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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.66 by root, Fri Aug 10 01:47:53 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 op->play_sound (sound_find ("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}
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 */
127int 128int
128cast_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)
129{ 130{
130 int missile_plus = 0, bonus_plus = 0; 131 int bonus_plus = 0;
131 const char *missile_name; 132 const char *missile_name = "arrow";
132 object *tmp, *missile;
133 133
134 missile_name = "arrow";
135
136 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 134 for (object *tmp = op->inv; tmp; tmp = tmp->below)
137 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) 135 if (tmp->type == BOW && tmp->flag [FLAG_APPLIED])
138 missile_name = tmp->race; 136 missile_name = tmp->race;
139 137
140 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); 138 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
141 139
142 if (archetype::find (missile_name) == NULL) 140 archetype *missile_arch = archetype::find (missile_name);
141
142 if (!missile_arch)
143 { 143 {
144 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);
145 return 0; 145 return 0;
146 } 146 }
147 147
148 missile = get_archetype (missile_name); 148 object *missile = missile_arch->instance ();
149 149
150 if (stringarg) 150 if (spellparam)
151 { 151 {
152 /* If it starts with a letter, presume it is a description */ 152 /* If it starts with a letter, presume it is a description */
153 if (isalpha (*stringarg)) 153 if (isalpha (*spellparam))
154 { 154 {
155 artifact *al = find_artifactlist (missile->type)->items; 155 artifact *al = find_artifactlist (missile->type)->items;
156 156
157 for (; al; al = al->next) 157 for (; al; al = al->next)
158 if (!strcasecmp (al->item->name, stringarg)) 158 if (!strcasecmp (al->item->name, spellparam))
159 break; 159 break;
160 160
161 if (!al) 161 if (!al)
162 { 162 {
163 missile->destroy (); 163 missile->destroy ();
164 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);
165 return 0; 165 return 0;
166 } 166 }
167 167
168 if (al->item->slaying) 168 if (al->item->slaying)
169 { 169 {
170 missile->destroy (); 170 missile->destroy ();
171 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);
172 return 0; 172 return 0;
173 } 173 }
174 174
175 give_artifact_abilities (missile, al->item); 175 give_artifact_abilities (missile, al->item);
176 /* 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 -
177 * 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
178 * the parsing of having to do both plus and type. 178 * the parsing of having to do both plus and type.
179 */ 179 */
180 bonus_plus = 1 + (al->item->value / 5); 180 bonus_plus = 1 + (al->item->value / 5);
181 missile_plus = 0; 181 missile_plus = 0;
182 } 182 }
183 else if (atoi (stringarg) < missile_plus) 183 else if (atoi (spellparam) < missile_plus)
184 missile_plus = atoi (stringarg); 184 missile_plus = atoi (spellparam);
185 } 185 }
186 186
187 if (missile_plus > 4) 187 missile_plus = clamp (missile_plus, -4, 4);
188 missile_plus = 4;
189 else if (missile_plus < -4)
190 missile_plus = -4;
191 188
192 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 189 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
193 missile->nrof -= 3 * (missile_plus + bonus_plus); 190 missile->nrof -= 3 * (missile_plus + bonus_plus);
194 191
195 if (missile->nrof < 1) 192 if (missile->nrof < 1)
197 194
198 missile->magic = missile_plus; 195 missile->magic = missile_plus;
199 /* Can't get any money for these objects */ 196 /* Can't get any money for these objects */
200 missile->value = 0; 197 missile->value = 0;
201 198
202 SET_FLAG (missile, FLAG_IDENTIFIED); 199 missile->set_flag (FLAG_IDENTIFIED);
203 200
204 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 ())
205 pick_up (op, missile); 202 pick_up (op, missile);
206 203
207 return 1; 204 return 1;
208} 205}
209 206
210 207
211/* allows the choice of what sort of food object to make. 208/* allows the choice of what sort of food object to make.
212 * 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*/
213int 210int
214cast_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)
215{ 212{
216 int food_value; 213 int food_value;
217 archetype *at = NULL; 214 archetype *at = NULL;
218 object *new_op; 215 object *new_op;
219 216
220 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);
221 218
222 if (stringarg) 219 if (spellparam)
223 { 220 {
224 at = find_archetype_by_object_type_name (FOOD, stringarg); 221 at = find_archetype_by_object_type_name (FOOD, spellparam);
225 if (at == NULL) 222 if (at == NULL)
226 at = find_archetype_by_object_type_name (DRINK, stringarg); 223 at = find_archetype_by_object_type_name (DRINK, spellparam);
227 if (at == NULL || at->stats.food > food_value) 224 if (at == NULL || at->stats.food > food_value)
228 stringarg = NULL; 225 spellparam = NULL;
229 } 226 }
230 227
231 if (!stringarg) 228 if (!spellparam)
232 { 229 {
233 archetype *at_tmp; 230 archetype *at_tmp;
234 231
235 /* We try to find the archetype with the maximum food value. 232 /* We try to find the archetype with the maximum food value.
236 * This removes the dependancy of hard coded food values in this 233 * This removes the dependancy of hard coded food values in this
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 }
302 mflags = get_map_flags (m, &m, x, y, &x, &y); 298 mflags = get_map_flags (m, &m, x, y, &x, &y);
303 299
304 if (mflags & P_OUT_OF_MAP) 300 if (mflags & P_OUT_OF_MAP)
305 break; 301 break;
306 302
307 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) 303 if (!op->flag [FLAG_WIZCAST] && (mflags & P_NO_MAGIC))
308 { 304 {
309 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 305 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
310 return 0; 306 return 0;
311 } 307 }
308
312 if (mflags & P_IS_ALIVE) 309 if (mflags & P_IS_ALIVE)
313 { 310 {
314 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)
315 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]))
316 { 313 {
317 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 314 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
318 if (tmp->head != NULL) 315 if (tmp->head != NULL)
319 tmp = tmp->head; 316 tmp = tmp->head;
320 examine_monster (op, tmp); 317 examine_monster (op, tmp);
335 * pl is invisible. 332 * pl is invisible.
336 */ 333 */
337int 334int
338makes_invisible_to (object *pl, object *mon) 335makes_invisible_to (object *pl, object *mon)
339{ 336{
340
341 if (!pl->invisible) 337 if (!pl->invisible)
342 return 0; 338 return 0;
339
343 if (pl->type == PLAYER) 340 if (pl->type == PLAYER)
344 { 341 {
345 /* If race isn't set, then invisible unless it is undead */ 342 /* If race isn't set, then invisible unless it is undead */
346 if (!pl->contr->invis_race) 343 if (!pl->contr->invis_race)
347 { 344 {
348 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 345 if (mon->flag [FLAG_UNDEAD])
349 return 0; 346 return 0;
347
350 return 1; 348 return 1;
351 } 349 }
350
352 /* invis_race is set if we get here */ 351 /* invis_race is set if we get here */
353 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 352 if (pl->contr->invis_race == shstr_undead && is_true_undead (mon))
354 return 1; 353 return 1;
354
355 /* No race, can't be invisible to it */ 355 /* No race, can't be invisible to it */
356 if (!mon->race) 356 if (!mon->race)
357 return 0; 357 return 0;
358
358 if (strstr (mon->race, pl->contr->invis_race)) 359 if (mon->race.contains (pl->contr->invis_race))
359 return 1; 360 return 1;
361
360 /* Nothing matched above, return 0 */ 362 /* Nothing matched above, return 0 */
361 return 0; 363 return 0;
362 } 364 }
363 else 365 else
364 { 366 {
379int 381int
380cast_invisible (object *op, object *caster, object *spell_ob) 382cast_invisible (object *op, object *caster, object *spell_ob)
381{ 383{
382 if (op->invisible > 1000) 384 if (op->invisible > 1000)
383 { 385 {
384 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further"); 386 op->failmsg ("You can not extend the duration of your invisibility any further");
385 return 0; 387 return 0;
386 } 388 }
387 389
388 /* Remove the switch with 90% duplicate code - just handle the differences with 390 /* Remove the switch with 90% duplicate code - just handle the differences with
389 * and if statement or two. 391 * and if statement or two.
395 397
396 if (op->type == PLAYER) 398 if (op->type == PLAYER)
397 { 399 {
398 op->contr->invis_race = spell_ob->race; 400 op->contr->invis_race = spell_ob->race;
399 401
400 if (QUERY_FLAG (spell_ob, FLAG_MAKE_INVIS)) 402 if (spell_ob->flag [FLAG_MAKE_INVIS])
401 op->contr->tmp_invis = 0; 403 op->contr->tmp_invis = 0;
402 else 404 else
403 op->contr->tmp_invis = 1; 405 op->contr->tmp_invis = 1;
404 406
405 op->contr->hidden = 0; 407 op->contr->hidden = 0;
425/* earth to dust spell. Basically destroys earthwalls in the area. 427/* earth to dust spell. Basically destroys earthwalls in the area.
426 */ 428 */
427int 429int
428cast_earth_to_dust (object *op, object *caster, object *spell_ob) 430cast_earth_to_dust (object *op, object *caster, object *spell_ob)
429{ 431{
430 object *tmp, *next;
431 int range, i, j, mflags; 432 int range, i, j, mflags;
432 sint16 sx, sy; 433 sint16 sx, sy;
433 maptile *m; 434 maptile *m;
434
435 if (op->type != PLAYER)
436 return 0;
437 435
438 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 436 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
439 437
440 for (i = -range; i <= range; i++) 438 for (i = -range; i <= range; i++)
441 for (j = -range; j <= range; j++) 439 for (j = -range; j <= range; j++)
446 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 444 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
447 445
448 if (mflags & P_OUT_OF_MAP) 446 if (mflags & P_OUT_OF_MAP)
449 continue; 447 continue;
450 448
451 // earth to dust tears down everything that can be teared down 449 // earth to dust tears down everything that can be torn down
452 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)
453 { 451 {
454 next = tmp->above; 452 next = tmp->above;
455 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 453
454 if (tmp->flag [FLAG_TEAR_DOWN])
456 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 455 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
457 } 456 }
458 } 457 }
459 458
460 return 1; 459 return 1;
463void 462void
464execute_word_of_recall (object *op) 463execute_word_of_recall (object *op)
465{ 464{
466 if (object *pl = op->in_player ()) 465 if (object *pl = op->in_player ())
467 { 466 {
468 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST)) 467 if (pl->ms ().flags () & P_NO_CLERIC && !pl->flag [FLAG_WIZCAST])
469 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.");
470 else 469 else
471 { 470 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
472 // remove first so we do not call update_stats
473 op->remove ();
474 pl->enter_exit (op);
475 }
476 } 471 }
477 472
478 op->destroy (); 473 op->destroy ();
479} 474}
480 475
496 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.");
497 return 1; 492 return 1;
498 } 493 }
499 494
500 dummy = get_archetype (FORCE_NAME); 495 dummy = get_archetype (FORCE_NAME);
501 if (dummy == NULL) 496
497 if (!dummy)
502 { 498 {
503 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 499 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
504 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); 500 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
505 return 0; 501 return 0;
506 } 502 }
570 566
571int 567int
572perceive_self (object *op) 568perceive_self (object *op)
573{ 569{
574 const char *cp = describe_item (op, op); 570 const char *cp = describe_item (op, op);
575 archetype *at = archetype::find (ARCH_DEPLETION); 571 archetype *at = archetype::find (shstr_depletion);
576 572
577 dynbuf_text buf; 573 dynbuf_text &buf = msg_dynbuf; buf.clear ();
578 574
579 if (player *pl = op->contr) 575 if (!op->is_player ())
576 return 0;
577
580 if (object *race = archetype::find (op->race)) 578 if (object *race = archetype::find (op->race))
581 buf << "You are a " << (pl->gender ? "female" : "male") << " " << &race->name << ".\n"; 579 buf << " - You are a G<male|female> " << &race->name << ".\n";
582 580
583 if (object *god = find_god (determine_god (op))) 581 if (object *god = find_god (determine_god (op)))
584 buf << "You worship " << &god->name << ".\n"; 582 buf << " - You worship " << &god->name << ".\n";
585 else 583 else
586 buf << "You worship no god.\n"; 584 buf << " - You worship no god.\n";
587 585
588 object *tmp = present_arch_in_ob (at, op); 586 object *tmp = present_arch_in_ob (at, op);
589 587
590 if (*cp == '\0' && tmp == NULL) 588 if (*cp == '\0' && !tmp)
591 buf << "You feel very mundane. "; 589 buf << " - You feel very mundane. ";
592 else 590 else
593 { 591 {
594 buf << "You have: " << cp << ".\n"; 592 buf << " - You have: " << cp << ".\n";
595 593
596 if (tmp) 594 if (tmp)
597 for (int i = 0; i < NUM_STATS; i++) 595 for (int i = 0; i < NUM_STATS; i++)
598 if (tmp->stats.stat (i) < 0) 596 if (tmp->stats.stat (i) < 0)
599 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));
600 } 598 }
601 599
602 if (is_dragon_pl (op)) 600 if (op->is_dragon ())
603 /* now grab the 'dragon_ability'-force from the player's inventory */ 601 /* now grab the 'dragon_ability'-force from the player's inventory */
604 for (tmp = op->inv; tmp; tmp = tmp->below) 602 for (tmp = op->inv; tmp; tmp = tmp->below)
605 { 603 {
606 if (tmp->type == FORCE && !strcmp (tmp->arch->archname, "dragon_ability_force")) 604 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
607 { 605 {
608 if (tmp->stats.exp == 0) 606 if (tmp->stats.exp == 0)
609 buf << "Your metabolism isn't focused on anything.\n"; 607 buf << " - Your metabolism isn't focused on anything.\n";
610 else 608 else
611 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";
612 610
613 break; 611 break;
614 } 612 }
615 } 613 }
616 614
617 buf << '\0'; // zero-terminate 615 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
618
619 new_draw_info (NDI_UNIQUE, 0, op, buf.linearise ());
620 616
621 return 1; 617 return 1;
622} 618}
623 619
624/* This creates magic walls. Really, it can create most any object, 620/* This creates magic walls. Really, it can create most any object,
650 646
651 if ((spell_ob->move_block || x != op->x || y != op->y) && 647 if ((spell_ob->move_block || x != op->x || y != op->y) &&
652 (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) ||
653 ((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)))
654 { 650 {
655 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 651 op->failmsg ("Something is in the way.");
656 return 0; 652 return 0;
657 } 653 }
658 654
659 if (spell_ob->other_arch) 655 if (spell_ob->other_arch)
660 tmp = arch_to_object (spell_ob->other_arch); 656 tmp = spell_ob->other_arch->instance ();
661 else if (spell_ob->race) 657 else if (spell_ob->race)
662 { 658 {
663 char buf1[MAX_BUF]; 659 char buf1[MAX_BUF];
664 660
665 sprintf (buf1, spell_ob->race, dir); 661 sprintf (buf1, spell_ob->race, dir);
669 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 665 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
670 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 666 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
671 return 0; 667 return 0;
672 } 668 }
673 669
674 tmp = arch_to_object (at); 670 tmp = at->instance ();
675 } 671 }
676 else 672 else
677 { 673 {
678 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);
679 return 0; 675 return 0;
684 tmp->attacktype = spell_ob->attacktype; 680 tmp->attacktype = spell_ob->attacktype;
685 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);
686 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);
687 tmp->range = 0; 683 tmp->range = 0;
688 } 684 }
689 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 685 else if (tmp->flag [FLAG_ALIVE])
690 { 686 {
691 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);
692 tmp->stats.maxhp = tmp->stats.hp; 688 tmp->stats.maxhp = tmp->stats.hp;
693 } 689 }
694 690
695 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])
696 { 692 {
697 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);
698 SET_FLAG (tmp, FLAG_IS_USED_UP); 694 tmp->set_flag (FLAG_IS_USED_UP);
699 } 695 }
700 696
701 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 697 if (spell_ob->flag [FLAG_TEAR_DOWN])
702 { 698 {
703 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);
704 tmp->stats.maxhp = tmp->stats.hp; 700 tmp->stats.maxhp = tmp->stats.hp;
705 SET_FLAG (tmp, FLAG_TEAR_DOWN); 701 tmp->set_flag (FLAG_TEAR_DOWN);
706 SET_FLAG (tmp, FLAG_ALIVE); 702 tmp->set_flag (FLAG_ALIVE);
707 } 703 }
708 704
709 /* 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,
710 * 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
711 * earthwalls, though, so they survive restarts. 707 * earthwalls, though, so they survive restarts.
712 */ 708 */
713 if (tmp->type != EARTHWALL) //TODO 709 if (tmp->type != EARTHWALL) //TODO
714 tmp->set_owner (op); 710 tmp->set_owner (op);
715 711
716 set_spell_skill (op, caster, spell_ob, tmp); 712 set_spell_skill (op, caster, spell_ob, tmp);
717 tmp->level = caster_level (caster, spell_ob) / 2; 713 tmp->level = casting_level (caster, spell_ob) / 2;
718 714
719 name = tmp->name; 715 name = tmp->name;
720 if (!(tmp = m->insert (tmp, x, y, op))) 716 if (!(tmp = m->insert (tmp, x, y, op)))
721 { 717 {
722 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);
723 return 0; 719 return 0;
724 } 720 }
725 721
726 /* 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 */
727 if (tmp->other_arch && tmp->other_arch->type == SPELL) 723 if (tmp->other_arch && tmp->other_arch->type == SPELL)
728 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 724 insert_ob_in_ob (tmp->other_arch->instance (), tmp);
729 725
730 /* This code causes the wall to extend some distance in 726 /* This code causes the wall to extend some distance in
731 * each direction, or until an obstruction is encountered. 727 * each direction, or until an obstruction is encountered.
732 * posblocked and negblocked help determine how far the 728 * posblocked and negblocked help determine how far the
733 * created wall can extend, it won't go extend through 729 * created wall can extend, it won't go extend through
753 object *tmp2 = tmp->clone (); 749 object *tmp2 = tmp->clone ();
754 m->insert (tmp2, x, y, op); 750 m->insert (tmp2, x, y, op);
755 751
756 /* 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 */
757 if (tmp2->other_arch && tmp2->other_arch->type == SPELL) 753 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
758 tmp2->insert (arch_to_object (tmp2->other_arch)); 754 tmp2->insert (tmp2->other_arch->instance ());
759 755
760 } 756 }
761 else 757 else
762 posblocked = 1; 758 posblocked = 1;
763 759
770 { 766 {
771 object *tmp2 = tmp->clone (); 767 object *tmp2 = tmp->clone ();
772 m->insert (tmp2, x, y, op); 768 m->insert (tmp2, x, y, op);
773 769
774 if (tmp2->other_arch && tmp2->other_arch->type == SPELL) 770 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
775 tmp2->insert (arch_to_object (tmp2->other_arch)); 771 tmp2->insert (tmp2->other_arch->instance ());
776 } 772 }
777 else 773 else
778 negblocked = 1; 774 negblocked = 1;
779 } 775 }
780 776
781 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) 777 if (tmp->flag [FLAG_BLOCKSVIEW])
782 update_all_los (op->map, op->x, op->y); 778 update_all_los (op->map, op->x, op->y);
783 779
784 return 1; 780 return 1;
785} 781}
786 782
787int 783int
788dimension_door (object *op, object *caster, object *spob, int dir) 784dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
789{ 785{
790 uint32 dist, maxdist; 786 uint32 dist, maxdist;
791 int mflags; 787 int mflags;
792 maptile *m; 788 maptile *m;
793 sint16 sx, sy; 789 sint16 sx, sy;
795 if (op->type != PLAYER) 791 if (op->type != PLAYER)
796 return 0; 792 return 0;
797 793
798 if (!dir) 794 if (!dir)
799 { 795 {
800 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?"); 796 op->failmsg ("In what direction?");
801 return 0; 797 return 0;
802 } 798 }
803 799
804 /* 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
805 * ever, so put limits in. 801 * ever, so put limits in.
806 */ 802 */
807 maxdist = spob->range + SP_level_range_adjust (caster, spob); 803 maxdist = spob->range + SP_level_range_adjust (caster, spob);
808 804
809 if (op->contr->count) 805 if (spellparam)
810 { 806 {
807 int count = atoi (spellparam);
808
811 if (op->contr->count > maxdist) 809 if (count > maxdist)
812 { 810 {
813 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!"); 811 op->failmsg ("You can't dimension door that far!");
814 return 0; 812 return 0;
815 } 813 }
816 814
817 for (dist = 0; dist < op->contr->count; dist++) 815 for (dist = 0; dist < count; dist++)
818 { 816 {
819 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);
820 818
821 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 819 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
822 break; 820 break;
823 821
824 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)))
825 break; 823 break;
826 } 824 }
827 825
828 if (dist < op->contr->count) 826 if (dist < count)
829 { 827 {
830 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");
831 op->contr->count = 0;
832 return 0; 829 return 0;
833 } 830 }
834
835 op->contr->count = 0;
836 831
837 /* Remove code that puts player on random space on maps. IMO, 832 /* Remove code that puts player on random space on maps. IMO,
838 * 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,
839 * 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
840 * by such squares). Also, there are probably treasure rooms and 835 * by such squares). Also, there are probably treasure rooms and
882 break; 877 break;
883 878
884 } 879 }
885 if (!dist) 880 if (!dist)
886 { 881 {
887 new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n"); 882 op->failmsg ("Your spell failed!\n");
888 return 0; 883 return 0;
889 } 884 }
890 } 885 }
891 886
892 /* Actually move the player now */ 887 /* Actually move the player now */
893 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)))
894 return 1; 889 return 1;
895 890
896 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
897 return 1; 893 return 1;
898} 894}
899
900 895
901/* cast_heal: Heals something. 896/* cast_heal: Heals something.
902 * op is the caster. 897 * op is the caster.
903 * dir is the direction he is casting it in. 898 * dir is the direction he is casting it in.
904 * spell is the spell object. 899 * spell is the spell object.
931 { 926 {
932 /* See how many points we actually heal. Instead of messages 927 /* See how many points we actually heal. Instead of messages
933 * based on type of spell, we instead do messages based 928 * based on type of spell, we instead do messages based
934 * on amount of damage healed. 929 * on amount of damage healed.
935 */ 930 */
936 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 931 if (heal > tmp->stats.maxhp - tmp->stats.hp)
937 heal = tmp->stats.maxhp - tmp->stats.hp; 932 heal = tmp->stats.maxhp - tmp->stats.hp;
933
938 tmp->stats.hp += heal; 934 tmp->stats.hp += heal;
939 935
940 if (tmp->stats.hp >= tmp->stats.maxhp) 936 if (tmp->stats.hp >= tmp->stats.maxhp)
941 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 937 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
942 else if (heal > 50) 938 else if (heal > 50)
951 success = 1; 947 success = 1;
952 } 948 }
953 } 949 }
954 950
955 if (spell->attacktype & AT_DISEASE) 951 if (spell->attacktype & AT_DISEASE)
956 if (cure_disease (tmp, op)) 952 if (cure_disease (tmp, op, spell))
957 success = 1; 953 success = 1;
958 954
959 if (spell->attacktype & AT_POISON) 955 if (spell->attacktype & AT_POISON)
960 { 956 {
961 at = archetype::find ("poisoning"); 957 at = archetype::find (shstr_poisoning);
962 poison = present_arch_in_ob (at, tmp); 958 poison = present_arch_in_ob (at, tmp);
963 if (poison) 959 if (poison)
964 { 960 {
965 success = 1; 961 success = 1;
966 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 962 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
968 } 964 }
969 } 965 }
970 966
971 if (spell->attacktype & AT_CONFUSION) 967 if (spell->attacktype & AT_CONFUSION)
972 { 968 {
973 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 969 poison = present_in_ob_by_name (FORCE, shstr_confusion, tmp);
974 if (poison) 970 if (poison)
975 { 971 {
976 success = 1; 972 success = 1;
977 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 973 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
978 poison->duration = 1; 974 poison->duration = 1;
979 } 975 }
980 } 976 }
981 977
982 if (spell->attacktype & AT_BLIND) 978 if (spell->attacktype & AT_BLIND)
983 { 979 {
984 at = archetype::find ("blindness"); 980 at = archetype::find (shstr_blindness);
985 poison = present_arch_in_ob (at, tmp); 981 poison = present_arch_in_ob (at, tmp);
986 if (poison) 982 if (poison)
987 { 983 {
988 success = 1; 984 success = 1;
989 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.");
1007 tmp->stats.grace = tmp->stats.maxgrace; 1003 tmp->stats.grace = tmp->stats.maxgrace;
1008 success = 1; 1004 success = 1;
1009 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!");
1010 } 1006 }
1011 1007
1012 if (spell->stats.food && tmp->stats.food < 999) 1008 if (spell->stats.food && tmp->stats.food < MAX_FOOD)
1013 { 1009 {
1014 tmp->stats.food += spell->stats.food; 1010 tmp->stats.food += spell->stats.food;
1015 if (tmp->stats.food > 999) 1011 min_it (tmp->stats.food, MAX_FOOD);
1016 tmp->stats.food = 999; 1012
1017 success = 1; 1013 success = 1;
1018 /* 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 */
1019 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");
1020 } 1016 }
1021 1017
1035 "You don't feel any more powerful." 1031 "You don't feel any more powerful."
1036 "You are no easier to look at.", 1032 "You are no easier to look at.",
1037}; 1033};
1038 1034
1039int 1035int
1036change_ability_duration (object *spell, object *caster)
1037{
1038 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1039}
1040
1041int
1040cast_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)
1041{ 1043{
1042 object *force = NULL; 1044 object *force = 0;
1043 int i; 1045 int i;
1044 1046
1045 /* 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. */
1046 object *tmp = dir 1048 object *tmp = dir
1047 ? find_target_for_friendly_spell (op, dir) 1049 ? find_target_for_friendly_spell (op, dir)
1048 : op; 1050 : op;
1049 1051
1050 if (!tmp) 1052 if (!tmp)
1051 return 0; 1053 return 0;
1052 1054
1053 /* 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. */
1061 break; 1063 break;
1062 } 1064 }
1063 else if (spell_ob->race && spell_ob->race == tmp2->name) 1065 else if (spell_ob->race && spell_ob->race == tmp2->name)
1064 { 1066 {
1065 if (!silent) 1067 if (!silent)
1066 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
1067 return 0; 1071 return 0;
1068 } 1072 }
1069 } 1073 }
1070 } 1074 }
1075
1076 int duration = change_ability_duration (spell_ob, caster);
1077
1071 if (force == NULL) 1078 if (force)
1072 {
1073 force = get_archetype (FORCE_NAME);
1074 force->subtype = FORCE_CHANGE_ABILITY;
1075 if (spell_ob->race)
1076 force->name = spell_ob->race;
1077 else
1078 force->name = spell_ob->name;
1079 force->name_pl = spell_ob->name;
1080 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1081
1082 } 1079 {
1083 else
1084 {
1085 int duration;
1086
1087 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1088 if (duration > force->duration) 1080 if (duration > force->duration)
1089 { 1081 {
1090 force->duration = duration; 1082 force->duration = duration;
1091 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.");
1092 } 1084 }
1093 else 1085 else
1094 {
1095 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.");
1096 }
1097 1087
1098 return 1; 1088 return 1;
1099 } 1089 }
1100 1090
1101 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
1102 force->speed = 1.0; 1106 force->speed = 1.0;
1103 force->speed_left = -1.0; 1107 force->speed_left = -1.0;
1104 SET_FLAG (force, FLAG_APPLIED); 1108 force->set_flag (FLAG_APPLIED);
1105 1109
1106 /* Now start processing the effects. First, protections */ 1110 /* Now start processing the effects. First, protections */
1107 for (i = 0; i < NROFATTACKS; i++) 1111 for (i = 0; i < NROFATTACKS; i++)
1108 { 1112 {
1109 if (spell_ob->resist[i]) 1113 if (spell_ob->resist[i])
1139 } 1143 }
1140 } 1144 }
1141 1145
1142 force->move_type = spell_ob->move_type; 1146 force->move_type = spell_ob->move_type;
1143 1147
1144 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK)) 1148 if (spell_ob->flag [FLAG_SEE_IN_DARK])
1145 SET_FLAG (force, FLAG_SEE_IN_DARK); 1149 force->set_flag (FLAG_SEE_IN_DARK);
1146 1150
1147 if (QUERY_FLAG (spell_ob, FLAG_XRAYS)) 1151 if (spell_ob->flag [FLAG_XRAYS])
1148 SET_FLAG (force, FLAG_XRAYS); 1152 force->set_flag (FLAG_XRAYS);
1149 1153
1150 /* Haste/bonus speed */ 1154 /* Haste/bonus speed */
1151 if (spell_ob->stats.exp) 1155 if (spell_ob->stats.exp)
1152 { 1156 {
1153 if (op->speed > 0.5f) 1157 if (op->speed > 0.5f)
1173 */ 1177 */
1174int 1178int
1175cast_bless (object *op, object *caster, object *spell_ob, int dir) 1179cast_bless (object *op, object *caster, object *spell_ob, int dir)
1176{ 1180{
1177 int i; 1181 int i;
1178 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1182 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1179 1183
1180 /* 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. */
1181 if (dir != 0) 1185 if (dir != 0)
1182 { 1186 {
1183 tmp = find_target_for_friendly_spell (op, dir); 1187 tmp = find_target_for_friendly_spell (op, dir);
1188
1189 if (!tmp)
1190 return 0;
1184 } 1191 }
1185 else 1192 else
1186 {
1187 tmp = op; 1193 tmp = op;
1188 }
1189 1194
1190 /* 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. */
1191 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1196 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1192 { 1197 {
1193 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1198 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1194 { 1199 {
1195 if (tmp2->name == spell_ob->name) 1200 if (tmp2->name == spell_ob->name)
1196 { 1201 {
1202 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);
1203 return 0; 1208 return 0;
1204 } 1209 }
1205 } 1210 }
1206 } 1211 }
1212
1207 if (force == NULL) 1213 if (force == NULL)
1208 { 1214 {
1209 force = get_archetype (FORCE_NAME); 1215 force = get_archetype (FORCE_NAME);
1210 force->subtype = FORCE_CHANGE_ABILITY; 1216 force->subtype = FORCE_CHANGE_ABILITY;
1211 if (spell_ob->race) 1217 if (spell_ob->race)
1232 return 0; 1238 return 0;
1233 } 1239 }
1234 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;
1235 force->speed = 1.0; 1241 force->speed = 1.0;
1236 force->speed_left = -1.0; 1242 force->speed_left = -1.0;
1237 SET_FLAG (force, FLAG_APPLIED); 1243 force->set_flag (FLAG_APPLIED);
1238 1244
1239 if (!god) 1245 if (!god)
1240 { 1246 {
1241 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty."); 1247 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1242 } 1248 }
1243 else 1249 else
1244 { 1250 {
1245 /* Only give out good benefits, and put a max on it */ 1251 /* Only give out good benefits, and put a max on it */
1246 for (i = 0; i < NROFATTACKS; i++) 1252 for (i = 0; i < NROFATTACKS; i++)
1247 {
1248 if (god->resist[i] > 0) 1253 if (god->resist[i] > 0)
1249 {
1250 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]);
1251 } 1255
1252 }
1253 force->path_attuned |= god->path_attuned; 1256 force->path_attuned |= god->path_attuned;
1254 1257
1255 if (spell_ob->attacktype) 1258 if (spell_ob->attacktype)
1256 force->slaying = god->slaying; 1259 force->slaying = god->slaying;
1257 1260
1292static void 1295static void
1293alchemy_object (object *obj, uint64 &total_value, int &total_weight) 1296alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1294{ 1297{
1295 uint64 value = query_cost (obj, NULL, F_TRUE); 1298 uint64 value = query_cost (obj, NULL, F_TRUE);
1296 1299
1297 /* Give third price when we alchemy money (This should hopefully 1300 /* Give third price when we alchemy money (this should hopefully
1298 * make it so that it isn't worth it to alchemy money, sell 1301 * make it so that it isn't worth it to alchemy money, sell
1299 * the nuggets, alchemy the gold from that, etc. 1302 * the nuggets, alchemy the gold from that, etc.
1300 * Otherwise, give 9 silver on the gold for other objects, 1303 * Otherwise, give 9 silver on the gold for other objects,
1301 * so that it would still be more affordable to haul 1304 * so that it would still be more affordable to haul
1302 * the stuff back to town. 1305 * the stuff back to town.
1303 */ 1306 */
1304 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1307 if (obj->flag [FLAG_UNPAID])
1305 value = 0; 1308 value = 0;
1306 else if (obj->type == MONEY || obj->type == GEM) 1309 else if (obj->type == MONEY || obj->type == GEM)
1307 value /= 3; 1310 value /= 3;
1308 else 1311 else
1309 value = value * 9 / 10; 1312 value = value * 9 / 10;
1322 if (op->type != PLAYER) 1325 if (op->type != PLAYER)
1323 return 0; 1326 return 0;
1324 1327
1325 archetype *nugget[3]; 1328 archetype *nugget[3];
1326 1329
1327 nugget[0] = archetype::find ("pyrite3"); 1330 nugget[0] = archetype::find (shstr_pyrite3);
1328 nugget[1] = archetype::find ("pyrite2"); 1331 nugget[1] = archetype::find (shstr_pyrite2);
1329 nugget[2] = archetype::find ("pyrite"); 1332 nugget[2] = archetype::find (shstr_pyrite);
1330 1333
1331 /* 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
1332 * some, and also prevents people from alchemising every table/chair/clock 1335 * some, and also prevents people from alchemising every table/chair/clock
1333 * in sight 1336 * in sight
1334 */ 1337 */
1363 1366
1364 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)
1365 { 1368 {
1366 next = tmp->above; 1369 next = tmp->above;
1367 1370
1368 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1371 if (tmp->weight > 0 && !tmp->flag [FLAG_NO_PICK] &&
1369 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1372 !tmp->flag [FLAG_ALIVE] && !tmp->flag [FLAG_IS_CAULDRON])
1370 { 1373 {
1371 if (tmp->inv) 1374 if (tmp->inv)
1372 { 1375 {
1373 object *next1, *tmp1; 1376 object *next1, *tmp1;
1374 1377
1375 for (tmp1 = tmp->inv; tmp1; tmp1 = next1) 1378 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1376 { 1379 {
1377 next1 = tmp1->below; 1380 next1 = tmp1->below;
1378 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1381 if (tmp1->weight > 0 && !tmp1->flag [FLAG_NO_PICK] &&
1379 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1382 !tmp1->flag [FLAG_ALIVE] && !tmp1->flag [FLAG_IS_CAULDRON])
1380 alchemy_object (tmp1, value, weight); 1383 alchemy_object (tmp1, value, weight);
1381 } 1384 }
1382 } 1385 }
1383 1386
1384 alchemy_object (tmp, value, weight); 1387 alchemy_object (tmp, value, weight);
1394 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i) 1397 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1395 if (int nrof = value / nugget [i]->value) 1398 if (int nrof = value / nugget [i]->value)
1396 { 1399 {
1397 value -= nrof * nugget[i]->value; 1400 value -= nrof * nugget[i]->value;
1398 1401
1399 object *tmp = arch_to_object (nugget[i]); 1402 object *tmp = nugget[i]->instance ();
1400 tmp->nrof = nrof; 1403 tmp->nrof = nrof;
1401 tmp->flag [FLAG_IDENTIFIED] = true; 1404 tmp->flag [FLAG_IDENTIFIED] = true;
1402 caster->map->insert (tmp, x, y, caster, 0); 1405 op->map->insert (tmp, x, y, op, 0);
1403 } 1406 }
1404 1407
1405 if (weight > weight_max) 1408 if (weight > weight_max)
1406 goto bailout; 1409 goto bailout;
1407 } 1410 }
1408 } 1411 }
1409 1412
1410bailout: 1413bailout:
1411 return 1; 1414 return 1;
1412} 1415}
1413
1414 1416
1415/* This function removes the cursed/damned status on equipped 1417/* This function removes the cursed/damned status on equipped
1416 * items. 1418 * items.
1417 */ 1419 */
1418int 1420int
1419remove_curse (object *op, object *caster, object *spell) 1421remove_curse (object *op, object *caster, object *spell)
1420{ 1422{
1421 object *tmp;
1422 int success = 0, was_one = 0; 1423 int success = 0, was_one = 0;
1423 1424
1424 for (tmp = op->inv; tmp; tmp = tmp->below) 1425 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1425 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1426 if (tmp->flag [FLAG_APPLIED] &&
1426 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1427 ((tmp->flag [FLAG_CURSED] && spell->flag [FLAG_CURSED]) ||
1427 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1428 (tmp->flag [FLAG_DAMNED] && spell->flag [FLAG_DAMNED])))
1428 { 1429 {
1429 was_one++; 1430 was_one++;
1431
1430 if (tmp->level <= caster_level (caster, spell)) 1432 if (tmp->level <= casting_level (caster, spell))
1431 { 1433 {
1432 success++; 1434 success++;
1433 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1435 if (spell->flag [FLAG_DAMNED])
1434 CLEAR_FLAG (tmp, FLAG_DAMNED); 1436 tmp->clr_flag (FLAG_DAMNED);
1435 1437
1436 CLEAR_FLAG (tmp, FLAG_CURSED); 1438 tmp->clr_flag (FLAG_CURSED);
1437 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1439 tmp->clr_flag (FLAG_KNOWN_CURSED);
1438 tmp->value = 0; /* Still can't sell it */ 1440 tmp->value = 0; /* Still can't sell it */
1439 if (op->type == PLAYER) 1441
1442 if (object *pl = tmp->visible_to ())
1440 esrv_send_item (op, tmp); 1443 esrv_update_item (UPD_FLAGS, pl, tmp);
1441 } 1444 }
1442 } 1445 }
1443 1446
1444 if (op->type == PLAYER) 1447 if (op->type == PLAYER)
1445 { 1448 {
1456 1459
1457 return success; 1460 return success;
1458} 1461}
1459 1462
1460/* Identifies objects in the players inventory/on the ground */ 1463/* Identifies objects in the players inventory/on the ground */
1461
1462int 1464int
1463cast_identify (object *op, object *caster, object *spell) 1465cast_identify (object *op, object *caster, object *spell)
1464{ 1466{
1465 object *tmp; 1467 object *tmp;
1466 int success = 0, num_ident; 1468 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1467 1469
1468 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));
1469
1470 if (num_ident < 1)
1471 num_ident = 1;
1472 1471
1473 for (tmp = op->inv; tmp; tmp = tmp->below) 1472 for (tmp = op->inv; tmp; tmp = tmp->below)
1474 { 1473 {
1475 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1474 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && need_identify (tmp))
1476 { 1475 {
1477 identify (tmp); 1476 identify (tmp);
1478 1477
1479 if (op->type == PLAYER) 1478 if (op->type == PLAYER)
1480 { 1479 {
1481 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));
1482 1481
1483 if (tmp->msg) 1482 if (tmp->msg)
1484 { 1483 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1485 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1486 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1487 }
1488 } 1484 }
1489 1485
1490 num_ident--;
1491 success = 1;
1492 if (!num_ident) 1486 if (!--num_ident)
1493 break; 1487 break;
1494 } 1488 }
1495 } 1489 }
1496 1490
1497 /* 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
1499 * was not fully used. 1493 * was not fully used.
1500 */ 1494 */
1501 if (num_ident) 1495 if (num_ident)
1502 { 1496 {
1503 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)
1504 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1498 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && need_identify (tmp))
1505 { 1499 {
1506 identify (tmp); 1500 identify (tmp);
1507 1501
1508 if (op->type == PLAYER) 1502 if (object *pl = tmp->visible_to ())
1509 { 1503 {
1510 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));
1511 1505
1512 if (tmp->msg) 1506 if (tmp->msg)
1513 { 1507 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1514 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1515 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1516 }
1517
1518 esrv_send_item (op, tmp);
1519 } 1508 }
1520 1509
1521 num_ident--;
1522 success = 1;
1523 if (!num_ident) 1510 if (!--num_ident)
1524 break; 1511 break;
1525 } 1512 }
1526 } 1513 }
1527 1514
1528 if (!success) 1515 if (buf.empty ())
1529 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 }
1530 else 1520 else
1521 {
1522 if (op->contr)
1523 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1524
1531 spell_effect (spell, op->x, op->y, op->map, op); 1525 spell_effect (spell, op->x, op->y, op->map, op);
1532 1526 return 1;
1533 return success; 1527 }
1534} 1528}
1535 1529
1536int 1530int
1537cast_detection (object *op, object *caster, object *spell, object *skill) 1531cast_detection (object *op, object *caster, object *spell, object *skill)
1538{ 1532{
1543 1537
1544 /* 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
1545 * doing it over and over again. 1539 * doing it over and over again.
1546 */ 1540 */
1547 god = find_god (determine_god (op)); 1541 god = find_god (determine_god (op));
1548 level = caster_level (caster, spell); 1542 level = casting_level (caster, spell);
1549 range = spell->range + SP_level_range_adjust (caster, spell); 1543 range = spell->range + SP_level_range_adjust (caster, spell);
1550 1544
1551 if (!skill) 1545 if (!skill)
1552 skill = caster; 1546 skill = caster;
1553 1547
1554 for (x = op->x - range; x <= op->x + range; x++) 1548 dynbuf buf;
1555 for (y = op->y - range; y <= op->y + range; y++) 1549 unordered_mapwalk (buf, op, -range, -range, range, range)
1556 { 1550 {
1557 m = op->map;
1558 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1559 if (mflags & P_OUT_OF_MAP)
1560 continue;
1561
1562 /* For most of the detections, we only detect objects above the 1551 /* For most of the detections, we only detect objects above the
1563 * floor. But this is not true for show invisible. 1552 * floor. But this is not true for show invisible.
1564 * Basically, we just go and find the top object and work 1553 * Basically, we just go and find the top object and work
1565 * down - that is easier than working up. 1554 * down - that is easier than working up.
1566 */ 1555 */
1567 1556
1568 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)
1569 last = tmp; 1558 last = tmp;
1570 1559
1571 /* 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
1572 * would happen. 1561 * would happen.
1573 */ 1562 */
1574 if (!last) 1563 if (!last)
1575 continue; 1564 continue;
1576 1565
1577 done_one = 0; 1566 done_one = 0;
1578 floor = 0; 1567 floor = 0;
1579 detect = NULL; 1568 detect = 0;
1580 for (tmp = last; tmp; tmp = tmp->below) 1569 for (tmp = last; tmp; tmp = tmp->below)
1581 { 1570 {
1582 /* show invisible */ 1571 /* show invisible */
1583 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1572 if (spell->flag [FLAG_MAKE_INVIS]
1584 /* Might there be other objects that we can make visible? */ 1573 /* Might there be other objects that we can make visible? */
1585 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1574 && (tmp->invisible && (tmp->flag [FLAG_MONSTER]
1586 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1575 || (tmp->type == PLAYER && !tmp->flag [FLAG_WIZ])
1587 tmp->type == CF_HANDLE || 1576 || tmp->type == T_HANDLE
1588 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
1589 tmp->type == BUTTON || tmp->type == TELEPORTER || 1581 || tmp->type == TELEPORTER
1582 || tmp->type == GATE
1590 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1583 || tmp->type == LOCKED_DOOR
1591 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)
1592 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1587 || tmp->type == TRIGGER_PEDESTAL
1593 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)))
1594 { 1593 {
1594 printf ("show inv %s\n", tmp->debug_desc());//D
1595 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)
1596 { 1596 {
1597 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
1598 done_one = 1; 1674 done_one = 1;
1599 } 1675 }
1600 } 1676 }
1601
1602 if (QUERY_FLAG (tmp, 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 apparant.
1618 */
1619
1620 /* detect magic */
1621 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1622 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1623 {
1624 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1625 /* make runes more visibile */
1626 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1627 tmp->stats.Cha /= 4;
1628 done_one = 1;
1629 }
1630 /* detect monster */
1631 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1632 {
1633 done_one = 2;
1634 if (!detect)
1635 detect = tmp;
1636 }
1637 /* Basically, if race is set in the spell, then the creatures race must
1638 * match that. if the spell race is set to GOD, then the gods opposing
1639 * race must match.
1640 */
1641 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1642 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) ||
1643 (strstr (spell->race, tmp->race))))
1644 {
1645 done_one = 2;
1646 if (!detect)
1647 detect = tmp;
1648 }
1649 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1650 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1651 {
1652 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1653 done_one = 1;
1654 }
1655 } /* for stack of objects on this space */ 1677 } /* for stack of objects on this space */
1656 1678
1657 /* 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
1658 * where the magic is. 1680 * where the magic is.
1659 */ 1681 */
1660 if (done_one) 1682 if (done_one)
1661 { 1683 {
1662 object *detect_ob = arch_to_object (spell->other_arch); 1684 object *detect_ob = spell->other_arch->instance ();
1663 1685
1664 /* if this is set, we want to copy the face */ 1686 /* if this is set, we want to copy the face */
1665 if (done_one == 2 && detect) 1687 if (done_one == 2 && detect)
1666 { 1688 {
1667 detect_ob->face = detect->face; 1689 detect_ob->face = detect->face;
1668 detect_ob->animation_id = detect->animation_id; 1690 detect_ob->animation_id = detect->animation_id;
1669 detect_ob->anim_speed = detect->anim_speed; 1691 detect_ob->anim_speed = detect->anim_speed;
1670 detect_ob->last_anim = 0; 1692 detect_ob->last_anim = 0;
1671 /* by default, the detect_ob is already animated */ 1693 /* by default, the detect_ob is already animated */
1672 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1694 if (!detect->flag [FLAG_ANIMATE])
1673 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1695 detect_ob->clr_flag (FLAG_ANIMATE);
1674 } 1696 }
1675 1697
1676 m->insert (detect_ob, nx, ny, op); 1698 m->insert (detect_ob, nx, ny, op, INS_ON_TOP);
1677 } 1699 }
1678 } /* for processing the surrounding spaces */ 1700 } /* for processing the surrounding spaces */
1679 1701
1680 1702
1681 /* 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 */
1682 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])
1683 { 1705 {
1684 done_one = 0; 1706 done_one = 0;
1707
1685 for (tmp = op->inv; tmp; tmp = tmp->below) 1708 for (tmp = op->inv; tmp; tmp = tmp->below)
1686 { 1709 {
1687 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1710 if (!tmp->invisible && !tmp->flag [FLAG_IDENTIFIED])
1688 { 1711 {
1689 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])
1690 { 1713 {
1691 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1714 tmp->set_flag (FLAG_KNOWN_MAGICAL);
1692 if (op->type == PLAYER) 1715
1716 if (object *pl = tmp->visible_to ())
1693 esrv_send_item (op, tmp); 1717 esrv_update_item (UPD_FLAGS, pl, tmp);
1694 } 1718 }
1695 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1719
1696 (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]))
1697 { 1722 {
1698 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1723 tmp->set_flag (FLAG_KNOWN_CURSED);
1699 if (op->type == PLAYER) 1724
1725 if (object *pl = tmp->visible_to ())
1700 esrv_send_item (op, tmp); 1726 esrv_update_item (UPD_FLAGS, pl, tmp);
1701 } 1727 }
1702 } /* if item is not identified */ 1728 } /* if item is not identified */
1703 } /* for the players inventory */ 1729 } /* for the players inventory */
1704 } /* if detect magic/curse and object is a player */ 1730 } /* if detect magic/curse and object is a player */
1731
1705 return 1; 1732 return 1;
1706} 1733}
1707 1734
1708 1735
1709/** 1736/**
1722 1749
1723 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.");
1724 1751
1725 if (victim->stats.sp >= victim->stats.maxsp * 2) 1752 if (victim->stats.sp >= victim->stats.maxsp * 2)
1726 { 1753 {
1727 object *tmp;
1728
1729 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1754 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
1730
1731 /* Explodes a fireball centered at player */
1732 tmp = get_archetype (EXPLODING_FIREBALL);
1733 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
1734 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
1735
1736 tmp->insert_at (victim);
1737 victim->stats.sp = 2 * victim->stats.maxsp; 1755 victim->stats.sp = 2 * victim->stats.maxsp;
1756 create_exploding_ball_at (victim, caster_level);
1738 } 1757 }
1739 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1758 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
1740 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.");
1741 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1760 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
1742 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!");
1743 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1762 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
1744 { 1763 {
1745 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1764 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
1769 mflags = get_map_flags (m, &m, x, y, &x, &y); 1788 mflags = get_map_flags (m, &m, x, y, &x, &y);
1770 1789
1771 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1790 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
1772 { 1791 {
1773 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)
1774 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1793 if (plyr != op && plyr->flag [FLAG_ALIVE])
1775 break; 1794 break;
1776 } 1795 }
1777 1796
1778 1797
1779 /* 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
1780 * 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.
1781 */ 1800 */
1782 if (plyr == NULL) 1801 if (plyr == NULL)
1783 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)
1784 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1803 if (plyr != op && plyr->flag [FLAG_ALIVE])
1785 break; 1804 break;
1786 1805
1787 if (!plyr) 1806 if (!plyr)
1788 { 1807 {
1789 new_draw_info (NDI_BLACK, 0, op, "There is no one there."); 1808 op->failmsg ("There is no one there.");
1790 return 0; 1809 return 0;
1791 } 1810 }
1792 /* give sp */ 1811 /* give sp */
1793 if (spell->stats.dam > 0) 1812 if (spell->stats.dam > 0)
1794 { 1813 {
1795 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);
1796 charge_mana_effect (plyr, caster_level (caster, spell)); 1815 charge_mana_effect (plyr, casting_level (caster, spell));
1797 return 1; 1816 return 1;
1798 } 1817 }
1799 /* suck sp away. Can't suck sp from yourself */ 1818 /* suck sp away. Can't suck sp from yourself */
1800 else if (op != plyr) 1819 else if (op != plyr)
1801 { 1820 {
1806 if (rate > 95) 1825 if (rate > 95)
1807 rate = 95; 1826 rate = 95;
1808 1827
1809 sucked = (plyr->stats.sp * rate) / 100; 1828 sucked = (plyr->stats.sp * rate) / 100;
1810 plyr->stats.sp -= sucked; 1829 plyr->stats.sp -= sucked;
1811 if (QUERY_FLAG (op, FLAG_ALIVE)) 1830 if (op->flag [FLAG_ALIVE])
1812 { 1831 {
1813 /* Player doesn't get full credit */ 1832 /* Player doesn't get full credit */
1814 sucked = (sucked * rate) / 100; 1833 sucked = (sucked * rate) / 100;
1815 op->stats.sp += sucked; 1834 op->stats.sp += sucked;
1816 if (sucked > 0) 1835 if (sucked > 0)
1817 { 1836 {
1818 charge_mana_effect (op, caster_level (caster, spell)); 1837 charge_mana_effect (op, casting_level (caster, spell));
1819 } 1838 }
1820 } 1839 }
1821 return 1; 1840 return 1;
1822 } 1841 }
1823 return 0; 1842 return 0;
1867 * monsters either. 1886 * monsters either.
1868 */ 1887 */
1869 1888
1870 if (head->attacktype & AT_MAGIC 1889 if (head->attacktype & AT_MAGIC
1871 && !(head->attacktype & AT_COUNTERSPELL) 1890 && !(head->attacktype & AT_COUNTERSPELL)
1872 && !QUERY_FLAG (head, FLAG_MONSTER) 1891 && !head->flag [FLAG_MONSTER]
1873 && (op->level > head->level)) 1892 && (op->level > head->level))
1874 head->destroy (); 1893 head->destroy ();
1875 else 1894 else
1876 switch (head->type) 1895 switch (head->type)
1877 { 1896 {
1878 case SPELL_EFFECT: 1897 case SPELL_EFFECT:
1879 // XXX: Don't affect floor spelleffects. See also XXX comment 1898 // XXX: Don't affect floor spelleffects. See also XXX comment
1880 // about sanctuary in spell_util.C 1899 // about sanctuary in spell_util.C
1881 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1900 if (tmp->flag [FLAG_IS_FLOOR])
1882 continue; 1901 continue;
1883 1902
1884 if (op->level > head->level) 1903 if (op->level > head->level)
1885 head->destroy (); 1904 head->destroy ();
1886 1905
1899 break; 1918 break;
1900 } 1919 }
1901 } 1920 }
1902} 1921}
1903 1922
1904
1905
1906/* cast_consecrate() - a spell to make an altar your god's */ 1923/* cast_consecrate() - a spell to make an altar your god's */
1907int 1924int
1908cast_consecrate (object *op, object *caster, object *spell) 1925cast_consecrate (object *op, object *caster, object *spell)
1909{ 1926{
1910 char buf[MAX_BUF]; 1927 char buf[MAX_BUF];
1911 1928
1912 object *tmp, *god = find_god (determine_god (op)); 1929 object *tmp, *god = find_god (determine_god (op));
1913 1930
1914 if (!god) 1931 if (!god)
1915 { 1932 {
1916 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!");
1917 return 0; 1934 return 0;
1918 } 1935 }
1919 1936
1920 for (tmp = op->below; tmp; tmp = tmp->below) 1937 for (tmp = op->below; tmp; tmp = tmp->below)
1921 { 1938 {
1922 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1939 if (tmp->flag [FLAG_IS_FLOOR])
1923 break; 1940 break;
1924 if (tmp->type == HOLY_ALTAR) 1941 if (tmp->type == HOLY_ALTAR)
1925 { 1942 {
1926 1943
1927 if (tmp->level > caster_level (caster, spell)) 1944 if (tmp->level > casting_level (caster, spell))
1928 { 1945 {
1929 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);
1930 return 0; 1947 return 0;
1931 } 1948 }
1932 else 1949 else
1933 { 1950 {
1934 /* If we got here, we are consecrating an altar */ 1951 /* If we got here, we are consecrating an altar */
1935 sprintf (buf, "Altar of %s", &god->name); 1952 sprintf (buf, "Altar of %s", &god->name);
1936 tmp->name = buf; 1953 tmp->name = buf;
1937 tmp->level = caster_level (caster, spell); 1954 tmp->level = casting_level (caster, spell);
1938 tmp->other_arch = god->arch; 1955 tmp->other_arch = god->arch;
1956
1939 if (op->type == PLAYER) 1957 if (op->type == PLAYER)
1940 esrv_update_item (UPD_NAME, op, tmp); 1958 esrv_update_item (UPD_NAME, op, tmp);
1959
1941 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);
1942 return 1; 1961 return 1;
1943 } 1962 }
1944 } 1963 }
1945 } 1964 }
1946 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!");
1947 return 0; 1967 return 0;
1948} 1968}
1949 1969
1950/* animate_weapon - 1970/* animate_weapon -
1951 * 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.
1983 return 0; 2003 return 0;
1984 } 2004 }
1985 2005
1986 /* if no direction specified, pick one */ 2006 /* if no direction specified, pick one */
1987 if (!dir) 2007 if (!dir)
1988 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);
1989 2009
1990 m = op->map; 2010 m = op->map;
1991 x = op->x + freearr_x[dir]; 2011 x = op->x + freearr_x[dir];
1992 y = op->y + freearr_y[dir]; 2012 y = op->y + freearr_y[dir];
1993 2013
1994 /* if there's no place to put the golem, abort */ 2014 /* if there's no place to put the golem, abort */
1995 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)
1996 ((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))
1997 { 2017 {
1998 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2018 op->failmsg ("There is something in the way.");
1999 return 0; 2019 return 0;
2000 } 2020 }
2001 2021
2002 /* Use the weapon marked by the player. */ 2022 /* Use the weapon marked by the player. */
2003 weapon = find_marked_object (op); 2023 weapon = find_marked_object (op);
2004 2024
2005 if (!weapon) 2025 if (!weapon)
2006 { 2026 {
2007 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!");
2008 return 0; 2028 return 0;
2009 } 2029 }
2030
2010 if (spell->race && strcmp (weapon->arch->archname, spell->race)) 2031 if (spell->race && weapon->arch->archname != spell->race)
2011 { 2032 {
2012 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2033 op->failmsg ("The spell fails to transform your weapon.");
2013 return 0; 2034 return 0;
2014 } 2035 }
2036
2015 if (weapon->type != WEAPON) 2037 if (weapon->type != WEAPON)
2016 { 2038 {
2017 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.");
2018 return 0; 2040 return 0;
2019 } 2041 }
2020 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2042
2043 if (weapon->flag [FLAG_APPLIED])
2021 { 2044 {
2022 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));
2023 return 0; 2046 return 0;
2024 } 2047 }
2025 2048
2026 if (weapon->nrof > 1) 2049 weapon = weapon->split ();
2027 {
2028 tmp = get_split_ob (weapon, 1);
2029 esrv_send_item (op, weapon);
2030 weapon = tmp;
2031 }
2032 2050
2033 /* create the golem object */ 2051 /* create the golem object */
2034 tmp = arch_to_object (spell->other_arch); 2052 tmp = spell->other_arch->instance ();
2035 2053
2036 /* 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 */
2037 CLEAR_FLAG (tmp, FLAG_MONSTER); 2055 tmp->clr_flag (FLAG_MONSTER);
2038 tmp->stats.exp = 0; 2056 tmp->stats.exp = 0;
2039 add_friendly_object (tmp); 2057 add_friendly_object (tmp);
2040 tmp->type = GOLEM; 2058 tmp->type = GOLEM;
2041 tmp->set_owner (op); 2059 tmp->set_owner (op);
2042 op->contr->golem = tmp; 2060 op->contr->golem = tmp;
2043 set_spell_skill (op, caster, spell, tmp); 2061 set_spell_skill (op, caster, spell, tmp);
2044 2062
2045 /* 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
2046 * removed flag - it should only be set if get_split_object was 2064 * removed flag - it should only be set if weapon->split was
2047 * used above. 2065 * used above.
2048 */ 2066 */
2049 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2067 if (!weapon->flag [FLAG_REMOVED])
2050 weapon->remove (); 2068 weapon->remove ();
2051 2069
2052 insert_ob_in_ob (weapon, tmp); 2070 tmp->insert (weapon);
2053 esrv_send_item (op, weapon); 2071
2054 /* 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,
2055 * 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
2056 * body_info, skills, etc) 2074 * body_info, skills, etc)
2057 */ 2075 */
2058 SET_FLAG (tmp, FLAG_USE_WEAPON); 2076 tmp->set_flag (FLAG_USE_WEAPON);
2059 SET_FLAG (weapon, FLAG_APPLIED); 2077 weapon->set_flag (FLAG_APPLIED);
2060 tmp->update_stats (); 2078 tmp->update_stats ();
2061 2079
2062 /* 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
2063 * 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 -
2064 * 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.
2084 2102
2085 /* attacktype */ 2103 /* attacktype */
2086 if (!tmp->attacktype) 2104 if (!tmp->attacktype)
2087 tmp->attacktype = AT_PHYSICAL; 2105 tmp->attacktype = AT_PHYSICAL;
2088 2106
2089 if (materialtype_t *mt = name_to_material (op->materialname))
2090 {
2091 for (i = 0; i < NROFATTACKS; i++) 2107 for (i = 0; i < NROFATTACKS; i++)
2092 tmp->resist[i] = 50 - (mt->save[i] * 5); 2108 tmp->resist[i] = 50 - (op->material->save[i] * 5);
2093 a = mt->save[0]; 2109
2094 } 2110 a = op->material->save[0];
2095 else
2096 {
2097 for (i = 0; i < NROFATTACKS; i++)
2098 tmp->resist[i] = 5;
2099 a = 10;
2100 }
2101 2111
2102 /* Set weapon's immunity */ 2112 /* Set weapon's immunity */
2103 tmp->resist[ATNR_CONFUSION] = 100; 2113 tmp->resist[ATNR_CONFUSION] = 100;
2104 tmp->resist[ATNR_POISON] = 100; 2114 tmp->resist[ATNR_POISON] = 100;
2105 tmp->resist[ATNR_SLOW] = 100; 2115 tmp->resist[ATNR_SLOW] = 100;
2132 tmp->state = weapon->state; 2142 tmp->state = weapon->state;
2133 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2143 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2134 } 2144 }
2135 2145
2136 /* 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. */
2137 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));
2138 2148
2139 tmp->speed_left = -1; 2149 tmp->speed_left = -1;
2140 tmp->direction = dir; 2150 tmp->direction = dir;
2141 2151
2142 m->insert (tmp, x, y, op); 2152 m->insert (tmp, x, y, op);
2146/* cast_daylight() - changes the map darkness level *lower* */ 2156/* cast_daylight() - changes the map darkness level *lower* */
2147 2157
2148/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2158/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2149 * This changes the light level for the entire map. 2159 * This changes the light level for the entire map.
2150 */ 2160 */
2151
2152int 2161int
2153cast_change_map_lightlevel (object *op, object *caster, object *spell) 2162cast_change_map_lightlevel (object *op, object *caster, object *spell)
2154{ 2163{
2155 int success; 2164 int success;
2156 2165
2160 success = op->map->change_map_light (spell->stats.dam); 2169 success = op->map->change_map_light (spell->stats.dam);
2161 2170
2162 if (!success) 2171 if (!success)
2163 { 2172 {
2164 if (spell->stats.dam < 0) 2173 if (spell->stats.dam < 0)
2165 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2174 op->failmsg ("It can be no brighter here.");
2166 else 2175 else
2167 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2176 op->failmsg ("It can be no darker here.");
2168 } 2177 }
2178
2169 return success; 2179 return success;
2170} 2180}
2171
2172
2173
2174
2175 2181
2176/* 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.
2177 * 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,
2178 * spell is the spell object itself. 2184 * spell is the spell object itself.
2179 */ 2185 */
2185 2191
2186 new_aura = present_arch_in_ob (spell->other_arch, op); 2192 new_aura = present_arch_in_ob (spell->other_arch, op);
2187 if (new_aura) 2193 if (new_aura)
2188 refresh = 1; 2194 refresh = 1;
2189 else 2195 else
2190 new_aura = arch_to_object (spell->other_arch); 2196 new_aura = spell->other_arch->instance ();
2191 2197
2192 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);
2193 2199
2194 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);
2195 2201
2196 new_aura->set_owner (op);
2197 set_spell_skill (op, caster, spell, new_aura); 2202 set_spell_skill (op, caster, spell, new_aura);
2198 new_aura->attacktype = spell->attacktype; 2203 new_aura->attacktype = spell->attacktype;
2199 2204
2200 new_aura->level = caster_level (caster, spell); 2205 new_aura->level = casting_level (caster, spell);
2206
2201 if (refresh) 2207 if (refresh)
2202 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.");
2203 else 2209 else
2204 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
2205 insert_ob_in_ob (new_aura, op); 2212 insert_ob_in_ob (new_aura, op);
2213 new_aura->set_owner (op);
2214
2206 return 1; 2215 return 1;
2207} 2216}
2208
2209 2217
2210/* 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,
2211 * 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
2212 * around him. 2220 * around him.
2213 * Aura parameters: 2221 * Aura parameters:
2214 * duration: duration counter. 2222 * duration: duration counter.
2215 * attacktype: aura's attacktype 2223 * attacktype: aura's attacktype
2216 * other_arch: archetype to drop where we attack 2224 * other_arch: archetype to drop where we attack
2217 */ 2225 */
2218
2219void 2226void
2220move_aura (object *aura) 2227move_aura (object *aura)
2221{ 2228{
2222 int i, mflags;
2223 object *env;
2224 maptile *m;
2225
2226 /* auras belong in inventories */ 2229 /* auras belong in inventories */
2227 env = aura->env; 2230 object *env = aura->env;
2231 object *owner = aura->owner;
2228 2232
2229 /* no matter what we've gotta remove the aura... 2233 /* no matter what we've gotta remove the aura...
2230 * we'll put it back if its time isn't up. 2234 * we'll put it back if its time isn't up.
2231 */ 2235 */
2232 aura->remove (); 2236 aura->remove ();
2237 aura->destroy (); 2241 aura->destroy ();
2238 return; 2242 return;
2239 } 2243 }
2240 2244
2241 /* auras only exist in inventories */ 2245 /* auras only exist in inventories */
2242 if (env == NULL || env->map == NULL) 2246 if (!env || !env->map)
2243 { 2247 {
2244 aura->destroy (); 2248 aura->destroy ();
2245 return; 2249 return;
2246 } 2250 }
2247 2251
2248 /* we need to jump out of the inventory for a bit 2252 /* we need to jump out of the inventory for a bit
2249 * in order to hit the map conveniently. 2253 * in order to hit the map conveniently.
2250 */ 2254 */
2251 aura->insert_at (env, aura); 2255 aura->insert_at (env, aura);
2252 2256
2253 for (i = 1; i < 9; i++) 2257 for (int i = 1; i < 9; i++)
2254 { 2258 {
2255 sint16 nx, ny; 2259 mapxy pos (env);
2260 pos.move (i);
2256 2261
2257 nx = aura->x + freearr_x[i];
2258 ny = aura->y + freearr_y[i];
2259 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2260
2261 /* Consider the movement tyep of the person with the aura as 2262 /* Consider the movement type of the person with the aura as
2262 * 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
2263 * 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.
2264 */ 2265 */
2265 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)))
2266 { 2267 {
2267 hit_map (aura, i, aura->attacktype, 0); 2268 hit_map (aura, i, aura->attacktype, 0);
2268 2269
2269 if (aura->other_arch) 2270 if (aura->other_arch)
2270 m->insert (arch_to_object (aura->other_arch), nx, ny, aura); 2271 pos.insert (aura->other_arch->instance (), aura);
2271 } 2272 }
2272 } 2273 }
2273 2274
2274 /* put the aura back in the player's inventory */ 2275 /* put the aura back in the player's inventory */
2275 aura->remove (); 2276 env->insert (aura);
2276 insert_ob_in_ob (aura, env); 2277 aura->set_owner (owner);
2277} 2278}
2278 2279
2279/* moves the peacemaker spell. 2280/* moves the peacemaker spell.
2280 * op is the piece object. 2281 * op is the piece object.
2281 */ 2282 */
2282
2283void 2283void
2284move_peacemaker (object *op) 2284move_peacemaker (object *op)
2285{ 2285{
2286 object *tmp; 2286 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2287
2288 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2289 { 2287 {
2290 int atk_lev, def_lev; 2288 int atk_lev, def_lev;
2291 object *victim = tmp; 2289 object *victim = tmp->head_ ();
2292 2290
2293 if (tmp->head) 2291 if (!victim->flag [FLAG_MONSTER])
2294 victim = tmp->head;
2295 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2296 continue; 2292 continue;
2297 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2293
2294 if (victim->flag [FLAG_UNAGGRESSIVE])
2298 continue; 2295 continue;
2296
2299 if (victim->stats.exp == 0) 2297 if (victim->stats.exp == 0)
2300 continue; 2298 continue;
2301 2299
2302 def_lev = MAX (1, victim->level); 2300 def_lev = max (1, victim->level);
2303 atk_lev = MAX (1, op->level); 2301 atk_lev = max (1, op->level);
2304 2302
2305 if (rndm (0, atk_lev - 1) > def_lev) 2303 if (rndm (0, atk_lev - 1) > def_lev)
2306 { 2304 {
2307 /* make this sucker peaceful. */ 2305 /* make this sucker peaceful. */
2308 2306
2307 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2309 change_exp (op->owner, victim->stats.exp, op->skill, 0); 2308 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2310 victim->stats.exp = 0; 2309 victim->stats.exp = 0;
2311#if 0 2310#if 0
2312 /* No idea why these were all set to zero - if something 2311 /* No idea why these were all set to zero - if something
2313 * makes this creature agressive, he should still do damage. 2312 * makes this creature agressive, he should still do damage.
2316 victim->stats.sp = 0; 2315 victim->stats.sp = 0;
2317 victim->stats.grace = 0; 2316 victim->stats.grace = 0;
2318 victim->stats.Pow = 0; 2317 victim->stats.Pow = 0;
2319#endif 2318#endif
2320 victim->attack_movement = RANDO2; 2319 victim->attack_movement = RANDO2;
2321 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2320 victim->set_flag (FLAG_UNAGGRESSIVE);
2322 SET_FLAG (victim, FLAG_RUN_AWAY); 2321 victim->set_flag (FLAG_RUN_AWAY);
2323 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2322 victim->set_flag (FLAG_RANDOM_MOVE);
2324 CLEAR_FLAG (victim, FLAG_MONSTER); 2323 victim->clr_flag (FLAG_MONSTER);
2324
2325 if (victim->name) 2325 if (victim->name)
2326 {
2327 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);
2328 } 2327 }
2329 }
2330 } 2328 }
2331} 2329}
2332
2333 2330
2334/* This writes a rune that contains the appropriate message. 2331/* This writes a rune that contains the appropriate message.
2335 * There really isn't any adjustments we make. 2332 * There really isn't any adjustments we make.
2336 */ 2333 */
2337
2338int 2334int
2339write_mark (object *op, object *spell, const char *msg) 2335write_mark (object *op, object *spell, const char *msg)
2340{ 2336{
2341 char rune[HUGE_BUF];
2342 object *tmp;
2343
2344 if (!msg || msg[0] == 0) 2337 if (!msg || msg[0] == 0)
2345 { 2338 {
2346 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2339 op->failmsg ("Write what?");
2347 return 0; 2340 return 0;
2348 } 2341 }
2349 2342
2350 if (strcasestr_local (msg, "endmsg")) 2343 if (!msg_is_safe (msg))
2351 { 2344 {
2352 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.>");
2353 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);
2354 return 0; 2347 return 0;
2355 } 2348 }
2349
2356 if (!spell->other_arch) 2350 if (!spell->other_arch)
2357 return 0; 2351 return 0;
2358 tmp = arch_to_object (spell->other_arch);
2359 2352
2360 snprintf (rune, sizeof (rune), "%s\n", msg); 2353 object *tmp = spell->other_arch->instance ();
2361 2354
2362 tmp->race = op->name; /*Save the owner of the rune */ 2355 tmp->race = op->name; /*Save the owner of the rune */
2363 tmp->msg = rune; 2356 tmp->msg = msg;
2364 2357
2365 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); 2358 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2359
2366 return 1; 2360 return 1;
2367} 2361}
2362

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