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

Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.41 by pippijn, Thu Mar 1 12:28:16 2007 UTC vs.
Revision 1.131 by root, Fri Apr 23 04:32:47 2010 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25#include <global.h> 25#include <global.h>
26#include <object.h> 26#include <object.h>
27#include <living.h> 27#include <living.h>
58} 58}
59 59
60int 60int
61recharge (object *op, object *caster, object *spell_ob) 61recharge (object *op, object *caster, object *spell_ob)
62{ 62{
63 object *wand, *tmp;
64 int ncharges; 63 int ncharges;
65 64
66 wand = find_marked_object (op); 65 object *wand = op->mark ();
66
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 object *tmp = get_archetype (shstr_fireball);
79 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; 79 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
80 80
81 if (!tmp->stats.dam) 81 if (!tmp->stats.dam)
82 tmp->stats.dam = 1; 82 tmp->stats.dam = 1;
83 83
94 94
95 if (wand->inv && wand->inv->level) 95 if (wand->inv && wand->inv->level)
96 ncharges /= wand->inv->level; 96 ncharges /= wand->inv->level;
97 else 97 else
98 { 98 {
99 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand)); 99 op->failmsgf ("Your %s is broken.", query_name (wand));
100 return 0; 100 return 0;
101 } 101 }
102 102
103 if (!ncharges) 103 if (!ncharges)
104 ncharges = 1; 104 ncharges = 1;
105 105
106 wand->stats.food += ncharges; 106 wand->stats.food += ncharges;
107 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand)); 107 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand));
108 108
109 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE)) 109 if (wand->arch && wand->arch->flag [FLAG_ANIMATE])
110 { 110 {
111 SET_FLAG (wand, FLAG_ANIMATE); 111 wand->set_flag (FLAG_ANIMATE);
112 wand->set_speed (wand->arch->clone.speed); 112 wand->set_speed (wand->arch->speed);
113 } 113 }
114 114
115 return 1; 115 return 1;
116} 116}
117 117
123 * great a plus, the default is used. 123 * great a plus, the default is used.
124 * The # of arrows created also goes up with level, so if a 30th level mage 124 * The # of arrows created also goes up with level, so if a 30th level mage
125 * wants LOTS of arrows, and doesn't care what the plus is he could 125 * wants LOTS of arrows, and doesn't care what the plus is he could
126 * create nonnmagic arrows, or even -1, etc... 126 * create nonnmagic arrows, or even -1, etc...
127 */ 127 */
128
129int 128int
130cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg) 129cast_create_missile (object *op, object *caster, object *spell, int dir, const char *spellparam)
131{ 130{
132 int missile_plus = 0, bonus_plus = 0; 131 int bonus_plus = 0;
133 const char *missile_name; 132 const char *missile_name = "arrow";
134 object *tmp, *missile;
135 133
136 missile_name = "arrow";
137
138 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 134 for (object *tmp = op->inv; tmp; tmp = tmp->below)
139 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) 135 if (tmp->type == BOW && tmp->flag [FLAG_APPLIED])
140 missile_name = tmp->race; 136 missile_name = tmp->race;
141 137
142 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); 138 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
143 139
144 if (archetype::find (missile_name) == NULL) 140 archetype *missile_arch = archetype::find (missile_name);
141
142 if (!missile_arch)
145 { 143 {
146 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name); 144 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name);
147 return 0; 145 return 0;
148 } 146 }
149 147
150 missile = get_archetype (missile_name); 148 object *missile = missile_arch->instance ();
151 149
152 if (stringarg) 150 if (spellparam)
153 { 151 {
154 /* If it starts with a letter, presume it is a description */ 152 /* If it starts with a letter, presume it is a description */
155 if (isalpha (*stringarg)) 153 if (isalpha (*spellparam))
156 { 154 {
157 artifact *al = find_artifactlist (missile->type)->items; 155 artifact *al = find_artifactlist (missile->type)->items;
158 156
159 for (; al != NULL; al = al->next) 157 for (; al; al = al->next)
160 if (!strcasecmp (al->item->name, stringarg)) 158 if (!strcasecmp (al->item->name, spellparam))
161 break; 159 break;
162 160
163 if (!al) 161 if (!al)
164 { 162 {
165 missile->destroy (); 163 missile->destroy ();
166 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, stringarg); 164 op->failmsgf ("No such object %ss of %s", missile_name, spellparam);
167 return 0; 165 return 0;
168 } 166 }
169 167
170 if (al->item->slaying) 168 if (al->item->slaying)
171 { 169 {
172 missile->destroy (); 170 missile->destroy ();
173 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg); 171 op->failmsgf ("You are not allowed to create %ss of %s", missile_name, spellparam);
174 return 0; 172 return 0;
175 } 173 }
176 174
177 give_artifact_abilities (missile, al->item); 175 give_artifact_abilities (missile, al->item);
178 /* These special arrows cost something extra. Don't have them also be magical - 176 /* These special arrows cost something extra. Don't have them also be magical -
179 * otherwise, in most cases, not enough will be created. I don't want to get into 177 * otherwise, in most cases, not enough will be created. I don't want to get into
180 * the parsing of having to do both plus and type. 178 * the parsing of having to do both plus and type.
181 */ 179 */
182 bonus_plus = 1 + (al->item->value / 5); 180 bonus_plus = 1 + (al->item->value / 5);
183 missile_plus = 0; 181 missile_plus = 0;
184 } 182 }
185 else if (atoi (stringarg) < missile_plus) 183 else if (atoi (spellparam) < missile_plus)
186 missile_plus = atoi (stringarg); 184 missile_plus = atoi (spellparam);
187 } 185 }
188 186
189 if (missile_plus > 4) 187 missile_plus = clamp (missile_plus, -4, 4);
190 missile_plus = 4;
191 else if (missile_plus < -4)
192 missile_plus = -4;
193 188
194 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 189 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
195 missile->nrof -= 3 * (missile_plus + bonus_plus); 190 missile->nrof -= 3 * (missile_plus + bonus_plus);
196 191
197 if (missile->nrof < 1) 192 if (missile->nrof < 1)
199 194
200 missile->magic = missile_plus; 195 missile->magic = missile_plus;
201 /* Can't get any money for these objects */ 196 /* Can't get any money for these objects */
202 missile->value = 0; 197 missile->value = 0;
203 198
204 SET_FLAG (missile, FLAG_IDENTIFIED); 199 missile->set_flag (FLAG_IDENTIFIED);
205 200
206 if (!cast_create_obj (op, caster, missile, dir) && op->type == PLAYER && !missile->destroyed ()) 201 if (!cast_create_obj (op, caster, missile, dir) && op->type == PLAYER && !missile->destroyed ())
207 pick_up (op, missile); 202 pick_up (op, missile);
208 203
209 return 1; 204 return 1;
210} 205}
211 206
212 207
213/* allows the choice of what sort of food object to make. 208/* allows the choice of what sort of food object to make.
214 * If stringarg is NULL, it will create food dependent on level --PeterM*/ 209 * If spellparam is NULL, it will create food dependent on level --PeterM*/
215int 210int
216cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *stringarg) 211cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *spellparam)
217{ 212{
218 int food_value; 213 int food_value;
219 archetype *at = NULL; 214 archetype *at = NULL;
220 object *new_op; 215 object *new_op;
221 216
222 food_value = spell_ob->stats.food + +50 * SP_level_duration_adjust (caster, spell_ob); 217 food_value = spell_ob->stats.food + 50 * SP_level_duration_adjust (caster, spell_ob);
223 218
224 if (stringarg) 219 if (spellparam)
225 { 220 {
226 at = find_archetype_by_object_type_name (FOOD, stringarg); 221 at = find_archetype_by_object_type_name (FOOD, spellparam);
227 if (at == NULL) 222 if (at == NULL)
228 at = find_archetype_by_object_type_name (DRINK, stringarg); 223 at = find_archetype_by_object_type_name (DRINK, spellparam);
229 if (at == NULL || at->clone.stats.food > food_value) 224 if (at == NULL || at->stats.food > food_value)
230 stringarg = NULL; 225 spellparam = NULL;
231 } 226 }
232 227
233 if (!stringarg) 228 if (!spellparam)
234 { 229 {
235 archetype *at_tmp; 230 archetype *at_tmp;
236 231
237 /* We try to find the archetype with the maximum food value. 232 /* We try to find the archetype with the maximum food value.
238 * This removes the dependancy of hard coded food values in this 233 * This removes the dependancy of hard coded food values in this
240 * We don't use flesh types because the weight values of those need 235 * We don't use flesh types because the weight values of those need
241 * to be altered from the donor. 236 * to be altered from the donor.
242 */ 237 */
243 238
244 /* We assume the food items don't have multiple parts */ 239 /* We assume the food items don't have multiple parts */
245 for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next) 240 for_all_archetypes (at_tmp)
246 { 241 {
247 if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK) 242 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
248 { 243 {
249 /* Basically, if the food value is something that is creatable 244 /* Basically, if the food value is something that is creatable
250 * under the limits of the spell and it is higher than 245 * under the limits of the spell and it is higher than
251 * the item we have now, take it instead. 246 * the item we have now, take it instead.
252 */ 247 */
253 if (at_tmp->clone.stats.food <= food_value && (!at || at_tmp->clone.stats.food > at->clone.stats.food)) 248 if (at_tmp->stats.food <= food_value
249 && (!at
250 || at_tmp->stats.food > at->stats.food
251 || (at_tmp->stats.food == at->stats.food
252 && at_tmp->weight < at->weight)))
254 at = at_tmp; 253 at = at_tmp;
255 } 254 }
256 } 255 }
257 } 256 }
257
258 /* Pretty unlikely (there are some very low food items), but you never 258 /* Pretty unlikely (there are some very low food items), but you never
259 * know 259 * know
260 */ 260 */
261 if (!at) 261 if (!at)
262 { 262 {
263 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); 263 op->failmsgf ("You don't have enough experience to create any food.");
264 return 0; 264 return 0;
265 } 265 }
266 266
267 food_value /= at->clone.stats.food; 267 food_value /= at->stats.food;
268 new_op = arch_to_object (at); 268 new_op = at->instance ();
269 new_op->nrof = food_value; 269 new_op->nrof = food_value;
270 270
271 new_op->value = 0; 271 new_op->value = 0;
272 if (new_op->nrof < 1) 272 if (new_op->nrof < 1)
273 new_op->nrof = 1; 273 new_op->nrof = 1;
281{ 281{
282 int r, mflags, maxrange; 282 int r, mflags, maxrange;
283 object *tmp; 283 object *tmp;
284 maptile *m; 284 maptile *m;
285 285
286
287 if (!dir) 286 if (!dir)
288 { 287 {
289 examine_monster (op, op); 288 examine_monster (op, op);
290 return 1; 289 return 1;
291 } 290 }
291
292 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 292 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
293 for (r = 1; r < maxrange; r++) 293 for (r = 1; r < maxrange; r++)
294 { 294 {
295 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir]; 295 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir];
296 296
298 mflags = get_map_flags (m, &m, x, y, &x, &y); 298 mflags = get_map_flags (m, &m, x, y, &x, &y);
299 299
300 if (mflags & P_OUT_OF_MAP) 300 if (mflags & P_OUT_OF_MAP)
301 break; 301 break;
302 302
303 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) 303 if (!op->flag [FLAG_WIZCAST] && (mflags & P_NO_MAGIC))
304 { 304 {
305 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 305 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
306 return 0; 306 return 0;
307 } 307 }
308
308 if (mflags & P_IS_ALIVE) 309 if (mflags & P_IS_ALIVE)
309 { 310 {
310 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 311 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
311 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 312 if (tmp->flag [FLAG_ALIVE] && (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
312 { 313 {
313 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 314 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
314 if (tmp->head != NULL) 315 if (tmp->head != NULL)
315 tmp = tmp->head; 316 tmp = tmp->head;
316 examine_monster (op, tmp); 317 examine_monster (op, tmp);
317 return 1; 318 return 1;
318 } 319 }
319 } 320 }
320 } 321 }
322
321 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); 323 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
322 return 1; 324 return 1;
323} 325}
324
325 326
326/* This checks to see if 'pl' is invisible to 'mon'. 327/* This checks to see if 'pl' is invisible to 'mon'.
327 * does race check, undead check, etc 328 * does race check, undead check, etc
328 * Returns TRUE if mon can't see pl, false 329 * Returns TRUE if mon can't see pl, false
329 * otherwise. This doesn't check range, walls, etc. It 330 * otherwise. This doesn't check range, walls, etc. It
331 * pl is invisible. 332 * pl is invisible.
