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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.62 by root, Sun Jul 1 05:00:20 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 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * 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>
22 */ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <object.h> 26#include <object.h>
26#include <living.h> 27#include <living.h>
61{ 62{
62 object *wand, *tmp; 63 object *wand, *tmp;
63 int ncharges; 64 int ncharges;
64 65
65 wand = find_marked_object (op); 66 wand = find_marked_object (op);
66 if (wand == NULL || wand->type != WAND) 67 if (!wand || wand->type != WAND)
67 { 68 {
68 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.");
69 return 0; 70 return 0;
70 } 71 }
72
71 if (!(random_roll (0, 3, op, PREFER_HIGH))) 73 if (!(random_roll (0, 3, op, PREFER_HIGH)))
72 { 74 {
73 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));
74 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE); 76 op->play_sound (sound_find ("ob_explode"));
75 esrv_del_item (op->contr, wand->count);
76 wand->destroy (); 77 wand->destroy ();
77 tmp = get_archetype ("fireball"); 78 tmp = get_archetype (shstr_fireball);
78 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;
79 80
80 if (!tmp->stats.dam) 81 if (!tmp->stats.dam)
81 tmp->stats.dam = 1; 82 tmp->stats.dam = 1;
82 83
93 94
94 if (wand->inv && wand->inv->level) 95 if (wand->inv && wand->inv->level)
95 ncharges /= wand->inv->level; 96 ncharges /= wand->inv->level;
96 else 97 else
97 { 98 {
98 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));
99 return 0; 100 return 0;
100 } 101 }
101 102
102 if (!ncharges) 103 if (!ncharges)
103 ncharges = 1; 104 ncharges = 1;
104 105
105 wand->stats.food += ncharges; 106 wand->stats.food += ncharges;
106 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));
107 108
108 if (wand->arch && QUERY_FLAG (wand->arch, FLAG_ANIMATE)) 109 if (wand->arch && wand->arch->flag [FLAG_ANIMATE])
109 { 110 {
110 SET_FLAG (wand, FLAG_ANIMATE); 111 wand->set_flag (FLAG_ANIMATE);
111 wand->set_speed (wand->arch->speed); 112 wand->set_speed (wand->arch->speed);
112 } 113 }
113 114
114 return 1; 115 return 1;
115} 116}
122 * great a plus, the default is used. 123 * great a plus, the default is used.
123 * 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
124 * 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
125 * create nonnmagic arrows, or even -1, etc... 126 * create nonnmagic arrows, or even -1, etc...
126 */ 127 */
127
128int 128int
129cast_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)
130{ 130{
131 int missile_plus = 0, bonus_plus = 0; 131 int bonus_plus = 0;
132 const char *missile_name; 132 const char *missile_name = "arrow";
133 object *tmp, *missile;
134 133
135 missile_name = "arrow";
136
137 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 134 for (object *tmp = op->inv; tmp; tmp = tmp->below)
138 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) 135 if (tmp->type == BOW && tmp->flag [FLAG_APPLIED])
139 missile_name = tmp->race; 136 missile_name = tmp->race;
140 137
141 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); 138 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
142 139
143 if (archetype::find (missile_name) == NULL) 140 archetype *missile_arch = archetype::find (missile_name);
141
142 if (!missile_arch)
144 { 143 {
145 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);
146 return 0; 145 return 0;
147 } 146 }
148 147
149 missile = get_archetype (missile_name); 148 object *missile = missile_arch->instance ();
150 149
151 if (stringarg) 150 if (spellparam)
152 { 151 {
153 /* If it starts with a letter, presume it is a description */ 152 /* If it starts with a letter, presume it is a description */
154 if (isalpha (*stringarg)) 153 if (isalpha (*spellparam))
155 { 154 {
156 artifact *al = find_artifactlist (missile->type)->items; 155 artifact *al = find_artifactlist (missile->type)->items;
157 156
158 for (; al; al = al->next) 157 for (; al; al = al->next)
159 if (!strcasecmp (al->item->name, stringarg)) 158 if (!strcasecmp (al->item->name, spellparam))
160 break; 159 break;
161 160
162 if (!al) 161 if (!al)
163 { 162 {
164 missile->destroy (); 163 missile->destroy ();
165 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);
166 return 0; 165 return 0;
167 } 166 }
168 167
169 if (al->item->slaying) 168 if (al->item->slaying)
170 { 169 {
171 missile->destroy (); 170 missile->destroy ();
172 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);
173 return 0; 172 return 0;
174 } 173 }
175 174
176 give_artifact_abilities (missile, al->item); 175 give_artifact_abilities (missile, al->item);
177 /* 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 -
178 * 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
179 * the parsing of having to do both plus and type. 178 * the parsing of having to do both plus and type.
180 */ 179 */
181 bonus_plus = 1 + (al->item->value / 5); 180 bonus_plus = 1 + (al->item->value / 5);
182 missile_plus = 0; 181 missile_plus = 0;
183 } 182 }
184 else if (atoi (stringarg) < missile_plus) 183 else if (atoi (spellparam) < missile_plus)
185 missile_plus = atoi (stringarg); 184 missile_plus = atoi (spellparam);
186 } 185 }
187 186
188 if (missile_plus > 4) 187 missile_plus = clamp (missile_plus, -4, 4);
189 missile_plus = 4;
190 else if (missile_plus < -4)
191 missile_plus = -4;
192 188
193 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 189 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
194 missile->nrof -= 3 * (missile_plus + bonus_plus); 190 missile->nrof -= 3 * (missile_plus + bonus_plus);
195 191
196 if (missile->nrof < 1) 192 if (missile->nrof < 1)
198 194
199 missile->magic = missile_plus; 195 missile->magic = missile_plus;
200 /* Can't get any money for these objects */ 196 /* Can't get any money for these objects */
201 missile->value = 0; 197 missile->value = 0;
202 198
203 SET_FLAG (missile, FLAG_IDENTIFIED); 199 missile->set_flag (FLAG_IDENTIFIED);
204 200
205 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 ())
206 pick_up (op, missile); 202 pick_up (op, missile);
207 203
208 return 1; 204 return 1;
209} 205}
210 206
211 207
212/* allows the choice of what sort of food object to make. 208/* allows the choice of what sort of food object to make.
213 * 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*/
214int 210int
215cast_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)
216{ 212{
217 int food_value; 213 int food_value;
218 archetype *at = NULL; 214 archetype *at = NULL;
219 object *new_op; 215 object *new_op;
220 216
221 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);
222 218
223 if (stringarg) 219 if (spellparam)
224 { 220 {
225 at = find_archetype_by_object_type_name (FOOD, stringarg); 221 at = find_archetype_by_object_type_name (FOOD, spellparam);
226 if (at == NULL) 222 if (at == NULL)
227 at = find_archetype_by_object_type_name (DRINK, stringarg); 223 at = find_archetype_by_object_type_name (DRINK, spellparam);
228 if (at == NULL || at->stats.food > food_value) 224 if (at == NULL || at->stats.food > food_value)
229 stringarg = NULL; 225 spellparam = NULL;
230 } 226 }
231 227
232 if (!stringarg) 228 if (!spellparam)
233 { 229 {
234 archetype *at_tmp; 230 archetype *at_tmp;
235 231
236 /* We try to find the archetype with the maximum food value. 232 /* We try to find the archetype with the maximum food value.
237 * This removes the dependancy of hard coded food values in this 233 * This removes the dependancy of hard coded food values in this
256 && at_tmp->weight < at->weight))) 252 && at_tmp->weight < at->weight)))
257 at = at_tmp; 253 at = at_tmp;
258 } 254 }
259 } 255 }
260 } 256 }
257
261 /* 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
262 * know 259 * know
263 */ 260 */
264 if (!at) 261 if (!at)
265 { 262 {
266 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.");
267 return 0; 264 return 0;
268 } 265 }
269 266
270 food_value /= at->stats.food; 267 food_value /= at->stats.food;
271 new_op = arch_to_object (at); 268 new_op = at->instance ();
272 new_op->nrof = food_value; 269 new_op->nrof = food_value;
273 270
274 new_op->value = 0; 271 new_op->value = 0;
275 if (new_op->nrof < 1) 272 if (new_op->nrof < 1)
276 new_op->nrof = 1; 273 new_op->nrof = 1;
284{ 281{
285 int r, mflags, maxrange; 282 int r, mflags, maxrange;
286 object *tmp; 283 object *tmp;
287 maptile *m; 284 maptile *m;
288 285
289
290 if (!dir) 286 if (!dir)
291 { 287 {
292 examine_monster (op, op); 288 examine_monster (op, op);
293 return 1; 289 return 1;
294 } 290 }
291
295 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 292 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
296 for (r = 1; r < maxrange; r++) 293 for (r = 1; r < maxrange; r++)
297 { 294 {
298 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];
299 296
301 mflags = get_map_flags (m, &m, x, y, &x, &y); 298 mflags = get_map_flags (m, &m, x, y, &x, &y);
302 299
303 if (mflags & P_OUT_OF_MAP) 300 if (mflags & P_OUT_OF_MAP)
304 break; 301 break;
305 302
306 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) 303 if (!op->flag [FLAG_WIZCAST] && (mflags & P_NO_MAGIC))
307 { 304 {
308 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 305 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
309 return 0; 306 return 0;
310 } 307 }
308
311 if (mflags & P_IS_ALIVE) 309 if (mflags & P_IS_ALIVE)
312 { 310 {
313 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)
314 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]))
315 { 313 {
316 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 314 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
317 if (tmp->head != NULL) 315 if (tmp->head != NULL)
318 tmp = tmp->head; 316 tmp = tmp->head;
319 examine_monster (op, tmp); 317 examine_monster (op, tmp);
320 return 1; 318 return 1;
321 } 319 }
322 } 320 }
323 } 321 }
322
324 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); 323 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
325 return 1; 324 return 1;
326} 325}
327
328 326
329/* This checks to see if 'pl' is invisible to 'mon'. 327/* This checks to see if 'pl' is invisible to 'mon'.
330 * does race check, undead check, etc 328 * does race check, undead check, etc
331 * Returns TRUE if mon can't see pl, false 329 * Returns TRUE if mon can't see pl, false
332 * otherwise. This doesn't check range, walls, etc. It 330 * otherwise. This doesn't check range, walls, etc. It
334 * pl is invisible. 332 * pl is invisible.
335 */ 333 */
336int 334int
337makes_invisible_to (object *pl, object *mon) 335makes_invisible_to (object *pl, object *mon)
338{ 336{
339
340 if (!pl->invisible) 337 if (!pl->invisible)
341 return 0; 338 return 0;
339
342 if (pl->type == PLAYER) 340 if (pl->type == PLAYER)
343 { 341 {
344 /* If race isn't set, then invisible unless it is undead */ 342 /* If race isn't set, then invisible unless it is undead */
345 if (!pl->contr->invis_race) 343 if (!pl->contr->invis_race)
346 { 344 {
347 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 345 if (mon->flag [FLAG_UNDEAD])
348 return 0; 346 return 0;
347
349 return 1; 348 return 1;
350 } 349 }
350
351 /* invis_race is set if we get here */ 351 /* invis_race is set if we get here */
352 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 352 if (pl->contr->invis_race == shstr_undead && is_true_undead (mon))
353 return 1; 353 return 1;
354
354 /* No race, can't be invisible to it */ 355 /* No race, can't be invisible to it */
355 if (!mon->race) 356 if (!mon->race)
356 return 0; 357 return 0;
358
357 if (strstr (mon->race, pl->contr->invis_race)) 359 if (mon->race.contains (pl->contr->invis_race))
358 return 1; 360 return 1;
361
359 /* Nothing matched above, return 0 */ 362 /* Nothing matched above, return 0 */
360 return 0; 363 return 0;
361 } 364 }
362 else 365 else
363 { 366 {
378int 381int
379cast_invisible (object *op, object *caster, object *spell_ob) 382cast_invisible (object *op, object *caster, object *spell_ob)
380{ 383{
381 if (op->invisible > 1000) 384 if (op->invisible > 1000)
382 { 385 {
383 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further"); 386 op->failmsg ("You can not extend the duration of your invisibility any further");
384 return 0; 387 return 0;
385 } 388 }
386 389
387 /* Remove the switch with 90% duplicate code - just handle the differences with 390 /* Remove the switch with 90% duplicate code - just handle the differences with
388 * and if statement or two. 391 * and if statement or two.
394 397
395 if (op->type == PLAYER) 398 if (op->type == PLAYER)
396 { 399 {
397 op->contr->invis_race = spell_ob->race; 400 op->contr->invis_race = spell_ob->race;
398 401
399 if (QUERY_FLAG (spell_ob, FLAG_MAKE_INVIS)) 402 if (spell_ob->flag [FLAG_MAKE_INVIS])
400 op->contr->tmp_invis = 0; 403 op->contr->tmp_invis = 0;
401 else 404 else
402 op->contr->tmp_invis = 1; 405 op->contr->tmp_invis = 1;
403 406
404 op->contr->hidden = 0; 407 op->contr->hidden = 0;
424/* earth to dust spell. Basically destroys earthwalls in the area. 427/* earth to dust spell. Basically destroys earthwalls in the area.
425 */ 428 */
426int 429int
427cast_earth_to_dust (object *op, object *caster, object *spell_ob) 430cast_earth_to_dust (object *op, object *caster, object *spell_ob)
428{ 431{
429 object *tmp, *next;
430 int range, i, j, mflags; 432 int range, i, j, mflags;
431 sint16 sx, sy; 433 sint16 sx, sy;
432 maptile *m; 434 maptile *m;
433
434 if (op->type != PLAYER)
435 return 0;
436 435
437 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 436 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
438 437
439 for (i = -range; i <= range; i++) 438 for (i = -range; i <= range; i++)
440 for (j = -range; j <= range; j++) 439 for (j = -range; j <= range; j++)
445 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 444 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
446 445
447 if (mflags & P_OUT_OF_MAP) 446 if (mflags & P_OUT_OF_MAP)
448 continue; 447 continue;
449 448
450 // earth to dust tears down everything that can be teared down 449 // earth to dust tears down everything that can be torn down
451 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next) 450 for (object *next, *tmp = m->at (sx, sy).bot; tmp; tmp = next)
452 { 451 {
453 next = tmp->above; 452 next = tmp->above;
454 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 453
454 if (tmp->flag [FLAG_TEAR_DOWN])
455 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 455 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
456 } 456 }
457 } 457 }
458 458
459 return 1; 459 return 1;
462void 462void
463execute_word_of_recall (object *op) 463execute_word_of_recall (object *op)
464{ 464{
465 if (object *pl = op->in_player ()) 465 if (object *pl = op->in_player ())
466 { 466 {
467 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST)) 467 if (pl->ms ().flags () & P_NO_CLERIC && !pl->flag [FLAG_WIZCAST])
468 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you."); 468 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
469 else 469 else
470 { 470 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
471 // remove first so we do not call update_stats
472 op->remove ();
473 pl->enter_exit (op);
474 }
475 } 471 }
476 472
477 op->destroy (); 473 op->destroy ();
478} 474}
479 475
495 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 491 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
496 return 1; 492 return 1;
497 } 493 }
498 494
499 dummy = get_archetype (FORCE_NAME); 495 dummy = get_archetype (FORCE_NAME);
500 if (dummy == NULL) 496
497 if (!dummy)
501 { 498 {
502 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 499 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
503 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); 500 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
504 return 0; 501 return 0;
505 } 502 }
569 566
570int 567int
571perceive_self (object *op) 568perceive_self (object *op)
572{ 569{
573 const char *cp = describe_item (op, op); 570 const char *cp = describe_item (op, op);
574 archetype *at = archetype::find (ARCH_DEPLETION); 571 archetype *at = archetype::find (shstr_depletion);
575 572
576 dynbuf_text buf; 573 dynbuf_text &buf = msg_dynbuf; buf.clear ();
577 574
578 if (player *pl = op->contr) 575 if (!op->is_player ())
576 return 0;
577
579 if (object *race = archetype::find (op->race)) 578 if (object *race = archetype::find (op->race))
580 buf << "You are a " << (pl->gender ? "female" : "male") << " " << &race->name << ".\n"; 579 buf << " - You are a G<male|female> " << &race->name << ".\n";
581 580
582 if (object *god = find_god (determine_god (op))) 581 if (object *god = find_god (determine_god (op)))
583 buf << "You worship " << &god->name << ".\n"; 582 buf << " - You worship " << &god->name << ".\n";
584 else 583 else
585 buf << "You worship no god.\n"; 584 buf << " - You worship no god.\n";
586 585
587 object *tmp = present_arch_in_ob (at, op); 586 object *tmp = present_arch_in_ob (at, op);
588 587
589 if (*cp == '\0' && tmp == NULL) 588 if (*cp == '\0' && !tmp)
590 buf << "You feel very mundane. "; 589 buf << " - You feel very mundane. ";
591 else 590 else
592 { 591 {
593 buf << "You have: " << cp << ".\n"; 592 buf << " - You have: " << cp << ".\n";
594 593
595 if (tmp) 594 if (tmp)
596 for (int i = 0; i < NUM_STATS; i++) 595 for (int i = 0; i < NUM_STATS; i++)
597 if (tmp->stats.stat (i) < 0) 596 if (tmp->stats.stat (i) < 0)
598 buf.printf ("Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i)); 597 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
599 } 598 }
600 599
601 if (is_dragon_pl (op)) 600 if (op->is_dragon ())
602 /* now grab the 'dragon_ability'-force from the player's inventory */ 601 /* now grab the 'dragon_ability'-force from the player's inventory */
603 for (tmp = op->inv; tmp; tmp = tmp->below) 602 for (tmp = op->inv; tmp; tmp = tmp->below)
604 { 603 {
605 if (tmp->type == FORCE && !strcmp (tmp->arch->archname, "dragon_ability_force")) 604 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
606 { 605 {
607 if (tmp->stats.exp == 0) 606 if (tmp->stats.exp == 0)
608 buf << "Your metabolism isn't focused on anything.\n"; 607 buf << " - Your metabolism isn't focused on anything.\n";
609 else 608 else
610 buf << "Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n"; 609 buf << " - Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
611 610
612 break; 611 break;
613 } 612 }
614 } 613 }
615 614
616 buf << '\0'; // zero-terminate 615 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
617
618 new_draw_info (NDI_UNIQUE, 0, op, buf.linearise ());
619 616
620 return 1; 617 return 1;
621} 618}
622 619
623/* This creates magic walls. Really, it can create most any object, 620/* This creates magic walls. Really, it can create most any object,
649 646
650 if ((spell_ob->move_block || x != op->x || y != op->y) && 647 if ((spell_ob->move_block || x != op->x || y != op->y) &&
651 (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) ||
652 ((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)))
653 { 650 {
654 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 651 op->failmsg ("Something is in the way.");
655 return 0; 652 return 0;
656 } 653 }
657 654
658 if (spell_ob->other_arch) 655 if (spell_ob->other_arch)
659 tmp = arch_to_object (spell_ob->other_arch); 656 tmp = spell_ob->other_arch->instance ();
660 else if (spell_ob->race) 657 else if (spell_ob->race)
661 { 658 {
662 char buf1[MAX_BUF]; 659 char buf1[MAX_BUF];
663 660
664 sprintf (buf1, spell_ob->race, dir); 661 sprintf (buf1, spell_ob->race, dir);
668 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 665 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
669 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 666 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
670 return 0; 667 return 0;
671 } 668 }
672 669
673 tmp = arch_to_object (at); 670 tmp = at->instance ();
674 } 671 }
675 else 672 else
676 { 673 {
677 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);
678 return 0; 675 return 0;
683 tmp->attacktype = spell_ob->attacktype; 680 tmp->attacktype = spell_ob->attacktype;
684 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);
685 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);
686 tmp->range = 0; 683 tmp->range = 0;
687 } 684 }
688 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 685 else if (tmp->flag [FLAG_ALIVE])
689 { 686 {
690 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);
691 tmp->stats.maxhp = tmp->stats.hp; 688 tmp->stats.maxhp = tmp->stats.hp;
692 } 689 }
693 690
694 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])
695 { 692 {
696 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);
697 SET_FLAG (tmp, FLAG_IS_USED_UP); 694 tmp->set_flag (FLAG_IS_USED_UP);
698 } 695 }
699 696
700 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 697 if (spell_ob->flag [FLAG_TEAR_DOWN])
701 { 698 {
702 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);
703 tmp->stats.maxhp = tmp->stats.hp; 700 tmp->stats.maxhp = tmp->stats.hp;
704 SET_FLAG (tmp, FLAG_TEAR_DOWN); 701 tmp->set_flag (FLAG_TEAR_DOWN);
705 SET_FLAG (tmp, FLAG_ALIVE); 702 tmp->set_flag (FLAG_ALIVE);
706 } 703 }
707 704
708 /* 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,
709 * 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
710 * earthwalls, though, so they survive restarts. 707 * earthwalls, though, so they survive restarts.
711 */ 708 */
712 if (tmp->type != EARTHWALL) //TODO 709 if (tmp->type != EARTHWALL) //TODO
713 tmp->set_owner (op); 710 tmp->set_owner (op);
714 711
715 set_spell_skill (op, caster, spell_ob, tmp); 712 set_spell_skill (op, caster, spell_ob, tmp);
716 tmp->level = caster_level (caster, spell_ob) / 2; 713 tmp->level = casting_level (caster, spell_ob) / 2;
717 714
718 name = tmp->name; 715 name = tmp->name;
719 if (!(tmp = m->insert (tmp, x, y, op))) 716 if (!(tmp = m->insert (tmp, x, y, op)))
720 { 717 {
721 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);
722 return 0; 719 return 0;
723 } 720 }
724 721
725 /* 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 */
726 if (tmp->other_arch && tmp->other_arch->type == SPELL) 723 if (tmp->other_arch && tmp->other_arch->type == SPELL)
727 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 724 insert_ob_in_ob (tmp->other_arch->instance (), tmp);
728 725
729 /* This code causes the wall to extend some distance in 726 /* This code causes the wall to extend some distance in
730 * each direction, or until an obstruction is encountered. 727 * each direction, or until an obstruction is encountered.
731 * posblocked and negblocked help determine how far the 728 * posblocked and negblocked help determine how far the
732 * created wall can extend, it won't go extend through 729 * created wall can extend, it won't go extend through
752 object *tmp2 = tmp->clone (); 749 object *tmp2 = tmp->clone ();
753 m->insert (tmp2, x, y, op); 750 m->insert (tmp2, x, y, op);
754 751
755 /* 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 */
756 if (tmp2->other_arch && tmp2->other_arch->type == SPELL) 753 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
757 tmp2->insert (arch_to_object (tmp2->other_arch)); 754 tmp2->insert (tmp2->other_arch->instance ());
758 755
759 } 756 }
760 else 757 else
761 posblocked = 1; 758 posblocked = 1;
762 759
769 { 766 {
770 object *tmp2 = tmp->clone (); 767 object *tmp2 = tmp->clone ();
771 m->insert (tmp2, x, y, op); 768 m->insert (tmp2, x, y, op);
772 769
773 if (tmp2->other_arch && tmp2->other_arch->type == SPELL) 770 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
774 tmp2->insert (arch_to_object (tmp2->other_arch)); 771 tmp2->insert (tmp2->other_arch->instance ());
775 } 772 }
776 else 773 else
777 negblocked = 1; 774 negblocked = 1;
778 } 775 }
779 776
780 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) 777 if (tmp->flag [FLAG_BLOCKSVIEW])
781 update_all_los (op->map, op->x, op->y); 778 update_all_los (op->map, op->x, op->y);
782 779
783 return 1; 780 return 1;
784} 781}
785 782
786int 783int
787dimension_door (object *op, object *caster, object *spob, int dir) 784dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
788{ 785{
789 uint32 dist, maxdist; 786 uint32 dist, maxdist;
790 int mflags; 787 int mflags;
791 maptile *m; 788 maptile *m;
792 sint16 sx, sy; 789 sint16 sx, sy;
794 if (op->type != PLAYER) 791 if (op->type != PLAYER)
795 return 0; 792 return 0;
796 793
797 if (!dir) 794 if (!dir)
798 { 795 {
799 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?"); 796 op->failmsg ("In what direction?");
800 return 0; 797 return 0;
801 } 798 }
802 799
803 /* 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
804 * ever, so put limits in. 801 * ever, so put limits in.
805 */ 802 */
806 maxdist = spob->range + SP_level_range_adjust (caster, spob); 803 maxdist = spob->range + SP_level_range_adjust (caster, spob);
807 804
808 if (op->contr->count) 805 if (spellparam)
809 { 806 {
807 int count = atoi (spellparam);
808
810 if (op->contr->count > maxdist) 809 if (count > maxdist)
811 { 810 {
812 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!"); 811 op->failmsg ("You can't dimension door that far!");
813 return 0; 812 return 0;
814 } 813 }
815 814
816 for (dist = 0; dist < op->contr->count; dist++) 815 for (dist = 0; dist < count; dist++)
817 { 816 {
818 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);
819 818
820 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 819 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
821 break; 820 break;
822 821
823 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)))
824 break; 823 break;
825 } 824 }
826 825
827 if (dist < op->contr->count) 826 if (dist < count)
828 { 827 {
829 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");
830 op->contr->count = 0;
831 return 0; 829 return 0;
832 } 830 }
833
834 op->contr->count = 0;
835 831
836 /* Remove code that puts player on random space on maps. IMO, 832 /* Remove code that puts player on random space on maps. IMO,
837 * 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,
838 * 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
839 * by such squares). Also, there are probably treasure rooms and 835 * by such squares). Also, there are probably treasure rooms and
881 break; 877 break;
882 878
883 } 879 }
884 if (!dist) 880 if (!dist)
885 { 881 {
886 new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n"); 882 op->failmsg ("Your spell failed!\n");
887 return 0; 883 return 0;
888 } 884 }
889 } 885 }
890 886
891 /* Actually move the player now */ 887 /* Actually move the player now */
892 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)))
893 return 1; 889 return 1;
894 890
895 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
896 return 1; 893 return 1;
897} 894}
898
899 895
900/* cast_heal: Heals something. 896/* cast_heal: Heals something.
901 * op is the caster. 897 * op is the caster.
902 * dir is the direction he is casting it in. 898 * dir is the direction he is casting it in.
903 * spell is the spell object. 899 * spell is the spell object.
930 { 926 {
931 /* See how many points we actually heal. Instead of messages 927 /* See how many points we actually heal. Instead of messages
932 * based on type of spell, we instead do messages based 928 * based on type of spell, we instead do messages based
933 * on amount of damage healed. 929 * on amount of damage healed.
934 */ 930 */
935 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 931 if (heal > tmp->stats.maxhp - tmp->stats.hp)
936 heal = tmp->stats.maxhp - tmp->stats.hp; 932 heal = tmp->stats.maxhp - tmp->stats.hp;
933
937 tmp->stats.hp += heal; 934 tmp->stats.hp += heal;
938 935
939 if (tmp->stats.hp >= tmp->stats.maxhp) 936 if (tmp->stats.hp >= tmp->stats.maxhp)
940 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 937 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
941 else if (heal > 50) 938 else if (heal > 50)
950 success = 1; 947 success = 1;
951 } 948 }
952 } 949 }
953 950
954 if (spell->attacktype & AT_DISEASE) 951 if (spell->attacktype & AT_DISEASE)
955 if (cure_disease (tmp, op)) 952 if (cure_disease (tmp, op, spell))
956 success = 1; 953 success = 1;
957 954
958 if (spell->attacktype & AT_POISON) 955 if (spell->attacktype & AT_POISON)
959 { 956 {
960 at = archetype::find ("poisoning"); 957 at = archetype::find (shstr_poisoning);
961 poison = present_arch_in_ob (at, tmp); 958 poison = present_arch_in_ob (at, tmp);
962 if (poison) 959 if (poison)
963 { 960 {
964 success = 1; 961 success = 1;
965 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 962 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
967 } 964 }
968 } 965 }
969 966
970 if (spell->attacktype & AT_CONFUSION) 967 if (spell->attacktype & AT_CONFUSION)
971 { 968 {
972 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 969 poison = present_in_ob_by_name (FORCE, shstr_confusion, tmp);
973 if (poison) 970 if (poison)
974 { 971 {
975 success = 1; 972 success = 1;
976 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 973 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
977 poison->duration = 1; 974 poison->duration = 1;
978 } 975 }
979 } 976 }
980 977
981 if (spell->attacktype & AT_BLIND) 978 if (spell->attacktype & AT_BLIND)
982 { 979 {
983 at = archetype::find ("blindness"); 980 at = archetype::find (shstr_blindness);
984 poison = present_arch_in_ob (at, tmp); 981 poison = present_arch_in_ob (at, tmp);
985 if (poison) 982 if (poison)
986 { 983 {
987 success = 1; 984 success = 1;
988 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.");
1006 tmp->stats.grace = tmp->stats.maxgrace; 1003 tmp->stats.grace = tmp->stats.maxgrace;
1007 success = 1; 1004 success = 1;
1008 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!");
1009 } 1006 }
1010 1007
1011 if (spell->stats.food && tmp->stats.food < 999) 1008 if (spell->stats.food && tmp->stats.food < MAX_FOOD)
1012 { 1009 {
1013 tmp->stats.food += spell->stats.food; 1010 tmp->stats.food += spell->stats.food;
1014 if (tmp->stats.food > 999) 1011 min_it (tmp->stats.food, MAX_FOOD);
1015 tmp->stats.food = 999; 1012
1016 success = 1; 1013 success = 1;
1017 /* 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 */
1018 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");
1019 } 1016 }
1020 1017
1034 "You don't feel any more powerful." 1031 "You don't feel any more powerful."
1035 "You are no easier to look at.", 1032 "You are no easier to look at.",
1036}; 1033};
1037 1034
1038int 1035int
1036change_ability_duration (object *spell, object *caster)
1037{
1038 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1039}
1040
1041int
1039cast_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)
1040{ 1043{
1041 object *force = NULL; 1044 object *force = 0;
1042 int i; 1045 int i;
1043 1046
1044 /* 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. */
1045 object *tmp = dir 1048 object *tmp = dir
1046 ? find_target_for_friendly_spell (op, dir) 1049 ? find_target_for_friendly_spell (op, dir)
1047 : op; 1050 : op;
1048 1051
1049 if (!tmp) 1052 if (!tmp)
1050 return 0; 1053 return 0;
1051 1054
1052 /* 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. */
1060 break; 1063 break;
1061 } 1064 }
1062 else if (spell_ob->race && spell_ob->race == tmp2->name) 1065 else if (spell_ob->race && spell_ob->race == tmp2->name)
1063 { 1066 {
1064 if (!silent) 1067 if (!silent)
1065 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
1066 return 0; 1071 return 0;
1067 } 1072 }
1068 } 1073 }
1069 } 1074 }
1075
1076 int duration = change_ability_duration (spell_ob, caster);
1077
1070 if (force == NULL) 1078 if (force)
1071 {
1072 force = get_archetype (FORCE_NAME);
1073 force->subtype = FORCE_CHANGE_ABILITY;
1074 if (spell_ob->race)
1075 force->name = spell_ob->race;
1076 else
1077 force->name = spell_ob->name;
1078 force->name_pl = spell_ob->name;
1079 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1080
1081 } 1079 {
1082 else
1083 {
1084 int duration;
1085
1086 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1087 if (duration > force->duration) 1080 if (duration > force->duration)
1088 { 1081 {
1089 force->duration = duration; 1082 force->duration = duration;
1090 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.");
1091 } 1084 }
1092 else 1085 else
1093 {
1094 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.");
1095 }
1096 1087
1097 return 1; 1088 return 1;
1098 } 1089 }
1099 1090
1100 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
1101 force->speed = 1.0; 1106 force->speed = 1.0;
1102 force->speed_left = -1.0; 1107 force->speed_left = -1.0;
1103 SET_FLAG (force, FLAG_APPLIED); 1108 force->set_flag (FLAG_APPLIED);
1104 1109
1105 /* Now start processing the effects. First, protections */ 1110 /* Now start processing the effects. First, protections */
1106 for (i = 0; i < NROFATTACKS; i++) 1111 for (i = 0; i < NROFATTACKS; i++)
1107 { 1112 {
1108 if (spell_ob->resist[i]) 1113 if (spell_ob->resist[i])
1138 } 1143 }
1139 } 1144 }
1140 1145
1141 force->move_type = spell_ob->move_type; 1146 force->move_type = spell_ob->move_type;
1142 1147
1143 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK)) 1148 if (spell_ob->flag [FLAG_SEE_IN_DARK])
1144 SET_FLAG (force, FLAG_SEE_IN_DARK); 1149 force->set_flag (FLAG_SEE_IN_DARK);
1145 1150
1146 if (QUERY_FLAG (spell_ob, FLAG_XRAYS)) 1151 if (spell_ob->flag [FLAG_XRAYS])
1147 SET_FLAG (force, FLAG_XRAYS); 1152 force->set_flag (FLAG_XRAYS);
1148 1153
1149 /* Haste/bonus speed */ 1154 /* Haste/bonus speed */
1150 if (spell_ob->stats.exp) 1155 if (spell_ob->stats.exp)
1151 { 1156 {
1152 if (op->speed > 0.5f) 1157 if (op->speed > 0.5f)
1172 */ 1177 */
1173int 1178int
1174cast_bless (object *op, object *caster, object *spell_ob, int dir) 1179cast_bless (object *op, object *caster, object *spell_ob, int dir)
1175{ 1180{
1176 int i; 1181 int i;
1177 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1182 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1178 1183
1179 /* 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. */
1180 if (dir != 0) 1185 if (dir != 0)
1181 { 1186 {
1182 tmp = find_target_for_friendly_spell (op, dir); 1187 tmp = find_target_for_friendly_spell (op, dir);
1188
1189 if (!tmp)
1190 return 0;
1183 } 1191 }
1184 else 1192 else
1185 {
1186 tmp = op; 1193 tmp = op;
1187 }
1188 1194
1189 /* 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. */
1190 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1196 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1191 { 1197 {
1192 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1198 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1193 { 1199 {
1194 if (tmp2->name == spell_ob->name) 1200 if (tmp2->name == spell_ob->name)
1195 { 1201 {
1201 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);
1202 return 0; 1208 return 0;
1203 } 1209 }
1204 } 1210 }
1205 } 1211 }
1212
1206 if (force == NULL) 1213 if (force == NULL)
1207 { 1214 {
1208 force = get_archetype (FORCE_NAME); 1215 force = get_archetype (FORCE_NAME);
1209 force->subtype = FORCE_CHANGE_ABILITY; 1216 force->subtype = FORCE_CHANGE_ABILITY;
1210 if (spell_ob->race) 1217 if (spell_ob->race)
1231 return 0; 1238 return 0;
1232 } 1239 }
1233 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;
1234 force->speed = 1.0; 1241 force->speed = 1.0;
1235 force->speed_left = -1.0; 1242 force->speed_left = -1.0;
1236 SET_FLAG (force, FLAG_APPLIED); 1243 force->set_flag (FLAG_APPLIED);
1237 1244
1238 if (!god) 1245 if (!god)
1239 { 1246 {
1240 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty."); 1247 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1241 } 1248 }
1242 else 1249 else
1243 { 1250 {
1244 /* Only give out good benefits, and put a max on it */ 1251 /* Only give out good benefits, and put a max on it */
1245 for (i = 0; i < NROFATTACKS; i++) 1252 for (i = 0; i < NROFATTACKS; i++)
1246 {
1247 if (god->resist[i] > 0) 1253 if (god->resist[i] > 0)
1248 {
1249 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]);
1250 } 1255
1251 }
1252 force->path_attuned |= god->path_attuned; 1256 force->path_attuned |= god->path_attuned;
1253 1257
1254 if (spell_ob->attacktype) 1258 if (spell_ob->attacktype)
1255 force->slaying = god->slaying; 1259 force->slaying = god->slaying;
1256 1260
1275} 1279}
1276 1280
1277/* Alchemy code by Mark Wedel 1281/* Alchemy code by Mark Wedel
1278 * 1282 *
1279 * This code adds a new spell, called alchemy. Alchemy will turn 1283 * This code adds a new spell, called alchemy. Alchemy will turn
1280 * objects to gold nuggets, the value of the gold nuggets being 1284 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1281 * about 90% of that of the item itself. It uses the value of the
1282 * object before charisma adjustments, because the nuggets themselves
1283 * will be will be adjusted by charisma when sold.
1284 * 1285 *
1285 * 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
1286 * the maximum number of large nuggets you could get. 1287 * itself. It uses the value of the object before charisma adjustments,
1287 * 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
1288 * to the max amount of small nuggets as you could get. 1289 * when sold.
1289 *
1290 * For example, if an item is worth 110 gold, you will get
1291 * 4 large nuggets, and from 0-10 small nuggets.
1292 * 1290 *
1293 * 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
1294 * 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
1295 * alchemised. 1293 * alchemised.
1296 */ 1294 */
1297static void 1295static void
1298alchemy_object (object *obj, uint64 &total_value, int &total_weight) 1296alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1299{ 1297{
1300 uint64 value = query_cost (obj, NULL, F_TRUE); 1298 uint64 value = query_cost (obj, NULL, F_TRUE);
1301 1299
1302 /* Give third price when we alchemy money (This should hopefully 1300 /* Give third price when we alchemy money (this should hopefully
1303 * 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
1304 * the nuggets, alchemy the gold from that, etc. 1302 * the nuggets, alchemy the gold from that, etc.
1305 * Otherwise, give 9 silver on the gold for other objects, 1303 * Otherwise, give 9 silver on the gold for other objects,
1306 * so that it would still be more affordable to haul 1304 * so that it would still be more affordable to haul
1307 * the stuff back to town. 1305 * the stuff back to town.
1308 */ 1306 */
1309 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1307 if (obj->flag [FLAG_UNPAID])
1310 value = 0; 1308 value = 0;
1311 else if (obj->type == MONEY || obj->type == GEM) 1309 else if (obj->type == MONEY || obj->type == GEM)
1312 value /= 3; 1310 value /= 3;
1313 else 1311 else
1314 value = value * 9 / 10; 1312 value = value * 9 / 10;
1319 total_weight += obj->total_weight (); 1317 total_weight += obj->total_weight ();
1320 1318
1321 obj->destroy (); 1319 obj->destroy ();
1322} 1320}
1323 1321
1324static void
1325update_map (object *op, maptile *m, int small_nuggets, object *small, int large_nuggets, object *large, int x, int y)
1326{
1327 int flag = 0;
1328
1329 /* Put any nuggets below the player, but we can only pass this
1330 * flag if we are on the same space as the player
1331 */
1332 if (x == op->x && y == op->y && op->map == m)
1333 flag = INS_BELOW_ORIGINATOR;
1334
1335 if (small_nuggets)
1336 {
1337 object *tmp = small->clone ();
1338 tmp->nrof = small_nuggets;
1339 m->insert (tmp, x, y, op, flag);
1340 }
1341
1342 if (large_nuggets)
1343 {
1344 object *tmp = large->clone ();
1345 tmp->nrof = large_nuggets;
1346 m->insert (tmp, x, y, op, flag);
1347 }
1348
1349 if (object *pl = m->at (x, y).player ())
1350 if (pl->contr->ns)
1351 pl->contr->ns->look_position = 0;
1352}
1353
1354int 1322int
1355alchemy (object *op, object *caster, object *spell_ob) 1323alchemy (object *op, object *caster, object *spell_ob)
1356{ 1324{
1357 if (op->type != PLAYER) 1325 if (op->type != PLAYER)
1358 return 0; 1326 return 0;
1359 1327
1360 object *large = get_archetype ("largenugget"); 1328 archetype *nugget[3];
1361 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);
1362 1333
1363 /* 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
1364 * some, and also prevents people from alchemising every table/chair/clock 1335 * some, and also prevents people from alchemising every table/chair/clock
1365 * in sight 1336 * in sight
1366 */ 1337 */
1395 1366
1396 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)
1397 { 1368 {
1398 next = tmp->above; 1369 next = tmp->above;
1399 1370
1400 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1371 if (tmp->weight > 0 && !tmp->flag [FLAG_NO_PICK] &&
1401 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1372 !tmp->flag [FLAG_ALIVE] && !tmp->flag [FLAG_IS_CAULDRON])
1402 { 1373 {
1403 if (tmp->inv) 1374 if (tmp->inv)
1404 { 1375 {
1405 object *next1, *tmp1; 1376 object *next1, *tmp1;
1406 1377
1407 for (tmp1 = tmp->inv; tmp1; tmp1 = next1) 1378 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1408 { 1379 {
1409 next1 = tmp1->below; 1380 next1 = tmp1->below;
1410 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1381 if (tmp1->weight > 0 && !tmp1->flag [FLAG_NO_PICK] &&
1411 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1382 !tmp1->flag [FLAG_ALIVE] && !tmp1->flag [FLAG_IS_CAULDRON])
1412 alchemy_object (tmp1, value, weight); 1383 alchemy_object (tmp1, value, weight);
1413 } 1384 }
1414 } 1385 }
1415 1386
1416 alchemy_object (tmp, value, weight); 1387 alchemy_object (tmp, value, weight);
1418 if (weight > weight_max) 1389 if (weight > weight_max)
1419 break; 1390 break;
1420 } 1391 }
1421 } 1392 }
1422 1393
1394 value -= rndm (value >> 4);
1423 value = min (value, value_max); 1395 value = min (value, value_max);
1424 1396
1425 uint64 count = value / large->value; 1397 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1426 int large_nuggets = count; 1398 if (int nrof = value / nugget [i]->value)
1427 value -= count * large->value;
1428
1429 count = value / small->value;
1430 int small_nuggets = count;
1431
1432 /* Insert all the nuggets at one time. This probably saves time, but
1433 * it also prevents us from alcheming nuggets that were just created
1434 * with this spell.
1435 */ 1399 {
1436 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 }
1437 1407
1438 if (weight > weight_max) 1408 if (weight > weight_max)
1439 goto bailout; 1409 goto bailout;
1440 } 1410 }
1441 } 1411 }
1442 1412
1443bailout: 1413bailout:
1444 large->destroy ();
1445 small->destroy ();
1446 return 1; 1414 return 1;
1447} 1415}
1448
1449 1416
1450/* This function removes the cursed/damned status on equipped 1417/* This function removes the cursed/damned status on equipped
1451 * items. 1418 * items.
1452 */ 1419 */
1453int 1420int
1454remove_curse (object *op, object *caster, object *spell) 1421remove_curse (object *op, object *caster, object *spell)
1455{ 1422{
1456 object *tmp;
1457 int success = 0, was_one = 0; 1423 int success = 0, was_one = 0;
1458 1424
1459 for (tmp = op->inv; tmp; tmp = tmp->below) 1425 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1460 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1426 if (tmp->flag [FLAG_APPLIED] &&
1461 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1427 ((tmp->flag [FLAG_CURSED] && spell->flag [FLAG_CURSED]) ||
1462 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1428 (tmp->flag [FLAG_DAMNED] && spell->flag [FLAG_DAMNED])))
1463 { 1429 {
1464 was_one++; 1430 was_one++;
1431
1465 if (tmp->level <= caster_level (caster, spell)) 1432 if (tmp->level <= casting_level (caster, spell))
1466 { 1433 {
1467 success++; 1434 success++;
1468 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1435 if (spell->flag [FLAG_DAMNED])
1469 CLEAR_FLAG (tmp, FLAG_DAMNED); 1436 tmp->clr_flag (FLAG_DAMNED);
1470 1437
1471 CLEAR_FLAG (tmp, FLAG_CURSED); 1438 tmp->clr_flag (FLAG_CURSED);
1472 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1439 tmp->clr_flag (FLAG_KNOWN_CURSED);
1473 tmp->value = 0; /* Still can't sell it */ 1440 tmp->value = 0; /* Still can't sell it */
1474 if (op->type == PLAYER) 1441
1442 if (object *pl = tmp->visible_to ())
1475 esrv_send_item (op, tmp); 1443 esrv_update_item (UPD_FLAGS, pl, tmp);
1476 } 1444 }
1477 } 1445 }
1478 1446
1479 if (op->type == PLAYER) 1447 if (op->type == PLAYER)
1480 { 1448 {
1491 1459
1492 return success; 1460 return success;
1493} 1461}
1494 1462
1495/* Identifies objects in the players inventory/on the ground */ 1463/* Identifies objects in the players inventory/on the ground */
1496
1497int 1464int
1498cast_identify (object *op, object *caster, object *spell) 1465cast_identify (object *op, object *caster, object *spell)
1499{ 1466{
1500 object *tmp; 1467 object *tmp;
1501 int success = 0, num_ident; 1468 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1502 1469
1503 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));
1504
1505 if (num_ident < 1)
1506 num_ident = 1;
1507 1471
1508 for (tmp = op->inv; tmp; tmp = tmp->below) 1472 for (tmp = op->inv; tmp; tmp = tmp->below)
1509 { 1473 {
1510 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1474 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && need_identify (tmp))
1511 { 1475 {
1512 identify (tmp); 1476 identify (tmp);
1513 1477
1514 if (op->type == PLAYER) 1478 if (op->type == PLAYER)
1515 { 1479 {
1516 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));
1517 1481
1518 if (tmp->msg) 1482 if (tmp->msg)
1519 { 1483 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1520 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1521 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1522 }
1523 } 1484 }
1524 1485
1525 num_ident--;
1526 success = 1;
1527 if (!num_ident) 1486 if (!--num_ident)
1528 break; 1487 break;
1529 } 1488 }
1530 } 1489 }
1531 1490
1532 /* 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
1534 * was not fully used. 1493 * was not fully used.
1535 */ 1494 */
1536 if (num_ident) 1495 if (num_ident)
1537 { 1496 {
1538 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)
1539 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1498 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && need_identify (tmp))
1540 { 1499 {
1541 identify (tmp); 1500 identify (tmp);
1542 1501
1543 if (op->type == PLAYER) 1502 if (object *pl = tmp->visible_to ())
1544 { 1503 {
1545 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));
1546 1505
1547 if (tmp->msg) 1506 if (tmp->msg)
1548 { 1507 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1549 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1550 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1551 }
1552
1553 esrv_send_item (op, tmp);
1554 } 1508 }
1555 1509
1556 num_ident--;
1557 success = 1;
1558 if (!num_ident) 1510 if (!--num_ident)
1559 break; 1511 break;
1560 } 1512 }
1561 } 1513 }
1562 1514
1563 if (!success) 1515 if (buf.empty ())
1564 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 }
1565 else 1520 else
1521 {
1522 if (op->contr)
1523 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1524
1566 spell_effect (spell, op->x, op->y, op->map, op); 1525 spell_effect (spell, op->x, op->y, op->map, op);
1567 1526 return 1;
1568 return success; 1527 }
1569} 1528}
1570 1529
1571int 1530int
1572cast_detection (object *op, object *caster, object *spell, object *skill) 1531cast_detection (object *op, object *caster, object *spell, object *skill)
1573{ 1532{
1578 1537
1579 /* 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
1580 * doing it over and over again. 1539 * doing it over and over again.
1581 */ 1540 */
1582 god = find_god (determine_god (op)); 1541 god = find_god (determine_god (op));
1583 level = caster_level (caster, spell); 1542 level = casting_level (caster, spell);
1584 range = spell->range + SP_level_range_adjust (caster, spell); 1543 range = spell->range + SP_level_range_adjust (caster, spell);
1585 1544
1586 if (!skill) 1545 if (!skill)
1587 skill = caster; 1546 skill = caster;
1588 1547
1589 for (x = op->x - range; x <= op->x + range; x++) 1548 dynbuf buf;
1590 for (y = op->y - range; y <= op->y + range; y++) 1549 unordered_mapwalk (buf, op, -range, -range, range, range)
1591 { 1550 {
1592 m = op->map;
1593 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1594 if (mflags & P_OUT_OF_MAP)
1595 continue;
1596
1597 /* For most of the detections, we only detect objects above the 1551 /* For most of the detections, we only detect objects above the
1598 * floor. But this is not true for show invisible. 1552 * floor. But this is not true for show invisible.
1599 * Basically, we just go and find the top object and work 1553 * Basically, we just go and find the top object and work
1600 * down - that is easier than working up. 1554 * down - that is easier than working up.
1601 */ 1555 */
1602 1556
1603 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)
1604 last = tmp; 1558 last = tmp;
1605 1559
1606 /* 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
1607 * would happen. 1561 * would happen.
1608 */ 1562 */
1609 if (!last) 1563 if (!last)
1610 continue; 1564 continue;
1611 1565
1612 done_one = 0; 1566 done_one = 0;
1613 floor = 0; 1567 floor = 0;
1614 detect = NULL; 1568 detect = 0;
1615 for (tmp = last; tmp; tmp = tmp->below) 1569 for (tmp = last; tmp; tmp = tmp->below)
1616 { 1570 {
1617 /* show invisible */ 1571 /* show invisible */
1618 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1572 if (spell->flag [FLAG_MAKE_INVIS]
1619 /* Might there be other objects that we can make visible? */ 1573 /* Might there be other objects that we can make visible? */
1620 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1574 && (tmp->invisible && (tmp->flag [FLAG_MONSTER]
1621 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1575 || (tmp->type == PLAYER && !tmp->flag [FLAG_WIZ])
1622 tmp->type == CF_HANDLE || 1576 || tmp->type == T_HANDLE
1623 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
1624 tmp->type == BUTTON || tmp->type == TELEPORTER || 1581 || tmp->type == TELEPORTER
1582 || tmp->type == GATE
1625 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1583 || tmp->type == LOCKED_DOOR
1626 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)
1627 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1587 || tmp->type == TRIGGER_PEDESTAL
1628 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)))
1629 { 1593 {
1594 printf ("show inv %s\n", tmp->debug_desc());//D
1630 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)
1631 { 1596 {
1632 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
1633 done_one = 1; 1674 done_one = 1;
1634 } 1675 }
1635 } 1676 }
1636
1637 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1638 floor = 1;
1639
1640 /* All detections below this point don't descend beneath the floor,
1641 * so just continue on. We could be clever and look at the type of
1642 * detection to completely break out if we don't care about objects beneath
1643 * the floor, but once we get to the floor, not likely a very big issue anyways.
1644 */
1645 if (floor)
1646 continue;
1647
1648 /* I had thought about making detect magic and detect curse
1649 * show the flash the magic item like it does for detect monster.
1650 * however, if the object is within sight, this would then make it
1651 * difficult to see what object is magical/cursed, so the
1652 * effect wouldn't be as apparant.
1653 */
1654
1655 /* detect magic */
1656 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1657 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1658 {
1659 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1660 /* make runes more visibile */
1661 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1662 tmp->stats.Cha /= 4;
1663 done_one = 1;
1664 }
1665 /* detect monster */
1666 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1667 {
1668 done_one = 2;
1669 if (!detect)
1670 detect = tmp;
1671 }
1672 /* Basically, if race is set in the spell, then the creatures race must
1673 * match that. if the spell race is set to GOD, then the gods opposing
1674 * race must match.
1675 */
1676 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1677 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) ||
1678 (strstr (spell->race, tmp->race))))
1679 {
1680 done_one = 2;
1681 if (!detect)
1682 detect = tmp;
1683 }
1684 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1685 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1686 {
1687 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1688 done_one = 1;
1689 }
1690 } /* for stack of objects on this space */ 1677 } /* for stack of objects on this space */
1691 1678
1692 /* 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
1693 * where the magic is. 1680 * where the magic is.
1694 */ 1681 */
1695 if (done_one) 1682 if (done_one)
1696 { 1683 {
1697 object *detect_ob = arch_to_object (spell->other_arch); 1684 object *detect_ob = spell->other_arch->instance ();
1698 1685
1699 /* if this is set, we want to copy the face */ 1686 /* if this is set, we want to copy the face */
1700 if (done_one == 2 && detect) 1687 if (done_one == 2 && detect)
1701 { 1688 {
1702 detect_ob->face = detect->face; 1689 detect_ob->face = detect->face;
1703 detect_ob->animation_id = detect->animation_id; 1690 detect_ob->animation_id = detect->animation_id;
1704 detect_ob->anim_speed = detect->anim_speed; 1691 detect_ob->anim_speed = detect->anim_speed;
1705 detect_ob->last_anim = 0; 1692 detect_ob->last_anim = 0;
1706 /* by default, the detect_ob is already animated */ 1693 /* by default, the detect_ob is already animated */
1707 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1694 if (!detect->flag [FLAG_ANIMATE])
1708 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1695 detect_ob->clr_flag (FLAG_ANIMATE);
1709 } 1696 }
1710 1697
1711 m->insert (detect_ob, nx, ny, op); 1698 m->insert (detect_ob, nx, ny, op, INS_ON_TOP);
1712 } 1699 }
1713 } /* for processing the surrounding spaces */ 1700 } /* for processing the surrounding spaces */
1714 1701
1715 1702
1716 /* 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 */
1717 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])
1718 { 1705 {
1719 done_one = 0; 1706 done_one = 0;
1707
1720 for (tmp = op->inv; tmp; tmp = tmp->below) 1708 for (tmp = op->inv; tmp; tmp = tmp->below)
1721 { 1709 {
1722 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1710 if (!tmp->invisible && !tmp->flag [FLAG_IDENTIFIED])
1723 { 1711 {
1724 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])
1725 { 1713 {
1726 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1714 tmp->set_flag (FLAG_KNOWN_MAGICAL);
1727 if (op->type == PLAYER) 1715
1716 if (object *pl = tmp->visible_to ())
1728 esrv_send_item (op, tmp); 1717 esrv_update_item (UPD_FLAGS, pl, tmp);
1729 } 1718 }
1730 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1719
1731 (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]))
1732 { 1722 {
1733 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1723 tmp->set_flag (FLAG_KNOWN_CURSED);
1734 if (op->type == PLAYER) 1724
1725 if (object *pl = tmp->visible_to ())
1735 esrv_send_item (op, tmp); 1726 esrv_update_item (UPD_FLAGS, pl, tmp);
1736 } 1727 }
1737 } /* if item is not identified */ 1728 } /* if item is not identified */
1738 } /* for the players inventory */ 1729 } /* for the players inventory */
1739 } /* if detect magic/curse and object is a player */ 1730 } /* if detect magic/curse and object is a player */
1731
1740 return 1; 1732 return 1;
1741} 1733}
1742 1734
1743 1735
1744/** 1736/**
1757 1749
1758 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.");
1759 1751
1760 if (victim->stats.sp >= victim->stats.maxsp * 2) 1752 if (victim->stats.sp >= victim->stats.maxsp * 2)
1761 { 1753 {
1762 object *tmp;
1763
1764 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1754 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
1765
1766 /* Explodes a fireball centered at player */
1767 tmp = get_archetype (EXPLODING_FIREBALL);
1768 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
1769 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
1770
1771 tmp->insert_at (victim);
1772 victim->stats.sp = 2 * victim->stats.maxsp; 1755 victim->stats.sp = 2 * victim->stats.maxsp;
1756 create_exploding_ball_at (victim, caster_level);
1773 } 1757 }
1774 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1758 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
1775 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.");
1776 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1760 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
1777 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!");
1778 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1762 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
1779 { 1763 {
1780 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1764 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
1804 mflags = get_map_flags (m, &m, x, y, &x, &y); 1788 mflags = get_map_flags (m, &m, x, y, &x, &y);
1805 1789
1806 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1790 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
1807 { 1791 {
1808 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)
1809 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1793 if (plyr != op && plyr->flag [FLAG_ALIVE])
1810 break; 1794 break;
1811 } 1795 }
1812 1796
1813 1797
1814 /* 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
1815 * 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.
1816 */ 1800 */
1817 if (plyr == NULL) 1801 if (plyr == NULL)
1818 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)
1819 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1803 if (plyr != op && plyr->flag [FLAG_ALIVE])
1820 break; 1804 break;
1821 1805
1822 if (!plyr) 1806 if (!plyr)
1823 { 1807 {
1824 new_draw_info (NDI_BLACK, 0, op, "There is no one there."); 1808 op->failmsg ("There is no one there.");
1825 return 0; 1809 return 0;
1826 } 1810 }
1827 /* give sp */ 1811 /* give sp */
1828 if (spell->stats.dam > 0) 1812 if (spell->stats.dam > 0)
1829 { 1813 {
1830 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);
1831 charge_mana_effect (plyr, caster_level (caster, spell)); 1815 charge_mana_effect (plyr, casting_level (caster, spell));
1832 return 1; 1816 return 1;
1833 } 1817 }
1834 /* suck sp away. Can't suck sp from yourself */ 1818 /* suck sp away. Can't suck sp from yourself */
1835 else if (op != plyr) 1819 else if (op != plyr)
1836 { 1820 {
1841 if (rate > 95) 1825 if (rate > 95)
1842 rate = 95; 1826 rate = 95;
1843 1827
1844 sucked = (plyr->stats.sp * rate) / 100; 1828 sucked = (plyr->stats.sp * rate) / 100;
1845 plyr->stats.sp -= sucked; 1829 plyr->stats.sp -= sucked;
1846 if (QUERY_FLAG (op, FLAG_ALIVE)) 1830 if (op->flag [FLAG_ALIVE])
1847 { 1831 {
1848 /* Player doesn't get full credit */ 1832 /* Player doesn't get full credit */
1849 sucked = (sucked * rate) / 100; 1833 sucked = (sucked * rate) / 100;
1850 op->stats.sp += sucked; 1834 op->stats.sp += sucked;
1851 if (sucked > 0) 1835 if (sucked > 0)
1852 { 1836 {
1853 charge_mana_effect (op, caster_level (caster, spell)); 1837 charge_mana_effect (op, casting_level (caster, spell));
1854 } 1838 }
1855 } 1839 }
1856 return 1; 1840 return 1;
1857 } 1841 }
1858 return 0; 1842 return 0;
1902 * monsters either. 1886 * monsters either.
1903 */ 1887 */
1904 1888
1905 if (head->attacktype & AT_MAGIC 1889 if (head->attacktype & AT_MAGIC
1906 && !(head->attacktype & AT_COUNTERSPELL) 1890 && !(head->attacktype & AT_COUNTERSPELL)
1907 && !QUERY_FLAG (head, FLAG_MONSTER) 1891 && !head->flag [FLAG_MONSTER]
1908 && (op->level > head->level)) 1892 && (op->level > head->level))
1909 head->destroy (); 1893 head->destroy ();
1910 else 1894 else
1911 switch (head->type) 1895 switch (head->type)
1912 { 1896 {
1913 case SPELL_EFFECT: 1897 case SPELL_EFFECT:
1914 // XXX: Don't affect floor spelleffects. See also XXX comment 1898 // XXX: Don't affect floor spelleffects. See also XXX comment
1915 // about sanctuary in spell_util.C 1899 // about sanctuary in spell_util.C
1916 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1900 if (tmp->flag [FLAG_IS_FLOOR])
1917 continue; 1901 continue;
1918 1902
1919 if (op->level > head->level) 1903 if (op->level > head->level)
1920 head->destroy (); 1904 head->destroy ();
1921 1905
1934 break; 1918 break;
1935 } 1919 }
1936 } 1920 }
1937} 1921}
1938 1922
1939
1940
1941/* cast_consecrate() - a spell to make an altar your god's */ 1923/* cast_consecrate() - a spell to make an altar your god's */
1942int 1924int
1943cast_consecrate (object *op, object *caster, object *spell) 1925cast_consecrate (object *op, object *caster, object *spell)
1944{ 1926{
1945 char buf[MAX_BUF]; 1927 char buf[MAX_BUF];
1946 1928
1947 object *tmp, *god = find_god (determine_god (op)); 1929 object *tmp, *god = find_god (determine_god (op));
1948 1930
1949 if (!god) 1931 if (!god)
1950 { 1932 {
1951 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!");
1952 return 0; 1934 return 0;
1953 } 1935 }
1954 1936
1955 for (tmp = op->below; tmp; tmp = tmp->below) 1937 for (tmp = op->below; tmp; tmp = tmp->below)
1956 { 1938 {
1957 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1939 if (tmp->flag [FLAG_IS_FLOOR])
1958 break; 1940 break;
1959 if (tmp->type == HOLY_ALTAR) 1941 if (tmp->type == HOLY_ALTAR)
1960 { 1942 {
1961 1943
1962 if (tmp->level > caster_level (caster, spell)) 1944 if (tmp->level > casting_level (caster, spell))
1963 { 1945 {
1964 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);
1965 return 0; 1947 return 0;
1966 } 1948 }
1967 else 1949 else
1968 { 1950 {
1969 /* If we got here, we are consecrating an altar */ 1951 /* If we got here, we are consecrating an altar */
1970 sprintf (buf, "Altar of %s", &god->name); 1952 sprintf (buf, "Altar of %s", &god->name);
1971 tmp->name = buf; 1953 tmp->name = buf;
1972 tmp->level = caster_level (caster, spell); 1954 tmp->level = casting_level (caster, spell);
1973 tmp->other_arch = god->arch; 1955 tmp->other_arch = god->arch;
1956
1974 if (op->type == PLAYER) 1957 if (op->type == PLAYER)
1975 esrv_update_item (UPD_NAME, op, tmp); 1958 esrv_update_item (UPD_NAME, op, tmp);
1959
1976 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);
1977 return 1; 1961 return 1;
1978 } 1962 }
1979 } 1963 }
1980 } 1964 }
1981 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!");
1982 return 0; 1967 return 0;
1983} 1968}
1984 1969
1985/* animate_weapon - 1970/* animate_weapon -
1986 * 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.
1998 object *weapon, *tmp; 1983 object *weapon, *tmp;
1999 char buf[MAX_BUF]; 1984 char buf[MAX_BUF];
2000 int a, i; 1985 int a, i;
2001 sint16 x, y; 1986 sint16 x, y;
2002 maptile *m; 1987 maptile *m;
2003 materialtype_t *mt;
2004 1988
2005 if (!spell->other_arch) 1989 if (!spell->other_arch)
2006 { 1990 {
2007 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1991 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2008 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);
2019 return 0; 2003 return 0;
2020 } 2004 }
2021 2005
2022 /* if no direction specified, pick one */ 2006 /* if no direction specified, pick one */
2023 if (!dir) 2007 if (!dir)
2024 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);
2025 2009
2026 m = op->map; 2010 m = op->map;
2027 x = op->x + freearr_x[dir]; 2011 x = op->x + freearr_x[dir];
2028 y = op->y + freearr_y[dir]; 2012 y = op->y + freearr_y[dir];
2029 2013
2030 /* if there's no place to put the golem, abort */ 2014 /* if there's no place to put the golem, abort */
2031 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)
2032 ((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))
2033 { 2017 {
2034 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2018 op->failmsg ("There is something in the way.");
2035 return 0; 2019 return 0;
2036 } 2020 }
2037 2021
2038 /* Use the weapon marked by the player. */ 2022 /* Use the weapon marked by the player. */
2039 weapon = find_marked_object (op); 2023 weapon = find_marked_object (op);
2040 2024
2041 if (!weapon) 2025 if (!weapon)
2042 { 2026 {
2043 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!");
2044 return 0; 2028 return 0;
2045 } 2029 }
2030
2046 if (spell->race && strcmp (weapon->arch->archname, spell->race)) 2031 if (spell->race && weapon->arch->archname != spell->race)
2047 { 2032 {
2048 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2033 op->failmsg ("The spell fails to transform your weapon.");
2049 return 0; 2034 return 0;
2050 } 2035 }
2036
2051 if (weapon->type != WEAPON) 2037 if (weapon->type != WEAPON)
2052 { 2038 {
2053 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.");
2054 return 0; 2040 return 0;
2055 } 2041 }
2056 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2042
2043 if (weapon->flag [FLAG_APPLIED])
2057 { 2044 {
2058 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));
2059 return 0; 2046 return 0;
2060 } 2047 }
2061 2048
2062 if (weapon->nrof > 1) 2049 weapon = weapon->split ();
2063 {
2064 tmp = get_split_ob (weapon, 1);
2065 esrv_send_item (op, weapon);
2066 weapon = tmp;
2067 }
2068 2050
2069 /* create the golem object */ 2051 /* create the golem object */
2070 tmp = arch_to_object (spell->other_arch); 2052 tmp = spell->other_arch->instance ();
2071 2053
2072 /* 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 */
2073 CLEAR_FLAG (tmp, FLAG_MONSTER); 2055 tmp->clr_flag (FLAG_MONSTER);
2074 tmp->stats.exp = 0; 2056 tmp->stats.exp = 0;
2075 add_friendly_object (tmp); 2057 add_friendly_object (tmp);
2076 tmp->type = GOLEM; 2058 tmp->type = GOLEM;
2077 tmp->set_owner (op); 2059 tmp->set_owner (op);
2078 op->contr->golem = tmp; 2060 op->contr->golem = tmp;
2079 set_spell_skill (op, caster, spell, tmp); 2061 set_spell_skill (op, caster, spell, tmp);
2080 2062
2081 /* 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
2082 * removed flag - it should only be set if get_split_object was 2064 * removed flag - it should only be set if weapon->split was
2083 * used above. 2065 * used above.
2084 */ 2066 */
2085 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2067 if (!weapon->flag [FLAG_REMOVED])
2086 weapon->remove (); 2068 weapon->remove ();
2087 2069
2088 insert_ob_in_ob (weapon, tmp); 2070 tmp->insert (weapon);
2089 esrv_send_item (op, weapon); 2071
2090 /* 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,
2091 * 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
2092 * body_info, skills, etc) 2074 * body_info, skills, etc)
2093 */ 2075 */
2094 SET_FLAG (tmp, FLAG_USE_WEAPON); 2076 tmp->set_flag (FLAG_USE_WEAPON);
2095 SET_FLAG (weapon, FLAG_APPLIED); 2077 weapon->set_flag (FLAG_APPLIED);
2096 tmp->update_stats (); 2078 tmp->update_stats ();
2097 2079
2098 /* 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
2099 * 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 -
2100 * 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.
2120 2102
2121 /* attacktype */ 2103 /* attacktype */
2122 if (!tmp->attacktype) 2104 if (!tmp->attacktype)
2123 tmp->attacktype = AT_PHYSICAL; 2105 tmp->attacktype = AT_PHYSICAL;
2124 2106
2125 mt = NULL;
2126 if (op->materialname != NULL)
2127 mt = name_to_material (op->materialname);
2128 if (mt != NULL)
2129 {
2130 for (i = 0; i < NROFATTACKS; i++) 2107 for (i = 0; i < NROFATTACKS; i++)
2131 tmp->resist[i] = 50 - (mt->save[i] * 5); 2108 tmp->resist[i] = 50 - (op->material->save[i] * 5);
2132 a = mt->save[0]; 2109
2133 } 2110 a = op->material->save[0];
2134 else 2111
2135 {
2136 for (i = 0; i < NROFATTACKS; i++)
2137 tmp->resist[i] = 5;
2138 a = 10;
2139 }
2140 /* Set weapon's immunity */ 2112 /* Set weapon's immunity */
2141 tmp->resist[ATNR_CONFUSION] = 100; 2113 tmp->resist[ATNR_CONFUSION] = 100;
2142 tmp->resist[ATNR_POISON] = 100; 2114 tmp->resist[ATNR_POISON] = 100;
2143 tmp->resist[ATNR_SLOW] = 100; 2115 tmp->resist[ATNR_SLOW] = 100;
2144 tmp->resist[ATNR_PARALYZE] = 100; 2116 tmp->resist[ATNR_PARALYZE] = 100;
2150 2122
2151 /* 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 */
2152 2124
2153 if (a > 14) 2125 if (a > 14)
2154 a = 14; 2126 a = 14;
2127
2155 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));
2156 2129
2157 /* Determine golem's speed */ 2130 /* Determine golem's speed */
2158 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)));
2159 2132
2169 tmp->state = weapon->state; 2142 tmp->state = weapon->state;
2170 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2143 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2171 } 2144 }
2172 2145
2173 /* 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. */
2174 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));
2175 2148
2176 tmp->speed_left = -1; 2149 tmp->speed_left = -1;
2177 tmp->direction = dir; 2150 tmp->direction = dir;
2178 2151
2179 m->insert (tmp, x, y, op); 2152 m->insert (tmp, x, y, op);
2183/* cast_daylight() - changes the map darkness level *lower* */ 2156/* cast_daylight() - changes the map darkness level *lower* */
2184 2157
2185/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2158/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2186 * This changes the light level for the entire map. 2159 * This changes the light level for the entire map.
2187 */ 2160 */
2188
2189int 2161int
2190cast_change_map_lightlevel (object *op, object *caster, object *spell) 2162cast_change_map_lightlevel (object *op, object *caster, object *spell)
2191{ 2163{
2192 int success; 2164 int success;
2193 2165
2197 success = op->map->change_map_light (spell->stats.dam); 2169 success = op->map->change_map_light (spell->stats.dam);
2198 2170
2199 if (!success) 2171 if (!success)
2200 { 2172 {
2201 if (spell->stats.dam < 0) 2173 if (spell->stats.dam < 0)
2202 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2174 op->failmsg ("It can be no brighter here.");
2203 else 2175 else
2204 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2176 op->failmsg ("It can be no darker here.");
2205 } 2177 }
2178
2206 return success; 2179 return success;
2207} 2180}
2208
2209
2210
2211
2212 2181
2213/* 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.
2214 * 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,
2215 * spell is the spell object itself. 2184 * spell is the spell object itself.
2216 */ 2185 */
2222 2191
2223 new_aura = present_arch_in_ob (spell->other_arch, op); 2192 new_aura = present_arch_in_ob (spell->other_arch, op);
2224 if (new_aura) 2193 if (new_aura)
2225 refresh = 1; 2194 refresh = 1;
2226 else 2195 else
2227 new_aura = arch_to_object (spell->other_arch); 2196 new_aura = spell->other_arch->instance ();
2228 2197
2229 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);
2230 2199
2231 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);
2232 2201
2233 new_aura->set_owner (op);
2234 set_spell_skill (op, caster, spell, new_aura); 2202 set_spell_skill (op, caster, spell, new_aura);
2235 new_aura->attacktype = spell->attacktype; 2203 new_aura->attacktype = spell->attacktype;
2236 2204
2237 new_aura->level = caster_level (caster, spell); 2205 new_aura->level = casting_level (caster, spell);
2206
2238 if (refresh) 2207 if (refresh)
2239 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.");
2240 else 2209 else
2241 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
2242 insert_ob_in_ob (new_aura, op); 2212 insert_ob_in_ob (new_aura, op);
2213 new_aura->set_owner (op);
2214
2243 return 1; 2215 return 1;
2244} 2216}
2245
2246 2217
2247/* 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,
2248 * 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
2249 * around him. 2220 * around him.
2250 * Aura parameters: 2221 * Aura parameters:
2251 * duration: duration counter. 2222 * duration: duration counter.
2252 * attacktype: aura's attacktype 2223 * attacktype: aura's attacktype
2253 * other_arch: archetype to drop where we attack 2224 * other_arch: archetype to drop where we attack
2254 */ 2225 */
2255
2256void 2226void
2257move_aura (object *aura) 2227move_aura (object *aura)
2258{ 2228{
2259 int i, mflags;
2260 object *env;
2261 maptile *m;
2262
2263 /* auras belong in inventories */ 2229 /* auras belong in inventories */
2264 env = aura->env; 2230 object *env = aura->env;
2231 object *owner = aura->owner;
2265 2232
2266 /* no matter what we've gotta remove the aura... 2233 /* no matter what we've gotta remove the aura...
2267 * we'll put it back if its time isn't up. 2234 * we'll put it back if its time isn't up.
2268 */ 2235 */
2269 aura->remove (); 2236 aura->remove ();
2274 aura->destroy (); 2241 aura->destroy ();
2275 return; 2242 return;
2276 } 2243 }
2277 2244
2278 /* auras only exist in inventories */ 2245 /* auras only exist in inventories */
2279 if (env == NULL || env->map == NULL) 2246 if (!env || !env->map)
2280 { 2247 {
2281 aura->destroy (); 2248 aura->destroy ();
2282 return; 2249 return;
2283 } 2250 }
2284 2251
2285 /* we need to jump out of the inventory for a bit 2252 /* we need to jump out of the inventory for a bit
2286 * in order to hit the map conveniently. 2253 * in order to hit the map conveniently.
2287 */ 2254 */
2288 aura->insert_at (env, aura); 2255 aura->insert_at (env, aura);
2289 2256
2290 for (i = 1; i < 9; i++) 2257 for (int i = 1; i < 9; i++)
2291 { 2258 {
2292 sint16 nx, ny; 2259 mapxy pos (env);
2260 pos.move (i);
2293 2261
2294 nx = aura->x + freearr_x[i];
2295 ny = aura->y + freearr_y[i];
2296 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2297
2298 /* Consider the movement tyep of the person with the aura as 2262 /* Consider the movement type of the person with the aura as
2299 * 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
2300 * 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.
2301 */ 2265 */
2302 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)))
2303 { 2267 {
2304 hit_map (aura, i, aura->attacktype, 0); 2268 hit_map (aura, i, aura->attacktype, 0);
2305 2269
2306 if (aura->other_arch) 2270 if (aura->other_arch)
2307 m->insert (arch_to_object (aura->other_arch), nx, ny, aura); 2271 pos.insert (aura->other_arch->instance (), aura);
2308 } 2272 }
2309 } 2273 }
2310 2274
2311 /* put the aura back in the player's inventory */ 2275 /* put the aura back in the player's inventory */
2312 aura->remove (); 2276 env->insert (aura);
2313 insert_ob_in_ob (aura, env); 2277 aura->set_owner (owner);
2314} 2278}
2315 2279
2316/* moves the peacemaker spell. 2280/* moves the peacemaker spell.
2317 * op is the piece object. 2281 * op is the piece object.
2318 */ 2282 */
2319
2320void 2283void
2321move_peacemaker (object *op) 2284move_peacemaker (object *op)
2322{ 2285{
2323 object *tmp; 2286 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2324
2325 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2326 { 2287 {
2327 int atk_lev, def_lev; 2288 int atk_lev, def_lev;
2328 object *victim = tmp; 2289 object *victim = tmp->head_ ();
2329 2290
2330 if (tmp->head) 2291 if (!victim->flag [FLAG_MONSTER])
2331 victim = tmp->head;
2332 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2333 continue; 2292 continue;
2334 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2293
2294 if (victim->flag [FLAG_UNAGGRESSIVE])
2335 continue; 2295 continue;
2296
2336 if (victim->stats.exp == 0) 2297 if (victim->stats.exp == 0)
2337 continue; 2298 continue;
2338 2299
2339 def_lev = MAX (1, victim->level); 2300 def_lev = max (1, victim->level);
2340 atk_lev = MAX (1, op->level); 2301 atk_lev = max (1, op->level);
2341 2302
2342 if (rndm (0, atk_lev - 1) > def_lev) 2303 if (rndm (0, atk_lev - 1) > def_lev)
2343 { 2304 {
2344 /* make this sucker peaceful. */ 2305 /* make this sucker peaceful. */
2345 2306
2307 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2346 change_exp (op->owner, victim->stats.exp, op->skill, 0); 2308 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2347 victim->stats.exp = 0; 2309 victim->stats.exp = 0;
2348#if 0 2310#if 0
2349 /* No idea why these were all set to zero - if something 2311 /* No idea why these were all set to zero - if something
2350 * makes this creature agressive, he should still do damage. 2312 * makes this creature agressive, he should still do damage.
2353 victim->stats.sp = 0; 2315 victim->stats.sp = 0;
2354 victim->stats.grace = 0; 2316 victim->stats.grace = 0;
2355 victim->stats.Pow = 0; 2317 victim->stats.Pow = 0;
2356#endif 2318#endif
2357 victim->attack_movement = RANDO2; 2319 victim->attack_movement = RANDO2;
2358 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2320 victim->set_flag (FLAG_UNAGGRESSIVE);
2359 SET_FLAG (victim, FLAG_RUN_AWAY); 2321 victim->set_flag (FLAG_RUN_AWAY);
2360 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2322 victim->set_flag (FLAG_RANDOM_MOVE);
2361 CLEAR_FLAG (victim, FLAG_MONSTER); 2323 victim->clr_flag (FLAG_MONSTER);
2324
2362 if (victim->name) 2325 if (victim->name)
2363 {
2364 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);
2365 } 2327 }
2366 }
2367 } 2328 }
2368} 2329}
2369
2370 2330
2371/* This writes a rune that contains the appropriate message. 2331/* This writes a rune that contains the appropriate message.
2372 * There really isn't any adjustments we make. 2332 * There really isn't any adjustments we make.
2373 */ 2333 */
2374
2375int 2334int
2376write_mark (object *op, object *spell, const char *msg) 2335write_mark (object *op, object *spell, const char *msg)
2377{ 2336{
2378 char rune[HUGE_BUF];
2379 object *tmp;
2380
2381 if (!msg || msg[0] == 0) 2337 if (!msg || msg[0] == 0)
2382 { 2338 {
2383 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2339 op->failmsg ("Write what?");
2384 return 0; 2340 return 0;
2385 } 2341 }
2386 2342
2387 if (strcasestr_local (msg, "endmsg")) 2343 if (!msg_is_safe (msg))
2388 { 2344 {
2389 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.>");
2390 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);
2391 return 0; 2347 return 0;
2392 } 2348 }
2349
2393 if (!spell->other_arch) 2350 if (!spell->other_arch)
2394 return 0; 2351 return 0;
2395 tmp = arch_to_object (spell->other_arch);
2396 2352
2397 snprintf (rune, sizeof (rune), "%s\n", msg); 2353 object *tmp = spell->other_arch->instance ();
2398 2354
2399 tmp->race = op->name; /*Save the owner of the rune */ 2355 tmp->race = op->name; /*Save the owner of the rune */
2400 tmp->msg = rune; 2356 tmp->msg = msg;
2401 2357
2402 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); 2358 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2359
2403 return 1; 2360 return 1;
2404} 2361}
2362

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