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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.52 by root, Thu May 17 14:14:55 2007 UTC vs.
Revision 1.148 by root, Sat Nov 17 23:40:04 2018 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 * 8 *
8 * This program is free software; you can redistribute it and/or modify 9 * 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 10 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 11 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 12 * option) any later version.
12 * 13 *
13 * This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 17 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 18 *
19 * You should have received a copy of the Affero GNU General Public License
20 * and the GNU General Public License along with this program. If not, see
21 * <http://www.gnu.org/licenses/>.
22 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 23 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 24 */
24 25
25#include <global.h> 26#include <global.h>
26#include <object.h> 27#include <object.h>
27#include <living.h> 28#include <living.h>
58} 59}
59 60
60int 61int
61recharge (object *op, object *caster, object *spell_ob) 62recharge (object *op, object *caster, object *spell_ob)
62{ 63{
63 object *wand, *tmp;
64 int ncharges; 64 int ncharges;
65 65
66 wand = find_marked_object (op); 66 object *wand = op->mark ();
67
67 if (wand == NULL || wand->type != WAND) 68 if (!wand || wand->type != WAND)
68 { 69 {
69 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge."); 70 op->failmsg ("You need to mark the wand you want to recharge.");
70 return 0; 71 return 0;
71 } 72 }
73
72 if (!(random_roll (0, 3, op, PREFER_HIGH))) 74 if (!(random_roll (0, 3, op, PREFER_HIGH)))
73 { 75 {
74 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand)); 76 op->failmsgf ("The %s vibrates violently, then explodes!", query_name (wand));
75 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE); 77 op->play_sound (sound_find ("ob_explode"));
76 esrv_del_item (op->contr, wand->count);
77 wand->destroy (); 78 wand->destroy ();
78 tmp = get_archetype ("fireball"); 79 object *tmp = archetype::get (shstr_fireball);
79 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; 80 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
80 81
81 if (!tmp->stats.dam) 82 if (!tmp->stats.dam)
82 tmp->stats.dam = 1; 83 tmp->stats.dam = 1;
83 84
94 95
95 if (wand->inv && wand->inv->level) 96 if (wand->inv && wand->inv->level)
96 ncharges /= wand->inv->level; 97 ncharges /= wand->inv->level;
97 else 98 else
98 { 99 {
99 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand)); 100 op->failmsgf ("Your %s is broken.", query_name (wand));
100 return 0; 101 return 0;
101 } 102 }
102 103
103 if (!ncharges) 104 if (!ncharges)
104 ncharges = 1; 105 ncharges = 1;
105 106
106 wand->stats.food += ncharges; 107 wand->stats.food += ncharges;
107 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand)); 108 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand));
108 109
109 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE)) 110 if (wand->arch && wand->arch->flag [FLAG_ANIMATE])
110 { 111 {
111 SET_FLAG (wand, FLAG_ANIMATE); 112 wand->set_flag (FLAG_ANIMATE);
112 wand->set_speed (wand->arch->clone.speed); 113 wand->set_speed (wand->arch->speed);
113 } 114 }
114 115
115 return 1; 116 return 1;
116} 117}
117 118
123 * great a plus, the default is used. 124 * great a plus, the default is used.
124 * The # of arrows created also goes up with level, so if a 30th level mage 125 * The # of arrows created also goes up with level, so if a 30th level mage
125 * wants LOTS of arrows, and doesn't care what the plus is he could 126 * wants LOTS of arrows, and doesn't care what the plus is he could
126 * create nonnmagic arrows, or even -1, etc... 127 * create nonnmagic arrows, or even -1, etc...
127 */ 128 */
128
129int 129int
130cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg) 130cast_create_missile (object *op, object *caster, object *spell, int dir, const char *spellparam)
131{ 131{
132 int missile_plus = 0, bonus_plus = 0; 132 int bonus_plus = 0;
133 const char *missile_name; 133 const char *missile_name = "arrow";
134 object *tmp, *missile;
135 134
136 missile_name = "arrow";
137
138 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 135 for (object *tmp = op->inv; tmp; tmp = tmp->below)
139 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) 136 if (tmp->type == BOW && tmp->flag [FLAG_APPLIED])
140 missile_name = tmp->race; 137 missile_name = tmp->race;
141 138
142 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); 139 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
143 140
144 if (archetype::find (missile_name) == NULL) 141 archetype *missile_arch = archetype::find (missile_name);
142
143 if (!missile_arch)
145 { 144 {
146 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name); 145 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name);
147 return 0; 146 return 0;
148 } 147 }
149 148
150 missile = get_archetype (missile_name); 149 object *missile = missile_arch->instance ();
151 150
152 if (stringarg) 151 if (spellparam)
153 { 152 {
154 /* If it starts with a letter, presume it is a description */ 153 /* If it starts with a letter, presume it is a description */
155 if (isalpha (*stringarg)) 154 if (isalpha (*spellparam))
156 { 155 {
157 artifact *al = find_artifactlist (missile->type)->items; 156 artifact *al = find_artifactlist (missile->type)->items;
158 157
159 for (; al; al = al->next) 158 for (; al; al = al->next)
160 if (!strcasecmp (al->item->name, stringarg)) 159 if (!strcasecmp (al->item->name, spellparam))
161 break; 160 break;
162 161
163 if (!al) 162 if (!al)
164 { 163 {
165 missile->destroy (); 164 missile->destroy ();
166 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, stringarg); 165 op->failmsgf ("No such object %ss of %s", missile_name, spellparam);
167 return 0; 166 return 0;
168 } 167 }
169 168
170 if (al->item->slaying) 169 if (al->item->slaying)
171 { 170 {
172 missile->destroy (); 171 missile->destroy ();
173 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg); 172 op->failmsgf ("You are not allowed to create %ss of %s", missile_name, spellparam);
174 return 0; 173 return 0;
175 } 174 }
176 175
177 give_artifact_abilities (missile, al->item); 176 give_artifact_abilities (missile, al->item);
178 /* These special arrows cost something extra. Don't have them also be magical - 177 /* These special arrows cost something extra. Don't have them also be magical -
179 * otherwise, in most cases, not enough will be created. I don't want to get into 178 * otherwise, in most cases, not enough will be created. I don't want to get into
180 * the parsing of having to do both plus and type. 179 * the parsing of having to do both plus and type.
181 */ 180 */
182 bonus_plus = 1 + (al->item->value / 5); 181 bonus_plus = 1 + (al->item->value / 5);
183 missile_plus = 0; 182 missile_plus = 0;
184 } 183 }
185 else if (atoi (stringarg) < missile_plus) 184 else if (atoi (spellparam) < missile_plus)
186 missile_plus = atoi (stringarg); 185 missile_plus = atoi (spellparam);
187 } 186 }
188 187
189 if (missile_plus > 4) 188 missile_plus = clamp (missile_plus, -4, 4);
190 missile_plus = 4;
191 else if (missile_plus < -4)
192 missile_plus = -4;
193 189
194 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 190 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
195 missile->nrof -= 3 * (missile_plus + bonus_plus); 191 missile->nrof -= 3 * (missile_plus + bonus_plus);
196 192
197 if (missile->nrof < 1) 193 if (missile->nrof < 1)
199 195
200 missile->magic = missile_plus; 196 missile->magic = missile_plus;
201 /* Can't get any money for these objects */ 197 /* Can't get any money for these objects */
202 missile->value = 0; 198 missile->value = 0;
203 199
204 SET_FLAG (missile, FLAG_IDENTIFIED); 200 missile->set_flag (FLAG_IDENTIFIED);
205 201
206 if (!cast_create_obj (op, caster, missile, dir) && op->type == PLAYER && !missile->destroyed ()) 202 cast_create_obj (op, caster, missile, dir);
203
204 if (!dir
205 && op->type == PLAYER
206 && !missile->destroyed ())
207 pick_up (op, missile); 207 pick_up (op, missile);
208 208
209 return 1; 209 return 1;
210} 210}
211 211
212
213/* allows the choice of what sort of food object to make. 212/* allows the choice of what sort of food object to make.
214 * If stringarg is NULL, it will create food dependent on level --PeterM*/ 213 * If spellparam is NULL, it will create food dependent on level --PeterM*/
215int 214int
216cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *stringarg) 215cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *spellparam)
217{ 216{
218 int food_value; 217 int food_value;
219 archetype *at = NULL; 218 archetype *at = NULL;
220 object *new_op; 219 object *new_op;
221 220
222 food_value = spell_ob->stats.food + +50 * SP_level_duration_adjust (caster, spell_ob); 221 food_value = spell_ob->stats.food + 50 * SP_level_duration_adjust (caster, spell_ob);
223 222
224 if (stringarg) 223 if (spellparam)
225 { 224 {
226 at = find_archetype_by_object_type_name (FOOD, stringarg); 225 at = find_archetype_by_object_type_name (FOOD, spellparam);
227 if (at == NULL) 226 if (at == NULL)
228 at = find_archetype_by_object_type_name (DRINK, stringarg); 227 at = find_archetype_by_object_type_name (DRINK, spellparam);
229 if (at == NULL || at->clone.stats.food > food_value) 228 if (at == NULL || at->stats.food > food_value)
230 stringarg = NULL; 229 spellparam = NULL;
231 } 230 }
232 231
233 if (!stringarg) 232 if (!spellparam)
234 { 233 {
235 archetype *at_tmp; 234 archetype *at_tmp;
236 235
237 /* We try to find the archetype with the maximum food value. 236 /* We try to find the archetype with the maximum food value.
238 * This removes the dependancy of hard coded food values in this 237 * This removes the dependancy of hard coded food values in this
240 * We don't use flesh types because the weight values of those need 239 * We don't use flesh types because the weight values of those need
241 * to be altered from the donor. 240 * to be altered from the donor.
242 */ 241 */
243 242
244 /* We assume the food items don't have multiple parts */ 243 /* We assume the food items don't have multiple parts */
245 for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next) 244 for_all_archetypes (at_tmp)
246 { 245 {
247 if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK) 246 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
248 { 247 {
249 /* Basically, if the food value is something that is creatable 248 /* Basically, if the food value is something that is creatable
250 * under the limits of the spell and it is higher than 249 * under the limits of the spell and it is higher than
251 * the item we have now, take it instead. 250 * the item we have now, take it instead.
252 */ 251 */
253 if (at_tmp->clone.stats.food <= food_value && (!at || at_tmp->clone.stats.food > at->clone.stats.food)) 252 if (at_tmp->stats.food <= food_value
253 && (!at
254 || at_tmp->stats.food > at->stats.food
255 || (at_tmp->stats.food == at->stats.food
256 && at_tmp->weight < at->weight)))
254 at = at_tmp; 257 at = at_tmp;
255 } 258 }
256 } 259 }
257 } 260 }
261
258 /* Pretty unlikely (there are some very low food items), but you never 262 /* Pretty unlikely (there are some very low food items), but you never
259 * know 263 * know
260 */ 264 */
261 if (!at) 265 if (!at)
262 { 266 {
263 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); 267 op->failmsgf ("You don't have enough experience to create any food.");
264 return 0; 268 return 0;
265 } 269 }
266 270
267 food_value /= at->clone.stats.food; 271 food_value /= at->stats.food;
268 new_op = arch_to_object (at); 272 new_op = at->instance ();
269 new_op->nrof = food_value; 273 new_op->nrof = food_value;
270 274
271 new_op->value = 0; 275 new_op->value = 0;
272 if (new_op->nrof < 1) 276 if (new_op->nrof < 1)
273 new_op->nrof = 1; 277 new_op->nrof = 1;
281{ 285{
282 int r, mflags, maxrange; 286 int r, mflags, maxrange;
283 object *tmp; 287 object *tmp;
284 maptile *m; 288 maptile *m;
285 289
286
287 if (!dir) 290 if (!dir)
288 { 291 {
289 examine_monster (op, op); 292 examine_monster (op, op);
290 return 1; 293 return 1;
291 } 294 }
295
292 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 296 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
293 for (r = 1; r < maxrange; r++) 297 for (r = 1; r < maxrange; r++)
294 { 298 {
295 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir]; 299 sint16 x = op->x + r * DIRX (dir), y = op->y + r * DIRY (dir);
296 300
297 m = op->map; 301 m = op->map;
298 mflags = get_map_flags (m, &m, x, y, &x, &y); 302 mflags = get_map_flags (m, &m, x, y, &x, &y);
299 303
300 if (mflags & P_OUT_OF_MAP) 304 if (mflags & P_OUT_OF_MAP)
301 break; 305 break;
302 306
303 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) 307 if (!op->flag [FLAG_WIZCAST] && (mflags & P_NO_MAGIC))
304 { 308 {
305 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 309 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
306 return 0; 310 return 0;
307 } 311 }
312
308 if (mflags & P_IS_ALIVE) 313 if (mflags & P_IS_ALIVE)
309 { 314 {
310 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 315 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
311 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 316 if (tmp->flag [FLAG_ALIVE] && (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
312 { 317 {
313 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 318 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
314 if (tmp->head != NULL) 319 if (tmp->head != NULL)
315 tmp = tmp->head; 320 tmp = tmp->head;
316 examine_monster (op, tmp); 321 examine_monster (op, tmp);
317 return 1; 322 return 1;
318 } 323 }
319 } 324 }
320 } 325 }
326
321 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); 327 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
322 return 1; 328 return 1;
323} 329}
324
325 330
326/* This checks to see if 'pl' is invisible to 'mon'. 331/* This checks to see if 'pl' is invisible to 'mon'.
327 * does race check, undead check, etc 332 * does race check, undead check, etc
328 * Returns TRUE if mon can't see pl, false 333 * Returns TRUE if mon can't see pl, false
329 * otherwise. This doesn't check range, walls, etc. It 334 * otherwise. This doesn't check range, walls, etc. It
331 * pl is invisible. 336 * pl is invisible.
332 */ 337 */
333int 338int
334makes_invisible_to (object *pl, object *mon) 339makes_invisible_to (object *pl, object *mon)
335{ 340{
336
337 if (!pl->invisible) 341 if (!pl->invisible)
338 return 0; 342 return 0;
343
339 if (pl->type == PLAYER) 344 if (pl->type == PLAYER)
340 { 345 {
341 /* If race isn't set, then invisible unless it is undead */ 346 /* If race isn't set, then invisible unless it is undead */
342 if (!pl->contr->invis_race) 347 if (!pl->contr->invis_race)
343 { 348 {
344 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 349 if (mon->flag [FLAG_UNDEAD])
345 return 0; 350 return 0;
351
346 return 1; 352 return 1;
347 } 353 }
354
348 /* invis_race is set if we get here */ 355 /* invis_race is set if we get here */
349 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 356 if (pl->contr->invis_race == shstr_undead && is_true_undead (mon))
350 return 1; 357 return 1;
358
351 /* No race, can't be invisible to it */ 359 /* No race, can't be invisible to it */
352 if (!mon->race) 360 if (!mon->race)
353 return 0; 361 return 0;
362
354 if (strstr (mon->race, pl->contr->invis_race)) 363 if (mon->race.contains (pl->contr->invis_race))
355 return 1; 364 return 1;
365
356 /* Nothing matched above, return 0 */ 366 /* Nothing matched above, return 0 */
357 return 0; 367 return 0;
358 } 368 }
359 else 369 else
360 { 370 {
375int 385int
376cast_invisible (object *op, object *caster, object *spell_ob) 386cast_invisible (object *op, object *caster, object *spell_ob)
377{ 387{
378 if (op->invisible > 1000) 388 if (op->invisible > 1000)
379 { 389 {
380 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further"); 390 op->failmsg ("You can not extend the duration of your invisibility any further");
381 return 0; 391 return 0;
382 } 392 }
383 393
384 /* Remove the switch with 90% duplicate code - just handle the differences with 394 /* Remove the switch with 90% duplicate code - just handle the differences with
385 * and if statement or two. 395 * and if statement or two.
386 */ 396 */
387 op->invisible += spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 397 op->invisible += spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
398
388 /* max duration */ 399 /* limit duration */
389 if (op->invisible > 1000) 400 min_it (op->invisible, 1000);
390 op->invisible = 1000;
391 401
392 if (op->type == PLAYER) 402 if (op->type == PLAYER)
393 { 403 {
394 op->contr->invis_race = spell_ob->race; 404 op->contr->invis_race = spell_ob->race;
395 405
396 if (QUERY_FLAG (spell_ob, FLAG_MAKE_INVIS)) 406 if (spell_ob->flag [FLAG_MAKE_INVIS])
397 op->contr->tmp_invis = 0; 407 op->contr->tmp_invis = 0;
398 else 408 else
399 op->contr->tmp_invis = 1; 409 op->contr->tmp_invis = 1;
400
401 op->contr->hidden = 0;
402 } 410 }
403 411
404 if (makes_invisible_to (op, op)) 412 if (makes_invisible_to (op, op))
405 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!"); 413 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!");
406 else 414 else
421/* earth to dust spell. Basically destroys earthwalls in the area. 429/* earth to dust spell. Basically destroys earthwalls in the area.
422 */ 430 */
423int 431int
424cast_earth_to_dust (object *op, object *caster, object *spell_ob) 432cast_earth_to_dust (object *op, object *caster, object *spell_ob)
425{ 433{
426 object *tmp, *next;
427 int range, i, j, mflags; 434 int range, i, j, mflags;
428 sint16 sx, sy; 435 sint16 sx, sy;
429 maptile *m; 436 maptile *m;
430
431 if (op->type != PLAYER)
432 return 0;
433 437
434 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 438 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
435 439
436 for (i = -range; i <= range; i++) 440 for (i = -range; i <= range; i++)
437 for (j = -range; j <= range; j++) 441 for (j = -range; j <= range; j++)
442 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 446 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
443 447
444 if (mflags & P_OUT_OF_MAP) 448 if (mflags & P_OUT_OF_MAP)
445 continue; 449 continue;
446 450
447 // earth to dust tears down everything that can be teared down 451 // earth to dust tears down everything that can be torn down
448 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next) 452 for (object *next, *tmp = m->at (sx, sy).bot; tmp; tmp = next)
449 { 453 {
450 next = tmp->above; 454 next = tmp->above;
451 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 455
456 if (tmp->flag [FLAG_TEAR_DOWN])
452 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 457 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
453 } 458 }
454 } 459 }
455 460
456 return 1; 461 return 1;
458 463
459void 464void
460execute_word_of_recall (object *op) 465execute_word_of_recall (object *op)
461{ 466{
462 if (object *pl = op->in_player ()) 467 if (object *pl = op->in_player ())
463 {
464 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST)) 468 if (pl->ms ().flags () & P_NO_CLERIC && !pl->flag [FLAG_WIZCAST])
465 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you."); 469 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
466 else 470 else
467 { 471 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
468 // remove first so we do not call update_stats
469 op->remove ();
470 pl->enter_exit (op);
471 }
472 }
473 472
474 op->destroy (); 473 op->destroy ();
475} 474}
476 475
477/* Word of recall causes the player to return 'home'. 476/* Word of recall causes the player to return 'home'.
478 * we put a force into the player object, so that there is a 477 * we put a force into the player object, so that there is a
479 * time delay effect. 478 * time delay effect.
480 */ 479 */
481int 480int
482cast_word_of_recall (object *op, object *caster, object *spell_ob) 481cast_word_of_recall (object *op, object *caster, object *spell_ob)
483{ 482{
484 object *dummy; 483 if (!op->is_player ())
485 int time;
486
487 if (op->type != PLAYER)
488 return 0; 484 return 0;
489 485
490 if (find_obj_by_type_subtype (op, SPELL_EFFECT, SP_WORD_OF_RECALL)) 486 if (find_obj_by_type_subtype (op, SPELL_EFFECT, SP_WORD_OF_RECALL))
491 { 487 {
492 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 488 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
493 return 1; 489 return 1;
494 } 490 }
495 491
496 dummy = get_archetype (FORCE_NAME); 492 object *dummy = archetype::get (FORCE_NAME);
497 if (dummy == NULL)
498 {
499 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
500 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
501 return 0;
502 }
503 493
504 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob); 494 int time = max (1, spell_ob->duration - SP_level_duration_adjust (caster, spell_ob));
505 if (time < 1)
506 time = 1;
507 495
508 /* value of speed really doesn't make much difference, as long as it is 496 /* value of speed really doesn't make much difference, as long as it is
509 * positive. Lower value may be useful so that the problem doesn't 497 * positive. Lower value may be useful so that the problem doesn't
510 * do anything really odd if it say a -1000 or something. 498 * do anything really odd if it say a -1000 or something.
511 */ 499 */
512 dummy->set_speed (0.002); 500 dummy->set_speed (0.002);
513 dummy->speed_left = -dummy->speed * time; 501 dummy->speed_left = -dummy->speed * time;
514 dummy->type = SPELL_EFFECT; 502 dummy->type = SPELL_EFFECT;
515 dummy->subtype = SP_WORD_OF_RECALL; 503 dummy->subtype = SP_WORD_OF_RECALL;
516 504 dummy->slaying = op->contr->savebed_map;
517 /* If we could take advantage of enter_player_savebed() here, it would be 505 dummy->stats.hp = op->contr->bed_x;
518 * nice, but until the map load fails, we can't. 506 dummy->stats.sp = op->contr->bed_y;
519 */
520 EXIT_PATH (dummy) = op->contr->savebed_map;
521 EXIT_X (dummy) = op->contr->bed_x;
522 EXIT_Y (dummy) = op->contr->bed_y;
523 507
524 op->insert (dummy); 508 op->insert (dummy);
525 509
526 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 510 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
527 511
565} 549}
566 550
567int 551int
568perceive_self (object *op) 552perceive_self (object *op)
569{ 553{
570 char buf[MAX_BUF];
571 const char *cp = describe_item (op, op); 554 const char *cp = describe_item (op, op);
572 archetype *at = archetype::find (ARCH_DEPLETION); 555 archetype *at = archetype::find (shstr_depletion);
573 object *tmp;
574 int i;
575 556
557 dynbuf_text &buf = msg_dynbuf; buf.clear ();
558
559 if (!op->is_player ())
560 return 0;
561
562 if (object *race = archetype::find (op->race))
563 buf << " - You are a G<male|female> " << &race->name << ".\n";
564
576 tmp = find_god (determine_god (op)); 565 if (object *god = find_god (determine_god (op)))
577 if (tmp) 566 buf << " - You worship " << &god->name << ".\n";
578 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
579 else 567 else
580 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); 568 buf << " - You worship no god.\n";
581 569
582 tmp = present_arch_in_ob (at, op); 570 object *tmp = present_arch_in_ob (at, op);
583 571
584 if (*cp == '\0' && tmp == NULL) 572 if (*cp == '\0' && !tmp)
585 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 573 buf << " - You feel very mundane. ";
586 else 574 else
587 { 575 {
588 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 576 buf << " - You have: " << cp << ".\n";
589 new_draw_info (NDI_UNIQUE, 0, op, cp);
590 577
591 if (tmp) 578 if (tmp)
592 for (i = 0; i < NUM_STATS; i++) 579 for (int i = 0; i < NUM_STATS; i++)
593 if (tmp->stats.stat (i) < 0) 580 if (tmp->stats.stat (i) < 0)
594 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -tmp->stats.stat (i)); 581 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
595 } 582 }
596 583
597 if (is_dragon_pl (op)) 584 if (op->is_dragon ())
598 {
599 /* now grab the 'dragon_ability'-force from the player's inventory */ 585 /* now grab the 'dragon_ability'-force from the player's inventory */
600 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 586 for (tmp = op->inv; tmp; tmp = tmp->below)
601 { 587 {
602 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 588 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
603 { 589 {
604 if (tmp->stats.exp == 0) 590 if (tmp->stats.exp == 0)
605 sprintf (buf, "Your metabolism isn't focused on anything."); 591 buf << " - Your metabolism isn't focused on anything.\n";
606 else 592 else
607 sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); 593 buf << " - Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
608 594
609 new_draw_info (NDI_UNIQUE, 0, op, buf);
610 break; 595 break;
611 } 596 }
612 } 597 }
613 }
614 598
615 return 1; 599 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
616}
617
618/* int cast_create_town_portal (object *op, object *caster, int dir)
619 *
620 * This function cast the spell of town portal for op
621 *
622 * The spell operates in two passes. During the first one a place
623 * is marked as a destination for the portal. During the second one,
624 * 2 portals are created, one in the position the player cast it and
625 * one in the destination place. The portal are synchronized and 2 forces
626 * are inserted in the player to destruct the portal next time player
627 * creates a new portal pair.
628 * This spell has a side effect that it allows people to meet each other
629 * in a permanent, private, appartements by making a town portal from it
630 * to the town or another public place. So, check if the map is unique and if
631 * so return an error
632 *
633 * Code by Tchize (david.delbecq@usa.net)
634 */
635int
636cast_create_town_portal (object *op, object *caster, object *spell, int dir)
637{
638 object *dummy, *force, *old_force;
639 archetype *perm_portal;
640 char portal_name[1024], portal_message[1024];
641 maptile *exitmap;
642 int op_level;
643
644 /* The first thing to do is to check if we have a marked destination
645 * dummy is used to make a check inventory for the force
646 */
647 dummy = arch_to_object (spell->other_arch);
648 if (dummy == NULL)
649 {
650 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
651 LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name);
652 return 0;
653 }
654
655 force = check_inv_recursive (op, dummy);
656
657 if (force == NULL)
658 {
659 /* Here we know there is no destination marked up.
660 * We have 2 things to do:
661 * 1. Mark the destination in the player inventory.
662 * 2. Let the player know it worked.
663 */
664 dummy->name = op->map->path;
665 EXIT_X (dummy) = op->x;
666 EXIT_Y (dummy) = op->y;
667 insert_ob_in_ob (dummy, op);
668 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You fix this place in your mind. You feel you are able to come here from anywhere.");
669 return 1;
670 }
671
672 dummy->destroy ();
673
674 /* Here we know where the town portal should go to
675 * We should kill any existing portal associated with the player.
676 * Than we should create the 2 portals.
677 * For each of them, we need:
678 * - To create the portal with the name of the player+destination map
679 * - set the owner of the town portal
680 * - To mark the position of the portal in the player's inventory
681 * for easier destruction.
682 *
683 * The mark works has follow:
684 * slaying: Existing town portal
685 * hp, sp : x & y of the associated portal
686 * name : name of the portal
687 * race : map the portal is in
688 */
689
690 /* First step: killing existing town portals */
691 dummy = get_archetype (spell->race);
692 if (dummy == NULL)
693 {
694 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
695 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
696 return 0;
697 }
698
699 perm_portal = archetype::find (spell->slaying);
700
701 /* To kill a town portal, we go trough the player's inventory,
702 * for each marked portal in player's inventory,
703 * -We try load the associated map (if impossible, consider the portal destructed)
704 * -We find any portal in the specified location.
705 * If it has the good name, we destruct it.
706 * -We destruct the force indicating that portal.
707 */
708 while ((old_force = check_inv_recursive (op, dummy)))
709 {
710 exitmap = maptile::find_sync (old_force->race, op->map);
711
712 if (exitmap)
713 {
714 exitmap->load_sync ();
715
716 int exitx = EXIT_X (old_force);
717 int exity = EXIT_Y (old_force);
718
719 for (object *tmp = present_arch (perm_portal, exitmap, exitx, exity); tmp; tmp = tmp->above)
720 {
721 if (tmp->name == old_force->name)
722 {
723 tmp->destroy ();
724 break;
725 }
726 }
727 }
728
729 old_force->destroy ();
730 }
731
732 dummy->destroy ();
733
734 /* Creating the portals.
735 * The very first thing to do is to ensure
736 * access to the destination map.
737 * If we can't, don't fizzle. Simply warn player.
738 * This ensure player pays his mana for the spell
739 * because HE is responsible of forgotting.
740 * 'force' is the destination of the town portal, which we got
741 * from the players inventory above.
742 */
743
744 /* Ensure exit map is loaded */
745 exitmap = maptile::find_sync (force->name);
746
747 /* If we were unable to load (ex. random map deleted), warn player */
748 if (!exitmap)
749 {
750 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens. You can't remember where to go!?");
751 force->destroy ();
752 return 1;
753 }
754
755 exitmap->load_sync ();
756
757 op_level = caster_level (caster, spell);
758 if (op_level < 15)
759 snprintf (portal_message, 1024,
760 "The air moves around you and a huge smell of ammonia surounds you as you pass through %s's tiny portal. Pouah!\n",
761 &op->name);
762 else if (op_level < 30)
763 snprintf (portal_message, 1024,
764 "%s's portal smells of ozone. You do a lot of movements and finally pass through the small hole in the air\n", &op->name);
765 else if (op_level < 60)
766 snprintf (portal_message, 1024, "A shining door opens in the air in front of you, showing you the path to another place.\n");
767 else
768 snprintf (portal_message, 1024, "As you walk through %s's portal, flowers come out from the ground around you. You feel awed.\n",
769 &op->name);
770
771 /* Create a portal in front of player
772 * dummy contain the portal and
773 * force contain the track to kill it later
774 */
775 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
776 dummy = get_archetype (spell->slaying); /*The portal */
777 if (dummy == NULL)
778 {
779 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
780 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
781 return 0;
782 }
783
784 EXIT_PATH (dummy) = force->name;
785 EXIT_X (dummy) = EXIT_X (force);
786 EXIT_Y (dummy) = EXIT_Y (force);
787 dummy->name = dummy->name_pl = portal_name;
788 dummy->msg = portal_message;
789 dummy->race = op->name; /*Save the owner of the portal */
790 cast_create_obj (op, caster, dummy, 0);
791
792 /* Now we need to to create a town portal marker inside the player
793 * object, so on future castings, we can know that he has an active
794 * town portal.
795 */
796 object *tmp = get_archetype (spell->race);
797
798 if (!tmp)
799 {
800 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
801 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
802 return 0;
803 }
804
805 tmp->race = op->map->path;
806 tmp->name = portal_name;
807 EXIT_X (tmp) = dummy->x;
808 EXIT_Y (tmp) = dummy->y;
809 op->insert (tmp);
810
811 /* Create a portal in the destination map
812 * dummy contain the portal and
813 * force the track to kill it later
814 * the 'force' variable still contains the 'reminder' of
815 * where this portal goes to.
816 */
817 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &op->map->path);
818 dummy = get_archetype (spell->slaying); /*The portal */
819 if (dummy == NULL)
820 {
821 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
822 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
823 return 0;
824 }
825
826 EXIT_PATH (dummy) = op->map->path;
827 EXIT_X (dummy) = op->x;
828 EXIT_Y (dummy) = op->y;
829 dummy->name = dummy->name_pl = portal_name;
830 dummy->msg = portal_message;
831 dummy->race = op->name; /*Save the owner of the portal */
832 exitmap->insert (dummy, EXIT_X (force), EXIT_Y (force), op);
833
834 /* Now we create another town portal marker that
835 * points back to the one we just made
836 */
837 tmp = get_archetype (spell->race);
838 if (tmp == NULL)
839 {
840 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
841 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
842 return 0;
843 }
844
845 tmp->race = force->name;
846 tmp->name = portal_name;
847 EXIT_X (tmp) = dummy->x;
848 EXIT_Y (tmp) = dummy->y;
849 insert_ob_in_ob (tmp, op);
850
851 /* Describe the player what happened
852 */
853 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
854 force->destroy ();
855 600
856 return 1; 601 return 1;
857} 602}
858 603
859/* This creates magic walls. Really, it can create most any object, 604/* This creates magic walls. Really, it can create most any object,
875 x = op->x; 620 x = op->x;
876 y = op->y; 621 y = op->y;
877 } 622 }
878 else 623 else
879 { 624 {
880 x = op->x + freearr_x[dir]; 625 x = op->x + DIRX (dir);
881 y = op->y + freearr_y[dir]; 626 y = op->y + DIRY (dir);
882 } 627 }
883 628
884 m = op->map; 629 m = op->map;
885 630
886 if ((spell_ob->move_block || x != op->x || y != op->y) && 631 if ((spell_ob->move_block || x != op->x || y != op->y) &&
887 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) || 632 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) ||
888 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block))) 633 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
889 { 634 {
890 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 635 op->failmsg ("Something is in the way.");
891 return 0; 636 return 0;
892 } 637 }
893 638
894 if (spell_ob->other_arch) 639 if (spell_ob->other_arch)
895 tmp = arch_to_object (spell_ob->other_arch); 640 tmp = spell_ob->other_arch->instance ();
896 else if (spell_ob->race) 641 else if (spell_ob->race)
897 { 642 {
898 char buf1[MAX_BUF]; 643 char buf1[MAX_BUF];
899 644
900 sprintf (buf1, spell_ob->race, dir); 645 sprintf (buf1, spell_ob->race, dir);
904 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 649 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
905 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 650 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
906 return 0; 651 return 0;
907 } 652 }
908 653
909 tmp = arch_to_object (at); 654 tmp = at->instance ();
910 } 655 }
911 else 656 else
912 { 657 {
913 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name); 658 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
914 return 0; 659 return 0;
919 tmp->attacktype = spell_ob->attacktype; 664 tmp->attacktype = spell_ob->attacktype;
920 tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 665 tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
921 tmp->stats.dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 666 tmp->stats.dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
922 tmp->range = 0; 667 tmp->range = 0;
923 } 668 }
924 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 669 else if (tmp->flag [FLAG_ALIVE])
925 { 670 {
926 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 671 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
927 tmp->stats.maxhp = tmp->stats.hp; 672 tmp->stats.maxhp = tmp->stats.hp;
928 } 673 }
929 674
930 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP)) 675 if (spell_ob->flag [FLAG_IS_USED_UP] || tmp->flag [FLAG_IS_USED_UP])
931 { 676 {
932 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 677 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
933 SET_FLAG (tmp, FLAG_IS_USED_UP); 678 tmp->set_flag (FLAG_IS_USED_UP);
934 } 679 }
935 680
936 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 681 if (spell_ob->flag [FLAG_TEAR_DOWN])
937 { 682 {
938 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 683 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
939 tmp->stats.maxhp = tmp->stats.hp; 684 tmp->stats.maxhp = tmp->stats.hp;
940 SET_FLAG (tmp, FLAG_TEAR_DOWN); 685 tmp->set_flag (FLAG_TEAR_DOWN);
941 SET_FLAG (tmp, FLAG_ALIVE); 686 tmp->set_flag (FLAG_ALIVE);
942 } 687 }
943 688
944 /* This can't really hurt - if the object doesn't kill anything, 689 /* This can't really hurt - if the object doesn't kill anything,
945 * these fields just won't be used. Do not set the owner for 690 * these fields just won't be used. Do not set the owner for
946 * earthwalls, though, so they survive restarts. 691 * earthwalls, though, so they survive restarts.
947 */ 692 */
948 if (tmp->type != EARTHWALL) //TODO 693 if (tmp->type != EARTHWALL) //TODO
949 tmp->set_owner (op); 694 tmp->set_owner (op);
950 695
951 set_spell_skill (op, caster, spell_ob, tmp); 696 set_spell_skill (op, caster, spell_ob, tmp);
952 tmp->level = caster_level (caster, spell_ob) / 2; 697 tmp->level = casting_level (caster, spell_ob) / 2;
953 698
954 name = tmp->name; 699 name = tmp->name;
955 if (!(tmp = m->insert (tmp, x, y, op))) 700 if (!(tmp = m->insert (tmp, x, y, op)))
956 { 701 {
957 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name); 702 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
958 return 0; 703 return 0;
959 } 704 }
960 705
961 /* If this is a spellcasting wall, need to insert the spell object */ 706 /* If this is a spellcasting wall, need to insert the spell object */
962 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 707 if (tmp->other_arch && tmp->other_arch->type == SPELL)
963 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 708 insert_ob_in_ob (tmp->other_arch->instance (), tmp);
964 709
965 /* This code causes the wall to extend some distance in 710 /* This code causes the wall to extend some distance in
966 * each direction, or until an obstruction is encountered. 711 * each direction, or until an obstruction is encountered.
967 * posblocked and negblocked help determine how far the 712 * posblocked and negblocked help determine how far the
968 * created wall can extend, it won't go extend through 713 * created wall can extend, it won't go extend through
969 * blocked spaces. 714 * blocked spaces.
970 */ 715 */
971 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 716 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
976 { 721 {
977 int dir2; 722 int dir2;
978 723
979 dir2 = (dir < 4) ? (dir + 2) : dir - 2; 724 dir2 = (dir < 4) ? (dir + 2) : dir - 2;
980 725
981 x = tmp->x + i * freearr_x[dir2]; 726 x = tmp->x + i * DIRX (dir2);
982 y = tmp->y + i * freearr_y[dir2]; 727 y = tmp->y + i * DIRY (dir2);
983 m = tmp->map; 728 m = tmp->map;
984 729
985 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && 730 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
986 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked) 731 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked)
987 { 732 {
988 object *tmp2 = tmp->clone (); 733 object *tmp2 = tmp->clone ();
989 m->insert (tmp2, x, y, op); 734 m->insert (tmp2, x, y, op);
990 735
991 /* If this is a spellcasting wall, need to insert the spell object */ 736 /* If this is a spellcasting wall, need to insert the spell object */
992 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 737 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
993 tmp2->insert (arch_to_object (tmp2->other_arch)); 738 tmp2->insert (tmp2->other_arch->instance ());
994 739
995 } 740 }
996 else 741 else
997 posblocked = 1; 742 posblocked = 1;
998 743
999 x = tmp->x - i * freearr_x[dir2]; 744 x = tmp->x - i * DIRX (dir2);
1000 y = tmp->y - i * freearr_y[dir2]; 745 y = tmp->y - i * DIRY (dir2);
1001 m = tmp->map; 746 m = tmp->map;
1002 747
1003 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && 748 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
1004 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked) 749 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
1005 { 750 {
1006 object *tmp2 = tmp->clone (); 751 object *tmp2 = tmp->clone ();
1007 m->insert (tmp2, x, y, op); 752 m->insert (tmp2, x, y, op);
1008 753
1009 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 754 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1010 tmp2->insert (arch_to_object (tmp2->other_arch)); 755 tmp2->insert (tmp2->other_arch->instance ());
1011 } 756 }
1012 else 757 else
1013 negblocked = 1; 758 negblocked = 1;
1014 } 759 }
1015 760
1016 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) 761 if (tmp->flag [FLAG_BLOCKSVIEW])
1017 update_all_los (op->map, op->x, op->y); 762 update_all_los (op->map, op->x, op->y);
1018 763
1019 return 1; 764 return 1;
1020} 765}
1021 766
1022int 767int
1023dimension_door (object *op, object *caster, object *spob, int dir) 768dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
1024{ 769{
1025 uint32 dist, maxdist; 770 uint32 dist, maxdist;
1026 int mflags; 771 int mflags;
1027 maptile *m; 772 maptile *m;
1028 sint16 sx, sy; 773 sint16 sx, sy;
1030 if (op->type != PLAYER) 775 if (op->type != PLAYER)
1031 return 0; 776 return 0;
1032 777
1033 if (!dir) 778 if (!dir)
1034 { 779 {
1035 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?"); 780 op->failmsg ("In what direction?");
1036 return 0; 781 return 0;
1037 } 782 }
1038 783
1039 /* Given the new outdoor maps, can't let players dimension door for 784 /* Given the new outdoor maps, can't let players dimension door for
1040 * ever, so put limits in. 785 * ever, so put limits in.
1041 */ 786 */
1042 maxdist = spob->range + SP_level_range_adjust (caster, spob); 787 maxdist = spob->range + SP_level_range_adjust (caster, spob);
1043 788
1044 if (op->contr->count) 789 if (spellparam)
1045 { 790 {
791 int count = atoi (spellparam);
792
1046 if (op->contr->count > maxdist) 793 if (count > maxdist)
1047 { 794 {
1048 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!"); 795 op->failmsg ("You can't dimension door that far!");
1049 return 0; 796 return 0;
1050 } 797 }
1051 798
1052 for (dist = 0; dist < op->contr->count; dist++) 799 for (dist = 0; dist < count; dist++)
1053 { 800 {
1054 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy); 801 mflags = get_map_flags (op->map, &m, op->x + DIRX (dir) * (dist + 1), op->y + DIRY (dir) * (dist + 1), &sx, &sy);
1055 802
1056 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 803 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
1057 break; 804 break;
1058 805
1059 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) 806 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1060 break; 807 break;
1061 } 808 }
1062 809
1063 if (dist < op->contr->count) 810 if (dist < count)
1064 { 811 {
1065 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n"); 812 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
1066 op->contr->count = 0;
1067 return 0; 813 return 0;
1068 } 814 }
1069
1070 op->contr->count = 0;
1071 815
1072 /* Remove code that puts player on random space on maps. IMO, 816 /* Remove code that puts player on random space on maps. IMO,
1073 * a lot of maps probably have areas the player should not get to, 817 * a lot of maps probably have areas the player should not get to,
1074 * but may not be marked as NO_MAGIC (as they may be bounded 818 * but may not be marked as NO_MAGIC (as they may be bounded
1075 * by such squares). Also, there are probably treasure rooms and 819 * by such squares). Also, there are probably treasure rooms and
1076 * lots of other maps that protect areas with no magic, but the 820 * lots of other maps that protect areas with no magic, but the
1077 * areas themselves don't contain no magic spaces. 821 * areas themselves don't contain no magic spaces.
1078 */ 822 */
1079 /* This call here is really just to normalize the coordinates */ 823 /* This call here is really just to normalize the coordinates */
1080 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, &sx, &sy); 824 mflags = get_map_flags (op->map, &m, op->x + DIRX (dir) * dist, op->y + DIRY (dir) * dist, &sx, &sy);
1081 if (mflags & P_IS_ALIVE || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) 825 if (mflags & P_IS_ALIVE || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1082 { 826 {
1083 new_draw_info (NDI_UNIQUE, 0, op, "You cast your spell, but nothing happens.\n"); 827 new_draw_info (NDI_UNIQUE, 0, op, "You cast your spell, but nothing happens.\n");
1084 return 1; /* Maybe the penalty should be more severe... */ 828 return 1; /* Maybe the penalty should be more severe... */
1085 } 829 }
1091 * spaces that blocked the players view. 835 * spaces that blocked the players view.
1092 */ 836 */
1093 837
1094 for (dist = 0; dist < maxdist; dist++) 838 for (dist = 0; dist < maxdist; dist++)
1095 { 839 {
1096 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy); 840 mflags = get_map_flags (op->map, &m, op->x + DIRX (dir) * (dist + 1), op->y + DIRY (dir) * (dist + 1), &sx, &sy);
1097 841
1098 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 842 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
1099 break; 843 break;
1100 844
1101 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) 845 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1106 /* If the destination is blocked, keep backing up until we 850 /* If the destination is blocked, keep backing up until we
1107 * find a place for the player. 851 * find a place for the player.
1108 */ 852 */
1109 for (; dist > 0; dist--) 853 for (; dist > 0; dist--)
1110 { 854 {
1111 if (get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, 855 if (get_map_flags (op->map, &m, op->x + DIRX (dir) * dist, op->y + DIRY (dir) * dist,
1112 &sx, &sy) & (P_OUT_OF_MAP | P_IS_ALIVE)) 856 &sx, &sy) & (P_OUT_OF_MAP | P_IS_ALIVE))
1113 continue; 857 continue;
1114 858
1115 859
1116 if (!OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) 860 if (!OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1117 break; 861 break;
1118 862
1119 } 863 }
1120 if (!dist) 864 if (!dist)
1121 { 865 {
1122 new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n"); 866 op->failmsg ("Your spell failed!\n");
1123 return 0; 867 return 0;
1124 } 868 }
1125 } 869 }
1126 870
1127 /* Actually move the player now */ 871 /* Actually move the player now */
1128 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op))) 872 if (!(op = op->map->insert (op, op->x + DIRX (dir) * dist, op->y + DIRY (dir) * dist, op)))
1129 return 1; 873 return 1;
1130 874
1131 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ 875 op->speed_left = -5. * op->speed; /* Freeze them for a short while */
876
1132 return 1; 877 return 1;
1133} 878}
1134
1135 879
1136/* cast_heal: Heals something. 880/* cast_heal: Heals something.
1137 * op is the caster. 881 * op is the caster.
1138 * dir is the direction he is casting it in. 882 * dir is the direction he is casting it in.
1139 * spell is the spell object. 883 * spell is the spell object.
1166 { 910 {
1167 /* See how many points we actually heal. Instead of messages 911 /* See how many points we actually heal. Instead of messages
1168 * based on type of spell, we instead do messages based 912 * based on type of spell, we instead do messages based
1169 * on amount of damage healed. 913 * on amount of damage healed.
1170 */ 914 */
1171 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 915 if (heal > tmp->stats.maxhp - tmp->stats.hp)
1172 heal = tmp->stats.maxhp - tmp->stats.hp; 916 heal = tmp->stats.maxhp - tmp->stats.hp;
917
1173 tmp->stats.hp += heal; 918 tmp->stats.hp += heal;
1174 919
1175 if (tmp->stats.hp >= tmp->stats.maxhp) 920 if (tmp->stats.hp >= tmp->stats.maxhp)
1176 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 921 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1177 else if (heal > 50) 922 else if (heal > 50)
1186 success = 1; 931 success = 1;
1187 } 932 }
1188 } 933 }
1189 934
1190 if (spell->attacktype & AT_DISEASE) 935 if (spell->attacktype & AT_DISEASE)
1191 if (cure_disease (tmp, op)) 936 if (cure_disease (tmp, op, spell))
1192 success = 1; 937 success = 1;
1193 938
1194 if (spell->attacktype & AT_POISON) 939 if (spell->attacktype & AT_POISON)
1195 { 940 {
1196 at = archetype::find ("poisoning"); 941 at = archetype::find (shstr_poisoning);
1197 poison = present_arch_in_ob (at, tmp); 942 poison = present_arch_in_ob (at, tmp);
1198 if (poison) 943 if (poison)
1199 { 944 {
1200 success = 1; 945 success = 1;
1201 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 946 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1203 } 948 }
1204 } 949 }
1205 950
1206 if (spell->attacktype & AT_CONFUSION) 951 if (spell->attacktype & AT_CONFUSION)
1207 { 952 {
1208 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 953 poison = present_in_ob_by_name (FORCE, shstr_confusion, tmp);
1209 if (poison) 954 if (poison)
1210 { 955 {
1211 success = 1; 956 success = 1;
1212 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 957 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1213 poison->duration = 1; 958 poison->duration = 1;
1214 } 959 }
1215 } 960 }
1216 961
1217 if (spell->attacktype & AT_BLIND) 962 if (spell->attacktype & AT_BLIND)
1218 { 963 {
1219 at = archetype::find ("blindness"); 964 at = archetype::find (shstr_blindness);
1220 poison = present_arch_in_ob (at, tmp); 965 poison = present_arch_in_ob (at, tmp);
1221 if (poison) 966 if (poison)
1222 { 967 {
1223 success = 1; 968 success = 1;
1224 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return."); 969 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1242 tmp->stats.grace = tmp->stats.maxgrace; 987 tmp->stats.grace = tmp->stats.maxgrace;
1243 success = 1; 988 success = 1;
1244 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!"); 989 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1245 } 990 }
1246 991
1247 if (spell->stats.food && tmp->stats.food < 999) 992 if (spell->stats.food && tmp->stats.food < MAX_FOOD)
1248 { 993 {
1249 tmp->stats.food += spell->stats.food; 994 tmp->stats.food += spell->stats.food;
1250 if (tmp->stats.food > 999) 995 min_it (tmp->stats.food, MAX_FOOD);
1251 tmp->stats.food = 999; 996
1252 success = 1; 997 success = 1;
1253 /* We could do something a bit better like the messages for healing above */ 998 /* We could do something a bit better like the messages for healing above */
1254 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food"); 999 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1255 } 1000 }
1256 1001
1257 return success; 1002 return success;
1258} 1003}
1259
1260 1004
1261/* This is used for the spells that gain stats. There are no spells 1005/* This is used for the spells that gain stats. There are no spells
1262 * right now that icnrease wis/int/pow on a temp basis, so no 1006 * right now that icnrease wis/int/pow on a temp basis, so no
1263 * good comments for those. 1007 * good comments for those.
1264 */ 1008 */
1265static const char *const no_gain_msgs[NUM_STATS] = { 1009static const char *const no_gain_msgs[NUM_STATS] = {
1266 "You grow no stronger.", 1010 "You grow no stronger.",
1267 "You grow no more agile.", 1011 "You grow no more agile.",
1268 "You don't feel any healthier.", 1012 "You don't feel any healthier.",
1269 "no wis", 1013 "You didn't grow any more intelligent.",
1014 "You do not feel any wiser.",
1015 "You don't feel any more powerful."
1270 "You are no easier to look at.", 1016 "You are no easier to look at.",
1271 "no int",
1272 "no pow"
1273}; 1017};
1274 1018
1275int 1019int
1020change_ability_duration (object *spell, object *caster)
1021{
1022 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1023}
1024
1025int
1276cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) 1026cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1277{ 1027{
1278 object *force = NULL; 1028 object *force = 0;
1279 int i; 1029 int i;
1280 1030
1281 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1031 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1282 object *tmp = dir 1032 object *tmp = dir
1283 ? find_target_for_friendly_spell (op, dir) 1033 ? find_target_for_friendly_spell (op, dir)
1284 : op; 1034 : op;
1285 1035
1286 if (!tmp) 1036 if (!tmp)
1287 return 0; 1037 return 0;
1288 1038
1289 /* If we've already got a force of this type, don't add a new one. */ 1039 /* If we've already got a force of this type, don't add a new one. */
1297 break; 1047 break;
1298 } 1048 }
1299 else if (spell_ob->race && spell_ob->race == tmp2->name) 1049 else if (spell_ob->race && spell_ob->race == tmp2->name)
1300 { 1050 {
1301 if (!silent) 1051 if (!silent)
1302 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 1052 op->failmsgf ("You can not cast %s while %s is in effect",
1053 &spell_ob->name, &tmp2->name_pl);
1054
1303 return 0; 1055 return 0;
1304 } 1056 }
1305 } 1057 }
1306 } 1058 }
1059
1060 int duration = change_ability_duration (spell_ob, caster);
1061
1307 if (force == NULL) 1062 if (force)
1308 {
1309 force = get_archetype (FORCE_NAME);
1310 force->subtype = FORCE_CHANGE_ABILITY;
1311 if (spell_ob->race)
1312 force->name = spell_ob->race;
1313 else
1314 force->name = spell_ob->name;
1315 force->name_pl = spell_ob->name;
1316 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1317
1318 } 1063 {
1319 else
1320 {
1321 int duration;
1322
1323 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1324 if (duration > force->duration) 1064 if (duration > force->duration)
1325 { 1065 {
1326 force->duration = duration; 1066 force->duration = duration;
1327 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1067 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1328 } 1068 }
1329 else 1069 else
1330 {
1331 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1070 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1332 } 1071
1333 return 1; 1072 return 1;
1334 } 1073 }
1335 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1074
1075 new_draw_info_format (NDI_UNIQUE, 0, op,
1076 "You create an aura of magical force. H<The effect will last for about %.10g seconds.>",
1077 TICK2TIME (duration));
1078
1079 force = archetype::get (FORCE_NAME);
1080 force->subtype = FORCE_CHANGE_ABILITY;
1081 force->duration = duration;
1082
1083 if (spell_ob->race)
1084 force->name = spell_ob->race;
1085 else
1086 force->name = spell_ob->name;
1087
1088 force->name_pl = spell_ob->name;
1089
1336 force->speed = 1.0; 1090 force->speed = 1.0;
1337 force->speed_left = -1.0; 1091 force->speed_left = -1.0;
1338 SET_FLAG (force, FLAG_APPLIED); 1092 force->set_flag (FLAG_APPLIED);
1339 1093
1340 /* Now start processing the effects. First, protections */ 1094 /* Now start processing the effects. First, protections */
1341 for (i = 0; i < NROFATTACKS; i++) 1095 for (i = 0; i < NROFATTACKS; i++)
1342 {
1343 if (spell_ob->resist[i]) 1096 if (spell_ob->resist[i])
1344 {
1345 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob); 1097 force->resist[i] = min (100, spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob));
1346 if (force->resist[i] > 100) 1098
1347 force->resist[i] = 100;
1348 }
1349 }
1350 if (spell_ob->stats.hp) 1099 if (spell_ob->stats.hp)
1351 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob); 1100 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1352 1101
1353 if (tmp->type == PLAYER) 1102 if (tmp->type == PLAYER)
1354 { 1103 {
1372 } 1121 }
1373 } 1122 }
1374 1123
1375 force->move_type = spell_ob->move_type; 1124 force->move_type = spell_ob->move_type;
1376 1125
1377 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK)) 1126 if (spell_ob->flag [FLAG_SEE_IN_DARK])
1378 SET_FLAG (force, FLAG_SEE_IN_DARK); 1127 force->set_flag (FLAG_SEE_IN_DARK);
1379 1128
1380 if (QUERY_FLAG (spell_ob, FLAG_XRAYS)) 1129 if (spell_ob->flag [FLAG_XRAYS])
1381 SET_FLAG (force, FLAG_XRAYS); 1130 force->set_flag (FLAG_XRAYS);
1382 1131
1383 /* Haste/bonus speed */ 1132 /* Haste/bonus speed */
1384 if (spell_ob->stats.exp) 1133 if (spell_ob->stats.exp)
1385 { 1134 {
1386 if (op->speed > 0.5f) 1135 if (op->speed > 0.5f)
1394 force->attacktype = spell_ob->attacktype; 1143 force->attacktype = spell_ob->attacktype;
1395 1144
1396 insert_ob_in_ob (force, tmp); 1145 insert_ob_in_ob (force, tmp);
1397 change_abil (tmp, force); /* Mostly to display any messages */ 1146 change_abil (tmp, force); /* Mostly to display any messages */
1398 tmp->update_stats (); 1147 tmp->update_stats ();
1148
1399 return 1; 1149 return 1;
1400} 1150}
1401 1151
1402/* This used to be part of cast_change_ability, but it really didn't make 1152/* This used to be part of cast_change_ability, but it really didn't make
1403 * a lot of sense, since most of the values it derives are from the god 1153 * a lot of sense, since most of the values it derives are from the god
1404 * of the caster. 1154 * of the caster.
1405 */ 1155 */
1406
1407int 1156int
1408cast_bless (object *op, object *caster, object *spell_ob, int dir) 1157cast_bless (object *op, object *caster, object *spell_ob, int dir)
1409{ 1158{
1410 int i; 1159 int i;
1411 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1160 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1412 1161
1413 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1162 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1414 if (dir != 0) 1163 if (dir != 0)
1415 { 1164 {
1416 tmp = find_target_for_friendly_spell (op, dir); 1165 tmp = find_target_for_friendly_spell (op, dir);
1166
1167 if (!tmp)
1168 return 0;
1417 } 1169 }
1418 else 1170 else
1419 {
1420 tmp = op; 1171 tmp = op;
1421 }
1422 1172
1423 /* If we've already got a force of this type, don't add a new one. */ 1173 /* If we've already got a force of this type, don't add a new one. */
1424 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1174 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1425 { 1175 {
1426 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1176 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1427 { 1177 {
1428 if (tmp2->name == spell_ob->name) 1178 if (tmp2->name == spell_ob->name)
1429 { 1179 {
1435 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 1185 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1436 return 0; 1186 return 0;
1437 } 1187 }
1438 } 1188 }
1439 } 1189 }
1190
1440 if (force == NULL) 1191 if (force == NULL)
1441 { 1192 {
1442 force = get_archetype (FORCE_NAME); 1193 force = archetype::get (FORCE_NAME);
1443 force->subtype = FORCE_CHANGE_ABILITY; 1194 force->subtype = FORCE_CHANGE_ABILITY;
1444 if (spell_ob->race) 1195 if (spell_ob->race)
1445 force->name = spell_ob->race; 1196 force->name = spell_ob->race;
1446 else 1197 else
1447 force->name = spell_ob->name; 1198 force->name = spell_ob->name;
1462 { 1213 {
1463 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1214 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1464 } 1215 }
1465 return 0; 1216 return 0;
1466 } 1217 }
1218
1467 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1219 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1468 force->speed = 1.0; 1220 force->speed = 1.0;
1469 force->speed_left = -1.0; 1221 force->speed_left = -1.0;
1470 SET_FLAG (force, FLAG_APPLIED); 1222 force->set_flag (FLAG_APPLIED);
1471 1223
1472 if (!god) 1224 if (!god)
1473 { 1225 {
1474 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty."); 1226 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1475 } 1227 }
1476 else 1228 else
1477 { 1229 {
1478 /* Only give out good benefits, and put a max on it */ 1230 /* Only give out good benefits, and put a max on it */
1479 for (i = 0; i < NROFATTACKS; i++) 1231 for (i = 0; i < NROFATTACKS; i++)
1480 {
1481 if (god->resist[i] > 0) 1232 if (god->resist[i] > 0)
1482 {
1483 force->resist[i] = MIN (god->resist[i], spell_ob->resist[ATNR_GODPOWER]); 1233 force->resist[i] = min (god->resist[i], spell_ob->resist[ATNR_GODPOWER]);
1484 } 1234
1485 }
1486 force->path_attuned |= god->path_attuned; 1235 force->path_attuned |= god->path_attuned;
1487 1236
1488 if (spell_ob->attacktype) 1237 if (spell_ob->attacktype)
1489 force->slaying = god->slaying; 1238 force->slaying = god->slaying;
1490 1239
1509} 1258}
1510 1259
1511/* Alchemy code by Mark Wedel 1260/* Alchemy code by Mark Wedel
1512 * 1261 *
1513 * This code adds a new spell, called alchemy. Alchemy will turn 1262 * This code adds a new spell, called alchemy. Alchemy will turn
1514 * objects to gold nuggets, the value of the gold nuggets being 1263 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1515 * about 90% of that of the item itself. It uses the value of the
1516 * object before charisma adjustments, because the nuggets themselves
1517 * will be will be adjusted by charisma when sold.
1518 * 1264 *
1519 * Large nuggets are worth 25 gp each (base). You will always get 1265 * The value of the gold nuggets being about 90% of that of the item
1520 * the maximum number of large nuggets you could get. 1266 * itself. It uses the value of the object before charisma adjustments,
1521 * Small nuggets are worth 1 gp each (base). You will get from 0 1267 * because the nuggets themselves will be will be adjusted by charisma
1522 * to the max amount of small nuggets as you could get. 1268 * when sold.
1523 *
1524 * For example, if an item is worth 110 gold, you will get
1525 * 4 large nuggets, and from 0-10 small nuggets.
1526 * 1269 *
1527 * There is also a chance (1:30) that you will get nothing at all 1270 * There is also a chance (1:30) that you will get nothing at all
1528 * for the object. There is also a maximum weight that will be 1271 * for the object. There is also a maximum weight that will be
1529 * alchemised. 1272 * alchemised.
1530 */ 1273 */
1531static void 1274static void
1532alchemy_object (object *obj, uint64 &total_value, int &total_weight) 1275alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1533{ 1276{
1534 uint64 value = query_cost (obj, NULL, F_TRUE); 1277 uint64 value = query_cost (obj, NULL, F_TRUE);
1535 1278
1536 /* Give third price when we alchemy money (This should hopefully 1279 /* Give third price when we alchemy money (this should hopefully
1537 * make it so that it isn't worth it to alchemy money, sell 1280 * make it so that it isn't worth it to alchemy money, sell
1538 * the nuggets, alchemy the gold from that, etc. 1281 * the nuggets, alchemy the gold from that, etc.
1539 * Otherwise, give 9 silver on the gold for other objects, 1282 * Otherwise, give 9 silver on the gold for other objects,
1540 * so that it would still be more affordable to haul 1283 * so that it would still be more affordable to haul
1541 * the stuff back to town. 1284 * the stuff back to town.
1542 */ 1285 */
1543 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1286 if (obj->flag [FLAG_UNPAID])
1544 value = 0; 1287 value = 0;
1545 else if (obj->type == MONEY || obj->type == GEM) 1288 else if (obj->type == MONEY || obj->type == GEM)
1546 value /= 3; 1289 value /= 3;
1547 else 1290 else
1548 value = value * 9 / 10; 1291 value = value * 9 / 10;
1553 total_weight += obj->total_weight (); 1296 total_weight += obj->total_weight ();
1554 1297
1555 obj->destroy (); 1298 obj->destroy ();
1556} 1299}
1557 1300
1558static void
1559update_map (object *op, maptile *m, int small_nuggets, object *small, int large_nuggets, object *large, int x, int y)
1560{
1561 int flag = 0;
1562
1563 /* Put any nuggets below the player, but we can only pass this
1564 * flag if we are on the same space as the player
1565 */
1566 if (x == op->x && y == op->y && op->map == m)
1567 flag = INS_BELOW_ORIGINATOR;
1568
1569 if (small_nuggets)
1570 {
1571 object *tmp = small->clone ();
1572 tmp->nrof = small_nuggets;
1573 m->insert (tmp, x, y, op, flag);
1574 }
1575
1576 if (large_nuggets)
1577 {
1578 object *tmp = large->clone ();
1579 tmp->nrof = large_nuggets;
1580 m->insert (tmp, x, y, op, flag);
1581 }
1582
1583 if (object *pl = m->at (x, y).player ())
1584 if (pl->contr->ns)
1585 pl->contr->ns->look_position = 0;
1586}
1587
1588int 1301int
1589alchemy (object *op, object *caster, object *spell_ob) 1302alchemy (object *op, object *caster, object *spell_ob)
1590{ 1303{
1591 if (op->type != PLAYER) 1304 if (op->type != PLAYER)
1592 return 0; 1305 return 0;
1593 1306
1594 object *large = get_archetype ("largenugget"); 1307 archetype *nugget[3];
1595 object *small = get_archetype ("smallnugget"); 1308
1309 nugget[0] = archetype::find (shstr_pyrite3);
1310 nugget[1] = archetype::find (shstr_pyrite2);
1311 nugget[2] = archetype::find (shstr_pyrite);
1596 1312
1597 /* Put a maximum weight of items that can be alchemised. Limits the power 1313 /* Put a maximum weight of items that can be alchemised. Limits the power
1598 * some, and also prevents people from alchemising every table/chair/clock 1314 * some, and also prevents people from alchemising every table/chair/clock
1599 * in sight 1315 * in sight
1600 */ 1316 */
1629 1345
1630 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next) 1346 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1631 { 1347 {
1632 next = tmp->above; 1348 next = tmp->above;
1633 1349
1634 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1350 if (tmp->weight > 0 && !tmp->flag [FLAG_NO_PICK] &&
1635 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1351 !tmp->flag [FLAG_ALIVE] && !tmp->flag [FLAG_IS_CAULDRON])
1636 { 1352 {
1637 if (tmp->inv) 1353 if (tmp->inv)
1638 { 1354 {
1639 object *next1, *tmp1; 1355 object *next1, *tmp1;
1640 1356
1641 for (tmp1 = tmp->inv; tmp1; tmp1 = next1) 1357 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1642 { 1358 {
1643 next1 = tmp1->below; 1359 next1 = tmp1->below;
1644 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1360 if (tmp1->weight > 0 && !tmp1->flag [FLAG_NO_PICK] &&
1645 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1361 !tmp1->flag [FLAG_ALIVE] && !tmp1->flag [FLAG_IS_CAULDRON])
1646 alchemy_object (tmp1, value, weight); 1362 alchemy_object (tmp1, value, weight);
1647 } 1363 }
1648 } 1364 }
1649 1365
1650 alchemy_object (tmp, value, weight); 1366 alchemy_object (tmp, value, weight);
1652 if (weight > weight_max) 1368 if (weight > weight_max)
1653 break; 1369 break;
1654 } 1370 }
1655 } 1371 }
1656 1372
1373 value -= rndm (value >> 4);
1657 value = min (value, value_max); 1374 value = min (value, value_max);
1658 1375
1659 uint64 count = value / large->value; 1376 for (int i = 0; i < array_length (nugget); ++i)
1660 int large_nuggets = count; 1377 if (int nrof = value / nugget [i]->value)
1661 value -= count * large->value;
1662
1663 count = value / small->value;
1664 int small_nuggets = count;
1665
1666 /* Insert all the nuggets at one time. This probably saves time, but
1667 * it also prevents us from alcheming nuggets that were just created
1668 * with this spell.
1669 */ 1378 {
1670 update_map (op, mp, small_nuggets, small, large_nuggets, large, nx, ny); 1379 value -= nrof * nugget[i]->value;
1380
1381 object *tmp = nugget[i]->instance ();
1382 tmp->nrof = nrof;
1383 tmp->flag [FLAG_IDENTIFIED] = true;
1384 op->map->insert (tmp, x, y, op, 0);
1385 }
1671 1386
1672 if (weight > weight_max) 1387 if (weight > weight_max)
1673 goto bailout; 1388 goto bailout;
1674 } 1389 }
1675 } 1390 }
1676 1391
1677bailout: 1392bailout:
1678 large->destroy ();
1679 small->destroy ();
1680 return 1; 1393 return 1;
1681} 1394}
1682
1683 1395
1684/* This function removes the cursed/damned status on equipped 1396/* This function removes the cursed/damned status on equipped
1685 * items. 1397 * items.
1686 */ 1398 */
1687int 1399int
1688remove_curse (object *op, object *caster, object *spell) 1400remove_curse (object *op, object *caster, object *spell)
1689{ 1401{
1690 object *tmp;
1691 int success = 0, was_one = 0; 1402 int success = 0, was_one = 0;
1692 1403
1404 int num_uncurse = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell));
1405
1406 op->splay_marked ();
1407
1408 int typeflag = spell->last_sp ? FLAG_DAMNED : FLAG_CURSED;
1409
1693 for (tmp = op->inv; tmp; tmp = tmp->below) 1410 for (object *tmp = op->inv; tmp && num_uncurse; tmp = tmp->below)
1694 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1411 if (!tmp->invisible && tmp->flag [typeflag])
1695 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1696 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1697 { 1412 {
1698 was_one++; 1413 ++was_one;
1414
1699 if (tmp->level <= caster_level (caster, spell)) 1415 if (tmp->level <= casting_level (caster, spell))
1700 { 1416 {
1701 success++; 1417 ++success;
1702 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1418 --num_uncurse;
1703 CLEAR_FLAG (tmp, FLAG_DAMNED);
1704 1419
1705 CLEAR_FLAG (tmp, FLAG_CURSED); 1420 tmp->clr_flag (typeflag);
1706 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1421 tmp->clr_flag (FLAG_CURSED);
1422 tmp->clr_flag (FLAG_KNOWN_CURSED);
1707 tmp->value = 0; /* Still can't sell it */ 1423 tmp->value = 0; /* Still can't sell it */
1708 if (op->type == PLAYER) 1424
1425 if (object *pl = tmp->visible_to ())
1709 esrv_send_item (op, tmp); 1426 esrv_update_item (UPD_FLAGS, pl, tmp);
1710 } 1427 }
1711 } 1428 }
1712 1429
1713 if (op->type == PLAYER) 1430 if (op->type == PLAYER)
1714 { 1431 {
1715 if (success) 1432 if (success)
1716 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now."); 1433 new_draw_info (NDI_UNIQUE, 0, op, "You realise that some of your items look shinier now. H<You successfully removed some curses.>");
1717 else 1434 else
1718 { 1435 {
1719 if (was_one) 1436 if (was_one)
1720 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse."); 1437 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove any curse. H<The spell was not strong enough.>");
1721 else 1438 else
1722 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items."); 1439 new_draw_info (NDI_UNIQUE, 0, op, "You are not having any cursed items. H<Epic fail.>");
1723 } 1440 }
1724 } 1441 }
1725 1442
1726 return success; 1443 return success;
1727} 1444}
1728 1445
1729/* Identifies objects in the players inventory/on the ground */ 1446/* Identifies objects in the players inventory/on the ground */
1730
1731int 1447int
1732cast_identify (object *op, object *caster, object *spell) 1448cast_identify (object *op, object *caster, object *spell)
1733{ 1449{
1734 object *tmp; 1450 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1735 int success = 0, num_ident;
1736 1451
1737 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1452 int num_ident = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell));
1738 1453
1739 if (num_ident < 1) 1454 op->splay_marked ();
1740 num_ident = 1;
1741 1455
1742 for (tmp = op->inv; tmp; tmp = tmp->below) 1456 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1743 { 1457 {
1744 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1458 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1745 { 1459 {
1746 identify (tmp); 1460 identify (tmp);
1747 1461
1748 if (op->type == PLAYER) 1462 if (op->type == PLAYER)
1749 { 1463 {
1750 new_draw_info_format (NDI_UNIQUE, 0, op, "You identified: %s.", long_desc (tmp, op)); 1464 buf.printf ("You identified: %s.\r", long_desc (tmp, op));
1751 1465
1752 if (tmp->msg) 1466 if (tmp->msg)
1753 { 1467 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1754 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1755 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1756 }
1757 } 1468 }
1758 1469
1759 num_ident--;
1760 success = 1;
1761 if (!num_ident) 1470 if (!--num_ident)
1762 break; 1471 break;
1763 } 1472 }
1764 } 1473 }
1765 1474
1766 /* If all the power of the spell has been used up, don't go and identify 1475 /* If all the power of the spell has been used up, don't go and identify
1767 * stuff on the floor. Only identify stuff on the floor if the spell 1476 * stuff on the floor. Only identify stuff on the floor if the spell
1768 * was not fully used. 1477 * was not fully used.
1769 */ 1478 */
1770 if (num_ident) 1479 if (num_ident)
1771 { 1480 {
1772 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 1481 for (object *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1773 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1482 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1774 { 1483 {
1775 identify (tmp); 1484 identify (tmp);
1776 1485
1777 if (op->type == PLAYER) 1486 if (object *pl = tmp->visible_to ())
1778 { 1487 {
1779 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground you identified: %s.", long_desc (tmp, op)); 1488 buf.printf ("On the ground you identified: %s.\r", long_desc (tmp, op));
1780 1489
1781 if (tmp->msg) 1490 if (tmp->msg)
1782 { 1491 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1783 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1784 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1785 }
1786
1787 esrv_send_item (op, tmp);
1788 } 1492 }
1789 1493
1790 num_ident--;
1791 success = 1;
1792 if (!num_ident) 1494 if (!--num_ident)
1793 break; 1495 break;
1794 } 1496 }
1795 } 1497 }
1796 1498
1797 if (!success) 1499 if (buf.empty ())
1798 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified."); 1500 {
1501 op->failmsg ("You can't reach anything unidentified.");
1502 return 0;
1503 }
1799 else 1504 else
1505 {
1506 if (op->contr)
1507 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1508
1800 spell_effect (spell, op->x, op->y, op->map, op); 1509 spell_effect (spell, op->x, op->y, op->map, op);
1801 1510 return 1;
1802 return success; 1511 }
1803} 1512}
1804 1513
1805int 1514int
1806cast_detection (object *op, object *caster, object *spell, object *skill) 1515cast_detection (object *op, object *caster, object *spell, object *skill)
1807{ 1516{
1808 object *tmp, *last, *god, *detect; 1517 object *tmp, *last, *god, *detect;
1809 int done_one, range, mflags, floor, level; 1518 int done_one, range, floor, level;
1810 sint16 x, y, nx, ny; 1519 sint16 x, y, nx, ny;
1811 maptile *m; 1520 maptile *m;
1812 1521
1813 /* We precompute some values here so that we don't have to keep 1522 /* We precompute some values here so that we don't have to keep
1814 * doing it over and over again. 1523 * doing it over and over again.
1815 */ 1524 */
1816 god = find_god (determine_god (op)); 1525 god = find_god (determine_god (op));
1817 level = caster_level (caster, spell); 1526 level = casting_level (caster, spell);
1818 range = spell->range + SP_level_range_adjust (caster, spell); 1527 range = spell->range + SP_level_range_adjust (caster, spell);
1819 1528
1820 if (!skill) 1529 if (!skill)
1821 skill = caster; 1530 skill = caster;
1822 1531
1823 for (x = op->x - range; x <= op->x + range; x++) 1532 dynbuf buf;
1824 for (y = op->y - range; y <= op->y + range; y++) 1533 unordered_mapwalk (buf, op, -range, -range, range, range)
1825 { 1534 {
1826 m = op->map;
1827 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1828 if (mflags & P_OUT_OF_MAP)
1829 continue;
1830
1831 /* For most of the detections, we only detect objects above the 1535 /* For most of the detections, we only detect objects above the
1832 * floor. But this is not true for show invisible. 1536 * floor. But this is not true for show invisible.
1833 * Basically, we just go and find the top object and work 1537 * Basically, we just go and find the top object and work
1834 * down - that is easier than working up. 1538 * down - that is easier than working up.
1835 */ 1539 */
1836 1540
1837 for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above) 1541 for (last = 0, tmp = m->at (nx, ny).bot; tmp; tmp = tmp->above)
1838 last = tmp; 1542 last = tmp;
1839 1543
1840 /* Shouldn't happen, but if there are no objects on a space, this 1544 /* Shouldn't happen, but if there are no objects on a space, this
1841 * would happen. 1545 * would happen.
1842 */ 1546 */
1843 if (!last) 1547 if (!last)
1844 continue; 1548 continue;
1845 1549
1846 done_one = 0; 1550 done_one = 0;
1847 floor = 0; 1551 floor = 0;
1848 detect = NULL; 1552 detect = 0;
1849 for (tmp = last; tmp; tmp = tmp->below) 1553 for (tmp = last; tmp; tmp = tmp->below)
1850 { 1554 {
1851 /* show invisible */ 1555 /* show invisible */
1852 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1556 if (spell->flag [FLAG_MAKE_INVIS]
1853 /* Might there be other objects that we can make visible? */ 1557 /* Might there be other objects that we can make visible? */
1854 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1558 && (tmp->invisible && (tmp->flag [FLAG_MONSTER]
1855 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1559 || (tmp->type == PLAYER && !tmp->flag [FLAG_WIZ])
1856 tmp->type == CF_HANDLE || 1560 || tmp->type == T_HANDLE
1857 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE || 1561 || tmp->type == TRAPDOOR
1562 || tmp->type == EXIT
1563 || tmp->type == HOLE
1564 || tmp->type == BUTTON
1858 tmp->type == BUTTON || tmp->type == TELEPORTER || 1565 || tmp->type == TELEPORTER
1566 || tmp->type == GATE
1859 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1567 || tmp->type == LOCKED_DOOR
1860 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN || 1568 || tmp->type == WEAPON
1569 || tmp->type == ALTAR
1570 || (tmp->type == SIGN && tmp->face != magicmouth_face)
1861 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1571 || tmp->type == TRIGGER_PEDESTAL
1862 tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR))) 1572 || tmp->type == SPECIAL_KEY
1573 || tmp->type == TREASURE
1574 || tmp->type == BOOK
1575 || tmp->type == HOLY_ALTAR
1576 || tmp->type == CONTAINER)))
1863 { 1577 {
1578 printf ("show inv %s\n", tmp->debug_desc());//D
1864 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4) 1579 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1865 { 1580 {
1866 tmp->invisible = 0; 1581 tmp->invisible = 0;
1582 done_one = 1;
1583 }
1584 }
1585
1586 if (tmp->flag [FLAG_IS_FLOOR])
1587 floor = 1;
1588
1589 /* All detections below this point don't descend beneath the floor,
1590 * so just continue on. We could be clever and look at the type of
1591 * detection to completely break out if we don't care about objects beneath
1592 * the floor, but once we get to the floor, not likely a very big issue anyways.
1593 */
1594 if (floor)
1595 continue;
1596
1597 /* I had thought about making detect magic and detect curse
1598 * show the flash the magic item like it does for detect monster.
1599 * however, if the object is within sight, this would then make it
1600 * difficult to see what object is magical/cursed, so the
1601 * effect wouldn't be as apparent.
1602 */
1603
1604 /* detect magic */
1605 if (spell->flag [FLAG_KNOWN_MAGICAL]
1606 && !tmp->flag [FLAG_KNOWN_MAGICAL]
1607 && !tmp->flag [FLAG_IDENTIFIED]
1608 && tmp->need_identify ()
1609 && is_magical (tmp))
1610 {
1611 tmp->set_flag (FLAG_KNOWN_MAGICAL);
1612 /* make runes more visible */
1613 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1614 tmp->stats.Cha /= 4;
1615
1616 done_one = 1;
1617 }
1618
1619 /* detect monster */
1620 if (spell->flag [FLAG_MONSTER] && (tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER))
1621 {
1622 done_one = 2;
1623
1624 if (!detect)
1625 detect = tmp;
1626 }
1627
1628 /* Basically, if race is set in the spell, then the creatures race must
1629 * match that. if the spell race is set to GOD, then the gods opposing
1630 * race must match.
1631 */
1632 if (spell->race && tmp->flag [FLAG_MONSTER] && tmp->race &&
1633 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1634 spell->race.contains (tmp->race)))
1635 {
1636 done_one = 2;
1637
1638 if (!detect)
1639 detect = tmp;
1640 }
1641
1642 if (spell->flag [FLAG_KNOWN_CURSED]
1643 && !tmp->flag [FLAG_KNOWN_CURSED]
1644 && tmp->need_identify ()
1645 && (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))
1646 {
1647 tmp->set_flag (FLAG_KNOWN_CURSED);
1648 done_one = 1;
1649 }
1650
1651 // Do mining detection spell:
1652 if (spell->last_sp == 1) // 1 - detect any vein
1653 {
1654 if (tmp->type == VEIN)
1655 {
1656 if (tmp->other_arch)
1657 {
1658 if (!detect)
1659 detect = tmp->other_arch;
1660 done_one = 2;
1661 }
1662 else
1867 done_one = 1; 1663 done_one = 1;
1868 } 1664 }
1869 } 1665 }
1870
1871 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1872 floor = 1;
1873
1874 /* All detections below this point don't descend beneath the floor,
1875 * so just continue on. We could be clever and look at the type of
1876 * detection to completely break out if we don't care about objects beneath
1877 * the floor, but once we get to the floor, not likely a very big issue anyways.
1878 */
1879 if (floor)
1880 continue;
1881
1882 /* I had thought about making detect magic and detect curse
1883 * show the flash the magic item like it does for detect monster.
1884 * however, if the object is within sight, this would then make it
1885 * difficult to see what object is magical/cursed, so the
1886 * effect wouldn't be as apparant.
1887 */
1888
1889 /* detect magic */
1890 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1891 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1892 {
1893 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1894 /* make runes more visibile */
1895 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1896 tmp->stats.Cha /= 4;
1897 done_one = 1;
1898 }
1899 /* detect monster */
1900 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1901 {
1902 done_one = 2;
1903 if (!detect)
1904 detect = tmp;
1905 }
1906 /* Basically, if race is set in the spell, then the creatures race must
1907 * match that. if the spell race is set to GOD, then the gods opposing
1908 * race must match.
1909 */
1910 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1911 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) ||
1912 (strstr (spell->race, tmp->race))))
1913 {
1914 done_one = 2;
1915 if (!detect)
1916 detect = tmp;
1917 }
1918 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1919 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1920 {
1921 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1922 done_one = 1;
1923 }
1924 } /* for stack of objects on this space */ 1666 } /* for stack of objects on this space */
1925 1667
1926 /* Code here puts an effect of the spell on the space, so you can see 1668 /* Code here puts an effect of the spell on the space, so you can see
1927 * where the magic is. 1669 * where the magic is.
1928 */ 1670 */
1929 if (done_one) 1671 if (done_one)
1930 { 1672 {
1931 object *detect_ob = arch_to_object (spell->other_arch); 1673 object *detect_ob = spell->other_arch->instance ();
1932 1674
1933 /* if this is set, we want to copy the face */ 1675 /* if this is set, we want to copy the face */
1934 if (done_one == 2 && detect) 1676 if (done_one == 2 && detect)
1935 { 1677 {
1936 detect_ob->face = detect->face; 1678 detect_ob->face = detect->face;
1937 detect_ob->animation_id = detect->animation_id; 1679 detect_ob->animation_id = detect->animation_id;
1938 detect_ob->anim_speed = detect->anim_speed; 1680 detect_ob->anim_speed = detect->anim_speed;
1939 detect_ob->last_anim = 0; 1681 detect_ob->last_anim = 0;
1940 /* by default, the detect_ob is already animated */ 1682 /* by default, the detect_ob is already animated */
1941 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1683 if (!detect->flag [FLAG_ANIMATE])
1942 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1684 detect_ob->clr_flag (FLAG_ANIMATE);
1943 } 1685 }
1944 1686
1945 m->insert (detect_ob, nx, ny, op); 1687 m->insert (detect_ob, nx, ny, op, INS_ON_TOP);
1946 } 1688 }
1947 } /* for processing the surrounding spaces */ 1689 } /* for processing the surrounding spaces */
1948 1690
1949 1691
1950 /* Now process objects in the players inventory if detect curse or magic */ 1692 /* Now process objects in the players inventory if detect curse or magic */
1951 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL)) 1693 if (spell->flag [FLAG_KNOWN_CURSED] || spell->flag [FLAG_KNOWN_MAGICAL])
1952 { 1694 {
1953 done_one = 0; 1695 done_one = 0;
1696
1954 for (tmp = op->inv; tmp; tmp = tmp->below) 1697 for (tmp = op->inv; tmp; tmp = tmp->below)
1955 { 1698 {
1956 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1699 if (!tmp->invisible && !tmp->flag [FLAG_IDENTIFIED])
1957 { 1700 {
1958 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)) 1701 if (spell->flag [FLAG_KNOWN_MAGICAL] && is_magical (tmp) && !tmp->flag [FLAG_KNOWN_MAGICAL])
1959 { 1702 {
1960 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1703 tmp->set_flag (FLAG_KNOWN_MAGICAL);
1961 if (op->type == PLAYER) 1704
1705 if (object *pl = tmp->visible_to ())
1962 esrv_send_item (op, tmp); 1706 esrv_update_item (UPD_FLAGS, pl, tmp);
1963 } 1707 }
1964 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1708
1965 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1709 if (spell->flag [FLAG_KNOWN_CURSED] && !tmp->flag [FLAG_KNOWN_CURSED] &&
1710 (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))
1966 { 1711 {
1967 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1712 tmp->set_flag (FLAG_KNOWN_CURSED);
1968 if (op->type == PLAYER) 1713
1714 if (object *pl = tmp->visible_to ())
1969 esrv_send_item (op, tmp); 1715 esrv_update_item (UPD_FLAGS, pl, tmp);
1970 } 1716 }
1971 } /* if item is not identified */ 1717 } /* if item is not identified */
1972 } /* for the players inventory */ 1718 } /* for the players inventory */
1973 } /* if detect magic/curse and object is a player */ 1719 } /* if detect magic/curse and object is a player */
1720
1974 return 1; 1721 return 1;
1975} 1722}
1976 1723
1977 1724
1978/** 1725/**
1991 1738
1992 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you."); 1739 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
1993 1740
1994 if (victim->stats.sp >= victim->stats.maxsp * 2) 1741 if (victim->stats.sp >= victim->stats.maxsp * 2)
1995 { 1742 {
1996 object *tmp;
1997
1998 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1743 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
1999
2000 /* Explodes a fireball centered at player */
2001 tmp = get_archetype (EXPLODING_FIREBALL);
2002 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
2003 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
2004
2005 tmp->insert_at (victim);
2006 victim->stats.sp = 2 * victim->stats.maxsp; 1744 victim->stats.sp = 2 * victim->stats.maxsp;
1745 create_exploding_ball_at (victim, caster_level);
2007 } 1746 }
2008 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1747 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
2009 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); 1748 new_draw_info (NDI_UNIQUE | NDI_ORANGE, 0, victim, "You feel like your head is going to explode.");
2010 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1749 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2011 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 1750 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
2012 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1751 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2013 { 1752 {
2014 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1753 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2030 sint16 x, y; 1769 sint16 x, y;
2031 maptile *m; 1770 maptile *m;
2032 int mflags; 1771 int mflags;
2033 1772
2034 m = op->map; 1773 m = op->map;
2035 x = op->x + freearr_x[dir]; 1774 x = op->x + DIRX (dir);
2036 y = op->y + freearr_y[dir]; 1775 y = op->y + DIRY (dir);
2037 1776
2038 mflags = get_map_flags (m, &m, x, y, &x, &y); 1777 mflags = get_map_flags (m, &m, x, y, &x, &y);
2039 1778
2040 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1779 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
2041 { 1780 {
2042 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above) 1781 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
2043 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1782 if (plyr != op && plyr->flag [FLAG_ALIVE])
2044 break; 1783 break;
2045 } 1784 }
2046 1785
2047 1786
2048 /* If we did not find a player in the specified direction, transfer 1787 /* If we did not find a player in the specified direction, transfer
2049 * to anyone on top of us. This is used for the rune of transference mostly. 1788 * to anyone on top of us. This is used for the rune of transference mostly.
2050 */ 1789 */
2051 if (plyr == NULL) 1790 if (plyr == NULL)
2052 for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above) 1791 for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above)
2053 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1792 if (plyr != op && plyr->flag [FLAG_ALIVE])
2054 break; 1793 break;
2055 1794
2056 if (!plyr) 1795 if (!plyr)
2057 { 1796 {
2058 new_draw_info (NDI_BLACK, 0, op, "There is no one there."); 1797 op->failmsg ("There is no one there.");
2059 return 0; 1798 return 0;
2060 } 1799 }
2061 /* give sp */ 1800 /* give sp */
2062 if (spell->stats.dam > 0) 1801 if (spell->stats.dam > 0)
2063 { 1802 {
2064 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell); 1803 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
2065 charge_mana_effect (plyr, caster_level (caster, spell)); 1804 charge_mana_effect (plyr, casting_level (caster, spell));
2066 return 1; 1805 return 1;
2067 } 1806 }
2068 /* suck sp away. Can't suck sp from yourself */ 1807 /* suck sp away. Can't suck sp from yourself */
2069 else if (op != plyr) 1808 else if (op != plyr)
2070 { 1809 {
2075 if (rate > 95) 1814 if (rate > 95)
2076 rate = 95; 1815 rate = 95;
2077 1816
2078 sucked = (plyr->stats.sp * rate) / 100; 1817 sucked = (plyr->stats.sp * rate) / 100;
2079 plyr->stats.sp -= sucked; 1818 plyr->stats.sp -= sucked;
2080 if (QUERY_FLAG (op, FLAG_ALIVE)) 1819 if (op->flag [FLAG_ALIVE])
2081 { 1820 {
2082 /* Player doesn't get full credit */ 1821 /* Player doesn't get full credit */
2083 sucked = (sucked * rate) / 100; 1822 sucked = (sucked * rate) / 100;
2084 op->stats.sp += sucked; 1823 op->stats.sp += sucked;
2085 if (sucked > 0) 1824 if (sucked > 0)
2086 { 1825 {
2087 charge_mana_effect (op, caster_level (caster, spell)); 1826 charge_mana_effect (op, casting_level (caster, spell));
2088 } 1827 }
2089 } 1828 }
2090 return 1; 1829 return 1;
2091 } 1830 }
2092 return 0; 1831 return 0;
2105 object *tmp, *head, *next; 1844 object *tmp, *head, *next;
2106 int mflags; 1845 int mflags;
2107 maptile *m; 1846 maptile *m;
2108 sint16 sx, sy; 1847 sint16 sx, sy;
2109 1848
2110 sx = op->x + freearr_x[dir]; 1849 sx = op->x + DIRX (dir);
2111 sy = op->y + freearr_y[dir]; 1850 sy = op->y + DIRY (dir);
2112 m = op->map; 1851 m = op->map;
2113 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1852 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
2114 if (mflags & P_OUT_OF_MAP) 1853 if (mflags & P_OUT_OF_MAP)
2115 return; 1854 return;
2116 1855
2129 1868
2130 /* don't attack our own spells */ 1869 /* don't attack our own spells */
2131 if (tmp->owner && tmp->owner == op->owner) 1870 if (tmp->owner && tmp->owner == op->owner)
2132 continue; 1871 continue;
2133 1872
2134 /* Basically, if the object is magical and not counterspell, 1873 /* Basically, if the object is magical and not counterspell,
2135 * we will more or less remove the object. Don't counterspell 1874 * we will more or less remove the object. Don't counterspell
2136 * monsters either. 1875 * monsters either.
2137 */ 1876 */
2138 1877
2139 if (head->attacktype & AT_MAGIC 1878 if (head->attacktype & AT_MAGIC
2140 && !(head->attacktype & AT_COUNTERSPELL) 1879 && !(head->attacktype & AT_COUNTERSPELL)
2141 && !QUERY_FLAG (head, FLAG_MONSTER) 1880 && !head->flag [FLAG_MONSTER]
2142 && (op->level > head->level)) 1881 && (op->level > head->level))
2143 head->destroy (); 1882 head->destroy ();
2144 else 1883 else
2145 switch (head->type) 1884 switch (head->type)
2146 { 1885 {
2147 case SPELL_EFFECT: 1886 case SPELL_EFFECT:
2148 // XXX: Don't affect floor spelleffects. See also XXX comment 1887 // XXX: Don't affect floor spelleffects. See also XXX comment
2149 // about sanctuary in spell_util.C 1888 // about sanctuary in spell_util.C
2150 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1889 if (tmp->flag [FLAG_IS_FLOOR])
2151 continue; 1890 continue;
2152 1891
2153 if (op->level > head->level) 1892 if (op->level > head->level)
2154 head->destroy (); 1893 head->destroy ();
2155 1894
2168 break; 1907 break;
2169 } 1908 }
2170 } 1909 }
2171} 1910}
2172 1911
2173
2174
2175/* cast_consecrate() - a spell to make an altar your god's */ 1912/* cast_consecrate() - a spell to make an altar your god's */
2176int 1913int
2177cast_consecrate (object *op, object *caster, object *spell) 1914cast_consecrate (object *op, object *caster, object *spell)
2178{ 1915{
2179 char buf[MAX_BUF]; 1916 char buf[MAX_BUF];
2180 1917
2181 object *tmp, *god = find_god (determine_god (op)); 1918 object *tmp, *god = find_god (determine_god (op));
2182 1919
2183 if (!god) 1920 if (!god)
2184 { 1921 {
2185 new_draw_info (NDI_UNIQUE, 0, op, "You can't consecrate anything if you don't worship a god!"); 1922 op->failmsg ("You can't consecrate anything if you don't worship a god!");
2186 return 0; 1923 return 0;
2187 } 1924 }
2188 1925
2189 for (tmp = op->below; tmp; tmp = tmp->below) 1926 for (tmp = op->below; tmp; tmp = tmp->below)
2190 { 1927 {
2191 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1928 if (tmp->flag [FLAG_IS_FLOOR])
2192 break; 1929 break;
2193 if (tmp->type == HOLY_ALTAR) 1930 if (tmp->type == HOLY_ALTAR)
2194 { 1931 {
2195 1932
2196 if (tmp->level > caster_level (caster, spell)) 1933 if (tmp->level > casting_level (caster, spell))
2197 { 1934 {
2198 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name); 1935 op->failmsgf ("You are not powerful enough to reconsecrate the %s", &tmp->name);
2199 return 0; 1936 return 0;
2200 } 1937 }
2201 else 1938 else
2202 { 1939 {
2203 /* If we got here, we are consecrating an altar */ 1940 /* If we got here, we are consecrating an altar */
2204 sprintf (buf, "Altar of %s", &god->name); 1941 sprintf (buf, "Altar of %s", &god->name);
2205 tmp->name = buf; 1942 tmp->name = buf;
2206 tmp->level = caster_level (caster, spell); 1943 tmp->level = casting_level (caster, spell);
2207 tmp->other_arch = god->arch; 1944 tmp->other_arch = god->arch;
1945
2208 if (op->type == PLAYER) 1946 if (op->type == PLAYER)
2209 esrv_update_item (UPD_NAME, op, tmp); 1947 esrv_update_item (UPD_NAME, op, tmp);
1948
2210 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name); 1949 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
2211 return 1; 1950 return 1;
2212 } 1951 }
2213 } 1952 }
2214 } 1953 }
2215 new_draw_info (NDI_UNIQUE, 0, op, "You are not standing over an altar!"); 1954
1955 op->failmsg ("You are not standing over an altar!");
2216 return 0; 1956 return 0;
2217} 1957}
2218 1958
2219/* animate_weapon - 1959/* animate_weapon -
2220 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon. 1960 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon.
2221 * The golem is based on the archetype specified, modified by the caster's level 1961 * The golem is based on the archetype specified, modified by the caster's level
2222 * and the attributes of the weapon. The weapon is inserted in the golem's 1962 * and the attributes of the weapon. The weapon is inserted in the golem's
2223 * inventory so that it falls to the ground when the golem dies. 1963 * inventory so that it falls to the ground when the golem dies.
2224 * This code was very odd - code early on would only let players use the spell, 1964 * This code was very odd - code early on would only let players use the spell,
2225 * yet the code wass full of player checks. I've presumed that the code 1965 * yet the code wass full of player checks. I've presumed that the code
2226 * that only let players use it was correct, and removed all the other 1966 * that only let players use it was correct, and removed all the other
2227 * player checks. MSW 2003-01-06 1967 * player checks. MSW 2003-01-06
2228 */ 1968 */
2229int 1969int
2230animate_weapon (object *op, object *caster, object *spell, int dir) 1970animate_weapon (object *op, object *caster, object *spell, int dir)
2231{ 1971{
2232 object *weapon, *tmp;
2233 char buf[MAX_BUF]; 1972 char buf[MAX_BUF];
2234 int a, i; 1973 int a, i;
2235 sint16 x, y; 1974 sint16 x, y;
2236 maptile *m; 1975 maptile *m;
2237 materialtype_t *mt;
2238 1976
2239 if (!spell->other_arch) 1977 if (!spell->other_arch)
2240 { 1978 {
2241 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1979 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2242 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name); 1980 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2253 return 0; 1991 return 0;
2254 } 1992 }
2255 1993
2256 /* if no direction specified, pick one */ 1994 /* if no direction specified, pick one */
2257 if (!dir) 1995 if (!dir)
2258 dir = find_free_spot (NULL, op->map, op->x, op->y, 1, 9); 1996 dir = find_free_spot (spell->other_arch, op->map, op->x, op->y, 1, 9);
2259 1997
2260 m = op->map; 1998 m = op->map;
2261 x = op->x + freearr_x[dir]; 1999 x = op->x + DIRX (dir);
2262 y = op->y + freearr_y[dir]; 2000 y = op->y + DIRY (dir);
2263 2001
2264 /* if there's no place to put the golem, abort */ 2002 /* if there's no place to put the golem, abort */
2265 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || 2003 if (dir < 0 || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP)
2266 ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->clone.move_type)) 2004 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2267 { 2005 {
2268 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2006 op->failmsg ("There is something in the way.");
2269 return 0; 2007 return 0;
2270 } 2008 }
2271 2009
2272 /* Use the weapon marked by the player. */ 2010 /* Use the weapon marked by the player. */
2273 weapon = find_marked_object (op); 2011 object *weapon = op->mark ();
2274 2012
2275 if (!weapon) 2013 if (!weapon)
2276 { 2014 {
2277 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2015 op->failmsg ("You must mark a weapon to use with this spell!");
2278 return 0; 2016 return 0;
2279 } 2017 }
2018
2280 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2019 if (spell->race && weapon->arch->archname != spell->race)
2281 { 2020 {
2282 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2021 op->failmsg ("The spell fails to transform your weapon.");
2283 return 0; 2022 return 0;
2284 } 2023 }
2024
2285 if (weapon->type != WEAPON) 2025 if (weapon->type != WEAPON)
2286 { 2026 {
2287 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it."); 2027 op->failmsg ("You need to wield a weapon to animate it.");
2288 return 0; 2028 return 0;
2289 } 2029 }
2290 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2030
2031 if (weapon->flag [FLAG_APPLIED])
2291 { 2032 {
2292 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon)); 2033 op->failmsgf ("You need to unequip %s before using it in this spell", query_name (weapon));
2293 return 0; 2034 return 0;
2294 } 2035 }
2295 2036
2296 if (weapon->nrof > 1) 2037 weapon = weapon->split ();
2297 {
2298 tmp = get_split_ob (weapon, 1);
2299 esrv_send_item (op, weapon);
2300 weapon = tmp;
2301 }
2302 2038
2303 /* create the golem object */ 2039 /* create the golem object */
2304 tmp = arch_to_object (spell->other_arch); 2040 object *tmp = spell->other_arch->instance ();
2305 2041
2306 /* if animated by a player, give the player control of the golem */ 2042 /* if animated by a player, give the player control of the golem */
2307 CLEAR_FLAG (tmp, FLAG_MONSTER); 2043 tmp->clr_flag (FLAG_MONSTER);
2308 tmp->stats.exp = 0; 2044 tmp->stats.exp = 0;
2309 add_friendly_object (tmp); 2045 add_friendly_object (tmp);
2310 tmp->type = GOLEM; 2046 tmp->type = GOLEM;
2311 tmp->set_owner (op); 2047 tmp->set_owner (op);
2312 op->contr->golem = tmp; 2048 op->contr->golem = tmp;
2313 set_spell_skill (op, caster, spell, tmp); 2049 set_spell_skill (op, caster, spell, tmp);
2314 2050
2315 /* Give the weapon to the golem now. A bit of a hack to check the 2051 /* Give the weapon to the golem now. A bit of a hack to check the
2316 * removed flag - it should only be set if get_split_object was 2052 * removed flag - it should only be set if weapon->split was
2317 * used above. 2053 * used above.
2318 */ 2054 */
2319 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2055 if (!weapon->flag [FLAG_REMOVED])
2320 weapon->remove (); 2056 weapon->remove ();
2321 2057
2322 insert_ob_in_ob (weapon, tmp); 2058 tmp->insert (weapon);
2323 esrv_send_item (op, weapon); 2059
2324 /* To do everything necessary to let a golem use the weapon is a pain, 2060 /* To do everything necessary to let a golem use the weapon is a pain,
2325 * so instead, just set it as equipped (otherwise, we need to update 2061 * so instead, just set it as equipped (otherwise, we need to update
2326 * body_info, skills, etc) 2062 * body_info, skills, etc)
2327 */ 2063 */
2328 SET_FLAG (tmp, FLAG_USE_WEAPON); 2064 tmp->set_flag (FLAG_USE_WEAPON);
2329 SET_FLAG (weapon, FLAG_APPLIED); 2065 weapon->set_flag (FLAG_APPLIED);
2330 tmp->update_stats (); 2066 tmp->update_stats ();
2331 2067
2332 /* There used to be 'odd' code that basically seemed to take the absolute 2068 /* There used to be 'odd' code that basically seemed to take the absolute
2333 * value of the weapon->magic an use that. IMO, that doesn't make sense - 2069 * value of the weapon->magic an use that. IMO, that doesn't make sense -
2334 * if you're using a crappy weapon, it shouldn't be as good. 2070 * if you're using a crappy weapon, it shouldn't be as good.
2354 2090
2355 /* attacktype */ 2091 /* attacktype */
2356 if (!tmp->attacktype) 2092 if (!tmp->attacktype)
2357 tmp->attacktype = AT_PHYSICAL; 2093 tmp->attacktype = AT_PHYSICAL;
2358 2094
2359 mt = NULL;
2360 if (op->materialname != NULL)
2361 mt = name_to_material (op->materialname);
2362 if (mt != NULL)
2363 {
2364 for (i = 0; i < NROFATTACKS; i++) 2095 for (i = 0; i < NROFATTACKS; i++)
2365 tmp->resist[i] = 50 - (mt->save[i] * 5); 2096 tmp->resist[i] = 50 - (op->material->save[i] * 5);
2366 a = mt->save[0]; 2097
2367 } 2098 a = op->material->save[0];
2368 else 2099
2369 {
2370 for (i = 0; i < NROFATTACKS; i++)
2371 tmp->resist[i] = 5;
2372 a = 10;
2373 }
2374 /* Set weapon's immunity */ 2100 /* Set weapon's immunity */
2375 tmp->resist[ATNR_CONFUSION] = 100; 2101 tmp->resist[ATNR_CONFUSION] = 100;
2376 tmp->resist[ATNR_POISON] = 100; 2102 tmp->resist[ATNR_POISON] = 100;
2377 tmp->resist[ATNR_SLOW] = 100; 2103 tmp->resist[ATNR_SLOW] = 100;
2378 tmp->resist[ATNR_PARALYZE] = 100; 2104 tmp->resist[ATNR_PARALYZE] = 100;
2384 2110
2385 /* Improve weapon's armour value according to best save vs. physical of its material */ 2111 /* Improve weapon's armour value according to best save vs. physical of its material */
2386 2112
2387 if (a > 14) 2113 if (a > 14)
2388 a = 14; 2114 a = 14;
2115
2389 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); 2116 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.f - (float) tmp->resist[ATNR_PHYSICAL]) / (30.f - 2.f * a));
2390 2117
2391 /* Determine golem's speed */ 2118 /* Determine golem's speed */
2392 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell))); 2119 tmp->set_speed (min (3.33f, 0.4f + 0.1f * SP_level_range_adjust (caster, spell)));
2393 2120
2394 if (!spell->race) 2121 if (!spell->race)
2395 { 2122 {
2396 sprintf (buf, "animated %s", &weapon->name); 2123 sprintf (buf, "animated %s", &weapon->name);
2397 tmp->name = buf; 2124 tmp->name = buf;
2403 tmp->state = weapon->state; 2130 tmp->state = weapon->state;
2404 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2131 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2405 } 2132 }
2406 2133
2407 /* make experience increase in proportion to the strength of the summoned creature. */ 2134 /* make experience increase in proportion to the strength of the summoned creature. */
2408 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell)); 2135 tmp->stats.exp *= 1 + (max (spell->stats.maxgrace, spell->stats.sp) / casting_level (caster, spell));
2409 2136
2410 tmp->speed_left = -1; 2137 tmp->speed_left = -1;
2411 tmp->direction = dir; 2138 tmp->direction = dir;
2412 2139
2413 m->insert (tmp, x, y, op); 2140 m->insert (tmp, x, y, op);
2417/* cast_daylight() - changes the map darkness level *lower* */ 2144/* cast_daylight() - changes the map darkness level *lower* */
2418 2145
2419/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2146/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2420 * This changes the light level for the entire map. 2147 * This changes the light level for the entire map.
2421 */ 2148 */
2422
2423int 2149int
2424cast_change_map_lightlevel (object *op, object *caster, object *spell) 2150cast_change_map_lightlevel (object *op, object *caster, object *spell)
2425{ 2151{
2426 int success; 2152 int success;
2427 2153
2431 success = op->map->change_map_light (spell->stats.dam); 2157 success = op->map->change_map_light (spell->stats.dam);
2432 2158
2433 if (!success) 2159 if (!success)
2434 { 2160 {
2435 if (spell->stats.dam < 0) 2161 if (spell->stats.dam < 0)
2436 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2162 op->failmsg ("It can be no brighter here.");
2437 else 2163 else
2438 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2164 op->failmsg ("It can be no darker here.");
2439 } 2165 }
2166
2440 return success; 2167 return success;
2441} 2168}
2442
2443
2444
2445
2446 2169
2447/* create an aura spell object and put it in the player's inventory. 2170/* create an aura spell object and put it in the player's inventory.
2448 * as usual, op is player, caster is the object casting the spell, 2171 * as usual, op is player, caster is the object casting the spell,
2449 * spell is the spell object itself. 2172 * spell is the spell object itself.
2450 */ 2173 */
2456 2179
2457 new_aura = present_arch_in_ob (spell->other_arch, op); 2180 new_aura = present_arch_in_ob (spell->other_arch, op);
2458 if (new_aura) 2181 if (new_aura)
2459 refresh = 1; 2182 refresh = 1;
2460 else 2183 else
2461 new_aura = arch_to_object (spell->other_arch); 2184 new_aura = spell->other_arch->instance ();
2462 2185
2463 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); 2186 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2464 2187
2465 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 2188 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2466 2189
2467 new_aura->set_owner (op);
2468 set_spell_skill (op, caster, spell, new_aura); 2190 set_spell_skill (op, caster, spell, new_aura);
2469 new_aura->attacktype = spell->attacktype; 2191 new_aura->attacktype = spell->attacktype;
2470 2192
2471 new_aura->level = caster_level (caster, spell); 2193 new_aura->level = casting_level (caster, spell);
2194
2472 if (refresh) 2195 if (refresh)
2473 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2196 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2474 else 2197 else
2475 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2198 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2199
2476 insert_ob_in_ob (new_aura, op); 2200 insert_ob_in_ob (new_aura, op);
2201 new_aura->set_owner (op);
2202
2477 return 1; 2203 return 1;
2478} 2204}
2479
2480 2205
2481/* move aura function. An aura is a part of someone's inventory, 2206/* move aura function. An aura is a part of someone's inventory,
2482 * which he carries with him, but which acts on the map immediately 2207 * which he carries with him, but which acts on the map immediately
2483 * around him. 2208 * around him.
2484 * Aura parameters: 2209 * Aura parameters:
2485 * duration: duration counter. 2210 * duration: duration counter.
2486 * attacktype: aura's attacktype 2211 * attacktype: aura's attacktype
2487 * other_arch: archetype to drop where we attack 2212 * other_arch: archetype to drop where we attack
2488 */ 2213 */
2489
2490void 2214void
2491move_aura (object *aura) 2215move_aura (object *aura)
2492{ 2216{
2493 int i, mflags;
2494 object *env;
2495 maptile *m;
2496
2497 /* auras belong in inventories */ 2217 /* auras belong in inventories */
2498 env = aura->env; 2218 object *env = aura->env;
2219 object *owner = aura->owner;
2499 2220
2500 /* no matter what we've gotta remove the aura... 2221 /* no matter what we've gotta remove the aura...
2501 * we'll put it back if its time isn't up. 2222 * we'll put it back if its time isn't up.
2502 */ 2223 */
2503 aura->remove (); 2224 aura->remove ();
2504 2225
2505 /* exit if we're out of gas */ 2226 /* exit if we're out of gas */
2506 if (aura->duration-- < 0) 2227 if (aura->duration-- < 0)
2508 aura->destroy (); 2229 aura->destroy ();
2509 return; 2230 return;
2510 } 2231 }
2511 2232
2512 /* auras only exist in inventories */ 2233 /* auras only exist in inventories */
2513 if (env == NULL || env->map == NULL) 2234 if (!env || !env->map)
2514 { 2235 {
2515 aura->destroy (); 2236 aura->destroy ();
2516 return; 2237 return;
2517 } 2238 }
2518 2239
2519 /* we need to jump out of the inventory for a bit 2240 /* we need to jump out of the inventory for a bit
2520 * in order to hit the map conveniently. 2241 * in order to hit the map conveniently.
2521 */ 2242 */
2522 aura->insert_at (env, aura); 2243 aura->insert_at (env, aura);
2523 2244
2524 for (i = 1; i < 9; i++) 2245 for (int i = 1; i < 9; i++)
2525 { 2246 {
2526 sint16 nx, ny; 2247 mapxy pos (env);
2248 pos.move (i);
2527 2249
2528 nx = aura->x + freearr_x[i];
2529 ny = aura->y + freearr_y[i];
2530 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2531
2532 /* Consider the movement tyep of the person with the aura as 2250 /* Consider the movement type of the person with the aura as
2533 * movement type of the aura. Eg, if the player is flying, the aura 2251 * movement type of the aura. Eg, if the player is flying, the aura
2534 * is flying also, if player is walking, it is on the ground, etc. 2252 * is flying also, if player is walking, it is on the ground, etc.
2535 */ 2253 */
2536 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny)))) 2254 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2537 { 2255 {
2538 hit_map (aura, i, aura->attacktype, 0); 2256 hit_map (aura, i, aura->attacktype, 0);
2539 2257
2540 if (aura->other_arch) 2258 if (aura->other_arch)
2541 m->insert (arch_to_object (aura->other_arch), nx, ny, aura); 2259 pos.insert (aura->other_arch->instance (), aura);
2542 } 2260 }
2543 } 2261 }
2544 2262
2545 /* put the aura back in the player's inventory */ 2263 /* put the aura back in the player's inventory */
2546 aura->remove (); 2264 env->insert (aura);
2547 insert_ob_in_ob (aura, env); 2265 aura->set_owner (owner);
2548} 2266}
2549 2267
2550/* moves the peacemaker spell. 2268/* moves the peacemaker spell.
2551 * op is the piece object. 2269 * op is the piece object.
2552 */ 2270 */
2553
2554void 2271void
2555move_peacemaker (object *op) 2272move_peacemaker (object *op)
2556{ 2273{
2557 object *tmp; 2274 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2558
2559 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2560 { 2275 {
2561 int atk_lev, def_lev; 2276 int atk_lev, def_lev;
2562 object *victim = tmp; 2277 object *victim = tmp->head_ ();
2563 2278
2564 if (tmp->head) 2279 if (!victim->flag [FLAG_MONSTER])
2565 victim = tmp->head;
2566 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2567 continue; 2280 continue;
2568 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2281
2282 if (victim->flag [FLAG_UNAGGRESSIVE])
2569 continue; 2283 continue;
2284
2570 if (victim->stats.exp == 0) 2285 if (victim->stats.exp == 0)
2571 continue; 2286 continue;
2572 2287
2573 def_lev = MAX (1, victim->level); 2288 def_lev = max (1, victim->level);
2574 atk_lev = MAX (1, op->level); 2289 atk_lev = max (1, op->level);
2575 2290
2576 if (rndm (0, atk_lev - 1) > def_lev) 2291 if (rndm (0, atk_lev - 1) > def_lev)
2577 { 2292 {
2578 /* make this sucker peaceful. */ 2293 /* make this sucker peaceful. */
2579 2294
2295 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2580 change_exp (op->owner, victim->stats.exp, op->skill, 0); 2296 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2581 victim->stats.exp = 0; 2297 victim->stats.exp = 0;
2582#if 0 2298#if 0
2583 /* No idea why these were all set to zero - if something 2299 /* No idea why these were all set to zero - if something
2584 * makes this creature agressive, he should still do damage. 2300 * makes this creature agressive, he should still do damage.
2587 victim->stats.sp = 0; 2303 victim->stats.sp = 0;
2588 victim->stats.grace = 0; 2304 victim->stats.grace = 0;
2589 victim->stats.Pow = 0; 2305 victim->stats.Pow = 0;
2590#endif 2306#endif
2591 victim->attack_movement = RANDO2; 2307 victim->attack_movement = RANDO2;
2592 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2308 victim->set_flag (FLAG_UNAGGRESSIVE);
2593 SET_FLAG (victim, FLAG_RUN_AWAY); 2309 victim->set_flag (FLAG_RUN_AWAY);
2594 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2310 victim->set_flag (FLAG_RANDOM_MOVE);
2595 CLEAR_FLAG (victim, FLAG_MONSTER); 2311 victim->clr_flag (FLAG_MONSTER);
2312
2596 if (victim->name) 2313 if (victim->name)
2597 {
2598 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name); 2314 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2599 } 2315 }
2600 }
2601 } 2316 }
2602} 2317}
2603
2604 2318
2605/* This writes a rune that contains the appropriate message. 2319/* This writes a rune that contains the appropriate message.
2606 * There really isn't any adjustments we make. 2320 * There really isn't any adjustments we make.
2607 */ 2321 */
2608
2609int 2322int
2610write_mark (object *op, object *spell, const char *msg) 2323write_mark (object *op, object *spell, const char *msg)
2611{ 2324{
2612 char rune[HUGE_BUF];
2613 object *tmp;
2614
2615 if (!msg || msg[0] == 0) 2325 if (!msg || msg[0] == 0)
2616 { 2326 {
2617 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2327 op->failmsg ("Write what?");
2618 return 0; 2328 return 0;
2619 } 2329 }
2620 2330
2621 if (strcasestr_local (msg, "endmsg")) 2331 if (!msg_is_safe (msg))
2622 { 2332 {
2623 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?"); 2333 op->failmsg ("Trying to cheat are we? H<@-signs are not allowed in marking runes.>");
2624 LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg); 2334 LOG (llevInfo, "write_mark: player %s tried to write bogus rune %s\n", &op->name, msg);
2625 return 0; 2335 return 0;
2626 } 2336 }
2337
2627 if (!spell->other_arch) 2338 if (!spell->other_arch)
2628 return 0; 2339 return 0;
2629 tmp = arch_to_object (spell->other_arch);
2630 2340
2631 snprintf (rune, sizeof (rune), "%s\n", msg); 2341 object *tmp = spell->other_arch->instance ();
2632 2342
2633 tmp->race = op->name; /*Save the owner of the rune */ 2343 tmp->race = op->name; /*Save the owner of the rune */
2634 tmp->msg = rune; 2344 tmp->msg = msg;
2635 2345
2636 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); 2346 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2347
2637 return 1; 2348 return 1;
2638} 2349}
2350

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