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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.51 by root, Sat May 12 18:14:48 2007 UTC vs.
Revision 1.131 by root, Fri Apr 23 04:32:47 2010 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25#include <global.h> 25#include <global.h>
26#include <object.h> 26#include <object.h>
27#include <living.h> 27#include <living.h>
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; 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 buf[MAX_BUF];
571 const char *cp = describe_item (op, op); 552 const char *cp = describe_item (op, op);
572 archetype *at = archetype::find (ARCH_DEPLETION); 553 archetype *at = archetype::find (shstr_depletion);
573 object *tmp;
574 int i;
575 554
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
576 tmp = find_god (determine_god (op)); 563 if (object *god = find_god (determine_god (op)))
577 if (tmp) 564 buf << " - You worship " << &god->name << ".\n";
578 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
579 else 565 else
580 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); 566 buf << " - You worship no god.\n";
581 567
582 tmp = present_arch_in_ob (at, op); 568 object *tmp = present_arch_in_ob (at, op);
583 569
584 if (*cp == '\0' && tmp == NULL) 570 if (*cp == '\0' && !tmp)
585 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 571 buf << " - You feel very mundane. ";
586 else 572 else
587 { 573 {
588 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 574 buf << " - You have: " << cp << ".\n";
589 new_draw_info (NDI_UNIQUE, 0, op, cp);
590 575
591 if (tmp) 576 if (tmp)
592 for (i = 0; i < NUM_STATS; i++) 577 for (int i = 0; i < NUM_STATS; i++)
593 if (tmp->stats.stat (i) < 0) 578 if (tmp->stats.stat (i) < 0)
594 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -tmp->stats.stat (i)); 579 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
595 } 580 }
596 581
597 if (is_dragon_pl (op)) 582 if (op->is_dragon ())
598 {
599 /* now grab the 'dragon_ability'-force from the player's inventory */ 583 /* now grab the 'dragon_ability'-force from the player's inventory */
600 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 584 for (tmp = op->inv; tmp; tmp = tmp->below)
601 { 585 {
602 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 586 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
603 { 587 {
604 if (tmp->stats.exp == 0) 588 if (tmp->stats.exp == 0)
605 sprintf (buf, "Your metabolism isn't focused on anything."); 589 buf << " - Your metabolism isn't focused on anything.\n";
606 else 590 else
607 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";
608 592
609 new_draw_info (NDI_UNIQUE, 0, op, buf);
610 break; 593 break;
611 } 594 }
612 } 595 }
613 }
614 596
615 return 1; 597 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
616}
617
618/* int cast_create_town_portal (object *op, object *caster, int dir)
619 *
620 * This function cast the spell of town portal for op
621 *
622 * The spell operates in two passes. During the first one a place
623 * is marked as a destination for the portal. During the second one,
624 * 2 portals are created, one in the position the player cast it and
625 * one in the destination place. The portal are synchronized and 2 forces
626 * are inserted in the player to destruct the portal next time player
627 * creates a new portal pair.
628 * This spell has a side effect that it allows people to meet each other
629 * in a permanent, private, appartements by making a town portal from it
630 * to the town or another public place. So, check if the map is unique and if
631 * so return an error
632 *
633 * Code by Tchize (david.delbecq@usa.net)
634 */
635int
636cast_create_town_portal (object *op, object *caster, object *spell, int dir)
637{
638 object *dummy, *force, *old_force;
639 archetype *perm_portal;
640 char portal_name[1024], portal_message[1024];
641 maptile *exitmap;
642 int op_level;
643
644 /* Check to see if the map the player is currently on is a per player unique
645 * map. This can be determined in that per player unique maps have the
646 * full pathname listed.
647 */
648 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
649 {
650 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
651 return 0;
652 }
653
654 /* The first thing to do is to check if we have a marked destination
655 * dummy is used to make a check inventory for the force
656 */
657 dummy = arch_to_object (spell->other_arch);
658 if (dummy == NULL)
659 {
660 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
661 LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name);
662 return 0;
663 }
664
665 force = check_inv_recursive (op, dummy);
666
667 if (force == NULL)
668 {
669 /* Here we know there is no destination marked up.
670 * We have 2 things to do:
671 * 1. Mark the destination in the player inventory.
672 * 2. Let the player know it worked.
673 */
674 dummy->name = op->map->path;
675 EXIT_X (dummy) = op->x;
676 EXIT_Y (dummy) = op->y;
677 insert_ob_in_ob (dummy, op);
678 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You fix this place in your mind. You feel you are able to come here from anywhere.");
679 return 1;
680 }
681
682 dummy->destroy ();
683
684 /* Here we know where the town portal should go to
685 * We should kill any existing portal associated with the player.
686 * Than we should create the 2 portals.
687 * For each of them, we need:
688 * - To create the portal with the name of the player+destination map
689 * - set the owner of the town portal
690 * - To mark the position of the portal in the player's inventory
691 * for easier destruction.
692 *
693 * The mark works has follow:
694 * slaying: Existing town portal
695 * hp, sp : x & y of the associated portal
696 * name : name of the portal
697 * race : map the portal is in
698 */
699
700 /* First step: killing existing town portals */
701 dummy = get_archetype (spell->race);
702 if (dummy == NULL)
703 {
704 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
705 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
706 return 0;
707 }
708
709 perm_portal = archetype::find (spell->slaying);
710
711 /* To kill a town portal, we go trough the player's inventory,
712 * for each marked portal in player's inventory,
713 * -We try load the associated map (if impossible, consider the portal destructed)
714 * -We find any portal in the specified location.
715 * If it has the good name, we destruct it.
716 * -We destruct the force indicating that portal.
717 */
718 while ((old_force = check_inv_recursive (op, dummy)))
719 {
720 exitmap = maptile::find_sync (old_force->race, op->map);
721
722 if (exitmap)
723 {
724 exitmap->load_sync ();
725
726 int exitx = EXIT_X (old_force);
727 int exity = EXIT_Y (old_force);
728
729 for (object *tmp = present_arch (perm_portal, exitmap, exitx, exity); tmp; tmp = tmp->above)
730 {
731 if (tmp->name == old_force->name)
732 {
733 tmp->destroy ();
734 break;
735 }
736 }
737 }
738
739 old_force->destroy ();
740 }
741
742 dummy->destroy ();
743
744 /* Creating the portals.
745 * The very first thing to do is to ensure
746 * access to the destination map.
747 * If we can't, don't fizzle. Simply warn player.
748 * This ensure player pays his mana for the spell
749 * because HE is responsible of forgotting.
750 * 'force' is the destination of the town portal, which we got
751 * from the players inventory above.
752 */
753
754 /* Ensure exit map is loaded */
755 exitmap = maptile::find_sync (force->name);
756
757 /* If we were unable to load (ex. random map deleted), warn player */
758 if (!exitmap)
759 {
760 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens. You can't remember where to go!?");
761 force->destroy ();
762 return 1;
763 }
764
765 exitmap->load_sync ();
766
767 op_level = caster_level (caster, spell);
768 if (op_level < 15)
769 snprintf (portal_message, 1024,
770 "The air moves around you and a huge smell of ammonia surounds you as you pass through %s's tiny portal. Pouah!\n",
771 &op->name);
772 else if (op_level < 30)
773 snprintf (portal_message, 1024,
774 "%s's portal smells of ozone. You do a lot of movements and finally pass through the small hole in the air\n", &op->name);
775 else if (op_level < 60)
776 snprintf (portal_message, 1024, "A shining door opens in the air in front of you, showing you the path to another place.\n");
777 else
778 snprintf (portal_message, 1024, "As you walk through %s's portal, flowers come out from the ground around you. You feel awed.\n",
779 &op->name);
780
781 /* Create a portal in front of player
782 * dummy contain the portal and
783 * force contain the track to kill it later
784 */
785 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
786 dummy = get_archetype (spell->slaying); /*The portal */
787 if (dummy == NULL)
788 {
789 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
790 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
791 return 0;
792 }
793
794 EXIT_PATH (dummy) = force->name;
795 EXIT_X (dummy) = EXIT_X (force);
796 EXIT_Y (dummy) = EXIT_Y (force);
797 dummy->name = dummy->name_pl = portal_name;
798 dummy->msg = portal_message;
799 dummy->race = op->name; /*Save the owner of the portal */
800 cast_create_obj (op, caster, dummy, 0);
801
802 /* Now we need to to create a town portal marker inside the player
803 * object, so on future castings, we can know that he has an active
804 * town portal.
805 */
806 object *tmp = get_archetype (spell->race);
807
808 if (!tmp)
809 {
810 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
811 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
812 return 0;
813 }
814
815 tmp->race = op->map->path;
816 tmp->name = portal_name;
817 EXIT_X (tmp) = dummy->x;
818 EXIT_Y (tmp) = dummy->y;
819 op->insert (tmp);
820
821 /* Create a portal in the destination map
822 * dummy contain the portal and
823 * force the track to kill it later
824 * the 'force' variable still contains the 'reminder' of
825 * where this portal goes to.
826 */
827 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &op->map->path);
828 dummy = get_archetype (spell->slaying); /*The portal */
829 if (dummy == NULL)
830 {
831 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
832 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
833 return 0;
834 }
835
836 EXIT_PATH (dummy) = op->map->path;
837 EXIT_X (dummy) = op->x;
838 EXIT_Y (dummy) = op->y;
839 dummy->name = dummy->name_pl = portal_name;
840 dummy->msg = portal_message;
841 dummy->race = op->name; /*Save the owner of the portal */
842 exitmap->insert (dummy, EXIT_X (force), EXIT_Y (force), op);
843
844 /* Now we create another town portal marker that
845 * points back to the one we just made
846 */
847 tmp = get_archetype (spell->race);
848 if (tmp == NULL)
849 {
850 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
851 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
852 return 0;
853 }
854
855 tmp->race = force->name;
856 tmp->name = portal_name;
857 EXIT_X (tmp) = dummy->x;
858 EXIT_Y (tmp) = dummy->y;
859 insert_ob_in_ob (tmp, op);
860
861 /* Describe the player what happened
862 */
863 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
864 force->destroy ();
865 598
866 return 1; 599 return 1;
867} 600}
868 601
869/* This creates magic walls. Really, it can create most any object, 602/* This creates magic walls. Really, it can create most any object,
895 628
896 if ((spell_ob->move_block || x != op->x || y != op->y) && 629 if ((spell_ob->move_block || x != op->x || y != op->y) &&
897 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) || 630 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) ||
898 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block))) 631 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
899 { 632 {
900 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 633 op->failmsg ("Something is in the way.");
901 return 0; 634 return 0;
902 } 635 }
903 636
904 if (spell_ob->other_arch) 637 if (spell_ob->other_arch)
905 tmp = arch_to_object (spell_ob->other_arch); 638 tmp = spell_ob->other_arch->instance ();
906 else if (spell_ob->race) 639 else if (spell_ob->race)
907 { 640 {
908 char buf1[MAX_BUF]; 641 char buf1[MAX_BUF];
909 642
910 sprintf (buf1, spell_ob->race, dir); 643 sprintf (buf1, spell_ob->race, dir);
914 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 647 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
915 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 648 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
916 return 0; 649 return 0;
917 } 650 }
918 651
919 tmp = arch_to_object (at); 652 tmp = at->instance ();
920 } 653 }
921 else 654 else
922 { 655 {
923 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);
924 return 0; 657 return 0;
929 tmp->attacktype = spell_ob->attacktype; 662 tmp->attacktype = spell_ob->attacktype;
930 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);
931 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);
932 tmp->range = 0; 665 tmp->range = 0;
933 } 666 }
934 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 667 else if (tmp->flag [FLAG_ALIVE])
935 { 668 {
936 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);
937 tmp->stats.maxhp = tmp->stats.hp; 670 tmp->stats.maxhp = tmp->stats.hp;
938 } 671 }
939 672
940 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])
941 { 674 {
942 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);
943 SET_FLAG (tmp, FLAG_IS_USED_UP); 676 tmp->set_flag (FLAG_IS_USED_UP);
944 } 677 }
945 678
946 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 679 if (spell_ob->flag [FLAG_TEAR_DOWN])
947 { 680 {
948 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);
949 tmp->stats.maxhp = tmp->stats.hp; 682 tmp->stats.maxhp = tmp->stats.hp;
950 SET_FLAG (tmp, FLAG_TEAR_DOWN); 683 tmp->set_flag (FLAG_TEAR_DOWN);
951 SET_FLAG (tmp, FLAG_ALIVE); 684 tmp->set_flag (FLAG_ALIVE);
952 } 685 }
953 686
954 /* 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,
955 * 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
956 * earthwalls, though, so they survive restarts. 689 * earthwalls, though, so they survive restarts.
957 */ 690 */
958 if (tmp->type != EARTHWALL) //TODO 691 if (tmp->type != EARTHWALL) //TODO
959 tmp->set_owner (op); 692 tmp->set_owner (op);
960 693
961 set_spell_skill (op, caster, spell_ob, tmp); 694 set_spell_skill (op, caster, spell_ob, tmp);
962 tmp->level = caster_level (caster, spell_ob) / 2; 695 tmp->level = casting_level (caster, spell_ob) / 2;
963 696
964 name = tmp->name; 697 name = tmp->name;
965 if (!(tmp = m->insert (tmp, x, y, op))) 698 if (!(tmp = m->insert (tmp, x, y, op)))
966 { 699 {
967 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);
968 return 0; 701 return 0;
969 } 702 }
970 703
971 /* 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 */
972 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 705 if (tmp->other_arch && tmp->other_arch->type == SPELL)
973 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 706 insert_ob_in_ob (tmp->other_arch->instance (), tmp);
974 707
975 /* This code causes the wall to extend some distance in 708 /* This code causes the wall to extend some distance in
976 * each direction, or until an obstruction is encountered. 709 * each direction, or until an obstruction is encountered.
977 * posblocked and negblocked help determine how far the 710 * posblocked and negblocked help determine how far the
978 * created wall can extend, it won't go extend through 711 * created wall can extend, it won't go extend through
997 { 730 {
998 object *tmp2 = tmp->clone (); 731 object *tmp2 = tmp->clone ();
999 m->insert (tmp2, x, y, op); 732 m->insert (tmp2, x, y, op);
1000 733
1001 /* 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 */
1002 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 735 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1003 tmp2->insert (arch_to_object (tmp2->other_arch)); 736 tmp2->insert (tmp2->other_arch->instance ());
1004 737
1005 } 738 }
1006 else 739 else
1007 posblocked = 1; 740 posblocked = 1;
1008 741
1014 ((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)
1015 { 748 {
1016 object *tmp2 = tmp->clone (); 749 object *tmp2 = tmp->clone ();
1017 m->insert (tmp2, x, y, op); 750 m->insert (tmp2, x, y, op);
1018 751
1019 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 752 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1020 tmp2->insert (arch_to_object (tmp2->other_arch)); 753 tmp2->insert (tmp2->other_arch->instance ());
1021 } 754 }
1022 else 755 else
1023 negblocked = 1; 756 negblocked = 1;
1024 } 757 }
1025 758
1026 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) 759 if (tmp->flag [FLAG_BLOCKSVIEW])
1027 update_all_los (op->map, op->x, op->y); 760 update_all_los (op->map, op->x, op->y);
1028 761
1029 return 1; 762 return 1;
1030} 763}
1031 764
1032int 765int
1033dimension_door (object *op, object *caster, object *spob, int dir) 766dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
1034{ 767{
1035 uint32 dist, maxdist; 768 uint32 dist, maxdist;
1036 int mflags; 769 int mflags;
1037 maptile *m; 770 maptile *m;
1038 sint16 sx, sy; 771 sint16 sx, sy;
1040 if (op->type != PLAYER) 773 if (op->type != PLAYER)
1041 return 0; 774 return 0;
1042 775
1043 if (!dir) 776 if (!dir)
1044 { 777 {
1045 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?"); 778 op->failmsg ("In what direction?");
1046 return 0; 779 return 0;
1047 } 780 }
1048 781
1049 /* 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
1050 * ever, so put limits in. 783 * ever, so put limits in.
1051 */ 784 */
1052 maxdist = spob->range + SP_level_range_adjust (caster, spob); 785 maxdist = spob->range + SP_level_range_adjust (caster, spob);
1053 786
1054 if (op->contr->count) 787 if (spellparam)
1055 { 788 {
789 int count = atoi (spellparam);
790
1056 if (op->contr->count > maxdist) 791 if (count > maxdist)
1057 { 792 {
1058 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!"); 793 op->failmsg ("You can't dimension door that far!");
1059 return 0; 794 return 0;
1060 } 795 }
1061 796
1062 for (dist = 0; dist < op->contr->count; dist++) 797 for (dist = 0; dist < count; dist++)
1063 { 798 {
1064 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);
1065 800
1066 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 801 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
1067 break; 802 break;
1068 803
1069 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)))
1070 break; 805 break;
1071 } 806 }
1072 807
1073 if (dist < op->contr->count) 808 if (dist < count)
1074 { 809 {
1075 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");
1076 op->contr->count = 0;
1077 return 0; 811 return 0;
1078 } 812 }
1079
1080 op->contr->count = 0;
1081 813
1082 /* Remove code that puts player on random space on maps. IMO, 814 /* Remove code that puts player on random space on maps. IMO,
1083 * a lot of maps probably have areas the player should not get to, 815 * a lot of maps probably have areas the player should not get to,
1084 * but may not be marked as NO_MAGIC (as they may be bounded 816 * but may not be marked as NO_MAGIC (as they may be bounded
1085 * by such squares). Also, there are probably treasure rooms and 817 * by such squares). Also, there are probably treasure rooms and
1127 break; 859 break;
1128 860
1129 } 861 }
1130 if (!dist) 862 if (!dist)
1131 { 863 {
1132 new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n"); 864 op->failmsg ("Your spell failed!\n");
1133 return 0; 865 return 0;
1134 } 866 }
1135 } 867 }
1136 868
1137 /* Actually move the player now */ 869 /* Actually move the player now */
1138 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op))) 870 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op)))
1139 return 1; 871 return 1;
1140 872
1141 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
1142 return 1; 875 return 1;
1143} 876}
1144
1145 877
1146/* cast_heal: Heals something. 878/* cast_heal: Heals something.
1147 * op is the caster. 879 * op is the caster.
1148 * dir is the direction he is casting it in. 880 * dir is the direction he is casting it in.
1149 * spell is the spell object. 881 * spell is the spell object.
1176 { 908 {
1177 /* See how many points we actually heal. Instead of messages 909 /* See how many points we actually heal. Instead of messages
1178 * based on type of spell, we instead do messages based 910 * based on type of spell, we instead do messages based
1179 * on amount of damage healed. 911 * on amount of damage healed.
1180 */ 912 */
1181 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 913 if (heal > tmp->stats.maxhp - tmp->stats.hp)
1182 heal = tmp->stats.maxhp - tmp->stats.hp; 914 heal = tmp->stats.maxhp - tmp->stats.hp;
915
1183 tmp->stats.hp += heal; 916 tmp->stats.hp += heal;
1184 917
1185 if (tmp->stats.hp >= tmp->stats.maxhp) 918 if (tmp->stats.hp >= tmp->stats.maxhp)
1186 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 919 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1187 else if (heal > 50) 920 else if (heal > 50)
1196 success = 1; 929 success = 1;
1197 } 930 }
1198 } 931 }
1199 932
1200 if (spell->attacktype & AT_DISEASE) 933 if (spell->attacktype & AT_DISEASE)
1201 if (cure_disease (tmp, op)) 934 if (cure_disease (tmp, op, spell))
1202 success = 1; 935 success = 1;
1203 936
1204 if (spell->attacktype & AT_POISON) 937 if (spell->attacktype & AT_POISON)
1205 { 938 {
1206 at = archetype::find ("poisoning"); 939 at = archetype::find (shstr_poisoning);
1207 poison = present_arch_in_ob (at, tmp); 940 poison = present_arch_in_ob (at, tmp);
1208 if (poison) 941 if (poison)
1209 { 942 {
1210 success = 1; 943 success = 1;
1211 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 944 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1213 } 946 }
1214 } 947 }
1215 948
1216 if (spell->attacktype & AT_CONFUSION) 949 if (spell->attacktype & AT_CONFUSION)
1217 { 950 {
1218 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 951 poison = present_in_ob_by_name (FORCE, shstr_confusion, tmp);
1219 if (poison) 952 if (poison)
1220 { 953 {
1221 success = 1; 954 success = 1;
1222 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 955 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1223 poison->duration = 1; 956 poison->duration = 1;
1224 } 957 }
1225 } 958 }
1226 959
1227 if (spell->attacktype & AT_BLIND) 960 if (spell->attacktype & AT_BLIND)
1228 { 961 {
1229 at = archetype::find ("blindness"); 962 at = archetype::find (shstr_blindness);
1230 poison = present_arch_in_ob (at, tmp); 963 poison = present_arch_in_ob (at, tmp);
1231 if (poison) 964 if (poison)
1232 { 965 {
1233 success = 1; 966 success = 1;
1234 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.");
1252 tmp->stats.grace = tmp->stats.maxgrace; 985 tmp->stats.grace = tmp->stats.maxgrace;
1253 success = 1; 986 success = 1;
1254 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!");
1255 } 988 }
1256 989
1257 if (spell->stats.food && tmp->stats.food < 999) 990 if (spell->stats.food && tmp->stats.food < MAX_FOOD)
1258 { 991 {
1259 tmp->stats.food += spell->stats.food; 992 tmp->stats.food += spell->stats.food;
1260 if (tmp->stats.food > 999) 993 min_it (tmp->stats.food, MAX_FOOD);
1261 tmp->stats.food = 999; 994
1262 success = 1; 995 success = 1;
1263 /* 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 */
1264 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");
1265 } 998 }
1266 999
1267 return success; 1000 return success;
1268} 1001}
1269
1270 1002
1271/* 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
1272 * 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
1273 * good comments for those. 1005 * good comments for those.
1274 */ 1006 */
1275static const char *const no_gain_msgs[NUM_STATS] = { 1007static const char *const no_gain_msgs[NUM_STATS] = {
1276 "You grow no stronger.", 1008 "You grow no stronger.",
1277 "You grow no more agile.", 1009 "You grow no more agile.",
1278 "You don't feel any healthier.", 1010 "You don't feel any healthier.",
1279 "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."
1280 "You are no easier to look at.", 1014 "You are no easier to look at.",
1281 "no int",
1282 "no pow"
1283}; 1015};
1284 1016
1285int 1017int
1018change_ability_duration (object *spell, object *caster)
1019{
1020 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1021}
1022
1023int
1286cast_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)
1287{ 1025{
1288 object *force = NULL; 1026 object *force = 0;
1289 int i; 1027 int i;
1290 1028
1291 /* 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. */
1292 object *tmp = dir 1030 object *tmp = dir
1293 ? find_target_for_friendly_spell (op, dir) 1031 ? find_target_for_friendly_spell (op, dir)
1294 : op; 1032 : op;
1295 1033
1296 if (!tmp) 1034 if (!tmp)
1297 return 0; 1035 return 0;
1298 1036
1299 /* 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. */
1307 break; 1045 break;
1308 } 1046 }
1309 else if (spell_ob->race && spell_ob->race == tmp2->name) 1047 else if (spell_ob->race && spell_ob->race == tmp2->name)
1310 { 1048 {
1311 if (!silent) 1049 if (!silent)
1312 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 1050 op->failmsgf ("You can not cast %s while %s is in effect",
1051 &spell_ob->name, &tmp2->name_pl);
1052
1313 return 0; 1053 return 0;
1314 } 1054 }
1315 } 1055 }
1316 } 1056 }
1057
1058 int duration = change_ability_duration (spell_ob, caster);
1059
1317 if (force == NULL) 1060 if (force)
1318 {
1319 force = get_archetype (FORCE_NAME);
1320 force->subtype = FORCE_CHANGE_ABILITY;
1321 if (spell_ob->race)
1322 force->name = spell_ob->race;
1323 else
1324 force->name = spell_ob->name;
1325 force->name_pl = spell_ob->name;
1326 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1327
1328 } 1061 {
1329 else
1330 {
1331 int duration;
1332
1333 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1334 if (duration > force->duration) 1062 if (duration > force->duration)
1335 { 1063 {
1336 force->duration = duration; 1064 force->duration = duration;
1337 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.");
1338 } 1066 }
1339 else 1067 else
1340 {
1341 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.");
1342 } 1069
1343 return 1; 1070 return 1;
1344 } 1071 }
1345 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
1346 force->speed = 1.0; 1088 force->speed = 1.0;
1347 force->speed_left = -1.0; 1089 force->speed_left = -1.0;
1348 SET_FLAG (force, FLAG_APPLIED); 1090 force->set_flag (FLAG_APPLIED);
1349 1091
1350 /* Now start processing the effects. First, protections */ 1092 /* Now start processing the effects. First, protections */
1351 for (i = 0; i < NROFATTACKS; i++) 1093 for (i = 0; i < NROFATTACKS; i++)
1352 { 1094 {
1353 if (spell_ob->resist[i]) 1095 if (spell_ob->resist[i])
1355 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);
1356 if (force->resist[i] > 100) 1098 if (force->resist[i] > 100)
1357 force->resist[i] = 100; 1099 force->resist[i] = 100;
1358 } 1100 }
1359 } 1101 }
1102
1360 if (spell_ob->stats.hp) 1103 if (spell_ob->stats.hp)
1361 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);
1362 1105
1363 if (tmp->type == PLAYER) 1106 if (tmp->type == PLAYER)
1364 { 1107 {
1382 } 1125 }
1383 } 1126 }
1384 1127
1385 force->move_type = spell_ob->move_type; 1128 force->move_type = spell_ob->move_type;
1386 1129
1387 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK)) 1130 if (spell_ob->flag [FLAG_SEE_IN_DARK])
1388 SET_FLAG (force, FLAG_SEE_IN_DARK); 1131 force->set_flag (FLAG_SEE_IN_DARK);
1389 1132
1390 if (QUERY_FLAG (spell_ob, FLAG_XRAYS)) 1133 if (spell_ob->flag [FLAG_XRAYS])
1391 SET_FLAG (force, FLAG_XRAYS); 1134 force->set_flag (FLAG_XRAYS);
1392 1135
1393 /* Haste/bonus speed */ 1136 /* Haste/bonus speed */
1394 if (spell_ob->stats.exp) 1137 if (spell_ob->stats.exp)
1395 { 1138 {
1396 if (op->speed > 0.5f) 1139 if (op->speed > 0.5f)
1404 force->attacktype = spell_ob->attacktype; 1147 force->attacktype = spell_ob->attacktype;
1405 1148
1406 insert_ob_in_ob (force, tmp); 1149 insert_ob_in_ob (force, tmp);
1407 change_abil (tmp, force); /* Mostly to display any messages */ 1150 change_abil (tmp, force); /* Mostly to display any messages */
1408 tmp->update_stats (); 1151 tmp->update_stats ();
1152
1409 return 1; 1153 return 1;
1410} 1154}
1411 1155
1412/* 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
1413 * 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
1414 * of the caster. 1158 * of the caster.
1415 */ 1159 */
1416
1417int 1160int
1418cast_bless (object *op, object *caster, object *spell_ob, int dir) 1161cast_bless (object *op, object *caster, object *spell_ob, int dir)
1419{ 1162{
1420 int i; 1163 int i;
1421 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1164 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1422 1165
1423 /* 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. */
1424 if (dir != 0) 1167 if (dir != 0)
1425 { 1168 {
1426 tmp = find_target_for_friendly_spell (op, dir); 1169 tmp = find_target_for_friendly_spell (op, dir);
1170
1171 if (!tmp)
1172 return 0;
1427 } 1173 }
1428 else 1174 else
1429 {
1430 tmp = op; 1175 tmp = op;
1431 }
1432 1176
1433 /* 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. */
1434 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1178 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1435 { 1179 {
1436 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1180 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1437 { 1181 {
1438 if (tmp2->name == spell_ob->name) 1182 if (tmp2->name == spell_ob->name)
1439 { 1183 {
1445 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 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);
1446 return 0; 1190 return 0;
1447 } 1191 }
1448 } 1192 }
1449 } 1193 }
1194
1450 if (force == NULL) 1195 if (force == NULL)
1451 { 1196 {
1452 force = get_archetype (FORCE_NAME); 1197 force = get_archetype (FORCE_NAME);
1453 force->subtype = FORCE_CHANGE_ABILITY; 1198 force->subtype = FORCE_CHANGE_ABILITY;
1454 if (spell_ob->race) 1199 if (spell_ob->race)
1475 return 0; 1220 return 0;
1476 } 1221 }
1477 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;
1478 force->speed = 1.0; 1223 force->speed = 1.0;
1479 force->speed_left = -1.0; 1224 force->speed_left = -1.0;
1480 SET_FLAG (force, FLAG_APPLIED); 1225 force->set_flag (FLAG_APPLIED);
1481 1226
1482 if (!god) 1227 if (!god)
1483 { 1228 {
1484 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty."); 1229 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1485 } 1230 }
1486 else 1231 else
1487 { 1232 {
1488 /* Only give out good benefits, and put a max on it */ 1233 /* Only give out good benefits, and put a max on it */
1489 for (i = 0; i < NROFATTACKS; i++) 1234 for (i = 0; i < NROFATTACKS; i++)
1490 {
1491 if (god->resist[i] > 0) 1235 if (god->resist[i] > 0)
1492 {
1493 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]);
1494 } 1237
1495 }
1496 force->path_attuned |= god->path_attuned; 1238 force->path_attuned |= god->path_attuned;
1497 1239
1498 if (spell_ob->attacktype) 1240 if (spell_ob->attacktype)
1499 force->slaying = god->slaying; 1241 force->slaying = god->slaying;
1500 1242
1519} 1261}
1520 1262
1521/* Alchemy code by Mark Wedel 1263/* Alchemy code by Mark Wedel
1522 * 1264 *
1523 * This code adds a new spell, called alchemy. Alchemy will turn 1265 * This code adds a new spell, called alchemy. Alchemy will turn
1524 * objects to gold nuggets, the value of the gold nuggets being 1266 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1525 * about 90% of that of the item itself. It uses the value of the
1526 * object before charisma adjustments, because the nuggets themselves
1527 * will be will be adjusted by charisma when sold.
1528 * 1267 *
1529 * 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
1530 * the maximum number of large nuggets you could get. 1269 * itself. It uses the value of the object before charisma adjustments,
1531 * Small nuggets are worth 1 gp each (base). You will get from 0 1270 * because the nuggets themselves will be will be adjusted by charisma
1532 * to the max amount of small nuggets as you could get. 1271 * when sold.
1533 *
1534 * For example, if an item is worth 110 gold, you will get
1535 * 4 large nuggets, and from 0-10 small nuggets.
1536 * 1272 *
1537 * 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
1538 * 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
1539 * alchemised. 1275 * alchemised.
1540 */ 1276 */
1541static void 1277static void
1542alchemy_object (object *obj, uint64 &total_value, int &total_weight) 1278alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1543{ 1279{
1544 uint64 value = query_cost (obj, NULL, F_TRUE); 1280 uint64 value = query_cost (obj, NULL, F_TRUE);
1545 1281
1546 /* Give third price when we alchemy money (This should hopefully 1282 /* Give third price when we alchemy money (this should hopefully
1547 * 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
1548 * the nuggets, alchemy the gold from that, etc. 1284 * the nuggets, alchemy the gold from that, etc.
1549 * Otherwise, give 9 silver on the gold for other objects, 1285 * Otherwise, give 9 silver on the gold for other objects,
1550 * so that it would still be more affordable to haul 1286 * so that it would still be more affordable to haul
1551 * the stuff back to town. 1287 * the stuff back to town.
1552 */ 1288 */
1553 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1289 if (obj->flag [FLAG_UNPAID])
1554 value = 0; 1290 value = 0;
1555 else if (obj->type == MONEY || obj->type == GEM) 1291 else if (obj->type == MONEY || obj->type == GEM)
1556 value /= 3; 1292 value /= 3;
1557 else 1293 else
1558 value = value * 9 / 10; 1294 value = value * 9 / 10;
1563 total_weight += obj->total_weight (); 1299 total_weight += obj->total_weight ();
1564 1300
1565 obj->destroy (); 1301 obj->destroy ();
1566} 1302}
1567 1303
1568static void
1569update_map (object *op, maptile *m, int small_nuggets, object *small, int large_nuggets, object *large, int x, int y)
1570{
1571 int flag = 0;
1572
1573 /* Put any nuggets below the player, but we can only pass this
1574 * flag if we are on the same space as the player
1575 */
1576 if (x == op->x && y == op->y && op->map == m)
1577 flag = INS_BELOW_ORIGINATOR;
1578
1579 if (small_nuggets)
1580 {
1581 object *tmp = small->clone ();
1582 tmp->nrof = small_nuggets;
1583 m->insert (tmp, x, y, op, flag);
1584 }
1585
1586 if (large_nuggets)
1587 {
1588 object *tmp = large->clone ();
1589 tmp->nrof = large_nuggets;
1590 m->insert (tmp, x, y, op, flag);
1591 }
1592
1593 if (object *pl = m->at (x, y).player ())
1594 if (pl->contr->ns)
1595 pl->contr->ns->look_position = 0;
1596}
1597
1598int 1304int
1599alchemy (object *op, object *caster, object *spell_ob) 1305alchemy (object *op, object *caster, object *spell_ob)
1600{ 1306{
1601 if (op->type != PLAYER) 1307 if (op->type != PLAYER)
1602 return 0; 1308 return 0;
1603 1309
1604 object *large = get_archetype ("largenugget"); 1310 archetype *nugget[3];
1605 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);
1606 1315
1607 /* 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
1608 * some, and also prevents people from alchemising every table/chair/clock 1317 * some, and also prevents people from alchemising every table/chair/clock
1609 * in sight 1318 * in sight
1610 */ 1319 */
1639 1348
1640 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)
1641 { 1350 {
1642 next = tmp->above; 1351 next = tmp->above;
1643 1352
1644 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1353 if (tmp->weight > 0 && !tmp->flag [FLAG_NO_PICK] &&
1645 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1354 !tmp->flag [FLAG_ALIVE] && !tmp->flag [FLAG_IS_CAULDRON])
1646 { 1355 {
1647 if (tmp->inv) 1356 if (tmp->inv)
1648 { 1357 {
1649 object *next1, *tmp1; 1358 object *next1, *tmp1;
1650 1359
1651 for (tmp1 = tmp->inv; tmp1; tmp1 = next1) 1360 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1652 { 1361 {
1653 next1 = tmp1->below; 1362 next1 = tmp1->below;
1654 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1363 if (tmp1->weight > 0 && !tmp1->flag [FLAG_NO_PICK] &&
1655 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1364 !tmp1->flag [FLAG_ALIVE] && !tmp1->flag [FLAG_IS_CAULDRON])
1656 alchemy_object (tmp1, value, weight); 1365 alchemy_object (tmp1, value, weight);
1657 } 1366 }
1658 } 1367 }
1659 1368
1660 alchemy_object (tmp, value, weight); 1369 alchemy_object (tmp, value, weight);
1662 if (weight > weight_max) 1371 if (weight > weight_max)
1663 break; 1372 break;
1664 } 1373 }
1665 } 1374 }
1666 1375
1376 value -= rndm (value >> 4);
1667 value = min (value, value_max); 1377 value = min (value, value_max);
1668 1378
1669 uint64 count = value / large->value; 1379 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1670 int large_nuggets = count; 1380 if (int nrof = value / nugget [i]->value)
1671 value -= count * large->value;
1672
1673 count = value / small->value;
1674 int small_nuggets = count;
1675
1676 /* Insert all the nuggets at one time. This probably saves time, but
1677 * it also prevents us from alcheming nuggets that were just created
1678 * with this spell.
1679 */ 1381 {
1680 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 }
1681 1389
1682 if (weight > weight_max) 1390 if (weight > weight_max)
1683 goto bailout; 1391 goto bailout;
1684 } 1392 }
1685 } 1393 }
1686 1394
1687bailout: 1395bailout:
1688 large->destroy ();
1689 small->destroy ();
1690 return 1; 1396 return 1;
1691} 1397}
1692
1693 1398
1694/* This function removes the cursed/damned status on equipped 1399/* This function removes the cursed/damned status on equipped
1695 * items. 1400 * items.
1696 */ 1401 */
1697int 1402int
1698remove_curse (object *op, object *caster, object *spell) 1403remove_curse (object *op, object *caster, object *spell)
1699{ 1404{
1700 object *tmp;
1701 int success = 0, was_one = 0; 1405 int success = 0, was_one = 0;
1702 1406
1703 for (tmp = op->inv; tmp; tmp = tmp->below) 1407 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1704 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1408 if (tmp->flag [FLAG_APPLIED] &&
1705 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1409 ((tmp->flag [FLAG_CURSED] && spell->flag [FLAG_CURSED]) ||
1706 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1410 (tmp->flag [FLAG_DAMNED] && spell->flag [FLAG_DAMNED])))
1707 { 1411 {
1708 was_one++; 1412 was_one++;
1413
1709 if (tmp->level <= caster_level (caster, spell)) 1414 if (tmp->level <= casting_level (caster, spell))
1710 { 1415 {
1711 success++; 1416 success++;
1712 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1417 if (spell->flag [FLAG_DAMNED])
1713 CLEAR_FLAG (tmp, FLAG_DAMNED); 1418 tmp->clr_flag (FLAG_DAMNED);
1714 1419
1715 CLEAR_FLAG (tmp, FLAG_CURSED); 1420 tmp->clr_flag (FLAG_CURSED);
1716 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1421 tmp->clr_flag (FLAG_KNOWN_CURSED);
1717 tmp->value = 0; /* Still can't sell it */ 1422 tmp->value = 0; /* Still can't sell it */
1718 if (op->type == PLAYER) 1423
1424 if (object *pl = tmp->visible_to ())
1719 esrv_send_item (op, tmp); 1425 esrv_update_item (UPD_FLAGS, pl, tmp);
1720 } 1426 }
1721 } 1427 }
1722 1428
1723 if (op->type == PLAYER) 1429 if (op->type == PLAYER)
1724 { 1430 {
1735 1441
1736 return success; 1442 return success;
1737} 1443}
1738 1444
1739/* Identifies objects in the players inventory/on the ground */ 1445/* Identifies objects in the players inventory/on the ground */
1740
1741int 1446int
1742cast_identify (object *op, object *caster, object *spell) 1447cast_identify (object *op, object *caster, object *spell)
1743{ 1448{
1744 object *tmp; 1449 object *tmp;
1745 int success = 0, num_ident; 1450 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1746 1451
1747 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));
1748
1749 if (num_ident < 1)
1750 num_ident = 1;
1751 1453
1752 for (tmp = op->inv; tmp; tmp = tmp->below) 1454 for (tmp = op->inv; tmp; tmp = tmp->below)
1753 { 1455 {
1754 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1456 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1755 { 1457 {
1756 identify (tmp); 1458 identify (tmp);
1757 1459
1758 if (op->type == PLAYER) 1460 if (op->type == PLAYER)
1759 { 1461 {
1760 new_draw_info_format (NDI_UNIQUE, 0, op, "You identified: %s.", long_desc (tmp, op)); 1462 buf.printf ("You identified: %s.\r", long_desc (tmp, op));
1761 1463
1762 if (tmp->msg) 1464 if (tmp->msg)
1763 { 1465 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1764 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1765 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1766 }
1767 } 1466 }
1768 1467
1769 num_ident--;
1770 success = 1;
1771 if (!num_ident) 1468 if (!--num_ident)
1772 break; 1469 break;
1773 } 1470 }
1774 } 1471 }
1775 1472
1776 /* 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
1778 * was not fully used. 1475 * was not fully used.
1779 */ 1476 */
1780 if (num_ident) 1477 if (num_ident)
1781 { 1478 {
1782 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 1479 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1783 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1480 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1784 { 1481 {
1785 identify (tmp); 1482 identify (tmp);
1786 1483
1787 if (op->type == PLAYER) 1484 if (object *pl = tmp->visible_to ())
1788 { 1485 {
1789 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground you identified: %s.", long_desc (tmp, op)); 1486 buf.printf ("On the ground you identified: %s.\r", long_desc (tmp, op));
1790 1487
1791 if (tmp->msg) 1488 if (tmp->msg)
1792 { 1489 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1793 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1794 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1795 }
1796
1797 esrv_send_item (op, tmp);
1798 } 1490 }
1799 1491
1800 num_ident--;
1801 success = 1;
1802 if (!num_ident) 1492 if (!--num_ident)
1803 break; 1493 break;
1804 } 1494 }
1805 } 1495 }
1806 1496
1807 if (!success) 1497 if (buf.empty ())
1808 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 }
1809 else 1502 else
1503 {
1504 if (op->contr)
1505 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1506
1810 spell_effect (spell, op->x, op->y, op->map, op); 1507 spell_effect (spell, op->x, op->y, op->map, op);
1811 1508 return 1;
1812 return success; 1509 }
1813} 1510}
1814 1511
1815int 1512int
1816cast_detection (object *op, object *caster, object *spell, object *skill) 1513cast_detection (object *op, object *caster, object *spell, object *skill)
1817{ 1514{
1822 1519
1823 /* 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
1824 * doing it over and over again. 1521 * doing it over and over again.
1825 */ 1522 */
1826 god = find_god (determine_god (op)); 1523 god = find_god (determine_god (op));
1827 level = caster_level (caster, spell); 1524 level = casting_level (caster, spell);
1828 range = spell->range + SP_level_range_adjust (caster, spell); 1525 range = spell->range + SP_level_range_adjust (caster, spell);
1829 1526
1830 if (!skill) 1527 if (!skill)
1831 skill = caster; 1528 skill = caster;
1832 1529
1833 for (x = op->x - range; x <= op->x + range; x++) 1530 dynbuf buf;
1834 for (y = op->y - range; y <= op->y + range; y++) 1531 unordered_mapwalk (buf, op, -range, -range, range, range)
1835 { 1532 {
1836 m = op->map;
1837 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1838 if (mflags & P_OUT_OF_MAP)
1839 continue;
1840
1841 /* For most of the detections, we only detect objects above the 1533 /* For most of the detections, we only detect objects above the
1842 * floor. But this is not true for show invisible. 1534 * floor. But this is not true for show invisible.
1843 * Basically, we just go and find the top object and work 1535 * Basically, we just go and find the top object and work
1844 * down - that is easier than working up. 1536 * down - that is easier than working up.
1845 */ 1537 */
1846 1538
1847 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)
1848 last = tmp; 1540 last = tmp;
1849 1541
1850 /* 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
1851 * would happen. 1543 * would happen.
1852 */ 1544 */
1853 if (!last) 1545 if (!last)
1854 continue; 1546 continue;
1855 1547
1856 done_one = 0; 1548 done_one = 0;
1857 floor = 0; 1549 floor = 0;
1858 detect = NULL; 1550 detect = 0;
1859 for (tmp = last; tmp; tmp = tmp->below) 1551 for (tmp = last; tmp; tmp = tmp->below)
1860 { 1552 {
1861 /* show invisible */ 1553 /* show invisible */
1862 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1554 if (spell->flag [FLAG_MAKE_INVIS]
1863 /* Might there be other objects that we can make visible? */ 1555 /* Might there be other objects that we can make visible? */
1864 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1556 && (tmp->invisible && (tmp->flag [FLAG_MONSTER]
1865 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1557 || (tmp->type == PLAYER && !tmp->flag [FLAG_WIZ])
1866 tmp->type == CF_HANDLE || 1558 || tmp->type == T_HANDLE
1867 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
1868 tmp->type == BUTTON || tmp->type == TELEPORTER || 1563 || tmp->type == TELEPORTER
1564 || tmp->type == GATE
1869 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1565 || tmp->type == LOCKED_DOOR
1870 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)
1871 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1569 || tmp->type == TRIGGER_PEDESTAL
1872 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)))
1873 { 1575 {
1576 printf ("show inv %s\n", tmp->debug_desc());//D
1874 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)
1875 { 1578 {
1876 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
1877 done_one = 1; 1661 done_one = 1;
1878 } 1662 }
1879 } 1663 }
1880
1881 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1882 floor = 1;
1883
1884 /* All detections below this point don't descend beneath the floor,
1885 * so just continue on. We could be clever and look at the type of
1886 * detection to completely break out if we don't care about objects beneath
1887 * the floor, but once we get to the floor, not likely a very big issue anyways.
1888 */
1889 if (floor)
1890 continue;
1891
1892 /* I had thought about making detect magic and detect curse
1893 * show the flash the magic item like it does for detect monster.
1894 * however, if the object is within sight, this would then make it
1895 * difficult to see what object is magical/cursed, so the
1896 * effect wouldn't be as apparant.
1897 */
1898
1899 /* detect magic */
1900 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1901 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1902 {
1903 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1904 /* make runes more visibile */
1905 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1906 tmp->stats.Cha /= 4;
1907 done_one = 1;
1908 }
1909 /* detect monster */
1910 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1911 {
1912 done_one = 2;
1913 if (!detect)
1914 detect = tmp;
1915 }
1916 /* Basically, if race is set in the spell, then the creatures race must
1917 * match that. if the spell race is set to GOD, then the gods opposing
1918 * race must match.
1919 */
1920 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1921 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) ||
1922 (strstr (spell->race, tmp->race))))
1923 {
1924 done_one = 2;
1925 if (!detect)
1926 detect = tmp;
1927 }
1928 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1929 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1930 {
1931 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1932 done_one = 1;
1933 }
1934 } /* for stack of objects on this space */ 1664 } /* for stack of objects on this space */
1935 1665
1936 /* 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
1937 * where the magic is. 1667 * where the magic is.
1938 */ 1668 */
1939 if (done_one) 1669 if (done_one)
1940 { 1670 {
1941 object *detect_ob = arch_to_object (spell->other_arch); 1671 object *detect_ob = spell->other_arch->instance ();
1942 1672
1943 /* if this is set, we want to copy the face */ 1673 /* if this is set, we want to copy the face */
1944 if (done_one == 2 && detect) 1674 if (done_one == 2 && detect)
1945 { 1675 {
1946 detect_ob->face = detect->face; 1676 detect_ob->face = detect->face;
1947 detect_ob->animation_id = detect->animation_id; 1677 detect_ob->animation_id = detect->animation_id;
1948 detect_ob->anim_speed = detect->anim_speed; 1678 detect_ob->anim_speed = detect->anim_speed;
1949 detect_ob->last_anim = 0; 1679 detect_ob->last_anim = 0;
1950 /* by default, the detect_ob is already animated */ 1680 /* by default, the detect_ob is already animated */
1951 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1681 if (!detect->flag [FLAG_ANIMATE])
1952 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1682 detect_ob->clr_flag (FLAG_ANIMATE);
1953 } 1683 }
1954 1684
1955 m->insert (detect_ob, nx, ny, op); 1685 m->insert (detect_ob, nx, ny, op, INS_ON_TOP);
1956 } 1686 }
1957 } /* for processing the surrounding spaces */ 1687 } /* for processing the surrounding spaces */
1958 1688
1959 1689
1960 /* 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 */
1961 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])
1962 { 1692 {
1963 done_one = 0; 1693 done_one = 0;
1694
1964 for (tmp = op->inv; tmp; tmp = tmp->below) 1695 for (tmp = op->inv; tmp; tmp = tmp->below)
1965 { 1696 {
1966 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1697 if (!tmp->invisible && !tmp->flag [FLAG_IDENTIFIED])
1967 { 1698 {
1968 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])
1969 { 1700 {
1970 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1701 tmp->set_flag (FLAG_KNOWN_MAGICAL);
1971 if (op->type == PLAYER) 1702
1703 if (object *pl = tmp->visible_to ())
1972 esrv_send_item (op, tmp); 1704 esrv_update_item (UPD_FLAGS, pl, tmp);
1973 } 1705 }
1974 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1706
1975 (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]))
1976 { 1709 {
1977 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1710 tmp->set_flag (FLAG_KNOWN_CURSED);
1978 if (op->type == PLAYER) 1711
1712 if (object *pl = tmp->visible_to ())
1979 esrv_send_item (op, tmp); 1713 esrv_update_item (UPD_FLAGS, pl, tmp);
1980 } 1714 }
1981 } /* if item is not identified */ 1715 } /* if item is not identified */
1982 } /* for the players inventory */ 1716 } /* for the players inventory */
1983 } /* if detect magic/curse and object is a player */ 1717 } /* if detect magic/curse and object is a player */
1718
1984 return 1; 1719 return 1;
1985} 1720}
1986 1721
1987 1722
1988/** 1723/**
2001 1736
2002 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.");
2003 1738
2004 if (victim->stats.sp >= victim->stats.maxsp * 2) 1739 if (victim->stats.sp >= victim->stats.maxsp * 2)
2005 { 1740 {
2006 object *tmp;
2007
2008 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1741 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
2009
2010 /* Explodes a fireball centered at player */
2011 tmp = get_archetype (EXPLODING_FIREBALL);
2012 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
2013 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
2014
2015 tmp->insert_at (victim);
2016 victim->stats.sp = 2 * victim->stats.maxsp; 1742 victim->stats.sp = 2 * victim->stats.maxsp;
1743 create_exploding_ball_at (victim, caster_level);
2017 } 1744 }
2018 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1745 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
2019 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); 1746 new_draw_info (NDI_UNIQUE | NDI_ORANGE, 0, victim, "You feel like your head is going to explode.");
2020 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1747 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2021 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!");
2022 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1749 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2023 { 1750 {
2024 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1751 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2048 mflags = get_map_flags (m, &m, x, y, &x, &y); 1775 mflags = get_map_flags (m, &m, x, y, &x, &y);
2049 1776
2050 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1777 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
2051 { 1778 {
2052 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)
2053 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1780 if (plyr != op && plyr->flag [FLAG_ALIVE])
2054 break; 1781 break;
2055 } 1782 }
2056 1783
2057 1784
2058 /* 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
2059 * 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.
2060 */ 1787 */
2061 if (plyr == NULL) 1788 if (plyr == NULL)
2062 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)
2063 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1790 if (plyr != op && plyr->flag [FLAG_ALIVE])
2064 break; 1791 break;
2065 1792
2066 if (!plyr) 1793 if (!plyr)
2067 { 1794 {
2068 new_draw_info (NDI_BLACK, 0, op, "There is no one there."); 1795 op->failmsg ("There is no one there.");
2069 return 0; 1796 return 0;
2070 } 1797 }
2071 /* give sp */ 1798 /* give sp */
2072 if (spell->stats.dam > 0) 1799 if (spell->stats.dam > 0)
2073 { 1800 {
2074 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);
2075 charge_mana_effect (plyr, caster_level (caster, spell)); 1802 charge_mana_effect (plyr, casting_level (caster, spell));
2076 return 1; 1803 return 1;
2077 } 1804 }
2078 /* suck sp away. Can't suck sp from yourself */ 1805 /* suck sp away. Can't suck sp from yourself */
2079 else if (op != plyr) 1806 else if (op != plyr)
2080 { 1807 {
2085 if (rate > 95) 1812 if (rate > 95)
2086 rate = 95; 1813 rate = 95;
2087 1814
2088 sucked = (plyr->stats.sp * rate) / 100; 1815 sucked = (plyr->stats.sp * rate) / 100;
2089 plyr->stats.sp -= sucked; 1816 plyr->stats.sp -= sucked;
2090 if (QUERY_FLAG (op, FLAG_ALIVE)) 1817 if (op->flag [FLAG_ALIVE])
2091 { 1818 {
2092 /* Player doesn't get full credit */ 1819 /* Player doesn't get full credit */
2093 sucked = (sucked * rate) / 100; 1820 sucked = (sucked * rate) / 100;
2094 op->stats.sp += sucked; 1821 op->stats.sp += sucked;
2095 if (sucked > 0) 1822 if (sucked > 0)
2096 { 1823 {
2097 charge_mana_effect (op, caster_level (caster, spell)); 1824 charge_mana_effect (op, casting_level (caster, spell));
2098 } 1825 }
2099 } 1826 }
2100 return 1; 1827 return 1;
2101 } 1828 }
2102 return 0; 1829 return 0;
2146 * monsters either. 1873 * monsters either.
2147 */ 1874 */
2148 1875
2149 if (head->attacktype & AT_MAGIC 1876 if (head->attacktype & AT_MAGIC
2150 && !(head->attacktype & AT_COUNTERSPELL) 1877 && !(head->attacktype & AT_COUNTERSPELL)
2151 && !QUERY_FLAG (head, FLAG_MONSTER) 1878 && !head->flag [FLAG_MONSTER]
2152 && (op->level > head->level)) 1879 && (op->level > head->level))
2153 head->destroy (); 1880 head->destroy ();
2154 else 1881 else
2155 switch (head->type) 1882 switch (head->type)
2156 { 1883 {
2157 case SPELL_EFFECT: 1884 case SPELL_EFFECT:
2158 // XXX: Don't affect floor spelleffects. See also XXX comment 1885 // XXX: Don't affect floor spelleffects. See also XXX comment
2159 // about sanctuary in spell_util.C 1886 // about sanctuary in spell_util.C
2160 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1887 if (tmp->flag [FLAG_IS_FLOOR])
2161 continue; 1888 continue;
2162 1889
2163 if (op->level > head->level) 1890 if (op->level > head->level)
2164 head->destroy (); 1891 head->destroy ();
2165 1892
2178 break; 1905 break;
2179 } 1906 }
2180 } 1907 }
2181} 1908}
2182 1909
2183
2184
2185/* cast_consecrate() - a spell to make an altar your god's */ 1910/* cast_consecrate() - a spell to make an altar your god's */
2186int 1911int
2187cast_consecrate (object *op, object *caster, object *spell) 1912cast_consecrate (object *op, object *caster, object *spell)
2188{ 1913{
2189 char buf[MAX_BUF]; 1914 char buf[MAX_BUF];
2190 1915
2191 object *tmp, *god = find_god (determine_god (op)); 1916 object *tmp, *god = find_god (determine_god (op));
2192 1917
2193 if (!god) 1918 if (!god)
2194 { 1919 {
2195 new_draw_info (NDI_UNIQUE, 0, op, "You can't consecrate anything if you don't worship a god!"); 1920 op->failmsg ("You can't consecrate anything if you don't worship a god!");
2196 return 0; 1921 return 0;
2197 } 1922 }
2198 1923
2199 for (tmp = op->below; tmp; tmp = tmp->below) 1924 for (tmp = op->below; tmp; tmp = tmp->below)
2200 { 1925 {
2201 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1926 if (tmp->flag [FLAG_IS_FLOOR])
2202 break; 1927 break;
2203 if (tmp->type == HOLY_ALTAR) 1928 if (tmp->type == HOLY_ALTAR)
2204 { 1929 {
2205 1930
2206 if (tmp->level > caster_level (caster, spell)) 1931 if (tmp->level > casting_level (caster, spell))
2207 { 1932 {
2208 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name); 1933 op->failmsgf ("You are not powerful enough to reconsecrate the %s", &tmp->name);
2209 return 0; 1934 return 0;
2210 } 1935 }
2211 else 1936 else
2212 { 1937 {
2213 /* If we got here, we are consecrating an altar */ 1938 /* If we got here, we are consecrating an altar */
2214 sprintf (buf, "Altar of %s", &god->name); 1939 sprintf (buf, "Altar of %s", &god->name);
2215 tmp->name = buf; 1940 tmp->name = buf;
2216 tmp->level = caster_level (caster, spell); 1941 tmp->level = casting_level (caster, spell);
2217 tmp->other_arch = god->arch; 1942 tmp->other_arch = god->arch;
1943
2218 if (op->type == PLAYER) 1944 if (op->type == PLAYER)
2219 esrv_update_item (UPD_NAME, op, tmp); 1945 esrv_update_item (UPD_NAME, op, tmp);
1946
2220 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name); 1947 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
2221 return 1; 1948 return 1;
2222 } 1949 }
2223 } 1950 }
2224 } 1951 }
2225 new_draw_info (NDI_UNIQUE, 0, op, "You are not standing over an altar!"); 1952
1953 op->failmsg ("You are not standing over an altar!");
2226 return 0; 1954 return 0;
2227} 1955}
2228 1956
2229/* animate_weapon - 1957/* animate_weapon -
2230 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon. 1958 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon.
2237 * player checks. MSW 2003-01-06 1965 * player checks. MSW 2003-01-06
2238 */ 1966 */
2239int 1967int
2240animate_weapon (object *op, object *caster, object *spell, int dir) 1968animate_weapon (object *op, object *caster, object *spell, int dir)
2241{ 1969{
2242 object *weapon, *tmp;
2243 char buf[MAX_BUF]; 1970 char buf[MAX_BUF];
2244 int a, i; 1971 int a, i;
2245 sint16 x, y; 1972 sint16 x, y;
2246 maptile *m; 1973 maptile *m;
2247 materialtype_t *mt;
2248 1974
2249 if (!spell->other_arch) 1975 if (!spell->other_arch)
2250 { 1976 {
2251 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1977 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2252 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);
2263 return 0; 1989 return 0;
2264 } 1990 }
2265 1991
2266 /* if no direction specified, pick one */ 1992 /* if no direction specified, pick one */
2267 if (!dir) 1993 if (!dir)
2268 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);
2269 1995
2270 m = op->map; 1996 m = op->map;
2271 x = op->x + freearr_x[dir]; 1997 x = op->x + freearr_x[dir];
2272 y = op->y + freearr_y[dir]; 1998 y = op->y + freearr_y[dir];
2273 1999
2274 /* if there's no place to put the golem, abort */ 2000 /* if there's no place to put the golem, abort */
2275 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || 2001 if (dir < 0 || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP)
2276 ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->clone.move_type)) 2002 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2277 { 2003 {
2278 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2004 op->failmsg ("There is something in the way.");
2279 return 0; 2005 return 0;
2280 } 2006 }
2281 2007
2282 /* Use the weapon marked by the player. */ 2008 /* Use the weapon marked by the player. */
2283 weapon = find_marked_object (op); 2009 object *weapon = op->mark ();
2284 2010
2285 if (!weapon) 2011 if (!weapon)
2286 { 2012 {
2287 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!");
2288 return 0; 2014 return 0;
2289 } 2015 }
2016
2290 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2017 if (spell->race && weapon->arch->archname != spell->race)
2291 { 2018 {
2292 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2019 op->failmsg ("The spell fails to transform your weapon.");
2293 return 0; 2020 return 0;
2294 } 2021 }
2022
2295 if (weapon->type != WEAPON) 2023 if (weapon->type != WEAPON)
2296 { 2024 {
2297 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.");
2298 return 0; 2026 return 0;
2299 } 2027 }
2300 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2028
2029 if (weapon->flag [FLAG_APPLIED])
2301 { 2030 {
2302 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));
2303 return 0; 2032 return 0;
2304 } 2033 }
2305 2034
2306 if (weapon->nrof > 1) 2035 weapon = weapon->split ();
2307 {
2308 tmp = get_split_ob (weapon, 1);
2309 esrv_send_item (op, weapon);
2310 weapon = tmp;
2311 }
2312 2036
2313 /* create the golem object */ 2037 /* create the golem object */
2314 tmp = arch_to_object (spell->other_arch); 2038 object *tmp = spell->other_arch->instance ();
2315 2039
2316 /* 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 */
2317 CLEAR_FLAG (tmp, FLAG_MONSTER); 2041 tmp->clr_flag (FLAG_MONSTER);
2318 tmp->stats.exp = 0; 2042 tmp->stats.exp = 0;
2319 add_friendly_object (tmp); 2043 add_friendly_object (tmp);
2320 tmp->type = GOLEM; 2044 tmp->type = GOLEM;
2321 tmp->set_owner (op); 2045 tmp->set_owner (op);
2322 op->contr->golem = tmp; 2046 op->contr->golem = tmp;
2323 set_spell_skill (op, caster, spell, tmp); 2047 set_spell_skill (op, caster, spell, tmp);
2324 2048
2325 /* 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
2326 * removed flag - it should only be set if get_split_object was 2050 * removed flag - it should only be set if weapon->split was
2327 * used above. 2051 * used above.
2328 */ 2052 */
2329 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2053 if (!weapon->flag [FLAG_REMOVED])
2330 weapon->remove (); 2054 weapon->remove ();
2331 2055
2332 insert_ob_in_ob (weapon, tmp); 2056 tmp->insert (weapon);
2333 esrv_send_item (op, weapon); 2057
2334 /* 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,
2335 * 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
2336 * body_info, skills, etc) 2060 * body_info, skills, etc)
2337 */ 2061 */
2338 SET_FLAG (tmp, FLAG_USE_WEAPON); 2062 tmp->set_flag (FLAG_USE_WEAPON);
2339 SET_FLAG (weapon, FLAG_APPLIED); 2063 weapon->set_flag (FLAG_APPLIED);
2340 tmp->update_stats (); 2064 tmp->update_stats ();
2341 2065
2342 /* 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
2343 * 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 -
2344 * 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.
2364 2088
2365 /* attacktype */ 2089 /* attacktype */
2366 if (!tmp->attacktype) 2090 if (!tmp->attacktype)
2367 tmp->attacktype = AT_PHYSICAL; 2091 tmp->attacktype = AT_PHYSICAL;
2368 2092
2369 mt = NULL;
2370 if (op->materialname != NULL)
2371 mt = name_to_material (op->materialname);
2372 if (mt != NULL)
2373 {
2374 for (i = 0; i < NROFATTACKS; i++) 2093 for (i = 0; i < NROFATTACKS; i++)
2375 tmp->resist[i] = 50 - (mt->save[i] * 5); 2094 tmp->resist[i] = 50 - (op->material->save[i] * 5);
2376 a = mt->save[0]; 2095
2377 } 2096 a = op->material->save[0];
2378 else 2097
2379 {
2380 for (i = 0; i < NROFATTACKS; i++)
2381 tmp->resist[i] = 5;
2382 a = 10;
2383 }
2384 /* Set weapon's immunity */ 2098 /* Set weapon's immunity */
2385 tmp->resist[ATNR_CONFUSION] = 100; 2099 tmp->resist[ATNR_CONFUSION] = 100;
2386 tmp->resist[ATNR_POISON] = 100; 2100 tmp->resist[ATNR_POISON] = 100;
2387 tmp->resist[ATNR_SLOW] = 100; 2101 tmp->resist[ATNR_SLOW] = 100;
2388 tmp->resist[ATNR_PARALYZE] = 100; 2102 tmp->resist[ATNR_PARALYZE] = 100;
2394 2108
2395 /* 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 */
2396 2110
2397 if (a > 14) 2111 if (a > 14)
2398 a = 14; 2112 a = 14;
2113
2399 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));
2400 2115
2401 /* Determine golem's speed */ 2116 /* Determine golem's speed */
2402 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)));
2403 2118
2413 tmp->state = weapon->state; 2128 tmp->state = weapon->state;
2414 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2129 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2415 } 2130 }
2416 2131
2417 /* 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. */
2418 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));
2419 2134
2420 tmp->speed_left = -1; 2135 tmp->speed_left = -1;
2421 tmp->direction = dir; 2136 tmp->direction = dir;
2422 2137
2423 m->insert (tmp, x, y, op); 2138 m->insert (tmp, x, y, op);
2427/* cast_daylight() - changes the map darkness level *lower* */ 2142/* cast_daylight() - changes the map darkness level *lower* */
2428 2143
2429/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2144/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2430 * This changes the light level for the entire map. 2145 * This changes the light level for the entire map.
2431 */ 2146 */
2432
2433int 2147int
2434cast_change_map_lightlevel (object *op, object *caster, object *spell) 2148cast_change_map_lightlevel (object *op, object *caster, object *spell)
2435{ 2149{
2436 int success; 2150 int success;
2437 2151
2441 success = op->map->change_map_light (spell->stats.dam); 2155 success = op->map->change_map_light (spell->stats.dam);
2442 2156
2443 if (!success) 2157 if (!success)
2444 { 2158 {
2445 if (spell->stats.dam < 0) 2159 if (spell->stats.dam < 0)
2446 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2160 op->failmsg ("It can be no brighter here.");
2447 else 2161 else
2448 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2162 op->failmsg ("It can be no darker here.");
2449 } 2163 }
2164
2450 return success; 2165 return success;
2451} 2166}
2452
2453
2454
2455
2456 2167
2457/* 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.
2458 * 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,
2459 * spell is the spell object itself. 2170 * spell is the spell object itself.
2460 */ 2171 */
2466 2177
2467 new_aura = present_arch_in_ob (spell->other_arch, op); 2178 new_aura = present_arch_in_ob (spell->other_arch, op);
2468 if (new_aura) 2179 if (new_aura)
2469 refresh = 1; 2180 refresh = 1;
2470 else 2181 else
2471 new_aura = arch_to_object (spell->other_arch); 2182 new_aura = spell->other_arch->instance ();
2472 2183
2473 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);
2474 2185
2475 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);
2476 2187
2477 new_aura->set_owner (op);
2478 set_spell_skill (op, caster, spell, new_aura); 2188 set_spell_skill (op, caster, spell, new_aura);
2479 new_aura->attacktype = spell->attacktype; 2189 new_aura->attacktype = spell->attacktype;
2480 2190
2481 new_aura->level = caster_level (caster, spell); 2191 new_aura->level = casting_level (caster, spell);
2192
2482 if (refresh) 2193 if (refresh)
2483 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.");
2484 else 2195 else
2485 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
2486 insert_ob_in_ob (new_aura, op); 2198 insert_ob_in_ob (new_aura, op);
2199 new_aura->set_owner (op);
2200
2487 return 1; 2201 return 1;
2488} 2202}
2489
2490 2203
2491/* 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,
2492 * 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
2493 * around him. 2206 * around him.
2494 * Aura parameters: 2207 * Aura parameters:
2495 * duration: duration counter. 2208 * duration: duration counter.
2496 * attacktype: aura's attacktype 2209 * attacktype: aura's attacktype
2497 * other_arch: archetype to drop where we attack 2210 * other_arch: archetype to drop where we attack
2498 */ 2211 */
2499
2500void 2212void
2501move_aura (object *aura) 2213move_aura (object *aura)
2502{ 2214{
2503 int i, mflags;
2504 object *env;
2505 maptile *m;
2506
2507 /* auras belong in inventories */ 2215 /* auras belong in inventories */
2508 env = aura->env; 2216 object *env = aura->env;
2217 object *owner = aura->owner;
2509 2218
2510 /* no matter what we've gotta remove the aura... 2219 /* no matter what we've gotta remove the aura...
2511 * we'll put it back if its time isn't up. 2220 * we'll put it back if its time isn't up.
2512 */ 2221 */
2513 aura->remove (); 2222 aura->remove ();
2518 aura->destroy (); 2227 aura->destroy ();
2519 return; 2228 return;
2520 } 2229 }
2521 2230
2522 /* auras only exist in inventories */ 2231 /* auras only exist in inventories */
2523 if (env == NULL || env->map == NULL) 2232 if (!env || !env->map)
2524 { 2233 {
2525 aura->destroy (); 2234 aura->destroy ();
2526 return; 2235 return;
2527 } 2236 }
2528 2237
2529 /* we need to jump out of the inventory for a bit 2238 /* we need to jump out of the inventory for a bit
2530 * in order to hit the map conveniently. 2239 * in order to hit the map conveniently.
2531 */ 2240 */
2532 aura->insert_at (env, aura); 2241 aura->insert_at (env, aura);
2533 2242
2534 for (i = 1; i < 9; i++) 2243 for (int i = 1; i < 9; i++)
2535 { 2244 {
2536 sint16 nx, ny; 2245 mapxy pos (env);
2246 pos.move (i);
2537 2247
2538 nx = aura->x + freearr_x[i];
2539 ny = aura->y + freearr_y[i];
2540 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2541
2542 /* Consider the movement tyep of the person with the aura as 2248 /* Consider the movement type of the person with the aura as
2543 * movement type of the aura. Eg, if the player is flying, the aura 2249 * movement type of the aura. Eg, if the player is flying, the aura
2544 * is flying also, if player is walking, it is on the ground, etc. 2250 * is flying also, if player is walking, it is on the ground, etc.
2545 */ 2251 */
2546 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)))
2547 { 2253 {
2548 hit_map (aura, i, aura->attacktype, 0); 2254 hit_map (aura, i, aura->attacktype, 0);
2549 2255
2550 if (aura->other_arch) 2256 if (aura->other_arch)
2551 m->insert (arch_to_object (aura->other_arch), nx, ny, aura); 2257 pos.insert (aura->other_arch->instance (), aura);
2552 } 2258 }
2553 } 2259 }
2554 2260
2555 /* put the aura back in the player's inventory */ 2261 /* put the aura back in the player's inventory */
2556 aura->remove (); 2262 env->insert (aura);
2557 insert_ob_in_ob (aura, env); 2263 aura->set_owner (owner);
2558} 2264}
2559 2265
2560/* moves the peacemaker spell. 2266/* moves the peacemaker spell.
2561 * op is the piece object. 2267 * op is the piece object.
2562 */ 2268 */
2563
2564void 2269void
2565move_peacemaker (object *op) 2270move_peacemaker (object *op)
2566{ 2271{
2567 object *tmp; 2272 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2568
2569 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2570 { 2273 {
2571 int atk_lev, def_lev; 2274 int atk_lev, def_lev;
2572 object *victim = tmp; 2275 object *victim = tmp->head_ ();
2573 2276
2574 if (tmp->head) 2277 if (!victim->flag [FLAG_MONSTER])
2575 victim = tmp->head;
2576 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2577 continue; 2278 continue;
2578 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2279
2280 if (victim->flag [FLAG_UNAGGRESSIVE])
2579 continue; 2281 continue;
2282
2580 if (victim->stats.exp == 0) 2283 if (victim->stats.exp == 0)
2581 continue; 2284 continue;
2582 2285
2583 def_lev = MAX (1, victim->level); 2286 def_lev = max (1, victim->level);
2584 atk_lev = MAX (1, op->level); 2287 atk_lev = max (1, op->level);
2585 2288
2586 if (rndm (0, atk_lev - 1) > def_lev) 2289 if (rndm (0, atk_lev - 1) > def_lev)
2587 { 2290 {
2588 /* make this sucker peaceful. */ 2291 /* make this sucker peaceful. */
2589 2292
2293 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2590 change_exp (op->owner, victim->stats.exp, op->skill, 0); 2294 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2591 victim->stats.exp = 0; 2295 victim->stats.exp = 0;
2592#if 0 2296#if 0
2593 /* No idea why these were all set to zero - if something 2297 /* No idea why these were all set to zero - if something
2594 * makes this creature agressive, he should still do damage. 2298 * makes this creature agressive, he should still do damage.
2597 victim->stats.sp = 0; 2301 victim->stats.sp = 0;
2598 victim->stats.grace = 0; 2302 victim->stats.grace = 0;
2599 victim->stats.Pow = 0; 2303 victim->stats.Pow = 0;
2600#endif 2304#endif
2601 victim->attack_movement = RANDO2; 2305 victim->attack_movement = RANDO2;
2602 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2306 victim->set_flag (FLAG_UNAGGRESSIVE);
2603 SET_FLAG (victim, FLAG_RUN_AWAY); 2307 victim->set_flag (FLAG_RUN_AWAY);
2604 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2308 victim->set_flag (FLAG_RANDOM_MOVE);
2605 CLEAR_FLAG (victim, FLAG_MONSTER); 2309 victim->clr_flag (FLAG_MONSTER);
2310
2606 if (victim->name) 2311 if (victim->name)
2607 {
2608 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);
2609 } 2313 }
2610 }
2611 } 2314 }
2612} 2315}
2613
2614 2316
2615/* This writes a rune that contains the appropriate message. 2317/* This writes a rune that contains the appropriate message.
2616 * There really isn't any adjustments we make. 2318 * There really isn't any adjustments we make.
2617 */ 2319 */
2618
2619int 2320int
2620write_mark (object *op, object *spell, const char *msg) 2321write_mark (object *op, object *spell, const char *msg)
2621{ 2322{
2622 char rune[HUGE_BUF];
2623 object *tmp;
2624
2625 if (!msg || msg[0] == 0) 2323 if (!msg || msg[0] == 0)
2626 { 2324 {
2627 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2325 op->failmsg ("Write what?");
2628 return 0; 2326 return 0;
2629 } 2327 }
2630 2328
2631 if (strcasestr_local (msg, "endmsg")) 2329 if (!msg_is_safe (msg))
2632 { 2330 {
2633 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.>");
2634 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);
2635 return 0; 2333 return 0;
2636 } 2334 }
2335
2637 if (!spell->other_arch) 2336 if (!spell->other_arch)
2638 return 0; 2337 return 0;
2639 tmp = arch_to_object (spell->other_arch);
2640 2338
2641 snprintf (rune, sizeof (rune), "%s\n", msg); 2339 object *tmp = spell->other_arch->instance ();
2642 2340
2643 tmp->race = op->name; /*Save the owner of the rune */ 2341 tmp->race = op->name; /*Save the owner of the rune */
2644 tmp->msg = rune; 2342 tmp->msg = msg;
2645 2343
2646 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); 2344 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2345
2647 return 1; 2346 return 1;
2648} 2347}
2348

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