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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.37 by root, Tue Feb 6 03:21:20 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>
62{ 61{
63 object *wand, *tmp; 62 object *wand, *tmp;
64 int ncharges; 63 int ncharges;
65 64
66 wand = find_marked_object (op); 65 wand = find_marked_object (op);
67 if (wand == NULL || wand->type != WAND) 66 if (!wand || wand->type != WAND)
68 { 67 {
69 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.");
70 return 0; 69 return 0;
71 } 70 }
72 if (!(random_roll (0, 3, op, PREFER_HIGH))) 71 if (!(random_roll (0, 3, op, PREFER_HIGH)))
73 { 72 {
74 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));
75 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE); 74 op->play_sound (sound_find ("ob_explode"));
76 esrv_del_item (op->contr, wand->count);
77 wand->destroy (); 75 wand->destroy ();
78 tmp = get_archetype ("fireball"); 76 tmp = get_archetype ("fireball");
79 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;
80 78
81 if (!tmp->stats.dam) 79 if (!tmp->stats.dam)
104 ncharges = 1; 102 ncharges = 1;
105 103
106 wand->stats.food += ncharges; 104 wand->stats.food += ncharges;
107 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));
108 106
109 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE)) 107 if (wand->arch && QUERY_FLAG (wand->arch, FLAG_ANIMATE))
110 { 108 {
111 SET_FLAG (wand, FLAG_ANIMATE); 109 SET_FLAG (wand, FLAG_ANIMATE);
112 wand->set_speed (wand->arch->clone.speed); 110 wand->set_speed (wand->arch->speed);
113 } 111 }
114 112
115 return 1; 113 return 1;
116} 114}
117 115
123 * great a plus, the default is used. 121 * great a plus, the default is used.
124 * 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
125 * 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
126 * create nonnmagic arrows, or even -1, etc... 124 * create nonnmagic arrows, or even -1, etc...
127 */ 125 */
128
129int 126int
130cast_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)
131{ 128{
132 int missile_plus = 0, bonus_plus = 0; 129 int bonus_plus = 0;
133 const char *missile_name; 130 const char *missile_name = "arrow";
134 object *tmp, *missile;
135 131
136 missile_name = "arrow";
137
138 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 132 for (object *tmp = op->inv; tmp; tmp = tmp->below)
139 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) 133 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED))
140 missile_name = tmp->race; 134 missile_name = tmp->race;
141 135
142 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); 136 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
143 137
144 if (archetype::find (missile_name) == NULL) 138 archetype *missile_arch = archetype::find (missile_name);
139
140 if (!missile_arch)
145 { 141 {
146 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);
147 return 0; 143 return 0;
148 } 144 }
149 145
150 missile = get_archetype (missile_name); 146 object *missile = missile_arch->instance ();
151 147
152 if (stringarg) 148 if (spellparam)
153 { 149 {
154 /* If it starts with a letter, presume it is a description */ 150 /* If it starts with a letter, presume it is a description */
155 if (isalpha (*stringarg)) 151 if (isalpha (*spellparam))
156 { 152 {
157 artifact *al = find_artifactlist (missile->type)->items; 153 artifact *al = find_artifactlist (missile->type)->items;
158 154
159 for (; al != NULL; al = al->next) 155 for (; al; al = al->next)
160 if (!strcasecmp (al->item->name, stringarg)) 156 if (!strcasecmp (al->item->name, spellparam))
161 break; 157 break;
162 158
163 if (!al) 159 if (!al)
164 { 160 {
165 missile->destroy (); 161 missile->destroy ();
166 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);
167 return 0; 163 return 0;
168 } 164 }
169 165
170 if (al->item->slaying) 166 if (al->item->slaying)
171 { 167 {
172 missile->destroy (); 168 missile->destroy ();
173 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);
174 return 0; 170 return 0;
175 } 171 }
176 172
177 give_artifact_abilities (missile, al->item); 173 give_artifact_abilities (missile, al->item);
178 /* 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 -
179 * 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
180 * the parsing of having to do both plus and type. 176 * the parsing of having to do both plus and type.
181 */ 177 */
182 bonus_plus = 1 + (al->item->value / 5); 178 bonus_plus = 1 + (al->item->value / 5);
183 missile_plus = 0; 179 missile_plus = 0;
184 } 180 }
185 else if (atoi (stringarg) < missile_plus) 181 else if (atoi (spellparam) < missile_plus)
186 missile_plus = atoi (stringarg); 182 missile_plus = atoi (spellparam);
187 } 183 }
188 184
189 if (missile_plus > 4) 185 missile_plus = clamp (missile_plus, -4, 4);
190 missile_plus = 4;
191 else if (missile_plus < -4)
192 missile_plus = -4;
193 186
194 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 187 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
195 missile->nrof -= 3 * (missile_plus + bonus_plus); 188 missile->nrof -= 3 * (missile_plus + bonus_plus);
196 189
197 if (missile->nrof < 1) 190 if (missile->nrof < 1)
209 return 1; 202 return 1;
210} 203}
211 204
212 205
213/* allows the choice of what sort of food object to make. 206/* allows the choice of what sort of food object to make.
214 * 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*/
215int 208int
216cast_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)
217{ 210{
218 int food_value; 211 int food_value;
219 archetype *at = NULL; 212 archetype *at = NULL;
220 object *new_op; 213 object *new_op;
221 214
222 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);
223 216
224 if (stringarg) 217 if (spellparam)
225 { 218 {
226 at = find_archetype_by_object_type_name (FOOD, stringarg); 219 at = find_archetype_by_object_type_name (FOOD, spellparam);
227 if (at == NULL) 220 if (at == NULL)
228 at = find_archetype_by_object_type_name (DRINK, stringarg); 221 at = find_archetype_by_object_type_name (DRINK, spellparam);
229 if (at == NULL || at->clone.stats.food > food_value) 222 if (at == NULL || at->stats.food > food_value)
230 stringarg = NULL; 223 spellparam = NULL;
231 } 224 }
232 225
233 if (!stringarg) 226 if (!spellparam)
234 { 227 {
235 archetype *at_tmp; 228 archetype *at_tmp;
236 229
237 /* We try to find the archetype with the maximum food value. 230 /* We try to find the archetype with the maximum food value.
238 * This removes the dependancy of hard coded food values in this 231 * This removes the dependancy of hard coded food values in this
240 * 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
241 * to be altered from the donor. 234 * to be altered from the donor.
242 */ 235 */
243 236
244 /* We assume the food items don't have multiple parts */ 237 /* We assume the food items don't have multiple parts */
245 for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next) 238 for_all_archetypes (at_tmp)
246 { 239 {
247 if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK) 240 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
248 { 241 {
249 /* Basically, if the food value is something that is creatable 242 /* Basically, if the food value is something that is creatable
250 * under the limits of the spell and it is higher than 243 * under the limits of the spell and it is higher than
251 * the item we have now, take it instead. 244 * the item we have now, take it instead.
252 */ 245 */
253 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)))
254 at = at_tmp; 251 at = at_tmp;
255 } 252 }
256 } 253 }
257 } 254 }
255
258 /* 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
259 * know 257 * know
260 */ 258 */
261 if (!at) 259 if (!at)
262 { 260 {
263 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.");
264 return 0; 262 return 0;
265 } 263 }
266 264
267 food_value /= at->clone.stats.food; 265 food_value /= at->stats.food;
268 new_op = arch_to_object (at); 266 new_op = arch_to_object (at);
269 new_op->nrof = food_value; 267 new_op->nrof = food_value;
270 268
271 new_op->value = 0; 269 new_op->value = 0;
272 if (new_op->nrof < 1) 270 if (new_op->nrof < 1)
281{ 279{
282 int r, mflags, maxrange; 280 int r, mflags, maxrange;
283 object *tmp; 281 object *tmp;
284 maptile *m; 282 maptile *m;
285 283
286
287 if (!dir) 284 if (!dir)
288 { 285 {
289 examine_monster (op, op); 286 examine_monster (op, op);
290 return 1; 287 return 1;
291 } 288 }
289
292 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 290 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
293 for (r = 1; r < maxrange; r++) 291 for (r = 1; r < maxrange; r++)
294 { 292 {
295 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];
296 294
303 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) 301 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC))
304 { 302 {
305 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 303 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
306 return 0; 304 return 0;
307 } 305 }
306
308 if (mflags & P_IS_ALIVE) 307 if (mflags & P_IS_ALIVE)
309 { 308 {
310 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)
311 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)))
312 { 311 {
313 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 312 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
314 if (tmp->head != NULL) 313 if (tmp->head != NULL)
315 tmp = tmp->head; 314 tmp = tmp->head;
316 examine_monster (op, tmp); 315 examine_monster (op, tmp);
317 return 1; 316 return 1;
318 } 317 }
319 } 318 }
320 } 319 }
320
321 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); 321 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
322 return 1; 322 return 1;
323} 323}
324
325 324
326/* This checks to see if 'pl' is invisible to 'mon'. 325/* This checks to see if 'pl' is invisible to 'mon'.
327 * does race check, undead check, etc 326 * does race check, undead check, etc
328 * Returns TRUE if mon can't see pl, false 327 * Returns TRUE if mon can't see pl, false
329 * otherwise. This doesn't check range, walls, etc. It 328 * otherwise. This doesn't check range, walls, etc. It
331 * pl is invisible. 330 * pl is invisible.
332 */ 331 */
333int 332int
334makes_invisible_to (object *pl, object *mon) 333makes_invisible_to (object *pl, object *mon)
335{ 334{
336
337 if (!pl->invisible) 335 if (!pl->invisible)
338 return 0; 336 return 0;
337
339 if (pl->type == PLAYER) 338 if (pl->type == PLAYER)
340 { 339 {
341 /* If race isn't set, then invisible unless it is undead */ 340 /* If race isn't set, then invisible unless it is undead */
342 if (!pl->contr->invis_race) 341 if (!pl->contr->invis_race)
343 { 342 {
344 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 343 if (QUERY_FLAG (mon, FLAG_UNDEAD))
345 return 0; 344 return 0;
345
346 return 1; 346 return 1;
347 } 347 }
348
348 /* invis_race is set if we get here */ 349 /* invis_race is set if we get here */
349 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 350 if (pl->contr->invis_race == shstr_undead && is_true_undead (mon))
350 return 1; 351 return 1;
352
351 /* No race, can't be invisible to it */ 353 /* No race, can't be invisible to it */
352 if (!mon->race) 354 if (!mon->race)
353 return 0; 355 return 0;
356
354 if (strstr (mon->race, pl->contr->invis_race)) 357 if (mon->race.contains (pl->contr->invis_race))
355 return 1; 358 return 1;
359
356 /* Nothing matched above, return 0 */ 360 /* Nothing matched above, return 0 */
357 return 0; 361 return 0;
358 } 362 }
359 else 363 else
360 { 364 {
373 * normal applies. 377 * normal applies.
374 */ 378 */
375int 379int
376cast_invisible (object *op, object *caster, object *spell_ob) 380cast_invisible (object *op, object *caster, object *spell_ob)
377{ 381{
378 object *tmp;
379
380 if (op->invisible > 1000) 382 if (op->invisible > 1000)
381 { 383 {
382 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");
383 return 0; 385 return 0;
384 } 386 }
400 else 402 else
401 op->contr->tmp_invis = 1; 403 op->contr->tmp_invis = 1;
402 404
403 op->contr->hidden = 0; 405 op->contr->hidden = 0;
404 } 406 }
407
405 if (makes_invisible_to (op, op)) 408 if (makes_invisible_to (op, op))
406 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!");
407 else 410 else
408 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!"); 411 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
409 412
410 update_object (op, UP_OBJ_FACE); 413 update_object (op, UP_OBJ_CHANGE);
411 414
412 /* Only search the active objects - only these should actually do 415 /* Only search the active objects - only these should actually do
413 * harm to the player. 416 * harm to the player.
414 */ 417 */
415 for_all_actives (tmp) 418 for_all_actives (tmp)
422/* earth to dust spell. Basically destroys earthwalls in the area. 425/* earth to dust spell. Basically destroys earthwalls in the area.
423 */ 426 */
424int 427int
425cast_earth_to_dust (object *op, object *caster, object *spell_ob) 428cast_earth_to_dust (object *op, object *caster, object *spell_ob)
426{ 429{
427 object *tmp, *next;
428 int range, i, j, mflags; 430 int range, i, j, mflags;
429 sint16 sx, sy; 431 sint16 sx, sy;
430 maptile *m; 432 maptile *m;
431
432 if (op->type != PLAYER)
433 return 0;
434 433
435 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 434 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
436 435
437 for (i = -range; i <= range; i++) 436 for (i = -range; i <= range; i++)
438 for (j = -range; j <= range; j++) 437 for (j = -range; j <= range; j++)
443 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 442 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
444 443
445 if (mflags & P_OUT_OF_MAP) 444 if (mflags & P_OUT_OF_MAP)
446 continue; 445 continue;
447 446
448 // earth to dust tears down everything that can be teared down 447 // earth to dust tears down everything that can be torn down
449 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next) 448 for (object *next, *tmp = m->at (sx, sy).bot; tmp; tmp = next)
450 { 449 {
451 next = tmp->above; 450 next = tmp->above;
451
452 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 452 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
453 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 453 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
454 } 454 }
455 } 455 }
456 456
463 if (object *pl = op->in_player ()) 463 if (object *pl = op->in_player ())
464 { 464 {
465 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))
466 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.");
467 else 467 else
468 { 468 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
469 // remove first so we do not call update_stats
470 op->remove ();
471 pl->enter_exit (op);
472 }
473 } 469 }
474 470
475 op->destroy (); 471 op->destroy ();
476} 472}
477 473
493 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.");
494 return 1; 490 return 1;
495 } 491 }
496 492
497 dummy = get_archetype (FORCE_NAME); 493 dummy = get_archetype (FORCE_NAME);
498 if (dummy == NULL) 494
495 if (!dummy)
499 { 496 {
500 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 497 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
501 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); 498 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
502 return 0; 499 return 0;
503 } 500 }
566} 563}
567 564
568int 565int
569perceive_self (object *op) 566perceive_self (object *op)
570{ 567{
571 char *cp = describe_item (op, op), buf[MAX_BUF]; 568 const char *cp = describe_item (op, op);
572 archetype *at = archetype::find (ARCH_DEPLETION); 569 archetype *at = archetype::find (ARCH_DEPLETION);
573 object *tmp;
574 int i;
575 570
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
576 tmp = find_god (determine_god (op)); 579 if (object *god = find_god (determine_god (op)))
577 if (tmp) 580 buf << " - You worship " << &god->name << ".\n";
578 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
579 else 581 else
580 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); 582 buf << " - You worship no god.\n";
581 583
582 tmp = present_arch_in_ob (at, op); 584 object *tmp = present_arch_in_ob (at, op);
583 585
584 if (*cp == '\0' && tmp == NULL) 586 if (*cp == '\0' && !tmp)
585 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 587 buf << " - You feel very mundane. ";
586 else 588 else
587 { 589 {
588 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 590 buf << " - You have: " << cp << ".\n";
589 new_draw_info (NDI_UNIQUE, 0, op, cp); 591
590 if (tmp != NULL) 592 if (tmp)
591 {
592 for (i = 0; i < NUM_STATS; i++) 593 for (int i = 0; i < NUM_STATS; i++)
593 { 594 if (tmp->stats.stat (i) < 0)
594 if (get_attr_value (&tmp->stats, i) < 0) 595 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
595 {
596 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i)));
597 }
598 }
599 }
600 } 596 }
601 597
602 if (is_dragon_pl (op)) 598 if (is_dragon_pl (op))
603 {
604 /* now grab the 'dragon_ability'-force from the player's inventory */ 599 /* now grab the 'dragon_ability'-force from the player's inventory */
605 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 600 for (tmp = op->inv; tmp; tmp = tmp->below)
606 { 601 {
607 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 602 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
608 { 603 {
609 if (tmp->stats.exp == 0) 604 if (tmp->stats.exp == 0)
610 sprintf (buf, "Your metabolism isn't focused on anything."); 605 buf << " - Your metabolism isn't focused on anything.\n";
611 else 606 else
612 sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); 607 buf << " - Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
613 608
614 new_draw_info (NDI_UNIQUE, 0, op, buf);
615 break; 609 break;
616 } 610 }
617 } 611 }
618 }
619 612
620 return 1; 613 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
621}
622
623/* int cast_create_town_portal (object *op, object *caster, int dir)
624 *
625 * This function cast the spell of town portal for op
626 *
627 * The spell operates in two passes. During the first one a place
628 * is marked as a destination for the portal. During the second one,
629 * 2 portals are created, one in the position the player cast it and
630 * one in the destination place. The portal are synchronized and 2 forces
631 * are inserted in the player to destruct the portal next time player
632 * creates a new portal pair.
633 * This spell has a side effect that it allows people to meet each other
634 * in a permanent, private, appartements by making a town portal from it
635 * to the town or another public place. So, check if the map is unique and if
636 * so return an error
637 *
638 * Code by Tchize (david.delbecq@usa.net)
639 */
640int
641cast_create_town_portal (object *op, object *caster, object *spell, int dir)
642{
643 object *dummy, *force, *old_force;
644 archetype *perm_portal;
645 char portal_name[1024], portal_message[1024];
646 maptile *exitmap;
647 int op_level;
648
649 /* Check to see if the map the player is currently on is a per player unique
650 * map. This can be determined in that per player unique maps have the
651 * full pathname listed.
652 */
653 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
654 {
655 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
656 return 0;
657 }
658
659 /* The first thing to do is to check if we have a marked destination
660 * dummy is used to make a check inventory for the force
661 */
662 dummy = arch_to_object (spell->other_arch);
663 if (dummy == NULL)
664 {
665 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
666 LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name);
667 return 0;
668 }
669
670 force = check_inv_recursive (op, dummy);
671
672 if (force == NULL)
673 {
674 /* Here we know there is no destination marked up.
675 * We have 2 things to do:
676 * 1. Mark the destination in the player inventory.
677 * 2. Let the player know it worked.
678 */
679 dummy->name = op->map->path;
680 EXIT_X (dummy) = op->x;
681 EXIT_Y (dummy) = op->y;
682 insert_ob_in_ob (dummy, op);
683 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.");
684 return 1;
685 }
686
687 dummy->destroy ();
688
689 /* Here we know where the town portal should go to
690 * We should kill any existing portal associated with the player.
691 * Than we should create the 2 portals.
692 * For each of them, we need:
693 * - To create the portal with the name of the player+destination map
694 * - set the owner of the town portal
695 * - To mark the position of the portal in the player's inventory
696 * for easier destruction.
697 *
698 * The mark works has follow:
699 * slaying: Existing town portal
700 * hp, sp : x & y of the associated portal
701 * name : name of the portal
702 * race : map the portal is in
703 */
704
705 /* First step: killing existing town portals */
706 dummy = get_archetype (spell->race);
707 if (dummy == NULL)
708 {
709 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
710 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
711 return 0;
712 }
713
714 perm_portal = archetype::find (spell->slaying);
715
716 /* To kill a town portal, we go trough the player's inventory,
717 * for each marked portal in player's inventory,
718 * -We try load the associated map (if impossible, consider the portal destructed)
719 * -We find any portal in the specified location.
720 * If it has the good name, we destruct it.
721 * -We destruct the force indicating that portal.
722 */
723 while ((old_force = check_inv_recursive (op, dummy)))
724 {
725 exitmap = maptile::find_sync (old_force->race, op->map);
726
727 if (exitmap)
728 {
729 exitmap->load_sync ();
730
731 int exitx = EXIT_X (old_force);
732 int exity = EXIT_Y (old_force);
733
734 for (object *tmp = present_arch (perm_portal, exitmap, exitx, exity); tmp; tmp = tmp->above)
735 {
736 if (tmp->name == old_force->name)
737 {
738 tmp->destroy ();
739 break;
740 }
741 }
742 }
743
744 old_force->destroy ();
745 }
746
747 dummy->destroy ();
748
749 /* Creating the portals.
750 * The very first thing to do is to ensure
751 * access to the destination map.
752 * If we can't, don't fizzle. Simply warn player.
753 * This ensure player pays his mana for the spell
754 * because HE is responsible of forgotting.
755 * 'force' is the destination of the town portal, which we got
756 * from the players inventory above.
757 */
758
759 /* Ensure exit map is loaded */
760 exitmap = maptile::find_sync (force->name);
761
762 /* If we were unable to load (ex. random map deleted), warn player */
763 if (!exitmap)
764 {
765 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
766 force->destroy ();
767 return 1;
768 }
769
770 exitmap->load_sync ();
771
772 op_level = caster_level (caster, spell);
773 if (op_level < 15)
774 snprintf (portal_message, 1024,
775 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
776 &op->name);
777 else if (op_level < 30)
778 snprintf (portal_message, 1024,
779 "\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);
780 else if (op_level < 60)
781 snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
782 else
783 snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",
784 &op->name);
785
786 /* Create a portal in front of player
787 * dummy contain the portal and
788 * force contain the track to kill it later
789 */
790 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
791 dummy = get_archetype (spell->slaying); /*The portal */
792 if (dummy == NULL)
793 {
794 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
795 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
796 return 0;
797 }
798
799 EXIT_PATH (dummy) = force->name;
800 EXIT_X (dummy) = EXIT_X (force);
801 EXIT_Y (dummy) = EXIT_Y (force);
802 dummy->name = dummy->name_pl = portal_name;
803 dummy->msg = portal_message;
804 dummy->race = op->name; /*Save the owner of the portal */
805 cast_create_obj (op, caster, dummy, 0);
806
807 /* Now we need to to create a town portal marker inside the player
808 * object, so on future castings, we can know that he has an active
809 * town portal.
810 */
811 object *tmp = get_archetype (spell->race);
812
813 if (!tmp)
814 {
815 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
816 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
817 return 0;
818 }
819
820 tmp->race = op->map->path;
821 tmp->name = portal_name;
822 EXIT_X (tmp) = dummy->x;
823 EXIT_Y (tmp) = dummy->y;
824 op->insert (tmp);
825
826 /* Create a portal in the destination map
827 * dummy contain the portal and
828 * force the track to kill it later
829 * the 'force' variable still contains the 'reminder' of
830 * where this portal goes to.
831 */
832 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &op->map->path);
833 dummy = get_archetype (spell->slaying); /*The portal */
834 if (dummy == NULL)
835 {
836 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
837 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
838 return 0;
839 }
840
841 EXIT_PATH (dummy) = op->map->path;
842 EXIT_X (dummy) = op->x;
843 EXIT_Y (dummy) = op->y;
844 dummy->name = dummy->name_pl = portal_name;
845 dummy->msg = portal_message;
846 dummy->race = op->name; /*Save the owner of the portal */
847 exitmap->insert (dummy, EXIT_X (force), EXIT_Y (force), op);
848
849 /* Now we create another town portal marker that
850 * points back to the one we just made
851 */
852 tmp = get_archetype (spell->race);
853 if (tmp == NULL)
854 {
855 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
856 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
857 return 0;
858 }
859
860 tmp->race = force->name;
861 tmp->name = portal_name;
862 EXIT_X (tmp) = dummy->x;
863 EXIT_Y (tmp) = dummy->y;
864 insert_ob_in_ob (tmp, op);
865
866 /* Describe the player what happened
867 */
868 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
869 force->destroy ();
870 614
871 return 1; 615 return 1;
872} 616}
873 617
874/* This creates magic walls. Really, it can create most any object, 618/* This creates magic walls. Really, it can create most any object,
962 */ 706 */
963 if (tmp->type != EARTHWALL) //TODO 707 if (tmp->type != EARTHWALL) //TODO
964 tmp->set_owner (op); 708 tmp->set_owner (op);
965 709
966 set_spell_skill (op, caster, spell_ob, tmp); 710 set_spell_skill (op, caster, spell_ob, tmp);
967 tmp->level = caster_level (caster, spell_ob) / 2; 711 tmp->level = casting_level (caster, spell_ob) / 2;
968 712
969 name = tmp->name; 713 name = tmp->name;
970 if (!(tmp = m->insert (tmp, x, y, op))) 714 if (!(tmp = m->insert (tmp, x, y, op)))
971 { 715 {
972 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);
973 return 0; 717 return 0;
974 } 718 }
975 719
976 /* 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 */
977 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 721 if (tmp->other_arch && tmp->other_arch->type == SPELL)
978 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 722 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
979 723
980 /* This code causes the wall to extend some distance in 724 /* This code causes the wall to extend some distance in
981 * each direction, or until an obstruction is encountered. 725 * each direction, or until an obstruction is encountered.
982 * posblocked and negblocked help determine how far the 726 * posblocked and negblocked help determine how far the
1002 { 746 {
1003 object *tmp2 = tmp->clone (); 747 object *tmp2 = tmp->clone ();
1004 m->insert (tmp2, x, y, op); 748 m->insert (tmp2, x, y, op);
1005 749
1006 /* 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 */
1007 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 751 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1008 tmp2->insert (arch_to_object (tmp2->other_arch)); 752 tmp2->insert (arch_to_object (tmp2->other_arch));
1009 753
1010 } 754 }
1011 else 755 else
1012 posblocked = 1; 756 posblocked = 1;
1019 ((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)
1020 { 764 {
1021 object *tmp2 = tmp->clone (); 765 object *tmp2 = tmp->clone ();
1022 m->insert (tmp2, x, y, op); 766 m->insert (tmp2, x, y, op);
1023 767
1024 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 768 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1025 tmp2->insert (arch_to_object (tmp2->other_arch)); 769 tmp2->insert (arch_to_object (tmp2->other_arch));
1026 } 770 }
1027 else 771 else
1028 negblocked = 1; 772 negblocked = 1;
1029 } 773 }
1033 777
1034 return 1; 778 return 1;
1035} 779}
1036 780
1037int 781int
1038dimension_door (object *op, object *caster, object *spob, int dir) 782dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
1039{ 783{
1040 uint32 dist, maxdist; 784 uint32 dist, maxdist;
1041 int mflags; 785 int mflags;
1042 maptile *m; 786 maptile *m;
1043 sint16 sx, sy; 787 sint16 sx, sy;
1054 /* 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
1055 * ever, so put limits in. 799 * ever, so put limits in.
1056 */ 800 */
1057 maxdist = spob->range + SP_level_range_adjust (caster, spob); 801 maxdist = spob->range + SP_level_range_adjust (caster, spob);
1058 802
1059 if (op->contr->count) 803 if (spellparam)
1060 { 804 {
805 int count = atoi (spellparam);
806
1061 if (op->contr->count > maxdist) 807 if (count > maxdist)
1062 { 808 {
1063 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!");
1064 return 0; 810 return 0;
1065 } 811 }
1066 812
1067 for (dist = 0; dist < op->contr->count; dist++) 813 for (dist = 0; dist < count; dist++)
1068 { 814 {
1069 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);
1070 816
1071 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 817 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
1072 break; 818 break;
1073 819
1074 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)))
1075 break; 821 break;
1076 } 822 }
1077 823
1078 if (dist < op->contr->count) 824 if (dist < count)
1079 { 825 {
1080 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");
1081 op->contr->count = 0;
1082 return 0; 827 return 0;
1083 } 828 }
1084
1085 op->contr->count = 0;
1086 829
1087 /* Remove code that puts player on random space on maps. IMO, 830 /* Remove code that puts player on random space on maps. IMO,
1088 * 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,
1089 * 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
1090 * by such squares). Also, there are probably treasure rooms and 833 * by such squares). Also, there are probably treasure rooms and
1145 888
1146 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 */
1147 return 1; 890 return 1;
1148} 891}
1149 892
1150
1151/* cast_heal: Heals something. 893/* cast_heal: Heals something.
1152 * op is the caster. 894 * op is the caster.
1153 * dir is the direction he is casting it in. 895 * dir is the direction he is casting it in.
1154 * spell is the spell object. 896 * spell is the spell object.
1155 */ 897 */
1161 object *poison; 903 object *poison;
1162 int heal = 0, success = 0; 904 int heal = 0, success = 0;
1163 905
1164 tmp = find_target_for_friendly_spell (op, dir); 906 tmp = find_target_for_friendly_spell (op, dir);
1165 907
1166 if (tmp == NULL) 908 if (!tmp)
1167 return 0; 909 return 0;
1168 910
1169 /* Figure out how many hp this spell might cure. 911 /* Figure out how many hp this spell might cure.
1170 * could be zero if this spell heals effects, not damage. 912 * could be zero if this spell heals effects, not damage.
1171 */ 913 */
1174 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;
1175 917
1176 if (heal) 918 if (heal)
1177 { 919 {
1178 if (tmp->stats.hp >= tmp->stats.maxhp) 920 if (tmp->stats.hp >= tmp->stats.maxhp)
1179 {
1180 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.");
1181 }
1182 else 922 else
1183 { 923 {
1184 /* See how many points we actually heal. Instead of messages 924 /* See how many points we actually heal. Instead of messages
1185 * based on type of spell, we instead do messages based 925 * based on type of spell, we instead do messages based
1186 * on amount of damage healed. 926 * on amount of damage healed.
1187 */ 927 */
1188 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 928 if (heal > tmp->stats.maxhp - tmp->stats.hp)
1189 heal = tmp->stats.maxhp - tmp->stats.hp; 929 heal = tmp->stats.maxhp - tmp->stats.hp;
930
1190 tmp->stats.hp += heal; 931 tmp->stats.hp += heal;
1191 932
1192 if (tmp->stats.hp >= tmp->stats.maxhp) 933 if (tmp->stats.hp >= tmp->stats.maxhp)
1193 {
1194 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 934 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1195 }
1196 else if (heal > 50) 935 else if (heal > 50)
1197 {
1198 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); 936 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1199 }
1200 else if (heal > 25) 937 else if (heal > 25)
1201 {
1202 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); 938 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1203 }
1204 else if (heal > 10) 939 else if (heal > 10)
1205 {
1206 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.");
1207 }
1208 else 941 else
1209 {
1210 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.");
1211 } 943
1212 success = 1; 944 success = 1;
1213 } 945 }
1214 } 946 }
947
1215 if (spell->attacktype & AT_DISEASE) 948 if (spell->attacktype & AT_DISEASE)
1216 if (cure_disease (tmp, op)) 949 if (cure_disease (tmp, op, spell))
1217 success = 1; 950 success = 1;
1218 951
1219 if (spell->attacktype & AT_POISON) 952 if (spell->attacktype & AT_POISON)
1220 { 953 {
1221 at = archetype::find ("poisoning"); 954 at = archetype::find ("poisoning");
1225 success = 1; 958 success = 1;
1226 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 959 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1227 poison->stats.food = 1; 960 poison->stats.food = 1;
1228 } 961 }
1229 } 962 }
963
1230 if (spell->attacktype & AT_CONFUSION) 964 if (spell->attacktype & AT_CONFUSION)
1231 { 965 {
1232 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 966 poison = present_in_ob_by_name (FORCE, "confusion", tmp);
1233 if (poison) 967 if (poison)
1234 { 968 {
1235 success = 1; 969 success = 1;
1236 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 970 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1237 poison->duration = 1; 971 poison->duration = 1;
1238 } 972 }
1239 } 973 }
974
1240 if (spell->attacktype & AT_BLIND) 975 if (spell->attacktype & AT_BLIND)
1241 { 976 {
1242 at = archetype::find ("blindness"); 977 at = archetype::find ("blindness");
1243 poison = present_arch_in_ob (at, tmp); 978 poison = present_arch_in_ob (at, tmp);
1244 if (poison) 979 if (poison)
1246 success = 1; 981 success = 1;
1247 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.");
1248 poison->stats.food = 1; 983 poison->stats.food = 1;
1249 } 984 }
1250 } 985 }
986
1251 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) 987 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1252 { 988 {
1253 tmp->stats.sp += spell->last_sp; 989 tmp->stats.sp += spell->last_sp;
1254 if (tmp->stats.sp > tmp->stats.maxsp) 990 if (tmp->stats.sp > tmp->stats.maxsp)
1255 tmp->stats.sp = tmp->stats.maxsp; 991 tmp->stats.sp = tmp->stats.maxsp;
1256 success = 1; 992 success = 1;
1257 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!");
1258 } 994 }
995
1259 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) 996 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1260 { 997 {
1261 tmp->stats.grace += spell->last_grace; 998 tmp->stats.grace += spell->last_grace;
1262 if (tmp->stats.grace > tmp->stats.maxgrace) 999 if (tmp->stats.grace > tmp->stats.maxgrace)
1263 tmp->stats.grace = tmp->stats.maxgrace; 1000 tmp->stats.grace = tmp->stats.maxgrace;
1264 success = 1; 1001 success = 1;
1265 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!");
1266 } 1003 }
1004
1267 if (spell->stats.food && tmp->stats.food < 999) 1005 if (spell->stats.food && tmp->stats.food < 999)
1268 { 1006 {
1269 tmp->stats.food += spell->stats.food; 1007 tmp->stats.food += spell->stats.food;
1008
1270 if (tmp->stats.food > 999) 1009 if (tmp->stats.food > 999)
1271 tmp->stats.food = 999; 1010 tmp->stats.food = 999;
1011
1272 success = 1; 1012 success = 1;
1273 /* 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 */
1274 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");
1275 } 1015 }
1016
1276 return success; 1017 return success;
1277} 1018}
1278
1279 1019
1280/* 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
1281 * 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
1282 * good comments for those. 1022 * good comments for those.
1283 */ 1023 */
1284static const char *const no_gain_msgs[NUM_STATS] = { 1024static const char *const no_gain_msgs[NUM_STATS] = {
1285 "You grow no stronger.", 1025 "You grow no stronger.",
1286 "You grow no more agile.", 1026 "You grow no more agile.",
1287 "You don't feel any healthier.", 1027 "You don't feel any healthier.",
1288 "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."
1289 "You are no easier to look at.", 1031 "You are no easier to look at.",
1290 "no int",
1291 "no pow"
1292}; 1032};
1293 1033
1294int 1034int
1035change_ability_duration (object *spell, object *caster)
1036{
1037 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1038}
1039
1040int
1295cast_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)
1296{ 1042{
1297 object *force = NULL; 1043 object *force = 0;
1298 int i; 1044 int i;
1299 1045
1300 /* 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. */
1301 object *tmp = dir 1047 object *tmp = dir
1302 ? find_target_for_friendly_spell (op, dir) 1048 ? find_target_for_friendly_spell (op, dir)
1303 : op; 1049 : op;
1304 1050
1305 if (!tmp) 1051 if (!tmp)
1306 return 0; 1052 return 0;
1307 1053
1308 /* 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. */
1317 } 1063 }
1318 else if (spell_ob->race && spell_ob->race == tmp2->name) 1064 else if (spell_ob->race && spell_ob->race == tmp2->name)
1319 { 1065 {
1320 if (!silent) 1066 if (!silent)
1321 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
1322 return 0; 1069 return 0;
1323 } 1070 }
1324 } 1071 }
1325 } 1072 }
1326 if (force == NULL) 1073
1074 if (!force)
1327 { 1075 {
1328 force = get_archetype (FORCE_NAME); 1076 force = get_archetype (FORCE_NAME);
1329 force->subtype = FORCE_CHANGE_ABILITY; 1077 force->subtype = FORCE_CHANGE_ABILITY;
1078
1330 if (spell_ob->race) 1079 if (spell_ob->race)
1331 force->name = spell_ob->race; 1080 force->name = spell_ob->race;
1332 else 1081 else
1333 force->name = spell_ob->name; 1082 force->name = spell_ob->name;
1083
1334 force->name_pl = spell_ob->name; 1084 force->name_pl = spell_ob->name;
1335 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.");
1336 1086
1337 } 1087 }
1338 else 1088 else
1339 { 1089 {
1340 int duration; 1090 int duration = change_ability_duration (spell_ob, caster);
1341 1091
1342 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1343 if (duration > force->duration) 1092 if (duration > force->duration)
1344 { 1093 {
1345 force->duration = duration; 1094 force->duration = duration;
1346 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.");
1347 } 1096 }
1348 else 1097 else
1349 {
1350 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.");
1351 } 1099
1352 return 1; 1100 return 1;
1353 } 1101 }
1102
1354 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;
1355 force->speed = 1.0; 1104 force->speed = 1.0;
1356 force->speed_left = -1.0; 1105 force->speed_left = -1.0;
1357 SET_FLAG (force, FLAG_APPLIED); 1106 SET_FLAG (force, FLAG_APPLIED);
1358 1107
1364 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);
1365 if (force->resist[i] > 100) 1114 if (force->resist[i] > 100)
1366 force->resist[i] = 100; 1115 force->resist[i] = 100;
1367 } 1116 }
1368 } 1117 }
1118
1369 if (spell_ob->stats.hp) 1119 if (spell_ob->stats.hp)
1370 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);
1371 1121
1372 if (tmp->type == PLAYER) 1122 if (tmp->type == PLAYER)
1373 { 1123 {
1374 /* Stat adjustment spells */ 1124 /* Stat adjustment spells */
1375 for (i = 0; i < NUM_STATS; i++) 1125 for (i = 0; i < NUM_STATS; i++)
1376 { 1126 {
1377 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; 1127 if (sint8 stat = spell_ob->stats.stat (i))
1378
1379 if (stat)
1380 { 1128 {
1381 sm = 0; 1129 sint8 sm = 0;
1382 for (k = 0; k < stat; k++) 1130 for (sint8 k = 0; k < stat; k++)
1383 sm += rndm (1, 3); 1131 sm += rndm (1, 3);
1384 1132
1385 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) 1133 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1386 { 1134 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1387 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); 1135
1388 if (sm < 0) 1136 force->stats.stat (i) = sm;
1389 sm = 0; 1137
1390 }
1391 set_attr_value (&force->stats, i, sm);
1392 if (!sm) 1138 if (!sm)
1393 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); 1139 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1394 } 1140 }
1395 } 1141 }
1396 } 1142 }
1417 force->attacktype = spell_ob->attacktype; 1163 force->attacktype = spell_ob->attacktype;
1418 1164
1419 insert_ob_in_ob (force, tmp); 1165 insert_ob_in_ob (force, tmp);
1420 change_abil (tmp, force); /* Mostly to display any messages */ 1166 change_abil (tmp, force); /* Mostly to display any messages */
1421 tmp->update_stats (); 1167 tmp->update_stats ();
1168
1422 return 1; 1169 return 1;
1423} 1170}
1424 1171
1425/* 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
1426 * 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
1427 * of the caster. 1174 * of the caster.
1428 */ 1175 */
1429
1430int 1176int
1431cast_bless (object *op, object *caster, object *spell_ob, int dir) 1177cast_bless (object *op, object *caster, object *spell_ob, int dir)
1432{ 1178{
1433 int i; 1179 int i;
1434 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1180 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1435 1181
1436 /* 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. */
1437 if (dir != 0) 1183 if (dir != 0)
1438 { 1184 {
1439 tmp = find_target_for_friendly_spell (op, dir); 1185 tmp = find_target_for_friendly_spell (op, dir);
1186
1187 if (!tmp)
1188 return 0;
1440 } 1189 }
1441 else 1190 else
1442 {
1443 tmp = op; 1191 tmp = op;
1444 }
1445 1192
1446 /* 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. */
1447 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1194 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1448 { 1195 {
1449 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1196 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1450 { 1197 {
1451 if (tmp2->name == spell_ob->name) 1198 if (tmp2->name == spell_ob->name)
1452 { 1199 {
1458 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);
1459 return 0; 1206 return 0;
1460 } 1207 }
1461 } 1208 }
1462 } 1209 }
1210
1463 if (force == NULL) 1211 if (force == NULL)
1464 { 1212 {
1465 force = get_archetype (FORCE_NAME); 1213 force = get_archetype (FORCE_NAME);
1466 force->subtype = FORCE_CHANGE_ABILITY; 1214 force->subtype = FORCE_CHANGE_ABILITY;
1467 if (spell_ob->race) 1215 if (spell_ob->race)
1529 insert_ob_in_ob (force, tmp); 1277 insert_ob_in_ob (force, tmp);
1530 tmp->update_stats (); 1278 tmp->update_stats ();
1531 return 1; 1279 return 1;
1532} 1280}
1533 1281
1534
1535
1536/* Alchemy code by Mark Wedel 1282/* Alchemy code by Mark Wedel
1537 * 1283 *
1538 * This code adds a new spell, called alchemy. Alchemy will turn 1284 * This code adds a new spell, called alchemy. Alchemy will turn
1539 * objects to gold nuggets, the value of the gold nuggets being 1285 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1540 * about 90% of that of the item itself. It uses the value of the
1541 * object before charisma adjustments, because the nuggets themselves
1542 * will be will be adjusted by charisma when sold.
1543 * 1286 *
1544 * 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
1545 * the maximum number of large nuggets you could get. 1288 * itself. It uses the value of the object before charisma adjustments,
1546 * 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
1547 * to the max amount of small nuggets as you could get. 1290 * when sold.
1548 *
1549 * For example, if an item is worth 110 gold, you will get
1550 * 4 large nuggets, and from 0-10 small nuggets.
1551 * 1291 *
1552 * 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
1553 * 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
1554 * alchemised. 1294 * alchemised.
1555 */ 1295 */
1556
1557/* I didn't feel like passing these as argumeents to the
1558 * two functions that need them. Real values are put in them
1559 * when the spell is cast, and these are freed when the spell
1560 * is finished.
1561 */
1562static object *small, *large;
1563
1564static void 1296static void
1565alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight) 1297alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1566{ 1298{
1567 uint64 value = query_cost (obj, NULL, F_TRUE); 1299 uint64 value = query_cost (obj, NULL, F_TRUE);
1568 1300
1569 /* Give third price when we alchemy money (This should hopefully 1301 /* Give third price when we alchemy money (this should hopefully
1570 * 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
1571 * the nuggets, alchemy the gold from that, etc. 1303 * the nuggets, alchemy the gold from that, etc.
1572 * Otherwise, give 9 silver on the gold for other objects, 1304 * Otherwise, give 9 silver on the gold for other objects,
1573 * so that it would still be more affordable to haul 1305 * so that it would still be more affordable to haul
1574 * the stuff back to town. 1306 * the stuff back to town.
1575 */ 1307 */
1576
1577 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1308 if (QUERY_FLAG (obj, FLAG_UNPAID))
1578 value = 0; 1309 value = 0;
1579 else if (obj->type == MONEY || obj->type == GEM) 1310 else if (obj->type == MONEY || obj->type == GEM)
1580 value /= 3; 1311 value /= 3;
1581 else 1312 else
1582 value = (value * 9) / 10; 1313 value = value * 9 / 10;
1583
1584 value /= 4; // fix by GHJ, don't understand, pcg
1585 1314
1586 if (obj->value > 0 && rndm (0, 29)) 1315 if (obj->value > 0 && rndm (0, 29))
1587 { 1316 total_value += value;
1588 int count;
1589 1317
1590 count = value / large->value;
1591 *large_nuggets += count;
1592 value -= (uint64) count *(uint64) large->value;
1593
1594 count = value / small->value;
1595 *small_nuggets += count;
1596 }
1597
1598 /* Turn 25 small nuggets into 1 large nugget. If the value
1599 * of large nuggets is not evenly divisable by the small nugget
1600 * value, take off an extra small_nugget (Assuming small_nuggets!=0)
1601 */
1602 if (*small_nuggets * small->value >= large->value)
1603 {
1604 (*large_nuggets)++;
1605 *small_nuggets -= large->value / small->value;
1606 if (*small_nuggets && large->value % small->value)
1607 (*small_nuggets)--;
1608 }
1609
1610 weight += obj->weight; 1318 total_weight += obj->total_weight ();
1319
1611 obj->destroy (); 1320 obj->destroy ();
1612} 1321}
1613 1322
1614static void
1615update_map (object *op, maptile *m, int small_nuggets, int large_nuggets, int x, int y)
1616{
1617 object *tmp;
1618 int flag = 0;
1619
1620 /* Put any nuggets below the player, but we can only pass this
1621 * flag if we are on the same space as the player
1622 */
1623 if (x == op->x && y == op->y && op->map == m)
1624 flag = INS_BELOW_ORIGINATOR;
1625
1626 if (small_nuggets)
1627 {
1628 tmp = small->clone ();
1629 tmp->nrof = small_nuggets;
1630 m->insert (tmp, x, y, op, flag);
1631 }
1632
1633 if (large_nuggets)
1634 {
1635 tmp = large->clone ();
1636 tmp->nrof = large_nuggets;
1637 m->insert (tmp, x, y, op, flag);
1638 }
1639}
1640
1641int 1323int
1642alchemy (object *op, object *caster, object *spell_ob) 1324alchemy (object *op, object *caster, object *spell_ob)
1643{ 1325{
1644 int x, y, weight = 0, weight_max, large_nuggets, small_nuggets, mflags;
1645 sint16 nx, ny;
1646 object *next, *tmp;
1647 maptile *mp;
1648
1649 if (op->type != PLAYER) 1326 if (op->type != PLAYER)
1650 return 0; 1327 return 0;
1651 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
1652 /* 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
1653 * some, and also prevents people from alcheming every table/chair/clock 1336 * some, and also prevents people from alchemising every table/chair/clock
1654 * in sight 1337 * in sight
1655 */ 1338 */
1656 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);
1657 weight_max *= 1000; 1340 int weight_max = duration * 1000;
1658 small = get_archetype ("smallnugget"), large = get_archetype ("largenugget"); 1341 uint64 value_max = duration * 1000;
1659 1342
1343 int weight = 0;
1344
1660 for (y = op->y - 1; y <= op->y + 1; y++) 1345 for (int y = op->y - 1; y <= op->y + 1; y++)
1661 { 1346 {
1662 for (x = op->x - 1; x <= op->x + 1; x++) 1347 for (int x = op->x - 1; x <= op->x + 1; x++)
1663 { 1348 {
1349 uint64 value = 0;
1350
1664 nx = x; 1351 sint16 nx = x;
1665 ny = y; 1352 sint16 ny = y;
1666 1353
1667 mp = op->map; 1354 maptile *mp = op->map;
1668 1355
1669 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); 1356 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1670 1357
1671 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1358 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1672 continue; 1359 continue;
1673 1360
1674 /* Treat alchemy a little differently - most spell effects 1361 /* Treat alchemy a little differently - most spell effects
1676 * ground level effect. 1363 * ground level effect.
1677 */ 1364 */
1678 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) 1365 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1679 continue; 1366 continue;
1680 1367
1681 small_nuggets = 0;
1682 large_nuggets = 0;
1683
1684 for (tmp = mp->at (nx, ny).bot; tmp; tmp = next) 1368 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1685 { 1369 {
1686 next = tmp->above; 1370 next = tmp->above;
1687 1371
1688 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1372 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1689 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1373 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1695 for (tmp1 = tmp->inv; tmp1; tmp1 = next1) 1379 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1696 { 1380 {
1697 next1 = tmp1->below; 1381 next1 = tmp1->below;
1698 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1382 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1699 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1383 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1700 alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight); 1384 alchemy_object (tmp1, value, weight);
1701 } 1385 }
1702 } 1386 }
1703 1387
1704 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); 1388 alchemy_object (tmp, value, weight);
1705 1389
1706 if (weight > weight_max) 1390 if (weight > weight_max)
1707 { 1391 break;
1708 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1709 large->destroy ();
1710 small->destroy ();
1711 return 1;
1712 } 1392 }
1713 } /* is alchemable object */
1714 } /* process all objects on this space */
1715
1716 /* Insert all the nuggets at one time. This probably saves time, but
1717 * it also prevents us from alcheming nuggets that were just created
1718 * with this spell.
1719 */ 1393 }
1720 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);
1721 } 1407 }
1722 }
1723 1408
1724 large->destroy (); 1409 if (weight > weight_max)
1725 small->destroy (); 1410 goto bailout;
1726 /* reset this so that if player standing on a big pile of stuff, 1411 }
1727 * it is redrawn properly. 1412 }
1728 */ 1413
1729 op->contr->ns->look_position = 0; 1414bailout:
1730 return 1; 1415 return 1;
1731} 1416}
1732
1733 1417
1734/* This function removes the cursed/damned status on equipped 1418/* This function removes the cursed/damned status on equipped
1735 * items. 1419 * items.
1736 */ 1420 */
1737int 1421int
1738remove_curse (object *op, object *caster, object *spell) 1422remove_curse (object *op, object *caster, object *spell)
1739{ 1423{
1740 object *tmp;
1741 int success = 0, was_one = 0; 1424 int success = 0, was_one = 0;
1742 1425
1743 for (tmp = op->inv; tmp; tmp = tmp->below) 1426 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1744 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1427 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1745 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1428 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1746 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1429 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1747 { 1430 {
1748 was_one++; 1431 was_one++;
1432
1749 if (tmp->level <= caster_level (caster, spell)) 1433 if (tmp->level <= casting_level (caster, spell))
1750 { 1434 {
1751 success++; 1435 success++;
1752 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1436 if (QUERY_FLAG (spell, FLAG_DAMNED))
1753 CLEAR_FLAG (tmp, FLAG_DAMNED); 1437 CLEAR_FLAG (tmp, FLAG_DAMNED);
1754 1438
1755 CLEAR_FLAG (tmp, FLAG_CURSED); 1439 CLEAR_FLAG (tmp, FLAG_CURSED);
1756 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1440 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1757 tmp->value = 0; /* Still can't sell it */ 1441 tmp->value = 0; /* Still can't sell it */
1758 if (op->type == PLAYER) 1442
1443 if (object *pl = tmp->visible_to ())
1759 esrv_send_item (op, tmp); 1444 esrv_update_item (UPD_FLAGS, pl, tmp);
1760 } 1445 }
1761 } 1446 }
1762 1447
1763 if (op->type == PLAYER) 1448 if (op->type == PLAYER)
1764 { 1449 {
1765 if (success) 1450 if (success)
1766 {
1767 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.");
1768 }
1769 else 1452 else
1770 { 1453 {
1771 if (was_one) 1454 if (was_one)
1772 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.");
1773 else 1456 else
1777 1460
1778 return success; 1461 return success;
1779} 1462}
1780 1463
1781/* Identifies objects in the players inventory/on the ground */ 1464/* Identifies objects in the players inventory/on the ground */
1782
1783int 1465int
1784cast_identify (object *op, object *caster, object *spell) 1466cast_identify (object *op, object *caster, object *spell)
1785{ 1467{
1786 object *tmp; 1468 object *tmp;
1787 int success = 0, num_ident; 1469 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1788 1470
1789 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));
1790
1791 if (num_ident < 1)
1792 num_ident = 1;
1793 1472
1794 for (tmp = op->inv; tmp; tmp = tmp->below) 1473 for (tmp = op->inv; tmp; tmp = tmp->below)
1795 { 1474 {
1796 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1475 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1797 { 1476 {
1798 identify (tmp); 1477 identify (tmp);
1799 1478
1800 if (op->type == PLAYER) 1479 if (op->type == PLAYER)
1801 { 1480 {
1802 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));
1803 1482
1804 if (tmp->msg) 1483 if (tmp->msg)
1805 { 1484 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1806 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1807 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1808 }
1809 } 1485 }
1810 1486
1811 num_ident--;
1812 success = 1;
1813 if (!num_ident) 1487 if (!--num_ident)
1814 break; 1488 break;
1815 } 1489 }
1816 } 1490 }
1817 1491
1818 /* 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
1819 * 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
1820 * was not fully used. 1494 * was not fully used.
1821 */ 1495 */
1822 if (num_ident) 1496 if (num_ident)
1823 { 1497 {
1824 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)
1825 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1499 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1826 { 1500 {
1827 identify (tmp); 1501 identify (tmp);
1828 1502
1829 if (op->type == PLAYER) 1503 if (object *pl = tmp->visible_to ())
1830 { 1504 {
1831 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));
1832 1506
1833 if (tmp->msg) 1507 if (tmp->msg)
1834 { 1508 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1835 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1836 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1837 }
1838
1839 esrv_send_item (op, tmp);
1840 } 1509 }
1841 1510
1842 num_ident--;
1843 success = 1;
1844 if (!num_ident) 1511 if (!--num_ident)
1845 break; 1512 break;
1846 } 1513 }
1847 } 1514 }
1848 1515
1849 if (!success) 1516 if (buf.empty ())
1850 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 }
1851 else 1521 else
1522 {
1523 if (op->contr)
1524 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1525
1852 spell_effect (spell, op->x, op->y, op->map, op); 1526 spell_effect (spell, op->x, op->y, op->map, op);
1853 1527 return 1;
1854 return success; 1528 }
1855} 1529}
1856 1530
1857int 1531int
1858cast_detection (object *op, object *caster, object *spell, object *skill) 1532cast_detection (object *op, object *caster, object *spell, object *skill)
1859{ 1533{
1864 1538
1865 /* 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
1866 * doing it over and over again. 1540 * doing it over and over again.
1867 */ 1541 */
1868 god = find_god (determine_god (op)); 1542 god = find_god (determine_god (op));
1869 level = caster_level (caster, spell); 1543 level = casting_level (caster, spell);
1870 range = spell->range + SP_level_range_adjust (caster, spell); 1544 range = spell->range + SP_level_range_adjust (caster, spell);
1871 1545
1872 if (!skill) 1546 if (!skill)
1873 skill = caster; 1547 skill = caster;
1874 1548
1875 for (x = op->x - range; x <= op->x + range; x++) 1549 unordered_mapwalk (op, -range, -range, range, range)
1876 for (y = op->y - range; y <= op->y + range; y++)
1877 { 1550 {
1878 m = op->map;
1879 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1880 if (mflags & P_OUT_OF_MAP)
1881 continue;
1882
1883 /* For most of the detections, we only detect objects above the 1551 /* For most of the detections, we only detect objects above the
1884 * floor. But this is not true for show invisible. 1552 * floor. But this is not true for show invisible.
1885 * Basically, we just go and find the top object and work 1553 * Basically, we just go and find the top object and work
1886 * down - that is easier than working up. 1554 * down - that is easier than working up.
1887 */ 1555 */
1888 1556
1889 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)
1890 last = tmp; 1558 last = tmp;
1891 1559
1892 /* 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
1893 * would happen. 1561 * would happen.
1894 */ 1562 */
1895 if (!last) 1563 if (!last)
1896 continue; 1564 continue;
1897 1565
1898 done_one = 0; 1566 done_one = 0;
1899 floor = 0; 1567 floor = 0;
1900 detect = NULL; 1568 detect = NULL;
1901 for (tmp = last; tmp; tmp = tmp->below) 1569 for (tmp = last; tmp; tmp = tmp->below)
1902 { 1570 {
1903 /* show invisible */ 1571 /* show invisible */
1904 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1572 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1905 /* Might there be other objects that we can make visible? */ 1573 /* Might there be other objects that we can make visible? */
1906 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1574 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER)
1907 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1575 || (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ))
1908 tmp->type == CF_HANDLE || 1576 || tmp->type == CF_HANDLE
1909 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
1910 tmp->type == BUTTON || tmp->type == TELEPORTER || 1581 || tmp->type == TELEPORTER
1582 || tmp->type == GATE
1911 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1583 || tmp->type == LOCKED_DOOR
1912 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN || 1584 || tmp->type == WEAPON
1585 || tmp->type == ALTAR
1586 || tmp->type == SIGN
1913 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1587 || tmp->type == TRIGGER_PEDESTAL
1914 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)))
1915 { 1593 {
1916 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)
1917 { 1595 {
1918 tmp->invisible = 0; 1596 tmp->invisible = 0;
1919 done_one = 1; 1597 done_one = 1;
1920 } 1598 }
1921 } 1599 }
1922 1600
1923 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1601 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1924 floor = 1; 1602 floor = 1;
1925 1603
1926 /* All detections below this point don't descend beneath the floor, 1604 /* All detections below this point don't descend beneath the floor,
1927 * 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
1928 * 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
1929 * 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.
1930 */ 1608 */
1931 if (floor) 1609 if (floor)
1932 continue; 1610 continue;
1933 1611
1934 /* I had thought about making detect magic and detect curse 1612 /* I had thought about making detect magic and detect curse
1935 * 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.
1936 * 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
1937 * difficult to see what object is magical/cursed, so the 1615 * difficult to see what object is magical/cursed, so the
1938 * effect wouldn't be as apparant. 1616 * effect wouldn't be as apparent.
1939 */ 1617 */
1940 1618
1941 /* detect magic */ 1619 /* detect magic */
1942 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && 1620 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1943 !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))
1944 { 1622 {
1945 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1623 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1946 /* make runes more visibile */ 1624 /* make runes more visibile */
1947 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC) 1625 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1948 tmp->stats.Cha /= 4; 1626 tmp->stats.Cha /= 4;
1627
1949 done_one = 1; 1628 done_one = 1;
1950 } 1629 }
1630
1951 /* detect monster */ 1631 /* detect monster */
1952 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))
1953 { 1633 {
1954 done_one = 2; 1634 done_one = 2;
1635
1955 if (!detect) 1636 if (!detect)
1956 detect = tmp; 1637 detect = tmp;
1957 } 1638 }
1639
1958 /* 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
1959 * 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
1960 * race must match. 1642 * race must match.
1961 */ 1643 */
1962 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race && 1644 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1963 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) || 1645 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1964 (strstr (spell->race, tmp->race)))) 1646 spell->race.contains (tmp->race)))
1965 { 1647 {
1966 done_one = 2; 1648 done_one = 2;
1649
1967 if (!detect) 1650 if (!detect)
1968 detect = tmp; 1651 detect = tmp;
1969 } 1652 }
1653
1970 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) &&
1971 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1655 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1972 { 1656 {
1973 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1657 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1974 done_one = 1; 1658 done_one = 1;
1975 } 1659 }
1976 } /* for stack of objects on this space */ 1660 } /* for stack of objects on this space */
1977 1661
1978 /* 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
1979 * where the magic is. 1663 * where the magic is.
1980 */ 1664 */
1981 if (done_one) 1665 if (done_one)
1982 { 1666 {
1983 object *detect_ob = arch_to_object (spell->other_arch); 1667 object *detect_ob = arch_to_object (spell->other_arch);
1984 1668
1985 /* if this is set, we want to copy the face */ 1669 /* if this is set, we want to copy the face */
1986 if (done_one == 2 && detect) 1670 if (done_one == 2 && detect)
1987 { 1671 {
1988 detect_ob->face = detect->face; 1672 detect_ob->face = detect->face;
1989 detect_ob->animation_id = detect->animation_id; 1673 detect_ob->animation_id = detect->animation_id;
1990 detect_ob->anim_speed = detect->anim_speed; 1674 detect_ob->anim_speed = detect->anim_speed;
1991 detect_ob->last_anim = 0; 1675 detect_ob->last_anim = 0;
1992 /* by default, the detect_ob is already animated */ 1676 /* by default, the detect_ob is already animated */
1993 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1677 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
1994 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1678 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
1995 } 1679 }
1996 1680
1997 m->insert (detect_ob, nx, ny, op); 1681 m->insert (detect_ob, nx, ny, op);
1998 } 1682 }
1999 } /* for processing the surrounding spaces */ 1683 } /* for processing the surrounding spaces */
2000 1684
2001 1685
2002 /* 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 */
2003 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))
2004 { 1688 {
2005 done_one = 0; 1689 done_one = 0;
1690
2006 for (tmp = op->inv; tmp; tmp = tmp->below) 1691 for (tmp = op->inv; tmp; tmp = tmp->below)
2007 { 1692 {
2008 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1693 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2009 { 1694 {
2010 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))
2011 { 1696 {
2012 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1697 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
2013 if (op->type == PLAYER) 1698
1699 if (object *pl = tmp->visible_to ())
2014 esrv_send_item (op, tmp); 1700 esrv_update_item (UPD_FLAGS, pl, tmp);
2015 } 1701 }
1702
2016 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) &&
2017 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1704 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
2018 { 1705 {
2019 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1706 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
2020 if (op->type == PLAYER) 1707
1708 if (object *pl = tmp->visible_to ())
2021 esrv_send_item (op, tmp); 1709 esrv_update_item (UPD_FLAGS, pl, tmp);
2022 } 1710 }
2023 } /* if item is not identified */ 1711 } /* if item is not identified */
2024 } /* for the players inventory */ 1712 } /* for the players inventory */
2025 } /* if detect magic/curse and object is a player */ 1713 } /* if detect magic/curse and object is a player */
1714
2026 return 1; 1715 return 1;
2027} 1716}
2028 1717
2029 1718
2030/** 1719/**
2043 1732
2044 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.");
2045 1734
2046 if (victim->stats.sp >= victim->stats.maxsp * 2) 1735 if (victim->stats.sp >= victim->stats.maxsp * 2)
2047 { 1736 {
2048 object *tmp;
2049
2050 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1737 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
2051
2052 /* Explodes a fireball centered at player */
2053 tmp = get_archetype (EXPLODING_FIREBALL);
2054 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
2055 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
2056
2057 tmp->insert_at (victim);
2058 victim->stats.sp = 2 * victim->stats.maxsp; 1738 victim->stats.sp = 2 * victim->stats.maxsp;
1739 create_exploding_ball_at (victim, caster_level);
2059 } 1740 }
2060 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1741 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
2061 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.");
2062 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1743 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2063 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!");
2064 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1745 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2065 { 1746 {
2066 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1747 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2112 } 1793 }
2113 /* give sp */ 1794 /* give sp */
2114 if (spell->stats.dam > 0) 1795 if (spell->stats.dam > 0)
2115 { 1796 {
2116 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);
2117 charge_mana_effect (plyr, caster_level (caster, spell)); 1798 charge_mana_effect (plyr, casting_level (caster, spell));
2118 return 1; 1799 return 1;
2119 } 1800 }
2120 /* suck sp away. Can't suck sp from yourself */ 1801 /* suck sp away. Can't suck sp from yourself */
2121 else if (op != plyr) 1802 else if (op != plyr)
2122 { 1803 {
2134 /* Player doesn't get full credit */ 1815 /* Player doesn't get full credit */
2135 sucked = (sucked * rate) / 100; 1816 sucked = (sucked * rate) / 100;
2136 op->stats.sp += sucked; 1817 op->stats.sp += sucked;
2137 if (sucked > 0) 1818 if (sucked > 0)
2138 { 1819 {
2139 charge_mana_effect (op, caster_level (caster, spell)); 1820 charge_mana_effect (op, casting_level (caster, spell));
2140 } 1821 }
2141 } 1822 }
2142 return 1; 1823 return 1;
2143 } 1824 }
2144 return 0; 1825 return 0;
2186 /* Basically, if the object is magical and not counterspell, 1867 /* Basically, if the object is magical and not counterspell,
2187 * we will more or less remove the object. Don't counterspell 1868 * we will more or less remove the object. Don't counterspell
2188 * monsters either. 1869 * monsters either.
2189 */ 1870 */
2190 1871
2191 if (head->attacktype & AT_MAGIC && 1872 if (head->attacktype & AT_MAGIC
2192 !(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))
2193 head->destroy (); 1876 head->destroy ();
2194 else 1877 else
2195 switch (head->type) 1878 switch (head->type)
2196 { 1879 {
2197 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
2198 if (op->level > head->level) 1886 if (op->level > head->level)
2199 head->destroy (); 1887 head->destroy ();
2200 1888
2201 break; 1889 break;
2202 1890
2213 break; 1901 break;
2214 } 1902 }
2215 } 1903 }
2216} 1904}
2217 1905
2218
2219
2220/* cast_consecrate() - a spell to make an altar your god's */ 1906/* cast_consecrate() - a spell to make an altar your god's */
2221int 1907int
2222cast_consecrate (object *op, object *caster, object *spell) 1908cast_consecrate (object *op, object *caster, object *spell)
2223{ 1909{
2224 char buf[MAX_BUF]; 1910 char buf[MAX_BUF];
2236 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1922 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2237 break; 1923 break;
2238 if (tmp->type == HOLY_ALTAR) 1924 if (tmp->type == HOLY_ALTAR)
2239 { 1925 {
2240 1926
2241 if (tmp->level > caster_level (caster, spell)) 1927 if (tmp->level > casting_level (caster, spell))
2242 { 1928 {
2243 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);
2244 return 0; 1930 return 0;
2245 } 1931 }
2246 else 1932 else
2247 { 1933 {
2248 /* If we got here, we are consecrating an altar */ 1934 /* If we got here, we are consecrating an altar */
2249 sprintf (buf, "Altar of %s", &god->name); 1935 sprintf (buf, "Altar of %s", &god->name);
2250 tmp->name = buf; 1936 tmp->name = buf;
2251 tmp->level = caster_level (caster, spell); 1937 tmp->level = casting_level (caster, spell);
2252 tmp->other_arch = god->arch; 1938 tmp->other_arch = god->arch;
1939
2253 if (op->type == PLAYER) 1940 if (op->type == PLAYER)
2254 esrv_update_item (UPD_NAME, op, tmp); 1941 esrv_update_item (UPD_NAME, op, tmp);
1942
2255 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);
2256 return 1; 1944 return 1;
2257 } 1945 }
2258 } 1946 }
2259 } 1947 }
2269 * 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,
2270 * 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
2271 * 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
2272 * player checks. MSW 2003-01-06 1960 * player checks. MSW 2003-01-06
2273 */ 1961 */
2274
2275int 1962int
2276animate_weapon (object *op, object *caster, object *spell, int dir) 1963animate_weapon (object *op, object *caster, object *spell, int dir)
2277{ 1964{
2278 object *weapon, *tmp; 1965 object *weapon, *tmp;
2279 char buf[MAX_BUF]; 1966 char buf[MAX_BUF];
2280 int a, i; 1967 int a, i;
2281 sint16 x, y; 1968 sint16 x, y;
2282 maptile *m; 1969 maptile *m;
2283 materialtype_t *mt;
2284 1970
2285 if (!spell->other_arch) 1971 if (!spell->other_arch)
2286 { 1972 {
2287 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1973 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2288 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);
2291 /* exit if it's not a player using this spell. */ 1977 /* exit if it's not a player using this spell. */
2292 if (op->type != PLAYER) 1978 if (op->type != PLAYER)
2293 return 0; 1979 return 0;
2294 1980
2295 /* if player already has a golem, abort */ 1981 /* if player already has a golem, abort */
2296 if (op->contr->ranges[range_golem]) 1982 if (object *golem = op->contr->golem)
2297 { 1983 {
2298 control_golem (op->contr->ranges[range_golem], dir); 1984 control_golem (golem, dir);
2299 return 0; 1985 return 0;
2300 } 1986 }
2301 1987
2302 /* if no direction specified, pick one */ 1988 /* if no direction specified, pick one */
2303 if (!dir) 1989 if (!dir)
2304 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);
2305 1991
2306 m = op->map; 1992 m = op->map;
2307 x = op->x + freearr_x[dir]; 1993 x = op->x + freearr_x[dir];
2308 y = op->y + freearr_y[dir]; 1994 y = op->y + freearr_y[dir];
2309 1995
2310 /* if there's no place to put the golem, abort */ 1996 /* if there's no place to put the golem, abort */
2311 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)
2312 ((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))
2313 { 1999 {
2314 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.");
2315 return 0; 2001 return 0;
2316 } 2002 }
2317 2003
2321 if (!weapon) 2007 if (!weapon)
2322 { 2008 {
2323 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!");
2324 return 0; 2010 return 0;
2325 } 2011 }
2012
2326 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2013 if (spell->race && weapon->arch->archname != spell->race)
2327 { 2014 {
2328 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.");
2329 return 0; 2016 return 0;
2330 } 2017 }
2018
2331 if (weapon->type != WEAPON) 2019 if (weapon->type != WEAPON)
2332 { 2020 {
2333 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.");
2334 return 0; 2022 return 0;
2335 } 2023 }
2024
2336 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2025 if (QUERY_FLAG (weapon, FLAG_APPLIED))
2337 { 2026 {
2338 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));
2339 return 0; 2028 return 0;
2340 } 2029 }
2341 2030
2342 if (weapon->nrof > 1) 2031 weapon = weapon->split ();
2343 {
2344 tmp = get_split_ob (weapon, 1);
2345 esrv_send_item (op, weapon);
2346 weapon = tmp;
2347 }
2348 2032
2349 /* create the golem object */ 2033 /* create the golem object */
2350 tmp = arch_to_object (spell->other_arch); 2034 tmp = arch_to_object (spell->other_arch);
2351 2035
2352 /* 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 */
2353 CLEAR_FLAG (tmp, FLAG_MONSTER); 2037 CLEAR_FLAG (tmp, FLAG_MONSTER);
2354 tmp->stats.exp = 0; 2038 tmp->stats.exp = 0;
2355 add_friendly_object (tmp); 2039 add_friendly_object (tmp);
2356 tmp->type = GOLEM; 2040 tmp->type = GOLEM;
2357 tmp->set_owner (op); 2041 tmp->set_owner (op);
2042 op->contr->golem = tmp;
2358 set_spell_skill (op, caster, spell, tmp); 2043 set_spell_skill (op, caster, spell, tmp);
2359 op->contr->ranges[range_golem] = tmp;
2360 op->contr->shoottype = range_golem;
2361 2044
2362 /* 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
2363 * removed flag - it should only be set if get_split_object was 2046 * removed flag - it should only be set if weapon->split was
2364 * used above. 2047 * used above.
2365 */ 2048 */
2366 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2049 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2367 weapon->remove (); 2050 weapon->remove ();
2368 insert_ob_in_ob (weapon, tmp); 2051
2369 esrv_send_item (op, weapon); 2052 tmp->insert (weapon);
2053
2370 /* 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,
2371 * 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
2372 * body_info, skills, etc) 2056 * body_info, skills, etc)
2373 */ 2057 */
2374 SET_FLAG (tmp, FLAG_USE_WEAPON); 2058 SET_FLAG (tmp, FLAG_USE_WEAPON);
2400 2084
2401 /* attacktype */ 2085 /* attacktype */
2402 if (!tmp->attacktype) 2086 if (!tmp->attacktype)
2403 tmp->attacktype = AT_PHYSICAL; 2087 tmp->attacktype = AT_PHYSICAL;
2404 2088
2405 mt = NULL;
2406 if (op->materialname != NULL)
2407 mt = name_to_material (op->materialname); 2089 if (materialtype_t *mt = name_to_material (op->materialname))
2408 if (mt != NULL)
2409 { 2090 {
2410 for (i = 0; i < NROFATTACKS; i++) 2091 for (i = 0; i < NROFATTACKS; i++)
2411 tmp->resist[i] = 50 - (mt->save[i] * 5); 2092 tmp->resist[i] = 50 - (mt->save[i] * 5);
2412 a = mt->save[0]; 2093 a = mt->save[0];
2413 } 2094 }
2415 { 2096 {
2416 for (i = 0; i < NROFATTACKS; i++) 2097 for (i = 0; i < NROFATTACKS; i++)
2417 tmp->resist[i] = 5; 2098 tmp->resist[i] = 5;
2418 a = 10; 2099 a = 10;
2419 } 2100 }
2101
2420 /* Set weapon's immunity */ 2102 /* Set weapon's immunity */
2421 tmp->resist[ATNR_CONFUSION] = 100; 2103 tmp->resist[ATNR_CONFUSION] = 100;
2422 tmp->resist[ATNR_POISON] = 100; 2104 tmp->resist[ATNR_POISON] = 100;
2423 tmp->resist[ATNR_SLOW] = 100; 2105 tmp->resist[ATNR_SLOW] = 100;
2424 tmp->resist[ATNR_PARALYZE] = 100; 2106 tmp->resist[ATNR_PARALYZE] = 100;
2430 2112
2431 /* 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 */
2432 2114
2433 if (a > 14) 2115 if (a > 14)
2434 a = 14; 2116 a = 14;
2117
2435 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));
2436 2119
2437 /* Determine golem's speed */ 2120 /* Determine golem's speed */
2438 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)));
2439 2122
2449 tmp->state = weapon->state; 2132 tmp->state = weapon->state;
2450 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2133 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2451 } 2134 }
2452 2135
2453 /* 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. */
2454 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));
2455 2138
2456 tmp->speed_left = -1; 2139 tmp->speed_left = -1;
2457 tmp->direction = dir; 2140 tmp->direction = dir;
2458 2141
2459 m->insert (tmp, x, y, op); 2142 m->insert (tmp, x, y, op);
2463/* cast_daylight() - changes the map darkness level *lower* */ 2146/* cast_daylight() - changes the map darkness level *lower* */
2464 2147
2465/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2148/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2466 * This changes the light level for the entire map. 2149 * This changes the light level for the entire map.
2467 */ 2150 */
2468
2469int 2151int
2470cast_change_map_lightlevel (object *op, object *caster, object *spell) 2152cast_change_map_lightlevel (object *op, object *caster, object *spell)
2471{ 2153{
2472 int success; 2154 int success;
2473 2155
2481 if (spell->stats.dam < 0) 2163 if (spell->stats.dam < 0)
2482 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.");
2483 else 2165 else
2484 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.");
2485 } 2167 }
2168
2486 return success; 2169 return success;
2487} 2170}
2488
2489
2490
2491
2492 2171
2493/* 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.
2494 * 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,
2495 * spell is the spell object itself. 2174 * spell is the spell object itself.
2496 */ 2175 */
2508 2187
2509 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);
2510 2189
2511 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);
2512 2191
2513 new_aura->set_owner (op);
2514 set_spell_skill (op, caster, spell, new_aura); 2192 set_spell_skill (op, caster, spell, new_aura);
2515 new_aura->attacktype = spell->attacktype; 2193 new_aura->attacktype = spell->attacktype;
2516 2194
2517 new_aura->level = caster_level (caster, spell); 2195 new_aura->level = casting_level (caster, spell);
2196
2518 if (refresh) 2197 if (refresh)
2519 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.");
2520 else 2199 else
2521 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
2522 insert_ob_in_ob (new_aura, op); 2202 insert_ob_in_ob (new_aura, op);
2203 new_aura->set_owner (op);
2204
2523 return 1; 2205 return 1;
2524} 2206}
2525
2526 2207
2527/* 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,
2528 * 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
2529 * around him. 2210 * around him.
2530 * Aura parameters: 2211 * Aura parameters:
2531 * duration: duration counter. 2212 * duration: duration counter.
2532 * attacktype: aura's attacktype 2213 * attacktype: aura's attacktype
2533 * other_arch: archetype to drop where we attack 2214 * other_arch: archetype to drop where we attack
2534 */ 2215 */
2535
2536void 2216void
2537move_aura (object *aura) 2217move_aura (object *aura)
2538{ 2218{
2539 int i, mflags;
2540 object *env;
2541 maptile *m;
2542
2543 /* auras belong in inventories */ 2219 /* auras belong in inventories */
2544 env = aura->env; 2220 object *env = aura->env;
2221 object *owner = aura->owner;
2545 2222
2546 /* no matter what we've gotta remove the aura... 2223 /* no matter what we've gotta remove the aura...
2547 * we'll put it back if its time isn't up. 2224 * we'll put it back if its time isn't up.
2548 */ 2225 */
2549 aura->remove (); 2226 aura->remove ();
2554 aura->destroy (); 2231 aura->destroy ();
2555 return; 2232 return;
2556 } 2233 }
2557 2234
2558 /* auras only exist in inventories */ 2235 /* auras only exist in inventories */
2559 if (env == NULL || env->map == NULL) 2236 if (!env || !env->map)
2560 { 2237 {
2561 aura->destroy (); 2238 aura->destroy ();
2562 return; 2239 return;
2563 } 2240 }
2564 2241
2565 /* we need to jump out of the inventory for a bit 2242 /* we need to jump out of the inventory for a bit
2566 * in order to hit the map conveniently. 2243 * in order to hit the map conveniently.
2567 */ 2244 */
2568 aura->insert_at (env, aura); 2245 aura->insert_at (env, aura);
2569 2246
2570 for (i = 1; i < 9; i++) 2247 for (int i = 1; i < 9; i++)
2571 { 2248 {
2572 sint16 nx, ny; 2249 mapxy pos (env);
2250 pos.move (i);
2573 2251
2574 nx = aura->x + freearr_x[i];
2575 ny = aura->y + freearr_y[i];
2576 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2577
2578 /* Consider the movement tyep of the person with the aura as 2252 /* Consider the movement type of the person with the aura as
2579 * 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
2580 * 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.
2581 */ 2255 */
2582 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)))
2583 { 2257 {
2584 hit_map (aura, i, aura->attacktype, 0); 2258 hit_map (aura, i, aura->attacktype, 0);
2585 2259
2586 if (aura->other_arch) 2260 if (aura->other_arch)
2587 m->insert (arch_to_object (aura->other_arch), nx, ny, aura); 2261 pos.insert (arch_to_object (aura->other_arch), aura);
2588 } 2262 }
2589 } 2263 }
2590 2264
2591 /* put the aura back in the player's inventory */ 2265 /* put the aura back in the player's inventory */
2592 aura->remove (); 2266 env->insert (aura);
2593 insert_ob_in_ob (aura, env); 2267 aura->set_owner (owner);
2594} 2268}
2595 2269
2596/* moves the peacemaker spell. 2270/* moves the peacemaker spell.
2597 * op is the piece object. 2271 * op is the piece object.
2598 */ 2272 */
2599
2600void 2273void
2601move_peacemaker (object *op) 2274move_peacemaker (object *op)
2602{ 2275{
2603 object *tmp; 2276 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2604
2605 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2606 { 2277 {
2607 int atk_lev, def_lev; 2278 int atk_lev, def_lev;
2608 object *victim = tmp; 2279 object *victim = tmp->head_ ();
2609 2280
2610 if (tmp->head)
2611 victim = tmp->head;
2612 if (!QUERY_FLAG (victim, FLAG_MONSTER)) 2281 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2613 continue; 2282 continue;
2283
2614 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2284 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2615 continue; 2285 continue;
2286
2616 if (victim->stats.exp == 0) 2287 if (victim->stats.exp == 0)
2617 continue; 2288 continue;
2618 2289
2619 def_lev = MAX (1, victim->level); 2290 def_lev = MAX (1, victim->level);
2620 atk_lev = MAX (1, op->level); 2291 atk_lev = MAX (1, op->level);
2621 2292
2622 if (rndm (0, atk_lev - 1) > def_lev) 2293 if (rndm (0, atk_lev - 1) > def_lev)
2623 { 2294 {
2624 /* make this sucker peaceful. */ 2295 /* make this sucker peaceful. */
2625 2296
2297 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2626 change_exp (op->owner, victim->stats.exp, op->skill, 0); 2298 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2627 victim->stats.exp = 0; 2299 victim->stats.exp = 0;
2628#if 0 2300#if 0
2629 /* No idea why these were all set to zero - if something 2301 /* No idea why these were all set to zero - if something
2630 * makes this creature agressive, he should still do damage. 2302 * makes this creature agressive, he should still do damage.
2637 victim->attack_movement = RANDO2; 2309 victim->attack_movement = RANDO2;
2638 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2310 SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2639 SET_FLAG (victim, FLAG_RUN_AWAY); 2311 SET_FLAG (victim, FLAG_RUN_AWAY);
2640 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2312 SET_FLAG (victim, FLAG_RANDOM_MOVE);
2641 CLEAR_FLAG (victim, FLAG_MONSTER); 2313 CLEAR_FLAG (victim, FLAG_MONSTER);
2314
2642 if (victim->name) 2315 if (victim->name)
2643 {
2644 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);
2645 } 2317 }
2646 }
2647 } 2318 }
2648} 2319}
2649
2650 2320
2651/* This writes a rune that contains the appropriate message. 2321/* This writes a rune that contains the appropriate message.
2652 * There really isn't any adjustments we make. 2322 * There really isn't any adjustments we make.
2653 */ 2323 */
2654
2655int 2324int
2656write_mark (object *op, object *spell, const char *msg) 2325write_mark (object *op, object *spell, const char *msg)
2657{ 2326{
2658 char rune[HUGE_BUF];
2659 object *tmp;
2660
2661 if (!msg || msg[0] == 0) 2327 if (!msg || msg[0] == 0)
2662 { 2328 {
2663 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2329 new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2664 return 0; 2330 return 0;
2665 } 2331 }
2668 { 2334 {
2669 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?");
2670 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);
2671 return 0; 2337 return 0;
2672 } 2338 }
2339
2673 if (!spell->other_arch) 2340 if (!spell->other_arch)
2674 return 0; 2341 return 0;
2342
2675 tmp = arch_to_object (spell->other_arch); 2343 object *tmp = arch_to_object (spell->other_arch);
2676
2677 snprintf (rune, sizeof (rune), "%s\n", msg);
2678 2344
2679 tmp->race = op->name; /*Save the owner of the rune */ 2345 tmp->race = op->name; /*Save the owner of the rune */
2680 tmp->msg = rune; 2346 tmp->msg = msg;
2681 2347
2682 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); 2348 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2349
2683 return 1; 2350 return 1;
2684} 2351}
2352

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