ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/spell_effect.C
(Generate patch)

Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.32 by pippijn, Sat Jan 6 14:42:31 2007 UTC vs.
Revision 1.117 by root, Sat Jan 30 23:30:26 2010 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 = at->instance ();
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)
275 new_op->nrof = 1; 272 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 (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) 419 for_all_actives (tmp)
418 if (tmp->enemy == op) 420 if (tmp->enemy == op)
419 tmp->enemy = NULL; 421 tmp->enemy = 0;
422
420 return 1; 423 return 1;
421} 424}
422 425
423/* earth to dust spell. Basically destroys earthwalls in the area. 426/* earth to dust spell. Basically destroys earthwalls in the area.
424 */ 427 */
425int 428int
426cast_earth_to_dust (object *op, object *caster, object *spell_ob) 429cast_earth_to_dust (object *op, object *caster, object *spell_ob)
427{ 430{
428 object *tmp, *next;
429 int range, i, j, mflags; 431 int range, i, j, mflags;
430 sint16 sx, sy; 432 sint16 sx, sy;
431 maptile *m; 433 maptile *m;
432
433 if (op->type != PLAYER)
434 return 0;
435 434
436 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 435 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
437 436
438 for (i = -range; i <= range; i++) 437 for (i = -range; i <= range; i++)
439 for (j = -range; j <= range; j++) 438 for (j = -range; j <= range; j++)
444 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 443 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
445 444
446 if (mflags & P_OUT_OF_MAP) 445 if (mflags & P_OUT_OF_MAP)
447 continue; 446 continue;
448 447
449 // earth to dust tears down everything that can be teared down 448 // earth to dust tears down everything that can be torn down
450 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)
451 { 450 {
452 next = tmp->above; 451 next = tmp->above;
452
453 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 453 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
454 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 454 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
455 } 455 }
456 } 456 }
457 457
464 if (object *pl = op->in_player ()) 464 if (object *pl = op->in_player ())
465 { 465 {
466 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))
467 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.");
468 else 468 else
469 { 469 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
470 // remove first so we do not call update_stats
471 op->remove ();
472 pl->enter_exit (op);
473 }
474 } 470 }
475 471
476 op->destroy (); 472 op->destroy ();
477} 473}
478 474
494 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.");
495 return 1; 491 return 1;
496 } 492 }
497 493
498 dummy = get_archetype (FORCE_NAME); 494 dummy = get_archetype (FORCE_NAME);
499 if (dummy == NULL) 495
496 if (!dummy)
500 { 497 {
501 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 498 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
502 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); 499 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
503 return 0; 500 return 0;
504 } 501 }
567} 564}
568 565
569int 566int
570perceive_self (object *op) 567perceive_self (object *op)
571{ 568{
572 char *cp = describe_item (op, op), buf[MAX_BUF]; 569 const char *cp = describe_item (op, op);
573 archetype *at = archetype::find (ARCH_DEPLETION); 570 archetype *at = archetype::find (shstr_depletion);
574 object *tmp;
575 int i;
576 571
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
577 tmp = find_god (determine_god (op)); 580 if (object *god = find_god (determine_god (op)))
578 if (tmp) 581 buf << " - You worship " << &god->name << ".\n";
579 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
580 else 582 else
581 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); 583 buf << " - You worship no god.\n";
582 584
583 tmp = present_arch_in_ob (at, op); 585 object *tmp = present_arch_in_ob (at, op);
584 586
585 if (*cp == '\0' && tmp == NULL) 587 if (*cp == '\0' && !tmp)
586 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 588 buf << " - You feel very mundane. ";
587 else 589 else
588 { 590 {
589 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 591 buf << " - You have: " << cp << ".\n";
590 new_draw_info (NDI_UNIQUE, 0, op, cp); 592
591 if (tmp != NULL) 593 if (tmp)
592 {
593 for (i = 0; i < NUM_STATS; i++) 594 for (int i = 0; i < NUM_STATS; i++)
594 { 595 if (tmp->stats.stat (i) < 0)
595 if (get_attr_value (&tmp->stats, i) < 0) 596 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
596 {
597 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i)));
598 }
599 }
600 }
601 } 597 }
602 598
603 if (is_dragon_pl (op)) 599 if (op->is_dragon ())
604 {
605 /* now grab the 'dragon_ability'-force from the player's inventory */ 600 /* now grab the 'dragon_ability'-force from the player's inventory */
606 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 601 for (tmp = op->inv; tmp; tmp = tmp->below)
607 { 602 {
608 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 603 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
609 { 604 {
610 if (tmp->stats.exp == 0) 605 if (tmp->stats.exp == 0)
611 {
612 sprintf (buf, "Your metabolism isn't focused on anything."); 606 buf << " - Your metabolism isn't focused on anything.\n";
613 }
614 else 607 else
615 {
616 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";
617 } 609
618 new_draw_info (NDI_UNIQUE, 0, op, buf);
619 break; 610 break;
620 } 611 }
621 } 612 }
622 }
623 return 1;
624}
625 613
626/* int cast_create_town_portal (object *op, object *caster, int dir) 614 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
627 *
628 * This function cast the spell of town portal for op
629 *
630 * The spell operates in two passes. During the first one a place
631 * is marked as a destination for the portal. During the second one,
632 * 2 portals are created, one in the position the player cast it and
633 * one in the destination place. The portal are synchronized and 2 forces
634 * are inserted in the player to destruct the portal next time player
635 * creates a new portal pair.
636 * This spell has a side effect that it allows people to meet each other
637 * in a permanent, private, appartements by making a town portal from it
638 * to the town or another public place. So, check if the map is unique and if
639 * so return an error
640 *
641 * Code by Tchize (david.delbecq@usa.net)
642 */
643int
644cast_create_town_portal (object *op, object *caster, object *spell, int dir)
645{
646 object *dummy, *force, *old_force;
647 archetype *perm_portal;
648 char portal_name[1024], portal_message[1024];
649 maptile *exitmap;
650 int op_level;
651
652 /* Check to see if the map the player is currently on is a per player unique
653 * map. This can be determined in that per player unique maps have the
654 * full pathname listed.
655 */
656 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
657 {
658 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
659 return 0;
660 }
661
662 /* The first thing to do is to check if we have a marked destination
663 * dummy is used to make a check inventory for the force
664 */
665 dummy = arch_to_object (spell->other_arch);
666 if (dummy == NULL)
667 {
668 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
669 LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name);
670 return 0;
671 }
672
673 force = check_inv_recursive (op, dummy);
674
675 if (force == NULL)
676 {
677 /* Here we know there is no destination marked up.
678 * We have 2 things to do:
679 * 1. Mark the destination in the player inventory.
680 * 2. Let the player know it worked.
681 */
682 dummy->name = op->map->path;
683 EXIT_X (dummy) = op->x;
684 EXIT_Y (dummy) = op->y;
685 insert_ob_in_ob (dummy, op);
686 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.");
687 return 1;
688 }
689
690 dummy->destroy ();
691
692 /* Here we know where the town portal should go to
693 * We should kill any existing portal associated with the player.
694 * Than we should create the 2 portals.
695 * For each of them, we need:
696 * - To create the portal with the name of the player+destination map
697 * - set the owner of the town portal
698 * - To mark the position of the portal in the player's inventory
699 * for easier destruction.
700 *
701 * The mark works has follow:
702 * slaying: Existing town portal
703 * hp, sp : x & y of the associated portal
704 * name : name of the portal
705 * race : map the portal is in
706 */
707
708 /* First step: killing existing town portals */
709 dummy = get_archetype (spell->race);
710 if (dummy == NULL)
711 {
712 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
713 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
714 return 0;
715 }
716
717 perm_portal = archetype::find (spell->slaying);
718
719 /* To kill a town portal, we go trough the player's inventory,
720 * for each marked portal in player's inventory,
721 * -We try load the associated map (if impossible, consider the portal destructed)
722 * -We find any portal in the specified location.
723 * If it has the good name, we destruct it.
724 * -We destruct the force indicating that portal.
725 */
726 while ((old_force = check_inv_recursive (op, dummy)))
727 {
728 exitmap = maptile::find_sync (old_force->race, op->map);
729
730 if (exitmap)
731 {
732 exitmap->load_sync ();
733
734 int exitx = EXIT_X (old_force);
735 int exity = EXIT_Y (old_force);
736
737 for (object *tmp = present_arch (perm_portal, exitmap, exitx, exity); tmp; tmp = tmp->above)
738 {
739 if (tmp->name == old_force->name)
740 {
741 tmp->destroy ();
742 break;
743 }
744 }
745 }
746
747 old_force->destroy ();
748 }
749
750 dummy->destroy ();
751
752 /* Creating the portals.
753 * The very first thing to do is to ensure
754 * access to the destination map.
755 * If we can't, don't fizzle. Simply warn player.
756 * This ensure player pays his mana for the spell
757 * because HE is responsible of forgotting.
758 * 'force' is the destination of the town portal, which we got
759 * from the players inventory above.
760 */
761
762 /* Ensure exit map is loaded */
763 exitmap = maptile::find_sync (force->name);
764
765 /* If we were unable to load (ex. random map deleted), warn player */
766 if (!exitmap)
767 {
768 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
769 force->destroy ();
770 return 1;
771 }
772
773 exitmap->load_sync ();
774
775 op_level = caster_level (caster, spell);
776 if (op_level < 15)
777 snprintf (portal_message, 1024,
778 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
779 &op->name);
780 else if (op_level < 30)
781 snprintf (portal_message, 1024,
782 "\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);
783 else if (op_level < 60)
784 snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
785 else
786 snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",
787 &op->name);
788
789 /* Create a portal in front of player
790 * dummy contain the portal and
791 * force contain the track to kill it later
792 */
793 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
794 dummy = get_archetype (spell->slaying); /*The portal */
795 if (dummy == NULL)
796 {
797 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
798 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
799 return 0;
800 }
801
802 EXIT_PATH (dummy) = force->name;
803 EXIT_X (dummy) = EXIT_X (force);
804 EXIT_Y (dummy) = EXIT_Y (force);
805 dummy->name = dummy->name_pl = portal_name;
806 dummy->msg = portal_message;
807 dummy->race = op->name; /*Save the owner of the portal */
808 cast_create_obj (op, caster, dummy, 0);
809
810 /* Now we need to to create a town portal marker inside the player
811 * object, so on future castings, we can know that he has an active
812 * town portal.
813 */
814 object *tmp = get_archetype (spell->race);
815
816 if (!tmp)
817 {
818 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
819 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
820 return 0;
821 }
822
823 tmp->race = op->map->path;
824 tmp->name = portal_name;
825 EXIT_X (tmp) = dummy->x;
826 EXIT_Y (tmp) = dummy->y;
827 op->insert (tmp);
828
829 /* Create a portal in the destination map
830 * dummy contain the portal and
831 * force the track to kill it later
832 * the 'force' variable still contains the 'reminder' of
833 * where this portal goes to.
834 */
835 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &op->map->path);
836 dummy = get_archetype (spell->slaying); /*The portal */
837 if (dummy == NULL)
838 {
839 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
840 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
841 return 0;
842 }
843
844 EXIT_PATH (dummy) = op->map->path;
845 EXIT_X (dummy) = op->x;
846 EXIT_Y (dummy) = op->y;
847 dummy->name = dummy->name_pl = portal_name;
848 dummy->msg = portal_message;
849 dummy->race = op->name; /*Save the owner of the portal */
850 exitmap->insert (dummy, EXIT_X (force), EXIT_Y (force), op);
851
852 /* Now we create another town portal marker that
853 * points back to the one we just made
854 */
855 tmp = get_archetype (spell->race);
856 if (tmp == NULL)
857 {
858 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
859 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
860 return 0;
861 }
862
863 tmp->race = force->name;
864 tmp->name = portal_name;
865 EXIT_X (tmp) = dummy->x;
866 EXIT_Y (tmp) = dummy->y;
867 insert_ob_in_ob (tmp, op);
868
869 /* Describe the player what happened
870 */
871 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
872 force->destroy ();
873 615
874 return 1; 616 return 1;
875} 617}
876 618
877/* This creates magic walls. Really, it can create most any object, 619/* This creates magic walls. Really, it can create most any object,
908 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 650 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
909 return 0; 651 return 0;
910 } 652 }
911 653
912 if (spell_ob->other_arch) 654 if (spell_ob->other_arch)
913 tmp = arch_to_object (spell_ob->other_arch); 655 tmp = spell_ob->other_arch->instance ();
914 else if (spell_ob->race) 656 else if (spell_ob->race)
915 { 657 {
916 char buf1[MAX_BUF]; 658 char buf1[MAX_BUF];
917 659
918 sprintf (buf1, spell_ob->race, dir); 660 sprintf (buf1, spell_ob->race, dir);
922 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 664 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
923 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 665 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
924 return 0; 666 return 0;
925 } 667 }
926 668
927 tmp = arch_to_object (at); 669 tmp = at->instance ();
928 } 670 }
929 else 671 else
930 { 672 {
931 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name); 673 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
932 return 0; 674 return 0;
965 */ 707 */
966 if (tmp->type != EARTHWALL) //TODO 708 if (tmp->type != EARTHWALL) //TODO
967 tmp->set_owner (op); 709 tmp->set_owner (op);
968 710
969 set_spell_skill (op, caster, spell_ob, tmp); 711 set_spell_skill (op, caster, spell_ob, tmp);
970 tmp->level = caster_level (caster, spell_ob) / 2; 712 tmp->level = casting_level (caster, spell_ob) / 2;
971 713
972 name = tmp->name; 714 name = tmp->name;
973 if (!(tmp = m->insert (tmp, x, y, op))) 715 if (!(tmp = m->insert (tmp, x, y, op)))
974 { 716 {
975 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);
976 return 0; 718 return 0;
977 } 719 }
978 720
979 /* 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 */
980 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 722 if (tmp->other_arch && tmp->other_arch->type == SPELL)
981 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 723 insert_ob_in_ob (tmp->other_arch->instance (), tmp);
982 724
983 /* This code causes the wall to extend some distance in 725 /* This code causes the wall to extend some distance in
984 * each direction, or until an obstruction is encountered. 726 * each direction, or until an obstruction is encountered.
985 * posblocked and negblocked help determine how far the 727 * posblocked and negblocked help determine how far the
986 * created wall can extend, it won't go extend through 728 * created wall can extend, it won't go extend through
1005 { 747 {
1006 object *tmp2 = tmp->clone (); 748 object *tmp2 = tmp->clone ();
1007 m->insert (tmp2, x, y, op); 749 m->insert (tmp2, x, y, op);
1008 750
1009 /* 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 */
1010 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 752 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1011 tmp2->insert (arch_to_object (tmp2->other_arch)); 753 tmp2->insert (tmp2->other_arch->instance ());
1012 754
1013 } 755 }
1014 else 756 else
1015 posblocked = 1; 757 posblocked = 1;
1016 758
1022 ((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)
1023 { 765 {
1024 object *tmp2 = tmp->clone (); 766 object *tmp2 = tmp->clone ();
1025 m->insert (tmp2, x, y, op); 767 m->insert (tmp2, x, y, op);
1026 768
1027 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 769 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1028 tmp2->insert (arch_to_object (tmp2->other_arch)); 770 tmp2->insert (tmp2->other_arch->instance ());
1029 } 771 }
1030 else 772 else
1031 negblocked = 1; 773 negblocked = 1;
1032 } 774 }
1033 775
1036 778
1037 return 1; 779 return 1;
1038} 780}
1039 781
1040int 782int
1041dimension_door (object *op, object *caster, object *spob, int dir) 783dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
1042{ 784{
1043 uint32 dist, maxdist; 785 uint32 dist, maxdist;
1044 int mflags; 786 int mflags;
1045 maptile *m; 787 maptile *m;
1046 sint16 sx, sy; 788 sint16 sx, sy;
1057 /* 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
1058 * ever, so put limits in. 800 * ever, so put limits in.
1059 */ 801 */
1060 maxdist = spob->range + SP_level_range_adjust (caster, spob); 802 maxdist = spob->range + SP_level_range_adjust (caster, spob);
1061 803
1062 if (op->contr->count) 804 if (spellparam)
1063 { 805 {
806 int count = atoi (spellparam);
807
1064 if (op->contr->count > maxdist) 808 if (count > maxdist)
1065 { 809 {
1066 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!");
1067 return 0; 811 return 0;
1068 } 812 }
1069 813
1070 for (dist = 0; dist < op->contr->count; dist++) 814 for (dist = 0; dist < count; dist++)
1071 { 815 {
1072 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);
1073 817
1074 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 818 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
1075 break; 819 break;
1076 820
1077 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)))
1078 break; 822 break;
1079 } 823 }
1080 824
1081 if (dist < op->contr->count) 825 if (dist < count)
1082 { 826 {
1083 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");
1084 op->contr->count = 0;
1085 return 0; 828 return 0;
1086 } 829 }
1087
1088 op->contr->count = 0;
1089 830
1090 /* Remove code that puts player on random space on maps. IMO, 831 /* Remove code that puts player on random space on maps. IMO,
1091 * 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,
1092 * 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
1093 * by such squares). Also, there are probably treasure rooms and 834 * by such squares). Also, there are probably treasure rooms and
1144 885
1145 /* Actually move the player now */ 886 /* Actually move the player now */
1146 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)))
1147 return 1; 888 return 1;
1148 889
1149 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
1150 return 1; 892 return 1;
1151} 893}
1152
1153 894
1154/* cast_heal: Heals something. 895/* cast_heal: Heals something.
1155 * op is the caster. 896 * op is the caster.
1156 * dir is the direction he is casting it in. 897 * dir is the direction he is casting it in.
1157 * spell is the spell object. 898 * spell is the spell object.
1164 object *poison; 905 object *poison;
1165 int heal = 0, success = 0; 906 int heal = 0, success = 0;
1166 907
1167 tmp = find_target_for_friendly_spell (op, dir); 908 tmp = find_target_for_friendly_spell (op, dir);
1168 909
1169 if (tmp == NULL) 910 if (!tmp)
1170 return 0; 911 return 0;
1171 912
1172 /* Figure out how many hp this spell might cure. 913 /* Figure out how many hp this spell might cure.
1173 * could be zero if this spell heals effects, not damage. 914 * could be zero if this spell heals effects, not damage.
1174 */ 915 */
1177 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;
1178 919
1179 if (heal) 920 if (heal)
1180 { 921 {
1181 if (tmp->stats.hp >= tmp->stats.maxhp) 922 if (tmp->stats.hp >= tmp->stats.maxhp)
1182 {
1183 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.");
1184 }
1185 else 924 else
1186 { 925 {
1187 /* See how many points we actually heal. Instead of messages 926 /* See how many points we actually heal. Instead of messages
1188 * based on type of spell, we instead do messages based 927 * based on type of spell, we instead do messages based
1189 * on amount of damage healed. 928 * on amount of damage healed.
1190 */ 929 */
1191 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 930 if (heal > tmp->stats.maxhp - tmp->stats.hp)
1192 heal = tmp->stats.maxhp - tmp->stats.hp; 931 heal = tmp->stats.maxhp - tmp->stats.hp;
932
1193 tmp->stats.hp += heal; 933 tmp->stats.hp += heal;
1194 934
1195 if (tmp->stats.hp >= tmp->stats.maxhp) 935 if (tmp->stats.hp >= tmp->stats.maxhp)
1196 {
1197 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 936 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1198 }
1199 else if (heal > 50) 937 else if (heal > 50)
1200 {
1201 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); 938 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1202 }
1203 else if (heal > 25) 939 else if (heal > 25)
1204 {
1205 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); 940 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1206 }
1207 else if (heal > 10) 941 else if (heal > 10)
1208 {
1209 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.");
1210 }
1211 else 943 else
1212 {
1213 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.");
1214 } 945
1215 success = 1; 946 success = 1;
1216 } 947 }
1217 } 948 }
949
1218 if (spell->attacktype & AT_DISEASE) 950 if (spell->attacktype & AT_DISEASE)
1219 if (cure_disease (tmp, op)) 951 if (cure_disease (tmp, op, spell))
1220 success = 1; 952 success = 1;
1221 953
1222 if (spell->attacktype & AT_POISON) 954 if (spell->attacktype & AT_POISON)
1223 { 955 {
1224 at = archetype::find ("poisoning"); 956 at = archetype::find (shstr_poisoning);
1225 poison = present_arch_in_ob (at, tmp); 957 poison = present_arch_in_ob (at, tmp);
1226 if (poison) 958 if (poison)
1227 { 959 {
1228 success = 1; 960 success = 1;
1229 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 961 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1230 poison->stats.food = 1; 962 poison->stats.food = 1;
1231 } 963 }
1232 } 964 }
965
1233 if (spell->attacktype & AT_CONFUSION) 966 if (spell->attacktype & AT_CONFUSION)
1234 { 967 {
1235 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 968 poison = present_in_ob_by_name (FORCE, shstr_confusion, tmp);
1236 if (poison) 969 if (poison)
1237 { 970 {
1238 success = 1; 971 success = 1;
1239 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 972 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1240 poison->duration = 1; 973 poison->duration = 1;
1241 } 974 }
1242 } 975 }
976
1243 if (spell->attacktype & AT_BLIND) 977 if (spell->attacktype & AT_BLIND)
1244 { 978 {
1245 at = archetype::find ("blindness"); 979 at = archetype::find (shstr_blindness);
1246 poison = present_arch_in_ob (at, tmp); 980 poison = present_arch_in_ob (at, tmp);
1247 if (poison) 981 if (poison)
1248 { 982 {
1249 success = 1; 983 success = 1;
1250 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.");
1251 poison->stats.food = 1; 985 poison->stats.food = 1;
1252 } 986 }
1253 } 987 }
988
1254 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) 989 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1255 { 990 {
1256 tmp->stats.sp += spell->last_sp; 991 tmp->stats.sp += spell->last_sp;
1257 if (tmp->stats.sp > tmp->stats.maxsp) 992 if (tmp->stats.sp > tmp->stats.maxsp)
1258 tmp->stats.sp = tmp->stats.maxsp; 993 tmp->stats.sp = tmp->stats.maxsp;
1259 success = 1; 994 success = 1;
1260 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!");
1261 } 996 }
997
1262 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) 998 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1263 { 999 {
1264 tmp->stats.grace += spell->last_grace; 1000 tmp->stats.grace += spell->last_grace;
1265 if (tmp->stats.grace > tmp->stats.maxgrace) 1001 if (tmp->stats.grace > tmp->stats.maxgrace)
1266 tmp->stats.grace = tmp->stats.maxgrace; 1002 tmp->stats.grace = tmp->stats.maxgrace;
1267 success = 1; 1003 success = 1;
1268 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!");
1269 } 1005 }
1006
1270 if (spell->stats.food && tmp->stats.food < 999) 1007 if (spell->stats.food && tmp->stats.food < 999)
1271 { 1008 {
1272 tmp->stats.food += spell->stats.food; 1009 tmp->stats.food += spell->stats.food;
1010
1273 if (tmp->stats.food > 999) 1011 if (tmp->stats.food > 999)
1274 tmp->stats.food = 999; 1012 tmp->stats.food = 999;
1013
1275 success = 1; 1014 success = 1;
1276 /* 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 */
1277 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");
1278 } 1017 }
1018
1279 return success; 1019 return success;
1280} 1020}
1281
1282 1021
1283/* 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
1284 * 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
1285 * good comments for those. 1024 * good comments for those.
1286 */ 1025 */
1287static const char *const no_gain_msgs[NUM_STATS] = { 1026static const char *const no_gain_msgs[NUM_STATS] = {
1288 "You grow no stronger.", 1027 "You grow no stronger.",
1289 "You grow no more agile.", 1028 "You grow no more agile.",
1290 "You don't feel any healthier.", 1029 "You don't feel any healthier.",
1291 "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."
1292 "You are no easier to look at.", 1033 "You are no easier to look at.",
1293 "no int",
1294 "no pow"
1295}; 1034};
1296 1035
1297int 1036int
1037change_ability_duration (object *spell, object *caster)
1038{
1039 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1040}
1041
1042int
1298cast_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)
1299{ 1044{
1300 object *force = NULL; 1045 object *force = 0;
1301 int i; 1046 int i;
1302 1047
1303 /* 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. */
1304 object *tmp = dir 1049 object *tmp = dir
1305 ? find_target_for_friendly_spell (op, dir) 1050 ? find_target_for_friendly_spell (op, dir)
1306 : op; 1051 : op;
1307 1052
1308 if (!tmp) 1053 if (!tmp)
1309 return 0; 1054 return 0;
1310 1055
1311 /* 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. */
1319 break; 1064 break;
1320 } 1065 }
1321 else if (spell_ob->race && spell_ob->race == tmp2->name) 1066 else if (spell_ob->race && spell_ob->race == tmp2->name)
1322 { 1067 {
1323 if (!silent) 1068 if (!silent)
1324 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
1325 return 0; 1073 return 0;
1326 } 1074 }
1327 } 1075 }
1328 } 1076 }
1077
1078 int duration = change_ability_duration (spell_ob, caster);
1079
1329 if (force == NULL) 1080 if (force)
1330 {
1331 force = get_archetype (FORCE_NAME);
1332 force->subtype = FORCE_CHANGE_ABILITY;
1333 if (spell_ob->race)
1334 force->name = spell_ob->race;
1335 else
1336 force->name = spell_ob->name;
1337 force->name_pl = spell_ob->name;
1338 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1339
1340 } 1081 {
1341 else
1342 {
1343 int duration;
1344
1345 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1346 if (duration > force->duration) 1082 if (duration > force->duration)
1347 { 1083 {
1348 force->duration = duration; 1084 force->duration = duration;
1349 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.");
1350 } 1086 }
1351 else 1087 else
1352 {
1353 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.");
1354 } 1089
1355 return 1; 1090 return 1;
1356 } 1091 }
1357 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
1358 force->speed = 1.0; 1108 force->speed = 1.0;
1359 force->speed_left = -1.0; 1109 force->speed_left = -1.0;
1360 SET_FLAG (force, FLAG_APPLIED); 1110 SET_FLAG (force, FLAG_APPLIED);
1361 1111
1362 /* Now start processing the effects. First, protections */ 1112 /* Now start processing the effects. First, protections */
1367 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);
1368 if (force->resist[i] > 100) 1118 if (force->resist[i] > 100)
1369 force->resist[i] = 100; 1119 force->resist[i] = 100;
1370 } 1120 }
1371 } 1121 }
1122
1372 if (spell_ob->stats.hp) 1123 if (spell_ob->stats.hp)
1373 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);
1374 1125
1375 if (tmp->type == PLAYER) 1126 if (tmp->type == PLAYER)
1376 { 1127 {
1377 /* Stat adjustment spells */ 1128 /* Stat adjustment spells */
1378 for (i = 0; i < NUM_STATS; i++) 1129 for (i = 0; i < NUM_STATS; i++)
1379 { 1130 {
1380 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; 1131 if (sint8 stat = spell_ob->stats.stat (i))
1381
1382 if (stat)
1383 { 1132 {
1384 sm = 0; 1133 sint8 sm = 0;
1385 for (k = 0; k < stat; k++) 1134 for (sint8 k = 0; k < stat; k++)
1386 sm += rndm (1, 3); 1135 sm += rndm (1, 3);
1387 1136
1388 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) 1137 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1389 { 1138 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1390 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); 1139
1391 if (sm < 0) 1140 force->stats.stat (i) = sm;
1392 sm = 0; 1141
1393 }
1394 set_attr_value (&force->stats, i, sm);
1395 if (!sm) 1142 if (!sm)
1396 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); 1143 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1397 } 1144 }
1398 } 1145 }
1399 } 1146 }
1420 force->attacktype = spell_ob->attacktype; 1167 force->attacktype = spell_ob->attacktype;
1421 1168
1422 insert_ob_in_ob (force, tmp); 1169 insert_ob_in_ob (force, tmp);
1423 change_abil (tmp, force); /* Mostly to display any messages */ 1170 change_abil (tmp, force); /* Mostly to display any messages */
1424 tmp->update_stats (); 1171 tmp->update_stats ();
1172
1425 return 1; 1173 return 1;
1426} 1174}
1427 1175
1428/* 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
1429 * 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
1430 * of the caster. 1178 * of the caster.
1431 */ 1179 */
1432
1433int 1180int
1434cast_bless (object *op, object *caster, object *spell_ob, int dir) 1181cast_bless (object *op, object *caster, object *spell_ob, int dir)
1435{ 1182{
1436 int i; 1183 int i;
1437 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1184 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1438 1185
1439 /* 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. */
1440 if (dir != 0) 1187 if (dir != 0)
1441 { 1188 {
1442 tmp = find_target_for_friendly_spell (op, dir); 1189 tmp = find_target_for_friendly_spell (op, dir);
1190
1191 if (!tmp)
1192 return 0;
1443 } 1193 }
1444 else 1194 else
1445 {
1446 tmp = op; 1195 tmp = op;
1447 }
1448 1196
1449 /* 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. */
1450 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1198 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1451 { 1199 {
1452 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1200 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1453 { 1201 {
1454 if (tmp2->name == spell_ob->name) 1202 if (tmp2->name == spell_ob->name)
1455 { 1203 {
1461 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);
1462 return 0; 1210 return 0;
1463 } 1211 }
1464 } 1212 }
1465 } 1213 }
1214
1466 if (force == NULL) 1215 if (force == NULL)
1467 { 1216 {
1468 force = get_archetype (FORCE_NAME); 1217 force = get_archetype (FORCE_NAME);
1469 force->subtype = FORCE_CHANGE_ABILITY; 1218 force->subtype = FORCE_CHANGE_ABILITY;
1470 if (spell_ob->race) 1219 if (spell_ob->race)
1501 } 1250 }
1502 else 1251 else
1503 { 1252 {
1504 /* Only give out good benefits, and put a max on it */ 1253 /* Only give out good benefits, and put a max on it */
1505 for (i = 0; i < NROFATTACKS; i++) 1254 for (i = 0; i < NROFATTACKS; i++)
1506 {
1507 if (god->resist[i] > 0) 1255 if (god->resist[i] > 0)
1508 {
1509 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]);
1510 } 1257
1511 }
1512 force->path_attuned |= god->path_attuned; 1258 force->path_attuned |= god->path_attuned;
1513 1259
1514 if (spell_ob->attacktype) 1260 if (spell_ob->attacktype)
1515 force->slaying = god->slaying; 1261 force->slaying = god->slaying;
1516 1262
1532 insert_ob_in_ob (force, tmp); 1278 insert_ob_in_ob (force, tmp);
1533 tmp->update_stats (); 1279 tmp->update_stats ();
1534 return 1; 1280 return 1;
1535} 1281}
1536 1282
1537
1538
1539/* Alchemy code by Mark Wedel 1283/* Alchemy code by Mark Wedel
1540 * 1284 *
1541 * This code adds a new spell, called alchemy. Alchemy will turn 1285 * This code adds a new spell, called alchemy. Alchemy will turn
1542 * objects to gold nuggets, the value of the gold nuggets being 1286 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1543 * about 90% of that of the item itself. It uses the value of the
1544 * object before charisma adjustments, because the nuggets themselves
1545 * will be will be adjusted by charisma when sold.
1546 * 1287 *
1547 * 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
1548 * the maximum number of large nuggets you could get. 1289 * itself. It uses the value of the object before charisma adjustments,
1549 * 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
1550 * to the max amount of small nuggets as you could get. 1291 * when sold.
1551 *
1552 * For example, if an item is worth 110 gold, you will get
1553 * 4 large nuggets, and from 0-10 small nuggets.
1554 * 1292 *
1555 * 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
1556 * 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
1557 * alchemied. 1295 * alchemised.
1558 */ 1296 */
1559
1560/* I didn't feel like passing these as arguements to the
1561 * two functions that need them. Real values are put in them
1562 * when the spell is cast, and these are freed when the spell
1563 * is finished.
1564 */
1565static object *small, *large;
1566
1567static void 1297static void
1568alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight) 1298alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1569{ 1299{
1570 uint64 value = query_cost (obj, NULL, F_TRUE); 1300 uint64 value = query_cost (obj, NULL, F_TRUE);
1571 1301
1572 /* Give third price when we alchemy money (This should hopefully 1302 /* Give third price when we alchemy money (this should hopefully
1573 * 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
1574 * the nuggets, alchemy the gold from that, etc. 1304 * the nuggets, alchemy the gold from that, etc.
1575 * Otherwise, give 9 silver on the gold for other objects, 1305 * Otherwise, give 9 silver on the gold for other objects,
1576 * so that it would still be more affordable to haul 1306 * so that it would still be more affordable to haul
1577 * the stuff back to town. 1307 * the stuff back to town.
1578 */ 1308 */
1579
1580 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1309 if (QUERY_FLAG (obj, FLAG_UNPAID))
1581 value = 0; 1310 value = 0;
1582 else if (obj->type == MONEY || obj->type == GEM) 1311 else if (obj->type == MONEY || obj->type == GEM)
1583 value /= 3; 1312 value /= 3;
1584 else 1313 else
1585 value = (value * 9) / 10; 1314 value = value * 9 / 10;
1586 1315
1587 value /= 4; // fix by GHJ, don't understand, pcg
1588
1589 if ((obj->value > 0) && rndm (0, 29)) 1316 if (obj->value > 0 && rndm (0, 29))
1590 { 1317 total_value += value;
1591 int count;
1592 1318
1593 count = value / large->value;
1594 *large_nuggets += count;
1595 value -= (uint64) count *(uint64) large->value;
1596
1597 count = value / small->value;
1598 *small_nuggets += count;
1599 }
1600
1601 /* Turn 25 small nuggets into 1 large nugget. If the value
1602 * of large nuggets is not evenly divisable by the small nugget
1603 * value, take off an extra small_nugget (Assuming small_nuggets!=0)
1604 */
1605 if (*small_nuggets * small->value >= large->value)
1606 {
1607 (*large_nuggets)++;
1608 *small_nuggets -= large->value / small->value;
1609 if (*small_nuggets && large->value % small->value)
1610 (*small_nuggets)--;
1611 }
1612 weight += obj->weight; 1319 total_weight += obj->total_weight ();
1320
1613 obj->destroy (); 1321 obj->destroy ();
1614} 1322}
1615 1323
1616static void
1617update_map (object *op, maptile *m, int small_nuggets, int large_nuggets, int x, int y)
1618{
1619 object *tmp;
1620 int flag = 0;
1621
1622 /* Put any nuggets below the player, but we can only pass this
1623 * flag if we are on the same space as the player
1624 */
1625 if (x == op->x && y == op->y && op->map == m)
1626 flag = INS_BELOW_ORIGINATOR;
1627
1628 if (small_nuggets)
1629 {
1630 tmp = small->clone ();
1631 tmp->nrof = small_nuggets;
1632 m->insert (tmp, x, y, op, flag);
1633 }
1634
1635 if (large_nuggets)
1636 {
1637 tmp = large->clone ();
1638 tmp->nrof = large_nuggets;
1639 m->insert (tmp, x, y, op, flag);
1640 }
1641}
1642
1643int 1324int
1644alchemy (object *op, object *caster, object *spell_ob) 1325alchemy (object *op, object *caster, object *spell_ob)
1645{ 1326{
1646 int x, y, weight = 0, weight_max, large_nuggets, small_nuggets, mflags;
1647 sint16 nx, ny;
1648 object *next, *tmp;
1649 maptile *mp;
1650
1651 if (op->type != PLAYER) 1327 if (op->type != PLAYER)
1652 return 0; 1328 return 0;
1653 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
1654 /* 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
1655 * some, and also prevents people from alcheming every table/chair/clock 1337 * some, and also prevents people from alchemising every table/chair/clock
1656 * in sight 1338 * in sight
1657 */ 1339 */
1658 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);
1659 weight_max *= 1000; 1341 int weight_max = duration * 1000;
1660 small = get_archetype ("smallnugget"), large = get_archetype ("largenugget"); 1342 uint64 value_max = duration * 1000;
1661 1343
1344 int weight = 0;
1345
1662 for (y = op->y - 1; y <= op->y + 1; y++) 1346 for (int y = op->y - 1; y <= op->y + 1; y++)
1663 { 1347 {
1664 for (x = op->x - 1; x <= op->x + 1; x++) 1348 for (int x = op->x - 1; x <= op->x + 1; x++)
1665 { 1349 {
1350 uint64 value = 0;
1351
1666 nx = x; 1352 sint16 nx = x;
1667 ny = y; 1353 sint16 ny = y;
1668 1354
1669 mp = op->map; 1355 maptile *mp = op->map;
1670 1356
1671 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); 1357 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1672 1358
1673 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1359 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1674 continue; 1360 continue;
1675 1361
1676 /* Treat alchemy a little differently - most spell effects 1362 /* Treat alchemy a little differently - most spell effects
1678 * ground level effect. 1364 * ground level effect.
1679 */ 1365 */
1680 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) 1366 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1681 continue; 1367 continue;
1682 1368
1683 small_nuggets = 0; 1369 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1684 large_nuggets = 0;
1685
1686 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = next)
1687 { 1370 {
1688 next = tmp->above; 1371 next = tmp->above;
1372
1689 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1373 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1690 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1374 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1691 { 1375 {
1692
1693 if (tmp->inv) 1376 if (tmp->inv)
1694 { 1377 {
1695 object *next1, *tmp1; 1378 object *next1, *tmp1;
1696 1379
1697 for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1) 1380 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1698 { 1381 {
1699 next1 = tmp1->below; 1382 next1 = tmp1->below;
1700 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1383 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1701 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1384 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1702 alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight); 1385 alchemy_object (tmp1, value, weight);
1703 } 1386 }
1704 } 1387 }
1388
1705 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); 1389 alchemy_object (tmp, value, weight);
1706 1390
1707 if (weight > weight_max) 1391 if (weight > weight_max)
1708 { 1392 break;
1709 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1710 large->destroy ();
1711 small->destroy ();
1712 return 1;
1713 } 1393 }
1714 } /* is alchemable object */
1715 } /* process all objects on this space */
1716
1717 /* Insert all the nuggets at one time. This probably saves time, but
1718 * it also prevents us from alcheming nuggets that were just created
1719 * with this spell.
1720 */ 1394 }
1721 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 = nugget[i]->instance ();
1405 tmp->nrof = nrof;
1406 tmp->flag [FLAG_IDENTIFIED] = true;
1407 op->map->insert (tmp, x, y, op, 0);
1722 } 1408 }
1723 }
1724 1409
1725 large->destroy (); 1410 if (weight > weight_max)
1726 small->destroy (); 1411 goto bailout;
1727 /* reset this so that if player standing on a big pile of stuff, 1412 }
1728 * it is redrawn properly. 1413 }
1729 */ 1414
1730 op->contr->ns->look_position = 0; 1415bailout:
1731 return 1; 1416 return 1;
1732} 1417}
1733
1734 1418
1735/* This function removes the cursed/damned status on equipped 1419/* This function removes the cursed/damned status on equipped
1736 * items. 1420 * items.
1737 */ 1421 */
1738int 1422int
1739remove_curse (object *op, object *caster, object *spell) 1423remove_curse (object *op, object *caster, object *spell)
1740{ 1424{
1741 object *tmp;
1742 int success = 0, was_one = 0; 1425 int success = 0, was_one = 0;
1743 1426
1744 for (tmp = op->inv; tmp; tmp = tmp->below) 1427 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1745 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1428 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1746 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1429 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1747 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1430 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1748 { 1431 {
1749 was_one++; 1432 was_one++;
1433
1750 if (tmp->level <= caster_level (caster, spell)) 1434 if (tmp->level <= casting_level (caster, spell))
1751 { 1435 {
1752 success++; 1436 success++;
1753 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1437 if (QUERY_FLAG (spell, FLAG_DAMNED))
1754 CLEAR_FLAG (tmp, FLAG_DAMNED); 1438 CLEAR_FLAG (tmp, FLAG_DAMNED);
1755 1439
1756 CLEAR_FLAG (tmp, FLAG_CURSED); 1440 CLEAR_FLAG (tmp, FLAG_CURSED);
1757 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1441 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1758 tmp->value = 0; /* Still can't sell it */ 1442 tmp->value = 0; /* Still can't sell it */
1759 if (op->type == PLAYER) 1443
1444 if (object *pl = tmp->visible_to ())
1760 esrv_send_item (op, tmp); 1445 esrv_update_item (UPD_FLAGS, pl, tmp);
1761 } 1446 }
1762 } 1447 }
1763 1448
1764 if (op->type == PLAYER) 1449 if (op->type == PLAYER)
1765 { 1450 {
1766 if (success) 1451 if (success)
1767 {
1768 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.");
1769 }
1770 else 1453 else
1771 { 1454 {
1772 if (was_one) 1455 if (was_one)
1773 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.");
1774 else 1457 else
1778 1461
1779 return success; 1462 return success;
1780} 1463}
1781 1464
1782/* Identifies objects in the players inventory/on the ground */ 1465/* Identifies objects in the players inventory/on the ground */
1783
1784int 1466int
1785cast_identify (object *op, object *caster, object *spell) 1467cast_identify (object *op, object *caster, object *spell)
1786{ 1468{
1787 object *tmp; 1469 object *tmp;
1788 int success = 0, num_ident; 1470 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1789 1471
1790 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));
1791
1792 if (num_ident < 1)
1793 num_ident = 1;
1794 1473
1795 for (tmp = op->inv; tmp; tmp = tmp->below) 1474 for (tmp = op->inv; tmp; tmp = tmp->below)
1796 { 1475 {
1797 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1476 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1798 { 1477 {
1799 identify (tmp); 1478 identify (tmp);
1800 1479
1801 if (op->type == PLAYER) 1480 if (op->type == PLAYER)
1802 { 1481 {
1803 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));
1804 1483
1805 if (tmp->msg) 1484 if (tmp->msg)
1806 { 1485 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1807 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1808 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1809 }
1810 } 1486 }
1811 1487
1812 num_ident--;
1813 success = 1;
1814 if (!num_ident) 1488 if (!--num_ident)
1815 break; 1489 break;
1816 } 1490 }
1817 } 1491 }
1818 1492
1819 /* 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
1820 * 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
1821 * was not fully used. 1495 * was not fully used.
1822 */ 1496 */
1823 if (num_ident) 1497 if (num_ident)
1824 { 1498 {
1825 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)
1826 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1500 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1827 { 1501 {
1828 identify (tmp); 1502 identify (tmp);
1829 1503
1830 if (op->type == PLAYER) 1504 if (object *pl = tmp->visible_to ())
1831 { 1505 {
1832 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));
1833 1507
1834 if (tmp->msg) 1508 if (tmp->msg)
1835 { 1509 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1836 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1837 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1838 }
1839
1840 esrv_send_item (op, tmp);
1841 } 1510 }
1842 1511
1843 num_ident--;
1844 success = 1;
1845 if (!num_ident) 1512 if (!--num_ident)
1846 break; 1513 break;
1847 } 1514 }
1848 } 1515 }
1849 1516
1850 if (!success) 1517 if (buf.empty ())
1851 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 }
1852 else 1522 else
1523 {
1524 if (op->contr)
1525 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1526
1853 spell_effect (spell, op->x, op->y, op->map, op); 1527 spell_effect (spell, op->x, op->y, op->map, op);
1854 1528 return 1;
1855 return success; 1529 }
1856} 1530}
1857 1531
1858int 1532int
1859cast_detection (object *op, object *caster, object *spell, object *skill) 1533cast_detection (object *op, object *caster, object *spell, object *skill)
1860{ 1534{
1865 1539
1866 /* 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
1867 * doing it over and over again. 1541 * doing it over and over again.
1868 */ 1542 */
1869 god = find_god (determine_god (op)); 1543 god = find_god (determine_god (op));
1870 level = caster_level (caster, spell); 1544 level = casting_level (caster, spell);
1871 range = spell->range + SP_level_range_adjust (caster, spell); 1545 range = spell->range + SP_level_range_adjust (caster, spell);
1872 1546
1873 if (!skill) 1547 if (!skill)
1874 skill = caster; 1548 skill = caster;
1875 1549
1876 for (x = op->x - range; x <= op->x + range; x++) 1550 unordered_mapwalk (op, -range, -range, range, range)
1877 for (y = op->y - range; y <= op->y + range; y++)
1878 { 1551 {
1879 m = op->map;
1880 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1881 if (mflags & P_OUT_OF_MAP)
1882 continue;
1883
1884 /* For most of the detections, we only detect objects above the 1552 /* For most of the detections, we only detect objects above the
1885 * floor. But this is not true for show invisible. 1553 * floor. But this is not true for show invisible.
1886 * Basically, we just go and find the top object and work 1554 * Basically, we just go and find the top object and work
1887 * down - that is easier than working up. 1555 * down - that is easier than working up.
1888 */ 1556 */
1889 1557
1890 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)
1891 last = tmp; 1559 last = tmp;
1892 1560
1893 /* 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
1894 * would happen. 1562 * would happen.
1895 */ 1563 */
1896 if (!last) 1564 if (!last)
1897 continue; 1565 continue;
1898 1566
1899 done_one = 0; 1567 done_one = 0;
1900 floor = 0; 1568 floor = 0;
1901 detect = NULL; 1569 detect = NULL;
1902 for (tmp = last; tmp; tmp = tmp->below) 1570 for (tmp = last; tmp; tmp = tmp->below)
1903 { 1571 {
1904 /* show invisible */ 1572 /* show invisible */
1905 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1573 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1906 /* Might there be other objects that we can make visible? */ 1574 /* Might there be other objects that we can make visible? */
1907 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1575 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER)
1908 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1576 || (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ))
1909 tmp->type == CF_HANDLE || 1577 || tmp->type == T_HANDLE
1910 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
1911 tmp->type == BUTTON || tmp->type == TELEPORTER || 1582 || tmp->type == TELEPORTER
1583 || tmp->type == GATE
1912 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1584 || tmp->type == LOCKED_DOOR
1913 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN || 1585 || tmp->type == WEAPON
1586 || tmp->type == ALTAR
1587 || tmp->type == SIGN
1914 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1588 || tmp->type == TRIGGER_PEDESTAL
1915 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)))
1916 { 1594 {
1917 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)
1918 { 1596 {
1919 tmp->invisible = 0; 1597 tmp->invisible = 0;
1920 done_one = 1; 1598 done_one = 1;
1921 } 1599 }
1922 } 1600 }
1923 1601
1924 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1602 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1925 floor = 1; 1603 floor = 1;
1926 1604
1927 /* All detections below this point don't descend beneath the floor, 1605 /* All detections below this point don't descend beneath the floor,
1928 * 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
1929 * 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
1930 * 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.
1931 */ 1609 */
1932 if (floor) 1610 if (floor)
1933 continue; 1611 continue;
1934 1612
1935 /* I had thought about making detect magic and detect curse 1613 /* I had thought about making detect magic and detect curse
1936 * 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.
1937 * 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
1938 * difficult to see what object is magical/cursed, so the 1616 * difficult to see what object is magical/cursed, so the
1939 * effect wouldn't be as apparant. 1617 * effect wouldn't be as apparent.
1940 */ 1618 */
1941 1619
1942 /* detect magic */ 1620 /* detect magic */
1943 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && 1621 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1944 !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))
1945 { 1623 {
1946 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1624 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1947 /* make runes more visibile */ 1625 /* make runes more visibile */
1948 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC) 1626 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1949 tmp->stats.Cha /= 4; 1627 tmp->stats.Cha /= 4;
1628
1950 done_one = 1; 1629 done_one = 1;
1951 } 1630 }
1631
1952 /* detect monster */ 1632 /* detect monster */
1953 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))
1954 { 1634 {
1955 done_one = 2; 1635 done_one = 2;
1636
1956 if (!detect) 1637 if (!detect)
1957 detect = tmp; 1638 detect = tmp;
1958 } 1639 }
1640
1959 /* 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
1960 * 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
1961 * race must match. 1643 * race must match.
1962 */ 1644 */
1963 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race && 1645 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1964 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) || 1646 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1965 (strstr (spell->race, tmp->race)))) 1647 spell->race.contains (tmp->race)))
1966 { 1648 {
1967 done_one = 2; 1649 done_one = 2;
1650
1968 if (!detect) 1651 if (!detect)
1969 detect = tmp; 1652 detect = tmp;
1970 } 1653 }
1654
1971 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) &&
1972 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1656 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1973 { 1657 {
1974 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1658 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1975 done_one = 1; 1659 done_one = 1;
1976 } 1660 }
1977 } /* for stack of objects on this space */ 1661 } /* for stack of objects on this space */
1978 1662
1979 /* 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
1980 * where the magic is. 1664 * where the magic is.
1981 */ 1665 */
1982 if (done_one) 1666 if (done_one)
1983 { 1667 {
1984 object *detect_ob = arch_to_object (spell->other_arch); 1668 object *detect_ob = spell->other_arch->instance ();
1985 1669
1986 /* if this is set, we want to copy the face */ 1670 /* if this is set, we want to copy the face */
1987 if (done_one == 2 && detect) 1671 if (done_one == 2 && detect)
1988 { 1672 {
1989 detect_ob->face = detect->face; 1673 detect_ob->face = detect->face;
1990 detect_ob->animation_id = detect->animation_id; 1674 detect_ob->animation_id = detect->animation_id;
1991 detect_ob->anim_speed = detect->anim_speed; 1675 detect_ob->anim_speed = detect->anim_speed;
1992 detect_ob->last_anim = 0; 1676 detect_ob->last_anim = 0;
1993 /* by default, the detect_ob is already animated */ 1677 /* by default, the detect_ob is already animated */
1994 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1678 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
1995 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1679 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
1996 } 1680 }
1997 1681
1998 m->insert (detect_ob, nx, ny, op); 1682 m->insert (detect_ob, nx, ny, op);
1999 } 1683 }
2000 } /* for processing the surrounding spaces */ 1684 } /* for processing the surrounding spaces */
2001 1685
2002 1686
2003 /* 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 */
2004 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))
2005 { 1689 {
2006 done_one = 0; 1690 done_one = 0;
1691
2007 for (tmp = op->inv; tmp; tmp = tmp->below) 1692 for (tmp = op->inv; tmp; tmp = tmp->below)
2008 { 1693 {
2009 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1694 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2010 { 1695 {
2011 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))
2012 { 1697 {
2013 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1698 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
2014 if (op->type == PLAYER) 1699
1700 if (object *pl = tmp->visible_to ())
2015 esrv_send_item (op, tmp); 1701 esrv_update_item (UPD_FLAGS, pl, tmp);
2016 } 1702 }
1703
2017 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) &&
2018 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1705 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
2019 { 1706 {
2020 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1707 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
2021 if (op->type == PLAYER) 1708
1709 if (object *pl = tmp->visible_to ())
2022 esrv_send_item (op, tmp); 1710 esrv_update_item (UPD_FLAGS, pl, tmp);
2023 } 1711 }
2024 } /* if item is not identified */ 1712 } /* if item is not identified */
2025 } /* for the players inventory */ 1713 } /* for the players inventory */
2026 } /* if detect magic/curse and object is a player */ 1714 } /* if detect magic/curse and object is a player */
1715
2027 return 1; 1716 return 1;
2028} 1717}
2029 1718
2030 1719
2031/** 1720/**
2044 1733
2045 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.");
2046 1735
2047 if (victim->stats.sp >= victim->stats.maxsp * 2) 1736 if (victim->stats.sp >= victim->stats.maxsp * 2)
2048 { 1737 {
2049 object *tmp;
2050
2051 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1738 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
2052
2053 /* Explodes a fireball centered at player */
2054 tmp = get_archetype (EXPLODING_FIREBALL);
2055 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
2056 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
2057
2058 tmp->insert_at (victim);
2059 victim->stats.sp = 2 * victim->stats.maxsp; 1739 victim->stats.sp = 2 * victim->stats.maxsp;
1740 create_exploding_ball_at (victim, caster_level);
2060 } 1741 }
2061 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1742 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
2062 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.");
2063 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1744 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2064 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!");
2065 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1746 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2066 { 1747 {
2067 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1748 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2113 } 1794 }
2114 /* give sp */ 1795 /* give sp */
2115 if (spell->stats.dam > 0) 1796 if (spell->stats.dam > 0)
2116 { 1797 {
2117 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);
2118 charge_mana_effect (plyr, caster_level (caster, spell)); 1799 charge_mana_effect (plyr, casting_level (caster, spell));
2119 return 1; 1800 return 1;
2120 } 1801 }
2121 /* suck sp away. Can't suck sp from yourself */ 1802 /* suck sp away. Can't suck sp from yourself */
2122 else if (op != plyr) 1803 else if (op != plyr)
2123 { 1804 {
2135 /* Player doesn't get full credit */ 1816 /* Player doesn't get full credit */
2136 sucked = (sucked * rate) / 100; 1817 sucked = (sucked * rate) / 100;
2137 op->stats.sp += sucked; 1818 op->stats.sp += sucked;
2138 if (sucked > 0) 1819 if (sucked > 0)
2139 { 1820 {
2140 charge_mana_effect (op, caster_level (caster, spell)); 1821 charge_mana_effect (op, casting_level (caster, spell));
2141 } 1822 }
2142 } 1823 }
2143 return 1; 1824 return 1;
2144 } 1825 }
2145 return 0; 1826 return 0;
2187 /* Basically, if the object is magical and not counterspell, 1868 /* Basically, if the object is magical and not counterspell,
2188 * we will more or less remove the object. Don't counterspell 1869 * we will more or less remove the object. Don't counterspell
2189 * monsters either. 1870 * monsters either.
2190 */ 1871 */
2191 1872
2192 if (head->attacktype & AT_MAGIC && 1873 if (head->attacktype & AT_MAGIC
2193 !(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))
2194 head->destroy (); 1877 head->destroy ();
2195 else 1878 else
2196 switch (head->type) 1879 switch (head->type)
2197 { 1880 {
2198 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
2199 if (op->level > head->level) 1887 if (op->level > head->level)
2200 head->destroy (); 1888 head->destroy ();
2201 1889
2202 break; 1890 break;
2203 1891
2214 break; 1902 break;
2215 } 1903 }
2216 } 1904 }
2217} 1905}
2218 1906
2219
2220
2221/* cast_consecrate() - a spell to make an altar your god's */ 1907/* cast_consecrate() - a spell to make an altar your god's */
2222int 1908int
2223cast_consecrate (object *op, object *caster, object *spell) 1909cast_consecrate (object *op, object *caster, object *spell)
2224{ 1910{
2225 char buf[MAX_BUF]; 1911 char buf[MAX_BUF];
2237 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1923 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2238 break; 1924 break;
2239 if (tmp->type == HOLY_ALTAR) 1925 if (tmp->type == HOLY_ALTAR)
2240 { 1926 {
2241 1927
2242 if (tmp->level > caster_level (caster, spell)) 1928 if (tmp->level > casting_level (caster, spell))
2243 { 1929 {
2244 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);
2245 return 0; 1931 return 0;
2246 } 1932 }
2247 else 1933 else
2248 { 1934 {
2249 /* If we got here, we are consecrating an altar */ 1935 /* If we got here, we are consecrating an altar */
2250 sprintf (buf, "Altar of %s", &god->name); 1936 sprintf (buf, "Altar of %s", &god->name);
2251 tmp->name = buf; 1937 tmp->name = buf;
2252 tmp->level = caster_level (caster, spell); 1938 tmp->level = casting_level (caster, spell);
2253 tmp->other_arch = god->arch; 1939 tmp->other_arch = god->arch;
1940
2254 if (op->type == PLAYER) 1941 if (op->type == PLAYER)
2255 esrv_update_item (UPD_NAME, op, tmp); 1942 esrv_update_item (UPD_NAME, op, tmp);
1943
2256 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);
2257 return 1; 1945 return 1;
2258 } 1946 }
2259 } 1947 }
2260 } 1948 }
2270 * 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,
2271 * 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
2272 * 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
2273 * player checks. MSW 2003-01-06 1961 * player checks. MSW 2003-01-06
2274 */ 1962 */
2275
2276int 1963int
2277animate_weapon (object *op, object *caster, object *spell, int dir) 1964animate_weapon (object *op, object *caster, object *spell, int dir)
2278{ 1965{
2279 object *weapon, *tmp; 1966 object *weapon, *tmp;
2280 char buf[MAX_BUF]; 1967 char buf[MAX_BUF];
2281 int a, i; 1968 int a, i;
2282 sint16 x, y; 1969 sint16 x, y;
2283 maptile *m; 1970 maptile *m;
2284 materialtype_t *mt;
2285 1971
2286 if (!spell->other_arch) 1972 if (!spell->other_arch)
2287 { 1973 {
2288 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1974 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2289 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);
2292 /* exit if it's not a player using this spell. */ 1978 /* exit if it's not a player using this spell. */
2293 if (op->type != PLAYER) 1979 if (op->type != PLAYER)
2294 return 0; 1980 return 0;
2295 1981
2296 /* if player already has a golem, abort */ 1982 /* if player already has a golem, abort */
2297 if (op->contr->ranges[range_golem]) 1983 if (object *golem = op->contr->golem)
2298 { 1984 {
2299 control_golem (op->contr->ranges[range_golem], dir); 1985 control_golem (golem, dir);
2300 return 0; 1986 return 0;
2301 } 1987 }
2302 1988
2303 /* if no direction specified, pick one */ 1989 /* if no direction specified, pick one */
2304 if (!dir) 1990 if (!dir)
2305 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);
2306 1992
2307 m = op->map; 1993 m = op->map;
2308 x = op->x + freearr_x[dir]; 1994 x = op->x + freearr_x[dir];
2309 y = op->y + freearr_y[dir]; 1995 y = op->y + freearr_y[dir];
2310 1996
2311 /* if there's no place to put the golem, abort */ 1997 /* if there's no place to put the golem, abort */
2312 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)
2313 ((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))
2314 { 2000 {
2315 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.");
2316 return 0; 2002 return 0;
2317 } 2003 }
2318 2004
2322 if (!weapon) 2008 if (!weapon)
2323 { 2009 {
2324 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!");
2325 return 0; 2011 return 0;
2326 } 2012 }
2013
2327 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2014 if (spell->race && weapon->arch->archname != spell->race)
2328 { 2015 {
2329 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.");
2330 return 0; 2017 return 0;
2331 } 2018 }
2019
2332 if (weapon->type != WEAPON) 2020 if (weapon->type != WEAPON)
2333 { 2021 {
2334 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.");
2335 return 0; 2023 return 0;
2336 } 2024 }
2025
2337 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2026 if (QUERY_FLAG (weapon, FLAG_APPLIED))
2338 { 2027 {
2339 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));
2340 return 0; 2029 return 0;
2341 } 2030 }
2342 2031
2343 if (weapon->nrof > 1) 2032 weapon = weapon->split ();
2344 {
2345 tmp = get_split_ob (weapon, 1);
2346 esrv_send_item (op, weapon);
2347 weapon = tmp;
2348 }
2349 2033
2350 /* create the golem object */ 2034 /* create the golem object */
2351 tmp = arch_to_object (spell->other_arch); 2035 tmp = spell->other_arch->instance ();
2352 2036
2353 /* 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 */
2354 CLEAR_FLAG (tmp, FLAG_MONSTER); 2038 CLEAR_FLAG (tmp, FLAG_MONSTER);
2355 SET_FLAG (tmp, FLAG_FRIENDLY);
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 */
2504 2174
2505 new_aura = present_arch_in_ob (spell->other_arch, op); 2175 new_aura = present_arch_in_ob (spell->other_arch, op);
2506 if (new_aura) 2176 if (new_aura)
2507 refresh = 1; 2177 refresh = 1;
2508 else 2178 else
2509 new_aura = arch_to_object (spell->other_arch); 2179 new_aura = spell->other_arch->instance ();
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 (aura->other_arch->instance (), 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;
2677 tmp = arch_to_object (spell->other_arch);
2678 2335
2679 snprintf (rune, sizeof (rune), "%s\n", msg); 2336 object *tmp = spell->other_arch->instance ();
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

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines