ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/spell_effect.C
(Generate patch)

Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.62 by root, Sun Jul 1 05:00:20 2007 UTC vs.
Revision 1.131 by root, Fri Apr 23 04:32:47 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>
57} 58}
58 59
59int 60int
60recharge (object *op, object *caster, object *spell_ob) 61recharge (object *op, object *caster, object *spell_ob)
61{ 62{
62 object *wand, *tmp;
63 int ncharges; 63 int ncharges;
64 64
65 wand = find_marked_object (op); 65 object *wand = op->mark ();
66
66 if (wand == NULL || wand->type != WAND) 67 if (!wand || wand->type != WAND)
67 { 68 {
68 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge."); 69 op->failmsg ("You need to mark the wand you want to recharge.");
69 return 0; 70 return 0;
70 } 71 }
72
71 if (!(random_roll (0, 3, op, PREFER_HIGH))) 73 if (!(random_roll (0, 3, op, PREFER_HIGH)))
72 { 74 {
73 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand)); 75 op->failmsgf ("The %s vibrates violently, then explodes!", query_name (wand));
74 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE); 76 op->play_sound (sound_find ("ob_explode"));
75 esrv_del_item (op->contr, wand->count);
76 wand->destroy (); 77 wand->destroy ();
77 tmp = get_archetype ("fireball"); 78 object *tmp = get_archetype (shstr_fireball);
78 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; 79 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
79 80
80 if (!tmp->stats.dam) 81 if (!tmp->stats.dam)
81 tmp->stats.dam = 1; 82 tmp->stats.dam = 1;
82 83
93 94
94 if (wand->inv && wand->inv->level) 95 if (wand->inv && wand->inv->level)
95 ncharges /= wand->inv->level; 96 ncharges /= wand->inv->level;
96 else 97 else
97 { 98 {
98 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand)); 99 op->failmsgf ("Your %s is broken.", query_name (wand));
99 return 0; 100 return 0;
100 } 101 }
101 102
102 if (!ncharges) 103 if (!ncharges)
103 ncharges = 1; 104 ncharges = 1;
104 105
105 wand->stats.food += ncharges; 106 wand->stats.food += ncharges;
106 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand)); 107 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand));
107 108
108 if (wand->arch && QUERY_FLAG (wand->arch, FLAG_ANIMATE)) 109 if (wand->arch && wand->arch->flag [FLAG_ANIMATE])
109 { 110 {
110 SET_FLAG (wand, FLAG_ANIMATE); 111 wand->set_flag (FLAG_ANIMATE);
111 wand->set_speed (wand->arch->speed); 112 wand->set_speed (wand->arch->speed);
112 } 113 }
113 114
114 return 1; 115 return 1;
115} 116}
122 * great a plus, the default is used. 123 * great a plus, the default is used.
123 * The # of arrows created also goes up with level, so if a 30th level mage 124 * The # of arrows created also goes up with level, so if a 30th level mage
124 * wants LOTS of arrows, and doesn't care what the plus is he could 125 * wants LOTS of arrows, and doesn't care what the plus is he could
125 * create nonnmagic arrows, or even -1, etc... 126 * create nonnmagic arrows, or even -1, etc...
126 */ 127 */
127
128int 128int
129cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg) 129cast_create_missile (object *op, object *caster, object *spell, int dir, const char *spellparam)
130{ 130{
131 int missile_plus = 0, bonus_plus = 0; 131 int bonus_plus = 0;
132 const char *missile_name; 132 const char *missile_name = "arrow";
133 object *tmp, *missile;
134 133
135 missile_name = "arrow";
136
137 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 134 for (object *tmp = op->inv; tmp; tmp = tmp->below)
138 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) 135 if (tmp->type == BOW && tmp->flag [FLAG_APPLIED])
139 missile_name = tmp->race; 136 missile_name = tmp->race;
140 137
141 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); 138 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
142 139
143 if (archetype::find (missile_name) == NULL) 140 archetype *missile_arch = archetype::find (missile_name);
141
142 if (!missile_arch)
144 { 143 {
145 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name); 144 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name);
146 return 0; 145 return 0;
147 } 146 }
148 147
149 missile = get_archetype (missile_name); 148 object *missile = missile_arch->instance ();
150 149
151 if (stringarg) 150 if (spellparam)
152 { 151 {
153 /* If it starts with a letter, presume it is a description */ 152 /* If it starts with a letter, presume it is a description */
154 if (isalpha (*stringarg)) 153 if (isalpha (*spellparam))
155 { 154 {
156 artifact *al = find_artifactlist (missile->type)->items; 155 artifact *al = find_artifactlist (missile->type)->items;
157 156
158 for (; al; al = al->next) 157 for (; al; al = al->next)
159 if (!strcasecmp (al->item->name, stringarg)) 158 if (!strcasecmp (al->item->name, spellparam))
160 break; 159 break;
161 160
162 if (!al) 161 if (!al)
163 { 162 {
164 missile->destroy (); 163 missile->destroy ();
165 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, stringarg); 164 op->failmsgf ("No such object %ss of %s", missile_name, spellparam);
166 return 0; 165 return 0;
167 } 166 }
168 167
169 if (al->item->slaying) 168 if (al->item->slaying)
170 { 169 {
171 missile->destroy (); 170 missile->destroy ();
172 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg); 171 op->failmsgf ("You are not allowed to create %ss of %s", missile_name, spellparam);
173 return 0; 172 return 0;
174 } 173 }
175 174
176 give_artifact_abilities (missile, al->item); 175 give_artifact_abilities (missile, al->item);
177 /* These special arrows cost something extra. Don't have them also be magical - 176 /* These special arrows cost something extra. Don't have them also be magical -
178 * otherwise, in most cases, not enough will be created. I don't want to get into 177 * otherwise, in most cases, not enough will be created. I don't want to get into
179 * the parsing of having to do both plus and type. 178 * the parsing of having to do both plus and type.
180 */ 179 */
181 bonus_plus = 1 + (al->item->value / 5); 180 bonus_plus = 1 + (al->item->value / 5);
182 missile_plus = 0; 181 missile_plus = 0;
183 } 182 }
184 else if (atoi (stringarg) < missile_plus) 183 else if (atoi (spellparam) < missile_plus)
185 missile_plus = atoi (stringarg); 184 missile_plus = atoi (spellparam);
186 } 185 }
187 186
188 if (missile_plus > 4) 187 missile_plus = clamp (missile_plus, -4, 4);
189 missile_plus = 4;
190 else if (missile_plus < -4)
191 missile_plus = -4;
192 188
193 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 189 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
194 missile->nrof -= 3 * (missile_plus + bonus_plus); 190 missile->nrof -= 3 * (missile_plus + bonus_plus);
195 191
196 if (missile->nrof < 1) 192 if (missile->nrof < 1)
198 194
199 missile->magic = missile_plus; 195 missile->magic = missile_plus;
200 /* Can't get any money for these objects */ 196 /* Can't get any money for these objects */
201 missile->value = 0; 197 missile->value = 0;
202 198
203 SET_FLAG (missile, FLAG_IDENTIFIED); 199 missile->set_flag (FLAG_IDENTIFIED);
204 200
205 if (!cast_create_obj (op, caster, missile, dir) && op->type == PLAYER && !missile->destroyed ()) 201 if (!cast_create_obj (op, caster, missile, dir) && op->type == PLAYER && !missile->destroyed ())
206 pick_up (op, missile); 202 pick_up (op, missile);
207 203
208 return 1; 204 return 1;
209} 205}
210 206
211 207
212/* allows the choice of what sort of food object to make. 208/* allows the choice of what sort of food object to make.
213 * If stringarg is NULL, it will create food dependent on level --PeterM*/ 209 * If spellparam is NULL, it will create food dependent on level --PeterM*/
214int 210int
215cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *stringarg) 211cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *spellparam)
216{ 212{
217 int food_value; 213 int food_value;
218 archetype *at = NULL; 214 archetype *at = NULL;
219 object *new_op; 215 object *new_op;
220 216
221 food_value = spell_ob->stats.food + +50 * SP_level_duration_adjust (caster, spell_ob); 217 food_value = spell_ob->stats.food + 50 * SP_level_duration_adjust (caster, spell_ob);
222 218
223 if (stringarg) 219 if (spellparam)
224 { 220 {
225 at = find_archetype_by_object_type_name (FOOD, stringarg); 221 at = find_archetype_by_object_type_name (FOOD, spellparam);
226 if (at == NULL) 222 if (at == NULL)
227 at = find_archetype_by_object_type_name (DRINK, stringarg); 223 at = find_archetype_by_object_type_name (DRINK, spellparam);
228 if (at == NULL || at->stats.food > food_value) 224 if (at == NULL || at->stats.food > food_value)
229 stringarg = NULL; 225 spellparam = NULL;
230 } 226 }
231 227
232 if (!stringarg) 228 if (!spellparam)
233 { 229 {
234 archetype *at_tmp; 230 archetype *at_tmp;
235 231
236 /* We try to find the archetype with the maximum food value. 232 /* We try to find the archetype with the maximum food value.
237 * This removes the dependancy of hard coded food values in this 233 * This removes the dependancy of hard coded food values in this
256 && at_tmp->weight < at->weight))) 252 && at_tmp->weight < at->weight)))
257 at = at_tmp; 253 at = at_tmp;
258 } 254 }
259 } 255 }
260 } 256 }
257
261 /* Pretty unlikely (there are some very low food items), but you never 258 /* Pretty unlikely (there are some very low food items), but you never
262 * know 259 * know
263 */ 260 */
264 if (!at) 261 if (!at)
265 { 262 {
266 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); 263 op->failmsgf ("You don't have enough experience to create any food.");
267 return 0; 264 return 0;
268 } 265 }
269 266
270 food_value /= at->stats.food; 267 food_value /= at->stats.food;
271 new_op = arch_to_object (at); 268 new_op = at->instance ();
272 new_op->nrof = food_value; 269 new_op->nrof = food_value;
273 270
274 new_op->value = 0; 271 new_op->value = 0;
275 if (new_op->nrof < 1) 272 if (new_op->nrof < 1)
276 new_op->nrof = 1; 273 new_op->nrof = 1;
284{ 281{
285 int r, mflags, maxrange; 282 int r, mflags, maxrange;
286 object *tmp; 283 object *tmp;
287 maptile *m; 284 maptile *m;
288 285
289
290 if (!dir) 286 if (!dir)
291 { 287 {
292 examine_monster (op, op); 288 examine_monster (op, op);
293 return 1; 289 return 1;
294 } 290 }
291
295 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 292 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
296 for (r = 1; r < maxrange; r++) 293 for (r = 1; r < maxrange; r++)
297 { 294 {
298 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir]; 295 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir];
299 296
301 mflags = get_map_flags (m, &m, x, y, &x, &y); 298 mflags = get_map_flags (m, &m, x, y, &x, &y);
302 299
303 if (mflags & P_OUT_OF_MAP) 300 if (mflags & P_OUT_OF_MAP)
304 break; 301 break;
305 302
306 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) 303 if (!op->flag [FLAG_WIZCAST] && (mflags & P_NO_MAGIC))
307 { 304 {
308 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 305 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
309 return 0; 306 return 0;
310 } 307 }
308
311 if (mflags & P_IS_ALIVE) 309 if (mflags & P_IS_ALIVE)
312 { 310 {
313 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 311 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
314 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 312 if (tmp->flag [FLAG_ALIVE] && (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
315 { 313 {
316 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 314 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
317 if (tmp->head != NULL) 315 if (tmp->head != NULL)
318 tmp = tmp->head; 316 tmp = tmp->head;
319 examine_monster (op, tmp); 317 examine_monster (op, tmp);
320 return 1; 318 return 1;
321 } 319 }
322 } 320 }
323 } 321 }
322
324 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); 323 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
325 return 1; 324 return 1;
326} 325}
327
328 326
329/* This checks to see if 'pl' is invisible to 'mon'. 327/* This checks to see if 'pl' is invisible to 'mon'.
