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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.62 by root, Sun Jul 1 05:00:20 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 9 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 10 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 11 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 12 * option) any later version.
12 * 13 *
13 * This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 17 * GNU General Public License for more details.
17 * 18 *
18 * You should have received a copy of the GNU General Public License 19 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 20 * and the GNU General Public License along with this program. If not, see
21 * <http://www.gnu.org/licenses/>.
20 * 22 *
21 * 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>
22 */ 24 */
23 25
24#include <global.h> 26#include <global.h>
25#include <object.h> 27#include <object.h>
26#include <living.h> 28#include <living.h>
57} 59}
58 60
59int 61int
60recharge (object *op, object *caster, object *spell_ob) 62recharge (object *op, object *caster, object *spell_ob)
61{ 63{
62 object *wand, *tmp;
63 int ncharges; 64 int ncharges;
64 65
65 wand = find_marked_object (op); 66 object *wand = op->mark ();
67
66 if (wand == NULL || wand->type != WAND) 68 if (!wand || wand->type != WAND)
67 { 69 {
68 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.");
69 return 0; 71 return 0;
70 } 72 }
73
71 if (!(random_roll (0, 3, op, PREFER_HIGH))) 74 if (!(random_roll (0, 3, op, PREFER_HIGH)))
72 { 75 {
73 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));
74 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE); 77 op->play_sound (sound_find ("ob_explode"));
75 esrv_del_item (op->contr, wand->count);
76 wand->destroy (); 78 wand->destroy ();
77 tmp = get_archetype ("fireball"); 79 object *tmp = archetype::get (shstr_fireball);
78 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;
79 81
80 if (!tmp->stats.dam) 82 if (!tmp->stats.dam)
81 tmp->stats.dam = 1; 83 tmp->stats.dam = 1;
82 84
93 95
94 if (wand->inv && wand->inv->level) 96 if (wand->inv && wand->inv->level)
95 ncharges /= wand->inv->level; 97 ncharges /= wand->inv->level;
96 else 98 else
97 { 99 {
98 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));
99 return 0; 101 return 0;
100 } 102 }
101 103
102 if (!ncharges) 104 if (!ncharges)
103 ncharges = 1; 105 ncharges = 1;
104 106
105 wand->stats.food += ncharges; 107 wand->stats.food += ncharges;
106 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));
107 109
108 if (wand->arch && QUERY_FLAG (wand->arch, FLAG_ANIMATE)) 110 if (wand->arch && wand->arch->flag [FLAG_ANIMATE])
109 { 111 {
110 SET_FLAG (wand, FLAG_ANIMATE); 112 wand->set_flag (FLAG_ANIMATE);
111 wand->set_speed (wand->arch->speed); 113 wand->set_speed (wand->arch->speed);
112 } 114 }
113 115
114 return 1; 116 return 1;
115} 117}
122 * great a plus, the default is used. 124 * great a plus, the default is used.
123 * 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
124 * 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
125 * create nonnmagic arrows, or even -1, etc... 127 * create nonnmagic arrows, or even -1, etc...
126 */ 128 */
127
128int 129int
129cast_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)
130{ 131{
131 int missile_plus = 0, bonus_plus = 0; 132 int bonus_plus = 0;
132 const char *missile_name; 133 const char *missile_name = "arrow";
133 object *tmp, *missile;
134 134
135 missile_name = "arrow";
136
137 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 135 for (object *tmp = op->inv; tmp; tmp = tmp->below)
138 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) 136 if (tmp->type == BOW && tmp->flag [FLAG_APPLIED])
139 missile_name = tmp->race; 137 missile_name = tmp->race;
140 138
141 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); 139 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
142 140
143 if (archetype::find (missile_name) == NULL) 141 archetype *missile_arch = archetype::find (missile_name);
142
143 if (!missile_arch)
144 { 144 {
145 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);
146 return 0; 146 return 0;
147 } 147 }
148 148
149 missile = get_archetype (missile_name); 149 object *missile = missile_arch->instance ();
150 150
151 if (stringarg) 151 if (spellparam)
152 { 152 {
153 /* If it starts with a letter, presume it is a description */ 153 /* If it starts with a letter, presume it is a description */
154 if (isalpha (*stringarg)) 154 if (isalpha (*spellparam))
155 { 155 {
156 artifact *al = find_artifactlist (missile->type)->items; 156 artifact *al = find_artifactlist (missile->type)->items;
157 157
158 for (; al; al = al->next) 158 for (; al; al = al->next)
159 if (!strcasecmp (al->item->name, stringarg)) 159 if (!strcasecmp (al->item->name, spellparam))
160 break; 160 break;
161 161
162 if (!al) 162 if (!al)
163 { 163 {
164 missile->destroy (); 164 missile->destroy ();
165 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);
166 return 0; 166 return 0;
167 } 167 }
168 168
169 if (al->item->slaying) 169 if (al->item->slaying)
170 { 170 {
171 missile->destroy (); 171 missile->destroy ();
172 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);
173 return 0; 173 return 0;
174 } 174 }
175 175
176 give_artifact_abilities (missile, al->item); 176 give_artifact_abilities (missile, al->item);
177 /* 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 -
178 * 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
179 * the parsing of having to do both plus and type. 179 * the parsing of having to do both plus and type.
180 */ 180 */
181 bonus_plus = 1 + (al->item->value / 5); 181 bonus_plus = 1 + (al->item->value / 5);
182 missile_plus = 0; 182 missile_plus = 0;
183 } 183 }
184 else if (atoi (stringarg) < missile_plus) 184 else if (atoi (spellparam) < missile_plus)
185 missile_plus = atoi (stringarg); 185 missile_plus = atoi (spellparam);
186 } 186 }
187 187
188 if (missile_plus > 4) 188 missile_plus = clamp (missile_plus, -4, 4);
189 missile_plus = 4;
190 else if (missile_plus < -4)
191 missile_plus = -4;
192 189
193 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 190 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
194 missile->nrof -= 3 * (missile_plus + bonus_plus); 191 missile->nrof -= 3 * (missile_plus + bonus_plus);
195 192
196 if (missile->nrof < 1) 193 if (missile->nrof < 1)
198 195
199 missile->magic = missile_plus; 196 missile->magic = missile_plus;
200 /* Can't get any money for these objects */ 197 /* Can't get any money for these objects */
201 missile->value = 0; 198 missile->value = 0;
202 199
203 SET_FLAG (missile, FLAG_IDENTIFIED); 200 missile->set_flag (FLAG_IDENTIFIED);
204 201
205 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 ())
206 pick_up (op, missile); 207 pick_up (op, missile);
207 208
208 return 1; 209 return 1;
209} 210}
210 211
211
212/* allows the choice of what sort of food object to make. 212/* allows the choice of what sort of food object to make.
213 * 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*/
214int 214int
215cast_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)
216{ 216{
217 int food_value; 217 int food_value;
218 archetype *at = NULL; 218 archetype *at = NULL;
219 object *new_op; 219 object *new_op;
220 220
221 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);
222 222
223 if (stringarg) 223 if (spellparam)
224 { 224 {
225 at = find_archetype_by_object_type_name (FOOD, stringarg); 225 at = find_archetype_by_object_type_name (FOOD, spellparam);
226 if (at == NULL) 226 if (at == NULL)
227 at = find_archetype_by_object_type_name (DRINK, stringarg); 227 at = find_archetype_by_object_type_name (DRINK, spellparam);
228 if (at == NULL || at->stats.food > food_value) 228 if (at == NULL || at->stats.food > food_value)
229 stringarg = NULL; 229 spellparam = NULL;
230 } 230 }
231 231
232 if (!stringarg) 232 if (!spellparam)
233 { 233 {
234 archetype *at_tmp; 234 archetype *at_tmp;
235 235
236 /* We try to find the archetype with the maximum food value. 236 /* We try to find the archetype with the maximum food value.
237 * This removes the dependancy of hard coded food values in this 237 * This removes the dependancy of hard coded food values in this
256 && at_tmp->weight < at->weight))) 256 && at_tmp->weight < at->weight)))
257 at = at_tmp; 257 at = at_tmp;
258 } 258 }
259 } 259 }
260 } 260 }
261
261 /* 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
262 * know 263 * know
263 */ 264 */
264 if (!at) 265 if (!at)
265 { 266 {
266 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.");
267 return 0; 268 return 0;
268 } 269 }
269 270
270 food_value /= at->stats.food; 271 food_value /= at->stats.food;
271 new_op = arch_to_object (at); 272 new_op = at->instance ();
272 new_op->nrof = food_value; 273 new_op->nrof = food_value;
273 274
274 new_op->value = 0; 275 new_op->value = 0;
275 if (new_op->nrof < 1) 276 if (new_op->nrof < 1)
276 new_op->nrof = 1; 277 new_op->nrof = 1;
284{ 285{
285 int r, mflags, maxrange; 286 int r, mflags, maxrange;
286 object *tmp; 287 object *tmp;
287 maptile *m; 288 maptile *m;
288 289
289
290 if (!dir) 290 if (!dir)
291 { 291 {
292 examine_monster (op, op); 292 examine_monster (op, op);
293 return 1; 293 return 1;
294 } 294 }
295
295 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 296 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
296 for (r = 1; r < maxrange; r++) 297 for (r = 1; r < maxrange; r++)
297 { 298 {
298 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);
299 300
300 m = op->map; 301 m = op->map;
301 mflags = get_map_flags (m, &m, x, y, &x, &y); 302 mflags = get_map_flags (m, &m, x, y, &x, &y);
302 303
303 if (mflags & P_OUT_OF_MAP) 304 if (mflags & P_OUT_OF_MAP)
304 break; 305 break;
305 306
306 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) 307 if (!op->flag [FLAG_WIZCAST] && (mflags & P_NO_MAGIC))
307 { 308 {
308 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 309 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
309 return 0; 310 return 0;
310 } 311 }
312
311 if (mflags & P_IS_ALIVE) 313 if (mflags & P_IS_ALIVE)
312 { 314 {
313 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)
314 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]))
315 { 317 {
316 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 318 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
317 if (tmp->head != NULL) 319 if (tmp->head != NULL)
318 tmp = tmp->head; 320 tmp = tmp->head;
319 examine_monster (op, tmp); 321 examine_monster (op, tmp);
320 return 1; 322 return 1;
321 } 323 }
322 } 324 }
323 } 325 }
326
324 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); 327 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
325 return 1; 328 return 1;
326} 329}
327
328 330
329/* This checks to see if 'pl' is invisible to 'mon'. 331/* This checks to see if 'pl' is invisible to 'mon'.
330 * does race check, undead check, etc 332 * does race check, undead check, etc
331 * Returns TRUE if mon can't see pl, false 333 * Returns TRUE if mon can't see pl, false
332 * otherwise. This doesn't check range, walls, etc. It 334 * otherwise. This doesn't check range, walls, etc. It
334 * pl is invisible. 336 * pl is invisible.
335 */ 337 */
336int 338int
337makes_invisible_to (object *pl, object *mon) 339makes_invisible_to (object *pl, object *mon)
338{ 340{
339
340 if (!pl->invisible) 341 if (!pl->invisible)
341 return 0; 342 return 0;
343
342 if (pl->type == PLAYER) 344 if (pl->type == PLAYER)
343 { 345 {
344 /* If race isn't set, then invisible unless it is undead */ 346 /* If race isn't set, then invisible unless it is undead */
345 if (!pl->contr->invis_race) 347 if (!pl->contr->invis_race)
346 { 348 {
347 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 349 if (mon->flag [FLAG_UNDEAD])
348 return 0; 350 return 0;
351
349 return 1; 352 return 1;
350 } 353 }
354
351 /* invis_race is set if we get here */ 355 /* invis_race is set if we get here */
352 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 356 if (pl->contr->invis_race == shstr_undead && is_true_undead (mon))
353 return 1; 357 return 1;
358
354 /* No race, can't be invisible to it */ 359 /* No race, can't be invisible to it */
355 if (!mon->race) 360 if (!mon->race)
356 return 0; 361 return 0;
362
357 if (strstr (mon->race, pl->contr->invis_race)) 363 if (mon->race.contains (pl->contr->invis_race))
358 return 1; 364 return 1;
365
359 /* Nothing matched above, return 0 */ 366 /* Nothing matched above, return 0 */
360 return 0; 367 return 0;
361 } 368 }
362 else 369 else
363 { 370 {
378int 385int
379cast_invisible (object *op, object *caster, object *spell_ob) 386cast_invisible (object *op, object *caster, object *spell_ob)
380{ 387{
381 if (op->invisible > 1000) 388 if (op->invisible > 1000)
382 { 389 {
383 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");
384 return 0; 391 return 0;
385 } 392 }
386 393
387 /* 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
388 * and if statement or two. 395 * and if statement or two.
389 */ 396 */
390 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
391 /* max duration */ 399 /* limit duration */
392 if (op->invisible > 1000) 400 min_it (op->invisible, 1000);
393 op->invisible = 1000;
394 401
395 if (op->type == PLAYER) 402 if (op->type == PLAYER)
396 { 403 {
397 op->contr->invis_race = spell_ob->race; 404 op->contr->invis_race = spell_ob->race;
398 405
399 if (QUERY_FLAG (spell_ob, FLAG_MAKE_INVIS)) 406 if (spell_ob->flag [FLAG_MAKE_INVIS])
400 op->contr->tmp_invis = 0; 407 op->contr->tmp_invis = 0;
401 else 408 else
402 op->contr->tmp_invis = 1; 409 op->contr->tmp_invis = 1;
403
404 op->contr->hidden = 0;
405 } 410 }
406 411
407 if (makes_invisible_to (op, op)) 412 if (makes_invisible_to (op, op))
408 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!"); 413 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!");
409 else 414 else
424/* earth to dust spell. Basically destroys earthwalls in the area. 429/* earth to dust spell. Basically destroys earthwalls in the area.
425 */ 430 */
426int 431int
427cast_earth_to_dust (object *op, object *caster, object *spell_ob) 432cast_earth_to_dust (object *op, object *caster, object *spell_ob)
428{ 433{
429 object *tmp, *next;
430 int range, i, j, mflags; 434 int range, i, j, mflags;
431 sint16 sx, sy; 435 sint16 sx, sy;
432 maptile *m; 436 maptile *m;
433
434 if (op->type != PLAYER)
435 return 0;
436 437
437 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 438 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
438 439
439 for (i = -range; i <= range; i++) 440 for (i = -range; i <= range; i++)
440 for (j = -range; j <= range; j++) 441 for (j = -range; j <= range; j++)
445 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 446 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
446 447
447 if (mflags & P_OUT_OF_MAP) 448 if (mflags & P_OUT_OF_MAP)
448 continue; 449 continue;
449 450
450 // earth to dust tears down everything that can be teared down 451 // earth to dust tears down everything that can be torn down
451 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next) 452 for (object *next, *tmp = m->at (sx, sy).bot; tmp; tmp = next)
452 { 453 {
453 next = tmp->above; 454 next = tmp->above;
454 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 455
456 if (tmp->flag [FLAG_TEAR_DOWN])
455 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 457 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
456 } 458 }
457 } 459 }
458 460
459 return 1; 461 return 1;
461 463
462void 464void
463execute_word_of_recall (object *op) 465execute_word_of_recall (object *op)
464{ 466{
465 if (object *pl = op->in_player ()) 467 if (object *pl = op->in_player ())
466 {
467 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST)) 468 if (pl->ms ().flags () & P_NO_CLERIC && !pl->flag [FLAG_WIZCAST])
468 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you."); 469 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
469 else 470 else
470 { 471 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
471 // remove first so we do not call update_stats
472 op->remove ();
473 pl->enter_exit (op);
474 }
475 }
476 472
477 op->destroy (); 473 op->destroy ();
478} 474}
479 475
480/* Word of recall causes the player to return 'home'. 476/* Word of recall causes the player to return 'home'.
481 * we put a force into the player object, so that there is a 477 * we put a force into the player object, so that there is a
482 * time delay effect. 478 * time delay effect.
483 */ 479 */
484int 480int
485cast_word_of_recall (object *op, object *caster, object *spell_ob) 481cast_word_of_recall (object *op, object *caster, object *spell_ob)
486{ 482{
487 object *dummy; 483 if (!op->is_player ())
488 int time;
489
490 if (op->type != PLAYER)
491 return 0; 484 return 0;
492 485
493 if (find_obj_by_type_subtype (op, SPELL_EFFECT, SP_WORD_OF_RECALL)) 486 if (find_obj_by_type_subtype (op, SPELL_EFFECT, SP_WORD_OF_RECALL))
494 { 487 {
495 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 488 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
496 return 1; 489 return 1;
497 } 490 }
498 491
499 dummy = get_archetype (FORCE_NAME); 492 object *dummy = archetype::get (FORCE_NAME);
500 if (dummy == NULL)
501 {
502 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
503 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
504 return 0;
505 }
506 493
507 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob); 494 int time = max (1, spell_ob->duration - SP_level_duration_adjust (caster, spell_ob));
508 if (time < 1)
509 time = 1;
510 495
511 /* value of speed really doesn't make much difference, as long as it is 496 /* value of speed really doesn't make much difference, as long as it is
512 * positive. Lower value may be useful so that the problem doesn't 497 * positive. Lower value may be useful so that the problem doesn't
513 * do anything really odd if it say a -1000 or something. 498 * do anything really odd if it say a -1000 or something.
514 */ 499 */
515 dummy->set_speed (0.002); 500 dummy->set_speed (0.002);
516 dummy->speed_left = -dummy->speed * time; 501 dummy->speed_left = -dummy->speed * time;
517 dummy->type = SPELL_EFFECT; 502 dummy->type = SPELL_EFFECT;
518 dummy->subtype = SP_WORD_OF_RECALL; 503 dummy->subtype = SP_WORD_OF_RECALL;
519 504 dummy->slaying = op->contr->savebed_map;
520 /* If we could take advantage of enter_player_savebed() here, it would be 505 dummy->stats.hp = op->contr->bed_x;
521 * nice, but until the map load fails, we can't. 506 dummy->stats.sp = op->contr->bed_y;
522 */
523 EXIT_PATH (dummy) = op->contr->savebed_map;
524 EXIT_X (dummy) = op->contr->bed_x;
525 EXIT_Y (dummy) = op->contr->bed_y;
526 507
527 op->insert (dummy); 508 op->insert (dummy);
528 509
529 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 510 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
530 511
569 550
570int 551int
571perceive_self (object *op) 552perceive_self (object *op)
572{ 553{
573 const char *cp = describe_item (op, op); 554 const char *cp = describe_item (op, op);
574 archetype *at = archetype::find (ARCH_DEPLETION); 555 archetype *at = archetype::find (shstr_depletion);
575 556
576 dynbuf_text buf; 557 dynbuf_text &buf = msg_dynbuf; buf.clear ();
577 558
578 if (player *pl = op->contr) 559 if (!op->is_player ())
560 return 0;
561
579 if (object *race = archetype::find (op->race)) 562 if (object *race = archetype::find (op->race))
580 buf << "You are a " << (pl->gender ? "female" : "male") << " " << &race->name << ".\n"; 563 buf << " - You are a G<male|female> " << &race->name << ".\n";
581 564
582 if (object *god = find_god (determine_god (op))) 565 if (object *god = find_god (determine_god (op)))
583 buf << "You worship " << &god->name << ".\n"; 566 buf << " - You worship " << &god->name << ".\n";
584 else 567 else
585 buf << "You worship no god.\n"; 568 buf << " - You worship no god.\n";
586 569
587 object *tmp = present_arch_in_ob (at, op); 570 object *tmp = present_arch_in_ob (at, op);
588 571
589 if (*cp == '\0' && tmp == NULL) 572 if (*cp == '\0' && !tmp)
590 buf << "You feel very mundane. "; 573 buf << " - You feel very mundane. ";
591 else 574 else
592 { 575 {
593 buf << "You have: " << cp << ".\n"; 576 buf << " - You have: " << cp << ".\n";
594 577
595 if (tmp) 578 if (tmp)
596 for (int i = 0; i < NUM_STATS; i++) 579 for (int i = 0; i < NUM_STATS; i++)
597 if (tmp->stats.stat (i) < 0) 580 if (tmp->stats.stat (i) < 0)
598 buf.printf ("Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i)); 581 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
599 } 582 }
600 583
601 if (is_dragon_pl (op)) 584 if (op->is_dragon ())
602 /* now grab the 'dragon_ability'-force from the player's inventory */ 585 /* now grab the 'dragon_ability'-force from the player's inventory */
603 for (tmp = op->inv; tmp; tmp = tmp->below) 586 for (tmp = op->inv; tmp; tmp = tmp->below)
604 { 587 {
605 if (tmp->type == FORCE && !strcmp (tmp->arch->archname, "dragon_ability_force")) 588 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
606 { 589 {
607 if (tmp->stats.exp == 0) 590 if (tmp->stats.exp == 0)
608 buf << "Your metabolism isn't focused on anything.\n"; 591 buf << " - Your metabolism isn't focused on anything.\n";
609 else 592 else
610 buf << "Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n"; 593 buf << " - Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
611 594
612 break; 595 break;
613 } 596 }
614 } 597 }
615 598
616 buf << '\0'; // zero-terminate 599 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
617
618 new_draw_info (NDI_UNIQUE, 0, op, buf.linearise ());
619 600
620 return 1; 601 return 1;
621} 602}
622 603
623/* This creates magic walls. Really, it can create most any object, 604/* This creates magic walls. Really, it can create most any object,
639 x = op->x; 620 x = op->x;
640 y = op->y; 621 y = op->y;
641 } 622 }
642 else 623 else
643 { 624 {
644 x = op->x + freearr_x[dir]; 625 x = op->x + DIRX (dir);
645 y = op->y + freearr_y[dir]; 626 y = op->y + DIRY (dir);
646 } 627 }
647 628
648 m = op->map; 629 m = op->map;
649 630
650 if ((spell_ob->move_block || x != op->x || y != op->y) && 631 if ((spell_ob->move_block || x != op->x || y != op->y) &&
651 (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) ||
652 ((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)))
653 { 634 {
654 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 635 op->failmsg ("Something is in the way.");
655 return 0; 636 return 0;
656 } 637 }
657 638
658 if (spell_ob->other_arch) 639 if (spell_ob->other_arch)
659 tmp = arch_to_object (spell_ob->other_arch); 640 tmp = spell_ob->other_arch->instance ();
660 else if (spell_ob->race) 641 else if (spell_ob->race)
661 { 642 {
662 char buf1[MAX_BUF]; 643 char buf1[MAX_BUF];
663 644
664 sprintf (buf1, spell_ob->race, dir); 645 sprintf (buf1, spell_ob->race, dir);
668 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 649 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
669 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 650 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
670 return 0; 651 return 0;
671 } 652 }
672 653
673 tmp = arch_to_object (at); 654 tmp = at->instance ();
674 } 655 }
675 else 656 else
676 { 657 {
677 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);
678 return 0; 659 return 0;
683 tmp->attacktype = spell_ob->attacktype; 664 tmp->attacktype = spell_ob->attacktype;
684 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);
685 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);
686 tmp->range = 0; 667 tmp->range = 0;
687 } 668 }
688 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 669 else if (tmp->flag [FLAG_ALIVE])
689 { 670 {
690 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);
691 tmp->stats.maxhp = tmp->stats.hp; 672 tmp->stats.maxhp = tmp->stats.hp;
692 } 673 }
693 674
694 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])
695 { 676 {
696 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);
697 SET_FLAG (tmp, FLAG_IS_USED_UP); 678 tmp->set_flag (FLAG_IS_USED_UP);
698 } 679 }
699 680
700 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 681 if (spell_ob->flag [FLAG_TEAR_DOWN])
701 { 682 {
702 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);
703 tmp->stats.maxhp = tmp->stats.hp; 684 tmp->stats.maxhp = tmp->stats.hp;
704 SET_FLAG (tmp, FLAG_TEAR_DOWN); 685 tmp->set_flag (FLAG_TEAR_DOWN);
705 SET_FLAG (tmp, FLAG_ALIVE); 686 tmp->set_flag (FLAG_ALIVE);
706 } 687 }
707 688
708 /* 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,
709 * 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
710 * earthwalls, though, so they survive restarts. 691 * earthwalls, though, so they survive restarts.
