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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.42 by root, Wed Mar 14 04:12:29 2007 UTC vs.
Revision 1.127 by root, Wed Apr 14 02:31:24 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 (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25#include <global.h> 25#include <global.h>
26#include <object.h> 26#include <object.h>
27#include <living.h> 27#include <living.h>
62{ 62{
63 object *wand, *tmp; 63 object *wand, *tmp;
64 int ncharges; 64 int ncharges;
65 65
66 wand = find_marked_object (op); 66 wand = find_marked_object (op);
67 if (wand == NULL || wand->type != WAND) 67 if (!wand || wand->type != WAND)
68 { 68 {
69 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge."); 69 op->failmsg ("You need to mark the wand you want to recharge.");
70 return 0; 70 return 0;
71 } 71 }
72
72 if (!(random_roll (0, 3, op, PREFER_HIGH))) 73 if (!(random_roll (0, 3, op, PREFER_HIGH)))
73 { 74 {
74 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand)); 75 op->failmsgf ("The %s vibrates violently, then explodes!", query_name (wand));
75 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE); 76 op->play_sound (sound_find ("ob_explode"));
76 esrv_del_item (op->contr, wand->count);
77 wand->destroy (); 77 wand->destroy ();
78 tmp = get_archetype ("fireball"); 78 tmp = get_archetype (shstr_fireball);
79 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; 79 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
80 80
81 if (!tmp->stats.dam) 81 if (!tmp->stats.dam)
82 tmp->stats.dam = 1; 82 tmp->stats.dam = 1;
83 83
94 94
95 if (wand->inv && wand->inv->level) 95 if (wand->inv && wand->inv->level)
96 ncharges /= wand->inv->level; 96 ncharges /= wand->inv->level;
97 else 97 else
98 { 98 {
99 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand)); 99 op->failmsgf ("Your %s is broken.", query_name (wand));
100 return 0; 100 return 0;
101 } 101 }
102 102
103 if (!ncharges) 103 if (!ncharges)
104 ncharges = 1; 104 ncharges = 1;
105 105
106 wand->stats.food += ncharges; 106 wand->stats.food += ncharges;
107 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand)); 107 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand));
108 108
109 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE)) 109 if (wand->arch && wand->arch->flag [FLAG_ANIMATE])
110 { 110 {
111 SET_FLAG (wand, FLAG_ANIMATE); 111 wand->set_flag (FLAG_ANIMATE);
112 wand->set_speed (wand->arch->clone.speed); 112 wand->set_speed (wand->arch->speed);
113 } 113 }
114 114
115 return 1; 115 return 1;
116} 116}
117 117
123 * great a plus, the default is used. 123 * great a plus, the default is used.
124 * The # of arrows created also goes up with level, so if a 30th level mage 124 * The # of arrows created also goes up with level, so if a 30th level mage
125 * wants LOTS of arrows, and doesn't care what the plus is he could 125 * wants LOTS of arrows, and doesn't care what the plus is he could
126 * create nonnmagic arrows, or even -1, etc... 126 * create nonnmagic arrows, or even -1, etc...
127 */ 127 */
128
129int 128int
130cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg) 129cast_create_missile (object *op, object *caster, object *spell, int dir, const char *spellparam)
131{ 130{
132 int missile_plus = 0, bonus_plus = 0; 131 int bonus_plus = 0;
133 const char *missile_name; 132 const char *missile_name = "arrow";
134 object *tmp, *missile;
135 133
136 missile_name = "arrow";
137
138 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 134 for (object *tmp = op->inv; tmp; tmp = tmp->below)
139 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) 135 if (tmp->type == BOW && tmp->flag [FLAG_APPLIED])
140 missile_name = tmp->race; 136 missile_name = tmp->race;
141 137
142 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); 138 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
143 139
144 if (archetype::find (missile_name) == NULL) 140 archetype *missile_arch = archetype::find (missile_name);
141
142 if (!missile_arch)
145 { 143 {
146 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name); 144 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name);
147 return 0; 145 return 0;
148 } 146 }
149 147
150 missile = get_archetype (missile_name); 148 object *missile = missile_arch->instance ();
151 149
152 if (stringarg) 150 if (spellparam)
153 { 151 {
154 /* If it starts with a letter, presume it is a description */ 152 /* If it starts with a letter, presume it is a description */
155 if (isalpha (*stringarg)) 153 if (isalpha (*spellparam))
156 { 154 {
157 artifact *al = find_artifactlist (missile->type)->items; 155 artifact *al = find_artifactlist (missile->type)->items;
158 156
159 for (; al != NULL; al = al->next) 157 for (; al; al = al->next)
160 if (!strcasecmp (al->item->name, stringarg)) 158 if (!strcasecmp (al->item->name, spellparam))
161 break; 159 break;
162 160
163 if (!al) 161 if (!al)
164 { 162 {
165 missile->destroy (); 163 missile->destroy ();
166 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, stringarg); 164 op->failmsgf ("No such object %ss of %s", missile_name, spellparam);
167 return 0; 165 return 0;
168 } 166 }
169 167
170 if (al->item->slaying) 168 if (al->item->slaying)
171 { 169 {
172 missile->destroy (); 170 missile->destroy ();
173 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg); 171 op->failmsgf ("You are not allowed to create %ss of %s", missile_name, spellparam);
174 return 0; 172 return 0;
175 } 173 }
176 174
177 give_artifact_abilities (missile, al->item); 175 give_artifact_abilities (missile, al->item);
178 /* These special arrows cost something extra. Don't have them also be magical - 176 /* These special arrows cost something extra. Don't have them also be magical -
179 * otherwise, in most cases, not enough will be created. I don't want to get into 177 * otherwise, in most cases, not enough will be created. I don't want to get into
180 * the parsing of having to do both plus and type. 178 * the parsing of having to do both plus and type.
181 */ 179 */
182 bonus_plus = 1 + (al->item->value / 5); 180 bonus_plus = 1 + (al->item->value / 5);
183 missile_plus = 0; 181 missile_plus = 0;
184 } 182 }
185 else if (atoi (stringarg) < missile_plus) 183 else if (atoi (spellparam) < missile_plus)
186 missile_plus = atoi (stringarg); 184 missile_plus = atoi (spellparam);
187 } 185 }
188 186
189 if (missile_plus > 4) 187 missile_plus = clamp (missile_plus, -4, 4);
190 missile_plus = 4;
191 else if (missile_plus < -4)
192 missile_plus = -4;
193 188
194 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 189 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
195 missile->nrof -= 3 * (missile_plus + bonus_plus); 190 missile->nrof -= 3 * (missile_plus + bonus_plus);
196 191
197 if (missile->nrof < 1) 192 if (missile->nrof < 1)
199 194
200 missile->magic = missile_plus; 195 missile->magic = missile_plus;
201 /* Can't get any money for these objects */ 196 /* Can't get any money for these objects */
202 missile->value = 0; 197 missile->value = 0;
203 198
204 SET_FLAG (missile, FLAG_IDENTIFIED); 199 missile->set_flag (FLAG_IDENTIFIED);
205 200
206 if (!cast_create_obj (op, caster, missile, dir) && op->type == PLAYER && !missile->destroyed ()) 201 if (!cast_create_obj (op, caster, missile, dir) && op->type == PLAYER && !missile->destroyed ())
207 pick_up (op, missile); 202 pick_up (op, missile);
208 203
209 return 1; 204 return 1;
210} 205}
211 206
212 207
213/* allows the choice of what sort of food object to make. 208/* allows the choice of what sort of food object to make.
214 * If stringarg is NULL, it will create food dependent on level --PeterM*/ 209 * If spellparam is NULL, it will create food dependent on level --PeterM*/
215int 210int
216cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *stringarg) 211cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *spellparam)
217{ 212{
218 int food_value; 213 int food_value;
219 archetype *at = NULL; 214 archetype *at = NULL;
220 object *new_op; 215 object *new_op;
221 216
222 food_value = spell_ob->stats.food + +50 * SP_level_duration_adjust (caster, spell_ob); 217 food_value = spell_ob->stats.food + 50 * SP_level_duration_adjust (caster, spell_ob);
223 218
224 if (stringarg) 219 if (spellparam)
225 { 220 {
226 at = find_archetype_by_object_type_name (FOOD, stringarg); 221 at = find_archetype_by_object_type_name (FOOD, spellparam);
227 if (at == NULL) 222 if (at == NULL)
228 at = find_archetype_by_object_type_name (DRINK, stringarg); 223 at = find_archetype_by_object_type_name (DRINK, spellparam);
229 if (at == NULL || at->clone.stats.food > food_value) 224 if (at == NULL || at->stats.food > food_value)
230 stringarg = NULL; 225 spellparam = NULL;
231 } 226 }
232 227
233 if (!stringarg) 228 if (!spellparam)
234 { 229 {
235 archetype *at_tmp; 230 archetype *at_tmp;
236 231
237 /* We try to find the archetype with the maximum food value. 232 /* We try to find the archetype with the maximum food value.
238 * This removes the dependancy of hard coded food values in this 233 * This removes the dependancy of hard coded food values in this
240 * We don't use flesh types because the weight values of those need 235 * We don't use flesh types because the weight values of those need
241 * to be altered from the donor. 236 * to be altered from the donor.
242 */ 237 */
243 238
244 /* We assume the food items don't have multiple parts */ 239 /* We assume the food items don't have multiple parts */
245 for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next) 240 for_all_archetypes (at_tmp)
246 { 241 {
247 if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK) 242 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
248 { 243 {
249 /* Basically, if the food value is something that is creatable 244 /* Basically, if the food value is something that is creatable
250 * under the limits of the spell and it is higher than 245 * under the limits of the spell and it is higher than
251 * the item we have now, take it instead. 246 * the item we have now, take it instead.
252 */ 247 */
253 if (at_tmp->clone.stats.food <= food_value && (!at || at_tmp->clone.stats.food > at->clone.stats.food)) 248 if (at_tmp->stats.food <= food_value
249 && (!at
250 || at_tmp->stats.food > at->stats.food
251 || (at_tmp->stats.food == at->stats.food
252 && at_tmp->weight < at->weight)))
254 at = at_tmp; 253 at = at_tmp;
255 } 254 }
256 } 255 }
257 } 256 }
257
258 /* Pretty unlikely (there are some very low food items), but you never 258 /* Pretty unlikely (there are some very low food items), but you never
259 * know 259 * know
260 */ 260 */
261 if (!at) 261 if (!at)
262 { 262 {
263 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); 263 op->failmsgf ("You don't have enough experience to create any food.");
264 return 0; 264 return 0;
265 } 265 }
266 266
267 food_value /= at->clone.stats.food; 267 food_value /= at->stats.food;
268 new_op = arch_to_object (at); 268 new_op = at->instance ();
269 new_op->nrof = food_value; 269 new_op->nrof = food_value;
270 270
271 new_op->value = 0; 271 new_op->value = 0;
272 if (new_op->nrof < 1) 272 if (new_op->nrof < 1)
273 new_op->nrof = 1; 273 new_op->nrof = 1;
281{ 281{
282 int r, mflags, maxrange; 282 int r, mflags, maxrange;
283 object *tmp; 283 object *tmp;
284 maptile *m; 284 maptile *m;
285 285
286
287 if (!dir) 286 if (!dir)
288 { 287 {
289 examine_monster (op, op); 288 examine_monster (op, op);
290 return 1; 289 return 1;
291 } 290 }
291
292 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 292 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
293 for (r = 1; r < maxrange; r++) 293 for (r = 1; r < maxrange; r++)
294 { 294 {
295 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir]; 295 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir];
296 296
298 mflags = get_map_flags (m, &m, x, y, &x, &y); 298 mflags = get_map_flags (m, &m, x, y, &x, &y);
299 299
300 if (mflags & P_OUT_OF_MAP) 300 if (mflags & P_OUT_OF_MAP)
301 break; 301 break;
302 302
303 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) 303 if (!op->flag [FLAG_WIZCAST] && (mflags & P_NO_MAGIC))
304 { 304 {
305 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 305 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
306 return 0; 306 return 0;
307 } 307 }
308
308 if (mflags & P_IS_ALIVE) 309 if (mflags & P_IS_ALIVE)
309 { 310 {
310 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 311 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
311 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 312 if (tmp->flag [FLAG_ALIVE] && (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
312 { 313 {
313 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 314 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
314 if (tmp->head != NULL) 315 if (tmp->head != NULL)
315 tmp = tmp->head; 316 tmp = tmp->head;
316 examine_monster (op, tmp); 317 examine_monster (op, tmp);
317 return 1; 318 return 1;
318 } 319 }
319 } 320 }
320 } 321 }
322
321 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); 323 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
322 return 1; 324 return 1;
323} 325}
324
325 326
326/* This checks to see if 'pl' is invisible to 'mon'. 327/* This checks to see if 'pl' is invisible to 'mon'.
327 * does race check, undead check, etc 328 * does race check, undead check, etc
328 * Returns TRUE if mon can't see pl, false 329 * Returns TRUE if mon can't see pl, false
329 * otherwise. This doesn't check range, walls, etc. It 330 * otherwise. This doesn't check range, walls, etc. It
331 * pl is invisible. 332 * pl is invisible.
332 */ 333 */
333int 334int
334makes_invisible_to (object *pl, object *mon) 335makes_invisible_to (object *pl, object *mon)
335{ 336{
336
337 if (!pl->invisible) 337 if (!pl->invisible)
338 return 0; 338 return 0;
339
339 if (pl->type == PLAYER) 340 if (pl->type == PLAYER)
340 { 341 {
341 /* If race isn't set, then invisible unless it is undead */ 342 /* If race isn't set, then invisible unless it is undead */
342 if (!pl->contr->invis_race) 343 if (!pl->contr->invis_race)
343 { 344 {
344 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 345 if (mon->flag [FLAG_UNDEAD])
345 return 0; 346 return 0;
347
346 return 1; 348 return 1;
347 } 349 }
350
348 /* invis_race is set if we get here */ 351 /* invis_race is set if we get here */
349 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 352 if (pl->contr->invis_race == shstr_undead && is_true_undead (mon))
350 return 1; 353 return 1;
354
351 /* No race, can't be invisible to it */ 355 /* No race, can't be invisible to it */
352 if (!mon->race) 356 if (!mon->race)
353 return 0; 357 return 0;
358
354 if (strstr (mon->race, pl->contr->invis_race)) 359 if (mon->race.contains (pl->contr->invis_race))
355 return 1; 360 return 1;
361
356 /* Nothing matched above, return 0 */ 362 /* Nothing matched above, return 0 */
357 return 0; 363 return 0;
358 } 364 }
359 else 365 else
360 { 366 {
375int 381int
376cast_invisible (object *op, object *caster, object *spell_ob) 382cast_invisible (object *op, object *caster, object *spell_ob)
377{ 383{
378 if (op->invisible > 1000) 384 if (op->invisible > 1000)
379 { 385 {
380 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further"); 386 op->failmsg ("You can not extend the duration of your invisibility any further");
381 return 0; 387 return 0;
382 } 388 }
383 389
384 /* Remove the switch with 90% duplicate code - just handle the differences with 390 /* Remove the switch with 90% duplicate code - just handle the differences with
385 * and if statement or two. 391 * and if statement or two.
391 397
392 if (op->type == PLAYER) 398 if (op->type == PLAYER)
393 { 399 {
394 op->contr->invis_race = spell_ob->race; 400 op->contr->invis_race = spell_ob->race;
395 401
396 if (QUERY_FLAG (spell_ob, FLAG_MAKE_INVIS)) 402 if (spell_ob->flag [FLAG_MAKE_INVIS])
397 op->contr->tmp_invis = 0; 403 op->contr->tmp_invis = 0;
398 else 404 else
399 op->contr->tmp_invis = 1; 405 op->contr->tmp_invis = 1;
400 406
401 op->contr->hidden = 0; 407 op->contr->hidden = 0;
421/* earth to dust spell. Basically destroys earthwalls in the area. 427/* earth to dust spell. Basically destroys earthwalls in the area.
422 */ 428 */
423int 429int
424cast_earth_to_dust (object *op, object *caster, object *spell_ob) 430cast_earth_to_dust (object *op, object *caster, object *spell_ob)
425{ 431{
426 object *tmp, *next;
427 int range, i, j, mflags; 432 int range, i, j, mflags;
428 sint16 sx, sy; 433 sint16 sx, sy;
429 maptile *m; 434 maptile *m;
430
431 if (op->type != PLAYER)
432 return 0;
433 435
434 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 436 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
435 437
436 for (i = -range; i <= range; i++) 438 for (i = -range; i <= range; i++)
437 for (j = -range; j <= range; j++) 439 for (j = -range; j <= range; j++)
442 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 444 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
443 445
444 if (mflags & P_OUT_OF_MAP) 446 if (mflags & P_OUT_OF_MAP)
445 continue; 447 continue;
446 448
447 // earth to dust tears down everything that can be teared down 449 // earth to dust tears down everything that can be torn down
448 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next) 450 for (object *next, *tmp = m->at (sx, sy).bot; tmp; tmp = next)
449 { 451 {
450 next = tmp->above; 452 next = tmp->above;
451 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 453
454 if (tmp->flag [FLAG_TEAR_DOWN])
452 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 455 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
453 } 456 }
454 } 457 }
455 458
456 return 1; 459 return 1;
459void 462void
460execute_word_of_recall (object *op) 463execute_word_of_recall (object *op)
461{ 464{
462 if (object *pl = op->in_player ()) 465 if (object *pl = op->in_player ())
463 { 466 {
464 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST)) 467 if (pl->ms ().flags () & P_NO_CLERIC && !pl->flag [FLAG_WIZCAST])
465 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you."); 468 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
466 else 469 else
467 { 470 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
468 // remove first so we do not call update_stats
469 op->remove ();
470 pl->enter_exit (op);
471 }
472 } 471 }
473 472
474 op->destroy (); 473 op->destroy ();
475} 474}
476 475
492 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 491 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
493 return 1; 492 return 1;
494 } 493 }
495 494
496 dummy = get_archetype (FORCE_NAME); 495 dummy = get_archetype (FORCE_NAME);
497 if (dummy == NULL) 496
497 if (!dummy)
498 { 498 {
499 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 499 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
500 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); 500 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
501 return 0; 501 return 0;
502 } 502 }
565} 565}
566 566
567int 567int
568perceive_self (object *op) 568perceive_self (object *op)
569{ 569{
570 char *cp = describe_item (op, op), buf[MAX_BUF]; 570 const char *cp = describe_item (op, op);
571 archetype *at = archetype::find (ARCH_DEPLETION); 571 archetype *at = archetype::find (shstr_depletion);
572 object *tmp;
573 int i;
574 572
573 dynbuf_text &buf = msg_dynbuf; buf.clear ();
574
575 if (!op->is_player ())
576 return 0;
577
578 if (object *race = archetype::find (op->race))
579 buf << " - You are a G<male|female> " << &race->name << ".\n";
580
575 tmp = find_god (determine_god (op)); 581 if (object *god = find_god (determine_god (op)))
576 if (tmp) 582 buf << " - You worship " << &god->name << ".\n";
577 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
578 else 583 else
579 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); 584 buf << " - You worship no god.\n";
580 585
581 tmp = present_arch_in_ob (at, op); 586 object *tmp = present_arch_in_ob (at, op);
582 587
583 if (*cp == '\0' && tmp == NULL) 588 if (*cp == '\0' && !tmp)
584 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 589 buf << " - You feel very mundane. ";
585 else 590 else
586 { 591 {
587 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 592 buf << " - You have: " << cp << ".\n";
588 new_draw_info (NDI_UNIQUE, 0, op, cp); 593
589 if (tmp != NULL) 594 if (tmp)
590 {
591 for (i = 0; i < NUM_STATS; i++) 595 for (int i = 0; i < NUM_STATS; i++)
592 { 596 if (tmp->stats.stat (i) < 0)
593 if (get_attr_value (&tmp->stats, i) < 0) 597 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
594 {
595 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i)));
596 }
597 }
598 }
599 } 598 }
600 599
601 if (is_dragon_pl (op)) 600 if (op->is_dragon ())
602 {
603 /* now grab the 'dragon_ability'-force from the player's inventory */ 601 /* now grab the 'dragon_ability'-force from the player's inventory */
604 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 602 for (tmp = op->inv; tmp; tmp = tmp->below)
605 { 603 {
606 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 604 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
607 { 605 {
608 if (tmp->stats.exp == 0) 606 if (tmp->stats.exp == 0)
609 sprintf (buf, "Your metabolism isn't focused on anything."); 607 buf << " - Your metabolism isn't focused on anything.\n";
610 else 608 else
611 sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); 609 buf << " - Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
612 610
613 new_draw_info (NDI_UNIQUE, 0, op, buf);
614 break; 611 break;
615 } 612 }
616 } 613 }
617 }
618 614
619 return 1; 615 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
620}
621
622/* int cast_create_town_portal (object *op, object *caster, int dir)
623 *
624 * This function cast the spell of town portal for op
625 *
626 * The spell operates in two passes. During the first one a place
627 * is marked as a destination for the portal. During the second one,
628 * 2 portals are created, one in the position the player cast it and
629 * one in the destination place. The portal are synchronized and 2 forces
630 * are inserted in the player to destruct the portal next time player
631 * creates a new portal pair.
632 * This spell has a side effect that it allows people to meet each other
633 * in a permanent, private, appartements by making a town portal from it
634 * to the town or another public place. So, check if the map is unique and if
635 * so return an error
636 *
637 * Code by Tchize (david.delbecq@usa.net)
638 */
639int
640cast_create_town_portal (object *op, object *caster, object *spell, int dir)
641{
642 object *dummy, *force, *old_force;
643 archetype *perm_portal;
644 char portal_name[1024], portal_message[1024];
645 maptile *exitmap;
646 int op_level;
647
648 /* Check to see if the map the player is currently on is a per player unique
649 * map. This can be determined in that per player unique maps have the
650 * full pathname listed.
651 */
652 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
653 {
654 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
655 return 0;
656 }
657
658 /* The first thing to do is to check if we have a marked destination
659 * dummy is used to make a check inventory for the force
660 */
661 dummy = arch_to_object (spell->other_arch);
662 if (dummy == NULL)
663 {
664 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
665 LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name);
666 return 0;
667 }
668
669 force = check_inv_recursive (op, dummy);
670
671 if (force == NULL)
672 {
673 /* Here we know there is no destination marked up.
674 * We have 2 things to do:
675 * 1. Mark the destination in the player inventory.
676 * 2. Let the player know it worked.
677 */
678 dummy->name = op->map->path;
679 EXIT_X (dummy) = op->x;
680 EXIT_Y (dummy) = op->y;
681 insert_ob_in_ob (dummy, op);
682 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You fix this place in your mind.\nYou feel you are able to come here from anywhere.");
683 return 1;
684 }
685
686 dummy->destroy ();
687
688 /* Here we know where the town portal should go to
689 * We should kill any existing portal associated with the player.
690 * Than we should create the 2 portals.
691 * For each of them, we need:
692 * - To create the portal with the name of the player+destination map
693 * - set the owner of the town portal
694 * - To mark the position of the portal in the player's inventory
695 * for easier destruction.
696 *
697 * The mark works has follow:
698 * slaying: Existing town portal
699 * hp, sp : x & y of the associated portal
700 * name : name of the portal
701 * race : map the portal is in
702 */
703
704 /* First step: killing existing town portals */
705 dummy = get_archetype (spell->race);
706 if (dummy == NULL)
707 {
708 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
709 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
710 return 0;
711 }
712
713 perm_portal = archetype::find (spell->slaying);
714
715 /* To kill a town portal, we go trough the player's inventory,
716 * for each marked portal in player's inventory,
717 * -We try load the associated map (if impossible, consider the portal destructed)
718 * -We find any portal in the specified location.
719 * If it has the good name, we destruct it.
720 * -We destruct the force indicating that portal.
721 */
722 while ((old_force = check_inv_recursive (op, dummy)))
723 {
724 exitmap = maptile::find_sync (old_force->race, op->map);
725
726 if (exitmap)
727 {
728 exitmap->load_sync ();
729
730 int exitx = EXIT_X (old_force);
731 int exity = EXIT_Y (old_force);
732
733 for (object *tmp = present_arch (perm_portal, exitmap, exitx, exity); tmp; tmp = tmp->above)
734 {
735 if (tmp->name == old_force->name)
736 {
737 tmp->destroy ();
738 break;
739 }
740 }
741 }
742
743 old_force->destroy ();
744 }
745
746 dummy->destroy ();
747
748 /* Creating the portals.
749 * The very first thing to do is to ensure
750 * access to the destination map.
751 * If we can't, don't fizzle. Simply warn player.
752 * This ensure player pays his mana for the spell
753 * because HE is responsible of forgotting.
754 * 'force' is the destination of the town portal, which we got
755 * from the players inventory above.
756 */
757
758 /* Ensure exit map is loaded */
759 exitmap = maptile::find_sync (force->name);
760
761 /* If we were unable to load (ex. random map deleted), warn player */
762 if (!exitmap)
763 {
764 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
765 force->destroy ();
766 return 1;
767 }
768
769 exitmap->load_sync ();
770
771 op_level = caster_level (caster, spell);
772 if (op_level < 15)
773 snprintf (portal_message, 1024,
774 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
775 &op->name);
776 else if (op_level < 30)
777 snprintf (portal_message, 1024,
778 "\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);
779 else if (op_level < 60)
780 snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
781 else
782 snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",
783 &op->name);
784
785 /* Create a portal in front of player
786 * dummy contain the portal and
787 * force contain the track to kill it later
788 */
789 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
790 dummy = get_archetype (spell->slaying); /*The portal */
791 if (dummy == NULL)
792 {
793 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
794 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
795 return 0;
796 }
797
798 EXIT_PATH (dummy) = force->name;
799 EXIT_X (dummy) = EXIT_X (force);
800 EXIT_Y (dummy) = EXIT_Y (force);
801 dummy->name = dummy->name_pl = portal_name;
802 dummy->msg = portal_message;
803 dummy->race = op->name; /*Save the owner of the portal */
804 cast_create_obj (op, caster, dummy, 0);
805
806 /* Now we need to to create a town portal marker inside the player
807 * object, so on future castings, we can know that he has an active
808 * town portal.
809 */
810 object *tmp = get_archetype (spell->race);
811
812 if (!tmp)
813 {
814 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
815 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
816 return 0;
817 }
818
819 tmp->race = op->map->path;
820 tmp->name = portal_name;
821 EXIT_X (tmp) = dummy->x;
822 EXIT_Y (tmp) = dummy->y;
823 op->insert (tmp);
824
825 /* Create a portal in the destination map
826 * dummy contain the portal and
827 * force the track to kill it later
828 * the 'force' variable still contains the 'reminder' of
829 * where this portal goes to.
830 */
831 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &op->map->path);
832 dummy = get_archetype (spell->slaying); /*The portal */
833 if (dummy == NULL)
834 {
835 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
836 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
837 return 0;
838 }
839
840 EXIT_PATH (dummy) = op->map->path;
841 EXIT_X (dummy) = op->x;
842 EXIT_Y (dummy) = op->y;
843 dummy->name = dummy->name_pl = portal_name;
844 dummy->msg = portal_message;
845 dummy->race = op->name; /*Save the owner of the portal */
846 exitmap->insert (dummy, EXIT_X (force), EXIT_Y (force), op);
847
848 /* Now we create another town portal marker that
849 * points back to the one we just made
850 */
851 tmp = get_archetype (spell->race);
852 if (tmp == NULL)
853 {
854 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
855 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
856 return 0;
857 }
858
859 tmp->race = force->name;
860 tmp->name = portal_name;
861 EXIT_X (tmp) = dummy->x;
862 EXIT_Y (tmp) = dummy->y;
863 insert_ob_in_ob (tmp, op);
864
865 /* Describe the player what happened
866 */
867 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
868 force->destroy ();
869 616
870 return 1; 617 return 1;
871} 618}
872 619
873/* This creates magic walls. Really, it can create most any object, 620/* This creates magic walls. Really, it can create most any object,
899 646
900 if ((spell_ob->move_block || x != op->x || y != op->y) && 647 if ((spell_ob->move_block || x != op->x || y != op->y) &&
901 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) || 648 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) ||
902 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block))) 649 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
903 { 650 {
904 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 651 op->failmsg ("Something is in the way.");
905 return 0; 652 return 0;
906 } 653 }
907 654
908 if (spell_ob->other_arch) 655 if (spell_ob->other_arch)
909 tmp = arch_to_object (spell_ob->other_arch); 656 tmp = spell_ob->other_arch->instance ();
910 else if (spell_ob->race) 657 else if (spell_ob->race)
911 { 658 {
912 char buf1[MAX_BUF]; 659 char buf1[MAX_BUF];
913 660
914 sprintf (buf1, spell_ob->race, dir); 661 sprintf (buf1, spell_ob->race, dir);
918 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 665 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
919 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 666 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
920 return 0; 667 return 0;
921 } 668 }
922 669
923 tmp = arch_to_object (at); 670 tmp = at->instance ();
924 } 671 }
925 else 672 else
926 { 673 {
927 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name); 674 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
928 return 0; 675 return 0;
933 tmp->attacktype = spell_ob->attacktype; 680 tmp->attacktype = spell_ob->attacktype;
934 tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 681 tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
935 tmp->stats.dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 682 tmp->stats.dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
936 tmp->range = 0; 683 tmp->range = 0;
937 } 684 }
938 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 685 else if (tmp->flag [FLAG_ALIVE])
939 { 686 {
940 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 687 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
941 tmp->stats.maxhp = tmp->stats.hp; 688 tmp->stats.maxhp = tmp->stats.hp;
942 } 689 }
943 690
944 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP)) 691 if (spell_ob->flag [FLAG_IS_USED_UP] || tmp->flag [FLAG_IS_USED_UP])
945 { 692 {
946 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 693 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
947 SET_FLAG (tmp, FLAG_IS_USED_UP); 694 tmp->set_flag (FLAG_IS_USED_UP);
948 } 695 }
949 696
950 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 697 if (spell_ob->flag [FLAG_TEAR_DOWN])
951 { 698 {
952 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 699 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
953 tmp->stats.maxhp = tmp->stats.hp; 700 tmp->stats.maxhp = tmp->stats.hp;
954 SET_FLAG (tmp, FLAG_TEAR_DOWN); 701 tmp->set_flag (FLAG_TEAR_DOWN);
955 SET_FLAG (tmp, FLAG_ALIVE); 702 tmp->set_flag (FLAG_ALIVE);
956 } 703 }
957 704
958 /* This can't really hurt - if the object doesn't kill anything, 705 /* This can't really hurt - if the object doesn't kill anything,
959 * these fields just won't be used. Do not set the owner for 706 * these fields just won't be used. Do not set the owner for
960 * earthwalls, though, so they survive restarts. 707 * earthwalls, though, so they survive restarts.
961 */ 708 */
962 if (tmp->type != EARTHWALL) //TODO 709 if (tmp->type != EARTHWALL) //TODO
963 tmp->set_owner (op); 710 tmp->set_owner (op);
964 711
965 set_spell_skill (op, caster, spell_ob, tmp); 712 set_spell_skill (op, caster, spell_ob, tmp);
966 tmp->level = caster_level (caster, spell_ob) / 2; 713 tmp->level = casting_level (caster, spell_ob) / 2;
967 714
968 name = tmp->name; 715 name = tmp->name;
969 if (!(tmp = m->insert (tmp, x, y, op))) 716 if (!(tmp = m->insert (tmp, x, y, op)))
970 { 717 {
971 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name); 718 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
972 return 0; 719 return 0;
973 } 720 }
974 721
975 /* If this is a spellcasting wall, need to insert the spell object */ 722 /* If this is a spellcasting wall, need to insert the spell object */
976 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 723 if (tmp->other_arch && tmp->other_arch->type == SPELL)
977 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 724 insert_ob_in_ob (tmp->other_arch->instance (), tmp);
978 725
979 /* This code causes the wall to extend some distance in 726 /* This code causes the wall to extend some distance in
980 * each direction, or until an obstruction is encountered. 727 * each direction, or until an obstruction is encountered.
981 * posblocked and negblocked help determine how far the 728 * posblocked and negblocked help determine how far the
982 * created wall can extend, it won't go extend through 729 * created wall can extend, it won't go extend through
1001 { 748 {
1002 object *tmp2 = tmp->clone (); 749 object *tmp2 = tmp->clone ();
1003 m->insert (tmp2, x, y, op); 750 m->insert (tmp2, x, y, op);
1004 751
1005 /* If this is a spellcasting wall, need to insert the spell object */ 752 /* If this is a spellcasting wall, need to insert the spell object */
1006 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 753 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1007 tmp2->insert (arch_to_object (tmp2->other_arch)); 754 tmp2->insert (tmp2->other_arch->instance ());
1008 755
1009 } 756 }
1010 else 757 else
1011 posblocked = 1; 758 posblocked = 1;
1012 759
1018 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked) 765 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
1019 { 766 {
1020 object *tmp2 = tmp->clone (); 767 object *tmp2 = tmp->clone ();
1021 m->insert (tmp2, x, y, op); 768 m->insert (tmp2, x, y, op);
1022 769
1023 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 770 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1024 tmp2->insert (arch_to_object (tmp2->other_arch)); 771 tmp2->insert (tmp2->other_arch->instance ());
1025 } 772 }
1026 else 773 else
1027 negblocked = 1; 774 negblocked = 1;
1028 } 775 }
1029 776
1030 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) 777 if (tmp->flag [FLAG_BLOCKSVIEW])
1031 update_all_los (op->map, op->x, op->y); 778 update_all_los (op->map, op->x, op->y);
1032 779
1033 return 1; 780 return 1;
1034} 781}
1035 782
1036int 783int
1037dimension_door (object *op, object *caster, object *spob, int dir) 784dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
1038{ 785{
1039 uint32 dist, maxdist; 786 uint32 dist, maxdist;
1040 int mflags; 787 int mflags;
1041 maptile *m; 788 maptile *m;
1042 sint16 sx, sy; 789 sint16 sx, sy;
1044 if (op->type != PLAYER) 791 if (op->type != PLAYER)
1045 return 0; 792 return 0;
1046 793
1047 if (!dir) 794 if (!dir)
1048 { 795 {
1049 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?"); 796 op->failmsg ("In what direction?");
1050 return 0; 797 return 0;
1051 } 798 }
1052 799
1053 /* Given the new outdoor maps, can't let players dimension door for 800 /* Given the new outdoor maps, can't let players dimension door for
1054 * ever, so put limits in. 801 * ever, so put limits in.
1055 */ 802 */
1056 maxdist = spob->range + SP_level_range_adjust (caster, spob); 803 maxdist = spob->range + SP_level_range_adjust (caster, spob);
1057 804
1058 if (op->contr->count) 805 if (spellparam)
1059 { 806 {
807 int count = atoi (spellparam);
808
1060 if (op->contr->count > maxdist) 809 if (count > maxdist)
1061 { 810 {
1062 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!"); 811 op->failmsg ("You can't dimension door that far!");
1063 return 0; 812 return 0;
1064 } 813 }
1065 814
1066 for (dist = 0; dist < op->contr->count; dist++) 815 for (dist = 0; dist < count; dist++)
1067 { 816 {
1068 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy); 817 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
1069 818
1070 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 819 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
1071 break; 820 break;
1072 821
1073 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) 822 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1074 break; 823 break;
1075 } 824 }
1076 825
1077 if (dist < op->contr->count) 826 if (dist < count)
1078 { 827 {
1079 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n"); 828 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
1080 op->contr->count = 0;
1081 return 0; 829 return 0;
1082 } 830 }
1083
1084 op->contr->count = 0;
1085 831
1086 /* Remove code that puts player on random space on maps. IMO, 832 /* Remove code that puts player on random space on maps. IMO,
1087 * a lot of maps probably have areas the player should not get to, 833 * a lot of maps probably have areas the player should not get to,
1088 * but may not be marked as NO_MAGIC (as they may be bounded 834 * but may not be marked as NO_MAGIC (as they may be bounded
1089 * by such squares). Also, there are probably treasure rooms and 835 * by such squares). Also, there are probably treasure rooms and
1131 break; 877 break;
1132 878
1133 } 879 }
1134 if (!dist) 880 if (!dist)
1135 { 881 {
1136 new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n"); 882 op->failmsg ("Your spell failed!\n");
1137 return 0; 883 return 0;
1138 } 884 }
1139 } 885 }
1140 886
1141 /* Actually move the player now */ 887 /* Actually move the player now */
1142 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op))) 888 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op)))
1143 return 1; 889 return 1;
1144 890
1145 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ 891 op->speed_left = -5. * op->speed; /* Freeze them for a short while */
892
1146 return 1; 893 return 1;
1147} 894}
1148
1149 895
1150/* cast_heal: Heals something. 896/* cast_heal: Heals something.
1151 * op is the caster. 897 * op is the caster.
1152 * dir is the direction he is casting it in. 898 * dir is the direction he is casting it in.
1153 * spell is the spell object. 899 * spell is the spell object.
1180 { 926 {
1181 /* See how many points we actually heal. Instead of messages 927 /* See how many points we actually heal. Instead of messages
1182 * based on type of spell, we instead do messages based 928 * based on type of spell, we instead do messages based
1183 * on amount of damage healed. 929 * on amount of damage healed.
1184 */ 930 */
1185 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 931 if (heal > tmp->stats.maxhp - tmp->stats.hp)
1186 heal = tmp->stats.maxhp - tmp->stats.hp; 932 heal = tmp->stats.maxhp - tmp->stats.hp;
933
1187 tmp->stats.hp += heal; 934 tmp->stats.hp += heal;
1188 935
1189 if (tmp->stats.hp >= tmp->stats.maxhp) 936 if (tmp->stats.hp >= tmp->stats.maxhp)
1190 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 937 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1191 else if (heal > 50) 938 else if (heal > 50)
1200 success = 1; 947 success = 1;
1201 } 948 }
1202 } 949 }
1203 950
1204 if (spell->attacktype & AT_DISEASE) 951 if (spell->attacktype & AT_DISEASE)
1205 if (cure_disease (tmp, op)) 952 if (cure_disease (tmp, op, spell))
1206 success = 1; 953 success = 1;
1207 954
1208 if (spell->attacktype & AT_POISON) 955 if (spell->attacktype & AT_POISON)
1209 { 956 {
1210 at = archetype::find ("poisoning"); 957 at = archetype::find (shstr_poisoning);
1211 poison = present_arch_in_ob (at, tmp); 958 poison = present_arch_in_ob (at, tmp);
1212 if (poison) 959 if (poison)
1213 { 960 {
1214 success = 1; 961 success = 1;
1215 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 962 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1217 } 964 }
1218 } 965 }
1219 966
1220 if (spell->attacktype & AT_CONFUSION) 967 if (spell->attacktype & AT_CONFUSION)
1221 { 968 {
1222 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 969 poison = present_in_ob_by_name (FORCE, shstr_confusion, tmp);
1223 if (poison) 970 if (poison)
1224 { 971 {
1225 success = 1; 972 success = 1;
1226 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 973 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1227 poison->duration = 1; 974 poison->duration = 1;
1228 } 975 }
1229 } 976 }
1230 977
1231 if (spell->attacktype & AT_BLIND) 978 if (spell->attacktype & AT_BLIND)
1232 { 979 {
1233 at = archetype::find ("blindness"); 980 at = archetype::find (shstr_blindness);
1234 poison = present_arch_in_ob (at, tmp); 981 poison = present_arch_in_ob (at, tmp);
1235 if (poison) 982 if (poison)
1236 { 983 {
1237 success = 1; 984 success = 1;
1238 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return."); 985 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1256 tmp->stats.grace = tmp->stats.maxgrace; 1003 tmp->stats.grace = tmp->stats.maxgrace;
1257 success = 1; 1004 success = 1;
1258 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!"); 1005 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1259 } 1006 }
1260 1007
1261 if (spell->stats.food && tmp->stats.food < 999) 1008 if (spell->stats.food && tmp->stats.food < MAX_FOOD)
1262 { 1009 {
1263 tmp->stats.food += spell->stats.food; 1010 tmp->stats.food += spell->stats.food;
1264 if (tmp->stats.food > 999) 1011 min_it (tmp->stats.food, MAX_FOOD);
1265 tmp->stats.food = 999; 1012
1266 success = 1; 1013 success = 1;
1267 /* We could do something a bit better like the messages for healing above */ 1014 /* We could do something a bit better like the messages for healing above */
1268 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food"); 1015 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1269 } 1016 }
1270 1017
1271 return success; 1018 return success;
1272} 1019}
1273
1274 1020
1275/* This is used for the spells that gain stats. There are no spells 1021/* This is used for the spells that gain stats. There are no spells
1276 * right now that icnrease wis/int/pow on a temp basis, so no 1022 * right now that icnrease wis/int/pow on a temp basis, so no
1277 * good comments for those. 1023 * good comments for those.
1278 */ 1024 */
1279static const char *const no_gain_msgs[NUM_STATS] = { 1025static const char *const no_gain_msgs[NUM_STATS] = {
1280 "You grow no stronger.", 1026 "You grow no stronger.",
1281 "You grow no more agile.", 1027 "You grow no more agile.",
1282 "You don't feel any healthier.", 1028 "You don't feel any healthier.",
1283 "no wis", 1029 "You didn't grow any more intelligent.",
1030 "You do not feel any wiser.",
1031 "You don't feel any more powerful."
1284 "You are no easier to look at.", 1032 "You are no easier to look at.",
1285 "no int",
1286 "no pow"
1287}; 1033};
1288 1034
1289int 1035int
1036change_ability_duration (object *spell, object *caster)
1037{
1038 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1039}
1040
1041int
1290cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) 1042cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1291{ 1043{
1292 object *force = NULL; 1044 object *force = 0;
1293 int i; 1045 int i;
1294 1046
1295 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1047 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1296 object *tmp = dir 1048 object *tmp = dir
1297 ? find_target_for_friendly_spell (op, dir) 1049 ? find_target_for_friendly_spell (op, dir)
1298 : op; 1050 : op;
1299 1051
1300 if (!tmp) 1052 if (!tmp)
1301 return 0; 1053 return 0;
1302 1054
1303 /* If we've already got a force of this type, don't add a new one. */ 1055 /* If we've already got a force of this type, don't add a new one. */
1311 break; 1063 break;
1312 } 1064 }
1313 else if (spell_ob->race && spell_ob->race == tmp2->name) 1065 else if (spell_ob->race && spell_ob->race == tmp2->name)
1314 { 1066 {
1315 if (!silent) 1067 if (!silent)
1316 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 1068 op->failmsgf ("You can not cast %s while %s is in effect",
1069 &spell_ob->name, &tmp2->name_pl);
1070
1317 return 0; 1071 return 0;
1318 } 1072 }
1319 } 1073 }
1320 } 1074 }
1075
1076 int duration = change_ability_duration (spell_ob, caster);
1077
1321 if (force == NULL) 1078 if (force)
1322 {
1323 force = get_archetype (FORCE_NAME);
1324 force->subtype = FORCE_CHANGE_ABILITY;
1325 if (spell_ob->race)
1326 force->name = spell_ob->race;
1327 else
1328 force->name = spell_ob->name;
1329 force->name_pl = spell_ob->name;
1330 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1331
1332 } 1079 {
1333 else
1334 {
1335 int duration;
1336
1337 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1338 if (duration > force->duration) 1080 if (duration > force->duration)
1339 { 1081 {
1340 force->duration = duration; 1082 force->duration = duration;
1341 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1083 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1342 } 1084 }
1343 else 1085 else
1344 {
1345 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1086 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1346 } 1087
1347 return 1; 1088 return 1;
1348 } 1089 }
1349 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1090
1091 new_draw_info_format (NDI_UNIQUE, 0, op,
1092 "You create an aura of magical force. H<The effect will last for about %.10g seconds.>",
1093 TICK2TIME (duration));
1094
1095 force = get_archetype (FORCE_NAME);
1096 force->subtype = FORCE_CHANGE_ABILITY;
1097 force->duration = duration;
1098
1099 if (spell_ob->race)
1100 force->name = spell_ob->race;
1101 else
1102 force->name = spell_ob->name;
1103
1104 force->name_pl = spell_ob->name;
1105
1350 force->speed = 1.0; 1106 force->speed = 1.0;
1351 force->speed_left = -1.0; 1107 force->speed_left = -1.0;
1352 SET_FLAG (force, FLAG_APPLIED); 1108 force->set_flag (FLAG_APPLIED);
1353 1109
1354 /* Now start processing the effects. First, protections */ 1110 /* Now start processing the effects. First, protections */
1355 for (i = 0; i < NROFATTACKS; i++) 1111 for (i = 0; i < NROFATTACKS; i++)
1356 { 1112 {
1357 if (spell_ob->resist[i]) 1113 if (spell_ob->resist[i])
1359 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob); 1115 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob);
1360 if (force->resist[i] > 100) 1116 if (force->resist[i] > 100)
1361 force->resist[i] = 100; 1117 force->resist[i] = 100;
1362 } 1118 }
1363 } 1119 }
1120
1364 if (spell_ob->stats.hp) 1121 if (spell_ob->stats.hp)
1365 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob); 1122 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1366 1123
1367 if (tmp->type == PLAYER) 1124 if (tmp->type == PLAYER)
1368 { 1125 {
1369 /* Stat adjustment spells */ 1126 /* Stat adjustment spells */
1370 for (i = 0; i < NUM_STATS; i++) 1127 for (i = 0; i < NUM_STATS; i++)
1371 { 1128 {
1372 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; 1129 if (sint8 stat = spell_ob->stats.stat (i))
1373
1374 if (stat)
1375 { 1130 {
1376 sm = 0; 1131 sint8 sm = 0;
1377 for (k = 0; k < stat; k++) 1132 for (sint8 k = 0; k < stat; k++)
1378 sm += rndm (1, 3); 1133 sm += rndm (1, 3);
1379 1134
1380 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) 1135 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1381 { 1136 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1382 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); 1137
1383 if (sm < 0) 1138 force->stats.stat (i) = sm;
1384 sm = 0; 1139
1385 }
1386 set_attr_value (&force->stats, i, sm);
1387 if (!sm) 1140 if (!sm)
1388 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); 1141 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1389 } 1142 }
1390 } 1143 }
1391 } 1144 }
1392 1145
1393 force->move_type = spell_ob->move_type; 1146 force->move_type = spell_ob->move_type;
1394 1147
1395 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK)) 1148 if (spell_ob->flag [FLAG_SEE_IN_DARK])
1396 SET_FLAG (force, FLAG_SEE_IN_DARK); 1149 force->set_flag (FLAG_SEE_IN_DARK);
1397 1150
1398 if (QUERY_FLAG (spell_ob, FLAG_XRAYS)) 1151 if (spell_ob->flag [FLAG_XRAYS])
1399 SET_FLAG (force, FLAG_XRAYS); 1152 force->set_flag (FLAG_XRAYS);
1400 1153
1401 /* Haste/bonus speed */ 1154 /* Haste/bonus speed */
1402 if (spell_ob->stats.exp) 1155 if (spell_ob->stats.exp)
1403 { 1156 {
1404 if (op->speed > 0.5f) 1157 if (op->speed > 0.5f)
1412 force->attacktype = spell_ob->attacktype; 1165 force->attacktype = spell_ob->attacktype;
1413 1166
1414 insert_ob_in_ob (force, tmp); 1167 insert_ob_in_ob (force, tmp);
1415 change_abil (tmp, force); /* Mostly to display any messages */ 1168 change_abil (tmp, force); /* Mostly to display any messages */
1416 tmp->update_stats (); 1169 tmp->update_stats ();
1170
1417 return 1; 1171 return 1;
1418} 1172}
1419 1173
1420/* This used to be part of cast_change_ability, but it really didn't make 1174/* This used to be part of cast_change_ability, but it really didn't make
1421 * a lot of sense, since most of the values it derives are from the god 1175 * a lot of sense, since most of the values it derives are from the god
1422 * of the caster. 1176 * of the caster.
1423 */ 1177 */
1424
1425int 1178int
1426cast_bless (object *op, object *caster, object *spell_ob, int dir) 1179cast_bless (object *op, object *caster, object *spell_ob, int dir)
1427{ 1180{
1428 int i; 1181 int i;
1429 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1182 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1430 1183
1431 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1184 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1432 if (dir != 0) 1185 if (dir != 0)
1433 { 1186 {
1434 tmp = find_target_for_friendly_spell (op, dir); 1187 tmp = find_target_for_friendly_spell (op, dir);
1188
1189 if (!tmp)
1190 return 0;
1435 } 1191 }
1436 else 1192 else
1437 {
1438 tmp = op; 1193 tmp = op;
1439 }
1440 1194
1441 /* If we've already got a force of this type, don't add a new one. */ 1195 /* If we've already got a force of this type, don't add a new one. */
1442 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1196 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1443 { 1197 {
1444 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1198 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1445 { 1199 {
1446 if (tmp2->name == spell_ob->name) 1200 if (tmp2->name == spell_ob->name)
1447 { 1201 {
1453 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 1207 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1454 return 0; 1208 return 0;
1455 } 1209 }
1456 } 1210 }
1457 } 1211 }
1212
1458 if (force == NULL) 1213 if (force == NULL)
1459 { 1214 {
1460 force = get_archetype (FORCE_NAME); 1215 force = get_archetype (FORCE_NAME);
1461 force->subtype = FORCE_CHANGE_ABILITY; 1216 force->subtype = FORCE_CHANGE_ABILITY;
1462 if (spell_ob->race) 1217 if (spell_ob->race)
1483 return 0; 1238 return 0;
1484 } 1239 }
1485 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1240 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1486 force->speed = 1.0; 1241 force->speed = 1.0;
1487 force->speed_left = -1.0; 1242 force->speed_left = -1.0;
1488 SET_FLAG (force, FLAG_APPLIED); 1243 force->set_flag (FLAG_APPLIED);
1489 1244
1490 if (!god) 1245 if (!god)
1491 { 1246 {
1492 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty."); 1247 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1493 } 1248 }
1494 else 1249 else
1495 { 1250 {
1496 /* Only give out good benefits, and put a max on it */ 1251 /* Only give out good benefits, and put a max on it */
1497 for (i = 0; i < NROFATTACKS; i++) 1252 for (i = 0; i < NROFATTACKS; i++)
1498 {
1499 if (god->resist[i] > 0) 1253 if (god->resist[i] > 0)
1500 {
1501 force->resist[i] = MIN (god->resist[i], spell_ob->resist[ATNR_GODPOWER]); 1254 force->resist[i] = min (god->resist[i], spell_ob->resist[ATNR_GODPOWER]);
1502 } 1255
1503 }
1504 force->path_attuned |= god->path_attuned; 1256 force->path_attuned |= god->path_attuned;
1505 1257
1506 if (spell_ob->attacktype) 1258 if (spell_ob->attacktype)
1507 force->slaying = god->slaying; 1259 force->slaying = god->slaying;
1508 1260
1527} 1279}
1528 1280
1529/* Alchemy code by Mark Wedel 1281/* Alchemy code by Mark Wedel
1530 * 1282 *
1531 * This code adds a new spell, called alchemy. Alchemy will turn 1283 * This code adds a new spell, called alchemy. Alchemy will turn
1532 * objects to gold nuggets, the value of the gold nuggets being 1284 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1533 * about 90% of that of the item itself. It uses the value of the
1534 * object before charisma adjustments, because the nuggets themselves
1535 * will be will be adjusted by charisma when sold.
1536 * 1285 *
1537 * Large nuggets are worth 25 gp each (base). You will always get 1286 * The value of the gold nuggets being about 90% of that of the item
1538 * the maximum number of large nuggets you could get. 1287 * itself. It uses the value of the object before charisma adjustments,
1539 * Small nuggets are worth 1 gp each (base). You will get from 0 1288 * because the nuggets themselves will be will be adjusted by charisma
1540 * to the max amount of small nuggets as you could get. 1289 * when sold.
1541 *
1542 * For example, if an item is worth 110 gold, you will get
1543 * 4 large nuggets, and from 0-10 small nuggets.
1544 * 1290 *
1545 * There is also a chance (1:30) that you will get nothing at all 1291 * There is also a chance (1:30) that you will get nothing at all
1546 * for the object. There is also a maximum weight that will be 1292 * for the object. There is also a maximum weight that will be
1547 * alchemised. 1293 * alchemised.
1548 */ 1294 */
1549static void 1295static void
1550alchemy_object (object *obj, uint64 &total_value, int &total_weight) 1296alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1551{ 1297{
1552 uint64 value = query_cost (obj, NULL, F_TRUE); 1298 uint64 value = query_cost (obj, NULL, F_TRUE);
1553 1299
1554 /* Give third price when we alchemy money (This should hopefully 1300 /* Give third price when we alchemy money (this should hopefully
1555 * make it so that it isn't worth it to alchemy money, sell 1301 * make it so that it isn't worth it to alchemy money, sell
1556 * the nuggets, alchemy the gold from that, etc. 1302 * the nuggets, alchemy the gold from that, etc.
1557 * Otherwise, give 9 silver on the gold for other objects, 1303 * Otherwise, give 9 silver on the gold for other objects,
1558 * so that it would still be more affordable to haul 1304 * so that it would still be more affordable to haul
1559 * the stuff back to town. 1305 * the stuff back to town.
1560 */ 1306 */
1561 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1307 if (obj->flag [FLAG_UNPAID])
1562 value = 0; 1308 value = 0;
1563 else if (obj->type == MONEY || obj->type == GEM) 1309 else if (obj->type == MONEY || obj->type == GEM)
1564 value /= 3; 1310 value /= 3;
1565 else 1311 else
1566 value = value * 9 / 10; 1312 value = value * 9 / 10;
1571 total_weight += obj->total_weight (); 1317 total_weight += obj->total_weight ();
1572 1318
1573 obj->destroy (); 1319 obj->destroy ();
1574} 1320}
1575 1321
1576static void
1577update_map (object *op, maptile *m, int small_nuggets, object *small, int large_nuggets, object *large, int x, int y)
1578{
1579 int flag = 0;
1580
1581 /* Put any nuggets below the player, but we can only pass this
1582 * flag if we are on the same space as the player
1583 */
1584 if (x == op->x && y == op->y && op->map == m)
1585 flag = INS_BELOW_ORIGINATOR;
1586
1587 if (small_nuggets)
1588 {
1589 object *tmp = small->clone ();
1590 tmp->nrof = small_nuggets;
1591 m->insert (tmp, x, y, op, flag);
1592 }
1593
1594 if (large_nuggets)
1595 {
1596 object *tmp = large->clone ();
1597 tmp->nrof = large_nuggets;
1598 m->insert (tmp, x, y, op, flag);
1599 }
1600
1601 if (object *pl = m->at (x, y).player ())
1602 if (pl->contr->ns)
1603 pl->contr->ns->look_position = 0;
1604}
1605
1606int 1322int
1607alchemy (object *op, object *caster, object *spell_ob) 1323alchemy (object *op, object *caster, object *spell_ob)
1608{ 1324{
1609 if (op->type != PLAYER) 1325 if (op->type != PLAYER)
1610 return 0; 1326 return 0;
1611 1327
1612 object *large = get_archetype ("largenugget"); 1328 archetype *nugget[3];
1613 object *small = get_archetype ("smallnugget"); 1329
1330 nugget[0] = archetype::find (shstr_pyrite3);
1331 nugget[1] = archetype::find (shstr_pyrite2);
1332 nugget[2] = archetype::find (shstr_pyrite);
1614 1333
1615 /* Put a maximum weight of items that can be alchemised. Limits the power 1334 /* Put a maximum weight of items that can be alchemised. Limits the power
1616 * some, and also prevents people from alchemising every table/chair/clock 1335 * some, and also prevents people from alchemising every table/chair/clock
1617 * in sight 1336 * in sight
1618 */ 1337 */
1647 1366
1648 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next) 1367 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1649 { 1368 {
1650 next = tmp->above; 1369 next = tmp->above;
1651 1370
1652 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1371 if (tmp->weight > 0 && !tmp->flag [FLAG_NO_PICK] &&
1653 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1372 !tmp->flag [FLAG_ALIVE] && !tmp->flag [FLAG_IS_CAULDRON])
1654 { 1373 {
1655 if (tmp->inv) 1374 if (tmp->inv)
1656 { 1375 {
1657 object *next1, *tmp1; 1376 object *next1, *tmp1;
1658 1377
1659 for (tmp1 = tmp->inv; tmp1; tmp1 = next1) 1378 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1660 { 1379 {
1661 next1 = tmp1->below; 1380 next1 = tmp1->below;
1662 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1381 if (tmp1->weight > 0 && !tmp1->flag [FLAG_NO_PICK] &&
1663 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1382 !tmp1->flag [FLAG_ALIVE] && !tmp1->flag [FLAG_IS_CAULDRON])
1664 alchemy_object (tmp1, value, weight); 1383 alchemy_object (tmp1, value, weight);
1665 } 1384 }
1666 } 1385 }
1667 1386
1668 alchemy_object (tmp, value, weight); 1387 alchemy_object (tmp, value, weight);
1670 if (weight > weight_max) 1389 if (weight > weight_max)
1671 break; 1390 break;
1672 } 1391 }
1673 } 1392 }
1674 1393
1394 value -= rndm (value >> 4);
1675 value = min (value, value_max); 1395 value = min (value, value_max);
1676 1396
1677 uint64 count = value / large->value; 1397 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1678 int large_nuggets = count; 1398 if (int nrof = value / nugget [i]->value)
1679 value -= count * large->value;
1680
1681 count = value / small->value;
1682 int small_nuggets = count;
1683
1684 /* Insert all the nuggets at one time. This probably saves time, but
1685 * it also prevents us from alcheming nuggets that were just created
1686 * with this spell.
1687 */ 1399 {
1688 update_map (op, mp, small_nuggets, small, large_nuggets, large, nx, ny); 1400 value -= nrof * nugget[i]->value;
1401
1402 object *tmp = nugget[i]->instance ();
1403 tmp->nrof = nrof;
1404 tmp->flag [FLAG_IDENTIFIED] = true;
1405 op->map->insert (tmp, x, y, op, 0);
1406 }
1689 1407
1690 if (weight > weight_max) 1408 if (weight > weight_max)
1691 goto bailout; 1409 goto bailout;
1692 } 1410 }
1693 } 1411 }
1694 1412
1695bailout: 1413bailout:
1696 large->destroy ();
1697 small->destroy ();
1698 return 1; 1414 return 1;
1699} 1415}
1700
1701 1416
1702/* This function removes the cursed/damned status on equipped 1417/* This function removes the cursed/damned status on equipped
1703 * items. 1418 * items.
1704 */ 1419 */
1705int 1420int
1706remove_curse (object *op, object *caster, object *spell) 1421remove_curse (object *op, object *caster, object *spell)
1707{ 1422{
1708 object *tmp;
1709 int success = 0, was_one = 0; 1423 int success = 0, was_one = 0;
1710 1424
1711 for (tmp = op->inv; tmp; tmp = tmp->below) 1425 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1712 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1426 if (tmp->flag [FLAG_APPLIED] &&
1713 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1427 ((tmp->flag [FLAG_CURSED] && spell->flag [FLAG_CURSED]) ||
1714 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1428 (tmp->flag [FLAG_DAMNED] && spell->flag [FLAG_DAMNED])))
1715 { 1429 {
1716 was_one++; 1430 was_one++;
1431
1717 if (tmp->level <= caster_level (caster, spell)) 1432 if (tmp->level <= casting_level (caster, spell))
1718 { 1433 {
1719 success++; 1434 success++;
1720 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1435 if (spell->flag [FLAG_DAMNED])
1721 CLEAR_FLAG (tmp, FLAG_DAMNED); 1436 tmp->clr_flag (FLAG_DAMNED);
1722 1437
1723 CLEAR_FLAG (tmp, FLAG_CURSED); 1438 tmp->clr_flag (FLAG_CURSED);
1724 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1439 tmp->clr_flag (FLAG_KNOWN_CURSED);
1725 tmp->value = 0; /* Still can't sell it */ 1440 tmp->value = 0; /* Still can't sell it */
1726 if (op->type == PLAYER) 1441
1442 if (object *pl = tmp->visible_to ())
1727 esrv_send_item (op, tmp); 1443 esrv_update_item (UPD_FLAGS, pl, tmp);
1728 } 1444 }
1729 } 1445 }
1730 1446
1731 if (op->type == PLAYER) 1447 if (op->type == PLAYER)
1732 { 1448 {
1743 1459
1744 return success; 1460 return success;
1745} 1461}
1746 1462
1747/* Identifies objects in the players inventory/on the ground */ 1463/* Identifies objects in the players inventory/on the ground */
1748
1749int 1464int
1750cast_identify (object *op, object *caster, object *spell) 1465cast_identify (object *op, object *caster, object *spell)
1751{ 1466{
1752 object *tmp; 1467 object *tmp;
1753 int success = 0, num_ident; 1468 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1754 1469
1755 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1470 int num_ident = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell));
1756
1757 if (num_ident < 1)
1758 num_ident = 1;
1759 1471
1760 for (tmp = op->inv; tmp; tmp = tmp->below) 1472 for (tmp = op->inv; tmp; tmp = tmp->below)
1761 { 1473 {
1762 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1474 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && need_identify (tmp))
1763 { 1475 {
1764 identify (tmp); 1476 identify (tmp);
1765 1477
1766 if (op->type == PLAYER) 1478 if (op->type == PLAYER)
1767 { 1479 {
1768 new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op)); 1480 buf.printf ("You identified: %s.\r", long_desc (tmp, op));
1769 1481
1770 if (tmp->msg) 1482 if (tmp->msg)
1771 { 1483 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1772 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1773 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1774 }
1775 } 1484 }
1776 1485
1777 num_ident--;
1778 success = 1;
1779 if (!num_ident) 1486 if (!--num_ident)
1780 break; 1487 break;
1781 } 1488 }
1782 } 1489 }
1783 1490
1784 /* If all the power of the spell has been used up, don't go and identify 1491 /* If all the power of the spell has been used up, don't go and identify
1785 * stuff on the floor. Only identify stuff on the floor if the spell 1492 * stuff on the floor. Only identify stuff on the floor if the spell
1786 * was not fully used. 1493 * was not fully used.
1787 */ 1494 */
1788 if (num_ident) 1495 if (num_ident)
1789 { 1496 {
1790 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1497 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1791 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1498 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && need_identify (tmp))
1792 { 1499 {
1793 identify (tmp); 1500 identify (tmp);
1794 1501
1795 if (op->type == PLAYER) 1502 if (object *pl = tmp->visible_to ())
1796 { 1503 {
1797 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op)); 1504 buf.printf ("On the ground you identified: %s.\r", long_desc (tmp, op));
1798 1505
1799 if (tmp->msg) 1506 if (tmp->msg)
1800 { 1507 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1801 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1802 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1803 }
1804
1805 esrv_send_item (op, tmp);
1806 } 1508 }
1807 1509
1808 num_ident--;
1809 success = 1;
1810 if (!num_ident) 1510 if (!--num_ident)
1811 break; 1511 break;
1812 } 1512 }
1813 } 1513 }
1814 1514
1815 if (!success) 1515 if (buf.empty ())
1816 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified."); 1516 {
1517 op->failmsg ("You can't reach anything unidentified.");
1518 return 0;
1519 }
1817 else 1520 else
1521 {
1522 if (op->contr)
1523 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1524
1818 spell_effect (spell, op->x, op->y, op->map, op); 1525 spell_effect (spell, op->x, op->y, op->map, op);
1819 1526 return 1;
1820 return success; 1527 }
1821} 1528}
1822 1529
1823int 1530int
1824cast_detection (object *op, object *caster, object *spell, object *skill) 1531cast_detection (object *op, object *caster, object *spell, object *skill)
1825{ 1532{
1830 1537
1831 /* We precompute some values here so that we don't have to keep 1538 /* We precompute some values here so that we don't have to keep
1832 * doing it over and over again. 1539 * doing it over and over again.
1833 */ 1540 */
1834 god = find_god (determine_god (op)); 1541 god = find_god (determine_god (op));
1835 level = caster_level (caster, spell); 1542 level = casting_level (caster, spell);
1836 range = spell->range + SP_level_range_adjust (caster, spell); 1543 range = spell->range + SP_level_range_adjust (caster, spell);
1837 1544
1838 if (!skill) 1545 if (!skill)
1839 skill = caster; 1546 skill = caster;
1840 1547
1841 for (x = op->x - range; x <= op->x + range; x++) 1548 dynbuf buf;
1842 for (y = op->y - range; y <= op->y + range; y++) 1549 unordered_mapwalk (buf, op, -range, -range, range, range)
1843 { 1550 {
1844 m = op->map;
1845 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1846 if (mflags & P_OUT_OF_MAP)
1847 continue;
1848
1849 /* For most of the detections, we only detect objects above the 1551 /* For most of the detections, we only detect objects above the
1850 * floor. But this is not true for show invisible. 1552 * floor. But this is not true for show invisible.
1851 * Basically, we just go and find the top object and work 1553 * Basically, we just go and find the top object and work
1852 * down - that is easier than working up. 1554 * down - that is easier than working up.
1853 */ 1555 */
1854 1556
1855 for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above) 1557 for (last = 0, tmp = m->at (nx, ny).bot; tmp; tmp = tmp->above)
1856 last = tmp; 1558 last = tmp;
1857 1559
1858 /* Shouldn't happen, but if there are no objects on a space, this 1560 /* Shouldn't happen, but if there are no objects on a space, this
1859 * would happen. 1561 * would happen.
1860 */ 1562 */
1861 if (!last) 1563 if (!last)
1862 continue; 1564 continue;
1863 1565
1864 done_one = 0; 1566 done_one = 0;
1865 floor = 0; 1567 floor = 0;
1866 detect = NULL; 1568 detect = 0;
1867 for (tmp = last; tmp; tmp = tmp->below) 1569 for (tmp = last; tmp; tmp = tmp->below)
1868 { 1570 {
1869 /* show invisible */ 1571 /* show invisible */
1870 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1572 if (spell->flag [FLAG_MAKE_INVIS]
1871 /* Might there be other objects that we can make visible? */ 1573 /* Might there be other objects that we can make visible? */
1872 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1574 && (tmp->invisible && (tmp->flag [FLAG_MONSTER]
1873 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1575 || (tmp->type == PLAYER && !tmp->flag [FLAG_WIZ])
1874 tmp->type == CF_HANDLE || 1576 || tmp->type == T_HANDLE
1875 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE || 1577 || tmp->type == TRAPDOOR
1578 || tmp->type == EXIT
1579 || tmp->type == HOLE
1580 || tmp->type == BUTTON
1876 tmp->type == BUTTON || tmp->type == TELEPORTER || 1581 || tmp->type == TELEPORTER
1582 || tmp->type == GATE
1877 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1583 || tmp->type == LOCKED_DOOR
1878 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN || 1584 || tmp->type == WEAPON
1585 || tmp->type == ALTAR
1586 || (tmp->type == SIGN && tmp->face != magicmouth_face)
1879 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1587 || tmp->type == TRIGGER_PEDESTAL
1880 tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR))) 1588 || tmp->type == SPECIAL_KEY
1589 || tmp->type == TREASURE
1590 || tmp->type == BOOK
1591 || tmp->type == HOLY_ALTAR
1592 || tmp->type == CONTAINER)))
1881 { 1593 {
1594 printf ("show inv %s\n", tmp->debug_desc());//D
1882 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)
1883 { 1596 {
1884 tmp->invisible = 0; 1597 tmp->invisible = 0;
1598 done_one = 1;
1599 }
1600 }
1601
1602 if (tmp->flag [FLAG_IS_FLOOR])
1603 floor = 1;
1604
1605 /* All detections below this point don't descend beneath the floor,
1606 * so just continue on. We could be clever and look at the type of
1607 * detection to completely break out if we don't care about objects beneath
1608 * the floor, but once we get to the floor, not likely a very big issue anyways.
1609 */
1610 if (floor)
1611 continue;
1612
1613 /* I had thought about making detect magic and detect curse
1614 * show the flash the magic item like it does for detect monster.
1615 * however, if the object is within sight, this would then make it
1616 * difficult to see what object is magical/cursed, so the
1617 * effect wouldn't be as apparent.
1618 */
1619
1620 /* detect magic */
1621 if (spell->flag [FLAG_KNOWN_MAGICAL] &&
1622 !tmp->flag [FLAG_KNOWN_MAGICAL] && !tmp->flag [FLAG_IDENTIFIED] && is_magical (tmp))
1623 {
1624 tmp->set_flag (FLAG_KNOWN_MAGICAL);
1625 /* make runes more visible */
1626 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1627 tmp->stats.Cha /= 4;
1628
1629 done_one = 1;
1630 }
1631
1632 /* detect monster */
1633 if (spell->flag [FLAG_MONSTER] && (tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER))
1634 {
1635 done_one = 2;
1636
1637 if (!detect)
1638 detect = tmp;
1639 }
1640
1641 /* Basically, if race is set in the spell, then the creatures race must
1642 * match that. if the spell race is set to GOD, then the gods opposing
1643 * race must match.
1644 */
1645 if (spell->race && tmp->flag [FLAG_MONSTER] && tmp->race &&
1646 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1647 spell->race.contains (tmp->race)))
1648 {
1649 done_one = 2;
1650
1651 if (!detect)
1652 detect = tmp;
1653 }
1654
1655 if (spell->flag [FLAG_KNOWN_CURSED] && !tmp->flag [FLAG_KNOWN_CURSED] &&
1656 (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))
1657 {
1658 tmp->set_flag (FLAG_KNOWN_CURSED);
1659 done_one = 1;
1660 }
1661
1662 // Do mining detection spell:
1663 if (spell->last_sp == 1) // 1 - detect any vein
1664 {
1665 if (tmp->type == VEIN)
1666 {
1667 if (tmp->other_arch)
1668 {
1669 if (!detect)
1670 detect = tmp->other_arch;
1671 done_one = 2;
1672 }
1673 else
1885 done_one = 1; 1674 done_one = 1;
1886 } 1675 }
1887 } 1676 }
1888
1889 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1890 floor = 1;
1891
1892 /* All detections below this point don't descend beneath the floor,
1893 * so just continue on. We could be clever and look at the type of
1894 * detection to completely break out if we don't care about objects beneath
1895 * the floor, but once we get to the floor, not likely a very big issue anyways.
1896 */
1897 if (floor)
1898 continue;
1899
1900 /* I had thought about making detect magic and detect curse
1901 * show the flash the magic item like it does for detect monster.
1902 * however, if the object is within sight, this would then make it
1903 * difficult to see what object is magical/cursed, so the
1904 * effect wouldn't be as apparant.
1905 */
1906
1907 /* detect magic */
1908 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1909 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1910 {
1911 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1912 /* make runes more visibile */
1913 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1914 tmp->stats.Cha /= 4;
1915 done_one = 1;
1916 }
1917 /* detect monster */
1918 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1919 {
1920 done_one = 2;
1921 if (!detect)
1922 detect = tmp;
1923 }
1924 /* Basically, if race is set in the spell, then the creatures race must
1925 * match that. if the spell race is set to GOD, then the gods opposing
1926 * race must match.
1927 */
1928 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1929 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) ||
1930 (strstr (spell->race, tmp->race))))
1931 {
1932 done_one = 2;
1933 if (!detect)
1934 detect = tmp;
1935 }
1936 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1937 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1938 {
1939 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1940 done_one = 1;
1941 }
1942 } /* for stack of objects on this space */ 1677 } /* for stack of objects on this space */
1943 1678
1944 /* Code here puts an effect of the spell on the space, so you can see 1679 /* Code here puts an effect of the spell on the space, so you can see
1945 * where the magic is. 1680 * where the magic is.
1946 */ 1681 */
1947 if (done_one) 1682 if (done_one)
1948 { 1683 {
1949 object *detect_ob = arch_to_object (spell->other_arch); 1684 object *detect_ob = spell->other_arch->instance ();
1950 1685
1951 /* if this is set, we want to copy the face */ 1686 /* if this is set, we want to copy the face */
1952 if (done_one == 2 && detect) 1687 if (done_one == 2 && detect)
1953 { 1688 {
1954 detect_ob->face = detect->face; 1689 detect_ob->face = detect->face;
1955 detect_ob->animation_id = detect->animation_id; 1690 detect_ob->animation_id = detect->animation_id;
1956 detect_ob->anim_speed = detect->anim_speed; 1691 detect_ob->anim_speed = detect->anim_speed;
1957 detect_ob->last_anim = 0; 1692 detect_ob->last_anim = 0;
1958 /* by default, the detect_ob is already animated */ 1693 /* by default, the detect_ob is already animated */
1959 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1694 if (!detect->flag [FLAG_ANIMATE])
1960 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1695 detect_ob->clr_flag (FLAG_ANIMATE);
1961 } 1696 }
1962 1697
1963 m->insert (detect_ob, nx, ny, op); 1698 m->insert (detect_ob, nx, ny, op, INS_ON_TOP);
1964 } 1699 }
1965 } /* for processing the surrounding spaces */ 1700 } /* for processing the surrounding spaces */
1966 1701
1967 1702
1968 /* Now process objects in the players inventory if detect curse or magic */ 1703 /* Now process objects in the players inventory if detect curse or magic */
1969 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL)) 1704 if (spell->flag [FLAG_KNOWN_CURSED] || spell->flag [FLAG_KNOWN_MAGICAL])
1970 { 1705 {
1971 done_one = 0; 1706 done_one = 0;
1707
1972 for (tmp = op->inv; tmp; tmp = tmp->below) 1708 for (tmp = op->inv; tmp; tmp = tmp->below)
1973 { 1709 {
1974 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1710 if (!tmp->invisible && !tmp->flag [FLAG_IDENTIFIED])
1975 { 1711 {
1976 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)) 1712 if (spell->flag [FLAG_KNOWN_MAGICAL] && is_magical (tmp) && !tmp->flag [FLAG_KNOWN_MAGICAL])
1977 { 1713 {
1978 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1714 tmp->set_flag (FLAG_KNOWN_MAGICAL);
1979 if (op->type == PLAYER) 1715
1716 if (object *pl = tmp->visible_to ())
1980 esrv_send_item (op, tmp); 1717 esrv_update_item (UPD_FLAGS, pl, tmp);
1981 } 1718 }
1982 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1719
1983 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1720 if (spell->flag [FLAG_KNOWN_CURSED] && !tmp->flag [FLAG_KNOWN_CURSED] &&
1721 (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))
1984 { 1722 {
1985 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1723 tmp->set_flag (FLAG_KNOWN_CURSED);
1986 if (op->type == PLAYER) 1724
1725 if (object *pl = tmp->visible_to ())
1987 esrv_send_item (op, tmp); 1726 esrv_update_item (UPD_FLAGS, pl, tmp);
1988 } 1727 }
1989 } /* if item is not identified */ 1728 } /* if item is not identified */
1990 } /* for the players inventory */ 1729 } /* for the players inventory */
1991 } /* if detect magic/curse and object is a player */ 1730 } /* if detect magic/curse and object is a player */
1731
1992 return 1; 1732 return 1;
1993} 1733}
1994 1734
1995 1735
1996/** 1736/**
2009 1749
2010 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you."); 1750 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
2011 1751
2012 if (victim->stats.sp >= victim->stats.maxsp * 2) 1752 if (victim->stats.sp >= victim->stats.maxsp * 2)
2013 { 1753 {
2014 object *tmp;
2015
2016 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1754 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
2017
2018 /* Explodes a fireball centered at player */
2019 tmp = get_archetype (EXPLODING_FIREBALL);
2020 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
2021 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
2022
2023 tmp->insert_at (victim);
2024 victim->stats.sp = 2 * victim->stats.maxsp; 1755 victim->stats.sp = 2 * victim->stats.maxsp;
1756 create_exploding_ball_at (victim, caster_level);
2025 } 1757 }
2026 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1758 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
2027 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); 1759 new_draw_info (NDI_UNIQUE | NDI_ORANGE, 0, victim, "You feel like your head is going to explode.");
2028 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1760 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2029 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 1761 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
2030 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1762 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2031 { 1763 {
2032 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1764 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2056 mflags = get_map_flags (m, &m, x, y, &x, &y); 1788 mflags = get_map_flags (m, &m, x, y, &x, &y);
2057 1789
2058 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1790 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
2059 { 1791 {
2060 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above) 1792 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
2061 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1793 if (plyr != op && plyr->flag [FLAG_ALIVE])
2062 break; 1794 break;
2063 } 1795 }
2064 1796
2065 1797
2066 /* If we did not find a player in the specified direction, transfer 1798 /* If we did not find a player in the specified direction, transfer
2067 * to anyone on top of us. This is used for the rune of transference mostly. 1799 * to anyone on top of us. This is used for the rune of transference mostly.
2068 */ 1800 */
2069 if (plyr == NULL) 1801 if (plyr == NULL)
2070 for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above) 1802 for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above)
2071 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1803 if (plyr != op && plyr->flag [FLAG_ALIVE])
2072 break; 1804 break;
2073 1805
2074 if (!plyr) 1806 if (!plyr)
2075 { 1807 {
2076 new_draw_info (NDI_BLACK, 0, op, "There is no one there."); 1808 op->failmsg ("There is no one there.");
2077 return 0; 1809 return 0;
2078 } 1810 }
2079 /* give sp */ 1811 /* give sp */
2080 if (spell->stats.dam > 0) 1812 if (spell->stats.dam > 0)
2081 { 1813 {
2082 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell); 1814 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
2083 charge_mana_effect (plyr, caster_level (caster, spell)); 1815 charge_mana_effect (plyr, casting_level (caster, spell));
2084 return 1; 1816 return 1;
2085 } 1817 }
2086 /* suck sp away. Can't suck sp from yourself */ 1818 /* suck sp away. Can't suck sp from yourself */
2087 else if (op != plyr) 1819 else if (op != plyr)
2088 { 1820 {
2093 if (rate > 95) 1825 if (rate > 95)
2094 rate = 95; 1826 rate = 95;
2095 1827
2096 sucked = (plyr->stats.sp * rate) / 100; 1828 sucked = (plyr->stats.sp * rate) / 100;
2097 plyr->stats.sp -= sucked; 1829 plyr->stats.sp -= sucked;
2098 if (QUERY_FLAG (op, FLAG_ALIVE)) 1830 if (op->flag [FLAG_ALIVE])
2099 { 1831 {
2100 /* Player doesn't get full credit */ 1832 /* Player doesn't get full credit */
2101 sucked = (sucked * rate) / 100; 1833 sucked = (sucked * rate) / 100;
2102 op->stats.sp += sucked; 1834 op->stats.sp += sucked;
2103 if (sucked > 0) 1835 if (sucked > 0)
2104 { 1836 {
2105 charge_mana_effect (op, caster_level (caster, spell)); 1837 charge_mana_effect (op, casting_level (caster, spell));
2106 } 1838 }
2107 } 1839 }
2108 return 1; 1840 return 1;
2109 } 1841 }
2110 return 0; 1842 return 0;
2152 /* Basically, if the object is magical and not counterspell, 1884 /* Basically, if the object is magical and not counterspell,
2153 * we will more or less remove the object. Don't counterspell 1885 * we will more or less remove the object. Don't counterspell
2154 * monsters either. 1886 * monsters either.
2155 */ 1887 */
2156 1888
2157 if (head->attacktype & AT_MAGIC && 1889 if (head->attacktype & AT_MAGIC
2158 !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level)) 1890 && !(head->attacktype & AT_COUNTERSPELL)
1891 && !head->flag [FLAG_MONSTER]
1892 && (op->level > head->level))
2159 head->destroy (); 1893 head->destroy ();
2160 else 1894 else
2161 switch (head->type) 1895 switch (head->type)
2162 { 1896 {
2163 case SPELL_EFFECT: 1897 case SPELL_EFFECT:
1898 // XXX: Don't affect floor spelleffects. See also XXX comment
1899 // about sanctuary in spell_util.C
1900 if (tmp->flag [FLAG_IS_FLOOR])
1901 continue;
1902
2164 if (op->level > head->level) 1903 if (op->level > head->level)
2165 head->destroy (); 1904 head->destroy ();
2166 1905
2167 break; 1906 break;
2168 1907
2179 break; 1918 break;
2180 } 1919 }
2181 } 1920 }
2182} 1921}
2183 1922
2184
2185
2186/* cast_consecrate() - a spell to make an altar your god's */ 1923/* cast_consecrate() - a spell to make an altar your god's */
2187int 1924int
2188cast_consecrate (object *op, object *caster, object *spell) 1925cast_consecrate (object *op, object *caster, object *spell)
2189{ 1926{
2190 char buf[MAX_BUF]; 1927 char buf[MAX_BUF];
2191 1928
2192 object *tmp, *god = find_god (determine_god (op)); 1929 object *tmp, *god = find_god (determine_god (op));
2193 1930
2194 if (!god) 1931 if (!god)
2195 { 1932 {
2196 new_draw_info (NDI_UNIQUE, 0, op, "You can't consecrate anything if you don't worship a god!"); 1933 op->failmsg ("You can't consecrate anything if you don't worship a god!");
2197 return 0; 1934 return 0;
2198 } 1935 }
2199 1936
2200 for (tmp = op->below; tmp; tmp = tmp->below) 1937 for (tmp = op->below; tmp; tmp = tmp->below)
2201 { 1938 {
2202 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1939 if (tmp->flag [FLAG_IS_FLOOR])
2203 break; 1940 break;
2204 if (tmp->type == HOLY_ALTAR) 1941 if (tmp->type == HOLY_ALTAR)
2205 { 1942 {
2206 1943
2207 if (tmp->level > caster_level (caster, spell)) 1944 if (tmp->level > casting_level (caster, spell))
2208 { 1945 {
2209 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name); 1946 op->failmsgf ("You are not powerful enough to reconsecrate the %s", &tmp->name);
2210 return 0; 1947 return 0;
2211 } 1948 }
2212 else 1949 else
2213 { 1950 {
2214 /* If we got here, we are consecrating an altar */ 1951 /* If we got here, we are consecrating an altar */
2215 sprintf (buf, "Altar of %s", &god->name); 1952 sprintf (buf, "Altar of %s", &god->name);
2216 tmp->name = buf; 1953 tmp->name = buf;
2217 tmp->level = caster_level (caster, spell); 1954 tmp->level = casting_level (caster, spell);
2218 tmp->other_arch = god->arch; 1955 tmp->other_arch = god->arch;
1956
2219 if (op->type == PLAYER) 1957 if (op->type == PLAYER)
2220 esrv_update_item (UPD_NAME, op, tmp); 1958 esrv_update_item (UPD_NAME, op, tmp);
1959
2221 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name); 1960 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
2222 return 1; 1961 return 1;
2223 } 1962 }
2224 } 1963 }
2225 } 1964 }
2226 new_draw_info (NDI_UNIQUE, 0, op, "You are not standing over an altar!"); 1965
1966 op->failmsg ("You are not standing over an altar!");
2227 return 0; 1967 return 0;
2228} 1968}
2229 1969
2230/* animate_weapon - 1970/* animate_weapon -
2231 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon. 1971 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon.
2235 * This code was very odd - code early on would only let players use the spell, 1975 * This code was very odd - code early on would only let players use the spell,
2236 * yet the code wass full of player checks. I've presumed that the code 1976 * yet the code wass full of player checks. I've presumed that the code
2237 * that only let players use it was correct, and removed all the other 1977 * that only let players use it was correct, and removed all the other
2238 * player checks. MSW 2003-01-06 1978 * player checks. MSW 2003-01-06
2239 */ 1979 */
2240
2241int 1980int
2242animate_weapon (object *op, object *caster, object *spell, int dir) 1981animate_weapon (object *op, object *caster, object *spell, int dir)
2243{ 1982{
2244 object *weapon, *tmp; 1983 object *weapon, *tmp;
2245 char buf[MAX_BUF]; 1984 char buf[MAX_BUF];
2246 int a, i; 1985 int a, i;
2247 sint16 x, y; 1986 sint16 x, y;
2248 maptile *m; 1987 maptile *m;
2249 materialtype_t *mt;
2250 1988
2251 if (!spell->other_arch) 1989 if (!spell->other_arch)
2252 { 1990 {
2253 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1991 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2254 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name); 1992 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2257 /* exit if it's not a player using this spell. */ 1995 /* exit if it's not a player using this spell. */
2258 if (op->type != PLAYER) 1996 if (op->type != PLAYER)
2259 return 0; 1997 return 0;
2260 1998
2261 /* if player already has a golem, abort */ 1999 /* if player already has a golem, abort */
2262 if (op->contr->ranges[range_golem]) 2000 if (object *golem = op->contr->golem)
2263 { 2001 {
2264 control_golem (op->contr->ranges[range_golem], dir); 2002 control_golem (golem, dir);
2265 return 0; 2003 return 0;
2266 } 2004 }
2267 2005
2268 /* if no direction specified, pick one */ 2006 /* if no direction specified, pick one */
2269 if (!dir) 2007 if (!dir)
2270 dir = find_free_spot (NULL, op->map, op->x, op->y, 1, 9); 2008 dir = find_free_spot (spell->other_arch, op->map, op->x, op->y, 1, 9);
2271 2009
2272 m = op->map; 2010 m = op->map;
2273 x = op->x + freearr_x[dir]; 2011 x = op->x + freearr_x[dir];
2274 y = op->y + freearr_y[dir]; 2012 y = op->y + freearr_y[dir];
2275 2013
2276 /* if there's no place to put the golem, abort */ 2014 /* if there's no place to put the golem, abort */
2277 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || 2015 if (dir < 0 || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP)
2278 ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->clone.move_type)) 2016 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2279 { 2017 {
2280 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2018 op->failmsg ("There is something in the way.");
2281 return 0; 2019 return 0;
2282 } 2020 }
2283 2021
2284 /* Use the weapon marked by the player. */ 2022 /* Use the weapon marked by the player. */
2285 weapon = find_marked_object (op); 2023 weapon = find_marked_object (op);
2286 2024
2287 if (!weapon) 2025 if (!weapon)
2288 { 2026 {
2289 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2027 op->failmsg ("You must mark a weapon to use with this spell!");
2290 return 0; 2028 return 0;
2291 } 2029 }
2030
2292 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2031 if (spell->race && weapon->arch->archname != spell->race)
2293 { 2032 {
2294 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2033 op->failmsg ("The spell fails to transform your weapon.");
2295 return 0; 2034 return 0;
2296 } 2035 }
2036
2297 if (weapon->type != WEAPON) 2037 if (weapon->type != WEAPON)
2298 { 2038 {
2299 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it."); 2039 op->failmsg ("You need to wield a weapon to animate it.");
2300 return 0; 2040 return 0;
2301 } 2041 }
2302 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2042
2043 if (weapon->flag [FLAG_APPLIED])
2303 { 2044 {
2304 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon)); 2045 op->failmsgf ("You need to unequip %s before using it in this spell", query_name (weapon));
2305 return 0; 2046 return 0;
2306 } 2047 }
2307 2048
2308 if (weapon->nrof > 1) 2049 weapon = weapon->split ();
2309 {
2310 tmp = get_split_ob (weapon, 1);
2311 esrv_send_item (op, weapon);
2312 weapon = tmp;
2313 }
2314 2050
2315 /* create the golem object */ 2051 /* create the golem object */
2316 tmp = arch_to_object (spell->other_arch); 2052 tmp = spell->other_arch->instance ();
2317 2053
2318 /* if animated by a player, give the player control of the golem */ 2054 /* if animated by a player, give the player control of the golem */
2319 CLEAR_FLAG (tmp, FLAG_MONSTER); 2055 tmp->clr_flag (FLAG_MONSTER);
2320 tmp->stats.exp = 0; 2056 tmp->stats.exp = 0;
2321 add_friendly_object (tmp); 2057 add_friendly_object (tmp);
2322 tmp->type = GOLEM; 2058 tmp->type = GOLEM;
2323 tmp->set_owner (op); 2059 tmp->set_owner (op);
2060 op->contr->golem = tmp;
2324 set_spell_skill (op, caster, spell, tmp); 2061 set_spell_skill (op, caster, spell, tmp);
2325 op->contr->ranges[range_golem] = tmp;
2326 op->contr->shoottype = range_golem;
2327 2062
2328 /* Give the weapon to the golem now. A bit of a hack to check the 2063 /* Give the weapon to the golem now. A bit of a hack to check the
2329 * removed flag - it should only be set if get_split_object was 2064 * removed flag - it should only be set if weapon->split was
2330 * used above. 2065 * used above.
2331 */ 2066 */
2332 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2067 if (!weapon->flag [FLAG_REMOVED])
2333 weapon->remove (); 2068 weapon->remove ();
2334 insert_ob_in_ob (weapon, tmp); 2069
2335 esrv_send_item (op, weapon); 2070 tmp->insert (weapon);
2071
2336 /* To do everything necessary to let a golem use the weapon is a pain, 2072 /* To do everything necessary to let a golem use the weapon is a pain,
2337 * so instead, just set it as equipped (otherwise, we need to update 2073 * so instead, just set it as equipped (otherwise, we need to update
2338 * body_info, skills, etc) 2074 * body_info, skills, etc)
2339 */ 2075 */
2340 SET_FLAG (tmp, FLAG_USE_WEAPON); 2076 tmp->set_flag (FLAG_USE_WEAPON);
2341 SET_FLAG (weapon, FLAG_APPLIED); 2077 weapon->set_flag (FLAG_APPLIED);
2342 tmp->update_stats (); 2078 tmp->update_stats ();
2343 2079
2344 /* There used to be 'odd' code that basically seemed to take the absolute 2080 /* There used to be 'odd' code that basically seemed to take the absolute
2345 * value of the weapon->magic an use that. IMO, that doesn't make sense - 2081 * value of the weapon->magic an use that. IMO, that doesn't make sense -
2346 * if you're using a crappy weapon, it shouldn't be as good. 2082 * if you're using a crappy weapon, it shouldn't be as good.
2366 2102
2367 /* attacktype */ 2103 /* attacktype */
2368 if (!tmp->attacktype) 2104 if (!tmp->attacktype)
2369 tmp->attacktype = AT_PHYSICAL; 2105 tmp->attacktype = AT_PHYSICAL;
2370 2106
2371 mt = NULL;
2372 if (op->materialname != NULL)
2373 mt = name_to_material (op->materialname);
2374 if (mt != NULL)
2375 {
2376 for (i = 0; i < NROFATTACKS; i++) 2107 for (i = 0; i < NROFATTACKS; i++)
2377 tmp->resist[i] = 50 - (mt->save[i] * 5); 2108 tmp->resist[i] = 50 - (op->material->save[i] * 5);
2378 a = mt->save[0]; 2109
2379 } 2110 a = op->material->save[0];
2380 else 2111
2381 {
2382 for (i = 0; i < NROFATTACKS; i++)
2383 tmp->resist[i] = 5;
2384 a = 10;
2385 }
2386 /* Set weapon's immunity */ 2112 /* Set weapon's immunity */
2387 tmp->resist[ATNR_CONFUSION] = 100; 2113 tmp->resist[ATNR_CONFUSION] = 100;
2388 tmp->resist[ATNR_POISON] = 100; 2114 tmp->resist[ATNR_POISON] = 100;
2389 tmp->resist[ATNR_SLOW] = 100; 2115 tmp->resist[ATNR_SLOW] = 100;
2390 tmp->resist[ATNR_PARALYZE] = 100; 2116 tmp->resist[ATNR_PARALYZE] = 100;
2396 2122
2397 /* Improve weapon's armour value according to best save vs. physical of its material */ 2123 /* Improve weapon's armour value according to best save vs. physical of its material */
2398 2124
2399 if (a > 14) 2125 if (a > 14)
2400 a = 14; 2126 a = 14;
2127
2401 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); 2128 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2402 2129
2403 /* Determine golem's speed */ 2130 /* Determine golem's speed */
2404 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell))); 2131 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2405 2132
2415 tmp->state = weapon->state; 2142 tmp->state = weapon->state;
2416 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2143 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2417 } 2144 }
2418 2145
2419 /* make experience increase in proportion to the strength of the summoned creature. */ 2146 /* make experience increase in proportion to the strength of the summoned creature. */
2420 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell)); 2147 tmp->stats.exp *= 1 + (max (spell->stats.maxgrace, spell->stats.sp) / casting_level (caster, spell));
2421 2148
2422 tmp->speed_left = -1; 2149 tmp->speed_left = -1;
2423 tmp->direction = dir; 2150 tmp->direction = dir;
2424 2151
2425 m->insert (tmp, x, y, op); 2152 m->insert (tmp, x, y, op);
2429/* cast_daylight() - changes the map darkness level *lower* */ 2156/* cast_daylight() - changes the map darkness level *lower* */
2430 2157
2431/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2158/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2432 * This changes the light level for the entire map. 2159 * This changes the light level for the entire map.
2433 */ 2160 */
2434
2435int 2161int
2436cast_change_map_lightlevel (object *op, object *caster, object *spell) 2162cast_change_map_lightlevel (object *op, object *caster, object *spell)
2437{ 2163{
2438 int success; 2164 int success;
2439 2165
2443 success = op->map->change_map_light (spell->stats.dam); 2169 success = op->map->change_map_light (spell->stats.dam);
2444 2170
2445 if (!success) 2171 if (!success)
2446 { 2172 {
2447 if (spell->stats.dam < 0) 2173 if (spell->stats.dam < 0)
2448 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2174 op->failmsg ("It can be no brighter here.");
2449 else 2175 else
2450 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2176 op->failmsg ("It can be no darker here.");
2451 } 2177 }
2178
2452 return success; 2179 return success;
2453} 2180}
2454
2455
2456
2457
2458 2181
2459/* create an aura spell object and put it in the player's inventory. 2182/* create an aura spell object and put it in the player's inventory.
2460 * as usual, op is player, caster is the object casting the spell, 2183 * as usual, op is player, caster is the object casting the spell,
2461 * spell is the spell object itself. 2184 * spell is the spell object itself.
2462 */ 2185 */
2468 2191
2469 new_aura = present_arch_in_ob (spell->other_arch, op); 2192 new_aura = present_arch_in_ob (spell->other_arch, op);
2470 if (new_aura) 2193 if (new_aura)
2471 refresh = 1; 2194 refresh = 1;
2472 else 2195 else
2473 new_aura = arch_to_object (spell->other_arch); 2196 new_aura = spell->other_arch->instance ();
2474 2197
2475 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); 2198 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2476 2199
2477 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 2200 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2478 2201
2479 new_aura->set_owner (op);
2480 set_spell_skill (op, caster, spell, new_aura); 2202 set_spell_skill (op, caster, spell, new_aura);
2481 new_aura->attacktype = spell->attacktype; 2203 new_aura->attacktype = spell->attacktype;
2482 2204
2483 new_aura->level = caster_level (caster, spell); 2205 new_aura->level = casting_level (caster, spell);
2206
2484 if (refresh) 2207 if (refresh)
2485 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2208 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2486 else 2209 else
2487 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2210 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2211
2488 insert_ob_in_ob (new_aura, op); 2212 insert_ob_in_ob (new_aura, op);
2213 new_aura->set_owner (op);
2214
2489 return 1; 2215 return 1;
2490} 2216}
2491
2492 2217
2493/* move aura function. An aura is a part of someone's inventory, 2218/* move aura function. An aura is a part of someone's inventory,
2494 * which he carries with him, but which acts on the map immediately 2219 * which he carries with him, but which acts on the map immediately
2495 * around him. 2220 * around him.
2496 * Aura parameters: 2221 * Aura parameters:
2497 * duration: duration counter. 2222 * duration: duration counter.
2498 * attacktype: aura's attacktype 2223 * attacktype: aura's attacktype
2499 * other_arch: archetype to drop where we attack 2224 * other_arch: archetype to drop where we attack
2500 */ 2225 */
2501
2502void 2226void
2503move_aura (object *aura) 2227move_aura (object *aura)
2504{ 2228{
2505 int i, mflags;
2506 object *env;
2507 maptile *m;
2508
2509 /* auras belong in inventories */ 2229 /* auras belong in inventories */
2510 env = aura->env; 2230 object *env = aura->env;
2231 object *owner = aura->owner;
2511 2232
2512 /* no matter what we've gotta remove the aura... 2233 /* no matter what we've gotta remove the aura...
2513 * we'll put it back if its time isn't up. 2234 * we'll put it back if its time isn't up.
2514 */ 2235 */
2515 aura->remove (); 2236 aura->remove ();
2520 aura->destroy (); 2241 aura->destroy ();
2521 return; 2242 return;
2522 } 2243 }
2523 2244
2524 /* auras only exist in inventories */ 2245 /* auras only exist in inventories */
2525 if (env == NULL || env->map == NULL) 2246 if (!env || !env->map)
2526 { 2247 {
2527 aura->destroy (); 2248 aura->destroy ();
2528 return; 2249 return;
2529 } 2250 }
2530 2251
2531 /* we need to jump out of the inventory for a bit 2252 /* we need to jump out of the inventory for a bit
2532 * in order to hit the map conveniently. 2253 * in order to hit the map conveniently.
2533 */ 2254 */
2534 aura->insert_at (env, aura); 2255 aura->insert_at (env, aura);
2535 2256
2536 for (i = 1; i < 9; i++) 2257 for (int i = 1; i < 9; i++)
2537 { 2258 {
2538 sint16 nx, ny; 2259 mapxy pos (env);
2260 pos.move (i);
2539 2261
2540 nx = aura->x + freearr_x[i];
2541 ny = aura->y + freearr_y[i];
2542 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2543
2544 /* Consider the movement tyep of the person with the aura as 2262 /* Consider the movement type of the person with the aura as
2545 * movement type of the aura. Eg, if the player is flying, the aura 2263 * movement type of the aura. Eg, if the player is flying, the aura
2546 * is flying also, if player is walking, it is on the ground, etc. 2264 * is flying also, if player is walking, it is on the ground, etc.
2547 */ 2265 */
2548 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny)))) 2266 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2549 { 2267 {
2550 hit_map (aura, i, aura->attacktype, 0); 2268 hit_map (aura, i, aura->attacktype, 0);
2551 2269
2552 if (aura->other_arch) 2270 if (aura->other_arch)
2553 m->insert (arch_to_object (aura->other_arch), nx, ny, aura); 2271 pos.insert (aura->other_arch->instance (), aura);
2554 } 2272 }
2555 } 2273 }
2556 2274
2557 /* put the aura back in the player's inventory */ 2275 /* put the aura back in the player's inventory */
2558 aura->remove (); 2276 env->insert (aura);
2559 insert_ob_in_ob (aura, env); 2277 aura->set_owner (owner);
2560} 2278}
2561 2279
2562/* moves the peacemaker spell. 2280/* moves the peacemaker spell.
2563 * op is the piece object. 2281 * op is the piece object.
2564 */ 2282 */
2565
2566void 2283void
2567move_peacemaker (object *op) 2284move_peacemaker (object *op)
2568{ 2285{
2569 object *tmp; 2286 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2570
2571 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2572 { 2287 {
2573 int atk_lev, def_lev; 2288 int atk_lev, def_lev;
2574 object *victim = tmp; 2289 object *victim = tmp->head_ ();
2575 2290
2576 if (tmp->head) 2291 if (!victim->flag [FLAG_MONSTER])
2577 victim = tmp->head;
2578 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2579 continue; 2292 continue;
2580 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2293
2294 if (victim->flag [FLAG_UNAGGRESSIVE])
2581 continue; 2295 continue;
2296
2582 if (victim->stats.exp == 0) 2297 if (victim->stats.exp == 0)
2583 continue; 2298 continue;
2584 2299
2585 def_lev = MAX (1, victim->level); 2300 def_lev = max (1, victim->level);
2586 atk_lev = MAX (1, op->level); 2301 atk_lev = max (1, op->level);
2587 2302
2588 if (rndm (0, atk_lev - 1) > def_lev) 2303 if (rndm (0, atk_lev - 1) > def_lev)
2589 { 2304 {
2590 /* make this sucker peaceful. */ 2305 /* make this sucker peaceful. */
2591 2306
2307 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2592 change_exp (op->owner, victim->stats.exp, op->skill, 0); 2308 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2593 victim->stats.exp = 0; 2309 victim->stats.exp = 0;
2594#if 0 2310#if 0
2595 /* No idea why these were all set to zero - if something 2311 /* No idea why these were all set to zero - if something
2596 * makes this creature agressive, he should still do damage. 2312 * makes this creature agressive, he should still do damage.
2599 victim->stats.sp = 0; 2315 victim->stats.sp = 0;
2600 victim->stats.grace = 0; 2316 victim->stats.grace = 0;
2601 victim->stats.Pow = 0; 2317 victim->stats.Pow = 0;
2602#endif 2318#endif
2603 victim->attack_movement = RANDO2; 2319 victim->attack_movement = RANDO2;
2604 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2320 victim->set_flag (FLAG_UNAGGRESSIVE);
2605 SET_FLAG (victim, FLAG_RUN_AWAY); 2321 victim->set_flag (FLAG_RUN_AWAY);
2606 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2322 victim->set_flag (FLAG_RANDOM_MOVE);
2607 CLEAR_FLAG (victim, FLAG_MONSTER); 2323 victim->clr_flag (FLAG_MONSTER);
2324
2608 if (victim->name) 2325 if (victim->name)
2609 {
2610 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name); 2326 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2611 } 2327 }
2612 }
2613 } 2328 }
2614} 2329}
2615
2616 2330
2617/* This writes a rune that contains the appropriate message. 2331/* This writes a rune that contains the appropriate message.
2618 * There really isn't any adjustments we make. 2332 * There really isn't any adjustments we make.
2619 */ 2333 */
2620
2621int 2334int
2622write_mark (object *op, object *spell, const char *msg) 2335write_mark (object *op, object *spell, const char *msg)
2623{ 2336{
2624 char rune[HUGE_BUF];
2625 object *tmp;
2626
2627 if (!msg || msg[0] == 0) 2337 if (!msg || msg[0] == 0)
2628 { 2338 {
2629 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2339 op->failmsg ("Write what?");
2630 return 0; 2340 return 0;
2631 } 2341 }
2632 2342
2633 if (strcasestr_local (msg, "endmsg")) 2343 if (!msg_is_safe (msg))
2634 { 2344 {
2635 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?"); 2345 op->failmsg ("Trying to cheat are we? H<@-signs are not allowed in marking runes.>");
2636 LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg); 2346 LOG (llevInfo, "write_mark: player %s tried to write bogus rune %s\n", &op->name, msg);
2637 return 0; 2347 return 0;
2638 } 2348 }
2349
2639 if (!spell->other_arch) 2350 if (!spell->other_arch)
2640 return 0; 2351 return 0;
2641 tmp = arch_to_object (spell->other_arch);
2642 2352
2643 snprintf (rune, sizeof (rune), "%s\n", msg); 2353 object *tmp = spell->other_arch->instance ();
2644 2354
2645 tmp->race = op->name; /*Save the owner of the rune */ 2355 tmp->race = op->name; /*Save the owner of the rune */
2646 tmp->msg = rune; 2356 tmp->msg = msg;
2647 2357
2648 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); 2358 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2359
2649 return 1; 2360 return 1;
2650} 2361}
2362

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