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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.35 by pippijn, Mon Jan 15 21:06:20 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 (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * 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
9 * 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
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * 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,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * 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
19 * 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
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * 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>
23 */ 23 */
24 24
25#include <global.h> 25#include <global.h>
26#include <object.h> 26#include <object.h>
27#include <living.h> 27#include <living.h>
28#ifndef __CEXTRACT__
29# include <sproto.h> 28#include <sproto.h>
30#endif
31#include <spells.h> 29#include <spells.h>
32#include <sounds.h> 30#include <sounds.h>
33 31
34/* cast_magic_storm: This is really used mostly for spell 32/* cast_magic_storm: This is really used mostly for spell
35 * fumbles at the like. tmp is the object to propogate. 33 * fumbles at the like. tmp is the object to propogate.
64{ 62{
65 object *wand, *tmp; 63 object *wand, *tmp;
66 int ncharges; 64 int ncharges;
67 65
68 wand = find_marked_object (op); 66 wand = find_marked_object (op);
69 if (wand == NULL || wand->type != WAND) 67 if (!wand || wand->type != WAND)
70 { 68 {
71 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge."); 69 op->failmsg ("You need to mark the wand you want to recharge.");
72 return 0; 70 return 0;
73 } 71 }
72
74 if (!(random_roll (0, 3, op, PREFER_HIGH))) 73 if (!(random_roll (0, 3, op, PREFER_HIGH)))
75 { 74 {
76 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand)); 75 op->failmsgf ("The %s vibrates violently, then explodes!", query_name (wand));
77 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE); 76 op->play_sound (sound_find ("ob_explode"));
78 esrv_del_item (op->contr, wand->count);
79 wand->destroy (); 77 wand->destroy ();
80 tmp = get_archetype ("fireball"); 78 tmp = get_archetype (shstr_fireball);
81 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; 79 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
82 80
83 if (!tmp->stats.dam) 81 if (!tmp->stats.dam)
84 tmp->stats.dam = 1; 82 tmp->stats.dam = 1;
85 83
96 94
97 if (wand->inv && wand->inv->level) 95 if (wand->inv && wand->inv->level)
98 ncharges /= wand->inv->level; 96 ncharges /= wand->inv->level;
99 else 97 else
100 { 98 {
101 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));
102 return 0; 100 return 0;
103 } 101 }
104 102
105 if (!ncharges) 103 if (!ncharges)
106 ncharges = 1; 104 ncharges = 1;
107 105
108 wand->stats.food += ncharges; 106 wand->stats.food += ncharges;
109 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));
110 108
111 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE)) 109 if (wand->arch && wand->arch->flag [FLAG_ANIMATE])
112 { 110 {
113 SET_FLAG (wand, FLAG_ANIMATE); 111 wand->set_flag (FLAG_ANIMATE);
114 wand->set_speed (wand->arch->clone.speed); 112 wand->set_speed (wand->arch->speed);
115 } 113 }
116 114
117 return 1; 115 return 1;
118} 116}
119 117
125 * great a plus, the default is used. 123 * great a plus, the default is used.
126 * 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
127 * 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
128 * create nonnmagic arrows, or even -1, etc... 126 * create nonnmagic arrows, or even -1, etc...
129 */ 127 */
130
131int 128int
132cast_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)
133{ 130{
134 int missile_plus = 0, bonus_plus = 0; 131 int bonus_plus = 0;
135 const char *missile_name; 132 const char *missile_name = "arrow";
136 object *tmp, *missile;
137 133
138 missile_name = "arrow";
139
140 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 134 for (object *tmp = op->inv; tmp; tmp = tmp->below)
141 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) 135 if (tmp->type == BOW && tmp->flag [FLAG_APPLIED])
142 missile_name = tmp->race; 136 missile_name = tmp->race;
143 137
144 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); 138 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
145 139
146 if (archetype::find (missile_name) == NULL) 140 archetype *missile_arch = archetype::find (missile_name);
141
142 if (!missile_arch)
147 { 143 {
148 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);
149 return 0; 145 return 0;
150 } 146 }
151 147
152 missile = get_archetype (missile_name); 148 object *missile = missile_arch->instance ();
153 149
154 if (stringarg) 150 if (spellparam)
155 { 151 {
156 /* If it starts with a letter, presume it is a description */ 152 /* If it starts with a letter, presume it is a description */
157 if (isalpha (*stringarg)) 153 if (isalpha (*spellparam))
158 { 154 {
159 artifact *al = find_artifactlist (missile->type)->items; 155 artifact *al = find_artifactlist (missile->type)->items;
160 156
161 for (; al != NULL; al = al->next) 157 for (; al; al = al->next)
162 if (!strcasecmp (al->item->name, stringarg)) 158 if (!strcasecmp (al->item->name, spellparam))
163 break; 159 break;
164 160
165 if (!al) 161 if (!al)
166 { 162 {
167 missile->destroy (); 163 missile->destroy ();
168 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);
169 return 0; 165 return 0;
170 } 166 }
171 167
172 if (al->item->slaying) 168 if (al->item->slaying)
173 { 169 {
174 missile->destroy (); 170 missile->destroy ();
175 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);
176 return 0; 172 return 0;
177 } 173 }
178 174
179 give_artifact_abilities (missile, al->item); 175 give_artifact_abilities (missile, al->item);
180 /* 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 -
181 * 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
182 * the parsing of having to do both plus and type. 178 * the parsing of having to do both plus and type.
183 */ 179 */
184 bonus_plus = 1 + (al->item->value / 5); 180 bonus_plus = 1 + (al->item->value / 5);
185 missile_plus = 0; 181 missile_plus = 0;
186 } 182 }
187 else if (atoi (stringarg) < missile_plus) 183 else if (atoi (spellparam) < missile_plus)
188 missile_plus = atoi (stringarg); 184 missile_plus = atoi (spellparam);
189 } 185 }
190 186
191 if (missile_plus > 4) 187 missile_plus = clamp (missile_plus, -4, 4);
192 missile_plus = 4;
193 else if (missile_plus < -4)
194 missile_plus = -4;
195 188
196 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 189 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
197 missile->nrof -= 3 * (missile_plus + bonus_plus); 190 missile->nrof -= 3 * (missile_plus + bonus_plus);
198 191
199 if (missile->nrof < 1) 192 if (missile->nrof < 1)
201 194
202 missile->magic = missile_plus; 195 missile->magic = missile_plus;
203 /* Can't get any money for these objects */ 196 /* Can't get any money for these objects */
204 missile->value = 0; 197 missile->value = 0;
205 198
206 SET_FLAG (missile, FLAG_IDENTIFIED); 199 missile->set_flag (FLAG_IDENTIFIED);
207 200
208 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 ())
209 pick_up (op, missile); 202 pick_up (op, missile);
210 203
211 return 1; 204 return 1;
212} 205}
213 206
214 207
215/* allows the choice of what sort of food object to make. 208/* allows the choice of what sort of food object to make.
216 * 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*/
217int 210int
218cast_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)
219{ 212{
220 int food_value; 213 int food_value;
221 archetype *at = NULL; 214 archetype *at = NULL;
222 object *new_op; 215 object *new_op;
223 216
224 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);
225 218
226 if (stringarg) 219 if (spellparam)
227 { 220 {
228 at = find_archetype_by_object_type_name (FOOD, stringarg); 221 at = find_archetype_by_object_type_name (FOOD, spellparam);
229 if (at == NULL) 222 if (at == NULL)
230 at = find_archetype_by_object_type_name (DRINK, stringarg); 223 at = find_archetype_by_object_type_name (DRINK, spellparam);
231 if (at == NULL || at->clone.stats.food > food_value) 224 if (at == NULL || at->stats.food > food_value)
232 stringarg = NULL; 225 spellparam = NULL;
233 } 226 }
234 227
235 if (!stringarg) 228 if (!spellparam)
236 { 229 {
237 archetype *at_tmp; 230 archetype *at_tmp;
238 231
239 /* We try to find the archetype with the maximum food value. 232 /* We try to find the archetype with the maximum food value.
240 * This removes the dependancy of hard coded food values in this 233 * This removes the dependancy of hard coded food values in this
242 * 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
243 * to be altered from the donor. 236 * to be altered from the donor.
244 */ 237 */
245 238
246 /* We assume the food items don't have multiple parts */ 239 /* We assume the food items don't have multiple parts */
247 for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next) 240 for_all_archetypes (at_tmp)
248 { 241 {
249 if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK) 242 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
250 { 243 {
251 /* Basically, if the food value is something that is creatable 244 /* Basically, if the food value is something that is creatable
252 * under the limits of the spell and it is higher than 245 * under the limits of the spell and it is higher than
253 * the item we have now, take it instead. 246 * the item we have now, take it instead.
254 */ 247 */
255 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)))
256 at = at_tmp; 253 at = at_tmp;
257 } 254 }
258 } 255 }
259 } 256 }
257
260 /* 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
261 * know 259 * know
262 */ 260 */
263 if (!at) 261 if (!at)
264 { 262 {
265 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.");
266 return 0; 264 return 0;
267 } 265 }
268 266
269 food_value /= at->clone.stats.food; 267 food_value /= at->stats.food;
270 new_op = arch_to_object (at); 268 new_op = at->instance ();
271 new_op->nrof = food_value; 269 new_op->nrof = food_value;
272 270
273 new_op->value = 0; 271 new_op->value = 0;
274 if (new_op->nrof < 1) 272 if (new_op->nrof < 1)
275 new_op->nrof = 1; 273 new_op->nrof = 1;
283{ 281{
284 int r, mflags, maxrange; 282 int r, mflags, maxrange;
285 object *tmp; 283 object *tmp;
286 maptile *m; 284 maptile *m;
287 285
288
289 if (!dir) 286 if (!dir)
290 { 287 {
291 examine_monster (op, op); 288 examine_monster (op, op);
292 return 1; 289 return 1;
293 } 290 }
291
294 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 292 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
295 for (r = 1; r < maxrange; r++) 293 for (r = 1; r < maxrange; r++)
296 { 294 {
297 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];
298 296
300 mflags = get_map_flags (m, &m, x, y, &x, &y); 298 mflags = get_map_flags (m, &m, x, y, &x, &y);
301 299
302 if (mflags & P_OUT_OF_MAP) 300 if (mflags & P_OUT_OF_MAP)
303 break; 301 break;
304 302
305 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) 303 if (!op->flag [FLAG_WIZCAST] && (mflags & P_NO_MAGIC))
306 { 304 {
307 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 305 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
308 return 0; 306 return 0;
309 } 307 }
308
310 if (mflags & P_IS_ALIVE) 309 if (mflags & P_IS_ALIVE)
311 { 310 {
312 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)
313 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]))
314 { 313 {
315 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 314 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
316 if (tmp->head != NULL) 315 if (tmp->head != NULL)
317 tmp = tmp->head; 316 tmp = tmp->head;
318 examine_monster (op, tmp); 317 examine_monster (op, tmp);
319 return 1; 318 return 1;
320 } 319 }
321 } 320 }
322 } 321 }
322
323 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); 323 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
324 return 1; 324 return 1;
325} 325}
326
327 326
328/* This checks to see if 'pl' is invisible to 'mon'. 327/* This checks to see if 'pl' is invisible to 'mon'.
329 * does race check, undead check, etc 328 * does race check, undead check, etc
330 * Returns TRUE if mon can't see pl, false 329 * Returns TRUE if mon can't see pl, false
331 * otherwise. This doesn't check range, walls, etc. It 330 * otherwise. This doesn't check range, walls, etc. It
333 * pl is invisible. 332 * pl is invisible.
334 */ 333 */
335int 334int
336makes_invisible_to (object *pl, object *mon) 335makes_invisible_to (object *pl, object *mon)
337{ 336{
338
339 if (!pl->invisible) 337 if (!pl->invisible)
340 return 0; 338 return 0;
339
341 if (pl->type == PLAYER) 340 if (pl->type == PLAYER)
342 { 341 {
343 /* If race isn't set, then invisible unless it is undead */ 342 /* If race isn't set, then invisible unless it is undead */
344 if (!pl->contr->invis_race) 343 if (!pl->contr->invis_race)
345 { 344 {
346 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 345 if (mon->flag [FLAG_UNDEAD])
347 return 0; 346 return 0;
347
348 return 1; 348 return 1;
349 } 349 }
350
350 /* invis_race is set if we get here */ 351 /* invis_race is set if we get here */
351 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 352 if (pl->contr->invis_race == shstr_undead && is_true_undead (mon))
352 return 1; 353 return 1;
354
353 /* No race, can't be invisible to it */ 355 /* No race, can't be invisible to it */
354 if (!mon->race) 356 if (!mon->race)
355 return 0; 357 return 0;
358
356 if (strstr (mon->race, pl->contr->invis_race)) 359 if (mon->race.contains (pl->contr->invis_race))
357 return 1; 360 return 1;
361
358 /* Nothing matched above, return 0 */ 362 /* Nothing matched above, return 0 */
359 return 0; 363 return 0;
360 } 364 }
361 else 365 else
362 { 366 {
375 * normal applies. 379 * normal applies.
376 */ 380 */
377int 381int
378cast_invisible (object *op, object *caster, object *spell_ob) 382cast_invisible (object *op, object *caster, object *spell_ob)
379{ 383{
380 object *tmp;
381
382 if (op->invisible > 1000) 384 if (op->invisible > 1000)
383 { 385 {
384 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");
385 return 0; 387 return 0;
386 } 388 }
387 389
388 /* 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
389 * and if statement or two. 391 * and if statement or two.
395 397
396 if (op->type == PLAYER) 398 if (op->type == PLAYER)
397 { 399 {
398 op->contr->invis_race = spell_ob->race; 400 op->contr->invis_race = spell_ob->race;
399 401
400 if (QUERY_FLAG (spell_ob, FLAG_MAKE_INVIS)) 402 if (spell_ob->flag [FLAG_MAKE_INVIS])
401 op->contr->tmp_invis = 0; 403 op->contr->tmp_invis = 0;
402 else 404 else
403 op->contr->tmp_invis = 1; 405 op->contr->tmp_invis = 1;
404 406
405 op->contr->hidden = 0; 407 op->contr->hidden = 0;
406 } 408 }
409
407 if (makes_invisible_to (op, op)) 410 if (makes_invisible_to (op, op))
408 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!");
409 else 412 else
410 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!"); 413 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
411 414
412 update_object (op, UP_OBJ_FACE); 415 update_object (op, UP_OBJ_CHANGE);
413 416
414 /* Only search the active objects - only these should actually do 417 /* Only search the active objects - only these should actually do
415 * harm to the player. 418 * harm to the player.
416 */ 419 */
417 for_all_actives (tmp) 420 for_all_actives (tmp)
424/* earth to dust spell. Basically destroys earthwalls in the area. 427/* earth to dust spell. Basically destroys earthwalls in the area.
425 */ 428 */
426int 429int
427cast_earth_to_dust (object *op, object *caster, object *spell_ob) 430cast_earth_to_dust (object *op, object *caster, object *spell_ob)
428{ 431{
429 object *tmp, *next;
430 int range, i, j, mflags; 432 int range, i, j, mflags;
431 sint16 sx, sy; 433 sint16 sx, sy;
432 maptile *m; 434 maptile *m;
433
434 if (op->type != PLAYER)
435 return 0;
436 435
437 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 436 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
438 437
439 for (i = -range; i <= range; i++) 438 for (i = -range; i <= range; i++)
440 for (j = -range; j <= range; j++) 439 for (j = -range; j <= range; j++)
445 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 444 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
446 445
447 if (mflags & P_OUT_OF_MAP) 446 if (mflags & P_OUT_OF_MAP)
448 continue; 447 continue;
449 448
450 // earth to dust tears down everything that can be teared down 449 // earth to dust tears down everything that can be torn down
451 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)
452 { 451 {
453 next = tmp->above; 452 next = tmp->above;
454 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 453
454 if (tmp->flag [FLAG_TEAR_DOWN])
455 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 455 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
456 } 456 }
457 } 457 }
458 458
459 return 1; 459 return 1;
462void 462void
463execute_word_of_recall (object *op) 463execute_word_of_recall (object *op)
464{ 464{
465 if (object *pl = op->in_player ()) 465 if (object *pl = op->in_player ())
466 { 466 {
467 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST)) 467 if (pl->ms ().flags () & P_NO_CLERIC && !pl->flag [FLAG_WIZCAST])
468 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.");
469 else 469 else
470 { 470 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
471 // remove first so we do not call update_stats
472 op->remove ();
473 pl->enter_exit (op);
474 }
475 } 471 }
476 472
477 op->destroy (); 473 op->destroy ();
478} 474}
479 475
495 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.");
496 return 1; 492 return 1;
497 } 493 }
498 494
499 dummy = get_archetype (FORCE_NAME); 495 dummy = get_archetype (FORCE_NAME);
500 if (dummy == NULL) 496
497 if (!dummy)
501 { 498 {
502 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 499 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
503 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); 500 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
504 return 0; 501 return 0;
505 } 502 }
568} 565}
569 566
570int 567int
571perceive_self (object *op) 568perceive_self (object *op)
572{ 569{
573 char *cp = describe_item (op, op), buf[MAX_BUF]; 570 const char *cp = describe_item (op, op);
574 archetype *at = archetype::find (ARCH_DEPLETION); 571 archetype *at = archetype::find (shstr_depletion);
575 object *tmp;
576 int i;
577 572
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
578 tmp = find_god (determine_god (op)); 581 if (object *god = find_god (determine_god (op)))
579 if (tmp) 582 buf << " - You worship " << &god->name << ".\n";
580 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
581 else 583 else
582 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); 584 buf << " - You worship no god.\n";
583 585
584 tmp = present_arch_in_ob (at, op); 586 object *tmp = present_arch_in_ob (at, op);
585 587
586 if (*cp == '\0' && tmp == NULL) 588 if (*cp == '\0' && !tmp)
587 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 589 buf << " - You feel very mundane. ";
588 else 590 else
589 { 591 {
590 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 592 buf << " - You have: " << cp << ".\n";
591 new_draw_info (NDI_UNIQUE, 0, op, cp); 593
592 if (tmp != NULL) 594 if (tmp)
593 {
594 for (i = 0; i < NUM_STATS; i++) 595 for (int i = 0; i < NUM_STATS; i++)
595 { 596 if (tmp->stats.stat (i) < 0)
596 if (get_attr_value (&tmp->stats, i) < 0) 597 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
597 {
598 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i)));
599 }
600 }
601 }
602 } 598 }
603 599
604 if (is_dragon_pl (op)) 600 if (op->is_dragon ())
605 {
606 /* now grab the 'dragon_ability'-force from the player's inventory */ 601 /* now grab the 'dragon_ability'-force from the player's inventory */
607 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 602 for (tmp = op->inv; tmp; tmp = tmp->below)
608 { 603 {
609 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 604 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
610 { 605 {
611 if (tmp->stats.exp == 0) 606 if (tmp->stats.exp == 0)
612 {
613 sprintf (buf, "Your metabolism isn't focused on anything."); 607 buf << " - Your metabolism isn't focused on anything.\n";
614 }
615 else 608 else
616 {
617 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";
618 } 610
619 new_draw_info (NDI_UNIQUE, 0, op, buf);
620 break; 611 break;
621 } 612 }
622 } 613 }
623 }
624 return 1;
625}
626 614
627/* int cast_create_town_portal (object *op, object *caster, int dir) 615 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
628 *
629 * This function cast the spell of town portal for op
630 *
631 * The spell operates in two passes. During the first one a place
632 * is marked as a destination for the portal. During the second one,
633 * 2 portals are created, one in the position the player cast it and
634 * one in the destination place. The portal are synchronized and 2 forces
635 * are inserted in the player to destruct the portal next time player
636 * creates a new portal pair.
637 * This spell has a side effect that it allows people to meet each other
638 * in a permanent, private, appartements by making a town portal from it
639 * to the town or another public place. So, check if the map is unique and if
640 * so return an error
641 *
642 * Code by Tchize (david.delbecq@usa.net)
643 */
644int
645cast_create_town_portal (object *op, object *caster, object *spell, int dir)
646{
647 object *dummy, *force, *old_force;
648 archetype *perm_portal;
649 char portal_name[1024], portal_message[1024];
650 maptile *exitmap;
651 int op_level;
652
653 /* Check to see if the map the player is currently on is a per player unique
654 * map. This can be determined in that per player unique maps have the
655 * full pathname listed.
656 */
657 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
658 {
659 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
660 return 0;
661 }
662
663 /* The first thing to do is to check if we have a marked destination
664 * dummy is used to make a check inventory for the force
665 */
666 dummy = arch_to_object (spell->other_arch);
667 if (dummy == NULL)
668 {
669 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
670 LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name);
671 return 0;
672 }
673
674 force = check_inv_recursive (op, dummy);
675
676 if (force == NULL)
677 {
678 /* Here we know there is no destination marked up.
679 * We have 2 things to do:
680 * 1. Mark the destination in the player inventory.
681 * 2. Let the player know it worked.
682 */
683 dummy->name = op->map->path;
684 EXIT_X (dummy) = op->x;
685 EXIT_Y (dummy) = op->y;
686 insert_ob_in_ob (dummy, op);
687 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.");
688 return 1;
689 }
690
691 dummy->destroy ();
692
693 /* Here we know where the town portal should go to
694 * We should kill any existing portal associated with the player.
695 * Than we should create the 2 portals.
696 * For each of them, we need:
697 * - To create the portal with the name of the player+destination map
698 * - set the owner of the town portal
699 * - To mark the position of the portal in the player's inventory
700 * for easier destruction.
701 *
702 * The mark works has follow:
703 * slaying: Existing town portal
704 * hp, sp : x & y of the associated portal
705 * name : name of the portal
706 * race : map the portal is in
707 */
708
709 /* First step: killing existing town portals */
710 dummy = get_archetype (spell->race);
711 if (dummy == NULL)
712 {
713 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
714 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
715 return 0;
716 }
717
718 perm_portal = archetype::find (spell->slaying);
719
720 /* To kill a town portal, we go trough the player's inventory,
721 * for each marked portal in player's inventory,
722 * -We try load the associated map (if impossible, consider the portal destructed)
723 * -We find any portal in the specified location.
724 * If it has the good name, we destruct it.
725 * -We destruct the force indicating that portal.
726 */
727 while ((old_force = check_inv_recursive (op, dummy)))
728 {
729 exitmap = maptile::find_sync (old_force->race, op->map);
730
731 if (exitmap)
732 {
733 exitmap->load_sync ();
734
735 int exitx = EXIT_X (old_force);
736 int exity = EXIT_Y (old_force);
737
738 for (object *tmp = present_arch (perm_portal, exitmap, exitx, exity); tmp; tmp = tmp->above)
739 {
740 if (tmp->name == old_force->name)
741 {
742 tmp->destroy ();
743 break;
744 }
745 }
746 }
747
748 old_force->destroy ();
749 }
750
751 dummy->destroy ();
752
753 /* Creating the portals.
754 * The very first thing to do is to ensure
755 * access to the destination map.
756 * If we can't, don't fizzle. Simply warn player.
757 * This ensure player pays his mana for the spell
758 * because HE is responsible of forgotting.
759 * 'force' is the destination of the town portal, which we got
760 * from the players inventory above.
761 */
762
763 /* Ensure exit map is loaded */
764 exitmap = maptile::find_sync (force->name);
765
766 /* If we were unable to load (ex. random map deleted), warn player */
767 if (!exitmap)
768 {
769 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
770 force->destroy ();
771 return 1;
772 }
773
774 exitmap->load_sync ();
775
776 op_level = caster_level (caster, spell);
777 if (op_level < 15)
778 snprintf (portal_message, 1024,
779 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
780 &op->name);
781 else if (op_level < 30)
782 snprintf (portal_message, 1024,
783 "\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);
784 else if (op_level < 60)
785 snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
786 else
787 snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",
788 &op->name);
789
790 /* Create a portal in front of player
791 * dummy contain the portal and
792 * force contain the track to kill it later
793 */
794 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
795 dummy = get_archetype (spell->slaying); /*The portal */
796 if (dummy == NULL)
797 {
798 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
799 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
800 return 0;
801 }
802
803 EXIT_PATH (dummy) = force->name;
804 EXIT_X (dummy) = EXIT_X (force);
805 EXIT_Y (dummy) = EXIT_Y (force);
806 dummy->name = dummy->name_pl = portal_name;
807 dummy->msg = portal_message;
808 dummy->race = op->name; /*Save the owner of the portal */
809 cast_create_obj (op, caster, dummy, 0);
810
811 /* Now we need to to create a town portal marker inside the player
812 * object, so on future castings, we can know that he has an active
813 * town portal.
814 */
815 object *tmp = get_archetype (spell->race);
816
817 if (!tmp)
818 {
819 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
820 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
821 return 0;
822 }
823
824 tmp->race = op->map->path;
825 tmp->name = portal_name;
826 EXIT_X (tmp) = dummy->x;
827 EXIT_Y (tmp) = dummy->y;
828 op->insert (tmp);
829
830 /* Create a portal in the destination map
831 * dummy contain the portal and
832 * force the track to kill it later
833 * the 'force' variable still contains the 'reminder' of
834 * where this portal goes to.
835 */
836 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &op->map->path);
837 dummy = get_archetype (spell->slaying); /*The portal */
838 if (dummy == NULL)
839 {
840 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
841 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
842 return 0;
843 }
844
845 EXIT_PATH (dummy) = op->map->path;
846 EXIT_X (dummy) = op->x;
847 EXIT_Y (dummy) = op->y;
848 dummy->name = dummy->name_pl = portal_name;
849 dummy->msg = portal_message;
850 dummy->race = op->name; /*Save the owner of the portal */
851 exitmap->insert (dummy, EXIT_X (force), EXIT_Y (force), op);
852
853 /* Now we create another town portal marker that
854 * points back to the one we just made
855 */
856 tmp = get_archetype (spell->race);
857 if (tmp == NULL)
858 {
859 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
860 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
861 return 0;
862 }
863
864 tmp->race = force->name;
865 tmp->name = portal_name;
866 EXIT_X (tmp) = dummy->x;
867 EXIT_Y (tmp) = dummy->y;
868 insert_ob_in_ob (tmp, op);
869
870 /* Describe the player what happened
871 */
872 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
873 force->destroy ();
874 616
875 return 1; 617 return 1;
876} 618}
877 619
878/* This creates magic walls. Really, it can create most any object, 620/* This creates magic walls. Really, it can create most any object,
904 646
905 if ((spell_ob->move_block || x != op->x || y != op->y) && 647 if ((spell_ob->move_block || x != op->x || y != op->y) &&
906 (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) ||
907 ((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)))
908 { 650 {
909 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 651 op->failmsg ("Something is in the way.");
910 return 0; 652 return 0;
911 } 653 }
912 654
913 if (spell_ob->other_arch) 655 if (spell_ob->other_arch)
914 tmp = arch_to_object (spell_ob->other_arch); 656 tmp = spell_ob->other_arch->instance ();
915 else if (spell_ob->race) 657 else if (spell_ob->race)
916 { 658 {
917 char buf1[MAX_BUF]; 659 char buf1[MAX_BUF];
918 660
919 sprintf (buf1, spell_ob->race, dir); 661 sprintf (buf1, spell_ob->race, dir);
923 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 665 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
924 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 666 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
925 return 0; 667 return 0;
926 } 668 }
927 669
928 tmp = arch_to_object (at); 670 tmp = at->instance ();
929 } 671 }
930 else 672 else
931 { 673 {
932 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);
933 return 0; 675 return 0;
938 tmp->attacktype = spell_ob->attacktype; 680 tmp->attacktype = spell_ob->attacktype;
939 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);
940 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);
941 tmp->range = 0; 683 tmp->range = 0;
942 } 684 }
943 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 685 else if (tmp->flag [FLAG_ALIVE])
944 { 686 {
945 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);
946 tmp->stats.maxhp = tmp->stats.hp; 688 tmp->stats.maxhp = tmp->stats.hp;
947 } 689 }
948 690
949 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])
950 { 692 {
951 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);
952 SET_FLAG (tmp, FLAG_IS_USED_UP); 694 tmp->set_flag (FLAG_IS_USED_UP);
953 } 695 }
954 696
955 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 697 if (spell_ob->flag [FLAG_TEAR_DOWN])
956 { 698 {
957 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);
958 tmp->stats.maxhp = tmp->stats.hp; 700 tmp->stats.maxhp = tmp->stats.hp;
959 SET_FLAG (tmp, FLAG_TEAR_DOWN); 701 tmp->set_flag (FLAG_TEAR_DOWN);
960 SET_FLAG (tmp, FLAG_ALIVE); 702 tmp->set_flag (FLAG_ALIVE);
961 } 703 }
962 704
963 /* 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,
964 * 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
965 * earthwalls, though, so they survive restarts. 707 * earthwalls, though, so they survive restarts.
966 */ 708 */
967 if (tmp->type != EARTHWALL) //TODO 709 if (tmp->type != EARTHWALL) //TODO
968 tmp->set_owner (op); 710 tmp->set_owner (op);
969 711
970 set_spell_skill (op, caster, spell_ob, tmp); 712 set_spell_skill (op, caster, spell_ob, tmp);
971 tmp->level = caster_level (caster, spell_ob) / 2; 713 tmp->level = casting_level (caster, spell_ob) / 2;
972 714
973 name = tmp->name; 715 name = tmp->name;
974 if (!(tmp = m->insert (tmp, x, y, op))) 716 if (!(tmp = m->insert (tmp, x, y, op)))
975 { 717 {
976 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);
977 return 0; 719 return 0;
978 } 720 }
979 721
980 /* 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 */
981 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 723 if (tmp->other_arch && tmp->other_arch->type == SPELL)
982 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 724 insert_ob_in_ob (tmp->other_arch->instance (), tmp);
983 725
984 /* This code causes the wall to extend some distance in 726 /* This code causes the wall to extend some distance in
985 * each direction, or until an obstruction is encountered. 727 * each direction, or until an obstruction is encountered.
986 * posblocked and negblocked help determine how far the 728 * posblocked and negblocked help determine how far the
987 * created wall can extend, it won't go extend through 729 * created wall can extend, it won't go extend through
1006 { 748 {
1007 object *tmp2 = tmp->clone (); 749 object *tmp2 = tmp->clone ();
1008 m->insert (tmp2, x, y, op); 750 m->insert (tmp2, x, y, op);
1009 751
1010 /* 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 */
1011 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 753 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1012 tmp2->insert (arch_to_object (tmp2->other_arch)); 754 tmp2->insert (tmp2->other_arch->instance ());
1013 755
1014 } 756 }
1015 else 757 else
1016 posblocked = 1; 758 posblocked = 1;
1017 759
1023 ((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)
1024 { 766 {
1025 object *tmp2 = tmp->clone (); 767 object *tmp2 = tmp->clone ();
1026 m->insert (tmp2, x, y, op); 768 m->insert (tmp2, x, y, op);
1027 769
1028 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 770 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1029 tmp2->insert (arch_to_object (tmp2->other_arch)); 771 tmp2->insert (tmp2->other_arch->instance ());
1030 } 772 }
1031 else 773 else
1032 negblocked = 1; 774 negblocked = 1;
1033 } 775 }
1034 776
1035 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) 777 if (tmp->flag [FLAG_BLOCKSVIEW])
1036 update_all_los (op->map, op->x, op->y); 778 update_all_los (op->map, op->x, op->y);
1037 779
1038 return 1; 780 return 1;
1039} 781}
1040 782
1041int 783int
1042dimension_door (object *op, object *caster, object *spob, int dir) 784dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
1043{ 785{
1044 uint32 dist, maxdist; 786 uint32 dist, maxdist;
1045 int mflags; 787 int mflags;
1046 maptile *m; 788 maptile *m;
1047 sint16 sx, sy; 789 sint16 sx, sy;
1049 if (op->type != PLAYER) 791 if (op->type != PLAYER)
1050 return 0; 792 return 0;
1051 793
1052 if (!dir) 794 if (!dir)
1053 { 795 {
1054 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?"); 796 op->failmsg ("In what direction?");
1055 return 0; 797 return 0;
1056 } 798 }
1057 799
1058 /* 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
1059 * ever, so put limits in. 801 * ever, so put limits in.
1060 */ 802 */
1061 maxdist = spob->range + SP_level_range_adjust (caster, spob); 803 maxdist = spob->range + SP_level_range_adjust (caster, spob);
1062 804
1063 if (op->contr->count) 805 if (spellparam)
1064 { 806 {
807 int count = atoi (spellparam);
808
1065 if (op->contr->count > maxdist) 809 if (count > maxdist)
1066 { 810 {
1067 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!"); 811 op->failmsg ("You can't dimension door that far!");
1068 return 0; 812 return 0;
1069 } 813 }
1070 814
1071 for (dist = 0; dist < op->contr->count; dist++) 815 for (dist = 0; dist < count; dist++)
1072 { 816 {
1073 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);
1074 818
1075 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 819 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
1076 break; 820 break;
1077 821
1078 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)))
1079 break; 823 break;
1080 } 824 }
1081 825
1082 if (dist < op->contr->count) 826 if (dist < count)
1083 { 827 {
1084 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");
1085 op->contr->count = 0;
1086 return 0; 829 return 0;
1087 } 830 }
1088
1089 op->contr->count = 0;
1090 831
1091 /* Remove code that puts player on random space on maps. IMO, 832 /* Remove code that puts player on random space on maps. IMO,
1092 * 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,
1093 * 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
1094 * by such squares). Also, there are probably treasure rooms and 835 * by such squares). Also, there are probably treasure rooms and
1136 break; 877 break;
1137 878
1138 } 879 }
1139 if (!dist) 880 if (!dist)
1140 { 881 {
1141 new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n"); 882 op->failmsg ("Your spell failed!\n");
1142 return 0; 883 return 0;
1143 } 884 }
1144 } 885 }
1145 886
1146 /* Actually move the player now */ 887 /* Actually move the player now */
1147 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)))
1148 return 1; 889 return 1;
1149 890
1150 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
1151 return 1; 893 return 1;
1152} 894}
1153
1154 895
1155/* cast_heal: Heals something. 896/* cast_heal: Heals something.
1156 * op is the caster. 897 * op is the caster.
1157 * dir is the direction he is casting it in. 898 * dir is the direction he is casting it in.
1158 * spell is the spell object. 899 * spell is the spell object.
1165 object *poison; 906 object *poison;
1166 int heal = 0, success = 0; 907 int heal = 0, success = 0;
1167 908
1168 tmp = find_target_for_friendly_spell (op, dir); 909 tmp = find_target_for_friendly_spell (op, dir);
1169 910
1170 if (tmp == NULL) 911 if (!tmp)
1171 return 0; 912 return 0;
1172 913
1173 /* Figure out how many hp this spell might cure. 914 /* Figure out how many hp this spell might cure.
1174 * could be zero if this spell heals effects, not damage. 915 * could be zero if this spell heals effects, not damage.
1175 */ 916 */
1178 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;
1179 920
1180 if (heal) 921 if (heal)
1181 { 922 {
1182 if (tmp->stats.hp >= tmp->stats.maxhp) 923 if (tmp->stats.hp >= tmp->stats.maxhp)
1183 {
1184 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.");
1185 }
1186 else 925 else
1187 { 926 {
1188 /* See how many points we actually heal. Instead of messages 927 /* See how many points we actually heal. Instead of messages
1189 * based on type of spell, we instead do messages based 928 * based on type of spell, we instead do messages based
1190 * on amount of damage healed. 929 * on amount of damage healed.
1191 */ 930 */
1192 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 931 if (heal > tmp->stats.maxhp - tmp->stats.hp)
1193 heal = tmp->stats.maxhp - tmp->stats.hp; 932 heal = tmp->stats.maxhp - tmp->stats.hp;
933
1194 tmp->stats.hp += heal; 934 tmp->stats.hp += heal;
1195 935
1196 if (tmp->stats.hp >= tmp->stats.maxhp) 936 if (tmp->stats.hp >= tmp->stats.maxhp)
1197 {
1198 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 937 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1199 }
1200 else if (heal > 50) 938 else if (heal > 50)
1201 {
1202 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); 939 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1203 }
1204 else if (heal > 25) 940 else if (heal > 25)
1205 {
1206 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); 941 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1207 }
1208 else if (heal > 10) 942 else if (heal > 10)
1209 {
1210 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.");
1211 }
1212 else 944 else
1213 {
1214 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.");
1215 } 946
1216 success = 1; 947 success = 1;
1217 } 948 }
1218 } 949 }
950
1219 if (spell->attacktype & AT_DISEASE) 951 if (spell->attacktype & AT_DISEASE)
1220 if (cure_disease (tmp, op)) 952 if (cure_disease (tmp, op, spell))
1221 success = 1; 953 success = 1;
1222 954
1223 if (spell->attacktype & AT_POISON) 955 if (spell->attacktype & AT_POISON)
1224 { 956 {
1225 at = archetype::find ("poisoning"); 957 at = archetype::find (shstr_poisoning);
1226 poison = present_arch_in_ob (at, tmp); 958 poison = present_arch_in_ob (at, tmp);
1227 if (poison) 959 if (poison)
1228 { 960 {
1229 success = 1; 961 success = 1;
1230 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 962 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1231 poison->stats.food = 1; 963 poison->stats.food = 1;
1232 } 964 }
1233 } 965 }
966
1234 if (spell->attacktype & AT_CONFUSION) 967 if (spell->attacktype & AT_CONFUSION)
1235 { 968 {
1236 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 969 poison = present_in_ob_by_name (FORCE, shstr_confusion, tmp);
1237 if (poison) 970 if (poison)
1238 { 971 {
1239 success = 1; 972 success = 1;
1240 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 973 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1241 poison->duration = 1; 974 poison->duration = 1;
1242 } 975 }
1243 } 976 }
977
1244 if (spell->attacktype & AT_BLIND) 978 if (spell->attacktype & AT_BLIND)
1245 { 979 {
1246 at = archetype::find ("blindness"); 980 at = archetype::find (shstr_blindness);
1247 poison = present_arch_in_ob (at, tmp); 981 poison = present_arch_in_ob (at, tmp);
1248 if (poison) 982 if (poison)
1249 { 983 {
1250 success = 1; 984 success = 1;
1251 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.");
1252 poison->stats.food = 1; 986 poison->stats.food = 1;
1253 } 987 }
1254 } 988 }
989
1255 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) 990 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1256 { 991 {
1257 tmp->stats.sp += spell->last_sp; 992 tmp->stats.sp += spell->last_sp;
1258 if (tmp->stats.sp > tmp->stats.maxsp) 993 if (tmp->stats.sp > tmp->stats.maxsp)
1259 tmp->stats.sp = tmp->stats.maxsp; 994 tmp->stats.sp = tmp->stats.maxsp;
1260 success = 1; 995 success = 1;
1261 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!");
1262 } 997 }
998
1263 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) 999 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1264 { 1000 {
1265 tmp->stats.grace += spell->last_grace; 1001 tmp->stats.grace += spell->last_grace;
1266 if (tmp->stats.grace > tmp->stats.maxgrace) 1002 if (tmp->stats.grace > tmp->stats.maxgrace)
1267 tmp->stats.grace = tmp->stats.maxgrace; 1003 tmp->stats.grace = tmp->stats.maxgrace;
1268 success = 1; 1004 success = 1;
1269 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!");
1270 } 1006 }
1007
1271 if (spell->stats.food && tmp->stats.food < 999) 1008 if (spell->stats.food && tmp->stats.food < MAX_FOOD)
1272 { 1009 {
1273 tmp->stats.food += spell->stats.food; 1010 tmp->stats.food += spell->stats.food;
1274 if (tmp->stats.food > 999) 1011 min_it (tmp->stats.food, MAX_FOOD);
1275 tmp->stats.food = 999; 1012
1276 success = 1; 1013 success = 1;
1277 /* 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 */
1278 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");
1279 } 1016 }
1017
1280 return success; 1018 return success;
1281} 1019}
1282
1283 1020
1284/* 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
1285 * 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
1286 * good comments for those. 1023 * good comments for those.
1287 */ 1024 */
1288static const char *const no_gain_msgs[NUM_STATS] = { 1025static const char *const no_gain_msgs[NUM_STATS] = {
1289 "You grow no stronger.", 1026 "You grow no stronger.",
1290 "You grow no more agile.", 1027 "You grow no more agile.",
1291 "You don't feel any healthier.", 1028 "You don't feel any healthier.",
1292 "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."
1293 "You are no easier to look at.", 1032 "You are no easier to look at.",
1294 "no int",
1295 "no pow"
1296}; 1033};
1297 1034
1298int 1035int
1036change_ability_duration (object *spell, object *caster)
1037{
1038 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1039}
1040
1041int
1299cast_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)
1300{ 1043{
1301 object *force = NULL; 1044 object *force = 0;
1302 int i; 1045 int i;
1303 1046
1304 /* 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. */
1305 object *tmp = dir 1048 object *tmp = dir
1306 ? find_target_for_friendly_spell (op, dir) 1049 ? find_target_for_friendly_spell (op, dir)
1307 : op; 1050 : op;
1308 1051
1309 if (!tmp) 1052 if (!tmp)
1310 return 0; 1053 return 0;
1311 1054
1312 /* 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. */
1320 break; 1063 break;
1321 } 1064 }
1322 else if (spell_ob->race && spell_ob->race == tmp2->name) 1065 else if (spell_ob->race && spell_ob->race == tmp2->name)
1323 { 1066 {
1324 if (!silent) 1067 if (!silent)
1325 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
1326 return 0; 1071 return 0;
1327 } 1072 }
1328 } 1073 }
1329 } 1074 }
1075
1076 int duration = change_ability_duration (spell_ob, caster);
1077
1330 if (force == NULL) 1078 if (force)
1331 {
1332 force = get_archetype (FORCE_NAME);
1333 force->subtype = FORCE_CHANGE_ABILITY;
1334 if (spell_ob->race)
1335 force->name = spell_ob->race;
1336 else
1337 force->name = spell_ob->name;
1338 force->name_pl = spell_ob->name;
1339 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1340
1341 } 1079 {
1342 else
1343 {
1344 int duration;
1345
1346 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1347 if (duration > force->duration) 1080 if (duration > force->duration)
1348 { 1081 {
1349 force->duration = duration; 1082 force->duration = duration;
1350 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.");
1351 } 1084 }
1352 else 1085 else
1353 {
1354 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.");
1355 } 1087
1356 return 1; 1088 return 1;
1357 } 1089 }
1358 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
1359 force->speed = 1.0; 1106 force->speed = 1.0;
1360 force->speed_left = -1.0; 1107 force->speed_left = -1.0;
1361 SET_FLAG (force, FLAG_APPLIED); 1108 force->set_flag (FLAG_APPLIED);
1362 1109
1363 /* Now start processing the effects. First, protections */ 1110 /* Now start processing the effects. First, protections */
1364 for (i = 0; i < NROFATTACKS; i++) 1111 for (i = 0; i < NROFATTACKS; i++)
1365 { 1112 {
1366 if (spell_ob->resist[i]) 1113 if (spell_ob->resist[i])
1368 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);
1369 if (force->resist[i] > 100) 1116 if (force->resist[i] > 100)
1370 force->resist[i] = 100; 1117 force->resist[i] = 100;
1371 } 1118 }
1372 } 1119 }
1120
1373 if (spell_ob->stats.hp) 1121 if (spell_ob->stats.hp)
1374 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);
1375 1123
1376 if (tmp->type == PLAYER) 1124 if (tmp->type == PLAYER)
1377 { 1125 {
1378 /* Stat adjustment spells */ 1126 /* Stat adjustment spells */
1379 for (i = 0; i < NUM_STATS; i++) 1127 for (i = 0; i < NUM_STATS; i++)
1380 { 1128 {
1381 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; 1129 if (sint8 stat = spell_ob->stats.stat (i))
1382
1383 if (stat)
1384 { 1130 {
1385 sm = 0; 1131 sint8 sm = 0;
1386 for (k = 0; k < stat; k++) 1132 for (sint8 k = 0; k < stat; k++)
1387 sm += rndm (1, 3); 1133 sm += rndm (1, 3);
1388 1134
1389 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) 1135 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1390 { 1136 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1391 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); 1137
1392 if (sm < 0) 1138 force->stats.stat (i) = sm;
1393 sm = 0; 1139
1394 }
1395 set_attr_value (&force->stats, i, sm);
1396 if (!sm) 1140 if (!sm)
1397 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); 1141 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1398 } 1142 }
1399 } 1143 }
1400 } 1144 }
1401 1145
1402 force->move_type = spell_ob->move_type; 1146 force->move_type = spell_ob->move_type;
1403 1147
1404 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK)) 1148 if (spell_ob->flag [FLAG_SEE_IN_DARK])
1405 SET_FLAG (force, FLAG_SEE_IN_DARK); 1149 force->set_flag (FLAG_SEE_IN_DARK);
1406 1150
1407 if (QUERY_FLAG (spell_ob, FLAG_XRAYS)) 1151 if (spell_ob->flag [FLAG_XRAYS])
1408 SET_FLAG (force, FLAG_XRAYS); 1152 force->set_flag (FLAG_XRAYS);
1409 1153
1410 /* Haste/bonus speed */ 1154 /* Haste/bonus speed */
1411 if (spell_ob->stats.exp) 1155 if (spell_ob->stats.exp)
1412 { 1156 {
1413 if (op->speed > 0.5f) 1157 if (op->speed > 0.5f)
1421 force->attacktype = spell_ob->attacktype; 1165 force->attacktype = spell_ob->attacktype;
1422 1166
1423 insert_ob_in_ob (force, tmp); 1167 insert_ob_in_ob (force, tmp);
1424 change_abil (tmp, force); /* Mostly to display any messages */ 1168 change_abil (tmp, force); /* Mostly to display any messages */
1425 tmp->update_stats (); 1169 tmp->update_stats ();
1170
1426 return 1; 1171 return 1;
1427} 1172}
1428 1173
1429/* 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
1430 * 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
1431 * of the caster. 1176 * of the caster.
1432 */ 1177 */
1433
1434int 1178int
1435cast_bless (object *op, object *caster, object *spell_ob, int dir) 1179cast_bless (object *op, object *caster, object *spell_ob, int dir)
1436{ 1180{
1437 int i; 1181 int i;
1438 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1182 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1439 1183
1440 /* 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. */
1441 if (dir != 0) 1185 if (dir != 0)
1442 { 1186 {
1443 tmp = find_target_for_friendly_spell (op, dir); 1187 tmp = find_target_for_friendly_spell (op, dir);
1188
1189 if (!tmp)
1190 return 0;
1444 } 1191 }
1445 else 1192 else
1446 {
1447 tmp = op; 1193 tmp = op;
1448 }
1449 1194
1450 /* 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. */
1451 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1196 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1452 { 1197 {
1453 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1198 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1454 { 1199 {
1455 if (tmp2->name == spell_ob->name) 1200 if (tmp2->name == spell_ob->name)
1456 { 1201 {
1462 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);
1463 return 0; 1208 return 0;
1464 } 1209 }
1465 } 1210 }
1466 } 1211 }
1212
1467 if (force == NULL) 1213 if (force == NULL)
1468 { 1214 {
1469 force = get_archetype (FORCE_NAME); 1215 force = get_archetype (FORCE_NAME);
1470 force->subtype = FORCE_CHANGE_ABILITY; 1216 force->subtype = FORCE_CHANGE_ABILITY;
1471 if (spell_ob->race) 1217 if (spell_ob->race)
1492 return 0; 1238 return 0;
1493 } 1239 }
1494 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;
1495 force->speed = 1.0; 1241 force->speed = 1.0;
1496 force->speed_left = -1.0; 1242 force->speed_left = -1.0;
1497 SET_FLAG (force, FLAG_APPLIED); 1243 force->set_flag (FLAG_APPLIED);
1498 1244
1499 if (!god) 1245 if (!god)
1500 { 1246 {
1501 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty."); 1247 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1502 } 1248 }
1503 else 1249 else
1504 { 1250 {
1505 /* Only give out good benefits, and put a max on it */ 1251 /* Only give out good benefits, and put a max on it */
1506 for (i = 0; i < NROFATTACKS; i++) 1252 for (i = 0; i < NROFATTACKS; i++)
1507 {
1508 if (god->resist[i] > 0) 1253 if (god->resist[i] > 0)
1509 {
1510 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]);
1511 } 1255
1512 }
1513 force->path_attuned |= god->path_attuned; 1256 force->path_attuned |= god->path_attuned;
1514 1257
1515 if (spell_ob->attacktype) 1258 if (spell_ob->attacktype)
1516 force->slaying = god->slaying; 1259 force->slaying = god->slaying;
1517 1260
1533 insert_ob_in_ob (force, tmp); 1276 insert_ob_in_ob (force, tmp);
1534 tmp->update_stats (); 1277 tmp->update_stats ();
1535 return 1; 1278 return 1;
1536} 1279}
1537 1280
1538
1539
1540/* Alchemy code by Mark Wedel 1281/* Alchemy code by Mark Wedel
1541 * 1282 *
1542 * This code adds a new spell, called alchemy. Alchemy will turn 1283 * This code adds a new spell, called alchemy. Alchemy will turn
1543 * objects to gold nuggets, the value of the gold nuggets being 1284 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1544 * about 90% of that of the item itself. It uses the value of the
1545 * object before charisma adjustments, because the nuggets themselves
1546 * will be will be adjusted by charisma when sold.
1547 * 1285 *
1548 * 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
1549 * the maximum number of large nuggets you could get. 1287 * itself. It uses the value of the object before charisma adjustments,
1550 * 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
1551 * to the max amount of small nuggets as you could get. 1289 * when sold.
1552 *
1553 * For example, if an item is worth 110 gold, you will get
1554 * 4 large nuggets, and from 0-10 small nuggets.
1555 * 1290 *
1556 * 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
1557 * 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
1558 * alchemied. 1293 * alchemised.
1559 */ 1294 */
1560
1561/* I didn't feel like passing these as arguements to the
1562 * two functions that need them. Real values are put in them
1563 * when the spell is cast, and these are freed when the spell
1564 * is finished.
1565 */
1566static object *small, *large;
1567
1568static void 1295static void
1569alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight) 1296alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1570{ 1297{
1571 uint64 value = query_cost (obj, NULL, F_TRUE); 1298 uint64 value = query_cost (obj, NULL, F_TRUE);
1572 1299
1573 /* Give third price when we alchemy money (This should hopefully 1300 /* Give third price when we alchemy money (this should hopefully
1574 * 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
1575 * the nuggets, alchemy the gold from that, etc. 1302 * the nuggets, alchemy the gold from that, etc.
1576 * Otherwise, give 9 silver on the gold for other objects, 1303 * Otherwise, give 9 silver on the gold for other objects,
1577 * so that it would still be more affordable to haul 1304 * so that it would still be more affordable to haul
1578 * the stuff back to town. 1305 * the stuff back to town.
1579 */ 1306 */
1580 1307 if (obj->flag [FLAG_UNPAID])
1581 if (QUERY_FLAG (obj, FLAG_UNPAID))
1582 value = 0; 1308 value = 0;
1583 else if (obj->type == MONEY || obj->type == GEM) 1309 else if (obj->type == MONEY || obj->type == GEM)
1584 value /= 3; 1310 value /= 3;
1585 else 1311 else
1586 value = (value * 9) / 10; 1312 value = value * 9 / 10;
1587 1313
1588 value /= 4; // fix by GHJ, don't understand, pcg
1589
1590 if ((obj->value > 0) && rndm (0, 29)) 1314 if (obj->value > 0 && rndm (0, 29))
1591 { 1315 total_value += value;
1592 int count;
1593 1316
1594 count = value / large->value;
1595 *large_nuggets += count;
1596 value -= (uint64) count *(uint64) large->value;
1597
1598 count = value / small->value;
1599 *small_nuggets += count;
1600 }
1601
1602 /* Turn 25 small nuggets into 1 large nugget. If the value
1603 * of large nuggets is not evenly divisable by the small nugget
1604 * value, take off an extra small_nugget (Assuming small_nuggets!=0)
1605 */
1606 if (*small_nuggets * small->value >= large->value)
1607 {
1608 (*large_nuggets)++;
1609 *small_nuggets -= large->value / small->value;
1610 if (*small_nuggets && large->value % small->value)
1611 (*small_nuggets)--;
1612 }
1613 weight += obj->weight; 1317 total_weight += obj->total_weight ();
1318
1614 obj->destroy (); 1319 obj->destroy ();
1615} 1320}
1616 1321
1617static void
1618update_map (object *op, maptile *m, int small_nuggets, int large_nuggets, int x, int y)
1619{
1620 object *tmp;
1621 int flag = 0;
1622
1623 /* Put any nuggets below the player, but we can only pass this
1624 * flag if we are on the same space as the player
1625 */
1626 if (x == op->x && y == op->y && op->map == m)
1627 flag = INS_BELOW_ORIGINATOR;
1628
1629 if (small_nuggets)
1630 {
1631 tmp = small->clone ();
1632 tmp->nrof = small_nuggets;
1633 m->insert (tmp, x, y, op, flag);
1634 }
1635
1636 if (large_nuggets)
1637 {
1638 tmp = large->clone ();
1639 tmp->nrof = large_nuggets;
1640 m->insert (tmp, x, y, op, flag);
1641 }
1642}
1643
1644int 1322int
1645alchemy (object *op, object *caster, object *spell_ob) 1323alchemy (object *op, object *caster, object *spell_ob)
1646{ 1324{
1647 int x, y, weight = 0, weight_max, large_nuggets, small_nuggets, mflags;
1648 sint16 nx, ny;
1649 object *next, *tmp;
1650 maptile *mp;
1651
1652 if (op->type != PLAYER) 1325 if (op->type != PLAYER)
1653 return 0; 1326 return 0;
1654 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
1655 /* 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
1656 * some, and also prevents people from alcheming every table/chair/clock 1335 * some, and also prevents people from alchemising every table/chair/clock
1657 * in sight 1336 * in sight
1658 */ 1337 */
1659 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);
1660 weight_max *= 1000; 1339 int weight_max = duration * 1000;
1661 small = get_archetype ("smallnugget"), large = get_archetype ("largenugget"); 1340 uint64 value_max = duration * 1000;
1662 1341
1342 int weight = 0;
1343
1663 for (y = op->y - 1; y <= op->y + 1; y++) 1344 for (int y = op->y - 1; y <= op->y + 1; y++)
1664 { 1345 {
1665 for (x = op->x - 1; x <= op->x + 1; x++) 1346 for (int x = op->x - 1; x <= op->x + 1; x++)
1666 { 1347 {
1348 uint64 value = 0;
1349
1667 nx = x; 1350 sint16 nx = x;
1668 ny = y; 1351 sint16 ny = y;
1669 1352
1670 mp = op->map; 1353 maptile *mp = op->map;
1671 1354
1672 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); 1355 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1673 1356
1674 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1357 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1675 continue; 1358 continue;
1676 1359
1677 /* Treat alchemy a little differently - most spell effects 1360 /* Treat alchemy a little differently - most spell effects
1679 * ground level effect. 1362 * ground level effect.
1680 */ 1363 */
1681 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) 1364 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1682 continue; 1365 continue;
1683 1366
1684 small_nuggets = 0; 1367 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1685 large_nuggets = 0;
1686
1687 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = next)
1688 { 1368 {
1689 next = tmp->above; 1369 next = tmp->above;
1370
1690 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1371 if (tmp->weight > 0 && !tmp->flag [FLAG_NO_PICK] &&
1691 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1372 !tmp->flag [FLAG_ALIVE] && !tmp->flag [FLAG_IS_CAULDRON])
1692 { 1373 {
1693
1694 if (tmp->inv) 1374 if (tmp->inv)
1695 { 1375 {
1696 object *next1, *tmp1; 1376 object *next1, *tmp1;
1697 1377
1698 for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1) 1378 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1699 { 1379 {
1700 next1 = tmp1->below; 1380 next1 = tmp1->below;
1701 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1381 if (tmp1->weight > 0 && !tmp1->flag [FLAG_NO_PICK] &&
1702 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1382 !tmp1->flag [FLAG_ALIVE] && !tmp1->flag [FLAG_IS_CAULDRON])
1703 alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight); 1383 alchemy_object (tmp1, value, weight);
1704 } 1384 }
1705 } 1385 }
1386
1706 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); 1387 alchemy_object (tmp, value, weight);
1707 1388
1708 if (weight > weight_max) 1389 if (weight > weight_max)
1709 { 1390 break;
1710 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1711 large->destroy ();
1712 small->destroy ();
1713 return 1;
1714 } 1391 }
1715 } /* is alchemable object */
1716 } /* process all objects on this space */
1717
1718 /* Insert all the nuggets at one time. This probably saves time, but
1719 * it also prevents us from alcheming nuggets that were just created
1720 * with this spell.
1721 */ 1392 }
1722 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);
1723 } 1406 }
1724 }
1725 1407
1726 large->destroy (); 1408 if (weight > weight_max)
1727 small->destroy (); 1409 goto bailout;
1728 /* reset this so that if player standing on a big pile of stuff, 1410 }
1729 * it is redrawn properly. 1411 }
1730 */ 1412
1731 op->contr->ns->look_position = 0; 1413bailout:
1732 return 1; 1414 return 1;
1733} 1415}
1734
1735 1416
1736/* This function removes the cursed/damned status on equipped 1417/* This function removes the cursed/damned status on equipped
1737 * items. 1418 * items.
1738 */ 1419 */
1739int 1420int
1740remove_curse (object *op, object *caster, object *spell) 1421remove_curse (object *op, object *caster, object *spell)
1741{ 1422{
1742 object *tmp;
1743 int success = 0, was_one = 0; 1423 int success = 0, was_one = 0;
1744 1424
1745 for (tmp = op->inv; tmp; tmp = tmp->below) 1425 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1746 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1426 if (tmp->flag [FLAG_APPLIED] &&
1747 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1427 ((tmp->flag [FLAG_CURSED] && spell->flag [FLAG_CURSED]) ||
1748 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1428 (tmp->flag [FLAG_DAMNED] && spell->flag [FLAG_DAMNED])))
1749 { 1429 {
1750 was_one++; 1430 was_one++;
1431
1751 if (tmp->level <= caster_level (caster, spell)) 1432 if (tmp->level <= casting_level (caster, spell))
1752 { 1433 {
1753 success++; 1434 success++;
1754 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1435 if (spell->flag [FLAG_DAMNED])
1755 CLEAR_FLAG (tmp, FLAG_DAMNED); 1436 tmp->clr_flag (FLAG_DAMNED);
1756 1437
1757 CLEAR_FLAG (tmp, FLAG_CURSED); 1438 tmp->clr_flag (FLAG_CURSED);
1758 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1439 tmp->clr_flag (FLAG_KNOWN_CURSED);
1759 tmp->value = 0; /* Still can't sell it */ 1440 tmp->value = 0; /* Still can't sell it */
1760 if (op->type == PLAYER) 1441
1442 if (object *pl = tmp->visible_to ())
1761 esrv_send_item (op, tmp); 1443 esrv_update_item (UPD_FLAGS, pl, tmp);
1762 } 1444 }
1763 } 1445 }
1764 1446
1765 if (op->type == PLAYER) 1447 if (op->type == PLAYER)
1766 { 1448 {
1767 if (success) 1449 if (success)
1768 {
1769 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.");
1770 }
1771 else 1451 else
1772 { 1452 {
1773 if (was_one) 1453 if (was_one)
1774 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.");
1775 else 1455 else
1779 1459
1780 return success; 1460 return success;
1781} 1461}
1782 1462
1783/* Identifies objects in the players inventory/on the ground */ 1463/* Identifies objects in the players inventory/on the ground */
1784
1785int 1464int
1786cast_identify (object *op, object *caster, object *spell) 1465cast_identify (object *op, object *caster, object *spell)
1787{ 1466{
1788 object *tmp; 1467 object *tmp;
1789 int success = 0, num_ident; 1468 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1790 1469
1791 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));
1792
1793 if (num_ident < 1)
1794 num_ident = 1;
1795 1471
1796 for (tmp = op->inv; tmp; tmp = tmp->below) 1472 for (tmp = op->inv; tmp; tmp = tmp->below)
1797 { 1473 {
1798 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1474 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && need_identify (tmp))
1799 { 1475 {
1800 identify (tmp); 1476 identify (tmp);
1801 1477
1802 if (op->type == PLAYER) 1478 if (op->type == PLAYER)
1803 { 1479 {
1804 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));
1805 1481
1806 if (tmp->msg) 1482 if (tmp->msg)
1807 { 1483 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1808 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1809 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1810 }
1811 } 1484 }
1812 1485
1813 num_ident--;
1814 success = 1;
1815 if (!num_ident) 1486 if (!--num_ident)
1816 break; 1487 break;
1817 } 1488 }
1818 } 1489 }
1819 1490
1820 /* 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
1821 * 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
1822 * was not fully used. 1493 * was not fully used.
1823 */ 1494 */
1824 if (num_ident) 1495 if (num_ident)
1825 { 1496 {
1826 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)
1827 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1498 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && need_identify (tmp))
1828 { 1499 {
1829 identify (tmp); 1500 identify (tmp);
1830 1501
1831 if (op->type == PLAYER) 1502 if (object *pl = tmp->visible_to ())
1832 { 1503 {
1833 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));
1834 1505
1835 if (tmp->msg) 1506 if (tmp->msg)
1836 { 1507 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1837 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1838 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1839 }
1840
1841 esrv_send_item (op, tmp);
1842 } 1508 }
1843 1509
1844 num_ident--;
1845 success = 1;
1846 if (!num_ident) 1510 if (!--num_ident)
1847 break; 1511 break;
1848 } 1512 }
1849 } 1513 }
1850 1514
1851 if (!success) 1515 if (buf.empty ())
1852 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 }
1853 else 1520 else
1521 {
1522 if (op->contr)
1523 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1524
1854 spell_effect (spell, op->x, op->y, op->map, op); 1525 spell_effect (spell, op->x, op->y, op->map, op);
1855 1526 return 1;
1856 return success; 1527 }
1857} 1528}
1858 1529
1859int 1530int
1860cast_detection (object *op, object *caster, object *spell, object *skill) 1531cast_detection (object *op, object *caster, object *spell, object *skill)
1861{ 1532{
1866 1537
1867 /* 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
1868 * doing it over and over again. 1539 * doing it over and over again.
1869 */ 1540 */
1870 god = find_god (determine_god (op)); 1541 god = find_god (determine_god (op));
1871 level = caster_level (caster, spell); 1542 level = casting_level (caster, spell);
1872 range = spell->range + SP_level_range_adjust (caster, spell); 1543 range = spell->range + SP_level_range_adjust (caster, spell);
1873 1544
1874 if (!skill) 1545 if (!skill)
1875 skill = caster; 1546 skill = caster;
1876 1547
1877 for (x = op->x - range; x <= op->x + range; x++) 1548 dynbuf buf;
1878 for (y = op->y - range; y <= op->y + range; y++) 1549 unordered_mapwalk (buf, op, -range, -range, range, range)
1879 { 1550 {
1880 m = op->map;
1881 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1882 if (mflags & P_OUT_OF_MAP)
1883 continue;
1884
1885 /* For most of the detections, we only detect objects above the 1551 /* For most of the detections, we only detect objects above the
1886 * floor. But this is not true for show invisible. 1552 * floor. But this is not true for show invisible.
1887 * Basically, we just go and find the top object and work 1553 * Basically, we just go and find the top object and work
1888 * down - that is easier than working up. 1554 * down - that is easier than working up.
1889 */ 1555 */
1890 1556
1891 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)
1892 last = tmp; 1558 last = tmp;
1893 1559
1894 /* 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
1895 * would happen. 1561 * would happen.
1896 */ 1562 */
1897 if (!last) 1563 if (!last)
1898 continue; 1564 continue;
1899 1565
1900 done_one = 0; 1566 done_one = 0;
1901 floor = 0; 1567 floor = 0;
1902 detect = NULL; 1568 detect = 0;
1903 for (tmp = last; tmp; tmp = tmp->below) 1569 for (tmp = last; tmp; tmp = tmp->below)
1904 { 1570 {
1905 /* show invisible */ 1571 /* show invisible */
1906 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1572 if (spell->flag [FLAG_MAKE_INVIS]
1907 /* Might there be other objects that we can make visible? */ 1573 /* Might there be other objects that we can make visible? */
1908 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1574 && (tmp->invisible && (tmp->flag [FLAG_MONSTER]
1909 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1575 || (tmp->type == PLAYER && !tmp->flag [FLAG_WIZ])
1910 tmp->type == CF_HANDLE || 1576 || tmp->type == T_HANDLE
1911 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
1912 tmp->type == BUTTON || tmp->type == TELEPORTER || 1581 || tmp->type == TELEPORTER
1582 || tmp->type == GATE
1913 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1583 || tmp->type == LOCKED_DOOR
1914 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)
1915 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1587 || tmp->type == TRIGGER_PEDESTAL
1916 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)))
1917 { 1593 {
1594 printf ("show inv %s\n", tmp->debug_desc());//D
1918 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)
1919 { 1596 {
1920 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
1921 done_one = 1; 1674 done_one = 1;
1922 } 1675 }
1923 } 1676 }
1924
1925 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1926 floor = 1;
1927
1928 /* All detections below this point don't descend beneath the floor,
1929 * so just continue on. We could be clever and look at the type of
1930 * detection to completely break out if we don't care about objects beneath
1931 * the floor, but once we get to the floor, not likely a very big issue anyways.
1932 */
1933 if (floor)
1934 continue;
1935
1936 /* I had thought about making detect magic and detect curse
1937 * show the flash the magic item like it does for detect monster.
1938 * however, if the object is within sight, this would then make it
1939 * difficult to see what object is magical/cursed, so the
1940 * effect wouldn't be as apparant.
1941 */
1942
1943 /* detect magic */
1944 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1945 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1946 {
1947 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1948 /* make runes more visibile */
1949 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1950 tmp->stats.Cha /= 4;
1951 done_one = 1;
1952 }
1953 /* detect monster */
1954 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1955 {
1956 done_one = 2;
1957 if (!detect)
1958 detect = tmp;
1959 }
1960 /* Basically, if race is set in the spell, then the creatures race must
1961 * match that. if the spell race is set to GOD, then the gods opposing
1962 * race must match.
1963 */
1964 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1965 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) ||
1966 (strstr (spell->race, tmp->race))))
1967 {
1968 done_one = 2;
1969 if (!detect)
1970 detect = tmp;
1971 }
1972 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1973 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1974 {
1975 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1976 done_one = 1;
1977 }
1978 } /* for stack of objects on this space */ 1677 } /* for stack of objects on this space */
1979 1678
1980 /* 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
1981 * where the magic is. 1680 * where the magic is.
1982 */ 1681 */
1983 if (done_one) 1682 if (done_one)
1984 { 1683 {
1985 object *detect_ob = arch_to_object (spell->other_arch); 1684 object *detect_ob = spell->other_arch->instance ();
1986 1685
1987 /* if this is set, we want to copy the face */ 1686 /* if this is set, we want to copy the face */
1988 if (done_one == 2 && detect) 1687 if (done_one == 2 && detect)
1989 { 1688 {
1990 detect_ob->face = detect->face; 1689 detect_ob->face = detect->face;
1991 detect_ob->animation_id = detect->animation_id; 1690 detect_ob->animation_id = detect->animation_id;
1992 detect_ob->anim_speed = detect->anim_speed; 1691 detect_ob->anim_speed = detect->anim_speed;
1993 detect_ob->last_anim = 0; 1692 detect_ob->last_anim = 0;
1994 /* by default, the detect_ob is already animated */ 1693 /* by default, the detect_ob is already animated */
1995 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1694 if (!detect->flag [FLAG_ANIMATE])
1996 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1695 detect_ob->clr_flag (FLAG_ANIMATE);
1997 } 1696 }
1998 1697
1999 m->insert (detect_ob, nx, ny, op); 1698 m->insert (detect_ob, nx, ny, op, INS_ON_TOP);
2000 } 1699 }
2001 } /* for processing the surrounding spaces */ 1700 } /* for processing the surrounding spaces */
2002 1701
2003 1702
2004 /* 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 */
2005 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])
2006 { 1705 {
2007 done_one = 0; 1706 done_one = 0;
1707
2008 for (tmp = op->inv; tmp; tmp = tmp->below) 1708 for (tmp = op->inv; tmp; tmp = tmp->below)
2009 { 1709 {
2010 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1710 if (!tmp->invisible && !tmp->flag [FLAG_IDENTIFIED])
2011 { 1711 {
2012 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])
2013 { 1713 {
2014 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1714 tmp->set_flag (FLAG_KNOWN_MAGICAL);
2015 if (op->type == PLAYER) 1715
1716 if (object *pl = tmp->visible_to ())
2016 esrv_send_item (op, tmp); 1717 esrv_update_item (UPD_FLAGS, pl, tmp);
2017 } 1718 }
2018 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1719
2019 (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]))
2020 { 1722 {
2021 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1723 tmp->set_flag (FLAG_KNOWN_CURSED);
2022 if (op->type == PLAYER) 1724
1725 if (object *pl = tmp->visible_to ())
2023 esrv_send_item (op, tmp); 1726 esrv_update_item (UPD_FLAGS, pl, tmp);
2024 } 1727 }
2025 } /* if item is not identified */ 1728 } /* if item is not identified */
2026 } /* for the players inventory */ 1729 } /* for the players inventory */
2027 } /* if detect magic/curse and object is a player */ 1730 } /* if detect magic/curse and object is a player */
1731
2028 return 1; 1732 return 1;
2029} 1733}
2030 1734
2031 1735
2032/** 1736/**
2045 1749
2046 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.");
2047 1751
2048 if (victim->stats.sp >= victim->stats.maxsp * 2) 1752 if (victim->stats.sp >= victim->stats.maxsp * 2)
2049 { 1753 {
2050 object *tmp;
2051
2052 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1754 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
2053
2054 /* Explodes a fireball centered at player */
2055 tmp = get_archetype (EXPLODING_FIREBALL);
2056 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
2057 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
2058
2059 tmp->insert_at (victim);
2060 victim->stats.sp = 2 * victim->stats.maxsp; 1755 victim->stats.sp = 2 * victim->stats.maxsp;
1756 create_exploding_ball_at (victim, caster_level);
2061 } 1757 }
2062 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1758 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
2063 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.");
2064 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1760 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2065 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!");
2066 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1762 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2067 { 1763 {
2068 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1764 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2092 mflags = get_map_flags (m, &m, x, y, &x, &y); 1788 mflags = get_map_flags (m, &m, x, y, &x, &y);
2093 1789
2094 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1790 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
2095 { 1791 {
2096 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)
2097 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1793 if (plyr != op && plyr->flag [FLAG_ALIVE])
2098 break; 1794 break;
2099 } 1795 }
2100 1796
2101 1797
2102 /* 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
2103 * 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.
2104 */ 1800 */
2105 if (plyr == NULL) 1801 if (plyr == NULL)
2106 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)
2107 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1803 if (plyr != op && plyr->flag [FLAG_ALIVE])
2108 break; 1804 break;
2109 1805
2110 if (!plyr) 1806 if (!plyr)
2111 { 1807 {
2112 new_draw_info (NDI_BLACK, 0, op, "There is no one there."); 1808 op->failmsg ("There is no one there.");
2113 return 0; 1809 return 0;
2114 } 1810 }
2115 /* give sp */ 1811 /* give sp */
2116 if (spell->stats.dam > 0) 1812 if (spell->stats.dam > 0)
2117 { 1813 {
2118 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);
2119 charge_mana_effect (plyr, caster_level (caster, spell)); 1815 charge_mana_effect (plyr, casting_level (caster, spell));
2120 return 1; 1816 return 1;
2121 } 1817 }
2122 /* suck sp away. Can't suck sp from yourself */ 1818 /* suck sp away. Can't suck sp from yourself */
2123 else if (op != plyr) 1819 else if (op != plyr)
2124 { 1820 {
2129 if (rate > 95) 1825 if (rate > 95)
2130 rate = 95; 1826 rate = 95;
2131 1827
2132 sucked = (plyr->stats.sp * rate) / 100; 1828 sucked = (plyr->stats.sp * rate) / 100;
2133 plyr->stats.sp -= sucked; 1829 plyr->stats.sp -= sucked;
2134 if (QUERY_FLAG (op, FLAG_ALIVE)) 1830 if (op->flag [FLAG_ALIVE])
2135 { 1831 {
2136 /* Player doesn't get full credit */ 1832 /* Player doesn't get full credit */
2137 sucked = (sucked * rate) / 100; 1833 sucked = (sucked * rate) / 100;
2138 op->stats.sp += sucked; 1834 op->stats.sp += sucked;
2139 if (sucked > 0) 1835 if (sucked > 0)
2140 { 1836 {
2141 charge_mana_effect (op, caster_level (caster, spell)); 1837 charge_mana_effect (op, casting_level (caster, spell));
2142 } 1838 }
2143 } 1839 }
2144 return 1; 1840 return 1;
2145 } 1841 }
2146 return 0; 1842 return 0;
2188 /* Basically, if the object is magical and not counterspell, 1884 /* Basically, if the object is magical and not counterspell,
2189 * we will more or less remove the object. Don't counterspell 1885 * we will more or less remove the object. Don't counterspell
2190 * monsters either. 1886 * monsters either.
2191 */ 1887 */
2192 1888
2193 if (head->attacktype & AT_MAGIC && 1889 if (head->attacktype & AT_MAGIC
2194 !(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))
2195 head->destroy (); 1893 head->destroy ();
2196 else 1894 else
2197 switch (head->type) 1895 switch (head->type)
2198 { 1896 {
2199 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
2200 if (op->level > head->level) 1903 if (op->level > head->level)
2201 head->destroy (); 1904 head->destroy ();
2202 1905
2203 break; 1906 break;
2204 1907
2215 break; 1918 break;
2216 } 1919 }
2217 } 1920 }
2218} 1921}
2219 1922
2220
2221
2222/* cast_consecrate() - a spell to make an altar your god's */ 1923/* cast_consecrate() - a spell to make an altar your god's */
2223int 1924int
2224cast_consecrate (object *op, object *caster, object *spell) 1925cast_consecrate (object *op, object *caster, object *spell)
2225{ 1926{
2226 char buf[MAX_BUF]; 1927 char buf[MAX_BUF];
2227 1928
2228 object *tmp, *god = find_god (determine_god (op)); 1929 object *tmp, *god = find_god (determine_god (op));
2229 1930
2230 if (!god) 1931 if (!god)
2231 { 1932 {
2232 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!");
2233 return 0; 1934 return 0;
2234 } 1935 }
2235 1936
2236 for (tmp = op->below; tmp; tmp = tmp->below) 1937 for (tmp = op->below; tmp; tmp = tmp->below)
2237 { 1938 {
2238 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1939 if (tmp->flag [FLAG_IS_FLOOR])
2239 break; 1940 break;
2240 if (tmp->type == HOLY_ALTAR) 1941 if (tmp->type == HOLY_ALTAR)
2241 { 1942 {
2242 1943
2243 if (tmp->level > caster_level (caster, spell)) 1944 if (tmp->level > casting_level (caster, spell))
2244 { 1945 {
2245 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);
2246 return 0; 1947 return 0;
2247 } 1948 }
2248 else 1949 else
2249 { 1950 {
2250 /* If we got here, we are consecrating an altar */ 1951 /* If we got here, we are consecrating an altar */
2251 sprintf (buf, "Altar of %s", &god->name); 1952 sprintf (buf, "Altar of %s", &god->name);
2252 tmp->name = buf; 1953 tmp->name = buf;
2253 tmp->level = caster_level (caster, spell); 1954 tmp->level = casting_level (caster, spell);
2254 tmp->other_arch = god->arch; 1955 tmp->other_arch = god->arch;
1956
2255 if (op->type == PLAYER) 1957 if (op->type == PLAYER)
2256 esrv_update_item (UPD_NAME, op, tmp); 1958 esrv_update_item (UPD_NAME, op, tmp);
1959
2257 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);
2258 return 1; 1961 return 1;
2259 } 1962 }
2260 } 1963 }
2261 } 1964 }
2262 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!");
2263 return 0; 1967 return 0;
2264} 1968}
2265 1969
2266/* animate_weapon - 1970/* animate_weapon -
2267 * 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.
2271 * 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,
2272 * 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
2273 * 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
2274 * player checks. MSW 2003-01-06 1978 * player checks. MSW 2003-01-06
2275 */ 1979 */
2276
2277int 1980int
2278animate_weapon (object *op, object *caster, object *spell, int dir) 1981animate_weapon (object *op, object *caster, object *spell, int dir)
2279{ 1982{
2280 object *weapon, *tmp; 1983 object *weapon, *tmp;
2281 char buf[MAX_BUF]; 1984 char buf[MAX_BUF];
2282 int a, i; 1985 int a, i;
2283 sint16 x, y; 1986 sint16 x, y;
2284 maptile *m; 1987 maptile *m;
2285 materialtype_t *mt;
2286 1988
2287 if (!spell->other_arch) 1989 if (!spell->other_arch)
2288 { 1990 {
2289 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1991 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2290 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);
2293 /* exit if it's not a player using this spell. */ 1995 /* exit if it's not a player using this spell. */
2294 if (op->type != PLAYER) 1996 if (op->type != PLAYER)
2295 return 0; 1997 return 0;
2296 1998
2297 /* if player already has a golem, abort */ 1999 /* if player already has a golem, abort */
2298 if (op->contr->ranges[range_golem]) 2000 if (object *golem = op->contr->golem)
2299 { 2001 {
2300 control_golem (op->contr->ranges[range_golem], dir); 2002 control_golem (golem, dir);
2301 return 0; 2003 return 0;
2302 } 2004 }
2303 2005
2304 /* if no direction specified, pick one */ 2006 /* if no direction specified, pick one */
2305 if (!dir) 2007 if (!dir)
2306 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);
2307 2009
2308 m = op->map; 2010 m = op->map;
2309 x = op->x + freearr_x[dir]; 2011 x = op->x + freearr_x[dir];
2310 y = op->y + freearr_y[dir]; 2012 y = op->y + freearr_y[dir];
2311 2013
2312 /* if there's no place to put the golem, abort */ 2014 /* if there's no place to put the golem, abort */
2313 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)
2314 ((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))
2315 { 2017 {
2316 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2018 op->failmsg ("There is something in the way.");
2317 return 0; 2019 return 0;
2318 } 2020 }
2319 2021
2320 /* Use the weapon marked by the player. */ 2022 /* Use the weapon marked by the player. */
2321 weapon = find_marked_object (op); 2023 weapon = find_marked_object (op);
2322 2024
2323 if (!weapon) 2025 if (!weapon)
2324 { 2026 {
2325 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!");
2326 return 0; 2028 return 0;
2327 } 2029 }
2030
2328 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2031 if (spell->race && weapon->arch->archname != spell->race)
2329 { 2032 {
2330 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2033 op->failmsg ("The spell fails to transform your weapon.");
2331 return 0; 2034 return 0;
2332 } 2035 }
2036
2333 if (weapon->type != WEAPON) 2037 if (weapon->type != WEAPON)
2334 { 2038 {
2335 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.");
2336 return 0; 2040 return 0;
2337 } 2041 }
2338 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2042
2043 if (weapon->flag [FLAG_APPLIED])
2339 { 2044 {
2340 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));
2341 return 0; 2046 return 0;
2342 } 2047 }
2343 2048
2344 if (weapon->nrof > 1) 2049 weapon = weapon->split ();
2345 {
2346 tmp = get_split_ob (weapon, 1);
2347 esrv_send_item (op, weapon);
2348 weapon = tmp;
2349 }
2350 2050
2351 /* create the golem object */ 2051 /* create the golem object */
2352 tmp = arch_to_object (spell->other_arch); 2052 tmp = spell->other_arch->instance ();
2353 2053
2354 /* 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 */
2355 CLEAR_FLAG (tmp, FLAG_MONSTER); 2055 tmp->clr_flag (FLAG_MONSTER);
2356 tmp->stats.exp = 0; 2056 tmp->stats.exp = 0;
2357 add_friendly_object (tmp); 2057 add_friendly_object (tmp);
2358 tmp->type = GOLEM; 2058 tmp->type = GOLEM;
2359 tmp->set_owner (op); 2059 tmp->set_owner (op);
2060 op->contr->golem = tmp;
2360 set_spell_skill (op, caster, spell, tmp); 2061 set_spell_skill (op, caster, spell, tmp);
2361 op->contr->ranges[range_golem] = tmp;
2362 op->contr->shoottype = range_golem;
2363 2062
2364 /* 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
2365 * removed flag - it should only be set if get_split_object was 2064 * removed flag - it should only be set if weapon->split was
2366 * used above. 2065 * used above.
2367 */ 2066 */
2368 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2067 if (!weapon->flag [FLAG_REMOVED])
2369 weapon->remove (); 2068 weapon->remove ();
2370 insert_ob_in_ob (weapon, tmp); 2069
2371 esrv_send_item (op, weapon); 2070 tmp->insert (weapon);
2071
2372 /* 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,
2373 * 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
2374 * body_info, skills, etc) 2074 * body_info, skills, etc)
2375 */ 2075 */
2376 SET_FLAG (tmp, FLAG_USE_WEAPON); 2076 tmp->set_flag (FLAG_USE_WEAPON);
2377 SET_FLAG (weapon, FLAG_APPLIED); 2077 weapon->set_flag (FLAG_APPLIED);
2378 tmp->update_stats (); 2078 tmp->update_stats ();
2379 2079
2380 /* 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
2381 * 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 -
2382 * 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.
2402 2102
2403 /* attacktype */ 2103 /* attacktype */
2404 if (!tmp->attacktype) 2104 if (!tmp->attacktype)
2405 tmp->attacktype = AT_PHYSICAL; 2105 tmp->attacktype = AT_PHYSICAL;
2406 2106
2407 mt = NULL;
2408 if (op->materialname != NULL)
2409 mt = name_to_material (op->materialname);
2410 if (mt != NULL)
2411 {
2412 for (i = 0; i < NROFATTACKS; i++) 2107 for (i = 0; i < NROFATTACKS; i++)
2413 tmp->resist[i] = 50 - (mt->save[i] * 5); 2108 tmp->resist[i] = 50 - (op->material->save[i] * 5);
2414 a = mt->save[0]; 2109
2415 } 2110 a = op->material->save[0];
2416 else 2111
2417 {
2418 for (i = 0; i < NROFATTACKS; i++)
2419 tmp->resist[i] = 5;
2420 a = 10;
2421 }
2422 /* Set weapon's immunity */ 2112 /* Set weapon's immunity */
2423 tmp->resist[ATNR_CONFUSION] = 100; 2113 tmp->resist[ATNR_CONFUSION] = 100;
2424 tmp->resist[ATNR_POISON] = 100; 2114 tmp->resist[ATNR_POISON] = 100;
2425 tmp->resist[ATNR_SLOW] = 100; 2115 tmp->resist[ATNR_SLOW] = 100;
2426 tmp->resist[ATNR_PARALYZE] = 100; 2116 tmp->resist[ATNR_PARALYZE] = 100;
2432 2122
2433 /* 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 */
2434 2124
2435 if (a > 14) 2125 if (a > 14)
2436 a = 14; 2126 a = 14;
2127
2437 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));
2438 2129
2439 /* Determine golem's speed */ 2130 /* Determine golem's speed */
2440 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)));
2441 2132
2451 tmp->state = weapon->state; 2142 tmp->state = weapon->state;
2452 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2143 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2453 } 2144 }
2454 2145
2455 /* 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. */
2456 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));
2457 2148
2458 tmp->speed_left = -1; 2149 tmp->speed_left = -1;
2459 tmp->direction = dir; 2150 tmp->direction = dir;
2460 2151
2461 m->insert (tmp, x, y, op); 2152 m->insert (tmp, x, y, op);
2465/* cast_daylight() - changes the map darkness level *lower* */ 2156/* cast_daylight() - changes the map darkness level *lower* */
2466 2157
2467/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2158/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2468 * This changes the light level for the entire map. 2159 * This changes the light level for the entire map.
2469 */ 2160 */
2470
2471int 2161int
2472cast_change_map_lightlevel (object *op, object *caster, object *spell) 2162cast_change_map_lightlevel (object *op, object *caster, object *spell)
2473{ 2163{
2474 int success; 2164 int success;
2475 2165
2479 success = op->map->change_map_light (spell->stats.dam); 2169 success = op->map->change_map_light (spell->stats.dam);
2480 2170
2481 if (!success) 2171 if (!success)
2482 { 2172 {
2483 if (spell->stats.dam < 0) 2173 if (spell->stats.dam < 0)
2484 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2174 op->failmsg ("It can be no brighter here.");
2485 else 2175 else
2486 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2176 op->failmsg ("It can be no darker here.");
2487 } 2177 }
2178
2488 return success; 2179 return success;
2489} 2180}
2490
2491
2492
2493
2494 2181
2495/* 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.
2496 * 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,
2497 * spell is the spell object itself. 2184 * spell is the spell object itself.
2498 */ 2185 */
2504 2191
2505 new_aura = present_arch_in_ob (spell->other_arch, op); 2192 new_aura = present_arch_in_ob (spell->other_arch, op);
2506 if (new_aura) 2193 if (new_aura)
2507 refresh = 1; 2194 refresh = 1;
2508 else 2195 else
2509 new_aura = arch_to_object (spell->other_arch); 2196 new_aura = spell->other_arch->instance ();
2510 2197
2511 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);
2512 2199
2513 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);
2514 2201
2515 new_aura->set_owner (op);
2516 set_spell_skill (op, caster, spell, new_aura); 2202 set_spell_skill (op, caster, spell, new_aura);
2517 new_aura->attacktype = spell->attacktype; 2203 new_aura->attacktype = spell->attacktype;
2518 2204
2519 new_aura->level = caster_level (caster, spell); 2205 new_aura->level = casting_level (caster, spell);
2206
2520 if (refresh) 2207 if (refresh)
2521 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.");
2522 else 2209 else
2523 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
2524 insert_ob_in_ob (new_aura, op); 2212 insert_ob_in_ob (new_aura, op);
2213 new_aura->set_owner (op);
2214
2525 return 1; 2215 return 1;
2526} 2216}
2527
2528 2217
2529/* 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,
2530 * 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
2531 * around him. 2220 * around him.
2532 * Aura parameters: 2221 * Aura parameters:
2533 * duration: duration counter. 2222 * duration: duration counter.
2534 * attacktype: aura's attacktype 2223 * attacktype: aura's attacktype
2535 * other_arch: archetype to drop where we attack 2224 * other_arch: archetype to drop where we attack
2536 */ 2225 */
2537
2538void 2226void
2539move_aura (object *aura) 2227move_aura (object *aura)
2540{ 2228{
2541 int i, mflags;
2542 object *env;
2543 maptile *m;
2544
2545 /* auras belong in inventories */ 2229 /* auras belong in inventories */
2546 env = aura->env; 2230 object *env = aura->env;
2231 object *owner = aura->owner;
2547 2232
2548 /* no matter what we've gotta remove the aura... 2233 /* no matter what we've gotta remove the aura...
2549 * we'll put it back if its time isn't up. 2234 * we'll put it back if its time isn't up.
2550 */ 2235 */
2551 aura->remove (); 2236 aura->remove ();
2556 aura->destroy (); 2241 aura->destroy ();
2557 return; 2242 return;
2558 } 2243 }
2559 2244
2560 /* auras only exist in inventories */ 2245 /* auras only exist in inventories */
2561 if (env == NULL || env->map == NULL) 2246 if (!env || !env->map)
2562 { 2247 {
2563 aura->destroy (); 2248 aura->destroy ();
2564 return; 2249 return;
2565 } 2250 }
2566 2251
2567 /* we need to jump out of the inventory for a bit 2252 /* we need to jump out of the inventory for a bit
2568 * in order to hit the map conveniently. 2253 * in order to hit the map conveniently.
2569 */ 2254 */
2570 aura->insert_at (env, aura); 2255 aura->insert_at (env, aura);
2571 2256
2572 for (i = 1; i < 9; i++) 2257 for (int i = 1; i < 9; i++)
2573 { 2258 {
2574 sint16 nx, ny; 2259 mapxy pos (env);
2260 pos.move (i);
2575 2261
2576 nx = aura->x + freearr_x[i];
2577 ny = aura->y + freearr_y[i];
2578 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2579
2580 /* Consider the movement tyep of the person with the aura as 2262 /* Consider the movement type of the person with the aura as
2581 * 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
2582 * 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.
2583 */ 2265 */
2584 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)))
2585 { 2267 {
2586 hit_map (aura, i, aura->attacktype, 0); 2268 hit_map (aura, i, aura->attacktype, 0);
2587 2269
2588 if (aura->other_arch) 2270 if (aura->other_arch)
2589 m->insert (arch_to_object (aura->other_arch), nx, ny, aura); 2271 pos.insert (aura->other_arch->instance (), aura);
2590 } 2272 }
2591 } 2273 }
2592 2274
2593 /* put the aura back in the player's inventory */ 2275 /* put the aura back in the player's inventory */
2594 aura->remove (); 2276 env->insert (aura);
2595 insert_ob_in_ob (aura, env); 2277 aura->set_owner (owner);
2596} 2278}
2597 2279
2598/* moves the peacemaker spell. 2280/* moves the peacemaker spell.
2599 * op is the piece object. 2281 * op is the piece object.
2600 */ 2282 */
2601
2602void 2283void
2603move_peacemaker (object *op) 2284move_peacemaker (object *op)
2604{ 2285{
2605 object *tmp; 2286 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2606
2607 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2608 { 2287 {
2609 int atk_lev, def_lev; 2288 int atk_lev, def_lev;
2610 object *victim = tmp; 2289 object *victim = tmp->head_ ();
2611 2290
2612 if (tmp->head) 2291 if (!victim->flag [FLAG_MONSTER])
2613 victim = tmp->head;
2614 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2615 continue; 2292 continue;
2616 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2293
2294 if (victim->flag [FLAG_UNAGGRESSIVE])
2617 continue; 2295 continue;
2296
2618 if (victim->stats.exp == 0) 2297 if (victim->stats.exp == 0)
2619 continue; 2298 continue;
2620 2299
2621 def_lev = MAX (1, victim->level); 2300 def_lev = max (1, victim->level);
2622 atk_lev = MAX (1, op->level); 2301 atk_lev = max (1, op->level);
2623 2302
2624 if (rndm (0, atk_lev - 1) > def_lev) 2303 if (rndm (0, atk_lev - 1) > def_lev)
2625 { 2304 {
2626 /* make this sucker peaceful. */ 2305 /* make this sucker peaceful. */
2627 2306
2307 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2628 change_exp (op->owner, victim->stats.exp, op->skill, 0); 2308 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2629 victim->stats.exp = 0; 2309 victim->stats.exp = 0;
2630#if 0 2310#if 0
2631 /* No idea why these were all set to zero - if something 2311 /* No idea why these were all set to zero - if something
2632 * makes this creature agressive, he should still do damage. 2312 * makes this creature agressive, he should still do damage.
2635 victim->stats.sp = 0; 2315 victim->stats.sp = 0;
2636 victim->stats.grace = 0; 2316 victim->stats.grace = 0;
2637 victim->stats.Pow = 0; 2317 victim->stats.Pow = 0;
2638#endif 2318#endif
2639 victim->attack_movement = RANDO2; 2319 victim->attack_movement = RANDO2;
2640 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2320 victim->set_flag (FLAG_UNAGGRESSIVE);
2641 SET_FLAG (victim, FLAG_RUN_AWAY); 2321 victim->set_flag (FLAG_RUN_AWAY);
2642 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2322 victim->set_flag (FLAG_RANDOM_MOVE);
2643 CLEAR_FLAG (victim, FLAG_MONSTER); 2323 victim->clr_flag (FLAG_MONSTER);
2324
2644 if (victim->name) 2325 if (victim->name)
2645 {
2646 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);
2647 } 2327 }
2648 }
2649 } 2328 }
2650} 2329}
2651
2652 2330
2653/* This writes a rune that contains the appropriate message. 2331/* This writes a rune that contains the appropriate message.
2654 * There really isn't any adjustments we make. 2332 * There really isn't any adjustments we make.
2655 */ 2333 */
2656
2657int 2334int
2658write_mark (object *op, object *spell, const char *msg) 2335write_mark (object *op, object *spell, const char *msg)
2659{ 2336{
2660 char rune[HUGE_BUF];
2661 object *tmp;
2662
2663 if (!msg || msg[0] == 0) 2337 if (!msg || msg[0] == 0)
2664 { 2338 {
2665 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2339 op->failmsg ("Write what?");
2666 return 0; 2340 return 0;
2667 } 2341 }
2668 2342
2669 if (strcasestr_local (msg, "endmsg")) 2343 if (!msg_is_safe (msg))
2670 { 2344 {
2671 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.>");
2672 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);
2673 return 0; 2347 return 0;
2674 } 2348 }
2349
2675 if (!spell->other_arch) 2350 if (!spell->other_arch)
2676 return 0; 2351 return 0;
2677 tmp = arch_to_object (spell->other_arch);
2678 2352
2679 snprintf (rune, sizeof (rune), "%s\n", msg); 2353 object *tmp = spell->other_arch->instance ();
2680 2354
2681 tmp->race = op->name; /*Save the owner of the rune */ 2355 tmp->race = op->name; /*Save the owner of the rune */
2682 tmp->msg = rune; 2356 tmp->msg = msg;
2683 2357
2684 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); 2358 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2359
2685 return 1; 2360 return 1;
2686} 2361}
2362

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