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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.71 by root, Wed Aug 29 20:40:25 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 && tmp->arch->archname == shstr_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}
904 877
905/* cast_heal: Heals something. 878/* cast_heal: Heals something.
906 * op is the caster. 879 * op is the caster.
961 if (cure_disease (tmp, op, spell)) 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 993 min_it (tmp->stats.food, MAX_FOOD);
1021 if (tmp->stats.food > 999)
1022 tmp->stats.food = 999;
1023 994
1024 success = 1; 995 success = 1;
1025 /* 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 */
1026 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");
1027 } 998 }
1042 "You don't feel any more powerful." 1013 "You don't feel any more powerful."
1043 "You are no easier to look at.", 1014 "You are no easier to look at.",
1044}; 1015};
1045 1016
1046int 1017int
1018change_ability_duration (object *spell, object *caster)
1019{
1020 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1021}
1022
1023int
1047cast_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)
1048{ 1025{
1049 object *force = NULL; 1026 object *force = 0;
1050 int i; 1027 int i;
1051 1028
1052 /* 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. */
1053 object *tmp = dir 1030 object *tmp = dir
1054 ? find_target_for_friendly_spell (op, dir) 1031 ? find_target_for_friendly_spell (op, dir)
1055 : op; 1032 : op;
1056 1033
1057 if (!tmp) 1034 if (!tmp)
1058 return 0; 1035 return 0;
1059 1036
1060 /* 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. */
1068 break; 1045 break;
1069 } 1046 }
1070 else if (spell_ob->race && spell_ob->race == tmp2->name) 1047 else if (spell_ob->race && spell_ob->race == tmp2->name)
1071 { 1048 {
1072 if (!silent) 1049 if (!silent)
1073 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
1074 return 0; 1053 return 0;
1075 } 1054 }
1076 } 1055 }
1077 } 1056 }
1057
1058 int duration = change_ability_duration (spell_ob, caster);
1059
1078 if (force == NULL) 1060 if (force)
1079 {
1080 force = get_archetype (FORCE_NAME);
1081 force->subtype = FORCE_CHANGE_ABILITY;
1082 if (spell_ob->race)
1083 force->name = spell_ob->race;
1084 else
1085 force->name = spell_ob->name;
1086 force->name_pl = spell_ob->name;
1087 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1088
1089 } 1061 {
1090 else
1091 {
1092 int duration;
1093
1094 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1095 if (duration > force->duration) 1062 if (duration > force->duration)
1096 { 1063 {
1097 force->duration = duration; 1064 force->duration = duration;
1098 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.");
1099 } 1066 }
1100 else 1067 else
1101 {
1102 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.");
1103 }
1104 1069
1105 return 1; 1070 return 1;
1106 } 1071 }
1107 1072
1108 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
1109 force->speed = 1.0; 1088 force->speed = 1.0;
1110 force->speed_left = -1.0; 1089 force->speed_left = -1.0;
1111 SET_FLAG (force, FLAG_APPLIED); 1090 force->set_flag (FLAG_APPLIED);
1112 1091
1113 /* Now start processing the effects. First, protections */ 1092 /* Now start processing the effects. First, protections */
1114 for (i = 0; i < NROFATTACKS; i++) 1093 for (i = 0; i < NROFATTACKS; i++)
1115 {
1116 if (spell_ob->resist[i]) 1094 if (spell_ob->resist[i])
1117 {
1118 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));
1119 if (force->resist[i] > 100)
1120 force->resist[i] = 100;
1121 }
1122 }
1123 1096
1124 if (spell_ob->stats.hp) 1097 if (spell_ob->stats.hp)
1125 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);
1126 1099
1127 if (tmp->type == PLAYER) 1100 if (tmp->type == PLAYER)
1146 } 1119 }
1147 } 1120 }
1148 1121
1149 force->move_type = spell_ob->move_type; 1122 force->move_type = spell_ob->move_type;
1150 1123
1151 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK)) 1124 if (spell_ob->flag [FLAG_SEE_IN_DARK])
1152 SET_FLAG (force, FLAG_SEE_IN_DARK); 1125 force->set_flag (FLAG_SEE_IN_DARK);
1153 1126
1154 if (QUERY_FLAG (spell_ob, FLAG_XRAYS)) 1127 if (spell_ob->flag [FLAG_XRAYS])
1155 SET_FLAG (force, FLAG_XRAYS); 1128 force->set_flag (FLAG_XRAYS);
1156 1129
1157 /* Haste/bonus speed */ 1130 /* Haste/bonus speed */
1158 if (spell_ob->stats.exp) 1131 if (spell_ob->stats.exp)
1159 { 1132 {
1160 if (op->speed > 0.5f) 1133 if (op->speed > 0.5f)
1180 */ 1153 */
1181int 1154int
1182cast_bless (object *op, object *caster, object *spell_ob, int dir) 1155cast_bless (object *op, object *caster, object *spell_ob, int dir)
1183{ 1156{
1184 int i; 1157 int i;
1185 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1158 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1186 1159
1187 /* 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. */
1188 if (dir != 0) 1161 if (dir != 0)
1189 { 1162 {
1190 tmp = find_target_for_friendly_spell (op, dir); 1163 tmp = find_target_for_friendly_spell (op, dir);
1164
1165 if (!tmp)
1166 return 0;
1191 } 1167 }
1192 else 1168 else
1193 {
1194 tmp = op; 1169 tmp = op;
1195 }
1196 1170
1197 /* 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. */
1198 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1172 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1199 { 1173 {
1200 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1174 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1201 { 1175 {
1202 if (tmp2->name == spell_ob->name) 1176 if (tmp2->name == spell_ob->name)
1203 { 1177 {
1209 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);
1210 return 0; 1184 return 0;
1211 } 1185 }
1212 } 1186 }
1213 } 1187 }
1188
1214 if (force == NULL) 1189 if (force == NULL)
1215 { 1190 {
