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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.57 by root, Mon Jun 4 13:04:01 2007 UTC vs.
Revision 1.148 by root, Sat Nov 17 23:40:04 2018 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT 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 (©) 2002,2007 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 * 8 *
8 * Crossfire TRT is free software; you can redistribute it and/or modify it 9 * Deliantra is free software: you can redistribute it and/or modify it under
9 * under the terms of the GNU General Public License as published by the Free 10 * the terms of the Affero GNU General Public License as published by the
10 * Software Foundation; either version 2 of the License, or (at your option) 11 * Free Software Foundation, either version 3 of the License, or (at your
11 * any later version. 12 * option) any later version.
12 * 13 *
13 * This program is distributed in the hope that it will be useful, but 14 * This program is distributed in the hope that it will be useful,
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * for more details. 17 * GNU General Public License for more details.
17 * 18 *
18 * You should have received a copy of the GNU General Public License along 19 * You should have received a copy of the Affero GNU General Public License
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 20 * and the GNU General Public License along with this program. If not, see
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA 21 * <http://www.gnu.org/licenses/>.
21 * 22 *
22 * The authors can be reached via e-mail to <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, 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->speed); 113 wand->set_speed (wand->arch->speed);
113 } 114 }
114 115
115 return 1; 116 return 1;
116} 117}
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; 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->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_all_archetypes (at) 244 for_all_archetypes (at_tmp)
246 { 245 {
247 if (at_tmp->type == FOOD || at_tmp->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->stats.food <= food_value && (!at || at_tmp->stats.food > at->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->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 {
375int 385int
376cast_invisible (object *op, object *caster, object *spell_ob) 386cast_invisible (object *op, object *caster, object *spell_ob)
377{ 387{
378 if (op->invisible > 1000) 388 if (op->invisible > 1000)
379 { 389 {
380 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");
381 return 0; 391 return 0;
382 } 392 }
383 393
384 /* 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
385 * and if statement or two. 395 * and if statement or two.
386 */ 396 */
387 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
388 /* max duration */ 399 /* limit duration */
389 if (op->invisible > 1000) 400 min_it (op->invisible, 1000);
390 op->invisible = 1000;
391 401
392 if (op->type == PLAYER) 402 if (op->type == PLAYER)
393 { 403 {
394 op->contr->invis_race = spell_ob->race; 404 op->contr->invis_race = spell_ob->race;
395 405
396 if (QUERY_FLAG (spell_ob, FLAG_MAKE_INVIS)) 406 if (spell_ob->flag [FLAG_MAKE_INVIS])
397 op->contr->tmp_invis = 0; 407 op->contr->tmp_invis = 0;
398 else 408 else
399 op->contr->tmp_invis = 1; 409 op->contr->tmp_invis = 1;
400
401 op->contr->hidden = 0;
402 } 410 }
403 411
404 if (makes_invisible_to (op, op)) 412 if (makes_invisible_to (op, op))
405 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!");
406 else 414 else
421/* earth to dust spell. Basically destroys earthwalls in the area. 429/* earth to dust spell. Basically destroys earthwalls in the area.
422 */ 430 */
423int 431int
424cast_earth_to_dust (object *op, object *caster, object *spell_ob) 432cast_earth_to_dust (object *op, object *caster, object *spell_ob)
425{ 433{
426 object *tmp, *next;
427 int range, i, j, mflags; 434 int range, i, j, mflags;
428 sint16 sx, sy; 435 sint16 sx, sy;
429 maptile *m; 436 maptile *m;
430
431 if (op->type != PLAYER)
432 return 0;
433 437
434 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 438 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
435 439
436 for (i = -range; i <= range; i++) 440 for (i = -range; i <= range; i++)
437 for (j = -range; j <= range; j++) 441 for (j = -range; j <= range; j++)
442 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 446 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
443 447
444 if (mflags & P_OUT_OF_MAP) 448 if (mflags & P_OUT_OF_MAP)
445 continue; 449 continue;
446 450
447 // earth to dust tears down everything that can be teared down 451 // earth to dust tears down everything that can be torn down
448 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)
449 { 453 {
450 next = tmp->above; 454 next = tmp->above;
451 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 455
456 if (tmp->flag [FLAG_TEAR_DOWN])
452 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 457 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
453 } 458 }
454 } 459 }
455 460
456 return 1; 461 return 1;
458 463
459void 464void
460execute_word_of_recall (object *op) 465execute_word_of_recall (object *op)
461{ 466{
462 if (object *pl = op->in_player ()) 467 if (object *pl = op->in_player ())
463 {
464 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST)) 468 if (pl->ms ().flags () & P_NO_CLERIC && !pl->flag [FLAG_WIZCAST])
465 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.");
466 else 470 else
467 { 471 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
468 // remove first so we do not call update_stats
469 op->remove ();
470 pl->enter_exit (op);
471 }
472 }
473 472
474 op->destroy (); 473 op->destroy ();
475} 474}
476 475
477/* Word of recall causes the player to return 'home'. 476/* Word of recall causes the player to return 'home'.
478 * 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
479 * time delay effect. 478 * time delay effect.
480 */ 479 */
481int 480int
482cast_word_of_recall (object *op, object *caster, object *spell_ob) 481cast_word_of_recall (object *op, object *caster, object *spell_ob)
483{ 482{
484 object *dummy; 483 if (!op->is_player ())
485 int time;
486
487 if (op->type != PLAYER)
488 return 0; 484 return 0;
489 485
490 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))
491 { 487 {
492 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.");
493 return 1; 489 return 1;
494 } 490 }
495 491
496 dummy = get_archetype (FORCE_NAME); 492 object *dummy = archetype::get (FORCE_NAME);
497 if (dummy == NULL)
498 {
499 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
500 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
501 return 0;
502 }
503 493
504 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));
505 if (time < 1)
506 time = 1;
507 495
508 /* 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
509 * 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
510 * do anything really odd if it say a -1000 or something. 498 * do anything really odd if it say a -1000 or something.
511 */ 499 */
512 dummy->set_speed (0.002); 500 dummy->set_speed (0.002);
513 dummy->speed_left = -dummy->speed * time; 501 dummy->speed_left = -dummy->speed * time;
514 dummy->type = SPELL_EFFECT; 502 dummy->type = SPELL_EFFECT;
515 dummy->subtype = SP_WORD_OF_RECALL; 503 dummy->subtype = SP_WORD_OF_RECALL;
516 504 dummy->slaying = op->contr->savebed_map;
517 /* If we could take advantage of enter_player_savebed() here, it would be 505 dummy->stats.hp = op->contr->bed_x;
518 * nice, but until the map load fails, we can't. 506 dummy->stats.sp = op->contr->bed_y;
519 */
520 EXIT_PATH (dummy) = op->contr->savebed_map;
521 EXIT_X (dummy) = op->contr->bed_x;
522 EXIT_Y (dummy) = op->contr->bed_y;
523 507
524 op->insert (dummy); 508 op->insert (dummy);
525 509
526 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.");
527 511
565} 549}
566 550
567int 551int
568perceive_self (object *op) 552perceive_self (object *op)
569{ 553{
570 char buf[MAX_BUF];
571 const char *cp = describe_item (op, op); 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);
590 577
591 if (tmp) 578 if (tmp)
592 for (i = 0; i < NUM_STATS; i++) 579 for (int i = 0; i < NUM_STATS; i++)
593 if (tmp->stats.stat (i) < 0) 580 if (tmp->stats.stat (i) < 0)
594 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -tmp->stats.stat (i)); 581 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
595 } 582 }
596 583
597 if (is_dragon_pl (op)) 584 if (op->is_dragon ())
598 {
599 /* now grab the 'dragon_ability'-force from the player's inventory */ 585 /* now grab the 'dragon_ability'-force from the player's inventory */
600 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 586 for (tmp = op->inv; tmp; tmp = tmp->below)
601 { 587 {
602 if (tmp->type == FORCE && !strcmp (tmp->arch->archname, "dragon_ability_force")) 588 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
603 { 589 {
604 if (tmp->stats.exp == 0) 590 if (tmp->stats.exp == 0)
605 sprintf (buf, "Your metabolism isn't focused on anything."); 591 buf << " - Your metabolism isn't focused on anything.\n";
606 else 592 else
607 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";
608 594
609 new_draw_info (NDI_UNIQUE, 0, op, buf);
610 break; 595 break;
611 } 596 }
612 } 597 }
613 } 598
599 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
614 600
615 return 1; 601 return 1;
616} 602}
617 603
618/* This creates magic walls. Really, it can create most any object, 604/* This creates magic walls. Really, it can create most any object,
634 x = op->x; 620 x = op->x;
635 y = op->y; 621 y = op->y;
636 } 622 }
637 else 623 else
638 { 624 {
639 x = op->x + freearr_x[dir]; 625 x = op->x + DIRX (dir);
640 y = op->y + freearr_y[dir]; 626 y = op->y + DIRY (dir);
641 } 627 }
642 628
643 m = op->map; 629 m = op->map;
644 630
645 if ((spell_ob->move_block || x != op->x || y != op->y) && 631 if ((spell_ob->move_block || x != op->x || y != op->y) &&
646 (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) ||
647 ((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)))
648 { 634 {
649 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 635 op->failmsg ("Something is in the way.");
650 return 0; 636 return 0;
651 } 637 }
652 638
653 if (spell_ob->other_arch) 639 if (spell_ob->other_arch)
654 tmp = arch_to_object (spell_ob->other_arch); 640 tmp = spell_ob->other_arch->instance ();
655 else if (spell_ob->race) 641 else if (spell_ob->race)
656 { 642 {
657 char buf1[MAX_BUF]; 643 char buf1[MAX_BUF];
658 644
659 sprintf (buf1, spell_ob->race, dir); 645 sprintf (buf1, spell_ob->race, dir);
663 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 649 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
664 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 650 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
665 return 0; 651 return 0;
666 } 652 }
667 653
668 tmp = arch_to_object (at); 654 tmp = at->instance ();
669 } 655 }
670 else 656 else
671 { 657 {
672 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);
673 return 0; 659 return 0;
678 tmp->attacktype = spell_ob->attacktype; 664 tmp->attacktype = spell_ob->attacktype;
679 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);
680 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);
681 tmp->range = 0; 667 tmp->range = 0;
682 } 668 }
683 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 669 else if (tmp->flag [FLAG_ALIVE])
684 { 670 {
685 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);
686 tmp->stats.maxhp = tmp->stats.hp; 672 tmp->stats.maxhp = tmp->stats.hp;
687 } 673 }
688 674
689 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])
690 { 676 {
691 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);
692 SET_FLAG (tmp, FLAG_IS_USED_UP); 678 tmp->set_flag (FLAG_IS_USED_UP);
693 } 679 }
694 680
695 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 681 if (spell_ob->flag [FLAG_TEAR_DOWN])
696 { 682 {
697 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);
698 tmp->stats.maxhp = tmp->stats.hp; 684 tmp->stats.maxhp = tmp->stats.hp;
699 SET_FLAG (tmp, FLAG_TEAR_DOWN); 685 tmp->set_flag (FLAG_TEAR_DOWN);
700 SET_FLAG (tmp, FLAG_ALIVE); 686 tmp->set_flag (FLAG_ALIVE);
701 } 687 }
702 688
703 /* 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,
704 * 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
705 * earthwalls, though, so they survive restarts. 691 * earthwalls, though, so they survive restarts.