711 */ 692 */
712 if (tmp->type != EARTHWALL) //TODO 693 if (tmp->type != EARTHWALL) //TODO
713 tmp->set_owner (op); 694 tmp->set_owner (op);
714 695
715 set_spell_skill (op, caster, spell_ob, tmp); 696 set_spell_skill (op, caster, spell_ob, tmp);
716 tmp->level = caster_level (caster, spell_ob) / 2; 697 tmp->level = casting_level (caster, spell_ob) / 2;
717 698
718 name = tmp->name; 699 name = tmp->name;
719 if (!(tmp = m->insert (tmp, x, y, op))) 700 if (!(tmp = m->insert (tmp, x, y, op)))
720 { 701 {
721 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);
722 return 0; 703 return 0;
723 } 704 }
724 705
725 /* 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 */
726 if (tmp->other_arch && tmp->other_arch->type == SPELL) 707 if (tmp->other_arch && tmp->other_arch->type == SPELL)
727 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 708 insert_ob_in_ob (tmp->other_arch->instance (), tmp);
728 709
729 /* This code causes the wall to extend some distance in 710 /* This code causes the wall to extend some distance in
730 * each direction, or until an obstruction is encountered. 711 * each direction, or until an obstruction is encountered.
731 * posblocked and negblocked help determine how far the 712 * posblocked and negblocked help determine how far the
732 * created wall can extend, it won't go extend through 713 * created wall can extend, it won't go extend through
733 * blocked spaces. 714 * blocked spaces.
734 */ 715 */
735 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 716 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
740 { 721 {
741 int dir2; 722 int dir2;
742 723
743 dir2 = (dir < 4) ? (dir + 2) : dir - 2; 724 dir2 = (dir < 4) ? (dir + 2) : dir - 2;
744 725
745 x = tmp->x + i * freearr_x[dir2]; 726 x = tmp->x + i * DIRX (dir2);
746 y = tmp->y + i * freearr_y[dir2]; 727 y = tmp->y + i * DIRY (dir2);
747 m = tmp->map; 728 m = tmp->map;
748 729
749 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)) &&
750 ((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)
751 { 732 {
752 object *tmp2 = tmp->clone (); 733 object *tmp2 = tmp->clone ();
753 m->insert (tmp2, x, y, op); 734 m->insert (tmp2, x, y, op);
754 735
755 /* 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 */
756 if (tmp2->other_arch && tmp2->other_arch->type == SPELL) 737 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
757 tmp2->insert (arch_to_object (tmp2->other_arch)); 738 tmp2->insert (tmp2->other_arch->instance ());
758 739
759 } 740 }
760 else 741 else
761 posblocked = 1; 742 posblocked = 1;
762 743
763 x = tmp->x - i * freearr_x[dir2]; 744 x = tmp->x - i * DIRX (dir2);
764 y = tmp->y - i * freearr_y[dir2]; 745 y = tmp->y - i * DIRY (dir2);
765 m = tmp->map; 746 m = tmp->map;
766 747
767 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)) &&
768 ((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)
769 { 750 {
770 object *tmp2 = tmp->clone (); 751 object *tmp2 = tmp->clone ();
771 m->insert (tmp2, x, y, op); 752 m->insert (tmp2, x, y, op);
772 753
773 if (tmp2->other_arch && tmp2->other_arch->type == SPELL) 754 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
774 tmp2->insert (arch_to_object (tmp2->other_arch)); 755 tmp2->insert (tmp2->other_arch->instance ());
775 } 756 }
776 else 757 else
777 negblocked = 1; 758 negblocked = 1;
778 } 759 }
779 760
780 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) 761 if (tmp->flag [FLAG_BLOCKSVIEW])
781 update_all_los (op->map, op->x, op->y); 762 update_all_los (op->map, op->x, op->y);
782 763
783 return 1; 764 return 1;
784} 765}
785 766
786int 767int
787dimension_door (object *op, object *caster, object *spob, int dir) 768dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
788{ 769{
789 uint32 dist, maxdist; 770 uint32 dist, maxdist;
790 int mflags; 771 int mflags;
791 maptile *m; 772 maptile *m;
792 sint16 sx, sy; 773 sint16 sx, sy;
794 if (op->type != PLAYER) 775 if (op->type != PLAYER)
795 return 0; 776 return 0;
796 777
797 if (!dir) 778 if (!dir)
798 { 779 {
799 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?"); 780 op->failmsg ("In what direction?");
800 return 0; 781 return 0;
801 } 782 }
802 783
803 /* 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
804 * ever, so put limits in. 785 * ever, so put limits in.
805 */ 786 */
806 maxdist = spob->range + SP_level_range_adjust (caster, spob); 787 maxdist = spob->range + SP_level_range_adjust (caster, spob);
807 788
808 if (op->contr->count) 789 if (spellparam)
809 { 790 {
791 int count = atoi (spellparam);
792
810 if (op->contr->count > maxdist) 793 if (count > maxdist)
811 { 794 {
812 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!"); 795 op->failmsg ("You can't dimension door that far!");
813 return 0; 796 return 0;
814 } 797 }
815 798
816 for (dist = 0; dist < op->contr->count; dist++) 799 for (dist = 0; dist < count; dist++)
817 { 800 {
818 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);
819 802
820 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 803 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
821 break; 804 break;
822 805
823 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)))
824 break; 807 break;
825 } 808 }
826 809
827 if (dist < op->contr->count) 810 if (dist < count)
828 { 811 {
829 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");
830 op->contr->count = 0;
831 return 0; 813 return 0;
832 } 814 }
833
834 op->contr->count = 0;
835 815
836 /* Remove code that puts player on random space on maps. IMO, 816 /* Remove code that puts player on random space on maps. IMO,
837 * 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,
838 * 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
839 * by such squares). Also, there are probably treasure rooms and 819 * by such squares). Also, there are probably treasure rooms and
840 * 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
841 * areas themselves don't contain no magic spaces. 821 * areas themselves don't contain no magic spaces.
842 */ 822 */
843 /* This call here is really just to normalize the coordinates */ 823 /* This call here is really just to normalize the coordinates */
844 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);
845 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)))
846 { 826 {
847 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");
848 return 1; /* Maybe the penalty should be more severe... */ 828 return 1; /* Maybe the penalty should be more severe... */
849 } 829 }
855 * spaces that blocked the players view. 835 * spaces that blocked the players view.
856 */ 836 */
857 837
858 for (dist = 0; dist < maxdist; dist++) 838 for (dist = 0; dist < maxdist; dist++)
859 { 839 {
860 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);
861 841
862 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 842 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
863 break; 843 break;
864 844
865 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)))
870 /* If the destination is blocked, keep backing up until we 850 /* If the destination is blocked, keep backing up until we
871 * find a place for the player. 851 * find a place for the player.
872 */ 852 */
873 for (; dist > 0; dist--) 853 for (; dist > 0; dist--)
874 { 854 {
875 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,
876 &sx, &sy) & (P_OUT_OF_MAP | P_IS_ALIVE)) 856 &sx, &sy) & (P_OUT_OF_MAP | P_IS_ALIVE))
877 continue; 857 continue;
878 858
879 859
880 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)))
881 break; 861 break;
882 862
883 } 863 }
884 if (!dist) 864 if (!dist)
885 { 865 {
886 new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n"); 866 op->failmsg ("Your spell failed!\n");
887 return 0; 867 return 0;
888 } 868 }
889 } 869 }
890 870
891 /* Actually move the player now */ 871 /* Actually move the player now */
892 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)))
893 return 1; 873 return 1;
894 874
895 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
896 return 1; 877 return 1;
897} 878}
898
899 879
900/* cast_heal: Heals something. 880/* cast_heal: Heals something.
901 * op is the caster. 881 * op is the caster.
902 * dir is the direction he is casting it in. 882 * dir is the direction he is casting it in.
903 * spell is the spell object. 883 * spell is the spell object.
930 { 910 {
931 /* See how many points we actually heal. Instead of messages 911 /* See how many points we actually heal. Instead of messages
932 * based on type of spell, we instead do messages based 912 * based on type of spell, we instead do messages based
933 * on amount of damage healed. 913 * on amount of damage healed.
934 */ 914 */
935 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 915 if (heal > tmp->stats.maxhp - tmp->stats.hp)
936 heal = tmp->stats.maxhp - tmp->stats.hp; 916 heal = tmp->stats.maxhp - tmp->stats.hp;
917
937 tmp->stats.hp += heal; 918 tmp->stats.hp += heal;
938 919
939 if (tmp->stats.hp >= tmp->stats.maxhp) 920 if (tmp->stats.hp >= tmp->stats.maxhp)
940 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 921 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
941 else if (heal > 50) 922 else if (heal > 50)
950 success = 1; 931 success = 1;
951 } 932 }
952 } 933 }
953 934
954 if (spell->attacktype & AT_DISEASE) 935 if (spell->attacktype & AT_DISEASE)
955 if (cure_disease (tmp, op)) 936 if (cure_disease (tmp, op, spell))
956 success = 1; 937 success = 1;
957 938
958 if (spell->attacktype & AT_POISON) 939 if (spell->attacktype & AT_POISON)
959 { 940 {
960 at = archetype::find ("poisoning"); 941 at = archetype::find (shstr_poisoning);
961 poison = present_arch_in_ob (at, tmp); 942 poison = present_arch_in_ob (at, tmp);
962 if (poison) 943 if (poison)
963 { 944 {
964 success = 1; 945 success = 1;
965 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 946 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
967 } 948 }
968 } 949 }
969 950
970 if (spell->attacktype & AT_CONFUSION) 951 if (spell->attacktype & AT_CONFUSION)
971 { 952 {
972 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 953 poison = present_in_ob_by_name (FORCE, shstr_confusion, tmp);
973 if (poison) 954 if (poison)
974 { 955 {
975 success = 1; 956 success = 1;
976 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 957 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
977 poison->duration = 1; 958 poison->duration = 1;
978 } 959 }
979 } 960 }
980 961
981 if (spell->attacktype & AT_BLIND) 962 if (spell->attacktype & AT_BLIND)
982 { 963 {
983 at = archetype::find ("blindness"); 964 at = archetype::find (shstr_blindness);
984 poison = present_arch_in_ob (at, tmp); 965 poison = present_arch_in_ob (at, tmp);
985 if (poison) 966 if (poison)
986 { 967 {
987 success = 1; 968 success = 1;
988 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.");
1006 tmp->stats.grace = tmp->stats.maxgrace; 987 tmp->stats.grace = tmp->stats.maxgrace;
1007 success = 1; 988 success = 1;
1008 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!");
1009 } 990 }
1010 991
1011 if (spell->stats.food && tmp->stats.food < 999) 992 if (spell->stats.food && tmp->stats.food < MAX_FOOD)
1012 { 993 {
1013 tmp->stats.food += spell->stats.food; 994 tmp->stats.food += spell->stats.food;
1014 if (tmp->stats.food > 999) 995 min_it (tmp->stats.food, MAX_FOOD);
1015 tmp->stats.food = 999; 996
1016 success = 1; 997 success = 1;
1017 /* 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 */
1018 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");
1019 } 1000 }
1020 1001
1034 "You don't feel any more powerful." 1015 "You don't feel any more powerful."
1035 "You are no easier to look at.", 1016 "You are no easier to look at.",
1036}; 1017};
1037 1018
1038int 1019int
1020change_ability_duration (object *spell, object *caster)
1021{
1022 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1023}
1024
1025int
1039cast_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)
1040{ 1027{
1041 object *force = NULL; 1028 object *force = 0;
1042 int i; 1029 int i;
1043 1030
1044 /* 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. */
1045 object *tmp = dir 1032 object *tmp = dir
1046 ? find_target_for_friendly_spell (op, dir) 1033 ? find_target_for_friendly_spell (op, dir)
1047 : op; 1034 : op;
1048 1035
1049 if (!tmp) 1036 if (!tmp)
1050 return 0; 1037 return 0;
1051 1038
1052 /* 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. */
1060 break; 1047 break;
1061 } 1048 }
1062 else if (spell_ob->race && spell_ob->race == tmp2->name) 1049 else if (spell_ob->race && spell_ob->race == tmp2->name)
1063 { 1050 {
1064 if (!silent) 1051 if (!silent)
1065 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
1066 return 0; 1055 return 0;
1067 } 1056 }
1068 } 1057 }
1069 } 1058 }
1059
1060 int duration = change_ability_duration (spell_ob, caster);
1061
1070 if (force == NULL) 1062 if (force)
1071 {
1072 force = get_archetype (FORCE_NAME);
1073 force->subtype = FORCE_CHANGE_ABILITY;
1074 if (spell_ob->race)
1075 force->name = spell_ob->race;
1076 else
1077 force->name = spell_ob->name;
1078 force->name_pl = spell_ob->name;
1079 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1080
1081 } 1063 {
1082 else
1083 {
1084 int duration;
1085
1086 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1087 if (duration > force->duration) 1064 if (duration > force->duration)
1088 { 1065 {
1089 force->duration = duration; 1066 force->duration = duration;
1090 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.");
1091 } 1068 }
1092 else 1069 else
1093 {
1094 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.");
1095 }
1096 1071
1097 return 1; 1072 return 1;
1098 } 1073 }
1099 1074
1100 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
1101 force->speed = 1.0; 1090 force->speed = 1.0;
1102 force->speed_left = -1.0; 1091 force->speed_left = -1.0;
1103 SET_FLAG (force, FLAG_APPLIED); 1092 force->set_flag (FLAG_APPLIED);
1104 1093
1105 /* Now start processing the effects. First, protections */ 1094 /* Now start processing the effects. First, protections */
1106 for (i = 0; i < NROFATTACKS; i++) 1095 for (i = 0; i < NROFATTACKS; i++)
1107 {
1108 if (spell_ob->resist[i]) 1096 if (spell_ob->resist[i])
1109 {
1110 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));
1111 if (force->resist[i] > 100)
1112 force->resist[i] = 100;
1113 }
1114 }
1115 1098
1116 if (spell_ob->stats.hp) 1099 if (spell_ob->stats.hp)
1117 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);
1118 1101
1119 if (tmp->type == PLAYER) 1102 if (tmp->type == PLAYER)
1138 } 1121 }
1139 } 1122 }
1140 1123
1141 force->move_type = spell_ob->move_type; 1124 force->move_type = spell_ob->move_type;
1142 1125
1143 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK)) 1126 if (spell_ob->flag [FLAG_SEE_IN_DARK])
1144 SET_FLAG (force, FLAG_SEE_IN_DARK); 1127 force->set_flag (FLAG_SEE_IN_DARK);
1145 1128
1146 if (QUERY_FLAG (spell_ob, FLAG_XRAYS)) 1129 if (spell_ob->flag [FLAG_XRAYS])
1147 SET_FLAG (force, FLAG_XRAYS); 1130 force->set_flag (FLAG_XRAYS);
1148 1131
1149 /* Haste/bonus speed */ 1132 /* Haste/bonus speed */
1150 if (spell_ob->stats.exp) 1133 if (spell_ob->stats.exp)
1151 { 1134 {
1152 if (op->speed > 0.5f) 1135 if (op->speed > 0.5f)
1172 */ 1155 */
1173int 1156int
1174cast_bless (object *op, object *caster, object *spell_ob, int dir) 1157cast_bless (object *op, object *caster, object *spell_ob, int dir)
1175{ 1158{
1176 int i; 1159 int i;
1177 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1160 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1178 1161
1179 /* 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. */
1180 if (dir != 0) 1163 if (dir != 0)
1181 { 1164 {
1182 tmp = find_target_for_friendly_spell (op, dir); 1165 tmp = find_target_for_friendly_spell (op, dir);
1166
1167 if (!tmp)
1168 return 0;
1183 } 1169 }
1184 else 1170 else
1185 {
1186 tmp = op; 1171 tmp = op;
1187 }
1188 1172
1189 /* 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. */
1190 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1174 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1191 { 1175 {
1192 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1176 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1193 { 1177 {
1194 if (tmp2->name == spell_ob->name) 1178 if (tmp2->name == spell_ob->name)
1195 { 1179 {
1201 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);
1202 return 0; 1186 return 0;
1203 } 1187 }
1204 } 1188 }
1205 } 1189 }
1190
1206 if (force == NULL) 1191 if (force == NULL)
1207 { 1192 {
1208 force = get_archetype (FORCE_NAME); 1193 force = archetype::get (FORCE_NAME);
1209 force->subtype = FORCE_CHANGE_ABILITY; 1194 force->subtype = FORCE_CHANGE_ABILITY;
1210 if (spell_ob->race) 1195 if (spell_ob->race)
1211 force->name = spell_ob->race; 1196 force->name = spell_ob->race;
1212 else 1197 else
1213 force->name = spell_ob->name; 1198 force->name = spell_ob->name;
1228 { 1213 {
1229 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.");
1230 } 1215 }
1231 return 0; 1216 return 0;
1232 } 1217 }
1218
1233 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;
1234 force->speed = 1.0; 1220 force->speed = 1.0;
1235 force->speed_left = -1.0; 1221 force->speed_left = -1.0;
1236 SET_FLAG (force, FLAG_APPLIED); 1222 force->set_flag (FLAG_APPLIED);
1237 1223
1238 if (!god) 1224 if (!god)
1239 { 1225 {
1240 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty."); 1226 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1241 } 1227 }
1242 else 1228 else
1243 { 1229 {
1244 /* Only give out good benefits, and put a max on it */ 1230 /* Only give out good benefits, and put a max on it */
1245 for (i = 0; i < NROFATTACKS; i++) 1231 for (i = 0; i < NROFATTACKS; i++)
1246 {
1247 if (god->resist[i] > 0) 1232 if (god->resist[i] > 0)
1248 {
1249 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]);
1250 } 1234
1251 }
1252 force->path_attuned |= god->path_attuned; 1235 force->path_attuned |= god->path_attuned;
1253 1236
1254 if (spell_ob->attacktype) 1237 if (spell_ob->attacktype)
1255 force->slaying = god->slaying; 1238 force->slaying = god->slaying;
1256 1239
1275} 1258}
1276 1259
1277/* Alchemy code by Mark Wedel 1260/* Alchemy code by Mark Wedel
1278 * 1261 *
1279 * This code adds a new spell, called alchemy. Alchemy will turn 1262 * This code adds a new spell, called alchemy. Alchemy will turn
1280 * objects to gold nuggets, the value of the gold nuggets being 1263 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1281 * about 90% of that of the item itself. It uses the value of the
1282 * object before charisma adjustments, because the nuggets themselves
1283 * will be will be adjusted by charisma when sold.
1284 * 1264 *
1285 * 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
1286 * the maximum number of large nuggets you could get. 1266 * itself. It uses the value of the object before charisma adjustments,
1287 * 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
1288 * to the max amount of small nuggets as you could get. 1268 * when sold.
1289 *
1290 * For example, if an item is worth 110 gold, you will get
1291 * 4 large nuggets, and from 0-10 small nuggets.
1292 * 1269 *
1293 * 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
1294 * 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
1295 * alchemised. 1272 * alchemised.
1296 */ 1273 */
1297static void 1274static void
1298alchemy_object (object *obj, uint64 &total_value, int &total_weight) 1275alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1299{ 1276{
1300 uint64 value = query_cost (obj, NULL, F_TRUE); 1277 uint64 value = query_cost (obj, NULL, F_TRUE);
1301 1278
1302 /* Give third price when we alchemy money (This should hopefully 1279 /* Give third price when we alchemy money (this should hopefully
1303 * 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
1304 * the nuggets, alchemy the gold from that, etc. 1281 * the nuggets, alchemy the gold from that, etc.
1305 * Otherwise, give 9 silver on the gold for other objects, 1282 * Otherwise, give 9 silver on the gold for other objects,
1306 * so that it would still be more affordable to haul 1283 * so that it would still be more affordable to haul
1307 * the stuff back to town. 1284 * the stuff back to town.
1308 */ 1285 */
1309 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1286 if (obj->flag [FLAG_UNPAID])
1310 value = 0; 1287 value = 0;
1311 else if (obj->type == MONEY || obj->type == GEM) 1288 else if (obj->type == MONEY || obj->type == GEM)
1312 value /= 3; 1289 value /= 3;
1313 else 1290 else
1314 value = value * 9 / 10; 1291 value = value * 9 / 10;
1319 total_weight += obj->total_weight (); 1296 total_weight += obj->total_weight ();
1320 1297
1321 obj->destroy (); 1298 obj->destroy ();
1322} 1299}
1323 1300
1324static void
1325update_map (object *op, maptile *m, int small_nuggets, object *small, int large_nuggets, object *large, int x, int y)
1326{
1327 int flag = 0;
1328
1329 /* Put any nuggets below the player, but we can only pass this
1330 * flag if we are on the same space as the player
1331 */
1332 if (x == op->x && y == op->y && op->map == m)
1333 flag = INS_BELOW_ORIGINATOR;
1334
1335 if (small_nuggets)
1336 {
1337 object *tmp = small->clone ();
1338 tmp->nrof = small_nuggets;
1339 m->insert (tmp, x, y, op, flag);
1340 }
1341
1342 if (large_nuggets)
1343 {
1344 object *tmp = large->clone ();
1345 tmp->nrof = large_nuggets;
1346 m->insert (tmp, x, y, op, flag);
1347 }
1348
1349 if (object *pl = m->at (x, y).player ())
1350 if (pl->contr->ns)
1351 pl->contr->ns->look_position = 0;
1352}
1353
1354int 1301int
1355alchemy (object *op, object *caster, object *spell_ob) 1302alchemy (object *op, object *caster, object *spell_ob)
1356{ 1303{
1357 if (op->type != PLAYER) 1304 if (op->type != PLAYER)
1358 return 0; 1305 return 0;
1359 1306
1360 object *large = get_archetype ("largenugget"); 1307 archetype *nugget[3];
1361 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);
1362 1312
1363 /* 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
1364 * some, and also prevents people from alchemising every table/chair/clock 1314 * some, and also prevents people from alchemising every table/chair/clock
1365 * in sight 1315 * in sight
1366 */ 1316 */
1395 1345
1396 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)
1397 { 1347 {
1398 next = tmp->above; 1348 next = tmp->above;
1399 1349
1400 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1350 if (tmp->weight > 0 && !tmp->flag [FLAG_NO_PICK] &&
1401 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1351 !tmp->flag [FLAG_ALIVE] && !tmp->flag [FLAG_IS_CAULDRON])
1402 { 1352 {
1403 if (tmp->inv) 1353 if (tmp->inv)
1404 { 1354 {
1405 object *next1, *tmp1; 1355 object *next1, *tmp1;
1406 1356
1407 for (tmp1 = tmp->inv; tmp1; tmp1 = next1) 1357 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1408 { 1358 {
1409 next1 = tmp1->below; 1359 next1 = tmp1->below;
1410 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1360 if (tmp1->weight > 0 && !tmp1->flag [FLAG_NO_PICK] &&
1411 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1361 !tmp1->flag [FLAG_ALIVE] && !tmp1->flag [FLAG_IS_CAULDRON])
1412 alchemy_object (tmp1, value, weight); 1362 alchemy_object (tmp1, value, weight);
1413 } 1363 }
1414 } 1364 }
1415 1365
1416 alchemy_object (tmp, value, weight); 1366 alchemy_object (tmp, value, weight);
1418 if (weight > weight_max) 1368 if (weight > weight_max)
1419 break; 1369 break;
1420 } 1370 }
1421 } 1371 }
1422 1372
1373 value -= rndm (value >> 4);
1423 value = min (value, value_max); 1374 value = min (value, value_max);
1424 1375
1425 uint64 count = value / large->value; 1376 for (int i = 0; i < array_length (nugget); ++i)
1426 int large_nuggets = count; 1377 if (int nrof = value / nugget [i]->value)
1427 value -= count * large->value;
1428
1429 count = value / small->value;
1430 int small_nuggets = count;
1431
1432 /* Insert all the nuggets at one time. This probably saves time, but
1433 * it also prevents us from alcheming nuggets that were just created
1434 * with this spell.
1435 */ 1378 {
1436 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 }
1437 1386
1438 if (weight > weight_max) 1387 if (weight > weight_max)
1439 goto bailout; 1388 goto bailout;
1440 } 1389 }
1441 } 1390 }
1442 1391
1443bailout: 1392bailout:
1444 large->destroy ();
1445 small->destroy ();
1446 return 1; 1393 return 1;
1447} 1394}
1448
1449 1395
1450/* This function removes the cursed/damned status on equipped 1396/* This function removes the cursed/damned status on equipped
1451 * items. 1397 * items.
1452 */ 1398 */
1453int 1399int
1454remove_curse (object *op, object *caster, object *spell) 1400remove_curse (object *op, object *caster, object *spell)
1455{ 1401{
1456 object *tmp;
1457 int success = 0, was_one = 0; 1402 int success = 0, was_one = 0;
1458 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
1459 for (tmp = op->inv; tmp; tmp = tmp->below) 1410 for (object *tmp = op->inv; tmp && num_uncurse; tmp = tmp->below)
1460 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1411 if (!tmp->invisible && tmp->flag [typeflag])
1461 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1462 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1463 { 1412 {
1464 was_one++; 1413 ++was_one;
1414
1465 if (tmp->level <= caster_level (caster, spell)) 1415 if (tmp->level <= casting_level (caster, spell))
1466 { 1416 {
1467 success++; 1417 ++success;
1468 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1418 --num_uncurse;
1469 CLEAR_FLAG (tmp, FLAG_DAMNED);
1470 1419
1471 CLEAR_FLAG (tmp, FLAG_CURSED); 1420 tmp->clr_flag (typeflag);
1472 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1421 tmp->clr_flag (FLAG_CURSED);
1422 tmp->clr_flag (FLAG_KNOWN_CURSED);
1473 tmp->value = 0; /* Still can't sell it */ 1423 tmp->value = 0; /* Still can't sell it */
1474 if (op->type == PLAYER) 1424
1425 if (object *pl = tmp->visible_to ())
1475 esrv_send_item (op, tmp); 1426 esrv_update_item (UPD_FLAGS, pl, tmp);
1476 } 1427 }
1477 } 1428 }
1478 1429
1479 if (op->type == PLAYER) 1430 if (op->type == PLAYER)
1480 { 1431 {
1481 if (success) 1432 if (success)
1482 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.>");
1483 else 1434 else
1484 { 1435 {
1485 if (was_one) 1436 if (was_one)
1486 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.>");
1487 else 1438 else
1488 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.>");
1489 } 1440 }
1490 } 1441 }
1491 1442
1492 return success; 1443 return success;
1493} 1444}
1494 1445
1495/* Identifies objects in the players inventory/on the ground */ 1446/* Identifies objects in the players inventory/on the ground */
1496
1497int 1447int
1498cast_identify (object *op, object *caster, object *spell) 1448cast_identify (object *op, object *caster, object *spell)
1499{ 1449{
1500 object *tmp; 1450 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1501 int success = 0, num_ident;
1502 1451
1503 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));
1504 1453
1505 if (num_ident < 1) 1454 op->splay_marked ();
1506 num_ident = 1;
1507 1455
1508 for (tmp = op->inv; tmp; tmp = tmp->below) 1456 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1509 { 1457 {
1510 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1458 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1511 { 1459 {
1512 identify (tmp); 1460 identify (tmp);
1513 1461
1514 if (op->type == PLAYER) 1462 if (op->type == PLAYER)
1515 { 1463 {
1516 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));
1517 1465
1518 if (tmp->msg) 1466 if (tmp->msg)
1519 { 1467 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1520 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1521 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1522 }
1523 } 1468 }
1524 1469
1525 num_ident--;
1526 success = 1;
1527 if (!num_ident) 1470 if (!--num_ident)
1528 break; 1471 break;
1529 } 1472 }
1530 } 1473 }
1531 1474
1532 /* 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
1533 * 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
1534 * was not fully used. 1477 * was not fully used.
1535 */ 1478 */
1536 if (num_ident) 1479 if (num_ident)
1537 { 1480 {
1538 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)
1539 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1482 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1540 { 1483 {
1541 identify (tmp); 1484 identify (tmp);
1542 1485
1543 if (op->type == PLAYER) 1486 if (object *pl = tmp->visible_to ())
1544 { 1487 {
1545 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));
1546 1489
1547 if (tmp->msg) 1490 if (tmp->msg)
1548 { 1491 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1549 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1550 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1551 }
1552
1553 esrv_send_item (op, tmp);
1554 } 1492 }
1555 1493
1556 num_ident--;
1557 success = 1;
1558 if (!num_ident) 1494 if (!--num_ident)
1559 break; 1495 break;
1560 } 1496 }
1561 } 1497 }
1562 1498
1563 if (!success) 1499 if (buf.empty ())
1564 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 }
1565 else 1504 else
1505 {
1506 if (op->contr)
1507 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1508
1566 spell_effect (spell, op->x, op->y, op->map, op); 1509 spell_effect (spell, op->x, op->y, op->map, op);
1567 1510 return 1;
1568 return success; 1511 }
1569} 1512}
1570 1513
1571int 1514int
1572cast_detection (object *op, object *caster, object *spell, object *skill) 1515cast_detection (object *op, object *caster, object *spell, object *skill)
1573{ 1516{
1574 object *tmp, *last, *god, *detect; 1517 object *tmp, *last, *god, *detect;
1575 int done_one, range, mflags, floor, level; 1518 int done_one, range, floor, level;
1576 sint16 x, y, nx, ny; 1519 sint16 x, y, nx, ny;
1577 maptile *m; 1520 maptile *m;
1578 1521
1579 /* 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
1580 * doing it over and over again. 1523 * doing it over and over again.
1581 */ 1524 */
1582 god = find_god (determine_god (op)); 1525 god = find_god (determine_god (op));
1583 level = caster_level (caster, spell); 1526 level = casting_level (caster, spell);
1584 range = spell->range + SP_level_range_adjust (caster, spell); 1527 range = spell->range + SP_level_range_adjust (caster, spell);
1585 1528
1586 if (!skill) 1529 if (!skill)
1587 skill = caster; 1530 skill = caster;
1588 1531
1589 for (x = op->x - range; x <= op->x + range; x++) 1532 dynbuf buf;
1590 for (y = op->y - range; y <= op->y + range; y++) 1533 unordered_mapwalk (buf, op, -range, -range, range, range)
1591 { 1534 {
1592 m = op->map;
1593 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1594 if (mflags & P_OUT_OF_MAP)
1595 continue;
1596
1597 /* For most of the detections, we only detect objects above the 1535 /* For most of the detections, we only detect objects above the
1598 * floor. But this is not true for show invisible. 1536 * floor. But this is not true for show invisible.
1599 * Basically, we just go and find the top object and work 1537 * Basically, we just go and find the top object and work
1600 * down - that is easier than working up. 1538 * down - that is easier than working up.
1601 */ 1539 */
1602 1540
1603 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)
1604 last = tmp; 1542 last = tmp;
1605 1543
1606 /* 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
1607 * would happen. 1545 * would happen.
1608 */ 1546 */
1609 if (!last) 1547 if (!last)
1610 continue; 1548 continue;
1611 1549
1612 done_one = 0; 1550 done_one = 0;
1613 floor = 0; 1551 floor = 0;
1614 detect = NULL; 1552 detect = 0;
1615 for (tmp = last; tmp; tmp = tmp->below) 1553 for (tmp = last; tmp; tmp = tmp->below)
1616 { 1554 {
1617 /* show invisible */ 1555 /* show invisible */
1618 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1556 if (spell->flag [FLAG_MAKE_INVIS]
1619 /* Might there be other objects that we can make visible? */ 1557 /* Might there be other objects that we can make visible? */
1620 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1558 && (tmp->invisible && (tmp->flag [FLAG_MONSTER]
1621 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1559 || (tmp->type == PLAYER && !tmp->flag [FLAG_WIZ])
1622 tmp->type == CF_HANDLE || 1560 || tmp->type == T_HANDLE
1623 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
1624 tmp->type == BUTTON || tmp->type == TELEPORTER || 1565 || tmp->type == TELEPORTER
1566 || tmp->type == GATE
1625 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1567 || tmp->type == LOCKED_DOOR
1626 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)
1627 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1571 || tmp->type == TRIGGER_PEDESTAL
1628 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)))
1629 { 1577 {
1578 printf ("show inv %s\n", tmp->debug_desc());//D
1630 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)
1631 { 1580 {
1632 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
1633 done_one = 1; 1663 done_one = 1;
1634 } 1664 }
1635 } 1665 }
1636
1637 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1638 floor = 1;
1639
1640 /* All detections below this point don't descend beneath the floor,
1641 * so just continue on. We could be clever and look at the type of
1642 * detection to completely break out if we don't care about objects beneath
1643 * the floor, but once we get to the floor, not likely a very big issue anyways.
1644 */
1645 if (floor)
1646 continue;
1647
1648 /* I had thought about making detect magic and detect curse
1649 * show the flash the magic item like it does for detect monster.
1650 * however, if the object is within sight, this would then make it
1651 * difficult to see what object is magical/cursed, so the
1652 * effect wouldn't be as apparant.
1653 */
1654
1655 /* detect magic */
1656 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1657 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1658 {
1659 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1660 /* make runes more visibile */
1661 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1662 tmp->stats.Cha /= 4;
1663 done_one = 1;
1664 }
1665 /* detect monster */
1666 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1667 {
1668 done_one = 2;
1669 if (!detect)
1670 detect = tmp;
1671 }
1672 /* Basically, if race is set in the spell, then the creatures race must
1673 * match that. if the spell race is set to GOD, then the gods opposing
1674 * race must match.
1675 */
1676 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1677 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) ||
1678 (strstr (spell->race, tmp->race))))
1679 {
1680 done_one = 2;
1681 if (!detect)
1682 detect = tmp;
1683 }
1684 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1685 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1686 {
1687 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1688 done_one = 1;
1689 }
1690 } /* for stack of objects on this space */ 1666 } /* for stack of objects on this space */
1691 1667
1692 /* 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
1693 * where the magic is. 1669 * where the magic is.
1694 */ 1670 */
1695 if (done_one) 1671 if (done_one)
1696 { 1672 {
1697 object *detect_ob = arch_to_object (spell->other_arch); 1673 object *detect_ob = spell->other_arch->instance ();
1698 1674
1699 /* if this is set, we want to copy the face */ 1675 /* if this is set, we want to copy the face */
1700 if (done_one == 2 && detect) 1676 if (done_one == 2 && detect)
1701 { 1677 {
1702 detect_ob->face = detect->face; 1678 detect_ob->face = detect->face;
1703 detect_ob->animation_id = detect->animation_id; 1679 detect_ob->animation_id = detect->animation_id;
1704 detect_ob->anim_speed = detect->anim_speed; 1680 detect_ob->anim_speed = detect->anim_speed;
1705 detect_ob->last_anim = 0; 1681 detect_ob->last_anim = 0;
1706 /* by default, the detect_ob is already animated */ 1682 /* by default, the detect_ob is already animated */
1707 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1683 if (!detect->flag [FLAG_ANIMATE])
1708 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1684 detect_ob->clr_flag (FLAG_ANIMATE);
1709 } 1685 }
1710 1686
1711 m->insert (detect_ob, nx, ny, op); 1687 m->insert (detect_ob, nx, ny, op, INS_ON_TOP);
1712 } 1688 }
1713 } /* for processing the surrounding spaces */ 1689 } /* for processing the surrounding spaces */
1714 1690
1715 1691
1716 /* 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 */
1717 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])
1718 { 1694 {
1719 done_one = 0; 1695 done_one = 0;
1696
1720 for (tmp = op->inv; tmp; tmp = tmp->below) 1697 for (tmp = op->inv; tmp; tmp = tmp->below)
1721 { 1698 {
1722 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1699 if (!tmp->invisible && !tmp->flag [FLAG_IDENTIFIED])
1723 { 1700 {
1724 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])
1725 { 1702 {
1726 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1703 tmp->set_flag (FLAG_KNOWN_MAGICAL);
1727 if (op->type == PLAYER) 1704
1705 if (object *pl = tmp->visible_to ())
1728 esrv_send_item (op, tmp); 1706 esrv_update_item (UPD_FLAGS, pl, tmp);
1729 } 1707 }
1730 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1708
1731 (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]))
1732 { 1711 {
1733 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1712 tmp->set_flag (FLAG_KNOWN_CURSED);
1734 if (op->type == PLAYER) 1713
1714 if (object *pl = tmp->visible_to ())
1735 esrv_send_item (op, tmp); 1715 esrv_update_item (UPD_FLAGS, pl, tmp);
1736 } 1716 }
1737 } /* if item is not identified */ 1717 } /* if item is not identified */
1738 } /* for the players inventory */ 1718 } /* for the players inventory */
1739 } /* if detect magic/curse and object is a player */ 1719 } /* if detect magic/curse and object is a player */
1720
1740 return 1; 1721 return 1;
1741} 1722}
1742 1723
1743 1724
1744/** 1725/**
1757 1738
1758 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.");
1759 1740
1760 if (victim->stats.sp >= victim->stats.maxsp * 2) 1741 if (victim->stats.sp >= victim->stats.maxsp * 2)
1761 { 1742 {
1762 object *tmp;
1763
1764 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1743 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
1765
1766 /* Explodes a fireball centered at player */
1767 tmp = get_archetype (EXPLODING_FIREBALL);
1768 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
1769 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
1770
1771 tmp->insert_at (victim);
1772 victim->stats.sp = 2 * victim->stats.maxsp; 1744 victim->stats.sp = 2 * victim->stats.maxsp;
1745 create_exploding_ball_at (victim, caster_level);
1773 } 1746 }
1774 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1747 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
1775 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.");
1776 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1749 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
1777 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!");
1778 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1751 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
1779 { 1752 {
1780 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1753 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
1796 sint16 x, y; 1769 sint16 x, y;
1797 maptile *m; 1770 maptile *m;
1798 int mflags; 1771 int mflags;
1799 1772
1800 m = op->map; 1773 m = op->map;
1801 x = op->x + freearr_x[dir]; 1774 x = op->x + DIRX (dir);
1802 y = op->y + freearr_y[dir]; 1775 y = op->y + DIRY (dir);
1803 1776
1804 mflags = get_map_flags (m, &m, x, y, &x, &y); 1777 mflags = get_map_flags (m, &m, x, y, &x, &y);
1805 1778
1806 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1779 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
1807 { 1780 {
1808 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)
1809 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1782 if (plyr != op && plyr->flag [FLAG_ALIVE])
1810 break; 1783 break;
1811 } 1784 }
1812 1785
1813 1786
1814 /* 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
1815 * 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.
1816 */ 1789 */
1817 if (plyr == NULL) 1790 if (plyr == NULL)
1818 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)
1819 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1792 if (plyr != op && plyr->flag [FLAG_ALIVE])
1820 break; 1793 break;
1821 1794
1822 if (!plyr) 1795 if (!plyr)
1823 { 1796 {
1824 new_draw_info (NDI_BLACK, 0, op, "There is no one there."); 1797 op->failmsg ("There is no one there.");
1825 return 0; 1798 return 0;
1826 } 1799 }
1827 /* give sp */ 1800 /* give sp */
1828 if (spell->stats.dam > 0) 1801 if (spell->stats.dam > 0)
1829 { 1802 {
1830 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);
1831 charge_mana_effect (plyr, caster_level (caster, spell)); 1804 charge_mana_effect (plyr, casting_level (caster, spell));
1832 return 1; 1805 return 1;
1833 } 1806 }
1834 /* suck sp away. Can't suck sp from yourself */ 1807 /* suck sp away. Can't suck sp from yourself */
1835 else if (op != plyr) 1808 else if (op != plyr)
1836 { 1809 {
1841 if (rate > 95) 1814 if (rate > 95)
1842 rate = 95; 1815 rate = 95;
1843 1816
1844 sucked = (plyr->stats.sp * rate) / 100; 1817 sucked = (plyr->stats.sp * rate) / 100;
1845 plyr->stats.sp -= sucked; 1818 plyr->stats.sp -= sucked;
1846 if (QUERY_FLAG (op, FLAG_ALIVE)) 1819 if (op->flag [FLAG_ALIVE])
1847 { 1820 {
1848 /* Player doesn't get full credit */ 1821 /* Player doesn't get full credit */
1849 sucked = (sucked * rate) / 100; 1822 sucked = (sucked * rate) / 100;
1850 op->stats.sp += sucked; 1823 op->stats.sp += sucked;
1851 if (sucked > 0) 1824 if (sucked > 0)
1852 { 1825 {
1853 charge_mana_effect (op, caster_level (caster, spell)); 1826 charge_mana_effect (op, casting_level (caster, spell));
1854 } 1827 }
1855 } 1828 }
1856 return 1; 1829 return 1;
1857 } 1830 }
1858 return 0; 1831 return 0;
1871 object *tmp, *head, *next; 1844 object *tmp, *head, *next;
1872 int mflags; 1845 int mflags;
1873 maptile *m; 1846 maptile *m;
1874 sint16 sx, sy; 1847 sint16 sx, sy;
1875 1848
1876 sx = op->x + freearr_x[dir]; 1849 sx = op->x + DIRX (dir);
1877 sy = op->y + freearr_y[dir]; 1850 sy = op->y + DIRY (dir);
1878 m = op->map; 1851 m = op->map;
1879 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1852 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1880 if (mflags & P_OUT_OF_MAP) 1853 if (mflags & P_OUT_OF_MAP)
1881 return; 1854 return;
1882 1855
1895 1868
1896 /* don't attack our own spells */ 1869 /* don't attack our own spells */
1897 if (tmp->owner && tmp->owner == op->owner) 1870 if (tmp->owner && tmp->owner == op->owner)
1898 continue; 1871 continue;
1899 1872
1900 /* Basically, if the object is magical and not counterspell, 1873 /* Basically, if the object is magical and not counterspell,
1901 * we will more or less remove the object. Don't counterspell 1874 * we will more or less remove the object. Don't counterspell
1902 * monsters either. 1875 * monsters either.
1903 */ 1876 */
1904 1877
1905 if (head->attacktype & AT_MAGIC 1878 if (head->attacktype & AT_MAGIC
1906 && !(head->attacktype & AT_COUNTERSPELL) 1879 && !(head->attacktype & AT_COUNTERSPELL)
1907 && !QUERY_FLAG (head, FLAG_MONSTER) 1880 && !head->flag [FLAG_MONSTER]
1908 && (op->level > head->level)) 1881 && (op->level > head->level))
1909 head->destroy (); 1882 head->destroy ();
1910 else 1883 else
1911 switch (head->type) 1884 switch (head->type)
1912 { 1885 {
1913 case SPELL_EFFECT: 1886 case SPELL_EFFECT:
1914 // XXX: Don't affect floor spelleffects. See also XXX comment 1887 // XXX: Don't affect floor spelleffects. See also XXX comment
1915 // about sanctuary in spell_util.C 1888 // about sanctuary in spell_util.C
1916 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1889 if (tmp->flag [FLAG_IS_FLOOR])
1917 continue; 1890 continue;
1918 1891
1919 if (op->level > head->level) 1892 if (op->level > head->level)
1920 head->destroy (); 1893 head->destroy ();
1921 1894
1934 break; 1907 break;
1935 } 1908 }
1936 } 1909 }
1937} 1910}
1938 1911
1939
1940
1941/* cast_consecrate() - a spell to make an altar your god's */ 1912/* cast_consecrate() - a spell to make an altar your god's */
1942int 1913int
1943cast_consecrate (object *op, object *caster, object *spell) 1914cast_consecrate (object *op, object *caster, object *spell)
1944{ 1915{
1945 char buf[MAX_BUF]; 1916 char buf[MAX_BUF];
1946 1917
1947 object *tmp, *god = find_god (determine_god (op)); 1918 object *tmp, *god = find_god (determine_god (op));
1948 1919
1949 if (!god) 1920 if (!god)
1950 { 1921 {
1951 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!");
1952 return 0; 1923 return 0;
1953 } 1924 }
1954 1925
1955 for (tmp = op->below; tmp; tmp = tmp->below) 1926 for (tmp = op->below; tmp; tmp = tmp->below)
1956 { 1927 {
1957 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1928 if (tmp->flag [FLAG_IS_FLOOR])
1958 break; 1929 break;
1959 if (tmp->type == HOLY_ALTAR) 1930 if (tmp->type == HOLY_ALTAR)
1960 { 1931 {
1961 1932
1962 if (tmp->level > caster_level (caster, spell)) 1933 if (tmp->level > casting_level (caster, spell))
1963 { 1934 {
1964 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);
1965 return 0; 1936 return 0;
1966 } 1937 }
1967 else 1938 else
1968 { 1939 {
1969 /* If we got here, we are consecrating an altar */ 1940 /* If we got here, we are consecrating an altar */
1970 sprintf (buf, "Altar of %s", &god->name); 1941 sprintf (buf, "Altar of %s", &god->name);
1971 tmp->name = buf; 1942 tmp->name = buf;
1972 tmp->level = caster_level (caster, spell); 1943 tmp->level = casting_level (caster, spell);
1973 tmp->other_arch = god->arch; 1944 tmp->other_arch = god->arch;
1945
1974 if (op->type == PLAYER) 1946 if (op->type == PLAYER)
1975 esrv_update_item (UPD_NAME, op, tmp); 1947 esrv_update_item (UPD_NAME, op, tmp);
1948
1976 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);
1977 return 1; 1950 return 1;
1978 } 1951 }
1979 } 1952 }
1980 } 1953 }
1981 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!");
1982 return 0; 1956 return 0;
1983} 1957}
1984 1958
1985/* animate_weapon - 1959/* animate_weapon -
1986 * 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.
1987 * 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
1988 * 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
1989 * 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.
1990 * 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,
1991 * 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
1992 * 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
1993 * player checks. MSW 2003-01-06 1967 * player checks. MSW 2003-01-06
1994 */ 1968 */
1995int 1969int
1996animate_weapon (object *op, object *caster, object *spell, int dir) 1970animate_weapon (object *op, object *caster, object *spell, int dir)
1997{ 1971{
1998 object *weapon, *tmp;
1999 char buf[MAX_BUF]; 1972 char buf[MAX_BUF];
2000 int a, i; 1973 int a, i;
2001 sint16 x, y; 1974 sint16 x, y;
2002 maptile *m; 1975 maptile *m;
2003 materialtype_t *mt;
2004 1976
2005 if (!spell->other_arch) 1977 if (!spell->other_arch)
2006 { 1978 {
2007 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1979 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2008 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);
2019 return 0; 1991 return 0;
2020 } 1992 }
2021 1993
2022 /* if no direction specified, pick one */ 1994 /* if no direction specified, pick one */
2023 if (!dir) 1995 if (!dir)
2024 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);
2025 1997
2026 m = op->map; 1998 m = op->map;
2027 x = op->x + freearr_x[dir]; 1999 x = op->x + DIRX (dir);
2028 y = op->y + freearr_y[dir]; 2000 y = op->y + DIRY (dir);
2029 2001
2030 /* if there's no place to put the golem, abort */ 2002 /* if there's no place to put the golem, abort */
2031 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)
2032 ((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))
2033 { 2005 {
2034 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2006 op->failmsg ("There is something in the way.");
2035 return 0; 2007 return 0;
2036 } 2008 }
2037 2009
2038 /* Use the weapon marked by the player. */ 2010 /* Use the weapon marked by the player. */
2039 weapon = find_marked_object (op); 2011 object *weapon = op->mark ();
2040 2012
2041 if (!weapon) 2013 if (!weapon)
2042 { 2014 {
2043 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!");
2044 return 0; 2016 return 0;
2045 } 2017 }
2018
2046 if (spell->race && strcmp (weapon->arch->archname, spell->race)) 2019 if (spell->race && weapon->arch->archname != spell->race)
2047 { 2020 {
2048 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2021 op->failmsg ("The spell fails to transform your weapon.");
2049 return 0; 2022 return 0;
2050 } 2023 }
2024
2051 if (weapon->type != WEAPON) 2025 if (weapon->type != WEAPON)
2052 { 2026 {
2053 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.");
2054 return 0; 2028 return 0;
2055 } 2029 }
2056 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2030
2031 if (weapon->flag [FLAG_APPLIED])
2057 { 2032 {
2058 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));
2059 return 0; 2034 return 0;
2060 } 2035 }
2061 2036
2062 if (weapon->nrof > 1) 2037 weapon = weapon->split ();
2063 {
2064 tmp = get_split_ob (weapon, 1);
2065 esrv_send_item (op, weapon);
2066 weapon = tmp;
2067 }
2068 2038
2069 /* create the golem object */ 2039 /* create the golem object */
2070 tmp = arch_to_object (spell->other_arch); 2040 object *tmp = spell->other_arch->instance ();
2071 2041
2072 /* 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 */
2073 CLEAR_FLAG (tmp, FLAG_MONSTER); 2043 tmp->clr_flag (FLAG_MONSTER);
2074 tmp->stats.exp = 0; 2044 tmp->stats.exp = 0;
2075 add_friendly_object (tmp); 2045 add_friendly_object (tmp);
2076 tmp->type = GOLEM; 2046 tmp->type = GOLEM;
2077 tmp->set_owner (op); 2047 tmp->set_owner (op);
2078 op->contr->golem = tmp; 2048 op->contr->golem = tmp;
2079 set_spell_skill (op, caster, spell, tmp); 2049 set_spell_skill (op, caster, spell, tmp);
2080 2050
2081 /* 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
2082 * removed flag - it should only be set if get_split_object was 2052 * removed flag - it should only be set if weapon->split was
2083 * used above. 2053 * used above.
2084 */ 2054 */
2085 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2055 if (!weapon->flag [FLAG_REMOVED])
2086 weapon->remove (); 2056 weapon->remove ();
2087 2057
2088 insert_ob_in_ob (weapon, tmp); 2058 tmp->insert (weapon);
2089 esrv_send_item (op, weapon); 2059
2090 /* 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,
2091 * 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
2092 * body_info, skills, etc) 2062 * body_info, skills, etc)
2093 */ 2063 */
2094 SET_FLAG (tmp, FLAG_USE_WEAPON); 2064 tmp->set_flag (FLAG_USE_WEAPON);
2095 SET_FLAG (weapon, FLAG_APPLIED); 2065 weapon->set_flag (FLAG_APPLIED);
2096 tmp->update_stats (); 2066 tmp->update_stats ();
2097 2067
2098 /* 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
2099 * 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 -
2100 * 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.
2120 2090
2121 /* attacktype */ 2091 /* attacktype */
2122 if (!tmp->attacktype) 2092 if (!tmp->attacktype)
2123 tmp->attacktype = AT_PHYSICAL; 2093 tmp->attacktype = AT_PHYSICAL;
2124 2094
2125 mt = NULL;
2126 if (op->materialname != NULL)
2127 mt = name_to_material (op->materialname);
2128 if (mt != NULL)
2129 {
2130 for (i = 0; i < NROFATTACKS; i++) 2095 for (i = 0; i < NROFATTACKS; i++)
2131 tmp->resist[i] = 50 - (mt->save[i] * 5); 2096 tmp->resist[i] = 50 - (op->material->save[i] * 5);
2132 a = mt->save[0]; 2097
2133 } 2098 a = op->material->save[0];
2134 else 2099
2135 {
2136 for (i = 0; i < NROFATTACKS; i++)
2137 tmp->resist[i] = 5;
2138 a = 10;
2139 }
2140 /* Set weapon's immunity */ 2100 /* Set weapon's immunity */
2141 tmp->resist[ATNR_CONFUSION] = 100; 2101 tmp->resist[ATNR_CONFUSION] = 100;
2142 tmp->resist[ATNR_POISON] = 100; 2102 tmp->resist[ATNR_POISON] = 100;
2143 tmp->resist[ATNR_SLOW] = 100; 2103 tmp->resist[ATNR_SLOW] = 100;
2144 tmp->resist[ATNR_PARALYZE] = 100; 2104 tmp->resist[ATNR_PARALYZE] = 100;
2150 2110
2151 /* 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 */
2152 2112
2153 if (a > 14) 2113 if (a > 14)
2154 a = 14; 2114 a = 14;
2115
2155 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));
2156 2117
2157 /* Determine golem's speed */ 2118 /* Determine golem's speed */
2158 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)));
2159 2120
2160 if (!spell->race) 2121 if (!spell->race)
2161 { 2122 {
2162 sprintf (buf, "animated %s", &weapon->name); 2123 sprintf (buf, "animated %s", &weapon->name);
2163 tmp->name = buf; 2124 tmp->name = buf;
2169 tmp->state = weapon->state; 2130 tmp->state = weapon->state;
2170 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2131 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2171 } 2132 }
2172 2133
2173 /* 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. */
2174 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));
2175 2136
2176 tmp->speed_left = -1; 2137 tmp->speed_left = -1;
2177 tmp->direction = dir; 2138 tmp->direction = dir;
2178 2139
2179 m->insert (tmp, x, y, op); 2140 m->insert (tmp, x, y, op);
2183/* cast_daylight() - changes the map darkness level *lower* */ 2144/* cast_daylight() - changes the map darkness level *lower* */
2184 2145
2185/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2146/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2186 * This changes the light level for the entire map. 2147 * This changes the light level for the entire map.
2187 */ 2148 */
2188
2189int 2149int
2190cast_change_map_lightlevel (object *op, object *caster, object *spell) 2150cast_change_map_lightlevel (object *op, object *caster, object *spell)
2191{ 2151{
2192 int success; 2152 int success;
2193 2153
2197 success = op->map->change_map_light (spell->stats.dam); 2157 success = op->map->change_map_light (spell->stats.dam);
2198 2158
2199 if (!success) 2159 if (!success)
2200 { 2160 {
2201 if (spell->stats.dam < 0) 2161 if (spell->stats.dam < 0)
2202 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2162 op->failmsg ("It can be no brighter here.");
2203 else 2163 else
2204 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2164 op->failmsg ("It can be no darker here.");
2205 } 2165 }
2166
2206 return success; 2167 return success;
2207} 2168}
2208
2209
2210
2211
2212 2169
2213/* 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.
2214 * 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,
2215 * spell is the spell object itself. 2172 * spell is the spell object itself.
2216 */ 2173 */
2222 2179
2223 new_aura = present_arch_in_ob (spell->other_arch, op); 2180 new_aura = present_arch_in_ob (spell->other_arch, op);
2224 if (new_aura) 2181 if (new_aura)
2225 refresh = 1; 2182 refresh = 1;
2226 else 2183 else
2227 new_aura = arch_to_object (spell->other_arch); 2184 new_aura = spell->other_arch->instance ();
2228 2185
2229 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);
2230 2187
2231 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);
2232 2189
2233 new_aura->set_owner (op);
2234 set_spell_skill (op, caster, spell, new_aura); 2190 set_spell_skill (op, caster, spell, new_aura);
2235 new_aura->attacktype = spell->attacktype; 2191 new_aura->attacktype = spell->attacktype;
2236 2192
2237 new_aura->level = caster_level (caster, spell); 2193 new_aura->level = casting_level (caster, spell);
2194
2238 if (refresh) 2195 if (refresh)
2239 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.");
2240 else 2197 else
2241 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
2242 insert_ob_in_ob (new_aura, op); 2200 insert_ob_in_ob (new_aura, op);
2201 new_aura->set_owner (op);
2202
2243 return 1; 2203 return 1;
2244} 2204}
2245
2246 2205
2247/* 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,
2248 * 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
2249 * around him. 2208 * around him.
2250 * Aura parameters: 2209 * Aura parameters:
2251 * duration: duration counter. 2210 * duration: duration counter.
2252 * attacktype: aura's attacktype 2211 * attacktype: aura's attacktype
2253 * other_arch: archetype to drop where we attack 2212 * other_arch: archetype to drop where we attack
2254 */ 2213 */
2255
2256void 2214void
2257move_aura (object *aura) 2215move_aura (object *aura)
2258{ 2216{
2259 int i, mflags;
2260 object *env;
2261 maptile *m;
2262
2263 /* auras belong in inventories */ 2217 /* auras belong in inventories */
2264 env = aura->env; 2218 object *env = aura->env;
2219 object *owner = aura->owner;
2265 2220
2266 /* no matter what we've gotta remove the aura... 2221 /* no matter what we've gotta remove the aura...
2267 * we'll put it back if its time isn't up. 2222 * we'll put it back if its time isn't up.
2268 */ 2223 */
2269 aura->remove (); 2224 aura->remove ();
2270 2225
2271 /* exit if we're out of gas */ 2226 /* exit if we're out of gas */
2272 if (aura->duration-- < 0) 2227 if (aura->duration-- < 0)
2274 aura->destroy (); 2229 aura->destroy ();
2275 return; 2230 return;
2276 } 2231 }
2277 2232
2278 /* auras only exist in inventories */ 2233 /* auras only exist in inventories */
2279 if (env == NULL || env->map == NULL) 2234 if (!env || !env->map)
2280 { 2235 {
2281 aura->destroy (); 2236 aura->destroy ();
2282 return; 2237 return;
2283 } 2238 }
2284 2239
2285 /* we need to jump out of the inventory for a bit 2240 /* we need to jump out of the inventory for a bit
2286 * in order to hit the map conveniently. 2241 * in order to hit the map conveniently.
2287 */ 2242 */
2288 aura->insert_at (env, aura); 2243 aura->insert_at (env, aura);
2289 2244
2290 for (i = 1; i < 9; i++) 2245 for (int i = 1; i < 9; i++)
2291 { 2246 {
2292 sint16 nx, ny; 2247 mapxy pos (env);
2248 pos.move (i);
2293 2249
2294 nx = aura->x + freearr_x[i];
2295 ny = aura->y + freearr_y[i];
2296 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2297
2298 /* Consider the movement tyep of the person with the aura as 2250 /* Consider the movement type of the person with the aura as
2299 * 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
2300 * 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.
2301 */ 2253 */
2302 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)))
2303 { 2255 {
2304 hit_map (aura, i, aura->attacktype, 0); 2256 hit_map (aura, i, aura->attacktype, 0);
2305 2257
2306 if (aura->other_arch) 2258 if (aura->other_arch)
2307 m->insert (arch_to_object (aura->other_arch), nx, ny, aura); 2259 pos.insert (aura->other_arch->instance (), aura);
2308 } 2260 }
2309 } 2261 }
2310 2262
2311 /* put the aura back in the player's inventory */ 2263 /* put the aura back in the player's inventory */
2312 aura->remove (); 2264 env->insert (aura);
2313 insert_ob_in_ob (aura, env); 2265 aura->set_owner (owner);
2314} 2266}
2315 2267
2316/* moves the peacemaker spell. 2268/* moves the peacemaker spell.
2317 * op is the piece object. 2269 * op is the piece object.
2318 */ 2270 */
2319
2320void 2271void
2321move_peacemaker (object *op) 2272move_peacemaker (object *op)
2322{ 2273{
2323 object *tmp; 2274 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2324
2325 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2326 { 2275 {
2327 int atk_lev, def_lev; 2276 int atk_lev, def_lev;
2328 object *victim = tmp; 2277 object *victim = tmp->head_ ();
2329 2278
2330 if (tmp->head) 2279 if (!victim->flag [FLAG_MONSTER])
2331 victim = tmp->head;
2332 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2333 continue; 2280 continue;
2334 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2281
2282 if (victim->flag [FLAG_UNAGGRESSIVE])
2335 continue; 2283 continue;
2284
2336 if (victim->stats.exp == 0) 2285 if (victim->stats.exp == 0)
2337 continue; 2286 continue;
2338 2287
2339 def_lev = MAX (1, victim->level); 2288 def_lev = max (1, victim->level);
2340 atk_lev = MAX (1, op->level); 2289 atk_lev = max (1, op->level);
2341 2290
2342 if (rndm (0, atk_lev - 1) > def_lev) 2291 if (rndm (0, atk_lev - 1) > def_lev)
2343 { 2292 {
2344 /* make this sucker peaceful. */ 2293 /* make this sucker peaceful. */
2345 2294
2295 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2346 change_exp (op->owner, victim->stats.exp, op->skill, 0); 2296 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2347 victim->stats.exp = 0; 2297 victim->stats.exp = 0;
2348#if 0 2298#if 0
2349 /* No idea why these were all set to zero - if something 2299 /* No idea why these were all set to zero - if something
2350 * makes this creature agressive, he should still do damage. 2300 * makes this creature agressive, he should still do damage.
2353 victim->stats.sp = 0; 2303 victim->stats.sp = 0;
2354 victim->stats.grace = 0; 2304 victim->stats.grace = 0;
2355 victim->stats.Pow = 0; 2305 victim->stats.Pow = 0;
2356#endif 2306#endif
2357 victim->attack_movement = RANDO2; 2307 victim->attack_movement = RANDO2;
2358 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2308 victim->set_flag (FLAG_UNAGGRESSIVE);
2359 SET_FLAG (victim, FLAG_RUN_AWAY); 2309 victim->set_flag (FLAG_RUN_AWAY);
2360 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2310 victim->set_flag (FLAG_RANDOM_MOVE);
2361 CLEAR_FLAG (victim, FLAG_MONSTER); 2311 victim->clr_flag (FLAG_MONSTER);
2312
2362 if (victim->name) 2313 if (victim->name)
2363 {
2364 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);
2365 } 2315 }
2366 }
2367 } 2316 }
2368} 2317}
2369
2370 2318
2371/* This writes a rune that contains the appropriate message. 2319/* This writes a rune that contains the appropriate message.
2372 * There really isn't any adjustments we make. 2320 * There really isn't any adjustments we make.
2373 */ 2321 */
2374
2375int 2322int
2376write_mark (object *op, object *spell, const char *msg) 2323write_mark (object *op, object *spell, const char *msg)
2377{ 2324{
2378 char rune[HUGE_BUF];
2379 object *tmp;
2380
2381 if (!msg || msg[0] == 0) 2325 if (!msg || msg[0] == 0)
2382 { 2326 {
2383 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2327 op->failmsg ("Write what?");
2384 return 0; 2328 return 0;
2385 } 2329 }
2386 2330
2387 if (strcasestr_local (msg, "endmsg")) 2331 if (!msg_is_safe (msg))
2388 { 2332 {
2389 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.>");
2390 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);
2391 return 0; 2335 return 0;
2392 } 2336 }
2337
2393 if (!spell->other_arch) 2338 if (!spell->other_arch)
2394 return 0; 2339 return 0;
2395 tmp = arch_to_object (spell->other_arch);
2396 2340
2397 snprintf (rune, sizeof (rune), "%s\n", msg); 2341 object *tmp = spell->other_arch->instance ();
2398 2342
2399 tmp->race = op->name; /*Save the owner of the rune */ 2343 tmp->race = op->name; /*Save the owner of the rune */
2400 tmp->msg = rune; 2344 tmp->msg = msg;
2401 2345
2402 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); 2346 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2347
2403 return 1; 2348 return 1;
2404} 2349}
2350

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