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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.69 by root, Thu Aug 23 17:17:41 2007 UTC vs.
Revision 1.143 by root, Mon Nov 12 03:48:34 2012 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <object.h> 26#include <object.h>
26#include <living.h> 27#include <living.h>
57} 58}
58 59
59int 60int
60recharge (object *op, object *caster, object *spell_ob) 61recharge (object *op, object *caster, object *spell_ob)
61{ 62{
62 object *wand, *tmp;
63 int ncharges; 63 int ncharges;
64 64
65 wand = find_marked_object (op); 65 object *wand = op->mark ();
66
66 if (wand == NULL || wand->type != WAND) 67 if (!wand || wand->type != WAND)
67 { 68 {
68 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge."); 69 op->failmsg ("You need to mark the wand you want to recharge.");
69 return 0; 70 return 0;
70 } 71 }
72
71 if (!(random_roll (0, 3, op, PREFER_HIGH))) 73 if (!(random_roll (0, 3, op, PREFER_HIGH)))
72 { 74 {
73 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand)); 75 op->failmsgf ("The %s vibrates violently, then explodes!", query_name (wand));
74 op->play_sound (sound_find ("ob_explode")); 76 op->play_sound (sound_find ("ob_explode"));
75 esrv_del_item (op->contr, wand->count);
76 wand->destroy (); 77 wand->destroy ();
77 tmp = get_archetype ("fireball"); 78 object *tmp = archetype::get (shstr_fireball);
78 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; 79 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
79 80
80 if (!tmp->stats.dam) 81 if (!tmp->stats.dam)
81 tmp->stats.dam = 1; 82 tmp->stats.dam = 1;
82 83
93 94
94 if (wand->inv && wand->inv->level) 95 if (wand->inv && wand->inv->level)
95 ncharges /= wand->inv->level; 96 ncharges /= wand->inv->level;
96 else 97 else
97 { 98 {
98 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand)); 99 op->failmsgf ("Your %s is broken.", query_name (wand));
99 return 0; 100 return 0;
100 } 101 }
101 102
102 if (!ncharges) 103 if (!ncharges)
103 ncharges = 1; 104 ncharges = 1;
104 105
105 wand->stats.food += ncharges; 106 wand->stats.food += ncharges;
106 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand)); 107 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand));
107 108
108 if (wand->arch && QUERY_FLAG (wand->arch, FLAG_ANIMATE)) 109 if (wand->arch && wand->arch->flag [FLAG_ANIMATE])
109 { 110 {
110 SET_FLAG (wand, FLAG_ANIMATE); 111 wand->set_flag (FLAG_ANIMATE);
111 wand->set_speed (wand->arch->speed); 112 wand->set_speed (wand->arch->speed);
112 } 113 }
113 114
114 return 1; 115 return 1;
115} 116}
123 * The # of arrows created also goes up with level, so if a 30th level mage 124 * The # of arrows created also goes up with level, so if a 30th level mage
124 * wants LOTS of arrows, and doesn't care what the plus is he could 125 * wants LOTS of arrows, and doesn't care what the plus is he could
125 * create nonnmagic arrows, or even -1, etc... 126 * create nonnmagic arrows, or even -1, etc...
126 */ 127 */
127int 128int
128cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg) 129cast_create_missile (object *op, object *caster, object *spell, int dir, const char *spellparam)
129{ 130{
130 int missile_plus = 0, bonus_plus = 0; 131 int bonus_plus = 0;
131 const char *missile_name; 132 const char *missile_name = "arrow";
132 object *tmp, *missile;
133 133
134 missile_name = "arrow";
135
136 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 134 for (object *tmp = op->inv; tmp; tmp = tmp->below)
137 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) 135 if (tmp->type == BOW && tmp->flag [FLAG_APPLIED])
138 missile_name = tmp->race; 136 missile_name = tmp->race;
139 137
140 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); 138 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
141 139
142 if (archetype::find (missile_name) == NULL) 140 archetype *missile_arch = archetype::find (missile_name);
141
142 if (!missile_arch)
143 { 143 {
144 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name); 144 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name);
145 return 0; 145 return 0;
146 } 146 }
147 147
148 missile = get_archetype (missile_name); 148 object *missile = missile_arch->instance ();
149 149
150 if (stringarg) 150 if (spellparam)
151 { 151 {
152 /* If it starts with a letter, presume it is a description */ 152 /* If it starts with a letter, presume it is a description */
153 if (isalpha (*stringarg)) 153 if (isalpha (*spellparam))
154 { 154 {
155 artifact *al = find_artifactlist (missile->type)->items; 155 artifact *al = find_artifactlist (missile->type)->items;
156 156
157 for (; al; al = al->next) 157 for (; al; al = al->next)
158 if (!strcasecmp (al->item->name, stringarg)) 158 if (!strcasecmp (al->item->name, spellparam))
159 break; 159 break;
160 160
161 if (!al) 161 if (!al)
162 { 162 {
163 missile->destroy (); 163 missile->destroy ();
164 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, stringarg); 164 op->failmsgf ("No such object %ss of %s", missile_name, spellparam);
165 return 0; 165 return 0;
166 } 166 }
167 167
168 if (al->item->slaying) 168 if (al->item->slaying)
169 { 169 {
170 missile->destroy (); 170 missile->destroy ();
171 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg); 171 op->failmsgf ("You are not allowed to create %ss of %s", missile_name, spellparam);
172 return 0; 172 return 0;
173 } 173 }
174 174
175 give_artifact_abilities (missile, al->item); 175 give_artifact_abilities (missile, al->item);
176 /* These special arrows cost something extra. Don't have them also be magical - 176 /* These special arrows cost something extra. Don't have them also be magical -
177 * otherwise, in most cases, not enough will be created. I don't want to get into 177 * otherwise, in most cases, not enough will be created. I don't want to get into
178 * the parsing of having to do both plus and type. 178 * the parsing of having to do both plus and type.
179 */ 179 */
180 bonus_plus = 1 + (al->item->value / 5); 180 bonus_plus = 1 + (al->item->value / 5);
181 missile_plus = 0; 181 missile_plus = 0;
182 } 182 }
183 else if (atoi (stringarg) < missile_plus) 183 else if (atoi (spellparam) < missile_plus)
184 missile_plus = atoi (stringarg); 184 missile_plus = atoi (spellparam);
185 } 185 }
186 186
187 if (missile_plus > 4) 187 missile_plus = clamp (missile_plus, -4, 4);
188 missile_plus = 4;
189 else if (missile_plus < -4)
190 missile_plus = -4;
191 188
192 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 189 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
193 missile->nrof -= 3 * (missile_plus + bonus_plus); 190 missile->nrof -= 3 * (missile_plus + bonus_plus);
194 191
195 if (missile->nrof < 1) 192 if (missile->nrof < 1)
197 194
198 missile->magic = missile_plus; 195 missile->magic = missile_plus;
199 /* Can't get any money for these objects */ 196 /* Can't get any money for these objects */
200 missile->value = 0; 197 missile->value = 0;
201 198
202 SET_FLAG (missile, FLAG_IDENTIFIED); 199 missile->set_flag (FLAG_IDENTIFIED);
203 200
204 if (!cast_create_obj (op, caster, missile, dir) && op->type == PLAYER && !missile->destroyed ()) 201 cast_create_obj (op, caster, missile, dir);
202
203 if (!dir
204 && op->type == PLAYER
205 && !missile->destroyed ())
205 pick_up (op, missile); 206 pick_up (op, missile);
206 207
207 return 1; 208 return 1;
208} 209}
209 210
210
211/* allows the choice of what sort of food object to make. 211/* allows the choice of what sort of food object to make.
212 * 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*/
213int 213int
214cast_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)
215{ 215{
216 int food_value; 216 int food_value;
217 archetype *at = NULL; 217 archetype *at = NULL;
218 object *new_op; 218 object *new_op;
219 219
220 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);
221 221
222 if (stringarg) 222 if (spellparam)
223 { 223 {
224 at = find_archetype_by_object_type_name (FOOD, stringarg); 224 at = find_archetype_by_object_type_name (FOOD, spellparam);
225 if (at == NULL) 225 if (at == NULL)
226 at = find_archetype_by_object_type_name (DRINK, stringarg); 226 at = find_archetype_by_object_type_name (DRINK, spellparam);
227 if (at == NULL || at->stats.food > food_value) 227 if (at == NULL || at->stats.food > food_value)
228 stringarg = NULL; 228 spellparam = NULL;
229 } 229 }
230 230
231 if (!stringarg) 231 if (!spellparam)
232 { 232 {
233 archetype *at_tmp; 233 archetype *at_tmp;
234 234
235 /* We try to find the archetype with the maximum food value. 235 /* We try to find the archetype with the maximum food value.
236 * This removes the dependancy of hard coded food values in this 236 * This removes the dependancy of hard coded food values in this
261 /* 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
262 * know 262 * know
263 */ 263 */
264 if (!at) 264 if (!at)
265 { 265 {
266 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.");
267 return 0; 267 return 0;
268 } 268 }
269 269
270 food_value /= at->stats.food; 270 food_value /= at->stats.food;
271 new_op = arch_to_object (at); 271 new_op = at->instance ();
272 new_op->nrof = food_value; 272 new_op->nrof = food_value;
273 273
274 new_op->value = 0; 274 new_op->value = 0;
275 if (new_op->nrof < 1) 275 if (new_op->nrof < 1)
276 new_op->nrof = 1; 276 new_op->nrof = 1;
284{ 284{
285 int r, mflags, maxrange; 285 int r, mflags, maxrange;
286 object *tmp; 286 object *tmp;
287 maptile *m; 287 maptile *m;
288 288
289
290 if (!dir) 289 if (!dir)
291 { 290 {
292 examine_monster (op, op); 291 examine_monster (op, op);
293 return 1; 292 return 1;
294 } 293 }
302 mflags = get_map_flags (m, &m, x, y, &x, &y); 301 mflags = get_map_flags (m, &m, x, y, &x, &y);
303 302
304 if (mflags & P_OUT_OF_MAP) 303 if (mflags & P_OUT_OF_MAP)
305 break; 304 break;
306 305
307 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) 306 if (!op->flag [FLAG_WIZCAST] && (mflags & P_NO_MAGIC))
308 { 307 {
309 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 308 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
310 return 0; 309 return 0;
311 } 310 }
311
312 if (mflags & P_IS_ALIVE) 312 if (mflags & P_IS_ALIVE)
313 { 313 {
314 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)
315 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]))
316 { 316 {
317 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 317 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
318 if (tmp->head != NULL) 318 if (tmp->head != NULL)
319 tmp = tmp->head; 319 tmp = tmp->head;
320 examine_monster (op, tmp); 320 examine_monster (op, tmp);
343 if (pl->type == PLAYER) 343 if (pl->type == PLAYER)
344 { 344 {
345 /* If race isn't set, then invisible unless it is undead */ 345 /* If race isn't set, then invisible unless it is undead */
346 if (!pl->contr->invis_race) 346 if (!pl->contr->invis_race)
347 { 347 {
348 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 348 if (mon->flag [FLAG_UNDEAD])
349 return 0; 349 return 0;
350 350
351 return 1; 351 return 1;
352 } 352 }
353 353
354 /* invis_race is set if we get here */ 354 /* invis_race is set if we get here */
355 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 355 if (pl->contr->invis_race == shstr_undead && is_true_undead (mon))
356 return 1; 356 return 1;
357 357
358 /* No race, can't be invisible to it */ 358 /* No race, can't be invisible to it */
359 if (!mon->race) 359 if (!mon->race)
360 return 0; 360 return 0;
361 361
362 if (strstr (mon->race, pl->contr->invis_race)) 362 if (mon->race.contains (pl->contr->invis_race))
363 return 1; 363 return 1;
364 364
365 /* Nothing matched above, return 0 */ 365 /* Nothing matched above, return 0 */
366 return 0; 366 return 0;
367 } 367 }
384int 384int
385cast_invisible (object *op, object *caster, object *spell_ob) 385cast_invisible (object *op, object *caster, object *spell_ob)
386{ 386{
387 if (op->invisible > 1000) 387 if (op->invisible > 1000)
388 { 388 {
389 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");
390 return 0; 390 return 0;
391 } 391 }
392 392
393 /* 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
394 * and if statement or two. 394 * and if statement or two.
395 */ 395 */
396 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
397 /* max duration */ 398 /* limit duration */
398 if (op->invisible > 1000) 399 min_it (op->invisible, 1000);
399 op->invisible = 1000;
400 400
401 if (op->type == PLAYER) 401 if (op->type == PLAYER)
402 { 402 {
403 op->contr->invis_race = spell_ob->race; 403 op->contr->invis_race = spell_ob->race;
404 404
405 if (QUERY_FLAG (spell_ob, FLAG_MAKE_INVIS)) 405 if (spell_ob->flag [FLAG_MAKE_INVIS])
406 op->contr->tmp_invis = 0; 406 op->contr->tmp_invis = 0;
407 else 407 else
408 op->contr->tmp_invis = 1; 408 op->contr->tmp_invis = 1;
409 409
410 op->contr->hidden = 0; 410 op->contr->hidden = 0;
430/* earth to dust spell. Basically destroys earthwalls in the area. 430/* earth to dust spell. Basically destroys earthwalls in the area.
431 */ 431 */
432int 432int
433cast_earth_to_dust (object *op, object *caster, object *spell_ob) 433cast_earth_to_dust (object *op, object *caster, object *spell_ob)
434{ 434{
435 object *tmp, *next;
436 int range, i, j, mflags; 435 int range, i, j, mflags;
437 sint16 sx, sy; 436 sint16 sx, sy;
438 maptile *m; 437 maptile *m;
439
440 if (op->type != PLAYER)
441 return 0;
442 438
443 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 439 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
444 440
445 for (i = -range; i <= range; i++) 441 for (i = -range; i <= range; i++)
446 for (j = -range; j <= range; j++) 442 for (j = -range; j <= range; j++)
451 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 447 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
452 448
453 if (mflags & P_OUT_OF_MAP) 449 if (mflags & P_OUT_OF_MAP)
454 continue; 450 continue;
455 451
456 // earth to dust tears down everything that can be teared down 452 // earth to dust tears down everything that can be torn down
457 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)
458 { 454 {
459 next = tmp->above; 455 next = tmp->above;
460 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 456
457 if (tmp->flag [FLAG_TEAR_DOWN])
461 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 458 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
462 } 459 }
463 } 460 }
464 461
465 return 1; 462 return 1;
467 464
468void 465void
469execute_word_of_recall (object *op) 466execute_word_of_recall (object *op)
470{ 467{
471 if (object *pl = op->in_player ()) 468 if (object *pl = op->in_player ())
472 {
473 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST)) 469 if (pl->ms ().flags () & P_NO_CLERIC && !pl->flag [FLAG_WIZCAST])
474 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you."); 470 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
475 else 471 else
476 { 472 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
477 // remove first so we do not call update_stats
478 op->remove ();
479 pl->enter_exit (op);
480 }
481 }
482 473
483 op->destroy (); 474 op->destroy ();
484} 475}
485 476
486/* Word of recall causes the player to return 'home'. 477/* Word of recall causes the player to return 'home'.
488 * time delay effect. 479 * time delay effect.
489 */ 480 */
490int 481int
491cast_word_of_recall (object *op, object *caster, object *spell_ob) 482cast_word_of_recall (object *op, object *caster, object *spell_ob)
492{ 483{
493 object *dummy; 484 if (!op->is_player ())
494 int time;
495
496 if (op->type != PLAYER)
497 return 0; 485 return 0;
498 486
499 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))
500 { 488 {
501 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.");
502 return 1; 490 return 1;
503 } 491 }
504 492
505 dummy = get_archetype (FORCE_NAME); 493 object *dummy = archetype::get (FORCE_NAME);
506 if (dummy == NULL)
507 {
508 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
509 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
510 return 0;
511 }
512 494
513 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));
514 if (time < 1)
515 time = 1;
516 496
517 /* 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
518 * 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
519 * do anything really odd if it say a -1000 or something. 499 * do anything really odd if it say a -1000 or something.
520 */ 500 */
521 dummy->set_speed (0.002); 501 dummy->set_speed (0.002);
522 dummy->speed_left = -dummy->speed * time; 502 dummy->speed_left = -dummy->speed * time;
523 dummy->type = SPELL_EFFECT; 503 dummy->type = SPELL_EFFECT;
524 dummy->subtype = SP_WORD_OF_RECALL; 504 dummy->subtype = SP_WORD_OF_RECALL;
525 505 dummy->slaying = op->contr->savebed_map;
526 /* If we could take advantage of enter_player_savebed() here, it would be 506 dummy->stats.hp = op->contr->bed_x;
527 * nice, but until the map load fails, we can't. 507 dummy->stats.sp = op->contr->bed_y;
528 */
529 EXIT_PATH (dummy) = op->contr->savebed_map;
530 EXIT_X (dummy) = op->contr->bed_x;
531 EXIT_Y (dummy) = op->contr->bed_y;
532 508
533 op->insert (dummy); 509 op->insert (dummy);
534 510
535 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.");
536 512
575 551
576int 552int
577perceive_self (object *op) 553perceive_self (object *op)
578{ 554{
579 const char *cp = describe_item (op, op); 555 const char *cp = describe_item (op, op);
580 archetype *at = archetype::find (ARCH_DEPLETION); 556 archetype *at = archetype::find (shstr_depletion);
581 557
582 dynbuf_text buf; 558 dynbuf_text &buf = msg_dynbuf; buf.clear ();
583 559
584 if (player *pl = op->contr) 560 if (!op->is_player ())
561 return 0;
562
585 if (object *race = archetype::find (op->race)) 563 if (object *race = archetype::find (op->race))
586 buf << "You are a " << (pl->gender ? "female" : "male") << " " << &race->name << ".\n"; 564 buf << " - You are a G<male|female> " << &race->name << ".\n";
587 565
588 if (object *god = find_god (determine_god (op))) 566 if (object *god = find_god (determine_god (op)))
589 buf << "You worship " << &god->name << ".\n"; 567 buf << " - You worship " << &god->name << ".\n";
590 else 568 else
591 buf << "You worship no god.\n"; 569 buf << " - You worship no god.\n";
592 570
593 object *tmp = present_arch_in_ob (at, op); 571 object *tmp = present_arch_in_ob (at, op);
594 572
595 if (*cp == '\0' && tmp == NULL) 573 if (*cp == '\0' && !tmp)
596 buf << "You feel very mundane. "; 574 buf << " - You feel very mundane. ";
597 else 575 else
598 { 576 {
599 buf << "You have: " << cp << ".\n"; 577 buf << " - You have: " << cp << ".\n";
600 578
601 if (tmp) 579 if (tmp)
602 for (int i = 0; i < NUM_STATS; i++) 580 for (int i = 0; i < NUM_STATS; i++)
603 if (tmp->stats.stat (i) < 0) 581 if (tmp->stats.stat (i) < 0)
604 buf.printf ("Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i)); 582 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
605 } 583 }
606 584
607 if (is_dragon_pl (op)) 585 if (op->is_dragon ())
608 /* now grab the 'dragon_ability'-force from the player's inventory */ 586 /* now grab the 'dragon_ability'-force from the player's inventory */
609 for (tmp = op->inv; tmp; tmp = tmp->below) 587 for (tmp = op->inv; tmp; tmp = tmp->below)
610 { 588 {
611 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force) 589 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
612 { 590 {
613 if (tmp->stats.exp == 0) 591 if (tmp->stats.exp == 0)
614 buf << "Your metabolism isn't focused on anything.\n"; 592 buf << " - Your metabolism isn't focused on anything.\n";
615 else 593 else
616 buf << "Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n"; 594 buf << " - Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
617 595
618 break; 596 break;
619 } 597 }
620 } 598 }
621 599
622 buf << '\0'; // zero-terminate 600 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
623
624 new_draw_info (NDI_UNIQUE, 0, op, buf.linearise ());
625 601
626 return 1; 602 return 1;
627} 603}
628 604
629/* This creates magic walls. Really, it can create most any object, 605/* This creates magic walls. Really, it can create most any object,
655 631
656 if ((spell_ob->move_block || x != op->x || y != op->y) && 632 if ((spell_ob->move_block || x != op->x || y != op->y) &&
657 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) || 633 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) ||
658 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block))) 634 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
659 { 635 {
660 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 636 op->failmsg ("Something is in the way.");
661 return 0; 637 return 0;
662 } 638 }
663 639
664 if (spell_ob->other_arch) 640 if (spell_ob->other_arch)
665 tmp = arch_to_object (spell_ob->other_arch); 641 tmp = spell_ob->other_arch->instance ();
666 else if (spell_ob->race) 642 else if (spell_ob->race)
667 { 643 {
668 char buf1[MAX_BUF]; 644 char buf1[MAX_BUF];
669 645
670 sprintf (buf1, spell_ob->race, dir); 646 sprintf (buf1, spell_ob->race, dir);
674 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 650 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
675 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 651 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
676 return 0; 652 return 0;
677 } 653 }
678 654
679 tmp = arch_to_object (at); 655 tmp = at->instance ();
680 } 656 }
681 else 657 else
682 { 658 {
683 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);
684 return 0; 660 return 0;
689 tmp->attacktype = spell_ob->attacktype; 665 tmp->attacktype = spell_ob->attacktype;
690 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);
691 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);
692 tmp->range = 0; 668 tmp->range = 0;
693 } 669 }
694 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 670 else if (tmp->flag [FLAG_ALIVE])
695 { 671 {
696 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);
697 tmp->stats.maxhp = tmp->stats.hp; 673 tmp->stats.maxhp = tmp->stats.hp;
698 } 674 }
699 675
700 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])
701 { 677 {
702 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);
703 SET_FLAG (tmp, FLAG_IS_USED_UP); 679 tmp->set_flag (FLAG_IS_USED_UP);
704 } 680 }
705 681
706 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 682 if (spell_ob->flag [FLAG_TEAR_DOWN])
707 { 683 {
708 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);
709 tmp->stats.maxhp = tmp->stats.hp; 685 tmp->stats.maxhp = tmp->stats.hp;
710 SET_FLAG (tmp, FLAG_TEAR_DOWN); 686 tmp->set_flag (FLAG_TEAR_DOWN);
711 SET_FLAG (tmp, FLAG_ALIVE); 687 tmp->set_flag (FLAG_ALIVE);
712 } 688 }
713 689
714 /* 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,
715 * 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
716 * earthwalls, though, so they survive restarts. 692 * earthwalls, though, so they survive restarts.
717 */ 693 */
718 if (tmp->type != EARTHWALL) //TODO 694 if (tmp->type != EARTHWALL) //TODO
719 tmp->set_owner (op); 695 tmp->set_owner (op);
720 696
721 set_spell_skill (op, caster, spell_ob, tmp); 697 set_spell_skill (op, caster, spell_ob, tmp);
722 tmp->level = caster_level (caster, spell_ob) / 2; 698 tmp->level = casting_level (caster, spell_ob) / 2;
723 699
724 name = tmp->name; 700 name = tmp->name;
725 if (!(tmp = m->insert (tmp, x, y, op))) 701 if (!(tmp = m->insert (tmp, x, y, op)))
726 { 702 {
727 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);
728 return 0; 704 return 0;
729 } 705 }
730 706
731 /* 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 */
732 if (tmp->other_arch && tmp->other_arch->type == SPELL) 708 if (tmp->other_arch && tmp->other_arch->type == SPELL)
733 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 709 insert_ob_in_ob (tmp->other_arch->instance (), tmp);
734 710
735 /* This code causes the wall to extend some distance in 711 /* This code causes the wall to extend some distance in
736 * each direction, or until an obstruction is encountered. 712 * each direction, or until an obstruction is encountered.
737 * posblocked and negblocked help determine how far the 713 * posblocked and negblocked help determine how far the
738 * created wall can extend, it won't go extend through 714 * created wall can extend, it won't go extend through
758 object *tmp2 = tmp->clone (); 734 object *tmp2 = tmp->clone ();
759 m->insert (tmp2, x, y, op); 735 m->insert (tmp2, x, y, op);
760 736
761 /* 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 */
762 if (tmp2->other_arch && tmp2->other_arch->type == SPELL) 738 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
763 tmp2->insert (arch_to_object (tmp2->other_arch)); 739 tmp2->insert (tmp2->other_arch->instance ());
764 740
765 } 741 }
766 else 742 else
767 posblocked = 1; 743 posblocked = 1;
768 744
775 { 751 {
776 object *tmp2 = tmp->clone (); 752 object *tmp2 = tmp->clone ();
777 m->insert (tmp2, x, y, op); 753 m->insert (tmp2, x, y, op);
778 754
779 if (tmp2->other_arch && tmp2->other_arch->type == SPELL) 755 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
780 tmp2->insert (arch_to_object (tmp2->other_arch)); 756 tmp2->insert (tmp2->other_arch->instance ());
781 } 757 }
782 else 758 else
783 negblocked = 1; 759 negblocked = 1;
784 } 760 }
785 761
786 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) 762 if (tmp->flag [FLAG_BLOCKSVIEW])
787 update_all_los (op->map, op->x, op->y); 763 update_all_los (op->map, op->x, op->y);
788 764
789 return 1; 765 return 1;
790} 766}
791 767
792int 768int
793dimension_door (object *op, object *caster, object *spob, int dir) 769dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
794{ 770{
795 uint32 dist, maxdist; 771 uint32 dist, maxdist;
796 int mflags; 772 int mflags;
797 maptile *m; 773 maptile *m;
798 sint16 sx, sy; 774 sint16 sx, sy;
800 if (op->type != PLAYER) 776 if (op->type != PLAYER)
801 return 0; 777 return 0;
802 778
803 if (!dir) 779 if (!dir)
804 { 780 {
805 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?"); 781 op->failmsg ("In what direction?");
806 return 0; 782 return 0;
807 } 783 }
808 784
809 /* 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
810 * ever, so put limits in. 786 * ever, so put limits in.
811 */ 787 */
812 maxdist = spob->range + SP_level_range_adjust (caster, spob); 788 maxdist = spob->range + SP_level_range_adjust (caster, spob);
813 789
814 if (op->contr->count) 790 if (spellparam)
815 { 791 {
792 int count = atoi (spellparam);
793
816 if (op->contr->count > maxdist) 794 if (count > maxdist)
817 { 795 {
818 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!"); 796 op->failmsg ("You can't dimension door that far!");
819 return 0; 797 return 0;
820 } 798 }
821 799
822 for (dist = 0; dist < op->contr->count; dist++) 800 for (dist = 0; dist < count; dist++)
823 { 801 {
824 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);
825 803
826 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 804 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
827 break; 805 break;
828 806
829 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)))
830 break; 808 break;
831 } 809 }
832 810
833 if (dist < op->contr->count) 811 if (dist < count)
834 { 812 {
835 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");
836 op->contr->count = 0;
837 return 0; 814 return 0;
838 } 815 }
839
840 op->contr->count = 0;
841 816
842 /* Remove code that puts player on random space on maps. IMO, 817 /* Remove code that puts player on random space on maps. IMO,
843 * a lot of maps probably have areas the player should not get to, 818 * a lot of maps probably have areas the player should not get to,
844 * but may not be marked as NO_MAGIC (as they may be bounded 819 * but may not be marked as NO_MAGIC (as they may be bounded
845 * by such squares). Also, there are probably treasure rooms and 820 * by such squares). Also, there are probably treasure rooms and
887 break; 862 break;
888 863
889 } 864 }
890 if (!dist) 865 if (!dist)
891 { 866 {
892 new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n"); 867 op->failmsg ("Your spell failed!\n");
893 return 0; 868 return 0;
894 } 869 }
895 } 870 }
896 871
897 /* Actually move the player now */ 872 /* Actually move the player now */
898 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op))) 873 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op)))
899 return 1; 874 return 1;
900 875
901 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
902 return 1; 878 return 1;
903} 879}
904
905 880
906/* cast_heal: Heals something. 881/* cast_heal: Heals something.
907 * op is the caster. 882 * op is the caster.
908 * dir is the direction he is casting it in. 883 * dir is the direction he is casting it in.
909 * spell is the spell object. 884 * spell is the spell object.
936 { 911 {
937 /* See how many points we actually heal. Instead of messages 912 /* See how many points we actually heal. Instead of messages
938 * based on type of spell, we instead do messages based 913 * based on type of spell, we instead do messages based
939 * on amount of damage healed. 914 * on amount of damage healed.
940 */ 915 */
941 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 916 if (heal > tmp->stats.maxhp - tmp->stats.hp)
942 heal = tmp->stats.maxhp - tmp->stats.hp; 917 heal = tmp->stats.maxhp - tmp->stats.hp;
918
943 tmp->stats.hp += heal; 919 tmp->stats.hp += heal;
944 920
945 if (tmp->stats.hp >= tmp->stats.maxhp) 921 if (tmp->stats.hp >= tmp->stats.maxhp)
946 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 922 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
947 else if (heal > 50) 923 else if (heal > 50)
956 success = 1; 932 success = 1;
957 } 933 }
958 } 934 }
959 935
960 if (spell->attacktype & AT_DISEASE) 936 if (spell->attacktype & AT_DISEASE)
961 if (cure_disease (tmp, op)) 937 if (cure_disease (tmp, op, spell))
962 success = 1; 938 success = 1;
963 939
964 if (spell->attacktype & AT_POISON) 940 if (spell->attacktype & AT_POISON)
965 { 941 {
966 at = archetype::find ("poisoning"); 942 at = archetype::find (shstr_poisoning);
967 poison = present_arch_in_ob (at, tmp); 943 poison = present_arch_in_ob (at, tmp);
968 if (poison) 944 if (poison)
969 { 945 {
970 success = 1; 946 success = 1;
971 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 947 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
973 } 949 }
974 } 950 }
975 951
976 if (spell->attacktype & AT_CONFUSION) 952 if (spell->attacktype & AT_CONFUSION)
977 { 953 {
978 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 954 poison = present_in_ob_by_name (FORCE, shstr_confusion, tmp);
979 if (poison) 955 if (poison)
980 { 956 {
981 success = 1; 957 success = 1;
982 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 958 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
983 poison->duration = 1; 959 poison->duration = 1;
984 } 960 }
985 } 961 }
986 962
987 if (spell->attacktype & AT_BLIND) 963 if (spell->attacktype & AT_BLIND)
988 { 964 {
989 at = archetype::find ("blindness"); 965 at = archetype::find (shstr_blindness);
990 poison = present_arch_in_ob (at, tmp); 966 poison = present_arch_in_ob (at, tmp);
991 if (poison) 967 if (poison)
992 { 968 {
993 success = 1; 969 success = 1;
994 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.");
1012 tmp->stats.grace = tmp->stats.maxgrace; 988 tmp->stats.grace = tmp->stats.maxgrace;
1013 success = 1; 989 success = 1;
1014 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!");
1015 } 991 }
1016 992
1017 if (spell->stats.food && tmp->stats.food < 999) 993 if (spell->stats.food && tmp->stats.food < MAX_FOOD)
1018 { 994 {
1019 tmp->stats.food += spell->stats.food; 995 tmp->stats.food += spell->stats.food;
1020 if (tmp->stats.food > 999) 996 min_it (tmp->stats.food, MAX_FOOD);
1021 tmp->stats.food = 999; 997
1022 success = 1; 998 success = 1;
1023 /* 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 */
1024 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");
1025 } 1001 }
1026 1002
1040 "You don't feel any more powerful." 1016 "You don't feel any more powerful."
1041 "You are no easier to look at.", 1017 "You are no easier to look at.",
1042}; 1018};
1043 1019
1044int 1020int
1021change_ability_duration (object *spell, object *caster)
1022{
1023 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1024}
1025
1026int
1045cast_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)
1046{ 1028{
1047 object *force = NULL; 1029 object *force = 0;
1048 int i; 1030 int i;
1049 1031
1050 /* 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. */
1051 object *tmp = dir 1033 object *tmp = dir
1052 ? find_target_for_friendly_spell (op, dir) 1034 ? find_target_for_friendly_spell (op, dir)
1053 : op; 1035 : op;
1054 1036
1055 if (!tmp) 1037 if (!tmp)
1056 return 0; 1038 return 0;
1057 1039
1058 /* 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. */
1066 break; 1048 break;
1067 } 1049 }
1068 else if (spell_ob->race && spell_ob->race == tmp2->name) 1050 else if (spell_ob->race && spell_ob->race == tmp2->name)
1069 { 1051 {
1070 if (!silent) 1052 if (!silent)
1071 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 1053 op->failmsgf ("You can not cast %s while %s is in effect",
1054 &spell_ob->name, &tmp2->name_pl);
1055
1072 return 0; 1056 return 0;
1073 } 1057 }
1074 } 1058 }
1075 } 1059 }
1060
1061 int duration = change_ability_duration (spell_ob, caster);
1062
1076 if (force == NULL) 1063 if (force)
1077 {
1078 force = get_archetype (FORCE_NAME);
1079 force->subtype = FORCE_CHANGE_ABILITY;
1080 if (spell_ob->race)
1081 force->name = spell_ob->race;
1082 else
1083 force->name = spell_ob->name;
1084 force->name_pl = spell_ob->name;
1085 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1086
1087 } 1064 {
1088 else
1089 {
1090 int duration;
1091
1092 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1093 if (duration > force->duration) 1065 if (duration > force->duration)
1094 { 1066 {
1095 force->duration = duration; 1067 force->duration = duration;
1096 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.");
1097 } 1069 }
1098 else 1070 else
1099 {
1100 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.");
1101 }
1102 1072
1103 return 1; 1073 return 1;
1104 } 1074 }
1105 1075
1106 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 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
1107 force->speed = 1.0; 1091 force->speed = 1.0;
1108 force->speed_left = -1.0; 1092 force->speed_left = -1.0;
1109 SET_FLAG (force, FLAG_APPLIED); 1093 force->set_flag (FLAG_APPLIED);
1110 1094
1111 /* Now start processing the effects. First, protections */ 1095 /* Now start processing the effects. First, protections */
1112 for (i = 0; i < NROFATTACKS; i++) 1096 for (i = 0; i < NROFATTACKS; i++)
1113 {
1114 if (spell_ob->resist[i]) 1097 if (spell_ob->resist[i])
1115 {
1116 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));
1117 if (force->resist[i] > 100)
1118 force->resist[i] = 100;
1119 }
1120 }
1121 1099
1122 if (spell_ob->stats.hp) 1100 if (spell_ob->stats.hp)
1123 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);
1124 1102
1125 if (tmp->type == PLAYER) 1103 if (tmp->type == PLAYER)
1144 } 1122 }
1145 } 1123 }
1146 1124
1147 force->move_type = spell_ob->move_type; 1125 force->move_type = spell_ob->move_type;
1148 1126
1149 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK)) 1127 if (spell_ob->flag [FLAG_SEE_IN_DARK])
1150 SET_FLAG (force, FLAG_SEE_IN_DARK); 1128 force->set_flag (FLAG_SEE_IN_DARK);
1151 1129
1152 if (QUERY_FLAG (spell_ob, FLAG_XRAYS)) 1130 if (spell_ob->flag [FLAG_XRAYS])
1153 SET_FLAG (force, FLAG_XRAYS); 1131 force->set_flag (FLAG_XRAYS);
1154 1132
1155 /* Haste/bonus speed */ 1133 /* Haste/bonus speed */
1156 if (spell_ob->stats.exp) 1134 if (spell_ob->stats.exp)
1157 { 1135 {
1158 if (op->speed > 0.5f) 1136 if (op->speed > 0.5f)
1178 */ 1156 */
1179int 1157int
1180cast_bless (object *op, object *caster, object *spell_ob, int dir) 1158cast_bless (object *op, object *caster, object *spell_ob, int dir)
1181{ 1159{
1182 int i; 1160 int i;
1183 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1161 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1184 1162
1185 /* 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. */
1186 if (dir != 0) 1164 if (dir != 0)
1187 { 1165 {
1188 tmp = find_target_for_friendly_spell (op, dir); 1166 tmp = find_target_for_friendly_spell (op, dir);
1167
1168 if (!tmp)
1169 return 0;
1189 } 1170 }
1190 else 1171 else
1191 {
1192 tmp = op; 1172 tmp = op;
1193 }
1194 1173
1195 /* 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. */
1196 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1175 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1197 { 1176 {
1198 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1177 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1199 { 1178 {
1200 if (tmp2->name == spell_ob->name) 1179 if (tmp2->name == spell_ob->name)
1201 { 1180 {
1207 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 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);
1208 return 0; 1187 return 0;
1209 } 1188 }
1210 } 1189 }
1211 } 1190 }
1191
1212 if (force == NULL) 1192 if (force == NULL)
1213 { 1193 {
1214 force = get_archetype (FORCE_NAME); 1194 force = archetype::get (FORCE_NAME);
1215 force->subtype = FORCE_CHANGE_ABILITY; 1195 force->subtype = FORCE_CHANGE_ABILITY;
1216 if (spell_ob->race) 1196 if (spell_ob->race)
1217 force->name = spell_ob->race; 1197 force->name = spell_ob->race;
1218 else 1198 else
1219 force->name = spell_ob->name; 1199 force->name = spell_ob->name;
1234 { 1214 {
1235 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.");
1236 } 1216 }
1237 return 0; 1217 return 0;
1238 } 1218 }
1219
1239 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;
1240 force->speed = 1.0; 1221 force->speed = 1.0;
1241 force->speed_left = -1.0; 1222 force->speed_left = -1.0;
1242 SET_FLAG (force, FLAG_APPLIED); 1223 force->set_flag (FLAG_APPLIED);
1243 1224
1244 if (!god) 1225 if (!god)
1245 { 1226 {
1246 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty."); 1227 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1247 } 1228 }
1248 else 1229 else
1249 { 1230 {
1250 /* Only give out good benefits, and put a max on it */ 1231 /* Only give out good benefits, and put a max on it */
1251 for (i = 0; i < NROFATTACKS; i++) 1232 for (i = 0; i < NROFATTACKS; i++)
1252 {
1253 if (god->resist[i] > 0) 1233 if (god->resist[i] > 0)
1254 {
1255 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]);
1256 } 1235
1257 }
1258 force->path_attuned |= god->path_attuned; 1236 force->path_attuned |= god->path_attuned;
1259 1237
1260 if (spell_ob->attacktype) 1238 if (spell_ob->attacktype)
1261 force->slaying = god->slaying; 1239 force->slaying = god->slaying;
1262 1240
1282 1260
1283/* Alchemy code by Mark Wedel 1261/* Alchemy code by Mark Wedel
1284 * 1262 *
1285 * This code adds a new spell, called alchemy. Alchemy will turn 1263 * This code adds a new spell, called alchemy. Alchemy will turn
1286 * objects to pyrite ("false gold"), henceforth called gold nuggets. 1264 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1287 * 1265 *
1288 * The value of the gold nuggets being about 90% of that of the item 1266 * The value of the gold nuggets being about 90% of that of the item
1289 * itself. It uses the value of the object before charisma adjustments, 1267 * itself. It uses the value of the object before charisma adjustments,
1290 * because the nuggets themselves will be will be adjusted by charisma 1268 * because the nuggets themselves will be will be adjusted by charisma
1291 * when sold. 1269 * when sold.
1292 * 1270 *
1297static void 1275static void
1298alchemy_object (object *obj, uint64 &total_value, int &total_weight) 1276alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1299{ 1277{
1300 uint64 value = query_cost (obj, NULL, F_TRUE); 1278 uint64 value = query_cost (obj, NULL, F_TRUE);
1301 1279
1302 /* Give third price when we alchemy money (This should hopefully 1280 /* Give third price when we alchemy money (this should hopefully
1303 * 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
1304 * the nuggets, alchemy the gold from that, etc. 1282 * the nuggets, alchemy the gold from that, etc.
1305 * Otherwise, give 9 silver on the gold for other objects, 1283 * Otherwise, give 9 silver on the gold for other objects,
1306 * so that it would still be more affordable to haul 1284 * so that it would still be more affordable to haul
1307 * the stuff back to town. 1285 * the stuff back to town.
1308 */ 1286 */
1309 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1287 if (obj->flag [FLAG_UNPAID])
1310 value = 0; 1288 value = 0;
1311 else if (obj->type == MONEY || obj->type == GEM) 1289 else if (obj->type == MONEY || obj->type == GEM)
1312 value /= 3; 1290 value /= 3;
1313 else 1291 else
1314 value = value * 9 / 10; 1292 value = value * 9 / 10;
1327 if (op->type != PLAYER) 1305 if (op->type != PLAYER)
1328 return 0; 1306 return 0;
1329 1307
1330 archetype *nugget[3]; 1308 archetype *nugget[3];
1331 1309
1332 nugget[0] = archetype::find ("pyrite3"); 1310 nugget[0] = archetype::find (shstr_pyrite3);
1333 nugget[1] = archetype::find ("pyrite2"); 1311 nugget[1] = archetype::find (shstr_pyrite2);
1334 nugget[2] = archetype::find ("pyrite"); 1312 nugget[2] = archetype::find (shstr_pyrite);
1335 1313
1336 /* 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
1337 * some, and also prevents people from alchemising every table/chair/clock 1315 * some, and also prevents people from alchemising every table/chair/clock
1338 * in sight 1316 * in sight
1339 */ 1317 */
1368 1346
1369 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)
1370 { 1348 {
1371 next = tmp->above; 1349 next = tmp->above;
1372 1350
1373 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1351 if (tmp->weight > 0 && !tmp->flag [FLAG_NO_PICK] &&
1374 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1352 !tmp->flag [FLAG_ALIVE] && !tmp->flag [FLAG_IS_CAULDRON])
1375 { 1353 {
1376 if (tmp->inv) 1354 if (tmp->inv)
1377 { 1355 {
1378 object *next1, *tmp1; 1356 object *next1, *tmp1;
1379 1357
1380 for (tmp1 = tmp->inv; tmp1; tmp1 = next1) 1358 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1381 { 1359 {
1382 next1 = tmp1->below; 1360 next1 = tmp1->below;
1383 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1361 if (tmp1->weight > 0 && !tmp1->flag [FLAG_NO_PICK] &&
1384 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1362 !tmp1->flag [FLAG_ALIVE] && !tmp1->flag [FLAG_IS_CAULDRON])
1385 alchemy_object (tmp1, value, weight); 1363 alchemy_object (tmp1, value, weight);
1386 } 1364 }
1387 } 1365 }
1388 1366
1389 alchemy_object (tmp, value, weight); 1367 alchemy_object (tmp, value, weight);
1394 } 1372 }
1395 1373
1396 value -= rndm (value >> 4); 1374 value -= rndm (value >> 4);
1397 value = min (value, value_max); 1375 value = min (value, value_max);
1398 1376
1399 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i) 1377 for (int i = 0; i < array_length (nugget); ++i)
1400 if (int nrof = value / nugget [i]->value) 1378 if (int nrof = value / nugget [i]->value)
1401 { 1379 {
1402 value -= nrof * nugget[i]->value; 1380 value -= nrof * nugget[i]->value;
1403 1381
1404 object *tmp = arch_to_object (nugget[i]); 1382 object *tmp = nugget[i]->instance ();
1405 tmp->nrof = nrof; 1383 tmp->nrof = nrof;
1406 tmp->flag [FLAG_IDENTIFIED] = true; 1384 tmp->flag [FLAG_IDENTIFIED] = true;
1407 op->map->insert (tmp, x, y, op, 0); 1385 op->map->insert (tmp, x, y, op, 0);
1408 } 1386 }
1409 1387
1414 1392
1415bailout: 1393bailout:
1416 return 1; 1394 return 1;
1417} 1395}
1418 1396
1419
1420/* This function removes the cursed/damned status on equipped 1397/* This function removes the cursed/damned status on equipped
1421 * items. 1398 * items.
1422 */ 1399 */
1423int 1400int
1424remove_curse (object *op, object *caster, object *spell) 1401remove_curse (object *op, object *caster, object *spell)
1425{ 1402{
1426 object *tmp;
1427 int success = 0, was_one = 0; 1403 int success = 0, was_one = 0;
1428 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
1429 for (tmp = op->inv; tmp; tmp = tmp->below) 1411 for (object *tmp = op->inv; tmp && num_uncurse; tmp = tmp->below)
1430 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1412 if (!tmp->invisible && tmp->flag [typeflag])
1431 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1432 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1433 { 1413 {
1434 was_one++; 1414 ++was_one;
1415
1435 if (tmp->level <= caster_level (caster, spell)) 1416 if (tmp->level <= casting_level (caster, spell))
1436 { 1417 {
1437 success++; 1418 ++success;
1438 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1419 --num_uncurse;
1439 CLEAR_FLAG (tmp, FLAG_DAMNED);
1440 1420
1441 CLEAR_FLAG (tmp, FLAG_CURSED); 1421 tmp->clr_flag (typeflag);
1442 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1422 tmp->clr_flag (FLAG_CURSED);
1423 tmp->clr_flag (FLAG_KNOWN_CURSED);
1443 tmp->value = 0; /* Still can't sell it */ 1424 tmp->value = 0; /* Still can't sell it */
1444 if (op->type == PLAYER) 1425
1426 if (object *pl = tmp->visible_to ())
1445 esrv_send_item (op, tmp); 1427 esrv_update_item (UPD_FLAGS, pl, tmp);
1446 } 1428 }
1447 } 1429 }
1448 1430
1449 if (op->type == PLAYER) 1431 if (op->type == PLAYER)
1450 { 1432 {
1451 if (success) 1433 if (success)
1452 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.>");
1453 else 1435 else
1454 { 1436 {
1455 if (was_one) 1437 if (was_one)
1456 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.>");
1457 else 1439 else
1458 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.>");
1459 } 1441 }
1460 } 1442 }
1461 1443
1462 return success; 1444 return success;
1463} 1445}
1464 1446
1465/* Identifies objects in the players inventory/on the ground */ 1447/* Identifies objects in the players inventory/on the ground */
1466
1467int 1448int
1468cast_identify (object *op, object *caster, object *spell) 1449cast_identify (object *op, object *caster, object *spell)
1469{ 1450{
1470 object *tmp; 1451 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1471 int success = 0, num_ident;
1472 1452
1473 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));
1474 1454
1475 if (num_ident < 1) 1455 op->splay_marked ();
1476 num_ident = 1;
1477 1456
1478 for (tmp = op->inv; tmp; tmp = tmp->below) 1457 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1479 { 1458 {
1480 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1459 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1481 { 1460 {
1482 identify (tmp); 1461 identify (tmp);
1483 1462
1484 if (op->type == PLAYER) 1463 if (op->type == PLAYER)
1485 { 1464 {
1486 new_draw_info_format (NDI_UNIQUE, 0, op, "You identified: %s.", long_desc (tmp, op)); 1465 buf.printf ("You identified: %s.\r", long_desc (tmp, op));
1487 1466
1488 if (tmp->msg) 1467 if (tmp->msg)
1489 { 1468 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1490 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1491 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1492 }
1493 } 1469 }
1494 1470
1495 num_ident--;
1496 success = 1;
1497 if (!num_ident) 1471 if (!--num_ident)
1498 break; 1472 break;
1499 } 1473 }
1500 } 1474 }
1501 1475
1502 /* 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
1503 * 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
1504 * was not fully used. 1478 * was not fully used.
1505 */ 1479 */
1506 if (num_ident) 1480 if (num_ident)
1507 { 1481 {
1508 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 1482 for (object *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1509 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1483 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1510 { 1484 {
1511 identify (tmp); 1485 identify (tmp);
1512 1486
1513 if (op->type == PLAYER) 1487 if (object *pl = tmp->visible_to ())
1514 { 1488 {
1515 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground you identified: %s.", long_desc (tmp, op)); 1489 buf.printf ("On the ground you identified: %s.\r", long_desc (tmp, op));
1516 1490
1517 if (tmp->msg) 1491 if (tmp->msg)
1518 { 1492 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1519 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1520 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1521 }
1522
1523 esrv_send_item (op, tmp);
1524 } 1493 }
1525 1494
1526 num_ident--;
1527 success = 1;
1528 if (!num_ident) 1495 if (!--num_ident)
1529 break; 1496 break;
1530 } 1497 }
1531 } 1498 }
1532 1499
1533 if (!success) 1500 if (buf.empty ())
1534 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 }
1535 else 1505 else
1506 {
1507 if (op->contr)
1508 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1509
1536 spell_effect (spell, op->x, op->y, op->map, op); 1510 spell_effect (spell, op->x, op->y, op->map, op);
1537 1511 return 1;
1538 return success; 1512 }
1539} 1513}
1540 1514
1541int 1515int
1542cast_detection (object *op, object *caster, object *spell, object *skill) 1516cast_detection (object *op, object *caster, object *spell, object *skill)
1543{ 1517{
1544 object *tmp, *last, *god, *detect; 1518 object *tmp, *last, *god, *detect;
1545 int done_one, range, mflags, floor, level; 1519 int done_one, range, floor, level;
1546 sint16 x, y, nx, ny; 1520 sint16 x, y, nx, ny;
1547 maptile *m; 1521 maptile *m;
1548 1522
1549 /* 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
1550 * doing it over and over again. 1524 * doing it over and over again.
1551 */ 1525 */
1552 god = find_god (determine_god (op)); 1526 god = find_god (determine_god (op));
1553 level = caster_level (caster, spell); 1527 level = casting_level (caster, spell);
1554 range = spell->range + SP_level_range_adjust (caster, spell); 1528 range = spell->range + SP_level_range_adjust (caster, spell);
1555 1529
1556 if (!skill) 1530 if (!skill)
1557 skill = caster; 1531 skill = caster;
1558 1532
1559 for (x = op->x - range; x <= op->x + range; x++) 1533 dynbuf buf;
1560 for (y = op->y - range; y <= op->y + range; y++) 1534 unordered_mapwalk (buf, op, -range, -range, range, range)
1561 { 1535 {
1562 m = op->map;
1563 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1564 if (mflags & P_OUT_OF_MAP)
1565 continue;
1566
1567 /* For most of the detections, we only detect objects above the 1536 /* For most of the detections, we only detect objects above the
1568 * floor. But this is not true for show invisible. 1537 * floor. But this is not true for show invisible.
1569 * Basically, we just go and find the top object and work 1538 * Basically, we just go and find the top object and work
1570 * down - that is easier than working up. 1539 * down - that is easier than working up.
1571 */ 1540 */
1572 1541
1573 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)
1574 last = tmp; 1543 last = tmp;
1575 1544
1576 /* 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
1577 * would happen. 1546 * would happen.
1578 */ 1547 */
1579 if (!last) 1548 if (!last)
1580 continue; 1549 continue;
1581 1550
1582 done_one = 0; 1551 done_one = 0;
1583 floor = 0; 1552 floor = 0;
1584 detect = NULL; 1553 detect = 0;
1585 for (tmp = last; tmp; tmp = tmp->below) 1554 for (tmp = last; tmp; tmp = tmp->below)
1586 { 1555 {
1587 /* show invisible */ 1556 /* show invisible */
1588 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1557 if (spell->flag [FLAG_MAKE_INVIS]
1589 /* Might there be other objects that we can make visible? */ 1558 /* Might there be other objects that we can make visible? */
1590 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1559 && (tmp->invisible && (tmp->flag [FLAG_MONSTER]
1591 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1560 || (tmp->type == PLAYER && !tmp->flag [FLAG_WIZ])
1592 tmp->type == CF_HANDLE || 1561 || tmp->type == T_HANDLE
1593 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
1594 tmp->type == BUTTON || tmp->type == TELEPORTER || 1566 || tmp->type == TELEPORTER
1567 || tmp->type == GATE
1595 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1568 || tmp->type == LOCKED_DOOR
1596 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)
1597 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1572 || tmp->type == TRIGGER_PEDESTAL
1598 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)))
1599 { 1578 {
1579 printf ("show inv %s\n", tmp->debug_desc());//D
1600 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)
1601 { 1581 {
1602 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
1603 done_one = 1; 1664 done_one = 1;
1604 } 1665 }
1605 } 1666 }
1606
1607 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1608 floor = 1;
1609
1610 /* All detections below this point don't descend beneath the floor,
1611 * so just continue on. We could be clever and look at the type of
1612 * detection to completely break out if we don't care about objects beneath
1613 * the floor, but once we get to the floor, not likely a very big issue anyways.
1614 */
1615 if (floor)
1616 continue;
1617
1618 /* I had thought about making detect magic and detect curse
1619 * show the flash the magic item like it does for detect monster.
1620 * however, if the object is within sight, this would then make it
1621 * difficult to see what object is magical/cursed, so the
1622 * effect wouldn't be as apparant.
1623 */
1624
1625 /* detect magic */
1626 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1627 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1628 {
1629 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1630 /* make runes more visibile */
1631 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1632 tmp->stats.Cha /= 4;
1633 done_one = 1;
1634 }
1635 /* detect monster */
1636 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1637 {
1638 done_one = 2;
1639 if (!detect)
1640 detect = tmp;
1641 }
1642 /* Basically, if race is set in the spell, then the creatures race must
1643 * match that. if the spell race is set to GOD, then the gods opposing
1644 * race must match.
1645 */
1646 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1647 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) ||
1648 (strstr (spell->race, tmp->race))))
1649 {
1650 done_one = 2;
1651 if (!detect)
1652 detect = tmp;
1653 }
1654 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1655 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1656 {
1657 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1658 done_one = 1;
1659 }
1660 } /* for stack of objects on this space */ 1667 } /* for stack of objects on this space */
1661 1668
1662 /* 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
1663 * where the magic is. 1670 * where the magic is.
1664 */ 1671 */
1665 if (done_one) 1672 if (done_one)
1666 { 1673 {
1667 object *detect_ob = arch_to_object (spell->other_arch); 1674 object *detect_ob = spell->other_arch->instance ();
1668 1675
1669 /* if this is set, we want to copy the face */ 1676 /* if this is set, we want to copy the face */
1670 if (done_one == 2 && detect) 1677 if (done_one == 2 && detect)
1671 { 1678 {
1672 detect_ob->face = detect->face; 1679 detect_ob->face = detect->face;
1673 detect_ob->animation_id = detect->animation_id; 1680 detect_ob->animation_id = detect->animation_id;
1674 detect_ob->anim_speed = detect->anim_speed; 1681 detect_ob->anim_speed = detect->anim_speed;
1675 detect_ob->last_anim = 0; 1682 detect_ob->last_anim = 0;
1676 /* by default, the detect_ob is already animated */ 1683 /* by default, the detect_ob is already animated */
1677 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1684 if (!detect->flag [FLAG_ANIMATE])
1678 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1685 detect_ob->clr_flag (FLAG_ANIMATE);
1679 } 1686 }
1680 1687
1681 m->insert (detect_ob, nx, ny, op); 1688 m->insert (detect_ob, nx, ny, op, INS_ON_TOP);
1682 } 1689 }
1683 } /* for processing the surrounding spaces */ 1690 } /* for processing the surrounding spaces */
1684 1691
1685 1692
1686 /* 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 */
1687 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])
1688 { 1695 {
1689 done_one = 0; 1696 done_one = 0;
1697
1690 for (tmp = op->inv; tmp; tmp = tmp->below) 1698 for (tmp = op->inv; tmp; tmp = tmp->below)
1691 { 1699 {
1692 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1700 if (!tmp->invisible && !tmp->flag [FLAG_IDENTIFIED])
1693 { 1701 {
1694 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])
1695 { 1703 {
1696 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1704 tmp->set_flag (FLAG_KNOWN_MAGICAL);
1697 if (op->type == PLAYER) 1705
1706 if (object *pl = tmp->visible_to ())
1698 esrv_send_item (op, tmp); 1707 esrv_update_item (UPD_FLAGS, pl, tmp);
1699 } 1708 }
1700 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1709
1701 (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]))
1702 { 1712 {
1703 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1713 tmp->set_flag (FLAG_KNOWN_CURSED);
1704 if (op->type == PLAYER) 1714
1715 if (object *pl = tmp->visible_to ())
1705 esrv_send_item (op, tmp); 1716 esrv_update_item (UPD_FLAGS, pl, tmp);
1706 } 1717 }
1707 } /* if item is not identified */ 1718 } /* if item is not identified */
1708 } /* for the players inventory */ 1719 } /* for the players inventory */
1709 } /* if detect magic/curse and object is a player */ 1720 } /* if detect magic/curse and object is a player */
1721
1710 return 1; 1722 return 1;
1711} 1723}
1712 1724
1713 1725
1714/** 1726/**
1727 1739
1728 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.");
1729 1741
1730 if (victim->stats.sp >= victim->stats.maxsp * 2) 1742 if (victim->stats.sp >= victim->stats.maxsp * 2)
1731 { 1743 {
1732 object *tmp;
1733
1734 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1744 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
1735
1736 /* Explodes a fireball centered at player */
1737 tmp = get_archetype (EXPLODING_FIREBALL);
1738 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
1739 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
1740
1741 tmp->insert_at (victim);
1742 victim->stats.sp = 2 * victim->stats.maxsp; 1745 victim->stats.sp = 2 * victim->stats.maxsp;
1746 create_exploding_ball_at (victim, caster_level);
1743 } 1747 }
1744 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1748 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
1745 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); 1749 new_draw_info (NDI_UNIQUE | NDI_ORANGE, 0, victim, "You feel like your head is going to explode.");
1746 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1750 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
1747 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!");
1748 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1752 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
1749 { 1753 {
1750 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1754 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
1774 mflags = get_map_flags (m, &m, x, y, &x, &y); 1778 mflags = get_map_flags (m, &m, x, y, &x, &y);
1775 1779
1776 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1780 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
1777 { 1781 {
1778 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)
1779 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1783 if (plyr != op && plyr->flag [FLAG_ALIVE])
1780 break; 1784 break;
1781 } 1785 }
1782 1786
1783 1787
1784 /* 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
1785 * 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.
1786 */ 1790 */
1787 if (plyr == NULL) 1791 if (plyr == NULL)
1788 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)
1789 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1793 if (plyr != op && plyr->flag [FLAG_ALIVE])
1790 break; 1794 break;
1791 1795
1792 if (!plyr) 1796 if (!plyr)
1793 { 1797 {
1794 new_draw_info (NDI_BLACK, 0, op, "There is no one there."); 1798 op->failmsg ("There is no one there.");
1795 return 0; 1799 return 0;
1796 } 1800 }
1797 /* give sp */ 1801 /* give sp */
1798 if (spell->stats.dam > 0) 1802 if (spell->stats.dam > 0)
1799 { 1803 {
1800 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);
1801 charge_mana_effect (plyr, caster_level (caster, spell)); 1805 charge_mana_effect (plyr, casting_level (caster, spell));
1802 return 1; 1806 return 1;
1803 } 1807 }
1804 /* suck sp away. Can't suck sp from yourself */ 1808 /* suck sp away. Can't suck sp from yourself */
1805 else if (op != plyr) 1809 else if (op != plyr)
1806 { 1810 {
1811 if (rate > 95) 1815 if (rate > 95)
1812 rate = 95; 1816 rate = 95;
1813 1817
1814 sucked = (plyr->stats.sp * rate) / 100; 1818 sucked = (plyr->stats.sp * rate) / 100;
1815 plyr->stats.sp -= sucked; 1819 plyr->stats.sp -= sucked;
1816 if (QUERY_FLAG (op, FLAG_ALIVE)) 1820 if (op->flag [FLAG_ALIVE])
1817 { 1821 {
1818 /* Player doesn't get full credit */ 1822 /* Player doesn't get full credit */
1819 sucked = (sucked * rate) / 100; 1823 sucked = (sucked * rate) / 100;
1820 op->stats.sp += sucked; 1824 op->stats.sp += sucked;
1821 if (sucked > 0) 1825 if (sucked > 0)
1822 { 1826 {
1823 charge_mana_effect (op, caster_level (caster, spell)); 1827 charge_mana_effect (op, casting_level (caster, spell));
1824 } 1828 }
1825 } 1829 }
1826 return 1; 1830 return 1;
1827 } 1831 }
1828 return 0; 1832 return 0;
1872 * monsters either. 1876 * monsters either.
1873 */ 1877 */
1874 1878
1875 if (head->attacktype & AT_MAGIC 1879 if (head->attacktype & AT_MAGIC
1876 && !(head->attacktype & AT_COUNTERSPELL) 1880 && !(head->attacktype & AT_COUNTERSPELL)
1877 && !QUERY_FLAG (head, FLAG_MONSTER) 1881 && !head->flag [FLAG_MONSTER]
1878 && (op->level > head->level)) 1882 && (op->level > head->level))
1879 head->destroy (); 1883 head->destroy ();
1880 else 1884 else
1881 switch (head->type) 1885 switch (head->type)
1882 { 1886 {
1883 case SPELL_EFFECT: 1887 case SPELL_EFFECT:
1884 // XXX: Don't affect floor spelleffects. See also XXX comment 1888 // XXX: Don't affect floor spelleffects. See also XXX comment
1885 // about sanctuary in spell_util.C 1889 // about sanctuary in spell_util.C
1886 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1890 if (tmp->flag [FLAG_IS_FLOOR])
1887 continue; 1891 continue;
1888 1892
1889 if (op->level > head->level) 1893 if (op->level > head->level)
1890 head->destroy (); 1894 head->destroy ();
1891 1895
1904 break; 1908 break;
1905 } 1909 }
1906 } 1910 }
1907} 1911}
1908 1912
1909
1910
1911/* cast_consecrate() - a spell to make an altar your god's */ 1913/* cast_consecrate() - a spell to make an altar your god's */
1912int 1914int
1913cast_consecrate (object *op, object *caster, object *spell) 1915cast_consecrate (object *op, object *caster, object *spell)
1914{ 1916{
1915 char buf[MAX_BUF]; 1917 char buf[MAX_BUF];
1916 1918
1917 object *tmp, *god = find_god (determine_god (op)); 1919 object *tmp, *god = find_god (determine_god (op));
1918 1920
1919 if (!god) 1921 if (!god)
1920 { 1922 {
1921 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!");
1922 return 0; 1924 return 0;
1923 } 1925 }
1924 1926
1925 for (tmp = op->below; tmp; tmp = tmp->below) 1927 for (tmp = op->below; tmp; tmp = tmp->below)
1926 { 1928 {
1927 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1929 if (tmp->flag [FLAG_IS_FLOOR])
1928 break; 1930 break;
1929 if (tmp->type == HOLY_ALTAR) 1931 if (tmp->type == HOLY_ALTAR)
1930 { 1932 {
1931 1933
1932 if (tmp->level > caster_level (caster, spell)) 1934 if (tmp->level > casting_level (caster, spell))
1933 { 1935 {
1934 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);
1935 return 0; 1937 return 0;
1936 } 1938 }
1937 else 1939 else
1938 { 1940 {
1939 /* If we got here, we are consecrating an altar */ 1941 /* If we got here, we are consecrating an altar */
1940 sprintf (buf, "Altar of %s", &god->name); 1942 sprintf (buf, "Altar of %s", &god->name);
1941 tmp->name = buf; 1943 tmp->name = buf;
1942 tmp->level = caster_level (caster, spell); 1944 tmp->level = casting_level (caster, spell);
1943 tmp->other_arch = god->arch; 1945 tmp->other_arch = god->arch;
1946
1944 if (op->type == PLAYER) 1947 if (op->type == PLAYER)
1945 esrv_update_item (UPD_NAME, op, tmp); 1948 esrv_update_item (UPD_NAME, op, tmp);
1949
1946 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);
1947 return 1; 1951 return 1;
1948 } 1952 }
1949 } 1953 }
1950 } 1954 }
1951 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!");
1952 return 0; 1957 return 0;
1953} 1958}
1954 1959
1955/* animate_weapon - 1960/* animate_weapon -
1956 * 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.
1963 * player checks. MSW 2003-01-06 1968 * player checks. MSW 2003-01-06
1964 */ 1969 */
1965int 1970int
1966animate_weapon (object *op, object *caster, object *spell, int dir) 1971animate_weapon (object *op, object *caster, object *spell, int dir)
1967{ 1972{
1968 object *weapon, *tmp;
1969 char buf[MAX_BUF]; 1973 char buf[MAX_BUF];
1970 int a, i; 1974 int a, i;
1971 sint16 x, y; 1975 sint16 x, y;
1972 maptile *m; 1976 maptile *m;
1973 1977
1988 return 0; 1992 return 0;
1989 } 1993 }
1990 1994
1991 /* if no direction specified, pick one */ 1995 /* if no direction specified, pick one */
1992 if (!dir) 1996 if (!dir)
1993 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);
1994 1998
1995 m = op->map; 1999 m = op->map;
1996 x = op->x + freearr_x[dir]; 2000 x = op->x + freearr_x[dir];
1997 y = op->y + freearr_y[dir]; 2001 y = op->y + freearr_y[dir];
1998 2002
1999 /* if there's no place to put the golem, abort */ 2003 /* if there's no place to put the golem, abort */
2000 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || 2004 if (dir < 0 || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP)
2001 ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type)) 2005 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2002 { 2006 {
2003 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2007 op->failmsg ("There is something in the way.");
2004 return 0; 2008 return 0;
2005 } 2009 }
2006 2010
2007 /* Use the weapon marked by the player. */ 2011 /* Use the weapon marked by the player. */
2008 weapon = find_marked_object (op); 2012 object *weapon = op->mark ();
2009 2013
2010 if (!weapon) 2014 if (!weapon)
2011 { 2015 {
2012 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!");
2013 return 0; 2017 return 0;
2014 } 2018 }
2019
2015 if (spell->race && strcmp (weapon->arch->archname, spell->race)) 2020 if (spell->race && weapon->arch->archname != spell->race)
2016 { 2021 {
2017 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2022 op->failmsg ("The spell fails to transform your weapon.");
2018 return 0; 2023 return 0;
2019 } 2024 }
2025
2020 if (weapon->type != WEAPON) 2026 if (weapon->type != WEAPON)
2021 { 2027 {
2022 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.");
2023 return 0; 2029 return 0;
2024 } 2030 }
2025 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2031
2032 if (weapon->flag [FLAG_APPLIED])
2026 { 2033 {
2027 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));
2028 return 0; 2035 return 0;
2029 } 2036 }
2030 2037
2031 if (weapon->nrof > 1) 2038 weapon = weapon->split ();
2032 {
2033 tmp = get_split_ob (weapon, 1);
2034 esrv_send_item (op, weapon);
2035 weapon = tmp;
2036 }
2037 2039
2038 /* create the golem object */ 2040 /* create the golem object */
2039 tmp = arch_to_object (spell->other_arch); 2041 object *tmp = spell->other_arch->instance ();
2040 2042
2041 /* 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 */
2042 CLEAR_FLAG (tmp, FLAG_MONSTER); 2044 tmp->clr_flag (FLAG_MONSTER);
2043 tmp->stats.exp = 0; 2045 tmp->stats.exp = 0;
2044 add_friendly_object (tmp); 2046 add_friendly_object (tmp);
2045 tmp->type = GOLEM; 2047 tmp->type = GOLEM;
2046 tmp->set_owner (op); 2048 tmp->set_owner (op);
2047 op->contr->golem = tmp; 2049 op->contr->golem = tmp;
2048 set_spell_skill (op, caster, spell, tmp); 2050 set_spell_skill (op, caster, spell, tmp);
2049 2051
2050 /* 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
2051 * removed flag - it should only be set if get_split_object was 2053 * removed flag - it should only be set if weapon->split was
2052 * used above. 2054 * used above.
2053 */ 2055 */
2054 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2056 if (!weapon->flag [FLAG_REMOVED])
2055 weapon->remove (); 2057 weapon->remove ();
2056 2058
2057 insert_ob_in_ob (weapon, tmp); 2059 tmp->insert (weapon);
2058 esrv_send_item (op, weapon); 2060
2059 /* 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,
2060 * 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
2061 * body_info, skills, etc) 2063 * body_info, skills, etc)
2062 */ 2064 */
2063 SET_FLAG (tmp, FLAG_USE_WEAPON); 2065 tmp->set_flag (FLAG_USE_WEAPON);
2064 SET_FLAG (weapon, FLAG_APPLIED); 2066 weapon->set_flag (FLAG_APPLIED);
2065 tmp->update_stats (); 2067 tmp->update_stats ();
2066 2068
2067 /* 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
2068 * 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 -
2069 * 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.
2089 2091
2090 /* attacktype */ 2092 /* attacktype */
2091 if (!tmp->attacktype) 2093 if (!tmp->attacktype)
2092 tmp->attacktype = AT_PHYSICAL; 2094 tmp->attacktype = AT_PHYSICAL;
2093 2095
2094 if (materialtype_t *mt = name_to_material (op->materialname))
2095 {
2096 for (i = 0; i < NROFATTACKS; i++) 2096 for (i = 0; i < NROFATTACKS; i++)
2097 tmp->resist[i] = 50 - (mt->save[i] * 5); 2097 tmp->resist[i] = 50 - (op->material->save[i] * 5);
2098 a = mt->save[0]; 2098
2099 } 2099 a = op->material->save[0];
2100 else
2101 {
2102 for (i = 0; i < NROFATTACKS; i++)
2103 tmp->resist[i] = 5;
2104 a = 10;
2105 }
2106 2100
2107 /* Set weapon's immunity */ 2101 /* Set weapon's immunity */
2108 tmp->resist[ATNR_CONFUSION] = 100; 2102 tmp->resist[ATNR_CONFUSION] = 100;
2109 tmp->resist[ATNR_POISON] = 100; 2103 tmp->resist[ATNR_POISON] = 100;
2110 tmp->resist[ATNR_SLOW] = 100; 2104 tmp->resist[ATNR_SLOW] = 100;
2118 /* 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 */
2119 2113
2120 if (a > 14) 2114 if (a > 14)
2121 a = 14; 2115 a = 14;
2122 2116
2123 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));
2124 2118
2125 /* Determine golem's speed */ 2119 /* Determine golem's speed */
2126 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)));
2127 2121
2128 if (!spell->race) 2122 if (!spell->race)
2129 { 2123 {
2130 sprintf (buf, "animated %s", &weapon->name); 2124 sprintf (buf, "animated %s", &weapon->name);
2131 tmp->name = buf; 2125 tmp->name = buf;
2137 tmp->state = weapon->state; 2131 tmp->state = weapon->state;
2138 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2132 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2139 } 2133 }
2140 2134
2141 /* 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. */
2142 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));
2143 2137
2144 tmp->speed_left = -1; 2138 tmp->speed_left = -1;
2145 tmp->direction = dir; 2139 tmp->direction = dir;
2146 2140
2147 m->insert (tmp, x, y, op); 2141 m->insert (tmp, x, y, op);
2151/* cast_daylight() - changes the map darkness level *lower* */ 2145/* cast_daylight() - changes the map darkness level *lower* */
2152 2146
2153/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2147/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2154 * This changes the light level for the entire map. 2148 * This changes the light level for the entire map.
2155 */ 2149 */
2156
2157int 2150int
2158cast_change_map_lightlevel (object *op, object *caster, object *spell) 2151cast_change_map_lightlevel (object *op, object *caster, object *spell)
2159{ 2152{
2160 int success; 2153 int success;
2161 2154
2165 success = op->map->change_map_light (spell->stats.dam); 2158 success = op->map->change_map_light (spell->stats.dam);
2166 2159
2167 if (!success) 2160 if (!success)
2168 { 2161 {
2169 if (spell->stats.dam < 0) 2162 if (spell->stats.dam < 0)
2170 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2163 op->failmsg ("It can be no brighter here.");
2171 else 2164 else
2172 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2165 op->failmsg ("It can be no darker here.");
2173 } 2166 }
2167
2174 return success; 2168 return success;
2175} 2169}
2176
2177
2178
2179
2180 2170
2181/* 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.
2182 * 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,
2183 * spell is the spell object itself. 2173 * spell is the spell object itself.
2184 */ 2174 */
2190 2180
2191 new_aura = present_arch_in_ob (spell->other_arch, op); 2181 new_aura = present_arch_in_ob (spell->other_arch, op);
2192 if (new_aura) 2182 if (new_aura)
2193 refresh = 1; 2183 refresh = 1;
2194 else 2184 else
2195 new_aura = arch_to_object (spell->other_arch); 2185 new_aura = spell->other_arch->instance ();
2196 2186
2197 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);
2198 2188
2199 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);
2200 2190
2201 new_aura->set_owner (op);
2202 set_spell_skill (op, caster, spell, new_aura); 2191 set_spell_skill (op, caster, spell, new_aura);
2203 new_aura->attacktype = spell->attacktype; 2192 new_aura->attacktype = spell->attacktype;
2204 2193
2205 new_aura->level = caster_level (caster, spell); 2194 new_aura->level = casting_level (caster, spell);
2195
2206 if (refresh) 2196 if (refresh)
2207 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.");
2208 else 2198 else
2209 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
2210 insert_ob_in_ob (new_aura, op); 2201 insert_ob_in_ob (new_aura, op);
2202 new_aura->set_owner (op);
2203
2211 return 1; 2204 return 1;
2212} 2205}
2213
2214 2206
2215/* 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,
2216 * 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
2217 * around him. 2209 * around him.
2218 * Aura parameters: 2210 * Aura parameters:
2219 * duration: duration counter. 2211 * duration: duration counter.
2220 * attacktype: aura's attacktype 2212 * attacktype: aura's attacktype
2221 * other_arch: archetype to drop where we attack 2213 * other_arch: archetype to drop where we attack
2222 */ 2214 */
2223
2224void 2215void
2225move_aura (object *aura) 2216move_aura (object *aura)
2226{ 2217{
2227 int i, mflags;
2228 object *env;
2229 maptile *m;
2230
2231 /* auras belong in inventories */ 2218 /* auras belong in inventories */
2232 env = aura->env; 2219 object *env = aura->env;
2220 object *owner = aura->owner;
2233 2221
2234 /* no matter what we've gotta remove the aura... 2222 /* no matter what we've gotta remove the aura...
2235 * we'll put it back if its time isn't up. 2223 * we'll put it back if its time isn't up.
2236 */ 2224 */
2237 aura->remove (); 2225 aura->remove ();
2242 aura->destroy (); 2230 aura->destroy ();
2243 return; 2231 return;
2244 } 2232 }
2245 2233
2246 /* auras only exist in inventories */ 2234 /* auras only exist in inventories */
2247 if (env == NULL || env->map == NULL) 2235 if (!env || !env->map)
2248 { 2236 {
2249 aura->destroy (); 2237 aura->destroy ();
2250 return; 2238 return;
2251 } 2239 }
2252 2240
2253 /* we need to jump out of the inventory for a bit 2241 /* we need to jump out of the inventory for a bit
2254 * in order to hit the map conveniently. 2242 * in order to hit the map conveniently.
2255 */ 2243 */
2256 aura->insert_at (env, aura); 2244 aura->insert_at (env, aura);
2257 2245
2258 for (i = 1; i < 9; i++) 2246 for (int i = 1; i < 9; i++)
2259 { 2247 {
2260 sint16 nx, ny; 2248 mapxy pos (env);
2249 pos.move (i);
2261 2250
2262 nx = aura->x + freearr_x[i];
2263 ny = aura->y + freearr_y[i];
2264 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2265
2266 /* Consider the movement tyep of the person with the aura as 2251 /* Consider the movement type of the person with the aura as
2267 * movement type of the aura. Eg, if the player is flying, the aura 2252 * movement type of the aura. Eg, if the player is flying, the aura
2268 * is flying also, if player is walking, it is on the ground, etc. 2253 * is flying also, if player is walking, it is on the ground, etc.
2269 */ 2254 */
2270 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)))
2271 { 2256 {
2272 hit_map (aura, i, aura->attacktype, 0); 2257 hit_map (aura, i, aura->attacktype, 0);
2273 2258
2274 if (aura->other_arch) 2259 if (aura->other_arch)
2275 m->insert (arch_to_object (aura->other_arch), nx, ny, aura); 2260 pos.insert (aura->other_arch->instance (), aura);
2276 } 2261 }
2277 } 2262 }
2278 2263
2279 /* put the aura back in the player's inventory */ 2264 /* put the aura back in the player's inventory */
2280 aura->remove (); 2265 env->insert (aura);
2281 insert_ob_in_ob (aura, env); 2266 aura->set_owner (owner);
2282} 2267}
2283 2268
2284/* moves the peacemaker spell. 2269/* moves the peacemaker spell.
2285 * op is the piece object. 2270 * op is the piece object.
2286 */ 2271 */
2287
2288void 2272void
2289move_peacemaker (object *op) 2273move_peacemaker (object *op)
2290{ 2274{
2291 object *tmp; 2275 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2292
2293 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2294 { 2276 {
2295 int atk_lev, def_lev; 2277 int atk_lev, def_lev;
2296 object *victim = tmp; 2278 object *victim = tmp->head_ ();
2297 2279
2298 if (tmp->head) 2280 if (!victim->flag [FLAG_MONSTER])
2299 victim = tmp->head;
2300 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2301 continue; 2281 continue;
2302 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2282
2283 if (victim->flag [FLAG_UNAGGRESSIVE])
2303 continue; 2284 continue;
2285
2304 if (victim->stats.exp == 0) 2286 if (victim->stats.exp == 0)
2305 continue; 2287 continue;
2306 2288
2307 def_lev = MAX (1, victim->level); 2289 def_lev = max (1, victim->level);
2308 atk_lev = MAX (1, op->level); 2290 atk_lev = max (1, op->level);
2309 2291
2310 if (rndm (0, atk_lev - 1) > def_lev) 2292 if (rndm (0, atk_lev - 1) > def_lev)
2311 { 2293 {
2312 /* make this sucker peaceful. */ 2294 /* make this sucker peaceful. */
2313 2295
2296 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2314 change_exp (op->owner, victim->stats.exp, op->skill, 0); 2297 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2315 victim->stats.exp = 0; 2298 victim->stats.exp = 0;
2316#if 0 2299#if 0
2317 /* No idea why these were all set to zero - if something 2300 /* No idea why these were all set to zero - if something
2318 * makes this creature agressive, he should still do damage. 2301 * makes this creature agressive, he should still do damage.
2321 victim->stats.sp = 0; 2304 victim->stats.sp = 0;
2322 victim->stats.grace = 0; 2305 victim->stats.grace = 0;
2323 victim->stats.Pow = 0; 2306 victim->stats.Pow = 0;
2324#endif 2307#endif
2325 victim->attack_movement = RANDO2; 2308 victim->attack_movement = RANDO2;
2326 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2309 victim->set_flag (FLAG_UNAGGRESSIVE);
2327 SET_FLAG (victim, FLAG_RUN_AWAY); 2310 victim->set_flag (FLAG_RUN_AWAY);
2328 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2311 victim->set_flag (FLAG_RANDOM_MOVE);
2329 CLEAR_FLAG (victim, FLAG_MONSTER); 2312 victim->clr_flag (FLAG_MONSTER);
2313
2330 if (victim->name) 2314 if (victim->name)
2331 {
2332 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);
2333 } 2316 }
2334 }
2335 } 2317 }
2336} 2318}
2337
2338 2319
2339/* This writes a rune that contains the appropriate message. 2320/* This writes a rune that contains the appropriate message.
2340 * There really isn't any adjustments we make. 2321 * There really isn't any adjustments we make.
2341 */ 2322 */
2342
2343int 2323int
2344write_mark (object *op, object *spell, const char *msg) 2324write_mark (object *op, object *spell, const char *msg)
2345{ 2325{
2346 char rune[HUGE_BUF];
2347 object *tmp;
2348
2349 if (!msg || msg[0] == 0) 2326 if (!msg || msg[0] == 0)
2350 { 2327 {
2351 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2328 op->failmsg ("Write what?");
2352 return 0; 2329 return 0;
2353 } 2330 }
2354 2331
2355 if (strcasestr_local (msg, "endmsg")) 2332 if (!msg_is_safe (msg))
2356 { 2333 {
2357 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.>");
2358 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);
2359 return 0; 2336 return 0;
2360 } 2337 }
2338
2361 if (!spell->other_arch) 2339 if (!spell->other_arch)
2362 return 0; 2340 return 0;
2363 tmp = arch_to_object (spell->other_arch);
2364 2341
2365 snprintf (rune, sizeof (rune), "%s\n", msg); 2342 object *tmp = spell->other_arch->instance ();
2366 2343
2367 tmp->race = op->name; /*Save the owner of the rune */ 2344 tmp->race = op->name; /*Save the owner of the rune */
2368 tmp->msg = rune; 2345 tmp->msg = msg;
2369 2346
2370 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); 2347 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2348
2371 return 1; 2349 return 1;
2372} 2350}
2351

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