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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.68 by root, Thu Aug 23 17:13:04 2007 UTC vs.
Revision 1.141 by root, Fri Jan 27 22:00:40 2012 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 (©) 2005,2006,2007,2008,2009,2010,2011,2012 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 op->play_sound (sound_find ("ob_explode")); 76 op->play_sound (sound_find ("ob_explode"));
75 esrv_del_item (op->contr, wand->count);
76 wand->destroy (); 77 wand->destroy ();
77 tmp = get_archetype ("fireball"); 78 object *tmp = archetype::get (shstr_fireball);
78 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; 79 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
79 80
80 if (!tmp->stats.dam) 81 if (!tmp->stats.dam)
81 tmp->stats.dam = 1; 82 tmp->stats.dam = 1;
82 83
93 94
94 if (wand->inv && wand->inv->level) 95 if (wand->inv && wand->inv->level)
95 ncharges /= wand->inv->level; 96 ncharges /= wand->inv->level;
96 else 97 else
97 { 98 {
98 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand)); 99 op->failmsgf ("Your %s is broken.", query_name (wand));
99 return 0; 100 return 0;
100 } 101 }
101 102
102 if (!ncharges) 103 if (!ncharges)
103 ncharges = 1; 104 ncharges = 1;
104 105
105 wand->stats.food += ncharges; 106 wand->stats.food += ncharges;
106 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand)); 107 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand));
107 108
108 if (wand->arch && QUERY_FLAG (wand->arch, FLAG_ANIMATE)) 109 if (wand->arch && wand->arch->flag [FLAG_ANIMATE])
109 { 110 {
110 SET_FLAG (wand, FLAG_ANIMATE); 111 wand->set_flag (FLAG_ANIMATE);
111 wand->set_speed (wand->arch->speed); 112 wand->set_speed (wand->arch->speed);
112 } 113 }
113 114
114 return 1; 115 return 1;
115} 116}
123 * The # of arrows created also goes up with level, so if a 30th level mage 124 * The # of arrows created also goes up with level, so if a 30th level mage
124 * wants LOTS of arrows, and doesn't care what the plus is he could 125 * wants LOTS of arrows, and doesn't care what the plus is he could
125 * create nonnmagic arrows, or even -1, etc... 126 * create nonnmagic arrows, or even -1, etc...
126 */ 127 */
127int 128int
128cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg) 129cast_create_missile (object *op, object *caster, object *spell, int dir, const char *spellparam)
129{ 130{
130 int missile_plus = 0, bonus_plus = 0; 131 int bonus_plus = 0;
131 const char *missile_name; 132 const char *missile_name = "arrow";
132 object *tmp, *missile;
133 133
134 missile_name = "arrow";
135
136 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 134 for (object *tmp = op->inv; tmp; tmp = tmp->below)
137 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) 135 if (tmp->type == BOW && tmp->flag [FLAG_APPLIED])
138 missile_name = tmp->race; 136 missile_name = tmp->race;
139 137
140 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); 138 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
141 139
142 if (archetype::find (missile_name) == NULL) 140 archetype *missile_arch = archetype::find (missile_name);
141
142 if (!missile_arch)
143 { 143 {
144 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name); 144 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name);
145 return 0; 145 return 0;
146 } 146 }
147 147
148 missile = get_archetype (missile_name); 148 object *missile = missile_arch->instance ();
149 149
150 if (stringarg) 150 if (spellparam)
151 { 151 {
152 /* If it starts with a letter, presume it is a description */ 152 /* If it starts with a letter, presume it is a description */
153 if (isalpha (*stringarg)) 153 if (isalpha (*spellparam))
154 { 154 {
155 artifact *al = find_artifactlist (missile->type)->items; 155 artifact *al = find_artifactlist (missile->type)->items;
156 156
157 for (; al; al = al->next) 157 for (; al; al = al->next)
158 if (!strcasecmp (al->item->name, stringarg)) 158 if (!strcasecmp (al->item->name, spellparam))
159 break; 159 break;
160 160
161 if (!al) 161 if (!al)
162 { 162 {
163 missile->destroy (); 163 missile->destroy ();
164 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, stringarg); 164 op->failmsgf ("No such object %ss of %s", missile_name, spellparam);
165 return 0; 165 return 0;
166 } 166 }
167 167
168 if (al->item->slaying) 168 if (al->item->slaying)
169 { 169 {
170 missile->destroy (); 170 missile->destroy ();
171 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg); 171 op->failmsgf ("You are not allowed to create %ss of %s", missile_name, spellparam);
172 return 0; 172 return 0;
173 } 173 }
174 174
175 give_artifact_abilities (missile, al->item); 175 give_artifact_abilities (missile, al->item);
176 /* These special arrows cost something extra. Don't have them also be magical - 176 /* These special arrows cost something extra. Don't have them also be magical -
177 * otherwise, in most cases, not enough will be created. I don't want to get into 177 * otherwise, in most cases, not enough will be created. I don't want to get into
178 * the parsing of having to do both plus and type. 178 * the parsing of having to do both plus and type.
179 */ 179 */
180 bonus_plus = 1 + (al->item->value / 5); 180 bonus_plus = 1 + (al->item->value / 5);
181 missile_plus = 0; 181 missile_plus = 0;
182 } 182 }
183 else if (atoi (stringarg) < missile_plus) 183 else if (atoi (spellparam) < missile_plus)
184 missile_plus = atoi (stringarg); 184 missile_plus = atoi (spellparam);
185 } 185 }
186 186
187 if (missile_plus > 4) 187 missile_plus = clamp (missile_plus, -4, 4);
188 missile_plus = 4;
189 else if (missile_plus < -4)
190 missile_plus = -4;
191 188
192 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 189 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
193 missile->nrof -= 3 * (missile_plus + bonus_plus); 190 missile->nrof -= 3 * (missile_plus + bonus_plus);
194 191
195 if (missile->nrof < 1) 192 if (missile->nrof < 1)
197 194
198 missile->magic = missile_plus; 195 missile->magic = missile_plus;
199 /* Can't get any money for these objects */ 196 /* Can't get any money for these objects */
200 missile->value = 0; 197 missile->value = 0;
201 198
202 SET_FLAG (missile, FLAG_IDENTIFIED); 199 missile->set_flag (FLAG_IDENTIFIED);
203 200
204 if (!cast_create_obj (op, caster, missile, dir) && op->type == PLAYER && !missile->destroyed ()) 201 if (!cast_create_obj (op, caster, missile, dir) && op->type == PLAYER && !missile->destroyed ())
205 pick_up (op, missile); 202 pick_up (op, missile);
206 203
207 return 1; 204 return 1;
208} 205}
209 206
210 207
211/* allows the choice of what sort of food object to make. 208/* allows the choice of what sort of food object to make.
212 * If stringarg is NULL, it will create food dependent on level --PeterM*/ 209 * If spellparam is NULL, it will create food dependent on level --PeterM*/
213int 210int
214cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *stringarg) 211cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *spellparam)
215{ 212{
216 int food_value; 213 int food_value;
217 archetype *at = NULL; 214 archetype *at = NULL;
218 object *new_op; 215 object *new_op;
219 216
220 food_value = spell_ob->stats.food + +50 * SP_level_duration_adjust (caster, spell_ob); 217 food_value = spell_ob->stats.food + 50 * SP_level_duration_adjust (caster, spell_ob);
221 218
222 if (stringarg) 219 if (spellparam)
223 { 220 {
224 at = find_archetype_by_object_type_name (FOOD, stringarg); 221 at = find_archetype_by_object_type_name (FOOD, spellparam);
225 if (at == NULL) 222 if (at == NULL)
226 at = find_archetype_by_object_type_name (DRINK, stringarg); 223 at = find_archetype_by_object_type_name (DRINK, spellparam);
227 if (at == NULL || at->stats.food > food_value) 224 if (at == NULL || at->stats.food > food_value)
228 stringarg = NULL; 225 spellparam = NULL;
229 } 226 }
230 227
231 if (!stringarg) 228 if (!spellparam)
232 { 229 {
233 archetype *at_tmp; 230 archetype *at_tmp;
234 231
235 /* We try to find the archetype with the maximum food value. 232 /* We try to find the archetype with the maximum food value.
236 * This removes the dependancy of hard coded food values in this 233 * This removes the dependancy of hard coded food values in this
261 /* Pretty unlikely (there are some very low food items), but you never 258 /* Pretty unlikely (there are some very low food items), but you never
262 * know 259 * know
263 */ 260 */
264 if (!at) 261 if (!at)
265 { 262 {
266 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); 263 op->failmsgf ("You don't have enough experience to create any food.");
267 return 0; 264 return 0;
268 } 265 }
269 266
270 food_value /= at->stats.food; 267 food_value /= at->stats.food;
271 new_op = arch_to_object (at); 268 new_op = at->instance ();
272 new_op->nrof = food_value; 269 new_op->nrof = food_value;
273 270
274 new_op->value = 0; 271 new_op->value = 0;
275 if (new_op->nrof < 1) 272 if (new_op->nrof < 1)
276 new_op->nrof = 1; 273 new_op->nrof = 1;
284{ 281{
285 int r, mflags, maxrange; 282 int r, mflags, maxrange;
286 object *tmp; 283 object *tmp;
287 maptile *m; 284 maptile *m;
288 285
289
290 if (!dir) 286 if (!dir)
291 { 287 {
292 examine_monster (op, op); 288 examine_monster (op, op);
293 return 1; 289 return 1;
294 } 290 }
302 mflags = get_map_flags (m, &m, x, y, &x, &y); 298 mflags = get_map_flags (m, &m, x, y, &x, &y);
303 299
304 if (mflags & P_OUT_OF_MAP) 300 if (mflags & P_OUT_OF_MAP)
305 break; 301 break;
306 302
307 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) 303 if (!op->flag [FLAG_WIZCAST] && (mflags & P_NO_MAGIC))
308 { 304 {
309 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 305 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
310 return 0; 306 return 0;
311 } 307 }
308
312 if (mflags & P_IS_ALIVE) 309 if (mflags & P_IS_ALIVE)
313 { 310 {
314 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 311 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
315 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 312 if (tmp->flag [FLAG_ALIVE] && (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
316 { 313 {
317 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 314 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
318 if (tmp->head != NULL) 315 if (tmp->head != NULL)
319 tmp = tmp->head; 316 tmp = tmp->head;
320 examine_monster (op, tmp); 317 examine_monster (op, tmp);
343 if (pl->type == PLAYER) 340 if (pl->type == PLAYER)
344 { 341 {
345 /* If race isn't set, then invisible unless it is undead */ 342 /* If race isn't set, then invisible unless it is undead */
346 if (!pl->contr->invis_race) 343 if (!pl->contr->invis_race)
347 { 344 {
348 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 345 if (mon->flag [FLAG_UNDEAD])
349 return 0; 346 return 0;
350 347
351 return 1; 348 return 1;
352 } 349 }
353 350
354 /* invis_race is set if we get here */ 351 /* invis_race is set if we get here */
355 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 352 if (pl->contr->invis_race == shstr_undead && is_true_undead (mon))
356 return 1; 353 return 1;
357 354
358 /* No race, can't be invisible to it */ 355 /* No race, can't be invisible to it */
359 if (!mon->race) 356 if (!mon->race)
360 return 0; 357 return 0;
361 358
362 if (strstr (mon->race, pl->contr->invis_race)) 359 if (mon->race.contains (pl->contr->invis_race))
363 return 1; 360 return 1;
364 361
365 /* Nothing matched above, return 0 */ 362 /* Nothing matched above, return 0 */
366 return 0; 363 return 0;
367 } 364 }
384int 381int
385cast_invisible (object *op, object *caster, object *spell_ob) 382cast_invisible (object *op, object *caster, object *spell_ob)
386{ 383{
387 if (op->invisible > 1000) 384 if (op->invisible > 1000)
388 { 385 {
389 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");
390 return 0; 387 return 0;
391 } 388 }
392 389
393 /* 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
394 * and if statement or two. 391 * and if statement or two.
395 */ 392 */
396 op->invisible += spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 393 op->invisible += spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
394
397 /* max duration */ 395 /* limit duration */
398 if (op->invisible > 1000) 396 min_it (op->invisible, 1000);
399 op->invisible = 1000;
400 397
401 if (op->type == PLAYER) 398 if (op->type == PLAYER)
402 { 399 {
403 op->contr->invis_race = spell_ob->race; 400 op->contr->invis_race = spell_ob->race;
404 401
405 if (QUERY_FLAG (spell_ob, FLAG_MAKE_INVIS)) 402 if (spell_ob->flag [FLAG_MAKE_INVIS])
406 op->contr->tmp_invis = 0; 403 op->contr->tmp_invis = 0;
407 else 404 else
408 op->contr->tmp_invis = 1; 405 op->contr->tmp_invis = 1;
409 406
410 op->contr->hidden = 0; 407 op->contr->hidden = 0;
430/* earth to dust spell. Basically destroys earthwalls in the area. 427/* earth to dust spell. Basically destroys earthwalls in the area.
431 */ 428 */
432int 429int
433cast_earth_to_dust (object *op, object *caster, object *spell_ob) 430cast_earth_to_dust (object *op, object *caster, object *spell_ob)
434{ 431{
435 object *tmp, *next;
436 int range, i, j, mflags; 432 int range, i, j, mflags;
437 sint16 sx, sy; 433 sint16 sx, sy;
438 maptile *m; 434 maptile *m;
439
440 if (op->type != PLAYER)
441 return 0;
442 435
443 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 436 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
444 437
445 for (i = -range; i <= range; i++) 438 for (i = -range; i <= range; i++)
446 for (j = -range; j <= range; j++) 439 for (j = -range; j <= range; j++)
451 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 444 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
452 445
453 if (mflags & P_OUT_OF_MAP) 446 if (mflags & P_OUT_OF_MAP)
454 continue; 447 continue;
455 448
456 // earth to dust tears down everything that can be teared down 449 // earth to dust tears down everything that can be torn down
457 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)
458 { 451 {
459 next = tmp->above; 452 next = tmp->above;
460 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 453
454 if (tmp->flag [FLAG_TEAR_DOWN])
461 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 455 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
462 } 456 }
463 } 457 }
464 458
465 return 1; 459 return 1;
467 461
468void 462void
469execute_word_of_recall (object *op) 463execute_word_of_recall (object *op)
470{ 464{
471 if (object *pl = op->in_player ()) 465 if (object *pl = op->in_player ())
472 {
473 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST)) 466 if (pl->ms ().flags () & P_NO_CLERIC && !pl->flag [FLAG_WIZCAST])
474 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.");
475 else 468 else
476 { 469 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
477 // remove first so we do not call update_stats
478 op->remove ();
479 pl->enter_exit (op);
480 }
481 }
482 470
483 op->destroy (); 471 op->destroy ();
484} 472}
485 473
486/* Word of recall causes the player to return 'home'. 474/* Word of recall causes the player to return 'home'.
488 * time delay effect. 476 * time delay effect.
489 */ 477 */
490int 478int
491cast_word_of_recall (object *op, object *caster, object *spell_ob) 479cast_word_of_recall (object *op, object *caster, object *spell_ob)
492{ 480{
493 object *dummy; 481 if (!op->is_player ())
494 int time;
495
496 if (op->type != PLAYER)
497 return 0; 482 return 0;
498 483
499 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))
500 { 485 {
501 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.");
502 return 1; 487 return 1;
503 } 488 }
504 489
505 dummy = get_archetype (FORCE_NAME); 490 object *dummy = archetype::get (FORCE_NAME);
506 if (dummy == NULL)
507 {
508 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
509 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
510 return 0;
511 }
512 491
513 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));
514 if (time < 1)
515 time = 1;
516 493
517 /* 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
518 * 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
519 * do anything really odd if it say a -1000 or something. 496 * do anything really odd if it say a -1000 or something.
520 */ 497 */
521 dummy->set_speed (0.002); 498 dummy->set_speed (0.002);
522 dummy->speed_left = -dummy->speed * time; 499 dummy->speed_left = -dummy->speed * time;
523 dummy->type = SPELL_EFFECT; 500 dummy->type = SPELL_EFFECT;
524 dummy->subtype = SP_WORD_OF_RECALL; 501 dummy->subtype = SP_WORD_OF_RECALL;
525 502 dummy->slaying = op->contr->savebed_map;
526 /* If we could take advantage of enter_player_savebed() here, it would be 503 dummy->stats.hp = op->contr->bed_x;
527 * nice, but until the map load fails, we can't. 504 dummy->stats.sp = op->contr->bed_y;
528 */
529 EXIT_PATH (dummy) = op->contr->savebed_map;
530 EXIT_X (dummy) = op->contr->bed_x;
531 EXIT_Y (dummy) = op->contr->bed_y;
532 505
533 op->insert (dummy); 506 op->insert (dummy);
534 507
535 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.");
536 509
575 548
576int 549int
577perceive_self (object *op) 550perceive_self (object *op)
578{ 551{
579 const char *cp = describe_item (op, op); 552 const char *cp = describe_item (op, op);
580 archetype *at = archetype::find (ARCH_DEPLETION); 553 archetype *at = archetype::find (shstr_depletion);
581 554
582 dynbuf_text buf; 555 dynbuf_text &buf = msg_dynbuf; buf.clear ();
583 556
584 if (player *pl = op->contr) 557 if (!op->is_player ())
558 return 0;
559
585 if (object *race = archetype::find (op->race)) 560 if (object *race = archetype::find (op->race))
586 buf << "You are a " << (pl->gender ? "female" : "male") << " " << &race->name << ".\n"; 561 buf << " - You are a G<male|female> " << &race->name << ".\n";
587 562
588 if (object *god = find_god (determine_god (op))) 563 if (object *god = find_god (determine_god (op)))
589 buf << "You worship " << &god->name << ".\n"; 564 buf << " - You worship " << &god->name << ".\n";
590 else 565 else
591 buf << "You worship no god.\n"; 566 buf << " - You worship no god.\n";
592 567
593 object *tmp = present_arch_in_ob (at, op); 568 object *tmp = present_arch_in_ob (at, op);
594 569
595 if (*cp == '\0' && tmp == NULL) 570 if (*cp == '\0' && !tmp)
596 buf << "You feel very mundane. "; 571 buf << " - You feel very mundane. ";
597 else 572 else
598 { 573 {
599 buf << "You have: " << cp << ".\n"; 574 buf << " - You have: " << cp << ".\n";
600 575
601 if (tmp) 576 if (tmp)
602 for (int i = 0; i < NUM_STATS; i++) 577 for (int i = 0; i < NUM_STATS; i++)
603 if (tmp->stats.stat (i) < 0) 578 if (tmp->stats.stat (i) < 0)
604 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));
605 } 580 }
606 581
607 if (is_dragon_pl (op)) 582 if (op->is_dragon ())
608 /* now grab the 'dragon_ability'-force from the player's inventory */ 583 /* now grab the 'dragon_ability'-force from the player's inventory */
609 for (tmp = op->inv; tmp; tmp = tmp->below) 584 for (tmp = op->inv; tmp; tmp = tmp->below)
610 { 585 {
611 if (tmp->type == FORCE && !strcmp (tmp->arch->archname, "dragon_ability_force")) 586 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
612 { 587 {
613 if (tmp->stats.exp == 0) 588 if (tmp->stats.exp == 0)
614 buf << "Your metabolism isn't focused on anything.\n"; 589 buf << " - Your metabolism isn't focused on anything.\n";
615 else 590 else
616 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";
617 592
618 break; 593 break;
619 } 594 }
620 } 595 }
621 596
622 buf << '\0'; // zero-terminate 597 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
623
624 new_draw_info (NDI_UNIQUE, 0, op, buf.linearise ());
625 598
626 return 1; 599 return 1;
627} 600}
628 601
629/* This creates magic walls. Really, it can create most any object, 602/* This creates magic walls. Really, it can create most any object,
655 628
656 if ((spell_ob->move_block || x != op->x || y != op->y) && 629 if ((spell_ob->move_block || x != op->x || y != op->y) &&
657 (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) ||
658 ((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)))
659 { 632 {
660 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 633 op->failmsg ("Something is in the way.");
661 return 0; 634 return 0;
662 } 635 }
663 636
664 if (spell_ob->other_arch) 637 if (spell_ob->other_arch)
665 tmp = arch_to_object (spell_ob->other_arch); 638 tmp = spell_ob->other_arch->instance ();
666 else if (spell_ob->race) 639 else if (spell_ob->race)
667 { 640 {
668 char buf1[MAX_BUF]; 641 char buf1[MAX_BUF];
669 642
670 sprintf (buf1, spell_ob->race, dir); 643 sprintf (buf1, spell_ob->race, dir);
674 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 647 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
675 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 648 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
676 return 0; 649 return 0;
677 } 650 }
678 651
679 tmp = arch_to_object (at); 652 tmp = at->instance ();
680 } 653 }
681 else 654 else
682 { 655 {
683 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);
684 return 0; 657 return 0;
689 tmp->attacktype = spell_ob->attacktype; 662 tmp->attacktype = spell_ob->attacktype;
690 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);
691 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);
692 tmp->range = 0; 665 tmp->range = 0;
693 } 666 }
694 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 667 else if (tmp->flag [FLAG_ALIVE])
695 { 668 {
696 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);
697 tmp->stats.maxhp = tmp->stats.hp; 670 tmp->stats.maxhp = tmp->stats.hp;
698 } 671 }
699 672
700 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])
701 { 674 {
702 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);
703 SET_FLAG (tmp, FLAG_IS_USED_UP); 676 tmp->set_flag (FLAG_IS_USED_UP);
704 } 677 }
705 678
706 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 679 if (spell_ob->flag [FLAG_TEAR_DOWN])
707 { 680 {
708 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);
709 tmp->stats.maxhp = tmp->stats.hp; 682 tmp->stats.maxhp = tmp->stats.hp;
710 SET_FLAG (tmp, FLAG_TEAR_DOWN); 683 tmp->set_flag (FLAG_TEAR_DOWN);
711 SET_FLAG (tmp, FLAG_ALIVE); 684 tmp->set_flag (FLAG_ALIVE);
712 } 685 }
713 686
714 /* 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,
715 * 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
716 * earthwalls, though, so they survive restarts. 689 * earthwalls, though, so they survive restarts.
717 */ 690 */
718 if (tmp->type != EARTHWALL) //TODO 691 if (tmp->type != EARTHWALL) //TODO
719 tmp->set_owner (op); 692 tmp->set_owner (op);
720 693
721 set_spell_skill (op, caster, spell_ob, tmp); 694 set_spell_skill (op, caster, spell_ob, tmp);
722 tmp->level = caster_level (caster, spell_ob) / 2; 695 tmp->level = casting_level (caster, spell_ob) / 2;
723 696
724 name = tmp->name; 697 name = tmp->name;
725 if (!(tmp = m->insert (tmp, x, y, op))) 698 if (!(tmp = m->insert (tmp, x, y, op)))
726 { 699 {
727 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);
728 return 0; 701 return 0;
729 } 702 }
730 703
731 /* 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 */
732 if (tmp->other_arch && tmp->other_arch->type == SPELL) 705 if (tmp->other_arch && tmp->other_arch->type == SPELL)
733 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 706 insert_ob_in_ob (tmp->other_arch->instance (), tmp);
734 707
735 /* This code causes the wall to extend some distance in 708 /* This code causes the wall to extend some distance in
736 * each direction, or until an obstruction is encountered. 709 * each direction, or until an obstruction is encountered.
737 * posblocked and negblocked help determine how far the 710 * posblocked and negblocked help determine how far the
738 * created wall can extend, it won't go extend through 711 * created wall can extend, it won't go extend through
758 object *tmp2 = tmp->clone (); 731 object *tmp2 = tmp->clone ();
759 m->insert (tmp2, x, y, op); 732 m->insert (tmp2, x, y, op);
760 733
761 /* 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 */
762 if (tmp2->other_arch && tmp2->other_arch->type == SPELL) 735 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
763 tmp2->insert (arch_to_object (tmp2->other_arch)); 736 tmp2->insert (tmp2->other_arch->instance ());
764 737
765 } 738 }
766 else 739 else
767 posblocked = 1; 740 posblocked = 1;
768 741
775 { 748 {
776 object *tmp2 = tmp->clone (); 749 object *tmp2 = tmp->clone ();
777 m->insert (tmp2, x, y, op); 750 m->insert (tmp2, x, y, op);
778 751
779 if (tmp2->other_arch && tmp2->other_arch->type == SPELL) 752 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
780 tmp2->insert (arch_to_object (tmp2->other_arch)); 753 tmp2->insert (tmp2->other_arch->instance ());
781 } 754 }
782 else 755 else
783 negblocked = 1; 756 negblocked = 1;
784 } 757 }
785 758
786 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) 759 if (tmp->flag [FLAG_BLOCKSVIEW])
787 update_all_los (op->map, op->x, op->y); 760 update_all_los (op->map, op->x, op->y);
788 761
789 return 1; 762 return 1;
790} 763}
791 764
792int 765int
793dimension_door (object *op, object *caster, object *spob, int dir) 766dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
794{ 767{
795 uint32 dist, maxdist; 768 uint32 dist, maxdist;
796 int mflags; 769 int mflags;
797 maptile *m; 770 maptile *m;
798 sint16 sx, sy; 771 sint16 sx, sy;
800 if (op->type != PLAYER) 773 if (op->type != PLAYER)
801 return 0; 774 return 0;
802 775
803 if (!dir) 776 if (!dir)
804 { 777 {
805 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?"); 778 op->failmsg ("In what direction?");
806 return 0; 779 return 0;
807 } 780 }
808 781
809 /* 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
810 * ever, so put limits in. 783 * ever, so put limits in.
811 */ 784 */
812 maxdist = spob->range + SP_level_range_adjust (caster, spob); 785 maxdist = spob->range + SP_level_range_adjust (caster, spob);
813 786
814 if (op->contr->count) 787 if (spellparam)
815 { 788 {
789 int count = atoi (spellparam);
790
816 if (op->contr->count > maxdist) 791 if (count > maxdist)
817 { 792 {
818 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!"); 793 op->failmsg ("You can't dimension door that far!");
819 return 0; 794 return 0;
820 } 795 }
821 796
822 for (dist = 0; dist < op->contr->count; dist++) 797 for (dist = 0; dist < count; dist++)
823 { 798 {
824 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);
825 800
826 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 801 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
827 break; 802 break;
828 803
829 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)))
830 break; 805 break;
831 } 806 }
832 807
833 if (dist < op->contr->count) 808 if (dist < count)
834 { 809 {
835 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");
836 op->contr->count = 0;
837 return 0; 811 return 0;
838 } 812 }
839
840 op->contr->count = 0;
841 813
842 /* Remove code that puts player on random space on maps. IMO, 814 /* Remove code that puts player on random space on maps. IMO,
843 * 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,
844 * 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
845 * by such squares). Also, there are probably treasure rooms and 817 * by such squares). Also, there are probably treasure rooms and
887 break; 859 break;
888 860
889 } 861 }
890 if (!dist) 862 if (!dist)
891 { 863 {
892 new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n"); 864 op->failmsg ("Your spell failed!\n");
893 return 0; 865 return 0;
894 } 866 }
895 } 867 }
896 868
897 /* Actually move the player now */ 869 /* Actually move the player now */
898 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)))
899 return 1; 871 return 1;
900 872
901 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
902 return 1; 875 return 1;
903} 876}
904
905 877
906/* cast_heal: Heals something. 878/* cast_heal: Heals something.
907 * op is the caster. 879 * op is the caster.
908 * dir is the direction he is casting it in. 880 * dir is the direction he is casting it in.
909 * spell is the spell object. 881 * spell is the spell object.
936 { 908 {
937 /* See how many points we actually heal. Instead of messages 909 /* See how many points we actually heal. Instead of messages
938 * based on type of spell, we instead do messages based 910 * based on type of spell, we instead do messages based
939 * on amount of damage healed. 911 * on amount of damage healed.
940 */ 912 */
941 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 913 if (heal > tmp->stats.maxhp - tmp->stats.hp)
942 heal = tmp->stats.maxhp - tmp->stats.hp; 914 heal = tmp->stats.maxhp - tmp->stats.hp;
915
943 tmp->stats.hp += heal; 916 tmp->stats.hp += heal;
944 917
945 if (tmp->stats.hp >= tmp->stats.maxhp) 918 if (tmp->stats.hp >= tmp->stats.maxhp)
946 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 919 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
947 else if (heal > 50) 920 else if (heal > 50)
956 success = 1; 929 success = 1;
957 } 930 }
958 } 931 }
959 932
960 if (spell->attacktype & AT_DISEASE) 933 if (spell->attacktype & AT_DISEASE)
961 if (cure_disease (tmp, op)) 934 if (cure_disease (tmp, op, spell))
962 success = 1; 935 success = 1;
963 936
964 if (spell->attacktype & AT_POISON) 937 if (spell->attacktype & AT_POISON)
965 { 938 {
966 at = archetype::find ("poisoning"); 939 at = archetype::find (shstr_poisoning);
967 poison = present_arch_in_ob (at, tmp); 940 poison = present_arch_in_ob (at, tmp);
968 if (poison) 941 if (poison)
969 { 942 {
970 success = 1; 943 success = 1;
971 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 944 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
973 } 946 }
974 } 947 }
975 948
976 if (spell->attacktype & AT_CONFUSION) 949 if (spell->attacktype & AT_CONFUSION)
977 { 950 {
978 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 951 poison = present_in_ob_by_name (FORCE, shstr_confusion, tmp);
979 if (poison) 952 if (poison)
980 { 953 {
981 success = 1; 954 success = 1;
982 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 955 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
983 poison->duration = 1; 956 poison->duration = 1;
984 } 957 }
985 } 958 }
986 959
987 if (spell->attacktype & AT_BLIND) 960 if (spell->attacktype & AT_BLIND)
988 { 961 {
989 at = archetype::find ("blindness"); 962 at = archetype::find (shstr_blindness);
990 poison = present_arch_in_ob (at, tmp); 963 poison = present_arch_in_ob (at, tmp);
991 if (poison) 964 if (poison)
992 { 965 {
993 success = 1; 966 success = 1;
994 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.");
1012 tmp->stats.grace = tmp->stats.maxgrace; 985 tmp->stats.grace = tmp->stats.maxgrace;
1013 success = 1; 986 success = 1;
1014 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!");
1015 } 988 }
1016 989
1017 if (spell->stats.food && tmp->stats.food < 999) 990 if (spell->stats.food && tmp->stats.food < MAX_FOOD)
1018 { 991 {
1019 tmp->stats.food += spell->stats.food; 992 tmp->stats.food += spell->stats.food;
1020 if (tmp->stats.food > 999) 993 min_it (tmp->stats.food, MAX_FOOD);
1021 tmp->stats.food = 999; 994
1022 success = 1; 995 success = 1;
1023 /* 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 */
1024 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");
1025 } 998 }
1026 999
1040 "You don't feel any more powerful." 1013 "You don't feel any more powerful."
1041 "You are no easier to look at.", 1014 "You are no easier to look at.",
1042}; 1015};
1043 1016
1044int 1017int
1018change_ability_duration (object *spell, object *caster)
1019{
1020 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1021}
1022
1023int
1045cast_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)
1046{ 1025{
1047 object *force = NULL; 1026 object *force = 0;
1048 int i; 1027 int i;
1049 1028
1050 /* 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. */
1051 object *tmp = dir 1030 object *tmp = dir
1052 ? find_target_for_friendly_spell (op, dir) 1031 ? find_target_for_friendly_spell (op, dir)
1053 : op; 1032 : op;
1054 1033
1055 if (!tmp) 1034 if (!tmp)
1056 return 0; 1035 return 0;
1057 1036
1058 /* 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. */
1066 break; 1045 break;
1067 } 1046 }
1068 else if (spell_ob->race && spell_ob->race == tmp2->name) 1047 else if (spell_ob->race && spell_ob->race == tmp2->name)
1069 { 1048 {
1070 if (!silent) 1049 if (!silent)
1071 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
1072 return 0; 1053 return 0;
1073 } 1054 }
1074 } 1055 }
1075 } 1056 }
1057
1058 int duration = change_ability_duration (spell_ob, caster);
1059
1076 if (force == NULL) 1060 if (force)
1077 {
1078 force = get_archetype (FORCE_NAME);
1079 force->subtype = FORCE_CHANGE_ABILITY;
1080 if (spell_ob->race)
1081 force->name = spell_ob->race;
1082 else
1083 force->name = spell_ob->name;
1084 force->name_pl = spell_ob->name;
1085 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1086
1087 } 1061 {
1088 else
1089 {
1090 int duration;
1091
1092 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1093 if (duration > force->duration) 1062 if (duration > force->duration)
1094 { 1063 {
1095 force->duration = duration; 1064 force->duration = duration;
1096 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.");
1097 } 1066 }
1098 else 1067 else
1099 {
1100 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.");
1101 }
1102 1069
1103 return 1; 1070 return 1;
1104 } 1071 }
1105 1072
1106 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 = archetype::get (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
1107 force->speed = 1.0; 1088 force->speed = 1.0;
1108 force->speed_left = -1.0; 1089 force->speed_left = -1.0;
1109 SET_FLAG (force, FLAG_APPLIED); 1090 force->set_flag (FLAG_APPLIED);
1110 1091
1111 /* Now start processing the effects. First, protections */ 1092 /* Now start processing the effects. First, protections */
1112 for (i = 0; i < NROFATTACKS; i++) 1093 for (i = 0; i < NROFATTACKS; i++)
1113 {
1114 if (spell_ob->resist[i]) 1094 if (spell_ob->resist[i])
1115 {
1116 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob); 1095 force->resist[i] = min (100, spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob));
1117 if (force->resist[i] > 100)
1118 force->resist[i] = 100;
1119 }
1120 }
1121 1096
1122 if (spell_ob->stats.hp) 1097 if (spell_ob->stats.hp)
1123 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob); 1098 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1124 1099
1125 if (tmp->type == PLAYER) 1100 if (tmp->type == PLAYER)
1144 } 1119 }
1145 } 1120 }
1146 1121
1147 force->move_type = spell_ob->move_type; 1122 force->move_type = spell_ob->move_type;
1148 1123
1149 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK)) 1124 if (spell_ob->flag [FLAG_SEE_IN_DARK])
1150 SET_FLAG (force, FLAG_SEE_IN_DARK); 1125 force->set_flag (FLAG_SEE_IN_DARK);
1151 1126
1152 if (QUERY_FLAG (spell_ob, FLAG_XRAYS)) 1127 if (spell_ob->flag [FLAG_XRAYS])
1153 SET_FLAG (force, FLAG_XRAYS); 1128 force->set_flag (FLAG_XRAYS);
1154 1129
1155 /* Haste/bonus speed */ 1130 /* Haste/bonus speed */
1156 if (spell_ob->stats.exp) 1131 if (spell_ob->stats.exp)
1157 { 1132 {
1158 if (op->speed > 0.5f) 1133 if (op->speed > 0.5f)
1178 */ 1153 */
1179int 1154int
1180cast_bless (object *op, object *caster, object *spell_ob, int dir) 1155cast_bless (object *op, object *caster, object *spell_ob, int dir)
1181{ 1156{
1182 int i; 1157 int i;
1183 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1158 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1184 1159
1185 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1160 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1186 if (dir != 0) 1161 if (dir != 0)
1187 { 1162 {
1188 tmp = find_target_for_friendly_spell (op, dir); 1163 tmp = find_target_for_friendly_spell (op, dir);
1164
1165 if (!tmp)
1166 return 0;
1189 } 1167 }
1190 else 1168 else
1191 {
1192 tmp = op; 1169 tmp = op;
1193 }
1194 1170
1195 /* If we've already got a force of this type, don't add a new one. */ 1171 /* If we've already got a force of this type, don't add a new one. */
1196 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1172 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1197 { 1173 {
1198 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1174 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1199 { 1175 {
1200 if (tmp2->name == spell_ob->name) 1176 if (tmp2->name == spell_ob->name)
1201 { 1177 {
1207 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 1183 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1208 return 0; 1184 return 0;
1209 } 1185 }
1210 } 1186 }
1211 } 1187 }
1188
1212 if (force == NULL) 1189 if (force == NULL)
1213 { 1190 {
1214 force = get_archetype (FORCE_NAME); 1191 force = archetype::get (FORCE_NAME);
1215 force->subtype = FORCE_CHANGE_ABILITY; 1192 force->subtype = FORCE_CHANGE_ABILITY;
1216 if (spell_ob->race) 1193 if (spell_ob->race)
1217 force->name = spell_ob->race; 1194 force->name = spell_ob->race;
1218 else 1195 else
1219 force->name = spell_ob->name; 1196 force->name = spell_ob->name;
1234 { 1211 {
1235 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1212 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1236 } 1213 }
1237 return 0; 1214 return 0;
1238 } 1215 }
1216
1239 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1217 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1240 force->speed = 1.0; 1218 force->speed = 1.0;
1241 force->speed_left = -1.0; 1219 force->speed_left = -1.0;
1242 SET_FLAG (force, FLAG_APPLIED); 1220 force->set_flag (FLAG_APPLIED);
1243 1221
1244 if (!god) 1222 if (!god)
1245 { 1223 {
1246 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty."); 1224 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1247 } 1225 }
1248 else 1226 else
1249 { 1227 {
1250 /* Only give out good benefits, and put a max on it */ 1228 /* Only give out good benefits, and put a max on it */
1251 for (i = 0; i < NROFATTACKS; i++) 1229 for (i = 0; i < NROFATTACKS; i++)
1252 {
1253 if (god->resist[i] > 0) 1230 if (god->resist[i] > 0)
1254 {
1255 force->resist[i] = MIN (god->resist[i], spell_ob->resist[ATNR_GODPOWER]); 1231 force->resist[i] = min (god->resist[i], spell_ob->resist[ATNR_GODPOWER]);
1256 } 1232
1257 }
1258 force->path_attuned |= god->path_attuned; 1233 force->path_attuned |= god->path_attuned;
1259 1234
1260 if (spell_ob->attacktype) 1235 if (spell_ob->attacktype)
1261 force->slaying = god->slaying; 1236 force->slaying = god->slaying;
1262 1237
1297static void 1272static void
1298alchemy_object (object *obj, uint64 &total_value, int &total_weight) 1273alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1299{ 1274{
1300 uint64 value = query_cost (obj, NULL, F_TRUE); 1275 uint64 value = query_cost (obj, NULL, F_TRUE);
1301 1276
1302 /* Give third price when we alchemy money (This should hopefully 1277 /* Give third price when we alchemy money (this should hopefully
1303 * make it so that it isn't worth it to alchemy money, sell 1278 * make it so that it isn't worth it to alchemy money, sell
1304 * the nuggets, alchemy the gold from that, etc. 1279 * the nuggets, alchemy the gold from that, etc.
1305 * Otherwise, give 9 silver on the gold for other objects, 1280 * Otherwise, give 9 silver on the gold for other objects,
1306 * so that it would still be more affordable to haul 1281 * so that it would still be more affordable to haul
1307 * the stuff back to town. 1282 * the stuff back to town.
1308 */ 1283 */
1309 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1284 if (obj->flag [FLAG_UNPAID])
1310 value = 0; 1285 value = 0;
1311 else if (obj->type == MONEY || obj->type == GEM) 1286 else if (obj->type == MONEY || obj->type == GEM)
1312 value /= 3; 1287 value /= 3;
1313 else 1288 else
1314 value = value * 9 / 10; 1289 value = value * 9 / 10;
1327 if (op->type != PLAYER) 1302 if (op->type != PLAYER)
1328 return 0; 1303 return 0;
1329 1304
1330 archetype *nugget[3]; 1305 archetype *nugget[3];
1331 1306
1332 nugget[0] = archetype::find ("pyrite3"); 1307 nugget[0] = archetype::find (shstr_pyrite3);
1333 nugget[1] = archetype::find ("pyrite2"); 1308 nugget[1] = archetype::find (shstr_pyrite2);
1334 nugget[2] = archetype::find ("pyrite"); 1309 nugget[2] = archetype::find (shstr_pyrite);
1335 1310
1336 /* Put a maximum weight of items that can be alchemised. Limits the power 1311 /* Put a maximum weight of items that can be alchemised. Limits the power
1337 * some, and also prevents people from alchemising every table/chair/clock 1312 * some, and also prevents people from alchemising every table/chair/clock
1338 * in sight 1313 * in sight
1339 */ 1314 */
1368 1343
1369 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next) 1344 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1370 { 1345 {
1371 next = tmp->above; 1346 next = tmp->above;
1372 1347
1373 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1348 if (tmp->weight > 0 && !tmp->flag [FLAG_NO_PICK] &&
1374 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1349 !tmp->flag [FLAG_ALIVE] && !tmp->flag [FLAG_IS_CAULDRON])
1375 { 1350 {
1376 if (tmp->inv) 1351 if (tmp->inv)
1377 { 1352 {
1378 object *next1, *tmp1; 1353 object *next1, *tmp1;
1379 1354
1380 for (tmp1 = tmp->inv; tmp1; tmp1 = next1) 1355 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1381 { 1356 {
1382 next1 = tmp1->below; 1357 next1 = tmp1->below;
1383 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1358 if (tmp1->weight > 0 && !tmp1->flag [FLAG_NO_PICK] &&
1384 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1359 !tmp1->flag [FLAG_ALIVE] && !tmp1->flag [FLAG_IS_CAULDRON])
1385 alchemy_object (tmp1, value, weight); 1360 alchemy_object (tmp1, value, weight);
1386 } 1361 }
1387 } 1362 }
1388 1363
1389 alchemy_object (tmp, value, weight); 1364 alchemy_object (tmp, value, weight);
1394 } 1369 }
1395 1370
1396 value -= rndm (value >> 4); 1371 value -= rndm (value >> 4);
1397 value = min (value, value_max); 1372 value = min (value, value_max);
1398 1373
1399 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i) 1374 for (int i = 0; i < array_length (nugget); ++i)
1400 if (int nrof = value / nugget [i]->value) 1375 if (int nrof = value / nugget [i]->value)
1401 { 1376 {
1402 value -= nrof * nugget[i]->value; 1377 value -= nrof * nugget[i]->value;
1403 1378
1404 object *tmp = arch_to_object (nugget[i]); 1379 object *tmp = nugget[i]->instance ();
1405 tmp->nrof = nrof; 1380 tmp->nrof = nrof;
1406 tmp->flag [FLAG_IDENTIFIED] = true; 1381 tmp->flag [FLAG_IDENTIFIED] = true;
1407 op->map->insert (tmp, x, y, op, 0); 1382 op->map->insert (tmp, x, y, op, 0);
1408 } 1383 }
1409 1384
1414 1389
1415bailout: 1390bailout:
1416 return 1; 1391 return 1;
1417} 1392}
1418 1393
1419
1420/* This function removes the cursed/damned status on equipped 1394/* This function removes the cursed/damned status on equipped
1421 * items. 1395 * items.
1422 */ 1396 */
1423int 1397int
1424remove_curse (object *op, object *caster, object *spell) 1398remove_curse (object *op, object *caster, object *spell)
1425{ 1399{
1426 object *tmp;
1427 int success = 0, was_one = 0; 1400 int success = 0, was_one = 0;
1428 1401
1402 int num_uncurse = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell));
1403
1404 op->splay_marked ();
1405
1406 int typeflag = spell->last_sp ? FLAG_DAMNED : FLAG_CURSED;
1407
1429 for (tmp = op->inv; tmp; tmp = tmp->below) 1408 for (object *tmp = op->inv; tmp && num_uncurse; tmp = tmp->below)
1430 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1409 if (!tmp->invisible && tmp->flag [typeflag])
1431 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1432 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1433 { 1410 {
1434 was_one++; 1411 ++was_one;
1412
1435 if (tmp->level <= caster_level (caster, spell)) 1413 if (tmp->level <= casting_level (caster, spell))
1436 { 1414 {
1437 success++; 1415 ++success;
1438 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1416 --num_uncurse;
1439 CLEAR_FLAG (tmp, FLAG_DAMNED);
1440 1417
1441 CLEAR_FLAG (tmp, FLAG_CURSED); 1418 tmp->clr_flag (typeflag);
1442 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1419 tmp->clr_flag (FLAG_CURSED);
1420 tmp->clr_flag (FLAG_KNOWN_CURSED);
1443 tmp->value = 0; /* Still can't sell it */ 1421 tmp->value = 0; /* Still can't sell it */
1444 if (op->type == PLAYER) 1422
1423 if (object *pl = tmp->visible_to ())
1445 esrv_send_item (op, tmp); 1424 esrv_update_item (UPD_FLAGS, pl, tmp);
1446 } 1425 }
1447 } 1426 }
1448 1427
1449 if (op->type == PLAYER) 1428 if (op->type == PLAYER)
1450 { 1429 {
1451 if (success) 1430 if (success)
1452 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now."); 1431 new_draw_info (NDI_UNIQUE, 0, op, "You realise that some of your items look shinier now. H<You successfully removed some curses.>");
1453 else 1432 else
1454 { 1433 {
1455 if (was_one) 1434 if (was_one)
1456 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse."); 1435 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove any curse. H<The spell was not strong enough.>");
1457 else 1436 else
1458 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items."); 1437 new_draw_info (NDI_UNIQUE, 0, op, "You are not having any cursed items. H<Epic fail.>");
1459 } 1438 }
1460 } 1439 }
1461 1440
1462 return success; 1441 return success;
1463} 1442}
1464 1443
1465/* Identifies objects in the players inventory/on the ground */ 1444/* Identifies objects in the players inventory/on the ground */
1466
1467int 1445int
1468cast_identify (object *op, object *caster, object *spell) 1446cast_identify (object *op, object *caster, object *spell)
1469{ 1447{
1470 object *tmp; 1448 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1471 int success = 0, num_ident;
1472 1449
1473 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1450 int num_ident = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell));
1474 1451
1475 if (num_ident < 1) 1452 op->splay_marked ();
1476 num_ident = 1;
1477 1453
1478 for (tmp = op->inv; tmp; tmp = tmp->below) 1454 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1479 { 1455 {
1480 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1456 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1481 { 1457 {
1482 identify (tmp); 1458 identify (tmp);
1483 1459
1484 if (op->type == PLAYER) 1460 if (op->type == PLAYER)
1485 { 1461 {
1486 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));
1487 1463
1488 if (tmp->msg) 1464 if (tmp->msg)
1489 { 1465 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1490 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1491 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1492 }
1493 } 1466 }
1494 1467
1495 num_ident--;
1496 success = 1;
1497 if (!num_ident) 1468 if (!--num_ident)
1498 break; 1469 break;
1499 } 1470 }
1500 } 1471 }
1501 1472
1502 /* 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
1503 * stuff on the floor. Only identify stuff on the floor if the spell 1474 * stuff on the floor. Only identify stuff on the floor if the spell
1504 * was not fully used. 1475 * was not fully used.
1505 */ 1476 */
1506 if (num_ident) 1477 if (num_ident)
1507 { 1478 {
1508 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 1479 for (object *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1509 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1480 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1510 { 1481 {
1511 identify (tmp); 1482 identify (tmp);
1512 1483
1513 if (op->type == PLAYER) 1484 if (object *pl = tmp->visible_to ())
1514 { 1485 {
1515 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));
1516 1487
1517 if (tmp->msg) 1488 if (tmp->msg)
1518 { 1489 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1519 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1520 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1521 }
1522
1523 esrv_send_item (op, tmp);
1524 } 1490 }
1525 1491
1526 num_ident--;
1527 success = 1;
1528 if (!num_ident) 1492 if (!--num_ident)
1529 break; 1493 break;
1530 } 1494 }
1531 } 1495 }
1532 1496
1533 if (!success) 1497 if (buf.empty ())
1534 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 }
1535 else 1502 else
1503 {
1504 if (op->contr)
1505 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1506
1536 spell_effect (spell, op->x, op->y, op->map, op); 1507 spell_effect (spell, op->x, op->y, op->map, op);
1537 1508 return 1;
1538 return success; 1509 }
1539} 1510}
1540 1511
1541int 1512int
1542cast_detection (object *op, object *caster, object *spell, object *skill) 1513cast_detection (object *op, object *caster, object *spell, object *skill)
1543{ 1514{
1544 object *tmp, *last, *god, *detect; 1515 object *tmp, *last, *god, *detect;
1545 int done_one, range, mflags, floor, level; 1516 int done_one, range, floor, level;
1546 sint16 x, y, nx, ny; 1517 sint16 x, y, nx, ny;
1547 maptile *m; 1518 maptile *m;
1548 1519
1549 /* 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
1550 * doing it over and over again. 1521 * doing it over and over again.
1551 */ 1522 */
1552 god = find_god (determine_god (op)); 1523 god = find_god (determine_god (op));
1553 level = caster_level (caster, spell); 1524 level = casting_level (caster, spell);
1554 range = spell->range + SP_level_range_adjust (caster, spell); 1525 range = spell->range + SP_level_range_adjust (caster, spell);
1555 1526
1556 if (!skill) 1527 if (!skill)
1557 skill = caster; 1528 skill = caster;
1558 1529
1559 for (x = op->x - range; x <= op->x + range; x++) 1530 dynbuf buf;
1560 for (y = op->y - range; y <= op->y + range; y++) 1531 unordered_mapwalk (buf, op, -range, -range, range, range)
1561 { 1532 {
1562 m = op->map;
1563 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1564 if (mflags & P_OUT_OF_MAP)
1565 continue;
1566
1567 /* For most of the detections, we only detect objects above the 1533 /* For most of the detections, we only detect objects above the
1568 * floor. But this is not true for show invisible. 1534 * floor. But this is not true for show invisible.
1569 * Basically, we just go and find the top object and work 1535 * Basically, we just go and find the top object and work
1570 * down - that is easier than working up. 1536 * down - that is easier than working up.
1571 */ 1537 */
1572 1538
1573 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)
1574 last = tmp; 1540 last = tmp;
1575 1541
1576 /* 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
1577 * would happen. 1543 * would happen.
1578 */ 1544 */
1579 if (!last) 1545 if (!last)
1580 continue; 1546 continue;
1581 1547
1582 done_one = 0; 1548 done_one = 0;
1583 floor = 0; 1549 floor = 0;
1584 detect = NULL; 1550 detect = 0;
1585 for (tmp = last; tmp; tmp = tmp->below) 1551 for (tmp = last; tmp; tmp = tmp->below)
1586 { 1552 {
1587 /* show invisible */ 1553 /* show invisible */
1588 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1554 if (spell->flag [FLAG_MAKE_INVIS]
1589 /* Might there be other objects that we can make visible? */ 1555 /* Might there be other objects that we can make visible? */
1590 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1556 && (tmp->invisible && (tmp->flag [FLAG_MONSTER]
1591 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1557 || (tmp->type == PLAYER && !tmp->flag [FLAG_WIZ])
1592 tmp->type == CF_HANDLE || 1558 || tmp->type == T_HANDLE
1593 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
1594 tmp->type == BUTTON || tmp->type == TELEPORTER || 1563 || tmp->type == TELEPORTER
1564 || tmp->type == GATE
1595 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1565 || tmp->type == LOCKED_DOOR
1596 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)
1597 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1569 || tmp->type == TRIGGER_PEDESTAL
1598 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)))
1599 { 1575 {
1576 printf ("show inv %s\n", tmp->debug_desc());//D
1600 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)
1601 { 1578 {
1602 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
1603 done_one = 1; 1661 done_one = 1;
1604 } 1662 }
1605 } 1663 }
1606
1607 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1608 floor = 1;
1609
1610 /* All detections below this point don't descend beneath the floor,
1611 * so just continue on. We could be clever and look at the type of
1612 * detection to completely break out if we don't care about objects beneath
1613 * the floor, but once we get to the floor, not likely a very big issue anyways.
1614 */
1615 if (floor)
1616 continue;
1617
1618 /* I had thought about making detect magic and detect curse
1619 * show the flash the magic item like it does for detect monster.
1620 * however, if the object is within sight, this would then make it
1621 * difficult to see what object is magical/cursed, so the
1622 * effect wouldn't be as apparant.
1623 */
1624
1625 /* detect magic */
1626 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1627 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1628 {
1629 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1630 /* make runes more visibile */
1631 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1632 tmp->stats.Cha /= 4;
1633 done_one = 1;
1634 }
1635 /* detect monster */
1636 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1637 {
1638 done_one = 2;
1639 if (!detect)
1640 detect = tmp;
1641 }
1642 /* Basically, if race is set in the spell, then the creatures race must
1643 * match that. if the spell race is set to GOD, then the gods opposing
1644 * race must match.
1645 */
1646 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1647 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) ||
1648 (strstr (spell->race, tmp->race))))
1649 {
1650 done_one = 2;
1651 if (!detect)
1652 detect = tmp;
1653 }
1654 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1655 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1656 {
1657 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1658 done_one = 1;
1659 }
1660 } /* for stack of objects on this space */ 1664 } /* for stack of objects on this space */
1661 1665
1662 /* 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
1663 * where the magic is. 1667 * where the magic is.
1664 */ 1668 */
1665 if (done_one) 1669 if (done_one)
1666 { 1670 {
1667 object *detect_ob = arch_to_object (spell->other_arch); 1671 object *detect_ob = spell->other_arch->instance ();
1668 1672
1669 /* if this is set, we want to copy the face */ 1673 /* if this is set, we want to copy the face */
1670 if (done_one == 2 && detect) 1674 if (done_one == 2 && detect)
1671 { 1675 {
1672 detect_ob->face = detect->face; 1676 detect_ob->face = detect->face;
1673 detect_ob->animation_id = detect->animation_id; 1677 detect_ob->animation_id = detect->animation_id;
1674 detect_ob->anim_speed = detect->anim_speed; 1678 detect_ob->anim_speed = detect->anim_speed;
1675 detect_ob->last_anim = 0; 1679 detect_ob->last_anim = 0;
1676 /* by default, the detect_ob is already animated */ 1680 /* by default, the detect_ob is already animated */
1677 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1681 if (!detect->flag [FLAG_ANIMATE])
1678 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1682 detect_ob->clr_flag (FLAG_ANIMATE);
1679 } 1683 }
1680 1684
1681 m->insert (detect_ob, nx, ny, op); 1685 m->insert (detect_ob, nx, ny, op, INS_ON_TOP);
1682 } 1686 }
1683 } /* for processing the surrounding spaces */ 1687 } /* for processing the surrounding spaces */
1684 1688
1685 1689
1686 /* 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 */
1687 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])
1688 { 1692 {
1689 done_one = 0; 1693 done_one = 0;
1694
1690 for (tmp = op->inv; tmp; tmp = tmp->below) 1695 for (tmp = op->inv; tmp; tmp = tmp->below)
1691 { 1696 {
1692 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1697 if (!tmp->invisible && !tmp->flag [FLAG_IDENTIFIED])
1693 { 1698 {
1694 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])
1695 { 1700 {
1696 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1701 tmp->set_flag (FLAG_KNOWN_MAGICAL);
1697 if (op->type == PLAYER) 1702
1703 if (object *pl = tmp->visible_to ())
1698 esrv_send_item (op, tmp); 1704 esrv_update_item (UPD_FLAGS, pl, tmp);
1699 } 1705 }
1700 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1706
1701 (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]))
1702 { 1709 {
1703 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1710 tmp->set_flag (FLAG_KNOWN_CURSED);
1704 if (op->type == PLAYER) 1711
1712 if (object *pl = tmp->visible_to ())
1705 esrv_send_item (op, tmp); 1713 esrv_update_item (UPD_FLAGS, pl, tmp);
1706 } 1714 }
1707 } /* if item is not identified */ 1715 } /* if item is not identified */
1708 } /* for the players inventory */ 1716 } /* for the players inventory */
1709 } /* if detect magic/curse and object is a player */ 1717 } /* if detect magic/curse and object is a player */
1718
1710 return 1; 1719 return 1;
1711} 1720}
1712 1721
1713 1722
1714/** 1723/**
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, 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!");
1748 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1749 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
1749 { 1750 {
1750 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1751 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
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 {
1800 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);
1801 charge_mana_effect (plyr, caster_level (caster, spell)); 1802 charge_mana_effect (plyr, casting_level (caster, spell));
1802 return 1; 1803 return 1;
1803 } 1804 }
1804 /* suck sp away. Can't suck sp from yourself */ 1805 /* suck sp away. Can't suck sp from yourself */
1805 else if (op != plyr) 1806 else if (op != plyr)
1806 { 1807 {
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)
1822 { 1823 {
1823 charge_mana_effect (op, caster_level (caster, spell)); 1824 charge_mana_effect (op, casting_level (caster, spell));
1824 } 1825 }
1825 } 1826 }
1826 return 1; 1827 return 1;
1827 } 1828 }
1828 return 0; 1829 return 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
1904 break; 1905 break;
1905 } 1906 }
1906 } 1907 }
1907} 1908}
1908 1909
1909
1910
1911/* cast_consecrate() - a spell to make an altar your god's */ 1910/* cast_consecrate() - a spell to make an altar your god's */
1912int 1911int
1913cast_consecrate (object *op, object *caster, object *spell) 1912cast_consecrate (object *op, object *caster, object *spell)
1914{ 1913{
1915 char buf[MAX_BUF]; 1914 char buf[MAX_BUF];
1916 1915
1917 object *tmp, *god = find_god (determine_god (op)); 1916 object *tmp, *god = find_god (determine_god (op));
1918 1917
1919 if (!god) 1918 if (!god)
1920 { 1919 {
1921 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!");
1922 return 0; 1921 return 0;
1923 } 1922 }
1924 1923
1925 for (tmp = op->below; tmp; tmp = tmp->below) 1924 for (tmp = op->below; tmp; tmp = tmp->below)
1926 { 1925 {
1927 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1926 if (tmp->flag [FLAG_IS_FLOOR])
1928 break; 1927 break;
1929 if (tmp->type == HOLY_ALTAR) 1928 if (tmp->type == HOLY_ALTAR)
1930 { 1929 {
1931 1930
1932 if (tmp->level > caster_level (caster, spell)) 1931 if (tmp->level > casting_level (caster, spell))
1933 { 1932 {
1934 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);
1935 return 0; 1934 return 0;
1936 } 1935 }
1937 else 1936 else
1938 { 1937 {
1939 /* If we got here, we are consecrating an altar */ 1938 /* If we got here, we are consecrating an altar */
1940 sprintf (buf, "Altar of %s", &god->name); 1939 sprintf (buf, "Altar of %s", &god->name);
1941 tmp->name = buf; 1940 tmp->name = buf;
1942 tmp->level = caster_level (caster, spell); 1941 tmp->level = casting_level (caster, spell);
1943 tmp->other_arch = god->arch; 1942 tmp->other_arch = god->arch;
1943
1944 if (op->type == PLAYER) 1944 if (op->type == PLAYER)
1945 esrv_update_item (UPD_NAME, op, tmp); 1945 esrv_update_item (UPD_NAME, op, tmp);
1946
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
1988 return 0; 1989 return 0;
1989 } 1990 }
1990 1991
1991 /* if no direction specified, pick one */ 1992 /* if no direction specified, pick one */
1992 if (!dir) 1993 if (!dir)
1993 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);
1994 1995
1995 m = op->map; 1996 m = op->map;
1996 x = op->x + freearr_x[dir]; 1997 x = op->x + freearr_x[dir];
1997 y = op->y + freearr_y[dir]; 1998 y = op->y + freearr_y[dir];
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 == -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)
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 }
2016
2015 if (spell->race && strcmp (weapon->arch->archname, spell->race)) 2017 if (spell->race && weapon->arch->archname != spell->race)
2016 { 2018 {
2017 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2019 op->failmsg ("The spell fails to transform your weapon.");
2018 return 0; 2020 return 0;
2019 } 2021 }
2022
2020 if (weapon->type != WEAPON) 2023 if (weapon->type != WEAPON)
2021 { 2024 {
2022 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.");
2023 return 0; 2026 return 0;
2024 } 2027 }
2025 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2028
2029 if (weapon->flag [FLAG_APPLIED])
2026 { 2030 {
2027 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));
2028 return 0; 2032 return 0;
2029 } 2033 }
2030 2034
2031 if (weapon->nrof > 1) 2035 weapon = weapon->split ();
2032 {
2033 tmp = get_split_ob (weapon, 1);
2034 esrv_send_item (op, weapon);
2035 weapon = tmp;
2036 }
2037 2036
2038 /* create the golem object */ 2037 /* create the golem object */
2039 tmp = arch_to_object (spell->other_arch); 2038 object *tmp = spell->other_arch->instance ();
2040 2039
2041 /* 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 */
2042 CLEAR_FLAG (tmp, FLAG_MONSTER); 2041 tmp->clr_flag (FLAG_MONSTER);
2043 tmp->stats.exp = 0; 2042 tmp->stats.exp = 0;
2044 add_friendly_object (tmp); 2043 add_friendly_object (tmp);
2045 tmp->type = GOLEM; 2044 tmp->type = GOLEM;
2046 tmp->set_owner (op); 2045 tmp->set_owner (op);
2047 op->contr->golem = tmp; 2046 op->contr->golem = tmp;
2048 set_spell_skill (op, caster, spell, tmp); 2047 set_spell_skill (op, caster, spell, tmp);
2049 2048
2050 /* 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
2051 * removed flag - it should only be set if get_split_object was 2050 * removed flag - it should only be set if weapon->split was
2052 * used above. 2051 * used above.
2053 */ 2052 */
2054 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2053 if (!weapon->flag [FLAG_REMOVED])
2055 weapon->remove (); 2054 weapon->remove ();
2056 2055
2057 insert_ob_in_ob (weapon, tmp); 2056 tmp->insert (weapon);
2058 esrv_send_item (op, weapon); 2057
2059 /* 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,
2060 * 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
2061 * body_info, skills, etc) 2060 * body_info, skills, etc)
2062 */ 2061 */
2063 SET_FLAG (tmp, FLAG_USE_WEAPON); 2062 tmp->set_flag (FLAG_USE_WEAPON);
2064 SET_FLAG (weapon, FLAG_APPLIED); 2063 weapon->set_flag (FLAG_APPLIED);
2065 tmp->update_stats (); 2064 tmp->update_stats ();
2066 2065
2067 /* 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
2068 * 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 -
2069 * 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.
2089 2088
2090 /* attacktype */ 2089 /* attacktype */
2091 if (!tmp->attacktype) 2090 if (!tmp->attacktype)
2092 tmp->attacktype = AT_PHYSICAL; 2091 tmp->attacktype = AT_PHYSICAL;
2093 2092
2094 if (materialtype_t *mt = name_to_material (op->materialname))
2095 {
2096 for (i = 0; i < NROFATTACKS; i++) 2093 for (i = 0; i < NROFATTACKS; i++)
2097 tmp->resist[i] = 50 - (mt->save[i] * 5); 2094 tmp->resist[i] = 50 - (op->material->save[i] * 5);
2098 a = mt->save[0]; 2095
2099 } 2096 a = op->material->save[0];
2100 else
2101 {
2102 for (i = 0; i < NROFATTACKS; i++)
2103 tmp->resist[i] = 5;
2104 a = 10;
2105 }
2106 2097
2107 /* Set weapon's immunity */ 2098 /* Set weapon's immunity */
2108 tmp->resist[ATNR_CONFUSION] = 100; 2099 tmp->resist[ATNR_CONFUSION] = 100;
2109 tmp->resist[ATNR_POISON] = 100; 2100 tmp->resist[ATNR_POISON] = 100;
2110 tmp->resist[ATNR_SLOW] = 100; 2101 tmp->resist[ATNR_SLOW] = 100;
2118 /* 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 */
2119 2110
2120 if (a > 14) 2111 if (a > 14)
2121 a = 14; 2112 a = 14;
2122 2113
2123 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.f - (float) tmp->resist[ATNR_PHYSICAL]) / (30.f - 2.f * a));
2124 2115
2125 /* Determine golem's speed */ 2116 /* Determine golem's speed */
2126 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell))); 2117 tmp->set_speed (min (3.33f, 0.4f + 0.1f * SP_level_range_adjust (caster, spell)));
2127 2118
2128 if (!spell->race) 2119 if (!spell->race)
2129 { 2120 {
2130 sprintf (buf, "animated %s", &weapon->name); 2121 sprintf (buf, "animated %s", &weapon->name);
2131 tmp->name = buf; 2122 tmp->name = buf;
2137 tmp->state = weapon->state; 2128 tmp->state = weapon->state;
2138 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2129 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2139 } 2130 }
2140 2131
2141 /* 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. */
2142 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));
2143 2134
2144 tmp->speed_left = -1; 2135 tmp->speed_left = -1;
2145 tmp->direction = dir; 2136 tmp->direction = dir;
2146 2137
2147 m->insert (tmp, x, y, op); 2138 m->insert (tmp, x, y, op);
2151/* cast_daylight() - changes the map darkness level *lower* */ 2142/* cast_daylight() - changes the map darkness level *lower* */
2152 2143
2153/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2144/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2154 * This changes the light level for the entire map. 2145 * This changes the light level for the entire map.
2155 */ 2146 */
2156
2157int 2147int
2158cast_change_map_lightlevel (object *op, object *caster, object *spell) 2148cast_change_map_lightlevel (object *op, object *caster, object *spell)
2159{ 2149{
2160 int success; 2150 int success;
2161 2151
2165 success = op->map->change_map_light (spell->stats.dam); 2155 success = op->map->change_map_light (spell->stats.dam);
2166 2156
2167 if (!success) 2157 if (!success)
2168 { 2158 {
2169 if (spell->stats.dam < 0) 2159 if (spell->stats.dam < 0)
2170 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2160 op->failmsg ("It can be no brighter here.");
2171 else 2161 else
2172 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2162 op->failmsg ("It can be no darker here.");
2173 } 2163 }
2164
2174 return success; 2165 return success;
2175} 2166}
2176
2177
2178
2179
2180 2167
2181/* 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.
2182 * 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,
2183 * spell is the spell object itself. 2170 * spell is the spell object itself.
2184 */ 2171 */
2190 2177
2191 new_aura = present_arch_in_ob (spell->other_arch, op); 2178 new_aura = present_arch_in_ob (spell->other_arch, op);
2192 if (new_aura) 2179 if (new_aura)
2193 refresh = 1; 2180 refresh = 1;
2194 else 2181 else
2195 new_aura = arch_to_object (spell->other_arch); 2182 new_aura = spell->other_arch->instance ();
2196 2183
2197 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);
2198 2185
2199 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);
2200 2187
2201 new_aura->set_owner (op);
2202 set_spell_skill (op, caster, spell, new_aura); 2188 set_spell_skill (op, caster, spell, new_aura);
2203 new_aura->attacktype = spell->attacktype; 2189 new_aura->attacktype = spell->attacktype;
2204 2190
2205 new_aura->level = caster_level (caster, spell); 2191 new_aura->level = casting_level (caster, spell);
2192
2206 if (refresh) 2193 if (refresh)
2207 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.");
2208 else 2195 else
2209 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
2210 insert_ob_in_ob (new_aura, op); 2198 insert_ob_in_ob (new_aura, op);
2199 new_aura->set_owner (op);
2200
2211 return 1; 2201 return 1;
2212} 2202}
2213
2214 2203
2215/* 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,
2216 * 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
2217 * around him. 2206 * around him.
2218 * Aura parameters: 2207 * Aura parameters:
2219 * duration: duration counter. 2208 * duration: duration counter.
2220 * attacktype: aura's attacktype 2209 * attacktype: aura's attacktype
2221 * other_arch: archetype to drop where we attack 2210 * other_arch: archetype to drop where we attack
2222 */ 2211 */
2223
2224void 2212void
2225move_aura (object *aura) 2213move_aura (object *aura)
2226{ 2214{
2227 int i, mflags;
2228 object *env;
2229 maptile *m;
2230
2231 /* auras belong in inventories */ 2215 /* auras belong in inventories */
2232 env = aura->env; 2216 object *env = aura->env;
2217 object *owner = aura->owner;
2233 2218
2234 /* no matter what we've gotta remove the aura... 2219 /* no matter what we've gotta remove the aura...
2235 * we'll put it back if its time isn't up. 2220 * we'll put it back if its time isn't up.
2236 */ 2221 */
2237 aura->remove (); 2222 aura->remove ();
2242 aura->destroy (); 2227 aura->destroy ();
2243 return; 2228 return;
2244 } 2229 }
2245 2230
2246 /* auras only exist in inventories */ 2231 /* auras only exist in inventories */
2247 if (env == NULL || env->map == NULL) 2232 if (!env || !env->map)
2248 { 2233 {
2249 aura->destroy (); 2234 aura->destroy ();
2250 return; 2235 return;
2251 } 2236 }
2252 2237
2253 /* we need to jump out of the inventory for a bit 2238 /* we need to jump out of the inventory for a bit
2254 * in order to hit the map conveniently. 2239 * in order to hit the map conveniently.
2255 */ 2240 */
2256 aura->insert_at (env, aura); 2241 aura->insert_at (env, aura);
2257 2242
2258 for (i = 1; i < 9; i++) 2243 for (int i = 1; i < 9; i++)
2259 { 2244 {
2260 sint16 nx, ny; 2245 mapxy pos (env);
2246 pos.move (i);
2261 2247
2262 nx = aura->x + freearr_x[i];
2263 ny = aura->y + freearr_y[i];
2264 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2265
2266 /* Consider the movement tyep of the person with the aura as 2248 /* Consider the movement type of the person with the aura as
2267 * 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
2268 * 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.
2269 */ 2251 */
2270 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)))
2271 { 2253 {
2272 hit_map (aura, i, aura->attacktype, 0); 2254 hit_map (aura, i, aura->attacktype, 0);
2273 2255
2274 if (aura->other_arch) 2256 if (aura->other_arch)
2275 m->insert (arch_to_object (aura->other_arch), nx, ny, aura); 2257 pos.insert (aura->other_arch->instance (), aura);
2276 } 2258 }
2277 } 2259 }
2278 2260
2279 /* put the aura back in the player's inventory */ 2261 /* put the aura back in the player's inventory */
2280 aura->remove (); 2262 env->insert (aura);
2281 insert_ob_in_ob (aura, env); 2263 aura->set_owner (owner);
2282} 2264}
2283 2265
2284/* moves the peacemaker spell. 2266/* moves the peacemaker spell.
2285 * op is the piece object. 2267 * op is the piece object.
2286 */ 2268 */
2287
2288void 2269void
2289move_peacemaker (object *op) 2270move_peacemaker (object *op)
2290{ 2271{
2291 object *tmp; 2272 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2292
2293 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2294 { 2273 {
2295 int atk_lev, def_lev; 2274 int atk_lev, def_lev;
2296 object *victim = tmp; 2275 object *victim = tmp->head_ ();
2297 2276
2298 if (tmp->head) 2277 if (!victim->flag [FLAG_MONSTER])
2299 victim = tmp->head;
2300 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2301 continue; 2278 continue;
2302 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2279
2280 if (victim->flag [FLAG_UNAGGRESSIVE])
2303 continue; 2281 continue;
2282
2304 if (victim->stats.exp == 0) 2283 if (victim->stats.exp == 0)
2305 continue; 2284 continue;
2306 2285
2307 def_lev = MAX (1, victim->level); 2286 def_lev = max (1, victim->level);
2308 atk_lev = MAX (1, op->level); 2287 atk_lev = max (1, op->level);
2309 2288
2310 if (rndm (0, atk_lev - 1) > def_lev) 2289 if (rndm (0, atk_lev - 1) > def_lev)
2311 { 2290 {
2312 /* make this sucker peaceful. */ 2291 /* make this sucker peaceful. */
2313 2292
2293 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2314 change_exp (op->owner, victim->stats.exp, op->skill, 0); 2294 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2315 victim->stats.exp = 0; 2295 victim->stats.exp = 0;
2316#if 0 2296#if 0
2317 /* No idea why these were all set to zero - if something 2297 /* No idea why these were all set to zero - if something
2318 * makes this creature agressive, he should still do damage. 2298 * makes this creature agressive, he should still do damage.
2321 victim->stats.sp = 0; 2301 victim->stats.sp = 0;
2322 victim->stats.grace = 0; 2302 victim->stats.grace = 0;
2323 victim->stats.Pow = 0; 2303 victim->stats.Pow = 0;
2324#endif 2304#endif
2325 victim->attack_movement = RANDO2; 2305 victim->attack_movement = RANDO2;
2326 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2306 victim->set_flag (FLAG_UNAGGRESSIVE);
2327 SET_FLAG (victim, FLAG_RUN_AWAY); 2307 victim->set_flag (FLAG_RUN_AWAY);
2328 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2308 victim->set_flag (FLAG_RANDOM_MOVE);
2329 CLEAR_FLAG (victim, FLAG_MONSTER); 2309 victim->clr_flag (FLAG_MONSTER);
2310
2330 if (victim->name) 2311 if (victim->name)
2331 {
2332 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);
2333 } 2313 }
2334 }
2335 } 2314 }
2336} 2315}
2337
2338 2316
2339/* This writes a rune that contains the appropriate message. 2317/* This writes a rune that contains the appropriate message.
2340 * There really isn't any adjustments we make. 2318 * There really isn't any adjustments we make.
2341 */ 2319 */
2342
2343int 2320int
2344write_mark (object *op, object *spell, const char *msg) 2321write_mark (object *op, object *spell, const char *msg)
2345{ 2322{
2346 char rune[HUGE_BUF];
2347 object *tmp;
2348
2349 if (!msg || msg[0] == 0) 2323 if (!msg || msg[0] == 0)
2350 { 2324 {
2351 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2325 op->failmsg ("Write what?");
2352 return 0; 2326 return 0;
2353 } 2327 }
2354 2328
2355 if (strcasestr_local (msg, "endmsg")) 2329 if (!msg_is_safe (msg))
2356 { 2330 {
2357 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.>");
2358 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);
2359 return 0; 2333 return 0;
2360 } 2334 }
2335
2361 if (!spell->other_arch) 2336 if (!spell->other_arch)
2362 return 0; 2337 return 0;
2363 tmp = arch_to_object (spell->other_arch);
2364 2338
2365 snprintf (rune, sizeof (rune), "%s\n", msg); 2339 object *tmp = spell->other_arch->instance ();
2366 2340
2367 tmp->race = op->name; /*Save the owner of the rune */ 2341 tmp->race = op->name; /*Save the owner of the rune */
2368 tmp->msg = rune; 2342 tmp->msg = msg;
2369 2343
2370 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); 2344 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2345
2371 return 1; 2346 return 1;
2372} 2347}
2348

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