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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.53 by root, Tue May 22 10:50:01 2007 UTC vs.
Revision 1.115 by root, Sun Nov 29 09:41:28 2009 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 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>
62{ 62{
63 object *wand, *tmp; 63 object *wand, *tmp;
64 int ncharges; 64 int ncharges;
65 65
66 wand = find_marked_object (op); 66 wand = find_marked_object (op);
67 if (wand == NULL || wand->type != WAND) 67 if (!wand || wand->type != WAND)
68 { 68 {
69 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.");
70 return 0; 70 return 0;
71 } 71 }
72 if (!(random_roll (0, 3, op, PREFER_HIGH))) 72 if (!(random_roll (0, 3, op, PREFER_HIGH)))
73 { 73 {
74 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));
75 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE); 75 op->play_sound (sound_find ("ob_explode"));
76 esrv_del_item (op->contr, wand->count);
77 wand->destroy (); 76 wand->destroy ();
78 tmp = get_archetype ("fireball"); 77 tmp = get_archetype (shstr_fireball);
79 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;
80 79
81 if (!tmp->stats.dam) 80 if (!tmp->stats.dam)
82 tmp->stats.dam = 1; 81 tmp->stats.dam = 1;
83 82
104 ncharges = 1; 103 ncharges = 1;
105 104
106 wand->stats.food += ncharges; 105 wand->stats.food += ncharges;
107 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));
108 107
109 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE)) 108 if (wand->arch && QUERY_FLAG (wand->arch, FLAG_ANIMATE))
110 { 109 {
111 SET_FLAG (wand, FLAG_ANIMATE); 110 SET_FLAG (wand, FLAG_ANIMATE);
112 wand->set_speed (wand->arch->clone.speed); 111 wand->set_speed (wand->arch->speed);
113 } 112 }
114 113
115 return 1; 114 return 1;
116} 115}
117 116
123 * great a plus, the default is used. 122 * great a plus, the default is used.
124 * 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
125 * 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
126 * create nonnmagic arrows, or even -1, etc... 125 * create nonnmagic arrows, or even -1, etc...
127 */ 126 */
128
129int 127int
130cast_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)
131{ 129{
132 int missile_plus = 0, bonus_plus = 0; 130 int bonus_plus = 0;
133 const char *missile_name; 131 const char *missile_name = "arrow";
134 object *tmp, *missile;
135 132
136 missile_name = "arrow";
137
138 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 133 for (object *tmp = op->inv; tmp; tmp = tmp->below)
139 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) 134 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED))
140 missile_name = tmp->race; 135 missile_name = tmp->race;
141 136
142 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); 137 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
143 138
144 if (archetype::find (missile_name) == NULL) 139 archetype *missile_arch = archetype::find (missile_name);
140
141 if (!missile_arch)
145 { 142 {
146 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);
147 return 0; 144 return 0;
148 } 145 }
149 146
150 missile = get_archetype (missile_name); 147 object *missile = missile_arch->instance ();
151 148
152 if (stringarg) 149 if (spellparam)
153 { 150 {
154 /* If it starts with a letter, presume it is a description */ 151 /* If it starts with a letter, presume it is a description */
155 if (isalpha (*stringarg)) 152 if (isalpha (*spellparam))
156 { 153 {
157 artifact *al = find_artifactlist (missile->type)->items; 154 artifact *al = find_artifactlist (missile->type)->items;
158 155
159 for (; al; al = al->next) 156 for (; al; al = al->next)
160 if (!strcasecmp (al->item->name, stringarg)) 157 if (!strcasecmp (al->item->name, spellparam))
161 break; 158 break;
162 159
163 if (!al) 160 if (!al)
164 { 161 {
165 missile->destroy (); 162 missile->destroy ();
166 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);
167 return 0; 164 return 0;
168 } 165 }
169 166
170 if (al->item->slaying) 167 if (al->item->slaying)
171 { 168 {
172 missile->destroy (); 169 missile->destroy ();
173 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);
174 return 0; 171 return 0;
175 } 172 }
176 173
177 give_artifact_abilities (missile, al->item); 174 give_artifact_abilities (missile, al->item);
178 /* 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 -
179 * 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
180 * the parsing of having to do both plus and type. 177 * the parsing of having to do both plus and type.
181 */ 178 */
182 bonus_plus = 1 + (al->item->value / 5); 179 bonus_plus = 1 + (al->item->value / 5);
183 missile_plus = 0; 180 missile_plus = 0;
184 } 181 }
185 else if (atoi (stringarg) < missile_plus) 182 else if (atoi (spellparam) < missile_plus)
186 missile_plus = atoi (stringarg); 183 missile_plus = atoi (spellparam);
187 } 184 }
188 185
189 if (missile_plus > 4) 186 missile_plus = clamp (missile_plus, -4, 4);
190 missile_plus = 4;
191 else if (missile_plus < -4)
192 missile_plus = -4;
193 187
194 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 188 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
195 missile->nrof -= 3 * (missile_plus + bonus_plus); 189 missile->nrof -= 3 * (missile_plus + bonus_plus);
196 190
197 if (missile->nrof < 1) 191 if (missile->nrof < 1)
209 return 1; 203 return 1;
210} 204}
211 205
212 206
213/* allows the choice of what sort of food object to make. 207/* allows the choice of what sort of food object to make.
214 * 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*/
215int 209int
216cast_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)
217{ 211{
218 int food_value; 212 int food_value;
219 archetype *at = NULL; 213 archetype *at = NULL;
220 object *new_op; 214 object *new_op;
221 215
222 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);
223 217
224 if (stringarg) 218 if (spellparam)
225 { 219 {
226 at = find_archetype_by_object_type_name (FOOD, stringarg); 220 at = find_archetype_by_object_type_name (FOOD, spellparam);
227 if (at == NULL) 221 if (at == NULL)
228 at = find_archetype_by_object_type_name (DRINK, stringarg); 222 at = find_archetype_by_object_type_name (DRINK, spellparam);
229 if (at == NULL || at->clone.stats.food > food_value) 223 if (at == NULL || at->stats.food > food_value)
230 stringarg = NULL; 224 spellparam = NULL;
231 } 225 }
232 226
233 if (!stringarg) 227 if (!spellparam)
234 { 228 {
235 archetype *at_tmp; 229 archetype *at_tmp;
236 230
237 /* We try to find the archetype with the maximum food value. 231 /* We try to find the archetype with the maximum food value.
238 * This removes the dependancy of hard coded food values in this 232 * This removes the dependancy of hard coded food values in this
240 * We don't use flesh types because the weight values of those need 234 * We don't use flesh types because the weight values of those need
241 * to be altered from the donor. 235 * to be altered from the donor.
242 */ 236 */
243 237
244 /* We assume the food items don't have multiple parts */ 238 /* We assume the food items don't have multiple parts */
245 for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next) 239 for_all_archetypes (at_tmp)
246 { 240 {
247 if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK) 241 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
248 { 242 {
249 /* Basically, if the food value is something that is creatable 243 /* Basically, if the food value is something that is creatable
250 * under the limits of the spell and it is higher than 244 * under the limits of the spell and it is higher than
251 * the item we have now, take it instead. 245 * the item we have now, take it instead.
252 */ 246 */
253 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)))
254 at = at_tmp; 252 at = at_tmp;
255 } 253 }
256 } 254 }
257 } 255 }
256
258 /* 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
259 * know 258 * know
260 */ 259 */
261 if (!at) 260 if (!at)
262 { 261 {
263 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.");
264 return 0; 263 return 0;
265 } 264 }
266 265
267 food_value /= at->clone.stats.food; 266 food_value /= at->stats.food;
268 new_op = arch_to_object (at); 267 new_op = arch_to_object (at);
269 new_op->nrof = food_value; 268 new_op->nrof = food_value;
270 269
271 new_op->value = 0; 270 new_op->value = 0;
272 if (new_op->nrof < 1) 271 if (new_op->nrof < 1)
281{ 280{
282 int r, mflags, maxrange; 281 int r, mflags, maxrange;
283 object *tmp; 282 object *tmp;
284 maptile *m; 283 maptile *m;
285 284
286
287 if (!dir) 285 if (!dir)
288 { 286 {
289 examine_monster (op, op); 287 examine_monster (op, op);
290 return 1; 288 return 1;
291 } 289 }
290
292 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 291 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
293 for (r = 1; r < maxrange; r++) 292 for (r = 1; r < maxrange; r++)
294 { 293 {
295 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];
296 295
303 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) 302 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC))
304 { 303 {
305 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 304 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
306 return 0; 305 return 0;
307 } 306 }
307
308 if (mflags & P_IS_ALIVE) 308 if (mflags & P_IS_ALIVE)
309 { 309 {
310 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)
311 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)))
312 { 312 {
313 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 313 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
314 if (tmp->head != NULL) 314 if (tmp->head != NULL)
315 tmp = tmp->head; 315 tmp = tmp->head;
316 examine_monster (op, tmp); 316 examine_monster (op, tmp);
317 return 1; 317 return 1;
318 } 318 }
319 } 319 }
320 } 320 }
321
321 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); 322 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
322 return 1; 323 return 1;
323} 324}
324
325 325
326/* This checks to see if 'pl' is invisible to 'mon'. 326/* This checks to see if 'pl' is invisible to 'mon'.
327 * does race check, undead check, etc 327 * does race check, undead check, etc
328 * Returns TRUE if mon can't see pl, false 328 * Returns TRUE if mon can't see pl, false
329 * otherwise. This doesn't check range, walls, etc. It 329 * otherwise. This doesn't check range, walls, etc. It
331 * pl is invisible. 331 * pl is invisible.
332 */ 332 */
333int 333int
334makes_invisible_to (object *pl, object *mon) 334makes_invisible_to (object *pl, object *mon)
335{ 335{
336
337 if (!pl->invisible) 336 if (!pl->invisible)
338 return 0; 337 return 0;
338
339 if (pl->type == PLAYER) 339 if (pl->type == PLAYER)
340 { 340 {
341 /* If race isn't set, then invisible unless it is undead */ 341 /* If race isn't set, then invisible unless it is undead */
342 if (!pl->contr->invis_race) 342 if (!pl->contr->invis_race)
343 { 343 {
344 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 344 if (QUERY_FLAG (mon, FLAG_UNDEAD))
345 return 0; 345 return 0;
346
346 return 1; 347 return 1;
347 } 348 }
349
348 /* invis_race is set if we get here */ 350 /* invis_race is set if we get here */
349 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 351 if (pl->contr->invis_race == shstr_undead && is_true_undead (mon))
350 return 1; 352 return 1;
353
351 /* No race, can't be invisible to it */ 354 /* No race, can't be invisible to it */
352 if (!mon->race) 355 if (!mon->race)
353 return 0; 356 return 0;
357
354 if (strstr (mon->race, pl->contr->invis_race)) 358 if (mon->race.contains (pl->contr->invis_race))
355 return 1; 359 return 1;
360
356 /* Nothing matched above, return 0 */ 361 /* Nothing matched above, return 0 */
357 return 0; 362 return 0;
358 } 363 }
359 else 364 else
360 { 365 {
421/* earth to dust spell. Basically destroys earthwalls in the area. 426/* earth to dust spell. Basically destroys earthwalls in the area.
422 */ 427 */
423int 428int
424cast_earth_to_dust (object *op, object *caster, object *spell_ob) 429cast_earth_to_dust (object *op, object *caster, object *spell_ob)
425{ 430{
426 object *tmp, *next;
427 int range, i, j, mflags; 431 int range, i, j, mflags;
428 sint16 sx, sy; 432 sint16 sx, sy;
429 maptile *m; 433 maptile *m;
430
431 if (op->type != PLAYER)
432 return 0;
433 434
434 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 435 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
435 436
436 for (i = -range; i <= range; i++) 437 for (i = -range; i <= range; i++)
437 for (j = -range; j <= range; j++) 438 for (j = -range; j <= range; j++)
442 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 443 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
443 444
444 if (mflags & P_OUT_OF_MAP) 445 if (mflags & P_OUT_OF_MAP)
445 continue; 446 continue;
446 447
447 // earth to dust tears down everything that can be teared down 448 // earth to dust tears down everything that can be torn down
448 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)
449 { 450 {
450 next = tmp->above; 451 next = tmp->above;
452
451 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 453 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
452 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 454 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
453 } 455 }
454 } 456 }
455 457
462 if (object *pl = op->in_player ()) 464 if (object *pl = op->in_player ())
463 { 465 {
464 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))
465 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.");
466 else 468 else
467 { 469 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
468 // remove first so we do not call update_stats
469 op->remove ();
470 pl->enter_exit (op);
471 }
472 } 470 }
473 471
474 op->destroy (); 472 op->destroy ();
475} 473}
476 474
492 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 490 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
493 return 1; 491 return 1;
494 } 492 }
495 493
496 dummy = get_archetype (FORCE_NAME); 494 dummy = get_archetype (FORCE_NAME);
497 if (dummy == NULL) 495
496 if (!dummy)
498 { 497 {
499 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 498 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
500 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); 499 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
501 return 0; 500 return 0;
502 } 501 }
565} 564}
566 565
567int 566int
568perceive_self (object *op) 567perceive_self (object *op)
569{ 568{
570 char buf[MAX_BUF];
571 const char *cp = describe_item (op, op); 569 const char *cp = describe_item (op, op);
572 archetype *at = archetype::find (ARCH_DEPLETION); 570 archetype *at = archetype::find (shstr_depletion);
573 object *tmp;
574 int i;
575 571
572 dynbuf_text &buf = msg_dynbuf; buf.clear ();
573
574 if (!op->is_player ())
575 return 0;
576
577 if (object *race = archetype::find (op->race))
578 buf << " - You are a G<male|female> " << &race->name << ".\n";
579
576 tmp = find_god (determine_god (op)); 580 if (object *god = find_god (determine_god (op)))
577 if (tmp) 581 buf << " - You worship " << &god->name << ".\n";
578 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
579 else 582 else
580 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); 583 buf << " - You worship no god.\n";
581 584
582 tmp = present_arch_in_ob (at, op); 585 object *tmp = present_arch_in_ob (at, op);
583 586
584 if (*cp == '\0' && tmp == NULL) 587 if (*cp == '\0' && !tmp)
585 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 588 buf << " - You feel very mundane. ";
586 else 589 else
587 { 590 {
588 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 591 buf << " - You have: " << cp << ".\n";
589 new_draw_info (NDI_UNIQUE, 0, op, cp);
590 592
591 if (tmp) 593 if (tmp)
592 for (i = 0; i < NUM_STATS; i++) 594 for (int i = 0; i < NUM_STATS; i++)
593 if (tmp->stats.stat (i) < 0) 595 if (tmp->stats.stat (i) < 0)
594 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -tmp->stats.stat (i)); 596 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
595 } 597 }
596 598
597 if (is_dragon_pl (op)) 599 if (is_dragon_pl (op))
598 {
599 /* now grab the 'dragon_ability'-force from the player's inventory */ 600 /* now grab the 'dragon_ability'-force from the player's inventory */
600 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 601 for (tmp = op->inv; tmp; tmp = tmp->below)
601 { 602 {
602 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 603 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
603 { 604 {
604 if (tmp->stats.exp == 0) 605 if (tmp->stats.exp == 0)
605 sprintf (buf, "Your metabolism isn't focused on anything."); 606 buf << " - Your metabolism isn't focused on anything.\n";
606 else 607 else
607 sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); 608 buf << " - Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
608 609
609 new_draw_info (NDI_UNIQUE, 0, op, buf);
610 break; 610 break;
611 } 611 }
612 } 612 }
613 } 613
614 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
614 615
615 return 1; 616 return 1;
616} 617}
617 618
618/* This creates magic walls. Really, it can create most any object, 619/* This creates magic walls. Really, it can create most any object,
706 */ 707 */
707 if (tmp->type != EARTHWALL) //TODO 708 if (tmp->type != EARTHWALL) //TODO
708 tmp->set_owner (op); 709 tmp->set_owner (op);
709 710
710 set_spell_skill (op, caster, spell_ob, tmp); 711 set_spell_skill (op, caster, spell_ob, tmp);
711 tmp->level = caster_level (caster, spell_ob) / 2; 712 tmp->level = casting_level (caster, spell_ob) / 2;
712 713
713 name = tmp->name; 714 name = tmp->name;
714 if (!(tmp = m->insert (tmp, x, y, op))) 715 if (!(tmp = m->insert (tmp, x, y, op)))
715 { 716 {
716 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);
717 return 0; 718 return 0;
718 } 719 }
719 720
720 /* 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 */
721 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 722 if (tmp->other_arch && tmp->other_arch->type == SPELL)
722 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 723 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
723 724
724 /* This code causes the wall to extend some distance in 725 /* This code causes the wall to extend some distance in
725 * each direction, or until an obstruction is encountered. 726 * each direction, or until an obstruction is encountered.
726 * posblocked and negblocked help determine how far the 727 * posblocked and negblocked help determine how far the
746 { 747 {
747 object *tmp2 = tmp->clone (); 748 object *tmp2 = tmp->clone ();
748 m->insert (tmp2, x, y, op); 749 m->insert (tmp2, x, y, op);
749 750
750 /* 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 */
751 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 752 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
752 tmp2->insert (arch_to_object (tmp2->other_arch)); 753 tmp2->insert (arch_to_object (tmp2->other_arch));
753 754
754 } 755 }
755 else 756 else
756 posblocked = 1; 757 posblocked = 1;
763 ((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)
764 { 765 {
765 object *tmp2 = tmp->clone (); 766 object *tmp2 = tmp->clone ();
766 m->insert (tmp2, x, y, op); 767 m->insert (tmp2, x, y, op);
767 768
768 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 769 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
769 tmp2->insert (arch_to_object (tmp2->other_arch)); 770 tmp2->insert (arch_to_object (tmp2->other_arch));
770 } 771 }
771 else 772 else
772 negblocked = 1; 773 negblocked = 1;
773 } 774 }
777 778
778 return 1; 779 return 1;
779} 780}
780 781
781int 782int
782dimension_door (object *op, object *caster, object *spob, int dir) 783dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
783{ 784{
784 uint32 dist, maxdist; 785 uint32 dist, maxdist;
785 int mflags; 786 int mflags;
786 maptile *m; 787 maptile *m;
787 sint16 sx, sy; 788 sint16 sx, sy;
798 /* 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
799 * ever, so put limits in. 800 * ever, so put limits in.
800 */ 801 */
801 maxdist = spob->range + SP_level_range_adjust (caster, spob); 802 maxdist = spob->range + SP_level_range_adjust (caster, spob);
802 803
803 if (op->contr->count) 804 if (spellparam)
804 { 805 {
806 int count = atoi (spellparam);
807
805 if (op->contr->count > maxdist) 808 if (count > maxdist)
806 { 809 {
807 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!");
808 return 0; 811 return 0;
809 } 812 }
810 813
811 for (dist = 0; dist < op->contr->count; dist++) 814 for (dist = 0; dist < count; dist++)
812 { 815 {
813 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);
814 817
815 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 818 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
816 break; 819 break;
817 820
818 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)))
819 break; 822 break;
820 } 823 }
821 824
822 if (dist < op->contr->count) 825 if (dist < count)
823 { 826 {
824 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");
825 op->contr->count = 0;
826 return 0; 828 return 0;
827 } 829 }
828
829 op->contr->count = 0;
830 830
831 /* Remove code that puts player on random space on maps. IMO, 831 /* Remove code that puts player on random space on maps. IMO,
832 * 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,
833 * 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
834 * by such squares). Also, there are probably treasure rooms and 834 * by such squares). Also, there are probably treasure rooms and
885 885
886 /* Actually move the player now */ 886 /* Actually move the player now */
887 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)))
888 return 1; 888 return 1;
889 889
890 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
891 return 1; 892 return 1;
892} 893}
893
894 894
895/* cast_heal: Heals something. 895/* cast_heal: Heals something.
896 * op is the caster. 896 * op is the caster.
897 * dir is the direction he is casting it in. 897 * dir is the direction he is casting it in.
898 * spell is the spell object. 898 * spell is the spell object.
925 { 925 {
926 /* See how many points we actually heal. Instead of messages 926 /* See how many points we actually heal. Instead of messages
927 * based on type of spell, we instead do messages based 927 * based on type of spell, we instead do messages based
928 * on amount of damage healed. 928 * on amount of damage healed.
929 */ 929 */
930 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 930 if (heal > tmp->stats.maxhp - tmp->stats.hp)
931 heal = tmp->stats.maxhp - tmp->stats.hp; 931 heal = tmp->stats.maxhp - tmp->stats.hp;
932
932 tmp->stats.hp += heal; 933 tmp->stats.hp += heal;
933 934
934 if (tmp->stats.hp >= tmp->stats.maxhp) 935 if (tmp->stats.hp >= tmp->stats.maxhp)
935 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 936 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
936 else if (heal > 50) 937 else if (heal > 50)
945 success = 1; 946 success = 1;
946 } 947 }
947 } 948 }
948 949
949 if (spell->attacktype & AT_DISEASE) 950 if (spell->attacktype & AT_DISEASE)
950 if (cure_disease (tmp, op)) 951 if (cure_disease (tmp, op, spell))
951 success = 1; 952 success = 1;
952 953
953 if (spell->attacktype & AT_POISON) 954 if (spell->attacktype & AT_POISON)
954 { 955 {
955 at = archetype::find ("poisoning"); 956 at = archetype::find (shstr_poisoning);
956 poison = present_arch_in_ob (at, tmp); 957 poison = present_arch_in_ob (at, tmp);
957 if (poison) 958 if (poison)
958 { 959 {
959 success = 1; 960 success = 1;
960 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 961 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
962 } 963 }
963 } 964 }
964 965
965 if (spell->attacktype & AT_CONFUSION) 966 if (spell->attacktype & AT_CONFUSION)
966 { 967 {
967 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 968 poison = present_in_ob_by_name (FORCE, shstr_confusion, tmp);
968 if (poison) 969 if (poison)
969 { 970 {
970 success = 1; 971 success = 1;
971 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 972 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
972 poison->duration = 1; 973 poison->duration = 1;
973 } 974 }
974 } 975 }
975 976
976 if (spell->attacktype & AT_BLIND) 977 if (spell->attacktype & AT_BLIND)
977 { 978 {
978 at = archetype::find ("blindness"); 979 at = archetype::find (shstr_blindness);
979 poison = present_arch_in_ob (at, tmp); 980 poison = present_arch_in_ob (at, tmp);
980 if (poison) 981 if (poison)
981 { 982 {
982 success = 1; 983 success = 1;
983 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.");
1004 } 1005 }
1005 1006
1006 if (spell->stats.food && tmp->stats.food < 999) 1007 if (spell->stats.food && tmp->stats.food < 999)
1007 { 1008 {
1008 tmp->stats.food += spell->stats.food; 1009 tmp->stats.food += spell->stats.food;
1010
1009 if (tmp->stats.food > 999) 1011 if (tmp->stats.food > 999)
1010 tmp->stats.food = 999; 1012 tmp->stats.food = 999;
1013
1011 success = 1; 1014 success = 1;
1012 /* 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 */
1013 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");
1014 } 1017 }
1015 1018
1016 return success; 1019 return success;
1017} 1020}
1018
1019 1021
1020/* 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
1021 * 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
1022 * good comments for those. 1024 * good comments for those.
1023 */ 1025 */
1024static const char *const no_gain_msgs[NUM_STATS] = { 1026static const char *const no_gain_msgs[NUM_STATS] = {
1025 "You grow no stronger.", 1027 "You grow no stronger.",
1026 "You grow no more agile.", 1028 "You grow no more agile.",
1027 "You don't feel any healthier.", 1029 "You don't feel any healthier.",
1028 "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."
1029 "You are no easier to look at.", 1033 "You are no easier to look at.",
1030 "no int",
1031 "no pow"
1032}; 1034};
1033 1035
1034int 1036int
1037change_ability_duration (object *spell, object *caster)
1038{
1039 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1040}
1041
1042int
1035cast_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)
1036{ 1044{
1037 object *force = NULL; 1045 object *force = 0;
1038 int i; 1046 int i;
1039 1047
1040 /* 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. */
1041 object *tmp = dir 1049 object *tmp = dir
1042 ? find_target_for_friendly_spell (op, dir) 1050 ? find_target_for_friendly_spell (op, dir)
1043 : op; 1051 : op;
1044 1052
1045 if (!tmp) 1053 if (!tmp)
1046 return 0; 1054 return 0;
1047 1055
1048 /* 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. */
1056 break; 1064 break;
1057 } 1065 }
1058 else if (spell_ob->race && spell_ob->race == tmp2->name) 1066 else if (spell_ob->race && spell_ob->race == tmp2->name)
1059 { 1067 {
1060 if (!silent) 1068 if (!silent)
1061 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
1062 return 0; 1073 return 0;
1063 } 1074 }
1064 } 1075 }
1065 } 1076 }
1077
1078 int duration = change_ability_duration (spell_ob, caster);
1079
1066 if (force == NULL) 1080 if (force)
1067 {
1068 force = get_archetype (FORCE_NAME);
1069 force->subtype = FORCE_CHANGE_ABILITY;
1070 if (spell_ob->race)
1071 force->name = spell_ob->race;
1072 else
1073 force->name = spell_ob->name;
1074 force->name_pl = spell_ob->name;
1075 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1076
1077 } 1081 {
1078 else
1079 {
1080 int duration;
1081
1082 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1083 if (duration > force->duration) 1082 if (duration > force->duration)
1084 { 1083 {
1085 force->duration = duration; 1084 force->duration = duration;
1086 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.");
1087 } 1086 }
1088 else 1087 else
1089 {
1090 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.");
1091 } 1089
1092 return 1; 1090 return 1;
1093 } 1091 }
1094 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
1095 force->speed = 1.0; 1108 force->speed = 1.0;
1096 force->speed_left = -1.0; 1109 force->speed_left = -1.0;
1097 SET_FLAG (force, FLAG_APPLIED); 1110 SET_FLAG (force, FLAG_APPLIED);
1098 1111
1099 /* Now start processing the effects. First, protections */ 1112 /* Now start processing the effects. First, protections */
1104 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);
1105 if (force->resist[i] > 100) 1118 if (force->resist[i] > 100)
1106 force->resist[i] = 100; 1119 force->resist[i] = 100;
1107 } 1120 }
1108 } 1121 }
1122
1109 if (spell_ob->stats.hp) 1123 if (spell_ob->stats.hp)
1110 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);
1111 1125
1112 if (tmp->type == PLAYER) 1126 if (tmp->type == PLAYER)
1113 { 1127 {
1153 force->attacktype = spell_ob->attacktype; 1167 force->attacktype = spell_ob->attacktype;
1154 1168
1155 insert_ob_in_ob (force, tmp); 1169 insert_ob_in_ob (force, tmp);
1156 change_abil (tmp, force); /* Mostly to display any messages */ 1170 change_abil (tmp, force); /* Mostly to display any messages */
1157 tmp->update_stats (); 1171 tmp->update_stats ();
1172
1158 return 1; 1173 return 1;
1159} 1174}
1160 1175
1161/* 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
1162 * 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
1163 * of the caster. 1178 * of the caster.
1164 */ 1179 */
1165
1166int 1180int
1167cast_bless (object *op, object *caster, object *spell_ob, int dir) 1181cast_bless (object *op, object *caster, object *spell_ob, int dir)
1168{ 1182{
1169 int i; 1183 int i;
1170 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1184 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1171 1185
1172 /* 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. */
1173 if (dir != 0) 1187 if (dir != 0)
1174 { 1188 {
1175 tmp = find_target_for_friendly_spell (op, dir); 1189 tmp = find_target_for_friendly_spell (op, dir);
1190
1191 if (!tmp)
1192 return 0;
1176 } 1193 }
1177 else 1194 else
1178 {
1179 tmp = op; 1195 tmp = op;
1180 }
1181 1196
1182 /* 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. */
1183 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1198 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1184 { 1199 {
1185 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1200 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1186 { 1201 {
1187 if (tmp2->name == spell_ob->name) 1202 if (tmp2->name == spell_ob->name)
1188 { 1203 {
1194 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);
1195 return 0; 1210 return 0;
1196 } 1211 }
1197 } 1212 }
1198 } 1213 }
1214
1199 if (force == NULL) 1215 if (force == NULL)
1200 { 1216 {
1201 force = get_archetype (FORCE_NAME); 1217 force = get_archetype (FORCE_NAME);
1202 force->subtype = FORCE_CHANGE_ABILITY; 1218 force->subtype = FORCE_CHANGE_ABILITY;
1203 if (spell_ob->race) 1219 if (spell_ob->race)
1234 } 1250 }
1235 else 1251 else
1236 { 1252 {
1237 /* Only give out good benefits, and put a max on it */ 1253 /* Only give out good benefits, and put a max on it */
1238 for (i = 0; i < NROFATTACKS; i++) 1254 for (i = 0; i < NROFATTACKS; i++)
1239 {
1240 if (god->resist[i] > 0) 1255 if (god->resist[i] > 0)
1241 {
1242 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]);
1243 } 1257
1244 }
1245 force->path_attuned |= god->path_attuned; 1258 force->path_attuned |= god->path_attuned;
1246 1259
1247 if (spell_ob->attacktype) 1260 if (spell_ob->attacktype)
1248 force->slaying = god->slaying; 1261 force->slaying = god->slaying;
1249 1262
1268} 1281}
1269 1282
1270/* Alchemy code by Mark Wedel 1283/* Alchemy code by Mark Wedel
1271 * 1284 *
1272 * This code adds a new spell, called alchemy. Alchemy will turn 1285 * This code adds a new spell, called alchemy. Alchemy will turn
1273 * objects to gold nuggets, the value of the gold nuggets being 1286 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1274 * about 90% of that of the item itself. It uses the value of the
1275 * object before charisma adjustments, because the nuggets themselves
1276 * will be will be adjusted by charisma when sold.
1277 * 1287 *
1278 * 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
1279 * the maximum number of large nuggets you could get. 1289 * itself. It uses the value of the object before charisma adjustments,
1280 * 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
1281 * to the max amount of small nuggets as you could get. 1291 * when sold.
1282 *
1283 * For example, if an item is worth 110 gold, you will get
1284 * 4 large nuggets, and from 0-10 small nuggets.
1285 * 1292 *
1286 * 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
1287 * 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
1288 * alchemised. 1295 * alchemised.
1289 */ 1296 */
1290static void 1297static void
1291alchemy_object (object *obj, uint64 &total_value, int &total_weight) 1298alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1292{ 1299{
1293 uint64 value = query_cost (obj, NULL, F_TRUE); 1300 uint64 value = query_cost (obj, NULL, F_TRUE);
1294 1301
1295 /* Give third price when we alchemy money (This should hopefully 1302 /* Give third price when we alchemy money (this should hopefully
1296 * 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
1297 * the nuggets, alchemy the gold from that, etc. 1304 * the nuggets, alchemy the gold from that, etc.
1298 * Otherwise, give 9 silver on the gold for other objects, 1305 * Otherwise, give 9 silver on the gold for other objects,
1299 * so that it would still be more affordable to haul 1306 * so that it would still be more affordable to haul
1300 * the stuff back to town. 1307 * the stuff back to town.
1312 total_weight += obj->total_weight (); 1319 total_weight += obj->total_weight ();
1313 1320
1314 obj->destroy (); 1321 obj->destroy ();
1315} 1322}
1316 1323
1317static void
1318update_map (object *op, maptile *m, int small_nuggets, object *small, int large_nuggets, object *large, int x, int y)
1319{
1320 int flag = 0;
1321
1322 /* Put any nuggets below the player, but we can only pass this
1323 * flag if we are on the same space as the player
1324 */
1325 if (x == op->x && y == op->y && op->map == m)
1326 flag = INS_BELOW_ORIGINATOR;
1327
1328 if (small_nuggets)
1329 {
1330 object *tmp = small->clone ();
1331 tmp->nrof = small_nuggets;
1332 m->insert (tmp, x, y, op, flag);
1333 }
1334
1335 if (large_nuggets)
1336 {
1337 object *tmp = large->clone ();
1338 tmp->nrof = large_nuggets;
1339 m->insert (tmp, x, y, op, flag);
1340 }
1341
1342 if (object *pl = m->at (x, y).player ())
1343 if (pl->contr->ns)
1344 pl->contr->ns->look_position = 0;
1345}
1346
1347int 1324int
1348alchemy (object *op, object *caster, object *spell_ob) 1325alchemy (object *op, object *caster, object *spell_ob)
1349{ 1326{
1350 if (op->type != PLAYER) 1327 if (op->type != PLAYER)
1351 return 0; 1328 return 0;
1352 1329
1353 object *large = get_archetype ("largenugget"); 1330 archetype *nugget[3];
1354 object *small = get_archetype ("smallnugget"); 1331
1332 nugget[0] = archetype::find (shstr_pyrite3);
1333 nugget[1] = archetype::find (shstr_pyrite2);
1334 nugget[2] = archetype::find (shstr_pyrite);
1355 1335
1356 /* Put a maximum weight of items that can be alchemised. Limits the power 1336 /* Put a maximum weight of items that can be alchemised. Limits the power
1357 * some, and also prevents people from alchemising every table/chair/clock 1337 * some, and also prevents people from alchemising every table/chair/clock
1358 * in sight 1338 * in sight
1359 */ 1339 */
1411 if (weight > weight_max) 1391 if (weight > weight_max)
1412 break; 1392 break;
1413 } 1393 }
1414 } 1394 }
1415 1395
1396 value -= rndm (value >> 4);
1416 value = min (value, value_max); 1397 value = min (value, value_max);
1417 1398
1418 uint64 count = value / large->value; 1399 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1419 int large_nuggets = count; 1400 if (int nrof = value / nugget [i]->value)
1420 value -= count * large->value;
1421
1422 count = value / small->value;
1423 int small_nuggets = count;
1424
1425 /* Insert all the nuggets at one time. This probably saves time, but
1426 * it also prevents us from alcheming nuggets that were just created
1427 * with this spell.
1428 */ 1401 {
1429 update_map (op, mp, small_nuggets, small, large_nuggets, large, nx, ny); 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);
1408 }
1430 1409
1431 if (weight > weight_max) 1410 if (weight > weight_max)
1432 goto bailout; 1411 goto bailout;
1433 } 1412 }
1434 } 1413 }
1435 1414
1436bailout: 1415bailout:
1437 large->destroy ();
1438 small->destroy ();
1439 return 1; 1416 return 1;
1440} 1417}
1441
1442 1418
1443/* This function removes the cursed/damned status on equipped 1419/* This function removes the cursed/damned status on equipped
1444 * items. 1420 * items.
1445 */ 1421 */
1446int 1422int
1447remove_curse (object *op, object *caster, object *spell) 1423remove_curse (object *op, object *caster, object *spell)
1448{ 1424{
1449 object *tmp;
1450 int success = 0, was_one = 0; 1425 int success = 0, was_one = 0;
1451 1426
1452 for (tmp = op->inv; tmp; tmp = tmp->below) 1427 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1453 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1428 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1454 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1429 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1455 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1430 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1456 { 1431 {
1457 was_one++; 1432 was_one++;
1433
1458 if (tmp->level <= caster_level (caster, spell)) 1434 if (tmp->level <= casting_level (caster, spell))
1459 { 1435 {
1460 success++; 1436 success++;
1461 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1437 if (QUERY_FLAG (spell, FLAG_DAMNED))
1462 CLEAR_FLAG (tmp, FLAG_DAMNED); 1438 CLEAR_FLAG (tmp, FLAG_DAMNED);
1463 1439
1464 CLEAR_FLAG (tmp, FLAG_CURSED); 1440 CLEAR_FLAG (tmp, FLAG_CURSED);
1465 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1441 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1466 tmp->value = 0; /* Still can't sell it */ 1442 tmp->value = 0; /* Still can't sell it */
1467 if (op->type == PLAYER) 1443
1444 if (object *pl = tmp->visible_to ())
1468 esrv_send_item (op, tmp); 1445 esrv_update_item (UPD_FLAGS, pl, tmp);
1469 } 1446 }
1470 } 1447 }
1471 1448
1472 if (op->type == PLAYER) 1449 if (op->type == PLAYER)
1473 { 1450 {
1484 1461
1485 return success; 1462 return success;
1486} 1463}
1487 1464
1488/* Identifies objects in the players inventory/on the ground */ 1465/* Identifies objects in the players inventory/on the ground */
1489
1490int 1466int
1491cast_identify (object *op, object *caster, object *spell) 1467cast_identify (object *op, object *caster, object *spell)
1492{ 1468{
1493 object *tmp; 1469 object *tmp;
1494 int success = 0, num_ident; 1470 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1495 1471
1496 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));
1497
1498 if (num_ident < 1)
1499 num_ident = 1;
1500 1473
1501 for (tmp = op->inv; tmp; tmp = tmp->below) 1474 for (tmp = op->inv; tmp; tmp = tmp->below)
1502 { 1475 {
1503 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1476 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1504 { 1477 {
1505 identify (tmp); 1478 identify (tmp);
1506 1479
1507 if (op->type == PLAYER) 1480 if (op->type == PLAYER)
1508 { 1481 {
1509 new_draw_info_format (NDI_UNIQUE, 0, op, "You identified: %s.", long_desc (tmp, op)); 1482 buf.printf ("You identified: %s.\r", long_desc (tmp, op));
1510 1483
1511 if (tmp->msg) 1484 if (tmp->msg)
1512 { 1485 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1513 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1514 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1515 }
1516 } 1486 }
1517 1487
1518 num_ident--;
1519 success = 1;
1520 if (!num_ident) 1488 if (!--num_ident)
1521 break; 1489 break;
1522 } 1490 }
1523 } 1491 }
1524 1492
1525 /* 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
1531 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 1499 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1532 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1500 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1533 { 1501 {
1534 identify (tmp); 1502 identify (tmp);
1535 1503
1536 if (op->type == PLAYER) 1504 if (object *pl = tmp->visible_to ())
1537 { 1505 {
1538 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground you identified: %s.", long_desc (tmp, op)); 1506 buf.printf ("On the ground you identified: %s.\r", long_desc (tmp, op));
1539 1507
1540 if (tmp->msg) 1508 if (tmp->msg)
1541 { 1509 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1542 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1543 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1544 }
1545
1546 esrv_send_item (op, tmp);
1547 } 1510 }
1548 1511
1549 num_ident--;
1550 success = 1;
1551 if (!num_ident) 1512 if (!--num_ident)
1552 break; 1513 break;
1553 } 1514 }
1554 } 1515 }
1555 1516
1556 if (!success) 1517 if (buf.empty ())
1557 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 }
1558 else 1522 else
1523 {
1524 if (op->contr)
1525 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1526
1559 spell_effect (spell, op->x, op->y, op->map, op); 1527 spell_effect (spell, op->x, op->y, op->map, op);
1560 1528 return 1;
1561 return success; 1529 }
1562} 1530}
1563 1531
1564int 1532int
1565cast_detection (object *op, object *caster, object *spell, object *skill) 1533cast_detection (object *op, object *caster, object *spell, object *skill)
1566{ 1534{
1571 1539
1572 /* 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
1573 * doing it over and over again. 1541 * doing it over and over again.
1574 */ 1542 */
1575 god = find_god (determine_god (op)); 1543 god = find_god (determine_god (op));
1576 level = caster_level (caster, spell); 1544 level = casting_level (caster, spell);
1577 range = spell->range + SP_level_range_adjust (caster, spell); 1545 range = spell->range + SP_level_range_adjust (caster, spell);
1578 1546
1579 if (!skill) 1547 if (!skill)
1580 skill = caster; 1548 skill = caster;
1581 1549
1582 for (x = op->x - range; x <= op->x + range; x++) 1550 unordered_mapwalk (op, -range, -range, range, range)
1583 for (y = op->y - range; y <= op->y + range; y++)
1584 { 1551 {
1585 m = op->map;
1586 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1587 if (mflags & P_OUT_OF_MAP)
1588 continue;
1589
1590 /* For most of the detections, we only detect objects above the 1552 /* For most of the detections, we only detect objects above the
1591 * floor. But this is not true for show invisible. 1553 * floor. But this is not true for show invisible.
1592 * Basically, we just go and find the top object and work 1554 * Basically, we just go and find the top object and work
1593 * down - that is easier than working up. 1555 * down - that is easier than working up.
1594 */ 1556 */
1595 1557
1596 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)
1597 last = tmp; 1559 last = tmp;
1598 1560
1599 /* 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
1600 * would happen. 1562 * would happen.
1601 */ 1563 */
1602 if (!last) 1564 if (!last)
1603 continue; 1565 continue;
1604 1566
1605 done_one = 0; 1567 done_one = 0;
1606 floor = 0; 1568 floor = 0;
1607 detect = NULL; 1569 detect = NULL;
1608 for (tmp = last; tmp; tmp = tmp->below) 1570 for (tmp = last; tmp; tmp = tmp->below)
1609 { 1571 {
1610 /* show invisible */ 1572 /* show invisible */
1611 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1573 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1612 /* Might there be other objects that we can make visible? */ 1574 /* Might there be other objects that we can make visible? */
1613 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1575 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER)
1614 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1576 || (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ))
1615 tmp->type == CF_HANDLE || 1577 || tmp->type == T_HANDLE
1616 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
1617 tmp->type == BUTTON || tmp->type == TELEPORTER || 1582 || tmp->type == TELEPORTER
1583 || tmp->type == GATE
1618 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1584 || tmp->type == LOCKED_DOOR
1619 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN || 1585 || tmp->type == WEAPON
1586 || tmp->type == ALTAR
1587 || tmp->type == SIGN
1620 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1588 || tmp->type == TRIGGER_PEDESTAL
1621 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)))
1622 { 1594 {
1623 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)
1624 { 1596 {
1625 tmp->invisible = 0; 1597 tmp->invisible = 0;
1626 done_one = 1; 1598 done_one = 1;
1627 } 1599 }
1628 } 1600 }
1629 1601
1630 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1602 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1631 floor = 1; 1603 floor = 1;
1632 1604
1633 /* All detections below this point don't descend beneath the floor, 1605 /* All detections below this point don't descend beneath the floor,
1634 * 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
1635 * 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
1636 * 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.
1637 */ 1609 */
1638 if (floor) 1610 if (floor)
1639 continue; 1611 continue;
1640 1612
1641 /* I had thought about making detect magic and detect curse 1613 /* I had thought about making detect magic and detect curse
1642 * 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.
1643 * 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
1644 * difficult to see what object is magical/cursed, so the 1616 * difficult to see what object is magical/cursed, so the
1645 * effect wouldn't be as apparant. 1617 * effect wouldn't be as apparent.
1646 */ 1618 */
1647 1619
1648 /* detect magic */ 1620 /* detect magic */
1649 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && 1621 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1650 !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))
1651 { 1623 {
1652 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1624 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1653 /* make runes more visibile */ 1625 /* make runes more visibile */
1654 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC) 1626 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1655 tmp->stats.Cha /= 4; 1627 tmp->stats.Cha /= 4;
1628
1656 done_one = 1; 1629 done_one = 1;
1657 } 1630 }
1631
1658 /* detect monster */ 1632 /* detect monster */
1659 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))
1660 { 1634 {
1661 done_one = 2; 1635 done_one = 2;
1636
1662 if (!detect) 1637 if (!detect)
1663 detect = tmp; 1638 detect = tmp;
1664 } 1639 }
1640
1665 /* 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
1666 * 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
1667 * race must match. 1643 * race must match.
1668 */ 1644 */
1669 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race && 1645 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1670 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) || 1646 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1671 (strstr (spell->race, tmp->race)))) 1647 spell->race.contains (tmp->race)))
1672 { 1648 {
1673 done_one = 2; 1649 done_one = 2;
1650
1674 if (!detect) 1651 if (!detect)
1675 detect = tmp; 1652 detect = tmp;
1676 } 1653 }
1654
1677 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) &&
1678 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1656 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1679 { 1657 {
1680 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1658 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1681 done_one = 1; 1659 done_one = 1;
1682 } 1660 }
1683 } /* for stack of objects on this space */ 1661 } /* for stack of objects on this space */
1684 1662
1685 /* 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
1686 * where the magic is. 1664 * where the magic is.
1687 */ 1665 */
1688 if (done_one) 1666 if (done_one)
1689 { 1667 {
1690 object *detect_ob = arch_to_object (spell->other_arch); 1668 object *detect_ob = arch_to_object (spell->other_arch);
1691 1669
1692 /* if this is set, we want to copy the face */ 1670 /* if this is set, we want to copy the face */
1693 if (done_one == 2 && detect) 1671 if (done_one == 2 && detect)
1694 { 1672 {
1695 detect_ob->face = detect->face; 1673 detect_ob->face = detect->face;
1696 detect_ob->animation_id = detect->animation_id; 1674 detect_ob->animation_id = detect->animation_id;
1697 detect_ob->anim_speed = detect->anim_speed; 1675 detect_ob->anim_speed = detect->anim_speed;
1698 detect_ob->last_anim = 0; 1676 detect_ob->last_anim = 0;
1699 /* by default, the detect_ob is already animated */ 1677 /* by default, the detect_ob is already animated */
1700 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1678 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
1701 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1679 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
1702 } 1680 }
1703 1681
1704 m->insert (detect_ob, nx, ny, op); 1682 m->insert (detect_ob, nx, ny, op);
1705 } 1683 }
1706 } /* for processing the surrounding spaces */ 1684 } /* for processing the surrounding spaces */
1707 1685
1708 1686
1709 /* 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 */
1710 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))
1711 { 1689 {
1712 done_one = 0; 1690 done_one = 0;
1691
1713 for (tmp = op->inv; tmp; tmp = tmp->below) 1692 for (tmp = op->inv; tmp; tmp = tmp->below)
1714 { 1693 {
1715 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1694 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1716 { 1695 {
1717 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))
1718 { 1697 {
1719 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1698 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1720 if (op->type == PLAYER) 1699
1700 if (object *pl = tmp->visible_to ())
1721 esrv_send_item (op, tmp); 1701 esrv_update_item (UPD_FLAGS, pl, tmp);
1722 } 1702 }
1703
1723 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) &&
1724 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1705 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1725 { 1706 {
1726 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1707 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1727 if (op->type == PLAYER) 1708
1709 if (object *pl = tmp->visible_to ())
1728 esrv_send_item (op, tmp); 1710 esrv_update_item (UPD_FLAGS, pl, tmp);
1729 } 1711 }
1730 } /* if item is not identified */ 1712 } /* if item is not identified */
1731 } /* for the players inventory */ 1713 } /* for the players inventory */
1732 } /* if detect magic/curse and object is a player */ 1714 } /* if detect magic/curse and object is a player */
1715
1733 return 1; 1716 return 1;
1734} 1717}
1735 1718
1736 1719
1737/** 1720/**
1750 1733
1751 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.");
1752 1735
1753 if (victim->stats.sp >= victim->stats.maxsp * 2) 1736 if (victim->stats.sp >= victim->stats.maxsp * 2)
1754 { 1737 {
1755 object *tmp;
1756
1757 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1738 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
1758
1759 /* Explodes a fireball centered at player */
1760 tmp = get_archetype (EXPLODING_FIREBALL);
1761 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
1762 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
1763
1764 tmp->insert_at (victim);
1765 victim->stats.sp = 2 * victim->stats.maxsp; 1739 victim->stats.sp = 2 * victim->stats.maxsp;
1740 create_exploding_ball_at (victim, caster_level);
1766 } 1741 }
1767 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1742 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
1768 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.");
1769 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1744 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
1770 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!");
1771 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1746 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
1772 { 1747 {
1773 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1748 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
1819 } 1794 }
1820 /* give sp */ 1795 /* give sp */
1821 if (spell->stats.dam > 0) 1796 if (spell->stats.dam > 0)
1822 { 1797 {
1823 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);
1824 charge_mana_effect (plyr, caster_level (caster, spell)); 1799 charge_mana_effect (plyr, casting_level (caster, spell));
1825 return 1; 1800 return 1;
1826 } 1801 }
1827 /* suck sp away. Can't suck sp from yourself */ 1802 /* suck sp away. Can't suck sp from yourself */
1828 else if (op != plyr) 1803 else if (op != plyr)
1829 { 1804 {
1841 /* Player doesn't get full credit */ 1816 /* Player doesn't get full credit */
1842 sucked = (sucked * rate) / 100; 1817 sucked = (sucked * rate) / 100;
1843 op->stats.sp += sucked; 1818 op->stats.sp += sucked;
1844 if (sucked > 0) 1819 if (sucked > 0)
1845 { 1820 {
1846 charge_mana_effect (op, caster_level (caster, spell)); 1821 charge_mana_effect (op, casting_level (caster, spell));
1847 } 1822 }
1848 } 1823 }
1849 return 1; 1824 return 1;
1850 } 1825 }
1851 return 0; 1826 return 0;
1927 break; 1902 break;
1928 } 1903 }
1929 } 1904 }
1930} 1905}
1931 1906
1932
1933
1934/* cast_consecrate() - a spell to make an altar your god's */ 1907/* cast_consecrate() - a spell to make an altar your god's */
1935int 1908int
1936cast_consecrate (object *op, object *caster, object *spell) 1909cast_consecrate (object *op, object *caster, object *spell)
1937{ 1910{
1938 char buf[MAX_BUF]; 1911 char buf[MAX_BUF];
1950 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1923 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1951 break; 1924 break;
1952 if (tmp->type == HOLY_ALTAR) 1925 if (tmp->type == HOLY_ALTAR)
1953 { 1926 {
1954 1927
1955 if (tmp->level > caster_level (caster, spell)) 1928 if (tmp->level > casting_level (caster, spell))
1956 { 1929 {
1957 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);
1958 return 0; 1931 return 0;
1959 } 1932 }
1960 else 1933 else
1961 { 1934 {
1962 /* If we got here, we are consecrating an altar */ 1935 /* If we got here, we are consecrating an altar */
1963 sprintf (buf, "Altar of %s", &god->name); 1936 sprintf (buf, "Altar of %s", &god->name);
1964 tmp->name = buf; 1937 tmp->name = buf;
1965 tmp->level = caster_level (caster, spell); 1938 tmp->level = casting_level (caster, spell);
1966 tmp->other_arch = god->arch; 1939 tmp->other_arch = god->arch;
1940
1967 if (op->type == PLAYER) 1941 if (op->type == PLAYER)
1968 esrv_update_item (UPD_NAME, op, tmp); 1942 esrv_update_item (UPD_NAME, op, tmp);
1943
1969 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);
1970 return 1; 1945 return 1;
1971 } 1946 }
1972 } 1947 }
1973 } 1948 }
1991 object *weapon, *tmp; 1966 object *weapon, *tmp;
1992 char buf[MAX_BUF]; 1967 char buf[MAX_BUF];
1993 int a, i; 1968 int a, i;
1994 sint16 x, y; 1969 sint16 x, y;
1995 maptile *m; 1970 maptile *m;
1996 materialtype_t *mt;
1997 1971
1998 if (!spell->other_arch) 1972 if (!spell->other_arch)
1999 { 1973 {
2000 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1974 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2001 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);
2012 return 0; 1986 return 0;
2013 } 1987 }
2014 1988
2015 /* if no direction specified, pick one */ 1989 /* if no direction specified, pick one */
2016 if (!dir) 1990 if (!dir)
2017 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);
2018 1992
2019 m = op->map; 1993 m = op->map;
2020 x = op->x + freearr_x[dir]; 1994 x = op->x + freearr_x[dir];
2021 y = op->y + freearr_y[dir]; 1995 y = op->y + freearr_y[dir];
2022 1996
2023 /* if there's no place to put the golem, abort */ 1997 /* if there's no place to put the golem, abort */
2024 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)
2025 ((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))
2026 { 2000 {
2027 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.");
2028 return 0; 2002 return 0;
2029 } 2003 }
2030 2004
2034 if (!weapon) 2008 if (!weapon)
2035 { 2009 {
2036 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!");
2037 return 0; 2011 return 0;
2038 } 2012 }
2013
2039 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2014 if (spell->race && weapon->arch->archname != spell->race)
2040 { 2015 {
2041 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.");
2042 return 0; 2017 return 0;
2043 } 2018 }
2019
2044 if (weapon->type != WEAPON) 2020 if (weapon->type != WEAPON)
2045 { 2021 {
2046 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.");
2047 return 0; 2023 return 0;
2048 } 2024 }
2025
2049 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2026 if (QUERY_FLAG (weapon, FLAG_APPLIED))
2050 { 2027 {
2051 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));
2052 return 0; 2029 return 0;
2053 } 2030 }
2054 2031
2055 if (weapon->nrof > 1) 2032 weapon = weapon->split ();
2056 {
2057 tmp = get_split_ob (weapon, 1);
2058 esrv_send_item (op, weapon);
2059 weapon = tmp;
2060 }
2061 2033
2062 /* create the golem object */ 2034 /* create the golem object */
2063 tmp = arch_to_object (spell->other_arch); 2035 tmp = arch_to_object (spell->other_arch);
2064 2036
2065 /* 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 */
2070 tmp->set_owner (op); 2042 tmp->set_owner (op);
2071 op->contr->golem = tmp; 2043 op->contr->golem = tmp;
2072 set_spell_skill (op, caster, spell, tmp); 2044 set_spell_skill (op, caster, spell, tmp);
2073 2045
2074 /* 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
2075 * removed flag - it should only be set if get_split_object was 2047 * removed flag - it should only be set if weapon->split was
2076 * used above. 2048 * used above.
2077 */ 2049 */
2078 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2050 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2079 weapon->remove (); 2051 weapon->remove ();
2080 2052
2081 insert_ob_in_ob (weapon, tmp); 2053 tmp->insert (weapon);
2082 esrv_send_item (op, weapon); 2054
2083 /* 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,
2084 * 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
2085 * body_info, skills, etc) 2057 * body_info, skills, etc)
2086 */ 2058 */
2087 SET_FLAG (tmp, FLAG_USE_WEAPON); 2059 SET_FLAG (tmp, FLAG_USE_WEAPON);
2113 2085
2114 /* attacktype */ 2086 /* attacktype */
2115 if (!tmp->attacktype) 2087 if (!tmp->attacktype)
2116 tmp->attacktype = AT_PHYSICAL; 2088 tmp->attacktype = AT_PHYSICAL;
2117 2089
2118 mt = NULL;
2119 if (op->materialname != NULL)
2120 mt = name_to_material (op->materialname);
2121 if (mt != NULL)
2122 {
2123 for (i = 0; i < NROFATTACKS; i++) 2090 for (i = 0; i < NROFATTACKS; i++)
2124 tmp->resist[i] = 50 - (mt->save[i] * 5); 2091 tmp->resist[i] = 50 - (op->material->save[i] * 5);
2125 a = mt->save[0]; 2092
2126 } 2093 a = op->material->save[0];
2127 else 2094
2128 {
2129 for (i = 0; i < NROFATTACKS; i++)
2130 tmp->resist[i] = 5;
2131 a = 10;
2132 }
2133 /* Set weapon's immunity */ 2095 /* Set weapon's immunity */
2134 tmp->resist[ATNR_CONFUSION] = 100; 2096 tmp->resist[ATNR_CONFUSION] = 100;
2135 tmp->resist[ATNR_POISON] = 100; 2097 tmp->resist[ATNR_POISON] = 100;
2136 tmp->resist[ATNR_SLOW] = 100; 2098 tmp->resist[ATNR_SLOW] = 100;
2137 tmp->resist[ATNR_PARALYZE] = 100; 2099 tmp->resist[ATNR_PARALYZE] = 100;
2143 2105
2144 /* 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 */
2145 2107
2146 if (a > 14) 2108 if (a > 14)
2147 a = 14; 2109 a = 14;
2110
2148 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));
2149 2112
2150 /* Determine golem's speed */ 2113 /* Determine golem's speed */
2151 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)));
2152 2115
2162 tmp->state = weapon->state; 2125 tmp->state = weapon->state;
2163 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2126 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2164 } 2127 }
2165 2128
2166 /* 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. */
2167 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));
2168 2131
2169 tmp->speed_left = -1; 2132 tmp->speed_left = -1;
2170 tmp->direction = dir; 2133 tmp->direction = dir;
2171 2134
2172 m->insert (tmp, x, y, op); 2135 m->insert (tmp, x, y, op);
2176/* cast_daylight() - changes the map darkness level *lower* */ 2139/* cast_daylight() - changes the map darkness level *lower* */
2177 2140
2178/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2141/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2179 * This changes the light level for the entire map. 2142 * This changes the light level for the entire map.
2180 */ 2143 */
2181
2182int 2144int
2183cast_change_map_lightlevel (object *op, object *caster, object *spell) 2145cast_change_map_lightlevel (object *op, object *caster, object *spell)
2184{ 2146{
2185 int success; 2147 int success;
2186 2148
2194 if (spell->stats.dam < 0) 2156 if (spell->stats.dam < 0)
2195 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.");
2196 else 2158 else
2197 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.");
2198 } 2160 }
2161
2199 return success; 2162 return success;
2200} 2163}
2201
2202
2203
2204
2205 2164
2206/* 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.
2207 * 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,
2208 * spell is the spell object itself. 2167 * spell is the spell object itself.
2209 */ 2168 */
2221 2180
2222 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);
2223 2182
2224 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);
2225 2184
2226 new_aura->set_owner (op);
2227 set_spell_skill (op, caster, spell, new_aura); 2185 set_spell_skill (op, caster, spell, new_aura);
2228 new_aura->attacktype = spell->attacktype; 2186 new_aura->attacktype = spell->attacktype;
2229 2187
2230 new_aura->level = caster_level (caster, spell); 2188 new_aura->level = casting_level (caster, spell);
2189
2231 if (refresh) 2190 if (refresh)
2232 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.");
2233 else 2192 else
2234 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
2235 insert_ob_in_ob (new_aura, op); 2195 insert_ob_in_ob (new_aura, op);
2196 new_aura->set_owner (op);
2197
2236 return 1; 2198 return 1;
2237} 2199}
2238
2239 2200
2240/* 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,
2241 * 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
2242 * around him. 2203 * around him.
2243 * Aura parameters: 2204 * Aura parameters:
2244 * duration: duration counter. 2205 * duration: duration counter.
2245 * attacktype: aura's attacktype 2206 * attacktype: aura's attacktype
2246 * other_arch: archetype to drop where we attack 2207 * other_arch: archetype to drop where we attack
2247 */ 2208 */
2248
2249void 2209void
2250move_aura (object *aura) 2210move_aura (object *aura)
2251{ 2211{
2252 int i, mflags;
2253 object *env;
2254 maptile *m;
2255
2256 /* auras belong in inventories */ 2212 /* auras belong in inventories */
2257 env = aura->env; 2213 object *env = aura->env;
2214 object *owner = aura->owner;
2258 2215
2259 /* no matter what we've gotta remove the aura... 2216 /* no matter what we've gotta remove the aura...
2260 * we'll put it back if its time isn't up. 2217 * we'll put it back if its time isn't up.
2261 */ 2218 */
2262 aura->remove (); 2219 aura->remove ();
2267 aura->destroy (); 2224 aura->destroy ();
2268 return; 2225 return;
2269 } 2226 }
2270 2227
2271 /* auras only exist in inventories */ 2228 /* auras only exist in inventories */
2272 if (env == NULL || env->map == NULL) 2229 if (!env || !env->map)
2273 { 2230 {
2274 aura->destroy (); 2231 aura->destroy ();
2275 return; 2232 return;
2276 } 2233 }
2277 2234
2278 /* we need to jump out of the inventory for a bit 2235 /* we need to jump out of the inventory for a bit
2279 * in order to hit the map conveniently. 2236 * in order to hit the map conveniently.
2280 */ 2237 */
2281 aura->insert_at (env, aura); 2238 aura->insert_at (env, aura);
2282 2239
2283 for (i = 1; i < 9; i++) 2240 for (int i = 1; i < 9; i++)
2284 { 2241 {
2285 sint16 nx, ny; 2242 mapxy pos (env);
2243 pos.move (i);
2286 2244
2287 nx = aura->x + freearr_x[i];
2288 ny = aura->y + freearr_y[i];
2289 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2290
2291 /* Consider the movement tyep of the person with the aura as 2245 /* Consider the movement type of the person with the aura as
2292 * 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
2293 * 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.
2294 */ 2248 */
2295 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)))
2296 { 2250 {
2297 hit_map (aura, i, aura->attacktype, 0); 2251 hit_map (aura, i, aura->attacktype, 0);
2298 2252
2299 if (aura->other_arch) 2253 if (aura->other_arch)
2300 m->insert (arch_to_object (aura->other_arch), nx, ny, aura); 2254 pos.insert (arch_to_object (aura->other_arch), aura);
2301 } 2255 }
2302 } 2256 }
2303 2257
2304 /* put the aura back in the player's inventory */ 2258 /* put the aura back in the player's inventory */
2305 aura->remove (); 2259 env->insert (aura);
2306 insert_ob_in_ob (aura, env); 2260 aura->set_owner (owner);
2307} 2261}
2308 2262
2309/* moves the peacemaker spell. 2263/* moves the peacemaker spell.
2310 * op is the piece object. 2264 * op is the piece object.
2311 */ 2265 */
2312
2313void 2266void
2314move_peacemaker (object *op) 2267move_peacemaker (object *op)
2315{ 2268{
2316 object *tmp; 2269 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2317
2318 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2319 { 2270 {
2320 int atk_lev, def_lev; 2271 int atk_lev, def_lev;
2321 object *victim = tmp; 2272 object *victim = tmp->head_ ();
2322 2273
2323 if (tmp->head)
2324 victim = tmp->head;
2325 if (!QUERY_FLAG (victim, FLAG_MONSTER)) 2274 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2326 continue; 2275 continue;
2276
2327 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2277 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2328 continue; 2278 continue;
2279
2329 if (victim->stats.exp == 0) 2280 if (victim->stats.exp == 0)
2330 continue; 2281 continue;
2331 2282
2332 def_lev = MAX (1, victim->level); 2283 def_lev = max (1, victim->level);
2333 atk_lev = MAX (1, op->level); 2284 atk_lev = max (1, op->level);
2334 2285
2335 if (rndm (0, atk_lev - 1) > def_lev) 2286 if (rndm (0, atk_lev - 1) > def_lev)
2336 { 2287 {
2337 /* make this sucker peaceful. */ 2288 /* make this sucker peaceful. */
2338 2289
2290 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2339 change_exp (op->owner, victim->stats.exp, op->skill, 0); 2291 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2340 victim->stats.exp = 0; 2292 victim->stats.exp = 0;
2341#if 0 2293#if 0
2342 /* No idea why these were all set to zero - if something 2294 /* No idea why these were all set to zero - if something
2343 * makes this creature agressive, he should still do damage. 2295 * makes this creature agressive, he should still do damage.
2350 victim->attack_movement = RANDO2; 2302 victim->attack_movement = RANDO2;
2351 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2303 SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2352 SET_FLAG (victim, FLAG_RUN_AWAY); 2304 SET_FLAG (victim, FLAG_RUN_AWAY);
2353 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2305 SET_FLAG (victim, FLAG_RANDOM_MOVE);
2354 CLEAR_FLAG (victim, FLAG_MONSTER); 2306 CLEAR_FLAG (victim, FLAG_MONSTER);
2307
2355 if (victim->name) 2308 if (victim->name)
2356 {
2357 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);
2358 } 2310 }
2359 }
2360 } 2311 }
2361} 2312}
2362
2363 2313
2364/* This writes a rune that contains the appropriate message. 2314/* This writes a rune that contains the appropriate message.
2365 * There really isn't any adjustments we make. 2315 * There really isn't any adjustments we make.
2366 */ 2316 */
2367
2368int 2317int
2369write_mark (object *op, object *spell, const char *msg) 2318write_mark (object *op, object *spell, const char *msg)
2370{ 2319{
2371 char rune[HUGE_BUF];
2372 object *tmp;
2373
2374 if (!msg || msg[0] == 0) 2320 if (!msg || msg[0] == 0)
2375 { 2321 {
2376 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2322 new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2377 return 0; 2323 return 0;
2378 } 2324 }
2379 2325
2380 if (strcasestr_local (msg, "endmsg")) 2326 if (!msg_is_safe (msg))
2381 { 2327 {
2382 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?");
2383 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);
2384 return 0; 2330 return 0;
2385 } 2331 }
2332
2386 if (!spell->other_arch) 2333 if (!spell->other_arch)
2387 return 0; 2334 return 0;
2335
2388 tmp = arch_to_object (spell->other_arch); 2336 object *tmp = arch_to_object (spell->other_arch);
2389
2390 snprintf (rune, sizeof (rune), "%s\n", msg);
2391 2337
2392 tmp->race = op->name; /*Save the owner of the rune */ 2338 tmp->race = op->name; /*Save the owner of the rune */
2393 tmp->msg = rune; 2339 tmp->msg = msg;
2394 2340
2395 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); 2341 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2342
2396 return 1; 2343 return 1;
2397} 2344}
2345

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