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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.41 by pippijn, Thu Mar 1 12:28:16 2007 UTC vs.
Revision 1.143 by root, Mon Nov 12 03:48:34 2012 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * This program 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 2 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 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 17 *
18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25#include <global.h> 25#include <global.h>
26#include <object.h> 26#include <object.h>
27#include <living.h> 27#include <living.h>
58} 58}
59 59
60int 60int
61recharge (object *op, object *caster, object *spell_ob) 61recharge (object *op, object *caster, object *spell_ob)
62{ 62{
63 object *wand, *tmp;
64 int ncharges; 63 int ncharges;
65 64
66 wand = find_marked_object (op); 65 object *wand = op->mark ();
66
67 if (wand == NULL || wand->type != WAND) 67 if (!wand || wand->type != WAND)
68 { 68 {
69 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.");
70 return 0; 70 return 0;
71 } 71 }
72
72 if (!(random_roll (0, 3, op, PREFER_HIGH))) 73 if (!(random_roll (0, 3, op, PREFER_HIGH)))
73 { 74 {
74 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));
75 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE); 76 op->play_sound (sound_find ("ob_explode"));
76 esrv_del_item (op->contr, wand->count);
77 wand->destroy (); 77 wand->destroy ();
78 tmp = get_archetype ("fireball"); 78 object *tmp = archetype::get (shstr_fireball);
79 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;
80 80
81 if (!tmp->stats.dam) 81 if (!tmp->stats.dam)
82 tmp->stats.dam = 1; 82 tmp->stats.dam = 1;
83 83
94 94
95 if (wand->inv && wand->inv->level) 95 if (wand->inv && wand->inv->level)
96 ncharges /= wand->inv->level; 96 ncharges /= wand->inv->level;
97 else 97 else
98 { 98 {
99 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));
100 return 0; 100 return 0;
101 } 101 }
102 102
103 if (!ncharges) 103 if (!ncharges)
104 ncharges = 1; 104 ncharges = 1;
105 105
106 wand->stats.food += ncharges; 106 wand->stats.food += ncharges;
107 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));
108 108
109 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE)) 109 if (wand->arch && wand->arch->flag [FLAG_ANIMATE])
110 { 110 {
111 SET_FLAG (wand, FLAG_ANIMATE); 111 wand->set_flag (FLAG_ANIMATE);
112 wand->set_speed (wand->arch->clone.speed); 112 wand->set_speed (wand->arch->speed);
113 } 113 }
114 114
115 return 1; 115 return 1;
116} 116}
117 117
123 * great a plus, the default is used. 123 * great a plus, the default is used.
124 * 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
125 * 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
126 * create nonnmagic arrows, or even -1, etc... 126 * create nonnmagic arrows, or even -1, etc...
127 */ 127 */
128
129int 128int
130cast_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)
131{ 130{
132 int missile_plus = 0, bonus_plus = 0; 131 int bonus_plus = 0;
133 const char *missile_name; 132 const char *missile_name = "arrow";
134 object *tmp, *missile;
135 133
136 missile_name = "arrow";
137
138 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 134 for (object *tmp = op->inv; tmp; tmp = tmp->below)
139 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) 135 if (tmp->type == BOW && tmp->flag [FLAG_APPLIED])
140 missile_name = tmp->race; 136 missile_name = tmp->race;
141 137
142 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); 138 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
143 139
144 if (archetype::find (missile_name) == NULL) 140 archetype *missile_arch = archetype::find (missile_name);
141
142 if (!missile_arch)
145 { 143 {
146 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);
147 return 0; 145 return 0;
148 } 146 }
149 147
150 missile = get_archetype (missile_name); 148 object *missile = missile_arch->instance ();
151 149
152 if (stringarg) 150 if (spellparam)
153 { 151 {
154 /* If it starts with a letter, presume it is a description */ 152 /* If it starts with a letter, presume it is a description */
155 if (isalpha (*stringarg)) 153 if (isalpha (*spellparam))
156 { 154 {
157 artifact *al = find_artifactlist (missile->type)->items; 155 artifact *al = find_artifactlist (missile->type)->items;
158 156
159 for (; al != NULL; al = al->next) 157 for (; al; al = al->next)
160 if (!strcasecmp (al->item->name, stringarg)) 158 if (!strcasecmp (al->item->name, spellparam))
161 break; 159 break;
162 160
163 if (!al) 161 if (!al)
164 { 162 {
165 missile->destroy (); 163 missile->destroy ();
166 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);
167 return 0; 165 return 0;
168 } 166 }
169 167
170 if (al->item->slaying) 168 if (al->item->slaying)
171 { 169 {
172 missile->destroy (); 170 missile->destroy ();
173 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);
174 return 0; 172 return 0;
175 } 173 }
176 174
177 give_artifact_abilities (missile, al->item); 175 give_artifact_abilities (missile, al->item);
178 /* 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 -
179 * 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
180 * the parsing of having to do both plus and type. 178 * the parsing of having to do both plus and type.
181 */ 179 */
182 bonus_plus = 1 + (al->item->value / 5); 180 bonus_plus = 1 + (al->item->value / 5);
183 missile_plus = 0; 181 missile_plus = 0;
184 } 182 }
185 else if (atoi (stringarg) < missile_plus) 183 else if (atoi (spellparam) < missile_plus)
186 missile_plus = atoi (stringarg); 184 missile_plus = atoi (spellparam);
187 } 185 }
188 186
189 if (missile_plus > 4) 187 missile_plus = clamp (missile_plus, -4, 4);
190 missile_plus = 4;
191 else if (missile_plus < -4)
192 missile_plus = -4;
193 188
194 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 189 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
195 missile->nrof -= 3 * (missile_plus + bonus_plus); 190 missile->nrof -= 3 * (missile_plus + bonus_plus);
196 191
197 if (missile->nrof < 1) 192 if (missile->nrof < 1)
199 194
200 missile->magic = missile_plus; 195 missile->magic = missile_plus;
201 /* Can't get any money for these objects */ 196 /* Can't get any money for these objects */
202 missile->value = 0; 197 missile->value = 0;
203 198
204 SET_FLAG (missile, FLAG_IDENTIFIED); 199 missile->set_flag (FLAG_IDENTIFIED);
205 200
206 if (!cast_create_obj (op, caster, missile, dir) && op->type == PLAYER && !missile->destroyed ()) 201 cast_create_obj (op, caster, missile, dir);
202
203 if (!dir
204 && op->type == PLAYER
205 && !missile->destroyed ())
207 pick_up (op, missile); 206 pick_up (op, missile);
208 207
209 return 1; 208 return 1;
210} 209}
211 210
212
213/* allows the choice of what sort of food object to make. 211/* allows the choice of what sort of food object to make.
214 * If stringarg is NULL, it will create food dependent on level --PeterM*/ 212 * If spellparam is NULL, it will create food dependent on level --PeterM*/
215int 213int
216cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *stringarg) 214cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *spellparam)
217{ 215{
218 int food_value; 216 int food_value;
219 archetype *at = NULL; 217 archetype *at = NULL;
220 object *new_op; 218 object *new_op;
221 219
222 food_value = spell_ob->stats.food + +50 * SP_level_duration_adjust (caster, spell_ob); 220 food_value = spell_ob->stats.food + 50 * SP_level_duration_adjust (caster, spell_ob);
223 221
224 if (stringarg) 222 if (spellparam)
225 { 223 {
226 at = find_archetype_by_object_type_name (FOOD, stringarg); 224 at = find_archetype_by_object_type_name (FOOD, spellparam);
227 if (at == NULL) 225 if (at == NULL)
228 at = find_archetype_by_object_type_name (DRINK, stringarg); 226 at = find_archetype_by_object_type_name (DRINK, spellparam);
229 if (at == NULL || at->clone.stats.food > food_value) 227 if (at == NULL || at->stats.food > food_value)
230 stringarg = NULL; 228 spellparam = NULL;
231 } 229 }
232 230
233 if (!stringarg) 231 if (!spellparam)
234 { 232 {
235 archetype *at_tmp; 233 archetype *at_tmp;
236 234
237 /* We try to find the archetype with the maximum food value. 235 /* We try to find the archetype with the maximum food value.
238 * This removes the dependancy of hard coded food values in this 236 * This removes the dependancy of hard coded food values in this
240 * We don't use flesh types because the weight values of those need 238 * We don't use flesh types because the weight values of those need
241 * to be altered from the donor. 239 * to be altered from the donor.
242 */ 240 */
243 241
244 /* We assume the food items don't have multiple parts */ 242 /* We assume the food items don't have multiple parts */
245 for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next) 243 for_all_archetypes (at_tmp)
246 { 244 {
247 if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK) 245 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
248 { 246 {
249 /* Basically, if the food value is something that is creatable 247 /* Basically, if the food value is something that is creatable
250 * under the limits of the spell and it is higher than 248 * under the limits of the spell and it is higher than
251 * the item we have now, take it instead. 249 * the item we have now, take it instead.
252 */ 250 */
253 if (at_tmp->clone.stats.food <= food_value && (!at || at_tmp->clone.stats.food > at->clone.stats.food)) 251 if (at_tmp->stats.food <= food_value
252 && (!at
253 || at_tmp->stats.food > at->stats.food
254 || (at_tmp->stats.food == at->stats.food
255 && at_tmp->weight < at->weight)))
254 at = at_tmp; 256 at = at_tmp;
255 } 257 }
256 } 258 }
257 } 259 }
260
258 /* Pretty unlikely (there are some very low food items), but you never 261 /* Pretty unlikely (there are some very low food items), but you never
259 * know 262 * know
260 */ 263 */
261 if (!at) 264 if (!at)
262 { 265 {
263 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); 266 op->failmsgf ("You don't have enough experience to create any food.");
264 return 0; 267 return 0;
265 } 268 }
266 269
267 food_value /= at->clone.stats.food; 270 food_value /= at->stats.food;
268 new_op = arch_to_object (at); 271 new_op = at->instance ();
269 new_op->nrof = food_value; 272 new_op->nrof = food_value;
270 273
271 new_op->value = 0; 274 new_op->value = 0;
272 if (new_op->nrof < 1) 275 if (new_op->nrof < 1)
273 new_op->nrof = 1; 276 new_op->nrof = 1;
281{ 284{
282 int r, mflags, maxrange; 285 int r, mflags, maxrange;
283 object *tmp; 286 object *tmp;
284 maptile *m; 287 maptile *m;
285 288
286
287 if (!dir) 289 if (!dir)
288 { 290 {
289 examine_monster (op, op); 291 examine_monster (op, op);
290 return 1; 292 return 1;
291 } 293 }
294
292 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 295 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
293 for (r = 1; r < maxrange; r++) 296 for (r = 1; r < maxrange; r++)
294 { 297 {
295 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir]; 298 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir];
296 299
298 mflags = get_map_flags (m, &m, x, y, &x, &y); 301 mflags = get_map_flags (m, &m, x, y, &x, &y);
299 302
300 if (mflags & P_OUT_OF_MAP) 303 if (mflags & P_OUT_OF_MAP)
301 break; 304 break;
302 305
303 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) 306 if (!op->flag [FLAG_WIZCAST] && (mflags & P_NO_MAGIC))
304 { 307 {
305 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 308 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
306 return 0; 309 return 0;
307 } 310 }
311
308 if (mflags & P_IS_ALIVE) 312 if (mflags & P_IS_ALIVE)
309 { 313 {
310 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 314 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
311 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 315 if (tmp->flag [FLAG_ALIVE] && (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
312 { 316 {
313 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 317 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
314 if (tmp->head != NULL) 318 if (tmp->head != NULL)
315 tmp = tmp->head; 319 tmp = tmp->head;
316 examine_monster (op, tmp); 320 examine_monster (op, tmp);
317 return 1; 321 return 1;
318 } 322 }
319 } 323 }
320 } 324 }
325
321 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); 326 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
322 return 1; 327 return 1;
323} 328}
324
325 329
326/* This checks to see if 'pl' is invisible to 'mon'. 330/* This checks to see if 'pl' is invisible to 'mon'.
327 * does race check, undead check, etc 331 * does race check, undead check, etc
328 * Returns TRUE if mon can't see pl, false 332 * Returns TRUE if mon can't see pl, false
329 * otherwise. This doesn't check range, walls, etc. It 333 * otherwise. This doesn't check range, walls, etc. It
331 * pl is invisible. 335 * pl is invisible.
332 */ 336 */
333int 337int
334makes_invisible_to (object *pl, object *mon) 338makes_invisible_to (object *pl, object *mon)
335{ 339{
336
337 if (!pl->invisible) 340 if (!pl->invisible)
338 return 0; 341 return 0;
342
339 if (pl->type == PLAYER) 343 if (pl->type == PLAYER)
340 { 344 {
341 /* If race isn't set, then invisible unless it is undead */ 345 /* If race isn't set, then invisible unless it is undead */
342 if (!pl->contr->invis_race) 346 if (!pl->contr->invis_race)
343 { 347 {
344 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 348 if (mon->flag [FLAG_UNDEAD])
345 return 0; 349 return 0;
350
346 return 1; 351 return 1;
347 } 352 }
353
348 /* invis_race is set if we get here */ 354 /* invis_race is set if we get here */
349 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 355 if (pl->contr->invis_race == shstr_undead && is_true_undead (mon))
350 return 1; 356 return 1;
357
351 /* No race, can't be invisible to it */ 358 /* No race, can't be invisible to it */
352 if (!mon->race) 359 if (!mon->race)
353 return 0; 360 return 0;
361
354 if (strstr (mon->race, pl->contr->invis_race)) 362 if (mon->race.contains (pl->contr->invis_race))
355 return 1; 363 return 1;
364
356 /* Nothing matched above, return 0 */ 365 /* Nothing matched above, return 0 */
357 return 0; 366 return 0;
358 } 367 }
359 else 368 else
360 { 369 {
375int 384int
376cast_invisible (object *op, object *caster, object *spell_ob) 385cast_invisible (object *op, object *caster, object *spell_ob)
377{ 386{
378 if (op->invisible > 1000) 387 if (op->invisible > 1000)
379 { 388 {
380 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further"); 389 op->failmsg ("You can not extend the duration of your invisibility any further");
381 return 0; 390 return 0;
382 } 391 }
383 392
384 /* Remove the switch with 90% duplicate code - just handle the differences with 393 /* Remove the switch with 90% duplicate code - just handle the differences with
385 * and if statement or two. 394 * and if statement or two.
386 */ 395 */
387 op->invisible += spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 396 op->invisible += spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
397
388 /* max duration */ 398 /* limit duration */
389 if (op->invisible > 1000) 399 min_it (op->invisible, 1000);
390 op->invisible = 1000;
391 400
392 if (op->type == PLAYER) 401 if (op->type == PLAYER)
393 { 402 {
394 op->contr->invis_race = spell_ob->race; 403 op->contr->invis_race = spell_ob->race;
395 404
396 if (QUERY_FLAG (spell_ob, FLAG_MAKE_INVIS)) 405 if (spell_ob->flag [FLAG_MAKE_INVIS])
397 op->contr->tmp_invis = 0; 406 op->contr->tmp_invis = 0;
398 else 407 else
399 op->contr->tmp_invis = 1; 408 op->contr->tmp_invis = 1;
400 409
401 op->contr->hidden = 0; 410 op->contr->hidden = 0;
402 } 411 }
412
403 if (makes_invisible_to (op, op)) 413 if (makes_invisible_to (op, op))
404 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!"); 414 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!");
405 else 415 else
406 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!"); 416 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
407 417
408 update_object (op, UP_OBJ_FACE); 418 update_object (op, UP_OBJ_CHANGE);
409 419
410 /* Only search the active objects - only these should actually do 420 /* Only search the active objects - only these should actually do
411 * harm to the player. 421 * harm to the player.
412 */ 422 */
413 for_all_actives (tmp) 423 for_all_actives (tmp)
420/* earth to dust spell. Basically destroys earthwalls in the area. 430/* earth to dust spell. Basically destroys earthwalls in the area.
421 */ 431 */
422int 432int
423cast_earth_to_dust (object *op, object *caster, object *spell_ob) 433cast_earth_to_dust (object *op, object *caster, object *spell_ob)
424{ 434{
425 object *tmp, *next;
426 int range, i, j, mflags; 435 int range, i, j, mflags;
427 sint16 sx, sy; 436 sint16 sx, sy;
428 maptile *m; 437 maptile *m;
429
430 if (op->type != PLAYER)
431 return 0;
432 438
433 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 439 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
434 440
435 for (i = -range; i <= range; i++) 441 for (i = -range; i <= range; i++)
436 for (j = -range; j <= range; j++) 442 for (j = -range; j <= range; j++)
441 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 447 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
442 448
443 if (mflags & P_OUT_OF_MAP) 449 if (mflags & P_OUT_OF_MAP)
444 continue; 450 continue;
445 451
446 // earth to dust tears down everything that can be teared down 452 // earth to dust tears down everything that can be torn down
447 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next) 453 for (object *next, *tmp = m->at (sx, sy).bot; tmp; tmp = next)
448 { 454 {
449 next = tmp->above; 455 next = tmp->above;
450 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 456
457 if (tmp->flag [FLAG_TEAR_DOWN])
451 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 458 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
452 } 459 }
453 } 460 }
454 461
455 return 1; 462 return 1;
457 464
458void 465void
459execute_word_of_recall (object *op) 466execute_word_of_recall (object *op)
460{ 467{
461 if (object *pl = op->in_player ()) 468 if (object *pl = op->in_player ())
462 {
463 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST)) 469 if (pl->ms ().flags () & P_NO_CLERIC && !pl->flag [FLAG_WIZCAST])
464 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you."); 470 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
465 else 471 else
466 { 472 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
467 // remove first so we do not call update_stats
468 op->remove ();
469 pl->enter_exit (op);
470 }
471 }
472 473
473 op->destroy (); 474 op->destroy ();
474} 475}
475 476
476/* Word of recall causes the player to return 'home'. 477/* Word of recall causes the player to return 'home'.
478 * time delay effect. 479 * time delay effect.
479 */ 480 */
480int 481int
481cast_word_of_recall (object *op, object *caster, object *spell_ob) 482cast_word_of_recall (object *op, object *caster, object *spell_ob)
482{ 483{
483 object *dummy; 484 if (!op->is_player ())
484 int time;
485
486 if (op->type != PLAYER)
487 return 0; 485 return 0;
488 486
489 if (find_obj_by_type_subtype (op, SPELL_EFFECT, SP_WORD_OF_RECALL)) 487 if (find_obj_by_type_subtype (op, SPELL_EFFECT, SP_WORD_OF_RECALL))
490 { 488 {
491 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 489 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
492 return 1; 490 return 1;
493 } 491 }
494 492
495 dummy = get_archetype (FORCE_NAME); 493 object *dummy = archetype::get (FORCE_NAME);
496 if (dummy == NULL)
497 {
498 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
499 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
500 return 0;
501 }
502 494
503 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob); 495 int time = max (1, spell_ob->duration - SP_level_duration_adjust (caster, spell_ob));
504 if (time < 1)
505 time = 1;
506 496
507 /* value of speed really doesn't make much difference, as long as it is 497 /* value of speed really doesn't make much difference, as long as it is
508 * positive. Lower value may be useful so that the problem doesn't 498 * positive. Lower value may be useful so that the problem doesn't
509 * do anything really odd if it say a -1000 or something. 499 * do anything really odd if it say a -1000 or something.
510 */ 500 */
511 dummy->set_speed (0.002); 501 dummy->set_speed (0.002);
512 dummy->speed_left = -dummy->speed * time; 502 dummy->speed_left = -dummy->speed * time;
513 dummy->type = SPELL_EFFECT; 503 dummy->type = SPELL_EFFECT;
514 dummy->subtype = SP_WORD_OF_RECALL; 504 dummy->subtype = SP_WORD_OF_RECALL;
515 505 dummy->slaying = op->contr->savebed_map;
516 /* If we could take advantage of enter_player_savebed() here, it would be 506 dummy->stats.hp = op->contr->bed_x;
517 * nice, but until the map load fails, we can't. 507 dummy->stats.sp = op->contr->bed_y;
518 */
519 EXIT_PATH (dummy) = op->contr->savebed_map;
520 EXIT_X (dummy) = op->contr->bed_x;
521 EXIT_Y (dummy) = op->contr->bed_y;
522 508
523 op->insert (dummy); 509 op->insert (dummy);
524 510
525 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 511 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
526 512
564} 550}
565 551
566int 552int
567perceive_self (object *op) 553perceive_self (object *op)
568{ 554{
569 char *cp = describe_item (op, op), buf[MAX_BUF]; 555 const char *cp = describe_item (op, op);
570 archetype *at = archetype::find (ARCH_DEPLETION); 556 archetype *at = archetype::find (shstr_depletion);
571 object *tmp;
572 int i;
573 557
558 dynbuf_text &buf = msg_dynbuf; buf.clear ();
559
560 if (!op->is_player ())
561 return 0;
562
563 if (object *race = archetype::find (op->race))
564 buf << " - You are a G<male|female> " << &race->name << ".\n";
565
574 tmp = find_god (determine_god (op)); 566 if (object *god = find_god (determine_god (op)))
575 if (tmp) 567 buf << " - You worship " << &god->name << ".\n";
576 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
577 else 568 else
578 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); 569 buf << " - You worship no god.\n";
579 570
580 tmp = present_arch_in_ob (at, op); 571 object *tmp = present_arch_in_ob (at, op);
581 572
582 if (*cp == '\0' && tmp == NULL) 573 if (*cp == '\0' && !tmp)
583 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 574 buf << " - You feel very mundane. ";
584 else 575 else
585 { 576 {
586 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 577 buf << " - You have: " << cp << ".\n";
587 new_draw_info (NDI_UNIQUE, 0, op, cp); 578
588 if (tmp != NULL) 579 if (tmp)
589 {
590 for (i = 0; i < NUM_STATS; i++) 580 for (int i = 0; i < NUM_STATS; i++)
591 { 581 if (tmp->stats.stat (i) < 0)
592 if (get_attr_value (&tmp->stats, i) < 0) 582 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
593 {
594 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i)));
595 }
596 }
597 }
598 } 583 }
599 584
600 if (is_dragon_pl (op)) 585 if (op->is_dragon ())
601 {
602 /* now grab the 'dragon_ability'-force from the player's inventory */ 586 /* now grab the 'dragon_ability'-force from the player's inventory */
603 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 587 for (tmp = op->inv; tmp; tmp = tmp->below)
604 { 588 {
605 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 589 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
606 { 590 {
607 if (tmp->stats.exp == 0) 591 if (tmp->stats.exp == 0)
608 sprintf (buf, "Your metabolism isn't focused on anything."); 592 buf << " - Your metabolism isn't focused on anything.\n";
609 else 593 else
610 sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); 594 buf << " - Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
611 595
612 new_draw_info (NDI_UNIQUE, 0, op, buf);
613 break; 596 break;
614 } 597 }
615 } 598 }
616 }
617 599
618 return 1; 600 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
619}
620
621/* int cast_create_town_portal (object *op, object *caster, int dir)
622 *
623 * This function cast the spell of town portal for op
624 *
625 * The spell operates in two passes. During the first one a place
626 * is marked as a destination for the portal. During the second one,
627 * 2 portals are created, one in the position the player cast it and
628 * one in the destination place. The portal are synchronized and 2 forces
629 * are inserted in the player to destruct the portal next time player
630 * creates a new portal pair.
631 * This spell has a side effect that it allows people to meet each other
632 * in a permanent, private, appartements by making a town portal from it
633 * to the town or another public place. So, check if the map is unique and if
634 * so return an error
635 *
636 * Code by Tchize (david.delbecq@usa.net)
637 */
638int
639cast_create_town_portal (object *op, object *caster, object *spell, int dir)
640{
641 object *dummy, *force, *old_force;
642 archetype *perm_portal;
643 char portal_name[1024], portal_message[1024];
644 maptile *exitmap;
645 int op_level;
646
647 /* Check to see if the map the player is currently on is a per player unique
648 * map. This can be determined in that per player unique maps have the
649 * full pathname listed.
650 */
651 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
652 {
653 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
654 return 0;
655 }
656
657 /* The first thing to do is to check if we have a marked destination
658 * dummy is used to make a check inventory for the force
659 */
660 dummy = arch_to_object (spell->other_arch);
661 if (dummy == NULL)
662 {
663 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
664 LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name);
665 return 0;
666 }
667
668 force = check_inv_recursive (op, dummy);
669
670 if (force == NULL)
671 {
672 /* Here we know there is no destination marked up.
673 * We have 2 things to do:
674 * 1. Mark the destination in the player inventory.
675 * 2. Let the player know it worked.
676 */
677 dummy->name = op->map->path;
678 EXIT_X (dummy) = op->x;
679 EXIT_Y (dummy) = op->y;
680 insert_ob_in_ob (dummy, op);
681 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You fix this place in your mind.\nYou feel you are able to come here from anywhere.");
682 return 1;
683 }
684
685 dummy->destroy ();
686
687 /* Here we know where the town portal should go to
688 * We should kill any existing portal associated with the player.
689 * Than we should create the 2 portals.
690 * For each of them, we need:
691 * - To create the portal with the name of the player+destination map
692 * - set the owner of the town portal
693 * - To mark the position of the portal in the player's inventory
694 * for easier destruction.
695 *
696 * The mark works has follow:
697 * slaying: Existing town portal
698 * hp, sp : x & y of the associated portal
699 * name : name of the portal
700 * race : map the portal is in
701 */
702
703 /* First step: killing existing town portals */
704 dummy = get_archetype (spell->race);
705 if (dummy == NULL)
706 {
707 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
708 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
709 return 0;
710 }
711
712 perm_portal = archetype::find (spell->slaying);
713
714 /* To kill a town portal, we go trough the player's inventory,
715 * for each marked portal in player's inventory,
716 * -We try load the associated map (if impossible, consider the portal destructed)
717 * -We find any portal in the specified location.
718 * If it has the good name, we destruct it.
719 * -We destruct the force indicating that portal.
720 */
721 while ((old_force = check_inv_recursive (op, dummy)))
722 {
723 exitmap = maptile::find_sync (old_force->race, op->map);
724
725 if (exitmap)
726 {
727 exitmap->load_sync ();
728
729 int exitx = EXIT_X (old_force);
730 int exity = EXIT_Y (old_force);
731
732 for (object *tmp = present_arch (perm_portal, exitmap, exitx, exity); tmp; tmp = tmp->above)
733 {
734 if (tmp->name == old_force->name)
735 {
736 tmp->destroy ();
737 break;
738 }
739 }
740 }
741
742 old_force->destroy ();
743 }
744
745 dummy->destroy ();
746
747 /* Creating the portals.
748 * The very first thing to do is to ensure
749 * access to the destination map.
750 * If we can't, don't fizzle. Simply warn player.
751 * This ensure player pays his mana for the spell
752 * because HE is responsible of forgotting.
753 * 'force' is the destination of the town portal, which we got
754 * from the players inventory above.
755 */
756
757 /* Ensure exit map is loaded */
758 exitmap = maptile::find_sync (force->name);
759
760 /* If we were unable to load (ex. random map deleted), warn player */
761 if (!exitmap)
762 {
763 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
764 force->destroy ();
765 return 1;
766 }
767
768 exitmap->load_sync ();
769
770 op_level = caster_level (caster, spell);
771 if (op_level < 15)
772 snprintf (portal_message, 1024,
773 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
774 &op->name);
775 else if (op_level < 30)
776 snprintf (portal_message, 1024,
777 "\n%s's portal smells of ozone.\nYou do a lot of movements and finally pass\nthrough the small hole in the air\n", &op->name);
778 else if (op_level < 60)
779 snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
780 else
781 snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",
782 &op->name);
783
784 /* Create a portal in front of player
785 * dummy contain the portal and
786 * force contain the track to kill it later
787 */
788 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
789 dummy = get_archetype (spell->slaying); /*The portal */
790 if (dummy == NULL)
791 {
792 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
793 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
794 return 0;
795 }
796
797 EXIT_PATH (dummy) = force->name;
798 EXIT_X (dummy) = EXIT_X (force);
799 EXIT_Y (dummy) = EXIT_Y (force);
800 dummy->name = dummy->name_pl = portal_name;
801 dummy->msg = portal_message;
802 dummy->race = op->name; /*Save the owner of the portal */
803 cast_create_obj (op, caster, dummy, 0);
804
805 /* Now we need to to create a town portal marker inside the player
806 * object, so on future castings, we can know that he has an active
807 * town portal.
808 */
809 object *tmp = get_archetype (spell->race);
810
811 if (!tmp)
812 {
813 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
814 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
815 return 0;
816 }
817
818 tmp->race = op->map->path;
819 tmp->name = portal_name;
820 EXIT_X (tmp) = dummy->x;
821 EXIT_Y (tmp) = dummy->y;
822 op->insert (tmp);
823
824 /* Create a portal in the destination map
825 * dummy contain the portal and
826 * force the track to kill it later
827 * the 'force' variable still contains the 'reminder' of
828 * where this portal goes to.
829 */
830 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &op->map->path);
831 dummy = get_archetype (spell->slaying); /*The portal */
832 if (dummy == NULL)
833 {
834 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
835 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
836 return 0;
837 }
838
839 EXIT_PATH (dummy) = op->map->path;
840 EXIT_X (dummy) = op->x;
841 EXIT_Y (dummy) = op->y;
842 dummy->name = dummy->name_pl = portal_name;
843 dummy->msg = portal_message;
844 dummy->race = op->name; /*Save the owner of the portal */
845 exitmap->insert (dummy, EXIT_X (force), EXIT_Y (force), op);
846
847 /* Now we create another town portal marker that
848 * points back to the one we just made
849 */
850 tmp = get_archetype (spell->race);
851 if (tmp == NULL)
852 {
853 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
854 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
855 return 0;
856 }
857
858 tmp->race = force->name;
859 tmp->name = portal_name;
860 EXIT_X (tmp) = dummy->x;
861 EXIT_Y (tmp) = dummy->y;
862 insert_ob_in_ob (tmp, op);
863
864 /* Describe the player what happened
865 */
866 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
867 force->destroy ();
868 601
869 return 1; 602 return 1;
870} 603}
871 604
872/* This creates magic walls. Really, it can create most any object, 605/* This creates magic walls. Really, it can create most any object,
898 631
899 if ((spell_ob->move_block || x != op->x || y != op->y) && 632 if ((spell_ob->move_block || x != op->x || y != op->y) &&
900 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) || 633 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) ||
901 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block))) 634 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
902 { 635 {
903 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 636 op->failmsg ("Something is in the way.");
904 return 0; 637 return 0;
905 } 638 }
906 639
907 if (spell_ob->other_arch) 640 if (spell_ob->other_arch)
908 tmp = arch_to_object (spell_ob->other_arch); 641 tmp = spell_ob->other_arch->instance ();
909 else if (spell_ob->race) 642 else if (spell_ob->race)
910 { 643 {
911 char buf1[MAX_BUF]; 644 char buf1[MAX_BUF];
912 645
913 sprintf (buf1, spell_ob->race, dir); 646 sprintf (buf1, spell_ob->race, dir);
917 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 650 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
918 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 651 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
919 return 0; 652 return 0;
920 } 653 }
921 654
922 tmp = arch_to_object (at); 655 tmp = at->instance ();
923 } 656 }
924 else 657 else
925 { 658 {
926 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name); 659 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
927 return 0; 660 return 0;
932 tmp->attacktype = spell_ob->attacktype; 665 tmp->attacktype = spell_ob->attacktype;
933 tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 666 tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
934 tmp->stats.dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 667 tmp->stats.dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
935 tmp->range = 0; 668 tmp->range = 0;
936 } 669 }
937 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 670 else if (tmp->flag [FLAG_ALIVE])
938 { 671 {
939 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 672 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
940 tmp->stats.maxhp = tmp->stats.hp; 673 tmp->stats.maxhp = tmp->stats.hp;
941 } 674 }
942 675
943 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP)) 676 if (spell_ob->flag [FLAG_IS_USED_UP] || tmp->flag [FLAG_IS_USED_UP])
944 { 677 {
945 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 678 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
946 SET_FLAG (tmp, FLAG_IS_USED_UP); 679 tmp->set_flag (FLAG_IS_USED_UP);
947 } 680 }
948 681
949 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 682 if (spell_ob->flag [FLAG_TEAR_DOWN])
950 { 683 {
951 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 684 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
952 tmp->stats.maxhp = tmp->stats.hp; 685 tmp->stats.maxhp = tmp->stats.hp;
953 SET_FLAG (tmp, FLAG_TEAR_DOWN); 686 tmp->set_flag (FLAG_TEAR_DOWN);
954 SET_FLAG (tmp, FLAG_ALIVE); 687 tmp->set_flag (FLAG_ALIVE);
955 } 688 }
956 689
957 /* This can't really hurt - if the object doesn't kill anything, 690 /* This can't really hurt - if the object doesn't kill anything,
958 * these fields just won't be used. Do not set the owner for 691 * these fields just won't be used. Do not set the owner for
959 * earthwalls, though, so they survive restarts. 692 * earthwalls, though, so they survive restarts.
960 */ 693 */
961 if (tmp->type != EARTHWALL) //TODO 694 if (tmp->type != EARTHWALL) //TODO
962 tmp->set_owner (op); 695 tmp->set_owner (op);
963 696
964 set_spell_skill (op, caster, spell_ob, tmp); 697 set_spell_skill (op, caster, spell_ob, tmp);
965 tmp->level = caster_level (caster, spell_ob) / 2; 698 tmp->level = casting_level (caster, spell_ob) / 2;
966 699
967 name = tmp->name; 700 name = tmp->name;
968 if (!(tmp = m->insert (tmp, x, y, op))) 701 if (!(tmp = m->insert (tmp, x, y, op)))
969 { 702 {
970 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name); 703 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
971 return 0; 704 return 0;
972 } 705 }
973 706
974 /* If this is a spellcasting wall, need to insert the spell object */ 707 /* If this is a spellcasting wall, need to insert the spell object */
975 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 708 if (tmp->other_arch && tmp->other_arch->type == SPELL)
976 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 709 insert_ob_in_ob (tmp->other_arch->instance (), tmp);
977 710
978 /* This code causes the wall to extend some distance in 711 /* This code causes the wall to extend some distance in
979 * each direction, or until an obstruction is encountered. 712 * each direction, or until an obstruction is encountered.
980 * posblocked and negblocked help determine how far the 713 * posblocked and negblocked help determine how far the
981 * created wall can extend, it won't go extend through 714 * created wall can extend, it won't go extend through
1000 { 733 {
1001 object *tmp2 = tmp->clone (); 734 object *tmp2 = tmp->clone ();
1002 m->insert (tmp2, x, y, op); 735 m->insert (tmp2, x, y, op);
1003 736
1004 /* If this is a spellcasting wall, need to insert the spell object */ 737 /* If this is a spellcasting wall, need to insert the spell object */
1005 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 738 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1006 tmp2->insert (arch_to_object (tmp2->other_arch)); 739 tmp2->insert (tmp2->other_arch->instance ());
1007 740
1008 } 741 }
1009 else 742 else
1010 posblocked = 1; 743 posblocked = 1;
1011 744
1017 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked) 750 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
1018 { 751 {
1019 object *tmp2 = tmp->clone (); 752 object *tmp2 = tmp->clone ();
1020 m->insert (tmp2, x, y, op); 753 m->insert (tmp2, x, y, op);
1021 754
1022 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 755 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1023 tmp2->insert (arch_to_object (tmp2->other_arch)); 756 tmp2->insert (tmp2->other_arch->instance ());
1024 } 757 }
1025 else 758 else
1026 negblocked = 1; 759 negblocked = 1;
1027 } 760 }
1028 761
1029 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) 762 if (tmp->flag [FLAG_BLOCKSVIEW])
1030 update_all_los (op->map, op->x, op->y); 763 update_all_los (op->map, op->x, op->y);
1031 764
1032 return 1; 765 return 1;
1033} 766}
1034 767
1035int 768int
1036dimension_door (object *op, object *caster, object *spob, int dir) 769dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
1037{ 770{
1038 uint32 dist, maxdist; 771 uint32 dist, maxdist;
1039 int mflags; 772 int mflags;
1040 maptile *m; 773 maptile *m;
1041 sint16 sx, sy; 774 sint16 sx, sy;
1043 if (op->type != PLAYER) 776 if (op->type != PLAYER)
1044 return 0; 777 return 0;
1045 778
1046 if (!dir) 779 if (!dir)
1047 { 780 {
1048 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?"); 781 op->failmsg ("In what direction?");
1049 return 0; 782 return 0;
1050 } 783 }
1051 784
1052 /* Given the new outdoor maps, can't let players dimension door for 785 /* Given the new outdoor maps, can't let players dimension door for
1053 * ever, so put limits in. 786 * ever, so put limits in.
1054 */ 787 */
1055 maxdist = spob->range + SP_level_range_adjust (caster, spob); 788 maxdist = spob->range + SP_level_range_adjust (caster, spob);
1056 789
1057 if (op->contr->count) 790 if (spellparam)
1058 { 791 {
792 int count = atoi (spellparam);
793
1059 if (op->contr->count > maxdist) 794 if (count > maxdist)
1060 { 795 {
1061 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!"); 796 op->failmsg ("You can't dimension door that far!");
1062 return 0; 797 return 0;
1063 } 798 }
1064 799
1065 for (dist = 0; dist < op->contr->count; dist++) 800 for (dist = 0; dist < count; dist++)
1066 { 801 {
1067 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy); 802 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
1068 803
1069 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 804 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
1070 break; 805 break;
1071 806
1072 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) 807 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1073 break; 808 break;
1074 } 809 }
1075 810
1076 if (dist < op->contr->count) 811 if (dist < count)
1077 { 812 {
1078 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n"); 813 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
1079 op->contr->count = 0;
1080 return 0; 814 return 0;
1081 } 815 }
1082
1083 op->contr->count = 0;
1084 816
1085 /* Remove code that puts player on random space on maps. IMO, 817 /* Remove code that puts player on random space on maps. IMO,
1086 * a lot of maps probably have areas the player should not get to, 818 * a lot of maps probably have areas the player should not get to,
1087 * but may not be marked as NO_MAGIC (as they may be bounded 819 * but may not be marked as NO_MAGIC (as they may be bounded
1088 * by such squares). Also, there are probably treasure rooms and 820 * by such squares). Also, there are probably treasure rooms and
1130 break; 862 break;
1131 863
1132 } 864 }
1133 if (!dist) 865 if (!dist)
1134 { 866 {
1135 new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n"); 867 op->failmsg ("Your spell failed!\n");
1136 return 0; 868 return 0;
1137 } 869 }
1138 } 870 }
1139 871
1140 /* Actually move the player now */ 872 /* Actually move the player now */
1141 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op))) 873 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op)))
1142 return 1; 874 return 1;
1143 875
1144 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ 876 op->speed_left = -5. * op->speed; /* Freeze them for a short while */
877
1145 return 1; 878 return 1;
1146} 879}
1147
1148 880
1149/* cast_heal: Heals something. 881/* cast_heal: Heals something.
1150 * op is the caster. 882 * op is the caster.
1151 * dir is the direction he is casting it in. 883 * dir is the direction he is casting it in.
1152 * spell is the spell object. 884 * spell is the spell object.
1179 { 911 {
1180 /* See how many points we actually heal. Instead of messages 912 /* See how many points we actually heal. Instead of messages
1181 * based on type of spell, we instead do messages based 913 * based on type of spell, we instead do messages based
1182 * on amount of damage healed. 914 * on amount of damage healed.
1183 */ 915 */
1184 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 916 if (heal > tmp->stats.maxhp - tmp->stats.hp)
1185 heal = tmp->stats.maxhp - tmp->stats.hp; 917 heal = tmp->stats.maxhp - tmp->stats.hp;
918
1186 tmp->stats.hp += heal; 919 tmp->stats.hp += heal;
1187 920
1188 if (tmp->stats.hp >= tmp->stats.maxhp) 921 if (tmp->stats.hp >= tmp->stats.maxhp)
1189 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 922 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1190 else if (heal > 50) 923 else if (heal > 50)
1199 success = 1; 932 success = 1;
1200 } 933 }
1201 } 934 }
1202 935
1203 if (spell->attacktype & AT_DISEASE) 936 if (spell->attacktype & AT_DISEASE)
1204 if (cure_disease (tmp, op)) 937 if (cure_disease (tmp, op, spell))
1205 success = 1; 938 success = 1;
1206 939
1207 if (spell->attacktype & AT_POISON) 940 if (spell->attacktype & AT_POISON)
1208 { 941 {
1209 at = archetype::find ("poisoning"); 942 at = archetype::find (shstr_poisoning);
1210 poison = present_arch_in_ob (at, tmp); 943 poison = present_arch_in_ob (at, tmp);
1211 if (poison) 944 if (poison)
1212 { 945 {
1213 success = 1; 946 success = 1;
1214 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 947 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1216 } 949 }
1217 } 950 }
1218 951
1219 if (spell->attacktype & AT_CONFUSION) 952 if (spell->attacktype & AT_CONFUSION)
1220 { 953 {
1221 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 954 poison = present_in_ob_by_name (FORCE, shstr_confusion, tmp);
1222 if (poison) 955 if (poison)
1223 { 956 {
1224 success = 1; 957 success = 1;
1225 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 958 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1226 poison->duration = 1; 959 poison->duration = 1;
1227 } 960 }
1228 } 961 }
1229 962
1230 if (spell->attacktype & AT_BLIND) 963 if (spell->attacktype & AT_BLIND)
1231 { 964 {
1232 at = archetype::find ("blindness"); 965 at = archetype::find (shstr_blindness);
1233 poison = present_arch_in_ob (at, tmp); 966 poison = present_arch_in_ob (at, tmp);
1234 if (poison) 967 if (poison)
1235 { 968 {
1236 success = 1; 969 success = 1;
1237 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return."); 970 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1255 tmp->stats.grace = tmp->stats.maxgrace; 988 tmp->stats.grace = tmp->stats.maxgrace;
1256 success = 1; 989 success = 1;
1257 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!"); 990 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1258 } 991 }
1259 992
1260 if (spell->stats.food && tmp->stats.food < 999) 993 if (spell->stats.food && tmp->stats.food < MAX_FOOD)
1261 { 994 {
1262 tmp->stats.food += spell->stats.food; 995 tmp->stats.food += spell->stats.food;
1263 if (tmp->stats.food > 999) 996 min_it (tmp->stats.food, MAX_FOOD);
1264 tmp->stats.food = 999; 997
1265 success = 1; 998 success = 1;
1266 /* We could do something a bit better like the messages for healing above */ 999 /* We could do something a bit better like the messages for healing above */
1267 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food"); 1000 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1268 } 1001 }
1269 1002
1270 return success; 1003 return success;
1271} 1004}
1272
1273 1005
1274/* This is used for the spells that gain stats. There are no spells 1006/* This is used for the spells that gain stats. There are no spells
1275 * right now that icnrease wis/int/pow on a temp basis, so no 1007 * right now that icnrease wis/int/pow on a temp basis, so no
1276 * good comments for those. 1008 * good comments for those.
1277 */ 1009 */
1278static const char *const no_gain_msgs[NUM_STATS] = { 1010static const char *const no_gain_msgs[NUM_STATS] = {
1279 "You grow no stronger.", 1011 "You grow no stronger.",
1280 "You grow no more agile.", 1012 "You grow no more agile.",
1281 "You don't feel any healthier.", 1013 "You don't feel any healthier.",
1282 "no wis", 1014 "You didn't grow any more intelligent.",
1015 "You do not feel any wiser.",
1016 "You don't feel any more powerful."
1283 "You are no easier to look at.", 1017 "You are no easier to look at.",
1284 "no int",
1285 "no pow"
1286}; 1018};
1287 1019
1288int 1020int
1021change_ability_duration (object *spell, object *caster)
1022{
1023 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1024}
1025
1026int
1289cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) 1027cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1290{ 1028{
1291 object *force = NULL; 1029 object *force = 0;
1292 int i; 1030 int i;
1293 1031
1294 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1032 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1295 object *tmp = dir 1033 object *tmp = dir
1296 ? find_target_for_friendly_spell (op, dir) 1034 ? find_target_for_friendly_spell (op, dir)
1297 : op; 1035 : op;
1298 1036
1299 if (!tmp) 1037 if (!tmp)
1300 return 0; 1038 return 0;
1301 1039
1302 /* If we've already got a force of this type, don't add a new one. */ 1040 /* If we've already got a force of this type, don't add a new one. */
1310 break; 1048 break;
1311 } 1049 }
1312 else if (spell_ob->race && spell_ob->race == tmp2->name) 1050 else if (spell_ob->race && spell_ob->race == tmp2->name)
1313 { 1051 {
1314 if (!silent) 1052 if (!silent)
1315 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 1053 op->failmsgf ("You can not cast %s while %s is in effect",
1054 &spell_ob->name, &tmp2->name_pl);
1055
1316 return 0; 1056 return 0;
1317 } 1057 }
1318 } 1058 }
1319 } 1059 }
1060
1061 int duration = change_ability_duration (spell_ob, caster);
1062
1320 if (force == NULL) 1063 if (force)
1321 {
1322 force = get_archetype (FORCE_NAME);
1323 force->subtype = FORCE_CHANGE_ABILITY;
1324 if (spell_ob->race)
1325 force->name = spell_ob->race;
1326 else
1327 force->name = spell_ob->name;
1328 force->name_pl = spell_ob->name;
1329 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1330
1331 } 1064 {
1332 else
1333 {
1334 int duration;
1335
1336 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1337 if (duration > force->duration) 1065 if (duration > force->duration)
1338 { 1066 {
1339 force->duration = duration; 1067 force->duration = duration;
1340 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1068 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1341 } 1069 }
1342 else 1070 else
1343 {
1344 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1071 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1345 } 1072
1346 return 1; 1073 return 1;
1347 } 1074 }
1348 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1075
1076 new_draw_info_format (NDI_UNIQUE, 0, op,
1077 "You create an aura of magical force. H<The effect will last for about %.10g seconds.>",
1078 TICK2TIME (duration));
1079
1080 force = archetype::get (FORCE_NAME);
1081 force->subtype = FORCE_CHANGE_ABILITY;
1082 force->duration = duration;
1083
1084 if (spell_ob->race)
1085 force->name = spell_ob->race;
1086 else
1087 force->name = spell_ob->name;
1088
1089 force->name_pl = spell_ob->name;
1090
1349 force->speed = 1.0; 1091 force->speed = 1.0;
1350 force->speed_left = -1.0; 1092 force->speed_left = -1.0;
1351 SET_FLAG (force, FLAG_APPLIED); 1093 force->set_flag (FLAG_APPLIED);
1352 1094
1353 /* Now start processing the effects. First, protections */ 1095 /* Now start processing the effects. First, protections */
1354 for (i = 0; i < NROFATTACKS; i++) 1096 for (i = 0; i < NROFATTACKS; i++)
1355 {
1356 if (spell_ob->resist[i]) 1097 if (spell_ob->resist[i])
1357 {
1358 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob); 1098 force->resist[i] = min (100, spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob));
1359 if (force->resist[i] > 100) 1099
1360 force->resist[i] = 100;
1361 }
1362 }
1363 if (spell_ob->stats.hp) 1100 if (spell_ob->stats.hp)
1364 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob); 1101 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1365 1102
1366 if (tmp->type == PLAYER) 1103 if (tmp->type == PLAYER)
1367 { 1104 {
1368 /* Stat adjustment spells */ 1105 /* Stat adjustment spells */
1369 for (i = 0; i < NUM_STATS; i++) 1106 for (i = 0; i < NUM_STATS; i++)
1370 { 1107 {
1371 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; 1108 if (sint8 stat = spell_ob->stats.stat (i))
1372
1373 if (stat)
1374 { 1109 {
1375 sm = 0; 1110 sint8 sm = 0;
1376 for (k = 0; k < stat; k++) 1111 for (sint8 k = 0; k < stat; k++)
1377 sm += rndm (1, 3); 1112 sm += rndm (1, 3);
1378 1113
1379 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) 1114 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1380 { 1115 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1381 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); 1116
1382 if (sm < 0) 1117 force->stats.stat (i) = sm;
1383 sm = 0; 1118
1384 }
1385 set_attr_value (&force->stats, i, sm);
1386 if (!sm) 1119 if (!sm)
1387 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); 1120 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1388 } 1121 }
1389 } 1122 }
1390 } 1123 }
1391 1124
1392 force->move_type = spell_ob->move_type; 1125 force->move_type = spell_ob->move_type;
1393 1126
1394 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK)) 1127 if (spell_ob->flag [FLAG_SEE_IN_DARK])
1395 SET_FLAG (force, FLAG_SEE_IN_DARK); 1128 force->set_flag (FLAG_SEE_IN_DARK);
1396 1129
1397 if (QUERY_FLAG (spell_ob, FLAG_XRAYS)) 1130 if (spell_ob->flag [FLAG_XRAYS])
1398 SET_FLAG (force, FLAG_XRAYS); 1131 force->set_flag (FLAG_XRAYS);
1399 1132
1400 /* Haste/bonus speed */ 1133 /* Haste/bonus speed */
1401 if (spell_ob->stats.exp) 1134 if (spell_ob->stats.exp)
1402 { 1135 {
1403 if (op->speed > 0.5f) 1136 if (op->speed > 0.5f)
1411 force->attacktype = spell_ob->attacktype; 1144 force->attacktype = spell_ob->attacktype;
1412 1145
1413 insert_ob_in_ob (force, tmp); 1146 insert_ob_in_ob (force, tmp);
1414 change_abil (tmp, force); /* Mostly to display any messages */ 1147 change_abil (tmp, force); /* Mostly to display any messages */
1415 tmp->update_stats (); 1148 tmp->update_stats ();
1149
1416 return 1; 1150 return 1;
1417} 1151}
1418 1152
1419/* This used to be part of cast_change_ability, but it really didn't make 1153/* This used to be part of cast_change_ability, but it really didn't make
1420 * a lot of sense, since most of the values it derives are from the god 1154 * a lot of sense, since most of the values it derives are from the god
1421 * of the caster. 1155 * of the caster.
1422 */ 1156 */
1423
1424int 1157int
1425cast_bless (object *op, object *caster, object *spell_ob, int dir) 1158cast_bless (object *op, object *caster, object *spell_ob, int dir)
1426{ 1159{
1427 int i; 1160 int i;
1428 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1161 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1429 1162
1430 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1163 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1431 if (dir != 0) 1164 if (dir != 0)
1432 { 1165 {
1433 tmp = find_target_for_friendly_spell (op, dir); 1166 tmp = find_target_for_friendly_spell (op, dir);
1167
1168 if (!tmp)
1169 return 0;
1434 } 1170 }
1435 else 1171 else
1436 {
1437 tmp = op; 1172 tmp = op;
1438 }
1439 1173
1440 /* If we've already got a force of this type, don't add a new one. */ 1174 /* If we've already got a force of this type, don't add a new one. */
1441 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1175 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1442 { 1176 {
1443 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1177 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1444 { 1178 {
1445 if (tmp2->name == spell_ob->name) 1179 if (tmp2->name == spell_ob->name)
1446 { 1180 {
1452 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 1186 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1453 return 0; 1187 return 0;
1454 } 1188 }
1455 } 1189 }
1456 } 1190 }
1191
1457 if (force == NULL) 1192 if (force == NULL)
1458 { 1193 {
1459 force = get_archetype (FORCE_NAME); 1194 force = archetype::get (FORCE_NAME);
1460 force->subtype = FORCE_CHANGE_ABILITY; 1195 force->subtype = FORCE_CHANGE_ABILITY;
1461 if (spell_ob->race) 1196 if (spell_ob->race)
1462 force->name = spell_ob->race; 1197 force->name = spell_ob->race;
1463 else 1198 else
1464 force->name = spell_ob->name; 1199 force->name = spell_ob->name;
1479 { 1214 {
1480 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1215 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1481 } 1216 }
1482 return 0; 1217 return 0;
1483 } 1218 }
1219
1484 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1220 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1485 force->speed = 1.0; 1221 force->speed = 1.0;
1486 force->speed_left = -1.0; 1222 force->speed_left = -1.0;
1487 SET_FLAG (force, FLAG_APPLIED); 1223 force->set_flag (FLAG_APPLIED);
1488 1224
1489 if (!god) 1225 if (!god)
1490 { 1226 {
1491 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty."); 1227 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1492 } 1228 }
1493 else 1229 else
1494 { 1230 {
1495 /* Only give out good benefits, and put a max on it */ 1231 /* Only give out good benefits, and put a max on it */
1496 for (i = 0; i < NROFATTACKS; i++) 1232 for (i = 0; i < NROFATTACKS; i++)
1497 {
1498 if (god->resist[i] > 0) 1233 if (god->resist[i] > 0)
1499 {
1500 force->resist[i] = MIN (god->resist[i], spell_ob->resist[ATNR_GODPOWER]); 1234 force->resist[i] = min (god->resist[i], spell_ob->resist[ATNR_GODPOWER]);
1501 } 1235
1502 }
1503 force->path_attuned |= god->path_attuned; 1236 force->path_attuned |= god->path_attuned;
1504 1237
1505 if (spell_ob->attacktype) 1238 if (spell_ob->attacktype)
1506 force->slaying = god->slaying; 1239 force->slaying = god->slaying;
1507 1240
1526} 1259}
1527 1260
1528/* Alchemy code by Mark Wedel 1261/* Alchemy code by Mark Wedel
1529 * 1262 *
1530 * This code adds a new spell, called alchemy. Alchemy will turn 1263 * This code adds a new spell, called alchemy. Alchemy will turn
1531 * objects to gold nuggets, the value of the gold nuggets being 1264 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1532 * about 90% of that of the item itself. It uses the value of the
1533 * object before charisma adjustments, because the nuggets themselves
1534 * will be will be adjusted by charisma when sold.
1535 * 1265 *
1536 * Large nuggets are worth 25 gp each (base). You will always get 1266 * The value of the gold nuggets being about 90% of that of the item
1537 * the maximum number of large nuggets you could get. 1267 * itself. It uses the value of the object before charisma adjustments,
1538 * Small nuggets are worth 1 gp each (base). You will get from 0 1268 * because the nuggets themselves will be will be adjusted by charisma
1539 * to the max amount of small nuggets as you could get. 1269 * when sold.
1540 *
1541 * For example, if an item is worth 110 gold, you will get
1542 * 4 large nuggets, and from 0-10 small nuggets.
1543 * 1270 *
1544 * There is also a chance (1:30) that you will get nothing at all 1271 * There is also a chance (1:30) that you will get nothing at all
1545 * for the object. There is also a maximum weight that will be 1272 * for the object. There is also a maximum weight that will be
1546 * alchemised. 1273 * alchemised.
1547 */ 1274 */
1548static void 1275static void
1549alchemy_object (object *obj, uint64 &total_value, int &total_weight) 1276alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1550{ 1277{
1551 uint64 value = query_cost (obj, NULL, F_TRUE); 1278 uint64 value = query_cost (obj, NULL, F_TRUE);
1552 1279
1553 /* Give third price when we alchemy money (This should hopefully 1280 /* Give third price when we alchemy money (this should hopefully
1554 * make it so that it isn't worth it to alchemy money, sell 1281 * make it so that it isn't worth it to alchemy money, sell
1555 * the nuggets, alchemy the gold from that, etc. 1282 * the nuggets, alchemy the gold from that, etc.
1556 * Otherwise, give 9 silver on the gold for other objects, 1283 * Otherwise, give 9 silver on the gold for other objects,
1557 * so that it would still be more affordable to haul 1284 * so that it would still be more affordable to haul
1558 * the stuff back to town. 1285 * the stuff back to town.
1559 */ 1286 */
1560 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1287 if (obj->flag [FLAG_UNPAID])
1561 value = 0; 1288 value = 0;
1562 else if (obj->type == MONEY || obj->type == GEM) 1289 else if (obj->type == MONEY || obj->type == GEM)
1563 value /= 3; 1290 value /= 3;
1564 else 1291 else
1565 value = value * 9 / 10; 1292 value = value * 9 / 10;
1570 total_weight += obj->total_weight (); 1297 total_weight += obj->total_weight ();
1571 1298
1572 obj->destroy (); 1299 obj->destroy ();
1573} 1300}
1574 1301
1575static void
1576update_map (object *op, maptile *m, int small_nuggets, object *small, int large_nuggets, object *large, int x, int y)
1577{
1578 int flag = 0;
1579
1580 /* Put any nuggets below the player, but we can only pass this
1581 * flag if we are on the same space as the player
1582 */
1583 if (x == op->x && y == op->y && op->map == m)
1584 flag = INS_BELOW_ORIGINATOR;
1585
1586 if (small_nuggets)
1587 {
1588 object *tmp = small->clone ();
1589 tmp->nrof = small_nuggets;
1590 m->insert (tmp, x, y, op, flag);
1591 }
1592
1593 if (large_nuggets)
1594 {
1595 object *tmp = large->clone ();
1596 tmp->nrof = large_nuggets;
1597 m->insert (tmp, x, y, op, flag);
1598 }
1599
1600 if (object *pl = m->at (x, y).player ())
1601 if (pl->contr->ns)
1602 pl->contr->ns->look_position = 0;
1603}
1604
1605int 1302int
1606alchemy (object *op, object *caster, object *spell_ob) 1303alchemy (object *op, object *caster, object *spell_ob)
1607{ 1304{
1608 if (op->type != PLAYER) 1305 if (op->type != PLAYER)
1609 return 0; 1306 return 0;
1610 1307
1611 object *large = get_archetype ("largenugget"); 1308 archetype *nugget[3];
1612 object *small = get_archetype ("smallnugget"); 1309
1310 nugget[0] = archetype::find (shstr_pyrite3);
1311 nugget[1] = archetype::find (shstr_pyrite2);
1312 nugget[2] = archetype::find (shstr_pyrite);
1613 1313
1614 /* Put a maximum weight of items that can be alchemised. Limits the power 1314 /* Put a maximum weight of items that can be alchemised. Limits the power
1615 * some, and also prevents people from alchemising every table/chair/clock 1315 * some, and also prevents people from alchemising every table/chair/clock
1616 * in sight 1316 * in sight
1617 */ 1317 */
1646 1346
1647 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next) 1347 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1648 { 1348 {
1649 next = tmp->above; 1349 next = tmp->above;
1650 1350
1651 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1351 if (tmp->weight > 0 && !tmp->flag [FLAG_NO_PICK] &&
1652 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1352 !tmp->flag [FLAG_ALIVE] && !tmp->flag [FLAG_IS_CAULDRON])
1653 { 1353 {
1654 if (tmp->inv) 1354 if (tmp->inv)
1655 { 1355 {
1656 object *next1, *tmp1; 1356 object *next1, *tmp1;
1657 1357
1658 for (tmp1 = tmp->inv; tmp1; tmp1 = next1) 1358 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1659 { 1359 {
1660 next1 = tmp1->below; 1360 next1 = tmp1->below;
1661 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1361 if (tmp1->weight > 0 && !tmp1->flag [FLAG_NO_PICK] &&
1662 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1362 !tmp1->flag [FLAG_ALIVE] && !tmp1->flag [FLAG_IS_CAULDRON])
1663 alchemy_object (tmp1, value, weight); 1363 alchemy_object (tmp1, value, weight);
1664 } 1364 }
1665 } 1365 }
1666 1366
1667 alchemy_object (tmp, value, weight); 1367 alchemy_object (tmp, value, weight);
1669 if (weight > weight_max) 1369 if (weight > weight_max)
1670 break; 1370 break;
1671 } 1371 }
1672 } 1372 }
1673 1373
1374 value -= rndm (value >> 4);
1674 value = min (value, value_max); 1375 value = min (value, value_max);
1675 1376
1676 uint64 count = value / large->value; 1377 for (int i = 0; i < array_length (nugget); ++i)
1677 int large_nuggets = count; 1378 if (int nrof = value / nugget [i]->value)
1678 value -= count * large->value;
1679
1680 count = value / small->value;
1681 int small_nuggets = count;
1682
1683 /* Insert all the nuggets at one time. This probably saves time, but
1684 * it also prevents us from alcheming nuggets that were just created
1685 * with this spell.
1686 */ 1379 {
1687 update_map (op, mp, small_nuggets, small, large_nuggets, large, nx, ny); 1380 value -= nrof * nugget[i]->value;
1381
1382 object *tmp = nugget[i]->instance ();
1383 tmp->nrof = nrof;
1384 tmp->flag [FLAG_IDENTIFIED] = true;
1385 op->map->insert (tmp, x, y, op, 0);
1386 }
1688 1387
1689 if (weight > weight_max) 1388 if (weight > weight_max)
1690 goto bailout; 1389 goto bailout;
1691 } 1390 }
1692 } 1391 }
1693 1392
1694bailout: 1393bailout:
1695 large->destroy ();
1696 small->destroy ();
1697 return 1; 1394 return 1;
1698} 1395}
1699
1700 1396
1701/* This function removes the cursed/damned status on equipped 1397/* This function removes the cursed/damned status on equipped
1702 * items. 1398 * items.
1703 */ 1399 */
1704int 1400int
1705remove_curse (object *op, object *caster, object *spell) 1401remove_curse (object *op, object *caster, object *spell)
1706{ 1402{
1707 object *tmp;
1708 int success = 0, was_one = 0; 1403 int success = 0, was_one = 0;
1709 1404
1405 int num_uncurse = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell));
1406
1407 op->splay_marked ();
1408
1409 int typeflag = spell->last_sp ? FLAG_DAMNED : FLAG_CURSED;
1410
1710 for (tmp = op->inv; tmp; tmp = tmp->below) 1411 for (object *tmp = op->inv; tmp && num_uncurse; tmp = tmp->below)
1711 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1412 if (!tmp->invisible && tmp->flag [typeflag])
1712 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1713 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1714 { 1413 {
1715 was_one++; 1414 ++was_one;
1415
1716 if (tmp->level <= caster_level (caster, spell)) 1416 if (tmp->level <= casting_level (caster, spell))
1717 { 1417 {
1718 success++; 1418 ++success;
1719 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1419 --num_uncurse;
1720 CLEAR_FLAG (tmp, FLAG_DAMNED);
1721 1420
1722 CLEAR_FLAG (tmp, FLAG_CURSED); 1421 tmp->clr_flag (typeflag);
1723 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1422 tmp->clr_flag (FLAG_CURSED);
1423 tmp->clr_flag (FLAG_KNOWN_CURSED);
1724 tmp->value = 0; /* Still can't sell it */ 1424 tmp->value = 0; /* Still can't sell it */
1725 if (op->type == PLAYER) 1425
1426 if (object *pl = tmp->visible_to ())
1726 esrv_send_item (op, tmp); 1427 esrv_update_item (UPD_FLAGS, pl, tmp);
1727 } 1428 }
1728 } 1429 }
1729 1430
1730 if (op->type == PLAYER) 1431 if (op->type == PLAYER)
1731 { 1432 {
1732 if (success) 1433 if (success)
1733 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now."); 1434 new_draw_info (NDI_UNIQUE, 0, op, "You realise that some of your items look shinier now. H<You successfully removed some curses.>");
1734 else 1435 else
1735 { 1436 {
1736 if (was_one) 1437 if (was_one)
1737 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse."); 1438 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove any curse. H<The spell was not strong enough.>");
1738 else 1439 else
1739 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items."); 1440 new_draw_info (NDI_UNIQUE, 0, op, "You are not having any cursed items. H<Epic fail.>");
1740 } 1441 }
1741 } 1442 }
1742 1443
1743 return success; 1444 return success;
1744} 1445}
1745 1446
1746/* Identifies objects in the players inventory/on the ground */ 1447/* Identifies objects in the players inventory/on the ground */
1747
1748int 1448int
1749cast_identify (object *op, object *caster, object *spell) 1449cast_identify (object *op, object *caster, object *spell)
1750{ 1450{
1751 object *tmp; 1451 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1752 int success = 0, num_ident;
1753 1452
1754 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1453 int num_ident = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell));
1755 1454
1756 if (num_ident < 1) 1455 op->splay_marked ();
1757 num_ident = 1;
1758 1456
1759 for (tmp = op->inv; tmp; tmp = tmp->below) 1457 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1760 { 1458 {
1761 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1459 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1762 { 1460 {
1763 identify (tmp); 1461 identify (tmp);
1764 1462
1765 if (op->type == PLAYER) 1463 if (op->type == PLAYER)
1766 { 1464 {
1767 new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op)); 1465 buf.printf ("You identified: %s.\r", long_desc (tmp, op));
1768 1466
1769 if (tmp->msg) 1467 if (tmp->msg)
1770 { 1468 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1771 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1772 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1773 }
1774 } 1469 }
1775 1470
1776 num_ident--;
1777 success = 1;
1778 if (!num_ident) 1471 if (!--num_ident)
1779 break; 1472 break;
1780 } 1473 }
1781 } 1474 }
1782 1475
1783 /* If all the power of the spell has been used up, don't go and identify 1476 /* If all the power of the spell has been used up, don't go and identify
1784 * stuff on the floor. Only identify stuff on the floor if the spell 1477 * stuff on the floor. Only identify stuff on the floor if the spell
1785 * was not fully used. 1478 * was not fully used.
1786 */ 1479 */
1787 if (num_ident) 1480 if (num_ident)
1788 { 1481 {
1789 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1482 for (object *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1790 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1483 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1791 { 1484 {
1792 identify (tmp); 1485 identify (tmp);
1793 1486
1794 if (op->type == PLAYER) 1487 if (object *pl = tmp->visible_to ())
1795 { 1488 {
1796 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op)); 1489 buf.printf ("On the ground you identified: %s.\r", long_desc (tmp, op));
1797 1490
1798 if (tmp->msg) 1491 if (tmp->msg)
1799 { 1492 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1800 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1801 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1802 }
1803
1804 esrv_send_item (op, tmp);
1805 } 1493 }
1806 1494
1807 num_ident--;
1808 success = 1;
1809 if (!num_ident) 1495 if (!--num_ident)
1810 break; 1496 break;
1811 } 1497 }
1812 } 1498 }
1813 1499
1814 if (!success) 1500 if (buf.empty ())
1815 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified."); 1501 {
1502 op->failmsg ("You can't reach anything unidentified.");
1503 return 0;
1504 }
1816 else 1505 else
1506 {
1507 if (op->contr)
1508 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1509
1817 spell_effect (spell, op->x, op->y, op->map, op); 1510 spell_effect (spell, op->x, op->y, op->map, op);
1818 1511 return 1;
1819 return success; 1512 }
1820} 1513}
1821 1514
1822int 1515int
1823cast_detection (object *op, object *caster, object *spell, object *skill) 1516cast_detection (object *op, object *caster, object *spell, object *skill)
1824{ 1517{
1825 object *tmp, *last, *god, *detect; 1518 object *tmp, *last, *god, *detect;
1826 int done_one, range, mflags, floor, level; 1519 int done_one, range, floor, level;
1827 sint16 x, y, nx, ny; 1520 sint16 x, y, nx, ny;
1828 maptile *m; 1521 maptile *m;
1829 1522
1830 /* We precompute some values here so that we don't have to keep 1523 /* We precompute some values here so that we don't have to keep
1831 * doing it over and over again. 1524 * doing it over and over again.
1832 */ 1525 */
1833 god = find_god (determine_god (op)); 1526 god = find_god (determine_god (op));
1834 level = caster_level (caster, spell); 1527 level = casting_level (caster, spell);
1835 range = spell->range + SP_level_range_adjust (caster, spell); 1528 range = spell->range + SP_level_range_adjust (caster, spell);
1836 1529
1837 if (!skill) 1530 if (!skill)
1838 skill = caster; 1531 skill = caster;
1839 1532
1840 for (x = op->x - range; x <= op->x + range; x++) 1533 dynbuf buf;
1841 for (y = op->y - range; y <= op->y + range; y++) 1534 unordered_mapwalk (buf, op, -range, -range, range, range)
1842 { 1535 {
1843 m = op->map;
1844 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1845 if (mflags & P_OUT_OF_MAP)
1846 continue;
1847
1848 /* For most of the detections, we only detect objects above the 1536 /* For most of the detections, we only detect objects above the
1849 * floor. But this is not true for show invisible. 1537 * floor. But this is not true for show invisible.
1850 * Basically, we just go and find the top object and work 1538 * Basically, we just go and find the top object and work
1851 * down - that is easier than working up. 1539 * down - that is easier than working up.
1852 */ 1540 */
1853 1541
1854 for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above) 1542 for (last = 0, tmp = m->at (nx, ny).bot; tmp; tmp = tmp->above)
1855 last = tmp; 1543 last = tmp;
1856 1544
1857 /* Shouldn't happen, but if there are no objects on a space, this 1545 /* Shouldn't happen, but if there are no objects on a space, this
1858 * would happen. 1546 * would happen.
1859 */ 1547 */
1860 if (!last) 1548 if (!last)
1861 continue; 1549 continue;
1862 1550
1863 done_one = 0; 1551 done_one = 0;
1864 floor = 0; 1552 floor = 0;
1865 detect = NULL; 1553 detect = 0;
1866 for (tmp = last; tmp; tmp = tmp->below) 1554 for (tmp = last; tmp; tmp = tmp->below)
1867 { 1555 {
1868 /* show invisible */ 1556 /* show invisible */
1869 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1557 if (spell->flag [FLAG_MAKE_INVIS]
1870 /* Might there be other objects that we can make visible? */ 1558 /* Might there be other objects that we can make visible? */
1871 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1559 && (tmp->invisible && (tmp->flag [FLAG_MONSTER]
1872 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1560 || (tmp->type == PLAYER && !tmp->flag [FLAG_WIZ])
1873 tmp->type == CF_HANDLE || 1561 || tmp->type == T_HANDLE
1874 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE || 1562 || tmp->type == TRAPDOOR
1563 || tmp->type == EXIT
1564 || tmp->type == HOLE
1565 || tmp->type == BUTTON
1875 tmp->type == BUTTON || tmp->type == TELEPORTER || 1566 || tmp->type == TELEPORTER
1567 || tmp->type == GATE
1876 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1568 || tmp->type == LOCKED_DOOR
1877 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN || 1569 || tmp->type == WEAPON
1570 || tmp->type == ALTAR
1571 || (tmp->type == SIGN && tmp->face != magicmouth_face)
1878 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1572 || tmp->type == TRIGGER_PEDESTAL
1879 tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR))) 1573 || tmp->type == SPECIAL_KEY
1574 || tmp->type == TREASURE
1575 || tmp->type == BOOK
1576 || tmp->type == HOLY_ALTAR
1577 || tmp->type == CONTAINER)))
1880 { 1578 {
1579 printf ("show inv %s\n", tmp->debug_desc());//D
1881 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4) 1580 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1882 { 1581 {
1883 tmp->invisible = 0; 1582 tmp->invisible = 0;
1583 done_one = 1;
1584 }
1585 }
1586
1587 if (tmp->flag [FLAG_IS_FLOOR])
1588 floor = 1;
1589
1590 /* All detections below this point don't descend beneath the floor,
1591 * so just continue on. We could be clever and look at the type of
1592 * detection to completely break out if we don't care about objects beneath
1593 * the floor, but once we get to the floor, not likely a very big issue anyways.
1594 */
1595 if (floor)
1596 continue;
1597
1598 /* I had thought about making detect magic and detect curse
1599 * show the flash the magic item like it does for detect monster.
1600 * however, if the object is within sight, this would then make it
1601 * difficult to see what object is magical/cursed, so the
1602 * effect wouldn't be as apparent.
1603 */
1604
1605 /* detect magic */
1606 if (spell->flag [FLAG_KNOWN_MAGICAL]
1607 && !tmp->flag [FLAG_KNOWN_MAGICAL]
1608 && !tmp->flag [FLAG_IDENTIFIED]
1609 && tmp->need_identify ()
1610 && is_magical (tmp))
1611 {
1612 tmp->set_flag (FLAG_KNOWN_MAGICAL);
1613 /* make runes more visible */
1614 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1615 tmp->stats.Cha /= 4;
1616
1617 done_one = 1;
1618 }
1619
1620 /* detect monster */
1621 if (spell->flag [FLAG_MONSTER] && (tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER))
1622 {
1623 done_one = 2;
1624
1625 if (!detect)
1626 detect = tmp;
1627 }
1628
1629 /* Basically, if race is set in the spell, then the creatures race must
1630 * match that. if the spell race is set to GOD, then the gods opposing
1631 * race must match.
1632 */
1633 if (spell->race && tmp->flag [FLAG_MONSTER] && tmp->race &&
1634 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1635 spell->race.contains (tmp->race)))
1636 {
1637 done_one = 2;
1638
1639 if (!detect)
1640 detect = tmp;
1641 }
1642
1643 if (spell->flag [FLAG_KNOWN_CURSED]
1644 && !tmp->flag [FLAG_KNOWN_CURSED]
1645 && tmp->need_identify ()
1646 && (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))
1647 {
1648 tmp->set_flag (FLAG_KNOWN_CURSED);
1649 done_one = 1;
1650 }
1651
1652 // Do mining detection spell:
1653 if (spell->last_sp == 1) // 1 - detect any vein
1654 {
1655 if (tmp->type == VEIN)
1656 {
1657 if (tmp->other_arch)
1658 {
1659 if (!detect)
1660 detect = tmp->other_arch;
1661 done_one = 2;
1662 }
1663 else
1884 done_one = 1; 1664 done_one = 1;
1885 } 1665 }
1886 } 1666 }
1887
1888 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1889 floor = 1;
1890
1891 /* All detections below this point don't descend beneath the floor,
1892 * so just continue on. We could be clever and look at the type of
1893 * detection to completely break out if we don't care about objects beneath
1894 * the floor, but once we get to the floor, not likely a very big issue anyways.
1895 */
1896 if (floor)
1897 continue;
1898
1899 /* I had thought about making detect magic and detect curse
1900 * show the flash the magic item like it does for detect monster.
1901 * however, if the object is within sight, this would then make it
1902 * difficult to see what object is magical/cursed, so the
1903 * effect wouldn't be as apparant.
1904 */
1905
1906 /* detect magic */
1907 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1908 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1909 {
1910 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1911 /* make runes more visibile */
1912 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1913 tmp->stats.Cha /= 4;
1914 done_one = 1;
1915 }
1916 /* detect monster */
1917 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1918 {
1919 done_one = 2;
1920 if (!detect)
1921 detect = tmp;
1922 }
1923 /* Basically, if race is set in the spell, then the creatures race must
1924 * match that. if the spell race is set to GOD, then the gods opposing
1925 * race must match.
1926 */
1927 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1928 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) ||
1929 (strstr (spell->race, tmp->race))))
1930 {
1931 done_one = 2;
1932 if (!detect)
1933 detect = tmp;
1934 }
1935 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1936 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1937 {
1938 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1939 done_one = 1;
1940 }
1941 } /* for stack of objects on this space */ 1667 } /* for stack of objects on this space */
1942 1668
1943 /* Code here puts an effect of the spell on the space, so you can see 1669 /* Code here puts an effect of the spell on the space, so you can see
1944 * where the magic is. 1670 * where the magic is.
1945 */ 1671 */
1946 if (done_one) 1672 if (done_one)
1947 { 1673 {
1948 object *detect_ob = arch_to_object (spell->other_arch); 1674 object *detect_ob = spell->other_arch->instance ();
1949 1675
1950 /* if this is set, we want to copy the face */ 1676 /* if this is set, we want to copy the face */
1951 if (done_one == 2 && detect) 1677 if (done_one == 2 && detect)
1952 { 1678 {
1953 detect_ob->face = detect->face; 1679 detect_ob->face = detect->face;
1954 detect_ob->animation_id = detect->animation_id; 1680 detect_ob->animation_id = detect->animation_id;
1955 detect_ob->anim_speed = detect->anim_speed; 1681 detect_ob->anim_speed = detect->anim_speed;
1956 detect_ob->last_anim = 0; 1682 detect_ob->last_anim = 0;
1957 /* by default, the detect_ob is already animated */ 1683 /* by default, the detect_ob is already animated */
1958 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1684 if (!detect->flag [FLAG_ANIMATE])
1959 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1685 detect_ob->clr_flag (FLAG_ANIMATE);
1960 } 1686 }
1961 1687
1962 m->insert (detect_ob, nx, ny, op); 1688 m->insert (detect_ob, nx, ny, op, INS_ON_TOP);
1963 } 1689 }
1964 } /* for processing the surrounding spaces */ 1690 } /* for processing the surrounding spaces */
1965 1691
1966 1692
1967 /* Now process objects in the players inventory if detect curse or magic */ 1693 /* Now process objects in the players inventory if detect curse or magic */
1968 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL)) 1694 if (spell->flag [FLAG_KNOWN_CURSED] || spell->flag [FLAG_KNOWN_MAGICAL])
1969 { 1695 {
1970 done_one = 0; 1696 done_one = 0;
1697
1971 for (tmp = op->inv; tmp; tmp = tmp->below) 1698 for (tmp = op->inv; tmp; tmp = tmp->below)
1972 { 1699 {
1973 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1700 if (!tmp->invisible && !tmp->flag [FLAG_IDENTIFIED])
1974 { 1701 {
1975 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)) 1702 if (spell->flag [FLAG_KNOWN_MAGICAL] && is_magical (tmp) && !tmp->flag [FLAG_KNOWN_MAGICAL])
1976 { 1703 {
1977 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1704 tmp->set_flag (FLAG_KNOWN_MAGICAL);
1978 if (op->type == PLAYER) 1705
1706 if (object *pl = tmp->visible_to ())
1979 esrv_send_item (op, tmp); 1707 esrv_update_item (UPD_FLAGS, pl, tmp);
1980 } 1708 }
1981 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1709
1982 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1710 if (spell->flag [FLAG_KNOWN_CURSED] && !tmp->flag [FLAG_KNOWN_CURSED] &&
1711 (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))
1983 { 1712 {
1984 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1713 tmp->set_flag (FLAG_KNOWN_CURSED);
1985 if (op->type == PLAYER) 1714
1715 if (object *pl = tmp->visible_to ())
1986 esrv_send_item (op, tmp); 1716 esrv_update_item (UPD_FLAGS, pl, tmp);
1987 } 1717 }
1988 } /* if item is not identified */ 1718 } /* if item is not identified */
1989 } /* for the players inventory */ 1719 } /* for the players inventory */
1990 } /* if detect magic/curse and object is a player */ 1720 } /* if detect magic/curse and object is a player */
1721
1991 return 1; 1722 return 1;
1992} 1723}
1993 1724
1994 1725
1995/** 1726/**
2008 1739
2009 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you."); 1740 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
2010 1741
2011 if (victim->stats.sp >= victim->stats.maxsp * 2) 1742 if (victim->stats.sp >= victim->stats.maxsp * 2)
2012 { 1743 {
2013 object *tmp;
2014
2015 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1744 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
2016
2017 /* Explodes a fireball centered at player */
2018 tmp = get_archetype (EXPLODING_FIREBALL);
2019 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
2020 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
2021
2022 tmp->insert_at (victim);
2023 victim->stats.sp = 2 * victim->stats.maxsp; 1745 victim->stats.sp = 2 * victim->stats.maxsp;
1746 create_exploding_ball_at (victim, caster_level);
2024 } 1747 }
2025 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1748 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
2026 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); 1749 new_draw_info (NDI_UNIQUE | NDI_ORANGE, 0, victim, "You feel like your head is going to explode.");
2027 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1750 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2028 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 1751 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
2029 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1752 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2030 { 1753 {
2031 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1754 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2055 mflags = get_map_flags (m, &m, x, y, &x, &y); 1778 mflags = get_map_flags (m, &m, x, y, &x, &y);
2056 1779
2057 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1780 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
2058 { 1781 {
2059 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above) 1782 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
2060 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1783 if (plyr != op && plyr->flag [FLAG_ALIVE])
2061 break; 1784 break;
2062 } 1785 }
2063 1786
2064 1787
2065 /* If we did not find a player in the specified direction, transfer 1788 /* If we did not find a player in the specified direction, transfer
2066 * to anyone on top of us. This is used for the rune of transference mostly. 1789 * to anyone on top of us. This is used for the rune of transference mostly.
2067 */ 1790 */
2068 if (plyr == NULL) 1791 if (plyr == NULL)
2069 for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above) 1792 for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above)
2070 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1793 if (plyr != op && plyr->flag [FLAG_ALIVE])
2071 break; 1794 break;
2072 1795
2073 if (!plyr) 1796 if (!plyr)
2074 { 1797 {
2075 new_draw_info (NDI_BLACK, 0, op, "There is no one there."); 1798 op->failmsg ("There is no one there.");
2076 return 0; 1799 return 0;
2077 } 1800 }
2078 /* give sp */ 1801 /* give sp */
2079 if (spell->stats.dam > 0) 1802 if (spell->stats.dam > 0)
2080 { 1803 {
2081 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell); 1804 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
2082 charge_mana_effect (plyr, caster_level (caster, spell)); 1805 charge_mana_effect (plyr, casting_level (caster, spell));
2083 return 1; 1806 return 1;
2084 } 1807 }
2085 /* suck sp away. Can't suck sp from yourself */ 1808 /* suck sp away. Can't suck sp from yourself */
2086 else if (op != plyr) 1809 else if (op != plyr)
2087 { 1810 {
2092 if (rate > 95) 1815 if (rate > 95)
2093 rate = 95; 1816 rate = 95;
2094 1817
2095 sucked = (plyr->stats.sp * rate) / 100; 1818 sucked = (plyr->stats.sp * rate) / 100;
2096 plyr->stats.sp -= sucked; 1819 plyr->stats.sp -= sucked;
2097 if (QUERY_FLAG (op, FLAG_ALIVE)) 1820 if (op->flag [FLAG_ALIVE])
2098 { 1821 {
2099 /* Player doesn't get full credit */ 1822 /* Player doesn't get full credit */
2100 sucked = (sucked * rate) / 100; 1823 sucked = (sucked * rate) / 100;
2101 op->stats.sp += sucked; 1824 op->stats.sp += sucked;
2102 if (sucked > 0) 1825 if (sucked > 0)
2103 { 1826 {
2104 charge_mana_effect (op, caster_level (caster, spell)); 1827 charge_mana_effect (op, casting_level (caster, spell));
2105 } 1828 }
2106 } 1829 }
2107 return 1; 1830 return 1;
2108 } 1831 }
2109 return 0; 1832 return 0;
2151 /* Basically, if the object is magical and not counterspell, 1874 /* Basically, if the object is magical and not counterspell,
2152 * we will more or less remove the object. Don't counterspell 1875 * we will more or less remove the object. Don't counterspell
2153 * monsters either. 1876 * monsters either.
2154 */ 1877 */
2155 1878
2156 if (head->attacktype & AT_MAGIC && 1879 if (head->attacktype & AT_MAGIC
2157 !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level)) 1880 && !(head->attacktype & AT_COUNTERSPELL)
1881 && !head->flag [FLAG_MONSTER]
1882 && (op->level > head->level))
2158 head->destroy (); 1883 head->destroy ();
2159 else 1884 else
2160 switch (head->type) 1885 switch (head->type)
2161 { 1886 {
2162 case SPELL_EFFECT: 1887 case SPELL_EFFECT:
1888 // XXX: Don't affect floor spelleffects. See also XXX comment
1889 // about sanctuary in spell_util.C
1890 if (tmp->flag [FLAG_IS_FLOOR])
1891 continue;
1892
2163 if (op->level > head->level) 1893 if (op->level > head->level)
2164 head->destroy (); 1894 head->destroy ();
2165 1895
2166 break; 1896 break;
2167 1897
2178 break; 1908 break;
2179 } 1909 }
2180 } 1910 }
2181} 1911}
2182 1912
2183
2184
2185/* cast_consecrate() - a spell to make an altar your god's */ 1913/* cast_consecrate() - a spell to make an altar your god's */
2186int 1914int
2187cast_consecrate (object *op, object *caster, object *spell) 1915cast_consecrate (object *op, object *caster, object *spell)
2188{ 1916{
2189 char buf[MAX_BUF]; 1917 char buf[MAX_BUF];
2190 1918
2191 object *tmp, *god = find_god (determine_god (op)); 1919 object *tmp, *god = find_god (determine_god (op));
2192 1920
2193 if (!god) 1921 if (!god)
2194 { 1922 {
2195 new_draw_info (NDI_UNIQUE, 0, op, "You can't consecrate anything if you don't worship a god!"); 1923 op->failmsg ("You can't consecrate anything if you don't worship a god!");
2196 return 0; 1924 return 0;
2197 } 1925 }
2198 1926
2199 for (tmp = op->below; tmp; tmp = tmp->below) 1927 for (tmp = op->below; tmp; tmp = tmp->below)
2200 { 1928 {
2201 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1929 if (tmp->flag [FLAG_IS_FLOOR])
2202 break; 1930 break;
2203 if (tmp->type == HOLY_ALTAR) 1931 if (tmp->type == HOLY_ALTAR)
2204 { 1932 {
2205 1933
2206 if (tmp->level > caster_level (caster, spell)) 1934 if (tmp->level > casting_level (caster, spell))
2207 { 1935 {
2208 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name); 1936 op->failmsgf ("You are not powerful enough to reconsecrate the %s", &tmp->name);
2209 return 0; 1937 return 0;
2210 } 1938 }
2211 else 1939 else
2212 { 1940 {
2213 /* If we got here, we are consecrating an altar */ 1941 /* If we got here, we are consecrating an altar */
2214 sprintf (buf, "Altar of %s", &god->name); 1942 sprintf (buf, "Altar of %s", &god->name);
2215 tmp->name = buf; 1943 tmp->name = buf;
2216 tmp->level = caster_level (caster, spell); 1944 tmp->level = casting_level (caster, spell);
2217 tmp->other_arch = god->arch; 1945 tmp->other_arch = god->arch;
1946
2218 if (op->type == PLAYER) 1947 if (op->type == PLAYER)
2219 esrv_update_item (UPD_NAME, op, tmp); 1948 esrv_update_item (UPD_NAME, op, tmp);
1949
2220 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name); 1950 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
2221 return 1; 1951 return 1;
2222 } 1952 }
2223 } 1953 }
2224 } 1954 }
2225 new_draw_info (NDI_UNIQUE, 0, op, "You are not standing over an altar!"); 1955
1956 op->failmsg ("You are not standing over an altar!");
2226 return 0; 1957 return 0;
2227} 1958}
2228 1959
2229/* animate_weapon - 1960/* animate_weapon -
2230 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon. 1961 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon.
2234 * This code was very odd - code early on would only let players use the spell, 1965 * This code was very odd - code early on would only let players use the spell,
2235 * yet the code wass full of player checks. I've presumed that the code 1966 * yet the code wass full of player checks. I've presumed that the code
2236 * that only let players use it was correct, and removed all the other 1967 * that only let players use it was correct, and removed all the other
2237 * player checks. MSW 2003-01-06 1968 * player checks. MSW 2003-01-06
2238 */ 1969 */
2239
2240int 1970int
2241animate_weapon (object *op, object *caster, object *spell, int dir) 1971animate_weapon (object *op, object *caster, object *spell, int dir)
2242{ 1972{
2243 object *weapon, *tmp;
2244 char buf[MAX_BUF]; 1973 char buf[MAX_BUF];
2245 int a, i; 1974 int a, i;
2246 sint16 x, y; 1975 sint16 x, y;
2247 maptile *m; 1976 maptile *m;
2248 materialtype_t *mt;
2249 1977
2250 if (!spell->other_arch) 1978 if (!spell->other_arch)
2251 { 1979 {
2252 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1980 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2253 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name); 1981 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2256 /* exit if it's not a player using this spell. */ 1984 /* exit if it's not a player using this spell. */
2257 if (op->type != PLAYER) 1985 if (op->type != PLAYER)
2258 return 0; 1986 return 0;
2259 1987
2260 /* if player already has a golem, abort */ 1988 /* if player already has a golem, abort */
2261 if (op->contr->ranges[range_golem]) 1989 if (object *golem = op->contr->golem)
2262 { 1990 {
2263 control_golem (op->contr->ranges[range_golem], dir); 1991 control_golem (golem, dir);
2264 return 0; 1992 return 0;
2265 } 1993 }
2266 1994
2267 /* if no direction specified, pick one */ 1995 /* if no direction specified, pick one */
2268 if (!dir) 1996 if (!dir)
2269 dir = find_free_spot (NULL, op->map, op->x, op->y, 1, 9); 1997 dir = find_free_spot (spell->other_arch, op->map, op->x, op->y, 1, 9);
2270 1998
2271 m = op->map; 1999 m = op->map;
2272 x = op->x + freearr_x[dir]; 2000 x = op->x + freearr_x[dir];
2273 y = op->y + freearr_y[dir]; 2001 y = op->y + freearr_y[dir];
2274 2002
2275 /* if there's no place to put the golem, abort */ 2003 /* if there's no place to put the golem, abort */
2276 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || 2004 if (dir < 0 || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP)
2277 ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->clone.move_type)) 2005 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2278 { 2006 {
2279 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2007 op->failmsg ("There is something in the way.");
2280 return 0; 2008 return 0;
2281 } 2009 }
2282 2010
2283 /* Use the weapon marked by the player. */ 2011 /* Use the weapon marked by the player. */
2284 weapon = find_marked_object (op); 2012 object *weapon = op->mark ();
2285 2013
2286 if (!weapon) 2014 if (!weapon)
2287 { 2015 {
2288 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2016 op->failmsg ("You must mark a weapon to use with this spell!");
2289 return 0; 2017 return 0;
2290 } 2018 }
2019
2291 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2020 if (spell->race && weapon->arch->archname != spell->race)
2292 { 2021 {
2293 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2022 op->failmsg ("The spell fails to transform your weapon.");
2294 return 0; 2023 return 0;
2295 } 2024 }
2025
2296 if (weapon->type != WEAPON) 2026 if (weapon->type != WEAPON)
2297 { 2027 {
2298 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it."); 2028 op->failmsg ("You need to wield a weapon to animate it.");
2299 return 0; 2029 return 0;
2300 } 2030 }
2301 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2031
2032 if (weapon->flag [FLAG_APPLIED])
2302 { 2033 {
2303 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon)); 2034 op->failmsgf ("You need to unequip %s before using it in this spell", query_name (weapon));
2304 return 0; 2035 return 0;
2305 } 2036 }
2306 2037
2307 if (weapon->nrof > 1) 2038 weapon = weapon->split ();
2308 {
2309 tmp = get_split_ob (weapon, 1);
2310 esrv_send_item (op, weapon);
2311 weapon = tmp;
2312 }
2313 2039
2314 /* create the golem object */ 2040 /* create the golem object */
2315 tmp = arch_to_object (spell->other_arch); 2041 object *tmp = spell->other_arch->instance ();
2316 2042
2317 /* if animated by a player, give the player control of the golem */ 2043 /* if animated by a player, give the player control of the golem */
2318 CLEAR_FLAG (tmp, FLAG_MONSTER); 2044 tmp->clr_flag (FLAG_MONSTER);
2319 tmp->stats.exp = 0; 2045 tmp->stats.exp = 0;
2320 add_friendly_object (tmp); 2046 add_friendly_object (tmp);
2321 tmp->type = GOLEM; 2047 tmp->type = GOLEM;
2322 tmp->set_owner (op); 2048 tmp->set_owner (op);
2049 op->contr->golem = tmp;
2323 set_spell_skill (op, caster, spell, tmp); 2050 set_spell_skill (op, caster, spell, tmp);
2324 op->contr->ranges[range_golem] = tmp;
2325 op->contr->shoottype = range_golem;
2326 2051
2327 /* Give the weapon to the golem now. A bit of a hack to check the 2052 /* Give the weapon to the golem now. A bit of a hack to check the
2328 * removed flag - it should only be set if get_split_object was 2053 * removed flag - it should only be set if weapon->split was
2329 * used above. 2054 * used above.
2330 */ 2055 */
2331 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2056 if (!weapon->flag [FLAG_REMOVED])
2332 weapon->remove (); 2057 weapon->remove ();
2333 insert_ob_in_ob (weapon, tmp); 2058
2334 esrv_send_item (op, weapon); 2059 tmp->insert (weapon);
2060
2335 /* To do everything necessary to let a golem use the weapon is a pain, 2061 /* To do everything necessary to let a golem use the weapon is a pain,
2336 * so instead, just set it as equipped (otherwise, we need to update 2062 * so instead, just set it as equipped (otherwise, we need to update
2337 * body_info, skills, etc) 2063 * body_info, skills, etc)
2338 */ 2064 */
2339 SET_FLAG (tmp, FLAG_USE_WEAPON); 2065 tmp->set_flag (FLAG_USE_WEAPON);
2340 SET_FLAG (weapon, FLAG_APPLIED); 2066 weapon->set_flag (FLAG_APPLIED);
2341 tmp->update_stats (); 2067 tmp->update_stats ();
2342 2068
2343 /* There used to be 'odd' code that basically seemed to take the absolute 2069 /* There used to be 'odd' code that basically seemed to take the absolute
2344 * value of the weapon->magic an use that. IMO, that doesn't make sense - 2070 * value of the weapon->magic an use that. IMO, that doesn't make sense -
2345 * if you're using a crappy weapon, it shouldn't be as good. 2071 * if you're using a crappy weapon, it shouldn't be as good.
2365 2091
2366 /* attacktype */ 2092 /* attacktype */
2367 if (!tmp->attacktype) 2093 if (!tmp->attacktype)
2368 tmp->attacktype = AT_PHYSICAL; 2094 tmp->attacktype = AT_PHYSICAL;
2369 2095
2370 mt = NULL;
2371 if (op->materialname != NULL)
2372 mt = name_to_material (op->materialname);
2373 if (mt != NULL)
2374 {
2375 for (i = 0; i < NROFATTACKS; i++) 2096 for (i = 0; i < NROFATTACKS; i++)
2376 tmp->resist[i] = 50 - (mt->save[i] * 5); 2097 tmp->resist[i] = 50 - (op->material->save[i] * 5);
2377 a = mt->save[0]; 2098
2378 } 2099 a = op->material->save[0];
2379 else 2100
2380 {
2381 for (i = 0; i < NROFATTACKS; i++)
2382 tmp->resist[i] = 5;
2383 a = 10;
2384 }
2385 /* Set weapon's immunity */ 2101 /* Set weapon's immunity */
2386 tmp->resist[ATNR_CONFUSION] = 100; 2102 tmp->resist[ATNR_CONFUSION] = 100;
2387 tmp->resist[ATNR_POISON] = 100; 2103 tmp->resist[ATNR_POISON] = 100;
2388 tmp->resist[ATNR_SLOW] = 100; 2104 tmp->resist[ATNR_SLOW] = 100;
2389 tmp->resist[ATNR_PARALYZE] = 100; 2105 tmp->resist[ATNR_PARALYZE] = 100;
2395 2111
2396 /* Improve weapon's armour value according to best save vs. physical of its material */ 2112 /* Improve weapon's armour value according to best save vs. physical of its material */
2397 2113
2398 if (a > 14) 2114 if (a > 14)
2399 a = 14; 2115 a = 14;
2116
2400 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); 2117 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.f - (float) tmp->resist[ATNR_PHYSICAL]) / (30.f - 2.f * a));
2401 2118
2402 /* Determine golem's speed */ 2119 /* Determine golem's speed */
2403 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell))); 2120 tmp->set_speed (min (3.33f, 0.4f + 0.1f * SP_level_range_adjust (caster, spell)));
2404 2121
2405 if (!spell->race) 2122 if (!spell->race)
2406 { 2123 {
2407 sprintf (buf, "animated %s", &weapon->name); 2124 sprintf (buf, "animated %s", &weapon->name);
2408 tmp->name = buf; 2125 tmp->name = buf;
2414 tmp->state = weapon->state; 2131 tmp->state = weapon->state;
2415 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2132 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2416 } 2133 }
2417 2134
2418 /* make experience increase in proportion to the strength of the summoned creature. */ 2135 /* make experience increase in proportion to the strength of the summoned creature. */
2419 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell)); 2136 tmp->stats.exp *= 1 + (max (spell->stats.maxgrace, spell->stats.sp) / casting_level (caster, spell));
2420 2137
2421 tmp->speed_left = -1; 2138 tmp->speed_left = -1;
2422 tmp->direction = dir; 2139 tmp->direction = dir;
2423 2140
2424 m->insert (tmp, x, y, op); 2141 m->insert (tmp, x, y, op);
2428/* cast_daylight() - changes the map darkness level *lower* */ 2145/* cast_daylight() - changes the map darkness level *lower* */
2429 2146
2430/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2147/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2431 * This changes the light level for the entire map. 2148 * This changes the light level for the entire map.
2432 */ 2149 */
2433
2434int 2150int
2435cast_change_map_lightlevel (object *op, object *caster, object *spell) 2151cast_change_map_lightlevel (object *op, object *caster, object *spell)
2436{ 2152{
2437 int success; 2153 int success;
2438 2154
2442 success = op->map->change_map_light (spell->stats.dam); 2158 success = op->map->change_map_light (spell->stats.dam);
2443 2159
2444 if (!success) 2160 if (!success)
2445 { 2161 {
2446 if (spell->stats.dam < 0) 2162 if (spell->stats.dam < 0)
2447 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2163 op->failmsg ("It can be no brighter here.");
2448 else 2164 else
2449 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2165 op->failmsg ("It can be no darker here.");
2450 } 2166 }
2167
2451 return success; 2168 return success;
2452} 2169}
2453
2454
2455
2456
2457 2170
2458/* create an aura spell object and put it in the player's inventory. 2171/* create an aura spell object and put it in the player's inventory.
2459 * as usual, op is player, caster is the object casting the spell, 2172 * as usual, op is player, caster is the object casting the spell,
2460 * spell is the spell object itself. 2173 * spell is the spell object itself.
2461 */ 2174 */
2467 2180
2468 new_aura = present_arch_in_ob (spell->other_arch, op); 2181 new_aura = present_arch_in_ob (spell->other_arch, op);
2469 if (new_aura) 2182 if (new_aura)
2470 refresh = 1; 2183 refresh = 1;
2471 else 2184 else
2472 new_aura = arch_to_object (spell->other_arch); 2185 new_aura = spell->other_arch->instance ();
2473 2186
2474 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); 2187 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2475 2188
2476 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 2189 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2477 2190
2478 new_aura->set_owner (op);
2479 set_spell_skill (op, caster, spell, new_aura); 2191 set_spell_skill (op, caster, spell, new_aura);
2480 new_aura->attacktype = spell->attacktype; 2192 new_aura->attacktype = spell->attacktype;
2481 2193
2482 new_aura->level = caster_level (caster, spell); 2194 new_aura->level = casting_level (caster, spell);
2195
2483 if (refresh) 2196 if (refresh)
2484 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2197 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2485 else 2198 else
2486 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2199 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2200
2487 insert_ob_in_ob (new_aura, op); 2201 insert_ob_in_ob (new_aura, op);
2202 new_aura->set_owner (op);
2203
2488 return 1; 2204 return 1;
2489} 2205}
2490
2491 2206
2492/* move aura function. An aura is a part of someone's inventory, 2207/* move aura function. An aura is a part of someone's inventory,
2493 * which he carries with him, but which acts on the map immediately 2208 * which he carries with him, but which acts on the map immediately
2494 * around him. 2209 * around him.
2495 * Aura parameters: 2210 * Aura parameters:
2496 * duration: duration counter. 2211 * duration: duration counter.
2497 * attacktype: aura's attacktype 2212 * attacktype: aura's attacktype
2498 * other_arch: archetype to drop where we attack 2213 * other_arch: archetype to drop where we attack
2499 */ 2214 */
2500
2501void 2215void
2502move_aura (object *aura) 2216move_aura (object *aura)
2503{ 2217{
2504 int i, mflags;
2505 object *env;
2506 maptile *m;
2507
2508 /* auras belong in inventories */ 2218 /* auras belong in inventories */
2509 env = aura->env; 2219 object *env = aura->env;
2220 object *owner = aura->owner;
2510 2221
2511 /* no matter what we've gotta remove the aura... 2222 /* no matter what we've gotta remove the aura...
2512 * we'll put it back if its time isn't up. 2223 * we'll put it back if its time isn't up.
2513 */ 2224 */
2514 aura->remove (); 2225 aura->remove ();
2519 aura->destroy (); 2230 aura->destroy ();
2520 return; 2231 return;
2521 } 2232 }
2522 2233
2523 /* auras only exist in inventories */ 2234 /* auras only exist in inventories */
2524 if (env == NULL || env->map == NULL) 2235 if (!env || !env->map)
2525 { 2236 {
2526 aura->destroy (); 2237 aura->destroy ();
2527 return; 2238 return;
2528 } 2239 }
2529 2240
2530 /* we need to jump out of the inventory for a bit 2241 /* we need to jump out of the inventory for a bit
2531 * in order to hit the map conveniently. 2242 * in order to hit the map conveniently.
2532 */ 2243 */
2533 aura->insert_at (env, aura); 2244 aura->insert_at (env, aura);
2534 2245
2535 for (i = 1; i < 9; i++) 2246 for (int i = 1; i < 9; i++)
2536 { 2247 {
2537 sint16 nx, ny; 2248 mapxy pos (env);
2249 pos.move (i);
2538 2250
2539 nx = aura->x + freearr_x[i];
2540 ny = aura->y + freearr_y[i];
2541 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2542
2543 /* Consider the movement tyep of the person with the aura as 2251 /* Consider the movement type of the person with the aura as
2544 * movement type of the aura. Eg, if the player is flying, the aura 2252 * movement type of the aura. Eg, if the player is flying, the aura
2545 * is flying also, if player is walking, it is on the ground, etc. 2253 * is flying also, if player is walking, it is on the ground, etc.
2546 */ 2254 */
2547 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny)))) 2255 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2548 { 2256 {
2549 hit_map (aura, i, aura->attacktype, 0); 2257 hit_map (aura, i, aura->attacktype, 0);
2550 2258
2551 if (aura->other_arch) 2259 if (aura->other_arch)
2552 m->insert (arch_to_object (aura->other_arch), nx, ny, aura); 2260 pos.insert (aura->other_arch->instance (), aura);
2553 } 2261 }
2554 } 2262 }
2555 2263
2556 /* put the aura back in the player's inventory */ 2264 /* put the aura back in the player's inventory */
2557 aura->remove (); 2265 env->insert (aura);
2558 insert_ob_in_ob (aura, env); 2266 aura->set_owner (owner);
2559} 2267}
2560 2268
2561/* moves the peacemaker spell. 2269/* moves the peacemaker spell.
2562 * op is the piece object. 2270 * op is the piece object.
2563 */ 2271 */
2564
2565void 2272void
2566move_peacemaker (object *op) 2273move_peacemaker (object *op)
2567{ 2274{
2568 object *tmp; 2275 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2569
2570 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2571 { 2276 {
2572 int atk_lev, def_lev; 2277 int atk_lev, def_lev;
2573 object *victim = tmp; 2278 object *victim = tmp->head_ ();
2574 2279
2575 if (tmp->head) 2280 if (!victim->flag [FLAG_MONSTER])
2576 victim = tmp->head;
2577 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2578 continue; 2281 continue;
2579 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2282
2283 if (victim->flag [FLAG_UNAGGRESSIVE])
2580 continue; 2284 continue;
2285
2581 if (victim->stats.exp == 0) 2286 if (victim->stats.exp == 0)
2582 continue; 2287 continue;
2583 2288
2584 def_lev = MAX (1, victim->level); 2289 def_lev = max (1, victim->level);
2585 atk_lev = MAX (1, op->level); 2290 atk_lev = max (1, op->level);
2586 2291
2587 if (rndm (0, atk_lev - 1) > def_lev) 2292 if (rndm (0, atk_lev - 1) > def_lev)
2588 { 2293 {
2589 /* make this sucker peaceful. */ 2294 /* make this sucker peaceful. */
2590 2295
2296 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2591 change_exp (op->owner, victim->stats.exp, op->skill, 0); 2297 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2592 victim->stats.exp = 0; 2298 victim->stats.exp = 0;
2593#if 0 2299#if 0
2594 /* No idea why these were all set to zero - if something 2300 /* No idea why these were all set to zero - if something
2595 * makes this creature agressive, he should still do damage. 2301 * makes this creature agressive, he should still do damage.
2598 victim->stats.sp = 0; 2304 victim->stats.sp = 0;
2599 victim->stats.grace = 0; 2305 victim->stats.grace = 0;
2600 victim->stats.Pow = 0; 2306 victim->stats.Pow = 0;
2601#endif 2307#endif
2602 victim->attack_movement = RANDO2; 2308 victim->attack_movement = RANDO2;
2603 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2309 victim->set_flag (FLAG_UNAGGRESSIVE);
2604 SET_FLAG (victim, FLAG_RUN_AWAY); 2310 victim->set_flag (FLAG_RUN_AWAY);
2605 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2311 victim->set_flag (FLAG_RANDOM_MOVE);
2606 CLEAR_FLAG (victim, FLAG_MONSTER); 2312 victim->clr_flag (FLAG_MONSTER);
2313
2607 if (victim->name) 2314 if (victim->name)
2608 {
2609 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name); 2315 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2610 } 2316 }
2611 }
2612 } 2317 }
2613} 2318}
2614
2615 2319
2616/* This writes a rune that contains the appropriate message. 2320/* This writes a rune that contains the appropriate message.
2617 * There really isn't any adjustments we make. 2321 * There really isn't any adjustments we make.
2618 */ 2322 */
2619
2620int 2323int
2621write_mark (object *op, object *spell, const char *msg) 2324write_mark (object *op, object *spell, const char *msg)
2622{ 2325{
2623 char rune[HUGE_BUF];
2624 object *tmp;
2625
2626 if (!msg || msg[0] == 0) 2326 if (!msg || msg[0] == 0)
2627 { 2327 {
2628 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2328 op->failmsg ("Write what?");
2629 return 0; 2329 return 0;
2630 } 2330 }
2631 2331
2632 if (strcasestr_local (msg, "endmsg")) 2332 if (!msg_is_safe (msg))
2633 { 2333 {
2634 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?"); 2334 op->failmsg ("Trying to cheat are we? H<@-signs are not allowed in marking runes.>");
2635 LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg); 2335 LOG (llevInfo, "write_mark: player %s tried to write bogus rune %s\n", &op->name, msg);
2636 return 0; 2336 return 0;
2637 } 2337 }
2338
2638 if (!spell->other_arch) 2339 if (!spell->other_arch)
2639 return 0; 2340 return 0;
2640 tmp = arch_to_object (spell->other_arch);
2641 2341
2642 snprintf (rune, sizeof (rune), "%s\n", msg); 2342 object *tmp = spell->other_arch->instance ();
2643 2343
2644 tmp->race = op->name; /*Save the owner of the rune */ 2344 tmp->race = op->name; /*Save the owner of the rune */
2645 tmp->msg = rune; 2345 tmp->msg = msg;
2646 2346
2647 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); 2347 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2348
2648 return 1; 2349 return 1;
2649} 2350}
2351

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