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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.96 by root, Thu Jan 1 20:49:48 2009 UTC vs.
Revision 1.131 by root, Fri Apr 23 04:32:47 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 * Deliantra 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 <support@deliantra.net> 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>
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 || wand->type != WAND) 67 if (!wand || wand->type != WAND)
67 { 68 {
68 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge."); 69 op->failmsg ("You need to mark the wand you want to recharge.");
69 return 0; 70 return 0;
70 } 71 }
72
71 if (!(random_roll (0, 3, op, PREFER_HIGH))) 73 if (!(random_roll (0, 3, op, PREFER_HIGH)))
72 { 74 {
73 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand)); 75 op->failmsgf ("The %s vibrates violently, then explodes!", query_name (wand));
74 op->play_sound (sound_find ("ob_explode")); 76 op->play_sound (sound_find ("ob_explode"));
75 wand->destroy (); 77 wand->destroy ();
76 tmp = get_archetype ("fireball"); 78 object *tmp = get_archetype (shstr_fireball);
77 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;
78 80
79 if (!tmp->stats.dam) 81 if (!tmp->stats.dam)
80 tmp->stats.dam = 1; 82 tmp->stats.dam = 1;
81 83
92 94
93 if (wand->inv && wand->inv->level) 95 if (wand->inv && wand->inv->level)
94 ncharges /= wand->inv->level; 96 ncharges /= wand->inv->level;
95 else 97 else
96 { 98 {
97 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));
98 return 0; 100 return 0;
99 } 101 }
100 102
101 if (!ncharges) 103 if (!ncharges)
102 ncharges = 1; 104 ncharges = 1;
103 105
104 wand->stats.food += ncharges; 106 wand->stats.food += ncharges;
105 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));
106 108
107 if (wand->arch && QUERY_FLAG (wand->arch, FLAG_ANIMATE)) 109 if (wand->arch && wand->arch->flag [FLAG_ANIMATE])
108 { 110 {
109 SET_FLAG (wand, FLAG_ANIMATE); 111 wand->set_flag (FLAG_ANIMATE);
110 wand->set_speed (wand->arch->speed); 112 wand->set_speed (wand->arch->speed);
111 } 113 }
112 114
113 return 1; 115 return 1;
114} 116}
122 * 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
123 * 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
124 * create nonnmagic arrows, or even -1, etc... 126 * create nonnmagic arrows, or even -1, etc...
125 */ 127 */
126int 128int
127cast_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)
128{ 130{
129 int bonus_plus = 0; 131 int bonus_plus = 0;
130 const char *missile_name = "arrow"; 132 const char *missile_name = "arrow";
131 133
132 for (object *tmp = op->inv; tmp; tmp = tmp->below) 134 for (object *tmp = op->inv; tmp; tmp = tmp->below)
133 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) 135 if (tmp->type == BOW && tmp->flag [FLAG_APPLIED])
134 missile_name = tmp->race; 136 missile_name = tmp->race;
135 137
136 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); 138 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
137 139
138 archetype *missile_arch = archetype::find (missile_name); 140 archetype *missile_arch = archetype::find (missile_name);
143 return 0; 145 return 0;
144 } 146 }
145 147
146 object *missile = missile_arch->instance (); 148 object *missile = missile_arch->instance ();
147 149
148 if (stringarg) 150 if (spellparam)
149 { 151 {
150 /* If it starts with a letter, presume it is a description */ 152 /* If it starts with a letter, presume it is a description */
151 if (isalpha (*stringarg)) 153 if (isalpha (*spellparam))
152 { 154 {
153 artifact *al = find_artifactlist (missile->type)->items; 155 artifact *al = find_artifactlist (missile->type)->items;
154 156
155 for (; al; al = al->next) 157 for (; al; al = al->next)
156 if (!strcasecmp (al->item->name, stringarg)) 158 if (!strcasecmp (al->item->name, spellparam))
157 break; 159 break;
158 160
159 if (!al) 161 if (!al)
160 { 162 {
161 missile->destroy (); 163 missile->destroy ();
162 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);
163 return 0; 165 return 0;
164 } 166 }
165 167
166 if (al->item->slaying) 168 if (al->item->slaying)
167 { 169 {
168 missile->destroy (); 170 missile->destroy ();
169 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);
170 return 0; 172 return 0;
171 } 173 }
172 174
173 give_artifact_abilities (missile, al->item); 175 give_artifact_abilities (missile, al->item);
174 /* 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 -
176 * the parsing of having to do both plus and type. 178 * the parsing of having to do both plus and type.
177 */ 179 */
178 bonus_plus = 1 + (al->item->value / 5); 180 bonus_plus = 1 + (al->item->value / 5);
179 missile_plus = 0; 181 missile_plus = 0;
180 } 182 }
181 else if (atoi (stringarg) < missile_plus) 183 else if (atoi (spellparam) < missile_plus)
182 missile_plus = atoi (stringarg); 184 missile_plus = atoi (spellparam);
183 } 185 }
184 186
185 missile_plus = clamp (missile_plus, -4, 4); 187 missile_plus = clamp (missile_plus, -4, 4);
186 188
187 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 189 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
192 194
193 missile->magic = missile_plus; 195 missile->magic = missile_plus;
194 /* Can't get any money for these objects */ 196 /* Can't get any money for these objects */
195 missile->value = 0; 197 missile->value = 0;
196 198
197 SET_FLAG (missile, FLAG_IDENTIFIED); 199 missile->set_flag (FLAG_IDENTIFIED);
198 200
199 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 ())
200 pick_up (op, missile); 202 pick_up (op, missile);
201 203
202 return 1; 204 return 1;
203} 205}
204 206
205 207
206/* allows the choice of what sort of food object to make. 208/* allows the choice of what sort of food object to make.
207 * 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*/
208int 210int
209cast_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)
210{ 212{
211 int food_value; 213 int food_value;
212 archetype *at = NULL; 214 archetype *at = NULL;
213 object *new_op; 215 object *new_op;
214 216
215 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);
216 218
217 if (stringarg) 219 if (spellparam)
218 { 220 {
219 at = find_archetype_by_object_type_name (FOOD, stringarg); 221 at = find_archetype_by_object_type_name (FOOD, spellparam);
220 if (at == NULL) 222 if (at == NULL)
221 at = find_archetype_by_object_type_name (DRINK, stringarg); 223 at = find_archetype_by_object_type_name (DRINK, spellparam);
222 if (at == NULL || at->stats.food > food_value) 224 if (at == NULL || at->stats.food > food_value)
223 stringarg = NULL; 225 spellparam = NULL;
224 } 226 }
225 227
226 if (!stringarg) 228 if (!spellparam)
227 { 229 {
228 archetype *at_tmp; 230 archetype *at_tmp;
229 231
230 /* We try to find the archetype with the maximum food value. 232 /* We try to find the archetype with the maximum food value.
231 * This removes the dependancy of hard coded food values in this 233 * This removes the dependancy of hard coded food values in this
256 /* 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
257 * know 259 * know
258 */ 260 */
259 if (!at) 261 if (!at)
260 { 262 {
261 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.");
262 return 0; 264 return 0;
263 } 265 }
264 266
265 food_value /= at->stats.food; 267 food_value /= at->stats.food;
266 new_op = arch_to_object (at); 268 new_op = at->instance ();
267 new_op->nrof = food_value; 269 new_op->nrof = food_value;
268 270
269 new_op->value = 0; 271 new_op->value = 0;
270 if (new_op->nrof < 1) 272 if (new_op->nrof < 1)
271 new_op->nrof = 1; 273 new_op->nrof = 1;
296 mflags = get_map_flags (m, &m, x, y, &x, &y); 298 mflags = get_map_flags (m, &m, x, y, &x, &y);
297 299
298 if (mflags & P_OUT_OF_MAP) 300 if (mflags & P_OUT_OF_MAP)
299 break; 301 break;
300 302
301 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) 303 if (!op->flag [FLAG_WIZCAST] && (mflags & P_NO_MAGIC))
302 { 304 {
303 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 305 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
304 return 0; 306 return 0;
305 } 307 }
306 308
307 if (mflags & P_IS_ALIVE) 309 if (mflags & P_IS_ALIVE)
308 { 310 {
309 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 311 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
310 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]))
311 { 313 {
312 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 314 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
313 if (tmp->head != NULL) 315 if (tmp->head != NULL)
314 tmp = tmp->head; 316 tmp = tmp->head;
315 examine_monster (op, tmp); 317 examine_monster (op, tmp);
338 if (pl->type == PLAYER) 340 if (pl->type == PLAYER)
339 { 341 {
340 /* If race isn't set, then invisible unless it is undead */ 342 /* If race isn't set, then invisible unless it is undead */
341 if (!pl->contr->invis_race) 343 if (!pl->contr->invis_race)
342 { 344 {
343 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 345 if (mon->flag [FLAG_UNDEAD])
344 return 0; 346 return 0;
345 347
346 return 1; 348 return 1;
347 } 349 }
348 350
379int 381int
380cast_invisible (object *op, object *caster, object *spell_ob) 382cast_invisible (object *op, object *caster, object *spell_ob)
381{ 383{
382 if (op->invisible > 1000) 384 if (op->invisible > 1000)
383 { 385 {
384 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further"); 386 op->failmsg ("You can not extend the duration of your invisibility any further");
385 return 0; 387 return 0;
386 } 388 }
387 389
388 /* Remove the switch with 90% duplicate code - just handle the differences with 390 /* Remove the switch with 90% duplicate code - just handle the differences with
389 * and if statement or two. 391 * and if statement or two.
395 397
396 if (op->type == PLAYER) 398 if (op->type == PLAYER)
397 { 399 {
398 op->contr->invis_race = spell_ob->race; 400 op->contr->invis_race = spell_ob->race;
399 401
400 if (QUERY_FLAG (spell_ob, FLAG_MAKE_INVIS)) 402 if (spell_ob->flag [FLAG_MAKE_INVIS])
401 op->contr->tmp_invis = 0; 403 op->contr->tmp_invis = 0;
402 else 404 else
403 op->contr->tmp_invis = 1; 405 op->contr->tmp_invis = 1;
404 406
405 op->contr->hidden = 0; 407 op->contr->hidden = 0;
425/* earth to dust spell. Basically destroys earthwalls in the area. 427/* earth to dust spell. Basically destroys earthwalls in the area.
426 */ 428 */
427int 429int
428cast_earth_to_dust (object *op, object *caster, object *spell_ob) 430cast_earth_to_dust (object *op, object *caster, object *spell_ob)
429{ 431{
430 object *tmp, *next;
431 int range, i, j, mflags; 432 int range, i, j, mflags;
432 sint16 sx, sy; 433 sint16 sx, sy;
433 maptile *m; 434 maptile *m;
434
435 if (op->type != PLAYER)
436 return 0;
437 435
438 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 436 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
439 437
440 for (i = -range; i <= range; i++) 438 for (i = -range; i <= range; i++)
441 for (j = -range; j <= range; j++) 439 for (j = -range; j <= range; j++)
446 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 444 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
447 445
448 if (mflags & P_OUT_OF_MAP) 446 if (mflags & P_OUT_OF_MAP)
449 continue; 447 continue;
450 448
451 // earth to dust tears down everything that can be teared down 449 // earth to dust tears down everything that can be torn down
452 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next) 450 for (object *next, *tmp = m->at (sx, sy).bot; tmp; tmp = next)
453 { 451 {
454 next = tmp->above; 452 next = tmp->above;
455 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 453
454 if (tmp->flag [FLAG_TEAR_DOWN])
456 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 455 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
457 } 456 }
458 } 457 }
459 458
460 return 1; 459 return 1;
462 461
463void 462void
464execute_word_of_recall (object *op) 463execute_word_of_recall (object *op)
465{ 464{
466 if (object *pl = op->in_player ()) 465 if (object *pl = op->in_player ())
467 {
468 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST)) 466 if (pl->ms ().flags () & P_NO_CLERIC && !pl->flag [FLAG_WIZCAST])
469 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you."); 467 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
470 else 468 else
471 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp); 469 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
472 }
473 470
474 op->destroy (); 471 op->destroy ();
475} 472}
476 473
477/* Word of recall causes the player to return 'home'. 474/* Word of recall causes the player to return 'home'.
479 * time delay effect. 476 * time delay effect.
480 */ 477 */
481int 478int
482cast_word_of_recall (object *op, object *caster, object *spell_ob) 479cast_word_of_recall (object *op, object *caster, object *spell_ob)
483{ 480{
484 object *dummy; 481 if (!op->is_player ())
485 int time;
486
487 if (op->type != PLAYER)
488 return 0; 482 return 0;
489 483
490 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))
491 { 485 {
492 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.");
493 return 1; 487 return 1;
494 } 488 }
495 489
496 dummy = get_archetype (FORCE_NAME); 490 object *dummy = get_archetype (FORCE_NAME);
497 491
498 if (!dummy)
499 {
500 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
501 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
502 return 0;
503 }
504
505 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));
506 if (time < 1)
507 time = 1;
508 493
509 /* 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
510 * 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
511 * do anything really odd if it say a -1000 or something. 496 * do anything really odd if it say a -1000 or something.
512 */ 497 */
513 dummy->set_speed (0.002); 498 dummy->set_speed (0.002);
514 dummy->speed_left = -dummy->speed * time; 499 dummy->speed_left = -dummy->speed * time;
515 dummy->type = SPELL_EFFECT; 500 dummy->type = SPELL_EFFECT;
516 dummy->subtype = SP_WORD_OF_RECALL; 501 dummy->subtype = SP_WORD_OF_RECALL;
517 502 dummy->slaying = op->contr->savebed_map;
518 /* If we could take advantage of enter_player_savebed() here, it would be 503 dummy->stats.hp = op->contr->bed_x;
519 * nice, but until the map load fails, we can't. 504 dummy->stats.sp = op->contr->bed_y;
520 */
521 EXIT_PATH (dummy) = op->contr->savebed_map;
522 EXIT_X (dummy) = op->contr->bed_x;
523 EXIT_Y (dummy) = op->contr->bed_y;
524 505
525 op->insert (dummy); 506 op->insert (dummy);
526 507
527 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.");
528 509
567 548
568int 549int
569perceive_self (object *op) 550perceive_self (object *op)
570{ 551{
571 const char *cp = describe_item (op, op); 552 const char *cp = describe_item (op, op);
572 archetype *at = archetype::find (ARCH_DEPLETION); 553 archetype *at = archetype::find (shstr_depletion);
573 554
574 dynbuf_text buf; 555 dynbuf_text &buf = msg_dynbuf; buf.clear ();
575 556
576 if (player *pl = op->contr) 557 if (!op->is_player ())
558 return 0;
559
577 if (object *race = archetype::find (op->race)) 560 if (object *race = archetype::find (op->race))
578 buf << " - You are a G<male|female> " << &race->name << ".\n"; 561 buf << " - You are a G<male|female> " << &race->name << ".\n";
579 562
580 if (object *god = find_god (determine_god (op))) 563 if (object *god = find_god (determine_god (op)))
581 buf << " - You worship " << &god->name << ".\n"; 564 buf << " - You worship " << &god->name << ".\n";
582 else 565 else
583 buf << " - You worship no god.\n"; 566 buf << " - You worship no god.\n";
594 for (int i = 0; i < NUM_STATS; i++) 577 for (int i = 0; i < NUM_STATS; i++)
595 if (tmp->stats.stat (i) < 0) 578 if (tmp->stats.stat (i) < 0)
596 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));
597 } 580 }
598 581
599 if (is_dragon_pl (op)) 582 if (op->is_dragon ())
600 /* now grab the 'dragon_ability'-force from the player's inventory */ 583 /* now grab the 'dragon_ability'-force from the player's inventory */
601 for (tmp = op->inv; tmp; tmp = tmp->below) 584 for (tmp = op->inv; tmp; tmp = tmp->below)
602 { 585 {
603 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force) 586 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
604 { 587 {
609 592
610 break; 593 break;
611 } 594 }
612 } 595 }
613 596
614 buf << '\0'; // zero-terminate 597 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
615
616 new_draw_info (NDI_UNIQUE, 0, op, buf.linearise ());
617 598
618 return 1; 599 return 1;
619} 600}
620 601
621/* This creates magic walls. Really, it can create most any object, 602/* This creates magic walls. Really, it can create most any object,
647 628
648 if ((spell_ob->move_block || x != op->x || y != op->y) && 629 if ((spell_ob->move_block || x != op->x || y != op->y) &&
649 (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) ||
650 ((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)))
651 { 632 {
652 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 633 op->failmsg ("Something is in the way.");
653 return 0; 634 return 0;
654 } 635 }
655 636
656 if (spell_ob->other_arch) 637 if (spell_ob->other_arch)
657 tmp = arch_to_object (spell_ob->other_arch); 638 tmp = spell_ob->other_arch->instance ();
658 else if (spell_ob->race) 639 else if (spell_ob->race)
659 { 640 {
660 char buf1[MAX_BUF]; 641 char buf1[MAX_BUF];
661 642
662 sprintf (buf1, spell_ob->race, dir); 643 sprintf (buf1, spell_ob->race, dir);
666 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 647 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
667 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 648 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
668 return 0; 649 return 0;
669 } 650 }
670 651
671 tmp = arch_to_object (at); 652 tmp = at->instance ();
672 } 653 }
673 else 654 else
674 { 655 {
675 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);
676 return 0; 657 return 0;
681 tmp->attacktype = spell_ob->attacktype; 662 tmp->attacktype = spell_ob->attacktype;
682 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);
683 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);
684 tmp->range = 0; 665 tmp->range = 0;
685 } 666 }
686 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 667 else if (tmp->flag [FLAG_ALIVE])
687 { 668 {
688 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);
689 tmp->stats.maxhp = tmp->stats.hp; 670 tmp->stats.maxhp = tmp->stats.hp;
690 } 671 }
691 672
692 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])
693 { 674 {
694 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);
695 SET_FLAG (tmp, FLAG_IS_USED_UP); 676 tmp->set_flag (FLAG_IS_USED_UP);
696 } 677 }
697 678
698 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 679 if (spell_ob->flag [FLAG_TEAR_DOWN])
699 { 680 {
700 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);
701 tmp->stats.maxhp = tmp->stats.hp; 682 tmp->stats.maxhp = tmp->stats.hp;
702 SET_FLAG (tmp, FLAG_TEAR_DOWN); 683 tmp->set_flag (FLAG_TEAR_DOWN);
703 SET_FLAG (tmp, FLAG_ALIVE); 684 tmp->set_flag (FLAG_ALIVE);
704 } 685 }
705 686
706 /* 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,
707 * 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
708 * earthwalls, though, so they survive restarts. 689 * earthwalls, though, so they survive restarts.
720 return 0; 701 return 0;
721 } 702 }
722 703
723 /* 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 */
724 if (tmp->other_arch && tmp->other_arch->type == SPELL) 705 if (tmp->other_arch && tmp->other_arch->type == SPELL)
725 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 706 insert_ob_in_ob (tmp->other_arch->instance (), tmp);
726 707
727 /* This code causes the wall to extend some distance in 708 /* This code causes the wall to extend some distance in
728 * each direction, or until an obstruction is encountered. 709 * each direction, or until an obstruction is encountered.
729 * posblocked and negblocked help determine how far the 710 * posblocked and negblocked help determine how far the
730 * created wall can extend, it won't go extend through 711 * created wall can extend, it won't go extend through
750 object *tmp2 = tmp->clone (); 731 object *tmp2 = tmp->clone ();
751 m->insert (tmp2, x, y, op); 732 m->insert (tmp2, x, y, op);
752 733
753 /* 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 */
754 if (tmp2->other_arch && tmp2->other_arch->type == SPELL) 735 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
755 tmp2->insert (arch_to_object (tmp2->other_arch)); 736 tmp2->insert (tmp2->other_arch->instance ());
756 737
757 } 738 }
758 else 739 else
759 posblocked = 1; 740 posblocked = 1;
760 741
767 { 748 {
768 object *tmp2 = tmp->clone (); 749 object *tmp2 = tmp->clone ();
769 m->insert (tmp2, x, y, op); 750 m->insert (tmp2, x, y, op);
770 751
771 if (tmp2->other_arch && tmp2->other_arch->type == SPELL) 752 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
772 tmp2->insert (arch_to_object (tmp2->other_arch)); 753 tmp2->insert (tmp2->other_arch->instance ());
773 } 754 }
774 else 755 else
775 negblocked = 1; 756 negblocked = 1;
776 } 757 }
777 758
778 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) 759 if (tmp->flag [FLAG_BLOCKSVIEW])
779 update_all_los (op->map, op->x, op->y); 760 update_all_los (op->map, op->x, op->y);
780 761
781 return 1; 762 return 1;
782} 763}
783 764
784int 765int
785dimension_door (object *op, object *caster, object *spob, int dir) 766dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
786{ 767{
787 uint32 dist, maxdist; 768 uint32 dist, maxdist;
788 int mflags; 769 int mflags;
789 maptile *m; 770 maptile *m;
790 sint16 sx, sy; 771 sint16 sx, sy;
792 if (op->type != PLAYER) 773 if (op->type != PLAYER)
793 return 0; 774 return 0;
794 775
795 if (!dir) 776 if (!dir)
796 { 777 {
797 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?"); 778 op->failmsg ("In what direction?");
798 return 0; 779 return 0;
799 } 780 }
800 781
801 /* 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
802 * ever, so put limits in. 783 * ever, so put limits in.
803 */ 784 */
804 maxdist = spob->range + SP_level_range_adjust (caster, spob); 785 maxdist = spob->range + SP_level_range_adjust (caster, spob);
805 786
806 if (op->contr->count) 787 if (spellparam)
807 { 788 {
789 int count = atoi (spellparam);
790
808 if (op->contr->count > maxdist) 791 if (count > maxdist)
809 { 792 {
810 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!"); 793 op->failmsg ("You can't dimension door that far!");
811 return 0; 794 return 0;
812 } 795 }
813 796
814 for (dist = 0; dist < op->contr->count; dist++) 797 for (dist = 0; dist < count; dist++)
815 { 798 {
816 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);
817 800
818 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 801 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
819 break; 802 break;
820 803
821 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)))
822 break; 805 break;
823 } 806 }
824 807
825 if (dist < op->contr->count) 808 if (dist < count)
826 { 809 {
827 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");
828 op->contr->count = 0;
829 return 0; 811 return 0;
830 } 812 }
831
832 op->contr->count = 0;
833 813
834 /* Remove code that puts player on random space on maps. IMO, 814 /* Remove code that puts player on random space on maps. IMO,
835 * 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,
836 * 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
837 * by such squares). Also, there are probably treasure rooms and 817 * by such squares). Also, there are probably treasure rooms and
879 break; 859 break;
880 860
881 } 861 }
882 if (!dist) 862 if (!dist)
883 { 863 {
884 new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n"); 864 op->failmsg ("Your spell failed!\n");
885 return 0; 865 return 0;
886 } 866 }
887 } 867 }
888 868
889 /* Actually move the player now */ 869 /* Actually move the player now */
890 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)))
891 return 1; 871 return 1;
892 872
893 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
894 return 1; 875 return 1;
895} 876}
896 877
897/* cast_heal: Heals something. 878/* cast_heal: Heals something.
898 * op is the caster. 879 * op is the caster.
953 if (cure_disease (tmp, op, spell)) 934 if (cure_disease (tmp, op, spell))
954 success = 1; 935 success = 1;
955 936
956 if (spell->attacktype & AT_POISON) 937 if (spell->attacktype & AT_POISON)
957 { 938 {
958 at = archetype::find ("poisoning"); 939 at = archetype::find (shstr_poisoning);
959 poison = present_arch_in_ob (at, tmp); 940 poison = present_arch_in_ob (at, tmp);
960 if (poison) 941 if (poison)
961 { 942 {
962 success = 1; 943 success = 1;
963 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 944 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
965 } 946 }
966 } 947 }
967 948
968 if (spell->attacktype & AT_CONFUSION) 949 if (spell->attacktype & AT_CONFUSION)
969 { 950 {
970 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 951 poison = present_in_ob_by_name (FORCE, shstr_confusion, tmp);
971 if (poison) 952 if (poison)
972 { 953 {
973 success = 1; 954 success = 1;
974 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 955 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
975 poison->duration = 1; 956 poison->duration = 1;
976 } 957 }
977 } 958 }
978 959
979 if (spell->attacktype & AT_BLIND) 960 if (spell->attacktype & AT_BLIND)
980 { 961 {
981 at = archetype::find ("blindness"); 962 at = archetype::find (shstr_blindness);
982 poison = present_arch_in_ob (at, tmp); 963 poison = present_arch_in_ob (at, tmp);
983 if (poison) 964 if (poison)
984 { 965 {
985 success = 1; 966 success = 1;
986 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.");
1004 tmp->stats.grace = tmp->stats.maxgrace; 985 tmp->stats.grace = tmp->stats.maxgrace;
1005 success = 1; 986 success = 1;
1006 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!");
1007 } 988 }
1008 989
1009 if (spell->stats.food && tmp->stats.food < 999) 990 if (spell->stats.food && tmp->stats.food < MAX_FOOD)
1010 { 991 {
1011 tmp->stats.food += spell->stats.food; 992 tmp->stats.food += spell->stats.food;
1012 993 min_it (tmp->stats.food, MAX_FOOD);
1013 if (tmp->stats.food > 999)
1014 tmp->stats.food = 999;
1015 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 }
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 = 0; 1026 object *force = 0;
1042 int i; 1027 int i;
1043 1028
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);
1066 1052
1067 return 0; 1053 return 0;
1068 } 1054 }
1069 } 1055 }
1070 } 1056 }
1071 1057
1058 int duration = change_ability_duration (spell_ob, caster);
1059
1072 if (!force) 1060 if (force)
1073 {
1074 force = get_archetype (FORCE_NAME);
1075 force->subtype = FORCE_CHANGE_ABILITY;
1076
1077 if (spell_ob->race)
1078 force->name = spell_ob->race;
1079 else
1080 force->name = spell_ob->name;
1081
1082 force->name_pl = spell_ob->name;
1083 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1084
1085 } 1061 {
1086 else
1087 {
1088 int duration;
1089
1090 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1091 if (duration > force->duration) 1062 if (duration > force->duration)
1092 { 1063 {
1093 force->duration = duration; 1064 force->duration = duration;
1094 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.");
1095 } 1066 }
1097 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.");
1098 1069
1099 return 1; 1070 return 1;
1100 } 1071 }
1101 1072
1102 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
1103 force->speed = 1.0; 1088 force->speed = 1.0;
1104 force->speed_left = -1.0; 1089 force->speed_left = -1.0;
1105 SET_FLAG (force, FLAG_APPLIED); 1090 force->set_flag (FLAG_APPLIED);
1106 1091
1107 /* Now start processing the effects. First, protections */ 1092 /* Now start processing the effects. First, protections */
1108 for (i = 0; i < NROFATTACKS; i++) 1093 for (i = 0; i < NROFATTACKS; i++)
1109 { 1094 {
1110 if (spell_ob->resist[i]) 1095 if (spell_ob->resist[i])
1140 } 1125 }
1141 } 1126 }
1142 1127
1143 force->move_type = spell_ob->move_type; 1128 force->move_type = spell_ob->move_type;
1144 1129
1145 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK)) 1130 if (spell_ob->flag [FLAG_SEE_IN_DARK])
1146 SET_FLAG (force, FLAG_SEE_IN_DARK); 1131 force->set_flag (FLAG_SEE_IN_DARK);
1147 1132
1148 if (QUERY_FLAG (spell_ob, FLAG_XRAYS)) 1133 if (spell_ob->flag [FLAG_XRAYS])
1149 SET_FLAG (force, FLAG_XRAYS); 1134 force->set_flag (FLAG_XRAYS);
1150 1135
1151 /* Haste/bonus speed */ 1136 /* Haste/bonus speed */
1152 if (spell_ob->stats.exp) 1137 if (spell_ob->stats.exp)
1153 { 1138 {
1154 if (op->speed > 0.5f) 1139 if (op->speed > 0.5f)
1235 return 0; 1220 return 0;
1236 } 1221 }
1237 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;
1238 force->speed = 1.0; 1223 force->speed = 1.0;
1239 force->speed_left = -1.0; 1224 force->speed_left = -1.0;
1240 SET_FLAG (force, FLAG_APPLIED); 1225 force->set_flag (FLAG_APPLIED);
1241 1226
1242 if (!god) 1227 if (!god)
1243 { 1228 {
1244 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty."); 1229 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1245 } 1230 }
1246 else 1231 else
1247 { 1232 {
1248 /* Only give out good benefits, and put a max on it */ 1233 /* Only give out good benefits, and put a max on it */
1249 for (i = 0; i < NROFATTACKS; i++) 1234 for (i = 0; i < NROFATTACKS; i++)
1250 {
1251 if (god->resist[i] > 0) 1235 if (god->resist[i] > 0)
1252 {
1253 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]);
1254 } 1237
1255 }
1256 force->path_attuned |= god->path_attuned; 1238 force->path_attuned |= god->path_attuned;
1257 1239
1258 if (spell_ob->attacktype) 1240 if (spell_ob->attacktype)
1259 force->slaying = god->slaying; 1241 force->slaying = god->slaying;
1260 1242
1302 * the nuggets, alchemy the gold from that, etc. 1284 * the nuggets, alchemy the gold from that, etc.
1303 * Otherwise, give 9 silver on the gold for other objects, 1285 * Otherwise, give 9 silver on the gold for other objects,
1304 * so that it would still be more affordable to haul 1286 * so that it would still be more affordable to haul
1305 * the stuff back to town. 1287 * the stuff back to town.
1306 */ 1288 */
1307 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1289 if (obj->flag [FLAG_UNPAID])
1308 value = 0; 1290 value = 0;
1309 else if (obj->type == MONEY || obj->type == GEM) 1291 else if (obj->type == MONEY || obj->type == GEM)
1310 value /= 3; 1292 value /= 3;
1311 else 1293 else
1312 value = value * 9 / 10; 1294 value = value * 9 / 10;
1325 if (op->type != PLAYER) 1307 if (op->type != PLAYER)
1326 return 0; 1308 return 0;
1327 1309
1328 archetype *nugget[3]; 1310 archetype *nugget[3];
1329 1311
1330 nugget[0] = archetype::find ("pyrite3"); 1312 nugget[0] = archetype::find (shstr_pyrite3);
1331 nugget[1] = archetype::find ("pyrite2"); 1313 nugget[1] = archetype::find (shstr_pyrite2);
1332 nugget[2] = archetype::find ("pyrite"); 1314 nugget[2] = archetype::find (shstr_pyrite);
1333 1315
1334 /* 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
1335 * some, and also prevents people from alchemising every table/chair/clock 1317 * some, and also prevents people from alchemising every table/chair/clock
1336 * in sight 1318 * in sight
1337 */ 1319 */
1366 1348
1367 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)
1368 { 1350 {
1369 next = tmp->above; 1351 next = tmp->above;
1370 1352
1371 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1353 if (tmp->weight > 0 && !tmp->flag [FLAG_NO_PICK] &&
1372 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1354 !tmp->flag [FLAG_ALIVE] && !tmp->flag [FLAG_IS_CAULDRON])
1373 { 1355 {
1374 if (tmp->inv) 1356 if (tmp->inv)
1375 { 1357 {
1376 object *next1, *tmp1; 1358 object *next1, *tmp1;
1377 1359
1378 for (tmp1 = tmp->inv; tmp1; tmp1 = next1) 1360 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1379 { 1361 {
1380 next1 = tmp1->below; 1362 next1 = tmp1->below;
1381 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1363 if (tmp1->weight > 0 && !tmp1->flag [FLAG_NO_PICK] &&
1382 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1364 !tmp1->flag [FLAG_ALIVE] && !tmp1->flag [FLAG_IS_CAULDRON])
1383 alchemy_object (tmp1, value, weight); 1365 alchemy_object (tmp1, value, weight);
1384 } 1366 }
1385 } 1367 }
1386 1368
1387 alchemy_object (tmp, value, weight); 1369 alchemy_object (tmp, value, weight);
1397 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i) 1379 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1398 if (int nrof = value / nugget [i]->value) 1380 if (int nrof = value / nugget [i]->value)
1399 { 1381 {
1400 value -= nrof * nugget[i]->value; 1382 value -= nrof * nugget[i]->value;
1401 1383
1402 object *tmp = arch_to_object (nugget[i]); 1384 object *tmp = nugget[i]->instance ();
1403 tmp->nrof = nrof; 1385 tmp->nrof = nrof;
1404 tmp->flag [FLAG_IDENTIFIED] = true; 1386 tmp->flag [FLAG_IDENTIFIED] = true;
1405 op->map->insert (tmp, x, y, op, 0); 1387 op->map->insert (tmp, x, y, op, 0);
1406 } 1388 }
1407 1389
1418 * items. 1400 * items.
1419 */ 1401 */
1420int 1402int
1421remove_curse (object *op, object *caster, object *spell) 1403remove_curse (object *op, object *caster, object *spell)
1422{ 1404{
1423 object *tmp;
1424 int success = 0, was_one = 0; 1405 int success = 0, was_one = 0;
1425 1406
1426 for (tmp = op->inv; tmp; tmp = tmp->below) 1407 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1427 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1408 if (tmp->flag [FLAG_APPLIED] &&
1428 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1409 ((tmp->flag [FLAG_CURSED] && spell->flag [FLAG_CURSED]) ||
1429 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1410 (tmp->flag [FLAG_DAMNED] && spell->flag [FLAG_DAMNED])))
1430 { 1411 {
1431 was_one++; 1412 was_one++;
1432 1413
1433 if (tmp->level <= casting_level (caster, spell)) 1414 if (tmp->level <= casting_level (caster, spell))
1434 { 1415 {
1435 success++; 1416 success++;
1436 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1417 if (spell->flag [FLAG_DAMNED])
1437 CLEAR_FLAG (tmp, FLAG_DAMNED); 1418 tmp->clr_flag (FLAG_DAMNED);
1438 1419
1439 CLEAR_FLAG (tmp, FLAG_CURSED); 1420 tmp->clr_flag (FLAG_CURSED);
1440 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1421 tmp->clr_flag (FLAG_KNOWN_CURSED);
1441 tmp->value = 0; /* Still can't sell it */ 1422 tmp->value = 0; /* Still can't sell it */
1442 1423
1443 if (object *pl = tmp->visible_to ()) 1424 if (object *pl = tmp->visible_to ())
1444 esrv_update_item (UPD_FLAGS, pl, tmp); 1425 esrv_update_item (UPD_FLAGS, pl, tmp);
1445 } 1426 }
1463 1444
1464/* Identifies objects in the players inventory/on the ground */ 1445/* Identifies objects in the players inventory/on the ground */
1465int 1446int
1466cast_identify (object *op, object *caster, object *spell) 1447cast_identify (object *op, object *caster, object *spell)
1467{ 1448{
1468 dynbuf_text buf;
1469 object *tmp; 1449 object *tmp;
1450 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1470 1451
1471 int 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));
1472
1473 if (num_ident < 1)
1474 num_ident = 1;
1475 1453
1476 for (tmp = op->inv; tmp; tmp = tmp->below) 1454 for (tmp = op->inv; tmp; tmp = tmp->below)
1477 { 1455 {
1478 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1456 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1479 { 1457 {
1480 identify (tmp); 1458 identify (tmp);
1481 1459
1482 if (op->type == PLAYER) 1460 if (op->type == PLAYER)
1483 { 1461 {
1485 1463
1486 if (tmp->msg) 1464 if (tmp->msg)
1487 buf << "The item has a story:\r" << tmp->msg << "\n\n"; 1465 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1488 } 1466 }
1489 1467
1490 num_ident--;
1491 if (!num_ident) 1468 if (!--num_ident)
1492 break; 1469 break;
1493 } 1470 }
1494 } 1471 }
1495 1472
1496 /* 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
1498 * was not fully used. 1475 * was not fully used.
1499 */ 1476 */
1500 if (num_ident) 1477 if (num_ident)
1501 { 1478 {
1502 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)
1503 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1480 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1504 { 1481 {
1505 identify (tmp); 1482 identify (tmp);
1506 1483
1507 if (object *pl = tmp->visible_to ()) 1484 if (object *pl = tmp->visible_to ())
1508 { 1485 {
1510 1487
1511 if (tmp->msg) 1488 if (tmp->msg)
1512 buf << "The item has a story:\r" << tmp->msg << "\n\n"; 1489 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1513 } 1490 }
1514 1491
1515 num_ident--;
1516 if (!num_ident) 1492 if (!--num_ident)
1517 break; 1493 break;
1518 } 1494 }
1519 } 1495 }
1520 1496
1521 if (buf.empty ()) 1497 if (buf.empty ())
1549 range = spell->range + SP_level_range_adjust (caster, spell); 1525 range = spell->range + SP_level_range_adjust (caster, spell);
1550 1526
1551 if (!skill) 1527 if (!skill)
1552 skill = caster; 1528 skill = caster;
1553 1529
1554 for (x = op->x - range; x <= op->x + range; x++) 1530 dynbuf buf;
1555 for (y = op->y - range; y <= op->y + range; y++) 1531 unordered_mapwalk (buf, op, -range, -range, range, range)
1556 { 1532 {
1557 m = op->map;
1558 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1559 if (mflags & P_OUT_OF_MAP)
1560 continue;
1561
1562 /* For most of the detections, we only detect objects above the 1533 /* For most of the detections, we only detect objects above the
1563 * floor. But this is not true for show invisible. 1534 * floor. But this is not true for show invisible.
1564 * Basically, we just go and find the top object and work 1535 * Basically, we just go and find the top object and work
1565 * down - that is easier than working up. 1536 * down - that is easier than working up.
1566 */ 1537 */
1567 1538
1568 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)
1569 last = tmp; 1540 last = tmp;
1570 1541
1571 /* 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
1572 * would happen. 1543 * would happen.
1573 */ 1544 */
1574 if (!last) 1545 if (!last)
1575 continue; 1546 continue;
1576 1547
1577 done_one = 0; 1548 done_one = 0;
1578 floor = 0; 1549 floor = 0;
1579 detect = NULL; 1550 detect = 0;
1580 for (tmp = last; tmp; tmp = tmp->below) 1551 for (tmp = last; tmp; tmp = tmp->below)
1581 { 1552 {
1582 /* show invisible */ 1553 /* show invisible */
1583 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1554 if (spell->flag [FLAG_MAKE_INVIS]
1584 /* Might there be other objects that we can make visible? */ 1555 /* Might there be other objects that we can make visible? */
1585 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1556 && (tmp->invisible && (tmp->flag [FLAG_MONSTER]
1586 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1557 || (tmp->type == PLAYER && !tmp->flag [FLAG_WIZ])
1587 tmp->type == CF_HANDLE || 1558 || tmp->type == T_HANDLE
1588 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
1589 tmp->type == BUTTON || tmp->type == TELEPORTER || 1563 || tmp->type == TELEPORTER
1564 || tmp->type == GATE
1590 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1565 || tmp->type == LOCKED_DOOR
1591 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)
1592 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1569 || tmp->type == TRIGGER_PEDESTAL
1593 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)))
1594 { 1575 {
1576 printf ("show inv %s\n", tmp->debug_desc());//D
1595 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)
1596 { 1578 {
1597 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
1598 done_one = 1; 1661 done_one = 1;
1599 } 1662 }
1600 } 1663 }
1601
1602 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1603 floor = 1;
1604
1605 /* All detections below this point don't descend beneath the floor,
1606 * so just continue on. We could be clever and look at the type of
1607 * detection to completely break out if we don't care about objects beneath
1608 * the floor, but once we get to the floor, not likely a very big issue anyways.
1609 */
1610 if (floor)
1611 continue;
1612
1613 /* I had thought about making detect magic and detect curse
1614 * show the flash the magic item like it does for detect monster.
1615 * however, if the object is within sight, this would then make it
1616 * difficult to see what object is magical/cursed, so the
1617 * effect wouldn't be as apparant.
1618 */
1619
1620 /* detect magic */
1621 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1622 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1623 {
1624 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1625 /* make runes more visibile */
1626 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1627 tmp->stats.Cha /= 4;
1628 done_one = 1;
1629 }
1630 /* detect monster */
1631 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1632 {
1633 done_one = 2;
1634 if (!detect)
1635 detect = tmp;
1636 }
1637 /* Basically, if race is set in the spell, then the creatures race must
1638 * match that. if the spell race is set to GOD, then the gods opposing
1639 * race must match.
1640 */
1641 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1642 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1643 spell->race.contains (tmp->race)))
1644 {
1645 done_one = 2;
1646 if (!detect)
1647 detect = tmp;
1648 }
1649 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1650 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1651 {
1652 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1653 done_one = 1;
1654 }
1655 } /* for stack of objects on this space */ 1664 } /* for stack of objects on this space */
1656 1665
1657 /* 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
1658 * where the magic is. 1667 * where the magic is.
1659 */ 1668 */
1660 if (done_one) 1669 if (done_one)
1661 { 1670 {
1662 object *detect_ob = arch_to_object (spell->other_arch); 1671 object *detect_ob = spell->other_arch->instance ();
1663 1672
1664 /* if this is set, we want to copy the face */ 1673 /* if this is set, we want to copy the face */
1665 if (done_one == 2 && detect) 1674 if (done_one == 2 && detect)
1666 { 1675 {
1667 detect_ob->face = detect->face; 1676 detect_ob->face = detect->face;
1668 detect_ob->animation_id = detect->animation_id; 1677 detect_ob->animation_id = detect->animation_id;
1669 detect_ob->anim_speed = detect->anim_speed; 1678 detect_ob->anim_speed = detect->anim_speed;
1670 detect_ob->last_anim = 0; 1679 detect_ob->last_anim = 0;
1671 /* by default, the detect_ob is already animated */ 1680 /* by default, the detect_ob is already animated */
1672 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1681 if (!detect->flag [FLAG_ANIMATE])
1673 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1682 detect_ob->clr_flag (FLAG_ANIMATE);
1674 } 1683 }
1675 1684
1676 m->insert (detect_ob, nx, ny, op); 1685 m->insert (detect_ob, nx, ny, op, INS_ON_TOP);
1677 } 1686 }
1678 } /* for processing the surrounding spaces */ 1687 } /* for processing the surrounding spaces */
1679 1688
1680 1689
1681 /* 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 */
1682 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])
1683 { 1692 {
1684 done_one = 0; 1693 done_one = 0;
1685 1694
1686 for (tmp = op->inv; tmp; tmp = tmp->below) 1695 for (tmp = op->inv; tmp; tmp = tmp->below)
1687 { 1696 {
1688 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1697 if (!tmp->invisible && !tmp->flag [FLAG_IDENTIFIED])
1689 { 1698 {
1690 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])
1691 { 1700 {
1692 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1701 tmp->set_flag (FLAG_KNOWN_MAGICAL);
1693 1702
1694 if (object *pl = tmp->visible_to ()) 1703 if (object *pl = tmp->visible_to ())
1695 esrv_update_item (UPD_FLAGS, pl, tmp); 1704 esrv_update_item (UPD_FLAGS, pl, tmp);
1696 } 1705 }
1697 1706
1698 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1707 if (spell->flag [FLAG_KNOWN_CURSED] && !tmp->flag [FLAG_KNOWN_CURSED] &&
1699 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1708 (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))
1700 { 1709 {
1701 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1710 tmp->set_flag (FLAG_KNOWN_CURSED);
1702 1711
1703 if (object *pl = tmp->visible_to ()) 1712 if (object *pl = tmp->visible_to ())
1704 esrv_update_item (UPD_FLAGS, pl, tmp); 1713 esrv_update_item (UPD_FLAGS, pl, tmp);
1705 } 1714 }
1706 } /* if item is not identified */ 1715 } /* if item is not identified */
1727 1736
1728 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.");
1729 1738
1730 if (victim->stats.sp >= victim->stats.maxsp * 2) 1739 if (victim->stats.sp >= victim->stats.maxsp * 2)
1731 { 1740 {
1732 object *tmp;
1733
1734 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1741 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
1735
1736 /* Explodes a fireball centered at player */
1737 tmp = get_archetype (EXPLODING_FIREBALL);
1738 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
1739 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
1740
1741 tmp->insert_at (victim);
1742 victim->stats.sp = 2 * victim->stats.maxsp; 1742 victim->stats.sp = 2 * victim->stats.maxsp;
1743 create_exploding_ball_at (victim, caster_level);
1743 } 1744 }
1744 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1745 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
1745 new_draw_info (NDI_UNIQUE | NDI_ORANGE, 0, 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.");
1746 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1747 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
1747 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!");
1774 mflags = get_map_flags (m, &m, x, y, &x, &y); 1775 mflags = get_map_flags (m, &m, x, y, &x, &y);
1775 1776
1776 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1777 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
1777 { 1778 {
1778 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)
1779 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1780 if (plyr != op && plyr->flag [FLAG_ALIVE])
1780 break; 1781 break;
1781 } 1782 }
1782 1783
1783 1784
1784 /* 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
1785 * 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.
1786 */ 1787 */
1787 if (plyr == NULL) 1788 if (plyr == NULL)
1788 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)
1789 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1790 if (plyr != op && plyr->flag [FLAG_ALIVE])
1790 break; 1791 break;
1791 1792
1792 if (!plyr) 1793 if (!plyr)
1793 { 1794 {
1794 new_draw_info (NDI_BLACK, 0, op, "There is no one there."); 1795 op->failmsg ("There is no one there.");
1795 return 0; 1796 return 0;
1796 } 1797 }
1797 /* give sp */ 1798 /* give sp */
1798 if (spell->stats.dam > 0) 1799 if (spell->stats.dam > 0)
1799 { 1800 {
1811 if (rate > 95) 1812 if (rate > 95)
1812 rate = 95; 1813 rate = 95;
1813 1814
1814 sucked = (plyr->stats.sp * rate) / 100; 1815 sucked = (plyr->stats.sp * rate) / 100;
1815 plyr->stats.sp -= sucked; 1816 plyr->stats.sp -= sucked;
1816 if (QUERY_FLAG (op, FLAG_ALIVE)) 1817 if (op->flag [FLAG_ALIVE])
1817 { 1818 {
1818 /* Player doesn't get full credit */ 1819 /* Player doesn't get full credit */
1819 sucked = (sucked * rate) / 100; 1820 sucked = (sucked * rate) / 100;
1820 op->stats.sp += sucked; 1821 op->stats.sp += sucked;
1821 if (sucked > 0) 1822 if (sucked > 0)
1872 * monsters either. 1873 * monsters either.
1873 */ 1874 */
1874 1875
1875 if (head->attacktype & AT_MAGIC 1876 if (head->attacktype & AT_MAGIC
1876 && !(head->attacktype & AT_COUNTERSPELL) 1877 && !(head->attacktype & AT_COUNTERSPELL)
1877 && !QUERY_FLAG (head, FLAG_MONSTER) 1878 && !head->flag [FLAG_MONSTER]
1878 && (op->level > head->level)) 1879 && (op->level > head->level))
1879 head->destroy (); 1880 head->destroy ();
1880 else 1881 else
1881 switch (head->type) 1882 switch (head->type)
1882 { 1883 {
1883 case SPELL_EFFECT: 1884 case SPELL_EFFECT:
1884 // XXX: Don't affect floor spelleffects. See also XXX comment 1885 // XXX: Don't affect floor spelleffects. See also XXX comment
1885 // about sanctuary in spell_util.C 1886 // about sanctuary in spell_util.C
1886 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1887 if (tmp->flag [FLAG_IS_FLOOR])
1887 continue; 1888 continue;
1888 1889
1889 if (op->level > head->level) 1890 if (op->level > head->level)
1890 head->destroy (); 1891 head->destroy ();
1891 1892
1914 1915
1915 object *tmp, *god = find_god (determine_god (op)); 1916 object *tmp, *god = find_god (determine_god (op));
1916 1917
1917 if (!god) 1918 if (!god)
1918 { 1919 {
1919 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!");
1920 return 0; 1921 return 0;
1921 } 1922 }
1922 1923
1923 for (tmp = op->below; tmp; tmp = tmp->below) 1924 for (tmp = op->below; tmp; tmp = tmp->below)
1924 { 1925 {
1925 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1926 if (tmp->flag [FLAG_IS_FLOOR])
1926 break; 1927 break;
1927 if (tmp->type == HOLY_ALTAR) 1928 if (tmp->type == HOLY_ALTAR)
1928 { 1929 {
1929 1930
1930 if (tmp->level > casting_level (caster, spell)) 1931 if (tmp->level > casting_level (caster, spell))
1931 { 1932 {
1932 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);
1933 return 0; 1934 return 0;
1934 } 1935 }
1935 else 1936 else
1936 { 1937 {
1937 /* If we got here, we are consecrating an altar */ 1938 /* If we got here, we are consecrating an altar */
1946 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);
1947 return 1; 1948 return 1;
1948 } 1949 }
1949 } 1950 }
1950 } 1951 }
1951 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!");
1952 return 0; 1954 return 0;
1953} 1955}
1954 1956
1955/* animate_weapon - 1957/* animate_weapon -
1956 * 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.
1963 * player checks. MSW 2003-01-06 1965 * player checks. MSW 2003-01-06
1964 */ 1966 */
1965int 1967int
1966animate_weapon (object *op, object *caster, object *spell, int dir) 1968animate_weapon (object *op, object *caster, object *spell, int dir)
1967{ 1969{
1968 object *weapon, *tmp;
1969 char buf[MAX_BUF]; 1970 char buf[MAX_BUF];
1970 int a, i; 1971 int a, i;
1971 sint16 x, y; 1972 sint16 x, y;
1972 maptile *m; 1973 maptile *m;
1973 1974
1998 1999
1999 /* if there's no place to put the golem, abort */ 2000 /* if there's no place to put the golem, abort */
2000 if (dir < 0 || (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)
2001 || ((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))
2002 { 2003 {
2003 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2004 op->failmsg ("There is something in the way.");
2004 return 0; 2005 return 0;
2005 } 2006 }
2006 2007
2007 /* Use the weapon marked by the player. */ 2008 /* Use the weapon marked by the player. */
2008 weapon = find_marked_object (op); 2009 object *weapon = op->mark ();
2009 2010
2010 if (!weapon) 2011 if (!weapon)
2011 { 2012 {
2012 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!");
2013 return 0; 2014 return 0;
2014 } 2015 }
2015 2016
2016 if (spell->race && weapon->arch->archname != spell->race) 2017 if (spell->race && weapon->arch->archname != spell->race)
2017 { 2018 {
2018 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2019 op->failmsg ("The spell fails to transform your weapon.");
2019 return 0; 2020 return 0;
2020 } 2021 }
2021 2022
2022 if (weapon->type != WEAPON) 2023 if (weapon->type != WEAPON)
2023 { 2024 {
2024 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.");
2025 return 0; 2026 return 0;
2026 } 2027 }
2027 2028
2028 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2029 if (weapon->flag [FLAG_APPLIED])
2029 { 2030 {
2030 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));
2031 return 0; 2032 return 0;
2032 } 2033 }
2033 2034
2034 weapon = weapon->split (); 2035 weapon = weapon->split ();
2035 2036
2036 /* create the golem object */ 2037 /* create the golem object */
2037 tmp = arch_to_object (spell->other_arch); 2038 object *tmp = spell->other_arch->instance ();
2038 2039
2039 /* 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 */
2040 CLEAR_FLAG (tmp, FLAG_MONSTER); 2041 tmp->clr_flag (FLAG_MONSTER);
2041 tmp->stats.exp = 0; 2042 tmp->stats.exp = 0;
2042 add_friendly_object (tmp); 2043 add_friendly_object (tmp);
2043 tmp->type = GOLEM; 2044 tmp->type = GOLEM;
2044 tmp->set_owner (op); 2045 tmp->set_owner (op);
2045 op->contr->golem = tmp; 2046 op->contr->golem = tmp;
2047 2048
2048 /* 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
2049 * removed flag - it should only be set if weapon->split was 2050 * removed flag - it should only be set if weapon->split was
2050 * used above. 2051 * used above.
2051 */ 2052 */
2052 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2053 if (!weapon->flag [FLAG_REMOVED])
2053 weapon->remove (); 2054 weapon->remove ();
2054 2055
2055 tmp->insert (weapon); 2056 tmp->insert (weapon);
2056 2057
2057 /* 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,
2058 * 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
2059 * body_info, skills, etc) 2060 * body_info, skills, etc)
2060 */ 2061 */
2061 SET_FLAG (tmp, FLAG_USE_WEAPON); 2062 tmp->set_flag (FLAG_USE_WEAPON);
2062 SET_FLAG (weapon, FLAG_APPLIED); 2063 weapon->set_flag (FLAG_APPLIED);
2063 tmp->update_stats (); 2064 tmp->update_stats ();
2064 2065
2065 /* 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
2066 * 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 -
2067 * 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.
2087 2088
2088 /* attacktype */ 2089 /* attacktype */
2089 if (!tmp->attacktype) 2090 if (!tmp->attacktype)
2090 tmp->attacktype = AT_PHYSICAL; 2091 tmp->attacktype = AT_PHYSICAL;
2091 2092
2092 if (materialtype_t *mt = name_to_material (op->materialname))
2093 {
2094 for (i = 0; i < NROFATTACKS; i++) 2093 for (i = 0; i < NROFATTACKS; i++)
2095 tmp->resist[i] = 50 - (mt->save[i] * 5); 2094 tmp->resist[i] = 50 - (op->material->save[i] * 5);
2096 a = mt->save[0]; 2095
2097 } 2096 a = op->material->save[0];
2098 else
2099 {
2100 for (i = 0; i < NROFATTACKS; i++)
2101 tmp->resist[i] = 5;
2102 a = 10;
2103 }
2104 2097
2105 /* Set weapon's immunity */ 2098 /* Set weapon's immunity */
2106 tmp->resist[ATNR_CONFUSION] = 100; 2099 tmp->resist[ATNR_CONFUSION] = 100;
2107 tmp->resist[ATNR_POISON] = 100; 2100 tmp->resist[ATNR_POISON] = 100;
2108 tmp->resist[ATNR_SLOW] = 100; 2101 tmp->resist[ATNR_SLOW] = 100;
2135 tmp->state = weapon->state; 2128 tmp->state = weapon->state;
2136 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2129 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2137 } 2130 }
2138 2131
2139 /* 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. */
2140 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / casting_level (caster, spell)); 2133 tmp->stats.exp *= 1 + (max (spell->stats.maxgrace, spell->stats.sp) / casting_level (caster, spell));
2141 2134
2142 tmp->speed_left = -1; 2135 tmp->speed_left = -1;
2143 tmp->direction = dir; 2136 tmp->direction = dir;
2144 2137
2145 m->insert (tmp, x, y, op); 2138 m->insert (tmp, x, y, op);
2162 success = op->map->change_map_light (spell->stats.dam); 2155 success = op->map->change_map_light (spell->stats.dam);
2163 2156
2164 if (!success) 2157 if (!success)
2165 { 2158 {
2166 if (spell->stats.dam < 0) 2159 if (spell->stats.dam < 0)
2167 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2160 op->failmsg ("It can be no brighter here.");
2168 else 2161 else
2169 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2162 op->failmsg ("It can be no darker here.");
2170 } 2163 }
2171 2164
2172 return success; 2165 return success;
2173} 2166}
2174 2167
2184 2177
2185 new_aura = present_arch_in_ob (spell->other_arch, op); 2178 new_aura = present_arch_in_ob (spell->other_arch, op);
2186 if (new_aura) 2179 if (new_aura)
2187 refresh = 1; 2180 refresh = 1;
2188 else 2181 else
2189 new_aura = arch_to_object (spell->other_arch); 2182 new_aura = spell->other_arch->instance ();
2190 2183
2191 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);
2192 2185
2193 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);
2194 2187
2259 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block))) 2252 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2260 { 2253 {
2261 hit_map (aura, i, aura->attacktype, 0); 2254 hit_map (aura, i, aura->attacktype, 0);
2262 2255
2263 if (aura->other_arch) 2256 if (aura->other_arch)
2264 pos.insert (arch_to_object (aura->other_arch), aura); 2257 pos.insert (aura->other_arch->instance (), aura);
2265 } 2258 }
2266 } 2259 }
2267 2260
2268 /* put the aura back in the player's inventory */ 2261 /* put the aura back in the player's inventory */
2269 env->insert (aura); 2262 env->insert (aura);
2279 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 2272 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2280 { 2273 {
2281 int atk_lev, def_lev; 2274 int atk_lev, def_lev;
2282 object *victim = tmp->head_ (); 2275 object *victim = tmp->head_ ();
2283 2276
2284 if (!QUERY_FLAG (victim, FLAG_MONSTER)) 2277 if (!victim->flag [FLAG_MONSTER])
2285 continue; 2278 continue;
2286 2279
2287 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2280 if (victim->flag [FLAG_UNAGGRESSIVE])
2288 continue; 2281 continue;
2289 2282
2290 if (victim->stats.exp == 0) 2283 if (victim->stats.exp == 0)
2291 continue; 2284 continue;
2292 2285
2293 def_lev = MAX (1, victim->level); 2286 def_lev = max (1, victim->level);
2294 atk_lev = MAX (1, op->level); 2287 atk_lev = max (1, op->level);
2295 2288
2296 if (rndm (0, atk_lev - 1) > def_lev) 2289 if (rndm (0, atk_lev - 1) > def_lev)
2297 { 2290 {
2298 /* make this sucker peaceful. */ 2291 /* make this sucker peaceful. */
2299 2292
2308 victim->stats.sp = 0; 2301 victim->stats.sp = 0;
2309 victim->stats.grace = 0; 2302 victim->stats.grace = 0;
2310 victim->stats.Pow = 0; 2303 victim->stats.Pow = 0;
2311#endif 2304#endif
2312 victim->attack_movement = RANDO2; 2305 victim->attack_movement = RANDO2;
2313 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2306 victim->set_flag (FLAG_UNAGGRESSIVE);
2314 SET_FLAG (victim, FLAG_RUN_AWAY); 2307 victim->set_flag (FLAG_RUN_AWAY);
2315 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2308 victim->set_flag (FLAG_RANDOM_MOVE);
2316 CLEAR_FLAG (victim, FLAG_MONSTER); 2309 victim->clr_flag (FLAG_MONSTER);
2317 2310
2318 if (victim->name) 2311 if (victim->name)
2319 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);
2320 } 2313 }
2321 } 2314 }
2325 * There really isn't any adjustments we make. 2318 * There really isn't any adjustments we make.
2326 */ 2319 */
2327int 2320int
2328write_mark (object *op, object *spell, const char *msg) 2321write_mark (object *op, object *spell, const char *msg)
2329{ 2322{
2330 char rune[HUGE_BUF];
2331 object *tmp;
2332
2333 if (!msg || msg[0] == 0) 2323 if (!msg || msg[0] == 0)
2334 { 2324 {
2335 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2325 op->failmsg ("Write what?");
2336 return 0; 2326 return 0;
2337 } 2327 }
2338 2328
2339 if (strcasestr_local (msg, "endmsg")) 2329 if (!msg_is_safe (msg))
2340 { 2330 {
2341 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.>");
2342 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);
2343 return 0; 2333 return 0;
2344 } 2334 }
2335
2345 if (!spell->other_arch) 2336 if (!spell->other_arch)
2346 return 0; 2337 return 0;
2347 tmp = arch_to_object (spell->other_arch);
2348 2338
2349 snprintf (rune, sizeof (rune), "%s\n", msg); 2339 object *tmp = spell->other_arch->instance ();
2350 2340
2351 tmp->race = op->name; /*Save the owner of the rune */ 2341 tmp->race = op->name; /*Save the owner of the rune */
2352 tmp->msg = rune; 2342 tmp->msg = msg;
2353 2343
2354 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); 2344 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2345
2355 return 1; 2346 return 1;
2356} 2347}
2348

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