
744 }
745 }
746 }
747
748 old_force->destroy ();
749 }
750
751 dummy->destroy ();
752
753 /* Creating the portals.
754 * The very first thing to do is to ensure
755 * access to the destination map.
756 * If we can't, don't fizzle. Simply warn player.
757 * This ensure player pays his mana for the spell
758 * because HE is responsible of forgotting.
759 * 'force' is the destination of the town portal, which we got
760 * from the players inventory above.
761 */
762
763 /* Ensure exit map is loaded */
764 exitmap = maptile::find_sync (force->name);
765
766 /* If we were unable to load (ex. random map deleted), warn player */
767 if (!exitmap)
768 {
769 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
770 force->destroy ();
771 return 1;
772 }
773
774 exitmap->load_sync ();
775
776 op_level = caster_level (caster, spell);
777 if (op_level < 15)
778 snprintf (portal_message, 1024,
779 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
780 &op->name);
781 else if (op_level < 30)
782 snprintf (portal_message, 1024,
783 "\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);
784 else if (op_level < 60)
785 snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
786 else
787 snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",
788 &op->name);
789
790 /* Create a portal in front of player
791 * dummy contain the portal and
792 * force contain the track to kill it later
793 */
794 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
795 dummy = get_archetype (spell->slaying); /*The portal */
796 if (dummy == NULL)
797 {
798 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
799 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
800 return 0;
801 }
802
803 EXIT_PATH (dummy) = force->name;
804 EXIT_X (dummy) = EXIT_X (force);
805 EXIT_Y (dummy) = EXIT_Y (force);
806 dummy->name = dummy->name_pl = portal_name;
807 dummy->msg = portal_message;
808 dummy->race = op->name; /*Save the owner of the portal */
809 cast_create_obj (op, caster, dummy, 0);
810
811 /* Now we need to to create a town portal marker inside the player
812 * object, so on future castings, we can know that he has an active
813 * town portal.
814 */
815 object *tmp = get_archetype (spell->race);
816
817 if (!tmp)
818 {
819 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
820 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
821 return 0;
822 }
823
824 tmp->race = op->map->path;
825 tmp->name = portal_name;
826 EXIT_X (tmp) = dummy->x;
827 EXIT_Y (tmp) = dummy->y;
828 op->insert (tmp);
829
830 /* Create a portal in the destination map
831 * dummy contain the portal and
832 * force the track to kill it later
833 * the 'force' variable still contains the 'reminder' of
834 * where this portal goes to.
835 */
836 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &op->map->path);
837 dummy = get_archetype (spell->slaying); /*The portal */
838 if (dummy == NULL)
839 {
840 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
841 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
842 return 0;
843 }
844
845 EXIT_PATH (dummy) = op->map->path;
846 EXIT_X (dummy) = op->x;
847 EXIT_Y (dummy) = op->y;
848 dummy->name = dummy->name_pl = portal_name;
849 dummy->msg = portal_message;
850 dummy->race = op->name; /*Save the owner of the portal */
851 exitmap->insert (dummy, EXIT_X (force), EXIT_Y (force), op);
852
853 /* Now we create another town portal marker that
854 * points back to the one we just made
855 */
856 tmp = get_archetype (spell->race);
857 if (tmp == NULL)
858 {
859 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
860 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
861 return 0;
862 }
863
864 tmp->race = force->name;
865 tmp->name = portal_name;
866 EXIT_X (tmp) = dummy->x;
867 EXIT_Y (tmp) = dummy->y;
868 insert_ob_in_ob (tmp, op);
869
870 /* Describe the player what happened
871 */
872 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
873 force->destroy ();
874 600
875 return 1; 601 return 1;
876} 602}
877 603
878/* This creates magic walls. Really, it can create most any object, 604/* This creates magic walls. Really, it can create most any object,
894 x = op->x; 620 x = op->x;
895 y = op->y; 621 y = op->y;
896 } 622 }
897 else 623 else
898 { 624 {
899 x = op->x + freearr_x[dir]; 625 x = op->x + DIRX (dir);
900 y = op->y + freearr_y[dir]; 626 y = op->y + DIRY (dir);
901 } 627 }
902 628
903 m = op->map; 629 m = op->map;
904 630
905 if ((spell_ob->move_block || x != op->x || y != op->y) && 631 if ((spell_ob->move_block || x != op->x || y != op->y) &&
906 (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) ||
907 ((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)))
908 { 634 {
909 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 635 op->failmsg ("Something is in the way.");
910 return 0; 636 return 0;
911 } 637 }
912 638
913 if (spell_ob->other_arch) 639 if (spell_ob->other_arch)
914 tmp = arch_to_object (spell_ob->other_arch); 640 tmp = spell_ob->other_arch->instance ();
915 else if (spell_ob->race) 641 else if (spell_ob->race)
916 { 642 {
917 char buf1[MAX_BUF]; 643 char buf1[MAX_BUF];
918 644
919 sprintf (buf1, spell_ob->race, dir); 645 sprintf (buf1, spell_ob->race, dir);
923 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 649 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
924 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 650 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
925 return 0; 651 return 0;
926 } 652 }
927 653
928 tmp = arch_to_object (at); 654 tmp = at->instance ();
929 } 655 }
930 else 656 else
931 { 657 {
932 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);
933 return 0; 659 return 0;
938 tmp->attacktype = spell_ob->attacktype; 664 tmp->attacktype = spell_ob->attacktype;
939 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);
940 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);
941 tmp->range = 0; 667 tmp->range = 0;
942 } 668 }
943 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 669 else if (tmp->flag [FLAG_ALIVE])
944 { 670 {
945 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);
946 tmp->stats.maxhp = tmp->stats.hp; 672 tmp->stats.maxhp = tmp->stats.hp;
947 } 673 }
948 674
949 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])
950 { 676 {
951 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);
952 SET_FLAG (tmp, FLAG_IS_USED_UP); 678 tmp->set_flag (FLAG_IS_USED_UP);
953 } 679 }
954 680
955 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 681 if (spell_ob->flag [FLAG_TEAR_DOWN])
956 { 682 {
957 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);
958 tmp->stats.maxhp = tmp->stats.hp; 684 tmp->stats.maxhp = tmp->stats.hp;
959 SET_FLAG (tmp, FLAG_TEAR_DOWN); 685 tmp->set_flag (FLAG_TEAR_DOWN);
960 SET_FLAG (tmp, FLAG_ALIVE); 686 tmp->set_flag (FLAG_ALIVE);
961 } 687 }
962 688
963 /* 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,
964 * 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
965 * earthwalls, though, so they survive restarts. 691 * earthwalls, though, so they survive restarts.
966 */ 692 */
967 if (tmp->type != EARTHWALL) //TODO 693 if (tmp->type != EARTHWALL) //TODO
968 tmp->set_owner (op); 694 tmp->set_owner (op);
969 695
970 set_spell_skill (op, caster, spell_ob, tmp); 696 set_spell_skill (op, caster, spell_ob, tmp);
971 tmp->level = caster_level (caster, spell_ob) / 2; 697 tmp->level = casting_level (caster, spell_ob) / 2;
972 698
973 name = tmp->name; 699 name = tmp->name;
974 if (!(tmp = m->insert (tmp, x, y, op))) 700 if (!(tmp = m->insert (tmp, x, y, op)))
975 { 701 {
976 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);
977 return 0; 703 return 0;
978 } 704 }
979 705
980 /* 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 */
981 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 707 if (tmp->other_arch && tmp->other_arch->type == SPELL)
982 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 708 insert_ob_in_ob (tmp->other_arch->instance (), tmp);
983 709
984 /* This code causes the wall to extend some distance in 710 /* This code causes the wall to extend some distance in
985 * each direction, or until an obstruction is encountered. 711 * each direction, or until an obstruction is encountered.
986 * posblocked and negblocked help determine how far the 712 * posblocked and negblocked help determine how far the
987 * created wall can extend, it won't go extend through 713 * created wall can extend, it won't go extend through
988 * blocked spaces. 714 * blocked spaces.
