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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.35 by pippijn, Mon Jan 15 21:06:20 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.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
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_all_actives (tmp) 418 for_all_actives (tmp)
424/* earth to dust spell. Basically destroys earthwalls in the area. 425/* earth to dust spell. Basically destroys earthwalls in the area.
425 */ 426 */
426int 427int
427cast_earth_to_dust (object *op, object *caster, object *spell_ob) 428cast_earth_to_dust (object *op, object *caster, object *spell_ob)
428{ 429{
429 object *tmp, *next;
430 int range, i, j, mflags; 430 int range, i, j, mflags;
431 sint16 sx, sy; 431 sint16 sx, sy;
432 maptile *m; 432 maptile *m;
433
434 if (op->type != PLAYER)
435 return 0;
436 433
437 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 434 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
438 435
439 for (i = -range; i <= range; i++) 436 for (i = -range; i <= range; i++)
440 for (j = -range; j <= range; j++) 437 for (j = -range; j <= range; j++)
445 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 442 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
446 443
447 if (mflags & P_OUT_OF_MAP) 444 if (mflags & P_OUT_OF_MAP)
448 continue; 445 continue;
449 446
450 // earth to dust tears down everything that can be teared down 447 // earth to dust tears down everything that can be torn down
451 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)
452 { 449 {
453 next = tmp->above; 450 next = tmp->above;
451
454 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 452 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
455 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 453 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
456 } 454 }
457 } 455 }
458 456
465 if (object *pl = op->in_player ()) 463 if (object *pl = op->in_player ())
466 { 464 {
467 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))
468 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.");
469 else 467 else
470 { 468 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
471 // remove first so we do not call update_stats
472 op->remove ();
473 pl->enter_exit (op);
474 }
475 } 469 }
476 470
477 op->destroy (); 471 op->destroy ();
478} 472}
479 473
495 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.");
496 return 1; 490 return 1;
497 } 491 }
498 492
499 dummy = get_archetype (FORCE_NAME); 493 dummy = get_archetype (FORCE_NAME);
500 if (dummy == NULL) 494
495 if (!dummy)
501 { 496 {
502 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 497 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
503 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); 498 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
504 return 0; 499 return 0;
505 } 500 }
568} 563}
569 564
570int 565int
571perceive_self (object *op) 566perceive_self (object *op)
572{ 567{
573 char *cp = describe_item (op, op), buf[MAX_BUF]; 568 const char *cp = describe_item (op, op);
574 archetype *at = archetype::find (ARCH_DEPLETION); 569 archetype *at = archetype::find (ARCH_DEPLETION);
575 object *tmp;
576 int i;
577 570
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
578 tmp = find_god (determine_god (op)); 579 if (object *god = find_god (determine_god (op)))
579 if (tmp) 580 buf << " - You worship " << &god->name << ".\n";
580 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
581 else 581 else
582 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); 582 buf << " - You worship no god.\n";
583 583
584 tmp = present_arch_in_ob (at, op); 584 object *tmp = present_arch_in_ob (at, op);
585 585
586 if (*cp == '\0' && tmp == NULL) 586 if (*cp == '\0' && !tmp)
587 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 587 buf << " - You feel very mundane. ";
588 else 588 else
589 { 589 {
590 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 590 buf << " - You have: " << cp << ".\n";
591 new_draw_info (NDI_UNIQUE, 0, op, cp); 591
592 if (tmp != NULL) 592 if (tmp)
593 {
594 for (i = 0; i < NUM_STATS; i++) 593 for (int i = 0; i < NUM_STATS; i++)
595 { 594 if (tmp->stats.stat (i) < 0)
596 if (get_attr_value (&tmp->stats, i) < 0) 595 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
597 {
598 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i)));
599 }
600 }
601 }
602 } 596 }
603 597
604 if (is_dragon_pl (op)) 598 if (is_dragon_pl (op))
605 {
606 /* now grab the 'dragon_ability'-force from the player's inventory */ 599 /* now grab the 'dragon_ability'-force from the player's inventory */
607 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 600 for (tmp = op->inv; tmp; tmp = tmp->below)
608 { 601 {
609 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 602 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
610 { 603 {
611 if (tmp->stats.exp == 0) 604 if (tmp->stats.exp == 0)
612 {
613 sprintf (buf, "Your metabolism isn't focused on anything."); 605 buf << " - Your metabolism isn't focused on anything.\n";
614 }
615 else 606 else
616 {
617 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";
618 } 608
619 new_draw_info (NDI_UNIQUE, 0, op, buf);
620 break; 609 break;
621 } 610 }
622 } 611 }
623 }
624 return 1;
625}
626 612
627/* int cast_create_town_portal (object *op, object *caster, int dir) 613 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
628 *
629 * This function cast the spell of town portal for op
630 *
631 * The spell operates in two passes. During the first one a place
632 * is marked as a destination for the portal. During the second one,
633 * 2 portals are created, one in the position the player cast it and
634 * one in the destination place. The portal are synchronized and 2 forces
635 * are inserted in the player to destruct the portal next time player
636 * creates a new portal pair.
637 * This spell has a side effect that it allows people to meet each other
638 * in a permanent, private, appartements by making a town portal from it
639 * to the town or another public place. So, check if the map is unique and if
640 * so return an error
641 *
642 * Code by Tchize (david.delbecq@usa.net)
643 */
644int
645cast_create_town_portal (object *op, object *caster, object *spell, int dir)
646{
647 object *dummy, *force, *old_force;
648 archetype *perm_portal;
649 char portal_name[1024], portal_message[1024];
650 maptile *exitmap;
651 int op_level;
652
653 /* Check to see if the map the player is currently on is a per player unique
654 * map. This can be determined in that per player unique maps have the
655 * full pathname listed.
656 */
657 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
658 {
659 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
660 return 0;
661 }
662
663 /* The first thing to do is to check if we have a marked destination
664 * dummy is used to make a check inventory for the force
665 */
666 dummy = arch_to_object (spell->other_arch);
667 if (dummy == NULL)
668 {
669 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
670 LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name);
671 return 0;
672 }
673
674 force = check_inv_recursive (op, dummy);
675
676 if (force == NULL)
677 {
678 /* Here we know there is no destination marked up.
679 * We have 2 things to do:
680 * 1. Mark the destination in the player inventory.
681 * 2. Let the player know it worked.
682 */
683 dummy->name = op->map->path;
684 EXIT_X (dummy) = op->x;
685 EXIT_Y (dummy) = op->y;
686 insert_ob_in_ob (dummy, op);
687 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.");
688 return 1;
689 }
690
691 dummy->destroy ();
692
693 /* Here we know where the town portal should go to
694 * We should kill any existing portal associated with the player.
695 * Than we should create the 2 portals.
696 * For each of them, we need:
697 * - To create the portal with the name of the player+destination map
698 * - set the owner of the town portal
699 * - To mark the position of the portal in the player's inventory
700 * for easier destruction.
701 *
702 * The mark works has follow:
703 * slaying: Existing town portal
704 * hp, sp : x & y of the associated portal
705 * name : name of the portal
706 * race : map the portal is in
707 */
708
709 /* First step: killing existing town portals */
710 dummy = get_archetype (spell->race);
711 if (dummy == NULL)
712 {
713 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
714 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
715 return 0;
716 }
717
718 perm_portal = archetype::find (spell->slaying);
719
720 /* To kill a town portal, we go trough the player's inventory,
721 * for each marked portal in player's inventory,
722 * -We try load the associated map (if impossible, consider the portal destructed)
723 * -We find any portal in the specified location.
724 * If it has the good name, we destruct it.
725 * -We destruct the force indicating that portal.
726 */
727 while ((old_force = check_inv_recursive (op, dummy)))
728 {
729 exitmap = maptile::find_sync (old_force->race, op->map);
730
731 if (exitmap)
732 {
733 exitmap->load_sync ();
734
735 int exitx = EXIT_X (old_force);
736 int exity = EXIT_Y (old_force);
737
738 for (object *tmp = present_arch (perm_portal, exitmap, exitx, exity); tmp; tmp = tmp->above)
739 {
740 if (tmp->name == old_force->name)
741 {
742 tmp->destroy ();
743 break;
744 }
745 }
746 }
747
748 old_force->destroy ();
749 }
750
751 dummy->destroy ();
752
753 /* Creating the portals.
754 * The very first thing to do is to ensure
755 * access to the destination map.
756 * If we can't, don't fizzle. Simply warn player.
757 * This ensure player pays his mana for the spell
758 * because HE is responsible of forgotting.
759 * 'force' is the destination of the town portal, which we got
760 * from the players inventory above.
761 */
762
763 /* Ensure exit map is loaded */
764 exitmap = maptile::find_sync (force->name);
765
766 /* If we were unable to load (ex. random map deleted), warn player */
767 if (!exitmap)
768 {
769 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
770 force->destroy ();
771 return 1;
772 }
773
774 exitmap->load_sync ();
775
776 op_level = caster_level (caster, spell);
777 if (op_level < 15)
778 snprintf (portal_message, 1024,
779 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
780 &op->name);
781 else if (op_level < 30)
782 snprintf (portal_message, 1024,
783 "\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);
784 else if (op_level < 60)
785 snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
786 else
787 snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",
788 &op->name);
789
790 /* Create a portal in front of player
791 * dummy contain the portal and
792 * force contain the track to kill it later
793 */
794 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
795 dummy = get_archetype (spell->slaying); /*The portal */
796 if (dummy == NULL)
797 {
798 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
799 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
800 return 0;
801 }
802
803 EXIT_PATH (dummy) = force->name;
804 EXIT_X (dummy) = EXIT_X (force);
805 EXIT_Y (dummy) = EXIT_Y (force);
806 dummy->name = dummy->name_pl = portal_name;
807 dummy->msg = portal_message;
808 dummy->race = op->name; /*Save the owner of the portal */
809 cast_create_obj (op, caster, dummy, 0);
810
811 /* Now we need to to create a town portal marker inside the player
812 * object, so on future castings, we can know that he has an active
813 * town portal.
814 */
815 object *tmp = get_archetype (spell->race);
816
817 if (!tmp)
818 {
819 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
820 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
821 return 0;
822 }
823
824 tmp->race = op->map->path;
825 tmp->name = portal_name;
826 EXIT_X (tmp) = dummy->x;
827 EXIT_Y (tmp) = dummy->y;
828 op->insert (tmp);
829
830 /* Create a portal in the destination map
831 * dummy contain the portal and
832 * force the track to kill it later
833 * the 'force' variable still contains the 'reminder' of
834 * where this portal goes to.
835 */
836 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &op->map->path);
837 dummy = get_archetype (spell->slaying); /*The portal */
838 if (dummy == NULL)
839 {
840 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
841 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
842 return 0;
843 }
844
845 EXIT_PATH (dummy) = op->map->path;
846 EXIT_X (dummy) = op->x;
847 EXIT_Y (dummy) = op->y;
848 dummy->name = dummy->name_pl = portal_name;
849 dummy->msg = portal_message;
850 dummy->race = op->name; /*Save the owner of the portal */
851 exitmap->insert (dummy, EXIT_X (force), EXIT_Y (force), op);
852
853 /* Now we create another town portal marker that
854 * points back to the one we just made
855 */
856 tmp = get_archetype (spell->race);
857 if (tmp == NULL)
858 {
859 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
860 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
861 return 0;
862 }
863
864 tmp->race = force->name;
865 tmp->name = portal_name;
866 EXIT_X (tmp) = dummy->x;
867 EXIT_Y (tmp) = dummy->y;
868 insert_ob_in_ob (tmp, op);
869
870 /* Describe the player what happened
871 */
872 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
873 force->destroy ();
874 614
875 return 1; 615 return 1;
876} 616}
877 617
878/* This creates magic walls. Really, it can create most any object, 618/* This creates magic walls. Really, it can create most any object,
966 */ 706 */
967 if (tmp->type != EARTHWALL) //TODO 707 if (tmp->type != EARTHWALL) //TODO
968 tmp->set_owner (op); 708 tmp->set_owner (op);
969 709
970 set_spell_skill (op, caster, spell_ob, tmp); 710 set_spell_skill (op, caster, spell_ob, tmp);
971 tmp->level = caster_level (caster, spell_ob) / 2; 711 tmp->level = casting_level (caster, spell_ob) / 2;
972 712
973 name = tmp->name; 713 name = tmp->name;
974 if (!(tmp = m->insert (tmp, x, y, op))) 714 if (!(tmp = m->insert (tmp, x, y, op)))
975 { 715 {
976 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);
977 return 0; 717 return 0;
978 } 718 }
979 719
980 /* 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 */
981 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 721 if (tmp->other_arch && tmp->other_arch->type == SPELL)
982 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 722 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
983 723
984 /* This code causes the wall to extend some distance in 724 /* This code causes the wall to extend some distance in
985 * each direction, or until an obstruction is encountered. 725 * each direction, or until an obstruction is encountered.
986 * posblocked and negblocked help determine how far the 726 * posblocked and negblocked help determine how far the
1006 { 746 {
1007 object *tmp2 = tmp->clone (); 747 object *tmp2 = tmp->clone ();
1008 m->insert (tmp2, x, y, op); 748 m->insert (tmp2, x, y, op);
1009 749
1010 /* 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 */
1011 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 751 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1012 tmp2->insert (arch_to_object (tmp2->other_arch)); 752 tmp2->insert (arch_to_object (tmp2->other_arch));
1013 753
1014 } 754 }
1015 else 755 else
1016 posblocked = 1; 756 posblocked = 1;
1023 ((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)
1024 { 764 {
1025 object *tmp2 = tmp->clone (); 765 object *tmp2 = tmp->clone ();
1026 m->insert (tmp2, x, y, op); 766 m->insert (tmp2, x, y, op);
1027 767
1028 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 768 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1029 tmp2->insert (arch_to_object (tmp2->other_arch)); 769 tmp2->insert (arch_to_object (tmp2->other_arch));
1030 } 770 }
1031 else 771 else
1032 negblocked = 1; 772 negblocked = 1;
1033 } 773 }
1037 777
1038 return 1; 778 return 1;
1039} 779}
1040 780
1041int 781int
1042dimension_door (object *op, object *caster, object *spob, int dir) 782dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
1043{ 783{
1044 uint32 dist, maxdist; 784 uint32 dist, maxdist;
1045 int mflags; 785 int mflags;
1046 maptile *m; 786 maptile *m;
1047 sint16 sx, sy; 787 sint16 sx, sy;
1058 /* 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
1059 * ever, so put limits in. 799 * ever, so put limits in.
1060 */ 800 */
1061 maxdist = spob->range + SP_level_range_adjust (caster, spob); 801 maxdist = spob->range + SP_level_range_adjust (caster, spob);
1062 802
1063 if (op->contr->count) 803 if (spellparam)
1064 { 804 {
805 int count = atoi (spellparam);
806
1065 if (op->contr->count > maxdist) 807 if (count > maxdist)
1066 { 808 {
1067 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!");
1068 return 0; 810 return 0;
1069 } 811 }
1070 812
1071 for (dist = 0; dist < op->contr->count; dist++) 813 for (dist = 0; dist < count; dist++)
1072 { 814 {
1073 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);
1074 816
1075 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 817 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
1076 break; 818 break;
1077 819
1078 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)))
1079 break; 821 break;
1080 } 822 }
1081 823
1082 if (dist < op->contr->count) 824 if (dist < count)
1083 { 825 {
1084 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");
1085 op->contr->count = 0;
1086 return 0; 827 return 0;
1087 } 828 }
1088
1089 op->contr->count = 0;
1090 829
1091 /* Remove code that puts player on random space on maps. IMO, 830 /* Remove code that puts player on random space on maps. IMO,
1092 * 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,
1093 * 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
1094 * by such squares). Also, there are probably treasure rooms and 833 * by such squares). Also, there are probably treasure rooms and
1149 888
1150 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 */
1151 return 1; 890 return 1;
1152} 891}
1153 892
1154
1155/* cast_heal: Heals something. 893/* cast_heal: Heals something.
1156 * op is the caster. 894 * op is the caster.
1157 * dir is the direction he is casting it in. 895 * dir is the direction he is casting it in.
1158 * spell is the spell object. 896 * spell is the spell object.
1159 */ 897 */
1165 object *poison; 903 object *poison;
1166 int heal = 0, success = 0; 904 int heal = 0, success = 0;
1167 905
1168 tmp = find_target_for_friendly_spell (op, dir); 906 tmp = find_target_for_friendly_spell (op, dir);
1169 907
1170 if (tmp == NULL) 908 if (!tmp)
1171 return 0; 909 return 0;
1172 910
1173 /* Figure out how many hp this spell might cure. 911 /* Figure out how many hp this spell might cure.
1174 * could be zero if this spell heals effects, not damage. 912 * could be zero if this spell heals effects, not damage.
1175 */ 913 */
1178 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;
1179 917
1180 if (heal) 918 if (heal)
1181 { 919 {
1182 if (tmp->stats.hp >= tmp->stats.maxhp) 920 if (tmp->stats.hp >= tmp->stats.maxhp)
1183 {
1184 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.");
1185 }
1186 else 922 else
1187 { 923 {
1188 /* See how many points we actually heal. Instead of messages 924 /* See how many points we actually heal. Instead of messages
1189 * based on type of spell, we instead do messages based 925 * based on type of spell, we instead do messages based
1190 * on amount of damage healed. 926 * on amount of damage healed.
1191 */ 927 */
1192 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 928 if (heal > tmp->stats.maxhp - tmp->stats.hp)
1193 heal = tmp->stats.maxhp - tmp->stats.hp; 929 heal = tmp->stats.maxhp - tmp->stats.hp;
930
1194 tmp->stats.hp += heal; 931 tmp->stats.hp += heal;
1195 932
1196 if (tmp->stats.hp >= tmp->stats.maxhp) 933 if (tmp->stats.hp >= tmp->stats.maxhp)
1197 {
1198 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 934 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1199 }
1200 else if (heal > 50) 935 else if (heal > 50)
1201 {
1202 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); 936 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1203 }
1204 else if (heal > 25) 937 else if (heal > 25)
1205 {
1206 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); 938 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1207 }
1208 else if (heal > 10) 939 else if (heal > 10)
1209 {
1210 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.");
1211 }
1212 else 941 else
1213 {
1214 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.");
1215 } 943
1216 success = 1; 944 success = 1;
1217 } 945 }
1218 } 946 }
947
1219 if (spell->attacktype & AT_DISEASE) 948 if (spell->attacktype & AT_DISEASE)
1220 if (cure_disease (tmp, op)) 949 if (cure_disease (tmp, op, spell))
1221 success = 1; 950 success = 1;
1222 951
1223 if (spell->attacktype & AT_POISON) 952 if (spell->attacktype & AT_POISON)
1224 { 953 {
1225 at = archetype::find ("poisoning"); 954 at = archetype::find ("poisoning");
1229 success = 1; 958 success = 1;
1230 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 959 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1231 poison->stats.food = 1; 960 poison->stats.food = 1;
1232 } 961 }
1233 } 962 }
963
1234 if (spell->attacktype & AT_CONFUSION) 964 if (spell->attacktype & AT_CONFUSION)
1235 { 965 {
1236 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 966 poison = present_in_ob_by_name (FORCE, "confusion", tmp);
1237 if (poison) 967 if (poison)
1238 { 968 {
1239 success = 1; 969 success = 1;
1240 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 970 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1241 poison->duration = 1; 971 poison->duration = 1;
1242 } 972 }
1243 } 973 }
974
1244 if (spell->attacktype & AT_BLIND) 975 if (spell->attacktype & AT_BLIND)
1245 { 976 {
1246 at = archetype::find ("blindness"); 977 at = archetype::find ("blindness");
1247 poison = present_arch_in_ob (at, tmp); 978 poison = present_arch_in_ob (at, tmp);
1248 if (poison) 979 if (poison)
1250 success = 1; 981 success = 1;
1251 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.");
1252 poison->stats.food = 1; 983 poison->stats.food = 1;
1253 } 984 }
1254 } 985 }
986
1255 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) 987 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1256 { 988 {
1257 tmp->stats.sp += spell->last_sp; 989 tmp->stats.sp += spell->last_sp;
1258 if (tmp->stats.sp > tmp->stats.maxsp) 990 if (tmp->stats.sp > tmp->stats.maxsp)
1259 tmp->stats.sp = tmp->stats.maxsp; 991 tmp->stats.sp = tmp->stats.maxsp;
1260 success = 1; 992 success = 1;
1261 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!");
1262 } 994 }
995
1263 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) 996 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1264 { 997 {
1265 tmp->stats.grace += spell->last_grace; 998 tmp->stats.grace += spell->last_grace;
1266 if (tmp->stats.grace > tmp->stats.maxgrace) 999 if (tmp->stats.grace > tmp->stats.maxgrace)
1267 tmp->stats.grace = tmp->stats.maxgrace; 1000 tmp->stats.grace = tmp->stats.maxgrace;
1268 success = 1; 1001 success = 1;
1269 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!");
1270 } 1003 }
1004
1271 if (spell->stats.food && tmp->stats.food < 999) 1005 if (spell->stats.food && tmp->stats.food < 999)
1272 { 1006 {
1273 tmp->stats.food += spell->stats.food; 1007 tmp->stats.food += spell->stats.food;
1008
1274 if (tmp->stats.food > 999) 1009 if (tmp->stats.food > 999)
1275 tmp->stats.food = 999; 1010 tmp->stats.food = 999;
1011
1276 success = 1; 1012 success = 1;
1277 /* 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 */
1278 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");
1279 } 1015 }
1016
1280 return success; 1017 return success;
1281} 1018}
1282
1283 1019
1284/* 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
1285 * 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
1286 * good comments for those. 1022 * good comments for those.
1287 */ 1023 */
1288static const char *const no_gain_msgs[NUM_STATS] = { 1024static const char *const no_gain_msgs[NUM_STATS] = {
1289 "You grow no stronger.", 1025 "You grow no stronger.",
1290 "You grow no more agile.", 1026 "You grow no more agile.",
1291 "You don't feel any healthier.", 1027 "You don't feel any healthier.",
1292 "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."
1293 "You are no easier to look at.", 1031 "You are no easier to look at.",
1294 "no int",
1295 "no pow"
1296}; 1032};
1297 1033
1298int 1034int
1035change_ability_duration (object *spell, object *caster)
1036{
1037 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1038}
1039
1040int
1299cast_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)
1300{ 1042{
1301 object *force = NULL; 1043 object *force = 0;
1302 int i; 1044 int i;
1303 1045
1304 /* 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. */
1305 object *tmp = dir 1047 object *tmp = dir
1306 ? find_target_for_friendly_spell (op, dir) 1048 ? find_target_for_friendly_spell (op, dir)
1307 : op; 1049 : op;
1308 1050
1309 if (!tmp) 1051 if (!tmp)
1310 return 0; 1052 return 0;
1311 1053
1312 /* 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. */
1321 } 1063 }
1322 else if (spell_ob->race && spell_ob->race == tmp2->name) 1064 else if (spell_ob->race && spell_ob->race == tmp2->name)
1323 { 1065 {
1324 if (!silent) 1066 if (!silent)
1325 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
1326 return 0; 1069 return 0;
1327 } 1070 }
1328 } 1071 }
1329 } 1072 }
1330 if (force == NULL) 1073
1074 if (!force)
1331 { 1075 {
1332 force = get_archetype (FORCE_NAME); 1076 force = get_archetype (FORCE_NAME);
1333 force->subtype = FORCE_CHANGE_ABILITY; 1077 force->subtype = FORCE_CHANGE_ABILITY;
1078
1334 if (spell_ob->race) 1079 if (spell_ob->race)
1335 force->name = spell_ob->race; 1080 force->name = spell_ob->race;
1336 else 1081 else
1337 force->name = spell_ob->name; 1082 force->name = spell_ob->name;
1083
1338 force->name_pl = spell_ob->name; 1084 force->name_pl = spell_ob->name;
1339 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.");
1340 1086
1341 } 1087 }
1342 else 1088 else
1343 { 1089 {
1344 int duration; 1090 int duration = change_ability_duration (spell_ob, caster);
1345 1091
1346 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1347 if (duration > force->duration) 1092 if (duration > force->duration)
1348 { 1093 {
1349 force->duration = duration; 1094 force->duration = duration;
1350 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.");
1351 } 1096 }
1352 else 1097 else
1353 {
1354 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.");
1355 } 1099
1356 return 1; 1100 return 1;
1357 } 1101 }
1102
1358 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;
1359 force->speed = 1.0; 1104 force->speed = 1.0;
1360 force->speed_left = -1.0; 1105 force->speed_left = -1.0;
1361 SET_FLAG (force, FLAG_APPLIED); 1106 SET_FLAG (force, FLAG_APPLIED);
1362 1107
1368 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);
1369 if (force->resist[i] > 100) 1114 if (force->resist[i] > 100)
1370 force->resist[i] = 100; 1115 force->resist[i] = 100;
1371 } 1116 }
1372 } 1117 }
1118
1373 if (spell_ob->stats.hp) 1119 if (spell_ob->stats.hp)
1374 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);
1375 1121
1376 if (tmp->type == PLAYER) 1122 if (tmp->type == PLAYER)
1377 { 1123 {
1378 /* Stat adjustment spells */ 1124 /* Stat adjustment spells */
1379 for (i = 0; i < NUM_STATS; i++) 1125 for (i = 0; i < NUM_STATS; i++)
1380 { 1126 {
1381 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; 1127 if (sint8 stat = spell_ob->stats.stat (i))
1382
1383 if (stat)
1384 { 1128 {
1385 sm = 0; 1129 sint8 sm = 0;
1386 for (k = 0; k < stat; k++) 1130 for (sint8 k = 0; k < stat; k++)
1387 sm += rndm (1, 3); 1131 sm += rndm (1, 3);
1388 1132
1389 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) 1133 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1390 { 1134 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1391 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); 1135
1392 if (sm < 0) 1136 force->stats.stat (i) = sm;
1393 sm = 0; 1137
1394 }
1395 set_attr_value (&force->stats, i, sm);
1396 if (!sm) 1138 if (!sm)
1397 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); 1139 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1398 } 1140 }
1399 } 1141 }
1400 } 1142 }
1421 force->attacktype = spell_ob->attacktype; 1163 force->attacktype = spell_ob->attacktype;
1422 1164
1423 insert_ob_in_ob (force, tmp); 1165 insert_ob_in_ob (force, tmp);
1424 change_abil (tmp, force); /* Mostly to display any messages */ 1166 change_abil (tmp, force); /* Mostly to display any messages */
1425 tmp->update_stats (); 1167 tmp->update_stats ();
1168
1426 return 1; 1169 return 1;
1427} 1170}
1428 1171
1429/* 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
1430 * 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
1431 * of the caster. 1174 * of the caster.
1432 */ 1175 */
1433
1434int 1176int
1435cast_bless (object *op, object *caster, object *spell_ob, int dir) 1177cast_bless (object *op, object *caster, object *spell_ob, int dir)
1436{ 1178{
1437 int i; 1179 int i;
1438 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1180 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1439 1181
1440 /* 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. */
1441 if (dir != 0) 1183 if (dir != 0)
1442 { 1184 {
1443 tmp = find_target_for_friendly_spell (op, dir); 1185 tmp = find_target_for_friendly_spell (op, dir);
1186
1187 if (!tmp)
1188 return 0;
1444 } 1189 }
1445 else 1190 else
1446 {
1447 tmp = op; 1191 tmp = op;
1448 }
1449 1192
1450 /* 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. */
1451 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1194 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1452 { 1195 {
1453 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1196 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1454 { 1197 {
1455 if (tmp2->name == spell_ob->name) 1198 if (tmp2->name == spell_ob->name)
1456 { 1199 {
1462 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);
1463 return 0; 1206 return 0;
1464 } 1207 }
1465 } 1208 }
1466 } 1209 }
1210
1467 if (force == NULL) 1211 if (force == NULL)
1468 { 1212 {
1469 force = get_archetype (FORCE_NAME); 1213 force = get_archetype (FORCE_NAME);
1470 force->subtype = FORCE_CHANGE_ABILITY; 1214 force->subtype = FORCE_CHANGE_ABILITY;
1471 if (spell_ob->race) 1215 if (spell_ob->race)
1533 insert_ob_in_ob (force, tmp); 1277 insert_ob_in_ob (force, tmp);
1534 tmp->update_stats (); 1278 tmp->update_stats ();
1535 return 1; 1279 return 1;
1536} 1280}
1537 1281
1538
1539
1540/* Alchemy code by Mark Wedel 1282/* Alchemy code by Mark Wedel
1541 * 1283 *
1542 * This code adds a new spell, called alchemy. Alchemy will turn 1284 * This code adds a new spell, called alchemy. Alchemy will turn
1543 * objects to gold nuggets, the value of the gold nuggets being 1285 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1544 * about 90% of that of the item itself. It uses the value of the
1545 * object before charisma adjustments, because the nuggets themselves
1546 * will be will be adjusted by charisma when sold.
1547 * 1286 *
1548 * 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
1549 * the maximum number of large nuggets you could get. 1288 * itself. It uses the value of the object before charisma adjustments,
1550 * 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
1551 * to the max amount of small nuggets as you could get. 1290 * when sold.
1552 *
1553 * For example, if an item is worth 110 gold, you will get
1554 * 4 large nuggets, and from 0-10 small nuggets.
1555 * 1291 *
1556 * 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
1557 * 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
1558 * alchemied. 1294 * alchemised.
1559 */ 1295 */
1560
1561/* I didn't feel like passing these as arguements to the
1562 * two functions that need them. Real values are put in them
1563 * when the spell is cast, and these are freed when the spell
1564 * is finished.
1565 */
1566static object *small, *large;
1567
1568static void 1296static void
1569alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight) 1297alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1570{ 1298{
1571 uint64 value = query_cost (obj, NULL, F_TRUE); 1299 uint64 value = query_cost (obj, NULL, F_TRUE);
1572 1300
1573 /* Give third price when we alchemy money (This should hopefully 1301 /* Give third price when we alchemy money (this should hopefully
1574 * 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
1575 * the nuggets, alchemy the gold from that, etc. 1303 * the nuggets, alchemy the gold from that, etc.
1576 * Otherwise, give 9 silver on the gold for other objects, 1304 * Otherwise, give 9 silver on the gold for other objects,
1577 * so that it would still be more affordable to haul 1305 * so that it would still be more affordable to haul
1578 * the stuff back to town. 1306 * the stuff back to town.
1579 */ 1307 */
1580
1581 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1308 if (QUERY_FLAG (obj, FLAG_UNPAID))
1582 value = 0; 1309 value = 0;
1583 else if (obj->type == MONEY || obj->type == GEM) 1310 else if (obj->type == MONEY || obj->type == GEM)
1584 value /= 3; 1311 value /= 3;
1585 else 1312 else
1586 value = (value * 9) / 10; 1313 value = value * 9 / 10;
1587 1314
1588 value /= 4; // fix by GHJ, don't understand, pcg
1589
1590 if ((obj->value > 0) && rndm (0, 29)) 1315 if (obj->value > 0 && rndm (0, 29))
1591 { 1316 total_value += value;
1592 int count;
1593 1317
1594 count = value / large->value;
1595 *large_nuggets += count;
1596 value -= (uint64) count *(uint64) large->value;
1597
1598 count = value / small->value;
1599 *small_nuggets += count;
1600 }
1601
1602 /* Turn 25 small nuggets into 1 large nugget. If the value
1603 * of large nuggets is not evenly divisable by the small nugget
1604 * value, take off an extra small_nugget (Assuming small_nuggets!=0)
1605 */
1606 if (*small_nuggets * small->value >= large->value)
1607 {
1608 (*large_nuggets)++;
1609 *small_nuggets -= large->value / small->value;
1610 if (*small_nuggets && large->value % small->value)
1611 (*small_nuggets)--;
1612 }
1613 weight += obj->weight; 1318 total_weight += obj->total_weight ();
1319
1614 obj->destroy (); 1320 obj->destroy ();
1615} 1321}
1616 1322
1617static void
1618update_map (object *op, maptile *m, int small_nuggets, int large_nuggets, int x, int y)
1619{
1620 object *tmp;
1621 int flag = 0;
1622
1623 /* Put any nuggets below the player, but we can only pass this
1624 * flag if we are on the same space as the player
1625 */
1626 if (x == op->x && y == op->y && op->map == m)
1627 flag = INS_BELOW_ORIGINATOR;
1628
1629 if (small_nuggets)
1630 {
1631 tmp = small->clone ();
1632 tmp->nrof = small_nuggets;
1633 m->insert (tmp, x, y, op, flag);
1634 }
1635
1636 if (large_nuggets)
1637 {
1638 tmp = large->clone ();
1639 tmp->nrof = large_nuggets;
1640 m->insert (tmp, x, y, op, flag);
1641 }
1642}
1643
1644int 1323int
1645alchemy (object *op, object *caster, object *spell_ob) 1324alchemy (object *op, object *caster, object *spell_ob)
1646{ 1325{
1647 int x, y, weight = 0, weight_max, large_nuggets, small_nuggets, mflags;
1648 sint16 nx, ny;
1649 object *next, *tmp;
1650 maptile *mp;
1651
1652 if (op->type != PLAYER) 1326 if (op->type != PLAYER)
1653 return 0; 1327 return 0;
1654 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
1655 /* 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
1656 * some, and also prevents people from alcheming every table/chair/clock 1336 * some, and also prevents people from alchemising every table/chair/clock
1657 * in sight 1337 * in sight
1658 */ 1338 */
1659 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);
1660 weight_max *= 1000; 1340 int weight_max = duration * 1000;
1661 small = get_archetype ("smallnugget"), large = get_archetype ("largenugget"); 1341 uint64 value_max = duration * 1000;
1662 1342
1343 int weight = 0;
1344
1663 for (y = op->y - 1; y <= op->y + 1; y++) 1345 for (int y = op->y - 1; y <= op->y + 1; y++)
1664 { 1346 {
1665 for (x = op->x - 1; x <= op->x + 1; x++) 1347 for (int x = op->x - 1; x <= op->x + 1; x++)
1666 { 1348 {
1349 uint64 value = 0;
1350
1667 nx = x; 1351 sint16 nx = x;
1668 ny = y; 1352 sint16 ny = y;
1669 1353
1670 mp = op->map; 1354 maptile *mp = op->map;
1671 1355
1672 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); 1356 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1673 1357
1674 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1358 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1675 continue; 1359 continue;
1676 1360
1677 /* Treat alchemy a little differently - most spell effects 1361 /* Treat alchemy a little differently - most spell effects
1679 * ground level effect. 1363 * ground level effect.
1680 */ 1364 */
1681 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) 1365 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1682 continue; 1366 continue;
1683 1367
1684 small_nuggets = 0; 1368 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1685 large_nuggets = 0;
1686
1687 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = next)
1688 { 1369 {
1689 next = tmp->above; 1370 next = tmp->above;
1371
1690 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1372 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1691 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1373 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1692 { 1374 {
1693
1694 if (tmp->inv) 1375 if (tmp->inv)
1695 { 1376 {
1696 object *next1, *tmp1; 1377 object *next1, *tmp1;
1697 1378
1698 for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1) 1379 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1699 { 1380 {
1700 next1 = tmp1->below; 1381 next1 = tmp1->below;
1701 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1382 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1702 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1383 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1703 alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight); 1384 alchemy_object (tmp1, value, weight);
1704 } 1385 }
1705 } 1386 }
1387
1706 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); 1388 alchemy_object (tmp, value, weight);
1707 1389
1708 if (weight > weight_max) 1390 if (weight > weight_max)
1709 { 1391 break;
1710 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1711 large->destroy ();
1712 small->destroy ();
1713 return 1;
1714 } 1392 }
1715 } /* is alchemable object */
1716 } /* process all objects on this space */
1717
1718 /* Insert all the nuggets at one time. This probably saves time, but
1719 * it also prevents us from alcheming nuggets that were just created
1720 * with this spell.
1721 */ 1393 }
1722 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);
1723 } 1407 }
1724 }
1725 1408
1726 large->destroy (); 1409 if (weight > weight_max)
1727 small->destroy (); 1410 goto bailout;
1728 /* reset this so that if player standing on a big pile of stuff, 1411 }
1729 * it is redrawn properly. 1412 }
1730 */ 1413
1731 op->contr->ns->look_position = 0; 1414bailout:
1732 return 1; 1415 return 1;
1733} 1416}
1734
1735 1417
1736/* This function removes the cursed/damned status on equipped 1418/* This function removes the cursed/damned status on equipped
1737 * items. 1419 * items.
1738 */ 1420 */
1739int 1421int
1740remove_curse (object *op, object *caster, object *spell) 1422remove_curse (object *op, object *caster, object *spell)
1741{ 1423{
1742 object *tmp;
1743 int success = 0, was_one = 0; 1424 int success = 0, was_one = 0;
1744 1425
1745 for (tmp = op->inv; tmp; tmp = tmp->below) 1426 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1746 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1427 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1747 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1428 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1748 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1429 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1749 { 1430 {
1750 was_one++; 1431 was_one++;
1432
1751 if (tmp->level <= caster_level (caster, spell)) 1433 if (tmp->level <= casting_level (caster, spell))
1752 { 1434 {
1753 success++; 1435 success++;
1754 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1436 if (QUERY_FLAG (spell, FLAG_DAMNED))
1755 CLEAR_FLAG (tmp, FLAG_DAMNED); 1437 CLEAR_FLAG (tmp, FLAG_DAMNED);
1756 1438
1757 CLEAR_FLAG (tmp, FLAG_CURSED); 1439 CLEAR_FLAG (tmp, FLAG_CURSED);
1758 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1440 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1759 tmp->value = 0; /* Still can't sell it */ 1441 tmp->value = 0; /* Still can't sell it */
1760 if (op->type == PLAYER) 1442
1443 if (object *pl = tmp->visible_to ())
1761 esrv_send_item (op, tmp); 1444 esrv_update_item (UPD_FLAGS, pl, tmp);
1762 } 1445 }
1763 } 1446 }
1764 1447
1765 if (op->type == PLAYER) 1448 if (op->type == PLAYER)
1766 { 1449 {
1767 if (success) 1450 if (success)
1768 {
1769 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.");
1770 }
1771 else 1452 else
1772 { 1453 {
1773 if (was_one) 1454 if (was_one)
1774 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.");
1775 else 1456 else
1779 1460
1780 return success; 1461 return success;
1781} 1462}
1782 1463
1783/* Identifies objects in the players inventory/on the ground */ 1464/* Identifies objects in the players inventory/on the ground */
1784
1785int 1465int
1786cast_identify (object *op, object *caster, object *spell) 1466cast_identify (object *op, object *caster, object *spell)
1787{ 1467{
1788 object *tmp; 1468 object *tmp;
1789 int success = 0, num_ident; 1469 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1790 1470
1791 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));
1792
1793 if (num_ident < 1)
1794 num_ident = 1;
1795 1472
1796 for (tmp = op->inv; tmp; tmp = tmp->below) 1473 for (tmp = op->inv; tmp; tmp = tmp->below)
1797 { 1474 {
1798 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1475 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1799 { 1476 {
1800 identify (tmp); 1477 identify (tmp);
1801 1478
1802 if (op->type == PLAYER) 1479 if (op->type == PLAYER)
1803 { 1480 {
1804 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));
1805 1482
1806 if (tmp->msg) 1483 if (tmp->msg)
1807 { 1484 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1808 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1809 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1810 }
1811 } 1485 }
1812 1486
1813 num_ident--;
1814 success = 1;
1815 if (!num_ident) 1487 if (!--num_ident)
1816 break; 1488 break;
1817 } 1489 }
1818 } 1490 }
1819 1491
1820 /* 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
1821 * 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
1822 * was not fully used. 1494 * was not fully used.
1823 */ 1495 */
1824 if (num_ident) 1496 if (num_ident)
1825 { 1497 {
1826 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)
1827 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1499 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1828 { 1500 {
1829 identify (tmp); 1501 identify (tmp);
1830 1502
1831 if (op->type == PLAYER) 1503 if (object *pl = tmp->visible_to ())
1832 { 1504 {
1833 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));
1834 1506
1835 if (tmp->msg) 1507 if (tmp->msg)
1836 { 1508 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1837 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1838 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1839 }
1840
1841 esrv_send_item (op, tmp);
1842 } 1509 }
1843 1510
1844 num_ident--;
1845 success = 1;
1846 if (!num_ident) 1511 if (!--num_ident)
1847 break; 1512 break;
1848 } 1513 }
1849 } 1514 }
1850 1515
1851 if (!success) 1516 if (buf.empty ())
1852 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 }
1853 else 1521 else
1522 {
1523 if (op->contr)
1524 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1525
1854 spell_effect (spell, op->x, op->y, op->map, op); 1526 spell_effect (spell, op->x, op->y, op->map, op);
1855 1527 return 1;
1856 return success; 1528 }
1857} 1529}
1858 1530
1859int 1531int
1860cast_detection (object *op, object *caster, object *spell, object *skill) 1532cast_detection (object *op, object *caster, object *spell, object *skill)
1861{ 1533{
1866 1538
1867 /* 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
1868 * doing it over and over again. 1540 * doing it over and over again.
1869 */ 1541 */
1870 god = find_god (determine_god (op)); 1542 god = find_god (determine_god (op));
1871 level = caster_level (caster, spell); 1543 level = casting_level (caster, spell);
1872 range = spell->range + SP_level_range_adjust (caster, spell); 1544 range = spell->range + SP_level_range_adjust (caster, spell);
1873 1545
1874 if (!skill) 1546 if (!skill)
1875 skill = caster; 1547 skill = caster;
1876 1548
1877 for (x = op->x - range; x <= op->x + range; x++) 1549 unordered_mapwalk (op, -range, -range, range, range)
1878 for (y = op->y - range; y <= op->y + range; y++)
1879 { 1550 {
1880 m = op->map;
1881 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1882 if (mflags & P_OUT_OF_MAP)
1883 continue;
1884
1885 /* For most of the detections, we only detect objects above the 1551 /* For most of the detections, we only detect objects above the
1886 * floor. But this is not true for show invisible. 1552 * floor. But this is not true for show invisible.
1887 * Basically, we just go and find the top object and work 1553 * Basically, we just go and find the top object and work
1888 * down - that is easier than working up. 1554 * down - that is easier than working up.
1889 */ 1555 */
1890 1556
1891 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)
1892 last = tmp; 1558 last = tmp;
1893 1559
1894 /* 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
1895 * would happen. 1561 * would happen.
1896 */ 1562 */
1897 if (!last) 1563 if (!last)
1898 continue; 1564 continue;
1899 1565
1900 done_one = 0; 1566 done_one = 0;
1901 floor = 0; 1567 floor = 0;
1902 detect = NULL; 1568 detect = NULL;
1903 for (tmp = last; tmp; tmp = tmp->below) 1569 for (tmp = last; tmp; tmp = tmp->below)
1904 { 1570 {
1905 /* show invisible */ 1571 /* show invisible */
1906 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1572 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1907 /* Might there be other objects that we can make visible? */ 1573 /* Might there be other objects that we can make visible? */
1908 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1574 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER)
1909 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1575 || (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ))
1910 tmp->type == CF_HANDLE || 1576 || tmp->type == CF_HANDLE
1911 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
1912 tmp->type == BUTTON || tmp->type == TELEPORTER || 1581 || tmp->type == TELEPORTER
1582 || tmp->type == GATE
1913 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1583 || tmp->type == LOCKED_DOOR
1914 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN || 1584 || tmp->type == WEAPON
1585 || tmp->type == ALTAR
1586 || tmp->type == SIGN
1915 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1587 || tmp->type == TRIGGER_PEDESTAL
1916 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)))
1917 { 1593 {
1918 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)
1919 { 1595 {
1920 tmp->invisible = 0; 1596 tmp->invisible = 0;
1921 done_one = 1; 1597 done_one = 1;
1922 } 1598 }
1923 } 1599 }
1924 1600
1925 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1601 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1926 floor = 1; 1602 floor = 1;
1927 1603
1928 /* All detections below this point don't descend beneath the floor, 1604 /* All detections below this point don't descend beneath the floor,
1929 * 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
1930 * 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
1931 * 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.
1932 */ 1608 */
1933 if (floor) 1609 if (floor)
1934 continue; 1610 continue;
1935 1611
1936 /* I had thought about making detect magic and detect curse 1612 /* I had thought about making detect magic and detect curse
1937 * 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.
1938 * 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
1939 * difficult to see what object is magical/cursed, so the 1615 * difficult to see what object is magical/cursed, so the
1940 * effect wouldn't be as apparant. 1616 * effect wouldn't be as apparent.
1941 */ 1617 */
1942 1618
1943 /* detect magic */ 1619 /* detect magic */
1944 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && 1620 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1945 !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))
1946 { 1622 {
1947 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1623 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1948 /* make runes more visibile */ 1624 /* make runes more visibile */
1949 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC) 1625 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1950 tmp->stats.Cha /= 4; 1626 tmp->stats.Cha /= 4;
1627
1951 done_one = 1; 1628 done_one = 1;
1952 } 1629 }
1630
1953 /* detect monster */ 1631 /* detect monster */
1954 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))
1955 { 1633 {
1956 done_one = 2; 1634 done_one = 2;
1635
1957 if (!detect) 1636 if (!detect)
1958 detect = tmp; 1637 detect = tmp;
1959 } 1638 }
1639
1960 /* 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
1961 * 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
1962 * race must match. 1642 * race must match.
1963 */ 1643 */
1964 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race && 1644 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1965 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) || 1645 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1966 (strstr (spell->race, tmp->race)))) 1646 spell->race.contains (tmp->race)))
1967 { 1647 {
1968 done_one = 2; 1648 done_one = 2;
1649
1969 if (!detect) 1650 if (!detect)
1970 detect = tmp; 1651 detect = tmp;
1971 } 1652 }
1653
1972 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) &&
1973 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1655 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1974 { 1656 {
1975 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1657 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1976 done_one = 1; 1658 done_one = 1;
1977 } 1659 }
1978 } /* for stack of objects on this space */ 1660 } /* for stack of objects on this space */
1979 1661
1980 /* 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
1981 * where the magic is. 1663 * where the magic is.
1982 */ 1664 */
1983 if (done_one) 1665 if (done_one)
1984 { 1666 {
1985 object *detect_ob = arch_to_object (spell->other_arch); 1667 object *detect_ob = arch_to_object (spell->other_arch);
1986 1668
1987 /* if this is set, we want to copy the face */ 1669 /* if this is set, we want to copy the face */
1988 if (done_one == 2 && detect) 1670 if (done_one == 2 && detect)
1989 { 1671 {
1990 detect_ob->face = detect->face; 1672 detect_ob->face = detect->face;
1991 detect_ob->animation_id = detect->animation_id; 1673 detect_ob->animation_id = detect->animation_id;
1992 detect_ob->anim_speed = detect->anim_speed; 1674 detect_ob->anim_speed = detect->anim_speed;
1993 detect_ob->last_anim = 0; 1675 detect_ob->last_anim = 0;
1994 /* by default, the detect_ob is already animated */ 1676 /* by default, the detect_ob is already animated */
1995 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1677 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
1996 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1678 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
1997 } 1679 }
1998 1680
1999 m->insert (detect_ob, nx, ny, op); 1681 m->insert (detect_ob, nx, ny, op);
2000 } 1682 }
2001 } /* for processing the surrounding spaces */ 1683 } /* for processing the surrounding spaces */
2002 1684
2003 1685
2004 /* 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 */
2005 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))
2006 { 1688 {
2007 done_one = 0; 1689 done_one = 0;
1690
2008 for (tmp = op->inv; tmp; tmp = tmp->below) 1691 for (tmp = op->inv; tmp; tmp = tmp->below)
2009 { 1692 {
2010 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1693 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2011 { 1694 {
2012 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))
2013 { 1696 {
2014 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1697 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
2015 if (op->type == PLAYER) 1698
1699 if (object *pl = tmp->visible_to ())
2016 esrv_send_item (op, tmp); 1700 esrv_update_item (UPD_FLAGS, pl, tmp);
2017 } 1701 }
1702
2018 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) &&
2019 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1704 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
2020 { 1705 {
2021 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1706 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
2022 if (op->type == PLAYER) 1707
1708 if (object *pl = tmp->visible_to ())
2023 esrv_send_item (op, tmp); 1709 esrv_update_item (UPD_FLAGS, pl, tmp);
2024 } 1710 }
2025 } /* if item is not identified */ 1711 } /* if item is not identified */
2026 } /* for the players inventory */ 1712 } /* for the players inventory */
2027 } /* if detect magic/curse and object is a player */ 1713 } /* if detect magic/curse and object is a player */
1714
2028 return 1; 1715 return 1;
2029} 1716}
2030 1717
2031 1718
2032/** 1719/**
2045 1732
2046 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.");
2047 1734
2048 if (victim->stats.sp >= victim->stats.maxsp * 2) 1735 if (victim->stats.sp >= victim->stats.maxsp * 2)
2049 { 1736 {
2050 object *tmp;
2051
2052 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1737 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
2053
2054 /* Explodes a fireball centered at player */
2055 tmp = get_archetype (EXPLODING_FIREBALL);
2056 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
2057 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
2058
2059 tmp->insert_at (victim);
2060 victim->stats.sp = 2 * victim->stats.maxsp; 1738 victim->stats.sp = 2 * victim->stats.maxsp;
1739 create_exploding_ball_at (victim, caster_level);
2061 } 1740 }
2062 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1741 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
2063 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.");
2064 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1743 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2065 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!");
2066 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1745 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2067 { 1746 {
2068 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1747 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2114 } 1793 }
2115 /* give sp */ 1794 /* give sp */
2116 if (spell->stats.dam > 0) 1795 if (spell->stats.dam > 0)
2117 { 1796 {
2118 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);
2119 charge_mana_effect (plyr, caster_level (caster, spell)); 1798 charge_mana_effect (plyr, casting_level (caster, spell));
2120 return 1; 1799 return 1;
2121 } 1800 }
2122 /* suck sp away. Can't suck sp from yourself */ 1801 /* suck sp away. Can't suck sp from yourself */
2123 else if (op != plyr) 1802 else if (op != plyr)
2124 { 1803 {
2136 /* Player doesn't get full credit */ 1815 /* Player doesn't get full credit */
2137 sucked = (sucked * rate) / 100; 1816 sucked = (sucked * rate) / 100;
2138 op->stats.sp += sucked; 1817 op->stats.sp += sucked;
2139 if (sucked > 0) 1818 if (sucked > 0)
2140 { 1819 {
2141 charge_mana_effect (op, caster_level (caster, spell)); 1820 charge_mana_effect (op, casting_level (caster, spell));
2142 } 1821 }
2143 } 1822 }
2144 return 1; 1823 return 1;
2145 } 1824 }
2146 return 0; 1825 return 0;
2188 /* Basically, if the object is magical and not counterspell, 1867 /* Basically, if the object is magical and not counterspell,
2189 * we will more or less remove the object. Don't counterspell 1868 * we will more or less remove the object. Don't counterspell
2190 * monsters either. 1869 * monsters either.
2191 */ 1870 */
2192 1871
2193 if (head->attacktype & AT_MAGIC && 1872 if (head->attacktype & AT_MAGIC
2194 !(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))
2195 head->destroy (); 1876 head->destroy ();
2196 else 1877 else
2197 switch (head->type) 1878 switch (head->type)
2198 { 1879 {
2199 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
2200 if (op->level > head->level) 1886 if (op->level > head->level)
2201 head->destroy (); 1887 head->destroy ();
2202 1888
2203 break; 1889 break;
2204 1890
2215 break; 1901 break;
2216 } 1902 }
2217 } 1903 }
2218} 1904}
2219 1905
2220
2221
2222/* cast_consecrate() - a spell to make an altar your god's */ 1906/* cast_consecrate() - a spell to make an altar your god's */
2223int 1907int
2224cast_consecrate (object *op, object *caster, object *spell) 1908cast_consecrate (object *op, object *caster, object *spell)
2225{ 1909{
2226 char buf[MAX_BUF]; 1910 char buf[MAX_BUF];
2238 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1922 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2239 break; 1923 break;
2240 if (tmp->type == HOLY_ALTAR) 1924 if (tmp->type == HOLY_ALTAR)
2241 { 1925 {
2242 1926
2243 if (tmp->level > caster_level (caster, spell)) 1927 if (tmp->level > casting_level (caster, spell))
2244 { 1928 {
2245 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);
2246 return 0; 1930 return 0;
2247 } 1931 }
2248 else 1932 else
2249 { 1933 {
2250 /* If we got here, we are consecrating an altar */ 1934 /* If we got here, we are consecrating an altar */
2251 sprintf (buf, "Altar of %s", &god->name); 1935 sprintf (buf, "Altar of %s", &god->name);
2252 tmp->name = buf; 1936 tmp->name = buf;
2253 tmp->level = caster_level (caster, spell); 1937 tmp->level = casting_level (caster, spell);
2254 tmp->other_arch = god->arch; 1938 tmp->other_arch = god->arch;
1939
2255 if (op->type == PLAYER) 1940 if (op->type == PLAYER)
2256 esrv_update_item (UPD_NAME, op, tmp); 1941 esrv_update_item (UPD_NAME, op, tmp);
1942
2257 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);
2258 return 1; 1944 return 1;
2259 } 1945 }
2260 } 1946 }
2261 } 1947 }
2271 * 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,
2272 * 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
2273 * 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
2274 * player checks. MSW 2003-01-06 1960 * player checks. MSW 2003-01-06
2275 */ 1961 */
2276
2277int 1962int
2278animate_weapon (object *op, object *caster, object *spell, int dir) 1963animate_weapon (object *op, object *caster, object *spell, int dir)
2279{ 1964{
2280 object *weapon, *tmp; 1965 object *weapon, *tmp;
2281 char buf[MAX_BUF]; 1966 char buf[MAX_BUF];
2282 int a, i; 1967 int a, i;
2283 sint16 x, y; 1968 sint16 x, y;
2284 maptile *m; 1969 maptile *m;
2285 materialtype_t *mt;
2286 1970
2287 if (!spell->other_arch) 1971 if (!spell->other_arch)
2288 { 1972 {
2289 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1973 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2290 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);
2293 /* exit if it's not a player using this spell. */ 1977 /* exit if it's not a player using this spell. */
2294 if (op->type != PLAYER) 1978 if (op->type != PLAYER)
2295 return 0; 1979 return 0;
2296 1980
2297 /* if player already has a golem, abort */ 1981 /* if player already has a golem, abort */
2298 if (op->contr->ranges[range_golem]) 1982 if (object *golem = op->contr->golem)
2299 { 1983 {
2300 control_golem (op->contr->ranges[range_golem], dir); 1984 control_golem (golem, dir);
2301 return 0; 1985 return 0;
2302 } 1986 }
2303 1987
2304 /* if no direction specified, pick one */ 1988 /* if no direction specified, pick one */
2305 if (!dir) 1989 if (!dir)
2306 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);
2307 1991
2308 m = op->map; 1992 m = op->map;
2309 x = op->x + freearr_x[dir]; 1993 x = op->x + freearr_x[dir];
2310 y = op->y + freearr_y[dir]; 1994 y = op->y + freearr_y[dir];
2311 1995
2312 /* if there's no place to put the golem, abort */ 1996 /* if there's no place to put the golem, abort */
2313 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)
2314 ((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))
2315 { 1999 {
2316 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.");
2317 return 0; 2001 return 0;
2318 } 2002 }
2319 2003
2323 if (!weapon) 2007 if (!weapon)
2324 { 2008 {
2325 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!");
2326 return 0; 2010 return 0;
2327 } 2011 }
2012
2328 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2013 if (spell->race && weapon->arch->archname != spell->race)
2329 { 2014 {
2330 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.");
2331 return 0; 2016 return 0;
2332 } 2017 }
2018
2333 if (weapon->type != WEAPON) 2019 if (weapon->type != WEAPON)
2334 { 2020 {
2335 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.");
2336 return 0; 2022 return 0;
2337 } 2023 }
2024
2338 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2025 if (QUERY_FLAG (weapon, FLAG_APPLIED))
2339 { 2026 {
2340 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));
2341 return 0; 2028 return 0;
2342 } 2029 }
2343 2030
2344 if (weapon->nrof > 1) 2031 weapon = weapon->split ();
2345 {
2346 tmp = get_split_ob (weapon, 1);
2347 esrv_send_item (op, weapon);
2348 weapon = tmp;
2349 }
2350 2032
2351 /* create the golem object */ 2033 /* create the golem object */
2352 tmp = arch_to_object (spell->other_arch); 2034 tmp = arch_to_object (spell->other_arch);
2353 2035
2354 /* 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 */
2355 CLEAR_FLAG (tmp, FLAG_MONSTER); 2037 CLEAR_FLAG (tmp, FLAG_MONSTER);
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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