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

Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.60 by root, Sun Jun 24 01:09:28 2007 UTC vs.
Revision 1.130 by root, Wed Apr 21 05:48:35 2010 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software; you can redistribute it and/or modify it 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * under the terms of the GNU General Public License as published by the Free 9 * the terms of the Affero GNU General Public License as published by the
10 * Software Foundation; either version 2 of the License, or (at your option) 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, but 13 * This program is distributed in the hope that it will be useful,
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License along 18 * You should have received a copy of the Affero GNU General Public License
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 19 * and the GNU General Public License along with this program. If not, see
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25#include <global.h> 25#include <global.h>
26#include <object.h> 26#include <object.h>
27#include <living.h> 27#include <living.h>
58} 58}
59 59
60int 60int
61recharge (object *op, object *caster, object *spell_ob) 61recharge (object *op, object *caster, object *spell_ob)
62{ 62{
63 object *wand, *tmp;
64 int ncharges; 63 int ncharges;
65 64
66 wand = find_marked_object (op); 65 object *wand = op->mark ();
66
67 if (wand == NULL || wand->type != WAND) 67 if (!wand || wand->type != WAND)
68 { 68 {
69 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge."); 69 op->failmsg ("You need to mark the wand you want to recharge.");
70 return 0; 70 return 0;
71 } 71 }
72
72 if (!(random_roll (0, 3, op, PREFER_HIGH))) 73 if (!(random_roll (0, 3, op, PREFER_HIGH)))
73 { 74 {
74 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand)); 75 op->failmsgf ("The %s vibrates violently, then explodes!", query_name (wand));
75 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE); 76 op->play_sound (sound_find ("ob_explode"));
76 esrv_del_item (op->contr, wand->count);
77 wand->destroy (); 77 wand->destroy ();
78 tmp = get_archetype ("fireball"); 78 object *tmp = get_archetype (shstr_fireball);
79 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; 79 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
80 80
81 if (!tmp->stats.dam) 81 if (!tmp->stats.dam)
82 tmp->stats.dam = 1; 82 tmp->stats.dam = 1;
83 83
94 94
95 if (wand->inv && wand->inv->level) 95 if (wand->inv && wand->inv->level)
96 ncharges /= wand->inv->level; 96 ncharges /= wand->inv->level;
97 else 97 else
98 { 98 {
99 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand)); 99 op->failmsgf ("Your %s is broken.", query_name (wand));
100 return 0; 100 return 0;
101 } 101 }
102 102
103 if (!ncharges) 103 if (!ncharges)
104 ncharges = 1; 104 ncharges = 1;
105 105
106 wand->stats.food += ncharges; 106 wand->stats.food += ncharges;
107 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand)); 107 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand));
108 108
109 if (wand->arch && QUERY_FLAG (wand->arch, FLAG_ANIMATE)) 109 if (wand->arch && wand->arch->flag [FLAG_ANIMATE])
110 { 110 {
111 SET_FLAG (wand, FLAG_ANIMATE); 111 wand->set_flag (FLAG_ANIMATE);
112 wand->set_speed (wand->arch->speed); 112 wand->set_speed (wand->arch->speed);
113 } 113 }
114 114
115 return 1; 115 return 1;
116} 116}
123 * great a plus, the default is used. 123 * great a plus, the default is used.
124 * The # of arrows created also goes up with level, so if a 30th level mage 124 * The # of arrows created also goes up with level, so if a 30th level mage
125 * wants LOTS of arrows, and doesn't care what the plus is he could 125 * wants LOTS of arrows, and doesn't care what the plus is he could
126 * create nonnmagic arrows, or even -1, etc... 126 * create nonnmagic arrows, or even -1, etc...
127 */ 127 */
128
129int 128int
130cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg) 129cast_create_missile (object *op, object *caster, object *spell, int dir, const char *spellparam)
131{ 130{
132 int missile_plus = 0, bonus_plus = 0; 131 int bonus_plus = 0;
133 const char *missile_name; 132 const char *missile_name = "arrow";
134 object *tmp, *missile;
135 133
136 missile_name = "arrow";
137
138 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 134 for (object *tmp = op->inv; tmp; tmp = tmp->below)
139 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) 135 if (tmp->type == BOW && tmp->flag [FLAG_APPLIED])
140 missile_name = tmp->race; 136 missile_name = tmp->race;
141 137
142 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); 138 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
143 139
144 if (archetype::find (missile_name) == NULL) 140 archetype *missile_arch = archetype::find (missile_name);
141
142 if (!missile_arch)
145 { 143 {
146 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name); 144 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name);
147 return 0; 145 return 0;
148 } 146 }
149 147
150 missile = get_archetype (missile_name); 148 object *missile = missile_arch->instance ();
151 149
152 if (stringarg) 150 if (spellparam)
153 { 151 {
154 /* If it starts with a letter, presume it is a description */ 152 /* If it starts with a letter, presume it is a description */
155 if (isalpha (*stringarg)) 153 if (isalpha (*spellparam))
156 { 154 {
157 artifact *al = find_artifactlist (missile->type)->items; 155 artifact *al = find_artifactlist (missile->type)->items;
158 156
159 for (; al; al = al->next) 157 for (; al; al = al->next)
160 if (!strcasecmp (al->item->name, stringarg)) 158 if (!strcasecmp (al->item->name, spellparam))
161 break; 159 break;
162 160
163 if (!al) 161 if (!al)
164 { 162 {
165 missile->destroy (); 163 missile->destroy ();
166 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, stringarg); 164 op->failmsgf ("No such object %ss of %s", missile_name, spellparam);
167 return 0; 165 return 0;
168 } 166 }
169 167
170 if (al->item->slaying) 168 if (al->item->slaying)
171 { 169 {
172 missile->destroy (); 170 missile->destroy ();
173 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg); 171 op->failmsgf ("You are not allowed to create %ss of %s", missile_name, spellparam);
174 return 0; 172 return 0;
175 } 173 }
176 174
177 give_artifact_abilities (missile, al->item); 175 give_artifact_abilities (missile, al->item);
178 /* These special arrows cost something extra. Don't have them also be magical - 176 /* These special arrows cost something extra. Don't have them also be magical -
179 * otherwise, in most cases, not enough will be created. I don't want to get into 177 * otherwise, in most cases, not enough will be created. I don't want to get into
180 * the parsing of having to do both plus and type. 178 * the parsing of having to do both plus and type.
181 */ 179 */
182 bonus_plus = 1 + (al->item->value / 5); 180 bonus_plus = 1 + (al->item->value / 5);
183 missile_plus = 0; 181 missile_plus = 0;
184 } 182 }
185 else if (atoi (stringarg) < missile_plus) 183 else if (atoi (spellparam) < missile_plus)
186 missile_plus = atoi (stringarg); 184 missile_plus = atoi (spellparam);
187 } 185 }
188 186
189 if (missile_plus > 4) 187 missile_plus = clamp (missile_plus, -4, 4);
190 missile_plus = 4;
191 else if (missile_plus < -4)
192 missile_plus = -4;
193 188
194 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 189 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
195 missile->nrof -= 3 * (missile_plus + bonus_plus); 190 missile->nrof -= 3 * (missile_plus + bonus_plus);
196 191
197 if (missile->nrof < 1) 192 if (missile->nrof < 1)
199 194
200 missile->magic = missile_plus; 195 missile->magic = missile_plus;
201 /* Can't get any money for these objects */ 196 /* Can't get any money for these objects */
202 missile->value = 0; 197 missile->value = 0;
203 198
204 SET_FLAG (missile, FLAG_IDENTIFIED); 199 missile->set_flag (FLAG_IDENTIFIED);
205 200
206 if (!cast_create_obj (op, caster, missile, dir) && op->type == PLAYER && !missile->destroyed ()) 201 if (!cast_create_obj (op, caster, missile, dir) && op->type == PLAYER && !missile->destroyed ())
207 pick_up (op, missile); 202 pick_up (op, missile);
208 203
209 return 1; 204 return 1;
210} 205}
211 206
212 207
213/* allows the choice of what sort of food object to make. 208/* allows the choice of what sort of food object to make.
214 * If stringarg is NULL, it will create food dependent on level --PeterM*/ 209 * If spellparam is NULL, it will create food dependent on level --PeterM*/
215int 210int
216cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *stringarg) 211cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *spellparam)
217{ 212{
218 int food_value; 213 int food_value;
219 archetype *at = NULL; 214 archetype *at = NULL;
220 object *new_op; 215 object *new_op;
221 216
222 food_value = spell_ob->stats.food + +50 * SP_level_duration_adjust (caster, spell_ob); 217 food_value = spell_ob->stats.food + 50 * SP_level_duration_adjust (caster, spell_ob);
223 218
224 if (stringarg) 219 if (spellparam)
225 { 220 {
226 at = find_archetype_by_object_type_name (FOOD, stringarg); 221 at = find_archetype_by_object_type_name (FOOD, spellparam);
227 if (at == NULL) 222 if (at == NULL)
228 at = find_archetype_by_object_type_name (DRINK, stringarg); 223 at = find_archetype_by_object_type_name (DRINK, spellparam);
229 if (at == NULL || at->stats.food > food_value) 224 if (at == NULL || at->stats.food > food_value)
230 stringarg = NULL; 225 spellparam = NULL;
231 } 226 }
232 227
233 if (!stringarg) 228 if (!spellparam)
234 { 229 {
235 archetype *at_tmp; 230 archetype *at_tmp;
236 231
237 /* We try to find the archetype with the maximum food value. 232 /* We try to find the archetype with the maximum food value.
238 * This removes the dependancy of hard coded food values in this 233 * This removes the dependancy of hard coded food values in this
257 && at_tmp->weight < at->weight))) 252 && at_tmp->weight < at->weight)))
258 at = at_tmp; 253 at = at_tmp;
259 } 254 }
260 } 255 }
261 } 256 }
257
262 /* Pretty unlikely (there are some very low food items), but you never 258 /* Pretty unlikely (there are some very low food items), but you never
263 * know 259 * know
264 */ 260 */
265 if (!at) 261 if (!at)
266 { 262 {
267 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); 263 op->failmsgf ("You don't have enough experience to create any food.");
268 return 0; 264 return 0;
269 } 265 }
270 266
271 food_value /= at->stats.food; 267 food_value /= at->stats.food;
272 new_op = arch_to_object (at); 268 new_op = at->instance ();
273 new_op->nrof = food_value; 269 new_op->nrof = food_value;
274 270
275 new_op->value = 0; 271 new_op->value = 0;
276 if (new_op->nrof < 1) 272 if (new_op->nrof < 1)
277 new_op->nrof = 1; 273 new_op->nrof = 1;
285{ 281{
286 int r, mflags, maxrange; 282 int r, mflags, maxrange;
287 object *tmp; 283 object *tmp;
288 maptile *m; 284 maptile *m;
289 285
290
291 if (!dir) 286 if (!dir)
292 { 287 {
293 examine_monster (op, op); 288 examine_monster (op, op);
294 return 1; 289 return 1;
295 } 290 }
291
296 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 292 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
297 for (r = 1; r < maxrange; r++) 293 for (r = 1; r < maxrange; r++)
298 { 294 {
299 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir]; 295 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir];
300 296
302 mflags = get_map_flags (m, &m, x, y, &x, &y); 298 mflags = get_map_flags (m, &m, x, y, &x, &y);
303 299
304 if (mflags & P_OUT_OF_MAP) 300 if (mflags & P_OUT_OF_MAP)
305 break; 301 break;
306 302
307 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) 303 if (!op->flag [FLAG_WIZCAST] && (mflags & P_NO_MAGIC))
308 { 304 {
309 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 305 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
310 return 0; 306 return 0;
311 } 307 }
308
312 if (mflags & P_IS_ALIVE) 309 if (mflags & P_IS_ALIVE)
313 { 310 {
314 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 311 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
315 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 312 if (tmp->flag [FLAG_ALIVE] && (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
316 { 313 {
317 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 314 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
318 if (tmp->head != NULL) 315 if (tmp->head != NULL)
319 tmp = tmp->head; 316 tmp = tmp->head;
320 examine_monster (op, tmp); 317 examine_monster (op, tmp);
321 return 1; 318 return 1;
322 } 319 }
323 } 320 }
324 } 321 }
322
325 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); 323 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
326 return 1; 324 return 1;
327} 325}
328
329 326
330/* This checks to see if 'pl' is invisible to 'mon'. 327/* This checks to see if 'pl' is invisible to 'mon'.
331 * does race check, undead check, etc 328 * does race check, undead check, etc
332 * Returns TRUE if mon can't see pl, false 329 * Returns TRUE if mon can't see pl, false
333 * otherwise. This doesn't check range, walls, etc. It 330 * otherwise. This doesn't check range, walls, etc. It
335 * pl is invisible. 332 * pl is invisible.
336 */ 333 */
337int 334int
338makes_invisible_to (object *pl, object *mon) 335makes_invisible_to (object *pl, object *mon)
339{ 336{
340
341 if (!pl->invisible) 337 if (!pl->invisible)
342 return 0; 338 return 0;
339
343 if (pl->type == PLAYER) 340 if (pl->type == PLAYER)
344 { 341 {
345 /* If race isn't set, then invisible unless it is undead */ 342 /* If race isn't set, then invisible unless it is undead */
346 if (!pl->contr->invis_race) 343 if (!pl->contr->invis_race)
347 { 344 {
348 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 345 if (mon->flag [FLAG_UNDEAD])
349 return 0; 346 return 0;
347
350 return 1; 348 return 1;
351 } 349 }
350
352 /* invis_race is set if we get here */ 351 /* invis_race is set if we get here */
353 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 352 if (pl->contr->invis_race == shstr_undead && is_true_undead (mon))
354 return 1; 353 return 1;
354
355 /* No race, can't be invisible to it */ 355 /* No race, can't be invisible to it */
356 if (!mon->race) 356 if (!mon->race)
357 return 0; 357 return 0;
358
358 if (strstr (mon->race, pl->contr->invis_race)) 359 if (mon->race.contains (pl->contr->invis_race))
359 return 1; 360 return 1;
361
360 /* Nothing matched above, return 0 */ 362 /* Nothing matched above, return 0 */
361 return 0; 363 return 0;
362 } 364 }
363 else 365 else
364 { 366 {
379int 381int
380cast_invisible (object *op, object *caster, object *spell_ob) 382cast_invisible (object *op, object *caster, object *spell_ob)
381{ 383{
382 if (op->invisible > 1000) 384 if (op->invisible > 1000)
383 { 385 {
384 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further"); 386 op->failmsg ("You can not extend the duration of your invisibility any further");
385 return 0; 387 return 0;
386 } 388 }
387 389
388 /* Remove the switch with 90% duplicate code - just handle the differences with 390 /* Remove the switch with 90% duplicate code - just handle the differences with
389 * and if statement or two. 391 * and if statement or two.
395 397
396 if (op->type == PLAYER) 398 if (op->type == PLAYER)
397 { 399 {
398 op->contr->invis_race = spell_ob->race; 400 op->contr->invis_race = spell_ob->race;
399 401
400 if (QUERY_FLAG (spell_ob, FLAG_MAKE_INVIS)) 402 if (spell_ob->flag [FLAG_MAKE_INVIS])
401 op->contr->tmp_invis = 0; 403 op->contr->tmp_invis = 0;
402 else 404 else
403 op->contr->tmp_invis = 1; 405 op->contr->tmp_invis = 1;
404 406
405 op->contr->hidden = 0; 407 op->contr->hidden = 0;
425/* earth to dust spell. Basically destroys earthwalls in the area. 427/* earth to dust spell. Basically destroys earthwalls in the area.
426 */ 428 */
427int 429int
428cast_earth_to_dust (object *op, object *caster, object *spell_ob) 430cast_earth_to_dust (object *op, object *caster, object *spell_ob)
429{ 431{
430 object *tmp, *next;
431 int range, i, j, mflags; 432 int range, i, j, mflags;
432 sint16 sx, sy; 433 sint16 sx, sy;
433 maptile *m; 434 maptile *m;
434
435 if (op->type != PLAYER)
436 return 0;
437 435
438 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 436 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
439 437
440 for (i = -range; i <= range; i++) 438 for (i = -range; i <= range; i++)
441 for (j = -range; j <= range; j++) 439 for (j = -range; j <= range; j++)
446 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 444 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
447 445
448 if (mflags & P_OUT_OF_MAP) 446 if (mflags & P_OUT_OF_MAP)
449 continue; 447 continue;
450 448
451 // earth to dust tears down everything that can be teared down 449 // earth to dust tears down everything that can be torn down
452 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next) 450 for (object *next, *tmp = m->at (sx, sy).bot; tmp; tmp = next)
453 { 451 {
454 next = tmp->above; 452 next = tmp->above;
455 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 453
454 if (tmp->flag [FLAG_TEAR_DOWN])
456 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 455 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
457 } 456 }
458 } 457 }
459 458
460 return 1; 459 return 1;
463void 462void
464execute_word_of_recall (object *op) 463execute_word_of_recall (object *op)
465{ 464{
466 if (object *pl = op->in_player ()) 465 if (object *pl = op->in_player ())
467 { 466 {
468 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST)) 467 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."); 468 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
470 else 469 else
471 { 470 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
472 // remove first so we do not call update_stats
473 op->remove ();
474 pl->enter_exit (op);
475 }
476 } 471 }
477 472
478 op->destroy (); 473 op->destroy ();
479} 474}
480 475
496 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 491 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
497 return 1; 492 return 1;
498 } 493 }
499 494
500 dummy = get_archetype (FORCE_NAME); 495 dummy = get_archetype (FORCE_NAME);
501 if (dummy == NULL) 496
497 if (!dummy)
502 { 498 {
503 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 499 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
504 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); 500 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
505 return 0; 501 return 0;
506 } 502 }
570 566
571int 567int
572perceive_self (object *op) 568perceive_self (object *op)
573{ 569{
574 const char *cp = describe_item (op, op); 570 const char *cp = describe_item (op, op);
575 archetype *at = archetype::find (ARCH_DEPLETION); 571 archetype *at = archetype::find (shstr_depletion);
576 572
577 dynbuf_text buf; 573 dynbuf_text &buf = msg_dynbuf; buf.clear ();
578 574
579 if (player *pl = op->contr) 575 if (!op->is_player ())
576 return 0;
577
580 if (object *race = archetype::find (op->race)) 578 if (object *race = archetype::find (op->race))
581 buf << "You are a " << (pl->gender ? "female" : "male") << " " << &race->name << ".\n"; 579 buf << " - You are a G<male|female> " << &race->name << ".\n";
582 580
583 if (object *god = find_god (determine_god (op))) 581 if (object *god = find_god (determine_god (op)))
584 buf << "You worship " << &god->name << ".\n"; 582 buf << " - You worship " << &god->name << ".\n";
585 else 583 else
586 buf << "You worship no god.\n"; 584 buf << " - You worship no god.\n";
587 585
588 object *tmp = present_arch_in_ob (at, op); 586 object *tmp = present_arch_in_ob (at, op);
589 587
590 if (*cp == '\0' && tmp == NULL) 588 if (*cp == '\0' && !tmp)
591 buf << "You feel very mundane. "; 589 buf << " - You feel very mundane. ";
592 else 590 else
593 { 591 {
594 buf << "You have: " << cp << ".\n"; 592 buf << " - You have: " << cp << ".\n";
595 593
596 if (tmp) 594 if (tmp)
597 for (int i = 0; i < NUM_STATS; i++) 595 for (int i = 0; i < NUM_STATS; i++)
598 if (tmp->stats.stat (i) < 0) 596 if (tmp->stats.stat (i) < 0)
599 buf.printf ("Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i)); 597 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
600 } 598 }
601 599
602 if (is_dragon_pl (op)) 600 if (op->is_dragon ())
603 /* now grab the 'dragon_ability'-force from the player's inventory */ 601 /* now grab the 'dragon_ability'-force from the player's inventory */
604 for (tmp = op->inv; tmp; tmp = tmp->below) 602 for (tmp = op->inv; tmp; tmp = tmp->below)
605 { 603 {
606 if (tmp->type == FORCE && !strcmp (tmp->arch->archname, "dragon_ability_force")) 604 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
607 { 605 {
608 if (tmp->stats.exp == 0) 606 if (tmp->stats.exp == 0)
609 buf << "Your metabolism isn't focused on anything.\n"; 607 buf << " - Your metabolism isn't focused on anything.\n";
610 else 608 else
611 buf << "Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n"; 609 buf << " - Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
612 610
613 break; 611 break;
614 } 612 }
615 } 613 }
616 614
617 new_draw_info (NDI_UNIQUE, 0, op, buf.linearise ()); 615 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
618 616
619 return 1; 617 return 1;
620} 618}
621 619
622/* This creates magic walls. Really, it can create most any object, 620/* This creates magic walls. Really, it can create most any object,
648 646
649 if ((spell_ob->move_block || x != op->x || y != op->y) && 647 if ((spell_ob->move_block || x != op->x || y != op->y) &&
650 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) || 648 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) ||
651 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block))) 649 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
652 { 650 {
653 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 651 op->failmsg ("Something is in the way.");
654 return 0; 652 return 0;
655 } 653 }
656 654
657 if (spell_ob->other_arch) 655 if (spell_ob->other_arch)
658 tmp = arch_to_object (spell_ob->other_arch); 656 tmp = spell_ob->other_arch->instance ();
659 else if (spell_ob->race) 657 else if (spell_ob->race)
660 { 658 {
661 char buf1[MAX_BUF]; 659 char buf1[MAX_BUF];
662 660
663 sprintf (buf1, spell_ob->race, dir); 661 sprintf (buf1, spell_ob->race, dir);
667 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 665 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
668 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 666 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
669 return 0; 667 return 0;
670 } 668 }
671 669
672 tmp = arch_to_object (at); 670 tmp = at->instance ();
673 } 671 }
674 else 672 else
675 { 673 {
676 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name); 674 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
677 return 0; 675 return 0;
682 tmp->attacktype = spell_ob->attacktype; 680 tmp->attacktype = spell_ob->attacktype;
683 tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 681 tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
684 tmp->stats.dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 682 tmp->stats.dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
685 tmp->range = 0; 683 tmp->range = 0;
686 } 684 }
687 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 685 else if (tmp->flag [FLAG_ALIVE])
688 { 686 {
689 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 687 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
690 tmp->stats.maxhp = tmp->stats.hp; 688 tmp->stats.maxhp = tmp->stats.hp;
691 } 689 }
692 690
693 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP)) 691 if (spell_ob->flag [FLAG_IS_USED_UP] || tmp->flag [FLAG_IS_USED_UP])
694 { 692 {
695 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 693 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
696 SET_FLAG (tmp, FLAG_IS_USED_UP); 694 tmp->set_flag (FLAG_IS_USED_UP);
697 } 695 }
698 696
699 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 697 if (spell_ob->flag [FLAG_TEAR_DOWN])
700 { 698 {
701 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 699 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
702 tmp->stats.maxhp = tmp->stats.hp; 700 tmp->stats.maxhp = tmp->stats.hp;
703 SET_FLAG (tmp, FLAG_TEAR_DOWN); 701 tmp->set_flag (FLAG_TEAR_DOWN);
704 SET_FLAG (tmp, FLAG_ALIVE); 702 tmp->set_flag (FLAG_ALIVE);
705 } 703 }
706 704
707 /* This can't really hurt - if the object doesn't kill anything, 705 /* This can't really hurt - if the object doesn't kill anything,
708 * these fields just won't be used. Do not set the owner for 706 * these fields just won't be used. Do not set the owner for
709 * earthwalls, though, so they survive restarts. 707 * earthwalls, though, so they survive restarts.
710 */ 708 */
711 if (tmp->type != EARTHWALL) //TODO 709 if (tmp->type != EARTHWALL) //TODO
712 tmp->set_owner (op); 710 tmp->set_owner (op);
713 711
714 set_spell_skill (op, caster, spell_ob, tmp); 712 set_spell_skill (op, caster, spell_ob, tmp);
715 tmp->level = caster_level (caster, spell_ob) / 2; 713 tmp->level = casting_level (caster, spell_ob) / 2;
716 714
717 name = tmp->name; 715 name = tmp->name;
718 if (!(tmp = m->insert (tmp, x, y, op))) 716 if (!(tmp = m->insert (tmp, x, y, op)))
719 { 717 {
720 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name); 718 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
721 return 0; 719 return 0;
722 } 720 }
723 721
724 /* If this is a spellcasting wall, need to insert the spell object */ 722 /* If this is a spellcasting wall, need to insert the spell object */
725 if (tmp->other_arch && tmp->other_arch->type == SPELL) 723 if (tmp->other_arch && tmp->other_arch->type == SPELL)
726 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 724 insert_ob_in_ob (tmp->other_arch->instance (), tmp);
727 725
728 /* This code causes the wall to extend some distance in 726 /* This code causes the wall to extend some distance in
729 * each direction, or until an obstruction is encountered. 727 * each direction, or until an obstruction is encountered.
730 * posblocked and negblocked help determine how far the 728 * posblocked and negblocked help determine how far the
731 * created wall can extend, it won't go extend through 729 * created wall can extend, it won't go extend through
751 object *tmp2 = tmp->clone (); 749 object *tmp2 = tmp->clone ();
752 m->insert (tmp2, x, y, op); 750 m->insert (tmp2, x, y, op);
753 751
754 /* If this is a spellcasting wall, need to insert the spell object */ 752 /* If this is a spellcasting wall, need to insert the spell object */
755 if (tmp2->other_arch && tmp2->other_arch->type == SPELL) 753 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
756 tmp2->insert (arch_to_object (tmp2->other_arch)); 754 tmp2->insert (tmp2->other_arch->instance ());
757 755
758 } 756 }
759 else 757 else
760 posblocked = 1; 758 posblocked = 1;
761 759
768 { 766 {
769 object *tmp2 = tmp->clone (); 767 object *tmp2 = tmp->clone ();
770 m->insert (tmp2, x, y, op); 768 m->insert (tmp2, x, y, op);
771 769
772 if (tmp2->other_arch && tmp2->other_arch->type == SPELL) 770 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
773 tmp2->insert (arch_to_object (tmp2->other_arch)); 771 tmp2->insert (tmp2->other_arch->instance ());
774 } 772 }
775 else 773 else
776 negblocked = 1; 774 negblocked = 1;
777 } 775 }
778 776
779 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) 777 if (tmp->flag [FLAG_BLOCKSVIEW])
780 update_all_los (op->map, op->x, op->y); 778 update_all_los (op->map, op->x, op->y);
781 779
782 return 1; 780 return 1;
783} 781}
784 782
785int 783int
786dimension_door (object *op, object *caster, object *spob, int dir) 784dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
787{ 785{
788 uint32 dist, maxdist; 786 uint32 dist, maxdist;
789 int mflags; 787 int mflags;
790 maptile *m; 788 maptile *m;
791 sint16 sx, sy; 789 sint16 sx, sy;
793 if (op->type != PLAYER) 791 if (op->type != PLAYER)
794 return 0; 792 return 0;
795 793
796 if (!dir) 794 if (!dir)
797 { 795 {
798 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?"); 796 op->failmsg ("In what direction?");
799 return 0; 797 return 0;
800 } 798 }
801 799
802 /* Given the new outdoor maps, can't let players dimension door for 800 /* Given the new outdoor maps, can't let players dimension door for
803 * ever, so put limits in. 801 * ever, so put limits in.
804 */ 802 */
805 maxdist = spob->range + SP_level_range_adjust (caster, spob); 803 maxdist = spob->range + SP_level_range_adjust (caster, spob);
806 804
807 if (op->contr->count) 805 if (spellparam)
808 { 806 {
807 int count = atoi (spellparam);
808
809 if (op->contr->count > maxdist) 809 if (count > maxdist)
810 { 810 {
811 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!"); 811 op->failmsg ("You can't dimension door that far!");
812 return 0; 812 return 0;
813 } 813 }
814 814
815 for (dist = 0; dist < op->contr->count; dist++) 815 for (dist = 0; dist < count; dist++)
816 { 816 {
817 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy); 817 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
818 818
819 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 819 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
820 break; 820 break;
821 821
822 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) 822 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
823 break; 823 break;
824 } 824 }
825 825
826 if (dist < op->contr->count) 826 if (dist < count)
827 { 827 {
828 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n"); 828 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
829 op->contr->count = 0;
830 return 0; 829 return 0;
831 } 830 }
832
833 op->contr->count = 0;
834 831
835 /* Remove code that puts player on random space on maps. IMO, 832 /* Remove code that puts player on random space on maps. IMO,
836 * a lot of maps probably have areas the player should not get to, 833 * a lot of maps probably have areas the player should not get to,
837 * but may not be marked as NO_MAGIC (as they may be bounded 834 * but may not be marked as NO_MAGIC (as they may be bounded
838 * by such squares). Also, there are probably treasure rooms and 835 * by such squares). Also, there are probably treasure rooms and
880 break; 877 break;
881 878
882 } 879 }
883 if (!dist) 880 if (!dist)
884 { 881 {
885 new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n"); 882 op->failmsg ("Your spell failed!\n");
886 return 0; 883 return 0;
887 } 884 }
888 } 885 }
889 886
890 /* Actually move the player now */ 887 /* Actually move the player now */
891 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op))) 888 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op)))
892 return 1; 889 return 1;
893 890
894 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ 891 op->speed_left = -5. * op->speed; /* Freeze them for a short while */
892
895 return 1; 893 return 1;
896} 894}
897
898 895
899/* cast_heal: Heals something. 896/* cast_heal: Heals something.
900 * op is the caster. 897 * op is the caster.
901 * dir is the direction he is casting it in. 898 * dir is the direction he is casting it in.
902 * spell is the spell object. 899 * spell is the spell object.
929 { 926 {
930 /* See how many points we actually heal. Instead of messages 927 /* See how many points we actually heal. Instead of messages
931 * based on type of spell, we instead do messages based 928 * based on type of spell, we instead do messages based
932 * on amount of damage healed. 929 * on amount of damage healed.
933 */ 930 */
934 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 931 if (heal > tmp->stats.maxhp - tmp->stats.hp)
935 heal = tmp->stats.maxhp - tmp->stats.hp; 932 heal = tmp->stats.maxhp - tmp->stats.hp;
933
936 tmp->stats.hp += heal; 934 tmp->stats.hp += heal;
937 935
938 if (tmp->stats.hp >= tmp->stats.maxhp) 936 if (tmp->stats.hp >= tmp->stats.maxhp)
939 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 937 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
940 else if (heal > 50) 938 else if (heal > 50)
949 success = 1; 947 success = 1;
950 } 948 }
951 } 949 }
952 950
953 if (spell->attacktype & AT_DISEASE) 951 if (spell->attacktype & AT_DISEASE)
954 if (cure_disease (tmp, op)) 952 if (cure_disease (tmp, op, spell))
955 success = 1; 953 success = 1;
956 954
957 if (spell->attacktype & AT_POISON) 955 if (spell->attacktype & AT_POISON)
958 { 956 {
959 at = archetype::find ("poisoning"); 957 at = archetype::find (shstr_poisoning);
960 poison = present_arch_in_ob (at, tmp); 958 poison = present_arch_in_ob (at, tmp);
961 if (poison) 959 if (poison)
962 { 960 {
963 success = 1; 961 success = 1;
964 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 962 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
966 } 964 }
967 } 965 }
968 966
969 if (spell->attacktype & AT_CONFUSION) 967 if (spell->attacktype & AT_CONFUSION)
970 { 968 {
971 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 969 poison = present_in_ob_by_name (FORCE, shstr_confusion, tmp);
972 if (poison) 970 if (poison)
973 { 971 {
974 success = 1; 972 success = 1;
975 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 973 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
976 poison->duration = 1; 974 poison->duration = 1;
977 } 975 }
978 } 976 }
979 977
980 if (spell->attacktype & AT_BLIND) 978 if (spell->attacktype & AT_BLIND)
981 { 979 {
982 at = archetype::find ("blindness"); 980 at = archetype::find (shstr_blindness);
983 poison = present_arch_in_ob (at, tmp); 981 poison = present_arch_in_ob (at, tmp);
984 if (poison) 982 if (poison)
985 { 983 {
986 success = 1; 984 success = 1;
987 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return."); 985 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1005 tmp->stats.grace = tmp->stats.maxgrace; 1003 tmp->stats.grace = tmp->stats.maxgrace;
1006 success = 1; 1004 success = 1;
1007 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!"); 1005 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1008 } 1006 }
1009 1007
1010 if (spell->stats.food && tmp->stats.food < 999) 1008 if (spell->stats.food && tmp->stats.food < MAX_FOOD)
1011 { 1009 {
1012 tmp->stats.food += spell->stats.food; 1010 tmp->stats.food += spell->stats.food;
1013 if (tmp->stats.food > 999) 1011 min_it (tmp->stats.food, MAX_FOOD);
1014 tmp->stats.food = 999; 1012
1015 success = 1; 1013 success = 1;
1016 /* We could do something a bit better like the messages for healing above */ 1014 /* We could do something a bit better like the messages for healing above */
1017 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food"); 1015 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1018 } 1016 }
1019 1017
1033 "You don't feel any more powerful." 1031 "You don't feel any more powerful."
1034 "You are no easier to look at.", 1032 "You are no easier to look at.",
1035}; 1033};
1036 1034
1037int 1035int
1036change_ability_duration (object *spell, object *caster)
1037{
1038 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1039}
1040
1041int
1038cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) 1042cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1039{ 1043{
1040 object *force = NULL; 1044 object *force = 0;
1041 int i; 1045 int i;
1042 1046
1043 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1047 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1044 object *tmp = dir 1048 object *tmp = dir
1045 ? find_target_for_friendly_spell (op, dir) 1049 ? find_target_for_friendly_spell (op, dir)
1046 : op; 1050 : op;
1047 1051
1048 if (!tmp) 1052 if (!tmp)
1049 return 0; 1053 return 0;
1050 1054
1051 /* If we've already got a force of this type, don't add a new one. */ 1055 /* If we've already got a force of this type, don't add a new one. */
1059 break; 1063 break;
1060 } 1064 }
1061 else if (spell_ob->race && spell_ob->race == tmp2->name) 1065 else if (spell_ob->race && spell_ob->race == tmp2->name)
1062 { 1066 {
1063 if (!silent) 1067 if (!silent)
1064 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 1068 op->failmsgf ("You can not cast %s while %s is in effect",
1069 &spell_ob->name, &tmp2->name_pl);
1070
1065 return 0; 1071 return 0;
1066 } 1072 }
1067 } 1073 }
1068 } 1074 }
1075
1076 int duration = change_ability_duration (spell_ob, caster);
1077
1069 if (force == NULL) 1078 if (force)
1070 {
1071 force = get_archetype (FORCE_NAME);
1072 force->subtype = FORCE_CHANGE_ABILITY;
1073 if (spell_ob->race)
1074 force->name = spell_ob->race;
1075 else
1076 force->name = spell_ob->name;
1077 force->name_pl = spell_ob->name;
1078 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1079
1080 } 1079 {
1081 else
1082 {
1083 int duration;
1084
1085 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1086 if (duration > force->duration) 1080 if (duration > force->duration)
1087 { 1081 {
1088 force->duration = duration; 1082 force->duration = duration;
1089 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1083 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1090 } 1084 }
1091 else 1085 else
1092 {
1093 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1086 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1094 }
1095 1087
1096 return 1; 1088 return 1;
1097 } 1089 }
1098 1090
1099 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1091 new_draw_info_format (NDI_UNIQUE, 0, op,
1092 "You create an aura of magical force. H<The effect will last for about %.10g seconds.>",
1093 TICK2TIME (duration));
1094
1095 force = get_archetype (FORCE_NAME);
1096 force->subtype = FORCE_CHANGE_ABILITY;
1097 force->duration = duration;
1098
1099 if (spell_ob->race)
1100 force->name = spell_ob->race;
1101 else
1102 force->name = spell_ob->name;
1103
1104 force->name_pl = spell_ob->name;
1105
1100 force->speed = 1.0; 1106 force->speed = 1.0;
1101 force->speed_left = -1.0; 1107 force->speed_left = -1.0;
1102 SET_FLAG (force, FLAG_APPLIED); 1108 force->set_flag (FLAG_APPLIED);
1103 1109
1104 /* Now start processing the effects. First, protections */ 1110 /* Now start processing the effects. First, protections */
1105 for (i = 0; i < NROFATTACKS; i++) 1111 for (i = 0; i < NROFATTACKS; i++)
1106 { 1112 {
1107 if (spell_ob->resist[i]) 1113 if (spell_ob->resist[i])
1137 } 1143 }
1138 } 1144 }
1139 1145
1140 force->move_type = spell_ob->move_type; 1146 force->move_type = spell_ob->move_type;
1141 1147
1142 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK)) 1148 if (spell_ob->flag [FLAG_SEE_IN_DARK])
1143 SET_FLAG (force, FLAG_SEE_IN_DARK); 1149 force->set_flag (FLAG_SEE_IN_DARK);
1144 1150
1145 if (QUERY_FLAG (spell_ob, FLAG_XRAYS)) 1151 if (spell_ob->flag [FLAG_XRAYS])
1146 SET_FLAG (force, FLAG_XRAYS); 1152 force->set_flag (FLAG_XRAYS);
1147 1153
1148 /* Haste/bonus speed */ 1154 /* Haste/bonus speed */
1149 if (spell_ob->stats.exp) 1155 if (spell_ob->stats.exp)
1150 { 1156 {
1151 if (op->speed > 0.5f) 1157 if (op->speed > 0.5f)
1171 */ 1177 */
1172int 1178int
1173cast_bless (object *op, object *caster, object *spell_ob, int dir) 1179cast_bless (object *op, object *caster, object *spell_ob, int dir)
1174{ 1180{
1175 int i; 1181 int i;
1176 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1182 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1177 1183
1178 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1184 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1179 if (dir != 0) 1185 if (dir != 0)
1180 { 1186 {
1181 tmp = find_target_for_friendly_spell (op, dir); 1187 tmp = find_target_for_friendly_spell (op, dir);
1188
1189 if (!tmp)
1190 return 0;
1182 } 1191 }
1183 else 1192 else
1184 {
1185 tmp = op; 1193 tmp = op;
1186 }
1187 1194
1188 /* If we've already got a force of this type, don't add a new one. */ 1195 /* If we've already got a force of this type, don't add a new one. */
1189 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1196 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1190 { 1197 {
1191 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1198 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1192 { 1199 {
1193 if (tmp2->name == spell_ob->name) 1200 if (tmp2->name == spell_ob->name)
1194 { 1201 {
1200 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 1207 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1201 return 0; 1208 return 0;
1202 } 1209 }
1203 } 1210 }
1204 } 1211 }
1212
1205 if (force == NULL) 1213 if (force == NULL)
1206 { 1214 {
1207 force = get_archetype (FORCE_NAME); 1215 force = get_archetype (FORCE_NAME);
1208 force->subtype = FORCE_CHANGE_ABILITY; 1216 force->subtype = FORCE_CHANGE_ABILITY;
1209 if (spell_ob->race) 1217 if (spell_ob->race)
1230 return 0; 1238 return 0;
1231 } 1239 }
1232 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1240 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1233 force->speed = 1.0; 1241 force->speed = 1.0;
1234 force->speed_left = -1.0; 1242 force->speed_left = -1.0;
1235 SET_FLAG (force, FLAG_APPLIED); 1243 force->set_flag (FLAG_APPLIED);
1236 1244
1237 if (!god) 1245 if (!god)
1238 { 1246 {
1239 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty."); 1247 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1240 } 1248 }
1241 else 1249 else
1242 { 1250 {
1243 /* Only give out good benefits, and put a max on it */ 1251 /* Only give out good benefits, and put a max on it */
1244 for (i = 0; i < NROFATTACKS; i++) 1252 for (i = 0; i < NROFATTACKS; i++)
1245 {
1246 if (god->resist[i] > 0) 1253 if (god->resist[i] > 0)
1247 {
1248 force->resist[i] = MIN (god->resist[i], spell_ob->resist[ATNR_GODPOWER]); 1254 force->resist[i] = min (god->resist[i], spell_ob->resist[ATNR_GODPOWER]);
1249 } 1255
1250 }
1251 force->path_attuned |= god->path_attuned; 1256 force->path_attuned |= god->path_attuned;
1252 1257
1253 if (spell_ob->attacktype) 1258 if (spell_ob->attacktype)
1254 force->slaying = god->slaying; 1259 force->slaying = god->slaying;
1255 1260
1274} 1279}
1275 1280
1276/* Alchemy code by Mark Wedel 1281/* Alchemy code by Mark Wedel
1277 * 1282 *
1278 * This code adds a new spell, called alchemy. Alchemy will turn 1283 * This code adds a new spell, called alchemy. Alchemy will turn
1279 * objects to gold nuggets, the value of the gold nuggets being 1284 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1280 * about 90% of that of the item itself. It uses the value of the
1281 * object before charisma adjustments, because the nuggets themselves
1282 * will be will be adjusted by charisma when sold.
1283 * 1285 *
1284 * Large nuggets are worth 25 gp each (base). You will always get 1286 * The value of the gold nuggets being about 90% of that of the item
1285 * the maximum number of large nuggets you could get. 1287 * itself. It uses the value of the object before charisma adjustments,
1286 * Small nuggets are worth 1 gp each (base). You will get from 0 1288 * because the nuggets themselves will be will be adjusted by charisma
1287 * to the max amount of small nuggets as you could get. 1289 * when sold.
1288 *
1289 * For example, if an item is worth 110 gold, you will get
1290 * 4 large nuggets, and from 0-10 small nuggets.
1291 * 1290 *
1292 * There is also a chance (1:30) that you will get nothing at all 1291 * There is also a chance (1:30) that you will get nothing at all
1293 * for the object. There is also a maximum weight that will be 1292 * for the object. There is also a maximum weight that will be
1294 * alchemised. 1293 * alchemised.
1295 */ 1294 */
1296static void 1295static void
1297alchemy_object (object *obj, uint64 &total_value, int &total_weight) 1296alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1298{ 1297{
1299 uint64 value = query_cost (obj, NULL, F_TRUE); 1298 uint64 value = query_cost (obj, NULL, F_TRUE);
1300 1299
1301 /* Give third price when we alchemy money (This should hopefully 1300 /* Give third price when we alchemy money (this should hopefully
1302 * make it so that it isn't worth it to alchemy money, sell 1301 * make it so that it isn't worth it to alchemy money, sell
1303 * the nuggets, alchemy the gold from that, etc. 1302 * the nuggets, alchemy the gold from that, etc.
1304 * Otherwise, give 9 silver on the gold for other objects, 1303 * Otherwise, give 9 silver on the gold for other objects,
1305 * so that it would still be more affordable to haul 1304 * so that it would still be more affordable to haul
1306 * the stuff back to town. 1305 * the stuff back to town.
1307 */ 1306 */
1308 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1307 if (obj->flag [FLAG_UNPAID])
1309 value = 0; 1308 value = 0;
1310 else if (obj->type == MONEY || obj->type == GEM) 1309 else if (obj->type == MONEY || obj->type == GEM)
1311 value /= 3; 1310 value /= 3;
1312 else 1311 else
1313 value = value * 9 / 10; 1312 value = value * 9 / 10;
1318 total_weight += obj->total_weight (); 1317 total_weight += obj->total_weight ();
1319 1318
1320 obj->destroy (); 1319 obj->destroy ();
1321} 1320}
1322 1321
1323static void
1324update_map (object *op, maptile *m, int small_nuggets, object *small, int large_nuggets, object *large, int x, int y)
1325{
1326 int flag = 0;
1327
1328 /* Put any nuggets below the player, but we can only pass this
1329 * flag if we are on the same space as the player
1330 */
1331 if (x == op->x && y == op->y && op->map == m)
1332 flag = INS_BELOW_ORIGINATOR;
1333
1334 if (small_nuggets)
1335 {
1336 object *tmp = small->clone ();
1337 tmp->nrof = small_nuggets;
1338 m->insert (tmp, x, y, op, flag);
1339 }
1340
1341 if (large_nuggets)
1342 {
1343 object *tmp = large->clone ();
1344 tmp->nrof = large_nuggets;
1345 m->insert (tmp, x, y, op, flag);
1346 }
1347
1348 if (object *pl = m->at (x, y).player ())
1349 if (pl->contr->ns)
1350 pl->contr->ns->look_position = 0;
1351}
1352
1353int 1322int
1354alchemy (object *op, object *caster, object *spell_ob) 1323alchemy (object *op, object *caster, object *spell_ob)
1355{ 1324{
1356 if (op->type != PLAYER) 1325 if (op->type != PLAYER)
1357 return 0; 1326 return 0;
1358 1327
1359 object *large = get_archetype ("largenugget"); 1328 archetype *nugget[3];
1360 object *small = get_archetype ("smallnugget"); 1329
1330 nugget[0] = archetype::find (shstr_pyrite3);
1331 nugget[1] = archetype::find (shstr_pyrite2);
1332 nugget[2] = archetype::find (shstr_pyrite);
1361 1333
1362 /* Put a maximum weight of items that can be alchemised. Limits the power 1334 /* Put a maximum weight of items that can be alchemised. Limits the power
1363 * some, and also prevents people from alchemising every table/chair/clock 1335 * some, and also prevents people from alchemising every table/chair/clock
1364 * in sight 1336 * in sight
1365 */ 1337 */
1394 1366
1395 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next) 1367 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1396 { 1368 {
1397 next = tmp->above; 1369 next = tmp->above;
1398 1370
1399 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1371 if (tmp->weight > 0 && !tmp->flag [FLAG_NO_PICK] &&
1400 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1372 !tmp->flag [FLAG_ALIVE] && !tmp->flag [FLAG_IS_CAULDRON])
1401 { 1373 {
1402 if (tmp->inv) 1374 if (tmp->inv)
1403 { 1375 {
1404 object *next1, *tmp1; 1376 object *next1, *tmp1;
1405 1377
1406 for (tmp1 = tmp->inv; tmp1; tmp1 = next1) 1378 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1407 { 1379 {
1408 next1 = tmp1->below; 1380 next1 = tmp1->below;
1409 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1381 if (tmp1->weight > 0 && !tmp1->flag [FLAG_NO_PICK] &&
1410 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1382 !tmp1->flag [FLAG_ALIVE] && !tmp1->flag [FLAG_IS_CAULDRON])
1411 alchemy_object (tmp1, value, weight); 1383 alchemy_object (tmp1, value, weight);
1412 } 1384 }
1413 } 1385 }
1414 1386
1415 alchemy_object (tmp, value, weight); 1387 alchemy_object (tmp, value, weight);
1417 if (weight > weight_max) 1389 if (weight > weight_max)
1418 break; 1390 break;
1419 } 1391 }
1420 } 1392 }
1421 1393
1394 value -= rndm (value >> 4);
1422 value = min (value, value_max); 1395 value = min (value, value_max);
1423 1396
1424 uint64 count = value / large->value; 1397 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1425 int large_nuggets = count; 1398 if (int nrof = value / nugget [i]->value)
1426 value -= count * large->value;
1427
1428 count = value / small->value;
1429 int small_nuggets = count;
1430
1431 /* Insert all the nuggets at one time. This probably saves time, but
1432 * it also prevents us from alcheming nuggets that were just created
1433 * with this spell.
1434 */ 1399 {
1435 update_map (op, mp, small_nuggets, small, large_nuggets, large, nx, ny); 1400 value -= nrof * nugget[i]->value;
1401
1402 object *tmp = nugget[i]->instance ();
1403 tmp->nrof = nrof;
1404 tmp->flag [FLAG_IDENTIFIED] = true;
1405 op->map->insert (tmp, x, y, op, 0);
1406 }
1436 1407
1437 if (weight > weight_max) 1408 if (weight > weight_max)
1438 goto bailout; 1409 goto bailout;
1439 } 1410 }
1440 } 1411 }
1441 1412
1442bailout: 1413bailout:
1443 large->destroy ();
1444 small->destroy ();
1445 return 1; 1414 return 1;
1446} 1415}
1447
1448 1416
1449/* This function removes the cursed/damned status on equipped 1417/* This function removes the cursed/damned status on equipped
1450 * items. 1418 * items.
1451 */ 1419 */
1452int 1420int
1453remove_curse (object *op, object *caster, object *spell) 1421remove_curse (object *op, object *caster, object *spell)
1454{ 1422{
1455 object *tmp;
1456 int success = 0, was_one = 0; 1423 int success = 0, was_one = 0;
1457 1424
1458 for (tmp = op->inv; tmp; tmp = tmp->below) 1425 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1459 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1426 if (tmp->flag [FLAG_APPLIED] &&
1460 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1427 ((tmp->flag [FLAG_CURSED] && spell->flag [FLAG_CURSED]) ||
1461 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1428 (tmp->flag [FLAG_DAMNED] && spell->flag [FLAG_DAMNED])))
1462 { 1429 {
1463 was_one++; 1430 was_one++;
1431
1464 if (tmp->level <= caster_level (caster, spell)) 1432 if (tmp->level <= casting_level (caster, spell))
1465 { 1433 {
1466 success++; 1434 success++;
1467 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1435 if (spell->flag [FLAG_DAMNED])
1468 CLEAR_FLAG (tmp, FLAG_DAMNED); 1436 tmp->clr_flag (FLAG_DAMNED);
1469 1437
1470 CLEAR_FLAG (tmp, FLAG_CURSED); 1438 tmp->clr_flag (FLAG_CURSED);
1471 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1439 tmp->clr_flag (FLAG_KNOWN_CURSED);
1472 tmp->value = 0; /* Still can't sell it */ 1440 tmp->value = 0; /* Still can't sell it */
1473 if (op->type == PLAYER) 1441
1442 if (object *pl = tmp->visible_to ())
1474 esrv_send_item (op, tmp); 1443 esrv_update_item (UPD_FLAGS, pl, tmp);
1475 } 1444 }
1476 } 1445 }
1477 1446
1478 if (op->type == PLAYER) 1447 if (op->type == PLAYER)
1479 { 1448 {
1490 1459
1491 return success; 1460 return success;
1492} 1461}
1493 1462
1494/* Identifies objects in the players inventory/on the ground */ 1463/* Identifies objects in the players inventory/on the ground */
1495
1496int 1464int
1497cast_identify (object *op, object *caster, object *spell) 1465cast_identify (object *op, object *caster, object *spell)
1498{ 1466{
1499 object *tmp; 1467 object *tmp;
1500 int success = 0, num_ident; 1468 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1501 1469
1502 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1470 int num_ident = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell));
1503
1504 if (num_ident < 1)
1505 num_ident = 1;
1506 1471
1507 for (tmp = op->inv; tmp; tmp = tmp->below) 1472 for (tmp = op->inv; tmp; tmp = tmp->below)
1508 { 1473 {
1509 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1474 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1510 { 1475 {
1511 identify (tmp); 1476 identify (tmp);
1512 1477
1513 if (op->type == PLAYER) 1478 if (op->type == PLAYER)
1514 { 1479 {
1515 new_draw_info_format (NDI_UNIQUE, 0, op, "You identified: %s.", long_desc (tmp, op)); 1480 buf.printf ("You identified: %s.\r", long_desc (tmp, op));
1516 1481
1517 if (tmp->msg) 1482 if (tmp->msg)
1518 { 1483 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1519 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1520 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1521 }
1522 } 1484 }
1523 1485
1524 num_ident--;
1525 success = 1;
1526 if (!num_ident) 1486 if (!--num_ident)
1527 break; 1487 break;
1528 } 1488 }
1529 } 1489 }
1530 1490
1531 /* If all the power of the spell has been used up, don't go and identify 1491 /* If all the power of the spell has been used up, don't go and identify
1533 * was not fully used. 1493 * was not fully used.
1534 */ 1494 */
1535 if (num_ident) 1495 if (num_ident)
1536 { 1496 {
1537 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 1497 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1538 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1498 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1539 { 1499 {
1540 identify (tmp); 1500 identify (tmp);
1541 1501
1542 if (op->type == PLAYER) 1502 if (object *pl = tmp->visible_to ())
1543 { 1503 {
1544 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground you identified: %s.", long_desc (tmp, op)); 1504 buf.printf ("On the ground you identified: %s.\r", long_desc (tmp, op));
1545 1505
1546 if (tmp->msg) 1506 if (tmp->msg)
1547 { 1507 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1548 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1549 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1550 }
1551
1552 esrv_send_item (op, tmp);
1553 } 1508 }
1554 1509
1555 num_ident--;
1556 success = 1;
1557 if (!num_ident) 1510 if (!--num_ident)
1558 break; 1511 break;
1559 } 1512 }
1560 } 1513 }
1561 1514
1562 if (!success) 1515 if (buf.empty ())
1563 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified."); 1516 {
1517 op->failmsg ("You can't reach anything unidentified.");
1518 return 0;
1519 }
1564 else 1520 else
1521 {
1522 if (op->contr)
1523 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1524
1565 spell_effect (spell, op->x, op->y, op->map, op); 1525 spell_effect (spell, op->x, op->y, op->map, op);
1566 1526 return 1;
1567 return success; 1527 }
1568} 1528}
1569 1529
1570int 1530int
1571cast_detection (object *op, object *caster, object *spell, object *skill) 1531cast_detection (object *op, object *caster, object *spell, object *skill)
1572{ 1532{
1577 1537
1578 /* We precompute some values here so that we don't have to keep 1538 /* We precompute some values here so that we don't have to keep
1579 * doing it over and over again. 1539 * doing it over and over again.
1580 */ 1540 */
1581 god = find_god (determine_god (op)); 1541 god = find_god (determine_god (op));
1582 level = caster_level (caster, spell); 1542 level = casting_level (caster, spell);
1583 range = spell->range + SP_level_range_adjust (caster, spell); 1543 range = spell->range + SP_level_range_adjust (caster, spell);
1584 1544
1585 if (!skill) 1545 if (!skill)
1586 skill = caster; 1546 skill = caster;
1587 1547
1588 for (x = op->x - range; x <= op->x + range; x++) 1548 dynbuf buf;
1589 for (y = op->y - range; y <= op->y + range; y++) 1549 unordered_mapwalk (buf, op, -range, -range, range, range)
1590 { 1550 {
1591 m = op->map;
1592 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1593 if (mflags & P_OUT_OF_MAP)
1594 continue;
1595
1596 /* For most of the detections, we only detect objects above the 1551 /* For most of the detections, we only detect objects above the
1597 * floor. But this is not true for show invisible. 1552 * floor. But this is not true for show invisible.
1598 * Basically, we just go and find the top object and work 1553 * Basically, we just go and find the top object and work
1599 * down - that is easier than working up. 1554 * down - that is easier than working up.
1600 */ 1555 */
1601 1556
1602 for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above) 1557 for (last = 0, tmp = m->at (nx, ny).bot; tmp; tmp = tmp->above)
1603 last = tmp; 1558 last = tmp;
1604 1559
1605 /* Shouldn't happen, but if there are no objects on a space, this 1560 /* Shouldn't happen, but if there are no objects on a space, this
1606 * would happen. 1561 * would happen.
1607 */ 1562 */
1608 if (!last) 1563 if (!last)
1609 continue; 1564 continue;
1610 1565
1611 done_one = 0; 1566 done_one = 0;
1612 floor = 0; 1567 floor = 0;
1613 detect = NULL; 1568 detect = 0;
1614 for (tmp = last; tmp; tmp = tmp->below) 1569 for (tmp = last; tmp; tmp = tmp->below)
1615 { 1570 {
1616 /* show invisible */ 1571 /* show invisible */
1617 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1572 if (spell->flag [FLAG_MAKE_INVIS]
1618 /* Might there be other objects that we can make visible? */ 1573 /* Might there be other objects that we can make visible? */
1619 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1574 && (tmp->invisible && (tmp->flag [FLAG_MONSTER]
1620 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1575 || (tmp->type == PLAYER && !tmp->flag [FLAG_WIZ])
1621 tmp->type == CF_HANDLE || 1576 || tmp->type == T_HANDLE
1622 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE || 1577 || tmp->type == TRAPDOOR
1578 || tmp->type == EXIT
1579 || tmp->type == HOLE
1580 || tmp->type == BUTTON
1623 tmp->type == BUTTON || tmp->type == TELEPORTER || 1581 || tmp->type == TELEPORTER
1582 || tmp->type == GATE
1624 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1583 || tmp->type == LOCKED_DOOR
1625 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN || 1584 || tmp->type == WEAPON
1585 || tmp->type == ALTAR
1586 || (tmp->type == SIGN && tmp->face != magicmouth_face)
1626 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1587 || tmp->type == TRIGGER_PEDESTAL
1627 tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR))) 1588 || tmp->type == SPECIAL_KEY
1589 || tmp->type == TREASURE
1590 || tmp->type == BOOK
1591 || tmp->type == HOLY_ALTAR
1592 || tmp->type == CONTAINER)))
1628 { 1593 {
1594 printf ("show inv %s\n", tmp->debug_desc());//D
1629 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4) 1595 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1630 { 1596 {
1631 tmp->invisible = 0; 1597 tmp->invisible = 0;
1598 done_one = 1;
1599 }
1600 }
1601
1602 if (tmp->flag [FLAG_IS_FLOOR])
1603 floor = 1;
1604
1605 /* All detections below this point don't descend beneath the floor,
1606 * so just continue on. We could be clever and look at the type of
1607 * detection to completely break out if we don't care about objects beneath
1608 * the floor, but once we get to the floor, not likely a very big issue anyways.
1609 */
1610 if (floor)
1611 continue;
1612
1613 /* I had thought about making detect magic and detect curse
1614 * show the flash the magic item like it does for detect monster.
1615 * however, if the object is within sight, this would then make it
1616 * difficult to see what object is magical/cursed, so the
1617 * effect wouldn't be as apparent.
1618 */
1619
1620 /* detect magic */
1621 if (spell->flag [FLAG_KNOWN_MAGICAL]
1622 && !tmp->flag [FLAG_KNOWN_MAGICAL]
1623 && !tmp->flag [FLAG_IDENTIFIED]
1624 && tmp->need_identify ()
1625 && is_magical (tmp))
1626 {
1627 tmp->set_flag (FLAG_KNOWN_MAGICAL);
1628 /* make runes more visible */
1629 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1630 tmp->stats.Cha /= 4;
1631
1632 done_one = 1;
1633 }
1634
1635 /* detect monster */
1636 if (spell->flag [FLAG_MONSTER] && (tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER))
1637 {
1638 done_one = 2;
1639
1640 if (!detect)
1641 detect = tmp;
1642 }
1643
1644 /* Basically, if race is set in the spell, then the creatures race must
1645 * match that. if the spell race is set to GOD, then the gods opposing
1646 * race must match.
1647 */
1648 if (spell->race && tmp->flag [FLAG_MONSTER] && tmp->race &&
1649 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1650 spell->race.contains (tmp->race)))
1651 {
1652 done_one = 2;
1653
1654 if (!detect)
1655 detect = tmp;
1656 }
1657
1658 if (spell->flag [FLAG_KNOWN_CURSED]
1659 && !tmp->flag [FLAG_KNOWN_CURSED]
1660 && tmp->need_identify ()
1661 && (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))
1662 {
1663 tmp->set_flag (FLAG_KNOWN_CURSED);
1664 done_one = 1;
1665 }
1666
1667 // Do mining detection spell:
1668 if (spell->last_sp == 1) // 1 - detect any vein
1669 {
1670 if (tmp->type == VEIN)
1671 {
1672 if (tmp->other_arch)
1673 {
1674 if (!detect)
1675 detect = tmp->other_arch;
1676 done_one = 2;
1677 }
1678 else
1632 done_one = 1; 1679 done_one = 1;
1633 } 1680 }
1634 } 1681 }
1635
1636 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1637 floor = 1;
1638
1639 /* All detections below this point don't descend beneath the floor,
1640 * so just continue on. We could be clever and look at the type of
1641 * detection to completely break out if we don't care about objects beneath
1642 * the floor, but once we get to the floor, not likely a very big issue anyways.
1643 */
1644 if (floor)
1645 continue;
1646
1647 /* I had thought about making detect magic and detect curse
1648 * show the flash the magic item like it does for detect monster.
1649 * however, if the object is within sight, this would then make it
1650 * difficult to see what object is magical/cursed, so the
1651 * effect wouldn't be as apparant.
1652 */
1653
1654 /* detect magic */
1655 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1656 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1657 {
1658 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1659 /* make runes more visibile */
1660 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1661 tmp->stats.Cha /= 4;
1662 done_one = 1;
1663 }
1664 /* detect monster */
1665 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1666 {
1667 done_one = 2;
1668 if (!detect)
1669 detect = tmp;
1670 }
1671 /* Basically, if race is set in the spell, then the creatures race must
1672 * match that. if the spell race is set to GOD, then the gods opposing
1673 * race must match.
1674 */
1675 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1676 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) ||
1677 (strstr (spell->race, tmp->race))))
1678 {
1679 done_one = 2;
1680 if (!detect)
1681 detect = tmp;
1682 }
1683 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1684 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1685 {
1686 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1687 done_one = 1;
1688 }
1689 } /* for stack of objects on this space */ 1682 } /* for stack of objects on this space */
1690 1683
1691 /* Code here puts an effect of the spell on the space, so you can see 1684 /* Code here puts an effect of the spell on the space, so you can see
1692 * where the magic is. 1685 * where the magic is.
1693 */ 1686 */
1694 if (done_one) 1687 if (done_one)
1695 { 1688 {
1696 object *detect_ob = arch_to_object (spell->other_arch); 1689 object *detect_ob = spell->other_arch->instance ();
1697 1690
1698 /* if this is set, we want to copy the face */ 1691 /* if this is set, we want to copy the face */
1699 if (done_one == 2 && detect) 1692 if (done_one == 2 && detect)
1700 { 1693 {
1701 detect_ob->face = detect->face; 1694 detect_ob->face = detect->face;
1702 detect_ob->animation_id = detect->animation_id; 1695 detect_ob->animation_id = detect->animation_id;
1703 detect_ob->anim_speed = detect->anim_speed; 1696 detect_ob->anim_speed = detect->anim_speed;
1704 detect_ob->last_anim = 0; 1697 detect_ob->last_anim = 0;
1705 /* by default, the detect_ob is already animated */ 1698 /* by default, the detect_ob is already animated */
1706 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1699 if (!detect->flag [FLAG_ANIMATE])
1707 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1700 detect_ob->clr_flag (FLAG_ANIMATE);
1708 } 1701 }
1709 1702
1710 m->insert (detect_ob, nx, ny, op); 1703 m->insert (detect_ob, nx, ny, op, INS_ON_TOP);
1711 } 1704 }
1712 } /* for processing the surrounding spaces */ 1705 } /* for processing the surrounding spaces */
1713 1706
1714 1707
1715 /* Now process objects in the players inventory if detect curse or magic */ 1708 /* Now process objects in the players inventory if detect curse or magic */
1716 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL)) 1709 if (spell->flag [FLAG_KNOWN_CURSED] || spell->flag [FLAG_KNOWN_MAGICAL])
1717 { 1710 {
1718 done_one = 0; 1711 done_one = 0;
1712
1719 for (tmp = op->inv; tmp; tmp = tmp->below) 1713 for (tmp = op->inv; tmp; tmp = tmp->below)
1720 { 1714 {
1721 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1715 if (!tmp->invisible && !tmp->flag [FLAG_IDENTIFIED])
1722 { 1716 {
1723 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)) 1717 if (spell->flag [FLAG_KNOWN_MAGICAL] && is_magical (tmp) && !tmp->flag [FLAG_KNOWN_MAGICAL])
1724 { 1718 {
1725 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1719 tmp->set_flag (FLAG_KNOWN_MAGICAL);
1726 if (op->type == PLAYER) 1720
1721 if (object *pl = tmp->visible_to ())
1727 esrv_send_item (op, tmp); 1722 esrv_update_item (UPD_FLAGS, pl, tmp);
1728 } 1723 }
1729 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1724
1730 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1725 if (spell->flag [FLAG_KNOWN_CURSED] && !tmp->flag [FLAG_KNOWN_CURSED] &&
1726 (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))
1731 { 1727 {
1732 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1728 tmp->set_flag (FLAG_KNOWN_CURSED);
1733 if (op->type == PLAYER) 1729
1730 if (object *pl = tmp->visible_to ())
1734 esrv_send_item (op, tmp); 1731 esrv_update_item (UPD_FLAGS, pl, tmp);
1735 } 1732 }
1736 } /* if item is not identified */ 1733 } /* if item is not identified */
1737 } /* for the players inventory */ 1734 } /* for the players inventory */
1738 } /* if detect magic/curse and object is a player */ 1735 } /* if detect magic/curse and object is a player */
1736
1739 return 1; 1737 return 1;
1740} 1738}
1741 1739
1742 1740
1743/** 1741/**
1756 1754
1757 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you."); 1755 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
1758 1756
1759 if (victim->stats.sp >= victim->stats.maxsp * 2) 1757 if (victim->stats.sp >= victim->stats.maxsp * 2)
1760 { 1758 {
1761 object *tmp;
1762
1763 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1759 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
1764
1765 /* Explodes a fireball centered at player */
1766 tmp = get_archetype (EXPLODING_FIREBALL);
1767 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
1768 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
1769
1770 tmp->insert_at (victim);
1771 victim->stats.sp = 2 * victim->stats.maxsp; 1760 victim->stats.sp = 2 * victim->stats.maxsp;
1761 create_exploding_ball_at (victim, caster_level);
1772 } 1762 }
1773 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1763 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
1774 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); 1764 new_draw_info (NDI_UNIQUE | NDI_ORANGE, 0, victim, "You feel like your head is going to explode.");
1775 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1765 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
1776 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 1766 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
1777 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1767 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
1778 { 1768 {
1779 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1769 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
1803 mflags = get_map_flags (m, &m, x, y, &x, &y); 1793 mflags = get_map_flags (m, &m, x, y, &x, &y);
1804 1794
1805 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1795 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
1806 { 1796 {
1807 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above) 1797 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
1808 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1798 if (plyr != op && plyr->flag [FLAG_ALIVE])
1809 break; 1799 break;
1810 } 1800 }
1811 1801
1812 1802
1813 /* If we did not find a player in the specified direction, transfer 1803 /* If we did not find a player in the specified direction, transfer
1814 * to anyone on top of us. This is used for the rune of transference mostly. 1804 * to anyone on top of us. This is used for the rune of transference mostly.
1815 */ 1805 */
1816 if (plyr == NULL) 1806 if (plyr == NULL)
1817 for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above) 1807 for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above)
1818 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1808 if (plyr != op && plyr->flag [FLAG_ALIVE])
1819 break; 1809 break;
1820 1810
1821 if (!plyr) 1811 if (!plyr)
1822 { 1812 {
1823 new_draw_info (NDI_BLACK, 0, op, "There is no one there."); 1813 op->failmsg ("There is no one there.");
1824 return 0; 1814 return 0;
1825 } 1815 }
1826 /* give sp */ 1816 /* give sp */
1827 if (spell->stats.dam > 0) 1817 if (spell->stats.dam > 0)
1828 { 1818 {
1829 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell); 1819 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
1830 charge_mana_effect (plyr, caster_level (caster, spell)); 1820 charge_mana_effect (plyr, casting_level (caster, spell));
1831 return 1; 1821 return 1;
1832 } 1822 }
1833 /* suck sp away. Can't suck sp from yourself */ 1823 /* suck sp away. Can't suck sp from yourself */
1834 else if (op != plyr) 1824 else if (op != plyr)
1835 { 1825 {
1840 if (rate > 95) 1830 if (rate > 95)
1841 rate = 95; 1831 rate = 95;
1842 1832
1843 sucked = (plyr->stats.sp * rate) / 100; 1833 sucked = (plyr->stats.sp * rate) / 100;
1844 plyr->stats.sp -= sucked; 1834 plyr->stats.sp -= sucked;
1845 if (QUERY_FLAG (op, FLAG_ALIVE)) 1835 if (op->flag [FLAG_ALIVE])
1846 { 1836 {
1847 /* Player doesn't get full credit */ 1837 /* Player doesn't get full credit */
1848 sucked = (sucked * rate) / 100; 1838 sucked = (sucked * rate) / 100;
1849 op->stats.sp += sucked; 1839 op->stats.sp += sucked;
1850 if (sucked > 0) 1840 if (sucked > 0)
1851 { 1841 {
1852 charge_mana_effect (op, caster_level (caster, spell)); 1842 charge_mana_effect (op, casting_level (caster, spell));
1853 } 1843 }
1854 } 1844 }
1855 return 1; 1845 return 1;
1856 } 1846 }
1857 return 0; 1847 return 0;
1901 * monsters either. 1891 * monsters either.
1902 */ 1892 */
1903 1893
1904 if (head->attacktype & AT_MAGIC 1894 if (head->attacktype & AT_MAGIC
1905 && !(head->attacktype & AT_COUNTERSPELL) 1895 && !(head->attacktype & AT_COUNTERSPELL)
1906 && !QUERY_FLAG (head, FLAG_MONSTER) 1896 && !head->flag [FLAG_MONSTER]
1907 && (op->level > head->level)) 1897 && (op->level > head->level))
1908 head->destroy (); 1898 head->destroy ();
1909 else 1899 else
1910 switch (head->type) 1900 switch (head->type)
1911 { 1901 {
1912 case SPELL_EFFECT: 1902 case SPELL_EFFECT:
1913 // XXX: Don't affect floor spelleffects. See also XXX comment 1903 // XXX: Don't affect floor spelleffects. See also XXX comment
1914 // about sanctuary in spell_util.C 1904 // about sanctuary in spell_util.C
1915 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1905 if (tmp->flag [FLAG_IS_FLOOR])
1916 continue; 1906 continue;
1917 1907
1918 if (op->level > head->level) 1908 if (op->level > head->level)
1919 head->destroy (); 1909 head->destroy ();
1920 1910
1933 break; 1923 break;
1934 } 1924 }
1935 } 1925 }
1936} 1926}
1937 1927
1938
1939
1940/* cast_consecrate() - a spell to make an altar your god's */ 1928/* cast_consecrate() - a spell to make an altar your god's */
1941int 1929int
1942cast_consecrate (object *op, object *caster, object *spell) 1930cast_consecrate (object *op, object *caster, object *spell)
1943{ 1931{
1944 char buf[MAX_BUF]; 1932 char buf[MAX_BUF];
1945 1933
1946 object *tmp, *god = find_god (determine_god (op)); 1934 object *tmp, *god = find_god (determine_god (op));
1947 1935
1948 if (!god) 1936 if (!god)
1949 { 1937 {
1950 new_draw_info (NDI_UNIQUE, 0, op, "You can't consecrate anything if you don't worship a god!"); 1938 op->failmsg ("You can't consecrate anything if you don't worship a god!");
1951 return 0; 1939 return 0;
1952 } 1940 }
1953 1941
1954 for (tmp = op->below; tmp; tmp = tmp->below) 1942 for (tmp = op->below; tmp; tmp = tmp->below)
1955 { 1943 {
1956 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1944 if (tmp->flag [FLAG_IS_FLOOR])
1957 break; 1945 break;
1958 if (tmp->type == HOLY_ALTAR) 1946 if (tmp->type == HOLY_ALTAR)
1959 { 1947 {
1960 1948
1961 if (tmp->level > caster_level (caster, spell)) 1949 if (tmp->level > casting_level (caster, spell))
1962 { 1950 {
1963 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name); 1951 op->failmsgf ("You are not powerful enough to reconsecrate the %s", &tmp->name);
1964 return 0; 1952 return 0;
1965 } 1953 }
1966 else 1954 else
1967 { 1955 {
1968 /* If we got here, we are consecrating an altar */ 1956 /* If we got here, we are consecrating an altar */
1969 sprintf (buf, "Altar of %s", &god->name); 1957 sprintf (buf, "Altar of %s", &god->name);
1970 tmp->name = buf; 1958 tmp->name = buf;
1971 tmp->level = caster_level (caster, spell); 1959 tmp->level = casting_level (caster, spell);
1972 tmp->other_arch = god->arch; 1960 tmp->other_arch = god->arch;
1961
1973 if (op->type == PLAYER) 1962 if (op->type == PLAYER)
1974 esrv_update_item (UPD_NAME, op, tmp); 1963 esrv_update_item (UPD_NAME, op, tmp);
1964
1975 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name); 1965 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
1976 return 1; 1966 return 1;
1977 } 1967 }
1978 } 1968 }
1979 } 1969 }
1980 new_draw_info (NDI_UNIQUE, 0, op, "You are not standing over an altar!"); 1970
1971 op->failmsg ("You are not standing over an altar!");
1981 return 0; 1972 return 0;
1982} 1973}
1983 1974
1984/* animate_weapon - 1975/* animate_weapon -
1985 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon. 1976 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon.
1992 * player checks. MSW 2003-01-06 1983 * player checks. MSW 2003-01-06
1993 */ 1984 */
1994int 1985int
1995animate_weapon (object *op, object *caster, object *spell, int dir) 1986animate_weapon (object *op, object *caster, object *spell, int dir)
1996{ 1987{
1997 object *weapon, *tmp;
1998 char buf[MAX_BUF]; 1988 char buf[MAX_BUF];
1999 int a, i; 1989 int a, i;
2000 sint16 x, y; 1990 sint16 x, y;
2001 maptile *m; 1991 maptile *m;
2002 materialtype_t *mt;
2003 1992
2004 if (!spell->other_arch) 1993 if (!spell->other_arch)
2005 { 1994 {
2006 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1995 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2007 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name); 1996 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2018 return 0; 2007 return 0;
2019 } 2008 }
2020 2009
2021 /* if no direction specified, pick one */ 2010 /* if no direction specified, pick one */
2022 if (!dir) 2011 if (!dir)
2023 dir = find_free_spot (NULL, op->map, op->x, op->y, 1, 9); 2012 dir = find_free_spot (spell->other_arch, op->map, op->x, op->y, 1, 9);
2024 2013
2025 m = op->map; 2014 m = op->map;
2026 x = op->x + freearr_x[dir]; 2015 x = op->x + freearr_x[dir];
2027 y = op->y + freearr_y[dir]; 2016 y = op->y + freearr_y[dir];
2028 2017
2029 /* if there's no place to put the golem, abort */ 2018 /* if there's no place to put the golem, abort */
2030 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || 2019 if (dir < 0 || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP)
2031 ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type)) 2020 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2032 { 2021 {
2033 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2022 op->failmsg ("There is something in the way.");
2034 return 0; 2023 return 0;
2035 } 2024 }
2036 2025
2037 /* Use the weapon marked by the player. */ 2026 /* Use the weapon marked by the player. */
2038 weapon = find_marked_object (op); 2027 object *weapon = op->mark ();
2039 2028
2040 if (!weapon) 2029 if (!weapon)
2041 { 2030 {
2042 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2031 op->failmsg ("You must mark a weapon to use with this spell!");
2043 return 0; 2032 return 0;
2044 } 2033 }
2034
2045 if (spell->race && strcmp (weapon->arch->archname, spell->race)) 2035 if (spell->race && weapon->arch->archname != spell->race)
2046 { 2036 {
2047 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2037 op->failmsg ("The spell fails to transform your weapon.");
2048 return 0; 2038 return 0;
2049 } 2039 }
2040
2050 if (weapon->type != WEAPON) 2041 if (weapon->type != WEAPON)
2051 { 2042 {
2052 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it."); 2043 op->failmsg ("You need to wield a weapon to animate it.");
2053 return 0; 2044 return 0;
2054 } 2045 }
2055 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2046
2047 if (weapon->flag [FLAG_APPLIED])
2056 { 2048 {
2057 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon)); 2049 op->failmsgf ("You need to unequip %s before using it in this spell", query_name (weapon));
2058 return 0; 2050 return 0;
2059 } 2051 }
2060 2052
2061 if (weapon->nrof > 1) 2053 weapon = weapon->split ();
2062 {
2063 tmp = get_split_ob (weapon, 1);
2064 esrv_send_item (op, weapon);
2065 weapon = tmp;
2066 }
2067 2054
2068 /* create the golem object */ 2055 /* create the golem object */
2069 tmp = arch_to_object (spell->other_arch); 2056 object *tmp = spell->other_arch->instance ();
2070 2057
2071 /* if animated by a player, give the player control of the golem */ 2058 /* if animated by a player, give the player control of the golem */
2072 CLEAR_FLAG (tmp, FLAG_MONSTER); 2059 tmp->clr_flag (FLAG_MONSTER);
2073 tmp->stats.exp = 0; 2060 tmp->stats.exp = 0;
2074 add_friendly_object (tmp); 2061 add_friendly_object (tmp);
2075 tmp->type = GOLEM; 2062 tmp->type = GOLEM;
2076 tmp->set_owner (op); 2063 tmp->set_owner (op);
2077 op->contr->golem = tmp; 2064 op->contr->golem = tmp;
2078 set_spell_skill (op, caster, spell, tmp); 2065 set_spell_skill (op, caster, spell, tmp);
2079 2066
2080 /* Give the weapon to the golem now. A bit of a hack to check the 2067 /* Give the weapon to the golem now. A bit of a hack to check the
2081 * removed flag - it should only be set if get_split_object was 2068 * removed flag - it should only be set if weapon->split was
2082 * used above. 2069 * used above.
2083 */ 2070 */
2084 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2071 if (!weapon->flag [FLAG_REMOVED])
2085 weapon->remove (); 2072 weapon->remove ();
2086 2073
2087 insert_ob_in_ob (weapon, tmp); 2074 tmp->insert (weapon);
2088 esrv_send_item (op, weapon); 2075
2089 /* To do everything necessary to let a golem use the weapon is a pain, 2076 /* To do everything necessary to let a golem use the weapon is a pain,
2090 * so instead, just set it as equipped (otherwise, we need to update 2077 * so instead, just set it as equipped (otherwise, we need to update
2091 * body_info, skills, etc) 2078 * body_info, skills, etc)
2092 */ 2079 */
2093 SET_FLAG (tmp, FLAG_USE_WEAPON); 2080 tmp->set_flag (FLAG_USE_WEAPON);
2094 SET_FLAG (weapon, FLAG_APPLIED); 2081 weapon->set_flag (FLAG_APPLIED);
2095 tmp->update_stats (); 2082 tmp->update_stats ();
2096 2083
2097 /* There used to be 'odd' code that basically seemed to take the absolute 2084 /* There used to be 'odd' code that basically seemed to take the absolute
2098 * value of the weapon->magic an use that. IMO, that doesn't make sense - 2085 * value of the weapon->magic an use that. IMO, that doesn't make sense -
2099 * if you're using a crappy weapon, it shouldn't be as good. 2086 * if you're using a crappy weapon, it shouldn't be as good.
2119 2106
2120 /* attacktype */ 2107 /* attacktype */
2121 if (!tmp->attacktype) 2108 if (!tmp->attacktype)
2122 tmp->attacktype = AT_PHYSICAL; 2109 tmp->attacktype = AT_PHYSICAL;
2123 2110
2124 mt = NULL;
2125 if (op->materialname != NULL)
2126 mt = name_to_material (op->materialname);
2127 if (mt != NULL)
2128 {
2129 for (i = 0; i < NROFATTACKS; i++) 2111 for (i = 0; i < NROFATTACKS; i++)
2130 tmp->resist[i] = 50 - (mt->save[i] * 5); 2112 tmp->resist[i] = 50 - (op->material->save[i] * 5);
2131 a = mt->save[0]; 2113
2132 } 2114 a = op->material->save[0];
2133 else 2115
2134 {
2135 for (i = 0; i < NROFATTACKS; i++)
2136 tmp->resist[i] = 5;
2137 a = 10;
2138 }
2139 /* Set weapon's immunity */ 2116 /* Set weapon's immunity */
2140 tmp->resist[ATNR_CONFUSION] = 100; 2117 tmp->resist[ATNR_CONFUSION] = 100;
2141 tmp->resist[ATNR_POISON] = 100; 2118 tmp->resist[ATNR_POISON] = 100;
2142 tmp->resist[ATNR_SLOW] = 100; 2119 tmp->resist[ATNR_SLOW] = 100;
2143 tmp->resist[ATNR_PARALYZE] = 100; 2120 tmp->resist[ATNR_PARALYZE] = 100;
2149 2126
2150 /* Improve weapon's armour value according to best save vs. physical of its material */ 2127 /* Improve weapon's armour value according to best save vs. physical of its material */
2151 2128
2152 if (a > 14) 2129 if (a > 14)
2153 a = 14; 2130 a = 14;
2131
2154 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); 2132 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2155 2133
2156 /* Determine golem's speed */ 2134 /* Determine golem's speed */
2157 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell))); 2135 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2158 2136
2168 tmp->state = weapon->state; 2146 tmp->state = weapon->state;
2169 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2147 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2170 } 2148 }
2171 2149
2172 /* make experience increase in proportion to the strength of the summoned creature. */ 2150 /* make experience increase in proportion to the strength of the summoned creature. */
2173 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell)); 2151 tmp->stats.exp *= 1 + (max (spell->stats.maxgrace, spell->stats.sp) / casting_level (caster, spell));
2174 2152
2175 tmp->speed_left = -1; 2153 tmp->speed_left = -1;
2176 tmp->direction = dir; 2154 tmp->direction = dir;
2177 2155
2178 m->insert (tmp, x, y, op); 2156 m->insert (tmp, x, y, op);
2182/* cast_daylight() - changes the map darkness level *lower* */ 2160/* cast_daylight() - changes the map darkness level *lower* */
2183 2161
2184/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2162/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2185 * This changes the light level for the entire map. 2163 * This changes the light level for the entire map.
2186 */ 2164 */
2187
2188int 2165int
2189cast_change_map_lightlevel (object *op, object *caster, object *spell) 2166cast_change_map_lightlevel (object *op, object *caster, object *spell)
2190{ 2167{
2191 int success; 2168 int success;
2192 2169
2196 success = op->map->change_map_light (spell->stats.dam); 2173 success = op->map->change_map_light (spell->stats.dam);
2197 2174
2198 if (!success) 2175 if (!success)
2199 { 2176 {
2200 if (spell->stats.dam < 0) 2177 if (spell->stats.dam < 0)
2201 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2178 op->failmsg ("It can be no brighter here.");
2202 else 2179 else
2203 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2180 op->failmsg ("It can be no darker here.");
2204 } 2181 }
2182
2205 return success; 2183 return success;
2206} 2184}
2207
2208
2209
2210
2211 2185
2212/* create an aura spell object and put it in the player's inventory. 2186/* create an aura spell object and put it in the player's inventory.
2213 * as usual, op is player, caster is the object casting the spell, 2187 * as usual, op is player, caster is the object casting the spell,
2214 * spell is the spell object itself. 2188 * spell is the spell object itself.
2215 */ 2189 */
2221 2195
2222 new_aura = present_arch_in_ob (spell->other_arch, op); 2196 new_aura = present_arch_in_ob (spell->other_arch, op);
2223 if (new_aura) 2197 if (new_aura)
2224 refresh = 1; 2198 refresh = 1;
2225 else 2199 else
2226 new_aura = arch_to_object (spell->other_arch); 2200 new_aura = spell->other_arch->instance ();
2227 2201
2228 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); 2202 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2229 2203
2230 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 2204 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2231 2205
2232 new_aura->set_owner (op);
2233 set_spell_skill (op, caster, spell, new_aura); 2206 set_spell_skill (op, caster, spell, new_aura);
2234 new_aura->attacktype = spell->attacktype; 2207 new_aura->attacktype = spell->attacktype;
2235 2208
2236 new_aura->level = caster_level (caster, spell); 2209 new_aura->level = casting_level (caster, spell);
2210
2237 if (refresh) 2211 if (refresh)
2238 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2212 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2239 else 2213 else
2240 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2214 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2215
2241 insert_ob_in_ob (new_aura, op); 2216 insert_ob_in_ob (new_aura, op);
2217 new_aura->set_owner (op);
2218
2242 return 1; 2219 return 1;
2243} 2220}
2244
2245 2221
2246/* move aura function. An aura is a part of someone's inventory, 2222/* move aura function. An aura is a part of someone's inventory,
2247 * which he carries with him, but which acts on the map immediately 2223 * which he carries with him, but which acts on the map immediately
2248 * around him. 2224 * around him.
2249 * Aura parameters: 2225 * Aura parameters:
2250 * duration: duration counter. 2226 * duration: duration counter.
2251 * attacktype: aura's attacktype 2227 * attacktype: aura's attacktype
2252 * other_arch: archetype to drop where we attack 2228 * other_arch: archetype to drop where we attack
2253 */ 2229 */
2254
2255void 2230void
2256move_aura (object *aura) 2231move_aura (object *aura)
2257{ 2232{
2258 int i, mflags;
2259 object *env;
2260 maptile *m;
2261
2262 /* auras belong in inventories */ 2233 /* auras belong in inventories */
2263 env = aura->env; 2234 object *env = aura->env;
2235 object *owner = aura->owner;
2264 2236
2265 /* no matter what we've gotta remove the aura... 2237 /* no matter what we've gotta remove the aura...
2266 * we'll put it back if its time isn't up. 2238 * we'll put it back if its time isn't up.
2267 */ 2239 */
2268 aura->remove (); 2240 aura->remove ();
2273 aura->destroy (); 2245 aura->destroy ();
2274 return; 2246 return;
2275 } 2247 }
2276 2248
2277 /* auras only exist in inventories */ 2249 /* auras only exist in inventories */
2278 if (env == NULL || env->map == NULL) 2250 if (!env || !env->map)
2279 { 2251 {
2280 aura->destroy (); 2252 aura->destroy ();
2281 return; 2253 return;
2282 } 2254 }
2283 2255
2284 /* we need to jump out of the inventory for a bit 2256 /* we need to jump out of the inventory for a bit
2285 * in order to hit the map conveniently. 2257 * in order to hit the map conveniently.
2286 */ 2258 */
2287 aura->insert_at (env, aura); 2259 aura->insert_at (env, aura);
2288 2260
2289 for (i = 1; i < 9; i++) 2261 for (int i = 1; i < 9; i++)
2290 { 2262 {
2291 sint16 nx, ny; 2263 mapxy pos (env);
2264 pos.move (i);
2292 2265
2293 nx = aura->x + freearr_x[i];
2294 ny = aura->y + freearr_y[i];
2295 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2296
2297 /* Consider the movement tyep of the person with the aura as 2266 /* Consider the movement type of the person with the aura as
2298 * movement type of the aura. Eg, if the player is flying, the aura 2267 * movement type of the aura. Eg, if the player is flying, the aura
2299 * is flying also, if player is walking, it is on the ground, etc. 2268 * is flying also, if player is walking, it is on the ground, etc.
2300 */ 2269 */
2301 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny)))) 2270 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2302 { 2271 {
2303 hit_map (aura, i, aura->attacktype, 0); 2272 hit_map (aura, i, aura->attacktype, 0);
2304 2273
2305 if (aura->other_arch) 2274 if (aura->other_arch)
2306 m->insert (arch_to_object (aura->other_arch), nx, ny, aura); 2275 pos.insert (aura->other_arch->instance (), aura);
2307 } 2276 }
2308 } 2277 }
2309 2278
2310 /* put the aura back in the player's inventory */ 2279 /* put the aura back in the player's inventory */
2311 aura->remove (); 2280 env->insert (aura);
2312 insert_ob_in_ob (aura, env); 2281 aura->set_owner (owner);
2313} 2282}
2314 2283
2315/* moves the peacemaker spell. 2284/* moves the peacemaker spell.
2316 * op is the piece object. 2285 * op is the piece object.
2317 */ 2286 */
2318
2319void 2287void
2320move_peacemaker (object *op) 2288move_peacemaker (object *op)
2321{ 2289{
2322 object *tmp; 2290 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2323
2324 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2325 { 2291 {
2326 int atk_lev, def_lev; 2292 int atk_lev, def_lev;
2327 object *victim = tmp; 2293 object *victim = tmp->head_ ();
2328 2294
2329 if (tmp->head) 2295 if (!victim->flag [FLAG_MONSTER])
2330 victim = tmp->head;
2331 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2332 continue; 2296 continue;
2333 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2297
2298 if (victim->flag [FLAG_UNAGGRESSIVE])
2334 continue; 2299 continue;
2300
2335 if (victim->stats.exp == 0) 2301 if (victim->stats.exp == 0)
2336 continue; 2302 continue;
2337 2303
2338 def_lev = MAX (1, victim->level); 2304 def_lev = max (1, victim->level);
2339 atk_lev = MAX (1, op->level); 2305 atk_lev = max (1, op->level);
2340 2306
2341 if (rndm (0, atk_lev - 1) > def_lev) 2307 if (rndm (0, atk_lev - 1) > def_lev)
2342 { 2308 {
2343 /* make this sucker peaceful. */ 2309 /* make this sucker peaceful. */
2344 2310
2311 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2345 change_exp (op->owner, victim->stats.exp, op->skill, 0); 2312 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2346 victim->stats.exp = 0; 2313 victim->stats.exp = 0;
2347#if 0 2314#if 0
2348 /* No idea why these were all set to zero - if something 2315 /* No idea why these were all set to zero - if something
2349 * makes this creature agressive, he should still do damage. 2316 * makes this creature agressive, he should still do damage.
2352 victim->stats.sp = 0; 2319 victim->stats.sp = 0;
2353 victim->stats.grace = 0; 2320 victim->stats.grace = 0;
2354 victim->stats.Pow = 0; 2321 victim->stats.Pow = 0;
2355#endif 2322#endif
2356 victim->attack_movement = RANDO2; 2323 victim->attack_movement = RANDO2;
2357 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2324 victim->set_flag (FLAG_UNAGGRESSIVE);
2358 SET_FLAG (victim, FLAG_RUN_AWAY); 2325 victim->set_flag (FLAG_RUN_AWAY);
2359 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2326 victim->set_flag (FLAG_RANDOM_MOVE);
2360 CLEAR_FLAG (victim, FLAG_MONSTER); 2327 victim->clr_flag (FLAG_MONSTER);
2328
2361 if (victim->name) 2329 if (victim->name)
2362 {
2363 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name); 2330 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2364 } 2331 }
2365 }
2366 } 2332 }
2367} 2333}
2368
2369 2334
2370/* This writes a rune that contains the appropriate message. 2335/* This writes a rune that contains the appropriate message.
2371 * There really isn't any adjustments we make. 2336 * There really isn't any adjustments we make.
2372 */ 2337 */
2373
2374int 2338int
2375write_mark (object *op, object *spell, const char *msg) 2339write_mark (object *op, object *spell, const char *msg)
2376{ 2340{
2377 char rune[HUGE_BUF];
2378 object *tmp;
2379
2380 if (!msg || msg[0] == 0) 2341 if (!msg || msg[0] == 0)
2381 { 2342 {
2382 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2343 op->failmsg ("Write what?");
2383 return 0; 2344 return 0;
2384 } 2345 }
2385 2346
2386 if (strcasestr_local (msg, "endmsg")) 2347 if (!msg_is_safe (msg))
2387 { 2348 {
2388 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?"); 2349 op->failmsg ("Trying to cheat are we? H<@-signs are not allowed in marking runes.>");
2389 LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg); 2350 LOG (llevInfo, "write_mark: player %s tried to write bogus rune %s\n", &op->name, msg);
2390 return 0; 2351 return 0;
2391 } 2352 }
2353
2392 if (!spell->other_arch) 2354 if (!spell->other_arch)
2393 return 0; 2355 return 0;
2394 tmp = arch_to_object (spell->other_arch);
2395 2356
2396 snprintf (rune, sizeof (rune), "%s\n", msg); 2357 object *tmp = spell->other_arch->instance ();
2397 2358
2398 tmp->race = op->name; /*Save the owner of the rune */ 2359 tmp->race = op->name; /*Save the owner of the rune */
2399 tmp->msg = rune; 2360 tmp->msg = msg;
2400 2361
2401 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); 2362 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2363
2402 return 1; 2364 return 1;
2403} 2365}
2366

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines