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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.29 by root, Sat Dec 30 22:01:39 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.
63{ 61{
64 object *wand, *tmp; 62 object *wand, *tmp;
65 int ncharges; 63 int ncharges;
66 64
67 wand = find_marked_object (op); 65 wand = find_marked_object (op);
68 if (wand == NULL || wand->type != WAND) 66 if (!wand || wand->type != WAND)
69 { 67 {
70 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.");
71 return 0; 69 return 0;
72 } 70 }
73 if (!(random_roll (0, 3, op, PREFER_HIGH))) 71 if (!(random_roll (0, 3, op, PREFER_HIGH)))
74 { 72 {
75 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));
76 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE); 74 op->play_sound (sound_find ("ob_explode"));
77 esrv_del_item (op->contr, wand->count);
78 wand->destroy (); 75 wand->destroy ();
79 tmp = get_archetype ("fireball"); 76 tmp = get_archetype ("fireball");
80 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;
81 78
82 if (!tmp->stats.dam) 79 if (!tmp->stats.dam)
105 ncharges = 1; 102 ncharges = 1;
106 103
107 wand->stats.food += ncharges; 104 wand->stats.food += ncharges;
108 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));
109 106
110 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE)) 107 if (wand->arch && QUERY_FLAG (wand->arch, FLAG_ANIMATE))
111 { 108 {
112 SET_FLAG (wand, FLAG_ANIMATE); 109 SET_FLAG (wand, FLAG_ANIMATE);
113 wand->set_speed (wand->arch->clone.speed); 110 wand->set_speed (wand->arch->speed);
114 } 111 }
115 112
116 return 1; 113 return 1;
117} 114}
118 115
124 * great a plus, the default is used. 121 * great a plus, the default is used.
125 * 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
126 * 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
127 * create nonnmagic arrows, or even -1, etc... 124 * create nonnmagic arrows, or even -1, etc...
128 */ 125 */
129
130int 126int
131cast_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)
132{ 128{
133 int missile_plus = 0, bonus_plus = 0; 129 int bonus_plus = 0;
134 const char *missile_name; 130 const char *missile_name = "arrow";
135 object *tmp, *missile;
136 131
137 missile_name = "arrow";
138
139 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 132 for (object *tmp = op->inv; tmp; tmp = tmp->below)
140 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) 133 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED))
141 missile_name = tmp->race; 134 missile_name = tmp->race;
142 135
143 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); 136 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
144 137
145 if (archetype::find (missile_name) == NULL) 138 archetype *missile_arch = archetype::find (missile_name);
139
140 if (!missile_arch)
146 { 141 {
147 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);
148 return 0; 143 return 0;
149 } 144 }
150 145
151 missile = get_archetype (missile_name); 146 object *missile = missile_arch->instance ();
152 147
153 if (stringarg) 148 if (spellparam)
154 { 149 {
155 /* If it starts with a letter, presume it is a description */ 150 /* If it starts with a letter, presume it is a description */
156 if (isalpha (*stringarg)) 151 if (isalpha (*spellparam))
157 { 152 {
158 artifact *al = find_artifactlist (missile->type)->items; 153 artifact *al = find_artifactlist (missile->type)->items;
159 154
160 for (; al != NULL; al = al->next) 155 for (; al; al = al->next)
161 if (!strcasecmp (al->item->name, stringarg)) 156 if (!strcasecmp (al->item->name, spellparam))
162 break; 157 break;
163 158
164 if (!al) 159 if (!al)
165 { 160 {
166 missile->destroy (); 161 missile->destroy ();
167 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);
168 return 0; 163 return 0;
169 } 164 }
170 165
171 if (al->item->slaying) 166 if (al->item->slaying)
172 { 167 {
173 missile->destroy (); 168 missile->destroy ();
174 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);
175 return 0; 170 return 0;
176 } 171 }
177 172
178 give_artifact_abilities (missile, al->item); 173 give_artifact_abilities (missile, al->item);
179 /* 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 -
180 * 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
181 * the parsing of having to do both plus and type. 176 * the parsing of having to do both plus and type.
182 */ 177 */
183 bonus_plus = 1 + (al->item->value / 5); 178 bonus_plus = 1 + (al->item->value / 5);
184 missile_plus = 0; 179 missile_plus = 0;
185 } 180 }
186 else if (atoi (stringarg) < missile_plus) 181 else if (atoi (spellparam) < missile_plus)
187 missile_plus = atoi (stringarg); 182 missile_plus = atoi (spellparam);
188 } 183 }
189 184
190 if (missile_plus > 4) 185 missile_plus = clamp (missile_plus, -4, 4);
191 missile_plus = 4;
192 else if (missile_plus < -4)
193 missile_plus = -4;
194 186
195 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 187 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
196 missile->nrof -= 3 * (missile_plus + bonus_plus); 188 missile->nrof -= 3 * (missile_plus + bonus_plus);
197 189
198 if (missile->nrof < 1) 190 if (missile->nrof < 1)
210 return 1; 202 return 1;
211} 203}
212 204
213 205
214/* allows the choice of what sort of food object to make. 206/* allows the choice of what sort of food object to make.
215 * 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*/
216int 208int
217cast_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)
218{ 210{
219 int food_value; 211 int food_value;
220 archetype *at = NULL; 212 archetype *at = NULL;
221 object *new_op; 213 object *new_op;
222 214
223 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);
224 216
225 if (stringarg) 217 if (spellparam)
226 { 218 {
227 at = find_archetype_by_object_type_name (FOOD, stringarg); 219 at = find_archetype_by_object_type_name (FOOD, spellparam);
228 if (at == NULL) 220 if (at == NULL)
229 at = find_archetype_by_object_type_name (DRINK, stringarg); 221 at = find_archetype_by_object_type_name (DRINK, spellparam);
230 if (at == NULL || at->clone.stats.food > food_value) 222 if (at == NULL || at->stats.food > food_value)
231 stringarg = NULL; 223 spellparam = NULL;
232 } 224 }
233 225
234 if (!stringarg) 226 if (!spellparam)
235 { 227 {
236 archetype *at_tmp; 228 archetype *at_tmp;
237 229
238 /* We try to find the archetype with the maximum food value. 230 /* We try to find the archetype with the maximum food value.
239 * This removes the dependancy of hard coded food values in this 231 * This removes the dependancy of hard coded food values in this
241 * 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
242 * to be altered from the donor. 234 * to be altered from the donor.
243 */ 235 */
244 236
245 /* We assume the food items don't have multiple parts */ 237 /* We assume the food items don't have multiple parts */
246 for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next) 238 for_all_archetypes (at_tmp)
247 { 239 {
248 if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK) 240 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
249 { 241 {
250 /* Basically, if the food value is something that is creatable 242 /* Basically, if the food value is something that is creatable
251 * under the limits of the spell and it is higher than 243 * under the limits of the spell and it is higher than
252 * the item we have now, take it instead. 244 * the item we have now, take it instead.
253 */ 245 */
254 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)))
255 at = at_tmp; 251 at = at_tmp;
256 } 252 }
257 } 253 }
258 } 254 }
255
259 /* 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
260 * know 257 * know
261 */ 258 */
262 if (!at) 259 if (!at)
263 { 260 {
264 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.");
265 return 0; 262 return 0;
266 } 263 }
267 264
268 food_value /= at->clone.stats.food; 265 food_value /= at->stats.food;
269 new_op = arch_to_object (at); 266 new_op = arch_to_object (at);
270 new_op->nrof = food_value; 267 new_op->nrof = food_value;
271 268
272 new_op->value = 0; 269 new_op->value = 0;
273 if (new_op->nrof < 1) 270 if (new_op->nrof < 1)
282{ 279{
283 int r, mflags, maxrange; 280 int r, mflags, maxrange;
284 object *tmp; 281 object *tmp;
285 maptile *m; 282 maptile *m;
286 283
287
288 if (!dir) 284 if (!dir)
289 { 285 {
290 examine_monster (op, op); 286 examine_monster (op, op);
291 return 1; 287 return 1;
292 } 288 }
289
293 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 290 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
294 for (r = 1; r < maxrange; r++) 291 for (r = 1; r < maxrange; r++)
295 { 292 {
296 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];
297 294
304 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) 301 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC))
305 { 302 {
306 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 303 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
307 return 0; 304 return 0;
308 } 305 }
306
309 if (mflags & P_IS_ALIVE) 307 if (mflags & P_IS_ALIVE)
310 { 308 {
311 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)
312 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)))
313 { 311 {
314 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 312 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
315 if (tmp->head != NULL) 313 if (tmp->head != NULL)
316 tmp = tmp->head; 314 tmp = tmp->head;
317 examine_monster (op, tmp); 315 examine_monster (op, tmp);
318 return 1; 316 return 1;
319 } 317 }
320 } 318 }
321 } 319 }
320
322 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); 321 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
323 return 1; 322 return 1;
324} 323}
325
326 324
327/* This checks to see if 'pl' is invisible to 'mon'. 325/* This checks to see if 'pl' is invisible to 'mon'.
328 * does race check, undead check, etc 326 * does race check, undead check, etc
329 * Returns TRUE if mon can't see pl, false 327 * Returns TRUE if mon can't see pl, false
330 * otherwise. This doesn't check range, walls, etc. It 328 * otherwise. This doesn't check range, walls, etc. It
332 * pl is invisible. 330 * pl is invisible.
333 */ 331 */
334int 332int
335makes_invisible_to (object *pl, object *mon) 333makes_invisible_to (object *pl, object *mon)
336{ 334{
337
338 if (!pl->invisible) 335 if (!pl->invisible)
339 return 0; 336 return 0;
337
340 if (pl->type == PLAYER) 338 if (pl->type == PLAYER)
341 { 339 {
342 /* If race isn't set, then invisible unless it is undead */ 340 /* If race isn't set, then invisible unless it is undead */
343 if (!pl->contr->invis_race) 341 if (!pl->contr->invis_race)
344 { 342 {
345 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 343 if (QUERY_FLAG (mon, FLAG_UNDEAD))
346 return 0; 344 return 0;
345
347 return 1; 346 return 1;
348 } 347 }
348
349 /* invis_race is set if we get here */ 349 /* invis_race is set if we get here */
350 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 350 if (pl->contr->invis_race == shstr_undead && is_true_undead (mon))
351 return 1; 351 return 1;
352
352 /* No race, can't be invisible to it */ 353 /* No race, can't be invisible to it */
353 if (!mon->race) 354 if (!mon->race)
354 return 0; 355 return 0;
356
355 if (strstr (mon->race, pl->contr->invis_race)) 357 if (mon->race.contains (pl->contr->invis_race))
356 return 1; 358 return 1;
359
357 /* Nothing matched above, return 0 */ 360 /* Nothing matched above, return 0 */
358 return 0; 361 return 0;
359 } 362 }
360 else 363 else
361 { 364 {
374 * normal applies. 377 * normal applies.
375 */ 378 */
376int 379int
377cast_invisible (object *op, object *caster, object *spell_ob) 380cast_invisible (object *op, object *caster, object *spell_ob)
378{ 381{
379 object *tmp;
380
381 if (op->invisible > 1000) 382 if (op->invisible > 1000)
382 { 383 {
383 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");
384 return 0; 385 return 0;
385 } 386 }
401 else 402 else
402 op->contr->tmp_invis = 1; 403 op->contr->tmp_invis = 1;
403 404
404 op->contr->hidden = 0; 405 op->contr->hidden = 0;
405 } 406 }
407
406 if (makes_invisible_to (op, op)) 408 if (makes_invisible_to (op, op))
407 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!");
408 else 410 else
409 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!"); 411 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
410 412
411 update_object (op, UP_OBJ_FACE); 413 update_object (op, UP_OBJ_CHANGE);
412 414
413 /* Only search the active objects - only these should actually do 415 /* Only search the active objects - only these should actually do
414 * harm to the player. 416 * harm to the player.
415 */ 417 */
416 for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) 418 for_all_actives (tmp)
417 if (tmp->enemy == op) 419 if (tmp->enemy == op)
418 tmp->enemy = NULL; 420 tmp->enemy = 0;
421
419 return 1; 422 return 1;
420} 423}
421 424
422/* earth to dust spell. Basically destroys earthwalls in the area. 425/* earth to dust spell. Basically destroys earthwalls in the area.
423 */ 426 */
424int 427int
425cast_earth_to_dust (object *op, object *caster, object *spell_ob) 428cast_earth_to_dust (object *op, object *caster, object *spell_ob)
426{ 429{
427 object *tmp, *next;
428 int range, i, j, mflags; 430 int range, i, j, mflags;
429 sint16 sx, sy; 431 sint16 sx, sy;
430 maptile *m; 432 maptile *m;
431
432 if (op->type != PLAYER)
433 return 0;
434 433
435 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 434 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
436 435
437 for (i = -range; i <= range; i++) 436 for (i = -range; i <= range; i++)
438 for (j = -range; j <= range; j++) 437 for (j = -range; j <= range; j++)
443 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 442 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
444 443
445 if (mflags & P_OUT_OF_MAP) 444 if (mflags & P_OUT_OF_MAP)
446 continue; 445 continue;
447 446
448 // earth to dust tears down everything that can be teared down 447 // earth to dust tears down everything that can be torn down
449 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)
450 { 449 {
451 next = tmp->above; 450 next = tmp->above;
451
452 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 452 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
453 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 453 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
454 } 454 }
455 } 455 }
456
456 return 1; 457 return 1;
457} 458}
458
459 459
460void 460void
461execute_word_of_recall (object *op) 461execute_word_of_recall (object *op)
462{ 462{
463 object *wor = op; 463 if (object *pl = op->in_player ())
464 464 {
465 while (op != NULL && op->type != PLAYER) 465 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST))
466 op = op->env;
467
468 if (op != NULL && op->map)
469 if ((get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_CLERIC) && (!QUERY_FLAG (op, FLAG_WIZCAST)))
470 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.");
471 else 467 else
472 op->enter_exit (wor); 468 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
469 }
473 470
474 wor->destroy (); 471 op->destroy ();
475} 472}
476 473
477/* Word of recall causes the player to return 'home'. 474/* Word of recall causes the player to return 'home'.
478 * 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
479 * time delay effect. 476 * time delay effect.
492 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.");
493 return 1; 490 return 1;
494 } 491 }
495 492
496 dummy = get_archetype (FORCE_NAME); 493 dummy = get_archetype (FORCE_NAME);
497 if (dummy == NULL) 494
495 if (!dummy)
498 { 496 {
499 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 497 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
500 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); 498 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
501 return 0; 499 return 0;
502 } 500 }
519 */ 517 */
520 EXIT_PATH (dummy) = op->contr->savebed_map; 518 EXIT_PATH (dummy) = op->contr->savebed_map;
521 EXIT_X (dummy) = op->contr->bed_x; 519 EXIT_X (dummy) = op->contr->bed_x;
522 EXIT_Y (dummy) = op->contr->bed_y; 520 EXIT_Y (dummy) = op->contr->bed_y;
523 521
524 (void) insert_ob_in_ob (dummy, op); 522 op->insert (dummy);
523
525 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
526 return 1; 526 return 1;
527} 527}
528 528
529/* cast_wonder 529/* cast_wonder
530 * wonder is really just a spell that will likely cast another 530 * wonder is really just a spell that will likely cast another
563} 563}
564 564
565int 565int
566perceive_self (object *op) 566perceive_self (object *op)
567{ 567{
568 char *cp = describe_item (op, op), buf[MAX_BUF]; 568 const char *cp = describe_item (op, op);
569 archetype *at = archetype::find (ARCH_DEPLETION); 569 archetype *at = archetype::find (ARCH_DEPLETION);
570 object *tmp;
571 int i;
572 570
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
573 tmp = find_god (determine_god (op)); 579 if (object *god = find_god (determine_god (op)))
574 if (tmp) 580 buf << " - You worship " << &god->name << ".\n";
575 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
576 else 581 else
577 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); 582 buf << " - You worship no god.\n";
578 583
579 tmp = present_arch_in_ob (at, op); 584 object *tmp = present_arch_in_ob (at, op);
580 585
581 if (*cp == '\0' && tmp == NULL) 586 if (*cp == '\0' && !tmp)
582 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 587 buf << " - You feel very mundane. ";
583 else 588 else
584 { 589 {
585 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 590 buf << " - You have: " << cp << ".\n";
586 new_draw_info (NDI_UNIQUE, 0, op, cp); 591
587 if (tmp != NULL) 592 if (tmp)
588 {
589 for (i = 0; i < NUM_STATS; i++) 593 for (int i = 0; i < NUM_STATS; i++)
590 { 594 if (tmp->stats.stat (i) < 0)
591 if (get_attr_value (&tmp->stats, i) < 0) 595 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
592 {
593 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i)));
594 }
595 }
596 }
597 } 596 }
598 597
599 if (is_dragon_pl (op)) 598 if (is_dragon_pl (op))
600 {
601 /* now grab the 'dragon_ability'-force from the player's inventory */ 599 /* now grab the 'dragon_ability'-force from the player's inventory */
602 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 600 for (tmp = op->inv; tmp; tmp = tmp->below)
603 { 601 {
604 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 602 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
605 { 603 {
606 if (tmp->stats.exp == 0) 604 if (tmp->stats.exp == 0)
607 {
608 sprintf (buf, "Your metabolism isn't focused on anything."); 605 buf << " - Your metabolism isn't focused on anything.\n";
609 }
610 else 606 else
611 {
612 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";
613 } 608
614 new_draw_info (NDI_UNIQUE, 0, op, buf);
615 break; 609 break;
616 } 610 }
617 } 611 }
618 }
619 return 1;
620}
621 612
622/* int cast_create_town_portal (object *op, object *caster, int dir) 613 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
623 *
624 * This function cast the spell of town portal for op
625 *
626 * The spell operates in two passes. During the first one a place
627 * is marked as a destination for the portal. During the second one,
628 * 2 portals are created, one in the position the player cast it and
629 * one in the destination place. The portal are synchronized and 2 forces
630 * are inserted in the player to destruct the portal next time player
631 * creates a new portal pair.
632 * This spell has a side effect that it allows people to meet each other
633 * in a permanent, private, appartements by making a town portal from it
634 * to the town or another public place. So, check if the map is unique and if
635 * so return an error
636 *
637 * Code by Tchize (david.delbecq@usa.net)
638 */
639int
640cast_create_town_portal (object *op, object *caster, object *spell, int dir)
641{
642 object *dummy, *force, *old_force, *tmp;
643 archetype *perm_portal;
644 char portal_name[1024], portal_message[1024];
645 maptile *exitmap;
646 int op_level;
647
648 /* Check to see if the map the player is currently on is a per player unique
649 * map. This can be determined in that per player unique maps have the
650 * full pathname listed.
651 */
652 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
653 {
654 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
655 return 0;
656 }
657
658 /* The first thing to do is to check if we have a marked destination
659 * dummy is used to make a check inventory for the force
660 */
661 dummy = arch_to_object (spell->other_arch);
662 if (dummy == NULL)
663 {
664 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
665 LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name);
666 return 0;
667 }
668
669 force = check_inv_recursive (op, dummy);
670
671 if (force == NULL)
672 {
673 /* Here we know there is no destination marked up.
674 * We have 2 things to do:
675 * 1. Mark the destination in the player inventory.
676 * 2. Let the player know it worked.
677 */
678 dummy->name = op->map->path;
679 EXIT_X (dummy) = op->x;
680 EXIT_Y (dummy) = op->y;
681 insert_ob_in_ob (dummy, op);
682 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.");
683 return 1;
684 }
685
686 dummy->destroy ();
687
688 /* Here we know where the town portal should go to
689 * We should kill any existing portal associated with the player.
690 * Than we should create the 2 portals.
691 * For each of them, we need:
692 * - To create the portal with the name of the player+destination map
693 * - set the owner of the town portal
694 * - To mark the position of the portal in the player's inventory
695 * for easier destruction.
696 *
697 * The mark works has follow:
698 * slaying: Existing town portal
699 * hp, sp : x & y of the associated portal
700 * name : name of the portal
701 * race : map the portal is in
702 */
703
704 /* First step: killing existing town portals */
705 dummy = get_archetype (spell->race);
706 if (dummy == NULL)
707 {
708 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
709 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
710 return 0;
711 }
712
713 perm_portal = archetype::find (spell->slaying);
714
715 /* To kill a town portal, we go trough the player's inventory,
716 * for each marked portal in player's inventory,
717 * -We try load the associated map (if impossible, consider the portal destructed)
718 * -We find any portal in the specified location.
719 * If it has the good name, we destruct it.
720 * -We destruct the force indicating that portal.
721 */
722 while ((old_force = check_inv_recursive (op, dummy)))
723 {
724 exitmap = maptile::find_map (old_force->race, op->map);
725
726 if (exitmap)
727 {
728 int exitx = EXIT_X (old_force);
729 int exity = EXIT_Y (old_force);
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 }
746
747 dummy->destroy ();
748
749 /* Creating the portals.
750 * The very first thing to do is to ensure
751 * access to the destination map.
752 * If we can't, don't fizzle. Simply warn player.
753 * This ensure player pays his mana for the spell
754 * because HE is responsible of forgotting.
755 * 'force' is the destination of the town portal, which we got
756 * from the players inventory above.
757 */
758
759 /* Ensure exit map is loaded */
760 exitmap = maptile::find_map (force->name, 0);
761
762 /* If we were unable to load (ex. random map deleted), warn player */
763 if (!exitmap)
764 {
765 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
766 force->destroy ();
767 return 1;
768 }
769
770 op_level = caster_level (caster, spell);
771 if (op_level < 15)
772 snprintf (portal_message, 1024,
773 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
774 &op->name);
775 else if (op_level < 30)
776 snprintf (portal_message, 1024,
777 "\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);
778 else if (op_level < 60)
779 snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
780 else
781 snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",
782 &op->name);
783
784 /* Create a portal in front of player
785 * dummy contain the portal and
786 * force contain the track to kill it later
787 */
788 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
789 dummy = get_archetype (spell->slaying); /*The portal */
790 if (dummy == NULL)
791 {
792 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
793 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
794 return 0;
795 }
796
797 EXIT_PATH (dummy) = force->name;
798 EXIT_X (dummy) = EXIT_X (force);
799 EXIT_Y (dummy) = EXIT_Y (force);
800 dummy->name = dummy->name_pl = portal_name;
801 dummy->msg = portal_message;
802 dummy->race = op->name; /*Save the owner of the portal */
803 cast_create_obj (op, caster, dummy, 0);
804
805 /* Now we need to to create a town portal marker inside the player
806 * object, so on future castings, we can know that he has an active
807 * town portal.
808 */
809 tmp = get_archetype (spell->race);
810 if (tmp == NULL)
811 {
812 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
813 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
814 return 0;
815 }
816
817 tmp->race = op->map->path;
818 tmp->name = portal_name;
819 EXIT_X (tmp) = dummy->x;
820 EXIT_Y (tmp) = dummy->y;
821 op->insert (tmp);
822
823 /* Create a portal in the destination map
824 * dummy contain the portal and
825 * force the track to kill it later
826 * the 'force' variable still contains the 'reminder' of
827 * where this portal goes to.
828 */
829 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &op->map->path);
830 dummy = get_archetype (spell->slaying); /*The portal */
831 if (dummy == NULL)
832 {
833 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
834 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
835 return 0;
836 }
837
838 EXIT_PATH (dummy) = op->map->path;
839 EXIT_X (dummy) = op->x;
840 EXIT_Y (dummy) = op->y;
841 dummy->name = dummy->name_pl = portal_name;
842 dummy->msg = portal_message;
843 dummy->race = op->name; /*Save the owner of the portal */
844 exitmap->insert (dummy, EXIT_X (force), EXIT_Y (force), op);
845
846 /* Now we create another town portal marker that
847 * points back to the one we just made
848 */
849 tmp = get_archetype (spell->race);
850 if (tmp == NULL)
851 {
852 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
853 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
854 return 0;
855 }
856
857 tmp->race = force->name;
858 tmp->name = portal_name;
859 EXIT_X (tmp) = dummy->x;
860 EXIT_Y (tmp) = dummy->y;
861 insert_ob_in_ob (tmp, op);
862
863 /* Describe the player what happened
864 */
865 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
866 force->destroy ();
867 614
868 return 1; 615 return 1;
869} 616}
870 617
871/* This creates magic walls. Really, it can create most any object, 618/* This creates magic walls. Really, it can create most any object,
959 */ 706 */
960 if (tmp->type != EARTHWALL) //TODO 707 if (tmp->type != EARTHWALL) //TODO
961 tmp->set_owner (op); 708 tmp->set_owner (op);
962 709
963 set_spell_skill (op, caster, spell_ob, tmp); 710 set_spell_skill (op, caster, spell_ob, tmp);
964 tmp->level = caster_level (caster, spell_ob) / 2; 711 tmp->level = casting_level (caster, spell_ob) / 2;
965 712
966 name = tmp->name; 713 name = tmp->name;
967 if (!(tmp = m->insert (tmp, x, y, op))) 714 if (!(tmp = m->insert (tmp, x, y, op)))
968 { 715 {
969 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);
970 return 0; 717 return 0;
971 } 718 }
972 719
973 /* 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 */
974 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 721 if (tmp->other_arch && tmp->other_arch->type == SPELL)
975 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 722 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
976 723
977 /* This code causes the wall to extend some distance in 724 /* This code causes the wall to extend some distance in
978 * each direction, or until an obstruction is encountered. 725 * each direction, or until an obstruction is encountered.
979 * posblocked and negblocked help determine how far the 726 * posblocked and negblocked help determine how far the
999 { 746 {
1000 object *tmp2 = tmp->clone (); 747 object *tmp2 = tmp->clone ();
1001 m->insert (tmp2, x, y, op); 748 m->insert (tmp2, x, y, op);
1002 749
1003 /* 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 */
1004 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 751 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1005 tmp2->insert (arch_to_object (tmp2->other_arch)); 752 tmp2->insert (arch_to_object (tmp2->other_arch));
1006 753
1007 } 754 }
1008 else 755 else
1009 posblocked = 1; 756 posblocked = 1;
1016 ((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)
1017 { 764 {
1018 object *tmp2 = tmp->clone (); 765 object *tmp2 = tmp->clone ();
1019 m->insert (tmp2, x, y, op); 766 m->insert (tmp2, x, y, op);
1020 767
1021 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 768 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1022 tmp2->insert (arch_to_object (tmp2->other_arch)); 769 tmp2->insert (arch_to_object (tmp2->other_arch));
1023 } 770 }
1024 else 771 else
1025 negblocked = 1; 772 negblocked = 1;
1026 } 773 }
1030 777
1031 return 1; 778 return 1;
1032} 779}
1033 780
1034int 781int
1035dimension_door (object *op, object *caster, object *spob, int dir) 782dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
1036{ 783{
1037 uint32 dist, maxdist; 784 uint32 dist, maxdist;
1038 int mflags; 785 int mflags;
1039 maptile *m; 786 maptile *m;
1040 sint16 sx, sy; 787 sint16 sx, sy;
1051 /* 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
1052 * ever, so put limits in. 799 * ever, so put limits in.
1053 */ 800 */
1054 maxdist = spob->range + SP_level_range_adjust (caster, spob); 801 maxdist = spob->range + SP_level_range_adjust (caster, spob);
1055 802
1056 if (op->contr->count) 803 if (spellparam)
1057 { 804 {
805 int count = atoi (spellparam);
806
1058 if (op->contr->count > maxdist) 807 if (count > maxdist)
1059 { 808 {
1060 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!");
1061 return 0; 810 return 0;
1062 } 811 }
1063 812
1064 for (dist = 0; dist < op->contr->count; dist++) 813 for (dist = 0; dist < count; dist++)
1065 { 814 {
1066 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);
1067 816
1068 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 817 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
1069 break; 818 break;
1070 819
1071 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)))
1072 break; 821 break;
1073 } 822 }
1074 823
1075 if (dist < op->contr->count) 824 if (dist < count)
1076 { 825 {
1077 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");
1078 op->contr->count = 0;
1079 return 0; 827 return 0;
1080 } 828 }
1081
1082 op->contr->count = 0;
1083 829
1084 /* Remove code that puts player on random space on maps. IMO, 830 /* Remove code that puts player on random space on maps. IMO,
1085 * 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,
1086 * 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
1087 * by such squares). Also, there are probably treasure rooms and 833 * by such squares). Also, there are probably treasure rooms and
1142 888
1143 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 */
1144 return 1; 890 return 1;
1145} 891}
1146 892
1147
1148/* cast_heal: Heals something. 893/* cast_heal: Heals something.
1149 * op is the caster. 894 * op is the caster.
1150 * dir is the direction he is casting it in. 895 * dir is the direction he is casting it in.
1151 * spell is the spell object. 896 * spell is the spell object.
1152 */ 897 */
1158 object *poison; 903 object *poison;
1159 int heal = 0, success = 0; 904 int heal = 0, success = 0;
1160 905
1161 tmp = find_target_for_friendly_spell (op, dir); 906 tmp = find_target_for_friendly_spell (op, dir);
1162 907
1163 if (tmp == NULL) 908 if (!tmp)
1164 return 0; 909 return 0;
1165 910
1166 /* Figure out how many hp this spell might cure. 911 /* Figure out how many hp this spell might cure.
1167 * could be zero if this spell heals effects, not damage. 912 * could be zero if this spell heals effects, not damage.
1168 */ 913 */
1171 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;
1172 917
1173 if (heal) 918 if (heal)
1174 { 919 {
1175 if (tmp->stats.hp >= tmp->stats.maxhp) 920 if (tmp->stats.hp >= tmp->stats.maxhp)
1176 {
1177 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.");
1178 }
1179 else 922 else
1180 { 923 {
1181 /* See how many points we actually heal. Instead of messages 924 /* See how many points we actually heal. Instead of messages
1182 * based on type of spell, we instead do messages based 925 * based on type of spell, we instead do messages based
1183 * on amount of damage healed. 926 * on amount of damage healed.
1184 */ 927 */
1185 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 928 if (heal > tmp->stats.maxhp - tmp->stats.hp)
1186 heal = tmp->stats.maxhp - tmp->stats.hp; 929 heal = tmp->stats.maxhp - tmp->stats.hp;
930
1187 tmp->stats.hp += heal; 931 tmp->stats.hp += heal;
1188 932
1189 if (tmp->stats.hp >= tmp->stats.maxhp) 933 if (tmp->stats.hp >= tmp->stats.maxhp)
1190 {
1191 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 934 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1192 }
1193 else if (heal > 50) 935 else if (heal > 50)
1194 {
1195 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); 936 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1196 }
1197 else if (heal > 25) 937 else if (heal > 25)
1198 {
1199 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); 938 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1200 }
1201 else if (heal > 10) 939 else if (heal > 10)
1202 {
1203 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.");
1204 }
1205 else 941 else
1206 {
1207 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.");
1208 } 943
1209 success = 1; 944 success = 1;
1210 } 945 }
1211 } 946 }
947
1212 if (spell->attacktype & AT_DISEASE) 948 if (spell->attacktype & AT_DISEASE)
1213 if (cure_disease (tmp, op)) 949 if (cure_disease (tmp, op, spell))
1214 success = 1; 950 success = 1;
1215 951
1216 if (spell->attacktype & AT_POISON) 952 if (spell->attacktype & AT_POISON)
1217 { 953 {
1218 at = archetype::find ("poisoning"); 954 at = archetype::find ("poisoning");
1222 success = 1; 958 success = 1;
1223 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 959 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1224 poison->stats.food = 1; 960 poison->stats.food = 1;
1225 } 961 }
1226 } 962 }
963
1227 if (spell->attacktype & AT_CONFUSION) 964 if (spell->attacktype & AT_CONFUSION)
1228 { 965 {
1229 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 966 poison = present_in_ob_by_name (FORCE, "confusion", tmp);
1230 if (poison) 967 if (poison)
1231 { 968 {
1232 success = 1; 969 success = 1;
1233 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 970 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1234 poison->duration = 1; 971 poison->duration = 1;
1235 } 972 }
1236 } 973 }
974
1237 if (spell->attacktype & AT_BLIND) 975 if (spell->attacktype & AT_BLIND)
1238 { 976 {
1239 at = archetype::find ("blindness"); 977 at = archetype::find ("blindness");
1240 poison = present_arch_in_ob (at, tmp); 978 poison = present_arch_in_ob (at, tmp);
1241 if (poison) 979 if (poison)
1243 success = 1; 981 success = 1;
1244 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.");
1245 poison->stats.food = 1; 983 poison->stats.food = 1;
1246 } 984 }
1247 } 985 }
986
1248 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) 987 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1249 { 988 {
1250 tmp->stats.sp += spell->last_sp; 989 tmp->stats.sp += spell->last_sp;
1251 if (tmp->stats.sp > tmp->stats.maxsp) 990 if (tmp->stats.sp > tmp->stats.maxsp)
1252 tmp->stats.sp = tmp->stats.maxsp; 991 tmp->stats.sp = tmp->stats.maxsp;
1253 success = 1; 992 success = 1;
1254 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!");
1255 } 994 }
995
1256 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) 996 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1257 { 997 {
1258 tmp->stats.grace += spell->last_grace; 998 tmp->stats.grace += spell->last_grace;
1259 if (tmp->stats.grace > tmp->stats.maxgrace) 999 if (tmp->stats.grace > tmp->stats.maxgrace)
1260 tmp->stats.grace = tmp->stats.maxgrace; 1000 tmp->stats.grace = tmp->stats.maxgrace;
1261 success = 1; 1001 success = 1;
1262 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!");
1263 } 1003 }
1004
1264 if (spell->stats.food && tmp->stats.food < 999) 1005 if (spell->stats.food && tmp->stats.food < 999)
1265 { 1006 {
1266 tmp->stats.food += spell->stats.food; 1007 tmp->stats.food += spell->stats.food;
1008
1267 if (tmp->stats.food > 999) 1009 if (tmp->stats.food > 999)
1268 tmp->stats.food = 999; 1010 tmp->stats.food = 999;
1011
1269 success = 1; 1012 success = 1;
1270 /* 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 */
1271 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");
1272 } 1015 }
1016
1273 return success; 1017 return success;
1274} 1018}
1275
1276 1019
1277/* 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
1278 * 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
1279 * good comments for those. 1022 * good comments for those.
1280 */ 1023 */
1281static const char *const no_gain_msgs[NUM_STATS] = { 1024static const char *const no_gain_msgs[NUM_STATS] = {
1282 "You grow no stronger.", 1025 "You grow no stronger.",
1283 "You grow no more agile.", 1026 "You grow no more agile.",
1284 "You don't feel any healthier.", 1027 "You don't feel any healthier.",
1285 "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."
1286 "You are no easier to look at.", 1031 "You are no easier to look at.",
1287 "no int",
1288 "no pow"
1289}; 1032};
1290 1033
1291int 1034int
1035change_ability_duration (object *spell, object *caster)
1036{
1037 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1038}
1039
1040int
1292cast_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)
1293{ 1042{
1294 object *force = NULL; 1043 object *force = 0;
1295 int i; 1044 int i;
1296 1045
1297 /* 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. */
1298 object *tmp = dir 1047 object *tmp = dir
1299 ? find_target_for_friendly_spell (op, dir) 1048 ? find_target_for_friendly_spell (op, dir)
1300 : op; 1049 : op;
1301 1050
1302 if (!tmp) 1051 if (!tmp)
1303 return 0; 1052 return 0;
1304 1053
1305 /* 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. */
1314 } 1063 }
1315 else if (spell_ob->race && spell_ob->race == tmp2->name) 1064 else if (spell_ob->race && spell_ob->race == tmp2->name)
1316 { 1065 {
1317 if (!silent) 1066 if (!silent)
1318 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
1319 return 0; 1069 return 0;
1320 } 1070 }
1321 } 1071 }
1322 } 1072 }
1323 if (force == NULL) 1073
1074 if (!force)
1324 { 1075 {
1325 force = get_archetype (FORCE_NAME); 1076 force = get_archetype (FORCE_NAME);
1326 force->subtype = FORCE_CHANGE_ABILITY; 1077 force->subtype = FORCE_CHANGE_ABILITY;
1078
1327 if (spell_ob->race) 1079 if (spell_ob->race)
1328 force->name = spell_ob->race; 1080 force->name = spell_ob->race;
1329 else 1081 else
1330 force->name = spell_ob->name; 1082 force->name = spell_ob->name;
1083
1331 force->name_pl = spell_ob->name; 1084 force->name_pl = spell_ob->name;
1332 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.");
1333 1086
1334 } 1087 }
1335 else 1088 else
1336 { 1089 {
1337 int duration; 1090 int duration = change_ability_duration (spell_ob, caster);
1338 1091
1339 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1340 if (duration > force->duration) 1092 if (duration > force->duration)
1341 { 1093 {
1342 force->duration = duration; 1094 force->duration = duration;
1343 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.");
1344 } 1096 }
1345 else 1097 else
1346 {
1347 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.");
1348 } 1099
1349 return 1; 1100 return 1;
1350 } 1101 }
1102
1351 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;
1352 force->speed = 1.0; 1104 force->speed = 1.0;
1353 force->speed_left = -1.0; 1105 force->speed_left = -1.0;
1354 SET_FLAG (force, FLAG_APPLIED); 1106 SET_FLAG (force, FLAG_APPLIED);
1355 1107
1361 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);
1362 if (force->resist[i] > 100) 1114 if (force->resist[i] > 100)
1363 force->resist[i] = 100; 1115 force->resist[i] = 100;
1364 } 1116 }
1365 } 1117 }
1118
1366 if (spell_ob->stats.hp) 1119 if (spell_ob->stats.hp)
1367 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);
1368 1121
1369 if (tmp->type == PLAYER) 1122 if (tmp->type == PLAYER)
1370 { 1123 {
1371 /* Stat adjustment spells */ 1124 /* Stat adjustment spells */
1372 for (i = 0; i < NUM_STATS; i++) 1125 for (i = 0; i < NUM_STATS; i++)
1373 { 1126 {
1374 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; 1127 if (sint8 stat = spell_ob->stats.stat (i))
1375
1376 if (stat)
1377 { 1128 {
1378 sm = 0; 1129 sint8 sm = 0;
1379 for (k = 0; k < stat; k++) 1130 for (sint8 k = 0; k < stat; k++)
1380 sm += rndm (1, 3); 1131 sm += rndm (1, 3);
1381 1132
1382 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) 1133 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1383 { 1134 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1384 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); 1135
1385 if (sm < 0) 1136 force->stats.stat (i) = sm;
1386 sm = 0; 1137
1387 }
1388 set_attr_value (&force->stats, i, sm);
1389 if (!sm) 1138 if (!sm)
1390 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); 1139 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1391 } 1140 }
1392 } 1141 }
1393 } 1142 }
1414 force->attacktype = spell_ob->attacktype; 1163 force->attacktype = spell_ob->attacktype;
1415 1164
1416 insert_ob_in_ob (force, tmp); 1165 insert_ob_in_ob (force, tmp);
1417 change_abil (tmp, force); /* Mostly to display any messages */ 1166 change_abil (tmp, force); /* Mostly to display any messages */
1418 tmp->update_stats (); 1167 tmp->update_stats ();
1168
1419 return 1; 1169 return 1;
1420} 1170}
1421 1171
1422/* 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
1423 * 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
1424 * of the caster. 1174 * of the caster.
1425 */ 1175 */
1426
1427int 1176int
1428cast_bless (object *op, object *caster, object *spell_ob, int dir) 1177cast_bless (object *op, object *caster, object *spell_ob, int dir)
1429{ 1178{
1430 int i; 1179 int i;
1431 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1180 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1432 1181
1433 /* 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. */
1434 if (dir != 0) 1183 if (dir != 0)
1435 { 1184 {
1436 tmp = find_target_for_friendly_spell (op, dir); 1185 tmp = find_target_for_friendly_spell (op, dir);
1186
1187 if (!tmp)
1188 return 0;
1437 } 1189 }
1438 else 1190 else
1439 {
1440 tmp = op; 1191 tmp = op;
1441 }
1442 1192
1443 /* 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. */
1444 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1194 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1445 { 1195 {
1446 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1196 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1447 { 1197 {
1448 if (tmp2->name == spell_ob->name) 1198 if (tmp2->name == spell_ob->name)
1449 { 1199 {
1455 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);
1456 return 0; 1206 return 0;
1457 } 1207 }
1458 } 1208 }
1459 } 1209 }
1210
1460 if (force == NULL) 1211 if (force == NULL)
1461 { 1212 {
1462 force = get_archetype (FORCE_NAME); 1213 force = get_archetype (FORCE_NAME);
1463 force->subtype = FORCE_CHANGE_ABILITY; 1214 force->subtype = FORCE_CHANGE_ABILITY;
1464 if (spell_ob->race) 1215 if (spell_ob->race)
1526 insert_ob_in_ob (force, tmp); 1277 insert_ob_in_ob (force, tmp);
1527 tmp->update_stats (); 1278 tmp->update_stats ();
1528 return 1; 1279 return 1;
1529} 1280}
1530 1281
1531
1532
1533/* Alchemy code by Mark Wedel 1282/* Alchemy code by Mark Wedel
1534 * 1283 *
1535 * This code adds a new spell, called alchemy. Alchemy will turn 1284 * This code adds a new spell, called alchemy. Alchemy will turn
1536 * objects to gold nuggets, the value of the gold nuggets being 1285 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1537 * about 90% of that of the item itself. It uses the value of the
1538 * object before charisma adjustments, because the nuggets themselves
1539 * will be will be adjusted by charisma when sold.
1540 * 1286 *
1541 * 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
1542 * the maximum number of large nuggets you could get. 1288 * itself. It uses the value of the object before charisma adjustments,
1543 * 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
1544 * to the max amount of small nuggets as you could get. 1290 * when sold.
1545 *
1546 * For example, if an item is worth 110 gold, you will get
1547 * 4 large nuggets, and from 0-10 small nuggets.
1548 * 1291 *
1549 * 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
1550 * 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
1551 * alchemied. 1294 * alchemised.
1552 */ 1295 */
1553
1554/* I didn't feel like passing these as arguements to the
1555 * two functions that need them. Real values are put in them
1556 * when the spell is cast, and these are freed when the spell
1557 * is finished.
1558 */
1559static object *small, *large;
1560
1561static void 1296static void
1562alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight) 1297alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1563{ 1298{
1564 uint64 value = query_cost (obj, NULL, F_TRUE); 1299 uint64 value = query_cost (obj, NULL, F_TRUE);
1565 1300
1566 /* Give third price when we alchemy money (This should hopefully 1301 /* Give third price when we alchemy money (this should hopefully
1567 * 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
1568 * the nuggets, alchemy the gold from that, etc. 1303 * the nuggets, alchemy the gold from that, etc.
1569 * Otherwise, give 9 silver on the gold for other objects, 1304 * Otherwise, give 9 silver on the gold for other objects,
1570 * so that it would still be more affordable to haul 1305 * so that it would still be more affordable to haul
1571 * the stuff back to town. 1306 * the stuff back to town.
1572 */ 1307 */
1573
1574 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1308 if (QUERY_FLAG (obj, FLAG_UNPAID))
1575 value = 0; 1309 value = 0;
1576 else if (obj->type == MONEY || obj->type == GEM) 1310 else if (obj->type == MONEY || obj->type == GEM)
1577 value /= 3; 1311 value /= 3;
1578 else 1312 else
1579 value = (value * 9) / 10; 1313 value = value * 9 / 10;
1580 1314
1581 value /= 4; // fix by GHJ, don't understand, pcg
1582
1583 if ((obj->value > 0) && rndm (0, 29)) 1315 if (obj->value > 0 && rndm (0, 29))
1584 { 1316 total_value += value;
1585 int count;
1586 1317
1587 count = value / large->value;
1588 *large_nuggets += count;
1589 value -= (uint64) count *(uint64) large->value;
1590
1591 count = value / small->value;
1592 *small_nuggets += count;
1593 }
1594
1595 /* Turn 25 small nuggets into 1 large nugget. If the value
1596 * of large nuggets is not evenly divisable by the small nugget
1597 * value, take off an extra small_nugget (Assuming small_nuggets!=0)
1598 */
1599 if (*small_nuggets * small->value >= large->value)
1600 {
1601 (*large_nuggets)++;
1602 *small_nuggets -= large->value / small->value;
1603 if (*small_nuggets && large->value % small->value)
1604 (*small_nuggets)--;
1605 }
1606 weight += obj->weight; 1318 total_weight += obj->total_weight ();
1319
1607 obj->destroy (); 1320 obj->destroy ();
1608} 1321}
1609 1322
1610static void
1611update_map (object *op, maptile *m, int small_nuggets, int large_nuggets, int x, int y)
1612{
1613 object *tmp;
1614 int flag = 0;
1615
1616 /* Put any nuggets below the player, but we can only pass this
1617 * flag if we are on the same space as the player
1618 */
1619 if (x == op->x && y == op->y && op->map == m)
1620 flag = INS_BELOW_ORIGINATOR;
1621
1622 if (small_nuggets)
1623 {
1624 tmp = small->clone ();
1625 tmp->nrof = small_nuggets;
1626 m->insert (tmp, x, y, op, flag);
1627 }
1628
1629 if (large_nuggets)
1630 {
1631 tmp = large->clone ();
1632 tmp->nrof = large_nuggets;
1633 m->insert (tmp, x, y, op, flag);
1634 }
1635}
1636
1637int 1323int
1638alchemy (object *op, object *caster, object *spell_ob) 1324alchemy (object *op, object *caster, object *spell_ob)
1639{ 1325{
1640 int x, y, weight = 0, weight_max, large_nuggets, small_nuggets, mflags;
1641 sint16 nx, ny;
1642 object *next, *tmp;
1643 maptile *mp;
1644
1645 if (op->type != PLAYER) 1326 if (op->type != PLAYER)
1646 return 0; 1327 return 0;
1647 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
1648 /* 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
1649 * some, and also prevents people from alcheming every table/chair/clock 1336 * some, and also prevents people from alchemising every table/chair/clock
1650 * in sight 1337 * in sight
1651 */ 1338 */
1652 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);
1653 weight_max *= 1000; 1340 int weight_max = duration * 1000;
1654 small = get_archetype ("smallnugget"), large = get_archetype ("largenugget"); 1341 uint64 value_max = duration * 1000;
1655 1342
1343 int weight = 0;
1344
1656 for (y = op->y - 1; y <= op->y + 1; y++) 1345 for (int y = op->y - 1; y <= op->y + 1; y++)
1657 { 1346 {
1658 for (x = op->x - 1; x <= op->x + 1; x++) 1347 for (int x = op->x - 1; x <= op->x + 1; x++)
1659 { 1348 {
1349 uint64 value = 0;
1350
1660 nx = x; 1351 sint16 nx = x;
1661 ny = y; 1352 sint16 ny = y;
1662 1353
1663 mp = op->map; 1354 maptile *mp = op->map;
1664 1355
1665 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); 1356 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1666 1357
1667 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1358 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1668 continue; 1359 continue;
1669 1360
1670 /* Treat alchemy a little differently - most spell effects 1361 /* Treat alchemy a little differently - most spell effects
1672 * ground level effect. 1363 * ground level effect.
1673 */ 1364 */
1674 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) 1365 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1675 continue; 1366 continue;
1676 1367
1677 small_nuggets = 0; 1368 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1678 large_nuggets = 0;
1679
1680 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = next)
1681 { 1369 {
1682 next = tmp->above; 1370 next = tmp->above;
1371
1683 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1372 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1684 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1373 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1685 { 1374 {
1686
1687 if (tmp->inv) 1375 if (tmp->inv)
1688 { 1376 {
1689 object *next1, *tmp1; 1377 object *next1, *tmp1;
1690 1378
1691 for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1) 1379 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1692 { 1380 {
1693 next1 = tmp1->below; 1381 next1 = tmp1->below;
1694 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1382 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1695 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1383 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1696 alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight); 1384 alchemy_object (tmp1, value, weight);
1697 } 1385 }
1698 } 1386 }
1387
1699 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); 1388 alchemy_object (tmp, value, weight);
1700 1389
1701 if (weight > weight_max) 1390 if (weight > weight_max)
1702 { 1391 break;
1703 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1704 large->destroy ();
1705 small->destroy ();
1706 return 1;
1707 } 1392 }
1708 } /* is alchemable object */
1709 } /* process all objects on this space */
1710
1711 /* Insert all the nuggets at one time. This probably saves time, but
1712 * it also prevents us from alcheming nuggets that were just created
1713 * with this spell.
1714 */ 1393 }
1715 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);
1716 } 1407 }
1717 }
1718 1408
1719 large->destroy (); 1409 if (weight > weight_max)
1720 small->destroy (); 1410 goto bailout;
1721 /* reset this so that if player standing on a big pile of stuff, 1411 }
1722 * it is redrawn properly. 1412 }
1723 */ 1413
1724 op->contr->ns->look_position = 0; 1414bailout:
1725 return 1; 1415 return 1;
1726} 1416}
1727
1728 1417
1729/* This function removes the cursed/damned status on equipped 1418/* This function removes the cursed/damned status on equipped
1730 * items. 1419 * items.
1731 */ 1420 */
1732int 1421int
1733remove_curse (object *op, object *caster, object *spell) 1422remove_curse (object *op, object *caster, object *spell)
1734{ 1423{
1735 object *tmp;
1736 int success = 0, was_one = 0; 1424 int success = 0, was_one = 0;
1737 1425
1738 for (tmp = op->inv; tmp; tmp = tmp->below) 1426 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1739 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1427 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1740 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1428 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1741 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1429 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1742 { 1430 {
1743 was_one++; 1431 was_one++;
1432
1744 if (tmp->level <= caster_level (caster, spell)) 1433 if (tmp->level <= casting_level (caster, spell))
1745 { 1434 {
1746 success++; 1435 success++;
1747 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1436 if (QUERY_FLAG (spell, FLAG_DAMNED))
1748 CLEAR_FLAG (tmp, FLAG_DAMNED); 1437 CLEAR_FLAG (tmp, FLAG_DAMNED);
1749 1438
1750 CLEAR_FLAG (tmp, FLAG_CURSED); 1439 CLEAR_FLAG (tmp, FLAG_CURSED);
1751 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1440 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1752 tmp->value = 0; /* Still can't sell it */ 1441 tmp->value = 0; /* Still can't sell it */
1753 if (op->type == PLAYER) 1442
1443 if (object *pl = tmp->visible_to ())
1754 esrv_send_item (op, tmp); 1444 esrv_update_item (UPD_FLAGS, pl, tmp);
1755 } 1445 }
1756 } 1446 }
1757 1447
1758 if (op->type == PLAYER) 1448 if (op->type == PLAYER)
1759 { 1449 {
1760 if (success) 1450 if (success)
1761 {
1762 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.");
1763 }
1764 else 1452 else
1765 { 1453 {
1766 if (was_one) 1454 if (was_one)
1767 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.");
1768 else 1456 else
1772 1460
1773 return success; 1461 return success;
1774} 1462}
1775 1463
1776/* Identifies objects in the players inventory/on the ground */ 1464/* Identifies objects in the players inventory/on the ground */
1777
1778int 1465int
1779cast_identify (object *op, object *caster, object *spell) 1466cast_identify (object *op, object *caster, object *spell)
1780{ 1467{
1781 object *tmp; 1468 object *tmp;
1782 int success = 0, num_ident; 1469 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1783 1470
1784 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));
1785
1786 if (num_ident < 1)
1787 num_ident = 1;
1788 1472
1789 for (tmp = op->inv; tmp; tmp = tmp->below) 1473 for (tmp = op->inv; tmp; tmp = tmp->below)
1790 { 1474 {
1791 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1475 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1792 { 1476 {
1793 identify (tmp); 1477 identify (tmp);
1794 1478
1795 if (op->type == PLAYER) 1479 if (op->type == PLAYER)
1796 { 1480 {
1797 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));
1798 1482
1799 if (tmp->msg) 1483 if (tmp->msg)
1800 { 1484 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1801 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1802 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1803 }
1804 } 1485 }
1805 1486
1806 num_ident--;
1807 success = 1;
1808 if (!num_ident) 1487 if (!--num_ident)
1809 break; 1488 break;
1810 } 1489 }
1811 } 1490 }
1812 1491
1813 /* 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
1814 * 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
1815 * was not fully used. 1494 * was not fully used.
1816 */ 1495 */
1817 if (num_ident) 1496 if (num_ident)
1818 { 1497 {
1819 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)
1820 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1499 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1821 { 1500 {
1822 identify (tmp); 1501 identify (tmp);
1823 1502
1824 if (op->type == PLAYER) 1503 if (object *pl = tmp->visible_to ())
1825 { 1504 {
1826 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));
1827 1506
1828 if (tmp->msg) 1507 if (tmp->msg)
1829 { 1508 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1830 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1831 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1832 }
1833
1834 esrv_send_item (op, tmp);
1835 } 1509 }
1836 1510
1837 num_ident--;
1838 success = 1;
1839 if (!num_ident) 1511 if (!--num_ident)
1840 break; 1512 break;
1841 } 1513 }
1842 } 1514 }
1843 1515
1844 if (!success) 1516 if (buf.empty ())
1845 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 }
1846 else 1521 else
1522 {
1523 if (op->contr)
1524 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1525
1847 spell_effect (spell, op->x, op->y, op->map, op); 1526 spell_effect (spell, op->x, op->y, op->map, op);
1848 1527 return 1;
1849 return success; 1528 }
1850} 1529}
1851 1530
1852int 1531int
1853cast_detection (object *op, object *caster, object *spell, object *skill) 1532cast_detection (object *op, object *caster, object *spell, object *skill)
1854{ 1533{
1859 1538
1860 /* 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
1861 * doing it over and over again. 1540 * doing it over and over again.
1862 */ 1541 */
1863 god = find_god (determine_god (op)); 1542 god = find_god (determine_god (op));
1864 level = caster_level (caster, spell); 1543 level = casting_level (caster, spell);
1865 range = spell->range + SP_level_range_adjust (caster, spell); 1544 range = spell->range + SP_level_range_adjust (caster, spell);
1866 1545
1867 if (!skill) 1546 if (!skill)
1868 skill = caster; 1547 skill = caster;
1869 1548
1870 for (x = op->x - range; x <= op->x + range; x++) 1549 unordered_mapwalk (op, -range, -range, range, range)
1871 for (y = op->y - range; y <= op->y + range; y++)
1872 { 1550 {
1873 m = op->map;
1874 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1875 if (mflags & P_OUT_OF_MAP)
1876 continue;
1877
1878 /* For most of the detections, we only detect objects above the 1551 /* For most of the detections, we only detect objects above the
1879 * floor. But this is not true for show invisible. 1552 * floor. But this is not true for show invisible.
1880 * Basically, we just go and find the top object and work 1553 * Basically, we just go and find the top object and work
1881 * down - that is easier than working up. 1554 * down - that is easier than working up.
1882 */ 1555 */
1883 1556
1884 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)
1885 last = tmp; 1558 last = tmp;
1886 1559
1887 /* 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
1888 * would happen. 1561 * would happen.
1889 */ 1562 */
1890 if (!last) 1563 if (!last)
1891 continue; 1564 continue;
1892 1565
1893 done_one = 0; 1566 done_one = 0;
1894 floor = 0; 1567 floor = 0;
1895 detect = NULL; 1568 detect = NULL;
1896 for (tmp = last; tmp; tmp = tmp->below) 1569 for (tmp = last; tmp; tmp = tmp->below)
1897 { 1570 {
1898 /* show invisible */ 1571 /* show invisible */
1899 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1572 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1900 /* Might there be other objects that we can make visible? */ 1573 /* Might there be other objects that we can make visible? */
1901 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1574 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER)
1902 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1575 || (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ))
1903 tmp->type == CF_HANDLE || 1576 || tmp->type == CF_HANDLE
1904 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
1905 tmp->type == BUTTON || tmp->type == TELEPORTER || 1581 || tmp->type == TELEPORTER
1582 || tmp->type == GATE
1906 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1583 || tmp->type == LOCKED_DOOR
1907 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN || 1584 || tmp->type == WEAPON
1585 || tmp->type == ALTAR
1586 || tmp->type == SIGN
1908 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1587 || tmp->type == TRIGGER_PEDESTAL
1909 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)))
1910 { 1593 {
1911 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)
1912 { 1595 {
1913 tmp->invisible = 0; 1596 tmp->invisible = 0;
1914 done_one = 1; 1597 done_one = 1;
1915 } 1598 }
1916 } 1599 }
1917 1600
1918 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1601 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1919 floor = 1; 1602 floor = 1;
1920 1603
1921 /* All detections below this point don't descend beneath the floor, 1604 /* All detections below this point don't descend beneath the floor,
1922 * 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
1923 * 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
1924 * 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.
1925 */ 1608 */
1926 if (floor) 1609 if (floor)
1927 continue; 1610 continue;
1928 1611
1929 /* I had thought about making detect magic and detect curse 1612 /* I had thought about making detect magic and detect curse
1930 * 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.
1931 * 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
1932 * difficult to see what object is magical/cursed, so the 1615 * difficult to see what object is magical/cursed, so the
1933 * effect wouldn't be as apparant. 1616 * effect wouldn't be as apparent.
1934 */ 1617 */
1935 1618
1936 /* detect magic */ 1619 /* detect magic */
1937 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && 1620 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1938 !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))
1939 { 1622 {
1940 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1623 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1941 /* make runes more visibile */ 1624 /* make runes more visibile */
1942 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC) 1625 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1943 tmp->stats.Cha /= 4; 1626 tmp->stats.Cha /= 4;
1627
1944 done_one = 1; 1628 done_one = 1;
1945 } 1629 }
1630
1946 /* detect monster */ 1631 /* detect monster */
1947 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))
1948 { 1633 {
1949 done_one = 2; 1634 done_one = 2;
1635
1950 if (!detect) 1636 if (!detect)
1951 detect = tmp; 1637 detect = tmp;
1952 } 1638 }
1639
1953 /* 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
1954 * 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
1955 * race must match. 1642 * race must match.
1956 */ 1643 */
1957 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race && 1644 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1958 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) || 1645 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1959 (strstr (spell->race, tmp->race)))) 1646 spell->race.contains (tmp->race)))
1960 { 1647 {
1961 done_one = 2; 1648 done_one = 2;
1649
1962 if (!detect) 1650 if (!detect)
1963 detect = tmp; 1651 detect = tmp;
1964 } 1652 }
1653
1965 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) &&
1966 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1655 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1967 { 1656 {
1968 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1657 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1969 done_one = 1; 1658 done_one = 1;
1970 } 1659 }
1971 } /* for stack of objects on this space */ 1660 } /* for stack of objects on this space */
1972 1661
1973 /* 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
1974 * where the magic is. 1663 * where the magic is.
1975 */ 1664 */
1976 if (done_one) 1665 if (done_one)
1977 { 1666 {
1978 object *detect_ob = arch_to_object (spell->other_arch); 1667 object *detect_ob = arch_to_object (spell->other_arch);
1979 1668
1980 /* if this is set, we want to copy the face */ 1669 /* if this is set, we want to copy the face */
1981 if (done_one == 2 && detect) 1670 if (done_one == 2 && detect)
1982 { 1671 {
1983 detect_ob->face = detect->face; 1672 detect_ob->face = detect->face;
1984 detect_ob->animation_id = detect->animation_id; 1673 detect_ob->animation_id = detect->animation_id;
1985 detect_ob->anim_speed = detect->anim_speed; 1674 detect_ob->anim_speed = detect->anim_speed;
1986 detect_ob->last_anim = 0; 1675 detect_ob->last_anim = 0;
1987 /* by default, the detect_ob is already animated */ 1676 /* by default, the detect_ob is already animated */
1988 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1677 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
1989 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1678 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
1990 } 1679 }
1991 1680
1992 m->insert (detect_ob, nx, ny, op); 1681 m->insert (detect_ob, nx, ny, op);
1993 } 1682 }
1994 } /* for processing the surrounding spaces */ 1683 } /* for processing the surrounding spaces */
1995 1684
1996 1685
1997 /* 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 */
1998 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))
1999 { 1688 {
2000 done_one = 0; 1689 done_one = 0;
1690
2001 for (tmp = op->inv; tmp; tmp = tmp->below) 1691 for (tmp = op->inv; tmp; tmp = tmp->below)
2002 { 1692 {
2003 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1693 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2004 { 1694 {
2005 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))
2006 { 1696 {
2007 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1697 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
2008 if (op->type == PLAYER) 1698
1699 if (object *pl = tmp->visible_to ())
2009 esrv_send_item (op, tmp); 1700 esrv_update_item (UPD_FLAGS, pl, tmp);
2010 } 1701 }
1702
2011 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) &&
2012 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1704 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
2013 { 1705 {
2014 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1706 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
2015 if (op->type == PLAYER) 1707
1708 if (object *pl = tmp->visible_to ())
2016 esrv_send_item (op, tmp); 1709 esrv_update_item (UPD_FLAGS, pl, tmp);
2017 } 1710 }
2018 } /* if item is not identified */ 1711 } /* if item is not identified */
2019 } /* for the players inventory */ 1712 } /* for the players inventory */
2020 } /* if detect magic/curse and object is a player */ 1713 } /* if detect magic/curse and object is a player */
1714
2021 return 1; 1715 return 1;
2022} 1716}
2023 1717
2024 1718
2025/** 1719/**
2038 1732
2039 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.");
2040 1734
2041 if (victim->stats.sp >= victim->stats.maxsp * 2) 1735 if (victim->stats.sp >= victim->stats.maxsp * 2)
2042 { 1736 {
2043 object *tmp;
2044
2045 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1737 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
2046
2047 /* Explodes a fireball centered at player */
2048 tmp = get_archetype (EXPLODING_FIREBALL);
2049 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
2050 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
2051
2052 tmp->insert_at (victim);
2053 victim->stats.sp = 2 * victim->stats.maxsp; 1738 victim->stats.sp = 2 * victim->stats.maxsp;
1739 create_exploding_ball_at (victim, caster_level);
2054 } 1740 }
2055 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1741 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
2056 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.");
2057 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1743 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2058 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!");
2059 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1745 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2060 { 1746 {
2061 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1747 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2107 } 1793 }
2108 /* give sp */ 1794 /* give sp */
2109 if (spell->stats.dam > 0) 1795 if (spell->stats.dam > 0)
2110 { 1796 {
2111 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);
2112 charge_mana_effect (plyr, caster_level (caster, spell)); 1798 charge_mana_effect (plyr, casting_level (caster, spell));
2113 return 1; 1799 return 1;
2114 } 1800 }
2115 /* suck sp away. Can't suck sp from yourself */ 1801 /* suck sp away. Can't suck sp from yourself */
2116 else if (op != plyr) 1802 else if (op != plyr)
2117 { 1803 {
2129 /* Player doesn't get full credit */ 1815 /* Player doesn't get full credit */
2130 sucked = (sucked * rate) / 100; 1816 sucked = (sucked * rate) / 100;
2131 op->stats.sp += sucked; 1817 op->stats.sp += sucked;
2132 if (sucked > 0) 1818 if (sucked > 0)
2133 { 1819 {
2134 charge_mana_effect (op, caster_level (caster, spell)); 1820 charge_mana_effect (op, casting_level (caster, spell));
2135 } 1821 }
2136 } 1822 }
2137 return 1; 1823 return 1;
2138 } 1824 }
2139 return 0; 1825 return 0;
2181 /* Basically, if the object is magical and not counterspell, 1867 /* Basically, if the object is magical and not counterspell,
2182 * we will more or less remove the object. Don't counterspell 1868 * we will more or less remove the object. Don't counterspell
2183 * monsters either. 1869 * monsters either.
2184 */ 1870 */
2185 1871
2186 if (head->attacktype & AT_MAGIC && 1872 if (head->attacktype & AT_MAGIC
2187 !(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))
2188 head->destroy (); 1876 head->destroy ();
2189 else 1877 else
2190 switch (head->type) 1878 switch (head->type)
2191 { 1879 {
2192 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
2193 if (op->level > head->level) 1886 if (op->level > head->level)
2194 head->destroy (); 1887 head->destroy ();
2195 1888
2196 break; 1889 break;
2197 1890
2208 break; 1901 break;
2209 } 1902 }
2210 } 1903 }
2211} 1904}
2212 1905
2213
2214
2215/* cast_consecrate() - a spell to make an altar your god's */ 1906/* cast_consecrate() - a spell to make an altar your god's */
2216int 1907int
2217cast_consecrate (object *op, object *caster, object *spell) 1908cast_consecrate (object *op, object *caster, object *spell)
2218{ 1909{
2219 char buf[MAX_BUF]; 1910 char buf[MAX_BUF];
2231 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1922 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2232 break; 1923 break;
2233 if (tmp->type == HOLY_ALTAR) 1924 if (tmp->type == HOLY_ALTAR)
2234 { 1925 {
2235 1926
2236 if (tmp->level > caster_level (caster, spell)) 1927 if (tmp->level > casting_level (caster, spell))
2237 { 1928 {
2238 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);
2239 return 0; 1930 return 0;
2240 } 1931 }
2241 else 1932 else
2242 { 1933 {
2243 /* If we got here, we are consecrating an altar */ 1934 /* If we got here, we are consecrating an altar */
2244 sprintf (buf, "Altar of %s", &god->name); 1935 sprintf (buf, "Altar of %s", &god->name);
2245 tmp->name = buf; 1936 tmp->name = buf;
2246 tmp->level = caster_level (caster, spell); 1937 tmp->level = casting_level (caster, spell);
2247 tmp->other_arch = god->arch; 1938 tmp->other_arch = god->arch;
1939
2248 if (op->type == PLAYER) 1940 if (op->type == PLAYER)
2249 esrv_update_item (UPD_NAME, op, tmp); 1941 esrv_update_item (UPD_NAME, op, tmp);
1942
2250 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);
2251 return 1; 1944 return 1;
2252 } 1945 }
2253 } 1946 }
2254 } 1947 }
2264 * 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,
2265 * 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
2266 * 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
2267 * player checks. MSW 2003-01-06 1960 * player checks. MSW 2003-01-06
2268 */ 1961 */
2269
2270int 1962int
2271animate_weapon (object *op, object *caster, object *spell, int dir) 1963animate_weapon (object *op, object *caster, object *spell, int dir)
2272{ 1964{
2273 object *weapon, *tmp; 1965 object *weapon, *tmp;
2274 char buf[MAX_BUF]; 1966 char buf[MAX_BUF];
2275 int a, i; 1967 int a, i;
2276 sint16 x, y; 1968 sint16 x, y;
2277 maptile *m; 1969 maptile *m;
2278 materialtype_t *mt;
2279 1970
2280 if (!spell->other_arch) 1971 if (!spell->other_arch)
2281 { 1972 {
2282 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1973 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2283 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);
2286 /* exit if it's not a player using this spell. */ 1977 /* exit if it's not a player using this spell. */
2287 if (op->type != PLAYER) 1978 if (op->type != PLAYER)
2288 return 0; 1979 return 0;
2289 1980
2290 /* if player already has a golem, abort */ 1981 /* if player already has a golem, abort */
2291 if (op->contr->ranges[range_golem]) 1982 if (object *golem = op->contr->golem)
2292 { 1983 {
2293 control_golem (op->contr->ranges[range_golem], dir); 1984 control_golem (golem, dir);
2294 return 0; 1985 return 0;
2295 } 1986 }
2296 1987
2297 /* if no direction specified, pick one */ 1988 /* if no direction specified, pick one */
2298 if (!dir) 1989 if (!dir)
2299 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);
2300 1991
2301 m = op->map; 1992 m = op->map;
2302 x = op->x + freearr_x[dir]; 1993 x = op->x + freearr_x[dir];
2303 y = op->y + freearr_y[dir]; 1994 y = op->y + freearr_y[dir];
2304 1995
2305 /* if there's no place to put the golem, abort */ 1996 /* if there's no place to put the golem, abort */
2306 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)
2307 ((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))
2308 { 1999 {
2309 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.");
2310 return 0; 2001 return 0;
2311 } 2002 }
2312 2003
2316 if (!weapon) 2007 if (!weapon)
2317 { 2008 {
2318 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!");
2319 return 0; 2010 return 0;
2320 } 2011 }
2012
2321 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2013 if (spell->race && weapon->arch->archname != spell->race)
2322 { 2014 {
2323 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.");
2324 return 0; 2016 return 0;
2325 } 2017 }
2018
2326 if (weapon->type != WEAPON) 2019 if (weapon->type != WEAPON)
2327 { 2020 {
2328 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.");
2329 return 0; 2022 return 0;
2330 } 2023 }
2024
2331 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2025 if (QUERY_FLAG (weapon, FLAG_APPLIED))
2332 { 2026 {
2333 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));
2334 return 0; 2028 return 0;
2335 } 2029 }
2336 2030
2337 if (weapon->nrof > 1) 2031 weapon = weapon->split ();
2338 {
2339 tmp = get_split_ob (weapon, 1);
2340 esrv_send_item (op, weapon);
2341 weapon = tmp;
2342 }
2343 2032
2344 /* create the golem object */ 2033 /* create the golem object */
2345 tmp = arch_to_object (spell->other_arch); 2034 tmp = arch_to_object (spell->other_arch);
2346 2035
2347 /* 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 */
2348 CLEAR_FLAG (tmp, FLAG_MONSTER); 2037 CLEAR_FLAG (tmp, FLAG_MONSTER);
2349 SET_FLAG (tmp, FLAG_FRIENDLY);
2350 tmp->stats.exp = 0; 2038 tmp->stats.exp = 0;
2351 add_friendly_object (tmp); 2039 add_friendly_object (tmp);
2352 tmp->type = GOLEM; 2040 tmp->type = GOLEM;
2353 tmp->set_owner (op); 2041 tmp->set_owner (op);
2042 op->contr->golem = tmp;
2354 set_spell_skill (op, caster, spell, tmp); 2043 set_spell_skill (op, caster, spell, tmp);
2355 op->contr->ranges[range_golem] = tmp;
2356 op->contr->shoottype = range_golem;
2357 2044
2358 /* 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
2359 * removed flag - it should only be set if get_split_object was 2046 * removed flag - it should only be set if weapon->split was
2360 * used above. 2047 * used above.
2361 */ 2048 */
2362 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2049 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2363 weapon->remove (); 2050 weapon->remove ();
2364 insert_ob_in_ob (weapon, tmp); 2051
2365 esrv_send_item (op, weapon); 2052 tmp->insert (weapon);
2053
2366 /* 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,
2367 * 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
2368 * body_info, skills, etc) 2056 * body_info, skills, etc)
2369 */ 2057 */
2370 SET_FLAG (tmp, FLAG_USE_WEAPON); 2058 SET_FLAG (tmp, FLAG_USE_WEAPON);
2396 2084
2397 /* attacktype */ 2085 /* attacktype */
2398 if (!tmp->attacktype) 2086 if (!tmp->attacktype)
2399 tmp->attacktype = AT_PHYSICAL; 2087 tmp->attacktype = AT_PHYSICAL;
2400 2088
2401 mt = NULL;
2402 if (op->materialname != NULL)
2403 mt = name_to_material (op->materialname); 2089 if (materialtype_t *mt = name_to_material (op->materialname))
2404 if (mt != NULL)
2405 { 2090 {
2406 for (i = 0; i < NROFATTACKS; i++) 2091 for (i = 0; i < NROFATTACKS; i++)
2407 tmp->resist[i] = 50 - (mt->save[i] * 5); 2092 tmp->resist[i] = 50 - (mt->save[i] * 5);
2408 a = mt->save[0]; 2093 a = mt->save[0];
2409 } 2094 }
2411 { 2096 {
2412 for (i = 0; i < NROFATTACKS; i++) 2097 for (i = 0; i < NROFATTACKS; i++)
2413 tmp->resist[i] = 5; 2098 tmp->resist[i] = 5;
2414 a = 10; 2099 a = 10;
2415 } 2100 }
2101
2416 /* Set weapon's immunity */ 2102 /* Set weapon's immunity */
2417 tmp->resist[ATNR_CONFUSION] = 100; 2103 tmp->resist[ATNR_CONFUSION] = 100;
2418 tmp->resist[ATNR_POISON] = 100; 2104 tmp->resist[ATNR_POISON] = 100;
2419 tmp->resist[ATNR_SLOW] = 100; 2105 tmp->resist[ATNR_SLOW] = 100;
2420 tmp->resist[ATNR_PARALYZE] = 100; 2106 tmp->resist[ATNR_PARALYZE] = 100;
2426 2112
2427 /* 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 */
2428 2114
2429 if (a > 14) 2115 if (a > 14)
2430 a = 14; 2116 a = 14;
2117
2431 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));
2432 2119
2433 /* Determine golem's speed */ 2120 /* Determine golem's speed */
2434 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)));
2435 2122
2445 tmp->state = weapon->state; 2132 tmp->state = weapon->state;
2446 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2133 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2447 } 2134 }
2448 2135
2449 /* 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. */
2450 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));
2451 2138
2452 tmp->speed_left = -1; 2139 tmp->speed_left = -1;
2453 tmp->direction = dir; 2140 tmp->direction = dir;
2454 2141
2455 m->insert (tmp, x, y, op); 2142 m->insert (tmp, x, y, op);
2459/* cast_daylight() - changes the map darkness level *lower* */ 2146/* cast_daylight() - changes the map darkness level *lower* */
2460 2147
2461/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2148/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2462 * This changes the light level for the entire map. 2149 * This changes the light level for the entire map.
2463 */ 2150 */
2464
2465int 2151int
2466cast_change_map_lightlevel (object *op, object *caster, object *spell) 2152cast_change_map_lightlevel (object *op, object *caster, object *spell)
2467{ 2153{
2468 int success; 2154 int success;
2469 2155
2477 if (spell->stats.dam < 0) 2163 if (spell->stats.dam < 0)
2478 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.");
2479 else 2165 else
2480 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.");
2481 } 2167 }
2168
2482 return success; 2169 return success;
2483} 2170}
2484
2485
2486
2487
2488 2171
2489/* 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.
2490 * 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,
2491 * spell is the spell object itself. 2174 * spell is the spell object itself.
2492 */ 2175 */
2504 2187
2505 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);
2506 2189
2507 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);
2508 2191
2509 new_aura->set_owner (op);
2510 set_spell_skill (op, caster, spell, new_aura); 2192 set_spell_skill (op, caster, spell, new_aura);
2511 new_aura->attacktype = spell->attacktype; 2193 new_aura->attacktype = spell->attacktype;
2512 2194
2513 new_aura->level = caster_level (caster, spell); 2195 new_aura->level = casting_level (caster, spell);
2196
2514 if (refresh) 2197 if (refresh)
2515 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.");
2516 else 2199 else
2517 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
2518 insert_ob_in_ob (new_aura, op); 2202 insert_ob_in_ob (new_aura, op);
2203 new_aura->set_owner (op);
2204
2519 return 1; 2205 return 1;
2520} 2206}
2521
2522 2207
2523/* 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,
2524 * 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
2525 * around him. 2210 * around him.
2526 * Aura parameters: 2211 * Aura parameters:
2527 * duration: duration counter. 2212 * duration: duration counter.
2528 * attacktype: aura's attacktype 2213 * attacktype: aura's attacktype
2529 * other_arch: archetype to drop where we attack 2214 * other_arch: archetype to drop where we attack
2530 */ 2215 */
2531
2532void 2216void
2533move_aura (object *aura) 2217move_aura (object *aura)
2534{ 2218{
2535 int i, mflags;
2536 object *env;
2537 maptile *m;
2538
2539 /* auras belong in inventories */ 2219 /* auras belong in inventories */
2540 env = aura->env; 2220 object *env = aura->env;
2221 object *owner = aura->owner;
2541 2222
2542 /* no matter what we've gotta remove the aura... 2223 /* no matter what we've gotta remove the aura...
2543 * we'll put it back if its time isn't up. 2224 * we'll put it back if its time isn't up.
2544 */ 2225 */
2545 aura->remove (); 2226 aura->remove ();
2550 aura->destroy (); 2231 aura->destroy ();
2551 return; 2232 return;
2552 } 2233 }
2553 2234
2554 /* auras only exist in inventories */ 2235 /* auras only exist in inventories */
2555 if (env == NULL || env->map == NULL) 2236 if (!env || !env->map)
2556 { 2237 {
2557 aura->destroy (); 2238 aura->destroy ();
2558 return; 2239 return;
2559 } 2240 }
2560 2241
2561 /* we need to jump out of the inventory for a bit 2242 /* we need to jump out of the inventory for a bit
2562 * in order to hit the map conveniently. 2243 * in order to hit the map conveniently.
2563 */ 2244 */
2564 aura->insert_at (env, aura); 2245 aura->insert_at (env, aura);
2565 2246
2566 for (i = 1; i < 9; i++) 2247 for (int i = 1; i < 9; i++)
2567 { 2248 {
2568 sint16 nx, ny; 2249 mapxy pos (env);
2250 pos.move (i);
2569 2251
2570 nx = aura->x + freearr_x[i];
2571 ny = aura->y + freearr_y[i];
2572 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2573
2574 /* Consider the movement tyep of the person with the aura as 2252 /* Consider the movement type of the person with the aura as
2575 * 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
2576 * 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.
2577 */ 2255 */
2578 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)))
2579 { 2257 {
2580 hit_map (aura, i, aura->attacktype, 0); 2258 hit_map (aura, i, aura->attacktype, 0);
2581 2259
2582 if (aura->other_arch) 2260 if (aura->other_arch)
2583 m->insert (arch_to_object (aura->other_arch), nx, ny, aura); 2261 pos.insert (arch_to_object (aura->other_arch), aura);
2584 } 2262 }
2585 } 2263 }
2586 2264
2587 /* put the aura back in the player's inventory */ 2265 /* put the aura back in the player's inventory */
2588 aura->remove (); 2266 env->insert (aura);
2589 insert_ob_in_ob (aura, env); 2267 aura->set_owner (owner);
2590} 2268}
2591 2269
2592/* moves the peacemaker spell. 2270/* moves the peacemaker spell.
2593 * op is the piece object. 2271 * op is the piece object.
2594 */ 2272 */
2595
2596void 2273void
2597move_peacemaker (object *op) 2274move_peacemaker (object *op)
2598{ 2275{
2599 object *tmp; 2276 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2600
2601 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2602 { 2277 {
2603 int atk_lev, def_lev; 2278 int atk_lev, def_lev;
2604 object *victim = tmp; 2279 object *victim = tmp->head_ ();
2605 2280
2606 if (tmp->head)
2607 victim = tmp->head;
2608 if (!QUERY_FLAG (victim, FLAG_MONSTER)) 2281 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2609 continue; 2282 continue;
2283
2610 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2284 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2611 continue; 2285 continue;
2286
2612 if (victim->stats.exp == 0) 2287 if (victim->stats.exp == 0)
2613 continue; 2288 continue;
2614 2289
2615 def_lev = MAX (1, victim->level); 2290 def_lev = MAX (1, victim->level);
2616 atk_lev = MAX (1, op->level); 2291 atk_lev = MAX (1, op->level);
2617 2292
2618 if (rndm (0, atk_lev - 1) > def_lev) 2293 if (rndm (0, atk_lev - 1) > def_lev)
2619 { 2294 {
2620 /* make this sucker peaceful. */ 2295 /* make this sucker peaceful. */
2621 2296
2297 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2622 change_exp (op->owner, victim->stats.exp, op->skill, 0); 2298 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2623 victim->stats.exp = 0; 2299 victim->stats.exp = 0;
2624#if 0 2300#if 0
2625 /* No idea why these were all set to zero - if something 2301 /* No idea why these were all set to zero - if something
2626 * makes this creature agressive, he should still do damage. 2302 * makes this creature agressive, he should still do damage.
2633 victim->attack_movement = RANDO2; 2309 victim->attack_movement = RANDO2;
2634 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2310 SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2635 SET_FLAG (victim, FLAG_RUN_AWAY); 2311 SET_FLAG (victim, FLAG_RUN_AWAY);
2636 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2312 SET_FLAG (victim, FLAG_RANDOM_MOVE);
2637 CLEAR_FLAG (victim, FLAG_MONSTER); 2313 CLEAR_FLAG (victim, FLAG_MONSTER);
2314
2638 if (victim->name) 2315 if (victim->name)
2639 {
2640 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);
2641 } 2317 }
2642 }
2643 } 2318 }
2644} 2319}
2645
2646 2320
2647/* This writes a rune that contains the appropriate message. 2321/* This writes a rune that contains the appropriate message.
2648 * There really isn't any adjustments we make. 2322 * There really isn't any adjustments we make.
2649 */ 2323 */
2650
2651int 2324int
2652write_mark (object *op, object *spell, const char *msg) 2325write_mark (object *op, object *spell, const char *msg)
2653{ 2326{
2654 char rune[HUGE_BUF];
2655 object *tmp;
2656
2657 if (!msg || msg[0] == 0) 2327 if (!msg || msg[0] == 0)
2658 { 2328 {
2659 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2329 new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2660 return 0; 2330 return 0;
2661 } 2331 }
2664 { 2334 {
2665 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?");
2666 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);
2667 return 0; 2337 return 0;
2668 } 2338 }
2339
2669 if (!spell->other_arch) 2340 if (!spell->other_arch)
2670 return 0; 2341 return 0;
2342
2671 tmp = arch_to_object (spell->other_arch); 2343 object *tmp = arch_to_object (spell->other_arch);
2672
2673 snprintf (rune, sizeof (rune), "%s\n", msg);
2674 2344
2675 tmp->race = op->name; /*Save the owner of the rune */ 2345 tmp->race = op->name; /*Save the owner of the rune */
2676 tmp->msg = rune; 2346 tmp->msg = msg;
2677 2347
2678 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); 2348 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2349
2679 return 1; 2350 return 1;
2680} 2351}
2352

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