ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/spell_effect.C
(Generate patch)

Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.71 by root, Wed Aug 29 20:40:25 2007 UTC vs.
Revision 1.143 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}
904 880
905/* cast_heal: Heals something. 881/* cast_heal: Heals something.
906 * op is the caster. 882 * op is the caster.
961 if (cure_disease (tmp, op, spell)) 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 996 min_it (tmp->stats.food, MAX_FOOD);
1021 if (tmp->stats.food > 999)
1022 tmp->stats.food = 999;
1023 997
1024 success = 1; 998 success = 1;
1025 /* 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 */
1026 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");
1027 } 1001 }
1042 "You don't feel any more powerful." 1016 "You don't feel any more powerful."
1043 "You are no easier to look at.", 1017 "You are no easier to look at.",
1044}; 1018};
1045 1019
1046int 1020int
1021change_ability_duration (object *spell, object *caster)
1022{
1023 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1024}
1025
1026int
1047cast_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)
1048{ 1028{
1049 object *force = NULL; 1029 object *force = 0;
1050 int i; 1030 int i;
1051 1031
1052 /* 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. */
1053 object *tmp = dir 1033 object *tmp = dir
1054 ? find_target_for_friendly_spell (op, dir) 1034 ? find_target_for_friendly_spell (op, dir)
1055 : op; 1035 : op;
1056 1036
1057 if (!tmp) 1037 if (!tmp)
1058 return 0; 1038 return 0;
1059 1039
1060 /* 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. */
1068 break; 1048 break;
1069 } 1049 }
1070 else if (spell_ob->race && spell_ob->race == tmp2->name) 1050 else if (spell_ob->race && spell_ob->race == tmp2->name)
1071 { 1051 {
1072 if (!silent) 1052 if (!silent)
1073 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 1053 op->failmsgf ("You can not cast %s while %s is in effect",
1054 &spell_ob->name, &tmp2->name_pl);
1055
1074 return 0; 1056 return 0;
1075 } 1057 }
1076 } 1058 }
1077 } 1059 }
1060
1061 int duration = change_ability_duration (spell_ob, caster);
1062
1078 if (force == NULL) 1063 if (force)
1079 {
1080 force = get_archetype (FORCE_NAME);
1081 force->subtype = FORCE_CHANGE_ABILITY;
1082 if (spell_ob->race)
1083 force->name = spell_ob->race;
1084 else
1085 force->name = spell_ob->name;
1086 force->name_pl = spell_ob->name;
1087 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1088
1089 } 1064 {
1090 else
1091 {
1092 int duration;
1093
1094 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1095 if (duration > force->duration) 1065 if (duration > force->duration)
1096 { 1066 {
1097 force->duration = duration; 1067 force->duration = duration;
1098 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.");
1099 } 1069 }
1100 else 1070 else
1101 {
1102 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.");
1103 }
1104 1072
1105 return 1; 1073 return 1;
1106 } 1074 }
1107 1075
1108 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
1109 force->speed = 1.0; 1091 force->speed = 1.0;
1110 force->speed_left = -1.0; 1092 force->speed_left = -1.0;
1111 SET_FLAG (force, FLAG_APPLIED); 1093 force->set_flag (FLAG_APPLIED);
1112 1094
1113 /* Now start processing the effects. First, protections */ 1095 /* Now start processing the effects. First, protections */
1114 for (i = 0; i < NROFATTACKS; i++) 1096 for (i = 0; i < NROFATTACKS; i++)
1115 {
1116 if (spell_ob->resist[i]) 1097 if (spell_ob->resist[i])
1117 {
1118 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));
1119 if (force->resist[i] > 100)
1120 force->resist[i] = 100;
1121 }
1122 }
1123 1099
1124 if (spell_ob->stats.hp) 1100 if (spell_ob->stats.hp)
1125 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);
1126 1102
1127 if (tmp->type == PLAYER) 1103 if (tmp->type == PLAYER)
1146 } 1122 }
1147 } 1123 }
1148 1124
1149 force->move_type = spell_ob->move_type; 1125 force->move_type = spell_ob->move_type;
1150 1126
1151 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK)) 1127 if (spell_ob->flag [FLAG_SEE_IN_DARK])
1152 SET_FLAG (force, FLAG_SEE_IN_DARK); 1128 force->set_flag (FLAG_SEE_IN_DARK);
1153 1129
1154 if (QUERY_FLAG (spell_ob, FLAG_XRAYS)) 1130 if (spell_ob->flag [FLAG_XRAYS])
1155 SET_FLAG (force, FLAG_XRAYS); 1131 force->set_flag (FLAG_XRAYS);
1156 1132
1157 /* Haste/bonus speed */ 1133 /* Haste/bonus speed */
1158 if (spell_ob->stats.exp) 1134 if (spell_ob->stats.exp)
1159 { 1135 {
1160 if (op->speed > 0.5f) 1136 if (op->speed > 0.5f)
1180 */ 1156 */
1181int 1157int
1182cast_bless (object *op, object *caster, object *spell_ob, int dir) 1158cast_bless (object *op, object *caster, object *spell_ob, int dir)
1183{ 1159{
1184 int i; 1160 int i;
1185 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1161 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1186 1162
1187 /* 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. */
1188 if (dir != 0) 1164 if (dir != 0)
1189 { 1165 {
1190 tmp = find_target_for_friendly_spell (op, dir); 1166 tmp = find_target_for_friendly_spell (op, dir);
1167
1168 if (!tmp)
1169 return 0;
1191 } 1170 }
1192 else 1171 else
1193 {
1194 tmp = op; 1172 tmp = op;
1195 }
1196 1173
1197 /* 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. */
1198 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1175 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1199 { 1176 {
1200 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1177 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1201 { 1178 {
1202 if (tmp2->name == spell_ob->name) 1179 if (tmp2->name == spell_ob->name)
1203 { 1180 {
1209 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 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);
1210 return 0; 1187 return 0;
1211 } 1188 }
1212 } 1189 }
1213 } 1190 }
1191
1214 if (force == NULL) 1192 if (force == NULL)
1215 { 1193 {
1216 force = get_archetype (FORCE_NAME); 1194 force = archetype::get (FORCE_NAME);
1217 force->subtype = FORCE_CHANGE_ABILITY; 1195 force->subtype = FORCE_CHANGE_ABILITY;
1218 if (spell_ob->race) 1196 if (spell_ob->race)
1219 force->name = spell_ob->race; 1197 force->name = spell_ob->race;
1220 else 1198 else
1221 force->name = spell_ob->name; 1199 force->name = spell_ob->name;
1236 { 1214 {
1237 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.");
1238 } 1216 }
1239 return 0; 1217 return 0;
1240 } 1218 }
1219
1241 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;
1242 force->speed = 1.0; 1221 force->speed = 1.0;
1243 force->speed_left = -1.0; 1222 force->speed_left = -1.0;
1244 SET_FLAG (force, FLAG_APPLIED); 1223 force->set_flag (FLAG_APPLIED);
1245 1224
1246 if (!god) 1225 if (!god)
1247 { 1226 {
1248 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty."); 1227 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1249 } 1228 }
1250 else 1229 else
1251 { 1230 {
1252 /* Only give out good benefits, and put a max on it */ 1231 /* Only give out good benefits, and put a max on it */
1253 for (i = 0; i < NROFATTACKS; i++) 1232 for (i = 0; i < NROFATTACKS; i++)
1254 {
1255 if (god->resist[i] > 0) 1233 if (god->resist[i] > 0)
1256 {
1257 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]);
1258 } 1235
1259 }
1260 force->path_attuned |= god->path_attuned; 1236 force->path_attuned |= god->path_attuned;
1261 1237
1262 if (spell_ob->attacktype) 1238 if (spell_ob->attacktype)
1263 force->slaying = god->slaying; 1239 force->slaying = god->slaying;
1264 1240
1284 1260
1285/* Alchemy code by Mark Wedel 1261/* Alchemy code by Mark Wedel
1286 * 1262 *
1287 * This code adds a new spell, called alchemy. Alchemy will turn 1263 * This code adds a new spell, called alchemy. Alchemy will turn
1288 * objects to pyrite ("false gold"), henceforth called gold nuggets. 1264 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1289 * 1265 *
1290 * 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
1291 * itself. It uses the value of the object before charisma adjustments, 1267 * itself. It uses the value of the object before charisma adjustments,
1292 * because the nuggets themselves will be will be adjusted by charisma 1268 * because the nuggets themselves will be will be adjusted by charisma
1293 * when sold. 1269 * when sold.
1294 * 1270 *
1299static void 1275static void
1300alchemy_object (object *obj, uint64 &total_value, int &total_weight) 1276alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1301{ 1277{
1302 uint64 value = query_cost (obj, NULL, F_TRUE); 1278 uint64 value = query_cost (obj, NULL, F_TRUE);
1303 1279
1304 /* Give third price when we alchemy money (This should hopefully 1280 /* Give third price when we alchemy money (this should hopefully
1305 * 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
1306 * the nuggets, alchemy the gold from that, etc. 1282 * the nuggets, alchemy the gold from that, etc.
1307 * Otherwise, give 9 silver on the gold for other objects, 1283 * Otherwise, give 9 silver on the gold for other objects,
1308 * so that it would still be more affordable to haul 1284 * so that it would still be more affordable to haul
1309 * the stuff back to town. 1285 * the stuff back to town.
1310 */ 1286 */
1311 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1287 if (obj->flag [FLAG_UNPAID])
1312 value = 0; 1288 value = 0;
1313 else if (obj->type == MONEY || obj->type == GEM) 1289 else if (obj->type == MONEY || obj->type == GEM)
1314 value /= 3; 1290 value /= 3;
1315 else 1291 else
1316 value = value * 9 / 10; 1292 value = value * 9 / 10;
1329 if (op->type != PLAYER) 1305 if (op->type != PLAYER)
1330 return 0; 1306 return 0;
1331 1307
1332 archetype *nugget[3]; 1308 archetype *nugget[3];
1333 1309
1334 nugget[0] = archetype::find ("pyrite3"); 1310 nugget[0] = archetype::find (shstr_pyrite3);
1335 nugget[1] = archetype::find ("pyrite2"); 1311 nugget[1] = archetype::find (shstr_pyrite2);
1336 nugget[2] = archetype::find ("pyrite"); 1312 nugget[2] = archetype::find (shstr_pyrite);
1337 1313
1338 /* 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
1339 * some, and also prevents people from alchemising every table/chair/clock 1315 * some, and also prevents people from alchemising every table/chair/clock
1340 * in sight 1316 * in sight
1341 */ 1317 */
1370 1346
1371 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)
1372 { 1348 {
1373 next = tmp->above; 1349 next = tmp->above;
1374 1350
1375 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1351 if (tmp->weight > 0 && !tmp->flag [FLAG_NO_PICK] &&
1376 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1352 !tmp->flag [FLAG_ALIVE] && !tmp->flag [FLAG_IS_CAULDRON])
1377 { 1353 {
1378 if (tmp->inv) 1354 if (tmp->inv)
1379 { 1355 {
1380 object *next1, *tmp1; 1356 object *next1, *tmp1;
1381 1357
1382 for (tmp1 = tmp->inv; tmp1; tmp1 = next1) 1358 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1383 { 1359 {
1384 next1 = tmp1->below; 1360 next1 = tmp1->below;
1385 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1361 if (tmp1->weight > 0 && !tmp1->flag [FLAG_NO_PICK] &&
1386 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1362 !tmp1->flag [FLAG_ALIVE] && !tmp1->flag [FLAG_IS_CAULDRON])
1387 alchemy_object (tmp1, value, weight); 1363 alchemy_object (tmp1, value, weight);
1388 } 1364 }
1389 } 1365 }
1390 1366
1391 alchemy_object (tmp, value, weight); 1367 alchemy_object (tmp, value, weight);
1396 } 1372 }
1397 1373
1398 value -= rndm (value >> 4); 1374 value -= rndm (value >> 4);
1399 value = min (value, value_max); 1375 value = min (value, value_max);
1400 1376
1401 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i) 1377 for (int i = 0; i < array_length (nugget); ++i)
1402 if (int nrof = value / nugget [i]->value) 1378 if (int nrof = value / nugget [i]->value)
1403 { 1379 {
1404 value -= nrof * nugget[i]->value; 1380 value -= nrof * nugget[i]->value;
1405 1381
1406 object *tmp = arch_to_object (nugget[i]); 1382 object *tmp = nugget[i]->instance ();
1407 tmp->nrof = nrof; 1383 tmp->nrof = nrof;
1408 tmp->flag [FLAG_IDENTIFIED] = true; 1384 tmp->flag [FLAG_IDENTIFIED] = true;
1409 op->map->insert (tmp, x, y, op, 0); 1385 op->map->insert (tmp, x, y, op, 0);
1410 } 1386 }
1411 1387
1416 1392
1417bailout: 1393bailout:
1418 return 1; 1394 return 1;
1419} 1395}
1420 1396
1421
1422/* This function removes the cursed/damned status on equipped 1397/* This function removes the cursed/damned status on equipped
1423 * items. 1398 * items.
1424 */ 1399 */
1425int 1400int
1426remove_curse (object *op, object *caster, object *spell) 1401remove_curse (object *op, object *caster, object *spell)
1427{ 1402{
1428 object *tmp;
1429 int success = 0, was_one = 0; 1403 int success = 0, was_one = 0;
1430 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
1431 for (tmp = op->inv; tmp; tmp = tmp->below) 1411 for (object *tmp = op->inv; tmp && num_uncurse; tmp = tmp->below)
1432 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1412 if (!tmp->invisible && tmp->flag [typeflag])
1433 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1434 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1435 { 1413 {
1436 was_one++; 1414 ++was_one;
1415
1437 if (tmp->level <= caster_level (caster, spell)) 1416 if (tmp->level <= casting_level (caster, spell))
1438 { 1417 {
1439 success++; 1418 ++success;
1440 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1419 --num_uncurse;
1441 CLEAR_FLAG (tmp, FLAG_DAMNED);
1442 1420
1443 CLEAR_FLAG (tmp, FLAG_CURSED); 1421 tmp->clr_flag (typeflag);
1444 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1422 tmp->clr_flag (FLAG_CURSED);
1423 tmp->clr_flag (FLAG_KNOWN_CURSED);
1445 tmp->value = 0; /* Still can't sell it */ 1424 tmp->value = 0; /* Still can't sell it */
1446 if (op->type == PLAYER) 1425
1426 if (object *pl = tmp->visible_to ())
1447 esrv_send_item (op, tmp); 1427 esrv_update_item (UPD_FLAGS, pl, tmp);
1448 } 1428 }
1449 } 1429 }
1450 1430
1451 if (op->type == PLAYER) 1431 if (op->type == PLAYER)
1452 { 1432 {
1453 if (success) 1433 if (success)
1454 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.>");
1455 else 1435 else
1456 { 1436 {
1457 if (was_one) 1437 if (was_one)
1458 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.>");
1459 else 1439 else
1460 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.>");
1461 } 1441 }
1462 } 1442 }
1463 1443
1464 return success; 1444 return success;
1465} 1445}
1466 1446
1467/* Identifies objects in the players inventory/on the ground */ 1447/* Identifies objects in the players inventory/on the ground */
1468
1469int 1448int
1470cast_identify (object *op, object *caster, object *spell) 1449cast_identify (object *op, object *caster, object *spell)
1471{ 1450{
1472 object *tmp; 1451 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1473 int success = 0, num_ident;
1474 1452
1475 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));
1476 1454
1477 if (num_ident < 1) 1455 op->splay_marked ();
1478 num_ident = 1;
1479 1456
1480 for (tmp = op->inv; tmp; tmp = tmp->below) 1457 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1481 { 1458 {
1482 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1459 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1483 { 1460 {
1484 identify (tmp); 1461 identify (tmp);
1485 1462
1486 if (op->type == PLAYER) 1463 if (op->type == PLAYER)
1487 { 1464 {
1488 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));
1489 1466
1490 if (tmp->msg) 1467 if (tmp->msg)
1491 { 1468 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1492 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1493 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1494 }
1495 } 1469 }
1496 1470
1497 num_ident--;
1498 success = 1;
1499 if (!num_ident) 1471 if (!--num_ident)
1500 break; 1472 break;
1501 } 1473 }
1502 } 1474 }
1503 1475
1504 /* 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
1505 * 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
1506 * was not fully used. 1478 * was not fully used.
1507 */ 1479 */
1508 if (num_ident) 1480 if (num_ident)
1509 { 1481 {
1510 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)
1511 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1483 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1512 { 1484 {
1513 identify (tmp); 1485 identify (tmp);
1514 1486
1515 if (op->type == PLAYER) 1487 if (object *pl = tmp->visible_to ())
1516 { 1488 {
1517 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));
1518 1490
1519 if (tmp->msg) 1491 if (tmp->msg)
1520 { 1492 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1521 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1522 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1523 }
1524
1525 esrv_send_item (op, tmp);
1526 } 1493 }
1527 1494
1528 num_ident--;
1529 success = 1;
1530 if (!num_ident) 1495 if (!--num_ident)
1531 break; 1496 break;
1532 } 1497 }
1533 } 1498 }
1534 1499
1535 if (!success) 1500 if (buf.empty ())
1536 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 }
1537 else 1505 else
1506 {
1507 if (op->contr)
1508 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1509
1538 spell_effect (spell, op->x, op->y, op->map, op); 1510 spell_effect (spell, op->x, op->y, op->map, op);
1539 1511 return 1;
1540 return success; 1512 }
1541} 1513}
1542 1514
1543int 1515int
1544cast_detection (object *op, object *caster, object *spell, object *skill) 1516cast_detection (object *op, object *caster, object *spell, object *skill)
1545{ 1517{
1546 object *tmp, *last, *god, *detect; 1518 object *tmp, *last, *god, *detect;
1547 int done_one, range, mflags, floor, level; 1519 int done_one, range, floor, level;
1548 sint16 x, y, nx, ny; 1520 sint16 x, y, nx, ny;
1549 maptile *m; 1521 maptile *m;
1550 1522
1551 /* 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
1552 * doing it over and over again. 1524 * doing it over and over again.
1553 */ 1525 */
1554 god = find_god (determine_god (op)); 1526 god = find_god (determine_god (op));
1555 level = caster_level (caster, spell); 1527 level = casting_level (caster, spell);
1556 range = spell->range + SP_level_range_adjust (caster, spell); 1528 range = spell->range + SP_level_range_adjust (caster, spell);
1557 1529
1558 if (!skill) 1530 if (!skill)
1559 skill = caster; 1531 skill = caster;
1560 1532
1561 for (x = op->x - range; x <= op->x + range; x++) 1533 dynbuf buf;
1562 for (y = op->y - range; y <= op->y + range; y++) 1534 unordered_mapwalk (buf, op, -range, -range, range, range)
1563 { 1535 {
1564 m = op->map;
1565 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1566 if (mflags & P_OUT_OF_MAP)
1567 continue;
1568
1569 /* For most of the detections, we only detect objects above the 1536 /* For most of the detections, we only detect objects above the
1570 * floor. But this is not true for show invisible. 1537 * floor. But this is not true for show invisible.
1571 * Basically, we just go and find the top object and work 1538 * Basically, we just go and find the top object and work
1572 * down - that is easier than working up. 1539 * down - that is easier than working up.
1573 */ 1540 */
1574 1541
1575 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)
1576 last = tmp; 1543 last = tmp;
1577 1544
1578 /* 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
1579 * would happen. 1546 * would happen.
1580 */ 1547 */
1581 if (!last) 1548 if (!last)
1582 continue; 1549 continue;
1583 1550
1584 done_one = 0; 1551 done_one = 0;
1585 floor = 0; 1552 floor = 0;
1586 detect = NULL; 1553 detect = 0;
1587 for (tmp = last; tmp; tmp = tmp->below) 1554 for (tmp = last; tmp; tmp = tmp->below)
1588 { 1555 {
1589 /* show invisible */ 1556 /* show invisible */
1590 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1557 if (spell->flag [FLAG_MAKE_INVIS]
1591 /* Might there be other objects that we can make visible? */ 1558 /* Might there be other objects that we can make visible? */
1592 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1559 && (tmp->invisible && (tmp->flag [FLAG_MONSTER]
1593 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1560 || (tmp->type == PLAYER && !tmp->flag [FLAG_WIZ])
1594 tmp->type == CF_HANDLE || 1561 || tmp->type == T_HANDLE
1595 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
1596 tmp->type == BUTTON || tmp->type == TELEPORTER || 1566 || tmp->type == TELEPORTER
1567 || tmp->type == GATE
1597 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1568 || tmp->type == LOCKED_DOOR
1598 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)
1599 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1572 || tmp->type == TRIGGER_PEDESTAL
1600 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)))
1601 { 1578 {
1579 printf ("show inv %s\n", tmp->debug_desc());//D
1602 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)
1603 { 1581 {
1604 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
1605 done_one = 1; 1664 done_one = 1;
1606 } 1665 }
1607 } 1666 }
1608
1609 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1610 floor = 1;
1611
1612 /* All detections below this point don't descend beneath the floor,
1613 * so just continue on. We could be clever and look at the type of
1614 * detection to completely break out if we don't care about objects beneath
1615 * the floor, but once we get to the floor, not likely a very big issue anyways.
1616 */
1617 if (floor)
1618 continue;
1619
1620 /* I had thought about making detect magic and detect curse
1621 * show the flash the magic item like it does for detect monster.
1622 * however, if the object is within sight, this would then make it
1623 * difficult to see what object is magical/cursed, so the
1624 * effect wouldn't be as apparant.
1625 */
1626
1627 /* detect magic */
1628 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1629 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1630 {
1631 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1632 /* make runes more visibile */
1633 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1634 tmp->stats.Cha /= 4;
1635 done_one = 1;
1636 }
1637 /* detect monster */
1638 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1639 {
1640 done_one = 2;
1641 if (!detect)
1642 detect = tmp;
1643 }
1644 /* Basically, if race is set in the spell, then the creatures race must
1645 * match that. if the spell race is set to GOD, then the gods opposing
1646 * race must match.
1647 */
1648 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1649 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) ||
1650 (strstr (spell->race, tmp->race))))
1651 {
1652 done_one = 2;
1653 if (!detect)
1654 detect = tmp;
1655 }
1656 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1657 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1658 {
1659 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1660 done_one = 1;
1661 }
1662 } /* for stack of objects on this space */ 1667 } /* for stack of objects on this space */
1663 1668
1664 /* 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
1665 * where the magic is. 1670 * where the magic is.
1666 */ 1671 */
1667 if (done_one) 1672 if (done_one)
1668 { 1673 {
1669 object *detect_ob = arch_to_object (spell->other_arch); 1674 object *detect_ob = spell->other_arch->instance ();
1670 1675
1671 /* if this is set, we want to copy the face */ 1676 /* if this is set, we want to copy the face */
1672 if (done_one == 2 && detect) 1677 if (done_one == 2 && detect)
1673 { 1678 {
1674 detect_ob->face = detect->face; 1679 detect_ob->face = detect->face;
1675 detect_ob->animation_id = detect->animation_id; 1680 detect_ob->animation_id = detect->animation_id;
1676 detect_ob->anim_speed = detect->anim_speed; 1681 detect_ob->anim_speed = detect->anim_speed;
1677 detect_ob->last_anim = 0; 1682 detect_ob->last_anim = 0;
1678 /* by default, the detect_ob is already animated */ 1683 /* by default, the detect_ob is already animated */
1679 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1684 if (!detect->flag [FLAG_ANIMATE])
1680 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1685 detect_ob->clr_flag (FLAG_ANIMATE);
1681 } 1686 }
1682 1687
1683 m->insert (detect_ob, nx, ny, op); 1688 m->insert (detect_ob, nx, ny, op, INS_ON_TOP);
1684 } 1689 }
1685 } /* for processing the surrounding spaces */ 1690 } /* for processing the surrounding spaces */
1686 1691
1687 1692
1688 /* 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 */
1689 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])
1690 { 1695 {
1691 done_one = 0; 1696 done_one = 0;
1697
1692 for (tmp = op->inv; tmp; tmp = tmp->below) 1698 for (tmp = op->inv; tmp; tmp = tmp->below)
1693 { 1699 {
1694 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1700 if (!tmp->invisible && !tmp->flag [FLAG_IDENTIFIED])
1695 { 1701 {
1696 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])
1697 { 1703 {
1698 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1704 tmp->set_flag (FLAG_KNOWN_MAGICAL);
1699 if (op->type == PLAYER) 1705
1706 if (object *pl = tmp->visible_to ())
1700 esrv_send_item (op, tmp); 1707 esrv_update_item (UPD_FLAGS, pl, tmp);
1701 } 1708 }
1702 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1709
1703 (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]))
1704 { 1712 {
1705 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1713 tmp->set_flag (FLAG_KNOWN_CURSED);
1706 if (op->type == PLAYER) 1714
1715 if (object *pl = tmp->visible_to ())
1707 esrv_send_item (op, tmp); 1716 esrv_update_item (UPD_FLAGS, pl, tmp);
1708 } 1717 }
1709 } /* if item is not identified */ 1718 } /* if item is not identified */
1710 } /* for the players inventory */ 1719 } /* for the players inventory */
1711 } /* if detect magic/curse and object is a player */ 1720 } /* if detect magic/curse and object is a player */
1721
1712 return 1; 1722 return 1;
1713} 1723}
1714 1724
1715 1725
1716/** 1726/**
1729 1739
1730 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.");
1731 1741
1732 if (victim->stats.sp >= victim->stats.maxsp * 2) 1742 if (victim->stats.sp >= victim->stats.maxsp * 2)
1733 { 1743 {
1734 object *tmp;
1735
1736 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1744 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
1737
1738 /* Explodes a fireball centered at player */
1739 tmp = get_archetype (EXPLODING_FIREBALL);
1740 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
1741 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
1742
1743 tmp->insert_at (victim);
1744 victim->stats.sp = 2 * victim->stats.maxsp; 1745 victim->stats.sp = 2 * victim->stats.maxsp;
1746 create_exploding_ball_at (victim, caster_level);
1745 } 1747 }
1746 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1748 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
1747 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); 1749 new_draw_info (NDI_UNIQUE | NDI_ORANGE, 0, victim, "You feel like your head is going to explode.");
1748 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1750 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
1749 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!");
1750 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1752 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
1751 { 1753 {
1752 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1754 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
1776 mflags = get_map_flags (m, &m, x, y, &x, &y); 1778 mflags = get_map_flags (m, &m, x, y, &x, &y);
1777 1779
1778 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1780 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
1779 { 1781 {
1780 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)
1781 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1783 if (plyr != op && plyr->flag [FLAG_ALIVE])
1782 break; 1784 break;
1783 } 1785 }
1784 1786
1785 1787
1786 /* 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
1787 * 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.
1788 */ 1790 */
1789 if (plyr == NULL) 1791 if (plyr == NULL)
1790 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)
1791 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1793 if (plyr != op && plyr->flag [FLAG_ALIVE])
1792 break; 1794 break;
1793 1795
1794 if (!plyr) 1796 if (!plyr)
1795 { 1797 {
1796 new_draw_info (NDI_BLACK, 0, op, "There is no one there."); 1798 op->failmsg ("There is no one there.");
1797 return 0; 1799 return 0;
1798 } 1800 }
1799 /* give sp */ 1801 /* give sp */
1800 if (spell->stats.dam > 0) 1802 if (spell->stats.dam > 0)
1801 { 1803 {
1802 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);
1803 charge_mana_effect (plyr, caster_level (caster, spell)); 1805 charge_mana_effect (plyr, casting_level (caster, spell));
1804 return 1; 1806 return 1;
1805 } 1807 }
1806 /* suck sp away. Can't suck sp from yourself */ 1808 /* suck sp away. Can't suck sp from yourself */
1807 else if (op != plyr) 1809 else if (op != plyr)
1808 { 1810 {
1813 if (rate > 95) 1815 if (rate > 95)
1814 rate = 95; 1816 rate = 95;
1815 1817
1816 sucked = (plyr->stats.sp * rate) / 100; 1818 sucked = (plyr->stats.sp * rate) / 100;
1817 plyr->stats.sp -= sucked; 1819 plyr->stats.sp -= sucked;
1818 if (QUERY_FLAG (op, FLAG_ALIVE)) 1820 if (op->flag [FLAG_ALIVE])
1819 { 1821 {
1820 /* Player doesn't get full credit */ 1822 /* Player doesn't get full credit */
1821 sucked = (sucked * rate) / 100; 1823 sucked = (sucked * rate) / 100;
1822 op->stats.sp += sucked; 1824 op->stats.sp += sucked;
1823 if (sucked > 0) 1825 if (sucked > 0)
1824 { 1826 {
1825 charge_mana_effect (op, caster_level (caster, spell)); 1827 charge_mana_effect (op, casting_level (caster, spell));
1826 } 1828 }
1827 } 1829 }
1828 return 1; 1830 return 1;
1829 } 1831 }
1830 return 0; 1832 return 0;
1874 * monsters either. 1876 * monsters either.
1875 */ 1877 */
1876 1878
1877 if (head->attacktype & AT_MAGIC 1879 if (head->attacktype & AT_MAGIC
1878 && !(head->attacktype & AT_COUNTERSPELL) 1880 && !(head->attacktype & AT_COUNTERSPELL)
1879 && !QUERY_FLAG (head, FLAG_MONSTER) 1881 && !head->flag [FLAG_MONSTER]
1880 && (op->level > head->level)) 1882 && (op->level > head->level))
1881 head->destroy (); 1883 head->destroy ();
1882 else 1884 else
1883 switch (head->type) 1885 switch (head->type)
1884 { 1886 {
1885 case SPELL_EFFECT: 1887 case SPELL_EFFECT:
1886 // XXX: Don't affect floor spelleffects. See also XXX comment 1888 // XXX: Don't affect floor spelleffects. See also XXX comment
1887 // about sanctuary in spell_util.C 1889 // about sanctuary in spell_util.C
1888 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1890 if (tmp->flag [FLAG_IS_FLOOR])
1889 continue; 1891 continue;
1890 1892
1891 if (op->level > head->level) 1893 if (op->level > head->level)
1892 head->destroy (); 1894 head->destroy ();
1893 1895
1906 break; 1908 break;
1907 } 1909 }
1908 } 1910 }
1909} 1911}
1910 1912
1911
1912
1913/* cast_consecrate() - a spell to make an altar your god's */ 1913/* cast_consecrate() - a spell to make an altar your god's */
1914int 1914int
1915cast_consecrate (object *op, object *caster, object *spell) 1915cast_consecrate (object *op, object *caster, object *spell)
1916{ 1916{
1917 char buf[MAX_BUF]; 1917 char buf[MAX_BUF];
1918 1918
1919 object *tmp, *god = find_god (determine_god (op)); 1919 object *tmp, *god = find_god (determine_god (op));
1920 1920
1921 if (!god) 1921 if (!god)
1922 { 1922 {
1923 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!");
1924 return 0; 1924 return 0;
1925 } 1925 }
1926 1926
1927 for (tmp = op->below; tmp; tmp = tmp->below) 1927 for (tmp = op->below; tmp; tmp = tmp->below)
1928 { 1928 {
1929 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1929 if (tmp->flag [FLAG_IS_FLOOR])
1930 break; 1930 break;
1931 if (tmp->type == HOLY_ALTAR) 1931 if (tmp->type == HOLY_ALTAR)
1932 { 1932 {
1933 1933
1934 if (tmp->level > caster_level (caster, spell)) 1934 if (tmp->level > casting_level (caster, spell))
1935 { 1935 {
1936 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);
1937 return 0; 1937 return 0;
1938 } 1938 }
1939 else 1939 else
1940 { 1940 {
1941 /* If we got here, we are consecrating an altar */ 1941 /* If we got here, we are consecrating an altar */
1942 sprintf (buf, "Altar of %s", &god->name); 1942 sprintf (buf, "Altar of %s", &god->name);
1943 tmp->name = buf; 1943 tmp->name = buf;
1944 tmp->level = caster_level (caster, spell); 1944 tmp->level = casting_level (caster, spell);
1945 tmp->other_arch = god->arch; 1945 tmp->other_arch = god->arch;
1946
1946 if (op->type == PLAYER) 1947 if (op->type == PLAYER)
1947 esrv_update_item (UPD_NAME, op, tmp); 1948 esrv_update_item (UPD_NAME, op, tmp);
1949
1948 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);
1949 return 1; 1951 return 1;
1950 } 1952 }
1951 } 1953 }
1952 } 1954 }
1953 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!");
1954 return 0; 1957 return 0;
1955} 1958}
1956 1959
1957/* animate_weapon - 1960/* animate_weapon -
1958 * 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.
1965 * player checks. MSW 2003-01-06 1968 * player checks. MSW 2003-01-06
1966 */ 1969 */
1967int 1970int
1968animate_weapon (object *op, object *caster, object *spell, int dir) 1971animate_weapon (object *op, object *caster, object *spell, int dir)
1969{ 1972{
1970 object *weapon, *tmp;
1971 char buf[MAX_BUF]; 1973 char buf[MAX_BUF];
1972 int a, i; 1974 int a, i;
1973 sint16 x, y; 1975 sint16 x, y;
1974 maptile *m; 1976 maptile *m;
1975 1977
1990 return 0; 1992 return 0;
1991 } 1993 }
1992 1994
1993 /* if no direction specified, pick one */ 1995 /* if no direction specified, pick one */
1994 if (!dir) 1996 if (!dir)
1995 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);
1996 1998
1997 m = op->map; 1999 m = op->map;
1998 x = op->x + freearr_x[dir]; 2000 x = op->x + freearr_x[dir];
1999 y = op->y + freearr_y[dir]; 2001 y = op->y + freearr_y[dir];
2000 2002
2001 /* if there's no place to put the golem, abort */ 2003 /* if there's no place to put the golem, abort */
2002 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || 2004 if (dir < 0 || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP)
2003 ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type)) 2005 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2004 { 2006 {
2005 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2007 op->failmsg ("There is something in the way.");
2006 return 0; 2008 return 0;
2007 } 2009 }
2008 2010
2009 /* Use the weapon marked by the player. */ 2011 /* Use the weapon marked by the player. */
2010 weapon = find_marked_object (op); 2012 object *weapon = op->mark ();
2011 2013
2012 if (!weapon) 2014 if (!weapon)
2013 { 2015 {
2014 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!");
2015 return 0; 2017 return 0;
2016 } 2018 }
2019
2017 if (spell->race && strcmp (weapon->arch->archname, spell->race)) 2020 if (spell->race && weapon->arch->archname != spell->race)
2018 { 2021 {
2019 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2022 op->failmsg ("The spell fails to transform your weapon.");
2020 return 0; 2023 return 0;
2021 } 2024 }
2025
2022 if (weapon->type != WEAPON) 2026 if (weapon->type != WEAPON)
2023 { 2027 {
2024 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.");
2025 return 0; 2029 return 0;
2026 } 2030 }
2027 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2031
2032 if (weapon->flag [FLAG_APPLIED])
2028 { 2033 {
2029 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));
2030 return 0; 2035 return 0;
2031 } 2036 }
2032 2037
2033 if (weapon->nrof > 1) 2038 weapon = weapon->split ();
2034 {
2035 tmp = get_split_ob (weapon, 1);
2036 esrv_send_item (op, weapon);
2037 weapon = tmp;
2038 }
2039 2039
2040 /* create the golem object */ 2040 /* create the golem object */
2041 tmp = arch_to_object (spell->other_arch); 2041 object *tmp = spell->other_arch->instance ();
2042 2042
2043 /* 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 */
2044 CLEAR_FLAG (tmp, FLAG_MONSTER); 2044 tmp->clr_flag (FLAG_MONSTER);
2045 tmp->stats.exp = 0; 2045 tmp->stats.exp = 0;
2046 add_friendly_object (tmp); 2046 add_friendly_object (tmp);
2047 tmp->type = GOLEM; 2047 tmp->type = GOLEM;
2048 tmp->set_owner (op); 2048 tmp->set_owner (op);
2049 op->contr->golem = tmp; 2049 op->contr->golem = tmp;
2050 set_spell_skill (op, caster, spell, tmp); 2050 set_spell_skill (op, caster, spell, tmp);
2051 2051
2052 /* 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
2053 * removed flag - it should only be set if get_split_object was 2053 * removed flag - it should only be set if weapon->split was
2054 * used above. 2054 * used above.
2055 */ 2055 */
2056 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2056 if (!weapon->flag [FLAG_REMOVED])
2057 weapon->remove (); 2057 weapon->remove ();
2058 2058
2059 insert_ob_in_ob (weapon, tmp); 2059 tmp->insert (weapon);
2060 esrv_send_item (op, weapon); 2060
2061 /* 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,
2062 * 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
2063 * body_info, skills, etc) 2063 * body_info, skills, etc)
2064 */ 2064 */
2065 SET_FLAG (tmp, FLAG_USE_WEAPON); 2065 tmp->set_flag (FLAG_USE_WEAPON);
2066 SET_FLAG (weapon, FLAG_APPLIED); 2066 weapon->set_flag (FLAG_APPLIED);
2067 tmp->update_stats (); 2067 tmp->update_stats ();
2068 2068
2069 /* 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
2070 * 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 -
2071 * 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.
2091 2091
2092 /* attacktype */ 2092 /* attacktype */
2093 if (!tmp->attacktype) 2093 if (!tmp->attacktype)
2094 tmp->attacktype = AT_PHYSICAL; 2094 tmp->attacktype = AT_PHYSICAL;
2095 2095
2096 if (materialtype_t *mt = name_to_material (op->materialname))
2097 {
2098 for (i = 0; i < NROFATTACKS; i++) 2096 for (i = 0; i < NROFATTACKS; i++)
2099 tmp->resist[i] = 50 - (mt->save[i] * 5); 2097 tmp->resist[i] = 50 - (op->material->save[i] * 5);
2100 a = mt->save[0]; 2098
2101 } 2099 a = op->material->save[0];
2102 else
2103 {
2104 for (i = 0; i < NROFATTACKS; i++)
2105 tmp->resist[i] = 5;
2106 a = 10;
2107 }
2108 2100
2109 /* Set weapon's immunity */ 2101 /* Set weapon's immunity */
2110 tmp->resist[ATNR_CONFUSION] = 100; 2102 tmp->resist[ATNR_CONFUSION] = 100;
2111 tmp->resist[ATNR_POISON] = 100; 2103 tmp->resist[ATNR_POISON] = 100;
2112 tmp->resist[ATNR_SLOW] = 100; 2104 tmp->resist[ATNR_SLOW] = 100;
2120 /* 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 */
2121 2113
2122 if (a > 14) 2114 if (a > 14)
2123 a = 14; 2115 a = 14;
2124 2116
2125 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));
2126 2118
2127 /* Determine golem's speed */ 2119 /* Determine golem's speed */
2128 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)));
2129 2121
2130 if (!spell->race) 2122 if (!spell->race)
2131 { 2123 {
2132 sprintf (buf, "animated %s", &weapon->name); 2124 sprintf (buf, "animated %s", &weapon->name);
2133 tmp->name = buf; 2125 tmp->name = buf;
2139 tmp->state = weapon->state; 2131 tmp->state = weapon->state;
2140 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2132 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2141 } 2133 }
2142 2134
2143 /* 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. */
2144 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));
2145 2137
2146 tmp->speed_left = -1; 2138 tmp->speed_left = -1;
2147 tmp->direction = dir; 2139 tmp->direction = dir;
2148 2140
2149 m->insert (tmp, x, y, op); 2141 m->insert (tmp, x, y, op);
2153/* cast_daylight() - changes the map darkness level *lower* */ 2145/* cast_daylight() - changes the map darkness level *lower* */
2154 2146
2155/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2147/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2156 * This changes the light level for the entire map. 2148 * This changes the light level for the entire map.
2157 */ 2149 */
2158
2159int 2150int
2160cast_change_map_lightlevel (object *op, object *caster, object *spell) 2151cast_change_map_lightlevel (object *op, object *caster, object *spell)
2161{ 2152{
2162 int success; 2153 int success;
2163 2154
2167 success = op->map->change_map_light (spell->stats.dam); 2158 success = op->map->change_map_light (spell->stats.dam);
2168 2159
2169 if (!success) 2160 if (!success)
2170 { 2161 {
2171 if (spell->stats.dam < 0) 2162 if (spell->stats.dam < 0)
2172 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2163 op->failmsg ("It can be no brighter here.");
2173 else 2164 else
2174 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2165 op->failmsg ("It can be no darker here.");
2175 } 2166 }
2167
2176 return success; 2168 return success;
2177} 2169}
2178 2170
2179/* 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.
2180 * 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,
2188 2180
2189 new_aura = present_arch_in_ob (spell->other_arch, op); 2181 new_aura = present_arch_in_ob (spell->other_arch, op);
2190 if (new_aura) 2182 if (new_aura)
2191 refresh = 1; 2183 refresh = 1;
2192 else 2184 else
2193 new_aura = arch_to_object (spell->other_arch); 2185 new_aura = spell->other_arch->instance ();
2194 2186
2195 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);
2196 2188
2197 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);
2198 2190
2199 set_spell_skill (op, caster, spell, new_aura); 2191 set_spell_skill (op, caster, spell, new_aura);
2200 new_aura->attacktype = spell->attacktype; 2192 new_aura->attacktype = spell->attacktype;
2201 2193
2202 new_aura->level = caster_level (caster, spell); 2194 new_aura->level = casting_level (caster, spell);
2203 2195
2204 if (refresh) 2196 if (refresh)
2205 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.");
2206 else 2198 else
2207 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.");
2209 insert_ob_in_ob (new_aura, op); 2201 insert_ob_in_ob (new_aura, op);
2210 new_aura->set_owner (op); 2202 new_aura->set_owner (op);
2211 2203
2212 return 1; 2204 return 1;
2213} 2205}
2214
2215 2206
2216/* 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,
2217 * 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
2218 * around him. 2209 * around him.
2219 * Aura parameters: 2210 * Aura parameters:
2220 * duration: duration counter. 2211 * duration: duration counter.
2221 * attacktype: aura's attacktype 2212 * attacktype: aura's attacktype
2222 * other_arch: archetype to drop where we attack 2213 * other_arch: archetype to drop where we attack
2223 */ 2214 */
2224
2225void 2215void
2226move_aura (object *aura) 2216move_aura (object *aura)
2227{ 2217{
2228 int i, mflags;
2229 object *env;
2230 maptile *m;
2231
2232 /* auras belong in inventories */ 2218 /* auras belong in inventories */
2233 env = aura->env; 2219 object *env = aura->env;
2220 object *owner = aura->owner;
2234 2221
2235 /* no matter what we've gotta remove the aura... 2222 /* no matter what we've gotta remove the aura...
2236 * we'll put it back if its time isn't up. 2223 * we'll put it back if its time isn't up.
2237 */ 2224 */
2238 aura->remove (); 2225 aura->remove ();
2243 aura->destroy (); 2230 aura->destroy ();
2244 return; 2231 return;
2245 } 2232 }
2246 2233
2247 /* auras only exist in inventories */ 2234 /* auras only exist in inventories */
2248 if (env == NULL || env->map == NULL) 2235 if (!env || !env->map)
2249 { 2236 {
2250 aura->destroy (); 2237 aura->destroy ();
2251 return; 2238 return;
2252 } 2239 }
2253 2240
2254 /* we need to jump out of the inventory for a bit 2241 /* we need to jump out of the inventory for a bit
2255 * in order to hit the map conveniently. 2242 * in order to hit the map conveniently.
2256 */ 2243 */
2257 aura->insert_at (env, aura); 2244 aura->insert_at (env, aura);
2258 2245
2259 for (i = 1; i < 9; i++) 2246 for (int i = 1; i < 9; i++)
2260 { 2247 {
2261 sint16 nx, ny; 2248 mapxy pos (env);
2249 pos.move (i);
2262 2250
2263 nx = aura->x + freearr_x[i];
2264 ny = aura->y + freearr_y[i];
2265 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2266
2267 /* Consider the movement tyep of the person with the aura as 2251 /* Consider the movement type of the person with the aura as
2268 * movement type of the aura. Eg, if the player is flying, the aura 2252 * movement type of the aura. Eg, if the player is flying, the aura
2269 * is flying also, if player is walking, it is on the ground, etc. 2253 * is flying also, if player is walking, it is on the ground, etc.
2270 */ 2254 */
2271 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)))
2272 { 2256 {
2273 hit_map (aura, i, aura->attacktype, 0); 2257 hit_map (aura, i, aura->attacktype, 0);
2274 2258
2275 if (aura->other_arch) 2259 if (aura->other_arch)
2276 m->insert (arch_to_object (aura->other_arch), nx, ny, aura); 2260 pos.insert (aura->other_arch->instance (), aura);
2277 } 2261 }
2278 } 2262 }
2279 2263
2280 /* put the aura back in the player's inventory */ 2264 /* put the aura back in the player's inventory */
2281 aura->remove (); 2265 env->insert (aura);
2282 insert_ob_in_ob (aura, env); 2266 aura->set_owner (owner);
2283} 2267}
2284 2268
2285/* moves the peacemaker spell. 2269/* moves the peacemaker spell.
2286 * op is the piece object. 2270 * op is the piece object.
2287 */ 2271 */
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

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines