ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/spell_effect.C
(Generate patch)

Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.20 by root, Thu Dec 14 04:30:32 2006 UTC vs.
Revision 1.147 by root, Sat Sep 16 22:17:42 2017 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 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 = archetype::get (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 cast_create_obj (op, caster, missile, dir);
202
203 if (!dir
204 && op->type == PLAYER
205 && !missile->destroyed ())
204 pick_up (op, missile); 206 pick_up (op, missile);
205 207
206 return 1; 208 return 1;
207} 209}
208 210
209
210/* allows the choice of what sort of food object to make. 211/* allows the choice of what sort of food object to make.
211 * If stringarg is NULL, it will create food dependent on level --PeterM*/ 212 * If spellparam is NULL, it will create food dependent on level --PeterM*/
212int 213int
213cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *stringarg) 214cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *spellparam)
214{ 215{
215 int food_value; 216 int food_value;
216 archetype *at = NULL; 217 archetype *at = NULL;
217 object *new_op; 218 object *new_op;
218 219
219 food_value = spell_ob->stats.food + +50 * SP_level_duration_adjust (caster, spell_ob); 220 food_value = spell_ob->stats.food + 50 * SP_level_duration_adjust (caster, spell_ob);
220 221
221 if (stringarg) 222 if (spellparam)
222 { 223 {
223 at = find_archetype_by_object_type_name (FOOD, stringarg); 224 at = find_archetype_by_object_type_name (FOOD, spellparam);
224 if (at == NULL) 225 if (at == NULL)
225 at = find_archetype_by_object_type_name (DRINK, stringarg); 226 at = find_archetype_by_object_type_name (DRINK, spellparam);
226 if (at == NULL || at->clone.stats.food > food_value) 227 if (at == NULL || at->stats.food > food_value)
227 stringarg = NULL; 228 spellparam = NULL;
228 } 229 }
229 230
230 if (!stringarg) 231 if (!spellparam)
231 { 232 {
232 archetype *at_tmp; 233 archetype *at_tmp;
233 234
234 /* We try to find the archetype with the maximum food value. 235 /* We try to find the archetype with the maximum food value.
235 * This removes the dependancy of hard coded food values in this 236 * 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 238 * We don't use flesh types because the weight values of those need
238 * to be altered from the donor. 239 * to be altered from the donor.
239 */ 240 */
240 241
241 /* We assume the food items don't have multiple parts */ 242 /* We assume the food items don't have multiple parts */
242 for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next) 243 for_all_archetypes (at_tmp)
243 { 244 {
244 if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK) 245 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
245 { 246 {
246 /* Basically, if the food value is something that is creatable 247 /* Basically, if the food value is something that is creatable
247 * under the limits of the spell and it is higher than 248 * under the limits of the spell and it is higher than
248 * the item we have now, take it instead. 249 * the item we have now, take it instead.
249 */ 250 */
250 if (at_tmp->clone.stats.food <= food_value && (!at || at_tmp->clone.stats.food > at->clone.stats.food)) 251 if (at_tmp->stats.food <= food_value
252 && (!at
253 || at_tmp->stats.food > at->stats.food
254 || (at_tmp->stats.food == at->stats.food
255 && at_tmp->weight < at->weight)))
251 at = at_tmp; 256 at = at_tmp;
252 } 257 }
253 } 258 }
254 } 259 }
260
255 /* Pretty unlikely (there are some very low food items), but you never 261 /* Pretty unlikely (there are some very low food items), but you never
256 * know 262 * know
257 */ 263 */
258 if (!at) 264 if (!at)
259 { 265 {
260 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); 266 op->failmsgf ("You don't have enough experience to create any food.");
261 return 0; 267 return 0;
262 } 268 }
263 269
264 food_value /= at->clone.stats.food; 270 food_value /= at->stats.food;
265 new_op = arch_to_object (at); 271 new_op = at->instance ();
266 new_op->nrof = food_value; 272 new_op->nrof = food_value;
267 273
268 new_op->value = 0; 274 new_op->value = 0;
269 if (new_op->nrof < 1) 275 if (new_op->nrof < 1)
270 new_op->nrof = 1; 276 new_op->nrof = 1;
278{ 284{
279 int r, mflags, maxrange; 285 int r, mflags, maxrange;
280 object *tmp; 286 object *tmp;
281 maptile *m; 287 maptile *m;
282 288
283
284 if (!dir) 289 if (!dir)
285 { 290 {
286 examine_monster (op, op); 291 examine_monster (op, op);
287 return 1; 292 return 1;
288 } 293 }
294
289 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 295 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
290 for (r = 1; r < maxrange; r++) 296 for (r = 1; r < maxrange; r++)
291 { 297 {
292 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir]; 298 sint16 x = op->x + r * DIRX (dir), y = op->y + r * DIRY (dir);
293 299
294 m = op->map; 300 m = op->map;
295 mflags = get_map_flags (m, &m, x, y, &x, &y); 301 mflags = get_map_flags (m, &m, x, y, &x, &y);
296 302
297 if (mflags & P_OUT_OF_MAP) 303 if (mflags & P_OUT_OF_MAP)
298 break; 304 break;
299 305
300 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) 306 if (!op->flag [FLAG_WIZCAST] && (mflags & P_NO_MAGIC))
301 { 307 {
302 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 308 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
303 return 0; 309 return 0;
304 } 310 }
311
305 if (mflags & P_IS_ALIVE) 312 if (mflags & P_IS_ALIVE)
306 { 313 {
307 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above) 314 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
308 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 315 if (tmp->flag [FLAG_ALIVE] && (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
309 { 316 {
310 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 317 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
311 if (tmp->head != NULL) 318 if (tmp->head != NULL)
312 tmp = tmp->head; 319 tmp = tmp->head;
313 examine_monster (op, tmp); 320 examine_monster (op, tmp);
314 return 1; 321 return 1;
315 } 322 }
316 } 323 }
317 } 324 }
325
318 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); 326 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
319 return 1; 327 return 1;
320} 328}
321
322 329
323/* This checks to see if 'pl' is invisible to 'mon'. 330/* This checks to see if 'pl' is invisible to 'mon'.
324 * does race check, undead check, etc 331 * does race check, undead check, etc
325 * Returns TRUE if mon can't see pl, false 332 * Returns TRUE if mon can't see pl, false
326 * otherwise. This doesn't check range, walls, etc. It 333 * otherwise. This doesn't check range, walls, etc. It
328 * pl is invisible. 335 * pl is invisible.
329 */ 336 */
330int 337int
331makes_invisible_to (object *pl, object *mon) 338makes_invisible_to (object *pl, object *mon)
332{ 339{
333
334 if (!pl->invisible) 340 if (!pl->invisible)
335 return 0; 341 return 0;
342
336 if (pl->type == PLAYER) 343 if (pl->type == PLAYER)
337 { 344 {
338 /* If race isn't set, then invisible unless it is undead */ 345 /* If race isn't set, then invisible unless it is undead */
339 if (!pl->contr->invis_race) 346 if (!pl->contr->invis_race)
340 { 347 {
341 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 348 if (mon->flag [FLAG_UNDEAD])
342 return 0; 349 return 0;
350
343 return 1; 351 return 1;
344 } 352 }
353
345 /* invis_race is set if we get here */ 354 /* invis_race is set if we get here */
346 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 355 if (pl->contr->invis_race == shstr_undead && is_true_undead (mon))
347 return 1; 356 return 1;
357
348 /* No race, can't be invisible to it */ 358 /* No race, can't be invisible to it */
349 if (!mon->race) 359 if (!mon->race)
350 return 0; 360 return 0;
361
351 if (strstr (mon->race, pl->contr->invis_race)) 362 if (mon->race.contains (pl->contr->invis_race))
352 return 1; 363 return 1;
364
353 /* Nothing matched above, return 0 */ 365 /* Nothing matched above, return 0 */
354 return 0; 366 return 0;
355 } 367 }
356 else 368 else
357 { 369 {
370 * normal applies. 382 * normal applies.
371 */ 383 */
372int 384int
373cast_invisible (object *op, object *caster, object *spell_ob) 385cast_invisible (object *op, object *caster, object *spell_ob)
374{ 386{
375 object *tmp;
376
377 if (op->invisible > 1000) 387 if (op->invisible > 1000)
378 { 388 {
379 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further"); 389 op->failmsg ("You can not extend the duration of your invisibility any further");
380 return 0; 390 return 0;
381 } 391 }
382 392
383 /* Remove the switch with 90% duplicate code - just handle the differences with 393 /* Remove the switch with 90% duplicate code - just handle the differences with
384 * and if statement or two. 394 * and if statement or two.
385 */ 395 */
386 op->invisible += spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 396 op->invisible += spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
397
387 /* max duration */ 398 /* limit duration */
388 if (op->invisible > 1000) 399 min_it (op->invisible, 1000);
389 op->invisible = 1000;
390 400
391 if (op->type == PLAYER) 401 if (op->type == PLAYER)
392 { 402 {
393 op->contr->invis_race = spell_ob->race; 403 op->contr->invis_race = spell_ob->race;
394 404
395 if (QUERY_FLAG (spell_ob, FLAG_MAKE_INVIS)) 405 if (spell_ob->flag [FLAG_MAKE_INVIS])
396 op->contr->tmp_invis = 0; 406 op->contr->tmp_invis = 0;
397 else 407 else
398 op->contr->tmp_invis = 1; 408 op->contr->tmp_invis = 1;
399
400 op->contr->hidden = 0;
401 } 409 }
410
402 if (makes_invisible_to (op, op)) 411 if (makes_invisible_to (op, op))
403 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!"); 412 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!");
404 else 413 else
405 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!"); 414 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
406 415
407 update_object (op, UP_OBJ_FACE); 416 update_object (op, UP_OBJ_CHANGE);
408 417
409 /* Only search the active objects - only these should actually do 418 /* Only search the active objects - only these should actually do
410 * harm to the player. 419 * harm to the player.
411 */ 420 */
412 for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) 421 for_all_actives (tmp)
413 if (tmp->enemy == op) 422 if (tmp->enemy == op)
414 tmp->enemy = NULL; 423 tmp->enemy = 0;
424
415 return 1; 425 return 1;
416} 426}
417 427
418/* earth to dust spell. Basically destroys earthwalls in the area. 428/* earth to dust spell. Basically destroys earthwalls in the area.
419 */ 429 */
420int 430int
421cast_earth_to_dust (object *op, object *caster, object *spell_ob) 431cast_earth_to_dust (object *op, object *caster, object *spell_ob)
422{ 432{
423 object *tmp, *next;
424 int range, i, j, mflags; 433 int range, i, j, mflags;
425 sint16 sx, sy; 434 sint16 sx, sy;
426 maptile *m; 435 maptile *m;
427
428 if (op->type != PLAYER)
429 return 0;
430 436
431 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 437 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
432 438
433 for (i = -range; i <= range; i++) 439 for (i = -range; i <= range; i++)
434 for (j = -range; j <= range; j++) 440 for (j = -range; j <= range; j++)
439 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 445 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
440 446
441 if (mflags & P_OUT_OF_MAP) 447 if (mflags & P_OUT_OF_MAP)
442 continue; 448 continue;
443 449
444 // earth to dust tears down everything that can be teared down 450 // earth to dust tears down everything that can be torn down
445 for (tmp = get_map_ob (m, sx, sy); tmp != NULL; tmp = next) 451 for (object *next, *tmp = m->at (sx, sy).bot; tmp; tmp = next)
446 { 452 {
447 next = tmp->above; 453 next = tmp->above;
448 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 454
455 if (tmp->flag [FLAG_TEAR_DOWN])
449 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 456 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
450 } 457 }
451 } 458 }
459
452 return 1; 460 return 1;
453} 461}
454
455 462
456void 463void
457execute_word_of_recall (object *op) 464execute_word_of_recall (object *op)
458{ 465{
459 object *wor = op; 466 if (object *pl = op->in_player ())
460 467 if (pl->ms ().flags () & P_NO_CLERIC && !pl->flag [FLAG_WIZCAST])
461 while (op != NULL && op->type != PLAYER)
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);
469 471
470 wor->destroy (); 472 op->destroy ();
471} 473}
472 474
473/* Word of recall causes the player to return 'home'. 475/* Word of recall causes the player to return 'home'.
474 * we put a force into the player object, so that there is a 476 * we put a force into the player object, so that there is a
475 * time delay effect. 477 * time delay effect.
476 */ 478 */
477int 479int
478cast_word_of_recall (object *op, object *caster, object *spell_ob) 480cast_word_of_recall (object *op, object *caster, object *spell_ob)
479{ 481{
480 object *dummy; 482 if (!op->is_player ())
481 int time;
482
483 if (op->type != PLAYER)
484 return 0; 483 return 0;
485 484
486 if (find_obj_by_type_subtype (op, SPELL_EFFECT, SP_WORD_OF_RECALL)) 485 if (find_obj_by_type_subtype (op, SPELL_EFFECT, SP_WORD_OF_RECALL))
487 { 486 {
488 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 487 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
489 return 1; 488 return 1;
490 } 489 }
491 490
492 dummy = get_archetype (FORCE_NAME); 491 object *dummy = archetype::get (FORCE_NAME);
493 if (dummy == NULL) 492
494 {
495 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
496 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
497 return 0;
498 }
499 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob); 493 int time = max (1, spell_ob->duration - SP_level_duration_adjust (caster, spell_ob));
500 if (time < 1)
501 time = 1;
502 494
503 /* value of speed really doesn't make much difference, as long as it is 495 /* value of speed really doesn't make much difference, as long as it is
504 * positive. Lower value may be useful so that the problem doesn't 496 * positive. Lower value may be useful so that the problem doesn't
505 * do anything really odd if it say a -1000 or something. 497 * do anything really odd if it say a -1000 or something.
