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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.39 by root, Wed Feb 7 23:43:01 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;
1576 total_weight += obj->total_weight (); 1296 total_weight += obj->total_weight ();
1577 1297
1578 obj->destroy (); 1298 obj->destroy ();
1579} 1299}
1580 1300
1581static void
1582update_map (object *op, maptile *m, int small_nuggets, object *small, int large_nuggets, object *large, int x, int y)
1583{
1584 int flag = 0;
1585
1586 /* Put any nuggets below the player, but we can only pass this
1587 * flag if we are on the same space as the player
1588 */
1589 if (x == op->x && y == op->y && op->map == m)
1590 flag = INS_BELOW_ORIGINATOR;
1591
1592 if (small_nuggets)
1593 {
1594 object *tmp = small->clone ();
1595 tmp->nrof = small_nuggets;
1596 m->insert (tmp, x, y, op, flag);
1597 }
1598
1599 if (large_nuggets)
1600 {
1601 object *tmp = large->clone ();
1602 tmp->nrof = large_nuggets;
1603 m->insert (tmp, x, y, op, flag);
1604 }
1605
1606 if (object *pl = m->at (x, y).player ())
1607 if (pl->contr->ns)
1608 pl->contr->ns->look_position = 0;
1609}
1610
1611int 1301int
1612alchemy (object *op, object *caster, object *spell_ob) 1302alchemy (object *op, object *caster, object *spell_ob)
1613{ 1303{
1614 if (op->type != PLAYER) 1304 if (op->type != PLAYER)
1615 return 0; 1305 return 0;
1616 1306
1617 object *large = get_archetype ("largenugget"); 1307 archetype *nugget[3];
1618 object *small = get_archetype ("smallnugget"); 1308
1309 nugget[0] = archetype::find (shstr_pyrite3);
1310 nugget[1] = archetype::find (shstr_pyrite2);
1311 nugget[2] = archetype::find (shstr_pyrite);
1619 1312
1620 /* 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
1621 * some, and also prevents people from alchemising every table/chair/clock 1314 * some, and also prevents people from alchemising every table/chair/clock
1622 * in sight 1315 * in sight
1623 */ 1316 */
1652 1345
1653 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)
1654 { 1347 {
1655 next = tmp->above; 1348 next = tmp->above;
1656 1349
1657 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1350 if (tmp->weight > 0 && !tmp->flag [FLAG_NO_PICK] &&
1658 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1351 !tmp->flag [FLAG_ALIVE] && !tmp->flag [FLAG_IS_CAULDRON])
1659 { 1352 {
1660 if (tmp->inv) 1353 if (tmp->inv)
1661 { 1354 {
1662 object *next1, *tmp1; 1355 object *next1, *tmp1;
1663 1356
1664 for (tmp1 = tmp->inv; tmp1; tmp1 = next1) 1357 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1665 { 1358 {
1666 next1 = tmp1->below; 1359 next1 = tmp1->below;
1667 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1360 if (tmp1->weight > 0 && !tmp1->flag [FLAG_NO_PICK] &&
1668 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1361 !tmp1->flag [FLAG_ALIVE] && !tmp1->flag [FLAG_IS_CAULDRON])
1669 alchemy_object (tmp1, value, weight); 1362 alchemy_object (tmp1, value, weight);
1670 } 1363 }
1671 } 1364 }
1672 1365
1673 alchemy_object (tmp, value, weight); 1366 alchemy_object (tmp, value, weight);
1675 if (weight > weight_max) 1368 if (weight > weight_max)
1676 break; 1369 break;
1677 } 1370 }
1678 } 1371 }
1679 1372
1373 value -= rndm (value >> 4);
1680 value = min (value, value_max); 1374 value = min (value, value_max);
1681 1375
1682 uint64 count = value / large->value; 1376 for (int i = 0; i < array_length (nugget); ++i)
1683 int large_nuggets = count; 1377 if (int nrof = value / nugget [i]->value)
1684 value -= count * large->value;
1685
1686 count = value / small->value;
1687 int small_nuggets = count;
1688
1689 /* Insert all the nuggets at one time. This probably saves time, but
1690 * it also prevents us from alcheming nuggets that were just created
1691 * with this spell.
1692 */ 1378 {
1693 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 }
1694 1386
1695 if (weight > weight_max) 1387 if (weight > weight_max)
1696 goto bailout; 1388 goto bailout;
1697 } 1389 }
1698 } 1390 }
1699 1391
1700bailout: 1392bailout:
1701 large->destroy ();
1702 small->destroy ();
1703 return 1; 1393 return 1;
1704} 1394}
1705
1706 1395
1707/* This function removes the cursed/damned status on equipped 1396/* This function removes the cursed/damned status on equipped
1708 * items. 1397 * items.
1709 */ 1398 */
1710int 1399int
1711remove_curse (object *op, object *caster, object *spell) 1400remove_curse (object *op, object *caster, object *spell)
1712{ 1401{
1713 object *tmp;
1714 int success = 0, was_one = 0; 1402 int success = 0, was_one = 0;
1715 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
1716 for (tmp = op->inv; tmp; tmp = tmp->below) 1410 for (object *tmp = op->inv; tmp && num_uncurse; tmp = tmp->below)
1717 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1411 if (!tmp->invisible && tmp->flag [typeflag])
1718 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1719 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1720 { 1412 {
1721 was_one++; 1413 ++was_one;
1414
1722 if (tmp->level <= caster_level (caster, spell)) 1415 if (tmp->level <= casting_level (caster, spell))
1723 { 1416 {
1724 success++; 1417 ++success;
1725 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1418 --num_uncurse;
1726 CLEAR_FLAG (tmp, FLAG_DAMNED);
1727 1419
1728 CLEAR_FLAG (tmp, FLAG_CURSED); 1420 tmp->clr_flag (typeflag);
1729 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1421 tmp->clr_flag (FLAG_CURSED);
1422 tmp->clr_flag (FLAG_KNOWN_CURSED);
1730 tmp->value = 0; /* Still can't sell it */ 1423 tmp->value = 0; /* Still can't sell it */
1731 if (op->type == PLAYER) 1424
1425 if (object *pl = tmp->visible_to ())
1732 esrv_send_item (op, tmp); 1426 esrv_update_item (UPD_FLAGS, pl, tmp);
1733 } 1427 }
1734 } 1428 }
1735 1429
1736 if (op->type == PLAYER) 1430 if (op->type == PLAYER)
1737 { 1431 {
1738 if (success) 1432 if (success)
1739 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.>");
1740 else 1434 else
1741 { 1435 {
1742 if (was_one) 1436 if (was_one)
1743 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.>");
1744 else 1438 else
1745 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.>");
1746 } 1440 }
1747 } 1441 }
1748 1442
1749 return success; 1443 return success;
1750} 1444}
1751 1445
1752/* Identifies objects in the players inventory/on the ground */ 1446/* Identifies objects in the players inventory/on the ground */
1753
1754int 1447int
1755cast_identify (object *op, object *caster, object *spell) 1448cast_identify (object *op, object *caster, object *spell)
1756{ 1449{
1757 object *tmp; 1450 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1758 int success = 0, num_ident;
1759 1451
1760 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));
1761 1453
1762 if (num_ident < 1) 1454 op->splay_marked ();
1763 num_ident = 1;
1764 1455
1765 for (tmp = op->inv; tmp; tmp = tmp->below) 1456 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1766 { 1457 {
1767 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1458 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1768 { 1459 {
1769 identify (tmp); 1460 identify (tmp);
1770 1461
1771 if (op->type == PLAYER) 1462 if (op->type == PLAYER)
1772 { 1463 {
1773 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));
1774 1465
1775 if (tmp->msg) 1466 if (tmp->msg)
1776 { 1467 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1777 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1778 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1779 }
1780 } 1468 }
1781 1469
1782 num_ident--;
1783 success = 1;
1784 if (!num_ident) 1470 if (!--num_ident)
1785 break; 1471 break;
1786 } 1472 }
1787 } 1473 }
1788 1474
1789 /* 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
1790 * 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
1791 * was not fully used. 1477 * was not fully used.
1792 */ 1478 */
1793 if (num_ident) 1479 if (num_ident)
1794 { 1480 {
1795 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)
1796 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1482 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1797 { 1483 {
1798 identify (tmp); 1484 identify (tmp);
1799 1485
1800 if (op->type == PLAYER) 1486 if (object *pl = tmp->visible_to ())
1801 { 1487 {
1802 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));
1803 1489
1804 if (tmp->msg) 1490 if (tmp->msg)
1805 { 1491 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1806 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1807 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1808 }
1809
1810 esrv_send_item (op, tmp);
1811 } 1492 }
1812 1493
1813 num_ident--;
1814 success = 1;
1815 if (!num_ident) 1494 if (!--num_ident)
1816 break; 1495 break;
1817 } 1496 }
1818 } 1497 }
1819 1498
1820 if (!success) 1499 if (buf.empty ())
1821 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 }
1822 else 1504 else
1505 {
1506 if (op->contr)
1507 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1508
1823 spell_effect (spell, op->x, op->y, op->map, op); 1509 spell_effect (spell, op->x, op->y, op->map, op);
1824 1510 return 1;
1825 return success; 1511 }
1826} 1512}
1827 1513
1828int 1514int
1829cast_detection (object *op, object *caster, object *spell, object *skill) 1515cast_detection (object *op, object *caster, object *spell, object *skill)
1830{ 1516{
1831 object *tmp, *last, *god, *detect; 1517 object *tmp, *last, *god, *detect;
1832 int done_one, range, mflags, floor, level; 1518 int done_one, range, floor, level;
1833 sint16 x, y, nx, ny; 1519 sint16 x, y, nx, ny;
1834 maptile *m; 1520 maptile *m;
1835 1521
1836 /* 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
1837 * doing it over and over again. 1523 * doing it over and over again.
1838 */ 1524 */
1839 god = find_god (determine_god (op)); 1525 god = find_god (determine_god (op));
1840 level = caster_level (caster, spell); 1526 level = casting_level (caster, spell);
1841 range = spell->range + SP_level_range_adjust (caster, spell); 1527 range = spell->range + SP_level_range_adjust (caster, spell);
1842 1528
1843 if (!skill) 1529 if (!skill)
1844 skill = caster; 1530 skill = caster;
1845 1531
1846 for (x = op->x - range; x <= op->x + range; x++) 1532 dynbuf buf;
1847 for (y = op->y - range; y <= op->y + range; y++) 1533 unordered_mapwalk (buf, op, -range, -range, range, range)
1848 { 1534 {
1849 m = op->map;
1850 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1851 if (mflags & P_OUT_OF_MAP)
1852 continue;
1853
1854 /* For most of the detections, we only detect objects above the 1535 /* For most of the detections, we only detect objects above the
1855 * floor. But this is not true for show invisible. 1536 * floor. But this is not true for show invisible.
1856 * Basically, we just go and find the top object and work 1537 * Basically, we just go and find the top object and work
1857 * down - that is easier than working up. 1538 * down - that is easier than working up.
1858 */ 1539 */
1859 1540
1860 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)
1861 last = tmp; 1542 last = tmp;
1862 1543
1863 /* 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
1864 * would happen. 1545 * would happen.
1865 */ 1546 */
1866 if (!last) 1547 if (!last)
1867 continue; 1548 continue;
1868 1549
1869 done_one = 0; 1550 done_one = 0;
1870 floor = 0; 1551 floor = 0;
1871 detect = NULL; 1552 detect = 0;
1872 for (tmp = last; tmp; tmp = tmp->below) 1553 for (tmp = last; tmp; tmp = tmp->below)
1873 { 1554 {
1874 /* show invisible */ 1555 /* show invisible */
1875 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1556 if (spell->flag [FLAG_MAKE_INVIS]
1876 /* Might there be other objects that we can make visible? */ 1557 /* Might there be other objects that we can make visible? */
1877 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1558 && (tmp->invisible && (tmp->flag [FLAG_MONSTER]
1878 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1559 || (tmp->type == PLAYER && !tmp->flag [FLAG_WIZ])
1879 tmp->type == CF_HANDLE || 1560 || tmp->type == T_HANDLE
1880 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
1881 tmp->type == BUTTON || tmp->type == TELEPORTER || 1565 || tmp->type == TELEPORTER
1566 || tmp->type == GATE
1882 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1567 || tmp->type == LOCKED_DOOR
1883 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)
1884 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1571 || tmp->type == TRIGGER_PEDESTAL
1885 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)))
1886 { 1577 {
1578 printf ("show inv %s\n", tmp->debug_desc());//D
1887 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)
1888 { 1580 {
1889 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
1890 done_one = 1; 1663 done_one = 1;
1891 } 1664 }
1892 } 1665 }
1893
1894 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1895 floor = 1;
1896
1897 /* All detections below this point don't descend beneath the floor,
1898 * so just continue on. We could be clever and look at the type of
1899 * detection to completely break out if we don't care about objects beneath
1900 * the floor, but once we get to the floor, not likely a very big issue anyways.
1901 */
1902 if (floor)
1903 continue;
1904
1905 /* I had thought about making detect magic and detect curse
1906 * show the flash the magic item like it does for detect monster.
1907 * however, if the object is within sight, this would then make it
1908 * difficult to see what object is magical/cursed, so the
1909 * effect wouldn't be as apparant.
1910 */
1911
1912 /* detect magic */
1913 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1914 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1915 {
1916 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1917 /* make runes more visibile */
1918 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1919 tmp->stats.Cha /= 4;
1920 done_one = 1;
1921 }
1922 /* detect monster */
1923 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1924 {
1925 done_one = 2;
1926 if (!detect)
1927 detect = tmp;
1928 }
1929 /* Basically, if race is set in the spell, then the creatures race must
1930 * match that. if the spell race is set to GOD, then the gods opposing
1931 * race must match.
1932 */
1933 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1934 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) ||
1935 (strstr (spell->race, tmp->race))))
1936 {
1937 done_one = 2;
1938 if (!detect)
1939 detect = tmp;
1940 }
1941 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1942 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1943 {
1944 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1945 done_one = 1;
1946 }
1947 } /* for stack of objects on this space */ 1666 } /* for stack of objects on this space */
1948 1667
1949 /* 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
1950 * where the magic is. 1669 * where the magic is.
1951 */ 1670 */
1952 if (done_one) 1671 if (done_one)
1953 { 1672 {
1954 object *detect_ob = arch_to_object (spell->other_arch); 1673 object *detect_ob = spell->other_arch->instance ();
1955 1674
1956 /* if this is set, we want to copy the face */ 1675 /* if this is set, we want to copy the face */
1957 if (done_one == 2 && detect) 1676 if (done_one == 2 && detect)
1958 { 1677 {
1959 detect_ob->face = detect->face; 1678 detect_ob->face = detect->face;
1960 detect_ob->animation_id = detect->animation_id; 1679 detect_ob->animation_id = detect->animation_id;
1961 detect_ob->anim_speed = detect->anim_speed; 1680 detect_ob->anim_speed = detect->anim_speed;
1962 detect_ob->last_anim = 0; 1681 detect_ob->last_anim = 0;
1963 /* by default, the detect_ob is already animated */ 1682 /* by default, the detect_ob is already animated */
1964 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1683 if (!detect->flag [FLAG_ANIMATE])
1965 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1684 detect_ob->clr_flag (FLAG_ANIMATE);
1966 } 1685 }
1967 1686
1968 m->insert (detect_ob, nx, ny, op); 1687 m->insert (detect_ob, nx, ny, op, INS_ON_TOP);
1969 } 1688 }
1970 } /* for processing the surrounding spaces */ 1689 } /* for processing the surrounding spaces */
1971 1690
1972 1691
1973 /* 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 */
1974 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])
1975 { 1694 {
1976 done_one = 0; 1695 done_one = 0;
1696
1977 for (tmp = op->inv; tmp; tmp = tmp->below) 1697 for (tmp = op->inv; tmp; tmp = tmp->below)
1978 { 1698 {
1979 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1699 if (!tmp->invisible && !tmp->flag [FLAG_IDENTIFIED])
1980 { 1700 {
1981 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])
1982 { 1702 {
1983 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1703 tmp->set_flag (FLAG_KNOWN_MAGICAL);
1984 if (op->type == PLAYER) 1704
1705 if (object *pl = tmp->visible_to ())
1985 esrv_send_item (op, tmp); 1706 esrv_update_item (UPD_FLAGS, pl, tmp);
1986 } 1707 }
1987 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1708
1988 (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]))
1989 { 1711 {
1990 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1712 tmp->set_flag (FLAG_KNOWN_CURSED);
1991 if (op->type == PLAYER) 1713
1714 if (object *pl = tmp->visible_to ())
1992 esrv_send_item (op, tmp); 1715 esrv_update_item (UPD_FLAGS, pl, tmp);
1993 } 1716 }
1994 } /* if item is not identified */ 1717 } /* if item is not identified */
1995 } /* for the players inventory */ 1718 } /* for the players inventory */
1996 } /* if detect magic/curse and object is a player */ 1719 } /* if detect magic/curse and object is a player */
1720
1997 return 1; 1721 return 1;
1998} 1722}
1999 1723
2000 1724
2001/** 1725/**
2014 1738
2015 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.");
2016 1740
2017 if (victim->stats.sp >= victim->stats.maxsp * 2) 1741 if (victim->stats.sp >= victim->stats.maxsp * 2)
2018 { 1742 {
2019 object *tmp;
2020
2021 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1743 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
2022
2023 /* Explodes a fireball centered at player */
2024 tmp = get_archetype (EXPLODING_FIREBALL);
2025 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
2026 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
2027
2028 tmp->insert_at (victim);
2029 victim->stats.sp = 2 * victim->stats.maxsp; 1744 victim->stats.sp = 2 * victim->stats.maxsp;
1745 create_exploding_ball_at (victim, caster_level);
2030 } 1746 }
2031 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1747 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
2032 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.");
2033 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1749 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2034 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!");
2035 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1751 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2036 { 1752 {
2037 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1753 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2053 sint16 x, y; 1769 sint16 x, y;
2054 maptile *m; 1770 maptile *m;
2055 int mflags; 1771 int mflags;
2056 1772
2057 m = op->map; 1773 m = op->map;
2058 x = op->x + freearr_x[dir]; 1774 x = op->x + DIRX (dir);
2059 y = op->y + freearr_y[dir]; 1775 y = op->y + DIRY (dir);
2060 1776
2061 mflags = get_map_flags (m, &m, x, y, &x, &y); 1777 mflags = get_map_flags (m, &m, x, y, &x, &y);
2062 1778
2063 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1779 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
2064 { 1780 {
2065 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)
2066 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1782 if (plyr != op && plyr->flag [FLAG_ALIVE])
2067 break; 1783 break;
2068 } 1784 }
2069 1785
2070 1786
2071 /* 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
2072 * 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.
2073 */ 1789 */
2074 if (plyr == NULL) 1790 if (plyr == NULL)
2075 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)
2076 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1792 if (plyr != op && plyr->flag [FLAG_ALIVE])
2077 break; 1793 break;
2078 1794
2079 if (!plyr) 1795 if (!plyr)
2080 { 1796 {
2081 new_draw_info (NDI_BLACK, 0, op, "There is no one there."); 1797 op->failmsg ("There is no one there.");
2082 return 0; 1798 return 0;
2083 } 1799 }
2084 /* give sp */ 1800 /* give sp */
2085 if (spell->stats.dam > 0) 1801 if (spell->stats.dam > 0)
2086 { 1802 {
2087 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);
2088 charge_mana_effect (plyr, caster_level (caster, spell)); 1804 charge_mana_effect (plyr, casting_level (caster, spell));
2089 return 1; 1805 return 1;
2090 } 1806 }
2091 /* suck sp away. Can't suck sp from yourself */ 1807 /* suck sp away. Can't suck sp from yourself */
2092 else if (op != plyr) 1808 else if (op != plyr)
2093 { 1809 {
2098 if (rate > 95) 1814 if (rate > 95)
2099 rate = 95; 1815 rate = 95;
2100 1816
2101 sucked = (plyr->stats.sp * rate) / 100; 1817 sucked = (plyr->stats.sp * rate) / 100;
2102 plyr->stats.sp -= sucked; 1818 plyr->stats.sp -= sucked;
2103 if (QUERY_FLAG (op, FLAG_ALIVE)) 1819 if (op->flag [FLAG_ALIVE])
2104 { 1820 {
2105 /* Player doesn't get full credit */ 1821 /* Player doesn't get full credit */
2106 sucked = (sucked * rate) / 100; 1822 sucked = (sucked * rate) / 100;
2107 op->stats.sp += sucked; 1823 op->stats.sp += sucked;
2108 if (sucked > 0) 1824 if (sucked > 0)
2109 { 1825 {
2110 charge_mana_effect (op, caster_level (caster, spell)); 1826 charge_mana_effect (op, casting_level (caster, spell));
2111 } 1827 }
2112 } 1828 }
2113 return 1; 1829 return 1;
2114 } 1830 }
2115 return 0; 1831 return 0;
2128 object *tmp, *head, *next; 1844 object *tmp, *head, *next;
2129 int mflags; 1845 int mflags;
2130 maptile *m; 1846 maptile *m;
2131 sint16 sx, sy; 1847 sint16 sx, sy;
2132 1848
2133 sx = op->x + freearr_x[dir]; 1849 sx = op->x + DIRX (dir);
2134 sy = op->y + freearr_y[dir]; 1850 sy = op->y + DIRY (dir);
2135 m = op->map; 1851 m = op->map;
2136 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1852 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
2137 if (mflags & P_OUT_OF_MAP) 1853 if (mflags & P_OUT_OF_MAP)
2138 return; 1854 return;
2139 1855
2152 1868
2153 /* don't attack our own spells */ 1869 /* don't attack our own spells */
2154 if (tmp->owner && tmp->owner == op->owner) 1870 if (tmp->owner && tmp->owner == op->owner)
2155 continue; 1871 continue;
2156 1872
2157 /* Basically, if the object is magical and not counterspell, 1873 /* Basically, if the object is magical and not counterspell,
2158 * we will more or less remove the object. Don't counterspell 1874 * we will more or less remove the object. Don't counterspell
2159 * monsters either. 1875 * monsters either.
2160 */ 1876 */
2161 1877
2162 if (head->attacktype & AT_MAGIC && 1878 if (head->attacktype & AT_MAGIC
2163 !(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))
2164 head->destroy (); 1882 head->destroy ();
2165 else 1883 else
2166 switch (head->type) 1884 switch (head->type)
2167 { 1885 {
2168 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
2169 if (op->level > head->level) 1892 if (op->level > head->level)
2170 head->destroy (); 1893 head->destroy ();
2171 1894
2172 break; 1895 break;
2173 1896
2184 break; 1907 break;
2185 } 1908 }
2186 } 1909 }
2187} 1910}
2188 1911
2189
2190
2191/* cast_consecrate() - a spell to make an altar your god's */ 1912/* cast_consecrate() - a spell to make an altar your god's */
2192int 1913int
2193cast_consecrate (object *op, object *caster, object *spell) 1914cast_consecrate (object *op, object *caster, object *spell)
2194{ 1915{
2195 char buf[MAX_BUF]; 1916 char buf[MAX_BUF];
2196 1917
2197 object *tmp, *god = find_god (determine_god (op)); 1918 object *tmp, *god = find_god (determine_god (op));
2198 1919
2199 if (!god) 1920 if (!god)
2200 { 1921 {
2201 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!");
2202 return 0; 1923 return 0;
2203 } 1924 }
2204 1925
2205 for (tmp = op->below; tmp; tmp = tmp->below) 1926 for (tmp = op->below; tmp; tmp = tmp->below)
2206 { 1927 {
2207 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1928 if (tmp->flag [FLAG_IS_FLOOR])
2208 break; 1929 break;
2209 if (tmp->type == HOLY_ALTAR) 1930 if (tmp->type == HOLY_ALTAR)
2210 { 1931 {
2211 1932
2212 if (tmp->level > caster_level (caster, spell)) 1933 if (tmp->level > casting_level (caster, spell))
2213 { 1934 {
2214 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);
2215 return 0; 1936 return 0;
2216 } 1937 }
2217 else 1938 else
2218 { 1939 {
2219 /* If we got here, we are consecrating an altar */ 1940 /* If we got here, we are consecrating an altar */
2220 sprintf (buf, "Altar of %s", &god->name); 1941 sprintf (buf, "Altar of %s", &god->name);
2221 tmp->name = buf; 1942 tmp->name = buf;
2222 tmp->level = caster_level (caster, spell); 1943 tmp->level = casting_level (caster, spell);
2223 tmp->other_arch = god->arch; 1944 tmp->other_arch = god->arch;
1945
2224 if (op->type == PLAYER) 1946 if (op->type == PLAYER)
2225 esrv_update_item (UPD_NAME, op, tmp); 1947 esrv_update_item (UPD_NAME, op, tmp);
1948
2226 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);
2227 return 1; 1950 return 1;
2228 } 1951 }
2229 } 1952 }
2230 } 1953 }
2231 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!");
2232 return 0; 1956 return 0;
2233} 1957}
2234 1958
2235/* animate_weapon - 1959/* animate_weapon -
2236 * 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.
2237 * 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
2238 * 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
2239 * 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.
2240 * 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,
2241 * 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
2242 * 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
2243 * player checks. MSW 2003-01-06 1967 * player checks. MSW 2003-01-06
2244 */ 1968 */
2245
2246int 1969int
2247animate_weapon (object *op, object *caster, object *spell, int dir) 1970animate_weapon (object *op, object *caster, object *spell, int dir)
2248{ 1971{
2249 object *weapon, *tmp;
2250 char buf[MAX_BUF]; 1972 char buf[MAX_BUF];
2251 int a, i; 1973 int a, i;
2252 sint16 x, y; 1974 sint16 x, y;
2253 maptile *m; 1975 maptile *m;
2254 materialtype_t *mt;
2255 1976
2256 if (!spell->other_arch) 1977 if (!spell->other_arch)
2257 { 1978 {
2258 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1979 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2259 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);
2262 /* exit if it's not a player using this spell. */ 1983 /* exit if it's not a player using this spell. */
2263 if (op->type != PLAYER) 1984 if (op->type != PLAYER)
2264 return 0; 1985 return 0;
2265 1986
2266 /* if player already has a golem, abort */ 1987 /* if player already has a golem, abort */
2267 if (op->contr->ranges[range_golem]) 1988 if (object *golem = op->contr->golem)
2268 { 1989 {
2269 control_golem (op->contr->ranges[range_golem], dir); 1990 control_golem (golem, dir);
2270 return 0; 1991 return 0;
2271 } 1992 }
2272 1993
2273 /* if no direction specified, pick one */ 1994 /* if no direction specified, pick one */
2274 if (!dir) 1995 if (!dir)
2275 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);
2276 1997
2277 m = op->map; 1998 m = op->map;
2278 x = op->x + freearr_x[dir]; 1999 x = op->x + DIRX (dir);
2279 y = op->y + freearr_y[dir]; 2000 y = op->y + DIRY (dir);
2280 2001
2281 /* if there's no place to put the golem, abort */ 2002 /* if there's no place to put the golem, abort */
2282 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)
2283 ((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))
2284 { 2005 {
2285 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2006 op->failmsg ("There is something in the way.");
2286 return 0; 2007 return 0;
2287 } 2008 }
2288 2009
2289 /* Use the weapon marked by the player. */ 2010 /* Use the weapon marked by the player. */
2290 weapon = find_marked_object (op); 2011 object *weapon = op->mark ();
2291 2012
2292 if (!weapon) 2013 if (!weapon)
2293 { 2014 {
2294 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!");
2295 return 0; 2016 return 0;
2296 } 2017 }
2018
2297 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2019 if (spell->race && weapon->arch->archname != spell->race)
2298 { 2020 {
2299 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2021 op->failmsg ("The spell fails to transform your weapon.");
2300 return 0; 2022 return 0;
2301 } 2023 }
2024
2302 if (weapon->type != WEAPON) 2025 if (weapon->type != WEAPON)
2303 { 2026 {
2304 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.");
2305 return 0; 2028 return 0;
2306 } 2029 }
2307 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2030
2031 if (weapon->flag [FLAG_APPLIED])
2308 { 2032 {
2309 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));
2310 return 0; 2034 return 0;
2311 } 2035 }
2312 2036
2313 if (weapon->nrof > 1) 2037 weapon = weapon->split ();
2314 {
2315 tmp = get_split_ob (weapon, 1);
2316 esrv_send_item (op, weapon);
2317 weapon = tmp;
2318 }
2319 2038
2320 /* create the golem object */ 2039 /* create the golem object */
2321 tmp = arch_to_object (spell->other_arch); 2040 object *tmp = spell->other_arch->instance ();
2322 2041
2323 /* 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 */
2324 CLEAR_FLAG (tmp, FLAG_MONSTER); 2043 tmp->clr_flag (FLAG_MONSTER);
2325 tmp->stats.exp = 0; 2044 tmp->stats.exp = 0;
2326 add_friendly_object (tmp); 2045 add_friendly_object (tmp);
2327 tmp->type = GOLEM; 2046 tmp->type = GOLEM;
2328 tmp->set_owner (op); 2047 tmp->set_owner (op);
2048 op->contr->golem = tmp;
2329 set_spell_skill (op, caster, spell, tmp); 2049 set_spell_skill (op, caster, spell, tmp);
2330 op->contr->ranges[range_golem] = tmp;
2331 op->contr->shoottype = range_golem;
2332 2050
2333 /* 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
2334 * removed flag - it should only be set if get_split_object was 2052 * removed flag - it should only be set if weapon->split was
2335 * used above. 2053 * used above.
2336 */ 2054 */
2337 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2055 if (!weapon->flag [FLAG_REMOVED])
2338 weapon->remove (); 2056 weapon->remove ();
2339 insert_ob_in_ob (weapon, tmp); 2057
2340 esrv_send_item (op, weapon); 2058 tmp->insert (weapon);
2059
2341 /* 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,
2342 * 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
2343 * body_info, skills, etc) 2062 * body_info, skills, etc)
2344 */ 2063 */
2345 SET_FLAG (tmp, FLAG_USE_WEAPON); 2064 tmp->set_flag (FLAG_USE_WEAPON);
2346 SET_FLAG (weapon, FLAG_APPLIED); 2065 weapon->set_flag (FLAG_APPLIED);
2347 tmp->update_stats (); 2066 tmp->update_stats ();
2348 2067
2349 /* 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
2350 * 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 -
2351 * 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.
2371 2090
2372 /* attacktype */ 2091 /* attacktype */
2373 if (!tmp->attacktype) 2092 if (!tmp->attacktype)
2374 tmp->attacktype = AT_PHYSICAL; 2093 tmp->attacktype = AT_PHYSICAL;
2375 2094
2376 mt = NULL;
2377 if (op->materialname != NULL)
2378 mt = name_to_material (op->materialname);
2379 if (mt != NULL)
2380 {
2381 for (i = 0; i < NROFATTACKS; i++) 2095 for (i = 0; i < NROFATTACKS; i++)
2382 tmp->resist[i] = 50 - (mt->save[i] * 5); 2096 tmp->resist[i] = 50 - (op->material->save[i] * 5);
2383 a = mt->save[0]; 2097
2384 } 2098 a = op->material->save[0];
2385 else 2099
2386 {
2387 for (i = 0; i < NROFATTACKS; i++)
2388 tmp->resist[i] = 5;
2389 a = 10;
2390 }
2391 /* Set weapon's immunity */ 2100 /* Set weapon's immunity */
2392 tmp->resist[ATNR_CONFUSION] = 100; 2101 tmp->resist[ATNR_CONFUSION] = 100;
2393 tmp->resist[ATNR_POISON] = 100; 2102 tmp->resist[ATNR_POISON] = 100;
2394 tmp->resist[ATNR_SLOW] = 100; 2103 tmp->resist[ATNR_SLOW] = 100;
2395 tmp->resist[ATNR_PARALYZE] = 100; 2104 tmp->resist[ATNR_PARALYZE] = 100;
2401 2110
2402 /* 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 */
2403 2112
2404 if (a > 14) 2113 if (a > 14)
2405 a = 14; 2114 a = 14;
2115
2406 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));
2407 2117
2408 /* Determine golem's speed */ 2118 /* Determine golem's speed */
2409 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)));
2410 2120
2411 if (!spell->race) 2121 if (!spell->race)
2412 { 2122 {
2413 sprintf (buf, "animated %s", &weapon->name); 2123 sprintf (buf, "animated %s", &weapon->name);
2414 tmp->name = buf; 2124 tmp->name = buf;
2420 tmp->state = weapon->state; 2130 tmp->state = weapon->state;
2421 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2131 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2422 } 2132 }
2423 2133
2424 /* 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. */
2425 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));
2426 2136
2427 tmp->speed_left = -1; 2137 tmp->speed_left = -1;
2428 tmp->direction = dir; 2138 tmp->direction = dir;
2429 2139
2430 m->insert (tmp, x, y, op); 2140 m->insert (tmp, x, y, op);
2434/* cast_daylight() - changes the map darkness level *lower* */ 2144/* cast_daylight() - changes the map darkness level *lower* */
2435 2145
2436/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2146/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2437 * This changes the light level for the entire map. 2147 * This changes the light level for the entire map.
2438 */ 2148 */
2439
2440int 2149int
2441cast_change_map_lightlevel (object *op, object *caster, object *spell) 2150cast_change_map_lightlevel (object *op, object *caster, object *spell)
2442{ 2151{
2443 int success; 2152 int success;
2444 2153
2448 success = op->map->change_map_light (spell->stats.dam); 2157 success = op->map->change_map_light (spell->stats.dam);
2449 2158
2450 if (!success) 2159 if (!success)
2451 { 2160 {
2452 if (spell->stats.dam < 0) 2161 if (spell->stats.dam < 0)
2453 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2162 op->failmsg ("It can be no brighter here.");
2454 else 2163 else
2455 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2164 op->failmsg ("It can be no darker here.");
2456 } 2165 }
2166
2457 return success; 2167 return success;
2458} 2168}
2459
2460
2461
2462
2463 2169
2464/* 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.
2465 * 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,
2466 * spell is the spell object itself. 2172 * spell is the spell object itself.
2467 */ 2173 */
2473 2179
2474 new_aura = present_arch_in_ob (spell->other_arch, op); 2180 new_aura = present_arch_in_ob (spell->other_arch, op);
2475 if (new_aura) 2181 if (new_aura)
2476 refresh = 1; 2182 refresh = 1;
2477 else 2183 else
2478 new_aura = arch_to_object (spell->other_arch); 2184 new_aura = spell->other_arch->instance ();
2479 2185
2480 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);
2481 2187
2482 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);
2483 2189
2484 new_aura->set_owner (op);
2485 set_spell_skill (op, caster, spell, new_aura); 2190 set_spell_skill (op, caster, spell, new_aura);
2486 new_aura->attacktype = spell->attacktype; 2191 new_aura->attacktype = spell->attacktype;
2487 2192
2488 new_aura->level = caster_level (caster, spell); 2193 new_aura->level = casting_level (caster, spell);
2194
2489 if (refresh) 2195 if (refresh)
2490 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.");
2491 else 2197 else
2492 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
2493 insert_ob_in_ob (new_aura, op); 2200 insert_ob_in_ob (new_aura, op);
2201 new_aura->set_owner (op);
2202
2494 return 1; 2203 return 1;
2495} 2204}
2496
2497 2205
2498/* 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,
2499 * 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
2500 * around him. 2208 * around him.
2501 * Aura parameters: 2209 * Aura parameters:
2502 * duration: duration counter. 2210 * duration: duration counter.
2503 * attacktype: aura's attacktype 2211 * attacktype: aura's attacktype
2504 * other_arch: archetype to drop where we attack 2212 * other_arch: archetype to drop where we attack
2505 */ 2213 */
2506
2507void 2214void
2508move_aura (object *aura) 2215move_aura (object *aura)
2509{ 2216{
2510 int i, mflags;
2511 object *env;
2512 maptile *m;
2513
2514 /* auras belong in inventories */ 2217 /* auras belong in inventories */
2515 env = aura->env; 2218 object *env = aura->env;
2219 object *owner = aura->owner;
2516 2220
2517 /* no matter what we've gotta remove the aura... 2221 /* no matter what we've gotta remove the aura...
2518 * we'll put it back if its time isn't up. 2222 * we'll put it back if its time isn't up.
2519 */ 2223 */
2520 aura->remove (); 2224 aura->remove ();
2521 2225
2522 /* exit if we're out of gas */ 2226 /* exit if we're out of gas */
2523 if (aura->duration-- < 0) 2227 if (aura->duration-- < 0)
2525 aura->destroy (); 2229 aura->destroy ();
2526 return; 2230 return;
2527 } 2231 }
2528 2232
2529 /* auras only exist in inventories */ 2233 /* auras only exist in inventories */
2530 if (env == NULL || env->map == NULL) 2234 if (!env || !env->map)
2531 { 2235 {
2532 aura->destroy (); 2236 aura->destroy ();
2533 return; 2237 return;
2534 } 2238 }
2535 2239
2536 /* we need to jump out of the inventory for a bit 2240 /* we need to jump out of the inventory for a bit
2537 * in order to hit the map conveniently. 2241 * in order to hit the map conveniently.
2538 */ 2242 */
2539 aura->insert_at (env, aura); 2243 aura->insert_at (env, aura);
2540 2244
2541 for (i = 1; i < 9; i++) 2245 for (int i = 1; i < 9; i++)
2542 { 2246 {
2543 sint16 nx, ny; 2247 mapxy pos (env);
2248 pos.move (i);
2544 2249
2545 nx = aura->x + freearr_x[i];
2546 ny = aura->y + freearr_y[i];
2547 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2548
2549 /* Consider the movement tyep of the person with the aura as 2250 /* Consider the movement type of the person with the aura as
2550 * 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
2551 * 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.
2552 */ 2253 */
2553 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)))
2554 { 2255 {
2555 hit_map (aura, i, aura->attacktype, 0); 2256 hit_map (aura, i, aura->attacktype, 0);
2556 2257
2557 if (aura->other_arch) 2258 if (aura->other_arch)
2558 m->insert (arch_to_object (aura->other_arch), nx, ny, aura); 2259 pos.insert (aura->other_arch->instance (), aura);
2559 } 2260 }
2560 } 2261 }
2561 2262
2562 /* put the aura back in the player's inventory */ 2263 /* put the aura back in the player's inventory */
2563 aura->remove (); 2264 env->insert (aura);
2564 insert_ob_in_ob (aura, env); 2265 aura->set_owner (owner);
2565} 2266}
2566 2267
2567/* moves the peacemaker spell. 2268/* moves the peacemaker spell.
2568 * op is the piece object. 2269 * op is the piece object.
2569 */ 2270 */
2570
2571void 2271void
2572move_peacemaker (object *op) 2272move_peacemaker (object *op)
2573{ 2273{
2574 object *tmp; 2274 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2575
2576 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2577 { 2275 {
2578 int atk_lev, def_lev; 2276 int atk_lev, def_lev;
2579 object *victim = tmp; 2277 object *victim = tmp->head_ ();
2580 2278
2581 if (tmp->head) 2279 if (!victim->flag [FLAG_MONSTER])
2582 victim = tmp->head;
2583 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2584 continue; 2280 continue;
2585 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2281
2282 if (victim->flag [FLAG_UNAGGRESSIVE])
2586 continue; 2283 continue;
2284
2587 if (victim->stats.exp == 0) 2285 if (victim->stats.exp == 0)
2588 continue; 2286 continue;
2589 2287
2590 def_lev = MAX (1, victim->level); 2288 def_lev = max (1, victim->level);
2591 atk_lev = MAX (1, op->level); 2289 atk_lev = max (1, op->level);
2592 2290
2593 if (rndm (0, atk_lev - 1) > def_lev) 2291 if (rndm (0, atk_lev - 1) > def_lev)
2594 { 2292 {
2595 /* make this sucker peaceful. */ 2293 /* make this sucker peaceful. */
2596 2294
2295 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2597 change_exp (op->owner, victim->stats.exp, op->skill, 0); 2296 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2598 victim->stats.exp = 0; 2297 victim->stats.exp = 0;
2599#if 0 2298#if 0
2600 /* No idea why these were all set to zero - if something 2299 /* No idea why these were all set to zero - if something
2601 * makes this creature agressive, he should still do damage. 2300 * makes this creature agressive, he should still do damage.
2604 victim->stats.sp = 0; 2303 victim->stats.sp = 0;
2605 victim->stats.grace = 0; 2304 victim->stats.grace = 0;
2606 victim->stats.Pow = 0; 2305 victim->stats.Pow = 0;
2607#endif 2306#endif
2608 victim->attack_movement = RANDO2; 2307 victim->attack_movement = RANDO2;
2609 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2308 victim->set_flag (FLAG_UNAGGRESSIVE);
2610 SET_FLAG (victim, FLAG_RUN_AWAY); 2309 victim->set_flag (FLAG_RUN_AWAY);
2611 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2310 victim->set_flag (FLAG_RANDOM_MOVE);
2612 CLEAR_FLAG (victim, FLAG_MONSTER); 2311 victim->clr_flag (FLAG_MONSTER);
2312
2613 if (victim->name) 2313 if (victim->name)
2614 {
2615 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);
2616 } 2315 }
2617 }
2618 } 2316 }
2619} 2317}
2620
2621 2318
2622/* This writes a rune that contains the appropriate message. 2319/* This writes a rune that contains the appropriate message.
2623 * There really isn't any adjustments we make. 2320 * There really isn't any adjustments we make.
2624 */ 2321 */
2625
2626int 2322int
2627write_mark (object *op, object *spell, const char *msg) 2323write_mark (object *op, object *spell, const char *msg)
2628{ 2324{
2629 char rune[HUGE_BUF];
2630 object *tmp;
2631
2632 if (!msg || msg[0] == 0) 2325 if (!msg || msg[0] == 0)
2633 { 2326 {
2634 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2327 op->failmsg ("Write what?");
2635 return 0; 2328 return 0;
2636 } 2329 }
2637 2330
2638 if (strcasestr_local (msg, "endmsg")) 2331 if (!msg_is_safe (msg))
2639 { 2332 {
2640 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.>");
2641 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);
2642 return 0; 2335 return 0;
2643 } 2336 }
2337
2644 if (!spell->other_arch) 2338 if (!spell->other_arch)
2645 return 0; 2339 return 0;
2646 tmp = arch_to_object (spell->other_arch);
2647 2340
2648 snprintf (rune, sizeof (rune), "%s\n", msg); 2341 object *tmp = spell->other_arch->instance ();
2649 2342
2650 tmp->race = op->name; /*Save the owner of the rune */ 2343 tmp->race = op->name; /*Save the owner of the rune */
2651 tmp->msg = rune; 2344 tmp->msg = msg;
2652 2345
2653 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); 2346 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2347
2654 return 1; 2348 return 1;
2655} 2349}
2350

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