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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.26 by root, Tue Dec 26 08:55:00 2006 UTC vs.
Revision 1.115 by root, Sun Nov 29 09:41:28 2009 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <object.h> 26#include <object.h>
26#include <living.h> 27#include <living.h>
27#ifndef __CEXTRACT__
28# include <sproto.h> 28#include <sproto.h>
29#endif
30#include <spells.h> 29#include <spells.h>
31#include <sounds.h> 30#include <sounds.h>
32 31
33/* cast_magic_storm: This is really used mostly for spell 32/* cast_magic_storm: This is really used mostly for spell
34 * fumbles at the like. tmp is the object to propogate. 33 * fumbles at the like. tmp is the object to propogate.
37void 36void
38cast_magic_storm (object *op, object *tmp, int lvl) 37cast_magic_storm (object *op, object *tmp, int lvl)
39{ 38{
40 if (!tmp) 39 if (!tmp)
41 return; /* error */ 40 return; /* error */
41
42 tmp->level = op->level; 42 tmp->level = op->level;
43 tmp->x = op->x;
44 tmp->y = op->y;
45 tmp->range += lvl / 5; /* increase the area of destruction */ 43 tmp->range += lvl / 5; /* increase the area of destruction */
46 tmp->duration += lvl / 5; 44 tmp->duration += lvl / 5;
47 45
48 /* Put a cap on duration for this - if the player fails in their 46 /* Put a cap on duration for this - if the player fails in their
49 * apartment, don't want it to go on so long that it kills them 47 * apartment, don't want it to go on so long that it kills them
50 * multiple times. Also, damge already increases with level, 48 * multiple times. Also, damge already increases with level,
51 * so don't really need to increase the duration as much either. 49 * so don't really need to increase the duration as much either.
52 */ 50 */
53 if (tmp->duration >= 40) 51 if (tmp->duration >= 40)
54 tmp->duration = 40; 52 tmp->duration = 40;
53
55 tmp->stats.dam = lvl; /* nasty recoils! */ 54 tmp->stats.dam = lvl; /* nasty recoils! */
56 tmp->stats.maxhp = tmp->count; /* tract single parent */ 55 tmp->stats.maxhp = tmp->count; /* tract single parent */
57 insert_ob_in_map (tmp, op->map, op, 0);
58 56
57 tmp->insert_at (op, op);
59} 58}
60
61 59
62int 60int
63recharge (object *op, object *caster, object *spell_ob) 61recharge (object *op, object *caster, object *spell_ob)
64{ 62{
65 object *wand, *tmp; 63 object *wand, *tmp;
66 int ncharges; 64 int ncharges;
67 65
68 wand = find_marked_object (op); 66 wand = find_marked_object (op);
69 if (wand == NULL || wand->type != WAND) 67 if (!wand || wand->type != WAND)
70 { 68 {
71 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge."); 69 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge.");
72 return 0; 70 return 0;
73 } 71 }
74 if (!(random_roll (0, 3, op, PREFER_HIGH))) 72 if (!(random_roll (0, 3, op, PREFER_HIGH)))
75 { 73 {
76 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand)); 74 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand));
77 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE); 75 op->play_sound (sound_find ("ob_explode"));
78 esrv_del_item (op->contr, wand->count);
79 wand->destroy (); 76 wand->destroy ();
80 tmp = get_archetype ("fireball"); 77 tmp = get_archetype (shstr_fireball);
81 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; 78 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
79
82 if (!tmp->stats.dam) 80 if (!tmp->stats.dam)
83 tmp->stats.dam = 1; 81 tmp->stats.dam = 1;
82
84 tmp->stats.hp = tmp->stats.dam / 2; 83 tmp->stats.hp = tmp->stats.dam / 2;
84
85 if (tmp->stats.hp < 2) 85 if (tmp->stats.hp < 2)
86 tmp->stats.hp = 2; 86 tmp->stats.hp = 2;
87 tmp->x = op->x; 87
88 tmp->y = op->y; 88 tmp->insert_at (op);
89 insert_ob_in_map (tmp, op->map, NULL, 0);
90 return 1; 89 return 1;
91 } 90 }
92 91
93 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)); 92 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob));
93
94 if (wand->inv && wand->inv->level) 94 if (wand->inv && wand->inv->level)
95 ncharges /= wand->inv->level; 95 ncharges /= wand->inv->level;
96 else 96 else
97 { 97 {
98 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand)); 98 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand));
99 return 0; 99 return 0;
100 } 100 }
101
101 if (!ncharges) 102 if (!ncharges)
102 ncharges = 1; 103 ncharges = 1;
103 104
104 wand->stats.food += ncharges; 105 wand->stats.food += ncharges;
105 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand)); 106 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand));
107
106 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE)) 108 if (wand->arch && QUERY_FLAG (wand->arch, FLAG_ANIMATE))
107 { 109 {
108 SET_FLAG (wand, FLAG_ANIMATE); 110 SET_FLAG (wand, FLAG_ANIMATE);
109 wand->set_speed (wand->arch->clone.speed); 111 wand->set_speed (wand->arch->speed);
110 } 112 }
111 113
112 return 1; 114 return 1;
113} 115}
114 116
120 * great a plus, the default is used. 122 * great a plus, the default is used.
121 * The # of arrows created also goes up with level, so if a 30th level mage 123 * The # of arrows created also goes up with level, so if a 30th level mage
122 * wants LOTS of arrows, and doesn't care what the plus is he could 124 * wants LOTS of arrows, and doesn't care what the plus is he could
123 * create nonnmagic arrows, or even -1, etc... 125 * create nonnmagic arrows, or even -1, etc...
124 */ 126 */
125
126int 127int
127cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg) 128cast_create_missile (object *op, object *caster, object *spell, int dir, const char *spellparam)
128{ 129{
129 int missile_plus = 0, bonus_plus = 0; 130 int bonus_plus = 0;
130 const char *missile_name; 131 const char *missile_name = "arrow";
131 object *tmp, *missile;
132 132
133 missile_name = "arrow";
134
135 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 133 for (object *tmp = op->inv; tmp; tmp = tmp->below)
136 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) 134 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED))
137 missile_name = tmp->race; 135 missile_name = tmp->race;
138 136
139 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); 137 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
140 138
141 if (archetype::find (missile_name) == NULL) 139 archetype *missile_arch = archetype::find (missile_name);
140
141 if (!missile_arch)
142 { 142 {
143 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name); 143 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name);
144 return 0; 144 return 0;
145 } 145 }
146 146
147 missile = get_archetype (missile_name); 147 object *missile = missile_arch->instance ();
148 148
149 if (stringarg) 149 if (spellparam)
150 { 150 {
151 /* If it starts with a letter, presume it is a description */ 151 /* If it starts with a letter, presume it is a description */
152 if (isalpha (*stringarg)) 152 if (isalpha (*spellparam))
153 { 153 {
154 artifact *al = find_artifactlist (missile->type)->items; 154 artifact *al = find_artifactlist (missile->type)->items;
155 155
156 for (; al != NULL; al = al->next) 156 for (; al; al = al->next)
157 if (!strcasecmp (al->item->name, stringarg)) 157 if (!strcasecmp (al->item->name, spellparam))
158 break; 158 break;
159 159
160 if (!al) 160 if (!al)
161 { 161 {
162 missile->destroy (); 162 missile->destroy ();
163 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, stringarg); 163 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, spellparam);
164 return 0; 164 return 0;
165 } 165 }
166 166
167 if (al->item->slaying) 167 if (al->item->slaying)
168 { 168 {
169 missile->destroy (); 169 missile->destroy ();
170 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg); 170 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, spellparam);
171 return 0; 171 return 0;
172 } 172 }
173 173
174 give_artifact_abilities (missile, al->item); 174 give_artifact_abilities (missile, al->item);
175 /* These special arrows cost something extra. Don't have them also be magical - 175 /* These special arrows cost something extra. Don't have them also be magical -
176 * otherwise, in most cases, not enough will be created. I don't want to get into 176 * otherwise, in most cases, not enough will be created. I don't want to get into
177 * the parsing of having to do both plus and type. 177 * the parsing of having to do both plus and type.
178 */ 178 */
179 bonus_plus = 1 + (al->item->value / 5); 179 bonus_plus = 1 + (al->item->value / 5);
180 missile_plus = 0; 180 missile_plus = 0;
181 } 181 }
182 else if (atoi (stringarg) < missile_plus) 182 else if (atoi (spellparam) < missile_plus)
183 missile_plus = atoi (stringarg); 183 missile_plus = atoi (spellparam);
184 } 184 }
185 185
186 if (missile_plus > 4) 186 missile_plus = clamp (missile_plus, -4, 4);
187 missile_plus = 4;
188 else if (missile_plus < -4)
189 missile_plus = -4;
190 187
191 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 188 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
192 missile->nrof -= 3 * (missile_plus + bonus_plus); 189 missile->nrof -= 3 * (missile_plus + bonus_plus);
193 190
194 if (missile->nrof < 1) 191 if (missile->nrof < 1)
206 return 1; 203 return 1;
207} 204}
208 205
209 206
210/* allows the choice of what sort of food object to make. 207/* allows the choice of what sort of food object to make.
211 * If stringarg is NULL, it will create food dependent on level --PeterM*/ 208 * If spellparam is NULL, it will create food dependent on level --PeterM*/
212int 209int
213cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *stringarg) 210cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *spellparam)
214{ 211{
215 int food_value; 212 int food_value;
216 archetype *at = NULL; 213 archetype *at = NULL;
217 object *new_op; 214 object *new_op;
218 215
219 food_value = spell_ob->stats.food + +50 * SP_level_duration_adjust (caster, spell_ob); 216 food_value = spell_ob->stats.food + 50 * SP_level_duration_adjust (caster, spell_ob);
220 217
221 if (stringarg) 218 if (spellparam)
222 { 219 {
223 at = find_archetype_by_object_type_name (FOOD, stringarg); 220 at = find_archetype_by_object_type_name (FOOD, spellparam);
224 if (at == NULL) 221 if (at == NULL)
225 at = find_archetype_by_object_type_name (DRINK, stringarg); 222 at = find_archetype_by_object_type_name (DRINK, spellparam);
226 if (at == NULL || at->clone.stats.food > food_value) 223 if (at == NULL || at->stats.food > food_value)
227 stringarg = NULL; 224 spellparam = NULL;
228 } 225 }
229 226
230 if (!stringarg) 227 if (!spellparam)
231 { 228 {
232 archetype *at_tmp; 229 archetype *at_tmp;
233 230
234 /* We try to find the archetype with the maximum food value. 231 /* We try to find the archetype with the maximum food value.
235 * This removes the dependancy of hard coded food values in this 232 * This removes the dependancy of hard coded food values in this
237 * We don't use flesh types because the weight values of those need 234 * We don't use flesh types because the weight values of those need
238 * to be altered from the donor. 235 * to be altered from the donor.
239 */ 236 */
240 237
241 /* We assume the food items don't have multiple parts */ 238 /* We assume the food items don't have multiple parts */
242 for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next) 239 for_all_archetypes (at_tmp)
243 { 240 {
244 if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK) 241 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
245 { 242 {
246 /* Basically, if the food value is something that is creatable 243 /* Basically, if the food value is something that is creatable
247 * under the limits of the spell and it is higher than 244 * under the limits of the spell and it is higher than
248 * the item we have now, take it instead. 245 * the item we have now, take it instead.
249 */ 246 */
250 if (at_tmp->clone.stats.food <= food_value && (!at || at_tmp->clone.stats.food > at->clone.stats.food)) 247 if (at_tmp->stats.food <= food_value
248 && (!at
249 || at_tmp->stats.food > at->stats.food
250 || (at_tmp->stats.food == at->stats.food
251 && at_tmp->weight < at->weight)))
251 at = at_tmp; 252 at = at_tmp;
252 } 253 }
253 } 254 }
254 } 255 }
256
255 /* Pretty unlikely (there are some very low food items), but you never 257 /* Pretty unlikely (there are some very low food items), but you never
256 * know 258 * know
257 */ 259 */
258 if (!at) 260 if (!at)
259 { 261 {
260 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); 262 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food.");
261 return 0; 263 return 0;
262 } 264 }
263 265
264 food_value /= at->clone.stats.food; 266 food_value /= at->stats.food;
265 new_op = arch_to_object (at); 267 new_op = arch_to_object (at);
266 new_op->nrof = food_value; 268 new_op->nrof = food_value;
267 269
268 new_op->value = 0; 270 new_op->value = 0;
269 if (new_op->nrof < 1) 271 if (new_op->nrof < 1)
278{ 280{
279 int r, mflags, maxrange; 281 int r, mflags, maxrange;
280 object *tmp; 282 object *tmp;
281 maptile *m; 283 maptile *m;
282 284
283
284 if (!dir) 285 if (!dir)
285 { 286 {
286 examine_monster (op, op); 287 examine_monster (op, op);
287 return 1; 288 return 1;
288 } 289 }
290
289 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 291 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
290 for (r = 1; r < maxrange; r++) 292 for (r = 1; r < maxrange; r++)
291 { 293 {
292 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir]; 294 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir];
293 295
300 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) 302 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC))
301 { 303 {
302 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 304 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
303 return 0; 305 return 0;
304 } 306 }
307
305 if (mflags & P_IS_ALIVE) 308 if (mflags & P_IS_ALIVE)
306 { 309 {
307 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 310 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
308 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 311 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
309 { 312 {
310 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 313 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
311 if (tmp->head != NULL) 314 if (tmp->head != NULL)
312 tmp = tmp->head; 315 tmp = tmp->head;
313 examine_monster (op, tmp); 316 examine_monster (op, tmp);
314 return 1; 317 return 1;
315 } 318 }
316 } 319 }
317 } 320 }
321
318 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); 322 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
319 return 1; 323 return 1;
320} 324}
321
322 325
323/* This checks to see if 'pl' is invisible to 'mon'. 326/* This checks to see if 'pl' is invisible to 'mon'.
324 * does race check, undead check, etc 327 * does race check, undead check, etc
325 * Returns TRUE if mon can't see pl, false 328 * Returns TRUE if mon can't see pl, false
326 * otherwise. This doesn't check range, walls, etc. It 329 * otherwise. This doesn't check range, walls, etc. It
328 * pl is invisible. 331 * pl is invisible.
329 */ 332 */
330int 333int
331makes_invisible_to (object *pl, object *mon) 334makes_invisible_to (object *pl, object *mon)
332{ 335{
333
334 if (!pl->invisible) 336 if (!pl->invisible)
335 return 0; 337 return 0;
338
336 if (pl->type == PLAYER) 339 if (pl->type == PLAYER)
337 { 340 {
338 /* If race isn't set, then invisible unless it is undead */ 341 /* If race isn't set, then invisible unless it is undead */
339 if (!pl->contr->invis_race) 342 if (!pl->contr->invis_race)
340 { 343 {
341 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 344 if (QUERY_FLAG (mon, FLAG_UNDEAD))
342 return 0; 345 return 0;
346
343 return 1; 347 return 1;
344 } 348 }
349
345 /* invis_race is set if we get here */ 350 /* invis_race is set if we get here */
346 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 351 if (pl->contr->invis_race == shstr_undead && is_true_undead (mon))
347 return 1; 352 return 1;
353
348 /* No race, can't be invisible to it */ 354 /* No race, can't be invisible to it */
349 if (!mon->race) 355 if (!mon->race)
350 return 0; 356 return 0;
357
351 if (strstr (mon->race, pl->contr->invis_race)) 358 if (mon->race.contains (pl->contr->invis_race))
352 return 1; 359 return 1;
360
353 /* Nothing matched above, return 0 */ 361 /* Nothing matched above, return 0 */
354 return 0; 362 return 0;
355 } 363 }
356 else 364 else
357 { 365 {
370 * normal applies. 378 * normal applies.
371 */ 379 */
372int 380int
373cast_invisible (object *op, object *caster, object *spell_ob) 381cast_invisible (object *op, object *caster, object *spell_ob)
374{ 382{
375 object *tmp;
376
377 if (op->invisible > 1000) 383 if (op->invisible > 1000)
378 { 384 {
379 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further"); 385 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further");
380 return 0; 386 return 0;
381 } 387 }
397 else 403 else
398 op->contr->tmp_invis = 1; 404 op->contr->tmp_invis = 1;
399 405
400 op->contr->hidden = 0; 406 op->contr->hidden = 0;
401 } 407 }
408
402 if (makes_invisible_to (op, op)) 409 if (makes_invisible_to (op, op))
403 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!"); 410 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!");
404 else 411 else
405 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!"); 412 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
406 413
407 update_object (op, UP_OBJ_FACE); 414 update_object (op, UP_OBJ_CHANGE);
408 415
409 /* Only search the active objects - only these should actually do 416 /* Only search the active objects - only these should actually do
410 * harm to the player. 417 * harm to the player.
411 */ 418 */
412 for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) 419 for_all_actives (tmp)
413 if (tmp->enemy == op) 420 if (tmp->enemy == op)
414 tmp->enemy = NULL; 421 tmp->enemy = 0;
422
415 return 1; 423 return 1;
416} 424}
417 425
418/* earth to dust spell. Basically destroys earthwalls in the area. 426/* earth to dust spell. Basically destroys earthwalls in the area.
419 */ 427 */
420int 428int
421cast_earth_to_dust (object *op, object *caster, object *spell_ob) 429cast_earth_to_dust (object *op, object *caster, object *spell_ob)
422{ 430{
423 object *tmp, *next;
424 int range, i, j, mflags; 431 int range, i, j, mflags;
425 sint16 sx, sy; 432 sint16 sx, sy;
426 maptile *m; 433 maptile *m;
427
428 if (op->type != PLAYER)
429 return 0;
430 434
431 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 435 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
432 436
433 for (i = -range; i <= range; i++) 437 for (i = -range; i <= range; i++)
434 for (j = -range; j <= range; j++) 438 for (j = -range; j <= range; j++)
439 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 443 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
440 444
441 if (mflags & P_OUT_OF_MAP) 445 if (mflags & P_OUT_OF_MAP)
442 continue; 446 continue;
443 447
444 // earth to dust tears down everything that can be teared down 448 // earth to dust tears down everything that can be torn down
445 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next) 449 for (object *next, *tmp = m->at (sx, sy).bot; tmp; tmp = next)
446 { 450 {
447 next = tmp->above; 451 next = tmp->above;
452
448 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 453 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
449 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 454 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
450 } 455 }
451 } 456 }
457
452 return 1; 458 return 1;
453} 459}
454
455 460
456void 461void
457execute_word_of_recall (object *op) 462execute_word_of_recall (object *op)
458{ 463{
459 object *wor = op; 464 if (object *pl = op->in_player ())
460 465 {
461 while (op != NULL && op->type != PLAYER) 466 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST))
462 op = op->env;
463
464 if (op != NULL && op->map)
465 if ((get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_CLERIC) && (!QUERY_FLAG (op, FLAG_WIZCAST)))
466 new_draw_info (NDI_UNIQUE, 0, op, "You feel something fizzle inside you."); 467 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
467 else 468 else
468 enter_exit (op, wor); 469 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
470 }
469 471
470 wor->destroy (); 472 op->destroy ();
471} 473}
472 474
473/* Word of recall causes the player to return 'home'. 475/* Word of recall causes the player to return 'home'.
474 * we put a force into the player object, so that there is a 476 * we put a force into the player object, so that there is a
475 * time delay effect. 477 * time delay effect.
488 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 490 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
489 return 1; 491 return 1;
490 } 492 }
491 493
492 dummy = get_archetype (FORCE_NAME); 494 dummy = get_archetype (FORCE_NAME);
493 if (dummy == NULL) 495
496 if (!dummy)
494 { 497 {
495 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 498 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
496 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); 499 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
497 return 0; 500 return 0;
498 } 501 }
502
499 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob); 503 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob);
500 if (time < 1) 504 if (time < 1)
501 time = 1; 505 time = 1;
502 506
503 /* value of speed really doesn't make much difference, as long as it is 507 /* value of speed really doesn't make much difference, as long as it is
511 515
512 /* If we could take advantage of enter_player_savebed() here, it would be 516 /* If we could take advantage of enter_player_savebed() here, it would be
513 * nice, but until the map load fails, we can't. 517 * nice, but until the map load fails, we can't.
514 */ 518 */
515 EXIT_PATH (dummy) = op->contr->savebed_map; 519 EXIT_PATH (dummy) = op->contr->savebed_map;
516 EXIT_X (dummy) = op->contr->bed_x; 520 EXIT_X (dummy) = op->contr->bed_x;
517 EXIT_Y (dummy) = op->contr->bed_y; 521 EXIT_Y (dummy) = op->contr->bed_y;
518 522
519 (void) insert_ob_in_ob (dummy, op); 523 op->insert (dummy);
524
520 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 525 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
526
521 return 1; 527 return 1;
522} 528}
523 529
524/* cast_wonder 530/* cast_wonder
525 * wonder is really just a spell that will likely cast another 531 * wonder is really just a spell that will likely cast another
558} 564}
559 565
560int 566int
561perceive_self (object *op) 567perceive_self (object *op)
562{ 568{
563 char *cp = describe_item (op, op), buf[MAX_BUF]; 569 const char *cp = describe_item (op, op);
564 archetype *at = archetype::find (ARCH_DEPLETION); 570 archetype *at = archetype::find (shstr_depletion);
565 object *tmp;
566 int i;
567 571
572 dynbuf_text &buf = msg_dynbuf; buf.clear ();
573
574 if (!op->is_player ())
575 return 0;
576
577 if (object *race = archetype::find (op->race))
578 buf << " - You are a G<male|female> " << &race->name << ".\n";
579
568 tmp = find_god (determine_god (op)); 580 if (object *god = find_god (determine_god (op)))
569 if (tmp) 581 buf << " - You worship " << &god->name << ".\n";
570 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
571 else 582 else
572 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); 583 buf << " - You worship no god.\n";
573 584
574 tmp = present_arch_in_ob (at, op); 585 object *tmp = present_arch_in_ob (at, op);
575 586
576 if (*cp == '\0' && tmp == NULL) 587 if (*cp == '\0' && !tmp)
577 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 588 buf << " - You feel very mundane. ";
578 else 589 else
579 { 590 {
580 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 591 buf << " - You have: " << cp << ".\n";
581 new_draw_info (NDI_UNIQUE, 0, op, cp); 592
582 if (tmp != NULL) 593 if (tmp)
583 {
584 for (i = 0; i < NUM_STATS; i++) 594 for (int i = 0; i < NUM_STATS; i++)
585 { 595 if (tmp->stats.stat (i) < 0)
586 if (get_attr_value (&tmp->stats, i) < 0) 596 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
587 {
588 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i)));
589 }
590 }
591 }
592 } 597 }
593 598
594 if (is_dragon_pl (op)) 599 if (is_dragon_pl (op))
595 {
596 /* now grab the 'dragon_ability'-force from the player's inventory */ 600 /* now grab the 'dragon_ability'-force from the player's inventory */
597 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 601 for (tmp = op->inv; tmp; tmp = tmp->below)
598 { 602 {
599 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 603 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
600 { 604 {
601 if (tmp->stats.exp == 0) 605 if (tmp->stats.exp == 0)
602 {
603 sprintf (buf, "Your metabolism isn't focused on anything."); 606 buf << " - Your metabolism isn't focused on anything.\n";
604 }
605 else 607 else
606 {
607 sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); 608 buf << " - Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
608 } 609
609 new_draw_info (NDI_UNIQUE, 0, op, buf);
610 break; 610 break;
611 } 611 }
612 } 612 }
613 }
614 return 1;
615}
616 613
617/* int cast_create_town_portal (object *op, object *caster, int dir) 614 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
618 *
619 * This function cast the spell of town portal for op
620 *
621 * The spell operates in two passes. During the first one a place
622 * is marked as a destination for the portal. During the second one,
623 * 2 portals are created, one in the position the player cast it and
624 * one in the destination place. The portal are synchronized and 2 forces
625 * are inserted in the player to destruct the portal next time player
626 * creates a new portal pair.
627 * This spell has a side effect that it allows people to meet each other
628 * in a permanent, private, appartements by making a town portal from it
629 * to the town or another public place. So, check if the map is unique and if
630 * so return an error
631 *
632 * Code by Tchize (david.delbecq@usa.net)
633 */
634int
635cast_create_town_portal (object *op, object *caster, object *spell, int dir)
636{
637 object *dummy, *force, *old_force, *tmp;
638 archetype *perm_portal;
639 char portal_name[1024], portal_message[1024];
640 sint16 exitx, exity;
641 maptile *exitmap;
642 int op_level;
643
644 /* Check to see if the map the player is currently on is a per player unique
645 * map. This can be determined in that per player unique maps have the
646 * full pathname listed.
647 */
648 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
649 {
650 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
651 return 0;
652 }
653
654 /* The first thing to do is to check if we have a marked destination
655 * dummy is used to make a check inventory for the force
656 */
657 dummy = arch_to_object (spell->other_arch);
658 if (dummy == NULL)
659 {
660 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
661 LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name);
662 return 0;
663 }
664
665 force = check_inv_recursive (op, dummy);
666
667 if (force == NULL)
668 {
669 /* Here we know there is no destination marked up.
670 * We have 2 things to do:
671 * 1. Mark the destination in the player inventory.
672 * 2. Let the player know it worked.
673 */
674 dummy->name = op->map->path;
675 EXIT_X (dummy) = op->x;
676 EXIT_Y (dummy) = op->y;
677 insert_ob_in_ob (dummy, op);
678 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You fix this place in your mind.\nYou feel you are able to come here from anywhere.");
679 return 1;
680 }
681
682 dummy->destroy ();
683
684 /* Here we know where the town portal should go to
685 * We should kill any existing portal associated with the player.
686 * Than we should create the 2 portals.
687 * For each of them, we need:
688 * - To create the portal with the name of the player+destination map
689 * - set the owner of the town portal
690 * - To mark the position of the portal in the player's inventory
691 * for easier destruction.
692 *
693 * The mark works has follow:
694 * slaying: Existing town portal
695 * hp, sp : x & y of the associated portal
696 * name : name of the portal
697 * race : map the portal is in
698 */
699
700 /* First step: killing existing town portals */
701 dummy = get_archetype (spell->race);
702 if (dummy == NULL)
703 {
704 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
705 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
706 return 0;
707 }
708
709 perm_portal = archetype::find (spell->slaying);
710
711 /* To kill a town portal, we go trough the player's inventory,
712 * for each marked portal in player's inventory,
713 * -We try load the associated map (if impossible, consider the portal destructed)
714 * -We find any portal in the specified location.
715 * If it has the good name, we destruct it.
716 * -We destruct the force indicating that portal.
717 */
718 while ((old_force = check_inv_recursive (op, dummy)))
719 {
720 exitx = EXIT_X (old_force);
721 exity = EXIT_Y (old_force);
722 LOG (llevDebug, "Trying to kill a portal in %s (%d,%d)\n", &old_force->race, exitx, exity);
723
724 if (!strncmp (old_force->race, settings.localdir, strlen (settings.localdir)))
725 exitmap = ready_map_name (old_force->race, MAP_PLAYER_UNIQUE);
726 else
727 exitmap = ready_map_name (old_force->race, 0);
728
729 if (exitmap)
730 {
731 tmp = present_arch (perm_portal, exitmap, exitx, exity);
732 while (tmp)
733 {
734 if (tmp->name == old_force->name)
735 {
736 tmp->destroy ();
737 break;
738 }
739
740 tmp = tmp->above;
741 }
742 }
743
744 old_force->destroy ();
745 LOG (llevDebug, "\n");
746 }
747
748 dummy->destroy ();
749
750 /* Creating the portals.
751 * The very first thing to do is to ensure
752 * access to the destination map.
753 * If we can't, don't fizzle. Simply warn player.
754 * This ensure player pays his mana for the spell
755 * because HE is responsible of forgotting.
756 * 'force' is the destination of the town portal, which we got
757 * from the players inventory above.
758 */
759
760 /* Ensure exit map is loaded */
761 if (!strncmp (force->name, settings.localdir, strlen (settings.localdir)))
762 exitmap = ready_map_name (force->name, MAP_PLAYER_UNIQUE);
763 else
764 exitmap = ready_map_name (force->name, 0);
765
766 /* If we were unable to load (ex. random map deleted), warn player */
767 if (exitmap == NULL)
768 {
769 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
770 force->destroy ();
771 return 1;
772 }
773
774 op_level = caster_level (caster, spell);
775 if (op_level < 15)
776 snprintf (portal_message, 1024,
777 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
778 &op->name);
779 else if (op_level < 30)
780 snprintf (portal_message, 1024,
781 "\n%s's portal smells of ozone.\nYou do a lot of movements and finally pass\nthrough the small hole in the air\n", &op->name);
782 else if (op_level < 60)
783 snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
784 else
785 snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",
786 &op->name);
787
788 /* Create a portal in front of player
789 * dummy contain the portal and
790 * force contain the track to kill it later
791 */
792
793 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
794 dummy = get_archetype (spell->slaying); /*The portal */
795 if (dummy == NULL)
796 {
797 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
798 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
799 return 0;
800 }
801
802 EXIT_PATH (dummy) = force->name;
803 EXIT_X (dummy) = EXIT_X (force);
804 EXIT_Y (dummy) = EXIT_Y (force);
805 dummy->name = dummy->name_pl = portal_name;
806 dummy->msg = portal_message;
807 dummy->race = op->name; /*Save the owner of the portal */
808 cast_create_obj (op, caster, dummy, 0);
809
810 /* Now we need to to create a town portal marker inside the player
811 * object, so on future castings, we can know that he has an active
812 * town portal.
813 */
814 tmp = get_archetype (spell->race);
815 if (tmp == NULL)
816 {
817 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
818 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
819 return 0;
820 }
821
822 tmp->race = op->map->path;
823 tmp->name = portal_name;
824 EXIT_X (tmp) = dummy->x;
825 EXIT_Y (tmp) = dummy->y;
826 insert_ob_in_ob (tmp, op);
827
828 /* Create a portal in the destination map
829 * dummy contain the portal and
830 * force the track to kill it later
831 * the 'force' variable still contains the 'reminder' of
832 * where this portal goes to.
833 */
834 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, op->map->path);
835 dummy = get_archetype (spell->slaying); /*The portal */
836 if (dummy == NULL)
837 {
838 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
839 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
840 return 0;
841 }
842
843 EXIT_PATH (dummy) = op->map->path;
844 EXIT_X (dummy) = op->x;
845 EXIT_Y (dummy) = op->y;
846 dummy->name = dummy->name_pl = portal_name;
847 dummy->msg = portal_message;
848 dummy->x = EXIT_X (force);
849 dummy->y = EXIT_Y (force);
850 dummy->race = op->name; /*Save the owner of the portal */
851 insert_ob_in_map (dummy, exitmap, op, 0);
852
853 /* Now we create another town portal marker that
854 * points back to the one we just made
855 */
856 tmp = get_archetype (spell->race);
857 if (tmp == NULL)
858 {
859 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
860 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
861 return 0;
862 }
863
864 tmp->race = force->name;
865 tmp->name = portal_name;
866 EXIT_X (tmp) = dummy->x;
867 EXIT_Y (tmp) = dummy->y;
868 insert_ob_in_ob (tmp, op);
869
870 /* Describe the player what happened
871 */
872 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
873 force->destroy ();
874 615
875 return 1; 616 return 1;
876} 617}
877 618
878/* This creates magic walls. Really, it can create most any object, 619/* This creates magic walls. Really, it can create most any object,
879 * within some reason. 620 * within some reason.
880 */ 621 */
881int 622int
882magic_wall (object *op, object *caster, int dir, object *spell_ob) 623magic_wall (object *op, object *caster, int dir, object *spell_ob)
883{ 624{
884 object *tmp, *tmp2; 625 object *tmp;
885 int i, posblocked, negblocked, maxrange; 626 int i, posblocked, negblocked, maxrange;
886 sint16 x, y; 627 sint16 x, y;
887 maptile *m; 628 maptile *m;
888 const char *name; 629 const char *name;
889 archetype *at; 630 archetype *at;
922 { 663 {
923 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 664 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
924 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 665 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
925 return 0; 666 return 0;
926 } 667 }
668
927 tmp = arch_to_object (at); 669 tmp = arch_to_object (at);
928 } 670 }
929 else 671 else
930 { 672 {
931 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name); 673 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
965 */ 707 */
966 if (tmp->type != EARTHWALL) //TODO 708 if (tmp->type != EARTHWALL) //TODO
967 tmp->set_owner (op); 709 tmp->set_owner (op);
968 710
969 set_spell_skill (op, caster, spell_ob, tmp); 711 set_spell_skill (op, caster, spell_ob, tmp);
970 tmp->x = x;
971 tmp->y = y;
972 tmp->level = caster_level (caster, spell_ob) / 2; 712 tmp->level = casting_level (caster, spell_ob) / 2;
973 713
974 name = tmp->name; 714 name = tmp->name;
975 if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL) 715 if (!(tmp = m->insert (tmp, x, y, op)))
976 { 716 {
977 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name); 717 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
978 return 0; 718 return 0;
979 } 719 }
980 720
981 /* If this is a spellcasting wall, need to insert the spell object */ 721 /* If this is a spellcasting wall, need to insert the spell object */
982 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 722 if (tmp->other_arch && tmp->other_arch->type == SPELL)
983 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 723 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
984 724
985 /* This code causes the wall to extend some distance in 725 /* This code causes the wall to extend some distance in
986 * each direction, or until an obstruction is encountered. 726 * each direction, or until an obstruction is encountered.
987 * posblocked and negblocked help determine how far the 727 * posblocked and negblocked help determine how far the
1003 m = tmp->map; 743 m = tmp->map;
1004 744
1005 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && 745 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
1006 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked) 746 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked)
1007 { 747 {
1008 tmp2 = tmp->clone (); 748 object *tmp2 = tmp->clone ();
1009 tmp2->x = x; 749 m->insert (tmp2, x, y, op);
1010 tmp2->y = y; 750
1011 insert_ob_in_map (tmp2, m, op, 0);
1012 /* If this is a spellcasting wall, need to insert the spell object */ 751 /* If this is a spellcasting wall, need to insert the spell object */
1013 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 752 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1014 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 753 tmp2->insert (arch_to_object (tmp2->other_arch));
1015 754
1016 } 755 }
1017 else 756 else
1018 posblocked = 1; 757 posblocked = 1;
1019 758
1022 m = tmp->map; 761 m = tmp->map;
1023 762
1024 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && 763 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
1025 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked) 764 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
1026 { 765 {
1027 tmp2 = tmp->clone (); 766 object *tmp2 = tmp->clone ();
1028 tmp2->x = x; 767 m->insert (tmp2, x, y, op);
1029 tmp2->y = y; 768
1030 insert_ob_in_map (tmp2, m, op, 0);
1031 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 769 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1032 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 770 tmp2->insert (arch_to_object (tmp2->other_arch));
1033 } 771 }
1034 else 772 else
1035 negblocked = 1; 773 negblocked = 1;
1036 } 774 }
1037 775
1040 778
1041 return 1; 779 return 1;
1042} 780}
1043 781
1044int 782int
1045dimension_door (object *op, object *caster, object *spob, int dir) 783dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
1046{ 784{
1047 uint32 dist, maxdist; 785 uint32 dist, maxdist;
1048 int mflags; 786 int mflags;
1049 maptile *m; 787 maptile *m;
1050 sint16 sx, sy; 788 sint16 sx, sy;
1061 /* Given the new outdoor maps, can't let players dimension door for 799 /* Given the new outdoor maps, can't let players dimension door for
1062 * ever, so put limits in. 800 * ever, so put limits in.
1063 */ 801 */
1064 maxdist = spob->range + SP_level_range_adjust (caster, spob); 802 maxdist = spob->range + SP_level_range_adjust (caster, spob);
1065 803
1066 if (op->contr->count) 804 if (spellparam)
1067 { 805 {
806 int count = atoi (spellparam);
807
1068 if (op->contr->count > maxdist) 808 if (count > maxdist)
1069 { 809 {
1070 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!"); 810 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!");
1071 return 0; 811 return 0;
1072 } 812 }
1073 813
1074 for (dist = 0; dist < op->contr->count; dist++) 814 for (dist = 0; dist < count; dist++)
1075 { 815 {
1076 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy); 816 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
1077 817
1078 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 818 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
1079 break; 819 break;
1080 820
1081 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) 821 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1082 break; 822 break;
1083 } 823 }
1084 824
1085 if (dist < op->contr->count) 825 if (dist < count)
1086 { 826 {
1087 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n"); 827 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
1088 op->contr->count = 0;
1089 return 0; 828 return 0;
1090 } 829 }
1091 op->contr->count = 0;
1092 830
1093 /* Remove code that puts player on random space on maps. IMO, 831 /* Remove code that puts player on random space on maps. IMO,
1094 * a lot of maps probably have areas the player should not get to, 832 * a lot of maps probably have areas the player should not get to,
1095 * but may not be marked as NO_MAGIC (as they may be bounded 833 * but may not be marked as NO_MAGIC (as they may be bounded
1096 * by such squares). Also, there are probably treasure rooms and 834 * by such squares). Also, there are probably treasure rooms and
1144 return 0; 882 return 0;
1145 } 883 }
1146 } 884 }
1147 885
1148 /* Actually move the player now */ 886 /* Actually move the player now */
1149 op->remove (); 887 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op)))
1150 op->x += freearr_x[dir] * dist;
1151 op->y += freearr_y[dir] * dist;
1152 if ((op = insert_ob_in_map (op, op->map, op, 0)) == NULL)
1153 return 1; 888 return 1;
1154 889
1155 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ 890 op->speed_left = -5. * op->speed; /* Freeze them for a short while */
891
1156 return 1; 892 return 1;
1157} 893}
1158
1159 894
1160/* cast_heal: Heals something. 895/* cast_heal: Heals something.
1161 * op is the caster. 896 * op is the caster.
1162 * dir is the direction he is casting it in. 897 * dir is the direction he is casting it in.
1163 * spell is the spell object. 898 * spell is the spell object.
1170 object *poison; 905 object *poison;
1171 int heal = 0, success = 0; 906 int heal = 0, success = 0;
1172 907
1173 tmp = find_target_for_friendly_spell (op, dir); 908 tmp = find_target_for_friendly_spell (op, dir);
1174 909
1175 if (tmp == NULL) 910 if (!tmp)
1176 return 0; 911 return 0;
1177 912
1178 /* Figure out how many hp this spell might cure. 913 /* Figure out how many hp this spell might cure.
1179 * could be zero if this spell heals effects, not damage. 914 * could be zero if this spell heals effects, not damage.
1180 */ 915 */
1183 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp; 918 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
1184 919
1185 if (heal) 920 if (heal)
1186 { 921 {
1187 if (tmp->stats.hp >= tmp->stats.maxhp) 922 if (tmp->stats.hp >= tmp->stats.maxhp)
1188 {
1189 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed."); 923 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed.");
1190 }
1191 else 924 else
1192 { 925 {
1193 /* See how many points we actually heal. Instead of messages 926 /* See how many points we actually heal. Instead of messages
1194 * based on type of spell, we instead do messages based 927 * based on type of spell, we instead do messages based
1195 * on amount of damage healed. 928 * on amount of damage healed.
1196 */ 929 */
1197 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 930 if (heal > tmp->stats.maxhp - tmp->stats.hp)
1198 heal = tmp->stats.maxhp - tmp->stats.hp; 931 heal = tmp->stats.maxhp - tmp->stats.hp;
932
1199 tmp->stats.hp += heal; 933 tmp->stats.hp += heal;
1200 934
1201 if (tmp->stats.hp >= tmp->stats.maxhp) 935 if (tmp->stats.hp >= tmp->stats.maxhp)
1202 {
1203 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 936 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1204 }
1205 else if (heal > 50) 937 else if (heal > 50)
1206 {
1207 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); 938 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1208 }
1209 else if (heal > 25) 939 else if (heal > 25)
1210 {
1211 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); 940 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1212 }
1213 else if (heal > 10) 941 else if (heal > 10)
1214 {
1215 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade."); 942 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade.");
1216 }
1217 else 943 else
1218 {
1219 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close."); 944 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close.");
1220 } 945
1221 success = 1; 946 success = 1;
1222 } 947 }
1223 } 948 }
949
1224 if (spell->attacktype & AT_DISEASE) 950 if (spell->attacktype & AT_DISEASE)
1225 if (cure_disease (tmp, op)) 951 if (cure_disease (tmp, op, spell))
1226 success = 1; 952 success = 1;
1227 953
1228 if (spell->attacktype & AT_POISON) 954 if (spell->attacktype & AT_POISON)
1229 { 955 {
1230 at = archetype::find ("poisoning"); 956 at = archetype::find (shstr_poisoning);
1231 poison = present_arch_in_ob (at, tmp); 957 poison = present_arch_in_ob (at, tmp);
1232 if (poison) 958 if (poison)
1233 { 959 {
1234 success = 1; 960 success = 1;
1235 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 961 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1236 poison->stats.food = 1; 962 poison->stats.food = 1;
1237 } 963 }
1238 } 964 }
965
1239 if (spell->attacktype & AT_CONFUSION) 966 if (spell->attacktype & AT_CONFUSION)
1240 { 967 {
1241 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 968 poison = present_in_ob_by_name (FORCE, shstr_confusion, tmp);
1242 if (poison) 969 if (poison)
1243 { 970 {
1244 success = 1; 971 success = 1;
1245 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 972 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1246 poison->duration = 1; 973 poison->duration = 1;
1247 } 974 }
1248 } 975 }
976
1249 if (spell->attacktype & AT_BLIND) 977 if (spell->attacktype & AT_BLIND)
1250 { 978 {
1251 at = archetype::find ("blindness"); 979 at = archetype::find (shstr_blindness);
1252 poison = present_arch_in_ob (at, tmp); 980 poison = present_arch_in_ob (at, tmp);
1253 if (poison) 981 if (poison)
1254 { 982 {
1255 success = 1; 983 success = 1;
1256 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return."); 984 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1257 poison->stats.food = 1; 985 poison->stats.food = 1;
1258 } 986 }
1259 } 987 }
988
1260 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) 989 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1261 { 990 {
1262 tmp->stats.sp += spell->last_sp; 991 tmp->stats.sp += spell->last_sp;
1263 if (tmp->stats.sp > tmp->stats.maxsp) 992 if (tmp->stats.sp > tmp->stats.maxsp)
1264 tmp->stats.sp = tmp->stats.maxsp; 993 tmp->stats.sp = tmp->stats.maxsp;
1265 success = 1; 994 success = 1;
1266 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!"); 995 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!");
1267 } 996 }
997
1268 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) 998 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1269 { 999 {
1270 tmp->stats.grace += spell->last_grace; 1000 tmp->stats.grace += spell->last_grace;
1271 if (tmp->stats.grace > tmp->stats.maxgrace) 1001 if (tmp->stats.grace > tmp->stats.maxgrace)
1272 tmp->stats.grace = tmp->stats.maxgrace; 1002 tmp->stats.grace = tmp->stats.maxgrace;
1273 success = 1; 1003 success = 1;
1274 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!"); 1004 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1275 } 1005 }
1006
1276 if (spell->stats.food && tmp->stats.food < 999) 1007 if (spell->stats.food && tmp->stats.food < 999)
1277 { 1008 {
1278 tmp->stats.food += spell->stats.food; 1009 tmp->stats.food += spell->stats.food;
1010
1279 if (tmp->stats.food > 999) 1011 if (tmp->stats.food > 999)
1280 tmp->stats.food = 999; 1012 tmp->stats.food = 999;
1013
1281 success = 1; 1014 success = 1;
1282 /* We could do something a bit better like the messages for healing above */ 1015 /* We could do something a bit better like the messages for healing above */
1283 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food"); 1016 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1284 } 1017 }
1018
1285 return success; 1019 return success;
1286} 1020}
1287
1288 1021
1289/* This is used for the spells that gain stats. There are no spells 1022/* This is used for the spells that gain stats. There are no spells
1290 * right now that icnrease wis/int/pow on a temp basis, so no 1023 * right now that icnrease wis/int/pow on a temp basis, so no
1291 * good comments for those. 1024 * good comments for those.
1292 */ 1025 */
1293static const char *const no_gain_msgs[NUM_STATS] = { 1026static const char *const no_gain_msgs[NUM_STATS] = {
1294 "You grow no stronger.", 1027 "You grow no stronger.",
1295 "You grow no more agile.", 1028 "You grow no more agile.",
1296 "You don't feel any healthier.", 1029 "You don't feel any healthier.",
1297 "no wis", 1030 "You didn't grow any more intelligent.",
1031 "You do not feel any wiser.",
1032 "You don't feel any more powerful."
1298 "You are no easier to look at.", 1033 "You are no easier to look at.",
1299 "no int",
1300 "no pow"
1301}; 1034};
1302 1035
1303int 1036int
1037change_ability_duration (object *spell, object *caster)
1038{
1039 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1040}
1041
1042int
1304cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) 1043cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1305{ 1044{
1306 object *tmp, *tmp2 = NULL;
1307 object *force = NULL; 1045 object *force = 0;
1308 int i; 1046 int i;
1309 1047
1310 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1048 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1311 if (dir != 0) 1049 object *tmp = dir
1312 {
1313 tmp = find_target_for_friendly_spell (op, dir); 1050 ? find_target_for_friendly_spell (op, dir)
1314 } 1051 : op;
1315 else
1316 {
1317 tmp = op;
1318 }
1319 1052
1320 if (tmp == NULL) 1053 if (!tmp)
1321 return 0; 1054 return 0;
1322 1055
1323 /* If we've already got a force of this type, don't add a new one. */ 1056 /* If we've already got a force of this type, don't add a new one. */
1324 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1057 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1325 { 1058 {
1326 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1059 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1327 { 1060 {
1328 if (tmp2->name == spell_ob->name) 1061 if (tmp2->name == spell_ob->name)
1329 { 1062 {
1331 break; 1064 break;
1332 } 1065 }
1333 else if (spell_ob->race && spell_ob->race == tmp2->name) 1066 else if (spell_ob->race && spell_ob->race == tmp2->name)
1334 { 1067 {
1335 if (!silent) 1068 if (!silent)
1336 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 1069 new_draw_info_format (NDI_UNIQUE, 0, op,
1070 "You can not cast %s while %s is in effect",
1071 &spell_ob->name, &tmp2->name_pl);
1072
1337 return 0; 1073 return 0;
1338 } 1074 }
1339 } 1075 }
1340 } 1076 }
1077
1078 int duration = change_ability_duration (spell_ob, caster);
1079
1341 if (force == NULL) 1080 if (force)
1342 {
1343 force = get_archetype (FORCE_NAME);
1344 force->subtype = FORCE_CHANGE_ABILITY;
1345 if (spell_ob->race)
1346 force->name = spell_ob->race;
1347 else
1348 force->name = spell_ob->name;
1349 force->name_pl = spell_ob->name;
1350 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1351
1352 } 1081 {
1353 else
1354 {
1355 int duration;
1356
1357 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1358 if (duration > force->duration) 1082 if (duration > force->duration)
1359 { 1083 {
1360 force->duration = duration; 1084 force->duration = duration;
1361 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1085 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1362 } 1086 }
1363 else 1087 else
1364 {
1365 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1088 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1366 } 1089
1367 return 1; 1090 return 1;
1368 } 1091 }
1369 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1092
1093 new_draw_info_format (NDI_UNIQUE, 0, op,
1094 "You create an aura of magical force. H<The effect will last for about %.10g seconds.>",
1095 TICK2TIME (duration));
1096
1097 force = get_archetype (FORCE_NAME);
1098 force->subtype = FORCE_CHANGE_ABILITY;
1099 force->duration = duration;
1100
1101 if (spell_ob->race)
1102 force->name = spell_ob->race;
1103 else
1104 force->name = spell_ob->name;
1105
1106 force->name_pl = spell_ob->name;
1107
1370 force->speed = 1.0; 1108 force->speed = 1.0;
1371 force->speed_left = -1.0; 1109 force->speed_left = -1.0;
1372 SET_FLAG (force, FLAG_APPLIED); 1110 SET_FLAG (force, FLAG_APPLIED);
1373 1111
1374 /* Now start processing the effects. First, protections */ 1112 /* Now start processing the effects. First, protections */
1379 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob); 1117 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob);
1380 if (force->resist[i] > 100) 1118 if (force->resist[i] > 100)
1381 force->resist[i] = 100; 1119 force->resist[i] = 100;
1382 } 1120 }
1383 } 1121 }
1122
1384 if (spell_ob->stats.hp) 1123 if (spell_ob->stats.hp)
1385 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob); 1124 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1386 1125
1387 if (tmp->type == PLAYER) 1126 if (tmp->type == PLAYER)
1388 { 1127 {
1389 /* Stat adjustment spells */ 1128 /* Stat adjustment spells */
1390 for (i = 0; i < NUM_STATS; i++) 1129 for (i = 0; i < NUM_STATS; i++)
1391 { 1130 {
1392 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; 1131 if (sint8 stat = spell_ob->stats.stat (i))
1393
1394 if (stat)
1395 { 1132 {
1396 sm = 0; 1133 sint8 sm = 0;
1397 for (k = 0; k < stat; k++) 1134 for (sint8 k = 0; k < stat; k++)
1398 sm += rndm (1, 3); 1135 sm += rndm (1, 3);
1399 1136
1400 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) 1137 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1401 { 1138 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1402 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); 1139
1403 if (sm < 0) 1140 force->stats.stat (i) = sm;
1404 sm = 0; 1141
1405 }
1406 set_attr_value (&force->stats, i, sm);
1407 if (!sm) 1142 if (!sm)
1408 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); 1143 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1409 } 1144 }
1410 } 1145 }
1411 } 1146 }
1432 force->attacktype = spell_ob->attacktype; 1167 force->attacktype = spell_ob->attacktype;
1433 1168
1434 insert_ob_in_ob (force, tmp); 1169 insert_ob_in_ob (force, tmp);
1435 change_abil (tmp, force); /* Mostly to display any messages */ 1170 change_abil (tmp, force); /* Mostly to display any messages */
1436 tmp->update_stats (); 1171 tmp->update_stats ();
1172
1437 return 1; 1173 return 1;
1438} 1174}
1439 1175
1440/* This used to be part of cast_change_ability, but it really didn't make 1176/* This used to be part of cast_change_ability, but it really didn't make
1441 * a lot of sense, since most of the values it derives are from the god 1177 * a lot of sense, since most of the values it derives are from the god
1442 * of the caster. 1178 * of the caster.
1443 */ 1179 */
1444
1445int 1180int
1446cast_bless (object *op, object *caster, object *spell_ob, int dir) 1181cast_bless (object *op, object *caster, object *spell_ob, int dir)
1447{ 1182{
1448 int i; 1183 int i;
1449 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1184 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1450 1185
1451 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1186 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1452 if (dir != 0) 1187 if (dir != 0)
1453 { 1188 {
1454 tmp = find_target_for_friendly_spell (op, dir); 1189 tmp = find_target_for_friendly_spell (op, dir);
1190
1191 if (!tmp)
1192 return 0;
1455 } 1193 }
1456 else 1194 else
1457 {
1458 tmp = op; 1195 tmp = op;
1459 }
1460 1196
1461 /* If we've already got a force of this type, don't add a new one. */ 1197 /* If we've already got a force of this type, don't add a new one. */
1462 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1198 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1463 { 1199 {
1464 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1200 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1465 { 1201 {
1466 if (tmp2->name == spell_ob->name) 1202 if (tmp2->name == spell_ob->name)
1467 { 1203 {
1473 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 1209 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1474 return 0; 1210 return 0;
1475 } 1211 }
1476 } 1212 }
1477 } 1213 }
1214
1478 if (force == NULL) 1215 if (force == NULL)
1479 { 1216 {
1480 force = get_archetype (FORCE_NAME); 1217 force = get_archetype (FORCE_NAME);
1481 force->subtype = FORCE_CHANGE_ABILITY; 1218 force->subtype = FORCE_CHANGE_ABILITY;
1482 if (spell_ob->race) 1219 if (spell_ob->race)
1513 } 1250 }
1514 else 1251 else
1515 { 1252 {
1516 /* Only give out good benefits, and put a max on it */ 1253 /* Only give out good benefits, and put a max on it */
1517 for (i = 0; i < NROFATTACKS; i++) 1254 for (i = 0; i < NROFATTACKS; i++)
1518 {
1519 if (god->resist[i] > 0) 1255 if (god->resist[i] > 0)
1520 {
1521 force->resist[i] = MIN (god->resist[i], spell_ob->resist[ATNR_GODPOWER]); 1256 force->resist[i] = min (god->resist[i], spell_ob->resist[ATNR_GODPOWER]);
1522 } 1257
1523 }
1524 force->path_attuned |= god->path_attuned; 1258 force->path_attuned |= god->path_attuned;
1525 1259
1526 if (spell_ob->attacktype) 1260 if (spell_ob->attacktype)
1527 force->slaying = god->slaying; 1261 force->slaying = god->slaying;
1528 1262
1544 insert_ob_in_ob (force, tmp); 1278 insert_ob_in_ob (force, tmp);
1545 tmp->update_stats (); 1279 tmp->update_stats ();
1546 return 1; 1280 return 1;
1547} 1281}
1548 1282
1549
1550
1551/* Alchemy code by Mark Wedel 1283/* Alchemy code by Mark Wedel
1552 * 1284 *
1553 * This code adds a new spell, called alchemy. Alchemy will turn 1285 * This code adds a new spell, called alchemy. Alchemy will turn
1554 * objects to gold nuggets, the value of the gold nuggets being 1286 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1555 * about 90% of that of the item itself. It uses the value of the
1556 * object before charisma adjustments, because the nuggets themselves
1557 * will be will be adjusted by charisma when sold.
1558 * 1287 *
1559 * Large nuggets are worth 25 gp each (base). You will always get 1288 * The value of the gold nuggets being about 90% of that of the item
1560 * the maximum number of large nuggets you could get. 1289 * itself. It uses the value of the object before charisma adjustments,
1561 * Small nuggets are worth 1 gp each (base). You will get from 0 1290 * because the nuggets themselves will be will be adjusted by charisma
1562 * to the max amount of small nuggets as you could get. 1291 * when sold.
1563 *
1564 * For example, if an item is worth 110 gold, you will get
1565 * 4 large nuggets, and from 0-10 small nuggets.
1566 * 1292 *
1567 * There is also a chance (1:30) that you will get nothing at all 1293 * There is also a chance (1:30) that you will get nothing at all
1568 * for the object. There is also a maximum weight that will be 1294 * for the object. There is also a maximum weight that will be
1569 * alchemied. 1295 * alchemised.
1570 */ 1296 */
1571
1572/* I didn't feel like passing these as arguements to the
1573 * two functions that need them. Real values are put in them
1574 * when the spell is cast, and these are freed when the spell
1575 * is finished.
1576 */
1577static object *small, *large;
1578
1579static void 1297static void
1580alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight) 1298alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1581{ 1299{
1582 uint64 value = query_cost (obj, NULL, F_TRUE); 1300 uint64 value = query_cost (obj, NULL, F_TRUE);
1583 1301
1584 /* Give third price when we alchemy money (This should hopefully 1302 /* Give third price when we alchemy money (this should hopefully
1585 * make it so that it isn't worth it to alchemy money, sell 1303 * make it so that it isn't worth it to alchemy money, sell
1586 * the nuggets, alchemy the gold from that, etc. 1304 * the nuggets, alchemy the gold from that, etc.
1587 * Otherwise, give 9 silver on the gold for other objects, 1305 * Otherwise, give 9 silver on the gold for other objects,
1588 * so that it would still be more affordable to haul 1306 * so that it would still be more affordable to haul
1589 * the stuff back to town. 1307 * the stuff back to town.
1590 */ 1308 */
1591
1592 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1309 if (QUERY_FLAG (obj, FLAG_UNPAID))
1593 value = 0; 1310 value = 0;
1594 else if (obj->type == MONEY || obj->type == GEM) 1311 else if (obj->type == MONEY || obj->type == GEM)
1595 value /= 3; 1312 value /= 3;
1596 else 1313 else
1597 value = (value * 9) / 10; 1314 value = value * 9 / 10;
1598 1315
1599 value /= 4; // fix by GHJ, don't understand, pcg
1600
1601 if ((obj->value > 0) && rndm (0, 29)) 1316 if (obj->value > 0 && rndm (0, 29))
1602 { 1317 total_value += value;
1603 int count;
1604 1318
1605 count = value / large->value;
1606 *large_nuggets += count;
1607 value -= (uint64) count *(uint64) large->value;
1608
1609 count = value / small->value;
1610 *small_nuggets += count;
1611 }
1612
1613 /* Turn 25 small nuggets into 1 large nugget. If the value
1614 * of large nuggets is not evenly divisable by the small nugget
1615 * value, take off an extra small_nugget (Assuming small_nuggets!=0)
1616 */
1617 if (*small_nuggets * small->value >= large->value)
1618 {
1619 (*large_nuggets)++;
1620 *small_nuggets -= large->value / small->value;
1621 if (*small_nuggets && large->value % small->value)
1622 (*small_nuggets)--;
1623 }
1624 weight += obj->weight; 1319 total_weight += obj->total_weight ();
1320
1625 obj->destroy (); 1321 obj->destroy ();
1626} 1322}
1627 1323
1628static void
1629update_map (object *op, maptile *m, int small_nuggets, int large_nuggets, int x, int y)
1630{
1631 object *tmp;
1632 int flag = 0;
1633
1634 /* Put any nuggets below the player, but we can only pass this
1635 * flag if we are on the same space as the player
1636 */
1637 if (x == op->x && y == op->y && op->map == m)
1638 flag = INS_BELOW_ORIGINATOR;
1639
1640 if (small_nuggets)
1641 {
1642 tmp = small->clone ();
1643 tmp->nrof = small_nuggets;
1644 tmp->x = x;
1645 tmp->y = y;
1646 insert_ob_in_map (tmp, m, op, flag);
1647 }
1648
1649 if (large_nuggets)
1650 {
1651 tmp = large->clone ();
1652 tmp->nrof = large_nuggets;
1653 tmp->x = x;
1654 tmp->y = y;
1655 insert_ob_in_map (tmp, m, op, flag);
1656 }
1657}
1658
1659int 1324int
1660alchemy (object *op, object *caster, object *spell_ob) 1325alchemy (object *op, object *caster, object *spell_ob)
1661{ 1326{
1662 int x, y, weight = 0, weight_max, large_nuggets, small_nuggets, mflags;
1663 sint16 nx, ny;
1664 object *next, *tmp;
1665 maptile *mp;
1666
1667 if (op->type != PLAYER) 1327 if (op->type != PLAYER)
1668 return 0; 1328 return 0;
1669 1329
1330 archetype *nugget[3];
1331
1332 nugget[0] = archetype::find (shstr_pyrite3);
1333 nugget[1] = archetype::find (shstr_pyrite2);
1334 nugget[2] = archetype::find (shstr_pyrite);
1335
1670 /* Put a maximum weight of items that can be alchemied. Limits the power 1336 /* Put a maximum weight of items that can be alchemised. Limits the power
1671 * some, and also prevents people from alcheming every table/chair/clock 1337 * some, and also prevents people from alchemising every table/chair/clock
1672 * in sight 1338 * in sight
1673 */ 1339 */
1674 weight_max = spell_ob->duration + +SP_level_duration_adjust (caster, spell_ob); 1340 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1675 weight_max *= 1000; 1341 int weight_max = duration * 1000;
1676 small = get_archetype ("smallnugget"), large = get_archetype ("largenugget"); 1342 uint64 value_max = duration * 1000;
1677 1343
1344 int weight = 0;
1345
1678 for (y = op->y - 1; y <= op->y + 1; y++) 1346 for (int y = op->y - 1; y <= op->y + 1; y++)
1679 { 1347 {
1680 for (x = op->x - 1; x <= op->x + 1; x++) 1348 for (int x = op->x - 1; x <= op->x + 1; x++)
1681 { 1349 {
1350 uint64 value = 0;
1351
1682 nx = x; 1352 sint16 nx = x;
1683 ny = y; 1353 sint16 ny = y;
1684 1354
1685 mp = op->map; 1355 maptile *mp = op->map;
1686 1356
1687 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); 1357 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1688 1358
1689 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1359 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1690 continue; 1360 continue;
1691 1361
1692 /* Treat alchemy a little differently - most spell effects 1362 /* Treat alchemy a little differently - most spell effects
1694 * ground level effect. 1364 * ground level effect.
1695 */ 1365 */
1696 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) 1366 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1697 continue; 1367 continue;
1698 1368
1699 small_nuggets = 0; 1369 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1700 large_nuggets = 0;
1701
1702 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = next)
1703 { 1370 {
1704 next = tmp->above; 1371 next = tmp->above;
1372
1705 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1373 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1706 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1374 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1707 { 1375 {
1708
1709 if (tmp->inv) 1376 if (tmp->inv)
1710 { 1377 {
1711 object *next1, *tmp1; 1378 object *next1, *tmp1;
1712 1379
1713 for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1) 1380 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1714 { 1381 {
1715 next1 = tmp1->below; 1382 next1 = tmp1->below;
1716 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1383 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1717 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1384 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1718 alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight); 1385 alchemy_object (tmp1, value, weight);
1719 } 1386 }
1720 } 1387 }
1388
1721 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); 1389 alchemy_object (tmp, value, weight);
1722 1390
1723 if (weight > weight_max) 1391 if (weight > weight_max)
1724 { 1392 break;
1725 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1726 large->destroy ();
1727 small->destroy ();
1728 return 1;
1729 } 1393 }
1730 } /* is alchemable object */
1731 } /* process all objects on this space */
1732
1733 /* Insert all the nuggets at one time. This probably saves time, but
1734 * it also prevents us from alcheming nuggets that were just created
1735 * with this spell.
1736 */ 1394 }
1737 update_map (op, mp, small_nuggets, large_nuggets, nx, ny); 1395
1396 value -= rndm (value >> 4);
1397 value = min (value, value_max);
1398
1399 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1400 if (int nrof = value / nugget [i]->value)
1401 {
1402 value -= nrof * nugget[i]->value;
1403
1404 object *tmp = arch_to_object (nugget[i]);
1405 tmp->nrof = nrof;
1406 tmp->flag [FLAG_IDENTIFIED] = true;
1407 op->map->insert (tmp, x, y, op, 0);
1738 } 1408 }
1739 }
1740 1409
1741 large->destroy (); 1410 if (weight > weight_max)
1742 small->destroy (); 1411 goto bailout;
1743 /* reset this so that if player standing on a big pile of stuff, 1412 }
1744 * it is redrawn properly. 1413 }
1745 */ 1414
1746 op->contr->ns->look_position = 0; 1415bailout:
1747 return 1; 1416 return 1;
1748} 1417}
1749
1750 1418
1751/* This function removes the cursed/damned status on equipped 1419/* This function removes the cursed/damned status on equipped
1752 * items. 1420 * items.
1753 */ 1421 */
1754int 1422int
1755remove_curse (object *op, object *caster, object *spell) 1423remove_curse (object *op, object *caster, object *spell)
1756{ 1424{
1757 object *tmp;
1758 int success = 0, was_one = 0; 1425 int success = 0, was_one = 0;
1759 1426
1760 for (tmp = op->inv; tmp; tmp = tmp->below) 1427 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1761 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1428 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1762 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1429 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1763 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1430 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1764 { 1431 {
1765 was_one++; 1432 was_one++;
1433
1766 if (tmp->level <= caster_level (caster, spell)) 1434 if (tmp->level <= casting_level (caster, spell))
1767 { 1435 {
1768 success++; 1436 success++;
1769 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1437 if (QUERY_FLAG (spell, FLAG_DAMNED))
1770 CLEAR_FLAG (tmp, FLAG_DAMNED); 1438 CLEAR_FLAG (tmp, FLAG_DAMNED);
1771 1439
1772 CLEAR_FLAG (tmp, FLAG_CURSED); 1440 CLEAR_FLAG (tmp, FLAG_CURSED);
1773 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1441 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1774 tmp->value = 0; /* Still can't sell it */ 1442 tmp->value = 0; /* Still can't sell it */
1775 if (op->type == PLAYER) 1443
1444 if (object *pl = tmp->visible_to ())
1776 esrv_send_item (op, tmp); 1445 esrv_update_item (UPD_FLAGS, pl, tmp);
1777 } 1446 }
1778 } 1447 }
1779 1448
1780 if (op->type == PLAYER) 1449 if (op->type == PLAYER)
1781 { 1450 {
1782 if (success) 1451 if (success)
1783 {
1784 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now."); 1452 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1785 }
1786 else 1453 else
1787 { 1454 {
1788 if (was_one) 1455 if (was_one)
1789 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse."); 1456 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1790 else 1457 else
1794 1461
1795 return success; 1462 return success;
1796} 1463}
1797 1464
1798/* Identifies objects in the players inventory/on the ground */ 1465/* Identifies objects in the players inventory/on the ground */
1799
1800int 1466int
1801cast_identify (object *op, object *caster, object *spell) 1467cast_identify (object *op, object *caster, object *spell)
1802{ 1468{
1803 object *tmp; 1469 object *tmp;
1804 int success = 0, num_ident; 1470 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1805 1471
1806 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1472 int num_ident = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell));
1807
1808 if (num_ident < 1)
1809 num_ident = 1;
1810 1473
1811 for (tmp = op->inv; tmp; tmp = tmp->below) 1474 for (tmp = op->inv; tmp; tmp = tmp->below)
1812 { 1475 {
1813 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1476 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1814 { 1477 {
1815 identify (tmp); 1478 identify (tmp);
1816 1479
1817 if (op->type == PLAYER) 1480 if (op->type == PLAYER)
1818 { 1481 {
1819 new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op)); 1482 buf.printf ("You identified: %s.\r", long_desc (tmp, op));
1820 1483
1821 if (tmp->msg) 1484 if (tmp->msg)
1822 { 1485 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1823 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1824 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1825 }
1826 } 1486 }
1827 1487
1828 num_ident--;
1829 success = 1;
1830 if (!num_ident) 1488 if (!--num_ident)
1831 break; 1489 break;
1832 } 1490 }
1833 } 1491 }
1834 1492
1835 /* If all the power of the spell has been used up, don't go and identify 1493 /* If all the power of the spell has been used up, don't go and identify
1836 * stuff on the floor. Only identify stuff on the floor if the spell 1494 * stuff on the floor. Only identify stuff on the floor if the spell
1837 * was not fully used. 1495 * was not fully used.
1838 */ 1496 */
1839 if (num_ident) 1497 if (num_ident)
1840 { 1498 {
1841 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1499 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1842 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1500 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1843 { 1501 {
1844 identify (tmp); 1502 identify (tmp);
1845 1503
1846 if (op->type == PLAYER) 1504 if (object *pl = tmp->visible_to ())
1847 { 1505 {
1848 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op)); 1506 buf.printf ("On the ground you identified: %s.\r", long_desc (tmp, op));
1849 1507
1850 if (tmp->msg) 1508 if (tmp->msg)
1851 { 1509 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1852 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1853 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1854 }
1855
1856 esrv_send_item (op, tmp);
1857 } 1510 }
1858 1511
1859 num_ident--;
1860 success = 1;
1861 if (!num_ident) 1512 if (!--num_ident)
1862 break; 1513 break;
1863 } 1514 }
1864 } 1515 }
1865 1516
1866 if (!success) 1517 if (buf.empty ())
1867 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified."); 1518 {
1519 op->failmsg ("You can't reach anything unidentified.");
1520 return 0;
1521 }
1868 else 1522 else
1523 {
1524 if (op->contr)
1525 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1526
1869 spell_effect (spell, op->x, op->y, op->map, op); 1527 spell_effect (spell, op->x, op->y, op->map, op);
1870 1528 return 1;
1871 return success; 1529 }
1872} 1530}
1873 1531
1874int 1532int
1875cast_detection (object *op, object *caster, object *spell, object *skill) 1533cast_detection (object *op, object *caster, object *spell, object *skill)
1876{ 1534{
1881 1539
1882 /* We precompute some values here so that we don't have to keep 1540 /* We precompute some values here so that we don't have to keep
1883 * doing it over and over again. 1541 * doing it over and over again.
1884 */ 1542 */
1885 god = find_god (determine_god (op)); 1543 god = find_god (determine_god (op));
1886 level = caster_level (caster, spell); 1544 level = casting_level (caster, spell);
1887 range = spell->range + SP_level_range_adjust (caster, spell); 1545 range = spell->range + SP_level_range_adjust (caster, spell);
1888 1546
1889 if (!skill) 1547 if (!skill)
1890 skill = caster; 1548 skill = caster;
1891 1549
1892 for (x = op->x - range; x <= op->x + range; x++) 1550 unordered_mapwalk (op, -range, -range, range, range)
1893 for (y = op->y - range; y <= op->y + range; y++)
1894 { 1551 {
1895 m = op->map;
1896 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1897 if (mflags & P_OUT_OF_MAP)
1898 continue;
1899
1900 /* For most of the detections, we only detect objects above the 1552 /* For most of the detections, we only detect objects above the
1901 * floor. But this is not true for show invisible. 1553 * floor. But this is not true for show invisible.
1902 * Basically, we just go and find the top object and work 1554 * Basically, we just go and find the top object and work
1903 * down - that is easier than working up. 1555 * down - that is easier than working up.
1904 */ 1556 */
1905 1557
1906 for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above) 1558 for (last = NULL, tmp = m->at (nx, ny).bot; tmp; tmp = tmp->above)
1907 last = tmp; 1559 last = tmp;
1908 1560
1909 /* Shouldn't happen, but if there are no objects on a space, this 1561 /* Shouldn't happen, but if there are no objects on a space, this
1910 * would happen. 1562 * would happen.
1911 */ 1563 */
1912 if (!last) 1564 if (!last)
1913 continue; 1565 continue;
1914 1566
1915 done_one = 0; 1567 done_one = 0;
1916 floor = 0; 1568 floor = 0;
1917 detect = NULL; 1569 detect = NULL;
1918 for (tmp = last; tmp; tmp = tmp->below) 1570 for (tmp = last; tmp; tmp = tmp->below)
1919 { 1571 {
1920 /* show invisible */ 1572 /* show invisible */
1921 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1573 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1922 /* Might there be other objects that we can make visible? */ 1574 /* Might there be other objects that we can make visible? */
1923 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1575 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER)
1924 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1576 || (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ))
1925 tmp->type == CF_HANDLE || 1577 || tmp->type == T_HANDLE
1926 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE || 1578 || tmp->type == TRAPDOOR
1579 || tmp->type == EXIT
1580 || tmp->type == HOLE
1581 || tmp->type == BUTTON
1927 tmp->type == BUTTON || tmp->type == TELEPORTER || 1582 || tmp->type == TELEPORTER
1583 || tmp->type == GATE
1928 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1584 || tmp->type == LOCKED_DOOR
1929 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN || 1585 || tmp->type == WEAPON
1586 || tmp->type == ALTAR
1587 || tmp->type == SIGN
1930 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1588 || tmp->type == TRIGGER_PEDESTAL
1931 tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR))) 1589 || tmp->type == SPECIAL_KEY
1590 || tmp->type == TREASURE
1591 || tmp->type == BOOK
1592 || tmp->type == HOLY_ALTAR
1593 || tmp->type == CONTAINER)))
1932 { 1594 {
1933 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4) 1595 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1934 { 1596 {
1935 tmp->invisible = 0; 1597 tmp->invisible = 0;
1936 done_one = 1; 1598 done_one = 1;
1937 } 1599 }
1938 } 1600 }
1939 1601
1940 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1602 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1941 floor = 1; 1603 floor = 1;
1942 1604
1943 /* All detections below this point don't descend beneath the floor, 1605 /* All detections below this point don't descend beneath the floor,
1944 * so just continue on. We could be clever and look at the type of 1606 * so just continue on. We could be clever and look at the type of
1945 * detection to completely break out if we don't care about objects beneath 1607 * detection to completely break out if we don't care about objects beneath
1946 * the floor, but once we get to the floor, not likely a very big issue anyways. 1608 * the floor, but once we get to the floor, not likely a very big issue anyways.
1947 */ 1609 */
1948 if (floor) 1610 if (floor)
1949 continue; 1611 continue;
1950 1612
1951 /* I had thought about making detect magic and detect curse 1613 /* I had thought about making detect magic and detect curse
1952 * show the flash the magic item like it does for detect monster. 1614 * show the flash the magic item like it does for detect monster.
1953 * however, if the object is within sight, this would then make it 1615 * however, if the object is within sight, this would then make it
1954 * difficult to see what object is magical/cursed, so the 1616 * difficult to see what object is magical/cursed, so the
1955 * effect wouldn't be as apparant. 1617 * effect wouldn't be as apparent.
1956 */ 1618 */
1957 1619
1958 /* detect magic */ 1620 /* detect magic */
1959 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && 1621 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1960 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp)) 1622 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1961 { 1623 {
1962 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1624 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1963 /* make runes more visibile */ 1625 /* make runes more visibile */
1964 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC) 1626 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1965 tmp->stats.Cha /= 4; 1627 tmp->stats.Cha /= 4;
1628
1966 done_one = 1; 1629 done_one = 1;
1967 } 1630 }
1631
1968 /* detect monster */ 1632 /* detect monster */
1969 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER)) 1633 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1970 { 1634 {
1971 done_one = 2; 1635 done_one = 2;
1636
1972 if (!detect) 1637 if (!detect)
1973 detect = tmp; 1638 detect = tmp;
1974 } 1639 }
1640
1975 /* Basically, if race is set in the spell, then the creatures race must 1641 /* Basically, if race is set in the spell, then the creatures race must
1976 * match that. if the spell race is set to GOD, then the gods opposing 1642 * match that. if the spell race is set to GOD, then the gods opposing
1977 * race must match. 1643 * race must match.
1978 */ 1644 */
1979 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race && 1645 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1980 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) || 1646 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1981 (strstr (spell->race, tmp->race)))) 1647 spell->race.contains (tmp->race)))
1982 { 1648 {
1983 done_one = 2; 1649 done_one = 2;
1650
1984 if (!detect) 1651 if (!detect)
1985 detect = tmp; 1652 detect = tmp;
1986 } 1653 }
1654
1987 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1655 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1988 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1656 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1989 { 1657 {
1990 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1658 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1991 done_one = 1; 1659 done_one = 1;
1992 } 1660 }
1993 } /* for stack of objects on this space */ 1661 } /* for stack of objects on this space */
1994 1662
1995 /* Code here puts an effect of the spell on the space, so you can see 1663 /* Code here puts an effect of the spell on the space, so you can see
1996 * where the magic is. 1664 * where the magic is.
1997 */ 1665 */
1998 if (done_one) 1666 if (done_one)
1999 { 1667 {
2000 object *detect_ob = arch_to_object (spell->other_arch); 1668 object *detect_ob = arch_to_object (spell->other_arch);
2001 1669
2002 detect_ob->x = nx;
2003 detect_ob->y = ny;
2004 /* if this is set, we want to copy the face */ 1670 /* if this is set, we want to copy the face */
2005 if (done_one == 2 && detect) 1671 if (done_one == 2 && detect)
2006 { 1672 {
2007 detect_ob->face = detect->face; 1673 detect_ob->face = detect->face;
2008 detect_ob->animation_id = detect->animation_id; 1674 detect_ob->animation_id = detect->animation_id;
2009 detect_ob->anim_speed = detect->anim_speed; 1675 detect_ob->anim_speed = detect->anim_speed;
2010 detect_ob->last_anim = 0; 1676 detect_ob->last_anim = 0;
2011 /* by default, the detect_ob is already animated */ 1677 /* by default, the detect_ob is already animated */
2012 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1678 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
2013 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1679 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
2014 } 1680 }
2015 insert_ob_in_map (detect_ob, m, op, 0); 1681
1682 m->insert (detect_ob, nx, ny, op);
2016 } 1683 }
2017 } /* for processing the surrounding spaces */ 1684 } /* for processing the surrounding spaces */
2018 1685
2019 1686
2020 /* Now process objects in the players inventory if detect curse or magic */ 1687 /* Now process objects in the players inventory if detect curse or magic */
2021 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL)) 1688 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL))
2022 { 1689 {
2023 done_one = 0; 1690 done_one = 0;
1691
2024 for (tmp = op->inv; tmp; tmp = tmp->below) 1692 for (tmp = op->inv; tmp; tmp = tmp->below)
2025 { 1693 {
2026 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1694 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2027 { 1695 {
2028 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)) 1696 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL))
2029 { 1697 {
2030 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1698 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
2031 if (op->type == PLAYER) 1699
1700 if (object *pl = tmp->visible_to ())
2032 esrv_send_item (op, tmp); 1701 esrv_update_item (UPD_FLAGS, pl, tmp);
2033 } 1702 }
1703
2034 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1704 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
2035 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1705 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
2036 { 1706 {
2037 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1707 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
2038 if (op->type == PLAYER) 1708
1709 if (object *pl = tmp->visible_to ())
2039 esrv_send_item (op, tmp); 1710 esrv_update_item (UPD_FLAGS, pl, tmp);
2040 } 1711 }
2041 } /* if item is not identified */ 1712 } /* if item is not identified */
2042 } /* for the players inventory */ 1713 } /* for the players inventory */
2043 } /* if detect magic/curse and object is a player */ 1714 } /* if detect magic/curse and object is a player */
1715
2044 return 1; 1716 return 1;
2045} 1717}
2046 1718
2047 1719
2048/** 1720/**
2061 1733
2062 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you."); 1734 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
2063 1735
2064 if (victim->stats.sp >= victim->stats.maxsp * 2) 1736 if (victim->stats.sp >= victim->stats.maxsp * 2)
2065 { 1737 {
2066 object *tmp;
2067
2068 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1738 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
2069
2070 /* Explodes a fireball centered at player */
2071 tmp = get_archetype (EXPLODING_FIREBALL);
2072 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
2073 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
2074 tmp->x = victim->x;
2075 tmp->y = victim->y;
2076 insert_ob_in_map (tmp, victim->map, NULL, 0);
2077 victim->stats.sp = 2 * victim->stats.maxsp; 1739 victim->stats.sp = 2 * victim->stats.maxsp;
1740 create_exploding_ball_at (victim, caster_level);
2078 } 1741 }
2079 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1742 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
2080 {
2081 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); 1743 new_draw_info (NDI_UNIQUE | NDI_ORANGE, 0, victim, "You feel like your head is going to explode.");
2082 }
2083 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1744 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2084 {
2085 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 1745 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
2086 }
2087 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1746 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2088 { 1747 {
2089 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1748 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2090 confuse_player (victim, victim, 99); 1749 confuse_player (victim, victim, 99);
2091 } 1750 }
2092 else if (victim->stats.sp >= victim->stats.maxsp * 1.25) 1751 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
2093 {
2094 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices."); 1752 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
2095 }
2096} 1753}
2097 1754
2098/* cast_transfer 1755/* cast_transfer
2099 * This spell transfers sp from the player to another person. 1756 * This spell transfers sp from the player to another person.
2100 * We let the target go above their normal maximum SP. 1757 * We let the target go above their normal maximum SP.
2137 } 1794 }
2138 /* give sp */ 1795 /* give sp */
2139 if (spell->stats.dam > 0) 1796 if (spell->stats.dam > 0)
2140 { 1797 {
2141 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell); 1798 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
2142 charge_mana_effect (plyr, caster_level (caster, spell)); 1799 charge_mana_effect (plyr, casting_level (caster, spell));
2143 return 1; 1800 return 1;
2144 } 1801 }
2145 /* suck sp away. Can't suck sp from yourself */ 1802 /* suck sp away. Can't suck sp from yourself */
2146 else if (op != plyr) 1803 else if (op != plyr)
2147 { 1804 {
2159 /* Player doesn't get full credit */ 1816 /* Player doesn't get full credit */
2160 sucked = (sucked * rate) / 100; 1817 sucked = (sucked * rate) / 100;
2161 op->stats.sp += sucked; 1818 op->stats.sp += sucked;
2162 if (sucked > 0) 1819 if (sucked > 0)
2163 { 1820 {
2164 charge_mana_effect (op, caster_level (caster, spell)); 1821 charge_mana_effect (op, casting_level (caster, spell));
2165 } 1822 }
2166 } 1823 }
2167 return 1; 1824 return 1;
2168 } 1825 }
2169 return 0; 1826 return 0;
2211 /* Basically, if the object is magical and not counterspell, 1868 /* Basically, if the object is magical and not counterspell,
2212 * we will more or less remove the object. Don't counterspell 1869 * we will more or less remove the object. Don't counterspell
2213 * monsters either. 1870 * monsters either.
2214 */ 1871 */
2215 1872
2216 if (head->attacktype & AT_MAGIC && 1873 if (head->attacktype & AT_MAGIC
2217 !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level)) 1874 && !(head->attacktype & AT_COUNTERSPELL)
1875 && !QUERY_FLAG (head, FLAG_MONSTER)
1876 && (op->level > head->level))
2218 head->destroy (); 1877 head->destroy ();
2219 else 1878 else
2220 switch (head->type) 1879 switch (head->type)
2221 { 1880 {
2222 case SPELL_EFFECT: 1881 case SPELL_EFFECT:
1882 // XXX: Don't affect floor spelleffects. See also XXX comment
1883 // about sanctuary in spell_util.C
1884 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1885 continue;
1886
2223 if (op->level > head->level) 1887 if (op->level > head->level)
2224 head->destroy (); 1888 head->destroy ();
2225 1889
2226 break; 1890 break;
2227 1891
2238 break; 1902 break;
2239 } 1903 }
2240 } 1904 }
2241} 1905}
2242 1906
2243
2244
2245/* cast_consecrate() - a spell to make an altar your god's */ 1907/* cast_consecrate() - a spell to make an altar your god's */
2246int 1908int
2247cast_consecrate (object *op, object *caster, object *spell) 1909cast_consecrate (object *op, object *caster, object *spell)
2248{ 1910{
2249 char buf[MAX_BUF]; 1911 char buf[MAX_BUF];
2261 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1923 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2262 break; 1924 break;
2263 if (tmp->type == HOLY_ALTAR) 1925 if (tmp->type == HOLY_ALTAR)
2264 { 1926 {
2265 1927
2266 if (tmp->level > caster_level (caster, spell)) 1928 if (tmp->level > casting_level (caster, spell))
2267 { 1929 {
2268 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name); 1930 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name);
2269 return 0; 1931 return 0;
2270 } 1932 }
2271 else 1933 else
2272 { 1934 {
2273 /* If we got here, we are consecrating an altar */ 1935 /* If we got here, we are consecrating an altar */
2274 sprintf (buf, "Altar of %s", &god->name); 1936 sprintf (buf, "Altar of %s", &god->name);
2275 tmp->name = buf; 1937 tmp->name = buf;
2276 tmp->level = caster_level (caster, spell); 1938 tmp->level = casting_level (caster, spell);
2277 tmp->other_arch = god->arch; 1939 tmp->other_arch = god->arch;
1940
2278 if (op->type == PLAYER) 1941 if (op->type == PLAYER)
2279 esrv_update_item (UPD_NAME, op, tmp); 1942 esrv_update_item (UPD_NAME, op, tmp);
1943
2280 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name); 1944 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
2281 return 1; 1945 return 1;
2282 } 1946 }
2283 } 1947 }
2284 } 1948 }
2294 * This code was very odd - code early on would only let players use the spell, 1958 * This code was very odd - code early on would only let players use the spell,
2295 * yet the code wass full of player checks. I've presumed that the code 1959 * yet the code wass full of player checks. I've presumed that the code
2296 * that only let players use it was correct, and removed all the other 1960 * that only let players use it was correct, and removed all the other
2297 * player checks. MSW 2003-01-06 1961 * player checks. MSW 2003-01-06
2298 */ 1962 */
2299
2300int 1963int
2301animate_weapon (object *op, object *caster, object *spell, int dir) 1964animate_weapon (object *op, object *caster, object *spell, int dir)
2302{ 1965{
2303 object *weapon, *tmp; 1966 object *weapon, *tmp;
2304 char buf[MAX_BUF]; 1967 char buf[MAX_BUF];
2305 int a, i; 1968 int a, i;
2306 sint16 x, y; 1969 sint16 x, y;
2307 maptile *m; 1970 maptile *m;
2308 materialtype_t *mt;
2309 1971
2310 if (!spell->other_arch) 1972 if (!spell->other_arch)
2311 { 1973 {
2312 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1974 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2313 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name); 1975 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2316 /* exit if it's not a player using this spell. */ 1978 /* exit if it's not a player using this spell. */
2317 if (op->type != PLAYER) 1979 if (op->type != PLAYER)
2318 return 0; 1980 return 0;
2319 1981
2320 /* if player already has a golem, abort */ 1982 /* if player already has a golem, abort */
2321 if (op->contr->ranges[range_golem]) 1983 if (object *golem = op->contr->golem)
2322 { 1984 {
2323 control_golem (op->contr->ranges[range_golem], dir); 1985 control_golem (golem, dir);
2324 return 0; 1986 return 0;
2325 } 1987 }
2326 1988
2327 /* if no direction specified, pick one */ 1989 /* if no direction specified, pick one */
2328 if (!dir) 1990 if (!dir)
2329 dir = find_free_spot (NULL, op->map, op->x, op->y, 1, 9); 1991 dir = find_free_spot (spell->other_arch, op->map, op->x, op->y, 1, 9);
2330 1992
2331 m = op->map; 1993 m = op->map;
2332 x = op->x + freearr_x[dir]; 1994 x = op->x + freearr_x[dir];
2333 y = op->y + freearr_y[dir]; 1995 y = op->y + freearr_y[dir];
2334 1996
2335 /* if there's no place to put the golem, abort */ 1997 /* if there's no place to put the golem, abort */
2336 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || 1998 if (dir < 0 || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP)
2337 ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->clone.move_type)) 1999 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2338 { 2000 {
2339 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2001 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
2340 return 0; 2002 return 0;
2341 } 2003 }
2342 2004
2346 if (!weapon) 2008 if (!weapon)
2347 { 2009 {
2348 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2010 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2349 return 0; 2011 return 0;
2350 } 2012 }
2013
2351 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2014 if (spell->race && weapon->arch->archname != spell->race)
2352 { 2015 {
2353 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2016 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2354 return 0; 2017 return 0;
2355 } 2018 }
2019
2356 if (weapon->type != WEAPON) 2020 if (weapon->type != WEAPON)
2357 { 2021 {
2358 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it."); 2022 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it.");
2359 return 0; 2023 return 0;
2360 } 2024 }
2025
2361 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2026 if (QUERY_FLAG (weapon, FLAG_APPLIED))
2362 { 2027 {
2363 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon)); 2028 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon));
2364 return 0; 2029 return 0;
2365 } 2030 }
2366 2031
2367 if (weapon->nrof > 1) 2032 weapon = weapon->split ();
2368 {
2369 tmp = get_split_ob (weapon, 1);
2370 esrv_send_item (op, weapon);
2371 weapon = tmp;
2372 }
2373 2033
2374 /* create the golem object */ 2034 /* create the golem object */
2375 tmp = arch_to_object (spell->other_arch); 2035 tmp = arch_to_object (spell->other_arch);
2376 2036
2377 /* if animated by a player, give the player control of the golem */ 2037 /* if animated by a player, give the player control of the golem */
2378 CLEAR_FLAG (tmp, FLAG_MONSTER); 2038 CLEAR_FLAG (tmp, FLAG_MONSTER);
2379 SET_FLAG (tmp, FLAG_FRIENDLY);
2380 tmp->stats.exp = 0; 2039 tmp->stats.exp = 0;
2381 add_friendly_object (tmp); 2040 add_friendly_object (tmp);
2382 tmp->type = GOLEM; 2041 tmp->type = GOLEM;
2383 tmp->set_owner (op); 2042 tmp->set_owner (op);
2043 op->contr->golem = tmp;
2384 set_spell_skill (op, caster, spell, tmp); 2044 set_spell_skill (op, caster, spell, tmp);
2385 op->contr->ranges[range_golem] = tmp;
2386 op->contr->shoottype = range_golem;
2387 2045
2388 /* Give the weapon to the golem now. A bit of a hack to check the 2046 /* Give the weapon to the golem now. A bit of a hack to check the
2389 * removed flag - it should only be set if get_split_object was 2047 * removed flag - it should only be set if weapon->split was
2390 * used above. 2048 * used above.
2391 */ 2049 */
2392 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2050 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2393 weapon->remove (); 2051 weapon->remove ();
2394 insert_ob_in_ob (weapon, tmp); 2052
2395 esrv_send_item (op, weapon); 2053 tmp->insert (weapon);
2054
2396 /* To do everything necessary to let a golem use the weapon is a pain, 2055 /* To do everything necessary to let a golem use the weapon is a pain,
2397 * so instead, just set it as equipped (otherwise, we need to update 2056 * so instead, just set it as equipped (otherwise, we need to update
2398 * body_info, skills, etc) 2057 * body_info, skills, etc)
2399 */ 2058 */
2400 SET_FLAG (tmp, FLAG_USE_WEAPON); 2059 SET_FLAG (tmp, FLAG_USE_WEAPON);
2426 2085
2427 /* attacktype */ 2086 /* attacktype */
2428 if (!tmp->attacktype) 2087 if (!tmp->attacktype)
2429 tmp->attacktype = AT_PHYSICAL; 2088 tmp->attacktype = AT_PHYSICAL;
2430 2089
2431 mt = NULL;
2432 if (op->materialname != NULL)
2433 mt = name_to_material (op->materialname);
2434 if (mt != NULL)
2435 {
2436 for (i = 0; i < NROFATTACKS; i++) 2090 for (i = 0; i < NROFATTACKS; i++)
2437 tmp->resist[i] = 50 - (mt->save[i] * 5); 2091 tmp->resist[i] = 50 - (op->material->save[i] * 5);
2438 a = mt->save[0]; 2092
2439 } 2093 a = op->material->save[0];
2440 else 2094
2441 {
2442 for (i = 0; i < NROFATTACKS; i++)
2443 tmp->resist[i] = 5;
2444 a = 10;
2445 }
2446 /* Set weapon's immunity */ 2095 /* Set weapon's immunity */
2447 tmp->resist[ATNR_CONFUSION] = 100; 2096 tmp->resist[ATNR_CONFUSION] = 100;
2448 tmp->resist[ATNR_POISON] = 100; 2097 tmp->resist[ATNR_POISON] = 100;
2449 tmp->resist[ATNR_SLOW] = 100; 2098 tmp->resist[ATNR_SLOW] = 100;
2450 tmp->resist[ATNR_PARALYZE] = 100; 2099 tmp->resist[ATNR_PARALYZE] = 100;
2456 2105
2457 /* Improve weapon's armour value according to best save vs. physical of its material */ 2106 /* Improve weapon's armour value according to best save vs. physical of its material */
2458 2107
2459 if (a > 14) 2108 if (a > 14)
2460 a = 14; 2109 a = 14;
2110
2461 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); 2111 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2462 2112
2463 /* Determine golem's speed */ 2113 /* Determine golem's speed */
2464 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell))); 2114 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2465 2115
2475 tmp->state = weapon->state; 2125 tmp->state = weapon->state;
2476 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2126 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2477 } 2127 }
2478 2128
2479 /* make experience increase in proportion to the strength of the summoned creature. */ 2129 /* make experience increase in proportion to the strength of the summoned creature. */
2480 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell)); 2130 tmp->stats.exp *= 1 + (max (spell->stats.maxgrace, spell->stats.sp) / casting_level (caster, spell));
2481 2131
2482 tmp->speed_left = -1; 2132 tmp->speed_left = -1;
2483 tmp->x = x;
2484 tmp->y = y;
2485 tmp->direction = dir; 2133 tmp->direction = dir;
2486 insert_ob_in_map (tmp, m, op, 0); 2134
2135 m->insert (tmp, x, y, op);
2487 return 1; 2136 return 1;
2488} 2137}
2489 2138
2490/* cast_daylight() - changes the map darkness level *lower* */ 2139/* cast_daylight() - changes the map darkness level *lower* */
2491 2140
2492/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2141/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2493 * This changes the light level for the entire map. 2142 * This changes the light level for the entire map.
2494 */ 2143 */
2495
2496int 2144int
2497cast_change_map_lightlevel (object *op, object *caster, object *spell) 2145cast_change_map_lightlevel (object *op, object *caster, object *spell)
2498{ 2146{
2499 int success; 2147 int success;
2500 2148
2501 if (!op->map) 2149 if (!op->map)
2502 return 0; /* shouldnt happen */ 2150 return 0; /* shouldnt happen */
2503 2151
2504 success = change_map_light (op->map, spell->stats.dam); 2152 success = op->map->change_map_light (spell->stats.dam);
2153
2505 if (!success) 2154 if (!success)
2506 { 2155 {
2507 if (spell->stats.dam < 0) 2156 if (spell->stats.dam < 0)
2508 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2157 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2509 else 2158 else
2510 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2159 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here.");
2511 } 2160 }
2161
2512 return success; 2162 return success;
2513} 2163}
2514
2515
2516
2517
2518 2164
2519/* create an aura spell object and put it in the player's inventory. 2165/* create an aura spell object and put it in the player's inventory.
2520 * as usual, op is player, caster is the object casting the spell, 2166 * as usual, op is player, caster is the object casting the spell,
2521 * spell is the spell object itself. 2167 * spell is the spell object itself.
2522 */ 2168 */
2534 2180
2535 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); 2181 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2536 2182
2537 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 2183 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2538 2184
2539 new_aura->set_owner (op);
2540 set_spell_skill (op, caster, spell, new_aura); 2185 set_spell_skill (op, caster, spell, new_aura);
2541 new_aura->attacktype = spell->attacktype; 2186 new_aura->attacktype = spell->attacktype;
2542 2187
2543 new_aura->level = caster_level (caster, spell); 2188 new_aura->level = casting_level (caster, spell);
2189
2544 if (refresh) 2190 if (refresh)
2545 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2191 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2546 else 2192 else
2547 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2193 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2194
2548 insert_ob_in_ob (new_aura, op); 2195 insert_ob_in_ob (new_aura, op);
2196 new_aura->set_owner (op);
2197
2549 return 1; 2198 return 1;
2550} 2199}
2551
2552 2200
2553/* move aura function. An aura is a part of someone's inventory, 2201/* move aura function. An aura is a part of someone's inventory,
2554 * which he carries with him, but which acts on the map immediately 2202 * which he carries with him, but which acts on the map immediately
2555 * around him. 2203 * around him.
2556 * Aura parameters: 2204 * Aura parameters:
2557 * duration: duration counter. 2205 * duration: duration counter.
2558 * attacktype: aura's attacktype 2206 * attacktype: aura's attacktype
2559 * other_arch: archetype to drop where we attack 2207 * other_arch: archetype to drop where we attack
2560 */ 2208 */
2561
2562void 2209void
2563move_aura (object *aura) 2210move_aura (object *aura)
2564{ 2211{
2565 int i, mflags;
2566 object *env;
2567 maptile *m;
2568
2569 /* auras belong in inventories */ 2212 /* auras belong in inventories */
2570 env = aura->env; 2213 object *env = aura->env;
2214 object *owner = aura->owner;
2571 2215
2572 /* no matter what we've gotta remove the aura... 2216 /* no matter what we've gotta remove the aura...
2573 * we'll put it back if its time isn't up. 2217 * we'll put it back if its time isn't up.
2574 */ 2218 */
2575 aura->remove (); 2219 aura->remove ();
2580 aura->destroy (); 2224 aura->destroy ();
2581 return; 2225 return;
2582 } 2226 }
2583 2227
2584 /* auras only exist in inventories */ 2228 /* auras only exist in inventories */
2585 if (env == NULL || env->map == NULL) 2229 if (!env || !env->map)
2586 { 2230 {
2587 aura->destroy (); 2231 aura->destroy ();
2588 return; 2232 return;
2589 } 2233 }
2590
2591 aura->x = env->x;
2592 aura->y = env->y;
2593 2234
2594 /* we need to jump out of the inventory for a bit 2235 /* we need to jump out of the inventory for a bit
2595 * in order to hit the map conveniently. 2236 * in order to hit the map conveniently.
2596 */ 2237 */
2597 insert_ob_in_map (aura, env->map, aura, 0); 2238 aura->insert_at (env, aura);
2598 2239
2599 for (i = 1; i < 9; i++) 2240 for (int i = 1; i < 9; i++)
2600 { 2241 {
2601 sint16 nx, ny; 2242 mapxy pos (env);
2243 pos.move (i);
2602 2244
2603 nx = aura->x + freearr_x[i];
2604 ny = aura->y + freearr_y[i];
2605 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2606
2607 /* Consider the movement tyep of the person with the aura as 2245 /* Consider the movement type of the person with the aura as
2608 * movement type of the aura. Eg, if the player is flying, the aura 2246 * movement type of the aura. Eg, if the player is flying, the aura
2609 * is flying also, if player is walking, it is on the ground, etc. 2247 * is flying also, if player is walking, it is on the ground, etc.
2610 */ 2248 */
2611 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny)))) 2249 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2612 { 2250 {
2613 hit_map (aura, i, aura->attacktype, 0); 2251 hit_map (aura, i, aura->attacktype, 0);
2614 2252
2615 if (aura->other_arch) 2253 if (aura->other_arch)
2616 {
2617 object *new_ob;
2618
2619 new_ob = arch_to_object (aura->other_arch); 2254 pos.insert (arch_to_object (aura->other_arch), aura);
2620 new_ob->x = nx;
2621 new_ob->y = ny;
2622 insert_ob_in_map (new_ob, m, aura, 0);
2623 } 2255 }
2624 }
2625 } 2256 }
2257
2626 /* put the aura back in the player's inventory */ 2258 /* put the aura back in the player's inventory */
2627 aura->remove (); 2259 env->insert (aura);
2628 insert_ob_in_ob (aura, env); 2260 aura->set_owner (owner);
2629} 2261}
2630 2262
2631/* moves the peacemaker spell. 2263/* moves the peacemaker spell.
2632 * op is the piece object. 2264 * op is the piece object.
2633 */ 2265 */
2634
2635void 2266void
2636move_peacemaker (object *op) 2267move_peacemaker (object *op)
2637{ 2268{
2638 object *tmp; 2269 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2639
2640 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2641 { 2270 {
2642 int atk_lev, def_lev; 2271 int atk_lev, def_lev;
2643 object *victim = tmp; 2272 object *victim = tmp->head_ ();
2644 2273
2645 if (tmp->head)
2646 victim = tmp->head;
2647 if (!QUERY_FLAG (victim, FLAG_MONSTER)) 2274 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2648 continue; 2275 continue;
2276
2649 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2277 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2650 continue; 2278 continue;
2279
2651 if (victim->stats.exp == 0) 2280 if (victim->stats.exp == 0)
2652 continue; 2281 continue;
2653 2282
2654 def_lev = MAX (1, victim->level); 2283 def_lev = max (1, victim->level);
2655 atk_lev = MAX (1, op->level); 2284 atk_lev = max (1, op->level);
2656 2285
2657 if (rndm (0, atk_lev - 1) > def_lev) 2286 if (rndm (0, atk_lev - 1) > def_lev)
2658 { 2287 {
2659 /* make this sucker peaceful. */ 2288 /* make this sucker peaceful. */
2660 2289
2290 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2661 change_exp (op->owner, victim->stats.exp, op->skill, 0); 2291 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2662 victim->stats.exp = 0; 2292 victim->stats.exp = 0;
2663#if 0 2293#if 0
2664 /* No idea why these were all set to zero - if something 2294 /* No idea why these were all set to zero - if something
2665 * makes this creature agressive, he should still do damage. 2295 * makes this creature agressive, he should still do damage.
2672 victim->attack_movement = RANDO2; 2302 victim->attack_movement = RANDO2;
2673 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2303 SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2674 SET_FLAG (victim, FLAG_RUN_AWAY); 2304 SET_FLAG (victim, FLAG_RUN_AWAY);
2675 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2305 SET_FLAG (victim, FLAG_RANDOM_MOVE);
2676 CLEAR_FLAG (victim, FLAG_MONSTER); 2306 CLEAR_FLAG (victim, FLAG_MONSTER);
2307
2677 if (victim->name) 2308 if (victim->name)
2678 {
2679 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name); 2309 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2680 } 2310 }
2681 }
2682 } 2311 }
2683} 2312}
2684
2685 2313
2686/* This writes a rune that contains the appropriate message. 2314/* This writes a rune that contains the appropriate message.
2687 * There really isn't any adjustments we make. 2315 * There really isn't any adjustments we make.
2688 */ 2316 */
2689
2690int 2317int
2691write_mark (object *op, object *spell, const char *msg) 2318write_mark (object *op, object *spell, const char *msg)
2692{ 2319{
2693 char rune[HUGE_BUF];
2694 object *tmp;
2695
2696 if (!msg || msg[0] == 0) 2320 if (!msg || msg[0] == 0)
2697 { 2321 {
2698 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2322 new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2699 return 0; 2323 return 0;
2700 } 2324 }
2701 2325
2702 if (strcasestr_local (msg, "endmsg")) 2326 if (!msg_is_safe (msg))
2703 { 2327 {
2704 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?"); 2328 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?");
2705 LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg); 2329 LOG (llevInfo, "write_mark: player %s tried to write bogus rune %s\n", &op->name, msg);
2706 return 0; 2330 return 0;
2707 } 2331 }
2332
2708 if (!spell->other_arch) 2333 if (!spell->other_arch)
2709 return 0; 2334 return 0;
2335
2710 tmp = arch_to_object (spell->other_arch); 2336 object *tmp = arch_to_object (spell->other_arch);
2711
2712 snprintf (rune, sizeof (rune), "%s\n", msg);
2713 2337
2714 tmp->race = op->name; /*Save the owner of the rune */ 2338 tmp->race = op->name; /*Save the owner of the rune */
2715 tmp->msg = rune; 2339 tmp->msg = msg;
2716 tmp->x = op->x; 2340
2717 tmp->y = op->y; 2341 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2718 insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR); 2342
2719 return 1; 2343 return 1;
2720} 2344}
2345

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