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

Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.60 by root, Sun Jun 24 01:09:28 2007 UTC vs.
Revision 1.149 by root, Sat Dec 1 20:22:13 2018 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 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
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 * 8 *
8 * Crossfire TRT is free software; you can redistribute it and/or modify it 9 * Deliantra is free software: you can redistribute it and/or modify it under
9 * under the terms of the GNU General Public License as published by the Free 10 * the terms of the Affero GNU General Public License as published by the
10 * Software Foundation; either version 2 of the License, or (at your option) 11 * Free Software Foundation, either version 3 of the License, or (at your
11 * any later version. 12 * option) any later version.
12 * 13 *
13 * This program is distributed in the hope that it will be useful, but 14 * This program is distributed in the hope that it will be useful,
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * for more details. 17 * GNU General Public License for more details.
17 * 18 *
18 * You should have received a copy of the GNU General Public License along 19 * You should have received a copy of the Affero GNU General Public License
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 20 * and the GNU General Public License along with this program. If not, see
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA 21 * <http://www.gnu.org/licenses/>.
21 * 22 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de> 23 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 24 */
24 25
25#include <global.h> 26#include <global.h>
26#include <object.h> 27#include <object.h>
27#include <living.h> 28#include <living.h>
58} 59}
59 60
60int 61int
61recharge (object *op, object *caster, object *spell_ob) 62recharge (object *op, object *caster, object *spell_ob)
62{ 63{
63 object *wand, *tmp;
64 int ncharges; 64 int ncharges;
65 65
66 wand = find_marked_object (op); 66 object *wand = op->mark ();
67
67 if (wand == NULL || wand->type != WAND) 68 if (!wand || wand->type != WAND)
68 { 69 {
69 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.");
70 return 0; 71 return 0;
71 } 72 }
73
72 if (!(random_roll (0, 3, op, PREFER_HIGH))) 74 if (!(random_roll (0, 3, op, PREFER_HIGH)))
73 { 75 {
74 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));
75 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE); 77 op->play_sound (sound_find ("ob_explode"));
76 esrv_del_item (op->contr, wand->count);
77 wand->destroy (); 78 wand->destroy ();
78 tmp = get_archetype ("fireball"); 79 object *tmp = archetype::get (shstr_fireball);
79 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;
80 81
81 if (!tmp->stats.dam) 82 if (!tmp->stats.dam)
82 tmp->stats.dam = 1; 83 tmp->stats.dam = 1;
83 84
94 95
95 if (wand->inv && wand->inv->level) 96 if (wand->inv && wand->inv->level)
96 ncharges /= wand->inv->level; 97 ncharges /= wand->inv->level;
97 else 98 else
98 { 99 {
99 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));
100 return 0; 101 return 0;
101 } 102 }
102 103
103 if (!ncharges) 104 if (!ncharges)
104 ncharges = 1; 105 ncharges = 1;
105 106
106 wand->stats.food += ncharges; 107 wand->stats.food += ncharges;
107 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));
108 109
109 if (wand->arch && QUERY_FLAG (wand->arch, FLAG_ANIMATE)) 110 if (wand->arch && wand->arch->flag [FLAG_ANIMATE])
110 { 111 {
111 SET_FLAG (wand, FLAG_ANIMATE); 112 wand->set_flag (FLAG_ANIMATE);
112 wand->set_speed (wand->arch->speed); 113 wand->set_speed (wand->arch->speed);
113 } 114 }
114 115
115 return 1; 116 return 1;
116} 117}
123 * great a plus, the default is used. 124 * great a plus, the default is used.
124 * 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
125 * 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
126 * create nonnmagic arrows, or even -1, etc... 127 * create nonnmagic arrows, or even -1, etc...
127 */ 128 */
128
129int 129int
130cast_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)
131{ 131{
132 int missile_plus = 0, bonus_plus = 0; 132 int bonus_plus = 0;
133 const char *missile_name; 133 const char *missile_name = "arrow";
134 object *tmp, *missile;
135 134
136 missile_name = "arrow";
137
138 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 135 for (object *tmp = op->inv; tmp; tmp = tmp->below)
139 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) 136 if (tmp->type == BOW && tmp->flag [FLAG_APPLIED])
140 missile_name = tmp->race; 137 missile_name = tmp->race;
141 138
142 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); 139 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
143 140
144 if (archetype::find (missile_name) == NULL) 141 archetype *missile_arch = archetype::find (missile_name);
142
143 if (!missile_arch)
145 { 144 {
146 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);
147 return 0; 146 return 0;
148 } 147 }
149 148
150 missile = get_archetype (missile_name); 149 object *missile = missile_arch->instance ();
151 150
152 if (stringarg) 151 if (spellparam)
153 { 152 {
154 /* If it starts with a letter, presume it is a description */ 153 /* If it starts with a letter, presume it is a description */
155 if (isalpha (*stringarg)) 154 if (isalpha (*spellparam))
156 { 155 {
157 artifact *al = find_artifactlist (missile->type)->items; 156 artifact *al = find_artifactlist (missile->type)->items;
158 157
159 for (; al; al = al->next) 158 for (; al; al = al->next)
160 if (!strcasecmp (al->item->name, stringarg)) 159 if (!strcasecmp (al->item->name, spellparam))
161 break; 160 break;
162 161
163 if (!al) 162 if (!al)
164 { 163 {
165 missile->destroy (); 164 missile->destroy ();
166 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);
167 return 0; 166 return 0;
168 } 167 }
169 168
170 if (al->item->slaying) 169 if (al->item->slaying)
171 { 170 {
172 missile->destroy (); 171 missile->destroy ();
173 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);
174 return 0; 173 return 0;
175 } 174 }
176 175
177 give_artifact_abilities (missile, al->item); 176 give_artifact_abilities (missile, al->item);
178 /* 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 -
179 * 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
180 * the parsing of having to do both plus and type. 179 * the parsing of having to do both plus and type.
181 */ 180 */
182 bonus_plus = 1 + (al->item->value / 5); 181 bonus_plus = 1 + (al->item->value / 5);
183 missile_plus = 0; 182 missile_plus = 0;
184 } 183 }
185 else if (atoi (stringarg) < missile_plus) 184 else if (atoi (spellparam) < missile_plus)
186 missile_plus = atoi (stringarg); 185 missile_plus = atoi (spellparam);
187 } 186 }
188 187
189 if (missile_plus > 4) 188 missile_plus = clamp (missile_plus, -4, 4);
190 missile_plus = 4;
191 else if (missile_plus < -4)
192 missile_plus = -4;
193 189
194 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 190 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
195 missile->nrof -= 3 * (missile_plus + bonus_plus); 191 missile->nrof -= 3 * (missile_plus + bonus_plus);
196 192
197 if (missile->nrof < 1) 193 if (missile->nrof < 1)
199 195
200 missile->magic = missile_plus; 196 missile->magic = missile_plus;
201 /* Can't get any money for these objects */ 197 /* Can't get any money for these objects */
202 missile->value = 0; 198 missile->value = 0;
203 199
204 SET_FLAG (missile, FLAG_IDENTIFIED); 200 missile->set_flag (FLAG_IDENTIFIED);
205 201
206 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 ())
207 pick_up (op, missile); 207 pick_up (op, missile);
208 208
209 return 1; 209 return 1;
210} 210}
211 211
212
213/* allows the choice of what sort of food object to make. 212/* allows the choice of what sort of food object to make.
214 * 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*/
215int 214int
216cast_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)
217{ 216{
218 int food_value; 217 int food_value;
219 archetype *at = NULL; 218 archetype *at = NULL;
220 object *new_op; 219 object *new_op;
221 220
222 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);
223 222
224 if (stringarg) 223 if (spellparam)
225 { 224 {
226 at = find_archetype_by_object_type_name (FOOD, stringarg); 225 at = find_archetype_by_object_type_name (FOOD, spellparam);
227 if (at == NULL) 226 if (at == NULL)
228 at = find_archetype_by_object_type_name (DRINK, stringarg); 227 at = find_archetype_by_object_type_name (DRINK, spellparam);
229 if (at == NULL || at->stats.food > food_value) 228 if (at == NULL || at->stats.food > food_value)
230 stringarg = NULL; 229 spellparam = NULL;
231 } 230 }
232 231
233 if (!stringarg) 232 if (!spellparam)
234 { 233 {
235 archetype *at_tmp; 234 archetype *at_tmp;
236 235
237 /* We try to find the archetype with the maximum food value. 236 /* We try to find the archetype with the maximum food value.
238 * This removes the dependancy of hard coded food values in this 237 * This removes the dependancy of hard coded food values in this
257 && at_tmp->weight < at->weight))) 256 && at_tmp->weight < at->weight)))
258 at = at_tmp; 257 at = at_tmp;
259 } 258 }
260 } 259 }
261 } 260 }
261
262 /* 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
263 * know 263 * know
264 */ 264 */
265 if (!at) 265 if (!at)
266 { 266 {
267 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.");
268 return 0; 268 return 0;
269 } 269 }
270 270
271 food_value /= at->stats.food; 271 food_value /= at->stats.food;
272 new_op = arch_to_object (at); 272 new_op = at->instance ();
273 new_op->nrof = food_value; 273 new_op->nrof = food_value;
274 274
275 new_op->value = 0; 275 new_op->value = 0;
276 if (new_op->nrof < 1) 276 if (new_op->nrof < 1)
277 new_op->nrof = 1; 277 new_op->nrof = 1;
285{ 285{
286 int r, mflags, maxrange; 286 int r, mflags, maxrange;
287 object *tmp; 287 object *tmp;
288 maptile *m; 288 maptile *m;
289 289
290
291 if (!dir) 290 if (!dir)
292 { 291 {
293 examine_monster (op, op); 292 examine_monster (op, op);
294 return 1; 293 return 1;
295 } 294 }
295
296 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 296 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
297 for (r = 1; r < maxrange; r++) 297 for (r = 1; r < maxrange; r++)
298 { 298 {
299 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);
300 300
301 m = op->map; 301 m = op->map;
302 mflags = get_map_flags (m, &m, x, y, &x, &y); 302 mflags = get_map_flags (m, &m, x, y, &x, &y);
303 303
304 if (mflags & P_OUT_OF_MAP) 304 if (mflags & P_OUT_OF_MAP)
305 break; 305 break;
306 306
307 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) 307 if (!op->flag [FLAG_WIZCAST] && (mflags & P_NO_MAGIC))
308 { 308 {
309 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 309 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
310 return 0; 310 return 0;
311 } 311 }
312
312 if (mflags & P_IS_ALIVE) 313 if (mflags & P_IS_ALIVE)
313 { 314 {
314 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)
315 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]))
316 { 317 {
317 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 318 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
318 if (tmp->head != NULL) 319 if (tmp->head != NULL)
319 tmp = tmp->head; 320 tmp = tmp->head;
320 examine_monster (op, tmp); 321 examine_monster (op, tmp);
321 return 1; 322 return 1;
322 } 323 }
323 } 324 }
324 } 325 }
326
325 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); 327 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
326 return 1; 328 return 1;
327} 329}
328
329 330
330/* This checks to see if 'pl' is invisible to 'mon'. 331/* This checks to see if 'pl' is invisible to 'mon'.
331 * does race check, undead check, etc 332 * does race check, undead check, etc
332 * Returns TRUE if mon can't see pl, false 333 * Returns TRUE if mon can't see pl, false
333 * otherwise. This doesn't check range, walls, etc. It 334 * otherwise. This doesn't check range, walls, etc. It
335 * pl is invisible. 336 * pl is invisible.
336 */ 337 */
337int 338int
338makes_invisible_to (object *pl, object *mon) 339makes_invisible_to (object *pl, object *mon)
339{ 340{
340
341 if (!pl->invisible) 341 if (!pl->invisible)
342 return 0; 342 return 0;
343
343 if (pl->type == PLAYER) 344 if (pl->type == PLAYER)
344 { 345 {
345 /* If race isn't set, then invisible unless it is undead */ 346 /* If race isn't set, then invisible unless it is undead */
346 if (!pl->contr->invis_race) 347 if (!pl->contr->invis_race)
347 { 348 {
348 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 349 if (mon->flag [FLAG_UNDEAD])
349 return 0; 350 return 0;
351
350 return 1; 352 return 1;
351 } 353 }
354
352 /* invis_race is set if we get here */ 355 /* invis_race is set if we get here */
353 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 356 if (pl->contr->invis_race == shstr_undead && is_true_undead (mon))
354 return 1; 357 return 1;
358
355 /* No race, can't be invisible to it */ 359 /* No race, can't be invisible to it */
356 if (!mon->race) 360 if (!mon->race)
357 return 0; 361 return 0;
362
358 if (strstr (mon->race, pl->contr->invis_race)) 363 if (mon->race.contains (pl->contr->invis_race))
359 return 1; 364 return 1;
365
360 /* Nothing matched above, return 0 */ 366 /* Nothing matched above, return 0 */
361 return 0; 367 return 0;
362 } 368 }
363 else 369 else
364 { 370 {
379int 385int
380cast_invisible (object *op, object *caster, object *spell_ob) 386cast_invisible (object *op, object *caster, object *spell_ob)
381{ 387{
382 if (op->invisible > 1000) 388 if (op->invisible > 1000)
383 { 389 {
384 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");
385 return 0; 391 return 0;
386 } 392 }
387 393
388 /* 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
389 * and if statement or two. 395 * and if statement or two.
390 */ 396 */
391 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
392 /* max duration */ 399 /* limit duration */
393 if (op->invisible > 1000) 400 min_it (op->invisible, 1000);
394 op->invisible = 1000;
395 401
396 if (op->type == PLAYER) 402 if (op->type == PLAYER)
397 { 403 {
398 op->contr->invis_race = spell_ob->race; 404 op->contr->invis_race = spell_ob->race;
399 405
400 if (QUERY_FLAG (spell_ob, FLAG_MAKE_INVIS)) 406 if (spell_ob->flag [FLAG_MAKE_INVIS])
401 op->contr->tmp_invis = 0; 407 op->contr->tmp_invis = 0;
402 else 408 else
403 op->contr->tmp_invis = 1; 409 op->contr->tmp_invis = 1;
404
405 op->contr->hidden = 0;
406 } 410 }
407 411
408 if (makes_invisible_to (op, op)) 412 if (makes_invisible_to (op, op))
409 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!");
410 else 414 else
425/* earth to dust spell. Basically destroys earthwalls in the area. 429/* earth to dust spell. Basically destroys earthwalls in the area.
426 */ 430 */
427int 431int
428cast_earth_to_dust (object *op, object *caster, object *spell_ob) 432cast_earth_to_dust (object *op, object *caster, object *spell_ob)
429{ 433{
430 object *tmp, *next;
431 int range, i, j, mflags; 434 int range, i, j, mflags;
432 sint16 sx, sy; 435 sint16 sx, sy;
433 maptile *m; 436 maptile *m;
434
435 if (op->type != PLAYER)
436 return 0;
437 437
438 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 438 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
439 439
440 for (i = -range; i <= range; i++) 440 for (i = -range; i <= range; i++)
441 for (j = -range; j <= range; j++) 441 for (j = -range; j <= range; j++)
446 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 446 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
447 447
448 if (mflags & P_OUT_OF_MAP) 448 if (mflags & P_OUT_OF_MAP)
449 continue; 449 continue;
450 450
451 // earth to dust tears down everything that can be teared down 451 // earth to dust tears down everything that can be torn down
452 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)
453 { 453 {
454 next = tmp->above; 454 next = tmp->above;
455 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 455
456 if (tmp->flag [FLAG_TEAR_DOWN])
456 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 457 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
457 } 458 }
458 } 459 }
459 460
460 return 1; 461 return 1;
462 463
463void 464void
464execute_word_of_recall (object *op) 465execute_word_of_recall (object *op)
465{ 466{
466 if (object *pl = op->in_player ()) 467 if (object *pl = op->in_player ())
467 {
468 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST)) 468 if (pl->ms ().flags () & P_NO_CLERIC && !pl->flag [FLAG_WIZCAST])
469 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you."); 469 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
470 else 470 else
471 { 471 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
472 // remove first so we do not call update_stats
473 op->remove ();
474 pl->enter_exit (op);
475 }
476 }
477 472
478 op->destroy (); 473 op->destroy ();
479} 474}
480 475
481/* Word of recall causes the player to return 'home'. 476/* Word of recall causes the player to return 'home'.
482 * 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
483 * time delay effect. 478 * time delay effect.
484 */ 479 */
485int 480int
486cast_word_of_recall (object *op, object *caster, object *spell_ob) 481cast_word_of_recall (object *op, object *caster, object *spell_ob)
487{ 482{
488 object *dummy; 483 if (!op->is_player ())
489 int time;
490
491 if (op->type != PLAYER)
492 return 0; 484 return 0;
493 485
494 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))
495 { 487 {
496 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.");
497 return 1; 489 return 1;
498 } 490 }
499 491
500 dummy = get_archetype (FORCE_NAME); 492 object *dummy = archetype::get (FORCE_NAME);
501 if (dummy == NULL)
502 {
503 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
504 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
505 return 0;
506 }
507 493
508 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));
509 if (time < 1)
510 time = 1;
511 495
512 /* 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
513 * 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
514 * do anything really odd if it say a -1000 or something. 498 * do anything really odd if it say a -1000 or something.
515 */ 499 */
516 dummy->set_speed (0.002); 500 dummy->set_speed (0.002);
517 dummy->speed_left = -dummy->speed * time; 501 dummy->speed_left = -dummy->speed * time;
518 dummy->type = SPELL_EFFECT; 502 dummy->type = SPELL_EFFECT;
519 dummy->subtype = SP_WORD_OF_RECALL; 503 dummy->subtype = SP_WORD_OF_RECALL;
520 504 dummy->slaying = op->contr->savebed_map;
521 /* If we could take advantage of enter_player_savebed() here, it would be 505 dummy->stats.hp = op->contr->bed_x;
522 * nice, but until the map load fails, we can't. 506 dummy->stats.sp = op->contr->bed_y;
523 */
524 EXIT_PATH (dummy) = op->contr->savebed_map;
525 EXIT_X (dummy) = op->contr->bed_x;
526 EXIT_Y (dummy) = op->contr->bed_y;
527 507
528 op->insert (dummy); 508 op->insert (dummy);
529 509
530 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.");
531 511
570 550
571int 551int
572perceive_self (object *op) 552perceive_self (object *op)
573{ 553{
574 const char *cp = describe_item (op, op); 554 const char *cp = describe_item (op, op);
575 archetype *at = archetype::find (ARCH_DEPLETION); 555 archetype *at = archetype::find (shstr_depletion);
576 556
577 dynbuf_text buf; 557 dynbuf_text &buf = msg_dynbuf; buf.clear ();
578 558
579 if (player *pl = op->contr) 559 if (!op->is_player ())
560 return 0;
561
580 if (object *race = archetype::find (op->race)) 562 if (object *race = archetype::find (op->race))
581 buf << "You are a " << (pl->gender ? "female" : "male") << " " << &race->name << ".\n"; 563 buf << " - You are a G<male|female> " << &race->name << ".\n";
582 564
583 if (object *god = find_god (determine_god (op))) 565 if (object *god = find_god (determine_god (op)))
584 buf << "You worship " << &god->name << ".\n"; 566 buf << " - You worship " << &god->name << ".\n";
585 else 567 else
586 buf << "You worship no god.\n"; 568 buf << " - You worship no god.\n";
587 569
588 object *tmp = present_arch_in_ob (at, op); 570 object *tmp = present_arch_in_ob (at, op);
589 571
590 if (*cp == '\0' && tmp == NULL) 572 if (*cp == '\0' && !tmp)
591 buf << "You feel very mundane. "; 573 buf << " - You feel very mundane. ";
592 else 574 else
593 { 575 {
594 buf << "You have: " << cp << ".\n"; 576 buf << " - You have: " << cp << ".\n";
595 577
596 if (tmp) 578 if (tmp)
597 for (int i = 0; i < NUM_STATS; i++) 579 for (int i = 0; i < NUM_STATS; i++)
598 if (tmp->stats.stat (i) < 0) 580 if (tmp->stats.stat (i) < 0)
599 buf.printf ("Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i)); 581 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
600 } 582 }
601 583
602 if (is_dragon_pl (op)) 584 if (op->is_dragon ())
603 /* now grab the 'dragon_ability'-force from the player's inventory */ 585 /* now grab the 'dragon_ability'-force from the player's inventory */
604 for (tmp = op->inv; tmp; tmp = tmp->below) 586 for (tmp = op->inv; tmp; tmp = tmp->below)
605 { 587 {
606 if (tmp->type == FORCE && !strcmp (tmp->arch->archname, "dragon_ability_force")) 588 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
607 { 589 {
608 if (tmp->stats.exp == 0) 590 if (tmp->stats.exp == 0)
609 buf << "Your metabolism isn't focused on anything.\n"; 591 buf << " - Your metabolism isn't focused on anything.\n";
610 else 592 else
611 buf << "Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n"; 593 buf << " - Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
612 594
613 break; 595 break;
614 } 596 }
615 } 597 }
616 598
617 new_draw_info (NDI_UNIQUE, 0, op, buf.linearise ()); 599 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
618 600
619 return 1; 601 return 1;
620} 602}
621 603
622/* This creates magic walls. Really, it can create most any object, 604/* This creates magic walls. Really, it can create most any object,
638 x = op->x; 620 x = op->x;
639 y = op->y; 621 y = op->y;
640 } 622 }
641 else 623 else
642 { 624 {
643 x = op->x + freearr_x[dir]; 625 x = op->x + DIRX (dir);
644 y = op->y + freearr_y[dir]; 626 y = op->y + DIRY (dir);
645 } 627 }
646 628
647 m = op->map; 629 m = op->map;
648 630
649 if ((spell_ob->move_block || x != op->x || y != op->y) && 631 if ((spell_ob->move_block || x != op->x || y != op->y) &&
650 (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) ||
651 ((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)))
652 { 634 {
653 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 635 op->failmsg ("Something is in the way.");
654 return 0; 636 return 0;
655 } 637 }
656 638
657 if (spell_ob->other_arch) 639 if (spell_ob->other_arch)
658 tmp = arch_to_object (spell_ob->other_arch); 640 tmp = spell_ob->other_arch->instance ();
659 else if (spell_ob->race) 641 else if (spell_ob->race)
660 { 642 {
661 char buf1[MAX_BUF]; 643 char buf1[MAX_BUF];
662 644
663 sprintf (buf1, spell_ob->race, dir); 645 sprintf (buf1, spell_ob->race, dir);
667 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 649 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
668 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 650 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
669 return 0; 651 return 0;
670 } 652 }
671 653
672 tmp = arch_to_object (at); 654 tmp = at->instance ();
673 } 655 }
674 else 656 else
675 { 657 {
676 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);
677 return 0; 659 return 0;
682 tmp->attacktype = spell_ob->attacktype; 664 tmp->attacktype = spell_ob->attacktype;
683 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);
684 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);
685 tmp->range = 0; 667 tmp->range = 0;
686 } 668 }
687 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 669 else if (tmp->flag [FLAG_ALIVE])
688 { 670 {
689 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);
690 tmp->stats.maxhp = tmp->stats.hp; 672 tmp->stats.maxhp = tmp->stats.hp;
691 } 673 }
692 674
693 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])
694 { 676 {
695 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);
696 SET_FLAG (tmp, FLAG_IS_USED_UP); 678 tmp->set_flag (FLAG_IS_USED_UP);
697 } 679 }
698 680
699 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 681 if (spell_ob->flag [FLAG_TEAR_DOWN])
700 { 682 {
701 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);
702 tmp->stats.maxhp = tmp->stats.hp; 684 tmp->stats.maxhp = tmp->stats.hp;
703 SET_FLAG (tmp, FLAG_TEAR_DOWN); 685 tmp->set_flag (FLAG_TEAR_DOWN);
704 SET_FLAG (tmp, FLAG_ALIVE); 686 tmp->set_flag (FLAG_ALIVE);
705 } 687 }
706 688
707 /* 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,
708 * 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
709 * earthwalls, though, so they survive restarts. 691 * earthwalls, though, so they survive restarts.
