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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.71 by root, Wed Aug 29 20:40:25 2007 UTC vs.
Revision 1.146 by root, Sun Jan 29 02:47:06 2017 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'.
487 * we put a force into the player object, so that there is a 476 * we put a force into the player object, so that there is a
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
739 * blocked spaces. 713 * blocked spaces.
740 */ 714 */
741 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 715 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
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}
904 878
905/* cast_heal: Heals something. 879/* cast_heal: Heals something.
906 * op is the caster. 880 * op is the caster.
961 if (cure_disease (tmp, op, spell)) 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 994 min_it (tmp->stats.food, MAX_FOOD);
1021 if (tmp->stats.food > 999)
1022 tmp->stats.food = 999;
1023 995
1024 success = 1; 996 success = 1;
1025 /* 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 */
1026 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");
1027 } 999 }
1042 "You don't feel any more powerful." 1014 "You don't feel any more powerful."
1043 "You are no easier to look at.", 1015 "You are no easier to look at.",
1044}; 1016};
1045 1017
1046int 1018int
1019change_ability_duration (object *spell, object *caster)
1020{
1021 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1022}
1023
1024int
1047cast_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)
1048{ 1026{
1049 object *force = NULL; 1027 object *force = 0;
1050 int i; 1028 int i;
1051 1029
1052 /* 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. */
1053 object *tmp = dir 1031 object *tmp = dir
1054 ? find_target_for_friendly_spell (op, dir) 1032 ? find_target_for_friendly_spell (op, dir)
1055 : op; 1033 : op;
1056 1034
1057 if (!tmp) 1035 if (!tmp)
1058 return 0; 1036 return 0;
1059 1037
1060 /* 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. */
1068 break; 1046 break;
1069 } 1047 }
1070 else if (spell_ob->race && spell_ob->race == tmp2->name) 1048 else if (spell_ob->race && spell_ob->race == tmp2->name)
1071 { 1049 {
1072 if (!silent) 1050 if (!silent)
1073 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
1074 return 0; 1054 return 0;
1075 } 1055 }
1076 } 1056 }
1077 } 1057 }
1058
1059 int duration = change_ability_duration (spell_ob, caster);
1060
1078 if (force == NULL) 1061 if (force)
1079 {
1080 force = get_archetype (FORCE_NAME);
1081 force->subtype = FORCE_CHANGE_ABILITY;
1082 if (spell_ob->race)
1083 force->name = spell_ob->race;
1084 else
1085 force->name = spell_ob->name;
1086 force->name_pl = spell_ob->name;
1087 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1088
1089 } 1062 {
1090 else
1091 {
1092 int duration;
1093
1094 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1095 if (duration > force->duration) 1063 if (duration > force->duration)
1096 { 1064 {
1097 force->duration = duration; 1065 force->duration = duration;
1098 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.");
1099 } 1067 }
1100 else 1068 else
1101 {
1102 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.");
1103 }
1104 1070
1105 return 1; 1071 return 1;
1106 } 1072 }
1107 1073
1108 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
1109 force->speed = 1.0; 1089 force->speed = 1.0;
1110 force->speed_left = -1.0; 1090 force->speed_left = -1.0;
1111 SET_FLAG (force, FLAG_APPLIED); 1091 force->set_flag (FLAG_APPLIED);
1112 1092
1113 /* Now start processing the effects. First, protections */ 1093 /* Now start processing the effects. First, protections */
1114 for (i = 0; i < NROFATTACKS; i++) 1094 for (i = 0; i < NROFATTACKS; i++)
1115 {
1116 if (spell_ob->resist[i]) 1095 if (spell_ob->resist[i])
1117 {
1118 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));
1119 if (force->resist[i] > 100)
1120 force->resist[i] = 100;
1121 }
1122 }
1123 1097
1124 if (spell_ob->stats.hp) 1098 if (spell_ob->stats.hp)
1125 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);
1126 1100
1127 if (tmp->type == PLAYER) 1101 if (tmp->type == PLAYER)
1146 } 1120 }
1147 } 1121 }
1148 1122
1149 force->move_type = spell_ob->move_type; 1123 force->move_type = spell_ob->move_type;
1150 1124
1151 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK)) 1125 if (spell_ob->flag [FLAG_SEE_IN_DARK])
1152 SET_FLAG (force, FLAG_SEE_IN_DARK); 1126 force->set_flag (FLAG_SEE_IN_DARK);
1153 1127
1154 if (QUERY_FLAG (spell_ob, FLAG_XRAYS)) 1128 if (spell_ob->flag [FLAG_XRAYS])
1155 SET_FLAG (force, FLAG_XRAYS); 1129 force->set_flag (FLAG_XRAYS);
1156 1130
1157 /* Haste/bonus speed */ 1131 /* Haste/bonus speed */
1158 if (spell_ob->stats.exp) 1132 if (spell_ob->stats.exp)
1159 { 1133 {
1160 if (op->speed > 0.5f) 1134 if (op->speed > 0.5f)
1180 */ 1154 */
1181int 1155int
1182cast_bless (object *op, object *caster, object *spell_ob, int dir) 1156cast_bless (object *op, object *caster, object *spell_ob, int dir)
1183{ 1157{
1184 int i; 1158 int i;
1185 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1159 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1186 1160
1187 /* 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. */
1188 if (dir != 0) 1162 if (dir != 0)
1189 { 1163 {
1190 tmp = find_target_for_friendly_spell (op, dir); 1164 tmp = find_target_for_friendly_spell (op, dir);
1165
1166 if (!tmp)
1167 return 0;
1191 } 1168 }
1192 else 1169 else
1193 {
1194 tmp = op; 1170 tmp = op;
1195 }
1196 1171
1197 /* 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. */
1198 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1173 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1199 { 1174 {
1200 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1175 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1201 { 1176 {
1202 if (tmp2->name == spell_ob->name) 1177 if (tmp2->name == spell_ob->name)
1203 { 1178 {
1209 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);
1210 return 0; 1185 return 0;
1211 } 1186 }
1212 } 1187 }
1213 } 1188 }
1189
1214 if (force == NULL) 1190 if (force == NULL)
1215 { 1191 {
1216 force = get_archetype (FORCE_NAME); 1192 force = archetype::get (FORCE_NAME);
1217 force->subtype = FORCE_CHANGE_ABILITY; 1193 force->subtype = FORCE_CHANGE_ABILITY;
1218 if (spell_ob->race) 1194 if (spell_ob->race)
1219 force->name = spell_ob->race; 1195 force->name = spell_ob->race;
1220 else 1196 else
1221 force->name = spell_ob->name; 1197 force->name = spell_ob->name;
1236 { 1212 {
1237 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.");
1238 } 1214 }
1239 return 0; 1215 return 0;
1240 } 1216 }
1217
1241 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;
1242 force->speed = 1.0; 1219 force->speed = 1.0;
1243 force->speed_left = -1.0; 1220 force->speed_left = -1.0;
1244 SET_FLAG (force, FLAG_APPLIED); 1221 force->set_flag (FLAG_APPLIED);
1245 1222
1246 if (!god) 1223 if (!god)
1247 { 1224 {
1248 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty."); 1225 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1249 } 1226 }
1250 else 1227 else
1251 { 1228 {
1252 /* Only give out good benefits, and put a max on it */ 1229 /* Only give out good benefits, and put a max on it */
1253 for (i = 0; i < NROFATTACKS; i++) 1230 for (i = 0; i < NROFATTACKS; i++)
1254 {
1255 if (god->resist[i] > 0) 1231 if (god->resist[i] > 0)
1256 {
1257 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]);
1258 } 1233
1259 }
1260 force->path_attuned |= god->path_attuned; 1234 force->path_attuned |= god->path_attuned;
1261 1235
1262 if (spell_ob->attacktype) 1236 if (spell_ob->attacktype)
1263 force->slaying = god->slaying; 1237 force->slaying = god->slaying;
1264 1238
1284 1258
1285/* Alchemy code by Mark Wedel 1259/* Alchemy code by Mark Wedel
1286 * 1260 *
1287 * This code adds a new spell, called alchemy. Alchemy will turn 1261 * This code adds a new spell, called alchemy. Alchemy will turn
1288 * objects to pyrite ("false gold"), henceforth called gold nuggets. 1262 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1289 * 1263 *
1290 * 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
1291 * itself. It uses the value of the object before charisma adjustments, 1265 * itself. It uses the value of the object before charisma adjustments,
1292 * because the nuggets themselves will be will be adjusted by charisma 1266 * because the nuggets themselves will be will be adjusted by charisma
1293 * when sold. 1267 * when sold.
1294 * 1268 *
1299static void 1273static void
1300alchemy_object (object *obj, uint64 &total_value, int &total_weight) 1274alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1301{ 1275{
1302 uint64 value = query_cost (obj, NULL, F_TRUE); 1276 uint64 value = query_cost (obj, NULL, F_TRUE);
1303 1277
1304 /* Give third price when we alchemy money (This should hopefully 1278 /* Give third price when we alchemy money (this should hopefully
1305 * 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
1306 * the nuggets, alchemy the gold from that, etc. 1280 * the nuggets, alchemy the gold from that, etc.
1307 * Otherwise, give 9 silver on the gold for other objects, 1281 * Otherwise, give 9 silver on the gold for other objects,
1308 * so that it would still be more affordable to haul 1282 * so that it would still be more affordable to haul
1309 * the stuff back to town. 1283 * the stuff back to town.
1310 */ 1284 */
1311 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1285 if (obj->flag [FLAG_UNPAID])
1312 value = 0; 1286 value = 0;
1313 else if (obj->type == MONEY || obj->type == GEM) 1287 else if (obj->type == MONEY || obj->type == GEM)
1314 value /= 3; 1288 value /= 3;
1315 else 1289 else
1316 value = value * 9 / 10; 1290 value = value * 9 / 10;
1329 if (op->type != PLAYER) 1303 if (op->type != PLAYER)
1330 return 0; 1304 return 0;
1331 1305
1332 archetype *nugget[3]; 1306 archetype *nugget[3];
1333 1307
1334 nugget[0] = archetype::find ("pyrite3"); 1308 nugget[0] = archetype::find (shstr_pyrite3);
1335 nugget[1] = archetype::find ("pyrite2"); 1309 nugget[1] = archetype::find (shstr_pyrite2);
1336 nugget[2] = archetype::find ("pyrite"); 1310 nugget[2] = archetype::find (shstr_pyrite);
1337 1311
1338 /* 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
1339 * some, and also prevents people from alchemising every table/chair/clock 1313 * some, and also prevents people from alchemising every table/chair/clock
1340 * in sight 1314 * in sight
1341 */ 1315 */
1370 1344
1371 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)
1372 { 1346 {
1373 next = tmp->above; 1347 next = tmp->above;
1374 1348
1375 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1349 if (tmp->weight > 0 && !tmp->flag [FLAG_NO_PICK] &&
1376 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1350 !tmp->flag [FLAG_ALIVE] && !tmp->flag [FLAG_IS_CAULDRON])
1377 { 1351 {
1378 if (tmp->inv) 1352 if (tmp->inv)
1379 { 1353 {
1380 object *next1, *tmp1; 1354 object *next1, *tmp1;
1381 1355
1382 for (tmp1 = tmp->inv; tmp1; tmp1 = next1) 1356 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1383 { 1357 {
1384 next1 = tmp1->below; 1358 next1 = tmp1->below;
1385 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1359 if (tmp1->weight > 0 && !tmp1->flag [FLAG_NO_PICK] &&
1386 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1360 !tmp1->flag [FLAG_ALIVE] && !tmp1->flag [FLAG_IS_CAULDRON])
1387 alchemy_object (tmp1, value, weight); 1361 alchemy_object (tmp1, value, weight);
1388 } 1362 }
1389 } 1363 }
1390 1364
1391 alchemy_object (tmp, value, weight); 1365 alchemy_object (tmp, value, weight);
1396 } 1370 }
1397 1371
1398 value -= rndm (value >> 4); 1372 value -= rndm (value >> 4);
1399 value = min (value, value_max); 1373 value = min (value, value_max);
1400 1374
1401 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i) 1375 for (int i = 0; i < array_length (nugget); ++i)
1402 if (int nrof = value / nugget [i]->value) 1376 if (int nrof = value / nugget [i]->value)
1403 { 1377 {
1404 value -= nrof * nugget[i]->value; 1378 value -= nrof * nugget[i]->value;
1405 1379
1406 object *tmp = arch_to_object (nugget[i]); 1380 object *tmp = nugget[i]->instance ();
1407 tmp->nrof = nrof; 1381 tmp->nrof = nrof;
1408 tmp->flag [FLAG_IDENTIFIED] = true; 1382 tmp->flag [FLAG_IDENTIFIED] = true;
1409 op->map->insert (tmp, x, y, op, 0); 1383 op->map->insert (tmp, x, y, op, 0);
1410 } 1384 }
1411 1385
1416 1390
1417bailout: 1391bailout:
1418 return 1; 1392 return 1;
1419} 1393}
1420 1394
1421
1422/* This function removes the cursed/damned status on equipped 1395/* This function removes the cursed/damned status on equipped
1423 * items. 1396 * items.
1424 */ 1397 */
1425int 1398int
1426remove_curse (object *op, object *caster, object *spell) 1399remove_curse (object *op, object *caster, object *spell)
1427{ 1400{
1428 object *tmp;
1429 int success = 0, was_one = 0; 1401 int success = 0, was_one = 0;
1430 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
1431 for (tmp = op->inv; tmp; tmp = tmp->below) 1409 for (object *tmp = op->inv; tmp && num_uncurse; tmp = tmp->below)
1432 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1410 if (!tmp->invisible && tmp->flag [typeflag])
1433 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1434 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1435 { 1411 {
1436 was_one++; 1412 ++was_one;
1413
1437 if (tmp->level <= caster_level (caster, spell)) 1414 if (tmp->level <= casting_level (caster, spell))
1438 { 1415 {
1439 success++; 1416 ++success;
1440 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1417 --num_uncurse;
1441 CLEAR_FLAG (tmp, FLAG_DAMNED);
1442 1418
1443 CLEAR_FLAG (tmp, FLAG_CURSED); 1419 tmp->clr_flag (typeflag);
1444 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1420 tmp->clr_flag (FLAG_CURSED);
1421 tmp->clr_flag (FLAG_KNOWN_CURSED);
1445 tmp->value = 0; /* Still can't sell it */ 1422 tmp->value = 0; /* Still can't sell it */
1446 if (op->type == PLAYER) 1423
1424 if (object *pl = tmp->visible_to ())
1447 esrv_send_item (op, tmp); 1425 esrv_update_item (UPD_FLAGS, pl, tmp);
1448 } 1426 }
1449 } 1427 }
1450 1428
1451 if (op->type == PLAYER) 1429 if (op->type == PLAYER)
1452 { 1430 {
1453 if (success) 1431 if (success)
1454 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.>");
1455 else 1433 else
1456 { 1434 {
1457 if (was_one) 1435 if (was_one)
1458 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.>");
1459 else 1437 else
1460 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.>");
1461 } 1439 }
1462 } 1440 }
1463 1441
1464 return success; 1442 return success;
1465} 1443}
1466 1444
1467/* Identifies objects in the players inventory/on the ground */ 1445/* Identifies objects in the players inventory/on the ground */
1468
1469int 1446int
1470cast_identify (object *op, object *caster, object *spell) 1447cast_identify (object *op, object *caster, object *spell)
1471{ 1448{
1472 object *tmp; 1449 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1473 int success = 0, num_ident;
1474 1450
1475 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));
1476 1452
1477 if (num_ident < 1) 1453 op->splay_marked ();
1478 num_ident = 1;
1479 1454
1480 for (tmp = op->inv; tmp; tmp = tmp->below) 1455 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1481 { 1456 {
1482 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1457 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1483 { 1458 {
1484 identify (tmp); 1459 identify (tmp);
1485 1460
1486 if (op->type == PLAYER) 1461 if (op->type == PLAYER)
1487 { 1462 {
1488 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));
1489 1464
1490 if (tmp->msg) 1465 if (tmp->msg)
1491 { 1466 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1492 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1493 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1494 }
1495 } 1467 }
1496 1468
1497 num_ident--;
1498 success = 1;
1499 if (!num_ident) 1469 if (!--num_ident)
1500 break; 1470 break;
1501 } 1471 }
1502 } 1472 }
1503 1473
1504 /* 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
1505 * 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
1506 * was not fully used. 1476 * was not fully used.
1507 */ 1477 */
1508 if (num_ident) 1478 if (num_ident)
1509 { 1479 {
1510 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)
1511 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1481 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1512 { 1482 {
1513 identify (tmp); 1483 identify (tmp);
1514 1484
1515 if (op->type == PLAYER) 1485 if (object *pl = tmp->visible_to ())
1516 { 1486 {
1517 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));
1518 1488
1519 if (tmp->msg) 1489 if (tmp->msg)
1520 { 1490 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1521 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1522 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1523 }
1524
1525 esrv_send_item (op, tmp);
1526 } 1491 }
1527 1492
1528 num_ident--;
1529 success = 1;
1530 if (!num_ident) 1493 if (!--num_ident)
1531 break; 1494 break;
1532 } 1495 }
1533 } 1496 }
1534 1497
1535 if (!success) 1498 if (buf.empty ())
1536 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 }
1537 else 1503 else
1504 {
1505 if (op->contr)
1506 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1507
1538 spell_effect (spell, op->x, op->y, op->map, op); 1508 spell_effect (spell, op->x, op->y, op->map, op);
1539 1509 return 1;
1540 return success; 1510 }
1541} 1511}
1542 1512
1543int 1513int
1544cast_detection (object *op, object *caster, object *spell, object *skill) 1514cast_detection (object *op, object *caster, object *spell, object *skill)
1545{ 1515{
1546 object *tmp, *last, *god, *detect; 1516 object *tmp, *last, *god, *detect;
1547 int done_one, range, mflags, floor, level; 1517 int done_one, range, floor, level;
1548 sint16 x, y, nx, ny; 1518 sint16 x, y, nx, ny;
1549 maptile *m; 1519 maptile *m;
1550 1520
1551 /* 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
1552 * doing it over and over again. 1522 * doing it over and over again.
1553 */ 1523 */
1554 god = find_god (determine_god (op)); 1524 god = find_god (determine_god (op));
1555 level = caster_level (caster, spell); 1525 level = casting_level (caster, spell);
1556 range = spell->range + SP_level_range_adjust (caster, spell); 1526 range = spell->range + SP_level_range_adjust (caster, spell);
1557 1527
1558 if (!skill) 1528 if (!skill)
1559 skill = caster; 1529 skill = caster;
1560 1530
1561 for (x = op->x - range; x <= op->x + range; x++) 1531 dynbuf buf;
1562 for (y = op->y - range; y <= op->y + range; y++) 1532 unordered_mapwalk (buf, op, -range, -range, range, range)
1563 { 1533 {
1564 m = op->map;
1565 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1566 if (mflags & P_OUT_OF_MAP)
1567 continue;
1568
1569 /* For most of the detections, we only detect objects above the 1534 /* For most of the detections, we only detect objects above the
1570 * floor. But this is not true for show invisible. 1535 * floor. But this is not true for show invisible.
1571 * Basically, we just go and find the top object and work 1536 * Basically, we just go and find the top object and work
1572 * down - that is easier than working up. 1537 * down - that is easier than working up.
1573 */ 1538 */
1574 1539
1575 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)
1576 last = tmp; 1541 last = tmp;
1577 1542
1578 /* 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
1579 * would happen. 1544 * would happen.
1580 */ 1545 */
1581 if (!last) 1546 if (!last)
1582 continue; 1547 continue;
1583 1548
1584 done_one = 0; 1549 done_one = 0;
1585 floor = 0; 1550 floor = 0;
1586 detect = NULL; 1551 detect = 0;
1587 for (tmp = last; tmp; tmp = tmp->below) 1552 for (tmp = last; tmp; tmp = tmp->below)
1588 { 1553 {
1589 /* show invisible */ 1554 /* show invisible */
1590 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1555 if (spell->flag [FLAG_MAKE_INVIS]
1591 /* Might there be other objects that we can make visible? */ 1556 /* Might there be other objects that we can make visible? */
1592 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1557 && (tmp->invisible && (tmp->flag [FLAG_MONSTER]
1593 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1558 || (tmp->type == PLAYER && !tmp->flag [FLAG_WIZ])
1594 tmp->type == CF_HANDLE || 1559 || tmp->type == T_HANDLE
1595 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
1596 tmp->type == BUTTON || tmp->type == TELEPORTER || 1564 || tmp->type == TELEPORTER
1565 || tmp->type == GATE
1597 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1566 || tmp->type == LOCKED_DOOR
1598 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)
1599 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1570 || tmp->type == TRIGGER_PEDESTAL
1600 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)))
1601 { 1576 {
1577 printf ("show inv %s\n", tmp->debug_desc());//D
1602 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)
1603 { 1579 {
1604 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
1605 done_one = 1; 1662 done_one = 1;
1606 } 1663 }
1607 } 1664 }
1608
1609 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1610 floor = 1;
1611
1612 /* All detections below this point don't descend beneath the floor,
1613 * so just continue on. We could be clever and look at the type of
1614 * detection to completely break out if we don't care about objects beneath
1615 * the floor, but once we get to the floor, not likely a very big issue anyways.
1616 */
1617 if (floor)
1618 continue;
1619
1620 /* I had thought about making detect magic and detect curse
1621 * show the flash the magic item like it does for detect monster.
1622 * however, if the object is within sight, this would then make it
1623 * difficult to see what object is magical/cursed, so the
1624 * effect wouldn't be as apparant.
1625 */
1626
1627 /* detect magic */
1628 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1629 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1630 {
1631 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1632 /* make runes more visibile */
1633 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1634 tmp->stats.Cha /= 4;
1635 done_one = 1;
1636 }
1637 /* detect monster */
1638 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1639 {
1640 done_one = 2;
1641 if (!detect)
1642 detect = tmp;
1643 }
1644 /* Basically, if race is set in the spell, then the creatures race must
1645 * match that. if the spell race is set to GOD, then the gods opposing
1646 * race must match.
1647 */
1648 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1649 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) ||
1650 (strstr (spell->race, tmp->race))))
1651 {
1652 done_one = 2;
1653 if (!detect)
1654 detect = tmp;
1655 }
1656 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1657 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1658 {
1659 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1660 done_one = 1;
1661 }
1662 } /* for stack of objects on this space */ 1665 } /* for stack of objects on this space */
1663 1666
1664 /* 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
1665 * where the magic is. 1668 * where the magic is.
1666 */ 1669 */
1667 if (done_one) 1670 if (done_one)
1668 { 1671 {
1669 object *detect_ob = arch_to_object (spell->other_arch); 1672 object *detect_ob = spell->other_arch->instance ();
1670 1673
1671 /* if this is set, we want to copy the face */ 1674 /* if this is set, we want to copy the face */
1672 if (done_one == 2 && detect) 1675 if (done_one == 2 && detect)
1673 { 1676 {
1674 detect_ob->face = detect->face; 1677 detect_ob->face = detect->face;
1675 detect_ob->animation_id = detect->animation_id; 1678 detect_ob->animation_id = detect->animation_id;
1676 detect_ob->anim_speed = detect->anim_speed; 1679 detect_ob->anim_speed = detect->anim_speed;
1677 detect_ob->last_anim = 0; 1680 detect_ob->last_anim = 0;
1678 /* by default, the detect_ob is already animated */ 1681 /* by default, the detect_ob is already animated */
1679 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1682 if (!detect->flag [FLAG_ANIMATE])
1680 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1683 detect_ob->clr_flag (FLAG_ANIMATE);
1681 } 1684 }
1682 1685
1683 m->insert (detect_ob, nx, ny, op); 1686 m->insert (detect_ob, nx, ny, op, INS_ON_TOP);
1684 } 1687 }
1685 } /* for processing the surrounding spaces */ 1688 } /* for processing the surrounding spaces */
1686 1689
1687 1690
1688 /* 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 */
1689 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])
1690 { 1693 {
1691 done_one = 0; 1694 done_one = 0;
1695
1692 for (tmp = op->inv; tmp; tmp = tmp->below) 1696 for (tmp = op->inv; tmp; tmp = tmp->below)
1693 { 1697 {
1694 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1698 if (!tmp->invisible && !tmp->flag [FLAG_IDENTIFIED])
1695 { 1699 {
1696 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])
1697 { 1701 {
1698 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1702 tmp->set_flag (FLAG_KNOWN_MAGICAL);
1699 if (op->type == PLAYER) 1703
1704 if (object *pl = tmp->visible_to ())
1700 esrv_send_item (op, tmp); 1705 esrv_update_item (UPD_FLAGS, pl, tmp);
1701 } 1706 }
1702 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1707
1703 (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]))
1704 { 1710 {
1705 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1711 tmp->set_flag (FLAG_KNOWN_CURSED);
1706 if (op->type == PLAYER) 1712
1713 if (object *pl = tmp->visible_to ())
1707 esrv_send_item (op, tmp); 1714 esrv_update_item (UPD_FLAGS, pl, tmp);
1708 } 1715 }
1709 } /* if item is not identified */ 1716 } /* if item is not identified */
1710 } /* for the players inventory */ 1717 } /* for the players inventory */
1711 } /* if detect magic/curse and object is a player */ 1718 } /* if detect magic/curse and object is a player */
1719
1712 return 1; 1720 return 1;
1713} 1721}
1714 1722
1715 1723
1716/** 1724/**
1729 1737
1730 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.");
1731 1739
1732 if (victim->stats.sp >= victim->stats.maxsp * 2) 1740 if (victim->stats.sp >= victim->stats.maxsp * 2)
1733 { 1741 {
1734 object *tmp;
1735
1736 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1742 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
1737
1738 /* Explodes a fireball centered at player */
1739 tmp = get_archetype (EXPLODING_FIREBALL);
1740 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
1741 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
1742
1743 tmp->insert_at (victim);
1744 victim->stats.sp = 2 * victim->stats.maxsp; 1743 victim->stats.sp = 2 * victim->stats.maxsp;
1744 create_exploding_ball_at (victim, caster_level);
1745 } 1745 }
1746 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1746 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
1747 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.");
1748 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1748 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
1749 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!");
1750 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1750 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
1751 { 1751 {
1752 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1752 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
1776 mflags = get_map_flags (m, &m, x, y, &x, &y); 1776 mflags = get_map_flags (m, &m, x, y, &x, &y);
1777 1777
1778 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1778 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
1779 { 1779 {
1780 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)
1781 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1781 if (plyr != op && plyr->flag [FLAG_ALIVE])
1782 break; 1782 break;
1783 } 1783 }
1784 1784
1785 1785
1786 /* 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
1787 * 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.
1788 */ 1788 */
1789 if (plyr == NULL) 1789 if (plyr == NULL)
1790 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)
1791 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1791 if (plyr != op && plyr->flag [FLAG_ALIVE])
1792 break; 1792 break;
1793 1793
1794 if (!plyr) 1794 if (!plyr)
1795 { 1795 {
1796 new_draw_info (NDI_BLACK, 0, op, "There is no one there."); 1796 op->failmsg ("There is no one there.");
1797 return 0; 1797 return 0;
1798 } 1798 }
1799 /* give sp */ 1799 /* give sp */
1800 if (spell->stats.dam > 0) 1800 if (spell->stats.dam > 0)
1801 { 1801 {
1802 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);
1803 charge_mana_effect (plyr, caster_level (caster, spell)); 1803 charge_mana_effect (plyr, casting_level (caster, spell));
1804 return 1; 1804 return 1;
1805 } 1805 }
1806 /* suck sp away. Can't suck sp from yourself */ 1806 /* suck sp away. Can't suck sp from yourself */
1807 else if (op != plyr) 1807 else if (op != plyr)
1808 { 1808 {
1813 if (rate > 95) 1813 if (rate > 95)
1814 rate = 95; 1814 rate = 95;
1815 1815
1816 sucked = (plyr->stats.sp * rate) / 100; 1816 sucked = (plyr->stats.sp * rate) / 100;
1817 plyr->stats.sp -= sucked; 1817 plyr->stats.sp -= sucked;
1818 if (QUERY_FLAG (op, FLAG_ALIVE)) 1818 if (op->flag [FLAG_ALIVE])
1819 { 1819 {
1820 /* Player doesn't get full credit */ 1820 /* Player doesn't get full credit */
1821 sucked = (sucked * rate) / 100; 1821 sucked = (sucked * rate) / 100;
1822 op->stats.sp += sucked; 1822 op->stats.sp += sucked;
1823 if (sucked > 0) 1823 if (sucked > 0)
1824 { 1824 {
1825 charge_mana_effect (op, caster_level (caster, spell)); 1825 charge_mana_effect (op, casting_level (caster, spell));
1826 } 1826 }
1827 } 1827 }
1828 return 1; 1828 return 1;
1829 } 1829 }
1830 return 0; 1830 return 0;
1867 1867
1868 /* don't attack our own spells */ 1868 /* don't attack our own spells */
1869 if (tmp->owner && tmp->owner == op->owner) 1869 if (tmp->owner && tmp->owner == op->owner)
1870 continue; 1870 continue;
1871 1871
1872 /* Basically, if the object is magical and not counterspell, 1872 /* Basically, if the object is magical and not counterspell,
1873 * we will more or less remove the object. Don't counterspell 1873 * we will more or less remove the object. Don't counterspell
1874 * monsters either. 1874 * monsters either.
1875 */ 1875 */
1876 1876
1877 if (head->attacktype & AT_MAGIC 1877 if (head->attacktype & AT_MAGIC
1878 && !(head->attacktype & AT_COUNTERSPELL) 1878 && !(head->attacktype & AT_COUNTERSPELL)
1879 && !QUERY_FLAG (head, FLAG_MONSTER) 1879 && !head->flag [FLAG_MONSTER]
1880 && (op->level > head->level)) 1880 && (op->level > head->level))
1881 head->destroy (); 1881 head->destroy ();
1882 else 1882 else
1883 switch (head->type) 1883 switch (head->type)
1884 { 1884 {
1885 case SPELL_EFFECT: 1885 case SPELL_EFFECT:
1886 // XXX: Don't affect floor spelleffects. See also XXX comment 1886 // XXX: Don't affect floor spelleffects. See also XXX comment
1887 // about sanctuary in spell_util.C 1887 // about sanctuary in spell_util.C
1888 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1888 if (tmp->flag [FLAG_IS_FLOOR])
1889 continue; 1889 continue;
1890 1890
1891 if (op->level > head->level) 1891 if (op->level > head->level)
1892 head->destroy (); 1892 head->destroy ();
1893 1893
1906 break; 1906 break;
1907 } 1907 }
1908 } 1908 }
1909} 1909}
1910 1910
1911
1912
1913/* cast_consecrate() - a spell to make an altar your god's */ 1911/* cast_consecrate() - a spell to make an altar your god's */
1914int 1912int
1915cast_consecrate (object *op, object *caster, object *spell) 1913cast_consecrate (object *op, object *caster, object *spell)
1916{ 1914{
1917 char buf[MAX_BUF]; 1915 char buf[MAX_BUF];
1918 1916
1919 object *tmp, *god = find_god (determine_god (op)); 1917 object *tmp, *god = find_god (determine_god (op));
1920 1918
1921 if (!god) 1919 if (!god)
1922 { 1920 {
1923 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!");
1924 return 0; 1922 return 0;
1925 } 1923 }
1926 1924
1927 for (tmp = op->below; tmp; tmp = tmp->below) 1925 for (tmp = op->below; tmp; tmp = tmp->below)
1928 { 1926 {
1929 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1927 if (tmp->flag [FLAG_IS_FLOOR])
1930 break; 1928 break;
1931 if (tmp->type == HOLY_ALTAR) 1929 if (tmp->type == HOLY_ALTAR)
1932 { 1930 {
1933 1931
1934 if (tmp->level > caster_level (caster, spell)) 1932 if (tmp->level > casting_level (caster, spell))
1935 { 1933 {
1936 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);
1937 return 0; 1935 return 0;
1938 } 1936 }
1939 else 1937 else
1940 { 1938 {
1941 /* If we got here, we are consecrating an altar */ 1939 /* If we got here, we are consecrating an altar */
1942 sprintf (buf, "Altar of %s", &god->name); 1940 sprintf (buf, "Altar of %s", &god->name);
1943 tmp->name = buf; 1941 tmp->name = buf;
1944 tmp->level = caster_level (caster, spell); 1942 tmp->level = casting_level (caster, spell);
1945 tmp->other_arch = god->arch; 1943 tmp->other_arch = god->arch;
1944
1946 if (op->type == PLAYER) 1945 if (op->type == PLAYER)
1947 esrv_update_item (UPD_NAME, op, tmp); 1946 esrv_update_item (UPD_NAME, op, tmp);
1947
1948 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);
1949 return 1; 1949 return 1;
1950 } 1950 }
1951 } 1951 }
1952 } 1952 }
1953 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!");
1954 return 0; 1955 return 0;
1955} 1956}
1956 1957
1957/* animate_weapon - 1958/* animate_weapon -
1958 * 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.
1959 * The golem is based on the archetype specified, modified by the caster's level 1960 * The golem is based on the archetype specified, modified by the caster's level
1960 * and the attributes of the weapon. The weapon is inserted in the golem's 1961 * and the attributes of the weapon. The weapon is inserted in the golem's
1961 * inventory so that it falls to the ground when the golem dies. 1962 * inventory so that it falls to the ground when the golem dies.
1962 * This code was very odd - code early on would only let players use the spell, 1963 * This code was very odd - code early on would only let players use the spell,
1963 * yet the code wass full of player checks. I've presumed that the code 1964 * yet the code wass full of player checks. I've presumed that the code
1964 * that only let players use it was correct, and removed all the other 1965 * that only let players use it was correct, and removed all the other
1965 * player checks. MSW 2003-01-06 1966 * player checks. MSW 2003-01-06
1966 */ 1967 */
1967int 1968int
1968animate_weapon (object *op, object *caster, object *spell, int dir) 1969animate_weapon (object *op, object *caster, object *spell, int dir)
1969{ 1970{
1970 object *weapon, *tmp;
1971 char buf[MAX_BUF]; 1971 char buf[MAX_BUF];
1972 int a, i; 1972 int a, i;
1973 sint16 x, y; 1973 sint16 x, y;
1974 maptile *m; 1974 maptile *m;
1975 1975
1990 return 0; 1990 return 0;
1991 } 1991 }
1992 1992
1993 /* if no direction specified, pick one */ 1993 /* if no direction specified, pick one */
1994 if (!dir) 1994 if (!dir)
1995 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);
1996 1996
1997 m = op->map; 1997 m = op->map;
1998 x = op->x + freearr_x[dir]; 1998 x = op->x + freearr_x[dir];
1999 y = op->y + freearr_y[dir]; 1999 y = op->y + freearr_y[dir];
2000 2000
2001 /* if there's no place to put the golem, abort */ 2001 /* if there's no place to put the golem, abort */
2002 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)
2003 ((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))
2004 { 2004 {
2005 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2005 op->failmsg ("There is something in the way.");
2006 return 0; 2006 return 0;
2007 } 2007 }
2008 2008
2009 /* Use the weapon marked by the player. */ 2009 /* Use the weapon marked by the player. */
2010 weapon = find_marked_object (op); 2010 object *weapon = op->mark ();
2011 2011
2012 if (!weapon) 2012 if (!weapon)
2013 { 2013 {
2014 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!");
2015 return 0; 2015 return 0;
2016 } 2016 }
2017
2017 if (spell->race && strcmp (weapon->arch->archname, spell->race)) 2018 if (spell->race && weapon->arch->archname != spell->race)
2018 { 2019 {
2019 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2020 op->failmsg ("The spell fails to transform your weapon.");
2020 return 0; 2021 return 0;
2021 } 2022 }
2023
2022 if (weapon->type != WEAPON) 2024 if (weapon->type != WEAPON)
2023 { 2025 {
2024 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.");
2025 return 0; 2027 return 0;
2026 } 2028 }
2027 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2029
2030 if (weapon->flag [FLAG_APPLIED])
2028 { 2031 {
2029 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));
2030 return 0; 2033 return 0;
2031 } 2034 }
2032 2035
2033 if (weapon->nrof > 1) 2036 weapon = weapon->split ();
2034 {
2035 tmp = get_split_ob (weapon, 1);
2036 esrv_send_item (op, weapon);
2037 weapon = tmp;
2038 }
2039 2037
2040 /* create the golem object */ 2038 /* create the golem object */
2041 tmp = arch_to_object (spell->other_arch); 2039 object *tmp = spell->other_arch->instance ();
2042 2040
2043 /* 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 */
2044 CLEAR_FLAG (tmp, FLAG_MONSTER); 2042 tmp->clr_flag (FLAG_MONSTER);
2045 tmp->stats.exp = 0; 2043 tmp->stats.exp = 0;
2046 add_friendly_object (tmp); 2044 add_friendly_object (tmp);
2047 tmp->type = GOLEM; 2045 tmp->type = GOLEM;
2048 tmp->set_owner (op); 2046 tmp->set_owner (op);
2049 op->contr->golem = tmp; 2047 op->contr->golem = tmp;
2050 set_spell_skill (op, caster, spell, tmp); 2048 set_spell_skill (op, caster, spell, tmp);
2051 2049
2052 /* 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
2053 * removed flag - it should only be set if get_split_object was 2051 * removed flag - it should only be set if weapon->split was
2054 * used above. 2052 * used above.
2055 */ 2053 */
2056 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2054 if (!weapon->flag [FLAG_REMOVED])
2057 weapon->remove (); 2055 weapon->remove ();
2058 2056
2059 insert_ob_in_ob (weapon, tmp); 2057 tmp->insert (weapon);
2060 esrv_send_item (op, weapon); 2058
2061 /* 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,
2062 * 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
2063 * body_info, skills, etc) 2061 * body_info, skills, etc)
2064 */ 2062 */
2065 SET_FLAG (tmp, FLAG_USE_WEAPON); 2063 tmp->set_flag (FLAG_USE_WEAPON);
2066 SET_FLAG (weapon, FLAG_APPLIED); 2064 weapon->set_flag (FLAG_APPLIED);
2067 tmp->update_stats (); 2065 tmp->update_stats ();
2068 2066
2069 /* 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
2070 * 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 -
2071 * 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.
2091 2089
2092 /* attacktype */ 2090 /* attacktype */
2093 if (!tmp->attacktype) 2091 if (!tmp->attacktype)
2094 tmp->attacktype = AT_PHYSICAL; 2092 tmp->attacktype = AT_PHYSICAL;
2095 2093
2096 if (materialtype_t *mt = name_to_material (op->materialname))
2097 {
2098 for (i = 0; i < NROFATTACKS; i++) 2094 for (i = 0; i < NROFATTACKS; i++)
2099 tmp->resist[i] = 50 - (mt->save[i] * 5); 2095 tmp->resist[i] = 50 - (op->material->save[i] * 5);
2100 a = mt->save[0]; 2096
2101 } 2097 a = op->material->save[0];
2102 else
2103 {
2104 for (i = 0; i < NROFATTACKS; i++)
2105 tmp->resist[i] = 5;
2106 a = 10;
2107 }
2108 2098
2109 /* Set weapon's immunity */ 2099 /* Set weapon's immunity */
2110 tmp->resist[ATNR_CONFUSION] = 100; 2100 tmp->resist[ATNR_CONFUSION] = 100;
2111 tmp->resist[ATNR_POISON] = 100; 2101 tmp->resist[ATNR_POISON] = 100;
2112 tmp->resist[ATNR_SLOW] = 100; 2102 tmp->resist[ATNR_SLOW] = 100;
2120 /* 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 */
2121 2111
2122 if (a > 14) 2112 if (a > 14)
2123 a = 14; 2113 a = 14;
2124 2114
2125 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));
2126 2116
2127 /* Determine golem's speed */ 2117 /* Determine golem's speed */
2128 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)));
2129 2119
2130 if (!spell->race) 2120 if (!spell->race)
2131 { 2121 {
2132 sprintf (buf, "animated %s", &weapon->name); 2122 sprintf (buf, "animated %s", &weapon->name);
2133 tmp->name = buf; 2123 tmp->name = buf;
2139 tmp->state = weapon->state; 2129 tmp->state = weapon->state;
2140 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2130 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2141 } 2131 }
2142 2132
2143 /* 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. */
2144 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));
2145 2135
2146 tmp->speed_left = -1; 2136 tmp->speed_left = -1;
2147 tmp->direction = dir; 2137 tmp->direction = dir;
2148 2138
2149 m->insert (tmp, x, y, op); 2139 m->insert (tmp, x, y, op);
2153/* cast_daylight() - changes the map darkness level *lower* */ 2143/* cast_daylight() - changes the map darkness level *lower* */
2154 2144
2155/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2145/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2156 * This changes the light level for the entire map. 2146 * This changes the light level for the entire map.
2157 */ 2147 */
2158
2159int 2148int
2160cast_change_map_lightlevel (object *op, object *caster, object *spell) 2149cast_change_map_lightlevel (object *op, object *caster, object *spell)
2161{ 2150{
2162 int success; 2151 int success;
2163 2152
2167 success = op->map->change_map_light (spell->stats.dam); 2156 success = op->map->change_map_light (spell->stats.dam);
2168 2157
2169 if (!success) 2158 if (!success)
2170 { 2159 {
2171 if (spell->stats.dam < 0) 2160 if (spell->stats.dam < 0)
2172 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2161 op->failmsg ("It can be no brighter here.");
2173 else 2162 else
2174 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2163 op->failmsg ("It can be no darker here.");
2175 } 2164 }
2165
2176 return success; 2166 return success;
2177} 2167}
2178 2168
2179/* 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.
2180 * 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,
2188 2178
2189 new_aura = present_arch_in_ob (spell->other_arch, op); 2179 new_aura = present_arch_in_ob (spell->other_arch, op);
2190 if (new_aura) 2180 if (new_aura)
2191 refresh = 1; 2181 refresh = 1;
2192 else 2182 else
2193 new_aura = arch_to_object (spell->other_arch); 2183 new_aura = spell->other_arch->instance ();
2194 2184
2195 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);
2196 2186
2197 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);
2198 2188
2199 set_spell_skill (op, caster, spell, new_aura); 2189 set_spell_skill (op, caster, spell, new_aura);
2200 new_aura->attacktype = spell->attacktype; 2190 new_aura->attacktype = spell->attacktype;
2201 2191
2202 new_aura->level = caster_level (caster, spell); 2192 new_aura->level = casting_level (caster, spell);
2203 2193
2204 if (refresh) 2194 if (refresh)
2205 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.");
2206 else 2196 else
2207 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.");
2210 new_aura->set_owner (op); 2200 new_aura->set_owner (op);
2211 2201
2212 return 1; 2202 return 1;
2213} 2203}
2214 2204
2215
2216/* 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,
2217 * 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
2218 * around him. 2207 * around him.
2219 * Aura parameters: 2208 * Aura parameters:
2220 * duration: duration counter. 2209 * duration: duration counter.
2221 * attacktype: aura's attacktype 2210 * attacktype: aura's attacktype
2222 * other_arch: archetype to drop where we attack 2211 * other_arch: archetype to drop where we attack
2223 */ 2212 */
2224
2225void 2213void
2226move_aura (object *aura) 2214move_aura (object *aura)
2227{ 2215{
2228 int i, mflags;
2229 object *env;
2230 maptile *m;
2231
2232 /* auras belong in inventories */ 2216 /* auras belong in inventories */
2233 env = aura->env; 2217 object *env = aura->env;
2218 object *owner = aura->owner;
2234 2219
2235 /* no matter what we've gotta remove the aura... 2220 /* no matter what we've gotta remove the aura...
2236 * we'll put it back if its time isn't up. 2221 * we'll put it back if its time isn't up.
2237 */ 2222 */
2238 aura->remove (); 2223 aura->remove ();
2239 2224
2240 /* exit if we're out of gas */ 2225 /* exit if we're out of gas */
2241 if (aura->duration-- < 0) 2226 if (aura->duration-- < 0)
2243 aura->destroy (); 2228 aura->destroy ();
2244 return; 2229 return;
2245 } 2230 }
2246 2231
2247 /* auras only exist in inventories */ 2232 /* auras only exist in inventories */
2248 if (env == NULL || env->map == NULL) 2233 if (!env || !env->map)
2249 { 2234 {
2250 aura->destroy (); 2235 aura->destroy ();
2251 return; 2236 return;
2252 } 2237 }
2253 2238
2254 /* we need to jump out of the inventory for a bit 2239 /* we need to jump out of the inventory for a bit
2255 * in order to hit the map conveniently. 2240 * in order to hit the map conveniently.
2256 */ 2241 */
2257 aura->insert_at (env, aura); 2242 aura->insert_at (env, aura);
2258 2243
2259 for (i = 1; i < 9; i++) 2244 for (int i = 1; i < 9; i++)
2260 { 2245 {
2261 sint16 nx, ny; 2246 mapxy pos (env);
2247 pos.move (i);
2262 2248
2263 nx = aura->x + freearr_x[i];
2264 ny = aura->y + freearr_y[i];
2265 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2266
2267 /* Consider the movement tyep of the person with the aura as 2249 /* Consider the movement type of the person with the aura as
2268 * 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
2269 * 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.
2270 */ 2252 */
2271 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)))
2272 { 2254 {
2273 hit_map (aura, i, aura->attacktype, 0); 2255 hit_map (aura, i, aura->attacktype, 0);
2274 2256
2275 if (aura->other_arch) 2257 if (aura->other_arch)
2276 m->insert (arch_to_object (aura->other_arch), nx, ny, aura); 2258 pos.insert (aura->other_arch->instance (), aura);
2277 } 2259 }
2278 } 2260 }
2279 2261
2280 /* put the aura back in the player's inventory */ 2262 /* put the aura back in the player's inventory */
2281 aura->remove (); 2263 env->insert (aura);
2282 insert_ob_in_ob (aura, env); 2264 aura->set_owner (owner);
2283} 2265}
2284 2266
2285/* moves the peacemaker spell. 2267/* moves the peacemaker spell.
2286 * op is the piece object. 2268 * op is the piece object.
2287 */ 2269 */
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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