332 */ 333 */
333int 334int
334makes_invisible_to (object *pl, object *mon) 335makes_invisible_to (object *pl, object *mon)
335{ 336{
336
337 if (!pl->invisible) 337 if (!pl->invisible)
338 return 0; 338 return 0;
339
339 if (pl->type == PLAYER) 340 if (pl->type == PLAYER)
340 { 341 {
341 /* If race isn't set, then invisible unless it is undead */ 342 /* If race isn't set, then invisible unless it is undead */
342 if (!pl->contr->invis_race) 343 if (!pl->contr->invis_race)
343 { 344 {
344 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 345 if (mon->flag [FLAG_UNDEAD])
345 return 0; 346 return 0;
347
346 return 1; 348 return 1;
347 } 349 }
350
348 /* invis_race is set if we get here */ 351 /* invis_race is set if we get here */
349 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 352 if (pl->contr->invis_race == shstr_undead && is_true_undead (mon))
350 return 1; 353 return 1;
354
351 /* No race, can't be invisible to it */ 355 /* No race, can't be invisible to it */
352 if (!mon->race) 356 if (!mon->race)
353 return 0; 357 return 0;
358
354 if (strstr (mon->race, pl->contr->invis_race)) 359 if (mon->race.contains (pl->contr->invis_race))
355 return 1; 360 return 1;
361
356 /* Nothing matched above, return 0 */ 362 /* Nothing matched above, return 0 */
357 return 0; 363 return 0;
358 } 364 }
359 else 365 else
360 { 366 {
375int 381int
376cast_invisible (object *op, object *caster, object *spell_ob) 382cast_invisible (object *op, object *caster, object *spell_ob)
377{ 383{
378 if (op->invisible > 1000) 384 if (op->invisible > 1000)
379 { 385 {
380 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further"); 386 op->failmsg ("You can not extend the duration of your invisibility any further");
381 return 0; 387 return 0;
382 } 388 }
383 389
384 /* Remove the switch with 90% duplicate code - just handle the differences with 390 /* Remove the switch with 90% duplicate code - just handle the differences with
385 * and if statement or two. 391 * and if statement or two.
391 397
392 if (op->type == PLAYER) 398 if (op->type == PLAYER)
393 { 399 {
394 op->contr->invis_race = spell_ob->race; 400 op->contr->invis_race = spell_ob->race;
395 401
396 if (QUERY_FLAG (spell_ob, FLAG_MAKE_INVIS)) 402 if (spell_ob->flag [FLAG_MAKE_INVIS])
397 op->contr->tmp_invis = 0; 403 op->contr->tmp_invis = 0;
398 else 404 else
399 op->contr->tmp_invis = 1; 405 op->contr->tmp_invis = 1;
400 406
401 op->contr->hidden = 0; 407 op->contr->hidden = 0;
402 } 408 }
409
403 if (makes_invisible_to (op, op)) 410 if (makes_invisible_to (op, op))
404 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!"); 411 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!");
405 else 412 else
406 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!"); 413 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
407 414
408 update_object (op, UP_OBJ_FACE); 415 update_object (op, UP_OBJ_CHANGE);
409 416
410 /* Only search the active objects - only these should actually do 417 /* Only search the active objects - only these should actually do
411 * harm to the player. 418 * harm to the player.
412 */ 419 */
413 for_all_actives (tmp) 420 for_all_actives (tmp)
420/* earth to dust spell. Basically destroys earthwalls in the area. 427/* earth to dust spell. Basically destroys earthwalls in the area.
421 */ 428 */
422int 429int
423cast_earth_to_dust (object *op, object *caster, object *spell_ob) 430cast_earth_to_dust (object *op, object *caster, object *spell_ob)
424{ 431{
425 object *tmp, *next;
426 int range, i, j, mflags; 432 int range, i, j, mflags;
427 sint16 sx, sy; 433 sint16 sx, sy;
428 maptile *m; 434 maptile *m;
429
430 if (op->type != PLAYER)
431 return 0;
432 435
433 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 436 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
434 437
435 for (i = -range; i <= range; i++) 438 for (i = -range; i <= range; i++)
436 for (j = -range; j <= range; j++) 439 for (j = -range; j <= range; j++)
441 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 444 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
442 445
443 if (mflags & P_OUT_OF_MAP) 446 if (mflags & P_OUT_OF_MAP)
444 continue; 447 continue;
445 448
446 // earth to dust tears down everything that can be teared down 449 // earth to dust tears down everything that can be torn down
447 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)
448 { 451 {
449 next = tmp->above; 452 next = tmp->above;
450 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 453
454 if (tmp->flag [FLAG_TEAR_DOWN])
451 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 455 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
452 } 456 }
453 } 457 }
454 458
455 return 1; 459 return 1;
457 461
458void 462void
459execute_word_of_recall (object *op) 463execute_word_of_recall (object *op)
460{ 464{
461 if (object *pl = op->in_player ()) 465 if (object *pl = op->in_player ())
462 {
463 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST)) 466 if (pl->ms ().flags () & P_NO_CLERIC && !pl->flag [FLAG_WIZCAST])
464 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you."); 467 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
465 else 468 else
466 { 469 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
467 // remove first so we do not call update_stats
468 op->remove ();
469 pl->enter_exit (op);
470 }
471 }
472 470
473 op->destroy (); 471 op->destroy ();
474} 472}
475 473
476/* Word of recall causes the player to return 'home'. 474/* Word of recall causes the player to return 'home'.
478 * time delay effect. 476 * time delay effect.
479 */ 477 */
480int 478int
481cast_word_of_recall (object *op, object *caster, object *spell_ob) 479cast_word_of_recall (object *op, object *caster, object *spell_ob)
482{ 480{
483 object *dummy; 481 if (!op->is_player ())
484 int time;
485
486 if (op->type != PLAYER)
487 return 0; 482 return 0;
488 483
489 if (find_obj_by_type_subtype (op, SPELL_EFFECT, SP_WORD_OF_RECALL)) 484 if (find_obj_by_type_subtype (op, SPELL_EFFECT, SP_WORD_OF_RECALL))
490 { 485 {
491 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 486 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
492 return 1; 487 return 1;
493 } 488 }
494 489
495 dummy = get_archetype (FORCE_NAME); 490 object *dummy = get_archetype (FORCE_NAME);
496 if (dummy == NULL)
497 {
498 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
499 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
500 return 0;
501 }
502 491
503 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob); 492 int time = max (1, spell_ob->duration - SP_level_duration_adjust (caster, spell_ob));
504 if (time < 1)
505 time = 1;
506 493
507 /* value of speed really doesn't make much difference, as long as it is 494 /* value of speed really doesn't make much difference, as long as it is
508 * positive. Lower value may be useful so that the problem doesn't 495 * positive. Lower value may be useful so that the problem doesn't
509 * do anything really odd if it say a -1000 or something. 496 * do anything really odd if it say a -1000 or something.
510 */ 497 */
511 dummy->set_speed (0.002); 498 dummy->set_speed (0.002);
512 dummy->speed_left = -dummy->speed * time; 499 dummy->speed_left = -dummy->speed * time;
513 dummy->type = SPELL_EFFECT; 500 dummy->type = SPELL_EFFECT;
514 dummy->subtype = SP_WORD_OF_RECALL; 501 dummy->subtype = SP_WORD_OF_RECALL;
515 502 dummy->slaying = op->contr->savebed_map;
516 /* If we could take advantage of enter_player_savebed() here, it would be 503 dummy->stats.hp = op->contr->bed_x;
517 * nice, but until the map load fails, we can't. 504 dummy->stats.sp = op->contr->bed_y;
518 */
519 EXIT_PATH (dummy) = op->contr->savebed_map;
520 EXIT_X (dummy) = op->contr->bed_x;
521 EXIT_Y (dummy) = op->contr->bed_y;
522 505
523 op->insert (dummy); 506 op->insert (dummy);
524 507
525 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 508 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
526 509
564} 547}
565 548
566int 549int
567perceive_self (object *op) 550perceive_self (object *op)
568{ 551{
569 char *cp = describe_item (op, op), buf[MAX_BUF]; 552 const char *cp = describe_item (op, op);
570 archetype *at = archetype::find (ARCH_DEPLETION); 553 archetype *at = archetype::find (shstr_depletion);
571 object *tmp;
572 int i;
573 554
555 dynbuf_text &buf = msg_dynbuf; buf.clear ();
556
557 if (!op->is_player ())
558 return 0;
559
560 if (object *race = archetype::find (op->race))
561 buf << " - You are a G<male|female> " << &race->name << ".\n";
562
574 tmp = find_god (determine_god (op)); 563 if (object *god = find_god (determine_god (op)))
575 if (tmp) 564 buf << " - You worship " << &god->name << ".\n";
576 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
577 else 565 else
578 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); 566 buf << " - You worship no god.\n";
579 567
580 tmp = present_arch_in_ob (at, op); 568 object *tmp = present_arch_in_ob (at, op);
581 569
582 if (*cp == '\0' && tmp == NULL) 570 if (*cp == '\0' && !tmp)
583 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 571 buf << " - You feel very mundane. ";
584 else 572 else
585 { 573 {
586 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 574 buf << " - You have: " << cp << ".\n";
587 new_draw_info (NDI_UNIQUE, 0, op, cp); 575
588 if (tmp != NULL) 576 if (tmp)
589 {
590 for (i = 0; i < NUM_STATS; i++) 577 for (int i = 0; i < NUM_STATS; i++)
591 { 578 if (tmp->stats.stat (i) < 0)
592 if (get_attr_value (&tmp->stats, i) < 0) 579 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
593 {
594 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i)));
595 }
596 }
597 }
598 } 580 }
599 581
600 if (is_dragon_pl (op)) 582 if (op->is_dragon ())
601 {
602 /* now grab the 'dragon_ability'-force from the player's inventory */ 583 /* now grab the 'dragon_ability'-force from the player's inventory */
603 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 584 for (tmp = op->inv; tmp; tmp = tmp->below)
604 { 585 {
605 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 586 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
606 { 587 {
607 if (tmp->stats.exp == 0) 588 if (tmp->stats.exp == 0)
608 sprintf (buf, "Your metabolism isn't focused on anything."); 589 buf << " - Your metabolism isn't focused on anything.\n";
609 else 590 else
610 sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); 591 buf << " - Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
611 592
612 new_draw_info (NDI_UNIQUE, 0, op, buf);
613 break; 593 break;
614 } 594 }
615 } 595 }
616 }
617 596
618 return 1; 597 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
619}
620
621/* int cast_create_town_portal (object *op, object *caster, int dir)
622 *
623 * This function cast the spell of town portal for op
624 *
625 * The spell operates in two passes. During the first one a place
626 * is marked as a destination for the portal. During the second one,
627 * 2 portals are created, one in the position the player cast it and
628 * one in the destination place. The portal are synchronized and 2 forces
629 * are inserted in the player to destruct the portal next time player
630 * creates a new portal pair.
631 * This spell has a side effect that it allows people to meet each other
632 * in a permanent, private, appartements by making a town portal from it
633 * to the town or another public place. So, check if the map is unique and if
634 * so return an error
635 *
636 * Code by Tchize (david.delbecq@usa.net)
637 */
638int
639cast_create_town_portal (object *op, object *caster, object *spell, int dir)
640{
641 object *dummy, *force, *old_force;
642 archetype *perm_portal;
643 char portal_name[1024], portal_message[1024];
644 maptile *exitmap;
645 int op_level;
646
647 /* Check to see if the map the player is currently on is a per player unique
648 * map. This can be determined in that per player unique maps have the
649 * full pathname listed.
650 */
651 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
652 {
653 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
654 return 0;
655 }
656
657 /* The first thing to do is to check if we have a marked destination
658 * dummy is used to make a check inventory for the force
659 */
660 dummy = arch_to_object (spell->other_arch);
661 if (dummy == NULL)
662 {
663 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
664 LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name);
665 return 0;
666 }
667
668 force = check_inv_recursive (op, dummy);
669
670 if (force == NULL)
671 {
672 /* Here we know there is no destination marked up.
673 * We have 2 things to do:
674 * 1. Mark the destination in the player inventory.
675 * 2. Let the player know it worked.
676 */
677 dummy->name = op->map->path;
678 EXIT_X (dummy) = op->x;
679 EXIT_Y (dummy) = op->y;
680 insert_ob_in_ob (dummy, op);
681 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You fix this place in your mind.\nYou feel you are able to come here from anywhere.");
682 return 1;
683 }
684
685 dummy->destroy ();
686
687 /* Here we know where the town portal should go to
688 * We should kill any existing portal associated with the player.
689 * Than we should create the 2 portals.
690 * For each of them, we need:
691 * - To create the portal with the name of the player+destination map
692 * - set the owner of the town portal
693 * - To mark the position of the portal in the player's inventory
694 * for easier destruction.
695 *
696 * The mark works has follow:
697 * slaying: Existing town portal
698 * hp, sp : x & y of the associated portal
699 * name : name of the portal
700 * race : map the portal is in
701 */
702
703 /* First step: killing existing town portals */
704 dummy = get_archetype (spell->race);
705 if (dummy == NULL)
706 {
707 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
708 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
709 return 0;
710 }
711
712 perm_portal = archetype::find (spell->slaying);
713
714 /* To kill a town portal, we go trough the player's inventory,
715 * for each marked portal in player's inventory,
716 * -We try load the associated map (if impossible, consider the portal destructed)
717 * -We find any portal in the specified location.
718 * If it has the good name, we destruct it.
719 * -We destruct the force indicating that portal.
720 */
721 while ((old_force = check_inv_recursive (op, dummy)))
722 {
723 exitmap = maptile::find_sync (old_force->race, op->map);
724
725 if (exitmap)
726 {
727 exitmap->load_sync ();
728
729 int exitx = EXIT_X (old_force);
730 int exity = EXIT_Y (old_force);
731
732 for (object *tmp = present_arch (perm_portal, exitmap, exitx, exity); tmp; tmp = tmp->above)
733 {
734 if (tmp->name == old_force->name)
735 {
736 tmp->destroy ();
737 break;
738 }
739 }
740 }
741
742 old_force->destroy ();
743 }
744
745 dummy->destroy ();
746
747 /* Creating the portals.
748 * The very first thing to do is to ensure
749 * access to the destination map.
750 * If we can't, don't fizzle. Simply warn player.
751 * This ensure player pays his mana for the spell
752 * because HE is responsible of forgotting.
753 * 'force' is the destination of the town portal, which we got
754 * from the players inventory above.
755 */
756
757 /* Ensure exit map is loaded */
758 exitmap = maptile::find_sync (force->name);
759
760 /* If we were unable to load (ex. random map deleted), warn player */
761 if (!exitmap)
762 {
763 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
764 force->destroy ();
765 return 1;
766 }
767
768 exitmap->load_sync ();
769
770 op_level = caster_level (caster, spell);
771 if (op_level < 15)
772 snprintf (portal_message, 1024,
773 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
774 &op->name);
775 else if (op_level < 30)
776 snprintf (portal_message, 1024,
777 "\n%s's portal smells of ozone.\nYou do a lot of movements and finally pass\nthrough the small hole in the air\n", &op->name);
778 else if (op_level < 60)
779 snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
780 else
781 snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",
782 &op->name);
783
784 /* Create a portal in front of player
785 * dummy contain the portal and
786 * force contain the track to kill it later
787 */
788 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
789 dummy = get_archetype (spell->slaying); /*The portal */
790 if (dummy == NULL)
791 {
792 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
793 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
794 return 0;
795 }
796
797 EXIT_PATH (dummy) = force->name;
798 EXIT_X (dummy) = EXIT_X (force);
799 EXIT_Y (dummy) = EXIT_Y (force);
800 dummy->name = dummy->name_pl = portal_name;
801 dummy->msg = portal_message;
802 dummy->race = op->name; /*Save the owner of the portal */
803 cast_create_obj (op, caster, dummy, 0);
804
805 /* Now we need to to create a town portal marker inside the player
806 * object, so on future castings, we can know that he has an active
807 * town portal.
808 */
809 object *tmp = get_archetype (spell->race);
810
811 if (!tmp)
812 {
813 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
814 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
815 return 0;
816 }
817
818 tmp->race = op->map->path;
819 tmp->name = portal_name;
820 EXIT_X (tmp) = dummy->x;
821 EXIT_Y (tmp) = dummy->y;
822 op->insert (tmp);
823
824 /* Create a portal in the destination map
825 * dummy contain the portal and
826 * force the track to kill it later
827 * the 'force' variable still contains the 'reminder' of
828 * where this portal goes to.
829 */
830 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &op->map->path);
831 dummy = get_archetype (spell->slaying); /*The portal */
832 if (dummy == NULL)
833 {
834 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
835 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
836 return 0;
837 }
838
839 EXIT_PATH (dummy) = op->map->path;
840 EXIT_X (dummy) = op->x;
841 EXIT_Y (dummy) = op->y;
842 dummy->name = dummy->name_pl = portal_name;
843 dummy->msg = portal_message;
844 dummy->race = op->name; /*Save the owner of the portal */
845 exitmap->insert (dummy, EXIT_X (force), EXIT_Y (force), op);
846
847 /* Now we create another town portal marker that
848 * points back to the one we just made
849 */
850 tmp = get_archetype (spell->race);
851 if (tmp == NULL)
852 {
853 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
854 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
855 return 0;
856 }
857
858 tmp->race = force->name;
859 tmp->name = portal_name;
860 EXIT_X (tmp) = dummy->x;
861 EXIT_Y (tmp) = dummy->y;
862 insert_ob_in_ob (tmp, op);
863
864 /* Describe the player what happened
865 */
866 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
867 force->destroy ();
868 598
869 return 1; 599 return 1;
870} 600}
871 601
872/* This creates magic walls. Really, it can create most any object, 602/* This creates magic walls. Really, it can create most any object,
898 628
899 if ((spell_ob->move_block || x != op->x || y != op->y) && 629 if ((spell_ob->move_block || x != op->x || y != op->y) &&
900 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) || 630 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) ||
901 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block))) 631 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
902 { 632 {
903 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 633 op->failmsg ("Something is in the way.");
904 return 0; 634 return 0;
905 } 635 }
906 636
907 if (spell_ob->other_arch) 637 if (spell_ob->other_arch)
908 tmp = arch_to_object (spell_ob->other_arch); 638 tmp = spell_ob->other_arch->instance ();
909 else if (spell_ob->race) 639 else if (spell_ob->race)
910 { 640 {
911 char buf1[MAX_BUF]; 641 char buf1[MAX_BUF];
912 642
913 sprintf (buf1, spell_ob->race, dir); 643 sprintf (buf1, spell_ob->race, dir);
917 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 647 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
918 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 648 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
919 return 0; 649 return 0;
920 } 650 }
921 651
922 tmp = arch_to_object (at); 652 tmp = at->instance ();
923 } 653 }
924 else 654 else
925 { 655 {
926 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name); 656 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
927 return 0; 657 return 0;
932 tmp->attacktype = spell_ob->attacktype; 662 tmp->attacktype = spell_ob->attacktype;
933 tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 663 tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
934 tmp->stats.dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 664 tmp->stats.dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
935 tmp->range = 0; 665 tmp->range = 0;
936 } 666 }
937 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 667 else if (tmp->flag [FLAG_ALIVE])
938 { 668 {
939 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 669 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
940 tmp->stats.maxhp = tmp->stats.hp; 670 tmp->stats.maxhp = tmp->stats.hp;
941 } 671 }
942 672
943 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP)) 673 if (spell_ob->flag [FLAG_IS_USED_UP] || tmp->flag [FLAG_IS_USED_UP])
944 { 674 {
945 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 675 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
946 SET_FLAG (tmp, FLAG_IS_USED_UP); 676 tmp->set_flag (FLAG_IS_USED_UP);
947 } 677 }
948 678
949 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 679 if (spell_ob->flag [FLAG_TEAR_DOWN])
950 { 680 {
951 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 681 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
952 tmp->stats.maxhp = tmp->stats.hp; 682 tmp->stats.maxhp = tmp->stats.hp;
953 SET_FLAG (tmp, FLAG_TEAR_DOWN); 683 tmp->set_flag (FLAG_TEAR_DOWN);
954 SET_FLAG (tmp, FLAG_ALIVE); 684 tmp->set_flag (FLAG_ALIVE);
955 } 685 }
956 686
957 /* This can't really hurt - if the object doesn't kill anything, 687 /* This can't really hurt - if the object doesn't kill anything,
958 * these fields just won't be used. Do not set the owner for 688 * these fields just won't be used. Do not set the owner for
959 * earthwalls, though, so they survive restarts. 689 * earthwalls, though, so they survive restarts.
960 */ 690 */
961 if (tmp->type != EARTHWALL) //TODO 691 if (tmp->type != EARTHWALL) //TODO
962 tmp->set_owner (op); 692 tmp->set_owner (op);
963 693
964 set_spell_skill (op, caster, spell_ob, tmp); 694 set_spell_skill (op, caster, spell_ob, tmp);
965 tmp->level = caster_level (caster, spell_ob) / 2; 695 tmp->level = casting_level (caster, spell_ob) / 2;
966 696
967 name = tmp->name; 697 name = tmp->name;
968 if (!(tmp = m->insert (tmp, x, y, op))) 698 if (!(tmp = m->insert (tmp, x, y, op)))
969 { 699 {
970 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name); 700 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
971 return 0; 701 return 0;
972 } 702 }
973 703
974 /* If this is a spellcasting wall, need to insert the spell object */ 704 /* If this is a spellcasting wall, need to insert the spell object */
975 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 705 if (tmp->other_arch && tmp->other_arch->type == SPELL)
976 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 706 insert_ob_in_ob (tmp->other_arch->instance (), tmp);
977 707
978 /* This code causes the wall to extend some distance in 708 /* This code causes the wall to extend some distance in
979 * each direction, or until an obstruction is encountered. 709 * each direction, or until an obstruction is encountered.
980 * posblocked and negblocked help determine how far the 710 * posblocked and negblocked help determine how far the
981 * created wall can extend, it won't go extend through 711 * created wall can extend, it won't go extend through
1000 { 730 {
1001 object *tmp2 = tmp->clone (); 731 object *tmp2 = tmp->clone ();
1002 m->insert (tmp2, x, y, op); 732 m->insert (tmp2, x, y, op);
1003 733
1004 /* If this is a spellcasting wall, need to insert the spell object */ 734 /* If this is a spellcasting wall, need to insert the spell object */
1005 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 735 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1006 tmp2->insert (arch_to_object (tmp2->other_arch)); 736 tmp2->insert (tmp2->other_arch->instance ());
1007 737
1008 } 738 }
1009 else 739 else
1010 posblocked = 1; 740 posblocked = 1;
1011 741
1017 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked) 747 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
1018 { 748 {
1019 object *tmp2 = tmp->clone (); 749 object *tmp2 = tmp->clone ();
1020 m->insert (tmp2, x, y, op); 750 m->insert (tmp2, x, y, op);
1021 751
1022 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 752 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1023 tmp2->insert (arch_to_object (tmp2->other_arch)); 753 tmp2->insert (tmp2->other_arch->instance ());
1024 } 754 }
1025 else 755 else
1026 negblocked = 1; 756 negblocked = 1;
1027 } 757 }
1028 758
1029 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) 759 if (tmp->flag [FLAG_BLOCKSVIEW])
1030 update_all_los (op->map, op->x, op->y); 760 update_all_los (op->map, op->x, op->y);
1031 761
1032 return 1; 762 return 1;
1033} 763}
1034 764
1035int 765int
1036dimension_door (object *op, object *caster, object *spob, int dir) 766dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
1037{ 767{
1038 uint32 dist, maxdist; 768 uint32 dist, maxdist;
1039 int mflags; 769 int mflags;
1040 maptile *m; 770 maptile *m;
1041 sint16 sx, sy; 771 sint16 sx, sy;
1043 if (op->type != PLAYER) 773 if (op->type != PLAYER)
1044 return 0; 774 return 0;
1045 775
1046 if (!dir) 776 if (!dir)
1047 { 777 {
1048 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?"); 778 op->failmsg ("In what direction?");
1049 return 0; 779 return 0;
1050 } 780 }
1051 781
1052 /* Given the new outdoor maps, can't let players dimension door for 782 /* Given the new outdoor maps, can't let players dimension door for
1053 * ever, so put limits in. 783 * ever, so put limits in.
1054 */ 784 */
1055 maxdist = spob->range + SP_level_range_adjust (caster, spob); 785 maxdist = spob->range + SP_level_range_adjust (caster, spob);
1056 786
1057 if (op->contr->count) 787 if (spellparam)
1058 { 788 {
789 int count = atoi (spellparam);
790
1059 if (op->contr->count > maxdist) 791 if (count > maxdist)
1060 { 792 {
1061 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!"); 793 op->failmsg ("You can't dimension door that far!");
1062 return 0; 794 return 0;
1063 } 795 }
1064 796
1065 for (dist = 0; dist < op->contr->count; dist++) 797 for (dist = 0; dist < count; dist++)
1066 { 798 {
1067 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy); 799 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
1068 800
1069 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 801 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
1070 break; 802 break;
1071 803
1072 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) 804 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1073 break; 805 break;
1074 } 806 }
1075 807
1076 if (dist < op->contr->count) 808 if (dist < count)
1077 { 809 {
1078 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n"); 810 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
1079 op->contr->count = 0;
1080 return 0; 811 return 0;
1081 } 812 }
1082
1083 op->contr->count = 0;
1084 813
1085 /* Remove code that puts player on random space on maps. IMO, 814 /* Remove code that puts player on random space on maps. IMO,
1086 * a lot of maps probably have areas the player should not get to, 815 * a lot of maps probably have areas the player should not get to,
1087 * but may not be marked as NO_MAGIC (as they may be bounded 816 * but may not be marked as NO_MAGIC (as they may be bounded
1088 * by such squares). Also, there are probably treasure rooms and 817 * by such squares). Also, there are probably treasure rooms and
1130 break; 859 break;
1131 860
1132 } 861 }
1133 if (!dist) 862 if (!dist)
1134 { 863 {
1135 new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n"); 864 op->failmsg ("Your spell failed!\n");
1136 return 0; 865 return 0;
1137 } 866 }
1138 } 867 }
1139 868
1140 /* Actually move the player now */ 869 /* Actually move the player now */
1141 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op))) 870 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op)))
1142 return 1; 871 return 1;
1143 872
1144 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ 873 op->speed_left = -5. * op->speed; /* Freeze them for a short while */
874
1145 return 1; 875 return 1;
1146} 876}
1147
1148 877
1149/* cast_heal: Heals something. 878/* cast_heal: Heals something.
1150 * op is the caster. 879 * op is the caster.
1151 * dir is the direction he is casting it in. 880 * dir is the direction he is casting it in.
1152 * spell is the spell object. 881 * spell is the spell object.
1179 { 908 {
1180 /* See how many points we actually heal. Instead of messages 909 /* See how many points we actually heal. Instead of messages
1181 * based on type of spell, we instead do messages based 910 * based on type of spell, we instead do messages based
1182 * on amount of damage healed. 911 * on amount of damage healed.
1183 */ 912 */
1184 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 913 if (heal > tmp->stats.maxhp - tmp->stats.hp)
1185 heal = tmp->stats.maxhp - tmp->stats.hp; 914 heal = tmp->stats.maxhp - tmp->stats.hp;
915
1186 tmp->stats.hp += heal; 916 tmp->stats.hp += heal;
1187 917
1188 if (tmp->stats.hp >= tmp->stats.maxhp) 918 if (tmp->stats.hp >= tmp->stats.maxhp)
1189 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 919 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1190 else if (heal > 50) 920 else if (heal > 50)
1199 success = 1; 929 success = 1;
1200 } 930 }
1201 } 931 }
1202 932
1203 if (spell->attacktype & AT_DISEASE) 933 if (spell->attacktype & AT_DISEASE)
1204 if (cure_disease (tmp, op)) 934 if (cure_disease (tmp, op, spell))
1205 success = 1; 935 success = 1;
1206 936
1207 if (spell->attacktype & AT_POISON) 937 if (spell->attacktype & AT_POISON)
1208 { 938 {
1209 at = archetype::find ("poisoning"); 939 at = archetype::find (shstr_poisoning);
1210 poison = present_arch_in_ob (at, tmp); 940 poison = present_arch_in_ob (at, tmp);
1211 if (poison) 941 if (poison)
1212 { 942 {
1213 success = 1; 943 success = 1;
1214 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 944 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1216 } 946 }
1217 } 947 }
1218 948
1219 if (spell->attacktype & AT_CONFUSION) 949 if (spell->attacktype & AT_CONFUSION)
1220 { 950 {
1221 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 951 poison = present_in_ob_by_name (FORCE, shstr_confusion, tmp);
1222 if (poison) 952 if (poison)
1223 { 953 {
1224 success = 1; 954 success = 1;
1225 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 955 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1226 poison->duration = 1; 956 poison->duration = 1;
1227 } 957 }
1228 } 958 }
1229 959
1230 if (spell->attacktype & AT_BLIND) 960 if (spell->attacktype & AT_BLIND)
1231 { 961 {
1232 at = archetype::find ("blindness"); 962 at = archetype::find (shstr_blindness);
1233 poison = present_arch_in_ob (at, tmp); 963 poison = present_arch_in_ob (at, tmp);
1234 if (poison) 964 if (poison)
1235 { 965 {
1236 success = 1; 966 success = 1;
1237 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return."); 967 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1255 tmp->stats.grace = tmp->stats.maxgrace; 985 tmp->stats.grace = tmp->stats.maxgrace;
1256 success = 1; 986 success = 1;
1257 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!"); 987 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1258 } 988 }
1259 989
1260 if (spell->stats.food && tmp->stats.food < 999) 990 if (spell->stats.food && tmp->stats.food < MAX_FOOD)
1261 { 991 {
1262 tmp->stats.food += spell->stats.food; 992 tmp->stats.food += spell->stats.food;
1263 if (tmp->stats.food > 999) 993 min_it (tmp->stats.food, MAX_FOOD);
1264 tmp->stats.food = 999; 994
1265 success = 1; 995 success = 1;
1266 /* We could do something a bit better like the messages for healing above */ 996 /* We could do something a bit better like the messages for healing above */
1267 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food"); 997 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1268 } 998 }
1269 999
1270 return success; 1000 return success;
1271} 1001}
1272
1273 1002
1274/* This is used for the spells that gain stats. There are no spells 1003/* This is used for the spells that gain stats. There are no spells
1275 * right now that icnrease wis/int/pow on a temp basis, so no 1004 * right now that icnrease wis/int/pow on a temp basis, so no
1276 * good comments for those. 1005 * good comments for those.
1277 */ 1006 */
1278static const char *const no_gain_msgs[NUM_STATS] = { 1007static const char *const no_gain_msgs[NUM_STATS] = {
1279 "You grow no stronger.", 1008 "You grow no stronger.",
1280 "You grow no more agile.", 1009 "You grow no more agile.",
1281 "You don't feel any healthier.", 1010 "You don't feel any healthier.",
1282 "no wis", 1011 "You didn't grow any more intelligent.",
1012 "You do not feel any wiser.",
1013 "You don't feel any more powerful."
1283 "You are no easier to look at.", 1014 "You are no easier to look at.",
1284 "no int",
1285 "no pow"
1286}; 1015};
1287 1016
1288int 1017int
1018change_ability_duration (object *spell, object *caster)
1019{
1020 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1021}
1022
1023int
1289cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) 1024cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1290{ 1025{
1291 object *force = NULL; 1026 object *force = 0;
1292 int i; 1027 int i;
1293 1028
1294 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1029 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1295 object *tmp = dir 1030 object *tmp = dir
1296 ? find_target_for_friendly_spell (op, dir) 1031 ? find_target_for_friendly_spell (op, dir)
1297 : op; 1032 : op;
1298 1033
1299 if (!tmp) 1034 if (!tmp)
1300 return 0; 1035 return 0;
1301 1036
1302 /* If we've already got a force of this type, don't add a new one. */ 1037 /* If we've already got a force of this type, don't add a new one. */
1310 break; 1045 break;
1311 } 1046 }
1312 else if (spell_ob->race && spell_ob->race == tmp2->name) 1047 else if (spell_ob->race && spell_ob->race == tmp2->name)
1313 { 1048 {
1314 if (!silent) 1049 if (!silent)
1315 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 1050 op->failmsgf ("You can not cast %s while %s is in effect",
1051 &spell_ob->name, &tmp2->name_pl);
1052
1316 return 0; 1053 return 0;
1317 } 1054 }
1318 } 1055 }
1319 } 1056 }
1057
1058 int duration = change_ability_duration (spell_ob, caster);
1059
1320 if (force == NULL) 1060 if (force)
1321 {
1322 force = get_archetype (FORCE_NAME);
1323 force->subtype = FORCE_CHANGE_ABILITY;
1324 if (spell_ob->race)
1325 force->name = spell_ob->race;
1326 else
1327 force->name = spell_ob->name;
1328 force->name_pl = spell_ob->name;
1329 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1330
1331 } 1061 {
1332 else
1333 {
1334 int duration;
1335
1336 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1337 if (duration > force->duration) 1062 if (duration > force->duration)
1338 { 1063 {
1339 force->duration = duration; 1064 force->duration = duration;
1340 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1065 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1341 } 1066 }
1342 else 1067 else
1343 {
1344 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1068 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1345 } 1069
1346 return 1; 1070 return 1;
1347 } 1071 }
1348 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1072
1073 new_draw_info_format (NDI_UNIQUE, 0, op,
1074 "You create an aura of magical force. H<The effect will last for about %.10g seconds.>",
1075 TICK2TIME (duration));
1076
1077 force = get_archetype (FORCE_NAME);
1078 force->subtype = FORCE_CHANGE_ABILITY;
1079 force->duration = duration;
1080
1081 if (spell_ob->race)
1082 force->name = spell_ob->race;
1083 else
1084 force->name = spell_ob->name;
1085
1086 force->name_pl = spell_ob->name;
1087
1349 force->speed = 1.0; 1088 force->speed = 1.0;
1350 force->speed_left = -1.0; 1089 force->speed_left = -1.0;
1351 SET_FLAG (force, FLAG_APPLIED); 1090 force->set_flag (FLAG_APPLIED);
1352 1091
1353 /* Now start processing the effects. First, protections */ 1092 /* Now start processing the effects. First, protections */
1354 for (i = 0; i < NROFATTACKS; i++) 1093 for (i = 0; i < NROFATTACKS; i++)
1355 { 1094 {
1356 if (spell_ob->resist[i]) 1095 if (spell_ob->resist[i])
1358 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob); 1097 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob);
1359 if (force->resist[i] > 100) 1098 if (force->resist[i] > 100)
1360 force->resist[i] = 100; 1099 force->resist[i] = 100;
1361 } 1100 }
1362 } 1101 }
1102
1363 if (spell_ob->stats.hp) 1103 if (spell_ob->stats.hp)
1364 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob); 1104 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1365 1105
1366 if (tmp->type == PLAYER) 1106 if (tmp->type == PLAYER)
1367 { 1107 {
1368 /* Stat adjustment spells */ 1108 /* Stat adjustment spells */
1369 for (i = 0; i < NUM_STATS; i++) 1109 for (i = 0; i < NUM_STATS; i++)
1370 { 1110 {
1371 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; 1111 if (sint8 stat = spell_ob->stats.stat (i))
1372
1373 if (stat)
1374 { 1112 {
1375 sm = 0; 1113 sint8 sm = 0;
1376 for (k = 0; k < stat; k++) 1114 for (sint8 k = 0; k < stat; k++)
1377 sm += rndm (1, 3); 1115 sm += rndm (1, 3);
1378 1116
1379 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) 1117 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1380 { 1118 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1381 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); 1119
1382 if (sm < 0) 1120 force->stats.stat (i) = sm;
1383 sm = 0; 1121
1384 }
1385 set_attr_value (&force->stats, i, sm);
1386 if (!sm) 1122 if (!sm)
1387 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); 1123 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1388 } 1124 }
1389 } 1125 }
1390 } 1126 }
1391 1127
1392 force->move_type = spell_ob->move_type; 1128 force->move_type = spell_ob->move_type;
1393 1129
1394 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK)) 1130 if (spell_ob->flag [FLAG_SEE_IN_DARK])
1395 SET_FLAG (force, FLAG_SEE_IN_DARK); 1131 force->set_flag (FLAG_SEE_IN_DARK);
1396 1132
1397 if (QUERY_FLAG (spell_ob, FLAG_XRAYS)) 1133 if (spell_ob->flag [FLAG_XRAYS])
1398 SET_FLAG (force, FLAG_XRAYS); 1134 force->set_flag (FLAG_XRAYS);
1399 1135
1400 /* Haste/bonus speed */ 1136 /* Haste/bonus speed */
1401 if (spell_ob->stats.exp) 1137 if (spell_ob->stats.exp)
1402 { 1138 {
1403 if (op->speed > 0.5f) 1139 if (op->speed > 0.5f)
1411 force->attacktype = spell_ob->attacktype; 1147 force->attacktype = spell_ob->attacktype;
1412 1148
1413 insert_ob_in_ob (force, tmp); 1149 insert_ob_in_ob (force, tmp);
1414 change_abil (tmp, force); /* Mostly to display any messages */ 1150 change_abil (tmp, force); /* Mostly to display any messages */
1415 tmp->update_stats (); 1151 tmp->update_stats ();
1152
1416 return 1; 1153 return 1;
1417} 1154}
1418 1155
1419/* This used to be part of cast_change_ability, but it really didn't make 1156/* This used to be part of cast_change_ability, but it really didn't make
1420 * a lot of sense, since most of the values it derives are from the god 1157 * a lot of sense, since most of the values it derives are from the god
1421 * of the caster. 1158 * of the caster.
1422 */ 1159 */
1423
1424int 1160int
1425cast_bless (object *op, object *caster, object *spell_ob, int dir) 1161cast_bless (object *op, object *caster, object *spell_ob, int dir)
1426{ 1162{
1427 int i; 1163 int i;
1428 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1164 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1429 1165
1430 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1166 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1431 if (dir != 0) 1167 if (dir != 0)
1432 { 1168 {
1433 tmp = find_target_for_friendly_spell (op, dir); 1169 tmp = find_target_for_friendly_spell (op, dir);
1170
1171 if (!tmp)
1172 return 0;
1434 } 1173 }
1435 else 1174 else
1436 {
1437 tmp = op; 1175 tmp = op;
1438 }
1439 1176
1440 /* If we've already got a force of this type, don't add a new one. */ 1177 /* If we've already got a force of this type, don't add a new one. */
1441 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1178 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1442 { 1179 {
1443 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1180 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1444 { 1181 {
1445 if (tmp2->name == spell_ob->name) 1182 if (tmp2->name == spell_ob->name)
1446 { 1183 {
1452 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 1189 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1453 return 0; 1190 return 0;
1454 } 1191 }
1455 } 1192 }
1456 } 1193 }
1194
1457 if (force == NULL) 1195 if (force == NULL)
1458 { 1196 {
1459 force = get_archetype (FORCE_NAME); 1197 force = get_archetype (FORCE_NAME);
1460 force->subtype = FORCE_CHANGE_ABILITY; 1198 force->subtype = FORCE_CHANGE_ABILITY;
1461 if (spell_ob->race) 1199 if (spell_ob->race)
1482 return 0; 1220 return 0;
1483 } 1221 }
1484 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1222 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1485 force->speed = 1.0; 1223 force->speed = 1.0;
1486 force->speed_left = -1.0; 1224 force->speed_left = -1.0;
1487 SET_FLAG (force, FLAG_APPLIED); 1225 force->set_flag (FLAG_APPLIED);
1488 1226
1489 if (!god) 1227 if (!god)
1490 { 1228 {
1491 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty."); 1229 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1492 } 1230 }
1493 else 1231 else
1494 { 1232 {
1495 /* Only give out good benefits, and put a max on it */ 1233 /* Only give out good benefits, and put a max on it */
1496 for (i = 0; i < NROFATTACKS; i++) 1234 for (i = 0; i < NROFATTACKS; i++)
1497 {
1498 if (god->resist[i] > 0) 1235 if (god->resist[i] > 0)
1499 {
1500 force->resist[i] = MIN (god->resist[i], spell_ob->resist[ATNR_GODPOWER]); 1236 force->resist[i] = min (god->resist[i], spell_ob->resist[ATNR_GODPOWER]);
1501 } 1237
1502 }
1503 force->path_attuned |= god->path_attuned; 1238 force->path_attuned |= god->path_attuned;
1504 1239
1505 if (spell_ob->attacktype) 1240 if (spell_ob->attacktype)
1506 force->slaying = god->slaying; 1241 force->slaying = god->slaying;
1507 1242
1526} 1261}
1527 1262
1528/* Alchemy code by Mark Wedel 1263/* Alchemy code by Mark Wedel
1529 * 1264 *
1530 * This code adds a new spell, called alchemy. Alchemy will turn 1265 * This code adds a new spell, called alchemy. Alchemy will turn
1531 * objects to gold nuggets, the value of the gold nuggets being 1266 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1532 * about 90% of that of the item itself. It uses the value of the
1533 * object before charisma adjustments, because the nuggets themselves
1534 * will be will be adjusted by charisma when sold.
1535 * 1267 *
1536 * Large nuggets are worth 25 gp each (base). You will always get 1268 * The value of the gold nuggets being about 90% of that of the item
1537 * the maximum number of large nuggets you could get. 1269 * itself. It uses the value of the object before charisma adjustments,
1538 * Small nuggets are worth 1 gp each (base). You will get from 0 1270 * because the nuggets themselves will be will be adjusted by charisma
1539 * to the max amount of small nuggets as you could get. 1271 * when sold.
1540 *
1541 * For example, if an item is worth 110 gold, you will get
1542 * 4 large nuggets, and from 0-10 small nuggets.
1543 * 1272 *
1544 * There is also a chance (1:30) that you will get nothing at all 1273 * There is also a chance (1:30) that you will get nothing at all
1545 * for the object. There is also a maximum weight that will be 1274 * for the object. There is also a maximum weight that will be
1546 * alchemised. 1275 * alchemised.
1547 */ 1276 */
1548static void 1277static void
1549alchemy_object (object *obj, uint64 &total_value, int &total_weight) 1278alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1550{ 1279{
1551 uint64 value = query_cost (obj, NULL, F_TRUE); 1280 uint64 value = query_cost (obj, NULL, F_TRUE);
1552 1281
1553 /* Give third price when we alchemy money (This should hopefully 1282 /* Give third price when we alchemy money (this should hopefully
1554 * make it so that it isn't worth it to alchemy money, sell 1283 * make it so that it isn't worth it to alchemy money, sell
1555 * the nuggets, alchemy the gold from that, etc. 1284 * the nuggets, alchemy the gold from that, etc.
1556 * Otherwise, give 9 silver on the gold for other objects, 1285 * Otherwise, give 9 silver on the gold for other objects,
1557 * so that it would still be more affordable to haul 1286 * so that it would still be more affordable to haul
1558 * the stuff back to town. 1287 * the stuff back to town.
1559 */ 1288 */
1560 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1289 if (obj->flag [FLAG_UNPAID])
1561 value = 0; 1290 value = 0;
1562 else if (obj->type == MONEY || obj->type == GEM) 1291 else if (obj->type == MONEY || obj->type == GEM)
1563 value /= 3; 1292 value /= 3;
1564 else 1293 else
1565 value = value * 9 / 10; 1294 value = value * 9 / 10;
1570 total_weight += obj->total_weight (); 1299 total_weight += obj->total_weight ();
1571 1300
1572 obj->destroy (); 1301 obj->destroy ();
1573} 1302}
1574 1303
1575static void
1576update_map (object *op, maptile *m, int small_nuggets, object *small, int large_nuggets, object *large, int x, int y)
1577{
1578 int flag = 0;
1579
1580 /* Put any nuggets below the player, but we can only pass this
1581 * flag if we are on the same space as the player
1582 */
1583 if (x == op->x && y == op->y && op->map == m)
1584 flag = INS_BELOW_ORIGINATOR;
1585
1586 if (small_nuggets)
1587 {
1588 object *tmp = small->clone ();
1589 tmp->nrof = small_nuggets;
1590 m->insert (tmp, x, y, op, flag);
1591 }
1592
1593 if (large_nuggets)
1594 {
1595 object *tmp = large->clone ();
1596 tmp->nrof = large_nuggets;
1597 m->insert (tmp, x, y, op, flag);
1598 }
1599
1600 if (object *pl = m->at (x, y).player ())
1601 if (pl->contr->ns)
1602 pl->contr->ns->look_position = 0;
1603}
1604
1605int 1304int
1606alchemy (object *op, object *caster, object *spell_ob) 1305alchemy (object *op, object *caster, object *spell_ob)
1607{ 1306{
1608 if (op->type != PLAYER) 1307 if (op->type != PLAYER)
1609 return 0; 1308 return 0;
1610 1309
1611 object *large = get_archetype ("largenugget"); 1310 archetype *nugget[3];
1612 object *small = get_archetype ("smallnugget"); 1311
1312 nugget[0] = archetype::find (shstr_pyrite3);
1313 nugget[1] = archetype::find (shstr_pyrite2);
1314 nugget[2] = archetype::find (shstr_pyrite);
1613 1315
1614 /* Put a maximum weight of items that can be alchemised. Limits the power 1316 /* Put a maximum weight of items that can be alchemised. Limits the power
1615 * some, and also prevents people from alchemising every table/chair/clock 1317 * some, and also prevents people from alchemising every table/chair/clock
1616 * in sight 1318 * in sight
1617 */ 1319 */
1646 1348
1647 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next) 1349 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1648 { 1350 {
1649 next = tmp->above; 1351 next = tmp->above;
1650 1352
1651 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1353 if (tmp->weight > 0 && !tmp->flag [FLAG_NO_PICK] &&
1652 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1354 !tmp->flag [FLAG_ALIVE] && !tmp->flag [FLAG_IS_CAULDRON])
1653 { 1355 {
1654 if (tmp->inv) 1356 if (tmp->inv)
1655 { 1357 {
1656 object *next1, *tmp1; 1358 object *next1, *tmp1;
1657 1359
1658 for (tmp1 = tmp->inv; tmp1; tmp1 = next1) 1360 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1659 { 1361 {
1660 next1 = tmp1->below; 1362 next1 = tmp1->below;
1661 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1363 if (tmp1->weight > 0 && !tmp1->flag [FLAG_NO_PICK] &&
1662 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1364 !tmp1->flag [FLAG_ALIVE] && !tmp1->flag [FLAG_IS_CAULDRON])
1663 alchemy_object (tmp1, value, weight); 1365 alchemy_object (tmp1, value, weight);
1664 } 1366 }
1665 } 1367 }
1666 1368
1667 alchemy_object (tmp, value, weight); 1369 alchemy_object (tmp, value, weight);
1669 if (weight > weight_max) 1371 if (weight > weight_max)
1670 break; 1372 break;
1671 } 1373 }
1672 } 1374 }
1673 1375
1376 value -= rndm (value >> 4);
1674 value = min (value, value_max); 1377 value = min (value, value_max);
1675 1378
1676 uint64 count = value / large->value; 1379 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1677 int large_nuggets = count; 1380 if (int nrof = value / nugget [i]->value)
1678 value -= count * large->value;
1679
1680 count = value / small->value;
1681 int small_nuggets = count;
1682
1683 /* Insert all the nuggets at one time. This probably saves time, but
1684 * it also prevents us from alcheming nuggets that were just created
1685 * with this spell.
1686 */ 1381 {
1687 update_map (op, mp, small_nuggets, small, large_nuggets, large, nx, ny); 1382 value -= nrof * nugget[i]->value;
1383
1384 object *tmp = nugget[i]->instance ();
1385 tmp->nrof = nrof;
1386 tmp->flag [FLAG_IDENTIFIED] = true;
1387 op->map->insert (tmp, x, y, op, 0);
1388 }
1688 1389
1689 if (weight > weight_max) 1390 if (weight > weight_max)
1690 goto bailout; 1391 goto bailout;
1691 } 1392 }
1692 } 1393 }
1693 1394
1694bailout: 1395bailout:
1695 large->destroy ();
1696 small->destroy ();
1697 return 1; 1396 return 1;
1698} 1397}
1699
1700 1398
1701/* This function removes the cursed/damned status on equipped 1399/* This function removes the cursed/damned status on equipped
1702 * items. 1400 * items.
1703 */ 1401 */
1704int 1402int
1705remove_curse (object *op, object *caster, object *spell) 1403remove_curse (object *op, object *caster, object *spell)
1706{ 1404{
1707 object *tmp;
1708 int success = 0, was_one = 0; 1405 int success = 0, was_one = 0;
1709 1406
1710 for (tmp = op->inv; tmp; tmp = tmp->below) 1407 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1711 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1408 if (tmp->flag [FLAG_APPLIED] &&
1712 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1409 ((tmp->flag [FLAG_CURSED] && spell->flag [FLAG_CURSED]) ||
1713 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1410 (tmp->flag [FLAG_DAMNED] && spell->flag [FLAG_DAMNED])))
1714 { 1411 {
1715 was_one++; 1412 was_one++;
1413
1716 if (tmp->level <= caster_level (caster, spell)) 1414 if (tmp->level <= casting_level (caster, spell))
1717 { 1415 {
1718 success++; 1416 success++;
1719 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1417 if (spell->flag [FLAG_DAMNED])
1720 CLEAR_FLAG (tmp, FLAG_DAMNED); 1418 tmp->clr_flag (FLAG_DAMNED);
1721 1419
1722 CLEAR_FLAG (tmp, FLAG_CURSED); 1420 tmp->clr_flag (FLAG_CURSED);
1723 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1421 tmp->clr_flag (FLAG_KNOWN_CURSED);
1724 tmp->value = 0; /* Still can't sell it */ 1422 tmp->value = 0; /* Still can't sell it */
1725 if (op->type == PLAYER) 1423
1424 if (object *pl = tmp->visible_to ())
1726 esrv_send_item (op, tmp); 1425 esrv_update_item (UPD_FLAGS, pl, tmp);
1727 } 1426 }
1728 } 1427 }
1729 1428
1730 if (op->type == PLAYER) 1429 if (op->type == PLAYER)
1731 { 1430 {
1742 1441
1743 return success; 1442 return success;
1744} 1443}
1745 1444
1746/* Identifies objects in the players inventory/on the ground */ 1445/* Identifies objects in the players inventory/on the ground */
1747
1748int 1446int
1749cast_identify (object *op, object *caster, object *spell) 1447cast_identify (object *op, object *caster, object *spell)
1750{ 1448{
1751 object *tmp; 1449 object *tmp;
1752 int success = 0, num_ident; 1450 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1753 1451
1754 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1452 int num_ident = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell));
1755
1756 if (num_ident < 1)
1757 num_ident = 1;
1758 1453
1759 for (tmp = op->inv; tmp; tmp = tmp->below) 1454 for (tmp = op->inv; tmp; tmp = tmp->below)
1760 { 1455 {
1761 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1456 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1762 { 1457 {
1763 identify (tmp); 1458 identify (tmp);
1764 1459
1765 if (op->type == PLAYER) 1460 if (op->type == PLAYER)
1766 { 1461 {
1767 new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op)); 1462 buf.printf ("You identified: %s.\r", long_desc (tmp, op));
1768 1463
1769 if (tmp->msg) 1464 if (tmp->msg)
1770 { 1465 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1771 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1772 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1773 }
1774 } 1466 }
1775 1467
1776 num_ident--;
1777 success = 1;
1778 if (!num_ident) 1468 if (!--num_ident)
1779 break; 1469 break;
1780 } 1470 }
1781 } 1471 }
1782 1472
1783 /* If all the power of the spell has been used up, don't go and identify 1473 /* If all the power of the spell has been used up, don't go and identify
1784 * stuff on the floor. Only identify stuff on the floor if the spell 1474 * stuff on the floor. Only identify stuff on the floor if the spell
1785 * was not fully used. 1475 * was not fully used.
1786 */ 1476 */
1787 if (num_ident) 1477 if (num_ident)
1788 { 1478 {
1789 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1479 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1790 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1480 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1791 { 1481 {
1792 identify (tmp); 1482 identify (tmp);
1793 1483
1794 if (op->type == PLAYER) 1484 if (object *pl = tmp->visible_to ())
1795 { 1485 {
1796 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op)); 1486 buf.printf ("On the ground you identified: %s.\r", long_desc (tmp, op));
1797 1487
1798 if (tmp->msg) 1488 if (tmp->msg)
1799 { 1489 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1800 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1801 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1802 }
1803
1804 esrv_send_item (op, tmp);
1805 } 1490 }
1806 1491
1807 num_ident--;
1808 success = 1;
1809 if (!num_ident) 1492 if (!--num_ident)
1810 break; 1493 break;
1811 } 1494 }
1812 } 1495 }
1813 1496
1814 if (!success) 1497 if (buf.empty ())
1815 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified."); 1498 {
1499 op->failmsg ("You can't reach anything unidentified.");
1500 return 0;
1501 }
1816 else 1502 else
1503 {
1504 if (op->contr)
1505 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1506
1817 spell_effect (spell, op->x, op->y, op->map, op); 1507 spell_effect (spell, op->x, op->y, op->map, op);
1818 1508 return 1;
1819 return success; 1509 }
1820} 1510}
1821 1511
1822int 1512int
1823cast_detection (object *op, object *caster, object *spell, object *skill) 1513cast_detection (object *op, object *caster, object *spell, object *skill)
1824{ 1514{
1829 1519
1830 /* We precompute some values here so that we don't have to keep 1520 /* We precompute some values here so that we don't have to keep
1831 * doing it over and over again. 1521 * doing it over and over again.
1832 */ 1522 */
1833 god = find_god (determine_god (op)); 1523 god = find_god (determine_god (op));
1834 level = caster_level (caster, spell); 1524 level = casting_level (caster, spell);
1835 range = spell->range + SP_level_range_adjust (caster, spell); 1525 range = spell->range + SP_level_range_adjust (caster, spell);
1836 1526
1837 if (!skill) 1527 if (!skill)
1838 skill = caster; 1528 skill = caster;
1839 1529
1840 for (x = op->x - range; x <= op->x + range; x++) 1530 dynbuf buf;
1841 for (y = op->y - range; y <= op->y + range; y++) 1531 unordered_mapwalk (buf, op, -range, -range, range, range)
1842 { 1532 {
1843 m = op->map;
1844 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1845 if (mflags & P_OUT_OF_MAP)
1846 continue;
1847
1848 /* For most of the detections, we only detect objects above the 1533 /* For most of the detections, we only detect objects above the
1849 * floor. But this is not true for show invisible. 1534 * floor. But this is not true for show invisible.
1850 * Basically, we just go and find the top object and work 1535 * Basically, we just go and find the top object and work
1851 * down - that is easier than working up. 1536 * down - that is easier than working up.
1852 */ 1537 */
1853 1538
1854 for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above) 1539 for (last = 0, tmp = m->at (nx, ny).bot; tmp; tmp = tmp->above)
1855 last = tmp; 1540 last = tmp;
1856 1541
1857 /* Shouldn't happen, but if there are no objects on a space, this 1542 /* Shouldn't happen, but if there are no objects on a space, this
1858 * would happen. 1543 * would happen.
1859 */ 1544 */
1860 if (!last) 1545 if (!last)
1861 continue; 1546 continue;
1862 1547
1863 done_one = 0; 1548 done_one = 0;
1864 floor = 0; 1549 floor = 0;
1865 detect = NULL; 1550 detect = 0;
1866 for (tmp = last; tmp; tmp = tmp->below) 1551 for (tmp = last; tmp; tmp = tmp->below)
1867 { 1552 {
1868 /* show invisible */ 1553 /* show invisible */
1869 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1554 if (spell->flag [FLAG_MAKE_INVIS]
1870 /* Might there be other objects that we can make visible? */ 1555 /* Might there be other objects that we can make visible? */
1871 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1556 && (tmp->invisible && (tmp->flag [FLAG_MONSTER]
1872 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1557 || (tmp->type == PLAYER && !tmp->flag [FLAG_WIZ])
1873 tmp->type == CF_HANDLE || 1558 || tmp->type == T_HANDLE
1874 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE || 1559 || tmp->type == TRAPDOOR
1560 || tmp->type == EXIT
1561 || tmp->type == HOLE
1562 || tmp->type == BUTTON
1875 tmp->type == BUTTON || tmp->type == TELEPORTER || 1563 || tmp->type == TELEPORTER
1564 || tmp->type == GATE
1876 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1565 || tmp->type == LOCKED_DOOR
1877 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN || 1566 || tmp->type == WEAPON
1567 || tmp->type == ALTAR
1568 || (tmp->type == SIGN && tmp->face != magicmouth_face)
1878 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1569 || tmp->type == TRIGGER_PEDESTAL
1879 tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR))) 1570 || tmp->type == SPECIAL_KEY
1571 || tmp->type == TREASURE
1572 || tmp->type == BOOK
1573 || tmp->type == HOLY_ALTAR
1574 || tmp->type == CONTAINER)))
1880 { 1575 {
1576 printf ("show inv %s\n", tmp->debug_desc());//D
1881 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4) 1577 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1882 { 1578 {
1883 tmp->invisible = 0; 1579 tmp->invisible = 0;
1580 done_one = 1;
1581 }
1582 }
1583
1584 if (tmp->flag [FLAG_IS_FLOOR])
1585 floor = 1;
1586
1587 /* All detections below this point don't descend beneath the floor,
1588 * so just continue on. We could be clever and look at the type of
1589 * detection to completely break out if we don't care about objects beneath
1590 * the floor, but once we get to the floor, not likely a very big issue anyways.
1591 */
1592 if (floor)
1593 continue;
1594
1595 /* I had thought about making detect magic and detect curse
1596 * show the flash the magic item like it does for detect monster.
1597 * however, if the object is within sight, this would then make it
1598 * difficult to see what object is magical/cursed, so the
1599 * effect wouldn't be as apparent.
1600 */
1601
1602 /* detect magic */
1603 if (spell->flag [FLAG_KNOWN_MAGICAL]
1604 && !tmp->flag [FLAG_KNOWN_MAGICAL]
1605 && !tmp->flag [FLAG_IDENTIFIED]
1606 && tmp->need_identify ()
1607 && is_magical (tmp))
1608 {
1609 tmp->set_flag (FLAG_KNOWN_MAGICAL);
1610 /* make runes more visible */
1611 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1612 tmp->stats.Cha /= 4;
1613
1614 done_one = 1;
1615 }
1616
1617 /* detect monster */
1618 if (spell->flag [FLAG_MONSTER] && (tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER))
1619 {
1620 done_one = 2;
1621
1622 if (!detect)
1623 detect = tmp;
1624 }
1625
1626 /* Basically, if race is set in the spell, then the creatures race must
1627 * match that. if the spell race is set to GOD, then the gods opposing
1628 * race must match.
1629 */
1630 if (spell->race && tmp->flag [FLAG_MONSTER] && tmp->race &&
1631 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1632 spell->race.contains (tmp->race)))
1633 {
1634 done_one = 2;
1635
1636 if (!detect)
1637 detect = tmp;
1638 }
1639
1640 if (spell->flag [FLAG_KNOWN_CURSED]
1641 && !tmp->flag [FLAG_KNOWN_CURSED]
1642 && tmp->need_identify ()
1643 && (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))
1644 {
1645 tmp->set_flag (FLAG_KNOWN_CURSED);
1646 done_one = 1;
1647 }
1648
1649 // Do mining detection spell:
1650 if (spell->last_sp == 1) // 1 - detect any vein
1651 {
1652 if (tmp->type == VEIN)
1653 {
1654 if (tmp->other_arch)
1655 {
1656 if (!detect)
1657 detect = tmp->other_arch;
1658 done_one = 2;
1659 }
1660 else
1884 done_one = 1; 1661 done_one = 1;
1885 } 1662 }
1886 } 1663 }
1887
1888 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1889 floor = 1;
1890
1891 /* All detections below this point don't descend beneath the floor,
1892 * so just continue on. We could be clever and look at the type of
1893 * detection to completely break out if we don't care about objects beneath
1894 * the floor, but once we get to the floor, not likely a very big issue anyways.
1895 */
1896 if (floor)
1897 continue;
1898
1899 /* I had thought about making detect magic and detect curse
1900 * show the flash the magic item like it does for detect monster.
1901 * however, if the object is within sight, this would then make it
1902 * difficult to see what object is magical/cursed, so the
1903 * effect wouldn't be as apparant.
1904 */
1905
1906 /* detect magic */
1907 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1908 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1909 {
1910 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1911 /* make runes more visibile */
1912 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1913 tmp->stats.Cha /= 4;
1914 done_one = 1;
1915 }
1916 /* detect monster */
1917 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1918 {
1919 done_one = 2;
1920 if (!detect)
1921 detect = tmp;
1922 }
1923 /* Basically, if race is set in the spell, then the creatures race must
1924 * match that. if the spell race is set to GOD, then the gods opposing
1925 * race must match.
1926 */
1927 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1928 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) ||
1929 (strstr (spell->race, tmp->race))))
1930 {
1931 done_one = 2;
1932 if (!detect)
1933 detect = tmp;
1934 }
1935 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1936 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1937 {
1938 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1939 done_one = 1;
1940 }
1941 } /* for stack of objects on this space */ 1664 } /* for stack of objects on this space */
1942 1665
1943 /* Code here puts an effect of the spell on the space, so you can see 1666 /* Code here puts an effect of the spell on the space, so you can see
1944 * where the magic is. 1667 * where the magic is.
1945 */ 1668 */
1946 if (done_one) 1669 if (done_one)
1947 { 1670 {
1948 object *detect_ob = arch_to_object (spell->other_arch); 1671 object *detect_ob = spell->other_arch->instance ();
1949 1672
1950 /* if this is set, we want to copy the face */ 1673 /* if this is set, we want to copy the face */
1951 if (done_one == 2 && detect) 1674 if (done_one == 2 && detect)
1952 { 1675 {
1953 detect_ob->face = detect->face; 1676 detect_ob->face = detect->face;
1954 detect_ob->animation_id = detect->animation_id; 1677 detect_ob->animation_id = detect->animation_id;
1955 detect_ob->anim_speed = detect->anim_speed; 1678 detect_ob->anim_speed = detect->anim_speed;
1956 detect_ob->last_anim = 0; 1679 detect_ob->last_anim = 0;
1957 /* by default, the detect_ob is already animated */ 1680 /* by default, the detect_ob is already animated */
1958 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1681 if (!detect->flag [FLAG_ANIMATE])
1959 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1682 detect_ob->clr_flag (FLAG_ANIMATE);
1960 } 1683 }
1961 1684
1962 m->insert (detect_ob, nx, ny, op); 1685 m->insert (detect_ob, nx, ny, op, INS_ON_TOP);
1963 } 1686 }
1964 } /* for processing the surrounding spaces */ 1687 } /* for processing the surrounding spaces */
1965 1688
1966 1689
1967 /* Now process objects in the players inventory if detect curse or magic */ 1690 /* Now process objects in the players inventory if detect curse or magic */
1968 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL)) 1691 if (spell->flag [FLAG_KNOWN_CURSED] || spell->flag [FLAG_KNOWN_MAGICAL])
1969 { 1692 {
1970 done_one = 0; 1693 done_one = 0;
1694
1971 for (tmp = op->inv; tmp; tmp = tmp->below) 1695 for (tmp = op->inv; tmp; tmp = tmp->below)
1972 { 1696 {
1973 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1697 if (!tmp->invisible && !tmp->flag [FLAG_IDENTIFIED])
1974 { 1698 {
1975 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)) 1699 if (spell->flag [FLAG_KNOWN_MAGICAL] && is_magical (tmp) && !tmp->flag [FLAG_KNOWN_MAGICAL])
1976 { 1700 {
1977 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1701 tmp->set_flag (FLAG_KNOWN_MAGICAL);
1978 if (op->type == PLAYER) 1702
1703 if (object *pl = tmp->visible_to ())
1979 esrv_send_item (op, tmp); 1704 esrv_update_item (UPD_FLAGS, pl, tmp);
1980 } 1705 }
1981 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1706
1982 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1707 if (spell->flag [FLAG_KNOWN_CURSED] && !tmp->flag [FLAG_KNOWN_CURSED] &&
1708 (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))
1983 { 1709 {
1984 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1710 tmp->set_flag (FLAG_KNOWN_CURSED);
1985 if (op->type == PLAYER) 1711
1712 if (object *pl = tmp->visible_to ())
1986 esrv_send_item (op, tmp); 1713 esrv_update_item (UPD_FLAGS, pl, tmp);
1987 } 1714 }
1988 } /* if item is not identified */ 1715 } /* if item is not identified */
1989 } /* for the players inventory */ 1716 } /* for the players inventory */
1990 } /* if detect magic/curse and object is a player */ 1717 } /* if detect magic/curse and object is a player */
1718
1991 return 1; 1719 return 1;
1992} 1720}
1993 1721
1994 1722
1995/** 1723/**
2008 1736
2009 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you."); 1737 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
2010 1738
2011 if (victim->stats.sp >= victim->stats.maxsp * 2) 1739 if (victim->stats.sp >= victim->stats.maxsp * 2)
2012 { 1740 {
2013 object *tmp;
2014
2015 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1741 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
2016
2017 /* Explodes a fireball centered at player */
2018 tmp = get_archetype (EXPLODING_FIREBALL);
2019 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
2020 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
2021
2022 tmp->insert_at (victim);
2023 victim->stats.sp = 2 * victim->stats.maxsp; 1742 victim->stats.sp = 2 * victim->stats.maxsp;
1743 create_exploding_ball_at (victim, caster_level);
2024 } 1744 }
2025 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1745 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
2026 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); 1746 new_draw_info (NDI_UNIQUE | NDI_ORANGE, 0, victim, "You feel like your head is going to explode.");
2027 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1747 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2028 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 1748 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
2029 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1749 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2030 { 1750 {
2031 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1751 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2055 mflags = get_map_flags (m, &m, x, y, &x, &y); 1775 mflags = get_map_flags (m, &m, x, y, &x, &y);
2056 1776
2057 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1777 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
2058 { 1778 {
2059 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above) 1779 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
2060 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1780 if (plyr != op && plyr->flag [FLAG_ALIVE])
2061 break; 1781 break;
2062 } 1782 }
2063 1783
2064 1784
2065 /* If we did not find a player in the specified direction, transfer 1785 /* If we did not find a player in the specified direction, transfer
2066 * to anyone on top of us. This is used for the rune of transference mostly. 1786 * to anyone on top of us. This is used for the rune of transference mostly.
2067 */ 1787 */
2068 if (plyr == NULL) 1788 if (plyr == NULL)
2069 for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above) 1789 for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above)
2070 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1790 if (plyr != op && plyr->flag [FLAG_ALIVE])
2071 break; 1791 break;
2072 1792
2073 if (!plyr) 1793 if (!plyr)
2074 { 1794 {
2075 new_draw_info (NDI_BLACK, 0, op, "There is no one there."); 1795 op->failmsg ("There is no one there.");
2076 return 0; 1796 return 0;
2077 } 1797 }
2078 /* give sp */ 1798 /* give sp */
2079 if (spell->stats.dam > 0) 1799 if (spell->stats.dam > 0)
2080 { 1800 {
2081 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell); 1801 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
2082 charge_mana_effect (plyr, caster_level (caster, spell)); 1802 charge_mana_effect (plyr, casting_level (caster, spell));
2083 return 1; 1803 return 1;
2084 } 1804 }
2085 /* suck sp away. Can't suck sp from yourself */ 1805 /* suck sp away. Can't suck sp from yourself */
2086 else if (op != plyr) 1806 else if (op != plyr)
2087 { 1807 {
2092 if (rate > 95) 1812 if (rate > 95)
2093 rate = 95; 1813 rate = 95;
2094 1814
2095 sucked = (plyr->stats.sp * rate) / 100; 1815 sucked = (plyr->stats.sp * rate) / 100;
2096 plyr->stats.sp -= sucked; 1816 plyr->stats.sp -= sucked;
2097 if (QUERY_FLAG (op, FLAG_ALIVE)) 1817 if (op->flag [FLAG_ALIVE])
2098 { 1818 {
2099 /* Player doesn't get full credit */ 1819 /* Player doesn't get full credit */
2100 sucked = (sucked * rate) / 100; 1820 sucked = (sucked * rate) / 100;
2101 op->stats.sp += sucked; 1821 op->stats.sp += sucked;
2102 if (sucked > 0) 1822 if (sucked > 0)
2103 { 1823 {
2104 charge_mana_effect (op, caster_level (caster, spell)); 1824 charge_mana_effect (op, casting_level (caster, spell));
2105 } 1825 }
2106 } 1826 }
2107 return 1; 1827 return 1;
2108 } 1828 }
2109 return 0; 1829 return 0;
2151 /* Basically, if the object is magical and not counterspell, 1871 /* Basically, if the object is magical and not counterspell,
2152 * we will more or less remove the object. Don't counterspell 1872 * we will more or less remove the object. Don't counterspell
2153 * monsters either. 1873 * monsters either.
2154 */ 1874 */
2155 1875
2156 if (head->attacktype & AT_MAGIC && 1876 if (head->attacktype & AT_MAGIC
2157 !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level)) 1877 && !(head->attacktype & AT_COUNTERSPELL)
1878 && !head->flag [FLAG_MONSTER]
1879 && (op->level > head->level))
2158 head->destroy (); 1880 head->destroy ();
2159 else 1881 else
2160 switch (head->type) 1882 switch (head->type)
2161 { 1883 {
2162 case SPELL_EFFECT: 1884 case SPELL_EFFECT:
1885 // XXX: Don't affect floor spelleffects. See also XXX comment
1886 // about sanctuary in spell_util.C
1887 if (tmp->flag [FLAG_IS_FLOOR])
1888 continue;
1889
2163 if (op->level > head->level) 1890 if (op->level > head->level)
2164 head->destroy (); 1891 head->destroy ();
2165 1892
2166 break; 1893 break;
2167 1894
2178 break; 1905 break;
2179 } 1906 }
2180 } 1907 }
2181} 1908}
2182 1909
2183
2184
2185/* cast_consecrate() - a spell to make an altar your god's */ 1910/* cast_consecrate() - a spell to make an altar your god's */
2186int 1911int
2187cast_consecrate (object *op, object *caster, object *spell) 1912cast_consecrate (object *op, object *caster, object *spell)
2188{ 1913{
2189 char buf[MAX_BUF]; 1914 char buf[MAX_BUF];
2190 1915
2191 object *tmp, *god = find_god (determine_god (op)); 1916 object *tmp, *god = find_god (determine_god (op));
2192 1917
2193 if (!god) 1918 if (!god)
2194 { 1919 {
2195 new_draw_info (NDI_UNIQUE, 0, op, "You can't consecrate anything if you don't worship a god!"); 1920 op->failmsg ("You can't consecrate anything if you don't worship a god!");
2196 return 0; 1921 return 0;
2197 } 1922 }
2198 1923
2199 for (tmp = op->below; tmp; tmp = tmp->below) 1924 for (tmp = op->below; tmp; tmp = tmp->below)
2200 { 1925 {
2201 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1926 if (tmp->flag [FLAG_IS_FLOOR])
2202 break; 1927 break;
2203 if (tmp->type == HOLY_ALTAR) 1928 if (tmp->type == HOLY_ALTAR)
2204 { 1929 {
2205 1930
2206 if (tmp->level > caster_level (caster, spell)) 1931 if (tmp->level > casting_level (caster, spell))
2207 { 1932 {
2208 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name); 1933 op->failmsgf ("You are not powerful enough to reconsecrate the %s", &tmp->name);
2209 return 0; 1934 return 0;
2210 } 1935 }
2211 else 1936 else
2212 { 1937 {
2213 /* If we got here, we are consecrating an altar */ 1938 /* If we got here, we are consecrating an altar */
2214 sprintf (buf, "Altar of %s", &god->name); 1939 sprintf (buf, "Altar of %s", &god->name);
2215 tmp->name = buf; 1940 tmp->name = buf;
2216 tmp->level = caster_level (caster, spell); 1941 tmp->level = casting_level (caster, spell);
2217 tmp->other_arch = god->arch; 1942 tmp->other_arch = god->arch;
1943
2218 if (op->type == PLAYER) 1944 if (op->type == PLAYER)
2219 esrv_update_item (UPD_NAME, op, tmp); 1945 esrv_update_item (UPD_NAME, op, tmp);
1946
2220 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name); 1947 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
2221 return 1; 1948 return 1;
2222 } 1949 }
2223 } 1950 }
2224 } 1951 }
2225 new_draw_info (NDI_UNIQUE, 0, op, "You are not standing over an altar!"); 1952
1953 op->failmsg ("You are not standing over an altar!");
2226 return 0; 1954 return 0;
2227} 1955}
2228 1956
2229/* animate_weapon - 1957/* animate_weapon -
2230 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon. 1958 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon.
2234 * This code was very odd - code early on would only let players use the spell, 1962 * This code was very odd - code early on would only let players use the spell,
2235 * yet the code wass full of player checks. I've presumed that the code 1963 * yet the code wass full of player checks. I've presumed that the code
2236 * that only let players use it was correct, and removed all the other 1964 * that only let players use it was correct, and removed all the other
2237 * player checks. MSW 2003-01-06 1965 * player checks. MSW 2003-01-06
2238 */ 1966 */
2239
2240int 1967int
2241animate_weapon (object *op, object *caster, object *spell, int dir) 1968animate_weapon (object *op, object *caster, object *spell, int dir)
2242{ 1969{
2243 object *weapon, *tmp;
2244 char buf[MAX_BUF]; 1970 char buf[MAX_BUF];
2245 int a, i; 1971 int a, i;
2246 sint16 x, y; 1972 sint16 x, y;
2247 maptile *m; 1973 maptile *m;
2248 materialtype_t *mt;
2249 1974
2250 if (!spell->other_arch) 1975 if (!spell->other_arch)
2251 { 1976 {
2252 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1977 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2253 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name); 1978 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2256 /* exit if it's not a player using this spell. */ 1981 /* exit if it's not a player using this spell. */
2257 if (op->type != PLAYER) 1982 if (op->type != PLAYER)
2258 return 0; 1983 return 0;
2259 1984
2260 /* if player already has a golem, abort */ 1985 /* if player already has a golem, abort */
2261 if (op->contr->ranges[range_golem]) 1986 if (object *golem = op->contr->golem)
2262 { 1987 {
2263 control_golem (op->contr->ranges[range_golem], dir); 1988 control_golem (golem, dir);
2264 return 0; 1989 return 0;
2265 } 1990 }
2266 1991
2267 /* if no direction specified, pick one */ 1992 /* if no direction specified, pick one */
2268 if (!dir) 1993 if (!dir)
2269 dir = find_free_spot (NULL, op->map, op->x, op->y, 1, 9); 1994 dir = find_free_spot (spell->other_arch, op->map, op->x, op->y, 1, 9);
2270 1995
2271 m = op->map; 1996 m = op->map;
2272 x = op->x + freearr_x[dir]; 1997 x = op->x + freearr_x[dir];
2273 y = op->y + freearr_y[dir]; 1998 y = op->y + freearr_y[dir];
2274 1999
2275 /* if there's no place to put the golem, abort */ 2000 /* if there's no place to put the golem, abort */
2276 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || 2001 if (dir < 0 || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP)
2277 ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->clone.move_type)) 2002 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2278 { 2003 {
2279 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2004 op->failmsg ("There is something in the way.");
2280 return 0; 2005 return 0;
2281 } 2006 }
2282 2007
2283 /* Use the weapon marked by the player. */ 2008 /* Use the weapon marked by the player. */
2284 weapon = find_marked_object (op); 2009 object *weapon = op->mark ();
2285 2010
2286 if (!weapon) 2011 if (!weapon)
2287 { 2012 {
2288 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2013 op->failmsg ("You must mark a weapon to use with this spell!");
2289 return 0; 2014 return 0;
2290 } 2015 }
2016
2291 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2017 if (spell->race && weapon->arch->archname != spell->race)
2292 { 2018 {
2293 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2019 op->failmsg ("The spell fails to transform your weapon.");
2294 return 0; 2020 return 0;
2295 } 2021 }
2022
2296 if (weapon->type != WEAPON) 2023 if (weapon->type != WEAPON)
2297 { 2024 {
2298 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it."); 2025 op->failmsg ("You need to wield a weapon to animate it.");
2299 return 0; 2026 return 0;
2300 } 2027 }
2301 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2028
2029 if (weapon->flag [FLAG_APPLIED])
2302 { 2030 {
2303 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon)); 2031 op->failmsgf ("You need to unequip %s before using it in this spell", query_name (weapon));
2304 return 0; 2032 return 0;
2305 } 2033 }
2306 2034
2307 if (weapon->nrof > 1) 2035 weapon = weapon->split ();
2308 {
2309 tmp = get_split_ob (weapon, 1);
2310 esrv_send_item (op, weapon);
2311 weapon = tmp;
2312 }
2313 2036
2314 /* create the golem object */ 2037 /* create the golem object */
2315 tmp = arch_to_object (spell->other_arch); 2038 object *tmp = spell->other_arch->instance ();
2316 2039
2317 /* if animated by a player, give the player control of the golem */ 2040 /* if animated by a player, give the player control of the golem */
2318 CLEAR_FLAG (tmp, FLAG_MONSTER); 2041 tmp->clr_flag (FLAG_MONSTER);
2319 tmp->stats.exp = 0; 2042 tmp->stats.exp = 0;
2320 add_friendly_object (tmp); 2043 add_friendly_object (tmp);
2321 tmp->type = GOLEM; 2044 tmp->type = GOLEM;
2322 tmp->set_owner (op); 2045 tmp->set_owner (op);
2046 op->contr->golem = tmp;
2323 set_spell_skill (op, caster, spell, tmp); 2047 set_spell_skill (op, caster, spell, tmp);
2324 op->contr->ranges[range_golem] = tmp;
2325 op->contr->shoottype = range_golem;
2326 2048
2327 /* Give the weapon to the golem now. A bit of a hack to check the 2049 /* Give the weapon to the golem now. A bit of a hack to check the
2328 * removed flag - it should only be set if get_split_object was 2050 * removed flag - it should only be set if weapon->split was
2329 * used above. 2051 * used above.
2330 */ 2052 */
2331 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2053 if (!weapon->flag [FLAG_REMOVED])
2332 weapon->remove (); 2054 weapon->remove ();
2333 insert_ob_in_ob (weapon, tmp); 2055
2334 esrv_send_item (op, weapon); 2056 tmp->insert (weapon);
2057
2335 /* To do everything necessary to let a golem use the weapon is a pain, 2058 /* To do everything necessary to let a golem use the weapon is a pain,
2336 * so instead, just set it as equipped (otherwise, we need to update 2059 * so instead, just set it as equipped (otherwise, we need to update
2337 * body_info, skills, etc) 2060 * body_info, skills, etc)
2338 */ 2061 */
2339 SET_FLAG (tmp, FLAG_USE_WEAPON); 2062 tmp->set_flag (FLAG_USE_WEAPON);
2340 SET_FLAG (weapon, FLAG_APPLIED); 2063 weapon->set_flag (FLAG_APPLIED);
2341 tmp->update_stats (); 2064 tmp->update_stats ();
2342 2065
2343 /* There used to be 'odd' code that basically seemed to take the absolute 2066 /* There used to be 'odd' code that basically seemed to take the absolute
2344 * value of the weapon->magic an use that. IMO, that doesn't make sense - 2067 * value of the weapon->magic an use that. IMO, that doesn't make sense -
2345 * if you're using a crappy weapon, it shouldn't be as good. 2068 * if you're using a crappy weapon, it shouldn't be as good.
2365 2088
2366 /* attacktype */ 2089 /* attacktype */
2367 if (!tmp->attacktype) 2090 if (!tmp->attacktype)
2368 tmp->attacktype = AT_PHYSICAL; 2091 tmp->attacktype = AT_PHYSICAL;
2369 2092
2370 mt = NULL;
2371 if (op->materialname != NULL)
2372 mt = name_to_material (op->materialname);
2373 if (mt != NULL)
2374 {
2375 for (i = 0; i < NROFATTACKS; i++) 2093 for (i = 0; i < NROFATTACKS; i++)
2376 tmp->resist[i] = 50 - (mt->save[i] * 5); 2094 tmp->resist[i] = 50 - (op->material->save[i] * 5);
2377 a = mt->save[0]; 2095
2378 } 2096 a = op->material->save[0];
2379 else 2097
2380 {
2381 for (i = 0; i < NROFATTACKS; i++)
2382 tmp->resist[i] = 5;
2383 a = 10;
2384 }
2385 /* Set weapon's immunity */ 2098 /* Set weapon's immunity */
2386 tmp->resist[ATNR_CONFUSION] = 100; 2099 tmp->resist[ATNR_CONFUSION] = 100;
2387 tmp->resist[ATNR_POISON] = 100; 2100 tmp->resist[ATNR_POISON] = 100;
2388 tmp->resist[ATNR_SLOW] = 100; 2101 tmp->resist[ATNR_SLOW] = 100;
2389 tmp->resist[ATNR_PARALYZE] = 100; 2102 tmp->resist[ATNR_PARALYZE] = 100;
2395 2108
2396 /* Improve weapon's armour value according to best save vs. physical of its material */ 2109 /* Improve weapon's armour value according to best save vs. physical of its material */
2397 2110
2398 if (a > 14) 2111 if (a > 14)
2399 a = 14; 2112 a = 14;
2113
2400 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); 2114 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2401 2115
2402 /* Determine golem's speed */ 2116 /* Determine golem's speed */
2403 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell))); 2117 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2404 2118
2414 tmp->state = weapon->state; 2128 tmp->state = weapon->state;
2415 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2129 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2416 } 2130 }
2417 2131
2418 /* make experience increase in proportion to the strength of the summoned creature. */ 2132 /* make experience increase in proportion to the strength of the summoned creature. */
2419 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell)); 2133 tmp->stats.exp *= 1 + (max (spell->stats.maxgrace, spell->stats.sp) / casting_level (caster, spell));
2420 2134
2421 tmp->speed_left = -1; 2135 tmp->speed_left = -1;
2422 tmp->direction = dir; 2136 tmp->direction = dir;
2423 2137
2424 m->insert (tmp, x, y, op); 2138 m->insert (tmp, x, y, op);
2428/* cast_daylight() - changes the map darkness level *lower* */ 2142/* cast_daylight() - changes the map darkness level *lower* */
2429 2143
2430/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2144/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2431 * This changes the light level for the entire map. 2145 * This changes the light level for the entire map.
2432 */ 2146 */
2433
2434int 2147int
2435cast_change_map_lightlevel (object *op, object *caster, object *spell) 2148cast_change_map_lightlevel (object *op, object *caster, object *spell)
2436{ 2149{
2437 int success; 2150 int success;
2438 2151
2442 success = op->map->change_map_light (spell->stats.dam); 2155 success = op->map->change_map_light (spell->stats.dam);
2443 2156
2444 if (!success) 2157 if (!success)
2445 { 2158 {
2446 if (spell->stats.dam < 0) 2159 if (spell->stats.dam < 0)
2447 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2160 op->failmsg ("It can be no brighter here.");
2448 else 2161 else
2449 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2162 op->failmsg ("It can be no darker here.");
2450 } 2163 }
2164
2451 return success; 2165 return success;
2452} 2166}
2453
2454
2455
2456
2457 2167
2458/* create an aura spell object and put it in the player's inventory. 2168/* create an aura spell object and put it in the player's inventory.
2459 * as usual, op is player, caster is the object casting the spell, 2169 * as usual, op is player, caster is the object casting the spell,
2460 * spell is the spell object itself. 2170 * spell is the spell object itself.
2461 */ 2171 */
2467 2177
2468 new_aura = present_arch_in_ob (spell->other_arch, op); 2178 new_aura = present_arch_in_ob (spell->other_arch, op);
2469 if (new_aura) 2179 if (new_aura)
2470 refresh = 1; 2180 refresh = 1;
2471 else 2181 else
2472 new_aura = arch_to_object (spell->other_arch); 2182 new_aura = spell->other_arch->instance ();
2473 2183
2474 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); 2184 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2475 2185
2476 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 2186 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2477 2187
2478 new_aura->set_owner (op);
2479 set_spell_skill (op, caster, spell, new_aura); 2188 set_spell_skill (op, caster, spell, new_aura);
2480 new_aura->attacktype = spell->attacktype; 2189 new_aura->attacktype = spell->attacktype;
2481 2190
2482 new_aura->level = caster_level (caster, spell); 2191 new_aura->level = casting_level (caster, spell);
2192
2483 if (refresh) 2193 if (refresh)
2484 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2194 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2485 else 2195 else
2486 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2196 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2197
2487 insert_ob_in_ob (new_aura, op); 2198 insert_ob_in_ob (new_aura, op);
2199 new_aura->set_owner (op);
2200
2488 return 1; 2201 return 1;
2489} 2202}
2490
2491 2203
2492/* move aura function. An aura is a part of someone's inventory, 2204/* move aura function. An aura is a part of someone's inventory,
2493 * which he carries with him, but which acts on the map immediately 2205 * which he carries with him, but which acts on the map immediately
2494 * around him. 2206 * around him.
2495 * Aura parameters: 2207 * Aura parameters:
2496 * duration: duration counter. 2208 * duration: duration counter.
2497 * attacktype: aura's attacktype 2209 * attacktype: aura's attacktype
2498 * other_arch: archetype to drop where we attack 2210 * other_arch: archetype to drop where we attack
2499 */ 2211 */
2500
2501void 2212void
2502move_aura (object *aura) 2213move_aura (object *aura)
2503{ 2214{
2504 int i, mflags;
2505 object *env;
2506 maptile *m;
2507
2508 /* auras belong in inventories */ 2215 /* auras belong in inventories */
2509 env = aura->env; 2216 object *env = aura->env;
2217 object *owner = aura->owner;
2510 2218
2511 /* no matter what we've gotta remove the aura... 2219 /* no matter what we've gotta remove the aura...
2512 * we'll put it back if its time isn't up. 2220 * we'll put it back if its time isn't up.
2513 */ 2221 */
2514 aura->remove (); 2222 aura->remove ();
2519 aura->destroy (); 2227 aura->destroy ();
2520 return; 2228 return;
2521 } 2229 }
2522 2230
2523 /* auras only exist in inventories */ 2231 /* auras only exist in inventories */
2524 if (env == NULL || env->map == NULL) 2232 if (!env || !env->map)
2525 { 2233 {
2526 aura->destroy (); 2234 aura->destroy ();
2527 return; 2235 return;
2528 } 2236 }
2529 2237
2530 /* we need to jump out of the inventory for a bit 2238 /* we need to jump out of the inventory for a bit
2531 * in order to hit the map conveniently. 2239 * in order to hit the map conveniently.
2532 */ 2240 */
2533 aura->insert_at (env, aura); 2241 aura->insert_at (env, aura);
2534 2242
2535 for (i = 1; i < 9; i++) 2243 for (int i = 1; i < 9; i++)
2536 { 2244 {
2537 sint16 nx, ny; 2245 mapxy pos (env);
2246 pos.move (i);
2538 2247
2539 nx = aura->x + freearr_x[i];
2540 ny = aura->y + freearr_y[i];
2541 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2542
2543 /* Consider the movement tyep of the person with the aura as 2248 /* Consider the movement type of the person with the aura as
2544 * movement type of the aura. Eg, if the player is flying, the aura 2249 * movement type of the aura. Eg, if the player is flying, the aura
2545 * is flying also, if player is walking, it is on the ground, etc. 2250 * is flying also, if player is walking, it is on the ground, etc.
2546 */ 2251 */
2547 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny)))) 2252 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2548 { 2253 {
2549 hit_map (aura, i, aura->attacktype, 0); 2254 hit_map (aura, i, aura->attacktype, 0);
2550 2255
2551 if (aura->other_arch) 2256 if (aura->other_arch)
2552 m->insert (arch_to_object (aura->other_arch), nx, ny, aura); 2257 pos.insert (aura->other_arch->instance (), aura);
2553 } 2258 }
2554 } 2259 }
2555 2260
2556 /* put the aura back in the player's inventory */ 2261 /* put the aura back in the player's inventory */
2557 aura->remove (); 2262 env->insert (aura);
2558 insert_ob_in_ob (aura, env); 2263 aura->set_owner (owner);
2559} 2264}
2560 2265
2561/* moves the peacemaker spell. 2266/* moves the peacemaker spell.
2562 * op is the piece object. 2267 * op is the piece object.
2563 */ 2268 */
2564
2565void 2269void
2566move_peacemaker (object *op) 2270move_peacemaker (object *op)
2567{ 2271{
2568 object *tmp; 2272 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2569
2570 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2571 { 2273 {
2572 int atk_lev, def_lev; 2274 int atk_lev, def_lev;
2573 object *victim = tmp; 2275 object *victim = tmp->head_ ();
2574 2276
2575 if (tmp->head) 2277 if (!victim->flag [FLAG_MONSTER])
2576 victim = tmp->head;
2577 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2578 continue; 2278 continue;
2579 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2279
2280 if (victim->flag [FLAG_UNAGGRESSIVE])
2580 continue; 2281 continue;
2282
2581 if (victim->stats.exp == 0) 2283 if (victim->stats.exp == 0)
2582 continue; 2284 continue;
2583 2285
2584 def_lev = MAX (1, victim->level); 2286 def_lev = max (1, victim->level);
2585 atk_lev = MAX (1, op->level); 2287 atk_lev = max (1, op->level);
2586 2288
2587 if (rndm (0, atk_lev - 1) > def_lev) 2289 if (rndm (0, atk_lev - 1) > def_lev)
2588 { 2290 {
2589 /* make this sucker peaceful. */ 2291 /* make this sucker peaceful. */
2590 2292
2293 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2591 change_exp (op->owner, victim->stats.exp, op->skill, 0); 2294 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2592 victim->stats.exp = 0; 2295 victim->stats.exp = 0;
2593#if 0 2296#if 0
2594 /* No idea why these were all set to zero - if something 2297 /* No idea why these were all set to zero - if something
2595 * makes this creature agressive, he should still do damage. 2298 * makes this creature agressive, he should still do damage.
2598 victim->stats.sp = 0; 2301 victim->stats.sp = 0;
2599 victim->stats.grace = 0; 2302 victim->stats.grace = 0;
2600 victim->stats.Pow = 0; 2303 victim->stats.Pow = 0;
2601#endif 2304#endif
2602 victim->attack_movement = RANDO2; 2305 victim->attack_movement = RANDO2;
2603 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2306 victim->set_flag (FLAG_UNAGGRESSIVE);
2604 SET_FLAG (victim, FLAG_RUN_AWAY); 2307 victim->set_flag (FLAG_RUN_AWAY);
2605 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2308 victim->set_flag (FLAG_RANDOM_MOVE);
2606 CLEAR_FLAG (victim, FLAG_MONSTER); 2309 victim->clr_flag (FLAG_MONSTER);
2310
2607 if (victim->name) 2311 if (victim->name)
2608 {
2609 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name); 2312 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2610 } 2313 }
2611 }
2612 } 2314 }
2613} 2315}
2614
2615 2316
2616/* This writes a rune that contains the appropriate message. 2317/* This writes a rune that contains the appropriate message.
2617 * There really isn't any adjustments we make. 2318 * There really isn't any adjustments we make.
2618 */ 2319 */
2619
2620int 2320int
2621write_mark (object *op, object *spell, const char *msg) 2321write_mark (object *op, object *spell, const char *msg)
2622{ 2322{
2623 char rune[HUGE_BUF];
2624 object *tmp;
2625
2626 if (!msg || msg[0] == 0) 2323 if (!msg || msg[0] == 0)
2627 { 2324 {
2628 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2325 op->failmsg ("Write what?");
2629 return 0; 2326 return 0;
2630 } 2327 }
2631 2328
2632 if (strcasestr_local (msg, "endmsg")) 2329 if (!msg_is_safe (msg))
2633 { 2330 {
2634 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?"); 2331 op->failmsg ("Trying to cheat are we? H<@-signs are not allowed in marking runes.>");
2635 LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg); 2332 LOG (llevInfo, "write_mark: player %s tried to write bogus rune %s\n", &op->name, msg);
2636 return 0; 2333 return 0;
2637 } 2334 }
2335
2638 if (!spell->other_arch) 2336 if (!spell->other_arch)
2639 return 0; 2337 return 0;
2640 tmp = arch_to_object (spell->other_arch);
2641 2338
2642 snprintf (rune, sizeof (rune), "%s\n", msg); 2339 object *tmp = spell->other_arch->instance ();
2643 2340
2644 tmp->race = op->name; /*Save the owner of the rune */ 2341 tmp->race = op->name; /*Save the owner of the rune */
2645 tmp->msg = rune; 2342 tmp->msg = msg;
2646 2343
2647 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); 2344 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2345
2648 return 1; 2346 return 1;
2649} 2347}
2348

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines