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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.16 by root, Tue Dec 12 20:53:03 2006 UTC vs.
Revision 1.132 by root, Fri Apr 30 20:43:18 2010 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <object.h> 26#include <object.h>
26#include <living.h> 27#include <living.h>
27#ifndef __CEXTRACT__
28# include <sproto.h> 28#include <sproto.h>
29#endif
30#include <spells.h> 29#include <spells.h>
31#include <sounds.h> 30#include <sounds.h>
32 31
33/* cast_magic_storm: This is really used mostly for spell 32/* cast_magic_storm: This is really used mostly for spell
34 * fumbles at the like. tmp is the object to propogate. 33 * fumbles at the like. tmp is the object to propogate.
37void 36void
38cast_magic_storm (object *op, object *tmp, int lvl) 37cast_magic_storm (object *op, object *tmp, int lvl)
39{ 38{
40 if (!tmp) 39 if (!tmp)
41 return; /* error */ 40 return; /* error */
41
42 tmp->level = op->level; 42 tmp->level = op->level;
43 tmp->x = op->x;
44 tmp->y = op->y;
45 tmp->range += lvl / 5; /* increase the area of destruction */ 43 tmp->range += lvl / 5; /* increase the area of destruction */
46 tmp->duration += lvl / 5; 44 tmp->duration += lvl / 5;
47 45
48 /* Put a cap on duration for this - if the player fails in their 46 /* Put a cap on duration for this - if the player fails in their
49 * apartment, don't want it to go on so long that it kills them 47 * apartment, don't want it to go on so long that it kills them
50 * multiple times. Also, damge already increases with level, 48 * multiple times. Also, damge already increases with level,
51 * so don't really need to increase the duration as much either. 49 * so don't really need to increase the duration as much either.
52 */ 50 */
53 if (tmp->duration >= 40) 51 if (tmp->duration >= 40)
54 tmp->duration = 40; 52 tmp->duration = 40;
53
55 tmp->stats.dam = lvl; /* nasty recoils! */ 54 tmp->stats.dam = lvl; /* nasty recoils! */
56 tmp->stats.maxhp = tmp->count; /* tract single parent */ 55 tmp->stats.maxhp = tmp->count; /* tract single parent */
57 insert_ob_in_map (tmp, op->map, op, 0);
58 56
57 tmp->insert_at (op, op);
59} 58}
60
61 59
62int 60int
63recharge (object *op, object *caster, object *spell_ob) 61recharge (object *op, object *caster, object *spell_ob)
64{ 62{
65 object *wand, *tmp;
66 int ncharges; 63 int ncharges;
67 64
68 wand = find_marked_object (op); 65 object *wand = op->mark ();
66
69 if (wand == NULL || wand->type != WAND) 67 if (!wand || wand->type != WAND)
70 { 68 {
71 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge."); 69 op->failmsg ("You need to mark the wand you want to recharge.");
72 return 0; 70 return 0;
73 } 71 }
72
74 if (!(random_roll (0, 3, op, PREFER_HIGH))) 73 if (!(random_roll (0, 3, op, PREFER_HIGH)))
75 { 74 {
76 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand)); 75 op->failmsgf ("The %s vibrates violently, then explodes!", query_name (wand));
77 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE); 76 op->play_sound (sound_find ("ob_explode"));
78 esrv_del_item (op->contr, wand->count);
79 wand->remove ();
80 wand->destroy (0); 77 wand->destroy ();
81 tmp = get_archetype ("fireball"); 78 object *tmp = get_archetype (shstr_fireball);
82 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; 79 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
80
83 if (!tmp->stats.dam) 81 if (!tmp->stats.dam)
84 tmp->stats.dam = 1; 82 tmp->stats.dam = 1;
83
85 tmp->stats.hp = tmp->stats.dam / 2; 84 tmp->stats.hp = tmp->stats.dam / 2;
85
86 if (tmp->stats.hp < 2) 86 if (tmp->stats.hp < 2)
87 tmp->stats.hp = 2; 87 tmp->stats.hp = 2;
88 tmp->x = op->x; 88
89 tmp->y = op->y; 89 tmp->insert_at (op);
90 insert_ob_in_map (tmp, op->map, NULL, 0);
91 return 1; 90 return 1;
92 } 91 }
93 92
94 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)); 93 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob));
94
95 if (wand->inv && wand->inv->level) 95 if (wand->inv && wand->inv->level)
96 ncharges /= wand->inv->level; 96 ncharges /= wand->inv->level;
97 else 97 else
98 { 98 {
99 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand)); 99 op->failmsgf ("Your %s is broken.", query_name (wand));
100 return 0; 100 return 0;
101 } 101 }
102
102 if (!ncharges) 103 if (!ncharges)
103 ncharges = 1; 104 ncharges = 1;
104 105
105 wand->stats.food += ncharges; 106 wand->stats.food += ncharges;
106 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand)); 107 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand));
108
107 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE)) 109 if (wand->arch && wand->arch->flag [FLAG_ANIMATE])
108 { 110 {
109 SET_FLAG (wand, FLAG_ANIMATE); 111 wand->set_flag (FLAG_ANIMATE);
110 wand->speed = wand->arch->clone.speed; 112 wand->set_speed (wand->arch->speed);
111 update_ob_speed (wand);
112 } 113 }
114
113 return 1; 115 return 1;
114} 116}
115 117
116/* Create a missile (nonmagic - magic +4). Will either create bolts or arrows 118/* Create a missile (nonmagic - magic +4). Will either create bolts or arrows
117 * based on whether a crossbow or bow is equiped. If neither, it defaults to 119 * based on whether a crossbow or bow is equiped. If neither, it defaults to
121 * great a plus, the default is used. 123 * great a plus, the default is used.
122 * The # of arrows created also goes up with level, so if a 30th level mage 124 * The # of arrows created also goes up with level, so if a 30th level mage
123 * wants LOTS of arrows, and doesn't care what the plus is he could 125 * wants LOTS of arrows, and doesn't care what the plus is he could
124 * create nonnmagic arrows, or even -1, etc... 126 * create nonnmagic arrows, or even -1, etc...
125 */ 127 */
126
127int 128int
128cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg) 129cast_create_missile (object *op, object *caster, object *spell, int dir, const char *spellparam)
129{ 130{
130 int missile_plus = 0, bonus_plus = 0; 131 int bonus_plus = 0;
131 const char *missile_name; 132 const char *missile_name = "arrow";
132 object *tmp, *missile;
133 133
134 missile_name = "arrow";
135
136 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 134 for (object *tmp = op->inv; tmp; tmp = tmp->below)
137 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) 135 if (tmp->type == BOW && tmp->flag [FLAG_APPLIED])
138 missile_name = tmp->race; 136 missile_name = tmp->race;
139 137
140 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); 138 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
141 139
142 if (archetype::find (missile_name) == NULL) 140 archetype *missile_arch = archetype::find (missile_name);
141
142 if (!missile_arch)
143 { 143 {
144 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name); 144 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name);
145 return 0; 145 return 0;
146 } 146 }
147 147
148 missile = get_archetype (missile_name); 148 object *missile = missile_arch->instance ();
149 149
150 if (stringarg) 150 if (spellparam)
151 { 151 {
152 /* If it starts with a letter, presume it is a description */ 152 /* If it starts with a letter, presume it is a description */
153 if (isalpha (*stringarg)) 153 if (isalpha (*spellparam))
154 { 154 {
155 artifact *al = find_artifactlist (missile->type)->items; 155 artifact *al = find_artifactlist (missile->type)->items;
156 156
157 for (; al != NULL; al = al->next) 157 for (; al; al = al->next)
158 if (!strcasecmp (al->item->name, stringarg)) 158 if (!strcasecmp (al->item->name, spellparam))
159 break; 159 break;
160 160
161 if (!al) 161 if (!al)
162 { 162 {
163 missile->destroy (0); 163 missile->destroy ();
164 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, stringarg); 164 op->failmsgf ("No such object %ss of %s", missile_name, spellparam);
165 return 0; 165 return 0;
166 } 166 }
167 167
168 if (al->item->slaying) 168 if (al->item->slaying)
169 { 169 {
170 missile->destroy (0); 170 missile->destroy ();
171 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg); 171 op->failmsgf ("You are not allowed to create %ss of %s", missile_name, spellparam);
172 return 0; 172 return 0;
173 } 173 }
174 174
175 give_artifact_abilities (missile, al->item); 175 give_artifact_abilities (missile, al->item);
176 /* These special arrows cost something extra. Don't have them also be magical - 176 /* These special arrows cost something extra. Don't have them also be magical -
177 * otherwise, in most cases, not enough will be created. I don't want to get into 177 * otherwise, in most cases, not enough will be created. I don't want to get into
178 * the parsing of having to do both plus and type. 178 * the parsing of having to do both plus and type.
179 */ 179 */
180 bonus_plus = 1 + (al->item->value / 5); 180 bonus_plus = 1 + (al->item->value / 5);
181 missile_plus = 0; 181 missile_plus = 0;
182 } 182 }
183 else if (atoi (stringarg) < missile_plus) 183 else if (atoi (spellparam) < missile_plus)
184 missile_plus = atoi (stringarg); 184 missile_plus = atoi (spellparam);
185 } 185 }
186 186
187 if (missile_plus > 4) 187 missile_plus = clamp (missile_plus, -4, 4);
188 missile_plus = 4;
189 else if (missile_plus < -4)
190 missile_plus = -4;
191 188
192 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 189 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
193 missile->nrof -= 3 * (missile_plus + bonus_plus); 190 missile->nrof -= 3 * (missile_plus + bonus_plus);
194 191
195 if (missile->nrof < 1) 192 if (missile->nrof < 1)
197 194
198 missile->magic = missile_plus; 195 missile->magic = missile_plus;
199 /* Can't get any money for these objects */ 196 /* Can't get any money for these objects */
200 missile->value = 0; 197 missile->value = 0;
201 198
202 SET_FLAG (missile, FLAG_IDENTIFIED); 199 missile->set_flag (FLAG_IDENTIFIED);
203 200
204 if (!cast_create_obj (op, caster, missile, dir) && op->type == PLAYER && !missile->destroyed ()) 201 if (!cast_create_obj (op, caster, missile, dir) && op->type == PLAYER && !missile->destroyed ())
205 pick_up (op, missile); 202 pick_up (op, missile);
206 203
207 return 1; 204 return 1;
208} 205}
209 206
210 207
211/* allows the choice of what sort of food object to make. 208/* allows the choice of what sort of food object to make.
212 * If stringarg is NULL, it will create food dependent on level --PeterM*/ 209 * If spellparam is NULL, it will create food dependent on level --PeterM*/
213int 210int
214cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *stringarg) 211cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *spellparam)
215{ 212{
216 int food_value; 213 int food_value;
217 archetype *at = NULL; 214 archetype *at = NULL;
218 object *new_op; 215 object *new_op;
219 216
220 food_value = spell_ob->stats.food + +50 * SP_level_duration_adjust (caster, spell_ob); 217 food_value = spell_ob->stats.food + 50 * SP_level_duration_adjust (caster, spell_ob);
221 218
222 if (stringarg) 219 if (spellparam)
223 { 220 {
224 at = find_archetype_by_object_type_name (FOOD, stringarg); 221 at = find_archetype_by_object_type_name (FOOD, spellparam);
225 if (at == NULL) 222 if (at == NULL)
226 at = find_archetype_by_object_type_name (DRINK, stringarg); 223 at = find_archetype_by_object_type_name (DRINK, spellparam);
227 if (at == NULL || at->clone.stats.food > food_value) 224 if (at == NULL || at->stats.food > food_value)
228 stringarg = NULL; 225 spellparam = NULL;
229 } 226 }
230 227
231 if (!stringarg) 228 if (!spellparam)
232 { 229 {
233 archetype *at_tmp; 230 archetype *at_tmp;
234 231
235 /* We try to find the archetype with the maximum food value. 232 /* We try to find the archetype with the maximum food value.
236 * This removes the dependancy of hard coded food values in this 233 * This removes the dependancy of hard coded food values in this
238 * We don't use flesh types because the weight values of those need 235 * We don't use flesh types because the weight values of those need
239 * to be altered from the donor. 236 * to be altered from the donor.
240 */ 237 */
241 238
242 /* We assume the food items don't have multiple parts */ 239 /* We assume the food items don't have multiple parts */
243 for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next) 240 for_all_archetypes (at_tmp)
244 { 241 {
245 if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK) 242 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
246 { 243 {
247 /* Basically, if the food value is something that is creatable 244 /* Basically, if the food value is something that is creatable
248 * under the limits of the spell and it is higher than 245 * under the limits of the spell and it is higher than
249 * the item we have now, take it instead. 246 * the item we have now, take it instead.
250 */ 247 */
251 if (at_tmp->clone.stats.food <= food_value && (!at || at_tmp->clone.stats.food > at->clone.stats.food)) 248 if (at_tmp->stats.food <= food_value
249 && (!at
250 || at_tmp->stats.food > at->stats.food
251 || (at_tmp->stats.food == at->stats.food
252 && at_tmp->weight < at->weight)))
252 at = at_tmp; 253 at = at_tmp;
253 } 254 }
254 } 255 }
255 } 256 }
257
256 /* Pretty unlikely (there are some very low food items), but you never 258 /* Pretty unlikely (there are some very low food items), but you never
257 * know 259 * know
258 */ 260 */
259 if (!at) 261 if (!at)
260 { 262 {
261 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); 263 op->failmsgf ("You don't have enough experience to create any food.");
262 return 0; 264 return 0;
263 } 265 }
264 266
265 food_value /= at->clone.stats.food; 267 food_value /= at->stats.food;
266 new_op = arch_to_object (at); 268 new_op = at->instance ();
267 new_op->nrof = food_value; 269 new_op->nrof = food_value;
268 270
269 new_op->value = 0; 271 new_op->value = 0;
270 if (new_op->nrof < 1) 272 if (new_op->nrof < 1)
271 new_op->nrof = 1; 273 new_op->nrof = 1;
279{ 281{
280 int r, mflags, maxrange; 282 int r, mflags, maxrange;
281 object *tmp; 283 object *tmp;
282 maptile *m; 284 maptile *m;
283 285
284
285 if (!dir) 286 if (!dir)
286 { 287 {
287 examine_monster (op, op); 288 examine_monster (op, op);
288 return 1; 289 return 1;
289 } 290 }
291
290 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 292 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
291 for (r = 1; r < maxrange; r++) 293 for (r = 1; r < maxrange; r++)
292 { 294 {
293 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir]; 295 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir];
294 296
296 mflags = get_map_flags (m, &m, x, y, &x, &y); 298 mflags = get_map_flags (m, &m, x, y, &x, &y);
297 299
298 if (mflags & P_OUT_OF_MAP) 300 if (mflags & P_OUT_OF_MAP)
299 break; 301 break;
300 302
301 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) 303 if (!op->flag [FLAG_WIZCAST] && (mflags & P_NO_MAGIC))
302 { 304 {
303 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 305 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
304 return 0; 306 return 0;
305 } 307 }
308
306 if (mflags & P_IS_ALIVE) 309 if (mflags & P_IS_ALIVE)
307 { 310 {
308 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above) 311 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
309 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 312 if (tmp->flag [FLAG_ALIVE] && (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
310 { 313 {
311 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 314 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
312 if (tmp->head != NULL) 315 if (tmp->head != NULL)
313 tmp = tmp->head; 316 tmp = tmp->head;
314 examine_monster (op, tmp); 317 examine_monster (op, tmp);
315 return 1; 318 return 1;
316 } 319 }
317 } 320 }
318 } 321 }
322
319 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); 323 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
320 return 1; 324 return 1;
321} 325}
322
323 326
324/* This checks to see if 'pl' is invisible to 'mon'. 327/* This checks to see if 'pl' is invisible to 'mon'.
325 * does race check, undead check, etc 328 * does race check, undead check, etc
326 * Returns TRUE if mon can't see pl, false 329 * Returns TRUE if mon can't see pl, false
327 * otherwise. This doesn't check range, walls, etc. It 330 * otherwise. This doesn't check range, walls, etc. It
329 * pl is invisible. 332 * pl is invisible.
330 */ 333 */
331int 334int
332makes_invisible_to (object *pl, object *mon) 335makes_invisible_to (object *pl, object *mon)
333{ 336{
334
335 if (!pl->invisible) 337 if (!pl->invisible)
336 return 0; 338 return 0;
339
337 if (pl->type == PLAYER) 340 if (pl->type == PLAYER)
338 { 341 {
339 /* If race isn't set, then invisible unless it is undead */ 342 /* If race isn't set, then invisible unless it is undead */
340 if (!pl->contr->invis_race) 343 if (!pl->contr->invis_race)
341 { 344 {
342 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 345 if (mon->flag [FLAG_UNDEAD])
343 return 0; 346 return 0;
347
344 return 1; 348 return 1;
345 } 349 }
350
346 /* invis_race is set if we get here */ 351 /* invis_race is set if we get here */
347 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 352 if (pl->contr->invis_race == shstr_undead && is_true_undead (mon))
348 return 1; 353 return 1;
354
349 /* No race, can't be invisible to it */ 355 /* No race, can't be invisible to it */
350 if (!mon->race) 356 if (!mon->race)
351 return 0; 357 return 0;
358
352 if (strstr (mon->race, pl->contr->invis_race)) 359 if (mon->race.contains (pl->contr->invis_race))
353 return 1; 360 return 1;
361
354 /* Nothing matched above, return 0 */ 362 /* Nothing matched above, return 0 */
355 return 0; 363 return 0;
356 } 364 }
357 else 365 else
358 { 366 {
371 * normal applies. 379 * normal applies.
372 */ 380 */
373int 381int
374cast_invisible (object *op, object *caster, object *spell_ob) 382cast_invisible (object *op, object *caster, object *spell_ob)
375{ 383{
376 object *tmp;
377
378 if (op->invisible > 1000) 384 if (op->invisible > 1000)
379 { 385 {
380 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further"); 386 op->failmsg ("You can not extend the duration of your invisibility any further");
381 return 0; 387 return 0;
382 } 388 }
383 389
384 /* Remove the switch with 90% duplicate code - just handle the differences with 390 /* Remove the switch with 90% duplicate code - just handle the differences with
385 * and if statement or two. 391 * and if statement or two.
391 397
392 if (op->type == PLAYER) 398 if (op->type == PLAYER)
393 { 399 {
394 op->contr->invis_race = spell_ob->race; 400 op->contr->invis_race = spell_ob->race;
395 401
396 if (QUERY_FLAG (spell_ob, FLAG_MAKE_INVIS)) 402 if (spell_ob->flag [FLAG_MAKE_INVIS])
397 op->contr->tmp_invis = 0; 403 op->contr->tmp_invis = 0;
398 else 404 else
399 op->contr->tmp_invis = 1; 405 op->contr->tmp_invis = 1;
400 406
401 op->contr->hidden = 0; 407 op->contr->hidden = 0;
402 } 408 }
409
403 if (makes_invisible_to (op, op)) 410 if (makes_invisible_to (op, op))
404 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!"); 411 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!");
405 else 412 else
406 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!"); 413 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
407 414
408 update_object (op, UP_OBJ_FACE); 415 update_object (op, UP_OBJ_CHANGE);
409 416
410 /* Only search the active objects - only these should actually do 417 /* Only search the active objects - only these should actually do
411 * harm to the player. 418 * harm to the player.
412 */ 419 */
413 for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) 420 for_all_actives (tmp)
414 if (tmp->enemy == op) 421 if (tmp->enemy == op)
415 tmp->enemy = NULL; 422 tmp->enemy = 0;
423
416 return 1; 424 return 1;
417} 425}
418 426
419/* earth to dust spell. Basically destroys earthwalls in the area. 427/* earth to dust spell. Basically destroys earthwalls in the area.
420 */ 428 */
421int 429int
422cast_earth_to_dust (object *op, object *caster, object *spell_ob) 430cast_earth_to_dust (object *op, object *caster, object *spell_ob)
423{ 431{
424 object *tmp, *next;
425 int range, i, j, mflags; 432 int range, i, j, mflags;
426 sint16 sx, sy; 433 sint16 sx, sy;
427 maptile *m; 434 maptile *m;
428
429 if (op->type != PLAYER)
430 return 0;
431 435
432 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 436 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
433 437
434 for (i = -range; i <= range; i++) 438 for (i = -range; i <= range; i++)
435 for (j = -range; j <= range; j++) 439 for (j = -range; j <= range; j++)
440 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 444 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
441 445
442 if (mflags & P_OUT_OF_MAP) 446 if (mflags & P_OUT_OF_MAP)
443 continue; 447 continue;
444 448
445 // earth to dust tears down everything that can be teared down 449 // earth to dust tears down everything that can be torn down
446 for (tmp = get_map_ob (m, sx, sy); tmp != NULL; tmp = next) 450 for (object *next, *tmp = m->at (sx, sy).bot; tmp; tmp = next)
447 { 451 {
448 next = tmp->above; 452 next = tmp->above;
449 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 453
454 if (tmp->flag [FLAG_TEAR_DOWN])
450 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 455 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
451 } 456 }
452 } 457 }
458
453 return 1; 459 return 1;
454} 460}
455
456 461
457void 462void
458execute_word_of_recall (object *op) 463execute_word_of_recall (object *op)
459{ 464{
460 object *wor = op; 465 if (object *pl = op->in_player ())
461 466 if (pl->ms ().flags () & P_NO_CLERIC && !pl->flag [FLAG_WIZCAST])
462 while (op != NULL && op->type != PLAYER)
463 op = op->env;
464
465 if (op != NULL && op->map)
466 if ((get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_CLERIC) && (!QUERY_FLAG (op, FLAG_WIZCAST)))
467 new_draw_info (NDI_UNIQUE, 0, op, "You feel something fizzle inside you."); 467 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
468 else 468 else
469 enter_exit (op, wor); 469 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
470 470
471 wor->remove ();
472 wor->destroy (0); 471 op->destroy ();
473} 472}
474 473
475/* Word of recall causes the player to return 'home'. 474/* Word of recall causes the player to return 'home'.
476 * we put a force into the player object, so that there is a 475 * we put a force into the player object, so that there is a
477 * time delay effect. 476 * time delay effect.
478 */ 477 */
479int 478int
480cast_word_of_recall (object *op, object *caster, object *spell_ob) 479cast_word_of_recall (object *op, object *caster, object *spell_ob)
481{ 480{
482 object *dummy; 481 if (!op->is_player ())
483 int time;
484
485 if (op->type != PLAYER)
486 return 0; 482 return 0;
487 483
488 if (find_obj_by_type_subtype (op, SPELL_EFFECT, SP_WORD_OF_RECALL)) 484 if (find_obj_by_type_subtype (op, SPELL_EFFECT, SP_WORD_OF_RECALL))
489 { 485 {
490 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 486 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
491 return 1; 487 return 1;
492 } 488 }
493 489
494 dummy = get_archetype (FORCE_NAME); 490 object *dummy = get_archetype (FORCE_NAME);
495 if (dummy == NULL) 491
496 {
497 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
498 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
499 return 0;
500 }
501 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob); 492 int time = max (1, spell_ob->duration - SP_level_duration_adjust (caster, spell_ob));
502 if (time < 1)
503 time = 1;
504 493
505 /* value of speed really doesn't make much difference, as long as it is 494 /* value of speed really doesn't make much difference, as long as it is
506 * positive. Lower value may be useful so that the problem doesn't 495 * positive. Lower value may be useful so that the problem doesn't
507 * do anything really odd if it say a -1000 or something. 496 * do anything really odd if it say a -1000 or something.
508 */ 497 */
509 dummy->speed = 0.002; 498 dummy->set_speed (0.002);
510 update_ob_speed (dummy);
511 dummy->speed_left = -dummy->speed * time; 499 dummy->speed_left = -dummy->speed * time;
512 dummy->type = SPELL_EFFECT; 500 dummy->type = SPELL_EFFECT;
513 dummy->subtype = SP_WORD_OF_RECALL; 501 dummy->subtype = SP_WORD_OF_RECALL;
502 dummy->slaying = op->contr->savebed_map;
503 dummy->stats.hp = op->contr->bed_x;
504 dummy->stats.sp = op->contr->bed_y;
514 505
515 /* If we could take advantage of enter_player_savebed() here, it would be 506 op->insert (dummy);
516 * nice, but until the map load fails, we can't.
517 */
518 EXIT_PATH (dummy) = op->contr->savebed_map;
519 EXIT_X (dummy) = op->contr->bed_x;
520 EXIT_Y (dummy) = op->contr->bed_y;
521 507
522 (void) insert_ob_in_ob (dummy, op);
523 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 508 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
509
524 return 1; 510 return 1;
525} 511}
526 512
527/* cast_wonder 513/* cast_wonder
528 * wonder is really just a spell that will likely cast another 514 * wonder is really just a spell that will likely cast another
558 return cast_spell (op, caster, dir, newspell, NULL); 544 return cast_spell (op, caster, dir, newspell, NULL);
559 } 545 }
560 return 1; 546 return 1;
561} 547}
562 548
563
564int 549int
565perceive_self (object *op) 550perceive_self (object *op)
566{ 551{
567 char *cp = describe_item (op, op), buf[MAX_BUF]; 552 const char *cp = describe_item (op, op);
568 archetype *at = archetype::find (ARCH_DEPLETION); 553 archetype *at = archetype::find (shstr_depletion);
569 object *tmp;
570 int i;
571 554
555 dynbuf_text &buf = msg_dynbuf; buf.clear ();
556
557 if (!op->is_player ())
558 return 0;
559
560 if (object *race = archetype::find (op->race))
561 buf << " - You are a G<male|female> " << &race->name << ".\n";
562
572 tmp = find_god (determine_god (op)); 563 if (object *god = find_god (determine_god (op)))
573 if (tmp) 564 buf << " - You worship " << &god->name << ".\n";
574 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
575 else 565 else
576 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); 566 buf << " - You worship no god.\n";
577 567
578 tmp = present_arch_in_ob (at, op); 568 object *tmp = present_arch_in_ob (at, op);
579 569
580 if (*cp == '\0' && tmp == NULL) 570 if (*cp == '\0' && !tmp)
581 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 571 buf << " - You feel very mundane. ";
582 else 572 else
583 { 573 {
584 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 574 buf << " - You have: " << cp << ".\n";
585 new_draw_info (NDI_UNIQUE, 0, op, cp); 575
586 if (tmp != NULL) 576 if (tmp)
587 {
588 for (i = 0; i < NUM_STATS; i++) 577 for (int i = 0; i < NUM_STATS; i++)
589 { 578 if (tmp->stats.stat (i) < 0)
590 if (get_attr_value (&tmp->stats, i) < 0) 579 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
591 {
592 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i)));
593 }
594 }
595 }
596 } 580 }
597 581
598 if (is_dragon_pl (op)) 582 if (op->is_dragon ())
599 {
600 /* now grab the 'dragon_ability'-force from the player's inventory */ 583 /* now grab the 'dragon_ability'-force from the player's inventory */
601 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 584 for (tmp = op->inv; tmp; tmp = tmp->below)
602 { 585 {
603 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 586 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
604 { 587 {
605 if (tmp->stats.exp == 0) 588 if (tmp->stats.exp == 0)
606 {
607 sprintf (buf, "Your metabolism isn't focused on anything."); 589 buf << " - Your metabolism isn't focused on anything.\n";
608 }
609 else 590 else
610 {
611 sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); 591 buf << " - Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
612 } 592
613 new_draw_info (NDI_UNIQUE, 0, op, buf);
614 break; 593 break;
615 } 594 }
616 } 595 }
617 } 596
597 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
598
618 return 1; 599 return 1;
619} 600}
620
621/* int cast_create_town_portal (object *op, object *caster, int dir)
622 *
623 * This function cast the spell of town portal for op
624 *
625 * The spell operates in two passes. During the first one a place
626 * is marked as a destination for the portal. During the second one,
627 * 2 portals are created, one in the position the player cast it and
628 * one in the destination place. The portal are synchronized and 2 forces
629 * are inserted in the player to destruct the portal next time player
630 * creates a new portal pair.
631 * This spell has a side effect that it allows people to meet each other
632 * in a permanent, private, appartements by making a town portal from it
633 * to the town or another public place. So, check if the map is unique and if
634 * so return an error
635 *
636 * Code by Tchize (david.delbecq@usa.net)
637 */
638int
639cast_create_town_portal (object *op, object *caster, object *spell, int dir)
640{
641 object *dummy, *force, *old_force, *tmp;
642 archetype *perm_portal;
643 char portal_name[1024], portal_message[1024];
644 sint16 exitx, exity;
645 maptile *exitmap;
646 int op_level;
647
648
649 /* Check to see if the map the player is currently on is a per player unique
650 * map. This can be determined in that per player unique maps have the
651 * full pathname listed.
652 */
653 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
654 {
655 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
656 return 0;
657 }
658
659 /* The first thing to do is to check if we have a marked destination
660 * dummy is used to make a check inventory for the force
661 */
662 dummy = arch_to_object (spell->other_arch);
663 if (dummy == NULL)
664 {
665 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
666 LOG (llevError, "get_object failed (force in cast_create_town_portal for %s!\n", &op->name);
667 return 0;
668 }
669 force = check_inv_recursive (op, dummy);
670
671 if (force == NULL)
672 {
673 /* Here we know there is no destination marked up.
674 * We have 2 things to do:
675 * 1. Mark the destination in the player inventory.
676 * 2. Let the player know it worked.
677 */
678 dummy->name = op->map->path;
679 EXIT_X (dummy) = op->x;
680 EXIT_Y (dummy) = op->y;
681 insert_ob_in_ob (dummy, op);
682 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You fix this place in your mind.\nYou feel you are able to come here from anywhere.");
683 return 1;
684 }
685 dummy->destroy (0);
686
687 /* Here we know where the town portal should go to
688 * We should kill any existing portal associated with the player.
689 * Than we should create the 2 portals.
690 * For each of them, we need:
691 * - To create the portal with the name of the player+destination map
692 * - set the owner of the town portal
693 * - To mark the position of the portal in the player's inventory
694 * for easier destruction.
695 *
696 * The mark works has follow:
697 * slaying: Existing town portal
698 * hp, sp : x & y of the associated portal
699 * name : name of the portal
700 * race : map the portal is in
701 */
702
703 /* First step: killing existing town portals */
704 dummy = get_archetype (spell->race);
705 if (dummy == NULL)
706 {
707 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
708 LOG (llevError, "get_object failed (force) in cast_create_town_portal for %s!\n", &op->name);
709 return 0;
710 }
711 perm_portal = archetype::find (spell->slaying);
712
713 /* To kill a town portal, we go trough the player's inventory,
714 * for each marked portal in player's inventory,
715 * -We try load the associated map (if impossible, consider the portal destructed)
716 * -We find any portal in the specified location.
717 * If it has the good name, we destruct it.
718 * -We destruct the force indicating that portal.
719 */
720 while ((old_force = check_inv_recursive (op, dummy)))
721 {
722 exitx = EXIT_X (old_force);
723 exity = EXIT_Y (old_force);
724 LOG (llevDebug, "Trying to kill a portal in %s (%d,%d)\n", &old_force->race, exitx, exity);
725
726 if (!strncmp (old_force->race, settings.localdir, strlen (settings.localdir)))
727 exitmap = ready_map_name (old_force->race, MAP_PLAYER_UNIQUE);
728 else
729 exitmap = ready_map_name (old_force->race, 0);
730
731 if (exitmap)
732 {
733 tmp = present_arch (perm_portal, exitmap, exitx, exity);
734 while (tmp)
735 {
736 if (tmp->name == old_force->name)
737 {
738 tmp->remove ();
739 tmp->destroy (0);
740 break;
741 }
742 else
743 {
744 tmp = tmp->above;
745 }
746 }
747 }
748 old_force->remove ();
749 old_force->destroy (0);
750 LOG (llevDebug, "\n");
751 }
752 dummy->destroy (0);
753
754 /* Creating the portals.
755 * The very first thing to do is to ensure
756 * access to the destination map.
757 * If we can't, don't fizzle. Simply warn player.
758 * This ensure player pays his mana for the spell
759 * because HE is responsible of forgotting.
760 * 'force' is the destination of the town portal, which we got
761 * from the players inventory above.
762 */
763
764 /* Ensure exit map is loaded */
765 if (!strncmp (force->name, settings.localdir, strlen (settings.localdir)))
766 exitmap = ready_map_name (force->name, MAP_PLAYER_UNIQUE);
767 else
768 exitmap = ready_map_name (force->name, 0);
769
770 /* If we were unable to load (ex. random map deleted), warn player */
771 if (exitmap == NULL)
772 {
773 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
774 force->remove ();
775 force->destroy (0);
776 return 1;
777 }
778
779 op_level = caster_level (caster, spell);
780 if (op_level < 15)
781 snprintf (portal_message, 1024,
782 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
783 &op->name);
784 else if (op_level < 30)
785 snprintf (portal_message, 1024,
786 "\n%s's portal smells of ozone.\nYou do a lot of movements and finally pass\nthrough the small hole in the air\n", &op->name);
787 else if (op_level < 60)
788 snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
789 else
790 snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",
791 &op->name);
792
793 /* Create a portal in front of player
794 * dummy contain the portal and
795 * force contain the track to kill it later
796 */
797
798 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
799 dummy = get_archetype (spell->slaying); /*The portal */
800 if (dummy == NULL)
801 {
802 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
803 LOG (llevError, "get_object failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
804 return 0;
805 }
806 EXIT_PATH (dummy) = force->name;
807 EXIT_X (dummy) = EXIT_X (force);
808 EXIT_Y (dummy) = EXIT_Y (force);
809 dummy->name = dummy->name_pl = portal_name;
810 dummy->msg = portal_message;
811 dummy->race = op->name; /*Save the owner of the portal */
812 cast_create_obj (op, caster, dummy, 0);
813
814 /* Now we need to to create a town portal marker inside the player
815 * object, so on future castings, we can know that he has an active
816 * town portal.
817 */
818 tmp = get_archetype (spell->race);
819 if (tmp == NULL)
820 {
821 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
822 LOG (llevError, "get_object failed (force) in cast_create_town_portal for %s!\n", &op->name);
823 return 0;
824 }
825 tmp->race = op->map->path;
826 tmp->name = portal_name;
827 EXIT_X (tmp) = dummy->x;
828 EXIT_Y (tmp) = dummy->y;
829 insert_ob_in_ob (tmp, op);
830
831 /* Create a portal in the destination map
832 * dummy contain the portal and
833 * force the track to kill it later
834 * the 'force' variable still contains the 'reminder' of
835 * where this portal goes to.
836 */
837 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, op->map->path);
838 dummy = get_archetype (spell->slaying); /*The portal */
839 if (dummy == NULL)
840 {
841 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
842 LOG (llevError, "get_object failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
843 return 0;
844 }
845 EXIT_PATH (dummy) = op->map->path;
846 EXIT_X (dummy) = op->x;
847 EXIT_Y (dummy) = op->y;
848 dummy->name = dummy->name_pl = portal_name;
849 dummy->msg = portal_message;
850 dummy->x = EXIT_X (force);
851 dummy->y = EXIT_Y (force);
852 dummy->race = op->name; /*Save the owner of the portal */
853 insert_ob_in_map (dummy, exitmap, op, 0);
854
855 /* Now we create another town portal marker that
856 * points back to the one we just made
857 */
858 tmp = get_archetype (spell->race);
859 if (tmp == NULL)
860 {
861 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
862 LOG (llevError, "get_object failed (force) in cast_create_town_portal for %s!\n", &op->name);
863 return 0;
864 }
865 tmp->race = force->name;
866 tmp->name = portal_name;
867 EXIT_X (tmp) = dummy->x;
868 EXIT_Y (tmp) = dummy->y;
869 insert_ob_in_ob (tmp, op);
870
871 /* Describe the player what happened
872 */
873 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
874 force->remove (); /* Delete the force inside the player */
875 force->destroy (0);
876 return 1;
877}
878
879 601
880/* This creates magic walls. Really, it can create most any object, 602/* This creates magic walls. Really, it can create most any object,
881 * within some reason. 603 * within some reason.
882 */ 604 */
883
884int 605int
885magic_wall (object *op, object *caster, int dir, object *spell_ob) 606magic_wall (object *op, object *caster, int dir, object *spell_ob)
886{ 607{
887 object *tmp, *tmp2; 608 object *tmp;
888 int i, posblocked, negblocked, maxrange; 609 int i, posblocked, negblocked, maxrange;
889 sint16 x, y; 610 sint16 x, y;
890 maptile *m; 611 maptile *m;
891 const char *name; 612 const char *name;
892 archetype *at; 613 archetype *at;
900 else 621 else
901 { 622 {
902 x = op->x + freearr_x[dir]; 623 x = op->x + freearr_x[dir];
903 y = op->y + freearr_y[dir]; 624 y = op->y + freearr_y[dir];
904 } 625 }
626
905 m = op->map; 627 m = op->map;
906 628
907 if ((spell_ob->move_block || x != op->x || y != op->y) && 629 if ((spell_ob->move_block || x != op->x || y != op->y) &&
908 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) || 630 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) ||
909 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block))) 631 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
910 { 632 {
911 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 633 op->failmsg ("Something is in the way.");
912 return 0; 634 return 0;
913 } 635 }
636
914 if (spell_ob->other_arch) 637 if (spell_ob->other_arch)
915 { 638 tmp = spell_ob->other_arch->instance ();
916 tmp = arch_to_object (spell_ob->other_arch);
917 }
918 else if (spell_ob->race) 639 else if (spell_ob->race)
919 { 640 {
920 char buf1[MAX_BUF]; 641 char buf1[MAX_BUF];
921 642
922 sprintf (buf1, spell_ob->race, dir); 643 sprintf (buf1, spell_ob->race, dir);
925 { 646 {
926 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 647 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
927 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 648 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
928 return 0; 649 return 0;
929 } 650 }
930 tmp = arch_to_object (at); 651
652 tmp = at->instance ();
931 } 653 }
932 else 654 else
933 { 655 {
934 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name); 656 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
935 return 0; 657 return 0;
940 tmp->attacktype = spell_ob->attacktype; 662 tmp->attacktype = spell_ob->attacktype;
941 tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 663 tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
942 tmp->stats.dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 664 tmp->stats.dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
943 tmp->range = 0; 665 tmp->range = 0;
944 } 666 }
945 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 667 else if (tmp->flag [FLAG_ALIVE])
946 { 668 {
947 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 669 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
948 tmp->stats.maxhp = tmp->stats.hp; 670 tmp->stats.maxhp = tmp->stats.hp;
949 set_owner (tmp, op);
950 set_spell_skill (op, caster, spell_ob, tmp);
951 } 671 }
952 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP)) 672
673 if (spell_ob->flag [FLAG_IS_USED_UP] || tmp->flag [FLAG_IS_USED_UP])
953 { 674 {
954 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 675 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
955 SET_FLAG (tmp, FLAG_IS_USED_UP); 676 tmp->set_flag (FLAG_IS_USED_UP);
956 } 677 }
957 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 678
679 if (spell_ob->flag [FLAG_TEAR_DOWN])
958 { 680 {
959 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 681 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
960 tmp->stats.maxhp = tmp->stats.hp; 682 tmp->stats.maxhp = tmp->stats.hp;
961 SET_FLAG (tmp, FLAG_TEAR_DOWN); 683 tmp->set_flag (FLAG_TEAR_DOWN);
962 SET_FLAG (tmp, FLAG_ALIVE); 684 tmp->set_flag (FLAG_ALIVE);
963 } 685 }
964 686
965 /* This can't really hurt - if the object doesn't kill anything, 687 /* This can't really hurt - if the object doesn't kill anything,
966 * these fields just won't be used. 688 * these fields just won't be used. Do not set the owner for
689 * earthwalls, though, so they survive restarts.
967 */ 690 */
968 set_owner (tmp, op); 691 if (tmp->type != EARTHWALL) //TODO
692 tmp->set_owner (op);
693
969 set_spell_skill (op, caster, spell_ob, tmp); 694 set_spell_skill (op, caster, spell_ob, tmp);
970 tmp->x = x;
971 tmp->y = y;
972 tmp->level = caster_level (caster, spell_ob) / 2; 695 tmp->level = casting_level (caster, spell_ob) / 2;
973 696
974 name = tmp->name; 697 name = tmp->name;
975 if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL) 698 if (!(tmp = m->insert (tmp, x, y, op)))
976 { 699 {
977 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name); 700 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
978 return 0; 701 return 0;
979 } 702 }
703
980 /* If this is a spellcasting wall, need to insert the spell object */ 704 /* If this is a spellcasting wall, need to insert the spell object */
981 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 705 if (tmp->other_arch && tmp->other_arch->type == SPELL)
982 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 706 insert_ob_in_ob (tmp->other_arch->instance (), tmp);
983 707
984 /* This code causes the wall to extend some distance in 708 /* This code causes the wall to extend some distance in
985 * each direction, or until an obstruction is encountered. 709 * each direction, or until an obstruction is encountered.
986 * posblocked and negblocked help determine how far the 710 * posblocked and negblocked help determine how far the
987 * created wall can extend, it won't go extend through 711 * created wall can extend, it won't go extend through
1002 m = tmp->map; 726 m = tmp->map;
1003 727
1004 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && 728 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
1005 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked) 729 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked)
1006 { 730 {
1007 tmp2 = get_object (); 731 object *tmp2 = tmp->clone ();
1008 copy_object (tmp, tmp2); 732 m->insert (tmp2, x, y, op);
1009 tmp2->x = x; 733
1010 tmp2->y = y;
1011 insert_ob_in_map (tmp2, m, op, 0);
1012 /* If this is a spellcasting wall, need to insert the spell object */ 734 /* If this is a spellcasting wall, need to insert the spell object */
1013 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 735 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1014 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 736 tmp2->insert (tmp2->other_arch->instance ());
1015 737
1016 } 738 }
1017 else 739 else
1018 posblocked = 1; 740 posblocked = 1;
1019 741
1022 m = tmp->map; 744 m = tmp->map;
1023 745
1024 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && 746 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
1025 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked) 747 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
1026 { 748 {
1027 tmp2 = get_object (); 749 object *tmp2 = tmp->clone ();
1028 copy_object (tmp, tmp2); 750 m->insert (tmp2, x, y, op);
1029 tmp2->x = x; 751
1030 tmp2->y = y;
1031 insert_ob_in_map (tmp2, m, op, 0);
1032 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 752 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1033 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 753 tmp2->insert (tmp2->other_arch->instance ());
1034 } 754 }
1035 else 755 else
1036 negblocked = 1; 756 negblocked = 1;
1037 } 757 }
1038 758
1039 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) 759 if (tmp->flag [FLAG_BLOCKSVIEW])
1040 update_all_los (op->map, op->x, op->y); 760 update_all_los (op->map, op->x, op->y);
1041 761
1042 return 1; 762 return 1;
1043} 763}
1044 764
1045int 765int
1046dimension_door (object *op, object *caster, object *spob, int dir) 766dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
1047{ 767{
1048 uint32 dist, maxdist; 768 uint32 dist, maxdist;
1049 int mflags; 769 int mflags;
1050 maptile *m; 770 maptile *m;
1051 sint16 sx, sy; 771 sint16 sx, sy;
1053 if (op->type != PLAYER) 773 if (op->type != PLAYER)
1054 return 0; 774 return 0;
1055 775
1056 if (!dir) 776 if (!dir)
1057 { 777 {
1058 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?"); 778 op->failmsg ("In what direction?");
1059 return 0; 779 return 0;
1060 } 780 }
1061 781
1062 /* Given the new outdoor maps, can't let players dimension door for 782 /* Given the new outdoor maps, can't let players dimension door for
1063 * ever, so put limits in. 783 * ever, so put limits in.
1064 */ 784 */
1065 maxdist = spob->range + SP_level_range_adjust (caster, spob); 785 maxdist = spob->range + SP_level_range_adjust (caster, spob);
1066 786
1067 if (op->contr->count) 787 if (spellparam)
1068 { 788 {
789 int count = atoi (spellparam);
790
1069 if (op->contr->count > maxdist) 791 if (count > maxdist)
1070 { 792 {
1071 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!"); 793 op->failmsg ("You can't dimension door that far!");
1072 return 0; 794 return 0;
1073 } 795 }
1074 796
1075 for (dist = 0; dist < op->contr->count; dist++) 797 for (dist = 0; dist < count; dist++)
1076 { 798 {
1077 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy); 799 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
1078 800
1079 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 801 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
1080 break; 802 break;
1081 803
1082 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) 804 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1083 break; 805 break;
1084 } 806 }
1085 807
1086 if (dist < op->contr->count) 808 if (dist < count)
1087 { 809 {
1088 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n"); 810 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
1089 op->contr->count = 0;
1090 return 0; 811 return 0;
1091 } 812 }
1092 op->contr->count = 0;
1093 813
1094 /* Remove code that puts player on random space on maps. IMO, 814 /* Remove code that puts player on random space on maps. IMO,
1095 * a lot of maps probably have areas the player should not get to, 815 * a lot of maps probably have areas the player should not get to,
1096 * but may not be marked as NO_MAGIC (as they may be bounded 816 * but may not be marked as NO_MAGIC (as they may be bounded
1097 * by such squares). Also, there are probably treasure rooms and 817 * by such squares). Also, there are probably treasure rooms and
1139 break; 859 break;
1140 860
1141 } 861 }
1142 if (!dist) 862 if (!dist)
1143 { 863 {
1144 new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n"); 864 op->failmsg ("Your spell failed!\n");
1145 return 0; 865 return 0;
1146 } 866 }
1147 } 867 }
1148 868
1149 /* Actually move the player now */ 869 /* Actually move the player now */
1150 op->remove (); 870 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op)))
1151 op->x += freearr_x[dir] * dist;
1152 op->y += freearr_y[dir] * dist;
1153 if ((op = insert_ob_in_map (op, op->map, op, 0)) == NULL)
1154 return 1; 871 return 1;
1155 872
1156 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ 873 op->speed_left = -5. * op->speed; /* Freeze them for a short while */
874
1157 return 1; 875 return 1;
1158} 876}
1159
1160 877
1161/* cast_heal: Heals something. 878/* cast_heal: Heals something.
1162 * op is the caster. 879 * op is the caster.
1163 * dir is the direction he is casting it in. 880 * dir is the direction he is casting it in.
1164 * spell is the spell object. 881 * spell is the spell object.
1171 object *poison; 888 object *poison;
1172 int heal = 0, success = 0; 889 int heal = 0, success = 0;
1173 890
1174 tmp = find_target_for_friendly_spell (op, dir); 891 tmp = find_target_for_friendly_spell (op, dir);
1175 892
1176 if (tmp == NULL) 893 if (!tmp)
1177 return 0; 894 return 0;
1178 895
1179 /* Figure out how many hp this spell might cure. 896 /* Figure out how many hp this spell might cure.
1180 * could be zero if this spell heals effects, not damage. 897 * could be zero if this spell heals effects, not damage.
1181 */ 898 */
1184 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp; 901 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
1185 902
1186 if (heal) 903 if (heal)
1187 { 904 {
1188 if (tmp->stats.hp >= tmp->stats.maxhp) 905 if (tmp->stats.hp >= tmp->stats.maxhp)
1189 {
1190 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed."); 906 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed.");
1191 }
1192 else 907 else
1193 { 908 {
1194 /* See how many points we actually heal. Instead of messages 909 /* See how many points we actually heal. Instead of messages
1195 * based on type of spell, we instead do messages based 910 * based on type of spell, we instead do messages based
1196 * on amount of damage healed. 911 * on amount of damage healed.
1197 */ 912 */
1198 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 913 if (heal > tmp->stats.maxhp - tmp->stats.hp)
1199 heal = tmp->stats.maxhp - tmp->stats.hp; 914 heal = tmp->stats.maxhp - tmp->stats.hp;
915
1200 tmp->stats.hp += heal; 916 tmp->stats.hp += heal;
1201 917
1202 if (tmp->stats.hp >= tmp->stats.maxhp) 918 if (tmp->stats.hp >= tmp->stats.maxhp)
1203 {
1204 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 919 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1205 }
1206 else if (heal > 50) 920 else if (heal > 50)
1207 {
1208 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); 921 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1209 }
1210 else if (heal > 25) 922 else if (heal > 25)
1211 {
1212 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); 923 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1213 }
1214 else if (heal > 10) 924 else if (heal > 10)
1215 {
1216 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade."); 925 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade.");
1217 }
1218 else 926 else
1219 {
1220 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close."); 927 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close.");
1221 } 928
1222 success = 1; 929 success = 1;
1223 } 930 }
1224 } 931 }
932
1225 if (spell->attacktype & AT_DISEASE) 933 if (spell->attacktype & AT_DISEASE)
1226 if (cure_disease (tmp, op)) 934 if (cure_disease (tmp, op, spell))
1227 success = 1; 935 success = 1;
1228 936
1229 if (spell->attacktype & AT_POISON) 937 if (spell->attacktype & AT_POISON)
1230 { 938 {
1231 at = archetype::find ("poisoning"); 939 at = archetype::find (shstr_poisoning);
1232 poison = present_arch_in_ob (at, tmp); 940 poison = present_arch_in_ob (at, tmp);
1233 if (poison) 941 if (poison)
1234 { 942 {
1235 success = 1; 943 success = 1;
1236 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 944 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1237 poison->stats.food = 1; 945 poison->stats.food = 1;
1238 } 946 }
1239 } 947 }
948
1240 if (spell->attacktype & AT_CONFUSION) 949 if (spell->attacktype & AT_CONFUSION)
1241 { 950 {
1242 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 951 poison = present_in_ob_by_name (FORCE, shstr_confusion, tmp);
1243 if (poison) 952 if (poison)
1244 { 953 {
1245 success = 1; 954 success = 1;
1246 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 955 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1247 poison->duration = 1; 956 poison->duration = 1;
1248 } 957 }
1249 } 958 }
959
1250 if (spell->attacktype & AT_BLIND) 960 if (spell->attacktype & AT_BLIND)
1251 { 961 {
1252 at = archetype::find ("blindness"); 962 at = archetype::find (shstr_blindness);
1253 poison = present_arch_in_ob (at, tmp); 963 poison = present_arch_in_ob (at, tmp);
1254 if (poison) 964 if (poison)
1255 { 965 {
1256 success = 1; 966 success = 1;
1257 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return."); 967 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1258 poison->stats.food = 1; 968 poison->stats.food = 1;
1259 } 969 }
1260 } 970 }
971
1261 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) 972 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1262 { 973 {
1263 tmp->stats.sp += spell->last_sp; 974 tmp->stats.sp += spell->last_sp;
1264 if (tmp->stats.sp > tmp->stats.maxsp) 975 if (tmp->stats.sp > tmp->stats.maxsp)
1265 tmp->stats.sp = tmp->stats.maxsp; 976 tmp->stats.sp = tmp->stats.maxsp;
1266 success = 1; 977 success = 1;
1267 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!"); 978 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!");
1268 } 979 }
980
1269 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) 981 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1270 { 982 {
1271 tmp->stats.grace += spell->last_grace; 983 tmp->stats.grace += spell->last_grace;
1272 if (tmp->stats.grace > tmp->stats.maxgrace) 984 if (tmp->stats.grace > tmp->stats.maxgrace)
1273 tmp->stats.grace = tmp->stats.maxgrace; 985 tmp->stats.grace = tmp->stats.maxgrace;
1274 success = 1; 986 success = 1;
1275 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!"); 987 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1276 } 988 }
989
1277 if (spell->stats.food && tmp->stats.food < 999) 990 if (spell->stats.food && tmp->stats.food < MAX_FOOD)
1278 { 991 {
1279 tmp->stats.food += spell->stats.food; 992 tmp->stats.food += spell->stats.food;
1280 if (tmp->stats.food > 999) 993 min_it (tmp->stats.food, MAX_FOOD);
1281 tmp->stats.food = 999; 994
1282 success = 1; 995 success = 1;
1283 /* We could do something a bit better like the messages for healing above */ 996 /* We could do something a bit better like the messages for healing above */
1284 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food"); 997 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1285 } 998 }
999
1286 return success; 1000 return success;
1287} 1001}
1288
1289 1002
1290/* This is used for the spells that gain stats. There are no spells 1003/* This is used for the spells that gain stats. There are no spells
1291 * right now that icnrease wis/int/pow on a temp basis, so no 1004 * right now that icnrease wis/int/pow on a temp basis, so no
1292 * good comments for those. 1005 * good comments for those.
1293 */ 1006 */
1294static const char *const no_gain_msgs[NUM_STATS] = { 1007static const char *const no_gain_msgs[NUM_STATS] = {
1295 "You grow no stronger.", 1008 "You grow no stronger.",
1296 "You grow no more agile.", 1009 "You grow no more agile.",
1297 "You don't feel any healthier.", 1010 "You don't feel any healthier.",
1298 "no wis", 1011 "You didn't grow any more intelligent.",
1012 "You do not feel any wiser.",
1013 "You don't feel any more powerful."
1299 "You are no easier to look at.", 1014 "You are no easier to look at.",
1300 "no int",
1301 "no pow"
1302}; 1015};
1303 1016
1304int 1017int
1018change_ability_duration (object *spell, object *caster)
1019{
1020 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1021}
1022
1023int
1305cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) 1024cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1306{ 1025{
1307 object *tmp, *tmp2 = NULL;
1308 object *force = NULL; 1026 object *force = 0;
1309 int i; 1027 int i;
1310 1028
1311 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1029 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1312 if (dir != 0) 1030 object *tmp = dir
1313 {
1314 tmp = find_target_for_friendly_spell (op, dir); 1031 ? find_target_for_friendly_spell (op, dir)
1315 } 1032 : op;
1316 else
1317 {
1318 tmp = op;
1319 }
1320 1033
1321 if (tmp == NULL) 1034 if (!tmp)
1322 return 0; 1035 return 0;
1323 1036
1324 /* If we've already got a force of this type, don't add a new one. */ 1037 /* If we've already got a force of this type, don't add a new one. */
1325 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1038 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1326 { 1039 {
1327 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1040 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1328 { 1041 {
1329 if (tmp2->name == spell_ob->name) 1042 if (tmp2->name == spell_ob->name)
1330 { 1043 {
1332 break; 1045 break;
1333 } 1046 }
1334 else if (spell_ob->race && spell_ob->race == tmp2->name) 1047 else if (spell_ob->race && spell_ob->race == tmp2->name)
1335 { 1048 {
1336 if (!silent) 1049 if (!silent)
1337 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 1050 op->failmsgf ("You can not cast %s while %s is in effect",
1051 &spell_ob->name, &tmp2->name_pl);
1052
1338 return 0; 1053 return 0;
1339 } 1054 }
1340 } 1055 }
1341 } 1056 }
1057
1058 int duration = change_ability_duration (spell_ob, caster);
1059
1342 if (force == NULL) 1060 if (force)
1343 {
1344 force = get_archetype (FORCE_NAME);
1345 force->subtype = FORCE_CHANGE_ABILITY;
1346 if (spell_ob->race)
1347 force->name = spell_ob->race;
1348 else
1349 force->name = spell_ob->name;
1350 force->name_pl = spell_ob->name;
1351 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1352
1353 } 1061 {
1354 else
1355 {
1356 int duration;
1357
1358 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1359 if (duration > force->duration) 1062 if (duration > force->duration)
1360 { 1063 {
1361 force->duration = duration; 1064 force->duration = duration;
1362 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1065 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1363 } 1066 }
1364 else 1067 else
1365 {
1366 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1068 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1367 } 1069
1368 return 1; 1070 return 1;
1369 } 1071 }
1370 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1072
1073 new_draw_info_format (NDI_UNIQUE, 0, op,
1074 "You create an aura of magical force. H<The effect will last for about %.10g seconds.>",
1075 TICK2TIME (duration));
1076
1077 force = get_archetype (FORCE_NAME);
1078 force->subtype = FORCE_CHANGE_ABILITY;
1079 force->duration = duration;
1080
1081 if (spell_ob->race)
1082 force->name = spell_ob->race;
1083 else
1084 force->name = spell_ob->name;
1085
1086 force->name_pl = spell_ob->name;
1087
1371 force->speed = 1.0; 1088 force->speed = 1.0;
1372 force->speed_left = -1.0; 1089 force->speed_left = -1.0;
1373 SET_FLAG (force, FLAG_APPLIED); 1090 force->set_flag (FLAG_APPLIED);
1374 1091
1375 /* Now start processing the effects. First, protections */ 1092 /* Now start processing the effects. First, protections */
1376 for (i = 0; i < NROFATTACKS; i++) 1093 for (i = 0; i < NROFATTACKS; i++)
1377 { 1094 {
1378 if (spell_ob->resist[i]) 1095 if (spell_ob->resist[i])
1380 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob); 1097 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob);
1381 if (force->resist[i] > 100) 1098 if (force->resist[i] > 100)
1382 force->resist[i] = 100; 1099 force->resist[i] = 100;
1383 } 1100 }
1384 } 1101 }
1102
1385 if (spell_ob->stats.hp) 1103 if (spell_ob->stats.hp)
1386 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob); 1104 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1387 1105
1388 if (tmp->type == PLAYER) 1106 if (tmp->type == PLAYER)
1389 { 1107 {
1390 /* Stat adjustment spells */ 1108 /* Stat adjustment spells */
1391 for (i = 0; i < NUM_STATS; i++) 1109 for (i = 0; i < NUM_STATS; i++)
1392 { 1110 {
1393 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; 1111 if (sint8 stat = spell_ob->stats.stat (i))
1394
1395 if (stat)
1396 { 1112 {
1397 sm = 0; 1113 sint8 sm = 0;
1398 for (k = 0; k < stat; k++) 1114 for (sint8 k = 0; k < stat; k++)
1399 sm += rndm (1, 3); 1115 sm += rndm (1, 3);
1400 1116
1401 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) 1117 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1402 { 1118 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1403 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); 1119
1404 if (sm < 0) 1120 force->stats.stat (i) = sm;
1405 sm = 0; 1121
1406 }
1407 set_attr_value (&force->stats, i, sm);
1408 if (!sm) 1122 if (!sm)
1409 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); 1123 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1410 } 1124 }
1411 } 1125 }
1412 } 1126 }
1413 1127
1414 force->move_type = spell_ob->move_type; 1128 force->move_type = spell_ob->move_type;
1415 1129
1416 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK)) 1130 if (spell_ob->flag [FLAG_SEE_IN_DARK])
1417 SET_FLAG (force, FLAG_SEE_IN_DARK); 1131 force->set_flag (FLAG_SEE_IN_DARK);
1418 1132
1419 if (QUERY_FLAG (spell_ob, FLAG_XRAYS)) 1133 if (spell_ob->flag [FLAG_XRAYS])
1420 SET_FLAG (force, FLAG_XRAYS); 1134 force->set_flag (FLAG_XRAYS);
1421 1135
1422 /* Haste/bonus speed */ 1136 /* Haste/bonus speed */
1423 if (spell_ob->stats.exp) 1137 if (spell_ob->stats.exp)
1424 { 1138 {
1425 if (op->speed > 0.5f) 1139 if (op->speed > 0.5f)
1432 force->stats.ac = spell_ob->stats.ac; 1146 force->stats.ac = spell_ob->stats.ac;
1433 force->attacktype = spell_ob->attacktype; 1147 force->attacktype = spell_ob->attacktype;
1434 1148
1435 insert_ob_in_ob (force, tmp); 1149 insert_ob_in_ob (force, tmp);
1436 change_abil (tmp, force); /* Mostly to display any messages */ 1150 change_abil (tmp, force); /* Mostly to display any messages */
1437 fix_player (tmp); 1151 tmp->update_stats ();
1152
1438 return 1; 1153 return 1;
1439} 1154}
1440 1155
1441/* This used to be part of cast_change_ability, but it really didn't make 1156/* This used to be part of cast_change_ability, but it really didn't make
1442 * a lot of sense, since most of the values it derives are from the god 1157 * a lot of sense, since most of the values it derives are from the god
1443 * of the caster. 1158 * of the caster.
1444 */ 1159 */
1445
1446int 1160int
1447cast_bless (object *op, object *caster, object *spell_ob, int dir) 1161cast_bless (object *op, object *caster, object *spell_ob, int dir)
1448{ 1162{
1449 int i; 1163 int i;
1450 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1164 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1451 1165
1452 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1166 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1453 if (dir != 0) 1167 if (dir != 0)
1454 { 1168 {
1455 tmp = find_target_for_friendly_spell (op, dir); 1169 tmp = find_target_for_friendly_spell (op, dir);
1170
1171 if (!tmp)
1172 return 0;
1456 } 1173 }
1457 else 1174 else
1458 {
1459 tmp = op; 1175 tmp = op;
1460 }
1461 1176
1462 /* If we've already got a force of this type, don't add a new one. */ 1177 /* If we've already got a force of this type, don't add a new one. */
1463 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1178 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1464 { 1179 {
1465 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1180 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1466 { 1181 {
1467 if (tmp2->name == spell_ob->name) 1182 if (tmp2->name == spell_ob->name)
1468 { 1183 {
1474 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 1189 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1475 return 0; 1190 return 0;
1476 } 1191 }
1477 } 1192 }
1478 } 1193 }
1194
1479 if (force == NULL) 1195 if (force == NULL)
1480 { 1196 {
1481 force = get_archetype (FORCE_NAME); 1197 force = get_archetype (FORCE_NAME);
1482 force->subtype = FORCE_CHANGE_ABILITY; 1198 force->subtype = FORCE_CHANGE_ABILITY;
1483 if (spell_ob->race) 1199 if (spell_ob->race)
1504 return 0; 1220 return 0;
1505 } 1221 }
1506 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1222 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1507 force->speed = 1.0; 1223 force->speed = 1.0;
1508 force->speed_left = -1.0; 1224 force->speed_left = -1.0;
1509 SET_FLAG (force, FLAG_APPLIED); 1225 force->set_flag (FLAG_APPLIED);
1510 1226
1511 if (!god) 1227 if (!god)
1512 { 1228 {
1513 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty."); 1229 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1514 } 1230 }
1515 else 1231 else
1516 { 1232 {
1517 /* Only give out good benefits, and put a max on it */ 1233 /* Only give out good benefits, and put a max on it */
1518 for (i = 0; i < NROFATTACKS; i++) 1234 for (i = 0; i < NROFATTACKS; i++)
1519 {
1520 if (god->resist[i] > 0) 1235 if (god->resist[i] > 0)
1521 {
1522 force->resist[i] = MIN (god->resist[i], spell_ob->resist[ATNR_GODPOWER]); 1236 force->resist[i] = min (god->resist[i], spell_ob->resist[ATNR_GODPOWER]);
1523 } 1237
1524 }
1525 force->path_attuned |= god->path_attuned; 1238 force->path_attuned |= god->path_attuned;
1526 1239
1527 if (spell_ob->attacktype) 1240 if (spell_ob->attacktype)
1528 force->slaying = god->slaying; 1241 force->slaying = god->slaying;
1529 1242
1541 force->stats.wc = spell_ob->stats.wc; 1254 force->stats.wc = spell_ob->stats.wc;
1542 force->stats.ac = spell_ob->stats.ac; 1255 force->stats.ac = spell_ob->stats.ac;
1543 1256
1544 change_abil (tmp, force); /* Mostly to display any messages */ 1257 change_abil (tmp, force); /* Mostly to display any messages */
1545 insert_ob_in_ob (force, tmp); 1258 insert_ob_in_ob (force, tmp);
1546 fix_player (tmp); 1259 tmp->update_stats ();
1547 return 1; 1260 return 1;
1548} 1261}
1549
1550
1551 1262
1552/* Alchemy code by Mark Wedel 1263/* Alchemy code by Mark Wedel
1553 * 1264 *
1554 * This code adds a new spell, called alchemy. Alchemy will turn 1265 * This code adds a new spell, called alchemy. Alchemy will turn
1555 * objects to gold nuggets, the value of the gold nuggets being 1266 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1556 * about 90% of that of the item itself. It uses the value of the
1557 * object before charisma adjustments, because the nuggets themselves
1558 * will be will be adjusted by charisma when sold.
1559 * 1267 *
1560 * Large nuggets are worth 25 gp each (base). You will always get 1268 * The value of the gold nuggets being about 90% of that of the item
1561 * the maximum number of large nuggets you could get. 1269 * itself. It uses the value of the object before charisma adjustments,
1562 * Small nuggets are worth 1 gp each (base). You will get from 0 1270 * because the nuggets themselves will be will be adjusted by charisma
1563 * to the max amount of small nuggets as you could get. 1271 * when sold.
1564 *
1565 * For example, if an item is worth 110 gold, you will get
1566 * 4 large nuggets, and from 0-10 small nuggets.
1567 * 1272 *
1568 * There is also a chance (1:30) that you will get nothing at all 1273 * There is also a chance (1:30) that you will get nothing at all
1569 * for the object. There is also a maximum weight that will be 1274 * for the object. There is also a maximum weight that will be
1570 * alchemied. 1275 * alchemised.
1571 */ 1276 */
1572
1573/* I didn't feel like passing these as arguements to the
1574 * two functions that need them. Real values are put in them
1575 * when the spell is cast, and these are freed when the spell
1576 * is finished.
1577 */
1578static object *small, *large;
1579
1580static void 1277static void
1581alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight) 1278alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1582{ 1279{
1583 uint64 value = query_cost (obj, NULL, F_TRUE); 1280 uint64 value = query_cost (obj, NULL, F_TRUE);
1584 1281
1585 /* Give third price when we alchemy money (This should hopefully 1282 /* Give third price when we alchemy money (this should hopefully
1586 * make it so that it isn't worth it to alchemy money, sell 1283 * make it so that it isn't worth it to alchemy money, sell
1587 * the nuggets, alchemy the gold from that, etc. 1284 * the nuggets, alchemy the gold from that, etc.
1588 * Otherwise, give 9 silver on the gold for other objects, 1285 * Otherwise, give 9 silver on the gold for other objects,
1589 * so that it would still be more affordable to haul 1286 * so that it would still be more affordable to haul
1590 * the stuff back to town. 1287 * the stuff back to town.
1591 */ 1288 */
1592 1289 if (obj->flag [FLAG_UNPAID])
1593 if (QUERY_FLAG (obj, FLAG_UNPAID))
1594 value = 0; 1290 value = 0;
1595 else if (obj->type == MONEY || obj->type == GEM) 1291 else if (obj->type == MONEY || obj->type == GEM)
1596 value /= 3; 1292 value /= 3;
1597 else 1293 else
1598 value = (value * 9) / 10; 1294 value = value * 9 / 10;
1599 1295
1600 value /= 4; // fix by GHJ, don't understand, pcg
1601
1602 if ((obj->value > 0) && rndm (0, 29)) 1296 if (obj->value > 0 && rndm (0, 29))
1603 { 1297 total_value += value;
1604 int count;
1605 1298
1606 count = value / large->value;
1607 *large_nuggets += count;
1608 value -= (uint64) count *(uint64) large->value;
1609
1610 count = value / small->value;
1611 *small_nuggets += count;
1612 }
1613
1614 /* Turn 25 small nuggets into 1 large nugget. If the value
1615 * of large nuggets is not evenly divisable by the small nugget
1616 * value, take off an extra small_nugget (Assuming small_nuggets!=0)
1617 */
1618 if (*small_nuggets * small->value >= large->value)
1619 {
1620 (*large_nuggets)++;
1621 *small_nuggets -= large->value / small->value;
1622 if (*small_nuggets && large->value % small->value)
1623 (*small_nuggets)--;
1624 }
1625 weight += obj->weight; 1299 total_weight += obj->total_weight ();
1626 obj->remove (); 1300
1627 obj->destroy (0); 1301 obj->destroy ();
1628}
1629
1630static void
1631update_map (object *op, maptile *m, int small_nuggets, int large_nuggets, int x, int y)
1632{
1633 object *tmp;
1634 int flag = 0;
1635
1636 /* Put any nuggets below the player, but we can only pass this
1637 * flag if we are on the same space as the player
1638 */
1639 if (x == op->x && y == op->y && op->map == m)
1640 flag = INS_BELOW_ORIGINATOR;
1641
1642 if (small_nuggets)
1643 {
1644 tmp = get_object ();
1645 copy_object (small, tmp);
1646 tmp->nrof = small_nuggets;
1647 tmp->x = x;
1648 tmp->y = y;
1649 insert_ob_in_map (tmp, m, op, flag);
1650 }
1651 if (large_nuggets)
1652 {
1653 tmp = get_object ();
1654 copy_object (large, tmp);
1655 tmp->nrof = large_nuggets;
1656 tmp->x = x;
1657 tmp->y = y;
1658 insert_ob_in_map (tmp, m, op, flag);
1659 }
1660} 1302}
1661 1303
1662int 1304int
1663alchemy (object *op, object *caster, object *spell_ob) 1305alchemy (object *op, object *caster, object *spell_ob)
1664{ 1306{
1665 int x, y, weight = 0, weight_max, large_nuggets, small_nuggets, mflags;
1666 sint16 nx, ny;
1667 object *next, *tmp;
1668 maptile *mp;
1669
1670 if (op->type != PLAYER) 1307 if (op->type != PLAYER)
1671 return 0; 1308 return 0;
1672 1309
1310 archetype *nugget[3];
1311
1312 nugget[0] = archetype::find (shstr_pyrite3);
1313 nugget[1] = archetype::find (shstr_pyrite2);
1314 nugget[2] = archetype::find (shstr_pyrite);
1315
1673 /* Put a maximum weight of items that can be alchemied. Limits the power 1316 /* Put a maximum weight of items that can be alchemised. Limits the power
1674 * some, and also prevents people from alcheming every table/chair/clock 1317 * some, and also prevents people from alchemising every table/chair/clock
1675 * in sight 1318 * in sight
1676 */ 1319 */
1677 weight_max = spell_ob->duration + +SP_level_duration_adjust (caster, spell_ob); 1320 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1678 weight_max *= 1000; 1321 int weight_max = duration * 1000;
1679 small = get_archetype ("smallnugget"), large = get_archetype ("largenugget"); 1322 uint64 value_max = duration * 1000;
1680 1323
1324 int weight = 0;
1325
1681 for (y = op->y - 1; y <= op->y + 1; y++) 1326 for (int y = op->y - 1; y <= op->y + 1; y++)
1682 { 1327 {
1683 for (x = op->x - 1; x <= op->x + 1; x++) 1328 for (int x = op->x - 1; x <= op->x + 1; x++)
1684 { 1329 {
1330 uint64 value = 0;
1331
1685 nx = x; 1332 sint16 nx = x;
1686 ny = y; 1333 sint16 ny = y;
1687 1334
1688 mp = op->map; 1335 maptile *mp = op->map;
1689 1336
1690 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); 1337 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1691 1338
1692 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1339 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1693 continue; 1340 continue;
1694 1341
1695 /* Treat alchemy a little differently - most spell effects 1342 /* Treat alchemy a little differently - most spell effects
1697 * ground level effect. 1344 * ground level effect.
1698 */ 1345 */
1699 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) 1346 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1700 continue; 1347 continue;
1701 1348
1702 small_nuggets = 0; 1349 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1703 large_nuggets = 0;
1704
1705 for (tmp = get_map_ob (mp, nx, ny); tmp != NULL; tmp = next)
1706 { 1350 {
1707 next = tmp->above; 1351 next = tmp->above;
1352
1708 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1353 if (tmp->weight > 0 && !tmp->flag [FLAG_NO_PICK] &&
1709 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1354 !tmp->flag [FLAG_ALIVE] && !tmp->flag [FLAG_IS_CAULDRON])
1710 { 1355 {
1711
1712 if (tmp->inv) 1356 if (tmp->inv)
1713 { 1357 {
1714 object *next1, *tmp1; 1358 object *next1, *tmp1;
1715 1359
1716 for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1) 1360 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1717 { 1361 {
1718 next1 = tmp1->below; 1362 next1 = tmp1->below;
1719 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1363 if (tmp1->weight > 0 && !tmp1->flag [FLAG_NO_PICK] &&
1720 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1364 !tmp1->flag [FLAG_ALIVE] && !tmp1->flag [FLAG_IS_CAULDRON])
1721 alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight); 1365 alchemy_object (tmp1, value, weight);
1722 } 1366 }
1723 } 1367 }
1368
1724 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); 1369 alchemy_object (tmp, value, weight);
1725 1370
1726 if (weight > weight_max) 1371 if (weight > weight_max)
1727 { 1372 break;
1728 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1729 large->destroy (0);
1730 small->destroy (0);
1731 return 1;
1732 } 1373 }
1733 } /* is alchemable object */
1734 } /* process all objects on this space */
1735
1736 /* Insert all the nuggets at one time. This probably saves time, but
1737 * it also prevents us from alcheming nuggets that were just created
1738 * with this spell.
1739 */ 1374 }
1740 update_map (op, mp, small_nuggets, large_nuggets, nx, ny); 1375
1376 value -= rndm (value >> 4);
1377 value = min (value, value_max);
1378
1379 for (int i = 0; i < array_length (nugget); ++i)
1380 if (int nrof = value / nugget [i]->value)
1381 {
1382 value -= nrof * nugget[i]->value;
1383
1384 object *tmp = nugget[i]->instance ();
1385 tmp->nrof = nrof;
1386 tmp->flag [FLAG_IDENTIFIED] = true;
1387 op->map->insert (tmp, x, y, op, 0);
1741 } 1388 }
1389
1390 if (weight > weight_max)
1391 goto bailout;
1392 }
1742 } 1393 }
1743 large->destroy (0); 1394
1744 small->destroy (0); 1395bailout:
1745 /* reset this so that if player standing on a big pile of stuff,
1746 * it is redrawn properly.
1747 */
1748 op->contr->socket.look_position = 0;
1749 return 1; 1396 return 1;
1750} 1397}
1751
1752 1398
1753/* This function removes the cursed/damned status on equipped 1399/* This function removes the cursed/damned status on equipped
1754 * items. 1400 * items.
1755 */ 1401 */
1756int 1402int
1757remove_curse (object *op, object *caster, object *spell) 1403remove_curse (object *op, object *caster, object *spell)
1758{ 1404{
1759 object *tmp;
1760 int success = 0, was_one = 0; 1405 int success = 0, was_one = 0;
1761 1406
1762 for (tmp = op->inv; tmp; tmp = tmp->below) 1407 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1763 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1408 if (tmp->flag [FLAG_APPLIED] &&
1764 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1409 ((tmp->flag [FLAG_CURSED] && spell->flag [FLAG_CURSED]) ||
1765 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1410 (tmp->flag [FLAG_DAMNED] && spell->flag [FLAG_DAMNED])))
1766 { 1411 {
1767
1768 was_one++; 1412 was_one++;
1413
1769 if (tmp->level <= caster_level (caster, spell)) 1414 if (tmp->level <= casting_level (caster, spell))
1770 { 1415 {
1771 success++; 1416 success++;
1772 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1417 if (spell->flag [FLAG_DAMNED])
1773 CLEAR_FLAG (tmp, FLAG_DAMNED); 1418 tmp->clr_flag (FLAG_DAMNED);
1774 1419
1775 CLEAR_FLAG (tmp, FLAG_CURSED); 1420 tmp->clr_flag (FLAG_CURSED);
1776 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1421 tmp->clr_flag (FLAG_KNOWN_CURSED);
1777 tmp->value = 0; /* Still can't sell it */ 1422 tmp->value = 0; /* Still can't sell it */
1778 if (op->type == PLAYER) 1423
1424 if (object *pl = tmp->visible_to ())
1779 esrv_send_item (op, tmp); 1425 esrv_update_item (UPD_FLAGS, pl, tmp);
1780 } 1426 }
1781 } 1427 }
1782 1428
1783 if (op->type == PLAYER) 1429 if (op->type == PLAYER)
1784 { 1430 {
1785 if (success) 1431 if (success)
1786 {
1787 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now."); 1432 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1788 }
1789 else 1433 else
1790 { 1434 {
1791 if (was_one) 1435 if (was_one)
1792 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse."); 1436 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1793 else 1437 else
1794 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items."); 1438 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items.");
1795 } 1439 }
1796 } 1440 }
1441
1797 return success; 1442 return success;
1798} 1443}
1799 1444
1800/* Identifies objects in the players inventory/on the ground */ 1445/* Identifies objects in the players inventory/on the ground */
1801
1802int 1446int
1803cast_identify (object *op, object *caster, object *spell) 1447cast_identify (object *op, object *caster, object *spell)
1804{ 1448{
1805 object *tmp; 1449 object *tmp;
1806 int success = 0, num_ident; 1450 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1807 1451
1808 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));
1809
1810 if (num_ident < 1)
1811 num_ident = 1;
1812
1813 1453
1814 for (tmp = op->inv; tmp; tmp = tmp->below) 1454 for (tmp = op->inv; tmp; tmp = tmp->below)
1815 { 1455 {
1816 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1456 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1817 { 1457 {
1818 identify (tmp); 1458 identify (tmp);
1459
1819 if (op->type == PLAYER) 1460 if (op->type == PLAYER)
1820 { 1461 {
1821 new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op)); 1462 buf.printf ("You identified: %s.\r", long_desc (tmp, op));
1463
1822 if (tmp->msg) 1464 if (tmp->msg)
1823 { 1465 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1824 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1825 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1826 }
1827 } 1466 }
1828 num_ident--; 1467
1829 success = 1;
1830 if (!num_ident) 1468 if (!--num_ident)
1831 break; 1469 break;
1832 } 1470 }
1833 } 1471 }
1472
1834 /* If all the power of the spell has been used up, don't go and identify 1473 /* If all the power of the spell has been used up, don't go and identify
1835 * stuff on the floor. Only identify stuff on the floor if the spell 1474 * stuff on the floor. Only identify stuff on the floor if the spell
1836 * was not fully used. 1475 * was not fully used.
1837 */ 1476 */
1838 if (num_ident) 1477 if (num_ident)
1839 { 1478 {
1840 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1479 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1841 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1480 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1842 { 1481 {
1843
1844 identify (tmp); 1482 identify (tmp);
1845 if (op->type == PLAYER) 1483
1484 if (object *pl = tmp->visible_to ())
1846 { 1485 {
1847 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op)); 1486 buf.printf ("On the ground you identified: %s.\r", long_desc (tmp, op));
1487
1848 if (tmp->msg) 1488 if (tmp->msg)
1849 { 1489 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1850 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1851 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1852 }
1853 esrv_send_item (op, tmp);
1854 } 1490 }
1855 num_ident--; 1491
1856 success = 1;
1857 if (!num_ident) 1492 if (!--num_ident)
1858 break; 1493 break;
1859 } 1494 }
1860 } 1495 }
1861 if (!success) 1496
1862 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified."); 1497 if (buf.empty ())
1498 {
1499 op->failmsg ("You can't reach anything unidentified.");
1500 return 0;
1501 }
1863 else 1502 else
1864 { 1503 {
1504 if (op->contr)
1505 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1506
1865 spell_effect (spell, op->x, op->y, op->map, op); 1507 spell_effect (spell, op->x, op->y, op->map, op);
1508 return 1;
1866 } 1509 }
1867 return success;
1868} 1510}
1869
1870 1511
1871int 1512int
1872cast_detection (object *op, object *caster, object *spell, object *skill) 1513cast_detection (object *op, object *caster, object *spell, object *skill)
1873{ 1514{
1874 object *tmp, *last, *god, *detect; 1515 object *tmp, *last, *god, *detect;
1878 1519
1879 /* We precompute some values here so that we don't have to keep 1520 /* We precompute some values here so that we don't have to keep
1880 * doing it over and over again. 1521 * doing it over and over again.
1881 */ 1522 */
1882 god = find_god (determine_god (op)); 1523 god = find_god (determine_god (op));
1883 level = caster_level (caster, spell); 1524 level = casting_level (caster, spell);
1884 range = spell->range + SP_level_range_adjust (caster, spell); 1525 range = spell->range + SP_level_range_adjust (caster, spell);
1885 1526
1886 if (!skill) 1527 if (!skill)
1887 skill = caster; 1528 skill = caster;
1888 1529
1889 for (x = op->x - range; x <= op->x + range; x++) 1530 dynbuf buf;
1890 for (y = op->y - range; y <= op->y + range; y++) 1531 unordered_mapwalk (buf, op, -range, -range, range, range)
1891 { 1532 {
1892
1893 m = op->map;
1894 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1895 if (mflags & P_OUT_OF_MAP)
1896 continue;
1897
1898 /* For most of the detections, we only detect objects above the 1533 /* For most of the detections, we only detect objects above the
1899 * floor. But this is not true for show invisible. 1534 * floor. But this is not true for show invisible.
1900 * Basically, we just go and find the top object and work 1535 * Basically, we just go and find the top object and work
1901 * down - that is easier than working up. 1536 * down - that is easier than working up.
1902 */ 1537 */
1903 1538
1904 for (last = NULL, tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above) 1539 for (last = 0, tmp = m->at (nx, ny).bot; tmp; tmp = tmp->above)
1905 last = tmp; 1540 last = tmp;
1541
1906 /* Shouldn't happen, but if there are no objects on a space, this 1542 /* Shouldn't happen, but if there are no objects on a space, this
1907 * would happen. 1543 * would happen.
1908 */ 1544 */
1909 if (!last) 1545 if (!last)
1910 continue; 1546 continue;
1911 1547
1912 done_one = 0; 1548 done_one = 0;
1913 floor = 0; 1549 floor = 0;
1914 detect = NULL; 1550 detect = 0;
1915 for (tmp = last; tmp; tmp = tmp->below) 1551 for (tmp = last; tmp; tmp = tmp->below)
1916 { 1552 {
1917
1918 /* show invisible */ 1553 /* show invisible */
1919 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1554 if (spell->flag [FLAG_MAKE_INVIS]
1920 /* Might there be other objects that we can make visibile? */ 1555 /* Might there be other objects that we can make visible? */
1921 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1556 && (tmp->invisible && (tmp->flag [FLAG_MONSTER]
1922 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1557 || (tmp->type == PLAYER && !tmp->flag [FLAG_WIZ])
1923 tmp->type == CF_HANDLE || 1558 || tmp->type == T_HANDLE
1924 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE || 1559 || tmp->type == TRAPDOOR
1560 || tmp->type == EXIT
1561 || tmp->type == HOLE
1562 || tmp->type == BUTTON
1925 tmp->type == BUTTON || tmp->type == TELEPORTER || 1563 || tmp->type == TELEPORTER
1564 || tmp->type == GATE
1926 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1565 || tmp->type == LOCKED_DOOR
1927 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN || 1566 || tmp->type == WEAPON
1567 || tmp->type == ALTAR
1568 || (tmp->type == SIGN && tmp->face != magicmouth_face)
1928 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1569 || tmp->type == TRIGGER_PEDESTAL
1929 tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR))) 1570 || tmp->type == SPECIAL_KEY
1571 || tmp->type == TREASURE
1572 || tmp->type == BOOK
1573 || tmp->type == HOLY_ALTAR
1574 || tmp->type == CONTAINER)))
1930 { 1575 {
1576 printf ("show inv %s\n", tmp->debug_desc());//D
1931 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4) 1577 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1932 { 1578 {
1933 tmp->invisible = 0; 1579 tmp->invisible = 0;
1580 done_one = 1;
1581 }
1582 }
1583
1584 if (tmp->flag [FLAG_IS_FLOOR])
1585 floor = 1;
1586
1587 /* All detections below this point don't descend beneath the floor,
1588 * so just continue on. We could be clever and look at the type of
1589 * detection to completely break out if we don't care about objects beneath
1590 * the floor, but once we get to the floor, not likely a very big issue anyways.
1591 */
1592 if (floor)
1593 continue;
1594
1595 /* I had thought about making detect magic and detect curse
1596 * show the flash the magic item like it does for detect monster.
1597 * however, if the object is within sight, this would then make it
1598 * difficult to see what object is magical/cursed, so the
1599 * effect wouldn't be as apparent.
1600 */
1601
1602 /* detect magic */
1603 if (spell->flag [FLAG_KNOWN_MAGICAL]
1604 && !tmp->flag [FLAG_KNOWN_MAGICAL]
1605 && !tmp->flag [FLAG_IDENTIFIED]
1606 && tmp->need_identify ()
1607 && is_magical (tmp))
1608 {
1609 tmp->set_flag (FLAG_KNOWN_MAGICAL);
1610 /* make runes more visible */
1611 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1612 tmp->stats.Cha /= 4;
1613
1614 done_one = 1;
1615 }
1616
1617 /* detect monster */
1618 if (spell->flag [FLAG_MONSTER] && (tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER))
1619 {
1620 done_one = 2;
1621
1622 if (!detect)
1623 detect = tmp;
1624 }
1625
1626 /* Basically, if race is set in the spell, then the creatures race must
1627 * match that. if the spell race is set to GOD, then the gods opposing
1628 * race must match.
1629 */
1630 if (spell->race && tmp->flag [FLAG_MONSTER] && tmp->race &&
1631 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1632 spell->race.contains (tmp->race)))
1633 {
1634 done_one = 2;
1635
1636 if (!detect)
1637 detect = tmp;
1638 }
1639
1640 if (spell->flag [FLAG_KNOWN_CURSED]
1641 && !tmp->flag [FLAG_KNOWN_CURSED]
1642 && tmp->need_identify ()
1643 && (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))
1644 {
1645 tmp->set_flag (FLAG_KNOWN_CURSED);
1646 done_one = 1;
1647 }
1648
1649 // Do mining detection spell:
1650 if (spell->last_sp == 1) // 1 - detect any vein
1651 {
1652 if (tmp->type == VEIN)
1653 {
1654 if (tmp->other_arch)
1655 {
1656 if (!detect)
1657 detect = tmp->other_arch;
1658 done_one = 2;
1659 }
1660 else
1934 done_one = 1; 1661 done_one = 1;
1935 } 1662 }
1936 } 1663 }
1937 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1938 floor = 1;
1939
1940 /* All detections below this point don't descend beneath the floor,
1941 * so just continue on. We could be clever and look at the type of
1942 * detection to completely break out if we don't care about objects beneath
1943 * the floor, but once we get to the floor, not likely a very big issue anyways.
1944 */
1945 if (floor)
1946 continue;
1947
1948 /* I had thought about making detect magic and detect curse
1949 * show the flash the magic item like it does for detect monster.
1950 * however, if the object is within sight, this would then make it
1951 * difficult to see what object is magical/cursed, so the
1952 * effect wouldn't be as apparant.
1953 */
1954
1955 /* detect magic */
1956 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1957 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1958 {
1959 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1960 /* make runes more visibile */
1961 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1962 tmp->stats.Cha /= 4;
1963 done_one = 1;
1964 }
1965 /* detect monster */
1966 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1967 {
1968 done_one = 2;
1969 if (!detect)
1970 detect = tmp;
1971 }
1972 /* Basically, if race is set in the spell, then the creatures race must
1973 * match that. if the spell race is set to GOD, then the gods opposing
1974 * race must match.
1975 */
1976 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1977 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) ||
1978 (strstr (spell->race, tmp->race))))
1979 {
1980 done_one = 2;
1981 if (!detect)
1982 detect = tmp;
1983 }
1984 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1985 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1986 {
1987 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1988 done_one = 1;
1989 }
1990 } /* for stack of objects on this space */ 1664 } /* for stack of objects on this space */
1991 1665
1992 /* Code here puts an effect of the spell on the space, so you can see 1666 /* Code here puts an effect of the spell on the space, so you can see
1993 * where the magic is. 1667 * where the magic is.
1994 */ 1668 */
1995 if (done_one) 1669 if (done_one)
1996 { 1670 {
1997 object *detect_ob = arch_to_object (spell->other_arch); 1671 object *detect_ob = spell->other_arch->instance ();
1998 1672
1999 detect_ob->x = nx;
2000 detect_ob->y = ny;
2001 /* if this is set, we want to copy the face */ 1673 /* if this is set, we want to copy the face */
2002 if (done_one == 2 && detect) 1674 if (done_one == 2 && detect)
2003 { 1675 {
2004 detect_ob->face = detect->face; 1676 detect_ob->face = detect->face;
2005 detect_ob->animation_id = detect->animation_id; 1677 detect_ob->animation_id = detect->animation_id;
2006 detect_ob->anim_speed = detect->anim_speed; 1678 detect_ob->anim_speed = detect->anim_speed;
2007 detect_ob->last_anim = 0; 1679 detect_ob->last_anim = 0;
2008 /* by default, the detect_ob is already animated */ 1680 /* by default, the detect_ob is already animated */
2009 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1681 if (!detect->flag [FLAG_ANIMATE])
2010 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1682 detect_ob->clr_flag (FLAG_ANIMATE);
2011 } 1683 }
2012 insert_ob_in_map (detect_ob, m, op, 0); 1684
1685 m->insert (detect_ob, nx, ny, op, INS_ON_TOP);
2013 } 1686 }
2014 } /* for processing the surrounding spaces */ 1687 } /* for processing the surrounding spaces */
2015 1688
2016 1689
2017 /* Now process objects in the players inventory if detect curse or magic */ 1690 /* Now process objects in the players inventory if detect curse or magic */
2018 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL)) 1691 if (spell->flag [FLAG_KNOWN_CURSED] || spell->flag [FLAG_KNOWN_MAGICAL])
2019 { 1692 {
2020 done_one = 0; 1693 done_one = 0;
1694
2021 for (tmp = op->inv; tmp; tmp = tmp->below) 1695 for (tmp = op->inv; tmp; tmp = tmp->below)
2022 { 1696 {
2023 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1697 if (!tmp->invisible && !tmp->flag [FLAG_IDENTIFIED])
2024 { 1698 {
2025 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)) 1699 if (spell->flag [FLAG_KNOWN_MAGICAL] && is_magical (tmp) && !tmp->flag [FLAG_KNOWN_MAGICAL])
2026 { 1700 {
2027 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1701 tmp->set_flag (FLAG_KNOWN_MAGICAL);
2028 if (op->type == PLAYER) 1702
1703 if (object *pl = tmp->visible_to ())
2029 esrv_send_item (op, tmp); 1704 esrv_update_item (UPD_FLAGS, pl, tmp);
2030 } 1705 }
2031 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1706
2032 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1707 if (spell->flag [FLAG_KNOWN_CURSED] && !tmp->flag [FLAG_KNOWN_CURSED] &&
1708 (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))
2033 { 1709 {
2034 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1710 tmp->set_flag (FLAG_KNOWN_CURSED);
2035 if (op->type == PLAYER) 1711
1712 if (object *pl = tmp->visible_to ())
2036 esrv_send_item (op, tmp); 1713 esrv_update_item (UPD_FLAGS, pl, tmp);
2037 } 1714 }
2038 } /* if item is not identified */ 1715 } /* if item is not identified */
2039 } /* for the players inventory */ 1716 } /* for the players inventory */
2040 } /* if detect magic/curse and object is a player */ 1717 } /* if detect magic/curse and object is a player */
1718
2041 return 1; 1719 return 1;
2042} 1720}
2043 1721
2044 1722
2045/** 1723/**
2058 1736
2059 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you."); 1737 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
2060 1738
2061 if (victim->stats.sp >= victim->stats.maxsp * 2) 1739 if (victim->stats.sp >= victim->stats.maxsp * 2)
2062 { 1740 {
2063 object *tmp;
2064
2065 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1741 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
2066
2067 /* Explodes a fireball centered at player */
2068 tmp = get_archetype (EXPLODING_FIREBALL);
2069 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
2070 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
2071 tmp->x = victim->x;
2072 tmp->y = victim->y;
2073 insert_ob_in_map (tmp, victim->map, NULL, 0);
2074 victim->stats.sp = 2 * victim->stats.maxsp; 1742 victim->stats.sp = 2 * victim->stats.maxsp;
1743 create_exploding_ball_at (victim, caster_level);
2075 } 1744 }
2076 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1745 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
2077 {
2078 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); 1746 new_draw_info (NDI_UNIQUE | NDI_ORANGE, 0, victim, "You feel like your head is going to explode.");
2079 }
2080 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1747 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2081 {
2082 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 1748 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
2083 }
2084 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1749 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2085 { 1750 {
2086 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1751 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2087 confuse_player (victim, victim, 99); 1752 confuse_player (victim, victim, 99);
2088 } 1753 }
2089 else if (victim->stats.sp >= victim->stats.maxsp * 1.25) 1754 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
2090 {
2091 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices."); 1755 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
2092 }
2093} 1756}
2094 1757
2095/* cast_transfer 1758/* cast_transfer
2096 * This spell transfers sp from the player to another person. 1759 * This spell transfers sp from the player to another person.
2097 * We let the target go above their normal maximum SP. 1760 * We let the target go above their normal maximum SP.
2111 1774
2112 mflags = get_map_flags (m, &m, x, y, &x, &y); 1775 mflags = get_map_flags (m, &m, x, y, &x, &y);
2113 1776
2114 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1777 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
2115 { 1778 {
2116 for (plyr = get_map_ob (m, x, y); plyr != NULL; plyr = plyr->above) 1779 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
2117 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1780 if (plyr != op && plyr->flag [FLAG_ALIVE])
2118 break; 1781 break;
2119 } 1782 }
2120 1783
2121 1784
2122 /* If we did not find a player in the specified direction, transfer 1785 /* If we did not find a player in the specified direction, transfer
2123 * to anyone on top of us. This is used for the rune of transference mostly. 1786 * to anyone on top of us. This is used for the rune of transference mostly.
2124 */ 1787 */
2125 if (plyr == NULL) 1788 if (plyr == NULL)
2126 for (plyr = get_map_ob (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above) 1789 for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above)
2127 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1790 if (plyr != op && plyr->flag [FLAG_ALIVE])
2128 break; 1791 break;
2129 1792
2130 if (!plyr) 1793 if (!plyr)
2131 { 1794 {
2132 new_draw_info (NDI_BLACK, 0, op, "There is no one there."); 1795 op->failmsg ("There is no one there.");
2133 return 0; 1796 return 0;
2134 } 1797 }
2135 /* give sp */ 1798 /* give sp */
2136 if (spell->stats.dam > 0) 1799 if (spell->stats.dam > 0)
2137 { 1800 {
2138 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell); 1801 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
2139 charge_mana_effect (plyr, caster_level (caster, spell)); 1802 charge_mana_effect (plyr, casting_level (caster, spell));
2140 return 1; 1803 return 1;
2141 } 1804 }
2142 /* suck sp away. Can't suck sp from yourself */ 1805 /* suck sp away. Can't suck sp from yourself */
2143 else if (op != plyr) 1806 else if (op != plyr)
2144 { 1807 {
2149 if (rate > 95) 1812 if (rate > 95)
2150 rate = 95; 1813 rate = 95;
2151 1814
2152 sucked = (plyr->stats.sp * rate) / 100; 1815 sucked = (plyr->stats.sp * rate) / 100;
2153 plyr->stats.sp -= sucked; 1816 plyr->stats.sp -= sucked;
2154 if (QUERY_FLAG (op, FLAG_ALIVE)) 1817 if (op->flag [FLAG_ALIVE])
2155 { 1818 {
2156 /* Player doesn't get full credit */ 1819 /* Player doesn't get full credit */
2157 sucked = (sucked * rate) / 100; 1820 sucked = (sucked * rate) / 100;
2158 op->stats.sp += sucked; 1821 op->stats.sp += sucked;
2159 if (sucked > 0) 1822 if (sucked > 0)
2160 { 1823 {
2161 charge_mana_effect (op, caster_level (caster, spell)); 1824 charge_mana_effect (op, casting_level (caster, spell));
2162 } 1825 }
2163 } 1826 }
2164 return 1; 1827 return 1;
2165 } 1828 }
2166 return 0; 1829 return 0;
2186 m = op->map; 1849 m = op->map;
2187 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1850 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
2188 if (mflags & P_OUT_OF_MAP) 1851 if (mflags & P_OUT_OF_MAP)
2189 return; 1852 return;
2190 1853
2191 for (tmp = get_map_ob (m, sx, sy); tmp != NULL; tmp = next) 1854 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
2192 { 1855 {
2193 next = tmp->above; 1856 next = tmp->above;
2194 1857
2195 /* Need to look at the head object - otherwise, if tmp 1858 /* Need to look at the head object - otherwise, if tmp
2196 * points to a monster, we don't have all the necessary 1859 * points to a monster, we don't have all the necessary
2208 /* Basically, if the object is magical and not counterspell, 1871 /* Basically, if the object is magical and not counterspell,
2209 * we will more or less remove the object. Don't counterspell 1872 * we will more or less remove the object. Don't counterspell
2210 * monsters either. 1873 * monsters either.
2211 */ 1874 */
2212 1875
2213 if (head->attacktype & AT_MAGIC && 1876 if (head->attacktype & AT_MAGIC
2214 !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level)) 1877 && !(head->attacktype & AT_COUNTERSPELL)
2215 { 1878 && !head->flag [FLAG_MONSTER]
2216 head->remove (); 1879 && (op->level > head->level))
2217 head->destroy (0); 1880 head->destroy ();
2218 }
2219 else 1881 else
2220 switch (head->type) 1882 switch (head->type)
2221 { 1883 {
2222 case SPELL_EFFECT: 1884 case SPELL_EFFECT:
1885 // XXX: Don't affect floor spelleffects. See also XXX comment
1886 // about sanctuary in spell_util.C
1887 if (tmp->flag [FLAG_IS_FLOOR])
1888 continue;
1889
2223 if (op->level > head->level) 1890 if (op->level > head->level)
2224 {
2225 head->remove ();
2226 head->destroy (0); 1891 head->destroy ();
2227 } 1892
2228 break; 1893 break;
2229 1894
2230 /* I really don't get this rune code that much - that 1895 /* I really don't get this rune code that much - that
2231 * random chance seems really low. 1896 * random chance seems really low.
2232 */ 1897 */
2233 case RUNE: 1898 case RUNE:
2234 if (rndm (0, 149) == 0) 1899 if (rndm (0, 149) == 0)
2235 { 1900 {
2236 head->stats.hp--; /* weaken the rune */ 1901 head->stats.hp--; /* weaken the rune */
2237 if (!head->stats.hp) 1902 if (!head->stats.hp)
2238 {
2239 head->remove ();
2240 head->destroy (0); 1903 head->destroy ();
2241 }
2242 } 1904 }
2243 break; 1905 break;
2244 } 1906 }
2245 } 1907 }
2246} 1908}
2247 1909
2248
2249
2250/* cast_consecrate() - a spell to make an altar your god's */ 1910/* cast_consecrate() - a spell to make an altar your god's */
2251int 1911int
2252cast_consecrate (object *op, object *caster, object *spell) 1912cast_consecrate (object *op, object *caster, object *spell)
2253{ 1913{
2254 char buf[MAX_BUF]; 1914 char buf[MAX_BUF];
2255 1915
2256 object *tmp, *god = find_god (determine_god (op)); 1916 object *tmp, *god = find_god (determine_god (op));
2257 1917
2258 if (!god) 1918 if (!god)
2259 { 1919 {
2260 new_draw_info (NDI_UNIQUE, 0, op, "You can't consecrate anything if you don't worship a god!"); 1920 op->failmsg ("You can't consecrate anything if you don't worship a god!");
2261 return 0; 1921 return 0;
2262 } 1922 }
2263 1923
2264 for (tmp = op->below; tmp; tmp = tmp->below) 1924 for (tmp = op->below; tmp; tmp = tmp->below)
2265 { 1925 {
2266 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1926 if (tmp->flag [FLAG_IS_FLOOR])
2267 break; 1927 break;
2268 if (tmp->type == HOLY_ALTAR) 1928 if (tmp->type == HOLY_ALTAR)
2269 { 1929 {
2270 1930
2271 if (tmp->level > caster_level (caster, spell)) 1931 if (tmp->level > casting_level (caster, spell))
2272 { 1932 {
2273 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name); 1933 op->failmsgf ("You are not powerful enough to reconsecrate the %s", &tmp->name);
2274 return 0; 1934 return 0;
2275 } 1935 }
2276 else 1936 else
2277 { 1937 {
2278 /* If we got here, we are consecrating an altar */ 1938 /* If we got here, we are consecrating an altar */
2279 sprintf (buf, "Altar of %s", &god->name); 1939 sprintf (buf, "Altar of %s", &god->name);
2280 tmp->name = buf; 1940 tmp->name = buf;
2281 tmp->level = caster_level (caster, spell); 1941 tmp->level = casting_level (caster, spell);
2282 tmp->other_arch = god->arch; 1942 tmp->other_arch = god->arch;
1943
2283 if (op->type == PLAYER) 1944 if (op->type == PLAYER)
2284 esrv_update_item (UPD_NAME, op, tmp); 1945 esrv_update_item (UPD_NAME, op, tmp);
1946
2285 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name); 1947 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
2286 return 1; 1948 return 1;
2287 } 1949 }
2288 } 1950 }
2289 } 1951 }
2290 new_draw_info (NDI_UNIQUE, 0, op, "You are not standing over an altar!"); 1952
1953 op->failmsg ("You are not standing over an altar!");
2291 return 0; 1954 return 0;
2292} 1955}
2293 1956
2294/* animate_weapon - 1957/* animate_weapon -
2295 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon. 1958 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon.
2299 * This code was very odd - code early on would only let players use the spell, 1962 * This code was very odd - code early on would only let players use the spell,
2300 * yet the code wass full of player checks. I've presumed that the code 1963 * yet the code wass full of player checks. I've presumed that the code
2301 * that only let players use it was correct, and removed all the other 1964 * that only let players use it was correct, and removed all the other
2302 * player checks. MSW 2003-01-06 1965 * player checks. MSW 2003-01-06
2303 */ 1966 */
2304
2305int 1967int
2306animate_weapon (object *op, object *caster, object *spell, int dir) 1968animate_weapon (object *op, object *caster, object *spell, int dir)
2307{ 1969{
2308 object *weapon, *tmp;
2309 char buf[MAX_BUF]; 1970 char buf[MAX_BUF];
2310 int a, i; 1971 int a, i;
2311 sint16 x, y; 1972 sint16 x, y;
2312 maptile *m; 1973 maptile *m;
2313 materialtype_t *mt;
2314 1974
2315 if (!spell->other_arch) 1975 if (!spell->other_arch)
2316 { 1976 {
2317 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1977 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2318 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name); 1978 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2321 /* exit if it's not a player using this spell. */ 1981 /* exit if it's not a player using this spell. */
2322 if (op->type != PLAYER) 1982 if (op->type != PLAYER)
2323 return 0; 1983 return 0;
2324 1984
2325 /* if player already has a golem, abort */ 1985 /* if player already has a golem, abort */
2326 if (op->contr->ranges[range_golem]) 1986 if (object *golem = op->contr->golem)
2327 { 1987 {
2328 control_golem (op->contr->ranges[range_golem], dir); 1988 control_golem (golem, dir);
2329 return 0; 1989 return 0;
2330 } 1990 }
2331 1991
2332 /* if no direction specified, pick one */ 1992 /* if no direction specified, pick one */
2333 if (!dir) 1993 if (!dir)
2334 dir = find_free_spot (NULL, op->map, op->x, op->y, 1, 9); 1994 dir = find_free_spot (spell->other_arch, op->map, op->x, op->y, 1, 9);
2335 1995
2336 m = op->map; 1996 m = op->map;
2337 x = op->x + freearr_x[dir]; 1997 x = op->x + freearr_x[dir];
2338 y = op->y + freearr_y[dir]; 1998 y = op->y + freearr_y[dir];
2339 1999
2340 /* if there's no place to put the golem, abort */ 2000 /* if there's no place to put the golem, abort */
2341 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || 2001 if (dir < 0 || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP)
2342 ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->clone.move_type)) 2002 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2343 { 2003 {
2344 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2004 op->failmsg ("There is something in the way.");
2345 return 0; 2005 return 0;
2346 } 2006 }
2347 2007
2348 /* Use the weapon marked by the player. */ 2008 /* Use the weapon marked by the player. */
2349 weapon = find_marked_object (op); 2009 object *weapon = op->mark ();
2350 2010
2351 if (!weapon) 2011 if (!weapon)
2352 { 2012 {
2353 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2013 op->failmsg ("You must mark a weapon to use with this spell!");
2354 return 0; 2014 return 0;
2355 } 2015 }
2016
2356 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2017 if (spell->race && weapon->arch->archname != spell->race)
2357 { 2018 {
2358 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2019 op->failmsg ("The spell fails to transform your weapon.");
2359 return 0; 2020 return 0;
2360 } 2021 }
2022
2361 if (weapon->type != WEAPON) 2023 if (weapon->type != WEAPON)
2362 { 2024 {
2363 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it."); 2025 op->failmsg ("You need to wield a weapon to animate it.");
2364 return 0; 2026 return 0;
2365 } 2027 }
2366 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2028
2029 if (weapon->flag [FLAG_APPLIED])
2367 { 2030 {
2368 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon)); 2031 op->failmsgf ("You need to unequip %s before using it in this spell", query_name (weapon));
2369 return 0; 2032 return 0;
2370 } 2033 }
2371 2034
2372 if (weapon->nrof > 1) 2035 weapon = weapon->split ();
2373 {
2374 tmp = get_split_ob (weapon, 1);
2375 esrv_send_item (op, weapon);
2376 weapon = tmp;
2377 }
2378 2036
2379 /* create the golem object */ 2037 /* create the golem object */
2380 tmp = arch_to_object (spell->other_arch); 2038 object *tmp = spell->other_arch->instance ();
2381 2039
2382 /* if animated by a player, give the player control of the golem */ 2040 /* if animated by a player, give the player control of the golem */
2383 CLEAR_FLAG (tmp, FLAG_MONSTER); 2041 tmp->clr_flag (FLAG_MONSTER);
2384 SET_FLAG (tmp, FLAG_FRIENDLY);
2385 tmp->stats.exp = 0; 2042 tmp->stats.exp = 0;
2386 add_friendly_object (tmp); 2043 add_friendly_object (tmp);
2387 tmp->type = GOLEM; 2044 tmp->type = GOLEM;
2388 set_owner (tmp, op); 2045 tmp->set_owner (op);
2046 op->contr->golem = tmp;
2389 set_spell_skill (op, caster, spell, tmp); 2047 set_spell_skill (op, caster, spell, tmp);
2390 op->contr->ranges[range_golem] = tmp;
2391 op->contr->shoottype = range_golem;
2392 2048
2393 /* Give the weapon to the golem now. A bit of a hack to check the 2049 /* Give the weapon to the golem now. A bit of a hack to check the
2394 * removed flag - it should only be set if get_split_object was 2050 * removed flag - it should only be set if weapon->split was
2395 * used above. 2051 * used above.
2396 */ 2052 */
2397 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2053 if (!weapon->flag [FLAG_REMOVED])
2398 weapon->remove (); 2054 weapon->remove ();
2399 insert_ob_in_ob (weapon, tmp); 2055
2400 esrv_send_item (op, weapon); 2056 tmp->insert (weapon);
2057
2401 /* To do everything necessary to let a golem use the weapon is a pain, 2058 /* To do everything necessary to let a golem use the weapon is a pain,
2402 * so instead, just set it as equipped (otherwise, we need to update 2059 * so instead, just set it as equipped (otherwise, we need to update
2403 * body_info, skills, etc) 2060 * body_info, skills, etc)
2404 */ 2061 */
2405 SET_FLAG (tmp, FLAG_USE_WEAPON); 2062 tmp->set_flag (FLAG_USE_WEAPON);
2406 SET_FLAG (weapon, FLAG_APPLIED); 2063 weapon->set_flag (FLAG_APPLIED);
2407 fix_player (tmp); 2064 tmp->update_stats ();
2408 2065
2409 /* There used to be 'odd' code that basically seemed to take the absolute 2066 /* There used to be 'odd' code that basically seemed to take the absolute
2410 * value of the weapon->magic an use that. IMO, that doesn't make sense - 2067 * value of the weapon->magic an use that. IMO, that doesn't make sense -
2411 * if you're using a crappy weapon, it shouldn't be as good. 2068 * if you're using a crappy weapon, it shouldn't be as good.
2412 */ 2069 */
2431 2088
2432 /* attacktype */ 2089 /* attacktype */
2433 if (!tmp->attacktype) 2090 if (!tmp->attacktype)
2434 tmp->attacktype = AT_PHYSICAL; 2091 tmp->attacktype = AT_PHYSICAL;
2435 2092
2436 mt = NULL;
2437 if (op->materialname != NULL)
2438 mt = name_to_material (op->materialname);
2439 if (mt != NULL)
2440 {
2441 for (i = 0; i < NROFATTACKS; i++) 2093 for (i = 0; i < NROFATTACKS; i++)
2442 tmp->resist[i] = 50 - (mt->save[i] * 5); 2094 tmp->resist[i] = 50 - (op->material->save[i] * 5);
2443 a = mt->save[0]; 2095
2444 } 2096 a = op->material->save[0];
2445 else 2097
2446 {
2447 for (i = 0; i < NROFATTACKS; i++)
2448 tmp->resist[i] = 5;
2449 a = 10;
2450 }
2451 /* Set weapon's immunity */ 2098 /* Set weapon's immunity */
2452 tmp->resist[ATNR_CONFUSION] = 100; 2099 tmp->resist[ATNR_CONFUSION] = 100;
2453 tmp->resist[ATNR_POISON] = 100; 2100 tmp->resist[ATNR_POISON] = 100;
2454 tmp->resist[ATNR_SLOW] = 100; 2101 tmp->resist[ATNR_SLOW] = 100;
2455 tmp->resist[ATNR_PARALYZE] = 100; 2102 tmp->resist[ATNR_PARALYZE] = 100;
2461 2108
2462 /* Improve weapon's armour value according to best save vs. physical of its material */ 2109 /* Improve weapon's armour value according to best save vs. physical of its material */
2463 2110
2464 if (a > 14) 2111 if (a > 14)
2465 a = 14; 2112 a = 14;
2113
2466 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); 2114 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2467 2115
2468 /* Determine golem's speed */ 2116 /* Determine golem's speed */
2469 tmp->speed = 0.4 + 0.1 * SP_level_range_adjust (caster, spell); 2117 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2470
2471 if (tmp->speed > 3.33)
2472 tmp->speed = 3.33;
2473 2118
2474 if (!spell->race) 2119 if (!spell->race)
2475 { 2120 {
2476 sprintf (buf, "animated %s", &weapon->name); 2121 sprintf (buf, "animated %s", &weapon->name);
2477 tmp->name = buf; 2122 tmp->name = buf;
2479 tmp->face = weapon->face; 2124 tmp->face = weapon->face;
2480 tmp->animation_id = weapon->animation_id; 2125 tmp->animation_id = weapon->animation_id;
2481 tmp->anim_speed = weapon->anim_speed; 2126 tmp->anim_speed = weapon->anim_speed;
2482 tmp->last_anim = weapon->last_anim; 2127 tmp->last_anim = weapon->last_anim;
2483 tmp->state = weapon->state; 2128 tmp->state = weapon->state;
2484 if (QUERY_FLAG (weapon, FLAG_ANIMATE)) 2129 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2485 {
2486 SET_FLAG (tmp, FLAG_ANIMATE);
2487 }
2488 else
2489 {
2490 CLEAR_FLAG (tmp, FLAG_ANIMATE);
2491 }
2492 update_ob_speed (tmp);
2493 } 2130 }
2494 2131
2495 /* make experience increase in proportion to the strength of the summoned creature. */ 2132 /* make experience increase in proportion to the strength of the summoned creature. */
2496 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell)); 2133 tmp->stats.exp *= 1 + (max (spell->stats.maxgrace, spell->stats.sp) / casting_level (caster, spell));
2497 2134
2498 tmp->speed_left = -1; 2135 tmp->speed_left = -1;
2499 tmp->x = x;
2500 tmp->y = y;
2501 tmp->direction = dir; 2136 tmp->direction = dir;
2502 insert_ob_in_map (tmp, m, op, 0); 2137
2138 m->insert (tmp, x, y, op);
2503 return 1; 2139 return 1;
2504} 2140}
2505 2141
2506/* cast_daylight() - changes the map darkness level *lower* */ 2142/* cast_daylight() - changes the map darkness level *lower* */
2507 2143
2508/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2144/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2509 * This changes the light level for the entire map. 2145 * This changes the light level for the entire map.
2510 */ 2146 */
2511
2512int 2147int
2513cast_change_map_lightlevel (object *op, object *caster, object *spell) 2148cast_change_map_lightlevel (object *op, object *caster, object *spell)
2514{ 2149{
2515 int success; 2150 int success;
2516 2151
2517 if (!op->map) 2152 if (!op->map)
2518 return 0; /* shouldnt happen */ 2153 return 0; /* shouldnt happen */
2519 2154
2520 success = change_map_light (op->map, spell->stats.dam); 2155 success = op->map->change_map_light (spell->stats.dam);
2156
2521 if (!success) 2157 if (!success)
2522 { 2158 {
2523 if (spell->stats.dam < 0) 2159 if (spell->stats.dam < 0)
2524 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2160 op->failmsg ("It can be no brighter here.");
2525 else 2161 else
2526 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2162 op->failmsg ("It can be no darker here.");
2527 } 2163 }
2164
2528 return success; 2165 return success;
2529} 2166}
2530
2531
2532
2533
2534 2167
2535/* create an aura spell object and put it in the player's inventory. 2168/* create an aura spell object and put it in the player's inventory.
2536 * as usual, op is player, caster is the object casting the spell, 2169 * as usual, op is player, caster is the object casting the spell,
2537 * spell is the spell object itself. 2170 * spell is the spell object itself.
2538 */ 2171 */
2544 2177
2545 new_aura = present_arch_in_ob (spell->other_arch, op); 2178 new_aura = present_arch_in_ob (spell->other_arch, op);
2546 if (new_aura) 2179 if (new_aura)
2547 refresh = 1; 2180 refresh = 1;
2548 else 2181 else
2549 new_aura = arch_to_object (spell->other_arch); 2182 new_aura = spell->other_arch->instance ();
2550 2183
2551 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); 2184 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2552 2185
2553 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 2186 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2554 2187
2555 set_owner (new_aura, op);
2556 set_spell_skill (op, caster, spell, new_aura); 2188 set_spell_skill (op, caster, spell, new_aura);
2557 new_aura->attacktype = spell->attacktype; 2189 new_aura->attacktype = spell->attacktype;
2558 2190
2559 new_aura->level = caster_level (caster, spell); 2191 new_aura->level = casting_level (caster, spell);
2192
2560 if (refresh) 2193 if (refresh)
2561 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2194 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2562 else 2195 else
2563 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2196 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2197
2564 insert_ob_in_ob (new_aura, op); 2198 insert_ob_in_ob (new_aura, op);
2199 new_aura->set_owner (op);
2200
2565 return 1; 2201 return 1;
2566} 2202}
2567
2568 2203
2569/* move aura function. An aura is a part of someone's inventory, 2204/* move aura function. An aura is a part of someone's inventory,
2570 * which he carries with him, but which acts on the map immediately 2205 * which he carries with him, but which acts on the map immediately
2571 * around him. 2206 * around him.
2572 * Aura parameters: 2207 * Aura parameters:
2573 * duration: duration counter. 2208 * duration: duration counter.
2574 * attacktype: aura's attacktype 2209 * attacktype: aura's attacktype
2575 * other_arch: archetype to drop where we attack 2210 * other_arch: archetype to drop where we attack
2576 */ 2211 */
2577
2578void 2212void
2579move_aura (object *aura) 2213move_aura (object *aura)
2580{ 2214{
2581 int i, mflags;
2582 object *env;
2583 maptile *m;
2584
2585 /* auras belong in inventories */ 2215 /* auras belong in inventories */
2586 env = aura->env; 2216 object *env = aura->env;
2217 object *owner = aura->owner;
2587 2218
2588 /* no matter what we've gotta remove the aura... 2219 /* no matter what we've gotta remove the aura...
2589 * we'll put it back if its time isn't up. 2220 * we'll put it back if its time isn't up.
2590 */ 2221 */
2591 aura->remove (); 2222 aura->remove ();
2592 2223
2593 /* exit if we're out of gas */ 2224 /* exit if we're out of gas */
2594 if (aura->duration-- < 0) 2225 if (aura->duration-- < 0)
2595 { 2226 {
2596 aura->destroy (0); 2227 aura->destroy ();
2597 return; 2228 return;
2598 } 2229 }
2599 2230
2600 /* auras only exist in inventories */ 2231 /* auras only exist in inventories */
2601 if (env == NULL || env->map == NULL) 2232 if (!env || !env->map)
2602 { 2233 {
2603 aura->destroy (0); 2234 aura->destroy ();
2604 return; 2235 return;
2605 } 2236 }
2606 aura->x = env->x;
2607 aura->y = env->y;
2608 2237
2609 /* we need to jump out of the inventory for a bit 2238 /* we need to jump out of the inventory for a bit
2610 * in order to hit the map conveniently. 2239 * in order to hit the map conveniently.
2611 */ 2240 */
2612 insert_ob_in_map (aura, env->map, aura, 0); 2241 aura->insert_at (env, aura);
2613 2242
2614 for (i = 1; i < 9; i++) 2243 for (int i = 1; i < 9; i++)
2615 { 2244 {
2616 sint16 nx, ny; 2245 mapxy pos (env);
2246 pos.move (i);
2617 2247
2618 nx = aura->x + freearr_x[i];
2619 ny = aura->y + freearr_y[i];
2620 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2621
2622 /* Consider the movement tyep of the person with the aura as 2248 /* Consider the movement type of the person with the aura as
2623 * movement type of the aura. Eg, if the player is flying, the aura 2249 * movement type of the aura. Eg, if the player is flying, the aura
2624 * is flying also, if player is walking, it is on the ground, etc. 2250 * is flying also, if player is walking, it is on the ground, etc.
2625 */ 2251 */
2626 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny)))) 2252 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2627 { 2253 {
2628 hit_map (aura, i, aura->attacktype, 0); 2254 hit_map (aura, i, aura->attacktype, 0);
2629 2255
2630 if (aura->other_arch) 2256 if (aura->other_arch)
2631 { 2257 pos.insert (aura->other_arch->instance (), aura);
2632 object *new_ob;
2633
2634 new_ob = arch_to_object (aura->other_arch);
2635 new_ob->x = nx;
2636 new_ob->y = ny;
2637 insert_ob_in_map (new_ob, m, aura, 0);
2638 } 2258 }
2639 }
2640 } 2259 }
2260
2641 /* put the aura back in the player's inventory */ 2261 /* put the aura back in the player's inventory */
2642 aura->remove (); 2262 env->insert (aura);
2643 insert_ob_in_ob (aura, env); 2263 aura->set_owner (owner);
2644} 2264}
2645 2265
2646/* moves the peacemaker spell. 2266/* moves the peacemaker spell.
2647 * op is the piece object. 2267 * op is the piece object.
2648 */ 2268 */
2649
2650void 2269void
2651move_peacemaker (object *op) 2270move_peacemaker (object *op)
2652{ 2271{
2653 object *tmp; 2272 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2654
2655 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2656 { 2273 {
2657 int atk_lev, def_lev; 2274 int atk_lev, def_lev;
2658 object *victim = tmp; 2275 object *victim = tmp->head_ ();
2659 2276
2660 if (tmp->head) 2277 if (!victim->flag [FLAG_MONSTER])
2661 victim = tmp->head;
2662 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2663 continue; 2278 continue;
2664 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2279
2280 if (victim->flag [FLAG_UNAGGRESSIVE])
2665 continue; 2281 continue;
2282
2666 if (victim->stats.exp == 0) 2283 if (victim->stats.exp == 0)
2667 continue; 2284 continue;
2668 2285
2669 def_lev = MAX (1, victim->level); 2286 def_lev = max (1, victim->level);
2670 atk_lev = MAX (1, op->level); 2287 atk_lev = max (1, op->level);
2671 2288
2672 if (rndm (0, atk_lev - 1) > def_lev) 2289 if (rndm (0, atk_lev - 1) > def_lev)
2673 { 2290 {
2674 /* make this sucker peaceful. */ 2291 /* make this sucker peaceful. */
2675 2292
2293 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2676 change_exp (get_owner (op), victim->stats.exp, op->skill, 0); 2294 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2677 victim->stats.exp = 0; 2295 victim->stats.exp = 0;
2678#if 0 2296#if 0
2679 /* No idea why these were all set to zero - if something 2297 /* No idea why these were all set to zero - if something
2680 * makes this creature agressive, he should still do damage. 2298 * makes this creature agressive, he should still do damage.
2681 */ 2299 */
2683 victim->stats.sp = 0; 2301 victim->stats.sp = 0;
2684 victim->stats.grace = 0; 2302 victim->stats.grace = 0;
2685 victim->stats.Pow = 0; 2303 victim->stats.Pow = 0;
2686#endif 2304#endif
2687 victim->attack_movement = RANDO2; 2305 victim->attack_movement = RANDO2;
2688 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2306 victim->set_flag (FLAG_UNAGGRESSIVE);
2689 SET_FLAG (victim, FLAG_RUN_AWAY); 2307 victim->set_flag (FLAG_RUN_AWAY);
2690 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2308 victim->set_flag (FLAG_RANDOM_MOVE);
2691 CLEAR_FLAG (victim, FLAG_MONSTER); 2309 victim->clr_flag (FLAG_MONSTER);
2310
2692 if (victim->name) 2311 if (victim->name)
2693 {
2694 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name); 2312 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2695 } 2313 }
2696 }
2697 } 2314 }
2698} 2315}
2699
2700 2316
2701/* This writes a rune that contains the appropriate message. 2317/* This writes a rune that contains the appropriate message.
2702 * There really isn't any adjustments we make. 2318 * There really isn't any adjustments we make.
2703 */ 2319 */
2704
2705int 2320int
2706write_mark (object *op, object *spell, const char *msg) 2321write_mark (object *op, object *spell, const char *msg)
2707{ 2322{
2708 char rune[HUGE_BUF];
2709 object *tmp;
2710
2711 if (!msg || msg[0] == 0) 2323 if (!msg || msg[0] == 0)
2712 { 2324 {
2713 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2325 op->failmsg ("Write what?");
2714 return 0; 2326 return 0;
2715 } 2327 }
2716 2328
2717 if (strcasestr_local (msg, "endmsg")) 2329 if (!msg_is_safe (msg))
2718 { 2330 {
2719 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?"); 2331 op->failmsg ("Trying to cheat are we? H<@-signs are not allowed in marking runes.>");
2720 LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg); 2332 LOG (llevInfo, "write_mark: player %s tried to write bogus rune %s\n", &op->name, msg);
2721 return 0; 2333 return 0;
2722 } 2334 }
2335
2723 if (!spell->other_arch) 2336 if (!spell->other_arch)
2724 return 0; 2337 return 0;
2725 tmp = arch_to_object (spell->other_arch);
2726 2338
2727 snprintf (rune, sizeof (rune), "%s\n", msg); 2339 object *tmp = spell->other_arch->instance ();
2728 2340
2729 tmp->race = op->name; /*Save the owner of the rune */ 2341 tmp->race = op->name; /*Save the owner of the rune */
2730 tmp->msg = rune; 2342 tmp->msg = msg;
2731 tmp->x = op->x; 2343
2732 tmp->y = op->y; 2344 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2733 insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR); 2345
2734 return 1; 2346 return 1;
2735} 2347}
2348

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