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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.66 by root, Fri Aug 10 01:47:53 2007 UTC vs.
Revision 1.143 by root, Mon Nov 12 03:48:34 2012 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <object.h> 26#include <object.h>
26#include <living.h> 27#include <living.h>
57} 58}
58 59
59int 60int
60recharge (object *op, object *caster, object *spell_ob) 61recharge (object *op, object *caster, object *spell_ob)
61{ 62{
62 object *wand, *tmp;
63 int ncharges; 63 int ncharges;
64 64
65 wand = find_marked_object (op); 65 object *wand = op->mark ();
66
66 if (wand == NULL || wand->type != WAND) 67 if (!wand || wand->type != WAND)
67 { 68 {
68 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge."); 69 op->failmsg ("You need to mark the wand you want to recharge.");
69 return 0; 70 return 0;
70 } 71 }
72
71 if (!(random_roll (0, 3, op, PREFER_HIGH))) 73 if (!(random_roll (0, 3, op, PREFER_HIGH)))
72 { 74 {
73 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand)); 75 op->failmsgf ("The %s vibrates violently, then explodes!", query_name (wand));
74 op->play_sound (sound_find ("ob_explode")); 76 op->play_sound (sound_find ("ob_explode"));
75 esrv_del_item (op->contr, wand->count);
76 wand->destroy (); 77 wand->destroy ();
77 tmp = get_archetype ("fireball"); 78 object *tmp = archetype::get (shstr_fireball);
78 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; 79 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
79 80
80 if (!tmp->stats.dam) 81 if (!tmp->stats.dam)
81 tmp->stats.dam = 1; 82 tmp->stats.dam = 1;
82 83
93 94
94 if (wand->inv && wand->inv->level) 95 if (wand->inv && wand->inv->level)
95 ncharges /= wand->inv->level; 96 ncharges /= wand->inv->level;
96 else 97 else
97 { 98 {
98 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand)); 99 op->failmsgf ("Your %s is broken.", query_name (wand));
99 return 0; 100 return 0;
100 } 101 }
101 102
102 if (!ncharges) 103 if (!ncharges)
103 ncharges = 1; 104 ncharges = 1;
104 105
105 wand->stats.food += ncharges; 106 wand->stats.food += ncharges;
106 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand)); 107 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand));
107 108
108 if (wand->arch && QUERY_FLAG (wand->arch, FLAG_ANIMATE)) 109 if (wand->arch && wand->arch->flag [FLAG_ANIMATE])
109 { 110 {
110 SET_FLAG (wand, FLAG_ANIMATE); 111 wand->set_flag (FLAG_ANIMATE);
111 wand->set_speed (wand->arch->speed); 112 wand->set_speed (wand->arch->speed);
112 } 113 }
113 114
114 return 1; 115 return 1;
115} 116}
123 * The # of arrows created also goes up with level, so if a 30th level mage 124 * The # of arrows created also goes up with level, so if a 30th level mage
124 * wants LOTS of arrows, and doesn't care what the plus is he could 125 * wants LOTS of arrows, and doesn't care what the plus is he could
125 * create nonnmagic arrows, or even -1, etc... 126 * create nonnmagic arrows, or even -1, etc...
126 */ 127 */
127int 128int
128cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg) 129cast_create_missile (object *op, object *caster, object *spell, int dir, const char *spellparam)
129{ 130{
130 int missile_plus = 0, bonus_plus = 0; 131 int bonus_plus = 0;
131 const char *missile_name; 132 const char *missile_name = "arrow";
132 object *tmp, *missile;
133 133
134 missile_name = "arrow";
135
136 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 134 for (object *tmp = op->inv; tmp; tmp = tmp->below)
137 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) 135 if (tmp->type == BOW && tmp->flag [FLAG_APPLIED])
138 missile_name = tmp->race; 136 missile_name = tmp->race;
139 137
140 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); 138 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
141 139
142 if (archetype::find (missile_name) == NULL) 140 archetype *missile_arch = archetype::find (missile_name);
141
142 if (!missile_arch)
143 { 143 {
144 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name); 144 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name);
145 return 0; 145 return 0;
146 } 146 }
147 147
148 missile = get_archetype (missile_name); 148 object *missile = missile_arch->instance ();
149 149
150 if (stringarg) 150 if (spellparam)
151 { 151 {
152 /* If it starts with a letter, presume it is a description */ 152 /* If it starts with a letter, presume it is a description */
153 if (isalpha (*stringarg)) 153 if (isalpha (*spellparam))
154 { 154 {
155 artifact *al = find_artifactlist (missile->type)->items; 155 artifact *al = find_artifactlist (missile->type)->items;
156 156
157 for (; al; al = al->next) 157 for (; al; al = al->next)
158 if (!strcasecmp (al->item->name, stringarg)) 158 if (!strcasecmp (al->item->name, spellparam))
159 break; 159 break;
160 160
161 if (!al) 161 if (!al)
162 { 162 {
163 missile->destroy (); 163 missile->destroy ();
164 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, stringarg); 164 op->failmsgf ("No such object %ss of %s", missile_name, spellparam);
165 return 0; 165 return 0;
166 } 166 }
167 167
168 if (al->item->slaying) 168 if (al->item->slaying)
169 { 169 {
170 missile->destroy (); 170 missile->destroy ();
171 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg); 171 op->failmsgf ("You are not allowed to create %ss of %s", missile_name, spellparam);
172 return 0; 172 return 0;
173 } 173 }
174 174
175 give_artifact_abilities (missile, al->item); 175 give_artifact_abilities (missile, al->item);
176 /* These special arrows cost something extra. Don't have them also be magical - 176 /* These special arrows cost something extra. Don't have them also be magical -
177 * otherwise, in most cases, not enough will be created. I don't want to get into 177 * otherwise, in most cases, not enough will be created. I don't want to get into
178 * the parsing of having to do both plus and type. 178 * the parsing of having to do both plus and type.
179 */ 179 */
180 bonus_plus = 1 + (al->item->value / 5); 180 bonus_plus = 1 + (al->item->value / 5);
181 missile_plus = 0; 181 missile_plus = 0;
182 } 182 }
183 else if (atoi (stringarg) < missile_plus) 183 else if (atoi (spellparam) < missile_plus)
184 missile_plus = atoi (stringarg); 184 missile_plus = atoi (spellparam);
185 } 185 }
186 186
187 if (missile_plus > 4) 187 missile_plus = clamp (missile_plus, -4, 4);
188 missile_plus = 4;
189 else if (missile_plus < -4)
190 missile_plus = -4;
191 188
192 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 189 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
193 missile->nrof -= 3 * (missile_plus + bonus_plus); 190 missile->nrof -= 3 * (missile_plus + bonus_plus);
194 191
195 if (missile->nrof < 1) 192 if (missile->nrof < 1)
197 194
198 missile->magic = missile_plus; 195 missile->magic = missile_plus;
199 /* Can't get any money for these objects */ 196 /* Can't get any money for these objects */
200 missile->value = 0; 197 missile->value = 0;
201 198
202 SET_FLAG (missile, FLAG_IDENTIFIED); 199 missile->set_flag (FLAG_IDENTIFIED);
203 200
204 if (!cast_create_obj (op, caster, missile, dir) && op->type == PLAYER && !missile->destroyed ()) 201 cast_create_obj (op, caster, missile, dir);
202
203 if (!dir
204 && op->type == PLAYER
205 && !missile->destroyed ())
205 pick_up (op, missile); 206 pick_up (op, missile);
206 207
207 return 1; 208 return 1;
208} 209}
209 210
210
211/* allows the choice of what sort of food object to make. 211/* allows the choice of what sort of food object to make.
212 * If stringarg is NULL, it will create food dependent on level --PeterM*/ 212 * If spellparam is NULL, it will create food dependent on level --PeterM*/
213int 213int
214cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *stringarg) 214cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *spellparam)
215{ 215{
216 int food_value; 216 int food_value;
217 archetype *at = NULL; 217 archetype *at = NULL;
218 object *new_op; 218 object *new_op;
219 219
220 food_value = spell_ob->stats.food + +50 * SP_level_duration_adjust (caster, spell_ob); 220 food_value = spell_ob->stats.food + 50 * SP_level_duration_adjust (caster, spell_ob);
221 221
222 if (stringarg) 222 if (spellparam)
223 { 223 {
224 at = find_archetype_by_object_type_name (FOOD, stringarg); 224 at = find_archetype_by_object_type_name (FOOD, spellparam);
225 if (at == NULL) 225 if (at == NULL)
226 at = find_archetype_by_object_type_name (DRINK, stringarg); 226 at = find_archetype_by_object_type_name (DRINK, spellparam);
227 if (at == NULL || at->stats.food > food_value) 227 if (at == NULL || at->stats.food > food_value)
228 stringarg = NULL; 228 spellparam = NULL;
229 } 229 }
230 230
231 if (!stringarg) 231 if (!spellparam)
232 { 232 {
233 archetype *at_tmp; 233 archetype *at_tmp;
234 234
235 /* We try to find the archetype with the maximum food value. 235 /* We try to find the archetype with the maximum food value.
236 * This removes the dependancy of hard coded food values in this 236 * This removes the dependancy of hard coded food values in this
261 /* Pretty unlikely (there are some very low food items), but you never 261 /* Pretty unlikely (there are some very low food items), but you never
262 * know 262 * know
263 */ 263 */
264 if (!at) 264 if (!at)
265 { 265 {
266 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); 266 op->failmsgf ("You don't have enough experience to create any food.");
267 return 0; 267 return 0;
268 } 268 }
269 269
270 food_value /= at->stats.food; 270 food_value /= at->stats.food;
271 new_op = arch_to_object (at); 271 new_op = at->instance ();
272 new_op->nrof = food_value; 272 new_op->nrof = food_value;
273 273
274 new_op->value = 0; 274 new_op->value = 0;
275 if (new_op->nrof < 1) 275 if (new_op->nrof < 1)
276 new_op->nrof = 1; 276 new_op->nrof = 1;
284{ 284{
285 int r, mflags, maxrange; 285 int r, mflags, maxrange;
286 object *tmp; 286 object *tmp;
287 maptile *m; 287 maptile *m;
288 288
289
290 if (!dir) 289 if (!dir)
291 { 290 {
292 examine_monster (op, op); 291 examine_monster (op, op);
293 return 1; 292 return 1;
294 } 293 }
302 mflags = get_map_flags (m, &m, x, y, &x, &y); 301 mflags = get_map_flags (m, &m, x, y, &x, &y);
303 302
304 if (mflags & P_OUT_OF_MAP) 303 if (mflags & P_OUT_OF_MAP)
305 break; 304 break;
306 305
307 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) 306 if (!op->flag [FLAG_WIZCAST] && (mflags & P_NO_MAGIC))
308 { 307 {
309 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 308 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
310 return 0; 309 return 0;
311 } 310 }
311
312 if (mflags & P_IS_ALIVE) 312 if (mflags & P_IS_ALIVE)
313 { 313 {
314 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 314 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
315 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 315 if (tmp->flag [FLAG_ALIVE] && (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
316 { 316 {
317 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 317 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
318 if (tmp->head != NULL) 318 if (tmp->head != NULL)
319 tmp = tmp->head; 319 tmp = tmp->head;
320 examine_monster (op, tmp); 320 examine_monster (op, tmp);
335 * pl is invisible. 335 * pl is invisible.
336 */ 336 */
337int 337int
338makes_invisible_to (object *pl, object *mon) 338makes_invisible_to (object *pl, object *mon)
339{ 339{
340
341 if (!pl->invisible) 340 if (!pl->invisible)
342 return 0; 341 return 0;
342
343 if (pl->type == PLAYER) 343 if (pl->type == PLAYER)
344 { 344 {
345 /* If race isn't set, then invisible unless it is undead */ 345 /* If race isn't set, then invisible unless it is undead */
346 if (!pl->contr->invis_race) 346 if (!pl->contr->invis_race)
347 { 347 {
348 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 348 if (mon->flag [FLAG_UNDEAD])
349 return 0; 349 return 0;
350
350 return 1; 351 return 1;
351 } 352 }
353
352 /* invis_race is set if we get here */ 354 /* invis_race is set if we get here */
353 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 355 if (pl->contr->invis_race == shstr_undead && is_true_undead (mon))
354 return 1; 356 return 1;
357
355 /* No race, can't be invisible to it */ 358 /* No race, can't be invisible to it */
356 if (!mon->race) 359 if (!mon->race)
357 return 0; 360 return 0;
361
358 if (strstr (mon->race, pl->contr->invis_race)) 362 if (mon->race.contains (pl->contr->invis_race))
359 return 1; 363 return 1;
364
360 /* Nothing matched above, return 0 */ 365 /* Nothing matched above, return 0 */
361 return 0; 366 return 0;
362 } 367 }
363 else 368 else
364 { 369 {
379int 384int
380cast_invisible (object *op, object *caster, object *spell_ob) 385cast_invisible (object *op, object *caster, object *spell_ob)
381{ 386{
382 if (op->invisible > 1000) 387 if (op->invisible > 1000)
383 { 388 {
384 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further"); 389 op->failmsg ("You can not extend the duration of your invisibility any further");
385 return 0; 390 return 0;
386 } 391 }
387 392
388 /* Remove the switch with 90% duplicate code - just handle the differences with 393 /* Remove the switch with 90% duplicate code - just handle the differences with
389 * and if statement or two. 394 * and if statement or two.
390 */ 395 */
391 op->invisible += spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 396 op->invisible += spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
397
392 /* max duration */ 398 /* limit duration */
393 if (op->invisible > 1000) 399 min_it (op->invisible, 1000);
394 op->invisible = 1000;
395 400
396 if (op->type == PLAYER) 401 if (op->type == PLAYER)
397 { 402 {
398 op->contr->invis_race = spell_ob->race; 403 op->contr->invis_race = spell_ob->race;
399 404
400 if (QUERY_FLAG (spell_ob, FLAG_MAKE_INVIS)) 405 if (spell_ob->flag [FLAG_MAKE_INVIS])
401 op->contr->tmp_invis = 0; 406 op->contr->tmp_invis = 0;
402 else 407 else
403 op->contr->tmp_invis = 1; 408 op->contr->tmp_invis = 1;
404 409
405 op->contr->hidden = 0; 410 op->contr->hidden = 0;
425/* earth to dust spell. Basically destroys earthwalls in the area. 430/* earth to dust spell. Basically destroys earthwalls in the area.
426 */ 431 */
427int 432int
428cast_earth_to_dust (object *op, object *caster, object *spell_ob) 433cast_earth_to_dust (object *op, object *caster, object *spell_ob)
429{ 434{
430 object *tmp, *next;
431 int range, i, j, mflags; 435 int range, i, j, mflags;
432 sint16 sx, sy; 436 sint16 sx, sy;
433 maptile *m; 437 maptile *m;
434
435 if (op->type != PLAYER)
436 return 0;
437 438
438 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 439 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
439 440
440 for (i = -range; i <= range; i++) 441 for (i = -range; i <= range; i++)
441 for (j = -range; j <= range; j++) 442 for (j = -range; j <= range; j++)
446 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 447 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
447 448
448 if (mflags & P_OUT_OF_MAP) 449 if (mflags & P_OUT_OF_MAP)
449 continue; 450 continue;
450 451
451 // earth to dust tears down everything that can be teared down 452 // earth to dust tears down everything that can be torn down
452 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next) 453 for (object *next, *tmp = m->at (sx, sy).bot; tmp; tmp = next)
453 { 454 {
454 next = tmp->above; 455 next = tmp->above;
455 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 456
457 if (tmp->flag [FLAG_TEAR_DOWN])
456 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 458 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
457 } 459 }
458 } 460 }
459 461
460 return 1; 462 return 1;
462 464
463void 465void
464execute_word_of_recall (object *op) 466execute_word_of_recall (object *op)
465{ 467{
466 if (object *pl = op->in_player ()) 468 if (object *pl = op->in_player ())
467 {
468 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST)) 469 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."); 470 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
470 else 471 else
471 { 472 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 }
477 473
478 op->destroy (); 474 op->destroy ();
479} 475}
480 476
481/* Word of recall causes the player to return 'home'. 477/* Word of recall causes the player to return 'home'.
483 * time delay effect. 479 * time delay effect.
484 */ 480 */
485int 481int
486cast_word_of_recall (object *op, object *caster, object *spell_ob) 482cast_word_of_recall (object *op, object *caster, object *spell_ob)
487{ 483{
488 object *dummy; 484 if (!op->is_player ())
489 int time;
490
491 if (op->type != PLAYER)
492 return 0; 485 return 0;
493 486
494 if (find_obj_by_type_subtype (op, SPELL_EFFECT, SP_WORD_OF_RECALL)) 487 if (find_obj_by_type_subtype (op, SPELL_EFFECT, SP_WORD_OF_RECALL))
495 { 488 {
496 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 489 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
497 return 1; 490 return 1;
498 } 491 }
499 492
500 dummy = get_archetype (FORCE_NAME); 493 object *dummy = archetype::get (FORCE_NAME);
501 if (dummy == NULL)
502 {
503 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
504 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
505 return 0;
506 }
507 494
508 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob); 495 int time = max (1, spell_ob->duration - SP_level_duration_adjust (caster, spell_ob));
509 if (time < 1)
510 time = 1;
511 496
512 /* value of speed really doesn't make much difference, as long as it is 497 /* value of speed really doesn't make much difference, as long as it is
513 * positive. Lower value may be useful so that the problem doesn't 498 * positive. Lower value may be useful so that the problem doesn't
514 * do anything really odd if it say a -1000 or something. 499 * do anything really odd if it say a -1000 or something.
515 */ 500 */
516 dummy->set_speed (0.002); 501 dummy->set_speed (0.002);
517 dummy->speed_left = -dummy->speed * time; 502 dummy->speed_left = -dummy->speed * time;
518 dummy->type = SPELL_EFFECT; 503 dummy->type = SPELL_EFFECT;
519 dummy->subtype = SP_WORD_OF_RECALL; 504 dummy->subtype = SP_WORD_OF_RECALL;
520 505 dummy->slaying = op->contr->savebed_map;
521 /* If we could take advantage of enter_player_savebed() here, it would be 506 dummy->stats.hp = op->contr->bed_x;
522 * nice, but until the map load fails, we can't. 507 dummy->stats.sp = op->contr->bed_y;
523 */
524 EXIT_PATH (dummy) = op->contr->savebed_map;
525 EXIT_X (dummy) = op->contr->bed_x;
526 EXIT_Y (dummy) = op->contr->bed_y;
527 508
528 op->insert (dummy); 509 op->insert (dummy);
529 510
530 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 511 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
531 512
570 551
571int 552int
572perceive_self (object *op) 553perceive_self (object *op)
573{ 554{
574 const char *cp = describe_item (op, op); 555 const char *cp = describe_item (op, op);
575 archetype *at = archetype::find (ARCH_DEPLETION); 556 archetype *at = archetype::find (shstr_depletion);
576 557
577 dynbuf_text buf; 558 dynbuf_text &buf = msg_dynbuf; buf.clear ();
578 559
579 if (player *pl = op->contr) 560 if (!op->is_player ())
561 return 0;
562
580 if (object *race = archetype::find (op->race)) 563 if (object *race = archetype::find (op->race))
581 buf << "You are a " << (pl->gender ? "female" : "male") << " " << &race->name << ".\n"; 564 buf << " - You are a G<male|female> " << &race->name << ".\n";
582 565
583 if (object *god = find_god (determine_god (op))) 566 if (object *god = find_god (determine_god (op)))
584 buf << "You worship " << &god->name << ".\n"; 567 buf << " - You worship " << &god->name << ".\n";
585 else 568 else
586 buf << "You worship no god.\n"; 569 buf << " - You worship no god.\n";
587 570
588 object *tmp = present_arch_in_ob (at, op); 571 object *tmp = present_arch_in_ob (at, op);
589 572
590 if (*cp == '\0' && tmp == NULL) 573 if (*cp == '\0' && !tmp)
591 buf << "You feel very mundane. "; 574 buf << " - You feel very mundane. ";
592 else 575 else
593 { 576 {
594 buf << "You have: " << cp << ".\n"; 577 buf << " - You have: " << cp << ".\n";
595 578
596 if (tmp) 579 if (tmp)
597 for (int i = 0; i < NUM_STATS; i++) 580 for (int i = 0; i < NUM_STATS; i++)
598 if (tmp->stats.stat (i) < 0) 581 if (tmp->stats.stat (i) < 0)
599 buf.printf ("Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i)); 582 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
600 } 583 }
601 584
602 if (is_dragon_pl (op)) 585 if (op->is_dragon ())
603 /* now grab the 'dragon_ability'-force from the player's inventory */ 586 /* now grab the 'dragon_ability'-force from the player's inventory */
604 for (tmp = op->inv; tmp; tmp = tmp->below) 587 for (tmp = op->inv; tmp; tmp = tmp->below)
605 { 588 {
606 if (tmp->type == FORCE && !strcmp (tmp->arch->archname, "dragon_ability_force")) 589 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
607 { 590 {
608 if (tmp->stats.exp == 0) 591 if (tmp->stats.exp == 0)
609 buf << "Your metabolism isn't focused on anything.\n"; 592 buf << " - Your metabolism isn't focused on anything.\n";
610 else 593 else
611 buf << "Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n"; 594 buf << " - Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
612 595
613 break; 596 break;
614 } 597 }
615 } 598 }
616 599
617 buf << '\0'; // zero-terminate 600 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
618
619 new_draw_info (NDI_UNIQUE, 0, op, buf.linearise ());
620 601
621 return 1; 602 return 1;
622} 603}
623 604
624/* This creates magic walls. Really, it can create most any object, 605/* This creates magic walls. Really, it can create most any object,
650 631
651 if ((spell_ob->move_block || x != op->x || y != op->y) && 632 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) || 633 (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))) 634 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
654 { 635 {
655 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 636 op->failmsg ("Something is in the way.");
656 return 0; 637 return 0;
657 } 638 }
658 639
659 if (spell_ob->other_arch) 640 if (spell_ob->other_arch)
660 tmp = arch_to_object (spell_ob->other_arch); 641 tmp = spell_ob->other_arch->instance ();
661 else if (spell_ob->race) 642 else if (spell_ob->race)
662 { 643 {
663 char buf1[MAX_BUF]; 644 char buf1[MAX_BUF];
664 645
665 sprintf (buf1, spell_ob->race, dir); 646 sprintf (buf1, spell_ob->race, dir);
669 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 650 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
670 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 651 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
671 return 0; 652 return 0;
672 } 653 }
673 654
674 tmp = arch_to_object (at); 655 tmp = at->instance ();
675 } 656 }
676 else 657 else
677 { 658 {
678 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name); 659 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
679 return 0; 660 return 0;
684 tmp->attacktype = spell_ob->attacktype; 665 tmp->attacktype = spell_ob->attacktype;
685 tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 666 tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
686 tmp->stats.dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 667 tmp->stats.dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
687 tmp->range = 0; 668 tmp->range = 0;
688 } 669 }
689 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 670 else if (tmp->flag [FLAG_ALIVE])
690 { 671 {
691 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 672 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
692 tmp->stats.maxhp = tmp->stats.hp; 673 tmp->stats.maxhp = tmp->stats.hp;
693 } 674 }
694 675
695 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP)) 676 if (spell_ob->flag [FLAG_IS_USED_UP] || tmp->flag [FLAG_IS_USED_UP])
696 { 677 {
697 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 678 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
698 SET_FLAG (tmp, FLAG_IS_USED_UP); 679 tmp->set_flag (FLAG_IS_USED_UP);
699 } 680 }
700 681
701 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 682 if (spell_ob->flag [FLAG_TEAR_DOWN])
702 { 683 {
703 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 684 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
704 tmp->stats.maxhp = tmp->stats.hp; 685 tmp->stats.maxhp = tmp->stats.hp;
705 SET_FLAG (tmp, FLAG_TEAR_DOWN); 686 tmp->set_flag (FLAG_TEAR_DOWN);
706 SET_FLAG (tmp, FLAG_ALIVE); 687 tmp->set_flag (FLAG_ALIVE);
707 } 688 }
708 689
709 /* This can't really hurt - if the object doesn't kill anything, 690 /* This can't really hurt - if the object doesn't kill anything,
710 * these fields just won't be used. Do not set the owner for 691 * these fields just won't be used. Do not set the owner for
711 * earthwalls, though, so they survive restarts. 692 * earthwalls, though, so they survive restarts.
