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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.38 by root, Wed Feb 7 23:30:03 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>
62{ 62{
63 object *wand, *tmp; 63 object *wand, *tmp;
64 int ncharges; 64 int ncharges;
65 65
66 wand = find_marked_object (op); 66 wand = find_marked_object (op);
67 if (wand == NULL || wand->type != WAND) 67 if (!wand || wand->type != WAND)
68 { 68 {
69 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.");
70 return 0; 70 return 0;
71 } 71 }
72
72 if (!(random_roll (0, 3, op, PREFER_HIGH))) 73 if (!(random_roll (0, 3, op, PREFER_HIGH)))
73 { 74 {
74 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));
75 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE); 76 op->play_sound (sound_find ("ob_explode"));
76 esrv_del_item (op->contr, wand->count);
77 wand->destroy (); 77 wand->destroy ();
78 tmp = get_archetype ("fireball"); 78 tmp = get_archetype (shstr_fireball);
79 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; 79 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
80 80
81 if (!tmp->stats.dam) 81 if (!tmp->stats.dam)
82 tmp->stats.dam = 1; 82 tmp->stats.dam = 1;
83 83
94 94
95 if (wand->inv && wand->inv->level) 95 if (wand->inv && wand->inv->level)
96 ncharges /= wand->inv->level; 96 ncharges /= wand->inv->level;
97 else 97 else
98 { 98 {
99 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));
100 return 0; 100 return 0;
101 } 101 }
102 102
103 if (!ncharges) 103 if (!ncharges)
104 ncharges = 1; 104 ncharges = 1;
105 105
106 wand->stats.food += ncharges; 106 wand->stats.food += ncharges;
107 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand)); 107 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand));
108 108
109 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE)) 109 if (wand->arch && wand->arch->flag [FLAG_ANIMATE])
110 { 110 {
111 SET_FLAG (wand, FLAG_ANIMATE); 111 wand->set_flag (FLAG_ANIMATE);
112 wand->set_speed (wand->arch->clone.speed); 112 wand->set_speed (wand->arch->speed);
113 } 113 }
114 114
115 return 1; 115 return 1;
116} 116}
117 117
123 * great a plus, the default is used. 123 * great a plus, the default is used.
124 * 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
125 * 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
126 * create nonnmagic arrows, or even -1, etc... 126 * create nonnmagic arrows, or even -1, etc...
127 */ 127 */
128
129int 128int
130cast_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)
131{ 130{
132 int missile_plus = 0, bonus_plus = 0; 131 int bonus_plus = 0;
133 const char *missile_name; 132 const char *missile_name = "arrow";
134 object *tmp, *missile;
135 133
136 missile_name = "arrow";
137
138 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 134 for (object *tmp = op->inv; tmp; tmp = tmp->below)
139 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) 135 if (tmp->type == BOW && tmp->flag [FLAG_APPLIED])
140 missile_name = tmp->race; 136 missile_name = tmp->race;
141 137
142 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); 138 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
143 139
144 if (archetype::find (missile_name) == NULL) 140 archetype *missile_arch = archetype::find (missile_name);
141
142 if (!missile_arch)
145 { 143 {
146 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);
147 return 0; 145 return 0;
148 } 146 }
149 147
150 missile = get_archetype (missile_name); 148 object *missile = missile_arch->instance ();
151 149
152 if (stringarg) 150 if (spellparam)
153 { 151 {
154 /* If it starts with a letter, presume it is a description */ 152 /* If it starts with a letter, presume it is a description */
155 if (isalpha (*stringarg)) 153 if (isalpha (*spellparam))
156 { 154 {
157 artifact *al = find_artifactlist (missile->type)->items; 155 artifact *al = find_artifactlist (missile->type)->items;
158 156
159 for (; al != NULL; al = al->next) 157 for (; al; al = al->next)
160 if (!strcasecmp (al->item->name, stringarg)) 158 if (!strcasecmp (al->item->name, spellparam))
161 break; 159 break;
162 160
163 if (!al) 161 if (!al)
164 { 162 {
165 missile->destroy (); 163 missile->destroy ();
166 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);
167 return 0; 165 return 0;
168 } 166 }
169 167
170 if (al->item->slaying) 168 if (al->item->slaying)
171 { 169 {
172 missile->destroy (); 170 missile->destroy ();
173 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);
174 return 0; 172 return 0;
175 } 173 }
176 174
177 give_artifact_abilities (missile, al->item); 175 give_artifact_abilities (missile, al->item);
178 /* 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 -
179 * 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
180 * the parsing of having to do both plus and type. 178 * the parsing of having to do both plus and type.
181 */ 179 */
182 bonus_plus = 1 + (al->item->value / 5); 180 bonus_plus = 1 + (al->item->value / 5);
183 missile_plus = 0; 181 missile_plus = 0;
184 } 182 }
185 else if (atoi (stringarg) < missile_plus) 183 else if (atoi (spellparam) < missile_plus)
186 missile_plus = atoi (stringarg); 184 missile_plus = atoi (spellparam);
187 } 185 }
188 186
189 if (missile_plus > 4) 187 missile_plus = clamp (missile_plus, -4, 4);
190 missile_plus = 4;
191 else if (missile_plus < -4)
192 missile_plus = -4;
193 188
194 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 189 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
195 missile->nrof -= 3 * (missile_plus + bonus_plus); 190 missile->nrof -= 3 * (missile_plus + bonus_plus);
196 191
197 if (missile->nrof < 1) 192 if (missile->nrof < 1)
199 194
200 missile->magic = missile_plus; 195 missile->magic = missile_plus;
201 /* Can't get any money for these objects */ 196 /* Can't get any money for these objects */
202 missile->value = 0; 197 missile->value = 0;
203 198
204 SET_FLAG (missile, FLAG_IDENTIFIED); 199 missile->set_flag (FLAG_IDENTIFIED);
205 200
206 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 ())
207 pick_up (op, missile); 202 pick_up (op, missile);
208 203
209 return 1; 204 return 1;
210} 205}
211 206
212 207
213/* allows the choice of what sort of food object to make. 208/* allows the choice of what sort of food object to make.
214 * 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*/
215int 210int
216cast_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)
217{ 212{
218 int food_value; 213 int food_value;
219 archetype *at = NULL; 214 archetype *at = NULL;
220 object *new_op; 215 object *new_op;
221 216
222 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);
223 218
224 if (stringarg) 219 if (spellparam)
225 { 220 {
226 at = find_archetype_by_object_type_name (FOOD, stringarg); 221 at = find_archetype_by_object_type_name (FOOD, spellparam);
227 if (at == NULL) 222 if (at == NULL)
228 at = find_archetype_by_object_type_name (DRINK, stringarg); 223 at = find_archetype_by_object_type_name (DRINK, spellparam);
229 if (at == NULL || at->clone.stats.food > food_value) 224 if (at == NULL || at->stats.food > food_value)
230 stringarg = NULL; 225 spellparam = NULL;
231 } 226 }
232 227
233 if (!stringarg) 228 if (!spellparam)
234 { 229 {
235 archetype *at_tmp; 230 archetype *at_tmp;
236 231
237 /* We try to find the archetype with the maximum food value. 232 /* We try to find the archetype with the maximum food value.
238 * This removes the dependancy of hard coded food values in this 233 * This removes the dependancy of hard coded food values in this
240 * 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
241 * to be altered from the donor. 236 * to be altered from the donor.
242 */ 237 */
243 238
244 /* We assume the food items don't have multiple parts */ 239 /* We assume the food items don't have multiple parts */
245 for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next) 240 for_all_archetypes (at_tmp)
246 { 241 {
247 if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK) 242 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
248 { 243 {
249 /* Basically, if the food value is something that is creatable 244 /* Basically, if the food value is something that is creatable
250 * under the limits of the spell and it is higher than 245 * under the limits of the spell and it is higher than
251 * the item we have now, take it instead. 246 * the item we have now, take it instead.
252 */ 247 */
253 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)))
254 at = at_tmp; 253 at = at_tmp;
255 } 254 }
256 } 255 }
257 } 256 }
257
258 /* 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
259 * know 259 * know
260 */ 260 */
261 if (!at) 261 if (!at)
262 { 262 {
263 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.");
264 return 0; 264 return 0;
265 } 265 }
266 266
267 food_value /= at->clone.stats.food; 267 food_value /= at->stats.food;
268 new_op = arch_to_object (at); 268 new_op = at->instance ();
269 new_op->nrof = food_value; 269 new_op->nrof = food_value;
270 270
271 new_op->value = 0; 271 new_op->value = 0;
272 if (new_op->nrof < 1) 272 if (new_op->nrof < 1)
273 new_op->nrof = 1; 273 new_op->nrof = 1;
281{ 281{
282 int r, mflags, maxrange; 282 int r, mflags, maxrange;
283 object *tmp; 283 object *tmp;
284 maptile *m; 284 maptile *m;
285 285
286
287 if (!dir) 286 if (!dir)
288 { 287 {
289 examine_monster (op, op); 288 examine_monster (op, op);
290 return 1; 289 return 1;
291 } 290 }
291
292 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 292 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
293 for (r = 1; r < maxrange; r++) 293 for (r = 1; r < maxrange; r++)
294 { 294 {
295 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];
296 296
298 mflags = get_map_flags (m, &m, x, y, &x, &y); 298 mflags = get_map_flags (m, &m, x, y, &x, &y);
299 299
300 if (mflags & P_OUT_OF_MAP) 300 if (mflags & P_OUT_OF_MAP)
301 break; 301 break;
302 302
303 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) 303 if (!op->flag [FLAG_WIZCAST] && (mflags & P_NO_MAGIC))
304 { 304 {
305 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 305 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
306 return 0; 306 return 0;
307 } 307 }
308
308 if (mflags & P_IS_ALIVE) 309 if (mflags & P_IS_ALIVE)
309 { 310 {
310 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)
311 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]))
312 { 313 {
313 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 314 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
314 if (tmp->head != NULL) 315 if (tmp->head != NULL)
315 tmp = tmp->head; 316 tmp = tmp->head;
316 examine_monster (op, tmp); 317 examine_monster (op, tmp);
317 return 1; 318 return 1;
318 } 319 }
319 } 320 }
320 } 321 }
322
321 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); 323 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
322 return 1; 324 return 1;
323} 325}
324
325 326
326/* This checks to see if 'pl' is invisible to 'mon'. 327/* This checks to see if 'pl' is invisible to 'mon'.
327 * does race check, undead check, etc 328 * does race check, undead check, etc
328 * Returns TRUE if mon can't see pl, false 329 * Returns TRUE if mon can't see pl, false
329 * otherwise. This doesn't check range, walls, etc. It 330 * otherwise. This doesn't check range, walls, etc. It
331 * pl is invisible. 332 * pl is invisible.
332 */ 333 */
333int 334int
334makes_invisible_to (object *pl, object *mon) 335makes_invisible_to (object *pl, object *mon)
335{ 336{
336
337 if (!pl->invisible) 337 if (!pl->invisible)
338 return 0; 338 return 0;
339
339 if (pl->type == PLAYER) 340 if (pl->type == PLAYER)
340 { 341 {
341 /* If race isn't set, then invisible unless it is undead */ 342 /* If race isn't set, then invisible unless it is undead */
342 if (!pl->contr->invis_race) 343 if (!pl->contr->invis_race)
343 { 344 {
344 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 345 if (mon->flag [FLAG_UNDEAD])
345 return 0; 346 return 0;
347
346 return 1; 348 return 1;
347 } 349 }
350
348 /* invis_race is set if we get here */ 351 /* invis_race is set if we get here */
349 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 352 if (pl->contr->invis_race == shstr_undead && is_true_undead (mon))
350 return 1; 353 return 1;
354
351 /* No race, can't be invisible to it */ 355 /* No race, can't be invisible to it */
352 if (!mon->race) 356 if (!mon->race)
353 return 0; 357 return 0;
358
354 if (strstr (mon->race, pl->contr->invis_race)) 359 if (mon->race.contains (pl->contr->invis_race))
355 return 1; 360 return 1;
361
356 /* Nothing matched above, return 0 */ 362 /* Nothing matched above, return 0 */
357 return 0; 363 return 0;
358 } 364 }
359 else 365 else
360 { 366 {
373 * normal applies. 379 * normal applies.
374 */ 380 */
375int 381int
376cast_invisible (object *op, object *caster, object *spell_ob) 382cast_invisible (object *op, object *caster, object *spell_ob)
377{ 383{
378 object *tmp;
379
380 if (op->invisible > 1000) 384 if (op->invisible > 1000)
381 { 385 {
382 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");
383 return 0; 387 return 0;
384 } 388 }
385 389
386 /* 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
387 * and if statement or two. 391 * and if statement or two.
393 397
394 if (op->type == PLAYER) 398 if (op->type == PLAYER)
395 { 399 {
396 op->contr->invis_race = spell_ob->race; 400 op->contr->invis_race = spell_ob->race;
397 401
398 if (QUERY_FLAG (spell_ob, FLAG_MAKE_INVIS)) 402 if (spell_ob->flag [FLAG_MAKE_INVIS])
399 op->contr->tmp_invis = 0; 403 op->contr->tmp_invis = 0;
400 else 404 else
401 op->contr->tmp_invis = 1; 405 op->contr->tmp_invis = 1;
402 406
403 op->contr->hidden = 0; 407 op->contr->hidden = 0;
404 } 408 }
409
405 if (makes_invisible_to (op, op)) 410 if (makes_invisible_to (op, op))
406 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!");
407 else 412 else
408 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!"); 413 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
409 414
410 update_object (op, UP_OBJ_FACE); 415 update_object (op, UP_OBJ_CHANGE);
411 416
412 /* Only search the active objects - only these should actually do 417 /* Only search the active objects - only these should actually do
413 * harm to the player. 418 * harm to the player.
414 */ 419 */
415 for_all_actives (tmp) 420 for_all_actives (tmp)
422/* earth to dust spell. Basically destroys earthwalls in the area. 427/* earth to dust spell. Basically destroys earthwalls in the area.
423 */ 428 */
424int 429int
425cast_earth_to_dust (object *op, object *caster, object *spell_ob) 430cast_earth_to_dust (object *op, object *caster, object *spell_ob)
426{ 431{
427 object *tmp, *next;
428 int range, i, j, mflags; 432 int range, i, j, mflags;
429 sint16 sx, sy; 433 sint16 sx, sy;
430 maptile *m; 434 maptile *m;
431
432 if (op->type != PLAYER)
433 return 0;
434 435
435 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 436 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
436 437
437 for (i = -range; i <= range; i++) 438 for (i = -range; i <= range; i++)
438 for (j = -range; j <= range; j++) 439 for (j = -range; j <= range; j++)
443 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 444 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
444 445
445 if (mflags & P_OUT_OF_MAP) 446 if (mflags & P_OUT_OF_MAP)
446 continue; 447 continue;
447 448
448 // earth to dust tears down everything that can be teared down 449 // earth to dust tears down everything that can be torn down
449 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next) 450 for (object *next, *tmp = m->at (sx, sy).bot; tmp; tmp = next)
450 { 451 {
451 next = tmp->above; 452 next = tmp->above;
452 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 453
454 if (tmp->flag [FLAG_TEAR_DOWN])
453 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 455 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
454 } 456 }
455 } 457 }
456 458
457 return 1; 459 return 1;
460void 462void
461execute_word_of_recall (object *op) 463execute_word_of_recall (object *op)
462{ 464{
463 if (object *pl = op->in_player ()) 465 if (object *pl = op->in_player ())
464 { 466 {
465 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST)) 467 if (pl->ms ().flags () & P_NO_CLERIC && !pl->flag [FLAG_WIZCAST])
466 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you."); 468 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
467 else 469 else
468 { 470 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
469 // remove first so we do not call update_stats
470 op->remove ();
471 pl->enter_exit (op);
472 }
473 } 471 }
474 472
475 op->destroy (); 473 op->destroy ();
476} 474}
477 475
493 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 491 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
494 return 1; 492 return 1;
495 } 493 }
496 494
497 dummy = get_archetype (FORCE_NAME); 495 dummy = get_archetype (FORCE_NAME);
498 if (dummy == NULL) 496
497 if (!dummy)
499 { 498 {
500 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 499 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
501 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); 500 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
502 return 0; 501 return 0;
503 } 502 }
566} 565}
567 566
568int 567int
569perceive_self (object *op) 568perceive_self (object *op)
570{ 569{
571 char *cp = describe_item (op, op), buf[MAX_BUF]; 570 const char *cp = describe_item (op, op);
572 archetype *at = archetype::find (ARCH_DEPLETION); 571 archetype *at = archetype::find (shstr_depletion);
573 object *tmp;
574 int i;
575 572
573 dynbuf_text &buf = msg_dynbuf; buf.clear ();
574
575 if (!op->is_player ())
576 return 0;
577
578 if (object *race = archetype::find (op->race))
579 buf << " - You are a G<male|female> " << &race->name << ".\n";
580
576 tmp = find_god (determine_god (op)); 581 if (object *god = find_god (determine_god (op)))
577 if (tmp) 582 buf << " - You worship " << &god->name << ".\n";
578 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
579 else 583 else
580 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); 584 buf << " - You worship no god.\n";
581 585
582 tmp = present_arch_in_ob (at, op); 586 object *tmp = present_arch_in_ob (at, op);
583 587
584 if (*cp == '\0' && tmp == NULL) 588 if (*cp == '\0' && !tmp)
585 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 589 buf << " - You feel very mundane. ";
586 else 590 else
587 { 591 {
588 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 592 buf << " - You have: " << cp << ".\n";
589 new_draw_info (NDI_UNIQUE, 0, op, cp); 593
590 if (tmp != NULL) 594 if (tmp)
591 {
592 for (i = 0; i < NUM_STATS; i++) 595 for (int i = 0; i < NUM_STATS; i++)
593 { 596 if (tmp->stats.stat (i) < 0)
594 if (get_attr_value (&tmp->stats, i) < 0) 597 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
595 {
596 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i)));
597 }
598 }
599 }
600 } 598 }
601 599
602 if (is_dragon_pl (op)) 600 if (op->is_dragon ())
603 {
604 /* now grab the 'dragon_ability'-force from the player's inventory */ 601 /* now grab the 'dragon_ability'-force from the player's inventory */
605 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 602 for (tmp = op->inv; tmp; tmp = tmp->below)
606 { 603 {
607 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 604 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
608 { 605 {
609 if (tmp->stats.exp == 0) 606 if (tmp->stats.exp == 0)
610 sprintf (buf, "Your metabolism isn't focused on anything."); 607 buf << " - Your metabolism isn't focused on anything.\n";
611 else 608 else
612 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";
613 610
614 new_draw_info (NDI_UNIQUE, 0, op, buf);
615 break; 611 break;
616 } 612 }
617 } 613 }
618 }
619 614
620 return 1; 615 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
621}
622
623/* int cast_create_town_portal (object *op, object *caster, int dir)
624 *
625 * This function cast the spell of town portal for op
626 *
627 * The spell operates in two passes. During the first one a place
628 * is marked as a destination for the portal. During the second one,
629 * 2 portals are created, one in the position the player cast it and
630 * one in the destination place. The portal are synchronized and 2 forces
631 * are inserted in the player to destruct the portal next time player
632 * creates a new portal pair.
633 * This spell has a side effect that it allows people to meet each other
634 * in a permanent, private, appartements by making a town portal from it
635 * to the town or another public place. So, check if the map is unique and if
636 * so return an error
637 *
638 * Code by Tchize (david.delbecq@usa.net)
639 */
640int
641cast_create_town_portal (object *op, object *caster, object *spell, int dir)
642{
643 object *dummy, *force, *old_force;
644 archetype *perm_portal;
645 char portal_name[1024], portal_message[1024];
646 maptile *exitmap;
647 int op_level;
648
649 /* Check to see if the map the player is currently on is a per player unique
650 * map. This can be determined in that per player unique maps have the
651 * full pathname listed.
652 */
653 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
654 {
655 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
656 return 0;
657 }
658
659 /* The first thing to do is to check if we have a marked destination
660 * dummy is used to make a check inventory for the force
661 */
662 dummy = arch_to_object (spell->other_arch);
663 if (dummy == NULL)
664 {
665 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
666 LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name);
667 return 0;
668 }
669
670 force = check_inv_recursive (op, dummy);
671
672 if (force == NULL)
673 {
674 /* Here we know there is no destination marked up.
675 * We have 2 things to do:
676 * 1. Mark the destination in the player inventory.
677 * 2. Let the player know it worked.
678 */
679 dummy->name = op->map->path;
680 EXIT_X (dummy) = op->x;
681 EXIT_Y (dummy) = op->y;
682 insert_ob_in_ob (dummy, op);
683 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.");
684 return 1;
685 }
686
687 dummy->destroy ();
688
689 /* Here we know where the town portal should go to
690 * We should kill any existing portal associated with the player.
691 * Than we should create the 2 portals.
692 * For each of them, we need:
693 * - To create the portal with the name of the player+destination map
694 * - set the owner of the town portal
695 * - To mark the position of the portal in the player's inventory
696 * for easier destruction.
697 *
698 * The mark works has follow:
699 * slaying: Existing town portal
700 * hp, sp : x & y of the associated portal
701 * name : name of the portal
702 * race : map the portal is in
703 */
704
705 /* First step: killing existing town portals */
706 dummy = get_archetype (spell->race);
707 if (dummy == NULL)
708 {
709 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
710 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
711 return 0;
712 }
713
714 perm_portal = archetype::find (spell->slaying);
715
716 /* To kill a town portal, we go trough the player's inventory,
717 * for each marked portal in player's inventory,
718 * -We try load the associated map (if impossible, consider the portal destructed)
719 * -We find any portal in the specified location.
720 * If it has the good name, we destruct it.
721 * -We destruct the force indicating that portal.
722 */
723 while ((old_force = check_inv_recursive (op, dummy)))
724 {
725 exitmap = maptile::find_sync (old_force->race, op->map);
726
727 if (exitmap)
728 {
729 exitmap->load_sync ();
730
731 int exitx = EXIT_X (old_force);
732 int exity = EXIT_Y (old_force);
733
734 for (object *tmp = present_arch (perm_portal, exitmap, exitx, exity); tmp; tmp = tmp->above)
735 {
736 if (tmp->name == old_force->name)
737 {
738 tmp->destroy ();
739 break;
740 }
741 }
742 }
743
744 old_force->destroy ();
745 }
746
747 dummy->destroy ();
748
749 /* Creating the portals.
750 * The very first thing to do is to ensure
751 * access to the destination map.
752 * If we can't, don't fizzle. Simply warn player.
753 * This ensure player pays his mana for the spell
754 * because HE is responsible of forgotting.
755 * 'force' is the destination of the town portal, which we got
756 * from the players inventory above.
757 */
758
759 /* Ensure exit map is loaded */
760 exitmap = maptile::find_sync (force->name);
761
762 /* If we were unable to load (ex. random map deleted), warn player */
763 if (!exitmap)
764 {
765 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
766 force->destroy ();
767 return 1;
768 }
769
770 exitmap->load_sync ();
771
772 op_level = caster_level (caster, spell);
773 if (op_level < 15)
774 snprintf (portal_message, 1024,
775 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
776 &op->name);
777 else if (op_level < 30)
778 snprintf (portal_message, 1024,
779 "\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);
780 else if (op_level < 60)
781 snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
782 else
783 snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",
784 &op->name);
785
786 /* Create a portal in front of player
787 * dummy contain the portal and
788 * force contain the track to kill it later
789 */
790 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
791 dummy = get_archetype (spell->slaying); /*The portal */
792 if (dummy == NULL)
793 {
794 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
795 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
796 return 0;
797 }
798
799 EXIT_PATH (dummy) = force->name;
800 EXIT_X (dummy) = EXIT_X (force);
801 EXIT_Y (dummy) = EXIT_Y (force);
802 dummy->name = dummy->name_pl = portal_name;
803 dummy->msg = portal_message;
804 dummy->race = op->name; /*Save the owner of the portal */
805 cast_create_obj (op, caster, dummy, 0);
806
807 /* Now we need to to create a town portal marker inside the player
808 * object, so on future castings, we can know that he has an active
809 * town portal.
810 */
811 object *tmp = get_archetype (spell->race);
812
813 if (!tmp)
814 {
815 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
816 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
817 return 0;
818 }
819
820 tmp->race = op->map->path;
821 tmp->name = portal_name;
822 EXIT_X (tmp) = dummy->x;
823 EXIT_Y (tmp) = dummy->y;
824 op->insert (tmp);
825
826 /* Create a portal in the destination map
827 * dummy contain the portal and
828 * force the track to kill it later
829 * the 'force' variable still contains the 'reminder' of
830 * where this portal goes to.
831 */
832 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &op->map->path);
833 dummy = get_archetype (spell->slaying); /*The portal */
834 if (dummy == NULL)
835 {
836 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
837 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
838 return 0;
839 }
840
841 EXIT_PATH (dummy) = op->map->path;
842 EXIT_X (dummy) = op->x;
843 EXIT_Y (dummy) = op->y;
844 dummy->name = dummy->name_pl = portal_name;
845 dummy->msg = portal_message;
846 dummy->race = op->name; /*Save the owner of the portal */
847 exitmap->insert (dummy, EXIT_X (force), EXIT_Y (force), op);
848
849 /* Now we create another town portal marker that
850 * points back to the one we just made
851 */
852 tmp = get_archetype (spell->race);
853 if (tmp == NULL)
854 {
855 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
856 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
857 return 0;
858 }
859
860 tmp->race = force->name;
861 tmp->name = portal_name;
862 EXIT_X (tmp) = dummy->x;
863 EXIT_Y (tmp) = dummy->y;
864 insert_ob_in_ob (tmp, op);
865
866 /* Describe the player what happened
867 */
868 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
869 force->destroy ();
870 616
871 return 1; 617 return 1;
872} 618}
873 619
874/* This creates magic walls. Really, it can create most any object, 620/* This creates magic walls. Really, it can create most any object,
900 646
901 if ((spell_ob->move_block || x != op->x || y != op->y) && 647 if ((spell_ob->move_block || x != op->x || y != op->y) &&
902 (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) ||
903 ((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)))
904 { 650 {
905 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 651 op->failmsg ("Something is in the way.");
906 return 0; 652 return 0;
907 } 653 }
908 654
909 if (spell_ob->other_arch) 655 if (spell_ob->other_arch)
910 tmp = arch_to_object (spell_ob->other_arch); 656 tmp = spell_ob->other_arch->instance ();
911 else if (spell_ob->race) 657 else if (spell_ob->race)
912 { 658 {
913 char buf1[MAX_BUF]; 659 char buf1[MAX_BUF];
914 660
915 sprintf (buf1, spell_ob->race, dir); 661 sprintf (buf1, spell_ob->race, dir);
919 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 665 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
920 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 666 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
921 return 0; 667 return 0;
922 } 668 }
923 669
924 tmp = arch_to_object (at); 670 tmp = at->instance ();
925 } 671 }
926 else 672 else
927 { 673 {
928 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);
929 return 0; 675 return 0;
934 tmp->attacktype = spell_ob->attacktype; 680 tmp->attacktype = spell_ob->attacktype;
935 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);
936 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);
937 tmp->range = 0; 683 tmp->range = 0;
938 } 684 }
939 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 685 else if (tmp->flag [FLAG_ALIVE])
940 { 686 {
941 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);
942 tmp->stats.maxhp = tmp->stats.hp; 688 tmp->stats.maxhp = tmp->stats.hp;
943 } 689 }
944 690
945 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])
946 { 692 {
947 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);
948 SET_FLAG (tmp, FLAG_IS_USED_UP); 694 tmp->set_flag (FLAG_IS_USED_UP);
949 } 695 }
950 696
951 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 697 if (spell_ob->flag [FLAG_TEAR_DOWN])
952 { 698 {
953 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);
954 tmp->stats.maxhp = tmp->stats.hp; 700 tmp->stats.maxhp = tmp->stats.hp;
955 SET_FLAG (tmp, FLAG_TEAR_DOWN); 701 tmp->set_flag (FLAG_TEAR_DOWN);
956 SET_FLAG (tmp, FLAG_ALIVE); 702 tmp->set_flag (FLAG_ALIVE);
957 } 703 }
958 704
959 /* 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,
960 * 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
961 * earthwalls, though, so they survive restarts. 707 * earthwalls, though, so they survive restarts.
962 */ 708 */
963 if (tmp->type != EARTHWALL) //TODO 709 if (tmp->type != EARTHWALL) //TODO
964 tmp->set_owner (op); 710 tmp->set_owner (op);
965 711
966 set_spell_skill (op, caster, spell_ob, tmp); 712 set_spell_skill (op, caster, spell_ob, tmp);
967 tmp->level = caster_level (caster, spell_ob) / 2; 713 tmp->level = casting_level (caster, spell_ob) / 2;
968 714
969 name = tmp->name; 715 name = tmp->name;
970 if (!(tmp = m->insert (tmp, x, y, op))) 716 if (!(tmp = m->insert (tmp, x, y, op)))
971 { 717 {
972 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);
973 return 0; 719 return 0;
974 } 720 }
975 721
976 /* 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 */
977 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 723 if (tmp->other_arch && tmp->other_arch->type == SPELL)
978 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 724 insert_ob_in_ob (tmp->other_arch->instance (), tmp);
979 725
980 /* This code causes the wall to extend some distance in 726 /* This code causes the wall to extend some distance in
981 * each direction, or until an obstruction is encountered. 727 * each direction, or until an obstruction is encountered.
982 * posblocked and negblocked help determine how far the 728 * posblocked and negblocked help determine how far the
983 * created wall can extend, it won't go extend through 729 * created wall can extend, it won't go extend through
1002 { 748 {
1003 object *tmp2 = tmp->clone (); 749 object *tmp2 = tmp->clone ();
1004 m->insert (tmp2, x, y, op); 750 m->insert (tmp2, x, y, op);
1005 751
1006 /* 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 */
1007 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 753 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1008 tmp2->insert (arch_to_object (tmp2->other_arch)); 754 tmp2->insert (tmp2->other_arch->instance ());
1009 755
1010 } 756 }
1011 else 757 else
1012 posblocked = 1; 758 posblocked = 1;
1013 759
1019 ((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)
1020 { 766 {
1021 object *tmp2 = tmp->clone (); 767 object *tmp2 = tmp->clone ();
1022 m->insert (tmp2, x, y, op); 768 m->insert (tmp2, x, y, op);
1023 769
1024 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 770 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1025 tmp2->insert (arch_to_object (tmp2->other_arch)); 771 tmp2->insert (tmp2->other_arch->instance ());
1026 } 772 }
1027 else 773 else
1028 negblocked = 1; 774 negblocked = 1;
1029 } 775 }
1030 776
1031 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) 777 if (tmp->flag [FLAG_BLOCKSVIEW])
1032 update_all_los (op->map, op->x, op->y); 778 update_all_los (op->map, op->x, op->y);
1033 779
1034 return 1; 780 return 1;
1035} 781}
1036 782
1037int 783int
1038dimension_door (object *op, object *caster, object *spob, int dir) 784dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
1039{ 785{
1040 uint32 dist, maxdist; 786 uint32 dist, maxdist;
1041 int mflags; 787 int mflags;
1042 maptile *m; 788 maptile *m;
1043 sint16 sx, sy; 789 sint16 sx, sy;
1045 if (op->type != PLAYER) 791 if (op->type != PLAYER)
1046 return 0; 792 return 0;
1047 793
1048 if (!dir) 794 if (!dir)
1049 { 795 {
1050 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?"); 796 op->failmsg ("In what direction?");
1051 return 0; 797 return 0;
1052 } 798 }
1053 799
1054 /* 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
1055 * ever, so put limits in. 801 * ever, so put limits in.
1056 */ 802 */
1057 maxdist = spob->range + SP_level_range_adjust (caster, spob); 803 maxdist = spob->range + SP_level_range_adjust (caster, spob);
1058 804
1059 if (op->contr->count) 805 if (spellparam)
1060 { 806 {
807 int count = atoi (spellparam);
808
1061 if (op->contr->count > maxdist) 809 if (count > maxdist)
1062 { 810 {
1063 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!"); 811 op->failmsg ("You can't dimension door that far!");
1064 return 0; 812 return 0;
1065 } 813 }
1066 814
1067 for (dist = 0; dist < op->contr->count; dist++) 815 for (dist = 0; dist < count; dist++)
1068 { 816 {
1069 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);
1070 818
1071 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 819 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
1072 break; 820 break;
1073 821
1074 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)))
1075 break; 823 break;
1076 } 824 }
1077 825
1078 if (dist < op->contr->count) 826 if (dist < count)
1079 { 827 {
1080 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");
1081 op->contr->count = 0;
1082 return 0; 829 return 0;
1083 } 830 }
1084
1085 op->contr->count = 0;
1086 831
1087 /* Remove code that puts player on random space on maps. IMO, 832 /* Remove code that puts player on random space on maps. IMO,
1088 * 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,
1089 * 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
1090 * by such squares). Also, there are probably treasure rooms and 835 * by such squares). Also, there are probably treasure rooms and
1132 break; 877 break;
1133 878
1134 } 879 }
1135 if (!dist) 880 if (!dist)
1136 { 881 {
1137 new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n"); 882 op->failmsg ("Your spell failed!\n");
1138 return 0; 883 return 0;
1139 } 884 }
1140 } 885 }
1141 886
1142 /* Actually move the player now */ 887 /* Actually move the player now */
1143 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)))
1144 return 1; 889 return 1;
1145 890
1146 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
1147 return 1; 893 return 1;
1148} 894}
1149
1150 895
1151/* cast_heal: Heals something. 896/* cast_heal: Heals something.
1152 * op is the caster. 897 * op is the caster.
1153 * dir is the direction he is casting it in. 898 * dir is the direction he is casting it in.
1154 * spell is the spell object. 899 * spell is the spell object.
1161 object *poison; 906 object *poison;
1162 int heal = 0, success = 0; 907 int heal = 0, success = 0;
1163 908
1164 tmp = find_target_for_friendly_spell (op, dir); 909 tmp = find_target_for_friendly_spell (op, dir);
1165 910
1166 if (tmp == NULL) 911 if (!tmp)
1167 return 0; 912 return 0;
1168 913
1169 /* Figure out how many hp this spell might cure. 914 /* Figure out how many hp this spell might cure.
1170 * could be zero if this spell heals effects, not damage. 915 * could be zero if this spell heals effects, not damage.
1171 */ 916 */
1174 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;
1175 920
1176 if (heal) 921 if (heal)
1177 { 922 {
1178 if (tmp->stats.hp >= tmp->stats.maxhp) 923 if (tmp->stats.hp >= tmp->stats.maxhp)
1179 {
1180 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.");
1181 }
1182 else 925 else
1183 { 926 {
1184 /* See how many points we actually heal. Instead of messages 927 /* See how many points we actually heal. Instead of messages
1185 * based on type of spell, we instead do messages based 928 * based on type of spell, we instead do messages based
1186 * on amount of damage healed. 929 * on amount of damage healed.
1187 */ 930 */
1188 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 931 if (heal > tmp->stats.maxhp - tmp->stats.hp)
1189 heal = tmp->stats.maxhp - tmp->stats.hp; 932 heal = tmp->stats.maxhp - tmp->stats.hp;
933
1190 tmp->stats.hp += heal; 934 tmp->stats.hp += heal;
1191 935
1192 if (tmp->stats.hp >= tmp->stats.maxhp) 936 if (tmp->stats.hp >= tmp->stats.maxhp)
1193 {
1194 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 937 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1195 }
1196 else if (heal > 50) 938 else if (heal > 50)
1197 {
1198 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); 939 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1199 }
1200 else if (heal > 25) 940 else if (heal > 25)
1201 {
1202 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); 941 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1203 }
1204 else if (heal > 10) 942 else if (heal > 10)
1205 {
1206 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.");
1207 }
1208 else 944 else
1209 {
1210 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.");
1211 } 946
1212 success = 1; 947 success = 1;
1213 } 948 }
1214 } 949 }
950
1215 if (spell->attacktype & AT_DISEASE) 951 if (spell->attacktype & AT_DISEASE)
1216 if (cure_disease (tmp, op)) 952 if (cure_disease (tmp, op, spell))
1217 success = 1; 953 success = 1;
1218 954
1219 if (spell->attacktype & AT_POISON) 955 if (spell->attacktype & AT_POISON)
1220 { 956 {
1221 at = archetype::find ("poisoning"); 957 at = archetype::find (shstr_poisoning);
1222 poison = present_arch_in_ob (at, tmp); 958 poison = present_arch_in_ob (at, tmp);
1223 if (poison) 959 if (poison)
1224 { 960 {
1225 success = 1; 961 success = 1;
1226 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 962 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1227 poison->stats.food = 1; 963 poison->stats.food = 1;
1228 } 964 }
1229 } 965 }
966
1230 if (spell->attacktype & AT_CONFUSION) 967 if (spell->attacktype & AT_CONFUSION)
1231 { 968 {
1232 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 969 poison = present_in_ob_by_name (FORCE, shstr_confusion, tmp);
1233 if (poison) 970 if (poison)
1234 { 971 {
1235 success = 1; 972 success = 1;
1236 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 973 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1237 poison->duration = 1; 974 poison->duration = 1;
1238 } 975 }
1239 } 976 }
977
1240 if (spell->attacktype & AT_BLIND) 978 if (spell->attacktype & AT_BLIND)
1241 { 979 {
1242 at = archetype::find ("blindness"); 980 at = archetype::find (shstr_blindness);
1243 poison = present_arch_in_ob (at, tmp); 981 poison = present_arch_in_ob (at, tmp);
1244 if (poison) 982 if (poison)
1245 { 983 {
1246 success = 1; 984 success = 1;
1247 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.");
1248 poison->stats.food = 1; 986 poison->stats.food = 1;
1249 } 987 }
1250 } 988 }
989
1251 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) 990 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1252 { 991 {
1253 tmp->stats.sp += spell->last_sp; 992 tmp->stats.sp += spell->last_sp;
1254 if (tmp->stats.sp > tmp->stats.maxsp) 993 if (tmp->stats.sp > tmp->stats.maxsp)
1255 tmp->stats.sp = tmp->stats.maxsp; 994 tmp->stats.sp = tmp->stats.maxsp;
1256 success = 1; 995 success = 1;
1257 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!");
1258 } 997 }
998
1259 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) 999 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1260 { 1000 {
1261 tmp->stats.grace += spell->last_grace; 1001 tmp->stats.grace += spell->last_grace;
1262 if (tmp->stats.grace > tmp->stats.maxgrace) 1002 if (tmp->stats.grace > tmp->stats.maxgrace)
1263 tmp->stats.grace = tmp->stats.maxgrace; 1003 tmp->stats.grace = tmp->stats.maxgrace;
1264 success = 1; 1004 success = 1;
1265 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!");
1266 } 1006 }
1007
1267 if (spell->stats.food && tmp->stats.food < 999) 1008 if (spell->stats.food && tmp->stats.food < MAX_FOOD)
1268 { 1009 {
1269 tmp->stats.food += spell->stats.food; 1010 tmp->stats.food += spell->stats.food;
1270 if (tmp->stats.food > 999) 1011 min_it (tmp->stats.food, MAX_FOOD);
1271 tmp->stats.food = 999; 1012
1272 success = 1; 1013 success = 1;
1273 /* 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 */
1274 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");
1275 } 1016 }
1017
1276 return success; 1018 return success;
1277} 1019}
1278
1279 1020
1280/* 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
1281 * 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
1282 * good comments for those. 1023 * good comments for those.
1283 */ 1024 */
1284static const char *const no_gain_msgs[NUM_STATS] = { 1025static const char *const no_gain_msgs[NUM_STATS] = {
1285 "You grow no stronger.", 1026 "You grow no stronger.",
1286 "You grow no more agile.", 1027 "You grow no more agile.",
1287 "You don't feel any healthier.", 1028 "You don't feel any healthier.",
1288 "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."
1289 "You are no easier to look at.", 1032 "You are no easier to look at.",
1290 "no int",
1291 "no pow"
1292}; 1033};
1293 1034
1294int 1035int
1036change_ability_duration (object *spell, object *caster)
1037{
1038 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1039}
1040
1041int
1295cast_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)
1296{ 1043{
1297 object *force = NULL; 1044 object *force = 0;
1298 int i; 1045 int i;
1299 1046
1300 /* 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. */
1301 object *tmp = dir 1048 object *tmp = dir
1302 ? find_target_for_friendly_spell (op, dir) 1049 ? find_target_for_friendly_spell (op, dir)
1303 : op; 1050 : op;
1304 1051
1305 if (!tmp) 1052 if (!tmp)
1306 return 0; 1053 return 0;
1307 1054
1308 /* 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. */
1316 break; 1063 break;
1317 } 1064 }
1318 else if (spell_ob->race && spell_ob->race == tmp2->name) 1065 else if (spell_ob->race && spell_ob->race == tmp2->name)
1319 { 1066 {
1320 if (!silent) 1067 if (!silent)
1321 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
1322 return 0; 1071 return 0;
1323 } 1072 }
1324 } 1073 }
1325 } 1074 }
1075
1076 int duration = change_ability_duration (spell_ob, caster);
1077
1326 if (force == NULL) 1078 if (force)
1327 {
1328 force = get_archetype (FORCE_NAME);
1329 force->subtype = FORCE_CHANGE_ABILITY;
1330 if (spell_ob->race)
1331 force->name = spell_ob->race;
1332 else
1333 force->name = spell_ob->name;
1334 force->name_pl = spell_ob->name;
1335 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1336
1337 } 1079 {
1338 else
1339 {
1340 int duration;
1341
1342 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1343 if (duration > force->duration) 1080 if (duration > force->duration)
1344 { 1081 {
1345 force->duration = duration; 1082 force->duration = duration;
1346 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.");
1347 } 1084 }
1348 else 1085 else
1349 {
1350 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.");
1351 } 1087
1352 return 1; 1088 return 1;
1353 } 1089 }
1354 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
1355 force->speed = 1.0; 1106 force->speed = 1.0;
1356 force->speed_left = -1.0; 1107 force->speed_left = -1.0;
1357 SET_FLAG (force, FLAG_APPLIED); 1108 force->set_flag (FLAG_APPLIED);
1358 1109
1359 /* Now start processing the effects. First, protections */ 1110 /* Now start processing the effects. First, protections */
1360 for (i = 0; i < NROFATTACKS; i++) 1111 for (i = 0; i < NROFATTACKS; i++)
1361 { 1112 {
1362 if (spell_ob->resist[i]) 1113 if (spell_ob->resist[i])
1364 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);
1365 if (force->resist[i] > 100) 1116 if (force->resist[i] > 100)
1366 force->resist[i] = 100; 1117 force->resist[i] = 100;
1367 } 1118 }
1368 } 1119 }
1120
1369 if (spell_ob->stats.hp) 1121 if (spell_ob->stats.hp)
1370 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);
1371 1123
1372 if (tmp->type == PLAYER) 1124 if (tmp->type == PLAYER)
1373 { 1125 {
1374 /* Stat adjustment spells */ 1126 /* Stat adjustment spells */
1375 for (i = 0; i < NUM_STATS; i++) 1127 for (i = 0; i < NUM_STATS; i++)
1376 { 1128 {
1377 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; 1129 if (sint8 stat = spell_ob->stats.stat (i))
1378
1379 if (stat)
1380 { 1130 {
1381 sm = 0; 1131 sint8 sm = 0;
1382 for (k = 0; k < stat; k++) 1132 for (sint8 k = 0; k < stat; k++)
1383 sm += rndm (1, 3); 1133 sm += rndm (1, 3);
1384 1134
1385 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) 1135 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1386 { 1136 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1387 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); 1137
1388 if (sm < 0) 1138 force->stats.stat (i) = sm;
1389 sm = 0; 1139
1390 }
1391 set_attr_value (&force->stats, i, sm);
1392 if (!sm) 1140 if (!sm)
1393 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); 1141 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1394 } 1142 }
1395 } 1143 }
1396 } 1144 }
1397 1145
1398 force->move_type = spell_ob->move_type; 1146 force->move_type = spell_ob->move_type;
1399 1147
1400 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK)) 1148 if (spell_ob->flag [FLAG_SEE_IN_DARK])
1401 SET_FLAG (force, FLAG_SEE_IN_DARK); 1149 force->set_flag (FLAG_SEE_IN_DARK);
1402 1150
1403 if (QUERY_FLAG (spell_ob, FLAG_XRAYS)) 1151 if (spell_ob->flag [FLAG_XRAYS])
1404 SET_FLAG (force, FLAG_XRAYS); 1152 force->set_flag (FLAG_XRAYS);
1405 1153
1406 /* Haste/bonus speed */ 1154 /* Haste/bonus speed */
1407 if (spell_ob->stats.exp) 1155 if (spell_ob->stats.exp)
1408 { 1156 {
1409 if (op->speed > 0.5f) 1157 if (op->speed > 0.5f)
1417 force->attacktype = spell_ob->attacktype; 1165 force->attacktype = spell_ob->attacktype;
1418 1166
1419 insert_ob_in_ob (force, tmp); 1167 insert_ob_in_ob (force, tmp);
1420 change_abil (tmp, force); /* Mostly to display any messages */ 1168 change_abil (tmp, force); /* Mostly to display any messages */
1421 tmp->update_stats (); 1169 tmp->update_stats ();
1170
1422 return 1; 1171 return 1;
1423} 1172}
1424 1173
1425/* 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
1426 * 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
1427 * of the caster. 1176 * of the caster.
1428 */ 1177 */
1429
1430int 1178int
1431cast_bless (object *op, object *caster, object *spell_ob, int dir) 1179cast_bless (object *op, object *caster, object *spell_ob, int dir)
1432{ 1180{
1433 int i; 1181 int i;
1434 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1182 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1435 1183
1436 /* 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. */
1437 if (dir != 0) 1185 if (dir != 0)
1438 { 1186 {
1439 tmp = find_target_for_friendly_spell (op, dir); 1187 tmp = find_target_for_friendly_spell (op, dir);
1188
1189 if (!tmp)
1190 return 0;
1440 } 1191 }
1441 else 1192 else
1442 {
1443 tmp = op; 1193 tmp = op;
1444 }
1445 1194
1446 /* 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. */
1447 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1196 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1448 { 1197 {
1449 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1198 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1450 { 1199 {
1451 if (tmp2->name == spell_ob->name) 1200 if (tmp2->name == spell_ob->name)
1452 { 1201 {
1458 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);
1459 return 0; 1208 return 0;
1460 } 1209 }
1461 } 1210 }
1462 } 1211 }
1212
1463 if (force == NULL) 1213 if (force == NULL)
1464 { 1214 {
1465 force = get_archetype (FORCE_NAME); 1215 force = get_archetype (FORCE_NAME);
1466 force->subtype = FORCE_CHANGE_ABILITY; 1216 force->subtype = FORCE_CHANGE_ABILITY;
1467 if (spell_ob->race) 1217 if (spell_ob->race)
1488 return 0; 1238 return 0;
1489 } 1239 }
1490 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;
1491 force->speed = 1.0; 1241 force->speed = 1.0;
1492 force->speed_left = -1.0; 1242 force->speed_left = -1.0;
1493 SET_FLAG (force, FLAG_APPLIED); 1243 force->set_flag (FLAG_APPLIED);
1494 1244
1495 if (!god) 1245 if (!god)
1496 { 1246 {
1497 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty."); 1247 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1498 } 1248 }
1499 else 1249 else
1500 { 1250 {
1501 /* Only give out good benefits, and put a max on it */ 1251 /* Only give out good benefits, and put a max on it */
1502 for (i = 0; i < NROFATTACKS; i++) 1252 for (i = 0; i < NROFATTACKS; i++)
1503 {
1504 if (god->resist[i] > 0) 1253 if (god->resist[i] > 0)
1505 {
1506 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]);
1507 } 1255
1508 }
1509 force->path_attuned |= god->path_attuned; 1256 force->path_attuned |= god->path_attuned;
1510 1257
1511 if (spell_ob->attacktype) 1258 if (spell_ob->attacktype)
1512 force->slaying = god->slaying; 1259 force->slaying = god->slaying;
1513 1260
1532} 1279}
1533 1280
1534/* Alchemy code by Mark Wedel 1281/* Alchemy code by Mark Wedel
1535 * 1282 *
1536 * This code adds a new spell, called alchemy. Alchemy will turn 1283 * This code adds a new spell, called alchemy. Alchemy will turn
1537 * objects to gold nuggets, the value of the gold nuggets being 1284 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1538 * about 90% of that of the item itself. It uses the value of the
1539 * object before charisma adjustments, because the nuggets themselves
1540 * will be will be adjusted by charisma when sold.
1541 * 1285 *
1542 * 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
1543 * the maximum number of large nuggets you could get. 1287 * itself. It uses the value of the object before charisma adjustments,
1544 * 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
1545 * to the max amount of small nuggets as you could get. 1289 * when sold.
1546 *
1547 * For example, if an item is worth 110 gold, you will get
1548 * 4 large nuggets, and from 0-10 small nuggets.
1549 * 1290 *
1550 * 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
1551 * 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
1552 * alchemised. 1293 * alchemised.
1553 */ 1294 */
1554static void 1295static void
1555alchemy_object (object *obj, uint64 &total_value, int &total_weight) 1296alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1556{ 1297{
1557 uint64 value = query_cost (obj, NULL, F_TRUE); 1298 uint64 value = query_cost (obj, NULL, F_TRUE);
1558 1299
1559 /* Give third price when we alchemy money (This should hopefully 1300 /* Give third price when we alchemy money (this should hopefully
1560 * 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
1561 * the nuggets, alchemy the gold from that, etc. 1302 * the nuggets, alchemy the gold from that, etc.
1562 * Otherwise, give 9 silver on the gold for other objects, 1303 * Otherwise, give 9 silver on the gold for other objects,
1563 * so that it would still be more affordable to haul 1304 * so that it would still be more affordable to haul
1564 * the stuff back to town. 1305 * the stuff back to town.
1565 */ 1306 */
1566 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1307 if (obj->flag [FLAG_UNPAID])
1567 value = 0; 1308 value = 0;
1568 else if (obj->type == MONEY || obj->type == GEM) 1309 else if (obj->type == MONEY || obj->type == GEM)
1569 value /= 3; 1310 value /= 3;
1570 else 1311 else
1571 value = (value * 9) / 10; 1312 value = value * 9 / 10;
1572
1573 value /= 4; // fix by GHJ, don't understand, pcg
1574 1313
1575 if (obj->value > 0 && rndm (0, 29)) 1314 if (obj->value > 0 && rndm (0, 29))
1576 total_value += value; 1315 total_value += value;
1577 1316
1578 total_weight += obj->total_weight (); 1317 total_weight += obj->total_weight ();
1579 1318
1580 obj->destroy (); 1319 obj->destroy ();
1581} 1320}
1582 1321
1583static void
1584update_map (object *op, maptile *m, int small_nuggets, object *small, int large_nuggets, object *large, int x, int y)
1585{
1586 int flag = 0;
1587
1588 /* Put any nuggets below the player, but we can only pass this
1589 * flag if we are on the same space as the player
1590 */
1591 if (x == op->x && y == op->y && op->map == m)
1592 flag = INS_BELOW_ORIGINATOR;
1593
1594 if (small_nuggets)
1595 {
1596 object *tmp = small->clone ();
1597 tmp->nrof = small_nuggets;
1598 m->insert (tmp, x, y, op, flag);
1599 }
1600
1601 if (large_nuggets)
1602 {
1603 object *tmp = large->clone ();
1604 tmp->nrof = large_nuggets;
1605 m->insert (tmp, x, y, op, flag);
1606 }
1607
1608 if (object *pl = m->at (x, y).player ())
1609 if (pl->contr->ns)
1610 pl->contr->ns->look_position = 0;
1611}
1612
1613int 1322int
1614alchemy (object *op, object *caster, object *spell_ob) 1323alchemy (object *op, object *caster, object *spell_ob)
1615{ 1324{
1616 int weight = 0, mflags;
1617 maptile *mp;
1618
1619 if (op->type != PLAYER) 1325 if (op->type != PLAYER)
1620 return 0; 1326 return 0;
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);
1621 1333
1622 /* Put a maximum weight of items that can be alchemised. Limits the power 1334 /* Put a maximum weight of items that can be alchemised. Limits the power
1623 * some, and also prevents people from alchemising every table/chair/clock 1335 * some, and also prevents people from alchemising every table/chair/clock
1624 * in sight 1336 * in sight
1625 */ 1337 */
1626 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 1338 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1627 int weight_max = duration * 1000; 1339 int weight_max = duration * 1000;
1628 uint64 value_max = duration * 1000; 1340 uint64 value_max = duration * 1000;
1629 1341
1630 object *large = get_archetype ("largenugget"); 1342 int weight = 0;
1631 object *small = get_archetype ("smallnugget");
1632 1343
1633 for (int y = op->y - 1; y <= op->y + 1; y++) 1344 for (int y = op->y - 1; y <= op->y + 1; y++)
1634 { 1345 {
1635 for (int x = op->x - 1; x <= op->x + 1; x++) 1346 for (int x = op->x - 1; x <= op->x + 1; x++)
1636 { 1347 {
1637 uint64 value = 0; 1348 uint64 value = 0;
1638 1349
1639 sint16 nx = x; 1350 sint16 nx = x;
1640 sint16 ny = y; 1351 sint16 ny = y;
1641 1352
1642 mp = op->map; 1353 maptile *mp = op->map;
1643 1354
1644 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); 1355 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1645 1356
1646 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1357 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1647 continue; 1358 continue;
1648 1359
1649 /* Treat alchemy a little differently - most spell effects 1360 /* Treat alchemy a little differently - most spell effects
1655 1366
1656 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next) 1367 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1657 { 1368 {
1658 next = tmp->above; 1369 next = tmp->above;
1659 1370
1660 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1371 if (tmp->weight > 0 && !tmp->flag [FLAG_NO_PICK] &&
1661 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1372 !tmp->flag [FLAG_ALIVE] && !tmp->flag [FLAG_IS_CAULDRON])
1662 { 1373 {
1663 if (tmp->inv) 1374 if (tmp->inv)
1664 { 1375 {
1665 object *next1, *tmp1; 1376 object *next1, *tmp1;
1666 1377
1667 for (tmp1 = tmp->inv; tmp1; tmp1 = next1) 1378 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1668 { 1379 {
1669 next1 = tmp1->below; 1380 next1 = tmp1->below;
1670 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1381 if (tmp1->weight > 0 && !tmp1->flag [FLAG_NO_PICK] &&
1671 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1382 !tmp1->flag [FLAG_ALIVE] && !tmp1->flag [FLAG_IS_CAULDRON])
1672 alchemy_object (tmp1, value, weight); 1383 alchemy_object (tmp1, value, weight);
1673 } 1384 }
1674 } 1385 }
1675 1386
1676 alchemy_object (tmp, value, weight); 1387 alchemy_object (tmp, value, weight);
1678 if (weight > weight_max) 1389 if (weight > weight_max)
1679 break; 1390 break;
1680 } 1391 }
1681 } 1392 }
1682 1393
1394 value -= rndm (value >> 4);
1683 value = min (value, value_max); 1395 value = min (value, value_max);
1684 1396
1685 uint64 count = value / large->value; 1397 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1686 int large_nuggets = count; 1398 if (int nrof = value / nugget [i]->value)
1687 value -= count * large->value;
1688
1689 count = value / small->value;
1690 int small_nuggets = count;
1691
1692 /* Insert all the nuggets at one time. This probably saves time, but
1693 * it also prevents us from alcheming nuggets that were just created
1694 * with this spell.
1695 */ 1399 {
1696 update_map (op, mp, small_nuggets, small, large_nuggets, large, nx, ny); 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);
1406 }
1697 1407
1698 if (weight > weight_max) 1408 if (weight > weight_max)
1699 goto bailout; 1409 goto bailout;
1700 } 1410 }
1701 } 1411 }
1702 1412
1703bailout: 1413bailout:
1704 large->destroy ();
1705 small->destroy ();
1706 return 1; 1414 return 1;
1707} 1415}
1708
1709 1416
1710/* This function removes the cursed/damned status on equipped 1417/* This function removes the cursed/damned status on equipped
1711 * items. 1418 * items.
1712 */ 1419 */
1713int 1420int
1714remove_curse (object *op, object *caster, object *spell) 1421remove_curse (object *op, object *caster, object *spell)
1715{ 1422{
1716 object *tmp;
1717 int success = 0, was_one = 0; 1423 int success = 0, was_one = 0;
1718 1424
1719 for (tmp = op->inv; tmp; tmp = tmp->below) 1425 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1720 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1426 if (tmp->flag [FLAG_APPLIED] &&
1721 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1427 ((tmp->flag [FLAG_CURSED] && spell->flag [FLAG_CURSED]) ||
1722 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1428 (tmp->flag [FLAG_DAMNED] && spell->flag [FLAG_DAMNED])))
1723 { 1429 {
1724 was_one++; 1430 was_one++;
1431
1725 if (tmp->level <= caster_level (caster, spell)) 1432 if (tmp->level <= casting_level (caster, spell))
1726 { 1433 {
1727 success++; 1434 success++;
1728 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1435 if (spell->flag [FLAG_DAMNED])
1729 CLEAR_FLAG (tmp, FLAG_DAMNED); 1436 tmp->clr_flag (FLAG_DAMNED);
1730 1437
1731 CLEAR_FLAG (tmp, FLAG_CURSED); 1438 tmp->clr_flag (FLAG_CURSED);
1732 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1439 tmp->clr_flag (FLAG_KNOWN_CURSED);
1733 tmp->value = 0; /* Still can't sell it */ 1440 tmp->value = 0; /* Still can't sell it */
1734 if (op->type == PLAYER) 1441
1442 if (object *pl = tmp->visible_to ())
1735 esrv_send_item (op, tmp); 1443 esrv_update_item (UPD_FLAGS, pl, tmp);
1736 } 1444 }
1737 } 1445 }
1738 1446
1739 if (op->type == PLAYER) 1447 if (op->type == PLAYER)
1740 { 1448 {
1751 1459
1752 return success; 1460 return success;
1753} 1461}
1754 1462
1755/* Identifies objects in the players inventory/on the ground */ 1463/* Identifies objects in the players inventory/on the ground */
1756
1757int 1464int
1758cast_identify (object *op, object *caster, object *spell) 1465cast_identify (object *op, object *caster, object *spell)
1759{ 1466{
1760 object *tmp; 1467 object *tmp;
1761 int success = 0, num_ident; 1468 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1762 1469
1763 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));
1764
1765 if (num_ident < 1)
1766 num_ident = 1;
1767 1471
1768 for (tmp = op->inv; tmp; tmp = tmp->below) 1472 for (tmp = op->inv; tmp; tmp = tmp->below)
1769 { 1473 {
1770 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1474 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && need_identify (tmp))
1771 { 1475 {
1772 identify (tmp); 1476 identify (tmp);
1773 1477
1774 if (op->type == PLAYER) 1478 if (op->type == PLAYER)
1775 { 1479 {
1776 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));
1777 1481
1778 if (tmp->msg) 1482 if (tmp->msg)
1779 { 1483 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1780 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1781 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1782 }
1783 } 1484 }
1784 1485
1785 num_ident--;
1786 success = 1;
1787 if (!num_ident) 1486 if (!--num_ident)
1788 break; 1487 break;
1789 } 1488 }
1790 } 1489 }
1791 1490
1792 /* 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
1793 * 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
1794 * was not fully used. 1493 * was not fully used.
1795 */ 1494 */
1796 if (num_ident) 1495 if (num_ident)
1797 { 1496 {
1798 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)
1799 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1498 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && need_identify (tmp))
1800 { 1499 {
1801 identify (tmp); 1500 identify (tmp);
1802 1501
1803 if (op->type == PLAYER) 1502 if (object *pl = tmp->visible_to ())
1804 { 1503 {
1805 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));
1806 1505
1807 if (tmp->msg) 1506 if (tmp->msg)
1808 { 1507 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1809 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1810 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1811 }
1812
1813 esrv_send_item (op, tmp);
1814 } 1508 }
1815 1509
1816 num_ident--;
1817 success = 1;
1818 if (!num_ident) 1510 if (!--num_ident)
1819 break; 1511 break;
1820 } 1512 }
1821 } 1513 }
1822 1514
1823 if (!success) 1515 if (buf.empty ())
1824 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 }
1825 else 1520 else
1521 {
1522 if (op->contr)
1523 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1524
1826 spell_effect (spell, op->x, op->y, op->map, op); 1525 spell_effect (spell, op->x, op->y, op->map, op);
1827 1526 return 1;
1828 return success; 1527 }
1829} 1528}
1830 1529
1831int 1530int
1832cast_detection (object *op, object *caster, object *spell, object *skill) 1531cast_detection (object *op, object *caster, object *spell, object *skill)
1833{ 1532{
1838 1537
1839 /* 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
1840 * doing it over and over again. 1539 * doing it over and over again.
1841 */ 1540 */
1842 god = find_god (determine_god (op)); 1541 god = find_god (determine_god (op));
1843 level = caster_level (caster, spell); 1542 level = casting_level (caster, spell);
1844 range = spell->range + SP_level_range_adjust (caster, spell); 1543 range = spell->range + SP_level_range_adjust (caster, spell);
1845 1544
1846 if (!skill) 1545 if (!skill)
1847 skill = caster; 1546 skill = caster;
1848 1547
1849 for (x = op->x - range; x <= op->x + range; x++) 1548 dynbuf buf;
1850 for (y = op->y - range; y <= op->y + range; y++) 1549 unordered_mapwalk (buf, op, -range, -range, range, range)
1851 { 1550 {
1852 m = op->map;
1853 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1854 if (mflags & P_OUT_OF_MAP)
1855 continue;
1856
1857 /* For most of the detections, we only detect objects above the 1551 /* For most of the detections, we only detect objects above the
1858 * floor. But this is not true for show invisible. 1552 * floor. But this is not true for show invisible.
1859 * Basically, we just go and find the top object and work 1553 * Basically, we just go and find the top object and work
1860 * down - that is easier than working up. 1554 * down - that is easier than working up.
1861 */ 1555 */
1862 1556
1863 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)
1864 last = tmp; 1558 last = tmp;
1865 1559
1866 /* 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
1867 * would happen. 1561 * would happen.
1868 */ 1562 */
1869 if (!last) 1563 if (!last)
1870 continue; 1564 continue;
1871 1565
1872 done_one = 0; 1566 done_one = 0;
1873 floor = 0; 1567 floor = 0;
1874 detect = NULL; 1568 detect = 0;
1875 for (tmp = last; tmp; tmp = tmp->below) 1569 for (tmp = last; tmp; tmp = tmp->below)
1876 { 1570 {
1877 /* show invisible */ 1571 /* show invisible */
1878 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1572 if (spell->flag [FLAG_MAKE_INVIS]
1879 /* Might there be other objects that we can make visible? */ 1573 /* Might there be other objects that we can make visible? */
1880 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1574 && (tmp->invisible && (tmp->flag [FLAG_MONSTER]
1881 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1575 || (tmp->type == PLAYER && !tmp->flag [FLAG_WIZ])
1882 tmp->type == CF_HANDLE || 1576 || tmp->type == T_HANDLE
1883 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
1884 tmp->type == BUTTON || tmp->type == TELEPORTER || 1581 || tmp->type == TELEPORTER
1582 || tmp->type == GATE
1885 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1583 || tmp->type == LOCKED_DOOR
1886 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)
1887 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1587 || tmp->type == TRIGGER_PEDESTAL
1888 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)))
1889 { 1593 {
1594 printf ("show inv %s\n", tmp->debug_desc());//D
1890 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)
1891 { 1596 {
1892 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
1893 done_one = 1; 1674 done_one = 1;
1894 } 1675 }
1895 } 1676 }
1896
1897 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1898 floor = 1;
1899
1900 /* All detections below this point don't descend beneath the floor,
1901 * so just continue on. We could be clever and look at the type of
1902 * detection to completely break out if we don't care about objects beneath
1903 * the floor, but once we get to the floor, not likely a very big issue anyways.
1904 */
1905 if (floor)
1906 continue;
1907
1908 /* I had thought about making detect magic and detect curse
1909 * show the flash the magic item like it does for detect monster.
1910 * however, if the object is within sight, this would then make it
1911 * difficult to see what object is magical/cursed, so the
1912 * effect wouldn't be as apparant.
1913 */
1914
1915 /* detect magic */
1916 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1917 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1918 {
1919 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1920 /* make runes more visibile */
1921 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1922 tmp->stats.Cha /= 4;
1923 done_one = 1;
1924 }
1925 /* detect monster */
1926 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1927 {
1928 done_one = 2;
1929 if (!detect)
1930 detect = tmp;
1931 }
1932 /* Basically, if race is set in the spell, then the creatures race must
1933 * match that. if the spell race is set to GOD, then the gods opposing
1934 * race must match.
1935 */
1936 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1937 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) ||
1938 (strstr (spell->race, tmp->race))))
1939 {
1940 done_one = 2;
1941 if (!detect)
1942 detect = tmp;
1943 }
1944 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1945 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1946 {
1947 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1948 done_one = 1;
1949 }
1950 } /* for stack of objects on this space */ 1677 } /* for stack of objects on this space */
1951 1678
1952 /* 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
1953 * where the magic is. 1680 * where the magic is.
1954 */ 1681 */
1955 if (done_one) 1682 if (done_one)
1956 { 1683 {
1957 object *detect_ob = arch_to_object (spell->other_arch); 1684 object *detect_ob = spell->other_arch->instance ();
1958 1685
1959 /* if this is set, we want to copy the face */ 1686 /* if this is set, we want to copy the face */
1960 if (done_one == 2 && detect) 1687 if (done_one == 2 && detect)
1961 { 1688 {
1962 detect_ob->face = detect->face; 1689 detect_ob->face = detect->face;
1963 detect_ob->animation_id = detect->animation_id; 1690 detect_ob->animation_id = detect->animation_id;
1964 detect_ob->anim_speed = detect->anim_speed; 1691 detect_ob->anim_speed = detect->anim_speed;
1965 detect_ob->last_anim = 0; 1692 detect_ob->last_anim = 0;
1966 /* by default, the detect_ob is already animated */ 1693 /* by default, the detect_ob is already animated */
1967 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1694 if (!detect->flag [FLAG_ANIMATE])
1968 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1695 detect_ob->clr_flag (FLAG_ANIMATE);
1969 } 1696 }
1970 1697
1971 m->insert (detect_ob, nx, ny, op); 1698 m->insert (detect_ob, nx, ny, op, INS_ON_TOP);
1972 } 1699 }
1973 } /* for processing the surrounding spaces */ 1700 } /* for processing the surrounding spaces */
1974 1701
1975 1702
1976 /* 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 */
1977 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])
1978 { 1705 {
1979 done_one = 0; 1706 done_one = 0;
1707
1980 for (tmp = op->inv; tmp; tmp = tmp->below) 1708 for (tmp = op->inv; tmp; tmp = tmp->below)
1981 { 1709 {
1982 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1710 if (!tmp->invisible && !tmp->flag [FLAG_IDENTIFIED])
1983 { 1711 {
1984 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])
1985 { 1713 {
1986 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1714 tmp->set_flag (FLAG_KNOWN_MAGICAL);
1987 if (op->type == PLAYER) 1715
1716 if (object *pl = tmp->visible_to ())
1988 esrv_send_item (op, tmp); 1717 esrv_update_item (UPD_FLAGS, pl, tmp);
1989 } 1718 }
1990 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1719
1991 (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]))
1992 { 1722 {
1993 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1723 tmp->set_flag (FLAG_KNOWN_CURSED);
1994 if (op->type == PLAYER) 1724
1725 if (object *pl = tmp->visible_to ())
1995 esrv_send_item (op, tmp); 1726 esrv_update_item (UPD_FLAGS, pl, tmp);
1996 } 1727 }
1997 } /* if item is not identified */ 1728 } /* if item is not identified */
1998 } /* for the players inventory */ 1729 } /* for the players inventory */
1999 } /* if detect magic/curse and object is a player */ 1730 } /* if detect magic/curse and object is a player */
1731
2000 return 1; 1732 return 1;
2001} 1733}
2002 1734
2003 1735
2004/** 1736/**
2017 1749
2018 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.");
2019 1751
2020 if (victim->stats.sp >= victim->stats.maxsp * 2) 1752 if (victim->stats.sp >= victim->stats.maxsp * 2)
2021 { 1753 {
2022 object *tmp;
2023
2024 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1754 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
2025
2026 /* Explodes a fireball centered at player */
2027 tmp = get_archetype (EXPLODING_FIREBALL);
2028 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
2029 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
2030
2031 tmp->insert_at (victim);
2032 victim->stats.sp = 2 * victim->stats.maxsp; 1755 victim->stats.sp = 2 * victim->stats.maxsp;
1756 create_exploding_ball_at (victim, caster_level);
2033 } 1757 }
2034 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1758 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
2035 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.");
2036 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1760 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2037 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!");
2038 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1762 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2039 { 1763 {
2040 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1764 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2064 mflags = get_map_flags (m, &m, x, y, &x, &y); 1788 mflags = get_map_flags (m, &m, x, y, &x, &y);
2065 1789
2066 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1790 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
2067 { 1791 {
2068 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)
2069 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1793 if (plyr != op && plyr->flag [FLAG_ALIVE])
2070 break; 1794 break;
2071 } 1795 }
2072 1796
2073 1797
2074 /* 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
2075 * 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.
2076 */ 1800 */
2077 if (plyr == NULL) 1801 if (plyr == NULL)
2078 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)
2079 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1803 if (plyr != op && plyr->flag [FLAG_ALIVE])
2080 break; 1804 break;
2081 1805
2082 if (!plyr) 1806 if (!plyr)
2083 { 1807 {
2084 new_draw_info (NDI_BLACK, 0, op, "There is no one there."); 1808 op->failmsg ("There is no one there.");
2085 return 0; 1809 return 0;
2086 } 1810 }
2087 /* give sp */ 1811 /* give sp */
2088 if (spell->stats.dam > 0) 1812 if (spell->stats.dam > 0)
2089 { 1813 {
2090 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);
2091 charge_mana_effect (plyr, caster_level (caster, spell)); 1815 charge_mana_effect (plyr, casting_level (caster, spell));
2092 return 1; 1816 return 1;
2093 } 1817 }
2094 /* suck sp away. Can't suck sp from yourself */ 1818 /* suck sp away. Can't suck sp from yourself */
2095 else if (op != plyr) 1819 else if (op != plyr)
2096 { 1820 {
2101 if (rate > 95) 1825 if (rate > 95)
2102 rate = 95; 1826 rate = 95;
2103 1827
2104 sucked = (plyr->stats.sp * rate) / 100; 1828 sucked = (plyr->stats.sp * rate) / 100;
2105 plyr->stats.sp -= sucked; 1829 plyr->stats.sp -= sucked;
2106 if (QUERY_FLAG (op, FLAG_ALIVE)) 1830 if (op->flag [FLAG_ALIVE])
2107 { 1831 {
2108 /* Player doesn't get full credit */ 1832 /* Player doesn't get full credit */
2109 sucked = (sucked * rate) / 100; 1833 sucked = (sucked * rate) / 100;
2110 op->stats.sp += sucked; 1834 op->stats.sp += sucked;
2111 if (sucked > 0) 1835 if (sucked > 0)
2112 { 1836 {
2113 charge_mana_effect (op, caster_level (caster, spell)); 1837 charge_mana_effect (op, casting_level (caster, spell));
2114 } 1838 }
2115 } 1839 }
2116 return 1; 1840 return 1;
2117 } 1841 }
2118 return 0; 1842 return 0;
2160 /* Basically, if the object is magical and not counterspell, 1884 /* Basically, if the object is magical and not counterspell,
2161 * we will more or less remove the object. Don't counterspell 1885 * we will more or less remove the object. Don't counterspell
2162 * monsters either. 1886 * monsters either.
2163 */ 1887 */
2164 1888
2165 if (head->attacktype & AT_MAGIC && 1889 if (head->attacktype & AT_MAGIC
2166 !(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))
2167 head->destroy (); 1893 head->destroy ();
2168 else 1894 else
2169 switch (head->type) 1895 switch (head->type)
2170 { 1896 {
2171 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
2172 if (op->level > head->level) 1903 if (op->level > head->level)
2173 head->destroy (); 1904 head->destroy ();
2174 1905
2175 break; 1906 break;
2176 1907
2187 break; 1918 break;
2188 } 1919 }
2189 } 1920 }
2190} 1921}
2191 1922
2192
2193
2194/* cast_consecrate() - a spell to make an altar your god's */ 1923/* cast_consecrate() - a spell to make an altar your god's */
2195int 1924int
2196cast_consecrate (object *op, object *caster, object *spell) 1925cast_consecrate (object *op, object *caster, object *spell)
2197{ 1926{
2198 char buf[MAX_BUF]; 1927 char buf[MAX_BUF];
2199 1928
2200 object *tmp, *god = find_god (determine_god (op)); 1929 object *tmp, *god = find_god (determine_god (op));
2201 1930
2202 if (!god) 1931 if (!god)
2203 { 1932 {
2204 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!");
2205 return 0; 1934 return 0;
2206 } 1935 }
2207 1936
2208 for (tmp = op->below; tmp; tmp = tmp->below) 1937 for (tmp = op->below; tmp; tmp = tmp->below)
2209 { 1938 {
2210 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1939 if (tmp->flag [FLAG_IS_FLOOR])
2211 break; 1940 break;
2212 if (tmp->type == HOLY_ALTAR) 1941 if (tmp->type == HOLY_ALTAR)
2213 { 1942 {
2214 1943
2215 if (tmp->level > caster_level (caster, spell)) 1944 if (tmp->level > casting_level (caster, spell))
2216 { 1945 {
2217 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);
2218 return 0; 1947 return 0;
2219 } 1948 }
2220 else 1949 else
2221 { 1950 {
2222 /* If we got here, we are consecrating an altar */ 1951 /* If we got here, we are consecrating an altar */
2223 sprintf (buf, "Altar of %s", &god->name); 1952 sprintf (buf, "Altar of %s", &god->name);
2224 tmp->name = buf; 1953 tmp->name = buf;
2225 tmp->level = caster_level (caster, spell); 1954 tmp->level = casting_level (caster, spell);
2226 tmp->other_arch = god->arch; 1955 tmp->other_arch = god->arch;
1956
2227 if (op->type == PLAYER) 1957 if (op->type == PLAYER)
2228 esrv_update_item (UPD_NAME, op, tmp); 1958 esrv_update_item (UPD_NAME, op, tmp);
1959
2229 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);
2230 return 1; 1961 return 1;
2231 } 1962 }
2232 } 1963 }
2233 } 1964 }
2234 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!");
2235 return 0; 1967 return 0;
2236} 1968}
2237 1969
2238/* animate_weapon - 1970/* animate_weapon -
2239 * 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.
2243 * 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,
2244 * 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
2245 * 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
2246 * player checks. MSW 2003-01-06 1978 * player checks. MSW 2003-01-06
2247 */ 1979 */
2248
2249int 1980int
2250animate_weapon (object *op, object *caster, object *spell, int dir) 1981animate_weapon (object *op, object *caster, object *spell, int dir)
2251{ 1982{
2252 object *weapon, *tmp; 1983 object *weapon, *tmp;
2253 char buf[MAX_BUF]; 1984 char buf[MAX_BUF];
2254 int a, i; 1985 int a, i;
2255 sint16 x, y; 1986 sint16 x, y;
2256 maptile *m; 1987 maptile *m;
2257 materialtype_t *mt;
2258 1988
2259 if (!spell->other_arch) 1989 if (!spell->other_arch)
2260 { 1990 {
2261 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1991 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2262 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);
2265 /* exit if it's not a player using this spell. */ 1995 /* exit if it's not a player using this spell. */
2266 if (op->type != PLAYER) 1996 if (op->type != PLAYER)
2267 return 0; 1997 return 0;
2268 1998
2269 /* if player already has a golem, abort */ 1999 /* if player already has a golem, abort */
2270 if (op->contr->ranges[range_golem]) 2000 if (object *golem = op->contr->golem)
2271 { 2001 {
2272 control_golem (op->contr->ranges[range_golem], dir); 2002 control_golem (golem, dir);
2273 return 0; 2003 return 0;
2274 } 2004 }
2275 2005
2276 /* if no direction specified, pick one */ 2006 /* if no direction specified, pick one */
2277 if (!dir) 2007 if (!dir)
2278 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);
2279 2009
2280 m = op->map; 2010 m = op->map;
2281 x = op->x + freearr_x[dir]; 2011 x = op->x + freearr_x[dir];
2282 y = op->y + freearr_y[dir]; 2012 y = op->y + freearr_y[dir];
2283 2013
2284 /* if there's no place to put the golem, abort */ 2014 /* if there's no place to put the golem, abort */
2285 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)
2286 ((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))
2287 { 2017 {
2288 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2018 op->failmsg ("There is something in the way.");
2289 return 0; 2019 return 0;
2290 } 2020 }
2291 2021
2292 /* Use the weapon marked by the player. */ 2022 /* Use the weapon marked by the player. */
2293 weapon = find_marked_object (op); 2023 weapon = find_marked_object (op);
2294 2024
2295 if (!weapon) 2025 if (!weapon)
2296 { 2026 {
2297 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!");
2298 return 0; 2028 return 0;
2299 } 2029 }
2030
2300 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2031 if (spell->race && weapon->arch->archname != spell->race)
2301 { 2032 {
2302 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2033 op->failmsg ("The spell fails to transform your weapon.");
2303 return 0; 2034 return 0;
2304 } 2035 }
2036
2305 if (weapon->type != WEAPON) 2037 if (weapon->type != WEAPON)
2306 { 2038 {
2307 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.");
2308 return 0; 2040 return 0;
2309 } 2041 }
2310 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2042
2043 if (weapon->flag [FLAG_APPLIED])
2311 { 2044 {
2312 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));
2313 return 0; 2046 return 0;
2314 } 2047 }
2315 2048
2316 if (weapon->nrof > 1) 2049 weapon = weapon->split ();
2317 {
2318 tmp = get_split_ob (weapon, 1);
2319 esrv_send_item (op, weapon);
2320 weapon = tmp;
2321 }
2322 2050
2323 /* create the golem object */ 2051 /* create the golem object */
2324 tmp = arch_to_object (spell->other_arch); 2052 tmp = spell->other_arch->instance ();
2325 2053
2326 /* 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 */
2327 CLEAR_FLAG (tmp, FLAG_MONSTER); 2055 tmp->clr_flag (FLAG_MONSTER);
2328 tmp->stats.exp = 0; 2056 tmp->stats.exp = 0;
2329 add_friendly_object (tmp); 2057 add_friendly_object (tmp);
2330 tmp->type = GOLEM; 2058 tmp->type = GOLEM;
2331 tmp->set_owner (op); 2059 tmp->set_owner (op);
2060 op->contr->golem = tmp;
2332 set_spell_skill (op, caster, spell, tmp); 2061 set_spell_skill (op, caster, spell, tmp);
2333 op->contr->ranges[range_golem] = tmp;
2334 op->contr->shoottype = range_golem;
2335 2062
2336 /* 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
2337 * removed flag - it should only be set if get_split_object was 2064 * removed flag - it should only be set if weapon->split was
2338 * used above. 2065 * used above.
2339 */ 2066 */
2340 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2067 if (!weapon->flag [FLAG_REMOVED])
2341 weapon->remove (); 2068 weapon->remove ();
2342 insert_ob_in_ob (weapon, tmp); 2069
2343 esrv_send_item (op, weapon); 2070 tmp->insert (weapon);
2071
2344 /* 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,
2345 * 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
2346 * body_info, skills, etc) 2074 * body_info, skills, etc)
2347 */ 2075 */
2348 SET_FLAG (tmp, FLAG_USE_WEAPON); 2076 tmp->set_flag (FLAG_USE_WEAPON);
2349 SET_FLAG (weapon, FLAG_APPLIED); 2077 weapon->set_flag (FLAG_APPLIED);
2350 tmp->update_stats (); 2078 tmp->update_stats ();
2351 2079
2352 /* 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
2353 * 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 -
2354 * 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.
2374 2102
2375 /* attacktype */ 2103 /* attacktype */
2376 if (!tmp->attacktype) 2104 if (!tmp->attacktype)
2377 tmp->attacktype = AT_PHYSICAL; 2105 tmp->attacktype = AT_PHYSICAL;
2378 2106
2379 mt = NULL;
2380 if (op->materialname != NULL)
2381 mt = name_to_material (op->materialname);
2382 if (mt != NULL)
2383 {
2384 for (i = 0; i < NROFATTACKS; i++) 2107 for (i = 0; i < NROFATTACKS; i++)
2385 tmp->resist[i] = 50 - (mt->save[i] * 5); 2108 tmp->resist[i] = 50 - (op->material->save[i] * 5);
2386 a = mt->save[0]; 2109
2387 } 2110 a = op->material->save[0];
2388 else 2111
2389 {
2390 for (i = 0; i < NROFATTACKS; i++)
2391 tmp->resist[i] = 5;
2392 a = 10;
2393 }
2394 /* Set weapon's immunity */ 2112 /* Set weapon's immunity */
2395 tmp->resist[ATNR_CONFUSION] = 100; 2113 tmp->resist[ATNR_CONFUSION] = 100;
2396 tmp->resist[ATNR_POISON] = 100; 2114 tmp->resist[ATNR_POISON] = 100;
2397 tmp->resist[ATNR_SLOW] = 100; 2115 tmp->resist[ATNR_SLOW] = 100;
2398 tmp->resist[ATNR_PARALYZE] = 100; 2116 tmp->resist[ATNR_PARALYZE] = 100;
2404 2122
2405 /* 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 */
2406 2124
2407 if (a > 14) 2125 if (a > 14)
2408 a = 14; 2126 a = 14;
2127
2409 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));
2410 2129
2411 /* Determine golem's speed */ 2130 /* Determine golem's speed */
2412 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)));
2413 2132
2423 tmp->state = weapon->state; 2142 tmp->state = weapon->state;
2424 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2143 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2425 } 2144 }
2426 2145
2427 /* 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. */
2428 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));
2429 2148
2430 tmp->speed_left = -1; 2149 tmp->speed_left = -1;
2431 tmp->direction = dir; 2150 tmp->direction = dir;
2432 2151
2433 m->insert (tmp, x, y, op); 2152 m->insert (tmp, x, y, op);
2437/* cast_daylight() - changes the map darkness level *lower* */ 2156/* cast_daylight() - changes the map darkness level *lower* */
2438 2157
2439/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2158/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2440 * This changes the light level for the entire map. 2159 * This changes the light level for the entire map.
2441 */ 2160 */
2442
2443int 2161int
2444cast_change_map_lightlevel (object *op, object *caster, object *spell) 2162cast_change_map_lightlevel (object *op, object *caster, object *spell)
2445{ 2163{
2446 int success; 2164 int success;
2447 2165
2451 success = op->map->change_map_light (spell->stats.dam); 2169 success = op->map->change_map_light (spell->stats.dam);
2452 2170
2453 if (!success) 2171 if (!success)
2454 { 2172 {
2455 if (spell->stats.dam < 0) 2173 if (spell->stats.dam < 0)
2456 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2174 op->failmsg ("It can be no brighter here.");
2457 else 2175 else
2458 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2176 op->failmsg ("It can be no darker here.");
2459 } 2177 }
2178
2460 return success; 2179 return success;
2461} 2180}
2462
2463
2464
2465
2466 2181
2467/* 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.
2468 * 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,
2469 * spell is the spell object itself. 2184 * spell is the spell object itself.
2470 */ 2185 */
2476 2191
2477 new_aura = present_arch_in_ob (spell->other_arch, op); 2192 new_aura = present_arch_in_ob (spell->other_arch, op);
2478 if (new_aura) 2193 if (new_aura)
2479 refresh = 1; 2194 refresh = 1;
2480 else 2195 else
2481 new_aura = arch_to_object (spell->other_arch); 2196 new_aura = spell->other_arch->instance ();
2482 2197
2483 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);
2484 2199
2485 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);
2486 2201
2487 new_aura->set_owner (op);
2488 set_spell_skill (op, caster, spell, new_aura); 2202 set_spell_skill (op, caster, spell, new_aura);
2489 new_aura->attacktype = spell->attacktype; 2203 new_aura->attacktype = spell->attacktype;
2490 2204
2491 new_aura->level = caster_level (caster, spell); 2205 new_aura->level = casting_level (caster, spell);
2206
2492 if (refresh) 2207 if (refresh)
2493 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.");
2494 else 2209 else
2495 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
2496 insert_ob_in_ob (new_aura, op); 2212 insert_ob_in_ob (new_aura, op);
2213 new_aura->set_owner (op);
2214
2497 return 1; 2215 return 1;
2498} 2216}
2499
2500 2217
2501/* 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,
2502 * 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
2503 * around him. 2220 * around him.
2504 * Aura parameters: 2221 * Aura parameters:
2505 * duration: duration counter. 2222 * duration: duration counter.
2506 * attacktype: aura's attacktype 2223 * attacktype: aura's attacktype
2507 * other_arch: archetype to drop where we attack 2224 * other_arch: archetype to drop where we attack
2508 */ 2225 */
2509
2510void 2226void
2511move_aura (object *aura) 2227move_aura (object *aura)
2512{ 2228{
2513 int i, mflags;
2514 object *env;
2515 maptile *m;
2516
2517 /* auras belong in inventories */ 2229 /* auras belong in inventories */
2518 env = aura->env; 2230 object *env = aura->env;
2231 object *owner = aura->owner;
2519 2232
2520 /* no matter what we've gotta remove the aura... 2233 /* no matter what we've gotta remove the aura...
2521 * we'll put it back if its time isn't up. 2234 * we'll put it back if its time isn't up.
2522 */ 2235 */
2523 aura->remove (); 2236 aura->remove ();
2528 aura->destroy (); 2241 aura->destroy ();
2529 return; 2242 return;
2530 } 2243 }
2531 2244
2532 /* auras only exist in inventories */ 2245 /* auras only exist in inventories */
2533 if (env == NULL || env->map == NULL) 2246 if (!env || !env->map)
2534 { 2247 {
2535 aura->destroy (); 2248 aura->destroy ();
2536 return; 2249 return;
2537 } 2250 }
2538 2251
2539 /* we need to jump out of the inventory for a bit 2252 /* we need to jump out of the inventory for a bit
2540 * in order to hit the map conveniently. 2253 * in order to hit the map conveniently.
2541 */ 2254 */
2542 aura->insert_at (env, aura); 2255 aura->insert_at (env, aura);
2543 2256
2544 for (i = 1; i < 9; i++) 2257 for (int i = 1; i < 9; i++)
2545 { 2258 {
2546 sint16 nx, ny; 2259 mapxy pos (env);
2260 pos.move (i);
2547 2261
2548 nx = aura->x + freearr_x[i];
2549 ny = aura->y + freearr_y[i];
2550 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2551
2552 /* Consider the movement tyep of the person with the aura as 2262 /* Consider the movement type of the person with the aura as
2553 * 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
2554 * 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.
2555 */ 2265 */
2556 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)))
2557 { 2267 {
2558 hit_map (aura, i, aura->attacktype, 0); 2268 hit_map (aura, i, aura->attacktype, 0);
2559 2269
2560 if (aura->other_arch) 2270 if (aura->other_arch)
2561 m->insert (arch_to_object (aura->other_arch), nx, ny, aura); 2271 pos.insert (aura->other_arch->instance (), aura);
2562 } 2272 }
2563 } 2273 }
2564 2274
2565 /* put the aura back in the player's inventory */ 2275 /* put the aura back in the player's inventory */
2566 aura->remove (); 2276 env->insert (aura);
2567 insert_ob_in_ob (aura, env); 2277 aura->set_owner (owner);
2568} 2278}
2569 2279
2570/* moves the peacemaker spell. 2280/* moves the peacemaker spell.
2571 * op is the piece object. 2281 * op is the piece object.
2572 */ 2282 */
2573
2574void 2283void
2575move_peacemaker (object *op) 2284move_peacemaker (object *op)
2576{ 2285{
2577 object *tmp; 2286 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2578
2579 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2580 { 2287 {
2581 int atk_lev, def_lev; 2288 int atk_lev, def_lev;
2582 object *victim = tmp; 2289 object *victim = tmp->head_ ();
2583 2290
2584 if (tmp->head) 2291 if (!victim->flag [FLAG_MONSTER])
2585 victim = tmp->head;
2586 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2587 continue; 2292 continue;
2588 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2293
2294 if (victim->flag [FLAG_UNAGGRESSIVE])
2589 continue; 2295 continue;
2296
2590 if (victim->stats.exp == 0) 2297 if (victim->stats.exp == 0)
2591 continue; 2298 continue;
2592 2299
2593 def_lev = MAX (1, victim->level); 2300 def_lev = max (1, victim->level);
2594 atk_lev = MAX (1, op->level); 2301 atk_lev = max (1, op->level);
2595 2302
2596 if (rndm (0, atk_lev - 1) > def_lev) 2303 if (rndm (0, atk_lev - 1) > def_lev)
2597 { 2304 {
2598 /* make this sucker peaceful. */ 2305 /* make this sucker peaceful. */
2599 2306
2307 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2600 change_exp (op->owner, victim->stats.exp, op->skill, 0); 2308 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2601 victim->stats.exp = 0; 2309 victim->stats.exp = 0;
2602#if 0 2310#if 0
2603 /* No idea why these were all set to zero - if something 2311 /* No idea why these were all set to zero - if something
2604 * makes this creature agressive, he should still do damage. 2312 * makes this creature agressive, he should still do damage.
2607 victim->stats.sp = 0; 2315 victim->stats.sp = 0;
2608 victim->stats.grace = 0; 2316 victim->stats.grace = 0;
2609 victim->stats.Pow = 0; 2317 victim->stats.Pow = 0;
2610#endif 2318#endif
2611 victim->attack_movement = RANDO2; 2319 victim->attack_movement = RANDO2;
2612 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2320 victim->set_flag (FLAG_UNAGGRESSIVE);
2613 SET_FLAG (victim, FLAG_RUN_AWAY); 2321 victim->set_flag (FLAG_RUN_AWAY);
2614 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2322 victim->set_flag (FLAG_RANDOM_MOVE);
2615 CLEAR_FLAG (victim, FLAG_MONSTER); 2323 victim->clr_flag (FLAG_MONSTER);
2324
2616 if (victim->name) 2325 if (victim->name)
2617 {
2618 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);
2619 } 2327 }
2620 }
2621 } 2328 }
2622} 2329}
2623
2624 2330
2625/* This writes a rune that contains the appropriate message. 2331/* This writes a rune that contains the appropriate message.
2626 * There really isn't any adjustments we make. 2332 * There really isn't any adjustments we make.
2627 */ 2333 */
2628
2629int 2334int
2630write_mark (object *op, object *spell, const char *msg) 2335write_mark (object *op, object *spell, const char *msg)
2631{ 2336{
2632 char rune[HUGE_BUF];
2633 object *tmp;
2634
2635 if (!msg || msg[0] == 0) 2337 if (!msg || msg[0] == 0)
2636 { 2338 {
2637 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2339 op->failmsg ("Write what?");
2638 return 0; 2340 return 0;
2639 } 2341 }
2640 2342
2641 if (strcasestr_local (msg, "endmsg")) 2343 if (!msg_is_safe (msg))
2642 { 2344 {
2643 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.>");
2644 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);
2645 return 0; 2347 return 0;
2646 } 2348 }
2349
2647 if (!spell->other_arch) 2350 if (!spell->other_arch)
2648 return 0; 2351 return 0;
2649 tmp = arch_to_object (spell->other_arch);
2650 2352
2651 snprintf (rune, sizeof (rune), "%s\n", msg); 2353 object *tmp = spell->other_arch->instance ();
2652 2354
2653 tmp->race = op->name; /*Save the owner of the rune */ 2355 tmp->race = op->name; /*Save the owner of the rune */
2654 tmp->msg = rune; 2356 tmp->msg = msg;
2655 2357
2656 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); 2358 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2359
2657 return 1; 2360 return 1;
2658} 2361}
2362

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