1216 force = get_archetype (FORCE_NAME); 1191 force = archetype::get (FORCE_NAME);
1217 force->subtype = FORCE_CHANGE_ABILITY; 1192 force->subtype = FORCE_CHANGE_ABILITY;
1218 if (spell_ob->race) 1193 if (spell_ob->race)
1219 force->name = spell_ob->race; 1194 force->name = spell_ob->race;
1220 else 1195 else
1221 force->name = spell_ob->name; 1196 force->name = spell_ob->name;
1236 { 1211 {
1237 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.");
1238 } 1213 }
1239 return 0; 1214 return 0;
1240 } 1215 }
1216
1241 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;
1242 force->speed = 1.0; 1218 force->speed = 1.0;
1243 force->speed_left = -1.0; 1219 force->speed_left = -1.0;
1244 SET_FLAG (force, FLAG_APPLIED); 1220 force->set_flag (FLAG_APPLIED);
1245 1221
1246 if (!god) 1222 if (!god)
1247 { 1223 {
1248 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty."); 1224 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1249 } 1225 }
1250 else 1226 else
1251 { 1227 {
1252 /* Only give out good benefits, and put a max on it */ 1228 /* Only give out good benefits, and put a max on it */
1253 for (i = 0; i < NROFATTACKS; i++) 1229 for (i = 0; i < NROFATTACKS; i++)
1254 {
1255 if (god->resist[i] > 0) 1230 if (god->resist[i] > 0)
1256 {
1257 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]);
1258 } 1232
1259 }
1260 force->path_attuned |= god->path_attuned; 1233 force->path_attuned |= god->path_attuned;
1261 1234
1262 if (spell_ob->attacktype) 1235 if (spell_ob->attacktype)
1263 force->slaying = god->slaying; 1236 force->slaying = god->slaying;
1264 1237
1299static void 1272static void
1300alchemy_object (object *obj, uint64 &total_value, int &total_weight) 1273alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1301{ 1274{
1302 uint64 value = query_cost (obj, NULL, F_TRUE); 1275 uint64 value = query_cost (obj, NULL, F_TRUE);
1303 1276
1304 /* Give third price when we alchemy money (This should hopefully 1277 /* Give third price when we alchemy money (this should hopefully
1305 * 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
1306 * the nuggets, alchemy the gold from that, etc. 1279 * the nuggets, alchemy the gold from that, etc.
1307 * Otherwise, give 9 silver on the gold for other objects, 1280 * Otherwise, give 9 silver on the gold for other objects,
1308 * so that it would still be more affordable to haul 1281 * so that it would still be more affordable to haul
1309 * the stuff back to town. 1282 * the stuff back to town.
1310 */ 1283 */
1311 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1284 if (obj->flag [FLAG_UNPAID])
1312 value = 0; 1285 value = 0;
1313 else if (obj->type == MONEY || obj->type == GEM) 1286 else if (obj->type == MONEY || obj->type == GEM)
1314 value /= 3; 1287 value /= 3;
1315 else 1288 else
1316 value = value * 9 / 10; 1289 value = value * 9 / 10;
1329 if (op->type != PLAYER) 1302 if (op->type != PLAYER)
1330 return 0; 1303 return 0;
1331 1304
1332 archetype *nugget[3]; 1305 archetype *nugget[3];
1333 1306
1334 nugget[0] = archetype::find ("pyrite3"); 1307 nugget[0] = archetype::find (shstr_pyrite3);
1335 nugget[1] = archetype::find ("pyrite2"); 1308 nugget[1] = archetype::find (shstr_pyrite2);
1336 nugget[2] = archetype::find ("pyrite"); 1309 nugget[2] = archetype::find (shstr_pyrite);
1337 1310
1338 /* 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
1339 * some, and also prevents people from alchemising every table/chair/clock 1312 * some, and also prevents people from alchemising every table/chair/clock
1340 * in sight 1313 * in sight
1341 */ 1314 */
1370 1343
1371 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)
1372 { 1345 {
1373 next = tmp->above; 1346 next = tmp->above;
1374 1347
1375 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1348 if (tmp->weight > 0 && !tmp->flag [FLAG_NO_PICK] &&
1376 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1349 !tmp->flag [FLAG_ALIVE] && !tmp->flag [FLAG_IS_CAULDRON])
1377 { 1350 {
1378 if (tmp->inv) 1351 if (tmp->inv)
1379 { 1352 {
1380 object *next1, *tmp1; 1353 object *next1, *tmp1;
1381 1354
1382 for (tmp1 = tmp->inv; tmp1; tmp1 = next1) 1355 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1383 { 1356 {
1384 next1 = tmp1->below; 1357 next1 = tmp1->below;
1385 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1358 if (tmp1->weight > 0 && !tmp1->flag [FLAG_NO_PICK] &&
1386 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1359 !tmp1->flag [FLAG_ALIVE] && !tmp1->flag [FLAG_IS_CAULDRON])
1387 alchemy_object (tmp1, value, weight); 1360 alchemy_object (tmp1, value, weight);
1388 } 1361 }
1389 } 1362 }
1390 1363
1391 alchemy_object (tmp, value, weight); 1364 alchemy_object (tmp, value, weight);
1396 } 1369 }
1397 1370
1398 value -= rndm (value >> 4); 1371 value -= rndm (value >> 4);
1399 value = min (value, value_max); 1372 value = min (value, value_max);
1400 1373
1401 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i) 1374 for (int i = 0; i < array_length (nugget); ++i)
1402 if (int nrof = value / nugget [i]->value) 1375 if (int nrof = value / nugget [i]->value)
1403 { 1376 {
1404 value -= nrof * nugget[i]->value; 1377 value -= nrof * nugget[i]->value;
1405 1378
1406 object *tmp = arch_to_object (nugget[i]); 1379 object *tmp = nugget[i]->instance ();
1407 tmp->nrof = nrof; 1380 tmp->nrof = nrof;
1408 tmp->flag [FLAG_IDENTIFIED] = true; 1381 tmp->flag [FLAG_IDENTIFIED] = true;
1409 op->map->insert (tmp, x, y, op, 0); 1382 op->map->insert (tmp, x, y, op, 0);
1410 } 1383 }
1411 1384
1416 1389
1417bailout: 1390bailout:
1418 return 1; 1391 return 1;
1419} 1392}
1420 1393
1421
1422/* This function removes the cursed/damned status on equipped 1394/* This function removes the cursed/damned status on equipped
1423 * items. 1395 * items.
1424 */ 1396 */
1425int 1397int
1426remove_curse (object *op, object *caster, object *spell) 1398remove_curse (object *op, object *caster, object *spell)
1427{ 1399{
1428 object *tmp;
1429 int success = 0, was_one = 0; 1400 int success = 0, was_one = 0;
1430 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
1431 for (tmp = op->inv; tmp; tmp = tmp->below) 1408 for (object *tmp = op->inv; tmp && num_uncurse; tmp = tmp->below)
1432 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1409 if (!tmp->invisible && tmp->flag [typeflag])
1433 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1434 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1435 { 1410 {
1436 was_one++; 1411 ++was_one;
1412
1437 if (tmp->level <= caster_level (caster, spell)) 1413 if (tmp->level <= casting_level (caster, spell))
1438 { 1414 {
1439 success++; 1415 ++success;
1440 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1416 --num_uncurse;
1441 CLEAR_FLAG (tmp, FLAG_DAMNED);
1442 1417
1443 CLEAR_FLAG (tmp, FLAG_CURSED); 1418 tmp->clr_flag (typeflag);
1444 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1419 tmp->clr_flag (FLAG_CURSED);
1420 tmp->clr_flag (FLAG_KNOWN_CURSED);
1445 tmp->value = 0; /* Still can't sell it */ 1421 tmp->value = 0; /* Still can't sell it */
1446 if (op->type == PLAYER) 1422
1423 if (object *pl = tmp->visible_to ())
1447 esrv_send_item (op, tmp); 1424 esrv_update_item (UPD_FLAGS, pl, tmp);
1448 } 1425 }
1449 } 1426 }
1450 1427
1451 if (op->type == PLAYER) 1428 if (op->type == PLAYER)
1452 { 1429 {
1453 if (success) 1430 if (success)
1454 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.>");
1455 else 1432 else
1456 { 1433 {
1457 if (was_one) 1434 if (was_one)
1458 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.>");
1459 else 1436 else
1460 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.>");
1461 } 1438 }
1462 } 1439 }
1463 1440
1464 return success; 1441 return success;
1465} 1442}
1466 1443
1467/* Identifies objects in the players inventory/on the ground */ 1444/* Identifies objects in the players inventory/on the ground */
1468
1469int 1445int
1470cast_identify (object *op, object *caster, object *spell) 1446cast_identify (object *op, object *caster, object *spell)
1471{ 1447{
1472 object *tmp; 1448 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1473 int success = 0, num_ident;
1474 1449
1475 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));
1476 1451
1477 if (num_ident < 1) 1452 op->splay_marked ();
1478 num_ident = 1;
1479 1453
1480 for (tmp = op->inv; tmp; tmp = tmp->below) 1454 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1481 { 1455 {
1482 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1456 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1483 { 1457 {
1484 identify (tmp); 1458 identify (tmp);
1485 1459
1486 if (op->type == PLAYER) 1460 if (op->type == PLAYER)
1487 { 1461 {
1488 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));
1489 1463
1490 if (tmp->msg) 1464 if (tmp->msg)
1491 { 1465 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1492 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1493 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1494 }
1495 } 1466 }
1496 1467
1497 num_ident--;
1498 success = 1;
1499 if (!num_ident) 1468 if (!--num_ident)
1500 break; 1469 break;
1501 } 1470 }
1502 } 1471 }
1503 1472
1504 /* 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
1505 * 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
1506 * was not fully used. 1475 * was not fully used.
1507 */ 1476 */
1508 if (num_ident) 1477 if (num_ident)
1509 { 1478 {
1510 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)
1511 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1480 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1512 { 1481 {
1513 identify (tmp); 1482 identify (tmp);
1514 1483
1515 if (op->type == PLAYER) 1484 if (object *pl = tmp->visible_to ())
1516 { 1485 {
1517 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));
1518 1487
1519 if (tmp->msg) 1488 if (tmp->msg)
1520 { 1489 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1521 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1522 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1523 }
1524
1525 esrv_send_item (op, tmp);
1526 } 1490 }
1527 1491
1528 num_ident--;
1529 success = 1;
1530 if (!num_ident) 1492 if (!--num_ident)
1531 break; 1493 break;
1532 } 1494 }
1533 } 1495 }
1534 1496
1535 if (!success) 1497 if (buf.empty ())
1536 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 }
1537 else 1502 else
1503 {
1504 if (op->contr)
1505 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1506
1538 spell_effect (spell, op->x, op->y, op->map, op); 1507 spell_effect (spell, op->x, op->y, op->map, op);
1539 1508 return 1;
1540 return success; 1509 }
1541} 1510}
1542 1511
1543int 1512int
1544cast_detection (object *op, object *caster, object *spell, object *skill) 1513cast_detection (object *op, object *caster, object *spell, object *skill)
1545{ 1514{
1546 object *tmp, *last, *god, *detect; 1515 object *tmp, *last, *god, *detect;
1547 int done_one, range, mflags, floor, level; 1516 int done_one, range, floor, level;
1548 sint16 x, y, nx, ny; 1517 sint16 x, y, nx, ny;
1549 maptile *m; 1518 maptile *m;
1550 1519
1551 /* 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
1552 * doing it over and over again. 1521 * doing it over and over again.
