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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.42 by root, Wed Mar 14 04:12:29 2007 UTC vs.
Revision 1.131 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;
421/* earth to dust spell. Basically destroys earthwalls in the area. 427/* earth to dust spell. Basically destroys earthwalls in the area.
422 */ 428 */
423int 429int
424cast_earth_to_dust (object *op, object *caster, object *spell_ob) 430cast_earth_to_dust (object *op, object *caster, object *spell_ob)
425{ 431{
426 object *tmp, *next;
427 int range, i, j, mflags; 432 int range, i, j, mflags;
428 sint16 sx, sy; 433 sint16 sx, sy;
429 maptile *m; 434 maptile *m;
430
431 if (op->type != PLAYER)
432 return 0;
433 435
434 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 436 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
435 437
436 for (i = -range; i <= range; i++) 438 for (i = -range; i <= range; i++)
437 for (j = -range; j <= range; j++) 439 for (j = -range; j <= range; j++)
442 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 444 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
443 445
444 if (mflags & P_OUT_OF_MAP) 446 if (mflags & P_OUT_OF_MAP)
445 continue; 447 continue;
446 448
447 // earth to dust tears down everything that can be teared down 449 // earth to dust tears down everything that can be torn down
448 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next) 450 for (object *next, *tmp = m->at (sx, sy).bot; tmp; tmp = next)
449 { 451 {
450 next = tmp->above; 452 next = tmp->above;
451 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 453
454 if (tmp->flag [FLAG_TEAR_DOWN])
452 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 455 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
453 } 456 }
454 } 457 }
455 458
456 return 1; 459 return 1;
458 461
459void 462void
460execute_word_of_recall (object *op) 463execute_word_of_recall (object *op)
461{ 464{
462 if (object *pl = op->in_player ()) 465 if (object *pl = op->in_player ())
463 {
464 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST)) 466 if (pl->ms ().flags () & P_NO_CLERIC && !pl->flag [FLAG_WIZCAST])
465 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you."); 467 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
466 else 468 else
467 { 469 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
468 // remove first so we do not call update_stats
469 op->remove ();
470 pl->enter_exit (op);
471 }
472 }
473 470
474 op->destroy (); 471 op->destroy ();
475} 472}
476 473
477/* Word of recall causes the player to return 'home'. 474/* Word of recall causes the player to return 'home'.
479 * time delay effect. 476 * time delay effect.
480 */ 477 */
481int 478int
482cast_word_of_recall (object *op, object *caster, object *spell_ob) 479cast_word_of_recall (object *op, object *caster, object *spell_ob)
483{ 480{
484 object *dummy; 481 if (!op->is_player ())
485 int time;
486
487 if (op->type != PLAYER)
488 return 0; 482 return 0;
489 483
490 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))
491 { 485 {
492 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.");
493 return 1; 487 return 1;
494 } 488 }
495 489
496 dummy = get_archetype (FORCE_NAME); 490 object *dummy = get_archetype (FORCE_NAME);
497 if (dummy == NULL)
498 {
499 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
500 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
501 return 0;
502 }
503 491
504 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));
505 if (time < 1)
506 time = 1;
507 493
508 /* 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
509 * 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
510 * do anything really odd if it say a -1000 or something. 496 * do anything really odd if it say a -1000 or something.
511 */ 497 */
512 dummy->set_speed (0.002); 498 dummy->set_speed (0.002);
513 dummy->speed_left = -dummy->speed * time; 499 dummy->speed_left = -dummy->speed * time;
514 dummy->type = SPELL_EFFECT; 500 dummy->type = SPELL_EFFECT;
515 dummy->subtype = SP_WORD_OF_RECALL; 501 dummy->subtype = SP_WORD_OF_RECALL;
516 502 dummy->slaying = op->contr->savebed_map;
517 /* If we could take advantage of enter_player_savebed() here, it would be 503 dummy->stats.hp = op->contr->bed_x;
518 * nice, but until the map load fails, we can't. 504 dummy->stats.sp = op->contr->bed_y;
519 */
520 EXIT_PATH (dummy) = op->contr->savebed_map;
521 EXIT_X (dummy) = op->contr->bed_x;
522 EXIT_Y (dummy) = op->contr->bed_y;
523 505
524 op->insert (dummy); 506 op->insert (dummy);
525 507
526 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.");
527 509
565} 547}
566 548
567int 549int
568perceive_self (object *op) 550perceive_self (object *op)
569{ 551{
570 char *cp = describe_item (op, op), buf[MAX_BUF]; 552 const char *cp = describe_item (op, op);
571 archetype *at = archetype::find (ARCH_DEPLETION); 553 archetype *at = archetype::find (shstr_depletion);
572 object *tmp;
573 int i;
574 554
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
575 tmp = find_god (determine_god (op)); 563 if (object *god = find_god (determine_god (op)))
576 if (tmp) 564 buf << " - You worship " << &god->name << ".\n";
577 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
578 else 565 else
579 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); 566 buf << " - You worship no god.\n";
580 567
581 tmp = present_arch_in_ob (at, op); 568 object *tmp = present_arch_in_ob (at, op);
582 569
583 if (*cp == '\0' && tmp == NULL) 570 if (*cp == '\0' && !tmp)
584 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 571 buf << " - You feel very mundane. ";
585 else 572 else
586 { 573 {
587 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 574 buf << " - You have: " << cp << ".\n";
588 new_draw_info (NDI_UNIQUE, 0, op, cp); 575
589 if (tmp != NULL) 576 if (tmp)
590 {
591 for (i = 0; i < NUM_STATS; i++) 577 for (int i = 0; i < NUM_STATS; i++)
592 { 578 if (tmp->stats.stat (i) < 0)
593 if (get_attr_value (&tmp->stats, i) < 0) 579 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
594 {
595 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i)));
596 }
597 }
598 }
599 } 580 }
600 581
601 if (is_dragon_pl (op)) 582 if (op->is_dragon ())
602 {
603 /* now grab the 'dragon_ability'-force from the player's inventory */ 583 /* now grab the 'dragon_ability'-force from the player's inventory */
604 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 584 for (tmp = op->inv; tmp; tmp = tmp->below)
605 { 585 {
606 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 586 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
607 { 587 {
608 if (tmp->stats.exp == 0) 588 if (tmp->stats.exp == 0)
609 sprintf (buf, "Your metabolism isn't focused on anything."); 589 buf << " - Your metabolism isn't focused on anything.\n";
610 else 590 else
611 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";
612 592
613 new_draw_info (NDI_UNIQUE, 0, op, buf);
614 break; 593 break;
615 } 594 }
616 } 595 }
617 }
618 596
619 return 1; 597 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
620}
621
622/* int cast_create_town_portal (object *op, object *caster, int dir)
623 *
624 * This function cast the spell of town portal for op
625 *
626 * The spell operates in two passes. During the first one a place
627 * is marked as a destination for the portal. During the second one,
628 * 2 portals are created, one in the position the player cast it and
629 * one in the destination place. The portal are synchronized and 2 forces
630 * are inserted in the player to destruct the portal next time player
631 * creates a new portal pair.
632 * This spell has a side effect that it allows people to meet each other
633 * in a permanent, private, appartements by making a town portal from it
634 * to the town or another public place. So, check if the map is unique and if
635 * so return an error
636 *
637 * Code by Tchize (david.delbecq@usa.net)
638 */
639int
640cast_create_town_portal (object *op, object *caster, object *spell, int dir)
641{
642 object *dummy, *force, *old_force;
643 archetype *perm_portal;
644 char portal_name[1024], portal_message[1024];
645 maptile *exitmap;
646 int op_level;
647
648 /* Check to see if the map the player is currently on is a per player unique
649 * map. This can be determined in that per player unique maps have the
650 * full pathname listed.
651 */
652 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
653 {
654 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
655 return 0;
656 }
657
658 /* The first thing to do is to check if we have a marked destination
659 * dummy is used to make a check inventory for the force
660 */
661 dummy = arch_to_object (spell->other_arch);
662 if (dummy == NULL)
663 {
664 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
665 LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name);
666 return 0;
667 }
668
669 force = check_inv_recursive (op, dummy);
670
671 if (force == NULL)
672 {
673 /* Here we know there is no destination marked up.
674 * We have 2 things to do:
675 * 1. Mark the destination in the player inventory.
676 * 2. Let the player know it worked.
677 */
678 dummy->name = op->map->path;
679 EXIT_X (dummy) = op->x;
680 EXIT_Y (dummy) = op->y;
681 insert_ob_in_ob (dummy, op);
682 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You fix this place in your mind.\nYou feel you are able to come here from anywhere.");
683 return 1;
684 }
685
686 dummy->destroy ();
687
688 /* Here we know where the town portal should go to
689 * We should kill any existing portal associated with the player.
690 * Than we should create the 2 portals.
691 * For each of them, we need:
692 * - To create the portal with the name of the player+destination map
693 * - set the owner of the town portal
694 * - To mark the position of the portal in the player's inventory
695 * for easier destruction.
696 *
697 * The mark works has follow:
698 * slaying: Existing town portal
699 * hp, sp : x & y of the associated portal
700 * name : name of the portal
701 * race : map the portal is in
702 */
703
704 /* First step: killing existing town portals */
705 dummy = get_archetype (spell->race);
706 if (dummy == NULL)
707 {
708 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
709 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
710 return 0;
711 }
712
713 perm_portal = archetype::find (spell->slaying);
714
715 /* To kill a town portal, we go trough the player's inventory,
716 * for each marked portal in player's inventory,
717 * -We try load the associated map (if impossible, consider the portal destructed)
718 * -We find any portal in the specified location.
719 * If it has the good name, we destruct it.
720 * -We destruct the force indicating that portal.
721 */
722 while ((old_force = check_inv_recursive (op, dummy)))
723 {
724 exitmap = maptile::find_sync (old_force->race, op->map);
725
726 if (exitmap)
727 {
728 exitmap->load_sync ();
729
730 int exitx = EXIT_X (old_force);
731 int exity = EXIT_Y (old_force);
732
733 for (object *tmp = present_arch (perm_portal, exitmap, exitx, exity); tmp; tmp = tmp->above)
734 {
735 if (tmp->name == old_force->name)
736 {
737 tmp->destroy ();
738 break;
739 }
740 }
741 }
742
743 old_force->destroy ();
744 }
745
746 dummy->destroy ();
747
748 /* Creating the portals.
749 * The very first thing to do is to ensure
750 * access to the destination map.
751 * If we can't, don't fizzle. Simply warn player.
752 * This ensure player pays his mana for the spell
753 * because HE is responsible of forgotting.
754 * 'force' is the destination of the town portal, which we got
755 * from the players inventory above.
756 */
757
758 /* Ensure exit map is loaded */
759 exitmap = maptile::find_sync (force->name);
760
761 /* If we were unable to load (ex. random map deleted), warn player */
762 if (!exitmap)
763 {
764 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
765 force->destroy ();
766 return 1;
767 }
768
769 exitmap->load_sync ();
770
771 op_level = caster_level (caster, spell);
772 if (op_level < 15)
773 snprintf (portal_message, 1024,
774 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
775 &op->name);
776 else if (op_level < 30)
777 snprintf (portal_message, 1024,
778 "\n%s's portal smells of ozone.\nYou do a lot of movements and finally pass\nthrough the small hole in the air\n", &op->name);
779 else if (op_level < 60)
780 snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
781 else
782 snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",
783 &op->name);
784
785 /* Create a portal in front of player
786 * dummy contain the portal and
787 * force contain the track to kill it later
788 */
789 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
790 dummy = get_archetype (spell->slaying); /*The portal */
791 if (dummy == NULL)
792 {
793 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
794 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
795 return 0;
796 }
797
798 EXIT_PATH (dummy) = force->name;
799 EXIT_X (dummy) = EXIT_X (force);
800 EXIT_Y (dummy) = EXIT_Y (force);
801 dummy->name = dummy->name_pl = portal_name;
802 dummy->msg = portal_message;
803 dummy->race = op->name; /*Save the owner of the portal */
804 cast_create_obj (op, caster, dummy, 0);
805
806 /* Now we need to to create a town portal marker inside the player
807 * object, so on future castings, we can know that he has an active
808 * town portal.
809 */
810 object *tmp = get_archetype (spell->race);
811
812 if (!tmp)
813 {
814 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
815 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
816 return 0;
817 }
818
819 tmp->race = op->map->path;
820 tmp->name = portal_name;
821 EXIT_X (tmp) = dummy->x;
822 EXIT_Y (tmp) = dummy->y;
823 op->insert (tmp);
824
825 /* Create a portal in the destination map
826 * dummy contain the portal and
827 * force the track to kill it later
828 * the 'force' variable still contains the 'reminder' of
829 * where this portal goes to.
830 */
831 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &op->map->path);
832 dummy = get_archetype (spell->slaying); /*The portal */
833 if (dummy == NULL)
834 {
835 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
836 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
837 return 0;
838 }
839
840 EXIT_PATH (dummy) = op->map->path;
841 EXIT_X (dummy) = op->x;
842 EXIT_Y (dummy) = op->y;
843 dummy->name = dummy->name_pl = portal_name;
844 dummy->msg = portal_message;
845 dummy->race = op->name; /*Save the owner of the portal */
846 exitmap->insert (dummy, EXIT_X (force), EXIT_Y (force), op);
847
848 /* Now we create another town portal marker that
849 * points back to the one we just made
850 */
851 tmp = get_archetype (spell->race);
852 if (tmp == NULL)
853 {
854 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
855 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
856 return 0;
857 }
858
859 tmp->race = force->name;
860 tmp->name = portal_name;
861 EXIT_X (tmp) = dummy->x;
862 EXIT_Y (tmp) = dummy->y;
863 insert_ob_in_ob (tmp, op);
864
865 /* Describe the player what happened
866 */
867 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
868 force->destroy ();
869 598
870 return 1; 599 return 1;
871} 600}
872 601
873/* This creates magic walls. Really, it can create most any object, 602/* This creates magic walls. Really, it can create most any object,
899 628
900 if ((spell_ob->move_block || x != op->x || y != op->y) && 629 if ((spell_ob->move_block || x != op->x || y != op->y) &&
901 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) || 630 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) ||
902 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block))) 631 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
903 { 632 {
904 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 633 op->failmsg ("Something is in the way.");
905 return 0; 634 return 0;
906 } 635 }
907 636
908 if (spell_ob->other_arch) 637 if (spell_ob->other_arch)
909 tmp = arch_to_object (spell_ob->other_arch); 638 tmp = spell_ob->other_arch->instance ();
910 else if (spell_ob->race) 639 else if (spell_ob->race)
911 { 640 {
912 char buf1[MAX_BUF]; 641 char buf1[MAX_BUF];
913 642
914 sprintf (buf1, spell_ob->race, dir); 643 sprintf (buf1, spell_ob->race, dir);
918 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 647 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
919 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 648 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
920 return 0; 649 return 0;
921 } 650 }
922 651
923 tmp = arch_to_object (at); 652 tmp = at->instance ();
924 } 653 }
925 else 654 else
926 { 655 {
927 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);
928 return 0; 657 return 0;
933 tmp->attacktype = spell_ob->attacktype; 662 tmp->attacktype = spell_ob->attacktype;
934 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);
935 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);
936 tmp->range = 0; 665 tmp->range = 0;
937 } 666 }
938 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 667 else if (tmp->flag [FLAG_ALIVE])
939 { 668 {
940 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);
941 tmp->stats.maxhp = tmp->stats.hp; 670 tmp->stats.maxhp = tmp->stats.hp;
942 } 671 }
943 672
944 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])
945 { 674 {
946 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);
947 SET_FLAG (tmp, FLAG_IS_USED_UP); 676 tmp->set_flag (FLAG_IS_USED_UP);
948 } 677 }
949 678
950 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 679 if (spell_ob->flag [FLAG_TEAR_DOWN])
951 { 680 {
952 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);
953 tmp->stats.maxhp = tmp->stats.hp; 682 tmp->stats.maxhp = tmp->stats.hp;
954 SET_FLAG (tmp, FLAG_TEAR_DOWN); 683 tmp->set_flag (FLAG_TEAR_DOWN);
955 SET_FLAG (tmp, FLAG_ALIVE); 684 tmp->set_flag (FLAG_ALIVE);
956 } 685 }
957 686
958 /* 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,
959 * 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
960 * earthwalls, though, so they survive restarts. 689 * earthwalls, though, so they survive restarts.
961 */ 690 */
962 if (tmp->type != EARTHWALL) //TODO 691 if (tmp->type != EARTHWALL) //TODO
963 tmp->set_owner (op); 692 tmp->set_owner (op);
964 693
965 set_spell_skill (op, caster, spell_ob, tmp); 694 set_spell_skill (op, caster, spell_ob, tmp);
966 tmp->level = caster_level (caster, spell_ob) / 2; 695 tmp->level = casting_level (caster, spell_ob) / 2;
967 696
968 name = tmp->name; 697 name = tmp->name;
969 if (!(tmp = m->insert (tmp, x, y, op))) 698 if (!(tmp = m->insert (tmp, x, y, op)))
970 { 699 {
971 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);
972 return 0; 701 return 0;
973 } 702 }
974 703
975 /* 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 */
976 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 705 if (tmp->other_arch && tmp->other_arch->type == SPELL)
977 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 706 insert_ob_in_ob (tmp->other_arch->instance (), tmp);
978 707
979 /* This code causes the wall to extend some distance in 708 /* This code causes the wall to extend some distance in
980 * each direction, or until an obstruction is encountered. 709 * each direction, or until an obstruction is encountered.
981 * posblocked and negblocked help determine how far the 710 * posblocked and negblocked help determine how far the
982 * created wall can extend, it won't go extend through 711 * created wall can extend, it won't go extend through
1001 { 730 {
1002 object *tmp2 = tmp->clone (); 731 object *tmp2 = tmp->clone ();
1003 m->insert (tmp2, x, y, op); 732 m->insert (tmp2, x, y, op);
1004 733
1005 /* 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 */
1006 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 735 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1007 tmp2->insert (arch_to_object (tmp2->other_arch)); 736 tmp2->insert (tmp2->other_arch->instance ());
1008 737
1009 } 738 }
1010 else 739 else
1011 posblocked = 1; 740 posblocked = 1;
1012 741
1018 ((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)
1019 { 748 {
1020 object *tmp2 = tmp->clone (); 749 object *tmp2 = tmp->clone ();
1021 m->insert (tmp2, x, y, op); 750 m->insert (tmp2, x, y, op);
1022 751
1023 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 752 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1024 tmp2->insert (arch_to_object (tmp2->other_arch)); 753 tmp2->insert (tmp2->other_arch->instance ());
1025 } 754 }
1026 else 755 else
1027 negblocked = 1; 756 negblocked = 1;
1028 } 757 }
1029 758
1030 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) 759 if (tmp->flag [FLAG_BLOCKSVIEW])
1031 update_all_los (op->map, op->x, op->y); 760 update_all_los (op->map, op->x, op->y);
1032 761
1033 return 1; 762 return 1;
1034} 763}
1035 764
1036int 765int
1037dimension_door (object *op, object *caster, object *spob, int dir) 766dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
1038{ 767{
1039 uint32 dist, maxdist; 768 uint32 dist, maxdist;
1040 int mflags; 769 int mflags;
1041 maptile *m; 770 maptile *m;
1042 sint16 sx, sy; 771 sint16 sx, sy;
1044 if (op->type != PLAYER) 773 if (op->type != PLAYER)
1045 return 0; 774 return 0;
1046 775
1047 if (!dir) 776 if (!dir)
1048 { 777 {
1049 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?"); 778 op->failmsg ("In what direction?");
1050 return 0; 779 return 0;
1051 } 780 }
1052 781
1053 /* 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
1054 * ever, so put limits in. 783 * ever, so put limits in.
1055 */ 784 */
1056 maxdist = spob->range + SP_level_range_adjust (caster, spob); 785 maxdist = spob->range + SP_level_range_adjust (caster, spob);
1057 786
1058 if (op->contr->count) 787 if (spellparam)
1059 { 788 {
789 int count = atoi (spellparam);
790
1060 if (op->contr->count > maxdist) 791 if (count > maxdist)
1061 { 792 {
1062 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!"); 793 op->failmsg ("You can't dimension door that far!");
1063 return 0; 794 return 0;
1064 } 795 }
1065 796
1066 for (dist = 0; dist < op->contr->count; dist++) 797 for (dist = 0; dist < count; dist++)
1067 { 798 {
1068 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);
1069 800
1070 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 801 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
1071 break; 802 break;
1072 803
1073 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)))
1074 break; 805 break;
1075 } 806 }
1076 807
1077 if (dist < op->contr->count) 808 if (dist < count)
1078 { 809 {
1079 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");
1080 op->contr->count = 0;
1081 return 0; 811 return 0;
1082 } 812 }
1083
1084 op->contr->count = 0;
1085 813
1086 /* Remove code that puts player on random space on maps. IMO, 814 /* Remove code that puts player on random space on maps. IMO,
1087 * a lot of maps probably have areas the player should not get to, 815 * a lot of maps probably have areas the player should not get to,
1088 * but may not be marked as NO_MAGIC (as they may be bounded 816 * but may not be marked as NO_MAGIC (as they may be bounded
1089 * by such squares). Also, there are probably treasure rooms and 817 * by such squares). Also, there are probably treasure rooms and
1131 break; 859 break;
1132 860
1133 } 861 }
1134 if (!dist) 862 if (!dist)
1135 { 863 {
1136 new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n"); 864 op->failmsg ("Your spell failed!\n");
1137 return 0; 865 return 0;
1138 } 866 }
1139 } 867 }
1140 868
1141 /* Actually move the player now */ 869 /* Actually move the player now */
1142 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op))) 870 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op)))
1143 return 1; 871 return 1;
1144 872
1145 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
1146 return 1; 875 return 1;
1147} 876}
1148
1149 877
1150/* cast_heal: Heals something. 878/* cast_heal: Heals something.
1151 * op is the caster. 879 * op is the caster.
1152 * dir is the direction he is casting it in. 880 * dir is the direction he is casting it in.
1153 * spell is the spell object. 881 * spell is the spell object.
1180 { 908 {
1181 /* See how many points we actually heal. Instead of messages 909 /* See how many points we actually heal. Instead of messages
1182 * based on type of spell, we instead do messages based 910 * based on type of spell, we instead do messages based
1183 * on amount of damage healed. 911 * on amount of damage healed.
1184 */ 912 */
1185 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 913 if (heal > tmp->stats.maxhp - tmp->stats.hp)
1186 heal = tmp->stats.maxhp - tmp->stats.hp; 914 heal = tmp->stats.maxhp - tmp->stats.hp;
915
1187 tmp->stats.hp += heal; 916 tmp->stats.hp += heal;
1188 917
1189 if (tmp->stats.hp >= tmp->stats.maxhp) 918 if (tmp->stats.hp >= tmp->stats.maxhp)
1190 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 919 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1191 else if (heal > 50) 920 else if (heal > 50)
1200 success = 1; 929 success = 1;
1201 } 930 }
1202 } 931 }
1203 932
1204 if (spell->attacktype & AT_DISEASE) 933 if (spell->attacktype & AT_DISEASE)
1205 if (cure_disease (tmp, op)) 934 if (cure_disease (tmp, op, spell))
1206 success = 1; 935 success = 1;
1207 936
1208 if (spell->attacktype & AT_POISON) 937 if (spell->attacktype & AT_POISON)
1209 { 938 {
1210 at = archetype::find ("poisoning"); 939 at = archetype::find (shstr_poisoning);
1211 poison = present_arch_in_ob (at, tmp); 940 poison = present_arch_in_ob (at, tmp);
1212 if (poison) 941 if (poison)
1213 { 942 {
1214 success = 1; 943 success = 1;
1215 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 944 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1217 } 946 }
1218 } 947 }
1219 948
1220 if (spell->attacktype & AT_CONFUSION) 949 if (spell->attacktype & AT_CONFUSION)
1221 { 950 {
1222 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 951 poison = present_in_ob_by_name (FORCE, shstr_confusion, tmp);
1223 if (poison) 952 if (poison)
1224 { 953 {
1225 success = 1; 954 success = 1;
1226 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 955 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1227 poison->duration = 1; 956 poison->duration = 1;
1228 } 957 }
1229 } 958 }
1230 959
1231 if (spell->attacktype & AT_BLIND) 960 if (spell->attacktype & AT_BLIND)
1232 { 961 {
1233 at = archetype::find ("blindness"); 962 at = archetype::find (shstr_blindness);
1234 poison = present_arch_in_ob (at, tmp); 963 poison = present_arch_in_ob (at, tmp);
1235 if (poison) 964 if (poison)
1236 { 965 {
1237 success = 1; 966 success = 1;
1238 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.");
1256 tmp->stats.grace = tmp->stats.maxgrace; 985 tmp->stats.grace = tmp->stats.maxgrace;
1257 success = 1; 986 success = 1;
1258 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!");
1259 } 988 }
1260 989
1261 if (spell->stats.food && tmp->stats.food < 999) 990 if (spell->stats.food && tmp->stats.food < MAX_FOOD)
1262 { 991 {
1263 tmp->stats.food += spell->stats.food; 992 tmp->stats.food += spell->stats.food;
1264 if (tmp->stats.food > 999) 993 min_it (tmp->stats.food, MAX_FOOD);
1265 tmp->stats.food = 999; 994
1266 success = 1; 995 success = 1;
1267 /* 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 */
1268 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");
1269 } 998 }
1270 999
1271 return success; 1000 return success;
1272} 1001}
1273
1274 1002
1275/* 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
1276 * 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
1277 * good comments for those. 1005 * good comments for those.
1278 */ 1006 */
1279static const char *const no_gain_msgs[NUM_STATS] = { 1007static const char *const no_gain_msgs[NUM_STATS] = {
1280 "You grow no stronger.", 1008 "You grow no stronger.",
1281 "You grow no more agile.", 1009 "You grow no more agile.",
1282 "You don't feel any healthier.", 1010 "You don't feel any healthier.",
1283 "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."
1284 "You are no easier to look at.", 1014 "You are no easier to look at.",
1285 "no int",
1286 "no pow"
1287}; 1015};
1288 1016
1289int 1017int
1018change_ability_duration (object *spell, object *caster)
1019{
1020 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1021}
1022
1023int
1290cast_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)
1291{ 1025{
1292 object *force = NULL; 1026 object *force = 0;
1293 int i; 1027 int i;
1294 1028
1295 /* 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. */
1296 object *tmp = dir 1030 object *tmp = dir
1297 ? find_target_for_friendly_spell (op, dir) 1031 ? find_target_for_friendly_spell (op, dir)
1298 : op; 1032 : op;
1299 1033
1300 if (!tmp) 1034 if (!tmp)
1301 return 0; 1035 return 0;
1302 1036
1303 /* 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. */
1311 break; 1045 break;
1312 } 1046 }
1313 else if (spell_ob->race && spell_ob->race == tmp2->name) 1047 else if (spell_ob->race && spell_ob->race == tmp2->name)
1314 { 1048 {
1315 if (!silent) 1049 if (!silent)
1316 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 1050 op->failmsgf ("You can not cast %s while %s is in effect",
1051 &spell_ob->name, &tmp2->name_pl);
1052
1317 return 0; 1053 return 0;
1318 } 1054 }
1319 } 1055 }
1320 } 1056 }
1057
1058 int duration = change_ability_duration (spell_ob, caster);
1059
1321 if (force == NULL) 1060 if (force)
1322 {
1323 force = get_archetype (FORCE_NAME);
1324 force->subtype = FORCE_CHANGE_ABILITY;
1325 if (spell_ob->race)
1326 force->name = spell_ob->race;
1327 else
1328 force->name = spell_ob->name;
1329 force->name_pl = spell_ob->name;
1330 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1331
1332 } 1061 {
1333 else
1334 {
1335 int duration;
1336
1337 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1338 if (duration > force->duration) 1062 if (duration > force->duration)
1339 { 1063 {
1340 force->duration = duration; 1064 force->duration = duration;
1341 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.");
1342 } 1066 }
1343 else 1067 else
1344 {
1345 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.");
1346 } 1069
1347 return 1; 1070 return 1;
1348 } 1071 }
1349 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
1350 force->speed = 1.0; 1088 force->speed = 1.0;
1351 force->speed_left = -1.0; 1089 force->speed_left = -1.0;
1352 SET_FLAG (force, FLAG_APPLIED); 1090 force->set_flag (FLAG_APPLIED);
1353 1091
1354 /* Now start processing the effects. First, protections */ 1092 /* Now start processing the effects. First, protections */
1355 for (i = 0; i < NROFATTACKS; i++) 1093 for (i = 0; i < NROFATTACKS; i++)
1356 { 1094 {
1357 if (spell_ob->resist[i]) 1095 if (spell_ob->resist[i])
1359 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);
1360 if (force->resist[i] > 100) 1098 if (force->resist[i] > 100)
1361 force->resist[i] = 100; 1099 force->resist[i] = 100;
1362 } 1100 }
1363 } 1101 }
1102
1364 if (spell_ob->stats.hp) 1103 if (spell_ob->stats.hp)
1365 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);
1366 1105
1367 if (tmp->type == PLAYER) 1106 if (tmp->type == PLAYER)
1368 { 1107 {
1369 /* Stat adjustment spells */ 1108 /* Stat adjustment spells */
1370 for (i = 0; i < NUM_STATS; i++) 1109 for (i = 0; i < NUM_STATS; i++)
1371 { 1110 {
1372 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; 1111 if (sint8 stat = spell_ob->stats.stat (i))
1373
1374 if (stat)
1375 { 1112 {
1376 sm = 0; 1113 sint8 sm = 0;
1377 for (k = 0; k < stat; k++) 1114 for (sint8 k = 0; k < stat; k++)
1378 sm += rndm (1, 3); 1115 sm += rndm (1, 3);
1379 1116
1380 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) 1117 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1381 { 1118 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1382 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); 1119
1383 if (sm < 0) 1120 force->stats.stat (i) = sm;
1384 sm = 0; 1121
1385 }
1386 set_attr_value (&force->stats, i, sm);
1387 if (!sm) 1122 if (!sm)
1388 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); 1123 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1389 } 1124 }
1390 } 1125 }
1391 } 1126 }
1392 1127
1393 force->move_type = spell_ob->move_type; 1128 force->move_type = spell_ob->move_type;
1394 1129
1395 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK)) 1130 if (spell_ob->flag [FLAG_SEE_IN_DARK])
1396 SET_FLAG (force, FLAG_SEE_IN_DARK); 1131 force->set_flag (FLAG_SEE_IN_DARK);
1397 1132
1398 if (QUERY_FLAG (spell_ob, FLAG_XRAYS)) 1133 if (spell_ob->flag [FLAG_XRAYS])
1399 SET_FLAG (force, FLAG_XRAYS); 1134 force->set_flag (FLAG_XRAYS);
1400 1135
1401 /* Haste/bonus speed */ 1136 /* Haste/bonus speed */
1402 if (spell_ob->stats.exp) 1137 if (spell_ob->stats.exp)
1403 { 1138 {
1404 if (op->speed > 0.5f) 1139 if (op->speed > 0.5f)
1412 force->attacktype = spell_ob->attacktype; 1147 force->attacktype = spell_ob->attacktype;
1413 1148
1414 insert_ob_in_ob (force, tmp); 1149 insert_ob_in_ob (force, tmp);
1415 change_abil (tmp, force); /* Mostly to display any messages */ 1150 change_abil (tmp, force); /* Mostly to display any messages */
1416 tmp->update_stats (); 1151 tmp->update_stats ();
1152
1417 return 1; 1153 return 1;
1418} 1154}
1419 1155
1420/* 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
1421 * 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
1422 * of the caster. 1158 * of the caster.
1423 */ 1159 */
1424
1425int 1160int
1426cast_bless (object *op, object *caster, object *spell_ob, int dir) 1161cast_bless (object *op, object *caster, object *spell_ob, int dir)
1427{ 1162{
1428 int i; 1163 int i;
1429 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1164 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1430 1165
1431 /* 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. */
1432 if (dir != 0) 1167 if (dir != 0)
1433 { 1168 {
1434 tmp = find_target_for_friendly_spell (op, dir); 1169 tmp = find_target_for_friendly_spell (op, dir);
1170
1171 if (!tmp)
1172 return 0;
1435 } 1173 }
1436 else 1174 else
1437 {
1438 tmp = op; 1175 tmp = op;
1439 }
1440 1176
1441 /* 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. */
1442 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1178 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1443 { 1179 {
1444 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1180 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1445 { 1181 {
1446 if (tmp2->name == spell_ob->name) 1182 if (tmp2->name == spell_ob->name)
1447 { 1183 {
1453 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 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);
1454 return 0; 1190 return 0;
1455 } 1191 }
1456 } 1192 }
1457 } 1193 }
1194
1458 if (force == NULL) 1195 if (force == NULL)
1459 { 1196 {
1460 force = get_archetype (FORCE_NAME); 1197 force = get_archetype (FORCE_NAME);
1461 force->subtype = FORCE_CHANGE_ABILITY; 1198 force->subtype = FORCE_CHANGE_ABILITY;
1462 if (spell_ob->race) 1199 if (spell_ob->race)
1483 return 0; 1220 return 0;
1484 } 1221 }
1485 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;
1486 force->speed = 1.0; 1223 force->speed = 1.0;
1487 force->speed_left = -1.0; 1224 force->speed_left = -1.0;
1488 SET_FLAG (force, FLAG_APPLIED); 1225 force->set_flag (FLAG_APPLIED);
1489 1226
1490 if (!god) 1227 if (!god)
1491 { 1228 {
1492 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty."); 1229 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1493 } 1230 }
1494 else 1231 else
1495 { 1232 {
1496 /* Only give out good benefits, and put a max on it */ 1233 /* Only give out good benefits, and put a max on it */
1497 for (i = 0; i < NROFATTACKS; i++) 1234 for (i = 0; i < NROFATTACKS; i++)
1498 {
1499 if (god->resist[i] > 0) 1235 if (god->resist[i] > 0)
1500 {
1501 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]);
1502 } 1237
1503 }
1504 force->path_attuned |= god->path_attuned; 1238 force->path_attuned |= god->path_attuned;
1505 1239
1506 if (spell_ob->attacktype) 1240 if (spell_ob->attacktype)
1507 force->slaying = god->slaying; 1241 force->slaying = god->slaying;
1508 1242
1527} 1261}
1528 1262
1529/* Alchemy code by Mark Wedel 1263/* Alchemy code by Mark Wedel
1530 * 1264 *
1531 * This code adds a new spell, called alchemy. Alchemy will turn 1265 * This code adds a new spell, called alchemy. Alchemy will turn
1532 * objects to gold nuggets, the value of the gold nuggets being 1266 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1533 * about 90% of that of the item itself. It uses the value of the
1534 * object before charisma adjustments, because the nuggets themselves
1535 * will be will be adjusted by charisma when sold.
1536 * 1267 *
1537 * 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
1538 * the maximum number of large nuggets you could get. 1269 * itself. It uses the value of the object before charisma adjustments,
1539 * Small nuggets are worth 1 gp each (base). You will get from 0 1270 * because the nuggets themselves will be will be adjusted by charisma
1540 * to the max amount of small nuggets as you could get. 1271 * when sold.
1541 *
1542 * For example, if an item is worth 110 gold, you will get
1543 * 4 large nuggets, and from 0-10 small nuggets.
1544 * 1272 *
1545 * 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
1546 * 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
1547 * alchemised. 1275 * alchemised.
1548 */ 1276 */
1549static void 1277static void
1550alchemy_object (object *obj, uint64 &total_value, int &total_weight) 1278alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1551{ 1279{
1552 uint64 value = query_cost (obj, NULL, F_TRUE); 1280 uint64 value = query_cost (obj, NULL, F_TRUE);
1553 1281
1554 /* Give third price when we alchemy money (This should hopefully 1282 /* Give third price when we alchemy money (this should hopefully
1555 * 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
1556 * the nuggets, alchemy the gold from that, etc. 1284 * the nuggets, alchemy the gold from that, etc.
1557 * Otherwise, give 9 silver on the gold for other objects, 1285 * Otherwise, give 9 silver on the gold for other objects,
1558 * so that it would still be more affordable to haul 1286 * so that it would still be more affordable to haul
1559 * the stuff back to town. 1287 * the stuff back to town.
1560 */ 1288 */
1561 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1289 if (obj->flag [FLAG_UNPAID])
1562 value = 0; 1290 value = 0;
1563 else if (obj->type == MONEY || obj->type == GEM) 1291 else if (obj->type == MONEY || obj->type == GEM)
1564 value /= 3; 1292 value /= 3;
1565 else 1293 else
1566 value = value * 9 / 10; 1294 value = value * 9 / 10;
1571 total_weight += obj->total_weight (); 1299 total_weight += obj->total_weight ();
1572 1300
1573 obj->destroy (); 1301 obj->destroy ();
1574} 1302}
1575 1303
1576static void
1577update_map (object *op, maptile *m, int small_nuggets, object *small, int large_nuggets, object *large, int x, int y)
1578{
1579 int flag = 0;
1580
1581 /* Put any nuggets below the player, but we can only pass this
1582 * flag if we are on the same space as the player
1583 */
1584 if (x == op->x && y == op->y && op->map == m)
1585 flag = INS_BELOW_ORIGINATOR;
1586
1587 if (small_nuggets)
1588 {
1589 object *tmp = small->clone ();
1590 tmp->nrof = small_nuggets;
1591 m->insert (tmp, x, y, op, flag);
1592 }
1593
1594 if (large_nuggets)
1595 {
1596 object *tmp = large->clone ();
1597 tmp->nrof = large_nuggets;
1598 m->insert (tmp, x, y, op, flag);
1599 }
1600
1601 if (object *pl = m->at (x, y).player ())
1602 if (pl->contr->ns)
1603 pl->contr->ns->look_position = 0;
1604}
1605
1606int 1304int
1607alchemy (object *op, object *caster, object *spell_ob) 1305alchemy (object *op, object *caster, object *spell_ob)
1608{ 1306{
1609 if (op->type != PLAYER) 1307 if (op->type != PLAYER)
1610 return 0; 1308 return 0;
1611 1309
1612 object *large = get_archetype ("largenugget"); 1310 archetype *nugget[3];
1613 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);
1614 1315
1615 /* 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
1616 * some, and also prevents people from alchemising every table/chair/clock 1317 * some, and also prevents people from alchemising every table/chair/clock
1617 * in sight 1318 * in sight
1618 */ 1319 */
1647 1348
1648 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)
1649 { 1350 {
1650 next = tmp->above; 1351 next = tmp->above;
1651 1352
1652 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1353 if (tmp->weight > 0 && !tmp->flag [FLAG_NO_PICK] &&
1653 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1354 !tmp->flag [FLAG_ALIVE] && !tmp->flag [FLAG_IS_CAULDRON])
1654 { 1355 {
1655 if (tmp->inv) 1356 if (tmp->inv)
1656 { 1357 {
1657 object *next1, *tmp1; 1358 object *next1, *tmp1;
1658 1359
1659 for (tmp1 = tmp->inv; tmp1; tmp1 = next1) 1360 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1660 { 1361 {
1661 next1 = tmp1->below; 1362 next1 = tmp1->below;
1662 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1363 if (tmp1->weight > 0 && !tmp1->flag [FLAG_NO_PICK] &&
1663 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1364 !tmp1->flag [FLAG_ALIVE] && !tmp1->flag [FLAG_IS_CAULDRON])
1664 alchemy_object (tmp1, value, weight); 1365 alchemy_object (tmp1, value, weight);
1665 } 1366 }
1666 } 1367 }
1667 1368
1668 alchemy_object (tmp, value, weight); 1369 alchemy_object (tmp, value, weight);
1670 if (weight > weight_max) 1371 if (weight > weight_max)
1671 break; 1372 break;
1672 } 1373 }
1673 } 1374 }
1674 1375
1376 value -= rndm (value >> 4);
1675 value = min (value, value_max); 1377 value = min (value, value_max);
1676 1378
1677 uint64 count = value / large->value; 1379 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1678 int large_nuggets = count; 1380 if (int nrof = value / nugget [i]->value)
1679 value -= count * large->value;
1680
1681 count = value / small->value;
1682 int small_nuggets = count;
1683
1684 /* Insert all the nuggets at one time. This probably saves time, but
1685 * it also prevents us from alcheming nuggets that were just created
1686 * with this spell.
1687 */ 1381 {
1688 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 }
1689 1389
1690 if (weight > weight_max) 1390 if (weight > weight_max)
1691 goto bailout; 1391 goto bailout;
1692 } 1392 }
1693 } 1393 }
1694 1394
1695bailout: 1395bailout:
1696 large->destroy ();
1697 small->destroy ();
1698 return 1; 1396 return 1;
1699} 1397}
1700
1701 1398
1702/* This function removes the cursed/damned status on equipped 1399/* This function removes the cursed/damned status on equipped
1703 * items. 1400 * items.
1704 */ 1401 */
1705int 1402int
1706remove_curse (object *op, object *caster, object *spell) 1403remove_curse (object *op, object *caster, object *spell)
1707{ 1404{
1708 object *tmp;
1709 int success = 0, was_one = 0; 1405 int success = 0, was_one = 0;
1710 1406
1711 for (tmp = op->inv; tmp; tmp = tmp->below) 1407 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1712 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1408 if (tmp->flag [FLAG_APPLIED] &&
1713 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1409 ((tmp->flag [FLAG_CURSED] && spell->flag [FLAG_CURSED]) ||
1714 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1410 (tmp->flag [FLAG_DAMNED] && spell->flag [FLAG_DAMNED])))
1715 { 1411 {
1716 was_one++; 1412 was_one++;
1413
1717 if (tmp->level <= caster_level (caster, spell)) 1414 if (tmp->level <= casting_level (caster, spell))
1718 { 1415 {
1719 success++; 1416 success++;
1720 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1417 if (spell->flag [FLAG_DAMNED])
1721 CLEAR_FLAG (tmp, FLAG_DAMNED); 1418 tmp->clr_flag (FLAG_DAMNED);
1722 1419
1723 CLEAR_FLAG (tmp, FLAG_CURSED); 1420 tmp->clr_flag (FLAG_CURSED);
1724 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1421 tmp->clr_flag (FLAG_KNOWN_CURSED);
1725 tmp->value = 0; /* Still can't sell it */ 1422 tmp->value = 0; /* Still can't sell it */
1726 if (op->type == PLAYER) 1423
1424 if (object *pl = tmp->visible_to ())
1727 esrv_send_item (op, tmp); 1425 esrv_update_item (UPD_FLAGS, pl, tmp);
1728 } 1426 }
1729 } 1427 }
1730 1428
1731 if (op->type == PLAYER) 1429 if (op->type == PLAYER)
1732 { 1430 {
1743 1441
1744 return success; 1442 return success;
1745} 1443}
1746 1444
1747/* Identifies objects in the players inventory/on the ground */ 1445/* Identifies objects in the players inventory/on the ground */
1748
1749int 1446int
1750cast_identify (object *op, object *caster, object *spell) 1447cast_identify (object *op, object *caster, object *spell)
1751{ 1448{
1752 object *tmp; 1449 object *tmp;
1753 int success = 0, num_ident; 1450 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1754 1451
1755 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));
1756
1757 if (num_ident < 1)
1758 num_ident = 1;
1759 1453
1760 for (tmp = op->inv; tmp; tmp = tmp->below) 1454 for (tmp = op->inv; tmp; tmp = tmp->below)
1761 { 1455 {
1762 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1456 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1763 { 1457 {
1764 identify (tmp); 1458 identify (tmp);
1765 1459
1766 if (op->type == PLAYER) 1460 if (op->type == PLAYER)
1767 { 1461 {
1768 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));
1769 1463
1770 if (tmp->msg) 1464 if (tmp->msg)
1771 { 1465 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1772 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1773 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1774 }
1775 } 1466 }
1776 1467
1777 num_ident--;
1778 success = 1;
1779 if (!num_ident) 1468 if (!--num_ident)
1780 break; 1469 break;
1781 } 1470 }
1782 } 1471 }
1783 1472
1784 /* 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
1785 * 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
1786 * was not fully used. 1475 * was not fully used.
1787 */ 1476 */
1788 if (num_ident) 1477 if (num_ident)
1789 { 1478 {
1790 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)
1791 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1480 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1792 { 1481 {
1793 identify (tmp); 1482 identify (tmp);
1794 1483
1795 if (op->type == PLAYER) 1484 if (object *pl = tmp->visible_to ())
1796 { 1485 {
1797 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));
1798 1487
1799 if (tmp->msg) 1488 if (tmp->msg)
1800 { 1489 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1801 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1802 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1803 }
1804
1805 esrv_send_item (op, tmp);
1806 } 1490 }
1807 1491
1808 num_ident--;
1809 success = 1;
1810 if (!num_ident) 1492 if (!--num_ident)
1811 break; 1493 break;
1812 } 1494 }
1813 } 1495 }
1814 1496
1815 if (!success) 1497 if (buf.empty ())
1816 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 }
1817 else 1502 else
1503 {
1504 if (op->contr)
1505 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1506
1818 spell_effect (spell, op->x, op->y, op->map, op); 1507 spell_effect (spell, op->x, op->y, op->map, op);
1819 1508 return 1;
1820 return success; 1509 }
1821} 1510}
1822 1511
1823int 1512int
1824cast_detection (object *op, object *caster, object *spell, object *skill) 1513cast_detection (object *op, object *caster, object *spell, object *skill)
1825{ 1514{
1830 1519
1831 /* 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
1832 * doing it over and over again. 1521 * doing it over and over again.
1833 */ 1522 */
1834 god = find_god (determine_god (op)); 1523 god = find_god (determine_god (op));
1835 level = caster_level (caster, spell); 1524 level = casting_level (caster, spell);
1836 range = spell->range + SP_level_range_adjust (caster, spell); 1525 range = spell->range + SP_level_range_adjust (caster, spell);
1837 1526
1838 if (!skill) 1527 if (!skill)
1839 skill = caster; 1528 skill = caster;
1840 1529
1841 for (x = op->x - range; x <= op->x + range; x++) 1530 dynbuf buf;
1842 for (y = op->y - range; y <= op->y + range; y++) 1531 unordered_mapwalk (buf, op, -range, -range, range, range)
1843 { 1532 {
1844 m = op->map;
1845 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1846 if (mflags & P_OUT_OF_MAP)
1847 continue;
1848
1849 /* For most of the detections, we only detect objects above the 1533 /* For most of the detections, we only detect objects above the
1850 * floor. But this is not true for show invisible. 1534 * floor. But this is not true for show invisible.
1851 * Basically, we just go and find the top object and work 1535 * Basically, we just go and find the top object and work
1852 * down - that is easier than working up. 1536 * down - that is easier than working up.
1853 */ 1537 */
1854 1538
1855 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)
1856 last = tmp; 1540 last = tmp;
1857 1541
1858 /* 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
1859 * would happen. 1543 * would happen.
1860 */ 1544 */
1861 if (!last) 1545 if (!last)
1862 continue; 1546 continue;
1863 1547
1864 done_one = 0; 1548 done_one = 0;
1865 floor = 0; 1549 floor = 0;
1866 detect = NULL; 1550 detect = 0;
1867 for (tmp = last; tmp; tmp = tmp->below) 1551 for (tmp = last; tmp; tmp = tmp->below)
1868 { 1552 {
1869 /* show invisible */ 1553 /* show invisible */
1870 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1554 if (spell->flag [FLAG_MAKE_INVIS]
1871 /* Might there be other objects that we can make visible? */ 1555 /* Might there be other objects that we can make visible? */
1872 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1556 && (tmp->invisible && (tmp->flag [FLAG_MONSTER]
1873 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1557 || (tmp->type == PLAYER && !tmp->flag [FLAG_WIZ])
1874 tmp->type == CF_HANDLE || 1558 || tmp->type == T_HANDLE
1875 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
1876 tmp->type == BUTTON || tmp->type == TELEPORTER || 1563 || tmp->type == TELEPORTER
1564 || tmp->type == GATE
1877 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1565 || tmp->type == LOCKED_DOOR
1878 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)
1879 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1569 || tmp->type == TRIGGER_PEDESTAL
1880 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)))
1881 { 1575 {
1576 printf ("show inv %s\n", tmp->debug_desc());//D
1882 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)
1883 { 1578 {
1884 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
1885 done_one = 1; 1661 done_one = 1;
1886 } 1662 }
1887 } 1663 }
1888
1889 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1890 floor = 1;
1891
1892 /* All detections below this point don't descend beneath the floor,
1893 * so just continue on. We could be clever and look at the type of
1894 * detection to completely break out if we don't care about objects beneath
1895 * the floor, but once we get to the floor, not likely a very big issue anyways.
1896 */
1897 if (floor)
1898 continue;
1899
1900 /* I had thought about making detect magic and detect curse
1901 * show the flash the magic item like it does for detect monster.
1902 * however, if the object is within sight, this would then make it
1903 * difficult to see what object is magical/cursed, so the
1904 * effect wouldn't be as apparant.
1905 */
1906
1907 /* detect magic */
1908 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1909 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1910 {
1911 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1912 /* make runes more visibile */
1913 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1914 tmp->stats.Cha /= 4;
1915 done_one = 1;
1916 }
1917 /* detect monster */
1918 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1919 {
1920 done_one = 2;
1921 if (!detect)
1922 detect = tmp;
1923 }
1924 /* Basically, if race is set in the spell, then the creatures race must
1925 * match that. if the spell race is set to GOD, then the gods opposing
1926 * race must match.
1927 */
1928 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1929 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) ||
1930 (strstr (spell->race, tmp->race))))
1931 {
1932 done_one = 2;
1933 if (!detect)
1934 detect = tmp;
1935 }
1936 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1937 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1938 {
1939 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1940 done_one = 1;
1941 }
1942 } /* for stack of objects on this space */ 1664 } /* for stack of objects on this space */
1943 1665
1944 /* 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
1945 * where the magic is. 1667 * where the magic is.
1946 */ 1668 */
1947 if (done_one) 1669 if (done_one)
1948 { 1670 {
1949 object *detect_ob = arch_to_object (spell->other_arch); 1671 object *detect_ob = spell->other_arch->instance ();
1950 1672
1951 /* if this is set, we want to copy the face */ 1673 /* if this is set, we want to copy the face */
1952 if (done_one == 2 && detect) 1674 if (done_one == 2 && detect)
1953 { 1675 {
1954 detect_ob->face = detect->face; 1676 detect_ob->face = detect->face;
1955 detect_ob->animation_id = detect->animation_id; 1677 detect_ob->animation_id = detect->animation_id;
1956 detect_ob->anim_speed = detect->anim_speed; 1678 detect_ob->anim_speed = detect->anim_speed;
1957 detect_ob->last_anim = 0; 1679 detect_ob->last_anim = 0;
1958 /* by default, the detect_ob is already animated */ 1680 /* by default, the detect_ob is already animated */
1959 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1681 if (!detect->flag [FLAG_ANIMATE])
1960 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1682 detect_ob->clr_flag (FLAG_ANIMATE);
1961 } 1683 }
1962 1684
1963 m->insert (detect_ob, nx, ny, op); 1685 m->insert (detect_ob, nx, ny, op, INS_ON_TOP);
1964 } 1686 }
1965 } /* for processing the surrounding spaces */ 1687 } /* for processing the surrounding spaces */
1966 1688
1967 1689
1968 /* 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 */
1969 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])
1970 { 1692 {
1971 done_one = 0; 1693 done_one = 0;
1694
1972 for (tmp = op->inv; tmp; tmp = tmp->below) 1695 for (tmp = op->inv; tmp; tmp = tmp->below)
1973 { 1696 {
1974 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1697 if (!tmp->invisible && !tmp->flag [FLAG_IDENTIFIED])
1975 { 1698 {
1976 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])
1977 { 1700 {
1978 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1701 tmp->set_flag (FLAG_KNOWN_MAGICAL);
1979 if (op->type == PLAYER) 1702
1703 if (object *pl = tmp->visible_to ())
1980 esrv_send_item (op, tmp); 1704 esrv_update_item (UPD_FLAGS, pl, tmp);
1981 } 1705 }
1982 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1706
1983 (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]))
1984 { 1709 {
1985 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1710 tmp->set_flag (FLAG_KNOWN_CURSED);
1986 if (op->type == PLAYER) 1711
1712 if (object *pl = tmp->visible_to ())
1987 esrv_send_item (op, tmp); 1713 esrv_update_item (UPD_FLAGS, pl, tmp);
1988 } 1714 }
1989 } /* if item is not identified */ 1715 } /* if item is not identified */
1990 } /* for the players inventory */ 1716 } /* for the players inventory */
1991 } /* if detect magic/curse and object is a player */ 1717 } /* if detect magic/curse and object is a player */
1718
1992 return 1; 1719 return 1;
1993} 1720}
1994 1721
1995 1722
1996/** 1723/**
2009 1736
2010 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.");
2011 1738
2012 if (victim->stats.sp >= victim->stats.maxsp * 2) 1739 if (victim->stats.sp >= victim->stats.maxsp * 2)
2013 { 1740 {
2014 object *tmp;
2015
2016 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1741 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
2017
2018 /* Explodes a fireball centered at player */
2019 tmp = get_archetype (EXPLODING_FIREBALL);
2020 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
2021 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
2022
2023 tmp->insert_at (victim);
2024 victim->stats.sp = 2 * victim->stats.maxsp; 1742 victim->stats.sp = 2 * victim->stats.maxsp;
1743 create_exploding_ball_at (victim, caster_level);
2025 } 1744 }
2026 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1745 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
2027 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); 1746 new_draw_info (NDI_UNIQUE | NDI_ORANGE, 0, victim, "You feel like your head is going to explode.");
2028 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1747 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2029 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!");
2030 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1749 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2031 { 1750 {
2032 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1751 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2056 mflags = get_map_flags (m, &m, x, y, &x, &y); 1775 mflags = get_map_flags (m, &m, x, y, &x, &y);
2057 1776
2058 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1777 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
2059 { 1778 {
2060 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)
2061 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1780 if (plyr != op && plyr->flag [FLAG_ALIVE])
2062 break; 1781 break;
2063 } 1782 }
2064 1783
2065 1784
2066 /* 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
2067 * 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.
2068 */ 1787 */
2069 if (plyr == NULL) 1788 if (plyr == NULL)
2070 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)
2071 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1790 if (plyr != op && plyr->flag [FLAG_ALIVE])
2072 break; 1791 break;
2073 1792
2074 if (!plyr) 1793 if (!plyr)
2075 { 1794 {
2076 new_draw_info (NDI_BLACK, 0, op, "There is no one there."); 1795 op->failmsg ("There is no one there.");
2077 return 0; 1796 return 0;
2078 } 1797 }
2079 /* give sp */ 1798 /* give sp */
2080 if (spell->stats.dam > 0) 1799 if (spell->stats.dam > 0)
2081 { 1800 {
2082 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);
2083 charge_mana_effect (plyr, caster_level (caster, spell)); 1802 charge_mana_effect (plyr, casting_level (caster, spell));
2084 return 1; 1803 return 1;
2085 } 1804 }
2086 /* suck sp away. Can't suck sp from yourself */ 1805 /* suck sp away. Can't suck sp from yourself */
2087 else if (op != plyr) 1806 else if (op != plyr)
2088 { 1807 {
2093 if (rate > 95) 1812 if (rate > 95)
2094 rate = 95; 1813 rate = 95;
2095 1814
2096 sucked = (plyr->stats.sp * rate) / 100; 1815 sucked = (plyr->stats.sp * rate) / 100;
2097 plyr->stats.sp -= sucked; 1816 plyr->stats.sp -= sucked;
2098 if (QUERY_FLAG (op, FLAG_ALIVE)) 1817 if (op->flag [FLAG_ALIVE])
2099 { 1818 {
2100 /* Player doesn't get full credit */ 1819 /* Player doesn't get full credit */
2101 sucked = (sucked * rate) / 100; 1820 sucked = (sucked * rate) / 100;
2102 op->stats.sp += sucked; 1821 op->stats.sp += sucked;
2103 if (sucked > 0) 1822 if (sucked > 0)
2104 { 1823 {
2105 charge_mana_effect (op, caster_level (caster, spell)); 1824 charge_mana_effect (op, casting_level (caster, spell));
2106 } 1825 }
2107 } 1826 }
2108 return 1; 1827 return 1;
2109 } 1828 }
2110 return 0; 1829 return 0;
2152 /* Basically, if the object is magical and not counterspell, 1871 /* Basically, if the object is magical and not counterspell,
2153 * we will more or less remove the object. Don't counterspell 1872 * we will more or less remove the object. Don't counterspell
2154 * monsters either. 1873 * monsters either.
2155 */ 1874 */
2156 1875
2157 if (head->attacktype & AT_MAGIC && 1876 if (head->attacktype & AT_MAGIC
2158 !(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))
2159 head->destroy (); 1880 head->destroy ();
2160 else 1881 else
2161 switch (head->type) 1882 switch (head->type)
2162 { 1883 {
2163 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
2164 if (op->level > head->level) 1890 if (op->level > head->level)
2165 head->destroy (); 1891 head->destroy ();
2166 1892
2167 break; 1893 break;
2168 1894
2179 break; 1905 break;
2180 } 1906 }
2181 } 1907 }
2182} 1908}
2183 1909
2184
2185
2186/* cast_consecrate() - a spell to make an altar your god's */ 1910/* cast_consecrate() - a spell to make an altar your god's */
2187int 1911int
2188cast_consecrate (object *op, object *caster, object *spell) 1912cast_consecrate (object *op, object *caster, object *spell)
2189{ 1913{
2190 char buf[MAX_BUF]; 1914 char buf[MAX_BUF];
2191 1915
2192 object *tmp, *god = find_god (determine_god (op)); 1916 object *tmp, *god = find_god (determine_god (op));
2193 1917
2194 if (!god) 1918 if (!god)
2195 { 1919 {
2196 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!");
2197 return 0; 1921 return 0;
2198 } 1922 }
2199 1923
2200 for (tmp = op->below; tmp; tmp = tmp->below) 1924 for (tmp = op->below; tmp; tmp = tmp->below)
2201 { 1925 {
2202 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1926 if (tmp->flag [FLAG_IS_FLOOR])
2203 break; 1927 break;
2204 if (tmp->type == HOLY_ALTAR) 1928 if (tmp->type == HOLY_ALTAR)
2205 { 1929 {
2206 1930
2207 if (tmp->level > caster_level (caster, spell)) 1931 if (tmp->level > casting_level (caster, spell))
2208 { 1932 {
2209 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);
2210 return 0; 1934 return 0;
2211 } 1935 }
2212 else 1936 else
2213 { 1937 {
2214 /* If we got here, we are consecrating an altar */ 1938 /* If we got here, we are consecrating an altar */
2215 sprintf (buf, "Altar of %s", &god->name); 1939 sprintf (buf, "Altar of %s", &god->name);
2216 tmp->name = buf; 1940 tmp->name = buf;
2217 tmp->level = caster_level (caster, spell); 1941 tmp->level = casting_level (caster, spell);
2218 tmp->other_arch = god->arch; 1942 tmp->other_arch = god->arch;
1943
2219 if (op->type == PLAYER) 1944 if (op->type == PLAYER)
2220 esrv_update_item (UPD_NAME, op, tmp); 1945 esrv_update_item (UPD_NAME, op, tmp);
1946
2221 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);
2222 return 1; 1948 return 1;
2223 } 1949 }
2224 } 1950 }
2225 } 1951 }
2226 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!");
2227 return 0; 1954 return 0;
2228} 1955}
2229 1956
2230/* animate_weapon - 1957/* animate_weapon -
2231 * 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.
2235 * 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,
2236 * 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
2237 * 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
2238 * player checks. MSW 2003-01-06 1965 * player checks. MSW 2003-01-06
2239 */ 1966 */
2240
2241int 1967int
2242animate_weapon (object *op, object *caster, object *spell, int dir) 1968animate_weapon (object *op, object *caster, object *spell, int dir)
2243{ 1969{
2244 object *weapon, *tmp;
2245 char buf[MAX_BUF]; 1970 char buf[MAX_BUF];
2246 int a, i; 1971 int a, i;
2247 sint16 x, y; 1972 sint16 x, y;
2248 maptile *m; 1973 maptile *m;
2249 materialtype_t *mt;
2250 1974
2251 if (!spell->other_arch) 1975 if (!spell->other_arch)
2252 { 1976 {
2253 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1977 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2254 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);
2257 /* exit if it's not a player using this spell. */ 1981 /* exit if it's not a player using this spell. */
2258 if (op->type != PLAYER) 1982 if (op->type != PLAYER)
2259 return 0; 1983 return 0;
2260 1984
2261 /* if player already has a golem, abort */ 1985 /* if player already has a golem, abort */
2262 if (op->contr->ranges[range_golem]) 1986 if (object *golem = op->contr->golem)
2263 { 1987 {
2264 control_golem (op->contr->ranges[range_golem], dir); 1988 control_golem (golem, dir);
2265 return 0; 1989 return 0;
2266 } 1990 }
2267 1991
2268 /* if no direction specified, pick one */ 1992 /* if no direction specified, pick one */
2269 if (!dir) 1993 if (!dir)
2270 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);
2271 1995
2272 m = op->map; 1996 m = op->map;
2273 x = op->x + freearr_x[dir]; 1997 x = op->x + freearr_x[dir];
2274 y = op->y + freearr_y[dir]; 1998 y = op->y + freearr_y[dir];
2275 1999
2276 /* if there's no place to put the golem, abort */ 2000 /* if there's no place to put the golem, abort */
2277 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || 2001 if (dir < 0 || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP)
2278 ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->clone.move_type)) 2002 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2279 { 2003 {
2280 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2004 op->failmsg ("There is something in the way.");
2281 return 0; 2005 return 0;
2282 } 2006 }
2283 2007
2284 /* Use the weapon marked by the player. */ 2008 /* Use the weapon marked by the player. */
2285 weapon = find_marked_object (op); 2009 object *weapon = op->mark ();
2286 2010
2287 if (!weapon) 2011 if (!weapon)
2288 { 2012 {
2289 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!");
2290 return 0; 2014 return 0;
2291 } 2015 }
2016
2292 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2017 if (spell->race && weapon->arch->archname != spell->race)
2293 { 2018 {
2294 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2019 op->failmsg ("The spell fails to transform your weapon.");
2295 return 0; 2020 return 0;
2296 } 2021 }
2022
2297 if (weapon->type != WEAPON) 2023 if (weapon->type != WEAPON)
2298 { 2024 {
2299 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.");
2300 return 0; 2026 return 0;
2301 } 2027 }
2302 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2028
2029 if (weapon->flag [FLAG_APPLIED])
2303 { 2030 {
2304 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));
2305 return 0; 2032 return 0;
2306 } 2033 }
2307 2034
2308 if (weapon->nrof > 1) 2035 weapon = weapon->split ();
2309 {
2310 tmp = get_split_ob (weapon, 1);
2311 esrv_send_item (op, weapon);
2312 weapon = tmp;
2313 }
2314 2036
2315 /* create the golem object */ 2037 /* create the golem object */
2316 tmp = arch_to_object (spell->other_arch); 2038 object *tmp = spell->other_arch->instance ();
2317 2039
2318 /* 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 */
2319 CLEAR_FLAG (tmp, FLAG_MONSTER); 2041 tmp->clr_flag (FLAG_MONSTER);
2320 tmp->stats.exp = 0; 2042 tmp->stats.exp = 0;
2321 add_friendly_object (tmp); 2043 add_friendly_object (tmp);
2322 tmp->type = GOLEM; 2044 tmp->type = GOLEM;
2323 tmp->set_owner (op); 2045 tmp->set_owner (op);
2046 op->contr->golem = tmp;
2324 set_spell_skill (op, caster, spell, tmp); 2047 set_spell_skill (op, caster, spell, tmp);
2325 op->contr->ranges[range_golem] = tmp;
2326 op->contr->shoottype = range_golem;
2327 2048
2328 /* 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
2329 * removed flag - it should only be set if get_split_object was 2050 * removed flag - it should only be set if weapon->split was
2330 * used above. 2051 * used above.
2331 */ 2052 */
2332 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2053 if (!weapon->flag [FLAG_REMOVED])
2333 weapon->remove (); 2054 weapon->remove ();
2334 insert_ob_in_ob (weapon, tmp); 2055
2335 esrv_send_item (op, weapon); 2056 tmp->insert (weapon);
2057
2336 /* 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,
2337 * 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
2338 * body_info, skills, etc) 2060 * body_info, skills, etc)
2339 */ 2061 */
2340 SET_FLAG (tmp, FLAG_USE_WEAPON); 2062 tmp->set_flag (FLAG_USE_WEAPON);
2341 SET_FLAG (weapon, FLAG_APPLIED); 2063 weapon->set_flag (FLAG_APPLIED);
2342 tmp->update_stats (); 2064 tmp->update_stats ();
2343 2065
2344 /* 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
2345 * 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 -
2346 * 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.
2366 2088
2367 /* attacktype */ 2089 /* attacktype */
2368 if (!tmp->attacktype) 2090 if (!tmp->attacktype)
2369 tmp->attacktype = AT_PHYSICAL; 2091 tmp->attacktype = AT_PHYSICAL;
2370 2092
2371 mt = NULL;
2372 if (op->materialname != NULL)
2373 mt = name_to_material (op->materialname);
2374 if (mt != NULL)
2375 {
2376 for (i = 0; i < NROFATTACKS; i++) 2093 for (i = 0; i < NROFATTACKS; i++)
2377 tmp->resist[i] = 50 - (mt->save[i] * 5); 2094 tmp->resist[i] = 50 - (op->material->save[i] * 5);
2378 a = mt->save[0]; 2095
2379 } 2096 a = op->material->save[0];
2380 else 2097
2381 {
2382 for (i = 0; i < NROFATTACKS; i++)
2383 tmp->resist[i] = 5;
2384 a = 10;
2385 }
2386 /* Set weapon's immunity */ 2098 /* Set weapon's immunity */
2387 tmp->resist[ATNR_CONFUSION] = 100; 2099 tmp->resist[ATNR_CONFUSION] = 100;
2388 tmp->resist[ATNR_POISON] = 100; 2100 tmp->resist[ATNR_POISON] = 100;
2389 tmp->resist[ATNR_SLOW] = 100; 2101 tmp->resist[ATNR_SLOW] = 100;
2390 tmp->resist[ATNR_PARALYZE] = 100; 2102 tmp->resist[ATNR_PARALYZE] = 100;
2396 2108
2397 /* 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 */
2398 2110
2399 if (a > 14) 2111 if (a > 14)
2400 a = 14; 2112 a = 14;
2113
2401 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));
2402 2115
2403 /* Determine golem's speed */ 2116 /* Determine golem's speed */
2404 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)));
2405 2118
2415 tmp->state = weapon->state; 2128 tmp->state = weapon->state;
2416 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2129 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2417 } 2130 }
2418 2131
2419 /* 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. */
2420 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));
2421 2134
2422 tmp->speed_left = -1; 2135 tmp->speed_left = -1;
2423 tmp->direction = dir; 2136 tmp->direction = dir;
2424 2137
2425 m->insert (tmp, x, y, op); 2138 m->insert (tmp, x, y, op);
2429/* cast_daylight() - changes the map darkness level *lower* */ 2142/* cast_daylight() - changes the map darkness level *lower* */
2430 2143
2431/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2144/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2432 * This changes the light level for the entire map. 2145 * This changes the light level for the entire map.
2433 */ 2146 */
2434
2435int 2147int
2436cast_change_map_lightlevel (object *op, object *caster, object *spell) 2148cast_change_map_lightlevel (object *op, object *caster, object *spell)
2437{ 2149{
2438 int success; 2150 int success;
2439 2151
2443 success = op->map->change_map_light (spell->stats.dam); 2155 success = op->map->change_map_light (spell->stats.dam);
2444 2156
2445 if (!success) 2157 if (!success)
2446 { 2158 {
2447 if (spell->stats.dam < 0) 2159 if (spell->stats.dam < 0)
2448 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2160 op->failmsg ("It can be no brighter here.");
2449 else 2161 else
2450 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2162 op->failmsg ("It can be no darker here.");
2451 } 2163 }
2164
2452 return success; 2165 return success;
2453} 2166}
2454
2455
2456
2457
2458 2167
2459/* 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.
2460 * 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,
2461 * spell is the spell object itself. 2170 * spell is the spell object itself.
2462 */ 2171 */
2468 2177
2469 new_aura = present_arch_in_ob (spell->other_arch, op); 2178 new_aura = present_arch_in_ob (spell->other_arch, op);
2470 if (new_aura) 2179 if (new_aura)
2471 refresh = 1; 2180 refresh = 1;
2472 else 2181 else
2473 new_aura = arch_to_object (spell->other_arch); 2182 new_aura = spell->other_arch->instance ();
2474 2183
2475 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);
2476 2185
2477 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);
2478 2187
2479 new_aura->set_owner (op);
2480 set_spell_skill (op, caster, spell, new_aura); 2188 set_spell_skill (op, caster, spell, new_aura);
2481 new_aura->attacktype = spell->attacktype; 2189 new_aura->attacktype = spell->attacktype;
2482 2190
2483 new_aura->level = caster_level (caster, spell); 2191 new_aura->level = casting_level (caster, spell);
2192
2484 if (refresh) 2193 if (refresh)
2485 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.");
2486 else 2195 else
2487 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
2488 insert_ob_in_ob (new_aura, op); 2198 insert_ob_in_ob (new_aura, op);
2199 new_aura->set_owner (op);
2200
2489 return 1; 2201 return 1;
2490} 2202}
2491
2492 2203
2493/* 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,
2494 * 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
2495 * around him. 2206 * around him.
2496 * Aura parameters: 2207 * Aura parameters:
2497 * duration: duration counter. 2208 * duration: duration counter.
2498 * attacktype: aura's attacktype 2209 * attacktype: aura's attacktype
2499 * other_arch: archetype to drop where we attack 2210 * other_arch: archetype to drop where we attack
2500 */ 2211 */
2501
2502void 2212void
2503move_aura (object *aura) 2213move_aura (object *aura)
2504{ 2214{
2505 int i, mflags;
2506 object *env;
2507 maptile *m;
2508
2509 /* auras belong in inventories */ 2215 /* auras belong in inventories */
2510 env = aura->env; 2216 object *env = aura->env;
2217 object *owner = aura->owner;
2511 2218
2512 /* no matter what we've gotta remove the aura... 2219 /* no matter what we've gotta remove the aura...
2513 * we'll put it back if its time isn't up. 2220 * we'll put it back if its time isn't up.
2514 */ 2221 */
2515 aura->remove (); 2222 aura->remove ();
2520 aura->destroy (); 2227 aura->destroy ();
2521 return; 2228 return;
2522 } 2229 }
2523 2230
2524 /* auras only exist in inventories */ 2231 /* auras only exist in inventories */
2525 if (env == NULL || env->map == NULL) 2232 if (!env || !env->map)
2526 { 2233 {
2527 aura->destroy (); 2234 aura->destroy ();
2528 return; 2235 return;
2529 } 2236 }
2530 2237
2531 /* we need to jump out of the inventory for a bit 2238 /* we need to jump out of the inventory for a bit
2532 * in order to hit the map conveniently. 2239 * in order to hit the map conveniently.
2533 */ 2240 */
2534 aura->insert_at (env, aura); 2241 aura->insert_at (env, aura);
2535 2242
2536 for (i = 1; i < 9; i++) 2243 for (int i = 1; i < 9; i++)
2537 { 2244 {
2538 sint16 nx, ny; 2245 mapxy pos (env);
2246 pos.move (i);
2539 2247
2540 nx = aura->x + freearr_x[i];
2541 ny = aura->y + freearr_y[i];
2542 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2543
2544 /* Consider the movement tyep of the person with the aura as 2248 /* Consider the movement type of the person with the aura as
2545 * movement type of the aura. Eg, if the player is flying, the aura 2249 * movement type of the aura. Eg, if the player is flying, the aura
2546 * is flying also, if player is walking, it is on the ground, etc. 2250 * is flying also, if player is walking, it is on the ground, etc.
2547 */ 2251 */
2548 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)))
2549 { 2253 {
2550 hit_map (aura, i, aura->attacktype, 0); 2254 hit_map (aura, i, aura->attacktype, 0);
2551 2255
2552 if (aura->other_arch) 2256 if (aura->other_arch)
2553 m->insert (arch_to_object (aura->other_arch), nx, ny, aura); 2257 pos.insert (aura->other_arch->instance (), aura);
2554 } 2258 }
2555 } 2259 }
2556 2260
2557 /* put the aura back in the player's inventory */ 2261 /* put the aura back in the player's inventory */
2558 aura->remove (); 2262 env->insert (aura);
2559 insert_ob_in_ob (aura, env); 2263 aura->set_owner (owner);
2560} 2264}
2561 2265
2562/* moves the peacemaker spell. 2266/* moves the peacemaker spell.
2563 * op is the piece object. 2267 * op is the piece object.
2564 */ 2268 */
2565
2566void 2269void
2567move_peacemaker (object *op) 2270move_peacemaker (object *op)
2568{ 2271{
2569 object *tmp; 2272 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2570
2571 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2572 { 2273 {
2573 int atk_lev, def_lev; 2274 int atk_lev, def_lev;
2574 object *victim = tmp; 2275 object *victim = tmp->head_ ();
2575 2276
2576 if (tmp->head) 2277 if (!victim->flag [FLAG_MONSTER])
2577 victim = tmp->head;
2578 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2579 continue; 2278 continue;
2580 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2279
2280 if (victim->flag [FLAG_UNAGGRESSIVE])
2581 continue; 2281 continue;
2282
2582 if (victim->stats.exp == 0) 2283 if (victim->stats.exp == 0)
2583 continue; 2284 continue;
2584 2285
2585 def_lev = MAX (1, victim->level); 2286 def_lev = max (1, victim->level);
2586 atk_lev = MAX (1, op->level); 2287 atk_lev = max (1, op->level);
2587 2288
2588 if (rndm (0, atk_lev - 1) > def_lev) 2289 if (rndm (0, atk_lev - 1) > def_lev)
2589 { 2290 {
2590 /* make this sucker peaceful. */ 2291 /* make this sucker peaceful. */
2591 2292
2293 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2592 change_exp (op->owner, victim->stats.exp, op->skill, 0); 2294 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2593 victim->stats.exp = 0; 2295 victim->stats.exp = 0;
2594#if 0 2296#if 0
2595 /* No idea why these were all set to zero - if something 2297 /* No idea why these were all set to zero - if something
2596 * makes this creature agressive, he should still do damage. 2298 * makes this creature agressive, he should still do damage.
2599 victim->stats.sp = 0; 2301 victim->stats.sp = 0;
2600 victim->stats.grace = 0; 2302 victim->stats.grace = 0;
2601 victim->stats.Pow = 0; 2303 victim->stats.Pow = 0;
2602#endif 2304#endif
2603 victim->attack_movement = RANDO2; 2305 victim->attack_movement = RANDO2;
2604 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2306 victim->set_flag (FLAG_UNAGGRESSIVE);
2605 SET_FLAG (victim, FLAG_RUN_AWAY); 2307 victim->set_flag (FLAG_RUN_AWAY);
2606 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2308 victim->set_flag (FLAG_RANDOM_MOVE);
2607 CLEAR_FLAG (victim, FLAG_MONSTER); 2309 victim->clr_flag (FLAG_MONSTER);
2310
2608 if (victim->name) 2311 if (victim->name)
2609 {
2610 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);
2611 } 2313 }
2612 }
2613 } 2314 }
2614} 2315}
2615
2616 2316
2617/* This writes a rune that contains the appropriate message. 2317/* This writes a rune that contains the appropriate message.
2618 * There really isn't any adjustments we make. 2318 * There really isn't any adjustments we make.
2619 */ 2319 */
2620
2621int 2320int
2622write_mark (object *op, object *spell, const char *msg) 2321write_mark (object *op, object *spell, const char *msg)
2623{ 2322{
2624 char rune[HUGE_BUF];
2625 object *tmp;
2626
2627 if (!msg || msg[0] == 0) 2323 if (!msg || msg[0] == 0)
2628 { 2324 {
2629 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2325 op->failmsg ("Write what?");
2630 return 0; 2326 return 0;
2631 } 2327 }
2632 2328
2633 if (strcasestr_local (msg, "endmsg")) 2329 if (!msg_is_safe (msg))
2634 { 2330 {
2635 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.>");
2636 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);
2637 return 0; 2333 return 0;
2638 } 2334 }
2335
2639 if (!spell->other_arch) 2336 if (!spell->other_arch)
2640 return 0; 2337 return 0;
2641 tmp = arch_to_object (spell->other_arch);
2642 2338
2643 snprintf (rune, sizeof (rune), "%s\n", msg); 2339 object *tmp = spell->other_arch->instance ();
2644 2340
2645 tmp->race = op->name; /*Save the owner of the rune */ 2341 tmp->race = op->name; /*Save the owner of the rune */
2646 tmp->msg = rune; 2342 tmp->msg = msg;
2647 2343
2648 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); 2344 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2345
2649 return 1; 2346 return 1;
2650} 2347}
2348

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