712 */ 693 */
713 if (tmp->type != EARTHWALL) //TODO 694 if (tmp->type != EARTHWALL) //TODO
714 tmp->set_owner (op); 695 tmp->set_owner (op);
715 696
716 set_spell_skill (op, caster, spell_ob, tmp); 697 set_spell_skill (op, caster, spell_ob, tmp);
717 tmp->level = caster_level (caster, spell_ob) / 2; 698 tmp->level = casting_level (caster, spell_ob) / 2;
718 699
719 name = tmp->name; 700 name = tmp->name;
720 if (!(tmp = m->insert (tmp, x, y, op))) 701 if (!(tmp = m->insert (tmp, x, y, op)))
721 { 702 {
722 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name); 703 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
723 return 0; 704 return 0;
724 } 705 }
725 706
726 /* If this is a spellcasting wall, need to insert the spell object */ 707 /* If this is a spellcasting wall, need to insert the spell object */
727 if (tmp->other_arch && tmp->other_arch->type == SPELL) 708 if (tmp->other_arch && tmp->other_arch->type == SPELL)
728 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 709 insert_ob_in_ob (tmp->other_arch->instance (), tmp);
729 710
730 /* This code causes the wall to extend some distance in 711 /* This code causes the wall to extend some distance in
731 * each direction, or until an obstruction is encountered. 712 * each direction, or until an obstruction is encountered.
732 * posblocked and negblocked help determine how far the 713 * posblocked and negblocked help determine how far the
733 * created wall can extend, it won't go extend through 714 * created wall can extend, it won't go extend through
753 object *tmp2 = tmp->clone (); 734 object *tmp2 = tmp->clone ();
754 m->insert (tmp2, x, y, op); 735 m->insert (tmp2, x, y, op);
755 736
756 /* If this is a spellcasting wall, need to insert the spell object */ 737 /* If this is a spellcasting wall, need to insert the spell object */
757 if (tmp2->other_arch && tmp2->other_arch->type == SPELL) 738 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
758 tmp2->insert (arch_to_object (tmp2->other_arch)); 739 tmp2->insert (tmp2->other_arch->instance ());
759 740
760 } 741 }
761 else 742 else
762 posblocked = 1; 743 posblocked = 1;
763 744
770 { 751 {
771 object *tmp2 = tmp->clone (); 752 object *tmp2 = tmp->clone ();
772 m->insert (tmp2, x, y, op); 753 m->insert (tmp2, x, y, op);
773 754
774 if (tmp2->other_arch && tmp2->other_arch->type == SPELL) 755 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
775 tmp2->insert (arch_to_object (tmp2->other_arch)); 756 tmp2->insert (tmp2->other_arch->instance ());
776 } 757 }
777 else 758 else
778 negblocked = 1; 759 negblocked = 1;
779 } 760 }
780 761
781 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) 762 if (tmp->flag [FLAG_BLOCKSVIEW])
782 update_all_los (op->map, op->x, op->y); 763 update_all_los (op->map, op->x, op->y);
783 764
784 return 1; 765 return 1;
785} 766}
786 767
787int 768int
788dimension_door (object *op, object *caster, object *spob, int dir) 769dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
789{ 770{
790 uint32 dist, maxdist; 771 uint32 dist, maxdist;
791 int mflags; 772 int mflags;
792 maptile *m; 773 maptile *m;
793 sint16 sx, sy; 774 sint16 sx, sy;
795 if (op->type != PLAYER) 776 if (op->type != PLAYER)
796 return 0; 777 return 0;
797 778
798 if (!dir) 779 if (!dir)
799 { 780 {
800 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?"); 781 op->failmsg ("In what direction?");
801 return 0; 782 return 0;
802 } 783 }
803 784
804 /* Given the new outdoor maps, can't let players dimension door for 785 /* Given the new outdoor maps, can't let players dimension door for
805 * ever, so put limits in. 786 * ever, so put limits in.
806 */ 787 */
807 maxdist = spob->range + SP_level_range_adjust (caster, spob); 788 maxdist = spob->range + SP_level_range_adjust (caster, spob);
808 789
809 if (op->contr->count) 790 if (spellparam)
810 { 791 {
792 int count = atoi (spellparam);
793
811 if (op->contr->count > maxdist) 794 if (count > maxdist)
812 { 795 {
813 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!"); 796 op->failmsg ("You can't dimension door that far!");
814 return 0; 797 return 0;
815 } 798 }
816 799
817 for (dist = 0; dist < op->contr->count; dist++) 800 for (dist = 0; dist < count; dist++)
818 { 801 {
819 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy); 802 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
820 803
821 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 804 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
822 break; 805 break;
823 806
824 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) 807 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
825 break; 808 break;
826 } 809 }
827 810
828 if (dist < op->contr->count) 811 if (dist < count)
829 { 812 {
830 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n"); 813 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
831 op->contr->count = 0;
832 return 0; 814 return 0;
833 } 815 }
834
835 op->contr->count = 0;
836 816
837 /* Remove code that puts player on random space on maps. IMO, 817 /* 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, 818 * 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 819 * but may not be marked as NO_MAGIC (as they may be bounded
840 * by such squares). Also, there are probably treasure rooms and 820 * by such squares). Also, there are probably treasure rooms and
882 break; 862 break;
883 863
884 } 864 }
885 if (!dist) 865 if (!dist)
886 { 866 {
887 new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n"); 867 op->failmsg ("Your spell failed!\n");
888 return 0; 868 return 0;
889 } 869 }
890 } 870 }
891 871
892 /* Actually move the player now */ 872 /* 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))) 873 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op)))
894 return 1; 874 return 1;
895 875
896 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ 876 op->speed_left = -5. * op->speed; /* Freeze them for a short while */
877
897 return 1; 878 return 1;
898} 879}
899
900 880
901/* cast_heal: Heals something. 881/* cast_heal: Heals something.
902 * op is the caster. 882 * op is the caster.
903 * dir is the direction he is casting it in. 883 * dir is the direction he is casting it in.
904 * spell is the spell object. 884 * spell is the spell object.
931 { 911 {
932 /* See how many points we actually heal. Instead of messages 912 /* See how many points we actually heal. Instead of messages
933 * based on type of spell, we instead do messages based 913 * based on type of spell, we instead do messages based
934 * on amount of damage healed. 914 * on amount of damage healed.
935 */ 915 */
936 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 916 if (heal > tmp->stats.maxhp - tmp->stats.hp)
937 heal = tmp->stats.maxhp - tmp->stats.hp; 917 heal = tmp->stats.maxhp - tmp->stats.hp;
918
938 tmp->stats.hp += heal; 919 tmp->stats.hp += heal;
939 920
940 if (tmp->stats.hp >= tmp->stats.maxhp) 921 if (tmp->stats.hp >= tmp->stats.maxhp)
941 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 922 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
942 else if (heal > 50) 923 else if (heal > 50)
951 success = 1; 932 success = 1;
952 } 933 }
953 } 934 }
954 935
955 if (spell->attacktype & AT_DISEASE) 936 if (spell->attacktype & AT_DISEASE)
956 if (cure_disease (tmp, op)) 937 if (cure_disease (tmp, op, spell))
957 success = 1; 938 success = 1;
958 939
959 if (spell->attacktype & AT_POISON) 940 if (spell->attacktype & AT_POISON)
960 { 941 {
961 at = archetype::find ("poisoning"); 942 at = archetype::find (shstr_poisoning);
962 poison = present_arch_in_ob (at, tmp); 943 poison = present_arch_in_ob (at, tmp);
963 if (poison) 944 if (poison)
964 { 945 {
965 success = 1; 946 success = 1;
966 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 947 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
968 } 949 }
969 } 950 }
970 951
971 if (spell->attacktype & AT_CONFUSION) 952 if (spell->attacktype & AT_CONFUSION)
972 { 953 {
973 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 954 poison = present_in_ob_by_name (FORCE, shstr_confusion, tmp);
974 if (poison) 955 if (poison)
975 { 956 {
976 success = 1; 957 success = 1;
977 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 958 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
978 poison->duration = 1; 959 poison->duration = 1;
979 } 960 }
980 } 961 }
981 962
982 if (spell->attacktype & AT_BLIND) 963 if (spell->attacktype & AT_BLIND)
983 { 964 {
984 at = archetype::find ("blindness"); 965 at = archetype::find (shstr_blindness);
985 poison = present_arch_in_ob (at, tmp); 966 poison = present_arch_in_ob (at, tmp);
986 if (poison) 967 if (poison)
987 { 968 {
988 success = 1; 969 success = 1;
989 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return."); 970 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1007 tmp->stats.grace = tmp->stats.maxgrace; 988 tmp->stats.grace = tmp->stats.maxgrace;
1008 success = 1; 989 success = 1;
1009 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!"); 990 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1010 } 991 }
1011 992
1012 if (spell->stats.food && tmp->stats.food < 999) 993 if (spell->stats.food && tmp->stats.food < MAX_FOOD)
1013 { 994 {
1014 tmp->stats.food += spell->stats.food; 995 tmp->stats.food += spell->stats.food;
1015 if (tmp->stats.food > 999) 996 min_it (tmp->stats.food, MAX_FOOD);
1016 tmp->stats.food = 999; 997
1017 success = 1; 998 success = 1;
1018 /* We could do something a bit better like the messages for healing above */ 999 /* We could do something a bit better like the messages for healing above */
1019 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food"); 1000 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1020 } 1001 }
1021 1002
1035 "You don't feel any more powerful." 1016 "You don't feel any more powerful."
1036 "You are no easier to look at.", 1017 "You are no easier to look at.",
1037}; 1018};
1038 1019
1039int 1020int
1021change_ability_duration (object *spell, object *caster)
1022{
1023 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1024}
1025
1026int
1040cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) 1027cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1041{ 1028{
1042 object *force = NULL; 1029 object *force = 0;
1043 int i; 1030 int i;
1044 1031
1045 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1032 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1046 object *tmp = dir 1033 object *tmp = dir
1047 ? find_target_for_friendly_spell (op, dir) 1034 ? find_target_for_friendly_spell (op, dir)
1048 : op; 1035 : op;
1049 1036
1050 if (!tmp) 1037 if (!tmp)
1051 return 0; 1038 return 0;
1052 1039
1053 /* If we've already got a force of this type, don't add a new one. */ 1040 /* If we've already got a force of this type, don't add a new one. */
1061 break; 1048 break;
1062 } 1049 }
1063 else if (spell_ob->race && spell_ob->race == tmp2->name) 1050 else if (spell_ob->race && spell_ob->race == tmp2->name)
1064 { 1051 {
1065 if (!silent) 1052 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); 1053 op->failmsgf ("You can not cast %s while %s is in effect",
1054 &spell_ob->name, &tmp2->name_pl);
1055
1067 return 0; 1056 return 0;
1068 } 1057 }
1069 } 1058 }
1070 } 1059 }
1060
1061 int duration = change_ability_duration (spell_ob, caster);
1062
1071 if (force == NULL) 1063 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 } 1064 {
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) 1065 if (duration > force->duration)
1089 { 1066 {
1090 force->duration = duration; 1067 force->duration = duration;
1091 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1068 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1092 } 1069 }
1093 else 1070 else
1094 {
1095 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1071 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1096 }
1097 1072
1098 return 1; 1073 return 1;
1099 } 1074 }
1100 1075
1101 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1076 new_draw_info_format (NDI_UNIQUE, 0, op,
1077 "You create an aura of magical force. H<The effect will last for about %.10g seconds.>",
1078 TICK2TIME (duration));
1079
1080 force = archetype::get (FORCE_NAME);
1081 force->subtype = FORCE_CHANGE_ABILITY;
1082 force->duration = duration;
1083
1084 if (spell_ob->race)
1085 force->name = spell_ob->race;
1086 else
1087 force->name = spell_ob->name;
1088
1089 force->name_pl = spell_ob->name;
1090
1102 force->speed = 1.0; 1091 force->speed = 1.0;
1103 force->speed_left = -1.0; 1092 force->speed_left = -1.0;
1104 SET_FLAG (force, FLAG_APPLIED); 1093 force->set_flag (FLAG_APPLIED);
1105 1094
1106 /* Now start processing the effects. First, protections */ 1095 /* Now start processing the effects. First, protections */
1107 for (i = 0; i < NROFATTACKS; i++) 1096 for (i = 0; i < NROFATTACKS; i++)
1108 {
1109 if (spell_ob->resist[i]) 1097 if (spell_ob->resist[i])
1110 {
1111 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob); 1098 force->resist[i] = min (100, spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob));
1112 if (force->resist[i] > 100)
1113 force->resist[i] = 100;
1114 }
1115 }
1116 1099
1117 if (spell_ob->stats.hp) 1100 if (spell_ob->stats.hp)
1118 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob); 1101 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1119 1102
1120 if (tmp->type == PLAYER) 1103 if (tmp->type == PLAYER)
1139 } 1122 }
1140 } 1123 }
1141 1124
1142 force->move_type = spell_ob->move_type; 1125 force->move_type = spell_ob->move_type;
1143 1126
1144 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK)) 1127 if (spell_ob->flag [FLAG_SEE_IN_DARK])
1145 SET_FLAG (force, FLAG_SEE_IN_DARK); 1128 force->set_flag (FLAG_SEE_IN_DARK);
1146 1129
1147 if (QUERY_FLAG (spell_ob, FLAG_XRAYS)) 1130 if (spell_ob->flag [FLAG_XRAYS])
1148 SET_FLAG (force, FLAG_XRAYS); 1131 force->set_flag (FLAG_XRAYS);
1149 1132
1150 /* Haste/bonus speed */ 1133 /* Haste/bonus speed */
1151 if (spell_ob->stats.exp) 1134 if (spell_ob->stats.exp)
1152 { 1135 {
1153 if (op->speed > 0.5f) 1136 if (op->speed > 0.5f)
1173 */ 1156 */
1174int 1157int
1175cast_bless (object *op, object *caster, object *spell_ob, int dir) 1158cast_bless (object *op, object *caster, object *spell_ob, int dir)
1176{ 1159{
1177 int i; 1160 int i;
1178 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1161 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1179 1162
1180 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1163 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1181 if (dir != 0) 1164 if (dir != 0)
1182 { 1165 {
1183 tmp = find_target_for_friendly_spell (op, dir); 1166 tmp = find_target_for_friendly_spell (op, dir);
1167
1168 if (!tmp)
1169 return 0;
1184 } 1170 }
1185 else 1171 else
1186 {
1187 tmp = op; 1172 tmp = op;
1188 }
1189 1173
1190 /* If we've already got a force of this type, don't add a new one. */ 1174 /* If we've already got a force of this type, don't add a new one. */
1191 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1175 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1192 { 1176 {
1193 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1177 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1194 { 1178 {
1195 if (tmp2->name == spell_ob->name) 1179 if (tmp2->name == spell_ob->name)
1196 { 1180 {
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); 1186 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1203 return 0; 1187 return 0;
1204 } 1188 }
1205 } 1189 }
1206 } 1190 }
1191
1207 if (force == NULL) 1192 if (force == NULL)
1208 { 1193 {
1209 force = get_archetype (FORCE_NAME); 1194 force = archetype::get (FORCE_NAME);
1210 force->subtype = FORCE_CHANGE_ABILITY; 1195 force->subtype = FORCE_CHANGE_ABILITY;
1211 if (spell_ob->race) 1196 if (spell_ob->race)
1212 force->name = spell_ob->race; 1197 force->name = spell_ob->race;
1213 else 1198 else
1214 force->name = spell_ob->name; 1199 force->name = spell_ob->name;
1229 { 1214 {
1230 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1215 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1231 } 1216 }
1232 return 0; 1217 return 0;
1233 } 1218 }
1219
1234 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1220 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1235 force->speed = 1.0; 1221 force->speed = 1.0;
1236 force->speed_left = -1.0; 1222 force->speed_left = -1.0;
1237 SET_FLAG (force, FLAG_APPLIED); 1223 force->set_flag (FLAG_APPLIED);
1238 1224
1239 if (!god) 1225 if (!god)
1240 { 1226 {
1241 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty."); 1227 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1242 } 1228 }
1243 else 1229 else
1244 { 1230 {
1245 /* Only give out good benefits, and put a max on it */ 1231 /* Only give out good benefits, and put a max on it */
1246 for (i = 0; i < NROFATTACKS; i++) 1232 for (i = 0; i < NROFATTACKS; i++)
1247 {
1248 if (god->resist[i] > 0) 1233 if (god->resist[i] > 0)
1249 {
1250 force->resist[i] = MIN (god->resist[i], spell_ob->resist[ATNR_GODPOWER]); 1234 force->resist[i] = min (god->resist[i], spell_ob->resist[ATNR_GODPOWER]);
1251 } 1235
1252 }
1253 force->path_attuned |= god->path_attuned; 1236 force->path_attuned |= god->path_attuned;
1254 1237
1255 if (spell_ob->attacktype) 1238 if (spell_ob->attacktype)
1256 force->slaying = god->slaying; 1239 force->slaying = god->slaying;
1257 1240
1277 1260
1278/* Alchemy code by Mark Wedel 1261/* Alchemy code by Mark Wedel
1279 * 1262 *
1280 * This code adds a new spell, called alchemy. Alchemy will turn 1263 * This code adds a new spell, called alchemy. Alchemy will turn
1281 * objects to pyrite ("false gold"), henceforth called gold nuggets. 1264 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1282 * 1265 *
1283 * The value of the gold nuggets being about 90% of that of the item 1266 * The value of the gold nuggets being about 90% of that of the item
1284 * itself. It uses the value of the object before charisma adjustments, 1267 * itself. It uses the value of the object before charisma adjustments,
1285 * because the nuggets themselves will be will be adjusted by charisma 1268 * because the nuggets themselves will be will be adjusted by charisma
1286 * when sold. 1269 * when sold.
1287 * 1270 *
1292static void 1275static void
1293alchemy_object (object *obj, uint64 &total_value, int &total_weight) 1276alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1294{ 1277{
1295 uint64 value = query_cost (obj, NULL, F_TRUE); 1278 uint64 value = query_cost (obj, NULL, F_TRUE);
1296 1279
1297 /* Give third price when we alchemy money (This should hopefully 1280 /* Give third price when we alchemy money (this should hopefully
1298 * make it so that it isn't worth it to alchemy money, sell 1281 * make it so that it isn't worth it to alchemy money, sell
1299 * the nuggets, alchemy the gold from that, etc. 1282 * the nuggets, alchemy the gold from that, etc.
1300 * Otherwise, give 9 silver on the gold for other objects, 1283 * Otherwise, give 9 silver on the gold for other objects,
1301 * so that it would still be more affordable to haul 1284 * so that it would still be more affordable to haul
1302 * the stuff back to town. 1285 * the stuff back to town.
1303 */ 1286 */
1304 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1287 if (obj->flag [FLAG_UNPAID])
1305 value = 0; 1288 value = 0;
1306 else if (obj->type == MONEY || obj->type == GEM) 1289 else if (obj->type == MONEY || obj->type == GEM)
1307 value /= 3; 1290 value /= 3;
1308 else 1291 else
1309 value = value * 9 / 10; 1292 value = value * 9 / 10;
1322 if (op->type != PLAYER) 1305 if (op->type != PLAYER)
1323 return 0; 1306 return 0;
1324 1307
1325 archetype *nugget[3]; 1308 archetype *nugget[3];
1326 1309
1327 nugget[0] = archetype::find ("pyrite3"); 1310 nugget[0] = archetype::find (shstr_pyrite3);
1328 nugget[1] = archetype::find ("pyrite2"); 1311 nugget[1] = archetype::find (shstr_pyrite2);
1329 nugget[2] = archetype::find ("pyrite"); 1312 nugget[2] = archetype::find (shstr_pyrite);
1330 1313
1331 /* Put a maximum weight of items that can be alchemised. Limits the power 1314 /* Put a maximum weight of items that can be alchemised. Limits the power
1332 * some, and also prevents people from alchemising every table/chair/clock 1315 * some, and also prevents people from alchemising every table/chair/clock
1333 * in sight 1316 * in sight
1334 */ 1317 */
1363 1346
1364 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next) 1347 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1365 { 1348 {
1366 next = tmp->above; 1349 next = tmp->above;
1367 1350
1368 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1351 if (tmp->weight > 0 && !tmp->flag [FLAG_NO_PICK] &&
1369 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1352 !tmp->flag [FLAG_ALIVE] && !tmp->flag [FLAG_IS_CAULDRON])
1370 { 1353 {
1371 if (tmp->inv) 1354 if (tmp->inv)
1372 { 1355 {
1373 object *next1, *tmp1; 1356 object *next1, *tmp1;
1374 1357
1375 for (tmp1 = tmp->inv; tmp1; tmp1 = next1) 1358 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1376 { 1359 {
1377 next1 = tmp1->below; 1360 next1 = tmp1->below;
1378 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1361 if (tmp1->weight > 0 && !tmp1->flag [FLAG_NO_PICK] &&
1379 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1362 !tmp1->flag [FLAG_ALIVE] && !tmp1->flag [FLAG_IS_CAULDRON])
1380 alchemy_object (tmp1, value, weight); 1363 alchemy_object (tmp1, value, weight);
1381 } 1364 }
1382 } 1365 }
1383 1366
1384 alchemy_object (tmp, value, weight); 1367 alchemy_object (tmp, value, weight);
1389 } 1372 }
1390 1373
1391 value -= rndm (value >> 4); 1374 value -= rndm (value >> 4);
1392 value = min (value, value_max); 1375 value = min (value, value_max);
1393 1376
1394 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i) 1377 for (int i = 0; i < array_length (nugget); ++i)
1395 if (int nrof = value / nugget [i]->value) 1378 if (int nrof = value / nugget [i]->value)
1396 { 1379 {
1397 value -= nrof * nugget[i]->value; 1380 value -= nrof * nugget[i]->value;
1398 1381
1399 object *tmp = arch_to_object (nugget[i]); 1382 object *tmp = nugget[i]->instance ();
1400 tmp->nrof = nrof; 1383 tmp->nrof = nrof;
1401 tmp->flag [FLAG_IDENTIFIED] = true; 1384 tmp->flag [FLAG_IDENTIFIED] = true;
1402 caster->map->insert (tmp, x, y, caster, 0); 1385 op->map->insert (tmp, x, y, op, 0);
1403 } 1386 }
1404 1387
1405 if (weight > weight_max) 1388 if (weight > weight_max)
1406 goto bailout; 1389 goto bailout;
1407 } 1390 }
1408 } 1391 }
1409 1392
1410bailout: 1393bailout:
1411 return 1; 1394 return 1;
1412} 1395}
1413
1414 1396
1415/* This function removes the cursed/damned status on equipped 1397/* This function removes the cursed/damned status on equipped
1416 * items. 1398 * items.
1417 */ 1399 */
1418int 1400int
1419remove_curse (object *op, object *caster, object *spell) 1401remove_curse (object *op, object *caster, object *spell)
1420{ 1402{
1421 object *tmp;
1422 int success = 0, was_one = 0; 1403 int success = 0, was_one = 0;
1423 1404
1405 int num_uncurse = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell));
1406
1407 op->splay_marked ();
1408
1409 int typeflag = spell->last_sp ? FLAG_DAMNED : FLAG_CURSED;
1410
1424 for (tmp = op->inv; tmp; tmp = tmp->below) 1411 for (object *tmp = op->inv; tmp && num_uncurse; tmp = tmp->below)
1425 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1412 if (!tmp->invisible && tmp->flag [typeflag])
1426 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1427 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1428 { 1413 {
1429 was_one++; 1414 ++was_one;
1415
1430 if (tmp->level <= caster_level (caster, spell)) 1416 if (tmp->level <= casting_level (caster, spell))
1431 { 1417 {
1432 success++; 1418 ++success;
1433 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1419 --num_uncurse;
1434 CLEAR_FLAG (tmp, FLAG_DAMNED);
1435 1420
1436 CLEAR_FLAG (tmp, FLAG_CURSED); 1421 tmp->clr_flag (typeflag);
1437 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1422 tmp->clr_flag (FLAG_CURSED);
1423 tmp->clr_flag (FLAG_KNOWN_CURSED);
1438 tmp->value = 0; /* Still can't sell it */ 1424 tmp->value = 0; /* Still can't sell it */
1439 if (op->type == PLAYER) 1425
1426 if (object *pl = tmp->visible_to ())
1440 esrv_send_item (op, tmp); 1427 esrv_update_item (UPD_FLAGS, pl, tmp);
1441 } 1428 }
1442 } 1429 }
1443 1430
1444 if (op->type == PLAYER) 1431 if (op->type == PLAYER)
1445 { 1432 {
1446 if (success) 1433 if (success)
1447 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now."); 1434 new_draw_info (NDI_UNIQUE, 0, op, "You realise that some of your items look shinier now. H<You successfully removed some curses.>");
1448 else 1435 else
1449 { 1436 {
1450 if (was_one) 1437 if (was_one)
1451 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse."); 1438 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove any curse. H<The spell was not strong enough.>");
1452 else 1439 else
1453 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items."); 1440 new_draw_info (NDI_UNIQUE, 0, op, "You are not having any cursed items. H<Epic fail.>");
1454 } 1441 }
1455 } 1442 }
1456 1443
1457 return success; 1444 return success;
1458} 1445}
1459 1446
1460/* Identifies objects in the players inventory/on the ground */ 1447/* Identifies objects in the players inventory/on the ground */
1461
1462int 1448int
1463cast_identify (object *op, object *caster, object *spell) 1449cast_identify (object *op, object *caster, object *spell)
1464{ 1450{
1465 object *tmp; 1451 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1466 int success = 0, num_ident;
1467 1452
1468 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1453 int num_ident = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell));
1469 1454
1470 if (num_ident < 1) 1455 op->splay_marked ();
1471 num_ident = 1;
1472 1456
1473 for (tmp = op->inv; tmp; tmp = tmp->below) 1457 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1474 { 1458 {
1475 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1459 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1476 { 1460 {
1477 identify (tmp); 1461 identify (tmp);
1478 1462
1479 if (op->type == PLAYER) 1463 if (op->type == PLAYER)
1480 { 1464 {
1481 new_draw_info_format (NDI_UNIQUE, 0, op, "You identified: %s.", long_desc (tmp, op)); 1465 buf.printf ("You identified: %s.\r", long_desc (tmp, op));
1482 1466
1483 if (tmp->msg) 1467 if (tmp->msg)
1484 { 1468 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1485 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1486 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1487 }
1488 } 1469 }
1489 1470
1490 num_ident--;
1491 success = 1;
1492 if (!num_ident) 1471 if (!--num_ident)
1493 break; 1472 break;
1494 } 1473 }
1495 } 1474 }
1496 1475
1497 /* If all the power of the spell has been used up, don't go and identify 1476 /* If all the power of the spell has been used up, don't go and identify
1498 * stuff on the floor. Only identify stuff on the floor if the spell 1477 * stuff on the floor. Only identify stuff on the floor if the spell
1499 * was not fully used. 1478 * was not fully used.
1500 */ 1479 */
1501 if (num_ident) 1480 if (num_ident)
1502 { 1481 {
1503 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 1482 for (object *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1504 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1483 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1505 { 1484 {
1506 identify (tmp); 1485 identify (tmp);
1507 1486
1508 if (op->type == PLAYER) 1487 if (object *pl = tmp->visible_to ())
1509 { 1488 {
1510 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground you identified: %s.", long_desc (tmp, op)); 1489 buf.printf ("On the ground you identified: %s.\r", long_desc (tmp, op));
1511 1490
1512 if (tmp->msg) 1491 if (tmp->msg)
1513 { 1492 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1514 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1515 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1516 }
1517
1518 esrv_send_item (op, tmp);
1519 } 1493 }
1520 1494
1521 num_ident--;
1522 success = 1;
1523 if (!num_ident) 1495 if (!--num_ident)
1524 break; 1496 break;
1525 } 1497 }
1526 } 1498 }
1527 1499
1528 if (!success) 1500 if (buf.empty ())
1529 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified."); 1501 {
1502 op->failmsg ("You can't reach anything unidentified.");
1503 return 0;
1504 }
1530 else 1505 else
1506 {
1507 if (op->contr)
1508 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1509
1531 spell_effect (spell, op->x, op->y, op->map, op); 1510 spell_effect (spell, op->x, op->y, op->map, op);
1532 1511 return 1;
1533 return success; 1512 }
1534} 1513}
1535 1514
1536int 1515int
1537cast_detection (object *op, object *caster, object *spell, object *skill) 1516cast_detection (object *op, object *caster, object *spell, object *skill)
1538{ 1517{
1539 object *tmp, *last, *god, *detect; 1518 object *tmp, *last, *god, *detect;
1540 int done_one, range, mflags, floor, level; 1519 int done_one, range, floor, level;
1541 sint16 x, y, nx, ny; 1520 sint16 x, y, nx, ny;
1542 maptile *m; 1521 maptile *m;
1543 1522
1544 /* We precompute some values here so that we don't have to keep 1523 /* We precompute some values here so that we don't have to keep
1545 * doing it over and over again. 1524 * doing it over and over again.
1546 */ 1525 */
1547 god = find_god (determine_god (op)); 1526 god = find_god (determine_god (op));
1548 level = caster_level (caster, spell); 1527 level = casting_level (caster, spell);
1549 range = spell->range + SP_level_range_adjust (caster, spell); 1528 range = spell->range + SP_level_range_adjust (caster, spell);
1550 1529
1551 if (!skill) 1530 if (!skill)
1552 skill = caster; 1531 skill = caster;
1553 1532
1554 for (x = op->x - range; x <= op->x + range; x++) 1533 dynbuf buf;
1555 for (y = op->y - range; y <= op->y + range; y++) 1534 unordered_mapwalk (buf, op, -range, -range, range, range)
1556 { 1535 {
1557 m = op->map;
1558 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1559 if (mflags & P_OUT_OF_MAP)
1560 continue;
1561
1562 /* For most of the detections, we only detect objects above the 1536 /* For most of the detections, we only detect objects above the
1563 * floor. But this is not true for show invisible. 1537 * floor. But this is not true for show invisible.
1564 * Basically, we just go and find the top object and work 1538 * Basically, we just go and find the top object and work
1565 * down - that is easier than working up. 1539 * down - that is easier than working up.
1566 */ 1540 */
1567 1541
1568 for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above) 1542 for (last = 0, tmp = m->at (nx, ny).bot; tmp; tmp = tmp->above)
1569 last = tmp; 1543 last = tmp;
1570 1544
1571 /* Shouldn't happen, but if there are no objects on a space, this 1545 /* Shouldn't happen, but if there are no objects on a space, this
1572 * would happen. 1546 * would happen.
1573 */ 1547 */
1574 if (!last) 1548 if (!last)
1575 continue; 1549 continue;
1576 1550
1577 done_one = 0; 1551 done_one = 0;
1578 floor = 0; 1552 floor = 0;
1579 detect = NULL; 1553 detect = 0;
1580 for (tmp = last; tmp; tmp = tmp->below) 1554 for (tmp = last; tmp; tmp = tmp->below)
1581 { 1555 {
1582 /* show invisible */ 1556 /* show invisible */
1583 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1557 if (spell->flag [FLAG_MAKE_INVIS]
1584 /* Might there be other objects that we can make visible? */ 1558 /* Might there be other objects that we can make visible? */
1585 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1559 && (tmp->invisible && (tmp->flag [FLAG_MONSTER]
1586 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1560 || (tmp->type == PLAYER && !tmp->flag [FLAG_WIZ])
1587 tmp->type == CF_HANDLE || 1561 || tmp->type == T_HANDLE
1588 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE || 1562 || tmp->type == TRAPDOOR
1563 || tmp->type == EXIT
1564 || tmp->type == HOLE
1565 || tmp->type == BUTTON
1589 tmp->type == BUTTON || tmp->type == TELEPORTER || 1566 || tmp->type == TELEPORTER
1567 || tmp->type == GATE
1590 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1568 || tmp->type == LOCKED_DOOR
1591 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN || 1569 || tmp->type == WEAPON
1570 || tmp->type == ALTAR
1571 || (tmp->type == SIGN && tmp->face != magicmouth_face)
1592 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1572 || tmp->type == TRIGGER_PEDESTAL
1593 tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR))) 1573 || tmp->type == SPECIAL_KEY
1574 || tmp->type == TREASURE
1575 || tmp->type == BOOK
1576 || tmp->type == HOLY_ALTAR
1577 || tmp->type == CONTAINER)))
1594 { 1578 {
1579 printf ("show inv %s\n", tmp->debug_desc());//D
1595 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4) 1580 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1596 { 1581 {
1597 tmp->invisible = 0; 1582 tmp->invisible = 0;
1583 done_one = 1;
1584 }
1585 }
1586
1587 if (tmp->flag [FLAG_IS_FLOOR])
1588 floor = 1;
1589
1590 /* All detections below this point don't descend beneath the floor,
1591 * so just continue on. We could be clever and look at the type of
1592 * detection to completely break out if we don't care about objects beneath
1593 * the floor, but once we get to the floor, not likely a very big issue anyways.
1594 */
1595 if (floor)
1596 continue;
1597
1598 /* I had thought about making detect magic and detect curse
1599 * show the flash the magic item like it does for detect monster.
1600 * however, if the object is within sight, this would then make it
1601 * difficult to see what object is magical/cursed, so the
1602 * effect wouldn't be as apparent.
1603 */
1604
1605 /* detect magic */
1606 if (spell->flag [FLAG_KNOWN_MAGICAL]
1607 && !tmp->flag [FLAG_KNOWN_MAGICAL]
1608 && !tmp->flag [FLAG_IDENTIFIED]
1609 && tmp->need_identify ()
1610 && is_magical (tmp))
1611 {
1612 tmp->set_flag (FLAG_KNOWN_MAGICAL);
1613 /* make runes more visible */
1614 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1615 tmp->stats.Cha /= 4;
1616
1617 done_one = 1;
1618 }
1619
1620 /* detect monster */
1621 if (spell->flag [FLAG_MONSTER] && (tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER))
1622 {
1623 done_one = 2;
1624
1625 if (!detect)
1626 detect = tmp;
1627 }
1628
1629 /* Basically, if race is set in the spell, then the creatures race must
1630 * match that. if the spell race is set to GOD, then the gods opposing
1631 * race must match.
1632 */
1633 if (spell->race && tmp->flag [FLAG_MONSTER] && tmp->race &&
1634 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1635 spell->race.contains (tmp->race)))
1636 {
1637 done_one = 2;
1638
1639 if (!detect)
1640 detect = tmp;
1641 }
1642
1643 if (spell->flag [FLAG_KNOWN_CURSED]
1644 && !tmp->flag [FLAG_KNOWN_CURSED]
1645 && tmp->need_identify ()
1646 && (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))
1647 {
1648 tmp->set_flag (FLAG_KNOWN_CURSED);
1649 done_one = 1;
1650 }
1651
1652 // Do mining detection spell:
1653 if (spell->last_sp == 1) // 1 - detect any vein
1654 {
1655 if (tmp->type == VEIN)
1656 {
1657 if (tmp->other_arch)
1658 {
1659 if (!detect)
1660 detect = tmp->other_arch;
1661 done_one = 2;
1662 }
1663 else
1598 done_one = 1; 1664 done_one = 1;
1599 } 1665 }
1600 } 1666 }
1601
1602 if (QUERY_FLAG (tmp, 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 apparant.
1618 */
1619
1620 /* detect magic */
1621 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1622 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1623 {
1624 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1625 /* make runes more visibile */
1626 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1627 tmp->stats.Cha /= 4;
1628 done_one = 1;
1629 }
1630 /* detect monster */
1631 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1632 {
1633 done_one = 2;
1634 if (!detect)
1635 detect = tmp;
1636 }
1637 /* Basically, if race is set in the spell, then the creatures race must
1638 * match that. if the spell race is set to GOD, then the gods opposing
1639 * race must match.
1640 */
1641 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1642 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) ||
1643 (strstr (spell->race, tmp->race))))
1644 {
1645 done_one = 2;
1646 if (!detect)
1647 detect = tmp;
1648 }
1649 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1650 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1651 {
1652 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1653 done_one = 1;
1654 }
1655 } /* for stack of objects on this space */ 1667 } /* for stack of objects on this space */
1656 1668
1657 /* Code here puts an effect of the spell on the space, so you can see 1669 /* Code here puts an effect of the spell on the space, so you can see
1658 * where the magic is. 1670 * where the magic is.
1659 */ 1671 */
1660 if (done_one) 1672 if (done_one)
1661 { 1673 {
1662 object *detect_ob = arch_to_object (spell->other_arch); 1674 object *detect_ob = spell->other_arch->instance ();
1663 1675
1664 /* if this is set, we want to copy the face */ 1676 /* if this is set, we want to copy the face */
1665 if (done_one == 2 && detect) 1677 if (done_one == 2 && detect)
1666 { 1678 {
1667 detect_ob->face = detect->face; 1679 detect_ob->face = detect->face;
1668 detect_ob->animation_id = detect->animation_id; 1680 detect_ob->animation_id = detect->animation_id;
1669 detect_ob->anim_speed = detect->anim_speed; 1681 detect_ob->anim_speed = detect->anim_speed;
1670 detect_ob->last_anim = 0; 1682 detect_ob->last_anim = 0;
1671 /* by default, the detect_ob is already animated */ 1683 /* by default, the detect_ob is already animated */
1672 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1684 if (!detect->flag [FLAG_ANIMATE])
1673 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1685 detect_ob->clr_flag (FLAG_ANIMATE);
1674 } 1686 }
1675 1687
1676 m->insert (detect_ob, nx, ny, op); 1688 m->insert (detect_ob, nx, ny, op, INS_ON_TOP);
1677 } 1689 }
1678 } /* for processing the surrounding spaces */ 1690 } /* for processing the surrounding spaces */
1679 1691
1680 1692
1681 /* Now process objects in the players inventory if detect curse or magic */ 1693 /* Now process objects in the players inventory if detect curse or magic */
1682 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL)) 1694 if (spell->flag [FLAG_KNOWN_CURSED] || spell->flag [FLAG_KNOWN_MAGICAL])
1683 { 1695 {
1684 done_one = 0; 1696 done_one = 0;
1697
1685 for (tmp = op->inv; tmp; tmp = tmp->below) 1698 for (tmp = op->inv; tmp; tmp = tmp->below)
1686 { 1699 {
1687 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1700 if (!tmp->invisible && !tmp->flag [FLAG_IDENTIFIED])
1688 { 1701 {
1689 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)) 1702 if (spell->flag [FLAG_KNOWN_MAGICAL] && is_magical (tmp) && !tmp->flag [FLAG_KNOWN_MAGICAL])
1690 { 1703 {
1691 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1704 tmp->set_flag (FLAG_KNOWN_MAGICAL);
1692 if (op->type == PLAYER) 1705
1706 if (object *pl = tmp->visible_to ())
1693 esrv_send_item (op, tmp); 1707 esrv_update_item (UPD_FLAGS, pl, tmp);
1694 } 1708 }
1695 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1709
1696 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1710 if (spell->flag [FLAG_KNOWN_CURSED] && !tmp->flag [FLAG_KNOWN_CURSED] &&
1711 (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))
1697 { 1712 {
1698 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1713 tmp->set_flag (FLAG_KNOWN_CURSED);
1699 if (op->type == PLAYER) 1714
1715 if (object *pl = tmp->visible_to ())
1700 esrv_send_item (op, tmp); 1716 esrv_update_item (UPD_FLAGS, pl, tmp);
1701 } 1717 }
1702 } /* if item is not identified */ 1718 } /* if item is not identified */
1703 } /* for the players inventory */ 1719 } /* for the players inventory */
1704 } /* if detect magic/curse and object is a player */ 1720 } /* if detect magic/curse and object is a player */
1721
1705 return 1; 1722 return 1;
1706} 1723}
1707 1724
1708 1725
1709/** 1726/**
1722 1739
1723 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you."); 1740 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
1724 1741
1725 if (victim->stats.sp >= victim->stats.maxsp * 2) 1742 if (victim->stats.sp >= victim->stats.maxsp * 2)
1726 { 1743 {
1727 object *tmp;
1728
1729 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1744 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
1730
1731 /* Explodes a fireball centered at player */
1732 tmp = get_archetype (EXPLODING_FIREBALL);
1733 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
1734 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
1735
1736 tmp->insert_at (victim);
1737 victim->stats.sp = 2 * victim->stats.maxsp; 1745 victim->stats.sp = 2 * victim->stats.maxsp;
1746 create_exploding_ball_at (victim, caster_level);
1738 } 1747 }
1739 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1748 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
1740 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); 1749 new_draw_info (NDI_UNIQUE | NDI_ORANGE, 0, victim, "You feel like your head is going to explode.");
1741 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1750 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
1742 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 1751 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
1743 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1752 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
1744 { 1753 {
1745 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1754 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
1769 mflags = get_map_flags (m, &m, x, y, &x, &y); 1778 mflags = get_map_flags (m, &m, x, y, &x, &y);
1770 1779
1771 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1780 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
1772 { 1781 {
1773 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above) 1782 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
1774 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1783 if (plyr != op && plyr->flag [FLAG_ALIVE])
1775 break; 1784 break;
1776 } 1785 }
1777 1786
1778 1787
1779 /* If we did not find a player in the specified direction, transfer 1788 /* If we did not find a player in the specified direction, transfer
1780 * to anyone on top of us. This is used for the rune of transference mostly. 1789 * to anyone on top of us. This is used for the rune of transference mostly.
1781 */ 1790 */
1782 if (plyr == NULL) 1791 if (plyr == NULL)
1783 for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above) 1792 for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above)
1784 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1793 if (plyr != op && plyr->flag [FLAG_ALIVE])
1785 break; 1794 break;
1786 1795
1787 if (!plyr) 1796 if (!plyr)
1788 { 1797 {
1789 new_draw_info (NDI_BLACK, 0, op, "There is no one there."); 1798 op->failmsg ("There is no one there.");
1790 return 0; 1799 return 0;
1791 } 1800 }
1792 /* give sp */ 1801 /* give sp */
1793 if (spell->stats.dam > 0) 1802 if (spell->stats.dam > 0)
1794 { 1803 {
1795 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell); 1804 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
1796 charge_mana_effect (plyr, caster_level (caster, spell)); 1805 charge_mana_effect (plyr, casting_level (caster, spell));
1797 return 1; 1806 return 1;
1798 } 1807 }
1799 /* suck sp away. Can't suck sp from yourself */ 1808 /* suck sp away. Can't suck sp from yourself */
1800 else if (op != plyr) 1809 else if (op != plyr)
1801 { 1810 {
1806 if (rate > 95) 1815 if (rate > 95)
1807 rate = 95; 1816 rate = 95;
1808 1817
1809 sucked = (plyr->stats.sp * rate) / 100; 1818 sucked = (plyr->stats.sp * rate) / 100;
1810 plyr->stats.sp -= sucked; 1819 plyr->stats.sp -= sucked;
1811 if (QUERY_FLAG (op, FLAG_ALIVE)) 1820 if (op->flag [FLAG_ALIVE])
1812 { 1821 {
1813 /* Player doesn't get full credit */ 1822 /* Player doesn't get full credit */
1814 sucked = (sucked * rate) / 100; 1823 sucked = (sucked * rate) / 100;
1815 op->stats.sp += sucked; 1824 op->stats.sp += sucked;
1816 if (sucked > 0) 1825 if (sucked > 0)
1817 { 1826 {
1818 charge_mana_effect (op, caster_level (caster, spell)); 1827 charge_mana_effect (op, casting_level (caster, spell));
1819 } 1828 }
1820 } 1829 }
1821 return 1; 1830 return 1;
1822 } 1831 }
1823 return 0; 1832 return 0;
1867 * monsters either. 1876 * monsters either.
1868 */ 1877 */
1869 1878
1870 if (head->attacktype & AT_MAGIC 1879 if (head->attacktype & AT_MAGIC
1871 && !(head->attacktype & AT_COUNTERSPELL) 1880 && !(head->attacktype & AT_COUNTERSPELL)
1872 && !QUERY_FLAG (head, FLAG_MONSTER) 1881 && !head->flag [FLAG_MONSTER]
1873 && (op->level > head->level)) 1882 && (op->level > head->level))
1874 head->destroy (); 1883 head->destroy ();
1875 else 1884 else
1876 switch (head->type) 1885 switch (head->type)
1877 { 1886 {
1878 case SPELL_EFFECT: 1887 case SPELL_EFFECT:
1879 // XXX: Don't affect floor spelleffects. See also XXX comment 1888 // XXX: Don't affect floor spelleffects. See also XXX comment
1880 // about sanctuary in spell_util.C 1889 // about sanctuary in spell_util.C
1881 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1890 if (tmp->flag [FLAG_IS_FLOOR])
1882 continue; 1891 continue;
1883 1892
1884 if (op->level > head->level) 1893 if (op->level > head->level)
1885 head->destroy (); 1894 head->destroy ();
1886 1895
1899 break; 1908 break;
1900 } 1909 }
1901 } 1910 }
1902} 1911}
1903 1912
1904
1905
1906/* cast_consecrate() - a spell to make an altar your god's */ 1913/* cast_consecrate() - a spell to make an altar your god's */
1907int 1914int
1908cast_consecrate (object *op, object *caster, object *spell) 1915cast_consecrate (object *op, object *caster, object *spell)
1909{ 1916{
1910 char buf[MAX_BUF]; 1917 char buf[MAX_BUF];
1911 1918
1912 object *tmp, *god = find_god (determine_god (op)); 1919 object *tmp, *god = find_god (determine_god (op));
1913 1920
1914 if (!god) 1921 if (!god)
1915 { 1922 {
1916 new_draw_info (NDI_UNIQUE, 0, op, "You can't consecrate anything if you don't worship a god!"); 1923 op->failmsg ("You can't consecrate anything if you don't worship a god!");
1917 return 0; 1924 return 0;
1918 } 1925 }
1919 1926
1920 for (tmp = op->below; tmp; tmp = tmp->below) 1927 for (tmp = op->below; tmp; tmp = tmp->below)
1921 { 1928 {
1922 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1929 if (tmp->flag [FLAG_IS_FLOOR])
1923 break; 1930 break;
1924 if (tmp->type == HOLY_ALTAR) 1931 if (tmp->type == HOLY_ALTAR)
1925 { 1932 {
1926 1933
1927 if (tmp->level > caster_level (caster, spell)) 1934 if (tmp->level > casting_level (caster, spell))
1928 { 1935 {
1929 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name); 1936 op->failmsgf ("You are not powerful enough to reconsecrate the %s", &tmp->name);
1930 return 0; 1937 return 0;
1931 } 1938 }
1932 else 1939 else
1933 { 1940 {
1934 /* If we got here, we are consecrating an altar */ 1941 /* If we got here, we are consecrating an altar */
1935 sprintf (buf, "Altar of %s", &god->name); 1942 sprintf (buf, "Altar of %s", &god->name);
1936 tmp->name = buf; 1943 tmp->name = buf;
1937 tmp->level = caster_level (caster, spell); 1944 tmp->level = casting_level (caster, spell);
1938 tmp->other_arch = god->arch; 1945 tmp->other_arch = god->arch;
1946
1939 if (op->type == PLAYER) 1947 if (op->type == PLAYER)
1940 esrv_update_item (UPD_NAME, op, tmp); 1948 esrv_update_item (UPD_NAME, op, tmp);
1949
1941 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name); 1950 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
1942 return 1; 1951 return 1;
1943 } 1952 }
1944 } 1953 }
1945 } 1954 }
1946 new_draw_info (NDI_UNIQUE, 0, op, "You are not standing over an altar!"); 1955
1956 op->failmsg ("You are not standing over an altar!");
1947 return 0; 1957 return 0;
1948} 1958}
1949 1959
1950/* animate_weapon - 1960/* animate_weapon -
1951 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon. 1961 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon.
1958 * player checks. MSW 2003-01-06 1968 * player checks. MSW 2003-01-06
1959 */ 1969 */
1960int 1970int
1961animate_weapon (object *op, object *caster, object *spell, int dir) 1971animate_weapon (object *op, object *caster, object *spell, int dir)
1962{ 1972{
1963 object *weapon, *tmp;
1964 char buf[MAX_BUF]; 1973 char buf[MAX_BUF];
1965 int a, i; 1974 int a, i;
1966 sint16 x, y; 1975 sint16 x, y;
1967 maptile *m; 1976 maptile *m;
1968 1977
1983 return 0; 1992 return 0;
1984 } 1993 }
1985 1994
1986 /* if no direction specified, pick one */ 1995 /* if no direction specified, pick one */
1987 if (!dir) 1996 if (!dir)
1988 dir = find_free_spot (NULL, op->map, op->x, op->y, 1, 9); 1997 dir = find_free_spot (spell->other_arch, op->map, op->x, op->y, 1, 9);
1989 1998
1990 m = op->map; 1999 m = op->map;
1991 x = op->x + freearr_x[dir]; 2000 x = op->x + freearr_x[dir];
1992 y = op->y + freearr_y[dir]; 2001 y = op->y + freearr_y[dir];
1993 2002
1994 /* if there's no place to put the golem, abort */ 2003 /* if there's no place to put the golem, abort */
1995 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || 2004 if (dir < 0 || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP)
1996 ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type)) 2005 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
1997 { 2006 {
1998 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2007 op->failmsg ("There is something in the way.");
1999 return 0; 2008 return 0;
2000 } 2009 }
2001 2010
2002 /* Use the weapon marked by the player. */ 2011 /* Use the weapon marked by the player. */
2003 weapon = find_marked_object (op); 2012 object *weapon = op->mark ();
2004 2013
2005 if (!weapon) 2014 if (!weapon)
2006 { 2015 {
2007 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2016 op->failmsg ("You must mark a weapon to use with this spell!");
2008 return 0; 2017 return 0;
2009 } 2018 }
2019
2010 if (spell->race && strcmp (weapon->arch->archname, spell->race)) 2020 if (spell->race && weapon->arch->archname != spell->race)
2011 { 2021 {
2012 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2022 op->failmsg ("The spell fails to transform your weapon.");
2013 return 0; 2023 return 0;
2014 } 2024 }
2025
2015 if (weapon->type != WEAPON) 2026 if (weapon->type != WEAPON)
2016 { 2027 {
2017 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it."); 2028 op->failmsg ("You need to wield a weapon to animate it.");
2018 return 0; 2029 return 0;
2019 } 2030 }
2020 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2031
2032 if (weapon->flag [FLAG_APPLIED])
2021 { 2033 {
2022 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon)); 2034 op->failmsgf ("You need to unequip %s before using it in this spell", query_name (weapon));
2023 return 0; 2035 return 0;
2024 } 2036 }
2025 2037
2026 if (weapon->nrof > 1) 2038 weapon = weapon->split ();
2027 {
2028 tmp = get_split_ob (weapon, 1);
2029 esrv_send_item (op, weapon);
2030 weapon = tmp;
2031 }
2032 2039
2033 /* create the golem object */ 2040 /* create the golem object */
2034 tmp = arch_to_object (spell->other_arch); 2041 object *tmp = spell->other_arch->instance ();
2035 2042
2036 /* if animated by a player, give the player control of the golem */ 2043 /* if animated by a player, give the player control of the golem */
2037 CLEAR_FLAG (tmp, FLAG_MONSTER); 2044 tmp->clr_flag (FLAG_MONSTER);
2038 tmp->stats.exp = 0; 2045 tmp->stats.exp = 0;
2039 add_friendly_object (tmp); 2046 add_friendly_object (tmp);
2040 tmp->type = GOLEM; 2047 tmp->type = GOLEM;
2041 tmp->set_owner (op); 2048 tmp->set_owner (op);
2042 op->contr->golem = tmp; 2049 op->contr->golem = tmp;
2043 set_spell_skill (op, caster, spell, tmp); 2050 set_spell_skill (op, caster, spell, tmp);
2044 2051
2045 /* Give the weapon to the golem now. A bit of a hack to check the 2052 /* Give the weapon to the golem now. A bit of a hack to check the
2046 * removed flag - it should only be set if get_split_object was 2053 * removed flag - it should only be set if weapon->split was
2047 * used above. 2054 * used above.
2048 */ 2055 */
2049 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2056 if (!weapon->flag [FLAG_REMOVED])
2050 weapon->remove (); 2057 weapon->remove ();
2051 2058
2052 insert_ob_in_ob (weapon, tmp); 2059 tmp->insert (weapon);
2053 esrv_send_item (op, weapon); 2060
2054 /* To do everything necessary to let a golem use the weapon is a pain, 2061 /* To do everything necessary to let a golem use the weapon is a pain,
2055 * so instead, just set it as equipped (otherwise, we need to update 2062 * so instead, just set it as equipped (otherwise, we need to update
2056 * body_info, skills, etc) 2063 * body_info, skills, etc)
2057 */ 2064 */
2058 SET_FLAG (tmp, FLAG_USE_WEAPON); 2065 tmp->set_flag (FLAG_USE_WEAPON);
2059 SET_FLAG (weapon, FLAG_APPLIED); 2066 weapon->set_flag (FLAG_APPLIED);
2060 tmp->update_stats (); 2067 tmp->update_stats ();
2061 2068
2062 /* There used to be 'odd' code that basically seemed to take the absolute 2069 /* There used to be 'odd' code that basically seemed to take the absolute
2063 * value of the weapon->magic an use that. IMO, that doesn't make sense - 2070 * value of the weapon->magic an use that. IMO, that doesn't make sense -
2064 * if you're using a crappy weapon, it shouldn't be as good. 2071 * if you're using a crappy weapon, it shouldn't be as good.
2084 2091
2085 /* attacktype */ 2092 /* attacktype */
2086 if (!tmp->attacktype) 2093 if (!tmp->attacktype)
2087 tmp->attacktype = AT_PHYSICAL; 2094 tmp->attacktype = AT_PHYSICAL;
2088 2095
2089 if (materialtype_t *mt = name_to_material (op->materialname))
2090 {
2091 for (i = 0; i < NROFATTACKS; i++) 2096 for (i = 0; i < NROFATTACKS; i++)
2092 tmp->resist[i] = 50 - (mt->save[i] * 5); 2097 tmp->resist[i] = 50 - (op->material->save[i] * 5);
2093 a = mt->save[0]; 2098
2094 } 2099 a = op->material->save[0];
2095 else
2096 {
2097 for (i = 0; i < NROFATTACKS; i++)
2098 tmp->resist[i] = 5;
2099 a = 10;
2100 }
2101 2100
2102 /* Set weapon's immunity */ 2101 /* Set weapon's immunity */
2103 tmp->resist[ATNR_CONFUSION] = 100; 2102 tmp->resist[ATNR_CONFUSION] = 100;
2104 tmp->resist[ATNR_POISON] = 100; 2103 tmp->resist[ATNR_POISON] = 100;
2105 tmp->resist[ATNR_SLOW] = 100; 2104 tmp->resist[ATNR_SLOW] = 100;
2113 /* Improve weapon's armour value according to best save vs. physical of its material */ 2112 /* Improve weapon's armour value according to best save vs. physical of its material */
2114 2113
2115 if (a > 14) 2114 if (a > 14)
2116 a = 14; 2115 a = 14;
2117 2116
2118 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); 2117 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.f - (float) tmp->resist[ATNR_PHYSICAL]) / (30.f - 2.f * a));
2119 2118
2120 /* Determine golem's speed */ 2119 /* Determine golem's speed */
2121 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell))); 2120 tmp->set_speed (min (3.33f, 0.4f + 0.1f * SP_level_range_adjust (caster, spell)));
2122 2121
2123 if (!spell->race) 2122 if (!spell->race)
2124 { 2123 {
2125 sprintf (buf, "animated %s", &weapon->name); 2124 sprintf (buf, "animated %s", &weapon->name);
2126 tmp->name = buf; 2125 tmp->name = buf;
2132 tmp->state = weapon->state; 2131 tmp->state = weapon->state;
2133 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2132 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2134 } 2133 }
2135 2134
2136 /* make experience increase in proportion to the strength of the summoned creature. */ 2135 /* make experience increase in proportion to the strength of the summoned creature. */
2137 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell)); 2136 tmp->stats.exp *= 1 + (max (spell->stats.maxgrace, spell->stats.sp) / casting_level (caster, spell));
2138 2137
2139 tmp->speed_left = -1; 2138 tmp->speed_left = -1;
2140 tmp->direction = dir; 2139 tmp->direction = dir;
2141 2140
2142 m->insert (tmp, x, y, op); 2141 m->insert (tmp, x, y, op);
2146/* cast_daylight() - changes the map darkness level *lower* */ 2145/* cast_daylight() - changes the map darkness level *lower* */
2147 2146
2148/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2147/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2149 * This changes the light level for the entire map. 2148 * This changes the light level for the entire map.
2150 */ 2149 */
2151
2152int 2150int
2153cast_change_map_lightlevel (object *op, object *caster, object *spell) 2151cast_change_map_lightlevel (object *op, object *caster, object *spell)
2154{ 2152{
2155 int success; 2153 int success;
2156 2154
2160 success = op->map->change_map_light (spell->stats.dam); 2158 success = op->map->change_map_light (spell->stats.dam);
2161 2159
2162 if (!success) 2160 if (!success)
2163 { 2161 {
2164 if (spell->stats.dam < 0) 2162 if (spell->stats.dam < 0)
2165 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2163 op->failmsg ("It can be no brighter here.");
2166 else 2164 else
2167 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2165 op->failmsg ("It can be no darker here.");
2168 } 2166 }
2167
2169 return success; 2168 return success;
2170} 2169}
2171
2172
2173
2174
2175 2170
2176/* create an aura spell object and put it in the player's inventory. 2171/* create an aura spell object and put it in the player's inventory.
2177 * as usual, op is player, caster is the object casting the spell, 2172 * as usual, op is player, caster is the object casting the spell,
2178 * spell is the spell object itself. 2173 * spell is the spell object itself.
2179 */ 2174 */
2185 2180
2186 new_aura = present_arch_in_ob (spell->other_arch, op); 2181 new_aura = present_arch_in_ob (spell->other_arch, op);
2187 if (new_aura) 2182 if (new_aura)
2188 refresh = 1; 2183 refresh = 1;
2189 else 2184 else
2190 new_aura = arch_to_object (spell->other_arch); 2185 new_aura = spell->other_arch->instance ();
2191 2186
2192 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); 2187 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2193 2188
2194 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 2189 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2195 2190
2196 new_aura->set_owner (op);
2197 set_spell_skill (op, caster, spell, new_aura); 2191 set_spell_skill (op, caster, spell, new_aura);
2198 new_aura->attacktype = spell->attacktype; 2192 new_aura->attacktype = spell->attacktype;
2199 2193
2200 new_aura->level = caster_level (caster, spell); 2194 new_aura->level = casting_level (caster, spell);
2195
2201 if (refresh) 2196 if (refresh)
2202 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2197 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2203 else 2198 else
2204 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2199 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2200
2205 insert_ob_in_ob (new_aura, op); 2201 insert_ob_in_ob (new_aura, op);
2202 new_aura->set_owner (op);
2203
2206 return 1; 2204 return 1;
2207} 2205}
2208
2209 2206
2210/* move aura function. An aura is a part of someone's inventory, 2207/* move aura function. An aura is a part of someone's inventory,
2211 * which he carries with him, but which acts on the map immediately 2208 * which he carries with him, but which acts on the map immediately
2212 * around him. 2209 * around him.
2213 * Aura parameters: 2210 * Aura parameters:
2214 * duration: duration counter. 2211 * duration: duration counter.
2215 * attacktype: aura's attacktype 2212 * attacktype: aura's attacktype
2216 * other_arch: archetype to drop where we attack 2213 * other_arch: archetype to drop where we attack
2217 */ 2214 */
2218
2219void 2215void
2220move_aura (object *aura) 2216move_aura (object *aura)
2221{ 2217{
2222 int i, mflags;
2223 object *env;
2224 maptile *m;
2225
2226 /* auras belong in inventories */ 2218 /* auras belong in inventories */
2227 env = aura->env; 2219 object *env = aura->env;
2220 object *owner = aura->owner;
2228 2221
2229 /* no matter what we've gotta remove the aura... 2222 /* no matter what we've gotta remove the aura...
2230 * we'll put it back if its time isn't up. 2223 * we'll put it back if its time isn't up.
2231 */ 2224 */
2232 aura->remove (); 2225 aura->remove ();
2237 aura->destroy (); 2230 aura->destroy ();
2238 return; 2231 return;
2239 } 2232 }
2240 2233
2241 /* auras only exist in inventories */ 2234 /* auras only exist in inventories */
2242 if (env == NULL || env->map == NULL) 2235 if (!env || !env->map)
2243 { 2236 {
2244 aura->destroy (); 2237 aura->destroy ();
2245 return; 2238 return;
2246 } 2239 }
2247 2240
2248 /* we need to jump out of the inventory for a bit 2241 /* we need to jump out of the inventory for a bit
2249 * in order to hit the map conveniently. 2242 * in order to hit the map conveniently.
2250 */ 2243 */
2251 aura->insert_at (env, aura); 2244 aura->insert_at (env, aura);
2252 2245
2253 for (i = 1; i < 9; i++) 2246 for (int i = 1; i < 9; i++)
2254 { 2247 {
2255 sint16 nx, ny; 2248 mapxy pos (env);
2249 pos.move (i);
2256 2250
2257 nx = aura->x + freearr_x[i];
2258 ny = aura->y + freearr_y[i];
2259 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2260
2261 /* Consider the movement tyep of the person with the aura as 2251 /* Consider the movement type of the person with the aura as
2262 * movement type of the aura. Eg, if the player is flying, the aura 2252 * movement type of the aura. Eg, if the player is flying, the aura
2263 * is flying also, if player is walking, it is on the ground, etc. 2253 * is flying also, if player is walking, it is on the ground, etc.
2264 */ 2254 */
2265 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny)))) 2255 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2266 { 2256 {
2267 hit_map (aura, i, aura->attacktype, 0); 2257 hit_map (aura, i, aura->attacktype, 0);
2268 2258
2269 if (aura->other_arch) 2259 if (aura->other_arch)
2270 m->insert (arch_to_object (aura->other_arch), nx, ny, aura); 2260 pos.insert (aura->other_arch->instance (), aura);
2271 } 2261 }
2272 } 2262 }
2273 2263
2274 /* put the aura back in the player's inventory */ 2264 /* put the aura back in the player's inventory */
2275 aura->remove (); 2265 env->insert (aura);
2276 insert_ob_in_ob (aura, env); 2266 aura->set_owner (owner);
2277} 2267}
2278 2268
2279/* moves the peacemaker spell. 2269/* moves the peacemaker spell.
2280 * op is the piece object. 2270 * op is the piece object.
2281 */ 2271 */
2282
2283void 2272void
2284move_peacemaker (object *op) 2273move_peacemaker (object *op)
2285{ 2274{
2286 object *tmp; 2275 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2287
2288 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2289 { 2276 {
2290 int atk_lev, def_lev; 2277 int atk_lev, def_lev;
2291 object *victim = tmp; 2278 object *victim = tmp->head_ ();
2292 2279
2293 if (tmp->head) 2280 if (!victim->flag [FLAG_MONSTER])
2294 victim = tmp->head;
2295 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2296 continue; 2281 continue;
2297 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2282
2283 if (victim->flag [FLAG_UNAGGRESSIVE])
2298 continue; 2284 continue;
2285
2299 if (victim->stats.exp == 0) 2286 if (victim->stats.exp == 0)
2300 continue; 2287 continue;
2301 2288
2302 def_lev = MAX (1, victim->level); 2289 def_lev = max (1, victim->level);
2303 atk_lev = MAX (1, op->level); 2290 atk_lev = max (1, op->level);
2304 2291
2305 if (rndm (0, atk_lev - 1) > def_lev) 2292 if (rndm (0, atk_lev - 1) > def_lev)
2306 { 2293 {
2307 /* make this sucker peaceful. */ 2294 /* make this sucker peaceful. */
2308 2295
2296 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2309 change_exp (op->owner, victim->stats.exp, op->skill, 0); 2297 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2310 victim->stats.exp = 0; 2298 victim->stats.exp = 0;
2311#if 0 2299#if 0
2312 /* No idea why these were all set to zero - if something 2300 /* No idea why these were all set to zero - if something
2313 * makes this creature agressive, he should still do damage. 2301 * makes this creature agressive, he should still do damage.
2316 victim->stats.sp = 0; 2304 victim->stats.sp = 0;
2317 victim->stats.grace = 0; 2305 victim->stats.grace = 0;
2318 victim->stats.Pow = 0; 2306 victim->stats.Pow = 0;
2319#endif 2307#endif
2320 victim->attack_movement = RANDO2; 2308 victim->attack_movement = RANDO2;
2321 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2309 victim->set_flag (FLAG_UNAGGRESSIVE);
2322 SET_FLAG (victim, FLAG_RUN_AWAY); 2310 victim->set_flag (FLAG_RUN_AWAY);
2323 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2311 victim->set_flag (FLAG_RANDOM_MOVE);
2324 CLEAR_FLAG (victim, FLAG_MONSTER); 2312 victim->clr_flag (FLAG_MONSTER);
2313
2325 if (victim->name) 2314 if (victim->name)
2326 {
2327 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name); 2315 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2328 } 2316 }
2329 }
2330 } 2317 }
2331} 2318}
2332
2333 2319
2334/* This writes a rune that contains the appropriate message. 2320/* This writes a rune that contains the appropriate message.
2335 * There really isn't any adjustments we make. 2321 * There really isn't any adjustments we make.
2336 */ 2322 */
2337
2338int 2323int
2339write_mark (object *op, object *spell, const char *msg) 2324write_mark (object *op, object *spell, const char *msg)
2340{ 2325{
2341 char rune[HUGE_BUF];
2342 object *tmp;
2343
2344 if (!msg || msg[0] == 0) 2326 if (!msg || msg[0] == 0)
2345 { 2327 {
2346 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2328 op->failmsg ("Write what?");
2347 return 0; 2329 return 0;
2348 } 2330 }
2349 2331
2350 if (strcasestr_local (msg, "endmsg")) 2332 if (!msg_is_safe (msg))
2351 { 2333 {
2352 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?"); 2334 op->failmsg ("Trying to cheat are we? H<@-signs are not allowed in marking runes.>");
2353 LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg); 2335 LOG (llevInfo, "write_mark: player %s tried to write bogus rune %s\n", &op->name, msg);
2354 return 0; 2336 return 0;
2355 } 2337 }
2338
2356 if (!spell->other_arch) 2339 if (!spell->other_arch)
2357 return 0; 2340 return 0;
2358 tmp = arch_to_object (spell->other_arch);
2359 2341
2360 snprintf (rune, sizeof (rune), "%s\n", msg); 2342 object *tmp = spell->other_arch->instance ();
2361 2343
2362 tmp->race = op->name; /*Save the owner of the rune */ 2344 tmp->race = op->name; /*Save the owner of the rune */
2363 tmp->msg = rune; 2345 tmp->msg = msg;
2364 2346
2365 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); 2347 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2348
2366 return 1; 2349 return 1;
2367} 2350}
2351

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