1553 */ 1522 */
1554 god = find_god (determine_god (op)); 1523 god = find_god (determine_god (op));
1555 level = caster_level (caster, spell); 1524 level = casting_level (caster, spell);
1556 range = spell->range + SP_level_range_adjust (caster, spell); 1525 range = spell->range + SP_level_range_adjust (caster, spell);
1557 1526
1558 if (!skill) 1527 if (!skill)
1559 skill = caster; 1528 skill = caster;
1560 1529
1561 for (x = op->x - range; x <= op->x + range; x++) 1530 dynbuf buf;
1562 for (y = op->y - range; y <= op->y + range; y++) 1531 unordered_mapwalk (buf, op, -range, -range, range, range)
1563 { 1532 {
1564 m = op->map;
1565 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1566 if (mflags & P_OUT_OF_MAP)
1567 continue;
1568
1569 /* For most of the detections, we only detect objects above the 1533 /* For most of the detections, we only detect objects above the
1570 * floor. But this is not true for show invisible. 1534 * floor. But this is not true for show invisible.
1571 * Basically, we just go and find the top object and work 1535 * Basically, we just go and find the top object and work
1572 * down - that is easier than working up. 1536 * down - that is easier than working up.
1573 */ 1537 */
1574 1538
1575 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)
1576 last = tmp; 1540 last = tmp;
1577 1541
1578 /* 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
1579 * would happen. 1543 * would happen.
1580 */ 1544 */
1581 if (!last) 1545 if (!last)
1582 continue; 1546 continue;
1583 1547
1584 done_one = 0; 1548 done_one = 0;
1585 floor = 0; 1549 floor = 0;
1586 detect = NULL; 1550 detect = 0;
1587 for (tmp = last; tmp; tmp = tmp->below) 1551 for (tmp = last; tmp; tmp = tmp->below)
1588 { 1552 {
1589 /* show invisible */ 1553 /* show invisible */
1590 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1554 if (spell->flag [FLAG_MAKE_INVIS]
1591 /* Might there be other objects that we can make visible? */ 1555 /* Might there be other objects that we can make visible? */
1592 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1556 && (tmp->invisible && (tmp->flag [FLAG_MONSTER]
1593 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1557 || (tmp->type == PLAYER && !tmp->flag [FLAG_WIZ])
1594 tmp->type == CF_HANDLE || 1558 || tmp->type == T_HANDLE
1595 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
1596 tmp->type == BUTTON || tmp->type == TELEPORTER || 1563 || tmp->type == TELEPORTER
1564 || tmp->type == GATE
1597 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1565 || tmp->type == LOCKED_DOOR
1598 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)
1599 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1569 || tmp->type == TRIGGER_PEDESTAL
1600 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)))
1601 { 1575 {
1576 printf ("show inv %s\n", tmp->debug_desc());//D
1602 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)
1603 { 1578 {
1604 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
1605 done_one = 1; 1661 done_one = 1;
1606 } 1662 }
1607 } 1663 }
1608
1609 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1610 floor = 1;
1611
1612 /* All detections below this point don't descend beneath the floor,
1613 * so just continue on. We could be clever and look at the type of
1614 * detection to completely break out if we don't care about objects beneath
1615 * the floor, but once we get to the floor, not likely a very big issue anyways.
1616 */
1617 if (floor)
1618 continue;
1619
1620 /* I had thought about making detect magic and detect curse
1621 * show the flash the magic item like it does for detect monster.
1622 * however, if the object is within sight, this would then make it
1623 * difficult to see what object is magical/cursed, so the
1624 * effect wouldn't be as apparant.
1625 */
1626
1627 /* detect magic */
1628 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1629 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1630 {
1631 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1632 /* make runes more visibile */
1633 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1634 tmp->stats.Cha /= 4;
1635 done_one = 1;
1636 }
1637 /* detect monster */
1638 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1639 {
1640 done_one = 2;
1641 if (!detect)
1642 detect = tmp;
1643 }
1644 /* Basically, if race is set in the spell, then the creatures race must
1645 * match that. if the spell race is set to GOD, then the gods opposing
1646 * race must match.
1647 */
1648 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1649 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) ||
1650 (strstr (spell->race, tmp->race))))
1651 {
1652 done_one = 2;
1653 if (!detect)
1654 detect = tmp;
1655 }
1656 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1657 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1658 {
1659 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1660 done_one = 1;
1661 }
1662 } /* for stack of objects on this space */ 1664 } /* for stack of objects on this space */
1663 1665
1664 /* 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
1665 * where the magic is. 1667 * where the magic is.
1666 */ 1668 */
1667 if (done_one) 1669 if (done_one)
1668 { 1670 {
1669 object *detect_ob = arch_to_object (spell->other_arch); 1671 object *detect_ob = spell->other_arch->instance ();
1670 1672
1671 /* if this is set, we want to copy the face */ 1673 /* if this is set, we want to copy the face */
1672 if (done_one == 2 && detect) 1674 if (done_one == 2 && detect)
1673 { 1675 {
1674 detect_ob->face = detect->face; 1676 detect_ob->face = detect->face;
1675 detect_ob->animation_id = detect->animation_id; 1677 detect_ob->animation_id = detect->animation_id;
1676 detect_ob->anim_speed = detect->anim_speed; 1678 detect_ob->anim_speed = detect->anim_speed;
1677 detect_ob->last_anim = 0; 1679 detect_ob->last_anim = 0;
1678 /* by default, the detect_ob is already animated */ 1680 /* by default, the detect_ob is already animated */
1679 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1681 if (!detect->flag [FLAG_ANIMATE])
1680 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1682 detect_ob->clr_flag (FLAG_ANIMATE);
1681 } 1683 }
1682 1684
1683 m->insert (detect_ob, nx, ny, op); 1685 m->insert (detect_ob, nx, ny, op, INS_ON_TOP);
1684 } 1686 }
1685 } /* for processing the surrounding spaces */ 1687 } /* for processing the surrounding spaces */
1686 1688
1687 1689
1688 /* 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 */
1689 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])
1690 { 1692 {
1691 done_one = 0; 1693 done_one = 0;
1694
1692 for (tmp = op->inv; tmp; tmp = tmp->below) 1695 for (tmp = op->inv; tmp; tmp = tmp->below)
1693 { 1696 {
1694 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1697 if (!tmp->invisible && !tmp->flag [FLAG_IDENTIFIED])
1695 { 1698 {
1696 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])
1697 { 1700 {
1698 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1701 tmp->set_flag (FLAG_KNOWN_MAGICAL);
1699 if (op->type == PLAYER) 1702
1703 if (object *pl = tmp->visible_to ())
1700 esrv_send_item (op, tmp); 1704 esrv_update_item (UPD_FLAGS, pl, tmp);
1701 } 1705 }
1702 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1706
1703 (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]))
1704 { 1709 {
1705 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1710 tmp->set_flag (FLAG_KNOWN_CURSED);
1706 if (op->type == PLAYER) 1711
1712 if (object *pl = tmp->visible_to ())
1707 esrv_send_item (op, tmp); 1713 esrv_update_item (UPD_FLAGS, pl, tmp);
1708 } 1714 }
1709 } /* if item is not identified */ 1715 } /* if item is not identified */
1710 } /* for the players inventory */ 1716 } /* for the players inventory */
1711 } /* if detect magic/curse and object is a player */ 1717 } /* if detect magic/curse and object is a player */
1718
1712 return 1; 1719 return 1;
1713} 1720}
1714 1721
1715 1722
1716/** 1723/**
1729 1736
1730 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.");
1731 1738
1732 if (victim->stats.sp >= victim->stats.maxsp * 2) 1739 if (victim->stats.sp >= victim->stats.maxsp * 2)
1733 { 1740 {
1734 object *tmp;
1735
1736 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1741 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
1737
1738 /* Explodes a fireball centered at player */
1739 tmp = get_archetype (EXPLODING_FIREBALL);
1740 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
1741 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
1742
1743 tmp->insert_at (victim);
1744 victim->stats.sp = 2 * victim->stats.maxsp; 1742 victim->stats.sp = 2 * victim->stats.maxsp;
1743 create_exploding_ball_at (victim, caster_level);
1745 } 1744 }
1746 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1745 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
1747 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.");
1748 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1747 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
1749 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!");
1750 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1749 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
1751 { 1750 {
1752 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1751 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
1776 mflags = get_map_flags (m, &m, x, y, &x, &y); 1775 mflags = get_map_flags (m, &m, x, y, &x, &y);
1777 1776
1778 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1777 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
1779 { 1778 {
1780 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)
1781 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1780 if (plyr != op && plyr->flag [FLAG_ALIVE])
1782 break; 1781 break;
1783 } 1782 }
1784 1783
1785 1784
1786 /* 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
1787 * 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.
1788 */ 1787 */
1789 if (plyr == NULL) 1788 if (plyr == NULL)
1790 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)
1791 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1790 if (plyr != op && plyr->flag [FLAG_ALIVE])
1792 break; 1791 break;
1793 1792
1794 if (!plyr) 1793 if (!plyr)
1795 { 1794 {
1796 new_draw_info (NDI_BLACK, 0, op, "There is no one there."); 1795 op->failmsg ("There is no one there.");
1797 return 0; 1796 return 0;
1798 } 1797 }
1799 /* give sp */ 1798 /* give sp */
1800 if (spell->stats.dam > 0) 1799 if (spell->stats.dam > 0)
1801 { 1800 {
1802 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);
1803 charge_mana_effect (plyr, caster_level (caster, spell)); 1802 charge_mana_effect (plyr, casting_level (caster, spell));
1804 return 1; 1803 return 1;
1805 } 1804 }
1806 /* suck sp away. Can't suck sp from yourself */ 1805 /* suck sp away. Can't suck sp from yourself */
1807 else if (op != plyr) 1806 else if (op != plyr)
1808 { 1807 {
1813 if (rate > 95) 1812 if (rate > 95)
1814 rate = 95; 1813 rate = 95;
1815 1814
1816 sucked = (plyr->stats.sp * rate) / 100; 1815 sucked = (plyr->stats.sp * rate) / 100;
1817 plyr->stats.sp -= sucked; 1816 plyr->stats.sp -= sucked;
1818 if (QUERY_FLAG (op, FLAG_ALIVE)) 1817 if (op->flag [FLAG_ALIVE])
1819 { 1818 {
1820 /* Player doesn't get full credit */ 1819 /* Player doesn't get full credit */
1821 sucked = (sucked * rate) / 100; 1820 sucked = (sucked * rate) / 100;
1822 op->stats.sp += sucked; 1821 op->stats.sp += sucked;
1823 if (sucked > 0) 1822 if (sucked > 0)
1824 { 1823 {
1825 charge_mana_effect (op, caster_level (caster, spell)); 1824 charge_mana_effect (op, casting_level (caster, spell));
1826 } 1825 }
1827 } 1826 }
1828 return 1; 1827 return 1;
1829 } 1828 }
1830 return 0; 1829 return 0;
1874 * monsters either. 1873 * monsters either.
1875 */ 1874 */
1876 1875
1877 if (head->attacktype & AT_MAGIC 1876 if (head->attacktype & AT_MAGIC
1878 && !(head->attacktype & AT_COUNTERSPELL) 1877 && !(head->attacktype & AT_COUNTERSPELL)
1879 && !QUERY_FLAG (head, FLAG_MONSTER) 1878 && !head->flag [FLAG_MONSTER]
1880 && (op->level > head->level)) 1879 && (op->level > head->level))
1881 head->destroy (); 1880 head->destroy ();
1882 else 1881 else
1883 switch (head->type) 1882 switch (head->type)
1884 { 1883 {
1885 case SPELL_EFFECT: 1884 case SPELL_EFFECT:
1886 // XXX: Don't affect floor spelleffects. See also XXX comment 1885 // XXX: Don't affect floor spelleffects. See also XXX comment
1887 // about sanctuary in spell_util.C 1886 // about sanctuary in spell_util.C
1888 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1887 if (tmp->flag [FLAG_IS_FLOOR])
1889 continue; 1888 continue;
1890 1889
1891 if (op->level > head->level) 1890 if (op->level > head->level)
1892 head->destroy (); 1891 head->destroy ();
1893 1892
1906 break; 1905 break;
1907 } 1906 }
1908 } 1907 }
1909} 1908}
1910 1909
1911
1912
1913/* cast_consecrate() - a spell to make an altar your god's */ 1910/* cast_consecrate() - a spell to make an altar your god's */
1914int 1911int
1915cast_consecrate (object *op, object *caster, object *spell) 1912cast_consecrate (object *op, object *caster, object *spell)
1916{ 1913{
1917 char buf[MAX_BUF]; 1914 char buf[MAX_BUF];
1918 1915
1919 object *tmp, *god = find_god (determine_god (op)); 1916 object *tmp, *god = find_god (determine_god (op));
1920 1917
1921 if (!god) 1918 if (!god)
1922 { 1919 {
1923 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!");
1924 return 0; 1921 return 0;
1925 } 1922 }
1926 1923
1927 for (tmp = op->below; tmp; tmp = tmp->below) 1924 for (tmp = op->below; tmp; tmp = tmp->below)
1928 { 1925 {
1929 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1926 if (tmp->flag [FLAG_IS_FLOOR])
1930 break; 1927 break;
1931 if (tmp->type == HOLY_ALTAR) 1928 if (tmp->type == HOLY_ALTAR)
1932 { 1929 {
1933 1930
1934 if (tmp->level > caster_level (caster, spell)) 1931 if (tmp->level > casting_level (caster, spell))
1935 { 1932 {
1936 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);
1937 return 0; 1934 return 0;
1938 } 1935 }
1939 else 1936 else
1940 { 1937 {
1941 /* If we got here, we are consecrating an altar */ 1938 /* If we got here, we are consecrating an altar */
1942 sprintf (buf, "Altar of %s", &god->name); 1939 sprintf (buf, "Altar of %s", &god->name);
1943 tmp->name = buf; 1940 tmp->name = buf;
1944 tmp->level = caster_level (caster, spell); 1941 tmp->level = casting_level (caster, spell);
1945 tmp->other_arch = god->arch; 1942 tmp->other_arch = god->arch;
1943
1946 if (op->type == PLAYER) 1944 if (op->type == PLAYER)
1947 esrv_update_item (UPD_NAME, op, tmp); 1945 esrv_update_item (UPD_NAME, op, tmp);
1946
1948 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);
1949 return 1; 1948 return 1;
1950 } 1949 }
1951 } 1950 }
1952 } 1951 }
1953 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!");
1954 return 0; 1954 return 0;
1955} 1955}
1956 1956
1957/* animate_weapon - 1957/* animate_weapon -
1958 * 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.
1965 * player checks. MSW 2003-01-06 1965 * player checks. MSW 2003-01-06
1966 */ 1966 */
1967int 1967int
1968animate_weapon (object *op, object *caster, object *spell, int dir) 1968animate_weapon (object *op, object *caster, object *spell, int dir)
1969{ 1969{
1970 object *weapon, *tmp;
1971 char buf[MAX_BUF]; 1970 char buf[MAX_BUF];
1972 int a, i; 1971 int a, i;
1973 sint16 x, y; 1972 sint16 x, y;
1974 maptile *m; 1973 maptile *m;
1975 1974
1990 return 0; 1989 return 0;
1991 } 1990 }
1992 1991
1993 /* if no direction specified, pick one */ 1992 /* if no direction specified, pick one */
1994 if (!dir) 1993 if (!dir)
1995 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);
1996 1995
1997 m = op->map; 1996 m = op->map;
1998 x = op->x + freearr_x[dir]; 1997 x = op->x + freearr_x[dir];
1999 y = op->y + freearr_y[dir]; 1998 y = op->y + freearr_y[dir];
2000 1999
2001 /* if there's no place to put the golem, abort */ 2000 /* if there's no place to put the golem, abort */
2002 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)
2003 ((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))
2004 { 2003 {
2005 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2004 op->failmsg ("There is something in the way.");
2006 return 0; 2005 return 0;
2007 } 2006 }
2008 2007
2009 /* Use the weapon marked by the player. */ 2008 /* Use the weapon marked by the player. */
2010 weapon = find_marked_object (op); 2009 object *weapon = op->mark ();
2011 2010
2012 if (!weapon) 2011 if (!weapon)
2013 { 2012 {
2014 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!");
2015 return 0; 2014 return 0;
2016 } 2015 }
2016
2017 if (spell->race && strcmp (weapon->arch->archname, spell->race)) 2017 if (spell->race && weapon->arch->archname != spell->race)
2018 { 2018 {
2019 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2019 op->failmsg ("The spell fails to transform your weapon.");
2020 return 0; 2020 return 0;
2021 } 2021 }
2022
2022 if (weapon->type != WEAPON) 2023 if (weapon->type != WEAPON)
2023 { 2024 {
2024 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it."); 2025 op->failmsg ("You need to wield a weapon to animate it.");
2025 return 0; 2026 return 0;
2026 } 2027 }
2027 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2028
2029 if (weapon->flag [FLAG_APPLIED])
2028 { 2030 {
2029 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));
2030 return 0; 2032 return 0;
2031 } 2033 }
2032 2034
2033 if (weapon->nrof > 1) 2035 weapon = weapon->split ();
2034 {
2035 tmp = get_split_ob (weapon, 1);
2036 esrv_send_item (op, weapon);
2037 weapon = tmp;
2038 }
2039 2036
2040 /* create the golem object */ 2037 /* create the golem object */
2041 tmp = arch_to_object (spell->other_arch); 2038 object *tmp = spell->other_arch->instance ();
2042 2039
2043 /* 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 */
2044 CLEAR_FLAG (tmp, FLAG_MONSTER); 2041 tmp->clr_flag (FLAG_MONSTER);
2045 tmp->stats.exp = 0; 2042 tmp->stats.exp = 0;
2046 add_friendly_object (tmp); 2043 add_friendly_object (tmp);
2047 tmp->type = GOLEM; 2044 tmp->type = GOLEM;
2048 tmp->set_owner (op); 2045 tmp->set_owner (op);
2049 op->contr->golem = tmp; 2046 op->contr->golem = tmp;
2050 set_spell_skill (op, caster, spell, tmp); 2047 set_spell_skill (op, caster, spell, tmp);
2051 2048
2052 /* 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
2053 * removed flag - it should only be set if get_split_object was 2050 * removed flag - it should only be set if weapon->split was
2054 * used above. 2051 * used above.
2055 */ 2052 */
2056 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2053 if (!weapon->flag [FLAG_REMOVED])
2057 weapon->remove (); 2054 weapon->remove ();
2058 2055
2059 insert_ob_in_ob (weapon, tmp); 2056 tmp->insert (weapon);
2060 esrv_send_item (op, weapon); 2057
2061 /* 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,
2062 * 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
2063 * body_info, skills, etc) 2060 * body_info, skills, etc)
2064 */ 2061 */
2065 SET_FLAG (tmp, FLAG_USE_WEAPON); 2062 tmp->set_flag (FLAG_USE_WEAPON);
2066 SET_FLAG (weapon, FLAG_APPLIED); 2063 weapon->set_flag (FLAG_APPLIED);
2067 tmp->update_stats (); 2064 tmp->update_stats ();
2068 2065
2069 /* 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
2070 * 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 -
2071 * 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.
2091 2088
2092 /* attacktype */ 2089 /* attacktype */
2093 if (!tmp->attacktype) 2090 if (!tmp->attacktype)
2094 tmp->attacktype = AT_PHYSICAL; 2091 tmp->attacktype = AT_PHYSICAL;
2095 2092
2096 if (materialtype_t *mt = name_to_material (op->materialname))
2097 {
2098 for (i = 0; i < NROFATTACKS; i++) 2093 for (i = 0; i < NROFATTACKS; i++)
2099 tmp->resist[i] = 50 - (mt->save[i] * 5); 2094 tmp->resist[i] = 50 - (op->material->save[i] * 5);
2100 a = mt->save[0]; 2095
2101 } 2096 a = op->material->save[0];
2102 else
2103 {
2104 for (i = 0; i < NROFATTACKS; i++)
2105 tmp->resist[i] = 5;
2106 a = 10;
2107 }
2108 2097
2109 /* Set weapon's immunity */ 2098 /* Set weapon's immunity */
2110 tmp->resist[ATNR_CONFUSION] = 100; 2099 tmp->resist[ATNR_CONFUSION] = 100;
2111 tmp->resist[ATNR_POISON] = 100; 2100 tmp->resist[ATNR_POISON] = 100;
2112 tmp->resist[ATNR_SLOW] = 100; 2101 tmp->resist[ATNR_SLOW] = 100;
2120 /* 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 */
2121 2110
2122 if (a > 14) 2111 if (a > 14)
2123 a = 14; 2112 a = 14;
2124 2113
2125 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));
2126 2115
2127 /* Determine golem's speed */ 2116 /* Determine golem's speed */
2128 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)));
2129 2118
2130 if (!spell->race) 2119 if (!spell->race)
2131 { 2120 {
2132 sprintf (buf, "animated %s", &weapon->name); 2121 sprintf (buf, "animated %s", &weapon->name);
2133 tmp->name = buf; 2122 tmp->name = buf;
2139 tmp->state = weapon->state; 2128 tmp->state = weapon->state;
2140 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2129 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2141 } 2130 }
2142 2131
2143 /* 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. */
2144 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));
2145 2134
2146 tmp->speed_left = -1; 2135 tmp->speed_left = -1;
2147 tmp->direction = dir; 2136 tmp->direction = dir;
2148 2137
2149 m->insert (tmp, x, y, op); 2138 m->insert (tmp, x, y, op);
2153/* cast_daylight() - changes the map darkness level *lower* */ 2142/* cast_daylight() - changes the map darkness level *lower* */
2154 2143
2155/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2144/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2156 * This changes the light level for the entire map. 2145 * This changes the light level for the entire map.
2157 */ 2146 */
2158
2159int 2147int
2160cast_change_map_lightlevel (object *op, object *caster, object *spell) 2148cast_change_map_lightlevel (object *op, object *caster, object *spell)
2161{ 2149{
2162 int success; 2150 int success;
2163 2151
2167 success = op->map->change_map_light (spell->stats.dam); 2155 success = op->map->change_map_light (spell->stats.dam);
2168 2156
2169 if (!success) 2157 if (!success)
2170 { 2158 {
2171 if (spell->stats.dam < 0) 2159 if (spell->stats.dam < 0)
2172 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2160 op->failmsg ("It can be no brighter here.");
2173 else 2161 else
2174 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2162 op->failmsg ("It can be no darker here.");
2175 } 2163 }
2164
2176 return success; 2165 return success;
2177} 2166}
2178 2167
2179/* 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.
2180 * 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,
2188 2177
2189 new_aura = present_arch_in_ob (spell->other_arch, op); 2178 new_aura = present_arch_in_ob (spell->other_arch, op);
2190 if (new_aura) 2179 if (new_aura)
2191 refresh = 1; 2180 refresh = 1;
2192 else 2181 else
2193 new_aura = arch_to_object (spell->other_arch); 2182 new_aura = spell->other_arch->instance ();
2194 2183
2195 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);
2196 2185
2197 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);
2198 2187
2199 set_spell_skill (op, caster, spell, new_aura); 2188 set_spell_skill (op, caster, spell, new_aura);
2200 new_aura->attacktype = spell->attacktype; 2189 new_aura->attacktype = spell->attacktype;
2201 2190
2202 new_aura->level = caster_level (caster, spell); 2191 new_aura->level = casting_level (caster, spell);
2203 2192
2204 if (refresh) 2193 if (refresh)
2205 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.");
2206 else 2195 else
2207 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.");
2209 insert_ob_in_ob (new_aura, op); 2198 insert_ob_in_ob (new_aura, op);
2210 new_aura->set_owner (op); 2199 new_aura->set_owner (op);
2211 2200
2212 return 1; 2201 return 1;
2213} 2202}
2214
2215 2203
2216/* 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,
2217 * 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
2218 * around him. 2206 * around him.
2219 * Aura parameters: 2207 * Aura parameters:
2220 * duration: duration counter. 2208 * duration: duration counter.
2221 * attacktype: aura's attacktype 2209 * attacktype: aura's attacktype
2222 * other_arch: archetype to drop where we attack 2210 * other_arch: archetype to drop where we attack
2223 */ 2211 */
2224
2225void 2212void
2226move_aura (object *aura) 2213move_aura (object *aura)
2227{ 2214{
2228 int i, mflags;
2229 object *env;
2230 maptile *m;
2231
2232 /* auras belong in inventories */ 2215 /* auras belong in inventories */
2233 env = aura->env; 2216 object *env = aura->env;
2217 object *owner = aura->owner;
2234 2218
2235 /* no matter what we've gotta remove the aura... 2219 /* no matter what we've gotta remove the aura...
2236 * we'll put it back if its time isn't up. 2220 * we'll put it back if its time isn't up.
2237 */ 2221 */
2238 aura->remove (); 2222 aura->remove ();
2243 aura->destroy (); 2227 aura->destroy ();
2244 return; 2228 return;
2245 } 2229 }
2246 2230
2247 /* auras only exist in inventories */ 2231 /* auras only exist in inventories */
2248 if (env == NULL || env->map == NULL) 2232 if (!env || !env->map)
2249 { 2233 {
2250 aura->destroy (); 2234 aura->destroy ();
2251 return; 2235 return;
2252 } 2236 }
2253 2237
2254 /* we need to jump out of the inventory for a bit 2238 /* we need to jump out of the inventory for a bit
2255 * in order to hit the map conveniently. 2239 * in order to hit the map conveniently.
2256 */ 2240 */
2257 aura->insert_at (env, aura); 2241 aura->insert_at (env, aura);
2258 2242
2259 for (i = 1; i < 9; i++) 2243 for (int i = 1; i < 9; i++)
2260 { 2244 {
2261 sint16 nx, ny; 2245 mapxy pos (env);
2246 pos.move (i);
2262 2247
2263 nx = aura->x + freearr_x[i];
2264 ny = aura->y + freearr_y[i];
2265 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2266
2267 /* Consider the movement tyep of the person with the aura as 2248 /* Consider the movement type of the person with the aura as
2268 * 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
2269 * 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.
2270 */ 2251 */
2271 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)))
2272 { 2253 {
2273 hit_map (aura, i, aura->attacktype, 0); 2254 hit_map (aura, i, aura->attacktype, 0);
2274 2255
2275 if (aura->other_arch) 2256 if (aura->other_arch)
2276 m->insert (arch_to_object (aura->other_arch), nx, ny, aura); 2257 pos.insert (aura->other_arch->instance (), aura);
2277 } 2258 }
2278 } 2259 }
2279 2260
2280 /* put the aura back in the player's inventory */ 2261 /* put the aura back in the player's inventory */
2281 aura->remove (); 2262 env->insert (aura);
2282 insert_ob_in_ob (aura, env); 2263 aura->set_owner (owner);
2283} 2264}
2284 2265
2285/* moves the peacemaker spell. 2266/* moves the peacemaker spell.
2286 * op is the piece object. 2267 * op is the piece object.
2287 */ 2268 */
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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