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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.52 by root, Thu May 17 14:14:55 2007 UTC vs.
Revision 1.141 by root, Fri Jan 27 22:00:40 2012 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 (©) 2005,2006,2007,2008,2009,2010,2011,2012 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 = archetype::get (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.
386 */ 392 */
387 op->invisible += spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 393 op->invisible += spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
394
388 /* max duration */ 395 /* limit duration */
389 if (op->invisible > 1000) 396 min_it (op->invisible, 1000);
390 op->invisible = 1000;
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 = archetype::get (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 /* The first thing to do is to check if we have a marked destination
645 * dummy is used to make a check inventory for the force
646 */
647 dummy = arch_to_object (spell->other_arch);
648 if (dummy == NULL)
649 {
650 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
651 LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name);
652 return 0;
653 }
654
655 force = check_inv_recursive (op, dummy);
656
657 if (force == NULL)
658 {
659 /* Here we know there is no destination marked up.
660 * We have 2 things to do:
661 * 1. Mark the destination in the player inventory.
662 * 2. Let the player know it worked.
663 */
664 dummy->name = op->map->path;
665 EXIT_X (dummy) = op->x;
666 EXIT_Y (dummy) = op->y;
667 insert_ob_in_ob (dummy, op);
668 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.");
669 return 1;
670 }
671
672 dummy->destroy ();
673
674 /* Here we know where the town portal should go to
675 * We should kill any existing portal associated with the player.
676 * Than we should create the 2 portals.
677 * For each of them, we need:
678 * - To create the portal with the name of the player+destination map
679 * - set the owner of the town portal
680 * - To mark the position of the portal in the player's inventory
681 * for easier destruction.
682 *
683 * The mark works has follow:
684 * slaying: Existing town portal
685 * hp, sp : x & y of the associated portal
686 * name : name of the portal
687 * race : map the portal is in
688 */
689
690 /* First step: killing existing town portals */
691 dummy = get_archetype (spell->race);
692 if (dummy == NULL)
693 {
694 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
695 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
696 return 0;
697 }
698
699 perm_portal = archetype::find (spell->slaying);
700
701 /* To kill a town portal, we go trough the player's inventory,
702 * for each marked portal in player's inventory,
703 * -We try load the associated map (if impossible, consider the portal destructed)
704 * -We find any portal in the specified location.
705 * If it has the good name, we destruct it.
706 * -We destruct the force indicating that portal.
707 */
708 while ((old_force = check_inv_recursive (op, dummy)))
709 {
710 exitmap = maptile::find_sync (old_force->race, op->map);
711
712 if (exitmap)
713 {
714 exitmap->load_sync ();
715
716 int exitx = EXIT_X (old_force);
717 int exity = EXIT_Y (old_force);
718
719 for (object *tmp = present_arch (perm_portal, exitmap, exitx, exity); tmp; tmp = tmp->above)
720 {
721 if (tmp->name == old_force->name)
722 {
723 tmp->destroy ();
724 break;
725 }
726 }
727 }
728
729 old_force->destroy ();
730 }
731
732 dummy->destroy ();
733
734 /* Creating the portals.
735 * The very first thing to do is to ensure
736 * access to the destination map.
737 * If we can't, don't fizzle. Simply warn player.
738 * This ensure player pays his mana for the spell
739 * because HE is responsible of forgotting.
740 * 'force' is the destination of the town portal, which we got
741 * from the players inventory above.
742 */
743
744 /* Ensure exit map is loaded */
745 exitmap = maptile::find_sync (force->name);
746
747 /* If we were unable to load (ex. random map deleted), warn player */
748 if (!exitmap)
749 {
750 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens. You can't remember where to go!?");
751 force->destroy ();
752 return 1;
753 }
754
755 exitmap->load_sync ();
756
757 op_level = caster_level (caster, spell);
758 if (op_level < 15)
759 snprintf (portal_message, 1024,
760 "The air moves around you and a huge smell of ammonia surounds you as you pass through %s's tiny portal. Pouah!\n",
761 &op->name);
762 else if (op_level < 30)
763 snprintf (portal_message, 1024,
764 "%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);
765 else if (op_level < 60)
766 snprintf (portal_message, 1024, "A shining door opens in the air in front of you, showing you the path to another place.\n");
767 else
768 snprintf (portal_message, 1024, "As you walk through %s's portal, flowers come out from the ground around you. You feel awed.\n",
769 &op->name);
770
771 /* Create a portal in front of player
772 * dummy contain the portal and
773 * force contain the track to kill it later
774 */
775 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
776 dummy = get_archetype (spell->slaying); /*The portal */
777 if (dummy == NULL)
778 {
779 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
780 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
781 return 0;
782 }
783
784 EXIT_PATH (dummy) = force->name;
785 EXIT_X (dummy) = EXIT_X (force);
786 EXIT_Y (dummy) = EXIT_Y (force);
787 dummy->name = dummy->name_pl = portal_name;
788 dummy->msg = portal_message;
789 dummy->race = op->name; /*Save the owner of the portal */
790 cast_create_obj (op, caster, dummy, 0);
791
792 /* Now we need to to create a town portal marker inside the player
793 * object, so on future castings, we can know that he has an active
794 * town portal.
795 */
796 object *tmp = get_archetype (spell->race);
797
798 if (!tmp)
799 {
800 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
801 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
802 return 0;
803 }
804
805 tmp->race = op->map->path;
806 tmp->name = portal_name;
807 EXIT_X (tmp) = dummy->x;
808 EXIT_Y (tmp) = dummy->y;
809 op->insert (tmp);
810
811 /* Create a portal in the destination map
812 * dummy contain the portal and
813 * force the track to kill it later
814 * the 'force' variable still contains the 'reminder' of
815 * where this portal goes to.
816 */
817 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &op->map->path);
818 dummy = get_archetype (spell->slaying); /*The portal */
819 if (dummy == NULL)
820 {
821 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
822 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
823 return 0;
824 }
825
826 EXIT_PATH (dummy) = op->map->path;
827 EXIT_X (dummy) = op->x;
828 EXIT_Y (dummy) = op->y;
829 dummy->name = dummy->name_pl = portal_name;
830 dummy->msg = portal_message;
831 dummy->race = op->name; /*Save the owner of the portal */
832 exitmap->insert (dummy, EXIT_X (force), EXIT_Y (force), op);
833
834 /* Now we create another town portal marker that
835 * points back to the one we just made
836 */
837 tmp = get_archetype (spell->race);
838 if (tmp == NULL)
839 {
840 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
841 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
842 return 0;
843 }
844
845 tmp->race = force->name;
846 tmp->name = portal_name;
847 EXIT_X (tmp) = dummy->x;
848 EXIT_Y (tmp) = dummy->y;
849 insert_ob_in_ob (tmp, op);
850
851 /* Describe the player what happened
852 */
853 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
854 force->destroy ();
855 598
856 return 1; 599 return 1;
857} 600}
858 601
859/* This creates magic walls. Really, it can create most any object, 602/* This creates magic walls. Really, it can create most any object,
885 628
886 if ((spell_ob->move_block || x != op->x || y != op->y) && 629 if ((spell_ob->move_block || x != op->x || y != op->y) &&
887 (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) ||
888 ((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)))
889 { 632 {
890 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 633 op->failmsg ("Something is in the way.");
891 return 0; 634 return 0;
892 } 635 }
893 636
894 if (spell_ob->other_arch) 637 if (spell_ob->other_arch)
895 tmp = arch_to_object (spell_ob->other_arch); 638 tmp = spell_ob->other_arch->instance ();
896 else if (spell_ob->race) 639 else if (spell_ob->race)
897 { 640 {
898 char buf1[MAX_BUF]; 641 char buf1[MAX_BUF];
899 642
900 sprintf (buf1, spell_ob->race, dir); 643 sprintf (buf1, spell_ob->race, dir);
904 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 647 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
905 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 648 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
906 return 0; 649 return 0;
907 } 650 }
908 651
909 tmp = arch_to_object (at); 652 tmp = at->instance ();
910 } 653 }
911 else 654 else
912 { 655 {
913 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);
914 return 0; 657 return 0;
919 tmp->attacktype = spell_ob->attacktype; 662 tmp->attacktype = spell_ob->attacktype;
920 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);
921 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);
922 tmp->range = 0; 665 tmp->range = 0;
923 } 666 }
924 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 667 else if (tmp->flag [FLAG_ALIVE])
925 { 668 {
926 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);
927 tmp->stats.maxhp = tmp->stats.hp; 670 tmp->stats.maxhp = tmp->stats.hp;
928 } 671 }
929 672
930 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])
931 { 674 {
932 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);
933 SET_FLAG (tmp, FLAG_IS_USED_UP); 676 tmp->set_flag (FLAG_IS_USED_UP);
934 } 677 }
935 678
936 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 679 if (spell_ob->flag [FLAG_TEAR_DOWN])
937 { 680 {
938 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);
939 tmp->stats.maxhp = tmp->stats.hp; 682 tmp->stats.maxhp = tmp->stats.hp;
940 SET_FLAG (tmp, FLAG_TEAR_DOWN); 683 tmp->set_flag (FLAG_TEAR_DOWN);
941 SET_FLAG (tmp, FLAG_ALIVE); 684 tmp->set_flag (FLAG_ALIVE);
942 } 685 }
943 686
944 /* 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,
945 * 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
946 * earthwalls, though, so they survive restarts. 689 * earthwalls, though, so they survive restarts.
947 */ 690 */
948 if (tmp->type != EARTHWALL) //TODO 691 if (tmp->type != EARTHWALL) //TODO
949 tmp->set_owner (op); 692 tmp->set_owner (op);
950 693
951 set_spell_skill (op, caster, spell_ob, tmp); 694 set_spell_skill (op, caster, spell_ob, tmp);
952 tmp->level = caster_level (caster, spell_ob) / 2; 695 tmp->level = casting_level (caster, spell_ob) / 2;
953 696
954 name = tmp->name; 697 name = tmp->name;
955 if (!(tmp = m->insert (tmp, x, y, op))) 698 if (!(tmp = m->insert (tmp, x, y, op)))
956 { 699 {
957 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);
958 return 0; 701 return 0;
959 } 702 }
960 703
961 /* 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 */
962 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 705 if (tmp->other_arch && tmp->other_arch->type == SPELL)
963 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 706 insert_ob_in_ob (tmp->other_arch->instance (), tmp);
964 707
965 /* This code causes the wall to extend some distance in 708 /* This code causes the wall to extend some distance in
966 * each direction, or until an obstruction is encountered. 709 * each direction, or until an obstruction is encountered.
967 * posblocked and negblocked help determine how far the 710 * posblocked and negblocked help determine how far the
968 * created wall can extend, it won't go extend through 711 * created wall can extend, it won't go extend through
987 { 730 {
988 object *tmp2 = tmp->clone (); 731 object *tmp2 = tmp->clone ();
989 m->insert (tmp2, x, y, op); 732 m->insert (tmp2, x, y, op);
990 733
991 /* 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 */
992 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 735 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
993 tmp2->insert (arch_to_object (tmp2->other_arch)); 736 tmp2->insert (tmp2->other_arch->instance ());
994 737
995 } 738 }
996 else 739 else
997 posblocked = 1; 740 posblocked = 1;
998 741
1004 ((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)
1005 { 748 {
1006 object *tmp2 = tmp->clone (); 749 object *tmp2 = tmp->clone ();
1007 m->insert (tmp2, x, y, op); 750 m->insert (tmp2, x, y, op);
1008 751
1009 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 752 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1010 tmp2->insert (arch_to_object (tmp2->other_arch)); 753 tmp2->insert (tmp2->other_arch->instance ());
1011 } 754 }
1012 else 755 else
1013 negblocked = 1; 756 negblocked = 1;
1014 } 757 }
1015 758
1016 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) 759 if (tmp->flag [FLAG_BLOCKSVIEW])
1017 update_all_los (op->map, op->x, op->y); 760 update_all_los (op->map, op->x, op->y);
1018 761
1019 return 1; 762 return 1;
1020} 763}
1021 764
1022int 765int
1023dimension_door (object *op, object *caster, object *spob, int dir) 766dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
1024{ 767{
1025 uint32 dist, maxdist; 768 uint32 dist, maxdist;
1026 int mflags; 769 int mflags;
1027 maptile *m; 770 maptile *m;
1028 sint16 sx, sy; 771 sint16 sx, sy;
1030 if (op->type != PLAYER) 773 if (op->type != PLAYER)
1031 return 0; 774 return 0;
1032 775
1033 if (!dir) 776 if (!dir)
1034 { 777 {
1035 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?"); 778 op->failmsg ("In what direction?");
1036 return 0; 779 return 0;
1037 } 780 }
1038 781
1039 /* 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
1040 * ever, so put limits in. 783 * ever, so put limits in.
1041 */ 784 */
1042 maxdist = spob->range + SP_level_range_adjust (caster, spob); 785 maxdist = spob->range + SP_level_range_adjust (caster, spob);
1043 786
1044 if (op->contr->count) 787 if (spellparam)
1045 { 788 {
789 int count = atoi (spellparam);
790
1046 if (op->contr->count > maxdist) 791 if (count > maxdist)
1047 { 792 {
1048 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!"); 793 op->failmsg ("You can't dimension door that far!");
1049 return 0; 794 return 0;
1050 } 795 }
1051 796
1052 for (dist = 0; dist < op->contr->count; dist++) 797 for (dist = 0; dist < count; dist++)
1053 { 798 {
1054 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);
1055 800
1056 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 801 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
1057 break; 802 break;
1058 803
1059 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)))
1060 break; 805 break;
1061 } 806 }
1062 807
1063 if (dist < op->contr->count) 808 if (dist < count)
1064 { 809 {
1065 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");
1066 op->contr->count = 0;
1067 return 0; 811 return 0;
1068 } 812 }
1069
1070 op->contr->count = 0;
1071 813
1072 /* Remove code that puts player on random space on maps. IMO, 814 /* Remove code that puts player on random space on maps. IMO,
1073 * 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,
1074 * 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
1075 * by such squares). Also, there are probably treasure rooms and 817 * by such squares). Also, there are probably treasure rooms and
1117 break; 859 break;
1118 860
1119 } 861 }
1120 if (!dist) 862 if (!dist)
1121 { 863 {
1122 new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n"); 864 op->failmsg ("Your spell failed!\n");
1123 return 0; 865 return 0;
1124 } 866 }
1125 } 867 }
1126 868
1127 /* Actually move the player now */ 869 /* Actually move the player now */
1128 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)))
1129 return 1; 871 return 1;
1130 872
1131 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
1132 return 1; 875 return 1;
1133} 876}
1134
1135 877
1136/* cast_heal: Heals something. 878/* cast_heal: Heals something.
1137 * op is the caster. 879 * op is the caster.
1138 * dir is the direction he is casting it in. 880 * dir is the direction he is casting it in.
1139 * spell is the spell object. 881 * spell is the spell object.
1166 { 908 {
1167 /* See how many points we actually heal. Instead of messages 909 /* See how many points we actually heal. Instead of messages
1168 * based on type of spell, we instead do messages based 910 * based on type of spell, we instead do messages based
1169 * on amount of damage healed. 911 * on amount of damage healed.
1170 */ 912 */
1171 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 913 if (heal > tmp->stats.maxhp - tmp->stats.hp)
1172 heal = tmp->stats.maxhp - tmp->stats.hp; 914 heal = tmp->stats.maxhp - tmp->stats.hp;
915
1173 tmp->stats.hp += heal; 916 tmp->stats.hp += heal;
1174 917
1175 if (tmp->stats.hp >= tmp->stats.maxhp) 918 if (tmp->stats.hp >= tmp->stats.maxhp)
1176 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 919 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1177 else if (heal > 50) 920 else if (heal > 50)
1186 success = 1; 929 success = 1;
1187 } 930 }
1188 } 931 }
1189 932
1190 if (spell->attacktype & AT_DISEASE) 933 if (spell->attacktype & AT_DISEASE)
1191 if (cure_disease (tmp, op)) 934 if (cure_disease (tmp, op, spell))
1192 success = 1; 935 success = 1;
1193 936
1194 if (spell->attacktype & AT_POISON) 937 if (spell->attacktype & AT_POISON)
1195 { 938 {
1196 at = archetype::find ("poisoning"); 939 at = archetype::find (shstr_poisoning);
1197 poison = present_arch_in_ob (at, tmp); 940 poison = present_arch_in_ob (at, tmp);
1198 if (poison) 941 if (poison)
1199 { 942 {
1200 success = 1; 943 success = 1;
1201 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 944 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1203 } 946 }
1204 } 947 }
1205 948
1206 if (spell->attacktype & AT_CONFUSION) 949 if (spell->attacktype & AT_CONFUSION)
1207 { 950 {
1208 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 951 poison = present_in_ob_by_name (FORCE, shstr_confusion, tmp);
1209 if (poison) 952 if (poison)
1210 { 953 {
1211 success = 1; 954 success = 1;
1212 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 955 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1213 poison->duration = 1; 956 poison->duration = 1;
1214 } 957 }
1215 } 958 }
1216 959
1217 if (spell->attacktype & AT_BLIND) 960 if (spell->attacktype & AT_BLIND)
1218 { 961 {
1219 at = archetype::find ("blindness"); 962 at = archetype::find (shstr_blindness);
1220 poison = present_arch_in_ob (at, tmp); 963 poison = present_arch_in_ob (at, tmp);
1221 if (poison) 964 if (poison)
1222 { 965 {
1223 success = 1; 966 success = 1;
1224 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.");
1242 tmp->stats.grace = tmp->stats.maxgrace; 985 tmp->stats.grace = tmp->stats.maxgrace;
1243 success = 1; 986 success = 1;
1244 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!");
1245 } 988 }
1246 989
1247 if (spell->stats.food && tmp->stats.food < 999) 990 if (spell->stats.food && tmp->stats.food < MAX_FOOD)
1248 { 991 {
1249 tmp->stats.food += spell->stats.food; 992 tmp->stats.food += spell->stats.food;
1250 if (tmp->stats.food > 999) 993 min_it (tmp->stats.food, MAX_FOOD);
1251 tmp->stats.food = 999; 994
1252 success = 1; 995 success = 1;
1253 /* 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 */
1254 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");
1255 } 998 }
1256 999
1257 return success; 1000 return success;
1258} 1001}
1259
1260 1002
1261/* 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
1262 * 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
1263 * good comments for those. 1005 * good comments for those.
1264 */ 1006 */
1265static const char *const no_gain_msgs[NUM_STATS] = { 1007static const char *const no_gain_msgs[NUM_STATS] = {
1266 "You grow no stronger.", 1008 "You grow no stronger.",
1267 "You grow no more agile.", 1009 "You grow no more agile.",
1268 "You don't feel any healthier.", 1010 "You don't feel any healthier.",
1269 "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."
1270 "You are no easier to look at.", 1014 "You are no easier to look at.",
1271 "no int",
1272 "no pow"
1273}; 1015};
1274 1016
1275int 1017int
1018change_ability_duration (object *spell, object *caster)
1019{
1020 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1021}
1022
1023int
1276cast_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)
1277{ 1025{
1278 object *force = NULL; 1026 object *force = 0;
1279 int i; 1027 int i;
1280 1028
1281 /* 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. */
1282 object *tmp = dir 1030 object *tmp = dir
1283 ? find_target_for_friendly_spell (op, dir) 1031 ? find_target_for_friendly_spell (op, dir)
1284 : op; 1032 : op;
1285 1033
1286 if (!tmp) 1034 if (!tmp)
1287 return 0; 1035 return 0;
1288 1036
1289 /* 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. */
1297 break; 1045 break;
1298 } 1046 }
1299 else if (spell_ob->race && spell_ob->race == tmp2->name) 1047 else if (spell_ob->race && spell_ob->race == tmp2->name)
1300 { 1048 {
1301 if (!silent) 1049 if (!silent)
1302 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
1303 return 0; 1053 return 0;
1304 } 1054 }
1305 } 1055 }
1306 } 1056 }
1057
1058 int duration = change_ability_duration (spell_ob, caster);
1059
1307 if (force == NULL) 1060 if (force)
1308 {
1309 force = get_archetype (FORCE_NAME);
1310 force->subtype = FORCE_CHANGE_ABILITY;
1311 if (spell_ob->race)
1312 force->name = spell_ob->race;
1313 else
1314 force->name = spell_ob->name;
1315 force->name_pl = spell_ob->name;
1316 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1317
1318 } 1061 {
1319 else
1320 {
1321 int duration;
1322
1323 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1324 if (duration > force->duration) 1062 if (duration > force->duration)
1325 { 1063 {
1326 force->duration = duration; 1064 force->duration = duration;
1327 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.");
1328 } 1066 }
1329 else 1067 else
1330 {
1331 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.");
1332 } 1069
1333 return 1; 1070 return 1;
1334 } 1071 }
1335 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 = archetype::get (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
1336 force->speed = 1.0; 1088 force->speed = 1.0;
1337 force->speed_left = -1.0; 1089 force->speed_left = -1.0;
1338 SET_FLAG (force, FLAG_APPLIED); 1090 force->set_flag (FLAG_APPLIED);
1339 1091
1340 /* Now start processing the effects. First, protections */ 1092 /* Now start processing the effects. First, protections */
1341 for (i = 0; i < NROFATTACKS; i++) 1093 for (i = 0; i < NROFATTACKS; i++)
1342 {
1343 if (spell_ob->resist[i]) 1094 if (spell_ob->resist[i])
1344 {
1345 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob); 1095 force->resist[i] = min (100, spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob));
1346 if (force->resist[i] > 100) 1096
1347 force->resist[i] = 100;
1348 }
1349 }
1350 if (spell_ob->stats.hp) 1097 if (spell_ob->stats.hp)
1351 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob); 1098 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1352 1099
1353 if (tmp->type == PLAYER) 1100 if (tmp->type == PLAYER)
1354 { 1101 {
1372 } 1119 }
1373 } 1120 }
1374 1121
1375 force->move_type = spell_ob->move_type; 1122 force->move_type = spell_ob->move_type;
1376 1123
1377 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK)) 1124 if (spell_ob->flag [FLAG_SEE_IN_DARK])
1378 SET_FLAG (force, FLAG_SEE_IN_DARK); 1125 force->set_flag (FLAG_SEE_IN_DARK);
1379 1126
1380 if (QUERY_FLAG (spell_ob, FLAG_XRAYS)) 1127 if (spell_ob->flag [FLAG_XRAYS])
1381 SET_FLAG (force, FLAG_XRAYS); 1128 force->set_flag (FLAG_XRAYS);
1382 1129
1383 /* Haste/bonus speed */ 1130 /* Haste/bonus speed */
1384 if (spell_ob->stats.exp) 1131 if (spell_ob->stats.exp)
1385 { 1132 {
1386 if (op->speed > 0.5f) 1133 if (op->speed > 0.5f)
1394 force->attacktype = spell_ob->attacktype; 1141 force->attacktype = spell_ob->attacktype;
1395 1142
1396 insert_ob_in_ob (force, tmp); 1143 insert_ob_in_ob (force, tmp);
1397 change_abil (tmp, force); /* Mostly to display any messages */ 1144 change_abil (tmp, force); /* Mostly to display any messages */
1398 tmp->update_stats (); 1145 tmp->update_stats ();
1146
1399 return 1; 1147 return 1;
1400} 1148}
1401 1149
1402/* This used to be part of cast_change_ability, but it really didn't make 1150/* This used to be part of cast_change_ability, but it really didn't make
1403 * a lot of sense, since most of the values it derives are from the god 1151 * a lot of sense, since most of the values it derives are from the god
1404 * of the caster. 1152 * of the caster.
1405 */ 1153 */
1406
1407int 1154int
1408cast_bless (object *op, object *caster, object *spell_ob, int dir) 1155cast_bless (object *op, object *caster, object *spell_ob, int dir)
1409{ 1156{
1410 int i; 1157 int i;
1411 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1158 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1412 1159
1413 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1160 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1414 if (dir != 0) 1161 if (dir != 0)
1415 { 1162 {
1416 tmp = find_target_for_friendly_spell (op, dir); 1163 tmp = find_target_for_friendly_spell (op, dir);
1164
1165 if (!tmp)
1166 return 0;
1417 } 1167 }
1418 else 1168 else
1419 {
1420 tmp = op; 1169 tmp = op;
1421 }
1422 1170
1423 /* If we've already got a force of this type, don't add a new one. */ 1171 /* If we've already got a force of this type, don't add a new one. */
1424 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1172 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1425 { 1173 {
1426 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1174 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1427 { 1175 {
1428 if (tmp2->name == spell_ob->name) 1176 if (tmp2->name == spell_ob->name)
1429 { 1177 {
1435 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 1183 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1436 return 0; 1184 return 0;
1437 } 1185 }
1438 } 1186 }
1439 } 1187 }
1188
1440 if (force == NULL) 1189 if (force == NULL)
1441 { 1190 {
1442 force = get_archetype (FORCE_NAME); 1191 force = archetype::get (FORCE_NAME);
1443 force->subtype = FORCE_CHANGE_ABILITY; 1192 force->subtype = FORCE_CHANGE_ABILITY;
1444 if (spell_ob->race) 1193 if (spell_ob->race)
1445 force->name = spell_ob->race; 1194 force->name = spell_ob->race;
1446 else 1195 else
1447 force->name = spell_ob->name; 1196 force->name = spell_ob->name;
1462 { 1211 {
1463 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1212 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1464 } 1213 }
1465 return 0; 1214 return 0;
1466 } 1215 }
1216
1467 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1217 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1468 force->speed = 1.0; 1218 force->speed = 1.0;
1469 force->speed_left = -1.0; 1219 force->speed_left = -1.0;
1470 SET_FLAG (force, FLAG_APPLIED); 1220 force->set_flag (FLAG_APPLIED);
1471 1221
1472 if (!god) 1222 if (!god)
1473 { 1223 {
1474 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty."); 1224 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1475 } 1225 }
1476 else 1226 else
1477 { 1227 {
1478 /* Only give out good benefits, and put a max on it */ 1228 /* Only give out good benefits, and put a max on it */
1479 for (i = 0; i < NROFATTACKS; i++) 1229 for (i = 0; i < NROFATTACKS; i++)
1480 {
1481 if (god->resist[i] > 0) 1230 if (god->resist[i] > 0)
1482 {
1483 force->resist[i] = MIN (god->resist[i], spell_ob->resist[ATNR_GODPOWER]); 1231 force->resist[i] = min (god->resist[i], spell_ob->resist[ATNR_GODPOWER]);
1484 } 1232
1485 }
1486 force->path_attuned |= god->path_attuned; 1233 force->path_attuned |= god->path_attuned;
1487 1234
1488 if (spell_ob->attacktype) 1235 if (spell_ob->attacktype)
1489 force->slaying = god->slaying; 1236 force->slaying = god->slaying;
1490 1237
1509} 1256}
1510 1257
1511/* Alchemy code by Mark Wedel 1258/* Alchemy code by Mark Wedel
1512 * 1259 *
1513 * This code adds a new spell, called alchemy. Alchemy will turn 1260 * This code adds a new spell, called alchemy. Alchemy will turn
1514 * objects to gold nuggets, the value of the gold nuggets being 1261 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1515 * about 90% of that of the item itself. It uses the value of the
1516 * object before charisma adjustments, because the nuggets themselves
1517 * will be will be adjusted by charisma when sold.
1518 * 1262 *
1519 * Large nuggets are worth 25 gp each (base). You will always get 1263 * The value of the gold nuggets being about 90% of that of the item
1520 * the maximum number of large nuggets you could get. 1264 * itself. It uses the value of the object before charisma adjustments,
1521 * Small nuggets are worth 1 gp each (base). You will get from 0 1265 * because the nuggets themselves will be will be adjusted by charisma
1522 * to the max amount of small nuggets as you could get. 1266 * when sold.
1523 *
1524 * For example, if an item is worth 110 gold, you will get
1525 * 4 large nuggets, and from 0-10 small nuggets.
1526 * 1267 *
1527 * There is also a chance (1:30) that you will get nothing at all 1268 * There is also a chance (1:30) that you will get nothing at all
1528 * for the object. There is also a maximum weight that will be 1269 * for the object. There is also a maximum weight that will be
1529 * alchemised. 1270 * alchemised.
1530 */ 1271 */
1531static void 1272static void
1532alchemy_object (object *obj, uint64 &total_value, int &total_weight) 1273alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1533{ 1274{
1534 uint64 value = query_cost (obj, NULL, F_TRUE); 1275 uint64 value = query_cost (obj, NULL, F_TRUE);
1535 1276
1536 /* Give third price when we alchemy money (This should hopefully 1277 /* Give third price when we alchemy money (this should hopefully
1537 * make it so that it isn't worth it to alchemy money, sell 1278 * make it so that it isn't worth it to alchemy money, sell
1538 * the nuggets, alchemy the gold from that, etc. 1279 * the nuggets, alchemy the gold from that, etc.
1539 * Otherwise, give 9 silver on the gold for other objects, 1280 * Otherwise, give 9 silver on the gold for other objects,
1540 * so that it would still be more affordable to haul 1281 * so that it would still be more affordable to haul
1541 * the stuff back to town. 1282 * the stuff back to town.
1542 */ 1283 */
1543 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1284 if (obj->flag [FLAG_UNPAID])
1544 value = 0; 1285 value = 0;
1545 else if (obj->type == MONEY || obj->type == GEM) 1286 else if (obj->type == MONEY || obj->type == GEM)
1546 value /= 3; 1287 value /= 3;
1547 else 1288 else
1548 value = value * 9 / 10; 1289 value = value * 9 / 10;
1553 total_weight += obj->total_weight (); 1294 total_weight += obj->total_weight ();
1554 1295
1555 obj->destroy (); 1296 obj->destroy ();
1556} 1297}
1557 1298
1558static void
1559update_map (object *op, maptile *m, int small_nuggets, object *small, int large_nuggets, object *large, int x, int y)
1560{
1561 int flag = 0;
1562
1563 /* Put any nuggets below the player, but we can only pass this
1564 * flag if we are on the same space as the player
1565 */
1566 if (x == op->x && y == op->y && op->map == m)
1567 flag = INS_BELOW_ORIGINATOR;
1568
1569 if (small_nuggets)
1570 {
1571 object *tmp = small->clone ();
1572 tmp->nrof = small_nuggets;
1573 m->insert (tmp, x, y, op, flag);
1574 }
1575
1576 if (large_nuggets)
1577 {
1578 object *tmp = large->clone ();
1579 tmp->nrof = large_nuggets;
1580 m->insert (tmp, x, y, op, flag);
1581 }
1582
1583 if (object *pl = m->at (x, y).player ())
1584 if (pl->contr->ns)
1585 pl->contr->ns->look_position = 0;
1586}
1587
1588int 1299int
1589alchemy (object *op, object *caster, object *spell_ob) 1300alchemy (object *op, object *caster, object *spell_ob)
1590{ 1301{
1591 if (op->type != PLAYER) 1302 if (op->type != PLAYER)
1592 return 0; 1303 return 0;
1593 1304
1594 object *large = get_archetype ("largenugget"); 1305 archetype *nugget[3];
1595 object *small = get_archetype ("smallnugget"); 1306
1307 nugget[0] = archetype::find (shstr_pyrite3);
1308 nugget[1] = archetype::find (shstr_pyrite2);
1309 nugget[2] = archetype::find (shstr_pyrite);
1596 1310
1597 /* Put a maximum weight of items that can be alchemised. Limits the power 1311 /* Put a maximum weight of items that can be alchemised. Limits the power
1598 * some, and also prevents people from alchemising every table/chair/clock 1312 * some, and also prevents people from alchemising every table/chair/clock
1599 * in sight 1313 * in sight
1600 */ 1314 */
1629 1343
1630 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next) 1344 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1631 { 1345 {
1632 next = tmp->above; 1346 next = tmp->above;
1633 1347
1634 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1348 if (tmp->weight > 0 && !tmp->flag [FLAG_NO_PICK] &&
1635 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1349 !tmp->flag [FLAG_ALIVE] && !tmp->flag [FLAG_IS_CAULDRON])
1636 { 1350 {
1637 if (tmp->inv) 1351 if (tmp->inv)
1638 { 1352 {
1639 object *next1, *tmp1; 1353 object *next1, *tmp1;
1640 1354
1641 for (tmp1 = tmp->inv; tmp1; tmp1 = next1) 1355 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1642 { 1356 {
1643 next1 = tmp1->below; 1357 next1 = tmp1->below;
1644 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1358 if (tmp1->weight > 0 && !tmp1->flag [FLAG_NO_PICK] &&
1645 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1359 !tmp1->flag [FLAG_ALIVE] && !tmp1->flag [FLAG_IS_CAULDRON])
1646 alchemy_object (tmp1, value, weight); 1360 alchemy_object (tmp1, value, weight);
1647 } 1361 }
1648 } 1362 }
1649 1363
1650 alchemy_object (tmp, value, weight); 1364 alchemy_object (tmp, value, weight);
1652 if (weight > weight_max) 1366 if (weight > weight_max)
1653 break; 1367 break;
1654 } 1368 }
1655 } 1369 }
1656 1370
1371 value -= rndm (value >> 4);
1657 value = min (value, value_max); 1372 value = min (value, value_max);
1658 1373
1659 uint64 count = value / large->value; 1374 for (int i = 0; i < array_length (nugget); ++i)
1660 int large_nuggets = count; 1375 if (int nrof = value / nugget [i]->value)
1661 value -= count * large->value;
1662
1663 count = value / small->value;
1664 int small_nuggets = count;
1665
1666 /* Insert all the nuggets at one time. This probably saves time, but
1667 * it also prevents us from alcheming nuggets that were just created
1668 * with this spell.
1669 */ 1376 {
1670 update_map (op, mp, small_nuggets, small, large_nuggets, large, nx, ny); 1377 value -= nrof * nugget[i]->value;
1378
1379 object *tmp = nugget[i]->instance ();
1380 tmp->nrof = nrof;
1381 tmp->flag [FLAG_IDENTIFIED] = true;
1382 op->map->insert (tmp, x, y, op, 0);
1383 }
1671 1384
1672 if (weight > weight_max) 1385 if (weight > weight_max)
1673 goto bailout; 1386 goto bailout;
1674 } 1387 }
1675 } 1388 }
1676 1389
1677bailout: 1390bailout:
1678 large->destroy ();
1679 small->destroy ();
1680 return 1; 1391 return 1;
1681} 1392}
1682
1683 1393
1684/* This function removes the cursed/damned status on equipped 1394/* This function removes the cursed/damned status on equipped
1685 * items. 1395 * items.
1686 */ 1396 */
1687int 1397int
1688remove_curse (object *op, object *caster, object *spell) 1398remove_curse (object *op, object *caster, object *spell)
1689{ 1399{
1690 object *tmp;
1691 int success = 0, was_one = 0; 1400 int success = 0, was_one = 0;
1692 1401
1402 int num_uncurse = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell));
1403
1404 op->splay_marked ();
1405
1406 int typeflag = spell->last_sp ? FLAG_DAMNED : FLAG_CURSED;
1407
1693 for (tmp = op->inv; tmp; tmp = tmp->below) 1408 for (object *tmp = op->inv; tmp && num_uncurse; tmp = tmp->below)
1694 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1409 if (!tmp->invisible && tmp->flag [typeflag])
1695 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1696 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1697 { 1410 {
1698 was_one++; 1411 ++was_one;
1412
1699 if (tmp->level <= caster_level (caster, spell)) 1413 if (tmp->level <= casting_level (caster, spell))
1700 { 1414 {
1701 success++; 1415 ++success;
1702 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1416 --num_uncurse;
1703 CLEAR_FLAG (tmp, FLAG_DAMNED);
1704 1417
1705 CLEAR_FLAG (tmp, FLAG_CURSED); 1418 tmp->clr_flag (typeflag);
1706 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1419 tmp->clr_flag (FLAG_CURSED);
1420 tmp->clr_flag (FLAG_KNOWN_CURSED);
1707 tmp->value = 0; /* Still can't sell it */ 1421 tmp->value = 0; /* Still can't sell it */
1708 if (op->type == PLAYER) 1422
1423 if (object *pl = tmp->visible_to ())
1709 esrv_send_item (op, tmp); 1424 esrv_update_item (UPD_FLAGS, pl, tmp);
1710 } 1425 }
1711 } 1426 }
1712 1427
1713 if (op->type == PLAYER) 1428 if (op->type == PLAYER)
1714 { 1429 {
1715 if (success) 1430 if (success)
1716 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now."); 1431 new_draw_info (NDI_UNIQUE, 0, op, "You realise that some of your items look shinier now. H<You successfully removed some curses.>");
1717 else 1432 else
1718 { 1433 {
1719 if (was_one) 1434 if (was_one)
1720 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse."); 1435 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove any curse. H<The spell was not strong enough.>");
1721 else 1436 else
1722 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items."); 1437 new_draw_info (NDI_UNIQUE, 0, op, "You are not having any cursed items. H<Epic fail.>");
1723 } 1438 }
1724 } 1439 }
1725 1440
1726 return success; 1441 return success;
1727} 1442}
1728 1443
1729/* Identifies objects in the players inventory/on the ground */ 1444/* Identifies objects in the players inventory/on the ground */
1730
1731int 1445int
1732cast_identify (object *op, object *caster, object *spell) 1446cast_identify (object *op, object *caster, object *spell)
1733{ 1447{
1734 object *tmp; 1448 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1735 int success = 0, num_ident;
1736 1449
1737 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1450 int num_ident = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell));
1738 1451
1739 if (num_ident < 1) 1452 op->splay_marked ();
1740 num_ident = 1;
1741 1453
1742 for (tmp = op->inv; tmp; tmp = tmp->below) 1454 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1743 { 1455 {
1744 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1456 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1745 { 1457 {
1746 identify (tmp); 1458 identify (tmp);
1747 1459
1748 if (op->type == PLAYER) 1460 if (op->type == PLAYER)
1749 { 1461 {
1750 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));
1751 1463
1752 if (tmp->msg) 1464 if (tmp->msg)
1753 { 1465 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1754 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1755 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1756 }
1757 } 1466 }
1758 1467
1759 num_ident--;
1760 success = 1;
1761 if (!num_ident) 1468 if (!--num_ident)
1762 break; 1469 break;
1763 } 1470 }
1764 } 1471 }
1765 1472
1766 /* 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
1767 * stuff on the floor. Only identify stuff on the floor if the spell 1474 * stuff on the floor. Only identify stuff on the floor if the spell
1768 * was not fully used. 1475 * was not fully used.
1769 */ 1476 */
1770 if (num_ident) 1477 if (num_ident)
1771 { 1478 {
1772 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 1479 for (object *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1773 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1480 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1774 { 1481 {
1775 identify (tmp); 1482 identify (tmp);
1776 1483
1777 if (op->type == PLAYER) 1484 if (object *pl = tmp->visible_to ())
1778 { 1485 {
1779 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));
1780 1487
1781 if (tmp->msg) 1488 if (tmp->msg)
1782 { 1489 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1783 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1784 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1785 }
1786
1787 esrv_send_item (op, tmp);
1788 } 1490 }
1789 1491
1790 num_ident--;
1791 success = 1;
1792 if (!num_ident) 1492 if (!--num_ident)
1793 break; 1493 break;
1794 } 1494 }
1795 } 1495 }
1796 1496
1797 if (!success) 1497 if (buf.empty ())
1798 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 }
1799 else 1502 else
1503 {
1504 if (op->contr)
1505 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1506
1800 spell_effect (spell, op->x, op->y, op->map, op); 1507 spell_effect (spell, op->x, op->y, op->map, op);
1801 1508 return 1;
1802 return success; 1509 }
1803} 1510}
1804 1511
1805int 1512int
1806cast_detection (object *op, object *caster, object *spell, object *skill) 1513cast_detection (object *op, object *caster, object *spell, object *skill)
1807{ 1514{
1808 object *tmp, *last, *god, *detect; 1515 object *tmp, *last, *god, *detect;
1809 int done_one, range, mflags, floor, level; 1516 int done_one, range, floor, level;
1810 sint16 x, y, nx, ny; 1517 sint16 x, y, nx, ny;
1811 maptile *m; 1518 maptile *m;
1812 1519
1813 /* 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
1814 * doing it over and over again. 1521 * doing it over and over again.
1815 */ 1522 */
1816 god = find_god (determine_god (op)); 1523 god = find_god (determine_god (op));
1817 level = caster_level (caster, spell); 1524 level = casting_level (caster, spell);
1818 range = spell->range + SP_level_range_adjust (caster, spell); 1525 range = spell->range + SP_level_range_adjust (caster, spell);
1819 1526
1820 if (!skill) 1527 if (!skill)
1821 skill = caster; 1528 skill = caster;
1822 1529
1823 for (x = op->x - range; x <= op->x + range; x++) 1530 dynbuf buf;
1824 for (y = op->y - range; y <= op->y + range; y++) 1531 unordered_mapwalk (buf, op, -range, -range, range, range)
1825 { 1532 {
1826 m = op->map;
1827 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1828 if (mflags & P_OUT_OF_MAP)
1829 continue;
1830
1831 /* For most of the detections, we only detect objects above the 1533 /* For most of the detections, we only detect objects above the
1832 * floor. But this is not true for show invisible. 1534 * floor. But this is not true for show invisible.
1833 * Basically, we just go and find the top object and work 1535 * Basically, we just go and find the top object and work
1834 * down - that is easier than working up. 1536 * down - that is easier than working up.
1835 */ 1537 */
1836 1538
1837 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)
1838 last = tmp; 1540 last = tmp;
1839 1541
1840 /* 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
1841 * would happen. 1543 * would happen.
1842 */ 1544 */
1843 if (!last) 1545 if (!last)
1844 continue; 1546 continue;
1845 1547
1846 done_one = 0; 1548 done_one = 0;
1847 floor = 0; 1549 floor = 0;
1848 detect = NULL; 1550 detect = 0;
1849 for (tmp = last; tmp; tmp = tmp->below) 1551 for (tmp = last; tmp; tmp = tmp->below)
1850 { 1552 {
1851 /* show invisible */ 1553 /* show invisible */
1852 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1554 if (spell->flag [FLAG_MAKE_INVIS]
1853 /* Might there be other objects that we can make visible? */ 1555 /* Might there be other objects that we can make visible? */
1854 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1556 && (tmp->invisible && (tmp->flag [FLAG_MONSTER]
1855 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1557 || (tmp->type == PLAYER && !tmp->flag [FLAG_WIZ])
1856 tmp->type == CF_HANDLE || 1558 || tmp->type == T_HANDLE
1857 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
1858 tmp->type == BUTTON || tmp->type == TELEPORTER || 1563 || tmp->type == TELEPORTER
1564 || tmp->type == GATE
1859 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1565 || tmp->type == LOCKED_DOOR
1860 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)
1861 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1569 || tmp->type == TRIGGER_PEDESTAL
1862 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)))
1863 { 1575 {
1576 printf ("show inv %s\n", tmp->debug_desc());//D
1864 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)
1865 { 1578 {
1866 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
1867 done_one = 1; 1661 done_one = 1;
1868 } 1662 }
1869 } 1663 }
1870
1871 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1872 floor = 1;
1873
1874 /* All detections below this point don't descend beneath the floor,
1875 * so just continue on. We could be clever and look at the type of
1876 * detection to completely break out if we don't care about objects beneath
1877 * the floor, but once we get to the floor, not likely a very big issue anyways.
1878 */
1879 if (floor)
1880 continue;
1881
1882 /* I had thought about making detect magic and detect curse
1883 * show the flash the magic item like it does for detect monster.
1884 * however, if the object is within sight, this would then make it
1885 * difficult to see what object is magical/cursed, so the
1886 * effect wouldn't be as apparant.
1887 */
1888
1889 /* detect magic */
1890 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1891 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1892 {
1893 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1894 /* make runes more visibile */
1895 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1896 tmp->stats.Cha /= 4;
1897 done_one = 1;
1898 }
1899 /* detect monster */
1900 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1901 {
1902 done_one = 2;
1903 if (!detect)
1904 detect = tmp;
1905 }
1906 /* Basically, if race is set in the spell, then the creatures race must
1907 * match that. if the spell race is set to GOD, then the gods opposing
1908 * race must match.
1909 */
1910 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1911 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) ||
1912 (strstr (spell->race, tmp->race))))
1913 {
1914 done_one = 2;
1915 if (!detect)
1916 detect = tmp;
1917 }
1918 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1919 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1920 {
1921 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1922 done_one = 1;
1923 }
1924 } /* for stack of objects on this space */ 1664 } /* for stack of objects on this space */
1925 1665
1926 /* 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
1927 * where the magic is. 1667 * where the magic is.
1928 */ 1668 */
1929 if (done_one) 1669 if (done_one)
1930 { 1670 {
1931 object *detect_ob = arch_to_object (spell->other_arch); 1671 object *detect_ob = spell->other_arch->instance ();
1932 1672
1933 /* if this is set, we want to copy the face */ 1673 /* if this is set, we want to copy the face */
1934 if (done_one == 2 && detect) 1674 if (done_one == 2 && detect)
1935 { 1675 {
1936 detect_ob->face = detect->face; 1676 detect_ob->face = detect->face;
1937 detect_ob->animation_id = detect->animation_id; 1677 detect_ob->animation_id = detect->animation_id;
1938 detect_ob->anim_speed = detect->anim_speed; 1678 detect_ob->anim_speed = detect->anim_speed;
1939 detect_ob->last_anim = 0; 1679 detect_ob->last_anim = 0;
1940 /* by default, the detect_ob is already animated */ 1680 /* by default, the detect_ob is already animated */
1941 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1681 if (!detect->flag [FLAG_ANIMATE])
1942 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1682 detect_ob->clr_flag (FLAG_ANIMATE);
1943 } 1683 }
1944 1684
1945 m->insert (detect_ob, nx, ny, op); 1685 m->insert (detect_ob, nx, ny, op, INS_ON_TOP);
1946 } 1686 }
1947 } /* for processing the surrounding spaces */ 1687 } /* for processing the surrounding spaces */
1948 1688
1949 1689
1950 /* 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 */
1951 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])
1952 { 1692 {
1953 done_one = 0; 1693 done_one = 0;
1694
1954 for (tmp = op->inv; tmp; tmp = tmp->below) 1695 for (tmp = op->inv; tmp; tmp = tmp->below)
1955 { 1696 {
1956 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1697 if (!tmp->invisible && !tmp->flag [FLAG_IDENTIFIED])
1957 { 1698 {
1958 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])
1959 { 1700 {
1960 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1701 tmp->set_flag (FLAG_KNOWN_MAGICAL);
1961 if (op->type == PLAYER) 1702
1703 if (object *pl = tmp->visible_to ())
1962 esrv_send_item (op, tmp); 1704 esrv_update_item (UPD_FLAGS, pl, tmp);
1963 } 1705 }
1964 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1706
1965 (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]))
1966 { 1709 {
1967 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1710 tmp->set_flag (FLAG_KNOWN_CURSED);
1968 if (op->type == PLAYER) 1711
1712 if (object *pl = tmp->visible_to ())
1969 esrv_send_item (op, tmp); 1713 esrv_update_item (UPD_FLAGS, pl, tmp);
1970 } 1714 }
1971 } /* if item is not identified */ 1715 } /* if item is not identified */
1972 } /* for the players inventory */ 1716 } /* for the players inventory */
1973 } /* if detect magic/curse and object is a player */ 1717 } /* if detect magic/curse and object is a player */
1718
1974 return 1; 1719 return 1;
1975} 1720}
1976 1721
1977 1722
1978/** 1723/**
1991 1736
1992 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.");
1993 1738
1994 if (victim->stats.sp >= victim->stats.maxsp * 2) 1739 if (victim->stats.sp >= victim->stats.maxsp * 2)
1995 { 1740 {
1996 object *tmp;
1997
1998 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1741 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
1999
2000 /* Explodes a fireball centered at player */
2001 tmp = get_archetype (EXPLODING_FIREBALL);
2002 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
2003 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
2004
2005 tmp->insert_at (victim);
2006 victim->stats.sp = 2 * victim->stats.maxsp; 1742 victim->stats.sp = 2 * victim->stats.maxsp;
1743 create_exploding_ball_at (victim, caster_level);
2007 } 1744 }
2008 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1745 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
2009 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.");
2010 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1747 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2011 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!");
2012 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1749 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2013 { 1750 {
2014 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1751 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2038 mflags = get_map_flags (m, &m, x, y, &x, &y); 1775 mflags = get_map_flags (m, &m, x, y, &x, &y);
2039 1776
2040 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1777 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
2041 { 1778 {
2042 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)
2043 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1780 if (plyr != op && plyr->flag [FLAG_ALIVE])
2044 break; 1781 break;
2045 } 1782 }
2046 1783
2047 1784
2048 /* 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
2049 * 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.
2050 */ 1787 */
2051 if (plyr == NULL) 1788 if (plyr == NULL)
2052 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)
2053 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1790 if (plyr != op && plyr->flag [FLAG_ALIVE])
2054 break; 1791 break;
2055 1792
2056 if (!plyr) 1793 if (!plyr)
2057 { 1794 {
2058 new_draw_info (NDI_BLACK, 0, op, "There is no one there."); 1795 op->failmsg ("There is no one there.");
2059 return 0; 1796 return 0;
2060 } 1797 }
2061 /* give sp */ 1798 /* give sp */
2062 if (spell->stats.dam > 0) 1799 if (spell->stats.dam > 0)
2063 { 1800 {
2064 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);
2065 charge_mana_effect (plyr, caster_level (caster, spell)); 1802 charge_mana_effect (plyr, casting_level (caster, spell));
2066 return 1; 1803 return 1;
2067 } 1804 }
2068 /* suck sp away. Can't suck sp from yourself */ 1805 /* suck sp away. Can't suck sp from yourself */
2069 else if (op != plyr) 1806 else if (op != plyr)
2070 { 1807 {
2075 if (rate > 95) 1812 if (rate > 95)
2076 rate = 95; 1813 rate = 95;
2077 1814
2078 sucked = (plyr->stats.sp * rate) / 100; 1815 sucked = (plyr->stats.sp * rate) / 100;
2079 plyr->stats.sp -= sucked; 1816 plyr->stats.sp -= sucked;
2080 if (QUERY_FLAG (op, FLAG_ALIVE)) 1817 if (op->flag [FLAG_ALIVE])
2081 { 1818 {
2082 /* Player doesn't get full credit */ 1819 /* Player doesn't get full credit */
2083 sucked = (sucked * rate) / 100; 1820 sucked = (sucked * rate) / 100;
2084 op->stats.sp += sucked; 1821 op->stats.sp += sucked;
2085 if (sucked > 0) 1822 if (sucked > 0)
2086 { 1823 {
2087 charge_mana_effect (op, caster_level (caster, spell)); 1824 charge_mana_effect (op, casting_level (caster, spell));
2088 } 1825 }
2089 } 1826 }
2090 return 1; 1827 return 1;
2091 } 1828 }
2092 return 0; 1829 return 0;
2136 * monsters either. 1873 * monsters either.
2137 */ 1874 */
2138 1875
2139 if (head->attacktype & AT_MAGIC 1876 if (head->attacktype & AT_MAGIC
2140 && !(head->attacktype & AT_COUNTERSPELL) 1877 && !(head->attacktype & AT_COUNTERSPELL)
2141 && !QUERY_FLAG (head, FLAG_MONSTER) 1878 && !head->flag [FLAG_MONSTER]
2142 && (op->level > head->level)) 1879 && (op->level > head->level))
2143 head->destroy (); 1880 head->destroy ();
2144 else 1881 else
2145 switch (head->type) 1882 switch (head->type)
2146 { 1883 {
2147 case SPELL_EFFECT: 1884 case SPELL_EFFECT:
2148 // XXX: Don't affect floor spelleffects. See also XXX comment 1885 // XXX: Don't affect floor spelleffects. See also XXX comment
2149 // about sanctuary in spell_util.C 1886 // about sanctuary in spell_util.C
2150 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1887 if (tmp->flag [FLAG_IS_FLOOR])
2151 continue; 1888 continue;
2152 1889
2153 if (op->level > head->level) 1890 if (op->level > head->level)
2154 head->destroy (); 1891 head->destroy ();
2155 1892
2168 break; 1905 break;
2169 } 1906 }
2170 } 1907 }
2171} 1908}
2172 1909
2173
2174
2175/* cast_consecrate() - a spell to make an altar your god's */ 1910/* cast_consecrate() - a spell to make an altar your god's */
2176int 1911int
2177cast_consecrate (object *op, object *caster, object *spell) 1912cast_consecrate (object *op, object *caster, object *spell)
2178{ 1913{
2179 char buf[MAX_BUF]; 1914 char buf[MAX_BUF];
2180 1915
2181 object *tmp, *god = find_god (determine_god (op)); 1916 object *tmp, *god = find_god (determine_god (op));
2182 1917
2183 if (!god) 1918 if (!god)
2184 { 1919 {
2185 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!");
2186 return 0; 1921 return 0;
2187 } 1922 }
2188 1923
2189 for (tmp = op->below; tmp; tmp = tmp->below) 1924 for (tmp = op->below; tmp; tmp = tmp->below)
2190 { 1925 {
2191 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1926 if (tmp->flag [FLAG_IS_FLOOR])
2192 break; 1927 break;
2193 if (tmp->type == HOLY_ALTAR) 1928 if (tmp->type == HOLY_ALTAR)
2194 { 1929 {
2195 1930
2196 if (tmp->level > caster_level (caster, spell)) 1931 if (tmp->level > casting_level (caster, spell))
2197 { 1932 {
2198 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);
2199 return 0; 1934 return 0;
2200 } 1935 }
2201 else 1936 else
2202 { 1937 {
2203 /* If we got here, we are consecrating an altar */ 1938 /* If we got here, we are consecrating an altar */
2204 sprintf (buf, "Altar of %s", &god->name); 1939 sprintf (buf, "Altar of %s", &god->name);
2205 tmp->name = buf; 1940 tmp->name = buf;
2206 tmp->level = caster_level (caster, spell); 1941 tmp->level = casting_level (caster, spell);
2207 tmp->other_arch = god->arch; 1942 tmp->other_arch = god->arch;
1943
2208 if (op->type == PLAYER) 1944 if (op->type == PLAYER)
2209 esrv_update_item (UPD_NAME, op, tmp); 1945 esrv_update_item (UPD_NAME, op, tmp);
1946
2210 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);
2211 return 1; 1948 return 1;
2212 } 1949 }
2213 } 1950 }
2214 } 1951 }
2215 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!");
2216 return 0; 1954 return 0;
2217} 1955}
2218 1956
2219/* animate_weapon - 1957/* animate_weapon -
2220 * 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.
2227 * player checks. MSW 2003-01-06 1965 * player checks. MSW 2003-01-06
2228 */ 1966 */
2229int 1967int
2230animate_weapon (object *op, object *caster, object *spell, int dir) 1968animate_weapon (object *op, object *caster, object *spell, int dir)
2231{ 1969{
2232 object *weapon, *tmp;
2233 char buf[MAX_BUF]; 1970 char buf[MAX_BUF];
2234 int a, i; 1971 int a, i;
2235 sint16 x, y; 1972 sint16 x, y;
2236 maptile *m; 1973 maptile *m;
2237 materialtype_t *mt;
2238 1974
2239 if (!spell->other_arch) 1975 if (!spell->other_arch)
2240 { 1976 {
2241 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1977 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2242 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);
2253 return 0; 1989 return 0;
2254 } 1990 }
2255 1991
2256 /* if no direction specified, pick one */ 1992 /* if no direction specified, pick one */
2257 if (!dir) 1993 if (!dir)
2258 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);
2259 1995
2260 m = op->map; 1996 m = op->map;
2261 x = op->x + freearr_x[dir]; 1997 x = op->x + freearr_x[dir];
2262 y = op->y + freearr_y[dir]; 1998 y = op->y + freearr_y[dir];
2263 1999
2264 /* if there's no place to put the golem, abort */ 2000 /* if there's no place to put the golem, abort */
2265 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)
2266 ((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))
2267 { 2003 {
2268 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2004 op->failmsg ("There is something in the way.");
2269 return 0; 2005 return 0;
2270 } 2006 }
2271 2007
2272 /* Use the weapon marked by the player. */ 2008 /* Use the weapon marked by the player. */
2273 weapon = find_marked_object (op); 2009 object *weapon = op->mark ();
2274 2010
2275 if (!weapon) 2011 if (!weapon)
2276 { 2012 {
2277 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!");
2278 return 0; 2014 return 0;
2279 } 2015 }
2016
2280 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2017 if (spell->race && weapon->arch->archname != spell->race)
2281 { 2018 {
2282 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2019 op->failmsg ("The spell fails to transform your weapon.");
2283 return 0; 2020 return 0;
2284 } 2021 }
2022
2285 if (weapon->type != WEAPON) 2023 if (weapon->type != WEAPON)
2286 { 2024 {
2287 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.");
2288 return 0; 2026 return 0;
2289 } 2027 }
2290 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2028
2029 if (weapon->flag [FLAG_APPLIED])
2291 { 2030 {
2292 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));
2293 return 0; 2032 return 0;
2294 } 2033 }
2295 2034
2296 if (weapon->nrof > 1) 2035 weapon = weapon->split ();
2297 {
2298 tmp = get_split_ob (weapon, 1);
2299 esrv_send_item (op, weapon);
2300 weapon = tmp;
2301 }
2302 2036
2303 /* create the golem object */ 2037 /* create the golem object */
2304 tmp = arch_to_object (spell->other_arch); 2038 object *tmp = spell->other_arch->instance ();
2305 2039
2306 /* 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 */
2307 CLEAR_FLAG (tmp, FLAG_MONSTER); 2041 tmp->clr_flag (FLAG_MONSTER);
2308 tmp->stats.exp = 0; 2042 tmp->stats.exp = 0;
2309 add_friendly_object (tmp); 2043 add_friendly_object (tmp);
2310 tmp->type = GOLEM; 2044 tmp->type = GOLEM;
2311 tmp->set_owner (op); 2045 tmp->set_owner (op);
2312 op->contr->golem = tmp; 2046 op->contr->golem = tmp;
2313 set_spell_skill (op, caster, spell, tmp); 2047 set_spell_skill (op, caster, spell, tmp);
2314 2048
2315 /* 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
2316 * removed flag - it should only be set if get_split_object was 2050 * removed flag - it should only be set if weapon->split was
2317 * used above. 2051 * used above.
2318 */ 2052 */
2319 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2053 if (!weapon->flag [FLAG_REMOVED])
2320 weapon->remove (); 2054 weapon->remove ();
2321 2055
2322 insert_ob_in_ob (weapon, tmp); 2056 tmp->insert (weapon);
2323 esrv_send_item (op, weapon); 2057
2324 /* 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,
2325 * 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
2326 * body_info, skills, etc) 2060 * body_info, skills, etc)
2327 */ 2061 */
2328 SET_FLAG (tmp, FLAG_USE_WEAPON); 2062 tmp->set_flag (FLAG_USE_WEAPON);
2329 SET_FLAG (weapon, FLAG_APPLIED); 2063 weapon->set_flag (FLAG_APPLIED);
2330 tmp->update_stats (); 2064 tmp->update_stats ();
2331 2065
2332 /* 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
2333 * 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 -
2334 * 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.
2354 2088
2355 /* attacktype */ 2089 /* attacktype */
2356 if (!tmp->attacktype) 2090 if (!tmp->attacktype)
2357 tmp->attacktype = AT_PHYSICAL; 2091 tmp->attacktype = AT_PHYSICAL;
2358 2092
2359 mt = NULL;
2360 if (op->materialname != NULL)
2361 mt = name_to_material (op->materialname);
2362 if (mt != NULL)
2363 {
2364 for (i = 0; i < NROFATTACKS; i++) 2093 for (i = 0; i < NROFATTACKS; i++)
2365 tmp->resist[i] = 50 - (mt->save[i] * 5); 2094 tmp->resist[i] = 50 - (op->material->save[i] * 5);
2366 a = mt->save[0]; 2095
2367 } 2096 a = op->material->save[0];
2368 else 2097
2369 {
2370 for (i = 0; i < NROFATTACKS; i++)
2371 tmp->resist[i] = 5;
2372 a = 10;
2373 }
2374 /* Set weapon's immunity */ 2098 /* Set weapon's immunity */
2375 tmp->resist[ATNR_CONFUSION] = 100; 2099 tmp->resist[ATNR_CONFUSION] = 100;
2376 tmp->resist[ATNR_POISON] = 100; 2100 tmp->resist[ATNR_POISON] = 100;
2377 tmp->resist[ATNR_SLOW] = 100; 2101 tmp->resist[ATNR_SLOW] = 100;
2378 tmp->resist[ATNR_PARALYZE] = 100; 2102 tmp->resist[ATNR_PARALYZE] = 100;
2384 2108
2385 /* 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 */
2386 2110
2387 if (a > 14) 2111 if (a > 14)
2388 a = 14; 2112 a = 14;
2113
2389 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.f - (float) tmp->resist[ATNR_PHYSICAL]) / (30.f - 2.f * a));
2390 2115
2391 /* Determine golem's speed */ 2116 /* Determine golem's speed */
2392 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell))); 2117 tmp->set_speed (min (3.33f, 0.4f + 0.1f * SP_level_range_adjust (caster, spell)));
2393 2118
2394 if (!spell->race) 2119 if (!spell->race)
2395 { 2120 {
2396 sprintf (buf, "animated %s", &weapon->name); 2121 sprintf (buf, "animated %s", &weapon->name);
2397 tmp->name = buf; 2122 tmp->name = buf;
2403 tmp->state = weapon->state; 2128 tmp->state = weapon->state;
2404 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2129 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2405 } 2130 }
2406 2131
2407 /* 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. */
2408 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));
2409 2134
2410 tmp->speed_left = -1; 2135 tmp->speed_left = -1;
2411 tmp->direction = dir; 2136 tmp->direction = dir;
2412 2137
2413 m->insert (tmp, x, y, op); 2138 m->insert (tmp, x, y, op);
2417/* cast_daylight() - changes the map darkness level *lower* */ 2142/* cast_daylight() - changes the map darkness level *lower* */
2418 2143
2419/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2144/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2420 * This changes the light level for the entire map. 2145 * This changes the light level for the entire map.
2421 */ 2146 */
2422
2423int 2147int
2424cast_change_map_lightlevel (object *op, object *caster, object *spell) 2148cast_change_map_lightlevel (object *op, object *caster, object *spell)
2425{ 2149{
2426 int success; 2150 int success;
2427 2151
2431 success = op->map->change_map_light (spell->stats.dam); 2155 success = op->map->change_map_light (spell->stats.dam);
2432 2156
2433 if (!success) 2157 if (!success)
2434 { 2158 {
2435 if (spell->stats.dam < 0) 2159 if (spell->stats.dam < 0)
2436 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2160 op->failmsg ("It can be no brighter here.");
2437 else 2161 else
2438 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2162 op->failmsg ("It can be no darker here.");
2439 } 2163 }
2164
2440 return success; 2165 return success;
2441} 2166}
2442
2443
2444
2445
2446 2167
2447/* 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.
2448 * 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,
2449 * spell is the spell object itself. 2170 * spell is the spell object itself.
2450 */ 2171 */
2456 2177
2457 new_aura = present_arch_in_ob (spell->other_arch, op); 2178 new_aura = present_arch_in_ob (spell->other_arch, op);
2458 if (new_aura) 2179 if (new_aura)
2459 refresh = 1; 2180 refresh = 1;
2460 else 2181 else
2461 new_aura = arch_to_object (spell->other_arch); 2182 new_aura = spell->other_arch->instance ();
2462 2183
2463 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);
2464 2185
2465 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);
2466 2187
2467 new_aura->set_owner (op);
2468 set_spell_skill (op, caster, spell, new_aura); 2188 set_spell_skill (op, caster, spell, new_aura);
2469 new_aura->attacktype = spell->attacktype; 2189 new_aura->attacktype = spell->attacktype;
2470 2190
2471 new_aura->level = caster_level (caster, spell); 2191 new_aura->level = casting_level (caster, spell);
2192
2472 if (refresh) 2193 if (refresh)
2473 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.");
2474 else 2195 else
2475 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
2476 insert_ob_in_ob (new_aura, op); 2198 insert_ob_in_ob (new_aura, op);
2199 new_aura->set_owner (op);
2200
2477 return 1; 2201 return 1;
2478} 2202}
2479
2480 2203
2481/* 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,
2482 * 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
2483 * around him. 2206 * around him.
2484 * Aura parameters: 2207 * Aura parameters:
2485 * duration: duration counter. 2208 * duration: duration counter.
2486 * attacktype: aura's attacktype 2209 * attacktype: aura's attacktype
2487 * other_arch: archetype to drop where we attack 2210 * other_arch: archetype to drop where we attack
2488 */ 2211 */
2489
2490void 2212void
2491move_aura (object *aura) 2213move_aura (object *aura)
2492{ 2214{
2493 int i, mflags;
2494 object *env;
2495 maptile *m;
2496
2497 /* auras belong in inventories */ 2215 /* auras belong in inventories */
2498 env = aura->env; 2216 object *env = aura->env;
2217 object *owner = aura->owner;
2499 2218
2500 /* no matter what we've gotta remove the aura... 2219 /* no matter what we've gotta remove the aura...
2501 * we'll put it back if its time isn't up. 2220 * we'll put it back if its time isn't up.
2502 */ 2221 */
2503 aura->remove (); 2222 aura->remove ();
2508 aura->destroy (); 2227 aura->destroy ();
2509 return; 2228 return;
2510 } 2229 }
2511 2230
2512 /* auras only exist in inventories */ 2231 /* auras only exist in inventories */
2513 if (env == NULL || env->map == NULL) 2232 if (!env || !env->map)
2514 { 2233 {
2515 aura->destroy (); 2234 aura->destroy ();
2516 return; 2235 return;
2517 } 2236 }
2518 2237
2519 /* we need to jump out of the inventory for a bit 2238 /* we need to jump out of the inventory for a bit
2520 * in order to hit the map conveniently. 2239 * in order to hit the map conveniently.
2521 */ 2240 */
2522 aura->insert_at (env, aura); 2241 aura->insert_at (env, aura);
2523 2242
2524 for (i = 1; i < 9; i++) 2243 for (int i = 1; i < 9; i++)
2525 { 2244 {
2526 sint16 nx, ny; 2245 mapxy pos (env);
2246 pos.move (i);
2527 2247
2528 nx = aura->x + freearr_x[i];
2529 ny = aura->y + freearr_y[i];
2530 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2531
2532 /* Consider the movement tyep of the person with the aura as 2248 /* Consider the movement type of the person with the aura as
2533 * 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
2534 * 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.
2535 */ 2251 */
2536 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)))
2537 { 2253 {
2538 hit_map (aura, i, aura->attacktype, 0); 2254 hit_map (aura, i, aura->attacktype, 0);
2539 2255
2540 if (aura->other_arch) 2256 if (aura->other_arch)
2541 m->insert (arch_to_object (aura->other_arch), nx, ny, aura); 2257 pos.insert (aura->other_arch->instance (), aura);
2542 } 2258 }
2543 } 2259 }
2544 2260
2545 /* put the aura back in the player's inventory */ 2261 /* put the aura back in the player's inventory */
2546 aura->remove (); 2262 env->insert (aura);
2547 insert_ob_in_ob (aura, env); 2263 aura->set_owner (owner);
2548} 2264}
2549 2265
2550/* moves the peacemaker spell. 2266/* moves the peacemaker spell.
2551 * op is the piece object. 2267 * op is the piece object.
2552 */ 2268 */
2553
2554void 2269void
2555move_peacemaker (object *op) 2270move_peacemaker (object *op)
2556{ 2271{
2557 object *tmp; 2272 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2558
2559 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2560 { 2273 {
2561 int atk_lev, def_lev; 2274 int atk_lev, def_lev;
2562 object *victim = tmp; 2275 object *victim = tmp->head_ ();
2563 2276
2564 if (tmp->head) 2277 if (!victim->flag [FLAG_MONSTER])
2565 victim = tmp->head;
2566 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2567 continue; 2278 continue;
2568 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2279
2280 if (victim->flag [FLAG_UNAGGRESSIVE])
2569 continue; 2281 continue;
2282
2570 if (victim->stats.exp == 0) 2283 if (victim->stats.exp == 0)
2571 continue; 2284 continue;
2572 2285
2573 def_lev = MAX (1, victim->level); 2286 def_lev = max (1, victim->level);
2574 atk_lev = MAX (1, op->level); 2287 atk_lev = max (1, op->level);
2575 2288
2576 if (rndm (0, atk_lev - 1) > def_lev) 2289 if (rndm (0, atk_lev - 1) > def_lev)
2577 { 2290 {
2578 /* make this sucker peaceful. */ 2291 /* make this sucker peaceful. */
2579 2292
2293 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2580 change_exp (op->owner, victim->stats.exp, op->skill, 0); 2294 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2581 victim->stats.exp = 0; 2295 victim->stats.exp = 0;
2582#if 0 2296#if 0
2583 /* No idea why these were all set to zero - if something 2297 /* No idea why these were all set to zero - if something
2584 * makes this creature agressive, he should still do damage. 2298 * makes this creature agressive, he should still do damage.
2587 victim->stats.sp = 0; 2301 victim->stats.sp = 0;
2588 victim->stats.grace = 0; 2302 victim->stats.grace = 0;
2589 victim->stats.Pow = 0; 2303 victim->stats.Pow = 0;
2590#endif 2304#endif
2591 victim->attack_movement = RANDO2; 2305 victim->attack_movement = RANDO2;
2592 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2306 victim->set_flag (FLAG_UNAGGRESSIVE);
2593 SET_FLAG (victim, FLAG_RUN_AWAY); 2307 victim->set_flag (FLAG_RUN_AWAY);
2594 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2308 victim->set_flag (FLAG_RANDOM_MOVE);
2595 CLEAR_FLAG (victim, FLAG_MONSTER); 2309 victim->clr_flag (FLAG_MONSTER);
2310
2596 if (victim->name) 2311 if (victim->name)
2597 {
2598 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);
2599 } 2313 }
2600 }
2601 } 2314 }
2602} 2315}
2603
2604 2316
2605/* This writes a rune that contains the appropriate message. 2317/* This writes a rune that contains the appropriate message.
2606 * There really isn't any adjustments we make. 2318 * There really isn't any adjustments we make.
2607 */ 2319 */
2608
2609int 2320int
2610write_mark (object *op, object *spell, const char *msg) 2321write_mark (object *op, object *spell, const char *msg)
2611{ 2322{
2612 char rune[HUGE_BUF];
2613 object *tmp;
2614
2615 if (!msg || msg[0] == 0) 2323 if (!msg || msg[0] == 0)
2616 { 2324 {
2617 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2325 op->failmsg ("Write what?");
2618 return 0; 2326 return 0;
2619 } 2327 }
2620 2328
2621 if (strcasestr_local (msg, "endmsg")) 2329 if (!msg_is_safe (msg))
2622 { 2330 {
2623 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.>");
2624 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);
2625 return 0; 2333 return 0;
2626 } 2334 }
2335
2627 if (!spell->other_arch) 2336 if (!spell->other_arch)
2628 return 0; 2337 return 0;
2629 tmp = arch_to_object (spell->other_arch);
2630 2338
2631 snprintf (rune, sizeof (rune), "%s\n", msg); 2339 object *tmp = spell->other_arch->instance ();
2632 2340
2633 tmp->race = op->name; /*Save the owner of the rune */ 2341 tmp->race = op->name; /*Save the owner of the rune */
2634 tmp->msg = rune; 2342 tmp->msg = msg;
2635 2343
2636 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); 2344 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2345
2637 return 1; 2346 return 1;
2638} 2347}
2348

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