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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.65 by root, Wed Aug 1 00:26:04 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 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <object.h> 26#include <object.h>
26#include <living.h> 27#include <living.h>
57} 58}
58 59
59int 60int
60recharge (object *op, object *caster, object *spell_ob) 61recharge (object *op, object *caster, object *spell_ob)
61{ 62{
62 object *wand, *tmp;
63 int ncharges; 63 int ncharges;
64 64
65 wand = find_marked_object (op); 65 object *wand = op->mark ();
66
66 if (wand == NULL || wand->type != WAND) 67 if (!wand || wand->type != WAND)
67 { 68 {
68 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge."); 69 op->failmsg ("You need to mark the wand you want to recharge.");
69 return 0; 70 return 0;
70 } 71 }
72
71 if (!(random_roll (0, 3, op, PREFER_HIGH))) 73 if (!(random_roll (0, 3, op, PREFER_HIGH)))
72 { 74 {
73 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand)); 75 op->failmsgf ("The %s vibrates violently, then explodes!", query_name (wand));
74 op->play_sound (sound_find ("ob_explode")); 76 op->play_sound (sound_find ("ob_explode"));
75 esrv_del_item (op->contr, wand->count);
76 wand->destroy (); 77 wand->destroy ();
77 tmp = get_archetype ("fireball"); 78 object *tmp = get_archetype (shstr_fireball);
78 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; 79 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
79 80
80 if (!tmp->stats.dam) 81 if (!tmp->stats.dam)
81 tmp->stats.dam = 1; 82 tmp->stats.dam = 1;
82 83
93 94
94 if (wand->inv && wand->inv->level) 95 if (wand->inv && wand->inv->level)
95 ncharges /= wand->inv->level; 96 ncharges /= wand->inv->level;
96 else 97 else
97 { 98 {
98 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand)); 99 op->failmsgf ("Your %s is broken.", query_name (wand));
99 return 0; 100 return 0;
100 } 101 }
101 102
102 if (!ncharges) 103 if (!ncharges)
103 ncharges = 1; 104 ncharges = 1;
104 105
105 wand->stats.food += ncharges; 106 wand->stats.food += ncharges;
106 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand)); 107 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand));
107 108
108 if (wand->arch && QUERY_FLAG (wand->arch, FLAG_ANIMATE)) 109 if (wand->arch && wand->arch->flag [FLAG_ANIMATE])
109 { 110 {
110 SET_FLAG (wand, FLAG_ANIMATE); 111 wand->set_flag (FLAG_ANIMATE);
111 wand->set_speed (wand->arch->speed); 112 wand->set_speed (wand->arch->speed);
112 } 113 }
113 114
114 return 1; 115 return 1;
115} 116}
123 * The # of arrows created also goes up with level, so if a 30th level mage 124 * The # of arrows created also goes up with level, so if a 30th level mage
124 * wants LOTS of arrows, and doesn't care what the plus is he could 125 * wants LOTS of arrows, and doesn't care what the plus is he could
125 * create nonnmagic arrows, or even -1, etc... 126 * create nonnmagic arrows, or even -1, etc...
126 */ 127 */
127int 128int
128cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg) 129cast_create_missile (object *op, object *caster, object *spell, int dir, const char *spellparam)
129{ 130{
130 int missile_plus = 0, bonus_plus = 0; 131 int bonus_plus = 0;
131 const char *missile_name; 132 const char *missile_name = "arrow";
132 object *tmp, *missile;
133 133
134 missile_name = "arrow";
135
136 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 134 for (object *tmp = op->inv; tmp; tmp = tmp->below)
137 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) 135 if (tmp->type == BOW && tmp->flag [FLAG_APPLIED])
138 missile_name = tmp->race; 136 missile_name = tmp->race;
139 137
140 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); 138 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
141 139
142 if (archetype::find (missile_name) == NULL) 140 archetype *missile_arch = archetype::find (missile_name);
141
142 if (!missile_arch)
143 { 143 {
144 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name); 144 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name);
145 return 0; 145 return 0;
146 } 146 }
147 147
148 missile = get_archetype (missile_name); 148 object *missile = missile_arch->instance ();
149 149
150 if (stringarg) 150 if (spellparam)
151 { 151 {
152 /* If it starts with a letter, presume it is a description */ 152 /* If it starts with a letter, presume it is a description */
153 if (isalpha (*stringarg)) 153 if (isalpha (*spellparam))
154 { 154 {
155 artifact *al = find_artifactlist (missile->type)->items; 155 artifact *al = find_artifactlist (missile->type)->items;
156 156
157 for (; al; al = al->next) 157 for (; al; al = al->next)
158 if (!strcasecmp (al->item->name, stringarg)) 158 if (!strcasecmp (al->item->name, spellparam))
159 break; 159 break;
160 160
161 if (!al) 161 if (!al)
162 { 162 {
163 missile->destroy (); 163 missile->destroy ();
164 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, stringarg); 164 op->failmsgf ("No such object %ss of %s", missile_name, spellparam);
165 return 0; 165 return 0;
166 } 166 }
167 167
168 if (al->item->slaying) 168 if (al->item->slaying)
169 { 169 {
170 missile->destroy (); 170 missile->destroy ();
171 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg); 171 op->failmsgf ("You are not allowed to create %ss of %s", missile_name, spellparam);
172 return 0; 172 return 0;
173 } 173 }
174 174
175 give_artifact_abilities (missile, al->item); 175 give_artifact_abilities (missile, al->item);
176 /* These special arrows cost something extra. Don't have them also be magical - 176 /* These special arrows cost something extra. Don't have them also be magical -
177 * otherwise, in most cases, not enough will be created. I don't want to get into 177 * otherwise, in most cases, not enough will be created. I don't want to get into
178 * the parsing of having to do both plus and type. 178 * the parsing of having to do both plus and type.
179 */ 179 */
180 bonus_plus = 1 + (al->item->value / 5); 180 bonus_plus = 1 + (al->item->value / 5);
181 missile_plus = 0; 181 missile_plus = 0;
182 } 182 }
183 else if (atoi (stringarg) < missile_plus) 183 else if (atoi (spellparam) < missile_plus)
184 missile_plus = atoi (stringarg); 184 missile_plus = atoi (spellparam);
185 } 185 }
186 186
187 if (missile_plus > 4) 187 missile_plus = clamp (missile_plus, -4, 4);
188 missile_plus = 4;
189 else if (missile_plus < -4)
190 missile_plus = -4;
191 188
192 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 189 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
193 missile->nrof -= 3 * (missile_plus + bonus_plus); 190 missile->nrof -= 3 * (missile_plus + bonus_plus);
194 191
195 if (missile->nrof < 1) 192 if (missile->nrof < 1)
197 194
198 missile->magic = missile_plus; 195 missile->magic = missile_plus;
199 /* Can't get any money for these objects */ 196 /* Can't get any money for these objects */
200 missile->value = 0; 197 missile->value = 0;
201 198
202 SET_FLAG (missile, FLAG_IDENTIFIED); 199 missile->set_flag (FLAG_IDENTIFIED);
203 200
204 if (!cast_create_obj (op, caster, missile, dir) && op->type == PLAYER && !missile->destroyed ()) 201 if (!cast_create_obj (op, caster, missile, dir) && op->type == PLAYER && !missile->destroyed ())
205 pick_up (op, missile); 202 pick_up (op, missile);
206 203
207 return 1; 204 return 1;
208} 205}
209 206
210 207
211/* allows the choice of what sort of food object to make. 208/* allows the choice of what sort of food object to make.
212 * 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*/
213int 210int
214cast_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)
215{ 212{
216 int food_value; 213 int food_value;
217 archetype *at = NULL; 214 archetype *at = NULL;
218 object *new_op; 215 object *new_op;
219 216
220 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);
221 218
222 if (stringarg) 219 if (spellparam)
223 { 220 {
224 at = find_archetype_by_object_type_name (FOOD, stringarg); 221 at = find_archetype_by_object_type_name (FOOD, spellparam);
225 if (at == NULL) 222 if (at == NULL)
226 at = find_archetype_by_object_type_name (DRINK, stringarg); 223 at = find_archetype_by_object_type_name (DRINK, spellparam);
227 if (at == NULL || at->stats.food > food_value) 224 if (at == NULL || at->stats.food > food_value)
228 stringarg = NULL; 225 spellparam = NULL;
229 } 226 }
230 227
231 if (!stringarg) 228 if (!spellparam)
232 { 229 {
233 archetype *at_tmp; 230 archetype *at_tmp;
234 231
235 /* We try to find the archetype with the maximum food value. 232 /* We try to find the archetype with the maximum food value.
236 * This removes the dependancy of hard coded food values in this 233 * This removes the dependancy of hard coded food values in this
261 /* 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
262 * know 259 * know
263 */ 260 */
264 if (!at) 261 if (!at)
265 { 262 {
266 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.");
267 return 0; 264 return 0;
268 } 265 }
269 266
270 food_value /= at->stats.food; 267 food_value /= at->stats.food;
271 new_op = arch_to_object (at); 268 new_op = at->instance ();
272 new_op->nrof = food_value; 269 new_op->nrof = food_value;
273 270
274 new_op->value = 0; 271 new_op->value = 0;
275 if (new_op->nrof < 1) 272 if (new_op->nrof < 1)
276 new_op->nrof = 1; 273 new_op->nrof = 1;
284{ 281{
285 int r, mflags, maxrange; 282 int r, mflags, maxrange;
286 object *tmp; 283 object *tmp;
287 maptile *m; 284 maptile *m;
288 285
289
290 if (!dir) 286 if (!dir)
291 { 287 {
292 examine_monster (op, op); 288 examine_monster (op, op);
293 return 1; 289 return 1;
294 } 290 }
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);
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 buf << '\0'; // zero-terminate 615 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
618
619 new_draw_info (NDI_UNIQUE, 0, op, buf.linearise ());
620 616
621 return 1; 617 return 1;
622} 618}
623 619
624/* This creates magic walls. Really, it can create most any object, 620/* This creates magic walls. Really, it can create most any object,
650 646
651 if ((spell_ob->move_block || x != op->x || y != op->y) && 647 if ((spell_ob->move_block || x != op->x || y != op->y) &&
652 (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) ||
653 ((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)))
654 { 650 {
655 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 651 op->failmsg ("Something is in the way.");
656 return 0; 652 return 0;
657 } 653 }
658 654
659 if (spell_ob->other_arch) 655 if (spell_ob->other_arch)
660 tmp = arch_to_object (spell_ob->other_arch); 656 tmp = spell_ob->other_arch->instance ();
661 else if (spell_ob->race) 657 else if (spell_ob->race)
662 { 658 {
663 char buf1[MAX_BUF]; 659 char buf1[MAX_BUF];
664 660
665 sprintf (buf1, spell_ob->race, dir); 661 sprintf (buf1, spell_ob->race, dir);
669 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 665 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
670 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 666 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
671 return 0; 667 return 0;
672 } 668 }
673 669
674 tmp = arch_to_object (at); 670 tmp = at->instance ();
675 } 671 }
676 else 672 else
677 { 673 {
678 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);
679 return 0; 675 return 0;
684 tmp->attacktype = spell_ob->attacktype; 680 tmp->attacktype = spell_ob->attacktype;
685 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);
686 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);
687 tmp->range = 0; 683 tmp->range = 0;
688 } 684 }
689 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 685 else if (tmp->flag [FLAG_ALIVE])
690 { 686 {
691 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);
692 tmp->stats.maxhp = tmp->stats.hp; 688 tmp->stats.maxhp = tmp->stats.hp;
693 } 689 }
694 690
695 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])
696 { 692 {
697 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);
698 SET_FLAG (tmp, FLAG_IS_USED_UP); 694 tmp->set_flag (FLAG_IS_USED_UP);
699 } 695 }
700 696
701 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 697 if (spell_ob->flag [FLAG_TEAR_DOWN])
702 { 698 {
703 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);
704 tmp->stats.maxhp = tmp->stats.hp; 700 tmp->stats.maxhp = tmp->stats.hp;
705 SET_FLAG (tmp, FLAG_TEAR_DOWN); 701 tmp->set_flag (FLAG_TEAR_DOWN);
706 SET_FLAG (tmp, FLAG_ALIVE); 702 tmp->set_flag (FLAG_ALIVE);
707 } 703 }
708 704
709 /* 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,
710 * 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
711 * earthwalls, though, so they survive restarts. 707 * earthwalls, though, so they survive restarts.
712 */ 708 */
713 if (tmp->type != EARTHWALL) //TODO 709 if (tmp->type != EARTHWALL) //TODO
714 tmp->set_owner (op); 710 tmp->set_owner (op);
715 711
716 set_spell_skill (op, caster, spell_ob, tmp); 712 set_spell_skill (op, caster, spell_ob, tmp);
717 tmp->level = caster_level (caster, spell_ob) / 2; 713 tmp->level = casting_level (caster, spell_ob) / 2;
718 714
719 name = tmp->name; 715 name = tmp->name;
720 if (!(tmp = m->insert (tmp, x, y, op))) 716 if (!(tmp = m->insert (tmp, x, y, op)))
721 { 717 {
722 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);
723 return 0; 719 return 0;
724 } 720 }
725 721
726 /* 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 */
727 if (tmp->other_arch && tmp->other_arch->type == SPELL) 723 if (tmp->other_arch && tmp->other_arch->type == SPELL)
728 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 724 insert_ob_in_ob (tmp->other_arch->instance (), tmp);
729 725
730 /* This code causes the wall to extend some distance in 726 /* This code causes the wall to extend some distance in
731 * each direction, or until an obstruction is encountered. 727 * each direction, or until an obstruction is encountered.
732 * posblocked and negblocked help determine how far the 728 * posblocked and negblocked help determine how far the
733 * created wall can extend, it won't go extend through 729 * created wall can extend, it won't go extend through
753 object *tmp2 = tmp->clone (); 749 object *tmp2 = tmp->clone ();
754 m->insert (tmp2, x, y, op); 750 m->insert (tmp2, x, y, op);
755 751
756 /* 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 */
757 if (tmp2->other_arch && tmp2->other_arch->type == SPELL) 753 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
758 tmp2->insert (arch_to_object (tmp2->other_arch)); 754 tmp2->insert (tmp2->other_arch->instance ());
759 755
760 } 756 }
761 else 757 else
762 posblocked = 1; 758 posblocked = 1;
763 759
770 { 766 {
771 object *tmp2 = tmp->clone (); 767 object *tmp2 = tmp->clone ();
772 m->insert (tmp2, x, y, op); 768 m->insert (tmp2, x, y, op);
773 769
774 if (tmp2->other_arch && tmp2->other_arch->type == SPELL) 770 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
775 tmp2->insert (arch_to_object (tmp2->other_arch)); 771 tmp2->insert (tmp2->other_arch->instance ());
776 } 772 }
777 else 773 else
778 negblocked = 1; 774 negblocked = 1;
779 } 775 }
780 776
781 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) 777 if (tmp->flag [FLAG_BLOCKSVIEW])
782 update_all_los (op->map, op->x, op->y); 778 update_all_los (op->map, op->x, op->y);
783 779
784 return 1; 780 return 1;
785} 781}
786 782
787int 783int
788dimension_door (object *op, object *caster, object *spob, int dir) 784dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
789{ 785{
790 uint32 dist, maxdist; 786 uint32 dist, maxdist;
791 int mflags; 787 int mflags;
792 maptile *m; 788 maptile *m;
793 sint16 sx, sy; 789 sint16 sx, sy;
795 if (op->type != PLAYER) 791 if (op->type != PLAYER)
796 return 0; 792 return 0;
797 793
798 if (!dir) 794 if (!dir)
799 { 795 {
800 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?"); 796 op->failmsg ("In what direction?");
801 return 0; 797 return 0;
802 } 798 }
803 799
804 /* 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
805 * ever, so put limits in. 801 * ever, so put limits in.
806 */ 802 */
807 maxdist = spob->range + SP_level_range_adjust (caster, spob); 803 maxdist = spob->range + SP_level_range_adjust (caster, spob);
808 804
809 if (op->contr->count) 805 if (spellparam)
810 { 806 {
807 int count = atoi (spellparam);
808
811 if (op->contr->count > maxdist) 809 if (count > maxdist)
812 { 810 {
813 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!"); 811 op->failmsg ("You can't dimension door that far!");
814 return 0; 812 return 0;
815 } 813 }
816 814
817 for (dist = 0; dist < op->contr->count; dist++) 815 for (dist = 0; dist < count; dist++)
818 { 816 {
819 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);
820 818
821 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 819 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
822 break; 820 break;
823 821
824 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)))
825 break; 823 break;
826 } 824 }
827 825
828 if (dist < op->contr->count) 826 if (dist < count)
829 { 827 {
830 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");
831 op->contr->count = 0;
832 return 0; 829 return 0;
833 } 830 }
834
835 op->contr->count = 0;
836 831
837 /* Remove code that puts player on random space on maps. IMO, 832 /* Remove code that puts player on random space on maps. IMO,
838 * 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,
839 * 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
840 * by such squares). Also, there are probably treasure rooms and 835 * by such squares). Also, there are probably treasure rooms and
882 break; 877 break;
883 878
884 } 879 }
885 if (!dist) 880 if (!dist)
886 { 881 {
887 new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n"); 882 op->failmsg ("Your spell failed!\n");
888 return 0; 883 return 0;
889 } 884 }
890 } 885 }
891 886
892 /* Actually move the player now */ 887 /* Actually move the player now */
893 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)))
894 return 1; 889 return 1;
895 890
896 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
897 return 1; 893 return 1;
898} 894}
899
900 895
901/* cast_heal: Heals something. 896/* cast_heal: Heals something.
902 * op is the caster. 897 * op is the caster.
903 * dir is the direction he is casting it in. 898 * dir is the direction he is casting it in.
904 * spell is the spell object. 899 * spell is the spell object.
931 { 926 {
932 /* See how many points we actually heal. Instead of messages 927 /* See how many points we actually heal. Instead of messages
933 * based on type of spell, we instead do messages based 928 * based on type of spell, we instead do messages based
934 * on amount of damage healed. 929 * on amount of damage healed.
935 */ 930 */
936 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 931 if (heal > tmp->stats.maxhp - tmp->stats.hp)
937 heal = tmp->stats.maxhp - tmp->stats.hp; 932 heal = tmp->stats.maxhp - tmp->stats.hp;
933
938 tmp->stats.hp += heal; 934 tmp->stats.hp += heal;
939 935
940 if (tmp->stats.hp >= tmp->stats.maxhp) 936 if (tmp->stats.hp >= tmp->stats.maxhp)
941 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 937 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
942 else if (heal > 50) 938 else if (heal > 50)
951 success = 1; 947 success = 1;
952 } 948 }
953 } 949 }
954 950
955 if (spell->attacktype & AT_DISEASE) 951 if (spell->attacktype & AT_DISEASE)
956 if (cure_disease (tmp, op)) 952 if (cure_disease (tmp, op, spell))
957 success = 1; 953 success = 1;
958 954
959 if (spell->attacktype & AT_POISON) 955 if (spell->attacktype & AT_POISON)
960 { 956 {
961 at = archetype::find ("poisoning"); 957 at = archetype::find (shstr_poisoning);
962 poison = present_arch_in_ob (at, tmp); 958 poison = present_arch_in_ob (at, tmp);
963 if (poison) 959 if (poison)
964 { 960 {
965 success = 1; 961 success = 1;
966 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 962 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
968 } 964 }
969 } 965 }
970 966
971 if (spell->attacktype & AT_CONFUSION) 967 if (spell->attacktype & AT_CONFUSION)
972 { 968 {
973 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 969 poison = present_in_ob_by_name (FORCE, shstr_confusion, tmp);
974 if (poison) 970 if (poison)
975 { 971 {
976 success = 1; 972 success = 1;
977 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 973 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
978 poison->duration = 1; 974 poison->duration = 1;
979 } 975 }
980 } 976 }
981 977
982 if (spell->attacktype & AT_BLIND) 978 if (spell->attacktype & AT_BLIND)
983 { 979 {
984 at = archetype::find ("blindness"); 980 at = archetype::find (shstr_blindness);
985 poison = present_arch_in_ob (at, tmp); 981 poison = present_arch_in_ob (at, tmp);
986 if (poison) 982 if (poison)
987 { 983 {
988 success = 1; 984 success = 1;
989 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.");
1007 tmp->stats.grace = tmp->stats.maxgrace; 1003 tmp->stats.grace = tmp->stats.maxgrace;
1008 success = 1; 1004 success = 1;
1009 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!");
1010 } 1006 }
1011 1007
1012 if (spell->stats.food && tmp->stats.food < 999) 1008 if (spell->stats.food && tmp->stats.food < MAX_FOOD)
1013 { 1009 {
1014 tmp->stats.food += spell->stats.food; 1010 tmp->stats.food += spell->stats.food;
1015 if (tmp->stats.food > 999) 1011 min_it (tmp->stats.food, MAX_FOOD);
1016 tmp->stats.food = 999; 1012
1017 success = 1; 1013 success = 1;
1018 /* 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 */
1019 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");
1020 } 1016 }
1021 1017
1035 "You don't feel any more powerful." 1031 "You don't feel any more powerful."
1036 "You are no easier to look at.", 1032 "You are no easier to look at.",
1037}; 1033};
1038 1034
1039int 1035int
1036change_ability_duration (object *spell, object *caster)
1037{
1038 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1039}
1040
1041int
1040cast_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)
1041{ 1043{
1042 object *force = NULL; 1044 object *force = 0;
1043 int i; 1045 int i;
1044 1046
1045 /* 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. */
1046 object *tmp = dir 1048 object *tmp = dir
1047 ? find_target_for_friendly_spell (op, dir) 1049 ? find_target_for_friendly_spell (op, dir)
1048 : op; 1050 : op;
1049 1051
1050 if (!tmp) 1052 if (!tmp)
1051 return 0; 1053 return 0;
1052 1054
1053 /* 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. */
1061 break; 1063 break;
1062 } 1064 }
1063 else if (spell_ob->race && spell_ob->race == tmp2->name) 1065 else if (spell_ob->race && spell_ob->race == tmp2->name)
1064 { 1066 {
1065 if (!silent) 1067 if (!silent)
1066 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
1067 return 0; 1071 return 0;
1068 } 1072 }
1069 } 1073 }
1070 } 1074 }
1075
1076 int duration = change_ability_duration (spell_ob, caster);
1077
1071 if (force == NULL) 1078 if (force)
1072 {
1073 force = get_archetype (FORCE_NAME);
1074 force->subtype = FORCE_CHANGE_ABILITY;
1075 if (spell_ob->race)
1076 force->name = spell_ob->race;
1077 else
1078 force->name = spell_ob->name;
1079 force->name_pl = spell_ob->name;
1080 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1081
1082 } 1079 {
1083 else
1084 {
1085 int duration;
1086
1087 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1088 if (duration > force->duration) 1080 if (duration > force->duration)
1089 { 1081 {
1090 force->duration = duration; 1082 force->duration = duration;
1091 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.");
1092 } 1084 }
1093 else 1085 else
1094 {
1095 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.");
1096 }
1097 1087
1098 return 1; 1088 return 1;
1099 } 1089 }
1100 1090
1101 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
1102 force->speed = 1.0; 1106 force->speed = 1.0;
1103 force->speed_left = -1.0; 1107 force->speed_left = -1.0;
1104 SET_FLAG (force, FLAG_APPLIED); 1108 force->set_flag (FLAG_APPLIED);
1105 1109
1106 /* Now start processing the effects. First, protections */ 1110 /* Now start processing the effects. First, protections */
1107 for (i = 0; i < NROFATTACKS; i++) 1111 for (i = 0; i < NROFATTACKS; i++)
1108 { 1112 {
1109 if (spell_ob->resist[i]) 1113 if (spell_ob->resist[i])
1139 } 1143 }
1140 } 1144 }
1141 1145
1142 force->move_type = spell_ob->move_type; 1146 force->move_type = spell_ob->move_type;
1143 1147
1144 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK)) 1148 if (spell_ob->flag [FLAG_SEE_IN_DARK])
1145 SET_FLAG (force, FLAG_SEE_IN_DARK); 1149 force->set_flag (FLAG_SEE_IN_DARK);
1146 1150
1147 if (QUERY_FLAG (spell_ob, FLAG_XRAYS)) 1151 if (spell_ob->flag [FLAG_XRAYS])
1148 SET_FLAG (force, FLAG_XRAYS); 1152 force->set_flag (FLAG_XRAYS);
1149 1153
1150 /* Haste/bonus speed */ 1154 /* Haste/bonus speed */
1151 if (spell_ob->stats.exp) 1155 if (spell_ob->stats.exp)
1152 { 1156 {
1153 if (op->speed > 0.5f) 1157 if (op->speed > 0.5f)
1173 */ 1177 */
1174int 1178int
1175cast_bless (object *op, object *caster, object *spell_ob, int dir) 1179cast_bless (object *op, object *caster, object *spell_ob, int dir)
1176{ 1180{
1177 int i; 1181 int i;
1178 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1182 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1179 1183
1180 /* 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. */
1181 if (dir != 0) 1185 if (dir != 0)
1182 { 1186 {
1183 tmp = find_target_for_friendly_spell (op, dir); 1187 tmp = find_target_for_friendly_spell (op, dir);
1188
1189 if (!tmp)
1190 return 0;
1184 } 1191 }
1185 else 1192 else
1186 {
1187 tmp = op; 1193 tmp = op;
1188 }
1189 1194
1190 /* 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. */
1191 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1196 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1192 { 1197 {
1193 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1198 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1194 { 1199 {
1195 if (tmp2->name == spell_ob->name) 1200 if (tmp2->name == spell_ob->name)
1196 { 1201 {
1202 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);
1203 return 0; 1208 return 0;
1204 } 1209 }
1205 } 1210 }
1206 } 1211 }
1212
1207 if (force == NULL) 1213 if (force == NULL)
1208 { 1214 {
1209 force = get_archetype (FORCE_NAME); 1215 force = get_archetype (FORCE_NAME);
1210 force->subtype = FORCE_CHANGE_ABILITY; 1216 force->subtype = FORCE_CHANGE_ABILITY;
1211 if (spell_ob->race) 1217 if (spell_ob->race)
1232 return 0; 1238 return 0;
1233 } 1239 }
1234 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;
1235 force->speed = 1.0; 1241 force->speed = 1.0;
1236 force->speed_left = -1.0; 1242 force->speed_left = -1.0;
1237 SET_FLAG (force, FLAG_APPLIED); 1243 force->set_flag (FLAG_APPLIED);
1238 1244
1239 if (!god) 1245 if (!god)
1240 { 1246 {
1241 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty."); 1247 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1242 } 1248 }
1243 else 1249 else
1244 { 1250 {
1245 /* Only give out good benefits, and put a max on it */ 1251 /* Only give out good benefits, and put a max on it */
1246 for (i = 0; i < NROFATTACKS; i++) 1252 for (i = 0; i < NROFATTACKS; i++)
1247 {
1248 if (god->resist[i] > 0) 1253 if (god->resist[i] > 0)
1249 {
1250 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]);
1251 } 1255
1252 }
1253 force->path_attuned |= god->path_attuned; 1256 force->path_attuned |= god->path_attuned;
1254 1257
1255 if (spell_ob->attacktype) 1258 if (spell_ob->attacktype)
1256 force->slaying = god->slaying; 1259 force->slaying = god->slaying;
1257 1260
1276} 1279}
1277 1280
1278/* Alchemy code by Mark Wedel 1281/* Alchemy code by Mark Wedel
1279 * 1282 *
1280 * This code adds a new spell, called alchemy. Alchemy will turn 1283 * This code adds a new spell, called alchemy. Alchemy will turn
1281 * objects to gold nuggets, the value of the gold nuggets being 1284 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1282 * about 90% of that of the item itself. It uses the value of the
1283 * object before charisma adjustments, because the nuggets themselves
1284 * will be will be adjusted by charisma when sold.
1285 * 1285 *
1286 * 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
1287 * the maximum number of large nuggets you could get. 1287 * itself. It uses the value of the object before charisma adjustments,
1288 * 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
1289 * to the max amount of small nuggets as you could get. 1289 * when sold.
1290 *
1291 * For example, if an item is worth 110 gold, you will get
1292 * 4 large nuggets, and from 0-10 small nuggets.
1293 * 1290 *
1294 * 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
1295 * 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
1296 * alchemised. 1293 * alchemised.
1297 */ 1294 */
1298static void 1295static void
1299alchemy_object (object *obj, uint64 &total_value, int &total_weight) 1296alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1300{ 1297{
1301 uint64 value = query_cost (obj, NULL, F_TRUE); 1298 uint64 value = query_cost (obj, NULL, F_TRUE);
1302 1299
1303 /* Give third price when we alchemy money (This should hopefully 1300 /* Give third price when we alchemy money (this should hopefully
1304 * 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
1305 * the nuggets, alchemy the gold from that, etc. 1302 * the nuggets, alchemy the gold from that, etc.
1306 * Otherwise, give 9 silver on the gold for other objects, 1303 * Otherwise, give 9 silver on the gold for other objects,
1307 * so that it would still be more affordable to haul 1304 * so that it would still be more affordable to haul
1308 * the stuff back to town. 1305 * the stuff back to town.
1309 */ 1306 */
1310 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1307 if (obj->flag [FLAG_UNPAID])
1311 value = 0; 1308 value = 0;
1312 else if (obj->type == MONEY || obj->type == GEM) 1309 else if (obj->type == MONEY || obj->type == GEM)
1313 value /= 3; 1310 value /= 3;
1314 else 1311 else
1315 value = value * 9 / 10; 1312 value = value * 9 / 10;
1320 total_weight += obj->total_weight (); 1317 total_weight += obj->total_weight ();
1321 1318
1322 obj->destroy (); 1319 obj->destroy ();
1323} 1320}
1324 1321
1325static void
1326update_map (object *op, maptile *m, int small_nuggets, object *small, int large_nuggets, object *large, int x, int y)
1327{
1328 int flag = 0;
1329
1330 /* Put any nuggets below the player, but we can only pass this
1331 * flag if we are on the same space as the player
1332 */
1333 if (x == op->x && y == op->y && op->map == m)
1334 flag = INS_BELOW_ORIGINATOR;
1335
1336 if (small_nuggets)
1337 {
1338 object *tmp = small->clone ();
1339 tmp->nrof = small_nuggets;
1340 m->insert (tmp, x, y, op, flag);
1341 }
1342
1343 if (large_nuggets)
1344 {
1345 object *tmp = large->clone ();
1346 tmp->nrof = large_nuggets;
1347 m->insert (tmp, x, y, op, flag);
1348 }
1349
1350 if (object *pl = m->at (x, y).player ())
1351 if (pl->contr->ns)
1352 pl->contr->ns->look_position = 0;
1353}
1354
1355int 1322int
1356alchemy (object *op, object *caster, object *spell_ob) 1323alchemy (object *op, object *caster, object *spell_ob)
1357{ 1324{
1358 if (op->type != PLAYER) 1325 if (op->type != PLAYER)
1359 return 0; 1326 return 0;
1360 1327
1361 object *large = get_archetype ("largenugget"); 1328 archetype *nugget[3];
1362 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);
1363 1333
1364 /* 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
1365 * some, and also prevents people from alchemising every table/chair/clock 1335 * some, and also prevents people from alchemising every table/chair/clock
1366 * in sight 1336 * in sight
1367 */ 1337 */
1396 1366
1397 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)
1398 { 1368 {
1399 next = tmp->above; 1369 next = tmp->above;
1400 1370
1401 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1371 if (tmp->weight > 0 && !tmp->flag [FLAG_NO_PICK] &&
1402 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1372 !tmp->flag [FLAG_ALIVE] && !tmp->flag [FLAG_IS_CAULDRON])
1403 { 1373 {
1404 if (tmp->inv) 1374 if (tmp->inv)
1405 { 1375 {
1406 object *next1, *tmp1; 1376 object *next1, *tmp1;
1407 1377
1408 for (tmp1 = tmp->inv; tmp1; tmp1 = next1) 1378 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1409 { 1379 {
1410 next1 = tmp1->below; 1380 next1 = tmp1->below;
1411 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1381 if (tmp1->weight > 0 && !tmp1->flag [FLAG_NO_PICK] &&
1412 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1382 !tmp1->flag [FLAG_ALIVE] && !tmp1->flag [FLAG_IS_CAULDRON])
1413 alchemy_object (tmp1, value, weight); 1383 alchemy_object (tmp1, value, weight);
1414 } 1384 }
1415 } 1385 }
1416 1386
1417 alchemy_object (tmp, value, weight); 1387 alchemy_object (tmp, value, weight);
1419 if (weight > weight_max) 1389 if (weight > weight_max)
1420 break; 1390 break;
1421 } 1391 }
1422 } 1392 }
1423 1393
1394 value -= rndm (value >> 4);
1424 value = min (value, value_max); 1395 value = min (value, value_max);
1425 1396
1426 uint64 count = value / large->value; 1397 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1427 int large_nuggets = count; 1398 if (int nrof = value / nugget [i]->value)
1428 value -= count * large->value;
1429
1430 count = value / small->value;
1431 int small_nuggets = count;
1432
1433 /* Insert all the nuggets at one time. This probably saves time, but
1434 * it also prevents us from alcheming nuggets that were just created
1435 * with this spell.
1436 */ 1399 {
1437 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 }
1438 1407
1439 if (weight > weight_max) 1408 if (weight > weight_max)
1440 goto bailout; 1409 goto bailout;
1441 } 1410 }
1442 } 1411 }
1443 1412
1444bailout: 1413bailout:
1445 large->destroy ();
1446 small->destroy ();
1447 return 1; 1414 return 1;
1448} 1415}
1449
1450 1416
1451/* This function removes the cursed/damned status on equipped 1417/* This function removes the cursed/damned status on equipped
1452 * items. 1418 * items.
1453 */ 1419 */
1454int 1420int
1455remove_curse (object *op, object *caster, object *spell) 1421remove_curse (object *op, object *caster, object *spell)
1456{ 1422{
1457 object *tmp;
1458 int success = 0, was_one = 0; 1423 int success = 0, was_one = 0;
1459 1424
1460 for (tmp = op->inv; tmp; tmp = tmp->below) 1425 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1461 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1426 if (tmp->flag [FLAG_APPLIED] &&
1462 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1427 ((tmp->flag [FLAG_CURSED] && spell->flag [FLAG_CURSED]) ||
1463 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1428 (tmp->flag [FLAG_DAMNED] && spell->flag [FLAG_DAMNED])))
1464 { 1429 {
1465 was_one++; 1430 was_one++;
1431
1466 if (tmp->level <= caster_level (caster, spell)) 1432 if (tmp->level <= casting_level (caster, spell))
1467 { 1433 {
1468 success++; 1434 success++;
1469 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1435 if (spell->flag [FLAG_DAMNED])
1470 CLEAR_FLAG (tmp, FLAG_DAMNED); 1436 tmp->clr_flag (FLAG_DAMNED);
1471 1437
1472 CLEAR_FLAG (tmp, FLAG_CURSED); 1438 tmp->clr_flag (FLAG_CURSED);
1473 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1439 tmp->clr_flag (FLAG_KNOWN_CURSED);
1474 tmp->value = 0; /* Still can't sell it */ 1440 tmp->value = 0; /* Still can't sell it */
1475 if (op->type == PLAYER) 1441
1442 if (object *pl = tmp->visible_to ())
1476 esrv_send_item (op, tmp); 1443 esrv_update_item (UPD_FLAGS, pl, tmp);
1477 } 1444 }
1478 } 1445 }
1479 1446
1480 if (op->type == PLAYER) 1447 if (op->type == PLAYER)
1481 { 1448 {
1492 1459
1493 return success; 1460 return success;
1494} 1461}
1495 1462
1496/* Identifies objects in the players inventory/on the ground */ 1463/* Identifies objects in the players inventory/on the ground */
1497
1498int 1464int
1499cast_identify (object *op, object *caster, object *spell) 1465cast_identify (object *op, object *caster, object *spell)
1500{ 1466{
1501 object *tmp; 1467 object *tmp;
1502 int success = 0, num_ident; 1468 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1503 1469
1504 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));
1505
1506 if (num_ident < 1)
1507 num_ident = 1;
1508 1471
1509 for (tmp = op->inv; tmp; tmp = tmp->below) 1472 for (tmp = op->inv; tmp; tmp = tmp->below)
1510 { 1473 {
1511 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1474 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1512 { 1475 {
1513 identify (tmp); 1476 identify (tmp);
1514 1477
1515 if (op->type == PLAYER) 1478 if (op->type == PLAYER)
1516 { 1479 {
1517 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));
1518 1481
1519 if (tmp->msg) 1482 if (tmp->msg)
1520 { 1483 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1521 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1522 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1523 }
1524 } 1484 }
1525 1485
1526 num_ident--;
1527 success = 1;
1528 if (!num_ident) 1486 if (!--num_ident)
1529 break; 1487 break;
1530 } 1488 }
1531 } 1489 }
1532 1490
1533 /* 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
1535 * was not fully used. 1493 * was not fully used.
1536 */ 1494 */
1537 if (num_ident) 1495 if (num_ident)
1538 { 1496 {
1539 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)
1540 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1498 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1541 { 1499 {
1542 identify (tmp); 1500 identify (tmp);
1543 1501
1544 if (op->type == PLAYER) 1502 if (object *pl = tmp->visible_to ())
1545 { 1503 {
1546 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));
1547 1505
1548 if (tmp->msg) 1506 if (tmp->msg)
1549 { 1507 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1550 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1551 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1552 }
1553
1554 esrv_send_item (op, tmp);
1555 } 1508 }
1556 1509
1557 num_ident--;
1558 success = 1;
1559 if (!num_ident) 1510 if (!--num_ident)
1560 break; 1511 break;
1561 } 1512 }
1562 } 1513 }
1563 1514
1564 if (!success) 1515 if (buf.empty ())
1565 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 }
1566 else 1520 else
1521 {
1522 if (op->contr)
1523 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1524
1567 spell_effect (spell, op->x, op->y, op->map, op); 1525 spell_effect (spell, op->x, op->y, op->map, op);
1568 1526 return 1;
1569 return success; 1527 }
1570} 1528}
1571 1529
1572int 1530int
1573cast_detection (object *op, object *caster, object *spell, object *skill) 1531cast_detection (object *op, object *caster, object *spell, object *skill)
1574{ 1532{
1579 1537
1580 /* 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
1581 * doing it over and over again. 1539 * doing it over and over again.
1582 */ 1540 */
1583 god = find_god (determine_god (op)); 1541 god = find_god (determine_god (op));
1584 level = caster_level (caster, spell); 1542 level = casting_level (caster, spell);
1585 range = spell->range + SP_level_range_adjust (caster, spell); 1543 range = spell->range + SP_level_range_adjust (caster, spell);
1586 1544
1587 if (!skill) 1545 if (!skill)
1588 skill = caster; 1546 skill = caster;
1589 1547
1590 for (x = op->x - range; x <= op->x + range; x++) 1548 dynbuf buf;
1591 for (y = op->y - range; y <= op->y + range; y++) 1549 unordered_mapwalk (buf, op, -range, -range, range, range)
1592 { 1550 {
1593 m = op->map;
1594 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1595 if (mflags & P_OUT_OF_MAP)
1596 continue;
1597
1598 /* For most of the detections, we only detect objects above the 1551 /* For most of the detections, we only detect objects above the
1599 * floor. But this is not true for show invisible. 1552 * floor. But this is not true for show invisible.
1600 * Basically, we just go and find the top object and work 1553 * Basically, we just go and find the top object and work
1601 * down - that is easier than working up. 1554 * down - that is easier than working up.
1602 */ 1555 */
1603 1556
1604 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)
1605 last = tmp; 1558 last = tmp;
1606 1559
1607 /* 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
1608 * would happen. 1561 * would happen.
1609 */ 1562 */
1610 if (!last) 1563 if (!last)
1611 continue; 1564 continue;
1612 1565
1613 done_one = 0; 1566 done_one = 0;
1614 floor = 0; 1567 floor = 0;
1615 detect = NULL; 1568 detect = 0;
1616 for (tmp = last; tmp; tmp = tmp->below) 1569 for (tmp = last; tmp; tmp = tmp->below)
1617 { 1570 {
1618 /* show invisible */ 1571 /* show invisible */
1619 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1572 if (spell->flag [FLAG_MAKE_INVIS]
1620 /* Might there be other objects that we can make visible? */ 1573 /* Might there be other objects that we can make visible? */
1621 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1574 && (tmp->invisible && (tmp->flag [FLAG_MONSTER]
1622 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1575 || (tmp->type == PLAYER && !tmp->flag [FLAG_WIZ])
1623 tmp->type == CF_HANDLE || 1576 || tmp->type == T_HANDLE
1624 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
1625 tmp->type == BUTTON || tmp->type == TELEPORTER || 1581 || tmp->type == TELEPORTER
1582 || tmp->type == GATE
1626 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1583 || tmp->type == LOCKED_DOOR
1627 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)
1628 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1587 || tmp->type == TRIGGER_PEDESTAL
1629 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)))
1630 { 1593 {
1594 printf ("show inv %s\n", tmp->debug_desc());//D
1631 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)
1632 { 1596 {
1633 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
1634 done_one = 1; 1679 done_one = 1;
1635 } 1680 }
1636 } 1681 }
1637
1638 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1639 floor = 1;
1640
1641 /* All detections below this point don't descend beneath the floor,
1642 * so just continue on. We could be clever and look at the type of
1643 * detection to completely break out if we don't care about objects beneath
1644 * the floor, but once we get to the floor, not likely a very big issue anyways.
1645 */
1646 if (floor)
1647 continue;
1648
1649 /* I had thought about making detect magic and detect curse
1650 * show the flash the magic item like it does for detect monster.
1651 * however, if the object is within sight, this would then make it
1652 * difficult to see what object is magical/cursed, so the
1653 * effect wouldn't be as apparant.
1654 */
1655
1656 /* detect magic */
1657 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1658 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1659 {
1660 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1661 /* make runes more visibile */
1662 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1663 tmp->stats.Cha /= 4;
1664 done_one = 1;
1665 }
1666 /* detect monster */
1667 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1668 {
1669 done_one = 2;
1670 if (!detect)
1671 detect = tmp;
1672 }
1673 /* Basically, if race is set in the spell, then the creatures race must
1674 * match that. if the spell race is set to GOD, then the gods opposing
1675 * race must match.
1676 */
1677 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1678 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) ||
1679 (strstr (spell->race, tmp->race))))
1680 {
1681 done_one = 2;
1682 if (!detect)
1683 detect = tmp;
1684 }
1685 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1686 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1687 {
1688 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1689 done_one = 1;
1690 }
1691 } /* for stack of objects on this space */ 1682 } /* for stack of objects on this space */
1692 1683
1693 /* 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
1694 * where the magic is. 1685 * where the magic is.
1695 */ 1686 */
1696 if (done_one) 1687 if (done_one)
1697 { 1688 {
1698 object *detect_ob = arch_to_object (spell->other_arch); 1689 object *detect_ob = spell->other_arch->instance ();
1699 1690
1700 /* if this is set, we want to copy the face */ 1691 /* if this is set, we want to copy the face */
1701 if (done_one == 2 && detect) 1692 if (done_one == 2 && detect)
1702 { 1693 {
1703 detect_ob->face = detect->face; 1694 detect_ob->face = detect->face;
1704 detect_ob->animation_id = detect->animation_id; 1695 detect_ob->animation_id = detect->animation_id;
1705 detect_ob->anim_speed = detect->anim_speed; 1696 detect_ob->anim_speed = detect->anim_speed;
1706 detect_ob->last_anim = 0; 1697 detect_ob->last_anim = 0;
1707 /* by default, the detect_ob is already animated */ 1698 /* by default, the detect_ob is already animated */
1708 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1699 if (!detect->flag [FLAG_ANIMATE])
1709 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1700 detect_ob->clr_flag (FLAG_ANIMATE);
1710 } 1701 }
1711 1702
1712 m->insert (detect_ob, nx, ny, op); 1703 m->insert (detect_ob, nx, ny, op, INS_ON_TOP);
1713 } 1704 }
1714 } /* for processing the surrounding spaces */ 1705 } /* for processing the surrounding spaces */
1715 1706
1716 1707
1717 /* 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 */
1718 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])
1719 { 1710 {
1720 done_one = 0; 1711 done_one = 0;
1712
1721 for (tmp = op->inv; tmp; tmp = tmp->below) 1713 for (tmp = op->inv; tmp; tmp = tmp->below)
1722 { 1714 {
1723 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1715 if (!tmp->invisible && !tmp->flag [FLAG_IDENTIFIED])
1724 { 1716 {
1725 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])
1726 { 1718 {
1727 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1719 tmp->set_flag (FLAG_KNOWN_MAGICAL);
1728 if (op->type == PLAYER) 1720
1721 if (object *pl = tmp->visible_to ())
1729 esrv_send_item (op, tmp); 1722 esrv_update_item (UPD_FLAGS, pl, tmp);
1730 } 1723 }
1731 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1724
1732 (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]))
1733 { 1727 {
1734 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1728 tmp->set_flag (FLAG_KNOWN_CURSED);
1735 if (op->type == PLAYER) 1729
1730 if (object *pl = tmp->visible_to ())
1736 esrv_send_item (op, tmp); 1731 esrv_update_item (UPD_FLAGS, pl, tmp);
1737 } 1732 }
1738 } /* if item is not identified */ 1733 } /* if item is not identified */
1739 } /* for the players inventory */ 1734 } /* for the players inventory */
1740 } /* if detect magic/curse and object is a player */ 1735 } /* if detect magic/curse and object is a player */
1736
1741 return 1; 1737 return 1;
1742} 1738}
1743 1739
1744 1740
1745/** 1741/**
1758 1754
1759 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.");
1760 1756
1761 if (victim->stats.sp >= victim->stats.maxsp * 2) 1757 if (victim->stats.sp >= victim->stats.maxsp * 2)
1762 { 1758 {
1763 object *tmp;
1764
1765 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1759 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
1766
1767 /* Explodes a fireball centered at player */
1768 tmp = get_archetype (EXPLODING_FIREBALL);
1769 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
1770 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
1771
1772 tmp->insert_at (victim);
1773 victim->stats.sp = 2 * victim->stats.maxsp; 1760 victim->stats.sp = 2 * victim->stats.maxsp;
1761 create_exploding_ball_at (victim, caster_level);
1774 } 1762 }
1775 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1763 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
1776 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.");
1777 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1765 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
1778 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!");
1779 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1767 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
1780 { 1768 {
1781 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1769 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
1805 mflags = get_map_flags (m, &m, x, y, &x, &y); 1793 mflags = get_map_flags (m, &m, x, y, &x, &y);
1806 1794
1807 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1795 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
1808 { 1796 {
1809 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)
1810 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1798 if (plyr != op && plyr->flag [FLAG_ALIVE])
1811 break; 1799 break;
1812 } 1800 }
1813 1801
1814 1802
1815 /* 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
1816 * 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.
1817 */ 1805 */
1818 if (plyr == NULL) 1806 if (plyr == NULL)
1819 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)
1820 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1808 if (plyr != op && plyr->flag [FLAG_ALIVE])
1821 break; 1809 break;
1822 1810
1823 if (!plyr) 1811 if (!plyr)
1824 { 1812 {
1825 new_draw_info (NDI_BLACK, 0, op, "There is no one there."); 1813 op->failmsg ("There is no one there.");
1826 return 0; 1814 return 0;
1827 } 1815 }
1828 /* give sp */ 1816 /* give sp */
1829 if (spell->stats.dam > 0) 1817 if (spell->stats.dam > 0)
1830 { 1818 {
1831 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);
1832 charge_mana_effect (plyr, caster_level (caster, spell)); 1820 charge_mana_effect (plyr, casting_level (caster, spell));
1833 return 1; 1821 return 1;
1834 } 1822 }
1835 /* suck sp away. Can't suck sp from yourself */ 1823 /* suck sp away. Can't suck sp from yourself */
1836 else if (op != plyr) 1824 else if (op != plyr)
1837 { 1825 {
1842 if (rate > 95) 1830 if (rate > 95)
1843 rate = 95; 1831 rate = 95;
1844 1832
1845 sucked = (plyr->stats.sp * rate) / 100; 1833 sucked = (plyr->stats.sp * rate) / 100;
1846 plyr->stats.sp -= sucked; 1834 plyr->stats.sp -= sucked;
1847 if (QUERY_FLAG (op, FLAG_ALIVE)) 1835 if (op->flag [FLAG_ALIVE])
1848 { 1836 {
1849 /* Player doesn't get full credit */ 1837 /* Player doesn't get full credit */
1850 sucked = (sucked * rate) / 100; 1838 sucked = (sucked * rate) / 100;
1851 op->stats.sp += sucked; 1839 op->stats.sp += sucked;
1852 if (sucked > 0) 1840 if (sucked > 0)
1853 { 1841 {
1854 charge_mana_effect (op, caster_level (caster, spell)); 1842 charge_mana_effect (op, casting_level (caster, spell));
1855 } 1843 }
1856 } 1844 }
1857 return 1; 1845 return 1;
1858 } 1846 }
1859 return 0; 1847 return 0;
1903 * monsters either. 1891 * monsters either.
1904 */ 1892 */
1905 1893
1906 if (head->attacktype & AT_MAGIC 1894 if (head->attacktype & AT_MAGIC
1907 && !(head->attacktype & AT_COUNTERSPELL) 1895 && !(head->attacktype & AT_COUNTERSPELL)
1908 && !QUERY_FLAG (head, FLAG_MONSTER) 1896 && !head->flag [FLAG_MONSTER]
1909 && (op->level > head->level)) 1897 && (op->level > head->level))
1910 head->destroy (); 1898 head->destroy ();
1911 else 1899 else
1912 switch (head->type) 1900 switch (head->type)
1913 { 1901 {
1914 case SPELL_EFFECT: 1902 case SPELL_EFFECT:
1915 // XXX: Don't affect floor spelleffects. See also XXX comment 1903 // XXX: Don't affect floor spelleffects. See also XXX comment
1916 // about sanctuary in spell_util.C 1904 // about sanctuary in spell_util.C
1917 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1905 if (tmp->flag [FLAG_IS_FLOOR])
1918 continue; 1906 continue;
1919 1907
1920 if (op->level > head->level) 1908 if (op->level > head->level)
1921 head->destroy (); 1909 head->destroy ();
1922 1910
1935 break; 1923 break;
1936 } 1924 }
1937 } 1925 }
1938} 1926}
1939 1927
1940
1941
1942/* cast_consecrate() - a spell to make an altar your god's */ 1928/* cast_consecrate() - a spell to make an altar your god's */
1943int 1929int
1944cast_consecrate (object *op, object *caster, object *spell) 1930cast_consecrate (object *op, object *caster, object *spell)
1945{ 1931{
1946 char buf[MAX_BUF]; 1932 char buf[MAX_BUF];
1947 1933
1948 object *tmp, *god = find_god (determine_god (op)); 1934 object *tmp, *god = find_god (determine_god (op));
1949 1935
1950 if (!god) 1936 if (!god)
1951 { 1937 {
1952 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!");
1953 return 0; 1939 return 0;
1954 } 1940 }
1955 1941
1956 for (tmp = op->below; tmp; tmp = tmp->below) 1942 for (tmp = op->below; tmp; tmp = tmp->below)
1957 { 1943 {
1958 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1944 if (tmp->flag [FLAG_IS_FLOOR])
1959 break; 1945 break;
1960 if (tmp->type == HOLY_ALTAR) 1946 if (tmp->type == HOLY_ALTAR)
1961 { 1947 {
1962 1948
1963 if (tmp->level > caster_level (caster, spell)) 1949 if (tmp->level > casting_level (caster, spell))
1964 { 1950 {
1965 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);
1966 return 0; 1952 return 0;
1967 } 1953 }
1968 else 1954 else
1969 { 1955 {
1970 /* If we got here, we are consecrating an altar */ 1956 /* If we got here, we are consecrating an altar */
1971 sprintf (buf, "Altar of %s", &god->name); 1957 sprintf (buf, "Altar of %s", &god->name);
1972 tmp->name = buf; 1958 tmp->name = buf;
1973 tmp->level = caster_level (caster, spell); 1959 tmp->level = casting_level (caster, spell);
1974 tmp->other_arch = god->arch; 1960 tmp->other_arch = god->arch;
1961
1975 if (op->type == PLAYER) 1962 if (op->type == PLAYER)
1976 esrv_update_item (UPD_NAME, op, tmp); 1963 esrv_update_item (UPD_NAME, op, tmp);
1964
1977 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);
1978 return 1; 1966 return 1;
1979 } 1967 }
1980 } 1968 }
1981 } 1969 }
1982 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!");
1983 return 0; 1972 return 0;
1984} 1973}
1985 1974
1986/* animate_weapon - 1975/* animate_weapon -
1987 * 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.
1994 * player checks. MSW 2003-01-06 1983 * player checks. MSW 2003-01-06
1995 */ 1984 */
1996int 1985int
1997animate_weapon (object *op, object *caster, object *spell, int dir) 1986animate_weapon (object *op, object *caster, object *spell, int dir)
1998{ 1987{
1999 object *weapon, *tmp;
2000 char buf[MAX_BUF]; 1988 char buf[MAX_BUF];
2001 int a, i; 1989 int a, i;
2002 sint16 x, y; 1990 sint16 x, y;
2003 maptile *m; 1991 maptile *m;
2004 1992
2019 return 0; 2007 return 0;
2020 } 2008 }
2021 2009
2022 /* if no direction specified, pick one */ 2010 /* if no direction specified, pick one */
2023 if (!dir) 2011 if (!dir)
2024 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);
2025 2013
2026 m = op->map; 2014 m = op->map;
2027 x = op->x + freearr_x[dir]; 2015 x = op->x + freearr_x[dir];
2028 y = op->y + freearr_y[dir]; 2016 y = op->y + freearr_y[dir];
2029 2017
2030 /* if there's no place to put the golem, abort */ 2018 /* if there's no place to put the golem, abort */
2031 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)
2032 ((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))
2033 { 2021 {
2034 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2022 op->failmsg ("There is something in the way.");
2035 return 0; 2023 return 0;
2036 } 2024 }
2037 2025
2038 /* Use the weapon marked by the player. */ 2026 /* Use the weapon marked by the player. */
2039 weapon = find_marked_object (op); 2027 object *weapon = op->mark ();
2040 2028
2041 if (!weapon) 2029 if (!weapon)
2042 { 2030 {
2043 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!");
2044 return 0; 2032 return 0;
2045 } 2033 }
2034
2046 if (spell->race && strcmp (weapon->arch->archname, spell->race)) 2035 if (spell->race && weapon->arch->archname != spell->race)
2047 { 2036 {
2048 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2037 op->failmsg ("The spell fails to transform your weapon.");
2049 return 0; 2038 return 0;
2050 } 2039 }
2040
2051 if (weapon->type != WEAPON) 2041 if (weapon->type != WEAPON)
2052 { 2042 {
2053 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.");
2054 return 0; 2044 return 0;
2055 } 2045 }
2056 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2046
2047 if (weapon->flag [FLAG_APPLIED])
2057 { 2048 {
2058 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));
2059 return 0; 2050 return 0;
2060 } 2051 }
2061 2052
2062 if (weapon->nrof > 1) 2053 weapon = weapon->split ();
2063 {
2064 tmp = get_split_ob (weapon, 1);
2065 esrv_send_item (op, weapon);
2066 weapon = tmp;
2067 }
2068 2054
2069 /* create the golem object */ 2055 /* create the golem object */
2070 tmp = arch_to_object (spell->other_arch); 2056 object *tmp = spell->other_arch->instance ();
2071 2057
2072 /* 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 */
2073 CLEAR_FLAG (tmp, FLAG_MONSTER); 2059 tmp->clr_flag (FLAG_MONSTER);
2074 tmp->stats.exp = 0; 2060 tmp->stats.exp = 0;
2075 add_friendly_object (tmp); 2061 add_friendly_object (tmp);
2076 tmp->type = GOLEM; 2062 tmp->type = GOLEM;
2077 tmp->set_owner (op); 2063 tmp->set_owner (op);
2078 op->contr->golem = tmp; 2064 op->contr->golem = tmp;
2079 set_spell_skill (op, caster, spell, tmp); 2065 set_spell_skill (op, caster, spell, tmp);
2080 2066
2081 /* 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
2082 * removed flag - it should only be set if get_split_object was 2068 * removed flag - it should only be set if weapon->split was
2083 * used above. 2069 * used above.
2084 */ 2070 */
2085 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2071 if (!weapon->flag [FLAG_REMOVED])
2086 weapon->remove (); 2072 weapon->remove ();
2087 2073
2088 insert_ob_in_ob (weapon, tmp); 2074 tmp->insert (weapon);
2089 esrv_send_item (op, weapon); 2075
2090 /* 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,
2091 * 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
2092 * body_info, skills, etc) 2078 * body_info, skills, etc)
2093 */ 2079 */
2094 SET_FLAG (tmp, FLAG_USE_WEAPON); 2080 tmp->set_flag (FLAG_USE_WEAPON);
2095 SET_FLAG (weapon, FLAG_APPLIED); 2081 weapon->set_flag (FLAG_APPLIED);
2096 tmp->update_stats (); 2082 tmp->update_stats ();
2097 2083
2098 /* 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
2099 * 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 -
2100 * 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.
2120 2106
2121 /* attacktype */ 2107 /* attacktype */
2122 if (!tmp->attacktype) 2108 if (!tmp->attacktype)
2123 tmp->attacktype = AT_PHYSICAL; 2109 tmp->attacktype = AT_PHYSICAL;
2124 2110
2125 if (materialtype_t *mt = name_to_material (op->materialname))
2126 {
2127 for (i = 0; i < NROFATTACKS; i++) 2111 for (i = 0; i < NROFATTACKS; i++)
2128 tmp->resist[i] = 50 - (mt->save[i] * 5); 2112 tmp->resist[i] = 50 - (op->material->save[i] * 5);
2129 a = mt->save[0]; 2113
2130 } 2114 a = op->material->save[0];
2131 else
2132 {
2133 for (i = 0; i < NROFATTACKS; i++)
2134 tmp->resist[i] = 5;
2135 a = 10;
2136 }
2137 2115
2138 /* Set weapon's immunity */ 2116 /* Set weapon's immunity */
2139 tmp->resist[ATNR_CONFUSION] = 100; 2117 tmp->resist[ATNR_CONFUSION] = 100;
2140 tmp->resist[ATNR_POISON] = 100; 2118 tmp->resist[ATNR_POISON] = 100;
2141 tmp->resist[ATNR_SLOW] = 100; 2119 tmp->resist[ATNR_SLOW] = 100;
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

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