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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.31 by root, Thu Jan 4 16:19:32 2007 UTC vs.
Revision 1.127 by root, Wed Apr 14 02:31:24 2010 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <object.h> 26#include <object.h>
26#include <living.h> 27#include <living.h>
27#ifndef __CEXTRACT__
28# include <sproto.h> 28#include <sproto.h>
29#endif
30#include <spells.h> 29#include <spells.h>
31#include <sounds.h> 30#include <sounds.h>
32 31
33/* cast_magic_storm: This is really used mostly for spell 32/* cast_magic_storm: This is really used mostly for spell
34 * fumbles at the like. tmp is the object to propogate. 33 * fumbles at the like. tmp is the object to propogate.
63{ 62{
64 object *wand, *tmp; 63 object *wand, *tmp;
65 int ncharges; 64 int ncharges;
66 65
67 wand = find_marked_object (op); 66 wand = find_marked_object (op);
68 if (wand == NULL || wand->type != WAND) 67 if (!wand || wand->type != WAND)
69 { 68 {
70 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge."); 69 op->failmsg ("You need to mark the wand you want to recharge.");
71 return 0; 70 return 0;
72 } 71 }
72
73 if (!(random_roll (0, 3, op, PREFER_HIGH))) 73 if (!(random_roll (0, 3, op, PREFER_HIGH)))
74 { 74 {
75 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand)); 75 op->failmsgf ("The %s vibrates violently, then explodes!", query_name (wand));
76 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE); 76 op->play_sound (sound_find ("ob_explode"));
77 esrv_del_item (op->contr, wand->count);
78 wand->destroy (); 77 wand->destroy ();
79 tmp = get_archetype ("fireball"); 78 tmp = get_archetype (shstr_fireball);
80 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; 79 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
81 80
82 if (!tmp->stats.dam) 81 if (!tmp->stats.dam)
83 tmp->stats.dam = 1; 82 tmp->stats.dam = 1;
84 83
95 94
96 if (wand->inv && wand->inv->level) 95 if (wand->inv && wand->inv->level)
97 ncharges /= wand->inv->level; 96 ncharges /= wand->inv->level;
98 else 97 else
99 { 98 {
100 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand)); 99 op->failmsgf ("Your %s is broken.", query_name (wand));
101 return 0; 100 return 0;
102 } 101 }
103 102
104 if (!ncharges) 103 if (!ncharges)
105 ncharges = 1; 104 ncharges = 1;
106 105
107 wand->stats.food += ncharges; 106 wand->stats.food += ncharges;
108 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand)); 107 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand));
109 108
110 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE)) 109 if (wand->arch && wand->arch->flag [FLAG_ANIMATE])
111 { 110 {
112 SET_FLAG (wand, FLAG_ANIMATE); 111 wand->set_flag (FLAG_ANIMATE);
113 wand->set_speed (wand->arch->clone.speed); 112 wand->set_speed (wand->arch->speed);
114 } 113 }
115 114
116 return 1; 115 return 1;
117} 116}
118 117
124 * great a plus, the default is used. 123 * great a plus, the default is used.
125 * The # of arrows created also goes up with level, so if a 30th level mage 124 * The # of arrows created also goes up with level, so if a 30th level mage
126 * wants LOTS of arrows, and doesn't care what the plus is he could 125 * wants LOTS of arrows, and doesn't care what the plus is he could
127 * create nonnmagic arrows, or even -1, etc... 126 * create nonnmagic arrows, or even -1, etc...
128 */ 127 */
129
130int 128int
131cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg) 129cast_create_missile (object *op, object *caster, object *spell, int dir, const char *spellparam)
132{ 130{
133 int missile_plus = 0, bonus_plus = 0; 131 int bonus_plus = 0;
134 const char *missile_name; 132 const char *missile_name = "arrow";
135 object *tmp, *missile;
136 133
137 missile_name = "arrow";
138
139 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 134 for (object *tmp = op->inv; tmp; tmp = tmp->below)
140 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) 135 if (tmp->type == BOW && tmp->flag [FLAG_APPLIED])
141 missile_name = tmp->race; 136 missile_name = tmp->race;
142 137
143 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); 138 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
144 139
145 if (archetype::find (missile_name) == NULL) 140 archetype *missile_arch = archetype::find (missile_name);
141
142 if (!missile_arch)
146 { 143 {
147 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name); 144 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name);
148 return 0; 145 return 0;
149 } 146 }
150 147
151 missile = get_archetype (missile_name); 148 object *missile = missile_arch->instance ();
152 149
153 if (stringarg) 150 if (spellparam)
154 { 151 {
155 /* If it starts with a letter, presume it is a description */ 152 /* If it starts with a letter, presume it is a description */
156 if (isalpha (*stringarg)) 153 if (isalpha (*spellparam))
157 { 154 {
158 artifact *al = find_artifactlist (missile->type)->items; 155 artifact *al = find_artifactlist (missile->type)->items;
159 156
160 for (; al != NULL; al = al->next) 157 for (; al; al = al->next)
161 if (!strcasecmp (al->item->name, stringarg)) 158 if (!strcasecmp (al->item->name, spellparam))
162 break; 159 break;
163 160
164 if (!al) 161 if (!al)
165 { 162 {
166 missile->destroy (); 163 missile->destroy ();
167 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, stringarg); 164 op->failmsgf ("No such object %ss of %s", missile_name, spellparam);
168 return 0; 165 return 0;
169 } 166 }
170 167
171 if (al->item->slaying) 168 if (al->item->slaying)
172 { 169 {
173 missile->destroy (); 170 missile->destroy ();
174 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg); 171 op->failmsgf ("You are not allowed to create %ss of %s", missile_name, spellparam);
175 return 0; 172 return 0;
176 } 173 }
177 174
178 give_artifact_abilities (missile, al->item); 175 give_artifact_abilities (missile, al->item);
179 /* These special arrows cost something extra. Don't have them also be magical - 176 /* These special arrows cost something extra. Don't have them also be magical -
180 * otherwise, in most cases, not enough will be created. I don't want to get into 177 * otherwise, in most cases, not enough will be created. I don't want to get into
181 * the parsing of having to do both plus and type. 178 * the parsing of having to do both plus and type.
182 */ 179 */
183 bonus_plus = 1 + (al->item->value / 5); 180 bonus_plus = 1 + (al->item->value / 5);
184 missile_plus = 0; 181 missile_plus = 0;
185 } 182 }
186 else if (atoi (stringarg) < missile_plus) 183 else if (atoi (spellparam) < missile_plus)
187 missile_plus = atoi (stringarg); 184 missile_plus = atoi (spellparam);
188 } 185 }
189 186
190 if (missile_plus > 4) 187 missile_plus = clamp (missile_plus, -4, 4);
191 missile_plus = 4;
192 else if (missile_plus < -4)
193 missile_plus = -4;
194 188
195 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 189 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
196 missile->nrof -= 3 * (missile_plus + bonus_plus); 190 missile->nrof -= 3 * (missile_plus + bonus_plus);
197 191
198 if (missile->nrof < 1) 192 if (missile->nrof < 1)
200 194
201 missile->magic = missile_plus; 195 missile->magic = missile_plus;
202 /* Can't get any money for these objects */ 196 /* Can't get any money for these objects */
203 missile->value = 0; 197 missile->value = 0;
204 198
205 SET_FLAG (missile, FLAG_IDENTIFIED); 199 missile->set_flag (FLAG_IDENTIFIED);
206 200
207 if (!cast_create_obj (op, caster, missile, dir) && op->type == PLAYER && !missile->destroyed ()) 201 if (!cast_create_obj (op, caster, missile, dir) && op->type == PLAYER && !missile->destroyed ())
208 pick_up (op, missile); 202 pick_up (op, missile);
209 203
210 return 1; 204 return 1;
211} 205}
212 206
213 207
214/* allows the choice of what sort of food object to make. 208/* allows the choice of what sort of food object to make.
215 * If stringarg is NULL, it will create food dependent on level --PeterM*/ 209 * If spellparam is NULL, it will create food dependent on level --PeterM*/
216int 210int
217cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *stringarg) 211cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *spellparam)
218{ 212{
219 int food_value; 213 int food_value;
220 archetype *at = NULL; 214 archetype *at = NULL;
221 object *new_op; 215 object *new_op;
222 216
223 food_value = spell_ob->stats.food + +50 * SP_level_duration_adjust (caster, spell_ob); 217 food_value = spell_ob->stats.food + 50 * SP_level_duration_adjust (caster, spell_ob);
224 218
225 if (stringarg) 219 if (spellparam)
226 { 220 {
227 at = find_archetype_by_object_type_name (FOOD, stringarg); 221 at = find_archetype_by_object_type_name (FOOD, spellparam);
228 if (at == NULL) 222 if (at == NULL)
229 at = find_archetype_by_object_type_name (DRINK, stringarg); 223 at = find_archetype_by_object_type_name (DRINK, spellparam);
230 if (at == NULL || at->clone.stats.food > food_value) 224 if (at == NULL || at->stats.food > food_value)
231 stringarg = NULL; 225 spellparam = NULL;
232 } 226 }
233 227
234 if (!stringarg) 228 if (!spellparam)
235 { 229 {
236 archetype *at_tmp; 230 archetype *at_tmp;
237 231
238 /* We try to find the archetype with the maximum food value. 232 /* We try to find the archetype with the maximum food value.
239 * This removes the dependancy of hard coded food values in this 233 * This removes the dependancy of hard coded food values in this
241 * We don't use flesh types because the weight values of those need 235 * We don't use flesh types because the weight values of those need
242 * to be altered from the donor. 236 * to be altered from the donor.
243 */ 237 */
244 238
245 /* We assume the food items don't have multiple parts */ 239 /* We assume the food items don't have multiple parts */
246 for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next) 240 for_all_archetypes (at_tmp)
247 { 241 {
248 if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK) 242 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
249 { 243 {
250 /* Basically, if the food value is something that is creatable 244 /* Basically, if the food value is something that is creatable
251 * under the limits of the spell and it is higher than 245 * under the limits of the spell and it is higher than
252 * the item we have now, take it instead. 246 * the item we have now, take it instead.
253 */ 247 */
254 if (at_tmp->clone.stats.food <= food_value && (!at || at_tmp->clone.stats.food > at->clone.stats.food)) 248 if (at_tmp->stats.food <= food_value
249 && (!at
250 || at_tmp->stats.food > at->stats.food
251 || (at_tmp->stats.food == at->stats.food
252 && at_tmp->weight < at->weight)))
255 at = at_tmp; 253 at = at_tmp;
256 } 254 }
257 } 255 }
258 } 256 }
257
259 /* Pretty unlikely (there are some very low food items), but you never 258 /* Pretty unlikely (there are some very low food items), but you never
260 * know 259 * know
261 */ 260 */
262 if (!at) 261 if (!at)
263 { 262 {
264 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); 263 op->failmsgf ("You don't have enough experience to create any food.");
265 return 0; 264 return 0;
266 } 265 }
267 266
268 food_value /= at->clone.stats.food; 267 food_value /= at->stats.food;
269 new_op = arch_to_object (at); 268 new_op = at->instance ();
270 new_op->nrof = food_value; 269 new_op->nrof = food_value;
271 270
272 new_op->value = 0; 271 new_op->value = 0;
273 if (new_op->nrof < 1) 272 if (new_op->nrof < 1)
274 new_op->nrof = 1; 273 new_op->nrof = 1;
282{ 281{
283 int r, mflags, maxrange; 282 int r, mflags, maxrange;
284 object *tmp; 283 object *tmp;
285 maptile *m; 284 maptile *m;
286 285
287
288 if (!dir) 286 if (!dir)
289 { 287 {
290 examine_monster (op, op); 288 examine_monster (op, op);
291 return 1; 289 return 1;
292 } 290 }
291
293 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 292 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
294 for (r = 1; r < maxrange; r++) 293 for (r = 1; r < maxrange; r++)
295 { 294 {
296 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir]; 295 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir];
297 296
299 mflags = get_map_flags (m, &m, x, y, &x, &y); 298 mflags = get_map_flags (m, &m, x, y, &x, &y);
300 299
301 if (mflags & P_OUT_OF_MAP) 300 if (mflags & P_OUT_OF_MAP)
302 break; 301 break;
303 302
304 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) 303 if (!op->flag [FLAG_WIZCAST] && (mflags & P_NO_MAGIC))
305 { 304 {
306 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 305 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
307 return 0; 306 return 0;
308 } 307 }
308
309 if (mflags & P_IS_ALIVE) 309 if (mflags & P_IS_ALIVE)
310 { 310 {
311 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 311 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
312 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 312 if (tmp->flag [FLAG_ALIVE] && (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
313 { 313 {
314 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 314 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
315 if (tmp->head != NULL) 315 if (tmp->head != NULL)
316 tmp = tmp->head; 316 tmp = tmp->head;
317 examine_monster (op, tmp); 317 examine_monster (op, tmp);
318 return 1; 318 return 1;
319 } 319 }
320 } 320 }
321 } 321 }
322
322 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); 323 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
323 return 1; 324 return 1;
324} 325}
325
326 326
327/* This checks to see if 'pl' is invisible to 'mon'. 327/* This checks to see if 'pl' is invisible to 'mon'.
328 * does race check, undead check, etc 328 * does race check, undead check, etc
329 * Returns TRUE if mon can't see pl, false 329 * Returns TRUE if mon can't see pl, false
330 * otherwise. This doesn't check range, walls, etc. It 330 * otherwise. This doesn't check range, walls, etc. It
332 * pl is invisible. 332 * pl is invisible.
333 */ 333 */
334int 334int
335makes_invisible_to (object *pl, object *mon) 335makes_invisible_to (object *pl, object *mon)
336{ 336{
337
338 if (!pl->invisible) 337 if (!pl->invisible)
339 return 0; 338 return 0;
339
340 if (pl->type == PLAYER) 340 if (pl->type == PLAYER)
341 { 341 {
342 /* If race isn't set, then invisible unless it is undead */ 342 /* If race isn't set, then invisible unless it is undead */
343 if (!pl->contr->invis_race) 343 if (!pl->contr->invis_race)
344 { 344 {
345 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 345 if (mon->flag [FLAG_UNDEAD])
346 return 0; 346 return 0;
347
347 return 1; 348 return 1;
348 } 349 }
350
349 /* invis_race is set if we get here */ 351 /* invis_race is set if we get here */
350 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 352 if (pl->contr->invis_race == shstr_undead && is_true_undead (mon))
351 return 1; 353 return 1;
354
352 /* No race, can't be invisible to it */ 355 /* No race, can't be invisible to it */
353 if (!mon->race) 356 if (!mon->race)
354 return 0; 357 return 0;
358
355 if (strstr (mon->race, pl->contr->invis_race)) 359 if (mon->race.contains (pl->contr->invis_race))
356 return 1; 360 return 1;
361
357 /* Nothing matched above, return 0 */ 362 /* Nothing matched above, return 0 */
358 return 0; 363 return 0;
359 } 364 }
360 else 365 else
361 { 366 {
374 * normal applies. 379 * normal applies.
375 */ 380 */
376int 381int
377cast_invisible (object *op, object *caster, object *spell_ob) 382cast_invisible (object *op, object *caster, object *spell_ob)
378{ 383{
379 object *tmp;
380
381 if (op->invisible > 1000) 384 if (op->invisible > 1000)
382 { 385 {
383 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further"); 386 op->failmsg ("You can not extend the duration of your invisibility any further");
384 return 0; 387 return 0;
385 } 388 }
386 389
387 /* Remove the switch with 90% duplicate code - just handle the differences with 390 /* Remove the switch with 90% duplicate code - just handle the differences with
388 * and if statement or two. 391 * and if statement or two.
394 397
395 if (op->type == PLAYER) 398 if (op->type == PLAYER)
396 { 399 {
397 op->contr->invis_race = spell_ob->race; 400 op->contr->invis_race = spell_ob->race;
398 401
399 if (QUERY_FLAG (spell_ob, FLAG_MAKE_INVIS)) 402 if (spell_ob->flag [FLAG_MAKE_INVIS])
400 op->contr->tmp_invis = 0; 403 op->contr->tmp_invis = 0;
401 else 404 else
402 op->contr->tmp_invis = 1; 405 op->contr->tmp_invis = 1;
403 406
404 op->contr->hidden = 0; 407 op->contr->hidden = 0;
405 } 408 }
409
406 if (makes_invisible_to (op, op)) 410 if (makes_invisible_to (op, op))
407 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!"); 411 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!");
408 else 412 else
409 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!"); 413 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
410 414
411 update_object (op, UP_OBJ_FACE); 415 update_object (op, UP_OBJ_CHANGE);
412 416
413 /* Only search the active objects - only these should actually do 417 /* Only search the active objects - only these should actually do
414 * harm to the player. 418 * harm to the player.
415 */ 419 */
416 for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) 420 for_all_actives (tmp)
417 if (tmp->enemy == op) 421 if (tmp->enemy == op)
418 tmp->enemy = NULL; 422 tmp->enemy = 0;
423
419 return 1; 424 return 1;
420} 425}
421 426
422/* earth to dust spell. Basically destroys earthwalls in the area. 427/* earth to dust spell. Basically destroys earthwalls in the area.
423 */ 428 */
424int 429int
425cast_earth_to_dust (object *op, object *caster, object *spell_ob) 430cast_earth_to_dust (object *op, object *caster, object *spell_ob)
426{ 431{
427 object *tmp, *next;
428 int range, i, j, mflags; 432 int range, i, j, mflags;
429 sint16 sx, sy; 433 sint16 sx, sy;
430 maptile *m; 434 maptile *m;
431
432 if (op->type != PLAYER)
433 return 0;
434 435
435 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 436 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
436 437
437 for (i = -range; i <= range; i++) 438 for (i = -range; i <= range; i++)
438 for (j = -range; j <= range; j++) 439 for (j = -range; j <= range; j++)
443 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 444 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
444 445
445 if (mflags & P_OUT_OF_MAP) 446 if (mflags & P_OUT_OF_MAP)
446 continue; 447 continue;
447 448
448 // earth to dust tears down everything that can be teared down 449 // earth to dust tears down everything that can be torn down
449 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next) 450 for (object *next, *tmp = m->at (sx, sy).bot; tmp; tmp = next)
450 { 451 {
451 next = tmp->above; 452 next = tmp->above;
452 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 453
454 if (tmp->flag [FLAG_TEAR_DOWN])
453 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 455 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
454 } 456 }
455 } 457 }
456 458
457 return 1; 459 return 1;
460void 462void
461execute_word_of_recall (object *op) 463execute_word_of_recall (object *op)
462{ 464{
463 if (object *pl = op->in_player ()) 465 if (object *pl = op->in_player ())
464 { 466 {
465 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST)) 467 if (pl->ms ().flags () & P_NO_CLERIC && !pl->flag [FLAG_WIZCAST])
466 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you."); 468 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
467 else 469 else
468 { 470 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
469 // remove first so we do not call update_stats
470 op->remove ();
471 pl->enter_exit (op);
472 }
473 } 471 }
474 472
475 op->destroy (); 473 op->destroy ();
476} 474}
477 475
493 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 491 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
494 return 1; 492 return 1;
495 } 493 }
496 494
497 dummy = get_archetype (FORCE_NAME); 495 dummy = get_archetype (FORCE_NAME);
498 if (dummy == NULL) 496
497 if (!dummy)
499 { 498 {
500 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 499 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
501 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); 500 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
502 return 0; 501 return 0;
503 } 502 }
566} 565}
567 566
568int 567int
569perceive_self (object *op) 568perceive_self (object *op)
570{ 569{
571 char *cp = describe_item (op, op), buf[MAX_BUF]; 570 const char *cp = describe_item (op, op);
572 archetype *at = archetype::find (ARCH_DEPLETION); 571 archetype *at = archetype::find (shstr_depletion);
573 object *tmp;
574 int i;
575 572
573 dynbuf_text &buf = msg_dynbuf; buf.clear ();
574
575 if (!op->is_player ())
576 return 0;
577
578 if (object *race = archetype::find (op->race))
579 buf << " - You are a G<male|female> " << &race->name << ".\n";
580
576 tmp = find_god (determine_god (op)); 581 if (object *god = find_god (determine_god (op)))
577 if (tmp) 582 buf << " - You worship " << &god->name << ".\n";
578 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
579 else 583 else
580 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); 584 buf << " - You worship no god.\n";
581 585
582 tmp = present_arch_in_ob (at, op); 586 object *tmp = present_arch_in_ob (at, op);
583 587
584 if (*cp == '\0' && tmp == NULL) 588 if (*cp == '\0' && !tmp)
585 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 589 buf << " - You feel very mundane. ";
586 else 590 else
587 { 591 {
588 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 592 buf << " - You have: " << cp << ".\n";
589 new_draw_info (NDI_UNIQUE, 0, op, cp); 593
590 if (tmp != NULL) 594 if (tmp)
591 {
592 for (i = 0; i < NUM_STATS; i++) 595 for (int i = 0; i < NUM_STATS; i++)
593 { 596 if (tmp->stats.stat (i) < 0)
594 if (get_attr_value (&tmp->stats, i) < 0) 597 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
595 {
596 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i)));
597 }
598 }
599 }
600 } 598 }
601 599
602 if (is_dragon_pl (op)) 600 if (op->is_dragon ())
603 {
604 /* now grab the 'dragon_ability'-force from the player's inventory */ 601 /* now grab the 'dragon_ability'-force from the player's inventory */
605 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 602 for (tmp = op->inv; tmp; tmp = tmp->below)
606 { 603 {
607 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 604 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
608 { 605 {
609 if (tmp->stats.exp == 0) 606 if (tmp->stats.exp == 0)
610 {
611 sprintf (buf, "Your metabolism isn't focused on anything."); 607 buf << " - Your metabolism isn't focused on anything.\n";
612 }
613 else 608 else
614 {
615 sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); 609 buf << " - Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
616 } 610
617 new_draw_info (NDI_UNIQUE, 0, op, buf);
618 break; 611 break;
619 } 612 }
620 } 613 }
621 }
622 return 1;
623}
624 614
625/* int cast_create_town_portal (object *op, object *caster, int dir) 615 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
626 *
627 * This function cast the spell of town portal for op
628 *
629 * The spell operates in two passes. During the first one a place
630 * is marked as a destination for the portal. During the second one,
631 * 2 portals are created, one in the position the player cast it and
632 * one in the destination place. The portal are synchronized and 2 forces
633 * are inserted in the player to destruct the portal next time player
634 * creates a new portal pair.
635 * This spell has a side effect that it allows people to meet each other
636 * in a permanent, private, appartements by making a town portal from it
637 * to the town or another public place. So, check if the map is unique and if
638 * so return an error
639 *
640 * Code by Tchize (david.delbecq@usa.net)
641 */
642int
643cast_create_town_portal (object *op, object *caster, object *spell, int dir)
644{
645 object *dummy, *force, *old_force;
646 archetype *perm_portal;
647 char portal_name[1024], portal_message[1024];
648 maptile *exitmap;
649 int op_level;
650
651 /* Check to see if the map the player is currently on is a per player unique
652 * map. This can be determined in that per player unique maps have the
653 * full pathname listed.
654 */
655 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
656 {
657 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
658 return 0;
659 }
660
661 /* The first thing to do is to check if we have a marked destination
662 * dummy is used to make a check inventory for the force
663 */
664 dummy = arch_to_object (spell->other_arch);
665 if (dummy == NULL)
666 {
667 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
668 LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name);
669 return 0;
670 }
671
672 force = check_inv_recursive (op, dummy);
673
674 if (force == NULL)
675 {
676 /* Here we know there is no destination marked up.
677 * We have 2 things to do:
678 * 1. Mark the destination in the player inventory.
679 * 2. Let the player know it worked.
680 */
681 dummy->name = op->map->path;
682 EXIT_X (dummy) = op->x;
683 EXIT_Y (dummy) = op->y;
684 insert_ob_in_ob (dummy, op);
685 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You fix this place in your mind.\nYou feel you are able to come here from anywhere.");
686 return 1;
687 }
688
689 dummy->destroy ();
690
691 /* Here we know where the town portal should go to
692 * We should kill any existing portal associated with the player.
693 * Than we should create the 2 portals.
694 * For each of them, we need:
695 * - To create the portal with the name of the player+destination map
696 * - set the owner of the town portal
697 * - To mark the position of the portal in the player's inventory
698 * for easier destruction.
699 *
700 * The mark works has follow:
701 * slaying: Existing town portal
702 * hp, sp : x & y of the associated portal
703 * name : name of the portal
704 * race : map the portal is in
705 */
706
707 /* First step: killing existing town portals */
708 dummy = get_archetype (spell->race);
709 if (dummy == NULL)
710 {
711 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
712 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
713 return 0;
714 }
715
716 perm_portal = archetype::find (spell->slaying);
717
718 /* To kill a town portal, we go trough the player's inventory,
719 * for each marked portal in player's inventory,
720 * -We try load the associated map (if impossible, consider the portal destructed)
721 * -We find any portal in the specified location.
722 * If it has the good name, we destruct it.
723 * -We destruct the force indicating that portal.
724 */
725 while ((old_force = check_inv_recursive (op, dummy)))
726 {
727 exitmap = maptile::find_sync (old_force->race, op->map);
728
729 if (exitmap)
730 {
731 exitmap->load_sync ();
732
733 int exitx = EXIT_X (old_force);
734 int exity = EXIT_Y (old_force);
735
736 for (object *tmp = present_arch (perm_portal, exitmap, exitx, exity); tmp; tmp = tmp->above)
737 {
738 if (tmp->name == old_force->name)
739 {
740 tmp->destroy ();
741 break;
742 }
743 }
744 }
745
746 old_force->destroy ();
747 }
748
749 dummy->destroy ();
750
751 /* Creating the portals.
752 * The very first thing to do is to ensure
753 * access to the destination map.
754 * If we can't, don't fizzle. Simply warn player.
755 * This ensure player pays his mana for the spell
756 * because HE is responsible of forgotting.
757 * 'force' is the destination of the town portal, which we got
758 * from the players inventory above.
759 */
760
761 /* Ensure exit map is loaded */
762 exitmap = maptile::find_sync (force->name);
763
764 /* If we were unable to load (ex. random map deleted), warn player */
765 if (!exitmap)
766 {
767 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
768 force->destroy ();
769 return 1;
770 }
771
772 exitmap->load_sync ();
773
774 op_level = caster_level (caster, spell);
775 if (op_level < 15)
776 snprintf (portal_message, 1024,
777 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
778 &op->name);
779 else if (op_level < 30)
780 snprintf (portal_message, 1024,
781 "\n%s's portal smells of ozone.\nYou do a lot of movements and finally pass\nthrough the small hole in the air\n", &op->name);
782 else if (op_level < 60)
783 snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
784 else
785 snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",
786 &op->name);
787
788 /* Create a portal in front of player
789 * dummy contain the portal and
790 * force contain the track to kill it later
791 */
792 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
793 dummy = get_archetype (spell->slaying); /*The portal */
794 if (dummy == NULL)
795 {
796 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
797 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
798 return 0;
799 }
800
801 EXIT_PATH (dummy) = force->name;
802 EXIT_X (dummy) = EXIT_X (force);
803 EXIT_Y (dummy) = EXIT_Y (force);
804 dummy->name = dummy->name_pl = portal_name;
805 dummy->msg = portal_message;
806 dummy->race = op->name; /*Save the owner of the portal */
807 cast_create_obj (op, caster, dummy, 0);
808
809 /* Now we need to to create a town portal marker inside the player
810 * object, so on future castings, we can know that he has an active
811 * town portal.
812 */
813 object *tmp = get_archetype (spell->race);
814
815 if (!tmp)
816 {
817 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
818 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
819 return 0;
820 }
821
822 tmp->race = op->map->path;
823 tmp->name = portal_name;
824 EXIT_X (tmp) = dummy->x;
825 EXIT_Y (tmp) = dummy->y;
826 op->insert (tmp);
827
828 /* Create a portal in the destination map
829 * dummy contain the portal and
830 * force the track to kill it later
831 * the 'force' variable still contains the 'reminder' of
832 * where this portal goes to.
833 */
834 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &op->map->path);
835 dummy = get_archetype (spell->slaying); /*The portal */
836 if (dummy == NULL)
837 {
838 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
839 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
840 return 0;
841 }
842
843 EXIT_PATH (dummy) = op->map->path;
844 EXIT_X (dummy) = op->x;
845 EXIT_Y (dummy) = op->y;
846 dummy->name = dummy->name_pl = portal_name;
847 dummy->msg = portal_message;
848 dummy->race = op->name; /*Save the owner of the portal */
849 exitmap->insert (dummy, EXIT_X (force), EXIT_Y (force), op);
850
851 /* Now we create another town portal marker that
852 * points back to the one we just made
853 */
854 tmp = get_archetype (spell->race);
855 if (tmp == NULL)
856 {
857 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
858 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
859 return 0;
860 }
861
862 tmp->race = force->name;
863 tmp->name = portal_name;
864 EXIT_X (tmp) = dummy->x;
865 EXIT_Y (tmp) = dummy->y;
866 insert_ob_in_ob (tmp, op);
867
868 /* Describe the player what happened
869 */
870 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
871 force->destroy ();
872 616
873 return 1; 617 return 1;
874} 618}
875 619
876/* This creates magic walls. Really, it can create most any object, 620/* This creates magic walls. Really, it can create most any object,
902 646
903 if ((spell_ob->move_block || x != op->x || y != op->y) && 647 if ((spell_ob->move_block || x != op->x || y != op->y) &&
904 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) || 648 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) ||
905 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block))) 649 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
906 { 650 {
907 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 651 op->failmsg ("Something is in the way.");
908 return 0; 652 return 0;
909 } 653 }
910 654
911 if (spell_ob->other_arch) 655 if (spell_ob->other_arch)
912 tmp = arch_to_object (spell_ob->other_arch); 656 tmp = spell_ob->other_arch->instance ();
913 else if (spell_ob->race) 657 else if (spell_ob->race)
914 { 658 {
915 char buf1[MAX_BUF]; 659 char buf1[MAX_BUF];
916 660
917 sprintf (buf1, spell_ob->race, dir); 661 sprintf (buf1, spell_ob->race, dir);
921 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 665 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
922 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 666 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
923 return 0; 667 return 0;
924 } 668 }
925 669
926 tmp = arch_to_object (at); 670 tmp = at->instance ();
927 } 671 }
928 else 672 else
929 { 673 {
930 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name); 674 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
931 return 0; 675 return 0;
936 tmp->attacktype = spell_ob->attacktype; 680 tmp->attacktype = spell_ob->attacktype;
937 tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 681 tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
938 tmp->stats.dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 682 tmp->stats.dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
939 tmp->range = 0; 683 tmp->range = 0;
940 } 684 }
941 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 685 else if (tmp->flag [FLAG_ALIVE])
942 { 686 {
943 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 687 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
944 tmp->stats.maxhp = tmp->stats.hp; 688 tmp->stats.maxhp = tmp->stats.hp;
945 } 689 }
946 690
947 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP)) 691 if (spell_ob->flag [FLAG_IS_USED_UP] || tmp->flag [FLAG_IS_USED_UP])
948 { 692 {
949 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 693 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
950 SET_FLAG (tmp, FLAG_IS_USED_UP); 694 tmp->set_flag (FLAG_IS_USED_UP);
951 } 695 }
952 696
953 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 697 if (spell_ob->flag [FLAG_TEAR_DOWN])
954 { 698 {
955 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 699 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
956 tmp->stats.maxhp = tmp->stats.hp; 700 tmp->stats.maxhp = tmp->stats.hp;
957 SET_FLAG (tmp, FLAG_TEAR_DOWN); 701 tmp->set_flag (FLAG_TEAR_DOWN);
958 SET_FLAG (tmp, FLAG_ALIVE); 702 tmp->set_flag (FLAG_ALIVE);
959 } 703 }
960 704
961 /* This can't really hurt - if the object doesn't kill anything, 705 /* This can't really hurt - if the object doesn't kill anything,
962 * these fields just won't be used. Do not set the owner for 706 * these fields just won't be used. Do not set the owner for
963 * earthwalls, though, so they survive restarts. 707 * earthwalls, though, so they survive restarts.
964 */ 708 */
965 if (tmp->type != EARTHWALL) //TODO 709 if (tmp->type != EARTHWALL) //TODO
966 tmp->set_owner (op); 710 tmp->set_owner (op);
967 711
968 set_spell_skill (op, caster, spell_ob, tmp); 712 set_spell_skill (op, caster, spell_ob, tmp);
969 tmp->level = caster_level (caster, spell_ob) / 2; 713 tmp->level = casting_level (caster, spell_ob) / 2;
970 714
971 name = tmp->name; 715 name = tmp->name;
972 if (!(tmp = m->insert (tmp, x, y, op))) 716 if (!(tmp = m->insert (tmp, x, y, op)))
973 { 717 {
974 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name); 718 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
975 return 0; 719 return 0;
976 } 720 }
977 721
978 /* If this is a spellcasting wall, need to insert the spell object */ 722 /* If this is a spellcasting wall, need to insert the spell object */
979 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 723 if (tmp->other_arch && tmp->other_arch->type == SPELL)
980 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 724 insert_ob_in_ob (tmp->other_arch->instance (), tmp);
981 725
982 /* This code causes the wall to extend some distance in 726 /* This code causes the wall to extend some distance in
983 * each direction, or until an obstruction is encountered. 727 * each direction, or until an obstruction is encountered.
984 * posblocked and negblocked help determine how far the 728 * posblocked and negblocked help determine how far the
985 * created wall can extend, it won't go extend through 729 * created wall can extend, it won't go extend through
1004 { 748 {
1005 object *tmp2 = tmp->clone (); 749 object *tmp2 = tmp->clone ();
1006 m->insert (tmp2, x, y, op); 750 m->insert (tmp2, x, y, op);
1007 751
1008 /* If this is a spellcasting wall, need to insert the spell object */ 752 /* If this is a spellcasting wall, need to insert the spell object */
1009 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 753 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1010 tmp2->insert (arch_to_object (tmp2->other_arch)); 754 tmp2->insert (tmp2->other_arch->instance ());
1011 755
1012 } 756 }
1013 else 757 else
1014 posblocked = 1; 758 posblocked = 1;
1015 759
1021 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked) 765 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
1022 { 766 {
1023 object *tmp2 = tmp->clone (); 767 object *tmp2 = tmp->clone ();
1024 m->insert (tmp2, x, y, op); 768 m->insert (tmp2, x, y, op);
1025 769
1026 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 770 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1027 tmp2->insert (arch_to_object (tmp2->other_arch)); 771 tmp2->insert (tmp2->other_arch->instance ());
1028 } 772 }
1029 else 773 else
1030 negblocked = 1; 774 negblocked = 1;
1031 } 775 }
1032 776
1033 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) 777 if (tmp->flag [FLAG_BLOCKSVIEW])
1034 update_all_los (op->map, op->x, op->y); 778 update_all_los (op->map, op->x, op->y);
1035 779
1036 return 1; 780 return 1;
1037} 781}
1038 782
1039int 783int
1040dimension_door (object *op, object *caster, object *spob, int dir) 784dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
1041{ 785{
1042 uint32 dist, maxdist; 786 uint32 dist, maxdist;
1043 int mflags; 787 int mflags;
1044 maptile *m; 788 maptile *m;
1045 sint16 sx, sy; 789 sint16 sx, sy;
1047 if (op->type != PLAYER) 791 if (op->type != PLAYER)
1048 return 0; 792 return 0;
1049 793
1050 if (!dir) 794 if (!dir)
1051 { 795 {
1052 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?"); 796 op->failmsg ("In what direction?");
1053 return 0; 797 return 0;
1054 } 798 }
1055 799
1056 /* Given the new outdoor maps, can't let players dimension door for 800 /* Given the new outdoor maps, can't let players dimension door for
1057 * ever, so put limits in. 801 * ever, so put limits in.
1058 */ 802 */
1059 maxdist = spob->range + SP_level_range_adjust (caster, spob); 803 maxdist = spob->range + SP_level_range_adjust (caster, spob);
1060 804
1061 if (op->contr->count) 805 if (spellparam)
1062 { 806 {
807 int count = atoi (spellparam);
808
1063 if (op->contr->count > maxdist) 809 if (count > maxdist)
1064 { 810 {
1065 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!"); 811 op->failmsg ("You can't dimension door that far!");
1066 return 0; 812 return 0;
1067 } 813 }
1068 814
1069 for (dist = 0; dist < op->contr->count; dist++) 815 for (dist = 0; dist < count; dist++)
1070 { 816 {
1071 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy); 817 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
1072 818
1073 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 819 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
1074 break; 820 break;
1075 821
1076 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) 822 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1077 break; 823 break;
1078 } 824 }
1079 825
1080 if (dist < op->contr->count) 826 if (dist < count)
1081 { 827 {
1082 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n"); 828 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
1083 op->contr->count = 0;
1084 return 0; 829 return 0;
1085 } 830 }
1086
1087 op->contr->count = 0;
1088 831
1089 /* Remove code that puts player on random space on maps. IMO, 832 /* Remove code that puts player on random space on maps. IMO,
1090 * a lot of maps probably have areas the player should not get to, 833 * a lot of maps probably have areas the player should not get to,
1091 * but may not be marked as NO_MAGIC (as they may be bounded 834 * but may not be marked as NO_MAGIC (as they may be bounded
1092 * by such squares). Also, there are probably treasure rooms and 835 * by such squares). Also, there are probably treasure rooms and
1134 break; 877 break;
1135 878
1136 } 879 }
1137 if (!dist) 880 if (!dist)
1138 { 881 {
1139 new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n"); 882 op->failmsg ("Your spell failed!\n");
1140 return 0; 883 return 0;
1141 } 884 }
1142 } 885 }
1143 886
1144 /* Actually move the player now */ 887 /* Actually move the player now */
1145 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op))) 888 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op)))
1146 return 1; 889 return 1;
1147 890
1148 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ 891 op->speed_left = -5. * op->speed; /* Freeze them for a short while */
892
1149 return 1; 893 return 1;
1150} 894}
1151
1152 895
1153/* cast_heal: Heals something. 896/* cast_heal: Heals something.
1154 * op is the caster. 897 * op is the caster.
1155 * dir is the direction he is casting it in. 898 * dir is the direction he is casting it in.
1156 * spell is the spell object. 899 * spell is the spell object.
1163 object *poison; 906 object *poison;
1164 int heal = 0, success = 0; 907 int heal = 0, success = 0;
1165 908
1166 tmp = find_target_for_friendly_spell (op, dir); 909 tmp = find_target_for_friendly_spell (op, dir);
1167 910
1168 if (tmp == NULL) 911 if (!tmp)
1169 return 0; 912 return 0;
1170 913
1171 /* Figure out how many hp this spell might cure. 914 /* Figure out how many hp this spell might cure.
1172 * could be zero if this spell heals effects, not damage. 915 * could be zero if this spell heals effects, not damage.
1173 */ 916 */
1176 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp; 919 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
1177 920
1178 if (heal) 921 if (heal)
1179 { 922 {
1180 if (tmp->stats.hp >= tmp->stats.maxhp) 923 if (tmp->stats.hp >= tmp->stats.maxhp)
1181 {
1182 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed."); 924 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed.");
1183 }
1184 else 925 else
1185 { 926 {
1186 /* See how many points we actually heal. Instead of messages 927 /* See how many points we actually heal. Instead of messages
1187 * based on type of spell, we instead do messages based 928 * based on type of spell, we instead do messages based
1188 * on amount of damage healed. 929 * on amount of damage healed.
1189 */ 930 */
1190 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 931 if (heal > tmp->stats.maxhp - tmp->stats.hp)
1191 heal = tmp->stats.maxhp - tmp->stats.hp; 932 heal = tmp->stats.maxhp - tmp->stats.hp;
933
1192 tmp->stats.hp += heal; 934 tmp->stats.hp += heal;
1193 935
1194 if (tmp->stats.hp >= tmp->stats.maxhp) 936 if (tmp->stats.hp >= tmp->stats.maxhp)
1195 {
1196 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 937 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1197 }
1198 else if (heal > 50) 938 else if (heal > 50)
1199 {
1200 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); 939 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1201 }
1202 else if (heal > 25) 940 else if (heal > 25)
1203 {
1204 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); 941 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1205 }
1206 else if (heal > 10) 942 else if (heal > 10)
1207 {
1208 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade."); 943 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade.");
1209 }
1210 else 944 else
1211 {
1212 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close."); 945 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close.");
1213 } 946
1214 success = 1; 947 success = 1;
1215 } 948 }
1216 } 949 }
950
1217 if (spell->attacktype & AT_DISEASE) 951 if (spell->attacktype & AT_DISEASE)
1218 if (cure_disease (tmp, op)) 952 if (cure_disease (tmp, op, spell))
1219 success = 1; 953 success = 1;
1220 954
1221 if (spell->attacktype & AT_POISON) 955 if (spell->attacktype & AT_POISON)
1222 { 956 {
1223 at = archetype::find ("poisoning"); 957 at = archetype::find (shstr_poisoning);
1224 poison = present_arch_in_ob (at, tmp); 958 poison = present_arch_in_ob (at, tmp);
1225 if (poison) 959 if (poison)
1226 { 960 {
1227 success = 1; 961 success = 1;
1228 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 962 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1229 poison->stats.food = 1; 963 poison->stats.food = 1;
1230 } 964 }
1231 } 965 }
966
1232 if (spell->attacktype & AT_CONFUSION) 967 if (spell->attacktype & AT_CONFUSION)
1233 { 968 {
1234 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 969 poison = present_in_ob_by_name (FORCE, shstr_confusion, tmp);
1235 if (poison) 970 if (poison)
1236 { 971 {
1237 success = 1; 972 success = 1;
1238 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 973 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1239 poison->duration = 1; 974 poison->duration = 1;
1240 } 975 }
1241 } 976 }
977
1242 if (spell->attacktype & AT_BLIND) 978 if (spell->attacktype & AT_BLIND)
1243 { 979 {
1244 at = archetype::find ("blindness"); 980 at = archetype::find (shstr_blindness);
1245 poison = present_arch_in_ob (at, tmp); 981 poison = present_arch_in_ob (at, tmp);
1246 if (poison) 982 if (poison)
1247 { 983 {
1248 success = 1; 984 success = 1;
1249 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return."); 985 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1250 poison->stats.food = 1; 986 poison->stats.food = 1;
1251 } 987 }
1252 } 988 }
989
1253 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) 990 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1254 { 991 {
1255 tmp->stats.sp += spell->last_sp; 992 tmp->stats.sp += spell->last_sp;
1256 if (tmp->stats.sp > tmp->stats.maxsp) 993 if (tmp->stats.sp > tmp->stats.maxsp)
1257 tmp->stats.sp = tmp->stats.maxsp; 994 tmp->stats.sp = tmp->stats.maxsp;
1258 success = 1; 995 success = 1;
1259 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!"); 996 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!");
1260 } 997 }
998
1261 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) 999 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1262 { 1000 {
1263 tmp->stats.grace += spell->last_grace; 1001 tmp->stats.grace += spell->last_grace;
1264 if (tmp->stats.grace > tmp->stats.maxgrace) 1002 if (tmp->stats.grace > tmp->stats.maxgrace)
1265 tmp->stats.grace = tmp->stats.maxgrace; 1003 tmp->stats.grace = tmp->stats.maxgrace;
1266 success = 1; 1004 success = 1;
1267 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!"); 1005 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1268 } 1006 }
1007
1269 if (spell->stats.food && tmp->stats.food < 999) 1008 if (spell->stats.food && tmp->stats.food < MAX_FOOD)
1270 { 1009 {
1271 tmp->stats.food += spell->stats.food; 1010 tmp->stats.food += spell->stats.food;
1272 if (tmp->stats.food > 999) 1011 min_it (tmp->stats.food, MAX_FOOD);
1273 tmp->stats.food = 999; 1012
1274 success = 1; 1013 success = 1;
1275 /* We could do something a bit better like the messages for healing above */ 1014 /* We could do something a bit better like the messages for healing above */
1276 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food"); 1015 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1277 } 1016 }
1017
1278 return success; 1018 return success;
1279} 1019}
1280
1281 1020
1282/* This is used for the spells that gain stats. There are no spells 1021/* This is used for the spells that gain stats. There are no spells
1283 * right now that icnrease wis/int/pow on a temp basis, so no 1022 * right now that icnrease wis/int/pow on a temp basis, so no
1284 * good comments for those. 1023 * good comments for those.
1285 */ 1024 */
1286static const char *const no_gain_msgs[NUM_STATS] = { 1025static const char *const no_gain_msgs[NUM_STATS] = {
1287 "You grow no stronger.", 1026 "You grow no stronger.",
1288 "You grow no more agile.", 1027 "You grow no more agile.",
1289 "You don't feel any healthier.", 1028 "You don't feel any healthier.",
1290 "no wis", 1029 "You didn't grow any more intelligent.",
1030 "You do not feel any wiser.",
1031 "You don't feel any more powerful."
1291 "You are no easier to look at.", 1032 "You are no easier to look at.",
1292 "no int",
1293 "no pow"
1294}; 1033};
1295 1034
1296int 1035int
1036change_ability_duration (object *spell, object *caster)
1037{
1038 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1039}
1040
1041int
1297cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) 1042cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1298{ 1043{
1299 object *force = NULL; 1044 object *force = 0;
1300 int i; 1045 int i;
1301 1046
1302 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1047 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1303 object *tmp = dir 1048 object *tmp = dir
1304 ? find_target_for_friendly_spell (op, dir) 1049 ? find_target_for_friendly_spell (op, dir)
1305 : op; 1050 : op;
1306 1051
1307 if (!tmp) 1052 if (!tmp)
1308 return 0; 1053 return 0;
1309 1054
1310 /* If we've already got a force of this type, don't add a new one. */ 1055 /* If we've already got a force of this type, don't add a new one. */
1318 break; 1063 break;
1319 } 1064 }
1320 else if (spell_ob->race && spell_ob->race == tmp2->name) 1065 else if (spell_ob->race && spell_ob->race == tmp2->name)
1321 { 1066 {
1322 if (!silent) 1067 if (!silent)
1323 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 1068 op->failmsgf ("You can not cast %s while %s is in effect",
1069 &spell_ob->name, &tmp2->name_pl);
1070
1324 return 0; 1071 return 0;
1325 } 1072 }
1326 } 1073 }
1327 } 1074 }
1075
1076 int duration = change_ability_duration (spell_ob, caster);
1077
1328 if (force == NULL) 1078 if (force)
1329 {
1330 force = get_archetype (FORCE_NAME);
1331 force->subtype = FORCE_CHANGE_ABILITY;
1332 if (spell_ob->race)
1333 force->name = spell_ob->race;
1334 else
1335 force->name = spell_ob->name;
1336 force->name_pl = spell_ob->name;
1337 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1338
1339 } 1079 {
1340 else
1341 {
1342 int duration;
1343
1344 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1345 if (duration > force->duration) 1080 if (duration > force->duration)
1346 { 1081 {
1347 force->duration = duration; 1082 force->duration = duration;
1348 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1083 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1349 } 1084 }
1350 else 1085 else
1351 {
1352 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1086 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1353 } 1087
1354 return 1; 1088 return 1;
1355 } 1089 }
1356 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1090
1091 new_draw_info_format (NDI_UNIQUE, 0, op,
1092 "You create an aura of magical force. H<The effect will last for about %.10g seconds.>",
1093 TICK2TIME (duration));
1094
1095 force = get_archetype (FORCE_NAME);
1096 force->subtype = FORCE_CHANGE_ABILITY;
1097 force->duration = duration;
1098
1099 if (spell_ob->race)
1100 force->name = spell_ob->race;
1101 else
1102 force->name = spell_ob->name;
1103
1104 force->name_pl = spell_ob->name;
1105
1357 force->speed = 1.0; 1106 force->speed = 1.0;
1358 force->speed_left = -1.0; 1107 force->speed_left = -1.0;
1359 SET_FLAG (force, FLAG_APPLIED); 1108 force->set_flag (FLAG_APPLIED);
1360 1109
1361 /* Now start processing the effects. First, protections */ 1110 /* Now start processing the effects. First, protections */
1362 for (i = 0; i < NROFATTACKS; i++) 1111 for (i = 0; i < NROFATTACKS; i++)
1363 { 1112 {
1364 if (spell_ob->resist[i]) 1113 if (spell_ob->resist[i])
1366 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob); 1115 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob);
1367 if (force->resist[i] > 100) 1116 if (force->resist[i] > 100)
1368 force->resist[i] = 100; 1117 force->resist[i] = 100;
1369 } 1118 }
1370 } 1119 }
1120
1371 if (spell_ob->stats.hp) 1121 if (spell_ob->stats.hp)
1372 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob); 1122 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1373 1123
1374 if (tmp->type == PLAYER) 1124 if (tmp->type == PLAYER)
1375 { 1125 {
1376 /* Stat adjustment spells */ 1126 /* Stat adjustment spells */
1377 for (i = 0; i < NUM_STATS; i++) 1127 for (i = 0; i < NUM_STATS; i++)
1378 { 1128 {
1379 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; 1129 if (sint8 stat = spell_ob->stats.stat (i))
1380
1381 if (stat)
1382 { 1130 {
1383 sm = 0; 1131 sint8 sm = 0;
1384 for (k = 0; k < stat; k++) 1132 for (sint8 k = 0; k < stat; k++)
1385 sm += rndm (1, 3); 1133 sm += rndm (1, 3);
1386 1134
1387 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) 1135 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1388 { 1136 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1389 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); 1137
1390 if (sm < 0) 1138 force->stats.stat (i) = sm;
1391 sm = 0; 1139
1392 }
1393 set_attr_value (&force->stats, i, sm);
1394 if (!sm) 1140 if (!sm)
1395 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); 1141 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1396 } 1142 }
1397 } 1143 }
1398 } 1144 }
1399 1145
1400 force->move_type = spell_ob->move_type; 1146 force->move_type = spell_ob->move_type;
1401 1147
1402 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK)) 1148 if (spell_ob->flag [FLAG_SEE_IN_DARK])
1403 SET_FLAG (force, FLAG_SEE_IN_DARK); 1149 force->set_flag (FLAG_SEE_IN_DARK);
1404 1150
1405 if (QUERY_FLAG (spell_ob, FLAG_XRAYS)) 1151 if (spell_ob->flag [FLAG_XRAYS])
1406 SET_FLAG (force, FLAG_XRAYS); 1152 force->set_flag (FLAG_XRAYS);
1407 1153
1408 /* Haste/bonus speed */ 1154 /* Haste/bonus speed */
1409 if (spell_ob->stats.exp) 1155 if (spell_ob->stats.exp)
1410 { 1156 {
1411 if (op->speed > 0.5f) 1157 if (op->speed > 0.5f)
1419 force->attacktype = spell_ob->attacktype; 1165 force->attacktype = spell_ob->attacktype;
1420 1166
1421 insert_ob_in_ob (force, tmp); 1167 insert_ob_in_ob (force, tmp);
1422 change_abil (tmp, force); /* Mostly to display any messages */ 1168 change_abil (tmp, force); /* Mostly to display any messages */
1423 tmp->update_stats (); 1169 tmp->update_stats ();
1170
1424 return 1; 1171 return 1;
1425} 1172}
1426 1173
1427/* This used to be part of cast_change_ability, but it really didn't make 1174/* This used to be part of cast_change_ability, but it really didn't make
1428 * a lot of sense, since most of the values it derives are from the god 1175 * a lot of sense, since most of the values it derives are from the god
1429 * of the caster. 1176 * of the caster.
1430 */ 1177 */
1431
1432int 1178int
1433cast_bless (object *op, object *caster, object *spell_ob, int dir) 1179cast_bless (object *op, object *caster, object *spell_ob, int dir)
1434{ 1180{
1435 int i; 1181 int i;
1436 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1182 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1437 1183
1438 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1184 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1439 if (dir != 0) 1185 if (dir != 0)
1440 { 1186 {
1441 tmp = find_target_for_friendly_spell (op, dir); 1187 tmp = find_target_for_friendly_spell (op, dir);
1188
1189 if (!tmp)
1190 return 0;
1442 } 1191 }
1443 else 1192 else
1444 {
1445 tmp = op; 1193 tmp = op;
1446 }
1447 1194
1448 /* If we've already got a force of this type, don't add a new one. */ 1195 /* If we've already got a force of this type, don't add a new one. */
1449 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1196 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1450 { 1197 {
1451 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1198 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1452 { 1199 {
1453 if (tmp2->name == spell_ob->name) 1200 if (tmp2->name == spell_ob->name)
1454 { 1201 {
1460 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 1207 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1461 return 0; 1208 return 0;
1462 } 1209 }
1463 } 1210 }
1464 } 1211 }
1212
1465 if (force == NULL) 1213 if (force == NULL)
1466 { 1214 {
1467 force = get_archetype (FORCE_NAME); 1215 force = get_archetype (FORCE_NAME);
1468 force->subtype = FORCE_CHANGE_ABILITY; 1216 force->subtype = FORCE_CHANGE_ABILITY;
1469 if (spell_ob->race) 1217 if (spell_ob->race)
1490 return 0; 1238 return 0;
1491 } 1239 }
1492 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1240 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1493 force->speed = 1.0; 1241 force->speed = 1.0;
1494 force->speed_left = -1.0; 1242 force->speed_left = -1.0;
1495 SET_FLAG (force, FLAG_APPLIED); 1243 force->set_flag (FLAG_APPLIED);
1496 1244
1497 if (!god) 1245 if (!god)
1498 { 1246 {
1499 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty."); 1247 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1500 } 1248 }
1501 else 1249 else
1502 { 1250 {
1503 /* Only give out good benefits, and put a max on it */ 1251 /* Only give out good benefits, and put a max on it */
1504 for (i = 0; i < NROFATTACKS; i++) 1252 for (i = 0; i < NROFATTACKS; i++)
1505 {
1506 if (god->resist[i] > 0) 1253 if (god->resist[i] > 0)
1507 {
1508 force->resist[i] = MIN (god->resist[i], spell_ob->resist[ATNR_GODPOWER]); 1254 force->resist[i] = min (god->resist[i], spell_ob->resist[ATNR_GODPOWER]);
1509 } 1255
1510 }
1511 force->path_attuned |= god->path_attuned; 1256 force->path_attuned |= god->path_attuned;
1512 1257
1513 if (spell_ob->attacktype) 1258 if (spell_ob->attacktype)
1514 force->slaying = god->slaying; 1259 force->slaying = god->slaying;
1515 1260
1531 insert_ob_in_ob (force, tmp); 1276 insert_ob_in_ob (force, tmp);
1532 tmp->update_stats (); 1277 tmp->update_stats ();
1533 return 1; 1278 return 1;
1534} 1279}
1535 1280
1536
1537
1538/* Alchemy code by Mark Wedel 1281/* Alchemy code by Mark Wedel
1539 * 1282 *
1540 * This code adds a new spell, called alchemy. Alchemy will turn 1283 * This code adds a new spell, called alchemy. Alchemy will turn
1541 * objects to gold nuggets, the value of the gold nuggets being 1284 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1542 * about 90% of that of the item itself. It uses the value of the
1543 * object before charisma adjustments, because the nuggets themselves
1544 * will be will be adjusted by charisma when sold.
1545 * 1285 *
1546 * Large nuggets are worth 25 gp each (base). You will always get 1286 * The value of the gold nuggets being about 90% of that of the item
1547 * the maximum number of large nuggets you could get. 1287 * itself. It uses the value of the object before charisma adjustments,
1548 * Small nuggets are worth 1 gp each (base). You will get from 0 1288 * because the nuggets themselves will be will be adjusted by charisma
1549 * to the max amount of small nuggets as you could get. 1289 * when sold.
1550 *
1551 * For example, if an item is worth 110 gold, you will get
1552 * 4 large nuggets, and from 0-10 small nuggets.
1553 * 1290 *
1554 * There is also a chance (1:30) that you will get nothing at all 1291 * There is also a chance (1:30) that you will get nothing at all
1555 * for the object. There is also a maximum weight that will be 1292 * for the object. There is also a maximum weight that will be
1556 * alchemied. 1293 * alchemised.
1557 */ 1294 */
1558
1559/* I didn't feel like passing these as arguements to the
1560 * two functions that need them. Real values are put in them
1561 * when the spell is cast, and these are freed when the spell
1562 * is finished.
1563 */
1564static object *small, *large;
1565
1566static void 1295static void
1567alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight) 1296alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1568{ 1297{
1569 uint64 value = query_cost (obj, NULL, F_TRUE); 1298 uint64 value = query_cost (obj, NULL, F_TRUE);
1570 1299
1571 /* Give third price when we alchemy money (This should hopefully 1300 /* Give third price when we alchemy money (this should hopefully
1572 * make it so that it isn't worth it to alchemy money, sell 1301 * make it so that it isn't worth it to alchemy money, sell
1573 * the nuggets, alchemy the gold from that, etc. 1302 * the nuggets, alchemy the gold from that, etc.
1574 * Otherwise, give 9 silver on the gold for other objects, 1303 * Otherwise, give 9 silver on the gold for other objects,
1575 * so that it would still be more affordable to haul 1304 * so that it would still be more affordable to haul
1576 * the stuff back to town. 1305 * the stuff back to town.
1577 */ 1306 */
1578 1307 if (obj->flag [FLAG_UNPAID])
1579 if (QUERY_FLAG (obj, FLAG_UNPAID))
1580 value = 0; 1308 value = 0;
1581 else if (obj->type == MONEY || obj->type == GEM) 1309 else if (obj->type == MONEY || obj->type == GEM)
1582 value /= 3; 1310 value /= 3;
1583 else 1311 else
1584 value = (value * 9) / 10; 1312 value = value * 9 / 10;
1585 1313
1586 value /= 4; // fix by GHJ, don't understand, pcg
1587
1588 if ((obj->value > 0) && rndm (0, 29)) 1314 if (obj->value > 0 && rndm (0, 29))
1589 { 1315 total_value += value;
1590 int count;
1591 1316
1592 count = value / large->value;
1593 *large_nuggets += count;
1594 value -= (uint64) count *(uint64) large->value;
1595
1596 count = value / small->value;
1597 *small_nuggets += count;
1598 }
1599
1600 /* Turn 25 small nuggets into 1 large nugget. If the value
1601 * of large nuggets is not evenly divisable by the small nugget
1602 * value, take off an extra small_nugget (Assuming small_nuggets!=0)
1603 */
1604 if (*small_nuggets * small->value >= large->value)
1605 {
1606 (*large_nuggets)++;
1607 *small_nuggets -= large->value / small->value;
1608 if (*small_nuggets && large->value % small->value)
1609 (*small_nuggets)--;
1610 }
1611 weight += obj->weight; 1317 total_weight += obj->total_weight ();
1318
1612 obj->destroy (); 1319 obj->destroy ();
1613} 1320}
1614 1321
1615static void
1616update_map (object *op, maptile *m, int small_nuggets, int large_nuggets, int x, int y)
1617{
1618 object *tmp;
1619 int flag = 0;
1620
1621 /* Put any nuggets below the player, but we can only pass this
1622 * flag if we are on the same space as the player
1623 */
1624 if (x == op->x && y == op->y && op->map == m)
1625 flag = INS_BELOW_ORIGINATOR;
1626
1627 if (small_nuggets)
1628 {
1629 tmp = small->clone ();
1630 tmp->nrof = small_nuggets;
1631 m->insert (tmp, x, y, op, flag);
1632 }
1633
1634 if (large_nuggets)
1635 {
1636 tmp = large->clone ();
1637 tmp->nrof = large_nuggets;
1638 m->insert (tmp, x, y, op, flag);
1639 }
1640}
1641
1642int 1322int
1643alchemy (object *op, object *caster, object *spell_ob) 1323alchemy (object *op, object *caster, object *spell_ob)
1644{ 1324{
1645 int x, y, weight = 0, weight_max, large_nuggets, small_nuggets, mflags;
1646 sint16 nx, ny;
1647 object *next, *tmp;
1648 maptile *mp;
1649
1650 if (op->type != PLAYER) 1325 if (op->type != PLAYER)
1651 return 0; 1326 return 0;
1652 1327
1328 archetype *nugget[3];
1329
1330 nugget[0] = archetype::find (shstr_pyrite3);
1331 nugget[1] = archetype::find (shstr_pyrite2);
1332 nugget[2] = archetype::find (shstr_pyrite);
1333
1653 /* Put a maximum weight of items that can be alchemied. Limits the power 1334 /* Put a maximum weight of items that can be alchemised. Limits the power
1654 * some, and also prevents people from alcheming every table/chair/clock 1335 * some, and also prevents people from alchemising every table/chair/clock
1655 * in sight 1336 * in sight
1656 */ 1337 */
1657 weight_max = spell_ob->duration + +SP_level_duration_adjust (caster, spell_ob); 1338 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1658 weight_max *= 1000; 1339 int weight_max = duration * 1000;
1659 small = get_archetype ("smallnugget"), large = get_archetype ("largenugget"); 1340 uint64 value_max = duration * 1000;
1660 1341
1342 int weight = 0;
1343
1661 for (y = op->y - 1; y <= op->y + 1; y++) 1344 for (int y = op->y - 1; y <= op->y + 1; y++)
1662 { 1345 {
1663 for (x = op->x - 1; x <= op->x + 1; x++) 1346 for (int x = op->x - 1; x <= op->x + 1; x++)
1664 { 1347 {
1348 uint64 value = 0;
1349
1665 nx = x; 1350 sint16 nx = x;
1666 ny = y; 1351 sint16 ny = y;
1667 1352
1668 mp = op->map; 1353 maptile *mp = op->map;
1669 1354
1670 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); 1355 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1671 1356
1672 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1357 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1673 continue; 1358 continue;
1674 1359
1675 /* Treat alchemy a little differently - most spell effects 1360 /* Treat alchemy a little differently - most spell effects
1677 * ground level effect. 1362 * ground level effect.
1678 */ 1363 */
1679 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) 1364 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1680 continue; 1365 continue;
1681 1366
1682 small_nuggets = 0; 1367 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1683 large_nuggets = 0;
1684
1685 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = next)
1686 { 1368 {
1687 next = tmp->above; 1369 next = tmp->above;
1370
1688 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1371 if (tmp->weight > 0 && !tmp->flag [FLAG_NO_PICK] &&
1689 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1372 !tmp->flag [FLAG_ALIVE] && !tmp->flag [FLAG_IS_CAULDRON])
1690 { 1373 {
1691
1692 if (tmp->inv) 1374 if (tmp->inv)
1693 { 1375 {
1694 object *next1, *tmp1; 1376 object *next1, *tmp1;
1695 1377
1696 for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1) 1378 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1697 { 1379 {
1698 next1 = tmp1->below; 1380 next1 = tmp1->below;
1699 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1381 if (tmp1->weight > 0 && !tmp1->flag [FLAG_NO_PICK] &&
1700 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1382 !tmp1->flag [FLAG_ALIVE] && !tmp1->flag [FLAG_IS_CAULDRON])
1701 alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight); 1383 alchemy_object (tmp1, value, weight);
1702 } 1384 }
1703 } 1385 }
1386
1704 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); 1387 alchemy_object (tmp, value, weight);
1705 1388
1706 if (weight > weight_max) 1389 if (weight > weight_max)
1707 { 1390 break;
1708 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1709 large->destroy ();
1710 small->destroy ();
1711 return 1;
1712 } 1391 }
1713 } /* is alchemable object */
1714 } /* process all objects on this space */
1715
1716 /* Insert all the nuggets at one time. This probably saves time, but
1717 * it also prevents us from alcheming nuggets that were just created
1718 * with this spell.
1719 */ 1392 }
1720 update_map (op, mp, small_nuggets, large_nuggets, nx, ny); 1393
1394 value -= rndm (value >> 4);
1395 value = min (value, value_max);
1396
1397 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1398 if (int nrof = value / nugget [i]->value)
1399 {
1400 value -= nrof * nugget[i]->value;
1401
1402 object *tmp = nugget[i]->instance ();
1403 tmp->nrof = nrof;
1404 tmp->flag [FLAG_IDENTIFIED] = true;
1405 op->map->insert (tmp, x, y, op, 0);
1721 } 1406 }
1722 }
1723 1407
1724 large->destroy (); 1408 if (weight > weight_max)
1725 small->destroy (); 1409 goto bailout;
1726 /* reset this so that if player standing on a big pile of stuff, 1410 }
1727 * it is redrawn properly. 1411 }
1728 */ 1412
1729 op->contr->ns->look_position = 0; 1413bailout:
1730 return 1; 1414 return 1;
1731} 1415}
1732
1733 1416
1734/* This function removes the cursed/damned status on equipped 1417/* This function removes the cursed/damned status on equipped
1735 * items. 1418 * items.
1736 */ 1419 */
1737int 1420int
1738remove_curse (object *op, object *caster, object *spell) 1421remove_curse (object *op, object *caster, object *spell)
1739{ 1422{
1740 object *tmp;
1741 int success = 0, was_one = 0; 1423 int success = 0, was_one = 0;
1742 1424
1743 for (tmp = op->inv; tmp; tmp = tmp->below) 1425 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1744 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1426 if (tmp->flag [FLAG_APPLIED] &&
1745 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1427 ((tmp->flag [FLAG_CURSED] && spell->flag [FLAG_CURSED]) ||
1746 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1428 (tmp->flag [FLAG_DAMNED] && spell->flag [FLAG_DAMNED])))
1747 { 1429 {
1748 was_one++; 1430 was_one++;
1431
1749 if (tmp->level <= caster_level (caster, spell)) 1432 if (tmp->level <= casting_level (caster, spell))
1750 { 1433 {
1751 success++; 1434 success++;
1752 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1435 if (spell->flag [FLAG_DAMNED])
1753 CLEAR_FLAG (tmp, FLAG_DAMNED); 1436 tmp->clr_flag (FLAG_DAMNED);
1754 1437
1755 CLEAR_FLAG (tmp, FLAG_CURSED); 1438 tmp->clr_flag (FLAG_CURSED);
1756 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1439 tmp->clr_flag (FLAG_KNOWN_CURSED);
1757 tmp->value = 0; /* Still can't sell it */ 1440 tmp->value = 0; /* Still can't sell it */
1758 if (op->type == PLAYER) 1441
1442 if (object *pl = tmp->visible_to ())
1759 esrv_send_item (op, tmp); 1443 esrv_update_item (UPD_FLAGS, pl, tmp);
1760 } 1444 }
1761 } 1445 }
1762 1446
1763 if (op->type == PLAYER) 1447 if (op->type == PLAYER)
1764 { 1448 {
1765 if (success) 1449 if (success)
1766 {
1767 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now."); 1450 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1768 }
1769 else 1451 else
1770 { 1452 {
1771 if (was_one) 1453 if (was_one)
1772 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse."); 1454 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1773 else 1455 else
1777 1459
1778 return success; 1460 return success;
1779} 1461}
1780 1462
1781/* Identifies objects in the players inventory/on the ground */ 1463/* Identifies objects in the players inventory/on the ground */
1782
1783int 1464int
1784cast_identify (object *op, object *caster, object *spell) 1465cast_identify (object *op, object *caster, object *spell)
1785{ 1466{
1786 object *tmp; 1467 object *tmp;
1787 int success = 0, num_ident; 1468 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1788 1469
1789 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1470 int num_ident = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell));
1790
1791 if (num_ident < 1)
1792 num_ident = 1;
1793 1471
1794 for (tmp = op->inv; tmp; tmp = tmp->below) 1472 for (tmp = op->inv; tmp; tmp = tmp->below)
1795 { 1473 {
1796 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1474 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && need_identify (tmp))
1797 { 1475 {
1798 identify (tmp); 1476 identify (tmp);
1799 1477
1800 if (op->type == PLAYER) 1478 if (op->type == PLAYER)
1801 { 1479 {
1802 new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op)); 1480 buf.printf ("You identified: %s.\r", long_desc (tmp, op));
1803 1481
1804 if (tmp->msg) 1482 if (tmp->msg)
1805 { 1483 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1806 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1807 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1808 }
1809 } 1484 }
1810 1485
1811 num_ident--;
1812 success = 1;
1813 if (!num_ident) 1486 if (!--num_ident)
1814 break; 1487 break;
1815 } 1488 }
1816 } 1489 }
1817 1490
1818 /* If all the power of the spell has been used up, don't go and identify 1491 /* If all the power of the spell has been used up, don't go and identify
1819 * stuff on the floor. Only identify stuff on the floor if the spell 1492 * stuff on the floor. Only identify stuff on the floor if the spell
1820 * was not fully used. 1493 * was not fully used.
1821 */ 1494 */
1822 if (num_ident) 1495 if (num_ident)
1823 { 1496 {
1824 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1497 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1825 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1498 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && need_identify (tmp))
1826 { 1499 {
1827 identify (tmp); 1500 identify (tmp);
1828 1501
1829 if (op->type == PLAYER) 1502 if (object *pl = tmp->visible_to ())
1830 { 1503 {
1831 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op)); 1504 buf.printf ("On the ground you identified: %s.\r", long_desc (tmp, op));
1832 1505
1833 if (tmp->msg) 1506 if (tmp->msg)
1834 { 1507 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1835 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1836 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1837 }
1838
1839 esrv_send_item (op, tmp);
1840 } 1508 }
1841 1509
1842 num_ident--;
1843 success = 1;
1844 if (!num_ident) 1510 if (!--num_ident)
1845 break; 1511 break;
1846 } 1512 }
1847 } 1513 }
1848 1514
1849 if (!success) 1515 if (buf.empty ())
1850 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified."); 1516 {
1517 op->failmsg ("You can't reach anything unidentified.");
1518 return 0;
1519 }
1851 else 1520 else
1521 {
1522 if (op->contr)
1523 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1524
1852 spell_effect (spell, op->x, op->y, op->map, op); 1525 spell_effect (spell, op->x, op->y, op->map, op);
1853 1526 return 1;
1854 return success; 1527 }
1855} 1528}
1856 1529
1857int 1530int
1858cast_detection (object *op, object *caster, object *spell, object *skill) 1531cast_detection (object *op, object *caster, object *spell, object *skill)
1859{ 1532{
1864 1537
1865 /* We precompute some values here so that we don't have to keep 1538 /* We precompute some values here so that we don't have to keep
1866 * doing it over and over again. 1539 * doing it over and over again.
1867 */ 1540 */
1868 god = find_god (determine_god (op)); 1541 god = find_god (determine_god (op));
1869 level = caster_level (caster, spell); 1542 level = casting_level (caster, spell);
1870 range = spell->range + SP_level_range_adjust (caster, spell); 1543 range = spell->range + SP_level_range_adjust (caster, spell);
1871 1544
1872 if (!skill) 1545 if (!skill)
1873 skill = caster; 1546 skill = caster;
1874 1547
1875 for (x = op->x - range; x <= op->x + range; x++) 1548 dynbuf buf;
1876 for (y = op->y - range; y <= op->y + range; y++) 1549 unordered_mapwalk (buf, op, -range, -range, range, range)
1877 { 1550 {
1878 m = op->map;
1879 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1880 if (mflags & P_OUT_OF_MAP)
1881 continue;
1882
1883 /* For most of the detections, we only detect objects above the 1551 /* For most of the detections, we only detect objects above the
1884 * floor. But this is not true for show invisible. 1552 * floor. But this is not true for show invisible.
1885 * Basically, we just go and find the top object and work 1553 * Basically, we just go and find the top object and work
1886 * down - that is easier than working up. 1554 * down - that is easier than working up.
1887 */ 1555 */
1888 1556
1889 for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above) 1557 for (last = 0, tmp = m->at (nx, ny).bot; tmp; tmp = tmp->above)
1890 last = tmp; 1558 last = tmp;
1891 1559
1892 /* Shouldn't happen, but if there are no objects on a space, this 1560 /* Shouldn't happen, but if there are no objects on a space, this
1893 * would happen. 1561 * would happen.
1894 */ 1562 */
1895 if (!last) 1563 if (!last)
1896 continue; 1564 continue;
1897 1565
1898 done_one = 0; 1566 done_one = 0;
1899 floor = 0; 1567 floor = 0;
1900 detect = NULL; 1568 detect = 0;
1901 for (tmp = last; tmp; tmp = tmp->below) 1569 for (tmp = last; tmp; tmp = tmp->below)
1902 { 1570 {
1903 /* show invisible */ 1571 /* show invisible */
1904 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1572 if (spell->flag [FLAG_MAKE_INVIS]
1905 /* Might there be other objects that we can make visible? */ 1573 /* Might there be other objects that we can make visible? */
1906 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1574 && (tmp->invisible && (tmp->flag [FLAG_MONSTER]
1907 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1575 || (tmp->type == PLAYER && !tmp->flag [FLAG_WIZ])
1908 tmp->type == CF_HANDLE || 1576 || tmp->type == T_HANDLE
1909 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE || 1577 || tmp->type == TRAPDOOR
1578 || tmp->type == EXIT
1579 || tmp->type == HOLE
1580 || tmp->type == BUTTON
1910 tmp->type == BUTTON || tmp->type == TELEPORTER || 1581 || tmp->type == TELEPORTER
1582 || tmp->type == GATE
1911 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1583 || tmp->type == LOCKED_DOOR
1912 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN || 1584 || tmp->type == WEAPON
1585 || tmp->type == ALTAR
1586 || (tmp->type == SIGN && tmp->face != magicmouth_face)
1913 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1587 || tmp->type == TRIGGER_PEDESTAL
1914 tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR))) 1588 || tmp->type == SPECIAL_KEY
1589 || tmp->type == TREASURE
1590 || tmp->type == BOOK
1591 || tmp->type == HOLY_ALTAR
1592 || tmp->type == CONTAINER)))
1915 { 1593 {
1594 printf ("show inv %s\n", tmp->debug_desc());//D
1916 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4) 1595 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1917 { 1596 {
1918 tmp->invisible = 0; 1597 tmp->invisible = 0;
1598 done_one = 1;
1599 }
1600 }
1601
1602 if (tmp->flag [FLAG_IS_FLOOR])
1603 floor = 1;
1604
1605 /* All detections below this point don't descend beneath the floor,
1606 * so just continue on. We could be clever and look at the type of
1607 * detection to completely break out if we don't care about objects beneath
1608 * the floor, but once we get to the floor, not likely a very big issue anyways.
1609 */
1610 if (floor)
1611 continue;
1612
1613 /* I had thought about making detect magic and detect curse
1614 * show the flash the magic item like it does for detect monster.
1615 * however, if the object is within sight, this would then make it
1616 * difficult to see what object is magical/cursed, so the
1617 * effect wouldn't be as apparent.
1618 */
1619
1620 /* detect magic */
1621 if (spell->flag [FLAG_KNOWN_MAGICAL] &&
1622 !tmp->flag [FLAG_KNOWN_MAGICAL] && !tmp->flag [FLAG_IDENTIFIED] && is_magical (tmp))
1623 {
1624 tmp->set_flag (FLAG_KNOWN_MAGICAL);
1625 /* make runes more visible */
1626 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1627 tmp->stats.Cha /= 4;
1628
1629 done_one = 1;
1630 }
1631
1632 /* detect monster */
1633 if (spell->flag [FLAG_MONSTER] && (tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER))
1634 {
1635 done_one = 2;
1636
1637 if (!detect)
1638 detect = tmp;
1639 }
1640
1641 /* Basically, if race is set in the spell, then the creatures race must
1642 * match that. if the spell race is set to GOD, then the gods opposing
1643 * race must match.
1644 */
1645 if (spell->race && tmp->flag [FLAG_MONSTER] && tmp->race &&
1646 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1647 spell->race.contains (tmp->race)))
1648 {
1649 done_one = 2;
1650
1651 if (!detect)
1652 detect = tmp;
1653 }
1654
1655 if (spell->flag [FLAG_KNOWN_CURSED] && !tmp->flag [FLAG_KNOWN_CURSED] &&
1656 (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))
1657 {
1658 tmp->set_flag (FLAG_KNOWN_CURSED);
1659 done_one = 1;
1660 }
1661
1662 // Do mining detection spell:
1663 if (spell->last_sp == 1) // 1 - detect any vein
1664 {
1665 if (tmp->type == VEIN)
1666 {
1667 if (tmp->other_arch)
1668 {
1669 if (!detect)
1670 detect = tmp->other_arch;
1671 done_one = 2;
1672 }
1673 else
1919 done_one = 1; 1674 done_one = 1;
1920 } 1675 }
1921 } 1676 }
1922
1923 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1924 floor = 1;
1925
1926 /* All detections below this point don't descend beneath the floor,
1927 * so just continue on. We could be clever and look at the type of
1928 * detection to completely break out if we don't care about objects beneath
1929 * the floor, but once we get to the floor, not likely a very big issue anyways.
1930 */
1931 if (floor)
1932 continue;
1933
1934 /* I had thought about making detect magic and detect curse
1935 * show the flash the magic item like it does for detect monster.
1936 * however, if the object is within sight, this would then make it
1937 * difficult to see what object is magical/cursed, so the
1938 * effect wouldn't be as apparant.
1939 */
1940
1941 /* detect magic */
1942 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1943 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1944 {
1945 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1946 /* make runes more visibile */
1947 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1948 tmp->stats.Cha /= 4;
1949 done_one = 1;
1950 }
1951 /* detect monster */
1952 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1953 {
1954 done_one = 2;
1955 if (!detect)
1956 detect = tmp;
1957 }
1958 /* Basically, if race is set in the spell, then the creatures race must
1959 * match that. if the spell race is set to GOD, then the gods opposing
1960 * race must match.
1961 */
1962 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1963 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) ||
1964 (strstr (spell->race, tmp->race))))
1965 {
1966 done_one = 2;
1967 if (!detect)
1968 detect = tmp;
1969 }
1970 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1971 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1972 {
1973 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1974 done_one = 1;
1975 }
1976 } /* for stack of objects on this space */ 1677 } /* for stack of objects on this space */
1977 1678
1978 /* Code here puts an effect of the spell on the space, so you can see 1679 /* Code here puts an effect of the spell on the space, so you can see
1979 * where the magic is. 1680 * where the magic is.
1980 */ 1681 */
1981 if (done_one) 1682 if (done_one)
1982 { 1683 {
1983 object *detect_ob = arch_to_object (spell->other_arch); 1684 object *detect_ob = spell->other_arch->instance ();
1984 1685
1985 /* if this is set, we want to copy the face */ 1686 /* if this is set, we want to copy the face */
1986 if (done_one == 2 && detect) 1687 if (done_one == 2 && detect)
1987 { 1688 {
1988 detect_ob->face = detect->face; 1689 detect_ob->face = detect->face;
1989 detect_ob->animation_id = detect->animation_id; 1690 detect_ob->animation_id = detect->animation_id;
1990 detect_ob->anim_speed = detect->anim_speed; 1691 detect_ob->anim_speed = detect->anim_speed;
1991 detect_ob->last_anim = 0; 1692 detect_ob->last_anim = 0;
1992 /* by default, the detect_ob is already animated */ 1693 /* by default, the detect_ob is already animated */
1993 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1694 if (!detect->flag [FLAG_ANIMATE])
1994 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1695 detect_ob->clr_flag (FLAG_ANIMATE);
1995 } 1696 }
1996 1697
1997 m->insert (detect_ob, nx, ny, op); 1698 m->insert (detect_ob, nx, ny, op, INS_ON_TOP);
1998 } 1699 }
1999 } /* for processing the surrounding spaces */ 1700 } /* for processing the surrounding spaces */
2000 1701
2001 1702
2002 /* Now process objects in the players inventory if detect curse or magic */ 1703 /* Now process objects in the players inventory if detect curse or magic */
2003 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL)) 1704 if (spell->flag [FLAG_KNOWN_CURSED] || spell->flag [FLAG_KNOWN_MAGICAL])
2004 { 1705 {
2005 done_one = 0; 1706 done_one = 0;
1707
2006 for (tmp = op->inv; tmp; tmp = tmp->below) 1708 for (tmp = op->inv; tmp; tmp = tmp->below)
2007 { 1709 {
2008 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1710 if (!tmp->invisible && !tmp->flag [FLAG_IDENTIFIED])
2009 { 1711 {
2010 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)) 1712 if (spell->flag [FLAG_KNOWN_MAGICAL] && is_magical (tmp) && !tmp->flag [FLAG_KNOWN_MAGICAL])
2011 { 1713 {
2012 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1714 tmp->set_flag (FLAG_KNOWN_MAGICAL);
2013 if (op->type == PLAYER) 1715
1716 if (object *pl = tmp->visible_to ())
2014 esrv_send_item (op, tmp); 1717 esrv_update_item (UPD_FLAGS, pl, tmp);
2015 } 1718 }
2016 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1719
2017 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1720 if (spell->flag [FLAG_KNOWN_CURSED] && !tmp->flag [FLAG_KNOWN_CURSED] &&
1721 (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))
2018 { 1722 {
2019 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1723 tmp->set_flag (FLAG_KNOWN_CURSED);
2020 if (op->type == PLAYER) 1724
1725 if (object *pl = tmp->visible_to ())
2021 esrv_send_item (op, tmp); 1726 esrv_update_item (UPD_FLAGS, pl, tmp);
2022 } 1727 }
2023 } /* if item is not identified */ 1728 } /* if item is not identified */
2024 } /* for the players inventory */ 1729 } /* for the players inventory */
2025 } /* if detect magic/curse and object is a player */ 1730 } /* if detect magic/curse and object is a player */
1731
2026 return 1; 1732 return 1;
2027} 1733}
2028 1734
2029 1735
2030/** 1736/**
2043 1749
2044 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you."); 1750 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
2045 1751
2046 if (victim->stats.sp >= victim->stats.maxsp * 2) 1752 if (victim->stats.sp >= victim->stats.maxsp * 2)
2047 { 1753 {
2048 object *tmp;
2049
2050 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1754 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
2051
2052 /* Explodes a fireball centered at player */
2053 tmp = get_archetype (EXPLODING_FIREBALL);
2054 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
2055 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
2056
2057 tmp->insert_at (victim);
2058 victim->stats.sp = 2 * victim->stats.maxsp; 1755 victim->stats.sp = 2 * victim->stats.maxsp;
1756 create_exploding_ball_at (victim, caster_level);
2059 } 1757 }
2060 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1758 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
2061 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); 1759 new_draw_info (NDI_UNIQUE | NDI_ORANGE, 0, victim, "You feel like your head is going to explode.");
2062 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1760 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2063 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 1761 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
2064 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1762 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2065 { 1763 {
2066 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1764 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2090 mflags = get_map_flags (m, &m, x, y, &x, &y); 1788 mflags = get_map_flags (m, &m, x, y, &x, &y);
2091 1789
2092 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1790 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
2093 { 1791 {
2094 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above) 1792 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
2095 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1793 if (plyr != op && plyr->flag [FLAG_ALIVE])
2096 break; 1794 break;
2097 } 1795 }
2098 1796
2099 1797
2100 /* If we did not find a player in the specified direction, transfer 1798 /* If we did not find a player in the specified direction, transfer
2101 * to anyone on top of us. This is used for the rune of transference mostly. 1799 * to anyone on top of us. This is used for the rune of transference mostly.
2102 */ 1800 */
2103 if (plyr == NULL) 1801 if (plyr == NULL)
2104 for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above) 1802 for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above)
2105 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1803 if (plyr != op && plyr->flag [FLAG_ALIVE])
2106 break; 1804 break;
2107 1805
2108 if (!plyr) 1806 if (!plyr)
2109 { 1807 {
2110 new_draw_info (NDI_BLACK, 0, op, "There is no one there."); 1808 op->failmsg ("There is no one there.");
2111 return 0; 1809 return 0;
2112 } 1810 }
2113 /* give sp */ 1811 /* give sp */
2114 if (spell->stats.dam > 0) 1812 if (spell->stats.dam > 0)
2115 { 1813 {
2116 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell); 1814 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
2117 charge_mana_effect (plyr, caster_level (caster, spell)); 1815 charge_mana_effect (plyr, casting_level (caster, spell));
2118 return 1; 1816 return 1;
2119 } 1817 }
2120 /* suck sp away. Can't suck sp from yourself */ 1818 /* suck sp away. Can't suck sp from yourself */
2121 else if (op != plyr) 1819 else if (op != plyr)
2122 { 1820 {
2127 if (rate > 95) 1825 if (rate > 95)
2128 rate = 95; 1826 rate = 95;
2129 1827
2130 sucked = (plyr->stats.sp * rate) / 100; 1828 sucked = (plyr->stats.sp * rate) / 100;
2131 plyr->stats.sp -= sucked; 1829 plyr->stats.sp -= sucked;
2132 if (QUERY_FLAG (op, FLAG_ALIVE)) 1830 if (op->flag [FLAG_ALIVE])
2133 { 1831 {
2134 /* Player doesn't get full credit */ 1832 /* Player doesn't get full credit */
2135 sucked = (sucked * rate) / 100; 1833 sucked = (sucked * rate) / 100;
2136 op->stats.sp += sucked; 1834 op->stats.sp += sucked;
2137 if (sucked > 0) 1835 if (sucked > 0)
2138 { 1836 {
2139 charge_mana_effect (op, caster_level (caster, spell)); 1837 charge_mana_effect (op, casting_level (caster, spell));
2140 } 1838 }
2141 } 1839 }
2142 return 1; 1840 return 1;
2143 } 1841 }
2144 return 0; 1842 return 0;
2186 /* Basically, if the object is magical and not counterspell, 1884 /* Basically, if the object is magical and not counterspell,
2187 * we will more or less remove the object. Don't counterspell 1885 * we will more or less remove the object. Don't counterspell
2188 * monsters either. 1886 * monsters either.
2189 */ 1887 */
2190 1888
2191 if (head->attacktype & AT_MAGIC && 1889 if (head->attacktype & AT_MAGIC
2192 !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level)) 1890 && !(head->attacktype & AT_COUNTERSPELL)
1891 && !head->flag [FLAG_MONSTER]
1892 && (op->level > head->level))
2193 head->destroy (); 1893 head->destroy ();
2194 else 1894 else
2195 switch (head->type) 1895 switch (head->type)
2196 { 1896 {
2197 case SPELL_EFFECT: 1897 case SPELL_EFFECT:
1898 // XXX: Don't affect floor spelleffects. See also XXX comment
1899 // about sanctuary in spell_util.C
1900 if (tmp->flag [FLAG_IS_FLOOR])
1901 continue;
1902
2198 if (op->level > head->level) 1903 if (op->level > head->level)
2199 head->destroy (); 1904 head->destroy ();
2200 1905
2201 break; 1906 break;
2202 1907
2213 break; 1918 break;
2214 } 1919 }
2215 } 1920 }
2216} 1921}
2217 1922
2218
2219
2220/* cast_consecrate() - a spell to make an altar your god's */ 1923/* cast_consecrate() - a spell to make an altar your god's */
2221int 1924int
2222cast_consecrate (object *op, object *caster, object *spell) 1925cast_consecrate (object *op, object *caster, object *spell)
2223{ 1926{
2224 char buf[MAX_BUF]; 1927 char buf[MAX_BUF];
2225 1928
2226 object *tmp, *god = find_god (determine_god (op)); 1929 object *tmp, *god = find_god (determine_god (op));
2227 1930
2228 if (!god) 1931 if (!god)
2229 { 1932 {
2230 new_draw_info (NDI_UNIQUE, 0, op, "You can't consecrate anything if you don't worship a god!"); 1933 op->failmsg ("You can't consecrate anything if you don't worship a god!");
2231 return 0; 1934 return 0;
2232 } 1935 }
2233 1936
2234 for (tmp = op->below; tmp; tmp = tmp->below) 1937 for (tmp = op->below; tmp; tmp = tmp->below)
2235 { 1938 {
2236 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1939 if (tmp->flag [FLAG_IS_FLOOR])
2237 break; 1940 break;
2238 if (tmp->type == HOLY_ALTAR) 1941 if (tmp->type == HOLY_ALTAR)
2239 { 1942 {
2240 1943
2241 if (tmp->level > caster_level (caster, spell)) 1944 if (tmp->level > casting_level (caster, spell))
2242 { 1945 {
2243 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name); 1946 op->failmsgf ("You are not powerful enough to reconsecrate the %s", &tmp->name);
2244 return 0; 1947 return 0;
2245 } 1948 }
2246 else 1949 else
2247 { 1950 {
2248 /* If we got here, we are consecrating an altar */ 1951 /* If we got here, we are consecrating an altar */
2249 sprintf (buf, "Altar of %s", &god->name); 1952 sprintf (buf, "Altar of %s", &god->name);
2250 tmp->name = buf; 1953 tmp->name = buf;
2251 tmp->level = caster_level (caster, spell); 1954 tmp->level = casting_level (caster, spell);
2252 tmp->other_arch = god->arch; 1955 tmp->other_arch = god->arch;
1956
2253 if (op->type == PLAYER) 1957 if (op->type == PLAYER)
2254 esrv_update_item (UPD_NAME, op, tmp); 1958 esrv_update_item (UPD_NAME, op, tmp);
1959
2255 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name); 1960 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
2256 return 1; 1961 return 1;
2257 } 1962 }
2258 } 1963 }
2259 } 1964 }
2260 new_draw_info (NDI_UNIQUE, 0, op, "You are not standing over an altar!"); 1965
1966 op->failmsg ("You are not standing over an altar!");
2261 return 0; 1967 return 0;
2262} 1968}
2263 1969
2264/* animate_weapon - 1970/* animate_weapon -
2265 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon. 1971 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon.
2269 * This code was very odd - code early on would only let players use the spell, 1975 * This code was very odd - code early on would only let players use the spell,
2270 * yet the code wass full of player checks. I've presumed that the code 1976 * yet the code wass full of player checks. I've presumed that the code
2271 * that only let players use it was correct, and removed all the other 1977 * that only let players use it was correct, and removed all the other
2272 * player checks. MSW 2003-01-06 1978 * player checks. MSW 2003-01-06
2273 */ 1979 */
2274
2275int 1980int
2276animate_weapon (object *op, object *caster, object *spell, int dir) 1981animate_weapon (object *op, object *caster, object *spell, int dir)
2277{ 1982{
2278 object *weapon, *tmp; 1983 object *weapon, *tmp;
2279 char buf[MAX_BUF]; 1984 char buf[MAX_BUF];
2280 int a, i; 1985 int a, i;
2281 sint16 x, y; 1986 sint16 x, y;
2282 maptile *m; 1987 maptile *m;
2283 materialtype_t *mt;
2284 1988
2285 if (!spell->other_arch) 1989 if (!spell->other_arch)
2286 { 1990 {
2287 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1991 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2288 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name); 1992 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2291 /* exit if it's not a player using this spell. */ 1995 /* exit if it's not a player using this spell. */
2292 if (op->type != PLAYER) 1996 if (op->type != PLAYER)
2293 return 0; 1997 return 0;
2294 1998
2295 /* if player already has a golem, abort */ 1999 /* if player already has a golem, abort */
2296 if (op->contr->ranges[range_golem]) 2000 if (object *golem = op->contr->golem)
2297 { 2001 {
2298 control_golem (op->contr->ranges[range_golem], dir); 2002 control_golem (golem, dir);
2299 return 0; 2003 return 0;
2300 } 2004 }
2301 2005
2302 /* if no direction specified, pick one */ 2006 /* if no direction specified, pick one */
2303 if (!dir) 2007 if (!dir)
2304 dir = find_free_spot (NULL, op->map, op->x, op->y, 1, 9); 2008 dir = find_free_spot (spell->other_arch, op->map, op->x, op->y, 1, 9);
2305 2009
2306 m = op->map; 2010 m = op->map;
2307 x = op->x + freearr_x[dir]; 2011 x = op->x + freearr_x[dir];
2308 y = op->y + freearr_y[dir]; 2012 y = op->y + freearr_y[dir];
2309 2013
2310 /* if there's no place to put the golem, abort */ 2014 /* if there's no place to put the golem, abort */
2311 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || 2015 if (dir < 0 || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP)
2312 ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->clone.move_type)) 2016 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2313 { 2017 {
2314 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2018 op->failmsg ("There is something in the way.");
2315 return 0; 2019 return 0;
2316 } 2020 }
2317 2021
2318 /* Use the weapon marked by the player. */ 2022 /* Use the weapon marked by the player. */
2319 weapon = find_marked_object (op); 2023 weapon = find_marked_object (op);
2320 2024
2321 if (!weapon) 2025 if (!weapon)
2322 { 2026 {
2323 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2027 op->failmsg ("You must mark a weapon to use with this spell!");
2324 return 0; 2028 return 0;
2325 } 2029 }
2030
2326 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2031 if (spell->race && weapon->arch->archname != spell->race)
2327 { 2032 {
2328 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2033 op->failmsg ("The spell fails to transform your weapon.");
2329 return 0; 2034 return 0;
2330 } 2035 }
2036
2331 if (weapon->type != WEAPON) 2037 if (weapon->type != WEAPON)
2332 { 2038 {
2333 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it."); 2039 op->failmsg ("You need to wield a weapon to animate it.");
2334 return 0; 2040 return 0;
2335 } 2041 }
2336 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2042
2043 if (weapon->flag [FLAG_APPLIED])
2337 { 2044 {
2338 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon)); 2045 op->failmsgf ("You need to unequip %s before using it in this spell", query_name (weapon));
2339 return 0; 2046 return 0;
2340 } 2047 }
2341 2048
2342 if (weapon->nrof > 1) 2049 weapon = weapon->split ();
2343 {
2344 tmp = get_split_ob (weapon, 1);
2345 esrv_send_item (op, weapon);
2346 weapon = tmp;
2347 }
2348 2050
2349 /* create the golem object */ 2051 /* create the golem object */
2350 tmp = arch_to_object (spell->other_arch); 2052 tmp = spell->other_arch->instance ();
2351 2053
2352 /* if animated by a player, give the player control of the golem */ 2054 /* if animated by a player, give the player control of the golem */
2353 CLEAR_FLAG (tmp, FLAG_MONSTER); 2055 tmp->clr_flag (FLAG_MONSTER);
2354 SET_FLAG (tmp, FLAG_FRIENDLY);
2355 tmp->stats.exp = 0; 2056 tmp->stats.exp = 0;
2356 add_friendly_object (tmp); 2057 add_friendly_object (tmp);
2357 tmp->type = GOLEM; 2058 tmp->type = GOLEM;
2358 tmp->set_owner (op); 2059 tmp->set_owner (op);
2060 op->contr->golem = tmp;
2359 set_spell_skill (op, caster, spell, tmp); 2061 set_spell_skill (op, caster, spell, tmp);
2360 op->contr->ranges[range_golem] = tmp;
2361 op->contr->shoottype = range_golem;
2362 2062
2363 /* Give the weapon to the golem now. A bit of a hack to check the 2063 /* Give the weapon to the golem now. A bit of a hack to check the
2364 * removed flag - it should only be set if get_split_object was 2064 * removed flag - it should only be set if weapon->split was
2365 * used above. 2065 * used above.
2366 */ 2066 */
2367 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2067 if (!weapon->flag [FLAG_REMOVED])
2368 weapon->remove (); 2068 weapon->remove ();
2369 insert_ob_in_ob (weapon, tmp); 2069
2370 esrv_send_item (op, weapon); 2070 tmp->insert (weapon);
2071
2371 /* To do everything necessary to let a golem use the weapon is a pain, 2072 /* To do everything necessary to let a golem use the weapon is a pain,
2372 * so instead, just set it as equipped (otherwise, we need to update 2073 * so instead, just set it as equipped (otherwise, we need to update
2373 * body_info, skills, etc) 2074 * body_info, skills, etc)
2374 */ 2075 */
2375 SET_FLAG (tmp, FLAG_USE_WEAPON); 2076 tmp->set_flag (FLAG_USE_WEAPON);
2376 SET_FLAG (weapon, FLAG_APPLIED); 2077 weapon->set_flag (FLAG_APPLIED);
2377 tmp->update_stats (); 2078 tmp->update_stats ();
2378 2079
2379 /* There used to be 'odd' code that basically seemed to take the absolute 2080 /* There used to be 'odd' code that basically seemed to take the absolute
2380 * value of the weapon->magic an use that. IMO, that doesn't make sense - 2081 * value of the weapon->magic an use that. IMO, that doesn't make sense -
2381 * if you're using a crappy weapon, it shouldn't be as good. 2082 * if you're using a crappy weapon, it shouldn't be as good.
2401 2102
2402 /* attacktype */ 2103 /* attacktype */
2403 if (!tmp->attacktype) 2104 if (!tmp->attacktype)
2404 tmp->attacktype = AT_PHYSICAL; 2105 tmp->attacktype = AT_PHYSICAL;
2405 2106
2406 mt = NULL;
2407 if (op->materialname != NULL)
2408 mt = name_to_material (op->materialname);
2409 if (mt != NULL)
2410 {
2411 for (i = 0; i < NROFATTACKS; i++) 2107 for (i = 0; i < NROFATTACKS; i++)
2412 tmp->resist[i] = 50 - (mt->save[i] * 5); 2108 tmp->resist[i] = 50 - (op->material->save[i] * 5);
2413 a = mt->save[0]; 2109
2414 } 2110 a = op->material->save[0];
2415 else 2111
2416 {
2417 for (i = 0; i < NROFATTACKS; i++)
2418 tmp->resist[i] = 5;
2419 a = 10;
2420 }
2421 /* Set weapon's immunity */ 2112 /* Set weapon's immunity */
2422 tmp->resist[ATNR_CONFUSION] = 100; 2113 tmp->resist[ATNR_CONFUSION] = 100;
2423 tmp->resist[ATNR_POISON] = 100; 2114 tmp->resist[ATNR_POISON] = 100;
2424 tmp->resist[ATNR_SLOW] = 100; 2115 tmp->resist[ATNR_SLOW] = 100;
2425 tmp->resist[ATNR_PARALYZE] = 100; 2116 tmp->resist[ATNR_PARALYZE] = 100;
2431 2122
2432 /* Improve weapon's armour value according to best save vs. physical of its material */ 2123 /* Improve weapon's armour value according to best save vs. physical of its material */
2433 2124
2434 if (a > 14) 2125 if (a > 14)
2435 a = 14; 2126 a = 14;
2127
2436 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); 2128 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2437 2129
2438 /* Determine golem's speed */ 2130 /* Determine golem's speed */
2439 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell))); 2131 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2440 2132
2450 tmp->state = weapon->state; 2142 tmp->state = weapon->state;
2451 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2143 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2452 } 2144 }
2453 2145
2454 /* make experience increase in proportion to the strength of the summoned creature. */ 2146 /* make experience increase in proportion to the strength of the summoned creature. */
2455 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell)); 2147 tmp->stats.exp *= 1 + (max (spell->stats.maxgrace, spell->stats.sp) / casting_level (caster, spell));
2456 2148
2457 tmp->speed_left = -1; 2149 tmp->speed_left = -1;
2458 tmp->direction = dir; 2150 tmp->direction = dir;
2459 2151
2460 m->insert (tmp, x, y, op); 2152 m->insert (tmp, x, y, op);
2464/* cast_daylight() - changes the map darkness level *lower* */ 2156/* cast_daylight() - changes the map darkness level *lower* */
2465 2157
2466/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2158/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2467 * This changes the light level for the entire map. 2159 * This changes the light level for the entire map.
2468 */ 2160 */
2469
2470int 2161int
2471cast_change_map_lightlevel (object *op, object *caster, object *spell) 2162cast_change_map_lightlevel (object *op, object *caster, object *spell)
2472{ 2163{
2473 int success; 2164 int success;
2474 2165
2478 success = op->map->change_map_light (spell->stats.dam); 2169 success = op->map->change_map_light (spell->stats.dam);
2479 2170
2480 if (!success) 2171 if (!success)
2481 { 2172 {
2482 if (spell->stats.dam < 0) 2173 if (spell->stats.dam < 0)
2483 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2174 op->failmsg ("It can be no brighter here.");
2484 else 2175 else
2485 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2176 op->failmsg ("It can be no darker here.");
2486 } 2177 }
2178
2487 return success; 2179 return success;
2488} 2180}
2489
2490
2491
2492
2493 2181
2494/* create an aura spell object and put it in the player's inventory. 2182/* create an aura spell object and put it in the player's inventory.
2495 * as usual, op is player, caster is the object casting the spell, 2183 * as usual, op is player, caster is the object casting the spell,
2496 * spell is the spell object itself. 2184 * spell is the spell object itself.
2497 */ 2185 */
2503 2191
2504 new_aura = present_arch_in_ob (spell->other_arch, op); 2192 new_aura = present_arch_in_ob (spell->other_arch, op);
2505 if (new_aura) 2193 if (new_aura)
2506 refresh = 1; 2194 refresh = 1;
2507 else 2195 else
2508 new_aura = arch_to_object (spell->other_arch); 2196 new_aura = spell->other_arch->instance ();
2509 2197
2510 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); 2198 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2511 2199
2512 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 2200 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2513 2201
2514 new_aura->set_owner (op);
2515 set_spell_skill (op, caster, spell, new_aura); 2202 set_spell_skill (op, caster, spell, new_aura);
2516 new_aura->attacktype = spell->attacktype; 2203 new_aura->attacktype = spell->attacktype;
2517 2204
2518 new_aura->level = caster_level (caster, spell); 2205 new_aura->level = casting_level (caster, spell);
2206
2519 if (refresh) 2207 if (refresh)
2520 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2208 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2521 else 2209 else
2522 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2210 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2211
2523 insert_ob_in_ob (new_aura, op); 2212 insert_ob_in_ob (new_aura, op);
2213 new_aura->set_owner (op);
2214
2524 return 1; 2215 return 1;
2525} 2216}
2526
2527 2217
2528/* move aura function. An aura is a part of someone's inventory, 2218/* move aura function. An aura is a part of someone's inventory,
2529 * which he carries with him, but which acts on the map immediately 2219 * which he carries with him, but which acts on the map immediately
2530 * around him. 2220 * around him.
2531 * Aura parameters: 2221 * Aura parameters:
2532 * duration: duration counter. 2222 * duration: duration counter.
2533 * attacktype: aura's attacktype 2223 * attacktype: aura's attacktype
2534 * other_arch: archetype to drop where we attack 2224 * other_arch: archetype to drop where we attack
2535 */ 2225 */
2536
2537void 2226void
2538move_aura (object *aura) 2227move_aura (object *aura)
2539{ 2228{
2540 int i, mflags;
2541 object *env;
2542 maptile *m;
2543
2544 /* auras belong in inventories */ 2229 /* auras belong in inventories */
2545 env = aura->env; 2230 object *env = aura->env;
2231 object *owner = aura->owner;
2546 2232
2547 /* no matter what we've gotta remove the aura... 2233 /* no matter what we've gotta remove the aura...
2548 * we'll put it back if its time isn't up. 2234 * we'll put it back if its time isn't up.
2549 */ 2235 */
2550 aura->remove (); 2236 aura->remove ();
2555 aura->destroy (); 2241 aura->destroy ();
2556 return; 2242 return;
2557 } 2243 }
2558 2244
2559 /* auras only exist in inventories */ 2245 /* auras only exist in inventories */
2560 if (env == NULL || env->map == NULL) 2246 if (!env || !env->map)
2561 { 2247 {
2562 aura->destroy (); 2248 aura->destroy ();
2563 return; 2249 return;
2564 } 2250 }
2565 2251
2566 /* we need to jump out of the inventory for a bit 2252 /* we need to jump out of the inventory for a bit
2567 * in order to hit the map conveniently. 2253 * in order to hit the map conveniently.
2568 */ 2254 */
2569 aura->insert_at (env, aura); 2255 aura->insert_at (env, aura);
2570 2256
2571 for (i = 1; i < 9; i++) 2257 for (int i = 1; i < 9; i++)
2572 { 2258 {
2573 sint16 nx, ny; 2259 mapxy pos (env);
2260 pos.move (i);
2574 2261
2575 nx = aura->x + freearr_x[i];
2576 ny = aura->y + freearr_y[i];
2577 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2578
2579 /* Consider the movement tyep of the person with the aura as 2262 /* Consider the movement type of the person with the aura as
2580 * movement type of the aura. Eg, if the player is flying, the aura 2263 * movement type of the aura. Eg, if the player is flying, the aura
2581 * is flying also, if player is walking, it is on the ground, etc. 2264 * is flying also, if player is walking, it is on the ground, etc.
2582 */ 2265 */
2583 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny)))) 2266 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2584 { 2267 {
2585 hit_map (aura, i, aura->attacktype, 0); 2268 hit_map (aura, i, aura->attacktype, 0);
2586 2269
2587 if (aura->other_arch) 2270 if (aura->other_arch)
2588 m->insert (arch_to_object (aura->other_arch), nx, ny, aura); 2271 pos.insert (aura->other_arch->instance (), aura);
2589 } 2272 }
2590 } 2273 }
2591 2274
2592 /* put the aura back in the player's inventory */ 2275 /* put the aura back in the player's inventory */
2593 aura->remove (); 2276 env->insert (aura);
2594 insert_ob_in_ob (aura, env); 2277 aura->set_owner (owner);
2595} 2278}
2596 2279
2597/* moves the peacemaker spell. 2280/* moves the peacemaker spell.
2598 * op is the piece object. 2281 * op is the piece object.
2599 */ 2282 */
2600
2601void 2283void
2602move_peacemaker (object *op) 2284move_peacemaker (object *op)
2603{ 2285{
2604 object *tmp; 2286 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2605
2606 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2607 { 2287 {
2608 int atk_lev, def_lev; 2288 int atk_lev, def_lev;
2609 object *victim = tmp; 2289 object *victim = tmp->head_ ();
2610 2290
2611 if (tmp->head) 2291 if (!victim->flag [FLAG_MONSTER])
2612 victim = tmp->head;
2613 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2614 continue; 2292 continue;
2615 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2293
2294 if (victim->flag [FLAG_UNAGGRESSIVE])
2616 continue; 2295 continue;
2296
2617 if (victim->stats.exp == 0) 2297 if (victim->stats.exp == 0)
2618 continue; 2298 continue;
2619 2299
2620 def_lev = MAX (1, victim->level); 2300 def_lev = max (1, victim->level);
2621 atk_lev = MAX (1, op->level); 2301 atk_lev = max (1, op->level);
2622 2302
2623 if (rndm (0, atk_lev - 1) > def_lev) 2303 if (rndm (0, atk_lev - 1) > def_lev)
2624 { 2304 {
2625 /* make this sucker peaceful. */ 2305 /* make this sucker peaceful. */
2626 2306
2307 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2627 change_exp (op->owner, victim->stats.exp, op->skill, 0); 2308 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2628 victim->stats.exp = 0; 2309 victim->stats.exp = 0;
2629#if 0 2310#if 0
2630 /* No idea why these were all set to zero - if something 2311 /* No idea why these were all set to zero - if something
2631 * makes this creature agressive, he should still do damage. 2312 * makes this creature agressive, he should still do damage.
2634 victim->stats.sp = 0; 2315 victim->stats.sp = 0;
2635 victim->stats.grace = 0; 2316 victim->stats.grace = 0;
2636 victim->stats.Pow = 0; 2317 victim->stats.Pow = 0;
2637#endif 2318#endif
2638 victim->attack_movement = RANDO2; 2319 victim->attack_movement = RANDO2;
2639 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2320 victim->set_flag (FLAG_UNAGGRESSIVE);
2640 SET_FLAG (victim, FLAG_RUN_AWAY); 2321 victim->set_flag (FLAG_RUN_AWAY);
2641 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2322 victim->set_flag (FLAG_RANDOM_MOVE);
2642 CLEAR_FLAG (victim, FLAG_MONSTER); 2323 victim->clr_flag (FLAG_MONSTER);
2324
2643 if (victim->name) 2325 if (victim->name)
2644 {
2645 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name); 2326 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2646 } 2327 }
2647 }
2648 } 2328 }
2649} 2329}
2650
2651 2330
2652/* This writes a rune that contains the appropriate message. 2331/* This writes a rune that contains the appropriate message.
2653 * There really isn't any adjustments we make. 2332 * There really isn't any adjustments we make.
2654 */ 2333 */
2655
2656int 2334int
2657write_mark (object *op, object *spell, const char *msg) 2335write_mark (object *op, object *spell, const char *msg)
2658{ 2336{
2659 char rune[HUGE_BUF];
2660 object *tmp;
2661
2662 if (!msg || msg[0] == 0) 2337 if (!msg || msg[0] == 0)
2663 { 2338 {
2664 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2339 op->failmsg ("Write what?");
2665 return 0; 2340 return 0;
2666 } 2341 }
2667 2342
2668 if (strcasestr_local (msg, "endmsg")) 2343 if (!msg_is_safe (msg))
2669 { 2344 {
2670 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?"); 2345 op->failmsg ("Trying to cheat are we? H<@-signs are not allowed in marking runes.>");
2671 LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg); 2346 LOG (llevInfo, "write_mark: player %s tried to write bogus rune %s\n", &op->name, msg);
2672 return 0; 2347 return 0;
2673 } 2348 }
2349
2674 if (!spell->other_arch) 2350 if (!spell->other_arch)
2675 return 0; 2351 return 0;
2676 tmp = arch_to_object (spell->other_arch);
2677 2352
2678 snprintf (rune, sizeof (rune), "%s\n", msg); 2353 object *tmp = spell->other_arch->instance ();
2679 2354
2680 tmp->race = op->name; /*Save the owner of the rune */ 2355 tmp->race = op->name; /*Save the owner of the rune */
2681 tmp->msg = rune; 2356 tmp->msg = msg;
2682 2357
2683 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); 2358 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2359
2684 return 1; 2360 return 1;
2685} 2361}
2362

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