330 * does race check, undead check, etc 328 * does race check, undead check, etc
331 * Returns TRUE if mon can't see pl, false 329 * Returns TRUE if mon can't see pl, false
332 * otherwise. This doesn't check range, walls, etc. It 330 * otherwise. This doesn't check range, walls, etc. It
334 * pl is invisible. 332 * pl is invisible.
335 */ 333 */
336int 334int
337makes_invisible_to (object *pl, object *mon) 335makes_invisible_to (object *pl, object *mon)
338{ 336{
339
340 if (!pl->invisible) 337 if (!pl->invisible)
341 return 0; 338 return 0;
339
342 if (pl->type == PLAYER) 340 if (pl->type == PLAYER)
343 { 341 {
344 /* If race isn't set, then invisible unless it is undead */ 342 /* If race isn't set, then invisible unless it is undead */
345 if (!pl->contr->invis_race) 343 if (!pl->contr->invis_race)
346 { 344 {
347 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 345 if (mon->flag [FLAG_UNDEAD])
348 return 0; 346 return 0;
347
349 return 1; 348 return 1;
350 } 349 }
350
351 /* invis_race is set if we get here */ 351 /* invis_race is set if we get here */
352 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 352 if (pl->contr->invis_race == shstr_undead && is_true_undead (mon))
353 return 1; 353 return 1;
354
354 /* No race, can't be invisible to it */ 355 /* No race, can't be invisible to it */
355 if (!mon->race) 356 if (!mon->race)
356 return 0; 357 return 0;
358
357 if (strstr (mon->race, pl->contr->invis_race)) 359 if (mon->race.contains (pl->contr->invis_race))
358 return 1; 360 return 1;
361
359 /* Nothing matched above, return 0 */ 362 /* Nothing matched above, return 0 */
360 return 0; 363 return 0;
361 } 364 }
362 else 365 else
363 { 366 {
378int 381int
379cast_invisible (object *op, object *caster, object *spell_ob) 382cast_invisible (object *op, object *caster, object *spell_ob)
380{ 383{
381 if (op->invisible > 1000) 384 if (op->invisible > 1000)
382 { 385 {
383 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further"); 386 op->failmsg ("You can not extend the duration of your invisibility any further");
384 return 0; 387 return 0;
385 } 388 }
386 389
387 /* Remove the switch with 90% duplicate code - just handle the differences with 390 /* Remove the switch with 90% duplicate code - just handle the differences with
388 * and if statement or two. 391 * and if statement or two.
394 397
395 if (op->type == PLAYER) 398 if (op->type == PLAYER)
396 { 399 {
397 op->contr->invis_race = spell_ob->race; 400 op->contr->invis_race = spell_ob->race;
398 401
399 if (QUERY_FLAG (spell_ob, FLAG_MAKE_INVIS)) 402 if (spell_ob->flag [FLAG_MAKE_INVIS])
400 op->contr->tmp_invis = 0; 403 op->contr->tmp_invis = 0;
401 else 404 else
402 op->contr->tmp_invis = 1; 405 op->contr->tmp_invis = 1;
403 406
404 op->contr->hidden = 0; 407 op->contr->hidden = 0;
424/* earth to dust spell. Basically destroys earthwalls in the area. 427/* earth to dust spell. Basically destroys earthwalls in the area.
425 */ 428 */
426int 429int
427cast_earth_to_dust (object *op, object *caster, object *spell_ob) 430cast_earth_to_dust (object *op, object *caster, object *spell_ob)
428{ 431{
429 object *tmp, *next;
430 int range, i, j, mflags; 432 int range, i, j, mflags;
431 sint16 sx, sy; 433 sint16 sx, sy;
432 maptile *m; 434 maptile *m;
433
434 if (op->type != PLAYER)
435 return 0;
436 435
437 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 436 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
438 437
439 for (i = -range; i <= range; i++) 438 for (i = -range; i <= range; i++)
440 for (j = -range; j <= range; j++) 439 for (j = -range; j <= range; j++)
445 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 444 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
446 445
447 if (mflags & P_OUT_OF_MAP) 446 if (mflags & P_OUT_OF_MAP)
448 continue; 447 continue;
449 448
450 // earth to dust tears down everything that can be teared down 449 // earth to dust tears down everything that can be torn down
451 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next) 450 for (object *next, *tmp = m->at (sx, sy).bot; tmp; tmp = next)
452 { 451 {
453 next = tmp->above; 452 next = tmp->above;
454 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 453
454 if (tmp->flag [FLAG_TEAR_DOWN])
455 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 455 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
456 } 456 }
457 } 457 }
458 458
459 return 1; 459 return 1;
461 461
462void 462void
463execute_word_of_recall (object *op) 463execute_word_of_recall (object *op)
464{ 464{
465 if (object *pl = op->in_player ()) 465 if (object *pl = op->in_player ())
466 {
467 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST)) 466 if (pl->ms ().flags () & P_NO_CLERIC && !pl->flag [FLAG_WIZCAST])
468 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you."); 467 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
469 else 468 else
470 { 469 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
471 // remove first so we do not call update_stats
472 op->remove ();
473 pl->enter_exit (op);
474 }
475 }
476 470
477 op->destroy (); 471 op->destroy ();
478} 472}
479 473
480/* Word of recall causes the player to return 'home'. 474/* Word of recall causes the player to return 'home'.
482 * time delay effect. 476 * time delay effect.
483 */ 477 */
484int 478int
485cast_word_of_recall (object *op, object *caster, object *spell_ob) 479cast_word_of_recall (object *op, object *caster, object *spell_ob)
486{ 480{
487 object *dummy; 481 if (!op->is_player ())
488 int time;
489
490 if (op->type != PLAYER)
491 return 0; 482 return 0;
492 483
493 if (find_obj_by_type_subtype (op, SPELL_EFFECT, SP_WORD_OF_RECALL)) 484 if (find_obj_by_type_subtype (op, SPELL_EFFECT, SP_WORD_OF_RECALL))
494 { 485 {
495 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 486 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
496 return 1; 487 return 1;
497 } 488 }
498 489
499 dummy = get_archetype (FORCE_NAME); 490 object *dummy = get_archetype (FORCE_NAME);
500 if (dummy == NULL)
501 {
502 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
503 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
504 return 0;
505 }
506 491
507 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob); 492 int time = max (1, spell_ob->duration - SP_level_duration_adjust (caster, spell_ob));
508 if (time < 1)
509 time = 1;
510 493
511 /* value of speed really doesn't make much difference, as long as it is 494 /* value of speed really doesn't make much difference, as long as it is
512 * positive. Lower value may be useful so that the problem doesn't 495 * positive. Lower value may be useful so that the problem doesn't
513 * do anything really odd if it say a -1000 or something. 496 * do anything really odd if it say a -1000 or something.
514 */ 497 */
515 dummy->set_speed (0.002); 498 dummy->set_speed (0.002);
516 dummy->speed_left = -dummy->speed * time; 499 dummy->speed_left = -dummy->speed * time;
517 dummy->type = SPELL_EFFECT; 500 dummy->type = SPELL_EFFECT;
518 dummy->subtype = SP_WORD_OF_RECALL; 501 dummy->subtype = SP_WORD_OF_RECALL;
519 502 dummy->slaying = op->contr->savebed_map;
520 /* If we could take advantage of enter_player_savebed() here, it would be 503 dummy->stats.hp = op->contr->bed_x;
521 * nice, but until the map load fails, we can't. 504 dummy->stats.sp = op->contr->bed_y;
522 */
523 EXIT_PATH (dummy) = op->contr->savebed_map;
524 EXIT_X (dummy) = op->contr->bed_x;
525 EXIT_Y (dummy) = op->contr->bed_y;
526 505
527 op->insert (dummy); 506 op->insert (dummy);
528 507
529 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 508 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
530 509
569 548
570int 549int
571perceive_self (object *op) 550perceive_self (object *op)
572{ 551{
573 const char *cp = describe_item (op, op); 552 const char *cp = describe_item (op, op);
574 archetype *at = archetype::find (ARCH_DEPLETION); 553 archetype *at = archetype::find (shstr_depletion);
575 554
576 dynbuf_text buf; 555 dynbuf_text &buf = msg_dynbuf; buf.clear ();
577 556
578 if (player *pl = op->contr) 557 if (!op->is_player ())
558 return 0;
559
579 if (object *race = archetype::find (op->race)) 560 if (object *race = archetype::find (op->race))
580 buf << "You are a " << (pl->gender ? "female" : "male") << " " << &race->name << ".\n"; 561 buf << " - You are a G<male|female> " << &race->name << ".\n";
581 562
582 if (object *god = find_god (determine_god (op))) 563 if (object *god = find_god (determine_god (op)))
583 buf << "You worship " << &god->name << ".\n"; 564 buf << " - You worship " << &god->name << ".\n";
584 else 565 else
585 buf << "You worship no god.\n"; 566 buf << " - You worship no god.\n";
586 567
587 object *tmp = present_arch_in_ob (at, op); 568 object *tmp = present_arch_in_ob (at, op);
588 569
589 if (*cp == '\0' && tmp == NULL) 570 if (*cp == '\0' && !tmp)
590 buf << "You feel very mundane. "; 571 buf << " - You feel very mundane. ";
591 else 572 else
592 { 573 {
593 buf << "You have: " << cp << ".\n"; 574 buf << " - You have: " << cp << ".\n";
594 575
595 if (tmp) 576 if (tmp)
596 for (int i = 0; i < NUM_STATS; i++) 577 for (int i = 0; i < NUM_STATS; i++)
597 if (tmp->stats.stat (i) < 0) 578 if (tmp->stats.stat (i) < 0)
598 buf.printf ("Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i)); 579 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
599 } 580 }
600 581
601 if (is_dragon_pl (op)) 582 if (op->is_dragon ())
602 /* now grab the 'dragon_ability'-force from the player's inventory */ 583 /* now grab the 'dragon_ability'-force from the player's inventory */
603 for (tmp = op->inv; tmp; tmp = tmp->below) 584 for (tmp = op->inv; tmp; tmp = tmp->below)
604 { 585 {
605 if (tmp->type == FORCE && !strcmp (tmp->arch->archname, "dragon_ability_force")) 586 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
606 { 587 {
607 if (tmp->stats.exp == 0) 588 if (tmp->stats.exp == 0)
608 buf << "Your metabolism isn't focused on anything.\n"; 589 buf << " - Your metabolism isn't focused on anything.\n";
609 else 590 else
610 buf << "Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n"; 591 buf << " - Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
611 592
612 break; 593 break;
613 } 594 }
614 } 595 }
615 596
616 buf << '\0'; // zero-terminate 597 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
617
618 new_draw_info (NDI_UNIQUE, 0, op, buf.linearise ());
619 598
620 return 1; 599 return 1;
621} 600}
622 601
623/* This creates magic walls. Really, it can create most any object, 602/* This creates magic walls. Really, it can create most any object,
649 628
650 if ((spell_ob->move_block || x != op->x || y != op->y) && 629 if ((spell_ob->move_block || x != op->x || y != op->y) &&
651 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) || 630 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) ||
652 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block))) 631 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
653 { 632 {
654 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 633 op->failmsg ("Something is in the way.");
655 return 0; 634 return 0;
656 } 635 }
657 636
658 if (spell_ob->other_arch) 637 if (spell_ob->other_arch)
659 tmp = arch_to_object (spell_ob->other_arch); 638 tmp = spell_ob->other_arch->instance ();
660 else if (spell_ob->race) 639 else if (spell_ob->race)
661 { 640 {
662 char buf1[MAX_BUF]; 641 char buf1[MAX_BUF];
663 642
664 sprintf (buf1, spell_ob->race, dir); 643 sprintf (buf1, spell_ob->race, dir);
668 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 647 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
669 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 648 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
670 return 0; 649 return 0;
671 } 650 }
672 651
673 tmp = arch_to_object (at); 652 tmp = at->instance ();
674 } 653 }
675 else 654 else
676 { 655 {
677 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name); 656 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
678 return 0; 657 return 0;
683 tmp->attacktype = spell_ob->attacktype; 662 tmp->attacktype = spell_ob->attacktype;
684 tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 663 tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
685 tmp->stats.dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 664 tmp->stats.dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
686 tmp->range = 0; 665 tmp->range = 0;
687 } 666 }
688 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 667 else if (tmp->flag [FLAG_ALIVE])
689 { 668 {
690 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 669 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
691 tmp->stats.maxhp = tmp->stats.hp; 670 tmp->stats.maxhp = tmp->stats.hp;
692 } 671 }
693 672
694 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP)) 673 if (spell_ob->flag [FLAG_IS_USED_UP] || tmp->flag [FLAG_IS_USED_UP])
695 { 674 {
696 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 675 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
697 SET_FLAG (tmp, FLAG_IS_USED_UP); 676 tmp->set_flag (FLAG_IS_USED_UP);
698 } 677 }
699 678
700 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 679 if (spell_ob->flag [FLAG_TEAR_DOWN])
701 { 680 {
702 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 681 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
703 tmp->stats.maxhp = tmp->stats.hp; 682 tmp->stats.maxhp = tmp->stats.hp;
704 SET_FLAG (tmp, FLAG_TEAR_DOWN); 683 tmp->set_flag (FLAG_TEAR_DOWN);
705 SET_FLAG (tmp, FLAG_ALIVE); 684 tmp->set_flag (FLAG_ALIVE);
706 } 685 }
707 686
708 /* This can't really hurt - if the object doesn't kill anything, 687 /* This can't really hurt - if the object doesn't kill anything,
709 * these fields just won't be used. Do not set the owner for 688 * these fields just won't be used. Do not set the owner for
710 * earthwalls, though, so they survive restarts. 689 * earthwalls, though, so they survive restarts.
711 */ 690 */
712 if (tmp->type != EARTHWALL) //TODO 691 if (tmp->type != EARTHWALL) //TODO
713 tmp->set_owner (op); 692 tmp->set_owner (op);
714 693
715 set_spell_skill (op, caster, spell_ob, tmp); 694 set_spell_skill (op, caster, spell_ob, tmp);
716 tmp->level = caster_level (caster, spell_ob) / 2; 695 tmp->level = casting_level (caster, spell_ob) / 2;
717 696
718 name = tmp->name; 697 name = tmp->name;
719 if (!(tmp = m->insert (tmp, x, y, op))) 698 if (!(tmp = m->insert (tmp, x, y, op)))
720 { 699 {
721 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name); 700 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
722 return 0; 701 return 0;
723 } 702 }
724 703
725 /* If this is a spellcasting wall, need to insert the spell object */ 704 /* If this is a spellcasting wall, need to insert the spell object */
726 if (tmp->other_arch && tmp->other_arch->type == SPELL) 705 if (tmp->other_arch && tmp->other_arch->type == SPELL)
727 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 706 insert_ob_in_ob (tmp->other_arch->instance (), tmp);
728 707
729 /* This code causes the wall to extend some distance in 708 /* This code causes the wall to extend some distance in
730 * each direction, or until an obstruction is encountered. 709 * each direction, or until an obstruction is encountered.
731 * posblocked and negblocked help determine how far the 710 * posblocked and negblocked help determine how far the
732 * created wall can extend, it won't go extend through 711 * created wall can extend, it won't go extend through
752 object *tmp2 = tmp->clone (); 731 object *tmp2 = tmp->clone ();
753 m->insert (tmp2, x, y, op); 732 m->insert (tmp2, x, y, op);
754 733
755 /* If this is a spellcasting wall, need to insert the spell object */ 734 /* If this is a spellcasting wall, need to insert the spell object */
756 if (tmp2->other_arch && tmp2->other_arch->type == SPELL) 735 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
757 tmp2->insert (arch_to_object (tmp2->other_arch)); 736 tmp2->insert (tmp2->other_arch->instance ());
758 737
759 } 738 }
760 else 739 else
761 posblocked = 1; 740 posblocked = 1;
762 741
769 { 748 {
770 object *tmp2 = tmp->clone (); 749 object *tmp2 = tmp->clone ();
771 m->insert (tmp2, x, y, op); 750 m->insert (tmp2, x, y, op);
772 751
773 if (tmp2->other_arch && tmp2->other_arch->type == SPELL) 752 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
774 tmp2->insert (arch_to_object (tmp2->other_arch)); 753 tmp2->insert (tmp2->other_arch->instance ());
775 } 754 }
776 else 755 else
777 negblocked = 1; 756 negblocked = 1;
778 } 757 }
779 758
780 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) 759 if (tmp->flag [FLAG_BLOCKSVIEW])
781 update_all_los (op->map, op->x, op->y); 760 update_all_los (op->map, op->x, op->y);
782 761
783 return 1; 762 return 1;
784} 763}
785 764
786int 765int
787dimension_door (object *op, object *caster, object *spob, int dir) 766dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
788{ 767{
789 uint32 dist, maxdist; 768 uint32 dist, maxdist;
790 int mflags; 769 int mflags;
791 maptile *m; 770 maptile *m;
792 sint16 sx, sy; 771 sint16 sx, sy;
794 if (op->type != PLAYER) 773 if (op->type != PLAYER)
795 return 0; 774 return 0;
796 775
797 if (!dir) 776 if (!dir)
798 { 777 {
799 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?"); 778 op->failmsg ("In what direction?");
800 return 0; 779 return 0;
801 } 780 }
802 781
803 /* Given the new outdoor maps, can't let players dimension door for 782 /* Given the new outdoor maps, can't let players dimension door for
804 * ever, so put limits in. 783 * ever, so put limits in.
805 */ 784 */
806 maxdist = spob->range + SP_level_range_adjust (caster, spob); 785 maxdist = spob->range + SP_level_range_adjust (caster, spob);
807 786
808 if (op->contr->count) 787 if (spellparam)
809 { 788 {
789 int count = atoi (spellparam);
790
810 if (op->contr->count > maxdist) 791 if (count > maxdist)
811 { 792 {
812 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!"); 793 op->failmsg ("You can't dimension door that far!");
813 return 0; 794 return 0;
814 } 795 }
815 796
816 for (dist = 0; dist < op->contr->count; dist++) 797 for (dist = 0; dist < count; dist++)
817 { 798 {
818 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy); 799 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
819 800
820 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 801 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
821 break; 802 break;
822 803
823 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) 804 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
824 break; 805 break;
825 } 806 }
826 807
827 if (dist < op->contr->count) 808 if (dist < count)
828 { 809 {
829 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n"); 810 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
830 op->contr->count = 0;
831 return 0; 811 return 0;
832 } 812 }
833
834 op->contr->count = 0;
835 813
836 /* Remove code that puts player on random space on maps. IMO, 814 /* Remove code that puts player on random space on maps. IMO,
837 * a lot of maps probably have areas the player should not get to, 815 * a lot of maps probably have areas the player should not get to,
838 * but may not be marked as NO_MAGIC (as they may be bounded 816 * but may not be marked as NO_MAGIC (as they may be bounded
839 * by such squares). Also, there are probably treasure rooms and 817 * by such squares). Also, there are probably treasure rooms and
881 break; 859 break;
882 860
883 } 861 }
884 if (!dist) 862 if (!dist)
885 { 863 {
886 new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n"); 864 op->failmsg ("Your spell failed!\n");
887 return 0; 865 return 0;
888 } 866 }
889 } 867 }
890 868
891 /* Actually move the player now */ 869 /* Actually move the player now */
892 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op))) 870 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op)))
893 return 1; 871 return 1;
894 872
895 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ 873 op->speed_left = -5. * op->speed; /* Freeze them for a short while */
874
896 return 1; 875 return 1;
897} 876}
898
899 877
900/* cast_heal: Heals something. 878/* cast_heal: Heals something.
901 * op is the caster. 879 * op is the caster.
902 * dir is the direction he is casting it in. 880 * dir is the direction he is casting it in.
903 * spell is the spell object. 881 * spell is the spell object.
930 { 908 {
931 /* See how many points we actually heal. Instead of messages 909 /* See how many points we actually heal. Instead of messages
932 * based on type of spell, we instead do messages based 910 * based on type of spell, we instead do messages based
933 * on amount of damage healed. 911 * on amount of damage healed.
934 */ 912 */
935 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 913 if (heal > tmp->stats.maxhp - tmp->stats.hp)
936 heal = tmp->stats.maxhp - tmp->stats.hp; 914 heal = tmp->stats.maxhp - tmp->stats.hp;
915
937 tmp->stats.hp += heal; 916 tmp->stats.hp += heal;
938 917
939 if (tmp->stats.hp >= tmp->stats.maxhp) 918 if (tmp->stats.hp >= tmp->stats.maxhp)
940 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 919 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
941 else if (heal > 50) 920 else if (heal > 50)
950 success = 1; 929 success = 1;
951 } 930 }
952 } 931 }
953 932
954 if (spell->attacktype & AT_DISEASE) 933 if (spell->attacktype & AT_DISEASE)
955 if (cure_disease (tmp, op)) 934 if (cure_disease (tmp, op, spell))
956 success = 1; 935 success = 1;
957 936
958 if (spell->attacktype & AT_POISON) 937 if (spell->attacktype & AT_POISON)
959 { 938 {
960 at = archetype::find ("poisoning"); 939 at = archetype::find (shstr_poisoning);
961 poison = present_arch_in_ob (at, tmp); 940 poison = present_arch_in_ob (at, tmp);
962 if (poison) 941 if (poison)
963 { 942 {
964 success = 1; 943 success = 1;
965 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 944 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
967 } 946 }
968 } 947 }
969 948
970 if (spell->attacktype & AT_CONFUSION) 949 if (spell->attacktype & AT_CONFUSION)
971 { 950 {
972 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 951 poison = present_in_ob_by_name (FORCE, shstr_confusion, tmp);
973 if (poison) 952 if (poison)
974 { 953 {
975 success = 1; 954 success = 1;
976 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 955 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
977 poison->duration = 1; 956 poison->duration = 1;
978 } 957 }
979 } 958 }
980 959
981 if (spell->attacktype & AT_BLIND) 960 if (spell->attacktype & AT_BLIND)
982 { 961 {
983 at = archetype::find ("blindness"); 962 at = archetype::find (shstr_blindness);
984 poison = present_arch_in_ob (at, tmp); 963 poison = present_arch_in_ob (at, tmp);
985 if (poison) 964 if (poison)
986 { 965 {
987 success = 1; 966 success = 1;
988 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return."); 967 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1006 tmp->stats.grace = tmp->stats.maxgrace; 985 tmp->stats.grace = tmp->stats.maxgrace;
1007 success = 1; 986 success = 1;
1008 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!"); 987 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1009 } 988 }
1010 989
1011 if (spell->stats.food && tmp->stats.food < 999) 990 if (spell->stats.food && tmp->stats.food < MAX_FOOD)
1012 { 991 {
1013 tmp->stats.food += spell->stats.food; 992 tmp->stats.food += spell->stats.food;
1014 if (tmp->stats.food > 999) 993 min_it (tmp->stats.food, MAX_FOOD);
1015 tmp->stats.food = 999; 994
1016 success = 1; 995 success = 1;
1017 /* We could do something a bit better like the messages for healing above */ 996 /* We could do something a bit better like the messages for healing above */
1018 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food"); 997 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1019 } 998 }
1020 999
1034 "You don't feel any more powerful." 1013 "You don't feel any more powerful."
1035 "You are no easier to look at.", 1014 "You are no easier to look at.",
1036}; 1015};
1037 1016
1038int 1017int
1018change_ability_duration (object *spell, object *caster)
1019{
1020 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1021}
1022
1023int
1039cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) 1024cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1040{ 1025{
1041 object *force = NULL; 1026 object *force = 0;
1042 int i; 1027 int i;
1043 1028
1044 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1029 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1045 object *tmp = dir 1030 object *tmp = dir
1046 ? find_target_for_friendly_spell (op, dir) 1031 ? find_target_for_friendly_spell (op, dir)
1047 : op; 1032 : op;
1048 1033
1049 if (!tmp) 1034 if (!tmp)
1050 return 0; 1035 return 0;
1051 1036
1052 /* If we've already got a force of this type, don't add a new one. */ 1037 /* If we've already got a force of this type, don't add a new one. */
1060 break; 1045 break;
1061 } 1046 }
1062 else if (spell_ob->race && spell_ob->race == tmp2->name) 1047 else if (spell_ob->race && spell_ob->race == tmp2->name)
1063 { 1048 {
1064 if (!silent) 1049 if (!silent)
1065 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 1050 op->failmsgf ("You can not cast %s while %s is in effect",
1051 &spell_ob->name, &tmp2->name_pl);
1052
1066 return 0; 1053 return 0;
1067 } 1054 }
1068 } 1055 }
1069 } 1056 }
1057
1058 int duration = change_ability_duration (spell_ob, caster);
1059
1070 if (force == NULL) 1060 if (force)
1071 {
1072 force = get_archetype (FORCE_NAME);
1073 force->subtype = FORCE_CHANGE_ABILITY;
1074 if (spell_ob->race)
1075 force->name = spell_ob->race;
1076 else
1077 force->name = spell_ob->name;
1078 force->name_pl = spell_ob->name;
1079 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1080
1081 } 1061 {
1082 else
1083 {
1084 int duration;
1085
1086 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1087 if (duration > force->duration) 1062 if (duration > force->duration)
1088 { 1063 {
1089 force->duration = duration; 1064 force->duration = duration;
1090 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1065 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1091 } 1066 }
1092 else 1067 else
1093 {
1094 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1068 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1095 }
1096 1069
1097 return 1; 1070 return 1;
1098 } 1071 }
1099 1072
1100 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1073 new_draw_info_format (NDI_UNIQUE, 0, op,
1074 "You create an aura of magical force. H<The effect will last for about %.10g seconds.>",
1075 TICK2TIME (duration));
1076
1077 force = get_archetype (FORCE_NAME);
1078 force->subtype = FORCE_CHANGE_ABILITY;
1079 force->duration = duration;
1080
1081 if (spell_ob->race)
1082 force->name = spell_ob->race;
1083 else
1084 force->name = spell_ob->name;
1085
1086 force->name_pl = spell_ob->name;
1087
1101 force->speed = 1.0; 1088 force->speed = 1.0;
1102 force->speed_left = -1.0; 1089 force->speed_left = -1.0;
1103 SET_FLAG (force, FLAG_APPLIED); 1090 force->set_flag (FLAG_APPLIED);
1104 1091
1105 /* Now start processing the effects. First, protections */ 1092 /* Now start processing the effects. First, protections */
1106 for (i = 0; i < NROFATTACKS; i++) 1093 for (i = 0; i < NROFATTACKS; i++)
1107 { 1094 {
1108 if (spell_ob->resist[i]) 1095 if (spell_ob->resist[i])
1138 } 1125 }
1139 } 1126 }
1140 1127
1141 force->move_type = spell_ob->move_type; 1128 force->move_type = spell_ob->move_type;
1142 1129
1143 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK)) 1130 if (spell_ob->flag [FLAG_SEE_IN_DARK])
1144 SET_FLAG (force, FLAG_SEE_IN_DARK); 1131 force->set_flag (FLAG_SEE_IN_DARK);
1145 1132
1146 if (QUERY_FLAG (spell_ob, FLAG_XRAYS)) 1133 if (spell_ob->flag [FLAG_XRAYS])
1147 SET_FLAG (force, FLAG_XRAYS); 1134 force->set_flag (FLAG_XRAYS);
1148 1135
1149 /* Haste/bonus speed */ 1136 /* Haste/bonus speed */
1150 if (spell_ob->stats.exp) 1137 if (spell_ob->stats.exp)
1151 { 1138 {
1152 if (op->speed > 0.5f) 1139 if (op->speed > 0.5f)
1172 */ 1159 */
1173int 1160int
1174cast_bless (object *op, object *caster, object *spell_ob, int dir) 1161cast_bless (object *op, object *caster, object *spell_ob, int dir)
1175{ 1162{
1176 int i; 1163 int i;
1177 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1164 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1178 1165
1179 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1166 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1180 if (dir != 0) 1167 if (dir != 0)
1181 { 1168 {
1182 tmp = find_target_for_friendly_spell (op, dir); 1169 tmp = find_target_for_friendly_spell (op, dir);
1170
1171 if (!tmp)
1172 return 0;
1183 } 1173 }
1184 else 1174 else
1185 {
1186 tmp = op; 1175 tmp = op;
1187 }
1188 1176
1189 /* If we've already got a force of this type, don't add a new one. */ 1177 /* If we've already got a force of this type, don't add a new one. */
1190 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1178 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1191 { 1179 {
1192 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1180 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1193 { 1181 {
1194 if (tmp2->name == spell_ob->name) 1182 if (tmp2->name == spell_ob->name)
1195 { 1183 {
1201 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 1189 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1202 return 0; 1190 return 0;
1203 } 1191 }
1204 } 1192 }
1205 } 1193 }
1194
1206 if (force == NULL) 1195 if (force == NULL)
1207 { 1196 {
1208 force = get_archetype (FORCE_NAME); 1197 force = get_archetype (FORCE_NAME);
1209 force->subtype = FORCE_CHANGE_ABILITY; 1198 force->subtype = FORCE_CHANGE_ABILITY;
1210 if (spell_ob->race) 1199 if (spell_ob->race)
1231 return 0; 1220 return 0;
1232 } 1221 }
1233 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1222 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1234 force->speed = 1.0; 1223 force->speed = 1.0;
1235 force->speed_left = -1.0; 1224 force->speed_left = -1.0;
1236 SET_FLAG (force, FLAG_APPLIED); 1225 force->set_flag (FLAG_APPLIED);
1237 1226
1238 if (!god) 1227 if (!god)
1239 { 1228 {
1240 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty."); 1229 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1241 } 1230 }
1242 else 1231 else
1243 { 1232 {
1244 /* Only give out good benefits, and put a max on it */ 1233 /* Only give out good benefits, and put a max on it */
1245 for (i = 0; i < NROFATTACKS; i++) 1234 for (i = 0; i < NROFATTACKS; i++)
1246 {
1247 if (god->resist[i] > 0) 1235 if (god->resist[i] > 0)
1248 {
1249 force->resist[i] = MIN (god->resist[i], spell_ob->resist[ATNR_GODPOWER]); 1236 force->resist[i] = min (god->resist[i], spell_ob->resist[ATNR_GODPOWER]);
1250 } 1237
1251 }
1252 force->path_attuned |= god->path_attuned; 1238 force->path_attuned |= god->path_attuned;
1253 1239
1254 if (spell_ob->attacktype) 1240 if (spell_ob->attacktype)
1255 force->slaying = god->slaying; 1241 force->slaying = god->slaying;
1256 1242
1275} 1261}
1276 1262
1277/* Alchemy code by Mark Wedel 1263/* Alchemy code by Mark Wedel
1278 * 1264 *
1279 * This code adds a new spell, called alchemy. Alchemy will turn 1265 * This code adds a new spell, called alchemy. Alchemy will turn
1280 * objects to gold nuggets, the value of the gold nuggets being 1266 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1281 * about 90% of that of the item itself. It uses the value of the
1282 * object before charisma adjustments, because the nuggets themselves
1283 * will be will be adjusted by charisma when sold.
1284 * 1267 *
1285 * Large nuggets are worth 25 gp each (base). You will always get 1268 * The value of the gold nuggets being about 90% of that of the item
1286 * the maximum number of large nuggets you could get. 1269 * itself. It uses the value of the object before charisma adjustments,
1287 * Small nuggets are worth 1 gp each (base). You will get from 0 1270 * because the nuggets themselves will be will be adjusted by charisma
1288 * to the max amount of small nuggets as you could get. 1271 * when sold.
1289 *
1290 * For example, if an item is worth 110 gold, you will get
1291 * 4 large nuggets, and from 0-10 small nuggets.
1292 * 1272 *
1293 * There is also a chance (1:30) that you will get nothing at all 1273 * There is also a chance (1:30) that you will get nothing at all
1294 * for the object. There is also a maximum weight that will be 1274 * for the object. There is also a maximum weight that will be
1295 * alchemised. 1275 * alchemised.
1296 */ 1276 */
1297static void 1277static void
1298alchemy_object (object *obj, uint64 &total_value, int &total_weight) 1278alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1299{ 1279{
1300 uint64 value = query_cost (obj, NULL, F_TRUE); 1280 uint64 value = query_cost (obj, NULL, F_TRUE);
1301 1281
1302 /* Give third price when we alchemy money (This should hopefully 1282 /* Give third price when we alchemy money (this should hopefully
1303 * make it so that it isn't worth it to alchemy money, sell 1283 * make it so that it isn't worth it to alchemy money, sell
1304 * the nuggets, alchemy the gold from that, etc. 1284 * the nuggets, alchemy the gold from that, etc.
1305 * Otherwise, give 9 silver on the gold for other objects, 1285 * Otherwise, give 9 silver on the gold for other objects,
1306 * so that it would still be more affordable to haul 1286 * so that it would still be more affordable to haul
1307 * the stuff back to town. 1287 * the stuff back to town.
1308 */ 1288 */
1309 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1289 if (obj->flag [FLAG_UNPAID])
1310 value = 0; 1290 value = 0;
1311 else if (obj->type == MONEY || obj->type == GEM) 1291 else if (obj->type == MONEY || obj->type == GEM)
1312 value /= 3; 1292 value /= 3;
1313 else 1293 else
1314 value = value * 9 / 10; 1294 value = value * 9 / 10;
1319 total_weight += obj->total_weight (); 1299 total_weight += obj->total_weight ();
1320 1300
1321 obj->destroy (); 1301 obj->destroy ();
1322} 1302}
1323 1303
1324static void
1325update_map (object *op, maptile *m, int small_nuggets, object *small, int large_nuggets, object *large, int x, int y)
1326{
1327 int flag = 0;
1328
1329 /* Put any nuggets below the player, but we can only pass this
1330 * flag if we are on the same space as the player
1331 */
1332 if (x == op->x && y == op->y && op->map == m)
1333 flag = INS_BELOW_ORIGINATOR;
1334
1335 if (small_nuggets)
1336 {
1337 object *tmp = small->clone ();
1338 tmp->nrof = small_nuggets;
1339 m->insert (tmp, x, y, op, flag);
1340 }
1341
1342 if (large_nuggets)
1343 {
1344 object *tmp = large->clone ();
1345 tmp->nrof = large_nuggets;
1346 m->insert (tmp, x, y, op, flag);
1347 }
1348
1349 if (object *pl = m->at (x, y).player ())
1350 if (pl->contr->ns)
1351 pl->contr->ns->look_position = 0;
1352}
1353
1354int 1304int
1355alchemy (object *op, object *caster, object *spell_ob) 1305alchemy (object *op, object *caster, object *spell_ob)
1356{ 1306{
1357 if (op->type != PLAYER) 1307 if (op->type != PLAYER)
1358 return 0; 1308 return 0;
1359 1309
1360 object *large = get_archetype ("largenugget"); 1310 archetype *nugget[3];
1361 object *small = get_archetype ("smallnugget"); 1311
1312 nugget[0] = archetype::find (shstr_pyrite3);
1313 nugget[1] = archetype::find (shstr_pyrite2);
1314 nugget[2] = archetype::find (shstr_pyrite);
1362 1315
1363 /* Put a maximum weight of items that can be alchemised. Limits the power 1316 /* Put a maximum weight of items that can be alchemised. Limits the power
1364 * some, and also prevents people from alchemising every table/chair/clock 1317 * some, and also prevents people from alchemising every table/chair/clock
1365 * in sight 1318 * in sight
1366 */ 1319 */
1395 1348
1396 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next) 1349 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1397 { 1350 {
1398 next = tmp->above; 1351 next = tmp->above;
1399 1352
1400 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1353 if (tmp->weight > 0 && !tmp->flag [FLAG_NO_PICK] &&
1401 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1354 !tmp->flag [FLAG_ALIVE] && !tmp->flag [FLAG_IS_CAULDRON])
1402 { 1355 {
1403 if (tmp->inv) 1356 if (tmp->inv)
1404 { 1357 {
1405 object *next1, *tmp1; 1358 object *next1, *tmp1;
1406 1359
1407 for (tmp1 = tmp->inv; tmp1; tmp1 = next1) 1360 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1408 { 1361 {
1409 next1 = tmp1->below; 1362 next1 = tmp1->below;
1410 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1363 if (tmp1->weight > 0 && !tmp1->flag [FLAG_NO_PICK] &&
1411 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1364 !tmp1->flag [FLAG_ALIVE] && !tmp1->flag [FLAG_IS_CAULDRON])
1412 alchemy_object (tmp1, value, weight); 1365 alchemy_object (tmp1, value, weight);
1413 } 1366 }
1414 } 1367 }
1415 1368
1416 alchemy_object (tmp, value, weight); 1369 alchemy_object (tmp, value, weight);
1418 if (weight > weight_max) 1371 if (weight > weight_max)
1419 break; 1372 break;
1420 } 1373 }
1421 } 1374 }
1422 1375
1376 value -= rndm (value >> 4);
1423 value = min (value, value_max); 1377 value = min (value, value_max);
1424 1378
1425 uint64 count = value / large->value; 1379 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1426 int large_nuggets = count; 1380 if (int nrof = value / nugget [i]->value)
1427 value -= count * large->value;
1428
1429 count = value / small->value;
1430 int small_nuggets = count;
1431
1432 /* Insert all the nuggets at one time. This probably saves time, but
1433 * it also prevents us from alcheming nuggets that were just created
1434 * with this spell.
1435 */ 1381 {
1436 update_map (op, mp, small_nuggets, small, large_nuggets, large, nx, ny); 1382 value -= nrof * nugget[i]->value;
1383
1384 object *tmp = nugget[i]->instance ();
1385 tmp->nrof = nrof;
1386 tmp->flag [FLAG_IDENTIFIED] = true;
1387 op->map->insert (tmp, x, y, op, 0);
1388 }
1437 1389
1438 if (weight > weight_max) 1390 if (weight > weight_max)
1439 goto bailout; 1391 goto bailout;
1440 } 1392 }
1441 } 1393 }
1442 1394
1443bailout: 1395bailout:
1444 large->destroy ();
1445 small->destroy ();
1446 return 1; 1396 return 1;
1447} 1397}
1448
1449 1398
1450/* This function removes the cursed/damned status on equipped 1399/* This function removes the cursed/damned status on equipped
1451 * items. 1400 * items.
1452 */ 1401 */
1453int 1402int
1454remove_curse (object *op, object *caster, object *spell) 1403remove_curse (object *op, object *caster, object *spell)
1455{ 1404{
1456 object *tmp;
1457 int success = 0, was_one = 0; 1405 int success = 0, was_one = 0;
1458 1406
1459 for (tmp = op->inv; tmp; tmp = tmp->below) 1407 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1460 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1408 if (tmp->flag [FLAG_APPLIED] &&
1461 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1409 ((tmp->flag [FLAG_CURSED] && spell->flag [FLAG_CURSED]) ||
1462 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1410 (tmp->flag [FLAG_DAMNED] && spell->flag [FLAG_DAMNED])))
1463 { 1411 {
1464 was_one++; 1412 was_one++;
1413
1465 if (tmp->level <= caster_level (caster, spell)) 1414 if (tmp->level <= casting_level (caster, spell))
1466 { 1415 {
1467 success++; 1416 success++;
1468 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1417 if (spell->flag [FLAG_DAMNED])
1469 CLEAR_FLAG (tmp, FLAG_DAMNED); 1418 tmp->clr_flag (FLAG_DAMNED);
1470 1419
1471 CLEAR_FLAG (tmp, FLAG_CURSED); 1420 tmp->clr_flag (FLAG_CURSED);
1472 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1421 tmp->clr_flag (FLAG_KNOWN_CURSED);
1473 tmp->value = 0; /* Still can't sell it */ 1422 tmp->value = 0; /* Still can't sell it */
1474 if (op->type == PLAYER) 1423
1424 if (object *pl = tmp->visible_to ())
1475 esrv_send_item (op, tmp); 1425 esrv_update_item (UPD_FLAGS, pl, tmp);
1476 } 1426 }
1477 } 1427 }
1478 1428
1479 if (op->type == PLAYER) 1429 if (op->type == PLAYER)
1480 { 1430 {
1491 1441
1492 return success; 1442 return success;
1493} 1443}
1494 1444
1495/* Identifies objects in the players inventory/on the ground */ 1445/* Identifies objects in the players inventory/on the ground */
1496
1497int 1446int
1498cast_identify (object *op, object *caster, object *spell) 1447cast_identify (object *op, object *caster, object *spell)
1499{ 1448{
1500 object *tmp; 1449 object *tmp;
1501 int success = 0, num_ident; 1450 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1502 1451
1503 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1452 int num_ident = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell));
1504
1505 if (num_ident < 1)
1506 num_ident = 1;
1507 1453
1508 for (tmp = op->inv; tmp; tmp = tmp->below) 1454 for (tmp = op->inv; tmp; tmp = tmp->below)
1509 { 1455 {
1510 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1456 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1511 { 1457 {
1512 identify (tmp); 1458 identify (tmp);
1513 1459
1514 if (op->type == PLAYER) 1460 if (op->type == PLAYER)
1515 { 1461 {
1516 new_draw_info_format (NDI_UNIQUE, 0, op, "You identified: %s.", long_desc (tmp, op)); 1462 buf.printf ("You identified: %s.\r", long_desc (tmp, op));
1517 1463
1518 if (tmp->msg) 1464 if (tmp->msg)
1519 { 1465 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1520 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1521 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1522 }
1523 } 1466 }
1524 1467
1525 num_ident--;
1526 success = 1;
1527 if (!num_ident) 1468 if (!--num_ident)
1528 break; 1469 break;
1529 } 1470 }
1530 } 1471 }
1531 1472
1532 /* If all the power of the spell has been used up, don't go and identify 1473 /* If all the power of the spell has been used up, don't go and identify
1534 * was not fully used. 1475 * was not fully used.
1535 */ 1476 */
1536 if (num_ident) 1477 if (num_ident)
1537 { 1478 {
1538 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 1479 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1539 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1480 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1540 { 1481 {
1541 identify (tmp); 1482 identify (tmp);
1542 1483
1543 if (op->type == PLAYER) 1484 if (object *pl = tmp->visible_to ())
1544 { 1485 {
1545 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground you identified: %s.", long_desc (tmp, op)); 1486 buf.printf ("On the ground you identified: %s.\r", long_desc (tmp, op));
1546 1487
1547 if (tmp->msg) 1488 if (tmp->msg)
1548 { 1489 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1549 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1550 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1551 }
1552
1553 esrv_send_item (op, tmp);
1554 } 1490 }
1555 1491
1556 num_ident--;
1557 success = 1;
1558 if (!num_ident) 1492 if (!--num_ident)
1559 break; 1493 break;
1560 } 1494 }
1561 } 1495 }
1562 1496
1563 if (!success) 1497 if (buf.empty ())
1564 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified."); 1498 {
1499 op->failmsg ("You can't reach anything unidentified.");
1500 return 0;
1501 }
1565 else 1502 else
1503 {
1504 if (op->contr)
1505 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1506
1566 spell_effect (spell, op->x, op->y, op->map, op); 1507 spell_effect (spell, op->x, op->y, op->map, op);
1567 1508 return 1;
1568 return success; 1509 }
1569} 1510}
1570 1511
1571int 1512int
1572cast_detection (object *op, object *caster, object *spell, object *skill) 1513cast_detection (object *op, object *caster, object *spell, object *skill)
1573{ 1514{
1578 1519
1579 /* We precompute some values here so that we don't have to keep 1520 /* We precompute some values here so that we don't have to keep
1580 * doing it over and over again. 1521 * doing it over and over again.
1581 */ 1522 */
1582 god = find_god (determine_god (op)); 1523 god = find_god (determine_god (op));
1583 level = caster_level (caster, spell); 1524 level = casting_level (caster, spell);
1584 range = spell->range + SP_level_range_adjust (caster, spell); 1525 range = spell->range + SP_level_range_adjust (caster, spell);
1585 1526
1586 if (!skill) 1527 if (!skill)
1587 skill = caster; 1528 skill = caster;
1588 1529
1589 for (x = op->x - range; x <= op->x + range; x++) 1530 dynbuf buf;
1590 for (y = op->y - range; y <= op->y + range; y++) 1531 unordered_mapwalk (buf, op, -range, -range, range, range)
1591 { 1532 {
1592 m = op->map;
1593 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1594 if (mflags & P_OUT_OF_MAP)
1595 continue;
1596
1597 /* For most of the detections, we only detect objects above the 1533 /* For most of the detections, we only detect objects above the
1598 * floor. But this is not true for show invisible. 1534 * floor. But this is not true for show invisible.
1599 * Basically, we just go and find the top object and work 1535 * Basically, we just go and find the top object and work
1600 * down - that is easier than working up. 1536 * down - that is easier than working up.
1601 */ 1537 */
1602 1538
1603 for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above) 1539 for (last = 0, tmp = m->at (nx, ny).bot; tmp; tmp = tmp->above)
1604 last = tmp; 1540 last = tmp;
1605 1541
1606 /* Shouldn't happen, but if there are no objects on a space, this 1542 /* Shouldn't happen, but if there are no objects on a space, this
1607 * would happen. 1543 * would happen.
1608 */ 1544 */
1609 if (!last) 1545 if (!last)
1610 continue; 1546 continue;
1611 1547
1612 done_one = 0; 1548 done_one = 0;
1613 floor = 0; 1549 floor = 0;
1614 detect = NULL; 1550 detect = 0;
1615 for (tmp = last; tmp; tmp = tmp->below) 1551 for (tmp = last; tmp; tmp = tmp->below)
1616 { 1552 {
1617 /* show invisible */ 1553 /* show invisible */
1618 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1554 if (spell->flag [FLAG_MAKE_INVIS]
1619 /* Might there be other objects that we can make visible? */ 1555 /* Might there be other objects that we can make visible? */
1620 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1556 && (tmp->invisible && (tmp->flag [FLAG_MONSTER]
1621 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1557 || (tmp->type == PLAYER && !tmp->flag [FLAG_WIZ])
1622 tmp->type == CF_HANDLE || 1558 || tmp->type == T_HANDLE
1623 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE || 1559 || tmp->type == TRAPDOOR
1560 || tmp->type == EXIT
1561 || tmp->type == HOLE
1562 || tmp->type == BUTTON
1624 tmp->type == BUTTON || tmp->type == TELEPORTER || 1563 || tmp->type == TELEPORTER
1564 || tmp->type == GATE
1625 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1565 || tmp->type == LOCKED_DOOR
1626 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN || 1566 || tmp->type == WEAPON
1567 || tmp->type == ALTAR
1568 || (tmp->type == SIGN && tmp->face != magicmouth_face)
1627 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1569 || tmp->type == TRIGGER_PEDESTAL
1628 tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR))) 1570 || tmp->type == SPECIAL_KEY
1571 || tmp->type == TREASURE
1572 || tmp->type == BOOK
1573 || tmp->type == HOLY_ALTAR
1574 || tmp->type == CONTAINER)))
1629 { 1575 {
1576 printf ("show inv %s\n", tmp->debug_desc());//D
1630 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4) 1577 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1631 { 1578 {
1632 tmp->invisible = 0; 1579 tmp->invisible = 0;
1580 done_one = 1;
1581 }
1582 }
1583
1584 if (tmp->flag [FLAG_IS_FLOOR])
1585 floor = 1;
1586
1587 /* All detections below this point don't descend beneath the floor,
1588 * so just continue on. We could be clever and look at the type of
1589 * detection to completely break out if we don't care about objects beneath
1590 * the floor, but once we get to the floor, not likely a very big issue anyways.
1591 */
1592 if (floor)
1593 continue;
1594
1595 /* I had thought about making detect magic and detect curse
1596 * show the flash the magic item like it does for detect monster.
1597 * however, if the object is within sight, this would then make it
1598 * difficult to see what object is magical/cursed, so the
1599 * effect wouldn't be as apparent.
1600 */
1601
1602 /* detect magic */
1603 if (spell->flag [FLAG_KNOWN_MAGICAL]
1604 && !tmp->flag [FLAG_KNOWN_MAGICAL]
1605 && !tmp->flag [FLAG_IDENTIFIED]
1606 && tmp->need_identify ()
1607 && is_magical (tmp))
1608 {
1609 tmp->set_flag (FLAG_KNOWN_MAGICAL);
1610 /* make runes more visible */
1611 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1612 tmp->stats.Cha /= 4;
1613
1614 done_one = 1;
1615 }
1616
1617 /* detect monster */
1618 if (spell->flag [FLAG_MONSTER] && (tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER))
1619 {
1620 done_one = 2;
1621
1622 if (!detect)
1623 detect = tmp;
1624 }
1625
1626 /* Basically, if race is set in the spell, then the creatures race must
1627 * match that. if the spell race is set to GOD, then the gods opposing
1628 * race must match.
1629 */
1630 if (spell->race && tmp->flag [FLAG_MONSTER] && tmp->race &&
1631 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1632 spell->race.contains (tmp->race)))
1633 {
1634 done_one = 2;
1635
1636 if (!detect)
1637 detect = tmp;
1638 }
1639
1640 if (spell->flag [FLAG_KNOWN_CURSED]
1641 && !tmp->flag [FLAG_KNOWN_CURSED]
1642 && tmp->need_identify ()
1643 && (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))
1644 {
1645 tmp->set_flag (FLAG_KNOWN_CURSED);
1646 done_one = 1;
1647 }
1648
1649 // Do mining detection spell:
1650 if (spell->last_sp == 1) // 1 - detect any vein
1651 {
1652 if (tmp->type == VEIN)
1653 {
1654 if (tmp->other_arch)
1655 {
1656 if (!detect)
1657 detect = tmp->other_arch;
1658 done_one = 2;
1659 }
1660 else
1633 done_one = 1; 1661 done_one = 1;
1634 } 1662 }
1635 } 1663 }
1636
1637 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1638 floor = 1;
1639
1640 /* All detections below this point don't descend beneath the floor,
1641 * so just continue on. We could be clever and look at the type of
1642 * detection to completely break out if we don't care about objects beneath
1643 * the floor, but once we get to the floor, not likely a very big issue anyways.
1644 */
1645 if (floor)
1646 continue;
1647
1648 /* I had thought about making detect magic and detect curse
1649 * show the flash the magic item like it does for detect monster.
1650 * however, if the object is within sight, this would then make it
1651 * difficult to see what object is magical/cursed, so the
1652 * effect wouldn't be as apparant.
1653 */
1654
1655 /* detect magic */
1656 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1657 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1658 {
1659 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1660 /* make runes more visibile */
1661 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1662 tmp->stats.Cha /= 4;
1663 done_one = 1;
1664 }
1665 /* detect monster */
1666 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1667 {
1668 done_one = 2;
1669 if (!detect)
1670 detect = tmp;
1671 }
1672 /* Basically, if race is set in the spell, then the creatures race must
1673 * match that. if the spell race is set to GOD, then the gods opposing
1674 * race must match.
1675 */
1676 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1677 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) ||
1678 (strstr (spell->race, tmp->race))))
1679 {
1680 done_one = 2;
1681 if (!detect)
1682 detect = tmp;
1683 }
1684 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1685 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1686 {
1687 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1688 done_one = 1;
1689 }
1690 } /* for stack of objects on this space */ 1664 } /* for stack of objects on this space */
1691 1665
1692 /* Code here puts an effect of the spell on the space, so you can see 1666 /* Code here puts an effect of the spell on the space, so you can see
1693 * where the magic is. 1667 * where the magic is.
1694 */ 1668 */
1695 if (done_one) 1669 if (done_one)
1696 { 1670 {
1697 object *detect_ob = arch_to_object (spell->other_arch); 1671 object *detect_ob = spell->other_arch->instance ();
1698 1672
1699 /* if this is set, we want to copy the face */ 1673 /* if this is set, we want to copy the face */
1700 if (done_one == 2 && detect) 1674 if (done_one == 2 && detect)
1701 { 1675 {
1702 detect_ob->face = detect->face; 1676 detect_ob->face = detect->face;
1703 detect_ob->animation_id = detect->animation_id; 1677 detect_ob->animation_id = detect->animation_id;
1704 detect_ob->anim_speed = detect->anim_speed; 1678 detect_ob->anim_speed = detect->anim_speed;
1705 detect_ob->last_anim = 0; 1679 detect_ob->last_anim = 0;
1706 /* by default, the detect_ob is already animated */ 1680 /* by default, the detect_ob is already animated */
1707 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1681 if (!detect->flag [FLAG_ANIMATE])
1708 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1682 detect_ob->clr_flag (FLAG_ANIMATE);
1709 } 1683 }
1710 1684
1711 m->insert (detect_ob, nx, ny, op); 1685 m->insert (detect_ob, nx, ny, op, INS_ON_TOP);
1712 } 1686 }
1713 } /* for processing the surrounding spaces */ 1687 } /* for processing the surrounding spaces */
1714 1688
1715 1689
1716 /* Now process objects in the players inventory if detect curse or magic */ 1690 /* Now process objects in the players inventory if detect curse or magic */
1717 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL)) 1691 if (spell->flag [FLAG_KNOWN_CURSED] || spell->flag [FLAG_KNOWN_MAGICAL])
1718 { 1692 {
1719 done_one = 0; 1693 done_one = 0;
1694
1720 for (tmp = op->inv; tmp; tmp = tmp->below) 1695 for (tmp = op->inv; tmp; tmp = tmp->below)
1721 { 1696 {
1722 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1697 if (!tmp->invisible && !tmp->flag [FLAG_IDENTIFIED])
1723 { 1698 {
1724 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)) 1699 if (spell->flag [FLAG_KNOWN_MAGICAL] && is_magical (tmp) && !tmp->flag [FLAG_KNOWN_MAGICAL])
1725 { 1700 {
1726 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1701 tmp->set_flag (FLAG_KNOWN_MAGICAL);
1727 if (op->type == PLAYER) 1702
1703 if (object *pl = tmp->visible_to ())
1728 esrv_send_item (op, tmp); 1704 esrv_update_item (UPD_FLAGS, pl, tmp);
1729 } 1705 }
1730 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1706
1731 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1707 if (spell->flag [FLAG_KNOWN_CURSED] && !tmp->flag [FLAG_KNOWN_CURSED] &&
1708 (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))
1732 { 1709 {
1733 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1710 tmp->set_flag (FLAG_KNOWN_CURSED);
1734 if (op->type == PLAYER) 1711
1712 if (object *pl = tmp->visible_to ())
1735 esrv_send_item (op, tmp); 1713 esrv_update_item (UPD_FLAGS, pl, tmp);
1736 } 1714 }
1737 } /* if item is not identified */ 1715 } /* if item is not identified */
1738 } /* for the players inventory */ 1716 } /* for the players inventory */
1739 } /* if detect magic/curse and object is a player */ 1717 } /* if detect magic/curse and object is a player */
1718
1740 return 1; 1719 return 1;
1741} 1720}
1742 1721
1743 1722
1744/** 1723/**
1757 1736
1758 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you."); 1737 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
1759 1738
1760 if (victim->stats.sp >= victim->stats.maxsp * 2) 1739 if (victim->stats.sp >= victim->stats.maxsp * 2)
1761 { 1740 {
1762 object *tmp;
1763
1764 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1741 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
1765
1766 /* Explodes a fireball centered at player */
1767 tmp = get_archetype (EXPLODING_FIREBALL);
1768 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
1769 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
1770
1771 tmp->insert_at (victim);
1772 victim->stats.sp = 2 * victim->stats.maxsp; 1742 victim->stats.sp = 2 * victim->stats.maxsp;
1743 create_exploding_ball_at (victim, caster_level);
1773 } 1744 }
1774 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1745 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
1775 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); 1746 new_draw_info (NDI_UNIQUE | NDI_ORANGE, 0, victim, "You feel like your head is going to explode.");
1776 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1747 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
1777 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 1748 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
1778 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1749 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
1779 { 1750 {
1780 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1751 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
1804 mflags = get_map_flags (m, &m, x, y, &x, &y); 1775 mflags = get_map_flags (m, &m, x, y, &x, &y);
1805 1776
1806 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1777 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
1807 { 1778 {
1808 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above) 1779 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
1809 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1780 if (plyr != op && plyr->flag [FLAG_ALIVE])
1810 break; 1781 break;
1811 } 1782 }
1812 1783
1813 1784
1814 /* If we did not find a player in the specified direction, transfer 1785 /* If we did not find a player in the specified direction, transfer
1815 * to anyone on top of us. This is used for the rune of transference mostly. 1786 * to anyone on top of us. This is used for the rune of transference mostly.
1816 */ 1787 */
1817 if (plyr == NULL) 1788 if (plyr == NULL)
1818 for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above) 1789 for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above)
1819 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1790 if (plyr != op && plyr->flag [FLAG_ALIVE])
1820 break; 1791 break;
1821 1792
1822 if (!plyr) 1793 if (!plyr)
1823 { 1794 {
1824 new_draw_info (NDI_BLACK, 0, op, "There is no one there."); 1795 op->failmsg ("There is no one there.");
1825 return 0; 1796 return 0;
1826 } 1797 }
1827 /* give sp */ 1798 /* give sp */
1828 if (spell->stats.dam > 0) 1799 if (spell->stats.dam > 0)
1829 { 1800 {
1830 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell); 1801 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
1831 charge_mana_effect (plyr, caster_level (caster, spell)); 1802 charge_mana_effect (plyr, casting_level (caster, spell));
1832 return 1; 1803 return 1;
1833 } 1804 }
1834 /* suck sp away. Can't suck sp from yourself */ 1805 /* suck sp away. Can't suck sp from yourself */
1835 else if (op != plyr) 1806 else if (op != plyr)
1836 { 1807 {
1841 if (rate > 95) 1812 if (rate > 95)
1842 rate = 95; 1813 rate = 95;
1843 1814
1844 sucked = (plyr->stats.sp * rate) / 100; 1815 sucked = (plyr->stats.sp * rate) / 100;
1845 plyr->stats.sp -= sucked; 1816 plyr->stats.sp -= sucked;
1846 if (QUERY_FLAG (op, FLAG_ALIVE)) 1817 if (op->flag [FLAG_ALIVE])
1847 { 1818 {
1848 /* Player doesn't get full credit */ 1819 /* Player doesn't get full credit */
1849 sucked = (sucked * rate) / 100; 1820 sucked = (sucked * rate) / 100;
1850 op->stats.sp += sucked; 1821 op->stats.sp += sucked;
1851 if (sucked > 0) 1822 if (sucked > 0)
1852 { 1823 {
1853 charge_mana_effect (op, caster_level (caster, spell)); 1824 charge_mana_effect (op, casting_level (caster, spell));
1854 } 1825 }
1855 } 1826 }
1856 return 1; 1827 return 1;
1857 } 1828 }
1858 return 0; 1829 return 0;
1902 * monsters either. 1873 * monsters either.
1903 */ 1874 */
1904 1875
1905 if (head->attacktype & AT_MAGIC 1876 if (head->attacktype & AT_MAGIC
1906 && !(head->attacktype & AT_COUNTERSPELL) 1877 && !(head->attacktype & AT_COUNTERSPELL)
1907 && !QUERY_FLAG (head, FLAG_MONSTER) 1878 && !head->flag [FLAG_MONSTER]
1908 && (op->level > head->level)) 1879 && (op->level > head->level))
1909 head->destroy (); 1880 head->destroy ();
1910 else 1881 else
1911 switch (head->type) 1882 switch (head->type)
1912 { 1883 {
1913 case SPELL_EFFECT: 1884 case SPELL_EFFECT:
1914 // XXX: Don't affect floor spelleffects. See also XXX comment 1885 // XXX: Don't affect floor spelleffects. See also XXX comment
1915 // about sanctuary in spell_util.C 1886 // about sanctuary in spell_util.C
1916 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1887 if (tmp->flag [FLAG_IS_FLOOR])
1917 continue; 1888 continue;
1918 1889
1919 if (op->level > head->level) 1890 if (op->level > head->level)
1920 head->destroy (); 1891 head->destroy ();
1921 1892
1934 break; 1905 break;
1935 } 1906 }
1936 } 1907 }
1937} 1908}
1938 1909
1939
1940
1941/* cast_consecrate() - a spell to make an altar your god's */ 1910/* cast_consecrate() - a spell to make an altar your god's */
1942int 1911int
1943cast_consecrate (object *op, object *caster, object *spell) 1912cast_consecrate (object *op, object *caster, object *spell)
1944{ 1913{
1945 char buf[MAX_BUF]; 1914 char buf[MAX_BUF];
1946 1915
1947 object *tmp, *god = find_god (determine_god (op)); 1916 object *tmp, *god = find_god (determine_god (op));
1948 1917
1949 if (!god) 1918 if (!god)
1950 { 1919 {
1951 new_draw_info (NDI_UNIQUE, 0, op, "You can't consecrate anything if you don't worship a god!"); 1920 op->failmsg ("You can't consecrate anything if you don't worship a god!");
1952 return 0; 1921 return 0;
1953 } 1922 }
1954 1923
1955 for (tmp = op->below; tmp; tmp = tmp->below) 1924 for (tmp = op->below; tmp; tmp = tmp->below)
1956 { 1925 {
1957 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1926 if (tmp->flag [FLAG_IS_FLOOR])
1958 break; 1927 break;
1959 if (tmp->type == HOLY_ALTAR) 1928 if (tmp->type == HOLY_ALTAR)
1960 { 1929 {
1961 1930
1962 if (tmp->level > caster_level (caster, spell)) 1931 if (tmp->level > casting_level (caster, spell))
1963 { 1932 {
1964 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name); 1933 op->failmsgf ("You are not powerful enough to reconsecrate the %s", &tmp->name);
1965 return 0; 1934 return 0;
1966 } 1935 }
1967 else 1936 else
1968 { 1937 {
1969 /* If we got here, we are consecrating an altar */ 1938 /* If we got here, we are consecrating an altar */
1970 sprintf (buf, "Altar of %s", &god->name); 1939 sprintf (buf, "Altar of %s", &god->name);
1971 tmp->name = buf; 1940 tmp->name = buf;
1972 tmp->level = caster_level (caster, spell); 1941 tmp->level = casting_level (caster, spell);
1973 tmp->other_arch = god->arch; 1942 tmp->other_arch = god->arch;
1943
1974 if (op->type == PLAYER) 1944 if (op->type == PLAYER)
1975 esrv_update_item (UPD_NAME, op, tmp); 1945 esrv_update_item (UPD_NAME, op, tmp);
1946
1976 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name); 1947 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
1977 return 1; 1948 return 1;
1978 } 1949 }
1979 } 1950 }
1980 } 1951 }
1981 new_draw_info (NDI_UNIQUE, 0, op, "You are not standing over an altar!"); 1952
1953 op->failmsg ("You are not standing over an altar!");
1982 return 0; 1954 return 0;
1983} 1955}
1984 1956
1985/* animate_weapon - 1957/* animate_weapon -
1986 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon. 1958 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon.
1993 * player checks. MSW 2003-01-06 1965 * player checks. MSW 2003-01-06
1994 */ 1966 */
1995int 1967int
1996animate_weapon (object *op, object *caster, object *spell, int dir) 1968animate_weapon (object *op, object *caster, object *spell, int dir)
1997{ 1969{
1998 object *weapon, *tmp;
1999 char buf[MAX_BUF]; 1970 char buf[MAX_BUF];
2000 int a, i; 1971 int a, i;
2001 sint16 x, y; 1972 sint16 x, y;
2002 maptile *m; 1973 maptile *m;
2003 materialtype_t *mt;
2004 1974
2005 if (!spell->other_arch) 1975 if (!spell->other_arch)
2006 { 1976 {
2007 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1977 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2008 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name); 1978 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2019 return 0; 1989 return 0;
2020 } 1990 }
2021 1991
2022 /* if no direction specified, pick one */ 1992 /* if no direction specified, pick one */
2023 if (!dir) 1993 if (!dir)
2024 dir = find_free_spot (NULL, op->map, op->x, op->y, 1, 9); 1994 dir = find_free_spot (spell->other_arch, op->map, op->x, op->y, 1, 9);
2025 1995
2026 m = op->map; 1996 m = op->map;
2027 x = op->x + freearr_x[dir]; 1997 x = op->x + freearr_x[dir];
2028 y = op->y + freearr_y[dir]; 1998 y = op->y + freearr_y[dir];
2029 1999
2030 /* if there's no place to put the golem, abort */ 2000 /* if there's no place to put the golem, abort */
2031 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || 2001 if (dir < 0 || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP)
2032 ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type)) 2002 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2033 { 2003 {
2034 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2004 op->failmsg ("There is something in the way.");
2035 return 0; 2005 return 0;
2036 } 2006 }
2037 2007
2038 /* Use the weapon marked by the player. */ 2008 /* Use the weapon marked by the player. */
2039 weapon = find_marked_object (op); 2009 object *weapon = op->mark ();
2040 2010
2041 if (!weapon) 2011 if (!weapon)
2042 { 2012 {
2043 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2013 op->failmsg ("You must mark a weapon to use with this spell!");
2044 return 0; 2014 return 0;
2045 } 2015 }
2016
2046 if (spell->race && strcmp (weapon->arch->archname, spell->race)) 2017 if (spell->race && weapon->arch->archname != spell->race)
2047 { 2018 {
2048 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2019 op->failmsg ("The spell fails to transform your weapon.");
2049 return 0; 2020 return 0;
2050 } 2021 }
2022
2051 if (weapon->type != WEAPON) 2023 if (weapon->type != WEAPON)
2052 { 2024 {
2053 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it."); 2025 op->failmsg ("You need to wield a weapon to animate it.");
2054 return 0; 2026 return 0;
2055 } 2027 }
2056 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2028
2029 if (weapon->flag [FLAG_APPLIED])
2057 { 2030 {
2058 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon)); 2031 op->failmsgf ("You need to unequip %s before using it in this spell", query_name (weapon));
2059 return 0; 2032 return 0;
2060 } 2033 }
2061 2034
2062 if (weapon->nrof > 1) 2035 weapon = weapon->split ();
2063 {
2064 tmp = get_split_ob (weapon, 1);
2065 esrv_send_item (op, weapon);
2066 weapon = tmp;
2067 }
2068 2036
2069 /* create the golem object */ 2037 /* create the golem object */
2070 tmp = arch_to_object (spell->other_arch); 2038 object *tmp = spell->other_arch->instance ();
2071 2039
2072 /* if animated by a player, give the player control of the golem */ 2040 /* if animated by a player, give the player control of the golem */
2073 CLEAR_FLAG (tmp, FLAG_MONSTER); 2041 tmp->clr_flag (FLAG_MONSTER);
2074 tmp->stats.exp = 0; 2042 tmp->stats.exp = 0;
2075 add_friendly_object (tmp); 2043 add_friendly_object (tmp);
2076 tmp->type = GOLEM; 2044 tmp->type = GOLEM;
2077 tmp->set_owner (op); 2045 tmp->set_owner (op);
2078 op->contr->golem = tmp; 2046 op->contr->golem = tmp;
2079 set_spell_skill (op, caster, spell, tmp); 2047 set_spell_skill (op, caster, spell, tmp);
2080 2048
2081 /* Give the weapon to the golem now. A bit of a hack to check the 2049 /* Give the weapon to the golem now. A bit of a hack to check the
2082 * removed flag - it should only be set if get_split_object was 2050 * removed flag - it should only be set if weapon->split was
2083 * used above. 2051 * used above.
2084 */ 2052 */
2085 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2053 if (!weapon->flag [FLAG_REMOVED])
2086 weapon->remove (); 2054 weapon->remove ();
2087 2055
2088 insert_ob_in_ob (weapon, tmp); 2056 tmp->insert (weapon);
2089 esrv_send_item (op, weapon); 2057
2090 /* To do everything necessary to let a golem use the weapon is a pain, 2058 /* To do everything necessary to let a golem use the weapon is a pain,
2091 * so instead, just set it as equipped (otherwise, we need to update 2059 * so instead, just set it as equipped (otherwise, we need to update
2092 * body_info, skills, etc) 2060 * body_info, skills, etc)
2093 */ 2061 */
2094 SET_FLAG (tmp, FLAG_USE_WEAPON); 2062 tmp->set_flag (FLAG_USE_WEAPON);
2095 SET_FLAG (weapon, FLAG_APPLIED); 2063 weapon->set_flag (FLAG_APPLIED);
2096 tmp->update_stats (); 2064 tmp->update_stats ();
2097 2065
2098 /* There used to be 'odd' code that basically seemed to take the absolute 2066 /* There used to be 'odd' code that basically seemed to take the absolute
2099 * value of the weapon->magic an use that. IMO, that doesn't make sense - 2067 * value of the weapon->magic an use that. IMO, that doesn't make sense -
2100 * if you're using a crappy weapon, it shouldn't be as good. 2068 * if you're using a crappy weapon, it shouldn't be as good.
2120 2088
2121 /* attacktype */ 2089 /* attacktype */
2122 if (!tmp->attacktype) 2090 if (!tmp->attacktype)
2123 tmp->attacktype = AT_PHYSICAL; 2091 tmp->attacktype = AT_PHYSICAL;
2124 2092
2125 mt = NULL;
2126 if (op->materialname != NULL)
2127 mt = name_to_material (op->materialname);
2128 if (mt != NULL)
2129 {
2130 for (i = 0; i < NROFATTACKS; i++) 2093 for (i = 0; i < NROFATTACKS; i++)
2131 tmp->resist[i] = 50 - (mt->save[i] * 5); 2094 tmp->resist[i] = 50 - (op->material->save[i] * 5);
2132 a = mt->save[0]; 2095
2133 } 2096 a = op->material->save[0];
2134 else 2097
2135 {
2136 for (i = 0; i < NROFATTACKS; i++)
2137 tmp->resist[i] = 5;
2138 a = 10;
2139 }
2140 /* Set weapon's immunity */ 2098 /* Set weapon's immunity */
2141 tmp->resist[ATNR_CONFUSION] = 100; 2099 tmp->resist[ATNR_CONFUSION] = 100;
2142 tmp->resist[ATNR_POISON] = 100; 2100 tmp->resist[ATNR_POISON] = 100;
2143 tmp->resist[ATNR_SLOW] = 100; 2101 tmp->resist[ATNR_SLOW] = 100;
2144 tmp->resist[ATNR_PARALYZE] = 100; 2102 tmp->resist[ATNR_PARALYZE] = 100;
2150 2108
2151 /* Improve weapon's armour value according to best save vs. physical of its material */ 2109 /* Improve weapon's armour value according to best save vs. physical of its material */
2152 2110
2153 if (a > 14) 2111 if (a > 14)
2154 a = 14; 2112 a = 14;
2113
2155 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); 2114 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2156 2115
2157 /* Determine golem's speed */ 2116 /* Determine golem's speed */
2158 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell))); 2117 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2159 2118
2169 tmp->state = weapon->state; 2128 tmp->state = weapon->state;
2170 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2129 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2171 } 2130 }
2172 2131
2173 /* make experience increase in proportion to the strength of the summoned creature. */ 2132 /* make experience increase in proportion to the strength of the summoned creature. */
2174 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell)); 2133 tmp->stats.exp *= 1 + (max (spell->stats.maxgrace, spell->stats.sp) / casting_level (caster, spell));
2175 2134
2176 tmp->speed_left = -1; 2135 tmp->speed_left = -1;
2177 tmp->direction = dir; 2136 tmp->direction = dir;
2178 2137
2179 m->insert (tmp, x, y, op); 2138 m->insert (tmp, x, y, op);
2183/* cast_daylight() - changes the map darkness level *lower* */ 2142/* cast_daylight() - changes the map darkness level *lower* */
2184 2143
2185/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2144/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2186 * This changes the light level for the entire map. 2145 * This changes the light level for the entire map.
2187 */ 2146 */
2188
2189int 2147int
2190cast_change_map_lightlevel (object *op, object *caster, object *spell) 2148cast_change_map_lightlevel (object *op, object *caster, object *spell)
2191{ 2149{
2192 int success; 2150 int success;
2193 2151
2197 success = op->map->change_map_light (spell->stats.dam); 2155 success = op->map->change_map_light (spell->stats.dam);
2198 2156
2199 if (!success) 2157 if (!success)
2200 { 2158 {
2201 if (spell->stats.dam < 0) 2159 if (spell->stats.dam < 0)
2202 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2160 op->failmsg ("It can be no brighter here.");
2203 else 2161 else
2204 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2162 op->failmsg ("It can be no darker here.");
2205 } 2163 }
2164
2206 return success; 2165 return success;
2207} 2166}
2208
2209
2210
2211
2212 2167
2213/* create an aura spell object and put it in the player's inventory. 2168/* create an aura spell object and put it in the player's inventory.
2214 * as usual, op is player, caster is the object casting the spell, 2169 * as usual, op is player, caster is the object casting the spell,
2215 * spell is the spell object itself. 2170 * spell is the spell object itself.
2216 */ 2171 */
2222 2177
2223 new_aura = present_arch_in_ob (spell->other_arch, op); 2178 new_aura = present_arch_in_ob (spell->other_arch, op);
2224 if (new_aura) 2179 if (new_aura)
2225 refresh = 1; 2180 refresh = 1;
2226 else 2181 else
2227 new_aura = arch_to_object (spell->other_arch); 2182 new_aura = spell->other_arch->instance ();
2228 2183
2229 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); 2184 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2230 2185
2231 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 2186 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2232 2187
2233 new_aura->set_owner (op);
2234 set_spell_skill (op, caster, spell, new_aura); 2188 set_spell_skill (op, caster, spell, new_aura);
2235 new_aura->attacktype = spell->attacktype; 2189 new_aura->attacktype = spell->attacktype;
2236 2190
2237 new_aura->level = caster_level (caster, spell); 2191 new_aura->level = casting_level (caster, spell);
2192
2238 if (refresh) 2193 if (refresh)
2239 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2194 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2240 else 2195 else
2241 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2196 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2197
2242 insert_ob_in_ob (new_aura, op); 2198 insert_ob_in_ob (new_aura, op);
2199 new_aura->set_owner (op);
2200
2243 return 1; 2201 return 1;
2244} 2202}
2245
2246 2203
2247/* move aura function. An aura is a part of someone's inventory, 2204/* move aura function. An aura is a part of someone's inventory,
2248 * which he carries with him, but which acts on the map immediately 2205 * which he carries with him, but which acts on the map immediately
2249 * around him. 2206 * around him.
2250 * Aura parameters: 2207 * Aura parameters:
2251 * duration: duration counter. 2208 * duration: duration counter.
2252 * attacktype: aura's attacktype 2209 * attacktype: aura's attacktype
2253 * other_arch: archetype to drop where we attack 2210 * other_arch: archetype to drop where we attack
2254 */ 2211 */
2255
2256void 2212void
2257move_aura (object *aura) 2213move_aura (object *aura)
2258{ 2214{
2259 int i, mflags;
2260 object *env;
2261 maptile *m;
2262
2263 /* auras belong in inventories */ 2215 /* auras belong in inventories */
2264 env = aura->env; 2216 object *env = aura->env;
2217 object *owner = aura->owner;
2265 2218
2266 /* no matter what we've gotta remove the aura... 2219 /* no matter what we've gotta remove the aura...
2267 * we'll put it back if its time isn't up. 2220 * we'll put it back if its time isn't up.
2268 */ 2221 */
2269 aura->remove (); 2222 aura->remove ();
2274 aura->destroy (); 2227 aura->destroy ();
2275 return; 2228 return;
2276 } 2229 }
2277 2230
2278 /* auras only exist in inventories */ 2231 /* auras only exist in inventories */
2279 if (env == NULL || env->map == NULL) 2232 if (!env || !env->map)
2280 { 2233 {
2281 aura->destroy (); 2234 aura->destroy ();
2282 return; 2235 return;
2283 } 2236 }
2284 2237
2285 /* we need to jump out of the inventory for a bit 2238 /* we need to jump out of the inventory for a bit
2286 * in order to hit the map conveniently. 2239 * in order to hit the map conveniently.
2287 */ 2240 */
2288 aura->insert_at (env, aura); 2241 aura->insert_at (env, aura);
2289 2242
2290 for (i = 1; i < 9; i++) 2243 for (int i = 1; i < 9; i++)
2291 { 2244 {
2292 sint16 nx, ny; 2245 mapxy pos (env);
2246 pos.move (i);
2293 2247
2294 nx = aura->x + freearr_x[i];
2295 ny = aura->y + freearr_y[i];
2296 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2297
2298 /* Consider the movement tyep of the person with the aura as 2248 /* Consider the movement type of the person with the aura as
2299 * movement type of the aura. Eg, if the player is flying, the aura 2249 * movement type of the aura. Eg, if the player is flying, the aura
2300 * is flying also, if player is walking, it is on the ground, etc. 2250 * is flying also, if player is walking, it is on the ground, etc.
2301 */ 2251 */
2302 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny)))) 2252 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2303 { 2253 {
2304 hit_map (aura, i, aura->attacktype, 0); 2254 hit_map (aura, i, aura->attacktype, 0);
2305 2255
2306 if (aura->other_arch) 2256 if (aura->other_arch)
2307 m->insert (arch_to_object (aura->other_arch), nx, ny, aura); 2257 pos.insert (aura->other_arch->instance (), aura);
2308 } 2258 }
2309 } 2259 }
2310 2260
2311 /* put the aura back in the player's inventory */ 2261 /* put the aura back in the player's inventory */
2312 aura->remove (); 2262 env->insert (aura);
2313 insert_ob_in_ob (aura, env); 2263 aura->set_owner (owner);
2314} 2264}
2315 2265
2316/* moves the peacemaker spell. 2266/* moves the peacemaker spell.
2317 * op is the piece object. 2267 * op is the piece object.
2318 */ 2268 */
2319
2320void 2269void
2321move_peacemaker (object *op) 2270move_peacemaker (object *op)
2322{ 2271{
2323 object *tmp; 2272 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2324
2325 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2326 { 2273 {
2327 int atk_lev, def_lev; 2274 int atk_lev, def_lev;
2328 object *victim = tmp; 2275 object *victim = tmp->head_ ();
2329 2276
2330 if (tmp->head) 2277 if (!victim->flag [FLAG_MONSTER])
2331 victim = tmp->head;
2332 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2333 continue; 2278 continue;
2334 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2279
2280 if (victim->flag [FLAG_UNAGGRESSIVE])
2335 continue; 2281 continue;
2282
2336 if (victim->stats.exp == 0) 2283 if (victim->stats.exp == 0)
2337 continue; 2284 continue;
2338 2285
2339 def_lev = MAX (1, victim->level); 2286 def_lev = max (1, victim->level);
2340 atk_lev = MAX (1, op->level); 2287 atk_lev = max (1, op->level);
2341 2288
2342 if (rndm (0, atk_lev - 1) > def_lev) 2289 if (rndm (0, atk_lev - 1) > def_lev)
2343 { 2290 {
2344 /* make this sucker peaceful. */ 2291 /* make this sucker peaceful. */
2345 2292
2293 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2346 change_exp (op->owner, victim->stats.exp, op->skill, 0); 2294 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2347 victim->stats.exp = 0; 2295 victim->stats.exp = 0;
2348#if 0 2296#if 0
2349 /* No idea why these were all set to zero - if something 2297 /* No idea why these were all set to zero - if something
2350 * makes this creature agressive, he should still do damage. 2298 * makes this creature agressive, he should still do damage.
2353 victim->stats.sp = 0; 2301 victim->stats.sp = 0;
2354 victim->stats.grace = 0; 2302 victim->stats.grace = 0;
2355 victim->stats.Pow = 0; 2303 victim->stats.Pow = 0;
2356#endif 2304#endif
2357 victim->attack_movement = RANDO2; 2305 victim->attack_movement = RANDO2;
2358 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2306 victim->set_flag (FLAG_UNAGGRESSIVE);
2359 SET_FLAG (victim, FLAG_RUN_AWAY); 2307 victim->set_flag (FLAG_RUN_AWAY);
2360 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2308 victim->set_flag (FLAG_RANDOM_MOVE);
2361 CLEAR_FLAG (victim, FLAG_MONSTER); 2309 victim->clr_flag (FLAG_MONSTER);
2310
2362 if (victim->name) 2311 if (victim->name)
2363 {
2364 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name); 2312 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2365 } 2313 }
2366 }
2367 } 2314 }
2368} 2315}
2369
2370 2316
2371/* This writes a rune that contains the appropriate message. 2317/* This writes a rune that contains the appropriate message.
2372 * There really isn't any adjustments we make. 2318 * There really isn't any adjustments we make.
2373 */ 2319 */
2374
2375int 2320int
2376write_mark (object *op, object *spell, const char *msg) 2321write_mark (object *op, object *spell, const char *msg)
2377{ 2322{
2378 char rune[HUGE_BUF];
2379 object *tmp;
2380
2381 if (!msg || msg[0] == 0) 2323 if (!msg || msg[0] == 0)
2382 { 2324 {
2383 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2325 op->failmsg ("Write what?");
2384 return 0; 2326 return 0;
2385 } 2327 }
2386 2328
2387 if (strcasestr_local (msg, "endmsg")) 2329 if (!msg_is_safe (msg))
2388 { 2330 {
2389 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?"); 2331 op->failmsg ("Trying to cheat are we? H<@-signs are not allowed in marking runes.>");
2390 LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg); 2332 LOG (llevInfo, "write_mark: player %s tried to write bogus rune %s\n", &op->name, msg);
2391 return 0; 2333 return 0;
2392 } 2334 }
2335
2393 if (!spell->other_arch) 2336 if (!spell->other_arch)
2394 return 0; 2337 return 0;
2395 tmp = arch_to_object (spell->other_arch);
2396 2338
2397 snprintf (rune, sizeof (rune), "%s\n", msg); 2339 object *tmp = spell->other_arch->instance ();
2398 2340
2399 tmp->race = op->name; /*Save the owner of the rune */ 2341 tmp->race = op->name; /*Save the owner of the rune */
2400 tmp->msg = rune; 2342 tmp->msg = msg;
2401 2343
2402 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); 2344 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2345
2403 return 1; 2346 return 1;
2404} 2347}
2348

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines