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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.26 by root, Tue Dec 26 08:55:00 2006 UTC vs.
Revision 1.107 by elmex, Thu Sep 17 16:53:15 2009 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <object.h> 25#include <object.h>
26#include <living.h> 26#include <living.h>
27#ifndef __CEXTRACT__
28# include <sproto.h> 27#include <sproto.h>
29#endif
30#include <spells.h> 28#include <spells.h>
31#include <sounds.h> 29#include <sounds.h>
32 30
33/* cast_magic_storm: This is really used mostly for spell 31/* cast_magic_storm: This is really used mostly for spell
34 * fumbles at the like. tmp is the object to propogate. 32 * fumbles at the like. tmp is the object to propogate.
37void 35void
38cast_magic_storm (object *op, object *tmp, int lvl) 36cast_magic_storm (object *op, object *tmp, int lvl)
39{ 37{
40 if (!tmp) 38 if (!tmp)
41 return; /* error */ 39 return; /* error */
40
42 tmp->level = op->level; 41 tmp->level = op->level;
43 tmp->x = op->x;
44 tmp->y = op->y;
45 tmp->range += lvl / 5; /* increase the area of destruction */ 42 tmp->range += lvl / 5; /* increase the area of destruction */
46 tmp->duration += lvl / 5; 43 tmp->duration += lvl / 5;
47 44
48 /* Put a cap on duration for this - if the player fails in their 45 /* Put a cap on duration for this - if the player fails in their
49 * apartment, don't want it to go on so long that it kills them 46 * apartment, don't want it to go on so long that it kills them
50 * multiple times. Also, damge already increases with level, 47 * multiple times. Also, damge already increases with level,
51 * so don't really need to increase the duration as much either. 48 * so don't really need to increase the duration as much either.
52 */ 49 */
53 if (tmp->duration >= 40) 50 if (tmp->duration >= 40)
54 tmp->duration = 40; 51 tmp->duration = 40;
52
55 tmp->stats.dam = lvl; /* nasty recoils! */ 53 tmp->stats.dam = lvl; /* nasty recoils! */
56 tmp->stats.maxhp = tmp->count; /* tract single parent */ 54 tmp->stats.maxhp = tmp->count; /* tract single parent */
57 insert_ob_in_map (tmp, op->map, op, 0);
58 55
56 tmp->insert_at (op, op);
59} 57}
60
61 58
62int 59int
63recharge (object *op, object *caster, object *spell_ob) 60recharge (object *op, object *caster, object *spell_ob)
64{ 61{
65 object *wand, *tmp; 62 object *wand, *tmp;
66 int ncharges; 63 int ncharges;
67 64
68 wand = find_marked_object (op); 65 wand = find_marked_object (op);
69 if (wand == NULL || wand->type != WAND) 66 if (!wand || wand->type != WAND)
70 { 67 {
71 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge."); 68 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge.");
72 return 0; 69 return 0;
73 } 70 }
74 if (!(random_roll (0, 3, op, PREFER_HIGH))) 71 if (!(random_roll (0, 3, op, PREFER_HIGH)))
75 { 72 {
76 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand)); 73 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand));
77 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE); 74 op->play_sound (sound_find ("ob_explode"));
78 esrv_del_item (op->contr, wand->count);
79 wand->destroy (); 75 wand->destroy ();
80 tmp = get_archetype ("fireball"); 76 tmp = get_archetype ("fireball");
81 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; 77 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
78
82 if (!tmp->stats.dam) 79 if (!tmp->stats.dam)
83 tmp->stats.dam = 1; 80 tmp->stats.dam = 1;
81
84 tmp->stats.hp = tmp->stats.dam / 2; 82 tmp->stats.hp = tmp->stats.dam / 2;
83
85 if (tmp->stats.hp < 2) 84 if (tmp->stats.hp < 2)
86 tmp->stats.hp = 2; 85 tmp->stats.hp = 2;
87 tmp->x = op->x; 86
88 tmp->y = op->y; 87 tmp->insert_at (op);
89 insert_ob_in_map (tmp, op->map, NULL, 0);
90 return 1; 88 return 1;
91 } 89 }
92 90
93 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)); 91 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob));
92
94 if (wand->inv && wand->inv->level) 93 if (wand->inv && wand->inv->level)
95 ncharges /= wand->inv->level; 94 ncharges /= wand->inv->level;
96 else 95 else
97 { 96 {
98 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand)); 97 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand));
99 return 0; 98 return 0;
100 } 99 }
100
101 if (!ncharges) 101 if (!ncharges)
102 ncharges = 1; 102 ncharges = 1;
103 103
104 wand->stats.food += ncharges; 104 wand->stats.food += ncharges;
105 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand)); 105 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand));
106
106 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE)) 107 if (wand->arch && QUERY_FLAG (wand->arch, FLAG_ANIMATE))
107 { 108 {
108 SET_FLAG (wand, FLAG_ANIMATE); 109 SET_FLAG (wand, FLAG_ANIMATE);
109 wand->set_speed (wand->arch->clone.speed); 110 wand->set_speed (wand->arch->speed);
110 } 111 }
111 112
112 return 1; 113 return 1;
113} 114}
114 115
120 * great a plus, the default is used. 121 * great a plus, the default is used.
121 * The # of arrows created also goes up with level, so if a 30th level mage 122 * The # of arrows created also goes up with level, so if a 30th level mage
122 * wants LOTS of arrows, and doesn't care what the plus is he could 123 * wants LOTS of arrows, and doesn't care what the plus is he could
123 * create nonnmagic arrows, or even -1, etc... 124 * create nonnmagic arrows, or even -1, etc...
124 */ 125 */
125
126int 126int
127cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg) 127cast_create_missile (object *op, object *caster, object *spell, int dir, const char *spellparam)
128{ 128{
129 int missile_plus = 0, bonus_plus = 0; 129 int bonus_plus = 0;
130 const char *missile_name; 130 const char *missile_name = "arrow";
131 object *tmp, *missile;
132 131
133 missile_name = "arrow";
134
135 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 132 for (object *tmp = op->inv; tmp; tmp = tmp->below)
136 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) 133 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED))
137 missile_name = tmp->race; 134 missile_name = tmp->race;
138 135
139 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); 136 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
140 137
141 if (archetype::find (missile_name) == NULL) 138 archetype *missile_arch = archetype::find (missile_name);
139
140 if (!missile_arch)
142 { 141 {
143 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name); 142 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name);
144 return 0; 143 return 0;
145 } 144 }
146 145
147 missile = get_archetype (missile_name); 146 object *missile = missile_arch->instance ();
148 147
149 if (stringarg) 148 if (spellparam)
150 { 149 {
151 /* If it starts with a letter, presume it is a description */ 150 /* If it starts with a letter, presume it is a description */
152 if (isalpha (*stringarg)) 151 if (isalpha (*spellparam))
153 { 152 {
154 artifact *al = find_artifactlist (missile->type)->items; 153 artifact *al = find_artifactlist (missile->type)->items;
155 154
156 for (; al != NULL; al = al->next) 155 for (; al; al = al->next)
157 if (!strcasecmp (al->item->name, stringarg)) 156 if (!strcasecmp (al->item->name, spellparam))
158 break; 157 break;
159 158
160 if (!al) 159 if (!al)
161 { 160 {
162 missile->destroy (); 161 missile->destroy ();
163 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, stringarg); 162 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, spellparam);
164 return 0; 163 return 0;
165 } 164 }
166 165
167 if (al->item->slaying) 166 if (al->item->slaying)
168 { 167 {
169 missile->destroy (); 168 missile->destroy ();
170 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg); 169 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, spellparam);
171 return 0; 170 return 0;
172 } 171 }
173 172
174 give_artifact_abilities (missile, al->item); 173 give_artifact_abilities (missile, al->item);
175 /* These special arrows cost something extra. Don't have them also be magical - 174 /* These special arrows cost something extra. Don't have them also be magical -
176 * otherwise, in most cases, not enough will be created. I don't want to get into 175 * otherwise, in most cases, not enough will be created. I don't want to get into
177 * the parsing of having to do both plus and type. 176 * the parsing of having to do both plus and type.
178 */ 177 */
179 bonus_plus = 1 + (al->item->value / 5); 178 bonus_plus = 1 + (al->item->value / 5);
180 missile_plus = 0; 179 missile_plus = 0;
181 } 180 }
182 else if (atoi (stringarg) < missile_plus) 181 else if (atoi (spellparam) < missile_plus)
183 missile_plus = atoi (stringarg); 182 missile_plus = atoi (spellparam);
184 } 183 }
185 184
186 if (missile_plus > 4) 185 missile_plus = clamp (missile_plus, -4, 4);
187 missile_plus = 4;
188 else if (missile_plus < -4)
189 missile_plus = -4;
190 186
191 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 187 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
192 missile->nrof -= 3 * (missile_plus + bonus_plus); 188 missile->nrof -= 3 * (missile_plus + bonus_plus);
193 189
194 if (missile->nrof < 1) 190 if (missile->nrof < 1)
206 return 1; 202 return 1;
207} 203}
208 204
209 205
210/* allows the choice of what sort of food object to make. 206/* allows the choice of what sort of food object to make.
211 * If stringarg is NULL, it will create food dependent on level --PeterM*/ 207 * If spellparam is NULL, it will create food dependent on level --PeterM*/
212int 208int
213cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *stringarg) 209cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *spellparam)
214{ 210{
215 int food_value; 211 int food_value;
216 archetype *at = NULL; 212 archetype *at = NULL;
217 object *new_op; 213 object *new_op;
218 214
219 food_value = spell_ob->stats.food + +50 * SP_level_duration_adjust (caster, spell_ob); 215 food_value = spell_ob->stats.food + 50 * SP_level_duration_adjust (caster, spell_ob);
220 216
221 if (stringarg) 217 if (spellparam)
222 { 218 {
223 at = find_archetype_by_object_type_name (FOOD, stringarg); 219 at = find_archetype_by_object_type_name (FOOD, spellparam);
224 if (at == NULL) 220 if (at == NULL)
225 at = find_archetype_by_object_type_name (DRINK, stringarg); 221 at = find_archetype_by_object_type_name (DRINK, spellparam);
226 if (at == NULL || at->clone.stats.food > food_value) 222 if (at == NULL || at->stats.food > food_value)
227 stringarg = NULL; 223 spellparam = NULL;
228 } 224 }
229 225
230 if (!stringarg) 226 if (!spellparam)
231 { 227 {
232 archetype *at_tmp; 228 archetype *at_tmp;
233 229
234 /* We try to find the archetype with the maximum food value. 230 /* We try to find the archetype with the maximum food value.
235 * This removes the dependancy of hard coded food values in this 231 * This removes the dependancy of hard coded food values in this
237 * We don't use flesh types because the weight values of those need 233 * We don't use flesh types because the weight values of those need
238 * to be altered from the donor. 234 * to be altered from the donor.
239 */ 235 */
240 236
241 /* We assume the food items don't have multiple parts */ 237 /* We assume the food items don't have multiple parts */
242 for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next) 238 for_all_archetypes (at_tmp)
243 { 239 {
244 if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK) 240 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
245 { 241 {
246 /* Basically, if the food value is something that is creatable 242 /* Basically, if the food value is something that is creatable
247 * under the limits of the spell and it is higher than 243 * under the limits of the spell and it is higher than
248 * the item we have now, take it instead. 244 * the item we have now, take it instead.
249 */ 245 */
250 if (at_tmp->clone.stats.food <= food_value && (!at || at_tmp->clone.stats.food > at->clone.stats.food)) 246 if (at_tmp->stats.food <= food_value
247 && (!at
248 || at_tmp->stats.food > at->stats.food
249 || (at_tmp->stats.food == at->stats.food
250 && at_tmp->weight < at->weight)))
251 at = at_tmp; 251 at = at_tmp;
252 } 252 }
253 } 253 }
254 } 254 }
255
255 /* Pretty unlikely (there are some very low food items), but you never 256 /* Pretty unlikely (there are some very low food items), but you never
256 * know 257 * know
257 */ 258 */
258 if (!at) 259 if (!at)
259 { 260 {
260 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); 261 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food.");
261 return 0; 262 return 0;
262 } 263 }
263 264
264 food_value /= at->clone.stats.food; 265 food_value /= at->stats.food;
265 new_op = arch_to_object (at); 266 new_op = arch_to_object (at);
266 new_op->nrof = food_value; 267 new_op->nrof = food_value;
267 268
268 new_op->value = 0; 269 new_op->value = 0;
269 if (new_op->nrof < 1) 270 if (new_op->nrof < 1)
278{ 279{
279 int r, mflags, maxrange; 280 int r, mflags, maxrange;
280 object *tmp; 281 object *tmp;
281 maptile *m; 282 maptile *m;
282 283
283
284 if (!dir) 284 if (!dir)
285 { 285 {
286 examine_monster (op, op); 286 examine_monster (op, op);
287 return 1; 287 return 1;
288 } 288 }
289
289 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 290 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
290 for (r = 1; r < maxrange; r++) 291 for (r = 1; r < maxrange; r++)
291 { 292 {
292 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir]; 293 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir];
293 294
300 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) 301 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC))
301 { 302 {
302 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 303 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
303 return 0; 304 return 0;
304 } 305 }
306
305 if (mflags & P_IS_ALIVE) 307 if (mflags & P_IS_ALIVE)
306 { 308 {
307 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 309 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
308 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 310 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
309 { 311 {
310 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 312 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
311 if (tmp->head != NULL) 313 if (tmp->head != NULL)
312 tmp = tmp->head; 314 tmp = tmp->head;
313 examine_monster (op, tmp); 315 examine_monster (op, tmp);
314 return 1; 316 return 1;
315 } 317 }
316 } 318 }
317 } 319 }
320
318 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); 321 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
319 return 1; 322 return 1;
320} 323}
321
322 324
323/* This checks to see if 'pl' is invisible to 'mon'. 325/* This checks to see if 'pl' is invisible to 'mon'.
324 * does race check, undead check, etc 326 * does race check, undead check, etc
325 * Returns TRUE if mon can't see pl, false 327 * Returns TRUE if mon can't see pl, false
326 * otherwise. This doesn't check range, walls, etc. It 328 * otherwise. This doesn't check range, walls, etc. It
328 * pl is invisible. 330 * pl is invisible.
329 */ 331 */
330int 332int
331makes_invisible_to (object *pl, object *mon) 333makes_invisible_to (object *pl, object *mon)
332{ 334{
333
334 if (!pl->invisible) 335 if (!pl->invisible)
335 return 0; 336 return 0;
337
336 if (pl->type == PLAYER) 338 if (pl->type == PLAYER)
337 { 339 {
338 /* If race isn't set, then invisible unless it is undead */ 340 /* If race isn't set, then invisible unless it is undead */
339 if (!pl->contr->invis_race) 341 if (!pl->contr->invis_race)
340 { 342 {
341 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 343 if (QUERY_FLAG (mon, FLAG_UNDEAD))
342 return 0; 344 return 0;
345
343 return 1; 346 return 1;
344 } 347 }
348
345 /* invis_race is set if we get here */ 349 /* invis_race is set if we get here */
346 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 350 if (pl->contr->invis_race == shstr_undead && is_true_undead (mon))
347 return 1; 351 return 1;
352
348 /* No race, can't be invisible to it */ 353 /* No race, can't be invisible to it */
349 if (!mon->race) 354 if (!mon->race)
350 return 0; 355 return 0;
356
351 if (strstr (mon->race, pl->contr->invis_race)) 357 if (mon->race.contains (pl->contr->invis_race))
352 return 1; 358 return 1;
359
353 /* Nothing matched above, return 0 */ 360 /* Nothing matched above, return 0 */
354 return 0; 361 return 0;
355 } 362 }
356 else 363 else
357 { 364 {
370 * normal applies. 377 * normal applies.
371 */ 378 */
372int 379int
373cast_invisible (object *op, object *caster, object *spell_ob) 380cast_invisible (object *op, object *caster, object *spell_ob)
374{ 381{
375 object *tmp;
376
377 if (op->invisible > 1000) 382 if (op->invisible > 1000)
378 { 383 {
379 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further"); 384 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further");
380 return 0; 385 return 0;
381 } 386 }
397 else 402 else
398 op->contr->tmp_invis = 1; 403 op->contr->tmp_invis = 1;
399 404
400 op->contr->hidden = 0; 405 op->contr->hidden = 0;
401 } 406 }
407
402 if (makes_invisible_to (op, op)) 408 if (makes_invisible_to (op, op))
403 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!"); 409 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!");
404 else 410 else
405 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!"); 411 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
406 412
407 update_object (op, UP_OBJ_FACE); 413 update_object (op, UP_OBJ_CHANGE);
408 414
409 /* Only search the active objects - only these should actually do 415 /* Only search the active objects - only these should actually do
410 * harm to the player. 416 * harm to the player.
411 */ 417 */
412 for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) 418 for_all_actives (tmp)
413 if (tmp->enemy == op) 419 if (tmp->enemy == op)
414 tmp->enemy = NULL; 420 tmp->enemy = 0;
421
415 return 1; 422 return 1;
416} 423}
417 424
418/* earth to dust spell. Basically destroys earthwalls in the area. 425/* earth to dust spell. Basically destroys earthwalls in the area.
419 */ 426 */
420int 427int
421cast_earth_to_dust (object *op, object *caster, object *spell_ob) 428cast_earth_to_dust (object *op, object *caster, object *spell_ob)
422{ 429{
423 object *tmp, *next;
424 int range, i, j, mflags; 430 int range, i, j, mflags;
425 sint16 sx, sy; 431 sint16 sx, sy;
426 maptile *m; 432 maptile *m;
427
428 if (op->type != PLAYER)
429 return 0;
430 433
431 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 434 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
432 435
433 for (i = -range; i <= range; i++) 436 for (i = -range; i <= range; i++)
434 for (j = -range; j <= range; j++) 437 for (j = -range; j <= range; j++)
439 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 442 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
440 443
441 if (mflags & P_OUT_OF_MAP) 444 if (mflags & P_OUT_OF_MAP)
442 continue; 445 continue;
443 446
444 // earth to dust tears down everything that can be teared down 447 // earth to dust tears down everything that can be torn down
445 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next) 448 for (object *next, *tmp = m->at (sx, sy).bot; tmp; tmp = next)
446 { 449 {
447 next = tmp->above; 450 next = tmp->above;
451
448 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 452 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
449 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 453 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
450 } 454 }
451 } 455 }
456
452 return 1; 457 return 1;
453} 458}
454
455 459
456void 460void
457execute_word_of_recall (object *op) 461execute_word_of_recall (object *op)
458{ 462{
459 object *wor = op; 463 if (object *pl = op->in_player ())
460 464 {
461 while (op != NULL && op->type != PLAYER) 465 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST))
462 op = op->env;
463
464 if (op != NULL && op->map)
465 if ((get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_CLERIC) && (!QUERY_FLAG (op, FLAG_WIZCAST)))
466 new_draw_info (NDI_UNIQUE, 0, op, "You feel something fizzle inside you."); 466 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
467 else 467 else
468 enter_exit (op, wor); 468 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
469 }
469 470
470 wor->destroy (); 471 op->destroy ();
471} 472}
472 473
473/* Word of recall causes the player to return 'home'. 474/* Word of recall causes the player to return 'home'.
474 * we put a force into the player object, so that there is a 475 * we put a force into the player object, so that there is a
475 * time delay effect. 476 * time delay effect.
488 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 489 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
489 return 1; 490 return 1;
490 } 491 }
491 492
492 dummy = get_archetype (FORCE_NAME); 493 dummy = get_archetype (FORCE_NAME);
493 if (dummy == NULL) 494
495 if (!dummy)
494 { 496 {
495 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 497 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
496 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); 498 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
497 return 0; 499 return 0;
498 } 500 }
501
499 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob); 502 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob);
500 if (time < 1) 503 if (time < 1)
501 time = 1; 504 time = 1;
502 505
503 /* value of speed really doesn't make much difference, as long as it is 506 /* value of speed really doesn't make much difference, as long as it is
511 514
512 /* If we could take advantage of enter_player_savebed() here, it would be 515 /* If we could take advantage of enter_player_savebed() here, it would be
513 * nice, but until the map load fails, we can't. 516 * nice, but until the map load fails, we can't.
514 */ 517 */
515 EXIT_PATH (dummy) = op->contr->savebed_map; 518 EXIT_PATH (dummy) = op->contr->savebed_map;
516 EXIT_X (dummy) = op->contr->bed_x; 519 EXIT_X (dummy) = op->contr->bed_x;
517 EXIT_Y (dummy) = op->contr->bed_y; 520 EXIT_Y (dummy) = op->contr->bed_y;
518 521
519 (void) insert_ob_in_ob (dummy, op); 522 op->insert (dummy);
523
520 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 524 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
525
521 return 1; 526 return 1;
522} 527}
523 528
524/* cast_wonder 529/* cast_wonder
525 * wonder is really just a spell that will likely cast another 530 * wonder is really just a spell that will likely cast another
558} 563}
559 564
560int 565int
561perceive_self (object *op) 566perceive_self (object *op)
562{ 567{
563 char *cp = describe_item (op, op), buf[MAX_BUF]; 568 const char *cp = describe_item (op, op);
564 archetype *at = archetype::find (ARCH_DEPLETION); 569 archetype *at = archetype::find (ARCH_DEPLETION);
565 object *tmp;
566 int i;
567 570
571 dynbuf_text &buf = msg_dynbuf; buf.clear ();
572
573 if (!op->is_player ())
574 return 0;
575
576 if (object *race = archetype::find (op->race))
577 buf << " - You are a G<male|female> " << &race->name << ".\n";
578
568 tmp = find_god (determine_god (op)); 579 if (object *god = find_god (determine_god (op)))
569 if (tmp) 580 buf << " - You worship " << &god->name << ".\n";
570 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
571 else 581 else
572 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); 582 buf << " - You worship no god.\n";
573 583
574 tmp = present_arch_in_ob (at, op); 584 object *tmp = present_arch_in_ob (at, op);
575 585
576 if (*cp == '\0' && tmp == NULL) 586 if (*cp == '\0' && !tmp)
577 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 587 buf << " - You feel very mundane. ";
578 else 588 else
579 { 589 {
580 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 590 buf << " - You have: " << cp << ".\n";
581 new_draw_info (NDI_UNIQUE, 0, op, cp); 591
582 if (tmp != NULL) 592 if (tmp)
583 {
584 for (i = 0; i < NUM_STATS; i++) 593 for (int i = 0; i < NUM_STATS; i++)
585 { 594 if (tmp->stats.stat (i) < 0)
586 if (get_attr_value (&tmp->stats, i) < 0) 595 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
587 {
588 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i)));
589 }
590 }
591 }
592 } 596 }
593 597
594 if (is_dragon_pl (op)) 598 if (is_dragon_pl (op))
595 {
596 /* now grab the 'dragon_ability'-force from the player's inventory */ 599 /* now grab the 'dragon_ability'-force from the player's inventory */
597 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 600 for (tmp = op->inv; tmp; tmp = tmp->below)
598 { 601 {
599 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 602 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
600 { 603 {
601 if (tmp->stats.exp == 0) 604 if (tmp->stats.exp == 0)
602 {
603 sprintf (buf, "Your metabolism isn't focused on anything."); 605 buf << " - Your metabolism isn't focused on anything.\n";
604 }
605 else 606 else
606 {
607 sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); 607 buf << " - Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
608 } 608
609 new_draw_info (NDI_UNIQUE, 0, op, buf);
610 break; 609 break;
611 } 610 }
612 } 611 }
613 }
614 return 1;
615}
616 612
617/* int cast_create_town_portal (object *op, object *caster, int dir) 613 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
618 *
619 * This function cast the spell of town portal for op
620 *
621 * The spell operates in two passes. During the first one a place
622 * is marked as a destination for the portal. During the second one,
623 * 2 portals are created, one in the position the player cast it and
624 * one in the destination place. The portal are synchronized and 2 forces
625 * are inserted in the player to destruct the portal next time player
626 * creates a new portal pair.
627 * This spell has a side effect that it allows people to meet each other
628 * in a permanent, private, appartements by making a town portal from it
629 * to the town or another public place. So, check if the map is unique and if
630 * so return an error
631 *
632 * Code by Tchize (david.delbecq@usa.net)
633 */
634int
635cast_create_town_portal (object *op, object *caster, object *spell, int dir)
636{
637 object *dummy, *force, *old_force, *tmp;
638 archetype *perm_portal;
639 char portal_name[1024], portal_message[1024];
640 sint16 exitx, exity;
641 maptile *exitmap;
642 int op_level;
643
644 /* Check to see if the map the player is currently on is a per player unique
645 * map. This can be determined in that per player unique maps have the
646 * full pathname listed.
647 */
648 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
649 {
650 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
651 return 0;
652 }
653
654 /* The first thing to do is to check if we have a marked destination
655 * dummy is used to make a check inventory for the force
656 */
657 dummy = arch_to_object (spell->other_arch);
658 if (dummy == NULL)
659 {
660 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
661 LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name);
662 return 0;
663 }
664
665 force = check_inv_recursive (op, dummy);
666
667 if (force == NULL)
668 {
669 /* Here we know there is no destination marked up.
670 * We have 2 things to do:
671 * 1. Mark the destination in the player inventory.
672 * 2. Let the player know it worked.
673 */
674 dummy->name = op->map->path;
675 EXIT_X (dummy) = op->x;
676 EXIT_Y (dummy) = op->y;
677 insert_ob_in_ob (dummy, op);
678 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You fix this place in your mind.\nYou feel you are able to come here from anywhere.");
679 return 1;
680 }
681
682 dummy->destroy ();
683
684 /* Here we know where the town portal should go to
685 * We should kill any existing portal associated with the player.
686 * Than we should create the 2 portals.
687 * For each of them, we need:
688 * - To create the portal with the name of the player+destination map
689 * - set the owner of the town portal
690 * - To mark the position of the portal in the player's inventory
691 * for easier destruction.
692 *
693 * The mark works has follow:
694 * slaying: Existing town portal
695 * hp, sp : x & y of the associated portal
696 * name : name of the portal
697 * race : map the portal is in
698 */
699
700 /* First step: killing existing town portals */
701 dummy = get_archetype (spell->race);
702 if (dummy == NULL)
703 {
704 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
705 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
706 return 0;
707 }
708
709 perm_portal = archetype::find (spell->slaying);
710
711 /* To kill a town portal, we go trough the player's inventory,
712 * for each marked portal in player's inventory,
713 * -We try load the associated map (if impossible, consider the portal destructed)
714 * -We find any portal in the specified location.
715 * If it has the good name, we destruct it.
716 * -We destruct the force indicating that portal.
717 */
718 while ((old_force = check_inv_recursive (op, dummy)))
719 {
720 exitx = EXIT_X (old_force);
721 exity = EXIT_Y (old_force);
722 LOG (llevDebug, "Trying to kill a portal in %s (%d,%d)\n", &old_force->race, exitx, exity);
723
724 if (!strncmp (old_force->race, settings.localdir, strlen (settings.localdir)))
725 exitmap = ready_map_name (old_force->race, MAP_PLAYER_UNIQUE);
726 else
727 exitmap = ready_map_name (old_force->race, 0);
728
729 if (exitmap)
730 {
731 tmp = present_arch (perm_portal, exitmap, exitx, exity);
732 while (tmp)
733 {
734 if (tmp->name == old_force->name)
735 {
736 tmp->destroy ();
737 break;
738 }
739
740 tmp = tmp->above;
741 }
742 }
743
744 old_force->destroy ();
745 LOG (llevDebug, "\n");
746 }
747
748 dummy->destroy ();
749
750 /* Creating the portals.
751 * The very first thing to do is to ensure
752 * access to the destination map.
753 * If we can't, don't fizzle. Simply warn player.
754 * This ensure player pays his mana for the spell
755 * because HE is responsible of forgotting.
756 * 'force' is the destination of the town portal, which we got
757 * from the players inventory above.
758 */
759
760 /* Ensure exit map is loaded */
761 if (!strncmp (force->name, settings.localdir, strlen (settings.localdir)))
762 exitmap = ready_map_name (force->name, MAP_PLAYER_UNIQUE);
763 else
764 exitmap = ready_map_name (force->name, 0);
765
766 /* If we were unable to load (ex. random map deleted), warn player */
767 if (exitmap == NULL)
768 {
769 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
770 force->destroy ();
771 return 1;
772 }
773
774 op_level = caster_level (caster, spell);
775 if (op_level < 15)
776 snprintf (portal_message, 1024,
777 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
778 &op->name);
779 else if (op_level < 30)
780 snprintf (portal_message, 1024,
781 "\n%s's portal smells of ozone.\nYou do a lot of movements and finally pass\nthrough the small hole in the air\n", &op->name);
782 else if (op_level < 60)
783 snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
784 else
785 snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",
786 &op->name);
787
788 /* Create a portal in front of player
789 * dummy contain the portal and
790 * force contain the track to kill it later
791 */
792
793 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
794 dummy = get_archetype (spell->slaying); /*The portal */
795 if (dummy == NULL)
796 {
797 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
798 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
799 return 0;
800 }
801
802 EXIT_PATH (dummy) = force->name;
803 EXIT_X (dummy) = EXIT_X (force);
804 EXIT_Y (dummy) = EXIT_Y (force);
805 dummy->name = dummy->name_pl = portal_name;
806 dummy->msg = portal_message;
807 dummy->race = op->name; /*Save the owner of the portal */
808 cast_create_obj (op, caster, dummy, 0);
809
810 /* Now we need to to create a town portal marker inside the player
811 * object, so on future castings, we can know that he has an active
812 * town portal.
813 */
814 tmp = get_archetype (spell->race);
815 if (tmp == NULL)
816 {
817 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
818 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
819 return 0;
820 }
821
822 tmp->race = op->map->path;
823 tmp->name = portal_name;
824 EXIT_X (tmp) = dummy->x;
825 EXIT_Y (tmp) = dummy->y;
826 insert_ob_in_ob (tmp, op);
827
828 /* Create a portal in the destination map
829 * dummy contain the portal and
830 * force the track to kill it later
831 * the 'force' variable still contains the 'reminder' of
832 * where this portal goes to.
833 */
834 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, op->map->path);
835 dummy = get_archetype (spell->slaying); /*The portal */
836 if (dummy == NULL)
837 {
838 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
839 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
840 return 0;
841 }
842
843 EXIT_PATH (dummy) = op->map->path;
844 EXIT_X (dummy) = op->x;
845 EXIT_Y (dummy) = op->y;
846 dummy->name = dummy->name_pl = portal_name;
847 dummy->msg = portal_message;
848 dummy->x = EXIT_X (force);
849 dummy->y = EXIT_Y (force);
850 dummy->race = op->name; /*Save the owner of the portal */
851 insert_ob_in_map (dummy, exitmap, op, 0);
852
853 /* Now we create another town portal marker that
854 * points back to the one we just made
855 */
856 tmp = get_archetype (spell->race);
857 if (tmp == NULL)
858 {
859 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
860 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
861 return 0;
862 }
863
864 tmp->race = force->name;
865 tmp->name = portal_name;
866 EXIT_X (tmp) = dummy->x;
867 EXIT_Y (tmp) = dummy->y;
868 insert_ob_in_ob (tmp, op);
869
870 /* Describe the player what happened
871 */
872 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
873 force->destroy ();
874 614
875 return 1; 615 return 1;
876} 616}
877 617
878/* This creates magic walls. Really, it can create most any object, 618/* This creates magic walls. Really, it can create most any object,
879 * within some reason. 619 * within some reason.
880 */ 620 */
881int 621int
882magic_wall (object *op, object *caster, int dir, object *spell_ob) 622magic_wall (object *op, object *caster, int dir, object *spell_ob)
883{ 623{
884 object *tmp, *tmp2; 624 object *tmp;
885 int i, posblocked, negblocked, maxrange; 625 int i, posblocked, negblocked, maxrange;
886 sint16 x, y; 626 sint16 x, y;
887 maptile *m; 627 maptile *m;
888 const char *name; 628 const char *name;
889 archetype *at; 629 archetype *at;
922 { 662 {
923 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 663 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
924 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 664 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
925 return 0; 665 return 0;
926 } 666 }
667
927 tmp = arch_to_object (at); 668 tmp = arch_to_object (at);
928 } 669 }
929 else 670 else
930 { 671 {
931 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name); 672 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
965 */ 706 */
966 if (tmp->type != EARTHWALL) //TODO 707 if (tmp->type != EARTHWALL) //TODO
967 tmp->set_owner (op); 708 tmp->set_owner (op);
968 709
969 set_spell_skill (op, caster, spell_ob, tmp); 710 set_spell_skill (op, caster, spell_ob, tmp);
970 tmp->x = x;
971 tmp->y = y;
972 tmp->level = caster_level (caster, spell_ob) / 2; 711 tmp->level = casting_level (caster, spell_ob) / 2;
973 712
974 name = tmp->name; 713 name = tmp->name;
975 if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL) 714 if (!(tmp = m->insert (tmp, x, y, op)))
976 { 715 {
977 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name); 716 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
978 return 0; 717 return 0;
979 } 718 }
980 719
981 /* If this is a spellcasting wall, need to insert the spell object */ 720 /* If this is a spellcasting wall, need to insert the spell object */
982 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 721 if (tmp->other_arch && tmp->other_arch->type == SPELL)
983 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 722 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
984 723
985 /* This code causes the wall to extend some distance in 724 /* This code causes the wall to extend some distance in
986 * each direction, or until an obstruction is encountered. 725 * each direction, or until an obstruction is encountered.
987 * posblocked and negblocked help determine how far the 726 * posblocked and negblocked help determine how far the
1003 m = tmp->map; 742 m = tmp->map;
1004 743
1005 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && 744 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
1006 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked) 745 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked)
1007 { 746 {
1008 tmp2 = tmp->clone (); 747 object *tmp2 = tmp->clone ();
1009 tmp2->x = x; 748 m->insert (tmp2, x, y, op);
1010 tmp2->y = y; 749
1011 insert_ob_in_map (tmp2, m, op, 0);
1012 /* If this is a spellcasting wall, need to insert the spell object */ 750 /* If this is a spellcasting wall, need to insert the spell object */
1013 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 751 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1014 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 752 tmp2->insert (arch_to_object (tmp2->other_arch));
1015 753
1016 } 754 }
1017 else 755 else
1018 posblocked = 1; 756 posblocked = 1;
1019 757
1022 m = tmp->map; 760 m = tmp->map;
1023 761
1024 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && 762 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
1025 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked) 763 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
1026 { 764 {
1027 tmp2 = tmp->clone (); 765 object *tmp2 = tmp->clone ();
1028 tmp2->x = x; 766 m->insert (tmp2, x, y, op);
1029 tmp2->y = y; 767
1030 insert_ob_in_map (tmp2, m, op, 0);
1031 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 768 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1032 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 769 tmp2->insert (arch_to_object (tmp2->other_arch));
1033 } 770 }
1034 else 771 else
1035 negblocked = 1; 772 negblocked = 1;
1036 } 773 }
1037 774
1040 777
1041 return 1; 778 return 1;
1042} 779}
1043 780
1044int 781int
1045dimension_door (object *op, object *caster, object *spob, int dir) 782dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
1046{ 783{
1047 uint32 dist, maxdist; 784 uint32 dist, maxdist;
1048 int mflags; 785 int mflags;
1049 maptile *m; 786 maptile *m;
1050 sint16 sx, sy; 787 sint16 sx, sy;
1061 /* Given the new outdoor maps, can't let players dimension door for 798 /* Given the new outdoor maps, can't let players dimension door for
1062 * ever, so put limits in. 799 * ever, so put limits in.
1063 */ 800 */
1064 maxdist = spob->range + SP_level_range_adjust (caster, spob); 801 maxdist = spob->range + SP_level_range_adjust (caster, spob);
1065 802
1066 if (op->contr->count) 803 if (spellparam)
1067 { 804 {
805 int count = atoi (spellparam);
806
1068 if (op->contr->count > maxdist) 807 if (count > maxdist)
1069 { 808 {
1070 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!"); 809 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!");
1071 return 0; 810 return 0;
1072 } 811 }
1073 812
1074 for (dist = 0; dist < op->contr->count; dist++) 813 for (dist = 0; dist < count; dist++)
1075 { 814 {
1076 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy); 815 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
1077 816
1078 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 817 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
1079 break; 818 break;
1080 819
1081 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) 820 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1082 break; 821 break;
1083 } 822 }
1084 823
1085 if (dist < op->contr->count) 824 if (dist < count)
1086 { 825 {
1087 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n"); 826 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
1088 op->contr->count = 0;
1089 return 0; 827 return 0;
1090 } 828 }
1091 op->contr->count = 0;
1092 829
1093 /* Remove code that puts player on random space on maps. IMO, 830 /* Remove code that puts player on random space on maps. IMO,
1094 * a lot of maps probably have areas the player should not get to, 831 * a lot of maps probably have areas the player should not get to,
1095 * but may not be marked as NO_MAGIC (as they may be bounded 832 * but may not be marked as NO_MAGIC (as they may be bounded
1096 * by such squares). Also, there are probably treasure rooms and 833 * by such squares). Also, there are probably treasure rooms and
1144 return 0; 881 return 0;
1145 } 882 }
1146 } 883 }
1147 884
1148 /* Actually move the player now */ 885 /* Actually move the player now */
1149 op->remove (); 886 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op)))
1150 op->x += freearr_x[dir] * dist;
1151 op->y += freearr_y[dir] * dist;
1152 if ((op = insert_ob_in_map (op, op->map, op, 0)) == NULL)
1153 return 1; 887 return 1;
1154 888
1155 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ 889 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */
1156 return 1; 890 return 1;
1157} 891}
1158
1159 892
1160/* cast_heal: Heals something. 893/* cast_heal: Heals something.
1161 * op is the caster. 894 * op is the caster.
1162 * dir is the direction he is casting it in. 895 * dir is the direction he is casting it in.
1163 * spell is the spell object. 896 * spell is the spell object.
1170 object *poison; 903 object *poison;
1171 int heal = 0, success = 0; 904 int heal = 0, success = 0;
1172 905
1173 tmp = find_target_for_friendly_spell (op, dir); 906 tmp = find_target_for_friendly_spell (op, dir);
1174 907
1175 if (tmp == NULL) 908 if (!tmp)
1176 return 0; 909 return 0;
1177 910
1178 /* Figure out how many hp this spell might cure. 911 /* Figure out how many hp this spell might cure.
1179 * could be zero if this spell heals effects, not damage. 912 * could be zero if this spell heals effects, not damage.
1180 */ 913 */
1183 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp; 916 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
1184 917
1185 if (heal) 918 if (heal)
1186 { 919 {
1187 if (tmp->stats.hp >= tmp->stats.maxhp) 920 if (tmp->stats.hp >= tmp->stats.maxhp)
1188 {
1189 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed."); 921 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed.");
1190 }
1191 else 922 else
1192 { 923 {
1193 /* See how many points we actually heal. Instead of messages 924 /* See how many points we actually heal. Instead of messages
1194 * based on type of spell, we instead do messages based 925 * based on type of spell, we instead do messages based
1195 * on amount of damage healed. 926 * on amount of damage healed.
1196 */ 927 */
1197 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 928 if (heal > tmp->stats.maxhp - tmp->stats.hp)
1198 heal = tmp->stats.maxhp - tmp->stats.hp; 929 heal = tmp->stats.maxhp - tmp->stats.hp;
930
1199 tmp->stats.hp += heal; 931 tmp->stats.hp += heal;
1200 932
1201 if (tmp->stats.hp >= tmp->stats.maxhp) 933 if (tmp->stats.hp >= tmp->stats.maxhp)
1202 {
1203 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 934 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1204 }
1205 else if (heal > 50) 935 else if (heal > 50)
1206 {
1207 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); 936 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1208 }
1209 else if (heal > 25) 937 else if (heal > 25)
1210 {
1211 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); 938 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1212 }
1213 else if (heal > 10) 939 else if (heal > 10)
1214 {
1215 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade."); 940 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade.");
1216 }
1217 else 941 else
1218 {
1219 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close."); 942 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close.");
1220 } 943
1221 success = 1; 944 success = 1;
1222 } 945 }
1223 } 946 }
947
1224 if (spell->attacktype & AT_DISEASE) 948 if (spell->attacktype & AT_DISEASE)
1225 if (cure_disease (tmp, op)) 949 if (cure_disease (tmp, op, spell))
1226 success = 1; 950 success = 1;
1227 951
1228 if (spell->attacktype & AT_POISON) 952 if (spell->attacktype & AT_POISON)
1229 { 953 {
1230 at = archetype::find ("poisoning"); 954 at = archetype::find ("poisoning");
1234 success = 1; 958 success = 1;
1235 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 959 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1236 poison->stats.food = 1; 960 poison->stats.food = 1;
1237 } 961 }
1238 } 962 }
963
1239 if (spell->attacktype & AT_CONFUSION) 964 if (spell->attacktype & AT_CONFUSION)
1240 { 965 {
1241 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 966 poison = present_in_ob_by_name (FORCE, "confusion", tmp);
1242 if (poison) 967 if (poison)
1243 { 968 {
1244 success = 1; 969 success = 1;
1245 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 970 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1246 poison->duration = 1; 971 poison->duration = 1;
1247 } 972 }
1248 } 973 }
974
1249 if (spell->attacktype & AT_BLIND) 975 if (spell->attacktype & AT_BLIND)
1250 { 976 {
1251 at = archetype::find ("blindness"); 977 at = archetype::find ("blindness");
1252 poison = present_arch_in_ob (at, tmp); 978 poison = present_arch_in_ob (at, tmp);
1253 if (poison) 979 if (poison)
1255 success = 1; 981 success = 1;
1256 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return."); 982 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1257 poison->stats.food = 1; 983 poison->stats.food = 1;
1258 } 984 }
1259 } 985 }
986
1260 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) 987 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1261 { 988 {
1262 tmp->stats.sp += spell->last_sp; 989 tmp->stats.sp += spell->last_sp;
1263 if (tmp->stats.sp > tmp->stats.maxsp) 990 if (tmp->stats.sp > tmp->stats.maxsp)
1264 tmp->stats.sp = tmp->stats.maxsp; 991 tmp->stats.sp = tmp->stats.maxsp;
1265 success = 1; 992 success = 1;
1266 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!"); 993 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!");
1267 } 994 }
995
1268 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) 996 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1269 { 997 {
1270 tmp->stats.grace += spell->last_grace; 998 tmp->stats.grace += spell->last_grace;
1271 if (tmp->stats.grace > tmp->stats.maxgrace) 999 if (tmp->stats.grace > tmp->stats.maxgrace)
1272 tmp->stats.grace = tmp->stats.maxgrace; 1000 tmp->stats.grace = tmp->stats.maxgrace;
1273 success = 1; 1001 success = 1;
1274 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!"); 1002 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1275 } 1003 }
1004
1276 if (spell->stats.food && tmp->stats.food < 999) 1005 if (spell->stats.food && tmp->stats.food < 999)
1277 { 1006 {
1278 tmp->stats.food += spell->stats.food; 1007 tmp->stats.food += spell->stats.food;
1008
1279 if (tmp->stats.food > 999) 1009 if (tmp->stats.food > 999)
1280 tmp->stats.food = 999; 1010 tmp->stats.food = 999;
1011
1281 success = 1; 1012 success = 1;
1282 /* We could do something a bit better like the messages for healing above */ 1013 /* We could do something a bit better like the messages for healing above */
1283 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food"); 1014 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1284 } 1015 }
1016
1285 return success; 1017 return success;
1286} 1018}
1287
1288 1019
1289/* This is used for the spells that gain stats. There are no spells 1020/* This is used for the spells that gain stats. There are no spells
1290 * right now that icnrease wis/int/pow on a temp basis, so no 1021 * right now that icnrease wis/int/pow on a temp basis, so no
1291 * good comments for those. 1022 * good comments for those.
1292 */ 1023 */
1293static const char *const no_gain_msgs[NUM_STATS] = { 1024static const char *const no_gain_msgs[NUM_STATS] = {
1294 "You grow no stronger.", 1025 "You grow no stronger.",
1295 "You grow no more agile.", 1026 "You grow no more agile.",
1296 "You don't feel any healthier.", 1027 "You don't feel any healthier.",
1297 "no wis", 1028 "You didn't grow any more intelligent.",
1029 "You do not feel any wiser.",
1030 "You don't feel any more powerful."
1298 "You are no easier to look at.", 1031 "You are no easier to look at.",
1299 "no int",
1300 "no pow"
1301}; 1032};
1302 1033
1303int 1034int
1035change_ability_duration (object *spell, object *caster)
1036{
1037 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1038}
1039
1040int
1304cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) 1041cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1305{ 1042{
1306 object *tmp, *tmp2 = NULL;
1307 object *force = NULL; 1043 object *force = 0;
1308 int i; 1044 int i;
1309 1045
1310 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1046 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1311 if (dir != 0) 1047 object *tmp = dir
1312 {
1313 tmp = find_target_for_friendly_spell (op, dir); 1048 ? find_target_for_friendly_spell (op, dir)
1314 } 1049 : op;
1315 else
1316 {
1317 tmp = op;
1318 }
1319 1050
1320 if (tmp == NULL) 1051 if (!tmp)
1321 return 0; 1052 return 0;
1322 1053
1323 /* If we've already got a force of this type, don't add a new one. */ 1054 /* If we've already got a force of this type, don't add a new one. */
1324 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1055 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1325 { 1056 {
1326 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1057 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1327 { 1058 {
1328 if (tmp2->name == spell_ob->name) 1059 if (tmp2->name == spell_ob->name)
1329 { 1060 {
1332 } 1063 }
1333 else if (spell_ob->race && spell_ob->race == tmp2->name) 1064 else if (spell_ob->race && spell_ob->race == tmp2->name)
1334 { 1065 {
1335 if (!silent) 1066 if (!silent)
1336 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 1067 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1068
1337 return 0; 1069 return 0;
1338 } 1070 }
1339 } 1071 }
1340 } 1072 }
1341 if (force == NULL) 1073
1074 if (!force)
1342 { 1075 {
1343 force = get_archetype (FORCE_NAME); 1076 force = get_archetype (FORCE_NAME);
1344 force->subtype = FORCE_CHANGE_ABILITY; 1077 force->subtype = FORCE_CHANGE_ABILITY;
1078
1345 if (spell_ob->race) 1079 if (spell_ob->race)
1346 force->name = spell_ob->race; 1080 force->name = spell_ob->race;
1347 else 1081 else
1348 force->name = spell_ob->name; 1082 force->name = spell_ob->name;
1083
1349 force->name_pl = spell_ob->name; 1084 force->name_pl = spell_ob->name;
1350 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); 1085 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1351 1086
1352 } 1087 }
1353 else 1088 else
1354 { 1089 {
1355 int duration; 1090 int duration = change_ability_duration (spell_ob, caster);
1356 1091
1357 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1358 if (duration > force->duration) 1092 if (duration > force->duration)
1359 { 1093 {
1360 force->duration = duration; 1094 force->duration = duration;
1361 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1095 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1362 } 1096 }
1363 else 1097 else
1364 {
1365 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1098 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1366 } 1099
1367 return 1; 1100 return 1;
1368 } 1101 }
1102
1369 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1103 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1370 force->speed = 1.0; 1104 force->speed = 1.0;
1371 force->speed_left = -1.0; 1105 force->speed_left = -1.0;
1372 SET_FLAG (force, FLAG_APPLIED); 1106 SET_FLAG (force, FLAG_APPLIED);
1373 1107
1379 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob); 1113 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob);
1380 if (force->resist[i] > 100) 1114 if (force->resist[i] > 100)
1381 force->resist[i] = 100; 1115 force->resist[i] = 100;
1382 } 1116 }
1383 } 1117 }
1118
1384 if (spell_ob->stats.hp) 1119 if (spell_ob->stats.hp)
1385 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob); 1120 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1386 1121
1387 if (tmp->type == PLAYER) 1122 if (tmp->type == PLAYER)
1388 { 1123 {
1389 /* Stat adjustment spells */ 1124 /* Stat adjustment spells */
1390 for (i = 0; i < NUM_STATS; i++) 1125 for (i = 0; i < NUM_STATS; i++)
1391 { 1126 {
1392 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; 1127 if (sint8 stat = spell_ob->stats.stat (i))
1393
1394 if (stat)
1395 { 1128 {
1396 sm = 0; 1129 sint8 sm = 0;
1397 for (k = 0; k < stat; k++) 1130 for (sint8 k = 0; k < stat; k++)
1398 sm += rndm (1, 3); 1131 sm += rndm (1, 3);
1399 1132
1400 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) 1133 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1401 { 1134 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1402 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); 1135
1403 if (sm < 0) 1136 force->stats.stat (i) = sm;
1404 sm = 0; 1137
1405 }
1406 set_attr_value (&force->stats, i, sm);
1407 if (!sm) 1138 if (!sm)
1408 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); 1139 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1409 } 1140 }
1410 } 1141 }
1411 } 1142 }
1432 force->attacktype = spell_ob->attacktype; 1163 force->attacktype = spell_ob->attacktype;
1433 1164
1434 insert_ob_in_ob (force, tmp); 1165 insert_ob_in_ob (force, tmp);
1435 change_abil (tmp, force); /* Mostly to display any messages */ 1166 change_abil (tmp, force); /* Mostly to display any messages */
1436 tmp->update_stats (); 1167 tmp->update_stats ();
1168
1437 return 1; 1169 return 1;
1438} 1170}
1439 1171
1440/* This used to be part of cast_change_ability, but it really didn't make 1172/* This used to be part of cast_change_ability, but it really didn't make
1441 * a lot of sense, since most of the values it derives are from the god 1173 * a lot of sense, since most of the values it derives are from the god
1442 * of the caster. 1174 * of the caster.
1443 */ 1175 */
1444
1445int 1176int
1446cast_bless (object *op, object *caster, object *spell_ob, int dir) 1177cast_bless (object *op, object *caster, object *spell_ob, int dir)
1447{ 1178{
1448 int i; 1179 int i;
1449 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1180 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1450 1181
1451 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1182 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1452 if (dir != 0) 1183 if (dir != 0)
1453 { 1184 {
1454 tmp = find_target_for_friendly_spell (op, dir); 1185 tmp = find_target_for_friendly_spell (op, dir);
1186
1187 if (!tmp)
1188 return 0;
1455 } 1189 }
1456 else 1190 else
1457 {
1458 tmp = op; 1191 tmp = op;
1459 }
1460 1192
1461 /* If we've already got a force of this type, don't add a new one. */ 1193 /* If we've already got a force of this type, don't add a new one. */
1462 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1194 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1463 { 1195 {
1464 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1196 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1465 { 1197 {
1466 if (tmp2->name == spell_ob->name) 1198 if (tmp2->name == spell_ob->name)
1467 { 1199 {
1473 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 1205 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1474 return 0; 1206 return 0;
1475 } 1207 }
1476 } 1208 }
1477 } 1209 }
1210
1478 if (force == NULL) 1211 if (force == NULL)
1479 { 1212 {
1480 force = get_archetype (FORCE_NAME); 1213 force = get_archetype (FORCE_NAME);
1481 force->subtype = FORCE_CHANGE_ABILITY; 1214 force->subtype = FORCE_CHANGE_ABILITY;
1482 if (spell_ob->race) 1215 if (spell_ob->race)
1544 insert_ob_in_ob (force, tmp); 1277 insert_ob_in_ob (force, tmp);
1545 tmp->update_stats (); 1278 tmp->update_stats ();
1546 return 1; 1279 return 1;
1547} 1280}
1548 1281
1549
1550
1551/* Alchemy code by Mark Wedel 1282/* Alchemy code by Mark Wedel
1552 * 1283 *
1553 * This code adds a new spell, called alchemy. Alchemy will turn 1284 * This code adds a new spell, called alchemy. Alchemy will turn
1554 * objects to gold nuggets, the value of the gold nuggets being 1285 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1555 * about 90% of that of the item itself. It uses the value of the
1556 * object before charisma adjustments, because the nuggets themselves
1557 * will be will be adjusted by charisma when sold.
1558 * 1286 *
1559 * Large nuggets are worth 25 gp each (base). You will always get 1287 * The value of the gold nuggets being about 90% of that of the item
1560 * the maximum number of large nuggets you could get. 1288 * itself. It uses the value of the object before charisma adjustments,
1561 * Small nuggets are worth 1 gp each (base). You will get from 0 1289 * because the nuggets themselves will be will be adjusted by charisma
1562 * to the max amount of small nuggets as you could get. 1290 * when sold.
1563 *
1564 * For example, if an item is worth 110 gold, you will get
1565 * 4 large nuggets, and from 0-10 small nuggets.
1566 * 1291 *
1567 * There is also a chance (1:30) that you will get nothing at all 1292 * There is also a chance (1:30) that you will get nothing at all
1568 * for the object. There is also a maximum weight that will be 1293 * for the object. There is also a maximum weight that will be
1569 * alchemied. 1294 * alchemised.
1570 */ 1295 */
1571
1572/* I didn't feel like passing these as arguements to the
1573 * two functions that need them. Real values are put in them
1574 * when the spell is cast, and these are freed when the spell
1575 * is finished.
1576 */
1577static object *small, *large;
1578
1579static void 1296static void
1580alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight) 1297alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1581{ 1298{
1582 uint64 value = query_cost (obj, NULL, F_TRUE); 1299 uint64 value = query_cost (obj, NULL, F_TRUE);
1583 1300
1584 /* Give third price when we alchemy money (This should hopefully 1301 /* Give third price when we alchemy money (this should hopefully
1585 * make it so that it isn't worth it to alchemy money, sell 1302 * make it so that it isn't worth it to alchemy money, sell
1586 * the nuggets, alchemy the gold from that, etc. 1303 * the nuggets, alchemy the gold from that, etc.
1587 * Otherwise, give 9 silver on the gold for other objects, 1304 * Otherwise, give 9 silver on the gold for other objects,
1588 * so that it would still be more affordable to haul 1305 * so that it would still be more affordable to haul
1589 * the stuff back to town. 1306 * the stuff back to town.
1590 */ 1307 */
1591
1592 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1308 if (QUERY_FLAG (obj, FLAG_UNPAID))
1593 value = 0; 1309 value = 0;
1594 else if (obj->type == MONEY || obj->type == GEM) 1310 else if (obj->type == MONEY || obj->type == GEM)
1595 value /= 3; 1311 value /= 3;
1596 else 1312 else
1597 value = (value * 9) / 10; 1313 value = value * 9 / 10;
1598 1314
1599 value /= 4; // fix by GHJ, don't understand, pcg
1600
1601 if ((obj->value > 0) && rndm (0, 29)) 1315 if (obj->value > 0 && rndm (0, 29))
1602 { 1316 total_value += value;
1603 int count;
1604 1317
1605 count = value / large->value;
1606 *large_nuggets += count;
1607 value -= (uint64) count *(uint64) large->value;
1608
1609 count = value / small->value;
1610 *small_nuggets += count;
1611 }
1612
1613 /* Turn 25 small nuggets into 1 large nugget. If the value
1614 * of large nuggets is not evenly divisable by the small nugget
1615 * value, take off an extra small_nugget (Assuming small_nuggets!=0)
1616 */
1617 if (*small_nuggets * small->value >= large->value)
1618 {
1619 (*large_nuggets)++;
1620 *small_nuggets -= large->value / small->value;
1621 if (*small_nuggets && large->value % small->value)
1622 (*small_nuggets)--;
1623 }
1624 weight += obj->weight; 1318 total_weight += obj->total_weight ();
1319
1625 obj->destroy (); 1320 obj->destroy ();
1626} 1321}
1627 1322
1628static void
1629update_map (object *op, maptile *m, int small_nuggets, int large_nuggets, int x, int y)
1630{
1631 object *tmp;
1632 int flag = 0;
1633
1634 /* Put any nuggets below the player, but we can only pass this
1635 * flag if we are on the same space as the player
1636 */
1637 if (x == op->x && y == op->y && op->map == m)
1638 flag = INS_BELOW_ORIGINATOR;
1639
1640 if (small_nuggets)
1641 {
1642 tmp = small->clone ();
1643 tmp->nrof = small_nuggets;
1644 tmp->x = x;
1645 tmp->y = y;
1646 insert_ob_in_map (tmp, m, op, flag);
1647 }
1648
1649 if (large_nuggets)
1650 {
1651 tmp = large->clone ();
1652 tmp->nrof = large_nuggets;
1653 tmp->x = x;
1654 tmp->y = y;
1655 insert_ob_in_map (tmp, m, op, flag);
1656 }
1657}
1658
1659int 1323int
1660alchemy (object *op, object *caster, object *spell_ob) 1324alchemy (object *op, object *caster, object *spell_ob)
1661{ 1325{
1662 int x, y, weight = 0, weight_max, large_nuggets, small_nuggets, mflags;
1663 sint16 nx, ny;
1664 object *next, *tmp;
1665 maptile *mp;
1666
1667 if (op->type != PLAYER) 1326 if (op->type != PLAYER)
1668 return 0; 1327 return 0;
1669 1328
1329 archetype *nugget[3];
1330
1331 nugget[0] = archetype::find ("pyrite3");
1332 nugget[1] = archetype::find ("pyrite2");
1333 nugget[2] = archetype::find ("pyrite");
1334
1670 /* Put a maximum weight of items that can be alchemied. Limits the power 1335 /* Put a maximum weight of items that can be alchemised. Limits the power
1671 * some, and also prevents people from alcheming every table/chair/clock 1336 * some, and also prevents people from alchemising every table/chair/clock
1672 * in sight 1337 * in sight
1673 */ 1338 */
1674 weight_max = spell_ob->duration + +SP_level_duration_adjust (caster, spell_ob); 1339 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1675 weight_max *= 1000; 1340 int weight_max = duration * 1000;
1676 small = get_archetype ("smallnugget"), large = get_archetype ("largenugget"); 1341 uint64 value_max = duration * 1000;
1677 1342
1343 int weight = 0;
1344
1678 for (y = op->y - 1; y <= op->y + 1; y++) 1345 for (int y = op->y - 1; y <= op->y + 1; y++)
1679 { 1346 {
1680 for (x = op->x - 1; x <= op->x + 1; x++) 1347 for (int x = op->x - 1; x <= op->x + 1; x++)
1681 { 1348 {
1349 uint64 value = 0;
1350
1682 nx = x; 1351 sint16 nx = x;
1683 ny = y; 1352 sint16 ny = y;
1684 1353
1685 mp = op->map; 1354 maptile *mp = op->map;
1686 1355
1687 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); 1356 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1688 1357
1689 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1358 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1690 continue; 1359 continue;
1691 1360
1692 /* Treat alchemy a little differently - most spell effects 1361 /* Treat alchemy a little differently - most spell effects
1694 * ground level effect. 1363 * ground level effect.
1695 */ 1364 */
1696 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) 1365 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1697 continue; 1366 continue;
1698 1367
1699 small_nuggets = 0; 1368 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1700 large_nuggets = 0;
1701
1702 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = next)
1703 { 1369 {
1704 next = tmp->above; 1370 next = tmp->above;
1371
1705 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1372 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1706 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1373 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1707 { 1374 {
1708
1709 if (tmp->inv) 1375 if (tmp->inv)
1710 { 1376 {
1711 object *next1, *tmp1; 1377 object *next1, *tmp1;
1712 1378
1713 for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1) 1379 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1714 { 1380 {
1715 next1 = tmp1->below; 1381 next1 = tmp1->below;
1716 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1382 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1717 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1383 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1718 alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight); 1384 alchemy_object (tmp1, value, weight);
1719 } 1385 }
1720 } 1386 }
1387
1721 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); 1388 alchemy_object (tmp, value, weight);
1722 1389
1723 if (weight > weight_max) 1390 if (weight > weight_max)
1724 { 1391 break;
1725 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1726 large->destroy ();
1727 small->destroy ();
1728 return 1;
1729 } 1392 }
1730 } /* is alchemable object */
1731 } /* process all objects on this space */
1732
1733 /* Insert all the nuggets at one time. This probably saves time, but
1734 * it also prevents us from alcheming nuggets that were just created
1735 * with this spell.
1736 */ 1393 }
1737 update_map (op, mp, small_nuggets, large_nuggets, nx, ny); 1394
1395 value -= rndm (value >> 4);
1396 value = min (value, value_max);
1397
1398 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1399 if (int nrof = value / nugget [i]->value)
1400 {
1401 value -= nrof * nugget[i]->value;
1402
1403 object *tmp = arch_to_object (nugget[i]);
1404 tmp->nrof = nrof;
1405 tmp->flag [FLAG_IDENTIFIED] = true;
1406 op->map->insert (tmp, x, y, op, 0);
1738 } 1407 }
1739 }
1740 1408
1741 large->destroy (); 1409 if (weight > weight_max)
1742 small->destroy (); 1410 goto bailout;
1743 /* reset this so that if player standing on a big pile of stuff, 1411 }
1744 * it is redrawn properly. 1412 }
1745 */ 1413
1746 op->contr->ns->look_position = 0; 1414bailout:
1747 return 1; 1415 return 1;
1748} 1416}
1749
1750 1417
1751/* This function removes the cursed/damned status on equipped 1418/* This function removes the cursed/damned status on equipped
1752 * items. 1419 * items.
1753 */ 1420 */
1754int 1421int
1755remove_curse (object *op, object *caster, object *spell) 1422remove_curse (object *op, object *caster, object *spell)
1756{ 1423{
1757 object *tmp;
1758 int success = 0, was_one = 0; 1424 int success = 0, was_one = 0;
1759 1425
1760 for (tmp = op->inv; tmp; tmp = tmp->below) 1426 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1761 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1427 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1762 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1428 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1763 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1429 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1764 { 1430 {
1765 was_one++; 1431 was_one++;
1432
1766 if (tmp->level <= caster_level (caster, spell)) 1433 if (tmp->level <= casting_level (caster, spell))
1767 { 1434 {
1768 success++; 1435 success++;
1769 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1436 if (QUERY_FLAG (spell, FLAG_DAMNED))
1770 CLEAR_FLAG (tmp, FLAG_DAMNED); 1437 CLEAR_FLAG (tmp, FLAG_DAMNED);
1771 1438
1772 CLEAR_FLAG (tmp, FLAG_CURSED); 1439 CLEAR_FLAG (tmp, FLAG_CURSED);
1773 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1440 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1774 tmp->value = 0; /* Still can't sell it */ 1441 tmp->value = 0; /* Still can't sell it */
1775 if (op->type == PLAYER) 1442
1443 if (object *pl = tmp->visible_to ())
1776 esrv_send_item (op, tmp); 1444 esrv_update_item (UPD_FLAGS, pl, tmp);
1777 } 1445 }
1778 } 1446 }
1779 1447
1780 if (op->type == PLAYER) 1448 if (op->type == PLAYER)
1781 { 1449 {
1782 if (success) 1450 if (success)
1783 {
1784 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now."); 1451 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1785 }
1786 else 1452 else
1787 { 1453 {
1788 if (was_one) 1454 if (was_one)
1789 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse."); 1455 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1790 else 1456 else
1794 1460
1795 return success; 1461 return success;
1796} 1462}
1797 1463
1798/* Identifies objects in the players inventory/on the ground */ 1464/* Identifies objects in the players inventory/on the ground */
1799
1800int 1465int
1801cast_identify (object *op, object *caster, object *spell) 1466cast_identify (object *op, object *caster, object *spell)
1802{ 1467{
1803 object *tmp; 1468 object *tmp;
1804 int success = 0, num_ident; 1469 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1805 1470
1806 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1471 int num_ident = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell));
1807
1808 if (num_ident < 1)
1809 num_ident = 1;
1810 1472
1811 for (tmp = op->inv; tmp; tmp = tmp->below) 1473 for (tmp = op->inv; tmp; tmp = tmp->below)
1812 { 1474 {
1813 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1475 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1814 { 1476 {
1815 identify (tmp); 1477 identify (tmp);
1816 1478
1817 if (op->type == PLAYER) 1479 if (op->type == PLAYER)
1818 { 1480 {
1819 new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op)); 1481 buf.printf ("You identified: %s.\r", long_desc (tmp, op));
1820 1482
1821 if (tmp->msg) 1483 if (tmp->msg)
1822 { 1484 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1823 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1824 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1825 }
1826 } 1485 }
1827 1486
1828 num_ident--;
1829 success = 1;
1830 if (!num_ident) 1487 if (!--num_ident)
1831 break; 1488 break;
1832 } 1489 }
1833 } 1490 }
1834 1491
1835 /* If all the power of the spell has been used up, don't go and identify 1492 /* If all the power of the spell has been used up, don't go and identify
1836 * stuff on the floor. Only identify stuff on the floor if the spell 1493 * stuff on the floor. Only identify stuff on the floor if the spell
1837 * was not fully used. 1494 * was not fully used.
1838 */ 1495 */
1839 if (num_ident) 1496 if (num_ident)
1840 { 1497 {
1841 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1498 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1842 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1499 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1843 { 1500 {
1844 identify (tmp); 1501 identify (tmp);
1845 1502
1846 if (op->type == PLAYER) 1503 if (object *pl = tmp->visible_to ())
1847 { 1504 {
1848 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op)); 1505 buf.printf ("On the ground you identified: %s.\r", long_desc (tmp, op));
1849 1506
1850 if (tmp->msg) 1507 if (tmp->msg)
1851 { 1508 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1852 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1853 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1854 }
1855
1856 esrv_send_item (op, tmp);
1857 } 1509 }
1858 1510
1859 num_ident--;
1860 success = 1;
1861 if (!num_ident) 1511 if (!--num_ident)
1862 break; 1512 break;
1863 } 1513 }
1864 } 1514 }
1865 1515
1866 if (!success) 1516 if (buf.empty ())
1867 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified."); 1517 {
1518 op->failmsg ("You can't reach anything unidentified.");
1519 return 0;
1520 }
1868 else 1521 else
1522 {
1523 if (op->contr)
1524 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1525
1869 spell_effect (spell, op->x, op->y, op->map, op); 1526 spell_effect (spell, op->x, op->y, op->map, op);
1870 1527 return 1;
1871 return success; 1528 }
1872} 1529}
1873 1530
1874int 1531int
1875cast_detection (object *op, object *caster, object *spell, object *skill) 1532cast_detection (object *op, object *caster, object *spell, object *skill)
1876{ 1533{
1881 1538
1882 /* We precompute some values here so that we don't have to keep 1539 /* We precompute some values here so that we don't have to keep
1883 * doing it over and over again. 1540 * doing it over and over again.
1884 */ 1541 */
1885 god = find_god (determine_god (op)); 1542 god = find_god (determine_god (op));
1886 level = caster_level (caster, spell); 1543 level = casting_level (caster, spell);
1887 range = spell->range + SP_level_range_adjust (caster, spell); 1544 range = spell->range + SP_level_range_adjust (caster, spell);
1888 1545
1889 if (!skill) 1546 if (!skill)
1890 skill = caster; 1547 skill = caster;
1891 1548
1892 for (x = op->x - range; x <= op->x + range; x++) 1549 unordered_mapwalk (op, -range, -range, range, range)
1893 for (y = op->y - range; y <= op->y + range; y++)
1894 { 1550 {
1895 m = op->map;
1896 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1897 if (mflags & P_OUT_OF_MAP)
1898 continue;
1899
1900 /* For most of the detections, we only detect objects above the 1551 /* For most of the detections, we only detect objects above the
1901 * floor. But this is not true for show invisible. 1552 * floor. But this is not true for show invisible.
1902 * Basically, we just go and find the top object and work 1553 * Basically, we just go and find the top object and work
1903 * down - that is easier than working up. 1554 * down - that is easier than working up.
1904 */ 1555 */
1905 1556
1906 for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above) 1557 for (last = NULL, tmp = m->at (nx, ny).bot; tmp; tmp = tmp->above)
1907 last = tmp; 1558 last = tmp;
1908 1559
1909 /* Shouldn't happen, but if there are no objects on a space, this 1560 /* Shouldn't happen, but if there are no objects on a space, this
1910 * would happen. 1561 * would happen.
1911 */ 1562 */
1912 if (!last) 1563 if (!last)
1913 continue; 1564 continue;
1914 1565
1915 done_one = 0; 1566 done_one = 0;
1916 floor = 0; 1567 floor = 0;
1917 detect = NULL; 1568 detect = NULL;
1918 for (tmp = last; tmp; tmp = tmp->below) 1569 for (tmp = last; tmp; tmp = tmp->below)
1919 { 1570 {
1920 /* show invisible */ 1571 /* show invisible */
1921 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1572 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1922 /* Might there be other objects that we can make visible? */ 1573 /* Might there be other objects that we can make visible? */
1923 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1574 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER)
1924 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1575 || (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ))
1925 tmp->type == CF_HANDLE || 1576 || tmp->type == CF_HANDLE
1926 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE || 1577 || tmp->type == TRAPDOOR
1578 || tmp->type == EXIT
1579 || tmp->type == HOLE
1580 || tmp->type == BUTTON
1927 tmp->type == BUTTON || tmp->type == TELEPORTER || 1581 || tmp->type == TELEPORTER
1582 || tmp->type == GATE
1928 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1583 || tmp->type == LOCKED_DOOR
1929 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN || 1584 || tmp->type == WEAPON
1585 || tmp->type == ALTAR
1586 || tmp->type == SIGN
1930 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1587 || tmp->type == TRIGGER_PEDESTAL
1931 tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR))) 1588 || tmp->type == SPECIAL_KEY
1589 || tmp->type == TREASURE
1590 || tmp->type == BOOK
1591 || tmp->type == HOLY_ALTAR
1592 || tmp->type == CONTAINER)))
1932 { 1593 {
1933 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4) 1594 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1934 { 1595 {
1935 tmp->invisible = 0; 1596 tmp->invisible = 0;
1936 done_one = 1; 1597 done_one = 1;
1937 } 1598 }
1938 } 1599 }
1939 1600
1940 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1601 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1941 floor = 1; 1602 floor = 1;
1942 1603
1943 /* All detections below this point don't descend beneath the floor, 1604 /* All detections below this point don't descend beneath the floor,
1944 * so just continue on. We could be clever and look at the type of 1605 * so just continue on. We could be clever and look at the type of
1945 * detection to completely break out if we don't care about objects beneath 1606 * detection to completely break out if we don't care about objects beneath
1946 * the floor, but once we get to the floor, not likely a very big issue anyways. 1607 * the floor, but once we get to the floor, not likely a very big issue anyways.
1947 */ 1608 */
1948 if (floor) 1609 if (floor)
1949 continue; 1610 continue;
1950 1611
1951 /* I had thought about making detect magic and detect curse 1612 /* I had thought about making detect magic and detect curse
1952 * show the flash the magic item like it does for detect monster. 1613 * show the flash the magic item like it does for detect monster.
1953 * however, if the object is within sight, this would then make it 1614 * however, if the object is within sight, this would then make it
1954 * difficult to see what object is magical/cursed, so the 1615 * difficult to see what object is magical/cursed, so the
1955 * effect wouldn't be as apparant. 1616 * effect wouldn't be as apparent.
1956 */ 1617 */
1957 1618
1958 /* detect magic */ 1619 /* detect magic */
1959 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && 1620 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1960 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp)) 1621 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1961 { 1622 {
1962 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1623 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1963 /* make runes more visibile */ 1624 /* make runes more visibile */
1964 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC) 1625 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1965 tmp->stats.Cha /= 4; 1626 tmp->stats.Cha /= 4;
1627
1966 done_one = 1; 1628 done_one = 1;
1967 } 1629 }
1630
1968 /* detect monster */ 1631 /* detect monster */
1969 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER)) 1632 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1970 { 1633 {
1971 done_one = 2; 1634 done_one = 2;
1635
1972 if (!detect) 1636 if (!detect)
1973 detect = tmp; 1637 detect = tmp;
1974 } 1638 }
1639
1975 /* Basically, if race is set in the spell, then the creatures race must 1640 /* Basically, if race is set in the spell, then the creatures race must
1976 * match that. if the spell race is set to GOD, then the gods opposing 1641 * match that. if the spell race is set to GOD, then the gods opposing
1977 * race must match. 1642 * race must match.
1978 */ 1643 */
1979 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race && 1644 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1980 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) || 1645 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1981 (strstr (spell->race, tmp->race)))) 1646 spell->race.contains (tmp->race)))
1982 { 1647 {
1983 done_one = 2; 1648 done_one = 2;
1649
1984 if (!detect) 1650 if (!detect)
1985 detect = tmp; 1651 detect = tmp;
1986 } 1652 }
1653
1987 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1654 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1988 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1655 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1989 { 1656 {
1990 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1657 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1991 done_one = 1; 1658 done_one = 1;
1992 } 1659 }
1993 } /* for stack of objects on this space */ 1660 } /* for stack of objects on this space */
1994 1661
1995 /* Code here puts an effect of the spell on the space, so you can see 1662 /* Code here puts an effect of the spell on the space, so you can see
1996 * where the magic is. 1663 * where the magic is.
1997 */ 1664 */
1998 if (done_one) 1665 if (done_one)
1999 { 1666 {
2000 object *detect_ob = arch_to_object (spell->other_arch); 1667 object *detect_ob = arch_to_object (spell->other_arch);
2001 1668
2002 detect_ob->x = nx;
2003 detect_ob->y = ny;
2004 /* if this is set, we want to copy the face */ 1669 /* if this is set, we want to copy the face */
2005 if (done_one == 2 && detect) 1670 if (done_one == 2 && detect)
2006 { 1671 {
2007 detect_ob->face = detect->face; 1672 detect_ob->face = detect->face;
2008 detect_ob->animation_id = detect->animation_id; 1673 detect_ob->animation_id = detect->animation_id;
2009 detect_ob->anim_speed = detect->anim_speed; 1674 detect_ob->anim_speed = detect->anim_speed;
2010 detect_ob->last_anim = 0; 1675 detect_ob->last_anim = 0;
2011 /* by default, the detect_ob is already animated */ 1676 /* by default, the detect_ob is already animated */
2012 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1677 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
2013 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1678 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
2014 } 1679 }
2015 insert_ob_in_map (detect_ob, m, op, 0); 1680
1681 m->insert (detect_ob, nx, ny, op);
2016 } 1682 }
2017 } /* for processing the surrounding spaces */ 1683 } /* for processing the surrounding spaces */
2018 1684
2019 1685
2020 /* Now process objects in the players inventory if detect curse or magic */ 1686 /* Now process objects in the players inventory if detect curse or magic */
2021 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL)) 1687 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL))
2022 { 1688 {
2023 done_one = 0; 1689 done_one = 0;
1690
2024 for (tmp = op->inv; tmp; tmp = tmp->below) 1691 for (tmp = op->inv; tmp; tmp = tmp->below)
2025 { 1692 {
2026 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1693 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2027 { 1694 {
2028 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)) 1695 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL))
2029 { 1696 {
2030 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1697 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
2031 if (op->type == PLAYER) 1698
1699 if (object *pl = tmp->visible_to ())
2032 esrv_send_item (op, tmp); 1700 esrv_update_item (UPD_FLAGS, pl, tmp);
2033 } 1701 }
1702
2034 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1703 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
2035 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1704 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
2036 { 1705 {
2037 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1706 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
2038 if (op->type == PLAYER) 1707
1708 if (object *pl = tmp->visible_to ())
2039 esrv_send_item (op, tmp); 1709 esrv_update_item (UPD_FLAGS, pl, tmp);
2040 } 1710 }
2041 } /* if item is not identified */ 1711 } /* if item is not identified */
2042 } /* for the players inventory */ 1712 } /* for the players inventory */
2043 } /* if detect magic/curse and object is a player */ 1713 } /* if detect magic/curse and object is a player */
1714
2044 return 1; 1715 return 1;
2045} 1716}
2046 1717
2047 1718
2048/** 1719/**
2061 1732
2062 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you."); 1733 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
2063 1734
2064 if (victim->stats.sp >= victim->stats.maxsp * 2) 1735 if (victim->stats.sp >= victim->stats.maxsp * 2)
2065 { 1736 {
2066 object *tmp;
2067
2068 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1737 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
2069
2070 /* Explodes a fireball centered at player */
2071 tmp = get_archetype (EXPLODING_FIREBALL);
2072 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
2073 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
2074 tmp->x = victim->x;
2075 tmp->y = victim->y;
2076 insert_ob_in_map (tmp, victim->map, NULL, 0);
2077 victim->stats.sp = 2 * victim->stats.maxsp; 1738 victim->stats.sp = 2 * victim->stats.maxsp;
1739 create_exploding_ball_at (victim, caster_level);
2078 } 1740 }
2079 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1741 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
2080 {
2081 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); 1742 new_draw_info (NDI_UNIQUE | NDI_ORANGE, 0, victim, "You feel like your head is going to explode.");
2082 }
2083 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1743 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2084 {
2085 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 1744 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
2086 }
2087 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1745 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2088 { 1746 {
2089 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1747 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2090 confuse_player (victim, victim, 99); 1748 confuse_player (victim, victim, 99);
2091 } 1749 }
2092 else if (victim->stats.sp >= victim->stats.maxsp * 1.25) 1750 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
2093 {
2094 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices."); 1751 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
2095 }
2096} 1752}
2097 1753
2098/* cast_transfer 1754/* cast_transfer
2099 * This spell transfers sp from the player to another person. 1755 * This spell transfers sp from the player to another person.
2100 * We let the target go above their normal maximum SP. 1756 * We let the target go above their normal maximum SP.
2137 } 1793 }
2138 /* give sp */ 1794 /* give sp */
2139 if (spell->stats.dam > 0) 1795 if (spell->stats.dam > 0)
2140 { 1796 {
2141 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell); 1797 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
2142 charge_mana_effect (plyr, caster_level (caster, spell)); 1798 charge_mana_effect (plyr, casting_level (caster, spell));
2143 return 1; 1799 return 1;
2144 } 1800 }
2145 /* suck sp away. Can't suck sp from yourself */ 1801 /* suck sp away. Can't suck sp from yourself */
2146 else if (op != plyr) 1802 else if (op != plyr)
2147 { 1803 {
2159 /* Player doesn't get full credit */ 1815 /* Player doesn't get full credit */
2160 sucked = (sucked * rate) / 100; 1816 sucked = (sucked * rate) / 100;
2161 op->stats.sp += sucked; 1817 op->stats.sp += sucked;
2162 if (sucked > 0) 1818 if (sucked > 0)
2163 { 1819 {
2164 charge_mana_effect (op, caster_level (caster, spell)); 1820 charge_mana_effect (op, casting_level (caster, spell));
2165 } 1821 }
2166 } 1822 }
2167 return 1; 1823 return 1;
2168 } 1824 }
2169 return 0; 1825 return 0;
2211 /* Basically, if the object is magical and not counterspell, 1867 /* Basically, if the object is magical and not counterspell,
2212 * we will more or less remove the object. Don't counterspell 1868 * we will more or less remove the object. Don't counterspell
2213 * monsters either. 1869 * monsters either.
2214 */ 1870 */
2215 1871
2216 if (head->attacktype & AT_MAGIC && 1872 if (head->attacktype & AT_MAGIC
2217 !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level)) 1873 && !(head->attacktype & AT_COUNTERSPELL)
1874 && !QUERY_FLAG (head, FLAG_MONSTER)
1875 && (op->level > head->level))
2218 head->destroy (); 1876 head->destroy ();
2219 else 1877 else
2220 switch (head->type) 1878 switch (head->type)
2221 { 1879 {
2222 case SPELL_EFFECT: 1880 case SPELL_EFFECT:
1881 // XXX: Don't affect floor spelleffects. See also XXX comment
1882 // about sanctuary in spell_util.C
1883 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1884 continue;
1885
2223 if (op->level > head->level) 1886 if (op->level > head->level)
2224 head->destroy (); 1887 head->destroy ();
2225 1888
2226 break; 1889 break;
2227 1890
2238 break; 1901 break;
2239 } 1902 }
2240 } 1903 }
2241} 1904}
2242 1905
2243
2244
2245/* cast_consecrate() - a spell to make an altar your god's */ 1906/* cast_consecrate() - a spell to make an altar your god's */
2246int 1907int
2247cast_consecrate (object *op, object *caster, object *spell) 1908cast_consecrate (object *op, object *caster, object *spell)
2248{ 1909{
2249 char buf[MAX_BUF]; 1910 char buf[MAX_BUF];
2261 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1922 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2262 break; 1923 break;
2263 if (tmp->type == HOLY_ALTAR) 1924 if (tmp->type == HOLY_ALTAR)
2264 { 1925 {
2265 1926
2266 if (tmp->level > caster_level (caster, spell)) 1927 if (tmp->level > casting_level (caster, spell))
2267 { 1928 {
2268 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name); 1929 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name);
2269 return 0; 1930 return 0;
2270 } 1931 }
2271 else 1932 else
2272 { 1933 {
2273 /* If we got here, we are consecrating an altar */ 1934 /* If we got here, we are consecrating an altar */
2274 sprintf (buf, "Altar of %s", &god->name); 1935 sprintf (buf, "Altar of %s", &god->name);
2275 tmp->name = buf; 1936 tmp->name = buf;
2276 tmp->level = caster_level (caster, spell); 1937 tmp->level = casting_level (caster, spell);
2277 tmp->other_arch = god->arch; 1938 tmp->other_arch = god->arch;
1939
2278 if (op->type == PLAYER) 1940 if (op->type == PLAYER)
2279 esrv_update_item (UPD_NAME, op, tmp); 1941 esrv_update_item (UPD_NAME, op, tmp);
1942
2280 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name); 1943 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
2281 return 1; 1944 return 1;
2282 } 1945 }
2283 } 1946 }
2284 } 1947 }
2294 * This code was very odd - code early on would only let players use the spell, 1957 * This code was very odd - code early on would only let players use the spell,
2295 * yet the code wass full of player checks. I've presumed that the code 1958 * yet the code wass full of player checks. I've presumed that the code
2296 * that only let players use it was correct, and removed all the other 1959 * that only let players use it was correct, and removed all the other
2297 * player checks. MSW 2003-01-06 1960 * player checks. MSW 2003-01-06
2298 */ 1961 */
2299
2300int 1962int
2301animate_weapon (object *op, object *caster, object *spell, int dir) 1963animate_weapon (object *op, object *caster, object *spell, int dir)
2302{ 1964{
2303 object *weapon, *tmp; 1965 object *weapon, *tmp;
2304 char buf[MAX_BUF]; 1966 char buf[MAX_BUF];
2305 int a, i; 1967 int a, i;
2306 sint16 x, y; 1968 sint16 x, y;
2307 maptile *m; 1969 maptile *m;
2308 materialtype_t *mt;
2309 1970
2310 if (!spell->other_arch) 1971 if (!spell->other_arch)
2311 { 1972 {
2312 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1973 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2313 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name); 1974 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2316 /* exit if it's not a player using this spell. */ 1977 /* exit if it's not a player using this spell. */
2317 if (op->type != PLAYER) 1978 if (op->type != PLAYER)
2318 return 0; 1979 return 0;
2319 1980
2320 /* if player already has a golem, abort */ 1981 /* if player already has a golem, abort */
2321 if (op->contr->ranges[range_golem]) 1982 if (object *golem = op->contr->golem)
2322 { 1983 {
2323 control_golem (op->contr->ranges[range_golem], dir); 1984 control_golem (golem, dir);
2324 return 0; 1985 return 0;
2325 } 1986 }
2326 1987
2327 /* if no direction specified, pick one */ 1988 /* if no direction specified, pick one */
2328 if (!dir) 1989 if (!dir)
2329 dir = find_free_spot (NULL, op->map, op->x, op->y, 1, 9); 1990 dir = find_free_spot (spell->other_arch, op->map, op->x, op->y, 1, 9);
2330 1991
2331 m = op->map; 1992 m = op->map;
2332 x = op->x + freearr_x[dir]; 1993 x = op->x + freearr_x[dir];
2333 y = op->y + freearr_y[dir]; 1994 y = op->y + freearr_y[dir];
2334 1995
2335 /* if there's no place to put the golem, abort */ 1996 /* if there's no place to put the golem, abort */
2336 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || 1997 if (dir < 0 || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP)
2337 ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->clone.move_type)) 1998 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2338 { 1999 {
2339 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2000 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
2340 return 0; 2001 return 0;
2341 } 2002 }
2342 2003
2346 if (!weapon) 2007 if (!weapon)
2347 { 2008 {
2348 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2009 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2349 return 0; 2010 return 0;
2350 } 2011 }
2012
2351 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2013 if (spell->race && weapon->arch->archname != spell->race)
2352 { 2014 {
2353 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2015 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2354 return 0; 2016 return 0;
2355 } 2017 }
2018
2356 if (weapon->type != WEAPON) 2019 if (weapon->type != WEAPON)
2357 { 2020 {
2358 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it."); 2021 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it.");
2359 return 0; 2022 return 0;
2360 } 2023 }
2024
2361 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2025 if (QUERY_FLAG (weapon, FLAG_APPLIED))
2362 { 2026 {
2363 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon)); 2027 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon));
2364 return 0; 2028 return 0;
2365 } 2029 }
2366 2030
2367 if (weapon->nrof > 1) 2031 weapon = weapon->split ();
2368 {
2369 tmp = get_split_ob (weapon, 1);
2370 esrv_send_item (op, weapon);
2371 weapon = tmp;
2372 }
2373 2032
2374 /* create the golem object */ 2033 /* create the golem object */
2375 tmp = arch_to_object (spell->other_arch); 2034 tmp = arch_to_object (spell->other_arch);
2376 2035
2377 /* if animated by a player, give the player control of the golem */ 2036 /* if animated by a player, give the player control of the golem */
2378 CLEAR_FLAG (tmp, FLAG_MONSTER); 2037 CLEAR_FLAG (tmp, FLAG_MONSTER);
2379 SET_FLAG (tmp, FLAG_FRIENDLY);
2380 tmp->stats.exp = 0; 2038 tmp->stats.exp = 0;
2381 add_friendly_object (tmp); 2039 add_friendly_object (tmp);
2382 tmp->type = GOLEM; 2040 tmp->type = GOLEM;
2383 tmp->set_owner (op); 2041 tmp->set_owner (op);
2042 op->contr->golem = tmp;
2384 set_spell_skill (op, caster, spell, tmp); 2043 set_spell_skill (op, caster, spell, tmp);
2385 op->contr->ranges[range_golem] = tmp;
2386 op->contr->shoottype = range_golem;
2387 2044
2388 /* Give the weapon to the golem now. A bit of a hack to check the 2045 /* Give the weapon to the golem now. A bit of a hack to check the
2389 * removed flag - it should only be set if get_split_object was 2046 * removed flag - it should only be set if weapon->split was
2390 * used above. 2047 * used above.
2391 */ 2048 */
2392 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2049 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2393 weapon->remove (); 2050 weapon->remove ();
2394 insert_ob_in_ob (weapon, tmp); 2051
2395 esrv_send_item (op, weapon); 2052 tmp->insert (weapon);
2053
2396 /* To do everything necessary to let a golem use the weapon is a pain, 2054 /* To do everything necessary to let a golem use the weapon is a pain,
2397 * so instead, just set it as equipped (otherwise, we need to update 2055 * so instead, just set it as equipped (otherwise, we need to update
2398 * body_info, skills, etc) 2056 * body_info, skills, etc)
2399 */ 2057 */
2400 SET_FLAG (tmp, FLAG_USE_WEAPON); 2058 SET_FLAG (tmp, FLAG_USE_WEAPON);
2426 2084
2427 /* attacktype */ 2085 /* attacktype */
2428 if (!tmp->attacktype) 2086 if (!tmp->attacktype)
2429 tmp->attacktype = AT_PHYSICAL; 2087 tmp->attacktype = AT_PHYSICAL;
2430 2088
2431 mt = NULL;
2432 if (op->materialname != NULL)
2433 mt = name_to_material (op->materialname); 2089 if (materialtype_t *mt = name_to_material (op->materialname))
2434 if (mt != NULL)
2435 { 2090 {
2436 for (i = 0; i < NROFATTACKS; i++) 2091 for (i = 0; i < NROFATTACKS; i++)
2437 tmp->resist[i] = 50 - (mt->save[i] * 5); 2092 tmp->resist[i] = 50 - (mt->save[i] * 5);
2438 a = mt->save[0]; 2093 a = mt->save[0];
2439 } 2094 }
2441 { 2096 {
2442 for (i = 0; i < NROFATTACKS; i++) 2097 for (i = 0; i < NROFATTACKS; i++)
2443 tmp->resist[i] = 5; 2098 tmp->resist[i] = 5;
2444 a = 10; 2099 a = 10;
2445 } 2100 }
2101
2446 /* Set weapon's immunity */ 2102 /* Set weapon's immunity */
2447 tmp->resist[ATNR_CONFUSION] = 100; 2103 tmp->resist[ATNR_CONFUSION] = 100;
2448 tmp->resist[ATNR_POISON] = 100; 2104 tmp->resist[ATNR_POISON] = 100;
2449 tmp->resist[ATNR_SLOW] = 100; 2105 tmp->resist[ATNR_SLOW] = 100;
2450 tmp->resist[ATNR_PARALYZE] = 100; 2106 tmp->resist[ATNR_PARALYZE] = 100;
2456 2112
2457 /* Improve weapon's armour value according to best save vs. physical of its material */ 2113 /* Improve weapon's armour value according to best save vs. physical of its material */
2458 2114
2459 if (a > 14) 2115 if (a > 14)
2460 a = 14; 2116 a = 14;
2117
2461 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); 2118 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2462 2119
2463 /* Determine golem's speed */ 2120 /* Determine golem's speed */
2464 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell))); 2121 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2465 2122
2475 tmp->state = weapon->state; 2132 tmp->state = weapon->state;
2476 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2133 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2477 } 2134 }
2478 2135
2479 /* make experience increase in proportion to the strength of the summoned creature. */ 2136 /* make experience increase in proportion to the strength of the summoned creature. */
2480 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell)); 2137 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / casting_level (caster, spell));
2481 2138
2482 tmp->speed_left = -1; 2139 tmp->speed_left = -1;
2483 tmp->x = x;
2484 tmp->y = y;
2485 tmp->direction = dir; 2140 tmp->direction = dir;
2486 insert_ob_in_map (tmp, m, op, 0); 2141
2142 m->insert (tmp, x, y, op);
2487 return 1; 2143 return 1;
2488} 2144}
2489 2145
2490/* cast_daylight() - changes the map darkness level *lower* */ 2146/* cast_daylight() - changes the map darkness level *lower* */
2491 2147
2492/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2148/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2493 * This changes the light level for the entire map. 2149 * This changes the light level for the entire map.
2494 */ 2150 */
2495
2496int 2151int
2497cast_change_map_lightlevel (object *op, object *caster, object *spell) 2152cast_change_map_lightlevel (object *op, object *caster, object *spell)
2498{ 2153{
2499 int success; 2154 int success;
2500 2155
2501 if (!op->map) 2156 if (!op->map)
2502 return 0; /* shouldnt happen */ 2157 return 0; /* shouldnt happen */
2503 2158
2504 success = change_map_light (op->map, spell->stats.dam); 2159 success = op->map->change_map_light (spell->stats.dam);
2160
2505 if (!success) 2161 if (!success)
2506 { 2162 {
2507 if (spell->stats.dam < 0) 2163 if (spell->stats.dam < 0)
2508 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2164 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2509 else 2165 else
2510 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2166 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here.");
2511 } 2167 }
2168
2512 return success; 2169 return success;
2513} 2170}
2514
2515
2516
2517
2518 2171
2519/* create an aura spell object and put it in the player's inventory. 2172/* create an aura spell object and put it in the player's inventory.
2520 * as usual, op is player, caster is the object casting the spell, 2173 * as usual, op is player, caster is the object casting the spell,
2521 * spell is the spell object itself. 2174 * spell is the spell object itself.
2522 */ 2175 */
2534 2187
2535 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); 2188 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2536 2189
2537 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 2190 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2538 2191
2539 new_aura->set_owner (op);
2540 set_spell_skill (op, caster, spell, new_aura); 2192 set_spell_skill (op, caster, spell, new_aura);
2541 new_aura->attacktype = spell->attacktype; 2193 new_aura->attacktype = spell->attacktype;
2542 2194
2543 new_aura->level = caster_level (caster, spell); 2195 new_aura->level = casting_level (caster, spell);
2196
2544 if (refresh) 2197 if (refresh)
2545 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2198 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2546 else 2199 else
2547 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2200 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2201
2548 insert_ob_in_ob (new_aura, op); 2202 insert_ob_in_ob (new_aura, op);
2203 new_aura->set_owner (op);
2204
2549 return 1; 2205 return 1;
2550} 2206}
2551
2552 2207
2553/* move aura function. An aura is a part of someone's inventory, 2208/* move aura function. An aura is a part of someone's inventory,
2554 * which he carries with him, but which acts on the map immediately 2209 * which he carries with him, but which acts on the map immediately
2555 * around him. 2210 * around him.
2556 * Aura parameters: 2211 * Aura parameters:
2557 * duration: duration counter. 2212 * duration: duration counter.
2558 * attacktype: aura's attacktype 2213 * attacktype: aura's attacktype
2559 * other_arch: archetype to drop where we attack 2214 * other_arch: archetype to drop where we attack
2560 */ 2215 */
2561
2562void 2216void
2563move_aura (object *aura) 2217move_aura (object *aura)
2564{ 2218{
2565 int i, mflags;
2566 object *env;
2567 maptile *m;
2568
2569 /* auras belong in inventories */ 2219 /* auras belong in inventories */
2570 env = aura->env; 2220 object *env = aura->env;
2221 object *owner = aura->owner;
2571 2222
2572 /* no matter what we've gotta remove the aura... 2223 /* no matter what we've gotta remove the aura...
2573 * we'll put it back if its time isn't up. 2224 * we'll put it back if its time isn't up.
2574 */ 2225 */
2575 aura->remove (); 2226 aura->remove ();
2580 aura->destroy (); 2231 aura->destroy ();
2581 return; 2232 return;
2582 } 2233 }
2583 2234
2584 /* auras only exist in inventories */ 2235 /* auras only exist in inventories */
2585 if (env == NULL || env->map == NULL) 2236 if (!env || !env->map)
2586 { 2237 {
2587 aura->destroy (); 2238 aura->destroy ();
2588 return; 2239 return;
2589 } 2240 }
2590
2591 aura->x = env->x;
2592 aura->y = env->y;
2593 2241
2594 /* we need to jump out of the inventory for a bit 2242 /* we need to jump out of the inventory for a bit
2595 * in order to hit the map conveniently. 2243 * in order to hit the map conveniently.
2596 */ 2244 */
2597 insert_ob_in_map (aura, env->map, aura, 0); 2245 aura->insert_at (env, aura);
2598 2246
2599 for (i = 1; i < 9; i++) 2247 for (int i = 1; i < 9; i++)
2600 { 2248 {
2601 sint16 nx, ny; 2249 mapxy pos (env);
2250 pos.move (i);
2602 2251
2603 nx = aura->x + freearr_x[i];
2604 ny = aura->y + freearr_y[i];
2605 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2606
2607 /* Consider the movement tyep of the person with the aura as 2252 /* Consider the movement type of the person with the aura as
2608 * movement type of the aura. Eg, if the player is flying, the aura 2253 * movement type of the aura. Eg, if the player is flying, the aura
2609 * is flying also, if player is walking, it is on the ground, etc. 2254 * is flying also, if player is walking, it is on the ground, etc.
2610 */ 2255 */
2611 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny)))) 2256 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2612 { 2257 {
2613 hit_map (aura, i, aura->attacktype, 0); 2258 hit_map (aura, i, aura->attacktype, 0);
2614 2259
2615 if (aura->other_arch) 2260 if (aura->other_arch)
2616 {
2617 object *new_ob;
2618
2619 new_ob = arch_to_object (aura->other_arch); 2261 pos.insert (arch_to_object (aura->other_arch), aura);
2620 new_ob->x = nx;
2621 new_ob->y = ny;
2622 insert_ob_in_map (new_ob, m, aura, 0);
2623 } 2262 }
2624 }
2625 } 2263 }
2264
2626 /* put the aura back in the player's inventory */ 2265 /* put the aura back in the player's inventory */
2627 aura->remove (); 2266 env->insert (aura);
2628 insert_ob_in_ob (aura, env); 2267 aura->set_owner (owner);
2629} 2268}
2630 2269
2631/* moves the peacemaker spell. 2270/* moves the peacemaker spell.
2632 * op is the piece object. 2271 * op is the piece object.
2633 */ 2272 */
2634
2635void 2273void
2636move_peacemaker (object *op) 2274move_peacemaker (object *op)
2637{ 2275{
2638 object *tmp; 2276 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2639
2640 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2641 { 2277 {
2642 int atk_lev, def_lev; 2278 int atk_lev, def_lev;
2643 object *victim = tmp; 2279 object *victim = tmp->head_ ();
2644 2280
2645 if (tmp->head)
2646 victim = tmp->head;
2647 if (!QUERY_FLAG (victim, FLAG_MONSTER)) 2281 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2648 continue; 2282 continue;
2283
2649 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2284 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2650 continue; 2285 continue;
2286
2651 if (victim->stats.exp == 0) 2287 if (victim->stats.exp == 0)
2652 continue; 2288 continue;
2653 2289
2654 def_lev = MAX (1, victim->level); 2290 def_lev = MAX (1, victim->level);
2655 atk_lev = MAX (1, op->level); 2291 atk_lev = MAX (1, op->level);
2656 2292
2657 if (rndm (0, atk_lev - 1) > def_lev) 2293 if (rndm (0, atk_lev - 1) > def_lev)
2658 { 2294 {
2659 /* make this sucker peaceful. */ 2295 /* make this sucker peaceful. */
2660 2296
2297 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2661 change_exp (op->owner, victim->stats.exp, op->skill, 0); 2298 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2662 victim->stats.exp = 0; 2299 victim->stats.exp = 0;
2663#if 0 2300#if 0
2664 /* No idea why these were all set to zero - if something 2301 /* No idea why these were all set to zero - if something
2665 * makes this creature agressive, he should still do damage. 2302 * makes this creature agressive, he should still do damage.
2672 victim->attack_movement = RANDO2; 2309 victim->attack_movement = RANDO2;
2673 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2310 SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2674 SET_FLAG (victim, FLAG_RUN_AWAY); 2311 SET_FLAG (victim, FLAG_RUN_AWAY);
2675 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2312 SET_FLAG (victim, FLAG_RANDOM_MOVE);
2676 CLEAR_FLAG (victim, FLAG_MONSTER); 2313 CLEAR_FLAG (victim, FLAG_MONSTER);
2314
2677 if (victim->name) 2315 if (victim->name)
2678 {
2679 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name); 2316 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2680 } 2317 }
2681 }
2682 } 2318 }
2683} 2319}
2684
2685 2320
2686/* This writes a rune that contains the appropriate message. 2321/* This writes a rune that contains the appropriate message.
2687 * There really isn't any adjustments we make. 2322 * There really isn't any adjustments we make.
2688 */ 2323 */
2689
2690int 2324int
2691write_mark (object *op, object *spell, const char *msg) 2325write_mark (object *op, object *spell, const char *msg)
2692{ 2326{
2693 char rune[HUGE_BUF];
2694 object *tmp;
2695
2696 if (!msg || msg[0] == 0) 2327 if (!msg || msg[0] == 0)
2697 { 2328 {
2698 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2329 new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2699 return 0; 2330 return 0;
2700 } 2331 }
2703 { 2334 {
2704 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?"); 2335 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?");
2705 LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg); 2336 LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg);
2706 return 0; 2337 return 0;
2707 } 2338 }
2339
2708 if (!spell->other_arch) 2340 if (!spell->other_arch)
2709 return 0; 2341 return 0;
2342
2710 tmp = arch_to_object (spell->other_arch); 2343 object *tmp = arch_to_object (spell->other_arch);
2711
2712 snprintf (rune, sizeof (rune), "%s\n", msg);
2713 2344
2714 tmp->race = op->name; /*Save the owner of the rune */ 2345 tmp->race = op->name; /*Save the owner of the rune */
2715 tmp->msg = rune; 2346 tmp->msg = msg;
2716 tmp->x = op->x; 2347
2717 tmp->y = op->y; 2348 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2718 insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR); 2349
2719 return 1; 2350 return 1;
2720} 2351}
2352

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