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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.31 by root, Thu Jan 4 16:19:32 2007 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 }
456 457
463 if (object *pl = op->in_player ()) 464 if (object *pl = op->in_player ())
464 { 465 {
465 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST)) 466 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST))
466 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you."); 467 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
467 else 468 else
468 { 469 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
469 // remove first so we do not call update_stats
470 op->remove ();
471 pl->enter_exit (op);
472 }
473 } 470 }
474 471
475 op->destroy (); 472 op->destroy ();
476} 473}
477 474
493 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.");
494 return 1; 491 return 1;
495 } 492 }
496 493
497 dummy = get_archetype (FORCE_NAME); 494 dummy = get_archetype (FORCE_NAME);
498 if (dummy == NULL) 495
496 if (!dummy)
499 { 497 {
500 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 498 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
501 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); 499 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
502 return 0; 500 return 0;
503 } 501 }
566} 564}
567 565
568int 566int
569perceive_self (object *op) 567perceive_self (object *op)
570{ 568{
571 char *cp = describe_item (op, op), buf[MAX_BUF]; 569 const char *cp = describe_item (op, op);
572 archetype *at = archetype::find (ARCH_DEPLETION); 570 archetype *at = archetype::find (shstr_depletion);
573 object *tmp;
574 int i;
575 571
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
576 tmp = find_god (determine_god (op)); 580 if (object *god = find_god (determine_god (op)))
577 if (tmp) 581 buf << " - You worship " << &god->name << ".\n";
578 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
579 else 582 else
580 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); 583 buf << " - You worship no god.\n";
581 584
582 tmp = present_arch_in_ob (at, op); 585 object *tmp = present_arch_in_ob (at, op);
583 586
584 if (*cp == '\0' && tmp == NULL) 587 if (*cp == '\0' && !tmp)
585 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 588 buf << " - You feel very mundane. ";
586 else 589 else
587 { 590 {
588 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 591 buf << " - You have: " << cp << ".\n";
589 new_draw_info (NDI_UNIQUE, 0, op, cp); 592
590 if (tmp != NULL) 593 if (tmp)
591 {
592 for (i = 0; i < NUM_STATS; i++) 594 for (int i = 0; i < NUM_STATS; i++)
593 { 595 if (tmp->stats.stat (i) < 0)
594 if (get_attr_value (&tmp->stats, i) < 0) 596 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
595 {
596 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i)));
597 }
598 }
599 }
600 } 597 }
601 598
602 if (is_dragon_pl (op)) 599 if (is_dragon_pl (op))
603 {
604 /* now grab the 'dragon_ability'-force from the player's inventory */ 600 /* now grab the 'dragon_ability'-force from the player's inventory */
605 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 601 for (tmp = op->inv; tmp; tmp = tmp->below)
606 { 602 {
607 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 603 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
608 { 604 {
609 if (tmp->stats.exp == 0) 605 if (tmp->stats.exp == 0)
610 {
611 sprintf (buf, "Your metabolism isn't focused on anything."); 606 buf << " - Your metabolism isn't focused on anything.\n";
612 }
613 else 607 else
614 {
615 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";
616 } 609
617 new_draw_info (NDI_UNIQUE, 0, op, buf);
618 break; 610 break;
619 } 611 }
620 } 612 }
621 }
622 return 1;
623}
624 613
625/* int cast_create_town_portal (object *op, object *caster, int dir) 614 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
626 *
627 * This function cast the spell of town portal for op
628 *
629 * The spell operates in two passes. During the first one a place
630 * is marked as a destination for the portal. During the second one,
631 * 2 portals are created, one in the position the player cast it and
632 * one in the destination place. The portal are synchronized and 2 forces
633 * are inserted in the player to destruct the portal next time player
634 * creates a new portal pair.
635 * This spell has a side effect that it allows people to meet each other
636 * in a permanent, private, appartements by making a town portal from it
637 * to the town or another public place. So, check if the map is unique and if
638 * so return an error
639 *
640 * Code by Tchize (david.delbecq@usa.net)
641 */
642int
643cast_create_town_portal (object *op, object *caster, object *spell, int dir)
644{
645 object *dummy, *force, *old_force;
646 archetype *perm_portal;
647 char portal_name[1024], portal_message[1024];
648 maptile *exitmap;
649 int op_level;
650
651 /* Check to see if the map the player is currently on is a per player unique
652 * map. This can be determined in that per player unique maps have the
653 * full pathname listed.
654 */
655 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
656 {
657 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
658 return 0;
659 }
660
661 /* The first thing to do is to check if we have a marked destination
662 * dummy is used to make a check inventory for the force
663 */
664 dummy = arch_to_object (spell->other_arch);
665 if (dummy == NULL)
666 {
667 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
668 LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name);
669 return 0;
670 }
671
672 force = check_inv_recursive (op, dummy);
673
674 if (force == NULL)
675 {
676 /* Here we know there is no destination marked up.
677 * We have 2 things to do:
678 * 1. Mark the destination in the player inventory.
679 * 2. Let the player know it worked.
680 */
681 dummy->name = op->map->path;
682 EXIT_X (dummy) = op->x;
683 EXIT_Y (dummy) = op->y;
684 insert_ob_in_ob (dummy, op);
685 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.");
686 return 1;
687 }
688
689 dummy->destroy ();
690
691 /* Here we know where the town portal should go to
692 * We should kill any existing portal associated with the player.
693 * Than we should create the 2 portals.
694 * For each of them, we need:
695 * - To create the portal with the name of the player+destination map
696 * - set the owner of the town portal
697 * - To mark the position of the portal in the player's inventory
698 * for easier destruction.
699 *
700 * The mark works has follow:
701 * slaying: Existing town portal
702 * hp, sp : x & y of the associated portal
703 * name : name of the portal
704 * race : map the portal is in
705 */
706
707 /* First step: killing existing town portals */
708 dummy = get_archetype (spell->race);
709 if (dummy == NULL)
710 {
711 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
712 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
713 return 0;
714 }
715
716 perm_portal = archetype::find (spell->slaying);
717
718 /* To kill a town portal, we go trough the player's inventory,
719 * for each marked portal in player's inventory,
720 * -We try load the associated map (if impossible, consider the portal destructed)
721 * -We find any portal in the specified location.
722 * If it has the good name, we destruct it.
723 * -We destruct the force indicating that portal.
724 */
725 while ((old_force = check_inv_recursive (op, dummy)))
726 {
727 exitmap = maptile::find_sync (old_force->race, op->map);
728
729 if (exitmap)
730 {
731 exitmap->load_sync ();
732
733 int exitx = EXIT_X (old_force);
734 int exity = EXIT_Y (old_force);
735
736 for (object *tmp = present_arch (perm_portal, exitmap, exitx, exity); tmp; tmp = tmp->above)
737 {
738 if (tmp->name == old_force->name)
739 {
740 tmp->destroy ();
741 break;
742 }
743 }
744 }
745
746 old_force->destroy ();
747 }
748
749 dummy->destroy ();
750
751 /* Creating the portals.
752 * The very first thing to do is to ensure
753 * access to the destination map.
754 * If we can't, don't fizzle. Simply warn player.
755 * This ensure player pays his mana for the spell
756 * because HE is responsible of forgotting.
757 * 'force' is the destination of the town portal, which we got
758 * from the players inventory above.
759 */
760
761 /* Ensure exit map is loaded */
762 exitmap = maptile::find_sync (force->name);
763
764 /* If we were unable to load (ex. random map deleted), warn player */
765 if (!exitmap)
766 {
767 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
768 force->destroy ();
769 return 1;
770 }
771
772 exitmap->load_sync ();
773
774 op_level = caster_level (caster, spell);
775 if (op_level < 15)
776 snprintf (portal_message, 1024,
777 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
778 &op->name);
779 else if (op_level < 30)
780 snprintf (portal_message, 1024,
781 "\n%s's portal smells of ozone.\nYou do a lot of movements and finally pass\nthrough the small hole in the air\n", &op->name);
782 else if (op_level < 60)
783 snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
784 else
785 snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",
786 &op->name);
787
788 /* Create a portal in front of player
789 * dummy contain the portal and
790 * force contain the track to kill it later
791 */
792 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
793 dummy = get_archetype (spell->slaying); /*The portal */
794 if (dummy == NULL)
795 {
796 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
797 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
798 return 0;
799 }
800
801 EXIT_PATH (dummy) = force->name;
802 EXIT_X (dummy) = EXIT_X (force);
803 EXIT_Y (dummy) = EXIT_Y (force);
804 dummy->name = dummy->name_pl = portal_name;
805 dummy->msg = portal_message;
806 dummy->race = op->name; /*Save the owner of the portal */
807 cast_create_obj (op, caster, dummy, 0);
808
809 /* Now we need to to create a town portal marker inside the player
810 * object, so on future castings, we can know that he has an active
811 * town portal.
812 */
813 object *tmp = get_archetype (spell->race);
814
815 if (!tmp)
816 {
817 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
818 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
819 return 0;
820 }
821
822 tmp->race = op->map->path;
823 tmp->name = portal_name;
824 EXIT_X (tmp) = dummy->x;
825 EXIT_Y (tmp) = dummy->y;
826 op->insert (tmp);
827
828 /* Create a portal in the destination map
829 * dummy contain the portal and
830 * force the track to kill it later
831 * the 'force' variable still contains the 'reminder' of
832 * where this portal goes to.
833 */
834 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &op->map->path);
835 dummy = get_archetype (spell->slaying); /*The portal */
836 if (dummy == NULL)
837 {
838 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
839 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
840 return 0;
841 }
842
843 EXIT_PATH (dummy) = op->map->path;
844 EXIT_X (dummy) = op->x;
845 EXIT_Y (dummy) = op->y;
846 dummy->name = dummy->name_pl = portal_name;
847 dummy->msg = portal_message;
848 dummy->race = op->name; /*Save the owner of the portal */
849 exitmap->insert (dummy, EXIT_X (force), EXIT_Y (force), op);
850
851 /* Now we create another town portal marker that
852 * points back to the one we just made
853 */
854 tmp = get_archetype (spell->race);
855 if (tmp == NULL)
856 {
857 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
858 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
859 return 0;
860 }
861
862 tmp->race = force->name;
863 tmp->name = portal_name;
864 EXIT_X (tmp) = dummy->x;
865 EXIT_Y (tmp) = dummy->y;
866 insert_ob_in_ob (tmp, op);
867
868 /* Describe the player what happened
869 */
870 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
871 force->destroy ();
872 615
873 return 1; 616 return 1;
874} 617}
875 618
876/* This creates magic walls. Really, it can create most any object, 619/* This creates magic walls. Really, it can create most any object,
964 */ 707 */
965 if (tmp->type != EARTHWALL) //TODO 708 if (tmp->type != EARTHWALL) //TODO
966 tmp->set_owner (op); 709 tmp->set_owner (op);
967 710
968 set_spell_skill (op, caster, spell_ob, tmp); 711 set_spell_skill (op, caster, spell_ob, tmp);
969 tmp->level = caster_level (caster, spell_ob) / 2; 712 tmp->level = casting_level (caster, spell_ob) / 2;
970 713
971 name = tmp->name; 714 name = tmp->name;
972 if (!(tmp = m->insert (tmp, x, y, op))) 715 if (!(tmp = m->insert (tmp, x, y, op)))
973 { 716 {
974 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);
975 return 0; 718 return 0;
976 } 719 }
977 720
978 /* 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 */
979 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 722 if (tmp->other_arch && tmp->other_arch->type == SPELL)
980 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 723 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
981 724
982 /* This code causes the wall to extend some distance in 725 /* This code causes the wall to extend some distance in
983 * each direction, or until an obstruction is encountered. 726 * each direction, or until an obstruction is encountered.
984 * posblocked and negblocked help determine how far the 727 * posblocked and negblocked help determine how far the
1004 { 747 {
1005 object *tmp2 = tmp->clone (); 748 object *tmp2 = tmp->clone ();
1006 m->insert (tmp2, x, y, op); 749 m->insert (tmp2, x, y, op);
1007 750
1008 /* 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 */
1009 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 752 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1010 tmp2->insert (arch_to_object (tmp2->other_arch)); 753 tmp2->insert (arch_to_object (tmp2->other_arch));
1011 754
1012 } 755 }
1013 else 756 else
1014 posblocked = 1; 757 posblocked = 1;
1021 ((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)
1022 { 765 {
1023 object *tmp2 = tmp->clone (); 766 object *tmp2 = tmp->clone ();
1024 m->insert (tmp2, x, y, op); 767 m->insert (tmp2, x, y, op);
1025 768
1026 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 769 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1027 tmp2->insert (arch_to_object (tmp2->other_arch)); 770 tmp2->insert (arch_to_object (tmp2->other_arch));
1028 } 771 }
1029 else 772 else
1030 negblocked = 1; 773 negblocked = 1;
1031 } 774 }
1035 778
1036 return 1; 779 return 1;
1037} 780}
1038 781
1039int 782int
1040dimension_door (object *op, object *caster, object *spob, int dir) 783dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
1041{ 784{
1042 uint32 dist, maxdist; 785 uint32 dist, maxdist;
1043 int mflags; 786 int mflags;
1044 maptile *m; 787 maptile *m;
1045 sint16 sx, sy; 788 sint16 sx, sy;
1056 /* 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
1057 * ever, so put limits in. 800 * ever, so put limits in.
1058 */ 801 */
1059 maxdist = spob->range + SP_level_range_adjust (caster, spob); 802 maxdist = spob->range + SP_level_range_adjust (caster, spob);
1060 803
1061 if (op->contr->count) 804 if (spellparam)
1062 { 805 {
806 int count = atoi (spellparam);
807
1063 if (op->contr->count > maxdist) 808 if (count > maxdist)
1064 { 809 {
1065 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!");
1066 return 0; 811 return 0;
1067 } 812 }
1068 813
1069 for (dist = 0; dist < op->contr->count; dist++) 814 for (dist = 0; dist < count; dist++)
1070 { 815 {
1071 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);
1072 817
1073 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 818 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
1074 break; 819 break;
1075 820
1076 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)))
1077 break; 822 break;
1078 } 823 }
1079 824
1080 if (dist < op->contr->count) 825 if (dist < count)
1081 { 826 {
1082 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");
1083 op->contr->count = 0;
1084 return 0; 828 return 0;
1085 } 829 }
1086
1087 op->contr->count = 0;
1088 830
1089 /* Remove code that puts player on random space on maps. IMO, 831 /* Remove code that puts player on random space on maps. IMO,
1090 * 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,
1091 * 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
1092 * by such squares). Also, there are probably treasure rooms and 834 * by such squares). Also, there are probably treasure rooms and
1143 885
1144 /* Actually move the player now */ 886 /* Actually move the player now */
1145 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)))
1146 return 1; 888 return 1;
1147 889
1148 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
1149 return 1; 892 return 1;
1150} 893}
1151
1152 894
1153/* cast_heal: Heals something. 895/* cast_heal: Heals something.
1154 * op is the caster. 896 * op is the caster.
1155 * dir is the direction he is casting it in. 897 * dir is the direction he is casting it in.
1156 * spell is the spell object. 898 * spell is the spell object.
1163 object *poison; 905 object *poison;
1164 int heal = 0, success = 0; 906 int heal = 0, success = 0;
1165 907
1166 tmp = find_target_for_friendly_spell (op, dir); 908 tmp = find_target_for_friendly_spell (op, dir);
1167 909
1168 if (tmp == NULL) 910 if (!tmp)
1169 return 0; 911 return 0;
1170 912
1171 /* Figure out how many hp this spell might cure. 913 /* Figure out how many hp this spell might cure.
1172 * could be zero if this spell heals effects, not damage. 914 * could be zero if this spell heals effects, not damage.
1173 */ 915 */
1176 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;
1177 919
1178 if (heal) 920 if (heal)
1179 { 921 {
1180 if (tmp->stats.hp >= tmp->stats.maxhp) 922 if (tmp->stats.hp >= tmp->stats.maxhp)
1181 {
1182 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.");
1183 }
1184 else 924 else
1185 { 925 {
1186 /* See how many points we actually heal. Instead of messages 926 /* See how many points we actually heal. Instead of messages
1187 * based on type of spell, we instead do messages based 927 * based on type of spell, we instead do messages based
1188 * on amount of damage healed. 928 * on amount of damage healed.
1189 */ 929 */
1190 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 930 if (heal > tmp->stats.maxhp - tmp->stats.hp)
1191 heal = tmp->stats.maxhp - tmp->stats.hp; 931 heal = tmp->stats.maxhp - tmp->stats.hp;
932
1192 tmp->stats.hp += heal; 933 tmp->stats.hp += heal;
1193 934
1194 if (tmp->stats.hp >= tmp->stats.maxhp) 935 if (tmp->stats.hp >= tmp->stats.maxhp)
1195 {
1196 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 936 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1197 }
1198 else if (heal > 50) 937 else if (heal > 50)
1199 {
1200 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); 938 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1201 }
1202 else if (heal > 25) 939 else if (heal > 25)
1203 {
1204 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); 940 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1205 }
1206 else if (heal > 10) 941 else if (heal > 10)
1207 {
1208 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.");
1209 }
1210 else 943 else
1211 {
1212 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.");
1213 } 945
1214 success = 1; 946 success = 1;
1215 } 947 }
1216 } 948 }
949
1217 if (spell->attacktype & AT_DISEASE) 950 if (spell->attacktype & AT_DISEASE)
1218 if (cure_disease (tmp, op)) 951 if (cure_disease (tmp, op, spell))
1219 success = 1; 952 success = 1;
1220 953
1221 if (spell->attacktype & AT_POISON) 954 if (spell->attacktype & AT_POISON)
1222 { 955 {
1223 at = archetype::find ("poisoning"); 956 at = archetype::find (shstr_poisoning);
1224 poison = present_arch_in_ob (at, tmp); 957 poison = present_arch_in_ob (at, tmp);
1225 if (poison) 958 if (poison)
1226 { 959 {
1227 success = 1; 960 success = 1;
1228 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 961 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1229 poison->stats.food = 1; 962 poison->stats.food = 1;
1230 } 963 }
1231 } 964 }
965
1232 if (spell->attacktype & AT_CONFUSION) 966 if (spell->attacktype & AT_CONFUSION)
1233 { 967 {
1234 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 968 poison = present_in_ob_by_name (FORCE, shstr_confusion, tmp);
1235 if (poison) 969 if (poison)
1236 { 970 {
1237 success = 1; 971 success = 1;
1238 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 972 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1239 poison->duration = 1; 973 poison->duration = 1;
1240 } 974 }
1241 } 975 }
976
1242 if (spell->attacktype & AT_BLIND) 977 if (spell->attacktype & AT_BLIND)
1243 { 978 {
1244 at = archetype::find ("blindness"); 979 at = archetype::find (shstr_blindness);
1245 poison = present_arch_in_ob (at, tmp); 980 poison = present_arch_in_ob (at, tmp);
1246 if (poison) 981 if (poison)
1247 { 982 {
1248 success = 1; 983 success = 1;
1249 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.");
1250 poison->stats.food = 1; 985 poison->stats.food = 1;
1251 } 986 }
1252 } 987 }
988
1253 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) 989 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1254 { 990 {
1255 tmp->stats.sp += spell->last_sp; 991 tmp->stats.sp += spell->last_sp;
1256 if (tmp->stats.sp > tmp->stats.maxsp) 992 if (tmp->stats.sp > tmp->stats.maxsp)
1257 tmp->stats.sp = tmp->stats.maxsp; 993 tmp->stats.sp = tmp->stats.maxsp;
1258 success = 1; 994 success = 1;
1259 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!");
1260 } 996 }
997
1261 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) 998 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1262 { 999 {
1263 tmp->stats.grace += spell->last_grace; 1000 tmp->stats.grace += spell->last_grace;
1264 if (tmp->stats.grace > tmp->stats.maxgrace) 1001 if (tmp->stats.grace > tmp->stats.maxgrace)
1265 tmp->stats.grace = tmp->stats.maxgrace; 1002 tmp->stats.grace = tmp->stats.maxgrace;
1266 success = 1; 1003 success = 1;
1267 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!");
1268 } 1005 }
1006
1269 if (spell->stats.food && tmp->stats.food < 999) 1007 if (spell->stats.food && tmp->stats.food < 999)
1270 { 1008 {
1271 tmp->stats.food += spell->stats.food; 1009 tmp->stats.food += spell->stats.food;
1010
1272 if (tmp->stats.food > 999) 1011 if (tmp->stats.food > 999)
1273 tmp->stats.food = 999; 1012 tmp->stats.food = 999;
1013
1274 success = 1; 1014 success = 1;
1275 /* 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 */
1276 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");
1277 } 1017 }
1018
1278 return success; 1019 return success;
1279} 1020}
1280
1281 1021
1282/* 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
1283 * 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
1284 * good comments for those. 1024 * good comments for those.
1285 */ 1025 */
1286static const char *const no_gain_msgs[NUM_STATS] = { 1026static const char *const no_gain_msgs[NUM_STATS] = {
1287 "You grow no stronger.", 1027 "You grow no stronger.",
1288 "You grow no more agile.", 1028 "You grow no more agile.",
1289 "You don't feel any healthier.", 1029 "You don't feel any healthier.",
1290 "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."
1291 "You are no easier to look at.", 1033 "You are no easier to look at.",
1292 "no int",
1293 "no pow"
1294}; 1034};
1295 1035
1296int 1036int
1037change_ability_duration (object *spell, object *caster)
1038{
1039 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1040}
1041
1042int
1297cast_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)
1298{ 1044{
1299 object *force = NULL; 1045 object *force = 0;
1300 int i; 1046 int i;
1301 1047
1302 /* 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. */
1303 object *tmp = dir 1049 object *tmp = dir
1304 ? find_target_for_friendly_spell (op, dir) 1050 ? find_target_for_friendly_spell (op, dir)
1305 : op; 1051 : op;
1306 1052
1307 if (!tmp) 1053 if (!tmp)
1308 return 0; 1054 return 0;
1309 1055
1310 /* 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. */
1318 break; 1064 break;
1319 } 1065 }
1320 else if (spell_ob->race && spell_ob->race == tmp2->name) 1066 else if (spell_ob->race && spell_ob->race == tmp2->name)
1321 { 1067 {
1322 if (!silent) 1068 if (!silent)
1323 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
1324 return 0; 1073 return 0;
1325 } 1074 }
1326 } 1075 }
1327 } 1076 }
1077
1078 int duration = change_ability_duration (spell_ob, caster);
1079
1328 if (force == NULL) 1080 if (force)
1329 {
1330 force = get_archetype (FORCE_NAME);
1331 force->subtype = FORCE_CHANGE_ABILITY;
1332 if (spell_ob->race)
1333 force->name = spell_ob->race;
1334 else
1335 force->name = spell_ob->name;
1336 force->name_pl = spell_ob->name;
1337 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1338
1339 } 1081 {
1340 else
1341 {
1342 int duration;
1343
1344 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1345 if (duration > force->duration) 1082 if (duration > force->duration)
1346 { 1083 {
1347 force->duration = duration; 1084 force->duration = duration;
1348 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.");
1349 } 1086 }
1350 else 1087 else
1351 {
1352 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.");
1353 } 1089
1354 return 1; 1090 return 1;
1355 } 1091 }
1356 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
1357 force->speed = 1.0; 1108 force->speed = 1.0;
1358 force->speed_left = -1.0; 1109 force->speed_left = -1.0;
1359 SET_FLAG (force, FLAG_APPLIED); 1110 SET_FLAG (force, FLAG_APPLIED);
1360 1111
1361 /* Now start processing the effects. First, protections */ 1112 /* Now start processing the effects. First, protections */
1366 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);
1367 if (force->resist[i] > 100) 1118 if (force->resist[i] > 100)
1368 force->resist[i] = 100; 1119 force->resist[i] = 100;
1369 } 1120 }
1370 } 1121 }
1122
1371 if (spell_ob->stats.hp) 1123 if (spell_ob->stats.hp)
1372 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);
1373 1125
1374 if (tmp->type == PLAYER) 1126 if (tmp->type == PLAYER)
1375 { 1127 {
1376 /* Stat adjustment spells */ 1128 /* Stat adjustment spells */
1377 for (i = 0; i < NUM_STATS; i++) 1129 for (i = 0; i < NUM_STATS; i++)
1378 { 1130 {
1379 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; 1131 if (sint8 stat = spell_ob->stats.stat (i))
1380
1381 if (stat)
1382 { 1132 {
1383 sm = 0; 1133 sint8 sm = 0;
1384 for (k = 0; k < stat; k++) 1134 for (sint8 k = 0; k < stat; k++)
1385 sm += rndm (1, 3); 1135 sm += rndm (1, 3);
1386 1136
1387 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) 1137 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1388 { 1138 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1389 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); 1139
1390 if (sm < 0) 1140 force->stats.stat (i) = sm;
1391 sm = 0; 1141
1392 }
1393 set_attr_value (&force->stats, i, sm);
1394 if (!sm) 1142 if (!sm)
1395 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); 1143 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1396 } 1144 }
1397 } 1145 }
1398 } 1146 }
1419 force->attacktype = spell_ob->attacktype; 1167 force->attacktype = spell_ob->attacktype;
1420 1168
1421 insert_ob_in_ob (force, tmp); 1169 insert_ob_in_ob (force, tmp);
1422 change_abil (tmp, force); /* Mostly to display any messages */ 1170 change_abil (tmp, force); /* Mostly to display any messages */
1423 tmp->update_stats (); 1171 tmp->update_stats ();
1172
1424 return 1; 1173 return 1;
1425} 1174}
1426 1175
1427/* 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
1428 * 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
1429 * of the caster. 1178 * of the caster.
1430 */ 1179 */
1431
1432int 1180int
1433cast_bless (object *op, object *caster, object *spell_ob, int dir) 1181cast_bless (object *op, object *caster, object *spell_ob, int dir)
1434{ 1182{
1435 int i; 1183 int i;
1436 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1184 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1437 1185
1438 /* 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. */
1439 if (dir != 0) 1187 if (dir != 0)
1440 { 1188 {
1441 tmp = find_target_for_friendly_spell (op, dir); 1189 tmp = find_target_for_friendly_spell (op, dir);
1190
1191 if (!tmp)
1192 return 0;
1442 } 1193 }
1443 else 1194 else
1444 {
1445 tmp = op; 1195 tmp = op;
1446 }
1447 1196
1448 /* 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. */
1449 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1198 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1450 { 1199 {
1451 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1200 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1452 { 1201 {
1453 if (tmp2->name == spell_ob->name) 1202 if (tmp2->name == spell_ob->name)
1454 { 1203 {
1460 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);
1461 return 0; 1210 return 0;
1462 } 1211 }
1463 } 1212 }
1464 } 1213 }
1214
1465 if (force == NULL) 1215 if (force == NULL)
1466 { 1216 {
1467 force = get_archetype (FORCE_NAME); 1217 force = get_archetype (FORCE_NAME);
1468 force->subtype = FORCE_CHANGE_ABILITY; 1218 force->subtype = FORCE_CHANGE_ABILITY;
1469 if (spell_ob->race) 1219 if (spell_ob->race)
1500 } 1250 }
1501 else 1251 else
1502 { 1252 {
1503 /* Only give out good benefits, and put a max on it */ 1253 /* Only give out good benefits, and put a max on it */
1504 for (i = 0; i < NROFATTACKS; i++) 1254 for (i = 0; i < NROFATTACKS; i++)
1505 {
1506 if (god->resist[i] > 0) 1255 if (god->resist[i] > 0)
1507 {
1508 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]);
1509 } 1257
1510 }
1511 force->path_attuned |= god->path_attuned; 1258 force->path_attuned |= god->path_attuned;
1512 1259
1513 if (spell_ob->attacktype) 1260 if (spell_ob->attacktype)
1514 force->slaying = god->slaying; 1261 force->slaying = god->slaying;
1515 1262
1531 insert_ob_in_ob (force, tmp); 1278 insert_ob_in_ob (force, tmp);
1532 tmp->update_stats (); 1279 tmp->update_stats ();
1533 return 1; 1280 return 1;
1534} 1281}
1535 1282
1536
1537
1538/* Alchemy code by Mark Wedel 1283/* Alchemy code by Mark Wedel
1539 * 1284 *
1540 * This code adds a new spell, called alchemy. Alchemy will turn 1285 * This code adds a new spell, called alchemy. Alchemy will turn
1541 * objects to gold nuggets, the value of the gold nuggets being 1286 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1542 * about 90% of that of the item itself. It uses the value of the
1543 * object before charisma adjustments, because the nuggets themselves
1544 * will be will be adjusted by charisma when sold.
1545 * 1287 *
1546 * 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
1547 * the maximum number of large nuggets you could get. 1289 * itself. It uses the value of the object before charisma adjustments,
1548 * 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
1549 * to the max amount of small nuggets as you could get. 1291 * when sold.
1550 *
1551 * For example, if an item is worth 110 gold, you will get
1552 * 4 large nuggets, and from 0-10 small nuggets.
1553 * 1292 *
1554 * 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
1555 * 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
1556 * alchemied. 1295 * alchemised.
1557 */ 1296 */
1558
1559/* I didn't feel like passing these as arguements to the
1560 * two functions that need them. Real values are put in them
1561 * when the spell is cast, and these are freed when the spell
1562 * is finished.
1563 */
1564static object *small, *large;
1565
1566static void 1297static void
1567alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight) 1298alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1568{ 1299{
1569 uint64 value = query_cost (obj, NULL, F_TRUE); 1300 uint64 value = query_cost (obj, NULL, F_TRUE);
1570 1301
1571 /* Give third price when we alchemy money (This should hopefully 1302 /* Give third price when we alchemy money (this should hopefully
1572 * 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
1573 * the nuggets, alchemy the gold from that, etc. 1304 * the nuggets, alchemy the gold from that, etc.
1574 * Otherwise, give 9 silver on the gold for other objects, 1305 * Otherwise, give 9 silver on the gold for other objects,
1575 * so that it would still be more affordable to haul 1306 * so that it would still be more affordable to haul
1576 * the stuff back to town. 1307 * the stuff back to town.
1577 */ 1308 */
1578
1579 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1309 if (QUERY_FLAG (obj, FLAG_UNPAID))
1580 value = 0; 1310 value = 0;
1581 else if (obj->type == MONEY || obj->type == GEM) 1311 else if (obj->type == MONEY || obj->type == GEM)
1582 value /= 3; 1312 value /= 3;
1583 else 1313 else
1584 value = (value * 9) / 10; 1314 value = value * 9 / 10;
1585 1315
1586 value /= 4; // fix by GHJ, don't understand, pcg
1587
1588 if ((obj->value > 0) && rndm (0, 29)) 1316 if (obj->value > 0 && rndm (0, 29))
1589 { 1317 total_value += value;
1590 int count;
1591 1318
1592 count = value / large->value;
1593 *large_nuggets += count;
1594 value -= (uint64) count *(uint64) large->value;
1595
1596 count = value / small->value;
1597 *small_nuggets += count;
1598 }
1599
1600 /* Turn 25 small nuggets into 1 large nugget. If the value
1601 * of large nuggets is not evenly divisable by the small nugget
1602 * value, take off an extra small_nugget (Assuming small_nuggets!=0)
1603 */
1604 if (*small_nuggets * small->value >= large->value)
1605 {
1606 (*large_nuggets)++;
1607 *small_nuggets -= large->value / small->value;
1608 if (*small_nuggets && large->value % small->value)
1609 (*small_nuggets)--;
1610 }
1611 weight += obj->weight; 1319 total_weight += obj->total_weight ();
1320
1612 obj->destroy (); 1321 obj->destroy ();
1613} 1322}
1614 1323
1615static void
1616update_map (object *op, maptile *m, int small_nuggets, int large_nuggets, int x, int y)
1617{
1618 object *tmp;
1619 int flag = 0;
1620
1621 /* Put any nuggets below the player, but we can only pass this
1622 * flag if we are on the same space as the player
1623 */
1624 if (x == op->x && y == op->y && op->map == m)
1625 flag = INS_BELOW_ORIGINATOR;
1626
1627 if (small_nuggets)
1628 {
1629 tmp = small->clone ();
1630 tmp->nrof = small_nuggets;
1631 m->insert (tmp, x, y, op, flag);
1632 }
1633
1634 if (large_nuggets)
1635 {
1636 tmp = large->clone ();
1637 tmp->nrof = large_nuggets;
1638 m->insert (tmp, x, y, op, flag);
1639 }
1640}
1641
1642int 1324int
1643alchemy (object *op, object *caster, object *spell_ob) 1325alchemy (object *op, object *caster, object *spell_ob)
1644{ 1326{
1645 int x, y, weight = 0, weight_max, large_nuggets, small_nuggets, mflags;
1646 sint16 nx, ny;
1647 object *next, *tmp;
1648 maptile *mp;
1649
1650 if (op->type != PLAYER) 1327 if (op->type != PLAYER)
1651 return 0; 1328 return 0;
1652 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
1653 /* 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
1654 * some, and also prevents people from alcheming every table/chair/clock 1337 * some, and also prevents people from alchemising every table/chair/clock
1655 * in sight 1338 * in sight
1656 */ 1339 */
1657 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);
1658 weight_max *= 1000; 1341 int weight_max = duration * 1000;
1659 small = get_archetype ("smallnugget"), large = get_archetype ("largenugget"); 1342 uint64 value_max = duration * 1000;
1660 1343
1344 int weight = 0;
1345
1661 for (y = op->y - 1; y <= op->y + 1; y++) 1346 for (int y = op->y - 1; y <= op->y + 1; y++)
1662 { 1347 {
1663 for (x = op->x - 1; x <= op->x + 1; x++) 1348 for (int x = op->x - 1; x <= op->x + 1; x++)
1664 { 1349 {
1350 uint64 value = 0;
1351
1665 nx = x; 1352 sint16 nx = x;
1666 ny = y; 1353 sint16 ny = y;
1667 1354
1668 mp = op->map; 1355 maptile *mp = op->map;
1669 1356
1670 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); 1357 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1671 1358
1672 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1359 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1673 continue; 1360 continue;
1674 1361
1675 /* Treat alchemy a little differently - most spell effects 1362 /* Treat alchemy a little differently - most spell effects
1677 * ground level effect. 1364 * ground level effect.
1678 */ 1365 */
1679 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) 1366 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1680 continue; 1367 continue;
1681 1368
1682 small_nuggets = 0; 1369 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1683 large_nuggets = 0;
1684
1685 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = next)
1686 { 1370 {
1687 next = tmp->above; 1371 next = tmp->above;
1372
1688 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1373 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1689 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1374 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1690 { 1375 {
1691
1692 if (tmp->inv) 1376 if (tmp->inv)
1693 { 1377 {
1694 object *next1, *tmp1; 1378 object *next1, *tmp1;
1695 1379
1696 for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1) 1380 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1697 { 1381 {
1698 next1 = tmp1->below; 1382 next1 = tmp1->below;
1699 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1383 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1700 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1384 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1701 alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight); 1385 alchemy_object (tmp1, value, weight);
1702 } 1386 }
1703 } 1387 }
1388
1704 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); 1389 alchemy_object (tmp, value, weight);
1705 1390
1706 if (weight > weight_max) 1391 if (weight > weight_max)
1707 { 1392 break;
1708 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1709 large->destroy ();
1710 small->destroy ();
1711 return 1;
1712 } 1393 }
1713 } /* is alchemable object */
1714 } /* process all objects on this space */
1715
1716 /* Insert all the nuggets at one time. This probably saves time, but
1717 * it also prevents us from alcheming nuggets that were just created
1718 * with this spell.
1719 */ 1394 }
1720 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);
1721 } 1408 }
1722 }
1723 1409
1724 large->destroy (); 1410 if (weight > weight_max)
1725 small->destroy (); 1411 goto bailout;
1726 /* reset this so that if player standing on a big pile of stuff, 1412 }
1727 * it is redrawn properly. 1413 }
1728 */ 1414
1729 op->contr->ns->look_position = 0; 1415bailout:
1730 return 1; 1416 return 1;
1731} 1417}
1732
1733 1418
1734/* This function removes the cursed/damned status on equipped 1419/* This function removes the cursed/damned status on equipped
1735 * items. 1420 * items.
1736 */ 1421 */
1737int 1422int
1738remove_curse (object *op, object *caster, object *spell) 1423remove_curse (object *op, object *caster, object *spell)
1739{ 1424{
1740 object *tmp;
1741 int success = 0, was_one = 0; 1425 int success = 0, was_one = 0;
1742 1426
1743 for (tmp = op->inv; tmp; tmp = tmp->below) 1427 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1744 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1428 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1745 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1429 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1746 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1430 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1747 { 1431 {
1748 was_one++; 1432 was_one++;
1433
1749 if (tmp->level <= caster_level (caster, spell)) 1434 if (tmp->level <= casting_level (caster, spell))
1750 { 1435 {
1751 success++; 1436 success++;
1752 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1437 if (QUERY_FLAG (spell, FLAG_DAMNED))
1753 CLEAR_FLAG (tmp, FLAG_DAMNED); 1438 CLEAR_FLAG (tmp, FLAG_DAMNED);
1754 1439
1755 CLEAR_FLAG (tmp, FLAG_CURSED); 1440 CLEAR_FLAG (tmp, FLAG_CURSED);
1756 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1441 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1757 tmp->value = 0; /* Still can't sell it */ 1442 tmp->value = 0; /* Still can't sell it */
1758 if (op->type == PLAYER) 1443
1444 if (object *pl = tmp->visible_to ())
1759 esrv_send_item (op, tmp); 1445 esrv_update_item (UPD_FLAGS, pl, tmp);
1760 } 1446 }
1761 } 1447 }
1762 1448
1763 if (op->type == PLAYER) 1449 if (op->type == PLAYER)
1764 { 1450 {
1765 if (success) 1451 if (success)
1766 {
1767 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.");
1768 }
1769 else 1453 else
1770 { 1454 {
1771 if (was_one) 1455 if (was_one)
1772 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.");
1773 else 1457 else
1777 1461
1778 return success; 1462 return success;
1779} 1463}
1780 1464
1781/* Identifies objects in the players inventory/on the ground */ 1465/* Identifies objects in the players inventory/on the ground */
1782
1783int 1466int
1784cast_identify (object *op, object *caster, object *spell) 1467cast_identify (object *op, object *caster, object *spell)
1785{ 1468{
1786 object *tmp; 1469 object *tmp;
1787 int success = 0, num_ident; 1470 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1788 1471
1789 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));
1790
1791 if (num_ident < 1)
1792 num_ident = 1;
1793 1473
1794 for (tmp = op->inv; tmp; tmp = tmp->below) 1474 for (tmp = op->inv; tmp; tmp = tmp->below)
1795 { 1475 {
1796 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1476 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1797 { 1477 {
1798 identify (tmp); 1478 identify (tmp);
1799 1479
1800 if (op->type == PLAYER) 1480 if (op->type == PLAYER)
1801 { 1481 {
1802 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));
1803 1483
1804 if (tmp->msg) 1484 if (tmp->msg)
1805 { 1485 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1806 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1807 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1808 }
1809 } 1486 }
1810 1487
1811 num_ident--;
1812 success = 1;
1813 if (!num_ident) 1488 if (!--num_ident)
1814 break; 1489 break;
1815 } 1490 }
1816 } 1491 }
1817 1492
1818 /* 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
1819 * 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
1820 * was not fully used. 1495 * was not fully used.
1821 */ 1496 */
1822 if (num_ident) 1497 if (num_ident)
1823 { 1498 {
1824 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)
1825 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1500 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1826 { 1501 {
1827 identify (tmp); 1502 identify (tmp);
1828 1503
1829 if (op->type == PLAYER) 1504 if (object *pl = tmp->visible_to ())
1830 { 1505 {
1831 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));
1832 1507
1833 if (tmp->msg) 1508 if (tmp->msg)
1834 { 1509 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1835 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1836 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1837 }
1838
1839 esrv_send_item (op, tmp);
1840 } 1510 }
1841 1511
1842 num_ident--;
1843 success = 1;
1844 if (!num_ident) 1512 if (!--num_ident)
1845 break; 1513 break;
1846 } 1514 }
1847 } 1515 }
1848 1516
1849 if (!success) 1517 if (buf.empty ())
1850 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 }
1851 else 1522 else
1523 {
1524 if (op->contr)
1525 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1526
1852 spell_effect (spell, op->x, op->y, op->map, op); 1527 spell_effect (spell, op->x, op->y, op->map, op);
1853 1528 return 1;
1854 return success; 1529 }
1855} 1530}
1856 1531
1857int 1532int
1858cast_detection (object *op, object *caster, object *spell, object *skill) 1533cast_detection (object *op, object *caster, object *spell, object *skill)
1859{ 1534{
1864 1539
1865 /* 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
1866 * doing it over and over again. 1541 * doing it over and over again.
1867 */ 1542 */
1868 god = find_god (determine_god (op)); 1543 god = find_god (determine_god (op));
1869 level = caster_level (caster, spell); 1544 level = casting_level (caster, spell);
1870 range = spell->range + SP_level_range_adjust (caster, spell); 1545 range = spell->range + SP_level_range_adjust (caster, spell);
1871 1546
1872 if (!skill) 1547 if (!skill)
1873 skill = caster; 1548 skill = caster;
1874 1549
1875 for (x = op->x - range; x <= op->x + range; x++) 1550 unordered_mapwalk (op, -range, -range, range, range)
1876 for (y = op->y - range; y <= op->y + range; y++)
1877 { 1551 {
1878 m = op->map;
1879 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1880 if (mflags & P_OUT_OF_MAP)
1881 continue;
1882
1883 /* For most of the detections, we only detect objects above the 1552 /* For most of the detections, we only detect objects above the
1884 * floor. But this is not true for show invisible. 1553 * floor. But this is not true for show invisible.
1885 * Basically, we just go and find the top object and work 1554 * Basically, we just go and find the top object and work
1886 * down - that is easier than working up. 1555 * down - that is easier than working up.
1887 */ 1556 */
1888 1557
1889 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)
1890 last = tmp; 1559 last = tmp;
1891 1560
1892 /* 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
1893 * would happen. 1562 * would happen.
1894 */ 1563 */
1895 if (!last) 1564 if (!last)
1896 continue; 1565 continue;
1897 1566
1898 done_one = 0; 1567 done_one = 0;
1899 floor = 0; 1568 floor = 0;
1900 detect = NULL; 1569 detect = NULL;
1901 for (tmp = last; tmp; tmp = tmp->below) 1570 for (tmp = last; tmp; tmp = tmp->below)
1902 { 1571 {
1903 /* show invisible */ 1572 /* show invisible */
1904 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1573 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1905 /* Might there be other objects that we can make visible? */ 1574 /* Might there be other objects that we can make visible? */
1906 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1575 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER)
1907 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1576 || (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ))
1908 tmp->type == CF_HANDLE || 1577 || tmp->type == T_HANDLE
1909 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
1910 tmp->type == BUTTON || tmp->type == TELEPORTER || 1582 || tmp->type == TELEPORTER
1583 || tmp->type == GATE
1911 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1584 || tmp->type == LOCKED_DOOR
1912 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN || 1585 || tmp->type == WEAPON
1586 || tmp->type == ALTAR
1587 || tmp->type == SIGN
1913 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1588 || tmp->type == TRIGGER_PEDESTAL
1914 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)))
1915 { 1594 {
1916 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)
1917 { 1596 {
1918 tmp->invisible = 0; 1597 tmp->invisible = 0;
1919 done_one = 1; 1598 done_one = 1;
1920 } 1599 }
1921 } 1600 }
1922 1601
1923 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1602 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1924 floor = 1; 1603 floor = 1;
1925 1604
1926 /* All detections below this point don't descend beneath the floor, 1605 /* All detections below this point don't descend beneath the floor,
1927 * so just continue on. We could be clever and look at the type of 1606 * so just continue on. We could be clever and look at the type of
1928 * detection to completely break out if we don't care about objects beneath 1607 * detection to completely break out if we don't care about objects beneath
1929 * the floor, but once we get to the floor, not likely a very big issue anyways. 1608 * the floor, but once we get to the floor, not likely a very big issue anyways.
1930 */ 1609 */
1931 if (floor) 1610 if (floor)
1932 continue; 1611 continue;
1933 1612
1934 /* I had thought about making detect magic and detect curse 1613 /* I had thought about making detect magic and detect curse
1935 * 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.
1936 * 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
1937 * difficult to see what object is magical/cursed, so the 1616 * difficult to see what object is magical/cursed, so the
1938 * effect wouldn't be as apparant. 1617 * effect wouldn't be as apparent.
1939 */ 1618 */
1940 1619
1941 /* detect magic */ 1620 /* detect magic */
1942 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && 1621 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1943 !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))
1944 { 1623 {
1945 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1624 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1946 /* make runes more visibile */ 1625 /* make runes more visibile */
1947 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC) 1626 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1948 tmp->stats.Cha /= 4; 1627 tmp->stats.Cha /= 4;
1628
1949 done_one = 1; 1629 done_one = 1;
1950 } 1630 }
1631
1951 /* detect monster */ 1632 /* detect monster */
1952 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))
1953 { 1634 {
1954 done_one = 2; 1635 done_one = 2;
1636
1955 if (!detect) 1637 if (!detect)
1956 detect = tmp; 1638 detect = tmp;
1957 } 1639 }
1640
1958 /* 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
1959 * 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
1960 * race must match. 1643 * race must match.
1961 */ 1644 */
1962 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race && 1645 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1963 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) || 1646 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1964 (strstr (spell->race, tmp->race)))) 1647 spell->race.contains (tmp->race)))
1965 { 1648 {
1966 done_one = 2; 1649 done_one = 2;
1650
1967 if (!detect) 1651 if (!detect)
1968 detect = tmp; 1652 detect = tmp;
1969 } 1653 }
1654
1970 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) &&
1971 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1656 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1972 { 1657 {
1973 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1658 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1974 done_one = 1; 1659 done_one = 1;
1975 } 1660 }
1976 } /* for stack of objects on this space */ 1661 } /* for stack of objects on this space */
1977 1662
1978 /* 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
1979 * where the magic is. 1664 * where the magic is.
1980 */ 1665 */
1981 if (done_one) 1666 if (done_one)
1982 { 1667 {
1983 object *detect_ob = arch_to_object (spell->other_arch); 1668 object *detect_ob = arch_to_object (spell->other_arch);
1984 1669
1985 /* if this is set, we want to copy the face */ 1670 /* if this is set, we want to copy the face */
1986 if (done_one == 2 && detect) 1671 if (done_one == 2 && detect)
1987 { 1672 {
1988 detect_ob->face = detect->face; 1673 detect_ob->face = detect->face;
1989 detect_ob->animation_id = detect->animation_id; 1674 detect_ob->animation_id = detect->animation_id;
1990 detect_ob->anim_speed = detect->anim_speed; 1675 detect_ob->anim_speed = detect->anim_speed;
1991 detect_ob->last_anim = 0; 1676 detect_ob->last_anim = 0;
1992 /* by default, the detect_ob is already animated */ 1677 /* by default, the detect_ob is already animated */
1993 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1678 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
1994 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1679 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
1995 } 1680 }
1996 1681
1997 m->insert (detect_ob, nx, ny, op); 1682 m->insert (detect_ob, nx, ny, op);
1998 } 1683 }
1999 } /* for processing the surrounding spaces */ 1684 } /* for processing the surrounding spaces */
2000 1685
2001 1686
2002 /* 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 */
2003 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))
2004 { 1689 {
2005 done_one = 0; 1690 done_one = 0;
1691
2006 for (tmp = op->inv; tmp; tmp = tmp->below) 1692 for (tmp = op->inv; tmp; tmp = tmp->below)
2007 { 1693 {
2008 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1694 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2009 { 1695 {
2010 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))
2011 { 1697 {
2012 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1698 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
2013 if (op->type == PLAYER) 1699
1700 if (object *pl = tmp->visible_to ())
2014 esrv_send_item (op, tmp); 1701 esrv_update_item (UPD_FLAGS, pl, tmp);
2015 } 1702 }
1703
2016 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) &&
2017 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1705 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
2018 { 1706 {
2019 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1707 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
2020 if (op->type == PLAYER) 1708
1709 if (object *pl = tmp->visible_to ())
2021 esrv_send_item (op, tmp); 1710 esrv_update_item (UPD_FLAGS, pl, tmp);
2022 } 1711 }
2023 } /* if item is not identified */ 1712 } /* if item is not identified */
2024 } /* for the players inventory */ 1713 } /* for the players inventory */
2025 } /* if detect magic/curse and object is a player */ 1714 } /* if detect magic/curse and object is a player */
1715
2026 return 1; 1716 return 1;
2027} 1717}
2028 1718
2029 1719
2030/** 1720/**
2043 1733
2044 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.");
2045 1735
2046 if (victim->stats.sp >= victim->stats.maxsp * 2) 1736 if (victim->stats.sp >= victim->stats.maxsp * 2)
2047 { 1737 {
2048 object *tmp;
2049
2050 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1738 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
2051
2052 /* Explodes a fireball centered at player */
2053 tmp = get_archetype (EXPLODING_FIREBALL);
2054 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
2055 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
2056
2057 tmp->insert_at (victim);
2058 victim->stats.sp = 2 * victim->stats.maxsp; 1739 victim->stats.sp = 2 * victim->stats.maxsp;
1740 create_exploding_ball_at (victim, caster_level);
2059 } 1741 }
2060 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1742 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
2061 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); 1743 new_draw_info (NDI_UNIQUE | NDI_ORANGE, 0, victim, "You feel like your head is going to explode.");
2062 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1744 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2063 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!");
2064 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1746 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2065 { 1747 {
2066 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1748 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2112 } 1794 }
2113 /* give sp */ 1795 /* give sp */
2114 if (spell->stats.dam > 0) 1796 if (spell->stats.dam > 0)
2115 { 1797 {
2116 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);
2117 charge_mana_effect (plyr, caster_level (caster, spell)); 1799 charge_mana_effect (plyr, casting_level (caster, spell));
2118 return 1; 1800 return 1;
2119 } 1801 }
2120 /* suck sp away. Can't suck sp from yourself */ 1802 /* suck sp away. Can't suck sp from yourself */
2121 else if (op != plyr) 1803 else if (op != plyr)
2122 { 1804 {
2134 /* Player doesn't get full credit */ 1816 /* Player doesn't get full credit */
2135 sucked = (sucked * rate) / 100; 1817 sucked = (sucked * rate) / 100;
2136 op->stats.sp += sucked; 1818 op->stats.sp += sucked;
2137 if (sucked > 0) 1819 if (sucked > 0)
2138 { 1820 {
2139 charge_mana_effect (op, caster_level (caster, spell)); 1821 charge_mana_effect (op, casting_level (caster, spell));
2140 } 1822 }
2141 } 1823 }
2142 return 1; 1824 return 1;
2143 } 1825 }
2144 return 0; 1826 return 0;
2186 /* Basically, if the object is magical and not counterspell, 1868 /* Basically, if the object is magical and not counterspell,
2187 * we will more or less remove the object. Don't counterspell 1869 * we will more or less remove the object. Don't counterspell
2188 * monsters either. 1870 * monsters either.
2189 */ 1871 */
2190 1872
2191 if (head->attacktype & AT_MAGIC && 1873 if (head->attacktype & AT_MAGIC
2192 !(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))
2193 head->destroy (); 1877 head->destroy ();
2194 else 1878 else
2195 switch (head->type) 1879 switch (head->type)
2196 { 1880 {
2197 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
2198 if (op->level > head->level) 1887 if (op->level > head->level)
2199 head->destroy (); 1888 head->destroy ();
2200 1889
2201 break; 1890 break;
2202 1891
2213 break; 1902 break;
2214 } 1903 }
2215 } 1904 }
2216} 1905}
2217 1906
2218
2219
2220/* cast_consecrate() - a spell to make an altar your god's */ 1907/* cast_consecrate() - a spell to make an altar your god's */
2221int 1908int
2222cast_consecrate (object *op, object *caster, object *spell) 1909cast_consecrate (object *op, object *caster, object *spell)
2223{ 1910{
2224 char buf[MAX_BUF]; 1911 char buf[MAX_BUF];
2236 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1923 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2237 break; 1924 break;
2238 if (tmp->type == HOLY_ALTAR) 1925 if (tmp->type == HOLY_ALTAR)
2239 { 1926 {
2240 1927
2241 if (tmp->level > caster_level (caster, spell)) 1928 if (tmp->level > casting_level (caster, spell))
2242 { 1929 {
2243 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);
2244 return 0; 1931 return 0;
2245 } 1932 }
2246 else 1933 else
2247 { 1934 {
2248 /* If we got here, we are consecrating an altar */ 1935 /* If we got here, we are consecrating an altar */
2249 sprintf (buf, "Altar of %s", &god->name); 1936 sprintf (buf, "Altar of %s", &god->name);
2250 tmp->name = buf; 1937 tmp->name = buf;
2251 tmp->level = caster_level (caster, spell); 1938 tmp->level = casting_level (caster, spell);
2252 tmp->other_arch = god->arch; 1939 tmp->other_arch = god->arch;
1940
2253 if (op->type == PLAYER) 1941 if (op->type == PLAYER)
2254 esrv_update_item (UPD_NAME, op, tmp); 1942 esrv_update_item (UPD_NAME, op, tmp);
1943
2255 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);
2256 return 1; 1945 return 1;
2257 } 1946 }
2258 } 1947 }
2259 } 1948 }
2269 * 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,
2270 * 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
2271 * 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
2272 * player checks. MSW 2003-01-06 1961 * player checks. MSW 2003-01-06
2273 */ 1962 */
2274
2275int 1963int
2276animate_weapon (object *op, object *caster, object *spell, int dir) 1964animate_weapon (object *op, object *caster, object *spell, int dir)
2277{ 1965{
2278 object *weapon, *tmp; 1966 object *weapon, *tmp;
2279 char buf[MAX_BUF]; 1967 char buf[MAX_BUF];
2280 int a, i; 1968 int a, i;
2281 sint16 x, y; 1969 sint16 x, y;
2282 maptile *m; 1970 maptile *m;
2283 materialtype_t *mt;
2284 1971
2285 if (!spell->other_arch) 1972 if (!spell->other_arch)
2286 { 1973 {
2287 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1974 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2288 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);
2291 /* exit if it's not a player using this spell. */ 1978 /* exit if it's not a player using this spell. */
2292 if (op->type != PLAYER) 1979 if (op->type != PLAYER)
2293 return 0; 1980 return 0;
2294 1981
2295 /* if player already has a golem, abort */ 1982 /* if player already has a golem, abort */
2296 if (op->contr->ranges[range_golem]) 1983 if (object *golem = op->contr->golem)
2297 { 1984 {
2298 control_golem (op->contr->ranges[range_golem], dir); 1985 control_golem (golem, dir);
2299 return 0; 1986 return 0;
2300 } 1987 }
2301 1988
2302 /* if no direction specified, pick one */ 1989 /* if no direction specified, pick one */
2303 if (!dir) 1990 if (!dir)
2304 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);
2305 1992
2306 m = op->map; 1993 m = op->map;
2307 x = op->x + freearr_x[dir]; 1994 x = op->x + freearr_x[dir];
2308 y = op->y + freearr_y[dir]; 1995 y = op->y + freearr_y[dir];
2309 1996
2310 /* if there's no place to put the golem, abort */ 1997 /* if there's no place to put the golem, abort */
2311 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || 1998 if (dir < 0 || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP)
2312 ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->clone.move_type)) 1999 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2313 { 2000 {
2314 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.");
2315 return 0; 2002 return 0;
2316 } 2003 }
2317 2004
2321 if (!weapon) 2008 if (!weapon)
2322 { 2009 {
2323 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!");
2324 return 0; 2011 return 0;
2325 } 2012 }
2013
2326 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2014 if (spell->race && weapon->arch->archname != spell->race)
2327 { 2015 {
2328 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.");
2329 return 0; 2017 return 0;
2330 } 2018 }
2019
2331 if (weapon->type != WEAPON) 2020 if (weapon->type != WEAPON)
2332 { 2021 {
2333 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.");
2334 return 0; 2023 return 0;
2335 } 2024 }
2025
2336 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2026 if (QUERY_FLAG (weapon, FLAG_APPLIED))
2337 { 2027 {
2338 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));
2339 return 0; 2029 return 0;
2340 } 2030 }
2341 2031
2342 if (weapon->nrof > 1) 2032 weapon = weapon->split ();
2343 {
2344 tmp = get_split_ob (weapon, 1);
2345 esrv_send_item (op, weapon);
2346 weapon = tmp;
2347 }
2348 2033
2349 /* create the golem object */ 2034 /* create the golem object */
2350 tmp = arch_to_object (spell->other_arch); 2035 tmp = arch_to_object (spell->other_arch);
2351 2036
2352 /* 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 */
2353 CLEAR_FLAG (tmp, FLAG_MONSTER); 2038 CLEAR_FLAG (tmp, FLAG_MONSTER);
2354 SET_FLAG (tmp, FLAG_FRIENDLY);
2355 tmp->stats.exp = 0; 2039 tmp->stats.exp = 0;
2356 add_friendly_object (tmp); 2040 add_friendly_object (tmp);
2357 tmp->type = GOLEM; 2041 tmp->type = GOLEM;
2358 tmp->set_owner (op); 2042 tmp->set_owner (op);
2043 op->contr->golem = tmp;
2359 set_spell_skill (op, caster, spell, tmp); 2044 set_spell_skill (op, caster, spell, tmp);
2360 op->contr->ranges[range_golem] = tmp;
2361 op->contr->shoottype = range_golem;
2362 2045
2363 /* 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
2364 * removed flag - it should only be set if get_split_object was 2047 * removed flag - it should only be set if weapon->split was
2365 * used above. 2048 * used above.
2366 */ 2049 */
2367 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2050 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2368 weapon->remove (); 2051 weapon->remove ();
2369 insert_ob_in_ob (weapon, tmp); 2052
2370 esrv_send_item (op, weapon); 2053 tmp->insert (weapon);
2054
2371 /* 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,
2372 * 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
2373 * body_info, skills, etc) 2057 * body_info, skills, etc)
2374 */ 2058 */
2375 SET_FLAG (tmp, FLAG_USE_WEAPON); 2059 SET_FLAG (tmp, FLAG_USE_WEAPON);
2401 2085
2402 /* attacktype */ 2086 /* attacktype */
2403 if (!tmp->attacktype) 2087 if (!tmp->attacktype)
2404 tmp->attacktype = AT_PHYSICAL; 2088 tmp->attacktype = AT_PHYSICAL;
2405 2089
2406 mt = NULL;
2407 if (op->materialname != NULL)
2408 mt = name_to_material (op->materialname);
2409 if (mt != NULL)
2410 {
2411 for (i = 0; i < NROFATTACKS; i++) 2090 for (i = 0; i < NROFATTACKS; i++)
2412 tmp->resist[i] = 50 - (mt->save[i] * 5); 2091 tmp->resist[i] = 50 - (op->material->save[i] * 5);
2413 a = mt->save[0]; 2092
2414 } 2093 a = op->material->save[0];
2415 else 2094
2416 {
2417 for (i = 0; i < NROFATTACKS; i++)
2418 tmp->resist[i] = 5;
2419 a = 10;
2420 }
2421 /* Set weapon's immunity */ 2095 /* Set weapon's immunity */
2422 tmp->resist[ATNR_CONFUSION] = 100; 2096 tmp->resist[ATNR_CONFUSION] = 100;
2423 tmp->resist[ATNR_POISON] = 100; 2097 tmp->resist[ATNR_POISON] = 100;
2424 tmp->resist[ATNR_SLOW] = 100; 2098 tmp->resist[ATNR_SLOW] = 100;
2425 tmp->resist[ATNR_PARALYZE] = 100; 2099 tmp->resist[ATNR_PARALYZE] = 100;
2431 2105
2432 /* 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 */
2433 2107
2434 if (a > 14) 2108 if (a > 14)
2435 a = 14; 2109 a = 14;
2110
2436 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));
2437 2112
2438 /* Determine golem's speed */ 2113 /* Determine golem's speed */
2439 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)));
2440 2115
2450 tmp->state = weapon->state; 2125 tmp->state = weapon->state;
2451 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2126 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2452 } 2127 }
2453 2128
2454 /* 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. */
2455 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));
2456 2131
2457 tmp->speed_left = -1; 2132 tmp->speed_left = -1;
2458 tmp->direction = dir; 2133 tmp->direction = dir;
2459 2134
2460 m->insert (tmp, x, y, op); 2135 m->insert (tmp, x, y, op);
2464/* cast_daylight() - changes the map darkness level *lower* */ 2139/* cast_daylight() - changes the map darkness level *lower* */
2465 2140
2466/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2141/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2467 * This changes the light level for the entire map. 2142 * This changes the light level for the entire map.
2468 */ 2143 */
2469
2470int 2144int
2471cast_change_map_lightlevel (object *op, object *caster, object *spell) 2145cast_change_map_lightlevel (object *op, object *caster, object *spell)
2472{ 2146{
2473 int success; 2147 int success;
2474 2148
2482 if (spell->stats.dam < 0) 2156 if (spell->stats.dam < 0)
2483 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.");
2484 else 2158 else
2485 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.");
2486 } 2160 }
2161
2487 return success; 2162 return success;
2488} 2163}
2489
2490
2491
2492
2493 2164
2494/* 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.
2495 * 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,
2496 * spell is the spell object itself. 2167 * spell is the spell object itself.
2497 */ 2168 */
2509 2180
2510 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);
2511 2182
2512 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);
2513 2184
2514 new_aura->set_owner (op);
2515 set_spell_skill (op, caster, spell, new_aura); 2185 set_spell_skill (op, caster, spell, new_aura);
2516 new_aura->attacktype = spell->attacktype; 2186 new_aura->attacktype = spell->attacktype;
2517 2187
2518 new_aura->level = caster_level (caster, spell); 2188 new_aura->level = casting_level (caster, spell);
2189
2519 if (refresh) 2190 if (refresh)
2520 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.");
2521 else 2192 else
2522 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
2523 insert_ob_in_ob (new_aura, op); 2195 insert_ob_in_ob (new_aura, op);
2196 new_aura->set_owner (op);
2197
2524 return 1; 2198 return 1;
2525} 2199}
2526
2527 2200
2528/* 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,
2529 * 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
2530 * around him. 2203 * around him.
2531 * Aura parameters: 2204 * Aura parameters:
2532 * duration: duration counter. 2205 * duration: duration counter.
2533 * attacktype: aura's attacktype 2206 * attacktype: aura's attacktype
2534 * other_arch: archetype to drop where we attack 2207 * other_arch: archetype to drop where we attack
2535 */ 2208 */
2536
2537void 2209void
2538move_aura (object *aura) 2210move_aura (object *aura)
2539{ 2211{
2540 int i, mflags;
2541 object *env;
2542 maptile *m;
2543
2544 /* auras belong in inventories */ 2212 /* auras belong in inventories */
2545 env = aura->env; 2213 object *env = aura->env;
2214 object *owner = aura->owner;
2546 2215
2547 /* no matter what we've gotta remove the aura... 2216 /* no matter what we've gotta remove the aura...
2548 * we'll put it back if its time isn't up. 2217 * we'll put it back if its time isn't up.
2549 */ 2218 */
2550 aura->remove (); 2219 aura->remove ();
2555 aura->destroy (); 2224 aura->destroy ();
2556 return; 2225 return;
2557 } 2226 }
2558 2227
2559 /* auras only exist in inventories */ 2228 /* auras only exist in inventories */
2560 if (env == NULL || env->map == NULL) 2229 if (!env || !env->map)
2561 { 2230 {
2562 aura->destroy (); 2231 aura->destroy ();
2563 return; 2232 return;
2564 } 2233 }
2565 2234
2566 /* we need to jump out of the inventory for a bit 2235 /* we need to jump out of the inventory for a bit
2567 * in order to hit the map conveniently. 2236 * in order to hit the map conveniently.
2568 */ 2237 */
2569 aura->insert_at (env, aura); 2238 aura->insert_at (env, aura);
2570 2239
2571 for (i = 1; i < 9; i++) 2240 for (int i = 1; i < 9; i++)
2572 { 2241 {
2573 sint16 nx, ny; 2242 mapxy pos (env);
2243 pos.move (i);
2574 2244
2575 nx = aura->x + freearr_x[i];
2576 ny = aura->y + freearr_y[i];
2577 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2578
2579 /* Consider the movement tyep of the person with the aura as 2245 /* Consider the movement type of the person with the aura as
2580 * 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
2581 * 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.
2582 */ 2248 */
2583 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)))
2584 { 2250 {
2585 hit_map (aura, i, aura->attacktype, 0); 2251 hit_map (aura, i, aura->attacktype, 0);
2586 2252
2587 if (aura->other_arch) 2253 if (aura->other_arch)
2588 m->insert (arch_to_object (aura->other_arch), nx, ny, aura); 2254 pos.insert (arch_to_object (aura->other_arch), aura);
2589 } 2255 }
2590 } 2256 }
2591 2257
2592 /* put the aura back in the player's inventory */ 2258 /* put the aura back in the player's inventory */
2593 aura->remove (); 2259 env->insert (aura);
2594 insert_ob_in_ob (aura, env); 2260 aura->set_owner (owner);
2595} 2261}
2596 2262
2597/* moves the peacemaker spell. 2263/* moves the peacemaker spell.
2598 * op is the piece object. 2264 * op is the piece object.
2599 */ 2265 */
2600
2601void 2266void
2602move_peacemaker (object *op) 2267move_peacemaker (object *op)
2603{ 2268{
2604 object *tmp; 2269 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2605
2606 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2607 { 2270 {
2608 int atk_lev, def_lev; 2271 int atk_lev, def_lev;
2609 object *victim = tmp; 2272 object *victim = tmp->head_ ();
2610 2273
2611 if (tmp->head)
2612 victim = tmp->head;
2613 if (!QUERY_FLAG (victim, FLAG_MONSTER)) 2274 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2614 continue; 2275 continue;
2276
2615 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2277 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2616 continue; 2278 continue;
2279
2617 if (victim->stats.exp == 0) 2280 if (victim->stats.exp == 0)
2618 continue; 2281 continue;
2619 2282
2620 def_lev = MAX (1, victim->level); 2283 def_lev = max (1, victim->level);
2621 atk_lev = MAX (1, op->level); 2284 atk_lev = max (1, op->level);
2622 2285
2623 if (rndm (0, atk_lev - 1) > def_lev) 2286 if (rndm (0, atk_lev - 1) > def_lev)
2624 { 2287 {
2625 /* make this sucker peaceful. */ 2288 /* make this sucker peaceful. */
2626 2289
2290 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2627 change_exp (op->owner, victim->stats.exp, op->skill, 0); 2291 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2628 victim->stats.exp = 0; 2292 victim->stats.exp = 0;
2629#if 0 2293#if 0
2630 /* No idea why these were all set to zero - if something 2294 /* No idea why these were all set to zero - if something
2631 * makes this creature agressive, he should still do damage. 2295 * makes this creature agressive, he should still do damage.
2638 victim->attack_movement = RANDO2; 2302 victim->attack_movement = RANDO2;
2639 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2303 SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2640 SET_FLAG (victim, FLAG_RUN_AWAY); 2304 SET_FLAG (victim, FLAG_RUN_AWAY);
2641 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2305 SET_FLAG (victim, FLAG_RANDOM_MOVE);
2642 CLEAR_FLAG (victim, FLAG_MONSTER); 2306 CLEAR_FLAG (victim, FLAG_MONSTER);
2307
2643 if (victim->name) 2308 if (victim->name)
2644 {
2645 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);
2646 } 2310 }
2647 }
2648 } 2311 }
2649} 2312}
2650
2651 2313
2652/* This writes a rune that contains the appropriate message. 2314/* This writes a rune that contains the appropriate message.
2653 * There really isn't any adjustments we make. 2315 * There really isn't any adjustments we make.
2654 */ 2316 */
2655
2656int 2317int
2657write_mark (object *op, object *spell, const char *msg) 2318write_mark (object *op, object *spell, const char *msg)
2658{ 2319{
2659 char rune[HUGE_BUF];
2660 object *tmp;
2661
2662 if (!msg || msg[0] == 0) 2320 if (!msg || msg[0] == 0)
2663 { 2321 {
2664 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2322 new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2665 return 0; 2323 return 0;
2666 } 2324 }
2667 2325
2668 if (strcasestr_local (msg, "endmsg")) 2326 if (!msg_is_safe (msg))
2669 { 2327 {
2670 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?");
2671 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);
2672 return 0; 2330 return 0;
2673 } 2331 }
2332
2674 if (!spell->other_arch) 2333 if (!spell->other_arch)
2675 return 0; 2334 return 0;
2335
2676 tmp = arch_to_object (spell->other_arch); 2336 object *tmp = arch_to_object (spell->other_arch);
2677
2678 snprintf (rune, sizeof (rune), "%s\n", msg);
2679 2337
2680 tmp->race = op->name; /*Save the owner of the rune */ 2338 tmp->race = op->name; /*Save the owner of the rune */
2681 tmp->msg = rune; 2339 tmp->msg = msg;
2682 2340
2683 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); 2341 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2342
2684 return 1; 2343 return 1;
2685} 2344}
2345

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