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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.25 by root, Sat Dec 23 09:58:23 2006 UTC vs.
Revision 1.146 by root, Sun Jan 29 02:47:06 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 * freearr_x[dir], y = op->y + r * freearr_y[dir];
293 299
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
559} 548}
560 549
561int 550int
562perceive_self (object *op) 551perceive_self (object *op)
563{ 552{
564 char *cp = describe_item (op, op), buf[MAX_BUF]; 553 const char *cp = describe_item (op, op);
565 archetype *at = archetype::find (ARCH_DEPLETION); 554 archetype *at = archetype::find (shstr_depletion);
566 object *tmp;
567 int i;
568 555
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
569 tmp = find_god (determine_god (op)); 564 if (object *god = find_god (determine_god (op)))
570 if (tmp) 565 buf << " - You worship " << &god->name << ".\n";
571 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
572 else 566 else
573 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); 567 buf << " - You worship no god.\n";
574 568
575 tmp = present_arch_in_ob (at, op); 569 object *tmp = present_arch_in_ob (at, op);
576 570
577 if (*cp == '\0' && tmp == NULL) 571 if (*cp == '\0' && !tmp)
578 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 572 buf << " - You feel very mundane. ";
579 else 573 else
580 { 574 {
581 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 575 buf << " - You have: " << cp << ".\n";
582 new_draw_info (NDI_UNIQUE, 0, op, cp); 576
583 if (tmp != NULL) 577 if (tmp)
584 {
585 for (i = 0; i < NUM_STATS; i++) 578 for (int i = 0; i < NUM_STATS; i++)
586 { 579 if (tmp->stats.stat (i) < 0)
587 if (get_attr_value (&tmp->stats, i) < 0) 580 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
588 {
589 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i)));
590 }
591 }
592 }
593 } 581 }
594 582
595 if (is_dragon_pl (op)) 583 if (op->is_dragon ())
596 {
597 /* now grab the 'dragon_ability'-force from the player's inventory */ 584 /* now grab the 'dragon_ability'-force from the player's inventory */
598 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 585 for (tmp = op->inv; tmp; tmp = tmp->below)
599 { 586 {
600 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 587 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
601 { 588 {
602 if (tmp->stats.exp == 0) 589 if (tmp->stats.exp == 0)
603 {
604 sprintf (buf, "Your metabolism isn't focused on anything."); 590 buf << " - Your metabolism isn't focused on anything.\n";
605 }
606 else 591 else
607 {
608 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";
609 } 593
610 new_draw_info (NDI_UNIQUE, 0, op, buf);
611 break; 594 break;
612 } 595 }
613 } 596 }
614 }
615 return 1;
616}
617 597
618/* int cast_create_town_portal (object *op, object *caster, int dir) 598 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
619 *
620 * This function cast the spell of town portal for op
621 *
622 * The spell operates in two passes. During the first one a place
623 * is marked as a destination for the portal. During the second one,
624 * 2 portals are created, one in the position the player cast it and
625 * one in the destination place. The portal are synchronized and 2 forces
626 * are inserted in the player to destruct the portal next time player
627 * creates a new portal pair.
628 * This spell has a side effect that it allows people to meet each other
629 * in a permanent, private, appartements by making a town portal from it
630 * to the town or another public place. So, check if the map is unique and if
631 * so return an error
632 *
633 * Code by Tchize (david.delbecq@usa.net)
634 */
635int
636cast_create_town_portal (object *op, object *caster, object *spell, int dir)
637{
638 object *dummy, *force, *old_force, *tmp;
639 archetype *perm_portal;
640 char portal_name[1024], portal_message[1024];
641 sint16 exitx, exity;
642 maptile *exitmap;
643 int op_level;
644
645 /* Check to see if the map the player is currently on is a per player unique
646 * map. This can be determined in that per player unique maps have the
647 * full pathname listed.
648 */
649 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
650 {
651 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
652 return 0;
653 }
654
655 /* The first thing to do is to check if we have a marked destination
656 * dummy is used to make a check inventory for the force
657 */
658 dummy = arch_to_object (spell->other_arch);
659 if (dummy == NULL)
660 {
661 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
662 LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name);
663 return 0;
664 }
665
666 force = check_inv_recursive (op, dummy);
667
668 if (force == NULL)
669 {
670 /* Here we know there is no destination marked up.
671 * We have 2 things to do:
672 * 1. Mark the destination in the player inventory.
673 * 2. Let the player know it worked.
674 */
675 dummy->name = op->map->path;
676 EXIT_X (dummy) = op->x;
677 EXIT_Y (dummy) = op->y;
678 insert_ob_in_ob (dummy, op);
679 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.");
680 return 1;
681 }
682
683 dummy->destroy ();
684
685 /* Here we know where the town portal should go to
686 * We should kill any existing portal associated with the player.
687 * Than we should create the 2 portals.
688 * For each of them, we need:
689 * - To create the portal with the name of the player+destination map
690 * - set the owner of the town portal
691 * - To mark the position of the portal in the player's inventory
692 * for easier destruction.
693 *
694 * The mark works has follow:
695 * slaying: Existing town portal
696 * hp, sp : x & y of the associated portal
697 * name : name of the portal
698 * race : map the portal is in
699 */
700
701 /* First step: killing existing town portals */
702 dummy = get_archetype (spell->race);
703 if (dummy == NULL)
704 {
705 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
706 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
707 return 0;
708 }
709
710 perm_portal = archetype::find (spell->slaying);
711
712 /* To kill a town portal, we go trough the player's inventory,
713 * for each marked portal in player's inventory,
714 * -We try load the associated map (if impossible, consider the portal destructed)
715 * -We find any portal in the specified location.
716 * If it has the good name, we destruct it.
717 * -We destruct the force indicating that portal.
718 */
719 while ((old_force = check_inv_recursive (op, dummy)))
720 {
721 exitx = EXIT_X (old_force);
722 exity = EXIT_Y (old_force);
723 LOG (llevDebug, "Trying to kill a portal in %s (%d,%d)\n", &old_force->race, exitx, exity);
724
725 if (!strncmp (old_force->race, settings.localdir, strlen (settings.localdir)))
726 exitmap = ready_map_name (old_force->race, MAP_PLAYER_UNIQUE);
727 else
728 exitmap = ready_map_name (old_force->race, 0);
729
730 if (exitmap)
731 {
732 tmp = present_arch (perm_portal, exitmap, exitx, exity);
733 while (tmp)
734 {
735 if (tmp->name == old_force->name)
736 {
737 tmp->destroy ();
738 break;
739 }
740
741 tmp = tmp->above;
742 }
743 }
744
745 old_force->destroy ();
746 LOG (llevDebug, "\n");
747 }
748
749 dummy->destroy ();
750
751 /* Creating the portals.
752 * The very first thing to do is to ensure
753 * access to the destination map.
754 * If we can't, don't fizzle. Simply warn player.
755 * This ensure player pays his mana for the spell
756 * because HE is responsible of forgotting.
757 * 'force' is the destination of the town portal, which we got
758 * from the players inventory above.
759 */
760
761 /* Ensure exit map is loaded */
762 if (!strncmp (force->name, settings.localdir, strlen (settings.localdir)))
763 exitmap = ready_map_name (force->name, MAP_PLAYER_UNIQUE);
764 else
765 exitmap = ready_map_name (force->name, 0);
766
767 /* If we were unable to load (ex. random map deleted), warn player */
768 if (exitmap == NULL)
769 {
770 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
771 force->destroy ();
772 return 1;
773 }
774
775 op_level = caster_level (caster, spell);
776 if (op_level < 15)
777 snprintf (portal_message, 1024,
778 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
779 &op->name);
780 else if (op_level < 30)
781 snprintf (portal_message, 1024,
782 "\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);
783 else if (op_level < 60)
784 snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
785 else
786 snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",
787 &op->name);
788
789 /* Create a portal in front of player
790 * dummy contain the portal and
791 * force contain the track to kill it later
792 */
793
794 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
795 dummy = get_archetype (spell->slaying); /*The portal */
796 if (dummy == NULL)
797 {
798 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
799 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
800 return 0;
801 }
802
803 EXIT_PATH (dummy) = force->name;
804 EXIT_X (dummy) = EXIT_X (force);
805 EXIT_Y (dummy) = EXIT_Y (force);
806 dummy->name = dummy->name_pl = portal_name;
807 dummy->msg = portal_message;
808 dummy->race = op->name; /*Save the owner of the portal */
809 cast_create_obj (op, caster, dummy, 0);
810
811 /* Now we need to to create a town portal marker inside the player
812 * object, so on future castings, we can know that he has an active
813 * town portal.
814 */
815 tmp = get_archetype (spell->race);
816 if (tmp == NULL)
817 {
818 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
819 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
820 return 0;
821 }
822
823 tmp->race = op->map->path;
824 tmp->name = portal_name;
825 EXIT_X (tmp) = dummy->x;
826 EXIT_Y (tmp) = dummy->y;
827 insert_ob_in_ob (tmp, op);
828
829 /* Create a portal in the destination map
830 * dummy contain the portal and
831 * force the track to kill it later
832 * the 'force' variable still contains the 'reminder' of
833 * where this portal goes to.
834 */
835 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, op->map->path);
836 dummy = get_archetype (spell->slaying); /*The portal */
837 if (dummy == NULL)
838 {
839 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
840 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
841 return 0;
842 }
843
844 EXIT_PATH (dummy) = op->map->path;
845 EXIT_X (dummy) = op->x;
846 EXIT_Y (dummy) = op->y;
847 dummy->name = dummy->name_pl = portal_name;
848 dummy->msg = portal_message;
849 dummy->x = EXIT_X (force);
850 dummy->y = EXIT_Y (force);
851 dummy->race = op->name; /*Save the owner of the portal */
852 insert_ob_in_map (dummy, exitmap, op, 0);
853
854 /* Now we create another town portal marker that
855 * points back to the one we just made
856 */
857 tmp = get_archetype (spell->race);
858 if (tmp == NULL)
859 {
860 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
861 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
862 return 0;
863 }
864
865 tmp->race = force->name;
866 tmp->name = portal_name;
867 EXIT_X (tmp) = dummy->x;
868 EXIT_Y (tmp) = dummy->y;
869 insert_ob_in_ob (tmp, op);
870
871 /* Describe the player what happened
872 */
873 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
874 force->destroy ();
875 599
876 return 1; 600 return 1;
877} 601}
878 602
879/* This creates magic walls. Really, it can create most any object, 603/* This creates magic walls. Really, it can create most any object,
880 * within some reason. 604 * within some reason.
881 */ 605 */
882int 606int
883magic_wall (object *op, object *caster, int dir, object *spell_ob) 607magic_wall (object *op, object *caster, int dir, object *spell_ob)
884{ 608{
885 object *tmp, *tmp2; 609 object *tmp;
886 int i, posblocked, negblocked, maxrange; 610 int i, posblocked, negblocked, maxrange;
887 sint16 x, y; 611 sint16 x, y;
888 maptile *m; 612 maptile *m;
889 const char *name; 613 const char *name;
890 archetype *at; 614 archetype *at;
905 629
906 if ((spell_ob->move_block || x != op->x || y != op->y) && 630 if ((spell_ob->move_block || x != op->x || y != op->y) &&
907 (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) ||
908 ((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)))
909 { 633 {
910 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 634 op->failmsg ("Something is in the way.");
911 return 0; 635 return 0;
912 } 636 }
913 637
914 if (spell_ob->other_arch) 638 if (spell_ob->other_arch)
915 tmp = arch_to_object (spell_ob->other_arch); 639 tmp = spell_ob->other_arch->instance ();
916 else if (spell_ob->race) 640 else if (spell_ob->race)
917 { 641 {
918 char buf1[MAX_BUF]; 642 char buf1[MAX_BUF];
919 643
920 sprintf (buf1, spell_ob->race, dir); 644 sprintf (buf1, spell_ob->race, dir);
923 { 647 {
924 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 648 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
925 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 649 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
926 return 0; 650 return 0;
927 } 651 }
928 tmp = arch_to_object (at); 652
653 tmp = at->instance ();
929 } 654 }
930 else 655 else
931 { 656 {
932 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);
933 return 0; 658 return 0;
938 tmp->attacktype = spell_ob->attacktype; 663 tmp->attacktype = spell_ob->attacktype;
939 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);
940 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);
941 tmp->range = 0; 666 tmp->range = 0;
942 } 667 }
943 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 668 else if (tmp->flag [FLAG_ALIVE])
944 { 669 {
945 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);
946 tmp->stats.maxhp = tmp->stats.hp; 671 tmp->stats.maxhp = tmp->stats.hp;
947 } 672 }
948 673
949 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP)) 674 if (spell_ob->flag [FLAG_IS_USED_UP] || tmp->flag [FLAG_IS_USED_UP])
950 { 675 {
951 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);
952 SET_FLAG (tmp, FLAG_IS_USED_UP); 677 tmp->set_flag (FLAG_IS_USED_UP);
953 } 678 }
954 679
955 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 680 if (spell_ob->flag [FLAG_TEAR_DOWN])
956 { 681 {
957 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);
958 tmp->stats.maxhp = tmp->stats.hp; 683 tmp->stats.maxhp = tmp->stats.hp;
959 SET_FLAG (tmp, FLAG_TEAR_DOWN); 684 tmp->set_flag (FLAG_TEAR_DOWN);
960 SET_FLAG (tmp, FLAG_ALIVE); 685 tmp->set_flag (FLAG_ALIVE);
961 } 686 }
962 687
963 /* 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,
964 * these fields just won't be used. Do not set the owner for 689 * these fields just won't be used. Do not set the owner for
965 * earthwalls, though, so they survive restarts. 690 * earthwalls, though, so they survive restarts.
966 */ 691 */
967 if (tmp->type != EARTHWALL) //TODO 692 if (tmp->type != EARTHWALL) //TODO
968 tmp->set_owner (op); 693 tmp->set_owner (op);
969 694
970 set_spell_skill (op, caster, spell_ob, tmp); 695 set_spell_skill (op, caster, spell_ob, tmp);
971 tmp->x = x;
972 tmp->y = y;
973 tmp->level = caster_level (caster, spell_ob) / 2; 696 tmp->level = casting_level (caster, spell_ob) / 2;
974 697
975 name = tmp->name; 698 name = tmp->name;
976 if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL) 699 if (!(tmp = m->insert (tmp, x, y, op)))
977 { 700 {
978 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);
979 return 0; 702 return 0;
980 } 703 }
981 704
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);
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
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 + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
1078 801
1079 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 802 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
1080 break; 803 break;
1081 804
1082 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) 805 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1083 break; 806 break;
1084 } 807 }
1085 808
1086 if (dist < op->contr->count) 809 if (dist < count)
1087 { 810 {
1088 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n"); 811 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
1089 op->contr->count = 0;
1090 return 0; 812 return 0;
1091 } 813 }
1092 op->contr->count = 0;
1093 814
1094 /* Remove code that puts player on random space on maps. IMO, 815 /* Remove code that puts player on random space on maps. IMO,
1095 * a lot of maps probably have areas the player should not get to, 816 * a lot of maps probably have areas the player should not get to,
1096 * but may not be marked as NO_MAGIC (as they may be bounded 817 * but may not be marked as NO_MAGIC (as they may be bounded
1097 * by such squares). Also, there are probably treasure rooms and 818 * by such squares). Also, there are probably treasure rooms and
1139 break; 860 break;
1140 861
1141 } 862 }
1142 if (!dist) 863 if (!dist)
1143 { 864 {
1144 new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n"); 865 op->failmsg ("Your spell failed!\n");
1145 return 0; 866 return 0;
1146 } 867 }
1147 } 868 }
1148 869
1149 /* Actually move the player now */ 870 /* Actually move the player now */
1150 op->remove (); 871 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op)))
1151 op->x += freearr_x[dir] * dist;
1152 op->y += freearr_y[dir] * dist;
1153 if ((op = insert_ob_in_map (op, op->map, op, 0)) == NULL)
1154 return 1; 872 return 1;
1155 873
1156 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ 874 op->speed_left = -5. * op->speed; /* Freeze them for a short while */
875
1157 return 1; 876 return 1;
1158} 877}
1159
1160 878
1161/* cast_heal: Heals something. 879/* cast_heal: Heals something.
1162 * op is the caster. 880 * op is the caster.
1163 * dir is the direction he is casting it in. 881 * dir is the direction he is casting it in.
1164 * spell is the spell object. 882 * spell is the spell object.
1171 object *poison; 889 object *poison;
1172 int heal = 0, success = 0; 890 int heal = 0, success = 0;
1173 891
1174 tmp = find_target_for_friendly_spell (op, dir); 892 tmp = find_target_for_friendly_spell (op, dir);
1175 893
1176 if (tmp == NULL) 894 if (!tmp)
1177 return 0; 895 return 0;
1178 896
1179 /* Figure out how many hp this spell might cure. 897 /* Figure out how many hp this spell might cure.
1180 * could be zero if this spell heals effects, not damage. 898 * could be zero if this spell heals effects, not damage.
1181 */ 899 */
1184 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp; 902 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
1185 903
1186 if (heal) 904 if (heal)
1187 { 905 {
1188 if (tmp->stats.hp >= tmp->stats.maxhp) 906 if (tmp->stats.hp >= tmp->stats.maxhp)
1189 {
1190 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed."); 907 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed.");
1191 }
1192 else 908 else
1193 { 909 {
1194 /* See how many points we actually heal. Instead of messages 910 /* See how many points we actually heal. Instead of messages
1195 * based on type of spell, we instead do messages based 911 * based on type of spell, we instead do messages based
1196 * on amount of damage healed. 912 * on amount of damage healed.
1197 */ 913 */
1198 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 914 if (heal > tmp->stats.maxhp - tmp->stats.hp)
1199 heal = tmp->stats.maxhp - tmp->stats.hp; 915 heal = tmp->stats.maxhp - tmp->stats.hp;
916
1200 tmp->stats.hp += heal; 917 tmp->stats.hp += heal;
1201 918
1202 if (tmp->stats.hp >= tmp->stats.maxhp) 919 if (tmp->stats.hp >= tmp->stats.maxhp)
1203 {
1204 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 920 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1205 }
1206 else if (heal > 50) 921 else if (heal > 50)
1207 {
1208 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); 922 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1209 }
1210 else if (heal > 25) 923 else if (heal > 25)
1211 {
1212 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); 924 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1213 }
1214 else if (heal > 10) 925 else if (heal > 10)
1215 {
1216 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade."); 926 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade.");
1217 }
1218 else 927 else
1219 {
1220 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close."); 928 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close.");
1221 } 929
1222 success = 1; 930 success = 1;
1223 } 931 }
1224 } 932 }
933
1225 if (spell->attacktype & AT_DISEASE) 934 if (spell->attacktype & AT_DISEASE)
1226 if (cure_disease (tmp, op)) 935 if (cure_disease (tmp, op, spell))
1227 success = 1; 936 success = 1;
1228 937
1229 if (spell->attacktype & AT_POISON) 938 if (spell->attacktype & AT_POISON)
1230 { 939 {
1231 at = archetype::find ("poisoning"); 940 at = archetype::find (shstr_poisoning);
1232 poison = present_arch_in_ob (at, tmp); 941 poison = present_arch_in_ob (at, tmp);
1233 if (poison) 942 if (poison)
1234 { 943 {
1235 success = 1; 944 success = 1;
1236 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 945 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1237 poison->stats.food = 1; 946 poison->stats.food = 1;
1238 } 947 }
1239 } 948 }
949
1240 if (spell->attacktype & AT_CONFUSION) 950 if (spell->attacktype & AT_CONFUSION)
1241 { 951 {
1242 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 952 poison = present_in_ob_by_name (FORCE, shstr_confusion, tmp);
1243 if (poison) 953 if (poison)
1244 { 954 {
1245 success = 1; 955 success = 1;
1246 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 956 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1247 poison->duration = 1; 957 poison->duration = 1;
1248 } 958 }
1249 } 959 }
960
1250 if (spell->attacktype & AT_BLIND) 961 if (spell->attacktype & AT_BLIND)
1251 { 962 {
1252 at = archetype::find ("blindness"); 963 at = archetype::find (shstr_blindness);
1253 poison = present_arch_in_ob (at, tmp); 964 poison = present_arch_in_ob (at, tmp);
1254 if (poison) 965 if (poison)
1255 { 966 {
1256 success = 1; 967 success = 1;
1257 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return."); 968 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1258 poison->stats.food = 1; 969 poison->stats.food = 1;
1259 } 970 }
1260 } 971 }
972
1261 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) 973 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1262 { 974 {
1263 tmp->stats.sp += spell->last_sp; 975 tmp->stats.sp += spell->last_sp;
1264 if (tmp->stats.sp > tmp->stats.maxsp) 976 if (tmp->stats.sp > tmp->stats.maxsp)
1265 tmp->stats.sp = tmp->stats.maxsp; 977 tmp->stats.sp = tmp->stats.maxsp;
1266 success = 1; 978 success = 1;
1267 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!"); 979 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!");
1268 } 980 }
981
1269 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) 982 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1270 { 983 {
1271 tmp->stats.grace += spell->last_grace; 984 tmp->stats.grace += spell->last_grace;
1272 if (tmp->stats.grace > tmp->stats.maxgrace) 985 if (tmp->stats.grace > tmp->stats.maxgrace)
1273 tmp->stats.grace = tmp->stats.maxgrace; 986 tmp->stats.grace = tmp->stats.maxgrace;
1274 success = 1; 987 success = 1;
1275 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!"); 988 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1276 } 989 }
990
1277 if (spell->stats.food && tmp->stats.food < 999) 991 if (spell->stats.food && tmp->stats.food < MAX_FOOD)
1278 { 992 {
1279 tmp->stats.food += spell->stats.food; 993 tmp->stats.food += spell->stats.food;
1280 if (tmp->stats.food > 999) 994 min_it (tmp->stats.food, MAX_FOOD);
1281 tmp->stats.food = 999; 995
1282 success = 1; 996 success = 1;
1283 /* We could do something a bit better like the messages for healing above */ 997 /* We could do something a bit better like the messages for healing above */
1284 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food"); 998 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1285 } 999 }
1000
1286 return success; 1001 return success;
1287} 1002}
1288
1289 1003
1290/* This is used for the spells that gain stats. There are no spells 1004/* This is used for the spells that gain stats. There are no spells
1291 * right now that icnrease wis/int/pow on a temp basis, so no 1005 * right now that icnrease wis/int/pow on a temp basis, so no
1292 * good comments for those. 1006 * good comments for those.
1293 */ 1007 */
1294static const char *const no_gain_msgs[NUM_STATS] = { 1008static const char *const no_gain_msgs[NUM_STATS] = {
1295 "You grow no stronger.", 1009 "You grow no stronger.",
1296 "You grow no more agile.", 1010 "You grow no more agile.",
1297 "You don't feel any healthier.", 1011 "You don't feel any healthier.",
1298 "no wis", 1012 "You didn't grow any more intelligent.",
1013 "You do not feel any wiser.",
1014 "You don't feel any more powerful."
1299 "You are no easier to look at.", 1015 "You are no easier to look at.",
1300 "no int",
1301 "no pow"
1302}; 1016};
1303 1017
1304int 1018int
1019change_ability_duration (object *spell, object *caster)
1020{
1021 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1022}
1023
1024int
1305cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) 1025cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1306{ 1026{
1307 object *tmp, *tmp2 = NULL;
1308 object *force = NULL; 1027 object *force = 0;
1309 int i; 1028 int i;
1310 1029
1311 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1030 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1312 if (dir != 0) 1031 object *tmp = dir
1313 {
1314 tmp = find_target_for_friendly_spell (op, dir); 1032 ? find_target_for_friendly_spell (op, dir)
1315 } 1033 : op;
1316 else
1317 {
1318 tmp = op;
1319 }
1320 1034
1321 if (tmp == NULL) 1035 if (!tmp)
1322 return 0; 1036 return 0;
1323 1037
1324 /* If we've already got a force of this type, don't add a new one. */ 1038 /* If we've already got a force of this type, don't add a new one. */
1325 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1039 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1326 { 1040 {
1327 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1041 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1328 { 1042 {
1329 if (tmp2->name == spell_ob->name) 1043 if (tmp2->name == spell_ob->name)
1330 { 1044 {
1332 break; 1046 break;
1333 } 1047 }
1334 else if (spell_ob->race && spell_ob->race == tmp2->name) 1048 else if (spell_ob->race && spell_ob->race == tmp2->name)
1335 { 1049 {
1336 if (!silent) 1050 if (!silent)
1337 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 1051 op->failmsgf ("You can not cast %s while %s is in effect",
1052 &spell_ob->name, &tmp2->name_pl);
1053
1338 return 0; 1054 return 0;
1339 } 1055 }
1340 } 1056 }
1341 } 1057 }
1058
1059 int duration = change_ability_duration (spell_ob, caster);
1060
1342 if (force == NULL) 1061 if (force)
1343 {
1344 force = get_archetype (FORCE_NAME);
1345 force->subtype = FORCE_CHANGE_ABILITY;
1346 if (spell_ob->race)
1347 force->name = spell_ob->race;
1348 else
1349 force->name = spell_ob->name;
1350 force->name_pl = spell_ob->name;
1351 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1352
1353 } 1062 {
1354 else
1355 {
1356 int duration;
1357
1358 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1359 if (duration > force->duration) 1063 if (duration > force->duration)
1360 { 1064 {
1361 force->duration = duration; 1065 force->duration = duration;
1362 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1066 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1363 } 1067 }
1364 else 1068 else
1365 {
1366 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1069 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1367 } 1070
1368 return 1; 1071 return 1;
1369 } 1072 }
1370 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1073
1074 new_draw_info_format (NDI_UNIQUE, 0, op,
1075 "You create an aura of magical force. H<The effect will last for about %.10g seconds.>",
1076 TICK2TIME (duration));
1077
1078 force = archetype::get (FORCE_NAME);
1079 force->subtype = FORCE_CHANGE_ABILITY;
1080 force->duration = duration;
1081
1082 if (spell_ob->race)
1083 force->name = spell_ob->race;
1084 else
1085 force->name = spell_ob->name;
1086
1087 force->name_pl = spell_ob->name;
1088
1371 force->speed = 1.0; 1089 force->speed = 1.0;
1372 force->speed_left = -1.0; 1090 force->speed_left = -1.0;
1373 SET_FLAG (force, FLAG_APPLIED); 1091 force->set_flag (FLAG_APPLIED);
1374 1092
1375 /* Now start processing the effects. First, protections */ 1093 /* Now start processing the effects. First, protections */
1376 for (i = 0; i < NROFATTACKS; i++) 1094 for (i = 0; i < NROFATTACKS; i++)
1377 {
1378 if (spell_ob->resist[i]) 1095 if (spell_ob->resist[i])
1379 {
1380 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob); 1096 force->resist[i] = min (100, spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob));
1381 if (force->resist[i] > 100) 1097
1382 force->resist[i] = 100;
1383 }
1384 }
1385 if (spell_ob->stats.hp) 1098 if (spell_ob->stats.hp)
1386 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob); 1099 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1387 1100
1388 if (tmp->type == PLAYER) 1101 if (tmp->type == PLAYER)
1389 { 1102 {
1390 /* Stat adjustment spells */ 1103 /* Stat adjustment spells */
1391 for (i = 0; i < NUM_STATS; i++) 1104 for (i = 0; i < NUM_STATS; i++)
1392 { 1105 {
1393 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; 1106 if (sint8 stat = spell_ob->stats.stat (i))
1394
1395 if (stat)
1396 { 1107 {
1397 sm = 0; 1108 sint8 sm = 0;
1398 for (k = 0; k < stat; k++) 1109 for (sint8 k = 0; k < stat; k++)
1399 sm += rndm (1, 3); 1110 sm += rndm (1, 3);
1400 1111
1401 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) 1112 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1402 { 1113 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1403 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); 1114
1404 if (sm < 0) 1115 force->stats.stat (i) = sm;
1405 sm = 0; 1116
1406 }
1407 set_attr_value (&force->stats, i, sm);
1408 if (!sm) 1117 if (!sm)
1409 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); 1118 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1410 } 1119 }
1411 } 1120 }
1412 } 1121 }
1413 1122
1414 force->move_type = spell_ob->move_type; 1123 force->move_type = spell_ob->move_type;
1415 1124
1416 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK)) 1125 if (spell_ob->flag [FLAG_SEE_IN_DARK])
1417 SET_FLAG (force, FLAG_SEE_IN_DARK); 1126 force->set_flag (FLAG_SEE_IN_DARK);
1418 1127
1419 if (QUERY_FLAG (spell_ob, FLAG_XRAYS)) 1128 if (spell_ob->flag [FLAG_XRAYS])
1420 SET_FLAG (force, FLAG_XRAYS); 1129 force->set_flag (FLAG_XRAYS);
1421 1130
1422 /* Haste/bonus speed */ 1131 /* Haste/bonus speed */
1423 if (spell_ob->stats.exp) 1132 if (spell_ob->stats.exp)
1424 { 1133 {
1425 if (op->speed > 0.5f) 1134 if (op->speed > 0.5f)
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 tmp->update_stats (); 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
1545 insert_ob_in_ob (force, tmp); 1254 insert_ob_in_ob (force, tmp);
1546 tmp->update_stats (); 1255 tmp->update_stats ();
1547 return 1; 1256 return 1;
1548} 1257}
1549 1258
1550
1551
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->ns->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 was_one++; 1412 ++was_one;
1413
1767 if (tmp->level <= caster_level (caster, spell)) 1414 if (tmp->level <= casting_level (caster, spell))
1768 { 1415 {
1769 success++; 1416 ++success;
1770 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1417 --num_uncurse;
1771 CLEAR_FLAG (tmp, FLAG_DAMNED);
1772 1418
1773 CLEAR_FLAG (tmp, FLAG_CURSED); 1419 tmp->clr_flag (typeflag);
1774 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1420 tmp->clr_flag (FLAG_CURSED);
1421 tmp->clr_flag (FLAG_KNOWN_CURSED);
1775 tmp->value = 0; /* Still can't sell it */ 1422 tmp->value = 0; /* Still can't sell it */
1776 if (op->type == PLAYER) 1423
1424 if (object *pl = tmp->visible_to ())
1777 esrv_send_item (op, tmp); 1425 esrv_update_item (UPD_FLAGS, pl, tmp);
1778 } 1426 }
1779 } 1427 }
1780 1428
1781 if (op->type == PLAYER) 1429 if (op->type == PLAYER)
1782 { 1430 {
1783 if (success) 1431 if (success)
1784 { 1432 new_draw_info (NDI_UNIQUE, 0, op, "You realise that some of your items look shinier now. H<You successfully removed some curses.>");
1785 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1786 }
1787 else 1433 else
1788 { 1434 {
1789 if (was_one) 1435 if (was_one)
1790 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.>");
1791 else 1437 else
1792 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.>");
1793 } 1439 }
1794 } 1440 }
1795 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 for (tmp = op->inv; tmp; tmp = tmp->below) 1455 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1813 { 1456 {
1814 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1457 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1815 { 1458 {
1816 identify (tmp); 1459 identify (tmp);
1817 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));
1821 1464
1822 if (tmp->msg) 1465 if (tmp->msg)
1823 { 1466 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1824 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1825 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1826 }
1827 } 1467 }
1828 1468
1829 num_ident--;
1830 success = 1;
1831 if (!num_ident) 1469 if (!--num_ident)
1832 break; 1470 break;
1833 } 1471 }
1834 } 1472 }
1835 1473
1836 /* 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
1837 * 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
1838 * was not fully used. 1476 * was not fully used.
1839 */ 1477 */
1840 if (num_ident) 1478 if (num_ident)
1841 { 1479 {
1842 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)
1843 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1481 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1844 { 1482 {
1845 identify (tmp); 1483 identify (tmp);
1846 1484
1847 if (op->type == PLAYER) 1485 if (object *pl = tmp->visible_to ())
1848 { 1486 {
1849 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));
1850 1488
1851 if (tmp->msg) 1489 if (tmp->msg)
1852 { 1490 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1853 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1854 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1855 }
1856
1857 esrv_send_item (op, tmp);
1858 } 1491 }
1859 1492
1860 num_ident--;
1861 success = 1;
1862 if (!num_ident) 1493 if (!--num_ident)
1863 break; 1494 break;
1864 } 1495 }
1865 } 1496 }
1866 1497
1867 if (!success) 1498 if (buf.empty ())
1868 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified."); 1499 {
1500 op->failmsg ("You can't reach anything unidentified.");
1501 return 0;
1502 }
1869 else 1503 else
1504 {
1505 if (op->contr)
1506 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1507
1870 spell_effect (spell, op->x, op->y, op->map, op); 1508 spell_effect (spell, op->x, op->y, op->map, op);
1871 1509 return 1;
1872 return success; 1510 }
1873} 1511}
1874 1512
1875int 1513int
1876cast_detection (object *op, object *caster, object *spell, object *skill) 1514cast_detection (object *op, object *caster, object *spell, object *skill)
1877{ 1515{
1878 object *tmp, *last, *god, *detect; 1516 object *tmp, *last, *god, *detect;
1879 int done_one, range, mflags, floor, level; 1517 int done_one, range, floor, level;
1880 sint16 x, y, nx, ny; 1518 sint16 x, y, nx, ny;
1881 maptile *m; 1519 maptile *m;
1882 1520
1883 /* 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
1884 * doing it over and over again. 1522 * doing it over and over again.
1885 */ 1523 */
1886 god = find_god (determine_god (op)); 1524 god = find_god (determine_god (op));
1887 level = caster_level (caster, spell); 1525 level = casting_level (caster, spell);
1888 range = spell->range + SP_level_range_adjust (caster, spell); 1526 range = spell->range + SP_level_range_adjust (caster, spell);
1889 1527
1890 if (!skill) 1528 if (!skill)
1891 skill = caster; 1529 skill = caster;
1892 1530
1893 for (x = op->x - range; x <= op->x + range; x++) 1531 dynbuf buf;
1894 for (y = op->y - range; y <= op->y + range; y++) 1532 unordered_mapwalk (buf, op, -range, -range, range, range)
1895 { 1533 {
1896 m = op->map;
1897 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1898 if (mflags & P_OUT_OF_MAP)
1899 continue;
1900
1901 /* For most of the detections, we only detect objects above the 1534 /* For most of the detections, we only detect objects above the
1902 * floor. But this is not true for show invisible. 1535 * floor. But this is not true for show invisible.
1903 * Basically, we just go and find the top object and work 1536 * Basically, we just go and find the top object and work
1904 * down - that is easier than working up. 1537 * down - that is easier than working up.
1905 */ 1538 */
1906 1539
1907 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)
1908 last = tmp; 1541 last = tmp;
1909 1542
1910 /* 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
1911 * would happen. 1544 * would happen.
1912 */ 1545 */
1913 if (!last) 1546 if (!last)
1914 continue; 1547 continue;
1915 1548
1916 done_one = 0; 1549 done_one = 0;
1917 floor = 0; 1550 floor = 0;
1918 detect = NULL; 1551 detect = 0;
1919 for (tmp = last; tmp; tmp = tmp->below) 1552 for (tmp = last; tmp; tmp = tmp->below)
1920 { 1553 {
1921 /* show invisible */ 1554 /* show invisible */
1922 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1555 if (spell->flag [FLAG_MAKE_INVIS]
1923 /* Might there be other objects that we can make visible? */ 1556 /* Might there be other objects that we can make visible? */
1924 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1557 && (tmp->invisible && (tmp->flag [FLAG_MONSTER]
1925 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1558 || (tmp->type == PLAYER && !tmp->flag [FLAG_WIZ])
1926 tmp->type == CF_HANDLE || 1559 || tmp->type == T_HANDLE
1927 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
1928 tmp->type == BUTTON || tmp->type == TELEPORTER || 1564 || tmp->type == TELEPORTER
1565 || tmp->type == GATE
1929 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1566 || tmp->type == LOCKED_DOOR
1930 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)
1931 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1570 || tmp->type == TRIGGER_PEDESTAL
1932 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)))
1933 { 1576 {
1577 printf ("show inv %s\n", tmp->debug_desc());//D
1934 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)
1935 { 1579 {
1936 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
1937 done_one = 1; 1662 done_one = 1;
1938 } 1663 }
1939 } 1664 }
1940
1941 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1942 floor = 1;
1943
1944 /* All detections below this point don't descend beneath the floor,
1945 * so just continue on. We could be clever and look at the type of
1946 * detection to completely break out if we don't care about objects beneath
1947 * the floor, but once we get to the floor, not likely a very big issue anyways.
1948 */
1949 if (floor)
1950 continue;
1951
1952 /* I had thought about making detect magic and detect curse
1953 * show the flash the magic item like it does for detect monster.
1954 * however, if the object is within sight, this would then make it
1955 * difficult to see what object is magical/cursed, so the
1956 * effect wouldn't be as apparant.
1957 */
1958
1959 /* detect magic */
1960 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1961 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1962 {
1963 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1964 /* make runes more visibile */
1965 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1966 tmp->stats.Cha /= 4;
1967 done_one = 1;
1968 }
1969 /* detect monster */
1970 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1971 {
1972 done_one = 2;
1973 if (!detect)
1974 detect = tmp;
1975 }
1976 /* Basically, if race is set in the spell, then the creatures race must
1977 * match that. if the spell race is set to GOD, then the gods opposing
1978 * race must match.
1979 */
1980 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1981 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) ||
1982 (strstr (spell->race, tmp->race))))
1983 {
1984 done_one = 2;
1985 if (!detect)
1986 detect = tmp;
1987 }
1988 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1989 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1990 {
1991 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1992 done_one = 1;
1993 }
1994 } /* for stack of objects on this space */ 1665 } /* for stack of objects on this space */
1995 1666
1996 /* 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
1997 * where the magic is. 1668 * where the magic is.
1998 */ 1669 */
1999 if (done_one) 1670 if (done_one)
2000 { 1671 {
2001 object *detect_ob = arch_to_object (spell->other_arch); 1672 object *detect_ob = spell->other_arch->instance ();
2002 1673
2003 detect_ob->x = nx;
2004 detect_ob->y = ny;
2005 /* if this is set, we want to copy the face */ 1674 /* if this is set, we want to copy the face */
2006 if (done_one == 2 && detect) 1675 if (done_one == 2 && detect)
2007 { 1676 {
2008 detect_ob->face = detect->face; 1677 detect_ob->face = detect->face;
2009 detect_ob->animation_id = detect->animation_id; 1678 detect_ob->animation_id = detect->animation_id;
2010 detect_ob->anim_speed = detect->anim_speed; 1679 detect_ob->anim_speed = detect->anim_speed;
2011 detect_ob->last_anim = 0; 1680 detect_ob->last_anim = 0;
2012 /* by default, the detect_ob is already animated */ 1681 /* by default, the detect_ob is already animated */
2013 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1682 if (!detect->flag [FLAG_ANIMATE])
2014 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1683 detect_ob->clr_flag (FLAG_ANIMATE);
2015 } 1684 }
2016 insert_ob_in_map (detect_ob, m, op, 0); 1685
1686 m->insert (detect_ob, nx, ny, op, INS_ON_TOP);
2017 } 1687 }
2018 } /* for processing the surrounding spaces */ 1688 } /* for processing the surrounding spaces */
2019 1689
2020 1690
2021 /* 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 */
2022 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])
2023 { 1693 {
2024 done_one = 0; 1694 done_one = 0;
1695
2025 for (tmp = op->inv; tmp; tmp = tmp->below) 1696 for (tmp = op->inv; tmp; tmp = tmp->below)
2026 { 1697 {
2027 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1698 if (!tmp->invisible && !tmp->flag [FLAG_IDENTIFIED])
2028 { 1699 {
2029 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])
2030 { 1701 {
2031 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1702 tmp->set_flag (FLAG_KNOWN_MAGICAL);
2032 if (op->type == PLAYER) 1703
1704 if (object *pl = tmp->visible_to ())
2033 esrv_send_item (op, tmp); 1705 esrv_update_item (UPD_FLAGS, pl, tmp);
2034 } 1706 }
2035 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1707
2036 (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]))
2037 { 1710 {
2038 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1711 tmp->set_flag (FLAG_KNOWN_CURSED);
2039 if (op->type == PLAYER) 1712
1713 if (object *pl = tmp->visible_to ())
2040 esrv_send_item (op, tmp); 1714 esrv_update_item (UPD_FLAGS, pl, tmp);
2041 } 1715 }
2042 } /* if item is not identified */ 1716 } /* if item is not identified */
2043 } /* for the players inventory */ 1717 } /* for the players inventory */
2044 } /* if detect magic/curse and object is a player */ 1718 } /* if detect magic/curse and object is a player */
1719
2045 return 1; 1720 return 1;
2046} 1721}
2047 1722
2048 1723
2049/** 1724/**
2062 1737
2063 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.");
2064 1739
2065 if (victim->stats.sp >= victim->stats.maxsp * 2) 1740 if (victim->stats.sp >= victim->stats.maxsp * 2)
2066 { 1741 {
2067 object *tmp;
2068
2069 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1742 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
2070
2071 /* Explodes a fireball centered at player */
2072 tmp = get_archetype (EXPLODING_FIREBALL);
2073 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
2074 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
2075 tmp->x = victim->x;
2076 tmp->y = victim->y;
2077 insert_ob_in_map (tmp, victim->map, NULL, 0);
2078 victim->stats.sp = 2 * victim->stats.maxsp; 1743 victim->stats.sp = 2 * victim->stats.maxsp;
1744 create_exploding_ball_at (victim, caster_level);
2079 } 1745 }
2080 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1746 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
2081 {
2082 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.");
2083 }
2084 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1748 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2085 {
2086 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!");
2087 }
2088 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1750 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2089 { 1751 {
2090 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1752 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2091 confuse_player (victim, victim, 99); 1753 confuse_player (victim, victim, 99);
2092 } 1754 }
2093 else if (victim->stats.sp >= victim->stats.maxsp * 1.25) 1755 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
2094 {
2095 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices."); 1756 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
2096 }
2097} 1757}
2098 1758
2099/* cast_transfer 1759/* cast_transfer
2100 * This spell transfers sp from the player to another person. 1760 * This spell transfers sp from the player to another person.
2101 * We let the target go above their normal maximum SP. 1761 * We let the target go above their normal maximum SP.
2116 mflags = get_map_flags (m, &m, x, y, &x, &y); 1776 mflags = get_map_flags (m, &m, x, y, &x, &y);
2117 1777
2118 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1778 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
2119 { 1779 {
2120 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)
2121 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1781 if (plyr != op && plyr->flag [FLAG_ALIVE])
2122 break; 1782 break;
2123 } 1783 }
2124 1784
2125 1785
2126 /* 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
2127 * 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.
2128 */ 1788 */
2129 if (plyr == NULL) 1789 if (plyr == NULL)
2130 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)
2131 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1791 if (plyr != op && plyr->flag [FLAG_ALIVE])
2132 break; 1792 break;
2133 1793
2134 if (!plyr) 1794 if (!plyr)
2135 { 1795 {
2136 new_draw_info (NDI_BLACK, 0, op, "There is no one there."); 1796 op->failmsg ("There is no one there.");
2137 return 0; 1797 return 0;
2138 } 1798 }
2139 /* give sp */ 1799 /* give sp */
2140 if (spell->stats.dam > 0) 1800 if (spell->stats.dam > 0)
2141 { 1801 {
2142 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);
2143 charge_mana_effect (plyr, caster_level (caster, spell)); 1803 charge_mana_effect (plyr, casting_level (caster, spell));
2144 return 1; 1804 return 1;
2145 } 1805 }
2146 /* suck sp away. Can't suck sp from yourself */ 1806 /* suck sp away. Can't suck sp from yourself */
2147 else if (op != plyr) 1807 else if (op != plyr)
2148 { 1808 {
2153 if (rate > 95) 1813 if (rate > 95)
2154 rate = 95; 1814 rate = 95;
2155 1815
2156 sucked = (plyr->stats.sp * rate) / 100; 1816 sucked = (plyr->stats.sp * rate) / 100;
2157 plyr->stats.sp -= sucked; 1817 plyr->stats.sp -= sucked;
2158 if (QUERY_FLAG (op, FLAG_ALIVE)) 1818 if (op->flag [FLAG_ALIVE])
2159 { 1819 {
2160 /* Player doesn't get full credit */ 1820 /* Player doesn't get full credit */
2161 sucked = (sucked * rate) / 100; 1821 sucked = (sucked * rate) / 100;
2162 op->stats.sp += sucked; 1822 op->stats.sp += sucked;
2163 if (sucked > 0) 1823 if (sucked > 0)
2164 { 1824 {
2165 charge_mana_effect (op, caster_level (caster, spell)); 1825 charge_mana_effect (op, casting_level (caster, spell));
2166 } 1826 }
2167 } 1827 }
2168 return 1; 1828 return 1;
2169 } 1829 }
2170 return 0; 1830 return 0;
2207 1867
2208 /* don't attack our own spells */ 1868 /* don't attack our own spells */
2209 if (tmp->owner && tmp->owner == op->owner) 1869 if (tmp->owner && tmp->owner == op->owner)
2210 continue; 1870 continue;
2211 1871
2212 /* Basically, if the object is magical and not counterspell, 1872 /* Basically, if the object is magical and not counterspell,
2213 * we will more or less remove the object. Don't counterspell 1873 * we will more or less remove the object. Don't counterspell
2214 * monsters either. 1874 * monsters either.
2215 */ 1875 */
2216 1876
2217 if (head->attacktype & AT_MAGIC && 1877 if (head->attacktype & AT_MAGIC
2218 !(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))
2219 head->destroy (); 1881 head->destroy ();
2220 else 1882 else
2221 switch (head->type) 1883 switch (head->type)
2222 { 1884 {
2223 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
2224 if (op->level > head->level) 1891 if (op->level > head->level)
2225 head->destroy (); 1892 head->destroy ();
2226 1893
2227 break; 1894 break;
2228 1895
2239 break; 1906 break;
2240 } 1907 }
2241 } 1908 }
2242} 1909}
2243 1910
2244
2245
2246/* cast_consecrate() - a spell to make an altar your god's */ 1911/* cast_consecrate() - a spell to make an altar your god's */
2247int 1912int
2248cast_consecrate (object *op, object *caster, object *spell) 1913cast_consecrate (object *op, object *caster, object *spell)
2249{ 1914{
2250 char buf[MAX_BUF]; 1915 char buf[MAX_BUF];
2251 1916
2252 object *tmp, *god = find_god (determine_god (op)); 1917 object *tmp, *god = find_god (determine_god (op));
2253 1918
2254 if (!god) 1919 if (!god)
2255 { 1920 {
2256 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!");
2257 return 0; 1922 return 0;
2258 } 1923 }
2259 1924
2260 for (tmp = op->below; tmp; tmp = tmp->below) 1925 for (tmp = op->below; tmp; tmp = tmp->below)
2261 { 1926 {
2262 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1927 if (tmp->flag [FLAG_IS_FLOOR])
2263 break; 1928 break;
2264 if (tmp->type == HOLY_ALTAR) 1929 if (tmp->type == HOLY_ALTAR)
2265 { 1930 {
2266 1931
2267 if (tmp->level > caster_level (caster, spell)) 1932 if (tmp->level > casting_level (caster, spell))
2268 { 1933 {
2269 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);
2270 return 0; 1935 return 0;
2271 } 1936 }
2272 else 1937 else
2273 { 1938 {
2274 /* If we got here, we are consecrating an altar */ 1939 /* If we got here, we are consecrating an altar */
2275 sprintf (buf, "Altar of %s", &god->name); 1940 sprintf (buf, "Altar of %s", &god->name);
2276 tmp->name = buf; 1941 tmp->name = buf;
2277 tmp->level = caster_level (caster, spell); 1942 tmp->level = casting_level (caster, spell);
2278 tmp->other_arch = god->arch; 1943 tmp->other_arch = god->arch;
1944
2279 if (op->type == PLAYER) 1945 if (op->type == PLAYER)
2280 esrv_update_item (UPD_NAME, op, tmp); 1946 esrv_update_item (UPD_NAME, op, tmp);
1947
2281 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);
2282 return 1; 1949 return 1;
2283 } 1950 }
2284 } 1951 }
2285 } 1952 }
2286 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!");
2287 return 0; 1955 return 0;
2288} 1956}
2289 1957
2290/* animate_weapon - 1958/* animate_weapon -
2291 * 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.
2292 * 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
2293 * 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
2294 * 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.
2295 * 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,
2296 * 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
2297 * 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
2298 * player checks. MSW 2003-01-06 1966 * player checks. MSW 2003-01-06
2299 */ 1967 */
2300
2301int 1968int
2302animate_weapon (object *op, object *caster, object *spell, int dir) 1969animate_weapon (object *op, object *caster, object *spell, int dir)
2303{ 1970{
2304 object *weapon, *tmp;
2305 char buf[MAX_BUF]; 1971 char buf[MAX_BUF];
2306 int a, i; 1972 int a, i;
2307 sint16 x, y; 1973 sint16 x, y;
2308 maptile *m; 1974 maptile *m;
2309 materialtype_t *mt;
2310 1975
2311 if (!spell->other_arch) 1976 if (!spell->other_arch)
2312 { 1977 {
2313 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1978 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2314 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);
2317 /* exit if it's not a player using this spell. */ 1982 /* exit if it's not a player using this spell. */
2318 if (op->type != PLAYER) 1983 if (op->type != PLAYER)
2319 return 0; 1984 return 0;
2320 1985
2321 /* if player already has a golem, abort */ 1986 /* if player already has a golem, abort */
2322 if (op->contr->ranges[range_golem]) 1987 if (object *golem = op->contr->golem)
2323 { 1988 {
2324 control_golem (op->contr->ranges[range_golem], dir); 1989 control_golem (golem, dir);
2325 return 0; 1990 return 0;
2326 } 1991 }
2327 1992
2328 /* if no direction specified, pick one */ 1993 /* if no direction specified, pick one */
2329 if (!dir) 1994 if (!dir)
2330 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);
2331 1996
2332 m = op->map; 1997 m = op->map;
2333 x = op->x + freearr_x[dir]; 1998 x = op->x + freearr_x[dir];
2334 y = op->y + freearr_y[dir]; 1999 y = op->y + freearr_y[dir];
2335 2000
2336 /* if there's no place to put the golem, abort */ 2001 /* if there's no place to put the golem, abort */
2337 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)
2338 ((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))
2339 { 2004 {
2340 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2005 op->failmsg ("There is something in the way.");
2341 return 0; 2006 return 0;
2342 } 2007 }
2343 2008
2344 /* Use the weapon marked by the player. */ 2009 /* Use the weapon marked by the player. */
2345 weapon = find_marked_object (op); 2010 object *weapon = op->mark ();
2346 2011
2347 if (!weapon) 2012 if (!weapon)
2348 { 2013 {
2349 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!");
2350 return 0; 2015 return 0;
2351 } 2016 }
2017
2352 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2018 if (spell->race && weapon->arch->archname != spell->race)
2353 { 2019 {
2354 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2020 op->failmsg ("The spell fails to transform your weapon.");
2355 return 0; 2021 return 0;
2356 } 2022 }
2023
2357 if (weapon->type != WEAPON) 2024 if (weapon->type != WEAPON)
2358 { 2025 {
2359 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.");
2360 return 0; 2027 return 0;
2361 } 2028 }
2362 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2029
2030 if (weapon->flag [FLAG_APPLIED])
2363 { 2031 {
2364 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));
2365 return 0; 2033 return 0;
2366 } 2034 }
2367 2035
2368 if (weapon->nrof > 1) 2036 weapon = weapon->split ();
2369 {
2370 tmp = get_split_ob (weapon, 1);
2371 esrv_send_item (op, weapon);
2372 weapon = tmp;
2373 }
2374 2037
2375 /* create the golem object */ 2038 /* create the golem object */
2376 tmp = arch_to_object (spell->other_arch); 2039 object *tmp = spell->other_arch->instance ();
2377 2040
2378 /* 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 */
2379 CLEAR_FLAG (tmp, FLAG_MONSTER); 2042 tmp->clr_flag (FLAG_MONSTER);
2380 SET_FLAG (tmp, FLAG_FRIENDLY);
2381 tmp->stats.exp = 0; 2043 tmp->stats.exp = 0;
2382 add_friendly_object (tmp); 2044 add_friendly_object (tmp);
2383 tmp->type = GOLEM; 2045 tmp->type = GOLEM;
2384 tmp->set_owner (op); 2046 tmp->set_owner (op);
2047 op->contr->golem = tmp;
2385 set_spell_skill (op, caster, spell, tmp); 2048 set_spell_skill (op, caster, spell, tmp);
2386 op->contr->ranges[range_golem] = tmp;
2387 op->contr->shoottype = range_golem;
2388 2049
2389 /* 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
2390 * removed flag - it should only be set if get_split_object was 2051 * removed flag - it should only be set if weapon->split was
2391 * used above. 2052 * used above.
2392 */ 2053 */
2393 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2054 if (!weapon->flag [FLAG_REMOVED])
2394 weapon->remove (); 2055 weapon->remove ();
2395 insert_ob_in_ob (weapon, tmp); 2056
2396 esrv_send_item (op, weapon); 2057 tmp->insert (weapon);
2058
2397 /* 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,
2398 * 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
2399 * body_info, skills, etc) 2061 * body_info, skills, etc)
2400 */ 2062 */
2401 SET_FLAG (tmp, FLAG_USE_WEAPON); 2063 tmp->set_flag (FLAG_USE_WEAPON);
2402 SET_FLAG (weapon, FLAG_APPLIED); 2064 weapon->set_flag (FLAG_APPLIED);
2403 tmp->update_stats (); 2065 tmp->update_stats ();
2404 2066
2405 /* 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
2406 * 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 -
2407 * 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.
2427 2089
2428 /* attacktype */ 2090 /* attacktype */
2429 if (!tmp->attacktype) 2091 if (!tmp->attacktype)
2430 tmp->attacktype = AT_PHYSICAL; 2092 tmp->attacktype = AT_PHYSICAL;
2431 2093
2432 mt = NULL;
2433 if (op->materialname != NULL)
2434 mt = name_to_material (op->materialname);
2435 if (mt != NULL)
2436 {
2437 for (i = 0; i < NROFATTACKS; i++) 2094 for (i = 0; i < NROFATTACKS; i++)
2438 tmp->resist[i] = 50 - (mt->save[i] * 5); 2095 tmp->resist[i] = 50 - (op->material->save[i] * 5);
2439 a = mt->save[0]; 2096
2440 } 2097 a = op->material->save[0];
2441 else 2098
2442 {
2443 for (i = 0; i < NROFATTACKS; i++)
2444 tmp->resist[i] = 5;
2445 a = 10;
2446 }
2447 /* Set weapon's immunity */ 2099 /* Set weapon's immunity */
2448 tmp->resist[ATNR_CONFUSION] = 100; 2100 tmp->resist[ATNR_CONFUSION] = 100;
2449 tmp->resist[ATNR_POISON] = 100; 2101 tmp->resist[ATNR_POISON] = 100;
2450 tmp->resist[ATNR_SLOW] = 100; 2102 tmp->resist[ATNR_SLOW] = 100;
2451 tmp->resist[ATNR_PARALYZE] = 100; 2103 tmp->resist[ATNR_PARALYZE] = 100;
2457 2109
2458 /* 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 */
2459 2111
2460 if (a > 14) 2112 if (a > 14)
2461 a = 14; 2113 a = 14;
2114
2462 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));
2463 2116
2464 /* Determine golem's speed */ 2117 /* Determine golem's speed */
2465 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)));
2466
2467 if (tmp->speed > 3.33)
2468 tmp->speed = 3.33;
2469 2119
2470 if (!spell->race) 2120 if (!spell->race)
2471 { 2121 {
2472 sprintf (buf, "animated %s", &weapon->name); 2122 sprintf (buf, "animated %s", &weapon->name);
2473 tmp->name = buf; 2123 tmp->name = buf;
2475 tmp->face = weapon->face; 2125 tmp->face = weapon->face;
2476 tmp->animation_id = weapon->animation_id; 2126 tmp->animation_id = weapon->animation_id;
2477 tmp->anim_speed = weapon->anim_speed; 2127 tmp->anim_speed = weapon->anim_speed;
2478 tmp->last_anim = weapon->last_anim; 2128 tmp->last_anim = weapon->last_anim;
2479 tmp->state = weapon->state; 2129 tmp->state = weapon->state;
2480 if (QUERY_FLAG (weapon, FLAG_ANIMATE)) 2130 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2481 {
2482 SET_FLAG (tmp, FLAG_ANIMATE);
2483 }
2484 else
2485 {
2486 CLEAR_FLAG (tmp, FLAG_ANIMATE);
2487 }
2488 update_ob_speed (tmp);
2489 } 2131 }
2490 2132
2491 /* 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. */
2492 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));
2493 2135
2494 tmp->speed_left = -1; 2136 tmp->speed_left = -1;
2495 tmp->x = x;
2496 tmp->y = y;
2497 tmp->direction = dir; 2137 tmp->direction = dir;
2498 insert_ob_in_map (tmp, m, op, 0); 2138
2139 m->insert (tmp, x, y, op);
2499 return 1; 2140 return 1;
2500} 2141}
2501 2142
2502/* cast_daylight() - changes the map darkness level *lower* */ 2143/* cast_daylight() - changes the map darkness level *lower* */
2503 2144
2504/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2145/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2505 * This changes the light level for the entire map. 2146 * This changes the light level for the entire map.
2506 */ 2147 */
2507
2508int 2148int
2509cast_change_map_lightlevel (object *op, object *caster, object *spell) 2149cast_change_map_lightlevel (object *op, object *caster, object *spell)
2510{ 2150{
2511 int success; 2151 int success;
2512 2152
2513 if (!op->map) 2153 if (!op->map)
2514 return 0; /* shouldnt happen */ 2154 return 0; /* shouldnt happen */
2515 2155
2516 success = change_map_light (op->map, spell->stats.dam); 2156 success = op->map->change_map_light (spell->stats.dam);
2157
2517 if (!success) 2158 if (!success)
2518 { 2159 {
2519 if (spell->stats.dam < 0) 2160 if (spell->stats.dam < 0)
2520 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2161 op->failmsg ("It can be no brighter here.");
2521 else 2162 else
2522 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2163 op->failmsg ("It can be no darker here.");
2523 } 2164 }
2165
2524 return success; 2166 return success;
2525} 2167}
2526
2527
2528
2529
2530 2168
2531/* 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.
2532 * 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,
2533 * spell is the spell object itself. 2171 * spell is the spell object itself.
2534 */ 2172 */
2540 2178
2541 new_aura = present_arch_in_ob (spell->other_arch, op); 2179 new_aura = present_arch_in_ob (spell->other_arch, op);
2542 if (new_aura) 2180 if (new_aura)
2543 refresh = 1; 2181 refresh = 1;
2544 else 2182 else
2545 new_aura = arch_to_object (spell->other_arch); 2183 new_aura = spell->other_arch->instance ();
2546 2184
2547 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);
2548 2186
2549 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);
2550 2188
2551 new_aura->set_owner (op);
2552 set_spell_skill (op, caster, spell, new_aura); 2189 set_spell_skill (op, caster, spell, new_aura);
2553 new_aura->attacktype = spell->attacktype; 2190 new_aura->attacktype = spell->attacktype;
2554 2191
2555 new_aura->level = caster_level (caster, spell); 2192 new_aura->level = casting_level (caster, spell);
2193
2556 if (refresh) 2194 if (refresh)
2557 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.");
2558 else 2196 else
2559 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
2560 insert_ob_in_ob (new_aura, op); 2199 insert_ob_in_ob (new_aura, op);
2200 new_aura->set_owner (op);
2201
2561 return 1; 2202 return 1;
2562} 2203}
2563
2564 2204
2565/* 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,
2566 * 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
2567 * around him. 2207 * around him.
2568 * Aura parameters: 2208 * Aura parameters:
2569 * duration: duration counter. 2209 * duration: duration counter.
2570 * attacktype: aura's attacktype 2210 * attacktype: aura's attacktype
2571 * other_arch: archetype to drop where we attack 2211 * other_arch: archetype to drop where we attack
2572 */ 2212 */
2573
2574void 2213void
2575move_aura (object *aura) 2214move_aura (object *aura)
2576{ 2215{
2577 int i, mflags;
2578 object *env;
2579 maptile *m;
2580
2581 /* auras belong in inventories */ 2216 /* auras belong in inventories */
2582 env = aura->env; 2217 object *env = aura->env;
2218 object *owner = aura->owner;
2583 2219
2584 /* no matter what we've gotta remove the aura... 2220 /* no matter what we've gotta remove the aura...
2585 * we'll put it back if its time isn't up. 2221 * we'll put it back if its time isn't up.
2586 */ 2222 */
2587 aura->remove (); 2223 aura->remove ();
2588 2224
2589 /* exit if we're out of gas */ 2225 /* exit if we're out of gas */
2590 if (aura->duration-- < 0) 2226 if (aura->duration-- < 0)
2592 aura->destroy (); 2228 aura->destroy ();
2593 return; 2229 return;
2594 } 2230 }
2595 2231
2596 /* auras only exist in inventories */ 2232 /* auras only exist in inventories */
2597 if (env == NULL || env->map == NULL) 2233 if (!env || !env->map)
2598 { 2234 {
2599 aura->destroy (); 2235 aura->destroy ();
2600 return; 2236 return;
2601 } 2237 }
2602 2238
2603 aura->x = env->x;
2604 aura->y = env->y;
2605
2606 /* we need to jump out of the inventory for a bit 2239 /* we need to jump out of the inventory for a bit
2607 * in order to hit the map conveniently. 2240 * in order to hit the map conveniently.
2608 */ 2241 */
2609 insert_ob_in_map (aura, env->map, aura, 0); 2242 aura->insert_at (env, aura);
2610 2243
2611 for (i = 1; i < 9; i++) 2244 for (int i = 1; i < 9; i++)
2612 { 2245 {
2613 sint16 nx, ny; 2246 mapxy pos (env);
2247 pos.move (i);
2614 2248
2615 nx = aura->x + freearr_x[i];
2616 ny = aura->y + freearr_y[i];
2617 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2618
2619 /* Consider the movement tyep of the person with the aura as 2249 /* Consider the movement type of the person with the aura as
2620 * 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
2621 * 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.
2622 */ 2252 */
2623 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)))
2624 { 2254 {
2625 hit_map (aura, i, aura->attacktype, 0); 2255 hit_map (aura, i, aura->attacktype, 0);
2626 2256
2627 if (aura->other_arch) 2257 if (aura->other_arch)
2628 { 2258 pos.insert (aura->other_arch->instance (), aura);
2629 object *new_ob;
2630
2631 new_ob = arch_to_object (aura->other_arch);
2632 new_ob->x = nx;
2633 new_ob->y = ny;
2634 insert_ob_in_map (new_ob, m, aura, 0);
2635 } 2259 }
2636 }
2637 } 2260 }
2261
2638 /* put the aura back in the player's inventory */ 2262 /* put the aura back in the player's inventory */
2639 aura->remove (); 2263 env->insert (aura);
2640 insert_ob_in_ob (aura, env); 2264 aura->set_owner (owner);
2641} 2265}
2642 2266
2643/* moves the peacemaker spell. 2267/* moves the peacemaker spell.
2644 * op is the piece object. 2268 * op is the piece object.
2645 */ 2269 */
2646
2647void 2270void
2648move_peacemaker (object *op) 2271move_peacemaker (object *op)
2649{ 2272{
2650 object *tmp; 2273 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2651
2652 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2653 { 2274 {
2654 int atk_lev, def_lev; 2275 int atk_lev, def_lev;
2655 object *victim = tmp; 2276 object *victim = tmp->head_ ();
2656 2277
2657 if (tmp->head) 2278 if (!victim->flag [FLAG_MONSTER])
2658 victim = tmp->head;
2659 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2660 continue; 2279 continue;
2661 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2280
2281 if (victim->flag [FLAG_UNAGGRESSIVE])
2662 continue; 2282 continue;
2283
2663 if (victim->stats.exp == 0) 2284 if (victim->stats.exp == 0)
2664 continue; 2285 continue;
2665 2286
2666 def_lev = MAX (1, victim->level); 2287 def_lev = max (1, victim->level);
2667 atk_lev = MAX (1, op->level); 2288 atk_lev = max (1, op->level);
2668 2289
2669 if (rndm (0, atk_lev - 1) > def_lev) 2290 if (rndm (0, atk_lev - 1) > def_lev)
2670 { 2291 {
2671 /* make this sucker peaceful. */ 2292 /* make this sucker peaceful. */
2672 2293
2294 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2673 change_exp (op->owner, victim->stats.exp, op->skill, 0); 2295 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2674 victim->stats.exp = 0; 2296 victim->stats.exp = 0;
2675#if 0 2297#if 0
2676 /* No idea why these were all set to zero - if something 2298 /* No idea why these were all set to zero - if something
2677 * makes this creature agressive, he should still do damage. 2299 * makes this creature agressive, he should still do damage.
2680 victim->stats.sp = 0; 2302 victim->stats.sp = 0;
2681 victim->stats.grace = 0; 2303 victim->stats.grace = 0;
2682 victim->stats.Pow = 0; 2304 victim->stats.Pow = 0;
2683#endif 2305#endif
2684 victim->attack_movement = RANDO2; 2306 victim->attack_movement = RANDO2;
2685 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2307 victim->set_flag (FLAG_UNAGGRESSIVE);
2686 SET_FLAG (victim, FLAG_RUN_AWAY); 2308 victim->set_flag (FLAG_RUN_AWAY);
2687 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2309 victim->set_flag (FLAG_RANDOM_MOVE);
2688 CLEAR_FLAG (victim, FLAG_MONSTER); 2310 victim->clr_flag (FLAG_MONSTER);
2311
2689 if (victim->name) 2312 if (victim->name)
2690 {
2691 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);
2692 } 2314 }
2693 }
2694 } 2315 }
2695} 2316}
2696
2697 2317
2698/* This writes a rune that contains the appropriate message. 2318/* This writes a rune that contains the appropriate message.
2699 * There really isn't any adjustments we make. 2319 * There really isn't any adjustments we make.
2700 */ 2320 */
2701
2702int 2321int
2703write_mark (object *op, object *spell, const char *msg) 2322write_mark (object *op, object *spell, const char *msg)
2704{ 2323{
2705 char rune[HUGE_BUF];
2706 object *tmp;
2707
2708 if (!msg || msg[0] == 0) 2324 if (!msg || msg[0] == 0)
2709 { 2325 {
2710 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2326 op->failmsg ("Write what?");
2711 return 0; 2327 return 0;
2712 } 2328 }
2713 2329
2714 if (strcasestr_local (msg, "endmsg")) 2330 if (!msg_is_safe (msg))
2715 { 2331 {
2716 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.>");
2717 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);
2718 return 0; 2334 return 0;
2719 } 2335 }
2336
2720 if (!spell->other_arch) 2337 if (!spell->other_arch)
2721 return 0; 2338 return 0;
2722 tmp = arch_to_object (spell->other_arch);
2723 2339
2724 snprintf (rune, sizeof (rune), "%s\n", msg); 2340 object *tmp = spell->other_arch->instance ();
2725 2341
2726 tmp->race = op->name; /*Save the owner of the rune */ 2342 tmp->race = op->name; /*Save the owner of the rune */
2727 tmp->msg = rune; 2343 tmp->msg = msg;
2728 tmp->x = op->x; 2344
2729 tmp->y = op->y; 2345 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2730 insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR); 2346
2731 return 1; 2347 return 1;
2732} 2348}
2349

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