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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.69 by root, Thu Aug 23 17:17:41 2007 UTC vs.
Revision 1.145 by root, Wed Nov 16 23:42:03 2016 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 (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 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);
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
351 return 1; 351 return 1;
352 } 352 }
353 353
354 /* invis_race is set if we get here */ 354 /* invis_race is set if we get here */
355 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 355 if (pl->contr->invis_race == shstr_undead && is_true_undead (mon))
356 return 1; 356 return 1;
357 357
358 /* No race, can't be invisible to it */ 358 /* No race, can't be invisible to it */
359 if (!mon->race) 359 if (!mon->race)
360 return 0; 360 return 0;
361 361
362 if (strstr (mon->race, pl->contr->invis_race)) 362 if (mon->race.contains (pl->contr->invis_race))
363 return 1; 363 return 1;
364 364
365 /* Nothing matched above, return 0 */ 365 /* Nothing matched above, return 0 */
366 return 0; 366 return 0;
367 } 367 }
384int 384int
385cast_invisible (object *op, object *caster, object *spell_ob) 385cast_invisible (object *op, object *caster, object *spell_ob)
386{ 386{
387 if (op->invisible > 1000) 387 if (op->invisible > 1000)
388 { 388 {
389 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");
390 return 0; 390 return 0;
391 } 391 }
392 392
393 /* 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
394 * and if statement or two. 394 * and if statement or two.
395 */ 395 */
396 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
397 /* max duration */ 398 /* limit duration */
398 if (op->invisible > 1000) 399 min_it (op->invisible, 1000);
399 op->invisible = 1000;
400 400
401 if (op->type == PLAYER) 401 if (op->type == PLAYER)
402 { 402 {
403 op->contr->invis_race = spell_ob->race; 403 op->contr->invis_race = spell_ob->race;
404 404
405 if (QUERY_FLAG (spell_ob, FLAG_MAKE_INVIS)) 405 if (spell_ob->flag [FLAG_MAKE_INVIS])
406 op->contr->tmp_invis = 0; 406 op->contr->tmp_invis = 0;
407 else 407 else
408 op->contr->tmp_invis = 1; 408 op->contr->tmp_invis = 1;
409
410 op->contr->hidden = 0;
411 } 409 }
412 410
413 if (makes_invisible_to (op, op)) 411 if (makes_invisible_to (op, op))
414 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!"); 412 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!");
415 else 413 else
430/* earth to dust spell. Basically destroys earthwalls in the area. 428/* earth to dust spell. Basically destroys earthwalls in the area.
431 */ 429 */
432int 430int
433cast_earth_to_dust (object *op, object *caster, object *spell_ob) 431cast_earth_to_dust (object *op, object *caster, object *spell_ob)
434{ 432{
435 object *tmp, *next;
436 int range, i, j, mflags; 433 int range, i, j, mflags;
437 sint16 sx, sy; 434 sint16 sx, sy;
438 maptile *m; 435 maptile *m;
439
440 if (op->type != PLAYER)
441 return 0;
442 436
443 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 437 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
444 438
445 for (i = -range; i <= range; i++) 439 for (i = -range; i <= range; i++)
446 for (j = -range; j <= range; j++) 440 for (j = -range; j <= range; j++)
451 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 445 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
452 446
453 if (mflags & P_OUT_OF_MAP) 447 if (mflags & P_OUT_OF_MAP)
454 continue; 448 continue;
455 449
456 // earth to dust tears down everything that can be teared down 450 // earth to dust tears down everything that can be torn down
457 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next) 451 for (object *next, *tmp = m->at (sx, sy).bot; tmp; tmp = next)
458 { 452 {
459 next = tmp->above; 453 next = tmp->above;
460 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 454
455 if (tmp->flag [FLAG_TEAR_DOWN])
461 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 456 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
462 } 457 }
463 } 458 }
464 459
465 return 1; 460 return 1;
467 462
468void 463void
469execute_word_of_recall (object *op) 464execute_word_of_recall (object *op)
470{ 465{
471 if (object *pl = op->in_player ()) 466 if (object *pl = op->in_player ())
472 {
473 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST)) 467 if (pl->ms ().flags () & P_NO_CLERIC && !pl->flag [FLAG_WIZCAST])
474 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you."); 468 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
475 else 469 else
476 { 470 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
477 // remove first so we do not call update_stats
478 op->remove ();
479 pl->enter_exit (op);
480 }
481 }
482 471
483 op->destroy (); 472 op->destroy ();
484} 473}
485 474
486/* Word of recall causes the player to return 'home'. 475/* Word of recall causes the player to return 'home'.
488 * time delay effect. 477 * time delay effect.
489 */ 478 */
490int 479int
491cast_word_of_recall (object *op, object *caster, object *spell_ob) 480cast_word_of_recall (object *op, object *caster, object *spell_ob)
492{ 481{
493 object *dummy; 482 if (!op->is_player ())
494 int time;
495
496 if (op->type != PLAYER)
497 return 0; 483 return 0;
498 484
499 if (find_obj_by_type_subtype (op, SPELL_EFFECT, SP_WORD_OF_RECALL)) 485 if (find_obj_by_type_subtype (op, SPELL_EFFECT, SP_WORD_OF_RECALL))
500 { 486 {
501 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 487 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
502 return 1; 488 return 1;
503 } 489 }
504 490
505 dummy = get_archetype (FORCE_NAME); 491 object *dummy = archetype::get (FORCE_NAME);
506 if (dummy == NULL)
507 {
508 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
509 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
510 return 0;
511 }
512 492
513 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob); 493 int time = max (1, spell_ob->duration - SP_level_duration_adjust (caster, spell_ob));
514 if (time < 1)
515 time = 1;
516 494
517 /* value of speed really doesn't make much difference, as long as it is 495 /* value of speed really doesn't make much difference, as long as it is
518 * positive. Lower value may be useful so that the problem doesn't 496 * positive. Lower value may be useful so that the problem doesn't
519 * do anything really odd if it say a -1000 or something. 497 * do anything really odd if it say a -1000 or something.
520 */ 498 */
521 dummy->set_speed (0.002); 499 dummy->set_speed (0.002);
522 dummy->speed_left = -dummy->speed * time; 500 dummy->speed_left = -dummy->speed * time;
523 dummy->type = SPELL_EFFECT; 501 dummy->type = SPELL_EFFECT;
524 dummy->subtype = SP_WORD_OF_RECALL; 502 dummy->subtype = SP_WORD_OF_RECALL;
525 503 dummy->slaying = op->contr->savebed_map;
526 /* If we could take advantage of enter_player_savebed() here, it would be 504 dummy->stats.hp = op->contr->bed_x;
527 * nice, but until the map load fails, we can't. 505 dummy->stats.sp = op->contr->bed_y;
528 */
529 EXIT_PATH (dummy) = op->contr->savebed_map;
530 EXIT_X (dummy) = op->contr->bed_x;
531 EXIT_Y (dummy) = op->contr->bed_y;
532 506
533 op->insert (dummy); 507 op->insert (dummy);
534 508
535 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 509 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
536 510
575 549
576int 550int
577perceive_self (object *op) 551perceive_self (object *op)
578{ 552{
579 const char *cp = describe_item (op, op); 553 const char *cp = describe_item (op, op);
580 archetype *at = archetype::find (ARCH_DEPLETION); 554 archetype *at = archetype::find (shstr_depletion);
581 555
582 dynbuf_text buf; 556 dynbuf_text &buf = msg_dynbuf; buf.clear ();
583 557
584 if (player *pl = op->contr) 558 if (!op->is_player ())
559 return 0;
560
585 if (object *race = archetype::find (op->race)) 561 if (object *race = archetype::find (op->race))
586 buf << "You are a " << (pl->gender ? "female" : "male") << " " << &race->name << ".\n"; 562 buf << " - You are a G<male|female> " << &race->name << ".\n";
587 563
588 if (object *god = find_god (determine_god (op))) 564 if (object *god = find_god (determine_god (op)))
589 buf << "You worship " << &god->name << ".\n"; 565 buf << " - You worship " << &god->name << ".\n";
590 else 566 else
591 buf << "You worship no god.\n"; 567 buf << " - You worship no god.\n";
592 568
593 object *tmp = present_arch_in_ob (at, op); 569 object *tmp = present_arch_in_ob (at, op);
594 570
595 if (*cp == '\0' && tmp == NULL) 571 if (*cp == '\0' && !tmp)
596 buf << "You feel very mundane. "; 572 buf << " - You feel very mundane. ";
597 else 573 else
598 { 574 {
599 buf << "You have: " << cp << ".\n"; 575 buf << " - You have: " << cp << ".\n";
600 576
601 if (tmp) 577 if (tmp)
602 for (int i = 0; i < NUM_STATS; i++) 578 for (int i = 0; i < NUM_STATS; i++)
603 if (tmp->stats.stat (i) < 0) 579 if (tmp->stats.stat (i) < 0)
604 buf.printf ("Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i)); 580 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
605 } 581 }
606 582
607 if (is_dragon_pl (op)) 583 if (op->is_dragon ())
608 /* now grab the 'dragon_ability'-force from the player's inventory */ 584 /* now grab the 'dragon_ability'-force from the player's inventory */
609 for (tmp = op->inv; tmp; tmp = tmp->below) 585 for (tmp = op->inv; tmp; tmp = tmp->below)
610 { 586 {
611 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force) 587 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
612 { 588 {
613 if (tmp->stats.exp == 0) 589 if (tmp->stats.exp == 0)
614 buf << "Your metabolism isn't focused on anything.\n"; 590 buf << " - Your metabolism isn't focused on anything.\n";
615 else 591 else
616 buf << "Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n"; 592 buf << " - Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
617 593
618 break; 594 break;
619 } 595 }
620 } 596 }
621 597
622 buf << '\0'; // zero-terminate 598 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
623
624 new_draw_info (NDI_UNIQUE, 0, op, buf.linearise ());
625 599
626 return 1; 600 return 1;
627} 601}
628 602
629/* This creates magic walls. Really, it can create most any object, 603/* This creates magic walls. Really, it can create most any object,
655 629
656 if ((spell_ob->move_block || x != op->x || y != op->y) && 630 if ((spell_ob->move_block || x != op->x || y != op->y) &&
657 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) || 631 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) ||
658 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block))) 632 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
659 { 633 {
660 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 634 op->failmsg ("Something is in the way.");
661 return 0; 635 return 0;
662 } 636 }
663 637
664 if (spell_ob->other_arch) 638 if (spell_ob->other_arch)
665 tmp = arch_to_object (spell_ob->other_arch); 639 tmp = spell_ob->other_arch->instance ();
666 else if (spell_ob->race) 640 else if (spell_ob->race)
667 { 641 {
668 char buf1[MAX_BUF]; 642 char buf1[MAX_BUF];
669 643
670 sprintf (buf1, spell_ob->race, dir); 644 sprintf (buf1, spell_ob->race, dir);
674 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 648 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
675 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 649 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
676 return 0; 650 return 0;
677 } 651 }
678 652
679 tmp = arch_to_object (at); 653 tmp = at->instance ();
680 } 654 }
681 else 655 else
682 { 656 {
683 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name); 657 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
684 return 0; 658 return 0;
689 tmp->attacktype = spell_ob->attacktype; 663 tmp->attacktype = spell_ob->attacktype;
690 tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 664 tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
691 tmp->stats.dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 665 tmp->stats.dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
692 tmp->range = 0; 666 tmp->range = 0;
693 } 667 }
694 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 668 else if (tmp->flag [FLAG_ALIVE])
695 { 669 {
696 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 670 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
697 tmp->stats.maxhp = tmp->stats.hp; 671 tmp->stats.maxhp = tmp->stats.hp;
698 } 672 }
699 673
700 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP)) 674 if (spell_ob->flag [FLAG_IS_USED_UP] || tmp->flag [FLAG_IS_USED_UP])
701 { 675 {
702 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 676 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
703 SET_FLAG (tmp, FLAG_IS_USED_UP); 677 tmp->set_flag (FLAG_IS_USED_UP);
704 } 678 }
705 679
706 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 680 if (spell_ob->flag [FLAG_TEAR_DOWN])
707 { 681 {
708 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 682 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
709 tmp->stats.maxhp = tmp->stats.hp; 683 tmp->stats.maxhp = tmp->stats.hp;
710 SET_FLAG (tmp, FLAG_TEAR_DOWN); 684 tmp->set_flag (FLAG_TEAR_DOWN);
711 SET_FLAG (tmp, FLAG_ALIVE); 685 tmp->set_flag (FLAG_ALIVE);
712 } 686 }
713 687
714 /* This can't really hurt - if the object doesn't kill anything, 688 /* This can't really hurt - if the object doesn't kill anything,
715 * these fields just won't be used. Do not set the owner for 689 * these fields just won't be used. Do not set the owner for
716 * earthwalls, though, so they survive restarts. 690 * earthwalls, though, so they survive restarts.
717 */ 691 */
718 if (tmp->type != EARTHWALL) //TODO 692 if (tmp->type != EARTHWALL) //TODO
719 tmp->set_owner (op); 693 tmp->set_owner (op);
720 694
721 set_spell_skill (op, caster, spell_ob, tmp); 695 set_spell_skill (op, caster, spell_ob, tmp);
722 tmp->level = caster_level (caster, spell_ob) / 2; 696 tmp->level = casting_level (caster, spell_ob) / 2;
723 697
724 name = tmp->name; 698 name = tmp->name;
725 if (!(tmp = m->insert (tmp, x, y, op))) 699 if (!(tmp = m->insert (tmp, x, y, op)))
726 { 700 {
727 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name); 701 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
728 return 0; 702 return 0;
729 } 703 }
730 704
731 /* If this is a spellcasting wall, need to insert the spell object */ 705 /* If this is a spellcasting wall, need to insert the spell object */
732 if (tmp->other_arch && tmp->other_arch->type == SPELL) 706 if (tmp->other_arch && tmp->other_arch->type == SPELL)
733 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 707 insert_ob_in_ob (tmp->other_arch->instance (), tmp);
734 708
735 /* This code causes the wall to extend some distance in 709 /* This code causes the wall to extend some distance in
736 * each direction, or until an obstruction is encountered. 710 * each direction, or until an obstruction is encountered.
737 * posblocked and negblocked help determine how far the 711 * posblocked and negblocked help determine how far the
738 * created wall can extend, it won't go extend through 712 * created wall can extend, it won't go extend through
758 object *tmp2 = tmp->clone (); 732 object *tmp2 = tmp->clone ();
759 m->insert (tmp2, x, y, op); 733 m->insert (tmp2, x, y, op);
760 734
761 /* If this is a spellcasting wall, need to insert the spell object */ 735 /* If this is a spellcasting wall, need to insert the spell object */
762 if (tmp2->other_arch && tmp2->other_arch->type == SPELL) 736 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
763 tmp2->insert (arch_to_object (tmp2->other_arch)); 737 tmp2->insert (tmp2->other_arch->instance ());
764 738
765 } 739 }
766 else 740 else
767 posblocked = 1; 741 posblocked = 1;
768 742
775 { 749 {
776 object *tmp2 = tmp->clone (); 750 object *tmp2 = tmp->clone ();
777 m->insert (tmp2, x, y, op); 751 m->insert (tmp2, x, y, op);
778 752
779 if (tmp2->other_arch && tmp2->other_arch->type == SPELL) 753 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
780 tmp2->insert (arch_to_object (tmp2->other_arch)); 754 tmp2->insert (tmp2->other_arch->instance ());
781 } 755 }
782 else 756 else
783 negblocked = 1; 757 negblocked = 1;
784 } 758 }
785 759
786 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) 760 if (tmp->flag [FLAG_BLOCKSVIEW])
787 update_all_los (op->map, op->x, op->y); 761 update_all_los (op->map, op->x, op->y);
788 762
789 return 1; 763 return 1;
790} 764}
791 765
792int 766int
793dimension_door (object *op, object *caster, object *spob, int dir) 767dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
794{ 768{
795 uint32 dist, maxdist; 769 uint32 dist, maxdist;
796 int mflags; 770 int mflags;
797 maptile *m; 771 maptile *m;
798 sint16 sx, sy; 772 sint16 sx, sy;
800 if (op->type != PLAYER) 774 if (op->type != PLAYER)
801 return 0; 775 return 0;
802 776
803 if (!dir) 777 if (!dir)
804 { 778 {
805 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?"); 779 op->failmsg ("In what direction?");
806 return 0; 780 return 0;
807 } 781 }
808 782
809 /* Given the new outdoor maps, can't let players dimension door for 783 /* Given the new outdoor maps, can't let players dimension door for
810 * ever, so put limits in. 784 * ever, so put limits in.
811 */ 785 */
812 maxdist = spob->range + SP_level_range_adjust (caster, spob); 786 maxdist = spob->range + SP_level_range_adjust (caster, spob);
813 787
814 if (op->contr->count) 788 if (spellparam)
815 { 789 {
790 int count = atoi (spellparam);
791
816 if (op->contr->count > maxdist) 792 if (count > maxdist)
817 { 793 {
818 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!"); 794 op->failmsg ("You can't dimension door that far!");
819 return 0; 795 return 0;
820 } 796 }
821 797
822 for (dist = 0; dist < op->contr->count; dist++) 798 for (dist = 0; dist < count; dist++)
823 { 799 {
824 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy); 800 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
825 801
826 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 802 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
827 break; 803 break;
828 804
829 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) 805 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
830 break; 806 break;
831 } 807 }
832 808
833 if (dist < op->contr->count) 809 if (dist < count)
834 { 810 {
835 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n"); 811 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
836 op->contr->count = 0;
837 return 0; 812 return 0;
838 } 813 }
839
840 op->contr->count = 0;
841 814
842 /* Remove code that puts player on random space on maps. IMO, 815 /* Remove code that puts player on random space on maps. IMO,
843 * a lot of maps probably have areas the player should not get to, 816 * a lot of maps probably have areas the player should not get to,
844 * but may not be marked as NO_MAGIC (as they may be bounded 817 * but may not be marked as NO_MAGIC (as they may be bounded
845 * by such squares). Also, there are probably treasure rooms and 818 * by such squares). Also, there are probably treasure rooms and
887 break; 860 break;
888 861
889 } 862 }
890 if (!dist) 863 if (!dist)
891 { 864 {
892 new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n"); 865 op->failmsg ("Your spell failed!\n");
893 return 0; 866 return 0;
894 } 867 }
895 } 868 }
896 869
897 /* Actually move the player now */ 870 /* Actually move the player now */
898 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op))) 871 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op)))
899 return 1; 872 return 1;
900 873
901 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ 874 op->speed_left = -5. * op->speed; /* Freeze them for a short while */
875
902 return 1; 876 return 1;
903} 877}
904
905 878
906/* cast_heal: Heals something. 879/* cast_heal: Heals something.
907 * op is the caster. 880 * op is the caster.
908 * dir is the direction he is casting it in. 881 * dir is the direction he is casting it in.
909 * spell is the spell object. 882 * spell is the spell object.
936 { 909 {
937 /* See how many points we actually heal. Instead of messages 910 /* See how many points we actually heal. Instead of messages
938 * based on type of spell, we instead do messages based 911 * based on type of spell, we instead do messages based
939 * on amount of damage healed. 912 * on amount of damage healed.
940 */ 913 */
941 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 914 if (heal > tmp->stats.maxhp - tmp->stats.hp)
942 heal = tmp->stats.maxhp - tmp->stats.hp; 915 heal = tmp->stats.maxhp - tmp->stats.hp;
916
943 tmp->stats.hp += heal; 917 tmp->stats.hp += heal;
944 918
945 if (tmp->stats.hp >= tmp->stats.maxhp) 919 if (tmp->stats.hp >= tmp->stats.maxhp)
946 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 920 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
947 else if (heal > 50) 921 else if (heal > 50)
956 success = 1; 930 success = 1;
957 } 931 }
958 } 932 }
959 933
960 if (spell->attacktype & AT_DISEASE) 934 if (spell->attacktype & AT_DISEASE)
961 if (cure_disease (tmp, op)) 935 if (cure_disease (tmp, op, spell))
962 success = 1; 936 success = 1;
963 937
964 if (spell->attacktype & AT_POISON) 938 if (spell->attacktype & AT_POISON)
965 { 939 {
966 at = archetype::find ("poisoning"); 940 at = archetype::find (shstr_poisoning);
967 poison = present_arch_in_ob (at, tmp); 941 poison = present_arch_in_ob (at, tmp);
968 if (poison) 942 if (poison)
969 { 943 {
970 success = 1; 944 success = 1;
971 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 945 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
973 } 947 }
974 } 948 }
975 949
976 if (spell->attacktype & AT_CONFUSION) 950 if (spell->attacktype & AT_CONFUSION)
977 { 951 {
978 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 952 poison = present_in_ob_by_name (FORCE, shstr_confusion, tmp);
979 if (poison) 953 if (poison)
980 { 954 {
981 success = 1; 955 success = 1;
982 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 956 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
983 poison->duration = 1; 957 poison->duration = 1;
984 } 958 }
985 } 959 }
986 960
987 if (spell->attacktype & AT_BLIND) 961 if (spell->attacktype & AT_BLIND)
988 { 962 {
989 at = archetype::find ("blindness"); 963 at = archetype::find (shstr_blindness);
990 poison = present_arch_in_ob (at, tmp); 964 poison = present_arch_in_ob (at, tmp);
991 if (poison) 965 if (poison)
992 { 966 {
993 success = 1; 967 success = 1;
994 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return."); 968 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1012 tmp->stats.grace = tmp->stats.maxgrace; 986 tmp->stats.grace = tmp->stats.maxgrace;
1013 success = 1; 987 success = 1;
1014 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!"); 988 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1015 } 989 }
1016 990
1017 if (spell->stats.food && tmp->stats.food < 999) 991 if (spell->stats.food && tmp->stats.food < MAX_FOOD)
1018 { 992 {
1019 tmp->stats.food += spell->stats.food; 993 tmp->stats.food += spell->stats.food;
1020 if (tmp->stats.food > 999) 994 min_it (tmp->stats.food, MAX_FOOD);
1021 tmp->stats.food = 999; 995
1022 success = 1; 996 success = 1;
1023 /* We could do something a bit better like the messages for healing above */ 997 /* We could do something a bit better like the messages for healing above */
1024 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food"); 998 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1025 } 999 }
1026 1000
1040 "You don't feel any more powerful." 1014 "You don't feel any more powerful."
1041 "You are no easier to look at.", 1015 "You are no easier to look at.",
1042}; 1016};
1043 1017
1044int 1018int
1019change_ability_duration (object *spell, object *caster)
1020{
1021 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1022}
1023
1024int
1045cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) 1025cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1046{ 1026{
1047 object *force = NULL; 1027 object *force = 0;
1048 int i; 1028 int i;
1049 1029
1050 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1030 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1051 object *tmp = dir 1031 object *tmp = dir
1052 ? find_target_for_friendly_spell (op, dir) 1032 ? find_target_for_friendly_spell (op, dir)
1053 : op; 1033 : op;
1054 1034
1055 if (!tmp) 1035 if (!tmp)
1056 return 0; 1036 return 0;
1057 1037
1058 /* If we've already got a force of this type, don't add a new one. */ 1038 /* If we've already got a force of this type, don't add a new one. */
1066 break; 1046 break;
1067 } 1047 }
1068 else if (spell_ob->race && spell_ob->race == tmp2->name) 1048 else if (spell_ob->race && spell_ob->race == tmp2->name)
1069 { 1049 {
1070 if (!silent) 1050 if (!silent)
1071 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 1051 op->failmsgf ("You can not cast %s while %s is in effect",
1052 &spell_ob->name, &tmp2->name_pl);
1053
1072 return 0; 1054 return 0;
1073 } 1055 }
1074 } 1056 }
1075 } 1057 }
1058
1059 int duration = change_ability_duration (spell_ob, caster);
1060
1076 if (force == NULL) 1061 if (force)
1077 {
1078 force = get_archetype (FORCE_NAME);
1079 force->subtype = FORCE_CHANGE_ABILITY;
1080 if (spell_ob->race)
1081 force->name = spell_ob->race;
1082 else
1083 force->name = spell_ob->name;
1084 force->name_pl = spell_ob->name;
1085 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1086
1087 } 1062 {
1088 else
1089 {
1090 int duration;
1091
1092 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1093 if (duration > force->duration) 1063 if (duration > force->duration)
1094 { 1064 {
1095 force->duration = duration; 1065 force->duration = duration;
1096 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1066 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1097 } 1067 }
1098 else 1068 else
1099 {
1100 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1069 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1101 }
1102 1070
1103 return 1; 1071 return 1;
1104 } 1072 }
1105 1073
1106 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1074 new_draw_info_format (NDI_UNIQUE, 0, op,
1075 "You create an aura of magical force. H<The effect will last for about %.10g seconds.>",
1076 TICK2TIME (duration));
1077
1078 force = archetype::get (FORCE_NAME);
1079 force->subtype = FORCE_CHANGE_ABILITY;
1080 force->duration = duration;
1081
1082 if (spell_ob->race)
1083 force->name = spell_ob->race;
1084 else
1085 force->name = spell_ob->name;
1086
1087 force->name_pl = spell_ob->name;
1088
1107 force->speed = 1.0; 1089 force->speed = 1.0;
1108 force->speed_left = -1.0; 1090 force->speed_left = -1.0;
1109 SET_FLAG (force, FLAG_APPLIED); 1091 force->set_flag (FLAG_APPLIED);
1110 1092
1111 /* Now start processing the effects. First, protections */ 1093 /* Now start processing the effects. First, protections */
1112 for (i = 0; i < NROFATTACKS; i++) 1094 for (i = 0; i < NROFATTACKS; i++)
1113 {
1114 if (spell_ob->resist[i]) 1095 if (spell_ob->resist[i])
1115 {
1116 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob); 1096 force->resist[i] = min (100, spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob));
1117 if (force->resist[i] > 100)
1118 force->resist[i] = 100;
1119 }
1120 }
1121 1097
1122 if (spell_ob->stats.hp) 1098 if (spell_ob->stats.hp)
1123 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob); 1099 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1124 1100
1125 if (tmp->type == PLAYER) 1101 if (tmp->type == PLAYER)
1144 } 1120 }
1145 } 1121 }
1146 1122
1147 force->move_type = spell_ob->move_type; 1123 force->move_type = spell_ob->move_type;
1148 1124
1149 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK)) 1125 if (spell_ob->flag [FLAG_SEE_IN_DARK])
1150 SET_FLAG (force, FLAG_SEE_IN_DARK); 1126 force->set_flag (FLAG_SEE_IN_DARK);
1151 1127
1152 if (QUERY_FLAG (spell_ob, FLAG_XRAYS)) 1128 if (spell_ob->flag [FLAG_XRAYS])
1153 SET_FLAG (force, FLAG_XRAYS); 1129 force->set_flag (FLAG_XRAYS);
1154 1130
1155 /* Haste/bonus speed */ 1131 /* Haste/bonus speed */
1156 if (spell_ob->stats.exp) 1132 if (spell_ob->stats.exp)
1157 { 1133 {
1158 if (op->speed > 0.5f) 1134 if (op->speed > 0.5f)
1178 */ 1154 */
1179int 1155int
1180cast_bless (object *op, object *caster, object *spell_ob, int dir) 1156cast_bless (object *op, object *caster, object *spell_ob, int dir)
1181{ 1157{
1182 int i; 1158 int i;
1183 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1159 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1184 1160
1185 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1161 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1186 if (dir != 0) 1162 if (dir != 0)
1187 { 1163 {
1188 tmp = find_target_for_friendly_spell (op, dir); 1164 tmp = find_target_for_friendly_spell (op, dir);
1165
1166 if (!tmp)
1167 return 0;
1189 } 1168 }
1190 else 1169 else
1191 {
1192 tmp = op; 1170 tmp = op;
1193 }
1194 1171
1195 /* If we've already got a force of this type, don't add a new one. */ 1172 /* If we've already got a force of this type, don't add a new one. */
1196 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1173 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1197 { 1174 {
1198 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1175 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1199 { 1176 {
1200 if (tmp2->name == spell_ob->name) 1177 if (tmp2->name == spell_ob->name)
1201 { 1178 {
1207 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 1184 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1208 return 0; 1185 return 0;
1209 } 1186 }
1210 } 1187 }
1211 } 1188 }
1189
1212 if (force == NULL) 1190 if (force == NULL)
1213 { 1191 {
1214 force = get_archetype (FORCE_NAME); 1192 force = archetype::get (FORCE_NAME);
1215 force->subtype = FORCE_CHANGE_ABILITY; 1193 force->subtype = FORCE_CHANGE_ABILITY;
1216 if (spell_ob->race) 1194 if (spell_ob->race)
1217 force->name = spell_ob->race; 1195 force->name = spell_ob->race;
1218 else 1196 else
1219 force->name = spell_ob->name; 1197 force->name = spell_ob->name;
1234 { 1212 {
1235 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1213 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1236 } 1214 }
1237 return 0; 1215 return 0;
1238 } 1216 }
1217
1239 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1218 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1240 force->speed = 1.0; 1219 force->speed = 1.0;
1241 force->speed_left = -1.0; 1220 force->speed_left = -1.0;
1242 SET_FLAG (force, FLAG_APPLIED); 1221 force->set_flag (FLAG_APPLIED);
1243 1222
1244 if (!god) 1223 if (!god)
1245 { 1224 {
1246 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty."); 1225 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1247 } 1226 }
1248 else 1227 else
1249 { 1228 {
1250 /* Only give out good benefits, and put a max on it */ 1229 /* Only give out good benefits, and put a max on it */
1251 for (i = 0; i < NROFATTACKS; i++) 1230 for (i = 0; i < NROFATTACKS; i++)
1252 {
1253 if (god->resist[i] > 0) 1231 if (god->resist[i] > 0)
1254 {
1255 force->resist[i] = MIN (god->resist[i], spell_ob->resist[ATNR_GODPOWER]); 1232 force->resist[i] = min (god->resist[i], spell_ob->resist[ATNR_GODPOWER]);
1256 } 1233
1257 }
1258 force->path_attuned |= god->path_attuned; 1234 force->path_attuned |= god->path_attuned;
1259 1235
1260 if (spell_ob->attacktype) 1236 if (spell_ob->attacktype)
1261 force->slaying = god->slaying; 1237 force->slaying = god->slaying;
1262 1238
1282 1258
1283/* Alchemy code by Mark Wedel 1259/* Alchemy code by Mark Wedel
1284 * 1260 *
1285 * This code adds a new spell, called alchemy. Alchemy will turn 1261 * This code adds a new spell, called alchemy. Alchemy will turn
1286 * objects to pyrite ("false gold"), henceforth called gold nuggets. 1262 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1287 * 1263 *
1288 * The value of the gold nuggets being about 90% of that of the item 1264 * The value of the gold nuggets being about 90% of that of the item
1289 * itself. It uses the value of the object before charisma adjustments, 1265 * itself. It uses the value of the object before charisma adjustments,
1290 * because the nuggets themselves will be will be adjusted by charisma 1266 * because the nuggets themselves will be will be adjusted by charisma
1291 * when sold. 1267 * when sold.
1292 * 1268 *
1297static void 1273static void
1298alchemy_object (object *obj, uint64 &total_value, int &total_weight) 1274alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1299{ 1275{
1300 uint64 value = query_cost (obj, NULL, F_TRUE); 1276 uint64 value = query_cost (obj, NULL, F_TRUE);
1301 1277
1302 /* Give third price when we alchemy money (This should hopefully 1278 /* Give third price when we alchemy money (this should hopefully
1303 * make it so that it isn't worth it to alchemy money, sell 1279 * make it so that it isn't worth it to alchemy money, sell
1304 * the nuggets, alchemy the gold from that, etc. 1280 * the nuggets, alchemy the gold from that, etc.
1305 * Otherwise, give 9 silver on the gold for other objects, 1281 * Otherwise, give 9 silver on the gold for other objects,
1306 * so that it would still be more affordable to haul 1282 * so that it would still be more affordable to haul
1307 * the stuff back to town. 1283 * the stuff back to town.
1308 */ 1284 */
1309 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1285 if (obj->flag [FLAG_UNPAID])
1310 value = 0; 1286 value = 0;
1311 else if (obj->type == MONEY || obj->type == GEM) 1287 else if (obj->type == MONEY || obj->type == GEM)
1312 value /= 3; 1288 value /= 3;
1313 else 1289 else
1314 value = value * 9 / 10; 1290 value = value * 9 / 10;
1327 if (op->type != PLAYER) 1303 if (op->type != PLAYER)
1328 return 0; 1304 return 0;
1329 1305
1330 archetype *nugget[3]; 1306 archetype *nugget[3];
1331 1307
1332 nugget[0] = archetype::find ("pyrite3"); 1308 nugget[0] = archetype::find (shstr_pyrite3);
1333 nugget[1] = archetype::find ("pyrite2"); 1309 nugget[1] = archetype::find (shstr_pyrite2);
1334 nugget[2] = archetype::find ("pyrite"); 1310 nugget[2] = archetype::find (shstr_pyrite);
1335 1311
1336 /* Put a maximum weight of items that can be alchemised. Limits the power 1312 /* Put a maximum weight of items that can be alchemised. Limits the power
1337 * some, and also prevents people from alchemising every table/chair/clock 1313 * some, and also prevents people from alchemising every table/chair/clock
1338 * in sight 1314 * in sight
1339 */ 1315 */
1368 1344
1369 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next) 1345 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1370 { 1346 {
1371 next = tmp->above; 1347 next = tmp->above;
1372 1348
1373 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1349 if (tmp->weight > 0 && !tmp->flag [FLAG_NO_PICK] &&
1374 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1350 !tmp->flag [FLAG_ALIVE] && !tmp->flag [FLAG_IS_CAULDRON])
1375 { 1351 {
1376 if (tmp->inv) 1352 if (tmp->inv)
1377 { 1353 {
1378 object *next1, *tmp1; 1354 object *next1, *tmp1;
1379 1355
1380 for (tmp1 = tmp->inv; tmp1; tmp1 = next1) 1356 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1381 { 1357 {
1382 next1 = tmp1->below; 1358 next1 = tmp1->below;
1383 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1359 if (tmp1->weight > 0 && !tmp1->flag [FLAG_NO_PICK] &&
1384 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1360 !tmp1->flag [FLAG_ALIVE] && !tmp1->flag [FLAG_IS_CAULDRON])
1385 alchemy_object (tmp1, value, weight); 1361 alchemy_object (tmp1, value, weight);
1386 } 1362 }
1387 } 1363 }
1388 1364
1389 alchemy_object (tmp, value, weight); 1365 alchemy_object (tmp, value, weight);
1394 } 1370 }
1395 1371
1396 value -= rndm (value >> 4); 1372 value -= rndm (value >> 4);
1397 value = min (value, value_max); 1373 value = min (value, value_max);
1398 1374
1399 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i) 1375 for (int i = 0; i < array_length (nugget); ++i)
1400 if (int nrof = value / nugget [i]->value) 1376 if (int nrof = value / nugget [i]->value)
1401 { 1377 {
1402 value -= nrof * nugget[i]->value; 1378 value -= nrof * nugget[i]->value;
1403 1379
1404 object *tmp = arch_to_object (nugget[i]); 1380 object *tmp = nugget[i]->instance ();
1405 tmp->nrof = nrof; 1381 tmp->nrof = nrof;
1406 tmp->flag [FLAG_IDENTIFIED] = true; 1382 tmp->flag [FLAG_IDENTIFIED] = true;
1407 op->map->insert (tmp, x, y, op, 0); 1383 op->map->insert (tmp, x, y, op, 0);
1408 } 1384 }
1409 1385
1414 1390
1415bailout: 1391bailout:
1416 return 1; 1392 return 1;
1417} 1393}
1418 1394
1419
1420/* This function removes the cursed/damned status on equipped 1395/* This function removes the cursed/damned status on equipped
1421 * items. 1396 * items.
1422 */ 1397 */
1423int 1398int
1424remove_curse (object *op, object *caster, object *spell) 1399remove_curse (object *op, object *caster, object *spell)
1425{ 1400{
1426 object *tmp;
1427 int success = 0, was_one = 0; 1401 int success = 0, was_one = 0;
1428 1402
1403 int num_uncurse = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell));
1404
1405 op->splay_marked ();
1406
1407 int typeflag = spell->last_sp ? FLAG_DAMNED : FLAG_CURSED;
1408
1429 for (tmp = op->inv; tmp; tmp = tmp->below) 1409 for (object *tmp = op->inv; tmp && num_uncurse; tmp = tmp->below)
1430 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1410 if (!tmp->invisible && tmp->flag [typeflag])
1431 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1432 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1433 { 1411 {
1434 was_one++; 1412 ++was_one;
1413
1435 if (tmp->level <= caster_level (caster, spell)) 1414 if (tmp->level <= casting_level (caster, spell))
1436 { 1415 {
1437 success++; 1416 ++success;
1438 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1417 --num_uncurse;
1439 CLEAR_FLAG (tmp, FLAG_DAMNED);
1440 1418
1441 CLEAR_FLAG (tmp, FLAG_CURSED); 1419 tmp->clr_flag (typeflag);
1442 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1420 tmp->clr_flag (FLAG_CURSED);
1421 tmp->clr_flag (FLAG_KNOWN_CURSED);
1443 tmp->value = 0; /* Still can't sell it */ 1422 tmp->value = 0; /* Still can't sell it */
1444 if (op->type == PLAYER) 1423
1424 if (object *pl = tmp->visible_to ())
1445 esrv_send_item (op, tmp); 1425 esrv_update_item (UPD_FLAGS, pl, tmp);
1446 } 1426 }
1447 } 1427 }
1448 1428
1449 if (op->type == PLAYER) 1429 if (op->type == PLAYER)
1450 { 1430 {
1451 if (success) 1431 if (success)
1452 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now."); 1432 new_draw_info (NDI_UNIQUE, 0, op, "You realise that some of your items look shinier now. H<You successfully removed some curses.>");
1453 else 1433 else
1454 { 1434 {
1455 if (was_one) 1435 if (was_one)
1456 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse."); 1436 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove any curse. H<The spell was not strong enough.>");
1457 else 1437 else
1458 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items."); 1438 new_draw_info (NDI_UNIQUE, 0, op, "You are not having any cursed items. H<Epic fail.>");
1459 } 1439 }
1460 } 1440 }
1461 1441
1462 return success; 1442 return success;
1463} 1443}
1464 1444
1465/* Identifies objects in the players inventory/on the ground */ 1445/* Identifies objects in the players inventory/on the ground */
1466
1467int 1446int
1468cast_identify (object *op, object *caster, object *spell) 1447cast_identify (object *op, object *caster, object *spell)
1469{ 1448{
1470 object *tmp; 1449 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1471 int success = 0, num_ident;
1472 1450
1473 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1451 int num_ident = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell));
1474 1452
1475 if (num_ident < 1) 1453 op->splay_marked ();
1476 num_ident = 1;
1477 1454
1478 for (tmp = op->inv; tmp; tmp = tmp->below) 1455 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1479 { 1456 {
1480 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1457 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1481 { 1458 {
1482 identify (tmp); 1459 identify (tmp);
1483 1460
1484 if (op->type == PLAYER) 1461 if (op->type == PLAYER)
1485 { 1462 {
1486 new_draw_info_format (NDI_UNIQUE, 0, op, "You identified: %s.", long_desc (tmp, op)); 1463 buf.printf ("You identified: %s.\r", long_desc (tmp, op));
1487 1464
1488 if (tmp->msg) 1465 if (tmp->msg)
1489 { 1466 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1490 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1491 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1492 }
1493 } 1467 }
1494 1468
1495 num_ident--;
1496 success = 1;
1497 if (!num_ident) 1469 if (!--num_ident)
1498 break; 1470 break;
1499 } 1471 }
1500 } 1472 }
1501 1473
1502 /* If all the power of the spell has been used up, don't go and identify 1474 /* If all the power of the spell has been used up, don't go and identify
1503 * stuff on the floor. Only identify stuff on the floor if the spell 1475 * stuff on the floor. Only identify stuff on the floor if the spell
1504 * was not fully used. 1476 * was not fully used.
1505 */ 1477 */
1506 if (num_ident) 1478 if (num_ident)
1507 { 1479 {
1508 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 1480 for (object *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1509 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1481 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1510 { 1482 {
1511 identify (tmp); 1483 identify (tmp);
1512 1484
1513 if (op->type == PLAYER) 1485 if (object *pl = tmp->visible_to ())
1514 { 1486 {
1515 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground you identified: %s.", long_desc (tmp, op)); 1487 buf.printf ("On the ground you identified: %s.\r", long_desc (tmp, op));
1516 1488
1517 if (tmp->msg) 1489 if (tmp->msg)
1518 { 1490 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1519 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1520 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1521 }
1522
1523 esrv_send_item (op, tmp);
1524 } 1491 }
1525 1492
1526 num_ident--;
1527 success = 1;
1528 if (!num_ident) 1493 if (!--num_ident)
1529 break; 1494 break;
1530 } 1495 }
1531 } 1496 }
1532 1497
1533 if (!success) 1498 if (buf.empty ())
1534 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified."); 1499 {
1500 op->failmsg ("You can't reach anything unidentified.");
1501 return 0;
1502 }
1535 else 1503 else
1504 {
1505 if (op->contr)
1506 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1507
1536 spell_effect (spell, op->x, op->y, op->map, op); 1508 spell_effect (spell, op->x, op->y, op->map, op);
1537 1509 return 1;
1538 return success; 1510 }
1539} 1511}
1540 1512
1541int 1513int
1542cast_detection (object *op, object *caster, object *spell, object *skill) 1514cast_detection (object *op, object *caster, object *spell, object *skill)
1543{ 1515{
1544 object *tmp, *last, *god, *detect; 1516 object *tmp, *last, *god, *detect;
1545 int done_one, range, mflags, floor, level; 1517 int done_one, range, floor, level;
1546 sint16 x, y, nx, ny; 1518 sint16 x, y, nx, ny;
1547 maptile *m; 1519 maptile *m;
1548 1520
1549 /* We precompute some values here so that we don't have to keep 1521 /* We precompute some values here so that we don't have to keep
1550 * doing it over and over again. 1522 * doing it over and over again.
1551 */ 1523 */
1552 god = find_god (determine_god (op)); 1524 god = find_god (determine_god (op));
1553 level = caster_level (caster, spell); 1525 level = casting_level (caster, spell);
1554 range = spell->range + SP_level_range_adjust (caster, spell); 1526 range = spell->range + SP_level_range_adjust (caster, spell);
1555 1527
1556 if (!skill) 1528 if (!skill)
1557 skill = caster; 1529 skill = caster;
1558 1530
1559 for (x = op->x - range; x <= op->x + range; x++) 1531 dynbuf buf;
1560 for (y = op->y - range; y <= op->y + range; y++) 1532 unordered_mapwalk (buf, op, -range, -range, range, range)
1561 { 1533 {
1562 m = op->map;
1563 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1564 if (mflags & P_OUT_OF_MAP)
1565 continue;
1566
1567 /* For most of the detections, we only detect objects above the 1534 /* For most of the detections, we only detect objects above the
1568 * floor. But this is not true for show invisible. 1535 * floor. But this is not true for show invisible.
1569 * Basically, we just go and find the top object and work 1536 * Basically, we just go and find the top object and work
1570 * down - that is easier than working up. 1537 * down - that is easier than working up.
1571 */ 1538 */
1572 1539
1573 for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above) 1540 for (last = 0, tmp = m->at (nx, ny).bot; tmp; tmp = tmp->above)
1574 last = tmp; 1541 last = tmp;
1575 1542
1576 /* Shouldn't happen, but if there are no objects on a space, this 1543 /* Shouldn't happen, but if there are no objects on a space, this
1577 * would happen. 1544 * would happen.
1578 */ 1545 */
1579 if (!last) 1546 if (!last)
1580 continue; 1547 continue;
1581 1548
1582 done_one = 0; 1549 done_one = 0;
1583 floor = 0; 1550 floor = 0;
1584 detect = NULL; 1551 detect = 0;
1585 for (tmp = last; tmp; tmp = tmp->below) 1552 for (tmp = last; tmp; tmp = tmp->below)
1586 { 1553 {
1587 /* show invisible */ 1554 /* show invisible */
1588 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1555 if (spell->flag [FLAG_MAKE_INVIS]
1589 /* Might there be other objects that we can make visible? */ 1556 /* Might there be other objects that we can make visible? */
1590 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1557 && (tmp->invisible && (tmp->flag [FLAG_MONSTER]
1591 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1558 || (tmp->type == PLAYER && !tmp->flag [FLAG_WIZ])
1592 tmp->type == CF_HANDLE || 1559 || tmp->type == T_HANDLE
1593 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE || 1560 || tmp->type == TRAPDOOR
1561 || tmp->type == EXIT
1562 || tmp->type == HOLE
1563 || tmp->type == BUTTON
1594 tmp->type == BUTTON || tmp->type == TELEPORTER || 1564 || tmp->type == TELEPORTER
1565 || tmp->type == GATE
1595 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1566 || tmp->type == LOCKED_DOOR
1596 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN || 1567 || tmp->type == WEAPON
1568 || tmp->type == ALTAR
1569 || (tmp->type == SIGN && tmp->face != magicmouth_face)
1597 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1570 || tmp->type == TRIGGER_PEDESTAL
1598 tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR))) 1571 || tmp->type == SPECIAL_KEY
1572 || tmp->type == TREASURE
1573 || tmp->type == BOOK
1574 || tmp->type == HOLY_ALTAR
1575 || tmp->type == CONTAINER)))
1599 { 1576 {
1577 printf ("show inv %s\n", tmp->debug_desc());//D
1600 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4) 1578 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1601 { 1579 {
1602 tmp->invisible = 0; 1580 tmp->invisible = 0;
1581 done_one = 1;
1582 }
1583 }
1584
1585 if (tmp->flag [FLAG_IS_FLOOR])
1586 floor = 1;
1587
1588 /* All detections below this point don't descend beneath the floor,
1589 * so just continue on. We could be clever and look at the type of
1590 * detection to completely break out if we don't care about objects beneath
1591 * the floor, but once we get to the floor, not likely a very big issue anyways.
1592 */
1593 if (floor)
1594 continue;
1595
1596 /* I had thought about making detect magic and detect curse
1597 * show the flash the magic item like it does for detect monster.
1598 * however, if the object is within sight, this would then make it
1599 * difficult to see what object is magical/cursed, so the
1600 * effect wouldn't be as apparent.
1601 */
1602
1603 /* detect magic */
1604 if (spell->flag [FLAG_KNOWN_MAGICAL]
1605 && !tmp->flag [FLAG_KNOWN_MAGICAL]
1606 && !tmp->flag [FLAG_IDENTIFIED]
1607 && tmp->need_identify ()
1608 && is_magical (tmp))
1609 {
1610 tmp->set_flag (FLAG_KNOWN_MAGICAL);
1611 /* make runes more visible */
1612 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1613 tmp->stats.Cha /= 4;
1614
1615 done_one = 1;
1616 }
1617
1618 /* detect monster */
1619 if (spell->flag [FLAG_MONSTER] && (tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER))
1620 {
1621 done_one = 2;
1622
1623 if (!detect)
1624 detect = tmp;
1625 }
1626
1627 /* Basically, if race is set in the spell, then the creatures race must
1628 * match that. if the spell race is set to GOD, then the gods opposing
1629 * race must match.
1630 */
1631 if (spell->race && tmp->flag [FLAG_MONSTER] && tmp->race &&
1632 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1633 spell->race.contains (tmp->race)))
1634 {
1635 done_one = 2;
1636
1637 if (!detect)
1638 detect = tmp;
1639 }
1640
1641 if (spell->flag [FLAG_KNOWN_CURSED]
1642 && !tmp->flag [FLAG_KNOWN_CURSED]
1643 && tmp->need_identify ()
1644 && (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))
1645 {
1646 tmp->set_flag (FLAG_KNOWN_CURSED);
1647 done_one = 1;
1648 }
1649
1650 // Do mining detection spell:
1651 if (spell->last_sp == 1) // 1 - detect any vein
1652 {
1653 if (tmp->type == VEIN)
1654 {
1655 if (tmp->other_arch)
1656 {
1657 if (!detect)
1658 detect = tmp->other_arch;
1659 done_one = 2;
1660 }
1661 else
1603 done_one = 1; 1662 done_one = 1;
1604 } 1663 }
1605 } 1664 }
1606
1607 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1608 floor = 1;
1609
1610 /* All detections below this point don't descend beneath the floor,
1611 * so just continue on. We could be clever and look at the type of
1612 * detection to completely break out if we don't care about objects beneath
1613 * the floor, but once we get to the floor, not likely a very big issue anyways.
1614 */
1615 if (floor)
1616 continue;
1617
1618 /* I had thought about making detect magic and detect curse
1619 * show the flash the magic item like it does for detect monster.
1620 * however, if the object is within sight, this would then make it
1621 * difficult to see what object is magical/cursed, so the
1622 * effect wouldn't be as apparant.
1623 */
1624
1625 /* detect magic */
1626 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1627 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1628 {
1629 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1630 /* make runes more visibile */
1631 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1632 tmp->stats.Cha /= 4;
1633 done_one = 1;
1634 }
1635 /* detect monster */
1636 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1637 {
1638 done_one = 2;
1639 if (!detect)
1640 detect = tmp;
1641 }
1642 /* Basically, if race is set in the spell, then the creatures race must
1643 * match that. if the spell race is set to GOD, then the gods opposing
1644 * race must match.
1645 */
1646 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1647 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) ||
1648 (strstr (spell->race, tmp->race))))
1649 {
1650 done_one = 2;
1651 if (!detect)
1652 detect = tmp;
1653 }
1654 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1655 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1656 {
1657 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1658 done_one = 1;
1659 }
1660 } /* for stack of objects on this space */ 1665 } /* for stack of objects on this space */
1661 1666
1662 /* Code here puts an effect of the spell on the space, so you can see 1667 /* Code here puts an effect of the spell on the space, so you can see
1663 * where the magic is. 1668 * where the magic is.
1664 */ 1669 */
1665 if (done_one) 1670 if (done_one)
1666 { 1671 {
1667 object *detect_ob = arch_to_object (spell->other_arch); 1672 object *detect_ob = spell->other_arch->instance ();
1668 1673
1669 /* if this is set, we want to copy the face */ 1674 /* if this is set, we want to copy the face */
1670 if (done_one == 2 && detect) 1675 if (done_one == 2 && detect)
1671 { 1676 {
1672 detect_ob->face = detect->face; 1677 detect_ob->face = detect->face;
1673 detect_ob->animation_id = detect->animation_id; 1678 detect_ob->animation_id = detect->animation_id;
1674 detect_ob->anim_speed = detect->anim_speed; 1679 detect_ob->anim_speed = detect->anim_speed;
1675 detect_ob->last_anim = 0; 1680 detect_ob->last_anim = 0;
1676 /* by default, the detect_ob is already animated */ 1681 /* by default, the detect_ob is already animated */
1677 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1682 if (!detect->flag [FLAG_ANIMATE])
1678 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1683 detect_ob->clr_flag (FLAG_ANIMATE);
1679 } 1684 }
1680 1685
1681 m->insert (detect_ob, nx, ny, op); 1686 m->insert (detect_ob, nx, ny, op, INS_ON_TOP);
1682 } 1687 }
1683 } /* for processing the surrounding spaces */ 1688 } /* for processing the surrounding spaces */
1684 1689
1685 1690
1686 /* Now process objects in the players inventory if detect curse or magic */ 1691 /* Now process objects in the players inventory if detect curse or magic */
1687 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL)) 1692 if (spell->flag [FLAG_KNOWN_CURSED] || spell->flag [FLAG_KNOWN_MAGICAL])
1688 { 1693 {
1689 done_one = 0; 1694 done_one = 0;
1695
1690 for (tmp = op->inv; tmp; tmp = tmp->below) 1696 for (tmp = op->inv; tmp; tmp = tmp->below)
1691 { 1697 {
1692 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1698 if (!tmp->invisible && !tmp->flag [FLAG_IDENTIFIED])
1693 { 1699 {
1694 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)) 1700 if (spell->flag [FLAG_KNOWN_MAGICAL] && is_magical (tmp) && !tmp->flag [FLAG_KNOWN_MAGICAL])
1695 { 1701 {
1696 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1702 tmp->set_flag (FLAG_KNOWN_MAGICAL);
1697 if (op->type == PLAYER) 1703
1704 if (object *pl = tmp->visible_to ())
1698 esrv_send_item (op, tmp); 1705 esrv_update_item (UPD_FLAGS, pl, tmp);
1699 } 1706 }
1700 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1707
1701 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1708 if (spell->flag [FLAG_KNOWN_CURSED] && !tmp->flag [FLAG_KNOWN_CURSED] &&
1709 (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))
1702 { 1710 {
1703 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1711 tmp->set_flag (FLAG_KNOWN_CURSED);
1704 if (op->type == PLAYER) 1712
1713 if (object *pl = tmp->visible_to ())
1705 esrv_send_item (op, tmp); 1714 esrv_update_item (UPD_FLAGS, pl, tmp);
1706 } 1715 }
1707 } /* if item is not identified */ 1716 } /* if item is not identified */
1708 } /* for the players inventory */ 1717 } /* for the players inventory */
1709 } /* if detect magic/curse and object is a player */ 1718 } /* if detect magic/curse and object is a player */
1719
1710 return 1; 1720 return 1;
1711} 1721}
1712 1722
1713 1723
1714/** 1724/**
1727 1737
1728 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you."); 1738 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
1729 1739
1730 if (victim->stats.sp >= victim->stats.maxsp * 2) 1740 if (victim->stats.sp >= victim->stats.maxsp * 2)
1731 { 1741 {
1732 object *tmp;
1733
1734 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1742 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
1735
1736 /* Explodes a fireball centered at player */
1737 tmp = get_archetype (EXPLODING_FIREBALL);
1738 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
1739 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
1740
1741 tmp->insert_at (victim);
1742 victim->stats.sp = 2 * victim->stats.maxsp; 1743 victim->stats.sp = 2 * victim->stats.maxsp;
1744 create_exploding_ball_at (victim, caster_level);
1743 } 1745 }
1744 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1746 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
1745 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); 1747 new_draw_info (NDI_UNIQUE | NDI_ORANGE, 0, victim, "You feel like your head is going to explode.");
1746 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1748 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
1747 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 1749 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
1748 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1750 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
1749 { 1751 {
1750 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1752 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
1774 mflags = get_map_flags (m, &m, x, y, &x, &y); 1776 mflags = get_map_flags (m, &m, x, y, &x, &y);
1775 1777
1776 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1778 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
1777 { 1779 {
1778 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above) 1780 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
1779 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1781 if (plyr != op && plyr->flag [FLAG_ALIVE])
1780 break; 1782 break;
1781 } 1783 }
1782 1784
1783 1785
1784 /* If we did not find a player in the specified direction, transfer 1786 /* If we did not find a player in the specified direction, transfer
1785 * to anyone on top of us. This is used for the rune of transference mostly. 1787 * to anyone on top of us. This is used for the rune of transference mostly.
1786 */ 1788 */
1787 if (plyr == NULL) 1789 if (plyr == NULL)
1788 for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above) 1790 for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above)
1789 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1791 if (plyr != op && plyr->flag [FLAG_ALIVE])
1790 break; 1792 break;
1791 1793
1792 if (!plyr) 1794 if (!plyr)
1793 { 1795 {
1794 new_draw_info (NDI_BLACK, 0, op, "There is no one there."); 1796 op->failmsg ("There is no one there.");
1795 return 0; 1797 return 0;
1796 } 1798 }
1797 /* give sp */ 1799 /* give sp */
1798 if (spell->stats.dam > 0) 1800 if (spell->stats.dam > 0)
1799 { 1801 {
1800 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell); 1802 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
1801 charge_mana_effect (plyr, caster_level (caster, spell)); 1803 charge_mana_effect (plyr, casting_level (caster, spell));
1802 return 1; 1804 return 1;
1803 } 1805 }
1804 /* suck sp away. Can't suck sp from yourself */ 1806 /* suck sp away. Can't suck sp from yourself */
1805 else if (op != plyr) 1807 else if (op != plyr)
1806 { 1808 {
1811 if (rate > 95) 1813 if (rate > 95)
1812 rate = 95; 1814 rate = 95;
1813 1815
1814 sucked = (plyr->stats.sp * rate) / 100; 1816 sucked = (plyr->stats.sp * rate) / 100;
1815 plyr->stats.sp -= sucked; 1817 plyr->stats.sp -= sucked;
1816 if (QUERY_FLAG (op, FLAG_ALIVE)) 1818 if (op->flag [FLAG_ALIVE])
1817 { 1819 {
1818 /* Player doesn't get full credit */ 1820 /* Player doesn't get full credit */
1819 sucked = (sucked * rate) / 100; 1821 sucked = (sucked * rate) / 100;
1820 op->stats.sp += sucked; 1822 op->stats.sp += sucked;
1821 if (sucked > 0) 1823 if (sucked > 0)
1822 { 1824 {
1823 charge_mana_effect (op, caster_level (caster, spell)); 1825 charge_mana_effect (op, casting_level (caster, spell));
1824 } 1826 }
1825 } 1827 }
1826 return 1; 1828 return 1;
1827 } 1829 }
1828 return 0; 1830 return 0;
1872 * monsters either. 1874 * monsters either.
1873 */ 1875 */
1874 1876
1875 if (head->attacktype & AT_MAGIC 1877 if (head->attacktype & AT_MAGIC
1876 && !(head->attacktype & AT_COUNTERSPELL) 1878 && !(head->attacktype & AT_COUNTERSPELL)
1877 && !QUERY_FLAG (head, FLAG_MONSTER) 1879 && !head->flag [FLAG_MONSTER]
1878 && (op->level > head->level)) 1880 && (op->level > head->level))
1879 head->destroy (); 1881 head->destroy ();
1880 else 1882 else
1881 switch (head->type) 1883 switch (head->type)
1882 { 1884 {
1883 case SPELL_EFFECT: 1885 case SPELL_EFFECT:
1884 // XXX: Don't affect floor spelleffects. See also XXX comment 1886 // XXX: Don't affect floor spelleffects. See also XXX comment
1885 // about sanctuary in spell_util.C 1887 // about sanctuary in spell_util.C
1886 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1888 if (tmp->flag [FLAG_IS_FLOOR])
1887 continue; 1889 continue;
1888 1890
1889 if (op->level > head->level) 1891 if (op->level > head->level)
1890 head->destroy (); 1892 head->destroy ();
1891 1893
1904 break; 1906 break;
1905 } 1907 }
1906 } 1908 }
1907} 1909}
1908 1910
1909
1910
1911/* cast_consecrate() - a spell to make an altar your god's */ 1911/* cast_consecrate() - a spell to make an altar your god's */
1912int 1912int
1913cast_consecrate (object *op, object *caster, object *spell) 1913cast_consecrate (object *op, object *caster, object *spell)
1914{ 1914{
1915 char buf[MAX_BUF]; 1915 char buf[MAX_BUF];
1916 1916
1917 object *tmp, *god = find_god (determine_god (op)); 1917 object *tmp, *god = find_god (determine_god (op));
1918 1918
1919 if (!god) 1919 if (!god)
1920 { 1920 {
1921 new_draw_info (NDI_UNIQUE, 0, op, "You can't consecrate anything if you don't worship a god!"); 1921 op->failmsg ("You can't consecrate anything if you don't worship a god!");
1922 return 0; 1922 return 0;
1923 } 1923 }
1924 1924
1925 for (tmp = op->below; tmp; tmp = tmp->below) 1925 for (tmp = op->below; tmp; tmp = tmp->below)
1926 { 1926 {
1927 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1927 if (tmp->flag [FLAG_IS_FLOOR])
1928 break; 1928 break;
1929 if (tmp->type == HOLY_ALTAR) 1929 if (tmp->type == HOLY_ALTAR)
1930 { 1930 {
1931 1931
1932 if (tmp->level > caster_level (caster, spell)) 1932 if (tmp->level > casting_level (caster, spell))
1933 { 1933 {
1934 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name); 1934 op->failmsgf ("You are not powerful enough to reconsecrate the %s", &tmp->name);
1935 return 0; 1935 return 0;
1936 } 1936 }
1937 else 1937 else
1938 { 1938 {
1939 /* If we got here, we are consecrating an altar */ 1939 /* If we got here, we are consecrating an altar */
1940 sprintf (buf, "Altar of %s", &god->name); 1940 sprintf (buf, "Altar of %s", &god->name);
1941 tmp->name = buf; 1941 tmp->name = buf;
1942 tmp->level = caster_level (caster, spell); 1942 tmp->level = casting_level (caster, spell);
1943 tmp->other_arch = god->arch; 1943 tmp->other_arch = god->arch;
1944
1944 if (op->type == PLAYER) 1945 if (op->type == PLAYER)
1945 esrv_update_item (UPD_NAME, op, tmp); 1946 esrv_update_item (UPD_NAME, op, tmp);
1947
1946 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name); 1948 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
1947 return 1; 1949 return 1;
1948 } 1950 }
1949 } 1951 }
1950 } 1952 }
1951 new_draw_info (NDI_UNIQUE, 0, op, "You are not standing over an altar!"); 1953
1954 op->failmsg ("You are not standing over an altar!");
1952 return 0; 1955 return 0;
1953} 1956}
1954 1957
1955/* animate_weapon - 1958/* animate_weapon -
1956 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon. 1959 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon.
1963 * player checks. MSW 2003-01-06 1966 * player checks. MSW 2003-01-06
1964 */ 1967 */
1965int 1968int
1966animate_weapon (object *op, object *caster, object *spell, int dir) 1969animate_weapon (object *op, object *caster, object *spell, int dir)
1967{ 1970{
1968 object *weapon, *tmp;
1969 char buf[MAX_BUF]; 1971 char buf[MAX_BUF];
1970 int a, i; 1972 int a, i;
1971 sint16 x, y; 1973 sint16 x, y;
1972 maptile *m; 1974 maptile *m;
1973 1975
1988 return 0; 1990 return 0;
1989 } 1991 }
1990 1992
1991 /* if no direction specified, pick one */ 1993 /* if no direction specified, pick one */
1992 if (!dir) 1994 if (!dir)
1993 dir = find_free_spot (NULL, op->map, op->x, op->y, 1, 9); 1995 dir = find_free_spot (spell->other_arch, op->map, op->x, op->y, 1, 9);
1994 1996
1995 m = op->map; 1997 m = op->map;
1996 x = op->x + freearr_x[dir]; 1998 x = op->x + freearr_x[dir];
1997 y = op->y + freearr_y[dir]; 1999 y = op->y + freearr_y[dir];
1998 2000
1999 /* if there's no place to put the golem, abort */ 2001 /* if there's no place to put the golem, abort */
2000 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || 2002 if (dir < 0 || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP)
2001 ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type)) 2003 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2002 { 2004 {
2003 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2005 op->failmsg ("There is something in the way.");
2004 return 0; 2006 return 0;
2005 } 2007 }
2006 2008
2007 /* Use the weapon marked by the player. */ 2009 /* Use the weapon marked by the player. */
2008 weapon = find_marked_object (op); 2010 object *weapon = op->mark ();
2009 2011
2010 if (!weapon) 2012 if (!weapon)
2011 { 2013 {
2012 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2014 op->failmsg ("You must mark a weapon to use with this spell!");
2013 return 0; 2015 return 0;
2014 } 2016 }
2017
2015 if (spell->race && strcmp (weapon->arch->archname, spell->race)) 2018 if (spell->race && weapon->arch->archname != spell->race)
2016 { 2019 {
2017 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2020 op->failmsg ("The spell fails to transform your weapon.");
2018 return 0; 2021 return 0;
2019 } 2022 }
2023
2020 if (weapon->type != WEAPON) 2024 if (weapon->type != WEAPON)
2021 { 2025 {
2022 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it."); 2026 op->failmsg ("You need to wield a weapon to animate it.");
2023 return 0; 2027 return 0;
2024 } 2028 }
2025 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2029
2030 if (weapon->flag [FLAG_APPLIED])
2026 { 2031 {
2027 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon)); 2032 op->failmsgf ("You need to unequip %s before using it in this spell", query_name (weapon));
2028 return 0; 2033 return 0;
2029 } 2034 }
2030 2035
2031 if (weapon->nrof > 1) 2036 weapon = weapon->split ();
2032 {
2033 tmp = get_split_ob (weapon, 1);
2034 esrv_send_item (op, weapon);
2035 weapon = tmp;
2036 }
2037 2037
2038 /* create the golem object */ 2038 /* create the golem object */
2039 tmp = arch_to_object (spell->other_arch); 2039 object *tmp = spell->other_arch->instance ();
2040 2040
2041 /* if animated by a player, give the player control of the golem */ 2041 /* if animated by a player, give the player control of the golem */
2042 CLEAR_FLAG (tmp, FLAG_MONSTER); 2042 tmp->clr_flag (FLAG_MONSTER);
2043 tmp->stats.exp = 0; 2043 tmp->stats.exp = 0;
2044 add_friendly_object (tmp); 2044 add_friendly_object (tmp);
2045 tmp->type = GOLEM; 2045 tmp->type = GOLEM;
2046 tmp->set_owner (op); 2046 tmp->set_owner (op);
2047 op->contr->golem = tmp; 2047 op->contr->golem = tmp;
2048 set_spell_skill (op, caster, spell, tmp); 2048 set_spell_skill (op, caster, spell, tmp);
2049 2049
2050 /* Give the weapon to the golem now. A bit of a hack to check the 2050 /* Give the weapon to the golem now. A bit of a hack to check the
2051 * removed flag - it should only be set if get_split_object was 2051 * removed flag - it should only be set if weapon->split was
2052 * used above. 2052 * used above.
2053 */ 2053 */
2054 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2054 if (!weapon->flag [FLAG_REMOVED])
2055 weapon->remove (); 2055 weapon->remove ();
2056 2056
2057 insert_ob_in_ob (weapon, tmp); 2057 tmp->insert (weapon);
2058 esrv_send_item (op, weapon); 2058
2059 /* To do everything necessary to let a golem use the weapon is a pain, 2059 /* To do everything necessary to let a golem use the weapon is a pain,
2060 * so instead, just set it as equipped (otherwise, we need to update 2060 * so instead, just set it as equipped (otherwise, we need to update
2061 * body_info, skills, etc) 2061 * body_info, skills, etc)
2062 */ 2062 */
2063 SET_FLAG (tmp, FLAG_USE_WEAPON); 2063 tmp->set_flag (FLAG_USE_WEAPON);
2064 SET_FLAG (weapon, FLAG_APPLIED); 2064 weapon->set_flag (FLAG_APPLIED);
2065 tmp->update_stats (); 2065 tmp->update_stats ();
2066 2066
2067 /* There used to be 'odd' code that basically seemed to take the absolute 2067 /* There used to be 'odd' code that basically seemed to take the absolute
2068 * value of the weapon->magic an use that. IMO, that doesn't make sense - 2068 * value of the weapon->magic an use that. IMO, that doesn't make sense -
2069 * if you're using a crappy weapon, it shouldn't be as good. 2069 * if you're using a crappy weapon, it shouldn't be as good.
2089 2089
2090 /* attacktype */ 2090 /* attacktype */
2091 if (!tmp->attacktype) 2091 if (!tmp->attacktype)
2092 tmp->attacktype = AT_PHYSICAL; 2092 tmp->attacktype = AT_PHYSICAL;
2093 2093
2094 if (materialtype_t *mt = name_to_material (op->materialname))
2095 {
2096 for (i = 0; i < NROFATTACKS; i++) 2094 for (i = 0; i < NROFATTACKS; i++)
2097 tmp->resist[i] = 50 - (mt->save[i] * 5); 2095 tmp->resist[i] = 50 - (op->material->save[i] * 5);
2098 a = mt->save[0]; 2096
2099 } 2097 a = op->material->save[0];
2100 else
2101 {
2102 for (i = 0; i < NROFATTACKS; i++)
2103 tmp->resist[i] = 5;
2104 a = 10;
2105 }
2106 2098
2107 /* Set weapon's immunity */ 2099 /* Set weapon's immunity */
2108 tmp->resist[ATNR_CONFUSION] = 100; 2100 tmp->resist[ATNR_CONFUSION] = 100;
2109 tmp->resist[ATNR_POISON] = 100; 2101 tmp->resist[ATNR_POISON] = 100;
2110 tmp->resist[ATNR_SLOW] = 100; 2102 tmp->resist[ATNR_SLOW] = 100;
2118 /* Improve weapon's armour value according to best save vs. physical of its material */ 2110 /* Improve weapon's armour value according to best save vs. physical of its material */
2119 2111
2120 if (a > 14) 2112 if (a > 14)
2121 a = 14; 2113 a = 14;
2122 2114
2123 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); 2115 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.f - (float) tmp->resist[ATNR_PHYSICAL]) / (30.f - 2.f * a));
2124 2116
2125 /* Determine golem's speed */ 2117 /* Determine golem's speed */
2126 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell))); 2118 tmp->set_speed (min (3.33f, 0.4f + 0.1f * SP_level_range_adjust (caster, spell)));
2127 2119
2128 if (!spell->race) 2120 if (!spell->race)
2129 { 2121 {
2130 sprintf (buf, "animated %s", &weapon->name); 2122 sprintf (buf, "animated %s", &weapon->name);
2131 tmp->name = buf; 2123 tmp->name = buf;
2137 tmp->state = weapon->state; 2129 tmp->state = weapon->state;
2138 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2130 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2139 } 2131 }
2140 2132
2141 /* make experience increase in proportion to the strength of the summoned creature. */ 2133 /* make experience increase in proportion to the strength of the summoned creature. */
2142 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell)); 2134 tmp->stats.exp *= 1 + (max (spell->stats.maxgrace, spell->stats.sp) / casting_level (caster, spell));
2143 2135
2144 tmp->speed_left = -1; 2136 tmp->speed_left = -1;
2145 tmp->direction = dir; 2137 tmp->direction = dir;
2146 2138
2147 m->insert (tmp, x, y, op); 2139 m->insert (tmp, x, y, op);
2151/* cast_daylight() - changes the map darkness level *lower* */ 2143/* cast_daylight() - changes the map darkness level *lower* */
2152 2144
2153/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2145/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2154 * This changes the light level for the entire map. 2146 * This changes the light level for the entire map.
2155 */ 2147 */
2156
2157int 2148int
2158cast_change_map_lightlevel (object *op, object *caster, object *spell) 2149cast_change_map_lightlevel (object *op, object *caster, object *spell)
2159{ 2150{
2160 int success; 2151 int success;
2161 2152
2165 success = op->map->change_map_light (spell->stats.dam); 2156 success = op->map->change_map_light (spell->stats.dam);
2166 2157
2167 if (!success) 2158 if (!success)
2168 { 2159 {
2169 if (spell->stats.dam < 0) 2160 if (spell->stats.dam < 0)
2170 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2161 op->failmsg ("It can be no brighter here.");
2171 else 2162 else
2172 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2163 op->failmsg ("It can be no darker here.");
2173 } 2164 }
2165
2174 return success; 2166 return success;
2175} 2167}
2176
2177
2178
2179
2180 2168
2181/* create an aura spell object and put it in the player's inventory. 2169/* create an aura spell object and put it in the player's inventory.
2182 * as usual, op is player, caster is the object casting the spell, 2170 * as usual, op is player, caster is the object casting the spell,
2183 * spell is the spell object itself. 2171 * spell is the spell object itself.
2184 */ 2172 */
2190 2178
2191 new_aura = present_arch_in_ob (spell->other_arch, op); 2179 new_aura = present_arch_in_ob (spell->other_arch, op);
2192 if (new_aura) 2180 if (new_aura)
2193 refresh = 1; 2181 refresh = 1;
2194 else 2182 else
2195 new_aura = arch_to_object (spell->other_arch); 2183 new_aura = spell->other_arch->instance ();
2196 2184
2197 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); 2185 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2198 2186
2199 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 2187 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2200 2188
2201 new_aura->set_owner (op);
2202 set_spell_skill (op, caster, spell, new_aura); 2189 set_spell_skill (op, caster, spell, new_aura);
2203 new_aura->attacktype = spell->attacktype; 2190 new_aura->attacktype = spell->attacktype;
2204 2191
2205 new_aura->level = caster_level (caster, spell); 2192 new_aura->level = casting_level (caster, spell);
2193
2206 if (refresh) 2194 if (refresh)
2207 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2195 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2208 else 2196 else
2209 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2197 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2198
2210 insert_ob_in_ob (new_aura, op); 2199 insert_ob_in_ob (new_aura, op);
2200 new_aura->set_owner (op);
2201
2211 return 1; 2202 return 1;
2212} 2203}
2213
2214 2204
2215/* move aura function. An aura is a part of someone's inventory, 2205/* move aura function. An aura is a part of someone's inventory,
2216 * which he carries with him, but which acts on the map immediately 2206 * which he carries with him, but which acts on the map immediately
2217 * around him. 2207 * around him.
2218 * Aura parameters: 2208 * Aura parameters:
2219 * duration: duration counter. 2209 * duration: duration counter.
2220 * attacktype: aura's attacktype 2210 * attacktype: aura's attacktype
2221 * other_arch: archetype to drop where we attack 2211 * other_arch: archetype to drop where we attack
2222 */ 2212 */
2223
2224void 2213void
2225move_aura (object *aura) 2214move_aura (object *aura)
2226{ 2215{
2227 int i, mflags;
2228 object *env;
2229 maptile *m;
2230
2231 /* auras belong in inventories */ 2216 /* auras belong in inventories */
2232 env = aura->env; 2217 object *env = aura->env;
2218 object *owner = aura->owner;
2233 2219
2234 /* no matter what we've gotta remove the aura... 2220 /* no matter what we've gotta remove the aura...
2235 * we'll put it back if its time isn't up. 2221 * we'll put it back if its time isn't up.
2236 */ 2222 */
2237 aura->remove (); 2223 aura->remove ();
2242 aura->destroy (); 2228 aura->destroy ();
2243 return; 2229 return;
2244 } 2230 }
2245 2231
2246 /* auras only exist in inventories */ 2232 /* auras only exist in inventories */
2247 if (env == NULL || env->map == NULL) 2233 if (!env || !env->map)
2248 { 2234 {
2249 aura->destroy (); 2235 aura->destroy ();
2250 return; 2236 return;
2251 } 2237 }
2252 2238
2253 /* we need to jump out of the inventory for a bit 2239 /* we need to jump out of the inventory for a bit
2254 * in order to hit the map conveniently. 2240 * in order to hit the map conveniently.
2255 */ 2241 */
2256 aura->insert_at (env, aura); 2242 aura->insert_at (env, aura);
2257 2243
2258 for (i = 1; i < 9; i++) 2244 for (int i = 1; i < 9; i++)
2259 { 2245 {
2260 sint16 nx, ny; 2246 mapxy pos (env);
2247 pos.move (i);
2261 2248
2262 nx = aura->x + freearr_x[i];
2263 ny = aura->y + freearr_y[i];
2264 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2265
2266 /* Consider the movement tyep of the person with the aura as 2249 /* Consider the movement type of the person with the aura as
2267 * movement type of the aura. Eg, if the player is flying, the aura 2250 * movement type of the aura. Eg, if the player is flying, the aura
2268 * is flying also, if player is walking, it is on the ground, etc. 2251 * is flying also, if player is walking, it is on the ground, etc.
2269 */ 2252 */
2270 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny)))) 2253 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2271 { 2254 {
2272 hit_map (aura, i, aura->attacktype, 0); 2255 hit_map (aura, i, aura->attacktype, 0);
2273 2256
2274 if (aura->other_arch) 2257 if (aura->other_arch)
2275 m->insert (arch_to_object (aura->other_arch), nx, ny, aura); 2258 pos.insert (aura->other_arch->instance (), aura);
2276 } 2259 }
2277 } 2260 }
2278 2261
2279 /* put the aura back in the player's inventory */ 2262 /* put the aura back in the player's inventory */
2280 aura->remove (); 2263 env->insert (aura);
2281 insert_ob_in_ob (aura, env); 2264 aura->set_owner (owner);
2282} 2265}
2283 2266
2284/* moves the peacemaker spell. 2267/* moves the peacemaker spell.
2285 * op is the piece object. 2268 * op is the piece object.
2286 */ 2269 */
2287
2288void 2270void
2289move_peacemaker (object *op) 2271move_peacemaker (object *op)
2290{ 2272{
2291 object *tmp; 2273 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2292
2293 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2294 { 2274 {
2295 int atk_lev, def_lev; 2275 int atk_lev, def_lev;
2296 object *victim = tmp; 2276 object *victim = tmp->head_ ();
2297 2277
2298 if (tmp->head) 2278 if (!victim->flag [FLAG_MONSTER])
2299 victim = tmp->head;
2300 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2301 continue; 2279 continue;
2302 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2280
2281 if (victim->flag [FLAG_UNAGGRESSIVE])
2303 continue; 2282 continue;
2283
2304 if (victim->stats.exp == 0) 2284 if (victim->stats.exp == 0)
2305 continue; 2285 continue;
2306 2286
2307 def_lev = MAX (1, victim->level); 2287 def_lev = max (1, victim->level);
2308 atk_lev = MAX (1, op->level); 2288 atk_lev = max (1, op->level);
2309 2289
2310 if (rndm (0, atk_lev - 1) > def_lev) 2290 if (rndm (0, atk_lev - 1) > def_lev)
2311 { 2291 {
2312 /* make this sucker peaceful. */ 2292 /* make this sucker peaceful. */
2313 2293
2294 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2314 change_exp (op->owner, victim->stats.exp, op->skill, 0); 2295 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2315 victim->stats.exp = 0; 2296 victim->stats.exp = 0;
2316#if 0 2297#if 0
2317 /* No idea why these were all set to zero - if something 2298 /* No idea why these were all set to zero - if something
2318 * makes this creature agressive, he should still do damage. 2299 * makes this creature agressive, he should still do damage.
2321 victim->stats.sp = 0; 2302 victim->stats.sp = 0;
2322 victim->stats.grace = 0; 2303 victim->stats.grace = 0;
2323 victim->stats.Pow = 0; 2304 victim->stats.Pow = 0;
2324#endif 2305#endif
2325 victim->attack_movement = RANDO2; 2306 victim->attack_movement = RANDO2;
2326 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2307 victim->set_flag (FLAG_UNAGGRESSIVE);
2327 SET_FLAG (victim, FLAG_RUN_AWAY); 2308 victim->set_flag (FLAG_RUN_AWAY);
2328 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2309 victim->set_flag (FLAG_RANDOM_MOVE);
2329 CLEAR_FLAG (victim, FLAG_MONSTER); 2310 victim->clr_flag (FLAG_MONSTER);
2311
2330 if (victim->name) 2312 if (victim->name)
2331 {
2332 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name); 2313 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2333 } 2314 }
2334 }
2335 } 2315 }
2336} 2316}
2337
2338 2317
2339/* This writes a rune that contains the appropriate message. 2318/* This writes a rune that contains the appropriate message.
2340 * There really isn't any adjustments we make. 2319 * There really isn't any adjustments we make.
2341 */ 2320 */
2342
2343int 2321int
2344write_mark (object *op, object *spell, const char *msg) 2322write_mark (object *op, object *spell, const char *msg)
2345{ 2323{
2346 char rune[HUGE_BUF];
2347 object *tmp;
2348
2349 if (!msg || msg[0] == 0) 2324 if (!msg || msg[0] == 0)
2350 { 2325 {
2351 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2326 op->failmsg ("Write what?");
2352 return 0; 2327 return 0;
2353 } 2328 }
2354 2329
2355 if (strcasestr_local (msg, "endmsg")) 2330 if (!msg_is_safe (msg))
2356 { 2331 {
2357 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?"); 2332 op->failmsg ("Trying to cheat are we? H<@-signs are not allowed in marking runes.>");
2358 LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg); 2333 LOG (llevInfo, "write_mark: player %s tried to write bogus rune %s\n", &op->name, msg);
2359 return 0; 2334 return 0;
2360 } 2335 }
2336
2361 if (!spell->other_arch) 2337 if (!spell->other_arch)
2362 return 0; 2338 return 0;
2363 tmp = arch_to_object (spell->other_arch);
2364 2339
2365 snprintf (rune, sizeof (rune), "%s\n", msg); 2340 object *tmp = spell->other_arch->instance ();
2366 2341
2367 tmp->race = op->name; /*Save the owner of the rune */ 2342 tmp->race = op->name; /*Save the owner of the rune */
2368 tmp->msg = rune; 2343 tmp->msg = msg;
2369 2344
2370 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); 2345 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2346
2371 return 1; 2347 return 1;
2372} 2348}
2349

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