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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.30 by root, Sun Dec 31 10:28:37 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.
63{ 62{
64 object *wand, *tmp; 63 object *wand, *tmp;
65 int ncharges; 64 int ncharges;
66 65
67 wand = find_marked_object (op); 66 wand = find_marked_object (op);
68 if (wand == NULL || wand->type != WAND) 67 if (!wand || wand->type != WAND)
69 { 68 {
70 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.");
71 return 0; 70 return 0;
72 } 71 }
73 if (!(random_roll (0, 3, op, PREFER_HIGH))) 72 if (!(random_roll (0, 3, op, PREFER_HIGH)))
74 { 73 {
75 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));
76 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE); 75 op->play_sound (sound_find ("ob_explode"));
77 esrv_del_item (op->contr, wand->count);
78 wand->destroy (); 76 wand->destroy ();
79 tmp = get_archetype ("fireball"); 77 tmp = get_archetype (shstr_fireball);
80 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;
81 79
82 if (!tmp->stats.dam) 80 if (!tmp->stats.dam)
83 tmp->stats.dam = 1; 81 tmp->stats.dam = 1;
84 82
105 ncharges = 1; 103 ncharges = 1;
106 104
107 wand->stats.food += ncharges; 105 wand->stats.food += ncharges;
108 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));
109 107
110 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE)) 108 if (wand->arch && QUERY_FLAG (wand->arch, FLAG_ANIMATE))
111 { 109 {
112 SET_FLAG (wand, FLAG_ANIMATE); 110 SET_FLAG (wand, FLAG_ANIMATE);
113 wand->set_speed (wand->arch->clone.speed); 111 wand->set_speed (wand->arch->speed);
114 } 112 }
115 113
116 return 1; 114 return 1;
117} 115}
118 116
124 * great a plus, the default is used. 122 * great a plus, the default is used.
125 * 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
126 * 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
127 * create nonnmagic arrows, or even -1, etc... 125 * create nonnmagic arrows, or even -1, etc...
128 */ 126 */
129
130int 127int
131cast_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)
132{ 129{
133 int missile_plus = 0, bonus_plus = 0; 130 int bonus_plus = 0;
134 const char *missile_name; 131 const char *missile_name = "arrow";
135 object *tmp, *missile;
136 132
137 missile_name = "arrow";
138
139 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 133 for (object *tmp = op->inv; tmp; tmp = tmp->below)
140 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) 134 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED))
141 missile_name = tmp->race; 135 missile_name = tmp->race;
142 136
143 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); 137 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
144 138
145 if (archetype::find (missile_name) == NULL) 139 archetype *missile_arch = archetype::find (missile_name);
140
141 if (!missile_arch)
146 { 142 {
147 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);
148 return 0; 144 return 0;
149 } 145 }
150 146
151 missile = get_archetype (missile_name); 147 object *missile = missile_arch->instance ();
152 148
153 if (stringarg) 149 if (spellparam)
154 { 150 {
155 /* If it starts with a letter, presume it is a description */ 151 /* If it starts with a letter, presume it is a description */
156 if (isalpha (*stringarg)) 152 if (isalpha (*spellparam))
157 { 153 {
158 artifact *al = find_artifactlist (missile->type)->items; 154 artifact *al = find_artifactlist (missile->type)->items;
159 155
160 for (; al != NULL; al = al->next) 156 for (; al; al = al->next)
161 if (!strcasecmp (al->item->name, stringarg)) 157 if (!strcasecmp (al->item->name, spellparam))
162 break; 158 break;
163 159
164 if (!al) 160 if (!al)
165 { 161 {
166 missile->destroy (); 162 missile->destroy ();
167 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);
168 return 0; 164 return 0;
169 } 165 }
170 166
171 if (al->item->slaying) 167 if (al->item->slaying)
172 { 168 {
173 missile->destroy (); 169 missile->destroy ();
174 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);
175 return 0; 171 return 0;
176 } 172 }
177 173
178 give_artifact_abilities (missile, al->item); 174 give_artifact_abilities (missile, al->item);
179 /* 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 -
180 * 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
181 * the parsing of having to do both plus and type. 177 * the parsing of having to do both plus and type.
182 */ 178 */
183 bonus_plus = 1 + (al->item->value / 5); 179 bonus_plus = 1 + (al->item->value / 5);
184 missile_plus = 0; 180 missile_plus = 0;
185 } 181 }
186 else if (atoi (stringarg) < missile_plus) 182 else if (atoi (spellparam) < missile_plus)
187 missile_plus = atoi (stringarg); 183 missile_plus = atoi (spellparam);
188 } 184 }
189 185
190 if (missile_plus > 4) 186 missile_plus = clamp (missile_plus, -4, 4);
191 missile_plus = 4;
192 else if (missile_plus < -4)
193 missile_plus = -4;
194 187
195 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 188 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
196 missile->nrof -= 3 * (missile_plus + bonus_plus); 189 missile->nrof -= 3 * (missile_plus + bonus_plus);
197 190
198 if (missile->nrof < 1) 191 if (missile->nrof < 1)
210 return 1; 203 return 1;
211} 204}
212 205
213 206
214/* allows the choice of what sort of food object to make. 207/* allows the choice of what sort of food object to make.
215 * 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*/
216int 209int
217cast_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)
218{ 211{
219 int food_value; 212 int food_value;
220 archetype *at = NULL; 213 archetype *at = NULL;
221 object *new_op; 214 object *new_op;
222 215
223 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);
224 217
225 if (stringarg) 218 if (spellparam)
226 { 219 {
227 at = find_archetype_by_object_type_name (FOOD, stringarg); 220 at = find_archetype_by_object_type_name (FOOD, spellparam);
228 if (at == NULL) 221 if (at == NULL)
229 at = find_archetype_by_object_type_name (DRINK, stringarg); 222 at = find_archetype_by_object_type_name (DRINK, spellparam);
230 if (at == NULL || at->clone.stats.food > food_value) 223 if (at == NULL || at->stats.food > food_value)
231 stringarg = NULL; 224 spellparam = NULL;
232 } 225 }
233 226
234 if (!stringarg) 227 if (!spellparam)
235 { 228 {
236 archetype *at_tmp; 229 archetype *at_tmp;
237 230
238 /* We try to find the archetype with the maximum food value. 231 /* We try to find the archetype with the maximum food value.
239 * This removes the dependancy of hard coded food values in this 232 * This removes the dependancy of hard coded food values in this
241 * We don't use flesh types because the weight values of those need 234 * We don't use flesh types because the weight values of those need
242 * to be altered from the donor. 235 * to be altered from the donor.
243 */ 236 */
244 237
245 /* We assume the food items don't have multiple parts */ 238 /* We assume the food items don't have multiple parts */
246 for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next) 239 for_all_archetypes (at_tmp)
247 { 240 {
248 if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK) 241 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
249 { 242 {
250 /* Basically, if the food value is something that is creatable 243 /* Basically, if the food value is something that is creatable
251 * under the limits of the spell and it is higher than 244 * under the limits of the spell and it is higher than
252 * the item we have now, take it instead. 245 * the item we have now, take it instead.
253 */ 246 */
254 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)))
255 at = at_tmp; 252 at = at_tmp;
256 } 253 }
257 } 254 }
258 } 255 }
256
259 /* 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
260 * know 258 * know
261 */ 259 */
262 if (!at) 260 if (!at)
263 { 261 {
264 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.");
265 return 0; 263 return 0;
266 } 264 }
267 265
268 food_value /= at->clone.stats.food; 266 food_value /= at->stats.food;
269 new_op = arch_to_object (at); 267 new_op = arch_to_object (at);
270 new_op->nrof = food_value; 268 new_op->nrof = food_value;
271 269
272 new_op->value = 0; 270 new_op->value = 0;
273 if (new_op->nrof < 1) 271 if (new_op->nrof < 1)
282{ 280{
283 int r, mflags, maxrange; 281 int r, mflags, maxrange;
284 object *tmp; 282 object *tmp;
285 maptile *m; 283 maptile *m;
286 284
287
288 if (!dir) 285 if (!dir)
289 { 286 {
290 examine_monster (op, op); 287 examine_monster (op, op);
291 return 1; 288 return 1;
292 } 289 }
290
293 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 291 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
294 for (r = 1; r < maxrange; r++) 292 for (r = 1; r < maxrange; r++)
295 { 293 {
296 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];
297 295
304 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) 302 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC))
305 { 303 {
306 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 304 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
307 return 0; 305 return 0;
308 } 306 }
307
309 if (mflags & P_IS_ALIVE) 308 if (mflags & P_IS_ALIVE)
310 { 309 {
311 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)
312 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)))
313 { 312 {
314 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 313 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
315 if (tmp->head != NULL) 314 if (tmp->head != NULL)
316 tmp = tmp->head; 315 tmp = tmp->head;
317 examine_monster (op, tmp); 316 examine_monster (op, tmp);
318 return 1; 317 return 1;
319 } 318 }
320 } 319 }
321 } 320 }
321
322 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); 322 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
323 return 1; 323 return 1;
324} 324}
325
326 325
327/* This checks to see if 'pl' is invisible to 'mon'. 326/* This checks to see if 'pl' is invisible to 'mon'.
328 * does race check, undead check, etc 327 * does race check, undead check, etc
329 * Returns TRUE if mon can't see pl, false 328 * Returns TRUE if mon can't see pl, false
330 * otherwise. This doesn't check range, walls, etc. It 329 * otherwise. This doesn't check range, walls, etc. It
332 * pl is invisible. 331 * pl is invisible.
333 */ 332 */
334int 333int
335makes_invisible_to (object *pl, object *mon) 334makes_invisible_to (object *pl, object *mon)
336{ 335{
337
338 if (!pl->invisible) 336 if (!pl->invisible)
339 return 0; 337 return 0;
338
340 if (pl->type == PLAYER) 339 if (pl->type == PLAYER)
341 { 340 {
342 /* If race isn't set, then invisible unless it is undead */ 341 /* If race isn't set, then invisible unless it is undead */
343 if (!pl->contr->invis_race) 342 if (!pl->contr->invis_race)
344 { 343 {
345 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 344 if (QUERY_FLAG (mon, FLAG_UNDEAD))
346 return 0; 345 return 0;
346
347 return 1; 347 return 1;
348 } 348 }
349
349 /* invis_race is set if we get here */ 350 /* invis_race is set if we get here */
350 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 351 if (pl->contr->invis_race == shstr_undead && is_true_undead (mon))
351 return 1; 352 return 1;
353
352 /* No race, can't be invisible to it */ 354 /* No race, can't be invisible to it */
353 if (!mon->race) 355 if (!mon->race)
354 return 0; 356 return 0;
357
355 if (strstr (mon->race, pl->contr->invis_race)) 358 if (mon->race.contains (pl->contr->invis_race))
356 return 1; 359 return 1;
360
357 /* Nothing matched above, return 0 */ 361 /* Nothing matched above, return 0 */
358 return 0; 362 return 0;
359 } 363 }
360 else 364 else
361 { 365 {
374 * normal applies. 378 * normal applies.
375 */ 379 */
376int 380int
377cast_invisible (object *op, object *caster, object *spell_ob) 381cast_invisible (object *op, object *caster, object *spell_ob)
378{ 382{
379 object *tmp;
380
381 if (op->invisible > 1000) 383 if (op->invisible > 1000)
382 { 384 {
383 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");
384 return 0; 386 return 0;
385 } 387 }
401 else 403 else
402 op->contr->tmp_invis = 1; 404 op->contr->tmp_invis = 1;
403 405
404 op->contr->hidden = 0; 406 op->contr->hidden = 0;
405 } 407 }
408
406 if (makes_invisible_to (op, op)) 409 if (makes_invisible_to (op, op))
407 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!");
408 else 411 else
409 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!"); 412 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
410 413
411 update_object (op, UP_OBJ_FACE); 414 update_object (op, UP_OBJ_CHANGE);
412 415
413 /* Only search the active objects - only these should actually do 416 /* Only search the active objects - only these should actually do
414 * harm to the player. 417 * harm to the player.
415 */ 418 */
416 for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) 419 for_all_actives (tmp)
417 if (tmp->enemy == op) 420 if (tmp->enemy == op)
418 tmp->enemy = NULL; 421 tmp->enemy = 0;
422
419 return 1; 423 return 1;
420} 424}
421 425
422/* earth to dust spell. Basically destroys earthwalls in the area. 426/* earth to dust spell. Basically destroys earthwalls in the area.
423 */ 427 */
424int 428int
425cast_earth_to_dust (object *op, object *caster, object *spell_ob) 429cast_earth_to_dust (object *op, object *caster, object *spell_ob)
426{ 430{
427 object *tmp, *next;
428 int range, i, j, mflags; 431 int range, i, j, mflags;
429 sint16 sx, sy; 432 sint16 sx, sy;
430 maptile *m; 433 maptile *m;
431
432 if (op->type != PLAYER)
433 return 0;
434 434
435 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 435 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
436 436
437 for (i = -range; i <= range; i++) 437 for (i = -range; i <= range; i++)
438 for (j = -range; j <= range; j++) 438 for (j = -range; j <= range; j++)
443 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 443 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
444 444
445 if (mflags & P_OUT_OF_MAP) 445 if (mflags & P_OUT_OF_MAP)
446 continue; 446 continue;
447 447
448 // earth to dust tears down everything that can be teared down 448 // earth to dust tears down everything that can be torn down
449 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)
450 { 450 {
451 next = tmp->above; 451 next = tmp->above;
452
452 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 453 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
453 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 454 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
454 } 455 }
455 } 456 }
457
456 return 1; 458 return 1;
457} 459}
458
459 460
460void 461void
461execute_word_of_recall (object *op) 462execute_word_of_recall (object *op)
462{ 463{
463 object *wor = op; 464 if (object *pl = op->in_player ())
464 465 {
465 while (op != NULL && op->type != PLAYER) 466 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST))
466 op = op->env;
467
468 if (op != NULL && op->map)
469 if ((get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_CLERIC) && (!QUERY_FLAG (op, FLAG_WIZCAST)))
470 new_draw_info (NDI_UNIQUE, 0, op, "You feel something fizzle inside you."); 467 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
471 else 468 else
472 op->enter_exit (wor); 469 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
470 }
473 471
474 wor->destroy (); 472 op->destroy ();
475} 473}
476 474
477/* Word of recall causes the player to return 'home'. 475/* Word of recall causes the player to return 'home'.
478 * 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
479 * time delay effect. 477 * time delay effect.
492 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.");
493 return 1; 491 return 1;
494 } 492 }
495 493
496 dummy = get_archetype (FORCE_NAME); 494 dummy = get_archetype (FORCE_NAME);
497 if (dummy == NULL) 495
496 if (!dummy)
498 { 497 {
499 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 498 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
500 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); 499 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
501 return 0; 500 return 0;
502 } 501 }
519 */ 518 */
520 EXIT_PATH (dummy) = op->contr->savebed_map; 519 EXIT_PATH (dummy) = op->contr->savebed_map;
521 EXIT_X (dummy) = op->contr->bed_x; 520 EXIT_X (dummy) = op->contr->bed_x;
522 EXIT_Y (dummy) = op->contr->bed_y; 521 EXIT_Y (dummy) = op->contr->bed_y;
523 522
524 (void) insert_ob_in_ob (dummy, op); 523 op->insert (dummy);
524
525 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
526 return 1; 527 return 1;
527} 528}
528 529
529/* cast_wonder 530/* cast_wonder
530 * wonder is really just a spell that will likely cast another 531 * wonder is really just a spell that will likely cast another
563} 564}
564 565
565int 566int
566perceive_self (object *op) 567perceive_self (object *op)
567{ 568{
568 char *cp = describe_item (op, op), buf[MAX_BUF]; 569 const char *cp = describe_item (op, op);
569 archetype *at = archetype::find (ARCH_DEPLETION); 570 archetype *at = archetype::find (shstr_depletion);
570 object *tmp;
571 int i;
572 571
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
573 tmp = find_god (determine_god (op)); 580 if (object *god = find_god (determine_god (op)))
574 if (tmp) 581 buf << " - You worship " << &god->name << ".\n";
575 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
576 else 582 else
577 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); 583 buf << " - You worship no god.\n";
578 584
579 tmp = present_arch_in_ob (at, op); 585 object *tmp = present_arch_in_ob (at, op);
580 586
581 if (*cp == '\0' && tmp == NULL) 587 if (*cp == '\0' && !tmp)
582 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 588 buf << " - You feel very mundane. ";
583 else 589 else
584 { 590 {
585 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 591 buf << " - You have: " << cp << ".\n";
586 new_draw_info (NDI_UNIQUE, 0, op, cp); 592
587 if (tmp != NULL) 593 if (tmp)
588 {
589 for (i = 0; i < NUM_STATS; i++) 594 for (int i = 0; i < NUM_STATS; i++)
590 { 595 if (tmp->stats.stat (i) < 0)
591 if (get_attr_value (&tmp->stats, i) < 0) 596 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
592 {
593 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i)));
594 }
595 }
596 }
597 } 597 }
598 598
599 if (is_dragon_pl (op)) 599 if (is_dragon_pl (op))
600 {
601 /* now grab the 'dragon_ability'-force from the player's inventory */ 600 /* now grab the 'dragon_ability'-force from the player's inventory */
602 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 601 for (tmp = op->inv; tmp; tmp = tmp->below)
603 { 602 {
604 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 603 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
605 { 604 {
606 if (tmp->stats.exp == 0) 605 if (tmp->stats.exp == 0)
607 {
608 sprintf (buf, "Your metabolism isn't focused on anything."); 606 buf << " - Your metabolism isn't focused on anything.\n";
609 }
610 else 607 else
611 {
612 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";
613 } 609
614 new_draw_info (NDI_UNIQUE, 0, op, buf);
615 break; 610 break;
616 } 611 }
617 } 612 }
618 }
619 return 1;
620}
621 613
622/* int cast_create_town_portal (object *op, object *caster, int dir) 614 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
623 *
624 * This function cast the spell of town portal for op
625 *
626 * The spell operates in two passes. During the first one a place
627 * is marked as a destination for the portal. During the second one,
628 * 2 portals are created, one in the position the player cast it and
629 * one in the destination place. The portal are synchronized and 2 forces
630 * are inserted in the player to destruct the portal next time player
631 * creates a new portal pair.
632 * This spell has a side effect that it allows people to meet each other
633 * in a permanent, private, appartements by making a town portal from it
634 * to the town or another public place. So, check if the map is unique and if
635 * so return an error
636 *
637 * Code by Tchize (david.delbecq@usa.net)
638 */
639int
640cast_create_town_portal (object *op, object *caster, object *spell, int dir)
641{
642 object *dummy, *force, *old_force, *tmp;
643 archetype *perm_portal;
644 char portal_name[1024], portal_message[1024];
645 maptile *exitmap;
646 int op_level;
647
648 /* Check to see if the map the player is currently on is a per player unique
649 * map. This can be determined in that per player unique maps have the
650 * full pathname listed.
651 */
652 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
653 {
654 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
655 return 0;
656 }
657
658 /* The first thing to do is to check if we have a marked destination
659 * dummy is used to make a check inventory for the force
660 */
661 dummy = arch_to_object (spell->other_arch);
662 if (dummy == NULL)
663 {
664 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
665 LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name);
666 return 0;
667 }
668
669 force = check_inv_recursive (op, dummy);
670
671 if (force == NULL)
672 {
673 /* Here we know there is no destination marked up.
674 * We have 2 things to do:
675 * 1. Mark the destination in the player inventory.
676 * 2. Let the player know it worked.
677 */
678 dummy->name = op->map->path;
679 EXIT_X (dummy) = op->x;
680 EXIT_Y (dummy) = op->y;
681 insert_ob_in_ob (dummy, op);
682 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You fix this place in your mind.\nYou feel you are able to come here from anywhere.");
683 return 1;
684 }
685
686 dummy->destroy ();
687
688 /* Here we know where the town portal should go to
689 * We should kill any existing portal associated with the player.
690 * Than we should create the 2 portals.
691 * For each of them, we need:
692 * - To create the portal with the name of the player+destination map
693 * - set the owner of the town portal
694 * - To mark the position of the portal in the player's inventory
695 * for easier destruction.
696 *
697 * The mark works has follow:
698 * slaying: Existing town portal
699 * hp, sp : x & y of the associated portal
700 * name : name of the portal
701 * race : map the portal is in
702 */
703
704 /* First step: killing existing town portals */
705 dummy = get_archetype (spell->race);
706 if (dummy == NULL)
707 {
708 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
709 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
710 return 0;
711 }
712
713 perm_portal = archetype::find (spell->slaying);
714
715 /* To kill a town portal, we go trough the player's inventory,
716 * for each marked portal in player's inventory,
717 * -We try load the associated map (if impossible, consider the portal destructed)
718 * -We find any portal in the specified location.
719 * If it has the good name, we destruct it.
720 * -We destruct the force indicating that portal.
721 */
722 while ((old_force = check_inv_recursive (op, dummy)))
723 {
724 exitmap = maptile::load_map_sync (old_force->race, op->map);
725
726 if (exitmap)
727 {
728 int exitx = EXIT_X (old_force);
729 int exity = EXIT_Y (old_force);
730
731 tmp = present_arch (perm_portal, exitmap, exitx, exity);
732 while (tmp)
733 {
734 if (tmp->name == old_force->name)
735 {
736 tmp->destroy ();
737 break;
738 }
739
740 tmp = tmp->above;
741 }
742 }
743
744 old_force->destroy ();
745 }
746
747 dummy->destroy ();
748
749 /* Creating the portals.
750 * The very first thing to do is to ensure
751 * access to the destination map.
752 * If we can't, don't fizzle. Simply warn player.
753 * This ensure player pays his mana for the spell
754 * because HE is responsible of forgotting.
755 * 'force' is the destination of the town portal, which we got
756 * from the players inventory above.
757 */
758
759 /* Ensure exit map is loaded */
760 exitmap = maptile::load_map_sync (force->name);
761
762 /* If we were unable to load (ex. random map deleted), warn player */
763 if (!exitmap)
764 {
765 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
766 force->destroy ();
767 return 1;
768 }
769
770 op_level = caster_level (caster, spell);
771 if (op_level < 15)
772 snprintf (portal_message, 1024,
773 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
774 &op->name);
775 else if (op_level < 30)
776 snprintf (portal_message, 1024,
777 "\n%s's portal smells of ozone.\nYou do a lot of movements and finally pass\nthrough the small hole in the air\n", &op->name);
778 else if (op_level < 60)
779 snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
780 else
781 snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",
782 &op->name);
783
784 /* Create a portal in front of player
785 * dummy contain the portal and
786 * force contain the track to kill it later
787 */
788 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
789 dummy = get_archetype (spell->slaying); /*The portal */
790 if (dummy == NULL)
791 {
792 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
793 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
794 return 0;
795 }
796
797 EXIT_PATH (dummy) = force->name;
798 EXIT_X (dummy) = EXIT_X (force);
799 EXIT_Y (dummy) = EXIT_Y (force);
800 dummy->name = dummy->name_pl = portal_name;
801 dummy->msg = portal_message;
802 dummy->race = op->name; /*Save the owner of the portal */
803 cast_create_obj (op, caster, dummy, 0);
804
805 /* Now we need to to create a town portal marker inside the player
806 * object, so on future castings, we can know that he has an active
807 * town portal.
808 */
809 tmp = get_archetype (spell->race);
810 if (tmp == NULL)
811 {
812 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
813 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
814 return 0;
815 }
816
817 tmp->race = op->map->path;
818 tmp->name = portal_name;
819 EXIT_X (tmp) = dummy->x;
820 EXIT_Y (tmp) = dummy->y;
821 op->insert (tmp);
822
823 /* Create a portal in the destination map
824 * dummy contain the portal and
825 * force the track to kill it later
826 * the 'force' variable still contains the 'reminder' of
827 * where this portal goes to.
828 */
829 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &op->map->path);
830 dummy = get_archetype (spell->slaying); /*The portal */
831 if (dummy == NULL)
832 {
833 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
834 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
835 return 0;
836 }
837
838 EXIT_PATH (dummy) = op->map->path;
839 EXIT_X (dummy) = op->x;
840 EXIT_Y (dummy) = op->y;
841 dummy->name = dummy->name_pl = portal_name;
842 dummy->msg = portal_message;
843 dummy->race = op->name; /*Save the owner of the portal */
844 exitmap->insert (dummy, EXIT_X (force), EXIT_Y (force), op);
845
846 /* Now we create another town portal marker that
847 * points back to the one we just made
848 */
849 tmp = get_archetype (spell->race);
850 if (tmp == NULL)
851 {
852 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
853 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
854 return 0;
855 }
856
857 tmp->race = force->name;
858 tmp->name = portal_name;
859 EXIT_X (tmp) = dummy->x;
860 EXIT_Y (tmp) = dummy->y;
861 insert_ob_in_ob (tmp, op);
862
863 /* Describe the player what happened
864 */
865 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
866 force->destroy ();
867 615
868 return 1; 616 return 1;
869} 617}
870 618
871/* This creates magic walls. Really, it can create most any object, 619/* This creates magic walls. Really, it can create most any object,
959 */ 707 */
960 if (tmp->type != EARTHWALL) //TODO 708 if (tmp->type != EARTHWALL) //TODO
961 tmp->set_owner (op); 709 tmp->set_owner (op);
962 710
963 set_spell_skill (op, caster, spell_ob, tmp); 711 set_spell_skill (op, caster, spell_ob, tmp);
964 tmp->level = caster_level (caster, spell_ob) / 2; 712 tmp->level = casting_level (caster, spell_ob) / 2;
965 713
966 name = tmp->name; 714 name = tmp->name;
967 if (!(tmp = m->insert (tmp, x, y, op))) 715 if (!(tmp = m->insert (tmp, x, y, op)))
968 { 716 {
969 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);
970 return 0; 718 return 0;
971 } 719 }
972 720
973 /* 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 */
974 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 722 if (tmp->other_arch && tmp->other_arch->type == SPELL)
975 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 723 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
976 724
977 /* This code causes the wall to extend some distance in 725 /* This code causes the wall to extend some distance in
978 * each direction, or until an obstruction is encountered. 726 * each direction, or until an obstruction is encountered.
979 * posblocked and negblocked help determine how far the 727 * posblocked and negblocked help determine how far the
999 { 747 {
1000 object *tmp2 = tmp->clone (); 748 object *tmp2 = tmp->clone ();
1001 m->insert (tmp2, x, y, op); 749 m->insert (tmp2, x, y, op);
1002 750
1003 /* 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 */
1004 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 752 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1005 tmp2->insert (arch_to_object (tmp2->other_arch)); 753 tmp2->insert (arch_to_object (tmp2->other_arch));
1006 754
1007 } 755 }
1008 else 756 else
1009 posblocked = 1; 757 posblocked = 1;
1016 ((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)
1017 { 765 {
1018 object *tmp2 = tmp->clone (); 766 object *tmp2 = tmp->clone ();
1019 m->insert (tmp2, x, y, op); 767 m->insert (tmp2, x, y, op);
1020 768
1021 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 769 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1022 tmp2->insert (arch_to_object (tmp2->other_arch)); 770 tmp2->insert (arch_to_object (tmp2->other_arch));
1023 } 771 }
1024 else 772 else
1025 negblocked = 1; 773 negblocked = 1;
1026 } 774 }
1030 778
1031 return 1; 779 return 1;
1032} 780}
1033 781
1034int 782int
1035dimension_door (object *op, object *caster, object *spob, int dir) 783dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
1036{ 784{
1037 uint32 dist, maxdist; 785 uint32 dist, maxdist;
1038 int mflags; 786 int mflags;
1039 maptile *m; 787 maptile *m;
1040 sint16 sx, sy; 788 sint16 sx, sy;
1051 /* 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
1052 * ever, so put limits in. 800 * ever, so put limits in.
1053 */ 801 */
1054 maxdist = spob->range + SP_level_range_adjust (caster, spob); 802 maxdist = spob->range + SP_level_range_adjust (caster, spob);
1055 803
1056 if (op->contr->count) 804 if (spellparam)
1057 { 805 {
806 int count = atoi (spellparam);
807
1058 if (op->contr->count > maxdist) 808 if (count > maxdist)
1059 { 809 {
1060 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!");
1061 return 0; 811 return 0;
1062 } 812 }
1063 813
1064 for (dist = 0; dist < op->contr->count; dist++) 814 for (dist = 0; dist < count; dist++)
1065 { 815 {
1066 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);
1067 817
1068 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 818 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
1069 break; 819 break;
1070 820
1071 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)))
1072 break; 822 break;
1073 } 823 }
1074 824
1075 if (dist < op->contr->count) 825 if (dist < count)
1076 { 826 {
1077 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");
1078 op->contr->count = 0;
1079 return 0; 828 return 0;
1080 } 829 }
1081
1082 op->contr->count = 0;
1083 830
1084 /* Remove code that puts player on random space on maps. IMO, 831 /* Remove code that puts player on random space on maps. IMO,
1085 * a lot of maps probably have areas the player should not get to, 832 * a lot of maps probably have areas the player should not get to,
1086 * but may not be marked as NO_MAGIC (as they may be bounded 833 * but may not be marked as NO_MAGIC (as they may be bounded
1087 * by such squares). Also, there are probably treasure rooms and 834 * by such squares). Also, there are probably treasure rooms and
1138 885
1139 /* Actually move the player now */ 886 /* Actually move the player now */
1140 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op))) 887 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op)))
1141 return 1; 888 return 1;
1142 889
1143 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
1144 return 1; 892 return 1;
1145} 893}
1146
1147 894
1148/* cast_heal: Heals something. 895/* cast_heal: Heals something.
1149 * op is the caster. 896 * op is the caster.
1150 * dir is the direction he is casting it in. 897 * dir is the direction he is casting it in.
1151 * spell is the spell object. 898 * spell is the spell object.
1158 object *poison; 905 object *poison;
1159 int heal = 0, success = 0; 906 int heal = 0, success = 0;
1160 907
1161 tmp = find_target_for_friendly_spell (op, dir); 908 tmp = find_target_for_friendly_spell (op, dir);
1162 909
1163 if (tmp == NULL) 910 if (!tmp)
1164 return 0; 911 return 0;
1165 912
1166 /* Figure out how many hp this spell might cure. 913 /* Figure out how many hp this spell might cure.
1167 * could be zero if this spell heals effects, not damage. 914 * could be zero if this spell heals effects, not damage.
1168 */ 915 */
1171 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;
1172 919
1173 if (heal) 920 if (heal)
1174 { 921 {
1175 if (tmp->stats.hp >= tmp->stats.maxhp) 922 if (tmp->stats.hp >= tmp->stats.maxhp)
1176 {
1177 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.");
1178 }
1179 else 924 else
1180 { 925 {
1181 /* See how many points we actually heal. Instead of messages 926 /* See how many points we actually heal. Instead of messages
1182 * based on type of spell, we instead do messages based 927 * based on type of spell, we instead do messages based
1183 * on amount of damage healed. 928 * on amount of damage healed.
1184 */ 929 */
1185 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 930 if (heal > tmp->stats.maxhp - tmp->stats.hp)
1186 heal = tmp->stats.maxhp - tmp->stats.hp; 931 heal = tmp->stats.maxhp - tmp->stats.hp;
932
1187 tmp->stats.hp += heal; 933 tmp->stats.hp += heal;
1188 934
1189 if (tmp->stats.hp >= tmp->stats.maxhp) 935 if (tmp->stats.hp >= tmp->stats.maxhp)
1190 {
1191 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 936 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1192 }
1193 else if (heal > 50) 937 else if (heal > 50)
1194 {
1195 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); 938 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1196 }
1197 else if (heal > 25) 939 else if (heal > 25)
1198 {
1199 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); 940 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1200 }
1201 else if (heal > 10) 941 else if (heal > 10)
1202 {
1203 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.");
1204 }
1205 else 943 else
1206 {
1207 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.");
1208 } 945
1209 success = 1; 946 success = 1;
1210 } 947 }
1211 } 948 }
949
1212 if (spell->attacktype & AT_DISEASE) 950 if (spell->attacktype & AT_DISEASE)
1213 if (cure_disease (tmp, op)) 951 if (cure_disease (tmp, op, spell))
1214 success = 1; 952 success = 1;
1215 953
1216 if (spell->attacktype & AT_POISON) 954 if (spell->attacktype & AT_POISON)
1217 { 955 {
1218 at = archetype::find ("poisoning"); 956 at = archetype::find (shstr_poisoning);
1219 poison = present_arch_in_ob (at, tmp); 957 poison = present_arch_in_ob (at, tmp);
1220 if (poison) 958 if (poison)
1221 { 959 {
1222 success = 1; 960 success = 1;
1223 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 961 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1224 poison->stats.food = 1; 962 poison->stats.food = 1;
1225 } 963 }
1226 } 964 }
965
1227 if (spell->attacktype & AT_CONFUSION) 966 if (spell->attacktype & AT_CONFUSION)
1228 { 967 {
1229 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 968 poison = present_in_ob_by_name (FORCE, shstr_confusion, tmp);
1230 if (poison) 969 if (poison)
1231 { 970 {
1232 success = 1; 971 success = 1;
1233 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 972 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1234 poison->duration = 1; 973 poison->duration = 1;
1235 } 974 }
1236 } 975 }
976
1237 if (spell->attacktype & AT_BLIND) 977 if (spell->attacktype & AT_BLIND)
1238 { 978 {
1239 at = archetype::find ("blindness"); 979 at = archetype::find (shstr_blindness);
1240 poison = present_arch_in_ob (at, tmp); 980 poison = present_arch_in_ob (at, tmp);
1241 if (poison) 981 if (poison)
1242 { 982 {
1243 success = 1; 983 success = 1;
1244 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.");
1245 poison->stats.food = 1; 985 poison->stats.food = 1;
1246 } 986 }
1247 } 987 }
988
1248 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) 989 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1249 { 990 {
1250 tmp->stats.sp += spell->last_sp; 991 tmp->stats.sp += spell->last_sp;
1251 if (tmp->stats.sp > tmp->stats.maxsp) 992 if (tmp->stats.sp > tmp->stats.maxsp)
1252 tmp->stats.sp = tmp->stats.maxsp; 993 tmp->stats.sp = tmp->stats.maxsp;
1253 success = 1; 994 success = 1;
1254 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!");
1255 } 996 }
997
1256 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) 998 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1257 { 999 {
1258 tmp->stats.grace += spell->last_grace; 1000 tmp->stats.grace += spell->last_grace;
1259 if (tmp->stats.grace > tmp->stats.maxgrace) 1001 if (tmp->stats.grace > tmp->stats.maxgrace)
1260 tmp->stats.grace = tmp->stats.maxgrace; 1002 tmp->stats.grace = tmp->stats.maxgrace;
1261 success = 1; 1003 success = 1;
1262 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!");
1263 } 1005 }
1006
1264 if (spell->stats.food && tmp->stats.food < 999) 1007 if (spell->stats.food && tmp->stats.food < 999)
1265 { 1008 {
1266 tmp->stats.food += spell->stats.food; 1009 tmp->stats.food += spell->stats.food;
1010
1267 if (tmp->stats.food > 999) 1011 if (tmp->stats.food > 999)
1268 tmp->stats.food = 999; 1012 tmp->stats.food = 999;
1013
1269 success = 1; 1014 success = 1;
1270 /* 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 */
1271 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");
1272 } 1017 }
1018
1273 return success; 1019 return success;
1274} 1020}
1275
1276 1021
1277/* 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
1278 * 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
1279 * good comments for those. 1024 * good comments for those.
1280 */ 1025 */
1281static const char *const no_gain_msgs[NUM_STATS] = { 1026static const char *const no_gain_msgs[NUM_STATS] = {
1282 "You grow no stronger.", 1027 "You grow no stronger.",
1283 "You grow no more agile.", 1028 "You grow no more agile.",
1284 "You don't feel any healthier.", 1029 "You don't feel any healthier.",
1285 "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."
1286 "You are no easier to look at.", 1033 "You are no easier to look at.",
1287 "no int",
1288 "no pow"
1289}; 1034};
1290 1035
1291int 1036int
1037change_ability_duration (object *spell, object *caster)
1038{
1039 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1040}
1041
1042int
1292cast_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)
1293{ 1044{
1294 object *force = NULL; 1045 object *force = 0;
1295 int i; 1046 int i;
1296 1047
1297 /* 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. */
1298 object *tmp = dir 1049 object *tmp = dir
1299 ? find_target_for_friendly_spell (op, dir) 1050 ? find_target_for_friendly_spell (op, dir)
1300 : op; 1051 : op;
1301 1052
1302 if (!tmp) 1053 if (!tmp)
1303 return 0; 1054 return 0;
1304 1055
1305 /* 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. */
1313 break; 1064 break;
1314 } 1065 }
1315 else if (spell_ob->race && spell_ob->race == tmp2->name) 1066 else if (spell_ob->race && spell_ob->race == tmp2->name)
1316 { 1067 {
1317 if (!silent) 1068 if (!silent)
1318 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 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
1319 return 0; 1073 return 0;
1320 } 1074 }
1321 } 1075 }
1322 } 1076 }
1077
1078 int duration = change_ability_duration (spell_ob, caster);
1079
1323 if (force == NULL) 1080 if (force)
1324 {
1325 force = get_archetype (FORCE_NAME);
1326 force->subtype = FORCE_CHANGE_ABILITY;
1327 if (spell_ob->race)
1328 force->name = spell_ob->race;
1329 else
1330 force->name = spell_ob->name;
1331 force->name_pl = spell_ob->name;
1332 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1333
1334 } 1081 {
1335 else
1336 {
1337 int duration;
1338
1339 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1340 if (duration > force->duration) 1082 if (duration > force->duration)
1341 { 1083 {
1342 force->duration = duration; 1084 force->duration = duration;
1343 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.");
1344 } 1086 }
1345 else 1087 else
1346 {
1347 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.");
1348 } 1089
1349 return 1; 1090 return 1;
1350 } 1091 }
1351 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
1352 force->speed = 1.0; 1108 force->speed = 1.0;
1353 force->speed_left = -1.0; 1109 force->speed_left = -1.0;
1354 SET_FLAG (force, FLAG_APPLIED); 1110 SET_FLAG (force, FLAG_APPLIED);
1355 1111
1356 /* Now start processing the effects. First, protections */ 1112 /* Now start processing the effects. First, protections */
1361 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);
1362 if (force->resist[i] > 100) 1118 if (force->resist[i] > 100)
1363 force->resist[i] = 100; 1119 force->resist[i] = 100;
1364 } 1120 }
1365 } 1121 }
1122
1366 if (spell_ob->stats.hp) 1123 if (spell_ob->stats.hp)
1367 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);
1368 1125
1369 if (tmp->type == PLAYER) 1126 if (tmp->type == PLAYER)
1370 { 1127 {
1371 /* Stat adjustment spells */ 1128 /* Stat adjustment spells */
1372 for (i = 0; i < NUM_STATS; i++) 1129 for (i = 0; i < NUM_STATS; i++)
1373 { 1130 {
1374 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; 1131 if (sint8 stat = spell_ob->stats.stat (i))
1375
1376 if (stat)
1377 { 1132 {
1378 sm = 0; 1133 sint8 sm = 0;
1379 for (k = 0; k < stat; k++) 1134 for (sint8 k = 0; k < stat; k++)
1380 sm += rndm (1, 3); 1135 sm += rndm (1, 3);
1381 1136
1382 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) 1137 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1383 { 1138 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1384 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); 1139
1385 if (sm < 0) 1140 force->stats.stat (i) = sm;
1386 sm = 0; 1141
1387 }
1388 set_attr_value (&force->stats, i, sm);
1389 if (!sm) 1142 if (!sm)
1390 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); 1143 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1391 } 1144 }
1392 } 1145 }
1393 } 1146 }
1414 force->attacktype = spell_ob->attacktype; 1167 force->attacktype = spell_ob->attacktype;
1415 1168
1416 insert_ob_in_ob (force, tmp); 1169 insert_ob_in_ob (force, tmp);
1417 change_abil (tmp, force); /* Mostly to display any messages */ 1170 change_abil (tmp, force); /* Mostly to display any messages */
1418 tmp->update_stats (); 1171 tmp->update_stats ();
1172
1419 return 1; 1173 return 1;
1420} 1174}
1421 1175
1422/* 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
1423 * 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
1424 * of the caster. 1178 * of the caster.
1425 */ 1179 */
1426
1427int 1180int
1428cast_bless (object *op, object *caster, object *spell_ob, int dir) 1181cast_bless (object *op, object *caster, object *spell_ob, int dir)
1429{ 1182{
1430 int i; 1183 int i;
1431 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1184 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1432 1185
1433 /* 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. */
1434 if (dir != 0) 1187 if (dir != 0)
1435 { 1188 {
1436 tmp = find_target_for_friendly_spell (op, dir); 1189 tmp = find_target_for_friendly_spell (op, dir);
1190
1191 if (!tmp)
1192 return 0;
1437 } 1193 }
1438 else 1194 else
1439 {
1440 tmp = op; 1195 tmp = op;
1441 }
1442 1196
1443 /* 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. */
1444 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1198 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1445 { 1199 {
1446 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1200 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1447 { 1201 {
1448 if (tmp2->name == spell_ob->name) 1202 if (tmp2->name == spell_ob->name)
1449 { 1203 {
1455 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 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);
1456 return 0; 1210 return 0;
1457 } 1211 }
1458 } 1212 }
1459 } 1213 }
1214
1460 if (force == NULL) 1215 if (force == NULL)
1461 { 1216 {
1462 force = get_archetype (FORCE_NAME); 1217 force = get_archetype (FORCE_NAME);
1463 force->subtype = FORCE_CHANGE_ABILITY; 1218 force->subtype = FORCE_CHANGE_ABILITY;
1464 if (spell_ob->race) 1219 if (spell_ob->race)
1495 } 1250 }
1496 else 1251 else
1497 { 1252 {
1498 /* Only give out good benefits, and put a max on it */ 1253 /* Only give out good benefits, and put a max on it */
1499 for (i = 0; i < NROFATTACKS; i++) 1254 for (i = 0; i < NROFATTACKS; i++)
1500 {
1501 if (god->resist[i] > 0) 1255 if (god->resist[i] > 0)
1502 {
1503 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]);
1504 } 1257
1505 }
1506 force->path_attuned |= god->path_attuned; 1258 force->path_attuned |= god->path_attuned;
1507 1259
1508 if (spell_ob->attacktype) 1260 if (spell_ob->attacktype)
1509 force->slaying = god->slaying; 1261 force->slaying = god->slaying;
1510 1262
1526 insert_ob_in_ob (force, tmp); 1278 insert_ob_in_ob (force, tmp);
1527 tmp->update_stats (); 1279 tmp->update_stats ();
1528 return 1; 1280 return 1;
1529} 1281}
1530 1282
1531
1532
1533/* Alchemy code by Mark Wedel 1283/* Alchemy code by Mark Wedel
1534 * 1284 *
1535 * This code adds a new spell, called alchemy. Alchemy will turn 1285 * This code adds a new spell, called alchemy. Alchemy will turn
1536 * objects to gold nuggets, the value of the gold nuggets being 1286 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1537 * about 90% of that of the item itself. It uses the value of the
1538 * object before charisma adjustments, because the nuggets themselves
1539 * will be will be adjusted by charisma when sold.
1540 * 1287 *
1541 * 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
1542 * the maximum number of large nuggets you could get. 1289 * itself. It uses the value of the object before charisma adjustments,
1543 * Small nuggets are worth 1 gp each (base). You will get from 0 1290 * because the nuggets themselves will be will be adjusted by charisma
1544 * to the max amount of small nuggets as you could get. 1291 * when sold.
1545 *
1546 * For example, if an item is worth 110 gold, you will get
1547 * 4 large nuggets, and from 0-10 small nuggets.
1548 * 1292 *
1549 * 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
1550 * 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
1551 * alchemied. 1295 * alchemised.
1552 */ 1296 */
1553
1554/* I didn't feel like passing these as arguements to the
1555 * two functions that need them. Real values are put in them
1556 * when the spell is cast, and these are freed when the spell
1557 * is finished.
1558 */
1559static object *small, *large;
1560
1561static void 1297static void
1562alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight) 1298alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1563{ 1299{
1564 uint64 value = query_cost (obj, NULL, F_TRUE); 1300 uint64 value = query_cost (obj, NULL, F_TRUE);
1565 1301
1566 /* Give third price when we alchemy money (This should hopefully 1302 /* Give third price when we alchemy money (this should hopefully
1567 * 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
1568 * the nuggets, alchemy the gold from that, etc. 1304 * the nuggets, alchemy the gold from that, etc.
1569 * Otherwise, give 9 silver on the gold for other objects, 1305 * Otherwise, give 9 silver on the gold for other objects,
1570 * so that it would still be more affordable to haul 1306 * so that it would still be more affordable to haul
1571 * the stuff back to town. 1307 * the stuff back to town.
1572 */ 1308 */
1573
1574 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1309 if (QUERY_FLAG (obj, FLAG_UNPAID))
1575 value = 0; 1310 value = 0;
1576 else if (obj->type == MONEY || obj->type == GEM) 1311 else if (obj->type == MONEY || obj->type == GEM)
1577 value /= 3; 1312 value /= 3;
1578 else 1313 else
1579 value = (value * 9) / 10; 1314 value = value * 9 / 10;
1580 1315
1581 value /= 4; // fix by GHJ, don't understand, pcg
1582
1583 if ((obj->value > 0) && rndm (0, 29)) 1316 if (obj->value > 0 && rndm (0, 29))
1584 { 1317 total_value += value;
1585 int count;
1586 1318
1587 count = value / large->value;
1588 *large_nuggets += count;
1589 value -= (uint64) count *(uint64) large->value;
1590
1591 count = value / small->value;
1592 *small_nuggets += count;
1593 }
1594
1595 /* Turn 25 small nuggets into 1 large nugget. If the value
1596 * of large nuggets is not evenly divisable by the small nugget
1597 * value, take off an extra small_nugget (Assuming small_nuggets!=0)
1598 */
1599 if (*small_nuggets * small->value >= large->value)
1600 {
1601 (*large_nuggets)++;
1602 *small_nuggets -= large->value / small->value;
1603 if (*small_nuggets && large->value % small->value)
1604 (*small_nuggets)--;
1605 }
1606 weight += obj->weight; 1319 total_weight += obj->total_weight ();
1320
1607 obj->destroy (); 1321 obj->destroy ();
1608} 1322}
1609 1323
1610static void
1611update_map (object *op, maptile *m, int small_nuggets, int large_nuggets, int x, int y)
1612{
1613 object *tmp;
1614 int flag = 0;
1615
1616 /* Put any nuggets below the player, but we can only pass this
1617 * flag if we are on the same space as the player
1618 */
1619 if (x == op->x && y == op->y && op->map == m)
1620 flag = INS_BELOW_ORIGINATOR;
1621
1622 if (small_nuggets)
1623 {
1624 tmp = small->clone ();
1625 tmp->nrof = small_nuggets;
1626 m->insert (tmp, x, y, op, flag);
1627 }
1628
1629 if (large_nuggets)
1630 {
1631 tmp = large->clone ();
1632 tmp->nrof = large_nuggets;
1633 m->insert (tmp, x, y, op, flag);
1634 }
1635}
1636
1637int 1324int
1638alchemy (object *op, object *caster, object *spell_ob) 1325alchemy (object *op, object *caster, object *spell_ob)
1639{ 1326{
1640 int x, y, weight = 0, weight_max, large_nuggets, small_nuggets, mflags;
1641 sint16 nx, ny;
1642 object *next, *tmp;
1643 maptile *mp;
1644
1645 if (op->type != PLAYER) 1327 if (op->type != PLAYER)
1646 return 0; 1328 return 0;
1647 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
1648 /* 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
1649 * some, and also prevents people from alcheming every table/chair/clock 1337 * some, and also prevents people from alchemising every table/chair/clock
1650 * in sight 1338 * in sight
1651 */ 1339 */
1652 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);
1653 weight_max *= 1000; 1341 int weight_max = duration * 1000;
1654 small = get_archetype ("smallnugget"), large = get_archetype ("largenugget"); 1342 uint64 value_max = duration * 1000;
1655 1343
1344 int weight = 0;
1345
1656 for (y = op->y - 1; y <= op->y + 1; y++) 1346 for (int y = op->y - 1; y <= op->y + 1; y++)
1657 { 1347 {
1658 for (x = op->x - 1; x <= op->x + 1; x++) 1348 for (int x = op->x - 1; x <= op->x + 1; x++)
1659 { 1349 {
1350 uint64 value = 0;
1351
1660 nx = x; 1352 sint16 nx = x;
1661 ny = y; 1353 sint16 ny = y;
1662 1354
1663 mp = op->map; 1355 maptile *mp = op->map;
1664 1356
1665 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); 1357 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1666 1358
1667 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1359 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1668 continue; 1360 continue;
1669 1361
1670 /* Treat alchemy a little differently - most spell effects 1362 /* Treat alchemy a little differently - most spell effects
1672 * ground level effect. 1364 * ground level effect.
1673 */ 1365 */
1674 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) 1366 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1675 continue; 1367 continue;
1676 1368
1677 small_nuggets = 0; 1369 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1678 large_nuggets = 0;
1679
1680 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = next)
1681 { 1370 {
1682 next = tmp->above; 1371 next = tmp->above;
1372
1683 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1373 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1684 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1374 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1685 { 1375 {
1686
1687 if (tmp->inv) 1376 if (tmp->inv)
1688 { 1377 {
1689 object *next1, *tmp1; 1378 object *next1, *tmp1;
1690 1379
1691 for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1) 1380 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1692 { 1381 {
1693 next1 = tmp1->below; 1382 next1 = tmp1->below;
1694 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1383 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1695 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1384 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1696 alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight); 1385 alchemy_object (tmp1, value, weight);
1697 } 1386 }
1698 } 1387 }
1388
1699 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); 1389 alchemy_object (tmp, value, weight);
1700 1390
1701 if (weight > weight_max) 1391 if (weight > weight_max)
1702 { 1392 break;
1703 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1704 large->destroy ();
1705 small->destroy ();
1706 return 1;
1707 } 1393 }
1708 } /* is alchemable object */
1709 } /* process all objects on this space */
1710
1711 /* Insert all the nuggets at one time. This probably saves time, but
1712 * it also prevents us from alcheming nuggets that were just created
1713 * with this spell.
1714 */ 1394 }
1715 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);
1716 } 1408 }
1717 }
1718 1409
1719 large->destroy (); 1410 if (weight > weight_max)
1720 small->destroy (); 1411 goto bailout;
1721 /* reset this so that if player standing on a big pile of stuff, 1412 }
1722 * it is redrawn properly. 1413 }
1723 */ 1414
1724 op->contr->ns->look_position = 0; 1415bailout:
1725 return 1; 1416 return 1;
1726} 1417}
1727
1728 1418
1729/* This function removes the cursed/damned status on equipped 1419/* This function removes the cursed/damned status on equipped
1730 * items. 1420 * items.
1731 */ 1421 */
1732int 1422int
1733remove_curse (object *op, object *caster, object *spell) 1423remove_curse (object *op, object *caster, object *spell)
1734{ 1424{
1735 object *tmp;
1736 int success = 0, was_one = 0; 1425 int success = 0, was_one = 0;
1737 1426
1738 for (tmp = op->inv; tmp; tmp = tmp->below) 1427 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1739 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1428 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1740 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1429 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1741 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1430 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1742 { 1431 {
1743 was_one++; 1432 was_one++;
1433
1744 if (tmp->level <= caster_level (caster, spell)) 1434 if (tmp->level <= casting_level (caster, spell))
1745 { 1435 {
1746 success++; 1436 success++;
1747 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1437 if (QUERY_FLAG (spell, FLAG_DAMNED))
1748 CLEAR_FLAG (tmp, FLAG_DAMNED); 1438 CLEAR_FLAG (tmp, FLAG_DAMNED);
1749 1439
1750 CLEAR_FLAG (tmp, FLAG_CURSED); 1440 CLEAR_FLAG (tmp, FLAG_CURSED);
1751 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1441 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1752 tmp->value = 0; /* Still can't sell it */ 1442 tmp->value = 0; /* Still can't sell it */
1753 if (op->type == PLAYER) 1443
1444 if (object *pl = tmp->visible_to ())
1754 esrv_send_item (op, tmp); 1445 esrv_update_item (UPD_FLAGS, pl, tmp);
1755 } 1446 }
1756 } 1447 }
1757 1448
1758 if (op->type == PLAYER) 1449 if (op->type == PLAYER)
1759 { 1450 {
1760 if (success) 1451 if (success)
1761 {
1762 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.");
1763 }
1764 else 1453 else
1765 { 1454 {
1766 if (was_one) 1455 if (was_one)
1767 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.");
1768 else 1457 else
1772 1461
1773 return success; 1462 return success;
1774} 1463}
1775 1464
1776/* Identifies objects in the players inventory/on the ground */ 1465/* Identifies objects in the players inventory/on the ground */
1777
1778int 1466int
1779cast_identify (object *op, object *caster, object *spell) 1467cast_identify (object *op, object *caster, object *spell)
1780{ 1468{
1781 object *tmp; 1469 object *tmp;
1782 int success = 0, num_ident; 1470 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1783 1471
1784 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));
1785
1786 if (num_ident < 1)
1787 num_ident = 1;
1788 1473
1789 for (tmp = op->inv; tmp; tmp = tmp->below) 1474 for (tmp = op->inv; tmp; tmp = tmp->below)
1790 { 1475 {
1791 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1476 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1792 { 1477 {
1793 identify (tmp); 1478 identify (tmp);
1794 1479
1795 if (op->type == PLAYER) 1480 if (op->type == PLAYER)
1796 { 1481 {
1797 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));
1798 1483
1799 if (tmp->msg) 1484 if (tmp->msg)
1800 { 1485 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1801 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1802 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1803 }
1804 } 1486 }
1805 1487
1806 num_ident--;
1807 success = 1;
1808 if (!num_ident) 1488 if (!--num_ident)
1809 break; 1489 break;
1810 } 1490 }
1811 } 1491 }
1812 1492
1813 /* 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
1814 * 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
1815 * was not fully used. 1495 * was not fully used.
1816 */ 1496 */
1817 if (num_ident) 1497 if (num_ident)
1818 { 1498 {
1819 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)
1820 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1500 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1821 { 1501 {
1822 identify (tmp); 1502 identify (tmp);
1823 1503
1824 if (op->type == PLAYER) 1504 if (object *pl = tmp->visible_to ())
1825 { 1505 {
1826 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));
1827 1507
1828 if (tmp->msg) 1508 if (tmp->msg)
1829 { 1509 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1830 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1831 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1832 }
1833
1834 esrv_send_item (op, tmp);
1835 } 1510 }
1836 1511
1837 num_ident--;
1838 success = 1;
1839 if (!num_ident) 1512 if (!--num_ident)
1840 break; 1513 break;
1841 } 1514 }
1842 } 1515 }
1843 1516
1844 if (!success) 1517 if (buf.empty ())
1845 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 }
1846 else 1522 else
1523 {
1524 if (op->contr)
1525 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1526
1847 spell_effect (spell, op->x, op->y, op->map, op); 1527 spell_effect (spell, op->x, op->y, op->map, op);
1848 1528 return 1;
1849 return success; 1529 }
1850} 1530}
1851 1531
1852int 1532int
1853cast_detection (object *op, object *caster, object *spell, object *skill) 1533cast_detection (object *op, object *caster, object *spell, object *skill)
1854{ 1534{
1859 1539
1860 /* 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
1861 * doing it over and over again. 1541 * doing it over and over again.
1862 */ 1542 */
1863 god = find_god (determine_god (op)); 1543 god = find_god (determine_god (op));
1864 level = caster_level (caster, spell); 1544 level = casting_level (caster, spell);
1865 range = spell->range + SP_level_range_adjust (caster, spell); 1545 range = spell->range + SP_level_range_adjust (caster, spell);
1866 1546
1867 if (!skill) 1547 if (!skill)
1868 skill = caster; 1548 skill = caster;
1869 1549
1870 for (x = op->x - range; x <= op->x + range; x++) 1550 unordered_mapwalk (op, -range, -range, range, range)
1871 for (y = op->y - range; y <= op->y + range; y++)
1872 { 1551 {
1873 m = op->map;
1874 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1875 if (mflags & P_OUT_OF_MAP)
1876 continue;
1877
1878 /* For most of the detections, we only detect objects above the 1552 /* For most of the detections, we only detect objects above the
1879 * floor. But this is not true for show invisible. 1553 * floor. But this is not true for show invisible.
1880 * Basically, we just go and find the top object and work 1554 * Basically, we just go and find the top object and work
1881 * down - that is easier than working up. 1555 * down - that is easier than working up.
1882 */ 1556 */
1883 1557
1884 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)
1885 last = tmp; 1559 last = tmp;
1886 1560
1887 /* 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
1888 * would happen. 1562 * would happen.
1889 */ 1563 */
1890 if (!last) 1564 if (!last)
1891 continue; 1565 continue;
1892 1566
1893 done_one = 0; 1567 done_one = 0;
1894 floor = 0; 1568 floor = 0;
1895 detect = NULL; 1569 detect = NULL;
1896 for (tmp = last; tmp; tmp = tmp->below) 1570 for (tmp = last; tmp; tmp = tmp->below)
1897 { 1571 {
1898 /* show invisible */ 1572 /* show invisible */
1899 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1573 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1900 /* Might there be other objects that we can make visible? */ 1574 /* Might there be other objects that we can make visible? */
1901 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1575 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER)
1902 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1576 || (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ))
1903 tmp->type == CF_HANDLE || 1577 || tmp->type == T_HANDLE
1904 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
1905 tmp->type == BUTTON || tmp->type == TELEPORTER || 1582 || tmp->type == TELEPORTER
1583 || tmp->type == GATE
1906 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1584 || tmp->type == LOCKED_DOOR
1907 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN || 1585 || tmp->type == WEAPON
1586 || tmp->type == ALTAR
1587 || tmp->type == SIGN
1908 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1588 || tmp->type == TRIGGER_PEDESTAL
1909 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)))
1910 { 1594 {
1911 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)
1912 { 1596 {
1913 tmp->invisible = 0; 1597 tmp->invisible = 0;
1914 done_one = 1; 1598 done_one = 1;
1915 } 1599 }
1916 } 1600 }
1917 1601
1918 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1602 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1919 floor = 1; 1603 floor = 1;
1920 1604
1921 /* All detections below this point don't descend beneath the floor, 1605 /* All detections below this point don't descend beneath the floor,
1922 * so just continue on. We could be clever and look at the type of 1606 * so just continue on. We could be clever and look at the type of
1923 * detection to completely break out if we don't care about objects beneath 1607 * detection to completely break out if we don't care about objects beneath
1924 * the floor, but once we get to the floor, not likely a very big issue anyways. 1608 * the floor, but once we get to the floor, not likely a very big issue anyways.
1925 */ 1609 */
1926 if (floor) 1610 if (floor)
1927 continue; 1611 continue;
1928 1612
1929 /* I had thought about making detect magic and detect curse 1613 /* I had thought about making detect magic and detect curse
1930 * 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.
1931 * 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
1932 * difficult to see what object is magical/cursed, so the 1616 * difficult to see what object is magical/cursed, so the
1933 * effect wouldn't be as apparant. 1617 * effect wouldn't be as apparent.
1934 */ 1618 */
1935 1619
1936 /* detect magic */ 1620 /* detect magic */
1937 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && 1621 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1938 !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))
1939 { 1623 {
1940 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1624 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1941 /* make runes more visibile */ 1625 /* make runes more visibile */
1942 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC) 1626 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1943 tmp->stats.Cha /= 4; 1627 tmp->stats.Cha /= 4;
1628
1944 done_one = 1; 1629 done_one = 1;
1945 } 1630 }
1631
1946 /* detect monster */ 1632 /* detect monster */
1947 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))
1948 { 1634 {
1949 done_one = 2; 1635 done_one = 2;
1636
1950 if (!detect) 1637 if (!detect)
1951 detect = tmp; 1638 detect = tmp;
1952 } 1639 }
1640
1953 /* 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
1954 * 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
1955 * race must match. 1643 * race must match.
1956 */ 1644 */
1957 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race && 1645 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1958 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) || 1646 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1959 (strstr (spell->race, tmp->race)))) 1647 spell->race.contains (tmp->race)))
1960 { 1648 {
1961 done_one = 2; 1649 done_one = 2;
1650
1962 if (!detect) 1651 if (!detect)
1963 detect = tmp; 1652 detect = tmp;
1964 } 1653 }
1654
1965 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) &&
1966 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1656 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1967 { 1657 {
1968 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1658 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1969 done_one = 1; 1659 done_one = 1;
1970 } 1660 }
1971 } /* for stack of objects on this space */ 1661 } /* for stack of objects on this space */
1972 1662
1973 /* 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
1974 * where the magic is. 1664 * where the magic is.
1975 */ 1665 */
1976 if (done_one) 1666 if (done_one)
1977 { 1667 {
1978 object *detect_ob = arch_to_object (spell->other_arch); 1668 object *detect_ob = arch_to_object (spell->other_arch);
1979 1669
1980 /* if this is set, we want to copy the face */ 1670 /* if this is set, we want to copy the face */
1981 if (done_one == 2 && detect) 1671 if (done_one == 2 && detect)
1982 { 1672 {
1983 detect_ob->face = detect->face; 1673 detect_ob->face = detect->face;
1984 detect_ob->animation_id = detect->animation_id; 1674 detect_ob->animation_id = detect->animation_id;
1985 detect_ob->anim_speed = detect->anim_speed; 1675 detect_ob->anim_speed = detect->anim_speed;
1986 detect_ob->last_anim = 0; 1676 detect_ob->last_anim = 0;
1987 /* by default, the detect_ob is already animated */ 1677 /* by default, the detect_ob is already animated */
1988 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1678 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
1989 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1679 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
1990 } 1680 }
1991 1681
1992 m->insert (detect_ob, nx, ny, op); 1682 m->insert (detect_ob, nx, ny, op);
1993 } 1683 }
1994 } /* for processing the surrounding spaces */ 1684 } /* for processing the surrounding spaces */
1995 1685
1996 1686
1997 /* 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 */
1998 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))
1999 { 1689 {
2000 done_one = 0; 1690 done_one = 0;
1691
2001 for (tmp = op->inv; tmp; tmp = tmp->below) 1692 for (tmp = op->inv; tmp; tmp = tmp->below)
2002 { 1693 {
2003 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1694 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2004 { 1695 {
2005 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))
2006 { 1697 {
2007 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1698 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
2008 if (op->type == PLAYER) 1699
1700 if (object *pl = tmp->visible_to ())
2009 esrv_send_item (op, tmp); 1701 esrv_update_item (UPD_FLAGS, pl, tmp);
2010 } 1702 }
1703
2011 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) &&
2012 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1705 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
2013 { 1706 {
2014 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1707 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
2015 if (op->type == PLAYER) 1708
1709 if (object *pl = tmp->visible_to ())
2016 esrv_send_item (op, tmp); 1710 esrv_update_item (UPD_FLAGS, pl, tmp);
2017 } 1711 }
2018 } /* if item is not identified */ 1712 } /* if item is not identified */
2019 } /* for the players inventory */ 1713 } /* for the players inventory */
2020 } /* if detect magic/curse and object is a player */ 1714 } /* if detect magic/curse and object is a player */
1715
2021 return 1; 1716 return 1;
2022} 1717}
2023 1718
2024 1719
2025/** 1720/**
2038 1733
2039 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.");
2040 1735
2041 if (victim->stats.sp >= victim->stats.maxsp * 2) 1736 if (victim->stats.sp >= victim->stats.maxsp * 2)
2042 { 1737 {
2043 object *tmp;
2044
2045 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1738 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
2046
2047 /* Explodes a fireball centered at player */
2048 tmp = get_archetype (EXPLODING_FIREBALL);
2049 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
2050 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
2051
2052 tmp->insert_at (victim);
2053 victim->stats.sp = 2 * victim->stats.maxsp; 1739 victim->stats.sp = 2 * victim->stats.maxsp;
1740 create_exploding_ball_at (victim, caster_level);
2054 } 1741 }
2055 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1742 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
2056 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); 1743 new_draw_info (NDI_UNIQUE | NDI_ORANGE, 0, victim, "You feel like your head is going to explode.");
2057 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1744 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2058 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!");
2059 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1746 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2060 { 1747 {
2061 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1748 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2107 } 1794 }
2108 /* give sp */ 1795 /* give sp */
2109 if (spell->stats.dam > 0) 1796 if (spell->stats.dam > 0)
2110 { 1797 {
2111 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);
2112 charge_mana_effect (plyr, caster_level (caster, spell)); 1799 charge_mana_effect (plyr, casting_level (caster, spell));
2113 return 1; 1800 return 1;
2114 } 1801 }
2115 /* suck sp away. Can't suck sp from yourself */ 1802 /* suck sp away. Can't suck sp from yourself */
2116 else if (op != plyr) 1803 else if (op != plyr)
2117 { 1804 {
2129 /* Player doesn't get full credit */ 1816 /* Player doesn't get full credit */
2130 sucked = (sucked * rate) / 100; 1817 sucked = (sucked * rate) / 100;
2131 op->stats.sp += sucked; 1818 op->stats.sp += sucked;
2132 if (sucked > 0) 1819 if (sucked > 0)
2133 { 1820 {
2134 charge_mana_effect (op, caster_level (caster, spell)); 1821 charge_mana_effect (op, casting_level (caster, spell));
2135 } 1822 }
2136 } 1823 }
2137 return 1; 1824 return 1;
2138 } 1825 }
2139 return 0; 1826 return 0;
2181 /* Basically, if the object is magical and not counterspell, 1868 /* Basically, if the object is magical and not counterspell,
2182 * we will more or less remove the object. Don't counterspell 1869 * we will more or less remove the object. Don't counterspell
2183 * monsters either. 1870 * monsters either.
2184 */ 1871 */
2185 1872
2186 if (head->attacktype & AT_MAGIC && 1873 if (head->attacktype & AT_MAGIC
2187 !(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))
2188 head->destroy (); 1877 head->destroy ();
2189 else 1878 else
2190 switch (head->type) 1879 switch (head->type)
2191 { 1880 {
2192 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
2193 if (op->level > head->level) 1887 if (op->level > head->level)
2194 head->destroy (); 1888 head->destroy ();
2195 1889
2196 break; 1890 break;
2197 1891
2208 break; 1902 break;
2209 } 1903 }
2210 } 1904 }
2211} 1905}
2212 1906
2213
2214
2215/* cast_consecrate() - a spell to make an altar your god's */ 1907/* cast_consecrate() - a spell to make an altar your god's */
2216int 1908int
2217cast_consecrate (object *op, object *caster, object *spell) 1909cast_consecrate (object *op, object *caster, object *spell)
2218{ 1910{
2219 char buf[MAX_BUF]; 1911 char buf[MAX_BUF];
2231 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1923 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2232 break; 1924 break;
2233 if (tmp->type == HOLY_ALTAR) 1925 if (tmp->type == HOLY_ALTAR)
2234 { 1926 {
2235 1927
2236 if (tmp->level > caster_level (caster, spell)) 1928 if (tmp->level > casting_level (caster, spell))
2237 { 1929 {
2238 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);
2239 return 0; 1931 return 0;
2240 } 1932 }
2241 else 1933 else
2242 { 1934 {
2243 /* If we got here, we are consecrating an altar */ 1935 /* If we got here, we are consecrating an altar */
2244 sprintf (buf, "Altar of %s", &god->name); 1936 sprintf (buf, "Altar of %s", &god->name);
2245 tmp->name = buf; 1937 tmp->name = buf;
2246 tmp->level = caster_level (caster, spell); 1938 tmp->level = casting_level (caster, spell);
2247 tmp->other_arch = god->arch; 1939 tmp->other_arch = god->arch;
1940
2248 if (op->type == PLAYER) 1941 if (op->type == PLAYER)
2249 esrv_update_item (UPD_NAME, op, tmp); 1942 esrv_update_item (UPD_NAME, op, tmp);
1943
2250 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);
2251 return 1; 1945 return 1;
2252 } 1946 }
2253 } 1947 }
2254 } 1948 }
2264 * 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,
2265 * 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
2266 * 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
2267 * player checks. MSW 2003-01-06 1961 * player checks. MSW 2003-01-06
2268 */ 1962 */
2269
2270int 1963int
2271animate_weapon (object *op, object *caster, object *spell, int dir) 1964animate_weapon (object *op, object *caster, object *spell, int dir)
2272{ 1965{
2273 object *weapon, *tmp; 1966 object *weapon, *tmp;
2274 char buf[MAX_BUF]; 1967 char buf[MAX_BUF];
2275 int a, i; 1968 int a, i;
2276 sint16 x, y; 1969 sint16 x, y;
2277 maptile *m; 1970 maptile *m;
2278 materialtype_t *mt;
2279 1971
2280 if (!spell->other_arch) 1972 if (!spell->other_arch)
2281 { 1973 {
2282 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1974 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2283 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);
2286 /* exit if it's not a player using this spell. */ 1978 /* exit if it's not a player using this spell. */
2287 if (op->type != PLAYER) 1979 if (op->type != PLAYER)
2288 return 0; 1980 return 0;
2289 1981
2290 /* if player already has a golem, abort */ 1982 /* if player already has a golem, abort */
2291 if (op->contr->ranges[range_golem]) 1983 if (object *golem = op->contr->golem)
2292 { 1984 {
2293 control_golem (op->contr->ranges[range_golem], dir); 1985 control_golem (golem, dir);
2294 return 0; 1986 return 0;
2295 } 1987 }
2296 1988
2297 /* if no direction specified, pick one */ 1989 /* if no direction specified, pick one */
2298 if (!dir) 1990 if (!dir)
2299 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);
2300 1992
2301 m = op->map; 1993 m = op->map;
2302 x = op->x + freearr_x[dir]; 1994 x = op->x + freearr_x[dir];
2303 y = op->y + freearr_y[dir]; 1995 y = op->y + freearr_y[dir];
2304 1996
2305 /* if there's no place to put the golem, abort */ 1997 /* if there's no place to put the golem, abort */
2306 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || 1998 if (dir < 0 || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP)
2307 ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->clone.move_type)) 1999 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2308 { 2000 {
2309 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.");
2310 return 0; 2002 return 0;
2311 } 2003 }
2312 2004
2316 if (!weapon) 2008 if (!weapon)
2317 { 2009 {
2318 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!");
2319 return 0; 2011 return 0;
2320 } 2012 }
2013
2321 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2014 if (spell->race && weapon->arch->archname != spell->race)
2322 { 2015 {
2323 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.");
2324 return 0; 2017 return 0;
2325 } 2018 }
2019
2326 if (weapon->type != WEAPON) 2020 if (weapon->type != WEAPON)
2327 { 2021 {
2328 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.");
2329 return 0; 2023 return 0;
2330 } 2024 }
2025
2331 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2026 if (QUERY_FLAG (weapon, FLAG_APPLIED))
2332 { 2027 {
2333 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));
2334 return 0; 2029 return 0;
2335 } 2030 }
2336 2031
2337 if (weapon->nrof > 1) 2032 weapon = weapon->split ();
2338 {
2339 tmp = get_split_ob (weapon, 1);
2340 esrv_send_item (op, weapon);
2341 weapon = tmp;
2342 }
2343 2033
2344 /* create the golem object */ 2034 /* create the golem object */
2345 tmp = arch_to_object (spell->other_arch); 2035 tmp = arch_to_object (spell->other_arch);
2346 2036
2347 /* 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 */
2348 CLEAR_FLAG (tmp, FLAG_MONSTER); 2038 CLEAR_FLAG (tmp, FLAG_MONSTER);
2349 SET_FLAG (tmp, FLAG_FRIENDLY);
2350 tmp->stats.exp = 0; 2039 tmp->stats.exp = 0;
2351 add_friendly_object (tmp); 2040 add_friendly_object (tmp);
2352 tmp->type = GOLEM; 2041 tmp->type = GOLEM;
2353 tmp->set_owner (op); 2042 tmp->set_owner (op);
2043 op->contr->golem = tmp;
2354 set_spell_skill (op, caster, spell, tmp); 2044 set_spell_skill (op, caster, spell, tmp);
2355 op->contr->ranges[range_golem] = tmp;
2356 op->contr->shoottype = range_golem;
2357 2045
2358 /* 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
2359 * removed flag - it should only be set if get_split_object was 2047 * removed flag - it should only be set if weapon->split was
2360 * used above. 2048 * used above.
2361 */ 2049 */
2362 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2050 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2363 weapon->remove (); 2051 weapon->remove ();
2364 insert_ob_in_ob (weapon, tmp); 2052
2365 esrv_send_item (op, weapon); 2053 tmp->insert (weapon);
2054
2366 /* 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,
2367 * 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
2368 * body_info, skills, etc) 2057 * body_info, skills, etc)
2369 */ 2058 */
2370 SET_FLAG (tmp, FLAG_USE_WEAPON); 2059 SET_FLAG (tmp, FLAG_USE_WEAPON);
2396 2085
2397 /* attacktype */ 2086 /* attacktype */
2398 if (!tmp->attacktype) 2087 if (!tmp->attacktype)
2399 tmp->attacktype = AT_PHYSICAL; 2088 tmp->attacktype = AT_PHYSICAL;
2400 2089
2401 mt = NULL;
2402 if (op->materialname != NULL)
2403 mt = name_to_material (op->materialname);
2404 if (mt != NULL)
2405 {
2406 for (i = 0; i < NROFATTACKS; i++) 2090 for (i = 0; i < NROFATTACKS; i++)
2407 tmp->resist[i] = 50 - (mt->save[i] * 5); 2091 tmp->resist[i] = 50 - (op->material->save[i] * 5);
2408 a = mt->save[0]; 2092
2409 } 2093 a = op->material->save[0];
2410 else 2094
2411 {
2412 for (i = 0; i < NROFATTACKS; i++)
2413 tmp->resist[i] = 5;
2414 a = 10;
2415 }
2416 /* Set weapon's immunity */ 2095 /* Set weapon's immunity */
2417 tmp->resist[ATNR_CONFUSION] = 100; 2096 tmp->resist[ATNR_CONFUSION] = 100;
2418 tmp->resist[ATNR_POISON] = 100; 2097 tmp->resist[ATNR_POISON] = 100;
2419 tmp->resist[ATNR_SLOW] = 100; 2098 tmp->resist[ATNR_SLOW] = 100;
2420 tmp->resist[ATNR_PARALYZE] = 100; 2099 tmp->resist[ATNR_PARALYZE] = 100;
2426 2105
2427 /* 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 */
2428 2107
2429 if (a > 14) 2108 if (a > 14)
2430 a = 14; 2109 a = 14;
2110
2431 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));
2432 2112
2433 /* Determine golem's speed */ 2113 /* Determine golem's speed */
2434 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)));
2435 2115
2445 tmp->state = weapon->state; 2125 tmp->state = weapon->state;
2446 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2126 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2447 } 2127 }
2448 2128
2449 /* 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. */
2450 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));
2451 2131
2452 tmp->speed_left = -1; 2132 tmp->speed_left = -1;
2453 tmp->direction = dir; 2133 tmp->direction = dir;
2454 2134
2455 m->insert (tmp, x, y, op); 2135 m->insert (tmp, x, y, op);
2459/* cast_daylight() - changes the map darkness level *lower* */ 2139/* cast_daylight() - changes the map darkness level *lower* */
2460 2140
2461/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2141/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2462 * This changes the light level for the entire map. 2142 * This changes the light level for the entire map.
2463 */ 2143 */
2464
2465int 2144int
2466cast_change_map_lightlevel (object *op, object *caster, object *spell) 2145cast_change_map_lightlevel (object *op, object *caster, object *spell)
2467{ 2146{
2468 int success; 2147 int success;
2469 2148
2477 if (spell->stats.dam < 0) 2156 if (spell->stats.dam < 0)
2478 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.");
2479 else 2158 else
2480 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.");
2481 } 2160 }
2161
2482 return success; 2162 return success;
2483} 2163}
2484
2485
2486
2487
2488 2164
2489/* 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.
2490 * 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,
2491 * spell is the spell object itself. 2167 * spell is the spell object itself.
2492 */ 2168 */
2504 2180
2505 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);
2506 2182
2507 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);
2508 2184
2509 new_aura->set_owner (op);
2510 set_spell_skill (op, caster, spell, new_aura); 2185 set_spell_skill (op, caster, spell, new_aura);
2511 new_aura->attacktype = spell->attacktype; 2186 new_aura->attacktype = spell->attacktype;
2512 2187
2513 new_aura->level = caster_level (caster, spell); 2188 new_aura->level = casting_level (caster, spell);
2189
2514 if (refresh) 2190 if (refresh)
2515 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.");
2516 else 2192 else
2517 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
2518 insert_ob_in_ob (new_aura, op); 2195 insert_ob_in_ob (new_aura, op);
2196 new_aura->set_owner (op);
2197
2519 return 1; 2198 return 1;
2520} 2199}
2521
2522 2200
2523/* 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,
2524 * 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
2525 * around him. 2203 * around him.
2526 * Aura parameters: 2204 * Aura parameters:
2527 * duration: duration counter. 2205 * duration: duration counter.
2528 * attacktype: aura's attacktype 2206 * attacktype: aura's attacktype
2529 * other_arch: archetype to drop where we attack 2207 * other_arch: archetype to drop where we attack
2530 */ 2208 */
2531
2532void 2209void
2533move_aura (object *aura) 2210move_aura (object *aura)
2534{ 2211{
2535 int i, mflags;
2536 object *env;
2537 maptile *m;
2538
2539 /* auras belong in inventories */ 2212 /* auras belong in inventories */
2540 env = aura->env; 2213 object *env = aura->env;
2214 object *owner = aura->owner;
2541 2215
2542 /* no matter what we've gotta remove the aura... 2216 /* no matter what we've gotta remove the aura...
2543 * we'll put it back if its time isn't up. 2217 * we'll put it back if its time isn't up.
2544 */ 2218 */
2545 aura->remove (); 2219 aura->remove ();
2550 aura->destroy (); 2224 aura->destroy ();
2551 return; 2225 return;
2552 } 2226 }
2553 2227
2554 /* auras only exist in inventories */ 2228 /* auras only exist in inventories */
2555 if (env == NULL || env->map == NULL) 2229 if (!env || !env->map)
2556 { 2230 {
2557 aura->destroy (); 2231 aura->destroy ();
2558 return; 2232 return;
2559 } 2233 }
2560 2234
2561 /* we need to jump out of the inventory for a bit 2235 /* we need to jump out of the inventory for a bit
2562 * in order to hit the map conveniently. 2236 * in order to hit the map conveniently.
2563 */ 2237 */
2564 aura->insert_at (env, aura); 2238 aura->insert_at (env, aura);
2565 2239
2566 for (i = 1; i < 9; i++) 2240 for (int i = 1; i < 9; i++)
2567 { 2241 {
2568 sint16 nx, ny; 2242 mapxy pos (env);
2243 pos.move (i);
2569 2244
2570 nx = aura->x + freearr_x[i];
2571 ny = aura->y + freearr_y[i];
2572 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2573
2574 /* Consider the movement tyep of the person with the aura as 2245 /* Consider the movement type of the person with the aura as
2575 * movement type of the aura. Eg, if the player is flying, the aura 2246 * movement type of the aura. Eg, if the player is flying, the aura
2576 * is flying also, if player is walking, it is on the ground, etc. 2247 * is flying also, if player is walking, it is on the ground, etc.
2577 */ 2248 */
2578 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)))
2579 { 2250 {
2580 hit_map (aura, i, aura->attacktype, 0); 2251 hit_map (aura, i, aura->attacktype, 0);
2581 2252
2582 if (aura->other_arch) 2253 if (aura->other_arch)
2583 m->insert (arch_to_object (aura->other_arch), nx, ny, aura); 2254 pos.insert (arch_to_object (aura->other_arch), aura);
2584 } 2255 }
2585 } 2256 }
2586 2257
2587 /* put the aura back in the player's inventory */ 2258 /* put the aura back in the player's inventory */
2588 aura->remove (); 2259 env->insert (aura);
2589 insert_ob_in_ob (aura, env); 2260 aura->set_owner (owner);
2590} 2261}
2591 2262
2592/* moves the peacemaker spell. 2263/* moves the peacemaker spell.
2593 * op is the piece object. 2264 * op is the piece object.
2594 */ 2265 */
2595
2596void 2266void
2597move_peacemaker (object *op) 2267move_peacemaker (object *op)
2598{ 2268{
2599 object *tmp; 2269 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2600
2601 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2602 { 2270 {
2603 int atk_lev, def_lev; 2271 int atk_lev, def_lev;
2604 object *victim = tmp; 2272 object *victim = tmp->head_ ();
2605 2273
2606 if (tmp->head)
2607 victim = tmp->head;
2608 if (!QUERY_FLAG (victim, FLAG_MONSTER)) 2274 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2609 continue; 2275 continue;
2276
2610 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2277 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2611 continue; 2278 continue;
2279
2612 if (victim->stats.exp == 0) 2280 if (victim->stats.exp == 0)
2613 continue; 2281 continue;
2614 2282
2615 def_lev = MAX (1, victim->level); 2283 def_lev = max (1, victim->level);
2616 atk_lev = MAX (1, op->level); 2284 atk_lev = max (1, op->level);
2617 2285
2618 if (rndm (0, atk_lev - 1) > def_lev) 2286 if (rndm (0, atk_lev - 1) > def_lev)
2619 { 2287 {
2620 /* make this sucker peaceful. */ 2288 /* make this sucker peaceful. */
2621 2289
2290 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2622 change_exp (op->owner, victim->stats.exp, op->skill, 0); 2291 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2623 victim->stats.exp = 0; 2292 victim->stats.exp = 0;
2624#if 0 2293#if 0
2625 /* No idea why these were all set to zero - if something 2294 /* No idea why these were all set to zero - if something
2626 * makes this creature agressive, he should still do damage. 2295 * makes this creature agressive, he should still do damage.
2633 victim->attack_movement = RANDO2; 2302 victim->attack_movement = RANDO2;
2634 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2303 SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2635 SET_FLAG (victim, FLAG_RUN_AWAY); 2304 SET_FLAG (victim, FLAG_RUN_AWAY);
2636 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2305 SET_FLAG (victim, FLAG_RANDOM_MOVE);
2637 CLEAR_FLAG (victim, FLAG_MONSTER); 2306 CLEAR_FLAG (victim, FLAG_MONSTER);
2307
2638 if (victim->name) 2308 if (victim->name)
2639 {
2640 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);
2641 } 2310 }
2642 }
2643 } 2311 }
2644} 2312}
2645
2646 2313
2647/* This writes a rune that contains the appropriate message. 2314/* This writes a rune that contains the appropriate message.
2648 * There really isn't any adjustments we make. 2315 * There really isn't any adjustments we make.
2649 */ 2316 */
2650
2651int 2317int
2652write_mark (object *op, object *spell, const char *msg) 2318write_mark (object *op, object *spell, const char *msg)
2653{ 2319{
2654 char rune[HUGE_BUF];
2655 object *tmp;
2656
2657 if (!msg || msg[0] == 0) 2320 if (!msg || msg[0] == 0)
2658 { 2321 {
2659 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2322 new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2660 return 0; 2323 return 0;
2661 } 2324 }
2662 2325
2663 if (strcasestr_local (msg, "endmsg")) 2326 if (!msg_is_safe (msg))
2664 { 2327 {
2665 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?");
2666 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);
2667 return 0; 2330 return 0;
2668 } 2331 }
2332
2669 if (!spell->other_arch) 2333 if (!spell->other_arch)
2670 return 0; 2334 return 0;
2335
2671 tmp = arch_to_object (spell->other_arch); 2336 object *tmp = arch_to_object (spell->other_arch);
2672
2673 snprintf (rune, sizeof (rune), "%s\n", msg);
2674 2337
2675 tmp->race = op->name; /*Save the owner of the rune */ 2338 tmp->race = op->name; /*Save the owner of the rune */
2676 tmp->msg = rune; 2339 tmp->msg = msg;
2677 2340
2678 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); 2341 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2342
2679 return 1; 2343 return 1;
2680} 2344}
2345

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