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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 1.149 by root, Sat Dec 1 20:22:13 2018 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 (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
5 * 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 6 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
6 8 *
7 This program is free software; you can redistribute it and/or modify 9 * 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 10 * 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 11 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 12 * option) any later version.
11 13 *
12 This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 17 * GNU General Public License for more details.
16 18 *
17 You should have received a copy of the GNU General Public License 19 * 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 20 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 21 * <http://www.gnu.org/licenses/>.
20 22 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 23 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 24 */
23 25
24#include <global.h> 26#include <global.h>
25#include <object.h> 27#include <object.h>
26#include <living.h> 28#include <living.h>
27#ifndef __CEXTRACT__
28# include <sproto.h> 29#include <sproto.h>
29#endif
30#include <spells.h> 30#include <spells.h>
31#include <sounds.h> 31#include <sounds.h>
32 32
33/* cast_magic_storm: This is really used mostly for spell 33/* cast_magic_storm: This is really used mostly for spell
34 * fumbles at the like. tmp is the object to propogate. 34 * fumbles at the like. tmp is the object to propogate.
37void 37void
38cast_magic_storm (object *op, object *tmp, int lvl) 38cast_magic_storm (object *op, object *tmp, int lvl)
39{ 39{
40 if (!tmp) 40 if (!tmp)
41 return; /* error */ 41 return; /* error */
42
42 tmp->level = op->level; 43 tmp->level = op->level;
43 tmp->x = op->x;
44 tmp->y = op->y;
45 tmp->range += lvl / 5; /* increase the area of destruction */ 44 tmp->range += lvl / 5; /* increase the area of destruction */
46 tmp->duration += lvl / 5; 45 tmp->duration += lvl / 5;
47 46
48 /* Put a cap on duration for this - if the player fails in their 47 /* 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 48 * apartment, don't want it to go on so long that it kills them
50 * multiple times. Also, damge already increases with level, 49 * multiple times. Also, damge already increases with level,
51 * so don't really need to increase the duration as much either. 50 * so don't really need to increase the duration as much either.
52 */ 51 */
53 if (tmp->duration >= 40) 52 if (tmp->duration >= 40)
54 tmp->duration = 40; 53 tmp->duration = 40;
54
55 tmp->stats.dam = lvl; /* nasty recoils! */ 55 tmp->stats.dam = lvl; /* nasty recoils! */
56 tmp->stats.maxhp = tmp->count; /* tract single parent */ 56 tmp->stats.maxhp = tmp->count; /* tract single parent */
57 insert_ob_in_map (tmp, op->map, op, 0);
58 57
58 tmp->insert_at (op, op);
59} 59}
60
61 60
62int 61int
63recharge (object *op, object *caster, object *spell_ob) 62recharge (object *op, object *caster, object *spell_ob)
64{ 63{
65 object *wand, *tmp;
66 int ncharges; 64 int ncharges;
67 65
68 wand = find_marked_object (op); 66 object *wand = op->mark ();
67
69 if (wand == NULL || wand->type != WAND) 68 if (!wand || wand->type != WAND)
70 { 69 {
71 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge."); 70 op->failmsg ("You need to mark the wand you want to recharge.");
72 return 0; 71 return 0;
73 } 72 }
73
74 if (!(random_roll (0, 3, op, PREFER_HIGH))) 74 if (!(random_roll (0, 3, op, PREFER_HIGH)))
75 { 75 {
76 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand)); 76 op->failmsgf ("The %s vibrates violently, then explodes!", query_name (wand));
77 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE); 77 op->play_sound (sound_find ("ob_explode"));
78 esrv_del_item (op->contr, wand->count);
79 wand->destroy (); 78 wand->destroy ();
80 tmp = get_archetype ("fireball"); 79 object *tmp = archetype::get (shstr_fireball);
81 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; 80 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
81
82 if (!tmp->stats.dam) 82 if (!tmp->stats.dam)
83 tmp->stats.dam = 1; 83 tmp->stats.dam = 1;
84
84 tmp->stats.hp = tmp->stats.dam / 2; 85 tmp->stats.hp = tmp->stats.dam / 2;
86
85 if (tmp->stats.hp < 2) 87 if (tmp->stats.hp < 2)
86 tmp->stats.hp = 2; 88 tmp->stats.hp = 2;
87 tmp->x = op->x; 89
88 tmp->y = op->y; 90 tmp->insert_at (op);
89 insert_ob_in_map (tmp, op->map, NULL, 0);
90 return 1; 91 return 1;
91 } 92 }
92 93
93 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)); 94 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob));
95
94 if (wand->inv && wand->inv->level) 96 if (wand->inv && wand->inv->level)
95 ncharges /= wand->inv->level; 97 ncharges /= wand->inv->level;
96 else 98 else
97 { 99 {
98 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand)); 100 op->failmsgf ("Your %s is broken.", query_name (wand));
99 return 0; 101 return 0;
100 } 102 }
103
101 if (!ncharges) 104 if (!ncharges)
102 ncharges = 1; 105 ncharges = 1;
103 106
104 wand->stats.food += ncharges; 107 wand->stats.food += ncharges;
105 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand)); 108 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand));
109
106 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE)) 110 if (wand->arch && wand->arch->flag [FLAG_ANIMATE])
107 { 111 {
108 SET_FLAG (wand, FLAG_ANIMATE); 112 wand->set_flag (FLAG_ANIMATE);
109 wand->speed = wand->arch->clone.speed; 113 wand->set_speed (wand->arch->speed);
110 update_ob_speed (wand);
111 } 114 }
115
112 return 1; 116 return 1;
113} 117}
114 118
115/* Create a missile (nonmagic - magic +4). Will either create bolts or arrows 119/* 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 120 * based on whether a crossbow or bow is equiped. If neither, it defaults to
120 * great a plus, the default is used. 124 * great a plus, the default is used.
121 * The # of arrows created also goes up with level, so if a 30th level mage 125 * 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 126 * wants LOTS of arrows, and doesn't care what the plus is he could
123 * create nonnmagic arrows, or even -1, etc... 127 * create nonnmagic arrows, or even -1, etc...
124 */ 128 */
125
126int 129int
127cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg) 130cast_create_missile (object *op, object *caster, object *spell, int dir, const char *spellparam)
128{ 131{
129 int missile_plus = 0, bonus_plus = 0; 132 int bonus_plus = 0;
130 const char *missile_name; 133 const char *missile_name = "arrow";
131 object *tmp, *missile;
132 134
133 missile_name = "arrow";
134
135 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 135 for (object *tmp = op->inv; tmp; tmp = tmp->below)
136 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) 136 if (tmp->type == BOW && tmp->flag [FLAG_APPLIED])
137 missile_name = tmp->race; 137 missile_name = tmp->race;
138 138
139 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); 139 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
140 140
141 if (archetype::find (missile_name) == NULL) 141 archetype *missile_arch = archetype::find (missile_name);
142
143 if (!missile_arch)
142 { 144 {
143 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name); 145 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name);
144 return 0; 146 return 0;
145 } 147 }
146 148
147 missile = get_archetype (missile_name); 149 object *missile = missile_arch->instance ();
148 150
149 if (stringarg) 151 if (spellparam)
150 { 152 {
151 /* If it starts with a letter, presume it is a description */ 153 /* If it starts with a letter, presume it is a description */
152 if (isalpha (*stringarg)) 154 if (isalpha (*spellparam))
153 { 155 {
154 artifact *al = find_artifactlist (missile->type)->items; 156 artifact *al = find_artifactlist (missile->type)->items;
155 157
156 for (; al != NULL; al = al->next) 158 for (; al; al = al->next)
157 if (!strcasecmp (al->item->name, stringarg)) 159 if (!strcasecmp (al->item->name, spellparam))
158 break; 160 break;
159 161
160 if (!al) 162 if (!al)
161 { 163 {
162 missile->destroy (); 164 missile->destroy ();
163 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, stringarg); 165 op->failmsgf ("No such object %ss of %s", missile_name, spellparam);
164 return 0; 166 return 0;
165 } 167 }
166 168
167 if (al->item->slaying) 169 if (al->item->slaying)
168 { 170 {
169 missile->destroy (); 171 missile->destroy ();
170 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg); 172 op->failmsgf ("You are not allowed to create %ss of %s", missile_name, spellparam);
171 return 0; 173 return 0;
172 } 174 }
173 175
174 give_artifact_abilities (missile, al->item); 176 give_artifact_abilities (missile, al->item);
175 /* These special arrows cost something extra. Don't have them also be magical - 177 /* 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 178 * 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. 179 * the parsing of having to do both plus and type.
178 */ 180 */
179 bonus_plus = 1 + (al->item->value / 5); 181 bonus_plus = 1 + (al->item->value / 5);
180 missile_plus = 0; 182 missile_plus = 0;
181 } 183 }
182 else if (atoi (stringarg) < missile_plus) 184 else if (atoi (spellparam) < missile_plus)
183 missile_plus = atoi (stringarg); 185 missile_plus = atoi (spellparam);
184 } 186 }
185 187
186 if (missile_plus > 4) 188 missile_plus = clamp (missile_plus, -4, 4);
187 missile_plus = 4;
188 else if (missile_plus < -4)
189 missile_plus = -4;
190 189
191 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 190 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
192 missile->nrof -= 3 * (missile_plus + bonus_plus); 191 missile->nrof -= 3 * (missile_plus + bonus_plus);
193 192
194 if (missile->nrof < 1) 193 if (missile->nrof < 1)
196 195
197 missile->magic = missile_plus; 196 missile->magic = missile_plus;
198 /* Can't get any money for these objects */ 197 /* Can't get any money for these objects */
199 missile->value = 0; 198 missile->value = 0;
200 199
201 SET_FLAG (missile, FLAG_IDENTIFIED); 200 missile->set_flag (FLAG_IDENTIFIED);
202 201
203 if (!cast_create_obj (op, caster, missile, dir) && op->type == PLAYER && !missile->destroyed ()) 202 cast_create_obj (op, caster, missile, dir);
203
204 if (!dir
205 && op->type == PLAYER
206 && !missile->destroyed ())
204 pick_up (op, missile); 207 pick_up (op, missile);
205 208
206 return 1; 209 return 1;
207} 210}
208 211
209
210/* allows the choice of what sort of food object to make. 212/* allows the choice of what sort of food object to make.
211 * If stringarg is NULL, it will create food dependent on level --PeterM*/ 213 * If spellparam is NULL, it will create food dependent on level --PeterM*/
212int 214int
213cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *stringarg) 215cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *spellparam)
214{ 216{
215 int food_value; 217 int food_value;
216 archetype *at = NULL; 218 archetype *at = NULL;
217 object *new_op; 219 object *new_op;
218 220
219 food_value = spell_ob->stats.food + +50 * SP_level_duration_adjust (caster, spell_ob); 221 food_value = spell_ob->stats.food + 50 * SP_level_duration_adjust (caster, spell_ob);
220 222
221 if (stringarg) 223 if (spellparam)
222 { 224 {
223 at = find_archetype_by_object_type_name (FOOD, stringarg); 225 at = find_archetype_by_object_type_name (FOOD, spellparam);
224 if (at == NULL) 226 if (at == NULL)
225 at = find_archetype_by_object_type_name (DRINK, stringarg); 227 at = find_archetype_by_object_type_name (DRINK, spellparam);
226 if (at == NULL || at->clone.stats.food > food_value) 228 if (at == NULL || at->stats.food > food_value)
227 stringarg = NULL; 229 spellparam = NULL;
228 } 230 }
229 231
230 if (!stringarg) 232 if (!spellparam)
231 { 233 {
232 archetype *at_tmp; 234 archetype *at_tmp;
233 235
234 /* We try to find the archetype with the maximum food value. 236 /* We try to find the archetype with the maximum food value.
235 * This removes the dependancy of hard coded food values in this 237 * 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 239 * We don't use flesh types because the weight values of those need
238 * to be altered from the donor. 240 * to be altered from the donor.
239 */ 241 */
240 242
241 /* We assume the food items don't have multiple parts */ 243 /* We assume the food items don't have multiple parts */
242 for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next) 244 for_all_archetypes (at_tmp)
243 { 245 {
244 if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK) 246 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
245 { 247 {
246 /* Basically, if the food value is something that is creatable 248 /* Basically, if the food value is something that is creatable
247 * under the limits of the spell and it is higher than 249 * under the limits of the spell and it is higher than
248 * the item we have now, take it instead. 250 * the item we have now, take it instead.
249 */ 251 */
250 if (at_tmp->clone.stats.food <= food_value && (!at || at_tmp->clone.stats.food > at->clone.stats.food)) 252 if (at_tmp->stats.food <= food_value
253 && (!at
254 || at_tmp->stats.food > at->stats.food
255 || (at_tmp->stats.food == at->stats.food
256 && at_tmp->weight < at->weight)))
251 at = at_tmp; 257 at = at_tmp;
252 } 258 }
253 } 259 }
254 } 260 }
261
255 /* Pretty unlikely (there are some very low food items), but you never 262 /* Pretty unlikely (there are some very low food items), but you never
256 * know 263 * know
257 */ 264 */
258 if (!at) 265 if (!at)
259 { 266 {
260 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); 267 op->failmsgf ("You don't have enough experience to create any food.");
261 return 0; 268 return 0;
262 } 269 }
263 270
264 food_value /= at->clone.stats.food; 271 food_value /= at->stats.food;
265 new_op = arch_to_object (at); 272 new_op = at->instance ();
266 new_op->nrof = food_value; 273 new_op->nrof = food_value;
267 274
268 new_op->value = 0; 275 new_op->value = 0;
269 if (new_op->nrof < 1) 276 if (new_op->nrof < 1)
270 new_op->nrof = 1; 277 new_op->nrof = 1;
278{ 285{
279 int r, mflags, maxrange; 286 int r, mflags, maxrange;
280 object *tmp; 287 object *tmp;
281 maptile *m; 288 maptile *m;
282 289
283
284 if (!dir) 290 if (!dir)
285 { 291 {
286 examine_monster (op, op); 292 examine_monster (op, op);
287 return 1; 293 return 1;
288 } 294 }
295
289 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 296 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
290 for (r = 1; r < maxrange; r++) 297 for (r = 1; r < maxrange; r++)
291 { 298 {
292 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir]; 299 sint16 x = op->x + r * DIRX (dir), y = op->y + r * DIRY (dir);
293 300
294 m = op->map; 301 m = op->map;
295 mflags = get_map_flags (m, &m, x, y, &x, &y); 302 mflags = get_map_flags (m, &m, x, y, &x, &y);
296 303
297 if (mflags & P_OUT_OF_MAP) 304 if (mflags & P_OUT_OF_MAP)
298 break; 305 break;
299 306
300 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) 307 if (!op->flag [FLAG_WIZCAST] && (mflags & P_NO_MAGIC))
301 { 308 {
302 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 309 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
303 return 0; 310 return 0;
304 } 311 }
312
305 if (mflags & P_IS_ALIVE) 313 if (mflags & P_IS_ALIVE)
306 { 314 {
307 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 315 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))) 316 if (tmp->flag [FLAG_ALIVE] && (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
309 { 317 {
310 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 318 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
311 if (tmp->head != NULL) 319 if (tmp->head != NULL)
312 tmp = tmp->head; 320 tmp = tmp->head;
313 examine_monster (op, tmp); 321 examine_monster (op, tmp);
314 return 1; 322 return 1;
315 } 323 }
316 } 324 }
317 } 325 }
326
318 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); 327 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
319 return 1; 328 return 1;
320} 329}
321
322 330
323/* This checks to see if 'pl' is invisible to 'mon'. 331/* This checks to see if 'pl' is invisible to 'mon'.
324 * does race check, undead check, etc 332 * does race check, undead check, etc
325 * Returns TRUE if mon can't see pl, false 333 * Returns TRUE if mon can't see pl, false
326 * otherwise. This doesn't check range, walls, etc. It 334 * otherwise. This doesn't check range, walls, etc. It
328 * pl is invisible. 336 * pl is invisible.
329 */ 337 */
330int 338int
331makes_invisible_to (object *pl, object *mon) 339makes_invisible_to (object *pl, object *mon)
332{ 340{
333
334 if (!pl->invisible) 341 if (!pl->invisible)
335 return 0; 342 return 0;
343
336 if (pl->type == PLAYER) 344 if (pl->type == PLAYER)
337 { 345 {
338 /* If race isn't set, then invisible unless it is undead */ 346 /* If race isn't set, then invisible unless it is undead */
339 if (!pl->contr->invis_race) 347 if (!pl->contr->invis_race)
340 { 348 {
341 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 349 if (mon->flag [FLAG_UNDEAD])
342 return 0; 350 return 0;
351
343 return 1; 352 return 1;
344 } 353 }
354
345 /* invis_race is set if we get here */ 355 /* invis_race is set if we get here */
346 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 356 if (pl->contr->invis_race == shstr_undead && is_true_undead (mon))
347 return 1; 357 return 1;
358
348 /* No race, can't be invisible to it */ 359 /* No race, can't be invisible to it */
349 if (!mon->race) 360 if (!mon->race)
350 return 0; 361 return 0;
362
351 if (strstr (mon->race, pl->contr->invis_race)) 363 if (mon->race.contains (pl->contr->invis_race))
352 return 1; 364 return 1;
365
353 /* Nothing matched above, return 0 */ 366 /* Nothing matched above, return 0 */
354 return 0; 367 return 0;
355 } 368 }
356 else 369 else
357 { 370 {
370 * normal applies. 383 * normal applies.
371 */ 384 */
372int 385int
373cast_invisible (object *op, object *caster, object *spell_ob) 386cast_invisible (object *op, object *caster, object *spell_ob)
374{ 387{
375 object *tmp;
376
377 if (op->invisible > 1000) 388 if (op->invisible > 1000)
378 { 389 {
379 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further"); 390 op->failmsg ("You can not extend the duration of your invisibility any further");
380 return 0; 391 return 0;
381 } 392 }
382 393
383 /* Remove the switch with 90% duplicate code - just handle the differences with 394 /* Remove the switch with 90% duplicate code - just handle the differences with
384 * and if statement or two. 395 * and if statement or two.
385 */ 396 */
386 op->invisible += spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 397 op->invisible += spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
398
387 /* max duration */ 399 /* limit duration */
388 if (op->invisible > 1000) 400 min_it (op->invisible, 1000);
389 op->invisible = 1000;
390 401
391 if (op->type == PLAYER) 402 if (op->type == PLAYER)
392 { 403 {
393 op->contr->invis_race = spell_ob->race; 404 op->contr->invis_race = spell_ob->race;
394 405
395 if (QUERY_FLAG (spell_ob, FLAG_MAKE_INVIS)) 406 if (spell_ob->flag [FLAG_MAKE_INVIS])
396 op->contr->tmp_invis = 0; 407 op->contr->tmp_invis = 0;
397 else 408 else
398 op->contr->tmp_invis = 1; 409 op->contr->tmp_invis = 1;
399
400 op->contr->hidden = 0;
401 } 410 }
411
402 if (makes_invisible_to (op, op)) 412 if (makes_invisible_to (op, op))
403 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!"); 413 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!");
404 else 414 else
405 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!"); 415 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
406 416
407 update_object (op, UP_OBJ_FACE); 417 update_object (op, UP_OBJ_CHANGE);
408 418
409 /* Only search the active objects - only these should actually do 419 /* Only search the active objects - only these should actually do
410 * harm to the player. 420 * harm to the player.
411 */ 421 */
412 for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) 422 for_all_actives (tmp)
413 if (tmp->enemy == op) 423 if (tmp->enemy == op)
414 tmp->enemy = NULL; 424 tmp->enemy = 0;
425
415 return 1; 426 return 1;
416} 427}
417 428
418/* earth to dust spell. Basically destroys earthwalls in the area. 429/* earth to dust spell. Basically destroys earthwalls in the area.
419 */ 430 */
420int 431int
421cast_earth_to_dust (object *op, object *caster, object *spell_ob) 432cast_earth_to_dust (object *op, object *caster, object *spell_ob)
422{ 433{
423 object *tmp, *next;
424 int range, i, j, mflags; 434 int range, i, j, mflags;
425 sint16 sx, sy; 435 sint16 sx, sy;
426 maptile *m; 436 maptile *m;
427
428 if (op->type != PLAYER)
429 return 0;
430 437
431 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 438 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
432 439
433 for (i = -range; i <= range; i++) 440 for (i = -range; i <= range; i++)
434 for (j = -range; j <= range; j++) 441 for (j = -range; j <= range; j++)
439 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 446 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
440 447
441 if (mflags & P_OUT_OF_MAP) 448 if (mflags & P_OUT_OF_MAP)
442 continue; 449 continue;
443 450
444 // earth to dust tears down everything that can be teared down 451 // earth to dust tears down everything that can be torn down
445 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next) 452 for (object *next, *tmp = m->at (sx, sy).bot; tmp; tmp = next)
446 { 453 {
447 next = tmp->above; 454 next = tmp->above;
448 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 455
456 if (tmp->flag [FLAG_TEAR_DOWN])
449 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 457 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
450 } 458 }
451 } 459 }
460
452 return 1; 461 return 1;
453} 462}
454
455 463
456void 464void
457execute_word_of_recall (object *op) 465execute_word_of_recall (object *op)
458{ 466{
459 object *wor = op; 467 if (object *pl = op->in_player ())
460 468 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."); 469 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
467 else 470 else
468 enter_exit (op, wor); 471 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
469 472
470 wor->destroy (); 473 op->destroy ();
471} 474}
472 475
473/* Word of recall causes the player to return 'home'. 476/* Word of recall causes the player to return 'home'.
474 * we put a force into the player object, so that there is a 477 * we put a force into the player object, so that there is a
475 * time delay effect. 478 * time delay effect.
476 */ 479 */
477int 480int
478cast_word_of_recall (object *op, object *caster, object *spell_ob) 481cast_word_of_recall (object *op, object *caster, object *spell_ob)
479{ 482{
480 object *dummy; 483 if (!op->is_player ())
481 int time;
482
483 if (op->type != PLAYER)
484 return 0; 484 return 0;
485 485
486 if (find_obj_by_type_subtype (op, SPELL_EFFECT, SP_WORD_OF_RECALL)) 486 if (find_obj_by_type_subtype (op, SPELL_EFFECT, SP_WORD_OF_RECALL))
487 { 487 {
488 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 488 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
489 return 1; 489 return 1;
490 } 490 }
491 491
492 dummy = get_archetype (FORCE_NAME); 492 object *dummy = archetype::get (FORCE_NAME);
493 if (dummy == NULL) 493
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); 494 int time = max (1, spell_ob->duration - SP_level_duration_adjust (caster, spell_ob));
500 if (time < 1)
501 time = 1;
502 495
503 /* value of speed really doesn't make much difference, as long as it is 496 /* 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 497 * positive. Lower value may be useful so that the problem doesn't
505 * do anything really odd if it say a -1000 or something. 498 * do anything really odd if it say a -1000 or something.
506 */ 499 */
507 dummy->speed = 0.002; 500 dummy->set_speed (0.002);
508 update_ob_speed (dummy);
509 dummy->speed_left = -dummy->speed * time; 501 dummy->speed_left = -dummy->speed * time;
510 dummy->type = SPELL_EFFECT; 502 dummy->type = SPELL_EFFECT;
511 dummy->subtype = SP_WORD_OF_RECALL; 503 dummy->subtype = SP_WORD_OF_RECALL;
504 dummy->slaying = op->contr->savebed_map;
505 dummy->stats.hp = op->contr->bed_x;
506 dummy->stats.sp = op->contr->bed_y;
512 507
513 /* If we could take advantage of enter_player_savebed() here, it would be 508 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;
519 509
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."); 510 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
511
522 return 1; 512 return 1;
523} 513}
524 514
525/* cast_wonder 515/* cast_wonder
526 * wonder is really just a spell that will likely cast another 516 * wonder is really just a spell that will likely cast another
559} 549}
560 550
561int 551int
562perceive_self (object *op) 552perceive_self (object *op)
563{ 553{
564 char *cp = describe_item (op, op), buf[MAX_BUF]; 554 const char *cp = describe_item (op, op);
565 archetype *at = archetype::find (ARCH_DEPLETION); 555 archetype *at = archetype::find (shstr_depletion);
566 object *tmp;
567 int i;
568 556
557 dynbuf_text &buf = msg_dynbuf; buf.clear ();
558
559 if (!op->is_player ())
560 return 0;
561
562 if (object *race = archetype::find (op->race))
563 buf << " - You are a G<male|female> " << &race->name << ".\n";
564
569 tmp = find_god (determine_god (op)); 565 if (object *god = find_god (determine_god (op)))
570 if (tmp) 566 buf << " - You worship " << &god->name << ".\n";
571 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
572 else 567 else
573 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); 568 buf << " - You worship no god.\n";
574 569
575 tmp = present_arch_in_ob (at, op); 570 object *tmp = present_arch_in_ob (at, op);
576 571
577 if (*cp == '\0' && tmp == NULL) 572 if (*cp == '\0' && !tmp)
578 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 573 buf << " - You feel very mundane. ";
579 else 574 else
580 { 575 {
581 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 576 buf << " - You have: " << cp << ".\n";
582 new_draw_info (NDI_UNIQUE, 0, op, cp); 577
583 if (tmp != NULL) 578 if (tmp)
584 {
585 for (i = 0; i < NUM_STATS; i++) 579 for (int i = 0; i < NUM_STATS; i++)
586 { 580 if (tmp->stats.stat (i) < 0)
587 if (get_attr_value (&tmp->stats, i) < 0) 581 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 } 582 }
594 583
595 if (is_dragon_pl (op)) 584 if (op->is_dragon ())
596 {
597 /* now grab the 'dragon_ability'-force from the player's inventory */ 585 /* now grab the 'dragon_ability'-force from the player's inventory */
598 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 586 for (tmp = op->inv; tmp; tmp = tmp->below)
599 { 587 {
600 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 588 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
601 { 589 {
602 if (tmp->stats.exp == 0) 590 if (tmp->stats.exp == 0)
603 {
604 sprintf (buf, "Your metabolism isn't focused on anything."); 591 buf << " - Your metabolism isn't focused on anything.\n";
605 }
606 else 592 else
607 {
608 sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); 593 buf << " - Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
609 } 594
610 new_draw_info (NDI_UNIQUE, 0, op, buf);
611 break; 595 break;
612 } 596 }
613 } 597 }
614 }
615 return 1;
616}
617 598
618/* int cast_create_town_portal (object *op, object *caster, int dir) 599 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 ();
875 600
876 return 1; 601 return 1;
877} 602}
878 603
879/* This creates magic walls. Really, it can create most any object, 604/* This creates magic walls. Really, it can create most any object,
880 * within some reason. 605 * within some reason.
881 */ 606 */
882int 607int
883magic_wall (object *op, object *caster, int dir, object *spell_ob) 608magic_wall (object *op, object *caster, int dir, object *spell_ob)
884{ 609{
885 object *tmp, *tmp2; 610 object *tmp;
886 int i, posblocked, negblocked, maxrange; 611 int i, posblocked, negblocked, maxrange;
887 sint16 x, y; 612 sint16 x, y;
888 maptile *m; 613 maptile *m;
889 const char *name; 614 const char *name;
890 archetype *at; 615 archetype *at;
895 x = op->x; 620 x = op->x;
896 y = op->y; 621 y = op->y;
897 } 622 }
898 else 623 else
899 { 624 {
900 x = op->x + freearr_x[dir]; 625 x = op->x + DIRX (dir);
901 y = op->y + freearr_y[dir]; 626 y = op->y + DIRY (dir);
902 } 627 }
903 628
904 m = op->map; 629 m = op->map;
905 630
906 if ((spell_ob->move_block || x != op->x || y != op->y) && 631 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) || 632 (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))) 633 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
909 { 634 {
910 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 635 op->failmsg ("Something is in the way.");
911 return 0; 636 return 0;
912 } 637 }
913 638
914 if (spell_ob->other_arch) 639 if (spell_ob->other_arch)
915 tmp = arch_to_object (spell_ob->other_arch); 640 tmp = spell_ob->other_arch->instance ();
916 else if (spell_ob->race) 641 else if (spell_ob->race)
917 { 642 {
918 char buf1[MAX_BUF]; 643 char buf1[MAX_BUF];
919 644
920 sprintf (buf1, spell_ob->race, dir); 645 sprintf (buf1, spell_ob->race, dir);
923 { 648 {
924 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 649 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
925 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 650 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
926 return 0; 651 return 0;
927 } 652 }
928 tmp = arch_to_object (at); 653
654 tmp = at->instance ();
929 } 655 }
930 else 656 else
931 { 657 {
932 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name); 658 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
933 return 0; 659 return 0;
938 tmp->attacktype = spell_ob->attacktype; 664 tmp->attacktype = spell_ob->attacktype;
939 tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 665 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); 666 tmp->stats.dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
941 tmp->range = 0; 667 tmp->range = 0;
942 } 668 }
943 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 669 else if (tmp->flag [FLAG_ALIVE])
944 { 670 {
945 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 671 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
946 tmp->stats.maxhp = tmp->stats.hp; 672 tmp->stats.maxhp = tmp->stats.hp;
947 } 673 }
948 674
949 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP)) 675 if (spell_ob->flag [FLAG_IS_USED_UP] || tmp->flag [FLAG_IS_USED_UP])
950 { 676 {
951 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 677 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
952 SET_FLAG (tmp, FLAG_IS_USED_UP); 678 tmp->set_flag (FLAG_IS_USED_UP);
953 } 679 }
954 680
955 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 681 if (spell_ob->flag [FLAG_TEAR_DOWN])
956 { 682 {
957 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 683 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
958 tmp->stats.maxhp = tmp->stats.hp; 684 tmp->stats.maxhp = tmp->stats.hp;
959 SET_FLAG (tmp, FLAG_TEAR_DOWN); 685 tmp->set_flag (FLAG_TEAR_DOWN);
960 SET_FLAG (tmp, FLAG_ALIVE); 686 tmp->set_flag (FLAG_ALIVE);
961 } 687 }
962 688
963 /* This can't really hurt - if the object doesn't kill anything, 689 /* 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 690 * these fields just won't be used. Do not set the owner for
965 * earthwalls, though, so they survive restarts. 691 * earthwalls, though, so they survive restarts.
966 */ 692 */
967 if (tmp->type != EARTHWALL) //TODO 693 if (tmp->type != EARTHWALL) //TODO
968 tmp->set_owner (op); 694 tmp->set_owner (op);
969 695
970 set_spell_skill (op, caster, spell_ob, tmp); 696 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; 697 tmp->level = casting_level (caster, spell_ob) / 2;
974 698
975 name = tmp->name; 699 name = tmp->name;
976 if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL) 700 if (!(tmp = m->insert (tmp, x, y, op)))
977 { 701 {
978 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name); 702 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
979 return 0; 703 return 0;
980 } 704 }
981 705
982 /* If this is a spellcasting wall, need to insert the spell object */ 706 /* If this is a spellcasting wall, need to insert the spell object */
983 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 707 if (tmp->other_arch && tmp->other_arch->type == SPELL)
984 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 708 insert_ob_in_ob (tmp->other_arch->instance (), tmp);
985 709
986 /* This code causes the wall to extend some distance in 710 /* This code causes the wall to extend some distance in
987 * each direction, or until an obstruction is encountered. 711 * each direction, or until an obstruction is encountered.
988 * posblocked and negblocked help determine how far the 712 * posblocked and negblocked help determine how far the
989 * created wall can extend, it won't go extend through 713 * created wall can extend, it won't go extend through
990 * blocked spaces. 714 * blocked spaces.
991 */ 715 */
992 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 716 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
997 { 721 {
998 int dir2; 722 int dir2;
999 723
1000 dir2 = (dir < 4) ? (dir + 2) : dir - 2; 724 dir2 = (dir < 4) ? (dir + 2) : dir - 2;
1001 725
1002 x = tmp->x + i * freearr_x[dir2]; 726 x = tmp->x + i * DIRX (dir2);
1003 y = tmp->y + i * freearr_y[dir2]; 727 y = tmp->y + i * DIRY (dir2);
1004 m = tmp->map; 728 m = tmp->map;
1005 729
1006 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && 730 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) 731 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked)
1008 { 732 {
1009 tmp2 = tmp->clone (); 733 object *tmp2 = tmp->clone ();
1010 tmp2->x = x; 734 m->insert (tmp2, x, y, op);
1011 tmp2->y = y; 735
1012 insert_ob_in_map (tmp2, m, op, 0);
1013 /* If this is a spellcasting wall, need to insert the spell object */ 736 /* If this is a spellcasting wall, need to insert the spell object */
1014 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 737 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1015 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 738 tmp2->insert (tmp2->other_arch->instance ());
1016 739
1017 } 740 }
1018 else 741 else
1019 posblocked = 1; 742 posblocked = 1;
1020 743
1021 x = tmp->x - i * freearr_x[dir2]; 744 x = tmp->x - i * DIRX (dir2);
1022 y = tmp->y - i * freearr_y[dir2]; 745 y = tmp->y - i * DIRY (dir2);
1023 m = tmp->map; 746 m = tmp->map;
1024 747
1025 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && 748 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) 749 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
1027 { 750 {
1028 tmp2 = tmp->clone (); 751 object *tmp2 = tmp->clone ();
1029 tmp2->x = x; 752 m->insert (tmp2, x, y, op);
1030 tmp2->y = y; 753
1031 insert_ob_in_map (tmp2, m, op, 0);
1032 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 754 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1033 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 755 tmp2->insert (tmp2->other_arch->instance ());
1034 } 756 }
1035 else 757 else
1036 negblocked = 1; 758 negblocked = 1;
1037 } 759 }
1038 760
1039 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) 761 if (tmp->flag [FLAG_BLOCKSVIEW])
1040 update_all_los (op->map, op->x, op->y); 762 update_all_los (op->map, op->x, op->y);
1041 763
1042 return 1; 764 return 1;
1043} 765}
1044 766
1045int 767int
1046dimension_door (object *op, object *caster, object *spob, int dir) 768dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
1047{ 769{
1048 uint32 dist, maxdist; 770 uint32 dist, maxdist;
1049 int mflags; 771 int mflags;
1050 maptile *m; 772 maptile *m;
1051 sint16 sx, sy; 773 sint16 sx, sy;
1053 if (op->type != PLAYER) 775 if (op->type != PLAYER)
1054 return 0; 776 return 0;
1055 777
1056 if (!dir) 778 if (!dir)
1057 { 779 {
1058 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?"); 780 op->failmsg ("In what direction?");
1059 return 0; 781 return 0;
1060 } 782 }
1061 783
1062 /* Given the new outdoor maps, can't let players dimension door for 784 /* Given the new outdoor maps, can't let players dimension door for
1063 * ever, so put limits in. 785 * ever, so put limits in.
1064 */ 786 */
1065 maxdist = spob->range + SP_level_range_adjust (caster, spob); 787 maxdist = spob->range + SP_level_range_adjust (caster, spob);
1066 788
1067 if (op->contr->count) 789 if (spellparam)
1068 { 790 {
791 int count = atoi (spellparam);
792
1069 if (op->contr->count > maxdist) 793 if (count > maxdist)
1070 { 794 {
1071 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!"); 795 op->failmsg ("You can't dimension door that far!");
1072 return 0; 796 return 0;
1073 } 797 }
1074 798
1075 for (dist = 0; dist < op->contr->count; dist++) 799 for (dist = 0; dist < count; dist++)
1076 { 800 {
1077 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy); 801 mflags = get_map_flags (op->map, &m, op->x + DIRX (dir) * (dist + 1), op->y + DIRY (dir) * (dist + 1), &sx, &sy);
1078 802
1079 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 803 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
1080 break; 804 break;
1081 805
1082 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) 806 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1083 break; 807 break;
1084 } 808 }
1085 809
1086 if (dist < op->contr->count) 810 if (dist < count)
1087 { 811 {
1088 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n"); 812 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
1089 op->contr->count = 0;
1090 return 0; 813 return 0;
1091 } 814 }
1092 op->contr->count = 0;
1093 815
1094 /* Remove code that puts player on random space on maps. IMO, 816 /* 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, 817 * 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 818 * but may not be marked as NO_MAGIC (as they may be bounded
1097 * by such squares). Also, there are probably treasure rooms and 819 * by such squares). Also, there are probably treasure rooms and
1098 * lots of other maps that protect areas with no magic, but the 820 * lots of other maps that protect areas with no magic, but the
1099 * areas themselves don't contain no magic spaces. 821 * areas themselves don't contain no magic spaces.
1100 */ 822 */
1101 /* This call here is really just to normalize the coordinates */ 823 /* This call here is really just to normalize the coordinates */
1102 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, &sx, &sy); 824 mflags = get_map_flags (op->map, &m, op->x + DIRX (dir) * dist, op->y + DIRY (dir) * dist, &sx, &sy);
1103 if (mflags & P_IS_ALIVE || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) 825 if (mflags & P_IS_ALIVE || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1104 { 826 {
1105 new_draw_info (NDI_UNIQUE, 0, op, "You cast your spell, but nothing happens.\n"); 827 new_draw_info (NDI_UNIQUE, 0, op, "You cast your spell, but nothing happens.\n");
1106 return 1; /* Maybe the penalty should be more severe... */ 828 return 1; /* Maybe the penalty should be more severe... */
1107 } 829 }
1113 * spaces that blocked the players view. 835 * spaces that blocked the players view.
1114 */ 836 */
1115 837
1116 for (dist = 0; dist < maxdist; dist++) 838 for (dist = 0; dist < maxdist; dist++)
1117 { 839 {
1118 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy); 840 mflags = get_map_flags (op->map, &m, op->x + DIRX (dir) * (dist + 1), op->y + DIRY (dir) * (dist + 1), &sx, &sy);
1119 841
1120 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 842 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
1121 break; 843 break;
1122 844
1123 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) 845 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1128 /* If the destination is blocked, keep backing up until we 850 /* If the destination is blocked, keep backing up until we
1129 * find a place for the player. 851 * find a place for the player.
1130 */ 852 */
1131 for (; dist > 0; dist--) 853 for (; dist > 0; dist--)
1132 { 854 {
1133 if (get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, 855 if (get_map_flags (op->map, &m, op->x + DIRX (dir) * dist, op->y + DIRY (dir) * dist,
1134 &sx, &sy) & (P_OUT_OF_MAP | P_IS_ALIVE)) 856 &sx, &sy) & (P_OUT_OF_MAP | P_IS_ALIVE))
1135 continue; 857 continue;
1136 858
1137 859
1138 if (!OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) 860 if (!OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1139 break; 861 break;
1140 862
1141 } 863 }
1142 if (!dist) 864 if (!dist)
1143 { 865 {
1144 new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n"); 866 op->failmsg ("Your spell failed!\n");
1145 return 0; 867 return 0;
1146 } 868 }
1147 } 869 }
1148 870
1149 /* Actually move the player now */ 871 /* Actually move the player now */
1150 op->remove (); 872 if (!(op = op->map->insert (op, op->x + DIRX (dir) * dist, op->y + DIRY (dir) * dist, op)))
1151 op->x += freearr_x[dir] * dist;
1152 op->y += freearr_y[dir] * dist;
1153 if ((op = insert_ob_in_map (op, op->map, op, 0)) == NULL)
1154 return 1; 873 return 1;
1155 874
1156 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ 875 op->speed_left = -5. * op->speed; /* Freeze them for a short while */
876
1157 return 1; 877 return 1;
1158} 878}
1159
1160 879
1161/* cast_heal: Heals something. 880/* cast_heal: Heals something.
1162 * op is the caster. 881 * op is the caster.
1163 * dir is the direction he is casting it in. 882 * dir is the direction he is casting it in.
1164 * spell is the spell object. 883 * spell is the spell object.
1171 object *poison; 890 object *poison;
1172 int heal = 0, success = 0; 891 int heal = 0, success = 0;
1173 892
1174 tmp = find_target_for_friendly_spell (op, dir); 893 tmp = find_target_for_friendly_spell (op, dir);
1175 894
1176 if (tmp == NULL) 895 if (!tmp)
1177 return 0; 896 return 0;
1178 897
1179 /* Figure out how many hp this spell might cure. 898 /* Figure out how many hp this spell might cure.
1180 * could be zero if this spell heals effects, not damage. 899 * could be zero if this spell heals effects, not damage.
1181 */ 900 */
1184 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp; 903 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
1185 904
1186 if (heal) 905 if (heal)
1187 { 906 {
1188 if (tmp->stats.hp >= tmp->stats.maxhp) 907 if (tmp->stats.hp >= tmp->stats.maxhp)
1189 {
1190 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed."); 908 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed.");
1191 }
1192 else 909 else
1193 { 910 {
1194 /* See how many points we actually heal. Instead of messages 911 /* See how many points we actually heal. Instead of messages
1195 * based on type of spell, we instead do messages based 912 * based on type of spell, we instead do messages based
1196 * on amount of damage healed. 913 * on amount of damage healed.
1197 */ 914 */
1198 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 915 if (heal > tmp->stats.maxhp - tmp->stats.hp)
1199 heal = tmp->stats.maxhp - tmp->stats.hp; 916 heal = tmp->stats.maxhp - tmp->stats.hp;
917
1200 tmp->stats.hp += heal; 918 tmp->stats.hp += heal;
1201 919
1202 if (tmp->stats.hp >= tmp->stats.maxhp) 920 if (tmp->stats.hp >= tmp->stats.maxhp)
1203 {
1204 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 921 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1205 }
1206 else if (heal > 50) 922 else if (heal > 50)
1207 {
1208 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); 923 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1209 }
1210 else if (heal > 25) 924 else if (heal > 25)
1211 {
1212 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); 925 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1213 }
1214 else if (heal > 10) 926 else if (heal > 10)
1215 {
1216 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade."); 927 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade.");
1217 }
1218 else 928 else
1219 {
1220 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close."); 929 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close.");
1221 } 930
1222 success = 1; 931 success = 1;
1223 } 932 }
1224 } 933 }
934
1225 if (spell->attacktype & AT_DISEASE) 935 if (spell->attacktype & AT_DISEASE)
1226 if (cure_disease (tmp, op)) 936 if (cure_disease (tmp, op, spell))
1227 success = 1; 937 success = 1;
1228 938
1229 if (spell->attacktype & AT_POISON) 939 if (spell->attacktype & AT_POISON)
1230 { 940 {
1231 at = archetype::find ("poisoning"); 941 at = archetype::find (shstr_poisoning);
1232 poison = present_arch_in_ob (at, tmp); 942 poison = present_arch_in_ob (at, tmp);
1233 if (poison) 943 if (poison)
1234 { 944 {
1235 success = 1; 945 success = 1;
1236 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 946 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1237 poison->stats.food = 1; 947 poison->stats.food = 1;
1238 } 948 }
1239 } 949 }
950
1240 if (spell->attacktype & AT_CONFUSION) 951 if (spell->attacktype & AT_CONFUSION)
1241 { 952 {
1242 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 953 poison = present_in_ob_by_name (FORCE, shstr_confusion, tmp);
1243 if (poison) 954 if (poison)
1244 { 955 {
1245 success = 1; 956 success = 1;
1246 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 957 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1247 poison->duration = 1; 958 poison->duration = 1;
1248 } 959 }
1249 } 960 }
961
1250 if (spell->attacktype & AT_BLIND) 962 if (spell->attacktype & AT_BLIND)
1251 { 963 {
1252 at = archetype::find ("blindness"); 964 at = archetype::find (shstr_blindness);
1253 poison = present_arch_in_ob (at, tmp); 965 poison = present_arch_in_ob (at, tmp);
1254 if (poison) 966 if (poison)
1255 { 967 {
1256 success = 1; 968 success = 1;
1257 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return."); 969 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1258 poison->stats.food = 1; 970 poison->stats.food = 1;
1259 } 971 }
1260 } 972 }
973
1261 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) 974 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1262 { 975 {
1263 tmp->stats.sp += spell->last_sp; 976 tmp->stats.sp += spell->last_sp;
1264 if (tmp->stats.sp > tmp->stats.maxsp) 977 if (tmp->stats.sp > tmp->stats.maxsp)
1265 tmp->stats.sp = tmp->stats.maxsp; 978 tmp->stats.sp = tmp->stats.maxsp;
1266 success = 1; 979 success = 1;
1267 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!"); 980 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!");
1268 } 981 }
982
1269 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) 983 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1270 { 984 {
1271 tmp->stats.grace += spell->last_grace; 985 tmp->stats.grace += spell->last_grace;
1272 if (tmp->stats.grace > tmp->stats.maxgrace) 986 if (tmp->stats.grace > tmp->stats.maxgrace)
1273 tmp->stats.grace = tmp->stats.maxgrace; 987 tmp->stats.grace = tmp->stats.maxgrace;
1274 success = 1; 988 success = 1;
1275 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!"); 989 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1276 } 990 }
991
1277 if (spell->stats.food && tmp->stats.food < 999) 992 if (spell->stats.food && tmp->stats.food < MAX_FOOD)
1278 { 993 {
1279 tmp->stats.food += spell->stats.food; 994 tmp->stats.food += spell->stats.food;
1280 if (tmp->stats.food > 999) 995 min_it (tmp->stats.food, MAX_FOOD);
1281 tmp->stats.food = 999; 996
1282 success = 1; 997 success = 1;
1283 /* We could do something a bit better like the messages for healing above */ 998 /* 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"); 999 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1285 } 1000 }
1001
1286 return success; 1002 return success;
1287} 1003}
1288
1289 1004
1290/* This is used for the spells that gain stats. There are no spells 1005/* 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 1006 * right now that icnrease wis/int/pow on a temp basis, so no
1292 * good comments for those. 1007 * good comments for those.
1293 */ 1008 */
1294static const char *const no_gain_msgs[NUM_STATS] = { 1009static const char *const no_gain_msgs[NUM_STATS] = {
1295 "You grow no stronger.", 1010 "You grow no stronger.",
1296 "You grow no more agile.", 1011 "You grow no more agile.",
1297 "You don't feel any healthier.", 1012 "You don't feel any healthier.",
1298 "no wis", 1013 "You didn't grow any more intelligent.",
1014 "You do not feel any wiser.",
1015 "You don't feel any more powerful."
1299 "You are no easier to look at.", 1016 "You are no easier to look at.",
1300 "no int",
1301 "no pow"
1302}; 1017};
1303 1018
1304int 1019int
1020change_ability_duration (object *spell, object *caster)
1021{
1022 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1023}
1024
1025int
1305cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) 1026cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1306{ 1027{
1307 object *tmp, *tmp2 = NULL;
1308 object *force = NULL; 1028 object *force = 0;
1309 int i; 1029 int i;
1310 1030
1311 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1031 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1312 if (dir != 0) 1032 object *tmp = dir
1313 {
1314 tmp = find_target_for_friendly_spell (op, dir); 1033 ? find_target_for_friendly_spell (op, dir)
1315 } 1034 : op;
1316 else
1317 {
1318 tmp = op;
1319 }
1320 1035
1321 if (tmp == NULL) 1036 if (!tmp)
1322 return 0; 1037 return 0;
1323 1038
1324 /* If we've already got a force of this type, don't add a new one. */ 1039 /* 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) 1040 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1326 { 1041 {
1327 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1042 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1328 { 1043 {
1329 if (tmp2->name == spell_ob->name) 1044 if (tmp2->name == spell_ob->name)
1330 { 1045 {
1332 break; 1047 break;
1333 } 1048 }
1334 else if (spell_ob->race && spell_ob->race == tmp2->name) 1049 else if (spell_ob->race && spell_ob->race == tmp2->name)
1335 { 1050 {
1336 if (!silent) 1051 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); 1052 op->failmsgf ("You can not cast %s while %s is in effect",
1053 &spell_ob->name, &tmp2->name_pl);
1054
1338 return 0; 1055 return 0;
1339 } 1056 }
1340 } 1057 }
1341 } 1058 }
1059
1060 int duration = change_ability_duration (spell_ob, caster);
1061
1342 if (force == NULL) 1062 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 } 1063 {
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) 1064 if (duration > force->duration)
1360 { 1065 {
1361 force->duration = duration; 1066 force->duration = duration;
1362 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1067 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1363 } 1068 }
1364 else 1069 else
1365 {
1366 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1070 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1367 } 1071
1368 return 1; 1072 return 1;
1369 } 1073 }
1370 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1074
1075 new_draw_info_format (NDI_UNIQUE, 0, op,
1076 "You create an aura of magical force. H<The effect will last for about %.10g seconds.>",
1077 TICK2TIME (duration));
1078
1079 force = archetype::get (FORCE_NAME);
1080 force->subtype = FORCE_CHANGE_ABILITY;
1081 force->duration = duration;
1082
1083 if (spell_ob->race)
1084 force->name = spell_ob->race;
1085 else
1086 force->name = spell_ob->name;
1087
1088 force->name_pl = spell_ob->name;
1089
1371 force->speed = 1.0; 1090 force->speed = 1.0;
1372 force->speed_left = -1.0; 1091 force->speed_left = -1.0;
1373 SET_FLAG (force, FLAG_APPLIED); 1092 force->set_flag (FLAG_APPLIED);
1374 1093
1375 /* Now start processing the effects. First, protections */ 1094 /* Now start processing the effects. First, protections */
1376 for (i = 0; i < NROFATTACKS; i++) 1095 for (i = 0; i < NROFATTACKS; i++)
1377 {
1378 if (spell_ob->resist[i]) 1096 if (spell_ob->resist[i])
1379 {
1380 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob); 1097 force->resist[i] = min (100, spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob));
1381 if (force->resist[i] > 100) 1098
1382 force->resist[i] = 100;
1383 }
1384 }
1385 if (spell_ob->stats.hp) 1099 if (spell_ob->stats.hp)
1386 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob); 1100 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1387 1101
1388 if (tmp->type == PLAYER) 1102 if (tmp->type == PLAYER)
1389 { 1103 {
1390 /* Stat adjustment spells */ 1104 /* Stat adjustment spells */
1391 for (i = 0; i < NUM_STATS; i++) 1105 for (i = 0; i < NUM_STATS; i++)
1392 { 1106 {
1393 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; 1107 if (sint8 stat = spell_ob->stats.stat (i))
1394
1395 if (stat)
1396 { 1108 {
1397 sm = 0; 1109 sint8 sm = 0;
1398 for (k = 0; k < stat; k++) 1110 for (sint8 k = 0; k < stat; k++)
1399 sm += rndm (1, 3); 1111 sm += rndm (1, 3);
1400 1112
1401 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) 1113 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1402 { 1114 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1403 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); 1115
1404 if (sm < 0) 1116 force->stats.stat (i) = sm;
1405 sm = 0; 1117
1406 }
1407 set_attr_value (&force->stats, i, sm);
1408 if (!sm) 1118 if (!sm)
1409 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); 1119 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1410 } 1120 }
1411 } 1121 }
1412 } 1122 }
1413 1123
1414 force->move_type = spell_ob->move_type; 1124 force->move_type = spell_ob->move_type;
1415 1125
1416 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK)) 1126 if (spell_ob->flag [FLAG_SEE_IN_DARK])
1417 SET_FLAG (force, FLAG_SEE_IN_DARK); 1127 force->set_flag (FLAG_SEE_IN_DARK);
1418 1128
1419 if (QUERY_FLAG (spell_ob, FLAG_XRAYS)) 1129 if (spell_ob->flag [FLAG_XRAYS])
1420 SET_FLAG (force, FLAG_XRAYS); 1130 force->set_flag (FLAG_XRAYS);
1421 1131
1422 /* Haste/bonus speed */ 1132 /* Haste/bonus speed */
1423 if (spell_ob->stats.exp) 1133 if (spell_ob->stats.exp)
1424 { 1134 {
1425 if (op->speed > 0.5f) 1135 if (op->speed > 0.5f)
1433 force->attacktype = spell_ob->attacktype; 1143 force->attacktype = spell_ob->attacktype;
1434 1144
1435 insert_ob_in_ob (force, tmp); 1145 insert_ob_in_ob (force, tmp);
1436 change_abil (tmp, force); /* Mostly to display any messages */ 1146 change_abil (tmp, force); /* Mostly to display any messages */
1437 tmp->update_stats (); 1147 tmp->update_stats ();
1148
1438 return 1; 1149 return 1;
1439} 1150}
1440 1151
1441/* This used to be part of cast_change_ability, but it really didn't make 1152/* 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 1153 * a lot of sense, since most of the values it derives are from the god
1443 * of the caster. 1154 * of the caster.
1444 */ 1155 */
1445
1446int 1156int
1447cast_bless (object *op, object *caster, object *spell_ob, int dir) 1157cast_bless (object *op, object *caster, object *spell_ob, int dir)
1448{ 1158{
1449 int i; 1159 int i;
1450 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1160 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1451 1161
1452 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1162 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1453 if (dir != 0) 1163 if (dir != 0)
1454 { 1164 {
1455 tmp = find_target_for_friendly_spell (op, dir); 1165 tmp = find_target_for_friendly_spell (op, dir);
1166
1167 if (!tmp)
1168 return 0;
1456 } 1169 }
1457 else 1170 else
1458 {
1459 tmp = op; 1171 tmp = op;
1460 }
1461 1172
1462 /* If we've already got a force of this type, don't add a new one. */ 1173 /* 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) 1174 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1464 { 1175 {
1465 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1176 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1466 { 1177 {
1467 if (tmp2->name == spell_ob->name) 1178 if (tmp2->name == spell_ob->name)
1468 { 1179 {
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); 1185 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; 1186 return 0;
1476 } 1187 }
1477 } 1188 }
1478 } 1189 }
1190
1479 if (force == NULL) 1191 if (force == NULL)
1480 { 1192 {
1481 force = get_archetype (FORCE_NAME); 1193 force = archetype::get (FORCE_NAME);
1482 force->subtype = FORCE_CHANGE_ABILITY; 1194 force->subtype = FORCE_CHANGE_ABILITY;
1483 if (spell_ob->race) 1195 if (spell_ob->race)
1484 force->name = spell_ob->race; 1196 force->name = spell_ob->race;
1485 else 1197 else
1486 force->name = spell_ob->name; 1198 force->name = spell_ob->name;
1501 { 1213 {
1502 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1214 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1503 } 1215 }
1504 return 0; 1216 return 0;
1505 } 1217 }
1218
1506 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1219 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1507 force->speed = 1.0; 1220 force->speed = 1.0;
1508 force->speed_left = -1.0; 1221 force->speed_left = -1.0;
1509 SET_FLAG (force, FLAG_APPLIED); 1222 force->set_flag (FLAG_APPLIED);
1510 1223
1511 if (!god) 1224 if (!god)
1512 { 1225 {
1513 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty."); 1226 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1514 } 1227 }
1515 else 1228 else
1516 { 1229 {
1517 /* Only give out good benefits, and put a max on it */ 1230 /* Only give out good benefits, and put a max on it */
1518 for (i = 0; i < NROFATTACKS; i++) 1231 for (i = 0; i < NROFATTACKS; i++)
1519 {
1520 if (god->resist[i] > 0) 1232 if (god->resist[i] > 0)
1521 {
1522 force->resist[i] = MIN (god->resist[i], spell_ob->resist[ATNR_GODPOWER]); 1233 force->resist[i] = min (god->resist[i], spell_ob->resist[ATNR_GODPOWER]);
1523 } 1234
1524 }
1525 force->path_attuned |= god->path_attuned; 1235 force->path_attuned |= god->path_attuned;
1526 1236
1527 if (spell_ob->attacktype) 1237 if (spell_ob->attacktype)
1528 force->slaying = god->slaying; 1238 force->slaying = god->slaying;
1529 1239
1545 insert_ob_in_ob (force, tmp); 1255 insert_ob_in_ob (force, tmp);
1546 tmp->update_stats (); 1256 tmp->update_stats ();
1547 return 1; 1257 return 1;
1548} 1258}
1549 1259
1550
1551
1552/* Alchemy code by Mark Wedel 1260/* Alchemy code by Mark Wedel
1553 * 1261 *
1554 * This code adds a new spell, called alchemy. Alchemy will turn 1262 * This code adds a new spell, called alchemy. Alchemy will turn
1555 * objects to gold nuggets, the value of the gold nuggets being 1263 * 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 * 1264 *
1560 * Large nuggets are worth 25 gp each (base). You will always get 1265 * The value of the gold nuggets being about 90% of that of the item
1561 * the maximum number of large nuggets you could get. 1266 * 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 1267 * because the nuggets themselves will be will be adjusted by charisma
1563 * to the max amount of small nuggets as you could get. 1268 * 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 * 1269 *
1568 * There is also a chance (1:30) that you will get nothing at all 1270 * 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 1271 * for the object. There is also a maximum weight that will be
1570 * alchemied. 1272 * alchemised.
1571 */ 1273 */
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 1274static void
1581alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight) 1275alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1582{ 1276{
1583 uint64 value = query_cost (obj, NULL, F_TRUE); 1277 uint64 value = query_cost (obj, NULL, F_TRUE);
1584 1278
1585 /* Give third price when we alchemy money (This should hopefully 1279 /* Give third price when we alchemy money (this should hopefully
1586 * make it so that it isn't worth it to alchemy money, sell 1280 * make it so that it isn't worth it to alchemy money, sell
1587 * the nuggets, alchemy the gold from that, etc. 1281 * the nuggets, alchemy the gold from that, etc.
1588 * Otherwise, give 9 silver on the gold for other objects, 1282 * Otherwise, give 9 silver on the gold for other objects,
1589 * so that it would still be more affordable to haul 1283 * so that it would still be more affordable to haul
1590 * the stuff back to town. 1284 * the stuff back to town.
1591 */ 1285 */
1592 1286 if (obj->flag [FLAG_UNPAID])
1593 if (QUERY_FLAG (obj, FLAG_UNPAID))
1594 value = 0; 1287 value = 0;
1595 else if (obj->type == MONEY || obj->type == GEM) 1288 else if (obj->type == MONEY || obj->type == GEM)
1596 value /= 3; 1289 value /= 3;
1597 else 1290 else
1598 value = (value * 9) / 10; 1291 value = value * 9 / 10;
1599 1292
1600 value /= 4; // fix by GHJ, don't understand, pcg
1601
1602 if ((obj->value > 0) && rndm (0, 29)) 1293 if (obj->value > 0 && rndm (0, 29))
1603 { 1294 total_value += value;
1604 int count;
1605 1295
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; 1296 total_weight += obj->total_weight ();
1297
1626 obj->destroy (); 1298 obj->destroy ();
1627} 1299}
1628 1300
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 1301int
1661alchemy (object *op, object *caster, object *spell_ob) 1302alchemy (object *op, object *caster, object *spell_ob)
1662{ 1303{
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) 1304 if (op->type != PLAYER)
1669 return 0; 1305 return 0;
1670 1306
1307 archetype *nugget[3];
1308
1309 nugget[0] = archetype::find (shstr_pyrite3);
1310 nugget[1] = archetype::find (shstr_pyrite2);
1311 nugget[2] = archetype::find (shstr_pyrite);
1312
1671 /* Put a maximum weight of items that can be alchemied. Limits the power 1313 /* 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 1314 * some, and also prevents people from alchemising every table/chair/clock
1673 * in sight 1315 * in sight
1674 */ 1316 */
1675 weight_max = spell_ob->duration + +SP_level_duration_adjust (caster, spell_ob); 1317 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1676 weight_max *= 1000; 1318 int weight_max = duration * 1000;
1677 small = get_archetype ("smallnugget"), large = get_archetype ("largenugget"); 1319 uint64 value_max = duration * 1000;
1678 1320
1321 int weight = 0;
1322
1679 for (y = op->y - 1; y <= op->y + 1; y++) 1323 for (int y = op->y - 1; y <= op->y + 1; y++)
1680 { 1324 {
1681 for (x = op->x - 1; x <= op->x + 1; x++) 1325 for (int x = op->x - 1; x <= op->x + 1; x++)
1682 { 1326 {
1327 uint64 value = 0;
1328
1683 nx = x; 1329 sint16 nx = x;
1684 ny = y; 1330 sint16 ny = y;
1685 1331
1686 mp = op->map; 1332 maptile *mp = op->map;
1687 1333
1688 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); 1334 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1689 1335
1690 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1336 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1691 continue; 1337 continue;
1692 1338
1693 /* Treat alchemy a little differently - most spell effects 1339 /* Treat alchemy a little differently - most spell effects
1695 * ground level effect. 1341 * ground level effect.
1696 */ 1342 */
1697 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) 1343 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1698 continue; 1344 continue;
1699 1345
1700 small_nuggets = 0; 1346 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 { 1347 {
1705 next = tmp->above; 1348 next = tmp->above;
1349
1706 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1350 if (tmp->weight > 0 && !tmp->flag [FLAG_NO_PICK] &&
1707 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1351 !tmp->flag [FLAG_ALIVE] && !tmp->flag [FLAG_IS_CAULDRON])
1708 { 1352 {
1709
1710 if (tmp->inv) 1353 if (tmp->inv)
1711 { 1354 {
1712 object *next1, *tmp1; 1355 object *next1, *tmp1;
1713 1356
1714 for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1) 1357 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1715 { 1358 {
1716 next1 = tmp1->below; 1359 next1 = tmp1->below;
1717 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1360 if (tmp1->weight > 0 && !tmp1->flag [FLAG_NO_PICK] &&
1718 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1361 !tmp1->flag [FLAG_ALIVE] && !tmp1->flag [FLAG_IS_CAULDRON])
1719 alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight); 1362 alchemy_object (tmp1, value, weight);
1720 } 1363 }
1721 } 1364 }
1365
1722 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); 1366 alchemy_object (tmp, value, weight);
1723 1367
1724 if (weight > weight_max) 1368 if (weight > weight_max)
1725 { 1369 break;
1726 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1727 large->destroy ();
1728 small->destroy ();
1729 return 1;
1730 } 1370 }
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 */ 1371 }
1738 update_map (op, mp, small_nuggets, large_nuggets, nx, ny); 1372
1373 value -= rndm (value >> 4);
1374 value = min (value, value_max);
1375
1376 for (int i = 0; i < ecb_array_length (nugget); ++i)
1377 if (int nrof = value / nugget [i]->value)
1378 {
1379 value -= nrof * nugget[i]->value;
1380
1381 object *tmp = nugget[i]->instance ();
1382 tmp->nrof = nrof;
1383 tmp->flag [FLAG_IDENTIFIED] = true;
1384 op->map->insert (tmp, x, y, op, 0);
1739 } 1385 }
1740 }
1741 1386
1742 large->destroy (); 1387 if (weight > weight_max)
1743 small->destroy (); 1388 goto bailout;
1744 /* reset this so that if player standing on a big pile of stuff, 1389 }
1745 * it is redrawn properly. 1390 }
1746 */ 1391
1747 op->contr->ns->look_position = 0; 1392bailout:
1748 return 1; 1393 return 1;
1749} 1394}
1750
1751 1395
1752/* This function removes the cursed/damned status on equipped 1396/* This function removes the cursed/damned status on equipped
1753 * items. 1397 * items.
1754 */ 1398 */
1755int 1399int
1756remove_curse (object *op, object *caster, object *spell) 1400remove_curse (object *op, object *caster, object *spell)
1757{ 1401{
1758 object *tmp;
1759 int success = 0, was_one = 0; 1402 int success = 0, was_one = 0;
1760 1403
1404 int num_uncurse = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell));
1405
1406 op->splay_marked ();
1407
1408 int typeflag = spell->last_sp ? FLAG_DAMNED : FLAG_CURSED;
1409
1761 for (tmp = op->inv; tmp; tmp = tmp->below) 1410 for (object *tmp = op->inv; tmp && num_uncurse; tmp = tmp->below)
1762 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1411 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 { 1412 {
1766 was_one++; 1413 ++was_one;
1414
1767 if (tmp->level <= caster_level (caster, spell)) 1415 if (tmp->level <= casting_level (caster, spell))
1768 { 1416 {
1769 success++; 1417 ++success;
1770 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1418 --num_uncurse;
1771 CLEAR_FLAG (tmp, FLAG_DAMNED);
1772 1419
1773 CLEAR_FLAG (tmp, FLAG_CURSED); 1420 tmp->clr_flag (typeflag);
1774 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1421 tmp->clr_flag (FLAG_CURSED);
1422 tmp->clr_flag (FLAG_KNOWN_CURSED);
1775 tmp->value = 0; /* Still can't sell it */ 1423 tmp->value = 0; /* Still can't sell it */
1776 if (op->type == PLAYER) 1424
1425 if (object *pl = tmp->visible_to ())
1777 esrv_send_item (op, tmp); 1426 esrv_update_item (UPD_FLAGS, pl, tmp);
1778 } 1427 }
1779 } 1428 }
1780 1429
1781 if (op->type == PLAYER) 1430 if (op->type == PLAYER)
1782 { 1431 {
1783 if (success) 1432 if (success)
1784 { 1433 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 1434 else
1788 { 1435 {
1789 if (was_one) 1436 if (was_one)
1790 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse."); 1437 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove any curse. H<The spell was not strong enough.>");
1791 else 1438 else
1792 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items."); 1439 new_draw_info (NDI_UNIQUE, 0, op, "You are not having any cursed items. H<Epic fail.>");
1793 } 1440 }
1794 } 1441 }
1795 1442
1796 return success; 1443 return success;
1797} 1444}
1798 1445
1799/* Identifies objects in the players inventory/on the ground */ 1446/* Identifies objects in the players inventory/on the ground */
1800
1801int 1447int
1802cast_identify (object *op, object *caster, object *spell) 1448cast_identify (object *op, object *caster, object *spell)
1803{ 1449{
1804 object *tmp; 1450 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1805 int success = 0, num_ident;
1806 1451
1807 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1452 int num_ident = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell));
1808 1453
1809 if (num_ident < 1) 1454 op->splay_marked ();
1810 num_ident = 1;
1811 1455
1812 for (tmp = op->inv; tmp; tmp = tmp->below) 1456 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1813 { 1457 {
1814 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1458 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1815 { 1459 {
1816 identify (tmp); 1460 identify (tmp);
1817 1461
1818 if (op->type == PLAYER) 1462 if (op->type == PLAYER)
1819 { 1463 {
1820 new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op)); 1464 buf.printf ("You identified: %s.\r", long_desc (tmp, op));
1821 1465
1822 if (tmp->msg) 1466 if (tmp->msg)
1823 { 1467 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 } 1468 }
1828 1469
1829 num_ident--;
1830 success = 1;
1831 if (!num_ident) 1470 if (!--num_ident)
1832 break; 1471 break;
1833 } 1472 }
1834 } 1473 }
1835 1474
1836 /* If all the power of the spell has been used up, don't go and identify 1475 /* 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 1476 * stuff on the floor. Only identify stuff on the floor if the spell
1838 * was not fully used. 1477 * was not fully used.
1839 */ 1478 */
1840 if (num_ident) 1479 if (num_ident)
1841 { 1480 {
1842 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1481 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)) 1482 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1844 { 1483 {
1845 identify (tmp); 1484 identify (tmp);
1846 1485
1847 if (op->type == PLAYER) 1486 if (object *pl = tmp->visible_to ())
1848 { 1487 {
1849 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op)); 1488 buf.printf ("On the ground you identified: %s.\r", long_desc (tmp, op));
1850 1489
1851 if (tmp->msg) 1490 if (tmp->msg)
1852 { 1491 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 } 1492 }
1859 1493
1860 num_ident--;
1861 success = 1;
1862 if (!num_ident) 1494 if (!--num_ident)
1863 break; 1495 break;
1864 } 1496 }
1865 } 1497 }
1866 1498
1867 if (!success) 1499 if (buf.empty ())
1868 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified."); 1500 {
1501 op->failmsg ("You can't reach anything unidentified.");
1502 return 0;
1503 }
1869 else 1504 else
1505 {
1506 if (op->contr)
1507 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1508
1870 spell_effect (spell, op->x, op->y, op->map, op); 1509 spell_effect (spell, op->x, op->y, op->map, op);
1871 1510 return 1;
1872 return success; 1511 }
1873} 1512}
1874 1513
1875int 1514int
1876cast_detection (object *op, object *caster, object *spell, object *skill) 1515cast_detection (object *op, object *caster, object *spell, object *skill)
1877{ 1516{
1878 object *tmp, *last, *god, *detect; 1517 object *tmp, *last, *god, *detect;
1879 int done_one, range, mflags, floor, level; 1518 int done_one, range, floor, level;
1880 sint16 x, y, nx, ny; 1519 sint16 x, y, nx, ny;
1881 maptile *m; 1520 maptile *m;
1882 1521
1883 /* We precompute some values here so that we don't have to keep 1522 /* We precompute some values here so that we don't have to keep
1884 * doing it over and over again. 1523 * doing it over and over again.
1885 */ 1524 */
1886 god = find_god (determine_god (op)); 1525 god = find_god (determine_god (op));
1887 level = caster_level (caster, spell); 1526 level = casting_level (caster, spell);
1888 range = spell->range + SP_level_range_adjust (caster, spell); 1527 range = spell->range + SP_level_range_adjust (caster, spell);
1889 1528
1890 if (!skill) 1529 if (!skill)
1891 skill = caster; 1530 skill = caster;
1892 1531
1893 for (x = op->x - range; x <= op->x + range; x++) 1532 dynbuf buf;
1894 for (y = op->y - range; y <= op->y + range; y++) 1533 unordered_mapwalk (buf, op, -range, -range, range, range)
1895 { 1534 {
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 1535 /* For most of the detections, we only detect objects above the
1902 * floor. But this is not true for show invisible. 1536 * floor. But this is not true for show invisible.
1903 * Basically, we just go and find the top object and work 1537 * Basically, we just go and find the top object and work
1904 * down - that is easier than working up. 1538 * down - that is easier than working up.
1905 */ 1539 */
1906 1540
1907 for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above) 1541 for (last = 0, tmp = m->at (nx, ny).bot; tmp; tmp = tmp->above)
1908 last = tmp; 1542 last = tmp;
1909 1543
1910 /* Shouldn't happen, but if there are no objects on a space, this 1544 /* Shouldn't happen, but if there are no objects on a space, this
1911 * would happen. 1545 * would happen.
1912 */ 1546 */
1913 if (!last) 1547 if (!last)
1914 continue; 1548 continue;
1915 1549
1916 done_one = 0; 1550 done_one = 0;
1917 floor = 0; 1551 floor = 0;
1918 detect = NULL; 1552 detect = 0;
1919 for (tmp = last; tmp; tmp = tmp->below) 1553 for (tmp = last; tmp; tmp = tmp->below)
1920 { 1554 {
1921 /* show invisible */ 1555 /* show invisible */
1922 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1556 if (spell->flag [FLAG_MAKE_INVIS]
1923 /* Might there be other objects that we can make visible? */ 1557 /* Might there be other objects that we can make visible? */
1924 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1558 && (tmp->invisible && (tmp->flag [FLAG_MONSTER]
1925 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1559 || (tmp->type == PLAYER && !tmp->flag [FLAG_WIZ])
1926 tmp->type == CF_HANDLE || 1560 || tmp->type == T_HANDLE
1927 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE || 1561 || tmp->type == TRAPDOOR
1562 || tmp->type == EXIT
1563 || tmp->type == HOLE
1564 || tmp->type == BUTTON
1928 tmp->type == BUTTON || tmp->type == TELEPORTER || 1565 || tmp->type == TELEPORTER
1566 || tmp->type == GATE
1929 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1567 || tmp->type == LOCKED_DOOR
1930 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN || 1568 || tmp->type == WEAPON
1569 || tmp->type == ALTAR
1570 || (tmp->type == SIGN && tmp->face != magicmouth_face)
1931 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1571 || tmp->type == TRIGGER_PEDESTAL
1932 tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR))) 1572 || tmp->type == SPECIAL_KEY
1573 || tmp->type == TREASURE
1574 || tmp->type == BOOK
1575 || tmp->type == HOLY_ALTAR
1576 || tmp->type == CONTAINER)))
1933 { 1577 {
1578 printf ("show inv %s\n", tmp->debug_desc());//D
1934 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4) 1579 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1935 { 1580 {
1936 tmp->invisible = 0; 1581 tmp->invisible = 0;
1582 done_one = 1;
1583 }
1584 }
1585
1586 if (tmp->flag [FLAG_IS_FLOOR])
1587 floor = 1;
1588
1589 /* All detections below this point don't descend beneath the floor,
1590 * so just continue on. We could be clever and look at the type of
1591 * detection to completely break out if we don't care about objects beneath
1592 * the floor, but once we get to the floor, not likely a very big issue anyways.
1593 */
1594 if (floor)
1595 continue;
1596
1597 /* I had thought about making detect magic and detect curse
1598 * show the flash the magic item like it does for detect monster.
1599 * however, if the object is within sight, this would then make it
1600 * difficult to see what object is magical/cursed, so the
1601 * effect wouldn't be as apparent.
1602 */
1603
1604 /* detect magic */
1605 if (spell->flag [FLAG_KNOWN_MAGICAL]
1606 && !tmp->flag [FLAG_KNOWN_MAGICAL]
1607 && !tmp->flag [FLAG_IDENTIFIED]
1608 && tmp->need_identify ()
1609 && is_magical (tmp))
1610 {
1611 tmp->set_flag (FLAG_KNOWN_MAGICAL);
1612 /* make runes more visible */
1613 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1614 tmp->stats.Cha /= 4;
1615
1616 done_one = 1;
1617 }
1618
1619 /* detect monster */
1620 if (spell->flag [FLAG_MONSTER] && (tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER))
1621 {
1622 done_one = 2;
1623
1624 if (!detect)
1625 detect = tmp;
1626 }
1627
1628 /* Basically, if race is set in the spell, then the creatures race must
1629 * match that. if the spell race is set to GOD, then the gods opposing
1630 * race must match.
1631 */
1632 if (spell->race && tmp->flag [FLAG_MONSTER] && tmp->race &&
1633 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1634 spell->race.contains (tmp->race)))
1635 {
1636 done_one = 2;
1637
1638 if (!detect)
1639 detect = tmp;
1640 }
1641
1642 if (spell->flag [FLAG_KNOWN_CURSED]
1643 && !tmp->flag [FLAG_KNOWN_CURSED]
1644 && tmp->need_identify ()
1645 && (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))
1646 {
1647 tmp->set_flag (FLAG_KNOWN_CURSED);
1648 done_one = 1;
1649 }
1650
1651 // Do mining detection spell:
1652 if (spell->last_sp == 1) // 1 - detect any vein
1653 {
1654 if (tmp->type == VEIN)
1655 {
1656 if (tmp->other_arch)
1657 {
1658 if (!detect)
1659 detect = tmp->other_arch;
1660 done_one = 2;
1661 }
1662 else
1937 done_one = 1; 1663 done_one = 1;
1938 } 1664 }
1939 } 1665 }
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 */ 1666 } /* for stack of objects on this space */
1995 1667
1996 /* Code here puts an effect of the spell on the space, so you can see 1668 /* Code here puts an effect of the spell on the space, so you can see
1997 * where the magic is. 1669 * where the magic is.
1998 */ 1670 */
1999 if (done_one) 1671 if (done_one)
2000 { 1672 {
2001 object *detect_ob = arch_to_object (spell->other_arch); 1673 object *detect_ob = spell->other_arch->instance ();
2002 1674
2003 detect_ob->x = nx;
2004 detect_ob->y = ny;
2005 /* if this is set, we want to copy the face */ 1675 /* if this is set, we want to copy the face */
2006 if (done_one == 2 && detect) 1676 if (done_one == 2 && detect)
2007 { 1677 {
2008 detect_ob->face = detect->face; 1678 detect_ob->face = detect->face;
2009 detect_ob->animation_id = detect->animation_id; 1679 detect_ob->animation_id = detect->animation_id;
2010 detect_ob->anim_speed = detect->anim_speed; 1680 detect_ob->anim_speed = detect->anim_speed;
2011 detect_ob->last_anim = 0; 1681 detect_ob->last_anim = 0;
2012 /* by default, the detect_ob is already animated */ 1682 /* by default, the detect_ob is already animated */
2013 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1683 if (!detect->flag [FLAG_ANIMATE])
2014 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1684 detect_ob->clr_flag (FLAG_ANIMATE);
2015 } 1685 }
2016 insert_ob_in_map (detect_ob, m, op, 0); 1686
1687 m->insert (detect_ob, nx, ny, op, INS_ON_TOP);
2017 } 1688 }
2018 } /* for processing the surrounding spaces */ 1689 } /* for processing the surrounding spaces */
2019 1690
2020 1691
2021 /* Now process objects in the players inventory if detect curse or magic */ 1692 /* 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)) 1693 if (spell->flag [FLAG_KNOWN_CURSED] || spell->flag [FLAG_KNOWN_MAGICAL])
2023 { 1694 {
2024 done_one = 0; 1695 done_one = 0;
1696
2025 for (tmp = op->inv; tmp; tmp = tmp->below) 1697 for (tmp = op->inv; tmp; tmp = tmp->below)
2026 { 1698 {
2027 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1699 if (!tmp->invisible && !tmp->flag [FLAG_IDENTIFIED])
2028 { 1700 {
2029 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)) 1701 if (spell->flag [FLAG_KNOWN_MAGICAL] && is_magical (tmp) && !tmp->flag [FLAG_KNOWN_MAGICAL])
2030 { 1702 {
2031 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1703 tmp->set_flag (FLAG_KNOWN_MAGICAL);
2032 if (op->type == PLAYER) 1704
1705 if (object *pl = tmp->visible_to ())
2033 esrv_send_item (op, tmp); 1706 esrv_update_item (UPD_FLAGS, pl, tmp);
2034 } 1707 }
2035 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1708
2036 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1709 if (spell->flag [FLAG_KNOWN_CURSED] && !tmp->flag [FLAG_KNOWN_CURSED] &&
1710 (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))
2037 { 1711 {
2038 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1712 tmp->set_flag (FLAG_KNOWN_CURSED);
2039 if (op->type == PLAYER) 1713
1714 if (object *pl = tmp->visible_to ())
2040 esrv_send_item (op, tmp); 1715 esrv_update_item (UPD_FLAGS, pl, tmp);
2041 } 1716 }
2042 } /* if item is not identified */ 1717 } /* if item is not identified */
2043 } /* for the players inventory */ 1718 } /* for the players inventory */
2044 } /* if detect magic/curse and object is a player */ 1719 } /* if detect magic/curse and object is a player */
1720
2045 return 1; 1721 return 1;
2046} 1722}
2047 1723
2048 1724
2049/** 1725/**
2062 1738
2063 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you."); 1739 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
2064 1740
2065 if (victim->stats.sp >= victim->stats.maxsp * 2) 1741 if (victim->stats.sp >= victim->stats.maxsp * 2)
2066 { 1742 {
2067 object *tmp;
2068
2069 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1743 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; 1744 victim->stats.sp = 2 * victim->stats.maxsp;
1745 create_exploding_ball_at (victim, caster_level);
2079 } 1746 }
2080 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1747 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."); 1748 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) 1749 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2085 {
2086 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 1750 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
2087 }
2088 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1751 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2089 { 1752 {
2090 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1753 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2091 confuse_player (victim, victim, 99); 1754 confuse_player (victim, victim, 99);
2092 } 1755 }
2093 else if (victim->stats.sp >= victim->stats.maxsp * 1.25) 1756 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
2094 {
2095 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices."); 1757 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
2096 }
2097} 1758}
2098 1759
2099/* cast_transfer 1760/* cast_transfer
2100 * This spell transfers sp from the player to another person. 1761 * This spell transfers sp from the player to another person.
2101 * We let the target go above their normal maximum SP. 1762 * We let the target go above their normal maximum SP.
2108 sint16 x, y; 1769 sint16 x, y;
2109 maptile *m; 1770 maptile *m;
2110 int mflags; 1771 int mflags;
2111 1772
2112 m = op->map; 1773 m = op->map;
2113 x = op->x + freearr_x[dir]; 1774 x = op->x + DIRX (dir);
2114 y = op->y + freearr_y[dir]; 1775 y = op->y + DIRY (dir);
2115 1776
2116 mflags = get_map_flags (m, &m, x, y, &x, &y); 1777 mflags = get_map_flags (m, &m, x, y, &x, &y);
2117 1778
2118 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1779 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
2119 { 1780 {
2120 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above) 1781 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
2121 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1782 if (plyr != op && plyr->flag [FLAG_ALIVE])
2122 break; 1783 break;
2123 } 1784 }
2124 1785
2125 1786
2126 /* If we did not find a player in the specified direction, transfer 1787 /* 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. 1788 * to anyone on top of us. This is used for the rune of transference mostly.
2128 */ 1789 */
2129 if (plyr == NULL) 1790 if (plyr == NULL)
2130 for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above) 1791 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)) 1792 if (plyr != op && plyr->flag [FLAG_ALIVE])
2132 break; 1793 break;
2133 1794
2134 if (!plyr) 1795 if (!plyr)
2135 { 1796 {
2136 new_draw_info (NDI_BLACK, 0, op, "There is no one there."); 1797 op->failmsg ("There is no one there.");
2137 return 0; 1798 return 0;
2138 } 1799 }
2139 /* give sp */ 1800 /* give sp */
2140 if (spell->stats.dam > 0) 1801 if (spell->stats.dam > 0)
2141 { 1802 {
2142 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell); 1803 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
2143 charge_mana_effect (plyr, caster_level (caster, spell)); 1804 charge_mana_effect (plyr, casting_level (caster, spell));
2144 return 1; 1805 return 1;
2145 } 1806 }
2146 /* suck sp away. Can't suck sp from yourself */ 1807 /* suck sp away. Can't suck sp from yourself */
2147 else if (op != plyr) 1808 else if (op != plyr)
2148 { 1809 {
2153 if (rate > 95) 1814 if (rate > 95)
2154 rate = 95; 1815 rate = 95;
2155 1816
2156 sucked = (plyr->stats.sp * rate) / 100; 1817 sucked = (plyr->stats.sp * rate) / 100;
2157 plyr->stats.sp -= sucked; 1818 plyr->stats.sp -= sucked;
2158 if (QUERY_FLAG (op, FLAG_ALIVE)) 1819 if (op->flag [FLAG_ALIVE])
2159 { 1820 {
2160 /* Player doesn't get full credit */ 1821 /* Player doesn't get full credit */
2161 sucked = (sucked * rate) / 100; 1822 sucked = (sucked * rate) / 100;
2162 op->stats.sp += sucked; 1823 op->stats.sp += sucked;
2163 if (sucked > 0) 1824 if (sucked > 0)
2164 { 1825 {
2165 charge_mana_effect (op, caster_level (caster, spell)); 1826 charge_mana_effect (op, casting_level (caster, spell));
2166 } 1827 }
2167 } 1828 }
2168 return 1; 1829 return 1;
2169 } 1830 }
2170 return 0; 1831 return 0;
2183 object *tmp, *head, *next; 1844 object *tmp, *head, *next;
2184 int mflags; 1845 int mflags;
2185 maptile *m; 1846 maptile *m;
2186 sint16 sx, sy; 1847 sint16 sx, sy;
2187 1848
2188 sx = op->x + freearr_x[dir]; 1849 sx = op->x + DIRX (dir);
2189 sy = op->y + freearr_y[dir]; 1850 sy = op->y + DIRY (dir);
2190 m = op->map; 1851 m = op->map;
2191 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1852 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
2192 if (mflags & P_OUT_OF_MAP) 1853 if (mflags & P_OUT_OF_MAP)
2193 return; 1854 return;
2194 1855
2207 1868
2208 /* don't attack our own spells */ 1869 /* don't attack our own spells */
2209 if (tmp->owner && tmp->owner == op->owner) 1870 if (tmp->owner && tmp->owner == op->owner)
2210 continue; 1871 continue;
2211 1872
2212 /* Basically, if the object is magical and not counterspell, 1873 /* Basically, if the object is magical and not counterspell,
2213 * we will more or less remove the object. Don't counterspell 1874 * we will more or less remove the object. Don't counterspell
2214 * monsters either. 1875 * monsters either.
2215 */ 1876 */
2216 1877
2217 if (head->attacktype & AT_MAGIC && 1878 if (head->attacktype & AT_MAGIC
2218 !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level)) 1879 && !(head->attacktype & AT_COUNTERSPELL)
1880 && !head->flag [FLAG_MONSTER]
1881 && (op->level > head->level))
2219 head->destroy (); 1882 head->destroy ();
2220 else 1883 else
2221 switch (head->type) 1884 switch (head->type)
2222 { 1885 {
2223 case SPELL_EFFECT: 1886 case SPELL_EFFECT:
1887 // XXX: Don't affect floor spelleffects. See also XXX comment
1888 // about sanctuary in spell_util.C
1889 if (tmp->flag [FLAG_IS_FLOOR])
1890 continue;
1891
2224 if (op->level > head->level) 1892 if (op->level > head->level)
2225 head->destroy (); 1893 head->destroy ();
2226 1894
2227 break; 1895 break;
2228 1896
2239 break; 1907 break;
2240 } 1908 }
2241 } 1909 }
2242} 1910}
2243 1911
2244
2245
2246/* cast_consecrate() - a spell to make an altar your god's */ 1912/* cast_consecrate() - a spell to make an altar your god's */
2247int 1913int
2248cast_consecrate (object *op, object *caster, object *spell) 1914cast_consecrate (object *op, object *caster, object *spell)
2249{ 1915{
2250 char buf[MAX_BUF]; 1916 char buf[MAX_BUF];
2251 1917
2252 object *tmp, *god = find_god (determine_god (op)); 1918 object *tmp, *god = find_god (determine_god (op));
2253 1919
2254 if (!god) 1920 if (!god)
2255 { 1921 {
2256 new_draw_info (NDI_UNIQUE, 0, op, "You can't consecrate anything if you don't worship a god!"); 1922 op->failmsg ("You can't consecrate anything if you don't worship a god!");
2257 return 0; 1923 return 0;
2258 } 1924 }
2259 1925
2260 for (tmp = op->below; tmp; tmp = tmp->below) 1926 for (tmp = op->below; tmp; tmp = tmp->below)
2261 { 1927 {
2262 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1928 if (tmp->flag [FLAG_IS_FLOOR])
2263 break; 1929 break;
2264 if (tmp->type == HOLY_ALTAR) 1930 if (tmp->type == HOLY_ALTAR)
2265 { 1931 {
2266 1932
2267 if (tmp->level > caster_level (caster, spell)) 1933 if (tmp->level > casting_level (caster, spell))
2268 { 1934 {
2269 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name); 1935 op->failmsgf ("You are not powerful enough to reconsecrate the %s", &tmp->name);
2270 return 0; 1936 return 0;
2271 } 1937 }
2272 else 1938 else
2273 { 1939 {
2274 /* If we got here, we are consecrating an altar */ 1940 /* If we got here, we are consecrating an altar */
2275 sprintf (buf, "Altar of %s", &god->name); 1941 sprintf (buf, "Altar of %s", &god->name);
2276 tmp->name = buf; 1942 tmp->name = buf;
2277 tmp->level = caster_level (caster, spell); 1943 tmp->level = casting_level (caster, spell);
2278 tmp->other_arch = god->arch; 1944 tmp->other_arch = god->arch;
1945
2279 if (op->type == PLAYER) 1946 if (op->type == PLAYER)
2280 esrv_update_item (UPD_NAME, op, tmp); 1947 esrv_update_item (UPD_NAME, op, tmp);
1948
2281 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name); 1949 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
2282 return 1; 1950 return 1;
2283 } 1951 }
2284 } 1952 }
2285 } 1953 }
2286 new_draw_info (NDI_UNIQUE, 0, op, "You are not standing over an altar!"); 1954
1955 op->failmsg ("You are not standing over an altar!");
2287 return 0; 1956 return 0;
2288} 1957}
2289 1958
2290/* animate_weapon - 1959/* animate_weapon -
2291 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon. 1960 * 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 1961 * 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 1962 * 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. 1963 * 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, 1964 * 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 1965 * 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 1966 * that only let players use it was correct, and removed all the other
2298 * player checks. MSW 2003-01-06 1967 * player checks. MSW 2003-01-06
2299 */ 1968 */
2300
2301int 1969int
2302animate_weapon (object *op, object *caster, object *spell, int dir) 1970animate_weapon (object *op, object *caster, object *spell, int dir)
2303{ 1971{
2304 object *weapon, *tmp;
2305 char buf[MAX_BUF]; 1972 char buf[MAX_BUF];
2306 int a, i; 1973 int a, i;
2307 sint16 x, y; 1974 sint16 x, y;
2308 maptile *m; 1975 maptile *m;
2309 materialtype_t *mt;
2310 1976
2311 if (!spell->other_arch) 1977 if (!spell->other_arch)
2312 { 1978 {
2313 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1979 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2314 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name); 1980 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2317 /* exit if it's not a player using this spell. */ 1983 /* exit if it's not a player using this spell. */
2318 if (op->type != PLAYER) 1984 if (op->type != PLAYER)
2319 return 0; 1985 return 0;
2320 1986
2321 /* if player already has a golem, abort */ 1987 /* if player already has a golem, abort */
2322 if (op->contr->ranges[range_golem]) 1988 if (object *golem = op->contr->golem)
2323 { 1989 {
2324 control_golem (op->contr->ranges[range_golem], dir); 1990 control_golem (golem, dir);
2325 return 0; 1991 return 0;
2326 } 1992 }
2327 1993
2328 /* if no direction specified, pick one */ 1994 /* if no direction specified, pick one */
2329 if (!dir) 1995 if (!dir)
2330 dir = find_free_spot (NULL, op->map, op->x, op->y, 1, 9); 1996 dir = find_free_spot (spell->other_arch, op->map, op->x, op->y, 1, 9);
2331 1997
2332 m = op->map; 1998 m = op->map;
2333 x = op->x + freearr_x[dir]; 1999 x = op->x + DIRX (dir);
2334 y = op->y + freearr_y[dir]; 2000 y = op->y + DIRY (dir);
2335 2001
2336 /* if there's no place to put the golem, abort */ 2002 /* 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) || 2003 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)) 2004 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2339 { 2005 {
2340 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2006 op->failmsg ("There is something in the way.");
2341 return 0; 2007 return 0;
2342 } 2008 }
2343 2009
2344 /* Use the weapon marked by the player. */ 2010 /* Use the weapon marked by the player. */
2345 weapon = find_marked_object (op); 2011 object *weapon = op->mark ();
2346 2012
2347 if (!weapon) 2013 if (!weapon)
2348 { 2014 {
2349 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2015 op->failmsg ("You must mark a weapon to use with this spell!");
2350 return 0; 2016 return 0;
2351 } 2017 }
2018
2352 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2019 if (spell->race && weapon->arch->archname != spell->race)
2353 { 2020 {
2354 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2021 op->failmsg ("The spell fails to transform your weapon.");
2355 return 0; 2022 return 0;
2356 } 2023 }
2024
2357 if (weapon->type != WEAPON) 2025 if (weapon->type != WEAPON)
2358 { 2026 {
2359 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it."); 2027 op->failmsg ("You need to wield a weapon to animate it.");
2360 return 0; 2028 return 0;
2361 } 2029 }
2362 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2030
2031 if (weapon->flag [FLAG_APPLIED])
2363 { 2032 {
2364 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon)); 2033 op->failmsgf ("You need to unequip %s before using it in this spell", query_name (weapon));
2365 return 0; 2034 return 0;
2366 } 2035 }
2367 2036
2368 if (weapon->nrof > 1) 2037 weapon = weapon->split ();
2369 {
2370 tmp = get_split_ob (weapon, 1);
2371 esrv_send_item (op, weapon);
2372 weapon = tmp;
2373 }
2374 2038
2375 /* create the golem object */ 2039 /* create the golem object */
2376 tmp = arch_to_object (spell->other_arch); 2040 object *tmp = spell->other_arch->instance ();
2377 2041
2378 /* if animated by a player, give the player control of the golem */ 2042 /* if animated by a player, give the player control of the golem */
2379 CLEAR_FLAG (tmp, FLAG_MONSTER); 2043 tmp->clr_flag (FLAG_MONSTER);
2380 SET_FLAG (tmp, FLAG_FRIENDLY);
2381 tmp->stats.exp = 0; 2044 tmp->stats.exp = 0;
2382 add_friendly_object (tmp); 2045 add_friendly_object (tmp);
2383 tmp->type = GOLEM; 2046 tmp->type = GOLEM;
2384 tmp->set_owner (op); 2047 tmp->set_owner (op);
2048 op->contr->golem = tmp;
2385 set_spell_skill (op, caster, spell, tmp); 2049 set_spell_skill (op, caster, spell, tmp);
2386 op->contr->ranges[range_golem] = tmp;
2387 op->contr->shoottype = range_golem;
2388 2050
2389 /* Give the weapon to the golem now. A bit of a hack to check the 2051 /* 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 2052 * removed flag - it should only be set if weapon->split was
2391 * used above. 2053 * used above.
2392 */ 2054 */
2393 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2055 if (!weapon->flag [FLAG_REMOVED])
2394 weapon->remove (); 2056 weapon->remove ();
2395 insert_ob_in_ob (weapon, tmp); 2057
2396 esrv_send_item (op, weapon); 2058 tmp->insert (weapon);
2059
2397 /* To do everything necessary to let a golem use the weapon is a pain, 2060 /* 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 2061 * so instead, just set it as equipped (otherwise, we need to update
2399 * body_info, skills, etc) 2062 * body_info, skills, etc)
2400 */ 2063 */
2401 SET_FLAG (tmp, FLAG_USE_WEAPON); 2064 tmp->set_flag (FLAG_USE_WEAPON);
2402 SET_FLAG (weapon, FLAG_APPLIED); 2065 weapon->set_flag (FLAG_APPLIED);
2403 tmp->update_stats (); 2066 tmp->update_stats ();
2404 2067
2405 /* There used to be 'odd' code that basically seemed to take the absolute 2068 /* 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 - 2069 * 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. 2070 * if you're using a crappy weapon, it shouldn't be as good.
2427 2090
2428 /* attacktype */ 2091 /* attacktype */
2429 if (!tmp->attacktype) 2092 if (!tmp->attacktype)
2430 tmp->attacktype = AT_PHYSICAL; 2093 tmp->attacktype = AT_PHYSICAL;
2431 2094
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++) 2095 for (i = 0; i < NROFATTACKS; i++)
2438 tmp->resist[i] = 50 - (mt->save[i] * 5); 2096 tmp->resist[i] = 50 - (op->material->save[i] * 5);
2439 a = mt->save[0]; 2097
2440 } 2098 a = op->material->save[0];
2441 else 2099
2442 {
2443 for (i = 0; i < NROFATTACKS; i++)
2444 tmp->resist[i] = 5;
2445 a = 10;
2446 }
2447 /* Set weapon's immunity */ 2100 /* Set weapon's immunity */
2448 tmp->resist[ATNR_CONFUSION] = 100; 2101 tmp->resist[ATNR_CONFUSION] = 100;
2449 tmp->resist[ATNR_POISON] = 100; 2102 tmp->resist[ATNR_POISON] = 100;
2450 tmp->resist[ATNR_SLOW] = 100; 2103 tmp->resist[ATNR_SLOW] = 100;
2451 tmp->resist[ATNR_PARALYZE] = 100; 2104 tmp->resist[ATNR_PARALYZE] = 100;
2457 2110
2458 /* Improve weapon's armour value according to best save vs. physical of its material */ 2111 /* Improve weapon's armour value according to best save vs. physical of its material */
2459 2112
2460 if (a > 14) 2113 if (a > 14)
2461 a = 14; 2114 a = 14;
2115
2462 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); 2116 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.f - (float) tmp->resist[ATNR_PHYSICAL]) / (30.f - 2.f * a));
2463 2117
2464 /* Determine golem's speed */ 2118 /* Determine golem's speed */
2465 tmp->speed = 0.4 + 0.1 * SP_level_range_adjust (caster, spell); 2119 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 2120
2470 if (!spell->race) 2121 if (!spell->race)
2471 { 2122 {
2472 sprintf (buf, "animated %s", &weapon->name); 2123 sprintf (buf, "animated %s", &weapon->name);
2473 tmp->name = buf; 2124 tmp->name = buf;
2475 tmp->face = weapon->face; 2126 tmp->face = weapon->face;
2476 tmp->animation_id = weapon->animation_id; 2127 tmp->animation_id = weapon->animation_id;
2477 tmp->anim_speed = weapon->anim_speed; 2128 tmp->anim_speed = weapon->anim_speed;
2478 tmp->last_anim = weapon->last_anim; 2129 tmp->last_anim = weapon->last_anim;
2479 tmp->state = weapon->state; 2130 tmp->state = weapon->state;
2480 if (QUERY_FLAG (weapon, FLAG_ANIMATE)) 2131 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 } 2132 }
2490 2133
2491 /* make experience increase in proportion to the strength of the summoned creature. */ 2134 /* 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)); 2135 tmp->stats.exp *= 1 + (max (spell->stats.maxgrace, spell->stats.sp) / casting_level (caster, spell));
2493 2136
2494 tmp->speed_left = -1; 2137 tmp->speed_left = -1;
2495 tmp->x = x;
2496 tmp->y = y;
2497 tmp->direction = dir; 2138 tmp->direction = dir;
2498 insert_ob_in_map (tmp, m, op, 0); 2139
2140 m->insert (tmp, x, y, op);
2499 return 1; 2141 return 1;
2500} 2142}
2501 2143
2502/* cast_daylight() - changes the map darkness level *lower* */ 2144/* cast_daylight() - changes the map darkness level *lower* */
2503 2145
2504/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2146/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2505 * This changes the light level for the entire map. 2147 * This changes the light level for the entire map.
2506 */ 2148 */
2507
2508int 2149int
2509cast_change_map_lightlevel (object *op, object *caster, object *spell) 2150cast_change_map_lightlevel (object *op, object *caster, object *spell)
2510{ 2151{
2511 int success; 2152 int success;
2512 2153
2513 if (!op->map) 2154 if (!op->map)
2514 return 0; /* shouldnt happen */ 2155 return 0; /* shouldnt happen */
2515 2156
2516 success = change_map_light (op->map, spell->stats.dam); 2157 success = op->map->change_map_light (spell->stats.dam);
2158
2517 if (!success) 2159 if (!success)
2518 { 2160 {
2519 if (spell->stats.dam < 0) 2161 if (spell->stats.dam < 0)
2520 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2162 op->failmsg ("It can be no brighter here.");
2521 else 2163 else
2522 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2164 op->failmsg ("It can be no darker here.");
2523 } 2165 }
2166
2524 return success; 2167 return success;
2525} 2168}
2526
2527
2528
2529
2530 2169
2531/* create an aura spell object and put it in the player's inventory. 2170/* 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, 2171 * as usual, op is player, caster is the object casting the spell,
2533 * spell is the spell object itself. 2172 * spell is the spell object itself.
2534 */ 2173 */
2540 2179
2541 new_aura = present_arch_in_ob (spell->other_arch, op); 2180 new_aura = present_arch_in_ob (spell->other_arch, op);
2542 if (new_aura) 2181 if (new_aura)
2543 refresh = 1; 2182 refresh = 1;
2544 else 2183 else
2545 new_aura = arch_to_object (spell->other_arch); 2184 new_aura = spell->other_arch->instance ();
2546 2185
2547 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); 2186 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2548 2187
2549 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 2188 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2550 2189
2551 new_aura->set_owner (op);
2552 set_spell_skill (op, caster, spell, new_aura); 2190 set_spell_skill (op, caster, spell, new_aura);
2553 new_aura->attacktype = spell->attacktype; 2191 new_aura->attacktype = spell->attacktype;
2554 2192
2555 new_aura->level = caster_level (caster, spell); 2193 new_aura->level = casting_level (caster, spell);
2194
2556 if (refresh) 2195 if (refresh)
2557 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2196 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2558 else 2197 else
2559 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2198 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2199
2560 insert_ob_in_ob (new_aura, op); 2200 insert_ob_in_ob (new_aura, op);
2201 new_aura->set_owner (op);
2202
2561 return 1; 2203 return 1;
2562} 2204}
2563
2564 2205
2565/* move aura function. An aura is a part of someone's inventory, 2206/* 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 2207 * which he carries with him, but which acts on the map immediately
2567 * around him. 2208 * around him.
2568 * Aura parameters: 2209 * Aura parameters:
2569 * duration: duration counter. 2210 * duration: duration counter.
2570 * attacktype: aura's attacktype 2211 * attacktype: aura's attacktype
2571 * other_arch: archetype to drop where we attack 2212 * other_arch: archetype to drop where we attack
2572 */ 2213 */
2573
2574void 2214void
2575move_aura (object *aura) 2215move_aura (object *aura)
2576{ 2216{
2577 int i, mflags;
2578 object *env;
2579 maptile *m;
2580
2581 /* auras belong in inventories */ 2217 /* auras belong in inventories */
2582 env = aura->env; 2218 object *env = aura->env;
2219 object *owner = aura->owner;
2583 2220
2584 /* no matter what we've gotta remove the aura... 2221 /* no matter what we've gotta remove the aura...
2585 * we'll put it back if its time isn't up. 2222 * we'll put it back if its time isn't up.
2586 */ 2223 */
2587 aura->remove (); 2224 aura->remove ();
2588 2225
2589 /* exit if we're out of gas */ 2226 /* exit if we're out of gas */
2590 if (aura->duration-- < 0) 2227 if (aura->duration-- < 0)
2592 aura->destroy (); 2229 aura->destroy ();
2593 return; 2230 return;
2594 } 2231 }
2595 2232
2596 /* auras only exist in inventories */ 2233 /* auras only exist in inventories */
2597 if (env == NULL || env->map == NULL) 2234 if (!env || !env->map)
2598 { 2235 {
2599 aura->destroy (); 2236 aura->destroy ();
2600 return; 2237 return;
2601 } 2238 }
2602 2239
2603 aura->x = env->x;
2604 aura->y = env->y;
2605
2606 /* we need to jump out of the inventory for a bit 2240 /* we need to jump out of the inventory for a bit
2607 * in order to hit the map conveniently. 2241 * in order to hit the map conveniently.
2608 */ 2242 */
2609 insert_ob_in_map (aura, env->map, aura, 0); 2243 aura->insert_at (env, aura);
2610 2244
2611 for (i = 1; i < 9; i++) 2245 for (int i = 1; i < 9; i++)
2612 { 2246 {
2613 sint16 nx, ny; 2247 mapxy pos (env);
2248 pos.move (i);
2614 2249
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 2250 /* 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 2251 * 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. 2252 * is flying also, if player is walking, it is on the ground, etc.
2622 */ 2253 */
2623 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny)))) 2254 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2624 { 2255 {
2625 hit_map (aura, i, aura->attacktype, 0); 2256 hit_map (aura, i, aura->attacktype, 0);
2626 2257
2627 if (aura->other_arch) 2258 if (aura->other_arch)
2628 { 2259 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 } 2260 }
2636 }
2637 } 2261 }
2262
2638 /* put the aura back in the player's inventory */ 2263 /* put the aura back in the player's inventory */
2639 aura->remove (); 2264 env->insert (aura);
2640 insert_ob_in_ob (aura, env); 2265 aura->set_owner (owner);
2641} 2266}
2642 2267
2643/* moves the peacemaker spell. 2268/* moves the peacemaker spell.
2644 * op is the piece object. 2269 * op is the piece object.
2645 */ 2270 */
2646
2647void 2271void
2648move_peacemaker (object *op) 2272move_peacemaker (object *op)
2649{ 2273{
2650 object *tmp; 2274 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 { 2275 {
2654 int atk_lev, def_lev; 2276 int atk_lev, def_lev;
2655 object *victim = tmp; 2277 object *victim = tmp->head_ ();
2656 2278
2657 if (tmp->head) 2279 if (!victim->flag [FLAG_MONSTER])
2658 victim = tmp->head;
2659 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2660 continue; 2280 continue;
2661 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2281
2282 if (victim->flag [FLAG_UNAGGRESSIVE])
2662 continue; 2283 continue;
2284
2663 if (victim->stats.exp == 0) 2285 if (victim->stats.exp == 0)
2664 continue; 2286 continue;
2665 2287
2666 def_lev = MAX (1, victim->level); 2288 def_lev = max (1, victim->level);
2667 atk_lev = MAX (1, op->level); 2289 atk_lev = max (1, op->level);
2668 2290
2669 if (rndm (0, atk_lev - 1) > def_lev) 2291 if (rndm (0, atk_lev - 1) > def_lev)
2670 { 2292 {
2671 /* make this sucker peaceful. */ 2293 /* make this sucker peaceful. */
2672 2294
2295 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2673 change_exp (op->owner, victim->stats.exp, op->skill, 0); 2296 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2674 victim->stats.exp = 0; 2297 victim->stats.exp = 0;
2675#if 0 2298#if 0
2676 /* No idea why these were all set to zero - if something 2299 /* No idea why these were all set to zero - if something
2677 * makes this creature agressive, he should still do damage. 2300 * makes this creature agressive, he should still do damage.
2680 victim->stats.sp = 0; 2303 victim->stats.sp = 0;
2681 victim->stats.grace = 0; 2304 victim->stats.grace = 0;
2682 victim->stats.Pow = 0; 2305 victim->stats.Pow = 0;
2683#endif 2306#endif
2684 victim->attack_movement = RANDO2; 2307 victim->attack_movement = RANDO2;
2685 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2308 victim->set_flag (FLAG_UNAGGRESSIVE);
2686 SET_FLAG (victim, FLAG_RUN_AWAY); 2309 victim->set_flag (FLAG_RUN_AWAY);
2687 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2310 victim->set_flag (FLAG_RANDOM_MOVE);
2688 CLEAR_FLAG (victim, FLAG_MONSTER); 2311 victim->clr_flag (FLAG_MONSTER);
2312
2689 if (victim->name) 2313 if (victim->name)
2690 {
2691 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name); 2314 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2692 } 2315 }
2693 }
2694 } 2316 }
2695} 2317}
2696
2697 2318
2698/* This writes a rune that contains the appropriate message. 2319/* This writes a rune that contains the appropriate message.
2699 * There really isn't any adjustments we make. 2320 * There really isn't any adjustments we make.
2700 */ 2321 */
2701
2702int 2322int
2703write_mark (object *op, object *spell, const char *msg) 2323write_mark (object *op, object *spell, const char *msg)
2704{ 2324{
2705 char rune[HUGE_BUF];
2706 object *tmp;
2707
2708 if (!msg || msg[0] == 0) 2325 if (!msg || msg[0] == 0)
2709 { 2326 {
2710 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2327 op->failmsg ("Write what?");
2711 return 0; 2328 return 0;
2712 } 2329 }
2713 2330
2714 if (strcasestr_local (msg, "endmsg")) 2331 if (!msg_is_safe (msg))
2715 { 2332 {
2716 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?"); 2333 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); 2334 LOG (llevInfo, "write_mark: player %s tried to write bogus rune %s\n", &op->name, msg);
2718 return 0; 2335 return 0;
2719 } 2336 }
2337
2720 if (!spell->other_arch) 2338 if (!spell->other_arch)
2721 return 0; 2339 return 0;
2722 tmp = arch_to_object (spell->other_arch);
2723 2340
2724 snprintf (rune, sizeof (rune), "%s\n", msg); 2341 object *tmp = spell->other_arch->instance ();
2725 2342
2726 tmp->race = op->name; /*Save the owner of the rune */ 2343 tmp->race = op->name; /*Save the owner of the rune */
2727 tmp->msg = rune; 2344 tmp->msg = msg;
2728 tmp->x = op->x; 2345
2729 tmp->y = op->y; 2346 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2730 insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR); 2347
2731 return 1; 2348 return 1;
2732} 2349}
2350

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