989 */ 715 */
990 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 716 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
995 { 721 {
996 int dir2; 722 int dir2;
997 723
998 dir2 = (dir < 4) ? (dir + 2) : dir - 2; 724 dir2 = (dir < 4) ? (dir + 2) : dir - 2;
999 725
1000 x = tmp->x + i * freearr_x[dir2]; 726 x = tmp->x + i * DIRX (dir2);
1001 y = tmp->y + i * freearr_y[dir2]; 727 y = tmp->y + i * DIRY (dir2);
1002 m = tmp->map; 728 m = tmp->map;
1003 729
1004 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)) &&
1005 ((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)
1006 { 732 {
1007 object *tmp2 = tmp->clone (); 733 object *tmp2 = tmp->clone ();
1008 m->insert (tmp2, x, y, op); 734 m->insert (tmp2, x, y, op);
1009 735
1010 /* 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 */
1011 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 737 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1012 tmp2->insert (arch_to_object (tmp2->other_arch)); 738 tmp2->insert (tmp2->other_arch->instance ());
1013 739
1014 } 740 }
1015 else 741 else
1016 posblocked = 1; 742 posblocked = 1;
1017 743
1018 x = tmp->x - i * freearr_x[dir2]; 744 x = tmp->x - i * DIRX (dir2);
1019 y = tmp->y - i * freearr_y[dir2]; 745 y = tmp->y - i * DIRY (dir2);
1020 m = tmp->map; 746 m = tmp->map;
1021 747
1022 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)) &&
1023 ((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)
1024 { 750 {
1025 object *tmp2 = tmp->clone (); 751 object *tmp2 = tmp->clone ();
1026 m->insert (tmp2, x, y, op); 752 m->insert (tmp2, x, y, op);
1027 753
1028 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 754 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1029 tmp2->insert (arch_to_object (tmp2->other_arch)); 755 tmp2->insert (tmp2->other_arch->instance ());
1030 } 756 }
1031 else 757 else
1032 negblocked = 1; 758 negblocked = 1;
1033 } 759 }
1034 760
1035 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) 761 if (tmp->flag [FLAG_BLOCKSVIEW])
1036 update_all_los (op->map, op->x, op->y); 762 update_all_los (op->map, op->x, op->y);
1037 763
1038 return 1; 764 return 1;
1039} 765}
1040 766
1041int 767int
1042dimension_door (object *op, object *caster, object *spob, int dir) 768dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
1043{ 769{
1044 uint32 dist, maxdist; 770 uint32 dist, maxdist;
1045 int mflags; 771 int mflags;
1046 maptile *m; 772 maptile *m;
1047 sint16 sx, sy; 773 sint16 sx, sy;
1049 if (op->type != PLAYER) 775 if (op->type != PLAYER)
1050 return 0; 776 return 0;
1051 777
1052 if (!dir) 778 if (!dir)
1053 { 779 {
1054 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?"); 780 op->failmsg ("In what direction?");
1055 return 0; 781 return 0;
1056 } 782 }
1057 783
1058 /* 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
1059 * ever, so put limits in. 785 * ever, so put limits in.
1060 */ 786 */
1061 maxdist = spob->range + SP_level_range_adjust (caster, spob); 787 maxdist = spob->range + SP_level_range_adjust (caster, spob);
1062 788
1063 if (op->contr->count) 789 if (spellparam)
1064 { 790 {
791 int count = atoi (spellparam);
792
1065 if (op->contr->count > maxdist) 793 if (count > maxdist)
1066 { 794 {
1067 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!"); 795 op->failmsg ("You can't dimension door that far!");
1068 return 0; 796 return 0;
1069 } 797 }
1070 798
1071 for (dist = 0; dist < op->contr->count; dist++) 799 for (dist = 0; dist < count; dist++)
1072 { 800 {
1073 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);
1074 802
1075 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 803 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
1076 break; 804 break;
1077 805
1078 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)))
1079 break; 807 break;
1080 } 808 }
1081 809
1082 if (dist < op->contr->count) 810 if (dist < count)
1083 { 811 {
1084 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");
1085 op->contr->count = 0;
1086 return 0; 813 return 0;
1087 } 814 }
1088
1089 op->contr->count = 0;
1090 815
1091 /* Remove code that puts player on random space on maps. IMO, 816 /* Remove code that puts player on random space on maps. IMO,
1092 * 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,
1093 * 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
1094 * by such squares). Also, there are probably treasure rooms and 819 * by such squares). Also, there are probably treasure rooms and
1095 * 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
1096 * areas themselves don't contain no magic spaces. 821 * areas themselves don't contain no magic spaces.
1097 */ 822 */
1098 /* This call here is really just to normalize the coordinates */ 823 /* This call here is really just to normalize the coordinates */
1099 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);
1100 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)))
1101 { 826 {
1102 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");
1103 return 1; /* Maybe the penalty should be more severe... */ 828 return 1; /* Maybe the penalty should be more severe... */
1104 } 829 }
1110 * spaces that blocked the players view. 835 * spaces that blocked the players view.
1111 */ 836 */
1112 837
1113 for (dist = 0; dist < maxdist; dist++) 838 for (dist = 0; dist < maxdist; dist++)
1114 { 839 {
1115 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);
1116 841
1117 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 842 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
1118 break; 843 break;
1119 844
1120 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)))
1125 /* If the destination is blocked, keep backing up until we 850 /* If the destination is blocked, keep backing up until we
1126 * find a place for the player. 851 * find a place for the player.
1127 */ 852 */
1128 for (; dist > 0; dist--) 853 for (; dist > 0; dist--)
1129 { 854 {
1130 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,
1131 &sx, &sy) & (P_OUT_OF_MAP | P_IS_ALIVE)) 856 &sx, &sy) & (P_OUT_OF_MAP | P_IS_ALIVE))
1132 continue; 857 continue;
1133 858
1134 859
1135 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)))
1136 break; 861 break;
1137 862
1138 } 863 }
1139 if (!dist) 864 if (!dist)
1140 { 865 {
1141 new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n"); 866 op->failmsg ("Your spell failed!\n");
1142 return 0; 867 return 0;
1143 } 868 }
1144 } 869 }
1145 870
1146 /* Actually move the player now */ 871 /* Actually move the player now */
1147 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)))
1148 return 1; 873 return 1;
1149 874
1150 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
1151 return 1; 877 return 1;
1152} 878}
1153
1154 879
1155/* cast_heal: Heals something. 880/* cast_heal: Heals something.
1156 * op is the caster. 881 * op is the caster.
1157 * dir is the direction he is casting it in. 882 * dir is the direction he is casting it in.
1158 * spell is the spell object. 883 * spell is the spell object.
1165 object *poison; 890 object *poison;
1166 int heal = 0, success = 0; 891 int heal = 0, success = 0;
1167 892
1168 tmp = find_target_for_friendly_spell (op, dir); 893 tmp = find_target_for_friendly_spell (op, dir);
1169 894
1170 if (tmp == NULL) 895 if (!tmp)
1171 return 0; 896 return 0;
1172 897
1173 /* Figure out how many hp this spell might cure. 898 /* Figure out how many hp this spell might cure.
1174 * could be zero if this spell heals effects, not damage. 899 * could be zero if this spell heals effects, not damage.
1175 */ 900 */
1178 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;
1179 904
1180 if (heal) 905 if (heal)
1181 { 906 {
1182 if (tmp->stats.hp >= tmp->stats.maxhp) 907 if (tmp->stats.hp >= tmp->stats.maxhp)
1183 {
1184 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.");
1185 }
1186 else 909 else
1187 { 910 {
1188 /* See how many points we actually heal. Instead of messages 911 /* See how many points we actually heal. Instead of messages
1189 * based on type of spell, we instead do messages based 912 * based on type of spell, we instead do messages based
1190 * on amount of damage healed. 913 * on amount of damage healed.
1191 */ 914 */
1192 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 915 if (heal > tmp->stats.maxhp - tmp->stats.hp)
1193 heal = tmp->stats.maxhp - tmp->stats.hp; 916 heal = tmp->stats.maxhp - tmp->stats.hp;
917
1194 tmp->stats.hp += heal; 918 tmp->stats.hp += heal;
1195 919
1196 if (tmp->stats.hp >= tmp->stats.maxhp) 920 if (tmp->stats.hp >= tmp->stats.maxhp)
1197 {
1198 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 921 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1199 }
1200 else if (heal > 50) 922 else if (heal > 50)
1201 {
1202 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); 923 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1203 }
1204 else if (heal > 25) 924 else if (heal > 25)
1205 {
1206 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); 925 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1207 }
1208 else if (heal > 10) 926 else if (heal > 10)
1209 {
1210 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.");
1211 }
1212 else 928 else
1213 {
1214 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.");
1215 } 930
1216 success = 1; 931 success = 1;
1217 } 932 }
1218 } 933 }
934
1219 if (spell->attacktype & AT_DISEASE) 935 if (spell->attacktype & AT_DISEASE)
1220 if (cure_disease (tmp, op)) 936 if (cure_disease (tmp, op, spell))
1221 success = 1; 937 success = 1;
1222 938
1223 if (spell->attacktype & AT_POISON) 939 if (spell->attacktype & AT_POISON)
1224 { 940 {
1225 at = archetype::find ("poisoning"); 941 at = archetype::find (shstr_poisoning);
1226 poison = present_arch_in_ob (at, tmp); 942 poison = present_arch_in_ob (at, tmp);
1227 if (poison) 943 if (poison)
1228 { 944 {
1229 success = 1; 945 success = 1;
1230 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 946 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1231 poison->stats.food = 1; 947 poison->stats.food = 1;
1232 } 948 }
1233 } 949 }
950
1234 if (spell->attacktype & AT_CONFUSION) 951 if (spell->attacktype & AT_CONFUSION)
1235 { 952 {
1236 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 953 poison = present_in_ob_by_name (FORCE, shstr_confusion, tmp);
1237 if (poison) 954 if (poison)
1238 { 955 {
1239 success = 1; 956 success = 1;
1240 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 957 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1241 poison->duration = 1; 958 poison->duration = 1;
1242 } 959 }
1243 } 960 }
961
1244 if (spell->attacktype & AT_BLIND) 962 if (spell->attacktype & AT_BLIND)
1245 { 963 {
1246 at = archetype::find ("blindness"); 964 at = archetype::find (shstr_blindness);
1247 poison = present_arch_in_ob (at, tmp); 965 poison = present_arch_in_ob (at, tmp);
1248 if (poison) 966 if (poison)
1249 { 967 {
1250 success = 1; 968 success = 1;
1251 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.");
1252 poison->stats.food = 1; 970 poison->stats.food = 1;
1253 } 971 }
1254 } 972 }
973
1255 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) 974 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1256 { 975 {
1257 tmp->stats.sp += spell->last_sp; 976 tmp->stats.sp += spell->last_sp;
1258 if (tmp->stats.sp > tmp->stats.maxsp) 977 if (tmp->stats.sp > tmp->stats.maxsp)
1259 tmp->stats.sp = tmp->stats.maxsp; 978 tmp->stats.sp = tmp->stats.maxsp;
1260 success = 1; 979 success = 1;
1261 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!");
1262 } 981 }
982
1263 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) 983 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1264 { 984 {
1265 tmp->stats.grace += spell->last_grace; 985 tmp->stats.grace += spell->last_grace;
1266 if (tmp->stats.grace > tmp->stats.maxgrace) 986 if (tmp->stats.grace > tmp->stats.maxgrace)
1267 tmp->stats.grace = tmp->stats.maxgrace; 987 tmp->stats.grace = tmp->stats.maxgrace;
1268 success = 1; 988 success = 1;
1269 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!");
1270 } 990 }
991
1271 if (spell->stats.food && tmp->stats.food < 999) 992 if (spell->stats.food && tmp->stats.food < MAX_FOOD)
1272 { 993 {
1273 tmp->stats.food += spell->stats.food; 994 tmp->stats.food += spell->stats.food;
1274 if (tmp->stats.food > 999) 995 min_it (tmp->stats.food, MAX_FOOD);
1275 tmp->stats.food = 999; 996
1276 success = 1; 997 success = 1;
1277 /* 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 */
1278 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");
1279 } 1000 }
1001
1280 return success; 1002 return success;
1281} 1003}
1282
1283 1004
1284/* 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
1285 * 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
1286 * good comments for those. 1007 * good comments for those.
1287 */ 1008 */
1288static const char *const no_gain_msgs[NUM_STATS] = { 1009static const char *const no_gain_msgs[NUM_STATS] = {
1289 "You grow no stronger.", 1010 "You grow no stronger.",
1290 "You grow no more agile.", 1011 "You grow no more agile.",
1291 "You don't feel any healthier.", 1012 "You don't feel any healthier.",
1292 "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."
1293 "You are no easier to look at.", 1016 "You are no easier to look at.",
1294 "no int",
1295 "no pow"
1296}; 1017};
1297 1018
1298int 1019int
1020change_ability_duration (object *spell, object *caster)
1021{
1022 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1023}
1024
1025int
1299cast_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)
1300{ 1027{
1301 object *force = NULL; 1028 object *force = 0;
1302 int i; 1029 int i;
1303 1030
1304 /* 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. */
1305 object *tmp = dir 1032 object *tmp = dir
1306 ? find_target_for_friendly_spell (op, dir) 1033 ? find_target_for_friendly_spell (op, dir)
1307 : op; 1034 : op;
1308 1035
1309 if (!tmp) 1036 if (!tmp)
1310 return 0; 1037 return 0;
1311 1038
1312 /* 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. */
1320 break; 1047 break;
1321 } 1048 }
1322 else if (spell_ob->race && spell_ob->race == tmp2->name) 1049 else if (spell_ob->race && spell_ob->race == tmp2->name)
1323 { 1050 {
1324 if (!silent) 1051 if (!silent)
1325 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
1326 return 0; 1055 return 0;
1327 } 1056 }
1328 } 1057 }
1329 } 1058 }
1059
1060 int duration = change_ability_duration (spell_ob, caster);
1061
1330 if (force == NULL) 1062 if (force)
1331 {
1332 force = get_archetype (FORCE_NAME);
1333 force->subtype = FORCE_CHANGE_ABILITY;
1334 if (spell_ob->race)
1335 force->name = spell_ob->race;
1336 else
1337 force->name = spell_ob->name;
1338 force->name_pl = spell_ob->name;
1339 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1340
1341 } 1063 {
1342 else
1343 {
1344 int duration;
1345
1346 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1347 if (duration > force->duration) 1064 if (duration > force->duration)
1348 { 1065 {
1349 force->duration = duration; 1066 force->duration = duration;
1350 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.");
1351 } 1068 }
1352 else 1069 else
1353 {
1354 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.");
1355 } 1071
1356 return 1; 1072 return 1;
1357 } 1073 }
1358 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
1359 force->speed = 1.0; 1090 force->speed = 1.0;
1360 force->speed_left = -1.0; 1091 force->speed_left = -1.0;
1361 SET_FLAG (force, FLAG_APPLIED); 1092 force->set_flag (FLAG_APPLIED);
1362 1093
1363 /* Now start processing the effects. First, protections */ 1094 /* Now start processing the effects. First, protections */
1364 for (i = 0; i < NROFATTACKS; i++) 1095 for (i = 0; i < NROFATTACKS; i++)
1365 {
1366 if (spell_ob->resist[i]) 1096 if (spell_ob->resist[i])
1367 {
1368 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));
1369 if (force->resist[i] > 100) 1098
1370 force->resist[i] = 100;
1371 }
1372 }
1373 if (spell_ob->stats.hp) 1099 if (spell_ob->stats.hp)
1374 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);
1375 1101
1376 if (tmp->type == PLAYER) 1102 if (tmp->type == PLAYER)
1377 { 1103 {
1378 /* Stat adjustment spells */ 1104 /* Stat adjustment spells */
1379 for (i = 0; i < NUM_STATS; i++) 1105 for (i = 0; i < NUM_STATS; i++)
1380 { 1106 {
1381 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; 1107 if (sint8 stat = spell_ob->stats.stat (i))
1382
1383 if (stat)
1384 { 1108 {
1385 sm = 0; 1109 sint8 sm = 0;
1386 for (k = 0; k < stat; k++) 1110 for (sint8 k = 0; k < stat; k++)
1387 sm += rndm (1, 3); 1111 sm += rndm (1, 3);
1388 1112
1389 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) 1113 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1390 { 1114 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1391 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); 1115
1392 if (sm < 0) 1116 force->stats.stat (i) = sm;
1393 sm = 0; 1117
1394 }
1395 set_attr_value (&force->stats, i, sm);
1396 if (!sm) 1118 if (!sm)
1397 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); 1119 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1398 } 1120 }
1399 } 1121 }
1400 } 1122 }
1401 1123
1402 force->move_type = spell_ob->move_type; 1124 force->move_type = spell_ob->move_type;
1403 1125
1404 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK)) 1126 if (spell_ob->flag [FLAG_SEE_IN_DARK])
1405 SET_FLAG (force, FLAG_SEE_IN_DARK); 1127 force->set_flag (FLAG_SEE_IN_DARK);
1406 1128
1407 if (QUERY_FLAG (spell_ob, FLAG_XRAYS)) 1129 if (spell_ob->flag [FLAG_XRAYS])
1408 SET_FLAG (force, FLAG_XRAYS); 1130 force->set_flag (FLAG_XRAYS);
1409 1131
1410 /* Haste/bonus speed */ 1132 /* Haste/bonus speed */
1411 if (spell_ob->stats.exp) 1133 if (spell_ob->stats.exp)
1412 { 1134 {
1413 if (op->speed > 0.5f) 1135 if (op->speed > 0.5f)
1421 force->attacktype = spell_ob->attacktype; 1143 force->attacktype = spell_ob->attacktype;
1422 1144
1423 insert_ob_in_ob (force, tmp); 1145 insert_ob_in_ob (force, tmp);
1424 change_abil (tmp, force); /* Mostly to display any messages */ 1146 change_abil (tmp, force); /* Mostly to display any messages */
1425 tmp->update_stats (); 1147 tmp->update_stats ();
1148
1426 return 1; 1149 return 1;
1427} 1150}
1428 1151
1429/* 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
1430 * 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
1431 * of the caster. 1154 * of the caster.
1432 */ 1155 */
1433
1434int 1156int
1435cast_bless (object *op, object *caster, object *spell_ob, int dir) 1157cast_bless (object *op, object *caster, object *spell_ob, int dir)
1436{ 1158{
1437 int i; 1159 int i;
1438 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1160 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1439 1161
1440 /* 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. */
1441 if (dir != 0) 1163 if (dir != 0)
1442 { 1164 {
1443 tmp = find_target_for_friendly_spell (op, dir); 1165 tmp = find_target_for_friendly_spell (op, dir);
1166
1167 if (!tmp)
1168 return 0;
1444 } 1169 }
1445 else 1170 else
1446 {
1447 tmp = op; 1171 tmp = op;
1448 }
1449 1172
1450 /* 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. */
1451 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1174 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1452 { 1175 {
1453 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1176 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1454 { 1177 {
1455 if (tmp2->name == spell_ob->name) 1178 if (tmp2->name == spell_ob->name)
1456 { 1179 {
1462 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);
1463 return 0; 1186 return 0;
1464 } 1187 }
1465 } 1188 }
1466 } 1189 }
1190
1467 if (force == NULL) 1191 if (force == NULL)
1468 { 1192 {
1469 force = get_archetype (FORCE_NAME); 1193 force = archetype::get (FORCE_NAME);
1470 force->subtype = FORCE_CHANGE_ABILITY; 1194 force->subtype = FORCE_CHANGE_ABILITY;
1471 if (spell_ob->race) 1195 if (spell_ob->race)
1472 force->name = spell_ob->race; 1196 force->name = spell_ob->race;
1473 else 1197 else
1474 force->name = spell_ob->name; 1198 force->name = spell_ob->name;
1489 { 1213 {
1490 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.");
1491 } 1215 }
1492 return 0; 1216 return 0;
1493 } 1217 }
1218
1494 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;
1495 force->speed = 1.0; 1220 force->speed = 1.0;
1496 force->speed_left = -1.0; 1221 force->speed_left = -1.0;
1497 SET_FLAG (force, FLAG_APPLIED); 1222 force->set_flag (FLAG_APPLIED);
1498 1223
1499 if (!god) 1224 if (!god)
1500 { 1225 {
1501 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty."); 1226 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1502 } 1227 }
1503 else 1228 else
1504 { 1229 {
1505 /* Only give out good benefits, and put a max on it */ 1230 /* Only give out good benefits, and put a max on it */
1506 for (i = 0; i < NROFATTACKS; i++) 1231 for (i = 0; i < NROFATTACKS; i++)
1507 {
1508 if (god->resist[i] > 0) 1232 if (god->resist[i] > 0)
1509 {
1510 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]);
1511 } 1234
1512 }
1513 force->path_attuned |= god->path_attuned; 1235 force->path_attuned |= god->path_attuned;
1514 1236
1515 if (spell_ob->attacktype) 1237 if (spell_ob->attacktype)
1516 force->slaying = god->slaying; 1238 force->slaying = god->slaying;
1517 1239
1533 insert_ob_in_ob (force, tmp); 1255 insert_ob_in_ob (force, tmp);
1534 tmp->update_stats (); 1256 tmp->update_stats ();
1535 return 1; 1257 return 1;
1536} 1258}
1537 1259
1538
1539
1540/* Alchemy code by Mark Wedel 1260/* Alchemy code by Mark Wedel
1541 * 1261 *
1542 * This code adds a new spell, called alchemy. Alchemy will turn 1262 * This code adds a new spell, called alchemy. Alchemy will turn
1543 * objects to gold nuggets, the value of the gold nuggets being 1263 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1544 * about 90% of that of the item itself. It uses the value of the
1545 * object before charisma adjustments, because the nuggets themselves
1546 * will be will be adjusted by charisma when sold.
1547 * 1264 *
1548 * 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
1549 * the maximum number of large nuggets you could get. 1266 * itself. It uses the value of the object before charisma adjustments,
1550 * 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
1551 * to the max amount of small nuggets as you could get. 1268 * when sold.
1552 *
1553 * For example, if an item is worth 110 gold, you will get
1554 * 4 large nuggets, and from 0-10 small nuggets.
1555 * 1269 *
1556 * 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
1557 * 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
1558 * alchemied. 1272 * alchemised.
1559 */ 1273 */
1560
1561/* I didn't feel like passing these as arguements to the
1562 * two functions that need them. Real values are put in them
1563 * when the spell is cast, and these are freed when the spell
1564 * is finished.
1565 */
1566static object *small, *large;
1567
1568static void 1274static void
1569alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight) 1275alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1570{ 1276{
1571 uint64 value = query_cost (obj, NULL, F_TRUE); 1277 uint64 value = query_cost (obj, NULL, F_TRUE);
1572 1278
1573 /* Give third price when we alchemy money (This should hopefully 1279 /* Give third price when we alchemy money (this should hopefully
1574 * 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
1575 * the nuggets, alchemy the gold from that, etc. 1281 * the nuggets, alchemy the gold from that, etc.
1576 * Otherwise, give 9 silver on the gold for other objects, 1282 * Otherwise, give 9 silver on the gold for other objects,
1577 * so that it would still be more affordable to haul 1283 * so that it would still be more affordable to haul
1578 * the stuff back to town. 1284 * the stuff back to town.
1579 */ 1285 */
1580 1286 if (obj->flag [FLAG_UNPAID])
1581 if (QUERY_FLAG (obj, FLAG_UNPAID))
1582 value = 0; 1287 value = 0;
1583 else if (obj->type == MONEY || obj->type == GEM) 1288 else if (obj->type == MONEY || obj->type == GEM)
1584 value /= 3; 1289 value /= 3;
1585 else 1290 else
1586 value = (value * 9) / 10; 1291 value = value * 9 / 10;
1587 1292
1588 value /= 4; // fix by GHJ, don't understand, pcg
1589
1590 if ((obj->value > 0) && rndm (0, 29)) 1293 if (obj->value > 0 && rndm (0, 29))
1591 { 1294 total_value += value;
1592 int count;
1593 1295
1594 count = value / large->value;
1595 *large_nuggets += count;
1596 value -= (uint64) count *(uint64) large->value;
1597
1598 count = value / small->value;
1599 *small_nuggets += count;
1600 }
1601
1602 /* Turn 25 small nuggets into 1 large nugget. If the value
1603 * of large nuggets is not evenly divisable by the small nugget
1604 * value, take off an extra small_nugget (Assuming small_nuggets!=0)
1605 */
1606 if (*small_nuggets * small->value >= large->value)
1607 {
1608 (*large_nuggets)++;
1609 *small_nuggets -= large->value / small->value;
1610 if (*small_nuggets && large->value % small->value)
1611 (*small_nuggets)--;
1612 }
1613 weight += obj->weight; 1296 total_weight += obj->total_weight ();
1297
1614 obj->destroy (); 1298 obj->destroy ();
1615} 1299}
1616 1300
1617static void
1618update_map (object *op, maptile *m, int small_nuggets, int large_nuggets, int x, int y)
1619{
1620 object *tmp;
1621 int flag = 0;
1622
1623 /* Put any nuggets below the player, but we can only pass this
1624 * flag if we are on the same space as the player
1625 */
1626 if (x == op->x && y == op->y && op->map == m)
1627 flag = INS_BELOW_ORIGINATOR;
1628
1629 if (small_nuggets)
1630 {
1631 tmp = small->clone ();
1632 tmp->nrof = small_nuggets;
1633 m->insert (tmp, x, y, op, flag);
1634 }
1635
1636 if (large_nuggets)
1637 {
1638 tmp = large->clone ();
1639 tmp->nrof = large_nuggets;
1640 m->insert (tmp, x, y, op, flag);
1641 }
1642}
1643
1644int 1301int
1645alchemy (object *op, object *caster, object *spell_ob) 1302alchemy (object *op, object *caster, object *spell_ob)
1646{ 1303{
1647 int x, y, weight = 0, weight_max, large_nuggets, small_nuggets, mflags;
1648 sint16 nx, ny;
1649 object *next, *tmp;
1650 maptile *mp;
1651
1652 if (op->type != PLAYER) 1304 if (op->type != PLAYER)
1653 return 0; 1305 return 0;
1654 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
1655 /* 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
1656 * some, and also prevents people from alcheming every table/chair/clock 1314 * some, and also prevents people from alchemising every table/chair/clock
1657 * in sight 1315 * in sight
1658 */ 1316 */
1659 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);
1660 weight_max *= 1000; 1318 int weight_max = duration * 1000;
1661 small = get_archetype ("smallnugget"), large = get_archetype ("largenugget"); 1319 uint64 value_max = duration * 1000;
1662 1320
1321 int weight = 0;
1322
1663 for (y = op->y - 1; y <= op->y + 1; y++) 1323 for (int y = op->y - 1; y <= op->y + 1; y++)
1664 { 1324 {
1665 for (x = op->x - 1; x <= op->x + 1; x++) 1325 for (int x = op->x - 1; x <= op->x + 1; x++)
1666 { 1326 {
1327 uint64 value = 0;
1328
1667 nx = x; 1329 sint16 nx = x;
1668 ny = y; 1330 sint16 ny = y;
1669 1331
1670 mp = op->map; 1332 maptile *mp = op->map;
1671 1333
1672 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); 1334 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1673 1335
1674 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1336 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1675 continue; 1337 continue;
1676 1338
1677 /* Treat alchemy a little differently - most spell effects 1339 /* Treat alchemy a little differently - most spell effects
1679 * ground level effect. 1341 * ground level effect.
1680 */ 1342 */
1681 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) 1343 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1682 continue; 1344 continue;
1683 1345
1684 small_nuggets = 0; 1346 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1685 large_nuggets = 0;
1686
1687 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = next)
1688 { 1347 {
1689 next = tmp->above; 1348 next = tmp->above;
1349
1690 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1350 if (tmp->weight > 0 && !tmp->flag [FLAG_NO_PICK] &&
1691 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1351 !tmp->flag [FLAG_ALIVE] && !tmp->flag [FLAG_IS_CAULDRON])
1692 { 1352 {
1693
1694 if (tmp->inv) 1353 if (tmp->inv)
1695 { 1354 {
1696 object *next1, *tmp1; 1355 object *next1, *tmp1;
1697 1356
1698 for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1) 1357 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1699 { 1358 {
1700 next1 = tmp1->below; 1359 next1 = tmp1->below;
1701 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1360 if (tmp1->weight > 0 && !tmp1->flag [FLAG_NO_PICK] &&
1702 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1361 !tmp1->flag [FLAG_ALIVE] && !tmp1->flag [FLAG_IS_CAULDRON])
1703 alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight); 1362 alchemy_object (tmp1, value, weight);
1704 } 1363 }
1705 } 1364 }
1365
1706 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); 1366 alchemy_object (tmp, value, weight);
1707 1367
1708 if (weight > weight_max) 1368 if (weight > weight_max)
1709 { 1369 break;
1710 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1711 large->destroy ();
1712 small->destroy ();
1713 return 1;
1714 } 1370 }
1715 } /* is alchemable object */
1716 } /* process all objects on this space */
1717
1718 /* Insert all the nuggets at one time. This probably saves time, but
1719 * it also prevents us from alcheming nuggets that were just created
1720 * with this spell.
1721 */ 1371 }
1722 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);
1723 } 1385 }
1724 }
1725 1386
1726 large->destroy (); 1387 if (weight > weight_max)
1727 small->destroy (); 1388 goto bailout;
1728 /* reset this so that if player standing on a big pile of stuff, 1389 }
1729 * it is redrawn properly. 1390 }
1730 */ 1391
1731 op->contr->ns->look_position = 0; 1392bailout:
1732 return 1; 1393 return 1;
1733} 1394}
1734
1735 1395
1736/* This function removes the cursed/damned status on equipped 1396/* This function removes the cursed/damned status on equipped
1737 * items. 1397 * items.
1738 */ 1398 */
1739int 1399int
1740remove_curse (object *op, object *caster, object *spell) 1400remove_curse (object *op, object *caster, object *spell)
1741{ 1401{
1742 object *tmp;
1743 int success = 0, was_one = 0; 1402 int success = 0, was_one = 0;
1744 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
1745 for (tmp = op->inv; tmp; tmp = tmp->below) 1410 for (object *tmp = op->inv; tmp && num_uncurse; tmp = tmp->below)
1746 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1411 if (!tmp->invisible && tmp->flag [typeflag])
1747 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1748 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1749 { 1412 {
1750 was_one++; 1413 ++was_one;
1414
1751 if (tmp->level <= caster_level (caster, spell)) 1415 if (tmp->level <= casting_level (caster, spell))
1752 { 1416 {
1753 success++; 1417 ++success;
1754 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1418 --num_uncurse;
1755 CLEAR_FLAG (tmp, FLAG_DAMNED);
1756 1419
1757 CLEAR_FLAG (tmp, FLAG_CURSED); 1420 tmp->clr_flag (typeflag);
1758 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1421 tmp->clr_flag (FLAG_CURSED);
1422 tmp->clr_flag (FLAG_KNOWN_CURSED);
1759 tmp->value = 0; /* Still can't sell it */ 1423 tmp->value = 0; /* Still can't sell it */
1760 if (op->type == PLAYER) 1424
1425 if (object *pl = tmp->visible_to ())
1761 esrv_send_item (op, tmp); 1426 esrv_update_item (UPD_FLAGS, pl, tmp);
1762 } 1427 }
1763 } 1428 }
1764 1429
1765 if (op->type == PLAYER) 1430 if (op->type == PLAYER)
1766 { 1431 {
1767 if (success) 1432 if (success)
1768 { 1433 new_draw_info (NDI_UNIQUE, 0, op, "You realise that some of your items look shinier now. H<You successfully removed some curses.>");
1769 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1770 }
1771 else 1434 else
1772 { 1435 {
1773 if (was_one) 1436 if (was_one)
1774 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.>");
1775 else 1438 else
1776 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.>");
1777 } 1440 }
1778 } 1441 }
1779 1442
1780 return success; 1443 return success;
1781} 1444}
1782 1445
1783/* Identifies objects in the players inventory/on the ground */ 1446/* Identifies objects in the players inventory/on the ground */
1784
1785int 1447int
1786cast_identify (object *op, object *caster, object *spell) 1448cast_identify (object *op, object *caster, object *spell)
1787{ 1449{
1788 object *tmp; 1450 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1789 int success = 0, num_ident;
1790 1451
1791 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));
1792 1453
1793 if (num_ident < 1) 1454 op->splay_marked ();
1794 num_ident = 1;
1795 1455
1796 for (tmp = op->inv; tmp; tmp = tmp->below) 1456 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1797 { 1457 {
1798 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1458 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1799 { 1459 {
1800 identify (tmp); 1460 identify (tmp);
1801 1461
1802 if (op->type == PLAYER) 1462 if (op->type == PLAYER)
1803 { 1463 {
1804 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));
1805 1465
1806 if (tmp->msg) 1466 if (tmp->msg)
1807 { 1467 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1808 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1809 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1810 }
1811 } 1468 }
1812 1469
1813 num_ident--;
1814 success = 1;
1815 if (!num_ident) 1470 if (!--num_ident)
1816 break; 1471 break;
1817 } 1472 }
1818 } 1473 }
1819 1474
1820 /* 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
1821 * 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
1822 * was not fully used. 1477 * was not fully used.
1823 */ 1478 */
1824 if (num_ident) 1479 if (num_ident)
1825 { 1480 {
1826 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)
1827 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1482 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1828 { 1483 {
1829 identify (tmp); 1484 identify (tmp);
1830 1485
1831 if (op->type == PLAYER) 1486 if (object *pl = tmp->visible_to ())
1832 { 1487 {
1833 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));
1834 1489
1835 if (tmp->msg) 1490 if (tmp->msg)
1836 { 1491 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1837 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1838 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1839 }
1840
1841 esrv_send_item (op, tmp);
1842 } 1492 }
1843 1493
1844 num_ident--;
1845 success = 1;
1846 if (!num_ident) 1494 if (!--num_ident)
1847 break; 1495 break;
1848 } 1496 }
1849 } 1497 }
1850 1498
1851 if (!success) 1499 if (buf.empty ())
1852 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 }
1853 else 1504 else
1505 {
1506 if (op->contr)
1507 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1508
1854 spell_effect (spell, op->x, op->y, op->map, op); 1509 spell_effect (spell, op->x, op->y, op->map, op);
1855 1510 return 1;
1856 return success; 1511 }
1857} 1512}
1858 1513
1859int 1514int
1860cast_detection (object *op, object *caster, object *spell, object *skill) 1515cast_detection (object *op, object *caster, object *spell, object *skill)
1861{ 1516{
1862 object *tmp, *last, *god, *detect; 1517 object *tmp, *last, *god, *detect;
1863 int done_one, range, mflags, floor, level; 1518 int done_one, range, floor, level;
1864 sint16 x, y, nx, ny; 1519 sint16 x, y, nx, ny;
1865 maptile *m; 1520 maptile *m;
1866 1521
1867 /* 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
1868 * doing it over and over again. 1523 * doing it over and over again.
1869 */ 1524 */
1870 god = find_god (determine_god (op)); 1525 god = find_god (determine_god (op));
1871 level = caster_level (caster, spell); 1526 level = casting_level (caster, spell);
1872 range = spell->range + SP_level_range_adjust (caster, spell); 1527 range = spell->range + SP_level_range_adjust (caster, spell);
1873 1528
1874 if (!skill) 1529 if (!skill)
1875 skill = caster; 1530 skill = caster;
1876 1531
1877 for (x = op->x - range; x <= op->x + range; x++) 1532 dynbuf buf;
1878 for (y = op->y - range; y <= op->y + range; y++) 1533 unordered_mapwalk (buf, op, -range, -range, range, range)
1879 { 1534 {
1880 m = op->map;
1881 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1882 if (mflags & P_OUT_OF_MAP)
1883 continue;
1884
1885 /* For most of the detections, we only detect objects above the 1535 /* For most of the detections, we only detect objects above the
1886 * floor. But this is not true for show invisible. 1536 * floor. But this is not true for show invisible.
1887 * Basically, we just go and find the top object and work 1537 * Basically, we just go and find the top object and work
1888 * down - that is easier than working up. 1538 * down - that is easier than working up.
1889 */ 1539 */
1890 1540
1891 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)
1892 last = tmp; 1542 last = tmp;
1893 1543
1894 /* 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
1895 * would happen. 1545 * would happen.
1896 */ 1546 */
1897 if (!last) 1547 if (!last)
1898 continue; 1548 continue;
1899 1549
1900 done_one = 0; 1550 done_one = 0;
1901 floor = 0; 1551 floor = 0;
1902 detect = NULL; 1552 detect = 0;
1903 for (tmp = last; tmp; tmp = tmp->below) 1553 for (tmp = last; tmp; tmp = tmp->below)
1904 { 1554 {
1905 /* show invisible */ 1555 /* show invisible */
1906 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1556 if (spell->flag [FLAG_MAKE_INVIS]
1907 /* Might there be other objects that we can make visible? */ 1557 /* Might there be other objects that we can make visible? */
1908 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1558 && (tmp->invisible && (tmp->flag [FLAG_MONSTER]
1909 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1559 || (tmp->type == PLAYER && !tmp->flag [FLAG_WIZ])
1910 tmp->type == CF_HANDLE || 1560 || tmp->type == T_HANDLE
1911 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
1912 tmp->type == BUTTON || tmp->type == TELEPORTER || 1565 || tmp->type == TELEPORTER
1566 || tmp->type == GATE
1913 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1567 || tmp->type == LOCKED_DOOR
1914 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)
1915 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1571 || tmp->type == TRIGGER_PEDESTAL
1916 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)))
1917 { 1577 {
1578 printf ("show inv %s\n", tmp->debug_desc());//D
1918 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)
1919 { 1580 {
1920 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
1921 done_one = 1; 1663 done_one = 1;
1922 } 1664 }
1923 } 1665 }
1924
1925 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1926 floor = 1;
1927
1928 /* All detections below this point don't descend beneath the floor,
1929 * so just continue on. We could be clever and look at the type of
1930 * detection to completely break out if we don't care about objects beneath
1931 * the floor, but once we get to the floor, not likely a very big issue anyways.
1932 */
1933 if (floor)
1934 continue;
1935
1936 /* I had thought about making detect magic and detect curse
1937 * show the flash the magic item like it does for detect monster.
1938 * however, if the object is within sight, this would then make it
1939 * difficult to see what object is magical/cursed, so the
1940 * effect wouldn't be as apparant.
1941 */
1942
1943 /* detect magic */
1944 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1945 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1946 {
1947 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1948 /* make runes more visibile */
1949 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1950 tmp->stats.Cha /= 4;
1951 done_one = 1;
1952 }
1953 /* detect monster */
1954 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1955 {
1956 done_one = 2;
1957 if (!detect)
1958 detect = tmp;
1959 }
1960 /* Basically, if race is set in the spell, then the creatures race must
1961 * match that. if the spell race is set to GOD, then the gods opposing
1962 * race must match.
1963 */
1964 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1965 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) ||
1966 (strstr (spell->race, tmp->race))))
1967 {
1968 done_one = 2;
1969 if (!detect)
1970 detect = tmp;
1971 }
1972 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1973 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1974 {
1975 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1976 done_one = 1;
1977 }
1978 } /* for stack of objects on this space */ 1666 } /* for stack of objects on this space */
1979 1667
1980 /* 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
1981 * where the magic is. 1669 * where the magic is.
1982 */ 1670 */
1983 if (done_one) 1671 if (done_one)
1984 { 1672 {
1985 object *detect_ob = arch_to_object (spell->other_arch); 1673 object *detect_ob = spell->other_arch->instance ();
1986 1674
1987 /* if this is set, we want to copy the face */ 1675 /* if this is set, we want to copy the face */
1988 if (done_one == 2 && detect) 1676 if (done_one == 2 && detect)
1989 { 1677 {
1990 detect_ob->face = detect->face; 1678 detect_ob->face = detect->face;
1991 detect_ob->animation_id = detect->animation_id; 1679 detect_ob->animation_id = detect->animation_id;
1992 detect_ob->anim_speed = detect->anim_speed; 1680 detect_ob->anim_speed = detect->anim_speed;
1993 detect_ob->last_anim = 0; 1681 detect_ob->last_anim = 0;
1994 /* by default, the detect_ob is already animated */ 1682 /* by default, the detect_ob is already animated */
1995 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1683 if (!detect->flag [FLAG_ANIMATE])
1996 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1684 detect_ob->clr_flag (FLAG_ANIMATE);
1997 } 1685 }
1998 1686
1999 m->insert (detect_ob, nx, ny, op); 1687 m->insert (detect_ob, nx, ny, op, INS_ON_TOP);
2000 } 1688 }
2001 } /* for processing the surrounding spaces */ 1689 } /* for processing the surrounding spaces */
2002 1690
2003 1691
2004 /* 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 */
2005 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])
2006 { 1694 {
2007 done_one = 0; 1695 done_one = 0;
1696
2008 for (tmp = op->inv; tmp; tmp = tmp->below) 1697 for (tmp = op->inv; tmp; tmp = tmp->below)
2009 { 1698 {
2010 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1699 if (!tmp->invisible && !tmp->flag [FLAG_IDENTIFIED])
2011 { 1700 {
2012 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])
2013 { 1702 {
2014 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1703 tmp->set_flag (FLAG_KNOWN_MAGICAL);
2015 if (op->type == PLAYER) 1704
1705 if (object *pl = tmp->visible_to ())
2016 esrv_send_item (op, tmp); 1706 esrv_update_item (UPD_FLAGS, pl, tmp);
2017 } 1707 }
2018 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1708
2019 (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]))
2020 { 1711 {
2021 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1712 tmp->set_flag (FLAG_KNOWN_CURSED);
2022 if (op->type == PLAYER) 1713
1714 if (object *pl = tmp->visible_to ())
2023 esrv_send_item (op, tmp); 1715 esrv_update_item (UPD_FLAGS, pl, tmp);
2024 } 1716 }
2025 } /* if item is not identified */ 1717 } /* if item is not identified */
2026 } /* for the players inventory */ 1718 } /* for the players inventory */
2027 } /* if detect magic/curse and object is a player */ 1719 } /* if detect magic/curse and object is a player */
1720
2028 return 1; 1721 return 1;
2029} 1722}
2030 1723
2031 1724
2032/** 1725/**
2045 1738
2046 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.");
2047 1740
2048 if (victim->stats.sp >= victim->stats.maxsp * 2) 1741 if (victim->stats.sp >= victim->stats.maxsp * 2)
2049 { 1742 {
2050 object *tmp;
2051
2052 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1743 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
2053
2054 /* Explodes a fireball centered at player */
2055 tmp = get_archetype (EXPLODING_FIREBALL);
2056 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
2057 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
2058
2059 tmp->insert_at (victim);
2060 victim->stats.sp = 2 * victim->stats.maxsp; 1744 victim->stats.sp = 2 * victim->stats.maxsp;
1745 create_exploding_ball_at (victim, caster_level);
2061 } 1746 }
2062 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1747 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
2063 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.");
2064 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1749 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2065 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!");
2066 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1751 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2067 { 1752 {
2068 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1753 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2084 sint16 x, y; 1769 sint16 x, y;
2085 maptile *m; 1770 maptile *m;
2086 int mflags; 1771 int mflags;
2087 1772
2088 m = op->map; 1773 m = op->map;
2089 x = op->x + freearr_x[dir]; 1774 x = op->x + DIRX (dir);
2090 y = op->y + freearr_y[dir]; 1775 y = op->y + DIRY (dir);
2091 1776
2092 mflags = get_map_flags (m, &m, x, y, &x, &y); 1777 mflags = get_map_flags (m, &m, x, y, &x, &y);
2093 1778
2094 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1779 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
2095 { 1780 {
2096 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)
2097 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1782 if (plyr != op && plyr->flag [FLAG_ALIVE])
2098 break; 1783 break;
2099 } 1784 }
2100 1785
2101 1786
2102 /* 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
2103 * 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.
2104 */ 1789 */
2105 if (plyr == NULL) 1790 if (plyr == NULL)
2106 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)
2107 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1792 if (plyr != op && plyr->flag [FLAG_ALIVE])
2108 break; 1793 break;
2109 1794
2110 if (!plyr) 1795 if (!plyr)
2111 { 1796 {
2112 new_draw_info (NDI_BLACK, 0, op, "There is no one there."); 1797 op->failmsg ("There is no one there.");
2113 return 0; 1798 return 0;
2114 } 1799 }
2115 /* give sp */ 1800 /* give sp */
2116 if (spell->stats.dam > 0) 1801 if (spell->stats.dam > 0)
2117 { 1802 {
2118 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);
2119 charge_mana_effect (plyr, caster_level (caster, spell)); 1804 charge_mana_effect (plyr, casting_level (caster, spell));
2120 return 1; 1805 return 1;
2121 } 1806 }
2122 /* suck sp away. Can't suck sp from yourself */ 1807 /* suck sp away. Can't suck sp from yourself */
2123 else if (op != plyr) 1808 else if (op != plyr)
2124 { 1809 {
2129 if (rate > 95) 1814 if (rate > 95)
2130 rate = 95; 1815 rate = 95;
2131 1816
2132 sucked = (plyr->stats.sp * rate) / 100; 1817 sucked = (plyr->stats.sp * rate) / 100;
2133 plyr->stats.sp -= sucked; 1818 plyr->stats.sp -= sucked;
2134 if (QUERY_FLAG (op, FLAG_ALIVE)) 1819 if (op->flag [FLAG_ALIVE])
2135 { 1820 {
2136 /* Player doesn't get full credit */ 1821 /* Player doesn't get full credit */
2137 sucked = (sucked * rate) / 100; 1822 sucked = (sucked * rate) / 100;
2138 op->stats.sp += sucked; 1823 op->stats.sp += sucked;
2139 if (sucked > 0) 1824 if (sucked > 0)
2140 { 1825 {
2141 charge_mana_effect (op, caster_level (caster, spell)); 1826 charge_mana_effect (op, casting_level (caster, spell));
2142 } 1827 }
2143 } 1828 }
2144 return 1; 1829 return 1;
2145 } 1830 }
2146 return 0; 1831 return 0;
2159 object *tmp, *head, *next; 1844 object *tmp, *head, *next;
2160 int mflags; 1845 int mflags;
2161 maptile *m; 1846 maptile *m;
2162 sint16 sx, sy; 1847 sint16 sx, sy;
2163 1848
2164 sx = op->x + freearr_x[dir]; 1849 sx = op->x + DIRX (dir);
2165 sy = op->y + freearr_y[dir]; 1850 sy = op->y + DIRY (dir);
2166 m = op->map; 1851 m = op->map;
2167 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1852 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
2168 if (mflags & P_OUT_OF_MAP) 1853 if (mflags & P_OUT_OF_MAP)
2169 return; 1854 return;
2170 1855
2183 1868
2184 /* don't attack our own spells */ 1869 /* don't attack our own spells */
2185 if (tmp->owner && tmp->owner == op->owner) 1870 if (tmp->owner && tmp->owner == op->owner)
2186 continue; 1871 continue;
2187 1872
2188 /* Basically, if the object is magical and not counterspell, 1873 /* Basically, if the object is magical and not counterspell,
2189 * we will more or less remove the object. Don't counterspell 1874 * we will more or less remove the object. Don't counterspell
2190 * monsters either. 1875 * monsters either.
2191 */ 1876 */
2192 1877
2193 if (head->attacktype & AT_MAGIC && 1878 if (head->attacktype & AT_MAGIC
2194 !(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))
2195 head->destroy (); 1882 head->destroy ();
2196 else 1883 else
2197 switch (head->type) 1884 switch (head->type)
2198 { 1885 {
2199 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
2200 if (op->level > head->level) 1892 if (op->level > head->level)
2201 head->destroy (); 1893 head->destroy ();
2202 1894
2203 break; 1895 break;
2204 1896
2215 break; 1907 break;
2216 } 1908 }
2217 } 1909 }
2218} 1910}
2219 1911
2220
2221
2222/* cast_consecrate() - a spell to make an altar your god's */ 1912/* cast_consecrate() - a spell to make an altar your god's */
2223int 1913int
2224cast_consecrate (object *op, object *caster, object *spell) 1914cast_consecrate (object *op, object *caster, object *spell)
2225{ 1915{
2226 char buf[MAX_BUF]; 1916 char buf[MAX_BUF];
2227 1917
2228 object *tmp, *god = find_god (determine_god (op)); 1918 object *tmp, *god = find_god (determine_god (op));
2229 1919
2230 if (!god) 1920 if (!god)
2231 { 1921 {
2232 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!");
2233 return 0; 1923 return 0;
2234 } 1924 }
2235 1925
2236 for (tmp = op->below; tmp; tmp = tmp->below) 1926 for (tmp = op->below; tmp; tmp = tmp->below)
2237 { 1927 {
2238 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1928 if (tmp->flag [FLAG_IS_FLOOR])
2239 break; 1929 break;
2240 if (tmp->type == HOLY_ALTAR) 1930 if (tmp->type == HOLY_ALTAR)
2241 { 1931 {
2242 1932
2243 if (tmp->level > caster_level (caster, spell)) 1933 if (tmp->level > casting_level (caster, spell))
2244 { 1934 {
2245 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);
2246 return 0; 1936 return 0;
2247 } 1937 }
2248 else 1938 else
2249 { 1939 {
2250 /* If we got here, we are consecrating an altar */ 1940 /* If we got here, we are consecrating an altar */
2251 sprintf (buf, "Altar of %s", &god->name); 1941 sprintf (buf, "Altar of %s", &god->name);
2252 tmp->name = buf; 1942 tmp->name = buf;
2253 tmp->level = caster_level (caster, spell); 1943 tmp->level = casting_level (caster, spell);
2254 tmp->other_arch = god->arch; 1944 tmp->other_arch = god->arch;
1945
2255 if (op->type == PLAYER) 1946 if (op->type == PLAYER)
2256 esrv_update_item (UPD_NAME, op, tmp); 1947 esrv_update_item (UPD_NAME, op, tmp);
1948
2257 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);
2258 return 1; 1950 return 1;
2259 } 1951 }
2260 } 1952 }
2261 } 1953 }
2262 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!");
2263 return 0; 1956 return 0;
2264} 1957}
2265 1958
2266/* animate_weapon - 1959/* animate_weapon -
2267 * 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.
2268 * 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
2269 * 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
2270 * 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.
2271 * 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,
2272 * 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
2273 * 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
2274 * player checks. MSW 2003-01-06 1967 * player checks. MSW 2003-01-06
2275 */ 1968 */
2276
2277int 1969int
2278animate_weapon (object *op, object *caster, object *spell, int dir) 1970animate_weapon (object *op, object *caster, object *spell, int dir)
2279{ 1971{
2280 object *weapon, *tmp;
2281 char buf[MAX_BUF]; 1972 char buf[MAX_BUF];
2282 int a, i; 1973 int a, i;
2283 sint16 x, y; 1974 sint16 x, y;
2284 maptile *m; 1975 maptile *m;
2285 materialtype_t *mt;
2286 1976
2287 if (!spell->other_arch) 1977 if (!spell->other_arch)
2288 { 1978 {
2289 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1979 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2290 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);
2293 /* exit if it's not a player using this spell. */ 1983 /* exit if it's not a player using this spell. */
2294 if (op->type != PLAYER) 1984 if (op->type != PLAYER)
2295 return 0; 1985 return 0;
2296 1986
2297 /* if player already has a golem, abort */ 1987 /* if player already has a golem, abort */
2298 if (op->contr->ranges[range_golem]) 1988 if (object *golem = op->contr->golem)
2299 { 1989 {
2300 control_golem (op->contr->ranges[range_golem], dir); 1990 control_golem (golem, dir);
2301 return 0; 1991 return 0;
2302 } 1992 }
2303 1993
2304 /* if no direction specified, pick one */ 1994 /* if no direction specified, pick one */
2305 if (!dir) 1995 if (!dir)
2306 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);
2307 1997
2308 m = op->map; 1998 m = op->map;
2309 x = op->x + freearr_x[dir]; 1999 x = op->x + DIRX (dir);
2310 y = op->y + freearr_y[dir]; 2000 y = op->y + DIRY (dir);
2311 2001
2312 /* if there's no place to put the golem, abort */ 2002 /* if there's no place to put the golem, abort */
2313 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)
2314 ((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))
2315 { 2005 {
2316 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2006 op->failmsg ("There is something in the way.");
2317 return 0; 2007 return 0;
2318 } 2008 }
2319 2009
2320 /* Use the weapon marked by the player. */ 2010 /* Use the weapon marked by the player. */
2321 weapon = find_marked_object (op); 2011 object *weapon = op->mark ();
2322 2012
2323 if (!weapon) 2013 if (!weapon)
2324 { 2014 {
2325 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!");
2326 return 0; 2016 return 0;
2327 } 2017 }
2018
2328 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2019 if (spell->race && weapon->arch->archname != spell->race)
2329 { 2020 {
2330 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2021 op->failmsg ("The spell fails to transform your weapon.");
2331 return 0; 2022 return 0;
2332 } 2023 }
2024
2333 if (weapon->type != WEAPON) 2025 if (weapon->type != WEAPON)
2334 { 2026 {
2335 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.");
2336 return 0; 2028 return 0;
2337 } 2029 }
2338 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2030
2031 if (weapon->flag [FLAG_APPLIED])
2339 { 2032 {
2340 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));
2341 return 0; 2034 return 0;
2342 } 2035 }
2343 2036
2344 if (weapon->nrof > 1) 2037 weapon = weapon->split ();
2345 {
2346 tmp = get_split_ob (weapon, 1);
2347 esrv_send_item (op, weapon);
2348 weapon = tmp;
2349 }
2350 2038
2351 /* create the golem object */ 2039 /* create the golem object */
2352 tmp = arch_to_object (spell->other_arch); 2040 object *tmp = spell->other_arch->instance ();
2353 2041
2354 /* 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 */
2355 CLEAR_FLAG (tmp, FLAG_MONSTER); 2043 tmp->clr_flag (FLAG_MONSTER);
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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