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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.25 by root, Sat Dec 23 09:58:23 2006 UTC vs.
Revision 1.103 by elmex, Mon Jun 8 08:57:34 2009 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <object.h> 25#include <object.h>
26#include <living.h> 26#include <living.h>
27#ifndef __CEXTRACT__
28# include <sproto.h> 27#include <sproto.h>
29#endif
30#include <spells.h> 28#include <spells.h>
31#include <sounds.h> 29#include <sounds.h>
32 30
33/* cast_magic_storm: This is really used mostly for spell 31/* cast_magic_storm: This is really used mostly for spell
34 * fumbles at the like. tmp is the object to propogate. 32 * fumbles at the like. tmp is the object to propogate.
37void 35void
38cast_magic_storm (object *op, object *tmp, int lvl) 36cast_magic_storm (object *op, object *tmp, int lvl)
39{ 37{
40 if (!tmp) 38 if (!tmp)
41 return; /* error */ 39 return; /* error */
40
42 tmp->level = op->level; 41 tmp->level = op->level;
43 tmp->x = op->x;
44 tmp->y = op->y;
45 tmp->range += lvl / 5; /* increase the area of destruction */ 42 tmp->range += lvl / 5; /* increase the area of destruction */
46 tmp->duration += lvl / 5; 43 tmp->duration += lvl / 5;
47 44
48 /* Put a cap on duration for this - if the player fails in their 45 /* Put a cap on duration for this - if the player fails in their
49 * apartment, don't want it to go on so long that it kills them 46 * apartment, don't want it to go on so long that it kills them
50 * multiple times. Also, damge already increases with level, 47 * multiple times. Also, damge already increases with level,
51 * so don't really need to increase the duration as much either. 48 * so don't really need to increase the duration as much either.
52 */ 49 */
53 if (tmp->duration >= 40) 50 if (tmp->duration >= 40)
54 tmp->duration = 40; 51 tmp->duration = 40;
52
55 tmp->stats.dam = lvl; /* nasty recoils! */ 53 tmp->stats.dam = lvl; /* nasty recoils! */
56 tmp->stats.maxhp = tmp->count; /* tract single parent */ 54 tmp->stats.maxhp = tmp->count; /* tract single parent */
57 insert_ob_in_map (tmp, op->map, op, 0);
58 55
56 tmp->insert_at (op, op);
59} 57}
60
61 58
62int 59int
63recharge (object *op, object *caster, object *spell_ob) 60recharge (object *op, object *caster, object *spell_ob)
64{ 61{
65 object *wand, *tmp; 62 object *wand, *tmp;
66 int ncharges; 63 int ncharges;
67 64
68 wand = find_marked_object (op); 65 wand = find_marked_object (op);
69 if (wand == NULL || wand->type != WAND) 66 if (!wand || wand->type != WAND)
70 { 67 {
71 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge."); 68 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge.");
72 return 0; 69 return 0;
73 } 70 }
74 if (!(random_roll (0, 3, op, PREFER_HIGH))) 71 if (!(random_roll (0, 3, op, PREFER_HIGH)))
75 { 72 {
76 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand)); 73 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand));
77 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE); 74 op->play_sound (sound_find ("ob_explode"));
78 esrv_del_item (op->contr, wand->count);
79 wand->destroy (); 75 wand->destroy ();
80 tmp = get_archetype ("fireball"); 76 tmp = get_archetype ("fireball");
81 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; 77 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
78
82 if (!tmp->stats.dam) 79 if (!tmp->stats.dam)
83 tmp->stats.dam = 1; 80 tmp->stats.dam = 1;
81
84 tmp->stats.hp = tmp->stats.dam / 2; 82 tmp->stats.hp = tmp->stats.dam / 2;
83
85 if (tmp->stats.hp < 2) 84 if (tmp->stats.hp < 2)
86 tmp->stats.hp = 2; 85 tmp->stats.hp = 2;
87 tmp->x = op->x; 86
88 tmp->y = op->y; 87 tmp->insert_at (op);
89 insert_ob_in_map (tmp, op->map, NULL, 0);
90 return 1; 88 return 1;
91 } 89 }
92 90
93 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)); 91 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob));
92
94 if (wand->inv && wand->inv->level) 93 if (wand->inv && wand->inv->level)
95 ncharges /= wand->inv->level; 94 ncharges /= wand->inv->level;
96 else 95 else
97 { 96 {
98 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand)); 97 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand));
99 return 0; 98 return 0;
100 } 99 }
100
101 if (!ncharges) 101 if (!ncharges)
102 ncharges = 1; 102 ncharges = 1;
103 103
104 wand->stats.food += ncharges; 104 wand->stats.food += ncharges;
105 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand)); 105 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand));
106
106 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE)) 107 if (wand->arch && QUERY_FLAG (wand->arch, FLAG_ANIMATE))
107 { 108 {
108 SET_FLAG (wand, FLAG_ANIMATE); 109 SET_FLAG (wand, FLAG_ANIMATE);
109 wand->speed = wand->arch->clone.speed; 110 wand->set_speed (wand->arch->speed);
110 update_ob_speed (wand);
111 } 111 }
112
112 return 1; 113 return 1;
113} 114}
114 115
115/* Create a missile (nonmagic - magic +4). Will either create bolts or arrows 116/* Create a missile (nonmagic - magic +4). Will either create bolts or arrows
116 * based on whether a crossbow or bow is equiped. If neither, it defaults to 117 * based on whether a crossbow or bow is equiped. If neither, it defaults to
120 * great a plus, the default is used. 121 * great a plus, the default is used.
121 * The # of arrows created also goes up with level, so if a 30th level mage 122 * The # of arrows created also goes up with level, so if a 30th level mage
122 * wants LOTS of arrows, and doesn't care what the plus is he could 123 * wants LOTS of arrows, and doesn't care what the plus is he could
123 * create nonnmagic arrows, or even -1, etc... 124 * create nonnmagic arrows, or even -1, etc...
124 */ 125 */
125
126int 126int
127cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg) 127cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg)
128{ 128{
129 int missile_plus = 0, bonus_plus = 0; 129 int bonus_plus = 0;
130 const char *missile_name; 130 const char *missile_name = "arrow";
131 object *tmp, *missile;
132 131
133 missile_name = "arrow";
134
135 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 132 for (object *tmp = op->inv; tmp; tmp = tmp->below)
136 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) 133 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED))
137 missile_name = tmp->race; 134 missile_name = tmp->race;
138 135
139 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); 136 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
140 137
141 if (archetype::find (missile_name) == NULL) 138 archetype *missile_arch = archetype::find (missile_name);
139
140 if (!missile_arch)
142 { 141 {
143 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name); 142 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name);
144 return 0; 143 return 0;
145 } 144 }
146 145
147 missile = get_archetype (missile_name); 146 object *missile = missile_arch->instance ();
148 147
149 if (stringarg) 148 if (stringarg)
150 { 149 {
151 /* If it starts with a letter, presume it is a description */ 150 /* If it starts with a letter, presume it is a description */
152 if (isalpha (*stringarg)) 151 if (isalpha (*stringarg))
153 { 152 {
154 artifact *al = find_artifactlist (missile->type)->items; 153 artifact *al = find_artifactlist (missile->type)->items;
155 154
156 for (; al != NULL; al = al->next) 155 for (; al; al = al->next)
157 if (!strcasecmp (al->item->name, stringarg)) 156 if (!strcasecmp (al->item->name, stringarg))
158 break; 157 break;
159 158
160 if (!al) 159 if (!al)
161 { 160 {
170 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg); 169 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg);
171 return 0; 170 return 0;
172 } 171 }
173 172
174 give_artifact_abilities (missile, al->item); 173 give_artifact_abilities (missile, al->item);
175 /* These special arrows cost something extra. Don't have them also be magical - 174 /* These special arrows cost something extra. Don't have them also be magical -
176 * otherwise, in most cases, not enough will be created. I don't want to get into 175 * otherwise, in most cases, not enough will be created. I don't want to get into
177 * the parsing of having to do both plus and type. 176 * the parsing of having to do both plus and type.
178 */ 177 */
179 bonus_plus = 1 + (al->item->value / 5); 178 bonus_plus = 1 + (al->item->value / 5);
180 missile_plus = 0; 179 missile_plus = 0;
181 } 180 }
182 else if (atoi (stringarg) < missile_plus) 181 else if (atoi (stringarg) < missile_plus)
183 missile_plus = atoi (stringarg); 182 missile_plus = atoi (stringarg);
184 } 183 }
185 184
186 if (missile_plus > 4) 185 missile_plus = clamp (missile_plus, -4, 4);
187 missile_plus = 4;
188 else if (missile_plus < -4)
189 missile_plus = -4;
190 186
191 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 187 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
192 missile->nrof -= 3 * (missile_plus + bonus_plus); 188 missile->nrof -= 3 * (missile_plus + bonus_plus);
193 189
194 if (missile->nrof < 1) 190 if (missile->nrof < 1)
214{ 210{
215 int food_value; 211 int food_value;
216 archetype *at = NULL; 212 archetype *at = NULL;
217 object *new_op; 213 object *new_op;
218 214
219 food_value = spell_ob->stats.food + +50 * SP_level_duration_adjust (caster, spell_ob); 215 food_value = spell_ob->stats.food + 50 * SP_level_duration_adjust (caster, spell_ob);
220 216
221 if (stringarg) 217 if (stringarg)
222 { 218 {
223 at = find_archetype_by_object_type_name (FOOD, stringarg); 219 at = find_archetype_by_object_type_name (FOOD, stringarg);
224 if (at == NULL) 220 if (at == NULL)
225 at = find_archetype_by_object_type_name (DRINK, stringarg); 221 at = find_archetype_by_object_type_name (DRINK, stringarg);
226 if (at == NULL || at->clone.stats.food > food_value) 222 if (at == NULL || at->stats.food > food_value)
227 stringarg = NULL; 223 stringarg = NULL;
228 } 224 }
229 225
230 if (!stringarg) 226 if (!stringarg)
231 { 227 {
237 * We don't use flesh types because the weight values of those need 233 * We don't use flesh types because the weight values of those need
238 * to be altered from the donor. 234 * to be altered from the donor.
239 */ 235 */
240 236
241 /* We assume the food items don't have multiple parts */ 237 /* We assume the food items don't have multiple parts */
242 for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next) 238 for_all_archetypes (at_tmp)
243 { 239 {
244 if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK) 240 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
245 { 241 {
246 /* Basically, if the food value is something that is creatable 242 /* Basically, if the food value is something that is creatable
247 * under the limits of the spell and it is higher than 243 * under the limits of the spell and it is higher than
248 * the item we have now, take it instead. 244 * the item we have now, take it instead.
249 */ 245 */
250 if (at_tmp->clone.stats.food <= food_value && (!at || at_tmp->clone.stats.food > at->clone.stats.food)) 246 if (at_tmp->stats.food <= food_value
247 && (!at
248 || at_tmp->stats.food > at->stats.food
249 || (at_tmp->stats.food == at->stats.food
250 && at_tmp->weight < at->weight)))
251 at = at_tmp; 251 at = at_tmp;
252 } 252 }
253 } 253 }
254 } 254 }
255
255 /* Pretty unlikely (there are some very low food items), but you never 256 /* Pretty unlikely (there are some very low food items), but you never
256 * know 257 * know
257 */ 258 */
258 if (!at) 259 if (!at)
259 { 260 {
260 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); 261 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food.");
261 return 0; 262 return 0;
262 } 263 }
263 264
264 food_value /= at->clone.stats.food; 265 food_value /= at->stats.food;
265 new_op = arch_to_object (at); 266 new_op = arch_to_object (at);
266 new_op->nrof = food_value; 267 new_op->nrof = food_value;
267 268
268 new_op->value = 0; 269 new_op->value = 0;
269 if (new_op->nrof < 1) 270 if (new_op->nrof < 1)
278{ 279{
279 int r, mflags, maxrange; 280 int r, mflags, maxrange;
280 object *tmp; 281 object *tmp;
281 maptile *m; 282 maptile *m;
282 283
283
284 if (!dir) 284 if (!dir)
285 { 285 {
286 examine_monster (op, op); 286 examine_monster (op, op);
287 return 1; 287 return 1;
288 } 288 }
289
289 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 290 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
290 for (r = 1; r < maxrange; r++) 291 for (r = 1; r < maxrange; r++)
291 { 292 {
292 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir]; 293 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir];
293 294
300 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) 301 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC))
301 { 302 {
302 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 303 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
303 return 0; 304 return 0;
304 } 305 }
306
305 if (mflags & P_IS_ALIVE) 307 if (mflags & P_IS_ALIVE)
306 { 308 {
307 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 309 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
308 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 310 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
309 { 311 {
310 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 312 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
311 if (tmp->head != NULL) 313 if (tmp->head != NULL)
312 tmp = tmp->head; 314 tmp = tmp->head;
313 examine_monster (op, tmp); 315 examine_monster (op, tmp);
314 return 1; 316 return 1;
315 } 317 }
316 } 318 }
317 } 319 }
320
318 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); 321 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
319 return 1; 322 return 1;
320} 323}
321
322 324
323/* This checks to see if 'pl' is invisible to 'mon'. 325/* This checks to see if 'pl' is invisible to 'mon'.
324 * does race check, undead check, etc 326 * does race check, undead check, etc
325 * Returns TRUE if mon can't see pl, false 327 * Returns TRUE if mon can't see pl, false
326 * otherwise. This doesn't check range, walls, etc. It 328 * otherwise. This doesn't check range, walls, etc. It
328 * pl is invisible. 330 * pl is invisible.
329 */ 331 */
330int 332int
331makes_invisible_to (object *pl, object *mon) 333makes_invisible_to (object *pl, object *mon)
332{ 334{
333
334 if (!pl->invisible) 335 if (!pl->invisible)
335 return 0; 336 return 0;
337
336 if (pl->type == PLAYER) 338 if (pl->type == PLAYER)
337 { 339 {
338 /* If race isn't set, then invisible unless it is undead */ 340 /* If race isn't set, then invisible unless it is undead */
339 if (!pl->contr->invis_race) 341 if (!pl->contr->invis_race)
340 { 342 {
341 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 343 if (QUERY_FLAG (mon, FLAG_UNDEAD))
342 return 0; 344 return 0;
345
343 return 1; 346 return 1;
344 } 347 }
348
345 /* invis_race is set if we get here */ 349 /* invis_race is set if we get here */
346 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 350 if (pl->contr->invis_race == shstr_undead && is_true_undead (mon))
347 return 1; 351 return 1;
352
348 /* No race, can't be invisible to it */ 353 /* No race, can't be invisible to it */
349 if (!mon->race) 354 if (!mon->race)
350 return 0; 355 return 0;
356
351 if (strstr (mon->race, pl->contr->invis_race)) 357 if (mon->race.contains (pl->contr->invis_race))
352 return 1; 358 return 1;
359
353 /* Nothing matched above, return 0 */ 360 /* Nothing matched above, return 0 */
354 return 0; 361 return 0;
355 } 362 }
356 else 363 else
357 { 364 {
370 * normal applies. 377 * normal applies.
371 */ 378 */
372int 379int
373cast_invisible (object *op, object *caster, object *spell_ob) 380cast_invisible (object *op, object *caster, object *spell_ob)
374{ 381{
375 object *tmp;
376
377 if (op->invisible > 1000) 382 if (op->invisible > 1000)
378 { 383 {
379 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further"); 384 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further");
380 return 0; 385 return 0;
381 } 386 }
397 else 402 else
398 op->contr->tmp_invis = 1; 403 op->contr->tmp_invis = 1;
399 404
400 op->contr->hidden = 0; 405 op->contr->hidden = 0;
401 } 406 }
407
402 if (makes_invisible_to (op, op)) 408 if (makes_invisible_to (op, op))
403 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!"); 409 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!");
404 else 410 else
405 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!"); 411 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
406 412
407 update_object (op, UP_OBJ_FACE); 413 update_object (op, UP_OBJ_CHANGE);
408 414
409 /* Only search the active objects - only these should actually do 415 /* Only search the active objects - only these should actually do
410 * harm to the player. 416 * harm to the player.
411 */ 417 */
412 for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) 418 for_all_actives (tmp)
413 if (tmp->enemy == op) 419 if (tmp->enemy == op)
414 tmp->enemy = NULL; 420 tmp->enemy = 0;
421
415 return 1; 422 return 1;
416} 423}
417 424
418/* earth to dust spell. Basically destroys earthwalls in the area. 425/* earth to dust spell. Basically destroys earthwalls in the area.
419 */ 426 */
420int 427int
421cast_earth_to_dust (object *op, object *caster, object *spell_ob) 428cast_earth_to_dust (object *op, object *caster, object *spell_ob)
422{ 429{
423 object *tmp, *next;
424 int range, i, j, mflags; 430 int range, i, j, mflags;
425 sint16 sx, sy; 431 sint16 sx, sy;
426 maptile *m; 432 maptile *m;
427
428 if (op->type != PLAYER)
429 return 0;
430 433
431 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 434 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
432 435
433 for (i = -range; i <= range; i++) 436 for (i = -range; i <= range; i++)
434 for (j = -range; j <= range; j++) 437 for (j = -range; j <= range; j++)
439 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 442 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
440 443
441 if (mflags & P_OUT_OF_MAP) 444 if (mflags & P_OUT_OF_MAP)
442 continue; 445 continue;
443 446
444 // earth to dust tears down everything that can be teared down 447 // earth to dust tears down everything that can be torn down
445 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next) 448 for (object *next, *tmp = m->at (sx, sy).bot; tmp; tmp = next)
446 { 449 {
447 next = tmp->above; 450 next = tmp->above;
451
448 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 452 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
449 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 453 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
450 } 454 }
451 } 455 }
456
452 return 1; 457 return 1;
453} 458}
454
455 459
456void 460void
457execute_word_of_recall (object *op) 461execute_word_of_recall (object *op)
458{ 462{
459 object *wor = op; 463 if (object *pl = op->in_player ())
460 464 {
461 while (op != NULL && op->type != PLAYER) 465 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST))
462 op = op->env;
463
464 if (op != NULL && op->map)
465 if ((get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_CLERIC) && (!QUERY_FLAG (op, FLAG_WIZCAST)))
466 new_draw_info (NDI_UNIQUE, 0, op, "You feel something fizzle inside you."); 466 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
467 else 467 else
468 enter_exit (op, wor); 468 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
469 }
469 470
470 wor->destroy (); 471 op->destroy ();
471} 472}
472 473
473/* Word of recall causes the player to return 'home'. 474/* Word of recall causes the player to return 'home'.
474 * we put a force into the player object, so that there is a 475 * we put a force into the player object, so that there is a
475 * time delay effect. 476 * time delay effect.
488 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 489 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
489 return 1; 490 return 1;
490 } 491 }
491 492
492 dummy = get_archetype (FORCE_NAME); 493 dummy = get_archetype (FORCE_NAME);
493 if (dummy == NULL) 494
495 if (!dummy)
494 { 496 {
495 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 497 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
496 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); 498 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
497 return 0; 499 return 0;
498 } 500 }
501
499 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob); 502 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob);
500 if (time < 1) 503 if (time < 1)
501 time = 1; 504 time = 1;
502 505
503 /* value of speed really doesn't make much difference, as long as it is 506 /* value of speed really doesn't make much difference, as long as it is
504 * positive. Lower value may be useful so that the problem doesn't 507 * positive. Lower value may be useful so that the problem doesn't
505 * do anything really odd if it say a -1000 or something. 508 * do anything really odd if it say a -1000 or something.
506 */ 509 */
507 dummy->speed = 0.002; 510 dummy->set_speed (0.002);
508 update_ob_speed (dummy);
509 dummy->speed_left = -dummy->speed * time; 511 dummy->speed_left = -dummy->speed * time;
510 dummy->type = SPELL_EFFECT; 512 dummy->type = SPELL_EFFECT;
511 dummy->subtype = SP_WORD_OF_RECALL; 513 dummy->subtype = SP_WORD_OF_RECALL;
512 514
513 /* If we could take advantage of enter_player_savebed() here, it would be 515 /* If we could take advantage of enter_player_savebed() here, it would be
514 * nice, but until the map load fails, we can't. 516 * nice, but until the map load fails, we can't.
515 */ 517 */
516 EXIT_PATH (dummy) = op->contr->savebed_map; 518 EXIT_PATH (dummy) = op->contr->savebed_map;
517 EXIT_X (dummy) = op->contr->bed_x; 519 EXIT_X (dummy) = op->contr->bed_x;
518 EXIT_Y (dummy) = op->contr->bed_y; 520 EXIT_Y (dummy) = op->contr->bed_y;
519 521
520 (void) insert_ob_in_ob (dummy, op); 522 op->insert (dummy);
523
521 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 524 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
525
522 return 1; 526 return 1;
523} 527}
524 528
525/* cast_wonder 529/* cast_wonder
526 * wonder is really just a spell that will likely cast another 530 * wonder is really just a spell that will likely cast another
559} 563}
560 564
561int 565int
562perceive_self (object *op) 566perceive_self (object *op)
563{ 567{
564 char *cp = describe_item (op, op), buf[MAX_BUF]; 568 const char *cp = describe_item (op, op);
565 archetype *at = archetype::find (ARCH_DEPLETION); 569 archetype *at = archetype::find (ARCH_DEPLETION);
566 object *tmp;
567 int i;
568 570
571 dynbuf_text &buf = msg_dynbuf; buf.clear ();
572
573 if (!op->is_player ())
574 return 0;
575
576 if (object *race = archetype::find (op->race))
577 buf << " - You are a G<male|female> " << &race->name << ".\n";
578
569 tmp = find_god (determine_god (op)); 579 if (object *god = find_god (determine_god (op)))
570 if (tmp) 580 buf << " - You worship " << &god->name << ".\n";
571 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
572 else 581 else
573 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); 582 buf << " - You worship no god.\n";
574 583
575 tmp = present_arch_in_ob (at, op); 584 object *tmp = present_arch_in_ob (at, op);
576 585
577 if (*cp == '\0' && tmp == NULL) 586 if (*cp == '\0' && !tmp)
578 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 587 buf << " - You feel very mundane. ";
579 else 588 else
580 { 589 {
581 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 590 buf << " - You have: " << cp << ".\n";
582 new_draw_info (NDI_UNIQUE, 0, op, cp); 591
583 if (tmp != NULL) 592 if (tmp)
584 {
585 for (i = 0; i < NUM_STATS; i++) 593 for (int i = 0; i < NUM_STATS; i++)
586 { 594 if (tmp->stats.stat (i) < 0)
587 if (get_attr_value (&tmp->stats, i) < 0) 595 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
588 {
589 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i)));
590 }
591 }
592 }
593 } 596 }
594 597
595 if (is_dragon_pl (op)) 598 if (is_dragon_pl (op))
596 {
597 /* now grab the 'dragon_ability'-force from the player's inventory */ 599 /* now grab the 'dragon_ability'-force from the player's inventory */
598 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 600 for (tmp = op->inv; tmp; tmp = tmp->below)
599 { 601 {
600 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 602 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
601 { 603 {
602 if (tmp->stats.exp == 0) 604 if (tmp->stats.exp == 0)
603 {
604 sprintf (buf, "Your metabolism isn't focused on anything."); 605 buf << " - Your metabolism isn't focused on anything.\n";
605 }
606 else 606 else
607 {
608 sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); 607 buf << " - Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
609 } 608
610 new_draw_info (NDI_UNIQUE, 0, op, buf);
611 break; 609 break;
612 } 610 }
613 } 611 }
614 }
615 return 1;
616}
617 612
618/* int cast_create_town_portal (object *op, object *caster, int dir) 613 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
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, *tmp;
639 archetype *perm_portal;
640 char portal_name[1024], portal_message[1024];
641 sint16 exitx, exity;
642 maptile *exitmap;
643 int op_level;
644
645 /* Check to see if the map the player is currently on is a per player unique
646 * map. This can be determined in that per player unique maps have the
647 * full pathname listed.
648 */
649 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
650 {
651 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
652 return 0;
653 }
654
655 /* The first thing to do is to check if we have a marked destination
656 * dummy is used to make a check inventory for the force
657 */
658 dummy = arch_to_object (spell->other_arch);
659 if (dummy == NULL)
660 {
661 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
662 LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name);
663 return 0;
664 }
665
666 force = check_inv_recursive (op, dummy);
667
668 if (force == NULL)
669 {
670 /* Here we know there is no destination marked up.
671 * We have 2 things to do:
672 * 1. Mark the destination in the player inventory.
673 * 2. Let the player know it worked.
674 */
675 dummy->name = op->map->path;
676 EXIT_X (dummy) = op->x;
677 EXIT_Y (dummy) = op->y;
678 insert_ob_in_ob (dummy, op);
679 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You fix this place in your mind.\nYou feel you are able to come here from anywhere.");
680 return 1;
681 }
682
683 dummy->destroy ();
684
685 /* Here we know where the town portal should go to
686 * We should kill any existing portal associated with the player.
687 * Than we should create the 2 portals.
688 * For each of them, we need:
689 * - To create the portal with the name of the player+destination map
690 * - set the owner of the town portal
691 * - To mark the position of the portal in the player's inventory
692 * for easier destruction.
693 *
694 * The mark works has follow:
695 * slaying: Existing town portal
696 * hp, sp : x & y of the associated portal
697 * name : name of the portal
698 * race : map the portal is in
699 */
700
701 /* First step: killing existing town portals */
702 dummy = get_archetype (spell->race);
703 if (dummy == NULL)
704 {
705 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
706 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
707 return 0;
708 }
709
710 perm_portal = archetype::find (spell->slaying);
711
712 /* To kill a town portal, we go trough the player's inventory,
713 * for each marked portal in player's inventory,
714 * -We try load the associated map (if impossible, consider the portal destructed)
715 * -We find any portal in the specified location.
716 * If it has the good name, we destruct it.
717 * -We destruct the force indicating that portal.
718 */
719 while ((old_force = check_inv_recursive (op, dummy)))
720 {
721 exitx = EXIT_X (old_force);
722 exity = EXIT_Y (old_force);
723 LOG (llevDebug, "Trying to kill a portal in %s (%d,%d)\n", &old_force->race, exitx, exity);
724
725 if (!strncmp (old_force->race, settings.localdir, strlen (settings.localdir)))
726 exitmap = ready_map_name (old_force->race, MAP_PLAYER_UNIQUE);
727 else
728 exitmap = ready_map_name (old_force->race, 0);
729
730 if (exitmap)
731 {
732 tmp = present_arch (perm_portal, exitmap, exitx, exity);
733 while (tmp)
734 {
735 if (tmp->name == old_force->name)
736 {
737 tmp->destroy ();
738 break;
739 }
740
741 tmp = tmp->above;
742 }
743 }
744
745 old_force->destroy ();
746 LOG (llevDebug, "\n");
747 }
748
749 dummy->destroy ();
750
751 /* Creating the portals.
752 * The very first thing to do is to ensure
753 * access to the destination map.
754 * If we can't, don't fizzle. Simply warn player.
755 * This ensure player pays his mana for the spell
756 * because HE is responsible of forgotting.
757 * 'force' is the destination of the town portal, which we got
758 * from the players inventory above.
759 */
760
761 /* Ensure exit map is loaded */
762 if (!strncmp (force->name, settings.localdir, strlen (settings.localdir)))
763 exitmap = ready_map_name (force->name, MAP_PLAYER_UNIQUE);
764 else
765 exitmap = ready_map_name (force->name, 0);
766
767 /* If we were unable to load (ex. random map deleted), warn player */
768 if (exitmap == NULL)
769 {
770 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
771 force->destroy ();
772 return 1;
773 }
774
775 op_level = caster_level (caster, spell);
776 if (op_level < 15)
777 snprintf (portal_message, 1024,
778 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
779 &op->name);
780 else if (op_level < 30)
781 snprintf (portal_message, 1024,
782 "\n%s's portal smells of ozone.\nYou do a lot of movements and finally pass\nthrough the small hole in the air\n", &op->name);
783 else if (op_level < 60)
784 snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
785 else
786 snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",
787 &op->name);
788
789 /* Create a portal in front of player
790 * dummy contain the portal and
791 * force contain the track to kill it later
792 */
793
794 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
795 dummy = get_archetype (spell->slaying); /*The portal */
796 if (dummy == NULL)
797 {
798 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
799 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
800 return 0;
801 }
802
803 EXIT_PATH (dummy) = force->name;
804 EXIT_X (dummy) = EXIT_X (force);
805 EXIT_Y (dummy) = EXIT_Y (force);
806 dummy->name = dummy->name_pl = portal_name;
807 dummy->msg = portal_message;
808 dummy->race = op->name; /*Save the owner of the portal */
809 cast_create_obj (op, caster, dummy, 0);
810
811 /* Now we need to to create a town portal marker inside the player
812 * object, so on future castings, we can know that he has an active
813 * town portal.
814 */
815 tmp = get_archetype (spell->race);
816 if (tmp == NULL)
817 {
818 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
819 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
820 return 0;
821 }
822
823 tmp->race = op->map->path;
824 tmp->name = portal_name;
825 EXIT_X (tmp) = dummy->x;
826 EXIT_Y (tmp) = dummy->y;
827 insert_ob_in_ob (tmp, op);
828
829 /* Create a portal in the destination map
830 * dummy contain the portal and
831 * force the track to kill it later
832 * the 'force' variable still contains the 'reminder' of
833 * where this portal goes to.
834 */
835 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, op->map->path);
836 dummy = get_archetype (spell->slaying); /*The portal */
837 if (dummy == NULL)
838 {
839 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
840 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
841 return 0;
842 }
843
844 EXIT_PATH (dummy) = op->map->path;
845 EXIT_X (dummy) = op->x;
846 EXIT_Y (dummy) = op->y;
847 dummy->name = dummy->name_pl = portal_name;
848 dummy->msg = portal_message;
849 dummy->x = EXIT_X (force);
850 dummy->y = EXIT_Y (force);
851 dummy->race = op->name; /*Save the owner of the portal */
852 insert_ob_in_map (dummy, exitmap, op, 0);
853
854 /* Now we create another town portal marker that
855 * points back to the one we just made
856 */
857 tmp = get_archetype (spell->race);
858 if (tmp == NULL)
859 {
860 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
861 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
862 return 0;
863 }
864
865 tmp->race = force->name;
866 tmp->name = portal_name;
867 EXIT_X (tmp) = dummy->x;
868 EXIT_Y (tmp) = dummy->y;
869 insert_ob_in_ob (tmp, op);
870
871 /* Describe the player what happened
872 */
873 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
874 force->destroy ();
875 614
876 return 1; 615 return 1;
877} 616}
878 617
879/* This creates magic walls. Really, it can create most any object, 618/* This creates magic walls. Really, it can create most any object,
880 * within some reason. 619 * within some reason.
881 */ 620 */
882int 621int
883magic_wall (object *op, object *caster, int dir, object *spell_ob) 622magic_wall (object *op, object *caster, int dir, object *spell_ob)
884{ 623{
885 object *tmp, *tmp2; 624 object *tmp;
886 int i, posblocked, negblocked, maxrange; 625 int i, posblocked, negblocked, maxrange;
887 sint16 x, y; 626 sint16 x, y;
888 maptile *m; 627 maptile *m;
889 const char *name; 628 const char *name;
890 archetype *at; 629 archetype *at;
923 { 662 {
924 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 663 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
925 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 664 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
926 return 0; 665 return 0;
927 } 666 }
667
928 tmp = arch_to_object (at); 668 tmp = arch_to_object (at);
929 } 669 }
930 else 670 else
931 { 671 {
932 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name); 672 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
966 */ 706 */
967 if (tmp->type != EARTHWALL) //TODO 707 if (tmp->type != EARTHWALL) //TODO
968 tmp->set_owner (op); 708 tmp->set_owner (op);
969 709
970 set_spell_skill (op, caster, spell_ob, tmp); 710 set_spell_skill (op, caster, spell_ob, tmp);
971 tmp->x = x;
972 tmp->y = y;
973 tmp->level = caster_level (caster, spell_ob) / 2; 711 tmp->level = casting_level (caster, spell_ob) / 2;
974 712
975 name = tmp->name; 713 name = tmp->name;
976 if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL) 714 if (!(tmp = m->insert (tmp, x, y, op)))
977 { 715 {
978 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name); 716 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
979 return 0; 717 return 0;
980 } 718 }
981 719
982 /* If this is a spellcasting wall, need to insert the spell object */ 720 /* If this is a spellcasting wall, need to insert the spell object */
983 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 721 if (tmp->other_arch && tmp->other_arch->type == SPELL)
984 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 722 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
985 723
986 /* This code causes the wall to extend some distance in 724 /* This code causes the wall to extend some distance in
987 * each direction, or until an obstruction is encountered. 725 * each direction, or until an obstruction is encountered.
988 * posblocked and negblocked help determine how far the 726 * posblocked and negblocked help determine how far the
1004 m = tmp->map; 742 m = tmp->map;
1005 743
1006 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && 744 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
1007 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked) 745 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked)
1008 { 746 {
1009 tmp2 = tmp->clone (); 747 object *tmp2 = tmp->clone ();
1010 tmp2->x = x; 748 m->insert (tmp2, x, y, op);
1011 tmp2->y = y; 749
1012 insert_ob_in_map (tmp2, m, op, 0);
1013 /* If this is a spellcasting wall, need to insert the spell object */ 750 /* If this is a spellcasting wall, need to insert the spell object */
1014 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 751 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1015 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 752 tmp2->insert (arch_to_object (tmp2->other_arch));
1016 753
1017 } 754 }
1018 else 755 else
1019 posblocked = 1; 756 posblocked = 1;
1020 757
1023 m = tmp->map; 760 m = tmp->map;
1024 761
1025 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && 762 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
1026 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked) 763 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
1027 { 764 {
1028 tmp2 = tmp->clone (); 765 object *tmp2 = tmp->clone ();
1029 tmp2->x = x; 766 m->insert (tmp2, x, y, op);
1030 tmp2->y = y; 767
1031 insert_ob_in_map (tmp2, m, op, 0);
1032 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 768 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1033 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 769 tmp2->insert (arch_to_object (tmp2->other_arch));
1034 } 770 }
1035 else 771 else
1036 negblocked = 1; 772 negblocked = 1;
1037 } 773 }
1038 774
1087 { 823 {
1088 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n"); 824 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
1089 op->contr->count = 0; 825 op->contr->count = 0;
1090 return 0; 826 return 0;
1091 } 827 }
828
1092 op->contr->count = 0; 829 op->contr->count = 0;
1093 830
1094 /* Remove code that puts player on random space on maps. IMO, 831 /* Remove code that puts player on random space on maps. IMO,
1095 * a lot of maps probably have areas the player should not get to, 832 * a lot of maps probably have areas the player should not get to,
1096 * but may not be marked as NO_MAGIC (as they may be bounded 833 * but may not be marked as NO_MAGIC (as they may be bounded
1145 return 0; 882 return 0;
1146 } 883 }
1147 } 884 }
1148 885
1149 /* Actually move the player now */ 886 /* Actually move the player now */
1150 op->remove (); 887 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op)))
1151 op->x += freearr_x[dir] * dist;
1152 op->y += freearr_y[dir] * dist;
1153 if ((op = insert_ob_in_map (op, op->map, op, 0)) == NULL)
1154 return 1; 888 return 1;
1155 889
1156 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ 890 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */
1157 return 1; 891 return 1;
1158} 892}
1159
1160 893
1161/* cast_heal: Heals something. 894/* cast_heal: Heals something.
1162 * op is the caster. 895 * op is the caster.
1163 * dir is the direction he is casting it in. 896 * dir is the direction he is casting it in.
1164 * spell is the spell object. 897 * spell is the spell object.
1171 object *poison; 904 object *poison;
1172 int heal = 0, success = 0; 905 int heal = 0, success = 0;
1173 906
1174 tmp = find_target_for_friendly_spell (op, dir); 907 tmp = find_target_for_friendly_spell (op, dir);
1175 908
1176 if (tmp == NULL) 909 if (!tmp)
1177 return 0; 910 return 0;
1178 911
1179 /* Figure out how many hp this spell might cure. 912 /* Figure out how many hp this spell might cure.
1180 * could be zero if this spell heals effects, not damage. 913 * could be zero if this spell heals effects, not damage.
1181 */ 914 */
1184 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp; 917 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
1185 918
1186 if (heal) 919 if (heal)
1187 { 920 {
1188 if (tmp->stats.hp >= tmp->stats.maxhp) 921 if (tmp->stats.hp >= tmp->stats.maxhp)
1189 {
1190 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed."); 922 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed.");
1191 }
1192 else 923 else
1193 { 924 {
1194 /* See how many points we actually heal. Instead of messages 925 /* See how many points we actually heal. Instead of messages
1195 * based on type of spell, we instead do messages based 926 * based on type of spell, we instead do messages based
1196 * on amount of damage healed. 927 * on amount of damage healed.
1197 */ 928 */
1198 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 929 if (heal > tmp->stats.maxhp - tmp->stats.hp)
1199 heal = tmp->stats.maxhp - tmp->stats.hp; 930 heal = tmp->stats.maxhp - tmp->stats.hp;
931
1200 tmp->stats.hp += heal; 932 tmp->stats.hp += heal;
1201 933
1202 if (tmp->stats.hp >= tmp->stats.maxhp) 934 if (tmp->stats.hp >= tmp->stats.maxhp)
1203 {
1204 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 935 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1205 }
1206 else if (heal > 50) 936 else if (heal > 50)
1207 {
1208 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); 937 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1209 }
1210 else if (heal > 25) 938 else if (heal > 25)
1211 {
1212 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); 939 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1213 }
1214 else if (heal > 10) 940 else if (heal > 10)
1215 {
1216 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade."); 941 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade.");
1217 }
1218 else 942 else
1219 {
1220 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close."); 943 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close.");
1221 } 944
1222 success = 1; 945 success = 1;
1223 } 946 }
1224 } 947 }
948
1225 if (spell->attacktype & AT_DISEASE) 949 if (spell->attacktype & AT_DISEASE)
1226 if (cure_disease (tmp, op)) 950 if (cure_disease (tmp, op, spell))
1227 success = 1; 951 success = 1;
1228 952
1229 if (spell->attacktype & AT_POISON) 953 if (spell->attacktype & AT_POISON)
1230 { 954 {
1231 at = archetype::find ("poisoning"); 955 at = archetype::find ("poisoning");
1235 success = 1; 959 success = 1;
1236 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 960 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1237 poison->stats.food = 1; 961 poison->stats.food = 1;
1238 } 962 }
1239 } 963 }
964
1240 if (spell->attacktype & AT_CONFUSION) 965 if (spell->attacktype & AT_CONFUSION)
1241 { 966 {
1242 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 967 poison = present_in_ob_by_name (FORCE, "confusion", tmp);
1243 if (poison) 968 if (poison)
1244 { 969 {
1245 success = 1; 970 success = 1;
1246 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 971 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1247 poison->duration = 1; 972 poison->duration = 1;
1248 } 973 }
1249 } 974 }
975
1250 if (spell->attacktype & AT_BLIND) 976 if (spell->attacktype & AT_BLIND)
1251 { 977 {
1252 at = archetype::find ("blindness"); 978 at = archetype::find ("blindness");
1253 poison = present_arch_in_ob (at, tmp); 979 poison = present_arch_in_ob (at, tmp);
1254 if (poison) 980 if (poison)
1256 success = 1; 982 success = 1;
1257 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return."); 983 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1258 poison->stats.food = 1; 984 poison->stats.food = 1;
1259 } 985 }
1260 } 986 }
987
1261 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) 988 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1262 { 989 {
1263 tmp->stats.sp += spell->last_sp; 990 tmp->stats.sp += spell->last_sp;
1264 if (tmp->stats.sp > tmp->stats.maxsp) 991 if (tmp->stats.sp > tmp->stats.maxsp)
1265 tmp->stats.sp = tmp->stats.maxsp; 992 tmp->stats.sp = tmp->stats.maxsp;
1266 success = 1; 993 success = 1;
1267 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!"); 994 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!");
1268 } 995 }
996
1269 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) 997 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1270 { 998 {
1271 tmp->stats.grace += spell->last_grace; 999 tmp->stats.grace += spell->last_grace;
1272 if (tmp->stats.grace > tmp->stats.maxgrace) 1000 if (tmp->stats.grace > tmp->stats.maxgrace)
1273 tmp->stats.grace = tmp->stats.maxgrace; 1001 tmp->stats.grace = tmp->stats.maxgrace;
1274 success = 1; 1002 success = 1;
1275 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!"); 1003 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1276 } 1004 }
1005
1277 if (spell->stats.food && tmp->stats.food < 999) 1006 if (spell->stats.food && tmp->stats.food < 999)
1278 { 1007 {
1279 tmp->stats.food += spell->stats.food; 1008 tmp->stats.food += spell->stats.food;
1009
1280 if (tmp->stats.food > 999) 1010 if (tmp->stats.food > 999)
1281 tmp->stats.food = 999; 1011 tmp->stats.food = 999;
1012
1282 success = 1; 1013 success = 1;
1283 /* We could do something a bit better like the messages for healing above */ 1014 /* We could do something a bit better like the messages for healing above */
1284 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food"); 1015 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1285 } 1016 }
1017
1286 return success; 1018 return success;
1287} 1019}
1288
1289 1020
1290/* This is used for the spells that gain stats. There are no spells 1021/* This is used for the spells that gain stats. There are no spells
1291 * right now that icnrease wis/int/pow on a temp basis, so no 1022 * right now that icnrease wis/int/pow on a temp basis, so no
1292 * good comments for those. 1023 * good comments for those.
1293 */ 1024 */
1294static const char *const no_gain_msgs[NUM_STATS] = { 1025static const char *const no_gain_msgs[NUM_STATS] = {
1295 "You grow no stronger.", 1026 "You grow no stronger.",
1296 "You grow no more agile.", 1027 "You grow no more agile.",
1297 "You don't feel any healthier.", 1028 "You don't feel any healthier.",
1298 "no wis", 1029 "You didn't grow any more intelligent.",
1030 "You do not feel any wiser.",
1031 "You don't feel any more powerful."
1299 "You are no easier to look at.", 1032 "You are no easier to look at.",
1300 "no int",
1301 "no pow"
1302}; 1033};
1303 1034
1304int 1035int
1305cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) 1036cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1306{ 1037{
1307 object *tmp, *tmp2 = NULL;
1308 object *force = NULL; 1038 object *force = 0;
1309 int i; 1039 int i;
1310 1040
1311 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1041 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1312 if (dir != 0) 1042 object *tmp = dir
1313 {
1314 tmp = find_target_for_friendly_spell (op, dir); 1043 ? find_target_for_friendly_spell (op, dir)
1315 } 1044 : op;
1316 else
1317 {
1318 tmp = op;
1319 }
1320 1045
1321 if (tmp == NULL) 1046 if (!tmp)
1322 return 0; 1047 return 0;
1323 1048
1324 /* If we've already got a force of this type, don't add a new one. */ 1049 /* If we've already got a force of this type, don't add a new one. */
1325 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1050 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1326 { 1051 {
1327 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1052 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1328 { 1053 {
1329 if (tmp2->name == spell_ob->name) 1054 if (tmp2->name == spell_ob->name)
1330 { 1055 {
1333 } 1058 }
1334 else if (spell_ob->race && spell_ob->race == tmp2->name) 1059 else if (spell_ob->race && spell_ob->race == tmp2->name)
1335 { 1060 {
1336 if (!silent) 1061 if (!silent)
1337 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 1062 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1063
1338 return 0; 1064 return 0;
1339 } 1065 }
1340 } 1066 }
1341 } 1067 }
1342 if (force == NULL) 1068
1069 if (!force)
1343 { 1070 {
1344 force = get_archetype (FORCE_NAME); 1071 force = get_archetype (FORCE_NAME);
1345 force->subtype = FORCE_CHANGE_ABILITY; 1072 force->subtype = FORCE_CHANGE_ABILITY;
1073
1346 if (spell_ob->race) 1074 if (spell_ob->race)
1347 force->name = spell_ob->race; 1075 force->name = spell_ob->race;
1348 else 1076 else
1349 force->name = spell_ob->name; 1077 force->name = spell_ob->name;
1078
1350 force->name_pl = spell_ob->name; 1079 force->name_pl = spell_ob->name;
1351 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); 1080 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1352 1081
1353 } 1082 }
1354 else 1083 else
1360 { 1089 {
1361 force->duration = duration; 1090 force->duration = duration;
1362 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1091 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1363 } 1092 }
1364 else 1093 else
1365 {
1366 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1094 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1367 } 1095
1368 return 1; 1096 return 1;
1369 } 1097 }
1098
1370 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1099 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1371 force->speed = 1.0; 1100 force->speed = 1.0;
1372 force->speed_left = -1.0; 1101 force->speed_left = -1.0;
1373 SET_FLAG (force, FLAG_APPLIED); 1102 SET_FLAG (force, FLAG_APPLIED);
1374 1103
1380 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob); 1109 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob);
1381 if (force->resist[i] > 100) 1110 if (force->resist[i] > 100)
1382 force->resist[i] = 100; 1111 force->resist[i] = 100;
1383 } 1112 }
1384 } 1113 }
1114
1385 if (spell_ob->stats.hp) 1115 if (spell_ob->stats.hp)
1386 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob); 1116 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1387 1117
1388 if (tmp->type == PLAYER) 1118 if (tmp->type == PLAYER)
1389 { 1119 {
1390 /* Stat adjustment spells */ 1120 /* Stat adjustment spells */
1391 for (i = 0; i < NUM_STATS; i++) 1121 for (i = 0; i < NUM_STATS; i++)
1392 { 1122 {
1393 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; 1123 if (sint8 stat = spell_ob->stats.stat (i))
1394
1395 if (stat)
1396 { 1124 {
1397 sm = 0; 1125 sint8 sm = 0;
1398 for (k = 0; k < stat; k++) 1126 for (sint8 k = 0; k < stat; k++)
1399 sm += rndm (1, 3); 1127 sm += rndm (1, 3);
1400 1128
1401 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) 1129 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1402 { 1130 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1403 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); 1131
1404 if (sm < 0) 1132 force->stats.stat (i) = sm;
1405 sm = 0; 1133
1406 }
1407 set_attr_value (&force->stats, i, sm);
1408 if (!sm) 1134 if (!sm)
1409 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); 1135 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1410 } 1136 }
1411 } 1137 }
1412 } 1138 }
1433 force->attacktype = spell_ob->attacktype; 1159 force->attacktype = spell_ob->attacktype;
1434 1160
1435 insert_ob_in_ob (force, tmp); 1161 insert_ob_in_ob (force, tmp);
1436 change_abil (tmp, force); /* Mostly to display any messages */ 1162 change_abil (tmp, force); /* Mostly to display any messages */
1437 tmp->update_stats (); 1163 tmp->update_stats ();
1164
1438 return 1; 1165 return 1;
1439} 1166}
1440 1167
1441/* This used to be part of cast_change_ability, but it really didn't make 1168/* This used to be part of cast_change_ability, but it really didn't make
1442 * a lot of sense, since most of the values it derives are from the god 1169 * a lot of sense, since most of the values it derives are from the god
1443 * of the caster. 1170 * of the caster.
1444 */ 1171 */
1445
1446int 1172int
1447cast_bless (object *op, object *caster, object *spell_ob, int dir) 1173cast_bless (object *op, object *caster, object *spell_ob, int dir)
1448{ 1174{
1449 int i; 1175 int i;
1450 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1176 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1451 1177
1452 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1178 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1453 if (dir != 0) 1179 if (dir != 0)
1454 { 1180 {
1455 tmp = find_target_for_friendly_spell (op, dir); 1181 tmp = find_target_for_friendly_spell (op, dir);
1182
1183 if (!tmp)
1184 return 0;
1456 } 1185 }
1457 else 1186 else
1458 {
1459 tmp = op; 1187 tmp = op;
1460 }
1461 1188
1462 /* If we've already got a force of this type, don't add a new one. */ 1189 /* If we've already got a force of this type, don't add a new one. */
1463 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1190 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1464 { 1191 {
1465 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1192 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1466 { 1193 {
1467 if (tmp2->name == spell_ob->name) 1194 if (tmp2->name == spell_ob->name)
1468 { 1195 {
1474 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 1201 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1475 return 0; 1202 return 0;
1476 } 1203 }
1477 } 1204 }
1478 } 1205 }
1206
1479 if (force == NULL) 1207 if (force == NULL)
1480 { 1208 {
1481 force = get_archetype (FORCE_NAME); 1209 force = get_archetype (FORCE_NAME);
1482 force->subtype = FORCE_CHANGE_ABILITY; 1210 force->subtype = FORCE_CHANGE_ABILITY;
1483 if (spell_ob->race) 1211 if (spell_ob->race)
1545 insert_ob_in_ob (force, tmp); 1273 insert_ob_in_ob (force, tmp);
1546 tmp->update_stats (); 1274 tmp->update_stats ();
1547 return 1; 1275 return 1;
1548} 1276}
1549 1277
1550
1551
1552/* Alchemy code by Mark Wedel 1278/* Alchemy code by Mark Wedel
1553 * 1279 *
1554 * This code adds a new spell, called alchemy. Alchemy will turn 1280 * This code adds a new spell, called alchemy. Alchemy will turn
1555 * objects to gold nuggets, the value of the gold nuggets being 1281 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1556 * about 90% of that of the item itself. It uses the value of the
1557 * object before charisma adjustments, because the nuggets themselves
1558 * will be will be adjusted by charisma when sold.
1559 * 1282 *
1560 * Large nuggets are worth 25 gp each (base). You will always get 1283 * The value of the gold nuggets being about 90% of that of the item
1561 * the maximum number of large nuggets you could get. 1284 * itself. It uses the value of the object before charisma adjustments,
1562 * Small nuggets are worth 1 gp each (base). You will get from 0 1285 * because the nuggets themselves will be will be adjusted by charisma
1563 * to the max amount of small nuggets as you could get. 1286 * when sold.
1564 *
1565 * For example, if an item is worth 110 gold, you will get
1566 * 4 large nuggets, and from 0-10 small nuggets.
1567 * 1287 *
1568 * There is also a chance (1:30) that you will get nothing at all 1288 * There is also a chance (1:30) that you will get nothing at all
1569 * for the object. There is also a maximum weight that will be 1289 * for the object. There is also a maximum weight that will be
1570 * alchemied. 1290 * alchemised.
1571 */ 1291 */
1572
1573/* I didn't feel like passing these as arguements to the
1574 * two functions that need them. Real values are put in them
1575 * when the spell is cast, and these are freed when the spell
1576 * is finished.
1577 */
1578static object *small, *large;
1579
1580static void 1292static void
1581alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight) 1293alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1582{ 1294{
1583 uint64 value = query_cost (obj, NULL, F_TRUE); 1295 uint64 value = query_cost (obj, NULL, F_TRUE);
1584 1296
1585 /* Give third price when we alchemy money (This should hopefully 1297 /* Give third price when we alchemy money (this should hopefully
1586 * make it so that it isn't worth it to alchemy money, sell 1298 * make it so that it isn't worth it to alchemy money, sell
1587 * the nuggets, alchemy the gold from that, etc. 1299 * the nuggets, alchemy the gold from that, etc.
1588 * Otherwise, give 9 silver on the gold for other objects, 1300 * Otherwise, give 9 silver on the gold for other objects,
1589 * so that it would still be more affordable to haul 1301 * so that it would still be more affordable to haul
1590 * the stuff back to town. 1302 * the stuff back to town.
1591 */ 1303 */
1592
1593 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1304 if (QUERY_FLAG (obj, FLAG_UNPAID))
1594 value = 0; 1305 value = 0;
1595 else if (obj->type == MONEY || obj->type == GEM) 1306 else if (obj->type == MONEY || obj->type == GEM)
1596 value /= 3; 1307 value /= 3;
1597 else 1308 else
1598 value = (value * 9) / 10; 1309 value = value * 9 / 10;
1599 1310
1600 value /= 4; // fix by GHJ, don't understand, pcg
1601
1602 if ((obj->value > 0) && rndm (0, 29)) 1311 if (obj->value > 0 && rndm (0, 29))
1603 { 1312 total_value += value;
1604 int count;
1605 1313
1606 count = value / large->value;
1607 *large_nuggets += count;
1608 value -= (uint64) count *(uint64) large->value;
1609
1610 count = value / small->value;
1611 *small_nuggets += count;
1612 }
1613
1614 /* Turn 25 small nuggets into 1 large nugget. If the value
1615 * of large nuggets is not evenly divisable by the small nugget
1616 * value, take off an extra small_nugget (Assuming small_nuggets!=0)
1617 */
1618 if (*small_nuggets * small->value >= large->value)
1619 {
1620 (*large_nuggets)++;
1621 *small_nuggets -= large->value / small->value;
1622 if (*small_nuggets && large->value % small->value)
1623 (*small_nuggets)--;
1624 }
1625 weight += obj->weight; 1314 total_weight += obj->total_weight ();
1315
1626 obj->destroy (); 1316 obj->destroy ();
1627} 1317}
1628 1318
1629static void
1630update_map (object *op, maptile *m, int small_nuggets, int large_nuggets, int x, int y)
1631{
1632 object *tmp;
1633 int flag = 0;
1634
1635 /* Put any nuggets below the player, but we can only pass this
1636 * flag if we are on the same space as the player
1637 */
1638 if (x == op->x && y == op->y && op->map == m)
1639 flag = INS_BELOW_ORIGINATOR;
1640
1641 if (small_nuggets)
1642 {
1643 tmp = small->clone ();
1644 tmp->nrof = small_nuggets;
1645 tmp->x = x;
1646 tmp->y = y;
1647 insert_ob_in_map (tmp, m, op, flag);
1648 }
1649
1650 if (large_nuggets)
1651 {
1652 tmp = large->clone ();
1653 tmp->nrof = large_nuggets;
1654 tmp->x = x;
1655 tmp->y = y;
1656 insert_ob_in_map (tmp, m, op, flag);
1657 }
1658}
1659
1660int 1319int
1661alchemy (object *op, object *caster, object *spell_ob) 1320alchemy (object *op, object *caster, object *spell_ob)
1662{ 1321{
1663 int x, y, weight = 0, weight_max, large_nuggets, small_nuggets, mflags;
1664 sint16 nx, ny;
1665 object *next, *tmp;
1666 maptile *mp;
1667
1668 if (op->type != PLAYER) 1322 if (op->type != PLAYER)
1669 return 0; 1323 return 0;
1670 1324
1325 archetype *nugget[3];
1326
1327 nugget[0] = archetype::find ("pyrite3");
1328 nugget[1] = archetype::find ("pyrite2");
1329 nugget[2] = archetype::find ("pyrite");
1330
1671 /* Put a maximum weight of items that can be alchemied. Limits the power 1331 /* Put a maximum weight of items that can be alchemised. Limits the power
1672 * some, and also prevents people from alcheming every table/chair/clock 1332 * some, and also prevents people from alchemising every table/chair/clock
1673 * in sight 1333 * in sight
1674 */ 1334 */
1675 weight_max = spell_ob->duration + +SP_level_duration_adjust (caster, spell_ob); 1335 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1676 weight_max *= 1000; 1336 int weight_max = duration * 1000;
1677 small = get_archetype ("smallnugget"), large = get_archetype ("largenugget"); 1337 uint64 value_max = duration * 1000;
1678 1338
1339 int weight = 0;
1340
1679 for (y = op->y - 1; y <= op->y + 1; y++) 1341 for (int y = op->y - 1; y <= op->y + 1; y++)
1680 { 1342 {
1681 for (x = op->x - 1; x <= op->x + 1; x++) 1343 for (int x = op->x - 1; x <= op->x + 1; x++)
1682 { 1344 {
1345 uint64 value = 0;
1346
1683 nx = x; 1347 sint16 nx = x;
1684 ny = y; 1348 sint16 ny = y;
1685 1349
1686 mp = op->map; 1350 maptile *mp = op->map;
1687 1351
1688 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); 1352 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1689 1353
1690 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1354 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1691 continue; 1355 continue;
1692 1356
1693 /* Treat alchemy a little differently - most spell effects 1357 /* Treat alchemy a little differently - most spell effects
1695 * ground level effect. 1359 * ground level effect.
1696 */ 1360 */
1697 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) 1361 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1698 continue; 1362 continue;
1699 1363
1700 small_nuggets = 0; 1364 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1701 large_nuggets = 0;
1702
1703 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = next)
1704 { 1365 {
1705 next = tmp->above; 1366 next = tmp->above;
1367
1706 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1368 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1707 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1369 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1708 { 1370 {
1709
1710 if (tmp->inv) 1371 if (tmp->inv)
1711 { 1372 {
1712 object *next1, *tmp1; 1373 object *next1, *tmp1;
1713 1374
1714 for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1) 1375 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1715 { 1376 {
1716 next1 = tmp1->below; 1377 next1 = tmp1->below;
1717 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1378 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1718 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1379 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1719 alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight); 1380 alchemy_object (tmp1, value, weight);
1720 } 1381 }
1721 } 1382 }
1383
1722 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); 1384 alchemy_object (tmp, value, weight);
1723 1385
1724 if (weight > weight_max) 1386 if (weight > weight_max)
1725 { 1387 break;
1726 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1727 large->destroy ();
1728 small->destroy ();
1729 return 1;
1730 } 1388 }
1731 } /* is alchemable object */
1732 } /* process all objects on this space */
1733
1734 /* Insert all the nuggets at one time. This probably saves time, but
1735 * it also prevents us from alcheming nuggets that were just created
1736 * with this spell.
1737 */ 1389 }
1738 update_map (op, mp, small_nuggets, large_nuggets, nx, ny); 1390
1391 value -= rndm (value >> 4);
1392 value = min (value, value_max);
1393
1394 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1395 if (int nrof = value / nugget [i]->value)
1396 {
1397 value -= nrof * nugget[i]->value;
1398
1399 object *tmp = arch_to_object (nugget[i]);
1400 tmp->nrof = nrof;
1401 tmp->flag [FLAG_IDENTIFIED] = true;
1402 op->map->insert (tmp, x, y, op, 0);
1739 } 1403 }
1740 }
1741 1404
1742 large->destroy (); 1405 if (weight > weight_max)
1743 small->destroy (); 1406 goto bailout;
1744 /* reset this so that if player standing on a big pile of stuff, 1407 }
1745 * it is redrawn properly. 1408 }
1746 */ 1409
1747 op->contr->ns->look_position = 0; 1410bailout:
1748 return 1; 1411 return 1;
1749} 1412}
1750
1751 1413
1752/* This function removes the cursed/damned status on equipped 1414/* This function removes the cursed/damned status on equipped
1753 * items. 1415 * items.
1754 */ 1416 */
1755int 1417int
1762 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1424 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1763 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1425 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1764 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1426 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1765 { 1427 {
1766 was_one++; 1428 was_one++;
1429
1767 if (tmp->level <= caster_level (caster, spell)) 1430 if (tmp->level <= casting_level (caster, spell))
1768 { 1431 {
1769 success++; 1432 success++;
1770 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1433 if (QUERY_FLAG (spell, FLAG_DAMNED))
1771 CLEAR_FLAG (tmp, FLAG_DAMNED); 1434 CLEAR_FLAG (tmp, FLAG_DAMNED);
1772 1435
1773 CLEAR_FLAG (tmp, FLAG_CURSED); 1436 CLEAR_FLAG (tmp, FLAG_CURSED);
1774 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1437 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1775 tmp->value = 0; /* Still can't sell it */ 1438 tmp->value = 0; /* Still can't sell it */
1776 if (op->type == PLAYER) 1439
1440 if (object *pl = tmp->visible_to ())
1777 esrv_send_item (op, tmp); 1441 esrv_update_item (UPD_FLAGS, pl, tmp);
1778 } 1442 }
1779 } 1443 }
1780 1444
1781 if (op->type == PLAYER) 1445 if (op->type == PLAYER)
1782 { 1446 {
1783 if (success) 1447 if (success)
1784 {
1785 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now."); 1448 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1786 }
1787 else 1449 else
1788 { 1450 {
1789 if (was_one) 1451 if (was_one)
1790 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse."); 1452 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1791 else 1453 else
1795 1457
1796 return success; 1458 return success;
1797} 1459}
1798 1460
1799/* Identifies objects in the players inventory/on the ground */ 1461/* Identifies objects in the players inventory/on the ground */
1800
1801int 1462int
1802cast_identify (object *op, object *caster, object *spell) 1463cast_identify (object *op, object *caster, object *spell)
1803{ 1464{
1804 object *tmp; 1465 object *tmp;
1805 int success = 0, num_ident; 1466 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1806 1467
1807 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1468 int num_ident = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell));
1808
1809 if (num_ident < 1)
1810 num_ident = 1;
1811 1469
1812 for (tmp = op->inv; tmp; tmp = tmp->below) 1470 for (tmp = op->inv; tmp; tmp = tmp->below)
1813 { 1471 {
1814 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1472 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1815 { 1473 {
1816 identify (tmp); 1474 identify (tmp);
1817 1475
1818 if (op->type == PLAYER) 1476 if (op->type == PLAYER)
1819 { 1477 {
1820 new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op)); 1478 buf.printf ("You identified: %s.\r", long_desc (tmp, op));
1821 1479
1822 if (tmp->msg) 1480 if (tmp->msg)
1823 { 1481 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1824 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1825 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1826 }
1827 } 1482 }
1828 1483
1829 num_ident--;
1830 success = 1;
1831 if (!num_ident) 1484 if (!--num_ident)
1832 break; 1485 break;
1833 } 1486 }
1834 } 1487 }
1835 1488
1836 /* If all the power of the spell has been used up, don't go and identify 1489 /* If all the power of the spell has been used up, don't go and identify
1837 * stuff on the floor. Only identify stuff on the floor if the spell 1490 * stuff on the floor. Only identify stuff on the floor if the spell
1838 * was not fully used. 1491 * was not fully used.
1839 */ 1492 */
1840 if (num_ident) 1493 if (num_ident)
1841 { 1494 {
1842 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1495 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1843 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1496 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1844 { 1497 {
1845 identify (tmp); 1498 identify (tmp);
1846 1499
1847 if (op->type == PLAYER) 1500 if (object *pl = tmp->visible_to ())
1848 { 1501 {
1849 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op)); 1502 buf.printf ("On the ground you identified: %s.\r", long_desc (tmp, op));
1850 1503
1851 if (tmp->msg) 1504 if (tmp->msg)
1852 { 1505 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1853 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1854 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1855 }
1856
1857 esrv_send_item (op, tmp);
1858 } 1506 }
1859 1507
1860 num_ident--;
1861 success = 1;
1862 if (!num_ident) 1508 if (!--num_ident)
1863 break; 1509 break;
1864 } 1510 }
1865 } 1511 }
1866 1512
1867 if (!success) 1513 if (buf.empty ())
1868 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified."); 1514 {
1515 op->failmsg ("You can't reach anything unidentified.");
1516 return 0;
1517 }
1869 else 1518 else
1519 {
1520 if (op->contr)
1521 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1522
1870 spell_effect (spell, op->x, op->y, op->map, op); 1523 spell_effect (spell, op->x, op->y, op->map, op);
1871 1524 return 1;
1872 return success; 1525 }
1873} 1526}
1874 1527
1875int 1528int
1876cast_detection (object *op, object *caster, object *spell, object *skill) 1529cast_detection (object *op, object *caster, object *spell, object *skill)
1877{ 1530{
1882 1535
1883 /* We precompute some values here so that we don't have to keep 1536 /* We precompute some values here so that we don't have to keep
1884 * doing it over and over again. 1537 * doing it over and over again.
1885 */ 1538 */
1886 god = find_god (determine_god (op)); 1539 god = find_god (determine_god (op));
1887 level = caster_level (caster, spell); 1540 level = casting_level (caster, spell);
1888 range = spell->range + SP_level_range_adjust (caster, spell); 1541 range = spell->range + SP_level_range_adjust (caster, spell);
1889 1542
1890 if (!skill) 1543 if (!skill)
1891 skill = caster; 1544 skill = caster;
1892 1545
1893 for (x = op->x - range; x <= op->x + range; x++) 1546 unordered_mapwalk (op, -range, -range, range, range)
1894 for (y = op->y - range; y <= op->y + range; y++)
1895 { 1547 {
1896 m = op->map;
1897 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1898 if (mflags & P_OUT_OF_MAP)
1899 continue;
1900
1901 /* For most of the detections, we only detect objects above the 1548 /* For most of the detections, we only detect objects above the
1902 * floor. But this is not true for show invisible. 1549 * floor. But this is not true for show invisible.
1903 * Basically, we just go and find the top object and work 1550 * Basically, we just go and find the top object and work
1904 * down - that is easier than working up. 1551 * down - that is easier than working up.
1905 */ 1552 */
1906 1553
1907 for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above) 1554 for (last = NULL, tmp = m->at (nx, ny).bot; tmp; tmp = tmp->above)
1908 last = tmp; 1555 last = tmp;
1909 1556
1910 /* Shouldn't happen, but if there are no objects on a space, this 1557 /* Shouldn't happen, but if there are no objects on a space, this
1911 * would happen. 1558 * would happen.
1912 */ 1559 */
1913 if (!last) 1560 if (!last)
1914 continue; 1561 continue;
1915 1562
1916 done_one = 0; 1563 done_one = 0;
1917 floor = 0; 1564 floor = 0;
1918 detect = NULL; 1565 detect = NULL;
1919 for (tmp = last; tmp; tmp = tmp->below) 1566 for (tmp = last; tmp; tmp = tmp->below)
1920 { 1567 {
1921 /* show invisible */ 1568 /* show invisible */
1922 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1569 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1923 /* Might there be other objects that we can make visible? */ 1570 /* Might there be other objects that we can make visible? */
1924 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1571 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER)
1925 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1572 || (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ))
1926 tmp->type == CF_HANDLE || 1573 || tmp->type == CF_HANDLE
1927 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE || 1574 || tmp->type == TRAPDOOR
1575 || tmp->type == EXIT
1576 || tmp->type == HOLE
1577 || tmp->type == BUTTON
1928 tmp->type == BUTTON || tmp->type == TELEPORTER || 1578 || tmp->type == TELEPORTER
1579 || tmp->type == GATE
1929 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1580 || tmp->type == LOCKED_DOOR
1930 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN || 1581 || tmp->type == WEAPON
1582 || tmp->type == ALTAR
1583 || tmp->type == SIGN
1931 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1584 || tmp->type == TRIGGER_PEDESTAL
1932 tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR))) 1585 || tmp->type == SPECIAL_KEY
1586 || tmp->type == TREASURE
1587 || tmp->type == BOOK
1588 || tmp->type == HOLY_ALTAR
1589 || tmp->type == CONTAINER)))
1933 { 1590 {
1934 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4) 1591 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1935 { 1592 {
1936 tmp->invisible = 0; 1593 tmp->invisible = 0;
1937 done_one = 1; 1594 done_one = 1;
1938 } 1595 }
1939 } 1596 }
1940 1597
1941 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1598 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1942 floor = 1; 1599 floor = 1;
1943 1600
1944 /* All detections below this point don't descend beneath the floor, 1601 /* All detections below this point don't descend beneath the floor,
1945 * so just continue on. We could be clever and look at the type of 1602 * so just continue on. We could be clever and look at the type of
1946 * detection to completely break out if we don't care about objects beneath 1603 * detection to completely break out if we don't care about objects beneath
1947 * the floor, but once we get to the floor, not likely a very big issue anyways. 1604 * the floor, but once we get to the floor, not likely a very big issue anyways.
1948 */ 1605 */
1949 if (floor) 1606 if (floor)
1950 continue; 1607 continue;
1951 1608
1952 /* I had thought about making detect magic and detect curse 1609 /* I had thought about making detect magic and detect curse
1953 * show the flash the magic item like it does for detect monster. 1610 * show the flash the magic item like it does for detect monster.
1954 * however, if the object is within sight, this would then make it 1611 * however, if the object is within sight, this would then make it
1955 * difficult to see what object is magical/cursed, so the 1612 * difficult to see what object is magical/cursed, so the
1956 * effect wouldn't be as apparant. 1613 * effect wouldn't be as apparent.
1957 */ 1614 */
1958 1615
1959 /* detect magic */ 1616 /* detect magic */
1960 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && 1617 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1961 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp)) 1618 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1962 { 1619 {
1963 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1620 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1964 /* make runes more visibile */ 1621 /* make runes more visibile */
1965 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC) 1622 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1966 tmp->stats.Cha /= 4; 1623 tmp->stats.Cha /= 4;
1624
1967 done_one = 1; 1625 done_one = 1;
1968 } 1626 }
1627
1969 /* detect monster */ 1628 /* detect monster */
1970 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER)) 1629 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1971 { 1630 {
1972 done_one = 2; 1631 done_one = 2;
1632
1973 if (!detect) 1633 if (!detect)
1974 detect = tmp; 1634 detect = tmp;
1975 } 1635 }
1636
1976 /* Basically, if race is set in the spell, then the creatures race must 1637 /* Basically, if race is set in the spell, then the creatures race must
1977 * match that. if the spell race is set to GOD, then the gods opposing 1638 * match that. if the spell race is set to GOD, then the gods opposing
1978 * race must match. 1639 * race must match.
1979 */ 1640 */
1980 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race && 1641 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1981 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) || 1642 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1982 (strstr (spell->race, tmp->race)))) 1643 spell->race.contains (tmp->race)))
1983 { 1644 {
1984 done_one = 2; 1645 done_one = 2;
1646
1985 if (!detect) 1647 if (!detect)
1986 detect = tmp; 1648 detect = tmp;
1987 } 1649 }
1650
1988 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1651 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1989 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1652 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1990 { 1653 {
1991 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1654 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1992 done_one = 1; 1655 done_one = 1;
1993 } 1656 }
1994 } /* for stack of objects on this space */ 1657 } /* for stack of objects on this space */
1995 1658
1996 /* Code here puts an effect of the spell on the space, so you can see 1659 /* Code here puts an effect of the spell on the space, so you can see
1997 * where the magic is. 1660 * where the magic is.
1998 */ 1661 */
1999 if (done_one) 1662 if (done_one)
2000 { 1663 {
2001 object *detect_ob = arch_to_object (spell->other_arch); 1664 object *detect_ob = arch_to_object (spell->other_arch);
2002 1665
2003 detect_ob->x = nx;
2004 detect_ob->y = ny;
2005 /* if this is set, we want to copy the face */ 1666 /* if this is set, we want to copy the face */
2006 if (done_one == 2 && detect) 1667 if (done_one == 2 && detect)
2007 { 1668 {
2008 detect_ob->face = detect->face; 1669 detect_ob->face = detect->face;
2009 detect_ob->animation_id = detect->animation_id; 1670 detect_ob->animation_id = detect->animation_id;
2010 detect_ob->anim_speed = detect->anim_speed; 1671 detect_ob->anim_speed = detect->anim_speed;
2011 detect_ob->last_anim = 0; 1672 detect_ob->last_anim = 0;
2012 /* by default, the detect_ob is already animated */ 1673 /* by default, the detect_ob is already animated */
2013 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1674 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
2014 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1675 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
2015 } 1676 }
2016 insert_ob_in_map (detect_ob, m, op, 0); 1677
1678 m->insert (detect_ob, nx, ny, op);
2017 } 1679 }
2018 } /* for processing the surrounding spaces */ 1680 } /* for processing the surrounding spaces */
2019 1681
2020 1682
2021 /* Now process objects in the players inventory if detect curse or magic */ 1683 /* Now process objects in the players inventory if detect curse or magic */
2022 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL)) 1684 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL))
2023 { 1685 {
2024 done_one = 0; 1686 done_one = 0;
1687
2025 for (tmp = op->inv; tmp; tmp = tmp->below) 1688 for (tmp = op->inv; tmp; tmp = tmp->below)
2026 { 1689 {
2027 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1690 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2028 { 1691 {
2029 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)) 1692 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL))
2030 { 1693 {
2031 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1694 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
2032 if (op->type == PLAYER) 1695
1696 if (object *pl = tmp->visible_to ())
2033 esrv_send_item (op, tmp); 1697 esrv_update_item (UPD_FLAGS, pl, tmp);
2034 } 1698 }
1699
2035 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1700 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
2036 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1701 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
2037 { 1702 {
2038 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1703 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
2039 if (op->type == PLAYER) 1704
1705 if (object *pl = tmp->visible_to ())
2040 esrv_send_item (op, tmp); 1706 esrv_update_item (UPD_FLAGS, pl, tmp);
2041 } 1707 }
2042 } /* if item is not identified */ 1708 } /* if item is not identified */
2043 } /* for the players inventory */ 1709 } /* for the players inventory */
2044 } /* if detect magic/curse and object is a player */ 1710 } /* if detect magic/curse and object is a player */
1711
2045 return 1; 1712 return 1;
2046} 1713}
2047 1714
2048 1715
2049/** 1716/**
2062 1729
2063 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you."); 1730 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
2064 1731
2065 if (victim->stats.sp >= victim->stats.maxsp * 2) 1732 if (victim->stats.sp >= victim->stats.maxsp * 2)
2066 { 1733 {
2067 object *tmp;
2068
2069 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1734 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
2070
2071 /* Explodes a fireball centered at player */
2072 tmp = get_archetype (EXPLODING_FIREBALL);
2073 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
2074 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
2075 tmp->x = victim->x;
2076 tmp->y = victim->y;
2077 insert_ob_in_map (tmp, victim->map, NULL, 0);
2078 victim->stats.sp = 2 * victim->stats.maxsp; 1735 victim->stats.sp = 2 * victim->stats.maxsp;
1736 create_exploding_ball_at (victim, caster_level);
2079 } 1737 }
2080 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1738 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
2081 {
2082 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); 1739 new_draw_info (NDI_UNIQUE | NDI_ORANGE, 0, victim, "You feel like your head is going to explode.");
2083 }
2084 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1740 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2085 {
2086 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 1741 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
2087 }
2088 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1742 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2089 { 1743 {
2090 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1744 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2091 confuse_player (victim, victim, 99); 1745 confuse_player (victim, victim, 99);
2092 } 1746 }
2093 else if (victim->stats.sp >= victim->stats.maxsp * 1.25) 1747 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
2094 {
2095 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices."); 1748 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
2096 }
2097} 1749}
2098 1750
2099/* cast_transfer 1751/* cast_transfer
2100 * This spell transfers sp from the player to another person. 1752 * This spell transfers sp from the player to another person.
2101 * We let the target go above their normal maximum SP. 1753 * We let the target go above their normal maximum SP.
2138 } 1790 }
2139 /* give sp */ 1791 /* give sp */
2140 if (spell->stats.dam > 0) 1792 if (spell->stats.dam > 0)
2141 { 1793 {
2142 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell); 1794 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
2143 charge_mana_effect (plyr, caster_level (caster, spell)); 1795 charge_mana_effect (plyr, casting_level (caster, spell));
2144 return 1; 1796 return 1;
2145 } 1797 }
2146 /* suck sp away. Can't suck sp from yourself */ 1798 /* suck sp away. Can't suck sp from yourself */
2147 else if (op != plyr) 1799 else if (op != plyr)
2148 { 1800 {
2160 /* Player doesn't get full credit */ 1812 /* Player doesn't get full credit */
2161 sucked = (sucked * rate) / 100; 1813 sucked = (sucked * rate) / 100;
2162 op->stats.sp += sucked; 1814 op->stats.sp += sucked;
2163 if (sucked > 0) 1815 if (sucked > 0)
2164 { 1816 {
2165 charge_mana_effect (op, caster_level (caster, spell)); 1817 charge_mana_effect (op, casting_level (caster, spell));
2166 } 1818 }
2167 } 1819 }
2168 return 1; 1820 return 1;
2169 } 1821 }
2170 return 0; 1822 return 0;
2212 /* Basically, if the object is magical and not counterspell, 1864 /* Basically, if the object is magical and not counterspell,
2213 * we will more or less remove the object. Don't counterspell 1865 * we will more or less remove the object. Don't counterspell
2214 * monsters either. 1866 * monsters either.
2215 */ 1867 */
2216 1868
2217 if (head->attacktype & AT_MAGIC && 1869 if (head->attacktype & AT_MAGIC
2218 !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level)) 1870 && !(head->attacktype & AT_COUNTERSPELL)
1871 && !QUERY_FLAG (head, FLAG_MONSTER)
1872 && (op->level > head->level))
2219 head->destroy (); 1873 head->destroy ();
2220 else 1874 else
2221 switch (head->type) 1875 switch (head->type)
2222 { 1876 {
2223 case SPELL_EFFECT: 1877 case SPELL_EFFECT:
1878 // XXX: Don't affect floor spelleffects. See also XXX comment
1879 // about sanctuary in spell_util.C
1880 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1881 continue;
1882
2224 if (op->level > head->level) 1883 if (op->level > head->level)
2225 head->destroy (); 1884 head->destroy ();
2226 1885
2227 break; 1886 break;
2228 1887
2239 break; 1898 break;
2240 } 1899 }
2241 } 1900 }
2242} 1901}
2243 1902
2244
2245
2246/* cast_consecrate() - a spell to make an altar your god's */ 1903/* cast_consecrate() - a spell to make an altar your god's */
2247int 1904int
2248cast_consecrate (object *op, object *caster, object *spell) 1905cast_consecrate (object *op, object *caster, object *spell)
2249{ 1906{
2250 char buf[MAX_BUF]; 1907 char buf[MAX_BUF];
2262 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1919 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2263 break; 1920 break;
2264 if (tmp->type == HOLY_ALTAR) 1921 if (tmp->type == HOLY_ALTAR)
2265 { 1922 {
2266 1923
2267 if (tmp->level > caster_level (caster, spell)) 1924 if (tmp->level > casting_level (caster, spell))
2268 { 1925 {
2269 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name); 1926 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name);
2270 return 0; 1927 return 0;
2271 } 1928 }
2272 else 1929 else
2273 { 1930 {
2274 /* If we got here, we are consecrating an altar */ 1931 /* If we got here, we are consecrating an altar */
2275 sprintf (buf, "Altar of %s", &god->name); 1932 sprintf (buf, "Altar of %s", &god->name);
2276 tmp->name = buf; 1933 tmp->name = buf;
2277 tmp->level = caster_level (caster, spell); 1934 tmp->level = casting_level (caster, spell);
2278 tmp->other_arch = god->arch; 1935 tmp->other_arch = god->arch;
1936
2279 if (op->type == PLAYER) 1937 if (op->type == PLAYER)
2280 esrv_update_item (UPD_NAME, op, tmp); 1938 esrv_update_item (UPD_NAME, op, tmp);
1939
2281 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name); 1940 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
2282 return 1; 1941 return 1;
2283 } 1942 }
2284 } 1943 }
2285 } 1944 }
2295 * This code was very odd - code early on would only let players use the spell, 1954 * This code was very odd - code early on would only let players use the spell,
2296 * yet the code wass full of player checks. I've presumed that the code 1955 * yet the code wass full of player checks. I've presumed that the code
2297 * that only let players use it was correct, and removed all the other 1956 * that only let players use it was correct, and removed all the other
2298 * player checks. MSW 2003-01-06 1957 * player checks. MSW 2003-01-06
2299 */ 1958 */
2300
2301int 1959int
2302animate_weapon (object *op, object *caster, object *spell, int dir) 1960animate_weapon (object *op, object *caster, object *spell, int dir)
2303{ 1961{
2304 object *weapon, *tmp; 1962 object *weapon, *tmp;
2305 char buf[MAX_BUF]; 1963 char buf[MAX_BUF];
2306 int a, i; 1964 int a, i;
2307 sint16 x, y; 1965 sint16 x, y;
2308 maptile *m; 1966 maptile *m;
2309 materialtype_t *mt;
2310 1967
2311 if (!spell->other_arch) 1968 if (!spell->other_arch)
2312 { 1969 {
2313 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1970 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2314 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name); 1971 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2317 /* exit if it's not a player using this spell. */ 1974 /* exit if it's not a player using this spell. */
2318 if (op->type != PLAYER) 1975 if (op->type != PLAYER)
2319 return 0; 1976 return 0;
2320 1977
2321 /* if player already has a golem, abort */ 1978 /* if player already has a golem, abort */
2322 if (op->contr->ranges[range_golem]) 1979 if (object *golem = op->contr->golem)
2323 { 1980 {
2324 control_golem (op->contr->ranges[range_golem], dir); 1981 control_golem (golem, dir);
2325 return 0; 1982 return 0;
2326 } 1983 }
2327 1984
2328 /* if no direction specified, pick one */ 1985 /* if no direction specified, pick one */
2329 if (!dir) 1986 if (!dir)
2330 dir = find_free_spot (NULL, op->map, op->x, op->y, 1, 9); 1987 dir = find_free_spot (spell->other_arch, op->map, op->x, op->y, 1, 9);
2331 1988
2332 m = op->map; 1989 m = op->map;
2333 x = op->x + freearr_x[dir]; 1990 x = op->x + freearr_x[dir];
2334 y = op->y + freearr_y[dir]; 1991 y = op->y + freearr_y[dir];
2335 1992
2336 /* if there's no place to put the golem, abort */ 1993 /* if there's no place to put the golem, abort */
2337 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || 1994 if (dir < 0 || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP)
2338 ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->clone.move_type)) 1995 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2339 { 1996 {
2340 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1997 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
2341 return 0; 1998 return 0;
2342 } 1999 }
2343 2000
2347 if (!weapon) 2004 if (!weapon)
2348 { 2005 {
2349 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2006 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2350 return 0; 2007 return 0;
2351 } 2008 }
2009
2352 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2010 if (spell->race && weapon->arch->archname != spell->race)
2353 { 2011 {
2354 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2012 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2355 return 0; 2013 return 0;
2356 } 2014 }
2015
2357 if (weapon->type != WEAPON) 2016 if (weapon->type != WEAPON)
2358 { 2017 {
2359 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it."); 2018 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it.");
2360 return 0; 2019 return 0;
2361 } 2020 }
2021
2362 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2022 if (QUERY_FLAG (weapon, FLAG_APPLIED))
2363 { 2023 {
2364 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon)); 2024 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon));
2365 return 0; 2025 return 0;
2366 } 2026 }
2367 2027
2368 if (weapon->nrof > 1) 2028 weapon = weapon->split ();
2369 {
2370 tmp = get_split_ob (weapon, 1);
2371 esrv_send_item (op, weapon);
2372 weapon = tmp;
2373 }
2374 2029
2375 /* create the golem object */ 2030 /* create the golem object */
2376 tmp = arch_to_object (spell->other_arch); 2031 tmp = arch_to_object (spell->other_arch);
2377 2032
2378 /* if animated by a player, give the player control of the golem */ 2033 /* if animated by a player, give the player control of the golem */
2379 CLEAR_FLAG (tmp, FLAG_MONSTER); 2034 CLEAR_FLAG (tmp, FLAG_MONSTER);
2380 SET_FLAG (tmp, FLAG_FRIENDLY);
2381 tmp->stats.exp = 0; 2035 tmp->stats.exp = 0;
2382 add_friendly_object (tmp); 2036 add_friendly_object (tmp);
2383 tmp->type = GOLEM; 2037 tmp->type = GOLEM;
2384 tmp->set_owner (op); 2038 tmp->set_owner (op);
2039 op->contr->golem = tmp;
2385 set_spell_skill (op, caster, spell, tmp); 2040 set_spell_skill (op, caster, spell, tmp);
2386 op->contr->ranges[range_golem] = tmp;
2387 op->contr->shoottype = range_golem;
2388 2041
2389 /* Give the weapon to the golem now. A bit of a hack to check the 2042 /* Give the weapon to the golem now. A bit of a hack to check the
2390 * removed flag - it should only be set if get_split_object was 2043 * removed flag - it should only be set if weapon->split was
2391 * used above. 2044 * used above.
2392 */ 2045 */
2393 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2046 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2394 weapon->remove (); 2047 weapon->remove ();
2395 insert_ob_in_ob (weapon, tmp); 2048
2396 esrv_send_item (op, weapon); 2049 tmp->insert (weapon);
2050
2397 /* To do everything necessary to let a golem use the weapon is a pain, 2051 /* To do everything necessary to let a golem use the weapon is a pain,
2398 * so instead, just set it as equipped (otherwise, we need to update 2052 * so instead, just set it as equipped (otherwise, we need to update
2399 * body_info, skills, etc) 2053 * body_info, skills, etc)
2400 */ 2054 */
2401 SET_FLAG (tmp, FLAG_USE_WEAPON); 2055 SET_FLAG (tmp, FLAG_USE_WEAPON);
2427 2081
2428 /* attacktype */ 2082 /* attacktype */
2429 if (!tmp->attacktype) 2083 if (!tmp->attacktype)
2430 tmp->attacktype = AT_PHYSICAL; 2084 tmp->attacktype = AT_PHYSICAL;
2431 2085
2432 mt = NULL;
2433 if (op->materialname != NULL)
2434 mt = name_to_material (op->materialname); 2086 if (materialtype_t *mt = name_to_material (op->materialname))
2435 if (mt != NULL)
2436 { 2087 {
2437 for (i = 0; i < NROFATTACKS; i++) 2088 for (i = 0; i < NROFATTACKS; i++)
2438 tmp->resist[i] = 50 - (mt->save[i] * 5); 2089 tmp->resist[i] = 50 - (mt->save[i] * 5);
2439 a = mt->save[0]; 2090 a = mt->save[0];
2440 } 2091 }
2442 { 2093 {
2443 for (i = 0; i < NROFATTACKS; i++) 2094 for (i = 0; i < NROFATTACKS; i++)
2444 tmp->resist[i] = 5; 2095 tmp->resist[i] = 5;
2445 a = 10; 2096 a = 10;
2446 } 2097 }
2098
2447 /* Set weapon's immunity */ 2099 /* Set weapon's immunity */
2448 tmp->resist[ATNR_CONFUSION] = 100; 2100 tmp->resist[ATNR_CONFUSION] = 100;
2449 tmp->resist[ATNR_POISON] = 100; 2101 tmp->resist[ATNR_POISON] = 100;
2450 tmp->resist[ATNR_SLOW] = 100; 2102 tmp->resist[ATNR_SLOW] = 100;
2451 tmp->resist[ATNR_PARALYZE] = 100; 2103 tmp->resist[ATNR_PARALYZE] = 100;
2457 2109
2458 /* Improve weapon's armour value according to best save vs. physical of its material */ 2110 /* Improve weapon's armour value according to best save vs. physical of its material */
2459 2111
2460 if (a > 14) 2112 if (a > 14)
2461 a = 14; 2113 a = 14;
2114
2462 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); 2115 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2463 2116
2464 /* Determine golem's speed */ 2117 /* Determine golem's speed */
2465 tmp->speed = 0.4 + 0.1 * SP_level_range_adjust (caster, spell); 2118 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2466
2467 if (tmp->speed > 3.33)
2468 tmp->speed = 3.33;
2469 2119
2470 if (!spell->race) 2120 if (!spell->race)
2471 { 2121 {
2472 sprintf (buf, "animated %s", &weapon->name); 2122 sprintf (buf, "animated %s", &weapon->name);
2473 tmp->name = buf; 2123 tmp->name = buf;
2475 tmp->face = weapon->face; 2125 tmp->face = weapon->face;
2476 tmp->animation_id = weapon->animation_id; 2126 tmp->animation_id = weapon->animation_id;
2477 tmp->anim_speed = weapon->anim_speed; 2127 tmp->anim_speed = weapon->anim_speed;
2478 tmp->last_anim = weapon->last_anim; 2128 tmp->last_anim = weapon->last_anim;
2479 tmp->state = weapon->state; 2129 tmp->state = weapon->state;
2480 if (QUERY_FLAG (weapon, FLAG_ANIMATE)) 2130 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2481 {
2482 SET_FLAG (tmp, FLAG_ANIMATE);
2483 }
2484 else
2485 {
2486 CLEAR_FLAG (tmp, FLAG_ANIMATE);
2487 }
2488 update_ob_speed (tmp);
2489 } 2131 }
2490 2132
2491 /* make experience increase in proportion to the strength of the summoned creature. */ 2133 /* make experience increase in proportion to the strength of the summoned creature. */
2492 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell)); 2134 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / casting_level (caster, spell));
2493 2135
2494 tmp->speed_left = -1; 2136 tmp->speed_left = -1;
2495 tmp->x = x;
2496 tmp->y = y;
2497 tmp->direction = dir; 2137 tmp->direction = dir;
2498 insert_ob_in_map (tmp, m, op, 0); 2138
2139 m->insert (tmp, x, y, op);
2499 return 1; 2140 return 1;
2500} 2141}
2501 2142
2502/* cast_daylight() - changes the map darkness level *lower* */ 2143/* cast_daylight() - changes the map darkness level *lower* */
2503 2144
2504/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2145/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2505 * This changes the light level for the entire map. 2146 * This changes the light level for the entire map.
2506 */ 2147 */
2507
2508int 2148int
2509cast_change_map_lightlevel (object *op, object *caster, object *spell) 2149cast_change_map_lightlevel (object *op, object *caster, object *spell)
2510{ 2150{
2511 int success; 2151 int success;
2512 2152
2513 if (!op->map) 2153 if (!op->map)
2514 return 0; /* shouldnt happen */ 2154 return 0; /* shouldnt happen */
2515 2155
2516 success = change_map_light (op->map, spell->stats.dam); 2156 success = op->map->change_map_light (spell->stats.dam);
2157
2517 if (!success) 2158 if (!success)
2518 { 2159 {
2519 if (spell->stats.dam < 0) 2160 if (spell->stats.dam < 0)
2520 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2161 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2521 else 2162 else
2522 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2163 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here.");
2523 } 2164 }
2165
2524 return success; 2166 return success;
2525} 2167}
2526
2527
2528
2529
2530 2168
2531/* create an aura spell object and put it in the player's inventory. 2169/* create an aura spell object and put it in the player's inventory.
2532 * as usual, op is player, caster is the object casting the spell, 2170 * as usual, op is player, caster is the object casting the spell,
2533 * spell is the spell object itself. 2171 * spell is the spell object itself.
2534 */ 2172 */
2546 2184
2547 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); 2185 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2548 2186
2549 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 2187 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2550 2188
2551 new_aura->set_owner (op);
2552 set_spell_skill (op, caster, spell, new_aura); 2189 set_spell_skill (op, caster, spell, new_aura);
2553 new_aura->attacktype = spell->attacktype; 2190 new_aura->attacktype = spell->attacktype;
2554 2191
2555 new_aura->level = caster_level (caster, spell); 2192 new_aura->level = casting_level (caster, spell);
2193
2556 if (refresh) 2194 if (refresh)
2557 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2195 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2558 else 2196 else
2559 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2197 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2198
2560 insert_ob_in_ob (new_aura, op); 2199 insert_ob_in_ob (new_aura, op);
2200 new_aura->set_owner (op);
2201
2561 return 1; 2202 return 1;
2562} 2203}
2563
2564 2204
2565/* move aura function. An aura is a part of someone's inventory, 2205/* move aura function. An aura is a part of someone's inventory,
2566 * which he carries with him, but which acts on the map immediately 2206 * which he carries with him, but which acts on the map immediately
2567 * around him. 2207 * around him.
2568 * Aura parameters: 2208 * Aura parameters:
2569 * duration: duration counter. 2209 * duration: duration counter.
2570 * attacktype: aura's attacktype 2210 * attacktype: aura's attacktype
2571 * other_arch: archetype to drop where we attack 2211 * other_arch: archetype to drop where we attack
2572 */ 2212 */
2573
2574void 2213void
2575move_aura (object *aura) 2214move_aura (object *aura)
2576{ 2215{
2577 int i, mflags;
2578 object *env;
2579 maptile *m;
2580
2581 /* auras belong in inventories */ 2216 /* auras belong in inventories */
2582 env = aura->env; 2217 object *env = aura->env;
2218 object *owner = aura->owner;
2583 2219
2584 /* no matter what we've gotta remove the aura... 2220 /* no matter what we've gotta remove the aura...
2585 * we'll put it back if its time isn't up. 2221 * we'll put it back if its time isn't up.
2586 */ 2222 */
2587 aura->remove (); 2223 aura->remove ();
2592 aura->destroy (); 2228 aura->destroy ();
2593 return; 2229 return;
2594 } 2230 }
2595 2231
2596 /* auras only exist in inventories */ 2232 /* auras only exist in inventories */
2597 if (env == NULL || env->map == NULL) 2233 if (!env || !env->map)
2598 { 2234 {
2599 aura->destroy (); 2235 aura->destroy ();
2600 return; 2236 return;
2601 } 2237 }
2602
2603 aura->x = env->x;
2604 aura->y = env->y;
2605 2238
2606 /* we need to jump out of the inventory for a bit 2239 /* we need to jump out of the inventory for a bit
2607 * in order to hit the map conveniently. 2240 * in order to hit the map conveniently.
2608 */ 2241 */
2609 insert_ob_in_map (aura, env->map, aura, 0); 2242 aura->insert_at (env, aura);
2610 2243
2611 for (i = 1; i < 9; i++) 2244 for (int i = 1; i < 9; i++)
2612 { 2245 {
2613 sint16 nx, ny; 2246 mapxy pos (env);
2247 pos.move (i);
2614 2248
2615 nx = aura->x + freearr_x[i];
2616 ny = aura->y + freearr_y[i];
2617 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2618
2619 /* Consider the movement tyep of the person with the aura as 2249 /* Consider the movement type of the person with the aura as
2620 * movement type of the aura. Eg, if the player is flying, the aura 2250 * movement type of the aura. Eg, if the player is flying, the aura
2621 * is flying also, if player is walking, it is on the ground, etc. 2251 * is flying also, if player is walking, it is on the ground, etc.
2622 */ 2252 */
2623 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny)))) 2253 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2624 { 2254 {
2625 hit_map (aura, i, aura->attacktype, 0); 2255 hit_map (aura, i, aura->attacktype, 0);
2626 2256
2627 if (aura->other_arch) 2257 if (aura->other_arch)
2628 {
2629 object *new_ob;
2630
2631 new_ob = arch_to_object (aura->other_arch); 2258 pos.insert (arch_to_object (aura->other_arch), aura);
2632 new_ob->x = nx;
2633 new_ob->y = ny;
2634 insert_ob_in_map (new_ob, m, aura, 0);
2635 } 2259 }
2636 }
2637 } 2260 }
2261
2638 /* put the aura back in the player's inventory */ 2262 /* put the aura back in the player's inventory */
2639 aura->remove (); 2263 env->insert (aura);
2640 insert_ob_in_ob (aura, env); 2264 aura->set_owner (owner);
2641} 2265}
2642 2266
2643/* moves the peacemaker spell. 2267/* moves the peacemaker spell.
2644 * op is the piece object. 2268 * op is the piece object.
2645 */ 2269 */
2646
2647void 2270void
2648move_peacemaker (object *op) 2271move_peacemaker (object *op)
2649{ 2272{
2650 object *tmp; 2273 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2651
2652 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2653 { 2274 {
2654 int atk_lev, def_lev; 2275 int atk_lev, def_lev;
2655 object *victim = tmp; 2276 object *victim = tmp->head_ ();
2656 2277
2657 if (tmp->head)
2658 victim = tmp->head;
2659 if (!QUERY_FLAG (victim, FLAG_MONSTER)) 2278 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2660 continue; 2279 continue;
2280
2661 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2281 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2662 continue; 2282 continue;
2283
2663 if (victim->stats.exp == 0) 2284 if (victim->stats.exp == 0)
2664 continue; 2285 continue;
2665 2286
2666 def_lev = MAX (1, victim->level); 2287 def_lev = MAX (1, victim->level);
2667 atk_lev = MAX (1, op->level); 2288 atk_lev = MAX (1, op->level);
2668 2289
2669 if (rndm (0, atk_lev - 1) > def_lev) 2290 if (rndm (0, atk_lev - 1) > def_lev)
2670 { 2291 {
2671 /* make this sucker peaceful. */ 2292 /* make this sucker peaceful. */
2672 2293
2294 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2673 change_exp (op->owner, victim->stats.exp, op->skill, 0); 2295 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2674 victim->stats.exp = 0; 2296 victim->stats.exp = 0;
2675#if 0 2297#if 0
2676 /* No idea why these were all set to zero - if something 2298 /* No idea why these were all set to zero - if something
2677 * makes this creature agressive, he should still do damage. 2299 * makes this creature agressive, he should still do damage.
2684 victim->attack_movement = RANDO2; 2306 victim->attack_movement = RANDO2;
2685 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2307 SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2686 SET_FLAG (victim, FLAG_RUN_AWAY); 2308 SET_FLAG (victim, FLAG_RUN_AWAY);
2687 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2309 SET_FLAG (victim, FLAG_RANDOM_MOVE);
2688 CLEAR_FLAG (victim, FLAG_MONSTER); 2310 CLEAR_FLAG (victim, FLAG_MONSTER);
2311
2689 if (victim->name) 2312 if (victim->name)
2690 {
2691 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name); 2313 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2692 } 2314 }
2693 }
2694 } 2315 }
2695} 2316}
2696
2697 2317
2698/* This writes a rune that contains the appropriate message. 2318/* This writes a rune that contains the appropriate message.
2699 * There really isn't any adjustments we make. 2319 * There really isn't any adjustments we make.
2700 */ 2320 */
2701
2702int 2321int
2703write_mark (object *op, object *spell, const char *msg) 2322write_mark (object *op, object *spell, const char *msg)
2704{ 2323{
2705 char rune[HUGE_BUF];
2706 object *tmp;
2707
2708 if (!msg || msg[0] == 0) 2324 if (!msg || msg[0] == 0)
2709 { 2325 {
2710 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2326 new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2711 return 0; 2327 return 0;
2712 } 2328 }
2715 { 2331 {
2716 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?"); 2332 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?");
2717 LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg); 2333 LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg);
2718 return 0; 2334 return 0;
2719 } 2335 }
2336
2720 if (!spell->other_arch) 2337 if (!spell->other_arch)
2721 return 0; 2338 return 0;
2339
2722 tmp = arch_to_object (spell->other_arch); 2340 object *tmp = arch_to_object (spell->other_arch);
2723
2724 snprintf (rune, sizeof (rune), "%s\n", msg);
2725 2341
2726 tmp->race = op->name; /*Save the owner of the rune */ 2342 tmp->race = op->name; /*Save the owner of the rune */
2727 tmp->msg = rune; 2343 tmp->msg = msg;
2728 tmp->x = op->x; 2344
2729 tmp->y = op->y; 2345 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2730 insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR); 2346
2731 return 1; 2347 return 1;
2732} 2348}
2349

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