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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.51 by root, Sat May 12 18:14:48 2007 UTC vs.
Revision 1.127 by root, Wed Apr 14 02:31:24 2010 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 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; 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 buf[MAX_BUF];
571 const char *cp = describe_item (op, op); 570 const char *cp = describe_item (op, op);
572 archetype *at = archetype::find (ARCH_DEPLETION); 571 archetype *at = archetype::find (shstr_depletion);
573 object *tmp;
574 int i;
575 572
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
576 tmp = find_god (determine_god (op)); 581 if (object *god = find_god (determine_god (op)))
577 if (tmp) 582 buf << " - You worship " << &god->name << ".\n";
578 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
579 else 583 else
580 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); 584 buf << " - You worship no god.\n";
581 585
582 tmp = present_arch_in_ob (at, op); 586 object *tmp = present_arch_in_ob (at, op);
583 587
584 if (*cp == '\0' && tmp == NULL) 588 if (*cp == '\0' && !tmp)
585 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 589 buf << " - You feel very mundane. ";
586 else 590 else
587 { 591 {
588 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 592 buf << " - You have: " << cp << ".\n";
589 new_draw_info (NDI_UNIQUE, 0, op, cp);
590 593
591 if (tmp) 594 if (tmp)
592 for (i = 0; i < NUM_STATS; i++) 595 for (int i = 0; i < NUM_STATS; i++)
593 if (tmp->stats.stat (i) < 0) 596 if (tmp->stats.stat (i) < 0)
594 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -tmp->stats.stat (i)); 597 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
595 } 598 }
596 599
597 if (is_dragon_pl (op)) 600 if (op->is_dragon ())
598 {
599 /* now grab the 'dragon_ability'-force from the player's inventory */ 601 /* now grab the 'dragon_ability'-force from the player's inventory */
600 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 602 for (tmp = op->inv; tmp; tmp = tmp->below)
601 { 603 {
602 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 604 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
603 { 605 {
604 if (tmp->stats.exp == 0) 606 if (tmp->stats.exp == 0)
605 sprintf (buf, "Your metabolism isn't focused on anything."); 607 buf << " - Your metabolism isn't focused on anything.\n";
606 else 608 else
607 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";
608 610
609 new_draw_info (NDI_UNIQUE, 0, op, buf);
610 break; 611 break;
611 } 612 }
612 } 613 }
613 }
614 614
615 return 1; 615 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
616}
617
618/* int cast_create_town_portal (object *op, object *caster, int dir)
619 *
620 * This function cast the spell of town portal for op
621 *
622 * The spell operates in two passes. During the first one a place
623 * is marked as a destination for the portal. During the second one,
624 * 2 portals are created, one in the position the player cast it and
625 * one in the destination place. The portal are synchronized and 2 forces
626 * are inserted in the player to destruct the portal next time player
627 * creates a new portal pair.
628 * This spell has a side effect that it allows people to meet each other
629 * in a permanent, private, appartements by making a town portal from it
630 * to the town or another public place. So, check if the map is unique and if
631 * so return an error
632 *
633 * Code by Tchize (david.delbecq@usa.net)
634 */
635int
636cast_create_town_portal (object *op, object *caster, object *spell, int dir)
637{
638 object *dummy, *force, *old_force;
639 archetype *perm_portal;
640 char portal_name[1024], portal_message[1024];
641 maptile *exitmap;
642 int op_level;
643
644 /* Check to see if the map the player is currently on is a per player unique
645 * map. This can be determined in that per player unique maps have the
646 * full pathname listed.
647 */
648 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
649 {
650 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
651 return 0;
652 }
653
654 /* The first thing to do is to check if we have a marked destination
655 * dummy is used to make a check inventory for the force
656 */
657 dummy = arch_to_object (spell->other_arch);
658 if (dummy == NULL)
659 {
660 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
661 LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name);
662 return 0;
663 }
664
665 force = check_inv_recursive (op, dummy);
666
667 if (force == NULL)
668 {
669 /* Here we know there is no destination marked up.
670 * We have 2 things to do:
671 * 1. Mark the destination in the player inventory.
672 * 2. Let the player know it worked.
673 */
674 dummy->name = op->map->path;
675 EXIT_X (dummy) = op->x;
676 EXIT_Y (dummy) = op->y;
677 insert_ob_in_ob (dummy, op);
678 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You fix this place in your mind. You feel you are able to come here from anywhere.");
679 return 1;
680 }
681
682 dummy->destroy ();
683
684 /* Here we know where the town portal should go to
685 * We should kill any existing portal associated with the player.
686 * Than we should create the 2 portals.
687 * For each of them, we need:
688 * - To create the portal with the name of the player+destination map
689 * - set the owner of the town portal
690 * - To mark the position of the portal in the player's inventory
691 * for easier destruction.
692 *
693 * The mark works has follow:
694 * slaying: Existing town portal
695 * hp, sp : x & y of the associated portal
696 * name : name of the portal
697 * race : map the portal is in
698 */
699
700 /* First step: killing existing town portals */
701 dummy = get_archetype (spell->race);
702 if (dummy == NULL)
703 {
704 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
705 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
706 return 0;
707 }
708
709 perm_portal = archetype::find (spell->slaying);
710
711 /* To kill a town portal, we go trough the player's inventory,
712 * for each marked portal in player's inventory,
713 * -We try load the associated map (if impossible, consider the portal destructed)
714 * -We find any portal in the specified location.
715 * If it has the good name, we destruct it.
716 * -We destruct the force indicating that portal.
717 */
718 while ((old_force = check_inv_recursive (op, dummy)))
719 {
720 exitmap = maptile::find_sync (old_force->race, op->map);
721
722 if (exitmap)
723 {
724 exitmap->load_sync ();
725
726 int exitx = EXIT_X (old_force);
727 int exity = EXIT_Y (old_force);
728
729 for (object *tmp = present_arch (perm_portal, exitmap, exitx, exity); tmp; tmp = tmp->above)
730 {
731 if (tmp->name == old_force->name)
732 {
733 tmp->destroy ();
734 break;
735 }
736 }
737 }
738
739 old_force->destroy ();
740 }
741
742 dummy->destroy ();
743
744 /* Creating the portals.
745 * The very first thing to do is to ensure
746 * access to the destination map.
747 * If we can't, don't fizzle. Simply warn player.
748 * This ensure player pays his mana for the spell
749 * because HE is responsible of forgotting.
750 * 'force' is the destination of the town portal, which we got
751 * from the players inventory above.
752 */
753
754 /* Ensure exit map is loaded */
755 exitmap = maptile::find_sync (force->name);
756
757 /* If we were unable to load (ex. random map deleted), warn player */
758 if (!exitmap)
759 {
760 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens. You can't remember where to go!?");
761 force->destroy ();
762 return 1;
763 }
764
765 exitmap->load_sync ();
766
767 op_level = caster_level (caster, spell);
768 if (op_level < 15)
769 snprintf (portal_message, 1024,
770 "The air moves around you and a huge smell of ammonia surounds you as you pass through %s's tiny portal. Pouah!\n",
771 &op->name);
772 else if (op_level < 30)
773 snprintf (portal_message, 1024,
774 "%s's portal smells of ozone. You do a lot of movements and finally pass through the small hole in the air\n", &op->name);
775 else if (op_level < 60)
776 snprintf (portal_message, 1024, "A shining door opens in the air in front of you, showing you the path to another place.\n");
777 else
778 snprintf (portal_message, 1024, "As you walk through %s's portal, flowers come out from the ground around you. You feel awed.\n",
779 &op->name);
780
781 /* Create a portal in front of player
782 * dummy contain the portal and
783 * force contain the track to kill it later
784 */
785 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
786 dummy = get_archetype (spell->slaying); /*The portal */
787 if (dummy == NULL)
788 {
789 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
790 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
791 return 0;
792 }
793
794 EXIT_PATH (dummy) = force->name;
795 EXIT_X (dummy) = EXIT_X (force);
796 EXIT_Y (dummy) = EXIT_Y (force);
797 dummy->name = dummy->name_pl = portal_name;
798 dummy->msg = portal_message;
799 dummy->race = op->name; /*Save the owner of the portal */
800 cast_create_obj (op, caster, dummy, 0);
801
802 /* Now we need to to create a town portal marker inside the player
803 * object, so on future castings, we can know that he has an active
804 * town portal.
805 */
806 object *tmp = get_archetype (spell->race);
807
808 if (!tmp)
809 {
810 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
811 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
812 return 0;
813 }
814
815 tmp->race = op->map->path;
816 tmp->name = portal_name;
817 EXIT_X (tmp) = dummy->x;
818 EXIT_Y (tmp) = dummy->y;
819 op->insert (tmp);
820
821 /* Create a portal in the destination map
822 * dummy contain the portal and
823 * force the track to kill it later
824 * the 'force' variable still contains the 'reminder' of
825 * where this portal goes to.
826 */
827 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &op->map->path);
828 dummy = get_archetype (spell->slaying); /*The portal */
829 if (dummy == NULL)
830 {
831 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
832 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
833 return 0;
834 }
835
836 EXIT_PATH (dummy) = op->map->path;
837 EXIT_X (dummy) = op->x;
838 EXIT_Y (dummy) = op->y;
839 dummy->name = dummy->name_pl = portal_name;
840 dummy->msg = portal_message;
841 dummy->race = op->name; /*Save the owner of the portal */
842 exitmap->insert (dummy, EXIT_X (force), EXIT_Y (force), op);
843
844 /* Now we create another town portal marker that
845 * points back to the one we just made
846 */
847 tmp = get_archetype (spell->race);
848 if (tmp == NULL)
849 {
850 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
851 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
852 return 0;
853 }
854
855 tmp->race = force->name;
856 tmp->name = portal_name;
857 EXIT_X (tmp) = dummy->x;
858 EXIT_Y (tmp) = dummy->y;
859 insert_ob_in_ob (tmp, op);
860
861 /* Describe the player what happened
862 */
863 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
864 force->destroy ();
865 616
866 return 1; 617 return 1;
867} 618}
868 619
869/* This creates magic walls. Really, it can create most any object, 620/* This creates magic walls. Really, it can create most any object,
895 646
896 if ((spell_ob->move_block || x != op->x || y != op->y) && 647 if ((spell_ob->move_block || x != op->x || y != op->y) &&
897 (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) ||
898 ((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)))
899 { 650 {
900 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 651 op->failmsg ("Something is in the way.");
901 return 0; 652 return 0;
902 } 653 }
903 654
904 if (spell_ob->other_arch) 655 if (spell_ob->other_arch)
905 tmp = arch_to_object (spell_ob->other_arch); 656 tmp = spell_ob->other_arch->instance ();
906 else if (spell_ob->race) 657 else if (spell_ob->race)
907 { 658 {
908 char buf1[MAX_BUF]; 659 char buf1[MAX_BUF];
909 660
910 sprintf (buf1, spell_ob->race, dir); 661 sprintf (buf1, spell_ob->race, dir);
914 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 665 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
915 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 666 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
916 return 0; 667 return 0;
917 } 668 }
918 669
919 tmp = arch_to_object (at); 670 tmp = at->instance ();
920 } 671 }
921 else 672 else
922 { 673 {
923 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);
924 return 0; 675 return 0;
929 tmp->attacktype = spell_ob->attacktype; 680 tmp->attacktype = spell_ob->attacktype;
930 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);
931 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);
932 tmp->range = 0; 683 tmp->range = 0;
933 } 684 }
934 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 685 else if (tmp->flag [FLAG_ALIVE])
935 { 686 {
936 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);
937 tmp->stats.maxhp = tmp->stats.hp; 688 tmp->stats.maxhp = tmp->stats.hp;
938 } 689 }
939 690
940 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])
941 { 692 {
942 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);
943 SET_FLAG (tmp, FLAG_IS_USED_UP); 694 tmp->set_flag (FLAG_IS_USED_UP);
944 } 695 }
945 696
946 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 697 if (spell_ob->flag [FLAG_TEAR_DOWN])
947 { 698 {
948 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);
949 tmp->stats.maxhp = tmp->stats.hp; 700 tmp->stats.maxhp = tmp->stats.hp;
950 SET_FLAG (tmp, FLAG_TEAR_DOWN); 701 tmp->set_flag (FLAG_TEAR_DOWN);
951 SET_FLAG (tmp, FLAG_ALIVE); 702 tmp->set_flag (FLAG_ALIVE);
952 } 703 }
953 704
954 /* 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,
955 * 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
956 * earthwalls, though, so they survive restarts. 707 * earthwalls, though, so they survive restarts.
957 */ 708 */
958 if (tmp->type != EARTHWALL) //TODO 709 if (tmp->type != EARTHWALL) //TODO
959 tmp->set_owner (op); 710 tmp->set_owner (op);
960 711
961 set_spell_skill (op, caster, spell_ob, tmp); 712 set_spell_skill (op, caster, spell_ob, tmp);
962 tmp->level = caster_level (caster, spell_ob) / 2; 713 tmp->level = casting_level (caster, spell_ob) / 2;
963 714
964 name = tmp->name; 715 name = tmp->name;
965 if (!(tmp = m->insert (tmp, x, y, op))) 716 if (!(tmp = m->insert (tmp, x, y, op)))
966 { 717 {
967 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);
968 return 0; 719 return 0;
969 } 720 }
970 721
971 /* 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 */
972 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 723 if (tmp->other_arch && tmp->other_arch->type == SPELL)
973 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 724 insert_ob_in_ob (tmp->other_arch->instance (), tmp);
974 725
975 /* This code causes the wall to extend some distance in 726 /* This code causes the wall to extend some distance in
976 * each direction, or until an obstruction is encountered. 727 * each direction, or until an obstruction is encountered.
977 * posblocked and negblocked help determine how far the 728 * posblocked and negblocked help determine how far the
978 * created wall can extend, it won't go extend through 729 * created wall can extend, it won't go extend through
997 { 748 {
998 object *tmp2 = tmp->clone (); 749 object *tmp2 = tmp->clone ();
999 m->insert (tmp2, x, y, op); 750 m->insert (tmp2, x, y, op);
1000 751
1001 /* 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 */
1002 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 753 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1003 tmp2->insert (arch_to_object (tmp2->other_arch)); 754 tmp2->insert (tmp2->other_arch->instance ());
1004 755
1005 } 756 }
1006 else 757 else
1007 posblocked = 1; 758 posblocked = 1;
1008 759
1014 ((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)
1015 { 766 {
1016 object *tmp2 = tmp->clone (); 767 object *tmp2 = tmp->clone ();
1017 m->insert (tmp2, x, y, op); 768 m->insert (tmp2, x, y, op);
1018 769
1019 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 770 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1020 tmp2->insert (arch_to_object (tmp2->other_arch)); 771 tmp2->insert (tmp2->other_arch->instance ());
1021 } 772 }
1022 else 773 else
1023 negblocked = 1; 774 negblocked = 1;
1024 } 775 }
1025 776
1026 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) 777 if (tmp->flag [FLAG_BLOCKSVIEW])
1027 update_all_los (op->map, op->x, op->y); 778 update_all_los (op->map, op->x, op->y);
1028 779
1029 return 1; 780 return 1;
1030} 781}
1031 782
1032int 783int
1033dimension_door (object *op, object *caster, object *spob, int dir) 784dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
1034{ 785{
1035 uint32 dist, maxdist; 786 uint32 dist, maxdist;
1036 int mflags; 787 int mflags;
1037 maptile *m; 788 maptile *m;
1038 sint16 sx, sy; 789 sint16 sx, sy;
1040 if (op->type != PLAYER) 791 if (op->type != PLAYER)
1041 return 0; 792 return 0;
1042 793
1043 if (!dir) 794 if (!dir)
1044 { 795 {
1045 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?"); 796 op->failmsg ("In what direction?");
1046 return 0; 797 return 0;
1047 } 798 }
1048 799
1049 /* 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
1050 * ever, so put limits in. 801 * ever, so put limits in.
1051 */ 802 */
1052 maxdist = spob->range + SP_level_range_adjust (caster, spob); 803 maxdist = spob->range + SP_level_range_adjust (caster, spob);
1053 804
1054 if (op->contr->count) 805 if (spellparam)
1055 { 806 {
807 int count = atoi (spellparam);
808
1056 if (op->contr->count > maxdist) 809 if (count > maxdist)
1057 { 810 {
1058 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!"); 811 op->failmsg ("You can't dimension door that far!");
1059 return 0; 812 return 0;
1060 } 813 }
1061 814
1062 for (dist = 0; dist < op->contr->count; dist++) 815 for (dist = 0; dist < count; dist++)
1063 { 816 {
1064 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);
1065 818
1066 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 819 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
1067 break; 820 break;
1068 821
1069 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)))
1070 break; 823 break;
1071 } 824 }
1072 825
1073 if (dist < op->contr->count) 826 if (dist < count)
1074 { 827 {
1075 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");
1076 op->contr->count = 0;
1077 return 0; 829 return 0;
1078 } 830 }
1079
1080 op->contr->count = 0;
1081 831
1082 /* Remove code that puts player on random space on maps. IMO, 832 /* Remove code that puts player on random space on maps. IMO,
1083 * 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,
1084 * 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
1085 * by such squares). Also, there are probably treasure rooms and 835 * by such squares). Also, there are probably treasure rooms and
1127 break; 877 break;
1128 878
1129 } 879 }
1130 if (!dist) 880 if (!dist)
1131 { 881 {
1132 new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n"); 882 op->failmsg ("Your spell failed!\n");
1133 return 0; 883 return 0;
1134 } 884 }
1135 } 885 }
1136 886
1137 /* Actually move the player now */ 887 /* Actually move the player now */
1138 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)))
1139 return 1; 889 return 1;
1140 890
1141 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
1142 return 1; 893 return 1;
1143} 894}
1144
1145 895
1146/* cast_heal: Heals something. 896/* cast_heal: Heals something.
1147 * op is the caster. 897 * op is the caster.
1148 * dir is the direction he is casting it in. 898 * dir is the direction he is casting it in.
1149 * spell is the spell object. 899 * spell is the spell object.
1176 { 926 {
1177 /* See how many points we actually heal. Instead of messages 927 /* See how many points we actually heal. Instead of messages
1178 * based on type of spell, we instead do messages based 928 * based on type of spell, we instead do messages based
1179 * on amount of damage healed. 929 * on amount of damage healed.
1180 */ 930 */
1181 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 931 if (heal > tmp->stats.maxhp - tmp->stats.hp)
1182 heal = tmp->stats.maxhp - tmp->stats.hp; 932 heal = tmp->stats.maxhp - tmp->stats.hp;
933
1183 tmp->stats.hp += heal; 934 tmp->stats.hp += heal;
1184 935
1185 if (tmp->stats.hp >= tmp->stats.maxhp) 936 if (tmp->stats.hp >= tmp->stats.maxhp)
1186 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 937 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1187 else if (heal > 50) 938 else if (heal > 50)
1196 success = 1; 947 success = 1;
1197 } 948 }
1198 } 949 }
1199 950
1200 if (spell->attacktype & AT_DISEASE) 951 if (spell->attacktype & AT_DISEASE)
1201 if (cure_disease (tmp, op)) 952 if (cure_disease (tmp, op, spell))
1202 success = 1; 953 success = 1;
1203 954
1204 if (spell->attacktype & AT_POISON) 955 if (spell->attacktype & AT_POISON)
1205 { 956 {
1206 at = archetype::find ("poisoning"); 957 at = archetype::find (shstr_poisoning);
1207 poison = present_arch_in_ob (at, tmp); 958 poison = present_arch_in_ob (at, tmp);
1208 if (poison) 959 if (poison)
1209 { 960 {
1210 success = 1; 961 success = 1;
1211 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 962 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1213 } 964 }
1214 } 965 }
1215 966
1216 if (spell->attacktype & AT_CONFUSION) 967 if (spell->attacktype & AT_CONFUSION)
1217 { 968 {
1218 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 969 poison = present_in_ob_by_name (FORCE, shstr_confusion, tmp);
1219 if (poison) 970 if (poison)
1220 { 971 {
1221 success = 1; 972 success = 1;
1222 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 973 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1223 poison->duration = 1; 974 poison->duration = 1;
1224 } 975 }
1225 } 976 }
1226 977
1227 if (spell->attacktype & AT_BLIND) 978 if (spell->attacktype & AT_BLIND)
1228 { 979 {
1229 at = archetype::find ("blindness"); 980 at = archetype::find (shstr_blindness);
1230 poison = present_arch_in_ob (at, tmp); 981 poison = present_arch_in_ob (at, tmp);
1231 if (poison) 982 if (poison)
1232 { 983 {
1233 success = 1; 984 success = 1;
1234 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.");
1252 tmp->stats.grace = tmp->stats.maxgrace; 1003 tmp->stats.grace = tmp->stats.maxgrace;
1253 success = 1; 1004 success = 1;
1254 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!");
1255 } 1006 }
1256 1007
1257 if (spell->stats.food && tmp->stats.food < 999) 1008 if (spell->stats.food && tmp->stats.food < MAX_FOOD)
1258 { 1009 {
1259 tmp->stats.food += spell->stats.food; 1010 tmp->stats.food += spell->stats.food;
1260 if (tmp->stats.food > 999) 1011 min_it (tmp->stats.food, MAX_FOOD);
1261 tmp->stats.food = 999; 1012
1262 success = 1; 1013 success = 1;
1263 /* 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 */
1264 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");
1265 } 1016 }
1266 1017
1267 return success; 1018 return success;
1268} 1019}
1269
1270 1020
1271/* 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
1272 * 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
1273 * good comments for those. 1023 * good comments for those.
1274 */ 1024 */
1275static const char *const no_gain_msgs[NUM_STATS] = { 1025static const char *const no_gain_msgs[NUM_STATS] = {
1276 "You grow no stronger.", 1026 "You grow no stronger.",
1277 "You grow no more agile.", 1027 "You grow no more agile.",
1278 "You don't feel any healthier.", 1028 "You don't feel any healthier.",
1279 "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."
1280 "You are no easier to look at.", 1032 "You are no easier to look at.",
1281 "no int",
1282 "no pow"
1283}; 1033};
1284 1034
1285int 1035int
1036change_ability_duration (object *spell, object *caster)
1037{
1038 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1039}
1040
1041int
1286cast_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)
1287{ 1043{
1288 object *force = NULL; 1044 object *force = 0;
1289 int i; 1045 int i;
1290 1046
1291 /* 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. */
1292 object *tmp = dir 1048 object *tmp = dir
1293 ? find_target_for_friendly_spell (op, dir) 1049 ? find_target_for_friendly_spell (op, dir)
1294 : op; 1050 : op;
1295 1051
1296 if (!tmp) 1052 if (!tmp)
1297 return 0; 1053 return 0;
1298 1054
1299 /* 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. */
1307 break; 1063 break;
1308 } 1064 }
1309 else if (spell_ob->race && spell_ob->race == tmp2->name) 1065 else if (spell_ob->race && spell_ob->race == tmp2->name)
1310 { 1066 {
1311 if (!silent) 1067 if (!silent)
1312 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
1313 return 0; 1071 return 0;
1314 } 1072 }
1315 } 1073 }
1316 } 1074 }
1075
1076 int duration = change_ability_duration (spell_ob, caster);
1077
1317 if (force == NULL) 1078 if (force)
1318 {
1319 force = get_archetype (FORCE_NAME);
1320 force->subtype = FORCE_CHANGE_ABILITY;
1321 if (spell_ob->race)
1322 force->name = spell_ob->race;
1323 else
1324 force->name = spell_ob->name;
1325 force->name_pl = spell_ob->name;
1326 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1327
1328 } 1079 {
1329 else
1330 {
1331 int duration;
1332
1333 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1334 if (duration > force->duration) 1080 if (duration > force->duration)
1335 { 1081 {
1336 force->duration = duration; 1082 force->duration = duration;
1337 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.");
1338 } 1084 }
1339 else 1085 else
1340 {
1341 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.");
1342 } 1087
1343 return 1; 1088 return 1;
1344 } 1089 }
1345 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
1346 force->speed = 1.0; 1106 force->speed = 1.0;
1347 force->speed_left = -1.0; 1107 force->speed_left = -1.0;
1348 SET_FLAG (force, FLAG_APPLIED); 1108 force->set_flag (FLAG_APPLIED);
1349 1109
1350 /* Now start processing the effects. First, protections */ 1110 /* Now start processing the effects. First, protections */
1351 for (i = 0; i < NROFATTACKS; i++) 1111 for (i = 0; i < NROFATTACKS; i++)
1352 { 1112 {
1353 if (spell_ob->resist[i]) 1113 if (spell_ob->resist[i])
1355 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);
1356 if (force->resist[i] > 100) 1116 if (force->resist[i] > 100)
1357 force->resist[i] = 100; 1117 force->resist[i] = 100;
1358 } 1118 }
1359 } 1119 }
1120
1360 if (spell_ob->stats.hp) 1121 if (spell_ob->stats.hp)
1361 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);
1362 1123
1363 if (tmp->type == PLAYER) 1124 if (tmp->type == PLAYER)
1364 { 1125 {
1382 } 1143 }
1383 } 1144 }
1384 1145
1385 force->move_type = spell_ob->move_type; 1146 force->move_type = spell_ob->move_type;
1386 1147
1387 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK)) 1148 if (spell_ob->flag [FLAG_SEE_IN_DARK])
1388 SET_FLAG (force, FLAG_SEE_IN_DARK); 1149 force->set_flag (FLAG_SEE_IN_DARK);
1389 1150
1390 if (QUERY_FLAG (spell_ob, FLAG_XRAYS)) 1151 if (spell_ob->flag [FLAG_XRAYS])
1391 SET_FLAG (force, FLAG_XRAYS); 1152 force->set_flag (FLAG_XRAYS);
1392 1153
1393 /* Haste/bonus speed */ 1154 /* Haste/bonus speed */
1394 if (spell_ob->stats.exp) 1155 if (spell_ob->stats.exp)
1395 { 1156 {
1396 if (op->speed > 0.5f) 1157 if (op->speed > 0.5f)
1404 force->attacktype = spell_ob->attacktype; 1165 force->attacktype = spell_ob->attacktype;
1405 1166
1406 insert_ob_in_ob (force, tmp); 1167 insert_ob_in_ob (force, tmp);
1407 change_abil (tmp, force); /* Mostly to display any messages */ 1168 change_abil (tmp, force); /* Mostly to display any messages */
1408 tmp->update_stats (); 1169 tmp->update_stats ();
1170
1409 return 1; 1171 return 1;
1410} 1172}
1411 1173
1412/* 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
1413 * 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
1414 * of the caster. 1176 * of the caster.
1415 */ 1177 */
1416
1417int 1178int
1418cast_bless (object *op, object *caster, object *spell_ob, int dir) 1179cast_bless (object *op, object *caster, object *spell_ob, int dir)
1419{ 1180{
1420 int i; 1181 int i;
1421 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1182 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1422 1183
1423 /* 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. */
1424 if (dir != 0) 1185 if (dir != 0)
1425 { 1186 {
1426 tmp = find_target_for_friendly_spell (op, dir); 1187 tmp = find_target_for_friendly_spell (op, dir);
1188
1189 if (!tmp)
1190 return 0;
1427 } 1191 }
1428 else 1192 else
1429 {
1430 tmp = op; 1193 tmp = op;
1431 }
1432 1194
1433 /* 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. */
1434 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1196 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1435 { 1197 {
1436 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1198 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1437 { 1199 {
1438 if (tmp2->name == spell_ob->name) 1200 if (tmp2->name == spell_ob->name)
1439 { 1201 {
1445 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);
1446 return 0; 1208 return 0;
1447 } 1209 }
1448 } 1210 }
1449 } 1211 }
1212
1450 if (force == NULL) 1213 if (force == NULL)
1451 { 1214 {
1452 force = get_archetype (FORCE_NAME); 1215 force = get_archetype (FORCE_NAME);
1453 force->subtype = FORCE_CHANGE_ABILITY; 1216 force->subtype = FORCE_CHANGE_ABILITY;
1454 if (spell_ob->race) 1217 if (spell_ob->race)
1475 return 0; 1238 return 0;
1476 } 1239 }
1477 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;
1478 force->speed = 1.0; 1241 force->speed = 1.0;
1479 force->speed_left = -1.0; 1242 force->speed_left = -1.0;
1480 SET_FLAG (force, FLAG_APPLIED); 1243 force->set_flag (FLAG_APPLIED);
1481 1244
1482 if (!god) 1245 if (!god)
1483 { 1246 {
1484 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty."); 1247 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1485 } 1248 }
1486 else 1249 else
1487 { 1250 {
1488 /* Only give out good benefits, and put a max on it */ 1251 /* Only give out good benefits, and put a max on it */
1489 for (i = 0; i < NROFATTACKS; i++) 1252 for (i = 0; i < NROFATTACKS; i++)
1490 {
1491 if (god->resist[i] > 0) 1253 if (god->resist[i] > 0)
1492 {
1493 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]);
1494 } 1255
1495 }
1496 force->path_attuned |= god->path_attuned; 1256 force->path_attuned |= god->path_attuned;
1497 1257
1498 if (spell_ob->attacktype) 1258 if (spell_ob->attacktype)
1499 force->slaying = god->slaying; 1259 force->slaying = god->slaying;
1500 1260
1519} 1279}
1520 1280
1521/* Alchemy code by Mark Wedel 1281/* Alchemy code by Mark Wedel
1522 * 1282 *
1523 * This code adds a new spell, called alchemy. Alchemy will turn 1283 * This code adds a new spell, called alchemy. Alchemy will turn
1524 * objects to gold nuggets, the value of the gold nuggets being 1284 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1525 * about 90% of that of the item itself. It uses the value of the
1526 * object before charisma adjustments, because the nuggets themselves
1527 * will be will be adjusted by charisma when sold.
1528 * 1285 *
1529 * 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
1530 * the maximum number of large nuggets you could get. 1287 * itself. It uses the value of the object before charisma adjustments,
1531 * 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
1532 * to the max amount of small nuggets as you could get. 1289 * when sold.
1533 *
1534 * For example, if an item is worth 110 gold, you will get
1535 * 4 large nuggets, and from 0-10 small nuggets.
1536 * 1290 *
1537 * 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
1538 * 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
1539 * alchemised. 1293 * alchemised.
1540 */ 1294 */
1541static void 1295static void
1542alchemy_object (object *obj, uint64 &total_value, int &total_weight) 1296alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1543{ 1297{
1544 uint64 value = query_cost (obj, NULL, F_TRUE); 1298 uint64 value = query_cost (obj, NULL, F_TRUE);
1545 1299
1546 /* Give third price when we alchemy money (This should hopefully 1300 /* Give third price when we alchemy money (this should hopefully
1547 * 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
1548 * the nuggets, alchemy the gold from that, etc. 1302 * the nuggets, alchemy the gold from that, etc.
1549 * Otherwise, give 9 silver on the gold for other objects, 1303 * Otherwise, give 9 silver on the gold for other objects,
1550 * so that it would still be more affordable to haul 1304 * so that it would still be more affordable to haul
1551 * the stuff back to town. 1305 * the stuff back to town.
1552 */ 1306 */
1553 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1307 if (obj->flag [FLAG_UNPAID])
1554 value = 0; 1308 value = 0;
1555 else if (obj->type == MONEY || obj->type == GEM) 1309 else if (obj->type == MONEY || obj->type == GEM)
1556 value /= 3; 1310 value /= 3;
1557 else 1311 else
1558 value = value * 9 / 10; 1312 value = value * 9 / 10;
1563 total_weight += obj->total_weight (); 1317 total_weight += obj->total_weight ();
1564 1318
1565 obj->destroy (); 1319 obj->destroy ();
1566} 1320}
1567 1321
1568static void
1569update_map (object *op, maptile *m, int small_nuggets, object *small, int large_nuggets, object *large, int x, int y)
1570{
1571 int flag = 0;
1572
1573 /* Put any nuggets below the player, but we can only pass this
1574 * flag if we are on the same space as the player
1575 */
1576 if (x == op->x && y == op->y && op->map == m)
1577 flag = INS_BELOW_ORIGINATOR;
1578
1579 if (small_nuggets)
1580 {
1581 object *tmp = small->clone ();
1582 tmp->nrof = small_nuggets;
1583 m->insert (tmp, x, y, op, flag);
1584 }
1585
1586 if (large_nuggets)
1587 {
1588 object *tmp = large->clone ();
1589 tmp->nrof = large_nuggets;
1590 m->insert (tmp, x, y, op, flag);
1591 }
1592
1593 if (object *pl = m->at (x, y).player ())
1594 if (pl->contr->ns)
1595 pl->contr->ns->look_position = 0;
1596}
1597
1598int 1322int
1599alchemy (object *op, object *caster, object *spell_ob) 1323alchemy (object *op, object *caster, object *spell_ob)
1600{ 1324{
1601 if (op->type != PLAYER) 1325 if (op->type != PLAYER)
1602 return 0; 1326 return 0;
1603 1327
1604 object *large = get_archetype ("largenugget"); 1328 archetype *nugget[3];
1605 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);
1606 1333
1607 /* 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
1608 * some, and also prevents people from alchemising every table/chair/clock 1335 * some, and also prevents people from alchemising every table/chair/clock
1609 * in sight 1336 * in sight
1610 */ 1337 */
1639 1366
1640 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)
1641 { 1368 {
1642 next = tmp->above; 1369 next = tmp->above;
1643 1370
1644 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1371 if (tmp->weight > 0 && !tmp->flag [FLAG_NO_PICK] &&
1645 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1372 !tmp->flag [FLAG_ALIVE] && !tmp->flag [FLAG_IS_CAULDRON])
1646 { 1373 {
1647 if (tmp->inv) 1374 if (tmp->inv)
1648 { 1375 {
1649 object *next1, *tmp1; 1376 object *next1, *tmp1;
1650 1377
1651 for (tmp1 = tmp->inv; tmp1; tmp1 = next1) 1378 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1652 { 1379 {
1653 next1 = tmp1->below; 1380 next1 = tmp1->below;
1654 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1381 if (tmp1->weight > 0 && !tmp1->flag [FLAG_NO_PICK] &&
1655 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1382 !tmp1->flag [FLAG_ALIVE] && !tmp1->flag [FLAG_IS_CAULDRON])
1656 alchemy_object (tmp1, value, weight); 1383 alchemy_object (tmp1, value, weight);
1657 } 1384 }
1658 } 1385 }
1659 1386
1660 alchemy_object (tmp, value, weight); 1387 alchemy_object (tmp, value, weight);
1662 if (weight > weight_max) 1389 if (weight > weight_max)
1663 break; 1390 break;
1664 } 1391 }
1665 } 1392 }
1666 1393
1394 value -= rndm (value >> 4);
1667 value = min (value, value_max); 1395 value = min (value, value_max);
1668 1396
1669 uint64 count = value / large->value; 1397 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1670 int large_nuggets = count; 1398 if (int nrof = value / nugget [i]->value)
1671 value -= count * large->value;
1672
1673 count = value / small->value;
1674 int small_nuggets = count;
1675
1676 /* Insert all the nuggets at one time. This probably saves time, but
1677 * it also prevents us from alcheming nuggets that were just created
1678 * with this spell.
1679 */ 1399 {
1680 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 }
1681 1407
1682 if (weight > weight_max) 1408 if (weight > weight_max)
1683 goto bailout; 1409 goto bailout;
1684 } 1410 }
1685 } 1411 }
1686 1412
1687bailout: 1413bailout:
1688 large->destroy ();
1689 small->destroy ();
1690 return 1; 1414 return 1;
1691} 1415}
1692
1693 1416
1694/* This function removes the cursed/damned status on equipped 1417/* This function removes the cursed/damned status on equipped
1695 * items. 1418 * items.
1696 */ 1419 */
1697int 1420int
1698remove_curse (object *op, object *caster, object *spell) 1421remove_curse (object *op, object *caster, object *spell)
1699{ 1422{
1700 object *tmp;
1701 int success = 0, was_one = 0; 1423 int success = 0, was_one = 0;
1702 1424
1703 for (tmp = op->inv; tmp; tmp = tmp->below) 1425 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1704 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1426 if (tmp->flag [FLAG_APPLIED] &&
1705 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1427 ((tmp->flag [FLAG_CURSED] && spell->flag [FLAG_CURSED]) ||
1706 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1428 (tmp->flag [FLAG_DAMNED] && spell->flag [FLAG_DAMNED])))
1707 { 1429 {
1708 was_one++; 1430 was_one++;
1431
1709 if (tmp->level <= caster_level (caster, spell)) 1432 if (tmp->level <= casting_level (caster, spell))
1710 { 1433 {
1711 success++; 1434 success++;
1712 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1435 if (spell->flag [FLAG_DAMNED])
1713 CLEAR_FLAG (tmp, FLAG_DAMNED); 1436 tmp->clr_flag (FLAG_DAMNED);
1714 1437
1715 CLEAR_FLAG (tmp, FLAG_CURSED); 1438 tmp->clr_flag (FLAG_CURSED);
1716 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1439 tmp->clr_flag (FLAG_KNOWN_CURSED);
1717 tmp->value = 0; /* Still can't sell it */ 1440 tmp->value = 0; /* Still can't sell it */
1718 if (op->type == PLAYER) 1441
1442 if (object *pl = tmp->visible_to ())
1719 esrv_send_item (op, tmp); 1443 esrv_update_item (UPD_FLAGS, pl, tmp);
1720 } 1444 }
1721 } 1445 }
1722 1446
1723 if (op->type == PLAYER) 1447 if (op->type == PLAYER)
1724 { 1448 {
1735 1459
1736 return success; 1460 return success;
1737} 1461}
1738 1462
1739/* Identifies objects in the players inventory/on the ground */ 1463/* Identifies objects in the players inventory/on the ground */
1740
1741int 1464int
1742cast_identify (object *op, object *caster, object *spell) 1465cast_identify (object *op, object *caster, object *spell)
1743{ 1466{
1744 object *tmp; 1467 object *tmp;
1745 int success = 0, num_ident; 1468 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1746 1469
1747 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));
1748
1749 if (num_ident < 1)
1750 num_ident = 1;
1751 1471
1752 for (tmp = op->inv; tmp; tmp = tmp->below) 1472 for (tmp = op->inv; tmp; tmp = tmp->below)
1753 { 1473 {
1754 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1474 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && need_identify (tmp))
1755 { 1475 {
1756 identify (tmp); 1476 identify (tmp);
1757 1477
1758 if (op->type == PLAYER) 1478 if (op->type == PLAYER)
1759 { 1479 {
1760 new_draw_info_format (NDI_UNIQUE, 0, op, "You identified: %s.", long_desc (tmp, op)); 1480 buf.printf ("You identified: %s.\r", long_desc (tmp, op));
1761 1481
1762 if (tmp->msg) 1482 if (tmp->msg)
1763 { 1483 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1764 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1765 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1766 }
1767 } 1484 }
1768 1485
1769 num_ident--;
1770 success = 1;
1771 if (!num_ident) 1486 if (!--num_ident)
1772 break; 1487 break;
1773 } 1488 }
1774 } 1489 }
1775 1490
1776 /* 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
1778 * was not fully used. 1493 * was not fully used.
1779 */ 1494 */
1780 if (num_ident) 1495 if (num_ident)
1781 { 1496 {
1782 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 1497 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1783 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1498 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && need_identify (tmp))
1784 { 1499 {
1785 identify (tmp); 1500 identify (tmp);
1786 1501
1787 if (op->type == PLAYER) 1502 if (object *pl = tmp->visible_to ())
1788 { 1503 {
1789 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground you identified: %s.", long_desc (tmp, op)); 1504 buf.printf ("On the ground you identified: %s.\r", long_desc (tmp, op));
1790 1505
1791 if (tmp->msg) 1506 if (tmp->msg)
1792 { 1507 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1793 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1794 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1795 }
1796
1797 esrv_send_item (op, tmp);
1798 } 1508 }
1799 1509
1800 num_ident--;
1801 success = 1;
1802 if (!num_ident) 1510 if (!--num_ident)
1803 break; 1511 break;
1804 } 1512 }
1805 } 1513 }
1806 1514
1807 if (!success) 1515 if (buf.empty ())
1808 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 }
1809 else 1520 else
1521 {
1522 if (op->contr)
1523 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1524
1810 spell_effect (spell, op->x, op->y, op->map, op); 1525 spell_effect (spell, op->x, op->y, op->map, op);
1811 1526 return 1;
1812 return success; 1527 }
1813} 1528}
1814 1529
1815int 1530int
1816cast_detection (object *op, object *caster, object *spell, object *skill) 1531cast_detection (object *op, object *caster, object *spell, object *skill)
1817{ 1532{
1822 1537
1823 /* 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
1824 * doing it over and over again. 1539 * doing it over and over again.
1825 */ 1540 */
1826 god = find_god (determine_god (op)); 1541 god = find_god (determine_god (op));
1827 level = caster_level (caster, spell); 1542 level = casting_level (caster, spell);
1828 range = spell->range + SP_level_range_adjust (caster, spell); 1543 range = spell->range + SP_level_range_adjust (caster, spell);
1829 1544
1830 if (!skill) 1545 if (!skill)
1831 skill = caster; 1546 skill = caster;
1832 1547
1833 for (x = op->x - range; x <= op->x + range; x++) 1548 dynbuf buf;
1834 for (y = op->y - range; y <= op->y + range; y++) 1549 unordered_mapwalk (buf, op, -range, -range, range, range)
1835 { 1550 {
1836 m = op->map;
1837 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1838 if (mflags & P_OUT_OF_MAP)
1839 continue;
1840
1841 /* For most of the detections, we only detect objects above the 1551 /* For most of the detections, we only detect objects above the
1842 * floor. But this is not true for show invisible. 1552 * floor. But this is not true for show invisible.
1843 * Basically, we just go and find the top object and work 1553 * Basically, we just go and find the top object and work
1844 * down - that is easier than working up. 1554 * down - that is easier than working up.
1845 */ 1555 */
1846 1556
1847 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)
1848 last = tmp; 1558 last = tmp;
1849 1559
1850 /* 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
1851 * would happen. 1561 * would happen.
1852 */ 1562 */
1853 if (!last) 1563 if (!last)
1854 continue; 1564 continue;
1855 1565
1856 done_one = 0; 1566 done_one = 0;
1857 floor = 0; 1567 floor = 0;
1858 detect = NULL; 1568 detect = 0;
1859 for (tmp = last; tmp; tmp = tmp->below) 1569 for (tmp = last; tmp; tmp = tmp->below)
1860 { 1570 {
1861 /* show invisible */ 1571 /* show invisible */
1862 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1572 if (spell->flag [FLAG_MAKE_INVIS]
1863 /* Might there be other objects that we can make visible? */ 1573 /* Might there be other objects that we can make visible? */
1864 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1574 && (tmp->invisible && (tmp->flag [FLAG_MONSTER]
1865 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1575 || (tmp->type == PLAYER && !tmp->flag [FLAG_WIZ])
1866 tmp->type == CF_HANDLE || 1576 || tmp->type == T_HANDLE
1867 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
1868 tmp->type == BUTTON || tmp->type == TELEPORTER || 1581 || tmp->type == TELEPORTER
1582 || tmp->type == GATE
1869 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1583 || tmp->type == LOCKED_DOOR
1870 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)
1871 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1587 || tmp->type == TRIGGER_PEDESTAL
1872 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)))
1873 { 1593 {
1594 printf ("show inv %s\n", tmp->debug_desc());//D
1874 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)
1875 { 1596 {
1876 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
1877 done_one = 1; 1674 done_one = 1;
1878 } 1675 }
1879 } 1676 }
1880
1881 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1882 floor = 1;
1883
1884 /* All detections below this point don't descend beneath the floor,
1885 * so just continue on. We could be clever and look at the type of
1886 * detection to completely break out if we don't care about objects beneath
1887 * the floor, but once we get to the floor, not likely a very big issue anyways.
1888 */
1889 if (floor)
1890 continue;
1891
1892 /* I had thought about making detect magic and detect curse
1893 * show the flash the magic item like it does for detect monster.
1894 * however, if the object is within sight, this would then make it
1895 * difficult to see what object is magical/cursed, so the
1896 * effect wouldn't be as apparant.
1897 */
1898
1899 /* detect magic */
1900 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1901 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1902 {
1903 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1904 /* make runes more visibile */
1905 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1906 tmp->stats.Cha /= 4;
1907 done_one = 1;
1908 }
1909 /* detect monster */
1910 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1911 {
1912 done_one = 2;
1913 if (!detect)
1914 detect = tmp;
1915 }
1916 /* Basically, if race is set in the spell, then the creatures race must
1917 * match that. if the spell race is set to GOD, then the gods opposing
1918 * race must match.
1919 */
1920 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1921 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) ||
1922 (strstr (spell->race, tmp->race))))
1923 {
1924 done_one = 2;
1925 if (!detect)
1926 detect = tmp;
1927 }
1928 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1929 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1930 {
1931 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1932 done_one = 1;
1933 }
1934 } /* for stack of objects on this space */ 1677 } /* for stack of objects on this space */
1935 1678
1936 /* 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
1937 * where the magic is. 1680 * where the magic is.
1938 */ 1681 */
1939 if (done_one) 1682 if (done_one)
1940 { 1683 {
1941 object *detect_ob = arch_to_object (spell->other_arch); 1684 object *detect_ob = spell->other_arch->instance ();
1942 1685
1943 /* if this is set, we want to copy the face */ 1686 /* if this is set, we want to copy the face */
1944 if (done_one == 2 && detect) 1687 if (done_one == 2 && detect)
1945 { 1688 {
1946 detect_ob->face = detect->face; 1689 detect_ob->face = detect->face;
1947 detect_ob->animation_id = detect->animation_id; 1690 detect_ob->animation_id = detect->animation_id;
1948 detect_ob->anim_speed = detect->anim_speed; 1691 detect_ob->anim_speed = detect->anim_speed;
1949 detect_ob->last_anim = 0; 1692 detect_ob->last_anim = 0;
1950 /* by default, the detect_ob is already animated */ 1693 /* by default, the detect_ob is already animated */
1951 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1694 if (!detect->flag [FLAG_ANIMATE])
1952 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1695 detect_ob->clr_flag (FLAG_ANIMATE);
1953 } 1696 }
1954 1697
1955 m->insert (detect_ob, nx, ny, op); 1698 m->insert (detect_ob, nx, ny, op, INS_ON_TOP);
1956 } 1699 }
1957 } /* for processing the surrounding spaces */ 1700 } /* for processing the surrounding spaces */
1958 1701
1959 1702
1960 /* 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 */
1961 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])
1962 { 1705 {
1963 done_one = 0; 1706 done_one = 0;
1707
1964 for (tmp = op->inv; tmp; tmp = tmp->below) 1708 for (tmp = op->inv; tmp; tmp = tmp->below)
1965 { 1709 {
1966 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1710 if (!tmp->invisible && !tmp->flag [FLAG_IDENTIFIED])
1967 { 1711 {
1968 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])
1969 { 1713 {
1970 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1714 tmp->set_flag (FLAG_KNOWN_MAGICAL);
1971 if (op->type == PLAYER) 1715
1716 if (object *pl = tmp->visible_to ())
1972 esrv_send_item (op, tmp); 1717 esrv_update_item (UPD_FLAGS, pl, tmp);
1973 } 1718 }
1974 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1719
1975 (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]))
1976 { 1722 {
1977 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1723 tmp->set_flag (FLAG_KNOWN_CURSED);
1978 if (op->type == PLAYER) 1724
1725 if (object *pl = tmp->visible_to ())
1979 esrv_send_item (op, tmp); 1726 esrv_update_item (UPD_FLAGS, pl, tmp);
1980 } 1727 }
1981 } /* if item is not identified */ 1728 } /* if item is not identified */
1982 } /* for the players inventory */ 1729 } /* for the players inventory */
1983 } /* if detect magic/curse and object is a player */ 1730 } /* if detect magic/curse and object is a player */
1731
1984 return 1; 1732 return 1;
1985} 1733}
1986 1734
1987 1735
1988/** 1736/**
2001 1749
2002 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.");
2003 1751
2004 if (victim->stats.sp >= victim->stats.maxsp * 2) 1752 if (victim->stats.sp >= victim->stats.maxsp * 2)
2005 { 1753 {
2006 object *tmp;
2007
2008 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1754 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
2009
2010 /* Explodes a fireball centered at player */
2011 tmp = get_archetype (EXPLODING_FIREBALL);
2012 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
2013 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
2014
2015 tmp->insert_at (victim);
2016 victim->stats.sp = 2 * victim->stats.maxsp; 1755 victim->stats.sp = 2 * victim->stats.maxsp;
1756 create_exploding_ball_at (victim, caster_level);
2017 } 1757 }
2018 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1758 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
2019 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.");
2020 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1760 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2021 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!");
2022 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1762 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2023 { 1763 {
2024 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1764 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2048 mflags = get_map_flags (m, &m, x, y, &x, &y); 1788 mflags = get_map_flags (m, &m, x, y, &x, &y);
2049 1789
2050 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1790 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
2051 { 1791 {
2052 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)
2053 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1793 if (plyr != op && plyr->flag [FLAG_ALIVE])
2054 break; 1794 break;
2055 } 1795 }
2056 1796
2057 1797
2058 /* 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
2059 * 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.
2060 */ 1800 */
2061 if (plyr == NULL) 1801 if (plyr == NULL)
2062 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)
2063 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1803 if (plyr != op && plyr->flag [FLAG_ALIVE])
2064 break; 1804 break;
2065 1805
2066 if (!plyr) 1806 if (!plyr)
2067 { 1807 {
2068 new_draw_info (NDI_BLACK, 0, op, "There is no one there."); 1808 op->failmsg ("There is no one there.");
2069 return 0; 1809 return 0;
2070 } 1810 }
2071 /* give sp */ 1811 /* give sp */
2072 if (spell->stats.dam > 0) 1812 if (spell->stats.dam > 0)
2073 { 1813 {
2074 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);
2075 charge_mana_effect (plyr, caster_level (caster, spell)); 1815 charge_mana_effect (plyr, casting_level (caster, spell));
2076 return 1; 1816 return 1;
2077 } 1817 }
2078 /* suck sp away. Can't suck sp from yourself */ 1818 /* suck sp away. Can't suck sp from yourself */
2079 else if (op != plyr) 1819 else if (op != plyr)
2080 { 1820 {
2085 if (rate > 95) 1825 if (rate > 95)
2086 rate = 95; 1826 rate = 95;
2087 1827
2088 sucked = (plyr->stats.sp * rate) / 100; 1828 sucked = (plyr->stats.sp * rate) / 100;
2089 plyr->stats.sp -= sucked; 1829 plyr->stats.sp -= sucked;
2090 if (QUERY_FLAG (op, FLAG_ALIVE)) 1830 if (op->flag [FLAG_ALIVE])
2091 { 1831 {
2092 /* Player doesn't get full credit */ 1832 /* Player doesn't get full credit */
2093 sucked = (sucked * rate) / 100; 1833 sucked = (sucked * rate) / 100;
2094 op->stats.sp += sucked; 1834 op->stats.sp += sucked;
2095 if (sucked > 0) 1835 if (sucked > 0)
2096 { 1836 {
2097 charge_mana_effect (op, caster_level (caster, spell)); 1837 charge_mana_effect (op, casting_level (caster, spell));
2098 } 1838 }
2099 } 1839 }
2100 return 1; 1840 return 1;
2101 } 1841 }
2102 return 0; 1842 return 0;
2146 * monsters either. 1886 * monsters either.
2147 */ 1887 */
2148 1888
2149 if (head->attacktype & AT_MAGIC 1889 if (head->attacktype & AT_MAGIC
2150 && !(head->attacktype & AT_COUNTERSPELL) 1890 && !(head->attacktype & AT_COUNTERSPELL)
2151 && !QUERY_FLAG (head, FLAG_MONSTER) 1891 && !head->flag [FLAG_MONSTER]
2152 && (op->level > head->level)) 1892 && (op->level > head->level))
2153 head->destroy (); 1893 head->destroy ();
2154 else 1894 else
2155 switch (head->type) 1895 switch (head->type)
2156 { 1896 {
2157 case SPELL_EFFECT: 1897 case SPELL_EFFECT:
2158 // XXX: Don't affect floor spelleffects. See also XXX comment 1898 // XXX: Don't affect floor spelleffects. See also XXX comment
2159 // about sanctuary in spell_util.C 1899 // about sanctuary in spell_util.C
2160 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1900 if (tmp->flag [FLAG_IS_FLOOR])
2161 continue; 1901 continue;
2162 1902
2163 if (op->level > head->level) 1903 if (op->level > head->level)
2164 head->destroy (); 1904 head->destroy ();
2165 1905
2178 break; 1918 break;
2179 } 1919 }
2180 } 1920 }
2181} 1921}
2182 1922
2183
2184
2185/* cast_consecrate() - a spell to make an altar your god's */ 1923/* cast_consecrate() - a spell to make an altar your god's */
2186int 1924int
2187cast_consecrate (object *op, object *caster, object *spell) 1925cast_consecrate (object *op, object *caster, object *spell)
2188{ 1926{
2189 char buf[MAX_BUF]; 1927 char buf[MAX_BUF];
2190 1928
2191 object *tmp, *god = find_god (determine_god (op)); 1929 object *tmp, *god = find_god (determine_god (op));
2192 1930
2193 if (!god) 1931 if (!god)
2194 { 1932 {
2195 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!");
2196 return 0; 1934 return 0;
2197 } 1935 }
2198 1936
2199 for (tmp = op->below; tmp; tmp = tmp->below) 1937 for (tmp = op->below; tmp; tmp = tmp->below)
2200 { 1938 {
2201 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1939 if (tmp->flag [FLAG_IS_FLOOR])
2202 break; 1940 break;
2203 if (tmp->type == HOLY_ALTAR) 1941 if (tmp->type == HOLY_ALTAR)
2204 { 1942 {
2205 1943
2206 if (tmp->level > caster_level (caster, spell)) 1944 if (tmp->level > casting_level (caster, spell))
2207 { 1945 {
2208 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);
2209 return 0; 1947 return 0;
2210 } 1948 }
2211 else 1949 else
2212 { 1950 {
2213 /* If we got here, we are consecrating an altar */ 1951 /* If we got here, we are consecrating an altar */
2214 sprintf (buf, "Altar of %s", &god->name); 1952 sprintf (buf, "Altar of %s", &god->name);
2215 tmp->name = buf; 1953 tmp->name = buf;
2216 tmp->level = caster_level (caster, spell); 1954 tmp->level = casting_level (caster, spell);
2217 tmp->other_arch = god->arch; 1955 tmp->other_arch = god->arch;
1956
2218 if (op->type == PLAYER) 1957 if (op->type == PLAYER)
2219 esrv_update_item (UPD_NAME, op, tmp); 1958 esrv_update_item (UPD_NAME, op, tmp);
1959
2220 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);
2221 return 1; 1961 return 1;
2222 } 1962 }
2223 } 1963 }
2224 } 1964 }
2225 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!");
2226 return 0; 1967 return 0;
2227} 1968}
2228 1969
2229/* animate_weapon - 1970/* animate_weapon -
2230 * 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.
2242 object *weapon, *tmp; 1983 object *weapon, *tmp;
2243 char buf[MAX_BUF]; 1984 char buf[MAX_BUF];
2244 int a, i; 1985 int a, i;
2245 sint16 x, y; 1986 sint16 x, y;
2246 maptile *m; 1987 maptile *m;
2247 materialtype_t *mt;
2248 1988
2249 if (!spell->other_arch) 1989 if (!spell->other_arch)
2250 { 1990 {
2251 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1991 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2252 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);
2263 return 0; 2003 return 0;
2264 } 2004 }
2265 2005
2266 /* if no direction specified, pick one */ 2006 /* if no direction specified, pick one */
2267 if (!dir) 2007 if (!dir)
2268 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);
2269 2009
2270 m = op->map; 2010 m = op->map;
2271 x = op->x + freearr_x[dir]; 2011 x = op->x + freearr_x[dir];
2272 y = op->y + freearr_y[dir]; 2012 y = op->y + freearr_y[dir];
2273 2013
2274 /* if there's no place to put the golem, abort */ 2014 /* if there's no place to put the golem, abort */
2275 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)
2276 ((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))
2277 { 2017 {
2278 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2018 op->failmsg ("There is something in the way.");
2279 return 0; 2019 return 0;
2280 } 2020 }
2281 2021
2282 /* Use the weapon marked by the player. */ 2022 /* Use the weapon marked by the player. */
2283 weapon = find_marked_object (op); 2023 weapon = find_marked_object (op);
2284 2024
2285 if (!weapon) 2025 if (!weapon)
2286 { 2026 {
2287 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!");
2288 return 0; 2028 return 0;
2289 } 2029 }
2030
2290 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2031 if (spell->race && weapon->arch->archname != spell->race)
2291 { 2032 {
2292 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2033 op->failmsg ("The spell fails to transform your weapon.");
2293 return 0; 2034 return 0;
2294 } 2035 }
2036
2295 if (weapon->type != WEAPON) 2037 if (weapon->type != WEAPON)
2296 { 2038 {
2297 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.");
2298 return 0; 2040 return 0;
2299 } 2041 }
2300 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2042
2043 if (weapon->flag [FLAG_APPLIED])
2301 { 2044 {
2302 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));
2303 return 0; 2046 return 0;
2304 } 2047 }
2305 2048
2306 if (weapon->nrof > 1) 2049 weapon = weapon->split ();
2307 {
2308 tmp = get_split_ob (weapon, 1);
2309 esrv_send_item (op, weapon);
2310 weapon = tmp;
2311 }
2312 2050
2313 /* create the golem object */ 2051 /* create the golem object */
2314 tmp = arch_to_object (spell->other_arch); 2052 tmp = spell->other_arch->instance ();
2315 2053
2316 /* 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 */
2317 CLEAR_FLAG (tmp, FLAG_MONSTER); 2055 tmp->clr_flag (FLAG_MONSTER);
2318 tmp->stats.exp = 0; 2056 tmp->stats.exp = 0;
2319 add_friendly_object (tmp); 2057 add_friendly_object (tmp);
2320 tmp->type = GOLEM; 2058 tmp->type = GOLEM;
2321 tmp->set_owner (op); 2059 tmp->set_owner (op);
2322 op->contr->golem = tmp; 2060 op->contr->golem = tmp;
2323 set_spell_skill (op, caster, spell, tmp); 2061 set_spell_skill (op, caster, spell, tmp);
2324 2062
2325 /* 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
2326 * removed flag - it should only be set if get_split_object was 2064 * removed flag - it should only be set if weapon->split was
2327 * used above. 2065 * used above.
2328 */ 2066 */
2329 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2067 if (!weapon->flag [FLAG_REMOVED])
2330 weapon->remove (); 2068 weapon->remove ();
2331 2069
2332 insert_ob_in_ob (weapon, tmp); 2070 tmp->insert (weapon);
2333 esrv_send_item (op, weapon); 2071
2334 /* 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,
2335 * 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
2336 * body_info, skills, etc) 2074 * body_info, skills, etc)
2337 */ 2075 */
2338 SET_FLAG (tmp, FLAG_USE_WEAPON); 2076 tmp->set_flag (FLAG_USE_WEAPON);
2339 SET_FLAG (weapon, FLAG_APPLIED); 2077 weapon->set_flag (FLAG_APPLIED);
2340 tmp->update_stats (); 2078 tmp->update_stats ();
2341 2079
2342 /* 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
2343 * 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 -
2344 * 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.
2364 2102
2365 /* attacktype */ 2103 /* attacktype */
2366 if (!tmp->attacktype) 2104 if (!tmp->attacktype)
2367 tmp->attacktype = AT_PHYSICAL; 2105 tmp->attacktype = AT_PHYSICAL;
2368 2106
2369 mt = NULL;
2370 if (op->materialname != NULL)
2371 mt = name_to_material (op->materialname);
2372 if (mt != NULL)
2373 {
2374 for (i = 0; i < NROFATTACKS; i++) 2107 for (i = 0; i < NROFATTACKS; i++)
2375 tmp->resist[i] = 50 - (mt->save[i] * 5); 2108 tmp->resist[i] = 50 - (op->material->save[i] * 5);
2376 a = mt->save[0]; 2109
2377 } 2110 a = op->material->save[0];
2378 else 2111
2379 {
2380 for (i = 0; i < NROFATTACKS; i++)
2381 tmp->resist[i] = 5;
2382 a = 10;
2383 }
2384 /* Set weapon's immunity */ 2112 /* Set weapon's immunity */
2385 tmp->resist[ATNR_CONFUSION] = 100; 2113 tmp->resist[ATNR_CONFUSION] = 100;
2386 tmp->resist[ATNR_POISON] = 100; 2114 tmp->resist[ATNR_POISON] = 100;
2387 tmp->resist[ATNR_SLOW] = 100; 2115 tmp->resist[ATNR_SLOW] = 100;
2388 tmp->resist[ATNR_PARALYZE] = 100; 2116 tmp->resist[ATNR_PARALYZE] = 100;
2394 2122
2395 /* 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 */
2396 2124
2397 if (a > 14) 2125 if (a > 14)
2398 a = 14; 2126 a = 14;
2127
2399 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));
2400 2129
2401 /* Determine golem's speed */ 2130 /* Determine golem's speed */
2402 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)));
2403 2132
2413 tmp->state = weapon->state; 2142 tmp->state = weapon->state;
2414 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2143 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2415 } 2144 }
2416 2145
2417 /* 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. */
2418 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));
2419 2148
2420 tmp->speed_left = -1; 2149 tmp->speed_left = -1;
2421 tmp->direction = dir; 2150 tmp->direction = dir;
2422 2151
2423 m->insert (tmp, x, y, op); 2152 m->insert (tmp, x, y, op);
2427/* cast_daylight() - changes the map darkness level *lower* */ 2156/* cast_daylight() - changes the map darkness level *lower* */
2428 2157
2429/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2158/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2430 * This changes the light level for the entire map. 2159 * This changes the light level for the entire map.
2431 */ 2160 */
2432
2433int 2161int
2434cast_change_map_lightlevel (object *op, object *caster, object *spell) 2162cast_change_map_lightlevel (object *op, object *caster, object *spell)
2435{ 2163{
2436 int success; 2164 int success;
2437 2165
2441 success = op->map->change_map_light (spell->stats.dam); 2169 success = op->map->change_map_light (spell->stats.dam);
2442 2170
2443 if (!success) 2171 if (!success)
2444 { 2172 {
2445 if (spell->stats.dam < 0) 2173 if (spell->stats.dam < 0)
2446 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2174 op->failmsg ("It can be no brighter here.");
2447 else 2175 else
2448 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2176 op->failmsg ("It can be no darker here.");
2449 } 2177 }
2178
2450 return success; 2179 return success;
2451} 2180}
2452
2453
2454
2455
2456 2181
2457/* 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.
2458 * 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,
2459 * spell is the spell object itself. 2184 * spell is the spell object itself.
2460 */ 2185 */
2466 2191
2467 new_aura = present_arch_in_ob (spell->other_arch, op); 2192 new_aura = present_arch_in_ob (spell->other_arch, op);
2468 if (new_aura) 2193 if (new_aura)
2469 refresh = 1; 2194 refresh = 1;
2470 else 2195 else
2471 new_aura = arch_to_object (spell->other_arch); 2196 new_aura = spell->other_arch->instance ();
2472 2197
2473 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);
2474 2199
2475 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);
2476 2201
2477 new_aura->set_owner (op);
2478 set_spell_skill (op, caster, spell, new_aura); 2202 set_spell_skill (op, caster, spell, new_aura);
2479 new_aura->attacktype = spell->attacktype; 2203 new_aura->attacktype = spell->attacktype;
2480 2204
2481 new_aura->level = caster_level (caster, spell); 2205 new_aura->level = casting_level (caster, spell);
2206
2482 if (refresh) 2207 if (refresh)
2483 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.");
2484 else 2209 else
2485 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
2486 insert_ob_in_ob (new_aura, op); 2212 insert_ob_in_ob (new_aura, op);
2213 new_aura->set_owner (op);
2214
2487 return 1; 2215 return 1;
2488} 2216}
2489
2490 2217
2491/* 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,
2492 * 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
2493 * around him. 2220 * around him.
2494 * Aura parameters: 2221 * Aura parameters:
2495 * duration: duration counter. 2222 * duration: duration counter.
2496 * attacktype: aura's attacktype 2223 * attacktype: aura's attacktype
2497 * other_arch: archetype to drop where we attack 2224 * other_arch: archetype to drop where we attack
2498 */ 2225 */
2499
2500void 2226void
2501move_aura (object *aura) 2227move_aura (object *aura)
2502{ 2228{
2503 int i, mflags;
2504 object *env;
2505 maptile *m;
2506
2507 /* auras belong in inventories */ 2229 /* auras belong in inventories */
2508 env = aura->env; 2230 object *env = aura->env;
2231 object *owner = aura->owner;
2509 2232
2510 /* no matter what we've gotta remove the aura... 2233 /* no matter what we've gotta remove the aura...
2511 * we'll put it back if its time isn't up. 2234 * we'll put it back if its time isn't up.
2512 */ 2235 */
2513 aura->remove (); 2236 aura->remove ();
2518 aura->destroy (); 2241 aura->destroy ();
2519 return; 2242 return;
2520 } 2243 }
2521 2244
2522 /* auras only exist in inventories */ 2245 /* auras only exist in inventories */
2523 if (env == NULL || env->map == NULL) 2246 if (!env || !env->map)
2524 { 2247 {
2525 aura->destroy (); 2248 aura->destroy ();
2526 return; 2249 return;
2527 } 2250 }
2528 2251
2529 /* we need to jump out of the inventory for a bit 2252 /* we need to jump out of the inventory for a bit
2530 * in order to hit the map conveniently. 2253 * in order to hit the map conveniently.
2531 */ 2254 */
2532 aura->insert_at (env, aura); 2255 aura->insert_at (env, aura);
2533 2256
2534 for (i = 1; i < 9; i++) 2257 for (int i = 1; i < 9; i++)
2535 { 2258 {
2536 sint16 nx, ny; 2259 mapxy pos (env);
2260 pos.move (i);
2537 2261
2538 nx = aura->x + freearr_x[i];
2539 ny = aura->y + freearr_y[i];
2540 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2541
2542 /* Consider the movement tyep of the person with the aura as 2262 /* Consider the movement type of the person with the aura as
2543 * 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
2544 * 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.
2545 */ 2265 */
2546 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)))
2547 { 2267 {
2548 hit_map (aura, i, aura->attacktype, 0); 2268 hit_map (aura, i, aura->attacktype, 0);
2549 2269
2550 if (aura->other_arch) 2270 if (aura->other_arch)
2551 m->insert (arch_to_object (aura->other_arch), nx, ny, aura); 2271 pos.insert (aura->other_arch->instance (), aura);
2552 } 2272 }
2553 } 2273 }
2554 2274
2555 /* put the aura back in the player's inventory */ 2275 /* put the aura back in the player's inventory */
2556 aura->remove (); 2276 env->insert (aura);
2557 insert_ob_in_ob (aura, env); 2277 aura->set_owner (owner);
2558} 2278}
2559 2279
2560/* moves the peacemaker spell. 2280/* moves the peacemaker spell.
2561 * op is the piece object. 2281 * op is the piece object.
2562 */ 2282 */
2563
2564void 2283void
2565move_peacemaker (object *op) 2284move_peacemaker (object *op)
2566{ 2285{
2567 object *tmp; 2286 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2568
2569 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2570 { 2287 {
2571 int atk_lev, def_lev; 2288 int atk_lev, def_lev;
2572 object *victim = tmp; 2289 object *victim = tmp->head_ ();
2573 2290
2574 if (tmp->head) 2291 if (!victim->flag [FLAG_MONSTER])
2575 victim = tmp->head;
2576 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2577 continue; 2292 continue;
2578 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2293
2294 if (victim->flag [FLAG_UNAGGRESSIVE])
2579 continue; 2295 continue;
2296
2580 if (victim->stats.exp == 0) 2297 if (victim->stats.exp == 0)
2581 continue; 2298 continue;
2582 2299
2583 def_lev = MAX (1, victim->level); 2300 def_lev = max (1, victim->level);
2584 atk_lev = MAX (1, op->level); 2301 atk_lev = max (1, op->level);
2585 2302
2586 if (rndm (0, atk_lev - 1) > def_lev) 2303 if (rndm (0, atk_lev - 1) > def_lev)
2587 { 2304 {
2588 /* make this sucker peaceful. */ 2305 /* make this sucker peaceful. */
2589 2306
2307 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2590 change_exp (op->owner, victim->stats.exp, op->skill, 0); 2308 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2591 victim->stats.exp = 0; 2309 victim->stats.exp = 0;
2592#if 0 2310#if 0
2593 /* No idea why these were all set to zero - if something 2311 /* No idea why these were all set to zero - if something
2594 * makes this creature agressive, he should still do damage. 2312 * makes this creature agressive, he should still do damage.
2597 victim->stats.sp = 0; 2315 victim->stats.sp = 0;
2598 victim->stats.grace = 0; 2316 victim->stats.grace = 0;
2599 victim->stats.Pow = 0; 2317 victim->stats.Pow = 0;
2600#endif 2318#endif
2601 victim->attack_movement = RANDO2; 2319 victim->attack_movement = RANDO2;
2602 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2320 victim->set_flag (FLAG_UNAGGRESSIVE);
2603 SET_FLAG (victim, FLAG_RUN_AWAY); 2321 victim->set_flag (FLAG_RUN_AWAY);
2604 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2322 victim->set_flag (FLAG_RANDOM_MOVE);
2605 CLEAR_FLAG (victim, FLAG_MONSTER); 2323 victim->clr_flag (FLAG_MONSTER);
2324
2606 if (victim->name) 2325 if (victim->name)
2607 {
2608 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);
2609 } 2327 }
2610 }
2611 } 2328 }
2612} 2329}
2613
2614 2330
2615/* This writes a rune that contains the appropriate message. 2331/* This writes a rune that contains the appropriate message.
2616 * There really isn't any adjustments we make. 2332 * There really isn't any adjustments we make.
2617 */ 2333 */
2618
2619int 2334int
2620write_mark (object *op, object *spell, const char *msg) 2335write_mark (object *op, object *spell, const char *msg)
2621{ 2336{
2622 char rune[HUGE_BUF];
2623 object *tmp;
2624
2625 if (!msg || msg[0] == 0) 2337 if (!msg || msg[0] == 0)
2626 { 2338 {
2627 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2339 op->failmsg ("Write what?");
2628 return 0; 2340 return 0;
2629 } 2341 }
2630 2342
2631 if (strcasestr_local (msg, "endmsg")) 2343 if (!msg_is_safe (msg))
2632 { 2344 {
2633 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.>");
2634 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);
2635 return 0; 2347 return 0;
2636 } 2348 }
2349
2637 if (!spell->other_arch) 2350 if (!spell->other_arch)
2638 return 0; 2351 return 0;
2639 tmp = arch_to_object (spell->other_arch);
2640 2352
2641 snprintf (rune, sizeof (rune), "%s\n", msg); 2353 object *tmp = spell->other_arch->instance ();
2642 2354
2643 tmp->race = op->name; /*Save the owner of the rune */ 2355 tmp->race = op->name; /*Save the owner of the rune */
2644 tmp->msg = rune; 2356 tmp->msg = msg;
2645 2357
2646 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); 2358 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2359
2647 return 1; 2360 return 1;
2648} 2361}
2362

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