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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.20 by root, Thu Dec 14 04:30:32 2006 UTC vs.
Revision 1.129 by root, Thu Apr 15 02:51:40 2010 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <object.h> 26#include <object.h>
26#include <living.h> 27#include <living.h>
27#ifndef __CEXTRACT__
28# include <sproto.h> 28#include <sproto.h>
29#endif
30#include <spells.h> 29#include <spells.h>
31#include <sounds.h> 30#include <sounds.h>
32 31
33/* cast_magic_storm: This is really used mostly for spell 32/* cast_magic_storm: This is really used mostly for spell
34 * fumbles at the like. tmp is the object to propogate. 33 * fumbles at the like. tmp is the object to propogate.
37void 36void
38cast_magic_storm (object *op, object *tmp, int lvl) 37cast_magic_storm (object *op, object *tmp, int lvl)
39{ 38{
40 if (!tmp) 39 if (!tmp)
41 return; /* error */ 40 return; /* error */
41
42 tmp->level = op->level; 42 tmp->level = op->level;
43 tmp->x = op->x;
44 tmp->y = op->y;
45 tmp->range += lvl / 5; /* increase the area of destruction */ 43 tmp->range += lvl / 5; /* increase the area of destruction */
46 tmp->duration += lvl / 5; 44 tmp->duration += lvl / 5;
47 45
48 /* Put a cap on duration for this - if the player fails in their 46 /* Put a cap on duration for this - if the player fails in their
49 * apartment, don't want it to go on so long that it kills them 47 * apartment, don't want it to go on so long that it kills them
50 * multiple times. Also, damge already increases with level, 48 * multiple times. Also, damge already increases with level,
51 * so don't really need to increase the duration as much either. 49 * so don't really need to increase the duration as much either.
52 */ 50 */
53 if (tmp->duration >= 40) 51 if (tmp->duration >= 40)
54 tmp->duration = 40; 52 tmp->duration = 40;
53
55 tmp->stats.dam = lvl; /* nasty recoils! */ 54 tmp->stats.dam = lvl; /* nasty recoils! */
56 tmp->stats.maxhp = tmp->count; /* tract single parent */ 55 tmp->stats.maxhp = tmp->count; /* tract single parent */
57 insert_ob_in_map (tmp, op->map, op, 0);
58 56
57 tmp->insert_at (op, op);
59} 58}
60
61 59
62int 60int
63recharge (object *op, object *caster, object *spell_ob) 61recharge (object *op, object *caster, object *spell_ob)
64{ 62{
65 object *wand, *tmp;
66 int ncharges; 63 int ncharges;
67 64
68 wand = find_marked_object (op); 65 object *wand = op->mark ();
66
69 if (wand == NULL || wand->type != WAND) 67 if (!wand || wand->type != WAND)
70 { 68 {
71 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge."); 69 op->failmsg ("You need to mark the wand you want to recharge.");
72 return 0; 70 return 0;
73 } 71 }
72
74 if (!(random_roll (0, 3, op, PREFER_HIGH))) 73 if (!(random_roll (0, 3, op, PREFER_HIGH)))
75 { 74 {
76 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand)); 75 op->failmsgf ("The %s vibrates violently, then explodes!", query_name (wand));
77 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE); 76 op->play_sound (sound_find ("ob_explode"));
78 esrv_del_item (op->contr, wand->count);
79 wand->destroy (); 77 wand->destroy ();
80 tmp = get_archetype ("fireball"); 78 object *tmp = get_archetype (shstr_fireball);
81 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
82 if (!tmp->stats.dam) 81 if (!tmp->stats.dam)
83 tmp->stats.dam = 1; 82 tmp->stats.dam = 1;
83
84 tmp->stats.hp = tmp->stats.dam / 2; 84 tmp->stats.hp = tmp->stats.dam / 2;
85
85 if (tmp->stats.hp < 2) 86 if (tmp->stats.hp < 2)
86 tmp->stats.hp = 2; 87 tmp->stats.hp = 2;
87 tmp->x = op->x; 88
88 tmp->y = op->y; 89 tmp->insert_at (op);
89 insert_ob_in_map (tmp, op->map, NULL, 0);
90 return 1; 90 return 1;
91 } 91 }
92 92
93 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
94 if (wand->inv && wand->inv->level) 95 if (wand->inv && wand->inv->level)
95 ncharges /= wand->inv->level; 96 ncharges /= wand->inv->level;
96 else 97 else
97 { 98 {
98 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));
99 return 0; 100 return 0;
100 } 101 }
102
101 if (!ncharges) 103 if (!ncharges)
102 ncharges = 1; 104 ncharges = 1;
103 105
104 wand->stats.food += ncharges; 106 wand->stats.food += ncharges;
105 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
106 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE)) 109 if (wand->arch && wand->arch->flag [FLAG_ANIMATE])
107 { 110 {
108 SET_FLAG (wand, FLAG_ANIMATE); 111 wand->set_flag (FLAG_ANIMATE);
109 wand->speed = wand->arch->clone.speed; 112 wand->set_speed (wand->arch->speed);
110 update_ob_speed (wand);
111 } 113 }
114
112 return 1; 115 return 1;
113} 116}
114 117
115/* 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
116 * 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
120 * great a plus, the default is used. 123 * great a plus, the default is used.
121 * 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
122 * 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
123 * create nonnmagic arrows, or even -1, etc... 126 * create nonnmagic arrows, or even -1, etc...
124 */ 127 */
125
126int 128int
127cast_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)
128{ 130{
129 int missile_plus = 0, bonus_plus = 0; 131 int bonus_plus = 0;
130 const char *missile_name; 132 const char *missile_name = "arrow";
131 object *tmp, *missile;
132 133
133 missile_name = "arrow";
134
135 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 134 for (object *tmp = op->inv; tmp; tmp = tmp->below)
136 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) 135 if (tmp->type == BOW && tmp->flag [FLAG_APPLIED])
137 missile_name = tmp->race; 136 missile_name = tmp->race;
138 137
139 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); 138 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
140 139
141 if (archetype::find (missile_name) == NULL) 140 archetype *missile_arch = archetype::find (missile_name);
141
142 if (!missile_arch)
142 { 143 {
143 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);
144 return 0; 145 return 0;
145 } 146 }
146 147
147 missile = get_archetype (missile_name); 148 object *missile = missile_arch->instance ();
148 149
149 if (stringarg) 150 if (spellparam)
150 { 151 {
151 /* If it starts with a letter, presume it is a description */ 152 /* If it starts with a letter, presume it is a description */
152 if (isalpha (*stringarg)) 153 if (isalpha (*spellparam))
153 { 154 {
154 artifact *al = find_artifactlist (missile->type)->items; 155 artifact *al = find_artifactlist (missile->type)->items;
155 156
156 for (; al != NULL; al = al->next) 157 for (; al; al = al->next)
157 if (!strcasecmp (al->item->name, stringarg)) 158 if (!strcasecmp (al->item->name, spellparam))
158 break; 159 break;
159 160
160 if (!al) 161 if (!al)
161 { 162 {
162 missile->destroy (); 163 missile->destroy ();
163 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);
164 return 0; 165 return 0;
165 } 166 }
166 167
167 if (al->item->slaying) 168 if (al->item->slaying)
168 { 169 {
169 missile->destroy (); 170 missile->destroy ();
170 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);
171 return 0; 172 return 0;
172 } 173 }
173 174
174 give_artifact_abilities (missile, al->item); 175 give_artifact_abilities (missile, al->item);
175 /* 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 -
176 * 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
177 * the parsing of having to do both plus and type. 178 * the parsing of having to do both plus and type.
178 */ 179 */
179 bonus_plus = 1 + (al->item->value / 5); 180 bonus_plus = 1 + (al->item->value / 5);
180 missile_plus = 0; 181 missile_plus = 0;
181 } 182 }
182 else if (atoi (stringarg) < missile_plus) 183 else if (atoi (spellparam) < missile_plus)
183 missile_plus = atoi (stringarg); 184 missile_plus = atoi (spellparam);
184 } 185 }
185 186
186 if (missile_plus > 4) 187 missile_plus = clamp (missile_plus, -4, 4);
187 missile_plus = 4;
188 else if (missile_plus < -4)
189 missile_plus = -4;
190 188
191 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 189 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
192 missile->nrof -= 3 * (missile_plus + bonus_plus); 190 missile->nrof -= 3 * (missile_plus + bonus_plus);
193 191
194 if (missile->nrof < 1) 192 if (missile->nrof < 1)
196 194
197 missile->magic = missile_plus; 195 missile->magic = missile_plus;
198 /* Can't get any money for these objects */ 196 /* Can't get any money for these objects */
199 missile->value = 0; 197 missile->value = 0;
200 198
201 SET_FLAG (missile, FLAG_IDENTIFIED); 199 missile->set_flag (FLAG_IDENTIFIED);
202 200
203 if (!cast_create_obj (op, caster, missile, dir) && op->type == PLAYER && !missile->destroyed ()) 201 if (!cast_create_obj (op, caster, missile, dir) && op->type == PLAYER && !missile->destroyed ())
204 pick_up (op, missile); 202 pick_up (op, missile);
205 203
206 return 1; 204 return 1;
207} 205}
208 206
209 207
210/* allows the choice of what sort of food object to make. 208/* allows the choice of what sort of food object to make.
211 * If stringarg is NULL, it will create food dependent on level --PeterM*/ 209 * If spellparam is NULL, it will create food dependent on level --PeterM*/
212int 210int
213cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *stringarg) 211cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *spellparam)
214{ 212{
215 int food_value; 213 int food_value;
216 archetype *at = NULL; 214 archetype *at = NULL;
217 object *new_op; 215 object *new_op;
218 216
219 food_value = spell_ob->stats.food + +50 * SP_level_duration_adjust (caster, spell_ob); 217 food_value = spell_ob->stats.food + 50 * SP_level_duration_adjust (caster, spell_ob);
220 218
221 if (stringarg) 219 if (spellparam)
222 { 220 {
223 at = find_archetype_by_object_type_name (FOOD, stringarg); 221 at = find_archetype_by_object_type_name (FOOD, spellparam);
224 if (at == NULL) 222 if (at == NULL)
225 at = find_archetype_by_object_type_name (DRINK, stringarg); 223 at = find_archetype_by_object_type_name (DRINK, spellparam);
226 if (at == NULL || at->clone.stats.food > food_value) 224 if (at == NULL || at->stats.food > food_value)
227 stringarg = NULL; 225 spellparam = NULL;
228 } 226 }
229 227
230 if (!stringarg) 228 if (!spellparam)
231 { 229 {
232 archetype *at_tmp; 230 archetype *at_tmp;
233 231
234 /* We try to find the archetype with the maximum food value. 232 /* We try to find the archetype with the maximum food value.
235 * This removes the dependancy of hard coded food values in this 233 * This removes the dependancy of hard coded food values in this
237 * We don't use flesh types because the weight values of those need 235 * We don't use flesh types because the weight values of those need
238 * to be altered from the donor. 236 * to be altered from the donor.
239 */ 237 */
240 238
241 /* We assume the food items don't have multiple parts */ 239 /* We assume the food items don't have multiple parts */
242 for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next) 240 for_all_archetypes (at_tmp)
243 { 241 {
244 if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK) 242 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
245 { 243 {
246 /* Basically, if the food value is something that is creatable 244 /* Basically, if the food value is something that is creatable
247 * under the limits of the spell and it is higher than 245 * under the limits of the spell and it is higher than
248 * the item we have now, take it instead. 246 * the item we have now, take it instead.
249 */ 247 */
250 if (at_tmp->clone.stats.food <= food_value && (!at || at_tmp->clone.stats.food > at->clone.stats.food)) 248 if (at_tmp->stats.food <= food_value
249 && (!at
250 || at_tmp->stats.food > at->stats.food
251 || (at_tmp->stats.food == at->stats.food
252 && at_tmp->weight < at->weight)))
251 at = at_tmp; 253 at = at_tmp;
252 } 254 }
253 } 255 }
254 } 256 }
257
255 /* Pretty unlikely (there are some very low food items), but you never 258 /* Pretty unlikely (there are some very low food items), but you never
256 * know 259 * know
257 */ 260 */
258 if (!at) 261 if (!at)
259 { 262 {
260 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); 263 op->failmsgf ("You don't have enough experience to create any food.");
261 return 0; 264 return 0;
262 } 265 }
263 266
264 food_value /= at->clone.stats.food; 267 food_value /= at->stats.food;
265 new_op = arch_to_object (at); 268 new_op = at->instance ();
266 new_op->nrof = food_value; 269 new_op->nrof = food_value;
267 270
268 new_op->value = 0; 271 new_op->value = 0;
269 if (new_op->nrof < 1) 272 if (new_op->nrof < 1)
270 new_op->nrof = 1; 273 new_op->nrof = 1;
278{ 281{
279 int r, mflags, maxrange; 282 int r, mflags, maxrange;
280 object *tmp; 283 object *tmp;
281 maptile *m; 284 maptile *m;
282 285
283
284 if (!dir) 286 if (!dir)
285 { 287 {
286 examine_monster (op, op); 288 examine_monster (op, op);
287 return 1; 289 return 1;
288 } 290 }
291
289 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 292 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
290 for (r = 1; r < maxrange; r++) 293 for (r = 1; r < maxrange; r++)
291 { 294 {
292 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir]; 295 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir];
293 296
295 mflags = get_map_flags (m, &m, x, y, &x, &y); 298 mflags = get_map_flags (m, &m, x, y, &x, &y);
296 299
297 if (mflags & P_OUT_OF_MAP) 300 if (mflags & P_OUT_OF_MAP)
298 break; 301 break;
299 302
300 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) 303 if (!op->flag [FLAG_WIZCAST] && (mflags & P_NO_MAGIC))
301 { 304 {
302 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 305 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
303 return 0; 306 return 0;
304 } 307 }
308
305 if (mflags & P_IS_ALIVE) 309 if (mflags & P_IS_ALIVE)
306 { 310 {
307 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above) 311 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
308 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 312 if (tmp->flag [FLAG_ALIVE] && (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
309 { 313 {
310 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 314 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
311 if (tmp->head != NULL) 315 if (tmp->head != NULL)
312 tmp = tmp->head; 316 tmp = tmp->head;
313 examine_monster (op, tmp); 317 examine_monster (op, tmp);
314 return 1; 318 return 1;
315 } 319 }
316 } 320 }
317 } 321 }
322
318 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); 323 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
319 return 1; 324 return 1;
320} 325}
321
322 326
323/* This checks to see if 'pl' is invisible to 'mon'. 327/* This checks to see if 'pl' is invisible to 'mon'.
324 * does race check, undead check, etc 328 * does race check, undead check, etc
325 * Returns TRUE if mon can't see pl, false 329 * Returns TRUE if mon can't see pl, false
326 * otherwise. This doesn't check range, walls, etc. It 330 * otherwise. This doesn't check range, walls, etc. It
328 * pl is invisible. 332 * pl is invisible.
329 */ 333 */
330int 334int
331makes_invisible_to (object *pl, object *mon) 335makes_invisible_to (object *pl, object *mon)
332{ 336{
333
334 if (!pl->invisible) 337 if (!pl->invisible)
335 return 0; 338 return 0;
339
336 if (pl->type == PLAYER) 340 if (pl->type == PLAYER)
337 { 341 {
338 /* If race isn't set, then invisible unless it is undead */ 342 /* If race isn't set, then invisible unless it is undead */
339 if (!pl->contr->invis_race) 343 if (!pl->contr->invis_race)
340 { 344 {
341 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 345 if (mon->flag [FLAG_UNDEAD])
342 return 0; 346 return 0;
347
343 return 1; 348 return 1;
344 } 349 }
350
345 /* invis_race is set if we get here */ 351 /* invis_race is set if we get here */
346 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 352 if (pl->contr->invis_race == shstr_undead && is_true_undead (mon))
347 return 1; 353 return 1;
354
348 /* No race, can't be invisible to it */ 355 /* No race, can't be invisible to it */
349 if (!mon->race) 356 if (!mon->race)
350 return 0; 357 return 0;
358
351 if (strstr (mon->race, pl->contr->invis_race)) 359 if (mon->race.contains (pl->contr->invis_race))
352 return 1; 360 return 1;
361
353 /* Nothing matched above, return 0 */ 362 /* Nothing matched above, return 0 */
354 return 0; 363 return 0;
355 } 364 }
356 else 365 else
357 { 366 {
370 * normal applies. 379 * normal applies.
371 */ 380 */
372int 381int
373cast_invisible (object *op, object *caster, object *spell_ob) 382cast_invisible (object *op, object *caster, object *spell_ob)
374{ 383{
375 object *tmp;
376
377 if (op->invisible > 1000) 384 if (op->invisible > 1000)
378 { 385 {
379 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further"); 386 op->failmsg ("You can not extend the duration of your invisibility any further");
380 return 0; 387 return 0;
381 } 388 }
382 389
383 /* Remove the switch with 90% duplicate code - just handle the differences with 390 /* Remove the switch with 90% duplicate code - just handle the differences with
384 * and if statement or two. 391 * and if statement or two.
390 397
391 if (op->type == PLAYER) 398 if (op->type == PLAYER)
392 { 399 {
393 op->contr->invis_race = spell_ob->race; 400 op->contr->invis_race = spell_ob->race;
394 401
395 if (QUERY_FLAG (spell_ob, FLAG_MAKE_INVIS)) 402 if (spell_ob->flag [FLAG_MAKE_INVIS])
396 op->contr->tmp_invis = 0; 403 op->contr->tmp_invis = 0;
397 else 404 else
398 op->contr->tmp_invis = 1; 405 op->contr->tmp_invis = 1;
399 406
400 op->contr->hidden = 0; 407 op->contr->hidden = 0;
401 } 408 }
409
402 if (makes_invisible_to (op, op)) 410 if (makes_invisible_to (op, op))
403 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!"); 411 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!");
404 else 412 else
405 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!"); 413 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
406 414
407 update_object (op, UP_OBJ_FACE); 415 update_object (op, UP_OBJ_CHANGE);
408 416
409 /* Only search the active objects - only these should actually do 417 /* Only search the active objects - only these should actually do
410 * harm to the player. 418 * harm to the player.
411 */ 419 */
412 for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) 420 for_all_actives (tmp)
413 if (tmp->enemy == op) 421 if (tmp->enemy == op)
414 tmp->enemy = NULL; 422 tmp->enemy = 0;
423
415 return 1; 424 return 1;
416} 425}
417 426
418/* earth to dust spell. Basically destroys earthwalls in the area. 427/* earth to dust spell. Basically destroys earthwalls in the area.
419 */ 428 */
420int 429int
421cast_earth_to_dust (object *op, object *caster, object *spell_ob) 430cast_earth_to_dust (object *op, object *caster, object *spell_ob)
422{ 431{
423 object *tmp, *next;
424 int range, i, j, mflags; 432 int range, i, j, mflags;
425 sint16 sx, sy; 433 sint16 sx, sy;
426 maptile *m; 434 maptile *m;
427
428 if (op->type != PLAYER)
429 return 0;
430 435
431 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 436 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
432 437
433 for (i = -range; i <= range; i++) 438 for (i = -range; i <= range; i++)
434 for (j = -range; j <= range; j++) 439 for (j = -range; j <= range; j++)
439 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 444 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
440 445
441 if (mflags & P_OUT_OF_MAP) 446 if (mflags & P_OUT_OF_MAP)
442 continue; 447 continue;
443 448
444 // earth to dust tears down everything that can be teared down 449 // earth to dust tears down everything that can be torn down
445 for (tmp = get_map_ob (m, sx, sy); tmp != NULL; tmp = next) 450 for (object *next, *tmp = m->at (sx, sy).bot; tmp; tmp = next)
446 { 451 {
447 next = tmp->above; 452 next = tmp->above;
448 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 453
454 if (tmp->flag [FLAG_TEAR_DOWN])
449 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 455 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
450 } 456 }
451 } 457 }
458
452 return 1; 459 return 1;
453} 460}
454
455 461
456void 462void
457execute_word_of_recall (object *op) 463execute_word_of_recall (object *op)
458{ 464{
459 object *wor = op; 465 if (object *pl = op->in_player ())
460 466 {
461 while (op != NULL && op->type != PLAYER) 467 if (pl->ms ().flags () & P_NO_CLERIC && !pl->flag [FLAG_WIZCAST])
462 op = op->env;
463
464 if (op != NULL && op->map)
465 if ((get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_CLERIC) && (!QUERY_FLAG (op, FLAG_WIZCAST)))
466 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.");
467 else 469 else
468 enter_exit (op, wor); 470 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
471 }
469 472
470 wor->destroy (); 473 op->destroy ();
471} 474}
472 475
473/* Word of recall causes the player to return 'home'. 476/* Word of recall causes the player to return 'home'.
474 * we put a force into the player object, so that there is a 477 * we put a force into the player object, so that there is a
475 * time delay effect. 478 * time delay effect.
488 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 491 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
489 return 1; 492 return 1;
490 } 493 }
491 494
492 dummy = get_archetype (FORCE_NAME); 495 dummy = get_archetype (FORCE_NAME);
493 if (dummy == NULL) 496
497 if (!dummy)
494 { 498 {
495 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 499 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
496 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); 500 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
497 return 0; 501 return 0;
498 } 502 }
503
499 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob); 504 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob);
500 if (time < 1) 505 if (time < 1)
501 time = 1; 506 time = 1;
502 507
503 /* value of speed really doesn't make much difference, as long as it is 508 /* value of speed really doesn't make much difference, as long as it is
504 * positive. Lower value may be useful so that the problem doesn't 509 * positive. Lower value may be useful so that the problem doesn't
505 * do anything really odd if it say a -1000 or something. 510 * do anything really odd if it say a -1000 or something.
506 */ 511 */
507 dummy->speed = 0.002; 512 dummy->set_speed (0.002);
508 update_ob_speed (dummy);
509 dummy->speed_left = -dummy->speed * time; 513 dummy->speed_left = -dummy->speed * time;
510 dummy->type = SPELL_EFFECT; 514 dummy->type = SPELL_EFFECT;
511 dummy->subtype = SP_WORD_OF_RECALL; 515 dummy->subtype = SP_WORD_OF_RECALL;
512 516
513 /* If we could take advantage of enter_player_savebed() here, it would be 517 /* If we could take advantage of enter_player_savebed() here, it would be
514 * nice, but until the map load fails, we can't. 518 * nice, but until the map load fails, we can't.
515 */ 519 */
516 EXIT_PATH (dummy) = op->contr->savebed_map; 520 EXIT_PATH (dummy) = op->contr->savebed_map;
517 EXIT_X (dummy) = op->contr->bed_x; 521 EXIT_X (dummy) = op->contr->bed_x;
518 EXIT_Y (dummy) = op->contr->bed_y; 522 EXIT_Y (dummy) = op->contr->bed_y;
519 523
520 (void) insert_ob_in_ob (dummy, op); 524 op->insert (dummy);
525
521 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 526 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
527
522 return 1; 528 return 1;
523} 529}
524 530
525/* cast_wonder 531/* cast_wonder
526 * wonder is really just a spell that will likely cast another 532 * wonder is really just a spell that will likely cast another
556 return cast_spell (op, caster, dir, newspell, NULL); 562 return cast_spell (op, caster, dir, newspell, NULL);
557 } 563 }
558 return 1; 564 return 1;
559} 565}
560 566
561
562int 567int
563perceive_self (object *op) 568perceive_self (object *op)
564{ 569{
565 char *cp = describe_item (op, op), buf[MAX_BUF]; 570 const char *cp = describe_item (op, op);
566 archetype *at = archetype::find (ARCH_DEPLETION); 571 archetype *at = archetype::find (shstr_depletion);
567 object *tmp;
568 int i;
569 572
573 dynbuf_text &buf = msg_dynbuf; buf.clear ();
574
575 if (!op->is_player ())
576 return 0;
577
578 if (object *race = archetype::find (op->race))
579 buf << " - You are a G<male|female> " << &race->name << ".\n";
580
570 tmp = find_god (determine_god (op)); 581 if (object *god = find_god (determine_god (op)))
571 if (tmp) 582 buf << " - You worship " << &god->name << ".\n";
572 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
573 else 583 else
574 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); 584 buf << " - You worship no god.\n";
575 585
576 tmp = present_arch_in_ob (at, op); 586 object *tmp = present_arch_in_ob (at, op);
577 587
578 if (*cp == '\0' && tmp == NULL) 588 if (*cp == '\0' && !tmp)
579 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 589 buf << " - You feel very mundane. ";
580 else 590 else
581 { 591 {
582 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 592 buf << " - You have: " << cp << ".\n";
583 new_draw_info (NDI_UNIQUE, 0, op, cp); 593
584 if (tmp != NULL) 594 if (tmp)
585 {
586 for (i = 0; i < NUM_STATS; i++) 595 for (int i = 0; i < NUM_STATS; i++)
587 { 596 if (tmp->stats.stat (i) < 0)
588 if (get_attr_value (&tmp->stats, i) < 0) 597 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
589 {
590 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i)));
591 }
592 }
593 }
594 } 598 }
595 599
596 if (is_dragon_pl (op)) 600 if (op->is_dragon ())
597 {
598 /* now grab the 'dragon_ability'-force from the player's inventory */ 601 /* now grab the 'dragon_ability'-force from the player's inventory */
599 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 602 for (tmp = op->inv; tmp; tmp = tmp->below)
600 { 603 {
601 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 604 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
602 { 605 {
603 if (tmp->stats.exp == 0) 606 if (tmp->stats.exp == 0)
604 {
605 sprintf (buf, "Your metabolism isn't focused on anything."); 607 buf << " - Your metabolism isn't focused on anything.\n";
606 }
607 else 608 else
608 {
609 sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); 609 buf << " - Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
610 } 610
611 new_draw_info (NDI_UNIQUE, 0, op, buf);
612 break; 611 break;
613 } 612 }
614 } 613 }
615 } 614
615 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
616
616 return 1; 617 return 1;
617} 618}
618
619/* int cast_create_town_portal (object *op, object *caster, int dir)
620 *
621 * This function cast the spell of town portal for op
622 *
623 * The spell operates in two passes. During the first one a place
624 * is marked as a destination for the portal. During the second one,
625 * 2 portals are created, one in the position the player cast it and
626 * one in the destination place. The portal are synchronized and 2 forces
627 * are inserted in the player to destruct the portal next time player
628 * creates a new portal pair.
629 * This spell has a side effect that it allows people to meet each other
630 * in a permanent, private, appartements by making a town portal from it
631 * to the town or another public place. So, check if the map is unique and if
632 * so return an error
633 *
634 * Code by Tchize (david.delbecq@usa.net)
635 */
636int
637cast_create_town_portal (object *op, object *caster, object *spell, int dir)
638{
639 object *dummy, *force, *old_force, *tmp;
640 archetype *perm_portal;
641 char portal_name[1024], portal_message[1024];
642 sint16 exitx, exity;
643 maptile *exitmap;
644 int op_level;
645
646
647 /* Check to see if the map the player is currently on is a per player unique
648 * map. This can be determined in that per player unique maps have the
649 * full pathname listed.
650 */
651 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
652 {
653 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
654 return 0;
655 }
656
657 /* The first thing to do is to check if we have a marked destination
658 * dummy is used to make a check inventory for the force
659 */
660 dummy = arch_to_object (spell->other_arch);
661 if (dummy == NULL)
662 {
663 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
664 LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name);
665 return 0;
666 }
667
668 force = check_inv_recursive (op, dummy);
669
670 if (force == NULL)
671 {
672 /* Here we know there is no destination marked up.
673 * We have 2 things to do:
674 * 1. Mark the destination in the player inventory.
675 * 2. Let the player know it worked.
676 */
677 dummy->name = op->map->path;
678 EXIT_X (dummy) = op->x;
679 EXIT_Y (dummy) = op->y;
680 insert_ob_in_ob (dummy, op);
681 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.");
682 return 1;
683 }
684
685 dummy->destroy ();
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, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
709 return 0;
710 }
711
712 perm_portal = archetype::find (spell->slaying);
713
714 /* To kill a town portal, we go trough the player's inventory,
715 * for each marked portal in player's inventory,
716 * -We try load the associated map (if impossible, consider the portal destructed)
717 * -We find any portal in the specified location.
718 * If it has the good name, we destruct it.
719 * -We destruct the force indicating that portal.
720 */
721 while ((old_force = check_inv_recursive (op, dummy)))
722 {
723 exitx = EXIT_X (old_force);
724 exity = EXIT_Y (old_force);
725 LOG (llevDebug, "Trying to kill a portal in %s (%d,%d)\n", &old_force->race, exitx, exity);
726
727 if (!strncmp (old_force->race, settings.localdir, strlen (settings.localdir)))
728 exitmap = ready_map_name (old_force->race, MAP_PLAYER_UNIQUE);
729 else
730 exitmap = ready_map_name (old_force->race, 0);
731
732 if (exitmap)
733 {
734 tmp = present_arch (perm_portal, exitmap, exitx, exity);
735 while (tmp)
736 {
737 if (tmp->name == old_force->name)
738 {
739 tmp->destroy ();
740 break;
741 }
742
743 tmp = tmp->above;
744 }
745 }
746
747 old_force->destroy ();
748 LOG (llevDebug, "\n");
749 }
750
751 dummy->destroy ();
752
753 /* Creating the portals.
754 * The very first thing to do is to ensure
755 * access to the destination map.
756 * If we can't, don't fizzle. Simply warn player.
757 * This ensure player pays his mana for the spell
758 * because HE is responsible of forgotting.
759 * 'force' is the destination of the town portal, which we got
760 * from the players inventory above.
761 */
762
763 /* Ensure exit map is loaded */
764 if (!strncmp (force->name, settings.localdir, strlen (settings.localdir)))
765 exitmap = ready_map_name (force->name, MAP_PLAYER_UNIQUE);
766 else
767 exitmap = ready_map_name (force->name, 0);
768
769 /* If we were unable to load (ex. random map deleted), warn player */
770 if (exitmap == NULL)
771 {
772 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
773 force->destroy ();
774 return 1;
775 }
776
777 op_level = caster_level (caster, spell);
778 if (op_level < 15)
779 snprintf (portal_message, 1024,
780 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
781 &op->name);
782 else if (op_level < 30)
783 snprintf (portal_message, 1024,
784 "\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);
785 else if (op_level < 60)
786 snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
787 else
788 snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",
789 &op->name);
790
791 /* Create a portal in front of player
792 * dummy contain the portal and
793 * force contain the track to kill it later
794 */
795
796 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
797 dummy = get_archetype (spell->slaying); /*The portal */
798 if (dummy == NULL)
799 {
800 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
801 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
802 return 0;
803 }
804
805 EXIT_PATH (dummy) = force->name;
806 EXIT_X (dummy) = EXIT_X (force);
807 EXIT_Y (dummy) = EXIT_Y (force);
808 dummy->name = dummy->name_pl = portal_name;
809 dummy->msg = portal_message;
810 dummy->race = op->name; /*Save the owner of the portal */
811 cast_create_obj (op, caster, dummy, 0);
812
813 /* Now we need to to create a town portal marker inside the player
814 * object, so on future castings, we can know that he has an active
815 * town portal.
816 */
817 tmp = get_archetype (spell->race);
818 if (tmp == NULL)
819 {
820 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
821 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
822 return 0;
823 }
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, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
843 return 0;
844 }
845
846 EXIT_PATH (dummy) = op->map->path;
847 EXIT_X (dummy) = op->x;
848 EXIT_Y (dummy) = op->y;
849 dummy->name = dummy->name_pl = portal_name;
850 dummy->msg = portal_message;
851 dummy->x = EXIT_X (force);
852 dummy->y = EXIT_Y (force);
853 dummy->race = op->name; /*Save the owner of the portal */
854 insert_ob_in_map (dummy, exitmap, op, 0);
855
856 /* Now we create another town portal marker that
857 * points back to the one we just made
858 */
859 tmp = get_archetype (spell->race);
860 if (tmp == NULL)
861 {
862 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
863 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
864 return 0;
865 }
866
867 tmp->race = force->name;
868 tmp->name = portal_name;
869 EXIT_X (tmp) = dummy->x;
870 EXIT_Y (tmp) = dummy->y;
871 insert_ob_in_ob (tmp, op);
872
873 /* Describe the player what happened
874 */
875 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
876 force->destroy ();
877
878 return 1;
879}
880
881 619
882/* This creates magic walls. Really, it can create most any object, 620/* This creates magic walls. Really, it can create most any object,
883 * within some reason. 621 * within some reason.
884 */ 622 */
885
886int 623int
887magic_wall (object *op, object *caster, int dir, object *spell_ob) 624magic_wall (object *op, object *caster, int dir, object *spell_ob)
888{ 625{
889 object *tmp, *tmp2; 626 object *tmp;
890 int i, posblocked, negblocked, maxrange; 627 int i, posblocked, negblocked, maxrange;
891 sint16 x, y; 628 sint16 x, y;
892 maptile *m; 629 maptile *m;
893 const char *name; 630 const char *name;
894 archetype *at; 631 archetype *at;
902 else 639 else
903 { 640 {
904 x = op->x + freearr_x[dir]; 641 x = op->x + freearr_x[dir];
905 y = op->y + freearr_y[dir]; 642 y = op->y + freearr_y[dir];
906 } 643 }
644
907 m = op->map; 645 m = op->map;
908 646
909 if ((spell_ob->move_block || x != op->x || y != op->y) && 647 if ((spell_ob->move_block || x != op->x || y != op->y) &&
910 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) || 648 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) ||
911 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block))) 649 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
912 { 650 {
913 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 651 op->failmsg ("Something is in the way.");
914 return 0; 652 return 0;
915 } 653 }
654
916 if (spell_ob->other_arch) 655 if (spell_ob->other_arch)
917 { 656 tmp = spell_ob->other_arch->instance ();
918 tmp = arch_to_object (spell_ob->other_arch);
919 }
920 else if (spell_ob->race) 657 else if (spell_ob->race)
921 { 658 {
922 char buf1[MAX_BUF]; 659 char buf1[MAX_BUF];
923 660
924 sprintf (buf1, spell_ob->race, dir); 661 sprintf (buf1, spell_ob->race, dir);
927 { 664 {
928 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 665 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
929 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 666 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
930 return 0; 667 return 0;
931 } 668 }
932 tmp = arch_to_object (at); 669
670 tmp = at->instance ();
933 } 671 }
934 else 672 else
935 { 673 {
936 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name); 674 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
937 return 0; 675 return 0;
942 tmp->attacktype = spell_ob->attacktype; 680 tmp->attacktype = spell_ob->attacktype;
943 tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 681 tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
944 tmp->stats.dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 682 tmp->stats.dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
945 tmp->range = 0; 683 tmp->range = 0;
946 } 684 }
947 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 685 else if (tmp->flag [FLAG_ALIVE])
948 { 686 {
949 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 687 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
950 tmp->stats.maxhp = tmp->stats.hp; 688 tmp->stats.maxhp = tmp->stats.hp;
951 tmp->set_owner (op);
952 set_spell_skill (op, caster, spell_ob, tmp);
953 } 689 }
954 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP)) 690
691 if (spell_ob->flag [FLAG_IS_USED_UP] || tmp->flag [FLAG_IS_USED_UP])
955 { 692 {
956 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 693 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
957 SET_FLAG (tmp, FLAG_IS_USED_UP); 694 tmp->set_flag (FLAG_IS_USED_UP);
958 } 695 }
959 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 696
697 if (spell_ob->flag [FLAG_TEAR_DOWN])
960 { 698 {
961 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 699 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
962 tmp->stats.maxhp = tmp->stats.hp; 700 tmp->stats.maxhp = tmp->stats.hp;
963 SET_FLAG (tmp, FLAG_TEAR_DOWN); 701 tmp->set_flag (FLAG_TEAR_DOWN);
964 SET_FLAG (tmp, FLAG_ALIVE); 702 tmp->set_flag (FLAG_ALIVE);
965 } 703 }
966 704
967 /* This can't really hurt - if the object doesn't kill anything, 705 /* This can't really hurt - if the object doesn't kill anything,
968 * these fields just won't be used. 706 * these fields just won't be used. Do not set the owner for
707 * earthwalls, though, so they survive restarts.
969 */ 708 */
709 if (tmp->type != EARTHWALL) //TODO
970 tmp->set_owner (op); 710 tmp->set_owner (op);
711
971 set_spell_skill (op, caster, spell_ob, tmp); 712 set_spell_skill (op, caster, spell_ob, tmp);
972 tmp->x = x;
973 tmp->y = y;
974 tmp->level = caster_level (caster, spell_ob) / 2; 713 tmp->level = casting_level (caster, spell_ob) / 2;
975 714
976 name = tmp->name; 715 name = tmp->name;
977 if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL) 716 if (!(tmp = m->insert (tmp, x, y, op)))
978 { 717 {
979 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name); 718 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
980 return 0; 719 return 0;
981 } 720 }
721
982 /* If this is a spellcasting wall, need to insert the spell object */ 722 /* If this is a spellcasting wall, need to insert the spell object */
983 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 723 if (tmp->other_arch && tmp->other_arch->type == SPELL)
984 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 724 insert_ob_in_ob (tmp->other_arch->instance (), tmp);
985 725
986 /* This code causes the wall to extend some distance in 726 /* This code causes the wall to extend some distance in
987 * each direction, or until an obstruction is encountered. 727 * each direction, or until an obstruction is encountered.
988 * posblocked and negblocked help determine how far the 728 * posblocked and negblocked help determine how far the
989 * created wall can extend, it won't go extend through 729 * created wall can extend, it won't go extend through
1004 m = tmp->map; 744 m = tmp->map;
1005 745
1006 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && 746 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
1007 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked) 747 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked)
1008 { 748 {
1009 tmp2 = tmp->clone (); 749 object *tmp2 = tmp->clone ();
1010 tmp2->x = x; 750 m->insert (tmp2, x, y, op);
1011 tmp2->y = y; 751
1012 insert_ob_in_map (tmp2, m, op, 0);
1013 /* If this is a spellcasting wall, need to insert the spell object */ 752 /* If this is a spellcasting wall, need to insert the spell object */
1014 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 753 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1015 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 754 tmp2->insert (tmp2->other_arch->instance ());
1016 755
1017 } 756 }
1018 else 757 else
1019 posblocked = 1; 758 posblocked = 1;
1020 759
1023 m = tmp->map; 762 m = tmp->map;
1024 763
1025 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && 764 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
1026 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked) 765 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
1027 { 766 {
1028 tmp2 = tmp->clone (); 767 object *tmp2 = tmp->clone ();
1029 tmp2->x = x; 768 m->insert (tmp2, x, y, op);
1030 tmp2->y = y; 769
1031 insert_ob_in_map (tmp2, m, op, 0);
1032 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 770 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1033 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 771 tmp2->insert (tmp2->other_arch->instance ());
1034 } 772 }
1035 else 773 else
1036 negblocked = 1; 774 negblocked = 1;
1037 } 775 }
1038 776
1039 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) 777 if (tmp->flag [FLAG_BLOCKSVIEW])
1040 update_all_los (op->map, op->x, op->y); 778 update_all_los (op->map, op->x, op->y);
1041 779
1042 return 1; 780 return 1;
1043} 781}
1044 782
1045int 783int
1046dimension_door (object *op, object *caster, object *spob, int dir) 784dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
1047{ 785{
1048 uint32 dist, maxdist; 786 uint32 dist, maxdist;
1049 int mflags; 787 int mflags;
1050 maptile *m; 788 maptile *m;
1051 sint16 sx, sy; 789 sint16 sx, sy;
1053 if (op->type != PLAYER) 791 if (op->type != PLAYER)
1054 return 0; 792 return 0;
1055 793
1056 if (!dir) 794 if (!dir)
1057 { 795 {
1058 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?"); 796 op->failmsg ("In what direction?");
1059 return 0; 797 return 0;
1060 } 798 }
1061 799
1062 /* Given the new outdoor maps, can't let players dimension door for 800 /* Given the new outdoor maps, can't let players dimension door for
1063 * ever, so put limits in. 801 * ever, so put limits in.
1064 */ 802 */
1065 maxdist = spob->range + SP_level_range_adjust (caster, spob); 803 maxdist = spob->range + SP_level_range_adjust (caster, spob);
1066 804
1067 if (op->contr->count) 805 if (spellparam)
1068 { 806 {
807 int count = atoi (spellparam);
808
1069 if (op->contr->count > maxdist) 809 if (count > maxdist)
1070 { 810 {
1071 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!"); 811 op->failmsg ("You can't dimension door that far!");
1072 return 0; 812 return 0;
1073 } 813 }
1074 814
1075 for (dist = 0; dist < op->contr->count; dist++) 815 for (dist = 0; dist < count; dist++)
1076 { 816 {
1077 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy); 817 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
1078 818
1079 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 819 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
1080 break; 820 break;
1081 821
1082 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) 822 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1083 break; 823 break;
1084 } 824 }
1085 825
1086 if (dist < op->contr->count) 826 if (dist < count)
1087 { 827 {
1088 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n"); 828 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
1089 op->contr->count = 0;
1090 return 0; 829 return 0;
1091 } 830 }
1092 op->contr->count = 0;
1093 831
1094 /* Remove code that puts player on random space on maps. IMO, 832 /* 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, 833 * 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 834 * but may not be marked as NO_MAGIC (as they may be bounded
1097 * by such squares). Also, there are probably treasure rooms and 835 * by such squares). Also, there are probably treasure rooms and
1139 break; 877 break;
1140 878
1141 } 879 }
1142 if (!dist) 880 if (!dist)
1143 { 881 {
1144 new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n"); 882 op->failmsg ("Your spell failed!\n");
1145 return 0; 883 return 0;
1146 } 884 }
1147 } 885 }
1148 886
1149 /* Actually move the player now */ 887 /* Actually move the player now */
1150 op->remove (); 888 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; 889 return 1;
1155 890
1156 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ 891 op->speed_left = -5. * op->speed; /* Freeze them for a short while */
892
1157 return 1; 893 return 1;
1158} 894}
1159
1160 895
1161/* cast_heal: Heals something. 896/* cast_heal: Heals something.
1162 * op is the caster. 897 * op is the caster.
1163 * dir is the direction he is casting it in. 898 * dir is the direction he is casting it in.
1164 * spell is the spell object. 899 * spell is the spell object.
1171 object *poison; 906 object *poison;
1172 int heal = 0, success = 0; 907 int heal = 0, success = 0;
1173 908
1174 tmp = find_target_for_friendly_spell (op, dir); 909 tmp = find_target_for_friendly_spell (op, dir);
1175 910
1176 if (tmp == NULL) 911 if (!tmp)
1177 return 0; 912 return 0;
1178 913
1179 /* Figure out how many hp this spell might cure. 914 /* Figure out how many hp this spell might cure.
1180 * could be zero if this spell heals effects, not damage. 915 * could be zero if this spell heals effects, not damage.
1181 */ 916 */
1184 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp; 919 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
1185 920
1186 if (heal) 921 if (heal)
1187 { 922 {
1188 if (tmp->stats.hp >= tmp->stats.maxhp) 923 if (tmp->stats.hp >= tmp->stats.maxhp)
1189 {
1190 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed."); 924 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed.");
1191 }
1192 else 925 else
1193 { 926 {
1194 /* See how many points we actually heal. Instead of messages 927 /* See how many points we actually heal. Instead of messages
1195 * based on type of spell, we instead do messages based 928 * based on type of spell, we instead do messages based
1196 * on amount of damage healed. 929 * on amount of damage healed.
1197 */ 930 */
1198 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 931 if (heal > tmp->stats.maxhp - tmp->stats.hp)
1199 heal = tmp->stats.maxhp - tmp->stats.hp; 932 heal = tmp->stats.maxhp - tmp->stats.hp;
933
1200 tmp->stats.hp += heal; 934 tmp->stats.hp += heal;
1201 935
1202 if (tmp->stats.hp >= tmp->stats.maxhp) 936 if (tmp->stats.hp >= tmp->stats.maxhp)
1203 {
1204 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 937 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1205 }
1206 else if (heal > 50) 938 else if (heal > 50)
1207 {
1208 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); 939 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1209 }
1210 else if (heal > 25) 940 else if (heal > 25)
1211 {
1212 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); 941 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1213 }
1214 else if (heal > 10) 942 else if (heal > 10)
1215 {
1216 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade."); 943 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade.");
1217 }
1218 else 944 else
1219 {
1220 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close."); 945 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close.");
1221 } 946
1222 success = 1; 947 success = 1;
1223 } 948 }
1224 } 949 }
950
1225 if (spell->attacktype & AT_DISEASE) 951 if (spell->attacktype & AT_DISEASE)
1226 if (cure_disease (tmp, op)) 952 if (cure_disease (tmp, op, spell))
1227 success = 1; 953 success = 1;
1228 954
1229 if (spell->attacktype & AT_POISON) 955 if (spell->attacktype & AT_POISON)
1230 { 956 {
1231 at = archetype::find ("poisoning"); 957 at = archetype::find (shstr_poisoning);
1232 poison = present_arch_in_ob (at, tmp); 958 poison = present_arch_in_ob (at, tmp);
1233 if (poison) 959 if (poison)
1234 { 960 {
1235 success = 1; 961 success = 1;
1236 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 962 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1237 poison->stats.food = 1; 963 poison->stats.food = 1;
1238 } 964 }
1239 } 965 }
966
1240 if (spell->attacktype & AT_CONFUSION) 967 if (spell->attacktype & AT_CONFUSION)
1241 { 968 {
1242 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 969 poison = present_in_ob_by_name (FORCE, shstr_confusion, tmp);
1243 if (poison) 970 if (poison)
1244 { 971 {
1245 success = 1; 972 success = 1;
1246 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 973 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1247 poison->duration = 1; 974 poison->duration = 1;
1248 } 975 }
1249 } 976 }
977
1250 if (spell->attacktype & AT_BLIND) 978 if (spell->attacktype & AT_BLIND)
1251 { 979 {
1252 at = archetype::find ("blindness"); 980 at = archetype::find (shstr_blindness);
1253 poison = present_arch_in_ob (at, tmp); 981 poison = present_arch_in_ob (at, tmp);
1254 if (poison) 982 if (poison)
1255 { 983 {
1256 success = 1; 984 success = 1;
1257 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return."); 985 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1258 poison->stats.food = 1; 986 poison->stats.food = 1;
1259 } 987 }
1260 } 988 }
989
1261 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) 990 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1262 { 991 {
1263 tmp->stats.sp += spell->last_sp; 992 tmp->stats.sp += spell->last_sp;
1264 if (tmp->stats.sp > tmp->stats.maxsp) 993 if (tmp->stats.sp > tmp->stats.maxsp)
1265 tmp->stats.sp = tmp->stats.maxsp; 994 tmp->stats.sp = tmp->stats.maxsp;
1266 success = 1; 995 success = 1;
1267 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!"); 996 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!");
1268 } 997 }
998
1269 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) 999 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1270 { 1000 {
1271 tmp->stats.grace += spell->last_grace; 1001 tmp->stats.grace += spell->last_grace;
1272 if (tmp->stats.grace > tmp->stats.maxgrace) 1002 if (tmp->stats.grace > tmp->stats.maxgrace)
1273 tmp->stats.grace = tmp->stats.maxgrace; 1003 tmp->stats.grace = tmp->stats.maxgrace;
1274 success = 1; 1004 success = 1;
1275 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!"); 1005 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1276 } 1006 }
1007
1277 if (spell->stats.food && tmp->stats.food < 999) 1008 if (spell->stats.food && tmp->stats.food < MAX_FOOD)
1278 { 1009 {
1279 tmp->stats.food += spell->stats.food; 1010 tmp->stats.food += spell->stats.food;
1280 if (tmp->stats.food > 999) 1011 min_it (tmp->stats.food, MAX_FOOD);
1281 tmp->stats.food = 999; 1012
1282 success = 1; 1013 success = 1;
1283 /* We could do something a bit better like the messages for healing above */ 1014 /* 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"); 1015 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1285 } 1016 }
1017
1286 return success; 1018 return success;
1287} 1019}
1288
1289 1020
1290/* This is used for the spells that gain stats. There are no spells 1021/* 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 1022 * right now that icnrease wis/int/pow on a temp basis, so no
1292 * good comments for those. 1023 * good comments for those.
1293 */ 1024 */
1294static const char *const no_gain_msgs[NUM_STATS] = { 1025static const char *const no_gain_msgs[NUM_STATS] = {
1295 "You grow no stronger.", 1026 "You grow no stronger.",
1296 "You grow no more agile.", 1027 "You grow no more agile.",
1297 "You don't feel any healthier.", 1028 "You don't feel any healthier.",
1298 "no wis", 1029 "You didn't grow any more intelligent.",
1030 "You do not feel any wiser.",
1031 "You don't feel any more powerful."
1299 "You are no easier to look at.", 1032 "You are no easier to look at.",
1300 "no int",
1301 "no pow"
1302}; 1033};
1303 1034
1304int 1035int
1036change_ability_duration (object *spell, object *caster)
1037{
1038 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1039}
1040
1041int
1305cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) 1042cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1306{ 1043{
1307 object *tmp, *tmp2 = NULL;
1308 object *force = NULL; 1044 object *force = 0;
1309 int i; 1045 int i;
1310 1046
1311 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1047 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1312 if (dir != 0) 1048 object *tmp = dir
1313 {
1314 tmp = find_target_for_friendly_spell (op, dir); 1049 ? find_target_for_friendly_spell (op, dir)
1315 } 1050 : op;
1316 else
1317 {
1318 tmp = op;
1319 }
1320 1051
1321 if (tmp == NULL) 1052 if (!tmp)
1322 return 0; 1053 return 0;
1323 1054
1324 /* If we've already got a force of this type, don't add a new one. */ 1055 /* 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) 1056 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1326 { 1057 {
1327 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1058 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1328 { 1059 {
1329 if (tmp2->name == spell_ob->name) 1060 if (tmp2->name == spell_ob->name)
1330 { 1061 {
1332 break; 1063 break;
1333 } 1064 }
1334 else if (spell_ob->race && spell_ob->race == tmp2->name) 1065 else if (spell_ob->race && spell_ob->race == tmp2->name)
1335 { 1066 {
1336 if (!silent) 1067 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); 1068 op->failmsgf ("You can not cast %s while %s is in effect",
1069 &spell_ob->name, &tmp2->name_pl);
1070
1338 return 0; 1071 return 0;
1339 } 1072 }
1340 } 1073 }
1341 } 1074 }
1075
1076 int duration = change_ability_duration (spell_ob, caster);
1077
1342 if (force == NULL) 1078 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 } 1079 {
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) 1080 if (duration > force->duration)
1360 { 1081 {
1361 force->duration = duration; 1082 force->duration = duration;
1362 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1083 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1363 } 1084 }
1364 else 1085 else
1365 {
1366 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1086 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1367 } 1087
1368 return 1; 1088 return 1;
1369 } 1089 }
1370 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1090
1091 new_draw_info_format (NDI_UNIQUE, 0, op,
1092 "You create an aura of magical force. H<The effect will last for about %.10g seconds.>",
1093 TICK2TIME (duration));
1094
1095 force = get_archetype (FORCE_NAME);
1096 force->subtype = FORCE_CHANGE_ABILITY;
1097 force->duration = duration;
1098
1099 if (spell_ob->race)
1100 force->name = spell_ob->race;
1101 else
1102 force->name = spell_ob->name;
1103
1104 force->name_pl = spell_ob->name;
1105
1371 force->speed = 1.0; 1106 force->speed = 1.0;
1372 force->speed_left = -1.0; 1107 force->speed_left = -1.0;
1373 SET_FLAG (force, FLAG_APPLIED); 1108 force->set_flag (FLAG_APPLIED);
1374 1109
1375 /* Now start processing the effects. First, protections */ 1110 /* Now start processing the effects. First, protections */
1376 for (i = 0; i < NROFATTACKS; i++) 1111 for (i = 0; i < NROFATTACKS; i++)
1377 { 1112 {
1378 if (spell_ob->resist[i]) 1113 if (spell_ob->resist[i])
1380 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob); 1115 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob);
1381 if (force->resist[i] > 100) 1116 if (force->resist[i] > 100)
1382 force->resist[i] = 100; 1117 force->resist[i] = 100;
1383 } 1118 }
1384 } 1119 }
1120
1385 if (spell_ob->stats.hp) 1121 if (spell_ob->stats.hp)
1386 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob); 1122 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1387 1123
1388 if (tmp->type == PLAYER) 1124 if (tmp->type == PLAYER)
1389 { 1125 {
1390 /* Stat adjustment spells */ 1126 /* Stat adjustment spells */
1391 for (i = 0; i < NUM_STATS; i++) 1127 for (i = 0; i < NUM_STATS; i++)
1392 { 1128 {
1393 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; 1129 if (sint8 stat = spell_ob->stats.stat (i))
1394
1395 if (stat)
1396 { 1130 {
1397 sm = 0; 1131 sint8 sm = 0;
1398 for (k = 0; k < stat; k++) 1132 for (sint8 k = 0; k < stat; k++)
1399 sm += rndm (1, 3); 1133 sm += rndm (1, 3);
1400 1134
1401 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) 1135 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1402 { 1136 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1403 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); 1137
1404 if (sm < 0) 1138 force->stats.stat (i) = sm;
1405 sm = 0; 1139
1406 }
1407 set_attr_value (&force->stats, i, sm);
1408 if (!sm) 1140 if (!sm)
1409 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); 1141 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1410 } 1142 }
1411 } 1143 }
1412 } 1144 }
1413 1145
1414 force->move_type = spell_ob->move_type; 1146 force->move_type = spell_ob->move_type;
1415 1147
1416 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK)) 1148 if (spell_ob->flag [FLAG_SEE_IN_DARK])
1417 SET_FLAG (force, FLAG_SEE_IN_DARK); 1149 force->set_flag (FLAG_SEE_IN_DARK);
1418 1150
1419 if (QUERY_FLAG (spell_ob, FLAG_XRAYS)) 1151 if (spell_ob->flag [FLAG_XRAYS])
1420 SET_FLAG (force, FLAG_XRAYS); 1152 force->set_flag (FLAG_XRAYS);
1421 1153
1422 /* Haste/bonus speed */ 1154 /* Haste/bonus speed */
1423 if (spell_ob->stats.exp) 1155 if (spell_ob->stats.exp)
1424 { 1156 {
1425 if (op->speed > 0.5f) 1157 if (op->speed > 0.5f)
1432 force->stats.ac = spell_ob->stats.ac; 1164 force->stats.ac = spell_ob->stats.ac;
1433 force->attacktype = spell_ob->attacktype; 1165 force->attacktype = spell_ob->attacktype;
1434 1166
1435 insert_ob_in_ob (force, tmp); 1167 insert_ob_in_ob (force, tmp);
1436 change_abil (tmp, force); /* Mostly to display any messages */ 1168 change_abil (tmp, force); /* Mostly to display any messages */
1437 fix_player (tmp); 1169 tmp->update_stats ();
1170
1438 return 1; 1171 return 1;
1439} 1172}
1440 1173
1441/* This used to be part of cast_change_ability, but it really didn't make 1174/* 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 1175 * a lot of sense, since most of the values it derives are from the god
1443 * of the caster. 1176 * of the caster.
1444 */ 1177 */
1445
1446int 1178int
1447cast_bless (object *op, object *caster, object *spell_ob, int dir) 1179cast_bless (object *op, object *caster, object *spell_ob, int dir)
1448{ 1180{
1449 int i; 1181 int i;
1450 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1182 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1451 1183
1452 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1184 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1453 if (dir != 0) 1185 if (dir != 0)
1454 { 1186 {
1455 tmp = find_target_for_friendly_spell (op, dir); 1187 tmp = find_target_for_friendly_spell (op, dir);
1188
1189 if (!tmp)
1190 return 0;
1456 } 1191 }
1457 else 1192 else
1458 {
1459 tmp = op; 1193 tmp = op;
1460 }
1461 1194
1462 /* If we've already got a force of this type, don't add a new one. */ 1195 /* 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) 1196 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1464 { 1197 {
1465 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1198 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1466 { 1199 {
1467 if (tmp2->name == spell_ob->name) 1200 if (tmp2->name == spell_ob->name)
1468 { 1201 {
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); 1207 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; 1208 return 0;
1476 } 1209 }
1477 } 1210 }
1478 } 1211 }
1212
1479 if (force == NULL) 1213 if (force == NULL)
1480 { 1214 {
1481 force = get_archetype (FORCE_NAME); 1215 force = get_archetype (FORCE_NAME);
1482 force->subtype = FORCE_CHANGE_ABILITY; 1216 force->subtype = FORCE_CHANGE_ABILITY;
1483 if (spell_ob->race) 1217 if (spell_ob->race)
1504 return 0; 1238 return 0;
1505 } 1239 }
1506 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1240 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1507 force->speed = 1.0; 1241 force->speed = 1.0;
1508 force->speed_left = -1.0; 1242 force->speed_left = -1.0;
1509 SET_FLAG (force, FLAG_APPLIED); 1243 force->set_flag (FLAG_APPLIED);
1510 1244
1511 if (!god) 1245 if (!god)
1512 { 1246 {
1513 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty."); 1247 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1514 } 1248 }
1515 else 1249 else
1516 { 1250 {
1517 /* Only give out good benefits, and put a max on it */ 1251 /* Only give out good benefits, and put a max on it */
1518 for (i = 0; i < NROFATTACKS; i++) 1252 for (i = 0; i < NROFATTACKS; i++)
1519 {
1520 if (god->resist[i] > 0) 1253 if (god->resist[i] > 0)
1521 {
1522 force->resist[i] = MIN (god->resist[i], spell_ob->resist[ATNR_GODPOWER]); 1254 force->resist[i] = min (god->resist[i], spell_ob->resist[ATNR_GODPOWER]);
1523 } 1255
1524 }
1525 force->path_attuned |= god->path_attuned; 1256 force->path_attuned |= god->path_attuned;
1526 1257
1527 if (spell_ob->attacktype) 1258 if (spell_ob->attacktype)
1528 force->slaying = god->slaying; 1259 force->slaying = god->slaying;
1529 1260
1541 force->stats.wc = spell_ob->stats.wc; 1272 force->stats.wc = spell_ob->stats.wc;
1542 force->stats.ac = spell_ob->stats.ac; 1273 force->stats.ac = spell_ob->stats.ac;
1543 1274
1544 change_abil (tmp, force); /* Mostly to display any messages */ 1275 change_abil (tmp, force); /* Mostly to display any messages */
1545 insert_ob_in_ob (force, tmp); 1276 insert_ob_in_ob (force, tmp);
1546 fix_player (tmp); 1277 tmp->update_stats ();
1547 return 1; 1278 return 1;
1548} 1279}
1549
1550
1551 1280
1552/* Alchemy code by Mark Wedel 1281/* Alchemy code by Mark Wedel
1553 * 1282 *
1554 * This code adds a new spell, called alchemy. Alchemy will turn 1283 * This code adds a new spell, called alchemy. Alchemy will turn
1555 * objects to gold nuggets, the value of the gold nuggets being 1284 * 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 * 1285 *
1560 * Large nuggets are worth 25 gp each (base). You will always get 1286 * The value of the gold nuggets being about 90% of that of the item
1561 * the maximum number of large nuggets you could get. 1287 * 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 1288 * because the nuggets themselves will be will be adjusted by charisma
1563 * to the max amount of small nuggets as you could get. 1289 * 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 * 1290 *
1568 * There is also a chance (1:30) that you will get nothing at all 1291 * 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 1292 * for the object. There is also a maximum weight that will be
1570 * alchemied. 1293 * alchemised.
1571 */ 1294 */
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 1295static void
1581alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight) 1296alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1582{ 1297{
1583 uint64 value = query_cost (obj, NULL, F_TRUE); 1298 uint64 value = query_cost (obj, NULL, F_TRUE);
1584 1299
1585 /* Give third price when we alchemy money (This should hopefully 1300 /* Give third price when we alchemy money (this should hopefully
1586 * make it so that it isn't worth it to alchemy money, sell 1301 * make it so that it isn't worth it to alchemy money, sell
1587 * the nuggets, alchemy the gold from that, etc. 1302 * the nuggets, alchemy the gold from that, etc.
1588 * Otherwise, give 9 silver on the gold for other objects, 1303 * Otherwise, give 9 silver on the gold for other objects,
1589 * so that it would still be more affordable to haul 1304 * so that it would still be more affordable to haul
1590 * the stuff back to town. 1305 * the stuff back to town.
1591 */ 1306 */
1592 1307 if (obj->flag [FLAG_UNPAID])
1593 if (QUERY_FLAG (obj, FLAG_UNPAID))
1594 value = 0; 1308 value = 0;
1595 else if (obj->type == MONEY || obj->type == GEM) 1309 else if (obj->type == MONEY || obj->type == GEM)
1596 value /= 3; 1310 value /= 3;
1597 else 1311 else
1598 value = (value * 9) / 10; 1312 value = value * 9 / 10;
1599 1313
1600 value /= 4; // fix by GHJ, don't understand, pcg
1601
1602 if ((obj->value > 0) && rndm (0, 29)) 1314 if (obj->value > 0 && rndm (0, 29))
1603 { 1315 total_value += value;
1604 int count;
1605 1316
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; 1317 total_weight += obj->total_weight ();
1318
1626 obj->destroy (); 1319 obj->destroy ();
1627} 1320}
1628 1321
1629static void
1630update_map (object *op, maptile *m, int small_nuggets, int large_nuggets, int x, int y)
1631{
1632 object *tmp;
1633 int flag = 0;
1634
1635 /* Put any nuggets below the player, but we can only pass this
1636 * flag if we are on the same space as the player
1637 */
1638 if (x == op->x && y == op->y && op->map == m)
1639 flag = INS_BELOW_ORIGINATOR;
1640
1641 if (small_nuggets)
1642 {
1643 tmp = small->clone ();
1644 tmp->nrof = small_nuggets;
1645 tmp->x = x;
1646 tmp->y = y;
1647 insert_ob_in_map (tmp, m, op, flag);
1648 }
1649
1650 if (large_nuggets)
1651 {
1652 tmp = large->clone ();
1653 tmp->nrof = large_nuggets;
1654 tmp->x = x;
1655 tmp->y = y;
1656 insert_ob_in_map (tmp, m, op, flag);
1657 }
1658}
1659
1660int 1322int
1661alchemy (object *op, object *caster, object *spell_ob) 1323alchemy (object *op, object *caster, object *spell_ob)
1662{ 1324{
1663 int x, y, weight = 0, weight_max, large_nuggets, small_nuggets, mflags;
1664 sint16 nx, ny;
1665 object *next, *tmp;
1666 maptile *mp;
1667
1668 if (op->type != PLAYER) 1325 if (op->type != PLAYER)
1669 return 0; 1326 return 0;
1670 1327
1328 archetype *nugget[3];
1329
1330 nugget[0] = archetype::find (shstr_pyrite3);
1331 nugget[1] = archetype::find (shstr_pyrite2);
1332 nugget[2] = archetype::find (shstr_pyrite);
1333
1671 /* Put a maximum weight of items that can be alchemied. Limits the power 1334 /* Put a maximum weight of items that can be alchemised. Limits the power
1672 * some, and also prevents people from alcheming every table/chair/clock 1335 * some, and also prevents people from alchemising every table/chair/clock
1673 * in sight 1336 * in sight
1674 */ 1337 */
1675 weight_max = spell_ob->duration + +SP_level_duration_adjust (caster, spell_ob); 1338 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1676 weight_max *= 1000; 1339 int weight_max = duration * 1000;
1677 small = get_archetype ("smallnugget"), large = get_archetype ("largenugget"); 1340 uint64 value_max = duration * 1000;
1678 1341
1342 int weight = 0;
1343
1679 for (y = op->y - 1; y <= op->y + 1; y++) 1344 for (int y = op->y - 1; y <= op->y + 1; y++)
1680 { 1345 {
1681 for (x = op->x - 1; x <= op->x + 1; x++) 1346 for (int x = op->x - 1; x <= op->x + 1; x++)
1682 { 1347 {
1348 uint64 value = 0;
1349
1683 nx = x; 1350 sint16 nx = x;
1684 ny = y; 1351 sint16 ny = y;
1685 1352
1686 mp = op->map; 1353 maptile *mp = op->map;
1687 1354
1688 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); 1355 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1689 1356
1690 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1357 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1691 continue; 1358 continue;
1692 1359
1693 /* Treat alchemy a little differently - most spell effects 1360 /* Treat alchemy a little differently - most spell effects
1695 * ground level effect. 1362 * ground level effect.
1696 */ 1363 */
1697 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) 1364 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1698 continue; 1365 continue;
1699 1366
1700 small_nuggets = 0; 1367 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1701 large_nuggets = 0;
1702
1703 for (tmp = get_map_ob (mp, nx, ny); tmp != NULL; tmp = next)
1704 { 1368 {
1705 next = tmp->above; 1369 next = tmp->above;
1370
1706 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1371 if (tmp->weight > 0 && !tmp->flag [FLAG_NO_PICK] &&
1707 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1372 !tmp->flag [FLAG_ALIVE] && !tmp->flag [FLAG_IS_CAULDRON])
1708 { 1373 {
1709
1710 if (tmp->inv) 1374 if (tmp->inv)
1711 { 1375 {
1712 object *next1, *tmp1; 1376 object *next1, *tmp1;
1713 1377
1714 for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1) 1378 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1715 { 1379 {
1716 next1 = tmp1->below; 1380 next1 = tmp1->below;
1717 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1381 if (tmp1->weight > 0 && !tmp1->flag [FLAG_NO_PICK] &&
1718 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1382 !tmp1->flag [FLAG_ALIVE] && !tmp1->flag [FLAG_IS_CAULDRON])
1719 alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight); 1383 alchemy_object (tmp1, value, weight);
1720 } 1384 }
1721 } 1385 }
1386
1722 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); 1387 alchemy_object (tmp, value, weight);
1723 1388
1724 if (weight > weight_max) 1389 if (weight > weight_max)
1725 { 1390 break;
1726 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1727 large->destroy ();
1728 small->destroy ();
1729 return 1;
1730 } 1391 }
1731 } /* is alchemable object */
1732 } /* process all objects on this space */
1733
1734 /* Insert all the nuggets at one time. This probably saves time, but
1735 * it also prevents us from alcheming nuggets that were just created
1736 * with this spell.
1737 */ 1392 }
1738 update_map (op, mp, small_nuggets, large_nuggets, nx, ny); 1393
1394 value -= rndm (value >> 4);
1395 value = min (value, value_max);
1396
1397 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1398 if (int nrof = value / nugget [i]->value)
1399 {
1400 value -= nrof * nugget[i]->value;
1401
1402 object *tmp = nugget[i]->instance ();
1403 tmp->nrof = nrof;
1404 tmp->flag [FLAG_IDENTIFIED] = true;
1405 op->map->insert (tmp, x, y, op, 0);
1739 } 1406 }
1740 }
1741 1407
1742 large->destroy (); 1408 if (weight > weight_max)
1743 small->destroy (); 1409 goto bailout;
1744 /* reset this so that if player standing on a big pile of stuff, 1410 }
1745 * it is redrawn properly. 1411 }
1746 */ 1412
1747 op->contr->socket->look_position = 0; 1413bailout:
1748 return 1; 1414 return 1;
1749} 1415}
1750
1751 1416
1752/* This function removes the cursed/damned status on equipped 1417/* This function removes the cursed/damned status on equipped
1753 * items. 1418 * items.
1754 */ 1419 */
1755int 1420int
1756remove_curse (object *op, object *caster, object *spell) 1421remove_curse (object *op, object *caster, object *spell)
1757{ 1422{
1758 object *tmp;
1759 int success = 0, was_one = 0; 1423 int success = 0, was_one = 0;
1760 1424
1761 for (tmp = op->inv; tmp; tmp = tmp->below) 1425 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1762 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1426 if (tmp->flag [FLAG_APPLIED] &&
1763 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1427 ((tmp->flag [FLAG_CURSED] && spell->flag [FLAG_CURSED]) ||
1764 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1428 (tmp->flag [FLAG_DAMNED] && spell->flag [FLAG_DAMNED])))
1765 { 1429 {
1766
1767 was_one++; 1430 was_one++;
1431
1768 if (tmp->level <= caster_level (caster, spell)) 1432 if (tmp->level <= casting_level (caster, spell))
1769 { 1433 {
1770 success++; 1434 success++;
1771 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1435 if (spell->flag [FLAG_DAMNED])
1772 CLEAR_FLAG (tmp, FLAG_DAMNED); 1436 tmp->clr_flag (FLAG_DAMNED);
1773 1437
1774 CLEAR_FLAG (tmp, FLAG_CURSED); 1438 tmp->clr_flag (FLAG_CURSED);
1775 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1439 tmp->clr_flag (FLAG_KNOWN_CURSED);
1776 tmp->value = 0; /* Still can't sell it */ 1440 tmp->value = 0; /* Still can't sell it */
1777 if (op->type == PLAYER) 1441
1442 if (object *pl = tmp->visible_to ())
1778 esrv_send_item (op, tmp); 1443 esrv_update_item (UPD_FLAGS, pl, tmp);
1779 } 1444 }
1780 } 1445 }
1781 1446
1782 if (op->type == PLAYER) 1447 if (op->type == PLAYER)
1783 { 1448 {
1784 if (success) 1449 if (success)
1785 {
1786 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now."); 1450 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1787 }
1788 else 1451 else
1789 { 1452 {
1790 if (was_one) 1453 if (was_one)
1791 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse."); 1454 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1792 else 1455 else
1793 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items."); 1456 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items.");
1794 } 1457 }
1795 } 1458 }
1459
1796 return success; 1460 return success;
1797} 1461}
1798 1462
1799/* Identifies objects in the players inventory/on the ground */ 1463/* Identifies objects in the players inventory/on the ground */
1800
1801int 1464int
1802cast_identify (object *op, object *caster, object *spell) 1465cast_identify (object *op, object *caster, object *spell)
1803{ 1466{
1804 object *tmp; 1467 object *tmp;
1805 int success = 0, num_ident; 1468 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1806 1469
1807 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1470 int num_ident = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell));
1808
1809 if (num_ident < 1)
1810 num_ident = 1;
1811
1812 1471
1813 for (tmp = op->inv; tmp; tmp = tmp->below) 1472 for (tmp = op->inv; tmp; tmp = tmp->below)
1814 { 1473 {
1815 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1474 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1816 { 1475 {
1817 identify (tmp); 1476 identify (tmp);
1477
1818 if (op->type == PLAYER) 1478 if (op->type == PLAYER)
1819 { 1479 {
1820 new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op)); 1480 buf.printf ("You identified: %s.\r", long_desc (tmp, op));
1481
1821 if (tmp->msg) 1482 if (tmp->msg)
1822 { 1483 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1823 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1824 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1825 }
1826 } 1484 }
1827 num_ident--; 1485
1828 success = 1;
1829 if (!num_ident) 1486 if (!--num_ident)
1830 break; 1487 break;
1831 } 1488 }
1832 } 1489 }
1490
1833 /* If all the power of the spell has been used up, don't go and identify 1491 /* If all the power of the spell has been used up, don't go and identify
1834 * stuff on the floor. Only identify stuff on the floor if the spell 1492 * stuff on the floor. Only identify stuff on the floor if the spell
1835 * was not fully used. 1493 * was not fully used.
1836 */ 1494 */
1837 if (num_ident) 1495 if (num_ident)
1838 { 1496 {
1839 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1497 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1840 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1498 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1841 { 1499 {
1842
1843 identify (tmp); 1500 identify (tmp);
1844 if (op->type == PLAYER) 1501
1502 if (object *pl = tmp->visible_to ())
1845 { 1503 {
1846 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op)); 1504 buf.printf ("On the ground you identified: %s.\r", long_desc (tmp, op));
1505
1847 if (tmp->msg) 1506 if (tmp->msg)
1848 { 1507 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1849 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1850 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1851 }
1852 esrv_send_item (op, tmp);
1853 } 1508 }
1854 num_ident--; 1509
1855 success = 1;
1856 if (!num_ident) 1510 if (!--num_ident)
1857 break; 1511 break;
1858 } 1512 }
1859 } 1513 }
1860 if (!success) 1514
1861 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified."); 1515 if (buf.empty ())
1516 {
1517 op->failmsg ("You can't reach anything unidentified.");
1518 return 0;
1519 }
1862 else 1520 else
1863 { 1521 {
1522 if (op->contr)
1523 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1524
1864 spell_effect (spell, op->x, op->y, op->map, op); 1525 spell_effect (spell, op->x, op->y, op->map, op);
1526 return 1;
1865 } 1527 }
1866 return success;
1867} 1528}
1868
1869 1529
1870int 1530int
1871cast_detection (object *op, object *caster, object *spell, object *skill) 1531cast_detection (object *op, object *caster, object *spell, object *skill)
1872{ 1532{
1873 object *tmp, *last, *god, *detect; 1533 object *tmp, *last, *god, *detect;
1877 1537
1878 /* We precompute some values here so that we don't have to keep 1538 /* We precompute some values here so that we don't have to keep
1879 * doing it over and over again. 1539 * doing it over and over again.
1880 */ 1540 */
1881 god = find_god (determine_god (op)); 1541 god = find_god (determine_god (op));
1882 level = caster_level (caster, spell); 1542 level = casting_level (caster, spell);
1883 range = spell->range + SP_level_range_adjust (caster, spell); 1543 range = spell->range + SP_level_range_adjust (caster, spell);
1884 1544
1885 if (!skill) 1545 if (!skill)
1886 skill = caster; 1546 skill = caster;
1887 1547
1888 for (x = op->x - range; x <= op->x + range; x++) 1548 dynbuf buf;
1889 for (y = op->y - range; y <= op->y + range; y++) 1549 unordered_mapwalk (buf, op, -range, -range, range, range)
1890 { 1550 {
1891
1892 m = op->map;
1893 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1894 if (mflags & P_OUT_OF_MAP)
1895 continue;
1896
1897 /* For most of the detections, we only detect objects above the 1551 /* For most of the detections, we only detect objects above the
1898 * floor. But this is not true for show invisible. 1552 * floor. But this is not true for show invisible.
1899 * Basically, we just go and find the top object and work 1553 * Basically, we just go and find the top object and work
1900 * down - that is easier than working up. 1554 * down - that is easier than working up.
1901 */ 1555 */
1902 1556
1903 for (last = NULL, tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above) 1557 for (last = 0, tmp = m->at (nx, ny).bot; tmp; tmp = tmp->above)
1904 last = tmp; 1558 last = tmp;
1559
1905 /* Shouldn't happen, but if there are no objects on a space, this 1560 /* Shouldn't happen, but if there are no objects on a space, this
1906 * would happen. 1561 * would happen.
1907 */ 1562 */
1908 if (!last) 1563 if (!last)
1909 continue; 1564 continue;
1910 1565
1911 done_one = 0; 1566 done_one = 0;
1912 floor = 0; 1567 floor = 0;
1913 detect = NULL; 1568 detect = 0;
1914 for (tmp = last; tmp; tmp = tmp->below) 1569 for (tmp = last; tmp; tmp = tmp->below)
1915 { 1570 {
1916
1917 /* show invisible */ 1571 /* show invisible */
1918 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1572 if (spell->flag [FLAG_MAKE_INVIS]
1919 /* Might there be other objects that we can make visibile? */ 1573 /* Might there be other objects that we can make visible? */
1920 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1574 && (tmp->invisible && (tmp->flag [FLAG_MONSTER]
1921 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1575 || (tmp->type == PLAYER && !tmp->flag [FLAG_WIZ])
1922 tmp->type == CF_HANDLE || 1576 || tmp->type == T_HANDLE
1923 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE || 1577 || tmp->type == TRAPDOOR
1578 || tmp->type == EXIT
1579 || tmp->type == HOLE
1580 || tmp->type == BUTTON
1924 tmp->type == BUTTON || tmp->type == TELEPORTER || 1581 || tmp->type == TELEPORTER
1582 || tmp->type == GATE
1925 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1583 || tmp->type == LOCKED_DOOR
1926 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN || 1584 || tmp->type == WEAPON
1585 || tmp->type == ALTAR
1586 || (tmp->type == SIGN && tmp->face != magicmouth_face)
1927 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1587 || tmp->type == TRIGGER_PEDESTAL
1928 tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR))) 1588 || tmp->type == SPECIAL_KEY
1589 || tmp->type == TREASURE
1590 || tmp->type == BOOK
1591 || tmp->type == HOLY_ALTAR
1592 || tmp->type == CONTAINER)))
1929 { 1593 {
1594 printf ("show inv %s\n", tmp->debug_desc());//D
1930 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4) 1595 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1931 { 1596 {
1932 tmp->invisible = 0; 1597 tmp->invisible = 0;
1598 done_one = 1;
1599 }
1600 }
1601
1602 if (tmp->flag [FLAG_IS_FLOOR])
1603 floor = 1;
1604
1605 /* All detections below this point don't descend beneath the floor,
1606 * so just continue on. We could be clever and look at the type of
1607 * detection to completely break out if we don't care about objects beneath
1608 * the floor, but once we get to the floor, not likely a very big issue anyways.
1609 */
1610 if (floor)
1611 continue;
1612
1613 /* I had thought about making detect magic and detect curse
1614 * show the flash the magic item like it does for detect monster.
1615 * however, if the object is within sight, this would then make it
1616 * difficult to see what object is magical/cursed, so the
1617 * effect wouldn't be as apparent.
1618 */
1619
1620 /* detect magic */
1621 if (spell->flag [FLAG_KNOWN_MAGICAL] &&
1622 !tmp->flag [FLAG_KNOWN_MAGICAL] && !tmp->flag [FLAG_IDENTIFIED] && is_magical (tmp))
1623 {
1624 tmp->set_flag (FLAG_KNOWN_MAGICAL);
1625 /* make runes more visible */
1626 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1627 tmp->stats.Cha /= 4;
1628
1629 done_one = 1;
1630 }
1631
1632 /* detect monster */
1633 if (spell->flag [FLAG_MONSTER] && (tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER))
1634 {
1635 done_one = 2;
1636
1637 if (!detect)
1638 detect = tmp;
1639 }
1640
1641 /* Basically, if race is set in the spell, then the creatures race must
1642 * match that. if the spell race is set to GOD, then the gods opposing
1643 * race must match.
1644 */
1645 if (spell->race && tmp->flag [FLAG_MONSTER] && tmp->race &&
1646 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1647 spell->race.contains (tmp->race)))
1648 {
1649 done_one = 2;
1650
1651 if (!detect)
1652 detect = tmp;
1653 }
1654
1655 if (spell->flag [FLAG_KNOWN_CURSED] && !tmp->flag [FLAG_KNOWN_CURSED] &&
1656 (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))
1657 {
1658 tmp->set_flag (FLAG_KNOWN_CURSED);
1659 done_one = 1;
1660 }
1661
1662 // Do mining detection spell:
1663 if (spell->last_sp == 1) // 1 - detect any vein
1664 {
1665 if (tmp->type == VEIN)
1666 {
1667 if (tmp->other_arch)
1668 {
1669 if (!detect)
1670 detect = tmp->other_arch;
1671 done_one = 2;
1672 }
1673 else
1933 done_one = 1; 1674 done_one = 1;
1934 } 1675 }
1935 } 1676 }
1936 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1937 floor = 1;
1938
1939 /* All detections below this point don't descend beneath the floor,
1940 * so just continue on. We could be clever and look at the type of
1941 * detection to completely break out if we don't care about objects beneath
1942 * the floor, but once we get to the floor, not likely a very big issue anyways.
1943 */
1944 if (floor)
1945 continue;
1946
1947 /* I had thought about making detect magic and detect curse
1948 * show the flash the magic item like it does for detect monster.
1949 * however, if the object is within sight, this would then make it
1950 * difficult to see what object is magical/cursed, so the
1951 * effect wouldn't be as apparant.
1952 */
1953
1954 /* detect magic */
1955 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1956 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1957 {
1958 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1959 /* make runes more visibile */
1960 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1961 tmp->stats.Cha /= 4;
1962 done_one = 1;
1963 }
1964 /* detect monster */
1965 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1966 {
1967 done_one = 2;
1968 if (!detect)
1969 detect = tmp;
1970 }
1971 /* Basically, if race is set in the spell, then the creatures race must
1972 * match that. if the spell race is set to GOD, then the gods opposing
1973 * race must match.
1974 */
1975 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1976 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) ||
1977 (strstr (spell->race, tmp->race))))
1978 {
1979 done_one = 2;
1980 if (!detect)
1981 detect = tmp;
1982 }
1983 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1984 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1985 {
1986 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1987 done_one = 1;
1988 }
1989 } /* for stack of objects on this space */ 1677 } /* for stack of objects on this space */
1990 1678
1991 /* Code here puts an effect of the spell on the space, so you can see 1679 /* Code here puts an effect of the spell on the space, so you can see
1992 * where the magic is. 1680 * where the magic is.
1993 */ 1681 */
1994 if (done_one) 1682 if (done_one)
1995 { 1683 {
1996 object *detect_ob = arch_to_object (spell->other_arch); 1684 object *detect_ob = spell->other_arch->instance ();
1997 1685
1998 detect_ob->x = nx;
1999 detect_ob->y = ny;
2000 /* if this is set, we want to copy the face */ 1686 /* if this is set, we want to copy the face */
2001 if (done_one == 2 && detect) 1687 if (done_one == 2 && detect)
2002 { 1688 {
2003 detect_ob->face = detect->face; 1689 detect_ob->face = detect->face;
2004 detect_ob->animation_id = detect->animation_id; 1690 detect_ob->animation_id = detect->animation_id;
2005 detect_ob->anim_speed = detect->anim_speed; 1691 detect_ob->anim_speed = detect->anim_speed;
2006 detect_ob->last_anim = 0; 1692 detect_ob->last_anim = 0;
2007 /* by default, the detect_ob is already animated */ 1693 /* by default, the detect_ob is already animated */
2008 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1694 if (!detect->flag [FLAG_ANIMATE])
2009 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1695 detect_ob->clr_flag (FLAG_ANIMATE);
2010 } 1696 }
2011 insert_ob_in_map (detect_ob, m, op, 0); 1697
1698 m->insert (detect_ob, nx, ny, op, INS_ON_TOP);
2012 } 1699 }
2013 } /* for processing the surrounding spaces */ 1700 } /* for processing the surrounding spaces */
2014 1701
2015 1702
2016 /* Now process objects in the players inventory if detect curse or magic */ 1703 /* Now process objects in the players inventory if detect curse or magic */
2017 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL)) 1704 if (spell->flag [FLAG_KNOWN_CURSED] || spell->flag [FLAG_KNOWN_MAGICAL])
2018 { 1705 {
2019 done_one = 0; 1706 done_one = 0;
1707
2020 for (tmp = op->inv; tmp; tmp = tmp->below) 1708 for (tmp = op->inv; tmp; tmp = tmp->below)
2021 { 1709 {
2022 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1710 if (!tmp->invisible && !tmp->flag [FLAG_IDENTIFIED])
2023 { 1711 {
2024 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)) 1712 if (spell->flag [FLAG_KNOWN_MAGICAL] && is_magical (tmp) && !tmp->flag [FLAG_KNOWN_MAGICAL])
2025 { 1713 {
2026 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1714 tmp->set_flag (FLAG_KNOWN_MAGICAL);
2027 if (op->type == PLAYER) 1715
1716 if (object *pl = tmp->visible_to ())
2028 esrv_send_item (op, tmp); 1717 esrv_update_item (UPD_FLAGS, pl, tmp);
2029 } 1718 }
2030 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1719
2031 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1720 if (spell->flag [FLAG_KNOWN_CURSED] && !tmp->flag [FLAG_KNOWN_CURSED] &&
1721 (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))
2032 { 1722 {
2033 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1723 tmp->set_flag (FLAG_KNOWN_CURSED);
2034 if (op->type == PLAYER) 1724
1725 if (object *pl = tmp->visible_to ())
2035 esrv_send_item (op, tmp); 1726 esrv_update_item (UPD_FLAGS, pl, tmp);
2036 } 1727 }
2037 } /* if item is not identified */ 1728 } /* if item is not identified */
2038 } /* for the players inventory */ 1729 } /* for the players inventory */
2039 } /* if detect magic/curse and object is a player */ 1730 } /* if detect magic/curse and object is a player */
1731
2040 return 1; 1732 return 1;
2041} 1733}
2042 1734
2043 1735
2044/** 1736/**
2057 1749
2058 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you."); 1750 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
2059 1751
2060 if (victim->stats.sp >= victim->stats.maxsp * 2) 1752 if (victim->stats.sp >= victim->stats.maxsp * 2)
2061 { 1753 {
2062 object *tmp;
2063
2064 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1754 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
2065
2066 /* Explodes a fireball centered at player */
2067 tmp = get_archetype (EXPLODING_FIREBALL);
2068 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
2069 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
2070 tmp->x = victim->x;
2071 tmp->y = victim->y;
2072 insert_ob_in_map (tmp, victim->map, NULL, 0);
2073 victim->stats.sp = 2 * victim->stats.maxsp; 1755 victim->stats.sp = 2 * victim->stats.maxsp;
1756 create_exploding_ball_at (victim, caster_level);
2074 } 1757 }
2075 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1758 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
2076 {
2077 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); 1759 new_draw_info (NDI_UNIQUE | NDI_ORANGE, 0, victim, "You feel like your head is going to explode.");
2078 }
2079 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1760 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2080 {
2081 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 1761 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
2082 }
2083 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1762 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2084 { 1763 {
2085 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1764 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2086 confuse_player (victim, victim, 99); 1765 confuse_player (victim, victim, 99);
2087 } 1766 }
2088 else if (victim->stats.sp >= victim->stats.maxsp * 1.25) 1767 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
2089 {
2090 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices."); 1768 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
2091 }
2092} 1769}
2093 1770
2094/* cast_transfer 1771/* cast_transfer
2095 * This spell transfers sp from the player to another person. 1772 * This spell transfers sp from the player to another person.
2096 * We let the target go above their normal maximum SP. 1773 * We let the target go above their normal maximum SP.
2110 1787
2111 mflags = get_map_flags (m, &m, x, y, &x, &y); 1788 mflags = get_map_flags (m, &m, x, y, &x, &y);
2112 1789
2113 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1790 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
2114 { 1791 {
2115 for (plyr = get_map_ob (m, x, y); plyr != NULL; plyr = plyr->above) 1792 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
2116 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1793 if (plyr != op && plyr->flag [FLAG_ALIVE])
2117 break; 1794 break;
2118 } 1795 }
2119 1796
2120 1797
2121 /* If we did not find a player in the specified direction, transfer 1798 /* If we did not find a player in the specified direction, transfer
2122 * to anyone on top of us. This is used for the rune of transference mostly. 1799 * to anyone on top of us. This is used for the rune of transference mostly.
2123 */ 1800 */
2124 if (plyr == NULL) 1801 if (plyr == NULL)
2125 for (plyr = get_map_ob (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above) 1802 for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above)
2126 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1803 if (plyr != op && plyr->flag [FLAG_ALIVE])
2127 break; 1804 break;
2128 1805
2129 if (!plyr) 1806 if (!plyr)
2130 { 1807 {
2131 new_draw_info (NDI_BLACK, 0, op, "There is no one there."); 1808 op->failmsg ("There is no one there.");
2132 return 0; 1809 return 0;
2133 } 1810 }
2134 /* give sp */ 1811 /* give sp */
2135 if (spell->stats.dam > 0) 1812 if (spell->stats.dam > 0)
2136 { 1813 {
2137 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell); 1814 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
2138 charge_mana_effect (plyr, caster_level (caster, spell)); 1815 charge_mana_effect (plyr, casting_level (caster, spell));
2139 return 1; 1816 return 1;
2140 } 1817 }
2141 /* suck sp away. Can't suck sp from yourself */ 1818 /* suck sp away. Can't suck sp from yourself */
2142 else if (op != plyr) 1819 else if (op != plyr)
2143 { 1820 {
2148 if (rate > 95) 1825 if (rate > 95)
2149 rate = 95; 1826 rate = 95;
2150 1827
2151 sucked = (plyr->stats.sp * rate) / 100; 1828 sucked = (plyr->stats.sp * rate) / 100;
2152 plyr->stats.sp -= sucked; 1829 plyr->stats.sp -= sucked;
2153 if (QUERY_FLAG (op, FLAG_ALIVE)) 1830 if (op->flag [FLAG_ALIVE])
2154 { 1831 {
2155 /* Player doesn't get full credit */ 1832 /* Player doesn't get full credit */
2156 sucked = (sucked * rate) / 100; 1833 sucked = (sucked * rate) / 100;
2157 op->stats.sp += sucked; 1834 op->stats.sp += sucked;
2158 if (sucked > 0) 1835 if (sucked > 0)
2159 { 1836 {
2160 charge_mana_effect (op, caster_level (caster, spell)); 1837 charge_mana_effect (op, casting_level (caster, spell));
2161 } 1838 }
2162 } 1839 }
2163 return 1; 1840 return 1;
2164 } 1841 }
2165 return 0; 1842 return 0;
2185 m = op->map; 1862 m = op->map;
2186 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1863 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
2187 if (mflags & P_OUT_OF_MAP) 1864 if (mflags & P_OUT_OF_MAP)
2188 return; 1865 return;
2189 1866
2190 for (tmp = get_map_ob (m, sx, sy); tmp != NULL; tmp = next) 1867 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
2191 { 1868 {
2192 next = tmp->above; 1869 next = tmp->above;
2193 1870
2194 /* Need to look at the head object - otherwise, if tmp 1871 /* Need to look at the head object - otherwise, if tmp
2195 * points to a monster, we don't have all the necessary 1872 * points to a monster, we don't have all the necessary
2207 /* Basically, if the object is magical and not counterspell, 1884 /* Basically, if the object is magical and not counterspell,
2208 * we will more or less remove the object. Don't counterspell 1885 * we will more or less remove the object. Don't counterspell
2209 * monsters either. 1886 * monsters either.
2210 */ 1887 */
2211 1888
2212 if (head->attacktype & AT_MAGIC && 1889 if (head->attacktype & AT_MAGIC
2213 !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level)) 1890 && !(head->attacktype & AT_COUNTERSPELL)
1891 && !head->flag [FLAG_MONSTER]
1892 && (op->level > head->level))
2214 head->destroy (); 1893 head->destroy ();
2215 else 1894 else
2216 switch (head->type) 1895 switch (head->type)
2217 { 1896 {
2218 case SPELL_EFFECT: 1897 case SPELL_EFFECT:
1898 // XXX: Don't affect floor spelleffects. See also XXX comment
1899 // about sanctuary in spell_util.C
1900 if (tmp->flag [FLAG_IS_FLOOR])
1901 continue;
1902
2219 if (op->level > head->level) 1903 if (op->level > head->level)
2220 head->destroy (); 1904 head->destroy ();
2221 1905
2222 break; 1906 break;
2223 1907
2234 break; 1918 break;
2235 } 1919 }
2236 } 1920 }
2237} 1921}
2238 1922
2239
2240
2241/* cast_consecrate() - a spell to make an altar your god's */ 1923/* cast_consecrate() - a spell to make an altar your god's */
2242int 1924int
2243cast_consecrate (object *op, object *caster, object *spell) 1925cast_consecrate (object *op, object *caster, object *spell)
2244{ 1926{
2245 char buf[MAX_BUF]; 1927 char buf[MAX_BUF];
2246 1928
2247 object *tmp, *god = find_god (determine_god (op)); 1929 object *tmp, *god = find_god (determine_god (op));
2248 1930
2249 if (!god) 1931 if (!god)
2250 { 1932 {
2251 new_draw_info (NDI_UNIQUE, 0, op, "You can't consecrate anything if you don't worship a god!"); 1933 op->failmsg ("You can't consecrate anything if you don't worship a god!");
2252 return 0; 1934 return 0;
2253 } 1935 }
2254 1936
2255 for (tmp = op->below; tmp; tmp = tmp->below) 1937 for (tmp = op->below; tmp; tmp = tmp->below)
2256 { 1938 {
2257 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1939 if (tmp->flag [FLAG_IS_FLOOR])
2258 break; 1940 break;
2259 if (tmp->type == HOLY_ALTAR) 1941 if (tmp->type == HOLY_ALTAR)
2260 { 1942 {
2261 1943
2262 if (tmp->level > caster_level (caster, spell)) 1944 if (tmp->level > casting_level (caster, spell))
2263 { 1945 {
2264 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name); 1946 op->failmsgf ("You are not powerful enough to reconsecrate the %s", &tmp->name);
2265 return 0; 1947 return 0;
2266 } 1948 }
2267 else 1949 else
2268 { 1950 {
2269 /* If we got here, we are consecrating an altar */ 1951 /* If we got here, we are consecrating an altar */
2270 sprintf (buf, "Altar of %s", &god->name); 1952 sprintf (buf, "Altar of %s", &god->name);
2271 tmp->name = buf; 1953 tmp->name = buf;
2272 tmp->level = caster_level (caster, spell); 1954 tmp->level = casting_level (caster, spell);
2273 tmp->other_arch = god->arch; 1955 tmp->other_arch = god->arch;
1956
2274 if (op->type == PLAYER) 1957 if (op->type == PLAYER)
2275 esrv_update_item (UPD_NAME, op, tmp); 1958 esrv_update_item (UPD_NAME, op, tmp);
1959
2276 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name); 1960 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
2277 return 1; 1961 return 1;
2278 } 1962 }
2279 } 1963 }
2280 } 1964 }
2281 new_draw_info (NDI_UNIQUE, 0, op, "You are not standing over an altar!"); 1965
1966 op->failmsg ("You are not standing over an altar!");
2282 return 0; 1967 return 0;
2283} 1968}
2284 1969
2285/* animate_weapon - 1970/* animate_weapon -
2286 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon. 1971 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon.
2290 * This code was very odd - code early on would only let players use the spell, 1975 * This code was very odd - code early on would only let players use the spell,
2291 * yet the code wass full of player checks. I've presumed that the code 1976 * yet the code wass full of player checks. I've presumed that the code
2292 * that only let players use it was correct, and removed all the other 1977 * that only let players use it was correct, and removed all the other
2293 * player checks. MSW 2003-01-06 1978 * player checks. MSW 2003-01-06
2294 */ 1979 */
2295
2296int 1980int
2297animate_weapon (object *op, object *caster, object *spell, int dir) 1981animate_weapon (object *op, object *caster, object *spell, int dir)
2298{ 1982{
2299 object *weapon, *tmp;
2300 char buf[MAX_BUF]; 1983 char buf[MAX_BUF];
2301 int a, i; 1984 int a, i;
2302 sint16 x, y; 1985 sint16 x, y;
2303 maptile *m; 1986 maptile *m;
2304 materialtype_t *mt;
2305 1987
2306 if (!spell->other_arch) 1988 if (!spell->other_arch)
2307 { 1989 {
2308 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1990 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2309 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name); 1991 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2312 /* exit if it's not a player using this spell. */ 1994 /* exit if it's not a player using this spell. */
2313 if (op->type != PLAYER) 1995 if (op->type != PLAYER)
2314 return 0; 1996 return 0;
2315 1997
2316 /* if player already has a golem, abort */ 1998 /* if player already has a golem, abort */
2317 if (op->contr->ranges[range_golem]) 1999 if (object *golem = op->contr->golem)
2318 { 2000 {
2319 control_golem (op->contr->ranges[range_golem], dir); 2001 control_golem (golem, dir);
2320 return 0; 2002 return 0;
2321 } 2003 }
2322 2004
2323 /* if no direction specified, pick one */ 2005 /* if no direction specified, pick one */
2324 if (!dir) 2006 if (!dir)
2325 dir = find_free_spot (NULL, op->map, op->x, op->y, 1, 9); 2007 dir = find_free_spot (spell->other_arch, op->map, op->x, op->y, 1, 9);
2326 2008
2327 m = op->map; 2009 m = op->map;
2328 x = op->x + freearr_x[dir]; 2010 x = op->x + freearr_x[dir];
2329 y = op->y + freearr_y[dir]; 2011 y = op->y + freearr_y[dir];
2330 2012
2331 /* if there's no place to put the golem, abort */ 2013 /* if there's no place to put the golem, abort */
2332 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || 2014 if (dir < 0 || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP)
2333 ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->clone.move_type)) 2015 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2334 { 2016 {
2335 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2017 op->failmsg ("There is something in the way.");
2336 return 0; 2018 return 0;
2337 } 2019 }
2338 2020
2339 /* Use the weapon marked by the player. */ 2021 /* Use the weapon marked by the player. */
2340 weapon = find_marked_object (op); 2022 object *weapon = op->mark ();
2341 2023
2342 if (!weapon) 2024 if (!weapon)
2343 { 2025 {
2344 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2026 op->failmsg ("You must mark a weapon to use with this spell!");
2345 return 0; 2027 return 0;
2346 } 2028 }
2029
2347 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2030 if (spell->race && weapon->arch->archname != spell->race)
2348 { 2031 {
2349 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2032 op->failmsg ("The spell fails to transform your weapon.");
2350 return 0; 2033 return 0;
2351 } 2034 }
2035
2352 if (weapon->type != WEAPON) 2036 if (weapon->type != WEAPON)
2353 { 2037 {
2354 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it."); 2038 op->failmsg ("You need to wield a weapon to animate it.");
2355 return 0; 2039 return 0;
2356 } 2040 }
2357 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2041
2042 if (weapon->flag [FLAG_APPLIED])
2358 { 2043 {
2359 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon)); 2044 op->failmsgf ("You need to unequip %s before using it in this spell", query_name (weapon));
2360 return 0; 2045 return 0;
2361 } 2046 }
2362 2047
2363 if (weapon->nrof > 1) 2048 weapon = weapon->split ();
2364 {
2365 tmp = get_split_ob (weapon, 1);
2366 esrv_send_item (op, weapon);
2367 weapon = tmp;
2368 }
2369 2049
2370 /* create the golem object */ 2050 /* create the golem object */
2371 tmp = arch_to_object (spell->other_arch); 2051 object *tmp = spell->other_arch->instance ();
2372 2052
2373 /* if animated by a player, give the player control of the golem */ 2053 /* if animated by a player, give the player control of the golem */
2374 CLEAR_FLAG (tmp, FLAG_MONSTER); 2054 tmp->clr_flag (FLAG_MONSTER);
2375 SET_FLAG (tmp, FLAG_FRIENDLY);
2376 tmp->stats.exp = 0; 2055 tmp->stats.exp = 0;
2377 add_friendly_object (tmp); 2056 add_friendly_object (tmp);
2378 tmp->type = GOLEM; 2057 tmp->type = GOLEM;
2379 tmp->set_owner (op); 2058 tmp->set_owner (op);
2059 op->contr->golem = tmp;
2380 set_spell_skill (op, caster, spell, tmp); 2060 set_spell_skill (op, caster, spell, tmp);
2381 op->contr->ranges[range_golem] = tmp;
2382 op->contr->shoottype = range_golem;
2383 2061
2384 /* Give the weapon to the golem now. A bit of a hack to check the 2062 /* Give the weapon to the golem now. A bit of a hack to check the
2385 * removed flag - it should only be set if get_split_object was 2063 * removed flag - it should only be set if weapon->split was
2386 * used above. 2064 * used above.
2387 */ 2065 */
2388 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2066 if (!weapon->flag [FLAG_REMOVED])
2389 weapon->remove (); 2067 weapon->remove ();
2390 insert_ob_in_ob (weapon, tmp); 2068
2391 esrv_send_item (op, weapon); 2069 tmp->insert (weapon);
2070
2392 /* To do everything necessary to let a golem use the weapon is a pain, 2071 /* To do everything necessary to let a golem use the weapon is a pain,
2393 * so instead, just set it as equipped (otherwise, we need to update 2072 * so instead, just set it as equipped (otherwise, we need to update
2394 * body_info, skills, etc) 2073 * body_info, skills, etc)
2395 */ 2074 */
2396 SET_FLAG (tmp, FLAG_USE_WEAPON); 2075 tmp->set_flag (FLAG_USE_WEAPON);
2397 SET_FLAG (weapon, FLAG_APPLIED); 2076 weapon->set_flag (FLAG_APPLIED);
2398 fix_player (tmp); 2077 tmp->update_stats ();
2399 2078
2400 /* There used to be 'odd' code that basically seemed to take the absolute 2079 /* There used to be 'odd' code that basically seemed to take the absolute
2401 * value of the weapon->magic an use that. IMO, that doesn't make sense - 2080 * value of the weapon->magic an use that. IMO, that doesn't make sense -
2402 * if you're using a crappy weapon, it shouldn't be as good. 2081 * if you're using a crappy weapon, it shouldn't be as good.
2403 */ 2082 */
2422 2101
2423 /* attacktype */ 2102 /* attacktype */
2424 if (!tmp->attacktype) 2103 if (!tmp->attacktype)
2425 tmp->attacktype = AT_PHYSICAL; 2104 tmp->attacktype = AT_PHYSICAL;
2426 2105
2427 mt = NULL;
2428 if (op->materialname != NULL)
2429 mt = name_to_material (op->materialname);
2430 if (mt != NULL)
2431 {
2432 for (i = 0; i < NROFATTACKS; i++) 2106 for (i = 0; i < NROFATTACKS; i++)
2433 tmp->resist[i] = 50 - (mt->save[i] * 5); 2107 tmp->resist[i] = 50 - (op->material->save[i] * 5);
2434 a = mt->save[0]; 2108
2435 } 2109 a = op->material->save[0];
2436 else 2110
2437 {
2438 for (i = 0; i < NROFATTACKS; i++)
2439 tmp->resist[i] = 5;
2440 a = 10;
2441 }
2442 /* Set weapon's immunity */ 2111 /* Set weapon's immunity */
2443 tmp->resist[ATNR_CONFUSION] = 100; 2112 tmp->resist[ATNR_CONFUSION] = 100;
2444 tmp->resist[ATNR_POISON] = 100; 2113 tmp->resist[ATNR_POISON] = 100;
2445 tmp->resist[ATNR_SLOW] = 100; 2114 tmp->resist[ATNR_SLOW] = 100;
2446 tmp->resist[ATNR_PARALYZE] = 100; 2115 tmp->resist[ATNR_PARALYZE] = 100;
2452 2121
2453 /* Improve weapon's armour value according to best save vs. physical of its material */ 2122 /* Improve weapon's armour value according to best save vs. physical of its material */
2454 2123
2455 if (a > 14) 2124 if (a > 14)
2456 a = 14; 2125 a = 14;
2126
2457 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); 2127 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2458 2128
2459 /* Determine golem's speed */ 2129 /* Determine golem's speed */
2460 tmp->speed = 0.4 + 0.1 * SP_level_range_adjust (caster, spell); 2130 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2461
2462 if (tmp->speed > 3.33)
2463 tmp->speed = 3.33;
2464 2131
2465 if (!spell->race) 2132 if (!spell->race)
2466 { 2133 {
2467 sprintf (buf, "animated %s", &weapon->name); 2134 sprintf (buf, "animated %s", &weapon->name);
2468 tmp->name = buf; 2135 tmp->name = buf;
2470 tmp->face = weapon->face; 2137 tmp->face = weapon->face;
2471 tmp->animation_id = weapon->animation_id; 2138 tmp->animation_id = weapon->animation_id;
2472 tmp->anim_speed = weapon->anim_speed; 2139 tmp->anim_speed = weapon->anim_speed;
2473 tmp->last_anim = weapon->last_anim; 2140 tmp->last_anim = weapon->last_anim;
2474 tmp->state = weapon->state; 2141 tmp->state = weapon->state;
2475 if (QUERY_FLAG (weapon, FLAG_ANIMATE)) 2142 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2476 {
2477 SET_FLAG (tmp, FLAG_ANIMATE);
2478 }
2479 else
2480 {
2481 CLEAR_FLAG (tmp, FLAG_ANIMATE);
2482 }
2483 update_ob_speed (tmp);
2484 } 2143 }
2485 2144
2486 /* make experience increase in proportion to the strength of the summoned creature. */ 2145 /* make experience increase in proportion to the strength of the summoned creature. */
2487 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell)); 2146 tmp->stats.exp *= 1 + (max (spell->stats.maxgrace, spell->stats.sp) / casting_level (caster, spell));
2488 2147
2489 tmp->speed_left = -1; 2148 tmp->speed_left = -1;
2490 tmp->x = x;
2491 tmp->y = y;
2492 tmp->direction = dir; 2149 tmp->direction = dir;
2493 insert_ob_in_map (tmp, m, op, 0); 2150
2151 m->insert (tmp, x, y, op);
2494 return 1; 2152 return 1;
2495} 2153}
2496 2154
2497/* cast_daylight() - changes the map darkness level *lower* */ 2155/* cast_daylight() - changes the map darkness level *lower* */
2498 2156
2499/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2157/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2500 * This changes the light level for the entire map. 2158 * This changes the light level for the entire map.
2501 */ 2159 */
2502
2503int 2160int
2504cast_change_map_lightlevel (object *op, object *caster, object *spell) 2161cast_change_map_lightlevel (object *op, object *caster, object *spell)
2505{ 2162{
2506 int success; 2163 int success;
2507 2164
2508 if (!op->map) 2165 if (!op->map)
2509 return 0; /* shouldnt happen */ 2166 return 0; /* shouldnt happen */
2510 2167
2511 success = change_map_light (op->map, spell->stats.dam); 2168 success = op->map->change_map_light (spell->stats.dam);
2169
2512 if (!success) 2170 if (!success)
2513 { 2171 {
2514 if (spell->stats.dam < 0) 2172 if (spell->stats.dam < 0)
2515 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2173 op->failmsg ("It can be no brighter here.");
2516 else 2174 else
2517 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2175 op->failmsg ("It can be no darker here.");
2518 } 2176 }
2177
2519 return success; 2178 return success;
2520} 2179}
2521
2522
2523
2524
2525 2180
2526/* create an aura spell object and put it in the player's inventory. 2181/* create an aura spell object and put it in the player's inventory.
2527 * as usual, op is player, caster is the object casting the spell, 2182 * as usual, op is player, caster is the object casting the spell,
2528 * spell is the spell object itself. 2183 * spell is the spell object itself.
2529 */ 2184 */
2535 2190
2536 new_aura = present_arch_in_ob (spell->other_arch, op); 2191 new_aura = present_arch_in_ob (spell->other_arch, op);
2537 if (new_aura) 2192 if (new_aura)
2538 refresh = 1; 2193 refresh = 1;
2539 else 2194 else
2540 new_aura = arch_to_object (spell->other_arch); 2195 new_aura = spell->other_arch->instance ();
2541 2196
2542 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); 2197 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2543 2198
2544 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 2199 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2545 2200
2546 new_aura->set_owner (op);
2547 set_spell_skill (op, caster, spell, new_aura); 2201 set_spell_skill (op, caster, spell, new_aura);
2548 new_aura->attacktype = spell->attacktype; 2202 new_aura->attacktype = spell->attacktype;
2549 2203
2550 new_aura->level = caster_level (caster, spell); 2204 new_aura->level = casting_level (caster, spell);
2205
2551 if (refresh) 2206 if (refresh)
2552 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2207 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2553 else 2208 else
2554 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2209 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2210
2555 insert_ob_in_ob (new_aura, op); 2211 insert_ob_in_ob (new_aura, op);
2212 new_aura->set_owner (op);
2213
2556 return 1; 2214 return 1;
2557} 2215}
2558
2559 2216
2560/* move aura function. An aura is a part of someone's inventory, 2217/* move aura function. An aura is a part of someone's inventory,
2561 * which he carries with him, but which acts on the map immediately 2218 * which he carries with him, but which acts on the map immediately
2562 * around him. 2219 * around him.
2563 * Aura parameters: 2220 * Aura parameters:
2564 * duration: duration counter. 2221 * duration: duration counter.
2565 * attacktype: aura's attacktype 2222 * attacktype: aura's attacktype
2566 * other_arch: archetype to drop where we attack 2223 * other_arch: archetype to drop where we attack
2567 */ 2224 */
2568
2569void 2225void
2570move_aura (object *aura) 2226move_aura (object *aura)
2571{ 2227{
2572 int i, mflags;
2573 object *env;
2574 maptile *m;
2575
2576 /* auras belong in inventories */ 2228 /* auras belong in inventories */
2577 env = aura->env; 2229 object *env = aura->env;
2230 object *owner = aura->owner;
2578 2231
2579 /* no matter what we've gotta remove the aura... 2232 /* no matter what we've gotta remove the aura...
2580 * we'll put it back if its time isn't up. 2233 * we'll put it back if its time isn't up.
2581 */ 2234 */
2582 aura->remove (); 2235 aura->remove ();
2587 aura->destroy (); 2240 aura->destroy ();
2588 return; 2241 return;
2589 } 2242 }
2590 2243
2591 /* auras only exist in inventories */ 2244 /* auras only exist in inventories */
2592 if (env == NULL || env->map == NULL) 2245 if (!env || !env->map)
2593 { 2246 {
2594 aura->destroy (); 2247 aura->destroy ();
2595 return; 2248 return;
2596 } 2249 }
2597
2598 aura->x = env->x;
2599 aura->y = env->y;
2600 2250
2601 /* we need to jump out of the inventory for a bit 2251 /* we need to jump out of the inventory for a bit
2602 * in order to hit the map conveniently. 2252 * in order to hit the map conveniently.
2603 */ 2253 */
2604 insert_ob_in_map (aura, env->map, aura, 0); 2254 aura->insert_at (env, aura);
2605 2255
2606 for (i = 1; i < 9; i++) 2256 for (int i = 1; i < 9; i++)
2607 { 2257 {
2608 sint16 nx, ny; 2258 mapxy pos (env);
2259 pos.move (i);
2609 2260
2610 nx = aura->x + freearr_x[i];
2611 ny = aura->y + freearr_y[i];
2612 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2613
2614 /* Consider the movement tyep of the person with the aura as 2261 /* Consider the movement type of the person with the aura as
2615 * movement type of the aura. Eg, if the player is flying, the aura 2262 * movement type of the aura. Eg, if the player is flying, the aura
2616 * is flying also, if player is walking, it is on the ground, etc. 2263 * is flying also, if player is walking, it is on the ground, etc.
2617 */ 2264 */
2618 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny)))) 2265 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2619 { 2266 {
2620 hit_map (aura, i, aura->attacktype, 0); 2267 hit_map (aura, i, aura->attacktype, 0);
2621 2268
2622 if (aura->other_arch) 2269 if (aura->other_arch)
2623 { 2270 pos.insert (aura->other_arch->instance (), aura);
2624 object *new_ob;
2625
2626 new_ob = arch_to_object (aura->other_arch);
2627 new_ob->x = nx;
2628 new_ob->y = ny;
2629 insert_ob_in_map (new_ob, m, aura, 0);
2630 } 2271 }
2631 }
2632 } 2272 }
2273
2633 /* put the aura back in the player's inventory */ 2274 /* put the aura back in the player's inventory */
2634 aura->remove (); 2275 env->insert (aura);
2635 insert_ob_in_ob (aura, env); 2276 aura->set_owner (owner);
2636} 2277}
2637 2278
2638/* moves the peacemaker spell. 2279/* moves the peacemaker spell.
2639 * op is the piece object. 2280 * op is the piece object.
2640 */ 2281 */
2641
2642void 2282void
2643move_peacemaker (object *op) 2283move_peacemaker (object *op)
2644{ 2284{
2645 object *tmp; 2285 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2646
2647 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2648 { 2286 {
2649 int atk_lev, def_lev; 2287 int atk_lev, def_lev;
2650 object *victim = tmp; 2288 object *victim = tmp->head_ ();
2651 2289
2652 if (tmp->head) 2290 if (!victim->flag [FLAG_MONSTER])
2653 victim = tmp->head;
2654 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2655 continue; 2291 continue;
2656 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2292
2293 if (victim->flag [FLAG_UNAGGRESSIVE])
2657 continue; 2294 continue;
2295
2658 if (victim->stats.exp == 0) 2296 if (victim->stats.exp == 0)
2659 continue; 2297 continue;
2660 2298
2661 def_lev = MAX (1, victim->level); 2299 def_lev = max (1, victim->level);
2662 atk_lev = MAX (1, op->level); 2300 atk_lev = max (1, op->level);
2663 2301
2664 if (rndm (0, atk_lev - 1) > def_lev) 2302 if (rndm (0, atk_lev - 1) > def_lev)
2665 { 2303 {
2666 /* make this sucker peaceful. */ 2304 /* make this sucker peaceful. */
2667 2305
2306 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2668 change_exp (op->owner, victim->stats.exp, op->skill, 0); 2307 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2669 victim->stats.exp = 0; 2308 victim->stats.exp = 0;
2670#if 0 2309#if 0
2671 /* No idea why these were all set to zero - if something 2310 /* No idea why these were all set to zero - if something
2672 * makes this creature agressive, he should still do damage. 2311 * makes this creature agressive, he should still do damage.
2675 victim->stats.sp = 0; 2314 victim->stats.sp = 0;
2676 victim->stats.grace = 0; 2315 victim->stats.grace = 0;
2677 victim->stats.Pow = 0; 2316 victim->stats.Pow = 0;
2678#endif 2317#endif
2679 victim->attack_movement = RANDO2; 2318 victim->attack_movement = RANDO2;
2680 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2319 victim->set_flag (FLAG_UNAGGRESSIVE);
2681 SET_FLAG (victim, FLAG_RUN_AWAY); 2320 victim->set_flag (FLAG_RUN_AWAY);
2682 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2321 victim->set_flag (FLAG_RANDOM_MOVE);
2683 CLEAR_FLAG (victim, FLAG_MONSTER); 2322 victim->clr_flag (FLAG_MONSTER);
2323
2684 if (victim->name) 2324 if (victim->name)
2685 {
2686 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name); 2325 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2687 } 2326 }
2688 }
2689 } 2327 }
2690} 2328}
2691
2692 2329
2693/* This writes a rune that contains the appropriate message. 2330/* This writes a rune that contains the appropriate message.
2694 * There really isn't any adjustments we make. 2331 * There really isn't any adjustments we make.
2695 */ 2332 */
2696
2697int 2333int
2698write_mark (object *op, object *spell, const char *msg) 2334write_mark (object *op, object *spell, const char *msg)
2699{ 2335{
2700 char rune[HUGE_BUF];
2701 object *tmp;
2702
2703 if (!msg || msg[0] == 0) 2336 if (!msg || msg[0] == 0)
2704 { 2337 {
2705 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2338 op->failmsg ("Write what?");
2706 return 0; 2339 return 0;
2707 } 2340 }
2708 2341
2709 if (strcasestr_local (msg, "endmsg")) 2342 if (!msg_is_safe (msg))
2710 { 2343 {
2711 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?"); 2344 op->failmsg ("Trying to cheat are we? H<@-signs are not allowed in marking runes.>");
2712 LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg); 2345 LOG (llevInfo, "write_mark: player %s tried to write bogus rune %s\n", &op->name, msg);
2713 return 0; 2346 return 0;
2714 } 2347 }
2348
2715 if (!spell->other_arch) 2349 if (!spell->other_arch)
2716 return 0; 2350 return 0;
2717 tmp = arch_to_object (spell->other_arch);
2718 2351
2719 snprintf (rune, sizeof (rune), "%s\n", msg); 2352 object *tmp = spell->other_arch->instance ();
2720 2353
2721 tmp->race = op->name; /*Save the owner of the rune */ 2354 tmp->race = op->name; /*Save the owner of the rune */
2722 tmp->msg = rune; 2355 tmp->msg = msg;
2723 tmp->x = op->x; 2356
2724 tmp->y = op->y; 2357 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2725 insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR); 2358
2726 return 1; 2359 return 1;
2727} 2360}
2361

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