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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 1.144 by root, Mon Nov 26 15:12:16 2012 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 (©) 2005,2006,2007,2008,2009,2010,2011,2012 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 = archetype::get (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 cast_create_obj (op, caster, missile, dir);
202
203 if (!dir
204 && op->type == PLAYER
205 && !missile->destroyed ())
205 pick_up (op, missile); 206 pick_up (op, missile);
206 207
207 return 1; 208 return 1;
208} 209}
209 210
210
211/* allows the choice of what sort of food object to make. 211/* allows the choice of what sort of food object to make.
212 * If stringarg is NULL, it will create food dependent on level --PeterM*/ 212 * If spellparam is NULL, it will create food dependent on level --PeterM*/
213int 213int
214cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *stringarg) 214cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *spellparam)
215{ 215{
216 int food_value; 216 int food_value;
217 archetype *at = NULL; 217 archetype *at = NULL;
218 object *new_op; 218 object *new_op;
219 219
220 food_value = spell_ob->stats.food + +50 * SP_level_duration_adjust (caster, spell_ob); 220 food_value = spell_ob->stats.food + 50 * SP_level_duration_adjust (caster, spell_ob);
221 221
222 if (stringarg) 222 if (spellparam)
223 { 223 {
224 at = find_archetype_by_object_type_name (FOOD, stringarg); 224 at = find_archetype_by_object_type_name (FOOD, spellparam);
225 if (at == NULL) 225 if (at == NULL)
226 at = find_archetype_by_object_type_name (DRINK, stringarg); 226 at = find_archetype_by_object_type_name (DRINK, spellparam);
227 if (at == NULL || at->clone.stats.food > food_value) 227 if (at == NULL || at->stats.food > food_value)
228 stringarg = NULL; 228 spellparam = NULL;
229 } 229 }
230 230
231 if (!stringarg) 231 if (!spellparam)
232 { 232 {
233 archetype *at_tmp; 233 archetype *at_tmp;
234 234
235 /* We try to find the archetype with the maximum food value. 235 /* We try to find the archetype with the maximum food value.
236 * This removes the dependancy of hard coded food values in this 236 * 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 238 * We don't use flesh types because the weight values of those need
239 * to be altered from the donor. 239 * to be altered from the donor.
240 */ 240 */
241 241
242 /* We assume the food items don't have multiple parts */ 242 /* We assume the food items don't have multiple parts */
243 for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next) 243 for_all_archetypes (at_tmp)
244 { 244 {
245 if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK) 245 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
246 { 246 {
247 /* Basically, if the food value is something that is creatable 247 /* Basically, if the food value is something that is creatable
248 * under the limits of the spell and it is higher than 248 * under the limits of the spell and it is higher than
249 * the item we have now, take it instead. 249 * the item we have now, take it instead.
250 */ 250 */
251 if (at_tmp->clone.stats.food <= food_value && (!at || at_tmp->clone.stats.food > at->clone.stats.food)) 251 if (at_tmp->stats.food <= food_value
252 && (!at
253 || at_tmp->stats.food > at->stats.food
254 || (at_tmp->stats.food == at->stats.food
255 && at_tmp->weight < at->weight)))
252 at = at_tmp; 256 at = at_tmp;
253 } 257 }
254 } 258 }
255 } 259 }
260
256 /* Pretty unlikely (there are some very low food items), but you never 261 /* Pretty unlikely (there are some very low food items), but you never
257 * know 262 * know
258 */ 263 */
259 if (!at) 264 if (!at)
260 { 265 {
261 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); 266 op->failmsgf ("You don't have enough experience to create any food.");
262 return 0; 267 return 0;
263 } 268 }
264 269
265 food_value /= at->clone.stats.food; 270 food_value /= at->stats.food;
266 new_op = arch_to_object (at); 271 new_op = at->instance ();
267 new_op->nrof = food_value; 272 new_op->nrof = food_value;
268 273
269 new_op->value = 0; 274 new_op->value = 0;
270 if (new_op->nrof < 1) 275 if (new_op->nrof < 1)
271 new_op->nrof = 1; 276 new_op->nrof = 1;
279{ 284{
280 int r, mflags, maxrange; 285 int r, mflags, maxrange;
281 object *tmp; 286 object *tmp;
282 maptile *m; 287 maptile *m;
283 288
284
285 if (!dir) 289 if (!dir)
286 { 290 {
287 examine_monster (op, op); 291 examine_monster (op, op);
288 return 1; 292 return 1;
289 } 293 }
294
290 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 295 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
291 for (r = 1; r < maxrange; r++) 296 for (r = 1; r < maxrange; r++)
292 { 297 {
293 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir]; 298 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir];
294 299
296 mflags = get_map_flags (m, &m, x, y, &x, &y); 301 mflags = get_map_flags (m, &m, x, y, &x, &y);
297 302
298 if (mflags & P_OUT_OF_MAP) 303 if (mflags & P_OUT_OF_MAP)
299 break; 304 break;
300 305
301 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) 306 if (!op->flag [FLAG_WIZCAST] && (mflags & P_NO_MAGIC))
302 { 307 {
303 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 308 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
304 return 0; 309 return 0;
305 } 310 }
311
306 if (mflags & P_IS_ALIVE) 312 if (mflags & P_IS_ALIVE)
307 { 313 {
308 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above) 314 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))) 315 if (tmp->flag [FLAG_ALIVE] && (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
310 { 316 {
311 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 317 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
312 if (tmp->head != NULL) 318 if (tmp->head != NULL)
313 tmp = tmp->head; 319 tmp = tmp->head;
314 examine_monster (op, tmp); 320 examine_monster (op, tmp);
315 return 1; 321 return 1;
316 } 322 }
317 } 323 }
318 } 324 }
325
319 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); 326 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
320 return 1; 327 return 1;
321} 328}
322
323 329
324/* This checks to see if 'pl' is invisible to 'mon'. 330/* This checks to see if 'pl' is invisible to 'mon'.
325 * does race check, undead check, etc 331 * does race check, undead check, etc
326 * Returns TRUE if mon can't see pl, false 332 * Returns TRUE if mon can't see pl, false
327 * otherwise. This doesn't check range, walls, etc. It 333 * otherwise. This doesn't check range, walls, etc. It
329 * pl is invisible. 335 * pl is invisible.
330 */ 336 */
331int 337int
332makes_invisible_to (object *pl, object *mon) 338makes_invisible_to (object *pl, object *mon)
333{ 339{
334
335 if (!pl->invisible) 340 if (!pl->invisible)
336 return 0; 341 return 0;
342
337 if (pl->type == PLAYER) 343 if (pl->type == PLAYER)
338 { 344 {
339 /* If race isn't set, then invisible unless it is undead */ 345 /* If race isn't set, then invisible unless it is undead */
340 if (!pl->contr->invis_race) 346 if (!pl->contr->invis_race)
341 { 347 {
342 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 348 if (mon->flag [FLAG_UNDEAD])
343 return 0; 349 return 0;
350
344 return 1; 351 return 1;
345 } 352 }
353
346 /* invis_race is set if we get here */ 354 /* invis_race is set if we get here */
347 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 355 if (pl->contr->invis_race == shstr_undead && is_true_undead (mon))
348 return 1; 356 return 1;
357
349 /* No race, can't be invisible to it */ 358 /* No race, can't be invisible to it */
350 if (!mon->race) 359 if (!mon->race)
351 return 0; 360 return 0;
361
352 if (strstr (mon->race, pl->contr->invis_race)) 362 if (mon->race.contains (pl->contr->invis_race))
353 return 1; 363 return 1;
364
354 /* Nothing matched above, return 0 */ 365 /* Nothing matched above, return 0 */
355 return 0; 366 return 0;
356 } 367 }
357 else 368 else
358 { 369 {
371 * normal applies. 382 * normal applies.
372 */ 383 */
373int 384int
374cast_invisible (object *op, object *caster, object *spell_ob) 385cast_invisible (object *op, object *caster, object *spell_ob)
375{ 386{
376 object *tmp;
377
378 if (op->invisible > 1000) 387 if (op->invisible > 1000)
379 { 388 {
380 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further"); 389 op->failmsg ("You can not extend the duration of your invisibility any further");
381 return 0; 390 return 0;
382 } 391 }
383 392
384 /* Remove the switch with 90% duplicate code - just handle the differences with 393 /* Remove the switch with 90% duplicate code - just handle the differences with
385 * and if statement or two. 394 * and if statement or two.
386 */ 395 */
387 op->invisible += spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 396 op->invisible += spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
397
388 /* max duration */ 398 /* limit duration */
389 if (op->invisible > 1000) 399 min_it (op->invisible, 1000);
390 op->invisible = 1000;
391 400
392 if (op->type == PLAYER) 401 if (op->type == PLAYER)
393 { 402 {
394 op->contr->invis_race = spell_ob->race; 403 op->contr->invis_race = spell_ob->race;
395 404
396 if (QUERY_FLAG (spell_ob, FLAG_MAKE_INVIS)) 405 if (spell_ob->flag [FLAG_MAKE_INVIS])
397 op->contr->tmp_invis = 0; 406 op->contr->tmp_invis = 0;
398 else 407 else
399 op->contr->tmp_invis = 1; 408 op->contr->tmp_invis = 1;
400
401 op->contr->hidden = 0;
402 } 409 }
410
403 if (makes_invisible_to (op, op)) 411 if (makes_invisible_to (op, op))
404 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!"); 412 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!");
405 else 413 else
406 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!"); 414 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
407 415
408 update_object (op, UP_OBJ_FACE); 416 update_object (op, UP_OBJ_CHANGE);
409 417
410 /* Only search the active objects - only these should actually do 418 /* Only search the active objects - only these should actually do
411 * harm to the player. 419 * harm to the player.
412 */ 420 */
413 for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) 421 for_all_actives (tmp)
414 if (tmp->enemy == op) 422 if (tmp->enemy == op)
415 tmp->enemy = NULL; 423 tmp->enemy = 0;
424
416 return 1; 425 return 1;
417} 426}
418 427
419/* earth to dust spell. Basically destroys earthwalls in the area. 428/* earth to dust spell. Basically destroys earthwalls in the area.
420 */ 429 */
421int 430int
422cast_earth_to_dust (object *op, object *caster, object *spell_ob) 431cast_earth_to_dust (object *op, object *caster, object *spell_ob)
423{ 432{
424 object *tmp, *next;
425 int range, i, j, mflags; 433 int range, i, j, mflags;
426 sint16 sx, sy; 434 sint16 sx, sy;
427 maptile *m; 435 maptile *m;
428
429 if (op->type != PLAYER)
430 return 0;
431 436
432 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 437 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
433 438
434 for (i = -range; i <= range; i++) 439 for (i = -range; i <= range; i++)
435 for (j = -range; j <= range; j++) 440 for (j = -range; j <= range; j++)
440 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 445 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
441 446
442 if (mflags & P_OUT_OF_MAP) 447 if (mflags & P_OUT_OF_MAP)
443 continue; 448 continue;
444 449
445 // earth to dust tears down everything that can be teared down 450 // earth to dust tears down everything that can be torn down
446 for (tmp = get_map_ob (m, sx, sy); tmp != NULL; tmp = next) 451 for (object *next, *tmp = m->at (sx, sy).bot; tmp; tmp = next)
447 { 452 {
448 next = tmp->above; 453 next = tmp->above;
449 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 454
455 if (tmp->flag [FLAG_TEAR_DOWN])
450 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 456 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
451 } 457 }
452 } 458 }
459
453 return 1; 460 return 1;
454} 461}
455
456 462
457void 463void
458execute_word_of_recall (object *op) 464execute_word_of_recall (object *op)
459{ 465{
460 object *wor = op; 466 if (object *pl = op->in_player ())
461 467 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."); 468 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
468 else 469 else
469 enter_exit (op, wor); 470 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
470 471
471 wor->remove ();
472 wor->destroy (0); 472 op->destroy ();
473} 473}
474 474
475/* Word of recall causes the player to return 'home'. 475/* Word of recall causes the player to return 'home'.
476 * we put a force into the player object, so that there is a 476 * we put a force into the player object, so that there is a
477 * time delay effect. 477 * time delay effect.
478 */ 478 */
479int 479int
480cast_word_of_recall (object *op, object *caster, object *spell_ob) 480cast_word_of_recall (object *op, object *caster, object *spell_ob)
481{ 481{
482 object *dummy; 482 if (!op->is_player ())
483 int time;
484
485 if (op->type != PLAYER)
486 return 0; 483 return 0;
487 484
488 if (find_obj_by_type_subtype (op, SPELL_EFFECT, SP_WORD_OF_RECALL)) 485 if (find_obj_by_type_subtype (op, SPELL_EFFECT, SP_WORD_OF_RECALL))
489 { 486 {
490 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 487 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
491 return 1; 488 return 1;
492 } 489 }
493 490
494 dummy = get_archetype (FORCE_NAME); 491 object *dummy = archetype::get (FORCE_NAME);
495 if (dummy == NULL) 492
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); 493 int time = max (1, spell_ob->duration - SP_level_duration_adjust (caster, spell_ob));
502 if (time < 1)
503 time = 1;
504 494
505 /* value of speed really doesn't make much difference, as long as it is 495 /* 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 496 * positive. Lower value may be useful so that the problem doesn't
507 * do anything really odd if it say a -1000 or something. 497 * do anything really odd if it say a -1000 or something.
508 */ 498 */
509 dummy->speed = 0.002; 499 dummy->set_speed (0.002);
510 update_ob_speed (dummy);
511 dummy->speed_left = -dummy->speed * time; 500 dummy->speed_left = -dummy->speed * time;
512 dummy->type = SPELL_EFFECT; 501 dummy->type = SPELL_EFFECT;
513 dummy->subtype = SP_WORD_OF_RECALL; 502 dummy->subtype = SP_WORD_OF_RECALL;
503 dummy->slaying = op->contr->savebed_map;
504 dummy->stats.hp = op->contr->bed_x;
505 dummy->stats.sp = op->contr->bed_y;
514 506
515 /* If we could take advantage of enter_player_savebed() here, it would be 507 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;
521 508
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."); 509 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
510
524 return 1; 511 return 1;
525} 512}
526 513
527/* cast_wonder 514/* cast_wonder
528 * wonder is really just a spell that will likely cast another 515 * wonder is really just a spell that will likely cast another
558 return cast_spell (op, caster, dir, newspell, NULL); 545 return cast_spell (op, caster, dir, newspell, NULL);
559 } 546 }
560 return 1; 547 return 1;
561} 548}
562 549
563
564int 550int
565perceive_self (object *op) 551perceive_self (object *op)
566{ 552{
567 char *cp = describe_item (op, op), buf[MAX_BUF]; 553 const char *cp = describe_item (op, op);
568 archetype *at = archetype::find (ARCH_DEPLETION); 554 archetype *at = archetype::find (shstr_depletion);
569 object *tmp;
570 int i;
571 555
556 dynbuf_text &buf = msg_dynbuf; buf.clear ();
557
558 if (!op->is_player ())
559 return 0;
560
561 if (object *race = archetype::find (op->race))
562 buf << " - You are a G<male|female> " << &race->name << ".\n";
563
572 tmp = find_god (determine_god (op)); 564 if (object *god = find_god (determine_god (op)))
573 if (tmp) 565 buf << " - You worship " << &god->name << ".\n";
574 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
575 else 566 else
576 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); 567 buf << " - You worship no god.\n";
577 568
578 tmp = present_arch_in_ob (at, op); 569 object *tmp = present_arch_in_ob (at, op);
579 570
580 if (*cp == '\0' && tmp == NULL) 571 if (*cp == '\0' && !tmp)
581 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 572 buf << " - You feel very mundane. ";
582 else 573 else
583 { 574 {
584 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 575 buf << " - You have: " << cp << ".\n";
585 new_draw_info (NDI_UNIQUE, 0, op, cp); 576
586 if (tmp != NULL) 577 if (tmp)
587 {
588 for (i = 0; i < NUM_STATS; i++) 578 for (int i = 0; i < NUM_STATS; i++)
589 { 579 if (tmp->stats.stat (i) < 0)
590 if (get_attr_value (&tmp->stats, i) < 0) 580 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 } 581 }
597 582
598 if (is_dragon_pl (op)) 583 if (op->is_dragon ())
599 {
600 /* now grab the 'dragon_ability'-force from the player's inventory */ 584 /* now grab the 'dragon_ability'-force from the player's inventory */
601 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 585 for (tmp = op->inv; tmp; tmp = tmp->below)
602 { 586 {
603 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 587 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
604 { 588 {
605 if (tmp->stats.exp == 0) 589 if (tmp->stats.exp == 0)
606 {
607 sprintf (buf, "Your metabolism isn't focused on anything."); 590 buf << " - Your metabolism isn't focused on anything.\n";
608 }
609 else 591 else
610 {
611 sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); 592 buf << " - Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
612 } 593
613 new_draw_info (NDI_UNIQUE, 0, op, buf);
614 break; 594 break;
615 } 595 }
616 } 596 }
617 } 597
598 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
599
618 return 1; 600 return 1;
619} 601}
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
879 602
880/* This creates magic walls. Really, it can create most any object, 603/* This creates magic walls. Really, it can create most any object,
881 * within some reason. 604 * within some reason.
882 */ 605 */
883
884int 606int
885magic_wall (object *op, object *caster, int dir, object *spell_ob) 607magic_wall (object *op, object *caster, int dir, object *spell_ob)
886{ 608{
887 object *tmp, *tmp2; 609 object *tmp;
888 int i, posblocked, negblocked, maxrange; 610 int i, posblocked, negblocked, maxrange;
889 sint16 x, y; 611 sint16 x, y;
890 maptile *m; 612 maptile *m;
891 const char *name; 613 const char *name;
892 archetype *at; 614 archetype *at;
900 else 622 else
901 { 623 {
902 x = op->x + freearr_x[dir]; 624 x = op->x + freearr_x[dir];
903 y = op->y + freearr_y[dir]; 625 y = op->y + freearr_y[dir];
904 } 626 }
627
905 m = op->map; 628 m = op->map;
906 629
907 if ((spell_ob->move_block || x != op->x || y != op->y) && 630 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) || 631 (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))) 632 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
910 { 633 {
911 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 634 op->failmsg ("Something is in the way.");
912 return 0; 635 return 0;
913 } 636 }
637
914 if (spell_ob->other_arch) 638 if (spell_ob->other_arch)
915 { 639 tmp = spell_ob->other_arch->instance ();
916 tmp = arch_to_object (spell_ob->other_arch);
917 }
918 else if (spell_ob->race) 640 else if (spell_ob->race)
919 { 641 {
920 char buf1[MAX_BUF]; 642 char buf1[MAX_BUF];
921 643
922 sprintf (buf1, spell_ob->race, dir); 644 sprintf (buf1, spell_ob->race, dir);
925 { 647 {
926 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 648 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
927 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 649 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
928 return 0; 650 return 0;
929 } 651 }
930 tmp = arch_to_object (at); 652
653 tmp = at->instance ();
931 } 654 }
932 else 655 else
933 { 656 {
934 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name); 657 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
935 return 0; 658 return 0;
940 tmp->attacktype = spell_ob->attacktype; 663 tmp->attacktype = spell_ob->attacktype;
941 tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 664 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); 665 tmp->stats.dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
943 tmp->range = 0; 666 tmp->range = 0;
944 } 667 }
945 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 668 else if (tmp->flag [FLAG_ALIVE])
946 { 669 {
947 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 670 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
948 tmp->stats.maxhp = tmp->stats.hp; 671 tmp->stats.maxhp = tmp->stats.hp;
949 set_owner (tmp, op);
950 set_spell_skill (op, caster, spell_ob, tmp);
951 } 672 }
952 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP)) 673
674 if (spell_ob->flag [FLAG_IS_USED_UP] || tmp->flag [FLAG_IS_USED_UP])
953 { 675 {
954 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 676 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
955 SET_FLAG (tmp, FLAG_IS_USED_UP); 677 tmp->set_flag (FLAG_IS_USED_UP);
956 } 678 }
957 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 679
680 if (spell_ob->flag [FLAG_TEAR_DOWN])
958 { 681 {
959 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 682 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
960 tmp->stats.maxhp = tmp->stats.hp; 683 tmp->stats.maxhp = tmp->stats.hp;
961 SET_FLAG (tmp, FLAG_TEAR_DOWN); 684 tmp->set_flag (FLAG_TEAR_DOWN);
962 SET_FLAG (tmp, FLAG_ALIVE); 685 tmp->set_flag (FLAG_ALIVE);
963 } 686 }
964 687
965 /* This can't really hurt - if the object doesn't kill anything, 688 /* This can't really hurt - if the object doesn't kill anything,
966 * these fields just won't be used. 689 * these fields just won't be used. Do not set the owner for
690 * earthwalls, though, so they survive restarts.
967 */ 691 */
968 set_owner (tmp, op); 692 if (tmp->type != EARTHWALL) //TODO
693 tmp->set_owner (op);
694
969 set_spell_skill (op, caster, spell_ob, tmp); 695 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; 696 tmp->level = casting_level (caster, spell_ob) / 2;
973 697
974 name = tmp->name; 698 name = tmp->name;
975 if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL) 699 if (!(tmp = m->insert (tmp, x, y, op)))
976 { 700 {
977 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name); 701 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
978 return 0; 702 return 0;
979 } 703 }
704
980 /* If this is a spellcasting wall, need to insert the spell object */ 705 /* If this is a spellcasting wall, need to insert the spell object */
981 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 706 if (tmp->other_arch && tmp->other_arch->type == SPELL)
982 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 707 insert_ob_in_ob (tmp->other_arch->instance (), tmp);
983 708
984 /* This code causes the wall to extend some distance in 709 /* This code causes the wall to extend some distance in
985 * each direction, or until an obstruction is encountered. 710 * each direction, or until an obstruction is encountered.
986 * posblocked and negblocked help determine how far the 711 * posblocked and negblocked help determine how far the
987 * created wall can extend, it won't go extend through 712 * created wall can extend, it won't go extend through
1002 m = tmp->map; 727 m = tmp->map;
1003 728
1004 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && 729 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) 730 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked)
1006 { 731 {
1007 tmp2 = get_object (); 732 object *tmp2 = tmp->clone ();
1008 copy_object (tmp, tmp2); 733 m->insert (tmp2, x, y, op);
1009 tmp2->x = x; 734
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 */ 735 /* If this is a spellcasting wall, need to insert the spell object */
1013 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 736 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1014 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 737 tmp2->insert (tmp2->other_arch->instance ());
1015 738
1016 } 739 }
1017 else 740 else
1018 posblocked = 1; 741 posblocked = 1;
1019 742
1022 m = tmp->map; 745 m = tmp->map;
1023 746
1024 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && 747 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) 748 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
1026 { 749 {
1027 tmp2 = get_object (); 750 object *tmp2 = tmp->clone ();
1028 copy_object (tmp, tmp2); 751 m->insert (tmp2, x, y, op);
1029 tmp2->x = x; 752
1030 tmp2->y = y;
1031 insert_ob_in_map (tmp2, m, op, 0);
1032 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 753 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1033 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 754 tmp2->insert (tmp2->other_arch->instance ());
1034 } 755 }
1035 else 756 else
1036 negblocked = 1; 757 negblocked = 1;
1037 } 758 }
1038 759
1039 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) 760 if (tmp->flag [FLAG_BLOCKSVIEW])
1040 update_all_los (op->map, op->x, op->y); 761 update_all_los (op->map, op->x, op->y);
1041 762
1042 return 1; 763 return 1;
1043} 764}
1044 765
1045int 766int
1046dimension_door (object *op, object *caster, object *spob, int dir) 767dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
1047{ 768{
1048 uint32 dist, maxdist; 769 uint32 dist, maxdist;
1049 int mflags; 770 int mflags;
1050 maptile *m; 771 maptile *m;
1051 sint16 sx, sy; 772 sint16 sx, sy;
1053 if (op->type != PLAYER) 774 if (op->type != PLAYER)
1054 return 0; 775 return 0;
1055 776
1056 if (!dir) 777 if (!dir)
1057 { 778 {
1058 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?"); 779 op->failmsg ("In what direction?");
1059 return 0; 780 return 0;
1060 } 781 }
1061 782
1062 /* Given the new outdoor maps, can't let players dimension door for 783 /* Given the new outdoor maps, can't let players dimension door for
1063 * ever, so put limits in. 784 * ever, so put limits in.
1064 */ 785 */
1065 maxdist = spob->range + SP_level_range_adjust (caster, spob); 786 maxdist = spob->range + SP_level_range_adjust (caster, spob);
1066 787
1067 if (op->contr->count) 788 if (spellparam)
1068 { 789 {
790 int count = atoi (spellparam);
791
1069 if (op->contr->count > maxdist) 792 if (count > maxdist)
1070 { 793 {
1071 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!"); 794 op->failmsg ("You can't dimension door that far!");
1072 return 0; 795 return 0;
1073 } 796 }
1074 797
1075 for (dist = 0; dist < op->contr->count; dist++) 798 for (dist = 0; dist < count; dist++)
1076 { 799 {
1077 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy); 800 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
1078 801
1079 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 802 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
1080 break; 803 break;
1081 804
1082 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) 805 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1083 break; 806 break;
1084 } 807 }
1085 808
1086 if (dist < op->contr->count) 809 if (dist < count)
1087 { 810 {
1088 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n"); 811 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
1089 op->contr->count = 0;
1090 return 0; 812 return 0;
1091 } 813 }
1092 op->contr->count = 0;
1093 814
1094 /* Remove code that puts player on random space on maps. IMO, 815 /* 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, 816 * 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 817 * but may not be marked as NO_MAGIC (as they may be bounded
1097 * by such squares). Also, there are probably treasure rooms and 818 * by such squares). Also, there are probably treasure rooms and
1139 break; 860 break;
1140 861
1141 } 862 }
1142 if (!dist) 863 if (!dist)
1143 { 864 {
1144 new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n"); 865 op->failmsg ("Your spell failed!\n");
1145 return 0; 866 return 0;
1146 } 867 }
1147 } 868 }
1148 869
1149 /* Actually move the player now */ 870 /* Actually move the player now */
1150 op->remove (); 871 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; 872 return 1;
1155 873
1156 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ 874 op->speed_left = -5. * op->speed; /* Freeze them for a short while */
875
1157 return 1; 876 return 1;
1158} 877}
1159
1160 878
1161/* cast_heal: Heals something. 879/* cast_heal: Heals something.
1162 * op is the caster. 880 * op is the caster.
1163 * dir is the direction he is casting it in. 881 * dir is the direction he is casting it in.
1164 * spell is the spell object. 882 * spell is the spell object.
1171 object *poison; 889 object *poison;
1172 int heal = 0, success = 0; 890 int heal = 0, success = 0;
1173 891
1174 tmp = find_target_for_friendly_spell (op, dir); 892 tmp = find_target_for_friendly_spell (op, dir);
1175 893
1176 if (tmp == NULL) 894 if (!tmp)
1177 return 0; 895 return 0;
1178 896
1179 /* Figure out how many hp this spell might cure. 897 /* Figure out how many hp this spell might cure.
1180 * could be zero if this spell heals effects, not damage. 898 * could be zero if this spell heals effects, not damage.
1181 */ 899 */
1184 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp; 902 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
1185 903
1186 if (heal) 904 if (heal)
1187 { 905 {
1188 if (tmp->stats.hp >= tmp->stats.maxhp) 906 if (tmp->stats.hp >= tmp->stats.maxhp)
1189 {
1190 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed."); 907 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed.");
1191 }
1192 else 908 else
1193 { 909 {
1194 /* See how many points we actually heal. Instead of messages 910 /* See how many points we actually heal. Instead of messages
1195 * based on type of spell, we instead do messages based 911 * based on type of spell, we instead do messages based
1196 * on amount of damage healed. 912 * on amount of damage healed.
1197 */ 913 */
1198 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 914 if (heal > tmp->stats.maxhp - tmp->stats.hp)
1199 heal = tmp->stats.maxhp - tmp->stats.hp; 915 heal = tmp->stats.maxhp - tmp->stats.hp;
916
1200 tmp->stats.hp += heal; 917 tmp->stats.hp += heal;
1201 918
1202 if (tmp->stats.hp >= tmp->stats.maxhp) 919 if (tmp->stats.hp >= tmp->stats.maxhp)
1203 {
1204 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 920 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1205 }
1206 else if (heal > 50) 921 else if (heal > 50)
1207 {
1208 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); 922 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1209 }
1210 else if (heal > 25) 923 else if (heal > 25)
1211 {
1212 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); 924 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1213 }
1214 else if (heal > 10) 925 else if (heal > 10)
1215 {
1216 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade."); 926 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade.");
1217 }
1218 else 927 else
1219 {
1220 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close."); 928 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close.");
1221 } 929
1222 success = 1; 930 success = 1;
1223 } 931 }
1224 } 932 }
933
1225 if (spell->attacktype & AT_DISEASE) 934 if (spell->attacktype & AT_DISEASE)
1226 if (cure_disease (tmp, op)) 935 if (cure_disease (tmp, op, spell))
1227 success = 1; 936 success = 1;
1228 937
1229 if (spell->attacktype & AT_POISON) 938 if (spell->attacktype & AT_POISON)
1230 { 939 {
1231 at = archetype::find ("poisoning"); 940 at = archetype::find (shstr_poisoning);
1232 poison = present_arch_in_ob (at, tmp); 941 poison = present_arch_in_ob (at, tmp);
1233 if (poison) 942 if (poison)
1234 { 943 {
1235 success = 1; 944 success = 1;
1236 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 945 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1237 poison->stats.food = 1; 946 poison->stats.food = 1;
1238 } 947 }
1239 } 948 }
949
1240 if (spell->attacktype & AT_CONFUSION) 950 if (spell->attacktype & AT_CONFUSION)
1241 { 951 {
1242 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 952 poison = present_in_ob_by_name (FORCE, shstr_confusion, tmp);
1243 if (poison) 953 if (poison)
1244 { 954 {
1245 success = 1; 955 success = 1;
1246 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 956 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1247 poison->duration = 1; 957 poison->duration = 1;
1248 } 958 }
1249 } 959 }
960
1250 if (spell->attacktype & AT_BLIND) 961 if (spell->attacktype & AT_BLIND)
1251 { 962 {
1252 at = archetype::find ("blindness"); 963 at = archetype::find (shstr_blindness);
1253 poison = present_arch_in_ob (at, tmp); 964 poison = present_arch_in_ob (at, tmp);
1254 if (poison) 965 if (poison)
1255 { 966 {
1256 success = 1; 967 success = 1;
1257 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return."); 968 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1258 poison->stats.food = 1; 969 poison->stats.food = 1;
1259 } 970 }
1260 } 971 }
972
1261 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) 973 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1262 { 974 {
1263 tmp->stats.sp += spell->last_sp; 975 tmp->stats.sp += spell->last_sp;
1264 if (tmp->stats.sp > tmp->stats.maxsp) 976 if (tmp->stats.sp > tmp->stats.maxsp)
1265 tmp->stats.sp = tmp->stats.maxsp; 977 tmp->stats.sp = tmp->stats.maxsp;
1266 success = 1; 978 success = 1;
1267 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!"); 979 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!");
1268 } 980 }
981
1269 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) 982 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1270 { 983 {
1271 tmp->stats.grace += spell->last_grace; 984 tmp->stats.grace += spell->last_grace;
1272 if (tmp->stats.grace > tmp->stats.maxgrace) 985 if (tmp->stats.grace > tmp->stats.maxgrace)
1273 tmp->stats.grace = tmp->stats.maxgrace; 986 tmp->stats.grace = tmp->stats.maxgrace;
1274 success = 1; 987 success = 1;
1275 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!"); 988 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1276 } 989 }
990
1277 if (spell->stats.food && tmp->stats.food < 999) 991 if (spell->stats.food && tmp->stats.food < MAX_FOOD)
1278 { 992 {
1279 tmp->stats.food += spell->stats.food; 993 tmp->stats.food += spell->stats.food;
1280 if (tmp->stats.food > 999) 994 min_it (tmp->stats.food, MAX_FOOD);
1281 tmp->stats.food = 999; 995
1282 success = 1; 996 success = 1;
1283 /* We could do something a bit better like the messages for healing above */ 997 /* 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"); 998 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1285 } 999 }
1000
1286 return success; 1001 return success;
1287} 1002}
1288
1289 1003
1290/* This is used for the spells that gain stats. There are no spells 1004/* 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 1005 * right now that icnrease wis/int/pow on a temp basis, so no
1292 * good comments for those. 1006 * good comments for those.
1293 */ 1007 */
1294static const char *const no_gain_msgs[NUM_STATS] = { 1008static const char *const no_gain_msgs[NUM_STATS] = {
1295 "You grow no stronger.", 1009 "You grow no stronger.",
1296 "You grow no more agile.", 1010 "You grow no more agile.",
1297 "You don't feel any healthier.", 1011 "You don't feel any healthier.",
1298 "no wis", 1012 "You didn't grow any more intelligent.",
1013 "You do not feel any wiser.",
1014 "You don't feel any more powerful."
1299 "You are no easier to look at.", 1015 "You are no easier to look at.",
1300 "no int",
1301 "no pow"
1302}; 1016};
1303 1017
1304int 1018int
1019change_ability_duration (object *spell, object *caster)
1020{
1021 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1022}
1023
1024int
1305cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) 1025cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1306{ 1026{
1307 object *tmp, *tmp2 = NULL;
1308 object *force = NULL; 1027 object *force = 0;
1309 int i; 1028 int i;
1310 1029
1311 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1030 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1312 if (dir != 0) 1031 object *tmp = dir
1313 {
1314 tmp = find_target_for_friendly_spell (op, dir); 1032 ? find_target_for_friendly_spell (op, dir)
1315 } 1033 : op;
1316 else
1317 {
1318 tmp = op;
1319 }
1320 1034
1321 if (tmp == NULL) 1035 if (!tmp)
1322 return 0; 1036 return 0;
1323 1037
1324 /* If we've already got a force of this type, don't add a new one. */ 1038 /* 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) 1039 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1326 { 1040 {
1327 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1041 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1328 { 1042 {
1329 if (tmp2->name == spell_ob->name) 1043 if (tmp2->name == spell_ob->name)
1330 { 1044 {
1332 break; 1046 break;
1333 } 1047 }
1334 else if (spell_ob->race && spell_ob->race == tmp2->name) 1048 else if (spell_ob->race && spell_ob->race == tmp2->name)
1335 { 1049 {
1336 if (!silent) 1050 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); 1051 op->failmsgf ("You can not cast %s while %s is in effect",
1052 &spell_ob->name, &tmp2->name_pl);
1053
1338 return 0; 1054 return 0;
1339 } 1055 }
1340 } 1056 }
1341 } 1057 }
1058
1059 int duration = change_ability_duration (spell_ob, caster);
1060
1342 if (force == NULL) 1061 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 } 1062 {
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) 1063 if (duration > force->duration)
1360 { 1064 {
1361 force->duration = duration; 1065 force->duration = duration;
1362 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1066 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1363 } 1067 }
1364 else 1068 else
1365 {
1366 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1069 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1367 } 1070
1368 return 1; 1071 return 1;
1369 } 1072 }
1370 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1073
1074 new_draw_info_format (NDI_UNIQUE, 0, op,
1075 "You create an aura of magical force. H<The effect will last for about %.10g seconds.>",
1076 TICK2TIME (duration));
1077
1078 force = archetype::get (FORCE_NAME);
1079 force->subtype = FORCE_CHANGE_ABILITY;
1080 force->duration = duration;
1081
1082 if (spell_ob->race)
1083 force->name = spell_ob->race;
1084 else
1085 force->name = spell_ob->name;
1086
1087 force->name_pl = spell_ob->name;
1088
1371 force->speed = 1.0; 1089 force->speed = 1.0;
1372 force->speed_left = -1.0; 1090 force->speed_left = -1.0;
1373 SET_FLAG (force, FLAG_APPLIED); 1091 force->set_flag (FLAG_APPLIED);
1374 1092
1375 /* Now start processing the effects. First, protections */ 1093 /* Now start processing the effects. First, protections */
1376 for (i = 0; i < NROFATTACKS; i++) 1094 for (i = 0; i < NROFATTACKS; i++)
1377 {
1378 if (spell_ob->resist[i]) 1095 if (spell_ob->resist[i])
1379 {
1380 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob); 1096 force->resist[i] = min (100, spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob));
1381 if (force->resist[i] > 100) 1097
1382 force->resist[i] = 100;
1383 }
1384 }
1385 if (spell_ob->stats.hp) 1098 if (spell_ob->stats.hp)
1386 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob); 1099 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1387 1100
1388 if (tmp->type == PLAYER) 1101 if (tmp->type == PLAYER)
1389 { 1102 {
1390 /* Stat adjustment spells */ 1103 /* Stat adjustment spells */
1391 for (i = 0; i < NUM_STATS; i++) 1104 for (i = 0; i < NUM_STATS; i++)
1392 { 1105 {
1393 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; 1106 if (sint8 stat = spell_ob->stats.stat (i))
1394
1395 if (stat)
1396 { 1107 {
1397 sm = 0; 1108 sint8 sm = 0;
1398 for (k = 0; k < stat; k++) 1109 for (sint8 k = 0; k < stat; k++)
1399 sm += rndm (1, 3); 1110 sm += rndm (1, 3);
1400 1111
1401 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) 1112 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1402 { 1113 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1403 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); 1114
1404 if (sm < 0) 1115 force->stats.stat (i) = sm;
1405 sm = 0; 1116
1406 }
1407 set_attr_value (&force->stats, i, sm);
1408 if (!sm) 1117 if (!sm)
1409 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); 1118 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1410 } 1119 }
1411 } 1120 }
1412 } 1121 }
1413 1122
1414 force->move_type = spell_ob->move_type; 1123 force->move_type = spell_ob->move_type;
1415 1124
1416 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK)) 1125 if (spell_ob->flag [FLAG_SEE_IN_DARK])
1417 SET_FLAG (force, FLAG_SEE_IN_DARK); 1126 force->set_flag (FLAG_SEE_IN_DARK);
1418 1127
1419 if (QUERY_FLAG (spell_ob, FLAG_XRAYS)) 1128 if (spell_ob->flag [FLAG_XRAYS])
1420 SET_FLAG (force, FLAG_XRAYS); 1129 force->set_flag (FLAG_XRAYS);
1421 1130
1422 /* Haste/bonus speed */ 1131 /* Haste/bonus speed */
1423 if (spell_ob->stats.exp) 1132 if (spell_ob->stats.exp)
1424 { 1133 {
1425 if (op->speed > 0.5f) 1134 if (op->speed > 0.5f)
1432 force->stats.ac = spell_ob->stats.ac; 1141 force->stats.ac = spell_ob->stats.ac;
1433 force->attacktype = spell_ob->attacktype; 1142 force->attacktype = spell_ob->attacktype;
1434 1143
1435 insert_ob_in_ob (force, tmp); 1144 insert_ob_in_ob (force, tmp);
1436 change_abil (tmp, force); /* Mostly to display any messages */ 1145 change_abil (tmp, force); /* Mostly to display any messages */
1437 fix_player (tmp); 1146 tmp->update_stats ();
1147
1438 return 1; 1148 return 1;
1439} 1149}
1440 1150
1441/* This used to be part of cast_change_ability, but it really didn't make 1151/* 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 1152 * a lot of sense, since most of the values it derives are from the god
1443 * of the caster. 1153 * of the caster.
1444 */ 1154 */
1445
1446int 1155int
1447cast_bless (object *op, object *caster, object *spell_ob, int dir) 1156cast_bless (object *op, object *caster, object *spell_ob, int dir)
1448{ 1157{
1449 int i; 1158 int i;
1450 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1159 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1451 1160
1452 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1161 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1453 if (dir != 0) 1162 if (dir != 0)
1454 { 1163 {
1455 tmp = find_target_for_friendly_spell (op, dir); 1164 tmp = find_target_for_friendly_spell (op, dir);
1165
1166 if (!tmp)
1167 return 0;
1456 } 1168 }
1457 else 1169 else
1458 {
1459 tmp = op; 1170 tmp = op;
1460 }
1461 1171
1462 /* If we've already got a force of this type, don't add a new one. */ 1172 /* 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) 1173 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1464 { 1174 {
1465 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1175 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1466 { 1176 {
1467 if (tmp2->name == spell_ob->name) 1177 if (tmp2->name == spell_ob->name)
1468 { 1178 {
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); 1184 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; 1185 return 0;
1476 } 1186 }
1477 } 1187 }
1478 } 1188 }
1189
1479 if (force == NULL) 1190 if (force == NULL)
1480 { 1191 {
1481 force = get_archetype (FORCE_NAME); 1192 force = archetype::get (FORCE_NAME);
1482 force->subtype = FORCE_CHANGE_ABILITY; 1193 force->subtype = FORCE_CHANGE_ABILITY;
1483 if (spell_ob->race) 1194 if (spell_ob->race)
1484 force->name = spell_ob->race; 1195 force->name = spell_ob->race;
1485 else 1196 else
1486 force->name = spell_ob->name; 1197 force->name = spell_ob->name;
1501 { 1212 {
1502 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1213 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1503 } 1214 }
1504 return 0; 1215 return 0;
1505 } 1216 }
1217
1506 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1218 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1507 force->speed = 1.0; 1219 force->speed = 1.0;
1508 force->speed_left = -1.0; 1220 force->speed_left = -1.0;
1509 SET_FLAG (force, FLAG_APPLIED); 1221 force->set_flag (FLAG_APPLIED);
1510 1222
1511 if (!god) 1223 if (!god)
1512 { 1224 {
1513 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty."); 1225 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1514 } 1226 }
1515 else 1227 else
1516 { 1228 {
1517 /* Only give out good benefits, and put a max on it */ 1229 /* Only give out good benefits, and put a max on it */
1518 for (i = 0; i < NROFATTACKS; i++) 1230 for (i = 0; i < NROFATTACKS; i++)
1519 {
1520 if (god->resist[i] > 0) 1231 if (god->resist[i] > 0)
1521 {
1522 force->resist[i] = MIN (god->resist[i], spell_ob->resist[ATNR_GODPOWER]); 1232 force->resist[i] = min (god->resist[i], spell_ob->resist[ATNR_GODPOWER]);
1523 } 1233
1524 }
1525 force->path_attuned |= god->path_attuned; 1234 force->path_attuned |= god->path_attuned;
1526 1235
1527 if (spell_ob->attacktype) 1236 if (spell_ob->attacktype)
1528 force->slaying = god->slaying; 1237 force->slaying = god->slaying;
1529 1238
1541 force->stats.wc = spell_ob->stats.wc; 1250 force->stats.wc = spell_ob->stats.wc;
1542 force->stats.ac = spell_ob->stats.ac; 1251 force->stats.ac = spell_ob->stats.ac;
1543 1252
1544 change_abil (tmp, force); /* Mostly to display any messages */ 1253 change_abil (tmp, force); /* Mostly to display any messages */
1545 insert_ob_in_ob (force, tmp); 1254 insert_ob_in_ob (force, tmp);
1546 fix_player (tmp); 1255 tmp->update_stats ();
1547 return 1; 1256 return 1;
1548} 1257}
1549
1550
1551 1258
1552/* Alchemy code by Mark Wedel 1259/* Alchemy code by Mark Wedel
1553 * 1260 *
1554 * This code adds a new spell, called alchemy. Alchemy will turn 1261 * This code adds a new spell, called alchemy. Alchemy will turn
1555 * objects to gold nuggets, the value of the gold nuggets being 1262 * 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 * 1263 *
1560 * Large nuggets are worth 25 gp each (base). You will always get 1264 * The value of the gold nuggets being about 90% of that of the item
1561 * the maximum number of large nuggets you could get. 1265 * 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 1266 * because the nuggets themselves will be will be adjusted by charisma
1563 * to the max amount of small nuggets as you could get. 1267 * 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 * 1268 *
1568 * There is also a chance (1:30) that you will get nothing at all 1269 * 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 1270 * for the object. There is also a maximum weight that will be
1570 * alchemied. 1271 * alchemised.
1571 */ 1272 */
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 1273static void
1581alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight) 1274alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1582{ 1275{
1583 uint64 value = query_cost (obj, NULL, F_TRUE); 1276 uint64 value = query_cost (obj, NULL, F_TRUE);
1584 1277
1585 /* Give third price when we alchemy money (This should hopefully 1278 /* Give third price when we alchemy money (this should hopefully
1586 * make it so that it isn't worth it to alchemy money, sell 1279 * make it so that it isn't worth it to alchemy money, sell
1587 * the nuggets, alchemy the gold from that, etc. 1280 * the nuggets, alchemy the gold from that, etc.
1588 * Otherwise, give 9 silver on the gold for other objects, 1281 * Otherwise, give 9 silver on the gold for other objects,
1589 * so that it would still be more affordable to haul 1282 * so that it would still be more affordable to haul
1590 * the stuff back to town. 1283 * the stuff back to town.
1591 */ 1284 */
1592 1285 if (obj->flag [FLAG_UNPAID])
1593 if (QUERY_FLAG (obj, FLAG_UNPAID))
1594 value = 0; 1286 value = 0;
1595 else if (obj->type == MONEY || obj->type == GEM) 1287 else if (obj->type == MONEY || obj->type == GEM)
1596 value /= 3; 1288 value /= 3;
1597 else 1289 else
1598 value = (value * 9) / 10; 1290 value = value * 9 / 10;
1599 1291
1600 value /= 4; // fix by GHJ, don't understand, pcg
1601
1602 if ((obj->value > 0) && rndm (0, 29)) 1292 if (obj->value > 0 && rndm (0, 29))
1603 { 1293 total_value += value;
1604 int count;
1605 1294
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; 1295 total_weight += obj->total_weight ();
1626 obj->remove (); 1296
1627 obj->destroy (0); 1297 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} 1298}
1661 1299
1662int 1300int
1663alchemy (object *op, object *caster, object *spell_ob) 1301alchemy (object *op, object *caster, object *spell_ob)
1664{ 1302{
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) 1303 if (op->type != PLAYER)
1671 return 0; 1304 return 0;
1672 1305
1306 archetype *nugget[3];
1307
1308 nugget[0] = archetype::find (shstr_pyrite3);
1309 nugget[1] = archetype::find (shstr_pyrite2);
1310 nugget[2] = archetype::find (shstr_pyrite);
1311
1673 /* Put a maximum weight of items that can be alchemied. Limits the power 1312 /* 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 1313 * some, and also prevents people from alchemising every table/chair/clock
1675 * in sight 1314 * in sight
1676 */ 1315 */
1677 weight_max = spell_ob->duration + +SP_level_duration_adjust (caster, spell_ob); 1316 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1678 weight_max *= 1000; 1317 int weight_max = duration * 1000;
1679 small = get_archetype ("smallnugget"), large = get_archetype ("largenugget"); 1318 uint64 value_max = duration * 1000;
1680 1319
1320 int weight = 0;
1321
1681 for (y = op->y - 1; y <= op->y + 1; y++) 1322 for (int y = op->y - 1; y <= op->y + 1; y++)
1682 { 1323 {
1683 for (x = op->x - 1; x <= op->x + 1; x++) 1324 for (int x = op->x - 1; x <= op->x + 1; x++)
1684 { 1325 {
1326 uint64 value = 0;
1327
1685 nx = x; 1328 sint16 nx = x;
1686 ny = y; 1329 sint16 ny = y;
1687 1330
1688 mp = op->map; 1331 maptile *mp = op->map;
1689 1332
1690 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); 1333 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1691 1334
1692 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1335 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1693 continue; 1336 continue;
1694 1337
1695 /* Treat alchemy a little differently - most spell effects 1338 /* Treat alchemy a little differently - most spell effects
1697 * ground level effect. 1340 * ground level effect.
1698 */ 1341 */
1699 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) 1342 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1700 continue; 1343 continue;
1701 1344
1702 small_nuggets = 0; 1345 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 { 1346 {
1707 next = tmp->above; 1347 next = tmp->above;
1348
1708 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1349 if (tmp->weight > 0 && !tmp->flag [FLAG_NO_PICK] &&
1709 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1350 !tmp->flag [FLAG_ALIVE] && !tmp->flag [FLAG_IS_CAULDRON])
1710 { 1351 {
1711
1712 if (tmp->inv) 1352 if (tmp->inv)
1713 { 1353 {
1714 object *next1, *tmp1; 1354 object *next1, *tmp1;
1715 1355
1716 for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1) 1356 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1717 { 1357 {
1718 next1 = tmp1->below; 1358 next1 = tmp1->below;
1719 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1359 if (tmp1->weight > 0 && !tmp1->flag [FLAG_NO_PICK] &&
1720 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1360 !tmp1->flag [FLAG_ALIVE] && !tmp1->flag [FLAG_IS_CAULDRON])
1721 alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight); 1361 alchemy_object (tmp1, value, weight);
1722 } 1362 }
1723 } 1363 }
1364
1724 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); 1365 alchemy_object (tmp, value, weight);
1725 1366
1726 if (weight > weight_max) 1367 if (weight > weight_max)
1727 { 1368 break;
1728 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1729 large->destroy (0);
1730 small->destroy (0);
1731 return 1;
1732 } 1369 }
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 */ 1370 }
1740 update_map (op, mp, small_nuggets, large_nuggets, nx, ny); 1371
1372 value -= rndm (value >> 4);
1373 value = min (value, value_max);
1374
1375 for (int i = 0; i < array_length (nugget); ++i)
1376 if (int nrof = value / nugget [i]->value)
1377 {
1378 value -= nrof * nugget[i]->value;
1379
1380 object *tmp = nugget[i]->instance ();
1381 tmp->nrof = nrof;
1382 tmp->flag [FLAG_IDENTIFIED] = true;
1383 op->map->insert (tmp, x, y, op, 0);
1741 } 1384 }
1385
1386 if (weight > weight_max)
1387 goto bailout;
1388 }
1742 } 1389 }
1743 large->destroy (0); 1390
1744 small->destroy (0); 1391bailout:
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; 1392 return 1;
1750} 1393}
1751
1752 1394
1753/* This function removes the cursed/damned status on equipped 1395/* This function removes the cursed/damned status on equipped
1754 * items. 1396 * items.
1755 */ 1397 */
1756int 1398int
1757remove_curse (object *op, object *caster, object *spell) 1399remove_curse (object *op, object *caster, object *spell)
1758{ 1400{
1759 object *tmp;
1760 int success = 0, was_one = 0; 1401 int success = 0, was_one = 0;
1761 1402
1403 int num_uncurse = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell));
1404
1405 op->splay_marked ();
1406
1407 int typeflag = spell->last_sp ? FLAG_DAMNED : FLAG_CURSED;
1408
1762 for (tmp = op->inv; tmp; tmp = tmp->below) 1409 for (object *tmp = op->inv; tmp && num_uncurse; tmp = tmp->below)
1763 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1410 if (!tmp->invisible && tmp->flag [typeflag])
1764 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1765 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, 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 --num_uncurse;
1773 CLEAR_FLAG (tmp, FLAG_DAMNED);
1774 1418
1775 CLEAR_FLAG (tmp, FLAG_CURSED); 1419 tmp->clr_flag (typeflag);
1776 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1420 tmp->clr_flag (FLAG_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 { 1432 new_draw_info (NDI_UNIQUE, 0, op, "You realise that some of your items look shinier now. H<You successfully removed some curses.>");
1787 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 any curse. H<The spell was not strong enough.>");
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 having any cursed items. H<Epic fail.>");
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 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1806 int success = 0, num_ident;
1807 1450
1808 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1451 int num_ident = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell));
1809 1452
1810 if (num_ident < 1) 1453 op->splay_marked ();
1811 num_ident = 1;
1812 1454
1813
1814 for (tmp = op->inv; tmp; tmp = tmp->below) 1455 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1815 { 1456 {
1816 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1457 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1817 { 1458 {
1818 identify (tmp); 1459 identify (tmp);
1460
1819 if (op->type == PLAYER) 1461 if (op->type == PLAYER)
1820 { 1462 {
1821 new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op)); 1463 buf.printf ("You identified: %s.\r", long_desc (tmp, op));
1464
1822 if (tmp->msg) 1465 if (tmp->msg)
1823 { 1466 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 } 1467 }
1828 num_ident--; 1468
1829 success = 1;
1830 if (!num_ident) 1469 if (!--num_ident)
1831 break; 1470 break;
1832 } 1471 }
1833 } 1472 }
1473
1834 /* If all the power of the spell has been used up, don't go and identify 1474 /* 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 1475 * stuff on the floor. Only identify stuff on the floor if the spell
1836 * was not fully used. 1476 * was not fully used.
1837 */ 1477 */
1838 if (num_ident) 1478 if (num_ident)
1839 { 1479 {
1840 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1480 for (object *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)) 1481 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1842 { 1482 {
1843
1844 identify (tmp); 1483 identify (tmp);
1845 if (op->type == PLAYER) 1484
1485 if (object *pl = tmp->visible_to ())
1846 { 1486 {
1847 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op)); 1487 buf.printf ("On the ground you identified: %s.\r", long_desc (tmp, op));
1488
1848 if (tmp->msg) 1489 if (tmp->msg)
1849 { 1490 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 } 1491 }
1855 num_ident--; 1492
1856 success = 1;
1857 if (!num_ident) 1493 if (!--num_ident)
1858 break; 1494 break;
1859 } 1495 }
1860 } 1496 }
1861 if (!success) 1497
1862 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified."); 1498 if (buf.empty ())
1499 {
1500 op->failmsg ("You can't reach anything unidentified.");
1501 return 0;
1502 }
1863 else 1503 else
1864 { 1504 {
1505 if (op->contr)
1506 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1507
1865 spell_effect (spell, op->x, op->y, op->map, op); 1508 spell_effect (spell, op->x, op->y, op->map, op);
1509 return 1;
1866 } 1510 }
1867 return success;
1868} 1511}
1869
1870 1512
1871int 1513int
1872cast_detection (object *op, object *caster, object *spell, object *skill) 1514cast_detection (object *op, object *caster, object *spell, object *skill)
1873{ 1515{
1874 object *tmp, *last, *god, *detect; 1516 object *tmp, *last, *god, *detect;
1875 int done_one, range, mflags, floor, level; 1517 int done_one, range, floor, level;
1876 sint16 x, y, nx, ny; 1518 sint16 x, y, nx, ny;
1877 maptile *m; 1519 maptile *m;
1878 1520
1879 /* We precompute some values here so that we don't have to keep 1521 /* We precompute some values here so that we don't have to keep
1880 * doing it over and over again. 1522 * doing it over and over again.
1881 */ 1523 */
1882 god = find_god (determine_god (op)); 1524 god = find_god (determine_god (op));
1883 level = caster_level (caster, spell); 1525 level = casting_level (caster, spell);
1884 range = spell->range + SP_level_range_adjust (caster, spell); 1526 range = spell->range + SP_level_range_adjust (caster, spell);
1885 1527
1886 if (!skill) 1528 if (!skill)
1887 skill = caster; 1529 skill = caster;
1888 1530
1889 for (x = op->x - range; x <= op->x + range; x++) 1531 dynbuf buf;
1890 for (y = op->y - range; y <= op->y + range; y++) 1532 unordered_mapwalk (buf, op, -range, -range, range, range)
1891 { 1533 {
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 1534 /* For most of the detections, we only detect objects above the
1899 * floor. But this is not true for show invisible. 1535 * floor. But this is not true for show invisible.
1900 * Basically, we just go and find the top object and work 1536 * Basically, we just go and find the top object and work
1901 * down - that is easier than working up. 1537 * down - that is easier than working up.
1902 */ 1538 */
1903 1539
1904 for (last = NULL, tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above) 1540 for (last = 0, tmp = m->at (nx, ny).bot; tmp; tmp = tmp->above)
1905 last = tmp; 1541 last = tmp;
1542
1906 /* Shouldn't happen, but if there are no objects on a space, this 1543 /* Shouldn't happen, but if there are no objects on a space, this
1907 * would happen. 1544 * would happen.
1908 */ 1545 */
1909 if (!last) 1546 if (!last)
1910 continue; 1547 continue;
1911 1548
1912 done_one = 0; 1549 done_one = 0;
1913 floor = 0; 1550 floor = 0;
1914 detect = NULL; 1551 detect = 0;
1915 for (tmp = last; tmp; tmp = tmp->below) 1552 for (tmp = last; tmp; tmp = tmp->below)
1916 { 1553 {
1917
1918 /* show invisible */ 1554 /* show invisible */
1919 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1555 if (spell->flag [FLAG_MAKE_INVIS]
1920 /* Might there be other objects that we can make visibile? */ 1556 /* Might there be other objects that we can make visible? */
1921 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1557 && (tmp->invisible && (tmp->flag [FLAG_MONSTER]
1922 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1558 || (tmp->type == PLAYER && !tmp->flag [FLAG_WIZ])
1923 tmp->type == CF_HANDLE || 1559 || tmp->type == T_HANDLE
1924 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE || 1560 || tmp->type == TRAPDOOR
1561 || tmp->type == EXIT
1562 || tmp->type == HOLE
1563 || tmp->type == BUTTON
1925 tmp->type == BUTTON || tmp->type == TELEPORTER || 1564 || tmp->type == TELEPORTER
1565 || tmp->type == GATE
1926 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1566 || tmp->type == LOCKED_DOOR
1927 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN || 1567 || tmp->type == WEAPON
1568 || tmp->type == ALTAR
1569 || (tmp->type == SIGN && tmp->face != magicmouth_face)
1928 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1570 || tmp->type == TRIGGER_PEDESTAL
1929 tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR))) 1571 || tmp->type == SPECIAL_KEY
1572 || tmp->type == TREASURE
1573 || tmp->type == BOOK
1574 || tmp->type == HOLY_ALTAR
1575 || tmp->type == CONTAINER)))
1930 { 1576 {
1577 printf ("show inv %s\n", tmp->debug_desc());//D
1931 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4) 1578 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1932 { 1579 {
1933 tmp->invisible = 0; 1580 tmp->invisible = 0;
1581 done_one = 1;
1582 }
1583 }
1584
1585 if (tmp->flag [FLAG_IS_FLOOR])
1586 floor = 1;
1587
1588 /* All detections below this point don't descend beneath the floor,
1589 * so just continue on. We could be clever and look at the type of
1590 * detection to completely break out if we don't care about objects beneath
1591 * the floor, but once we get to the floor, not likely a very big issue anyways.
1592 */
1593 if (floor)
1594 continue;
1595
1596 /* I had thought about making detect magic and detect curse
1597 * show the flash the magic item like it does for detect monster.
1598 * however, if the object is within sight, this would then make it
1599 * difficult to see what object is magical/cursed, so the
1600 * effect wouldn't be as apparent.
1601 */
1602
1603 /* detect magic */
1604 if (spell->flag [FLAG_KNOWN_MAGICAL]
1605 && !tmp->flag [FLAG_KNOWN_MAGICAL]
1606 && !tmp->flag [FLAG_IDENTIFIED]
1607 && tmp->need_identify ()
1608 && is_magical (tmp))
1609 {
1610 tmp->set_flag (FLAG_KNOWN_MAGICAL);
1611 /* make runes more visible */
1612 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1613 tmp->stats.Cha /= 4;
1614
1615 done_one = 1;
1616 }
1617
1618 /* detect monster */
1619 if (spell->flag [FLAG_MONSTER] && (tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER))
1620 {
1621 done_one = 2;
1622
1623 if (!detect)
1624 detect = tmp;
1625 }
1626
1627 /* Basically, if race is set in the spell, then the creatures race must
1628 * match that. if the spell race is set to GOD, then the gods opposing
1629 * race must match.
1630 */
1631 if (spell->race && tmp->flag [FLAG_MONSTER] && tmp->race &&
1632 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1633 spell->race.contains (tmp->race)))
1634 {
1635 done_one = 2;
1636
1637 if (!detect)
1638 detect = tmp;
1639 }
1640
1641 if (spell->flag [FLAG_KNOWN_CURSED]
1642 && !tmp->flag [FLAG_KNOWN_CURSED]
1643 && tmp->need_identify ()
1644 && (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))
1645 {
1646 tmp->set_flag (FLAG_KNOWN_CURSED);
1647 done_one = 1;
1648 }
1649
1650 // Do mining detection spell:
1651 if (spell->last_sp == 1) // 1 - detect any vein
1652 {
1653 if (tmp->type == VEIN)
1654 {
1655 if (tmp->other_arch)
1656 {
1657 if (!detect)
1658 detect = tmp->other_arch;
1659 done_one = 2;
1660 }
1661 else
1934 done_one = 1; 1662 done_one = 1;
1935 } 1663 }
1936 } 1664 }
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 */ 1665 } /* for stack of objects on this space */
1991 1666
1992 /* Code here puts an effect of the spell on the space, so you can see 1667 /* Code here puts an effect of the spell on the space, so you can see
1993 * where the magic is. 1668 * where the magic is.
1994 */ 1669 */
1995 if (done_one) 1670 if (done_one)
1996 { 1671 {
1997 object *detect_ob = arch_to_object (spell->other_arch); 1672 object *detect_ob = spell->other_arch->instance ();
1998 1673
1999 detect_ob->x = nx;
2000 detect_ob->y = ny;
2001 /* if this is set, we want to copy the face */ 1674 /* if this is set, we want to copy the face */
2002 if (done_one == 2 && detect) 1675 if (done_one == 2 && detect)
2003 { 1676 {
2004 detect_ob->face = detect->face; 1677 detect_ob->face = detect->face;
2005 detect_ob->animation_id = detect->animation_id; 1678 detect_ob->animation_id = detect->animation_id;
2006 detect_ob->anim_speed = detect->anim_speed; 1679 detect_ob->anim_speed = detect->anim_speed;
2007 detect_ob->last_anim = 0; 1680 detect_ob->last_anim = 0;
2008 /* by default, the detect_ob is already animated */ 1681 /* by default, the detect_ob is already animated */
2009 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1682 if (!detect->flag [FLAG_ANIMATE])
2010 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1683 detect_ob->clr_flag (FLAG_ANIMATE);
2011 } 1684 }
2012 insert_ob_in_map (detect_ob, m, op, 0); 1685
1686 m->insert (detect_ob, nx, ny, op, INS_ON_TOP);
2013 } 1687 }
2014 } /* for processing the surrounding spaces */ 1688 } /* for processing the surrounding spaces */
2015 1689
2016 1690
2017 /* Now process objects in the players inventory if detect curse or magic */ 1691 /* 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)) 1692 if (spell->flag [FLAG_KNOWN_CURSED] || spell->flag [FLAG_KNOWN_MAGICAL])
2019 { 1693 {
2020 done_one = 0; 1694 done_one = 0;
1695
2021 for (tmp = op->inv; tmp; tmp = tmp->below) 1696 for (tmp = op->inv; tmp; tmp = tmp->below)
2022 { 1697 {
2023 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1698 if (!tmp->invisible && !tmp->flag [FLAG_IDENTIFIED])
2024 { 1699 {
2025 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)) 1700 if (spell->flag [FLAG_KNOWN_MAGICAL] && is_magical (tmp) && !tmp->flag [FLAG_KNOWN_MAGICAL])
2026 { 1701 {
2027 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1702 tmp->set_flag (FLAG_KNOWN_MAGICAL);
2028 if (op->type == PLAYER) 1703
1704 if (object *pl = tmp->visible_to ())
2029 esrv_send_item (op, tmp); 1705 esrv_update_item (UPD_FLAGS, pl, tmp);
2030 } 1706 }
2031 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1707
2032 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1708 if (spell->flag [FLAG_KNOWN_CURSED] && !tmp->flag [FLAG_KNOWN_CURSED] &&
1709 (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))
2033 { 1710 {
2034 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1711 tmp->set_flag (FLAG_KNOWN_CURSED);
2035 if (op->type == PLAYER) 1712
1713 if (object *pl = tmp->visible_to ())
2036 esrv_send_item (op, tmp); 1714 esrv_update_item (UPD_FLAGS, pl, tmp);
2037 } 1715 }
2038 } /* if item is not identified */ 1716 } /* if item is not identified */
2039 } /* for the players inventory */ 1717 } /* for the players inventory */
2040 } /* if detect magic/curse and object is a player */ 1718 } /* if detect magic/curse and object is a player */
1719
2041 return 1; 1720 return 1;
2042} 1721}
2043 1722
2044 1723
2045/** 1724/**
2058 1737
2059 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you."); 1738 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
2060 1739
2061 if (victim->stats.sp >= victim->stats.maxsp * 2) 1740 if (victim->stats.sp >= victim->stats.maxsp * 2)
2062 { 1741 {
2063 object *tmp;
2064
2065 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1742 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; 1743 victim->stats.sp = 2 * victim->stats.maxsp;
1744 create_exploding_ball_at (victim, caster_level);
2075 } 1745 }
2076 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1746 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."); 1747 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) 1748 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2081 {
2082 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 1749 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
2083 }
2084 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1750 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2085 { 1751 {
2086 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1752 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2087 confuse_player (victim, victim, 99); 1753 confuse_player (victim, victim, 99);
2088 } 1754 }
2089 else if (victim->stats.sp >= victim->stats.maxsp * 1.25) 1755 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
2090 {
2091 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices."); 1756 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
2092 }
2093} 1757}
2094 1758
2095/* cast_transfer 1759/* cast_transfer
2096 * This spell transfers sp from the player to another person. 1760 * This spell transfers sp from the player to another person.
2097 * We let the target go above their normal maximum SP. 1761 * We let the target go above their normal maximum SP.
2111 1775
2112 mflags = get_map_flags (m, &m, x, y, &x, &y); 1776 mflags = get_map_flags (m, &m, x, y, &x, &y);
2113 1777
2114 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1778 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
2115 { 1779 {
2116 for (plyr = get_map_ob (m, x, y); plyr != NULL; plyr = plyr->above) 1780 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
2117 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1781 if (plyr != op && plyr->flag [FLAG_ALIVE])
2118 break; 1782 break;
2119 } 1783 }
2120 1784
2121 1785
2122 /* If we did not find a player in the specified direction, transfer 1786 /* 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. 1787 * to anyone on top of us. This is used for the rune of transference mostly.
2124 */ 1788 */
2125 if (plyr == NULL) 1789 if (plyr == NULL)
2126 for (plyr = get_map_ob (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above) 1790 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)) 1791 if (plyr != op && plyr->flag [FLAG_ALIVE])
2128 break; 1792 break;
2129 1793
2130 if (!plyr) 1794 if (!plyr)
2131 { 1795 {
2132 new_draw_info (NDI_BLACK, 0, op, "There is no one there."); 1796 op->failmsg ("There is no one there.");
2133 return 0; 1797 return 0;
2134 } 1798 }
2135 /* give sp */ 1799 /* give sp */
2136 if (spell->stats.dam > 0) 1800 if (spell->stats.dam > 0)
2137 { 1801 {
2138 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell); 1802 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
2139 charge_mana_effect (plyr, caster_level (caster, spell)); 1803 charge_mana_effect (plyr, casting_level (caster, spell));
2140 return 1; 1804 return 1;
2141 } 1805 }
2142 /* suck sp away. Can't suck sp from yourself */ 1806 /* suck sp away. Can't suck sp from yourself */
2143 else if (op != plyr) 1807 else if (op != plyr)
2144 { 1808 {
2149 if (rate > 95) 1813 if (rate > 95)
2150 rate = 95; 1814 rate = 95;
2151 1815
2152 sucked = (plyr->stats.sp * rate) / 100; 1816 sucked = (plyr->stats.sp * rate) / 100;
2153 plyr->stats.sp -= sucked; 1817 plyr->stats.sp -= sucked;
2154 if (QUERY_FLAG (op, FLAG_ALIVE)) 1818 if (op->flag [FLAG_ALIVE])
2155 { 1819 {
2156 /* Player doesn't get full credit */ 1820 /* Player doesn't get full credit */
2157 sucked = (sucked * rate) / 100; 1821 sucked = (sucked * rate) / 100;
2158 op->stats.sp += sucked; 1822 op->stats.sp += sucked;
2159 if (sucked > 0) 1823 if (sucked > 0)
2160 { 1824 {
2161 charge_mana_effect (op, caster_level (caster, spell)); 1825 charge_mana_effect (op, casting_level (caster, spell));
2162 } 1826 }
2163 } 1827 }
2164 return 1; 1828 return 1;
2165 } 1829 }
2166 return 0; 1830 return 0;
2186 m = op->map; 1850 m = op->map;
2187 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1851 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
2188 if (mflags & P_OUT_OF_MAP) 1852 if (mflags & P_OUT_OF_MAP)
2189 return; 1853 return;
2190 1854
2191 for (tmp = get_map_ob (m, sx, sy); tmp != NULL; tmp = next) 1855 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
2192 { 1856 {
2193 next = tmp->above; 1857 next = tmp->above;
2194 1858
2195 /* Need to look at the head object - otherwise, if tmp 1859 /* Need to look at the head object - otherwise, if tmp
2196 * points to a monster, we don't have all the necessary 1860 * points to a monster, we don't have all the necessary
2208 /* Basically, if the object is magical and not counterspell, 1872 /* Basically, if the object is magical and not counterspell,
2209 * we will more or less remove the object. Don't counterspell 1873 * we will more or less remove the object. Don't counterspell
2210 * monsters either. 1874 * monsters either.
2211 */ 1875 */
2212 1876
2213 if (head->attacktype & AT_MAGIC && 1877 if (head->attacktype & AT_MAGIC
2214 !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level)) 1878 && !(head->attacktype & AT_COUNTERSPELL)
2215 { 1879 && !head->flag [FLAG_MONSTER]
2216 head->remove (); 1880 && (op->level > head->level))
2217 head->destroy (0); 1881 head->destroy ();
2218 }
2219 else 1882 else
2220 switch (head->type) 1883 switch (head->type)
2221 { 1884 {
2222 case SPELL_EFFECT: 1885 case SPELL_EFFECT:
1886 // XXX: Don't affect floor spelleffects. See also XXX comment
1887 // about sanctuary in spell_util.C
1888 if (tmp->flag [FLAG_IS_FLOOR])
1889 continue;
1890
2223 if (op->level > head->level) 1891 if (op->level > head->level)
2224 {
2225 head->remove ();
2226 head->destroy (0); 1892 head->destroy ();
2227 } 1893
2228 break; 1894 break;
2229 1895
2230 /* I really don't get this rune code that much - that 1896 /* I really don't get this rune code that much - that
2231 * random chance seems really low. 1897 * random chance seems really low.
2232 */ 1898 */
2233 case RUNE: 1899 case RUNE:
2234 if (rndm (0, 149) == 0) 1900 if (rndm (0, 149) == 0)
2235 { 1901 {
2236 head->stats.hp--; /* weaken the rune */ 1902 head->stats.hp--; /* weaken the rune */
2237 if (!head->stats.hp) 1903 if (!head->stats.hp)
2238 {
2239 head->remove ();
2240 head->destroy (0); 1904 head->destroy ();
2241 }
2242 } 1905 }
2243 break; 1906 break;
2244 } 1907 }
2245 } 1908 }
2246} 1909}
2247 1910
2248
2249
2250/* cast_consecrate() - a spell to make an altar your god's */ 1911/* cast_consecrate() - a spell to make an altar your god's */
2251int 1912int
2252cast_consecrate (object *op, object *caster, object *spell) 1913cast_consecrate (object *op, object *caster, object *spell)
2253{ 1914{
2254 char buf[MAX_BUF]; 1915 char buf[MAX_BUF];
2255 1916
2256 object *tmp, *god = find_god (determine_god (op)); 1917 object *tmp, *god = find_god (determine_god (op));
2257 1918
2258 if (!god) 1919 if (!god)
2259 { 1920 {
2260 new_draw_info (NDI_UNIQUE, 0, op, "You can't consecrate anything if you don't worship a god!"); 1921 op->failmsg ("You can't consecrate anything if you don't worship a god!");
2261 return 0; 1922 return 0;
2262 } 1923 }
2263 1924
2264 for (tmp = op->below; tmp; tmp = tmp->below) 1925 for (tmp = op->below; tmp; tmp = tmp->below)
2265 { 1926 {
2266 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1927 if (tmp->flag [FLAG_IS_FLOOR])
2267 break; 1928 break;
2268 if (tmp->type == HOLY_ALTAR) 1929 if (tmp->type == HOLY_ALTAR)
2269 { 1930 {
2270 1931
2271 if (tmp->level > caster_level (caster, spell)) 1932 if (tmp->level > casting_level (caster, spell))
2272 { 1933 {
2273 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name); 1934 op->failmsgf ("You are not powerful enough to reconsecrate the %s", &tmp->name);
2274 return 0; 1935 return 0;
2275 } 1936 }
2276 else 1937 else
2277 { 1938 {
2278 /* If we got here, we are consecrating an altar */ 1939 /* If we got here, we are consecrating an altar */
2279 sprintf (buf, "Altar of %s", &god->name); 1940 sprintf (buf, "Altar of %s", &god->name);
2280 tmp->name = buf; 1941 tmp->name = buf;
2281 tmp->level = caster_level (caster, spell); 1942 tmp->level = casting_level (caster, spell);
2282 tmp->other_arch = god->arch; 1943 tmp->other_arch = god->arch;
1944
2283 if (op->type == PLAYER) 1945 if (op->type == PLAYER)
2284 esrv_update_item (UPD_NAME, op, tmp); 1946 esrv_update_item (UPD_NAME, op, tmp);
1947
2285 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name); 1948 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
2286 return 1; 1949 return 1;
2287 } 1950 }
2288 } 1951 }
2289 } 1952 }
2290 new_draw_info (NDI_UNIQUE, 0, op, "You are not standing over an altar!"); 1953
1954 op->failmsg ("You are not standing over an altar!");
2291 return 0; 1955 return 0;
2292} 1956}
2293 1957
2294/* animate_weapon - 1958/* animate_weapon -
2295 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon. 1959 * 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, 1963 * 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 1964 * 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 1965 * that only let players use it was correct, and removed all the other
2302 * player checks. MSW 2003-01-06 1966 * player checks. MSW 2003-01-06
2303 */ 1967 */
2304
2305int 1968int
2306animate_weapon (object *op, object *caster, object *spell, int dir) 1969animate_weapon (object *op, object *caster, object *spell, int dir)
2307{ 1970{
2308 object *weapon, *tmp;
2309 char buf[MAX_BUF]; 1971 char buf[MAX_BUF];
2310 int a, i; 1972 int a, i;
2311 sint16 x, y; 1973 sint16 x, y;
2312 maptile *m; 1974 maptile *m;
2313 materialtype_t *mt;
2314 1975
2315 if (!spell->other_arch) 1976 if (!spell->other_arch)
2316 { 1977 {
2317 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1978 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2318 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name); 1979 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2321 /* exit if it's not a player using this spell. */ 1982 /* exit if it's not a player using this spell. */
2322 if (op->type != PLAYER) 1983 if (op->type != PLAYER)
2323 return 0; 1984 return 0;
2324 1985
2325 /* if player already has a golem, abort */ 1986 /* if player already has a golem, abort */
2326 if (op->contr->ranges[range_golem]) 1987 if (object *golem = op->contr->golem)
2327 { 1988 {
2328 control_golem (op->contr->ranges[range_golem], dir); 1989 control_golem (golem, dir);
2329 return 0; 1990 return 0;
2330 } 1991 }
2331 1992
2332 /* if no direction specified, pick one */ 1993 /* if no direction specified, pick one */
2333 if (!dir) 1994 if (!dir)
2334 dir = find_free_spot (NULL, op->map, op->x, op->y, 1, 9); 1995 dir = find_free_spot (spell->other_arch, op->map, op->x, op->y, 1, 9);
2335 1996
2336 m = op->map; 1997 m = op->map;
2337 x = op->x + freearr_x[dir]; 1998 x = op->x + freearr_x[dir];
2338 y = op->y + freearr_y[dir]; 1999 y = op->y + freearr_y[dir];
2339 2000
2340 /* if there's no place to put the golem, abort */ 2001 /* 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) || 2002 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)) 2003 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2343 { 2004 {
2344 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2005 op->failmsg ("There is something in the way.");
2345 return 0; 2006 return 0;
2346 } 2007 }
2347 2008
2348 /* Use the weapon marked by the player. */ 2009 /* Use the weapon marked by the player. */
2349 weapon = find_marked_object (op); 2010 object *weapon = op->mark ();
2350 2011
2351 if (!weapon) 2012 if (!weapon)
2352 { 2013 {
2353 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2014 op->failmsg ("You must mark a weapon to use with this spell!");
2354 return 0; 2015 return 0;
2355 } 2016 }
2017
2356 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2018 if (spell->race && weapon->arch->archname != spell->race)
2357 { 2019 {
2358 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2020 op->failmsg ("The spell fails to transform your weapon.");
2359 return 0; 2021 return 0;
2360 } 2022 }
2023
2361 if (weapon->type != WEAPON) 2024 if (weapon->type != WEAPON)
2362 { 2025 {
2363 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it."); 2026 op->failmsg ("You need to wield a weapon to animate it.");
2364 return 0; 2027 return 0;
2365 } 2028 }
2366 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2029
2030 if (weapon->flag [FLAG_APPLIED])
2367 { 2031 {
2368 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon)); 2032 op->failmsgf ("You need to unequip %s before using it in this spell", query_name (weapon));
2369 return 0; 2033 return 0;
2370 } 2034 }
2371 2035
2372 if (weapon->nrof > 1) 2036 weapon = weapon->split ();
2373 {
2374 tmp = get_split_ob (weapon, 1);
2375 esrv_send_item (op, weapon);
2376 weapon = tmp;
2377 }
2378 2037
2379 /* create the golem object */ 2038 /* create the golem object */
2380 tmp = arch_to_object (spell->other_arch); 2039 object *tmp = spell->other_arch->instance ();
2381 2040
2382 /* if animated by a player, give the player control of the golem */ 2041 /* if animated by a player, give the player control of the golem */
2383 CLEAR_FLAG (tmp, FLAG_MONSTER); 2042 tmp->clr_flag (FLAG_MONSTER);
2384 SET_FLAG (tmp, FLAG_FRIENDLY);
2385 tmp->stats.exp = 0; 2043 tmp->stats.exp = 0;
2386 add_friendly_object (tmp); 2044 add_friendly_object (tmp);
2387 tmp->type = GOLEM; 2045 tmp->type = GOLEM;
2388 set_owner (tmp, op); 2046 tmp->set_owner (op);
2047 op->contr->golem = tmp;
2389 set_spell_skill (op, caster, spell, tmp); 2048 set_spell_skill (op, caster, spell, tmp);
2390 op->contr->ranges[range_golem] = tmp;
2391 op->contr->shoottype = range_golem;
2392 2049
2393 /* Give the weapon to the golem now. A bit of a hack to check the 2050 /* 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 2051 * removed flag - it should only be set if weapon->split was
2395 * used above. 2052 * used above.
2396 */ 2053 */
2397 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2054 if (!weapon->flag [FLAG_REMOVED])
2398 weapon->remove (); 2055 weapon->remove ();
2399 insert_ob_in_ob (weapon, tmp); 2056
2400 esrv_send_item (op, weapon); 2057 tmp->insert (weapon);
2058
2401 /* To do everything necessary to let a golem use the weapon is a pain, 2059 /* 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 2060 * so instead, just set it as equipped (otherwise, we need to update
2403 * body_info, skills, etc) 2061 * body_info, skills, etc)
2404 */ 2062 */
2405 SET_FLAG (tmp, FLAG_USE_WEAPON); 2063 tmp->set_flag (FLAG_USE_WEAPON);
2406 SET_FLAG (weapon, FLAG_APPLIED); 2064 weapon->set_flag (FLAG_APPLIED);
2407 fix_player (tmp); 2065 tmp->update_stats ();
2408 2066
2409 /* There used to be 'odd' code that basically seemed to take the absolute 2067 /* 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 - 2068 * 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. 2069 * if you're using a crappy weapon, it shouldn't be as good.
2412 */ 2070 */
2431 2089
2432 /* attacktype */ 2090 /* attacktype */
2433 if (!tmp->attacktype) 2091 if (!tmp->attacktype)
2434 tmp->attacktype = AT_PHYSICAL; 2092 tmp->attacktype = AT_PHYSICAL;
2435 2093
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++) 2094 for (i = 0; i < NROFATTACKS; i++)
2442 tmp->resist[i] = 50 - (mt->save[i] * 5); 2095 tmp->resist[i] = 50 - (op->material->save[i] * 5);
2443 a = mt->save[0]; 2096
2444 } 2097 a = op->material->save[0];
2445 else 2098
2446 {
2447 for (i = 0; i < NROFATTACKS; i++)
2448 tmp->resist[i] = 5;
2449 a = 10;
2450 }
2451 /* Set weapon's immunity */ 2099 /* Set weapon's immunity */
2452 tmp->resist[ATNR_CONFUSION] = 100; 2100 tmp->resist[ATNR_CONFUSION] = 100;
2453 tmp->resist[ATNR_POISON] = 100; 2101 tmp->resist[ATNR_POISON] = 100;
2454 tmp->resist[ATNR_SLOW] = 100; 2102 tmp->resist[ATNR_SLOW] = 100;
2455 tmp->resist[ATNR_PARALYZE] = 100; 2103 tmp->resist[ATNR_PARALYZE] = 100;
2461 2109
2462 /* Improve weapon's armour value according to best save vs. physical of its material */ 2110 /* Improve weapon's armour value according to best save vs. physical of its material */
2463 2111
2464 if (a > 14) 2112 if (a > 14)
2465 a = 14; 2113 a = 14;
2114
2466 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); 2115 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.f - (float) tmp->resist[ATNR_PHYSICAL]) / (30.f - 2.f * a));
2467 2116
2468 /* Determine golem's speed */ 2117 /* Determine golem's speed */
2469 tmp->speed = 0.4 + 0.1 * SP_level_range_adjust (caster, spell); 2118 tmp->set_speed (min (3.33f, 0.4f + 0.1f * SP_level_range_adjust (caster, spell)));
2470
2471 if (tmp->speed > 3.33)
2472 tmp->speed = 3.33;
2473 2119
2474 if (!spell->race) 2120 if (!spell->race)
2475 { 2121 {
2476 sprintf (buf, "animated %s", &weapon->name); 2122 sprintf (buf, "animated %s", &weapon->name);
2477 tmp->name = buf; 2123 tmp->name = buf;
2479 tmp->face = weapon->face; 2125 tmp->face = weapon->face;
2480 tmp->animation_id = weapon->animation_id; 2126 tmp->animation_id = weapon->animation_id;
2481 tmp->anim_speed = weapon->anim_speed; 2127 tmp->anim_speed = weapon->anim_speed;
2482 tmp->last_anim = weapon->last_anim; 2128 tmp->last_anim = weapon->last_anim;
2483 tmp->state = weapon->state; 2129 tmp->state = weapon->state;
2484 if (QUERY_FLAG (weapon, FLAG_ANIMATE)) 2130 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 } 2131 }
2494 2132
2495 /* make experience increase in proportion to the strength of the summoned creature. */ 2133 /* 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)); 2134 tmp->stats.exp *= 1 + (max (spell->stats.maxgrace, spell->stats.sp) / casting_level (caster, spell));
2497 2135
2498 tmp->speed_left = -1; 2136 tmp->speed_left = -1;
2499 tmp->x = x;
2500 tmp->y = y;
2501 tmp->direction = dir; 2137 tmp->direction = dir;
2502 insert_ob_in_map (tmp, m, op, 0); 2138
2139 m->insert (tmp, x, y, op);
2503 return 1; 2140 return 1;
2504} 2141}
2505 2142
2506/* cast_daylight() - changes the map darkness level *lower* */ 2143/* cast_daylight() - changes the map darkness level *lower* */
2507 2144
2508/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2145/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2509 * This changes the light level for the entire map. 2146 * This changes the light level for the entire map.
2510 */ 2147 */
2511
2512int 2148int
2513cast_change_map_lightlevel (object *op, object *caster, object *spell) 2149cast_change_map_lightlevel (object *op, object *caster, object *spell)
2514{ 2150{
2515 int success; 2151 int success;
2516 2152
2517 if (!op->map) 2153 if (!op->map)
2518 return 0; /* shouldnt happen */ 2154 return 0; /* shouldnt happen */
2519 2155
2520 success = change_map_light (op->map, spell->stats.dam); 2156 success = op->map->change_map_light (spell->stats.dam);
2157
2521 if (!success) 2158 if (!success)
2522 { 2159 {
2523 if (spell->stats.dam < 0) 2160 if (spell->stats.dam < 0)
2524 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2161 op->failmsg ("It can be no brighter here.");
2525 else 2162 else
2526 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2163 op->failmsg ("It can be no darker here.");
2527 } 2164 }
2165
2528 return success; 2166 return success;
2529} 2167}
2530
2531
2532
2533
2534 2168
2535/* create an aura spell object and put it in the player's inventory. 2169/* 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, 2170 * as usual, op is player, caster is the object casting the spell,
2537 * spell is the spell object itself. 2171 * spell is the spell object itself.
2538 */ 2172 */
2544 2178
2545 new_aura = present_arch_in_ob (spell->other_arch, op); 2179 new_aura = present_arch_in_ob (spell->other_arch, op);
2546 if (new_aura) 2180 if (new_aura)
2547 refresh = 1; 2181 refresh = 1;
2548 else 2182 else
2549 new_aura = arch_to_object (spell->other_arch); 2183 new_aura = spell->other_arch->instance ();
2550 2184
2551 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); 2185 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2552 2186
2553 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 2187 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2554 2188
2555 set_owner (new_aura, op);
2556 set_spell_skill (op, caster, spell, new_aura); 2189 set_spell_skill (op, caster, spell, new_aura);
2557 new_aura->attacktype = spell->attacktype; 2190 new_aura->attacktype = spell->attacktype;
2558 2191
2559 new_aura->level = caster_level (caster, spell); 2192 new_aura->level = casting_level (caster, spell);
2193
2560 if (refresh) 2194 if (refresh)
2561 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2195 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2562 else 2196 else
2563 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2197 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2198
2564 insert_ob_in_ob (new_aura, op); 2199 insert_ob_in_ob (new_aura, op);
2200 new_aura->set_owner (op);
2201
2565 return 1; 2202 return 1;
2566} 2203}
2567
2568 2204
2569/* move aura function. An aura is a part of someone's inventory, 2205/* 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 2206 * which he carries with him, but which acts on the map immediately
2571 * around him. 2207 * around him.
2572 * Aura parameters: 2208 * Aura parameters:
2573 * duration: duration counter. 2209 * duration: duration counter.
2574 * attacktype: aura's attacktype 2210 * attacktype: aura's attacktype
2575 * other_arch: archetype to drop where we attack 2211 * other_arch: archetype to drop where we attack
2576 */ 2212 */
2577
2578void 2213void
2579move_aura (object *aura) 2214move_aura (object *aura)
2580{ 2215{
2581 int i, mflags;
2582 object *env;
2583 maptile *m;
2584
2585 /* auras belong in inventories */ 2216 /* auras belong in inventories */
2586 env = aura->env; 2217 object *env = aura->env;
2218 object *owner = aura->owner;
2587 2219
2588 /* no matter what we've gotta remove the aura... 2220 /* no matter what we've gotta remove the aura...
2589 * we'll put it back if its time isn't up. 2221 * we'll put it back if its time isn't up.
2590 */ 2222 */
2591 aura->remove (); 2223 aura->remove ();
2592 2224
2593 /* exit if we're out of gas */ 2225 /* exit if we're out of gas */
2594 if (aura->duration-- < 0) 2226 if (aura->duration-- < 0)
2595 { 2227 {
2596 aura->destroy (0); 2228 aura->destroy ();
2597 return; 2229 return;
2598 } 2230 }
2599 2231
2600 /* auras only exist in inventories */ 2232 /* auras only exist in inventories */
2601 if (env == NULL || env->map == NULL) 2233 if (!env || !env->map)
2602 { 2234 {
2603 aura->destroy (0); 2235 aura->destroy ();
2604 return; 2236 return;
2605 } 2237 }
2606 aura->x = env->x;
2607 aura->y = env->y;
2608 2238
2609 /* we need to jump out of the inventory for a bit 2239 /* we need to jump out of the inventory for a bit
2610 * in order to hit the map conveniently. 2240 * in order to hit the map conveniently.
2611 */ 2241 */
2612 insert_ob_in_map (aura, env->map, aura, 0); 2242 aura->insert_at (env, aura);
2613 2243
2614 for (i = 1; i < 9; i++) 2244 for (int i = 1; i < 9; i++)
2615 { 2245 {
2616 sint16 nx, ny; 2246 mapxy pos (env);
2247 pos.move (i);
2617 2248
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 2249 /* 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 2250 * 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. 2251 * is flying also, if player is walking, it is on the ground, etc.
2625 */ 2252 */
2626 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny)))) 2253 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2627 { 2254 {
2628 hit_map (aura, i, aura->attacktype, 0); 2255 hit_map (aura, i, aura->attacktype, 0);
2629 2256
2630 if (aura->other_arch) 2257 if (aura->other_arch)
2631 { 2258 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 } 2259 }
2639 }
2640 } 2260 }
2261
2641 /* put the aura back in the player's inventory */ 2262 /* put the aura back in the player's inventory */
2642 aura->remove (); 2263 env->insert (aura);
2643 insert_ob_in_ob (aura, env); 2264 aura->set_owner (owner);
2644} 2265}
2645 2266
2646/* moves the peacemaker spell. 2267/* moves the peacemaker spell.
2647 * op is the piece object. 2268 * op is the piece object.
2648 */ 2269 */
2649
2650void 2270void
2651move_peacemaker (object *op) 2271move_peacemaker (object *op)
2652{ 2272{
2653 object *tmp; 2273 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 { 2274 {
2657 int atk_lev, def_lev; 2275 int atk_lev, def_lev;
2658 object *victim = tmp; 2276 object *victim = tmp->head_ ();
2659 2277
2660 if (tmp->head) 2278 if (!victim->flag [FLAG_MONSTER])
2661 victim = tmp->head;
2662 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2663 continue; 2279 continue;
2664 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2280
2281 if (victim->flag [FLAG_UNAGGRESSIVE])
2665 continue; 2282 continue;
2283
2666 if (victim->stats.exp == 0) 2284 if (victim->stats.exp == 0)
2667 continue; 2285 continue;
2668 2286
2669 def_lev = MAX (1, victim->level); 2287 def_lev = max (1, victim->level);
2670 atk_lev = MAX (1, op->level); 2288 atk_lev = max (1, op->level);
2671 2289
2672 if (rndm (0, atk_lev - 1) > def_lev) 2290 if (rndm (0, atk_lev - 1) > def_lev)
2673 { 2291 {
2674 /* make this sucker peaceful. */ 2292 /* make this sucker peaceful. */
2675 2293
2294 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2676 change_exp (get_owner (op), victim->stats.exp, op->skill, 0); 2295 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2677 victim->stats.exp = 0; 2296 victim->stats.exp = 0;
2678#if 0 2297#if 0
2679 /* No idea why these were all set to zero - if something 2298 /* No idea why these were all set to zero - if something
2680 * makes this creature agressive, he should still do damage. 2299 * makes this creature agressive, he should still do damage.
2681 */ 2300 */
2683 victim->stats.sp = 0; 2302 victim->stats.sp = 0;
2684 victim->stats.grace = 0; 2303 victim->stats.grace = 0;
2685 victim->stats.Pow = 0; 2304 victim->stats.Pow = 0;
2686#endif 2305#endif
2687 victim->attack_movement = RANDO2; 2306 victim->attack_movement = RANDO2;
2688 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2307 victim->set_flag (FLAG_UNAGGRESSIVE);
2689 SET_FLAG (victim, FLAG_RUN_AWAY); 2308 victim->set_flag (FLAG_RUN_AWAY);
2690 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2309 victim->set_flag (FLAG_RANDOM_MOVE);
2691 CLEAR_FLAG (victim, FLAG_MONSTER); 2310 victim->clr_flag (FLAG_MONSTER);
2311
2692 if (victim->name) 2312 if (victim->name)
2693 {
2694 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name); 2313 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2695 } 2314 }
2696 }
2697 } 2315 }
2698} 2316}
2699
2700 2317
2701/* This writes a rune that contains the appropriate message. 2318/* This writes a rune that contains the appropriate message.
2702 * There really isn't any adjustments we make. 2319 * There really isn't any adjustments we make.
2703 */ 2320 */
2704
2705int 2321int
2706write_mark (object *op, object *spell, const char *msg) 2322write_mark (object *op, object *spell, const char *msg)
2707{ 2323{
2708 char rune[HUGE_BUF];
2709 object *tmp;
2710
2711 if (!msg || msg[0] == 0) 2324 if (!msg || msg[0] == 0)
2712 { 2325 {
2713 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2326 op->failmsg ("Write what?");
2714 return 0; 2327 return 0;
2715 } 2328 }
2716 2329
2717 if (strcasestr_local (msg, "endmsg")) 2330 if (!msg_is_safe (msg))
2718 { 2331 {
2719 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?"); 2332 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); 2333 LOG (llevInfo, "write_mark: player %s tried to write bogus rune %s\n", &op->name, msg);
2721 return 0; 2334 return 0;
2722 } 2335 }
2336
2723 if (!spell->other_arch) 2337 if (!spell->other_arch)
2724 return 0; 2338 return 0;
2725 tmp = arch_to_object (spell->other_arch);
2726 2339
2727 snprintf (rune, sizeof (rune), "%s\n", msg); 2340 object *tmp = spell->other_arch->instance ();
2728 2341
2729 tmp->race = op->name; /*Save the owner of the rune */ 2342 tmp->race = op->name; /*Save the owner of the rune */
2730 tmp->msg = rune; 2343 tmp->msg = msg;
2731 tmp->x = op->x; 2344
2732 tmp->y = op->y; 2345 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2733 insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR); 2346
2734 return 1; 2347 return 1;
2735} 2348}
2349

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