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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.57 by root, Mon Jun 4 13:04:01 2007 UTC vs.
Revision 1.127 by root, Wed Apr 14 02:31:24 2010 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software; you can redistribute it and/or modify it 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * under the terms of the GNU General Public License as published by the Free 9 * the terms of the Affero GNU General Public License as published by the
10 * Software Foundation; either version 2 of the License, or (at your option) 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, but 13 * This program is distributed in the hope that it will be useful,
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * 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 along 18 * You should have received a copy of the Affero GNU General Public License
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 19 * and the GNU General Public License along with this program. If not, see
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail to <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, 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->speed); 112 wand->set_speed (wand->arch->speed);
113 } 113 }
114 114
115 return 1; 115 return 1;
116} 116}
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; 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->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_all_archetypes (at) 240 for_all_archetypes (at_tmp)
246 { 241 {
247 if (at_tmp->type == FOOD || at_tmp->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->stats.food <= food_value && (!at || at_tmp->stats.food > at->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->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 {
375int 381int
376cast_invisible (object *op, object *caster, object *spell_ob) 382cast_invisible (object *op, object *caster, object *spell_ob)
377{ 383{
378 if (op->invisible > 1000) 384 if (op->invisible > 1000)
379 { 385 {
380 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");
381 return 0; 387 return 0;
382 } 388 }
383 389
384 /* 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
385 * and if statement or two. 391 * and if statement or two.
391 397
392 if (op->type == PLAYER) 398 if (op->type == PLAYER)
393 { 399 {
394 op->contr->invis_race = spell_ob->race; 400 op->contr->invis_race = spell_ob->race;
395 401
396 if (QUERY_FLAG (spell_ob, FLAG_MAKE_INVIS)) 402 if (spell_ob->flag [FLAG_MAKE_INVIS])
397 op->contr->tmp_invis = 0; 403 op->contr->tmp_invis = 0;
398 else 404 else
399 op->contr->tmp_invis = 1; 405 op->contr->tmp_invis = 1;
400 406
401 op->contr->hidden = 0; 407 op->contr->hidden = 0;
421/* earth to dust spell. Basically destroys earthwalls in the area. 427/* earth to dust spell. Basically destroys earthwalls in the area.
422 */ 428 */
423int 429int
424cast_earth_to_dust (object *op, object *caster, object *spell_ob) 430cast_earth_to_dust (object *op, object *caster, object *spell_ob)
425{ 431{
426 object *tmp, *next;
427 int range, i, j, mflags; 432 int range, i, j, mflags;
428 sint16 sx, sy; 433 sint16 sx, sy;
429 maptile *m; 434 maptile *m;
430
431 if (op->type != PLAYER)
432 return 0;
433 435
434 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 436 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
435 437
436 for (i = -range; i <= range; i++) 438 for (i = -range; i <= range; i++)
437 for (j = -range; j <= range; j++) 439 for (j = -range; j <= range; j++)
442 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 444 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
443 445
444 if (mflags & P_OUT_OF_MAP) 446 if (mflags & P_OUT_OF_MAP)
445 continue; 447 continue;
446 448
447 // earth to dust tears down everything that can be teared down 449 // earth to dust tears down everything that can be torn down
448 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)
449 { 451 {
450 next = tmp->above; 452 next = tmp->above;
451 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 453
454 if (tmp->flag [FLAG_TEAR_DOWN])
452 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 455 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
453 } 456 }
454 } 457 }
455 458
456 return 1; 459 return 1;
459void 462void
460execute_word_of_recall (object *op) 463execute_word_of_recall (object *op)
461{ 464{
462 if (object *pl = op->in_player ()) 465 if (object *pl = op->in_player ())
463 { 466 {
464 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST)) 467 if (pl->ms ().flags () & P_NO_CLERIC && !pl->flag [FLAG_WIZCAST])
465 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.");
466 else 469 else
467 { 470 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
468 // remove first so we do not call update_stats
469 op->remove ();
470 pl->enter_exit (op);
471 }
472 } 471 }
473 472
474 op->destroy (); 473 op->destroy ();
475} 474}
476 475
492 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.");
493 return 1; 492 return 1;
494 } 493 }
495 494
496 dummy = get_archetype (FORCE_NAME); 495 dummy = get_archetype (FORCE_NAME);
497 if (dummy == NULL) 496
497 if (!dummy)
498 { 498 {
499 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 499 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
500 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); 500 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
501 return 0; 501 return 0;
502 } 502 }
565} 565}
566 566
567int 567int
568perceive_self (object *op) 568perceive_self (object *op)
569{ 569{
570 char buf[MAX_BUF];
571 const char *cp = describe_item (op, op); 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);
590 593
591 if (tmp) 594 if (tmp)
592 for (i = 0; i < NUM_STATS; i++) 595 for (int i = 0; i < NUM_STATS; i++)
593 if (tmp->stats.stat (i) < 0) 596 if (tmp->stats.stat (i) < 0)
594 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -tmp->stats.stat (i)); 597 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
595 } 598 }
596 599
597 if (is_dragon_pl (op)) 600 if (op->is_dragon ())
598 {
599 /* now grab the 'dragon_ability'-force from the player's inventory */ 601 /* now grab the 'dragon_ability'-force from the player's inventory */
600 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 602 for (tmp = op->inv; tmp; tmp = tmp->below)
601 { 603 {
602 if (tmp->type == FORCE && !strcmp (tmp->arch->archname, "dragon_ability_force")) 604 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
603 { 605 {
604 if (tmp->stats.exp == 0) 606 if (tmp->stats.exp == 0)
605 sprintf (buf, "Your metabolism isn't focused on anything."); 607 buf << " - Your metabolism isn't focused on anything.\n";
606 else 608 else
607 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";
608 610
609 new_draw_info (NDI_UNIQUE, 0, op, buf);
610 break; 611 break;
611 } 612 }
612 } 613 }
613 } 614
615 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
614 616
615 return 1; 617 return 1;
616} 618}
617 619
618/* This creates magic walls. Really, it can create most any object, 620/* This creates magic walls. Really, it can create most any object,
644 646
645 if ((spell_ob->move_block || x != op->x || y != op->y) && 647 if ((spell_ob->move_block || x != op->x || y != op->y) &&
646 (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) ||
647 ((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)))
648 { 650 {
649 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 651 op->failmsg ("Something is in the way.");
650 return 0; 652 return 0;
651 } 653 }
652 654
653 if (spell_ob->other_arch) 655 if (spell_ob->other_arch)
654 tmp = arch_to_object (spell_ob->other_arch); 656 tmp = spell_ob->other_arch->instance ();
655 else if (spell_ob->race) 657 else if (spell_ob->race)
656 { 658 {
657 char buf1[MAX_BUF]; 659 char buf1[MAX_BUF];
658 660
659 sprintf (buf1, spell_ob->race, dir); 661 sprintf (buf1, spell_ob->race, dir);
663 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 665 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
664 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 666 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
665 return 0; 667 return 0;
666 } 668 }
667 669
668 tmp = arch_to_object (at); 670 tmp = at->instance ();
669 } 671 }
670 else 672 else
671 { 673 {
672 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);
673 return 0; 675 return 0;
678 tmp->attacktype = spell_ob->attacktype; 680 tmp->attacktype = spell_ob->attacktype;
679 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);
680 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);
681 tmp->range = 0; 683 tmp->range = 0;
682 } 684 }
683 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 685 else if (tmp->flag [FLAG_ALIVE])
684 { 686 {
685 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);
686 tmp->stats.maxhp = tmp->stats.hp; 688 tmp->stats.maxhp = tmp->stats.hp;
687 } 689 }
688 690
689 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])
690 { 692 {
691 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);
692 SET_FLAG (tmp, FLAG_IS_USED_UP); 694 tmp->set_flag (FLAG_IS_USED_UP);
693 } 695 }
694 696
695 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 697 if (spell_ob->flag [FLAG_TEAR_DOWN])
696 { 698 {
697 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);
698 tmp->stats.maxhp = tmp->stats.hp; 700 tmp->stats.maxhp = tmp->stats.hp;
699 SET_FLAG (tmp, FLAG_TEAR_DOWN); 701 tmp->set_flag (FLAG_TEAR_DOWN);
700 SET_FLAG (tmp, FLAG_ALIVE); 702 tmp->set_flag (FLAG_ALIVE);
701 } 703 }
702 704
703 /* 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,
704 * 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
705 * earthwalls, though, so they survive restarts. 707 * earthwalls, though, so they survive restarts.
706 */ 708 */
707 if (tmp->type != EARTHWALL) //TODO 709 if (tmp->type != EARTHWALL) //TODO
708 tmp->set_owner (op); 710 tmp->set_owner (op);
709 711
710 set_spell_skill (op, caster, spell_ob, tmp); 712 set_spell_skill (op, caster, spell_ob, tmp);
711 tmp->level = caster_level (caster, spell_ob) / 2; 713 tmp->level = casting_level (caster, spell_ob) / 2;
712 714
713 name = tmp->name; 715 name = tmp->name;
714 if (!(tmp = m->insert (tmp, x, y, op))) 716 if (!(tmp = m->insert (tmp, x, y, op)))
715 { 717 {
716 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);
717 return 0; 719 return 0;
718 } 720 }
719 721
720 /* 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 */
721 if (tmp->other_arch && tmp->other_arch->type == SPELL) 723 if (tmp->other_arch && tmp->other_arch->type == SPELL)
722 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 724 insert_ob_in_ob (tmp->other_arch->instance (), tmp);
723 725
724 /* This code causes the wall to extend some distance in 726 /* This code causes the wall to extend some distance in
725 * each direction, or until an obstruction is encountered. 727 * each direction, or until an obstruction is encountered.
726 * posblocked and negblocked help determine how far the 728 * posblocked and negblocked help determine how far the
727 * created wall can extend, it won't go extend through 729 * created wall can extend, it won't go extend through
747 object *tmp2 = tmp->clone (); 749 object *tmp2 = tmp->clone ();
748 m->insert (tmp2, x, y, op); 750 m->insert (tmp2, x, y, op);
749 751
750 /* 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 */
751 if (tmp2->other_arch && tmp2->other_arch->type == SPELL) 753 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
752 tmp2->insert (arch_to_object (tmp2->other_arch)); 754 tmp2->insert (tmp2->other_arch->instance ());
753 755
754 } 756 }
755 else 757 else
756 posblocked = 1; 758 posblocked = 1;
757 759
764 { 766 {
765 object *tmp2 = tmp->clone (); 767 object *tmp2 = tmp->clone ();
766 m->insert (tmp2, x, y, op); 768 m->insert (tmp2, x, y, op);
767 769
768 if (tmp2->other_arch && tmp2->other_arch->type == SPELL) 770 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
769 tmp2->insert (arch_to_object (tmp2->other_arch)); 771 tmp2->insert (tmp2->other_arch->instance ());
770 } 772 }
771 else 773 else
772 negblocked = 1; 774 negblocked = 1;
773 } 775 }
774 776
775 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) 777 if (tmp->flag [FLAG_BLOCKSVIEW])
776 update_all_los (op->map, op->x, op->y); 778 update_all_los (op->map, op->x, op->y);
777 779
778 return 1; 780 return 1;
779} 781}
780 782
781int 783int
782dimension_door (object *op, object *caster, object *spob, int dir) 784dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
783{ 785{
784 uint32 dist, maxdist; 786 uint32 dist, maxdist;
785 int mflags; 787 int mflags;
786 maptile *m; 788 maptile *m;
787 sint16 sx, sy; 789 sint16 sx, sy;
789 if (op->type != PLAYER) 791 if (op->type != PLAYER)
790 return 0; 792 return 0;
791 793
792 if (!dir) 794 if (!dir)
793 { 795 {
794 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?"); 796 op->failmsg ("In what direction?");
795 return 0; 797 return 0;
796 } 798 }
797 799
798 /* 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
799 * ever, so put limits in. 801 * ever, so put limits in.
800 */ 802 */
801 maxdist = spob->range + SP_level_range_adjust (caster, spob); 803 maxdist = spob->range + SP_level_range_adjust (caster, spob);
802 804
803 if (op->contr->count) 805 if (spellparam)
804 { 806 {
807 int count = atoi (spellparam);
808
805 if (op->contr->count > maxdist) 809 if (count > maxdist)
806 { 810 {
807 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!"); 811 op->failmsg ("You can't dimension door that far!");
808 return 0; 812 return 0;
809 } 813 }
810 814
811 for (dist = 0; dist < op->contr->count; dist++) 815 for (dist = 0; dist < count; dist++)
812 { 816 {
813 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);
814 818
815 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 819 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
816 break; 820 break;
817 821
818 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)))
819 break; 823 break;
820 } 824 }
821 825
822 if (dist < op->contr->count) 826 if (dist < count)
823 { 827 {
824 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");
825 op->contr->count = 0;
826 return 0; 829 return 0;
827 } 830 }
828
829 op->contr->count = 0;
830 831
831 /* Remove code that puts player on random space on maps. IMO, 832 /* Remove code that puts player on random space on maps. IMO,
832 * 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,
833 * 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
834 * by such squares). Also, there are probably treasure rooms and 835 * by such squares). Also, there are probably treasure rooms and
876 break; 877 break;
877 878
878 } 879 }
879 if (!dist) 880 if (!dist)
880 { 881 {
881 new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n"); 882 op->failmsg ("Your spell failed!\n");
882 return 0; 883 return 0;
883 } 884 }
884 } 885 }
885 886
886 /* Actually move the player now */ 887 /* Actually move the player now */
887 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)))
888 return 1; 889 return 1;
889 890
890 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
891 return 1; 893 return 1;
892} 894}
893
894 895
895/* cast_heal: Heals something. 896/* cast_heal: Heals something.
896 * op is the caster. 897 * op is the caster.
897 * dir is the direction he is casting it in. 898 * dir is the direction he is casting it in.
898 * spell is the spell object. 899 * spell is the spell object.
925 { 926 {
926 /* See how many points we actually heal. Instead of messages 927 /* See how many points we actually heal. Instead of messages
927 * based on type of spell, we instead do messages based 928 * based on type of spell, we instead do messages based
928 * on amount of damage healed. 929 * on amount of damage healed.
929 */ 930 */
930 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 931 if (heal > tmp->stats.maxhp - tmp->stats.hp)
931 heal = tmp->stats.maxhp - tmp->stats.hp; 932 heal = tmp->stats.maxhp - tmp->stats.hp;
933
932 tmp->stats.hp += heal; 934 tmp->stats.hp += heal;
933 935
934 if (tmp->stats.hp >= tmp->stats.maxhp) 936 if (tmp->stats.hp >= tmp->stats.maxhp)
935 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 937 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
936 else if (heal > 50) 938 else if (heal > 50)
945 success = 1; 947 success = 1;
946 } 948 }
947 } 949 }
948 950
949 if (spell->attacktype & AT_DISEASE) 951 if (spell->attacktype & AT_DISEASE)
950 if (cure_disease (tmp, op)) 952 if (cure_disease (tmp, op, spell))
951 success = 1; 953 success = 1;
952 954
953 if (spell->attacktype & AT_POISON) 955 if (spell->attacktype & AT_POISON)
954 { 956 {
955 at = archetype::find ("poisoning"); 957 at = archetype::find (shstr_poisoning);
956 poison = present_arch_in_ob (at, tmp); 958 poison = present_arch_in_ob (at, tmp);
957 if (poison) 959 if (poison)
958 { 960 {
959 success = 1; 961 success = 1;
960 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 962 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
962 } 964 }
963 } 965 }
964 966
965 if (spell->attacktype & AT_CONFUSION) 967 if (spell->attacktype & AT_CONFUSION)
966 { 968 {
967 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 969 poison = present_in_ob_by_name (FORCE, shstr_confusion, tmp);
968 if (poison) 970 if (poison)
969 { 971 {
970 success = 1; 972 success = 1;
971 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 973 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
972 poison->duration = 1; 974 poison->duration = 1;
973 } 975 }
974 } 976 }
975 977
976 if (spell->attacktype & AT_BLIND) 978 if (spell->attacktype & AT_BLIND)
977 { 979 {
978 at = archetype::find ("blindness"); 980 at = archetype::find (shstr_blindness);
979 poison = present_arch_in_ob (at, tmp); 981 poison = present_arch_in_ob (at, tmp);
980 if (poison) 982 if (poison)
981 { 983 {
982 success = 1; 984 success = 1;
983 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.");
1001 tmp->stats.grace = tmp->stats.maxgrace; 1003 tmp->stats.grace = tmp->stats.maxgrace;
1002 success = 1; 1004 success = 1;
1003 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!");
1004 } 1006 }
1005 1007
1006 if (spell->stats.food && tmp->stats.food < 999) 1008 if (spell->stats.food && tmp->stats.food < MAX_FOOD)
1007 { 1009 {
1008 tmp->stats.food += spell->stats.food; 1010 tmp->stats.food += spell->stats.food;
1009 if (tmp->stats.food > 999) 1011 min_it (tmp->stats.food, MAX_FOOD);
1010 tmp->stats.food = 999; 1012
1011 success = 1; 1013 success = 1;
1012 /* 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 */
1013 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");
1014 } 1016 }
1015 1017
1029 "You don't feel any more powerful." 1031 "You don't feel any more powerful."
1030 "You are no easier to look at.", 1032 "You are no easier to look at.",
1031}; 1033};
1032 1034
1033int 1035int
1036change_ability_duration (object *spell, object *caster)
1037{
1038 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1039}
1040
1041int
1034cast_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)
1035{ 1043{
1036 object *force = NULL; 1044 object *force = 0;
1037 int i; 1045 int i;
1038 1046
1039 /* 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. */
1040 object *tmp = dir 1048 object *tmp = dir
1041 ? find_target_for_friendly_spell (op, dir) 1049 ? find_target_for_friendly_spell (op, dir)
1042 : op; 1050 : op;
1043 1051
1044 if (!tmp) 1052 if (!tmp)
1045 return 0; 1053 return 0;
1046 1054
1047 /* 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. */
1055 break; 1063 break;
1056 } 1064 }
1057 else if (spell_ob->race && spell_ob->race == tmp2->name) 1065 else if (spell_ob->race && spell_ob->race == tmp2->name)
1058 { 1066 {
1059 if (!silent) 1067 if (!silent)
1060 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
1061 return 0; 1071 return 0;
1062 } 1072 }
1063 } 1073 }
1064 } 1074 }
1075
1076 int duration = change_ability_duration (spell_ob, caster);
1077
1065 if (force == NULL) 1078 if (force)
1066 {
1067 force = get_archetype (FORCE_NAME);
1068 force->subtype = FORCE_CHANGE_ABILITY;
1069 if (spell_ob->race)
1070 force->name = spell_ob->race;
1071 else
1072 force->name = spell_ob->name;
1073 force->name_pl = spell_ob->name;
1074 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1075
1076 } 1079 {
1077 else
1078 {
1079 int duration;
1080
1081 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1082 if (duration > force->duration) 1080 if (duration > force->duration)
1083 { 1081 {
1084 force->duration = duration; 1082 force->duration = duration;
1085 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.");
1086 } 1084 }
1087 else 1085 else
1088 {
1089 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.");
1090 }
1091 1087
1092 return 1; 1088 return 1;
1093 } 1089 }
1094 1090
1095 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 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
1096 force->speed = 1.0; 1106 force->speed = 1.0;
1097 force->speed_left = -1.0; 1107 force->speed_left = -1.0;
1098 SET_FLAG (force, FLAG_APPLIED); 1108 force->set_flag (FLAG_APPLIED);
1099 1109
1100 /* Now start processing the effects. First, protections */ 1110 /* Now start processing the effects. First, protections */
1101 for (i = 0; i < NROFATTACKS; i++) 1111 for (i = 0; i < NROFATTACKS; i++)
1102 { 1112 {
1103 if (spell_ob->resist[i]) 1113 if (spell_ob->resist[i])
1133 } 1143 }
1134 } 1144 }
1135 1145
1136 force->move_type = spell_ob->move_type; 1146 force->move_type = spell_ob->move_type;
1137 1147
1138 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK)) 1148 if (spell_ob->flag [FLAG_SEE_IN_DARK])
1139 SET_FLAG (force, FLAG_SEE_IN_DARK); 1149 force->set_flag (FLAG_SEE_IN_DARK);
1140 1150
1141 if (QUERY_FLAG (spell_ob, FLAG_XRAYS)) 1151 if (spell_ob->flag [FLAG_XRAYS])
1142 SET_FLAG (force, FLAG_XRAYS); 1152 force->set_flag (FLAG_XRAYS);
1143 1153
1144 /* Haste/bonus speed */ 1154 /* Haste/bonus speed */
1145 if (spell_ob->stats.exp) 1155 if (spell_ob->stats.exp)
1146 { 1156 {
1147 if (op->speed > 0.5f) 1157 if (op->speed > 0.5f)
1167 */ 1177 */
1168int 1178int
1169cast_bless (object *op, object *caster, object *spell_ob, int dir) 1179cast_bless (object *op, object *caster, object *spell_ob, int dir)
1170{ 1180{
1171 int i; 1181 int i;
1172 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1182 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1173 1183
1174 /* 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. */
1175 if (dir != 0) 1185 if (dir != 0)
1176 { 1186 {
1177 tmp = find_target_for_friendly_spell (op, dir); 1187 tmp = find_target_for_friendly_spell (op, dir);
1188
1189 if (!tmp)
1190 return 0;
1178 } 1191 }
1179 else 1192 else
1180 {
1181 tmp = op; 1193 tmp = op;
1182 }
1183 1194
1184 /* 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. */
1185 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1196 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1186 { 1197 {
1187 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1198 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1188 { 1199 {
1189 if (tmp2->name == spell_ob->name) 1200 if (tmp2->name == spell_ob->name)
1190 { 1201 {
1196 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);
1197 return 0; 1208 return 0;
1198 } 1209 }
1199 } 1210 }
1200 } 1211 }
1212
1201 if (force == NULL) 1213 if (force == NULL)
1202 { 1214 {
1203 force = get_archetype (FORCE_NAME); 1215 force = get_archetype (FORCE_NAME);
1204 force->subtype = FORCE_CHANGE_ABILITY; 1216 force->subtype = FORCE_CHANGE_ABILITY;
1205 if (spell_ob->race) 1217 if (spell_ob->race)
1226 return 0; 1238 return 0;
1227 } 1239 }
1228 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;
1229 force->speed = 1.0; 1241 force->speed = 1.0;
1230 force->speed_left = -1.0; 1242 force->speed_left = -1.0;
1231 SET_FLAG (force, FLAG_APPLIED); 1243 force->set_flag (FLAG_APPLIED);
1232 1244
1233 if (!god) 1245 if (!god)
1234 { 1246 {
1235 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty."); 1247 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1236 } 1248 }
1237 else 1249 else
1238 { 1250 {
1239 /* Only give out good benefits, and put a max on it */ 1251 /* Only give out good benefits, and put a max on it */
1240 for (i = 0; i < NROFATTACKS; i++) 1252 for (i = 0; i < NROFATTACKS; i++)
1241 {
1242 if (god->resist[i] > 0) 1253 if (god->resist[i] > 0)
1243 {
1244 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]);
1245 } 1255
1246 }
1247 force->path_attuned |= god->path_attuned; 1256 force->path_attuned |= god->path_attuned;
1248 1257
1249 if (spell_ob->attacktype) 1258 if (spell_ob->attacktype)
1250 force->slaying = god->slaying; 1259 force->slaying = god->slaying;
1251 1260
1270} 1279}
1271 1280
1272/* Alchemy code by Mark Wedel 1281/* Alchemy code by Mark Wedel
1273 * 1282 *
1274 * This code adds a new spell, called alchemy. Alchemy will turn 1283 * This code adds a new spell, called alchemy. Alchemy will turn
1275 * objects to gold nuggets, the value of the gold nuggets being 1284 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1276 * about 90% of that of the item itself. It uses the value of the
1277 * object before charisma adjustments, because the nuggets themselves
1278 * will be will be adjusted by charisma when sold.
1279 * 1285 *
1280 * 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
1281 * the maximum number of large nuggets you could get. 1287 * itself. It uses the value of the object before charisma adjustments,
1282 * 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
1283 * to the max amount of small nuggets as you could get. 1289 * when sold.
1284 *
1285 * For example, if an item is worth 110 gold, you will get
1286 * 4 large nuggets, and from 0-10 small nuggets.
1287 * 1290 *
1288 * 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
1289 * 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
1290 * alchemised. 1293 * alchemised.
1291 */ 1294 */
1292static void 1295static void
1293alchemy_object (object *obj, uint64 &total_value, int &total_weight) 1296alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1294{ 1297{
1295 uint64 value = query_cost (obj, NULL, F_TRUE); 1298 uint64 value = query_cost (obj, NULL, F_TRUE);
1296 1299
1297 /* Give third price when we alchemy money (This should hopefully 1300 /* Give third price when we alchemy money (this should hopefully
1298 * 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
1299 * the nuggets, alchemy the gold from that, etc. 1302 * the nuggets, alchemy the gold from that, etc.
1300 * Otherwise, give 9 silver on the gold for other objects, 1303 * Otherwise, give 9 silver on the gold for other objects,
1301 * so that it would still be more affordable to haul 1304 * so that it would still be more affordable to haul
1302 * the stuff back to town. 1305 * the stuff back to town.
1303 */ 1306 */
1304 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1307 if (obj->flag [FLAG_UNPAID])
1305 value = 0; 1308 value = 0;
1306 else if (obj->type == MONEY || obj->type == GEM) 1309 else if (obj->type == MONEY || obj->type == GEM)
1307 value /= 3; 1310 value /= 3;
1308 else 1311 else
1309 value = value * 9 / 10; 1312 value = value * 9 / 10;
1314 total_weight += obj->total_weight (); 1317 total_weight += obj->total_weight ();
1315 1318
1316 obj->destroy (); 1319 obj->destroy ();
1317} 1320}
1318 1321
1319static void
1320update_map (object *op, maptile *m, int small_nuggets, object *small, int large_nuggets, object *large, int x, int y)
1321{
1322 int flag = 0;
1323
1324 /* Put any nuggets below the player, but we can only pass this
1325 * flag if we are on the same space as the player
1326 */
1327 if (x == op->x && y == op->y && op->map == m)
1328 flag = INS_BELOW_ORIGINATOR;
1329
1330 if (small_nuggets)
1331 {
1332 object *tmp = small->clone ();
1333 tmp->nrof = small_nuggets;
1334 m->insert (tmp, x, y, op, flag);
1335 }
1336
1337 if (large_nuggets)
1338 {
1339 object *tmp = large->clone ();
1340 tmp->nrof = large_nuggets;
1341 m->insert (tmp, x, y, op, flag);
1342 }
1343
1344 if (object *pl = m->at (x, y).player ())
1345 if (pl->contr->ns)
1346 pl->contr->ns->look_position = 0;
1347}
1348
1349int 1322int
1350alchemy (object *op, object *caster, object *spell_ob) 1323alchemy (object *op, object *caster, object *spell_ob)
1351{ 1324{
1352 if (op->type != PLAYER) 1325 if (op->type != PLAYER)
1353 return 0; 1326 return 0;
1354 1327
1355 object *large = get_archetype ("largenugget"); 1328 archetype *nugget[3];
1356 object *small = get_archetype ("smallnugget"); 1329
1330 nugget[0] = archetype::find (shstr_pyrite3);
1331 nugget[1] = archetype::find (shstr_pyrite2);
1332 nugget[2] = archetype::find (shstr_pyrite);
1357 1333
1358 /* 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
1359 * some, and also prevents people from alchemising every table/chair/clock 1335 * some, and also prevents people from alchemising every table/chair/clock
1360 * in sight 1336 * in sight
1361 */ 1337 */
1390 1366
1391 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)
1392 { 1368 {
1393 next = tmp->above; 1369 next = tmp->above;
1394 1370
1395 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1371 if (tmp->weight > 0 && !tmp->flag [FLAG_NO_PICK] &&
1396 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1372 !tmp->flag [FLAG_ALIVE] && !tmp->flag [FLAG_IS_CAULDRON])
1397 { 1373 {
1398 if (tmp->inv) 1374 if (tmp->inv)
1399 { 1375 {
1400 object *next1, *tmp1; 1376 object *next1, *tmp1;
1401 1377
1402 for (tmp1 = tmp->inv; tmp1; tmp1 = next1) 1378 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1403 { 1379 {
1404 next1 = tmp1->below; 1380 next1 = tmp1->below;
1405 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1381 if (tmp1->weight > 0 && !tmp1->flag [FLAG_NO_PICK] &&
1406 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1382 !tmp1->flag [FLAG_ALIVE] && !tmp1->flag [FLAG_IS_CAULDRON])
1407 alchemy_object (tmp1, value, weight); 1383 alchemy_object (tmp1, value, weight);
1408 } 1384 }
1409 } 1385 }
1410 1386
1411 alchemy_object (tmp, value, weight); 1387 alchemy_object (tmp, value, weight);
1413 if (weight > weight_max) 1389 if (weight > weight_max)
1414 break; 1390 break;
1415 } 1391 }
1416 } 1392 }
1417 1393
1394 value -= rndm (value >> 4);
1418 value = min (value, value_max); 1395 value = min (value, value_max);
1419 1396
1420 uint64 count = value / large->value; 1397 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1421 int large_nuggets = count; 1398 if (int nrof = value / nugget [i]->value)
1422 value -= count * large->value;
1423
1424 count = value / small->value;
1425 int small_nuggets = count;
1426
1427 /* Insert all the nuggets at one time. This probably saves time, but
1428 * it also prevents us from alcheming nuggets that were just created
1429 * with this spell.
1430 */ 1399 {
1431 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 }
1432 1407
1433 if (weight > weight_max) 1408 if (weight > weight_max)
1434 goto bailout; 1409 goto bailout;
1435 } 1410 }
1436 } 1411 }
1437 1412
1438bailout: 1413bailout:
1439 large->destroy ();
1440 small->destroy ();
1441 return 1; 1414 return 1;
1442} 1415}
1443
1444 1416
1445/* This function removes the cursed/damned status on equipped 1417/* This function removes the cursed/damned status on equipped
1446 * items. 1418 * items.
1447 */ 1419 */
1448int 1420int
1449remove_curse (object *op, object *caster, object *spell) 1421remove_curse (object *op, object *caster, object *spell)
1450{ 1422{
1451 object *tmp;
1452 int success = 0, was_one = 0; 1423 int success = 0, was_one = 0;
1453 1424
1454 for (tmp = op->inv; tmp; tmp = tmp->below) 1425 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1455 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1426 if (tmp->flag [FLAG_APPLIED] &&
1456 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1427 ((tmp->flag [FLAG_CURSED] && spell->flag [FLAG_CURSED]) ||
1457 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1428 (tmp->flag [FLAG_DAMNED] && spell->flag [FLAG_DAMNED])))
1458 { 1429 {
1459 was_one++; 1430 was_one++;
1431
1460 if (tmp->level <= caster_level (caster, spell)) 1432 if (tmp->level <= casting_level (caster, spell))
1461 { 1433 {
1462 success++; 1434 success++;
1463 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1435 if (spell->flag [FLAG_DAMNED])
1464 CLEAR_FLAG (tmp, FLAG_DAMNED); 1436 tmp->clr_flag (FLAG_DAMNED);
1465 1437
1466 CLEAR_FLAG (tmp, FLAG_CURSED); 1438 tmp->clr_flag (FLAG_CURSED);
1467 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1439 tmp->clr_flag (FLAG_KNOWN_CURSED);
1468 tmp->value = 0; /* Still can't sell it */ 1440 tmp->value = 0; /* Still can't sell it */
1469 if (op->type == PLAYER) 1441
1442 if (object *pl = tmp->visible_to ())
1470 esrv_send_item (op, tmp); 1443 esrv_update_item (UPD_FLAGS, pl, tmp);
1471 } 1444 }
1472 } 1445 }
1473 1446
1474 if (op->type == PLAYER) 1447 if (op->type == PLAYER)
1475 { 1448 {
1486 1459
1487 return success; 1460 return success;
1488} 1461}
1489 1462
1490/* Identifies objects in the players inventory/on the ground */ 1463/* Identifies objects in the players inventory/on the ground */
1491
1492int 1464int
1493cast_identify (object *op, object *caster, object *spell) 1465cast_identify (object *op, object *caster, object *spell)
1494{ 1466{
1495 object *tmp; 1467 object *tmp;
1496 int success = 0, num_ident; 1468 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1497 1469
1498 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));
1499
1500 if (num_ident < 1)
1501 num_ident = 1;
1502 1471
1503 for (tmp = op->inv; tmp; tmp = tmp->below) 1472 for (tmp = op->inv; tmp; tmp = tmp->below)
1504 { 1473 {
1505 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1474 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && need_identify (tmp))
1506 { 1475 {
1507 identify (tmp); 1476 identify (tmp);
1508 1477
1509 if (op->type == PLAYER) 1478 if (op->type == PLAYER)
1510 { 1479 {
1511 new_draw_info_format (NDI_UNIQUE, 0, op, "You identified: %s.", long_desc (tmp, op)); 1480 buf.printf ("You identified: %s.\r", long_desc (tmp, op));
1512 1481
1513 if (tmp->msg) 1482 if (tmp->msg)
1514 { 1483 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1515 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1516 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1517 }
1518 } 1484 }
1519 1485
1520 num_ident--;
1521 success = 1;
1522 if (!num_ident) 1486 if (!--num_ident)
1523 break; 1487 break;
1524 } 1488 }
1525 } 1489 }
1526 1490
1527 /* 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
1529 * was not fully used. 1493 * was not fully used.
1530 */ 1494 */
1531 if (num_ident) 1495 if (num_ident)
1532 { 1496 {
1533 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 1497 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1534 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1498 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && need_identify (tmp))
1535 { 1499 {
1536 identify (tmp); 1500 identify (tmp);
1537 1501
1538 if (op->type == PLAYER) 1502 if (object *pl = tmp->visible_to ())
1539 { 1503 {
1540 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground you identified: %s.", long_desc (tmp, op)); 1504 buf.printf ("On the ground you identified: %s.\r", long_desc (tmp, op));
1541 1505
1542 if (tmp->msg) 1506 if (tmp->msg)
1543 { 1507 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1544 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1545 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1546 }
1547
1548 esrv_send_item (op, tmp);
1549 } 1508 }
1550 1509
1551 num_ident--;
1552 success = 1;
1553 if (!num_ident) 1510 if (!--num_ident)
1554 break; 1511 break;
1555 } 1512 }
1556 } 1513 }
1557 1514
1558 if (!success) 1515 if (buf.empty ())
1559 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 }
1560 else 1520 else
1521 {
1522 if (op->contr)
1523 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1524
1561 spell_effect (spell, op->x, op->y, op->map, op); 1525 spell_effect (spell, op->x, op->y, op->map, op);
1562 1526 return 1;
1563 return success; 1527 }
1564} 1528}
1565 1529
1566int 1530int
1567cast_detection (object *op, object *caster, object *spell, object *skill) 1531cast_detection (object *op, object *caster, object *spell, object *skill)
1568{ 1532{
1573 1537
1574 /* 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
1575 * doing it over and over again. 1539 * doing it over and over again.
1576 */ 1540 */
1577 god = find_god (determine_god (op)); 1541 god = find_god (determine_god (op));
1578 level = caster_level (caster, spell); 1542 level = casting_level (caster, spell);
1579 range = spell->range + SP_level_range_adjust (caster, spell); 1543 range = spell->range + SP_level_range_adjust (caster, spell);
1580 1544
1581 if (!skill) 1545 if (!skill)
1582 skill = caster; 1546 skill = caster;
1583 1547
1584 for (x = op->x - range; x <= op->x + range; x++) 1548 dynbuf buf;
1585 for (y = op->y - range; y <= op->y + range; y++) 1549 unordered_mapwalk (buf, op, -range, -range, range, range)
1586 { 1550 {
1587 m = op->map;
1588 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1589 if (mflags & P_OUT_OF_MAP)
1590 continue;
1591
1592 /* For most of the detections, we only detect objects above the 1551 /* For most of the detections, we only detect objects above the
1593 * floor. But this is not true for show invisible. 1552 * floor. But this is not true for show invisible.
1594 * Basically, we just go and find the top object and work 1553 * Basically, we just go and find the top object and work
1595 * down - that is easier than working up. 1554 * down - that is easier than working up.
1596 */ 1555 */
1597 1556
1598 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)
1599 last = tmp; 1558 last = tmp;
1600 1559
1601 /* 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
1602 * would happen. 1561 * would happen.
1603 */ 1562 */
1604 if (!last) 1563 if (!last)
1605 continue; 1564 continue;
1606 1565
1607 done_one = 0; 1566 done_one = 0;
1608 floor = 0; 1567 floor = 0;
1609 detect = NULL; 1568 detect = 0;
1610 for (tmp = last; tmp; tmp = tmp->below) 1569 for (tmp = last; tmp; tmp = tmp->below)
1611 { 1570 {
1612 /* show invisible */ 1571 /* show invisible */
1613 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1572 if (spell->flag [FLAG_MAKE_INVIS]
1614 /* Might there be other objects that we can make visible? */ 1573 /* Might there be other objects that we can make visible? */
1615 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1574 && (tmp->invisible && (tmp->flag [FLAG_MONSTER]
1616 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1575 || (tmp->type == PLAYER && !tmp->flag [FLAG_WIZ])
1617 tmp->type == CF_HANDLE || 1576 || tmp->type == T_HANDLE
1618 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
1619 tmp->type == BUTTON || tmp->type == TELEPORTER || 1581 || tmp->type == TELEPORTER
1582 || tmp->type == GATE
1620 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1583 || tmp->type == LOCKED_DOOR
1621 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)
1622 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1587 || tmp->type == TRIGGER_PEDESTAL
1623 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)))
1624 { 1593 {
1594 printf ("show inv %s\n", tmp->debug_desc());//D
1625 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)
1626 { 1596 {
1627 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
1628 done_one = 1; 1674 done_one = 1;
1629 } 1675 }
1630 } 1676 }
1631
1632 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1633 floor = 1;
1634
1635 /* All detections below this point don't descend beneath the floor,
1636 * so just continue on. We could be clever and look at the type of
1637 * detection to completely break out if we don't care about objects beneath
1638 * the floor, but once we get to the floor, not likely a very big issue anyways.
1639 */
1640 if (floor)
1641 continue;
1642
1643 /* I had thought about making detect magic and detect curse
1644 * show the flash the magic item like it does for detect monster.
1645 * however, if the object is within sight, this would then make it
1646 * difficult to see what object is magical/cursed, so the
1647 * effect wouldn't be as apparant.
1648 */
1649
1650 /* detect magic */
1651 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1652 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1653 {
1654 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1655 /* make runes more visibile */
1656 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1657 tmp->stats.Cha /= 4;
1658 done_one = 1;
1659 }
1660 /* detect monster */
1661 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1662 {
1663 done_one = 2;
1664 if (!detect)
1665 detect = tmp;
1666 }
1667 /* Basically, if race is set in the spell, then the creatures race must
1668 * match that. if the spell race is set to GOD, then the gods opposing
1669 * race must match.
1670 */
1671 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1672 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) ||
1673 (strstr (spell->race, tmp->race))))
1674 {
1675 done_one = 2;
1676 if (!detect)
1677 detect = tmp;
1678 }
1679 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1680 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1681 {
1682 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1683 done_one = 1;
1684 }
1685 } /* for stack of objects on this space */ 1677 } /* for stack of objects on this space */
1686 1678
1687 /* 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
1688 * where the magic is. 1680 * where the magic is.
1689 */ 1681 */
1690 if (done_one) 1682 if (done_one)
1691 { 1683 {
1692 object *detect_ob = arch_to_object (spell->other_arch); 1684 object *detect_ob = spell->other_arch->instance ();
1693 1685
1694 /* if this is set, we want to copy the face */ 1686 /* if this is set, we want to copy the face */
1695 if (done_one == 2 && detect) 1687 if (done_one == 2 && detect)
1696 { 1688 {
1697 detect_ob->face = detect->face; 1689 detect_ob->face = detect->face;
1698 detect_ob->animation_id = detect->animation_id; 1690 detect_ob->animation_id = detect->animation_id;
1699 detect_ob->anim_speed = detect->anim_speed; 1691 detect_ob->anim_speed = detect->anim_speed;
1700 detect_ob->last_anim = 0; 1692 detect_ob->last_anim = 0;
1701 /* by default, the detect_ob is already animated */ 1693 /* by default, the detect_ob is already animated */
1702 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1694 if (!detect->flag [FLAG_ANIMATE])
1703 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1695 detect_ob->clr_flag (FLAG_ANIMATE);
1704 } 1696 }
1705 1697
1706 m->insert (detect_ob, nx, ny, op); 1698 m->insert (detect_ob, nx, ny, op, INS_ON_TOP);
1707 } 1699 }
1708 } /* for processing the surrounding spaces */ 1700 } /* for processing the surrounding spaces */
1709 1701
1710 1702
1711 /* 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 */
1712 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])
1713 { 1705 {
1714 done_one = 0; 1706 done_one = 0;
1707
1715 for (tmp = op->inv; tmp; tmp = tmp->below) 1708 for (tmp = op->inv; tmp; tmp = tmp->below)
1716 { 1709 {
1717 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1710 if (!tmp->invisible && !tmp->flag [FLAG_IDENTIFIED])
1718 { 1711 {
1719 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])
1720 { 1713 {
1721 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1714 tmp->set_flag (FLAG_KNOWN_MAGICAL);
1722 if (op->type == PLAYER) 1715
1716 if (object *pl = tmp->visible_to ())
1723 esrv_send_item (op, tmp); 1717 esrv_update_item (UPD_FLAGS, pl, tmp);
1724 } 1718 }
1725 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1719
1726 (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]))
1727 { 1722 {
1728 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1723 tmp->set_flag (FLAG_KNOWN_CURSED);
1729 if (op->type == PLAYER) 1724
1725 if (object *pl = tmp->visible_to ())
1730 esrv_send_item (op, tmp); 1726 esrv_update_item (UPD_FLAGS, pl, tmp);
1731 } 1727 }
1732 } /* if item is not identified */ 1728 } /* if item is not identified */
1733 } /* for the players inventory */ 1729 } /* for the players inventory */
1734 } /* if detect magic/curse and object is a player */ 1730 } /* if detect magic/curse and object is a player */
1731
1735 return 1; 1732 return 1;
1736} 1733}
1737 1734
1738 1735
1739/** 1736/**
1752 1749
1753 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.");
1754 1751
1755 if (victim->stats.sp >= victim->stats.maxsp * 2) 1752 if (victim->stats.sp >= victim->stats.maxsp * 2)
1756 { 1753 {
1757 object *tmp;
1758
1759 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1754 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
1760
1761 /* Explodes a fireball centered at player */
1762 tmp = get_archetype (EXPLODING_FIREBALL);
1763 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
1764 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
1765
1766 tmp->insert_at (victim);
1767 victim->stats.sp = 2 * victim->stats.maxsp; 1755 victim->stats.sp = 2 * victim->stats.maxsp;
1756 create_exploding_ball_at (victim, caster_level);
1768 } 1757 }
1769 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1758 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
1770 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.");
1771 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1760 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
1772 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!");
1773 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1762 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
1774 { 1763 {
1775 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1764 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
1799 mflags = get_map_flags (m, &m, x, y, &x, &y); 1788 mflags = get_map_flags (m, &m, x, y, &x, &y);
1800 1789
1801 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1790 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
1802 { 1791 {
1803 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)
1804 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1793 if (plyr != op && plyr->flag [FLAG_ALIVE])
1805 break; 1794 break;
1806 } 1795 }
1807 1796
1808 1797
1809 /* 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
1810 * 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.
1811 */ 1800 */
1812 if (plyr == NULL) 1801 if (plyr == NULL)
1813 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)
1814 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1803 if (plyr != op && plyr->flag [FLAG_ALIVE])
1815 break; 1804 break;
1816 1805
1817 if (!plyr) 1806 if (!plyr)
1818 { 1807 {
1819 new_draw_info (NDI_BLACK, 0, op, "There is no one there."); 1808 op->failmsg ("There is no one there.");
1820 return 0; 1809 return 0;
1821 } 1810 }
1822 /* give sp */ 1811 /* give sp */
1823 if (spell->stats.dam > 0) 1812 if (spell->stats.dam > 0)
1824 { 1813 {
1825 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);
1826 charge_mana_effect (plyr, caster_level (caster, spell)); 1815 charge_mana_effect (plyr, casting_level (caster, spell));
1827 return 1; 1816 return 1;
1828 } 1817 }
1829 /* suck sp away. Can't suck sp from yourself */ 1818 /* suck sp away. Can't suck sp from yourself */
1830 else if (op != plyr) 1819 else if (op != plyr)
1831 { 1820 {
1836 if (rate > 95) 1825 if (rate > 95)
1837 rate = 95; 1826 rate = 95;
1838 1827
1839 sucked = (plyr->stats.sp * rate) / 100; 1828 sucked = (plyr->stats.sp * rate) / 100;
1840 plyr->stats.sp -= sucked; 1829 plyr->stats.sp -= sucked;
1841 if (QUERY_FLAG (op, FLAG_ALIVE)) 1830 if (op->flag [FLAG_ALIVE])
1842 { 1831 {
1843 /* Player doesn't get full credit */ 1832 /* Player doesn't get full credit */
1844 sucked = (sucked * rate) / 100; 1833 sucked = (sucked * rate) / 100;
1845 op->stats.sp += sucked; 1834 op->stats.sp += sucked;
1846 if (sucked > 0) 1835 if (sucked > 0)
1847 { 1836 {
1848 charge_mana_effect (op, caster_level (caster, spell)); 1837 charge_mana_effect (op, casting_level (caster, spell));
1849 } 1838 }
1850 } 1839 }
1851 return 1; 1840 return 1;
1852 } 1841 }
1853 return 0; 1842 return 0;
1897 * monsters either. 1886 * monsters either.
1898 */ 1887 */
1899 1888
1900 if (head->attacktype & AT_MAGIC 1889 if (head->attacktype & AT_MAGIC
1901 && !(head->attacktype & AT_COUNTERSPELL) 1890 && !(head->attacktype & AT_COUNTERSPELL)
1902 && !QUERY_FLAG (head, FLAG_MONSTER) 1891 && !head->flag [FLAG_MONSTER]
1903 && (op->level > head->level)) 1892 && (op->level > head->level))
1904 head->destroy (); 1893 head->destroy ();
1905 else 1894 else
1906 switch (head->type) 1895 switch (head->type)
1907 { 1896 {
1908 case SPELL_EFFECT: 1897 case SPELL_EFFECT:
1909 // XXX: Don't affect floor spelleffects. See also XXX comment 1898 // XXX: Don't affect floor spelleffects. See also XXX comment
1910 // about sanctuary in spell_util.C 1899 // about sanctuary in spell_util.C
1911 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1900 if (tmp->flag [FLAG_IS_FLOOR])
1912 continue; 1901 continue;
1913 1902
1914 if (op->level > head->level) 1903 if (op->level > head->level)
1915 head->destroy (); 1904 head->destroy ();
1916 1905
1929 break; 1918 break;
1930 } 1919 }
1931 } 1920 }
1932} 1921}
1933 1922
1934
1935
1936/* cast_consecrate() - a spell to make an altar your god's */ 1923/* cast_consecrate() - a spell to make an altar your god's */
1937int 1924int
1938cast_consecrate (object *op, object *caster, object *spell) 1925cast_consecrate (object *op, object *caster, object *spell)
1939{ 1926{
1940 char buf[MAX_BUF]; 1927 char buf[MAX_BUF];
1941 1928
1942 object *tmp, *god = find_god (determine_god (op)); 1929 object *tmp, *god = find_god (determine_god (op));
1943 1930
1944 if (!god) 1931 if (!god)
1945 { 1932 {
1946 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!");
1947 return 0; 1934 return 0;
1948 } 1935 }
1949 1936
1950 for (tmp = op->below; tmp; tmp = tmp->below) 1937 for (tmp = op->below; tmp; tmp = tmp->below)
1951 { 1938 {
1952 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1939 if (tmp->flag [FLAG_IS_FLOOR])
1953 break; 1940 break;
1954 if (tmp->type == HOLY_ALTAR) 1941 if (tmp->type == HOLY_ALTAR)
1955 { 1942 {
1956 1943
1957 if (tmp->level > caster_level (caster, spell)) 1944 if (tmp->level > casting_level (caster, spell))
1958 { 1945 {
1959 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);
1960 return 0; 1947 return 0;
1961 } 1948 }
1962 else 1949 else
1963 { 1950 {
1964 /* If we got here, we are consecrating an altar */ 1951 /* If we got here, we are consecrating an altar */
1965 sprintf (buf, "Altar of %s", &god->name); 1952 sprintf (buf, "Altar of %s", &god->name);
1966 tmp->name = buf; 1953 tmp->name = buf;
1967 tmp->level = caster_level (caster, spell); 1954 tmp->level = casting_level (caster, spell);
1968 tmp->other_arch = god->arch; 1955 tmp->other_arch = god->arch;
1956
1969 if (op->type == PLAYER) 1957 if (op->type == PLAYER)
1970 esrv_update_item (UPD_NAME, op, tmp); 1958 esrv_update_item (UPD_NAME, op, tmp);
1959
1971 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);
1972 return 1; 1961 return 1;
1973 } 1962 }
1974 } 1963 }
1975 } 1964 }
1976 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!");
1977 return 0; 1967 return 0;
1978} 1968}
1979 1969
1980/* animate_weapon - 1970/* animate_weapon -
1981 * 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.
1993 object *weapon, *tmp; 1983 object *weapon, *tmp;
1994 char buf[MAX_BUF]; 1984 char buf[MAX_BUF];
1995 int a, i; 1985 int a, i;
1996 sint16 x, y; 1986 sint16 x, y;
1997 maptile *m; 1987 maptile *m;
1998 materialtype_t *mt;
1999 1988
2000 if (!spell->other_arch) 1989 if (!spell->other_arch)
2001 { 1990 {
2002 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1991 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2003 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);
2014 return 0; 2003 return 0;
2015 } 2004 }
2016 2005
2017 /* if no direction specified, pick one */ 2006 /* if no direction specified, pick one */
2018 if (!dir) 2007 if (!dir)
2019 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);
2020 2009
2021 m = op->map; 2010 m = op->map;
2022 x = op->x + freearr_x[dir]; 2011 x = op->x + freearr_x[dir];
2023 y = op->y + freearr_y[dir]; 2012 y = op->y + freearr_y[dir];
2024 2013
2025 /* if there's no place to put the golem, abort */ 2014 /* if there's no place to put the golem, abort */
2026 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)
2027 ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type)) 2016 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2028 { 2017 {
2029 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2018 op->failmsg ("There is something in the way.");
2030 return 0; 2019 return 0;
2031 } 2020 }
2032 2021
2033 /* Use the weapon marked by the player. */ 2022 /* Use the weapon marked by the player. */
2034 weapon = find_marked_object (op); 2023 weapon = find_marked_object (op);
2035 2024
2036 if (!weapon) 2025 if (!weapon)
2037 { 2026 {
2038 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!");
2039 return 0; 2028 return 0;
2040 } 2029 }
2030
2041 if (spell->race && strcmp (weapon->arch->archname, spell->race)) 2031 if (spell->race && weapon->arch->archname != spell->race)
2042 { 2032 {
2043 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2033 op->failmsg ("The spell fails to transform your weapon.");
2044 return 0; 2034 return 0;
2045 } 2035 }
2036
2046 if (weapon->type != WEAPON) 2037 if (weapon->type != WEAPON)
2047 { 2038 {
2048 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.");
2049 return 0; 2040 return 0;
2050 } 2041 }
2051 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2042
2043 if (weapon->flag [FLAG_APPLIED])
2052 { 2044 {
2053 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));
2054 return 0; 2046 return 0;
2055 } 2047 }
2056 2048
2057 if (weapon->nrof > 1) 2049 weapon = weapon->split ();
2058 {
2059 tmp = get_split_ob (weapon, 1);
2060 esrv_send_item (op, weapon);
2061 weapon = tmp;
2062 }
2063 2050
2064 /* create the golem object */ 2051 /* create the golem object */
2065 tmp = arch_to_object (spell->other_arch); 2052 tmp = spell->other_arch->instance ();
2066 2053
2067 /* 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 */
2068 CLEAR_FLAG (tmp, FLAG_MONSTER); 2055 tmp->clr_flag (FLAG_MONSTER);
2069 tmp->stats.exp = 0; 2056 tmp->stats.exp = 0;
2070 add_friendly_object (tmp); 2057 add_friendly_object (tmp);
2071 tmp->type = GOLEM; 2058 tmp->type = GOLEM;
2072 tmp->set_owner (op); 2059 tmp->set_owner (op);
2073 op->contr->golem = tmp; 2060 op->contr->golem = tmp;
2074 set_spell_skill (op, caster, spell, tmp); 2061 set_spell_skill (op, caster, spell, tmp);
2075 2062
2076 /* 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
2077 * removed flag - it should only be set if get_split_object was 2064 * removed flag - it should only be set if weapon->split was
2078 * used above. 2065 * used above.
2079 */ 2066 */
2080 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2067 if (!weapon->flag [FLAG_REMOVED])
2081 weapon->remove (); 2068 weapon->remove ();
2082 2069
2083 insert_ob_in_ob (weapon, tmp); 2070 tmp->insert (weapon);
2084 esrv_send_item (op, weapon); 2071
2085 /* 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,
2086 * 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
2087 * body_info, skills, etc) 2074 * body_info, skills, etc)
2088 */ 2075 */
2089 SET_FLAG (tmp, FLAG_USE_WEAPON); 2076 tmp->set_flag (FLAG_USE_WEAPON);
2090 SET_FLAG (weapon, FLAG_APPLIED); 2077 weapon->set_flag (FLAG_APPLIED);
2091 tmp->update_stats (); 2078 tmp->update_stats ();
2092 2079
2093 /* 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
2094 * 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 -
2095 * 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.
2115 2102
2116 /* attacktype */ 2103 /* attacktype */
2117 if (!tmp->attacktype) 2104 if (!tmp->attacktype)
2118 tmp->attacktype = AT_PHYSICAL; 2105 tmp->attacktype = AT_PHYSICAL;
2119 2106
2120 mt = NULL;
2121 if (op->materialname != NULL)
2122 mt = name_to_material (op->materialname);
2123 if (mt != NULL)
2124 {
2125 for (i = 0; i < NROFATTACKS; i++) 2107 for (i = 0; i < NROFATTACKS; i++)
2126 tmp->resist[i] = 50 - (mt->save[i] * 5); 2108 tmp->resist[i] = 50 - (op->material->save[i] * 5);
2127 a = mt->save[0]; 2109
2128 } 2110 a = op->material->save[0];
2129 else 2111
2130 {
2131 for (i = 0; i < NROFATTACKS; i++)
2132 tmp->resist[i] = 5;
2133 a = 10;
2134 }
2135 /* Set weapon's immunity */ 2112 /* Set weapon's immunity */
2136 tmp->resist[ATNR_CONFUSION] = 100; 2113 tmp->resist[ATNR_CONFUSION] = 100;
2137 tmp->resist[ATNR_POISON] = 100; 2114 tmp->resist[ATNR_POISON] = 100;
2138 tmp->resist[ATNR_SLOW] = 100; 2115 tmp->resist[ATNR_SLOW] = 100;
2139 tmp->resist[ATNR_PARALYZE] = 100; 2116 tmp->resist[ATNR_PARALYZE] = 100;
2145 2122
2146 /* 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 */
2147 2124
2148 if (a > 14) 2125 if (a > 14)
2149 a = 14; 2126 a = 14;
2127
2150 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));
2151 2129
2152 /* Determine golem's speed */ 2130 /* Determine golem's speed */
2153 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)));
2154 2132
2164 tmp->state = weapon->state; 2142 tmp->state = weapon->state;
2165 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2143 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2166 } 2144 }
2167 2145
2168 /* 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. */
2169 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));
2170 2148
2171 tmp->speed_left = -1; 2149 tmp->speed_left = -1;
2172 tmp->direction = dir; 2150 tmp->direction = dir;
2173 2151
2174 m->insert (tmp, x, y, op); 2152 m->insert (tmp, x, y, op);
2178/* cast_daylight() - changes the map darkness level *lower* */ 2156/* cast_daylight() - changes the map darkness level *lower* */
2179 2157
2180/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2158/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2181 * This changes the light level for the entire map. 2159 * This changes the light level for the entire map.
2182 */ 2160 */
2183
2184int 2161int
2185cast_change_map_lightlevel (object *op, object *caster, object *spell) 2162cast_change_map_lightlevel (object *op, object *caster, object *spell)
2186{ 2163{
2187 int success; 2164 int success;
2188 2165
2192 success = op->map->change_map_light (spell->stats.dam); 2169 success = op->map->change_map_light (spell->stats.dam);
2193 2170
2194 if (!success) 2171 if (!success)
2195 { 2172 {
2196 if (spell->stats.dam < 0) 2173 if (spell->stats.dam < 0)
2197 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2174 op->failmsg ("It can be no brighter here.");
2198 else 2175 else
2199 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2176 op->failmsg ("It can be no darker here.");
2200 } 2177 }
2178
2201 return success; 2179 return success;
2202} 2180}
2203
2204
2205
2206
2207 2181
2208/* 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.
2209 * 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,
2210 * spell is the spell object itself. 2184 * spell is the spell object itself.
2211 */ 2185 */
2217 2191
2218 new_aura = present_arch_in_ob (spell->other_arch, op); 2192 new_aura = present_arch_in_ob (spell->other_arch, op);
2219 if (new_aura) 2193 if (new_aura)
2220 refresh = 1; 2194 refresh = 1;
2221 else 2195 else
2222 new_aura = arch_to_object (spell->other_arch); 2196 new_aura = spell->other_arch->instance ();
2223 2197
2224 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);
2225 2199
2226 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);
2227 2201
2228 new_aura->set_owner (op);
2229 set_spell_skill (op, caster, spell, new_aura); 2202 set_spell_skill (op, caster, spell, new_aura);
2230 new_aura->attacktype = spell->attacktype; 2203 new_aura->attacktype = spell->attacktype;
2231 2204
2232 new_aura->level = caster_level (caster, spell); 2205 new_aura->level = casting_level (caster, spell);
2206
2233 if (refresh) 2207 if (refresh)
2234 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.");
2235 else 2209 else
2236 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
2237 insert_ob_in_ob (new_aura, op); 2212 insert_ob_in_ob (new_aura, op);
2213 new_aura->set_owner (op);
2214
2238 return 1; 2215 return 1;
2239} 2216}
2240
2241 2217
2242/* 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,
2243 * 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
2244 * around him. 2220 * around him.
2245 * Aura parameters: 2221 * Aura parameters:
2246 * duration: duration counter. 2222 * duration: duration counter.
2247 * attacktype: aura's attacktype 2223 * attacktype: aura's attacktype
2248 * other_arch: archetype to drop where we attack 2224 * other_arch: archetype to drop where we attack
2249 */ 2225 */
2250
2251void 2226void
2252move_aura (object *aura) 2227move_aura (object *aura)
2253{ 2228{
2254 int i, mflags;
2255 object *env;
2256 maptile *m;
2257
2258 /* auras belong in inventories */ 2229 /* auras belong in inventories */
2259 env = aura->env; 2230 object *env = aura->env;
2231 object *owner = aura->owner;
2260 2232
2261 /* no matter what we've gotta remove the aura... 2233 /* no matter what we've gotta remove the aura...
2262 * we'll put it back if its time isn't up. 2234 * we'll put it back if its time isn't up.
2263 */ 2235 */
2264 aura->remove (); 2236 aura->remove ();
2269 aura->destroy (); 2241 aura->destroy ();
2270 return; 2242 return;
2271 } 2243 }
2272 2244
2273 /* auras only exist in inventories */ 2245 /* auras only exist in inventories */
2274 if (env == NULL || env->map == NULL) 2246 if (!env || !env->map)
2275 { 2247 {
2276 aura->destroy (); 2248 aura->destroy ();
2277 return; 2249 return;
2278 } 2250 }
2279 2251
2280 /* we need to jump out of the inventory for a bit 2252 /* we need to jump out of the inventory for a bit
2281 * in order to hit the map conveniently. 2253 * in order to hit the map conveniently.
2282 */ 2254 */
2283 aura->insert_at (env, aura); 2255 aura->insert_at (env, aura);
2284 2256
2285 for (i = 1; i < 9; i++) 2257 for (int i = 1; i < 9; i++)
2286 { 2258 {
2287 sint16 nx, ny; 2259 mapxy pos (env);
2260 pos.move (i);
2288 2261
2289 nx = aura->x + freearr_x[i];
2290 ny = aura->y + freearr_y[i];
2291 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2292
2293 /* Consider the movement tyep of the person with the aura as 2262 /* Consider the movement type of the person with the aura as
2294 * 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
2295 * 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.
2296 */ 2265 */
2297 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)))
2298 { 2267 {
2299 hit_map (aura, i, aura->attacktype, 0); 2268 hit_map (aura, i, aura->attacktype, 0);
2300 2269
2301 if (aura->other_arch) 2270 if (aura->other_arch)
2302 m->insert (arch_to_object (aura->other_arch), nx, ny, aura); 2271 pos.insert (aura->other_arch->instance (), aura);
2303 } 2272 }
2304 } 2273 }
2305 2274
2306 /* put the aura back in the player's inventory */ 2275 /* put the aura back in the player's inventory */
2307 aura->remove (); 2276 env->insert (aura);
2308 insert_ob_in_ob (aura, env); 2277 aura->set_owner (owner);
2309} 2278}
2310 2279
2311/* moves the peacemaker spell. 2280/* moves the peacemaker spell.
2312 * op is the piece object. 2281 * op is the piece object.
2313 */ 2282 */
2314
2315void 2283void
2316move_peacemaker (object *op) 2284move_peacemaker (object *op)
2317{ 2285{
2318 object *tmp; 2286 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2319
2320 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2321 { 2287 {
2322 int atk_lev, def_lev; 2288 int atk_lev, def_lev;
2323 object *victim = tmp; 2289 object *victim = tmp->head_ ();
2324 2290
2325 if (tmp->head) 2291 if (!victim->flag [FLAG_MONSTER])
2326 victim = tmp->head;
2327 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2328 continue; 2292 continue;
2329 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2293
2294 if (victim->flag [FLAG_UNAGGRESSIVE])
2330 continue; 2295 continue;
2296
2331 if (victim->stats.exp == 0) 2297 if (victim->stats.exp == 0)
2332 continue; 2298 continue;
2333 2299
2334 def_lev = MAX (1, victim->level); 2300 def_lev = max (1, victim->level);
2335 atk_lev = MAX (1, op->level); 2301 atk_lev = max (1, op->level);
2336 2302
2337 if (rndm (0, atk_lev - 1) > def_lev) 2303 if (rndm (0, atk_lev - 1) > def_lev)
2338 { 2304 {
2339 /* make this sucker peaceful. */ 2305 /* make this sucker peaceful. */
2340 2306
2307 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2341 change_exp (op->owner, victim->stats.exp, op->skill, 0); 2308 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2342 victim->stats.exp = 0; 2309 victim->stats.exp = 0;
2343#if 0 2310#if 0
2344 /* No idea why these were all set to zero - if something 2311 /* No idea why these were all set to zero - if something
2345 * makes this creature agressive, he should still do damage. 2312 * makes this creature agressive, he should still do damage.
2348 victim->stats.sp = 0; 2315 victim->stats.sp = 0;
2349 victim->stats.grace = 0; 2316 victim->stats.grace = 0;
2350 victim->stats.Pow = 0; 2317 victim->stats.Pow = 0;
2351#endif 2318#endif
2352 victim->attack_movement = RANDO2; 2319 victim->attack_movement = RANDO2;
2353 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2320 victim->set_flag (FLAG_UNAGGRESSIVE);
2354 SET_FLAG (victim, FLAG_RUN_AWAY); 2321 victim->set_flag (FLAG_RUN_AWAY);
2355 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2322 victim->set_flag (FLAG_RANDOM_MOVE);
2356 CLEAR_FLAG (victim, FLAG_MONSTER); 2323 victim->clr_flag (FLAG_MONSTER);
2324
2357 if (victim->name) 2325 if (victim->name)
2358 {
2359 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);
2360 } 2327 }
2361 }
2362 } 2328 }
2363} 2329}
2364
2365 2330
2366/* This writes a rune that contains the appropriate message. 2331/* This writes a rune that contains the appropriate message.
2367 * There really isn't any adjustments we make. 2332 * There really isn't any adjustments we make.
2368 */ 2333 */
2369
2370int 2334int
2371write_mark (object *op, object *spell, const char *msg) 2335write_mark (object *op, object *spell, const char *msg)
2372{ 2336{
2373 char rune[HUGE_BUF];
2374 object *tmp;
2375
2376 if (!msg || msg[0] == 0) 2337 if (!msg || msg[0] == 0)
2377 { 2338 {
2378 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2339 op->failmsg ("Write what?");
2379 return 0; 2340 return 0;
2380 } 2341 }
2381 2342
2382 if (strcasestr_local (msg, "endmsg")) 2343 if (!msg_is_safe (msg))
2383 { 2344 {
2384 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.>");
2385 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);
2386 return 0; 2347 return 0;
2387 } 2348 }
2349
2388 if (!spell->other_arch) 2350 if (!spell->other_arch)
2389 return 0; 2351 return 0;
2390 tmp = arch_to_object (spell->other_arch);
2391 2352
2392 snprintf (rune, sizeof (rune), "%s\n", msg); 2353 object *tmp = spell->other_arch->instance ();
2393 2354
2394 tmp->race = op->name; /*Save the owner of the rune */ 2355 tmp->race = op->name; /*Save the owner of the rune */
2395 tmp->msg = rune; 2356 tmp->msg = msg;
2396 2357
2397 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); 2358 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2359
2398 return 1; 2360 return 1;
2399} 2361}
2362

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