506 */ 498 */
507 dummy->speed = 0.002; 499 dummy->set_speed (0.002);
508 update_ob_speed (dummy);
509 dummy->speed_left = -dummy->speed * time; 500 dummy->speed_left = -dummy->speed * time;
510 dummy->type = SPELL_EFFECT; 501 dummy->type = SPELL_EFFECT;
511 dummy->subtype = SP_WORD_OF_RECALL; 502 dummy->subtype = SP_WORD_OF_RECALL;
503 dummy->slaying = op->contr->savebed_map;
504 dummy->stats.hp = op->contr->bed_x;
505 dummy->stats.sp = op->contr->bed_y;
512 506
513 /* If we could take advantage of enter_player_savebed() here, it would be 507 op->insert (dummy);
514 * nice, but until the map load fails, we can't.
515 */
516 EXIT_PATH (dummy) = op->contr->savebed_map;
517 EXIT_X (dummy) = op->contr->bed_x;
518 EXIT_Y (dummy) = op->contr->bed_y;
519 508
520 (void) insert_ob_in_ob (dummy, op);
521 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 509 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
510
522 return 1; 511 return 1;
523} 512}
524 513
525/* cast_wonder 514/* cast_wonder
526 * wonder is really just a spell that will likely cast another 515 * wonder is really just a spell that will likely cast another
556 return cast_spell (op, caster, dir, newspell, NULL); 545 return cast_spell (op, caster, dir, newspell, NULL);
557 } 546 }
558 return 1; 547 return 1;
559} 548}
560 549
561
562int 550int
563perceive_self (object *op) 551perceive_self (object *op)
564{ 552{
565 char *cp = describe_item (op, op), buf[MAX_BUF]; 553 const char *cp = describe_item (op, op);
566 archetype *at = archetype::find (ARCH_DEPLETION); 554 archetype *at = archetype::find (shstr_depletion);
567 object *tmp;
568 int i;
569 555
556 dynbuf_text &buf = msg_dynbuf; buf.clear ();
557
558 if (!op->is_player ())
559 return 0;
560
561 if (object *race = archetype::find (op->race))
562 buf << " - You are a G<male|female> " << &race->name << ".\n";
563
570 tmp = find_god (determine_god (op)); 564 if (object *god = find_god (determine_god (op)))
571 if (tmp) 565 buf << " - You worship " << &god->name << ".\n";
572 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
573 else 566 else
574 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); 567 buf << " - You worship no god.\n";
575 568
576 tmp = present_arch_in_ob (at, op); 569 object *tmp = present_arch_in_ob (at, op);
577 570
578 if (*cp == '\0' && tmp == NULL) 571 if (*cp == '\0' && !tmp)
579 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 572 buf << " - You feel very mundane. ";
580 else 573 else
581 { 574 {
582 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 575 buf << " - You have: " << cp << ".\n";
583 new_draw_info (NDI_UNIQUE, 0, op, cp); 576
584 if (tmp != NULL) 577 if (tmp)
585 {
586 for (i = 0; i < NUM_STATS; i++) 578 for (int i = 0; i < NUM_STATS; i++)
587 { 579 if (tmp->stats.stat (i) < 0)
588 if (get_attr_value (&tmp->stats, i) < 0) 580 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 } 581 }
595 582
596 if (is_dragon_pl (op)) 583 if (op->is_dragon ())
597 {
598 /* now grab the 'dragon_ability'-force from the player's inventory */ 584 /* now grab the 'dragon_ability'-force from the player's inventory */
599 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 585 for (tmp = op->inv; tmp; tmp = tmp->below)
600 { 586 {
601 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 587 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
602 { 588 {
603 if (tmp->stats.exp == 0) 589 if (tmp->stats.exp == 0)
604 {
605 sprintf (buf, "Your metabolism isn't focused on anything."); 590 buf << " - Your metabolism isn't focused on anything.\n";
606 }
607 else 591 else
608 {
609 sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); 592 buf << " - Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
610 } 593
611 new_draw_info (NDI_UNIQUE, 0, op, buf);
612 break; 594 break;
613 } 595 }
614 } 596 }
615 } 597
598 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
599
616 return 1; 600 return 1;
617} 601}
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
881 602
882/* This creates magic walls. Really, it can create most any object, 603/* This creates magic walls. Really, it can create most any object,
883 * within some reason. 604 * within some reason.
884 */ 605 */
885
886int 606int
887magic_wall (object *op, object *caster, int dir, object *spell_ob) 607magic_wall (object *op, object *caster, int dir, object *spell_ob)
888{ 608{
889 object *tmp, *tmp2; 609 object *tmp;
890 int i, posblocked, negblocked, maxrange; 610 int i, posblocked, negblocked, maxrange;
891 sint16 x, y; 611 sint16 x, y;
892 maptile *m; 612 maptile *m;
893 const char *name; 613 const char *name;
894 archetype *at; 614 archetype *at;
899 x = op->x; 619 x = op->x;
900 y = op->y; 620 y = op->y;
901 } 621 }
902 else 622 else
903 { 623 {
904 x = op->x + freearr_x[dir]; 624 x = op->x + DIRX (dir);
905 y = op->y + freearr_y[dir]; 625 y = op->y + DIRY (dir);
906 } 626 }
627
907 m = op->map; 628 m = op->map;
908 629
909 if ((spell_ob->move_block || x != op->x || y != op->y) && 630 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) || 631 (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))) 632 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
912 { 633 {
913 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 634 op->failmsg ("Something is in the way.");
914 return 0; 635 return 0;
915 } 636 }
637
916 if (spell_ob->other_arch) 638 if (spell_ob->other_arch)
917 { 639 tmp = spell_ob->other_arch->instance ();
918 tmp = arch_to_object (spell_ob->other_arch);
919 }
920 else if (spell_ob->race) 640 else if (spell_ob->race)
921 { 641 {
922 char buf1[MAX_BUF]; 642 char buf1[MAX_BUF];
923 643
924 sprintf (buf1, spell_ob->race, dir); 644 sprintf (buf1, spell_ob->race, dir);
927 { 647 {
928 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 648 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
929 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 649 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
930 return 0; 650 return 0;
931 } 651 }
932 tmp = arch_to_object (at); 652
653 tmp = at->instance ();
933 } 654 }
934 else 655 else
935 { 656 {
936 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name); 657 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
937 return 0; 658 return 0;
942 tmp->attacktype = spell_ob->attacktype; 663 tmp->attacktype = spell_ob->attacktype;
943 tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 664 tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
944 tmp->stats.dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 665 tmp->stats.dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
945 tmp->range = 0; 666 tmp->range = 0;
946 } 667 }
947 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 668 else if (tmp->flag [FLAG_ALIVE])
948 { 669 {
949 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 670 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
950 tmp->stats.maxhp = tmp->stats.hp; 671 tmp->stats.maxhp = tmp->stats.hp;
951 tmp->set_owner (op);
952 set_spell_skill (op, caster, spell_ob, tmp);
953 } 672 }
954 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP)) 673
674 if (spell_ob->flag [FLAG_IS_USED_UP] || tmp->flag [FLAG_IS_USED_UP])
955 { 675 {
956 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 676 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
957 SET_FLAG (tmp, FLAG_IS_USED_UP); 677 tmp->set_flag (FLAG_IS_USED_UP);
958 } 678 }
959 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 679
680 if (spell_ob->flag [FLAG_TEAR_DOWN])
960 { 681 {
961 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 682 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
962 tmp->stats.maxhp = tmp->stats.hp; 683 tmp->stats.maxhp = tmp->stats.hp;
963 SET_FLAG (tmp, FLAG_TEAR_DOWN); 684 tmp->set_flag (FLAG_TEAR_DOWN);
964 SET_FLAG (tmp, FLAG_ALIVE); 685 tmp->set_flag (FLAG_ALIVE);
965 } 686 }
966 687
967 /* This can't really hurt - if the object doesn't kill anything, 688 /* This can't really hurt - if the object doesn't kill anything,
968 * these fields just won't be used. 689 * these fields just won't be used. Do not set the owner for
690 * earthwalls, though, so they survive restarts.
969 */ 691 */
692 if (tmp->type != EARTHWALL) //TODO
970 tmp->set_owner (op); 693 tmp->set_owner (op);
694
971 set_spell_skill (op, caster, spell_ob, tmp); 695 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; 696 tmp->level = casting_level (caster, spell_ob) / 2;
975 697
976 name = tmp->name; 698 name = tmp->name;
977 if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL) 699 if (!(tmp = m->insert (tmp, x, y, op)))
978 { 700 {
979 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name); 701 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
980 return 0; 702 return 0;
981 } 703 }
704
982 /* If this is a spellcasting wall, need to insert the spell object */ 705 /* If this is a spellcasting wall, need to insert the spell object */
983 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 706 if (tmp->other_arch && tmp->other_arch->type == SPELL)
984 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 707 insert_ob_in_ob (tmp->other_arch->instance (), tmp);
985 708
986 /* This code causes the wall to extend some distance in 709 /* This code causes the wall to extend some distance in
987 * each direction, or until an obstruction is encountered. 710 * each direction, or until an obstruction is encountered.
988 * posblocked and negblocked help determine how far the 711 * posblocked and negblocked help determine how far the
989 * created wall can extend, it won't go extend through 712 * created wall can extend, it won't go extend through
990 * blocked spaces. 713 * blocked spaces.
991 */ 714 */
992 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 715 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
997 { 720 {
998 int dir2; 721 int dir2;
999 722
1000 dir2 = (dir < 4) ? (dir + 2) : dir - 2; 723 dir2 = (dir < 4) ? (dir + 2) : dir - 2;
1001 724
1002 x = tmp->x + i * freearr_x[dir2]; 725 x = tmp->x + i * DIRX (dir2);
1003 y = tmp->y + i * freearr_y[dir2]; 726 y = tmp->y + i * DIRY (dir2);
1004 m = tmp->map; 727 m = tmp->map;
1005 728
1006 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && 729 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
1007 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked) 730 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked)
1008 { 731 {
1009 tmp2 = tmp->clone (); 732 object *tmp2 = tmp->clone ();
1010 tmp2->x = x; 733 m->insert (tmp2, x, y, op);
1011 tmp2->y = y; 734
1012 insert_ob_in_map (tmp2, m, op, 0);
1013 /* If this is a spellcasting wall, need to insert the spell object */ 735 /* If this is a spellcasting wall, need to insert the spell object */
1014 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 736 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1015 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 737 tmp2->insert (tmp2->other_arch->instance ());
1016 738
1017 } 739 }
1018 else 740 else
1019 posblocked = 1; 741 posblocked = 1;
1020 742
1021 x = tmp->x - i * freearr_x[dir2]; 743 x = tmp->x - i * DIRX (dir2);
1022 y = tmp->y - i * freearr_y[dir2]; 744 y = tmp->y - i * DIRY (dir2);
1023 m = tmp->map; 745 m = tmp->map;
1024 746
1025 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && 747 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
1026 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked) 748 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
1027 { 749 {
1028 tmp2 = tmp->clone (); 750 object *tmp2 = tmp->clone ();
1029 tmp2->x = x; 751 m->insert (tmp2, x, y, op);
1030 tmp2->y = y; 752
1031 insert_ob_in_map (tmp2, m, op, 0);
1032 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 753 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1033 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 754 tmp2->insert (tmp2->other_arch->instance ());
1034 } 755 }
1035 else 756 else
1036 negblocked = 1; 757 negblocked = 1;
1037 } 758 }
1038 759
1039 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) 760 if (tmp->flag [FLAG_BLOCKSVIEW])
1040 update_all_los (op->map, op->x, op->y); 761 update_all_los (op->map, op->x, op->y);
1041 762
1042 return 1; 763 return 1;
1043} 764}
1044 765
1045int 766int
1046dimension_door (object *op, object *caster, object *spob, int dir) 767dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
1047{ 768{
1048 uint32 dist, maxdist; 769 uint32 dist, maxdist;
1049 int mflags; 770 int mflags;
1050 maptile *m; 771 maptile *m;
1051 sint16 sx, sy; 772 sint16 sx, sy;
1053 if (op->type != PLAYER) 774 if (op->type != PLAYER)
1054 return 0; 775 return 0;
1055 776
1056 if (!dir) 777 if (!dir)
1057 { 778 {
1058 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?"); 779 op->failmsg ("In what direction?");
1059 return 0; 780 return 0;
1060 } 781 }
1061 782
1062 /* Given the new outdoor maps, can't let players dimension door for 783 /* Given the new outdoor maps, can't let players dimension door for
1063 * ever, so put limits in. 784 * ever, so put limits in.
1064 */ 785 */
1065 maxdist = spob->range + SP_level_range_adjust (caster, spob); 786 maxdist = spob->range + SP_level_range_adjust (caster, spob);
1066 787
1067 if (op->contr->count) 788 if (spellparam)
1068 { 789 {
790 int count = atoi (spellparam);
791
1069 if (op->contr->count > maxdist) 792 if (count > maxdist)
1070 { 793 {
1071 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!"); 794 op->failmsg ("You can't dimension door that far!");
1072 return 0; 795 return 0;
1073 } 796 }
1074 797
1075 for (dist = 0; dist < op->contr->count; dist++) 798 for (dist = 0; dist < count; dist++)
1076 { 799 {
1077 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy); 800 mflags = get_map_flags (op->map, &m, op->x + DIRX (dir) * (dist + 1), op->y + DIRY (dir) * (dist + 1), &sx, &sy);
1078 801
1079 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 802 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
1080 break; 803 break;
1081 804
1082 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) 805 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1083 break; 806 break;
1084 } 807 }
1085 808
1086 if (dist < op->contr->count) 809 if (dist < count)
1087 { 810 {
1088 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n"); 811 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
1089 op->contr->count = 0;
1090 return 0; 812 return 0;
1091 } 813 }
1092 op->contr->count = 0;
1093 814
1094 /* Remove code that puts player on random space on maps. IMO, 815 /* Remove code that puts player on random space on maps. IMO,
1095 * a lot of maps probably have areas the player should not get to, 816 * a lot of maps probably have areas the player should not get to,
1096 * but may not be marked as NO_MAGIC (as they may be bounded 817 * but may not be marked as NO_MAGIC (as they may be bounded
1097 * by such squares). Also, there are probably treasure rooms and 818 * by such squares). Also, there are probably treasure rooms and
1098 * lots of other maps that protect areas with no magic, but the 819 * lots of other maps that protect areas with no magic, but the
1099 * areas themselves don't contain no magic spaces. 820 * areas themselves don't contain no magic spaces.
1100 */ 821 */
1101 /* This call here is really just to normalize the coordinates */ 822 /* This call here is really just to normalize the coordinates */
1102 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, &sx, &sy); 823 mflags = get_map_flags (op->map, &m, op->x + DIRX (dir) * dist, op->y + DIRY (dir) * dist, &sx, &sy);
1103 if (mflags & P_IS_ALIVE || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) 824 if (mflags & P_IS_ALIVE || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1104 { 825 {
1105 new_draw_info (NDI_UNIQUE, 0, op, "You cast your spell, but nothing happens.\n"); 826 new_draw_info (NDI_UNIQUE, 0, op, "You cast your spell, but nothing happens.\n");
1106 return 1; /* Maybe the penalty should be more severe... */ 827 return 1; /* Maybe the penalty should be more severe... */
1107 } 828 }
1113 * spaces that blocked the players view. 834 * spaces that blocked the players view.
1114 */ 835 */
1115 836
1116 for (dist = 0; dist < maxdist; dist++) 837 for (dist = 0; dist < maxdist; dist++)
1117 { 838 {
1118 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy); 839 mflags = get_map_flags (op->map, &m, op->x + DIRX (dir) * (dist + 1), op->y + DIRY (dir) * (dist + 1), &sx, &sy);
1119 840
1120 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 841 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
1121 break; 842 break;
1122 843
1123 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) 844 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1128 /* If the destination is blocked, keep backing up until we 849 /* If the destination is blocked, keep backing up until we
1129 * find a place for the player. 850 * find a place for the player.
1130 */ 851 */
1131 for (; dist > 0; dist--) 852 for (; dist > 0; dist--)
1132 { 853 {
1133 if (get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, 854 if (get_map_flags (op->map, &m, op->x + DIRX (dir) * dist, op->y + DIRY (dir) * dist,
1134 &sx, &sy) & (P_OUT_OF_MAP | P_IS_ALIVE)) 855 &sx, &sy) & (P_OUT_OF_MAP | P_IS_ALIVE))
1135 continue; 856 continue;
1136 857
1137 858
1138 if (!OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) 859 if (!OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1139 break; 860 break;
1140 861
1141 } 862 }
1142 if (!dist) 863 if (!dist)
1143 { 864 {
1144 new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n"); 865 op->failmsg ("Your spell failed!\n");
1145 return 0; 866 return 0;
1146 } 867 }
1147 } 868 }
1148 869
1149 /* Actually move the player now */ 870 /* Actually move the player now */
1150 op->remove (); 871 if (!(op = op->map->insert (op, op->x + DIRX (dir) * dist, op->y + DIRY (dir) * dist, op)))
1151 op->x += freearr_x[dir] * dist;
1152 op->y += freearr_y[dir] * dist;
1153 if ((op = insert_ob_in_map (op, op->map, op, 0)) == NULL)
1154 return 1; 872 return 1;
1155 873
1156 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ 874 op->speed_left = -5. * op->speed; /* Freeze them for a short while */
875
1157 return 1; 876 return 1;
1158} 877}
1159
1160 878
1161/* cast_heal: Heals something. 879/* cast_heal: Heals something.
1162 * op is the caster. 880 * op is the caster.
1163 * dir is the direction he is casting it in. 881 * dir is the direction he is casting it in.
1164 * spell is the spell object. 882 * spell is the spell object.
1171 object *poison; 889 object *poison;
1172 int heal = 0, success = 0; 890 int heal = 0, success = 0;
1173 891
1174 tmp = find_target_for_friendly_spell (op, dir); 892 tmp = find_target_for_friendly_spell (op, dir);
1175 893
1176 if (tmp == NULL) 894 if (!tmp)
1177 return 0; 895 return 0;
1178 896
1179 /* Figure out how many hp this spell might cure. 897 /* Figure out how many hp this spell might cure.
1180 * could be zero if this spell heals effects, not damage. 898 * could be zero if this spell heals effects, not damage.
1181 */ 899 */
1184 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp; 902 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
1185 903
1186 if (heal) 904 if (heal)
1187 { 905 {
1188 if (tmp->stats.hp >= tmp->stats.maxhp) 906 if (tmp->stats.hp >= tmp->stats.maxhp)
1189 {
1190 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed."); 907 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed.");
1191 }
1192 else 908 else
1193 { 909 {
1194 /* See how many points we actually heal. Instead of messages 910 /* See how many points we actually heal. Instead of messages
1195 * based on type of spell, we instead do messages based 911 * based on type of spell, we instead do messages based
1196 * on amount of damage healed. 912 * on amount of damage healed.
1197 */ 913 */
1198 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 914 if (heal > tmp->stats.maxhp - tmp->stats.hp)
1199 heal = tmp->stats.maxhp - tmp->stats.hp; 915 heal = tmp->stats.maxhp - tmp->stats.hp;
916
1200 tmp->stats.hp += heal; 917 tmp->stats.hp += heal;
1201 918
1202 if (tmp->stats.hp >= tmp->stats.maxhp) 919 if (tmp->stats.hp >= tmp->stats.maxhp)
1203 {
1204 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 920 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1205 }
1206 else if (heal > 50) 921 else if (heal > 50)
1207 {
1208 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); 922 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1209 }
1210 else if (heal > 25) 923 else if (heal > 25)
1211 {
1212 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); 924 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1213 }
1214 else if (heal > 10) 925 else if (heal > 10)
1215 {
1216 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade."); 926 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade.");
1217 }
1218 else 927 else
1219 {
1220 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close."); 928 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close.");
1221 } 929
1222 success = 1; 930 success = 1;
1223 } 931 }
1224 } 932 }
933
1225 if (spell->attacktype & AT_DISEASE) 934 if (spell->attacktype & AT_DISEASE)
1226 if (cure_disease (tmp, op)) 935 if (cure_disease (tmp, op, spell))
1227 success = 1; 936 success = 1;
1228 937
1229 if (spell->attacktype & AT_POISON) 938 if (spell->attacktype & AT_POISON)
1230 { 939 {
1231 at = archetype::find ("poisoning"); 940 at = archetype::find (shstr_poisoning);
1232 poison = present_arch_in_ob (at, tmp); 941 poison = present_arch_in_ob (at, tmp);
1233 if (poison) 942 if (poison)
1234 { 943 {
1235 success = 1; 944 success = 1;
1236 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 945 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1237 poison->stats.food = 1; 946 poison->stats.food = 1;
1238 } 947 }
1239 } 948 }
949
1240 if (spell->attacktype & AT_CONFUSION) 950 if (spell->attacktype & AT_CONFUSION)
1241 { 951 {
1242 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 952 poison = present_in_ob_by_name (FORCE, shstr_confusion, tmp);
1243 if (poison) 953 if (poison)
1244 { 954 {
1245 success = 1; 955 success = 1;
1246 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 956 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1247 poison->duration = 1; 957 poison->duration = 1;
1248 } 958 }
1249 } 959 }
960
1250 if (spell->attacktype & AT_BLIND) 961 if (spell->attacktype & AT_BLIND)
1251 { 962 {
1252 at = archetype::find ("blindness"); 963 at = archetype::find (shstr_blindness);
1253 poison = present_arch_in_ob (at, tmp); 964 poison = present_arch_in_ob (at, tmp);
1254 if (poison) 965 if (poison)
1255 { 966 {
1256 success = 1; 967 success = 1;
1257 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return."); 968 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1258 poison->stats.food = 1; 969 poison->stats.food = 1;
1259 } 970 }
1260 } 971 }
972
1261 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) 973 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1262 { 974 {
1263 tmp->stats.sp += spell->last_sp; 975 tmp->stats.sp += spell->last_sp;
1264 if (tmp->stats.sp > tmp->stats.maxsp) 976 if (tmp->stats.sp > tmp->stats.maxsp)
1265 tmp->stats.sp = tmp->stats.maxsp; 977 tmp->stats.sp = tmp->stats.maxsp;
1266 success = 1; 978 success = 1;
1267 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!"); 979 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!");
1268 } 980 }
981
1269 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) 982 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1270 { 983 {
1271 tmp->stats.grace += spell->last_grace; 984 tmp->stats.grace += spell->last_grace;
1272 if (tmp->stats.grace > tmp->stats.maxgrace) 985 if (tmp->stats.grace > tmp->stats.maxgrace)
1273 tmp->stats.grace = tmp->stats.maxgrace; 986 tmp->stats.grace = tmp->stats.maxgrace;
1274 success = 1; 987 success = 1;
1275 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!"); 988 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1276 } 989 }
990
1277 if (spell->stats.food && tmp->stats.food < 999) 991 if (spell->stats.food && tmp->stats.food < MAX_FOOD)
1278 { 992 {
1279 tmp->stats.food += spell->stats.food; 993 tmp->stats.food += spell->stats.food;
1280 if (tmp->stats.food > 999) 994 min_it (tmp->stats.food, MAX_FOOD);
1281 tmp->stats.food = 999; 995
1282 success = 1; 996 success = 1;
1283 /* We could do something a bit better like the messages for healing above */ 997 /* We could do something a bit better like the messages for healing above */
1284 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food"); 998 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1285 } 999 }
1000
1286 return success; 1001 return success;
1287} 1002}
1288
1289 1003
1290/* This is used for the spells that gain stats. There are no spells 1004/* This is used for the spells that gain stats. There are no spells
1291 * right now that icnrease wis/int/pow on a temp basis, so no 1005 * right now that icnrease wis/int/pow on a temp basis, so no
1292 * good comments for those. 1006 * good comments for those.
1293 */ 1007 */
1294static const char *const no_gain_msgs[NUM_STATS] = { 1008static const char *const no_gain_msgs[NUM_STATS] = {
1295 "You grow no stronger.", 1009 "You grow no stronger.",
1296 "You grow no more agile.", 1010 "You grow no more agile.",
1297 "You don't feel any healthier.", 1011 "You don't feel any healthier.",
1298 "no wis", 1012 "You didn't grow any more intelligent.",
1013 "You do not feel any wiser.",
1014 "You don't feel any more powerful."
1299 "You are no easier to look at.", 1015 "You are no easier to look at.",
1300 "no int",
1301 "no pow"
1302}; 1016};
1303 1017
1304int 1018int
1019change_ability_duration (object *spell, object *caster)
1020{
1021 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1022}
1023
1024int
1305cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) 1025cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1306{ 1026{
1307 object *tmp, *tmp2 = NULL;
1308 object *force = NULL; 1027 object *force = 0;
1309 int i; 1028 int i;
1310 1029
1311 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1030 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1312 if (dir != 0) 1031 object *tmp = dir
1313 {
1314 tmp = find_target_for_friendly_spell (op, dir); 1032 ? find_target_for_friendly_spell (op, dir)
1315 } 1033 : op;
1316 else
1317 {
1318 tmp = op;
1319 }
1320 1034
1321 if (tmp == NULL) 1035 if (!tmp)
1322 return 0; 1036 return 0;
1323 1037
1324 /* If we've already got a force of this type, don't add a new one. */ 1038 /* If we've already got a force of this type, don't add a new one. */
1325 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1039 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1326 { 1040 {
1327 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1041 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1328 { 1042 {
1329 if (tmp2->name == spell_ob->name) 1043 if (tmp2->name == spell_ob->name)
1330 { 1044 {
1332 break; 1046 break;
1333 } 1047 }
1334 else if (spell_ob->race && spell_ob->race == tmp2->name) 1048 else if (spell_ob->race && spell_ob->race == tmp2->name)
1335 { 1049 {
1336 if (!silent) 1050 if (!silent)
1337 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 1051 op->failmsgf ("You can not cast %s while %s is in effect",
1052 &spell_ob->name, &tmp2->name_pl);
1053
1338 return 0; 1054 return 0;
1339 } 1055 }
1340 } 1056 }
1341 } 1057 }
1058
1059 int duration = change_ability_duration (spell_ob, caster);
1060
1342 if (force == NULL) 1061 if (force)
1343 {
1344 force = get_archetype (FORCE_NAME);
1345 force->subtype = FORCE_CHANGE_ABILITY;
1346 if (spell_ob->race)
1347 force->name = spell_ob->race;
1348 else
1349 force->name = spell_ob->name;
1350 force->name_pl = spell_ob->name;
1351 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1352
1353 } 1062 {
1354 else
1355 {
1356 int duration;
1357
1358 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1359 if (duration > force->duration) 1063 if (duration > force->duration)
1360 { 1064 {
1361 force->duration = duration; 1065 force->duration = duration;
1362 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1066 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1363 } 1067 }
1364 else 1068 else
1365 {
1366 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1069 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1367 } 1070
1368 return 1; 1071 return 1;
1369 } 1072 }
1370 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1073
1074 new_draw_info_format (NDI_UNIQUE, 0, op,
1075 "You create an aura of magical force. H<The effect will last for about %.10g seconds.>",
1076 TICK2TIME (duration));
1077
1078 force = archetype::get (FORCE_NAME);
1079 force->subtype = FORCE_CHANGE_ABILITY;
1080 force->duration = duration;
1081
1082 if (spell_ob->race)
1083 force->name = spell_ob->race;
1084 else
1085 force->name = spell_ob->name;
1086
1087 force->name_pl = spell_ob->name;
1088
1371 force->speed = 1.0; 1089 force->speed = 1.0;
1372 force->speed_left = -1.0; 1090 force->speed_left = -1.0;
1373 SET_FLAG (force, FLAG_APPLIED); 1091 force->set_flag (FLAG_APPLIED);
1374 1092
1375 /* Now start processing the effects. First, protections */ 1093 /* Now start processing the effects. First, protections */
1376 for (i = 0; i < NROFATTACKS; i++) 1094 for (i = 0; i < NROFATTACKS; i++)
1377 {
1378 if (spell_ob->resist[i]) 1095 if (spell_ob->resist[i])
1379 {
1380 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob); 1096 force->resist[i] = min (100, spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob));
1381 if (force->resist[i] > 100) 1097
1382 force->resist[i] = 100;
1383 }
1384 }
1385 if (spell_ob->stats.hp) 1098 if (spell_ob->stats.hp)
1386 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob); 1099 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1387 1100
1388 if (tmp->type == PLAYER) 1101 if (tmp->type == PLAYER)
1389 { 1102 {
1390 /* Stat adjustment spells */ 1103 /* Stat adjustment spells */
1391 for (i = 0; i < NUM_STATS; i++) 1104 for (i = 0; i < NUM_STATS; i++)
1392 { 1105 {
1393 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; 1106 if (sint8 stat = spell_ob->stats.stat (i))
1394
1395 if (stat)
1396 { 1107 {
1397 sm = 0; 1108 sint8 sm = 0;
1398 for (k = 0; k < stat; k++) 1109 for (sint8 k = 0; k < stat; k++)
1399 sm += rndm (1, 3); 1110 sm += rndm (1, 3);
1400 1111
1401 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) 1112 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1402 { 1113 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1403 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); 1114
1404 if (sm < 0) 1115 force->stats.stat (i) = sm;
1405 sm = 0; 1116
1406 }
1407 set_attr_value (&force->stats, i, sm);
1408 if (!sm) 1117 if (!sm)
1409 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); 1118 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1410 } 1119 }
1411 } 1120 }
1412 } 1121 }
1413 1122
1414 force->move_type = spell_ob->move_type; 1123 force->move_type = spell_ob->move_type;
1415 1124
1416 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK)) 1125 if (spell_ob->flag [FLAG_SEE_IN_DARK])
1417 SET_FLAG (force, FLAG_SEE_IN_DARK); 1126 force->set_flag (FLAG_SEE_IN_DARK);
1418 1127
1419 if (QUERY_FLAG (spell_ob, FLAG_XRAYS)) 1128 if (spell_ob->flag [FLAG_XRAYS])
1420 SET_FLAG (force, FLAG_XRAYS); 1129 force->set_flag (FLAG_XRAYS);
1421 1130
1422 /* Haste/bonus speed */ 1131 /* Haste/bonus speed */
1423 if (spell_ob->stats.exp) 1132 if (spell_ob->stats.exp)
1424 { 1133 {
1425 if (op->speed > 0.5f) 1134 if (op->speed > 0.5f)
1432 force->stats.ac = spell_ob->stats.ac; 1141 force->stats.ac = spell_ob->stats.ac;
1433 force->attacktype = spell_ob->attacktype; 1142 force->attacktype = spell_ob->attacktype;
1434 1143
1435 insert_ob_in_ob (force, tmp); 1144 insert_ob_in_ob (force, tmp);
1436 change_abil (tmp, force); /* Mostly to display any messages */ 1145 change_abil (tmp, force); /* Mostly to display any messages */
1437 fix_player (tmp); 1146 tmp->update_stats ();
1147
1438 return 1; 1148 return 1;
1439} 1149}
1440 1150
1441/* This used to be part of cast_change_ability, but it really didn't make 1151/* This used to be part of cast_change_ability, but it really didn't make
1442 * a lot of sense, since most of the values it derives are from the god 1152 * a lot of sense, since most of the values it derives are from the god
1443 * of the caster. 1153 * of the caster.
1444 */ 1154 */
1445
1446int 1155int
1447cast_bless (object *op, object *caster, object *spell_ob, int dir) 1156cast_bless (object *op, object *caster, object *spell_ob, int dir)
1448{ 1157{
1449 int i; 1158 int i;
1450 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1159 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1451 1160
1452 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1161 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1453 if (dir != 0) 1162 if (dir != 0)
1454 { 1163 {
1455 tmp = find_target_for_friendly_spell (op, dir); 1164 tmp = find_target_for_friendly_spell (op, dir);
1165
1166 if (!tmp)
1167 return 0;
1456 } 1168 }
1457 else 1169 else
1458 {
1459 tmp = op; 1170 tmp = op;
1460 }
1461 1171
1462 /* If we've already got a force of this type, don't add a new one. */ 1172 /* If we've already got a force of this type, don't add a new one. */
1463 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1173 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1464 { 1174 {
1465 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1175 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1466 { 1176 {
1467 if (tmp2->name == spell_ob->name) 1177 if (tmp2->name == spell_ob->name)
1468 { 1178 {
1474 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 1184 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1475 return 0; 1185 return 0;
1476 } 1186 }
1477 } 1187 }
1478 } 1188 }
1189
1479 if (force == NULL) 1190 if (force == NULL)
1480 { 1191 {
1481 force = get_archetype (FORCE_NAME); 1192 force = archetype::get (FORCE_NAME);
1482 force->subtype = FORCE_CHANGE_ABILITY; 1193 force->subtype = FORCE_CHANGE_ABILITY;
1483 if (spell_ob->race) 1194 if (spell_ob->race)
1484 force->name = spell_ob->race; 1195 force->name = spell_ob->race;
1485 else 1196 else
1486 force->name = spell_ob->name; 1197 force->name = spell_ob->name;
1501 { 1212 {
1502 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1213 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1503 } 1214 }
1504 return 0; 1215 return 0;
1505 } 1216 }
1217
1506 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1218 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1507 force->speed = 1.0; 1219 force->speed = 1.0;
1508 force->speed_left = -1.0; 1220 force->speed_left = -1.0;
1509 SET_FLAG (force, FLAG_APPLIED); 1221 force->set_flag (FLAG_APPLIED);
1510 1222
1511 if (!god) 1223 if (!god)
1512 { 1224 {
1513 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty."); 1225 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1514 } 1226 }
1515 else 1227 else
1516 { 1228 {
1517 /* Only give out good benefits, and put a max on it */ 1229 /* Only give out good benefits, and put a max on it */
1518 for (i = 0; i < NROFATTACKS; i++) 1230 for (i = 0; i < NROFATTACKS; i++)
1519 {
1520 if (god->resist[i] > 0) 1231 if (god->resist[i] > 0)
1521 {
1522 force->resist[i] = MIN (god->resist[i], spell_ob->resist[ATNR_GODPOWER]); 1232 force->resist[i] = min (god->resist[i], spell_ob->resist[ATNR_GODPOWER]);
1523 } 1233
1524 }
1525 force->path_attuned |= god->path_attuned; 1234 force->path_attuned |= god->path_attuned;
1526 1235
1527 if (spell_ob->attacktype) 1236 if (spell_ob->attacktype)
1528 force->slaying = god->slaying; 1237 force->slaying = god->slaying;
1529 1238
1541 force->stats.wc = spell_ob->stats.wc; 1250 force->stats.wc = spell_ob->stats.wc;
1542 force->stats.ac = spell_ob->stats.ac; 1251 force->stats.ac = spell_ob->stats.ac;
1543 1252
1544 change_abil (tmp, force); /* Mostly to display any messages */ 1253 change_abil (tmp, force); /* Mostly to display any messages */
1545 insert_ob_in_ob (force, tmp); 1254 insert_ob_in_ob (force, tmp);
1546 fix_player (tmp); 1255 tmp->update_stats ();
1547 return 1; 1256 return 1;
1548} 1257}
1549
1550
1551 1258
1552/* Alchemy code by Mark Wedel 1259/* Alchemy code by Mark Wedel
1553 * 1260 *
1554 * This code adds a new spell, called alchemy. Alchemy will turn 1261 * This code adds a new spell, called alchemy. Alchemy will turn
1555 * objects to gold nuggets, the value of the gold nuggets being 1262 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1556 * about 90% of that of the item itself. It uses the value of the
1557 * object before charisma adjustments, because the nuggets themselves
1558 * will be will be adjusted by charisma when sold.
1559 * 1263 *
1560 * Large nuggets are worth 25 gp each (base). You will always get 1264 * The value of the gold nuggets being about 90% of that of the item
1561 * the maximum number of large nuggets you could get. 1265 * itself. It uses the value of the object before charisma adjustments,
1562 * Small nuggets are worth 1 gp each (base). You will get from 0 1266 * because the nuggets themselves will be will be adjusted by charisma
1563 * to the max amount of small nuggets as you could get. 1267 * when sold.
1564 *
1565 * For example, if an item is worth 110 gold, you will get
1566 * 4 large nuggets, and from 0-10 small nuggets.
1567 * 1268 *
1568 * There is also a chance (1:30) that you will get nothing at all 1269 * There is also a chance (1:30) that you will get nothing at all
1569 * for the object. There is also a maximum weight that will be 1270 * for the object. There is also a maximum weight that will be
1570 * alchemied. 1271 * alchemised.
1571 */ 1272 */
1572
1573/* I didn't feel like passing these as arguements to the
1574 * two functions that need them. Real values are put in them
1575 * when the spell is cast, and these are freed when the spell
1576 * is finished.
1577 */
1578static object *small, *large;
1579
1580static void 1273static void
1581alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight) 1274alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1582{ 1275{
1583 uint64 value = query_cost (obj, NULL, F_TRUE); 1276 uint64 value = query_cost (obj, NULL, F_TRUE);
1584 1277
1585 /* Give third price when we alchemy money (This should hopefully 1278 /* Give third price when we alchemy money (this should hopefully
1586 * make it so that it isn't worth it to alchemy money, sell 1279 * make it so that it isn't worth it to alchemy money, sell
1587 * the nuggets, alchemy the gold from that, etc. 1280 * the nuggets, alchemy the gold from that, etc.
1588 * Otherwise, give 9 silver on the gold for other objects, 1281 * Otherwise, give 9 silver on the gold for other objects,
1589 * so that it would still be more affordable to haul 1282 * so that it would still be more affordable to haul
1590 * the stuff back to town. 1283 * the stuff back to town.
1591 */ 1284 */
1592 1285 if (obj->flag [FLAG_UNPAID])
1593 if (QUERY_FLAG (obj, FLAG_UNPAID))
1594 value = 0; 1286 value = 0;
1595 else if (obj->type == MONEY || obj->type == GEM) 1287 else if (obj->type == MONEY || obj->type == GEM)
1596 value /= 3; 1288 value /= 3;
1597 else 1289 else
1598 value = (value * 9) / 10; 1290 value = value * 9 / 10;
1599 1291
1600 value /= 4; // fix by GHJ, don't understand, pcg
1601
1602 if ((obj->value > 0) && rndm (0, 29)) 1292 if (obj->value > 0 && rndm (0, 29))
1603 { 1293 total_value += value;
1604 int count;
1605 1294
1606 count = value / large->value;
1607 *large_nuggets += count;
1608 value -= (uint64) count *(uint64) large->value;
1609
1610 count = value / small->value;
1611 *small_nuggets += count;
1612 }
1613
1614 /* Turn 25 small nuggets into 1 large nugget. If the value
1615 * of large nuggets is not evenly divisable by the small nugget
1616 * value, take off an extra small_nugget (Assuming small_nuggets!=0)
1617 */
1618 if (*small_nuggets * small->value >= large->value)
1619 {
1620 (*large_nuggets)++;
1621 *small_nuggets -= large->value / small->value;
1622 if (*small_nuggets && large->value % small->value)
1623 (*small_nuggets)--;
1624 }
1625 weight += obj->weight; 1295 total_weight += obj->total_weight ();
1296
1626 obj->destroy (); 1297 obj->destroy ();
1627} 1298}
1628 1299
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 1300int
1661alchemy (object *op, object *caster, object *spell_ob) 1301alchemy (object *op, object *caster, object *spell_ob)
1662{ 1302{
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) 1303 if (op->type != PLAYER)
1669 return 0; 1304 return 0;
1670 1305
1306 archetype *nugget[3];
1307
1308 nugget[0] = archetype::find (shstr_pyrite3);
1309 nugget[1] = archetype::find (shstr_pyrite2);
1310 nugget[2] = archetype::find (shstr_pyrite);
1311
1671 /* Put a maximum weight of items that can be alchemied. Limits the power 1312 /* Put a maximum weight of items that can be alchemised. Limits the power
1672 * some, and also prevents people from alcheming every table/chair/clock 1313 * some, and also prevents people from alchemising every table/chair/clock
1673 * in sight 1314 * in sight
1674 */ 1315 */
1675 weight_max = spell_ob->duration + +SP_level_duration_adjust (caster, spell_ob); 1316 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1676 weight_max *= 1000; 1317 int weight_max = duration * 1000;
1677 small = get_archetype ("smallnugget"), large = get_archetype ("largenugget"); 1318 uint64 value_max = duration * 1000;
1678 1319
1320 int weight = 0;
1321
1679 for (y = op->y - 1; y <= op->y + 1; y++) 1322 for (int y = op->y - 1; y <= op->y + 1; y++)
1680 { 1323 {
1681 for (x = op->x - 1; x <= op->x + 1; x++) 1324 for (int x = op->x - 1; x <= op->x + 1; x++)
1682 { 1325 {
1326 uint64 value = 0;
1327
1683 nx = x; 1328 sint16 nx = x;
1684 ny = y; 1329 sint16 ny = y;
1685 1330
1686 mp = op->map; 1331 maptile *mp = op->map;
1687 1332
1688 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); 1333 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1689 1334
1690 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1335 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1691 continue; 1336 continue;
1692 1337
1693 /* Treat alchemy a little differently - most spell effects 1338 /* Treat alchemy a little differently - most spell effects
1695 * ground level effect. 1340 * ground level effect.
1696 */ 1341 */
1697 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) 1342 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1698 continue; 1343 continue;
1699 1344
1700 small_nuggets = 0; 1345 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 { 1346 {
1705 next = tmp->above; 1347 next = tmp->above;
1348
1706 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1349 if (tmp->weight > 0 && !tmp->flag [FLAG_NO_PICK] &&
1707 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1350 !tmp->flag [FLAG_ALIVE] && !tmp->flag [FLAG_IS_CAULDRON])
1708 { 1351 {
1709
1710 if (tmp->inv) 1352 if (tmp->inv)
1711 { 1353 {
1712 object *next1, *tmp1; 1354 object *next1, *tmp1;
1713 1355
1714 for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1) 1356 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1715 { 1357 {
1716 next1 = tmp1->below; 1358 next1 = tmp1->below;
1717 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1359 if (tmp1->weight > 0 && !tmp1->flag [FLAG_NO_PICK] &&
1718 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1360 !tmp1->flag [FLAG_ALIVE] && !tmp1->flag [FLAG_IS_CAULDRON])
1719 alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight); 1361 alchemy_object (tmp1, value, weight);
1720 } 1362 }
1721 } 1363 }
1364
1722 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); 1365 alchemy_object (tmp, value, weight);
1723 1366
1724 if (weight > weight_max) 1367 if (weight > weight_max)
1725 { 1368 break;
1726 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1727 large->destroy ();
1728 small->destroy ();
1729 return 1;
1730 } 1369 }
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 */ 1370 }
1738 update_map (op, mp, small_nuggets, large_nuggets, nx, ny); 1371
1372 value -= rndm (value >> 4);
1373 value = min (value, value_max);
1374
1375 for (int i = 0; i < array_length (nugget); ++i)
1376 if (int nrof = value / nugget [i]->value)
1377 {
1378 value -= nrof * nugget[i]->value;
1379
1380 object *tmp = nugget[i]->instance ();
1381 tmp->nrof = nrof;
1382 tmp->flag [FLAG_IDENTIFIED] = true;
1383 op->map->insert (tmp, x, y, op, 0);
1739 } 1384 }
1740 }
1741 1385
1742 large->destroy (); 1386 if (weight > weight_max)
1743 small->destroy (); 1387 goto bailout;
1744 /* reset this so that if player standing on a big pile of stuff, 1388 }
1745 * it is redrawn properly. 1389 }
1746 */ 1390
1747 op->contr->socket->look_position = 0; 1391bailout:
1748 return 1; 1392 return 1;
1749} 1393}
1750
1751 1394
1752/* This function removes the cursed/damned status on equipped 1395/* This function removes the cursed/damned status on equipped
1753 * items. 1396 * items.
1754 */ 1397 */
1755int 1398int
1756remove_curse (object *op, object *caster, object *spell) 1399remove_curse (object *op, object *caster, object *spell)
1757{ 1400{
1758 object *tmp;
1759 int success = 0, was_one = 0; 1401 int success = 0, was_one = 0;
1760 1402
1403 int num_uncurse = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell));
1404
1405 op->splay_marked ();
1406
1407 int typeflag = spell->last_sp ? FLAG_DAMNED : FLAG_CURSED;
1408
1761 for (tmp = op->inv; tmp; tmp = tmp->below) 1409 for (object *tmp = op->inv; tmp && num_uncurse; tmp = tmp->below)
1762 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1410 if (!tmp->invisible && tmp->flag [typeflag])
1763 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1764 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1765 { 1411 {
1766
1767 was_one++; 1412 ++was_one;
1413
1768 if (tmp->level <= caster_level (caster, spell)) 1414 if (tmp->level <= casting_level (caster, spell))
1769 { 1415 {
1770 success++; 1416 ++success;
1771 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1417 --num_uncurse;
1772 CLEAR_FLAG (tmp, FLAG_DAMNED);
1773 1418
1774 CLEAR_FLAG (tmp, FLAG_CURSED); 1419 tmp->clr_flag (typeflag);
1775 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1420 tmp->clr_flag (FLAG_CURSED);
1421 tmp->clr_flag (FLAG_KNOWN_CURSED);
1776 tmp->value = 0; /* Still can't sell it */ 1422 tmp->value = 0; /* Still can't sell it */
1777 if (op->type == PLAYER) 1423
1424 if (object *pl = tmp->visible_to ())
1778 esrv_send_item (op, tmp); 1425 esrv_update_item (UPD_FLAGS, pl, tmp);
1779 } 1426 }
1780 } 1427 }
1781 1428
1782 if (op->type == PLAYER) 1429 if (op->type == PLAYER)
1783 { 1430 {
1784 if (success) 1431 if (success)
1785 { 1432 new_draw_info (NDI_UNIQUE, 0, op, "You realise that some of your items look shinier now. H<You successfully removed some curses.>");
1786 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1787 }
1788 else 1433 else
1789 { 1434 {
1790 if (was_one) 1435 if (was_one)
1791 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse."); 1436 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove any curse. H<The spell was not strong enough.>");
1792 else 1437 else
1793 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items."); 1438 new_draw_info (NDI_UNIQUE, 0, op, "You are not having any cursed items. H<Epic fail.>");
1794 } 1439 }
1795 } 1440 }
1441
1796 return success; 1442 return success;
1797} 1443}
1798 1444
1799/* Identifies objects in the players inventory/on the ground */ 1445/* Identifies objects in the players inventory/on the ground */
1800
1801int 1446int
1802cast_identify (object *op, object *caster, object *spell) 1447cast_identify (object *op, object *caster, object *spell)
1803{ 1448{
1804 object *tmp; 1449 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1805 int success = 0, num_ident;
1806 1450
1807 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1451 int num_ident = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell));
1808 1452
1809 if (num_ident < 1) 1453 op->splay_marked ();
1810 num_ident = 1;
1811 1454
1812
1813 for (tmp = op->inv; tmp; tmp = tmp->below) 1455 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1814 { 1456 {
1815 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1457 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1816 { 1458 {
1817 identify (tmp); 1459 identify (tmp);
1460
1818 if (op->type == PLAYER) 1461 if (op->type == PLAYER)
1819 { 1462 {
1820 new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op)); 1463 buf.printf ("You identified: %s.\r", long_desc (tmp, op));
1464
1821 if (tmp->msg) 1465 if (tmp->msg)
1822 { 1466 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 } 1467 }
1827 num_ident--; 1468
1828 success = 1;
1829 if (!num_ident) 1469 if (!--num_ident)
1830 break; 1470 break;
1831 } 1471 }
1832 } 1472 }
1473
1833 /* If all the power of the spell has been used up, don't go and identify 1474 /* If all the power of the spell has been used up, don't go and identify
1834 * stuff on the floor. Only identify stuff on the floor if the spell 1475 * stuff on the floor. Only identify stuff on the floor if the spell
1835 * was not fully used. 1476 * was not fully used.
1836 */ 1477 */
1837 if (num_ident) 1478 if (num_ident)
1838 { 1479 {
1839 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1480 for (object *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1840 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1481 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1841 { 1482 {
1842
1843 identify (tmp); 1483 identify (tmp);
1844 if (op->type == PLAYER) 1484
1485 if (object *pl = tmp->visible_to ())
1845 { 1486 {
1846 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op)); 1487 buf.printf ("On the ground you identified: %s.\r", long_desc (tmp, op));
1488
1847 if (tmp->msg) 1489 if (tmp->msg)
1848 { 1490 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 } 1491 }
1854 num_ident--; 1492
1855 success = 1;
1856 if (!num_ident) 1493 if (!--num_ident)
1857 break; 1494 break;
1858 } 1495 }
1859 } 1496 }
1860 if (!success) 1497
1861 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified."); 1498 if (buf.empty ())
1499 {
1500 op->failmsg ("You can't reach anything unidentified.");
1501 return 0;
1502 }
1862 else 1503 else
1863 { 1504 {
1505 if (op->contr)
1506 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1507
1864 spell_effect (spell, op->x, op->y, op->map, op); 1508 spell_effect (spell, op->x, op->y, op->map, op);
1509 return 1;
1865 } 1510 }
1866 return success;
1867} 1511}
1868
1869 1512
1870int 1513int
1871cast_detection (object *op, object *caster, object *spell, object *skill) 1514cast_detection (object *op, object *caster, object *spell, object *skill)
1872{ 1515{
1873 object *tmp, *last, *god, *detect; 1516 object *tmp, *last, *god, *detect;
1874 int done_one, range, mflags, floor, level; 1517 int done_one, range, floor, level;
1875 sint16 x, y, nx, ny; 1518 sint16 x, y, nx, ny;
1876 maptile *m; 1519 maptile *m;
1877 1520
1878 /* We precompute some values here so that we don't have to keep 1521 /* We precompute some values here so that we don't have to keep
1879 * doing it over and over again. 1522 * doing it over and over again.
1880 */ 1523 */
1881 god = find_god (determine_god (op)); 1524 god = find_god (determine_god (op));
1882 level = caster_level (caster, spell); 1525 level = casting_level (caster, spell);
1883 range = spell->range + SP_level_range_adjust (caster, spell); 1526 range = spell->range + SP_level_range_adjust (caster, spell);
1884 1527
1885 if (!skill) 1528 if (!skill)
1886 skill = caster; 1529 skill = caster;
1887 1530
1888 for (x = op->x - range; x <= op->x + range; x++) 1531 dynbuf buf;
1889 for (y = op->y - range; y <= op->y + range; y++) 1532 unordered_mapwalk (buf, op, -range, -range, range, range)
1890 { 1533 {
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 1534 /* For most of the detections, we only detect objects above the
1898 * floor. But this is not true for show invisible. 1535 * floor. But this is not true for show invisible.
1899 * Basically, we just go and find the top object and work 1536 * Basically, we just go and find the top object and work
1900 * down - that is easier than working up. 1537 * down - that is easier than working up.
1901 */ 1538 */
1902 1539
1903 for (last = NULL, tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above) 1540 for (last = 0, tmp = m->at (nx, ny).bot; tmp; tmp = tmp->above)
1904 last = tmp; 1541 last = tmp;
1542
1905 /* Shouldn't happen, but if there are no objects on a space, this 1543 /* Shouldn't happen, but if there are no objects on a space, this
1906 * would happen. 1544 * would happen.
1907 */ 1545 */
1908 if (!last) 1546 if (!last)
1909 continue; 1547 continue;
1910 1548
1911 done_one = 0; 1549 done_one = 0;
1912 floor = 0; 1550 floor = 0;
1913 detect = NULL; 1551 detect = 0;
1914 for (tmp = last; tmp; tmp = tmp->below) 1552 for (tmp = last; tmp; tmp = tmp->below)
1915 { 1553 {
1916
1917 /* show invisible */ 1554 /* show invisible */
1918 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1555 if (spell->flag [FLAG_MAKE_INVIS]
1919 /* Might there be other objects that we can make visibile? */ 1556 /* Might there be other objects that we can make visible? */
1920 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1557 && (tmp->invisible && (tmp->flag [FLAG_MONSTER]
1921 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1558 || (tmp->type == PLAYER && !tmp->flag [FLAG_WIZ])
1922 tmp->type == CF_HANDLE || 1559 || tmp->type == T_HANDLE
1923 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE || 1560 || tmp->type == TRAPDOOR
1561 || tmp->type == EXIT
1562 || tmp->type == HOLE
1563 || tmp->type == BUTTON
1924 tmp->type == BUTTON || tmp->type == TELEPORTER || 1564 || tmp->type == TELEPORTER
1565 || tmp->type == GATE
1925 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1566 || tmp->type == LOCKED_DOOR
1926 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN || 1567 || tmp->type == WEAPON
1568 || tmp->type == ALTAR
1569 || (tmp->type == SIGN && tmp->face != magicmouth_face)
1927 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1570 || tmp->type == TRIGGER_PEDESTAL
1928 tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR))) 1571 || tmp->type == SPECIAL_KEY
1572 || tmp->type == TREASURE
1573 || tmp->type == BOOK
1574 || tmp->type == HOLY_ALTAR
1575 || tmp->type == CONTAINER)))
1929 { 1576 {
1577 printf ("show inv %s\n", tmp->debug_desc());//D
1930 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4) 1578 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1931 { 1579 {
1932 tmp->invisible = 0; 1580 tmp->invisible = 0;
1581 done_one = 1;
1582 }
1583 }
1584
1585 if (tmp->flag [FLAG_IS_FLOOR])
1586 floor = 1;
1587
1588 /* All detections below this point don't descend beneath the floor,
1589 * so just continue on. We could be clever and look at the type of
1590 * detection to completely break out if we don't care about objects beneath
1591 * the floor, but once we get to the floor, not likely a very big issue anyways.
1592 */
1593 if (floor)
1594 continue;
1595
1596 /* I had thought about making detect magic and detect curse
1597 * show the flash the magic item like it does for detect monster.
1598 * however, if the object is within sight, this would then make it
1599 * difficult to see what object is magical/cursed, so the
1600 * effect wouldn't be as apparent.
1601 */
1602
1603 /* detect magic */
1604 if (spell->flag [FLAG_KNOWN_MAGICAL]
1605 && !tmp->flag [FLAG_KNOWN_MAGICAL]
1606 && !tmp->flag [FLAG_IDENTIFIED]
1607 && tmp->need_identify ()
1608 && is_magical (tmp))
1609 {
1610 tmp->set_flag (FLAG_KNOWN_MAGICAL);
1611 /* make runes more visible */
1612 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1613 tmp->stats.Cha /= 4;
1614
1615 done_one = 1;
1616 }
1617
1618 /* detect monster */
1619 if (spell->flag [FLAG_MONSTER] && (tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER))
1620 {
1621 done_one = 2;
1622
1623 if (!detect)
1624 detect = tmp;
1625 }
1626
1627 /* Basically, if race is set in the spell, then the creatures race must
1628 * match that. if the spell race is set to GOD, then the gods opposing
1629 * race must match.
1630 */
1631 if (spell->race && tmp->flag [FLAG_MONSTER] && tmp->race &&
1632 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1633 spell->race.contains (tmp->race)))
1634 {
1635 done_one = 2;
1636
1637 if (!detect)
1638 detect = tmp;
1639 }
1640
1641 if (spell->flag [FLAG_KNOWN_CURSED]
1642 && !tmp->flag [FLAG_KNOWN_CURSED]
1643 && tmp->need_identify ()
1644 && (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))
1645 {
1646 tmp->set_flag (FLAG_KNOWN_CURSED);
1647 done_one = 1;
1648 }
1649
1650 // Do mining detection spell:
1651 if (spell->last_sp == 1) // 1 - detect any vein
1652 {
1653 if (tmp->type == VEIN)
1654 {
1655 if (tmp->other_arch)
1656 {
1657 if (!detect)
1658 detect = tmp->other_arch;
1659 done_one = 2;
1660 }
1661 else
1933 done_one = 1; 1662 done_one = 1;
1934 } 1663 }
1935 } 1664 }
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 */ 1665 } /* for stack of objects on this space */
1990 1666
1991 /* Code here puts an effect of the spell on the space, so you can see 1667 /* Code here puts an effect of the spell on the space, so you can see
1992 * where the magic is. 1668 * where the magic is.
1993 */ 1669 */
1994 if (done_one) 1670 if (done_one)
1995 { 1671 {
1996 object *detect_ob = arch_to_object (spell->other_arch); 1672 object *detect_ob = spell->other_arch->instance ();
1997 1673
1998 detect_ob->x = nx;
1999 detect_ob->y = ny;
2000 /* if this is set, we want to copy the face */ 1674 /* if this is set, we want to copy the face */
2001 if (done_one == 2 && detect) 1675 if (done_one == 2 && detect)
2002 { 1676 {
2003 detect_ob->face = detect->face; 1677 detect_ob->face = detect->face;
2004 detect_ob->animation_id = detect->animation_id; 1678 detect_ob->animation_id = detect->animation_id;
2005 detect_ob->anim_speed = detect->anim_speed; 1679 detect_ob->anim_speed = detect->anim_speed;
2006 detect_ob->last_anim = 0; 1680 detect_ob->last_anim = 0;
2007 /* by default, the detect_ob is already animated */ 1681 /* by default, the detect_ob is already animated */
2008 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1682 if (!detect->flag [FLAG_ANIMATE])
2009 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1683 detect_ob->clr_flag (FLAG_ANIMATE);
2010 } 1684 }
2011 insert_ob_in_map (detect_ob, m, op, 0); 1685
1686 m->insert (detect_ob, nx, ny, op, INS_ON_TOP);
2012 } 1687 }
2013 } /* for processing the surrounding spaces */ 1688 } /* for processing the surrounding spaces */
2014 1689
2015 1690
2016 /* Now process objects in the players inventory if detect curse or magic */ 1691 /* Now process objects in the players inventory if detect curse or magic */
2017 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL)) 1692 if (spell->flag [FLAG_KNOWN_CURSED] || spell->flag [FLAG_KNOWN_MAGICAL])
2018 { 1693 {
2019 done_one = 0; 1694 done_one = 0;
1695
2020 for (tmp = op->inv; tmp; tmp = tmp->below) 1696 for (tmp = op->inv; tmp; tmp = tmp->below)
2021 { 1697 {
2022 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1698 if (!tmp->invisible && !tmp->flag [FLAG_IDENTIFIED])
2023 { 1699 {
2024 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)) 1700 if (spell->flag [FLAG_KNOWN_MAGICAL] && is_magical (tmp) && !tmp->flag [FLAG_KNOWN_MAGICAL])
2025 { 1701 {
2026 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1702 tmp->set_flag (FLAG_KNOWN_MAGICAL);
2027 if (op->type == PLAYER) 1703
1704 if (object *pl = tmp->visible_to ())
2028 esrv_send_item (op, tmp); 1705 esrv_update_item (UPD_FLAGS, pl, tmp);
2029 } 1706 }
2030 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1707
2031 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1708 if (spell->flag [FLAG_KNOWN_CURSED] && !tmp->flag [FLAG_KNOWN_CURSED] &&
1709 (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))
2032 { 1710 {
2033 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1711 tmp->set_flag (FLAG_KNOWN_CURSED);
2034 if (op->type == PLAYER) 1712
1713 if (object *pl = tmp->visible_to ())
2035 esrv_send_item (op, tmp); 1714 esrv_update_item (UPD_FLAGS, pl, tmp);
2036 } 1715 }
2037 } /* if item is not identified */ 1716 } /* if item is not identified */
2038 } /* for the players inventory */ 1717 } /* for the players inventory */
2039 } /* if detect magic/curse and object is a player */ 1718 } /* if detect magic/curse and object is a player */
1719
2040 return 1; 1720 return 1;
2041} 1721}
2042 1722
2043 1723
2044/** 1724/**
2057 1737
2058 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you."); 1738 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
2059 1739
2060 if (victim->stats.sp >= victim->stats.maxsp * 2) 1740 if (victim->stats.sp >= victim->stats.maxsp * 2)
2061 { 1741 {
2062 object *tmp;
2063
2064 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1742 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; 1743 victim->stats.sp = 2 * victim->stats.maxsp;
1744 create_exploding_ball_at (victim, caster_level);
2074 } 1745 }
2075 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1746 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."); 1747 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) 1748 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2080 {
2081 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 1749 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
2082 }
2083 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1750 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2084 { 1751 {
2085 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1752 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2086 confuse_player (victim, victim, 99); 1753 confuse_player (victim, victim, 99);
2087 } 1754 }
2088 else if (victim->stats.sp >= victim->stats.maxsp * 1.25) 1755 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
2089 {
2090 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices."); 1756 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
2091 }
2092} 1757}
2093 1758
2094/* cast_transfer 1759/* cast_transfer
2095 * This spell transfers sp from the player to another person. 1760 * This spell transfers sp from the player to another person.
2096 * We let the target go above their normal maximum SP. 1761 * We let the target go above their normal maximum SP.
2103 sint16 x, y; 1768 sint16 x, y;
2104 maptile *m; 1769 maptile *m;
2105 int mflags; 1770 int mflags;
2106 1771
2107 m = op->map; 1772 m = op->map;
2108 x = op->x + freearr_x[dir]; 1773 x = op->x + DIRX (dir);
2109 y = op->y + freearr_y[dir]; 1774 y = op->y + DIRY (dir);
2110 1775
2111 mflags = get_map_flags (m, &m, x, y, &x, &y); 1776 mflags = get_map_flags (m, &m, x, y, &x, &y);
2112 1777
2113 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1778 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
2114 { 1779 {
2115 for (plyr = get_map_ob (m, x, y); plyr != NULL; plyr = plyr->above) 1780 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
2116 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1781 if (plyr != op && plyr->flag [FLAG_ALIVE])
2117 break; 1782 break;
2118 } 1783 }
2119 1784
2120 1785
2121 /* If we did not find a player in the specified direction, transfer 1786 /* If we did not find a player in the specified direction, transfer
2122 * to anyone on top of us. This is used for the rune of transference mostly. 1787 * to anyone on top of us. This is used for the rune of transference mostly.
2123 */ 1788 */
2124 if (plyr == NULL) 1789 if (plyr == NULL)
2125 for (plyr = get_map_ob (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above) 1790 for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above)
2126 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1791 if (plyr != op && plyr->flag [FLAG_ALIVE])
2127 break; 1792 break;
2128 1793
2129 if (!plyr) 1794 if (!plyr)
2130 { 1795 {
2131 new_draw_info (NDI_BLACK, 0, op, "There is no one there."); 1796 op->failmsg ("There is no one there.");
2132 return 0; 1797 return 0;
2133 } 1798 }
2134 /* give sp */ 1799 /* give sp */
2135 if (spell->stats.dam > 0) 1800 if (spell->stats.dam > 0)
2136 { 1801 {
2137 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell); 1802 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
2138 charge_mana_effect (plyr, caster_level (caster, spell)); 1803 charge_mana_effect (plyr, casting_level (caster, spell));
2139 return 1; 1804 return 1;
2140 } 1805 }
2141 /* suck sp away. Can't suck sp from yourself */ 1806 /* suck sp away. Can't suck sp from yourself */
2142 else if (op != plyr) 1807 else if (op != plyr)
2143 { 1808 {
2148 if (rate > 95) 1813 if (rate > 95)
2149 rate = 95; 1814 rate = 95;
2150 1815
2151 sucked = (plyr->stats.sp * rate) / 100; 1816 sucked = (plyr->stats.sp * rate) / 100;
2152 plyr->stats.sp -= sucked; 1817 plyr->stats.sp -= sucked;
2153 if (QUERY_FLAG (op, FLAG_ALIVE)) 1818 if (op->flag [FLAG_ALIVE])
2154 { 1819 {
2155 /* Player doesn't get full credit */ 1820 /* Player doesn't get full credit */
2156 sucked = (sucked * rate) / 100; 1821 sucked = (sucked * rate) / 100;
2157 op->stats.sp += sucked; 1822 op->stats.sp += sucked;
2158 if (sucked > 0) 1823 if (sucked > 0)
2159 { 1824 {
2160 charge_mana_effect (op, caster_level (caster, spell)); 1825 charge_mana_effect (op, casting_level (caster, spell));
2161 } 1826 }
2162 } 1827 }
2163 return 1; 1828 return 1;
2164 } 1829 }
2165 return 0; 1830 return 0;
2178 object *tmp, *head, *next; 1843 object *tmp, *head, *next;
2179 int mflags; 1844 int mflags;
2180 maptile *m; 1845 maptile *m;
2181 sint16 sx, sy; 1846 sint16 sx, sy;
2182 1847
2183 sx = op->x + freearr_x[dir]; 1848 sx = op->x + DIRX (dir);
2184 sy = op->y + freearr_y[dir]; 1849 sy = op->y + DIRY (dir);
2185 m = op->map; 1850 m = op->map;
2186 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1851 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
2187 if (mflags & P_OUT_OF_MAP) 1852 if (mflags & P_OUT_OF_MAP)
2188 return; 1853 return;
2189 1854
2190 for (tmp = get_map_ob (m, sx, sy); tmp != NULL; tmp = next) 1855 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
2191 { 1856 {
2192 next = tmp->above; 1857 next = tmp->above;
2193 1858
2194 /* Need to look at the head object - otherwise, if tmp 1859 /* Need to look at the head object - otherwise, if tmp
2195 * points to a monster, we don't have all the necessary 1860 * points to a monster, we don't have all the necessary
2202 1867
2203 /* don't attack our own spells */ 1868 /* don't attack our own spells */
2204 if (tmp->owner && tmp->owner == op->owner) 1869 if (tmp->owner && tmp->owner == op->owner)
2205 continue; 1870 continue;
2206 1871
2207 /* Basically, if the object is magical and not counterspell, 1872 /* Basically, if the object is magical and not counterspell,
2208 * we will more or less remove the object. Don't counterspell 1873 * we will more or less remove the object. Don't counterspell
2209 * monsters either. 1874 * monsters either.
2210 */ 1875 */
2211 1876
2212 if (head->attacktype & AT_MAGIC && 1877 if (head->attacktype & AT_MAGIC
2213 !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level)) 1878 && !(head->attacktype & AT_COUNTERSPELL)
1879 && !head->flag [FLAG_MONSTER]
1880 && (op->level > head->level))
2214 head->destroy (); 1881 head->destroy ();
2215 else 1882 else
2216 switch (head->type) 1883 switch (head->type)
2217 { 1884 {
2218 case SPELL_EFFECT: 1885 case SPELL_EFFECT:
1886 // XXX: Don't affect floor spelleffects. See also XXX comment
1887 // about sanctuary in spell_util.C
1888 if (tmp->flag [FLAG_IS_FLOOR])
1889 continue;
1890
2219 if (op->level > head->level) 1891 if (op->level > head->level)
2220 head->destroy (); 1892 head->destroy ();
2221 1893
2222 break; 1894 break;
2223 1895
2234 break; 1906 break;
2235 } 1907 }
2236 } 1908 }
2237} 1909}
2238 1910
2239
2240
2241/* cast_consecrate() - a spell to make an altar your god's */ 1911/* cast_consecrate() - a spell to make an altar your god's */
2242int 1912int
2243cast_consecrate (object *op, object *caster, object *spell) 1913cast_consecrate (object *op, object *caster, object *spell)
2244{ 1914{
2245 char buf[MAX_BUF]; 1915 char buf[MAX_BUF];
2246 1916
2247 object *tmp, *god = find_god (determine_god (op)); 1917 object *tmp, *god = find_god (determine_god (op));
2248 1918
2249 if (!god) 1919 if (!god)
2250 { 1920 {
2251 new_draw_info (NDI_UNIQUE, 0, op, "You can't consecrate anything if you don't worship a god!"); 1921 op->failmsg ("You can't consecrate anything if you don't worship a god!");
2252 return 0; 1922 return 0;
2253 } 1923 }
2254 1924
2255 for (tmp = op->below; tmp; tmp = tmp->below) 1925 for (tmp = op->below; tmp; tmp = tmp->below)
2256 { 1926 {
2257 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1927 if (tmp->flag [FLAG_IS_FLOOR])
2258 break; 1928 break;
2259 if (tmp->type == HOLY_ALTAR) 1929 if (tmp->type == HOLY_ALTAR)
2260 { 1930 {
2261 1931
2262 if (tmp->level > caster_level (caster, spell)) 1932 if (tmp->level > casting_level (caster, spell))
2263 { 1933 {
2264 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name); 1934 op->failmsgf ("You are not powerful enough to reconsecrate the %s", &tmp->name);
2265 return 0; 1935 return 0;
2266 } 1936 }
2267 else 1937 else
2268 { 1938 {
2269 /* If we got here, we are consecrating an altar */ 1939 /* If we got here, we are consecrating an altar */
2270 sprintf (buf, "Altar of %s", &god->name); 1940 sprintf (buf, "Altar of %s", &god->name);
2271 tmp->name = buf; 1941 tmp->name = buf;
2272 tmp->level = caster_level (caster, spell); 1942 tmp->level = casting_level (caster, spell);
2273 tmp->other_arch = god->arch; 1943 tmp->other_arch = god->arch;
1944
2274 if (op->type == PLAYER) 1945 if (op->type == PLAYER)
2275 esrv_update_item (UPD_NAME, op, tmp); 1946 esrv_update_item (UPD_NAME, op, tmp);
1947
2276 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name); 1948 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
2277 return 1; 1949 return 1;
2278 } 1950 }
2279 } 1951 }
2280 } 1952 }
2281 new_draw_info (NDI_UNIQUE, 0, op, "You are not standing over an altar!"); 1953
1954 op->failmsg ("You are not standing over an altar!");
2282 return 0; 1955 return 0;
2283} 1956}
2284 1957
2285/* animate_weapon - 1958/* animate_weapon -
2286 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon. 1959 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon.
2287 * The golem is based on the archetype specified, modified by the caster's level 1960 * The golem is based on the archetype specified, modified by the caster's level
2288 * and the attributes of the weapon. The weapon is inserted in the golem's 1961 * and the attributes of the weapon. The weapon is inserted in the golem's
2289 * inventory so that it falls to the ground when the golem dies. 1962 * inventory so that it falls to the ground when the golem dies.
2290 * This code was very odd - code early on would only let players use the spell, 1963 * This code was very odd - code early on would only let players use the spell,
2291 * yet the code wass full of player checks. I've presumed that the code 1964 * yet the code wass full of player checks. I've presumed that the code
2292 * that only let players use it was correct, and removed all the other 1965 * that only let players use it was correct, and removed all the other
2293 * player checks. MSW 2003-01-06 1966 * player checks. MSW 2003-01-06
2294 */ 1967 */
2295
2296int 1968int
2297animate_weapon (object *op, object *caster, object *spell, int dir) 1969animate_weapon (object *op, object *caster, object *spell, int dir)
2298{ 1970{
2299 object *weapon, *tmp;
2300 char buf[MAX_BUF]; 1971 char buf[MAX_BUF];
2301 int a, i; 1972 int a, i;
2302 sint16 x, y; 1973 sint16 x, y;
2303 maptile *m; 1974 maptile *m;
2304 materialtype_t *mt;
2305 1975
2306 if (!spell->other_arch) 1976 if (!spell->other_arch)
2307 { 1977 {
2308 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1978 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2309 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name); 1979 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2312 /* exit if it's not a player using this spell. */ 1982 /* exit if it's not a player using this spell. */
2313 if (op->type != PLAYER) 1983 if (op->type != PLAYER)
2314 return 0; 1984 return 0;
2315 1985
2316 /* if player already has a golem, abort */ 1986 /* if player already has a golem, abort */
2317 if (op->contr->ranges[range_golem]) 1987 if (object *golem = op->contr->golem)
2318 { 1988 {
2319 control_golem (op->contr->ranges[range_golem], dir); 1989 control_golem (golem, dir);
2320 return 0; 1990 return 0;
2321 } 1991 }
2322 1992
2323 /* if no direction specified, pick one */ 1993 /* if no direction specified, pick one */
2324 if (!dir) 1994 if (!dir)
2325 dir = find_free_spot (NULL, op->map, op->x, op->y, 1, 9); 1995 dir = find_free_spot (spell->other_arch, op->map, op->x, op->y, 1, 9);
2326 1996
2327 m = op->map; 1997 m = op->map;
2328 x = op->x + freearr_x[dir]; 1998 x = op->x + DIRX (dir);
2329 y = op->y + freearr_y[dir]; 1999 y = op->y + DIRY (dir);
2330 2000
2331 /* if there's no place to put the golem, abort */ 2001 /* 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) || 2002 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)) 2003 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2334 { 2004 {
2335 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2005 op->failmsg ("There is something in the way.");
2336 return 0; 2006 return 0;
2337 } 2007 }
2338 2008
2339 /* Use the weapon marked by the player. */ 2009 /* Use the weapon marked by the player. */
2340 weapon = find_marked_object (op); 2010 object *weapon = op->mark ();
2341 2011
2342 if (!weapon) 2012 if (!weapon)
2343 { 2013 {
2344 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2014 op->failmsg ("You must mark a weapon to use with this spell!");
2345 return 0; 2015 return 0;
2346 } 2016 }
2017
2347 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2018 if (spell->race && weapon->arch->archname != spell->race)
2348 { 2019 {
2349 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2020 op->failmsg ("The spell fails to transform your weapon.");
2350 return 0; 2021 return 0;
2351 } 2022 }
2023
2352 if (weapon->type != WEAPON) 2024 if (weapon->type != WEAPON)
2353 { 2025 {
2354 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it."); 2026 op->failmsg ("You need to wield a weapon to animate it.");
2355 return 0; 2027 return 0;
2356 } 2028 }
2357 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2029
2030 if (weapon->flag [FLAG_APPLIED])
2358 { 2031 {
2359 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon)); 2032 op->failmsgf ("You need to unequip %s before using it in this spell", query_name (weapon));
2360 return 0; 2033 return 0;
2361 } 2034 }
2362 2035
2363 if (weapon->nrof > 1) 2036 weapon = weapon->split ();
2364 {
2365 tmp = get_split_ob (weapon, 1);
2366 esrv_send_item (op, weapon);
2367 weapon = tmp;
2368 }
2369 2037
2370 /* create the golem object */ 2038 /* create the golem object */
2371 tmp = arch_to_object (spell->other_arch); 2039 object *tmp = spell->other_arch->instance ();
2372 2040
2373 /* if animated by a player, give the player control of the golem */ 2041 /* if animated by a player, give the player control of the golem */
2374 CLEAR_FLAG (tmp, FLAG_MONSTER); 2042 tmp->clr_flag (FLAG_MONSTER);
2375 SET_FLAG (tmp, FLAG_FRIENDLY);
2376 tmp->stats.exp = 0; 2043 tmp->stats.exp = 0;
2377 add_friendly_object (tmp); 2044 add_friendly_object (tmp);
2378 tmp->type = GOLEM; 2045 tmp->type = GOLEM;
2379 tmp->set_owner (op); 2046 tmp->set_owner (op);
2047 op->contr->golem = tmp;
2380 set_spell_skill (op, caster, spell, tmp); 2048 set_spell_skill (op, caster, spell, tmp);
2381 op->contr->ranges[range_golem] = tmp;
2382 op->contr->shoottype = range_golem;
2383 2049
2384 /* Give the weapon to the golem now. A bit of a hack to check the 2050 /* Give the weapon to the golem now. A bit of a hack to check the
2385 * removed flag - it should only be set if get_split_object was 2051 * removed flag - it should only be set if weapon->split was
2386 * used above. 2052 * used above.
2387 */ 2053 */
2388 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2054 if (!weapon->flag [FLAG_REMOVED])
2389 weapon->remove (); 2055 weapon->remove ();
2390 insert_ob_in_ob (weapon, tmp); 2056
2391 esrv_send_item (op, weapon); 2057 tmp->insert (weapon);
2058
2392 /* To do everything necessary to let a golem use the weapon is a pain, 2059 /* To do everything necessary to let a golem use the weapon is a pain,
2393 * so instead, just set it as equipped (otherwise, we need to update 2060 * so instead, just set it as equipped (otherwise, we need to update
2394 * body_info, skills, etc) 2061 * body_info, skills, etc)
2395 */ 2062 */
2396 SET_FLAG (tmp, FLAG_USE_WEAPON); 2063 tmp->set_flag (FLAG_USE_WEAPON);
2397 SET_FLAG (weapon, FLAG_APPLIED); 2064 weapon->set_flag (FLAG_APPLIED);
2398 fix_player (tmp); 2065 tmp->update_stats ();
2399 2066
2400 /* There used to be 'odd' code that basically seemed to take the absolute 2067 /* There used to be 'odd' code that basically seemed to take the absolute
2401 * value of the weapon->magic an use that. IMO, that doesn't make sense - 2068 * value of the weapon->magic an use that. IMO, that doesn't make sense -
2402 * if you're using a crappy weapon, it shouldn't be as good. 2069 * if you're using a crappy weapon, it shouldn't be as good.
2403 */ 2070 */
2422 2089
2423 /* attacktype */ 2090 /* attacktype */
2424 if (!tmp->attacktype) 2091 if (!tmp->attacktype)
2425 tmp->attacktype = AT_PHYSICAL; 2092 tmp->attacktype = AT_PHYSICAL;
2426 2093
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++) 2094 for (i = 0; i < NROFATTACKS; i++)
2433 tmp->resist[i] = 50 - (mt->save[i] * 5); 2095 tmp->resist[i] = 50 - (op->material->save[i] * 5);
2434 a = mt->save[0]; 2096
2435 } 2097 a = op->material->save[0];
2436 else 2098
2437 {
2438 for (i = 0; i < NROFATTACKS; i++)
2439 tmp->resist[i] = 5;
2440 a = 10;
2441 }
2442 /* Set weapon's immunity */ 2099 /* Set weapon's immunity */
2443 tmp->resist[ATNR_CONFUSION] = 100; 2100 tmp->resist[ATNR_CONFUSION] = 100;
2444 tmp->resist[ATNR_POISON] = 100; 2101 tmp->resist[ATNR_POISON] = 100;
2445 tmp->resist[ATNR_SLOW] = 100; 2102 tmp->resist[ATNR_SLOW] = 100;
2446 tmp->resist[ATNR_PARALYZE] = 100; 2103 tmp->resist[ATNR_PARALYZE] = 100;
2452 2109
2453 /* Improve weapon's armour value according to best save vs. physical of its material */ 2110 /* Improve weapon's armour value according to best save vs. physical of its material */
2454 2111
2455 if (a > 14) 2112 if (a > 14)
2456 a = 14; 2113 a = 14;
2114
2457 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); 2115 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.f - (float) tmp->resist[ATNR_PHYSICAL]) / (30.f - 2.f * a));
2458 2116
2459 /* Determine golem's speed */ 2117 /* Determine golem's speed */
2460 tmp->speed = 0.4 + 0.1 * SP_level_range_adjust (caster, spell); 2118 tmp->set_speed (min (3.33f, 0.4f + 0.1f * SP_level_range_adjust (caster, spell)));
2461
2462 if (tmp->speed > 3.33)
2463 tmp->speed = 3.33;
2464 2119
2465 if (!spell->race) 2120 if (!spell->race)
2466 { 2121 {
2467 sprintf (buf, "animated %s", &weapon->name); 2122 sprintf (buf, "animated %s", &weapon->name);
2468 tmp->name = buf; 2123 tmp->name = buf;
2470 tmp->face = weapon->face; 2125 tmp->face = weapon->face;
2471 tmp->animation_id = weapon->animation_id; 2126 tmp->animation_id = weapon->animation_id;
2472 tmp->anim_speed = weapon->anim_speed; 2127 tmp->anim_speed = weapon->anim_speed;
2473 tmp->last_anim = weapon->last_anim; 2128 tmp->last_anim = weapon->last_anim;
2474 tmp->state = weapon->state; 2129 tmp->state = weapon->state;
2475 if (QUERY_FLAG (weapon, FLAG_ANIMATE)) 2130 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 } 2131 }
2485 2132
2486 /* make experience increase in proportion to the strength of the summoned creature. */ 2133 /* make experience increase in proportion to the strength of the summoned creature. */
2487 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell)); 2134 tmp->stats.exp *= 1 + (max (spell->stats.maxgrace, spell->stats.sp) / casting_level (caster, spell));
2488 2135
2489 tmp->speed_left = -1; 2136 tmp->speed_left = -1;
2490 tmp->x = x;
2491 tmp->y = y;
2492 tmp->direction = dir; 2137 tmp->direction = dir;
2493 insert_ob_in_map (tmp, m, op, 0); 2138
2139 m->insert (tmp, x, y, op);
2494 return 1; 2140 return 1;
2495} 2141}
2496 2142
2497/* cast_daylight() - changes the map darkness level *lower* */ 2143/* cast_daylight() - changes the map darkness level *lower* */
2498 2144
2499/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2145/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2500 * This changes the light level for the entire map. 2146 * This changes the light level for the entire map.
2501 */ 2147 */
2502
2503int 2148int
2504cast_change_map_lightlevel (object *op, object *caster, object *spell) 2149cast_change_map_lightlevel (object *op, object *caster, object *spell)
2505{ 2150{
2506 int success; 2151 int success;
2507 2152
2508 if (!op->map) 2153 if (!op->map)
2509 return 0; /* shouldnt happen */ 2154 return 0; /* shouldnt happen */
2510 2155
2511 success = change_map_light (op->map, spell->stats.dam); 2156 success = op->map->change_map_light (spell->stats.dam);
2157
2512 if (!success) 2158 if (!success)
2513 { 2159 {
2514 if (spell->stats.dam < 0) 2160 if (spell->stats.dam < 0)
2515 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2161 op->failmsg ("It can be no brighter here.");
2516 else 2162 else
2517 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2163 op->failmsg ("It can be no darker here.");
2518 } 2164 }
2165
2519 return success; 2166 return success;
2520} 2167}
2521
2522
2523
2524
2525 2168
2526/* create an aura spell object and put it in the player's inventory. 2169/* create an aura spell object and put it in the player's inventory.
2527 * as usual, op is player, caster is the object casting the spell, 2170 * as usual, op is player, caster is the object casting the spell,
2528 * spell is the spell object itself. 2171 * spell is the spell object itself.
2529 */ 2172 */
2535 2178
2536 new_aura = present_arch_in_ob (spell->other_arch, op); 2179 new_aura = present_arch_in_ob (spell->other_arch, op);
2537 if (new_aura) 2180 if (new_aura)
2538 refresh = 1; 2181 refresh = 1;
2539 else 2182 else
2540 new_aura = arch_to_object (spell->other_arch); 2183 new_aura = spell->other_arch->instance ();
2541 2184
2542 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); 2185 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2543 2186
2544 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 2187 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2545 2188
2546 new_aura->set_owner (op);
2547 set_spell_skill (op, caster, spell, new_aura); 2189 set_spell_skill (op, caster, spell, new_aura);
2548 new_aura->attacktype = spell->attacktype; 2190 new_aura->attacktype = spell->attacktype;
2549 2191
2550 new_aura->level = caster_level (caster, spell); 2192 new_aura->level = casting_level (caster, spell);
2193
2551 if (refresh) 2194 if (refresh)
2552 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2195 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2553 else 2196 else
2554 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2197 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2198
2555 insert_ob_in_ob (new_aura, op); 2199 insert_ob_in_ob (new_aura, op);
2200 new_aura->set_owner (op);
2201
2556 return 1; 2202 return 1;
2557} 2203}
2558
2559 2204
2560/* move aura function. An aura is a part of someone's inventory, 2205/* move aura function. An aura is a part of someone's inventory,
2561 * which he carries with him, but which acts on the map immediately 2206 * which he carries with him, but which acts on the map immediately
2562 * around him. 2207 * around him.
2563 * Aura parameters: 2208 * Aura parameters:
2564 * duration: duration counter. 2209 * duration: duration counter.
2565 * attacktype: aura's attacktype 2210 * attacktype: aura's attacktype
2566 * other_arch: archetype to drop where we attack 2211 * other_arch: archetype to drop where we attack
2567 */ 2212 */
2568
2569void 2213void
2570move_aura (object *aura) 2214move_aura (object *aura)
2571{ 2215{
2572 int i, mflags;
2573 object *env;
2574 maptile *m;
2575
2576 /* auras belong in inventories */ 2216 /* auras belong in inventories */
2577 env = aura->env; 2217 object *env = aura->env;
2218 object *owner = aura->owner;
2578 2219
2579 /* no matter what we've gotta remove the aura... 2220 /* no matter what we've gotta remove the aura...
2580 * we'll put it back if its time isn't up. 2221 * we'll put it back if its time isn't up.
2581 */ 2222 */
2582 aura->remove (); 2223 aura->remove ();
2583 2224
2584 /* exit if we're out of gas */ 2225 /* exit if we're out of gas */
2585 if (aura->duration-- < 0) 2226 if (aura->duration-- < 0)
2587 aura->destroy (); 2228 aura->destroy ();
2588 return; 2229 return;
2589 } 2230 }
2590 2231
2591 /* auras only exist in inventories */ 2232 /* auras only exist in inventories */
2592 if (env == NULL || env->map == NULL) 2233 if (!env || !env->map)
2593 { 2234 {
2594 aura->destroy (); 2235 aura->destroy ();
2595 return; 2236 return;
2596 } 2237 }
2597 2238
2598 aura->x = env->x;
2599 aura->y = env->y;
2600
2601 /* we need to jump out of the inventory for a bit 2239 /* we need to jump out of the inventory for a bit
2602 * in order to hit the map conveniently. 2240 * in order to hit the map conveniently.
2603 */ 2241 */
2604 insert_ob_in_map (aura, env->map, aura, 0); 2242 aura->insert_at (env, aura);
2605 2243
2606 for (i = 1; i < 9; i++) 2244 for (int i = 1; i < 9; i++)
2607 { 2245 {
2608 sint16 nx, ny; 2246 mapxy pos (env);
2247 pos.move (i);
2609 2248
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 2249 /* 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 2250 * 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. 2251 * is flying also, if player is walking, it is on the ground, etc.
2617 */ 2252 */
2618 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny)))) 2253 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2619 { 2254 {
2620 hit_map (aura, i, aura->attacktype, 0); 2255 hit_map (aura, i, aura->attacktype, 0);
2621 2256
2622 if (aura->other_arch) 2257 if (aura->other_arch)
2623 { 2258 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 } 2259 }
2631 }
2632 } 2260 }
2261
2633 /* put the aura back in the player's inventory */ 2262 /* put the aura back in the player's inventory */
2634 aura->remove (); 2263 env->insert (aura);
2635 insert_ob_in_ob (aura, env); 2264 aura->set_owner (owner);
2636} 2265}
2637 2266
2638/* moves the peacemaker spell. 2267/* moves the peacemaker spell.
2639 * op is the piece object. 2268 * op is the piece object.
2640 */ 2269 */
2641
2642void 2270void
2643move_peacemaker (object *op) 2271move_peacemaker (object *op)
2644{ 2272{
2645 object *tmp; 2273 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 { 2274 {
2649 int atk_lev, def_lev; 2275 int atk_lev, def_lev;
2650 object *victim = tmp; 2276 object *victim = tmp->head_ ();
2651 2277
2652 if (tmp->head) 2278 if (!victim->flag [FLAG_MONSTER])
2653 victim = tmp->head;
2654 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2655 continue; 2279 continue;
2656 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2280
2281 if (victim->flag [FLAG_UNAGGRESSIVE])
2657 continue; 2282 continue;
2283
2658 if (victim->stats.exp == 0) 2284 if (victim->stats.exp == 0)
2659 continue; 2285 continue;
2660 2286
2661 def_lev = MAX (1, victim->level); 2287 def_lev = max (1, victim->level);
2662 atk_lev = MAX (1, op->level); 2288 atk_lev = max (1, op->level);
2663 2289
2664 if (rndm (0, atk_lev - 1) > def_lev) 2290 if (rndm (0, atk_lev - 1) > def_lev)
2665 { 2291 {
2666 /* make this sucker peaceful. */ 2292 /* make this sucker peaceful. */
2667 2293
2294 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2668 change_exp (op->owner, victim->stats.exp, op->skill, 0); 2295 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2669 victim->stats.exp = 0; 2296 victim->stats.exp = 0;
2670#if 0 2297#if 0
2671 /* No idea why these were all set to zero - if something 2298 /* No idea why these were all set to zero - if something
2672 * makes this creature agressive, he should still do damage. 2299 * makes this creature agressive, he should still do damage.
2675 victim->stats.sp = 0; 2302 victim->stats.sp = 0;
2676 victim->stats.grace = 0; 2303 victim->stats.grace = 0;
2677 victim->stats.Pow = 0; 2304 victim->stats.Pow = 0;
2678#endif 2305#endif
2679 victim->attack_movement = RANDO2; 2306 victim->attack_movement = RANDO2;
2680 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2307 victim->set_flag (FLAG_UNAGGRESSIVE);
2681 SET_FLAG (victim, FLAG_RUN_AWAY); 2308 victim->set_flag (FLAG_RUN_AWAY);
2682 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2309 victim->set_flag (FLAG_RANDOM_MOVE);
2683 CLEAR_FLAG (victim, FLAG_MONSTER); 2310 victim->clr_flag (FLAG_MONSTER);
2311
2684 if (victim->name) 2312 if (victim->name)
2685 {
2686 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name); 2313 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2687 } 2314 }
2688 }
2689 } 2315 }
2690} 2316}
2691
2692 2317
2693/* This writes a rune that contains the appropriate message. 2318/* This writes a rune that contains the appropriate message.
2694 * There really isn't any adjustments we make. 2319 * There really isn't any adjustments we make.
2695 */ 2320 */
2696
2697int 2321int
2698write_mark (object *op, object *spell, const char *msg) 2322write_mark (object *op, object *spell, const char *msg)
2699{ 2323{
2700 char rune[HUGE_BUF];
2701 object *tmp;
2702
2703 if (!msg || msg[0] == 0) 2324 if (!msg || msg[0] == 0)
2704 { 2325 {
2705 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2326 op->failmsg ("Write what?");
2706 return 0; 2327 return 0;
2707 } 2328 }
2708 2329
2709 if (strcasestr_local (msg, "endmsg")) 2330 if (!msg_is_safe (msg))
2710 { 2331 {
2711 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?"); 2332 op->failmsg ("Trying to cheat are we? H<@-signs are not allowed in marking runes.>");
2712 LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg); 2333 LOG (llevInfo, "write_mark: player %s tried to write bogus rune %s\n", &op->name, msg);
2713 return 0; 2334 return 0;
2714 } 2335 }
2336
2715 if (!spell->other_arch) 2337 if (!spell->other_arch)
2716 return 0; 2338 return 0;
2717 tmp = arch_to_object (spell->other_arch);
2718 2339
2719 snprintf (rune, sizeof (rune), "%s\n", msg); 2340 object *tmp = spell->other_arch->instance ();
2720 2341
2721 tmp->race = op->name; /*Save the owner of the rune */ 2342 tmp->race = op->name; /*Save the owner of the rune */
2722 tmp->msg = rune; 2343 tmp->msg = msg;
2723 tmp->x = op->x; 2344
2724 tmp->y = op->y; 2345 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2725 insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR); 2346
2726 return 1; 2347 return 1;
2727} 2348}
2349

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines