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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.85 by root, Sun Aug 17 22:46:26 2008 UTC vs.
Revision 1.148 by root, Sat Nov 17 23:40:04 2018 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / 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 (©) 2002,2007 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 * 8 *
8 * Deliantra 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 3 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 *
18 * You should have received a copy of the GNU General Public License 19 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 20 * and the GNU General Public License along with this program. If not, see
21 * <http://www.gnu.org/licenses/>.
20 * 22 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 23 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 24 */
23 25
24#include <global.h> 26#include <global.h>
25#include <object.h> 27#include <object.h>
57} 59}
58 60
59int 61int
60recharge (object *op, object *caster, object *spell_ob) 62recharge (object *op, object *caster, object *spell_ob)
61{ 63{
62 object *wand, *tmp;
63 int ncharges; 64 int ncharges;
64 65
65 wand = find_marked_object (op); 66 object *wand = op->mark ();
67
66 if (!wand || wand->type != WAND) 68 if (!wand || wand->type != WAND)
67 { 69 {
68 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.");
69 return 0; 71 return 0;
70 } 72 }
73
71 if (!(random_roll (0, 3, op, PREFER_HIGH))) 74 if (!(random_roll (0, 3, op, PREFER_HIGH)))
72 { 75 {
73 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));
74 op->play_sound (sound_find ("ob_explode")); 77 op->play_sound (sound_find ("ob_explode"));
75 wand->destroy (); 78 wand->destroy ();
76 tmp = get_archetype ("fireball"); 79 object *tmp = archetype::get (shstr_fireball);
77 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;
78 81
79 if (!tmp->stats.dam) 82 if (!tmp->stats.dam)
80 tmp->stats.dam = 1; 83 tmp->stats.dam = 1;
81 84
92 95
93 if (wand->inv && wand->inv->level) 96 if (wand->inv && wand->inv->level)
94 ncharges /= wand->inv->level; 97 ncharges /= wand->inv->level;
95 else 98 else
96 { 99 {
97 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));
98 return 0; 101 return 0;
99 } 102 }
100 103
101 if (!ncharges) 104 if (!ncharges)
102 ncharges = 1; 105 ncharges = 1;
103 106
104 wand->stats.food += ncharges; 107 wand->stats.food += ncharges;
105 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));
106 109
107 if (wand->arch && QUERY_FLAG (wand->arch, FLAG_ANIMATE)) 110 if (wand->arch && wand->arch->flag [FLAG_ANIMATE])
108 { 111 {
109 SET_FLAG (wand, FLAG_ANIMATE); 112 wand->set_flag (FLAG_ANIMATE);
110 wand->set_speed (wand->arch->speed); 113 wand->set_speed (wand->arch->speed);
111 } 114 }
112 115
113 return 1; 116 return 1;
114} 117}
122 * 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
123 * 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
124 * create nonnmagic arrows, or even -1, etc... 127 * create nonnmagic arrows, or even -1, etc...
125 */ 128 */
126int 129int
127cast_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)
128{ 131{
129 int bonus_plus = 0; 132 int bonus_plus = 0;
130 const char *missile_name = "arrow"; 133 const char *missile_name = "arrow";
131 134
132 for (object *tmp = op->inv; tmp; tmp = tmp->below) 135 for (object *tmp = op->inv; tmp; tmp = tmp->below)
133 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) 136 if (tmp->type == BOW && tmp->flag [FLAG_APPLIED])
134 missile_name = tmp->race; 137 missile_name = tmp->race;
135 138
136 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); 139 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
137 140
138 archetype *missile_arch = archetype::find (missile_name); 141 archetype *missile_arch = archetype::find (missile_name);
143 return 0; 146 return 0;
144 } 147 }
145 148
146 object *missile = missile_arch->instance (); 149 object *missile = missile_arch->instance ();
147 150
148 if (stringarg) 151 if (spellparam)
149 { 152 {
150 /* If it starts with a letter, presume it is a description */ 153 /* If it starts with a letter, presume it is a description */
151 if (isalpha (*stringarg)) 154 if (isalpha (*spellparam))
152 { 155 {
153 artifact *al = find_artifactlist (missile->type)->items; 156 artifact *al = find_artifactlist (missile->type)->items;
154 157
155 for (; al; al = al->next) 158 for (; al; al = al->next)
156 if (!strcasecmp (al->item->name, stringarg)) 159 if (!strcasecmp (al->item->name, spellparam))
157 break; 160 break;
158 161
159 if (!al) 162 if (!al)
160 { 163 {
161 missile->destroy (); 164 missile->destroy ();
162 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);
163 return 0; 166 return 0;
164 } 167 }
165 168
166 if (al->item->slaying) 169 if (al->item->slaying)
167 { 170 {
168 missile->destroy (); 171 missile->destroy ();
169 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);
170 return 0; 173 return 0;
171 } 174 }
172 175
173 give_artifact_abilities (missile, al->item); 176 give_artifact_abilities (missile, al->item);
174 /* 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 -
176 * the parsing of having to do both plus and type. 179 * the parsing of having to do both plus and type.
177 */ 180 */
178 bonus_plus = 1 + (al->item->value / 5); 181 bonus_plus = 1 + (al->item->value / 5);
179 missile_plus = 0; 182 missile_plus = 0;
180 } 183 }
181 else if (atoi (stringarg) < missile_plus) 184 else if (atoi (spellparam) < missile_plus)
182 missile_plus = atoi (stringarg); 185 missile_plus = atoi (spellparam);
183 } 186 }
184 187
185 missile_plus = clamp (missile_plus, -4, 4); 188 missile_plus = clamp (missile_plus, -4, 4);
186 189
187 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 190 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
192 195
193 missile->magic = missile_plus; 196 missile->magic = missile_plus;
194 /* Can't get any money for these objects */ 197 /* Can't get any money for these objects */
195 missile->value = 0; 198 missile->value = 0;
196 199
197 SET_FLAG (missile, FLAG_IDENTIFIED); 200 missile->set_flag (FLAG_IDENTIFIED);
198 201
199 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 ())
200 pick_up (op, missile); 207 pick_up (op, missile);
201 208
202 return 1; 209 return 1;
203} 210}
204 211
205
206/* allows the choice of what sort of food object to make. 212/* allows the choice of what sort of food object to make.
207 * 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*/
208int 214int
209cast_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)
210{ 216{
211 int food_value; 217 int food_value;
212 archetype *at = NULL; 218 archetype *at = NULL;
213 object *new_op; 219 object *new_op;
214 220
215 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);
216 222
217 if (stringarg) 223 if (spellparam)
218 { 224 {
219 at = find_archetype_by_object_type_name (FOOD, stringarg); 225 at = find_archetype_by_object_type_name (FOOD, spellparam);
220 if (at == NULL) 226 if (at == NULL)
221 at = find_archetype_by_object_type_name (DRINK, stringarg); 227 at = find_archetype_by_object_type_name (DRINK, spellparam);
222 if (at == NULL || at->stats.food > food_value) 228 if (at == NULL || at->stats.food > food_value)
223 stringarg = NULL; 229 spellparam = NULL;
224 } 230 }
225 231
226 if (!stringarg) 232 if (!spellparam)
227 { 233 {
228 archetype *at_tmp; 234 archetype *at_tmp;
229 235
230 /* We try to find the archetype with the maximum food value. 236 /* We try to find the archetype with the maximum food value.
231 * This removes the dependancy of hard coded food values in this 237 * This removes the dependancy of hard coded food values in this
256 /* 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
257 * know 263 * know
258 */ 264 */
259 if (!at) 265 if (!at)
260 { 266 {
261 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.");
262 return 0; 268 return 0;
263 } 269 }
264 270
265 food_value /= at->stats.food; 271 food_value /= at->stats.food;
266 new_op = arch_to_object (at); 272 new_op = at->instance ();
267 new_op->nrof = food_value; 273 new_op->nrof = food_value;
268 274
269 new_op->value = 0; 275 new_op->value = 0;
270 if (new_op->nrof < 1) 276 if (new_op->nrof < 1)
271 new_op->nrof = 1; 277 new_op->nrof = 1;
288 } 294 }
289 295
290 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 296 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
291 for (r = 1; r < maxrange; r++) 297 for (r = 1; r < maxrange; r++)
292 { 298 {
293 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);
294 300
295 m = op->map; 301 m = op->map;
296 mflags = get_map_flags (m, &m, x, y, &x, &y); 302 mflags = get_map_flags (m, &m, x, y, &x, &y);
297 303
298 if (mflags & P_OUT_OF_MAP) 304 if (mflags & P_OUT_OF_MAP)
299 break; 305 break;
300 306
301 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) 307 if (!op->flag [FLAG_WIZCAST] && (mflags & P_NO_MAGIC))
302 { 308 {
303 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 309 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
304 return 0; 310 return 0;
305 } 311 }
306 312
307 if (mflags & P_IS_ALIVE) 313 if (mflags & P_IS_ALIVE)
308 { 314 {
309 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 315 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
310 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]))
311 { 317 {
312 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 318 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
313 if (tmp->head != NULL) 319 if (tmp->head != NULL)
314 tmp = tmp->head; 320 tmp = tmp->head;
315 examine_monster (op, tmp); 321 examine_monster (op, tmp);
338 if (pl->type == PLAYER) 344 if (pl->type == PLAYER)
339 { 345 {
340 /* If race isn't set, then invisible unless it is undead */ 346 /* If race isn't set, then invisible unless it is undead */
341 if (!pl->contr->invis_race) 347 if (!pl->contr->invis_race)
342 { 348 {
343 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 349 if (mon->flag [FLAG_UNDEAD])
344 return 0; 350 return 0;
345 351
346 return 1; 352 return 1;
347 } 353 }
348 354
349 /* invis_race is set if we get here */ 355 /* invis_race is set if we get here */
350 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 356 if (pl->contr->invis_race == shstr_undead && is_true_undead (mon))
351 return 1; 357 return 1;
352 358
353 /* No race, can't be invisible to it */ 359 /* No race, can't be invisible to it */
354 if (!mon->race) 360 if (!mon->race)
355 return 0; 361 return 0;
356 362
357 if (strstr (mon->race, pl->contr->invis_race)) 363 if (mon->race.contains (pl->contr->invis_race))
358 return 1; 364 return 1;
359 365
360 /* Nothing matched above, return 0 */ 366 /* Nothing matched above, return 0 */
361 return 0; 367 return 0;
362 } 368 }
379int 385int
380cast_invisible (object *op, object *caster, object *spell_ob) 386cast_invisible (object *op, object *caster, object *spell_ob)
381{ 387{
382 if (op->invisible > 1000) 388 if (op->invisible > 1000)
383 { 389 {
384 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");
385 return 0; 391 return 0;
386 } 392 }
387 393
388 /* 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
389 * and if statement or two. 395 * and if statement or two.
390 */ 396 */
391 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
392 /* max duration */ 399 /* limit duration */
393 if (op->invisible > 1000) 400 min_it (op->invisible, 1000);
394 op->invisible = 1000;
395 401
396 if (op->type == PLAYER) 402 if (op->type == PLAYER)
397 { 403 {
398 op->contr->invis_race = spell_ob->race; 404 op->contr->invis_race = spell_ob->race;
399 405
400 if (QUERY_FLAG (spell_ob, FLAG_MAKE_INVIS)) 406 if (spell_ob->flag [FLAG_MAKE_INVIS])
401 op->contr->tmp_invis = 0; 407 op->contr->tmp_invis = 0;
402 else 408 else
403 op->contr->tmp_invis = 1; 409 op->contr->tmp_invis = 1;
404
405 op->contr->hidden = 0;
406 } 410 }
407 411
408 if (makes_invisible_to (op, op)) 412 if (makes_invisible_to (op, op))
409 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!");
410 else 414 else
425/* earth to dust spell. Basically destroys earthwalls in the area. 429/* earth to dust spell. Basically destroys earthwalls in the area.
426 */ 430 */
427int 431int
428cast_earth_to_dust (object *op, object *caster, object *spell_ob) 432cast_earth_to_dust (object *op, object *caster, object *spell_ob)
429{ 433{
430 object *tmp, *next;
431 int range, i, j, mflags; 434 int range, i, j, mflags;
432 sint16 sx, sy; 435 sint16 sx, sy;
433 maptile *m; 436 maptile *m;
434
435 if (op->type != PLAYER)
436 return 0;
437 437
438 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 438 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
439 439
440 for (i = -range; i <= range; i++) 440 for (i = -range; i <= range; i++)
441 for (j = -range; j <= range; j++) 441 for (j = -range; j <= range; j++)
446 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 446 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
447 447
448 if (mflags & P_OUT_OF_MAP) 448 if (mflags & P_OUT_OF_MAP)
449 continue; 449 continue;
450 450
451 // earth to dust tears down everything that can be teared down 451 // earth to dust tears down everything that can be torn down
452 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)
453 { 453 {
454 next = tmp->above; 454 next = tmp->above;
455 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 455
456 if (tmp->flag [FLAG_TEAR_DOWN])
456 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 457 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
457 } 458 }
458 } 459 }
459 460
460 return 1; 461 return 1;
462 463
463void 464void
464execute_word_of_recall (object *op) 465execute_word_of_recall (object *op)
465{ 466{
466 if (object *pl = op->in_player ()) 467 if (object *pl = op->in_player ())
467 {
468 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST)) 468 if (pl->ms ().flags () & P_NO_CLERIC && !pl->flag [FLAG_WIZCAST])
469 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.");
470 else 470 else
471 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp); 471 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
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);
497 493
498 if (!dummy)
499 {
500 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
501 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
502 return 0;
503 }
504
505 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));
506 if (time < 1)
507 time = 1;
508 495
509 /* 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
510 * 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
511 * do anything really odd if it say a -1000 or something. 498 * do anything really odd if it say a -1000 or something.
512 */ 499 */
513 dummy->set_speed (0.002); 500 dummy->set_speed (0.002);
514 dummy->speed_left = -dummy->speed * time; 501 dummy->speed_left = -dummy->speed * time;
515 dummy->type = SPELL_EFFECT; 502 dummy->type = SPELL_EFFECT;
516 dummy->subtype = SP_WORD_OF_RECALL; 503 dummy->subtype = SP_WORD_OF_RECALL;
517 504 dummy->slaying = op->contr->savebed_map;
518 /* If we could take advantage of enter_player_savebed() here, it would be 505 dummy->stats.hp = op->contr->bed_x;
519 * nice, but until the map load fails, we can't. 506 dummy->stats.sp = op->contr->bed_y;
520 */
521 EXIT_PATH (dummy) = op->contr->savebed_map;
522 EXIT_X (dummy) = op->contr->bed_x;
523 EXIT_Y (dummy) = op->contr->bed_y;
524 507
525 op->insert (dummy); 508 op->insert (dummy);
526 509
527 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.");
528 511
567 550
568int 551int
569perceive_self (object *op) 552perceive_self (object *op)
570{ 553{
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);
573 556
574 dynbuf_text buf; 557 dynbuf_text &buf = msg_dynbuf; buf.clear ();
575 558
576 if (player *pl = op->contr) 559 if (!op->is_player ())
560 return 0;
561
577 if (object *race = archetype::find (op->race)) 562 if (object *race = archetype::find (op->race))
578 buf << "You are a " << (pl->gender ? "female" : "male") << " " << &race->name << ".\n"; 563 buf << " - You are a G<male|female> " << &race->name << ".\n";
579 564
580 if (object *god = find_god (determine_god (op))) 565 if (object *god = find_god (determine_god (op)))
581 buf << "You worship " << &god->name << ".\n"; 566 buf << " - You worship " << &god->name << ".\n";
582 else 567 else
583 buf << "You worship no god.\n"; 568 buf << " - You worship no god.\n";
584 569
585 object *tmp = present_arch_in_ob (at, op); 570 object *tmp = present_arch_in_ob (at, op);
586 571
587 if (*cp == '\0' && tmp == NULL) 572 if (*cp == '\0' && !tmp)
588 buf << "You feel very mundane. "; 573 buf << " - You feel very mundane. ";
589 else 574 else
590 { 575 {
591 buf << "You have: " << cp << ".\n"; 576 buf << " - You have: " << cp << ".\n";
592 577
593 if (tmp) 578 if (tmp)
594 for (int i = 0; i < NUM_STATS; i++) 579 for (int i = 0; i < NUM_STATS; i++)
595 if (tmp->stats.stat (i) < 0) 580 if (tmp->stats.stat (i) < 0)
596 buf.printf ("Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i)); 581 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
597 } 582 }
598 583
599 if (is_dragon_pl (op)) 584 if (op->is_dragon ())
600 /* now grab the 'dragon_ability'-force from the player's inventory */ 585 /* now grab the 'dragon_ability'-force from the player's inventory */
601 for (tmp = op->inv; tmp; tmp = tmp->below) 586 for (tmp = op->inv; tmp; tmp = tmp->below)
602 { 587 {
603 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force) 588 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
604 { 589 {
605 if (tmp->stats.exp == 0) 590 if (tmp->stats.exp == 0)
606 buf << "Your metabolism isn't focused on anything.\n"; 591 buf << " - Your metabolism isn't focused on anything.\n";
607 else 592 else
608 buf << "Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n"; 593 buf << " - Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
609 594
610 break; 595 break;
611 } 596 }
612 } 597 }
613 598
614 buf << '\0'; // zero-terminate 599 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
615
616 new_draw_info (NDI_UNIQUE, 0, op, buf.linearise ());
617 600
618 return 1; 601 return 1;
619} 602}
620 603
621/* This creates magic walls. Really, it can create most any object, 604/* This creates magic walls. Really, it can create most any object,
637 x = op->x; 620 x = op->x;
638 y = op->y; 621 y = op->y;
639 } 622 }
640 else 623 else
641 { 624 {
642 x = op->x + freearr_x[dir]; 625 x = op->x + DIRX (dir);
643 y = op->y + freearr_y[dir]; 626 y = op->y + DIRY (dir);
644 } 627 }
645 628
646 m = op->map; 629 m = op->map;
647 630
648 if ((spell_ob->move_block || x != op->x || y != op->y) && 631 if ((spell_ob->move_block || x != op->x || y != op->y) &&
649 (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) ||
650 ((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)))
651 { 634 {
652 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 635 op->failmsg ("Something is in the way.");
653 return 0; 636 return 0;
654 } 637 }
655 638
656 if (spell_ob->other_arch) 639 if (spell_ob->other_arch)
657 tmp = arch_to_object (spell_ob->other_arch); 640 tmp = spell_ob->other_arch->instance ();
658 else if (spell_ob->race) 641 else if (spell_ob->race)
659 { 642 {
660 char buf1[MAX_BUF]; 643 char buf1[MAX_BUF];
661 644
662 sprintf (buf1, spell_ob->race, dir); 645 sprintf (buf1, spell_ob->race, dir);
666 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 649 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
667 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 650 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
668 return 0; 651 return 0;
669 } 652 }
670 653
671 tmp = arch_to_object (at); 654 tmp = at->instance ();
672 } 655 }
673 else 656 else
674 { 657 {
675 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);
676 return 0; 659 return 0;
681 tmp->attacktype = spell_ob->attacktype; 664 tmp->attacktype = spell_ob->attacktype;
682 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);
683 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);
684 tmp->range = 0; 667 tmp->range = 0;
685 } 668 }
686 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 669 else if (tmp->flag [FLAG_ALIVE])
687 { 670 {
688 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);
689 tmp->stats.maxhp = tmp->stats.hp; 672 tmp->stats.maxhp = tmp->stats.hp;
690 } 673 }
691 674
692 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])
693 { 676 {
694 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);
695 SET_FLAG (tmp, FLAG_IS_USED_UP); 678 tmp->set_flag (FLAG_IS_USED_UP);
696 } 679 }
697 680
698 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 681 if (spell_ob->flag [FLAG_TEAR_DOWN])
699 { 682 {
700 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);
701 tmp->stats.maxhp = tmp->stats.hp; 684 tmp->stats.maxhp = tmp->stats.hp;
702 SET_FLAG (tmp, FLAG_TEAR_DOWN); 685 tmp->set_flag (FLAG_TEAR_DOWN);
703 SET_FLAG (tmp, FLAG_ALIVE); 686 tmp->set_flag (FLAG_ALIVE);
704 } 687 }
705 688
706 /* 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,
707 * 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
708 * earthwalls, though, so they survive restarts. 691 * earthwalls, though, so they survive restarts.
709 */ 692 */
710 if (tmp->type != EARTHWALL) //TODO 693 if (tmp->type != EARTHWALL) //TODO
711 tmp->set_owner (op); 694 tmp->set_owner (op);
712 695
713 set_spell_skill (op, caster, spell_ob, tmp); 696 set_spell_skill (op, caster, spell_ob, tmp);
714 tmp->level = caster_level (caster, spell_ob) / 2; 697 tmp->level = casting_level (caster, spell_ob) / 2;
715 698
716 name = tmp->name; 699 name = tmp->name;
717 if (!(tmp = m->insert (tmp, x, y, op))) 700 if (!(tmp = m->insert (tmp, x, y, op)))
718 { 701 {
719 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);
720 return 0; 703 return 0;
721 } 704 }
722 705
723 /* 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 */
724 if (tmp->other_arch && tmp->other_arch->type == SPELL) 707 if (tmp->other_arch && tmp->other_arch->type == SPELL)
725 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 708 insert_ob_in_ob (tmp->other_arch->instance (), tmp);
726 709
727 /* This code causes the wall to extend some distance in 710 /* This code causes the wall to extend some distance in
728 * each direction, or until an obstruction is encountered. 711 * each direction, or until an obstruction is encountered.
729 * posblocked and negblocked help determine how far the 712 * posblocked and negblocked help determine how far the
730 * created wall can extend, it won't go extend through 713 * created wall can extend, it won't go extend through
731 * blocked spaces. 714 * blocked spaces.
732 */ 715 */
733 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 716 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
738 { 721 {
739 int dir2; 722 int dir2;
740 723
741 dir2 = (dir < 4) ? (dir + 2) : dir - 2; 724 dir2 = (dir < 4) ? (dir + 2) : dir - 2;
742 725
743 x = tmp->x + i * freearr_x[dir2]; 726 x = tmp->x + i * DIRX (dir2);
744 y = tmp->y + i * freearr_y[dir2]; 727 y = tmp->y + i * DIRY (dir2);
745 m = tmp->map; 728 m = tmp->map;
746 729
747 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)) &&
748 ((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)
749 { 732 {
750 object *tmp2 = tmp->clone (); 733 object *tmp2 = tmp->clone ();
751 m->insert (tmp2, x, y, op); 734 m->insert (tmp2, x, y, op);
752 735
753 /* 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 */
754 if (tmp2->other_arch && tmp2->other_arch->type == SPELL) 737 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
755 tmp2->insert (arch_to_object (tmp2->other_arch)); 738 tmp2->insert (tmp2->other_arch->instance ());
756 739
757 } 740 }
758 else 741 else
759 posblocked = 1; 742 posblocked = 1;
760 743
761 x = tmp->x - i * freearr_x[dir2]; 744 x = tmp->x - i * DIRX (dir2);
762 y = tmp->y - i * freearr_y[dir2]; 745 y = tmp->y - i * DIRY (dir2);
763 m = tmp->map; 746 m = tmp->map;
764 747
765 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)) &&
766 ((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)
767 { 750 {
768 object *tmp2 = tmp->clone (); 751 object *tmp2 = tmp->clone ();
769 m->insert (tmp2, x, y, op); 752 m->insert (tmp2, x, y, op);
770 753
771 if (tmp2->other_arch && tmp2->other_arch->type == SPELL) 754 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
772 tmp2->insert (arch_to_object (tmp2->other_arch)); 755 tmp2->insert (tmp2->other_arch->instance ());
773 } 756 }
774 else 757 else
775 negblocked = 1; 758 negblocked = 1;
776 } 759 }
777 760
778 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) 761 if (tmp->flag [FLAG_BLOCKSVIEW])
779 update_all_los (op->map, op->x, op->y); 762 update_all_los (op->map, op->x, op->y);
780 763
781 return 1; 764 return 1;
782} 765}
783 766
784int 767int
785dimension_door (object *op, object *caster, object *spob, int dir) 768dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
786{ 769{
787 uint32 dist, maxdist; 770 uint32 dist, maxdist;
788 int mflags; 771 int mflags;
789 maptile *m; 772 maptile *m;
790 sint16 sx, sy; 773 sint16 sx, sy;
792 if (op->type != PLAYER) 775 if (op->type != PLAYER)
793 return 0; 776 return 0;
794 777
795 if (!dir) 778 if (!dir)
796 { 779 {
797 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?"); 780 op->failmsg ("In what direction?");
798 return 0; 781 return 0;
799 } 782 }
800 783
801 /* 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
802 * ever, so put limits in. 785 * ever, so put limits in.
803 */ 786 */
804 maxdist = spob->range + SP_level_range_adjust (caster, spob); 787 maxdist = spob->range + SP_level_range_adjust (caster, spob);
805 788
806 if (op->contr->count) 789 if (spellparam)
807 { 790 {
791 int count = atoi (spellparam);
792
808 if (op->contr->count > maxdist) 793 if (count > maxdist)
809 { 794 {
810 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!"); 795 op->failmsg ("You can't dimension door that far!");
811 return 0; 796 return 0;
812 } 797 }
813 798
814 for (dist = 0; dist < op->contr->count; dist++) 799 for (dist = 0; dist < count; dist++)
815 { 800 {
816 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);
817 802
818 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 803 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
819 break; 804 break;
820 805
821 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)))
822 break; 807 break;
823 } 808 }
824 809
825 if (dist < op->contr->count) 810 if (dist < count)
826 { 811 {
827 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");
828 op->contr->count = 0;
829 return 0; 813 return 0;
830 } 814 }
831
832 op->contr->count = 0;
833 815
834 /* Remove code that puts player on random space on maps. IMO, 816 /* Remove code that puts player on random space on maps. IMO,
835 * 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,
836 * 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
837 * by such squares). Also, there are probably treasure rooms and 819 * by such squares). Also, there are probably treasure rooms and
838 * 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
839 * areas themselves don't contain no magic spaces. 821 * areas themselves don't contain no magic spaces.
840 */ 822 */
841 /* This call here is really just to normalize the coordinates */ 823 /* This call here is really just to normalize the coordinates */
842 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);
843 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)))
844 { 826 {
845 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");
846 return 1; /* Maybe the penalty should be more severe... */ 828 return 1; /* Maybe the penalty should be more severe... */
847 } 829 }
853 * spaces that blocked the players view. 835 * spaces that blocked the players view.
854 */ 836 */
855 837
856 for (dist = 0; dist < maxdist; dist++) 838 for (dist = 0; dist < maxdist; dist++)
857 { 839 {
858 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);
859 841
860 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 842 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
861 break; 843 break;
862 844
863 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)))
868 /* If the destination is blocked, keep backing up until we 850 /* If the destination is blocked, keep backing up until we
869 * find a place for the player. 851 * find a place for the player.
870 */ 852 */
871 for (; dist > 0; dist--) 853 for (; dist > 0; dist--)
872 { 854 {
873 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,
874 &sx, &sy) & (P_OUT_OF_MAP | P_IS_ALIVE)) 856 &sx, &sy) & (P_OUT_OF_MAP | P_IS_ALIVE))
875 continue; 857 continue;
876 858
877 859
878 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)))
879 break; 861 break;
880 862
881 } 863 }
882 if (!dist) 864 if (!dist)
883 { 865 {
884 new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n"); 866 op->failmsg ("Your spell failed!\n");
885 return 0; 867 return 0;
886 } 868 }
887 } 869 }
888 870
889 /* Actually move the player now */ 871 /* Actually move the player now */
890 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)))
891 return 1; 873 return 1;
892 874
893 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
894 return 1; 877 return 1;
895} 878}
896 879
897/* cast_heal: Heals something. 880/* cast_heal: Heals something.
898 * op is the caster. 881 * op is the caster.
953 if (cure_disease (tmp, op, spell)) 936 if (cure_disease (tmp, op, spell))
954 success = 1; 937 success = 1;
955 938
956 if (spell->attacktype & AT_POISON) 939 if (spell->attacktype & AT_POISON)
957 { 940 {
958 at = archetype::find ("poisoning"); 941 at = archetype::find (shstr_poisoning);
959 poison = present_arch_in_ob (at, tmp); 942 poison = present_arch_in_ob (at, tmp);
960 if (poison) 943 if (poison)
961 { 944 {
962 success = 1; 945 success = 1;
963 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 946 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
965 } 948 }
966 } 949 }
967 950
968 if (spell->attacktype & AT_CONFUSION) 951 if (spell->attacktype & AT_CONFUSION)
969 { 952 {
970 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 953 poison = present_in_ob_by_name (FORCE, shstr_confusion, tmp);
971 if (poison) 954 if (poison)
972 { 955 {
973 success = 1; 956 success = 1;
974 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 957 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
975 poison->duration = 1; 958 poison->duration = 1;
976 } 959 }
977 } 960 }
978 961
979 if (spell->attacktype & AT_BLIND) 962 if (spell->attacktype & AT_BLIND)
980 { 963 {
981 at = archetype::find ("blindness"); 964 at = archetype::find (shstr_blindness);
982 poison = present_arch_in_ob (at, tmp); 965 poison = present_arch_in_ob (at, tmp);
983 if (poison) 966 if (poison)
984 { 967 {
985 success = 1; 968 success = 1;
986 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.");
1004 tmp->stats.grace = tmp->stats.maxgrace; 987 tmp->stats.grace = tmp->stats.maxgrace;
1005 success = 1; 988 success = 1;
1006 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!");
1007 } 990 }
1008 991
1009 if (spell->stats.food && tmp->stats.food < 999) 992 if (spell->stats.food && tmp->stats.food < MAX_FOOD)
1010 { 993 {
1011 tmp->stats.food += spell->stats.food; 994 tmp->stats.food += spell->stats.food;
1012 995 min_it (tmp->stats.food, MAX_FOOD);
1013 if (tmp->stats.food > 999)
1014 tmp->stats.food = 999;
1015 996
1016 success = 1; 997 success = 1;
1017 /* 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 */
1018 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");
1019 } 1000 }
1034 "You don't feel any more powerful." 1015 "You don't feel any more powerful."
1035 "You are no easier to look at.", 1016 "You are no easier to look at.",
1036}; 1017};
1037 1018
1038int 1019int
1020change_ability_duration (object *spell, object *caster)
1021{
1022 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1023}
1024
1025int
1039cast_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)
1040{ 1027{
1041 object *force = NULL; 1028 object *force = 0;
1042 int i; 1029 int i;
1043 1030
1044 /* 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. */
1045 object *tmp = dir 1032 object *tmp = dir
1046 ? find_target_for_friendly_spell (op, dir) 1033 ? find_target_for_friendly_spell (op, dir)
1047 : op; 1034 : op;
1048 1035
1049 if (!tmp) 1036 if (!tmp)
1050 return 0; 1037 return 0;
1051 1038
1052 /* 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. */
1060 break; 1047 break;
1061 } 1048 }
1062 else if (spell_ob->race && spell_ob->race == tmp2->name) 1049 else if (spell_ob->race && spell_ob->race == tmp2->name)
1063 { 1050 {
1064 if (!silent) 1051 if (!silent)
1065 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
1066 return 0; 1055 return 0;
1067 } 1056 }
1068 } 1057 }
1069 } 1058 }
1059
1060 int duration = change_ability_duration (spell_ob, caster);
1061
1070 if (force == NULL) 1062 if (force)
1071 {
1072 force = get_archetype (FORCE_NAME);
1073 force->subtype = FORCE_CHANGE_ABILITY;
1074 if (spell_ob->race)
1075 force->name = spell_ob->race;
1076 else
1077 force->name = spell_ob->name;
1078 force->name_pl = spell_ob->name;
1079 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1080
1081 } 1063 {
1082 else
1083 {
1084 int duration;
1085
1086 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1087 if (duration > force->duration) 1064 if (duration > force->duration)
1088 { 1065 {
1089 force->duration = duration; 1066 force->duration = duration;
1090 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.");
1091 } 1068 }
1092 else 1069 else
1093 {
1094 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.");
1095 }
1096 1071
1097 return 1; 1072 return 1;
1098 } 1073 }
1099 1074
1100 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 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
1101 force->speed = 1.0; 1090 force->speed = 1.0;
1102 force->speed_left = -1.0; 1091 force->speed_left = -1.0;
1103 SET_FLAG (force, FLAG_APPLIED); 1092 force->set_flag (FLAG_APPLIED);
1104 1093
1105 /* Now start processing the effects. First, protections */ 1094 /* Now start processing the effects. First, protections */
1106 for (i = 0; i < NROFATTACKS; i++) 1095 for (i = 0; i < NROFATTACKS; i++)
1107 {
1108 if (spell_ob->resist[i]) 1096 if (spell_ob->resist[i])
1109 {
1110 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));
1111 if (force->resist[i] > 100)
1112 force->resist[i] = 100;
1113 }
1114 }
1115 1098
1116 if (spell_ob->stats.hp) 1099 if (spell_ob->stats.hp)
1117 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);
1118 1101
1119 if (tmp->type == PLAYER) 1102 if (tmp->type == PLAYER)
1138 } 1121 }
1139 } 1122 }
1140 1123
1141 force->move_type = spell_ob->move_type; 1124 force->move_type = spell_ob->move_type;
1142 1125
1143 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK)) 1126 if (spell_ob->flag [FLAG_SEE_IN_DARK])
1144 SET_FLAG (force, FLAG_SEE_IN_DARK); 1127 force->set_flag (FLAG_SEE_IN_DARK);
1145 1128
1146 if (QUERY_FLAG (spell_ob, FLAG_XRAYS)) 1129 if (spell_ob->flag [FLAG_XRAYS])
1147 SET_FLAG (force, FLAG_XRAYS); 1130 force->set_flag (FLAG_XRAYS);
1148 1131
1149 /* Haste/bonus speed */ 1132 /* Haste/bonus speed */
1150 if (spell_ob->stats.exp) 1133 if (spell_ob->stats.exp)
1151 { 1134 {
1152 if (op->speed > 0.5f) 1135 if (op->speed > 0.5f)
1205 } 1188 }
1206 } 1189 }
1207 1190
1208 if (force == NULL) 1191 if (force == NULL)
1209 { 1192 {
1210 force = get_archetype (FORCE_NAME); 1193 force = archetype::get (FORCE_NAME);
1211 force->subtype = FORCE_CHANGE_ABILITY; 1194 force->subtype = FORCE_CHANGE_ABILITY;
1212 if (spell_ob->race) 1195 if (spell_ob->race)
1213 force->name = spell_ob->race; 1196 force->name = spell_ob->race;
1214 else 1197 else
1215 force->name = spell_ob->name; 1198 force->name = spell_ob->name;
1230 { 1213 {
1231 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.");
1232 } 1215 }
1233 return 0; 1216 return 0;
1234 } 1217 }
1218
1235 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;
1236 force->speed = 1.0; 1220 force->speed = 1.0;
1237 force->speed_left = -1.0; 1221 force->speed_left = -1.0;
1238 SET_FLAG (force, FLAG_APPLIED); 1222 force->set_flag (FLAG_APPLIED);
1239 1223
1240 if (!god) 1224 if (!god)
1241 { 1225 {
1242 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty."); 1226 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1243 } 1227 }
1244 else 1228 else
1245 { 1229 {
1246 /* Only give out good benefits, and put a max on it */ 1230 /* Only give out good benefits, and put a max on it */
1247 for (i = 0; i < NROFATTACKS; i++) 1231 for (i = 0; i < NROFATTACKS; i++)
1248 {
1249 if (god->resist[i] > 0) 1232 if (god->resist[i] > 0)
1250 {
1251 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]);
1252 } 1234
1253 }
1254 force->path_attuned |= god->path_attuned; 1235 force->path_attuned |= god->path_attuned;
1255 1236
1256 if (spell_ob->attacktype) 1237 if (spell_ob->attacktype)
1257 force->slaying = god->slaying; 1238 force->slaying = god->slaying;
1258 1239
1278 1259
1279/* Alchemy code by Mark Wedel 1260/* Alchemy code by Mark Wedel
1280 * 1261 *
1281 * This code adds a new spell, called alchemy. Alchemy will turn 1262 * This code adds a new spell, called alchemy. Alchemy will turn
1282 * objects to pyrite ("false gold"), henceforth called gold nuggets. 1263 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1283 * 1264 *
1284 * The value of the gold nuggets being about 90% of that of the item 1265 * The value of the gold nuggets being about 90% of that of the item
1285 * itself. It uses the value of the object before charisma adjustments, 1266 * itself. It uses the value of the object before charisma adjustments,
1286 * because the nuggets themselves will be will be adjusted by charisma 1267 * because the nuggets themselves will be will be adjusted by charisma
1287 * when sold. 1268 * when sold.
1288 * 1269 *
1300 * the nuggets, alchemy the gold from that, etc. 1281 * the nuggets, alchemy the gold from that, etc.
1301 * Otherwise, give 9 silver on the gold for other objects, 1282 * Otherwise, give 9 silver on the gold for other objects,
1302 * so that it would still be more affordable to haul 1283 * so that it would still be more affordable to haul
1303 * the stuff back to town. 1284 * the stuff back to town.
1304 */ 1285 */
1305 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1286 if (obj->flag [FLAG_UNPAID])
1306 value = 0; 1287 value = 0;
1307 else if (obj->type == MONEY || obj->type == GEM) 1288 else if (obj->type == MONEY || obj->type == GEM)
1308 value /= 3; 1289 value /= 3;
1309 else 1290 else
1310 value = value * 9 / 10; 1291 value = value * 9 / 10;
1323 if (op->type != PLAYER) 1304 if (op->type != PLAYER)
1324 return 0; 1305 return 0;
1325 1306
1326 archetype *nugget[3]; 1307 archetype *nugget[3];
1327 1308
1328 nugget[0] = archetype::find ("pyrite3"); 1309 nugget[0] = archetype::find (shstr_pyrite3);
1329 nugget[1] = archetype::find ("pyrite2"); 1310 nugget[1] = archetype::find (shstr_pyrite2);
1330 nugget[2] = archetype::find ("pyrite"); 1311 nugget[2] = archetype::find (shstr_pyrite);
1331 1312
1332 /* 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
1333 * some, and also prevents people from alchemising every table/chair/clock 1314 * some, and also prevents people from alchemising every table/chair/clock
1334 * in sight 1315 * in sight
1335 */ 1316 */
1364 1345
1365 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)
1366 { 1347 {
1367 next = tmp->above; 1348 next = tmp->above;
1368 1349
1369 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1350 if (tmp->weight > 0 && !tmp->flag [FLAG_NO_PICK] &&
1370 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1351 !tmp->flag [FLAG_ALIVE] && !tmp->flag [FLAG_IS_CAULDRON])
1371 { 1352 {
1372 if (tmp->inv) 1353 if (tmp->inv)
1373 { 1354 {
1374 object *next1, *tmp1; 1355 object *next1, *tmp1;
1375 1356
1376 for (tmp1 = tmp->inv; tmp1; tmp1 = next1) 1357 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1377 { 1358 {
1378 next1 = tmp1->below; 1359 next1 = tmp1->below;
1379 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1360 if (tmp1->weight > 0 && !tmp1->flag [FLAG_NO_PICK] &&
1380 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1361 !tmp1->flag [FLAG_ALIVE] && !tmp1->flag [FLAG_IS_CAULDRON])
1381 alchemy_object (tmp1, value, weight); 1362 alchemy_object (tmp1, value, weight);
1382 } 1363 }
1383 } 1364 }
1384 1365
1385 alchemy_object (tmp, value, weight); 1366 alchemy_object (tmp, value, weight);
1390 } 1371 }
1391 1372
1392 value -= rndm (value >> 4); 1373 value -= rndm (value >> 4);
1393 value = min (value, value_max); 1374 value = min (value, value_max);
1394 1375
1395 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i) 1376 for (int i = 0; i < array_length (nugget); ++i)
1396 if (int nrof = value / nugget [i]->value) 1377 if (int nrof = value / nugget [i]->value)
1397 { 1378 {
1398 value -= nrof * nugget[i]->value; 1379 value -= nrof * nugget[i]->value;
1399 1380
1400 object *tmp = arch_to_object (nugget[i]); 1381 object *tmp = nugget[i]->instance ();
1401 tmp->nrof = nrof; 1382 tmp->nrof = nrof;
1402 tmp->flag [FLAG_IDENTIFIED] = true; 1383 tmp->flag [FLAG_IDENTIFIED] = true;
1403 op->map->insert (tmp, x, y, op, 0); 1384 op->map->insert (tmp, x, y, op, 0);
1404 } 1385 }
1405 1386
1416 * items. 1397 * items.
1417 */ 1398 */
1418int 1399int
1419remove_curse (object *op, object *caster, object *spell) 1400remove_curse (object *op, object *caster, object *spell)
1420{ 1401{
1421 object *tmp;
1422 int success = 0, was_one = 0; 1402 int success = 0, was_one = 0;
1423 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
1424 for (tmp = op->inv; tmp; tmp = tmp->below) 1410 for (object *tmp = op->inv; tmp && num_uncurse; tmp = tmp->below)
1425 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1411 if (!tmp->invisible && tmp->flag [typeflag])
1426 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1427 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1428 { 1412 {
1429 was_one++; 1413 ++was_one;
1430 1414
1431 if (tmp->level <= caster_level (caster, spell)) 1415 if (tmp->level <= casting_level (caster, spell))
1432 { 1416 {
1433 success++; 1417 ++success;
1434 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1418 --num_uncurse;
1435 CLEAR_FLAG (tmp, FLAG_DAMNED);
1436 1419
1437 CLEAR_FLAG (tmp, FLAG_CURSED); 1420 tmp->clr_flag (typeflag);
1438 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1421 tmp->clr_flag (FLAG_CURSED);
1422 tmp->clr_flag (FLAG_KNOWN_CURSED);
1439 tmp->value = 0; /* Still can't sell it */ 1423 tmp->value = 0; /* Still can't sell it */
1440 1424
1441 if (object *pl = tmp->visible_to ()) 1425 if (object *pl = tmp->visible_to ())
1442 esrv_update_item (UPD_FLAGS, pl, tmp); 1426 esrv_update_item (UPD_FLAGS, pl, tmp);
1443 } 1427 }
1444 } 1428 }
1445 1429
1446 if (op->type == PLAYER) 1430 if (op->type == PLAYER)
1447 { 1431 {
1448 if (success) 1432 if (success)
1449 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.>");
1450 else 1434 else
1451 { 1435 {
1452 if (was_one) 1436 if (was_one)
1453 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.>");
1454 else 1438 else
1455 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.>");
1456 } 1440 }
1457 } 1441 }
1458 1442
1459 return success; 1443 return success;
1460} 1444}
1461 1445
1462/* Identifies objects in the players inventory/on the ground */ 1446/* Identifies objects in the players inventory/on the ground */
1463int 1447int
1464cast_identify (object *op, object *caster, object *spell) 1448cast_identify (object *op, object *caster, object *spell)
1465{ 1449{
1466 dynbuf_text buf; 1450 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1467 object *tmp;
1468 1451
1469 int 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));
1470 1453
1471 if (num_ident < 1) 1454 op->splay_marked ();
1472 num_ident = 1;
1473 1455
1474 for (tmp = op->inv; tmp; tmp = tmp->below) 1456 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1475 { 1457 {
1476 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1458 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1477 { 1459 {
1478 identify (tmp); 1460 identify (tmp);
1479 1461
1480 if (op->type == PLAYER) 1462 if (op->type == PLAYER)
1481 { 1463 {
1482 buf.printf ("You identified: %s.\n\n", long_desc (tmp, op)); 1464 buf.printf ("You identified: %s.\r", long_desc (tmp, op));
1483 1465
1484 if (tmp->msg) 1466 if (tmp->msg)
1485 buf << "The item has a story:\n\n" << tmp->msg << "\n\n"; 1467 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1486 } 1468 }
1487 1469
1488 num_ident--;
1489 if (!num_ident) 1470 if (!--num_ident)
1490 break; 1471 break;
1491 } 1472 }
1492 } 1473 }
1493 1474
1494 /* 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
1495 * 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
1496 * was not fully used. 1477 * was not fully used.
1497 */ 1478 */
1498 if (num_ident) 1479 if (num_ident)
1499 { 1480 {
1500 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)
1501 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1482 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1502 { 1483 {
1503 identify (tmp); 1484 identify (tmp);
1504 1485
1505 if (object *pl = tmp->visible_to ()) 1486 if (object *pl = tmp->visible_to ())
1506 { 1487 {
1507 buf.printf ("On the ground you identified: %s.\n\n", long_desc (tmp, op)); 1488 buf.printf ("On the ground you identified: %s.\r", long_desc (tmp, op));
1508 1489
1509 if (tmp->msg) 1490 if (tmp->msg)
1510 buf << "The item has a story:\n\n" << tmp->msg << "\n\n"; 1491 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1511 } 1492 }
1512 1493
1513 num_ident--;
1514 if (!num_ident) 1494 if (!--num_ident)
1515 break; 1495 break;
1516 } 1496 }
1517 } 1497 }
1518 1498
1519 if (buf.empty ()) 1499 if (buf.empty ())
1533 1513
1534int 1514int
1535cast_detection (object *op, object *caster, object *spell, object *skill) 1515cast_detection (object *op, object *caster, object *spell, object *skill)
1536{ 1516{
1537 object *tmp, *last, *god, *detect; 1517 object *tmp, *last, *god, *detect;
1538 int done_one, range, mflags, floor, level; 1518 int done_one, range, floor, level;
1539 sint16 x, y, nx, ny; 1519 sint16 x, y, nx, ny;
1540 maptile *m; 1520 maptile *m;
1541 1521
1542 /* 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
1543 * doing it over and over again. 1523 * doing it over and over again.
1544 */ 1524 */
1545 god = find_god (determine_god (op)); 1525 god = find_god (determine_god (op));
1546 level = caster_level (caster, spell); 1526 level = casting_level (caster, spell);
1547 range = spell->range + SP_level_range_adjust (caster, spell); 1527 range = spell->range + SP_level_range_adjust (caster, spell);
1548 1528
1549 if (!skill) 1529 if (!skill)
1550 skill = caster; 1530 skill = caster;
1551 1531
1552 for (x = op->x - range; x <= op->x + range; x++) 1532 dynbuf buf;
1553 for (y = op->y - range; y <= op->y + range; y++) 1533 unordered_mapwalk (buf, op, -range, -range, range, range)
1554 { 1534 {
1555 m = op->map;
1556 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1557 if (mflags & P_OUT_OF_MAP)
1558 continue;
1559
1560 /* For most of the detections, we only detect objects above the 1535 /* For most of the detections, we only detect objects above the
1561 * floor. But this is not true for show invisible. 1536 * floor. But this is not true for show invisible.
1562 * Basically, we just go and find the top object and work 1537 * Basically, we just go and find the top object and work
1563 * down - that is easier than working up. 1538 * down - that is easier than working up.
1564 */ 1539 */
1565 1540
1566 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)
1567 last = tmp; 1542 last = tmp;
1568 1543
1569 /* 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
1570 * would happen. 1545 * would happen.
1571 */ 1546 */
1572 if (!last) 1547 if (!last)
1573 continue; 1548 continue;
1574 1549
1575 done_one = 0; 1550 done_one = 0;
1576 floor = 0; 1551 floor = 0;
1577 detect = NULL; 1552 detect = 0;
1578 for (tmp = last; tmp; tmp = tmp->below) 1553 for (tmp = last; tmp; tmp = tmp->below)
1579 { 1554 {
1580 /* show invisible */ 1555 /* show invisible */
1581 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1556 if (spell->flag [FLAG_MAKE_INVIS]
1582 /* Might there be other objects that we can make visible? */ 1557 /* Might there be other objects that we can make visible? */
1583 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1558 && (tmp->invisible && (tmp->flag [FLAG_MONSTER]
1584 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1559 || (tmp->type == PLAYER && !tmp->flag [FLAG_WIZ])
1585 tmp->type == CF_HANDLE || 1560 || tmp->type == T_HANDLE
1586 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
1587 tmp->type == BUTTON || tmp->type == TELEPORTER || 1565 || tmp->type == TELEPORTER
1566 || tmp->type == GATE
1588 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1567 || tmp->type == LOCKED_DOOR
1589 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)
1590 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1571 || tmp->type == TRIGGER_PEDESTAL
1591 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)))
1592 { 1577 {
1578 printf ("show inv %s\n", tmp->debug_desc());//D
1593 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)
1594 { 1580 {
1595 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
1596 done_one = 1; 1663 done_one = 1;
1597 } 1664 }
1598 } 1665 }
1599
1600 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1601 floor = 1;
1602
1603 /* All detections below this point don't descend beneath the floor,
1604 * so just continue on. We could be clever and look at the type of
1605 * detection to completely break out if we don't care about objects beneath
1606 * the floor, but once we get to the floor, not likely a very big issue anyways.
1607 */
1608 if (floor)
1609 continue;
1610
1611 /* I had thought about making detect magic and detect curse
1612 * show the flash the magic item like it does for detect monster.
1613 * however, if the object is within sight, this would then make it
1614 * difficult to see what object is magical/cursed, so the
1615 * effect wouldn't be as apparant.
1616 */
1617
1618 /* detect magic */
1619 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1620 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1621 {
1622 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1623 /* make runes more visibile */
1624 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1625 tmp->stats.Cha /= 4;
1626 done_one = 1;
1627 }
1628 /* detect monster */
1629 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1630 {
1631 done_one = 2;
1632 if (!detect)
1633 detect = tmp;
1634 }
1635 /* Basically, if race is set in the spell, then the creatures race must
1636 * match that. if the spell race is set to GOD, then the gods opposing
1637 * race must match.
1638 */
1639 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1640 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) ||
1641 (strstr (spell->race, tmp->race))))
1642 {
1643 done_one = 2;
1644 if (!detect)
1645 detect = tmp;
1646 }
1647 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1648 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1649 {
1650 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1651 done_one = 1;
1652 }
1653 } /* for stack of objects on this space */ 1666 } /* for stack of objects on this space */
1654 1667
1655 /* 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
1656 * where the magic is. 1669 * where the magic is.
1657 */ 1670 */
1658 if (done_one) 1671 if (done_one)
1659 { 1672 {
1660 object *detect_ob = arch_to_object (spell->other_arch); 1673 object *detect_ob = spell->other_arch->instance ();
1661 1674
1662 /* if this is set, we want to copy the face */ 1675 /* if this is set, we want to copy the face */
1663 if (done_one == 2 && detect) 1676 if (done_one == 2 && detect)
1664 { 1677 {
1665 detect_ob->face = detect->face; 1678 detect_ob->face = detect->face;
1666 detect_ob->animation_id = detect->animation_id; 1679 detect_ob->animation_id = detect->animation_id;
1667 detect_ob->anim_speed = detect->anim_speed; 1680 detect_ob->anim_speed = detect->anim_speed;
1668 detect_ob->last_anim = 0; 1681 detect_ob->last_anim = 0;
1669 /* by default, the detect_ob is already animated */ 1682 /* by default, the detect_ob is already animated */
1670 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1683 if (!detect->flag [FLAG_ANIMATE])
1671 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1684 detect_ob->clr_flag (FLAG_ANIMATE);
1672 } 1685 }
1673 1686
1674 m->insert (detect_ob, nx, ny, op); 1687 m->insert (detect_ob, nx, ny, op, INS_ON_TOP);
1675 } 1688 }
1676 } /* for processing the surrounding spaces */ 1689 } /* for processing the surrounding spaces */
1677 1690
1678 1691
1679 /* 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 */
1680 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])
1681 { 1694 {
1682 done_one = 0; 1695 done_one = 0;
1683 1696
1684 for (tmp = op->inv; tmp; tmp = tmp->below) 1697 for (tmp = op->inv; tmp; tmp = tmp->below)
1685 { 1698 {
1686 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1699 if (!tmp->invisible && !tmp->flag [FLAG_IDENTIFIED])
1687 { 1700 {
1688 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])
1689 { 1702 {
1690 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1703 tmp->set_flag (FLAG_KNOWN_MAGICAL);
1691 1704
1692 if (object *pl = tmp->visible_to ()) 1705 if (object *pl = tmp->visible_to ())
1693 esrv_update_item (UPD_FLAGS, pl, tmp); 1706 esrv_update_item (UPD_FLAGS, pl, tmp);
1694 } 1707 }
1695 1708
1696 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1709 if (spell->flag [FLAG_KNOWN_CURSED] && !tmp->flag [FLAG_KNOWN_CURSED] &&
1697 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1710 (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))
1698 { 1711 {
1699 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1712 tmp->set_flag (FLAG_KNOWN_CURSED);
1700 1713
1701 if (object *pl = tmp->visible_to ()) 1714 if (object *pl = tmp->visible_to ())
1702 esrv_update_item (UPD_FLAGS, pl, tmp); 1715 esrv_update_item (UPD_FLAGS, pl, tmp);
1703 } 1716 }
1704 } /* if item is not identified */ 1717 } /* if item is not identified */
1725 1738
1726 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.");
1727 1740
1728 if (victim->stats.sp >= victim->stats.maxsp * 2) 1741 if (victim->stats.sp >= victim->stats.maxsp * 2)
1729 { 1742 {
1730 object *tmp;
1731
1732 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1743 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
1733
1734 /* Explodes a fireball centered at player */
1735 tmp = get_archetype (EXPLODING_FIREBALL);
1736 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
1737 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
1738
1739 tmp->insert_at (victim);
1740 victim->stats.sp = 2 * victim->stats.maxsp; 1744 victim->stats.sp = 2 * victim->stats.maxsp;
1745 create_exploding_ball_at (victim, caster_level);
1741 } 1746 }
1742 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1747 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
1743 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.");
1744 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1749 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
1745 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!");
1746 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1751 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
1747 { 1752 {
1748 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1753 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
1764 sint16 x, y; 1769 sint16 x, y;
1765 maptile *m; 1770 maptile *m;
1766 int mflags; 1771 int mflags;
1767 1772
1768 m = op->map; 1773 m = op->map;
1769 x = op->x + freearr_x[dir]; 1774 x = op->x + DIRX (dir);
1770 y = op->y + freearr_y[dir]; 1775 y = op->y + DIRY (dir);
1771 1776
1772 mflags = get_map_flags (m, &m, x, y, &x, &y); 1777 mflags = get_map_flags (m, &m, x, y, &x, &y);
1773 1778
1774 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1779 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
1775 { 1780 {
1776 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)
1777 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1782 if (plyr != op && plyr->flag [FLAG_ALIVE])
1778 break; 1783 break;
1779 } 1784 }
1780 1785
1781 1786
1782 /* 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
1783 * 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.
1784 */ 1789 */
1785 if (plyr == NULL) 1790 if (plyr == NULL)
1786 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)
1787 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1792 if (plyr != op && plyr->flag [FLAG_ALIVE])
1788 break; 1793 break;
1789 1794
1790 if (!plyr) 1795 if (!plyr)
1791 { 1796 {
1792 new_draw_info (NDI_BLACK, 0, op, "There is no one there."); 1797 op->failmsg ("There is no one there.");
1793 return 0; 1798 return 0;
1794 } 1799 }
1795 /* give sp */ 1800 /* give sp */
1796 if (spell->stats.dam > 0) 1801 if (spell->stats.dam > 0)
1797 { 1802 {
1798 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);
1799 charge_mana_effect (plyr, caster_level (caster, spell)); 1804 charge_mana_effect (plyr, casting_level (caster, spell));
1800 return 1; 1805 return 1;
1801 } 1806 }
1802 /* suck sp away. Can't suck sp from yourself */ 1807 /* suck sp away. Can't suck sp from yourself */
1803 else if (op != plyr) 1808 else if (op != plyr)
1804 { 1809 {
1809 if (rate > 95) 1814 if (rate > 95)
1810 rate = 95; 1815 rate = 95;
1811 1816
1812 sucked = (plyr->stats.sp * rate) / 100; 1817 sucked = (plyr->stats.sp * rate) / 100;
1813 plyr->stats.sp -= sucked; 1818 plyr->stats.sp -= sucked;
1814 if (QUERY_FLAG (op, FLAG_ALIVE)) 1819 if (op->flag [FLAG_ALIVE])
1815 { 1820 {
1816 /* Player doesn't get full credit */ 1821 /* Player doesn't get full credit */
1817 sucked = (sucked * rate) / 100; 1822 sucked = (sucked * rate) / 100;
1818 op->stats.sp += sucked; 1823 op->stats.sp += sucked;
1819 if (sucked > 0) 1824 if (sucked > 0)
1820 { 1825 {
1821 charge_mana_effect (op, caster_level (caster, spell)); 1826 charge_mana_effect (op, casting_level (caster, spell));
1822 } 1827 }
1823 } 1828 }
1824 return 1; 1829 return 1;
1825 } 1830 }
1826 return 0; 1831 return 0;
1839 object *tmp, *head, *next; 1844 object *tmp, *head, *next;
1840 int mflags; 1845 int mflags;
1841 maptile *m; 1846 maptile *m;
1842 sint16 sx, sy; 1847 sint16 sx, sy;
1843 1848
1844 sx = op->x + freearr_x[dir]; 1849 sx = op->x + DIRX (dir);
1845 sy = op->y + freearr_y[dir]; 1850 sy = op->y + DIRY (dir);
1846 m = op->map; 1851 m = op->map;
1847 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1852 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1848 if (mflags & P_OUT_OF_MAP) 1853 if (mflags & P_OUT_OF_MAP)
1849 return; 1854 return;
1850 1855
1863 1868
1864 /* don't attack our own spells */ 1869 /* don't attack our own spells */
1865 if (tmp->owner && tmp->owner == op->owner) 1870 if (tmp->owner && tmp->owner == op->owner)
1866 continue; 1871 continue;
1867 1872
1868 /* Basically, if the object is magical and not counterspell, 1873 /* Basically, if the object is magical and not counterspell,
1869 * we will more or less remove the object. Don't counterspell 1874 * we will more or less remove the object. Don't counterspell
1870 * monsters either. 1875 * monsters either.
1871 */ 1876 */
1872 1877
1873 if (head->attacktype & AT_MAGIC 1878 if (head->attacktype & AT_MAGIC
1874 && !(head->attacktype & AT_COUNTERSPELL) 1879 && !(head->attacktype & AT_COUNTERSPELL)
1875 && !QUERY_FLAG (head, FLAG_MONSTER) 1880 && !head->flag [FLAG_MONSTER]
1876 && (op->level > head->level)) 1881 && (op->level > head->level))
1877 head->destroy (); 1882 head->destroy ();
1878 else 1883 else
1879 switch (head->type) 1884 switch (head->type)
1880 { 1885 {
1881 case SPELL_EFFECT: 1886 case SPELL_EFFECT:
1882 // XXX: Don't affect floor spelleffects. See also XXX comment 1887 // XXX: Don't affect floor spelleffects. See also XXX comment
1883 // about sanctuary in spell_util.C 1888 // about sanctuary in spell_util.C
1884 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1889 if (tmp->flag [FLAG_IS_FLOOR])
1885 continue; 1890 continue;
1886 1891
1887 if (op->level > head->level) 1892 if (op->level > head->level)
1888 head->destroy (); 1893 head->destroy ();
1889 1894
1912 1917
1913 object *tmp, *god = find_god (determine_god (op)); 1918 object *tmp, *god = find_god (determine_god (op));
1914 1919
1915 if (!god) 1920 if (!god)
1916 { 1921 {
1917 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!");
1918 return 0; 1923 return 0;
1919 } 1924 }
1920 1925
1921 for (tmp = op->below; tmp; tmp = tmp->below) 1926 for (tmp = op->below; tmp; tmp = tmp->below)
1922 { 1927 {
1923 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1928 if (tmp->flag [FLAG_IS_FLOOR])
1924 break; 1929 break;
1925 if (tmp->type == HOLY_ALTAR) 1930 if (tmp->type == HOLY_ALTAR)
1926 { 1931 {
1927 1932
1928 if (tmp->level > caster_level (caster, spell)) 1933 if (tmp->level > casting_level (caster, spell))
1929 { 1934 {
1930 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);
1931 return 0; 1936 return 0;
1932 } 1937 }
1933 else 1938 else
1934 { 1939 {
1935 /* If we got here, we are consecrating an altar */ 1940 /* If we got here, we are consecrating an altar */
1936 sprintf (buf, "Altar of %s", &god->name); 1941 sprintf (buf, "Altar of %s", &god->name);
1937 tmp->name = buf; 1942 tmp->name = buf;
1938 tmp->level = caster_level (caster, spell); 1943 tmp->level = casting_level (caster, spell);
1939 tmp->other_arch = god->arch; 1944 tmp->other_arch = god->arch;
1940 1945
1941 if (op->type == PLAYER) 1946 if (op->type == PLAYER)
1942 esrv_update_item (UPD_NAME, op, tmp); 1947 esrv_update_item (UPD_NAME, op, tmp);
1943 1948
1944 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);
1945 return 1; 1950 return 1;
1946 } 1951 }
1947 } 1952 }
1948 } 1953 }
1949 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!");
1950 return 0; 1956 return 0;
1951} 1957}
1952 1958
1953/* animate_weapon - 1959/* animate_weapon -
1954 * 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.
1955 * 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
1956 * 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
1957 * 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.
1958 * 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,
1959 * 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
1960 * 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
1961 * player checks. MSW 2003-01-06 1967 * player checks. MSW 2003-01-06
1962 */ 1968 */
1963int 1969int
1964animate_weapon (object *op, object *caster, object *spell, int dir) 1970animate_weapon (object *op, object *caster, object *spell, int dir)
1965{ 1971{
1966 object *weapon, *tmp;
1967 char buf[MAX_BUF]; 1972 char buf[MAX_BUF];
1968 int a, i; 1973 int a, i;
1969 sint16 x, y; 1974 sint16 x, y;
1970 maptile *m; 1975 maptile *m;
1971 1976
1989 /* if no direction specified, pick one */ 1994 /* if no direction specified, pick one */
1990 if (!dir) 1995 if (!dir)
1991 dir = find_free_spot (spell->other_arch, op->map, op->x, op->y, 1, 9); 1996 dir = find_free_spot (spell->other_arch, op->map, op->x, op->y, 1, 9);
1992 1997
1993 m = op->map; 1998 m = op->map;
1994 x = op->x + freearr_x[dir]; 1999 x = op->x + DIRX (dir);
1995 y = op->y + freearr_y[dir]; 2000 y = op->y + DIRY (dir);
1996 2001
1997 /* if there's no place to put the golem, abort */ 2002 /* if there's no place to put the golem, abort */
1998 if (dir < 0 || (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)
1999 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type)) 2004 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2000 { 2005 {
2001 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2006 op->failmsg ("There is something in the way.");
2002 return 0; 2007 return 0;
2003 } 2008 }
2004 2009
2005 /* Use the weapon marked by the player. */ 2010 /* Use the weapon marked by the player. */
2006 weapon = find_marked_object (op); 2011 object *weapon = op->mark ();
2007 2012
2008 if (!weapon) 2013 if (!weapon)
2009 { 2014 {
2010 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!");
2011 return 0; 2016 return 0;
2012 } 2017 }
2018
2013 if (spell->race && strcmp (weapon->arch->archname, spell->race)) 2019 if (spell->race && weapon->arch->archname != spell->race)
2014 { 2020 {
2015 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2021 op->failmsg ("The spell fails to transform your weapon.");
2016 return 0; 2022 return 0;
2017 } 2023 }
2024
2018 if (weapon->type != WEAPON) 2025 if (weapon->type != WEAPON)
2019 { 2026 {
2020 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.");
2021 return 0; 2028 return 0;
2022 } 2029 }
2023 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2030
2031 if (weapon->flag [FLAG_APPLIED])
2024 { 2032 {
2025 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));
2026 return 0; 2034 return 0;
2027 } 2035 }
2028 2036
2029 weapon = weapon->split (); 2037 weapon = weapon->split ();
2030 2038
2031 /* create the golem object */ 2039 /* create the golem object */
2032 tmp = arch_to_object (spell->other_arch); 2040 object *tmp = spell->other_arch->instance ();
2033 2041
2034 /* 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 */
2035 CLEAR_FLAG (tmp, FLAG_MONSTER); 2043 tmp->clr_flag (FLAG_MONSTER);
2036 tmp->stats.exp = 0; 2044 tmp->stats.exp = 0;
2037 add_friendly_object (tmp); 2045 add_friendly_object (tmp);
2038 tmp->type = GOLEM; 2046 tmp->type = GOLEM;
2039 tmp->set_owner (op); 2047 tmp->set_owner (op);
2040 op->contr->golem = tmp; 2048 op->contr->golem = tmp;
2042 2050
2043 /* 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
2044 * removed flag - it should only be set if weapon->split was 2052 * removed flag - it should only be set if weapon->split was
2045 * used above. 2053 * used above.
2046 */ 2054 */
2047 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2055 if (!weapon->flag [FLAG_REMOVED])
2048 weapon->remove (); 2056 weapon->remove ();
2049 2057
2050 tmp->insert (weapon); 2058 tmp->insert (weapon);
2051 2059
2052 /* 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,
2053 * 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
2054 * body_info, skills, etc) 2062 * body_info, skills, etc)
2055 */ 2063 */
2056 SET_FLAG (tmp, FLAG_USE_WEAPON); 2064 tmp->set_flag (FLAG_USE_WEAPON);
2057 SET_FLAG (weapon, FLAG_APPLIED); 2065 weapon->set_flag (FLAG_APPLIED);
2058 tmp->update_stats (); 2066 tmp->update_stats ();
2059 2067
2060 /* 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
2061 * 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 -
2062 * 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.
2082 2090
2083 /* attacktype */ 2091 /* attacktype */
2084 if (!tmp->attacktype) 2092 if (!tmp->attacktype)
2085 tmp->attacktype = AT_PHYSICAL; 2093 tmp->attacktype = AT_PHYSICAL;
2086 2094
2087 if (materialtype_t *mt = name_to_material (op->materialname))
2088 {
2089 for (i = 0; i < NROFATTACKS; i++) 2095 for (i = 0; i < NROFATTACKS; i++)
2090 tmp->resist[i] = 50 - (mt->save[i] * 5); 2096 tmp->resist[i] = 50 - (op->material->save[i] * 5);
2091 a = mt->save[0]; 2097
2092 } 2098 a = op->material->save[0];
2093 else
2094 {
2095 for (i = 0; i < NROFATTACKS; i++)
2096 tmp->resist[i] = 5;
2097 a = 10;
2098 }
2099 2099
2100 /* Set weapon's immunity */ 2100 /* Set weapon's immunity */
2101 tmp->resist[ATNR_CONFUSION] = 100; 2101 tmp->resist[ATNR_CONFUSION] = 100;
2102 tmp->resist[ATNR_POISON] = 100; 2102 tmp->resist[ATNR_POISON] = 100;
2103 tmp->resist[ATNR_SLOW] = 100; 2103 tmp->resist[ATNR_SLOW] = 100;
2111 /* 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 */
2112 2112
2113 if (a > 14) 2113 if (a > 14)
2114 a = 14; 2114 a = 14;
2115 2115
2116 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));
2117 2117
2118 /* Determine golem's speed */ 2118 /* Determine golem's speed */
2119 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)));
2120 2120
2121 if (!spell->race) 2121 if (!spell->race)
2122 { 2122 {
2123 sprintf (buf, "animated %s", &weapon->name); 2123 sprintf (buf, "animated %s", &weapon->name);
2124 tmp->name = buf; 2124 tmp->name = buf;
2130 tmp->state = weapon->state; 2130 tmp->state = weapon->state;
2131 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2131 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2132 } 2132 }
2133 2133
2134 /* 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. */
2135 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));
2136 2136
2137 tmp->speed_left = -1; 2137 tmp->speed_left = -1;
2138 tmp->direction = dir; 2138 tmp->direction = dir;
2139 2139
2140 m->insert (tmp, x, y, op); 2140 m->insert (tmp, x, y, op);
2144/* cast_daylight() - changes the map darkness level *lower* */ 2144/* cast_daylight() - changes the map darkness level *lower* */
2145 2145
2146/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2146/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2147 * This changes the light level for the entire map. 2147 * This changes the light level for the entire map.
2148 */ 2148 */
2149
2150int 2149int
2151cast_change_map_lightlevel (object *op, object *caster, object *spell) 2150cast_change_map_lightlevel (object *op, object *caster, object *spell)
2152{ 2151{
2153 int success; 2152 int success;
2154 2153
2158 success = op->map->change_map_light (spell->stats.dam); 2157 success = op->map->change_map_light (spell->stats.dam);
2159 2158
2160 if (!success) 2159 if (!success)
2161 { 2160 {
2162 if (spell->stats.dam < 0) 2161 if (spell->stats.dam < 0)
2163 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2162 op->failmsg ("It can be no brighter here.");
2164 else 2163 else
2165 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2164 op->failmsg ("It can be no darker here.");
2166 } 2165 }
2166
2167 return success; 2167 return success;
2168} 2168}
2169 2169
2170/* 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.
2171 * 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,
2179 2179
2180 new_aura = present_arch_in_ob (spell->other_arch, op); 2180 new_aura = present_arch_in_ob (spell->other_arch, op);
2181 if (new_aura) 2181 if (new_aura)
2182 refresh = 1; 2182 refresh = 1;
2183 else 2183 else
2184 new_aura = arch_to_object (spell->other_arch); 2184 new_aura = spell->other_arch->instance ();
2185 2185
2186 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);
2187 2187
2188 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);
2189 2189
2190 set_spell_skill (op, caster, spell, new_aura); 2190 set_spell_skill (op, caster, spell, new_aura);
2191 new_aura->attacktype = spell->attacktype; 2191 new_aura->attacktype = spell->attacktype;
2192 2192
2193 new_aura->level = caster_level (caster, spell); 2193 new_aura->level = casting_level (caster, spell);
2194 2194
2195 if (refresh) 2195 if (refresh)
2196 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.");
2197 else 2197 else
2198 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.");
2205 2205
2206/* 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,
2207 * 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
2208 * around him. 2208 * around him.
2209 * Aura parameters: 2209 * Aura parameters:
2210 * duration: duration counter. 2210 * duration: duration counter.
2211 * attacktype: aura's attacktype 2211 * attacktype: aura's attacktype
2212 * other_arch: archetype to drop where we attack 2212 * other_arch: archetype to drop where we attack
2213 */ 2213 */
2214void 2214void
2215move_aura (object *aura) 2215move_aura (object *aura)
2216{ 2216{
2217 /* auras belong in inventories */ 2217 /* auras belong in inventories */
2218 object *env = aura->env; 2218 object *env = aura->env;
2219 object *owner = aura->owner; 2219 object *owner = aura->owner;
2220 2220
2221 /* no matter what we've gotta remove the aura... 2221 /* no matter what we've gotta remove the aura...
2222 * we'll put it back if its time isn't up. 2222 * we'll put it back if its time isn't up.
2223 */ 2223 */
2224 aura->remove (); 2224 aura->remove ();
2225 2225
2226 /* exit if we're out of gas */ 2226 /* exit if we're out of gas */
2227 if (aura->duration-- < 0) 2227 if (aura->duration-- < 0)
2236 aura->destroy (); 2236 aura->destroy ();
2237 return; 2237 return;
2238 } 2238 }
2239 2239
2240 /* we need to jump out of the inventory for a bit 2240 /* we need to jump out of the inventory for a bit
2241 * in order to hit the map conveniently. 2241 * in order to hit the map conveniently.
2242 */ 2242 */
2243 aura->insert_at (env, aura); 2243 aura->insert_at (env, aura);
2244 2244
2245 for (int i = 1; i < 9; i++) 2245 for (int i = 1; i < 9; i++)
2246 { 2246 {
2254 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block))) 2254 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2255 { 2255 {
2256 hit_map (aura, i, aura->attacktype, 0); 2256 hit_map (aura, i, aura->attacktype, 0);
2257 2257
2258 if (aura->other_arch) 2258 if (aura->other_arch)
2259 pos.insert (arch_to_object (aura->other_arch), aura); 2259 pos.insert (aura->other_arch->instance (), aura);
2260 } 2260 }
2261 } 2261 }
2262 2262
2263 /* put the aura back in the player's inventory */ 2263 /* put the aura back in the player's inventory */
2264 env->insert (aura); 2264 env->insert (aura);
2269 * op is the piece object. 2269 * op is the piece object.
2270 */ 2270 */
2271void 2271void
2272move_peacemaker (object *op) 2272move_peacemaker (object *op)
2273{ 2273{
2274 object *tmp; 2274 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2275
2276 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2277 { 2275 {
2278 int atk_lev, def_lev; 2276 int atk_lev, def_lev;
2279 object *victim = tmp->head_ (); 2277 object *victim = tmp->head_ ();
2280 2278
2281 if (!QUERY_FLAG (victim, FLAG_MONSTER)) 2279 if (!victim->flag [FLAG_MONSTER])
2282 continue; 2280 continue;
2283 2281
2284 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2282 if (victim->flag [FLAG_UNAGGRESSIVE])
2285 continue; 2283 continue;
2286 2284
2287 if (victim->stats.exp == 0) 2285 if (victim->stats.exp == 0)
2288 continue; 2286 continue;
2289 2287
2290 def_lev = MAX (1, victim->level); 2288 def_lev = max (1, victim->level);
2291 atk_lev = MAX (1, op->level); 2289 atk_lev = max (1, op->level);
2292 2290
2293 if (rndm (0, atk_lev - 1) > def_lev) 2291 if (rndm (0, atk_lev - 1) > def_lev)
2294 { 2292 {
2295 /* make this sucker peaceful. */ 2293 /* make this sucker peaceful. */
2296 2294
2305 victim->stats.sp = 0; 2303 victim->stats.sp = 0;
2306 victim->stats.grace = 0; 2304 victim->stats.grace = 0;
2307 victim->stats.Pow = 0; 2305 victim->stats.Pow = 0;
2308#endif 2306#endif
2309 victim->attack_movement = RANDO2; 2307 victim->attack_movement = RANDO2;
2310 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2308 victim->set_flag (FLAG_UNAGGRESSIVE);
2311 SET_FLAG (victim, FLAG_RUN_AWAY); 2309 victim->set_flag (FLAG_RUN_AWAY);
2312 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2310 victim->set_flag (FLAG_RANDOM_MOVE);
2313 CLEAR_FLAG (victim, FLAG_MONSTER); 2311 victim->clr_flag (FLAG_MONSTER);
2314 2312
2315 if (victim->name) 2313 if (victim->name)
2316 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);
2317 } 2315 }
2318 } 2316 }
2319} 2317}
2320
2321 2318
2322/* This writes a rune that contains the appropriate message. 2319/* This writes a rune that contains the appropriate message.
2323 * There really isn't any adjustments we make. 2320 * There really isn't any adjustments we make.
2324 */ 2321 */
2325
2326int 2322int
2327write_mark (object *op, object *spell, const char *msg) 2323write_mark (object *op, object *spell, const char *msg)
2328{ 2324{
2329 char rune[HUGE_BUF];
2330 object *tmp;
2331
2332 if (!msg || msg[0] == 0) 2325 if (!msg || msg[0] == 0)
2333 { 2326 {
2334 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2327 op->failmsg ("Write what?");
2335 return 0; 2328 return 0;
2336 } 2329 }
2337 2330
2338 if (strcasestr_local (msg, "endmsg")) 2331 if (!msg_is_safe (msg))
2339 { 2332 {
2340 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.>");
2341 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);
2342 return 0; 2335 return 0;
2343 } 2336 }
2337
2344 if (!spell->other_arch) 2338 if (!spell->other_arch)
2345 return 0; 2339 return 0;
2346 tmp = arch_to_object (spell->other_arch);
2347 2340
2348 snprintf (rune, sizeof (rune), "%s\n", msg); 2341 object *tmp = spell->other_arch->instance ();
2349 2342
2350 tmp->race = op->name; /*Save the owner of the rune */ 2343 tmp->race = op->name; /*Save the owner of the rune */
2351 tmp->msg = rune; 2344 tmp->msg = msg;
2352 2345
2353 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); 2346 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2347
2354 return 1; 2348 return 1;
2355} 2349}
2350

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