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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.35 by pippijn, Mon Jan 15 21:06:20 2007 UTC vs.
Revision 1.115 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 (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * 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
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * 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
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * 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>
23 */ 23 */
24 24
25#include <global.h> 25#include <global.h>
26#include <object.h> 26#include <object.h>
27#include <living.h> 27#include <living.h>
28#ifndef __CEXTRACT__
29# include <sproto.h> 28#include <sproto.h>
30#endif
31#include <spells.h> 29#include <spells.h>
32#include <sounds.h> 30#include <sounds.h>
33 31
34/* cast_magic_storm: This is really used mostly for spell 32/* cast_magic_storm: This is really used mostly for spell
35 * fumbles at the like. tmp is the object to propogate. 33 * fumbles at the like. tmp is the object to propogate.
64{ 62{
65 object *wand, *tmp; 63 object *wand, *tmp;
66 int ncharges; 64 int ncharges;
67 65
68 wand = find_marked_object (op); 66 wand = find_marked_object (op);
69 if (wand == NULL || wand->type != WAND) 67 if (!wand || wand->type != WAND)
70 { 68 {
71 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge."); 69 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge.");
72 return 0; 70 return 0;
73 } 71 }
74 if (!(random_roll (0, 3, op, PREFER_HIGH))) 72 if (!(random_roll (0, 3, op, PREFER_HIGH)))
75 { 73 {
76 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand)); 74 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand));
77 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE); 75 op->play_sound (sound_find ("ob_explode"));
78 esrv_del_item (op->contr, wand->count);
79 wand->destroy (); 76 wand->destroy ();
80 tmp = get_archetype ("fireball"); 77 tmp = get_archetype (shstr_fireball);
81 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; 78 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
82 79
83 if (!tmp->stats.dam) 80 if (!tmp->stats.dam)
84 tmp->stats.dam = 1; 81 tmp->stats.dam = 1;
85 82
106 ncharges = 1; 103 ncharges = 1;
107 104
108 wand->stats.food += ncharges; 105 wand->stats.food += ncharges;
109 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));
110 107
111 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE)) 108 if (wand->arch && QUERY_FLAG (wand->arch, FLAG_ANIMATE))
112 { 109 {
113 SET_FLAG (wand, FLAG_ANIMATE); 110 SET_FLAG (wand, FLAG_ANIMATE);
114 wand->set_speed (wand->arch->clone.speed); 111 wand->set_speed (wand->arch->speed);
115 } 112 }
116 113
117 return 1; 114 return 1;
118} 115}
119 116
125 * great a plus, the default is used. 122 * great a plus, the default is used.
126 * 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
127 * 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
128 * create nonnmagic arrows, or even -1, etc... 125 * create nonnmagic arrows, or even -1, etc...
129 */ 126 */
130
131int 127int
132cast_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)
133{ 129{
134 int missile_plus = 0, bonus_plus = 0; 130 int bonus_plus = 0;
135 const char *missile_name; 131 const char *missile_name = "arrow";
136 object *tmp, *missile;
137 132
138 missile_name = "arrow";
139
140 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 133 for (object *tmp = op->inv; tmp; tmp = tmp->below)
141 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) 134 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED))
142 missile_name = tmp->race; 135 missile_name = tmp->race;
143 136
144 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); 137 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
145 138
146 if (archetype::find (missile_name) == NULL) 139 archetype *missile_arch = archetype::find (missile_name);
140
141 if (!missile_arch)
147 { 142 {
148 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);
149 return 0; 144 return 0;
150 } 145 }
151 146
152 missile = get_archetype (missile_name); 147 object *missile = missile_arch->instance ();
153 148
154 if (stringarg) 149 if (spellparam)
155 { 150 {
156 /* If it starts with a letter, presume it is a description */ 151 /* If it starts with a letter, presume it is a description */
157 if (isalpha (*stringarg)) 152 if (isalpha (*spellparam))
158 { 153 {
159 artifact *al = find_artifactlist (missile->type)->items; 154 artifact *al = find_artifactlist (missile->type)->items;
160 155
161 for (; al != NULL; al = al->next) 156 for (; al; al = al->next)
162 if (!strcasecmp (al->item->name, stringarg)) 157 if (!strcasecmp (al->item->name, spellparam))
163 break; 158 break;
164 159
165 if (!al) 160 if (!al)
166 { 161 {
167 missile->destroy (); 162 missile->destroy ();
168 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);
169 return 0; 164 return 0;
170 } 165 }
171 166
172 if (al->item->slaying) 167 if (al->item->slaying)
173 { 168 {
174 missile->destroy (); 169 missile->destroy ();
175 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);
176 return 0; 171 return 0;
177 } 172 }
178 173
179 give_artifact_abilities (missile, al->item); 174 give_artifact_abilities (missile, al->item);
180 /* 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 -
181 * 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
182 * the parsing of having to do both plus and type. 177 * the parsing of having to do both plus and type.
183 */ 178 */
184 bonus_plus = 1 + (al->item->value / 5); 179 bonus_plus = 1 + (al->item->value / 5);
185 missile_plus = 0; 180 missile_plus = 0;
186 } 181 }
187 else if (atoi (stringarg) < missile_plus) 182 else if (atoi (spellparam) < missile_plus)
188 missile_plus = atoi (stringarg); 183 missile_plus = atoi (spellparam);
189 } 184 }
190 185
191 if (missile_plus > 4) 186 missile_plus = clamp (missile_plus, -4, 4);
192 missile_plus = 4;
193 else if (missile_plus < -4)
194 missile_plus = -4;
195 187
196 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 188 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
197 missile->nrof -= 3 * (missile_plus + bonus_plus); 189 missile->nrof -= 3 * (missile_plus + bonus_plus);
198 190
199 if (missile->nrof < 1) 191 if (missile->nrof < 1)
211 return 1; 203 return 1;
212} 204}
213 205
214 206
215/* allows the choice of what sort of food object to make. 207/* allows the choice of what sort of food object to make.
216 * 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*/
217int 209int
218cast_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)
219{ 211{
220 int food_value; 212 int food_value;
221 archetype *at = NULL; 213 archetype *at = NULL;
222 object *new_op; 214 object *new_op;
223 215
224 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);
225 217
226 if (stringarg) 218 if (spellparam)
227 { 219 {
228 at = find_archetype_by_object_type_name (FOOD, stringarg); 220 at = find_archetype_by_object_type_name (FOOD, spellparam);
229 if (at == NULL) 221 if (at == NULL)
230 at = find_archetype_by_object_type_name (DRINK, stringarg); 222 at = find_archetype_by_object_type_name (DRINK, spellparam);
231 if (at == NULL || at->clone.stats.food > food_value) 223 if (at == NULL || at->stats.food > food_value)
232 stringarg = NULL; 224 spellparam = NULL;
233 } 225 }
234 226
235 if (!stringarg) 227 if (!spellparam)
236 { 228 {
237 archetype *at_tmp; 229 archetype *at_tmp;
238 230
239 /* We try to find the archetype with the maximum food value. 231 /* We try to find the archetype with the maximum food value.
240 * This removes the dependancy of hard coded food values in this 232 * This removes the dependancy of hard coded food values in this
242 * We don't use flesh types because the weight values of those need 234 * We don't use flesh types because the weight values of those need
243 * to be altered from the donor. 235 * to be altered from the donor.
244 */ 236 */
245 237
246 /* We assume the food items don't have multiple parts */ 238 /* We assume the food items don't have multiple parts */
247 for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next) 239 for_all_archetypes (at_tmp)
248 { 240 {
249 if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK) 241 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
250 { 242 {
251 /* Basically, if the food value is something that is creatable 243 /* Basically, if the food value is something that is creatable
252 * under the limits of the spell and it is higher than 244 * under the limits of the spell and it is higher than
253 * the item we have now, take it instead. 245 * the item we have now, take it instead.
254 */ 246 */
255 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)))
256 at = at_tmp; 252 at = at_tmp;
257 } 253 }
258 } 254 }
259 } 255 }
256
260 /* 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
261 * know 258 * know
262 */ 259 */
263 if (!at) 260 if (!at)
264 { 261 {
265 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.");
266 return 0; 263 return 0;
267 } 264 }
268 265
269 food_value /= at->clone.stats.food; 266 food_value /= at->stats.food;
270 new_op = arch_to_object (at); 267 new_op = arch_to_object (at);
271 new_op->nrof = food_value; 268 new_op->nrof = food_value;
272 269
273 new_op->value = 0; 270 new_op->value = 0;
274 if (new_op->nrof < 1) 271 if (new_op->nrof < 1)
283{ 280{
284 int r, mflags, maxrange; 281 int r, mflags, maxrange;
285 object *tmp; 282 object *tmp;
286 maptile *m; 283 maptile *m;
287 284
288
289 if (!dir) 285 if (!dir)
290 { 286 {
291 examine_monster (op, op); 287 examine_monster (op, op);
292 return 1; 288 return 1;
293 } 289 }
290
294 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 291 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
295 for (r = 1; r < maxrange; r++) 292 for (r = 1; r < maxrange; r++)
296 { 293 {
297 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];
298 295
305 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) 302 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC))
306 { 303 {
307 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 304 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
308 return 0; 305 return 0;
309 } 306 }
307
310 if (mflags & P_IS_ALIVE) 308 if (mflags & P_IS_ALIVE)
311 { 309 {
312 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)
313 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)))
314 { 312 {
315 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 313 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
316 if (tmp->head != NULL) 314 if (tmp->head != NULL)
317 tmp = tmp->head; 315 tmp = tmp->head;
318 examine_monster (op, tmp); 316 examine_monster (op, tmp);
319 return 1; 317 return 1;
320 } 318 }
321 } 319 }
322 } 320 }
321
323 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); 322 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
324 return 1; 323 return 1;
325} 324}
326
327 325
328/* This checks to see if 'pl' is invisible to 'mon'. 326/* This checks to see if 'pl' is invisible to 'mon'.
329 * does race check, undead check, etc 327 * does race check, undead check, etc
330 * Returns TRUE if mon can't see pl, false 328 * Returns TRUE if mon can't see pl, false
331 * otherwise. This doesn't check range, walls, etc. It 329 * otherwise. This doesn't check range, walls, etc. It
333 * pl is invisible. 331 * pl is invisible.
334 */ 332 */
335int 333int
336makes_invisible_to (object *pl, object *mon) 334makes_invisible_to (object *pl, object *mon)
337{ 335{
338
339 if (!pl->invisible) 336 if (!pl->invisible)
340 return 0; 337 return 0;
338
341 if (pl->type == PLAYER) 339 if (pl->type == PLAYER)
342 { 340 {
343 /* If race isn't set, then invisible unless it is undead */ 341 /* If race isn't set, then invisible unless it is undead */
344 if (!pl->contr->invis_race) 342 if (!pl->contr->invis_race)
345 { 343 {
346 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 344 if (QUERY_FLAG (mon, FLAG_UNDEAD))
347 return 0; 345 return 0;
346
348 return 1; 347 return 1;
349 } 348 }
349
350 /* invis_race is set if we get here */ 350 /* invis_race is set if we get here */
351 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 351 if (pl->contr->invis_race == shstr_undead && is_true_undead (mon))
352 return 1; 352 return 1;
353
353 /* No race, can't be invisible to it */ 354 /* No race, can't be invisible to it */
354 if (!mon->race) 355 if (!mon->race)
355 return 0; 356 return 0;
357
356 if (strstr (mon->race, pl->contr->invis_race)) 358 if (mon->race.contains (pl->contr->invis_race))
357 return 1; 359 return 1;
360
358 /* Nothing matched above, return 0 */ 361 /* Nothing matched above, return 0 */
359 return 0; 362 return 0;
360 } 363 }
361 else 364 else
362 { 365 {
375 * normal applies. 378 * normal applies.
376 */ 379 */
377int 380int
378cast_invisible (object *op, object *caster, object *spell_ob) 381cast_invisible (object *op, object *caster, object *spell_ob)
379{ 382{
380 object *tmp;
381
382 if (op->invisible > 1000) 383 if (op->invisible > 1000)
383 { 384 {
384 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");
385 return 0; 386 return 0;
386 } 387 }
402 else 403 else
403 op->contr->tmp_invis = 1; 404 op->contr->tmp_invis = 1;
404 405
405 op->contr->hidden = 0; 406 op->contr->hidden = 0;
406 } 407 }
408
407 if (makes_invisible_to (op, op)) 409 if (makes_invisible_to (op, op))
408 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!");
409 else 411 else
410 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!"); 412 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
411 413
412 update_object (op, UP_OBJ_FACE); 414 update_object (op, UP_OBJ_CHANGE);
413 415
414 /* Only search the active objects - only these should actually do 416 /* Only search the active objects - only these should actually do
415 * harm to the player. 417 * harm to the player.
416 */ 418 */
417 for_all_actives (tmp) 419 for_all_actives (tmp)
424/* earth to dust spell. Basically destroys earthwalls in the area. 426/* earth to dust spell. Basically destroys earthwalls in the area.
425 */ 427 */
426int 428int
427cast_earth_to_dust (object *op, object *caster, object *spell_ob) 429cast_earth_to_dust (object *op, object *caster, object *spell_ob)
428{ 430{
429 object *tmp, *next;
430 int range, i, j, mflags; 431 int range, i, j, mflags;
431 sint16 sx, sy; 432 sint16 sx, sy;
432 maptile *m; 433 maptile *m;
433
434 if (op->type != PLAYER)
435 return 0;
436 434
437 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 435 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
438 436
439 for (i = -range; i <= range; i++) 437 for (i = -range; i <= range; i++)
440 for (j = -range; j <= range; j++) 438 for (j = -range; j <= range; j++)
445 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 443 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
446 444
447 if (mflags & P_OUT_OF_MAP) 445 if (mflags & P_OUT_OF_MAP)
448 continue; 446 continue;
449 447
450 // earth to dust tears down everything that can be teared down 448 // earth to dust tears down everything that can be torn down
451 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)
452 { 450 {
453 next = tmp->above; 451 next = tmp->above;
452
454 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 453 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
455 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 454 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
456 } 455 }
457 } 456 }
458 457
465 if (object *pl = op->in_player ()) 464 if (object *pl = op->in_player ())
466 { 465 {
467 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))
468 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.");
469 else 468 else
470 { 469 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
471 // remove first so we do not call update_stats
472 op->remove ();
473 pl->enter_exit (op);
474 }
475 } 470 }
476 471
477 op->destroy (); 472 op->destroy ();
478} 473}
479 474
495 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.");
496 return 1; 491 return 1;
497 } 492 }
498 493
499 dummy = get_archetype (FORCE_NAME); 494 dummy = get_archetype (FORCE_NAME);
500 if (dummy == NULL) 495
496 if (!dummy)
501 { 497 {
502 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 498 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
503 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); 499 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
504 return 0; 500 return 0;
505 } 501 }
568} 564}
569 565
570int 566int
571perceive_self (object *op) 567perceive_self (object *op)
572{ 568{
573 char *cp = describe_item (op, op), buf[MAX_BUF]; 569 const char *cp = describe_item (op, op);
574 archetype *at = archetype::find (ARCH_DEPLETION); 570 archetype *at = archetype::find (shstr_depletion);
575 object *tmp;
576 int i;
577 571
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
578 tmp = find_god (determine_god (op)); 580 if (object *god = find_god (determine_god (op)))
579 if (tmp) 581 buf << " - You worship " << &god->name << ".\n";
580 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
581 else 582 else
582 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); 583 buf << " - You worship no god.\n";
583 584
584 tmp = present_arch_in_ob (at, op); 585 object *tmp = present_arch_in_ob (at, op);
585 586
586 if (*cp == '\0' && tmp == NULL) 587 if (*cp == '\0' && !tmp)
587 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 588 buf << " - You feel very mundane. ";
588 else 589 else
589 { 590 {
590 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 591 buf << " - You have: " << cp << ".\n";
591 new_draw_info (NDI_UNIQUE, 0, op, cp); 592
592 if (tmp != NULL) 593 if (tmp)
593 {
594 for (i = 0; i < NUM_STATS; i++) 594 for (int i = 0; i < NUM_STATS; i++)
595 { 595 if (tmp->stats.stat (i) < 0)
596 if (get_attr_value (&tmp->stats, i) < 0) 596 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
597 {
598 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i)));
599 }
600 }
601 }
602 } 597 }
603 598
604 if (is_dragon_pl (op)) 599 if (is_dragon_pl (op))
605 {
606 /* now grab the 'dragon_ability'-force from the player's inventory */ 600 /* now grab the 'dragon_ability'-force from the player's inventory */
607 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 601 for (tmp = op->inv; tmp; tmp = tmp->below)
608 { 602 {
609 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 603 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
610 { 604 {
611 if (tmp->stats.exp == 0) 605 if (tmp->stats.exp == 0)
612 {
613 sprintf (buf, "Your metabolism isn't focused on anything."); 606 buf << " - Your metabolism isn't focused on anything.\n";
614 }
615 else 607 else
616 {
617 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";
618 } 609
619 new_draw_info (NDI_UNIQUE, 0, op, buf);
620 break; 610 break;
621 } 611 }
622 } 612 }
623 }
624 return 1;
625}
626 613
627/* int cast_create_town_portal (object *op, object *caster, int dir) 614 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
628 *
629 * This function cast the spell of town portal for op
630 *
631 * The spell operates in two passes. During the first one a place
632 * is marked as a destination for the portal. During the second one,
633 * 2 portals are created, one in the position the player cast it and
634 * one in the destination place. The portal are synchronized and 2 forces
635 * are inserted in the player to destruct the portal next time player
636 * creates a new portal pair.
637 * This spell has a side effect that it allows people to meet each other
638 * in a permanent, private, appartements by making a town portal from it
639 * to the town or another public place. So, check if the map is unique and if
640 * so return an error
641 *
642 * Code by Tchize (david.delbecq@usa.net)
643 */
644int
645cast_create_town_portal (object *op, object *caster, object *spell, int dir)
646{
647 object *dummy, *force, *old_force;
648 archetype *perm_portal;
649 char portal_name[1024], portal_message[1024];
650 maptile *exitmap;
651 int op_level;
652
653 /* Check to see if the map the player is currently on is a per player unique
654 * map. This can be determined in that per player unique maps have the
655 * full pathname listed.
656 */
657 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
658 {
659 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
660 return 0;
661 }
662
663 /* The first thing to do is to check if we have a marked destination
664 * dummy is used to make a check inventory for the force
665 */
666 dummy = arch_to_object (spell->other_arch);
667 if (dummy == NULL)
668 {
669 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
670 LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name);
671 return 0;
672 }
673
674 force = check_inv_recursive (op, dummy);
675
676 if (force == NULL)
677 {
678 /* Here we know there is no destination marked up.
679 * We have 2 things to do:
680 * 1. Mark the destination in the player inventory.
681 * 2. Let the player know it worked.
682 */
683 dummy->name = op->map->path;
684 EXIT_X (dummy) = op->x;
685 EXIT_Y (dummy) = op->y;
686 insert_ob_in_ob (dummy, op);
687 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You fix this place in your mind.\nYou feel you are able to come here from anywhere.");
688 return 1;
689 }
690
691 dummy->destroy ();
692
693 /* Here we know where the town portal should go to
694 * We should kill any existing portal associated with the player.
695 * Than we should create the 2 portals.
696 * For each of them, we need:
697 * - To create the portal with the name of the player+destination map
698 * - set the owner of the town portal
699 * - To mark the position of the portal in the player's inventory
700 * for easier destruction.
701 *
702 * The mark works has follow:
703 * slaying: Existing town portal
704 * hp, sp : x & y of the associated portal
705 * name : name of the portal
706 * race : map the portal is in
707 */
708
709 /* First step: killing existing town portals */
710 dummy = get_archetype (spell->race);
711 if (dummy == NULL)
712 {
713 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
714 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
715 return 0;
716 }
717
718 perm_portal = archetype::find (spell->slaying);
719
720 /* To kill a town portal, we go trough the player's inventory,
721 * for each marked portal in player's inventory,
722 * -We try load the associated map (if impossible, consider the portal destructed)
723 * -We find any portal in the specified location.
724 * If it has the good name, we destruct it.
725 * -We destruct the force indicating that portal.
726 */
727 while ((old_force = check_inv_recursive (op, dummy)))
728 {
729 exitmap = maptile::find_sync (old_force->race, op->map);
730
731 if (exitmap)
732 {
733 exitmap->load_sync ();
734
735 int exitx = EXIT_X (old_force);
736 int exity = EXIT_Y (old_force);
737
738 for (object *tmp = present_arch (perm_portal, exitmap, exitx, exity); tmp; tmp = tmp->above)
739 {
740 if (tmp->name == old_force->name)
741 {
742 tmp->destroy ();
743 break;
744 }
745 }
746 }
747
748 old_force->destroy ();
749 }
750
751 dummy->destroy ();
752
753 /* Creating the portals.
754 * The very first thing to do is to ensure
755 * access to the destination map.
756 * If we can't, don't fizzle. Simply warn player.
757 * This ensure player pays his mana for the spell
758 * because HE is responsible of forgotting.
759 * 'force' is the destination of the town portal, which we got
760 * from the players inventory above.
761 */
762
763 /* Ensure exit map is loaded */
764 exitmap = maptile::find_sync (force->name);
765
766 /* If we were unable to load (ex. random map deleted), warn player */
767 if (!exitmap)
768 {
769 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
770 force->destroy ();
771 return 1;
772 }
773
774 exitmap->load_sync ();
775
776 op_level = caster_level (caster, spell);
777 if (op_level < 15)
778 snprintf (portal_message, 1024,
779 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
780 &op->name);
781 else if (op_level < 30)
782 snprintf (portal_message, 1024,
783 "\n%s's portal smells of ozone.\nYou do a lot of movements and finally pass\nthrough the small hole in the air\n", &op->name);
784 else if (op_level < 60)
785 snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
786 else
787 snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",
788 &op->name);
789
790 /* Create a portal in front of player
791 * dummy contain the portal and
792 * force contain the track to kill it later
793 */
794 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
795 dummy = get_archetype (spell->slaying); /*The portal */
796 if (dummy == NULL)
797 {
798 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
799 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
800 return 0;
801 }
802
803 EXIT_PATH (dummy) = force->name;
804 EXIT_X (dummy) = EXIT_X (force);
805 EXIT_Y (dummy) = EXIT_Y (force);
806 dummy->name = dummy->name_pl = portal_name;
807 dummy->msg = portal_message;
808 dummy->race = op->name; /*Save the owner of the portal */
809 cast_create_obj (op, caster, dummy, 0);
810
811 /* Now we need to to create a town portal marker inside the player
812 * object, so on future castings, we can know that he has an active
813 * town portal.
814 */
815 object *tmp = get_archetype (spell->race);
816
817 if (!tmp)
818 {
819 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
820 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
821 return 0;
822 }
823
824 tmp->race = op->map->path;
825 tmp->name = portal_name;
826 EXIT_X (tmp) = dummy->x;
827 EXIT_Y (tmp) = dummy->y;
828 op->insert (tmp);
829
830 /* Create a portal in the destination map
831 * dummy contain the portal and
832 * force the track to kill it later
833 * the 'force' variable still contains the 'reminder' of
834 * where this portal goes to.
835 */
836 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &op->map->path);
837 dummy = get_archetype (spell->slaying); /*The portal */
838 if (dummy == NULL)
839 {
840 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
841 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
842 return 0;
843 }
844
845 EXIT_PATH (dummy) = op->map->path;
846 EXIT_X (dummy) = op->x;
847 EXIT_Y (dummy) = op->y;
848 dummy->name = dummy->name_pl = portal_name;
849 dummy->msg = portal_message;
850 dummy->race = op->name; /*Save the owner of the portal */
851 exitmap->insert (dummy, EXIT_X (force), EXIT_Y (force), op);
852
853 /* Now we create another town portal marker that
854 * points back to the one we just made
855 */
856 tmp = get_archetype (spell->race);
857 if (tmp == NULL)
858 {
859 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
860 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
861 return 0;
862 }
863
864 tmp->race = force->name;
865 tmp->name = portal_name;
866 EXIT_X (tmp) = dummy->x;
867 EXIT_Y (tmp) = dummy->y;
868 insert_ob_in_ob (tmp, op);
869
870 /* Describe the player what happened
871 */
872 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
873 force->destroy ();
874 615
875 return 1; 616 return 1;
876} 617}
877 618
878/* This creates magic walls. Really, it can create most any object, 619/* This creates magic walls. Really, it can create most any object,
966 */ 707 */
967 if (tmp->type != EARTHWALL) //TODO 708 if (tmp->type != EARTHWALL) //TODO
968 tmp->set_owner (op); 709 tmp->set_owner (op);
969 710
970 set_spell_skill (op, caster, spell_ob, tmp); 711 set_spell_skill (op, caster, spell_ob, tmp);
971 tmp->level = caster_level (caster, spell_ob) / 2; 712 tmp->level = casting_level (caster, spell_ob) / 2;
972 713
973 name = tmp->name; 714 name = tmp->name;
974 if (!(tmp = m->insert (tmp, x, y, op))) 715 if (!(tmp = m->insert (tmp, x, y, op)))
975 { 716 {
976 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);
977 return 0; 718 return 0;
978 } 719 }
979 720
980 /* 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 */
981 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 722 if (tmp->other_arch && tmp->other_arch->type == SPELL)
982 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 723 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
983 724
984 /* This code causes the wall to extend some distance in 725 /* This code causes the wall to extend some distance in
985 * each direction, or until an obstruction is encountered. 726 * each direction, or until an obstruction is encountered.
986 * posblocked and negblocked help determine how far the 727 * posblocked and negblocked help determine how far the
1006 { 747 {
1007 object *tmp2 = tmp->clone (); 748 object *tmp2 = tmp->clone ();
1008 m->insert (tmp2, x, y, op); 749 m->insert (tmp2, x, y, op);
1009 750
1010 /* 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 */
1011 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 752 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1012 tmp2->insert (arch_to_object (tmp2->other_arch)); 753 tmp2->insert (arch_to_object (tmp2->other_arch));
1013 754
1014 } 755 }
1015 else 756 else
1016 posblocked = 1; 757 posblocked = 1;
1023 ((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)
1024 { 765 {
1025 object *tmp2 = tmp->clone (); 766 object *tmp2 = tmp->clone ();
1026 m->insert (tmp2, x, y, op); 767 m->insert (tmp2, x, y, op);
1027 768
1028 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 769 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1029 tmp2->insert (arch_to_object (tmp2->other_arch)); 770 tmp2->insert (arch_to_object (tmp2->other_arch));
1030 } 771 }
1031 else 772 else
1032 negblocked = 1; 773 negblocked = 1;
1033 } 774 }
1037 778
1038 return 1; 779 return 1;
1039} 780}
1040 781
1041int 782int
1042dimension_door (object *op, object *caster, object *spob, int dir) 783dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
1043{ 784{
1044 uint32 dist, maxdist; 785 uint32 dist, maxdist;
1045 int mflags; 786 int mflags;
1046 maptile *m; 787 maptile *m;
1047 sint16 sx, sy; 788 sint16 sx, sy;
1058 /* 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
1059 * ever, so put limits in. 800 * ever, so put limits in.
1060 */ 801 */
1061 maxdist = spob->range + SP_level_range_adjust (caster, spob); 802 maxdist = spob->range + SP_level_range_adjust (caster, spob);
1062 803
1063 if (op->contr->count) 804 if (spellparam)
1064 { 805 {
806 int count = atoi (spellparam);
807
1065 if (op->contr->count > maxdist) 808 if (count > maxdist)
1066 { 809 {
1067 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!");
1068 return 0; 811 return 0;
1069 } 812 }
1070 813
1071 for (dist = 0; dist < op->contr->count; dist++) 814 for (dist = 0; dist < count; dist++)
1072 { 815 {
1073 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);
1074 817
1075 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 818 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
1076 break; 819 break;
1077 820
1078 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)))
1079 break; 822 break;
1080 } 823 }
1081 824
1082 if (dist < op->contr->count) 825 if (dist < count)
1083 { 826 {
1084 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");
1085 op->contr->count = 0;
1086 return 0; 828 return 0;
1087 } 829 }
1088
1089 op->contr->count = 0;
1090 830
1091 /* Remove code that puts player on random space on maps. IMO, 831 /* Remove code that puts player on random space on maps. IMO,
1092 * a lot of maps probably have areas the player should not get to, 832 * a lot of maps probably have areas the player should not get to,
1093 * but may not be marked as NO_MAGIC (as they may be bounded 833 * but may not be marked as NO_MAGIC (as they may be bounded
1094 * by such squares). Also, there are probably treasure rooms and 834 * by such squares). Also, there are probably treasure rooms and
1145 885
1146 /* Actually move the player now */ 886 /* Actually move the player now */
1147 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)))
1148 return 1; 888 return 1;
1149 889
1150 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
1151 return 1; 892 return 1;
1152} 893}
1153
1154 894
1155/* cast_heal: Heals something. 895/* cast_heal: Heals something.
1156 * op is the caster. 896 * op is the caster.
1157 * dir is the direction he is casting it in. 897 * dir is the direction he is casting it in.
1158 * spell is the spell object. 898 * spell is the spell object.
1165 object *poison; 905 object *poison;
1166 int heal = 0, success = 0; 906 int heal = 0, success = 0;
1167 907
1168 tmp = find_target_for_friendly_spell (op, dir); 908 tmp = find_target_for_friendly_spell (op, dir);
1169 909
1170 if (tmp == NULL) 910 if (!tmp)
1171 return 0; 911 return 0;
1172 912
1173 /* Figure out how many hp this spell might cure. 913 /* Figure out how many hp this spell might cure.
1174 * could be zero if this spell heals effects, not damage. 914 * could be zero if this spell heals effects, not damage.
1175 */ 915 */
1178 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;
1179 919
1180 if (heal) 920 if (heal)
1181 { 921 {
1182 if (tmp->stats.hp >= tmp->stats.maxhp) 922 if (tmp->stats.hp >= tmp->stats.maxhp)
1183 {
1184 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.");
1185 }
1186 else 924 else
1187 { 925 {
1188 /* See how many points we actually heal. Instead of messages 926 /* See how many points we actually heal. Instead of messages
1189 * based on type of spell, we instead do messages based 927 * based on type of spell, we instead do messages based
1190 * on amount of damage healed. 928 * on amount of damage healed.
1191 */ 929 */
1192 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 930 if (heal > tmp->stats.maxhp - tmp->stats.hp)
1193 heal = tmp->stats.maxhp - tmp->stats.hp; 931 heal = tmp->stats.maxhp - tmp->stats.hp;
932
1194 tmp->stats.hp += heal; 933 tmp->stats.hp += heal;
1195 934
1196 if (tmp->stats.hp >= tmp->stats.maxhp) 935 if (tmp->stats.hp >= tmp->stats.maxhp)
1197 {
1198 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 936 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1199 }
1200 else if (heal > 50) 937 else if (heal > 50)
1201 {
1202 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); 938 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1203 }
1204 else if (heal > 25) 939 else if (heal > 25)
1205 {
1206 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); 940 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1207 }
1208 else if (heal > 10) 941 else if (heal > 10)
1209 {
1210 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.");
1211 }
1212 else 943 else
1213 {
1214 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.");
1215 } 945
1216 success = 1; 946 success = 1;
1217 } 947 }
1218 } 948 }
949
1219 if (spell->attacktype & AT_DISEASE) 950 if (spell->attacktype & AT_DISEASE)
1220 if (cure_disease (tmp, op)) 951 if (cure_disease (tmp, op, spell))
1221 success = 1; 952 success = 1;
1222 953
1223 if (spell->attacktype & AT_POISON) 954 if (spell->attacktype & AT_POISON)
1224 { 955 {
1225 at = archetype::find ("poisoning"); 956 at = archetype::find (shstr_poisoning);
1226 poison = present_arch_in_ob (at, tmp); 957 poison = present_arch_in_ob (at, tmp);
1227 if (poison) 958 if (poison)
1228 { 959 {
1229 success = 1; 960 success = 1;
1230 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 961 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1231 poison->stats.food = 1; 962 poison->stats.food = 1;
1232 } 963 }
1233 } 964 }
965
1234 if (spell->attacktype & AT_CONFUSION) 966 if (spell->attacktype & AT_CONFUSION)
1235 { 967 {
1236 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 968 poison = present_in_ob_by_name (FORCE, shstr_confusion, tmp);
1237 if (poison) 969 if (poison)
1238 { 970 {
1239 success = 1; 971 success = 1;
1240 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 972 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1241 poison->duration = 1; 973 poison->duration = 1;
1242 } 974 }
1243 } 975 }
976
1244 if (spell->attacktype & AT_BLIND) 977 if (spell->attacktype & AT_BLIND)
1245 { 978 {
1246 at = archetype::find ("blindness"); 979 at = archetype::find (shstr_blindness);
1247 poison = present_arch_in_ob (at, tmp); 980 poison = present_arch_in_ob (at, tmp);
1248 if (poison) 981 if (poison)
1249 { 982 {
1250 success = 1; 983 success = 1;
1251 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.");
1252 poison->stats.food = 1; 985 poison->stats.food = 1;
1253 } 986 }
1254 } 987 }
988
1255 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) 989 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1256 { 990 {
1257 tmp->stats.sp += spell->last_sp; 991 tmp->stats.sp += spell->last_sp;
1258 if (tmp->stats.sp > tmp->stats.maxsp) 992 if (tmp->stats.sp > tmp->stats.maxsp)
1259 tmp->stats.sp = tmp->stats.maxsp; 993 tmp->stats.sp = tmp->stats.maxsp;
1260 success = 1; 994 success = 1;
1261 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!");
1262 } 996 }
997
1263 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) 998 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1264 { 999 {
1265 tmp->stats.grace += spell->last_grace; 1000 tmp->stats.grace += spell->last_grace;
1266 if (tmp->stats.grace > tmp->stats.maxgrace) 1001 if (tmp->stats.grace > tmp->stats.maxgrace)
1267 tmp->stats.grace = tmp->stats.maxgrace; 1002 tmp->stats.grace = tmp->stats.maxgrace;
1268 success = 1; 1003 success = 1;
1269 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!");
1270 } 1005 }
1006
1271 if (spell->stats.food && tmp->stats.food < 999) 1007 if (spell->stats.food && tmp->stats.food < 999)
1272 { 1008 {
1273 tmp->stats.food += spell->stats.food; 1009 tmp->stats.food += spell->stats.food;
1010
1274 if (tmp->stats.food > 999) 1011 if (tmp->stats.food > 999)
1275 tmp->stats.food = 999; 1012 tmp->stats.food = 999;
1013
1276 success = 1; 1014 success = 1;
1277 /* 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 */
1278 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");
1279 } 1017 }
1018
1280 return success; 1019 return success;
1281} 1020}
1282
1283 1021
1284/* 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
1285 * 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
1286 * good comments for those. 1024 * good comments for those.
1287 */ 1025 */
1288static const char *const no_gain_msgs[NUM_STATS] = { 1026static const char *const no_gain_msgs[NUM_STATS] = {
1289 "You grow no stronger.", 1027 "You grow no stronger.",
1290 "You grow no more agile.", 1028 "You grow no more agile.",
1291 "You don't feel any healthier.", 1029 "You don't feel any healthier.",
1292 "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."
1293 "You are no easier to look at.", 1033 "You are no easier to look at.",
1294 "no int",
1295 "no pow"
1296}; 1034};
1297 1035
1298int 1036int
1037change_ability_duration (object *spell, object *caster)
1038{
1039 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1040}
1041
1042int
1299cast_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)
1300{ 1044{
1301 object *force = NULL; 1045 object *force = 0;
1302 int i; 1046 int i;
1303 1047
1304 /* 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. */
1305 object *tmp = dir 1049 object *tmp = dir
1306 ? find_target_for_friendly_spell (op, dir) 1050 ? find_target_for_friendly_spell (op, dir)
1307 : op; 1051 : op;
1308 1052
1309 if (!tmp) 1053 if (!tmp)
1310 return 0; 1054 return 0;
1311 1055
1312 /* 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. */
1320 break; 1064 break;
1321 } 1065 }
1322 else if (spell_ob->race && spell_ob->race == tmp2->name) 1066 else if (spell_ob->race && spell_ob->race == tmp2->name)
1323 { 1067 {
1324 if (!silent) 1068 if (!silent)
1325 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 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
1326 return 0; 1073 return 0;
1327 } 1074 }
1328 } 1075 }
1329 } 1076 }
1077
1078 int duration = change_ability_duration (spell_ob, caster);
1079
1330 if (force == NULL) 1080 if (force)
1331 {
1332 force = get_archetype (FORCE_NAME);
1333 force->subtype = FORCE_CHANGE_ABILITY;
1334 if (spell_ob->race)
1335 force->name = spell_ob->race;
1336 else
1337 force->name = spell_ob->name;
1338 force->name_pl = spell_ob->name;
1339 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1340
1341 } 1081 {
1342 else
1343 {
1344 int duration;
1345
1346 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1347 if (duration > force->duration) 1082 if (duration > force->duration)
1348 { 1083 {
1349 force->duration = duration; 1084 force->duration = duration;
1350 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.");
1351 } 1086 }
1352 else 1087 else
1353 {
1354 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.");
1355 } 1089
1356 return 1; 1090 return 1;
1357 } 1091 }
1358 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
1359 force->speed = 1.0; 1108 force->speed = 1.0;
1360 force->speed_left = -1.0; 1109 force->speed_left = -1.0;
1361 SET_FLAG (force, FLAG_APPLIED); 1110 SET_FLAG (force, FLAG_APPLIED);
1362 1111
1363 /* Now start processing the effects. First, protections */ 1112 /* Now start processing the effects. First, protections */
1368 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);
1369 if (force->resist[i] > 100) 1118 if (force->resist[i] > 100)
1370 force->resist[i] = 100; 1119 force->resist[i] = 100;
1371 } 1120 }
1372 } 1121 }
1122
1373 if (spell_ob->stats.hp) 1123 if (spell_ob->stats.hp)
1374 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);
1375 1125
1376 if (tmp->type == PLAYER) 1126 if (tmp->type == PLAYER)
1377 { 1127 {
1378 /* Stat adjustment spells */ 1128 /* Stat adjustment spells */
1379 for (i = 0; i < NUM_STATS; i++) 1129 for (i = 0; i < NUM_STATS; i++)
1380 { 1130 {
1381 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; 1131 if (sint8 stat = spell_ob->stats.stat (i))
1382
1383 if (stat)
1384 { 1132 {
1385 sm = 0; 1133 sint8 sm = 0;
1386 for (k = 0; k < stat; k++) 1134 for (sint8 k = 0; k < stat; k++)
1387 sm += rndm (1, 3); 1135 sm += rndm (1, 3);
1388 1136
1389 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) 1137 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1390 { 1138 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1391 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); 1139
1392 if (sm < 0) 1140 force->stats.stat (i) = sm;
1393 sm = 0; 1141
1394 }
1395 set_attr_value (&force->stats, i, sm);
1396 if (!sm) 1142 if (!sm)
1397 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); 1143 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1398 } 1144 }
1399 } 1145 }
1400 } 1146 }
1421 force->attacktype = spell_ob->attacktype; 1167 force->attacktype = spell_ob->attacktype;
1422 1168
1423 insert_ob_in_ob (force, tmp); 1169 insert_ob_in_ob (force, tmp);
1424 change_abil (tmp, force); /* Mostly to display any messages */ 1170 change_abil (tmp, force); /* Mostly to display any messages */
1425 tmp->update_stats (); 1171 tmp->update_stats ();
1172
1426 return 1; 1173 return 1;
1427} 1174}
1428 1175
1429/* 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
1430 * 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
1431 * of the caster. 1178 * of the caster.
1432 */ 1179 */
1433
1434int 1180int
1435cast_bless (object *op, object *caster, object *spell_ob, int dir) 1181cast_bless (object *op, object *caster, object *spell_ob, int dir)
1436{ 1182{
1437 int i; 1183 int i;
1438 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1184 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1439 1185
1440 /* 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. */
1441 if (dir != 0) 1187 if (dir != 0)
1442 { 1188 {
1443 tmp = find_target_for_friendly_spell (op, dir); 1189 tmp = find_target_for_friendly_spell (op, dir);
1190
1191 if (!tmp)
1192 return 0;
1444 } 1193 }
1445 else 1194 else
1446 {
1447 tmp = op; 1195 tmp = op;
1448 }
1449 1196
1450 /* 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. */
1451 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1198 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1452 { 1199 {
1453 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1200 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1454 { 1201 {
1455 if (tmp2->name == spell_ob->name) 1202 if (tmp2->name == spell_ob->name)
1456 { 1203 {
1462 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 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);
1463 return 0; 1210 return 0;
1464 } 1211 }
1465 } 1212 }
1466 } 1213 }
1214
1467 if (force == NULL) 1215 if (force == NULL)
1468 { 1216 {
1469 force = get_archetype (FORCE_NAME); 1217 force = get_archetype (FORCE_NAME);
1470 force->subtype = FORCE_CHANGE_ABILITY; 1218 force->subtype = FORCE_CHANGE_ABILITY;
1471 if (spell_ob->race) 1219 if (spell_ob->race)
1502 } 1250 }
1503 else 1251 else
1504 { 1252 {
1505 /* Only give out good benefits, and put a max on it */ 1253 /* Only give out good benefits, and put a max on it */
1506 for (i = 0; i < NROFATTACKS; i++) 1254 for (i = 0; i < NROFATTACKS; i++)
1507 {
1508 if (god->resist[i] > 0) 1255 if (god->resist[i] > 0)
1509 {
1510 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]);
1511 } 1257
1512 }
1513 force->path_attuned |= god->path_attuned; 1258 force->path_attuned |= god->path_attuned;
1514 1259
1515 if (spell_ob->attacktype) 1260 if (spell_ob->attacktype)
1516 force->slaying = god->slaying; 1261 force->slaying = god->slaying;
1517 1262
1533 insert_ob_in_ob (force, tmp); 1278 insert_ob_in_ob (force, tmp);
1534 tmp->update_stats (); 1279 tmp->update_stats ();
1535 return 1; 1280 return 1;
1536} 1281}
1537 1282
1538
1539
1540/* Alchemy code by Mark Wedel 1283/* Alchemy code by Mark Wedel
1541 * 1284 *
1542 * This code adds a new spell, called alchemy. Alchemy will turn 1285 * This code adds a new spell, called alchemy. Alchemy will turn
1543 * objects to gold nuggets, the value of the gold nuggets being 1286 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1544 * about 90% of that of the item itself. It uses the value of the
1545 * object before charisma adjustments, because the nuggets themselves
1546 * will be will be adjusted by charisma when sold.
1547 * 1287 *
1548 * 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
1549 * the maximum number of large nuggets you could get. 1289 * itself. It uses the value of the object before charisma adjustments,
1550 * Small nuggets are worth 1 gp each (base). You will get from 0 1290 * because the nuggets themselves will be will be adjusted by charisma
1551 * to the max amount of small nuggets as you could get. 1291 * when sold.
1552 *
1553 * For example, if an item is worth 110 gold, you will get
1554 * 4 large nuggets, and from 0-10 small nuggets.
1555 * 1292 *
1556 * 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
1557 * 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
1558 * alchemied. 1295 * alchemised.
1559 */ 1296 */
1560
1561/* I didn't feel like passing these as arguements to the
1562 * two functions that need them. Real values are put in them
1563 * when the spell is cast, and these are freed when the spell
1564 * is finished.
1565 */
1566static object *small, *large;
1567
1568static void 1297static void
1569alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight) 1298alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1570{ 1299{
1571 uint64 value = query_cost (obj, NULL, F_TRUE); 1300 uint64 value = query_cost (obj, NULL, F_TRUE);
1572 1301
1573 /* Give third price when we alchemy money (This should hopefully 1302 /* Give third price when we alchemy money (this should hopefully
1574 * 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
1575 * the nuggets, alchemy the gold from that, etc. 1304 * the nuggets, alchemy the gold from that, etc.
1576 * Otherwise, give 9 silver on the gold for other objects, 1305 * Otherwise, give 9 silver on the gold for other objects,
1577 * so that it would still be more affordable to haul 1306 * so that it would still be more affordable to haul
1578 * the stuff back to town. 1307 * the stuff back to town.
1579 */ 1308 */
1580
1581 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1309 if (QUERY_FLAG (obj, FLAG_UNPAID))
1582 value = 0; 1310 value = 0;
1583 else if (obj->type == MONEY || obj->type == GEM) 1311 else if (obj->type == MONEY || obj->type == GEM)
1584 value /= 3; 1312 value /= 3;
1585 else 1313 else
1586 value = (value * 9) / 10; 1314 value = value * 9 / 10;
1587 1315
1588 value /= 4; // fix by GHJ, don't understand, pcg
1589
1590 if ((obj->value > 0) && rndm (0, 29)) 1316 if (obj->value > 0 && rndm (0, 29))
1591 { 1317 total_value += value;
1592 int count;
1593 1318
1594 count = value / large->value;
1595 *large_nuggets += count;
1596 value -= (uint64) count *(uint64) large->value;
1597
1598 count = value / small->value;
1599 *small_nuggets += count;
1600 }
1601
1602 /* Turn 25 small nuggets into 1 large nugget. If the value
1603 * of large nuggets is not evenly divisable by the small nugget
1604 * value, take off an extra small_nugget (Assuming small_nuggets!=0)
1605 */
1606 if (*small_nuggets * small->value >= large->value)
1607 {
1608 (*large_nuggets)++;
1609 *small_nuggets -= large->value / small->value;
1610 if (*small_nuggets && large->value % small->value)
1611 (*small_nuggets)--;
1612 }
1613 weight += obj->weight; 1319 total_weight += obj->total_weight ();
1320
1614 obj->destroy (); 1321 obj->destroy ();
1615} 1322}
1616 1323
1617static void
1618update_map (object *op, maptile *m, int small_nuggets, int large_nuggets, int x, int y)
1619{
1620 object *tmp;
1621 int flag = 0;
1622
1623 /* Put any nuggets below the player, but we can only pass this
1624 * flag if we are on the same space as the player
1625 */
1626 if (x == op->x && y == op->y && op->map == m)
1627 flag = INS_BELOW_ORIGINATOR;
1628
1629 if (small_nuggets)
1630 {
1631 tmp = small->clone ();
1632 tmp->nrof = small_nuggets;
1633 m->insert (tmp, x, y, op, flag);
1634 }
1635
1636 if (large_nuggets)
1637 {
1638 tmp = large->clone ();
1639 tmp->nrof = large_nuggets;
1640 m->insert (tmp, x, y, op, flag);
1641 }
1642}
1643
1644int 1324int
1645alchemy (object *op, object *caster, object *spell_ob) 1325alchemy (object *op, object *caster, object *spell_ob)
1646{ 1326{
1647 int x, y, weight = 0, weight_max, large_nuggets, small_nuggets, mflags;
1648 sint16 nx, ny;
1649 object *next, *tmp;
1650 maptile *mp;
1651
1652 if (op->type != PLAYER) 1327 if (op->type != PLAYER)
1653 return 0; 1328 return 0;
1654 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
1655 /* 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
1656 * some, and also prevents people from alcheming every table/chair/clock 1337 * some, and also prevents people from alchemising every table/chair/clock
1657 * in sight 1338 * in sight
1658 */ 1339 */
1659 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);
1660 weight_max *= 1000; 1341 int weight_max = duration * 1000;
1661 small = get_archetype ("smallnugget"), large = get_archetype ("largenugget"); 1342 uint64 value_max = duration * 1000;
1662 1343
1344 int weight = 0;
1345
1663 for (y = op->y - 1; y <= op->y + 1; y++) 1346 for (int y = op->y - 1; y <= op->y + 1; y++)
1664 { 1347 {
1665 for (x = op->x - 1; x <= op->x + 1; x++) 1348 for (int x = op->x - 1; x <= op->x + 1; x++)
1666 { 1349 {
1350 uint64 value = 0;
1351
1667 nx = x; 1352 sint16 nx = x;
1668 ny = y; 1353 sint16 ny = y;
1669 1354
1670 mp = op->map; 1355 maptile *mp = op->map;
1671 1356
1672 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); 1357 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1673 1358
1674 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1359 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1675 continue; 1360 continue;
1676 1361
1677 /* Treat alchemy a little differently - most spell effects 1362 /* Treat alchemy a little differently - most spell effects
1679 * ground level effect. 1364 * ground level effect.
1680 */ 1365 */
1681 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) 1366 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1682 continue; 1367 continue;
1683 1368
1684 small_nuggets = 0; 1369 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1685 large_nuggets = 0;
1686
1687 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = next)
1688 { 1370 {
1689 next = tmp->above; 1371 next = tmp->above;
1372
1690 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1373 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1691 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1374 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1692 { 1375 {
1693
1694 if (tmp->inv) 1376 if (tmp->inv)
1695 { 1377 {
1696 object *next1, *tmp1; 1378 object *next1, *tmp1;
1697 1379
1698 for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1) 1380 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1699 { 1381 {
1700 next1 = tmp1->below; 1382 next1 = tmp1->below;
1701 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1383 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1702 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1384 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1703 alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight); 1385 alchemy_object (tmp1, value, weight);
1704 } 1386 }
1705 } 1387 }
1388
1706 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); 1389 alchemy_object (tmp, value, weight);
1707 1390
1708 if (weight > weight_max) 1391 if (weight > weight_max)
1709 { 1392 break;
1710 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1711 large->destroy ();
1712 small->destroy ();
1713 return 1;
1714 } 1393 }
1715 } /* is alchemable object */
1716 } /* process all objects on this space */
1717
1718 /* Insert all the nuggets at one time. This probably saves time, but
1719 * it also prevents us from alcheming nuggets that were just created
1720 * with this spell.
1721 */ 1394 }
1722 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);
1723 } 1408 }
1724 }
1725 1409
1726 large->destroy (); 1410 if (weight > weight_max)
1727 small->destroy (); 1411 goto bailout;
1728 /* reset this so that if player standing on a big pile of stuff, 1412 }
1729 * it is redrawn properly. 1413 }
1730 */ 1414
1731 op->contr->ns->look_position = 0; 1415bailout:
1732 return 1; 1416 return 1;
1733} 1417}
1734
1735 1418
1736/* This function removes the cursed/damned status on equipped 1419/* This function removes the cursed/damned status on equipped
1737 * items. 1420 * items.
1738 */ 1421 */
1739int 1422int
1740remove_curse (object *op, object *caster, object *spell) 1423remove_curse (object *op, object *caster, object *spell)
1741{ 1424{
1742 object *tmp;
1743 int success = 0, was_one = 0; 1425 int success = 0, was_one = 0;
1744 1426
1745 for (tmp = op->inv; tmp; tmp = tmp->below) 1427 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1746 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1428 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1747 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1429 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1748 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1430 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1749 { 1431 {
1750 was_one++; 1432 was_one++;
1433
1751 if (tmp->level <= caster_level (caster, spell)) 1434 if (tmp->level <= casting_level (caster, spell))
1752 { 1435 {
1753 success++; 1436 success++;
1754 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1437 if (QUERY_FLAG (spell, FLAG_DAMNED))
1755 CLEAR_FLAG (tmp, FLAG_DAMNED); 1438 CLEAR_FLAG (tmp, FLAG_DAMNED);
1756 1439
1757 CLEAR_FLAG (tmp, FLAG_CURSED); 1440 CLEAR_FLAG (tmp, FLAG_CURSED);
1758 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1441 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1759 tmp->value = 0; /* Still can't sell it */ 1442 tmp->value = 0; /* Still can't sell it */
1760 if (op->type == PLAYER) 1443
1444 if (object *pl = tmp->visible_to ())
1761 esrv_send_item (op, tmp); 1445 esrv_update_item (UPD_FLAGS, pl, tmp);
1762 } 1446 }
1763 } 1447 }
1764 1448
1765 if (op->type == PLAYER) 1449 if (op->type == PLAYER)
1766 { 1450 {
1767 if (success) 1451 if (success)
1768 {
1769 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.");
1770 }
1771 else 1453 else
1772 { 1454 {
1773 if (was_one) 1455 if (was_one)
1774 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.");
1775 else 1457 else
1779 1461
1780 return success; 1462 return success;
1781} 1463}
1782 1464
1783/* Identifies objects in the players inventory/on the ground */ 1465/* Identifies objects in the players inventory/on the ground */
1784
1785int 1466int
1786cast_identify (object *op, object *caster, object *spell) 1467cast_identify (object *op, object *caster, object *spell)
1787{ 1468{
1788 object *tmp; 1469 object *tmp;
1789 int success = 0, num_ident; 1470 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1790 1471
1791 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));
1792
1793 if (num_ident < 1)
1794 num_ident = 1;
1795 1473
1796 for (tmp = op->inv; tmp; tmp = tmp->below) 1474 for (tmp = op->inv; tmp; tmp = tmp->below)
1797 { 1475 {
1798 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1476 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1799 { 1477 {
1800 identify (tmp); 1478 identify (tmp);
1801 1479
1802 if (op->type == PLAYER) 1480 if (op->type == PLAYER)
1803 { 1481 {
1804 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));
1805 1483
1806 if (tmp->msg) 1484 if (tmp->msg)
1807 { 1485 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1808 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1809 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1810 }
1811 } 1486 }
1812 1487
1813 num_ident--;
1814 success = 1;
1815 if (!num_ident) 1488 if (!--num_ident)
1816 break; 1489 break;
1817 } 1490 }
1818 } 1491 }
1819 1492
1820 /* 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
1821 * 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
1822 * was not fully used. 1495 * was not fully used.
1823 */ 1496 */
1824 if (num_ident) 1497 if (num_ident)
1825 { 1498 {
1826 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)
1827 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1500 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1828 { 1501 {
1829 identify (tmp); 1502 identify (tmp);
1830 1503
1831 if (op->type == PLAYER) 1504 if (object *pl = tmp->visible_to ())
1832 { 1505 {
1833 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));
1834 1507
1835 if (tmp->msg) 1508 if (tmp->msg)
1836 { 1509 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1837 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1838 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1839 }
1840
1841 esrv_send_item (op, tmp);
1842 } 1510 }
1843 1511
1844 num_ident--;
1845 success = 1;
1846 if (!num_ident) 1512 if (!--num_ident)
1847 break; 1513 break;
1848 } 1514 }
1849 } 1515 }
1850 1516
1851 if (!success) 1517 if (buf.empty ())
1852 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 }
1853 else 1522 else
1523 {
1524 if (op->contr)
1525 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1526
1854 spell_effect (spell, op->x, op->y, op->map, op); 1527 spell_effect (spell, op->x, op->y, op->map, op);
1855 1528 return 1;
1856 return success; 1529 }
1857} 1530}
1858 1531
1859int 1532int
1860cast_detection (object *op, object *caster, object *spell, object *skill) 1533cast_detection (object *op, object *caster, object *spell, object *skill)
1861{ 1534{
1866 1539
1867 /* 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
1868 * doing it over and over again. 1541 * doing it over and over again.
1869 */ 1542 */
1870 god = find_god (determine_god (op)); 1543 god = find_god (determine_god (op));
1871 level = caster_level (caster, spell); 1544 level = casting_level (caster, spell);
1872 range = spell->range + SP_level_range_adjust (caster, spell); 1545 range = spell->range + SP_level_range_adjust (caster, spell);
1873 1546
1874 if (!skill) 1547 if (!skill)
1875 skill = caster; 1548 skill = caster;
1876 1549
1877 for (x = op->x - range; x <= op->x + range; x++) 1550 unordered_mapwalk (op, -range, -range, range, range)
1878 for (y = op->y - range; y <= op->y + range; y++)
1879 { 1551 {
1880 m = op->map;
1881 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1882 if (mflags & P_OUT_OF_MAP)
1883 continue;
1884
1885 /* For most of the detections, we only detect objects above the 1552 /* For most of the detections, we only detect objects above the
1886 * floor. But this is not true for show invisible. 1553 * floor. But this is not true for show invisible.
1887 * Basically, we just go and find the top object and work 1554 * Basically, we just go and find the top object and work
1888 * down - that is easier than working up. 1555 * down - that is easier than working up.
1889 */ 1556 */
1890 1557
1891 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)
1892 last = tmp; 1559 last = tmp;
1893 1560
1894 /* 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
1895 * would happen. 1562 * would happen.
1896 */ 1563 */
1897 if (!last) 1564 if (!last)
1898 continue; 1565 continue;
1899 1566
1900 done_one = 0; 1567 done_one = 0;
1901 floor = 0; 1568 floor = 0;
1902 detect = NULL; 1569 detect = NULL;
1903 for (tmp = last; tmp; tmp = tmp->below) 1570 for (tmp = last; tmp; tmp = tmp->below)
1904 { 1571 {
1905 /* show invisible */ 1572 /* show invisible */
1906 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1573 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1907 /* Might there be other objects that we can make visible? */ 1574 /* Might there be other objects that we can make visible? */
1908 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1575 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER)
1909 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1576 || (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ))
1910 tmp->type == CF_HANDLE || 1577 || tmp->type == T_HANDLE
1911 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
1912 tmp->type == BUTTON || tmp->type == TELEPORTER || 1582 || tmp->type == TELEPORTER
1583 || tmp->type == GATE
1913 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1584 || tmp->type == LOCKED_DOOR
1914 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN || 1585 || tmp->type == WEAPON
1586 || tmp->type == ALTAR
1587 || tmp->type == SIGN
1915 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1588 || tmp->type == TRIGGER_PEDESTAL
1916 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)))
1917 { 1594 {
1918 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)
1919 { 1596 {
1920 tmp->invisible = 0; 1597 tmp->invisible = 0;
1921 done_one = 1; 1598 done_one = 1;
1922 } 1599 }
1923 } 1600 }
1924 1601
1925 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1602 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1926 floor = 1; 1603 floor = 1;
1927 1604
1928 /* All detections below this point don't descend beneath the floor, 1605 /* All detections below this point don't descend beneath the floor,
1929 * so just continue on. We could be clever and look at the type of 1606 * so just continue on. We could be clever and look at the type of
1930 * detection to completely break out if we don't care about objects beneath 1607 * detection to completely break out if we don't care about objects beneath
1931 * the floor, but once we get to the floor, not likely a very big issue anyways. 1608 * the floor, but once we get to the floor, not likely a very big issue anyways.
1932 */ 1609 */
1933 if (floor) 1610 if (floor)
1934 continue; 1611 continue;
1935 1612
1936 /* I had thought about making detect magic and detect curse 1613 /* I had thought about making detect magic and detect curse
1937 * 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.
1938 * 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
1939 * difficult to see what object is magical/cursed, so the 1616 * difficult to see what object is magical/cursed, so the
1940 * effect wouldn't be as apparant. 1617 * effect wouldn't be as apparent.
1941 */ 1618 */
1942 1619
1943 /* detect magic */ 1620 /* detect magic */
1944 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && 1621 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1945 !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))
1946 { 1623 {
1947 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1624 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1948 /* make runes more visibile */ 1625 /* make runes more visibile */
1949 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC) 1626 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1950 tmp->stats.Cha /= 4; 1627 tmp->stats.Cha /= 4;
1628
1951 done_one = 1; 1629 done_one = 1;
1952 } 1630 }
1631
1953 /* detect monster */ 1632 /* detect monster */
1954 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))
1955 { 1634 {
1956 done_one = 2; 1635 done_one = 2;
1636
1957 if (!detect) 1637 if (!detect)
1958 detect = tmp; 1638 detect = tmp;
1959 } 1639 }
1640
1960 /* 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
1961 * 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
1962 * race must match. 1643 * race must match.
1963 */ 1644 */
1964 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race && 1645 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1965 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) || 1646 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1966 (strstr (spell->race, tmp->race)))) 1647 spell->race.contains (tmp->race)))
1967 { 1648 {
1968 done_one = 2; 1649 done_one = 2;
1650
1969 if (!detect) 1651 if (!detect)
1970 detect = tmp; 1652 detect = tmp;
1971 } 1653 }
1654
1972 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) &&
1973 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1656 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1974 { 1657 {
1975 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1658 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1976 done_one = 1; 1659 done_one = 1;
1977 } 1660 }
1978 } /* for stack of objects on this space */ 1661 } /* for stack of objects on this space */
1979 1662
1980 /* 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
1981 * where the magic is. 1664 * where the magic is.
1982 */ 1665 */
1983 if (done_one) 1666 if (done_one)
1984 { 1667 {
1985 object *detect_ob = arch_to_object (spell->other_arch); 1668 object *detect_ob = arch_to_object (spell->other_arch);
1986 1669
1987 /* if this is set, we want to copy the face */ 1670 /* if this is set, we want to copy the face */
1988 if (done_one == 2 && detect) 1671 if (done_one == 2 && detect)
1989 { 1672 {
1990 detect_ob->face = detect->face; 1673 detect_ob->face = detect->face;
1991 detect_ob->animation_id = detect->animation_id; 1674 detect_ob->animation_id = detect->animation_id;
1992 detect_ob->anim_speed = detect->anim_speed; 1675 detect_ob->anim_speed = detect->anim_speed;
1993 detect_ob->last_anim = 0; 1676 detect_ob->last_anim = 0;
1994 /* by default, the detect_ob is already animated */ 1677 /* by default, the detect_ob is already animated */
1995 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1678 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
1996 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1679 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
1997 } 1680 }
1998 1681
1999 m->insert (detect_ob, nx, ny, op); 1682 m->insert (detect_ob, nx, ny, op);
2000 } 1683 }
2001 } /* for processing the surrounding spaces */ 1684 } /* for processing the surrounding spaces */
2002 1685
2003 1686
2004 /* 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 */
2005 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))
2006 { 1689 {
2007 done_one = 0; 1690 done_one = 0;
1691
2008 for (tmp = op->inv; tmp; tmp = tmp->below) 1692 for (tmp = op->inv; tmp; tmp = tmp->below)
2009 { 1693 {
2010 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1694 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2011 { 1695 {
2012 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))
2013 { 1697 {
2014 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1698 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
2015 if (op->type == PLAYER) 1699
1700 if (object *pl = tmp->visible_to ())
2016 esrv_send_item (op, tmp); 1701 esrv_update_item (UPD_FLAGS, pl, tmp);
2017 } 1702 }
1703
2018 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) &&
2019 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1705 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
2020 { 1706 {
2021 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1707 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
2022 if (op->type == PLAYER) 1708
1709 if (object *pl = tmp->visible_to ())
2023 esrv_send_item (op, tmp); 1710 esrv_update_item (UPD_FLAGS, pl, tmp);
2024 } 1711 }
2025 } /* if item is not identified */ 1712 } /* if item is not identified */
2026 } /* for the players inventory */ 1713 } /* for the players inventory */
2027 } /* if detect magic/curse and object is a player */ 1714 } /* if detect magic/curse and object is a player */
1715
2028 return 1; 1716 return 1;
2029} 1717}
2030 1718
2031 1719
2032/** 1720/**
2045 1733
2046 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.");
2047 1735
2048 if (victim->stats.sp >= victim->stats.maxsp * 2) 1736 if (victim->stats.sp >= victim->stats.maxsp * 2)
2049 { 1737 {
2050 object *tmp;
2051
2052 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1738 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
2053
2054 /* Explodes a fireball centered at player */
2055 tmp = get_archetype (EXPLODING_FIREBALL);
2056 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
2057 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
2058
2059 tmp->insert_at (victim);
2060 victim->stats.sp = 2 * victim->stats.maxsp; 1739 victim->stats.sp = 2 * victim->stats.maxsp;
1740 create_exploding_ball_at (victim, caster_level);
2061 } 1741 }
2062 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1742 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
2063 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); 1743 new_draw_info (NDI_UNIQUE | NDI_ORANGE, 0, victim, "You feel like your head is going to explode.");
2064 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1744 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2065 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!");
2066 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1746 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2067 { 1747 {
2068 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1748 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2114 } 1794 }
2115 /* give sp */ 1795 /* give sp */
2116 if (spell->stats.dam > 0) 1796 if (spell->stats.dam > 0)
2117 { 1797 {
2118 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);
2119 charge_mana_effect (plyr, caster_level (caster, spell)); 1799 charge_mana_effect (plyr, casting_level (caster, spell));
2120 return 1; 1800 return 1;
2121 } 1801 }
2122 /* suck sp away. Can't suck sp from yourself */ 1802 /* suck sp away. Can't suck sp from yourself */
2123 else if (op != plyr) 1803 else if (op != plyr)
2124 { 1804 {
2136 /* Player doesn't get full credit */ 1816 /* Player doesn't get full credit */
2137 sucked = (sucked * rate) / 100; 1817 sucked = (sucked * rate) / 100;
2138 op->stats.sp += sucked; 1818 op->stats.sp += sucked;
2139 if (sucked > 0) 1819 if (sucked > 0)
2140 { 1820 {
2141 charge_mana_effect (op, caster_level (caster, spell)); 1821 charge_mana_effect (op, casting_level (caster, spell));
2142 } 1822 }
2143 } 1823 }
2144 return 1; 1824 return 1;
2145 } 1825 }
2146 return 0; 1826 return 0;
2188 /* Basically, if the object is magical and not counterspell, 1868 /* Basically, if the object is magical and not counterspell,
2189 * we will more or less remove the object. Don't counterspell 1869 * we will more or less remove the object. Don't counterspell
2190 * monsters either. 1870 * monsters either.
2191 */ 1871 */
2192 1872
2193 if (head->attacktype & AT_MAGIC && 1873 if (head->attacktype & AT_MAGIC
2194 !(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))
2195 head->destroy (); 1877 head->destroy ();
2196 else 1878 else
2197 switch (head->type) 1879 switch (head->type)
2198 { 1880 {
2199 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
2200 if (op->level > head->level) 1887 if (op->level > head->level)
2201 head->destroy (); 1888 head->destroy ();
2202 1889
2203 break; 1890 break;
2204 1891
2215 break; 1902 break;
2216 } 1903 }
2217 } 1904 }
2218} 1905}
2219 1906
2220
2221
2222/* cast_consecrate() - a spell to make an altar your god's */ 1907/* cast_consecrate() - a spell to make an altar your god's */
2223int 1908int
2224cast_consecrate (object *op, object *caster, object *spell) 1909cast_consecrate (object *op, object *caster, object *spell)
2225{ 1910{
2226 char buf[MAX_BUF]; 1911 char buf[MAX_BUF];
2238 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1923 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2239 break; 1924 break;
2240 if (tmp->type == HOLY_ALTAR) 1925 if (tmp->type == HOLY_ALTAR)
2241 { 1926 {
2242 1927
2243 if (tmp->level > caster_level (caster, spell)) 1928 if (tmp->level > casting_level (caster, spell))
2244 { 1929 {
2245 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);
2246 return 0; 1931 return 0;
2247 } 1932 }
2248 else 1933 else
2249 { 1934 {
2250 /* If we got here, we are consecrating an altar */ 1935 /* If we got here, we are consecrating an altar */
2251 sprintf (buf, "Altar of %s", &god->name); 1936 sprintf (buf, "Altar of %s", &god->name);
2252 tmp->name = buf; 1937 tmp->name = buf;
2253 tmp->level = caster_level (caster, spell); 1938 tmp->level = casting_level (caster, spell);
2254 tmp->other_arch = god->arch; 1939 tmp->other_arch = god->arch;
1940
2255 if (op->type == PLAYER) 1941 if (op->type == PLAYER)
2256 esrv_update_item (UPD_NAME, op, tmp); 1942 esrv_update_item (UPD_NAME, op, tmp);
1943
2257 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);
2258 return 1; 1945 return 1;
2259 } 1946 }
2260 } 1947 }
2261 } 1948 }
2271 * 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,
2272 * 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
2273 * 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
2274 * player checks. MSW 2003-01-06 1961 * player checks. MSW 2003-01-06
2275 */ 1962 */
2276
2277int 1963int
2278animate_weapon (object *op, object *caster, object *spell, int dir) 1964animate_weapon (object *op, object *caster, object *spell, int dir)
2279{ 1965{
2280 object *weapon, *tmp; 1966 object *weapon, *tmp;
2281 char buf[MAX_BUF]; 1967 char buf[MAX_BUF];
2282 int a, i; 1968 int a, i;
2283 sint16 x, y; 1969 sint16 x, y;
2284 maptile *m; 1970 maptile *m;
2285 materialtype_t *mt;
2286 1971
2287 if (!spell->other_arch) 1972 if (!spell->other_arch)
2288 { 1973 {
2289 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1974 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2290 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);
2293 /* exit if it's not a player using this spell. */ 1978 /* exit if it's not a player using this spell. */
2294 if (op->type != PLAYER) 1979 if (op->type != PLAYER)
2295 return 0; 1980 return 0;
2296 1981
2297 /* if player already has a golem, abort */ 1982 /* if player already has a golem, abort */
2298 if (op->contr->ranges[range_golem]) 1983 if (object *golem = op->contr->golem)
2299 { 1984 {
2300 control_golem (op->contr->ranges[range_golem], dir); 1985 control_golem (golem, dir);
2301 return 0; 1986 return 0;
2302 } 1987 }
2303 1988
2304 /* if no direction specified, pick one */ 1989 /* if no direction specified, pick one */
2305 if (!dir) 1990 if (!dir)
2306 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);
2307 1992
2308 m = op->map; 1993 m = op->map;
2309 x = op->x + freearr_x[dir]; 1994 x = op->x + freearr_x[dir];
2310 y = op->y + freearr_y[dir]; 1995 y = op->y + freearr_y[dir];
2311 1996
2312 /* if there's no place to put the golem, abort */ 1997 /* if there's no place to put the golem, abort */
2313 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || 1998 if (dir < 0 || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP)
2314 ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->clone.move_type)) 1999 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2315 { 2000 {
2316 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.");
2317 return 0; 2002 return 0;
2318 } 2003 }
2319 2004
2323 if (!weapon) 2008 if (!weapon)
2324 { 2009 {
2325 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!");
2326 return 0; 2011 return 0;
2327 } 2012 }
2013
2328 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2014 if (spell->race && weapon->arch->archname != spell->race)
2329 { 2015 {
2330 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.");
2331 return 0; 2017 return 0;
2332 } 2018 }
2019
2333 if (weapon->type != WEAPON) 2020 if (weapon->type != WEAPON)
2334 { 2021 {
2335 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.");
2336 return 0; 2023 return 0;
2337 } 2024 }
2025
2338 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2026 if (QUERY_FLAG (weapon, FLAG_APPLIED))
2339 { 2027 {
2340 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));
2341 return 0; 2029 return 0;
2342 } 2030 }
2343 2031
2344 if (weapon->nrof > 1) 2032 weapon = weapon->split ();
2345 {
2346 tmp = get_split_ob (weapon, 1);
2347 esrv_send_item (op, weapon);
2348 weapon = tmp;
2349 }
2350 2033
2351 /* create the golem object */ 2034 /* create the golem object */
2352 tmp = arch_to_object (spell->other_arch); 2035 tmp = arch_to_object (spell->other_arch);
2353 2036
2354 /* 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 */
2355 CLEAR_FLAG (tmp, FLAG_MONSTER); 2038 CLEAR_FLAG (tmp, FLAG_MONSTER);
2356 tmp->stats.exp = 0; 2039 tmp->stats.exp = 0;
2357 add_friendly_object (tmp); 2040 add_friendly_object (tmp);
2358 tmp->type = GOLEM; 2041 tmp->type = GOLEM;
2359 tmp->set_owner (op); 2042 tmp->set_owner (op);
2043 op->contr->golem = tmp;
2360 set_spell_skill (op, caster, spell, tmp); 2044 set_spell_skill (op, caster, spell, tmp);
2361 op->contr->ranges[range_golem] = tmp;
2362 op->contr->shoottype = range_golem;
2363 2045
2364 /* 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
2365 * removed flag - it should only be set if get_split_object was 2047 * removed flag - it should only be set if weapon->split was
2366 * used above. 2048 * used above.
2367 */ 2049 */
2368 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2050 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2369 weapon->remove (); 2051 weapon->remove ();
2370 insert_ob_in_ob (weapon, tmp); 2052
2371 esrv_send_item (op, weapon); 2053 tmp->insert (weapon);
2054
2372 /* 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,
2373 * 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
2374 * body_info, skills, etc) 2057 * body_info, skills, etc)
2375 */ 2058 */
2376 SET_FLAG (tmp, FLAG_USE_WEAPON); 2059 SET_FLAG (tmp, FLAG_USE_WEAPON);
2402 2085
2403 /* attacktype */ 2086 /* attacktype */
2404 if (!tmp->attacktype) 2087 if (!tmp->attacktype)
2405 tmp->attacktype = AT_PHYSICAL; 2088 tmp->attacktype = AT_PHYSICAL;
2406 2089
2407 mt = NULL;
2408 if (op->materialname != NULL)
2409 mt = name_to_material (op->materialname);
2410 if (mt != NULL)
2411 {
2412 for (i = 0; i < NROFATTACKS; i++) 2090 for (i = 0; i < NROFATTACKS; i++)
2413 tmp->resist[i] = 50 - (mt->save[i] * 5); 2091 tmp->resist[i] = 50 - (op->material->save[i] * 5);
2414 a = mt->save[0]; 2092
2415 } 2093 a = op->material->save[0];
2416 else 2094
2417 {
2418 for (i = 0; i < NROFATTACKS; i++)
2419 tmp->resist[i] = 5;
2420 a = 10;
2421 }
2422 /* Set weapon's immunity */ 2095 /* Set weapon's immunity */
2423 tmp->resist[ATNR_CONFUSION] = 100; 2096 tmp->resist[ATNR_CONFUSION] = 100;
2424 tmp->resist[ATNR_POISON] = 100; 2097 tmp->resist[ATNR_POISON] = 100;
2425 tmp->resist[ATNR_SLOW] = 100; 2098 tmp->resist[ATNR_SLOW] = 100;
2426 tmp->resist[ATNR_PARALYZE] = 100; 2099 tmp->resist[ATNR_PARALYZE] = 100;
2432 2105
2433 /* 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 */
2434 2107
2435 if (a > 14) 2108 if (a > 14)
2436 a = 14; 2109 a = 14;
2110
2437 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));
2438 2112
2439 /* Determine golem's speed */ 2113 /* Determine golem's speed */
2440 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)));
2441 2115
2451 tmp->state = weapon->state; 2125 tmp->state = weapon->state;
2452 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2126 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2453 } 2127 }
2454 2128
2455 /* 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. */
2456 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));
2457 2131
2458 tmp->speed_left = -1; 2132 tmp->speed_left = -1;
2459 tmp->direction = dir; 2133 tmp->direction = dir;
2460 2134
2461 m->insert (tmp, x, y, op); 2135 m->insert (tmp, x, y, op);
2465/* cast_daylight() - changes the map darkness level *lower* */ 2139/* cast_daylight() - changes the map darkness level *lower* */
2466 2140
2467/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2141/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2468 * This changes the light level for the entire map. 2142 * This changes the light level for the entire map.
2469 */ 2143 */
2470
2471int 2144int
2472cast_change_map_lightlevel (object *op, object *caster, object *spell) 2145cast_change_map_lightlevel (object *op, object *caster, object *spell)
2473{ 2146{
2474 int success; 2147 int success;
2475 2148
2483 if (spell->stats.dam < 0) 2156 if (spell->stats.dam < 0)
2484 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.");
2485 else 2158 else
2486 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.");
2487 } 2160 }
2161
2488 return success; 2162 return success;
2489} 2163}
2490
2491
2492
2493
2494 2164
2495/* 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.
2496 * 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,
2497 * spell is the spell object itself. 2167 * spell is the spell object itself.
2498 */ 2168 */
2510 2180
2511 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);
2512 2182
2513 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);
2514 2184
2515 new_aura->set_owner (op);
2516 set_spell_skill (op, caster, spell, new_aura); 2185 set_spell_skill (op, caster, spell, new_aura);
2517 new_aura->attacktype = spell->attacktype; 2186 new_aura->attacktype = spell->attacktype;
2518 2187
2519 new_aura->level = caster_level (caster, spell); 2188 new_aura->level = casting_level (caster, spell);
2189
2520 if (refresh) 2190 if (refresh)
2521 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.");
2522 else 2192 else
2523 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
2524 insert_ob_in_ob (new_aura, op); 2195 insert_ob_in_ob (new_aura, op);
2196 new_aura->set_owner (op);
2197
2525 return 1; 2198 return 1;
2526} 2199}
2527
2528 2200
2529/* 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,
2530 * 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
2531 * around him. 2203 * around him.
2532 * Aura parameters: 2204 * Aura parameters:
2533 * duration: duration counter. 2205 * duration: duration counter.
2534 * attacktype: aura's attacktype 2206 * attacktype: aura's attacktype
2535 * other_arch: archetype to drop where we attack 2207 * other_arch: archetype to drop where we attack
2536 */ 2208 */
2537
2538void 2209void
2539move_aura (object *aura) 2210move_aura (object *aura)
2540{ 2211{
2541 int i, mflags;
2542 object *env;
2543 maptile *m;
2544
2545 /* auras belong in inventories */ 2212 /* auras belong in inventories */
2546 env = aura->env; 2213 object *env = aura->env;
2214 object *owner = aura->owner;
2547 2215
2548 /* no matter what we've gotta remove the aura... 2216 /* no matter what we've gotta remove the aura...
2549 * we'll put it back if its time isn't up. 2217 * we'll put it back if its time isn't up.
2550 */ 2218 */
2551 aura->remove (); 2219 aura->remove ();
2556 aura->destroy (); 2224 aura->destroy ();
2557 return; 2225 return;
2558 } 2226 }
2559 2227
2560 /* auras only exist in inventories */ 2228 /* auras only exist in inventories */
2561 if (env == NULL || env->map == NULL) 2229 if (!env || !env->map)
2562 { 2230 {
2563 aura->destroy (); 2231 aura->destroy ();
2564 return; 2232 return;
2565 } 2233 }
2566 2234
2567 /* we need to jump out of the inventory for a bit 2235 /* we need to jump out of the inventory for a bit
2568 * in order to hit the map conveniently. 2236 * in order to hit the map conveniently.
2569 */ 2237 */
2570 aura->insert_at (env, aura); 2238 aura->insert_at (env, aura);
2571 2239
2572 for (i = 1; i < 9; i++) 2240 for (int i = 1; i < 9; i++)
2573 { 2241 {
2574 sint16 nx, ny; 2242 mapxy pos (env);
2243 pos.move (i);
2575 2244
2576 nx = aura->x + freearr_x[i];
2577 ny = aura->y + freearr_y[i];
2578 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2579
2580 /* Consider the movement tyep of the person with the aura as 2245 /* Consider the movement type of the person with the aura as
2581 * movement type of the aura. Eg, if the player is flying, the aura 2246 * movement type of the aura. Eg, if the player is flying, the aura
2582 * is flying also, if player is walking, it is on the ground, etc. 2247 * is flying also, if player is walking, it is on the ground, etc.
2583 */ 2248 */
2584 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)))
2585 { 2250 {
2586 hit_map (aura, i, aura->attacktype, 0); 2251 hit_map (aura, i, aura->attacktype, 0);
2587 2252
2588 if (aura->other_arch) 2253 if (aura->other_arch)
2589 m->insert (arch_to_object (aura->other_arch), nx, ny, aura); 2254 pos.insert (arch_to_object (aura->other_arch), aura);
2590 } 2255 }
2591 } 2256 }
2592 2257
2593 /* put the aura back in the player's inventory */ 2258 /* put the aura back in the player's inventory */
2594 aura->remove (); 2259 env->insert (aura);
2595 insert_ob_in_ob (aura, env); 2260 aura->set_owner (owner);
2596} 2261}
2597 2262
2598/* moves the peacemaker spell. 2263/* moves the peacemaker spell.
2599 * op is the piece object. 2264 * op is the piece object.
2600 */ 2265 */
2601
2602void 2266void
2603move_peacemaker (object *op) 2267move_peacemaker (object *op)
2604{ 2268{
2605 object *tmp; 2269 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2606
2607 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2608 { 2270 {
2609 int atk_lev, def_lev; 2271 int atk_lev, def_lev;
2610 object *victim = tmp; 2272 object *victim = tmp->head_ ();
2611 2273
2612 if (tmp->head)
2613 victim = tmp->head;
2614 if (!QUERY_FLAG (victim, FLAG_MONSTER)) 2274 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2615 continue; 2275 continue;
2276
2616 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2277 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2617 continue; 2278 continue;
2279
2618 if (victim->stats.exp == 0) 2280 if (victim->stats.exp == 0)
2619 continue; 2281 continue;
2620 2282
2621 def_lev = MAX (1, victim->level); 2283 def_lev = max (1, victim->level);
2622 atk_lev = MAX (1, op->level); 2284 atk_lev = max (1, op->level);
2623 2285
2624 if (rndm (0, atk_lev - 1) > def_lev) 2286 if (rndm (0, atk_lev - 1) > def_lev)
2625 { 2287 {
2626 /* make this sucker peaceful. */ 2288 /* make this sucker peaceful. */
2627 2289
2290 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2628 change_exp (op->owner, victim->stats.exp, op->skill, 0); 2291 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2629 victim->stats.exp = 0; 2292 victim->stats.exp = 0;
2630#if 0 2293#if 0
2631 /* No idea why these were all set to zero - if something 2294 /* No idea why these were all set to zero - if something
2632 * makes this creature agressive, he should still do damage. 2295 * makes this creature agressive, he should still do damage.
2639 victim->attack_movement = RANDO2; 2302 victim->attack_movement = RANDO2;
2640 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2303 SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2641 SET_FLAG (victim, FLAG_RUN_AWAY); 2304 SET_FLAG (victim, FLAG_RUN_AWAY);
2642 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2305 SET_FLAG (victim, FLAG_RANDOM_MOVE);
2643 CLEAR_FLAG (victim, FLAG_MONSTER); 2306 CLEAR_FLAG (victim, FLAG_MONSTER);
2307
2644 if (victim->name) 2308 if (victim->name)
2645 {
2646 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);
2647 } 2310 }
2648 }
2649 } 2311 }
2650} 2312}
2651
2652 2313
2653/* This writes a rune that contains the appropriate message. 2314/* This writes a rune that contains the appropriate message.
2654 * There really isn't any adjustments we make. 2315 * There really isn't any adjustments we make.
2655 */ 2316 */
2656
2657int 2317int
2658write_mark (object *op, object *spell, const char *msg) 2318write_mark (object *op, object *spell, const char *msg)
2659{ 2319{
2660 char rune[HUGE_BUF];
2661 object *tmp;
2662
2663 if (!msg || msg[0] == 0) 2320 if (!msg || msg[0] == 0)
2664 { 2321 {
2665 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2322 new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2666 return 0; 2323 return 0;
2667 } 2324 }
2668 2325
2669 if (strcasestr_local (msg, "endmsg")) 2326 if (!msg_is_safe (msg))
2670 { 2327 {
2671 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?");
2672 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);
2673 return 0; 2330 return 0;
2674 } 2331 }
2332
2675 if (!spell->other_arch) 2333 if (!spell->other_arch)
2676 return 0; 2334 return 0;
2335
2677 tmp = arch_to_object (spell->other_arch); 2336 object *tmp = arch_to_object (spell->other_arch);
2678
2679 snprintf (rune, sizeof (rune), "%s\n", msg);
2680 2337
2681 tmp->race = op->name; /*Save the owner of the rune */ 2338 tmp->race = op->name; /*Save the owner of the rune */
2682 tmp->msg = rune; 2339 tmp->msg = msg;
2683 2340
2684 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); 2341 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2342
2685 return 1; 2343 return 1;
2686} 2344}
2345

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