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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.32 by pippijn, Sat Jan 6 14:42:31 2007 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 (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 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
10 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 (at your option) any later version. 11 * (at your option) any later version.
12 12 *
13 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
21 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 The authors can be reached via e-mail at <crossfire@schmorp.de>
23*/ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <object.h> 25#include <object.h>
27#include <living.h> 26#include <living.h>
28#ifndef __CEXTRACT__
29# include <sproto.h> 27#include <sproto.h>
30#endif
31#include <spells.h> 28#include <spells.h>
32#include <sounds.h> 29#include <sounds.h>
33 30
34/* cast_magic_storm: This is really used mostly for spell 31/* cast_magic_storm: This is really used mostly for spell
35 * fumbles at the like. tmp is the object to propogate. 32 * fumbles at the like. tmp is the object to propogate.
64{ 61{
65 object *wand, *tmp; 62 object *wand, *tmp;
66 int ncharges; 63 int ncharges;
67 64
68 wand = find_marked_object (op); 65 wand = find_marked_object (op);
69 if (wand == NULL || wand->type != WAND) 66 if (!wand || wand->type != WAND)
70 { 67 {
71 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge."); 68 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge.");
72 return 0; 69 return 0;
73 } 70 }
74 if (!(random_roll (0, 3, op, PREFER_HIGH))) 71 if (!(random_roll (0, 3, op, PREFER_HIGH)))
75 { 72 {
76 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand)); 73 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand));
77 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE); 74 op->play_sound (sound_find ("ob_explode"));
78 esrv_del_item (op->contr, wand->count);
79 wand->destroy (); 75 wand->destroy ();
80 tmp = get_archetype ("fireball"); 76 tmp = get_archetype ("fireball");
81 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; 77 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
82 78
83 if (!tmp->stats.dam) 79 if (!tmp->stats.dam)
106 ncharges = 1; 102 ncharges = 1;
107 103
108 wand->stats.food += ncharges; 104 wand->stats.food += ncharges;
109 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));
110 106
111 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE)) 107 if (wand->arch && QUERY_FLAG (wand->arch, FLAG_ANIMATE))
112 { 108 {
113 SET_FLAG (wand, FLAG_ANIMATE); 109 SET_FLAG (wand, FLAG_ANIMATE);
114 wand->set_speed (wand->arch->clone.speed); 110 wand->set_speed (wand->arch->speed);
115 } 111 }
116 112
117 return 1; 113 return 1;
118} 114}
119 115
125 * great a plus, the default is used. 121 * great a plus, the default is used.
126 * 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
127 * 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
128 * create nonnmagic arrows, or even -1, etc... 124 * create nonnmagic arrows, or even -1, etc...
129 */ 125 */
130
131int 126int
132cast_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)
133{ 128{
134 int missile_plus = 0, bonus_plus = 0; 129 int bonus_plus = 0;
135 const char *missile_name; 130 const char *missile_name = "arrow";
136 object *tmp, *missile;
137 131
138 missile_name = "arrow";
139
140 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 132 for (object *tmp = op->inv; tmp; tmp = tmp->below)
141 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) 133 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED))
142 missile_name = tmp->race; 134 missile_name = tmp->race;
143 135
144 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); 136 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
145 137
146 if (archetype::find (missile_name) == NULL) 138 archetype *missile_arch = archetype::find (missile_name);
139
140 if (!missile_arch)
147 { 141 {
148 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);
149 return 0; 143 return 0;
150 } 144 }
151 145
152 missile = get_archetype (missile_name); 146 object *missile = missile_arch->instance ();
153 147
154 if (stringarg) 148 if (spellparam)
155 { 149 {
156 /* If it starts with a letter, presume it is a description */ 150 /* If it starts with a letter, presume it is a description */
157 if (isalpha (*stringarg)) 151 if (isalpha (*spellparam))
158 { 152 {
159 artifact *al = find_artifactlist (missile->type)->items; 153 artifact *al = find_artifactlist (missile->type)->items;
160 154
161 for (; al != NULL; al = al->next) 155 for (; al; al = al->next)
162 if (!strcasecmp (al->item->name, stringarg)) 156 if (!strcasecmp (al->item->name, spellparam))
163 break; 157 break;
164 158
165 if (!al) 159 if (!al)
166 { 160 {
167 missile->destroy (); 161 missile->destroy ();
168 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);
169 return 0; 163 return 0;
170 } 164 }
171 165
172 if (al->item->slaying) 166 if (al->item->slaying)
173 { 167 {
174 missile->destroy (); 168 missile->destroy ();
175 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);
176 return 0; 170 return 0;
177 } 171 }
178 172
179 give_artifact_abilities (missile, al->item); 173 give_artifact_abilities (missile, al->item);
180 /* 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 -
181 * 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
182 * the parsing of having to do both plus and type. 176 * the parsing of having to do both plus and type.
183 */ 177 */
184 bonus_plus = 1 + (al->item->value / 5); 178 bonus_plus = 1 + (al->item->value / 5);
185 missile_plus = 0; 179 missile_plus = 0;
186 } 180 }
187 else if (atoi (stringarg) < missile_plus) 181 else if (atoi (spellparam) < missile_plus)
188 missile_plus = atoi (stringarg); 182 missile_plus = atoi (spellparam);
189 } 183 }
190 184
191 if (missile_plus > 4) 185 missile_plus = clamp (missile_plus, -4, 4);
192 missile_plus = 4;
193 else if (missile_plus < -4)
194 missile_plus = -4;
195 186
196 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 187 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
197 missile->nrof -= 3 * (missile_plus + bonus_plus); 188 missile->nrof -= 3 * (missile_plus + bonus_plus);
198 189
199 if (missile->nrof < 1) 190 if (missile->nrof < 1)
211 return 1; 202 return 1;
212} 203}
213 204
214 205
215/* allows the choice of what sort of food object to make. 206/* allows the choice of what sort of food object to make.
216 * 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*/
217int 208int
218cast_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)
219{ 210{
220 int food_value; 211 int food_value;
221 archetype *at = NULL; 212 archetype *at = NULL;
222 object *new_op; 213 object *new_op;
223 214
224 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);
225 216
226 if (stringarg) 217 if (spellparam)
227 { 218 {
228 at = find_archetype_by_object_type_name (FOOD, stringarg); 219 at = find_archetype_by_object_type_name (FOOD, spellparam);
229 if (at == NULL) 220 if (at == NULL)
230 at = find_archetype_by_object_type_name (DRINK, stringarg); 221 at = find_archetype_by_object_type_name (DRINK, spellparam);
231 if (at == NULL || at->clone.stats.food > food_value) 222 if (at == NULL || at->stats.food > food_value)
232 stringarg = NULL; 223 spellparam = NULL;
233 } 224 }
234 225
235 if (!stringarg) 226 if (!spellparam)
236 { 227 {
237 archetype *at_tmp; 228 archetype *at_tmp;
238 229
239 /* We try to find the archetype with the maximum food value. 230 /* We try to find the archetype with the maximum food value.
240 * This removes the dependancy of hard coded food values in this 231 * This removes the dependancy of hard coded food values in this
242 * 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
243 * to be altered from the donor. 234 * to be altered from the donor.
244 */ 235 */
245 236
246 /* We assume the food items don't have multiple parts */ 237 /* We assume the food items don't have multiple parts */
247 for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next) 238 for_all_archetypes (at_tmp)
248 { 239 {
249 if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK) 240 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
250 { 241 {
251 /* Basically, if the food value is something that is creatable 242 /* Basically, if the food value is something that is creatable
252 * under the limits of the spell and it is higher than 243 * under the limits of the spell and it is higher than
253 * the item we have now, take it instead. 244 * the item we have now, take it instead.
254 */ 245 */
255 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)))
256 at = at_tmp; 251 at = at_tmp;
257 } 252 }
258 } 253 }
259 } 254 }
255
260 /* 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
261 * know 257 * know
262 */ 258 */
263 if (!at) 259 if (!at)
264 { 260 {
265 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.");
266 return 0; 262 return 0;
267 } 263 }
268 264
269 food_value /= at->clone.stats.food; 265 food_value /= at->stats.food;
270 new_op = arch_to_object (at); 266 new_op = arch_to_object (at);
271 new_op->nrof = food_value; 267 new_op->nrof = food_value;
272 268
273 new_op->value = 0; 269 new_op->value = 0;
274 if (new_op->nrof < 1) 270 if (new_op->nrof < 1)
283{ 279{
284 int r, mflags, maxrange; 280 int r, mflags, maxrange;
285 object *tmp; 281 object *tmp;
286 maptile *m; 282 maptile *m;
287 283
288
289 if (!dir) 284 if (!dir)
290 { 285 {
291 examine_monster (op, op); 286 examine_monster (op, op);
292 return 1; 287 return 1;
293 } 288 }
289
294 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 290 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
295 for (r = 1; r < maxrange; r++) 291 for (r = 1; r < maxrange; r++)
296 { 292 {
297 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];
298 294
305 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) 301 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC))
306 { 302 {
307 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 303 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
308 return 0; 304 return 0;
309 } 305 }
306
310 if (mflags & P_IS_ALIVE) 307 if (mflags & P_IS_ALIVE)
311 { 308 {
312 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)
313 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)))
314 { 311 {
315 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 312 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
316 if (tmp->head != NULL) 313 if (tmp->head != NULL)
317 tmp = tmp->head; 314 tmp = tmp->head;
318 examine_monster (op, tmp); 315 examine_monster (op, tmp);
319 return 1; 316 return 1;
320 } 317 }
321 } 318 }
322 } 319 }
320
323 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); 321 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
324 return 1; 322 return 1;
325} 323}
326
327 324
328/* This checks to see if 'pl' is invisible to 'mon'. 325/* This checks to see if 'pl' is invisible to 'mon'.
329 * does race check, undead check, etc 326 * does race check, undead check, etc
330 * Returns TRUE if mon can't see pl, false 327 * Returns TRUE if mon can't see pl, false
331 * otherwise. This doesn't check range, walls, etc. It 328 * otherwise. This doesn't check range, walls, etc. It
333 * pl is invisible. 330 * pl is invisible.
334 */ 331 */
335int 332int
336makes_invisible_to (object *pl, object *mon) 333makes_invisible_to (object *pl, object *mon)
337{ 334{
338
339 if (!pl->invisible) 335 if (!pl->invisible)
340 return 0; 336 return 0;
337
341 if (pl->type == PLAYER) 338 if (pl->type == PLAYER)
342 { 339 {
343 /* If race isn't set, then invisible unless it is undead */ 340 /* If race isn't set, then invisible unless it is undead */
344 if (!pl->contr->invis_race) 341 if (!pl->contr->invis_race)
345 { 342 {
346 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 343 if (QUERY_FLAG (mon, FLAG_UNDEAD))
347 return 0; 344 return 0;
345
348 return 1; 346 return 1;
349 } 347 }
348
350 /* invis_race is set if we get here */ 349 /* invis_race is set if we get here */
351 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 350 if (pl->contr->invis_race == shstr_undead && is_true_undead (mon))
352 return 1; 351 return 1;
352
353 /* No race, can't be invisible to it */ 353 /* No race, can't be invisible to it */
354 if (!mon->race) 354 if (!mon->race)
355 return 0; 355 return 0;
356
356 if (strstr (mon->race, pl->contr->invis_race)) 357 if (mon->race.contains (pl->contr->invis_race))
357 return 1; 358 return 1;
359
358 /* Nothing matched above, return 0 */ 360 /* Nothing matched above, return 0 */
359 return 0; 361 return 0;
360 } 362 }
361 else 363 else
362 { 364 {
375 * normal applies. 377 * normal applies.
376 */ 378 */
377int 379int
378cast_invisible (object *op, object *caster, object *spell_ob) 380cast_invisible (object *op, object *caster, object *spell_ob)
379{ 381{
380 object *tmp;
381
382 if (op->invisible > 1000) 382 if (op->invisible > 1000)
383 { 383 {
384 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");
385 return 0; 385 return 0;
386 } 386 }
402 else 402 else
403 op->contr->tmp_invis = 1; 403 op->contr->tmp_invis = 1;
404 404
405 op->contr->hidden = 0; 405 op->contr->hidden = 0;
406 } 406 }
407
407 if (makes_invisible_to (op, op)) 408 if (makes_invisible_to (op, op))
408 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!");
409 else 410 else
410 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!"); 411 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
411 412
412 update_object (op, UP_OBJ_FACE); 413 update_object (op, UP_OBJ_CHANGE);
413 414
414 /* Only search the active objects - only these should actually do 415 /* Only search the active objects - only these should actually do
415 * harm to the player. 416 * harm to the player.
416 */ 417 */
417 for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) 418 for_all_actives (tmp)
418 if (tmp->enemy == op) 419 if (tmp->enemy == op)
419 tmp->enemy = NULL; 420 tmp->enemy = 0;
421
420 return 1; 422 return 1;
421} 423}
422 424
423/* earth to dust spell. Basically destroys earthwalls in the area. 425/* earth to dust spell. Basically destroys earthwalls in the area.
424 */ 426 */
425int 427int
426cast_earth_to_dust (object *op, object *caster, object *spell_ob) 428cast_earth_to_dust (object *op, object *caster, object *spell_ob)
427{ 429{
428 object *tmp, *next;
429 int range, i, j, mflags; 430 int range, i, j, mflags;
430 sint16 sx, sy; 431 sint16 sx, sy;
431 maptile *m; 432 maptile *m;
432
433 if (op->type != PLAYER)
434 return 0;
435 433
436 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 434 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
437 435
438 for (i = -range; i <= range; i++) 436 for (i = -range; i <= range; i++)
439 for (j = -range; j <= range; j++) 437 for (j = -range; j <= range; j++)
444 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 442 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
445 443
446 if (mflags & P_OUT_OF_MAP) 444 if (mflags & P_OUT_OF_MAP)
447 continue; 445 continue;
448 446
449 // earth to dust tears down everything that can be teared down 447 // earth to dust tears down everything that can be torn down
450 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)
451 { 449 {
452 next = tmp->above; 450 next = tmp->above;
451
453 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 452 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
454 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 453 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
455 } 454 }
456 } 455 }
457 456
464 if (object *pl = op->in_player ()) 463 if (object *pl = op->in_player ())
465 { 464 {
466 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST)) 465 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST))
467 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you."); 466 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
468 else 467 else
469 { 468 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
470 // remove first so we do not call update_stats
471 op->remove ();
472 pl->enter_exit (op);
473 }
474 } 469 }
475 470
476 op->destroy (); 471 op->destroy ();
477} 472}
478 473
494 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.");
495 return 1; 490 return 1;
496 } 491 }
497 492
498 dummy = get_archetype (FORCE_NAME); 493 dummy = get_archetype (FORCE_NAME);
499 if (dummy == NULL) 494
495 if (!dummy)
500 { 496 {
501 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 497 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
502 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); 498 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
503 return 0; 499 return 0;
504 } 500 }
567} 563}
568 564
569int 565int
570perceive_self (object *op) 566perceive_self (object *op)
571{ 567{
572 char *cp = describe_item (op, op), buf[MAX_BUF]; 568 const char *cp = describe_item (op, op);
573 archetype *at = archetype::find (ARCH_DEPLETION); 569 archetype *at = archetype::find (ARCH_DEPLETION);
574 object *tmp;
575 int i;
576 570
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
577 tmp = find_god (determine_god (op)); 579 if (object *god = find_god (determine_god (op)))
578 if (tmp) 580 buf << " - You worship " << &god->name << ".\n";
579 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
580 else 581 else
581 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); 582 buf << " - You worship no god.\n";
582 583
583 tmp = present_arch_in_ob (at, op); 584 object *tmp = present_arch_in_ob (at, op);
584 585
585 if (*cp == '\0' && tmp == NULL) 586 if (*cp == '\0' && !tmp)
586 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 587 buf << " - You feel very mundane. ";
587 else 588 else
588 { 589 {
589 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 590 buf << " - You have: " << cp << ".\n";
590 new_draw_info (NDI_UNIQUE, 0, op, cp); 591
591 if (tmp != NULL) 592 if (tmp)
592 {
593 for (i = 0; i < NUM_STATS; i++) 593 for (int i = 0; i < NUM_STATS; i++)
594 { 594 if (tmp->stats.stat (i) < 0)
595 if (get_attr_value (&tmp->stats, i) < 0) 595 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
596 {
597 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i)));
598 }
599 }
600 }
601 } 596 }
602 597
603 if (is_dragon_pl (op)) 598 if (is_dragon_pl (op))
604 {
605 /* now grab the 'dragon_ability'-force from the player's inventory */ 599 /* now grab the 'dragon_ability'-force from the player's inventory */
606 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 600 for (tmp = op->inv; tmp; tmp = tmp->below)
607 { 601 {
608 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 602 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
609 { 603 {
610 if (tmp->stats.exp == 0) 604 if (tmp->stats.exp == 0)
611 {
612 sprintf (buf, "Your metabolism isn't focused on anything."); 605 buf << " - Your metabolism isn't focused on anything.\n";
613 }
614 else 606 else
615 {
616 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";
617 } 608
618 new_draw_info (NDI_UNIQUE, 0, op, buf);
619 break; 609 break;
620 } 610 }
621 } 611 }
622 }
623 return 1;
624}
625 612
626/* int cast_create_town_portal (object *op, object *caster, int dir) 613 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
627 *
628 * This function cast the spell of town portal for op
629 *
630 * The spell operates in two passes. During the first one a place
631 * is marked as a destination for the portal. During the second one,
632 * 2 portals are created, one in the position the player cast it and
633 * one in the destination place. The portal are synchronized and 2 forces
634 * are inserted in the player to destruct the portal next time player
635 * creates a new portal pair.
636 * This spell has a side effect that it allows people to meet each other
637 * in a permanent, private, appartements by making a town portal from it
638 * to the town or another public place. So, check if the map is unique and if
639 * so return an error
640 *
641 * Code by Tchize (david.delbecq@usa.net)
642 */
643int
644cast_create_town_portal (object *op, object *caster, object *spell, int dir)
645{
646 object *dummy, *force, *old_force;
647 archetype *perm_portal;
648 char portal_name[1024], portal_message[1024];
649 maptile *exitmap;
650 int op_level;
651
652 /* Check to see if the map the player is currently on is a per player unique
653 * map. This can be determined in that per player unique maps have the
654 * full pathname listed.
655 */
656 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
657 {
658 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
659 return 0;
660 }
661
662 /* The first thing to do is to check if we have a marked destination
663 * dummy is used to make a check inventory for the force
664 */
665 dummy = arch_to_object (spell->other_arch);
666 if (dummy == NULL)
667 {
668 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
669 LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name);
670 return 0;
671 }
672
673 force = check_inv_recursive (op, dummy);
674
675 if (force == NULL)
676 {
677 /* Here we know there is no destination marked up.
678 * We have 2 things to do:
679 * 1. Mark the destination in the player inventory.
680 * 2. Let the player know it worked.
681 */
682 dummy->name = op->map->path;
683 EXIT_X (dummy) = op->x;
684 EXIT_Y (dummy) = op->y;
685 insert_ob_in_ob (dummy, op);
686 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.");
687 return 1;
688 }
689
690 dummy->destroy ();
691
692 /* Here we know where the town portal should go to
693 * We should kill any existing portal associated with the player.
694 * Than we should create the 2 portals.
695 * For each of them, we need:
696 * - To create the portal with the name of the player+destination map
697 * - set the owner of the town portal
698 * - To mark the position of the portal in the player's inventory
699 * for easier destruction.
700 *
701 * The mark works has follow:
702 * slaying: Existing town portal
703 * hp, sp : x & y of the associated portal
704 * name : name of the portal
705 * race : map the portal is in
706 */
707
708 /* First step: killing existing town portals */
709 dummy = get_archetype (spell->race);
710 if (dummy == NULL)
711 {
712 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
713 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
714 return 0;
715 }
716
717 perm_portal = archetype::find (spell->slaying);
718
719 /* To kill a town portal, we go trough the player's inventory,
720 * for each marked portal in player's inventory,
721 * -We try load the associated map (if impossible, consider the portal destructed)
722 * -We find any portal in the specified location.
723 * If it has the good name, we destruct it.
724 * -We destruct the force indicating that portal.
725 */
726 while ((old_force = check_inv_recursive (op, dummy)))
727 {
728 exitmap = maptile::find_sync (old_force->race, op->map);
729
730 if (exitmap)
731 {
732 exitmap->load_sync ();
733
734 int exitx = EXIT_X (old_force);
735 int exity = EXIT_Y (old_force);
736
737 for (object *tmp = present_arch (perm_portal, exitmap, exitx, exity); tmp; tmp = tmp->above)
738 {
739 if (tmp->name == old_force->name)
740 {
741 tmp->destroy ();
742 break;
743 }
744 }
745 }
746
747 old_force->destroy ();
748 }
749
750 dummy->destroy ();
751
752 /* Creating the portals.
753 * The very first thing to do is to ensure
754 * access to the destination map.
755 * If we can't, don't fizzle. Simply warn player.
756 * This ensure player pays his mana for the spell
757 * because HE is responsible of forgotting.
758 * 'force' is the destination of the town portal, which we got
759 * from the players inventory above.
760 */
761
762 /* Ensure exit map is loaded */
763 exitmap = maptile::find_sync (force->name);
764
765 /* If we were unable to load (ex. random map deleted), warn player */
766 if (!exitmap)
767 {
768 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
769 force->destroy ();
770 return 1;
771 }
772
773 exitmap->load_sync ();
774
775 op_level = caster_level (caster, spell);
776 if (op_level < 15)
777 snprintf (portal_message, 1024,
778 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
779 &op->name);
780 else if (op_level < 30)
781 snprintf (portal_message, 1024,
782 "\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);
783 else if (op_level < 60)
784 snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
785 else
786 snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",
787 &op->name);
788
789 /* Create a portal in front of player
790 * dummy contain the portal and
791 * force contain the track to kill it later
792 */
793 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
794 dummy = get_archetype (spell->slaying); /*The portal */
795 if (dummy == NULL)
796 {
797 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
798 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
799 return 0;
800 }
801
802 EXIT_PATH (dummy) = force->name;
803 EXIT_X (dummy) = EXIT_X (force);
804 EXIT_Y (dummy) = EXIT_Y (force);
805 dummy->name = dummy->name_pl = portal_name;
806 dummy->msg = portal_message;
807 dummy->race = op->name; /*Save the owner of the portal */
808 cast_create_obj (op, caster, dummy, 0);
809
810 /* Now we need to to create a town portal marker inside the player
811 * object, so on future castings, we can know that he has an active
812 * town portal.
813 */
814 object *tmp = get_archetype (spell->race);
815
816 if (!tmp)
817 {
818 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
819 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
820 return 0;
821 }
822
823 tmp->race = op->map->path;
824 tmp->name = portal_name;
825 EXIT_X (tmp) = dummy->x;
826 EXIT_Y (tmp) = dummy->y;
827 op->insert (tmp);
828
829 /* Create a portal in the destination map
830 * dummy contain the portal and
831 * force the track to kill it later
832 * the 'force' variable still contains the 'reminder' of
833 * where this portal goes to.
834 */
835 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &op->map->path);
836 dummy = get_archetype (spell->slaying); /*The portal */
837 if (dummy == NULL)
838 {
839 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
840 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
841 return 0;
842 }
843
844 EXIT_PATH (dummy) = op->map->path;
845 EXIT_X (dummy) = op->x;
846 EXIT_Y (dummy) = op->y;
847 dummy->name = dummy->name_pl = portal_name;
848 dummy->msg = portal_message;
849 dummy->race = op->name; /*Save the owner of the portal */
850 exitmap->insert (dummy, EXIT_X (force), EXIT_Y (force), op);
851
852 /* Now we create another town portal marker that
853 * points back to the one we just made
854 */
855 tmp = get_archetype (spell->race);
856 if (tmp == NULL)
857 {
858 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
859 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
860 return 0;
861 }
862
863 tmp->race = force->name;
864 tmp->name = portal_name;
865 EXIT_X (tmp) = dummy->x;
866 EXIT_Y (tmp) = dummy->y;
867 insert_ob_in_ob (tmp, op);
868
869 /* Describe the player what happened
870 */
871 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
872 force->destroy ();
873 614
874 return 1; 615 return 1;
875} 616}
876 617
877/* This creates magic walls. Really, it can create most any object, 618/* This creates magic walls. Really, it can create most any object,
965 */ 706 */
966 if (tmp->type != EARTHWALL) //TODO 707 if (tmp->type != EARTHWALL) //TODO
967 tmp->set_owner (op); 708 tmp->set_owner (op);
968 709
969 set_spell_skill (op, caster, spell_ob, tmp); 710 set_spell_skill (op, caster, spell_ob, tmp);
970 tmp->level = caster_level (caster, spell_ob) / 2; 711 tmp->level = casting_level (caster, spell_ob) / 2;
971 712
972 name = tmp->name; 713 name = tmp->name;
973 if (!(tmp = m->insert (tmp, x, y, op))) 714 if (!(tmp = m->insert (tmp, x, y, op)))
974 { 715 {
975 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);
976 return 0; 717 return 0;
977 } 718 }
978 719
979 /* 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 */
980 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 721 if (tmp->other_arch && tmp->other_arch->type == SPELL)
981 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 722 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
982 723
983 /* This code causes the wall to extend some distance in 724 /* This code causes the wall to extend some distance in
984 * each direction, or until an obstruction is encountered. 725 * each direction, or until an obstruction is encountered.
985 * posblocked and negblocked help determine how far the 726 * posblocked and negblocked help determine how far the
1005 { 746 {
1006 object *tmp2 = tmp->clone (); 747 object *tmp2 = tmp->clone ();
1007 m->insert (tmp2, x, y, op); 748 m->insert (tmp2, x, y, op);
1008 749
1009 /* 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 */
1010 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 751 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1011 tmp2->insert (arch_to_object (tmp2->other_arch)); 752 tmp2->insert (arch_to_object (tmp2->other_arch));
1012 753
1013 } 754 }
1014 else 755 else
1015 posblocked = 1; 756 posblocked = 1;
1022 ((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)
1023 { 764 {
1024 object *tmp2 = tmp->clone (); 765 object *tmp2 = tmp->clone ();
1025 m->insert (tmp2, x, y, op); 766 m->insert (tmp2, x, y, op);
1026 767
1027 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 768 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1028 tmp2->insert (arch_to_object (tmp2->other_arch)); 769 tmp2->insert (arch_to_object (tmp2->other_arch));
1029 } 770 }
1030 else 771 else
1031 negblocked = 1; 772 negblocked = 1;
1032 } 773 }
1036 777
1037 return 1; 778 return 1;
1038} 779}
1039 780
1040int 781int
1041dimension_door (object *op, object *caster, object *spob, int dir) 782dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
1042{ 783{
1043 uint32 dist, maxdist; 784 uint32 dist, maxdist;
1044 int mflags; 785 int mflags;
1045 maptile *m; 786 maptile *m;
1046 sint16 sx, sy; 787 sint16 sx, sy;
1057 /* 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
1058 * ever, so put limits in. 799 * ever, so put limits in.
1059 */ 800 */
1060 maxdist = spob->range + SP_level_range_adjust (caster, spob); 801 maxdist = spob->range + SP_level_range_adjust (caster, spob);
1061 802
1062 if (op->contr->count) 803 if (spellparam)
1063 { 804 {
805 int count = atoi (spellparam);
806
1064 if (op->contr->count > maxdist) 807 if (count > maxdist)
1065 { 808 {
1066 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!");
1067 return 0; 810 return 0;
1068 } 811 }
1069 812
1070 for (dist = 0; dist < op->contr->count; dist++) 813 for (dist = 0; dist < count; dist++)
1071 { 814 {
1072 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);
1073 816
1074 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 817 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
1075 break; 818 break;
1076 819
1077 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)))
1078 break; 821 break;
1079 } 822 }
1080 823
1081 if (dist < op->contr->count) 824 if (dist < count)
1082 { 825 {
1083 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");
1084 op->contr->count = 0;
1085 return 0; 827 return 0;
1086 } 828 }
1087
1088 op->contr->count = 0;
1089 829
1090 /* Remove code that puts player on random space on maps. IMO, 830 /* Remove code that puts player on random space on maps. IMO,
1091 * 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,
1092 * 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
1093 * by such squares). Also, there are probably treasure rooms and 833 * by such squares). Also, there are probably treasure rooms and
1148 888
1149 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 */
1150 return 1; 890 return 1;
1151} 891}
1152 892
1153
1154/* cast_heal: Heals something. 893/* cast_heal: Heals something.
1155 * op is the caster. 894 * op is the caster.
1156 * dir is the direction he is casting it in. 895 * dir is the direction he is casting it in.
1157 * spell is the spell object. 896 * spell is the spell object.
1158 */ 897 */
1164 object *poison; 903 object *poison;
1165 int heal = 0, success = 0; 904 int heal = 0, success = 0;
1166 905
1167 tmp = find_target_for_friendly_spell (op, dir); 906 tmp = find_target_for_friendly_spell (op, dir);
1168 907
1169 if (tmp == NULL) 908 if (!tmp)
1170 return 0; 909 return 0;
1171 910
1172 /* Figure out how many hp this spell might cure. 911 /* Figure out how many hp this spell might cure.
1173 * could be zero if this spell heals effects, not damage. 912 * could be zero if this spell heals effects, not damage.
1174 */ 913 */
1177 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;
1178 917
1179 if (heal) 918 if (heal)
1180 { 919 {
1181 if (tmp->stats.hp >= tmp->stats.maxhp) 920 if (tmp->stats.hp >= tmp->stats.maxhp)
1182 {
1183 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.");
1184 }
1185 else 922 else
1186 { 923 {
1187 /* See how many points we actually heal. Instead of messages 924 /* See how many points we actually heal. Instead of messages
1188 * based on type of spell, we instead do messages based 925 * based on type of spell, we instead do messages based
1189 * on amount of damage healed. 926 * on amount of damage healed.
1190 */ 927 */
1191 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 928 if (heal > tmp->stats.maxhp - tmp->stats.hp)
1192 heal = tmp->stats.maxhp - tmp->stats.hp; 929 heal = tmp->stats.maxhp - tmp->stats.hp;
930
1193 tmp->stats.hp += heal; 931 tmp->stats.hp += heal;
1194 932
1195 if (tmp->stats.hp >= tmp->stats.maxhp) 933 if (tmp->stats.hp >= tmp->stats.maxhp)
1196 {
1197 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 934 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1198 }
1199 else if (heal > 50) 935 else if (heal > 50)
1200 {
1201 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); 936 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1202 }
1203 else if (heal > 25) 937 else if (heal > 25)
1204 {
1205 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); 938 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1206 }
1207 else if (heal > 10) 939 else if (heal > 10)
1208 {
1209 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.");
1210 }
1211 else 941 else
1212 {
1213 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.");
1214 } 943
1215 success = 1; 944 success = 1;
1216 } 945 }
1217 } 946 }
947
1218 if (spell->attacktype & AT_DISEASE) 948 if (spell->attacktype & AT_DISEASE)
1219 if (cure_disease (tmp, op)) 949 if (cure_disease (tmp, op, spell))
1220 success = 1; 950 success = 1;
1221 951
1222 if (spell->attacktype & AT_POISON) 952 if (spell->attacktype & AT_POISON)
1223 { 953 {
1224 at = archetype::find ("poisoning"); 954 at = archetype::find ("poisoning");
1228 success = 1; 958 success = 1;
1229 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 959 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1230 poison->stats.food = 1; 960 poison->stats.food = 1;
1231 } 961 }
1232 } 962 }
963
1233 if (spell->attacktype & AT_CONFUSION) 964 if (spell->attacktype & AT_CONFUSION)
1234 { 965 {
1235 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 966 poison = present_in_ob_by_name (FORCE, "confusion", tmp);
1236 if (poison) 967 if (poison)
1237 { 968 {
1238 success = 1; 969 success = 1;
1239 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 970 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1240 poison->duration = 1; 971 poison->duration = 1;
1241 } 972 }
1242 } 973 }
974
1243 if (spell->attacktype & AT_BLIND) 975 if (spell->attacktype & AT_BLIND)
1244 { 976 {
1245 at = archetype::find ("blindness"); 977 at = archetype::find ("blindness");
1246 poison = present_arch_in_ob (at, tmp); 978 poison = present_arch_in_ob (at, tmp);
1247 if (poison) 979 if (poison)
1249 success = 1; 981 success = 1;
1250 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.");
1251 poison->stats.food = 1; 983 poison->stats.food = 1;
1252 } 984 }
1253 } 985 }
986
1254 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) 987 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1255 { 988 {
1256 tmp->stats.sp += spell->last_sp; 989 tmp->stats.sp += spell->last_sp;
1257 if (tmp->stats.sp > tmp->stats.maxsp) 990 if (tmp->stats.sp > tmp->stats.maxsp)
1258 tmp->stats.sp = tmp->stats.maxsp; 991 tmp->stats.sp = tmp->stats.maxsp;
1259 success = 1; 992 success = 1;
1260 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!");
1261 } 994 }
995
1262 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) 996 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1263 { 997 {
1264 tmp->stats.grace += spell->last_grace; 998 tmp->stats.grace += spell->last_grace;
1265 if (tmp->stats.grace > tmp->stats.maxgrace) 999 if (tmp->stats.grace > tmp->stats.maxgrace)
1266 tmp->stats.grace = tmp->stats.maxgrace; 1000 tmp->stats.grace = tmp->stats.maxgrace;
1267 success = 1; 1001 success = 1;
1268 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!");
1269 } 1003 }
1004
1270 if (spell->stats.food && tmp->stats.food < 999) 1005 if (spell->stats.food && tmp->stats.food < 999)
1271 { 1006 {
1272 tmp->stats.food += spell->stats.food; 1007 tmp->stats.food += spell->stats.food;
1008
1273 if (tmp->stats.food > 999) 1009 if (tmp->stats.food > 999)
1274 tmp->stats.food = 999; 1010 tmp->stats.food = 999;
1011
1275 success = 1; 1012 success = 1;
1276 /* 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 */
1277 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");
1278 } 1015 }
1016
1279 return success; 1017 return success;
1280} 1018}
1281
1282 1019
1283/* 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
1284 * 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
1285 * good comments for those. 1022 * good comments for those.
1286 */ 1023 */
1287static const char *const no_gain_msgs[NUM_STATS] = { 1024static const char *const no_gain_msgs[NUM_STATS] = {
1288 "You grow no stronger.", 1025 "You grow no stronger.",
1289 "You grow no more agile.", 1026 "You grow no more agile.",
1290 "You don't feel any healthier.", 1027 "You don't feel any healthier.",
1291 "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."
1292 "You are no easier to look at.", 1031 "You are no easier to look at.",
1293 "no int",
1294 "no pow"
1295}; 1032};
1296 1033
1297int 1034int
1035change_ability_duration (object *spell, object *caster)
1036{
1037 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1038}
1039
1040int
1298cast_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)
1299{ 1042{
1300 object *force = NULL; 1043 object *force = 0;
1301 int i; 1044 int i;
1302 1045
1303 /* 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. */
1304 object *tmp = dir 1047 object *tmp = dir
1305 ? find_target_for_friendly_spell (op, dir) 1048 ? find_target_for_friendly_spell (op, dir)
1306 : op; 1049 : op;
1307 1050
1308 if (!tmp) 1051 if (!tmp)
1309 return 0; 1052 return 0;
1310 1053
1311 /* 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. */
1320 } 1063 }
1321 else if (spell_ob->race && spell_ob->race == tmp2->name) 1064 else if (spell_ob->race && spell_ob->race == tmp2->name)
1322 { 1065 {
1323 if (!silent) 1066 if (!silent)
1324 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
1325 return 0; 1069 return 0;
1326 } 1070 }
1327 } 1071 }
1328 } 1072 }
1329 if (force == NULL) 1073
1074 if (!force)
1330 { 1075 {
1331 force = get_archetype (FORCE_NAME); 1076 force = get_archetype (FORCE_NAME);
1332 force->subtype = FORCE_CHANGE_ABILITY; 1077 force->subtype = FORCE_CHANGE_ABILITY;
1078
1333 if (spell_ob->race) 1079 if (spell_ob->race)
1334 force->name = spell_ob->race; 1080 force->name = spell_ob->race;
1335 else 1081 else
1336 force->name = spell_ob->name; 1082 force->name = spell_ob->name;
1083
1337 force->name_pl = spell_ob->name; 1084 force->name_pl = spell_ob->name;
1338 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.");
1339 1086
1340 } 1087 }
1341 else 1088 else
1342 { 1089 {
1343 int duration; 1090 int duration = change_ability_duration (spell_ob, caster);
1344 1091
1345 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1346 if (duration > force->duration) 1092 if (duration > force->duration)
1347 { 1093 {
1348 force->duration = duration; 1094 force->duration = duration;
1349 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.");
1350 } 1096 }
1351 else 1097 else
1352 {
1353 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.");
1354 } 1099
1355 return 1; 1100 return 1;
1356 } 1101 }
1102
1357 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;
1358 force->speed = 1.0; 1104 force->speed = 1.0;
1359 force->speed_left = -1.0; 1105 force->speed_left = -1.0;
1360 SET_FLAG (force, FLAG_APPLIED); 1106 SET_FLAG (force, FLAG_APPLIED);
1361 1107
1367 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);
1368 if (force->resist[i] > 100) 1114 if (force->resist[i] > 100)
1369 force->resist[i] = 100; 1115 force->resist[i] = 100;
1370 } 1116 }
1371 } 1117 }
1118
1372 if (spell_ob->stats.hp) 1119 if (spell_ob->stats.hp)
1373 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);
1374 1121
1375 if (tmp->type == PLAYER) 1122 if (tmp->type == PLAYER)
1376 { 1123 {
1377 /* Stat adjustment spells */ 1124 /* Stat adjustment spells */
1378 for (i = 0; i < NUM_STATS; i++) 1125 for (i = 0; i < NUM_STATS; i++)
1379 { 1126 {
1380 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; 1127 if (sint8 stat = spell_ob->stats.stat (i))
1381
1382 if (stat)
1383 { 1128 {
1384 sm = 0; 1129 sint8 sm = 0;
1385 for (k = 0; k < stat; k++) 1130 for (sint8 k = 0; k < stat; k++)
1386 sm += rndm (1, 3); 1131 sm += rndm (1, 3);
1387 1132
1388 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) 1133 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1389 { 1134 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1390 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); 1135
1391 if (sm < 0) 1136 force->stats.stat (i) = sm;
1392 sm = 0; 1137
1393 }
1394 set_attr_value (&force->stats, i, sm);
1395 if (!sm) 1138 if (!sm)
1396 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); 1139 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1397 } 1140 }
1398 } 1141 }
1399 } 1142 }
1420 force->attacktype = spell_ob->attacktype; 1163 force->attacktype = spell_ob->attacktype;
1421 1164
1422 insert_ob_in_ob (force, tmp); 1165 insert_ob_in_ob (force, tmp);
1423 change_abil (tmp, force); /* Mostly to display any messages */ 1166 change_abil (tmp, force); /* Mostly to display any messages */
1424 tmp->update_stats (); 1167 tmp->update_stats ();
1168
1425 return 1; 1169 return 1;
1426} 1170}
1427 1171
1428/* 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
1429 * 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
1430 * of the caster. 1174 * of the caster.
1431 */ 1175 */
1432
1433int 1176int
1434cast_bless (object *op, object *caster, object *spell_ob, int dir) 1177cast_bless (object *op, object *caster, object *spell_ob, int dir)
1435{ 1178{
1436 int i; 1179 int i;
1437 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1180 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1438 1181
1439 /* 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. */
1440 if (dir != 0) 1183 if (dir != 0)
1441 { 1184 {
1442 tmp = find_target_for_friendly_spell (op, dir); 1185 tmp = find_target_for_friendly_spell (op, dir);
1186
1187 if (!tmp)
1188 return 0;
1443 } 1189 }
1444 else 1190 else
1445 {
1446 tmp = op; 1191 tmp = op;
1447 }
1448 1192
1449 /* 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. */
1450 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1194 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1451 { 1195 {
1452 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1196 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1453 { 1197 {
1454 if (tmp2->name == spell_ob->name) 1198 if (tmp2->name == spell_ob->name)
1455 { 1199 {
1461 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);
1462 return 0; 1206 return 0;
1463 } 1207 }
1464 } 1208 }
1465 } 1209 }
1210
1466 if (force == NULL) 1211 if (force == NULL)
1467 { 1212 {
1468 force = get_archetype (FORCE_NAME); 1213 force = get_archetype (FORCE_NAME);
1469 force->subtype = FORCE_CHANGE_ABILITY; 1214 force->subtype = FORCE_CHANGE_ABILITY;
1470 if (spell_ob->race) 1215 if (spell_ob->race)
1532 insert_ob_in_ob (force, tmp); 1277 insert_ob_in_ob (force, tmp);
1533 tmp->update_stats (); 1278 tmp->update_stats ();
1534 return 1; 1279 return 1;
1535} 1280}
1536 1281
1537
1538
1539/* Alchemy code by Mark Wedel 1282/* Alchemy code by Mark Wedel
1540 * 1283 *
1541 * This code adds a new spell, called alchemy. Alchemy will turn 1284 * This code adds a new spell, called alchemy. Alchemy will turn
1542 * objects to gold nuggets, the value of the gold nuggets being 1285 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1543 * about 90% of that of the item itself. It uses the value of the
1544 * object before charisma adjustments, because the nuggets themselves
1545 * will be will be adjusted by charisma when sold.
1546 * 1286 *
1547 * 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
1548 * the maximum number of large nuggets you could get. 1288 * itself. It uses the value of the object before charisma adjustments,
1549 * 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
1550 * to the max amount of small nuggets as you could get. 1290 * when sold.
1551 *
1552 * For example, if an item is worth 110 gold, you will get
1553 * 4 large nuggets, and from 0-10 small nuggets.
1554 * 1291 *
1555 * 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
1556 * 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
1557 * alchemied. 1294 * alchemised.
1558 */ 1295 */
1559
1560/* I didn't feel like passing these as arguements to the
1561 * two functions that need them. Real values are put in them
1562 * when the spell is cast, and these are freed when the spell
1563 * is finished.
1564 */
1565static object *small, *large;
1566
1567static void 1296static void
1568alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight) 1297alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1569{ 1298{
1570 uint64 value = query_cost (obj, NULL, F_TRUE); 1299 uint64 value = query_cost (obj, NULL, F_TRUE);
1571 1300
1572 /* Give third price when we alchemy money (This should hopefully 1301 /* Give third price when we alchemy money (this should hopefully
1573 * 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
1574 * the nuggets, alchemy the gold from that, etc. 1303 * the nuggets, alchemy the gold from that, etc.
1575 * Otherwise, give 9 silver on the gold for other objects, 1304 * Otherwise, give 9 silver on the gold for other objects,
1576 * so that it would still be more affordable to haul 1305 * so that it would still be more affordable to haul
1577 * the stuff back to town. 1306 * the stuff back to town.
1578 */ 1307 */
1579
1580 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1308 if (QUERY_FLAG (obj, FLAG_UNPAID))
1581 value = 0; 1309 value = 0;
1582 else if (obj->type == MONEY || obj->type == GEM) 1310 else if (obj->type == MONEY || obj->type == GEM)
1583 value /= 3; 1311 value /= 3;
1584 else 1312 else
1585 value = (value * 9) / 10; 1313 value = value * 9 / 10;
1586 1314
1587 value /= 4; // fix by GHJ, don't understand, pcg
1588
1589 if ((obj->value > 0) && rndm (0, 29)) 1315 if (obj->value > 0 && rndm (0, 29))
1590 { 1316 total_value += value;
1591 int count;
1592 1317
1593 count = value / large->value;
1594 *large_nuggets += count;
1595 value -= (uint64) count *(uint64) large->value;
1596
1597 count = value / small->value;
1598 *small_nuggets += count;
1599 }
1600
1601 /* Turn 25 small nuggets into 1 large nugget. If the value
1602 * of large nuggets is not evenly divisable by the small nugget
1603 * value, take off an extra small_nugget (Assuming small_nuggets!=0)
1604 */
1605 if (*small_nuggets * small->value >= large->value)
1606 {
1607 (*large_nuggets)++;
1608 *small_nuggets -= large->value / small->value;
1609 if (*small_nuggets && large->value % small->value)
1610 (*small_nuggets)--;
1611 }
1612 weight += obj->weight; 1318 total_weight += obj->total_weight ();
1319
1613 obj->destroy (); 1320 obj->destroy ();
1614} 1321}
1615 1322
1616static void
1617update_map (object *op, maptile *m, int small_nuggets, int large_nuggets, int x, int y)
1618{
1619 object *tmp;
1620 int flag = 0;
1621
1622 /* Put any nuggets below the player, but we can only pass this
1623 * flag if we are on the same space as the player
1624 */
1625 if (x == op->x && y == op->y && op->map == m)
1626 flag = INS_BELOW_ORIGINATOR;
1627
1628 if (small_nuggets)
1629 {
1630 tmp = small->clone ();
1631 tmp->nrof = small_nuggets;
1632 m->insert (tmp, x, y, op, flag);
1633 }
1634
1635 if (large_nuggets)
1636 {
1637 tmp = large->clone ();
1638 tmp->nrof = large_nuggets;
1639 m->insert (tmp, x, y, op, flag);
1640 }
1641}
1642
1643int 1323int
1644alchemy (object *op, object *caster, object *spell_ob) 1324alchemy (object *op, object *caster, object *spell_ob)
1645{ 1325{
1646 int x, y, weight = 0, weight_max, large_nuggets, small_nuggets, mflags;
1647 sint16 nx, ny;
1648 object *next, *tmp;
1649 maptile *mp;
1650
1651 if (op->type != PLAYER) 1326 if (op->type != PLAYER)
1652 return 0; 1327 return 0;
1653 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
1654 /* 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
1655 * some, and also prevents people from alcheming every table/chair/clock 1336 * some, and also prevents people from alchemising every table/chair/clock
1656 * in sight 1337 * in sight
1657 */ 1338 */
1658 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);
1659 weight_max *= 1000; 1340 int weight_max = duration * 1000;
1660 small = get_archetype ("smallnugget"), large = get_archetype ("largenugget"); 1341 uint64 value_max = duration * 1000;
1661 1342
1343 int weight = 0;
1344
1662 for (y = op->y - 1; y <= op->y + 1; y++) 1345 for (int y = op->y - 1; y <= op->y + 1; y++)
1663 { 1346 {
1664 for (x = op->x - 1; x <= op->x + 1; x++) 1347 for (int x = op->x - 1; x <= op->x + 1; x++)
1665 { 1348 {
1349 uint64 value = 0;
1350
1666 nx = x; 1351 sint16 nx = x;
1667 ny = y; 1352 sint16 ny = y;
1668 1353
1669 mp = op->map; 1354 maptile *mp = op->map;
1670 1355
1671 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); 1356 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1672 1357
1673 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1358 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1674 continue; 1359 continue;
1675 1360
1676 /* Treat alchemy a little differently - most spell effects 1361 /* Treat alchemy a little differently - most spell effects
1678 * ground level effect. 1363 * ground level effect.
1679 */ 1364 */
1680 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) 1365 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1681 continue; 1366 continue;
1682 1367
1683 small_nuggets = 0; 1368 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1684 large_nuggets = 0;
1685
1686 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = next)
1687 { 1369 {
1688 next = tmp->above; 1370 next = tmp->above;
1371
1689 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1372 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1690 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1373 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1691 { 1374 {
1692
1693 if (tmp->inv) 1375 if (tmp->inv)
1694 { 1376 {
1695 object *next1, *tmp1; 1377 object *next1, *tmp1;
1696 1378
1697 for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1) 1379 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1698 { 1380 {
1699 next1 = tmp1->below; 1381 next1 = tmp1->below;
1700 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1382 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1701 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1383 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1702 alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight); 1384 alchemy_object (tmp1, value, weight);
1703 } 1385 }
1704 } 1386 }
1387
1705 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); 1388 alchemy_object (tmp, value, weight);
1706 1389
1707 if (weight > weight_max) 1390 if (weight > weight_max)
1708 { 1391 break;
1709 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1710 large->destroy ();
1711 small->destroy ();
1712 return 1;
1713 } 1392 }
1714 } /* is alchemable object */
1715 } /* process all objects on this space */
1716
1717 /* Insert all the nuggets at one time. This probably saves time, but
1718 * it also prevents us from alcheming nuggets that were just created
1719 * with this spell.
1720 */ 1393 }
1721 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);
1722 } 1407 }
1723 }
1724 1408
1725 large->destroy (); 1409 if (weight > weight_max)
1726 small->destroy (); 1410 goto bailout;
1727 /* reset this so that if player standing on a big pile of stuff, 1411 }
1728 * it is redrawn properly. 1412 }
1729 */ 1413
1730 op->contr->ns->look_position = 0; 1414bailout:
1731 return 1; 1415 return 1;
1732} 1416}
1733
1734 1417
1735/* This function removes the cursed/damned status on equipped 1418/* This function removes the cursed/damned status on equipped
1736 * items. 1419 * items.
1737 */ 1420 */
1738int 1421int
1739remove_curse (object *op, object *caster, object *spell) 1422remove_curse (object *op, object *caster, object *spell)
1740{ 1423{
1741 object *tmp;
1742 int success = 0, was_one = 0; 1424 int success = 0, was_one = 0;
1743 1425
1744 for (tmp = op->inv; tmp; tmp = tmp->below) 1426 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1745 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1427 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1746 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1428 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1747 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1429 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1748 { 1430 {
1749 was_one++; 1431 was_one++;
1432
1750 if (tmp->level <= caster_level (caster, spell)) 1433 if (tmp->level <= casting_level (caster, spell))
1751 { 1434 {
1752 success++; 1435 success++;
1753 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1436 if (QUERY_FLAG (spell, FLAG_DAMNED))
1754 CLEAR_FLAG (tmp, FLAG_DAMNED); 1437 CLEAR_FLAG (tmp, FLAG_DAMNED);
1755 1438
1756 CLEAR_FLAG (tmp, FLAG_CURSED); 1439 CLEAR_FLAG (tmp, FLAG_CURSED);
1757 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1440 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1758 tmp->value = 0; /* Still can't sell it */ 1441 tmp->value = 0; /* Still can't sell it */
1759 if (op->type == PLAYER) 1442
1443 if (object *pl = tmp->visible_to ())
1760 esrv_send_item (op, tmp); 1444 esrv_update_item (UPD_FLAGS, pl, tmp);
1761 } 1445 }
1762 } 1446 }
1763 1447
1764 if (op->type == PLAYER) 1448 if (op->type == PLAYER)
1765 { 1449 {
1766 if (success) 1450 if (success)
1767 {
1768 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.");
1769 }
1770 else 1452 else
1771 { 1453 {
1772 if (was_one) 1454 if (was_one)
1773 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.");
1774 else 1456 else
1778 1460
1779 return success; 1461 return success;
1780} 1462}
1781 1463
1782/* Identifies objects in the players inventory/on the ground */ 1464/* Identifies objects in the players inventory/on the ground */
1783
1784int 1465int
1785cast_identify (object *op, object *caster, object *spell) 1466cast_identify (object *op, object *caster, object *spell)
1786{ 1467{
1787 object *tmp; 1468 object *tmp;
1788 int success = 0, num_ident; 1469 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1789 1470
1790 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));
1791
1792 if (num_ident < 1)
1793 num_ident = 1;
1794 1472
1795 for (tmp = op->inv; tmp; tmp = tmp->below) 1473 for (tmp = op->inv; tmp; tmp = tmp->below)
1796 { 1474 {
1797 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1475 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1798 { 1476 {
1799 identify (tmp); 1477 identify (tmp);
1800 1478
1801 if (op->type == PLAYER) 1479 if (op->type == PLAYER)
1802 { 1480 {
1803 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));
1804 1482
1805 if (tmp->msg) 1483 if (tmp->msg)
1806 { 1484 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1807 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1808 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1809 }
1810 } 1485 }
1811 1486
1812 num_ident--;
1813 success = 1;
1814 if (!num_ident) 1487 if (!--num_ident)
1815 break; 1488 break;
1816 } 1489 }
1817 } 1490 }
1818 1491
1819 /* 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
1820 * 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
1821 * was not fully used. 1494 * was not fully used.
1822 */ 1495 */
1823 if (num_ident) 1496 if (num_ident)
1824 { 1497 {
1825 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)
1826 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1499 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1827 { 1500 {
1828 identify (tmp); 1501 identify (tmp);
1829 1502
1830 if (op->type == PLAYER) 1503 if (object *pl = tmp->visible_to ())
1831 { 1504 {
1832 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));
1833 1506
1834 if (tmp->msg) 1507 if (tmp->msg)
1835 { 1508 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1836 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1837 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1838 }
1839
1840 esrv_send_item (op, tmp);
1841 } 1509 }
1842 1510
1843 num_ident--;
1844 success = 1;
1845 if (!num_ident) 1511 if (!--num_ident)
1846 break; 1512 break;
1847 } 1513 }
1848 } 1514 }
1849 1515
1850 if (!success) 1516 if (buf.empty ())
1851 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 }
1852 else 1521 else
1522 {
1523 if (op->contr)
1524 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1525
1853 spell_effect (spell, op->x, op->y, op->map, op); 1526 spell_effect (spell, op->x, op->y, op->map, op);
1854 1527 return 1;
1855 return success; 1528 }
1856} 1529}
1857 1530
1858int 1531int
1859cast_detection (object *op, object *caster, object *spell, object *skill) 1532cast_detection (object *op, object *caster, object *spell, object *skill)
1860{ 1533{
1865 1538
1866 /* 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
1867 * doing it over and over again. 1540 * doing it over and over again.
1868 */ 1541 */
1869 god = find_god (determine_god (op)); 1542 god = find_god (determine_god (op));
1870 level = caster_level (caster, spell); 1543 level = casting_level (caster, spell);
1871 range = spell->range + SP_level_range_adjust (caster, spell); 1544 range = spell->range + SP_level_range_adjust (caster, spell);
1872 1545
1873 if (!skill) 1546 if (!skill)
1874 skill = caster; 1547 skill = caster;
1875 1548
1876 for (x = op->x - range; x <= op->x + range; x++) 1549 unordered_mapwalk (op, -range, -range, range, range)
1877 for (y = op->y - range; y <= op->y + range; y++)
1878 { 1550 {
1879 m = op->map;
1880 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1881 if (mflags & P_OUT_OF_MAP)
1882 continue;
1883
1884 /* For most of the detections, we only detect objects above the 1551 /* For most of the detections, we only detect objects above the
1885 * floor. But this is not true for show invisible. 1552 * floor. But this is not true for show invisible.
1886 * Basically, we just go and find the top object and work 1553 * Basically, we just go and find the top object and work
1887 * down - that is easier than working up. 1554 * down - that is easier than working up.
1888 */ 1555 */
1889 1556
1890 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)
1891 last = tmp; 1558 last = tmp;
1892 1559
1893 /* 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
1894 * would happen. 1561 * would happen.
1895 */ 1562 */
1896 if (!last) 1563 if (!last)
1897 continue; 1564 continue;
1898 1565
1899 done_one = 0; 1566 done_one = 0;
1900 floor = 0; 1567 floor = 0;
1901 detect = NULL; 1568 detect = NULL;
1902 for (tmp = last; tmp; tmp = tmp->below) 1569 for (tmp = last; tmp; tmp = tmp->below)
1903 { 1570 {
1904 /* show invisible */ 1571 /* show invisible */
1905 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1572 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1906 /* Might there be other objects that we can make visible? */ 1573 /* Might there be other objects that we can make visible? */
1907 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1574 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER)
1908 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1575 || (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ))
1909 tmp->type == CF_HANDLE || 1576 || tmp->type == CF_HANDLE
1910 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
1911 tmp->type == BUTTON || tmp->type == TELEPORTER || 1581 || tmp->type == TELEPORTER
1582 || tmp->type == GATE
1912 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1583 || tmp->type == LOCKED_DOOR
1913 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN || 1584 || tmp->type == WEAPON
1585 || tmp->type == ALTAR
1586 || tmp->type == SIGN
1914 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1587 || tmp->type == TRIGGER_PEDESTAL
1915 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)))
1916 { 1593 {
1917 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)
1918 { 1595 {
1919 tmp->invisible = 0; 1596 tmp->invisible = 0;
1920 done_one = 1; 1597 done_one = 1;
1921 } 1598 }
1922 } 1599 }
1923 1600
1924 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1601 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1925 floor = 1; 1602 floor = 1;
1926 1603
1927 /* All detections below this point don't descend beneath the floor, 1604 /* All detections below this point don't descend beneath the floor,
1928 * 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
1929 * 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
1930 * 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.
1931 */ 1608 */
1932 if (floor) 1609 if (floor)
1933 continue; 1610 continue;
1934 1611
1935 /* I had thought about making detect magic and detect curse 1612 /* I had thought about making detect magic and detect curse
1936 * 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.
1937 * 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
1938 * difficult to see what object is magical/cursed, so the 1615 * difficult to see what object is magical/cursed, so the
1939 * effect wouldn't be as apparant. 1616 * effect wouldn't be as apparent.
1940 */ 1617 */
1941 1618
1942 /* detect magic */ 1619 /* detect magic */
1943 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && 1620 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1944 !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))
1945 { 1622 {
1946 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1623 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1947 /* make runes more visibile */ 1624 /* make runes more visibile */
1948 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC) 1625 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1949 tmp->stats.Cha /= 4; 1626 tmp->stats.Cha /= 4;
1627
1950 done_one = 1; 1628 done_one = 1;
1951 } 1629 }
1630
1952 /* detect monster */ 1631 /* detect monster */
1953 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))
1954 { 1633 {
1955 done_one = 2; 1634 done_one = 2;
1635
1956 if (!detect) 1636 if (!detect)
1957 detect = tmp; 1637 detect = tmp;
1958 } 1638 }
1639
1959 /* 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
1960 * 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
1961 * race must match. 1642 * race must match.
1962 */ 1643 */
1963 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race && 1644 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1964 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) || 1645 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1965 (strstr (spell->race, tmp->race)))) 1646 spell->race.contains (tmp->race)))
1966 { 1647 {
1967 done_one = 2; 1648 done_one = 2;
1649
1968 if (!detect) 1650 if (!detect)
1969 detect = tmp; 1651 detect = tmp;
1970 } 1652 }
1653
1971 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) &&
1972 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1655 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1973 { 1656 {
1974 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1657 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1975 done_one = 1; 1658 done_one = 1;
1976 } 1659 }
1977 } /* for stack of objects on this space */ 1660 } /* for stack of objects on this space */
1978 1661
1979 /* 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
1980 * where the magic is. 1663 * where the magic is.
1981 */ 1664 */
1982 if (done_one) 1665 if (done_one)
1983 { 1666 {
1984 object *detect_ob = arch_to_object (spell->other_arch); 1667 object *detect_ob = arch_to_object (spell->other_arch);
1985 1668
1986 /* if this is set, we want to copy the face */ 1669 /* if this is set, we want to copy the face */
1987 if (done_one == 2 && detect) 1670 if (done_one == 2 && detect)
1988 { 1671 {
1989 detect_ob->face = detect->face; 1672 detect_ob->face = detect->face;
1990 detect_ob->animation_id = detect->animation_id; 1673 detect_ob->animation_id = detect->animation_id;
1991 detect_ob->anim_speed = detect->anim_speed; 1674 detect_ob->anim_speed = detect->anim_speed;
1992 detect_ob->last_anim = 0; 1675 detect_ob->last_anim = 0;
1993 /* by default, the detect_ob is already animated */ 1676 /* by default, the detect_ob is already animated */
1994 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1677 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
1995 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1678 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
1996 } 1679 }
1997 1680
1998 m->insert (detect_ob, nx, ny, op); 1681 m->insert (detect_ob, nx, ny, op);
1999 } 1682 }
2000 } /* for processing the surrounding spaces */ 1683 } /* for processing the surrounding spaces */
2001 1684
2002 1685
2003 /* 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 */
2004 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))
2005 { 1688 {
2006 done_one = 0; 1689 done_one = 0;
1690
2007 for (tmp = op->inv; tmp; tmp = tmp->below) 1691 for (tmp = op->inv; tmp; tmp = tmp->below)
2008 { 1692 {
2009 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1693 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2010 { 1694 {
2011 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))
2012 { 1696 {
2013 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1697 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
2014 if (op->type == PLAYER) 1698
1699 if (object *pl = tmp->visible_to ())
2015 esrv_send_item (op, tmp); 1700 esrv_update_item (UPD_FLAGS, pl, tmp);
2016 } 1701 }
1702
2017 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) &&
2018 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1704 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
2019 { 1705 {
2020 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1706 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
2021 if (op->type == PLAYER) 1707
1708 if (object *pl = tmp->visible_to ())
2022 esrv_send_item (op, tmp); 1709 esrv_update_item (UPD_FLAGS, pl, tmp);
2023 } 1710 }
2024 } /* if item is not identified */ 1711 } /* if item is not identified */
2025 } /* for the players inventory */ 1712 } /* for the players inventory */
2026 } /* if detect magic/curse and object is a player */ 1713 } /* if detect magic/curse and object is a player */
1714
2027 return 1; 1715 return 1;
2028} 1716}
2029 1717
2030 1718
2031/** 1719/**
2044 1732
2045 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.");
2046 1734
2047 if (victim->stats.sp >= victim->stats.maxsp * 2) 1735 if (victim->stats.sp >= victim->stats.maxsp * 2)
2048 { 1736 {
2049 object *tmp;
2050
2051 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1737 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
2052
2053 /* Explodes a fireball centered at player */
2054 tmp = get_archetype (EXPLODING_FIREBALL);
2055 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
2056 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
2057
2058 tmp->insert_at (victim);
2059 victim->stats.sp = 2 * victim->stats.maxsp; 1738 victim->stats.sp = 2 * victim->stats.maxsp;
1739 create_exploding_ball_at (victim, caster_level);
2060 } 1740 }
2061 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1741 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
2062 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.");
2063 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1743 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2064 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!");
2065 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1745 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2066 { 1746 {
2067 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1747 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2113 } 1793 }
2114 /* give sp */ 1794 /* give sp */
2115 if (spell->stats.dam > 0) 1795 if (spell->stats.dam > 0)
2116 { 1796 {
2117 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);
2118 charge_mana_effect (plyr, caster_level (caster, spell)); 1798 charge_mana_effect (plyr, casting_level (caster, spell));
2119 return 1; 1799 return 1;
2120 } 1800 }
2121 /* suck sp away. Can't suck sp from yourself */ 1801 /* suck sp away. Can't suck sp from yourself */
2122 else if (op != plyr) 1802 else if (op != plyr)
2123 { 1803 {
2135 /* Player doesn't get full credit */ 1815 /* Player doesn't get full credit */
2136 sucked = (sucked * rate) / 100; 1816 sucked = (sucked * rate) / 100;
2137 op->stats.sp += sucked; 1817 op->stats.sp += sucked;
2138 if (sucked > 0) 1818 if (sucked > 0)
2139 { 1819 {
2140 charge_mana_effect (op, caster_level (caster, spell)); 1820 charge_mana_effect (op, casting_level (caster, spell));
2141 } 1821 }
2142 } 1822 }
2143 return 1; 1823 return 1;
2144 } 1824 }
2145 return 0; 1825 return 0;
2187 /* Basically, if the object is magical and not counterspell, 1867 /* Basically, if the object is magical and not counterspell,
2188 * we will more or less remove the object. Don't counterspell 1868 * we will more or less remove the object. Don't counterspell
2189 * monsters either. 1869 * monsters either.
2190 */ 1870 */
2191 1871
2192 if (head->attacktype & AT_MAGIC && 1872 if (head->attacktype & AT_MAGIC
2193 !(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))
2194 head->destroy (); 1876 head->destroy ();
2195 else 1877 else
2196 switch (head->type) 1878 switch (head->type)
2197 { 1879 {
2198 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
2199 if (op->level > head->level) 1886 if (op->level > head->level)
2200 head->destroy (); 1887 head->destroy ();
2201 1888
2202 break; 1889 break;
2203 1890
2214 break; 1901 break;
2215 } 1902 }
2216 } 1903 }
2217} 1904}
2218 1905
2219
2220
2221/* cast_consecrate() - a spell to make an altar your god's */ 1906/* cast_consecrate() - a spell to make an altar your god's */
2222int 1907int
2223cast_consecrate (object *op, object *caster, object *spell) 1908cast_consecrate (object *op, object *caster, object *spell)
2224{ 1909{
2225 char buf[MAX_BUF]; 1910 char buf[MAX_BUF];
2237 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1922 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2238 break; 1923 break;
2239 if (tmp->type == HOLY_ALTAR) 1924 if (tmp->type == HOLY_ALTAR)
2240 { 1925 {
2241 1926
2242 if (tmp->level > caster_level (caster, spell)) 1927 if (tmp->level > casting_level (caster, spell))
2243 { 1928 {
2244 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);
2245 return 0; 1930 return 0;
2246 } 1931 }
2247 else 1932 else
2248 { 1933 {
2249 /* If we got here, we are consecrating an altar */ 1934 /* If we got here, we are consecrating an altar */
2250 sprintf (buf, "Altar of %s", &god->name); 1935 sprintf (buf, "Altar of %s", &god->name);
2251 tmp->name = buf; 1936 tmp->name = buf;
2252 tmp->level = caster_level (caster, spell); 1937 tmp->level = casting_level (caster, spell);
2253 tmp->other_arch = god->arch; 1938 tmp->other_arch = god->arch;
1939
2254 if (op->type == PLAYER) 1940 if (op->type == PLAYER)
2255 esrv_update_item (UPD_NAME, op, tmp); 1941 esrv_update_item (UPD_NAME, op, tmp);
1942
2256 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);
2257 return 1; 1944 return 1;
2258 } 1945 }
2259 } 1946 }
2260 } 1947 }
2270 * 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,
2271 * 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
2272 * 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
2273 * player checks. MSW 2003-01-06 1960 * player checks. MSW 2003-01-06
2274 */ 1961 */
2275
2276int 1962int
2277animate_weapon (object *op, object *caster, object *spell, int dir) 1963animate_weapon (object *op, object *caster, object *spell, int dir)
2278{ 1964{
2279 object *weapon, *tmp; 1965 object *weapon, *tmp;
2280 char buf[MAX_BUF]; 1966 char buf[MAX_BUF];
2281 int a, i; 1967 int a, i;
2282 sint16 x, y; 1968 sint16 x, y;
2283 maptile *m; 1969 maptile *m;
2284 materialtype_t *mt;
2285 1970
2286 if (!spell->other_arch) 1971 if (!spell->other_arch)
2287 { 1972 {
2288 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1973 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2289 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);
2292 /* exit if it's not a player using this spell. */ 1977 /* exit if it's not a player using this spell. */
2293 if (op->type != PLAYER) 1978 if (op->type != PLAYER)
2294 return 0; 1979 return 0;
2295 1980
2296 /* if player already has a golem, abort */ 1981 /* if player already has a golem, abort */
2297 if (op->contr->ranges[range_golem]) 1982 if (object *golem = op->contr->golem)
2298 { 1983 {
2299 control_golem (op->contr->ranges[range_golem], dir); 1984 control_golem (golem, dir);
2300 return 0; 1985 return 0;
2301 } 1986 }
2302 1987
2303 /* if no direction specified, pick one */ 1988 /* if no direction specified, pick one */
2304 if (!dir) 1989 if (!dir)
2305 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);
2306 1991
2307 m = op->map; 1992 m = op->map;
2308 x = op->x + freearr_x[dir]; 1993 x = op->x + freearr_x[dir];
2309 y = op->y + freearr_y[dir]; 1994 y = op->y + freearr_y[dir];
2310 1995
2311 /* if there's no place to put the golem, abort */ 1996 /* if there's no place to put the golem, abort */
2312 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)
2313 ((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))
2314 { 1999 {
2315 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.");
2316 return 0; 2001 return 0;
2317 } 2002 }
2318 2003
2322 if (!weapon) 2007 if (!weapon)
2323 { 2008 {
2324 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!");
2325 return 0; 2010 return 0;
2326 } 2011 }
2012
2327 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2013 if (spell->race && weapon->arch->archname != spell->race)
2328 { 2014 {
2329 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.");
2330 return 0; 2016 return 0;
2331 } 2017 }
2018
2332 if (weapon->type != WEAPON) 2019 if (weapon->type != WEAPON)
2333 { 2020 {
2334 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.");
2335 return 0; 2022 return 0;
2336 } 2023 }
2024
2337 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2025 if (QUERY_FLAG (weapon, FLAG_APPLIED))
2338 { 2026 {
2339 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));
2340 return 0; 2028 return 0;
2341 } 2029 }
2342 2030
2343 if (weapon->nrof > 1) 2031 weapon = weapon->split ();
2344 {
2345 tmp = get_split_ob (weapon, 1);
2346 esrv_send_item (op, weapon);
2347 weapon = tmp;
2348 }
2349 2032
2350 /* create the golem object */ 2033 /* create the golem object */
2351 tmp = arch_to_object (spell->other_arch); 2034 tmp = arch_to_object (spell->other_arch);
2352 2035
2353 /* 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 */
2354 CLEAR_FLAG (tmp, FLAG_MONSTER); 2037 CLEAR_FLAG (tmp, FLAG_MONSTER);
2355 SET_FLAG (tmp, FLAG_FRIENDLY);
2356 tmp->stats.exp = 0; 2038 tmp->stats.exp = 0;
2357 add_friendly_object (tmp); 2039 add_friendly_object (tmp);
2358 tmp->type = GOLEM; 2040 tmp->type = GOLEM;
2359 tmp->set_owner (op); 2041 tmp->set_owner (op);
2042 op->contr->golem = tmp;
2360 set_spell_skill (op, caster, spell, tmp); 2043 set_spell_skill (op, caster, spell, tmp);
2361 op->contr->ranges[range_golem] = tmp;
2362 op->contr->shoottype = range_golem;
2363 2044
2364 /* 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
2365 * removed flag - it should only be set if get_split_object was 2046 * removed flag - it should only be set if weapon->split was
2366 * used above. 2047 * used above.
2367 */ 2048 */
2368 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2049 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2369 weapon->remove (); 2050 weapon->remove ();
2370 insert_ob_in_ob (weapon, tmp); 2051
2371 esrv_send_item (op, weapon); 2052 tmp->insert (weapon);
2053
2372 /* 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,
2373 * 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
2374 * body_info, skills, etc) 2056 * body_info, skills, etc)
2375 */ 2057 */
2376 SET_FLAG (tmp, FLAG_USE_WEAPON); 2058 SET_FLAG (tmp, FLAG_USE_WEAPON);
2402 2084
2403 /* attacktype */ 2085 /* attacktype */
2404 if (!tmp->attacktype) 2086 if (!tmp->attacktype)
2405 tmp->attacktype = AT_PHYSICAL; 2087 tmp->attacktype = AT_PHYSICAL;
2406 2088
2407 mt = NULL;
2408 if (op->materialname != NULL)
2409 mt = name_to_material (op->materialname); 2089 if (materialtype_t *mt = name_to_material (op->materialname))
2410 if (mt != NULL)
2411 { 2090 {
2412 for (i = 0; i < NROFATTACKS; i++) 2091 for (i = 0; i < NROFATTACKS; i++)
2413 tmp->resist[i] = 50 - (mt->save[i] * 5); 2092 tmp->resist[i] = 50 - (mt->save[i] * 5);
2414 a = mt->save[0]; 2093 a = mt->save[0];
2415 } 2094 }
2417 { 2096 {
2418 for (i = 0; i < NROFATTACKS; i++) 2097 for (i = 0; i < NROFATTACKS; i++)
2419 tmp->resist[i] = 5; 2098 tmp->resist[i] = 5;
2420 a = 10; 2099 a = 10;
2421 } 2100 }
2101
2422 /* Set weapon's immunity */ 2102 /* Set weapon's immunity */
2423 tmp->resist[ATNR_CONFUSION] = 100; 2103 tmp->resist[ATNR_CONFUSION] = 100;
2424 tmp->resist[ATNR_POISON] = 100; 2104 tmp->resist[ATNR_POISON] = 100;
2425 tmp->resist[ATNR_SLOW] = 100; 2105 tmp->resist[ATNR_SLOW] = 100;
2426 tmp->resist[ATNR_PARALYZE] = 100; 2106 tmp->resist[ATNR_PARALYZE] = 100;
2432 2112
2433 /* 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 */
2434 2114
2435 if (a > 14) 2115 if (a > 14)
2436 a = 14; 2116 a = 14;
2117
2437 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));
2438 2119
2439 /* Determine golem's speed */ 2120 /* Determine golem's speed */
2440 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)));
2441 2122
2451 tmp->state = weapon->state; 2132 tmp->state = weapon->state;
2452 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2133 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2453 } 2134 }
2454 2135
2455 /* 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. */
2456 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));
2457 2138
2458 tmp->speed_left = -1; 2139 tmp->speed_left = -1;
2459 tmp->direction = dir; 2140 tmp->direction = dir;
2460 2141
2461 m->insert (tmp, x, y, op); 2142 m->insert (tmp, x, y, op);
2465/* cast_daylight() - changes the map darkness level *lower* */ 2146/* cast_daylight() - changes the map darkness level *lower* */
2466 2147
2467/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2148/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2468 * This changes the light level for the entire map. 2149 * This changes the light level for the entire map.
2469 */ 2150 */
2470
2471int 2151int
2472cast_change_map_lightlevel (object *op, object *caster, object *spell) 2152cast_change_map_lightlevel (object *op, object *caster, object *spell)
2473{ 2153{
2474 int success; 2154 int success;
2475 2155
2483 if (spell->stats.dam < 0) 2163 if (spell->stats.dam < 0)
2484 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.");
2485 else 2165 else
2486 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.");
2487 } 2167 }
2168
2488 return success; 2169 return success;
2489} 2170}
2490
2491
2492
2493
2494 2171
2495/* 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.
2496 * 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,
2497 * spell is the spell object itself. 2174 * spell is the spell object itself.
2498 */ 2175 */
2510 2187
2511 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);
2512 2189
2513 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);
2514 2191
2515 new_aura->set_owner (op);
2516 set_spell_skill (op, caster, spell, new_aura); 2192 set_spell_skill (op, caster, spell, new_aura);
2517 new_aura->attacktype = spell->attacktype; 2193 new_aura->attacktype = spell->attacktype;
2518 2194
2519 new_aura->level = caster_level (caster, spell); 2195 new_aura->level = casting_level (caster, spell);
2196
2520 if (refresh) 2197 if (refresh)
2521 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.");
2522 else 2199 else
2523 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
2524 insert_ob_in_ob (new_aura, op); 2202 insert_ob_in_ob (new_aura, op);
2203 new_aura->set_owner (op);
2204
2525 return 1; 2205 return 1;
2526} 2206}
2527
2528 2207
2529/* 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,
2530 * 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
2531 * around him. 2210 * around him.
2532 * Aura parameters: 2211 * Aura parameters:
2533 * duration: duration counter. 2212 * duration: duration counter.
2534 * attacktype: aura's attacktype 2213 * attacktype: aura's attacktype
2535 * other_arch: archetype to drop where we attack 2214 * other_arch: archetype to drop where we attack
2536 */ 2215 */
2537
2538void 2216void
2539move_aura (object *aura) 2217move_aura (object *aura)
2540{ 2218{
2541 int i, mflags;
2542 object *env;
2543 maptile *m;
2544
2545 /* auras belong in inventories */ 2219 /* auras belong in inventories */
2546 env = aura->env; 2220 object *env = aura->env;
2221 object *owner = aura->owner;
2547 2222
2548 /* no matter what we've gotta remove the aura... 2223 /* no matter what we've gotta remove the aura...
2549 * we'll put it back if its time isn't up. 2224 * we'll put it back if its time isn't up.
2550 */ 2225 */
2551 aura->remove (); 2226 aura->remove ();
2556 aura->destroy (); 2231 aura->destroy ();
2557 return; 2232 return;
2558 } 2233 }
2559 2234
2560 /* auras only exist in inventories */ 2235 /* auras only exist in inventories */
2561 if (env == NULL || env->map == NULL) 2236 if (!env || !env->map)
2562 { 2237 {
2563 aura->destroy (); 2238 aura->destroy ();
2564 return; 2239 return;
2565 } 2240 }
2566 2241
2567 /* we need to jump out of the inventory for a bit 2242 /* we need to jump out of the inventory for a bit
2568 * in order to hit the map conveniently. 2243 * in order to hit the map conveniently.
2569 */ 2244 */
2570 aura->insert_at (env, aura); 2245 aura->insert_at (env, aura);
2571 2246
2572 for (i = 1; i < 9; i++) 2247 for (int i = 1; i < 9; i++)
2573 { 2248 {
2574 sint16 nx, ny; 2249 mapxy pos (env);
2250 pos.move (i);
2575 2251
2576 nx = aura->x + freearr_x[i];
2577 ny = aura->y + freearr_y[i];
2578 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2579
2580 /* Consider the movement tyep of the person with the aura as 2252 /* Consider the movement type of the person with the aura as
2581 * 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
2582 * 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.
2583 */ 2255 */
2584 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)))
2585 { 2257 {
2586 hit_map (aura, i, aura->attacktype, 0); 2258 hit_map (aura, i, aura->attacktype, 0);
2587 2259
2588 if (aura->other_arch) 2260 if (aura->other_arch)
2589 m->insert (arch_to_object (aura->other_arch), nx, ny, aura); 2261 pos.insert (arch_to_object (aura->other_arch), aura);
2590 } 2262 }
2591 } 2263 }
2592 2264
2593 /* put the aura back in the player's inventory */ 2265 /* put the aura back in the player's inventory */
2594 aura->remove (); 2266 env->insert (aura);
2595 insert_ob_in_ob (aura, env); 2267 aura->set_owner (owner);
2596} 2268}
2597 2269
2598/* moves the peacemaker spell. 2270/* moves the peacemaker spell.
2599 * op is the piece object. 2271 * op is the piece object.
2600 */ 2272 */
2601
2602void 2273void
2603move_peacemaker (object *op) 2274move_peacemaker (object *op)
2604{ 2275{
2605 object *tmp; 2276 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2606
2607 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2608 { 2277 {
2609 int atk_lev, def_lev; 2278 int atk_lev, def_lev;
2610 object *victim = tmp; 2279 object *victim = tmp->head_ ();
2611 2280
2612 if (tmp->head)
2613 victim = tmp->head;
2614 if (!QUERY_FLAG (victim, FLAG_MONSTER)) 2281 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2615 continue; 2282 continue;
2283
2616 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2284 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2617 continue; 2285 continue;
2286
2618 if (victim->stats.exp == 0) 2287 if (victim->stats.exp == 0)
2619 continue; 2288 continue;
2620 2289
2621 def_lev = MAX (1, victim->level); 2290 def_lev = MAX (1, victim->level);
2622 atk_lev = MAX (1, op->level); 2291 atk_lev = MAX (1, op->level);
2623 2292
2624 if (rndm (0, atk_lev - 1) > def_lev) 2293 if (rndm (0, atk_lev - 1) > def_lev)
2625 { 2294 {
2626 /* make this sucker peaceful. */ 2295 /* make this sucker peaceful. */
2627 2296
2297 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2628 change_exp (op->owner, victim->stats.exp, op->skill, 0); 2298 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2629 victim->stats.exp = 0; 2299 victim->stats.exp = 0;
2630#if 0 2300#if 0
2631 /* No idea why these were all set to zero - if something 2301 /* No idea why these were all set to zero - if something
2632 * makes this creature agressive, he should still do damage. 2302 * makes this creature agressive, he should still do damage.
2639 victim->attack_movement = RANDO2; 2309 victim->attack_movement = RANDO2;
2640 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2310 SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2641 SET_FLAG (victim, FLAG_RUN_AWAY); 2311 SET_FLAG (victim, FLAG_RUN_AWAY);
2642 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2312 SET_FLAG (victim, FLAG_RANDOM_MOVE);
2643 CLEAR_FLAG (victim, FLAG_MONSTER); 2313 CLEAR_FLAG (victim, FLAG_MONSTER);
2314
2644 if (victim->name) 2315 if (victim->name)
2645 {
2646 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);
2647 } 2317 }
2648 }
2649 } 2318 }
2650} 2319}
2651
2652 2320
2653/* This writes a rune that contains the appropriate message. 2321/* This writes a rune that contains the appropriate message.
2654 * There really isn't any adjustments we make. 2322 * There really isn't any adjustments we make.
2655 */ 2323 */
2656
2657int 2324int
2658write_mark (object *op, object *spell, const char *msg) 2325write_mark (object *op, object *spell, const char *msg)
2659{ 2326{
2660 char rune[HUGE_BUF];
2661 object *tmp;
2662
2663 if (!msg || msg[0] == 0) 2327 if (!msg || msg[0] == 0)
2664 { 2328 {
2665 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2329 new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2666 return 0; 2330 return 0;
2667 } 2331 }
2670 { 2334 {
2671 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?");
2672 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);
2673 return 0; 2337 return 0;
2674 } 2338 }
2339
2675 if (!spell->other_arch) 2340 if (!spell->other_arch)
2676 return 0; 2341 return 0;
2342
2677 tmp = arch_to_object (spell->other_arch); 2343 object *tmp = arch_to_object (spell->other_arch);
2678
2679 snprintf (rune, sizeof (rune), "%s\n", msg);
2680 2344
2681 tmp->race = op->name; /*Save the owner of the rune */ 2345 tmp->race = op->name; /*Save the owner of the rune */
2682 tmp->msg = rune; 2346 tmp->msg = msg;
2683 2347
2684 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); 2348 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2349
2685 return 1; 2350 return 1;
2686} 2351}
2352

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