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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.38 by root, Wed Feb 7 23:30:03 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 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 18 *
19 * You should have received a copy of the Affero GNU General Public License
20 * and the GNU General Public License along with this program. If not, see
21 * <http://www.gnu.org/licenses/>.
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>
58} 59}
59 60
60int 61int
61recharge (object *op, object *caster, object *spell_ob) 62recharge (object *op, object *caster, object *spell_ob)
62{ 63{
63 object *wand, *tmp;
64 int ncharges; 64 int ncharges;
65 65
66 wand = find_marked_object (op); 66 object *wand = op->mark ();
67
67 if (wand == NULL || wand->type != WAND) 68 if (!wand || wand->type != WAND)
68 { 69 {
69 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.");
70 return 0; 71 return 0;
71 } 72 }
73
72 if (!(random_roll (0, 3, op, PREFER_HIGH))) 74 if (!(random_roll (0, 3, op, PREFER_HIGH)))
73 { 75 {
74 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));
75 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE); 77 op->play_sound (sound_find ("ob_explode"));
76 esrv_del_item (op->contr, wand->count);
77 wand->destroy (); 78 wand->destroy ();
78 tmp = get_archetype ("fireball"); 79 object *tmp = archetype::get (shstr_fireball);
79 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;
80 81
81 if (!tmp->stats.dam) 82 if (!tmp->stats.dam)
82 tmp->stats.dam = 1; 83 tmp->stats.dam = 1;
83 84
94 95
95 if (wand->inv && wand->inv->level) 96 if (wand->inv && wand->inv->level)
96 ncharges /= wand->inv->level; 97 ncharges /= wand->inv->level;
97 else 98 else
98 { 99 {
99 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));
100 return 0; 101 return 0;
101 } 102 }
102 103
103 if (!ncharges) 104 if (!ncharges)
104 ncharges = 1; 105 ncharges = 1;
105 106
106 wand->stats.food += ncharges; 107 wand->stats.food += ncharges;
107 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));
108 109
109 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE)) 110 if (wand->arch && wand->arch->flag [FLAG_ANIMATE])
110 { 111 {
111 SET_FLAG (wand, FLAG_ANIMATE); 112 wand->set_flag (FLAG_ANIMATE);
112 wand->set_speed (wand->arch->clone.speed); 113 wand->set_speed (wand->arch->speed);
113 } 114 }
114 115
115 return 1; 116 return 1;
116} 117}
117 118
123 * great a plus, the default is used. 124 * great a plus, the default is used.
124 * 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
125 * 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
126 * create nonnmagic arrows, or even -1, etc... 127 * create nonnmagic arrows, or even -1, etc...
127 */ 128 */
128
129int 129int
130cast_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)
131{ 131{
132 int missile_plus = 0, bonus_plus = 0; 132 int bonus_plus = 0;
133 const char *missile_name; 133 const char *missile_name = "arrow";
134 object *tmp, *missile;
135 134
136 missile_name = "arrow";
137
138 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 135 for (object *tmp = op->inv; tmp; tmp = tmp->below)
139 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) 136 if (tmp->type == BOW && tmp->flag [FLAG_APPLIED])
140 missile_name = tmp->race; 137 missile_name = tmp->race;
141 138
142 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); 139 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
143 140
144 if (archetype::find (missile_name) == NULL) 141 archetype *missile_arch = archetype::find (missile_name);
142
143 if (!missile_arch)
145 { 144 {
146 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);
147 return 0; 146 return 0;
148 } 147 }
149 148
150 missile = get_archetype (missile_name); 149 object *missile = missile_arch->instance ();
151 150
152 if (stringarg) 151 if (spellparam)
153 { 152 {
154 /* If it starts with a letter, presume it is a description */ 153 /* If it starts with a letter, presume it is a description */
155 if (isalpha (*stringarg)) 154 if (isalpha (*spellparam))
156 { 155 {
157 artifact *al = find_artifactlist (missile->type)->items; 156 artifact *al = find_artifactlist (missile->type)->items;
158 157
159 for (; al != NULL; al = al->next) 158 for (; al; al = al->next)
160 if (!strcasecmp (al->item->name, stringarg)) 159 if (!strcasecmp (al->item->name, spellparam))
161 break; 160 break;
162 161
163 if (!al) 162 if (!al)
164 { 163 {
165 missile->destroy (); 164 missile->destroy ();
166 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);
167 return 0; 166 return 0;
168 } 167 }
169 168
170 if (al->item->slaying) 169 if (al->item->slaying)
171 { 170 {
172 missile->destroy (); 171 missile->destroy ();
173 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);
174 return 0; 173 return 0;
175 } 174 }
176 175
177 give_artifact_abilities (missile, al->item); 176 give_artifact_abilities (missile, al->item);
178 /* 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 -
179 * 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
180 * the parsing of having to do both plus and type. 179 * the parsing of having to do both plus and type.
181 */ 180 */
182 bonus_plus = 1 + (al->item->value / 5); 181 bonus_plus = 1 + (al->item->value / 5);
183 missile_plus = 0; 182 missile_plus = 0;
184 } 183 }
185 else if (atoi (stringarg) < missile_plus) 184 else if (atoi (spellparam) < missile_plus)
186 missile_plus = atoi (stringarg); 185 missile_plus = atoi (spellparam);
187 } 186 }
188 187
189 if (missile_plus > 4) 188 missile_plus = clamp (missile_plus, -4, 4);
190 missile_plus = 4;
191 else if (missile_plus < -4)
192 missile_plus = -4;
193 189
194 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 190 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
195 missile->nrof -= 3 * (missile_plus + bonus_plus); 191 missile->nrof -= 3 * (missile_plus + bonus_plus);
196 192
197 if (missile->nrof < 1) 193 if (missile->nrof < 1)
199 195
200 missile->magic = missile_plus; 196 missile->magic = missile_plus;
201 /* Can't get any money for these objects */ 197 /* Can't get any money for these objects */
202 missile->value = 0; 198 missile->value = 0;
203 199
204 SET_FLAG (missile, FLAG_IDENTIFIED); 200 missile->set_flag (FLAG_IDENTIFIED);
205 201
206 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 ())
207 pick_up (op, missile); 207 pick_up (op, missile);
208 208
209 return 1; 209 return 1;
210} 210}
211 211
212
213/* allows the choice of what sort of food object to make. 212/* allows the choice of what sort of food object to make.
214 * 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*/
215int 214int
216cast_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)
217{ 216{
218 int food_value; 217 int food_value;
219 archetype *at = NULL; 218 archetype *at = NULL;
220 object *new_op; 219 object *new_op;
221 220
222 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);
223 222
224 if (stringarg) 223 if (spellparam)
225 { 224 {
226 at = find_archetype_by_object_type_name (FOOD, stringarg); 225 at = find_archetype_by_object_type_name (FOOD, spellparam);
227 if (at == NULL) 226 if (at == NULL)
228 at = find_archetype_by_object_type_name (DRINK, stringarg); 227 at = find_archetype_by_object_type_name (DRINK, spellparam);
229 if (at == NULL || at->clone.stats.food > food_value) 228 if (at == NULL || at->stats.food > food_value)
230 stringarg = NULL; 229 spellparam = NULL;
231 } 230 }
232 231
233 if (!stringarg) 232 if (!spellparam)
234 { 233 {
235 archetype *at_tmp; 234 archetype *at_tmp;
236 235
237 /* We try to find the archetype with the maximum food value. 236 /* We try to find the archetype with the maximum food value.
238 * This removes the dependancy of hard coded food values in this 237 * This removes the dependancy of hard coded food values in this
240 * 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
241 * to be altered from the donor. 240 * to be altered from the donor.
242 */ 241 */
243 242
244 /* We assume the food items don't have multiple parts */ 243 /* We assume the food items don't have multiple parts */
245 for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next) 244 for_all_archetypes (at_tmp)
246 { 245 {
247 if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK) 246 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
248 { 247 {
249 /* Basically, if the food value is something that is creatable 248 /* Basically, if the food value is something that is creatable
250 * under the limits of the spell and it is higher than 249 * under the limits of the spell and it is higher than
251 * the item we have now, take it instead. 250 * the item we have now, take it instead.
252 */ 251 */
253 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)))
254 at = at_tmp; 257 at = at_tmp;
255 } 258 }
256 } 259 }
257 } 260 }
261
258 /* 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
259 * know 263 * know
260 */ 264 */
261 if (!at) 265 if (!at)
262 { 266 {
263 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.");
264 return 0; 268 return 0;
265 } 269 }
266 270
267 food_value /= at->clone.stats.food; 271 food_value /= at->stats.food;
268 new_op = arch_to_object (at); 272 new_op = at->instance ();
269 new_op->nrof = food_value; 273 new_op->nrof = food_value;
270 274
271 new_op->value = 0; 275 new_op->value = 0;
272 if (new_op->nrof < 1) 276 if (new_op->nrof < 1)
273 new_op->nrof = 1; 277 new_op->nrof = 1;
281{ 285{
282 int r, mflags, maxrange; 286 int r, mflags, maxrange;
283 object *tmp; 287 object *tmp;
284 maptile *m; 288 maptile *m;
285 289
286
287 if (!dir) 290 if (!dir)
288 { 291 {
289 examine_monster (op, op); 292 examine_monster (op, op);
290 return 1; 293 return 1;
291 } 294 }
295
292 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 296 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
293 for (r = 1; r < maxrange; r++) 297 for (r = 1; r < maxrange; r++)
294 { 298 {
295 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);
296 300
297 m = op->map; 301 m = op->map;
298 mflags = get_map_flags (m, &m, x, y, &x, &y); 302 mflags = get_map_flags (m, &m, x, y, &x, &y);
299 303
300 if (mflags & P_OUT_OF_MAP) 304 if (mflags & P_OUT_OF_MAP)
301 break; 305 break;
302 306
303 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) 307 if (!op->flag [FLAG_WIZCAST] && (mflags & P_NO_MAGIC))
304 { 308 {
305 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 309 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
306 return 0; 310 return 0;
307 } 311 }
312
308 if (mflags & P_IS_ALIVE) 313 if (mflags & P_IS_ALIVE)
309 { 314 {
310 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)
311 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]))
312 { 317 {
313 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 318 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
314 if (tmp->head != NULL) 319 if (tmp->head != NULL)
315 tmp = tmp->head; 320 tmp = tmp->head;
316 examine_monster (op, tmp); 321 examine_monster (op, tmp);
317 return 1; 322 return 1;
318 } 323 }
319 } 324 }
320 } 325 }
326
321 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); 327 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
322 return 1; 328 return 1;
323} 329}
324
325 330
326/* This checks to see if 'pl' is invisible to 'mon'. 331/* This checks to see if 'pl' is invisible to 'mon'.
327 * does race check, undead check, etc 332 * does race check, undead check, etc
328 * Returns TRUE if mon can't see pl, false 333 * Returns TRUE if mon can't see pl, false
329 * otherwise. This doesn't check range, walls, etc. It 334 * otherwise. This doesn't check range, walls, etc. It
331 * pl is invisible. 336 * pl is invisible.
332 */ 337 */
333int 338int
334makes_invisible_to (object *pl, object *mon) 339makes_invisible_to (object *pl, object *mon)
335{ 340{
336
337 if (!pl->invisible) 341 if (!pl->invisible)
338 return 0; 342 return 0;
343
339 if (pl->type == PLAYER) 344 if (pl->type == PLAYER)
340 { 345 {
341 /* If race isn't set, then invisible unless it is undead */ 346 /* If race isn't set, then invisible unless it is undead */
342 if (!pl->contr->invis_race) 347 if (!pl->contr->invis_race)
343 { 348 {
344 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 349 if (mon->flag [FLAG_UNDEAD])
345 return 0; 350 return 0;
351
346 return 1; 352 return 1;
347 } 353 }
354
348 /* invis_race is set if we get here */ 355 /* invis_race is set if we get here */
349 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 356 if (pl->contr->invis_race == shstr_undead && is_true_undead (mon))
350 return 1; 357 return 1;
358
351 /* No race, can't be invisible to it */ 359 /* No race, can't be invisible to it */
352 if (!mon->race) 360 if (!mon->race)
353 return 0; 361 return 0;
362
354 if (strstr (mon->race, pl->contr->invis_race)) 363 if (mon->race.contains (pl->contr->invis_race))
355 return 1; 364 return 1;
365
356 /* Nothing matched above, return 0 */ 366 /* Nothing matched above, return 0 */
357 return 0; 367 return 0;
358 } 368 }
359 else 369 else
360 { 370 {
373 * normal applies. 383 * normal applies.
374 */ 384 */
375int 385int
376cast_invisible (object *op, object *caster, object *spell_ob) 386cast_invisible (object *op, object *caster, object *spell_ob)
377{ 387{
378 object *tmp;
379
380 if (op->invisible > 1000) 388 if (op->invisible > 1000)
381 { 389 {
382 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");
383 return 0; 391 return 0;
384 } 392 }
385 393
386 /* 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
387 * and if statement or two. 395 * and if statement or two.
388 */ 396 */
389 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
390 /* max duration */ 399 /* limit duration */
391 if (op->invisible > 1000) 400 min_it (op->invisible, 1000);
392 op->invisible = 1000;
393 401
394 if (op->type == PLAYER) 402 if (op->type == PLAYER)
395 { 403 {
396 op->contr->invis_race = spell_ob->race; 404 op->contr->invis_race = spell_ob->race;
397 405
398 if (QUERY_FLAG (spell_ob, FLAG_MAKE_INVIS)) 406 if (spell_ob->flag [FLAG_MAKE_INVIS])
399 op->contr->tmp_invis = 0; 407 op->contr->tmp_invis = 0;
400 else 408 else
401 op->contr->tmp_invis = 1; 409 op->contr->tmp_invis = 1;
402
403 op->contr->hidden = 0;
404 } 410 }
411
405 if (makes_invisible_to (op, op)) 412 if (makes_invisible_to (op, op))
406 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!");
407 else 414 else
408 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!"); 415 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
409 416
410 update_object (op, UP_OBJ_FACE); 417 update_object (op, UP_OBJ_CHANGE);
411 418
412 /* Only search the active objects - only these should actually do 419 /* Only search the active objects - only these should actually do
413 * harm to the player. 420 * harm to the player.
414 */ 421 */
415 for_all_actives (tmp) 422 for_all_actives (tmp)
422/* earth to dust spell. Basically destroys earthwalls in the area. 429/* earth to dust spell. Basically destroys earthwalls in the area.
423 */ 430 */
424int 431int
425cast_earth_to_dust (object *op, object *caster, object *spell_ob) 432cast_earth_to_dust (object *op, object *caster, object *spell_ob)
426{ 433{
427 object *tmp, *next;
428 int range, i, j, mflags; 434 int range, i, j, mflags;
429 sint16 sx, sy; 435 sint16 sx, sy;
430 maptile *m; 436 maptile *m;
431
432 if (op->type != PLAYER)
433 return 0;
434 437
435 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 438 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
436 439
437 for (i = -range; i <= range; i++) 440 for (i = -range; i <= range; i++)
438 for (j = -range; j <= range; j++) 441 for (j = -range; j <= range; j++)
443 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 446 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
444 447
445 if (mflags & P_OUT_OF_MAP) 448 if (mflags & P_OUT_OF_MAP)
446 continue; 449 continue;
447 450
448 // earth to dust tears down everything that can be teared down 451 // earth to dust tears down everything that can be torn down
449 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next) 452 for (object *next, *tmp = m->at (sx, sy).bot; tmp; tmp = next)
450 { 453 {
451 next = tmp->above; 454 next = tmp->above;
452 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 455
456 if (tmp->flag [FLAG_TEAR_DOWN])
453 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 457 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
454 } 458 }
455 } 459 }
456 460
457 return 1; 461 return 1;
459 463
460void 464void
461execute_word_of_recall (object *op) 465execute_word_of_recall (object *op)
462{ 466{
463 if (object *pl = op->in_player ()) 467 if (object *pl = op->in_player ())
464 {
465 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST)) 468 if (pl->ms ().flags () & P_NO_CLERIC && !pl->flag [FLAG_WIZCAST])
466 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you."); 469 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
467 else 470 else
468 { 471 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
469 // remove first so we do not call update_stats
470 op->remove ();
471 pl->enter_exit (op);
472 }
473 }
474 472
475 op->destroy (); 473 op->destroy ();
476} 474}
477 475
478/* Word of recall causes the player to return 'home'. 476/* Word of recall causes the player to return 'home'.
479 * we put a force into the player object, so that there is a 477 * we put a force into the player object, so that there is a
480 * time delay effect. 478 * time delay effect.
481 */ 479 */
482int 480int
483cast_word_of_recall (object *op, object *caster, object *spell_ob) 481cast_word_of_recall (object *op, object *caster, object *spell_ob)
484{ 482{
485 object *dummy; 483 if (!op->is_player ())
486 int time;
487
488 if (op->type != PLAYER)
489 return 0; 484 return 0;
490 485
491 if (find_obj_by_type_subtype (op, SPELL_EFFECT, SP_WORD_OF_RECALL)) 486 if (find_obj_by_type_subtype (op, SPELL_EFFECT, SP_WORD_OF_RECALL))
492 { 487 {
493 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 488 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
494 return 1; 489 return 1;
495 } 490 }
496 491
497 dummy = get_archetype (FORCE_NAME); 492 object *dummy = archetype::get (FORCE_NAME);
498 if (dummy == NULL)
499 {
500 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
501 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
502 return 0;
503 }
504 493
505 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob); 494 int time = max (1, spell_ob->duration - SP_level_duration_adjust (caster, spell_ob));
506 if (time < 1)
507 time = 1;
508 495
509 /* value of speed really doesn't make much difference, as long as it is 496 /* value of speed really doesn't make much difference, as long as it is
510 * positive. Lower value may be useful so that the problem doesn't 497 * positive. Lower value may be useful so that the problem doesn't
511 * do anything really odd if it say a -1000 or something. 498 * do anything really odd if it say a -1000 or something.
512 */ 499 */
513 dummy->set_speed (0.002); 500 dummy->set_speed (0.002);
514 dummy->speed_left = -dummy->speed * time; 501 dummy->speed_left = -dummy->speed * time;
515 dummy->type = SPELL_EFFECT; 502 dummy->type = SPELL_EFFECT;
516 dummy->subtype = SP_WORD_OF_RECALL; 503 dummy->subtype = SP_WORD_OF_RECALL;
517 504 dummy->slaying = op->contr->savebed_map;
518 /* If we could take advantage of enter_player_savebed() here, it would be 505 dummy->stats.hp = op->contr->bed_x;
519 * nice, but until the map load fails, we can't. 506 dummy->stats.sp = op->contr->bed_y;
520 */
521 EXIT_PATH (dummy) = op->contr->savebed_map;
522 EXIT_X (dummy) = op->contr->bed_x;
523 EXIT_Y (dummy) = op->contr->bed_y;
524 507
525 op->insert (dummy); 508 op->insert (dummy);
526 509
527 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 510 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
528 511
566} 549}
567 550
568int 551int
569perceive_self (object *op) 552perceive_self (object *op)
570{ 553{
571 char *cp = describe_item (op, op), buf[MAX_BUF]; 554 const char *cp = describe_item (op, op);
572 archetype *at = archetype::find (ARCH_DEPLETION); 555 archetype *at = archetype::find (shstr_depletion);
573 object *tmp;
574 int i;
575 556
557 dynbuf_text &buf = msg_dynbuf; buf.clear ();
558
559 if (!op->is_player ())
560 return 0;
561
562 if (object *race = archetype::find (op->race))
563 buf << " - You are a G<male|female> " << &race->name << ".\n";
564
576 tmp = find_god (determine_god (op)); 565 if (object *god = find_god (determine_god (op)))
577 if (tmp) 566 buf << " - You worship " << &god->name << ".\n";
578 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
579 else 567 else
580 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); 568 buf << " - You worship no god.\n";
581 569
582 tmp = present_arch_in_ob (at, op); 570 object *tmp = present_arch_in_ob (at, op);
583 571
584 if (*cp == '\0' && tmp == NULL) 572 if (*cp == '\0' && !tmp)
585 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 573 buf << " - You feel very mundane. ";
586 else 574 else
587 { 575 {
588 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 576 buf << " - You have: " << cp << ".\n";
589 new_draw_info (NDI_UNIQUE, 0, op, cp); 577
590 if (tmp != NULL) 578 if (tmp)
591 {
592 for (i = 0; i < NUM_STATS; i++) 579 for (int i = 0; i < NUM_STATS; i++)
593 { 580 if (tmp->stats.stat (i) < 0)
594 if (get_attr_value (&tmp->stats, i) < 0) 581 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
595 {
596 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i)));
597 }
598 }
599 }
600 } 582 }
601 583
602 if (is_dragon_pl (op)) 584 if (op->is_dragon ())
603 {
604 /* now grab the 'dragon_ability'-force from the player's inventory */ 585 /* now grab the 'dragon_ability'-force from the player's inventory */
605 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 586 for (tmp = op->inv; tmp; tmp = tmp->below)
606 { 587 {
607 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 588 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
608 { 589 {
609 if (tmp->stats.exp == 0) 590 if (tmp->stats.exp == 0)
610 sprintf (buf, "Your metabolism isn't focused on anything."); 591 buf << " - Your metabolism isn't focused on anything.\n";
611 else 592 else
612 sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); 593 buf << " - Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
613 594
614 new_draw_info (NDI_UNIQUE, 0, op, buf);
615 break; 595 break;
616 } 596 }
617 } 597 }
618 }
619 598
620 return 1; 599 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
621}
622
623/* int cast_create_town_portal (object *op, object *caster, int dir)
624 *
625 * This function cast the spell of town portal for op
626 *
627 * The spell operates in two passes. During the first one a place
628 * is marked as a destination for the portal. During the second one,
629 * 2 portals are created, one in the position the player cast it and
630 * one in the destination place. The portal are synchronized and 2 forces
631 * are inserted in the player to destruct the portal next time player
632 * creates a new portal pair.
633 * This spell has a side effect that it allows people to meet each other
634 * in a permanent, private, appartements by making a town portal from it
635 * to the town or another public place. So, check if the map is unique and if
636 * so return an error
637 *
638 * Code by Tchize (david.delbecq@usa.net)
639 */
640int
641cast_create_town_portal (object *op, object *caster, object *spell, int dir)
642{
643 object *dummy, *force, *old_force;
644 archetype *perm_portal;
645 char portal_name[1024], portal_message[1024];
646 maptile *exitmap;
647 int op_level;
648
649 /* Check to see if the map the player is currently on is a per player unique
650 * map. This can be determined in that per player unique maps have the
651 * full pathname listed.
652 */
653 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
654 {
655 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
656 return 0;
657 }
658
659 /* The first thing to do is to check if we have a marked destination
660 * dummy is used to make a check inventory for the force
661 */
662 dummy = arch_to_object (spell->other_arch);
663 if (dummy == NULL)
664 {
665 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
666 LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name);
667 return 0;
668 }
669
670 force = check_inv_recursive (op, dummy);
671
672 if (force == NULL)
673 {
674 /* Here we know there is no destination marked up.
675 * We have 2 things to do:
676 * 1. Mark the destination in the player inventory.
677 * 2. Let the player know it worked.
678 */
679 dummy->name = op->map->path;
680 EXIT_X (dummy) = op->x;
681 EXIT_Y (dummy) = op->y;
682 insert_ob_in_ob (dummy, op);
683 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.");
684 return 1;
685 }
686
687 dummy->destroy ();
688
689 /* Here we know where the town portal should go to
690 * We should kill any existing portal associated with the player.
691 * Than we should create the 2 portals.
692 * For each of them, we need:
693 * - To create the portal with the name of the player+destination map
694 * - set the owner of the town portal
695 * - To mark the position of the portal in the player's inventory
696 * for easier destruction.
697 *
698 * The mark works has follow:
699 * slaying: Existing town portal
700 * hp, sp : x & y of the associated portal
701 * name : name of the portal
702 * race : map the portal is in
703 */
704
705 /* First step: killing existing town portals */
706 dummy = get_archetype (spell->race);
707 if (dummy == NULL)
708 {
709 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
710 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
711 return 0;
712 }
713
714 perm_portal = archetype::find (spell->slaying);
715
716 /* To kill a town portal, we go trough the player's inventory,
717 * for each marked portal in player's inventory,
718 * -We try load the associated map (if impossible, consider the portal destructed)
719 * -We find any portal in the specified location.
720 * If it has the good name, we destruct it.
721 * -We destruct the force indicating that portal.
722 */
723 while ((old_force = check_inv_recursive (op, dummy)))
724 {
725 exitmap = maptile::find_sync (old_force->race, op->map);
726
727 if (exitmap)
728 {
729 exitmap->load_sync ();
730
731 int exitx = EXIT_X (old_force);
732 int exity = EXIT_Y (old_force);
733
734 for (object *tmp = present_arch (perm_portal, exitmap, exitx, exity); tmp; tmp = tmp->above)
735 {
736 if (tmp->name == old_force->name)
737 {
738 tmp->destroy ();
739 break;
740 }
741 }
742 }
743
744 old_force->destroy ();
745 }
746
747 dummy->destroy ();
748
749 /* Creating the portals.
750 * The very first thing to do is to ensure
751 * access to the destination map.
752 * If we can't, don't fizzle. Simply warn player.
753 * This ensure player pays his mana for the spell
754 * because HE is responsible of forgotting.
755 * 'force' is the destination of the town portal, which we got
756 * from the players inventory above.
757 */
758
759 /* Ensure exit map is loaded */
760 exitmap = maptile::find_sync (force->name);
761
762 /* If we were unable to load (ex. random map deleted), warn player */
763 if (!exitmap)
764 {
765 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
766 force->destroy ();
767 return 1;
768 }
769
770 exitmap->load_sync ();
771
772 op_level = caster_level (caster, spell);
773 if (op_level < 15)
774 snprintf (portal_message, 1024,
775 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
776 &op->name);
777 else if (op_level < 30)
778 snprintf (portal_message, 1024,
779 "\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);
780 else if (op_level < 60)
781 snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
782 else
783 snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",
784 &op->name);
785
786 /* Create a portal in front of player
787 * dummy contain the portal and
788 * force contain the track to kill it later
789 */
790 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
791 dummy = get_archetype (spell->slaying); /*The portal */
792 if (dummy == NULL)
793 {
794 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
795 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
796 return 0;
797 }
798
799 EXIT_PATH (dummy) = force->name;
800 EXIT_X (dummy) = EXIT_X (force);
801 EXIT_Y (dummy) = EXIT_Y (force);
802 dummy->name = dummy->name_pl = portal_name;
803 dummy->msg = portal_message;
804 dummy->race = op->name; /*Save the owner of the portal */
805 cast_create_obj (op, caster, dummy, 0);
806
807 /* Now we need to to create a town portal marker inside the player
808 * object, so on future castings, we can know that he has an active
809 * town portal.
810 */
811 object *tmp = get_archetype (spell->race);
812
813 if (!tmp)
814 {
815 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
816 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
817 return 0;
818 }
819
820 tmp->race = op->map->path;
821 tmp->name = portal_name;
822 EXIT_X (tmp) = dummy->x;
823 EXIT_Y (tmp) = dummy->y;
824 op->insert (tmp);
825
826 /* Create a portal in the destination map
827 * dummy contain the portal and
828 * force the track to kill it later
829 * the 'force' variable still contains the 'reminder' of
830 * where this portal goes to.
831 */
832 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &op->map->path);
833 dummy = get_archetype (spell->slaying); /*The portal */
834 if (dummy == NULL)
835 {
836 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
837 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
838 return 0;
839 }
840
841 EXIT_PATH (dummy) = op->map->path;
842 EXIT_X (dummy) = op->x;
843 EXIT_Y (dummy) = op->y;
844 dummy->name = dummy->name_pl = portal_name;
845 dummy->msg = portal_message;
846 dummy->race = op->name; /*Save the owner of the portal */
847 exitmap->insert (dummy, EXIT_X (force), EXIT_Y (force), op);
848
849 /* Now we create another town portal marker that
850 * points back to the one we just made
851 */
852 tmp = get_archetype (spell->race);
853 if (tmp == NULL)
854 {
855 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
856 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
857 return 0;
858 }
859
860 tmp->race = force->name;
861 tmp->name = portal_name;
862 EXIT_X (tmp) = dummy->x;
863 EXIT_Y (tmp) = dummy->y;
864 insert_ob_in_ob (tmp, op);
865
866 /* Describe the player what happened
867 */
868 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
869 force->destroy ();
870 600
871 return 1; 601 return 1;
872} 602}
873 603
874/* This creates magic walls. Really, it can create most any object, 604/* This creates magic walls. Really, it can create most any object,
890 x = op->x; 620 x = op->x;
891 y = op->y; 621 y = op->y;
892 } 622 }
893 else 623 else
894 { 624 {
895 x = op->x + freearr_x[dir]; 625 x = op->x + DIRX (dir);
896 y = op->y + freearr_y[dir]; 626 y = op->y + DIRY (dir);
897 } 627 }
898 628
899 m = op->map; 629 m = op->map;
900 630
901 if ((spell_ob->move_block || x != op->x || y != op->y) && 631 if ((spell_ob->move_block || x != op->x || y != op->y) &&
902 (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) ||
903 ((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)))
904 { 634 {
905 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 635 op->failmsg ("Something is in the way.");
906 return 0; 636 return 0;
907 } 637 }
908 638
909 if (spell_ob->other_arch) 639 if (spell_ob->other_arch)
910 tmp = arch_to_object (spell_ob->other_arch); 640 tmp = spell_ob->other_arch->instance ();
911 else if (spell_ob->race) 641 else if (spell_ob->race)
912 { 642 {
913 char buf1[MAX_BUF]; 643 char buf1[MAX_BUF];
914 644
915 sprintf (buf1, spell_ob->race, dir); 645 sprintf (buf1, spell_ob->race, dir);
919 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 649 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
920 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 650 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
921 return 0; 651 return 0;
922 } 652 }
923 653
924 tmp = arch_to_object (at); 654 tmp = at->instance ();
925 } 655 }
926 else 656 else
927 { 657 {
928 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);
929 return 0; 659 return 0;
934 tmp->attacktype = spell_ob->attacktype; 664 tmp->attacktype = spell_ob->attacktype;
935 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);
936 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);
937 tmp->range = 0; 667 tmp->range = 0;
938 } 668 }
939 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 669 else if (tmp->flag [FLAG_ALIVE])
940 { 670 {
941 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);
942 tmp->stats.maxhp = tmp->stats.hp; 672 tmp->stats.maxhp = tmp->stats.hp;
943 } 673 }
944 674
945 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])
946 { 676 {
947 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);
948 SET_FLAG (tmp, FLAG_IS_USED_UP); 678 tmp->set_flag (FLAG_IS_USED_UP);
949 } 679 }
950 680
951 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 681 if (spell_ob->flag [FLAG_TEAR_DOWN])
952 { 682 {
953 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);
954 tmp->stats.maxhp = tmp->stats.hp; 684 tmp->stats.maxhp = tmp->stats.hp;
955 SET_FLAG (tmp, FLAG_TEAR_DOWN); 685 tmp->set_flag (FLAG_TEAR_DOWN);
956 SET_FLAG (tmp, FLAG_ALIVE); 686 tmp->set_flag (FLAG_ALIVE);
957 } 687 }
958 688
959 /* 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,
960 * 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
961 * earthwalls, though, so they survive restarts. 691 * earthwalls, though, so they survive restarts.
962 */ 692 */
963 if (tmp->type != EARTHWALL) //TODO 693 if (tmp->type != EARTHWALL) //TODO
964 tmp->set_owner (op); 694 tmp->set_owner (op);
965 695
966 set_spell_skill (op, caster, spell_ob, tmp); 696 set_spell_skill (op, caster, spell_ob, tmp);
967 tmp->level = caster_level (caster, spell_ob) / 2; 697 tmp->level = casting_level (caster, spell_ob) / 2;
968 698
969 name = tmp->name; 699 name = tmp->name;
970 if (!(tmp = m->insert (tmp, x, y, op))) 700 if (!(tmp = m->insert (tmp, x, y, op)))
971 { 701 {
972 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);
973 return 0; 703 return 0;
974 } 704 }
975 705
976 /* 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 */
977 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 707 if (tmp->other_arch && tmp->other_arch->type == SPELL)
978 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 708 insert_ob_in_ob (tmp->other_arch->instance (), tmp);
979 709
980 /* This code causes the wall to extend some distance in 710 /* This code causes the wall to extend some distance in
981 * each direction, or until an obstruction is encountered. 711 * each direction, or until an obstruction is encountered.
982 * posblocked and negblocked help determine how far the 712 * posblocked and negblocked help determine how far the
983 * created wall can extend, it won't go extend through 713 * created wall can extend, it won't go extend through
984 * blocked spaces. 714 * blocked spaces.
985 */ 715 */
986 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 716 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
991 { 721 {
992 int dir2; 722 int dir2;
993 723
994 dir2 = (dir < 4) ? (dir + 2) : dir - 2; 724 dir2 = (dir < 4) ? (dir + 2) : dir - 2;
995 725
996 x = tmp->x + i * freearr_x[dir2]; 726 x = tmp->x + i * DIRX (dir2);
997 y = tmp->y + i * freearr_y[dir2]; 727 y = tmp->y + i * DIRY (dir2);
998 m = tmp->map; 728 m = tmp->map;
999 729
1000 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)) &&
1001 ((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)
1002 { 732 {
1003 object *tmp2 = tmp->clone (); 733 object *tmp2 = tmp->clone ();
1004 m->insert (tmp2, x, y, op); 734 m->insert (tmp2, x, y, op);
1005 735
1006 /* 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 */
1007 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 737 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1008 tmp2->insert (arch_to_object (tmp2->other_arch)); 738 tmp2->insert (tmp2->other_arch->instance ());
1009 739
1010 } 740 }
1011 else 741 else
1012 posblocked = 1; 742 posblocked = 1;
1013 743
1014 x = tmp->x - i * freearr_x[dir2]; 744 x = tmp->x - i * DIRX (dir2);
1015 y = tmp->y - i * freearr_y[dir2]; 745 y = tmp->y - i * DIRY (dir2);
1016 m = tmp->map; 746 m = tmp->map;
1017 747
1018 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)) &&
1019 ((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)
1020 { 750 {
1021 object *tmp2 = tmp->clone (); 751 object *tmp2 = tmp->clone ();
1022 m->insert (tmp2, x, y, op); 752 m->insert (tmp2, x, y, op);
1023 753
1024 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 754 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1025 tmp2->insert (arch_to_object (tmp2->other_arch)); 755 tmp2->insert (tmp2->other_arch->instance ());
1026 } 756 }
1027 else 757 else
1028 negblocked = 1; 758 negblocked = 1;
1029 } 759 }
1030 760
1031 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) 761 if (tmp->flag [FLAG_BLOCKSVIEW])
1032 update_all_los (op->map, op->x, op->y); 762 update_all_los (op->map, op->x, op->y);
1033 763
1034 return 1; 764 return 1;
1035} 765}
1036 766
1037int 767int
1038dimension_door (object *op, object *caster, object *spob, int dir) 768dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
1039{ 769{
1040 uint32 dist, maxdist; 770 uint32 dist, maxdist;
1041 int mflags; 771 int mflags;
1042 maptile *m; 772 maptile *m;
1043 sint16 sx, sy; 773 sint16 sx, sy;
1045 if (op->type != PLAYER) 775 if (op->type != PLAYER)
1046 return 0; 776 return 0;
1047 777
1048 if (!dir) 778 if (!dir)
1049 { 779 {
1050 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?"); 780 op->failmsg ("In what direction?");
1051 return 0; 781 return 0;
1052 } 782 }
1053 783
1054 /* 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
1055 * ever, so put limits in. 785 * ever, so put limits in.
1056 */ 786 */
1057 maxdist = spob->range + SP_level_range_adjust (caster, spob); 787 maxdist = spob->range + SP_level_range_adjust (caster, spob);
1058 788
1059 if (op->contr->count) 789 if (spellparam)
1060 { 790 {
791 int count = atoi (spellparam);
792
1061 if (op->contr->count > maxdist) 793 if (count > maxdist)
1062 { 794 {
1063 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!"); 795 op->failmsg ("You can't dimension door that far!");
1064 return 0; 796 return 0;
1065 } 797 }
1066 798
1067 for (dist = 0; dist < op->contr->count; dist++) 799 for (dist = 0; dist < count; dist++)
1068 { 800 {
1069 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);
1070 802
1071 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 803 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
1072 break; 804 break;
1073 805
1074 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)))
1075 break; 807 break;
1076 } 808 }
1077 809
1078 if (dist < op->contr->count) 810 if (dist < count)
1079 { 811 {
1080 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");
1081 op->contr->count = 0;
1082 return 0; 813 return 0;
1083 } 814 }
1084
1085 op->contr->count = 0;
1086 815
1087 /* Remove code that puts player on random space on maps. IMO, 816 /* Remove code that puts player on random space on maps. IMO,
1088 * 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,
1089 * 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
1090 * by such squares). Also, there are probably treasure rooms and 819 * by such squares). Also, there are probably treasure rooms and
1091 * 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
1092 * areas themselves don't contain no magic spaces. 821 * areas themselves don't contain no magic spaces.
1093 */ 822 */
1094 /* This call here is really just to normalize the coordinates */ 823 /* This call here is really just to normalize the coordinates */
1095 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);
1096 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)))
1097 { 826 {
1098 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");
1099 return 1; /* Maybe the penalty should be more severe... */ 828 return 1; /* Maybe the penalty should be more severe... */
1100 } 829 }
1106 * spaces that blocked the players view. 835 * spaces that blocked the players view.
1107 */ 836 */
1108 837
1109 for (dist = 0; dist < maxdist; dist++) 838 for (dist = 0; dist < maxdist; dist++)
1110 { 839 {
1111 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);
1112 841
1113 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 842 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
1114 break; 843 break;
1115 844
1116 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)))
1121 /* If the destination is blocked, keep backing up until we 850 /* If the destination is blocked, keep backing up until we
1122 * find a place for the player. 851 * find a place for the player.
1123 */ 852 */
1124 for (; dist > 0; dist--) 853 for (; dist > 0; dist--)
1125 { 854 {
1126 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,
1127 &sx, &sy) & (P_OUT_OF_MAP | P_IS_ALIVE)) 856 &sx, &sy) & (P_OUT_OF_MAP | P_IS_ALIVE))
1128 continue; 857 continue;
1129 858
1130 859
1131 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)))
1132 break; 861 break;
1133 862
1134 } 863 }
1135 if (!dist) 864 if (!dist)
1136 { 865 {
1137 new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n"); 866 op->failmsg ("Your spell failed!\n");
1138 return 0; 867 return 0;
1139 } 868 }
1140 } 869 }
1141 870
1142 /* Actually move the player now */ 871 /* Actually move the player now */
1143 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)))
1144 return 1; 873 return 1;
1145 874
1146 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
1147 return 1; 877 return 1;
1148} 878}
1149
1150 879
1151/* cast_heal: Heals something. 880/* cast_heal: Heals something.
1152 * op is the caster. 881 * op is the caster.
1153 * dir is the direction he is casting it in. 882 * dir is the direction he is casting it in.
1154 * spell is the spell object. 883 * spell is the spell object.
1161 object *poison; 890 object *poison;
1162 int heal = 0, success = 0; 891 int heal = 0, success = 0;
1163 892
1164 tmp = find_target_for_friendly_spell (op, dir); 893 tmp = find_target_for_friendly_spell (op, dir);
1165 894
1166 if (tmp == NULL) 895 if (!tmp)
1167 return 0; 896 return 0;
1168 897
1169 /* Figure out how many hp this spell might cure. 898 /* Figure out how many hp this spell might cure.
1170 * could be zero if this spell heals effects, not damage. 899 * could be zero if this spell heals effects, not damage.
1171 */ 900 */
1174 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;
1175 904
1176 if (heal) 905 if (heal)
1177 { 906 {
1178 if (tmp->stats.hp >= tmp->stats.maxhp) 907 if (tmp->stats.hp >= tmp->stats.maxhp)
1179 {
1180 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.");
1181 }
1182 else 909 else
1183 { 910 {
1184 /* See how many points we actually heal. Instead of messages 911 /* See how many points we actually heal. Instead of messages
1185 * based on type of spell, we instead do messages based 912 * based on type of spell, we instead do messages based
1186 * on amount of damage healed. 913 * on amount of damage healed.
1187 */ 914 */
1188 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 915 if (heal > tmp->stats.maxhp - tmp->stats.hp)
1189 heal = tmp->stats.maxhp - tmp->stats.hp; 916 heal = tmp->stats.maxhp - tmp->stats.hp;
917
1190 tmp->stats.hp += heal; 918 tmp->stats.hp += heal;
1191 919
1192 if (tmp->stats.hp >= tmp->stats.maxhp) 920 if (tmp->stats.hp >= tmp->stats.maxhp)
1193 {
1194 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 921 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1195 }
1196 else if (heal > 50) 922 else if (heal > 50)
1197 {
1198 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); 923 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1199 }
1200 else if (heal > 25) 924 else if (heal > 25)
1201 {
1202 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); 925 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1203 }
1204 else if (heal > 10) 926 else if (heal > 10)
1205 {
1206 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.");
1207 }
1208 else 928 else
1209 {
1210 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.");
1211 } 930
1212 success = 1; 931 success = 1;
1213 } 932 }
1214 } 933 }
934
1215 if (spell->attacktype & AT_DISEASE) 935 if (spell->attacktype & AT_DISEASE)
1216 if (cure_disease (tmp, op)) 936 if (cure_disease (tmp, op, spell))
1217 success = 1; 937 success = 1;
1218 938
1219 if (spell->attacktype & AT_POISON) 939 if (spell->attacktype & AT_POISON)
1220 { 940 {
1221 at = archetype::find ("poisoning"); 941 at = archetype::find (shstr_poisoning);
1222 poison = present_arch_in_ob (at, tmp); 942 poison = present_arch_in_ob (at, tmp);
1223 if (poison) 943 if (poison)
1224 { 944 {
1225 success = 1; 945 success = 1;
1226 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 946 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1227 poison->stats.food = 1; 947 poison->stats.food = 1;
1228 } 948 }
1229 } 949 }
950
1230 if (spell->attacktype & AT_CONFUSION) 951 if (spell->attacktype & AT_CONFUSION)
1231 { 952 {
1232 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 953 poison = present_in_ob_by_name (FORCE, shstr_confusion, tmp);
1233 if (poison) 954 if (poison)
1234 { 955 {
1235 success = 1; 956 success = 1;
1236 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 957 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1237 poison->duration = 1; 958 poison->duration = 1;
1238 } 959 }
1239 } 960 }
961
1240 if (spell->attacktype & AT_BLIND) 962 if (spell->attacktype & AT_BLIND)
1241 { 963 {
1242 at = archetype::find ("blindness"); 964 at = archetype::find (shstr_blindness);
1243 poison = present_arch_in_ob (at, tmp); 965 poison = present_arch_in_ob (at, tmp);
1244 if (poison) 966 if (poison)
1245 { 967 {
1246 success = 1; 968 success = 1;
1247 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.");
1248 poison->stats.food = 1; 970 poison->stats.food = 1;
1249 } 971 }
1250 } 972 }
973
1251 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) 974 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1252 { 975 {
1253 tmp->stats.sp += spell->last_sp; 976 tmp->stats.sp += spell->last_sp;
1254 if (tmp->stats.sp > tmp->stats.maxsp) 977 if (tmp->stats.sp > tmp->stats.maxsp)
1255 tmp->stats.sp = tmp->stats.maxsp; 978 tmp->stats.sp = tmp->stats.maxsp;
1256 success = 1; 979 success = 1;
1257 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!");
1258 } 981 }
982
1259 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) 983 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1260 { 984 {
1261 tmp->stats.grace += spell->last_grace; 985 tmp->stats.grace += spell->last_grace;
1262 if (tmp->stats.grace > tmp->stats.maxgrace) 986 if (tmp->stats.grace > tmp->stats.maxgrace)
1263 tmp->stats.grace = tmp->stats.maxgrace; 987 tmp->stats.grace = tmp->stats.maxgrace;
1264 success = 1; 988 success = 1;
1265 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!");
1266 } 990 }
991
1267 if (spell->stats.food && tmp->stats.food < 999) 992 if (spell->stats.food && tmp->stats.food < MAX_FOOD)
1268 { 993 {
1269 tmp->stats.food += spell->stats.food; 994 tmp->stats.food += spell->stats.food;
1270 if (tmp->stats.food > 999) 995 min_it (tmp->stats.food, MAX_FOOD);
1271 tmp->stats.food = 999; 996
1272 success = 1; 997 success = 1;
1273 /* 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 */
1274 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");
1275 } 1000 }
1001
1276 return success; 1002 return success;
1277} 1003}
1278
1279 1004
1280/* 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
1281 * 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
1282 * good comments for those. 1007 * good comments for those.
1283 */ 1008 */
1284static const char *const no_gain_msgs[NUM_STATS] = { 1009static const char *const no_gain_msgs[NUM_STATS] = {
1285 "You grow no stronger.", 1010 "You grow no stronger.",
1286 "You grow no more agile.", 1011 "You grow no more agile.",
1287 "You don't feel any healthier.", 1012 "You don't feel any healthier.",
1288 "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."
1289 "You are no easier to look at.", 1016 "You are no easier to look at.",
1290 "no int",
1291 "no pow"
1292}; 1017};
1293 1018
1294int 1019int
1020change_ability_duration (object *spell, object *caster)
1021{
1022 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1023}
1024
1025int
1295cast_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)
1296{ 1027{
1297 object *force = NULL; 1028 object *force = 0;
1298 int i; 1029 int i;
1299 1030
1300 /* 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. */
1301 object *tmp = dir 1032 object *tmp = dir
1302 ? find_target_for_friendly_spell (op, dir) 1033 ? find_target_for_friendly_spell (op, dir)
1303 : op; 1034 : op;
1304 1035
1305 if (!tmp) 1036 if (!tmp)
1306 return 0; 1037 return 0;
1307 1038
1308 /* 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. */
1316 break; 1047 break;
1317 } 1048 }
1318 else if (spell_ob->race && spell_ob->race == tmp2->name) 1049 else if (spell_ob->race && spell_ob->race == tmp2->name)
1319 { 1050 {
1320 if (!silent) 1051 if (!silent)
1321 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
1322 return 0; 1055 return 0;
1323 } 1056 }
1324 } 1057 }
1325 } 1058 }
1059
1060 int duration = change_ability_duration (spell_ob, caster);
1061
1326 if (force == NULL) 1062 if (force)
1327 {
1328 force = get_archetype (FORCE_NAME);
1329 force->subtype = FORCE_CHANGE_ABILITY;
1330 if (spell_ob->race)
1331 force->name = spell_ob->race;
1332 else
1333 force->name = spell_ob->name;
1334 force->name_pl = spell_ob->name;
1335 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1336
1337 } 1063 {
1338 else
1339 {
1340 int duration;
1341
1342 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1343 if (duration > force->duration) 1064 if (duration > force->duration)
1344 { 1065 {
1345 force->duration = duration; 1066 force->duration = duration;
1346 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.");
1347 } 1068 }
1348 else 1069 else
1349 {
1350 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.");
1351 } 1071
1352 return 1; 1072 return 1;
1353 } 1073 }
1354 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
1355 force->speed = 1.0; 1090 force->speed = 1.0;
1356 force->speed_left = -1.0; 1091 force->speed_left = -1.0;
1357 SET_FLAG (force, FLAG_APPLIED); 1092 force->set_flag (FLAG_APPLIED);
1358 1093
1359 /* Now start processing the effects. First, protections */ 1094 /* Now start processing the effects. First, protections */
1360 for (i = 0; i < NROFATTACKS; i++) 1095 for (i = 0; i < NROFATTACKS; i++)
1361 {
1362 if (spell_ob->resist[i]) 1096 if (spell_ob->resist[i])
1363 {
1364 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));
1365 if (force->resist[i] > 100) 1098
1366 force->resist[i] = 100;
1367 }
1368 }
1369 if (spell_ob->stats.hp) 1099 if (spell_ob->stats.hp)
1370 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);
1371 1101
1372 if (tmp->type == PLAYER) 1102 if (tmp->type == PLAYER)
1373 { 1103 {
1374 /* Stat adjustment spells */ 1104 /* Stat adjustment spells */
1375 for (i = 0; i < NUM_STATS; i++) 1105 for (i = 0; i < NUM_STATS; i++)
1376 { 1106 {
1377 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; 1107 if (sint8 stat = spell_ob->stats.stat (i))
1378
1379 if (stat)
1380 { 1108 {
1381 sm = 0; 1109 sint8 sm = 0;
1382 for (k = 0; k < stat; k++) 1110 for (sint8 k = 0; k < stat; k++)
1383 sm += rndm (1, 3); 1111 sm += rndm (1, 3);
1384 1112
1385 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) 1113 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1386 { 1114 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1387 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); 1115
1388 if (sm < 0) 1116 force->stats.stat (i) = sm;
1389 sm = 0; 1117
1390 }
1391 set_attr_value (&force->stats, i, sm);
1392 if (!sm) 1118 if (!sm)
1393 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); 1119 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1394 } 1120 }
1395 } 1121 }
1396 } 1122 }
1397 1123
1398 force->move_type = spell_ob->move_type; 1124 force->move_type = spell_ob->move_type;
1399 1125
1400 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK)) 1126 if (spell_ob->flag [FLAG_SEE_IN_DARK])
1401 SET_FLAG (force, FLAG_SEE_IN_DARK); 1127 force->set_flag (FLAG_SEE_IN_DARK);
1402 1128
1403 if (QUERY_FLAG (spell_ob, FLAG_XRAYS)) 1129 if (spell_ob->flag [FLAG_XRAYS])
1404 SET_FLAG (force, FLAG_XRAYS); 1130 force->set_flag (FLAG_XRAYS);
1405 1131
1406 /* Haste/bonus speed */ 1132 /* Haste/bonus speed */
1407 if (spell_ob->stats.exp) 1133 if (spell_ob->stats.exp)
1408 { 1134 {
1409 if (op->speed > 0.5f) 1135 if (op->speed > 0.5f)
1417 force->attacktype = spell_ob->attacktype; 1143 force->attacktype = spell_ob->attacktype;
1418 1144
1419 insert_ob_in_ob (force, tmp); 1145 insert_ob_in_ob (force, tmp);
1420 change_abil (tmp, force); /* Mostly to display any messages */ 1146 change_abil (tmp, force); /* Mostly to display any messages */
1421 tmp->update_stats (); 1147 tmp->update_stats ();
1148
1422 return 1; 1149 return 1;
1423} 1150}
1424 1151
1425/* 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
1426 * 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
1427 * of the caster. 1154 * of the caster.
1428 */ 1155 */
1429
1430int 1156int
1431cast_bless (object *op, object *caster, object *spell_ob, int dir) 1157cast_bless (object *op, object *caster, object *spell_ob, int dir)
1432{ 1158{
1433 int i; 1159 int i;
1434 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1160 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1435 1161
1436 /* 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. */
1437 if (dir != 0) 1163 if (dir != 0)
1438 { 1164 {
1439 tmp = find_target_for_friendly_spell (op, dir); 1165 tmp = find_target_for_friendly_spell (op, dir);
1166
1167 if (!tmp)
1168 return 0;
1440 } 1169 }
1441 else 1170 else
1442 {
1443 tmp = op; 1171 tmp = op;
1444 }
1445 1172
1446 /* 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. */
1447 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1174 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1448 { 1175 {
1449 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1176 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1450 { 1177 {
1451 if (tmp2->name == spell_ob->name) 1178 if (tmp2->name == spell_ob->name)
1452 { 1179 {
1458 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);
1459 return 0; 1186 return 0;
1460 } 1187 }
1461 } 1188 }
1462 } 1189 }
1190
1463 if (force == NULL) 1191 if (force == NULL)
1464 { 1192 {
1465 force = get_archetype (FORCE_NAME); 1193 force = archetype::get (FORCE_NAME);
1466 force->subtype = FORCE_CHANGE_ABILITY; 1194 force->subtype = FORCE_CHANGE_ABILITY;
1467 if (spell_ob->race) 1195 if (spell_ob->race)
1468 force->name = spell_ob->race; 1196 force->name = spell_ob->race;
1469 else 1197 else
1470 force->name = spell_ob->name; 1198 force->name = spell_ob->name;
1485 { 1213 {
1486 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.");
1487 } 1215 }
1488 return 0; 1216 return 0;
1489 } 1217 }
1218
1490 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;
1491 force->speed = 1.0; 1220 force->speed = 1.0;
1492 force->speed_left = -1.0; 1221 force->speed_left = -1.0;
1493 SET_FLAG (force, FLAG_APPLIED); 1222 force->set_flag (FLAG_APPLIED);
1494 1223
1495 if (!god) 1224 if (!god)
1496 { 1225 {
1497 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty."); 1226 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1498 } 1227 }
1499 else 1228 else
1500 { 1229 {
1501 /* Only give out good benefits, and put a max on it */ 1230 /* Only give out good benefits, and put a max on it */
1502 for (i = 0; i < NROFATTACKS; i++) 1231 for (i = 0; i < NROFATTACKS; i++)
1503 {
1504 if (god->resist[i] > 0) 1232 if (god->resist[i] > 0)
1505 {
1506 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]);
1507 } 1234
1508 }
1509 force->path_attuned |= god->path_attuned; 1235 force->path_attuned |= god->path_attuned;
1510 1236
1511 if (spell_ob->attacktype) 1237 if (spell_ob->attacktype)
1512 force->slaying = god->slaying; 1238 force->slaying = god->slaying;
1513 1239
1532} 1258}
1533 1259
1534/* Alchemy code by Mark Wedel 1260/* Alchemy code by Mark Wedel
1535 * 1261 *
1536 * This code adds a new spell, called alchemy. Alchemy will turn 1262 * This code adds a new spell, called alchemy. Alchemy will turn
1537 * objects to gold nuggets, the value of the gold nuggets being 1263 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1538 * about 90% of that of the item itself. It uses the value of the
1539 * object before charisma adjustments, because the nuggets themselves
1540 * will be will be adjusted by charisma when sold.
1541 * 1264 *
1542 * 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
1543 * the maximum number of large nuggets you could get. 1266 * itself. It uses the value of the object before charisma adjustments,
1544 * 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
1545 * to the max amount of small nuggets as you could get. 1268 * when sold.
1546 *
1547 * For example, if an item is worth 110 gold, you will get
1548 * 4 large nuggets, and from 0-10 small nuggets.
1549 * 1269 *
1550 * 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
1551 * 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
1552 * alchemised. 1272 * alchemised.
1553 */ 1273 */
1554static void 1274static void
1555alchemy_object (object *obj, uint64 &total_value, int &total_weight) 1275alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1556{ 1276{
1557 uint64 value = query_cost (obj, NULL, F_TRUE); 1277 uint64 value = query_cost (obj, NULL, F_TRUE);
1558 1278
1559 /* Give third price when we alchemy money (This should hopefully 1279 /* Give third price when we alchemy money (this should hopefully
1560 * 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
1561 * the nuggets, alchemy the gold from that, etc. 1281 * the nuggets, alchemy the gold from that, etc.
1562 * Otherwise, give 9 silver on the gold for other objects, 1282 * Otherwise, give 9 silver on the gold for other objects,
1563 * so that it would still be more affordable to haul 1283 * so that it would still be more affordable to haul
1564 * the stuff back to town. 1284 * the stuff back to town.
1565 */ 1285 */
1566 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1286 if (obj->flag [FLAG_UNPAID])
1567 value = 0; 1287 value = 0;
1568 else if (obj->type == MONEY || obj->type == GEM) 1288 else if (obj->type == MONEY || obj->type == GEM)
1569 value /= 3; 1289 value /= 3;
1570 else 1290 else
1571 value = (value * 9) / 10; 1291 value = value * 9 / 10;
1572
1573 value /= 4; // fix by GHJ, don't understand, pcg
1574 1292
1575 if (obj->value > 0 && rndm (0, 29)) 1293 if (obj->value > 0 && rndm (0, 29))
1576 total_value += value; 1294 total_value += value;
1577 1295
1578 total_weight += obj->total_weight (); 1296 total_weight += obj->total_weight ();
1579 1297
1580 obj->destroy (); 1298 obj->destroy ();
1581} 1299}
1582 1300
1583static void
1584update_map (object *op, maptile *m, int small_nuggets, object *small, int large_nuggets, object *large, int x, int y)
1585{
1586 int flag = 0;
1587
1588 /* Put any nuggets below the player, but we can only pass this
1589 * flag if we are on the same space as the player
1590 */
1591 if (x == op->x && y == op->y && op->map == m)
1592 flag = INS_BELOW_ORIGINATOR;
1593
1594 if (small_nuggets)
1595 {
1596 object *tmp = small->clone ();
1597 tmp->nrof = small_nuggets;
1598 m->insert (tmp, x, y, op, flag);
1599 }
1600
1601 if (large_nuggets)
1602 {
1603 object *tmp = large->clone ();
1604 tmp->nrof = large_nuggets;
1605 m->insert (tmp, x, y, op, flag);
1606 }
1607
1608 if (object *pl = m->at (x, y).player ())
1609 if (pl->contr->ns)
1610 pl->contr->ns->look_position = 0;
1611}
1612
1613int 1301int
1614alchemy (object *op, object *caster, object *spell_ob) 1302alchemy (object *op, object *caster, object *spell_ob)
1615{ 1303{
1616 int weight = 0, mflags;
1617 maptile *mp;
1618
1619 if (op->type != PLAYER) 1304 if (op->type != PLAYER)
1620 return 0; 1305 return 0;
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);
1621 1312
1622 /* Put a maximum weight of items that can be alchemised. Limits the power 1313 /* Put a maximum weight of items that can be alchemised. Limits the power
1623 * some, and also prevents people from alchemising every table/chair/clock 1314 * some, and also prevents people from alchemising every table/chair/clock
1624 * in sight 1315 * in sight
1625 */ 1316 */
1626 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 1317 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1627 int weight_max = duration * 1000; 1318 int weight_max = duration * 1000;
1628 uint64 value_max = duration * 1000; 1319 uint64 value_max = duration * 1000;
1629 1320
1630 object *large = get_archetype ("largenugget"); 1321 int weight = 0;
1631 object *small = get_archetype ("smallnugget");
1632 1322
1633 for (int y = op->y - 1; y <= op->y + 1; y++) 1323 for (int y = op->y - 1; y <= op->y + 1; y++)
1634 { 1324 {
1635 for (int x = op->x - 1; x <= op->x + 1; x++) 1325 for (int x = op->x - 1; x <= op->x + 1; x++)
1636 { 1326 {
1637 uint64 value = 0; 1327 uint64 value = 0;
1638 1328
1639 sint16 nx = x; 1329 sint16 nx = x;
1640 sint16 ny = y; 1330 sint16 ny = y;
1641 1331
1642 mp = op->map; 1332 maptile *mp = op->map;
1643 1333
1644 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); 1334 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1645 1335
1646 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1336 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1647 continue; 1337 continue;
1648 1338
1649 /* Treat alchemy a little differently - most spell effects 1339 /* Treat alchemy a little differently - most spell effects
1655 1345
1656 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next) 1346 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1657 { 1347 {
1658 next = tmp->above; 1348 next = tmp->above;
1659 1349
1660 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1350 if (tmp->weight > 0 && !tmp->flag [FLAG_NO_PICK] &&
1661 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1351 !tmp->flag [FLAG_ALIVE] && !tmp->flag [FLAG_IS_CAULDRON])
1662 { 1352 {
1663 if (tmp->inv) 1353 if (tmp->inv)
1664 { 1354 {
1665 object *next1, *tmp1; 1355 object *next1, *tmp1;
1666 1356
1667 for (tmp1 = tmp->inv; tmp1; tmp1 = next1) 1357 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1668 { 1358 {
1669 next1 = tmp1->below; 1359 next1 = tmp1->below;
1670 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1360 if (tmp1->weight > 0 && !tmp1->flag [FLAG_NO_PICK] &&
1671 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1361 !tmp1->flag [FLAG_ALIVE] && !tmp1->flag [FLAG_IS_CAULDRON])
1672 alchemy_object (tmp1, value, weight); 1362 alchemy_object (tmp1, value, weight);
1673 } 1363 }
1674 } 1364 }
1675 1365
1676 alchemy_object (tmp, value, weight); 1366 alchemy_object (tmp, value, weight);
1678 if (weight > weight_max) 1368 if (weight > weight_max)
1679 break; 1369 break;
1680 } 1370 }
1681 } 1371 }
1682 1372
1373 value -= rndm (value >> 4);
1683 value = min (value, value_max); 1374 value = min (value, value_max);
1684 1375
1685 uint64 count = value / large->value; 1376 for (int i = 0; i < array_length (nugget); ++i)
1686 int large_nuggets = count; 1377 if (int nrof = value / nugget [i]->value)
1687 value -= count * large->value;
1688
1689 count = value / small->value;
1690 int small_nuggets = count;
1691
1692 /* Insert all the nuggets at one time. This probably saves time, but
1693 * it also prevents us from alcheming nuggets that were just created
1694 * with this spell.
1695 */ 1378 {
1696 update_map (op, mp, small_nuggets, small, large_nuggets, large, nx, ny); 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);
1385 }
1697 1386
1698 if (weight > weight_max) 1387 if (weight > weight_max)
1699 goto bailout; 1388 goto bailout;
1700 } 1389 }
1701 } 1390 }
1702 1391
1703bailout: 1392bailout:
1704 large->destroy ();
1705 small->destroy ();
1706 return 1; 1393 return 1;
1707} 1394}
1708
1709 1395
1710/* This function removes the cursed/damned status on equipped 1396/* This function removes the cursed/damned status on equipped
1711 * items. 1397 * items.
1712 */ 1398 */
1713int 1399int
1714remove_curse (object *op, object *caster, object *spell) 1400remove_curse (object *op, object *caster, object *spell)
1715{ 1401{
1716 object *tmp;
1717 int success = 0, was_one = 0; 1402 int success = 0, was_one = 0;
1718 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
1719 for (tmp = op->inv; tmp; tmp = tmp->below) 1410 for (object *tmp = op->inv; tmp && num_uncurse; tmp = tmp->below)
1720 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1411 if (!tmp->invisible && tmp->flag [typeflag])
1721 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1722 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1723 { 1412 {
1724 was_one++; 1413 ++was_one;
1414
1725 if (tmp->level <= caster_level (caster, spell)) 1415 if (tmp->level <= casting_level (caster, spell))
1726 { 1416 {
1727 success++; 1417 ++success;
1728 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1418 --num_uncurse;
1729 CLEAR_FLAG (tmp, FLAG_DAMNED);
1730 1419
1731 CLEAR_FLAG (tmp, FLAG_CURSED); 1420 tmp->clr_flag (typeflag);
1732 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1421 tmp->clr_flag (FLAG_CURSED);
1422 tmp->clr_flag (FLAG_KNOWN_CURSED);
1733 tmp->value = 0; /* Still can't sell it */ 1423 tmp->value = 0; /* Still can't sell it */
1734 if (op->type == PLAYER) 1424
1425 if (object *pl = tmp->visible_to ())
1735 esrv_send_item (op, tmp); 1426 esrv_update_item (UPD_FLAGS, pl, tmp);
1736 } 1427 }
1737 } 1428 }
1738 1429
1739 if (op->type == PLAYER) 1430 if (op->type == PLAYER)
1740 { 1431 {
1741 if (success) 1432 if (success)
1742 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now."); 1433 new_draw_info (NDI_UNIQUE, 0, op, "You realise that some of your items look shinier now. H<You successfully removed some curses.>");
1743 else 1434 else
1744 { 1435 {
1745 if (was_one) 1436 if (was_one)
1746 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.>");
1747 else 1438 else
1748 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.>");
1749 } 1440 }
1750 } 1441 }
1751 1442
1752 return success; 1443 return success;
1753} 1444}
1754 1445
1755/* Identifies objects in the players inventory/on the ground */ 1446/* Identifies objects in the players inventory/on the ground */
1756
1757int 1447int
1758cast_identify (object *op, object *caster, object *spell) 1448cast_identify (object *op, object *caster, object *spell)
1759{ 1449{
1760 object *tmp; 1450 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1761 int success = 0, num_ident;
1762 1451
1763 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));
1764 1453
1765 if (num_ident < 1) 1454 op->splay_marked ();
1766 num_ident = 1;
1767 1455
1768 for (tmp = op->inv; tmp; tmp = tmp->below) 1456 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1769 { 1457 {
1770 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1458 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1771 { 1459 {
1772 identify (tmp); 1460 identify (tmp);
1773 1461
1774 if (op->type == PLAYER) 1462 if (op->type == PLAYER)
1775 { 1463 {
1776 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));
1777 1465
1778 if (tmp->msg) 1466 if (tmp->msg)
1779 { 1467 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1780 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1781 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1782 }
1783 } 1468 }
1784 1469
1785 num_ident--;
1786 success = 1;
1787 if (!num_ident) 1470 if (!--num_ident)
1788 break; 1471 break;
1789 } 1472 }
1790 } 1473 }
1791 1474
1792 /* 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
1793 * 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
1794 * was not fully used. 1477 * was not fully used.
1795 */ 1478 */
1796 if (num_ident) 1479 if (num_ident)
1797 { 1480 {
1798 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)
1799 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1482 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1800 { 1483 {
1801 identify (tmp); 1484 identify (tmp);
1802 1485
1803 if (op->type == PLAYER) 1486 if (object *pl = tmp->visible_to ())
1804 { 1487 {
1805 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));
1806 1489
1807 if (tmp->msg) 1490 if (tmp->msg)
1808 { 1491 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1809 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1810 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1811 }
1812
1813 esrv_send_item (op, tmp);
1814 } 1492 }
1815 1493
1816 num_ident--;
1817 success = 1;
1818 if (!num_ident) 1494 if (!--num_ident)
1819 break; 1495 break;
1820 } 1496 }
1821 } 1497 }
1822 1498
1823 if (!success) 1499 if (buf.empty ())
1824 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 }
1825 else 1504 else
1505 {
1506 if (op->contr)
1507 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1508
1826 spell_effect (spell, op->x, op->y, op->map, op); 1509 spell_effect (spell, op->x, op->y, op->map, op);
1827 1510 return 1;
1828 return success; 1511 }
1829} 1512}
1830 1513
1831int 1514int
1832cast_detection (object *op, object *caster, object *spell, object *skill) 1515cast_detection (object *op, object *caster, object *spell, object *skill)
1833{ 1516{
1834 object *tmp, *last, *god, *detect; 1517 object *tmp, *last, *god, *detect;
1835 int done_one, range, mflags, floor, level; 1518 int done_one, range, floor, level;
1836 sint16 x, y, nx, ny; 1519 sint16 x, y, nx, ny;
1837 maptile *m; 1520 maptile *m;
1838 1521
1839 /* 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
1840 * doing it over and over again. 1523 * doing it over and over again.
1841 */ 1524 */
1842 god = find_god (determine_god (op)); 1525 god = find_god (determine_god (op));
1843 level = caster_level (caster, spell); 1526 level = casting_level (caster, spell);
1844 range = spell->range + SP_level_range_adjust (caster, spell); 1527 range = spell->range + SP_level_range_adjust (caster, spell);
1845 1528
1846 if (!skill) 1529 if (!skill)
1847 skill = caster; 1530 skill = caster;
1848 1531
1849 for (x = op->x - range; x <= op->x + range; x++) 1532 dynbuf buf;
1850 for (y = op->y - range; y <= op->y + range; y++) 1533 unordered_mapwalk (buf, op, -range, -range, range, range)
1851 { 1534 {
1852 m = op->map;
1853 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1854 if (mflags & P_OUT_OF_MAP)
1855 continue;
1856
1857 /* For most of the detections, we only detect objects above the 1535 /* For most of the detections, we only detect objects above the
1858 * floor. But this is not true for show invisible. 1536 * floor. But this is not true for show invisible.
1859 * Basically, we just go and find the top object and work 1537 * Basically, we just go and find the top object and work
1860 * down - that is easier than working up. 1538 * down - that is easier than working up.
1861 */ 1539 */
1862 1540
1863 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)
1864 last = tmp; 1542 last = tmp;
1865 1543
1866 /* 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
1867 * would happen. 1545 * would happen.
1868 */ 1546 */
1869 if (!last) 1547 if (!last)
1870 continue; 1548 continue;
1871 1549
1872 done_one = 0; 1550 done_one = 0;
1873 floor = 0; 1551 floor = 0;
1874 detect = NULL; 1552 detect = 0;
1875 for (tmp = last; tmp; tmp = tmp->below) 1553 for (tmp = last; tmp; tmp = tmp->below)
1876 { 1554 {
1877 /* show invisible */ 1555 /* show invisible */
1878 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1556 if (spell->flag [FLAG_MAKE_INVIS]
1879 /* Might there be other objects that we can make visible? */ 1557 /* Might there be other objects that we can make visible? */
1880 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1558 && (tmp->invisible && (tmp->flag [FLAG_MONSTER]
1881 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1559 || (tmp->type == PLAYER && !tmp->flag [FLAG_WIZ])
1882 tmp->type == CF_HANDLE || 1560 || tmp->type == T_HANDLE
1883 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
1884 tmp->type == BUTTON || tmp->type == TELEPORTER || 1565 || tmp->type == TELEPORTER
1566 || tmp->type == GATE
1885 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1567 || tmp->type == LOCKED_DOOR
1886 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)
1887 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1571 || tmp->type == TRIGGER_PEDESTAL
1888 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)))
1889 { 1577 {
1578 printf ("show inv %s\n", tmp->debug_desc());//D
1890 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)
1891 { 1580 {
1892 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
1893 done_one = 1; 1663 done_one = 1;
1894 } 1664 }
1895 } 1665 }
1896
1897 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1898 floor = 1;
1899
1900 /* All detections below this point don't descend beneath the floor,
1901 * so just continue on. We could be clever and look at the type of
1902 * detection to completely break out if we don't care about objects beneath
1903 * the floor, but once we get to the floor, not likely a very big issue anyways.
1904 */
1905 if (floor)
1906 continue;
1907
1908 /* I had thought about making detect magic and detect curse
1909 * show the flash the magic item like it does for detect monster.
1910 * however, if the object is within sight, this would then make it
1911 * difficult to see what object is magical/cursed, so the
1912 * effect wouldn't be as apparant.
1913 */
1914
1915 /* detect magic */
1916 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1917 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1918 {
1919 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1920 /* make runes more visibile */
1921 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1922 tmp->stats.Cha /= 4;
1923 done_one = 1;
1924 }
1925 /* detect monster */
1926 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1927 {
1928 done_one = 2;
1929 if (!detect)
1930 detect = tmp;
1931 }
1932 /* Basically, if race is set in the spell, then the creatures race must
1933 * match that. if the spell race is set to GOD, then the gods opposing
1934 * race must match.
1935 */
1936 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1937 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) ||
1938 (strstr (spell->race, tmp->race))))
1939 {
1940 done_one = 2;
1941 if (!detect)
1942 detect = tmp;
1943 }
1944 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1945 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1946 {
1947 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1948 done_one = 1;
1949 }
1950 } /* for stack of objects on this space */ 1666 } /* for stack of objects on this space */
1951 1667
1952 /* 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
1953 * where the magic is. 1669 * where the magic is.
1954 */ 1670 */
1955 if (done_one) 1671 if (done_one)
1956 { 1672 {
1957 object *detect_ob = arch_to_object (spell->other_arch); 1673 object *detect_ob = spell->other_arch->instance ();
1958 1674
1959 /* if this is set, we want to copy the face */ 1675 /* if this is set, we want to copy the face */
1960 if (done_one == 2 && detect) 1676 if (done_one == 2 && detect)
1961 { 1677 {
1962 detect_ob->face = detect->face; 1678 detect_ob->face = detect->face;
1963 detect_ob->animation_id = detect->animation_id; 1679 detect_ob->animation_id = detect->animation_id;
1964 detect_ob->anim_speed = detect->anim_speed; 1680 detect_ob->anim_speed = detect->anim_speed;
1965 detect_ob->last_anim = 0; 1681 detect_ob->last_anim = 0;
1966 /* by default, the detect_ob is already animated */ 1682 /* by default, the detect_ob is already animated */
1967 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1683 if (!detect->flag [FLAG_ANIMATE])
1968 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1684 detect_ob->clr_flag (FLAG_ANIMATE);
1969 } 1685 }
1970 1686
1971 m->insert (detect_ob, nx, ny, op); 1687 m->insert (detect_ob, nx, ny, op, INS_ON_TOP);
1972 } 1688 }
1973 } /* for processing the surrounding spaces */ 1689 } /* for processing the surrounding spaces */
1974 1690
1975 1691
1976 /* 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 */
1977 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])
1978 { 1694 {
1979 done_one = 0; 1695 done_one = 0;
1696
1980 for (tmp = op->inv; tmp; tmp = tmp->below) 1697 for (tmp = op->inv; tmp; tmp = tmp->below)
1981 { 1698 {
1982 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1699 if (!tmp->invisible && !tmp->flag [FLAG_IDENTIFIED])
1983 { 1700 {
1984 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])
1985 { 1702 {
1986 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1703 tmp->set_flag (FLAG_KNOWN_MAGICAL);
1987 if (op->type == PLAYER) 1704
1705 if (object *pl = tmp->visible_to ())
1988 esrv_send_item (op, tmp); 1706 esrv_update_item (UPD_FLAGS, pl, tmp);
1989 } 1707 }
1990 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1708
1991 (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]))
1992 { 1711 {
1993 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1712 tmp->set_flag (FLAG_KNOWN_CURSED);
1994 if (op->type == PLAYER) 1713
1714 if (object *pl = tmp->visible_to ())
1995 esrv_send_item (op, tmp); 1715 esrv_update_item (UPD_FLAGS, pl, tmp);
1996 } 1716 }
1997 } /* if item is not identified */ 1717 } /* if item is not identified */
1998 } /* for the players inventory */ 1718 } /* for the players inventory */
1999 } /* if detect magic/curse and object is a player */ 1719 } /* if detect magic/curse and object is a player */
1720
2000 return 1; 1721 return 1;
2001} 1722}
2002 1723
2003 1724
2004/** 1725/**
2017 1738
2018 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.");
2019 1740
2020 if (victim->stats.sp >= victim->stats.maxsp * 2) 1741 if (victim->stats.sp >= victim->stats.maxsp * 2)
2021 { 1742 {
2022 object *tmp;
2023
2024 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1743 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
2025
2026 /* Explodes a fireball centered at player */
2027 tmp = get_archetype (EXPLODING_FIREBALL);
2028 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
2029 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
2030
2031 tmp->insert_at (victim);
2032 victim->stats.sp = 2 * victim->stats.maxsp; 1744 victim->stats.sp = 2 * victim->stats.maxsp;
1745 create_exploding_ball_at (victim, caster_level);
2033 } 1746 }
2034 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1747 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
2035 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.");
2036 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1749 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2037 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!");
2038 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1751 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2039 { 1752 {
2040 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1753 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2056 sint16 x, y; 1769 sint16 x, y;
2057 maptile *m; 1770 maptile *m;
2058 int mflags; 1771 int mflags;
2059 1772
2060 m = op->map; 1773 m = op->map;
2061 x = op->x + freearr_x[dir]; 1774 x = op->x + DIRX (dir);
2062 y = op->y + freearr_y[dir]; 1775 y = op->y + DIRY (dir);
2063 1776
2064 mflags = get_map_flags (m, &m, x, y, &x, &y); 1777 mflags = get_map_flags (m, &m, x, y, &x, &y);
2065 1778
2066 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1779 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
2067 { 1780 {
2068 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)
2069 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1782 if (plyr != op && plyr->flag [FLAG_ALIVE])
2070 break; 1783 break;
2071 } 1784 }
2072 1785
2073 1786
2074 /* 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
2075 * 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.
2076 */ 1789 */
2077 if (plyr == NULL) 1790 if (plyr == NULL)
2078 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)
2079 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1792 if (plyr != op && plyr->flag [FLAG_ALIVE])
2080 break; 1793 break;
2081 1794
2082 if (!plyr) 1795 if (!plyr)
2083 { 1796 {
2084 new_draw_info (NDI_BLACK, 0, op, "There is no one there."); 1797 op->failmsg ("There is no one there.");
2085 return 0; 1798 return 0;
2086 } 1799 }
2087 /* give sp */ 1800 /* give sp */
2088 if (spell->stats.dam > 0) 1801 if (spell->stats.dam > 0)
2089 { 1802 {
2090 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);
2091 charge_mana_effect (plyr, caster_level (caster, spell)); 1804 charge_mana_effect (plyr, casting_level (caster, spell));
2092 return 1; 1805 return 1;
2093 } 1806 }
2094 /* suck sp away. Can't suck sp from yourself */ 1807 /* suck sp away. Can't suck sp from yourself */
2095 else if (op != plyr) 1808 else if (op != plyr)
2096 { 1809 {
2101 if (rate > 95) 1814 if (rate > 95)
2102 rate = 95; 1815 rate = 95;
2103 1816
2104 sucked = (plyr->stats.sp * rate) / 100; 1817 sucked = (plyr->stats.sp * rate) / 100;
2105 plyr->stats.sp -= sucked; 1818 plyr->stats.sp -= sucked;
2106 if (QUERY_FLAG (op, FLAG_ALIVE)) 1819 if (op->flag [FLAG_ALIVE])
2107 { 1820 {
2108 /* Player doesn't get full credit */ 1821 /* Player doesn't get full credit */
2109 sucked = (sucked * rate) / 100; 1822 sucked = (sucked * rate) / 100;
2110 op->stats.sp += sucked; 1823 op->stats.sp += sucked;
2111 if (sucked > 0) 1824 if (sucked > 0)
2112 { 1825 {
2113 charge_mana_effect (op, caster_level (caster, spell)); 1826 charge_mana_effect (op, casting_level (caster, spell));
2114 } 1827 }
2115 } 1828 }
2116 return 1; 1829 return 1;
2117 } 1830 }
2118 return 0; 1831 return 0;
2131 object *tmp, *head, *next; 1844 object *tmp, *head, *next;
2132 int mflags; 1845 int mflags;
2133 maptile *m; 1846 maptile *m;
2134 sint16 sx, sy; 1847 sint16 sx, sy;
2135 1848
2136 sx = op->x + freearr_x[dir]; 1849 sx = op->x + DIRX (dir);
2137 sy = op->y + freearr_y[dir]; 1850 sy = op->y + DIRY (dir);
2138 m = op->map; 1851 m = op->map;
2139 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1852 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
2140 if (mflags & P_OUT_OF_MAP) 1853 if (mflags & P_OUT_OF_MAP)
2141 return; 1854 return;
2142 1855
2155 1868
2156 /* don't attack our own spells */ 1869 /* don't attack our own spells */
2157 if (tmp->owner && tmp->owner == op->owner) 1870 if (tmp->owner && tmp->owner == op->owner)
2158 continue; 1871 continue;
2159 1872
2160 /* Basically, if the object is magical and not counterspell, 1873 /* Basically, if the object is magical and not counterspell,
2161 * we will more or less remove the object. Don't counterspell 1874 * we will more or less remove the object. Don't counterspell
2162 * monsters either. 1875 * monsters either.
2163 */ 1876 */
2164 1877
2165 if (head->attacktype & AT_MAGIC && 1878 if (head->attacktype & AT_MAGIC
2166 !(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))
2167 head->destroy (); 1882 head->destroy ();
2168 else 1883 else
2169 switch (head->type) 1884 switch (head->type)
2170 { 1885 {
2171 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
2172 if (op->level > head->level) 1892 if (op->level > head->level)
2173 head->destroy (); 1893 head->destroy ();
2174 1894
2175 break; 1895 break;
2176 1896
2187 break; 1907 break;
2188 } 1908 }
2189 } 1909 }
2190} 1910}
2191 1911
2192
2193
2194/* cast_consecrate() - a spell to make an altar your god's */ 1912/* cast_consecrate() - a spell to make an altar your god's */
2195int 1913int
2196cast_consecrate (object *op, object *caster, object *spell) 1914cast_consecrate (object *op, object *caster, object *spell)
2197{ 1915{
2198 char buf[MAX_BUF]; 1916 char buf[MAX_BUF];
2199 1917
2200 object *tmp, *god = find_god (determine_god (op)); 1918 object *tmp, *god = find_god (determine_god (op));
2201 1919
2202 if (!god) 1920 if (!god)
2203 { 1921 {
2204 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!");
2205 return 0; 1923 return 0;
2206 } 1924 }
2207 1925
2208 for (tmp = op->below; tmp; tmp = tmp->below) 1926 for (tmp = op->below; tmp; tmp = tmp->below)
2209 { 1927 {
2210 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1928 if (tmp->flag [FLAG_IS_FLOOR])
2211 break; 1929 break;
2212 if (tmp->type == HOLY_ALTAR) 1930 if (tmp->type == HOLY_ALTAR)
2213 { 1931 {
2214 1932
2215 if (tmp->level > caster_level (caster, spell)) 1933 if (tmp->level > casting_level (caster, spell))
2216 { 1934 {
2217 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);
2218 return 0; 1936 return 0;
2219 } 1937 }
2220 else 1938 else
2221 { 1939 {
2222 /* If we got here, we are consecrating an altar */ 1940 /* If we got here, we are consecrating an altar */
2223 sprintf (buf, "Altar of %s", &god->name); 1941 sprintf (buf, "Altar of %s", &god->name);
2224 tmp->name = buf; 1942 tmp->name = buf;
2225 tmp->level = caster_level (caster, spell); 1943 tmp->level = casting_level (caster, spell);
2226 tmp->other_arch = god->arch; 1944 tmp->other_arch = god->arch;
1945
2227 if (op->type == PLAYER) 1946 if (op->type == PLAYER)
2228 esrv_update_item (UPD_NAME, op, tmp); 1947 esrv_update_item (UPD_NAME, op, tmp);
1948
2229 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);
2230 return 1; 1950 return 1;
2231 } 1951 }
2232 } 1952 }
2233 } 1953 }
2234 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!");
2235 return 0; 1956 return 0;
2236} 1957}
2237 1958
2238/* animate_weapon - 1959/* animate_weapon -
2239 * 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.
2240 * 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
2241 * 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
2242 * 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.
2243 * 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,
2244 * 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
2245 * 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
2246 * player checks. MSW 2003-01-06 1967 * player checks. MSW 2003-01-06
2247 */ 1968 */
2248
2249int 1969int
2250animate_weapon (object *op, object *caster, object *spell, int dir) 1970animate_weapon (object *op, object *caster, object *spell, int dir)
2251{ 1971{
2252 object *weapon, *tmp;
2253 char buf[MAX_BUF]; 1972 char buf[MAX_BUF];
2254 int a, i; 1973 int a, i;
2255 sint16 x, y; 1974 sint16 x, y;
2256 maptile *m; 1975 maptile *m;
2257 materialtype_t *mt;
2258 1976
2259 if (!spell->other_arch) 1977 if (!spell->other_arch)
2260 { 1978 {
2261 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1979 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2262 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);
2265 /* exit if it's not a player using this spell. */ 1983 /* exit if it's not a player using this spell. */
2266 if (op->type != PLAYER) 1984 if (op->type != PLAYER)
2267 return 0; 1985 return 0;
2268 1986
2269 /* if player already has a golem, abort */ 1987 /* if player already has a golem, abort */
2270 if (op->contr->ranges[range_golem]) 1988 if (object *golem = op->contr->golem)
2271 { 1989 {
2272 control_golem (op->contr->ranges[range_golem], dir); 1990 control_golem (golem, dir);
2273 return 0; 1991 return 0;
2274 } 1992 }
2275 1993
2276 /* if no direction specified, pick one */ 1994 /* if no direction specified, pick one */
2277 if (!dir) 1995 if (!dir)
2278 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);
2279 1997
2280 m = op->map; 1998 m = op->map;
2281 x = op->x + freearr_x[dir]; 1999 x = op->x + DIRX (dir);
2282 y = op->y + freearr_y[dir]; 2000 y = op->y + DIRY (dir);
2283 2001
2284 /* if there's no place to put the golem, abort */ 2002 /* if there's no place to put the golem, abort */
2285 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)
2286 ((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))
2287 { 2005 {
2288 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2006 op->failmsg ("There is something in the way.");
2289 return 0; 2007 return 0;
2290 } 2008 }
2291 2009
2292 /* Use the weapon marked by the player. */ 2010 /* Use the weapon marked by the player. */
2293 weapon = find_marked_object (op); 2011 object *weapon = op->mark ();
2294 2012
2295 if (!weapon) 2013 if (!weapon)
2296 { 2014 {
2297 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!");
2298 return 0; 2016 return 0;
2299 } 2017 }
2018
2300 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2019 if (spell->race && weapon->arch->archname != spell->race)
2301 { 2020 {
2302 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2021 op->failmsg ("The spell fails to transform your weapon.");
2303 return 0; 2022 return 0;
2304 } 2023 }
2024
2305 if (weapon->type != WEAPON) 2025 if (weapon->type != WEAPON)
2306 { 2026 {
2307 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.");
2308 return 0; 2028 return 0;
2309 } 2029 }
2310 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2030
2031 if (weapon->flag [FLAG_APPLIED])
2311 { 2032 {
2312 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));
2313 return 0; 2034 return 0;
2314 } 2035 }
2315 2036
2316 if (weapon->nrof > 1) 2037 weapon = weapon->split ();
2317 {
2318 tmp = get_split_ob (weapon, 1);
2319 esrv_send_item (op, weapon);
2320 weapon = tmp;
2321 }
2322 2038
2323 /* create the golem object */ 2039 /* create the golem object */
2324 tmp = arch_to_object (spell->other_arch); 2040 object *tmp = spell->other_arch->instance ();
2325 2041
2326 /* 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 */
2327 CLEAR_FLAG (tmp, FLAG_MONSTER); 2043 tmp->clr_flag (FLAG_MONSTER);
2328 tmp->stats.exp = 0; 2044 tmp->stats.exp = 0;
2329 add_friendly_object (tmp); 2045 add_friendly_object (tmp);
2330 tmp->type = GOLEM; 2046 tmp->type = GOLEM;
2331 tmp->set_owner (op); 2047 tmp->set_owner (op);
2048 op->contr->golem = tmp;
2332 set_spell_skill (op, caster, spell, tmp); 2049 set_spell_skill (op, caster, spell, tmp);
2333 op->contr->ranges[range_golem] = tmp;
2334 op->contr->shoottype = range_golem;
2335 2050
2336 /* 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
2337 * removed flag - it should only be set if get_split_object was 2052 * removed flag - it should only be set if weapon->split was
2338 * used above. 2053 * used above.
2339 */ 2054 */
2340 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2055 if (!weapon->flag [FLAG_REMOVED])
2341 weapon->remove (); 2056 weapon->remove ();
2342 insert_ob_in_ob (weapon, tmp); 2057
2343 esrv_send_item (op, weapon); 2058 tmp->insert (weapon);
2059
2344 /* 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,
2345 * 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
2346 * body_info, skills, etc) 2062 * body_info, skills, etc)
2347 */ 2063 */
2348 SET_FLAG (tmp, FLAG_USE_WEAPON); 2064 tmp->set_flag (FLAG_USE_WEAPON);
2349 SET_FLAG (weapon, FLAG_APPLIED); 2065 weapon->set_flag (FLAG_APPLIED);
2350 tmp->update_stats (); 2066 tmp->update_stats ();
2351 2067
2352 /* 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
2353 * 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 -
2354 * 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.
2374 2090
2375 /* attacktype */ 2091 /* attacktype */
2376 if (!tmp->attacktype) 2092 if (!tmp->attacktype)
2377 tmp->attacktype = AT_PHYSICAL; 2093 tmp->attacktype = AT_PHYSICAL;
2378 2094
2379 mt = NULL;
2380 if (op->materialname != NULL)
2381 mt = name_to_material (op->materialname);
2382 if (mt != NULL)
2383 {
2384 for (i = 0; i < NROFATTACKS; i++) 2095 for (i = 0; i < NROFATTACKS; i++)
2385 tmp->resist[i] = 50 - (mt->save[i] * 5); 2096 tmp->resist[i] = 50 - (op->material->save[i] * 5);
2386 a = mt->save[0]; 2097
2387 } 2098 a = op->material->save[0];
2388 else 2099
2389 {
2390 for (i = 0; i < NROFATTACKS; i++)
2391 tmp->resist[i] = 5;
2392 a = 10;
2393 }
2394 /* Set weapon's immunity */ 2100 /* Set weapon's immunity */
2395 tmp->resist[ATNR_CONFUSION] = 100; 2101 tmp->resist[ATNR_CONFUSION] = 100;
2396 tmp->resist[ATNR_POISON] = 100; 2102 tmp->resist[ATNR_POISON] = 100;
2397 tmp->resist[ATNR_SLOW] = 100; 2103 tmp->resist[ATNR_SLOW] = 100;
2398 tmp->resist[ATNR_PARALYZE] = 100; 2104 tmp->resist[ATNR_PARALYZE] = 100;
2404 2110
2405 /* 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 */
2406 2112
2407 if (a > 14) 2113 if (a > 14)
2408 a = 14; 2114 a = 14;
2115
2409 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));
2410 2117
2411 /* Determine golem's speed */ 2118 /* Determine golem's speed */
2412 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)));
2413 2120
2414 if (!spell->race) 2121 if (!spell->race)
2415 { 2122 {
2416 sprintf (buf, "animated %s", &weapon->name); 2123 sprintf (buf, "animated %s", &weapon->name);
2417 tmp->name = buf; 2124 tmp->name = buf;
2423 tmp->state = weapon->state; 2130 tmp->state = weapon->state;
2424 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2131 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2425 } 2132 }
2426 2133
2427 /* 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. */
2428 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));
2429 2136
2430 tmp->speed_left = -1; 2137 tmp->speed_left = -1;
2431 tmp->direction = dir; 2138 tmp->direction = dir;
2432 2139
2433 m->insert (tmp, x, y, op); 2140 m->insert (tmp, x, y, op);
2437/* cast_daylight() - changes the map darkness level *lower* */ 2144/* cast_daylight() - changes the map darkness level *lower* */
2438 2145
2439/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2146/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2440 * This changes the light level for the entire map. 2147 * This changes the light level for the entire map.
2441 */ 2148 */
2442
2443int 2149int
2444cast_change_map_lightlevel (object *op, object *caster, object *spell) 2150cast_change_map_lightlevel (object *op, object *caster, object *spell)
2445{ 2151{
2446 int success; 2152 int success;
2447 2153
2451 success = op->map->change_map_light (spell->stats.dam); 2157 success = op->map->change_map_light (spell->stats.dam);
2452 2158
2453 if (!success) 2159 if (!success)
2454 { 2160 {
2455 if (spell->stats.dam < 0) 2161 if (spell->stats.dam < 0)
2456 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2162 op->failmsg ("It can be no brighter here.");
2457 else 2163 else
2458 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2164 op->failmsg ("It can be no darker here.");
2459 } 2165 }
2166
2460 return success; 2167 return success;
2461} 2168}
2462
2463
2464
2465
2466 2169
2467/* 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.
2468 * 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,
2469 * spell is the spell object itself. 2172 * spell is the spell object itself.
2470 */ 2173 */
2476 2179
2477 new_aura = present_arch_in_ob (spell->other_arch, op); 2180 new_aura = present_arch_in_ob (spell->other_arch, op);
2478 if (new_aura) 2181 if (new_aura)
2479 refresh = 1; 2182 refresh = 1;
2480 else 2183 else
2481 new_aura = arch_to_object (spell->other_arch); 2184 new_aura = spell->other_arch->instance ();
2482 2185
2483 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);
2484 2187
2485 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);
2486 2189
2487 new_aura->set_owner (op);
2488 set_spell_skill (op, caster, spell, new_aura); 2190 set_spell_skill (op, caster, spell, new_aura);
2489 new_aura->attacktype = spell->attacktype; 2191 new_aura->attacktype = spell->attacktype;
2490 2192
2491 new_aura->level = caster_level (caster, spell); 2193 new_aura->level = casting_level (caster, spell);
2194
2492 if (refresh) 2195 if (refresh)
2493 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.");
2494 else 2197 else
2495 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
2496 insert_ob_in_ob (new_aura, op); 2200 insert_ob_in_ob (new_aura, op);
2201 new_aura->set_owner (op);
2202
2497 return 1; 2203 return 1;
2498} 2204}
2499
2500 2205
2501/* 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,
2502 * 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
2503 * around him. 2208 * around him.
2504 * Aura parameters: 2209 * Aura parameters:
2505 * duration: duration counter. 2210 * duration: duration counter.
2506 * attacktype: aura's attacktype 2211 * attacktype: aura's attacktype
2507 * other_arch: archetype to drop where we attack 2212 * other_arch: archetype to drop where we attack
2508 */ 2213 */
2509
2510void 2214void
2511move_aura (object *aura) 2215move_aura (object *aura)
2512{ 2216{
2513 int i, mflags;
2514 object *env;
2515 maptile *m;
2516
2517 /* auras belong in inventories */ 2217 /* auras belong in inventories */
2518 env = aura->env; 2218 object *env = aura->env;
2219 object *owner = aura->owner;
2519 2220
2520 /* no matter what we've gotta remove the aura... 2221 /* no matter what we've gotta remove the aura...
2521 * we'll put it back if its time isn't up. 2222 * we'll put it back if its time isn't up.
2522 */ 2223 */
2523 aura->remove (); 2224 aura->remove ();
2524 2225
2525 /* exit if we're out of gas */ 2226 /* exit if we're out of gas */
2526 if (aura->duration-- < 0) 2227 if (aura->duration-- < 0)
2528 aura->destroy (); 2229 aura->destroy ();
2529 return; 2230 return;
2530 } 2231 }
2531 2232
2532 /* auras only exist in inventories */ 2233 /* auras only exist in inventories */
2533 if (env == NULL || env->map == NULL) 2234 if (!env || !env->map)
2534 { 2235 {
2535 aura->destroy (); 2236 aura->destroy ();
2536 return; 2237 return;
2537 } 2238 }
2538 2239
2539 /* we need to jump out of the inventory for a bit 2240 /* we need to jump out of the inventory for a bit
2540 * in order to hit the map conveniently. 2241 * in order to hit the map conveniently.
2541 */ 2242 */
2542 aura->insert_at (env, aura); 2243 aura->insert_at (env, aura);
2543 2244
2544 for (i = 1; i < 9; i++) 2245 for (int i = 1; i < 9; i++)
2545 { 2246 {
2546 sint16 nx, ny; 2247 mapxy pos (env);
2248 pos.move (i);
2547 2249
2548 nx = aura->x + freearr_x[i];
2549 ny = aura->y + freearr_y[i];
2550 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2551
2552 /* Consider the movement tyep of the person with the aura as 2250 /* Consider the movement type of the person with the aura as
2553 * 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
2554 * 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.
2555 */ 2253 */
2556 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)))
2557 { 2255 {
2558 hit_map (aura, i, aura->attacktype, 0); 2256 hit_map (aura, i, aura->attacktype, 0);
2559 2257
2560 if (aura->other_arch) 2258 if (aura->other_arch)
2561 m->insert (arch_to_object (aura->other_arch), nx, ny, aura); 2259 pos.insert (aura->other_arch->instance (), aura);
2562 } 2260 }
2563 } 2261 }
2564 2262
2565 /* put the aura back in the player's inventory */ 2263 /* put the aura back in the player's inventory */
2566 aura->remove (); 2264 env->insert (aura);
2567 insert_ob_in_ob (aura, env); 2265 aura->set_owner (owner);
2568} 2266}
2569 2267
2570/* moves the peacemaker spell. 2268/* moves the peacemaker spell.
2571 * op is the piece object. 2269 * op is the piece object.
2572 */ 2270 */
2573
2574void 2271void
2575move_peacemaker (object *op) 2272move_peacemaker (object *op)
2576{ 2273{
2577 object *tmp; 2274 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2578
2579 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2580 { 2275 {
2581 int atk_lev, def_lev; 2276 int atk_lev, def_lev;
2582 object *victim = tmp; 2277 object *victim = tmp->head_ ();
2583 2278
2584 if (tmp->head) 2279 if (!victim->flag [FLAG_MONSTER])
2585 victim = tmp->head;
2586 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2587 continue; 2280 continue;
2588 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2281
2282 if (victim->flag [FLAG_UNAGGRESSIVE])
2589 continue; 2283 continue;
2284
2590 if (victim->stats.exp == 0) 2285 if (victim->stats.exp == 0)
2591 continue; 2286 continue;
2592 2287
2593 def_lev = MAX (1, victim->level); 2288 def_lev = max (1, victim->level);
2594 atk_lev = MAX (1, op->level); 2289 atk_lev = max (1, op->level);
2595 2290
2596 if (rndm (0, atk_lev - 1) > def_lev) 2291 if (rndm (0, atk_lev - 1) > def_lev)
2597 { 2292 {
2598 /* make this sucker peaceful. */ 2293 /* make this sucker peaceful. */
2599 2294
2295 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2600 change_exp (op->owner, victim->stats.exp, op->skill, 0); 2296 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2601 victim->stats.exp = 0; 2297 victim->stats.exp = 0;
2602#if 0 2298#if 0
2603 /* No idea why these were all set to zero - if something 2299 /* No idea why these were all set to zero - if something
2604 * makes this creature agressive, he should still do damage. 2300 * makes this creature agressive, he should still do damage.
2607 victim->stats.sp = 0; 2303 victim->stats.sp = 0;
2608 victim->stats.grace = 0; 2304 victim->stats.grace = 0;
2609 victim->stats.Pow = 0; 2305 victim->stats.Pow = 0;
2610#endif 2306#endif
2611 victim->attack_movement = RANDO2; 2307 victim->attack_movement = RANDO2;
2612 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2308 victim->set_flag (FLAG_UNAGGRESSIVE);
2613 SET_FLAG (victim, FLAG_RUN_AWAY); 2309 victim->set_flag (FLAG_RUN_AWAY);
2614 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2310 victim->set_flag (FLAG_RANDOM_MOVE);
2615 CLEAR_FLAG (victim, FLAG_MONSTER); 2311 victim->clr_flag (FLAG_MONSTER);
2312
2616 if (victim->name) 2313 if (victim->name)
2617 {
2618 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);
2619 } 2315 }
2620 }
2621 } 2316 }
2622} 2317}
2623
2624 2318
2625/* This writes a rune that contains the appropriate message. 2319/* This writes a rune that contains the appropriate message.
2626 * There really isn't any adjustments we make. 2320 * There really isn't any adjustments we make.
2627 */ 2321 */
2628
2629int 2322int
2630write_mark (object *op, object *spell, const char *msg) 2323write_mark (object *op, object *spell, const char *msg)
2631{ 2324{
2632 char rune[HUGE_BUF];
2633 object *tmp;
2634
2635 if (!msg || msg[0] == 0) 2325 if (!msg || msg[0] == 0)
2636 { 2326 {
2637 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2327 op->failmsg ("Write what?");
2638 return 0; 2328 return 0;
2639 } 2329 }
2640 2330
2641 if (strcasestr_local (msg, "endmsg")) 2331 if (!msg_is_safe (msg))
2642 { 2332 {
2643 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.>");
2644 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);
2645 return 0; 2335 return 0;
2646 } 2336 }
2337
2647 if (!spell->other_arch) 2338 if (!spell->other_arch)
2648 return 0; 2339 return 0;
2649 tmp = arch_to_object (spell->other_arch);
2650 2340
2651 snprintf (rune, sizeof (rune), "%s\n", msg); 2341 object *tmp = spell->other_arch->instance ();
2652 2342
2653 tmp->race = op->name; /*Save the owner of the rune */ 2343 tmp->race = op->name; /*Save the owner of the rune */
2654 tmp->msg = rune; 2344 tmp->msg = msg;
2655 2345
2656 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); 2346 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2347
2657 return 1; 2348 return 1;
2658} 2349}
2350

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