710 */ 692 */
711 if (tmp->type != EARTHWALL) //TODO 693 if (tmp->type != EARTHWALL) //TODO
712 tmp->set_owner (op); 694 tmp->set_owner (op);
713 695
714 set_spell_skill (op, caster, spell_ob, tmp); 696 set_spell_skill (op, caster, spell_ob, tmp);
715 tmp->level = caster_level (caster, spell_ob) / 2; 697 tmp->level = casting_level (caster, spell_ob) / 2;
716 698
717 name = tmp->name; 699 name = tmp->name;
718 if (!(tmp = m->insert (tmp, x, y, op))) 700 if (!(tmp = m->insert (tmp, x, y, op)))
719 { 701 {
720 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);
721 return 0; 703 return 0;
722 } 704 }
723 705
724 /* 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 */
725 if (tmp->other_arch && tmp->other_arch->type == SPELL) 707 if (tmp->other_arch && tmp->other_arch->type == SPELL)
726 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 708 insert_ob_in_ob (tmp->other_arch->instance (), tmp);
727 709
728 /* This code causes the wall to extend some distance in 710 /* This code causes the wall to extend some distance in
729 * each direction, or until an obstruction is encountered. 711 * each direction, or until an obstruction is encountered.
730 * posblocked and negblocked help determine how far the 712 * posblocked and negblocked help determine how far the
731 * created wall can extend, it won't go extend through 713 * created wall can extend, it won't go extend through
732 * blocked spaces. 714 * blocked spaces.
733 */ 715 */
734 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 716 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
739 { 721 {
740 int dir2; 722 int dir2;
741 723
742 dir2 = (dir < 4) ? (dir + 2) : dir - 2; 724 dir2 = (dir < 4) ? (dir + 2) : dir - 2;
743 725
744 x = tmp->x + i * freearr_x[dir2]; 726 x = tmp->x + i * DIRX (dir2);
745 y = tmp->y + i * freearr_y[dir2]; 727 y = tmp->y + i * DIRY (dir2);
746 m = tmp->map; 728 m = tmp->map;
747 729
748 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)) &&
749 ((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)
750 { 732 {
751 object *tmp2 = tmp->clone (); 733 object *tmp2 = tmp->clone ();
752 m->insert (tmp2, x, y, op); 734 m->insert (tmp2, x, y, op);
753 735
754 /* 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 */
755 if (tmp2->other_arch && tmp2->other_arch->type == SPELL) 737 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
756 tmp2->insert (arch_to_object (tmp2->other_arch)); 738 tmp2->insert (tmp2->other_arch->instance ());
757 739
758 } 740 }
759 else 741 else
760 posblocked = 1; 742 posblocked = 1;
761 743
762 x = tmp->x - i * freearr_x[dir2]; 744 x = tmp->x - i * DIRX (dir2);
763 y = tmp->y - i * freearr_y[dir2]; 745 y = tmp->y - i * DIRY (dir2);
764 m = tmp->map; 746 m = tmp->map;
765 747
766 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)) &&
767 ((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)
768 { 750 {
769 object *tmp2 = tmp->clone (); 751 object *tmp2 = tmp->clone ();
770 m->insert (tmp2, x, y, op); 752 m->insert (tmp2, x, y, op);
771 753
772 if (tmp2->other_arch && tmp2->other_arch->type == SPELL) 754 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
773 tmp2->insert (arch_to_object (tmp2->other_arch)); 755 tmp2->insert (tmp2->other_arch->instance ());
774 } 756 }
775 else 757 else
776 negblocked = 1; 758 negblocked = 1;
777 } 759 }
778 760
779 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) 761 if (tmp->flag [FLAG_BLOCKSVIEW])
780 update_all_los (op->map, op->x, op->y); 762 update_all_los (op->map, op->x, op->y);
781 763
782 return 1; 764 return 1;
783} 765}
784 766
785int 767int
786dimension_door (object *op, object *caster, object *spob, int dir) 768dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
787{ 769{
788 uint32 dist, maxdist; 770 uint32 dist, maxdist;
789 int mflags; 771 int mflags;
790 maptile *m; 772 maptile *m;
791 sint16 sx, sy; 773 sint16 sx, sy;
793 if (op->type != PLAYER) 775 if (op->type != PLAYER)
794 return 0; 776 return 0;
795 777
796 if (!dir) 778 if (!dir)
797 { 779 {
798 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?"); 780 op->failmsg ("In what direction?");
799 return 0; 781 return 0;
800 } 782 }
801 783
802 /* 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
803 * ever, so put limits in. 785 * ever, so put limits in.
804 */ 786 */
805 maxdist = spob->range + SP_level_range_adjust (caster, spob); 787 maxdist = spob->range + SP_level_range_adjust (caster, spob);
806 788
807 if (op->contr->count) 789 if (spellparam)
808 { 790 {
791 int count = atoi (spellparam);
792
809 if (op->contr->count > maxdist) 793 if (count > maxdist)
810 { 794 {
811 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!"); 795 op->failmsg ("You can't dimension door that far!");
812 return 0; 796 return 0;
813 } 797 }
814 798
815 for (dist = 0; dist < op->contr->count; dist++) 799 for (dist = 0; dist < count; dist++)
816 { 800 {
817 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);
818 802
819 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 803 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
820 break; 804 break;
821 805
822 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)))
823 break; 807 break;
824 } 808 }
825 809
826 if (dist < op->contr->count) 810 if (dist < count)
827 { 811 {
828 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");
829 op->contr->count = 0;
830 return 0; 813 return 0;
831 } 814 }
832
833 op->contr->count = 0;
834 815
835 /* Remove code that puts player on random space on maps. IMO, 816 /* Remove code that puts player on random space on maps. IMO,
836 * 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,
837 * 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
838 * by such squares). Also, there are probably treasure rooms and 819 * by such squares). Also, there are probably treasure rooms and
839 * 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
840 * areas themselves don't contain no magic spaces. 821 * areas themselves don't contain no magic spaces.
841 */ 822 */
842 /* This call here is really just to normalize the coordinates */ 823 /* This call here is really just to normalize the coordinates */
843 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);
844 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)))
845 { 826 {
846 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");
847 return 1; /* Maybe the penalty should be more severe... */ 828 return 1; /* Maybe the penalty should be more severe... */
848 } 829 }
854 * spaces that blocked the players view. 835 * spaces that blocked the players view.
855 */ 836 */
856 837
857 for (dist = 0; dist < maxdist; dist++) 838 for (dist = 0; dist < maxdist; dist++)
858 { 839 {
859 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);
860 841
861 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 842 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
862 break; 843 break;
863 844
864 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)))
869 /* If the destination is blocked, keep backing up until we 850 /* If the destination is blocked, keep backing up until we
870 * find a place for the player. 851 * find a place for the player.
871 */ 852 */
872 for (; dist > 0; dist--) 853 for (; dist > 0; dist--)
873 { 854 {
874 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,
875 &sx, &sy) & (P_OUT_OF_MAP | P_IS_ALIVE)) 856 &sx, &sy) & (P_OUT_OF_MAP | P_IS_ALIVE))
876 continue; 857 continue;
877 858
878 859
879 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)))
880 break; 861 break;
881 862
882 } 863 }
883 if (!dist) 864 if (!dist)
884 { 865 {
885 new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n"); 866 op->failmsg ("Your spell failed!\n");
886 return 0; 867 return 0;
887 } 868 }
888 } 869 }
889 870
890 /* Actually move the player now */ 871 /* Actually move the player now */
891 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op))) 872 if (!(op = op->map->insert (op, op->x + DIRX (dir) * dist, op->y + DIRY (dir) * dist, op)))
892 return 1; 873 return 1;
893 874
894 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
895 return 1; 877 return 1;
896} 878}
897
898 879
899/* cast_heal: Heals something. 880/* cast_heal: Heals something.
900 * op is the caster. 881 * op is the caster.
901 * dir is the direction he is casting it in. 882 * dir is the direction he is casting it in.
902 * spell is the spell object. 883 * spell is the spell object.
929 { 910 {
930 /* See how many points we actually heal. Instead of messages 911 /* See how many points we actually heal. Instead of messages
931 * based on type of spell, we instead do messages based 912 * based on type of spell, we instead do messages based
932 * on amount of damage healed. 913 * on amount of damage healed.
933 */ 914 */
934 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 915 if (heal > tmp->stats.maxhp - tmp->stats.hp)
935 heal = tmp->stats.maxhp - tmp->stats.hp; 916 heal = tmp->stats.maxhp - tmp->stats.hp;
917
936 tmp->stats.hp += heal; 918 tmp->stats.hp += heal;
937 919
938 if (tmp->stats.hp >= tmp->stats.maxhp) 920 if (tmp->stats.hp >= tmp->stats.maxhp)
939 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 921 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
940 else if (heal > 50) 922 else if (heal > 50)
949 success = 1; 931 success = 1;
950 } 932 }
951 } 933 }
952 934
953 if (spell->attacktype & AT_DISEASE) 935 if (spell->attacktype & AT_DISEASE)
954 if (cure_disease (tmp, op)) 936 if (cure_disease (tmp, op, spell))
955 success = 1; 937 success = 1;
956 938
957 if (spell->attacktype & AT_POISON) 939 if (spell->attacktype & AT_POISON)
958 { 940 {
959 at = archetype::find ("poisoning"); 941 at = archetype::find (shstr_poisoning);
960 poison = present_arch_in_ob (at, tmp); 942 poison = present_arch_in_ob (at, tmp);
961 if (poison) 943 if (poison)
962 { 944 {
963 success = 1; 945 success = 1;
964 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 946 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
966 } 948 }
967 } 949 }
968 950
969 if (spell->attacktype & AT_CONFUSION) 951 if (spell->attacktype & AT_CONFUSION)
970 { 952 {
971 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 953 poison = present_in_ob_by_name (FORCE, shstr_confusion, tmp);
972 if (poison) 954 if (poison)
973 { 955 {
974 success = 1; 956 success = 1;
975 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 957 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
976 poison->duration = 1; 958 poison->duration = 1;
977 } 959 }
978 } 960 }
979 961
980 if (spell->attacktype & AT_BLIND) 962 if (spell->attacktype & AT_BLIND)
981 { 963 {
982 at = archetype::find ("blindness"); 964 at = archetype::find (shstr_blindness);
983 poison = present_arch_in_ob (at, tmp); 965 poison = present_arch_in_ob (at, tmp);
984 if (poison) 966 if (poison)
985 { 967 {
986 success = 1; 968 success = 1;
987 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.");
1005 tmp->stats.grace = tmp->stats.maxgrace; 987 tmp->stats.grace = tmp->stats.maxgrace;
1006 success = 1; 988 success = 1;
1007 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!");
1008 } 990 }
1009 991
1010 if (spell->stats.food && tmp->stats.food < 999) 992 if (spell->stats.food && tmp->stats.food < MAX_FOOD)
1011 { 993 {
1012 tmp->stats.food += spell->stats.food; 994 tmp->stats.food += spell->stats.food;
1013 if (tmp->stats.food > 999) 995 min_it (tmp->stats.food, MAX_FOOD);
1014 tmp->stats.food = 999; 996
1015 success = 1; 997 success = 1;
1016 /* 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 */
1017 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");
1018 } 1000 }
1019 1001
1033 "You don't feel any more powerful." 1015 "You don't feel any more powerful."
1034 "You are no easier to look at.", 1016 "You are no easier to look at.",
1035}; 1017};
1036 1018
1037int 1019int
1020change_ability_duration (object *spell, object *caster)
1021{
1022 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1023}
1024
1025int
1038cast_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)
1039{ 1027{
1040 object *force = NULL; 1028 object *force = 0;
1041 int i; 1029 int i;
1042 1030
1043 /* 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. */
1044 object *tmp = dir 1032 object *tmp = dir
1045 ? find_target_for_friendly_spell (op, dir) 1033 ? find_target_for_friendly_spell (op, dir)
1046 : op; 1034 : op;
1047 1035
1048 if (!tmp) 1036 if (!tmp)
1049 return 0; 1037 return 0;
1050 1038
1051 /* 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. */
1059 break; 1047 break;
1060 } 1048 }
1061 else if (spell_ob->race && spell_ob->race == tmp2->name) 1049 else if (spell_ob->race && spell_ob->race == tmp2->name)
1062 { 1050 {
1063 if (!silent) 1051 if (!silent)
1064 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
1065 return 0; 1055 return 0;
1066 } 1056 }
1067 } 1057 }
1068 } 1058 }
1059
1060 int duration = change_ability_duration (spell_ob, caster);
1061
1069 if (force == NULL) 1062 if (force)
1070 {
1071 force = get_archetype (FORCE_NAME);
1072 force->subtype = FORCE_CHANGE_ABILITY;
1073 if (spell_ob->race)
1074 force->name = spell_ob->race;
1075 else
1076 force->name = spell_ob->name;
1077 force->name_pl = spell_ob->name;
1078 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1079
1080 } 1063 {
1081 else
1082 {
1083 int duration;
1084
1085 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1086 if (duration > force->duration) 1064 if (duration > force->duration)
1087 { 1065 {
1088 force->duration = duration; 1066 force->duration = duration;
1089 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.");
1090 } 1068 }
1091 else 1069 else
1092 {
1093 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.");
1094 }
1095 1071
1096 return 1; 1072 return 1;
1097 } 1073 }
1098 1074
1099 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 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
1100 force->speed = 1.0; 1090 force->speed = 1.0;
1101 force->speed_left = -1.0; 1091 force->speed_left = -1.0;
1102 SET_FLAG (force, FLAG_APPLIED); 1092 force->set_flag (FLAG_APPLIED);
1103 1093
1104 /* Now start processing the effects. First, protections */ 1094 /* Now start processing the effects. First, protections */
1105 for (i = 0; i < NROFATTACKS; i++) 1095 for (i = 0; i < NROFATTACKS; i++)
1106 {
1107 if (spell_ob->resist[i]) 1096 if (spell_ob->resist[i])
1108 {
1109 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));
1110 if (force->resist[i] > 100)
1111 force->resist[i] = 100;
1112 }
1113 }
1114 1098
1115 if (spell_ob->stats.hp) 1099 if (spell_ob->stats.hp)
1116 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);
1117 1101
1118 if (tmp->type == PLAYER) 1102 if (tmp->type == PLAYER)
1137 } 1121 }
1138 } 1122 }
1139 1123
1140 force->move_type = spell_ob->move_type; 1124 force->move_type = spell_ob->move_type;
1141 1125
1142 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK)) 1126 if (spell_ob->flag [FLAG_SEE_IN_DARK])
1143 SET_FLAG (force, FLAG_SEE_IN_DARK); 1127 force->set_flag (FLAG_SEE_IN_DARK);
1144 1128
1145 if (QUERY_FLAG (spell_ob, FLAG_XRAYS)) 1129 if (spell_ob->flag [FLAG_XRAYS])
1146 SET_FLAG (force, FLAG_XRAYS); 1130 force->set_flag (FLAG_XRAYS);
1147 1131
1148 /* Haste/bonus speed */ 1132 /* Haste/bonus speed */
1149 if (spell_ob->stats.exp) 1133 if (spell_ob->stats.exp)
1150 { 1134 {
1151 if (op->speed > 0.5f) 1135 if (op->speed > 0.5f)
1171 */ 1155 */
1172int 1156int
1173cast_bless (object *op, object *caster, object *spell_ob, int dir) 1157cast_bless (object *op, object *caster, object *spell_ob, int dir)
1174{ 1158{
1175 int i; 1159 int i;
1176 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1160 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1177 1161
1178 /* 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. */
1179 if (dir != 0) 1163 if (dir != 0)
1180 { 1164 {
1181 tmp = find_target_for_friendly_spell (op, dir); 1165 tmp = find_target_for_friendly_spell (op, dir);
1166
1167 if (!tmp)
1168 return 0;
1182 } 1169 }
1183 else 1170 else
1184 {
1185 tmp = op; 1171 tmp = op;
1186 }
1187 1172
1188 /* 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. */
1189 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1174 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1190 { 1175 {
1191 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1176 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1192 { 1177 {
1193 if (tmp2->name == spell_ob->name) 1178 if (tmp2->name == spell_ob->name)
1194 { 1179 {
1200 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);
1201 return 0; 1186 return 0;
1202 } 1187 }
1203 } 1188 }
1204 } 1189 }
1190
1205 if (force == NULL) 1191 if (force == NULL)
1206 { 1192 {
1207 force = get_archetype (FORCE_NAME); 1193 force = archetype::get (FORCE_NAME);
1208 force->subtype = FORCE_CHANGE_ABILITY; 1194 force->subtype = FORCE_CHANGE_ABILITY;
1209 if (spell_ob->race) 1195 if (spell_ob->race)
1210 force->name = spell_ob->race; 1196 force->name = spell_ob->race;
1211 else 1197 else
1212 force->name = spell_ob->name; 1198 force->name = spell_ob->name;
1227 { 1213 {
1228 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.");
1229 } 1215 }
1230 return 0; 1216 return 0;
1231 } 1217 }
1218
1232 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;
1233 force->speed = 1.0; 1220 force->speed = 1.0;
1234 force->speed_left = -1.0; 1221 force->speed_left = -1.0;
1235 SET_FLAG (force, FLAG_APPLIED); 1222 force->set_flag (FLAG_APPLIED);
1236 1223
1237 if (!god) 1224 if (!god)
1238 { 1225 {
1239 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty."); 1226 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1240 } 1227 }
1241 else 1228 else
1242 { 1229 {
1243 /* Only give out good benefits, and put a max on it */ 1230 /* Only give out good benefits, and put a max on it */
1244 for (i = 0; i < NROFATTACKS; i++) 1231 for (i = 0; i < NROFATTACKS; i++)
1245 {
1246 if (god->resist[i] > 0) 1232 if (god->resist[i] > 0)
1247 {
1248 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]);
1249 } 1234
1250 }
1251 force->path_attuned |= god->path_attuned; 1235 force->path_attuned |= god->path_attuned;
1252 1236
1253 if (spell_ob->attacktype) 1237 if (spell_ob->attacktype)
1254 force->slaying = god->slaying; 1238 force->slaying = god->slaying;
1255 1239
1274} 1258}
1275 1259
1276/* Alchemy code by Mark Wedel 1260/* Alchemy code by Mark Wedel
1277 * 1261 *
1278 * This code adds a new spell, called alchemy. Alchemy will turn 1262 * This code adds a new spell, called alchemy. Alchemy will turn
1279 * objects to gold nuggets, the value of the gold nuggets being 1263 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1280 * about 90% of that of the item itself. It uses the value of the
1281 * object before charisma adjustments, because the nuggets themselves
1282 * will be will be adjusted by charisma when sold.
1283 * 1264 *
1284 * 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
1285 * the maximum number of large nuggets you could get. 1266 * itself. It uses the value of the object before charisma adjustments,
1286 * 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
1287 * to the max amount of small nuggets as you could get. 1268 * when sold.
1288 *
1289 * For example, if an item is worth 110 gold, you will get
1290 * 4 large nuggets, and from 0-10 small nuggets.
1291 * 1269 *
1292 * 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
1293 * 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
1294 * alchemised. 1272 * alchemised.
1295 */ 1273 */
1296static void 1274static void
1297alchemy_object (object *obj, uint64 &total_value, int &total_weight) 1275alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1298{ 1276{
1299 uint64 value = query_cost (obj, NULL, F_TRUE); 1277 uint64 value = query_cost (obj, NULL, F_TRUE);
1300 1278
1301 /* Give third price when we alchemy money (This should hopefully 1279 /* Give third price when we alchemy money (this should hopefully
1302 * 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
1303 * the nuggets, alchemy the gold from that, etc. 1281 * the nuggets, alchemy the gold from that, etc.
1304 * Otherwise, give 9 silver on the gold for other objects, 1282 * Otherwise, give 9 silver on the gold for other objects,
1305 * so that it would still be more affordable to haul 1283 * so that it would still be more affordable to haul
1306 * the stuff back to town. 1284 * the stuff back to town.
1307 */ 1285 */
1308 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1286 if (obj->flag [FLAG_UNPAID])
1309 value = 0; 1287 value = 0;
1310 else if (obj->type == MONEY || obj->type == GEM) 1288 else if (obj->type == MONEY || obj->type == GEM)
1311 value /= 3; 1289 value /= 3;
1312 else 1290 else
1313 value = value * 9 / 10; 1291 value = value * 9 / 10;
1318 total_weight += obj->total_weight (); 1296 total_weight += obj->total_weight ();
1319 1297
1320 obj->destroy (); 1298 obj->destroy ();
1321} 1299}
1322 1300
1323static void
1324update_map (object *op, maptile *m, int small_nuggets, object *small, int large_nuggets, object *large, int x, int y)
1325{
1326 int flag = 0;
1327
1328 /* Put any nuggets below the player, but we can only pass this
1329 * flag if we are on the same space as the player
1330 */
1331 if (x == op->x && y == op->y && op->map == m)
1332 flag = INS_BELOW_ORIGINATOR;
1333
1334 if (small_nuggets)
1335 {
1336 object *tmp = small->clone ();
1337 tmp->nrof = small_nuggets;
1338 m->insert (tmp, x, y, op, flag);
1339 }
1340
1341 if (large_nuggets)
1342 {
1343 object *tmp = large->clone ();
1344 tmp->nrof = large_nuggets;
1345 m->insert (tmp, x, y, op, flag);
1346 }
1347
1348 if (object *pl = m->at (x, y).player ())
1349 if (pl->contr->ns)
1350 pl->contr->ns->look_position = 0;
1351}
1352
1353int 1301int
1354alchemy (object *op, object *caster, object *spell_ob) 1302alchemy (object *op, object *caster, object *spell_ob)
1355{ 1303{
1356 if (op->type != PLAYER) 1304 if (op->type != PLAYER)
1357 return 0; 1305 return 0;
1358 1306
1359 object *large = get_archetype ("largenugget"); 1307 archetype *nugget[3];
1360 object *small = get_archetype ("smallnugget"); 1308
1309 nugget[0] = archetype::find (shstr_pyrite3);
1310 nugget[1] = archetype::find (shstr_pyrite2);
1311 nugget[2] = archetype::find (shstr_pyrite);
1361 1312
1362 /* Put a maximum weight of items that can be alchemised. Limits the power 1313 /* Put a maximum weight of items that can be alchemised. Limits the power
1363 * some, and also prevents people from alchemising every table/chair/clock 1314 * some, and also prevents people from alchemising every table/chair/clock
1364 * in sight 1315 * in sight
1365 */ 1316 */
1394 1345
1395 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next) 1346 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1396 { 1347 {
1397 next = tmp->above; 1348 next = tmp->above;
1398 1349
1399 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1350 if (tmp->weight > 0 && !tmp->flag [FLAG_NO_PICK] &&
1400 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1351 !tmp->flag [FLAG_ALIVE] && !tmp->flag [FLAG_IS_CAULDRON])
1401 { 1352 {
1402 if (tmp->inv) 1353 if (tmp->inv)
1403 { 1354 {
1404 object *next1, *tmp1; 1355 object *next1, *tmp1;
1405 1356
1406 for (tmp1 = tmp->inv; tmp1; tmp1 = next1) 1357 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1407 { 1358 {
1408 next1 = tmp1->below; 1359 next1 = tmp1->below;
1409 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1360 if (tmp1->weight > 0 && !tmp1->flag [FLAG_NO_PICK] &&
1410 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1361 !tmp1->flag [FLAG_ALIVE] && !tmp1->flag [FLAG_IS_CAULDRON])
1411 alchemy_object (tmp1, value, weight); 1362 alchemy_object (tmp1, value, weight);
1412 } 1363 }
1413 } 1364 }
1414 1365
1415 alchemy_object (tmp, value, weight); 1366 alchemy_object (tmp, value, weight);
1417 if (weight > weight_max) 1368 if (weight > weight_max)
1418 break; 1369 break;
1419 } 1370 }
1420 } 1371 }
1421 1372
1373 value -= rndm (value >> 4);
1422 value = min (value, value_max); 1374 value = min (value, value_max);
1423 1375
1424 uint64 count = value / large->value; 1376 for (int i = 0; i < ecb_array_length (nugget); ++i)
1425 int large_nuggets = count; 1377 if (int nrof = value / nugget [i]->value)
1426 value -= count * large->value;
1427
1428 count = value / small->value;
1429 int small_nuggets = count;
1430
1431 /* Insert all the nuggets at one time. This probably saves time, but
1432 * it also prevents us from alcheming nuggets that were just created
1433 * with this spell.
1434 */ 1378 {
1435 update_map (op, mp, small_nuggets, small, large_nuggets, large, nx, ny); 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);
1385 }
1436 1386
1437 if (weight > weight_max) 1387 if (weight > weight_max)
1438 goto bailout; 1388 goto bailout;
1439 } 1389 }
1440 } 1390 }
1441 1391
1442bailout: 1392bailout:
1443 large->destroy ();
1444 small->destroy ();
1445 return 1; 1393 return 1;
1446} 1394}
1447
1448 1395
1449/* This function removes the cursed/damned status on equipped 1396/* This function removes the cursed/damned status on equipped
1450 * items. 1397 * items.
1451 */ 1398 */
1452int 1399int
1453remove_curse (object *op, object *caster, object *spell) 1400remove_curse (object *op, object *caster, object *spell)
1454{ 1401{
1455 object *tmp;
1456 int success = 0, was_one = 0; 1402 int success = 0, was_one = 0;
1457 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
1458 for (tmp = op->inv; tmp; tmp = tmp->below) 1410 for (object *tmp = op->inv; tmp && num_uncurse; tmp = tmp->below)
1459 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1411 if (!tmp->invisible && tmp->flag [typeflag])
1460 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1461 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1462 { 1412 {
1463 was_one++; 1413 ++was_one;
1414
1464 if (tmp->level <= caster_level (caster, spell)) 1415 if (tmp->level <= casting_level (caster, spell))
1465 { 1416 {
1466 success++; 1417 ++success;
1467 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1418 --num_uncurse;
1468 CLEAR_FLAG (tmp, FLAG_DAMNED);
1469 1419
1470 CLEAR_FLAG (tmp, FLAG_CURSED); 1420 tmp->clr_flag (typeflag);
1471 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1421 tmp->clr_flag (FLAG_CURSED);
1422 tmp->clr_flag (FLAG_KNOWN_CURSED);
1472 tmp->value = 0; /* Still can't sell it */ 1423 tmp->value = 0; /* Still can't sell it */
1473 if (op->type == PLAYER) 1424
1425 if (object *pl = tmp->visible_to ())
1474 esrv_send_item (op, tmp); 1426 esrv_update_item (UPD_FLAGS, pl, tmp);
1475 } 1427 }
1476 } 1428 }
1477 1429
1478 if (op->type == PLAYER) 1430 if (op->type == PLAYER)
1479 { 1431 {
1480 if (success) 1432 if (success)
1481 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now."); 1433 new_draw_info (NDI_UNIQUE, 0, op, "You realise that some of your items look shinier now. H<You successfully removed some curses.>");
1482 else 1434 else
1483 { 1435 {
1484 if (was_one) 1436 if (was_one)
1485 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.>");
1486 else 1438 else
1487 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.>");
1488 } 1440 }
1489 } 1441 }
1490 1442
1491 return success; 1443 return success;
1492} 1444}
1493 1445
1494/* Identifies objects in the players inventory/on the ground */ 1446/* Identifies objects in the players inventory/on the ground */
1495
1496int 1447int
1497cast_identify (object *op, object *caster, object *spell) 1448cast_identify (object *op, object *caster, object *spell)
1498{ 1449{
1499 object *tmp; 1450 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1500 int success = 0, num_ident;
1501 1451
1502 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));
1503 1453
1504 if (num_ident < 1) 1454 op->splay_marked ();
1505 num_ident = 1;
1506 1455
1507 for (tmp = op->inv; tmp; tmp = tmp->below) 1456 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1508 { 1457 {
1509 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1458 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1510 { 1459 {
1511 identify (tmp); 1460 identify (tmp);
1512 1461
1513 if (op->type == PLAYER) 1462 if (op->type == PLAYER)
1514 { 1463 {
1515 new_draw_info_format (NDI_UNIQUE, 0, op, "You identified: %s.", long_desc (tmp, op)); 1464 buf.printf ("You identified: %s.\r", long_desc (tmp, op));
1516 1465
1517 if (tmp->msg) 1466 if (tmp->msg)
1518 { 1467 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1519 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1520 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1521 }
1522 } 1468 }
1523 1469
1524 num_ident--;
1525 success = 1;
1526 if (!num_ident) 1470 if (!--num_ident)
1527 break; 1471 break;
1528 } 1472 }
1529 } 1473 }
1530 1474
1531 /* 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
1532 * 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
1533 * was not fully used. 1477 * was not fully used.
1534 */ 1478 */
1535 if (num_ident) 1479 if (num_ident)
1536 { 1480 {
1537 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 1481 for (object *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1538 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1482 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1539 { 1483 {
1540 identify (tmp); 1484 identify (tmp);
1541 1485
1542 if (op->type == PLAYER) 1486 if (object *pl = tmp->visible_to ())
1543 { 1487 {
1544 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground you identified: %s.", long_desc (tmp, op)); 1488 buf.printf ("On the ground you identified: %s.\r", long_desc (tmp, op));
1545 1489
1546 if (tmp->msg) 1490 if (tmp->msg)
1547 { 1491 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1548 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1549 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1550 }
1551
1552 esrv_send_item (op, tmp);
1553 } 1492 }
1554 1493
1555 num_ident--;
1556 success = 1;
1557 if (!num_ident) 1494 if (!--num_ident)
1558 break; 1495 break;
1559 } 1496 }
1560 } 1497 }
1561 1498
1562 if (!success) 1499 if (buf.empty ())
1563 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 }
1564 else 1504 else
1505 {
1506 if (op->contr)
1507 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1508
1565 spell_effect (spell, op->x, op->y, op->map, op); 1509 spell_effect (spell, op->x, op->y, op->map, op);
1566 1510 return 1;
1567 return success; 1511 }
1568} 1512}
1569 1513
1570int 1514int
1571cast_detection (object *op, object *caster, object *spell, object *skill) 1515cast_detection (object *op, object *caster, object *spell, object *skill)
1572{ 1516{
1573 object *tmp, *last, *god, *detect; 1517 object *tmp, *last, *god, *detect;
1574 int done_one, range, mflags, floor, level; 1518 int done_one, range, floor, level;
1575 sint16 x, y, nx, ny; 1519 sint16 x, y, nx, ny;
1576 maptile *m; 1520 maptile *m;
1577 1521
1578 /* 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
1579 * doing it over and over again. 1523 * doing it over and over again.
1580 */ 1524 */
1581 god = find_god (determine_god (op)); 1525 god = find_god (determine_god (op));
1582 level = caster_level (caster, spell); 1526 level = casting_level (caster, spell);
1583 range = spell->range + SP_level_range_adjust (caster, spell); 1527 range = spell->range + SP_level_range_adjust (caster, spell);
1584 1528
1585 if (!skill) 1529 if (!skill)
1586 skill = caster; 1530 skill = caster;
1587 1531
1588 for (x = op->x - range; x <= op->x + range; x++) 1532 dynbuf buf;
1589 for (y = op->y - range; y <= op->y + range; y++) 1533 unordered_mapwalk (buf, op, -range, -range, range, range)
1590 { 1534 {
1591 m = op->map;
1592 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1593 if (mflags & P_OUT_OF_MAP)
1594 continue;
1595
1596 /* For most of the detections, we only detect objects above the 1535 /* For most of the detections, we only detect objects above the
1597 * floor. But this is not true for show invisible. 1536 * floor. But this is not true for show invisible.
1598 * Basically, we just go and find the top object and work 1537 * Basically, we just go and find the top object and work
1599 * down - that is easier than working up. 1538 * down - that is easier than working up.
1600 */ 1539 */
1601 1540
1602 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)
1603 last = tmp; 1542 last = tmp;
1604 1543
1605 /* 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
1606 * would happen. 1545 * would happen.
1607 */ 1546 */
1608 if (!last) 1547 if (!last)
1609 continue; 1548 continue;
1610 1549
1611 done_one = 0; 1550 done_one = 0;
1612 floor = 0; 1551 floor = 0;
1613 detect = NULL; 1552 detect = 0;
1614 for (tmp = last; tmp; tmp = tmp->below) 1553 for (tmp = last; tmp; tmp = tmp->below)
1615 { 1554 {
1616 /* show invisible */ 1555 /* show invisible */
1617 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1556 if (spell->flag [FLAG_MAKE_INVIS]
1618 /* Might there be other objects that we can make visible? */ 1557 /* Might there be other objects that we can make visible? */
1619 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1558 && (tmp->invisible && (tmp->flag [FLAG_MONSTER]
1620 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1559 || (tmp->type == PLAYER && !tmp->flag [FLAG_WIZ])
1621 tmp->type == CF_HANDLE || 1560 || tmp->type == T_HANDLE
1622 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
1623 tmp->type == BUTTON || tmp->type == TELEPORTER || 1565 || tmp->type == TELEPORTER
1566 || tmp->type == GATE
1624 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1567 || tmp->type == LOCKED_DOOR
1625 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)
1626 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1571 || tmp->type == TRIGGER_PEDESTAL
1627 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)))
1628 { 1577 {
1578 printf ("show inv %s\n", tmp->debug_desc());//D
1629 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)
1630 { 1580 {
1631 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
1632 done_one = 1; 1663 done_one = 1;
1633 } 1664 }
1634 } 1665 }
1635
1636 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1637 floor = 1;
1638
1639 /* All detections below this point don't descend beneath the floor,
1640 * so just continue on. We could be clever and look at the type of
1641 * detection to completely break out if we don't care about objects beneath
1642 * the floor, but once we get to the floor, not likely a very big issue anyways.
1643 */
1644 if (floor)
1645 continue;
1646
1647 /* I had thought about making detect magic and detect curse
1648 * show the flash the magic item like it does for detect monster.
1649 * however, if the object is within sight, this would then make it
1650 * difficult to see what object is magical/cursed, so the
1651 * effect wouldn't be as apparant.
1652 */
1653
1654 /* detect magic */
1655 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1656 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1657 {
1658 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1659 /* make runes more visibile */
1660 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1661 tmp->stats.Cha /= 4;
1662 done_one = 1;
1663 }
1664 /* detect monster */
1665 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1666 {
1667 done_one = 2;
1668 if (!detect)
1669 detect = tmp;
1670 }
1671 /* Basically, if race is set in the spell, then the creatures race must
1672 * match that. if the spell race is set to GOD, then the gods opposing
1673 * race must match.
1674 */
1675 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1676 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) ||
1677 (strstr (spell->race, tmp->race))))
1678 {
1679 done_one = 2;
1680 if (!detect)
1681 detect = tmp;
1682 }
1683 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1684 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1685 {
1686 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1687 done_one = 1;
1688 }
1689 } /* for stack of objects on this space */ 1666 } /* for stack of objects on this space */
1690 1667
1691 /* 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
1692 * where the magic is. 1669 * where the magic is.
1693 */ 1670 */
1694 if (done_one) 1671 if (done_one)
1695 { 1672 {
1696 object *detect_ob = arch_to_object (spell->other_arch); 1673 object *detect_ob = spell->other_arch->instance ();
1697 1674
1698 /* if this is set, we want to copy the face */ 1675 /* if this is set, we want to copy the face */
1699 if (done_one == 2 && detect) 1676 if (done_one == 2 && detect)
1700 { 1677 {
1701 detect_ob->face = detect->face; 1678 detect_ob->face = detect->face;
1702 detect_ob->animation_id = detect->animation_id; 1679 detect_ob->animation_id = detect->animation_id;
1703 detect_ob->anim_speed = detect->anim_speed; 1680 detect_ob->anim_speed = detect->anim_speed;
1704 detect_ob->last_anim = 0; 1681 detect_ob->last_anim = 0;
1705 /* by default, the detect_ob is already animated */ 1682 /* by default, the detect_ob is already animated */
1706 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1683 if (!detect->flag [FLAG_ANIMATE])
1707 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1684 detect_ob->clr_flag (FLAG_ANIMATE);
1708 } 1685 }
1709 1686
1710 m->insert (detect_ob, nx, ny, op); 1687 m->insert (detect_ob, nx, ny, op, INS_ON_TOP);
1711 } 1688 }
1712 } /* for processing the surrounding spaces */ 1689 } /* for processing the surrounding spaces */
1713 1690
1714 1691
1715 /* 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 */
1716 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])
1717 { 1694 {
1718 done_one = 0; 1695 done_one = 0;
1696
1719 for (tmp = op->inv; tmp; tmp = tmp->below) 1697 for (tmp = op->inv; tmp; tmp = tmp->below)
1720 { 1698 {
1721 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1699 if (!tmp->invisible && !tmp->flag [FLAG_IDENTIFIED])
1722 { 1700 {
1723 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])
1724 { 1702 {
1725 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1703 tmp->set_flag (FLAG_KNOWN_MAGICAL);
1726 if (op->type == PLAYER) 1704
1705 if (object *pl = tmp->visible_to ())
1727 esrv_send_item (op, tmp); 1706 esrv_update_item (UPD_FLAGS, pl, tmp);
1728 } 1707 }
1729 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1708
1730 (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]))
1731 { 1711 {
1732 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1712 tmp->set_flag (FLAG_KNOWN_CURSED);
1733 if (op->type == PLAYER) 1713
1714 if (object *pl = tmp->visible_to ())
1734 esrv_send_item (op, tmp); 1715 esrv_update_item (UPD_FLAGS, pl, tmp);
1735 } 1716 }
1736 } /* if item is not identified */ 1717 } /* if item is not identified */
1737 } /* for the players inventory */ 1718 } /* for the players inventory */
1738 } /* if detect magic/curse and object is a player */ 1719 } /* if detect magic/curse and object is a player */
1720
1739 return 1; 1721 return 1;
1740} 1722}
1741 1723
1742 1724
1743/** 1725/**
1756 1738
1757 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.");
1758 1740
1759 if (victim->stats.sp >= victim->stats.maxsp * 2) 1741 if (victim->stats.sp >= victim->stats.maxsp * 2)
1760 { 1742 {
1761 object *tmp;
1762
1763 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1743 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
1764
1765 /* Explodes a fireball centered at player */
1766 tmp = get_archetype (EXPLODING_FIREBALL);
1767 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
1768 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
1769
1770 tmp->insert_at (victim);
1771 victim->stats.sp = 2 * victim->stats.maxsp; 1744 victim->stats.sp = 2 * victim->stats.maxsp;
1745 create_exploding_ball_at (victim, caster_level);
1772 } 1746 }
1773 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1747 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
1774 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.");
1775 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1749 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
1776 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!");
1777 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1751 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
1778 { 1752 {
1779 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1753 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
1795 sint16 x, y; 1769 sint16 x, y;
1796 maptile *m; 1770 maptile *m;
1797 int mflags; 1771 int mflags;
1798 1772
1799 m = op->map; 1773 m = op->map;
1800 x = op->x + freearr_x[dir]; 1774 x = op->x + DIRX (dir);
1801 y = op->y + freearr_y[dir]; 1775 y = op->y + DIRY (dir);
1802 1776
1803 mflags = get_map_flags (m, &m, x, y, &x, &y); 1777 mflags = get_map_flags (m, &m, x, y, &x, &y);
1804 1778
1805 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1779 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
1806 { 1780 {
1807 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)
1808 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1782 if (plyr != op && plyr->flag [FLAG_ALIVE])
1809 break; 1783 break;
1810 } 1784 }
1811 1785
1812 1786
1813 /* 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
1814 * 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.
1815 */ 1789 */
1816 if (plyr == NULL) 1790 if (plyr == NULL)
1817 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)
1818 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1792 if (plyr != op && plyr->flag [FLAG_ALIVE])
1819 break; 1793 break;
1820 1794
1821 if (!plyr) 1795 if (!plyr)
1822 { 1796 {
1823 new_draw_info (NDI_BLACK, 0, op, "There is no one there."); 1797 op->failmsg ("There is no one there.");
1824 return 0; 1798 return 0;
1825 } 1799 }
1826 /* give sp */ 1800 /* give sp */
1827 if (spell->stats.dam > 0) 1801 if (spell->stats.dam > 0)
1828 { 1802 {
1829 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);
1830 charge_mana_effect (plyr, caster_level (caster, spell)); 1804 charge_mana_effect (plyr, casting_level (caster, spell));
1831 return 1; 1805 return 1;
1832 } 1806 }
1833 /* suck sp away. Can't suck sp from yourself */ 1807 /* suck sp away. Can't suck sp from yourself */
1834 else if (op != plyr) 1808 else if (op != plyr)
1835 { 1809 {
1840 if (rate > 95) 1814 if (rate > 95)
1841 rate = 95; 1815 rate = 95;
1842 1816
1843 sucked = (plyr->stats.sp * rate) / 100; 1817 sucked = (plyr->stats.sp * rate) / 100;
1844 plyr->stats.sp -= sucked; 1818 plyr->stats.sp -= sucked;
1845 if (QUERY_FLAG (op, FLAG_ALIVE)) 1819 if (op->flag [FLAG_ALIVE])
1846 { 1820 {
1847 /* Player doesn't get full credit */ 1821 /* Player doesn't get full credit */
1848 sucked = (sucked * rate) / 100; 1822 sucked = (sucked * rate) / 100;
1849 op->stats.sp += sucked; 1823 op->stats.sp += sucked;
1850 if (sucked > 0) 1824 if (sucked > 0)
1851 { 1825 {
1852 charge_mana_effect (op, caster_level (caster, spell)); 1826 charge_mana_effect (op, casting_level (caster, spell));
1853 } 1827 }
1854 } 1828 }
1855 return 1; 1829 return 1;
1856 } 1830 }
1857 return 0; 1831 return 0;
1870 object *tmp, *head, *next; 1844 object *tmp, *head, *next;
1871 int mflags; 1845 int mflags;
1872 maptile *m; 1846 maptile *m;
1873 sint16 sx, sy; 1847 sint16 sx, sy;
1874 1848
1875 sx = op->x + freearr_x[dir]; 1849 sx = op->x + DIRX (dir);
1876 sy = op->y + freearr_y[dir]; 1850 sy = op->y + DIRY (dir);
1877 m = op->map; 1851 m = op->map;
1878 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1852 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1879 if (mflags & P_OUT_OF_MAP) 1853 if (mflags & P_OUT_OF_MAP)
1880 return; 1854 return;
1881 1855
1894 1868
1895 /* don't attack our own spells */ 1869 /* don't attack our own spells */
1896 if (tmp->owner && tmp->owner == op->owner) 1870 if (tmp->owner && tmp->owner == op->owner)
1897 continue; 1871 continue;
1898 1872
1899 /* Basically, if the object is magical and not counterspell, 1873 /* Basically, if the object is magical and not counterspell,
1900 * we will more or less remove the object. Don't counterspell 1874 * we will more or less remove the object. Don't counterspell
1901 * monsters either. 1875 * monsters either.
1902 */ 1876 */
1903 1877
1904 if (head->attacktype & AT_MAGIC 1878 if (head->attacktype & AT_MAGIC
1905 && !(head->attacktype & AT_COUNTERSPELL) 1879 && !(head->attacktype & AT_COUNTERSPELL)
1906 && !QUERY_FLAG (head, FLAG_MONSTER) 1880 && !head->flag [FLAG_MONSTER]
1907 && (op->level > head->level)) 1881 && (op->level > head->level))
1908 head->destroy (); 1882 head->destroy ();
1909 else 1883 else
1910 switch (head->type) 1884 switch (head->type)
1911 { 1885 {
1912 case SPELL_EFFECT: 1886 case SPELL_EFFECT:
1913 // XXX: Don't affect floor spelleffects. See also XXX comment 1887 // XXX: Don't affect floor spelleffects. See also XXX comment
1914 // about sanctuary in spell_util.C 1888 // about sanctuary in spell_util.C
1915 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1889 if (tmp->flag [FLAG_IS_FLOOR])
1916 continue; 1890 continue;
1917 1891
1918 if (op->level > head->level) 1892 if (op->level > head->level)
1919 head->destroy (); 1893 head->destroy ();
1920 1894
1933 break; 1907 break;
1934 } 1908 }
1935 } 1909 }
1936} 1910}
1937 1911
1938
1939
1940/* cast_consecrate() - a spell to make an altar your god's */ 1912/* cast_consecrate() - a spell to make an altar your god's */
1941int 1913int
1942cast_consecrate (object *op, object *caster, object *spell) 1914cast_consecrate (object *op, object *caster, object *spell)
1943{ 1915{
1944 char buf[MAX_BUF]; 1916 char buf[MAX_BUF];
1945 1917
1946 object *tmp, *god = find_god (determine_god (op)); 1918 object *tmp, *god = find_god (determine_god (op));
1947 1919
1948 if (!god) 1920 if (!god)
1949 { 1921 {
1950 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!");
1951 return 0; 1923 return 0;
1952 } 1924 }
1953 1925
1954 for (tmp = op->below; tmp; tmp = tmp->below) 1926 for (tmp = op->below; tmp; tmp = tmp->below)
1955 { 1927 {
1956 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1928 if (tmp->flag [FLAG_IS_FLOOR])
1957 break; 1929 break;
1958 if (tmp->type == HOLY_ALTAR) 1930 if (tmp->type == HOLY_ALTAR)
1959 { 1931 {
1960 1932
1961 if (tmp->level > caster_level (caster, spell)) 1933 if (tmp->level > casting_level (caster, spell))
1962 { 1934 {
1963 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);
1964 return 0; 1936 return 0;
1965 } 1937 }
1966 else 1938 else
1967 { 1939 {
1968 /* If we got here, we are consecrating an altar */ 1940 /* If we got here, we are consecrating an altar */
1969 sprintf (buf, "Altar of %s", &god->name); 1941 sprintf (buf, "Altar of %s", &god->name);
1970 tmp->name = buf; 1942 tmp->name = buf;
1971 tmp->level = caster_level (caster, spell); 1943 tmp->level = casting_level (caster, spell);
1972 tmp->other_arch = god->arch; 1944 tmp->other_arch = god->arch;
1945
1973 if (op->type == PLAYER) 1946 if (op->type == PLAYER)
1974 esrv_update_item (UPD_NAME, op, tmp); 1947 esrv_update_item (UPD_NAME, op, tmp);
1948
1975 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);
1976 return 1; 1950 return 1;
1977 } 1951 }
1978 } 1952 }
1979 } 1953 }
1980 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!");
1981 return 0; 1956 return 0;
1982} 1957}
1983 1958
1984/* animate_weapon - 1959/* animate_weapon -
1985 * 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.
1986 * 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
1987 * 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
1988 * 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.
1989 * 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,
1990 * 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
1991 * 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
1992 * player checks. MSW 2003-01-06 1967 * player checks. MSW 2003-01-06
1993 */ 1968 */
1994int 1969int
1995animate_weapon (object *op, object *caster, object *spell, int dir) 1970animate_weapon (object *op, object *caster, object *spell, int dir)
1996{ 1971{
1997 object *weapon, *tmp;
1998 char buf[MAX_BUF]; 1972 char buf[MAX_BUF];
1999 int a, i; 1973 int a, i;
2000 sint16 x, y; 1974 sint16 x, y;
2001 maptile *m; 1975 maptile *m;
2002 materialtype_t *mt;
2003 1976
2004 if (!spell->other_arch) 1977 if (!spell->other_arch)
2005 { 1978 {
2006 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1979 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2007 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);
2018 return 0; 1991 return 0;
2019 } 1992 }
2020 1993
2021 /* if no direction specified, pick one */ 1994 /* if no direction specified, pick one */
2022 if (!dir) 1995 if (!dir)
2023 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);
2024 1997
2025 m = op->map; 1998 m = op->map;
2026 x = op->x + freearr_x[dir]; 1999 x = op->x + DIRX (dir);
2027 y = op->y + freearr_y[dir]; 2000 y = op->y + DIRY (dir);
2028 2001
2029 /* if there's no place to put the golem, abort */ 2002 /* if there's no place to put the golem, abort */
2030 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)
2031 ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type)) 2004 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2032 { 2005 {
2033 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2006 op->failmsg ("There is something in the way.");
2034 return 0; 2007 return 0;
2035 } 2008 }
2036 2009
2037 /* Use the weapon marked by the player. */ 2010 /* Use the weapon marked by the player. */
2038 weapon = find_marked_object (op); 2011 object *weapon = op->mark ();
2039 2012
2040 if (!weapon) 2013 if (!weapon)
2041 { 2014 {
2042 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!");
2043 return 0; 2016 return 0;
2044 } 2017 }
2018
2045 if (spell->race && strcmp (weapon->arch->archname, spell->race)) 2019 if (spell->race && weapon->arch->archname != spell->race)
2046 { 2020 {
2047 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2021 op->failmsg ("The spell fails to transform your weapon.");
2048 return 0; 2022 return 0;
2049 } 2023 }
2024
2050 if (weapon->type != WEAPON) 2025 if (weapon->type != WEAPON)
2051 { 2026 {
2052 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.");
2053 return 0; 2028 return 0;
2054 } 2029 }
2055 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2030
2031 if (weapon->flag [FLAG_APPLIED])
2056 { 2032 {
2057 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));
2058 return 0; 2034 return 0;
2059 } 2035 }
2060 2036
2061 if (weapon->nrof > 1) 2037 weapon = weapon->split ();
2062 {
2063 tmp = get_split_ob (weapon, 1);
2064 esrv_send_item (op, weapon);
2065 weapon = tmp;
2066 }
2067 2038
2068 /* create the golem object */ 2039 /* create the golem object */
2069 tmp = arch_to_object (spell->other_arch); 2040 object *tmp = spell->other_arch->instance ();
2070 2041
2071 /* 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 */
2072 CLEAR_FLAG (tmp, FLAG_MONSTER); 2043 tmp->clr_flag (FLAG_MONSTER);
2073 tmp->stats.exp = 0; 2044 tmp->stats.exp = 0;
2074 add_friendly_object (tmp); 2045 add_friendly_object (tmp);
2075 tmp->type = GOLEM; 2046 tmp->type = GOLEM;
2076 tmp->set_owner (op); 2047 tmp->set_owner (op);
2077 op->contr->golem = tmp; 2048 op->contr->golem = tmp;
2078 set_spell_skill (op, caster, spell, tmp); 2049 set_spell_skill (op, caster, spell, tmp);
2079 2050
2080 /* 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
2081 * removed flag - it should only be set if get_split_object was 2052 * removed flag - it should only be set if weapon->split was
2082 * used above. 2053 * used above.
2083 */ 2054 */
2084 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2055 if (!weapon->flag [FLAG_REMOVED])
2085 weapon->remove (); 2056 weapon->remove ();
2086 2057
2087 insert_ob_in_ob (weapon, tmp); 2058 tmp->insert (weapon);
2088 esrv_send_item (op, weapon); 2059
2089 /* 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,
2090 * 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
2091 * body_info, skills, etc) 2062 * body_info, skills, etc)
2092 */ 2063 */
2093 SET_FLAG (tmp, FLAG_USE_WEAPON); 2064 tmp->set_flag (FLAG_USE_WEAPON);
2094 SET_FLAG (weapon, FLAG_APPLIED); 2065 weapon->set_flag (FLAG_APPLIED);
2095 tmp->update_stats (); 2066 tmp->update_stats ();
2096 2067
2097 /* 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
2098 * 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 -
2099 * 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.
2119 2090
2120 /* attacktype */ 2091 /* attacktype */
2121 if (!tmp->attacktype) 2092 if (!tmp->attacktype)
2122 tmp->attacktype = AT_PHYSICAL; 2093 tmp->attacktype = AT_PHYSICAL;
2123 2094
2124 mt = NULL;
2125 if (op->materialname != NULL)
2126 mt = name_to_material (op->materialname);
2127 if (mt != NULL)
2128 {
2129 for (i = 0; i < NROFATTACKS; i++) 2095 for (i = 0; i < NROFATTACKS; i++)
2130 tmp->resist[i] = 50 - (mt->save[i] * 5); 2096 tmp->resist[i] = 50 - (op->material->save[i] * 5);
2131 a = mt->save[0]; 2097
2132 } 2098 a = op->material->save[0];
2133 else 2099
2134 {
2135 for (i = 0; i < NROFATTACKS; i++)
2136 tmp->resist[i] = 5;
2137 a = 10;
2138 }
2139 /* Set weapon's immunity */ 2100 /* Set weapon's immunity */
2140 tmp->resist[ATNR_CONFUSION] = 100; 2101 tmp->resist[ATNR_CONFUSION] = 100;
2141 tmp->resist[ATNR_POISON] = 100; 2102 tmp->resist[ATNR_POISON] = 100;
2142 tmp->resist[ATNR_SLOW] = 100; 2103 tmp->resist[ATNR_SLOW] = 100;
2143 tmp->resist[ATNR_PARALYZE] = 100; 2104 tmp->resist[ATNR_PARALYZE] = 100;
2149 2110
2150 /* 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 */
2151 2112
2152 if (a > 14) 2113 if (a > 14)
2153 a = 14; 2114 a = 14;
2115
2154 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));
2155 2117
2156 /* Determine golem's speed */ 2118 /* Determine golem's speed */
2157 tmp->set_speed (min (3.33, 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)));
2158 2120
2159 if (!spell->race) 2121 if (!spell->race)
2160 { 2122 {
2161 sprintf (buf, "animated %s", &weapon->name); 2123 sprintf (buf, "animated %s", &weapon->name);
2162 tmp->name = buf; 2124 tmp->name = buf;
2168 tmp->state = weapon->state; 2130 tmp->state = weapon->state;
2169 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2131 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2170 } 2132 }
2171 2133
2172 /* 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. */
2173 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));
2174 2136
2175 tmp->speed_left = -1; 2137 tmp->speed_left = -1;
2176 tmp->direction = dir; 2138 tmp->direction = dir;
2177 2139
2178 m->insert (tmp, x, y, op); 2140 m->insert (tmp, x, y, op);
2182/* cast_daylight() - changes the map darkness level *lower* */ 2144/* cast_daylight() - changes the map darkness level *lower* */
2183 2145
2184/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2146/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2185 * This changes the light level for the entire map. 2147 * This changes the light level for the entire map.
2186 */ 2148 */
2187
2188int 2149int
2189cast_change_map_lightlevel (object *op, object *caster, object *spell) 2150cast_change_map_lightlevel (object *op, object *caster, object *spell)
2190{ 2151{
2191 int success; 2152 int success;
2192 2153
2196 success = op->map->change_map_light (spell->stats.dam); 2157 success = op->map->change_map_light (spell->stats.dam);
2197 2158
2198 if (!success) 2159 if (!success)
2199 { 2160 {
2200 if (spell->stats.dam < 0) 2161 if (spell->stats.dam < 0)
2201 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2162 op->failmsg ("It can be no brighter here.");
2202 else 2163 else
2203 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2164 op->failmsg ("It can be no darker here.");
2204 } 2165 }
2166
2205 return success; 2167 return success;
2206} 2168}
2207
2208
2209
2210
2211 2169
2212/* 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.
2213 * 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,
2214 * spell is the spell object itself. 2172 * spell is the spell object itself.
2215 */ 2173 */
2221 2179
2222 new_aura = present_arch_in_ob (spell->other_arch, op); 2180 new_aura = present_arch_in_ob (spell->other_arch, op);
2223 if (new_aura) 2181 if (new_aura)
2224 refresh = 1; 2182 refresh = 1;
2225 else 2183 else
2226 new_aura = arch_to_object (spell->other_arch); 2184 new_aura = spell->other_arch->instance ();
2227 2185
2228 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);
2229 2187
2230 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);
2231 2189
2232 new_aura->set_owner (op);
2233 set_spell_skill (op, caster, spell, new_aura); 2190 set_spell_skill (op, caster, spell, new_aura);
2234 new_aura->attacktype = spell->attacktype; 2191 new_aura->attacktype = spell->attacktype;
2235 2192
2236 new_aura->level = caster_level (caster, spell); 2193 new_aura->level = casting_level (caster, spell);
2194
2237 if (refresh) 2195 if (refresh)
2238 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.");
2239 else 2197 else
2240 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
2241 insert_ob_in_ob (new_aura, op); 2200 insert_ob_in_ob (new_aura, op);
2201 new_aura->set_owner (op);
2202
2242 return 1; 2203 return 1;
2243} 2204}
2244
2245 2205
2246/* 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,
2247 * 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
2248 * around him. 2208 * around him.
2249 * Aura parameters: 2209 * Aura parameters:
2250 * duration: duration counter. 2210 * duration: duration counter.
2251 * attacktype: aura's attacktype 2211 * attacktype: aura's attacktype
2252 * other_arch: archetype to drop where we attack 2212 * other_arch: archetype to drop where we attack
2253 */ 2213 */
2254
2255void 2214void
2256move_aura (object *aura) 2215move_aura (object *aura)
2257{ 2216{
2258 int i, mflags;
2259 object *env;
2260 maptile *m;
2261
2262 /* auras belong in inventories */ 2217 /* auras belong in inventories */
2263 env = aura->env; 2218 object *env = aura->env;
2219 object *owner = aura->owner;
2264 2220
2265 /* no matter what we've gotta remove the aura... 2221 /* no matter what we've gotta remove the aura...
2266 * we'll put it back if its time isn't up. 2222 * we'll put it back if its time isn't up.
2267 */ 2223 */
2268 aura->remove (); 2224 aura->remove ();
2269 2225
2270 /* exit if we're out of gas */ 2226 /* exit if we're out of gas */
2271 if (aura->duration-- < 0) 2227 if (aura->duration-- < 0)
2273 aura->destroy (); 2229 aura->destroy ();
2274 return; 2230 return;
2275 } 2231 }
2276 2232
2277 /* auras only exist in inventories */ 2233 /* auras only exist in inventories */
2278 if (env == NULL || env->map == NULL) 2234 if (!env || !env->map)
2279 { 2235 {
2280 aura->destroy (); 2236 aura->destroy ();
2281 return; 2237 return;
2282 } 2238 }
2283 2239
2284 /* we need to jump out of the inventory for a bit 2240 /* we need to jump out of the inventory for a bit
2285 * in order to hit the map conveniently. 2241 * in order to hit the map conveniently.
2286 */ 2242 */
2287 aura->insert_at (env, aura); 2243 aura->insert_at (env, aura);
2288 2244
2289 for (i = 1; i < 9; i++) 2245 for (int i = 1; i < 9; i++)
2290 { 2246 {
2291 sint16 nx, ny; 2247 mapxy pos (env);
2248 pos.move (i);
2292 2249
2293 nx = aura->x + freearr_x[i];
2294 ny = aura->y + freearr_y[i];
2295 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2296
2297 /* Consider the movement tyep of the person with the aura as 2250 /* Consider the movement type of the person with the aura as
2298 * 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
2299 * 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.
2300 */ 2253 */
2301 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)))
2302 { 2255 {
2303 hit_map (aura, i, aura->attacktype, 0); 2256 hit_map (aura, i, aura->attacktype, 0);
2304 2257
2305 if (aura->other_arch) 2258 if (aura->other_arch)
2306 m->insert (arch_to_object (aura->other_arch), nx, ny, aura); 2259 pos.insert (aura->other_arch->instance (), aura);
2307 } 2260 }
2308 } 2261 }
2309 2262
2310 /* put the aura back in the player's inventory */ 2263 /* put the aura back in the player's inventory */
2311 aura->remove (); 2264 env->insert (aura);
2312 insert_ob_in_ob (aura, env); 2265 aura->set_owner (owner);
2313} 2266}
2314 2267
2315/* moves the peacemaker spell. 2268/* moves the peacemaker spell.
2316 * op is the piece object. 2269 * op is the piece object.
2317 */ 2270 */
2318
2319void 2271void
2320move_peacemaker (object *op) 2272move_peacemaker (object *op)
2321{ 2273{
2322 object *tmp; 2274 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2323
2324 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2325 { 2275 {
2326 int atk_lev, def_lev; 2276 int atk_lev, def_lev;
2327 object *victim = tmp; 2277 object *victim = tmp->head_ ();
2328 2278
2329 if (tmp->head) 2279 if (!victim->flag [FLAG_MONSTER])
2330 victim = tmp->head;
2331 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2332 continue; 2280 continue;
2333 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2281
2282 if (victim->flag [FLAG_UNAGGRESSIVE])
2334 continue; 2283 continue;
2284
2335 if (victim->stats.exp == 0) 2285 if (victim->stats.exp == 0)
2336 continue; 2286 continue;
2337 2287
2338 def_lev = MAX (1, victim->level); 2288 def_lev = max (1, victim->level);
2339 atk_lev = MAX (1, op->level); 2289 atk_lev = max (1, op->level);
2340 2290
2341 if (rndm (0, atk_lev - 1) > def_lev) 2291 if (rndm (0, atk_lev - 1) > def_lev)
2342 { 2292 {
2343 /* make this sucker peaceful. */ 2293 /* make this sucker peaceful. */
2344 2294
2295 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2345 change_exp (op->owner, victim->stats.exp, op->skill, 0); 2296 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2346 victim->stats.exp = 0; 2297 victim->stats.exp = 0;
2347#if 0 2298#if 0
2348 /* No idea why these were all set to zero - if something 2299 /* No idea why these were all set to zero - if something
2349 * makes this creature agressive, he should still do damage. 2300 * makes this creature agressive, he should still do damage.
2352 victim->stats.sp = 0; 2303 victim->stats.sp = 0;
2353 victim->stats.grace = 0; 2304 victim->stats.grace = 0;
2354 victim->stats.Pow = 0; 2305 victim->stats.Pow = 0;
2355#endif 2306#endif
2356 victim->attack_movement = RANDO2; 2307 victim->attack_movement = RANDO2;
2357 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2308 victim->set_flag (FLAG_UNAGGRESSIVE);
2358 SET_FLAG (victim, FLAG_RUN_AWAY); 2309 victim->set_flag (FLAG_RUN_AWAY);
2359 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2310 victim->set_flag (FLAG_RANDOM_MOVE);
2360 CLEAR_FLAG (victim, FLAG_MONSTER); 2311 victim->clr_flag (FLAG_MONSTER);
2312
2361 if (victim->name) 2313 if (victim->name)
2362 {
2363 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);
2364 } 2315 }
2365 }
2366 } 2316 }
2367} 2317}
2368
2369 2318
2370/* This writes a rune that contains the appropriate message. 2319/* This writes a rune that contains the appropriate message.
2371 * There really isn't any adjustments we make. 2320 * There really isn't any adjustments we make.
2372 */ 2321 */
2373
2374int 2322int
2375write_mark (object *op, object *spell, const char *msg) 2323write_mark (object *op, object *spell, const char *msg)
2376{ 2324{
2377 char rune[HUGE_BUF];
2378 object *tmp;
2379
2380 if (!msg || msg[0] == 0) 2325 if (!msg || msg[0] == 0)
2381 { 2326 {
2382 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2327 op->failmsg ("Write what?");
2383 return 0; 2328 return 0;
2384 } 2329 }
2385 2330
2386 if (strcasestr_local (msg, "endmsg")) 2331 if (!msg_is_safe (msg))
2387 { 2332 {
2388 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.>");
2389 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);
2390 return 0; 2335 return 0;
2391 } 2336 }
2337
2392 if (!spell->other_arch) 2338 if (!spell->other_arch)
2393 return 0; 2339 return 0;
2394 tmp = arch_to_object (spell->other_arch);
2395 2340
2396 snprintf (rune, sizeof (rune), "%s\n", msg); 2341 object *tmp = spell->other_arch->instance ();
2397 2342
2398 tmp->race = op->name; /*Save the owner of the rune */ 2343 tmp->race = op->name; /*Save the owner of the rune */
2399 tmp->msg = rune; 2344 tmp->msg = msg;
2400 2345
2401 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); 2346 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2347
2402 return 1; 2348 return 1;
2403} 2349}
2350

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines