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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.42 by root, Wed Mar 14 04:12:29 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;
421/* earth to dust spell. Basically destroys earthwalls in the area. 430/* earth to dust spell. Basically destroys earthwalls in the area.
422 */ 431 */
423int 432int
424cast_earth_to_dust (object *op, object *caster, object *spell_ob) 433cast_earth_to_dust (object *op, object *caster, object *spell_ob)
425{ 434{
426 object *tmp, *next;
427 int range, i, j, mflags; 435 int range, i, j, mflags;
428 sint16 sx, sy; 436 sint16 sx, sy;
429 maptile *m; 437 maptile *m;
430
431 if (op->type != PLAYER)
432 return 0;
433 438
434 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 439 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
435 440
436 for (i = -range; i <= range; i++) 441 for (i = -range; i <= range; i++)
437 for (j = -range; j <= range; j++) 442 for (j = -range; j <= range; j++)
442 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 447 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
443 448
444 if (mflags & P_OUT_OF_MAP) 449 if (mflags & P_OUT_OF_MAP)
445 continue; 450 continue;
446 451
447 // earth to dust tears down everything that can be teared down 452 // earth to dust tears down everything that can be torn down
448 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)
449 { 454 {
450 next = tmp->above; 455 next = tmp->above;
451 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 456
457 if (tmp->flag [FLAG_TEAR_DOWN])
452 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 458 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
453 } 459 }
454 } 460 }
455 461
456 return 1; 462 return 1;
458 464
459void 465void
460execute_word_of_recall (object *op) 466execute_word_of_recall (object *op)
461{ 467{
462 if (object *pl = op->in_player ()) 468 if (object *pl = op->in_player ())
463 {
464 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST)) 469 if (pl->ms ().flags () & P_NO_CLERIC && !pl->flag [FLAG_WIZCAST])
465 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.");
466 else 471 else
467 { 472 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
468 // remove first so we do not call update_stats
469 op->remove ();
470 pl->enter_exit (op);
471 }
472 }
473 473
474 op->destroy (); 474 op->destroy ();
475} 475}
476 476
477/* Word of recall causes the player to return 'home'. 477/* Word of recall causes the player to return 'home'.
479 * time delay effect. 479 * time delay effect.
480 */ 480 */
481int 481int
482cast_word_of_recall (object *op, object *caster, object *spell_ob) 482cast_word_of_recall (object *op, object *caster, object *spell_ob)
483{ 483{
484 object *dummy; 484 if (!op->is_player ())
485 int time;
486
487 if (op->type != PLAYER)
488 return 0; 485 return 0;
489 486
490 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))
491 { 488 {
492 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.");
493 return 1; 490 return 1;
494 } 491 }
495 492
496 dummy = get_archetype (FORCE_NAME); 493 object *dummy = archetype::get (FORCE_NAME);
497 if (dummy == NULL)
498 {
499 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
500 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
501 return 0;
502 }
503 494
504 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));
505 if (time < 1)
506 time = 1;
507 496
508 /* 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
509 * 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
510 * do anything really odd if it say a -1000 or something. 499 * do anything really odd if it say a -1000 or something.
511 */ 500 */
512 dummy->set_speed (0.002); 501 dummy->set_speed (0.002);
513 dummy->speed_left = -dummy->speed * time; 502 dummy->speed_left = -dummy->speed * time;
514 dummy->type = SPELL_EFFECT; 503 dummy->type = SPELL_EFFECT;
515 dummy->subtype = SP_WORD_OF_RECALL; 504 dummy->subtype = SP_WORD_OF_RECALL;
516 505 dummy->slaying = op->contr->savebed_map;
517 /* If we could take advantage of enter_player_savebed() here, it would be 506 dummy->stats.hp = op->contr->bed_x;
518 * nice, but until the map load fails, we can't. 507 dummy->stats.sp = op->contr->bed_y;
519 */
520 EXIT_PATH (dummy) = op->contr->savebed_map;
521 EXIT_X (dummy) = op->contr->bed_x;
522 EXIT_Y (dummy) = op->contr->bed_y;
523 508
524 op->insert (dummy); 509 op->insert (dummy);
525 510
526 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.");
527 512
565} 550}
566 551
567int 552int
568perceive_self (object *op) 553perceive_self (object *op)
569{ 554{
570 char *cp = describe_item (op, op), buf[MAX_BUF]; 555 const char *cp = describe_item (op, op);
571 archetype *at = archetype::find (ARCH_DEPLETION); 556 archetype *at = archetype::find (shstr_depletion);
572 object *tmp;
573 int i;
574 557
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
575 tmp = find_god (determine_god (op)); 566 if (object *god = find_god (determine_god (op)))
576 if (tmp) 567 buf << " - You worship " << &god->name << ".\n";
577 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
578 else 568 else
579 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); 569 buf << " - You worship no god.\n";
580 570
581 tmp = present_arch_in_ob (at, op); 571 object *tmp = present_arch_in_ob (at, op);
582 572
583 if (*cp == '\0' && tmp == NULL) 573 if (*cp == '\0' && !tmp)
584 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 574 buf << " - You feel very mundane. ";
585 else 575 else
586 { 576 {
587 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 577 buf << " - You have: " << cp << ".\n";
588 new_draw_info (NDI_UNIQUE, 0, op, cp); 578
589 if (tmp != NULL) 579 if (tmp)
590 {
591 for (i = 0; i < NUM_STATS; i++) 580 for (int i = 0; i < NUM_STATS; i++)
592 { 581 if (tmp->stats.stat (i) < 0)
593 if (get_attr_value (&tmp->stats, i) < 0) 582 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
594 {
595 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i)));
596 }
597 }
598 }
599 } 583 }
600 584
601 if (is_dragon_pl (op)) 585 if (op->is_dragon ())
602 {
603 /* now grab the 'dragon_ability'-force from the player's inventory */ 586 /* now grab the 'dragon_ability'-force from the player's inventory */
604 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 587 for (tmp = op->inv; tmp; tmp = tmp->below)
605 { 588 {
606 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 589 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
607 { 590 {
608 if (tmp->stats.exp == 0) 591 if (tmp->stats.exp == 0)
609 sprintf (buf, "Your metabolism isn't focused on anything."); 592 buf << " - Your metabolism isn't focused on anything.\n";
610 else 593 else
611 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";
612 595
613 new_draw_info (NDI_UNIQUE, 0, op, buf);
614 break; 596 break;
615 } 597 }
616 } 598 }
617 }
618 599
619 return 1; 600 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
620}
621
622/* int cast_create_town_portal (object *op, object *caster, int dir)
623 *
624 * This function cast the spell of town portal for op
625 *
626 * The spell operates in two passes. During the first one a place
627 * is marked as a destination for the portal. During the second one,
628 * 2 portals are created, one in the position the player cast it and
629 * one in the destination place. The portal are synchronized and 2 forces
630 * are inserted in the player to destruct the portal next time player
631 * creates a new portal pair.
632 * This spell has a side effect that it allows people to meet each other
633 * in a permanent, private, appartements by making a town portal from it
634 * to the town or another public place. So, check if the map is unique and if
635 * so return an error
636 *
637 * Code by Tchize (david.delbecq@usa.net)
638 */
639int
640cast_create_town_portal (object *op, object *caster, object *spell, int dir)
641{
642 object *dummy, *force, *old_force;
643 archetype *perm_portal;
644 char portal_name[1024], portal_message[1024];
645 maptile *exitmap;
646 int op_level;
647
648 /* Check to see if the map the player is currently on is a per player unique
649 * map. This can be determined in that per player unique maps have the
650 * full pathname listed.
651 */
652 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
653 {
654 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
655 return 0;
656 }
657
658 /* The first thing to do is to check if we have a marked destination
659 * dummy is used to make a check inventory for the force
660 */
661 dummy = arch_to_object (spell->other_arch);
662 if (dummy == NULL)
663 {
664 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
665 LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name);
666 return 0;
667 }
668
669 force = check_inv_recursive (op, dummy);
670
671 if (force == NULL)
672 {
673 /* Here we know there is no destination marked up.
674 * We have 2 things to do:
675 * 1. Mark the destination in the player inventory.
676 * 2. Let the player know it worked.
677 */
678 dummy->name = op->map->path;
679 EXIT_X (dummy) = op->x;
680 EXIT_Y (dummy) = op->y;
681 insert_ob_in_ob (dummy, op);
682 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.");
683 return 1;
684 }
685
686 dummy->destroy ();
687
688 /* Here we know where the town portal should go to
689 * We should kill any existing portal associated with the player.
690 * Than we should create the 2 portals.
691 * For each of them, we need:
692 * - To create the portal with the name of the player+destination map
693 * - set the owner of the town portal
694 * - To mark the position of the portal in the player's inventory
695 * for easier destruction.
696 *
697 * The mark works has follow:
698 * slaying: Existing town portal
699 * hp, sp : x & y of the associated portal
700 * name : name of the portal
701 * race : map the portal is in
702 */
703
704 /* First step: killing existing town portals */
705 dummy = get_archetype (spell->race);
706 if (dummy == NULL)
707 {
708 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
709 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
710 return 0;
711 }
712
713 perm_portal = archetype::find (spell->slaying);
714
715 /* To kill a town portal, we go trough the player's inventory,
716 * for each marked portal in player's inventory,
717 * -We try load the associated map (if impossible, consider the portal destructed)
718 * -We find any portal in the specified location.
719 * If it has the good name, we destruct it.
720 * -We destruct the force indicating that portal.
721 */
722 while ((old_force = check_inv_recursive (op, dummy)))
723 {
724 exitmap = maptile::find_sync (old_force->race, op->map);
725
726 if (exitmap)
727 {
728 exitmap->load_sync ();
729
730 int exitx = EXIT_X (old_force);
731 int exity = EXIT_Y (old_force);
732
733 for (object *tmp = present_arch (perm_portal, exitmap, exitx, exity); tmp; tmp = tmp->above)
734 {
735 if (tmp->name == old_force->name)
736 {
737 tmp->destroy ();
738 break;
739 }
740 }
741 }
742
743 old_force->destroy ();
744 }
745
746 dummy->destroy ();
747
748 /* Creating the portals.
749 * The very first thing to do is to ensure
750 * access to the destination map.
751 * If we can't, don't fizzle. Simply warn player.
752 * This ensure player pays his mana for the spell
753 * because HE is responsible of forgotting.
754 * 'force' is the destination of the town portal, which we got
755 * from the players inventory above.
756 */
757
758 /* Ensure exit map is loaded */
759 exitmap = maptile::find_sync (force->name);
760
761 /* If we were unable to load (ex. random map deleted), warn player */
762 if (!exitmap)
763 {
764 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
765 force->destroy ();
766 return 1;
767 }
768
769 exitmap->load_sync ();
770
771 op_level = caster_level (caster, spell);
772 if (op_level < 15)
773 snprintf (portal_message, 1024,
774 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
775 &op->name);
776 else if (op_level < 30)
777 snprintf (portal_message, 1024,
778 "\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);
779 else if (op_level < 60)
780 snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
781 else
782 snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",
783 &op->name);
784
785 /* Create a portal in front of player
786 * dummy contain the portal and
787 * force contain the track to kill it later
788 */
789 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
790 dummy = get_archetype (spell->slaying); /*The portal */
791 if (dummy == NULL)
792 {
793 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
794 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
795 return 0;
796 }
797
798 EXIT_PATH (dummy) = force->name;
799 EXIT_X (dummy) = EXIT_X (force);
800 EXIT_Y (dummy) = EXIT_Y (force);
801 dummy->name = dummy->name_pl = portal_name;
802 dummy->msg = portal_message;
803 dummy->race = op->name; /*Save the owner of the portal */
804 cast_create_obj (op, caster, dummy, 0);
805
806 /* Now we need to to create a town portal marker inside the player
807 * object, so on future castings, we can know that he has an active
808 * town portal.
809 */
810 object *tmp = get_archetype (spell->race);
811
812 if (!tmp)
813 {
814 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
815 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
816 return 0;
817 }
818
819 tmp->race = op->map->path;
820 tmp->name = portal_name;
821 EXIT_X (tmp) = dummy->x;
822 EXIT_Y (tmp) = dummy->y;
823 op->insert (tmp);
824
825 /* Create a portal in the destination map
826 * dummy contain the portal and
827 * force the track to kill it later
828 * the 'force' variable still contains the 'reminder' of
829 * where this portal goes to.
830 */
831 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &op->map->path);
832 dummy = get_archetype (spell->slaying); /*The portal */
833 if (dummy == NULL)
834 {
835 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
836 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
837 return 0;
838 }
839
840 EXIT_PATH (dummy) = op->map->path;
841 EXIT_X (dummy) = op->x;
842 EXIT_Y (dummy) = op->y;
843 dummy->name = dummy->name_pl = portal_name;
844 dummy->msg = portal_message;
845 dummy->race = op->name; /*Save the owner of the portal */
846 exitmap->insert (dummy, EXIT_X (force), EXIT_Y (force), op);
847
848 /* Now we create another town portal marker that
849 * points back to the one we just made
850 */
851 tmp = get_archetype (spell->race);
852 if (tmp == NULL)
853 {
854 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
855 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
856 return 0;
857 }
858
859 tmp->race = force->name;
860 tmp->name = portal_name;
861 EXIT_X (tmp) = dummy->x;
862 EXIT_Y (tmp) = dummy->y;
863 insert_ob_in_ob (tmp, op);
864
865 /* Describe the player what happened
866 */
867 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
868 force->destroy ();
869 601
870 return 1; 602 return 1;
871} 603}
872 604
873/* This creates magic walls. Really, it can create most any object, 605/* This creates magic walls. Really, it can create most any object,
899 631
900 if ((spell_ob->move_block || x != op->x || y != op->y) && 632 if ((spell_ob->move_block || x != op->x || y != op->y) &&
901 (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) ||
902 ((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)))
903 { 635 {
904 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 636 op->failmsg ("Something is in the way.");
905 return 0; 637 return 0;
906 } 638 }
907 639
908 if (spell_ob->other_arch) 640 if (spell_ob->other_arch)
909 tmp = arch_to_object (spell_ob->other_arch); 641 tmp = spell_ob->other_arch->instance ();
910 else if (spell_ob->race) 642 else if (spell_ob->race)
911 { 643 {
912 char buf1[MAX_BUF]; 644 char buf1[MAX_BUF];
913 645
914 sprintf (buf1, spell_ob->race, dir); 646 sprintf (buf1, spell_ob->race, dir);
918 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 650 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
919 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 651 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
920 return 0; 652 return 0;
921 } 653 }
922 654
923 tmp = arch_to_object (at); 655 tmp = at->instance ();
924 } 656 }
925 else 657 else
926 { 658 {
927 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);
928 return 0; 660 return 0;
933 tmp->attacktype = spell_ob->attacktype; 665 tmp->attacktype = spell_ob->attacktype;
934 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);
935 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);
936 tmp->range = 0; 668 tmp->range = 0;
937 } 669 }
938 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 670 else if (tmp->flag [FLAG_ALIVE])
939 { 671 {
940 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);
941 tmp->stats.maxhp = tmp->stats.hp; 673 tmp->stats.maxhp = tmp->stats.hp;
942 } 674 }
943 675
944 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])
945 { 677 {
946 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);
947 SET_FLAG (tmp, FLAG_IS_USED_UP); 679 tmp->set_flag (FLAG_IS_USED_UP);
948 } 680 }
949 681
950 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 682 if (spell_ob->flag [FLAG_TEAR_DOWN])
951 { 683 {
952 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);
953 tmp->stats.maxhp = tmp->stats.hp; 685 tmp->stats.maxhp = tmp->stats.hp;
954 SET_FLAG (tmp, FLAG_TEAR_DOWN); 686 tmp->set_flag (FLAG_TEAR_DOWN);
955 SET_FLAG (tmp, FLAG_ALIVE); 687 tmp->set_flag (FLAG_ALIVE);
956 } 688 }
957 689
958 /* 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,
959 * 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
960 * earthwalls, though, so they survive restarts. 692 * earthwalls, though, so they survive restarts.
961 */ 693 */
962 if (tmp->type != EARTHWALL) //TODO 694 if (tmp->type != EARTHWALL) //TODO
963 tmp->set_owner (op); 695 tmp->set_owner (op);
964 696
965 set_spell_skill (op, caster, spell_ob, tmp); 697 set_spell_skill (op, caster, spell_ob, tmp);
966 tmp->level = caster_level (caster, spell_ob) / 2; 698 tmp->level = casting_level (caster, spell_ob) / 2;
967 699
968 name = tmp->name; 700 name = tmp->name;
969 if (!(tmp = m->insert (tmp, x, y, op))) 701 if (!(tmp = m->insert (tmp, x, y, op)))
970 { 702 {
971 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);
972 return 0; 704 return 0;
973 } 705 }
974 706
975 /* 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 */
976 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 708 if (tmp->other_arch && tmp->other_arch->type == SPELL)
977 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 709 insert_ob_in_ob (tmp->other_arch->instance (), tmp);
978 710
979 /* This code causes the wall to extend some distance in 711 /* This code causes the wall to extend some distance in
980 * each direction, or until an obstruction is encountered. 712 * each direction, or until an obstruction is encountered.
981 * posblocked and negblocked help determine how far the 713 * posblocked and negblocked help determine how far the
982 * created wall can extend, it won't go extend through 714 * created wall can extend, it won't go extend through
1001 { 733 {
1002 object *tmp2 = tmp->clone (); 734 object *tmp2 = tmp->clone ();
1003 m->insert (tmp2, x, y, op); 735 m->insert (tmp2, x, y, op);
1004 736
1005 /* 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 */
1006 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 738 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1007 tmp2->insert (arch_to_object (tmp2->other_arch)); 739 tmp2->insert (tmp2->other_arch->instance ());
1008 740
1009 } 741 }
1010 else 742 else
1011 posblocked = 1; 743 posblocked = 1;
1012 744
1018 ((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)
1019 { 751 {
1020 object *tmp2 = tmp->clone (); 752 object *tmp2 = tmp->clone ();
1021 m->insert (tmp2, x, y, op); 753 m->insert (tmp2, x, y, op);
1022 754
1023 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 755 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1024 tmp2->insert (arch_to_object (tmp2->other_arch)); 756 tmp2->insert (tmp2->other_arch->instance ());
1025 } 757 }
1026 else 758 else
1027 negblocked = 1; 759 negblocked = 1;
1028 } 760 }
1029 761
1030 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) 762 if (tmp->flag [FLAG_BLOCKSVIEW])
1031 update_all_los (op->map, op->x, op->y); 763 update_all_los (op->map, op->x, op->y);
1032 764
1033 return 1; 765 return 1;
1034} 766}
1035 767
1036int 768int
1037dimension_door (object *op, object *caster, object *spob, int dir) 769dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
1038{ 770{
1039 uint32 dist, maxdist; 771 uint32 dist, maxdist;
1040 int mflags; 772 int mflags;
1041 maptile *m; 773 maptile *m;
1042 sint16 sx, sy; 774 sint16 sx, sy;
1044 if (op->type != PLAYER) 776 if (op->type != PLAYER)
1045 return 0; 777 return 0;
1046 778
1047 if (!dir) 779 if (!dir)
1048 { 780 {
1049 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?"); 781 op->failmsg ("In what direction?");
1050 return 0; 782 return 0;
1051 } 783 }
1052 784
1053 /* 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
1054 * ever, so put limits in. 786 * ever, so put limits in.
1055 */ 787 */
1056 maxdist = spob->range + SP_level_range_adjust (caster, spob); 788 maxdist = spob->range + SP_level_range_adjust (caster, spob);
1057 789
1058 if (op->contr->count) 790 if (spellparam)
1059 { 791 {
792 int count = atoi (spellparam);
793
1060 if (op->contr->count > maxdist) 794 if (count > maxdist)
1061 { 795 {
1062 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!"); 796 op->failmsg ("You can't dimension door that far!");
1063 return 0; 797 return 0;
1064 } 798 }
1065 799
1066 for (dist = 0; dist < op->contr->count; dist++) 800 for (dist = 0; dist < count; dist++)
1067 { 801 {
1068 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);
1069 803
1070 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 804 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
1071 break; 805 break;
1072 806
1073 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)))
1074 break; 808 break;
1075 } 809 }
1076 810
1077 if (dist < op->contr->count) 811 if (dist < count)
1078 { 812 {
1079 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");
1080 op->contr->count = 0;
1081 return 0; 814 return 0;
1082 } 815 }
1083
1084 op->contr->count = 0;
1085 816
1086 /* Remove code that puts player on random space on maps. IMO, 817 /* Remove code that puts player on random space on maps. IMO,
1087 * 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,
1088 * 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
1089 * by such squares). Also, there are probably treasure rooms and 820 * by such squares). Also, there are probably treasure rooms and
1131 break; 862 break;
1132 863
1133 } 864 }
1134 if (!dist) 865 if (!dist)
1135 { 866 {
1136 new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n"); 867 op->failmsg ("Your spell failed!\n");
1137 return 0; 868 return 0;
1138 } 869 }
1139 } 870 }
1140 871
1141 /* Actually move the player now */ 872 /* Actually move the player now */
1142 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)))
1143 return 1; 874 return 1;
1144 875
1145 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
1146 return 1; 878 return 1;
1147} 879}
1148
1149 880
1150/* cast_heal: Heals something. 881/* cast_heal: Heals something.
1151 * op is the caster. 882 * op is the caster.
1152 * dir is the direction he is casting it in. 883 * dir is the direction he is casting it in.
1153 * spell is the spell object. 884 * spell is the spell object.
1180 { 911 {
1181 /* See how many points we actually heal. Instead of messages 912 /* See how many points we actually heal. Instead of messages
1182 * based on type of spell, we instead do messages based 913 * based on type of spell, we instead do messages based
1183 * on amount of damage healed. 914 * on amount of damage healed.
1184 */ 915 */
1185 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 916 if (heal > tmp->stats.maxhp - tmp->stats.hp)
1186 heal = tmp->stats.maxhp - tmp->stats.hp; 917 heal = tmp->stats.maxhp - tmp->stats.hp;
918
1187 tmp->stats.hp += heal; 919 tmp->stats.hp += heal;
1188 920
1189 if (tmp->stats.hp >= tmp->stats.maxhp) 921 if (tmp->stats.hp >= tmp->stats.maxhp)
1190 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 922 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1191 else if (heal > 50) 923 else if (heal > 50)
1200 success = 1; 932 success = 1;
1201 } 933 }
1202 } 934 }
1203 935
1204 if (spell->attacktype & AT_DISEASE) 936 if (spell->attacktype & AT_DISEASE)
1205 if (cure_disease (tmp, op)) 937 if (cure_disease (tmp, op, spell))
1206 success = 1; 938 success = 1;
1207 939
1208 if (spell->attacktype & AT_POISON) 940 if (spell->attacktype & AT_POISON)
1209 { 941 {
1210 at = archetype::find ("poisoning"); 942 at = archetype::find (shstr_poisoning);
1211 poison = present_arch_in_ob (at, tmp); 943 poison = present_arch_in_ob (at, tmp);
1212 if (poison) 944 if (poison)
1213 { 945 {
1214 success = 1; 946 success = 1;
1215 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 947 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1217 } 949 }
1218 } 950 }
1219 951
1220 if (spell->attacktype & AT_CONFUSION) 952 if (spell->attacktype & AT_CONFUSION)
1221 { 953 {
1222 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 954 poison = present_in_ob_by_name (FORCE, shstr_confusion, tmp);
1223 if (poison) 955 if (poison)
1224 { 956 {
1225 success = 1; 957 success = 1;
1226 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 958 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1227 poison->duration = 1; 959 poison->duration = 1;
1228 } 960 }
1229 } 961 }
1230 962
1231 if (spell->attacktype & AT_BLIND) 963 if (spell->attacktype & AT_BLIND)
1232 { 964 {
1233 at = archetype::find ("blindness"); 965 at = archetype::find (shstr_blindness);
1234 poison = present_arch_in_ob (at, tmp); 966 poison = present_arch_in_ob (at, tmp);
1235 if (poison) 967 if (poison)
1236 { 968 {
1237 success = 1; 969 success = 1;
1238 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.");
1256 tmp->stats.grace = tmp->stats.maxgrace; 988 tmp->stats.grace = tmp->stats.maxgrace;
1257 success = 1; 989 success = 1;
1258 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!");
1259 } 991 }
1260 992
1261 if (spell->stats.food && tmp->stats.food < 999) 993 if (spell->stats.food && tmp->stats.food < MAX_FOOD)
1262 { 994 {
1263 tmp->stats.food += spell->stats.food; 995 tmp->stats.food += spell->stats.food;
1264 if (tmp->stats.food > 999) 996 min_it (tmp->stats.food, MAX_FOOD);
1265 tmp->stats.food = 999; 997
1266 success = 1; 998 success = 1;
1267 /* 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 */
1268 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");
1269 } 1001 }
1270 1002
1271 return success; 1003 return success;
1272} 1004}
1273
1274 1005
1275/* 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
1276 * 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
1277 * good comments for those. 1008 * good comments for those.
1278 */ 1009 */
1279static const char *const no_gain_msgs[NUM_STATS] = { 1010static const char *const no_gain_msgs[NUM_STATS] = {
1280 "You grow no stronger.", 1011 "You grow no stronger.",
1281 "You grow no more agile.", 1012 "You grow no more agile.",
1282 "You don't feel any healthier.", 1013 "You don't feel any healthier.",
1283 "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."
1284 "You are no easier to look at.", 1017 "You are no easier to look at.",
1285 "no int",
1286 "no pow"
1287}; 1018};
1288 1019
1289int 1020int
1021change_ability_duration (object *spell, object *caster)
1022{
1023 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1024}
1025
1026int
1290cast_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)
1291{ 1028{
1292 object *force = NULL; 1029 object *force = 0;
1293 int i; 1030 int i;
1294 1031
1295 /* 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. */
1296 object *tmp = dir 1033 object *tmp = dir
1297 ? find_target_for_friendly_spell (op, dir) 1034 ? find_target_for_friendly_spell (op, dir)
1298 : op; 1035 : op;
1299 1036
1300 if (!tmp) 1037 if (!tmp)
1301 return 0; 1038 return 0;
1302 1039
1303 /* 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. */
1311 break; 1048 break;
1312 } 1049 }
1313 else if (spell_ob->race && spell_ob->race == tmp2->name) 1050 else if (spell_ob->race && spell_ob->race == tmp2->name)
1314 { 1051 {
1315 if (!silent) 1052 if (!silent)
1316 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
1317 return 0; 1056 return 0;
1318 } 1057 }
1319 } 1058 }
1320 } 1059 }
1060
1061 int duration = change_ability_duration (spell_ob, caster);
1062
1321 if (force == NULL) 1063 if (force)
1322 {
1323 force = get_archetype (FORCE_NAME);
1324 force->subtype = FORCE_CHANGE_ABILITY;
1325 if (spell_ob->race)
1326 force->name = spell_ob->race;
1327 else
1328 force->name = spell_ob->name;
1329 force->name_pl = spell_ob->name;
1330 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1331
1332 } 1064 {
1333 else
1334 {
1335 int duration;
1336
1337 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1338 if (duration > force->duration) 1065 if (duration > force->duration)
1339 { 1066 {
1340 force->duration = duration; 1067 force->duration = duration;
1341 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.");
1342 } 1069 }
1343 else 1070 else
1344 {
1345 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.");
1346 } 1072
1347 return 1; 1073 return 1;
1348 } 1074 }
1349 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
1350 force->speed = 1.0; 1091 force->speed = 1.0;
1351 force->speed_left = -1.0; 1092 force->speed_left = -1.0;
1352 SET_FLAG (force, FLAG_APPLIED); 1093 force->set_flag (FLAG_APPLIED);
1353 1094
1354 /* Now start processing the effects. First, protections */ 1095 /* Now start processing the effects. First, protections */
1355 for (i = 0; i < NROFATTACKS; i++) 1096 for (i = 0; i < NROFATTACKS; i++)
1356 {
1357 if (spell_ob->resist[i]) 1097 if (spell_ob->resist[i])
1358 {
1359 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));
1360 if (force->resist[i] > 100) 1099
1361 force->resist[i] = 100;
1362 }
1363 }
1364 if (spell_ob->stats.hp) 1100 if (spell_ob->stats.hp)
1365 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);
1366 1102
1367 if (tmp->type == PLAYER) 1103 if (tmp->type == PLAYER)
1368 { 1104 {
1369 /* Stat adjustment spells */ 1105 /* Stat adjustment spells */
1370 for (i = 0; i < NUM_STATS; i++) 1106 for (i = 0; i < NUM_STATS; i++)
1371 { 1107 {
1372 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; 1108 if (sint8 stat = spell_ob->stats.stat (i))
1373
1374 if (stat)
1375 { 1109 {
1376 sm = 0; 1110 sint8 sm = 0;
1377 for (k = 0; k < stat; k++) 1111 for (sint8 k = 0; k < stat; k++)
1378 sm += rndm (1, 3); 1112 sm += rndm (1, 3);
1379 1113
1380 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) 1114 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1381 { 1115 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1382 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); 1116
1383 if (sm < 0) 1117 force->stats.stat (i) = sm;
1384 sm = 0; 1118
1385 }
1386 set_attr_value (&force->stats, i, sm);
1387 if (!sm) 1119 if (!sm)
1388 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); 1120 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1389 } 1121 }
1390 } 1122 }
1391 } 1123 }
1392 1124
1393 force->move_type = spell_ob->move_type; 1125 force->move_type = spell_ob->move_type;
1394 1126
1395 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK)) 1127 if (spell_ob->flag [FLAG_SEE_IN_DARK])
1396 SET_FLAG (force, FLAG_SEE_IN_DARK); 1128 force->set_flag (FLAG_SEE_IN_DARK);
1397 1129
1398 if (QUERY_FLAG (spell_ob, FLAG_XRAYS)) 1130 if (spell_ob->flag [FLAG_XRAYS])
1399 SET_FLAG (force, FLAG_XRAYS); 1131 force->set_flag (FLAG_XRAYS);
1400 1132
1401 /* Haste/bonus speed */ 1133 /* Haste/bonus speed */
1402 if (spell_ob->stats.exp) 1134 if (spell_ob->stats.exp)
1403 { 1135 {
1404 if (op->speed > 0.5f) 1136 if (op->speed > 0.5f)
1412 force->attacktype = spell_ob->attacktype; 1144 force->attacktype = spell_ob->attacktype;
1413 1145
1414 insert_ob_in_ob (force, tmp); 1146 insert_ob_in_ob (force, tmp);
1415 change_abil (tmp, force); /* Mostly to display any messages */ 1147 change_abil (tmp, force); /* Mostly to display any messages */
1416 tmp->update_stats (); 1148 tmp->update_stats ();
1149
1417 return 1; 1150 return 1;
1418} 1151}
1419 1152
1420/* 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
1421 * 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
1422 * of the caster. 1155 * of the caster.
1423 */ 1156 */
1424
1425int 1157int
1426cast_bless (object *op, object *caster, object *spell_ob, int dir) 1158cast_bless (object *op, object *caster, object *spell_ob, int dir)
1427{ 1159{
1428 int i; 1160 int i;
1429 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1161 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1430 1162
1431 /* 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. */
1432 if (dir != 0) 1164 if (dir != 0)
1433 { 1165 {
1434 tmp = find_target_for_friendly_spell (op, dir); 1166 tmp = find_target_for_friendly_spell (op, dir);
1167
1168 if (!tmp)
1169 return 0;
1435 } 1170 }
1436 else 1171 else
1437 {
1438 tmp = op; 1172 tmp = op;
1439 }
1440 1173
1441 /* 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. */
1442 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1175 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1443 { 1176 {
1444 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1177 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1445 { 1178 {
1446 if (tmp2->name == spell_ob->name) 1179 if (tmp2->name == spell_ob->name)
1447 { 1180 {
1453 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);
1454 return 0; 1187 return 0;
1455 } 1188 }
1456 } 1189 }
1457 } 1190 }
1191
1458 if (force == NULL) 1192 if (force == NULL)
1459 { 1193 {
1460 force = get_archetype (FORCE_NAME); 1194 force = archetype::get (FORCE_NAME);
1461 force->subtype = FORCE_CHANGE_ABILITY; 1195 force->subtype = FORCE_CHANGE_ABILITY;
1462 if (spell_ob->race) 1196 if (spell_ob->race)
1463 force->name = spell_ob->race; 1197 force->name = spell_ob->race;
1464 else 1198 else
1465 force->name = spell_ob->name; 1199 force->name = spell_ob->name;
1480 { 1214 {
1481 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.");
1482 } 1216 }
1483 return 0; 1217 return 0;
1484 } 1218 }
1219
1485 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;
1486 force->speed = 1.0; 1221 force->speed = 1.0;
1487 force->speed_left = -1.0; 1222 force->speed_left = -1.0;
1488 SET_FLAG (force, FLAG_APPLIED); 1223 force->set_flag (FLAG_APPLIED);
1489 1224
1490 if (!god) 1225 if (!god)
1491 { 1226 {
1492 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty."); 1227 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1493 } 1228 }
1494 else 1229 else
1495 { 1230 {
1496 /* Only give out good benefits, and put a max on it */ 1231 /* Only give out good benefits, and put a max on it */
1497 for (i = 0; i < NROFATTACKS; i++) 1232 for (i = 0; i < NROFATTACKS; i++)
1498 {
1499 if (god->resist[i] > 0) 1233 if (god->resist[i] > 0)
1500 {
1501 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]);
1502 } 1235
1503 }
1504 force->path_attuned |= god->path_attuned; 1236 force->path_attuned |= god->path_attuned;
1505 1237
1506 if (spell_ob->attacktype) 1238 if (spell_ob->attacktype)
1507 force->slaying = god->slaying; 1239 force->slaying = god->slaying;
1508 1240
1527} 1259}
1528 1260
1529/* Alchemy code by Mark Wedel 1261/* Alchemy code by Mark Wedel
1530 * 1262 *
1531 * This code adds a new spell, called alchemy. Alchemy will turn 1263 * This code adds a new spell, called alchemy. Alchemy will turn
1532 * objects to gold nuggets, the value of the gold nuggets being 1264 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1533 * about 90% of that of the item itself. It uses the value of the
1534 * object before charisma adjustments, because the nuggets themselves
1535 * will be will be adjusted by charisma when sold.
1536 * 1265 *
1537 * 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
1538 * the maximum number of large nuggets you could get. 1267 * itself. It uses the value of the object before charisma adjustments,
1539 * 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
1540 * to the max amount of small nuggets as you could get. 1269 * when sold.
1541 *
1542 * For example, if an item is worth 110 gold, you will get
1543 * 4 large nuggets, and from 0-10 small nuggets.
1544 * 1270 *
1545 * 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
1546 * 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
1547 * alchemised. 1273 * alchemised.
1548 */ 1274 */
1549static void 1275static void
1550alchemy_object (object *obj, uint64 &total_value, int &total_weight) 1276alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1551{ 1277{
1552 uint64 value = query_cost (obj, NULL, F_TRUE); 1278 uint64 value = query_cost (obj, NULL, F_TRUE);
1553 1279
1554 /* Give third price when we alchemy money (This should hopefully 1280 /* Give third price when we alchemy money (this should hopefully
1555 * 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
1556 * the nuggets, alchemy the gold from that, etc. 1282 * the nuggets, alchemy the gold from that, etc.
1557 * Otherwise, give 9 silver on the gold for other objects, 1283 * Otherwise, give 9 silver on the gold for other objects,
1558 * so that it would still be more affordable to haul 1284 * so that it would still be more affordable to haul
1559 * the stuff back to town. 1285 * the stuff back to town.
1560 */ 1286 */
1561 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1287 if (obj->flag [FLAG_UNPAID])
1562 value = 0; 1288 value = 0;
1563 else if (obj->type == MONEY || obj->type == GEM) 1289 else if (obj->type == MONEY || obj->type == GEM)
1564 value /= 3; 1290 value /= 3;
1565 else 1291 else
1566 value = value * 9 / 10; 1292 value = value * 9 / 10;
1571 total_weight += obj->total_weight (); 1297 total_weight += obj->total_weight ();
1572 1298
1573 obj->destroy (); 1299 obj->destroy ();
1574} 1300}
1575 1301
1576static void
1577update_map (object *op, maptile *m, int small_nuggets, object *small, int large_nuggets, object *large, int x, int y)
1578{
1579 int flag = 0;
1580
1581 /* Put any nuggets below the player, but we can only pass this
1582 * flag if we are on the same space as the player
1583 */
1584 if (x == op->x && y == op->y && op->map == m)
1585 flag = INS_BELOW_ORIGINATOR;
1586
1587 if (small_nuggets)
1588 {
1589 object *tmp = small->clone ();
1590 tmp->nrof = small_nuggets;
1591 m->insert (tmp, x, y, op, flag);
1592 }
1593
1594 if (large_nuggets)
1595 {
1596 object *tmp = large->clone ();
1597 tmp->nrof = large_nuggets;
1598 m->insert (tmp, x, y, op, flag);
1599 }
1600
1601 if (object *pl = m->at (x, y).player ())
1602 if (pl->contr->ns)
1603 pl->contr->ns->look_position = 0;
1604}
1605
1606int 1302int
1607alchemy (object *op, object *caster, object *spell_ob) 1303alchemy (object *op, object *caster, object *spell_ob)
1608{ 1304{
1609 if (op->type != PLAYER) 1305 if (op->type != PLAYER)
1610 return 0; 1306 return 0;
1611 1307
1612 object *large = get_archetype ("largenugget"); 1308 archetype *nugget[3];
1613 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);
1614 1313
1615 /* 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
1616 * some, and also prevents people from alchemising every table/chair/clock 1315 * some, and also prevents people from alchemising every table/chair/clock
1617 * in sight 1316 * in sight
1618 */ 1317 */
1647 1346
1648 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)
1649 { 1348 {
1650 next = tmp->above; 1349 next = tmp->above;
1651 1350
1652 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1351 if (tmp->weight > 0 && !tmp->flag [FLAG_NO_PICK] &&
1653 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1352 !tmp->flag [FLAG_ALIVE] && !tmp->flag [FLAG_IS_CAULDRON])
1654 { 1353 {
1655 if (tmp->inv) 1354 if (tmp->inv)
1656 { 1355 {
1657 object *next1, *tmp1; 1356 object *next1, *tmp1;
1658 1357
1659 for (tmp1 = tmp->inv; tmp1; tmp1 = next1) 1358 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1660 { 1359 {
1661 next1 = tmp1->below; 1360 next1 = tmp1->below;
1662 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1361 if (tmp1->weight > 0 && !tmp1->flag [FLAG_NO_PICK] &&
1663 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1362 !tmp1->flag [FLAG_ALIVE] && !tmp1->flag [FLAG_IS_CAULDRON])
1664 alchemy_object (tmp1, value, weight); 1363 alchemy_object (tmp1, value, weight);
1665 } 1364 }
1666 } 1365 }
1667 1366
1668 alchemy_object (tmp, value, weight); 1367 alchemy_object (tmp, value, weight);
1670 if (weight > weight_max) 1369 if (weight > weight_max)
1671 break; 1370 break;
1672 } 1371 }
1673 } 1372 }
1674 1373
1374 value -= rndm (value >> 4);
1675 value = min (value, value_max); 1375 value = min (value, value_max);
1676 1376
1677 uint64 count = value / large->value; 1377 for (int i = 0; i < array_length (nugget); ++i)
1678 int large_nuggets = count; 1378 if (int nrof = value / nugget [i]->value)
1679 value -= count * large->value;
1680
1681 count = value / small->value;
1682 int small_nuggets = count;
1683
1684 /* Insert all the nuggets at one time. This probably saves time, but
1685 * it also prevents us from alcheming nuggets that were just created
1686 * with this spell.
1687 */ 1379 {
1688 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 }
1689 1387
1690 if (weight > weight_max) 1388 if (weight > weight_max)
1691 goto bailout; 1389 goto bailout;
1692 } 1390 }
1693 } 1391 }
1694 1392
1695bailout: 1393bailout:
1696 large->destroy ();
1697 small->destroy ();
1698 return 1; 1394 return 1;
1699} 1395}
1700
1701 1396
1702/* This function removes the cursed/damned status on equipped 1397/* This function removes the cursed/damned status on equipped
1703 * items. 1398 * items.
1704 */ 1399 */
1705int 1400int
1706remove_curse (object *op, object *caster, object *spell) 1401remove_curse (object *op, object *caster, object *spell)
1707{ 1402{
1708 object *tmp;
1709 int success = 0, was_one = 0; 1403 int success = 0, was_one = 0;
1710 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
1711 for (tmp = op->inv; tmp; tmp = tmp->below) 1411 for (object *tmp = op->inv; tmp && num_uncurse; tmp = tmp->below)
1712 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1412 if (!tmp->invisible && tmp->flag [typeflag])
1713 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1714 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1715 { 1413 {
1716 was_one++; 1414 ++was_one;
1415
1717 if (tmp->level <= caster_level (caster, spell)) 1416 if (tmp->level <= casting_level (caster, spell))
1718 { 1417 {
1719 success++; 1418 ++success;
1720 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1419 --num_uncurse;
1721 CLEAR_FLAG (tmp, FLAG_DAMNED);
1722 1420
1723 CLEAR_FLAG (tmp, FLAG_CURSED); 1421 tmp->clr_flag (typeflag);
1724 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1422 tmp->clr_flag (FLAG_CURSED);
1423 tmp->clr_flag (FLAG_KNOWN_CURSED);
1725 tmp->value = 0; /* Still can't sell it */ 1424 tmp->value = 0; /* Still can't sell it */
1726 if (op->type == PLAYER) 1425
1426 if (object *pl = tmp->visible_to ())
1727 esrv_send_item (op, tmp); 1427 esrv_update_item (UPD_FLAGS, pl, tmp);
1728 } 1428 }
1729 } 1429 }
1730 1430
1731 if (op->type == PLAYER) 1431 if (op->type == PLAYER)
1732 { 1432 {
1733 if (success) 1433 if (success)
1734 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.>");
1735 else 1435 else
1736 { 1436 {
1737 if (was_one) 1437 if (was_one)
1738 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.>");
1739 else 1439 else
1740 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.>");
1741 } 1441 }
1742 } 1442 }
1743 1443
1744 return success; 1444 return success;
1745} 1445}
1746 1446
1747/* Identifies objects in the players inventory/on the ground */ 1447/* Identifies objects in the players inventory/on the ground */
1748
1749int 1448int
1750cast_identify (object *op, object *caster, object *spell) 1449cast_identify (object *op, object *caster, object *spell)
1751{ 1450{
1752 object *tmp; 1451 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1753 int success = 0, num_ident;
1754 1452
1755 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));
1756 1454
1757 if (num_ident < 1) 1455 op->splay_marked ();
1758 num_ident = 1;
1759 1456
1760 for (tmp = op->inv; tmp; tmp = tmp->below) 1457 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1761 { 1458 {
1762 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1459 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1763 { 1460 {
1764 identify (tmp); 1461 identify (tmp);
1765 1462
1766 if (op->type == PLAYER) 1463 if (op->type == PLAYER)
1767 { 1464 {
1768 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));
1769 1466
1770 if (tmp->msg) 1467 if (tmp->msg)
1771 { 1468 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1772 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1773 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1774 }
1775 } 1469 }
1776 1470
1777 num_ident--;
1778 success = 1;
1779 if (!num_ident) 1471 if (!--num_ident)
1780 break; 1472 break;
1781 } 1473 }
1782 } 1474 }
1783 1475
1784 /* 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
1785 * 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
1786 * was not fully used. 1478 * was not fully used.
1787 */ 1479 */
1788 if (num_ident) 1480 if (num_ident)
1789 { 1481 {
1790 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)
1791 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1483 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1792 { 1484 {
1793 identify (tmp); 1485 identify (tmp);
1794 1486
1795 if (op->type == PLAYER) 1487 if (object *pl = tmp->visible_to ())
1796 { 1488 {
1797 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));
1798 1490
1799 if (tmp->msg) 1491 if (tmp->msg)
1800 { 1492 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1801 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1802 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1803 }
1804
1805 esrv_send_item (op, tmp);
1806 } 1493 }
1807 1494
1808 num_ident--;
1809 success = 1;
1810 if (!num_ident) 1495 if (!--num_ident)
1811 break; 1496 break;
1812 } 1497 }
1813 } 1498 }
1814 1499
1815 if (!success) 1500 if (buf.empty ())
1816 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 }
1817 else 1505 else
1506 {
1507 if (op->contr)
1508 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1509
1818 spell_effect (spell, op->x, op->y, op->map, op); 1510 spell_effect (spell, op->x, op->y, op->map, op);
1819 1511 return 1;
1820 return success; 1512 }
1821} 1513}
1822 1514
1823int 1515int
1824cast_detection (object *op, object *caster, object *spell, object *skill) 1516cast_detection (object *op, object *caster, object *spell, object *skill)
1825{ 1517{
1826 object *tmp, *last, *god, *detect; 1518 object *tmp, *last, *god, *detect;
1827 int done_one, range, mflags, floor, level; 1519 int done_one, range, floor, level;
1828 sint16 x, y, nx, ny; 1520 sint16 x, y, nx, ny;
1829 maptile *m; 1521 maptile *m;
1830 1522
1831 /* 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
1832 * doing it over and over again. 1524 * doing it over and over again.
1833 */ 1525 */
1834 god = find_god (determine_god (op)); 1526 god = find_god (determine_god (op));
1835 level = caster_level (caster, spell); 1527 level = casting_level (caster, spell);
1836 range = spell->range + SP_level_range_adjust (caster, spell); 1528 range = spell->range + SP_level_range_adjust (caster, spell);
1837 1529
1838 if (!skill) 1530 if (!skill)
1839 skill = caster; 1531 skill = caster;
1840 1532
1841 for (x = op->x - range; x <= op->x + range; x++) 1533 dynbuf buf;
1842 for (y = op->y - range; y <= op->y + range; y++) 1534 unordered_mapwalk (buf, op, -range, -range, range, range)
1843 { 1535 {
1844 m = op->map;
1845 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1846 if (mflags & P_OUT_OF_MAP)
1847 continue;
1848
1849 /* For most of the detections, we only detect objects above the 1536 /* For most of the detections, we only detect objects above the
1850 * floor. But this is not true for show invisible. 1537 * floor. But this is not true for show invisible.
1851 * Basically, we just go and find the top object and work 1538 * Basically, we just go and find the top object and work
1852 * down - that is easier than working up. 1539 * down - that is easier than working up.
1853 */ 1540 */
1854 1541
1855 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)
1856 last = tmp; 1543 last = tmp;
1857 1544
1858 /* 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
1859 * would happen. 1546 * would happen.
1860 */ 1547 */
1861 if (!last) 1548 if (!last)
1862 continue; 1549 continue;
1863 1550
1864 done_one = 0; 1551 done_one = 0;
1865 floor = 0; 1552 floor = 0;
1866 detect = NULL; 1553 detect = 0;
1867 for (tmp = last; tmp; tmp = tmp->below) 1554 for (tmp = last; tmp; tmp = tmp->below)
1868 { 1555 {
1869 /* show invisible */ 1556 /* show invisible */
1870 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1557 if (spell->flag [FLAG_MAKE_INVIS]
1871 /* Might there be other objects that we can make visible? */ 1558 /* Might there be other objects that we can make visible? */
1872 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1559 && (tmp->invisible && (tmp->flag [FLAG_MONSTER]
1873 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1560 || (tmp->type == PLAYER && !tmp->flag [FLAG_WIZ])
1874 tmp->type == CF_HANDLE || 1561 || tmp->type == T_HANDLE
1875 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
1876 tmp->type == BUTTON || tmp->type == TELEPORTER || 1566 || tmp->type == TELEPORTER
1567 || tmp->type == GATE
1877 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1568 || tmp->type == LOCKED_DOOR
1878 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)
1879 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1572 || tmp->type == TRIGGER_PEDESTAL
1880 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)))
1881 { 1578 {
1579 printf ("show inv %s\n", tmp->debug_desc());//D
1882 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)
1883 { 1581 {
1884 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
1885 done_one = 1; 1664 done_one = 1;
1886 } 1665 }
1887 } 1666 }
1888
1889 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1890 floor = 1;
1891
1892 /* All detections below this point don't descend beneath the floor,
1893 * so just continue on. We could be clever and look at the type of
1894 * detection to completely break out if we don't care about objects beneath
1895 * the floor, but once we get to the floor, not likely a very big issue anyways.
1896 */
1897 if (floor)
1898 continue;
1899
1900 /* I had thought about making detect magic and detect curse
1901 * show the flash the magic item like it does for detect monster.
1902 * however, if the object is within sight, this would then make it
1903 * difficult to see what object is magical/cursed, so the
1904 * effect wouldn't be as apparant.
1905 */
1906
1907 /* detect magic */
1908 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1909 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1910 {
1911 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1912 /* make runes more visibile */
1913 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1914 tmp->stats.Cha /= 4;
1915 done_one = 1;
1916 }
1917 /* detect monster */
1918 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1919 {
1920 done_one = 2;
1921 if (!detect)
1922 detect = tmp;
1923 }
1924 /* Basically, if race is set in the spell, then the creatures race must
1925 * match that. if the spell race is set to GOD, then the gods opposing
1926 * race must match.
1927 */
1928 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1929 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) ||
1930 (strstr (spell->race, tmp->race))))
1931 {
1932 done_one = 2;
1933 if (!detect)
1934 detect = tmp;
1935 }
1936 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1937 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1938 {
1939 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1940 done_one = 1;
1941 }
1942 } /* for stack of objects on this space */ 1667 } /* for stack of objects on this space */
1943 1668
1944 /* 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
1945 * where the magic is. 1670 * where the magic is.
1946 */ 1671 */
1947 if (done_one) 1672 if (done_one)
1948 { 1673 {
1949 object *detect_ob = arch_to_object (spell->other_arch); 1674 object *detect_ob = spell->other_arch->instance ();
1950 1675
1951 /* if this is set, we want to copy the face */ 1676 /* if this is set, we want to copy the face */
1952 if (done_one == 2 && detect) 1677 if (done_one == 2 && detect)
1953 { 1678 {
1954 detect_ob->face = detect->face; 1679 detect_ob->face = detect->face;
1955 detect_ob->animation_id = detect->animation_id; 1680 detect_ob->animation_id = detect->animation_id;
1956 detect_ob->anim_speed = detect->anim_speed; 1681 detect_ob->anim_speed = detect->anim_speed;
1957 detect_ob->last_anim = 0; 1682 detect_ob->last_anim = 0;
1958 /* by default, the detect_ob is already animated */ 1683 /* by default, the detect_ob is already animated */
1959 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1684 if (!detect->flag [FLAG_ANIMATE])
1960 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1685 detect_ob->clr_flag (FLAG_ANIMATE);
1961 } 1686 }
1962 1687
1963 m->insert (detect_ob, nx, ny, op); 1688 m->insert (detect_ob, nx, ny, op, INS_ON_TOP);
1964 } 1689 }
1965 } /* for processing the surrounding spaces */ 1690 } /* for processing the surrounding spaces */
1966 1691
1967 1692
1968 /* 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 */
1969 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])
1970 { 1695 {
1971 done_one = 0; 1696 done_one = 0;
1697
1972 for (tmp = op->inv; tmp; tmp = tmp->below) 1698 for (tmp = op->inv; tmp; tmp = tmp->below)
1973 { 1699 {
1974 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1700 if (!tmp->invisible && !tmp->flag [FLAG_IDENTIFIED])
1975 { 1701 {
1976 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])
1977 { 1703 {
1978 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1704 tmp->set_flag (FLAG_KNOWN_MAGICAL);
1979 if (op->type == PLAYER) 1705
1706 if (object *pl = tmp->visible_to ())
1980 esrv_send_item (op, tmp); 1707 esrv_update_item (UPD_FLAGS, pl, tmp);
1981 } 1708 }
1982 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1709
1983 (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]))
1984 { 1712 {
1985 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1713 tmp->set_flag (FLAG_KNOWN_CURSED);
1986 if (op->type == PLAYER) 1714
1715 if (object *pl = tmp->visible_to ())
1987 esrv_send_item (op, tmp); 1716 esrv_update_item (UPD_FLAGS, pl, tmp);
1988 } 1717 }
1989 } /* if item is not identified */ 1718 } /* if item is not identified */
1990 } /* for the players inventory */ 1719 } /* for the players inventory */
1991 } /* if detect magic/curse and object is a player */ 1720 } /* if detect magic/curse and object is a player */
1721
1992 return 1; 1722 return 1;
1993} 1723}
1994 1724
1995 1725
1996/** 1726/**
2009 1739
2010 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.");
2011 1741
2012 if (victim->stats.sp >= victim->stats.maxsp * 2) 1742 if (victim->stats.sp >= victim->stats.maxsp * 2)
2013 { 1743 {
2014 object *tmp;
2015
2016 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1744 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
2017
2018 /* Explodes a fireball centered at player */
2019 tmp = get_archetype (EXPLODING_FIREBALL);
2020 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
2021 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
2022
2023 tmp->insert_at (victim);
2024 victim->stats.sp = 2 * victim->stats.maxsp; 1745 victim->stats.sp = 2 * victim->stats.maxsp;
1746 create_exploding_ball_at (victim, caster_level);
2025 } 1747 }
2026 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1748 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
2027 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.");
2028 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1750 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2029 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!");
2030 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1752 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2031 { 1753 {
2032 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1754 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2056 mflags = get_map_flags (m, &m, x, y, &x, &y); 1778 mflags = get_map_flags (m, &m, x, y, &x, &y);
2057 1779
2058 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1780 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
2059 { 1781 {
2060 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)
2061 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1783 if (plyr != op && plyr->flag [FLAG_ALIVE])
2062 break; 1784 break;
2063 } 1785 }
2064 1786
2065 1787
2066 /* 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
2067 * 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.
2068 */ 1790 */
2069 if (plyr == NULL) 1791 if (plyr == NULL)
2070 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)
2071 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1793 if (plyr != op && plyr->flag [FLAG_ALIVE])
2072 break; 1794 break;
2073 1795
2074 if (!plyr) 1796 if (!plyr)
2075 { 1797 {
2076 new_draw_info (NDI_BLACK, 0, op, "There is no one there."); 1798 op->failmsg ("There is no one there.");
2077 return 0; 1799 return 0;
2078 } 1800 }
2079 /* give sp */ 1801 /* give sp */
2080 if (spell->stats.dam > 0) 1802 if (spell->stats.dam > 0)
2081 { 1803 {
2082 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);
2083 charge_mana_effect (plyr, caster_level (caster, spell)); 1805 charge_mana_effect (plyr, casting_level (caster, spell));
2084 return 1; 1806 return 1;
2085 } 1807 }
2086 /* suck sp away. Can't suck sp from yourself */ 1808 /* suck sp away. Can't suck sp from yourself */
2087 else if (op != plyr) 1809 else if (op != plyr)
2088 { 1810 {
2093 if (rate > 95) 1815 if (rate > 95)
2094 rate = 95; 1816 rate = 95;
2095 1817
2096 sucked = (plyr->stats.sp * rate) / 100; 1818 sucked = (plyr->stats.sp * rate) / 100;
2097 plyr->stats.sp -= sucked; 1819 plyr->stats.sp -= sucked;
2098 if (QUERY_FLAG (op, FLAG_ALIVE)) 1820 if (op->flag [FLAG_ALIVE])
2099 { 1821 {
2100 /* Player doesn't get full credit */ 1822 /* Player doesn't get full credit */
2101 sucked = (sucked * rate) / 100; 1823 sucked = (sucked * rate) / 100;
2102 op->stats.sp += sucked; 1824 op->stats.sp += sucked;
2103 if (sucked > 0) 1825 if (sucked > 0)
2104 { 1826 {
2105 charge_mana_effect (op, caster_level (caster, spell)); 1827 charge_mana_effect (op, casting_level (caster, spell));
2106 } 1828 }
2107 } 1829 }
2108 return 1; 1830 return 1;
2109 } 1831 }
2110 return 0; 1832 return 0;
2152 /* Basically, if the object is magical and not counterspell, 1874 /* Basically, if the object is magical and not counterspell,
2153 * we will more or less remove the object. Don't counterspell 1875 * we will more or less remove the object. Don't counterspell
2154 * monsters either. 1876 * monsters either.
2155 */ 1877 */
2156 1878
2157 if (head->attacktype & AT_MAGIC && 1879 if (head->attacktype & AT_MAGIC
2158 !(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))
2159 head->destroy (); 1883 head->destroy ();
2160 else 1884 else
2161 switch (head->type) 1885 switch (head->type)
2162 { 1886 {
2163 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
2164 if (op->level > head->level) 1893 if (op->level > head->level)
2165 head->destroy (); 1894 head->destroy ();
2166 1895
2167 break; 1896 break;
2168 1897
2179 break; 1908 break;
2180 } 1909 }
2181 } 1910 }
2182} 1911}
2183 1912
2184
2185
2186/* cast_consecrate() - a spell to make an altar your god's */ 1913/* cast_consecrate() - a spell to make an altar your god's */
2187int 1914int
2188cast_consecrate (object *op, object *caster, object *spell) 1915cast_consecrate (object *op, object *caster, object *spell)
2189{ 1916{
2190 char buf[MAX_BUF]; 1917 char buf[MAX_BUF];
2191 1918
2192 object *tmp, *god = find_god (determine_god (op)); 1919 object *tmp, *god = find_god (determine_god (op));
2193 1920
2194 if (!god) 1921 if (!god)
2195 { 1922 {
2196 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!");
2197 return 0; 1924 return 0;
2198 } 1925 }
2199 1926
2200 for (tmp = op->below; tmp; tmp = tmp->below) 1927 for (tmp = op->below; tmp; tmp = tmp->below)
2201 { 1928 {
2202 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1929 if (tmp->flag [FLAG_IS_FLOOR])
2203 break; 1930 break;
2204 if (tmp->type == HOLY_ALTAR) 1931 if (tmp->type == HOLY_ALTAR)
2205 { 1932 {
2206 1933
2207 if (tmp->level > caster_level (caster, spell)) 1934 if (tmp->level > casting_level (caster, spell))
2208 { 1935 {
2209 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);
2210 return 0; 1937 return 0;
2211 } 1938 }
2212 else 1939 else
2213 { 1940 {
2214 /* If we got here, we are consecrating an altar */ 1941 /* If we got here, we are consecrating an altar */
2215 sprintf (buf, "Altar of %s", &god->name); 1942 sprintf (buf, "Altar of %s", &god->name);
2216 tmp->name = buf; 1943 tmp->name = buf;
2217 tmp->level = caster_level (caster, spell); 1944 tmp->level = casting_level (caster, spell);
2218 tmp->other_arch = god->arch; 1945 tmp->other_arch = god->arch;
1946
2219 if (op->type == PLAYER) 1947 if (op->type == PLAYER)
2220 esrv_update_item (UPD_NAME, op, tmp); 1948 esrv_update_item (UPD_NAME, op, tmp);
1949
2221 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);
2222 return 1; 1951 return 1;
2223 } 1952 }
2224 } 1953 }
2225 } 1954 }
2226 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!");
2227 return 0; 1957 return 0;
2228} 1958}
2229 1959
2230/* animate_weapon - 1960/* animate_weapon -
2231 * 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.
2235 * 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,
2236 * 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
2237 * 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
2238 * player checks. MSW 2003-01-06 1968 * player checks. MSW 2003-01-06
2239 */ 1969 */
2240
2241int 1970int
2242animate_weapon (object *op, object *caster, object *spell, int dir) 1971animate_weapon (object *op, object *caster, object *spell, int dir)
2243{ 1972{
2244 object *weapon, *tmp;
2245 char buf[MAX_BUF]; 1973 char buf[MAX_BUF];
2246 int a, i; 1974 int a, i;
2247 sint16 x, y; 1975 sint16 x, y;
2248 maptile *m; 1976 maptile *m;
2249 materialtype_t *mt;
2250 1977
2251 if (!spell->other_arch) 1978 if (!spell->other_arch)
2252 { 1979 {
2253 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1980 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2254 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);
2257 /* exit if it's not a player using this spell. */ 1984 /* exit if it's not a player using this spell. */
2258 if (op->type != PLAYER) 1985 if (op->type != PLAYER)
2259 return 0; 1986 return 0;
2260 1987
2261 /* if player already has a golem, abort */ 1988 /* if player already has a golem, abort */
2262 if (op->contr->ranges[range_golem]) 1989 if (object *golem = op->contr->golem)
2263 { 1990 {
2264 control_golem (op->contr->ranges[range_golem], dir); 1991 control_golem (golem, dir);
2265 return 0; 1992 return 0;
2266 } 1993 }
2267 1994
2268 /* if no direction specified, pick one */ 1995 /* if no direction specified, pick one */
2269 if (!dir) 1996 if (!dir)
2270 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);
2271 1998
2272 m = op->map; 1999 m = op->map;
2273 x = op->x + freearr_x[dir]; 2000 x = op->x + freearr_x[dir];
2274 y = op->y + freearr_y[dir]; 2001 y = op->y + freearr_y[dir];
2275 2002
2276 /* if there's no place to put the golem, abort */ 2003 /* if there's no place to put the golem, abort */
2277 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)
2278 ((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))
2279 { 2006 {
2280 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2007 op->failmsg ("There is something in the way.");
2281 return 0; 2008 return 0;
2282 } 2009 }
2283 2010
2284 /* Use the weapon marked by the player. */ 2011 /* Use the weapon marked by the player. */
2285 weapon = find_marked_object (op); 2012 object *weapon = op->mark ();
2286 2013
2287 if (!weapon) 2014 if (!weapon)
2288 { 2015 {
2289 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!");
2290 return 0; 2017 return 0;
2291 } 2018 }
2019
2292 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2020 if (spell->race && weapon->arch->archname != spell->race)
2293 { 2021 {
2294 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2022 op->failmsg ("The spell fails to transform your weapon.");
2295 return 0; 2023 return 0;
2296 } 2024 }
2025
2297 if (weapon->type != WEAPON) 2026 if (weapon->type != WEAPON)
2298 { 2027 {
2299 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.");
2300 return 0; 2029 return 0;
2301 } 2030 }
2302 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2031
2032 if (weapon->flag [FLAG_APPLIED])
2303 { 2033 {
2304 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));
2305 return 0; 2035 return 0;
2306 } 2036 }
2307 2037
2308 if (weapon->nrof > 1) 2038 weapon = weapon->split ();
2309 {
2310 tmp = get_split_ob (weapon, 1);
2311 esrv_send_item (op, weapon);
2312 weapon = tmp;
2313 }
2314 2039
2315 /* create the golem object */ 2040 /* create the golem object */
2316 tmp = arch_to_object (spell->other_arch); 2041 object *tmp = spell->other_arch->instance ();
2317 2042
2318 /* 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 */
2319 CLEAR_FLAG (tmp, FLAG_MONSTER); 2044 tmp->clr_flag (FLAG_MONSTER);
2320 tmp->stats.exp = 0; 2045 tmp->stats.exp = 0;
2321 add_friendly_object (tmp); 2046 add_friendly_object (tmp);
2322 tmp->type = GOLEM; 2047 tmp->type = GOLEM;
2323 tmp->set_owner (op); 2048 tmp->set_owner (op);
2049 op->contr->golem = tmp;
2324 set_spell_skill (op, caster, spell, tmp); 2050 set_spell_skill (op, caster, spell, tmp);
2325 op->contr->ranges[range_golem] = tmp;
2326 op->contr->shoottype = range_golem;
2327 2051
2328 /* 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
2329 * removed flag - it should only be set if get_split_object was 2053 * removed flag - it should only be set if weapon->split was
2330 * used above. 2054 * used above.
2331 */ 2055 */
2332 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2056 if (!weapon->flag [FLAG_REMOVED])
2333 weapon->remove (); 2057 weapon->remove ();
2334 insert_ob_in_ob (weapon, tmp); 2058
2335 esrv_send_item (op, weapon); 2059 tmp->insert (weapon);
2060
2336 /* 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,
2337 * 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
2338 * body_info, skills, etc) 2063 * body_info, skills, etc)
2339 */ 2064 */
2340 SET_FLAG (tmp, FLAG_USE_WEAPON); 2065 tmp->set_flag (FLAG_USE_WEAPON);
2341 SET_FLAG (weapon, FLAG_APPLIED); 2066 weapon->set_flag (FLAG_APPLIED);
2342 tmp->update_stats (); 2067 tmp->update_stats ();
2343 2068
2344 /* 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
2345 * 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 -
2346 * 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.
2366 2091
2367 /* attacktype */ 2092 /* attacktype */
2368 if (!tmp->attacktype) 2093 if (!tmp->attacktype)
2369 tmp->attacktype = AT_PHYSICAL; 2094 tmp->attacktype = AT_PHYSICAL;
2370 2095
2371 mt = NULL;
2372 if (op->materialname != NULL)
2373 mt = name_to_material (op->materialname);
2374 if (mt != NULL)
2375 {
2376 for (i = 0; i < NROFATTACKS; i++) 2096 for (i = 0; i < NROFATTACKS; i++)
2377 tmp->resist[i] = 50 - (mt->save[i] * 5); 2097 tmp->resist[i] = 50 - (op->material->save[i] * 5);
2378 a = mt->save[0]; 2098
2379 } 2099 a = op->material->save[0];
2380 else 2100
2381 {
2382 for (i = 0; i < NROFATTACKS; i++)
2383 tmp->resist[i] = 5;
2384 a = 10;
2385 }
2386 /* Set weapon's immunity */ 2101 /* Set weapon's immunity */
2387 tmp->resist[ATNR_CONFUSION] = 100; 2102 tmp->resist[ATNR_CONFUSION] = 100;
2388 tmp->resist[ATNR_POISON] = 100; 2103 tmp->resist[ATNR_POISON] = 100;
2389 tmp->resist[ATNR_SLOW] = 100; 2104 tmp->resist[ATNR_SLOW] = 100;
2390 tmp->resist[ATNR_PARALYZE] = 100; 2105 tmp->resist[ATNR_PARALYZE] = 100;
2396 2111
2397 /* 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 */
2398 2113
2399 if (a > 14) 2114 if (a > 14)
2400 a = 14; 2115 a = 14;
2116
2401 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));
2402 2118
2403 /* Determine golem's speed */ 2119 /* Determine golem's speed */
2404 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)));
2405 2121
2406 if (!spell->race) 2122 if (!spell->race)
2407 { 2123 {
2408 sprintf (buf, "animated %s", &weapon->name); 2124 sprintf (buf, "animated %s", &weapon->name);
2409 tmp->name = buf; 2125 tmp->name = buf;
2415 tmp->state = weapon->state; 2131 tmp->state = weapon->state;
2416 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2132 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2417 } 2133 }
2418 2134
2419 /* 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. */
2420 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));
2421 2137
2422 tmp->speed_left = -1; 2138 tmp->speed_left = -1;
2423 tmp->direction = dir; 2139 tmp->direction = dir;
2424 2140
2425 m->insert (tmp, x, y, op); 2141 m->insert (tmp, x, y, op);
2429/* cast_daylight() - changes the map darkness level *lower* */ 2145/* cast_daylight() - changes the map darkness level *lower* */
2430 2146
2431/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2147/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2432 * This changes the light level for the entire map. 2148 * This changes the light level for the entire map.
2433 */ 2149 */
2434
2435int 2150int
2436cast_change_map_lightlevel (object *op, object *caster, object *spell) 2151cast_change_map_lightlevel (object *op, object *caster, object *spell)
2437{ 2152{
2438 int success; 2153 int success;
2439 2154
2443 success = op->map->change_map_light (spell->stats.dam); 2158 success = op->map->change_map_light (spell->stats.dam);
2444 2159
2445 if (!success) 2160 if (!success)
2446 { 2161 {
2447 if (spell->stats.dam < 0) 2162 if (spell->stats.dam < 0)
2448 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2163 op->failmsg ("It can be no brighter here.");
2449 else 2164 else
2450 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2165 op->failmsg ("It can be no darker here.");
2451 } 2166 }
2167
2452 return success; 2168 return success;
2453} 2169}
2454
2455
2456
2457
2458 2170
2459/* 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.
2460 * 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,
2461 * spell is the spell object itself. 2173 * spell is the spell object itself.
2462 */ 2174 */
2468 2180
2469 new_aura = present_arch_in_ob (spell->other_arch, op); 2181 new_aura = present_arch_in_ob (spell->other_arch, op);
2470 if (new_aura) 2182 if (new_aura)
2471 refresh = 1; 2183 refresh = 1;
2472 else 2184 else
2473 new_aura = arch_to_object (spell->other_arch); 2185 new_aura = spell->other_arch->instance ();
2474 2186
2475 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);
2476 2188
2477 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);
2478 2190
2479 new_aura->set_owner (op);
2480 set_spell_skill (op, caster, spell, new_aura); 2191 set_spell_skill (op, caster, spell, new_aura);
2481 new_aura->attacktype = spell->attacktype; 2192 new_aura->attacktype = spell->attacktype;
2482 2193
2483 new_aura->level = caster_level (caster, spell); 2194 new_aura->level = casting_level (caster, spell);
2195
2484 if (refresh) 2196 if (refresh)
2485 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.");
2486 else 2198 else
2487 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
2488 insert_ob_in_ob (new_aura, op); 2201 insert_ob_in_ob (new_aura, op);
2202 new_aura->set_owner (op);
2203
2489 return 1; 2204 return 1;
2490} 2205}
2491
2492 2206
2493/* 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,
2494 * 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
2495 * around him. 2209 * around him.
2496 * Aura parameters: 2210 * Aura parameters:
2497 * duration: duration counter. 2211 * duration: duration counter.
2498 * attacktype: aura's attacktype 2212 * attacktype: aura's attacktype
2499 * other_arch: archetype to drop where we attack 2213 * other_arch: archetype to drop where we attack
2500 */ 2214 */
2501
2502void 2215void
2503move_aura (object *aura) 2216move_aura (object *aura)
2504{ 2217{
2505 int i, mflags;
2506 object *env;
2507 maptile *m;
2508
2509 /* auras belong in inventories */ 2218 /* auras belong in inventories */
2510 env = aura->env; 2219 object *env = aura->env;
2220 object *owner = aura->owner;
2511 2221
2512 /* no matter what we've gotta remove the aura... 2222 /* no matter what we've gotta remove the aura...
2513 * we'll put it back if its time isn't up. 2223 * we'll put it back if its time isn't up.
2514 */ 2224 */
2515 aura->remove (); 2225 aura->remove ();
2520 aura->destroy (); 2230 aura->destroy ();
2521 return; 2231 return;
2522 } 2232 }
2523 2233
2524 /* auras only exist in inventories */ 2234 /* auras only exist in inventories */
2525 if (env == NULL || env->map == NULL) 2235 if (!env || !env->map)
2526 { 2236 {
2527 aura->destroy (); 2237 aura->destroy ();
2528 return; 2238 return;
2529 } 2239 }
2530 2240
2531 /* we need to jump out of the inventory for a bit 2241 /* we need to jump out of the inventory for a bit
2532 * in order to hit the map conveniently. 2242 * in order to hit the map conveniently.
2533 */ 2243 */
2534 aura->insert_at (env, aura); 2244 aura->insert_at (env, aura);
2535 2245
2536 for (i = 1; i < 9; i++) 2246 for (int i = 1; i < 9; i++)
2537 { 2247 {
2538 sint16 nx, ny; 2248 mapxy pos (env);
2249 pos.move (i);
2539 2250
2540 nx = aura->x + freearr_x[i];
2541 ny = aura->y + freearr_y[i];
2542 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2543
2544 /* Consider the movement tyep of the person with the aura as 2251 /* Consider the movement type of the person with the aura as
2545 * 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
2546 * 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.
2547 */ 2254 */
2548 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)))
2549 { 2256 {
2550 hit_map (aura, i, aura->attacktype, 0); 2257 hit_map (aura, i, aura->attacktype, 0);
2551 2258
2552 if (aura->other_arch) 2259 if (aura->other_arch)
2553 m->insert (arch_to_object (aura->other_arch), nx, ny, aura); 2260 pos.insert (aura->other_arch->instance (), aura);
2554 } 2261 }
2555 } 2262 }
2556 2263
2557 /* put the aura back in the player's inventory */ 2264 /* put the aura back in the player's inventory */
2558 aura->remove (); 2265 env->insert (aura);
2559 insert_ob_in_ob (aura, env); 2266 aura->set_owner (owner);
2560} 2267}
2561 2268
2562/* moves the peacemaker spell. 2269/* moves the peacemaker spell.
2563 * op is the piece object. 2270 * op is the piece object.
2564 */ 2271 */
2565
2566void 2272void
2567move_peacemaker (object *op) 2273move_peacemaker (object *op)
2568{ 2274{
2569 object *tmp; 2275 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2570
2571 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2572 { 2276 {
2573 int atk_lev, def_lev; 2277 int atk_lev, def_lev;
2574 object *victim = tmp; 2278 object *victim = tmp->head_ ();
2575 2279
2576 if (tmp->head) 2280 if (!victim->flag [FLAG_MONSTER])
2577 victim = tmp->head;
2578 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2579 continue; 2281 continue;
2580 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2282
2283 if (victim->flag [FLAG_UNAGGRESSIVE])
2581 continue; 2284 continue;
2285
2582 if (victim->stats.exp == 0) 2286 if (victim->stats.exp == 0)
2583 continue; 2287 continue;
2584 2288
2585 def_lev = MAX (1, victim->level); 2289 def_lev = max (1, victim->level);
2586 atk_lev = MAX (1, op->level); 2290 atk_lev = max (1, op->level);
2587 2291
2588 if (rndm (0, atk_lev - 1) > def_lev) 2292 if (rndm (0, atk_lev - 1) > def_lev)
2589 { 2293 {
2590 /* make this sucker peaceful. */ 2294 /* make this sucker peaceful. */
2591 2295
2296 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2592 change_exp (op->owner, victim->stats.exp, op->skill, 0); 2297 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2593 victim->stats.exp = 0; 2298 victim->stats.exp = 0;
2594#if 0 2299#if 0
2595 /* No idea why these were all set to zero - if something 2300 /* No idea why these were all set to zero - if something
2596 * makes this creature agressive, he should still do damage. 2301 * makes this creature agressive, he should still do damage.
2599 victim->stats.sp = 0; 2304 victim->stats.sp = 0;
2600 victim->stats.grace = 0; 2305 victim->stats.grace = 0;
2601 victim->stats.Pow = 0; 2306 victim->stats.Pow = 0;
2602#endif 2307#endif
2603 victim->attack_movement = RANDO2; 2308 victim->attack_movement = RANDO2;
2604 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2309 victim->set_flag (FLAG_UNAGGRESSIVE);
2605 SET_FLAG (victim, FLAG_RUN_AWAY); 2310 victim->set_flag (FLAG_RUN_AWAY);
2606 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2311 victim->set_flag (FLAG_RANDOM_MOVE);
2607 CLEAR_FLAG (victim, FLAG_MONSTER); 2312 victim->clr_flag (FLAG_MONSTER);
2313
2608 if (victim->name) 2314 if (victim->name)
2609 {
2610 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);
2611 } 2316 }
2612 }
2613 } 2317 }
2614} 2318}
2615
2616 2319
2617/* This writes a rune that contains the appropriate message. 2320/* This writes a rune that contains the appropriate message.
2618 * There really isn't any adjustments we make. 2321 * There really isn't any adjustments we make.
2619 */ 2322 */
2620
2621int 2323int
2622write_mark (object *op, object *spell, const char *msg) 2324write_mark (object *op, object *spell, const char *msg)
2623{ 2325{
2624 char rune[HUGE_BUF];
2625 object *tmp;
2626
2627 if (!msg || msg[0] == 0) 2326 if (!msg || msg[0] == 0)
2628 { 2327 {
2629 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2328 op->failmsg ("Write what?");
2630 return 0; 2329 return 0;
2631 } 2330 }
2632 2331
2633 if (strcasestr_local (msg, "endmsg")) 2332 if (!msg_is_safe (msg))
2634 { 2333 {
2635 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.>");
2636 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);
2637 return 0; 2336 return 0;
2638 } 2337 }
2338
2639 if (!spell->other_arch) 2339 if (!spell->other_arch)
2640 return 0; 2340 return 0;
2641 tmp = arch_to_object (spell->other_arch);
2642 2341
2643 snprintf (rune, sizeof (rune), "%s\n", msg); 2342 object *tmp = spell->other_arch->instance ();
2644 2343
2645 tmp->race = op->name; /*Save the owner of the rune */ 2344 tmp->race = op->name; /*Save the owner of the rune */
2646 tmp->msg = rune; 2345 tmp->msg = msg;
2647 2346
2648 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); 2347 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2348
2649 return 1; 2349 return 1;
2650} 2350}
2351

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