706 */ 692 */
707 if (tmp->type != EARTHWALL) //TODO 693 if (tmp->type != EARTHWALL) //TODO
708 tmp->set_owner (op); 694 tmp->set_owner (op);
709 695
710 set_spell_skill (op, caster, spell_ob, tmp); 696 set_spell_skill (op, caster, spell_ob, tmp);
711 tmp->level = caster_level (caster, spell_ob) / 2; 697 tmp->level = casting_level (caster, spell_ob) / 2;
712 698
713 name = tmp->name; 699 name = tmp->name;
714 if (!(tmp = m->insert (tmp, x, y, op))) 700 if (!(tmp = m->insert (tmp, x, y, op)))
715 { 701 {
716 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);
717 return 0; 703 return 0;
718 } 704 }
719 705
720 /* 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 */
721 if (tmp->other_arch && tmp->other_arch->type == SPELL) 707 if (tmp->other_arch && tmp->other_arch->type == SPELL)
722 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 708 insert_ob_in_ob (tmp->other_arch->instance (), tmp);
723 709
724 /* This code causes the wall to extend some distance in 710 /* This code causes the wall to extend some distance in
725 * each direction, or until an obstruction is encountered. 711 * each direction, or until an obstruction is encountered.
726 * posblocked and negblocked help determine how far the 712 * posblocked and negblocked help determine how far the
727 * created wall can extend, it won't go extend through 713 * created wall can extend, it won't go extend through
728 * blocked spaces. 714 * blocked spaces.
729 */ 715 */
730 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 716 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
735 { 721 {
736 int dir2; 722 int dir2;
737 723
738 dir2 = (dir < 4) ? (dir + 2) : dir - 2; 724 dir2 = (dir < 4) ? (dir + 2) : dir - 2;
739 725
740 x = tmp->x + i * freearr_x[dir2]; 726 x = tmp->x + i * DIRX (dir2);
741 y = tmp->y + i * freearr_y[dir2]; 727 y = tmp->y + i * DIRY (dir2);
742 m = tmp->map; 728 m = tmp->map;
743 729
744 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)) &&
745 ((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)
746 { 732 {
747 object *tmp2 = tmp->clone (); 733 object *tmp2 = tmp->clone ();
748 m->insert (tmp2, x, y, op); 734 m->insert (tmp2, x, y, op);
749 735
750 /* 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 */
751 if (tmp2->other_arch && tmp2->other_arch->type == SPELL) 737 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
752 tmp2->insert (arch_to_object (tmp2->other_arch)); 738 tmp2->insert (tmp2->other_arch->instance ());
753 739
754 } 740 }
755 else 741 else
756 posblocked = 1; 742 posblocked = 1;
757 743
758 x = tmp->x - i * freearr_x[dir2]; 744 x = tmp->x - i * DIRX (dir2);
759 y = tmp->y - i * freearr_y[dir2]; 745 y = tmp->y - i * DIRY (dir2);
760 m = tmp->map; 746 m = tmp->map;
761 747
762 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)) &&
763 ((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)
764 { 750 {
765 object *tmp2 = tmp->clone (); 751 object *tmp2 = tmp->clone ();
766 m->insert (tmp2, x, y, op); 752 m->insert (tmp2, x, y, op);
767 753
768 if (tmp2->other_arch && tmp2->other_arch->type == SPELL) 754 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
769 tmp2->insert (arch_to_object (tmp2->other_arch)); 755 tmp2->insert (tmp2->other_arch->instance ());
770 } 756 }
771 else 757 else
772 negblocked = 1; 758 negblocked = 1;
773 } 759 }
774 760
775 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) 761 if (tmp->flag [FLAG_BLOCKSVIEW])
776 update_all_los (op->map, op->x, op->y); 762 update_all_los (op->map, op->x, op->y);
777 763
778 return 1; 764 return 1;
779} 765}
780 766
781int 767int
782dimension_door (object *op, object *caster, object *spob, int dir) 768dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
783{ 769{
784 uint32 dist, maxdist; 770 uint32 dist, maxdist;
785 int mflags; 771 int mflags;
786 maptile *m; 772 maptile *m;
787 sint16 sx, sy; 773 sint16 sx, sy;
789 if (op->type != PLAYER) 775 if (op->type != PLAYER)
790 return 0; 776 return 0;
791 777
792 if (!dir) 778 if (!dir)
793 { 779 {
794 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?"); 780 op->failmsg ("In what direction?");
795 return 0; 781 return 0;
796 } 782 }
797 783
798 /* 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
799 * ever, so put limits in. 785 * ever, so put limits in.
800 */ 786 */
801 maxdist = spob->range + SP_level_range_adjust (caster, spob); 787 maxdist = spob->range + SP_level_range_adjust (caster, spob);
802 788
803 if (op->contr->count) 789 if (spellparam)
804 { 790 {
791 int count = atoi (spellparam);
792
805 if (op->contr->count > maxdist) 793 if (count > maxdist)
806 { 794 {
807 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!"); 795 op->failmsg ("You can't dimension door that far!");
808 return 0; 796 return 0;
809 } 797 }
810 798
811 for (dist = 0; dist < op->contr->count; dist++) 799 for (dist = 0; dist < count; dist++)
812 { 800 {
813 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);
814 802
815 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 803 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
816 break; 804 break;
817 805
818 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)))
819 break; 807 break;
820 } 808 }
821 809
822 if (dist < op->contr->count) 810 if (dist < count)
823 { 811 {
824 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");
825 op->contr->count = 0;
826 return 0; 813 return 0;
827 } 814 }
828
829 op->contr->count = 0;
830 815
831 /* Remove code that puts player on random space on maps. IMO, 816 /* Remove code that puts player on random space on maps. IMO,
832 * 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,
833 * 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
834 * by such squares). Also, there are probably treasure rooms and 819 * by such squares). Also, there are probably treasure rooms and
835 * 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
836 * areas themselves don't contain no magic spaces. 821 * areas themselves don't contain no magic spaces.
837 */ 822 */
838 /* This call here is really just to normalize the coordinates */ 823 /* This call here is really just to normalize the coordinates */
839 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);
840 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)))
841 { 826 {
842 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");
843 return 1; /* Maybe the penalty should be more severe... */ 828 return 1; /* Maybe the penalty should be more severe... */
844 } 829 }
850 * spaces that blocked the players view. 835 * spaces that blocked the players view.
851 */ 836 */
852 837
853 for (dist = 0; dist < maxdist; dist++) 838 for (dist = 0; dist < maxdist; dist++)
854 { 839 {
855 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);
856 841
857 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 842 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
858 break; 843 break;
859 844
860 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)))
865 /* If the destination is blocked, keep backing up until we 850 /* If the destination is blocked, keep backing up until we
866 * find a place for the player. 851 * find a place for the player.
867 */ 852 */
868 for (; dist > 0; dist--) 853 for (; dist > 0; dist--)
869 { 854 {
870 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,
871 &sx, &sy) & (P_OUT_OF_MAP | P_IS_ALIVE)) 856 &sx, &sy) & (P_OUT_OF_MAP | P_IS_ALIVE))
872 continue; 857 continue;
873 858
874 859
875 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)))
876 break; 861 break;
877 862
878 } 863 }
879 if (!dist) 864 if (!dist)
880 { 865 {
881 new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n"); 866 op->failmsg ("Your spell failed!\n");
882 return 0; 867 return 0;
883 } 868 }
884 } 869 }
885 870
886 /* Actually move the player now */ 871 /* Actually move the player now */
887 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)))
888 return 1; 873 return 1;
889 874
890 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
891 return 1; 877 return 1;
892} 878}
893
894 879
895/* cast_heal: Heals something. 880/* cast_heal: Heals something.
896 * op is the caster. 881 * op is the caster.
897 * dir is the direction he is casting it in. 882 * dir is the direction he is casting it in.
898 * spell is the spell object. 883 * spell is the spell object.
925 { 910 {
926 /* See how many points we actually heal. Instead of messages 911 /* See how many points we actually heal. Instead of messages
927 * based on type of spell, we instead do messages based 912 * based on type of spell, we instead do messages based
928 * on amount of damage healed. 913 * on amount of damage healed.
929 */ 914 */
930 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 915 if (heal > tmp->stats.maxhp - tmp->stats.hp)
931 heal = tmp->stats.maxhp - tmp->stats.hp; 916 heal = tmp->stats.maxhp - tmp->stats.hp;
917
932 tmp->stats.hp += heal; 918 tmp->stats.hp += heal;
933 919
934 if (tmp->stats.hp >= tmp->stats.maxhp) 920 if (tmp->stats.hp >= tmp->stats.maxhp)
935 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 921 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
936 else if (heal > 50) 922 else if (heal > 50)
945 success = 1; 931 success = 1;
946 } 932 }
947 } 933 }
948 934
949 if (spell->attacktype & AT_DISEASE) 935 if (spell->attacktype & AT_DISEASE)
950 if (cure_disease (tmp, op)) 936 if (cure_disease (tmp, op, spell))
951 success = 1; 937 success = 1;
952 938
953 if (spell->attacktype & AT_POISON) 939 if (spell->attacktype & AT_POISON)
954 { 940 {
955 at = archetype::find ("poisoning"); 941 at = archetype::find (shstr_poisoning);
956 poison = present_arch_in_ob (at, tmp); 942 poison = present_arch_in_ob (at, tmp);
957 if (poison) 943 if (poison)
958 { 944 {
959 success = 1; 945 success = 1;
960 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 946 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
962 } 948 }
963 } 949 }
964 950
965 if (spell->attacktype & AT_CONFUSION) 951 if (spell->attacktype & AT_CONFUSION)
966 { 952 {
967 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 953 poison = present_in_ob_by_name (FORCE, shstr_confusion, tmp);
968 if (poison) 954 if (poison)
969 { 955 {
970 success = 1; 956 success = 1;
971 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 957 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
972 poison->duration = 1; 958 poison->duration = 1;
973 } 959 }
974 } 960 }
975 961
976 if (spell->attacktype & AT_BLIND) 962 if (spell->attacktype & AT_BLIND)
977 { 963 {
978 at = archetype::find ("blindness"); 964 at = archetype::find (shstr_blindness);
979 poison = present_arch_in_ob (at, tmp); 965 poison = present_arch_in_ob (at, tmp);
980 if (poison) 966 if (poison)
981 { 967 {
982 success = 1; 968 success = 1;
983 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.");
1001 tmp->stats.grace = tmp->stats.maxgrace; 987 tmp->stats.grace = tmp->stats.maxgrace;
1002 success = 1; 988 success = 1;
1003 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!");
1004 } 990 }
1005 991
1006 if (spell->stats.food && tmp->stats.food < 999) 992 if (spell->stats.food && tmp->stats.food < MAX_FOOD)
1007 { 993 {
1008 tmp->stats.food += spell->stats.food; 994 tmp->stats.food += spell->stats.food;
1009 if (tmp->stats.food > 999) 995 min_it (tmp->stats.food, MAX_FOOD);
1010 tmp->stats.food = 999; 996
1011 success = 1; 997 success = 1;
1012 /* 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 */
1013 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");
1014 } 1000 }
1015 1001
1029 "You don't feel any more powerful." 1015 "You don't feel any more powerful."
1030 "You are no easier to look at.", 1016 "You are no easier to look at.",
1031}; 1017};
1032 1018
1033int 1019int
1020change_ability_duration (object *spell, object *caster)
1021{
1022 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1023}
1024
1025int
1034cast_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)
1035{ 1027{
1036 object *force = NULL; 1028 object *force = 0;
1037 int i; 1029 int i;
1038 1030
1039 /* 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. */
1040 object *tmp = dir 1032 object *tmp = dir
1041 ? find_target_for_friendly_spell (op, dir) 1033 ? find_target_for_friendly_spell (op, dir)
1042 : op; 1034 : op;
1043 1035
1044 if (!tmp) 1036 if (!tmp)
1045 return 0; 1037 return 0;
1046 1038
1047 /* 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. */
1055 break; 1047 break;
1056 } 1048 }
1057 else if (spell_ob->race && spell_ob->race == tmp2->name) 1049 else if (spell_ob->race && spell_ob->race == tmp2->name)
1058 { 1050 {
1059 if (!silent) 1051 if (!silent)
1060 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
1061 return 0; 1055 return 0;
1062 } 1056 }
1063 } 1057 }
1064 } 1058 }
1059
1060 int duration = change_ability_duration (spell_ob, caster);
1061
1065 if (force == NULL) 1062 if (force)
1066 {
1067 force = get_archetype (FORCE_NAME);
1068 force->subtype = FORCE_CHANGE_ABILITY;
1069 if (spell_ob->race)
1070 force->name = spell_ob->race;
1071 else
1072 force->name = spell_ob->name;
1073 force->name_pl = spell_ob->name;
1074 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1075
1076 } 1063 {
1077 else
1078 {
1079 int duration;
1080
1081 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1082 if (duration > force->duration) 1064 if (duration > force->duration)
1083 { 1065 {
1084 force->duration = duration; 1066 force->duration = duration;
1085 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.");
1086 } 1068 }
1087 else 1069 else
1088 {
1089 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.");
1090 }
1091 1071
1092 return 1; 1072 return 1;
1093 } 1073 }
1094 1074
1095 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 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
1096 force->speed = 1.0; 1090 force->speed = 1.0;
1097 force->speed_left = -1.0; 1091 force->speed_left = -1.0;
1098 SET_FLAG (force, FLAG_APPLIED); 1092 force->set_flag (FLAG_APPLIED);
1099 1093
1100 /* Now start processing the effects. First, protections */ 1094 /* Now start processing the effects. First, protections */
1101 for (i = 0; i < NROFATTACKS; i++) 1095 for (i = 0; i < NROFATTACKS; i++)
1102 {
1103 if (spell_ob->resist[i]) 1096 if (spell_ob->resist[i])
1104 {
1105 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));
1106 if (force->resist[i] > 100)
1107 force->resist[i] = 100;
1108 }
1109 }
1110 1098
1111 if (spell_ob->stats.hp) 1099 if (spell_ob->stats.hp)
1112 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);
1113 1101
1114 if (tmp->type == PLAYER) 1102 if (tmp->type == PLAYER)
1133 } 1121 }
1134 } 1122 }
1135 1123
1136 force->move_type = spell_ob->move_type; 1124 force->move_type = spell_ob->move_type;
1137 1125
1138 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK)) 1126 if (spell_ob->flag [FLAG_SEE_IN_DARK])
1139 SET_FLAG (force, FLAG_SEE_IN_DARK); 1127 force->set_flag (FLAG_SEE_IN_DARK);
1140 1128
1141 if (QUERY_FLAG (spell_ob, FLAG_XRAYS)) 1129 if (spell_ob->flag [FLAG_XRAYS])
1142 SET_FLAG (force, FLAG_XRAYS); 1130 force->set_flag (FLAG_XRAYS);
1143 1131
1144 /* Haste/bonus speed */ 1132 /* Haste/bonus speed */
1145 if (spell_ob->stats.exp) 1133 if (spell_ob->stats.exp)
1146 { 1134 {
1147 if (op->speed > 0.5f) 1135 if (op->speed > 0.5f)
1167 */ 1155 */
1168int 1156int
1169cast_bless (object *op, object *caster, object *spell_ob, int dir) 1157cast_bless (object *op, object *caster, object *spell_ob, int dir)
1170{ 1158{
1171 int i; 1159 int i;
1172 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1160 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1173 1161
1174 /* 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. */
1175 if (dir != 0) 1163 if (dir != 0)
1176 { 1164 {
1177 tmp = find_target_for_friendly_spell (op, dir); 1165 tmp = find_target_for_friendly_spell (op, dir);
1166
1167 if (!tmp)
1168 return 0;
1178 } 1169 }
1179 else 1170 else
1180 {
1181 tmp = op; 1171 tmp = op;
1182 }
1183 1172
1184 /* 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. */
1185 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1174 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1186 { 1175 {
1187 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1176 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1188 { 1177 {
1189 if (tmp2->name == spell_ob->name) 1178 if (tmp2->name == spell_ob->name)
1190 { 1179 {
1196 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);
1197 return 0; 1186 return 0;
1198 } 1187 }
1199 } 1188 }
1200 } 1189 }
1190
1201 if (force == NULL) 1191 if (force == NULL)
1202 { 1192 {
1203 force = get_archetype (FORCE_NAME); 1193 force = archetype::get (FORCE_NAME);
1204 force->subtype = FORCE_CHANGE_ABILITY; 1194 force->subtype = FORCE_CHANGE_ABILITY;
1205 if (spell_ob->race) 1195 if (spell_ob->race)
1206 force->name = spell_ob->race; 1196 force->name = spell_ob->race;
1207 else 1197 else
1208 force->name = spell_ob->name; 1198 force->name = spell_ob->name;
1223 { 1213 {
1224 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.");
1225 } 1215 }
1226 return 0; 1216 return 0;
1227 } 1217 }
1218
1228 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;
1229 force->speed = 1.0; 1220 force->speed = 1.0;
1230 force->speed_left = -1.0; 1221 force->speed_left = -1.0;
1231 SET_FLAG (force, FLAG_APPLIED); 1222 force->set_flag (FLAG_APPLIED);
1232 1223
1233 if (!god) 1224 if (!god)
1234 { 1225 {
1235 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty."); 1226 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1236 } 1227 }
1237 else 1228 else
1238 { 1229 {
1239 /* Only give out good benefits, and put a max on it */ 1230 /* Only give out good benefits, and put a max on it */
1240 for (i = 0; i < NROFATTACKS; i++) 1231 for (i = 0; i < NROFATTACKS; i++)
1241 {
1242 if (god->resist[i] > 0) 1232 if (god->resist[i] > 0)
1243 {
1244 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]);
1245 } 1234
1246 }
1247 force->path_attuned |= god->path_attuned; 1235 force->path_attuned |= god->path_attuned;
1248 1236
1249 if (spell_ob->attacktype) 1237 if (spell_ob->attacktype)
1250 force->slaying = god->slaying; 1238 force->slaying = god->slaying;
1251 1239
1270} 1258}
1271 1259
1272/* Alchemy code by Mark Wedel 1260/* Alchemy code by Mark Wedel
1273 * 1261 *
1274 * This code adds a new spell, called alchemy. Alchemy will turn 1262 * This code adds a new spell, called alchemy. Alchemy will turn
1275 * objects to gold nuggets, the value of the gold nuggets being 1263 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1276 * about 90% of that of the item itself. It uses the value of the
1277 * object before charisma adjustments, because the nuggets themselves
1278 * will be will be adjusted by charisma when sold.
1279 * 1264 *
1280 * 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
1281 * the maximum number of large nuggets you could get. 1266 * itself. It uses the value of the object before charisma adjustments,
1282 * 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
1283 * to the max amount of small nuggets as you could get. 1268 * when sold.
1284 *
1285 * For example, if an item is worth 110 gold, you will get
1286 * 4 large nuggets, and from 0-10 small nuggets.
1287 * 1269 *
1288 * 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
1289 * 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
1290 * alchemised. 1272 * alchemised.
1291 */ 1273 */
1292static void 1274static void
1293alchemy_object (object *obj, uint64 &total_value, int &total_weight) 1275alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1294{ 1276{
1295 uint64 value = query_cost (obj, NULL, F_TRUE); 1277 uint64 value = query_cost (obj, NULL, F_TRUE);
1296 1278
1297 /* Give third price when we alchemy money (This should hopefully 1279 /* Give third price when we alchemy money (this should hopefully
1298 * 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
1299 * the nuggets, alchemy the gold from that, etc. 1281 * the nuggets, alchemy the gold from that, etc.
1300 * Otherwise, give 9 silver on the gold for other objects, 1282 * Otherwise, give 9 silver on the gold for other objects,
1301 * so that it would still be more affordable to haul 1283 * so that it would still be more affordable to haul
1302 * the stuff back to town. 1284 * the stuff back to town.
1303 */ 1285 */
1304 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1286 if (obj->flag [FLAG_UNPAID])
1305 value = 0; 1287 value = 0;
1306 else if (obj->type == MONEY || obj->type == GEM) 1288 else if (obj->type == MONEY || obj->type == GEM)
1307 value /= 3; 1289 value /= 3;
1308 else 1290 else
1309 value = value * 9 / 10; 1291 value = value * 9 / 10;
1314 total_weight += obj->total_weight (); 1296 total_weight += obj->total_weight ();
1315 1297
1316 obj->destroy (); 1298 obj->destroy ();
1317} 1299}
1318 1300
1319static void
1320update_map (object *op, maptile *m, int small_nuggets, object *small, int large_nuggets, object *large, int x, int y)
1321{
1322 int flag = 0;
1323
1324 /* Put any nuggets below the player, but we can only pass this
1325 * flag if we are on the same space as the player
1326 */
1327 if (x == op->x && y == op->y && op->map == m)
1328 flag = INS_BELOW_ORIGINATOR;
1329
1330 if (small_nuggets)
1331 {
1332 object *tmp = small->clone ();
1333 tmp->nrof = small_nuggets;
1334 m->insert (tmp, x, y, op, flag);
1335 }
1336
1337 if (large_nuggets)
1338 {
1339 object *tmp = large->clone ();
1340 tmp->nrof = large_nuggets;
1341 m->insert (tmp, x, y, op, flag);
1342 }
1343
1344 if (object *pl = m->at (x, y).player ())
1345 if (pl->contr->ns)
1346 pl->contr->ns->look_position = 0;
1347}
1348
1349int 1301int
1350alchemy (object *op, object *caster, object *spell_ob) 1302alchemy (object *op, object *caster, object *spell_ob)
1351{ 1303{
1352 if (op->type != PLAYER) 1304 if (op->type != PLAYER)
1353 return 0; 1305 return 0;
1354 1306
1355 object *large = get_archetype ("largenugget"); 1307 archetype *nugget[3];
1356 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);
1357 1312
1358 /* 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
1359 * some, and also prevents people from alchemising every table/chair/clock 1314 * some, and also prevents people from alchemising every table/chair/clock
1360 * in sight 1315 * in sight
1361 */ 1316 */
1390 1345
1391 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)
1392 { 1347 {
1393 next = tmp->above; 1348 next = tmp->above;
1394 1349
1395 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1350 if (tmp->weight > 0 && !tmp->flag [FLAG_NO_PICK] &&
1396 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1351 !tmp->flag [FLAG_ALIVE] && !tmp->flag [FLAG_IS_CAULDRON])
1397 { 1352 {
1398 if (tmp->inv) 1353 if (tmp->inv)
1399 { 1354 {
1400 object *next1, *tmp1; 1355 object *next1, *tmp1;
1401 1356
1402 for (tmp1 = tmp->inv; tmp1; tmp1 = next1) 1357 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1403 { 1358 {
1404 next1 = tmp1->below; 1359 next1 = tmp1->below;
1405 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1360 if (tmp1->weight > 0 && !tmp1->flag [FLAG_NO_PICK] &&
1406 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1361 !tmp1->flag [FLAG_ALIVE] && !tmp1->flag [FLAG_IS_CAULDRON])
1407 alchemy_object (tmp1, value, weight); 1362 alchemy_object (tmp1, value, weight);
1408 } 1363 }
1409 } 1364 }
1410 1365
1411 alchemy_object (tmp, value, weight); 1366 alchemy_object (tmp, value, weight);
1413 if (weight > weight_max) 1368 if (weight > weight_max)
1414 break; 1369 break;
1415 } 1370 }
1416 } 1371 }
1417 1372
1373 value -= rndm (value >> 4);
1418 value = min (value, value_max); 1374 value = min (value, value_max);
1419 1375
1420 uint64 count = value / large->value; 1376 for (int i = 0; i < array_length (nugget); ++i)
1421 int large_nuggets = count; 1377 if (int nrof = value / nugget [i]->value)
1422 value -= count * large->value;
1423
1424 count = value / small->value;
1425 int small_nuggets = count;
1426
1427 /* Insert all the nuggets at one time. This probably saves time, but
1428 * it also prevents us from alcheming nuggets that were just created
1429 * with this spell.
1430 */ 1378 {
1431 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 }
1432 1386
1433 if (weight > weight_max) 1387 if (weight > weight_max)
1434 goto bailout; 1388 goto bailout;
1435 } 1389 }
1436 } 1390 }
1437 1391
1438bailout: 1392bailout:
1439 large->destroy ();
1440 small->destroy ();
1441 return 1; 1393 return 1;
1442} 1394}
1443
1444 1395
1445/* This function removes the cursed/damned status on equipped 1396/* This function removes the cursed/damned status on equipped
1446 * items. 1397 * items.
1447 */ 1398 */
1448int 1399int
1449remove_curse (object *op, object *caster, object *spell) 1400remove_curse (object *op, object *caster, object *spell)
1450{ 1401{
1451 object *tmp;
1452 int success = 0, was_one = 0; 1402 int success = 0, was_one = 0;
1453 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
1454 for (tmp = op->inv; tmp; tmp = tmp->below) 1410 for (object *tmp = op->inv; tmp && num_uncurse; tmp = tmp->below)
1455 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1411 if (!tmp->invisible && tmp->flag [typeflag])
1456 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1457 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1458 { 1412 {
1459 was_one++; 1413 ++was_one;
1414
1460 if (tmp->level <= caster_level (caster, spell)) 1415 if (tmp->level <= casting_level (caster, spell))
1461 { 1416 {
1462 success++; 1417 ++success;
1463 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1418 --num_uncurse;
1464 CLEAR_FLAG (tmp, FLAG_DAMNED);
1465 1419
1466 CLEAR_FLAG (tmp, FLAG_CURSED); 1420 tmp->clr_flag (typeflag);
1467 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1421 tmp->clr_flag (FLAG_CURSED);
1422 tmp->clr_flag (FLAG_KNOWN_CURSED);
1468 tmp->value = 0; /* Still can't sell it */ 1423 tmp->value = 0; /* Still can't sell it */
1469 if (op->type == PLAYER) 1424
1425 if (object *pl = tmp->visible_to ())
1470 esrv_send_item (op, tmp); 1426 esrv_update_item (UPD_FLAGS, pl, tmp);
1471 } 1427 }
1472 } 1428 }
1473 1429
1474 if (op->type == PLAYER) 1430 if (op->type == PLAYER)
1475 { 1431 {
1476 if (success) 1432 if (success)
1477 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.>");
1478 else 1434 else
1479 { 1435 {
1480 if (was_one) 1436 if (was_one)
1481 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.>");
1482 else 1438 else
1483 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.>");
1484 } 1440 }
1485 } 1441 }
1486 1442
1487 return success; 1443 return success;
1488} 1444}
1489 1445
1490/* Identifies objects in the players inventory/on the ground */ 1446/* Identifies objects in the players inventory/on the ground */
1491
1492int 1447int
1493cast_identify (object *op, object *caster, object *spell) 1448cast_identify (object *op, object *caster, object *spell)
1494{ 1449{
1495 object *tmp; 1450 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1496 int success = 0, num_ident;
1497 1451
1498 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));
1499 1453
1500 if (num_ident < 1) 1454 op->splay_marked ();
1501 num_ident = 1;
1502 1455
1503 for (tmp = op->inv; tmp; tmp = tmp->below) 1456 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1504 { 1457 {
1505 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1458 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1506 { 1459 {
1507 identify (tmp); 1460 identify (tmp);
1508 1461
1509 if (op->type == PLAYER) 1462 if (op->type == PLAYER)
1510 { 1463 {
1511 new_draw_info_format (NDI_UNIQUE, 0, op, "You identified: %s.", long_desc (tmp, op)); 1464 buf.printf ("You identified: %s.\r", long_desc (tmp, op));
1512 1465
1513 if (tmp->msg) 1466 if (tmp->msg)
1514 { 1467 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1515 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1516 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1517 }
1518 } 1468 }
1519 1469
1520 num_ident--;
1521 success = 1;
1522 if (!num_ident) 1470 if (!--num_ident)
1523 break; 1471 break;
1524 } 1472 }
1525 } 1473 }
1526 1474
1527 /* 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
1528 * 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
1529 * was not fully used. 1477 * was not fully used.
1530 */ 1478 */
1531 if (num_ident) 1479 if (num_ident)
1532 { 1480 {
1533 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 1481 for (object *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1534 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1482 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1535 { 1483 {
1536 identify (tmp); 1484 identify (tmp);
1537 1485
1538 if (op->type == PLAYER) 1486 if (object *pl = tmp->visible_to ())
1539 { 1487 {
1540 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground you identified: %s.", long_desc (tmp, op)); 1488 buf.printf ("On the ground you identified: %s.\r", long_desc (tmp, op));
1541 1489
1542 if (tmp->msg) 1490 if (tmp->msg)
1543 { 1491 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1544 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1545 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1546 }
1547
1548 esrv_send_item (op, tmp);
1549 } 1492 }
1550 1493
1551 num_ident--;
1552 success = 1;
1553 if (!num_ident) 1494 if (!--num_ident)
1554 break; 1495 break;
1555 } 1496 }
1556 } 1497 }
1557 1498
1558 if (!success) 1499 if (buf.empty ())
1559 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 }
1560 else 1504 else
1505 {
1506 if (op->contr)
1507 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1508
1561 spell_effect (spell, op->x, op->y, op->map, op); 1509 spell_effect (spell, op->x, op->y, op->map, op);
1562 1510 return 1;
1563 return success; 1511 }
1564} 1512}
1565 1513
1566int 1514int
1567cast_detection (object *op, object *caster, object *spell, object *skill) 1515cast_detection (object *op, object *caster, object *spell, object *skill)
1568{ 1516{
1569 object *tmp, *last, *god, *detect; 1517 object *tmp, *last, *god, *detect;
1570 int done_one, range, mflags, floor, level; 1518 int done_one, range, floor, level;
1571 sint16 x, y, nx, ny; 1519 sint16 x, y, nx, ny;
1572 maptile *m; 1520 maptile *m;
1573 1521
1574 /* 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
1575 * doing it over and over again. 1523 * doing it over and over again.
1576 */ 1524 */
1577 god = find_god (determine_god (op)); 1525 god = find_god (determine_god (op));
1578 level = caster_level (caster, spell); 1526 level = casting_level (caster, spell);
1579 range = spell->range + SP_level_range_adjust (caster, spell); 1527 range = spell->range + SP_level_range_adjust (caster, spell);
1580 1528
1581 if (!skill) 1529 if (!skill)
1582 skill = caster; 1530 skill = caster;
1583 1531
1584 for (x = op->x - range; x <= op->x + range; x++) 1532 dynbuf buf;
1585 for (y = op->y - range; y <= op->y + range; y++) 1533 unordered_mapwalk (buf, op, -range, -range, range, range)
1586 { 1534 {
1587 m = op->map;
1588 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1589 if (mflags & P_OUT_OF_MAP)
1590 continue;
1591
1592 /* For most of the detections, we only detect objects above the 1535 /* For most of the detections, we only detect objects above the
1593 * floor. But this is not true for show invisible. 1536 * floor. But this is not true for show invisible.
1594 * Basically, we just go and find the top object and work 1537 * Basically, we just go and find the top object and work
1595 * down - that is easier than working up. 1538 * down - that is easier than working up.
1596 */ 1539 */
1597 1540
1598 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)
1599 last = tmp; 1542 last = tmp;
1600 1543
1601 /* 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
1602 * would happen. 1545 * would happen.
1603 */ 1546 */
1604 if (!last) 1547 if (!last)
1605 continue; 1548 continue;
1606 1549
1607 done_one = 0; 1550 done_one = 0;
1608 floor = 0; 1551 floor = 0;
1609 detect = NULL; 1552 detect = 0;
1610 for (tmp = last; tmp; tmp = tmp->below) 1553 for (tmp = last; tmp; tmp = tmp->below)
1611 { 1554 {
1612 /* show invisible */ 1555 /* show invisible */
1613 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1556 if (spell->flag [FLAG_MAKE_INVIS]
1614 /* Might there be other objects that we can make visible? */ 1557 /* Might there be other objects that we can make visible? */
1615 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1558 && (tmp->invisible && (tmp->flag [FLAG_MONSTER]
1616 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1559 || (tmp->type == PLAYER && !tmp->flag [FLAG_WIZ])
1617 tmp->type == CF_HANDLE || 1560 || tmp->type == T_HANDLE
1618 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
1619 tmp->type == BUTTON || tmp->type == TELEPORTER || 1565 || tmp->type == TELEPORTER
1566 || tmp->type == GATE
1620 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1567 || tmp->type == LOCKED_DOOR
1621 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)
1622 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1571 || tmp->type == TRIGGER_PEDESTAL
1623 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)))
1624 { 1577 {
1578 printf ("show inv %s\n", tmp->debug_desc());//D
1625 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)
1626 { 1580 {
1627 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
1628 done_one = 1; 1663 done_one = 1;
1629 } 1664 }
1630 } 1665 }
1631
1632 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1633 floor = 1;
1634
1635 /* All detections below this point don't descend beneath the floor,
1636 * so just continue on. We could be clever and look at the type of
1637 * detection to completely break out if we don't care about objects beneath
1638 * the floor, but once we get to the floor, not likely a very big issue anyways.
1639 */
1640 if (floor)
1641 continue;
1642
1643 /* I had thought about making detect magic and detect curse
1644 * show the flash the magic item like it does for detect monster.
1645 * however, if the object is within sight, this would then make it
1646 * difficult to see what object is magical/cursed, so the
1647 * effect wouldn't be as apparant.
1648 */
1649
1650 /* detect magic */
1651 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1652 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1653 {
1654 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1655 /* make runes more visibile */
1656 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1657 tmp->stats.Cha /= 4;
1658 done_one = 1;
1659 }
1660 /* detect monster */
1661 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1662 {
1663 done_one = 2;
1664 if (!detect)
1665 detect = tmp;
1666 }
1667 /* Basically, if race is set in the spell, then the creatures race must
1668 * match that. if the spell race is set to GOD, then the gods opposing
1669 * race must match.
1670 */
1671 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1672 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) ||
1673 (strstr (spell->race, tmp->race))))
1674 {
1675 done_one = 2;
1676 if (!detect)
1677 detect = tmp;
1678 }
1679 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1680 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1681 {
1682 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1683 done_one = 1;
1684 }
1685 } /* for stack of objects on this space */ 1666 } /* for stack of objects on this space */
1686 1667
1687 /* 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
1688 * where the magic is. 1669 * where the magic is.
1689 */ 1670 */
1690 if (done_one) 1671 if (done_one)
1691 { 1672 {
1692 object *detect_ob = arch_to_object (spell->other_arch); 1673 object *detect_ob = spell->other_arch->instance ();
1693 1674
1694 /* if this is set, we want to copy the face */ 1675 /* if this is set, we want to copy the face */
1695 if (done_one == 2 && detect) 1676 if (done_one == 2 && detect)
1696 { 1677 {
1697 detect_ob->face = detect->face; 1678 detect_ob->face = detect->face;
1698 detect_ob->animation_id = detect->animation_id; 1679 detect_ob->animation_id = detect->animation_id;
1699 detect_ob->anim_speed = detect->anim_speed; 1680 detect_ob->anim_speed = detect->anim_speed;
1700 detect_ob->last_anim = 0; 1681 detect_ob->last_anim = 0;
1701 /* by default, the detect_ob is already animated */ 1682 /* by default, the detect_ob is already animated */
1702 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1683 if (!detect->flag [FLAG_ANIMATE])
1703 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1684 detect_ob->clr_flag (FLAG_ANIMATE);
1704 } 1685 }
1705 1686
1706 m->insert (detect_ob, nx, ny, op); 1687 m->insert (detect_ob, nx, ny, op, INS_ON_TOP);
1707 } 1688 }
1708 } /* for processing the surrounding spaces */ 1689 } /* for processing the surrounding spaces */
1709 1690
1710 1691
1711 /* 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 */
1712 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])
1713 { 1694 {
1714 done_one = 0; 1695 done_one = 0;
1696
1715 for (tmp = op->inv; tmp; tmp = tmp->below) 1697 for (tmp = op->inv; tmp; tmp = tmp->below)
1716 { 1698 {
1717 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1699 if (!tmp->invisible && !tmp->flag [FLAG_IDENTIFIED])
1718 { 1700 {
1719 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])
1720 { 1702 {
1721 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1703 tmp->set_flag (FLAG_KNOWN_MAGICAL);
1722 if (op->type == PLAYER) 1704
1705 if (object *pl = tmp->visible_to ())
1723 esrv_send_item (op, tmp); 1706 esrv_update_item (UPD_FLAGS, pl, tmp);
1724 } 1707 }
1725 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1708
1726 (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]))
1727 { 1711 {
1728 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1712 tmp->set_flag (FLAG_KNOWN_CURSED);
1729 if (op->type == PLAYER) 1713
1714 if (object *pl = tmp->visible_to ())
1730 esrv_send_item (op, tmp); 1715 esrv_update_item (UPD_FLAGS, pl, tmp);
1731 } 1716 }
1732 } /* if item is not identified */ 1717 } /* if item is not identified */
1733 } /* for the players inventory */ 1718 } /* for the players inventory */
1734 } /* if detect magic/curse and object is a player */ 1719 } /* if detect magic/curse and object is a player */
1720
1735 return 1; 1721 return 1;
1736} 1722}
1737 1723
1738 1724
1739/** 1725/**
1752 1738
1753 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.");
1754 1740
1755 if (victim->stats.sp >= victim->stats.maxsp * 2) 1741 if (victim->stats.sp >= victim->stats.maxsp * 2)
1756 { 1742 {
1757 object *tmp;
1758
1759 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1743 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
1760
1761 /* Explodes a fireball centered at player */
1762 tmp = get_archetype (EXPLODING_FIREBALL);
1763 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
1764 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
1765
1766 tmp->insert_at (victim);
1767 victim->stats.sp = 2 * victim->stats.maxsp; 1744 victim->stats.sp = 2 * victim->stats.maxsp;
1745 create_exploding_ball_at (victim, caster_level);
1768 } 1746 }
1769 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1747 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
1770 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.");
1771 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1749 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
1772 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!");
1773 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1751 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
1774 { 1752 {
1775 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1753 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
1791 sint16 x, y; 1769 sint16 x, y;
1792 maptile *m; 1770 maptile *m;
1793 int mflags; 1771 int mflags;
1794 1772
1795 m = op->map; 1773 m = op->map;
1796 x = op->x + freearr_x[dir]; 1774 x = op->x + DIRX (dir);
1797 y = op->y + freearr_y[dir]; 1775 y = op->y + DIRY (dir);
1798 1776
1799 mflags = get_map_flags (m, &m, x, y, &x, &y); 1777 mflags = get_map_flags (m, &m, x, y, &x, &y);
1800 1778
1801 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1779 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
1802 { 1780 {
1803 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)
1804 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1782 if (plyr != op && plyr->flag [FLAG_ALIVE])
1805 break; 1783 break;
1806 } 1784 }
1807 1785
1808 1786
1809 /* 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
1810 * 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.
1811 */ 1789 */
1812 if (plyr == NULL) 1790 if (plyr == NULL)
1813 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)
1814 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1792 if (plyr != op && plyr->flag [FLAG_ALIVE])
1815 break; 1793 break;
1816 1794
1817 if (!plyr) 1795 if (!plyr)
1818 { 1796 {
1819 new_draw_info (NDI_BLACK, 0, op, "There is no one there."); 1797 op->failmsg ("There is no one there.");
1820 return 0; 1798 return 0;
1821 } 1799 }
1822 /* give sp */ 1800 /* give sp */
1823 if (spell->stats.dam > 0) 1801 if (spell->stats.dam > 0)
1824 { 1802 {
1825 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);
1826 charge_mana_effect (plyr, caster_level (caster, spell)); 1804 charge_mana_effect (plyr, casting_level (caster, spell));
1827 return 1; 1805 return 1;
1828 } 1806 }
1829 /* suck sp away. Can't suck sp from yourself */ 1807 /* suck sp away. Can't suck sp from yourself */
1830 else if (op != plyr) 1808 else if (op != plyr)
1831 { 1809 {
1836 if (rate > 95) 1814 if (rate > 95)
1837 rate = 95; 1815 rate = 95;
1838 1816
1839 sucked = (plyr->stats.sp * rate) / 100; 1817 sucked = (plyr->stats.sp * rate) / 100;
1840 plyr->stats.sp -= sucked; 1818 plyr->stats.sp -= sucked;
1841 if (QUERY_FLAG (op, FLAG_ALIVE)) 1819 if (op->flag [FLAG_ALIVE])
1842 { 1820 {
1843 /* Player doesn't get full credit */ 1821 /* Player doesn't get full credit */
1844 sucked = (sucked * rate) / 100; 1822 sucked = (sucked * rate) / 100;
1845 op->stats.sp += sucked; 1823 op->stats.sp += sucked;
1846 if (sucked > 0) 1824 if (sucked > 0)
1847 { 1825 {
1848 charge_mana_effect (op, caster_level (caster, spell)); 1826 charge_mana_effect (op, casting_level (caster, spell));
1849 } 1827 }
1850 } 1828 }
1851 return 1; 1829 return 1;
1852 } 1830 }
1853 return 0; 1831 return 0;
1866 object *tmp, *head, *next; 1844 object *tmp, *head, *next;
1867 int mflags; 1845 int mflags;
1868 maptile *m; 1846 maptile *m;
1869 sint16 sx, sy; 1847 sint16 sx, sy;
1870 1848
1871 sx = op->x + freearr_x[dir]; 1849 sx = op->x + DIRX (dir);
1872 sy = op->y + freearr_y[dir]; 1850 sy = op->y + DIRY (dir);
1873 m = op->map; 1851 m = op->map;
1874 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1852 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1875 if (mflags & P_OUT_OF_MAP) 1853 if (mflags & P_OUT_OF_MAP)
1876 return; 1854 return;
1877 1855
1890 1868
1891 /* don't attack our own spells */ 1869 /* don't attack our own spells */
1892 if (tmp->owner && tmp->owner == op->owner) 1870 if (tmp->owner && tmp->owner == op->owner)
1893 continue; 1871 continue;
1894 1872
1895 /* Basically, if the object is magical and not counterspell, 1873 /* Basically, if the object is magical and not counterspell,
1896 * we will more or less remove the object. Don't counterspell 1874 * we will more or less remove the object. Don't counterspell
1897 * monsters either. 1875 * monsters either.
1898 */ 1876 */
1899 1877
1900 if (head->attacktype & AT_MAGIC 1878 if (head->attacktype & AT_MAGIC
1901 && !(head->attacktype & AT_COUNTERSPELL) 1879 && !(head->attacktype & AT_COUNTERSPELL)
1902 && !QUERY_FLAG (head, FLAG_MONSTER) 1880 && !head->flag [FLAG_MONSTER]
1903 && (op->level > head->level)) 1881 && (op->level > head->level))
1904 head->destroy (); 1882 head->destroy ();
1905 else 1883 else
1906 switch (head->type) 1884 switch (head->type)
1907 { 1885 {
1908 case SPELL_EFFECT: 1886 case SPELL_EFFECT:
1909 // XXX: Don't affect floor spelleffects. See also XXX comment 1887 // XXX: Don't affect floor spelleffects. See also XXX comment
1910 // about sanctuary in spell_util.C 1888 // about sanctuary in spell_util.C
1911 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1889 if (tmp->flag [FLAG_IS_FLOOR])
1912 continue; 1890 continue;
1913 1891
1914 if (op->level > head->level) 1892 if (op->level > head->level)
1915 head->destroy (); 1893 head->destroy ();
1916 1894
1929 break; 1907 break;
1930 } 1908 }
1931 } 1909 }
1932} 1910}
1933 1911
1934
1935
1936/* cast_consecrate() - a spell to make an altar your god's */ 1912/* cast_consecrate() - a spell to make an altar your god's */
1937int 1913int
1938cast_consecrate (object *op, object *caster, object *spell) 1914cast_consecrate (object *op, object *caster, object *spell)
1939{ 1915{
1940 char buf[MAX_BUF]; 1916 char buf[MAX_BUF];
1941 1917
1942 object *tmp, *god = find_god (determine_god (op)); 1918 object *tmp, *god = find_god (determine_god (op));
1943 1919
1944 if (!god) 1920 if (!god)
1945 { 1921 {
1946 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!");
1947 return 0; 1923 return 0;
1948 } 1924 }
1949 1925
1950 for (tmp = op->below; tmp; tmp = tmp->below) 1926 for (tmp = op->below; tmp; tmp = tmp->below)
1951 { 1927 {
1952 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1928 if (tmp->flag [FLAG_IS_FLOOR])
1953 break; 1929 break;
1954 if (tmp->type == HOLY_ALTAR) 1930 if (tmp->type == HOLY_ALTAR)
1955 { 1931 {
1956 1932
1957 if (tmp->level > caster_level (caster, spell)) 1933 if (tmp->level > casting_level (caster, spell))
1958 { 1934 {
1959 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);
1960 return 0; 1936 return 0;
1961 } 1937 }
1962 else 1938 else
1963 { 1939 {
1964 /* If we got here, we are consecrating an altar */ 1940 /* If we got here, we are consecrating an altar */
1965 sprintf (buf, "Altar of %s", &god->name); 1941 sprintf (buf, "Altar of %s", &god->name);
1966 tmp->name = buf; 1942 tmp->name = buf;
1967 tmp->level = caster_level (caster, spell); 1943 tmp->level = casting_level (caster, spell);
1968 tmp->other_arch = god->arch; 1944 tmp->other_arch = god->arch;
1945
1969 if (op->type == PLAYER) 1946 if (op->type == PLAYER)
1970 esrv_update_item (UPD_NAME, op, tmp); 1947 esrv_update_item (UPD_NAME, op, tmp);
1948
1971 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);
1972 return 1; 1950 return 1;
1973 } 1951 }
1974 } 1952 }
1975 } 1953 }
1976 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!");
1977 return 0; 1956 return 0;
1978} 1957}
1979 1958
1980/* animate_weapon - 1959/* animate_weapon -
1981 * 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.
1982 * 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
1983 * 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
1984 * 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.
1985 * 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,
1986 * 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
1987 * 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
1988 * player checks. MSW 2003-01-06 1967 * player checks. MSW 2003-01-06
1989 */ 1968 */
1990int 1969int
1991animate_weapon (object *op, object *caster, object *spell, int dir) 1970animate_weapon (object *op, object *caster, object *spell, int dir)
1992{ 1971{
1993 object *weapon, *tmp;
1994 char buf[MAX_BUF]; 1972 char buf[MAX_BUF];
1995 int a, i; 1973 int a, i;
1996 sint16 x, y; 1974 sint16 x, y;
1997 maptile *m; 1975 maptile *m;
1998 materialtype_t *mt;
1999 1976
2000 if (!spell->other_arch) 1977 if (!spell->other_arch)
2001 { 1978 {
2002 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1979 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2003 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);
2014 return 0; 1991 return 0;
2015 } 1992 }
2016 1993
2017 /* if no direction specified, pick one */ 1994 /* if no direction specified, pick one */
2018 if (!dir) 1995 if (!dir)
2019 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);
2020 1997
2021 m = op->map; 1998 m = op->map;
2022 x = op->x + freearr_x[dir]; 1999 x = op->x + DIRX (dir);
2023 y = op->y + freearr_y[dir]; 2000 y = op->y + DIRY (dir);
2024 2001
2025 /* if there's no place to put the golem, abort */ 2002 /* if there's no place to put the golem, abort */
2026 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)
2027 ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type)) 2004 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2028 { 2005 {
2029 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2006 op->failmsg ("There is something in the way.");
2030 return 0; 2007 return 0;
2031 } 2008 }
2032 2009
2033 /* Use the weapon marked by the player. */ 2010 /* Use the weapon marked by the player. */
2034 weapon = find_marked_object (op); 2011 object *weapon = op->mark ();
2035 2012
2036 if (!weapon) 2013 if (!weapon)
2037 { 2014 {
2038 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!");
2039 return 0; 2016 return 0;
2040 } 2017 }
2018
2041 if (spell->race && strcmp (weapon->arch->archname, spell->race)) 2019 if (spell->race && weapon->arch->archname != spell->race)
2042 { 2020 {
2043 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2021 op->failmsg ("The spell fails to transform your weapon.");
2044 return 0; 2022 return 0;
2045 } 2023 }
2024
2046 if (weapon->type != WEAPON) 2025 if (weapon->type != WEAPON)
2047 { 2026 {
2048 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.");
2049 return 0; 2028 return 0;
2050 } 2029 }
2051 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2030
2031 if (weapon->flag [FLAG_APPLIED])
2052 { 2032 {
2053 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));
2054 return 0; 2034 return 0;
2055 } 2035 }
2056 2036
2057 if (weapon->nrof > 1) 2037 weapon = weapon->split ();
2058 {
2059 tmp = get_split_ob (weapon, 1);
2060 esrv_send_item (op, weapon);
2061 weapon = tmp;
2062 }
2063 2038
2064 /* create the golem object */ 2039 /* create the golem object */
2065 tmp = arch_to_object (spell->other_arch); 2040 object *tmp = spell->other_arch->instance ();
2066 2041
2067 /* 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 */
2068 CLEAR_FLAG (tmp, FLAG_MONSTER); 2043 tmp->clr_flag (FLAG_MONSTER);
2069 tmp->stats.exp = 0; 2044 tmp->stats.exp = 0;
2070 add_friendly_object (tmp); 2045 add_friendly_object (tmp);
2071 tmp->type = GOLEM; 2046 tmp->type = GOLEM;
2072 tmp->set_owner (op); 2047 tmp->set_owner (op);
2073 op->contr->golem = tmp; 2048 op->contr->golem = tmp;
2074 set_spell_skill (op, caster, spell, tmp); 2049 set_spell_skill (op, caster, spell, tmp);
2075 2050
2076 /* 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
2077 * removed flag - it should only be set if get_split_object was 2052 * removed flag - it should only be set if weapon->split was
2078 * used above. 2053 * used above.
2079 */ 2054 */
2080 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2055 if (!weapon->flag [FLAG_REMOVED])
2081 weapon->remove (); 2056 weapon->remove ();
2082 2057
2083 insert_ob_in_ob (weapon, tmp); 2058 tmp->insert (weapon);
2084 esrv_send_item (op, weapon); 2059
2085 /* 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,
2086 * 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
2087 * body_info, skills, etc) 2062 * body_info, skills, etc)
2088 */ 2063 */
2089 SET_FLAG (tmp, FLAG_USE_WEAPON); 2064 tmp->set_flag (FLAG_USE_WEAPON);
2090 SET_FLAG (weapon, FLAG_APPLIED); 2065 weapon->set_flag (FLAG_APPLIED);
2091 tmp->update_stats (); 2066 tmp->update_stats ();
2092 2067
2093 /* 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
2094 * 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 -
2095 * 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.
2115 2090
2116 /* attacktype */ 2091 /* attacktype */
2117 if (!tmp->attacktype) 2092 if (!tmp->attacktype)
2118 tmp->attacktype = AT_PHYSICAL; 2093 tmp->attacktype = AT_PHYSICAL;
2119 2094
2120 mt = NULL;
2121 if (op->materialname != NULL)
2122 mt = name_to_material (op->materialname);
2123 if (mt != NULL)
2124 {
2125 for (i = 0; i < NROFATTACKS; i++) 2095 for (i = 0; i < NROFATTACKS; i++)
2126 tmp->resist[i] = 50 - (mt->save[i] * 5); 2096 tmp->resist[i] = 50 - (op->material->save[i] * 5);
2127 a = mt->save[0]; 2097
2128 } 2098 a = op->material->save[0];
2129 else 2099
2130 {
2131 for (i = 0; i < NROFATTACKS; i++)
2132 tmp->resist[i] = 5;
2133 a = 10;
2134 }
2135 /* Set weapon's immunity */ 2100 /* Set weapon's immunity */
2136 tmp->resist[ATNR_CONFUSION] = 100; 2101 tmp->resist[ATNR_CONFUSION] = 100;
2137 tmp->resist[ATNR_POISON] = 100; 2102 tmp->resist[ATNR_POISON] = 100;
2138 tmp->resist[ATNR_SLOW] = 100; 2103 tmp->resist[ATNR_SLOW] = 100;
2139 tmp->resist[ATNR_PARALYZE] = 100; 2104 tmp->resist[ATNR_PARALYZE] = 100;
2145 2110
2146 /* 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 */
2147 2112
2148 if (a > 14) 2113 if (a > 14)
2149 a = 14; 2114 a = 14;
2115
2150 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));
2151 2117
2152 /* Determine golem's speed */ 2118 /* Determine golem's speed */
2153 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)));
2154 2120
2155 if (!spell->race) 2121 if (!spell->race)
2156 { 2122 {
2157 sprintf (buf, "animated %s", &weapon->name); 2123 sprintf (buf, "animated %s", &weapon->name);
2158 tmp->name = buf; 2124 tmp->name = buf;
2164 tmp->state = weapon->state; 2130 tmp->state = weapon->state;
2165 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2131 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2166 } 2132 }
2167 2133
2168 /* 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. */
2169 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));
2170 2136
2171 tmp->speed_left = -1; 2137 tmp->speed_left = -1;
2172 tmp->direction = dir; 2138 tmp->direction = dir;
2173 2139
2174 m->insert (tmp, x, y, op); 2140 m->insert (tmp, x, y, op);
2178/* cast_daylight() - changes the map darkness level *lower* */ 2144/* cast_daylight() - changes the map darkness level *lower* */
2179 2145
2180/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2146/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2181 * This changes the light level for the entire map. 2147 * This changes the light level for the entire map.
2182 */ 2148 */
2183
2184int 2149int
2185cast_change_map_lightlevel (object *op, object *caster, object *spell) 2150cast_change_map_lightlevel (object *op, object *caster, object *spell)
2186{ 2151{
2187 int success; 2152 int success;
2188 2153
2192 success = op->map->change_map_light (spell->stats.dam); 2157 success = op->map->change_map_light (spell->stats.dam);
2193 2158
2194 if (!success) 2159 if (!success)
2195 { 2160 {
2196 if (spell->stats.dam < 0) 2161 if (spell->stats.dam < 0)
2197 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2162 op->failmsg ("It can be no brighter here.");
2198 else 2163 else
2199 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2164 op->failmsg ("It can be no darker here.");
2200 } 2165 }
2166
2201 return success; 2167 return success;
2202} 2168}
2203
2204
2205
2206
2207 2169
2208/* 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.
2209 * 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,
2210 * spell is the spell object itself. 2172 * spell is the spell object itself.
2211 */ 2173 */
2217 2179
2218 new_aura = present_arch_in_ob (spell->other_arch, op); 2180 new_aura = present_arch_in_ob (spell->other_arch, op);
2219 if (new_aura) 2181 if (new_aura)
2220 refresh = 1; 2182 refresh = 1;
2221 else 2183 else
2222 new_aura = arch_to_object (spell->other_arch); 2184 new_aura = spell->other_arch->instance ();
2223 2185
2224 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);
2225 2187
2226 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);
2227 2189
2228 new_aura->set_owner (op);
2229 set_spell_skill (op, caster, spell, new_aura); 2190 set_spell_skill (op, caster, spell, new_aura);
2230 new_aura->attacktype = spell->attacktype; 2191 new_aura->attacktype = spell->attacktype;
2231 2192
2232 new_aura->level = caster_level (caster, spell); 2193 new_aura->level = casting_level (caster, spell);
2194
2233 if (refresh) 2195 if (refresh)
2234 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.");
2235 else 2197 else
2236 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
2237 insert_ob_in_ob (new_aura, op); 2200 insert_ob_in_ob (new_aura, op);
2201 new_aura->set_owner (op);
2202
2238 return 1; 2203 return 1;
2239} 2204}
2240
2241 2205
2242/* 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,
2243 * 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
2244 * around him. 2208 * around him.
2245 * Aura parameters: 2209 * Aura parameters:
2246 * duration: duration counter. 2210 * duration: duration counter.
2247 * attacktype: aura's attacktype 2211 * attacktype: aura's attacktype
2248 * other_arch: archetype to drop where we attack 2212 * other_arch: archetype to drop where we attack
2249 */ 2213 */
2250
2251void 2214void
2252move_aura (object *aura) 2215move_aura (object *aura)
2253{ 2216{
2254 int i, mflags;
2255 object *env;
2256 maptile *m;
2257
2258 /* auras belong in inventories */ 2217 /* auras belong in inventories */
2259 env = aura->env; 2218 object *env = aura->env;
2219 object *owner = aura->owner;
2260 2220
2261 /* no matter what we've gotta remove the aura... 2221 /* no matter what we've gotta remove the aura...
2262 * we'll put it back if its time isn't up. 2222 * we'll put it back if its time isn't up.
2263 */ 2223 */
2264 aura->remove (); 2224 aura->remove ();
2265 2225
2266 /* exit if we're out of gas */ 2226 /* exit if we're out of gas */
2267 if (aura->duration-- < 0) 2227 if (aura->duration-- < 0)
2269 aura->destroy (); 2229 aura->destroy ();
2270 return; 2230 return;
2271 } 2231 }
2272 2232
2273 /* auras only exist in inventories */ 2233 /* auras only exist in inventories */
2274 if (env == NULL || env->map == NULL) 2234 if (!env || !env->map)
2275 { 2235 {
2276 aura->destroy (); 2236 aura->destroy ();
2277 return; 2237 return;
2278 } 2238 }
2279 2239
2280 /* we need to jump out of the inventory for a bit 2240 /* we need to jump out of the inventory for a bit
2281 * in order to hit the map conveniently. 2241 * in order to hit the map conveniently.
2282 */ 2242 */
2283 aura->insert_at (env, aura); 2243 aura->insert_at (env, aura);
2284 2244
2285 for (i = 1; i < 9; i++) 2245 for (int i = 1; i < 9; i++)
2286 { 2246 {
2287 sint16 nx, ny; 2247 mapxy pos (env);
2248 pos.move (i);
2288 2249
2289 nx = aura->x + freearr_x[i];
2290 ny = aura->y + freearr_y[i];
2291 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2292
2293 /* Consider the movement tyep of the person with the aura as 2250 /* Consider the movement type of the person with the aura as
2294 * 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
2295 * 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.
2296 */ 2253 */
2297 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)))
2298 { 2255 {
2299 hit_map (aura, i, aura->attacktype, 0); 2256 hit_map (aura, i, aura->attacktype, 0);
2300 2257
2301 if (aura->other_arch) 2258 if (aura->other_arch)
2302 m->insert (arch_to_object (aura->other_arch), nx, ny, aura); 2259 pos.insert (aura->other_arch->instance (), aura);
2303 } 2260 }
2304 } 2261 }
2305 2262
2306 /* put the aura back in the player's inventory */ 2263 /* put the aura back in the player's inventory */
2307 aura->remove (); 2264 env->insert (aura);
2308 insert_ob_in_ob (aura, env); 2265 aura->set_owner (owner);
2309} 2266}
2310 2267
2311/* moves the peacemaker spell. 2268/* moves the peacemaker spell.
2312 * op is the piece object. 2269 * op is the piece object.
2313 */ 2270 */
2314
2315void 2271void
2316move_peacemaker (object *op) 2272move_peacemaker (object *op)
2317{ 2273{
2318 object *tmp; 2274 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2319
2320 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2321 { 2275 {
2322 int atk_lev, def_lev; 2276 int atk_lev, def_lev;
2323 object *victim = tmp; 2277 object *victim = tmp->head_ ();
2324 2278
2325 if (tmp->head) 2279 if (!victim->flag [FLAG_MONSTER])
2326 victim = tmp->head;
2327 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2328 continue; 2280 continue;
2329 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2281
2282 if (victim->flag [FLAG_UNAGGRESSIVE])
2330 continue; 2283 continue;
2284
2331 if (victim->stats.exp == 0) 2285 if (victim->stats.exp == 0)
2332 continue; 2286 continue;
2333 2287
2334 def_lev = MAX (1, victim->level); 2288 def_lev = max (1, victim->level);
2335 atk_lev = MAX (1, op->level); 2289 atk_lev = max (1, op->level);
2336 2290
2337 if (rndm (0, atk_lev - 1) > def_lev) 2291 if (rndm (0, atk_lev - 1) > def_lev)
2338 { 2292 {
2339 /* make this sucker peaceful. */ 2293 /* make this sucker peaceful. */
2340 2294
2295 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2341 change_exp (op->owner, victim->stats.exp, op->skill, 0); 2296 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2342 victim->stats.exp = 0; 2297 victim->stats.exp = 0;
2343#if 0 2298#if 0
2344 /* No idea why these were all set to zero - if something 2299 /* No idea why these were all set to zero - if something
2345 * makes this creature agressive, he should still do damage. 2300 * makes this creature agressive, he should still do damage.
2348 victim->stats.sp = 0; 2303 victim->stats.sp = 0;
2349 victim->stats.grace = 0; 2304 victim->stats.grace = 0;
2350 victim->stats.Pow = 0; 2305 victim->stats.Pow = 0;
2351#endif 2306#endif
2352 victim->attack_movement = RANDO2; 2307 victim->attack_movement = RANDO2;
2353 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2308 victim->set_flag (FLAG_UNAGGRESSIVE);
2354 SET_FLAG (victim, FLAG_RUN_AWAY); 2309 victim->set_flag (FLAG_RUN_AWAY);
2355 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2310 victim->set_flag (FLAG_RANDOM_MOVE);
2356 CLEAR_FLAG (victim, FLAG_MONSTER); 2311 victim->clr_flag (FLAG_MONSTER);
2312
2357 if (victim->name) 2313 if (victim->name)
2358 {
2359 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);
2360 } 2315 }
2361 }
2362 } 2316 }
2363} 2317}
2364
2365 2318
2366/* This writes a rune that contains the appropriate message. 2319/* This writes a rune that contains the appropriate message.
2367 * There really isn't any adjustments we make. 2320 * There really isn't any adjustments we make.
2368 */ 2321 */
2369
2370int 2322int
2371write_mark (object *op, object *spell, const char *msg) 2323write_mark (object *op, object *spell, const char *msg)
2372{ 2324{
2373 char rune[HUGE_BUF];
2374 object *tmp;
2375
2376 if (!msg || msg[0] == 0) 2325 if (!msg || msg[0] == 0)
2377 { 2326 {
2378 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2327 op->failmsg ("Write what?");
2379 return 0; 2328 return 0;
2380 } 2329 }
2381 2330
2382 if (strcasestr_local (msg, "endmsg")) 2331 if (!msg_is_safe (msg))
2383 { 2332 {
2384 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.>");
2385 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);
2386 return 0; 2335 return 0;
2387 } 2336 }
2337
2388 if (!spell->other_arch) 2338 if (!spell->other_arch)
2389 return 0; 2339 return 0;
2390 tmp = arch_to_object (spell->other_arch);
2391 2340
2392 snprintf (rune, sizeof (rune), "%s\n", msg); 2341 object *tmp = spell->other_arch->instance ();
2393 2342
2394 tmp->race = op->name; /*Save the owner of the rune */ 2343 tmp->race = op->name; /*Save the owner of the rune */
2395 tmp->msg = rune; 2344 tmp->msg = msg;
2396 2345
2397 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); 2346 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2347
2398 return 1; 2348 return 1;
2399} 2349}
2350

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