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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.28 by root, Sat Dec 30 10:16:11 2006 UTC vs.
Revision 1.108 by root, Fri Sep 18 03:38:29 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.
63{ 61{
64 object *wand, *tmp; 62 object *wand, *tmp;
65 int ncharges; 63 int ncharges;
66 64
67 wand = find_marked_object (op); 65 wand = find_marked_object (op);
68 if (wand == NULL || wand->type != WAND) 66 if (!wand || wand->type != WAND)
69 { 67 {
70 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.");
71 return 0; 69 return 0;
72 } 70 }
73 if (!(random_roll (0, 3, op, PREFER_HIGH))) 71 if (!(random_roll (0, 3, op, PREFER_HIGH)))
74 { 72 {
75 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));
76 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE); 74 op->play_sound (sound_find ("ob_explode"));
77 esrv_del_item (op->contr, wand->count);
78 wand->destroy (); 75 wand->destroy ();
79 tmp = get_archetype ("fireball"); 76 tmp = get_archetype ("fireball");
80 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;
81 78
82 if (!tmp->stats.dam) 79 if (!tmp->stats.dam)
105 ncharges = 1; 102 ncharges = 1;
106 103
107 wand->stats.food += ncharges; 104 wand->stats.food += ncharges;
108 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));
109 106
110 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE)) 107 if (wand->arch && QUERY_FLAG (wand->arch, FLAG_ANIMATE))
111 { 108 {
112 SET_FLAG (wand, FLAG_ANIMATE); 109 SET_FLAG (wand, FLAG_ANIMATE);
113 wand->set_speed (wand->arch->clone.speed); 110 wand->set_speed (wand->arch->speed);
114 } 111 }
115 112
116 return 1; 113 return 1;
117} 114}
118 115
124 * great a plus, the default is used. 121 * great a plus, the default is used.
125 * 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
126 * 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
127 * create nonnmagic arrows, or even -1, etc... 124 * create nonnmagic arrows, or even -1, etc...
128 */ 125 */
129
130int 126int
131cast_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 *spellparam)
132{ 128{
133 int missile_plus = 0, bonus_plus = 0; 129 int bonus_plus = 0;
134 const char *missile_name; 130 const char *missile_name = "arrow";
135 object *tmp, *missile;
136 131
137 missile_name = "arrow";
138
139 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 132 for (object *tmp = op->inv; tmp; tmp = tmp->below)
140 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) 133 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED))
141 missile_name = tmp->race; 134 missile_name = tmp->race;
142 135
143 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); 136 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
144 137
145 if (archetype::find (missile_name) == NULL) 138 archetype *missile_arch = archetype::find (missile_name);
139
140 if (!missile_arch)
146 { 141 {
147 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);
148 return 0; 143 return 0;
149 } 144 }
150 145
151 missile = get_archetype (missile_name); 146 object *missile = missile_arch->instance ();
152 147
153 if (stringarg) 148 if (spellparam)
154 { 149 {
155 /* If it starts with a letter, presume it is a description */ 150 /* If it starts with a letter, presume it is a description */
156 if (isalpha (*stringarg)) 151 if (isalpha (*spellparam))
157 { 152 {
158 artifact *al = find_artifactlist (missile->type)->items; 153 artifact *al = find_artifactlist (missile->type)->items;
159 154
160 for (; al != NULL; al = al->next) 155 for (; al; al = al->next)
161 if (!strcasecmp (al->item->name, stringarg)) 156 if (!strcasecmp (al->item->name, spellparam))
162 break; 157 break;
163 158
164 if (!al) 159 if (!al)
165 { 160 {
166 missile->destroy (); 161 missile->destroy ();
167 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, stringarg); 162 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, spellparam);
168 return 0; 163 return 0;
169 } 164 }
170 165
171 if (al->item->slaying) 166 if (al->item->slaying)
172 { 167 {
173 missile->destroy (); 168 missile->destroy ();
174 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, spellparam);
175 return 0; 170 return 0;
176 } 171 }
177 172
178 give_artifact_abilities (missile, al->item); 173 give_artifact_abilities (missile, al->item);
179 /* 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 -
180 * 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
181 * the parsing of having to do both plus and type. 176 * the parsing of having to do both plus and type.
182 */ 177 */
183 bonus_plus = 1 + (al->item->value / 5); 178 bonus_plus = 1 + (al->item->value / 5);
184 missile_plus = 0; 179 missile_plus = 0;
185 } 180 }
186 else if (atoi (stringarg) < missile_plus) 181 else if (atoi (spellparam) < missile_plus)
187 missile_plus = atoi (stringarg); 182 missile_plus = atoi (spellparam);
188 } 183 }
189 184
190 if (missile_plus > 4) 185 missile_plus = clamp (missile_plus, -4, 4);
191 missile_plus = 4;
192 else if (missile_plus < -4)
193 missile_plus = -4;
194 186
195 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 187 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
196 missile->nrof -= 3 * (missile_plus + bonus_plus); 188 missile->nrof -= 3 * (missile_plus + bonus_plus);
197 189
198 if (missile->nrof < 1) 190 if (missile->nrof < 1)
210 return 1; 202 return 1;
211} 203}
212 204
213 205
214/* allows the choice of what sort of food object to make. 206/* allows the choice of what sort of food object to make.
215 * If stringarg is NULL, it will create food dependent on level --PeterM*/ 207 * If spellparam is NULL, it will create food dependent on level --PeterM*/
216int 208int
217cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *stringarg) 209cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *spellparam)
218{ 210{
219 int food_value; 211 int food_value;
220 archetype *at = NULL; 212 archetype *at = NULL;
221 object *new_op; 213 object *new_op;
222 214
223 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);
224 216
225 if (stringarg) 217 if (spellparam)
226 { 218 {
227 at = find_archetype_by_object_type_name (FOOD, stringarg); 219 at = find_archetype_by_object_type_name (FOOD, spellparam);
228 if (at == NULL) 220 if (at == NULL)
229 at = find_archetype_by_object_type_name (DRINK, stringarg); 221 at = find_archetype_by_object_type_name (DRINK, spellparam);
230 if (at == NULL || at->clone.stats.food > food_value) 222 if (at == NULL || at->stats.food > food_value)
231 stringarg = NULL; 223 spellparam = NULL;
232 } 224 }
233 225
234 if (!stringarg) 226 if (!spellparam)
235 { 227 {
236 archetype *at_tmp; 228 archetype *at_tmp;
237 229
238 /* We try to find the archetype with the maximum food value. 230 /* We try to find the archetype with the maximum food value.
239 * This removes the dependancy of hard coded food values in this 231 * This removes the dependancy of hard coded food values in this
241 * 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
242 * to be altered from the donor. 234 * to be altered from the donor.
243 */ 235 */
244 236
245 /* We assume the food items don't have multiple parts */ 237 /* We assume the food items don't have multiple parts */
246 for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next) 238 for_all_archetypes (at_tmp)
247 { 239 {
248 if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK) 240 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
249 { 241 {
250 /* Basically, if the food value is something that is creatable 242 /* Basically, if the food value is something that is creatable
251 * under the limits of the spell and it is higher than 243 * under the limits of the spell and it is higher than
252 * the item we have now, take it instead. 244 * the item we have now, take it instead.
253 */ 245 */
254 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)))
255 at = at_tmp; 251 at = at_tmp;
256 } 252 }
257 } 253 }
258 } 254 }
255
259 /* 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
260 * know 257 * know
261 */ 258 */
262 if (!at) 259 if (!at)
263 { 260 {
264 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.");
265 return 0; 262 return 0;
266 } 263 }
267 264
268 food_value /= at->clone.stats.food; 265 food_value /= at->stats.food;
269 new_op = arch_to_object (at); 266 new_op = arch_to_object (at);
270 new_op->nrof = food_value; 267 new_op->nrof = food_value;
271 268
272 new_op->value = 0; 269 new_op->value = 0;
273 if (new_op->nrof < 1) 270 if (new_op->nrof < 1)
282{ 279{
283 int r, mflags, maxrange; 280 int r, mflags, maxrange;
284 object *tmp; 281 object *tmp;
285 maptile *m; 282 maptile *m;
286 283
287
288 if (!dir) 284 if (!dir)
289 { 285 {
290 examine_monster (op, op); 286 examine_monster (op, op);
291 return 1; 287 return 1;
292 } 288 }
289
293 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 290 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
294 for (r = 1; r < maxrange; r++) 291 for (r = 1; r < maxrange; r++)
295 { 292 {
296 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];
297 294
304 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) 301 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC))
305 { 302 {
306 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 303 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
307 return 0; 304 return 0;
308 } 305 }
306
309 if (mflags & P_IS_ALIVE) 307 if (mflags & P_IS_ALIVE)
310 { 308 {
311 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)
312 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)))
313 { 311 {
314 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 312 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
315 if (tmp->head != NULL) 313 if (tmp->head != NULL)
316 tmp = tmp->head; 314 tmp = tmp->head;
317 examine_monster (op, tmp); 315 examine_monster (op, tmp);
318 return 1; 316 return 1;
319 } 317 }
320 } 318 }
321 } 319 }
320
322 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); 321 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
323 return 1; 322 return 1;
324} 323}
325
326 324
327/* This checks to see if 'pl' is invisible to 'mon'. 325/* This checks to see if 'pl' is invisible to 'mon'.
328 * does race check, undead check, etc 326 * does race check, undead check, etc
329 * Returns TRUE if mon can't see pl, false 327 * Returns TRUE if mon can't see pl, false
330 * otherwise. This doesn't check range, walls, etc. It 328 * otherwise. This doesn't check range, walls, etc. It
332 * pl is invisible. 330 * pl is invisible.
333 */ 331 */
334int 332int
335makes_invisible_to (object *pl, object *mon) 333makes_invisible_to (object *pl, object *mon)
336{ 334{
337
338 if (!pl->invisible) 335 if (!pl->invisible)
339 return 0; 336 return 0;
337
340 if (pl->type == PLAYER) 338 if (pl->type == PLAYER)
341 { 339 {
342 /* If race isn't set, then invisible unless it is undead */ 340 /* If race isn't set, then invisible unless it is undead */
343 if (!pl->contr->invis_race) 341 if (!pl->contr->invis_race)
344 { 342 {
345 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 343 if (QUERY_FLAG (mon, FLAG_UNDEAD))
346 return 0; 344 return 0;
345
347 return 1; 346 return 1;
348 } 347 }
348
349 /* invis_race is set if we get here */ 349 /* invis_race is set if we get here */
350 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 350 if (pl->contr->invis_race == shstr_undead && is_true_undead (mon))
351 return 1; 351 return 1;
352
352 /* No race, can't be invisible to it */ 353 /* No race, can't be invisible to it */
353 if (!mon->race) 354 if (!mon->race)
354 return 0; 355 return 0;
356
355 if (strstr (mon->race, pl->contr->invis_race)) 357 if (mon->race.contains (pl->contr->invis_race))
356 return 1; 358 return 1;
359
357 /* Nothing matched above, return 0 */ 360 /* Nothing matched above, return 0 */
358 return 0; 361 return 0;
359 } 362 }
360 else 363 else
361 { 364 {
374 * normal applies. 377 * normal applies.
375 */ 378 */
376int 379int
377cast_invisible (object *op, object *caster, object *spell_ob) 380cast_invisible (object *op, object *caster, object *spell_ob)
378{ 381{
379 object *tmp;
380
381 if (op->invisible > 1000) 382 if (op->invisible > 1000)
382 { 383 {
383 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");
384 return 0; 385 return 0;
385 } 386 }
401 else 402 else
402 op->contr->tmp_invis = 1; 403 op->contr->tmp_invis = 1;
403 404
404 op->contr->hidden = 0; 405 op->contr->hidden = 0;
405 } 406 }
407
406 if (makes_invisible_to (op, op)) 408 if (makes_invisible_to (op, op))
407 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!");
408 else 410 else
409 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!"); 411 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
410 412
411 update_object (op, UP_OBJ_FACE); 413 update_object (op, UP_OBJ_CHANGE);
412 414
413 /* Only search the active objects - only these should actually do 415 /* Only search the active objects - only these should actually do
414 * harm to the player. 416 * harm to the player.
415 */ 417 */
416 for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) 418 for_all_actives (tmp)
417 if (tmp->enemy == op) 419 if (tmp->enemy == op)
418 tmp->enemy = NULL; 420 tmp->enemy = 0;
421
419 return 1; 422 return 1;
420} 423}
421 424
422/* earth to dust spell. Basically destroys earthwalls in the area. 425/* earth to dust spell. Basically destroys earthwalls in the area.
423 */ 426 */
424int 427int
425cast_earth_to_dust (object *op, object *caster, object *spell_ob) 428cast_earth_to_dust (object *op, object *caster, object *spell_ob)
426{ 429{
427 object *tmp, *next;
428 int range, i, j, mflags; 430 int range, i, j, mflags;
429 sint16 sx, sy; 431 sint16 sx, sy;
430 maptile *m; 432 maptile *m;
431
432 if (op->type != PLAYER)
433 return 0;
434 433
435 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 434 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
436 435
437 for (i = -range; i <= range; i++) 436 for (i = -range; i <= range; i++)
438 for (j = -range; j <= range; j++) 437 for (j = -range; j <= range; j++)
443 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 442 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
444 443
445 if (mflags & P_OUT_OF_MAP) 444 if (mflags & P_OUT_OF_MAP)
446 continue; 445 continue;
447 446
448 // earth to dust tears down everything that can be teared down 447 // earth to dust tears down everything that can be torn down
449 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)
450 { 449 {
451 next = tmp->above; 450 next = tmp->above;
451
452 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 452 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
453 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 453 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
454 } 454 }
455 } 455 }
456
456 return 1; 457 return 1;
457} 458}
458
459 459
460void 460void
461execute_word_of_recall (object *op) 461execute_word_of_recall (object *op)
462{ 462{
463 object *wor = op; 463 if (object *pl = op->in_player ())
464 464 {
465 while (op != NULL && op->type != PLAYER) 465 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST))
466 op = op->env;
467
468 if (op != NULL && op->map)
469 if ((get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_CLERIC) && (!QUERY_FLAG (op, FLAG_WIZCAST)))
470 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.");
471 else 467 else
472 op->enter_exit (wor); 468 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
469 }
473 470
474 wor->destroy (); 471 op->destroy ();
475} 472}
476 473
477/* Word of recall causes the player to return 'home'. 474/* Word of recall causes the player to return 'home'.
478 * 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
479 * time delay effect. 476 * time delay effect.
492 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.");
493 return 1; 490 return 1;
494 } 491 }
495 492
496 dummy = get_archetype (FORCE_NAME); 493 dummy = get_archetype (FORCE_NAME);
497 if (dummy == NULL) 494
495 if (!dummy)
498 { 496 {
499 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 497 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
500 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); 498 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
501 return 0; 499 return 0;
502 } 500 }
501
503 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob); 502 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob);
504 if (time < 1) 503 if (time < 1)
505 time = 1; 504 time = 1;
506 505
507 /* 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
515 514
516 /* 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
517 * nice, but until the map load fails, we can't. 516 * nice, but until the map load fails, we can't.
518 */ 517 */
519 EXIT_PATH (dummy) = op->contr->savebed_map; 518 EXIT_PATH (dummy) = op->contr->savebed_map;
520 EXIT_X (dummy) = op->contr->bed_x; 519 EXIT_X (dummy) = op->contr->bed_x;
521 EXIT_Y (dummy) = op->contr->bed_y; 520 EXIT_Y (dummy) = op->contr->bed_y;
522 521
523 (void) insert_ob_in_ob (dummy, op); 522 op->insert (dummy);
523
524 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
525 return 1; 526 return 1;
526} 527}
527 528
528/* cast_wonder 529/* cast_wonder
529 * wonder is really just a spell that will likely cast another 530 * wonder is really just a spell that will likely cast another
562} 563}
563 564
564int 565int
565perceive_self (object *op) 566perceive_self (object *op)
566{ 567{
567 char *cp = describe_item (op, op), buf[MAX_BUF]; 568 const char *cp = describe_item (op, op);
568 archetype *at = archetype::find (ARCH_DEPLETION); 569 archetype *at = archetype::find (ARCH_DEPLETION);
569 object *tmp;
570 int i;
571 570
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
572 tmp = find_god (determine_god (op)); 579 if (object *god = find_god (determine_god (op)))
573 if (tmp) 580 buf << " - You worship " << &god->name << ".\n";
574 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
575 else 581 else
576 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); 582 buf << " - You worship no god.\n";
577 583
578 tmp = present_arch_in_ob (at, op); 584 object *tmp = present_arch_in_ob (at, op);
579 585
580 if (*cp == '\0' && tmp == NULL) 586 if (*cp == '\0' && !tmp)
581 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 587 buf << " - You feel very mundane. ";
582 else 588 else
583 { 589 {
584 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 590 buf << " - You have: " << cp << ".\n";
585 new_draw_info (NDI_UNIQUE, 0, op, cp); 591
586 if (tmp != NULL) 592 if (tmp)
587 {
588 for (i = 0; i < NUM_STATS; i++) 593 for (int i = 0; i < NUM_STATS; i++)
589 { 594 if (tmp->stats.stat (i) < 0)
590 if (get_attr_value (&tmp->stats, i) < 0) 595 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
591 {
592 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i)));
593 }
594 }
595 }
596 } 596 }
597 597
598 if (is_dragon_pl (op)) 598 if (is_dragon_pl (op))
599 {
600 /* now grab the 'dragon_ability'-force from the player's inventory */ 599 /* now grab the 'dragon_ability'-force from the player's inventory */
601 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 600 for (tmp = op->inv; tmp; tmp = tmp->below)
602 { 601 {
603 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 602 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
604 { 603 {
605 if (tmp->stats.exp == 0) 604 if (tmp->stats.exp == 0)
606 {
607 sprintf (buf, "Your metabolism isn't focused on anything."); 605 buf << " - Your metabolism isn't focused on anything.\n";
608 }
609 else 606 else
610 {
611 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";
612 } 608
613 new_draw_info (NDI_UNIQUE, 0, op, buf);
614 break; 609 break;
615 } 610 }
616 } 611 }
617 }
618 return 1;
619}
620 612
621/* int cast_create_town_portal (object *op, object *caster, int dir) 613 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
622 *
623 * This function cast the spell of town portal for op
624 *
625 * The spell operates in two passes. During the first one a place
626 * is marked as a destination for the portal. During the second one,
627 * 2 portals are created, one in the position the player cast it and
628 * one in the destination place. The portal are synchronized and 2 forces
629 * are inserted in the player to destruct the portal next time player
630 * creates a new portal pair.
631 * This spell has a side effect that it allows people to meet each other
632 * in a permanent, private, appartements by making a town portal from it
633 * to the town or another public place. So, check if the map is unique and if
634 * so return an error
635 *
636 * Code by Tchize (david.delbecq@usa.net)
637 */
638int
639cast_create_town_portal (object *op, object *caster, object *spell, int dir)
640{
641 object *dummy, *force, *old_force, *tmp;
642 archetype *perm_portal;
643 char portal_name[1024], portal_message[1024];
644 maptile *exitmap;
645 int op_level;
646
647 /* Check to see if the map the player is currently on is a per player unique
648 * map. This can be determined in that per player unique maps have the
649 * full pathname listed.
650 */
651 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
652 {
653 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
654 return 0;
655 }
656
657 /* The first thing to do is to check if we have a marked destination
658 * dummy is used to make a check inventory for the force
659 */
660 dummy = arch_to_object (spell->other_arch);
661 if (dummy == NULL)
662 {
663 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
664 LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name);
665 return 0;
666 }
667
668 force = check_inv_recursive (op, dummy);
669
670 if (force == NULL)
671 {
672 /* Here we know there is no destination marked up.
673 * We have 2 things to do:
674 * 1. Mark the destination in the player inventory.
675 * 2. Let the player know it worked.
676 */
677 dummy->name = op->map->path;
678 EXIT_X (dummy) = op->x;
679 EXIT_Y (dummy) = op->y;
680 insert_ob_in_ob (dummy, op);
681 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You fix this place in your mind.\nYou feel you are able to come here from anywhere.");
682 return 1;
683 }
684
685 dummy->destroy ();
686
687 /* Here we know where the town portal should go to
688 * We should kill any existing portal associated with the player.
689 * Than we should create the 2 portals.
690 * For each of them, we need:
691 * - To create the portal with the name of the player+destination map
692 * - set the owner of the town portal
693 * - To mark the position of the portal in the player's inventory
694 * for easier destruction.
695 *
696 * The mark works has follow:
697 * slaying: Existing town portal
698 * hp, sp : x & y of the associated portal
699 * name : name of the portal
700 * race : map the portal is in
701 */
702
703 /* First step: killing existing town portals */
704 dummy = get_archetype (spell->race);
705 if (dummy == NULL)
706 {
707 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
708 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
709 return 0;
710 }
711
712 perm_portal = archetype::find (spell->slaying);
713
714 /* To kill a town portal, we go trough the player's inventory,
715 * for each marked portal in player's inventory,
716 * -We try load the associated map (if impossible, consider the portal destructed)
717 * -We find any portal in the specified location.
718 * If it has the good name, we destruct it.
719 * -We destruct the force indicating that portal.
720 */
721 while ((old_force = check_inv_recursive (op, dummy)))
722 {
723 exitmap = maptile::find_map (old_force->race, op->map);
724
725 if (exitmap)
726 {
727 int exitx = EXIT_X (old_force);
728 int exity = EXIT_Y (old_force);
729
730 tmp = present_arch (perm_portal, exitmap, exitx, exity);
731 while (tmp)
732 {
733 if (tmp->name == old_force->name)
734 {
735 tmp->destroy ();
736 break;
737 }
738
739 tmp = tmp->above;
740 }
741 }
742
743 old_force->destroy ();
744 }
745
746 dummy->destroy ();
747
748 /* Creating the portals.
749 * The very first thing to do is to ensure
750 * access to the destination map.
751 * If we can't, don't fizzle. Simply warn player.
752 * This ensure player pays his mana for the spell
753 * because HE is responsible of forgotting.
754 * 'force' is the destination of the town portal, which we got
755 * from the players inventory above.
756 */
757
758 /* Ensure exit map is loaded */
759 exitmap = maptile::find_map (force->name, 0);
760
761 /* If we were unable to load (ex. random map deleted), warn player */
762 if (!exitmap)
763 {
764 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
765 force->destroy ();
766 return 1;
767 }
768
769 op_level = caster_level (caster, spell);
770 if (op_level < 15)
771 snprintf (portal_message, 1024,
772 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
773 &op->name);
774 else if (op_level < 30)
775 snprintf (portal_message, 1024,
776 "\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);
777 else if (op_level < 60)
778 snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
779 else
780 snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",
781 &op->name);
782
783 /* Create a portal in front of player
784 * dummy contain the portal and
785 * force contain the track to kill it later
786 */
787 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
788 dummy = get_archetype (spell->slaying); /*The portal */
789 if (dummy == NULL)
790 {
791 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
792 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
793 return 0;
794 }
795
796 EXIT_PATH (dummy) = force->name;
797 EXIT_X (dummy) = EXIT_X (force);
798 EXIT_Y (dummy) = EXIT_Y (force);
799 dummy->name = dummy->name_pl = portal_name;
800 dummy->msg = portal_message;
801 dummy->race = op->name; /*Save the owner of the portal */
802 cast_create_obj (op, caster, dummy, 0);
803
804 /* Now we need to to create a town portal marker inside the player
805 * object, so on future castings, we can know that he has an active
806 * town portal.
807 */
808 tmp = get_archetype (spell->race);
809 if (tmp == NULL)
810 {
811 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
812 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
813 return 0;
814 }
815
816 tmp->race = op->map->path;
817 tmp->name = portal_name;
818 EXIT_X (tmp) = dummy->x;
819 EXIT_Y (tmp) = dummy->y;
820 op->insert (tmp);
821
822 /* Create a portal in the destination map
823 * dummy contain the portal and
824 * force the track to kill it later
825 * the 'force' variable still contains the 'reminder' of
826 * where this portal goes to.
827 */
828 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &op->map->path);
829 dummy = get_archetype (spell->slaying); /*The portal */
830 if (dummy == NULL)
831 {
832 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
833 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
834 return 0;
835 }
836
837 EXIT_PATH (dummy) = op->map->path;
838 EXIT_X (dummy) = op->x;
839 EXIT_Y (dummy) = op->y;
840 dummy->name = dummy->name_pl = portal_name;
841 dummy->msg = portal_message;
842 dummy->race = op->name; /*Save the owner of the portal */
843 exitmap->insert (dummy, EXIT_X (force), EXIT_Y (force), op);
844
845 /* Now we create another town portal marker that
846 * points back to the one we just made
847 */
848 tmp = get_archetype (spell->race);
849 if (tmp == NULL)
850 {
851 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
852 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
853 return 0;
854 }
855
856 tmp->race = force->name;
857 tmp->name = portal_name;
858 EXIT_X (tmp) = dummy->x;
859 EXIT_Y (tmp) = dummy->y;
860 insert_ob_in_ob (tmp, op);
861
862 /* Describe the player what happened
863 */
864 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
865 force->destroy ();
866 614
867 return 1; 615 return 1;
868} 616}
869 617
870/* This creates magic walls. Really, it can create most any object, 618/* This creates magic walls. Really, it can create most any object,
958 */ 706 */
959 if (tmp->type != EARTHWALL) //TODO 707 if (tmp->type != EARTHWALL) //TODO
960 tmp->set_owner (op); 708 tmp->set_owner (op);
961 709
962 set_spell_skill (op, caster, spell_ob, tmp); 710 set_spell_skill (op, caster, spell_ob, tmp);
963 tmp->level = caster_level (caster, spell_ob) / 2; 711 tmp->level = casting_level (caster, spell_ob) / 2;
964 712
965 name = tmp->name; 713 name = tmp->name;
966 if (!(tmp = m->insert (tmp, x, y, op))) 714 if (!(tmp = m->insert (tmp, x, y, op)))
967 { 715 {
968 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);
969 return 0; 717 return 0;
970 } 718 }
971 719
972 /* 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 */
973 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 721 if (tmp->other_arch && tmp->other_arch->type == SPELL)
974 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 722 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
975 723
976 /* This code causes the wall to extend some distance in 724 /* This code causes the wall to extend some distance in
977 * each direction, or until an obstruction is encountered. 725 * each direction, or until an obstruction is encountered.
978 * posblocked and negblocked help determine how far the 726 * posblocked and negblocked help determine how far the
998 { 746 {
999 object *tmp2 = tmp->clone (); 747 object *tmp2 = tmp->clone ();
1000 m->insert (tmp2, x, y, op); 748 m->insert (tmp2, x, y, op);
1001 749
1002 /* 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 */
1003 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 751 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1004 tmp2->insert (arch_to_object (tmp2->other_arch)); 752 tmp2->insert (arch_to_object (tmp2->other_arch));
1005 753
1006 } 754 }
1007 else 755 else
1008 posblocked = 1; 756 posblocked = 1;
1015 ((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)
1016 { 764 {
1017 object *tmp2 = tmp->clone (); 765 object *tmp2 = tmp->clone ();
1018 m->insert (tmp2, x, y, op); 766 m->insert (tmp2, x, y, op);
1019 767
1020 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 768 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1021 tmp2->insert (arch_to_object (tmp2->other_arch)); 769 tmp2->insert (arch_to_object (tmp2->other_arch));
1022 } 770 }
1023 else 771 else
1024 negblocked = 1; 772 negblocked = 1;
1025 } 773 }
1029 777
1030 return 1; 778 return 1;
1031} 779}
1032 780
1033int 781int
1034dimension_door (object *op, object *caster, object *spob, int dir) 782dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
1035{ 783{
1036 uint32 dist, maxdist; 784 uint32 dist, maxdist;
1037 int mflags; 785 int mflags;
1038 maptile *m; 786 maptile *m;
1039 sint16 sx, sy; 787 sint16 sx, sy;
1050 /* Given the new outdoor maps, can't let players dimension door for 798 /* Given the new outdoor maps, can't let players dimension door for
1051 * ever, so put limits in. 799 * ever, so put limits in.
1052 */ 800 */
1053 maxdist = spob->range + SP_level_range_adjust (caster, spob); 801 maxdist = spob->range + SP_level_range_adjust (caster, spob);
1054 802
1055 if (op->contr->count) 803 if (spellparam)
1056 { 804 {
805 int count = atoi (spellparam);
806
1057 if (op->contr->count > maxdist) 807 if (count > maxdist)
1058 { 808 {
1059 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!"); 809 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!");
1060 return 0; 810 return 0;
1061 } 811 }
1062 812
1063 for (dist = 0; dist < op->contr->count; dist++) 813 for (dist = 0; dist < count; dist++)
1064 { 814 {
1065 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy); 815 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
1066 816
1067 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 817 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
1068 break; 818 break;
1069 819
1070 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) 820 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1071 break; 821 break;
1072 } 822 }
1073 823
1074 if (dist < op->contr->count) 824 if (dist < count)
1075 { 825 {
1076 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n"); 826 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
1077 op->contr->count = 0;
1078 return 0; 827 return 0;
1079 } 828 }
1080
1081 op->contr->count = 0;
1082 829
1083 /* Remove code that puts player on random space on maps. IMO, 830 /* Remove code that puts player on random space on maps. IMO,
1084 * a lot of maps probably have areas the player should not get to, 831 * a lot of maps probably have areas the player should not get to,
1085 * but may not be marked as NO_MAGIC (as they may be bounded 832 * but may not be marked as NO_MAGIC (as they may be bounded
1086 * by such squares). Also, there are probably treasure rooms and 833 * by such squares). Also, there are probably treasure rooms and
1141 888
1142 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ 889 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */
1143 return 1; 890 return 1;
1144} 891}
1145 892
1146
1147/* cast_heal: Heals something. 893/* cast_heal: Heals something.
1148 * op is the caster. 894 * op is the caster.
1149 * dir is the direction he is casting it in. 895 * dir is the direction he is casting it in.
1150 * spell is the spell object. 896 * spell is the spell object.
1151 */ 897 */
1157 object *poison; 903 object *poison;
1158 int heal = 0, success = 0; 904 int heal = 0, success = 0;
1159 905
1160 tmp = find_target_for_friendly_spell (op, dir); 906 tmp = find_target_for_friendly_spell (op, dir);
1161 907
1162 if (tmp == NULL) 908 if (!tmp)
1163 return 0; 909 return 0;
1164 910
1165 /* Figure out how many hp this spell might cure. 911 /* Figure out how many hp this spell might cure.
1166 * could be zero if this spell heals effects, not damage. 912 * could be zero if this spell heals effects, not damage.
1167 */ 913 */
1170 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp; 916 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
1171 917
1172 if (heal) 918 if (heal)
1173 { 919 {
1174 if (tmp->stats.hp >= tmp->stats.maxhp) 920 if (tmp->stats.hp >= tmp->stats.maxhp)
1175 {
1176 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed."); 921 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed.");
1177 }
1178 else 922 else
1179 { 923 {
1180 /* See how many points we actually heal. Instead of messages 924 /* See how many points we actually heal. Instead of messages
1181 * based on type of spell, we instead do messages based 925 * based on type of spell, we instead do messages based
1182 * on amount of damage healed. 926 * on amount of damage healed.
1183 */ 927 */
1184 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 928 if (heal > tmp->stats.maxhp - tmp->stats.hp)
1185 heal = tmp->stats.maxhp - tmp->stats.hp; 929 heal = tmp->stats.maxhp - tmp->stats.hp;
930
1186 tmp->stats.hp += heal; 931 tmp->stats.hp += heal;
1187 932
1188 if (tmp->stats.hp >= tmp->stats.maxhp) 933 if (tmp->stats.hp >= tmp->stats.maxhp)
1189 {
1190 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 934 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1191 }
1192 else if (heal > 50) 935 else if (heal > 50)
1193 {
1194 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); 936 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1195 }
1196 else if (heal > 25) 937 else if (heal > 25)
1197 {
1198 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); 938 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1199 }
1200 else if (heal > 10) 939 else if (heal > 10)
1201 {
1202 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade."); 940 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade.");
1203 }
1204 else 941 else
1205 {
1206 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close."); 942 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close.");
1207 } 943
1208 success = 1; 944 success = 1;
1209 } 945 }
1210 } 946 }
947
1211 if (spell->attacktype & AT_DISEASE) 948 if (spell->attacktype & AT_DISEASE)
1212 if (cure_disease (tmp, op)) 949 if (cure_disease (tmp, op, spell))
1213 success = 1; 950 success = 1;
1214 951
1215 if (spell->attacktype & AT_POISON) 952 if (spell->attacktype & AT_POISON)
1216 { 953 {
1217 at = archetype::find ("poisoning"); 954 at = archetype::find ("poisoning");
1221 success = 1; 958 success = 1;
1222 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 959 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1223 poison->stats.food = 1; 960 poison->stats.food = 1;
1224 } 961 }
1225 } 962 }
963
1226 if (spell->attacktype & AT_CONFUSION) 964 if (spell->attacktype & AT_CONFUSION)
1227 { 965 {
1228 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 966 poison = present_in_ob_by_name (FORCE, "confusion", tmp);
1229 if (poison) 967 if (poison)
1230 { 968 {
1231 success = 1; 969 success = 1;
1232 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 970 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1233 poison->duration = 1; 971 poison->duration = 1;
1234 } 972 }
1235 } 973 }
974
1236 if (spell->attacktype & AT_BLIND) 975 if (spell->attacktype & AT_BLIND)
1237 { 976 {
1238 at = archetype::find ("blindness"); 977 at = archetype::find ("blindness");
1239 poison = present_arch_in_ob (at, tmp); 978 poison = present_arch_in_ob (at, tmp);
1240 if (poison) 979 if (poison)
1242 success = 1; 981 success = 1;
1243 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return."); 982 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1244 poison->stats.food = 1; 983 poison->stats.food = 1;
1245 } 984 }
1246 } 985 }
986
1247 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) 987 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1248 { 988 {
1249 tmp->stats.sp += spell->last_sp; 989 tmp->stats.sp += spell->last_sp;
1250 if (tmp->stats.sp > tmp->stats.maxsp) 990 if (tmp->stats.sp > tmp->stats.maxsp)
1251 tmp->stats.sp = tmp->stats.maxsp; 991 tmp->stats.sp = tmp->stats.maxsp;
1252 success = 1; 992 success = 1;
1253 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!"); 993 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!");
1254 } 994 }
995
1255 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) 996 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1256 { 997 {
1257 tmp->stats.grace += spell->last_grace; 998 tmp->stats.grace += spell->last_grace;
1258 if (tmp->stats.grace > tmp->stats.maxgrace) 999 if (tmp->stats.grace > tmp->stats.maxgrace)
1259 tmp->stats.grace = tmp->stats.maxgrace; 1000 tmp->stats.grace = tmp->stats.maxgrace;
1260 success = 1; 1001 success = 1;
1261 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!"); 1002 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1262 } 1003 }
1004
1263 if (spell->stats.food && tmp->stats.food < 999) 1005 if (spell->stats.food && tmp->stats.food < 999)
1264 { 1006 {
1265 tmp->stats.food += spell->stats.food; 1007 tmp->stats.food += spell->stats.food;
1008
1266 if (tmp->stats.food > 999) 1009 if (tmp->stats.food > 999)
1267 tmp->stats.food = 999; 1010 tmp->stats.food = 999;
1011
1268 success = 1; 1012 success = 1;
1269 /* We could do something a bit better like the messages for healing above */ 1013 /* We could do something a bit better like the messages for healing above */
1270 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food"); 1014 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1271 } 1015 }
1016
1272 return success; 1017 return success;
1273} 1018}
1274
1275 1019
1276/* This is used for the spells that gain stats. There are no spells 1020/* This is used for the spells that gain stats. There are no spells
1277 * right now that icnrease wis/int/pow on a temp basis, so no 1021 * right now that icnrease wis/int/pow on a temp basis, so no
1278 * good comments for those. 1022 * good comments for those.
1279 */ 1023 */
1280static const char *const no_gain_msgs[NUM_STATS] = { 1024static const char *const no_gain_msgs[NUM_STATS] = {
1281 "You grow no stronger.", 1025 "You grow no stronger.",
1282 "You grow no more agile.", 1026 "You grow no more agile.",
1283 "You don't feel any healthier.", 1027 "You don't feel any healthier.",
1284 "no wis", 1028 "You didn't grow any more intelligent.",
1029 "You do not feel any wiser.",
1030 "You don't feel any more powerful."
1285 "You are no easier to look at.", 1031 "You are no easier to look at.",
1286 "no int",
1287 "no pow"
1288}; 1032};
1289 1033
1290int 1034int
1035change_ability_duration (object *spell, object *caster)
1036{
1037 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1038}
1039
1040int
1291cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) 1041cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1292{ 1042{
1293 object *force = NULL; 1043 object *force = 0;
1294 int i; 1044 int i;
1295 1045
1296 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1046 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1297 object *tmp = dir 1047 object *tmp = dir
1298 ? find_target_for_friendly_spell (op, dir) 1048 ? find_target_for_friendly_spell (op, dir)
1299 : op; 1049 : op;
1300 1050
1301 if (!tmp) 1051 if (!tmp)
1302 return 0; 1052 return 0;
1303 1053
1304 /* If we've already got a force of this type, don't add a new one. */ 1054 /* If we've already got a force of this type, don't add a new one. */
1312 break; 1062 break;
1313 } 1063 }
1314 else if (spell_ob->race && spell_ob->race == tmp2->name) 1064 else if (spell_ob->race && spell_ob->race == tmp2->name)
1315 { 1065 {
1316 if (!silent) 1066 if (!silent)
1317 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 1067 new_draw_info_format (NDI_UNIQUE, 0, op,
1068 "You can not cast %s while %s is in effect",
1069 &spell_ob->name, &tmp2->name_pl);
1070
1318 return 0; 1071 return 0;
1319 } 1072 }
1320 } 1073 }
1321 } 1074 }
1075
1076 int duration = change_ability_duration (spell_ob, caster);
1077
1322 if (force == NULL) 1078 if (force)
1323 {
1324 force = get_archetype (FORCE_NAME);
1325 force->subtype = FORCE_CHANGE_ABILITY;
1326 if (spell_ob->race)
1327 force->name = spell_ob->race;
1328 else
1329 force->name = spell_ob->name;
1330 force->name_pl = spell_ob->name;
1331 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1332
1333 } 1079 {
1334 else
1335 {
1336 int duration;
1337
1338 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1339 if (duration > force->duration) 1080 if (duration > force->duration)
1340 { 1081 {
1341 force->duration = duration; 1082 force->duration = duration;
1342 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1083 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1343 } 1084 }
1344 else 1085 else
1345 {
1346 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1086 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1347 } 1087
1348 return 1; 1088 return 1;
1349 } 1089 }
1350 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1090
1091 new_draw_info_format (NDI_UNIQUE, 0, op,
1092 "You create an aura of magical force. H<The effect will last for about %.10g seconds.>",
1093 TICK2TIME (duration));
1094
1095 force = get_archetype (FORCE_NAME);
1096 force->subtype = FORCE_CHANGE_ABILITY;
1097 force->duration = duration;
1098
1099 if (spell_ob->race)
1100 force->name = spell_ob->race;
1101 else
1102 force->name = spell_ob->name;
1103
1104 force->name_pl = spell_ob->name;
1105
1351 force->speed = 1.0; 1106 force->speed = 1.0;
1352 force->speed_left = -1.0; 1107 force->speed_left = -1.0;
1353 SET_FLAG (force, FLAG_APPLIED); 1108 SET_FLAG (force, FLAG_APPLIED);
1354 1109
1355 /* Now start processing the effects. First, protections */ 1110 /* Now start processing the effects. First, protections */
1360 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob); 1115 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob);
1361 if (force->resist[i] > 100) 1116 if (force->resist[i] > 100)
1362 force->resist[i] = 100; 1117 force->resist[i] = 100;
1363 } 1118 }
1364 } 1119 }
1120
1365 if (spell_ob->stats.hp) 1121 if (spell_ob->stats.hp)
1366 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob); 1122 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1367 1123
1368 if (tmp->type == PLAYER) 1124 if (tmp->type == PLAYER)
1369 { 1125 {
1370 /* Stat adjustment spells */ 1126 /* Stat adjustment spells */
1371 for (i = 0; i < NUM_STATS; i++) 1127 for (i = 0; i < NUM_STATS; i++)
1372 { 1128 {
1373 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; 1129 if (sint8 stat = spell_ob->stats.stat (i))
1374
1375 if (stat)
1376 { 1130 {
1377 sm = 0; 1131 sint8 sm = 0;
1378 for (k = 0; k < stat; k++) 1132 for (sint8 k = 0; k < stat; k++)
1379 sm += rndm (1, 3); 1133 sm += rndm (1, 3);
1380 1134
1381 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) 1135 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1382 { 1136 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1383 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); 1137
1384 if (sm < 0) 1138 force->stats.stat (i) = sm;
1385 sm = 0; 1139
1386 }
1387 set_attr_value (&force->stats, i, sm);
1388 if (!sm) 1140 if (!sm)
1389 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); 1141 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1390 } 1142 }
1391 } 1143 }
1392 } 1144 }
1413 force->attacktype = spell_ob->attacktype; 1165 force->attacktype = spell_ob->attacktype;
1414 1166
1415 insert_ob_in_ob (force, tmp); 1167 insert_ob_in_ob (force, tmp);
1416 change_abil (tmp, force); /* Mostly to display any messages */ 1168 change_abil (tmp, force); /* Mostly to display any messages */
1417 tmp->update_stats (); 1169 tmp->update_stats ();
1170
1418 return 1; 1171 return 1;
1419} 1172}
1420 1173
1421/* This used to be part of cast_change_ability, but it really didn't make 1174/* This used to be part of cast_change_ability, but it really didn't make
1422 * a lot of sense, since most of the values it derives are from the god 1175 * a lot of sense, since most of the values it derives are from the god
1423 * of the caster. 1176 * of the caster.
1424 */ 1177 */
1425
1426int 1178int
1427cast_bless (object *op, object *caster, object *spell_ob, int dir) 1179cast_bless (object *op, object *caster, object *spell_ob, int dir)
1428{ 1180{
1429 int i; 1181 int i;
1430 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1182 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1431 1183
1432 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1184 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1433 if (dir != 0) 1185 if (dir != 0)
1434 { 1186 {
1435 tmp = find_target_for_friendly_spell (op, dir); 1187 tmp = find_target_for_friendly_spell (op, dir);
1188
1189 if (!tmp)
1190 return 0;
1436 } 1191 }
1437 else 1192 else
1438 {
1439 tmp = op; 1193 tmp = op;
1440 }
1441 1194
1442 /* If we've already got a force of this type, don't add a new one. */ 1195 /* If we've already got a force of this type, don't add a new one. */
1443 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1196 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1444 { 1197 {
1445 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1198 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1446 { 1199 {
1447 if (tmp2->name == spell_ob->name) 1200 if (tmp2->name == spell_ob->name)
1448 { 1201 {
1454 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 1207 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1455 return 0; 1208 return 0;
1456 } 1209 }
1457 } 1210 }
1458 } 1211 }
1212
1459 if (force == NULL) 1213 if (force == NULL)
1460 { 1214 {
1461 force = get_archetype (FORCE_NAME); 1215 force = get_archetype (FORCE_NAME);
1462 force->subtype = FORCE_CHANGE_ABILITY; 1216 force->subtype = FORCE_CHANGE_ABILITY;
1463 if (spell_ob->race) 1217 if (spell_ob->race)
1525 insert_ob_in_ob (force, tmp); 1279 insert_ob_in_ob (force, tmp);
1526 tmp->update_stats (); 1280 tmp->update_stats ();
1527 return 1; 1281 return 1;
1528} 1282}
1529 1283
1530
1531
1532/* Alchemy code by Mark Wedel 1284/* Alchemy code by Mark Wedel
1533 * 1285 *
1534 * This code adds a new spell, called alchemy. Alchemy will turn 1286 * This code adds a new spell, called alchemy. Alchemy will turn
1535 * objects to gold nuggets, the value of the gold nuggets being 1287 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1536 * about 90% of that of the item itself. It uses the value of the
1537 * object before charisma adjustments, because the nuggets themselves
1538 * will be will be adjusted by charisma when sold.
1539 * 1288 *
1540 * Large nuggets are worth 25 gp each (base). You will always get 1289 * The value of the gold nuggets being about 90% of that of the item
1541 * the maximum number of large nuggets you could get. 1290 * itself. It uses the value of the object before charisma adjustments,
1542 * Small nuggets are worth 1 gp each (base). You will get from 0 1291 * because the nuggets themselves will be will be adjusted by charisma
1543 * to the max amount of small nuggets as you could get. 1292 * when sold.
1544 *
1545 * For example, if an item is worth 110 gold, you will get
1546 * 4 large nuggets, and from 0-10 small nuggets.
1547 * 1293 *
1548 * There is also a chance (1:30) that you will get nothing at all 1294 * There is also a chance (1:30) that you will get nothing at all
1549 * for the object. There is also a maximum weight that will be 1295 * for the object. There is also a maximum weight that will be
1550 * alchemied. 1296 * alchemised.
1551 */ 1297 */
1552
1553/* I didn't feel like passing these as arguements to the
1554 * two functions that need them. Real values are put in them
1555 * when the spell is cast, and these are freed when the spell
1556 * is finished.
1557 */
1558static object *small, *large;
1559
1560static void 1298static void
1561alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight) 1299alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1562{ 1300{
1563 uint64 value = query_cost (obj, NULL, F_TRUE); 1301 uint64 value = query_cost (obj, NULL, F_TRUE);
1564 1302
1565 /* Give third price when we alchemy money (This should hopefully 1303 /* Give third price when we alchemy money (this should hopefully
1566 * make it so that it isn't worth it to alchemy money, sell 1304 * make it so that it isn't worth it to alchemy money, sell
1567 * the nuggets, alchemy the gold from that, etc. 1305 * the nuggets, alchemy the gold from that, etc.
1568 * Otherwise, give 9 silver on the gold for other objects, 1306 * Otherwise, give 9 silver on the gold for other objects,
1569 * so that it would still be more affordable to haul 1307 * so that it would still be more affordable to haul
1570 * the stuff back to town. 1308 * the stuff back to town.
1571 */ 1309 */
1572
1573 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1310 if (QUERY_FLAG (obj, FLAG_UNPAID))
1574 value = 0; 1311 value = 0;
1575 else if (obj->type == MONEY || obj->type == GEM) 1312 else if (obj->type == MONEY || obj->type == GEM)
1576 value /= 3; 1313 value /= 3;
1577 else 1314 else
1578 value = (value * 9) / 10; 1315 value = value * 9 / 10;
1579 1316
1580 value /= 4; // fix by GHJ, don't understand, pcg
1581
1582 if ((obj->value > 0) && rndm (0, 29)) 1317 if (obj->value > 0 && rndm (0, 29))
1583 { 1318 total_value += value;
1584 int count;
1585 1319
1586 count = value / large->value;
1587 *large_nuggets += count;
1588 value -= (uint64) count *(uint64) large->value;
1589
1590 count = value / small->value;
1591 *small_nuggets += count;
1592 }
1593
1594 /* Turn 25 small nuggets into 1 large nugget. If the value
1595 * of large nuggets is not evenly divisable by the small nugget
1596 * value, take off an extra small_nugget (Assuming small_nuggets!=0)
1597 */
1598 if (*small_nuggets * small->value >= large->value)
1599 {
1600 (*large_nuggets)++;
1601 *small_nuggets -= large->value / small->value;
1602 if (*small_nuggets && large->value % small->value)
1603 (*small_nuggets)--;
1604 }
1605 weight += obj->weight; 1320 total_weight += obj->total_weight ();
1321
1606 obj->destroy (); 1322 obj->destroy ();
1607} 1323}
1608 1324
1609static void
1610update_map (object *op, maptile *m, int small_nuggets, int large_nuggets, int x, int y)
1611{
1612 object *tmp;
1613 int flag = 0;
1614
1615 /* Put any nuggets below the player, but we can only pass this
1616 * flag if we are on the same space as the player
1617 */
1618 if (x == op->x && y == op->y && op->map == m)
1619 flag = INS_BELOW_ORIGINATOR;
1620
1621 if (small_nuggets)
1622 {
1623 tmp = small->clone ();
1624 tmp->nrof = small_nuggets;
1625 m->insert (tmp, x, y, op, flag);
1626 }
1627
1628 if (large_nuggets)
1629 {
1630 tmp = large->clone ();
1631 tmp->nrof = large_nuggets;
1632 m->insert (tmp, x, y, op, flag);
1633 }
1634}
1635
1636int 1325int
1637alchemy (object *op, object *caster, object *spell_ob) 1326alchemy (object *op, object *caster, object *spell_ob)
1638{ 1327{
1639 int x, y, weight = 0, weight_max, large_nuggets, small_nuggets, mflags;
1640 sint16 nx, ny;
1641 object *next, *tmp;
1642 maptile *mp;
1643
1644 if (op->type != PLAYER) 1328 if (op->type != PLAYER)
1645 return 0; 1329 return 0;
1646 1330
1331 archetype *nugget[3];
1332
1333 nugget[0] = archetype::find ("pyrite3");
1334 nugget[1] = archetype::find ("pyrite2");
1335 nugget[2] = archetype::find ("pyrite");
1336
1647 /* Put a maximum weight of items that can be alchemied. Limits the power 1337 /* Put a maximum weight of items that can be alchemised. Limits the power
1648 * some, and also prevents people from alcheming every table/chair/clock 1338 * some, and also prevents people from alchemising every table/chair/clock
1649 * in sight 1339 * in sight
1650 */ 1340 */
1651 weight_max = spell_ob->duration + +SP_level_duration_adjust (caster, spell_ob); 1341 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1652 weight_max *= 1000; 1342 int weight_max = duration * 1000;
1653 small = get_archetype ("smallnugget"), large = get_archetype ("largenugget"); 1343 uint64 value_max = duration * 1000;
1654 1344
1345 int weight = 0;
1346
1655 for (y = op->y - 1; y <= op->y + 1; y++) 1347 for (int y = op->y - 1; y <= op->y + 1; y++)
1656 { 1348 {
1657 for (x = op->x - 1; x <= op->x + 1; x++) 1349 for (int x = op->x - 1; x <= op->x + 1; x++)
1658 { 1350 {
1351 uint64 value = 0;
1352
1659 nx = x; 1353 sint16 nx = x;
1660 ny = y; 1354 sint16 ny = y;
1661 1355
1662 mp = op->map; 1356 maptile *mp = op->map;
1663 1357
1664 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); 1358 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1665 1359
1666 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1360 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1667 continue; 1361 continue;
1668 1362
1669 /* Treat alchemy a little differently - most spell effects 1363 /* Treat alchemy a little differently - most spell effects
1671 * ground level effect. 1365 * ground level effect.
1672 */ 1366 */
1673 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) 1367 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1674 continue; 1368 continue;
1675 1369
1676 small_nuggets = 0; 1370 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1677 large_nuggets = 0;
1678
1679 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = next)
1680 { 1371 {
1681 next = tmp->above; 1372 next = tmp->above;
1373
1682 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1374 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1683 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1375 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1684 { 1376 {
1685
1686 if (tmp->inv) 1377 if (tmp->inv)
1687 { 1378 {
1688 object *next1, *tmp1; 1379 object *next1, *tmp1;
1689 1380
1690 for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1) 1381 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1691 { 1382 {
1692 next1 = tmp1->below; 1383 next1 = tmp1->below;
1693 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1384 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1694 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1385 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1695 alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight); 1386 alchemy_object (tmp1, value, weight);
1696 } 1387 }
1697 } 1388 }
1389
1698 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); 1390 alchemy_object (tmp, value, weight);
1699 1391
1700 if (weight > weight_max) 1392 if (weight > weight_max)
1701 { 1393 break;
1702 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1703 large->destroy ();
1704 small->destroy ();
1705 return 1;
1706 } 1394 }
1707 } /* is alchemable object */
1708 } /* process all objects on this space */
1709
1710 /* Insert all the nuggets at one time. This probably saves time, but
1711 * it also prevents us from alcheming nuggets that were just created
1712 * with this spell.
1713 */ 1395 }
1714 update_map (op, mp, small_nuggets, large_nuggets, nx, ny); 1396
1397 value -= rndm (value >> 4);
1398 value = min (value, value_max);
1399
1400 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1401 if (int nrof = value / nugget [i]->value)
1402 {
1403 value -= nrof * nugget[i]->value;
1404
1405 object *tmp = arch_to_object (nugget[i]);
1406 tmp->nrof = nrof;
1407 tmp->flag [FLAG_IDENTIFIED] = true;
1408 op->map->insert (tmp, x, y, op, 0);
1715 } 1409 }
1716 }
1717 1410
1718 large->destroy (); 1411 if (weight > weight_max)
1719 small->destroy (); 1412 goto bailout;
1720 /* reset this so that if player standing on a big pile of stuff, 1413 }
1721 * it is redrawn properly. 1414 }
1722 */ 1415
1723 op->contr->ns->look_position = 0; 1416bailout:
1724 return 1; 1417 return 1;
1725} 1418}
1726
1727 1419
1728/* This function removes the cursed/damned status on equipped 1420/* This function removes the cursed/damned status on equipped
1729 * items. 1421 * items.
1730 */ 1422 */
1731int 1423int
1732remove_curse (object *op, object *caster, object *spell) 1424remove_curse (object *op, object *caster, object *spell)
1733{ 1425{
1734 object *tmp;
1735 int success = 0, was_one = 0; 1426 int success = 0, was_one = 0;
1736 1427
1737 for (tmp = op->inv; tmp; tmp = tmp->below) 1428 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1738 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1429 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1739 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1430 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1740 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1431 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1741 { 1432 {
1742 was_one++; 1433 was_one++;
1434
1743 if (tmp->level <= caster_level (caster, spell)) 1435 if (tmp->level <= casting_level (caster, spell))
1744 { 1436 {
1745 success++; 1437 success++;
1746 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1438 if (QUERY_FLAG (spell, FLAG_DAMNED))
1747 CLEAR_FLAG (tmp, FLAG_DAMNED); 1439 CLEAR_FLAG (tmp, FLAG_DAMNED);
1748 1440
1749 CLEAR_FLAG (tmp, FLAG_CURSED); 1441 CLEAR_FLAG (tmp, FLAG_CURSED);
1750 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1442 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1751 tmp->value = 0; /* Still can't sell it */ 1443 tmp->value = 0; /* Still can't sell it */
1752 if (op->type == PLAYER) 1444
1445 if (object *pl = tmp->visible_to ())
1753 esrv_send_item (op, tmp); 1446 esrv_update_item (UPD_FLAGS, pl, tmp);
1754 } 1447 }
1755 } 1448 }
1756 1449
1757 if (op->type == PLAYER) 1450 if (op->type == PLAYER)
1758 { 1451 {
1759 if (success) 1452 if (success)
1760 {
1761 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now."); 1453 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1762 }
1763 else 1454 else
1764 { 1455 {
1765 if (was_one) 1456 if (was_one)
1766 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse."); 1457 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1767 else 1458 else
1771 1462
1772 return success; 1463 return success;
1773} 1464}
1774 1465
1775/* Identifies objects in the players inventory/on the ground */ 1466/* Identifies objects in the players inventory/on the ground */
1776
1777int 1467int
1778cast_identify (object *op, object *caster, object *spell) 1468cast_identify (object *op, object *caster, object *spell)
1779{ 1469{
1780 object *tmp; 1470 object *tmp;
1781 int success = 0, num_ident; 1471 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1782 1472
1783 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1473 int num_ident = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell));
1784
1785 if (num_ident < 1)
1786 num_ident = 1;
1787 1474
1788 for (tmp = op->inv; tmp; tmp = tmp->below) 1475 for (tmp = op->inv; tmp; tmp = tmp->below)
1789 { 1476 {
1790 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1477 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1791 { 1478 {
1792 identify (tmp); 1479 identify (tmp);
1793 1480
1794 if (op->type == PLAYER) 1481 if (op->type == PLAYER)
1795 { 1482 {
1796 new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op)); 1483 buf.printf ("You identified: %s.\r", long_desc (tmp, op));
1797 1484
1798 if (tmp->msg) 1485 if (tmp->msg)
1799 { 1486 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1800 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1801 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1802 }
1803 } 1487 }
1804 1488
1805 num_ident--;
1806 success = 1;
1807 if (!num_ident) 1489 if (!--num_ident)
1808 break; 1490 break;
1809 } 1491 }
1810 } 1492 }
1811 1493
1812 /* If all the power of the spell has been used up, don't go and identify 1494 /* If all the power of the spell has been used up, don't go and identify
1813 * stuff on the floor. Only identify stuff on the floor if the spell 1495 * stuff on the floor. Only identify stuff on the floor if the spell
1814 * was not fully used. 1496 * was not fully used.
1815 */ 1497 */
1816 if (num_ident) 1498 if (num_ident)
1817 { 1499 {
1818 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1500 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1819 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1501 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1820 { 1502 {
1821 identify (tmp); 1503 identify (tmp);
1822 1504
1823 if (op->type == PLAYER) 1505 if (object *pl = tmp->visible_to ())
1824 { 1506 {
1825 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op)); 1507 buf.printf ("On the ground you identified: %s.\r", long_desc (tmp, op));
1826 1508
1827 if (tmp->msg) 1509 if (tmp->msg)
1828 { 1510 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1829 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1830 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1831 }
1832
1833 esrv_send_item (op, tmp);
1834 } 1511 }
1835 1512
1836 num_ident--;
1837 success = 1;
1838 if (!num_ident) 1513 if (!--num_ident)
1839 break; 1514 break;
1840 } 1515 }
1841 } 1516 }
1842 1517
1843 if (!success) 1518 if (buf.empty ())
1844 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified."); 1519 {
1520 op->failmsg ("You can't reach anything unidentified.");
1521 return 0;
1522 }
1845 else 1523 else
1524 {
1525 if (op->contr)
1526 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1527
1846 spell_effect (spell, op->x, op->y, op->map, op); 1528 spell_effect (spell, op->x, op->y, op->map, op);
1847 1529 return 1;
1848 return success; 1530 }
1849} 1531}
1850 1532
1851int 1533int
1852cast_detection (object *op, object *caster, object *spell, object *skill) 1534cast_detection (object *op, object *caster, object *spell, object *skill)
1853{ 1535{
1858 1540
1859 /* We precompute some values here so that we don't have to keep 1541 /* We precompute some values here so that we don't have to keep
1860 * doing it over and over again. 1542 * doing it over and over again.
1861 */ 1543 */
1862 god = find_god (determine_god (op)); 1544 god = find_god (determine_god (op));
1863 level = caster_level (caster, spell); 1545 level = casting_level (caster, spell);
1864 range = spell->range + SP_level_range_adjust (caster, spell); 1546 range = spell->range + SP_level_range_adjust (caster, spell);
1865 1547
1866 if (!skill) 1548 if (!skill)
1867 skill = caster; 1549 skill = caster;
1868 1550
1869 for (x = op->x - range; x <= op->x + range; x++) 1551 unordered_mapwalk (op, -range, -range, range, range)
1870 for (y = op->y - range; y <= op->y + range; y++)
1871 { 1552 {
1872 m = op->map;
1873 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1874 if (mflags & P_OUT_OF_MAP)
1875 continue;
1876
1877 /* For most of the detections, we only detect objects above the 1553 /* For most of the detections, we only detect objects above the
1878 * floor. But this is not true for show invisible. 1554 * floor. But this is not true for show invisible.
1879 * Basically, we just go and find the top object and work 1555 * Basically, we just go and find the top object and work
1880 * down - that is easier than working up. 1556 * down - that is easier than working up.
1881 */ 1557 */
1882 1558
1883 for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above) 1559 for (last = NULL, tmp = m->at (nx, ny).bot; tmp; tmp = tmp->above)
1884 last = tmp; 1560 last = tmp;
1885 1561
1886 /* Shouldn't happen, but if there are no objects on a space, this 1562 /* Shouldn't happen, but if there are no objects on a space, this
1887 * would happen. 1563 * would happen.
1888 */ 1564 */
1889 if (!last) 1565 if (!last)
1890 continue; 1566 continue;
1891 1567
1892 done_one = 0; 1568 done_one = 0;
1893 floor = 0; 1569 floor = 0;
1894 detect = NULL; 1570 detect = NULL;
1895 for (tmp = last; tmp; tmp = tmp->below) 1571 for (tmp = last; tmp; tmp = tmp->below)
1896 { 1572 {
1897 /* show invisible */ 1573 /* show invisible */
1898 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1574 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1899 /* Might there be other objects that we can make visible? */ 1575 /* Might there be other objects that we can make visible? */
1900 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1576 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER)
1901 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1577 || (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ))
1902 tmp->type == CF_HANDLE || 1578 || tmp->type == CF_HANDLE
1903 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE || 1579 || tmp->type == TRAPDOOR
1580 || tmp->type == EXIT
1581 || tmp->type == HOLE
1582 || tmp->type == BUTTON
1904 tmp->type == BUTTON || tmp->type == TELEPORTER || 1583 || tmp->type == TELEPORTER
1584 || tmp->type == GATE
1905 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1585 || tmp->type == LOCKED_DOOR
1906 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN || 1586 || tmp->type == WEAPON
1587 || tmp->type == ALTAR
1588 || tmp->type == SIGN
1907 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1589 || tmp->type == TRIGGER_PEDESTAL
1908 tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR))) 1590 || tmp->type == SPECIAL_KEY
1591 || tmp->type == TREASURE
1592 || tmp->type == BOOK
1593 || tmp->type == HOLY_ALTAR
1594 || tmp->type == CONTAINER)))
1909 { 1595 {
1910 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4) 1596 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1911 { 1597 {
1912 tmp->invisible = 0; 1598 tmp->invisible = 0;
1913 done_one = 1; 1599 done_one = 1;
1914 } 1600 }
1915 } 1601 }
1916 1602
1917 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1603 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1918 floor = 1; 1604 floor = 1;
1919 1605
1920 /* All detections below this point don't descend beneath the floor, 1606 /* All detections below this point don't descend beneath the floor,
1921 * so just continue on. We could be clever and look at the type of 1607 * so just continue on. We could be clever and look at the type of
1922 * detection to completely break out if we don't care about objects beneath 1608 * detection to completely break out if we don't care about objects beneath
1923 * the floor, but once we get to the floor, not likely a very big issue anyways. 1609 * the floor, but once we get to the floor, not likely a very big issue anyways.
1924 */ 1610 */
1925 if (floor) 1611 if (floor)
1926 continue; 1612 continue;
1927 1613
1928 /* I had thought about making detect magic and detect curse 1614 /* I had thought about making detect magic and detect curse
1929 * show the flash the magic item like it does for detect monster. 1615 * show the flash the magic item like it does for detect monster.
1930 * however, if the object is within sight, this would then make it 1616 * however, if the object is within sight, this would then make it
1931 * difficult to see what object is magical/cursed, so the 1617 * difficult to see what object is magical/cursed, so the
1932 * effect wouldn't be as apparant. 1618 * effect wouldn't be as apparent.
1933 */ 1619 */
1934 1620
1935 /* detect magic */ 1621 /* detect magic */
1936 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && 1622 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1937 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp)) 1623 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1938 { 1624 {
1939 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1625 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1940 /* make runes more visibile */ 1626 /* make runes more visibile */
1941 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC) 1627 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1942 tmp->stats.Cha /= 4; 1628 tmp->stats.Cha /= 4;
1629
1943 done_one = 1; 1630 done_one = 1;
1944 } 1631 }
1632
1945 /* detect monster */ 1633 /* detect monster */
1946 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER)) 1634 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1947 { 1635 {
1948 done_one = 2; 1636 done_one = 2;
1637
1949 if (!detect) 1638 if (!detect)
1950 detect = tmp; 1639 detect = tmp;
1951 } 1640 }
1641
1952 /* Basically, if race is set in the spell, then the creatures race must 1642 /* Basically, if race is set in the spell, then the creatures race must
1953 * match that. if the spell race is set to GOD, then the gods opposing 1643 * match that. if the spell race is set to GOD, then the gods opposing
1954 * race must match. 1644 * race must match.
1955 */ 1645 */
1956 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race && 1646 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1957 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) || 1647 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1958 (strstr (spell->race, tmp->race)))) 1648 spell->race.contains (tmp->race)))
1959 { 1649 {
1960 done_one = 2; 1650 done_one = 2;
1651
1961 if (!detect) 1652 if (!detect)
1962 detect = tmp; 1653 detect = tmp;
1963 } 1654 }
1655
1964 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1656 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1965 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1657 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1966 { 1658 {
1967 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1659 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1968 done_one = 1; 1660 done_one = 1;
1969 } 1661 }
1970 } /* for stack of objects on this space */ 1662 } /* for stack of objects on this space */
1971 1663
1972 /* Code here puts an effect of the spell on the space, so you can see 1664 /* Code here puts an effect of the spell on the space, so you can see
1973 * where the magic is. 1665 * where the magic is.
1974 */ 1666 */
1975 if (done_one) 1667 if (done_one)
1976 { 1668 {
1977 object *detect_ob = arch_to_object (spell->other_arch); 1669 object *detect_ob = arch_to_object (spell->other_arch);
1978 1670
1979 /* if this is set, we want to copy the face */ 1671 /* if this is set, we want to copy the face */
1980 if (done_one == 2 && detect) 1672 if (done_one == 2 && detect)
1981 { 1673 {
1982 detect_ob->face = detect->face; 1674 detect_ob->face = detect->face;
1983 detect_ob->animation_id = detect->animation_id; 1675 detect_ob->animation_id = detect->animation_id;
1984 detect_ob->anim_speed = detect->anim_speed; 1676 detect_ob->anim_speed = detect->anim_speed;
1985 detect_ob->last_anim = 0; 1677 detect_ob->last_anim = 0;
1986 /* by default, the detect_ob is already animated */ 1678 /* by default, the detect_ob is already animated */
1987 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1679 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
1988 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1680 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
1989 } 1681 }
1990 1682
1991 m->insert (detect_ob, nx, ny, op); 1683 m->insert (detect_ob, nx, ny, op);
1992 } 1684 }
1993 } /* for processing the surrounding spaces */ 1685 } /* for processing the surrounding spaces */
1994 1686
1995 1687
1996 /* Now process objects in the players inventory if detect curse or magic */ 1688 /* Now process objects in the players inventory if detect curse or magic */
1997 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL)) 1689 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL))
1998 { 1690 {
1999 done_one = 0; 1691 done_one = 0;
1692
2000 for (tmp = op->inv; tmp; tmp = tmp->below) 1693 for (tmp = op->inv; tmp; tmp = tmp->below)
2001 { 1694 {
2002 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1695 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2003 { 1696 {
2004 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)) 1697 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL))
2005 { 1698 {
2006 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1699 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
2007 if (op->type == PLAYER) 1700
1701 if (object *pl = tmp->visible_to ())
2008 esrv_send_item (op, tmp); 1702 esrv_update_item (UPD_FLAGS, pl, tmp);
2009 } 1703 }
1704
2010 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1705 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
2011 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1706 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
2012 { 1707 {
2013 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1708 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
2014 if (op->type == PLAYER) 1709
1710 if (object *pl = tmp->visible_to ())
2015 esrv_send_item (op, tmp); 1711 esrv_update_item (UPD_FLAGS, pl, tmp);
2016 } 1712 }
2017 } /* if item is not identified */ 1713 } /* if item is not identified */
2018 } /* for the players inventory */ 1714 } /* for the players inventory */
2019 } /* if detect magic/curse and object is a player */ 1715 } /* if detect magic/curse and object is a player */
1716
2020 return 1; 1717 return 1;
2021} 1718}
2022 1719
2023 1720
2024/** 1721/**
2037 1734
2038 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you."); 1735 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
2039 1736
2040 if (victim->stats.sp >= victim->stats.maxsp * 2) 1737 if (victim->stats.sp >= victim->stats.maxsp * 2)
2041 { 1738 {
2042 object *tmp;
2043
2044 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1739 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
2045
2046 /* Explodes a fireball centered at player */
2047 tmp = get_archetype (EXPLODING_FIREBALL);
2048 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
2049 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
2050
2051 tmp->insert_at (victim);
2052 victim->stats.sp = 2 * victim->stats.maxsp; 1740 victim->stats.sp = 2 * victim->stats.maxsp;
1741 create_exploding_ball_at (victim, caster_level);
2053 } 1742 }
2054 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1743 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
2055 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); 1744 new_draw_info (NDI_UNIQUE | NDI_ORANGE, 0, victim, "You feel like your head is going to explode.");
2056 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1745 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2057 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 1746 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
2058 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1747 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2059 { 1748 {
2060 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1749 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2106 } 1795 }
2107 /* give sp */ 1796 /* give sp */
2108 if (spell->stats.dam > 0) 1797 if (spell->stats.dam > 0)
2109 { 1798 {
2110 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell); 1799 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
2111 charge_mana_effect (plyr, caster_level (caster, spell)); 1800 charge_mana_effect (plyr, casting_level (caster, spell));
2112 return 1; 1801 return 1;
2113 } 1802 }
2114 /* suck sp away. Can't suck sp from yourself */ 1803 /* suck sp away. Can't suck sp from yourself */
2115 else if (op != plyr) 1804 else if (op != plyr)
2116 { 1805 {
2128 /* Player doesn't get full credit */ 1817 /* Player doesn't get full credit */
2129 sucked = (sucked * rate) / 100; 1818 sucked = (sucked * rate) / 100;
2130 op->stats.sp += sucked; 1819 op->stats.sp += sucked;
2131 if (sucked > 0) 1820 if (sucked > 0)
2132 { 1821 {
2133 charge_mana_effect (op, caster_level (caster, spell)); 1822 charge_mana_effect (op, casting_level (caster, spell));
2134 } 1823 }
2135 } 1824 }
2136 return 1; 1825 return 1;
2137 } 1826 }
2138 return 0; 1827 return 0;
2180 /* Basically, if the object is magical and not counterspell, 1869 /* Basically, if the object is magical and not counterspell,
2181 * we will more or less remove the object. Don't counterspell 1870 * we will more or less remove the object. Don't counterspell
2182 * monsters either. 1871 * monsters either.
2183 */ 1872 */
2184 1873
2185 if (head->attacktype & AT_MAGIC && 1874 if (head->attacktype & AT_MAGIC
2186 !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level)) 1875 && !(head->attacktype & AT_COUNTERSPELL)
1876 && !QUERY_FLAG (head, FLAG_MONSTER)
1877 && (op->level > head->level))
2187 head->destroy (); 1878 head->destroy ();
2188 else 1879 else
2189 switch (head->type) 1880 switch (head->type)
2190 { 1881 {
2191 case SPELL_EFFECT: 1882 case SPELL_EFFECT:
1883 // XXX: Don't affect floor spelleffects. See also XXX comment
1884 // about sanctuary in spell_util.C
1885 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1886 continue;
1887
2192 if (op->level > head->level) 1888 if (op->level > head->level)
2193 head->destroy (); 1889 head->destroy ();
2194 1890
2195 break; 1891 break;
2196 1892
2207 break; 1903 break;
2208 } 1904 }
2209 } 1905 }
2210} 1906}
2211 1907
2212
2213
2214/* cast_consecrate() - a spell to make an altar your god's */ 1908/* cast_consecrate() - a spell to make an altar your god's */
2215int 1909int
2216cast_consecrate (object *op, object *caster, object *spell) 1910cast_consecrate (object *op, object *caster, object *spell)
2217{ 1911{
2218 char buf[MAX_BUF]; 1912 char buf[MAX_BUF];
2230 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1924 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2231 break; 1925 break;
2232 if (tmp->type == HOLY_ALTAR) 1926 if (tmp->type == HOLY_ALTAR)
2233 { 1927 {
2234 1928
2235 if (tmp->level > caster_level (caster, spell)) 1929 if (tmp->level > casting_level (caster, spell))
2236 { 1930 {
2237 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name); 1931 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name);
2238 return 0; 1932 return 0;
2239 } 1933 }
2240 else 1934 else
2241 { 1935 {
2242 /* If we got here, we are consecrating an altar */ 1936 /* If we got here, we are consecrating an altar */
2243 sprintf (buf, "Altar of %s", &god->name); 1937 sprintf (buf, "Altar of %s", &god->name);
2244 tmp->name = buf; 1938 tmp->name = buf;
2245 tmp->level = caster_level (caster, spell); 1939 tmp->level = casting_level (caster, spell);
2246 tmp->other_arch = god->arch; 1940 tmp->other_arch = god->arch;
1941
2247 if (op->type == PLAYER) 1942 if (op->type == PLAYER)
2248 esrv_update_item (UPD_NAME, op, tmp); 1943 esrv_update_item (UPD_NAME, op, tmp);
1944
2249 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name); 1945 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
2250 return 1; 1946 return 1;
2251 } 1947 }
2252 } 1948 }
2253 } 1949 }
2263 * This code was very odd - code early on would only let players use the spell, 1959 * This code was very odd - code early on would only let players use the spell,
2264 * yet the code wass full of player checks. I've presumed that the code 1960 * yet the code wass full of player checks. I've presumed that the code
2265 * that only let players use it was correct, and removed all the other 1961 * that only let players use it was correct, and removed all the other
2266 * player checks. MSW 2003-01-06 1962 * player checks. MSW 2003-01-06
2267 */ 1963 */
2268
2269int 1964int
2270animate_weapon (object *op, object *caster, object *spell, int dir) 1965animate_weapon (object *op, object *caster, object *spell, int dir)
2271{ 1966{
2272 object *weapon, *tmp; 1967 object *weapon, *tmp;
2273 char buf[MAX_BUF]; 1968 char buf[MAX_BUF];
2274 int a, i; 1969 int a, i;
2275 sint16 x, y; 1970 sint16 x, y;
2276 maptile *m; 1971 maptile *m;
2277 materialtype_t *mt;
2278 1972
2279 if (!spell->other_arch) 1973 if (!spell->other_arch)
2280 { 1974 {
2281 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1975 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2282 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name); 1976 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2285 /* exit if it's not a player using this spell. */ 1979 /* exit if it's not a player using this spell. */
2286 if (op->type != PLAYER) 1980 if (op->type != PLAYER)
2287 return 0; 1981 return 0;
2288 1982
2289 /* if player already has a golem, abort */ 1983 /* if player already has a golem, abort */
2290 if (op->contr->ranges[range_golem]) 1984 if (object *golem = op->contr->golem)
2291 { 1985 {
2292 control_golem (op->contr->ranges[range_golem], dir); 1986 control_golem (golem, dir);
2293 return 0; 1987 return 0;
2294 } 1988 }
2295 1989
2296 /* if no direction specified, pick one */ 1990 /* if no direction specified, pick one */
2297 if (!dir) 1991 if (!dir)
2298 dir = find_free_spot (NULL, op->map, op->x, op->y, 1, 9); 1992 dir = find_free_spot (spell->other_arch, op->map, op->x, op->y, 1, 9);
2299 1993
2300 m = op->map; 1994 m = op->map;
2301 x = op->x + freearr_x[dir]; 1995 x = op->x + freearr_x[dir];
2302 y = op->y + freearr_y[dir]; 1996 y = op->y + freearr_y[dir];
2303 1997
2304 /* if there's no place to put the golem, abort */ 1998 /* if there's no place to put the golem, abort */
2305 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || 1999 if (dir < 0 || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP)
2306 ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->clone.move_type)) 2000 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2307 { 2001 {
2308 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2002 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
2309 return 0; 2003 return 0;
2310 } 2004 }
2311 2005
2315 if (!weapon) 2009 if (!weapon)
2316 { 2010 {
2317 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2011 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2318 return 0; 2012 return 0;
2319 } 2013 }
2014
2320 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2015 if (spell->race && weapon->arch->archname != spell->race)
2321 { 2016 {
2322 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2017 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2323 return 0; 2018 return 0;
2324 } 2019 }
2020
2325 if (weapon->type != WEAPON) 2021 if (weapon->type != WEAPON)
2326 { 2022 {
2327 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it."); 2023 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it.");
2328 return 0; 2024 return 0;
2329 } 2025 }
2026
2330 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2027 if (QUERY_FLAG (weapon, FLAG_APPLIED))
2331 { 2028 {
2332 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon)); 2029 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon));
2333 return 0; 2030 return 0;
2334 } 2031 }
2335 2032
2336 if (weapon->nrof > 1) 2033 weapon = weapon->split ();
2337 {
2338 tmp = get_split_ob (weapon, 1);
2339 esrv_send_item (op, weapon);
2340 weapon = tmp;
2341 }
2342 2034
2343 /* create the golem object */ 2035 /* create the golem object */
2344 tmp = arch_to_object (spell->other_arch); 2036 tmp = arch_to_object (spell->other_arch);
2345 2037
2346 /* if animated by a player, give the player control of the golem */ 2038 /* if animated by a player, give the player control of the golem */
2347 CLEAR_FLAG (tmp, FLAG_MONSTER); 2039 CLEAR_FLAG (tmp, FLAG_MONSTER);
2348 SET_FLAG (tmp, FLAG_FRIENDLY);
2349 tmp->stats.exp = 0; 2040 tmp->stats.exp = 0;
2350 add_friendly_object (tmp); 2041 add_friendly_object (tmp);
2351 tmp->type = GOLEM; 2042 tmp->type = GOLEM;
2352 tmp->set_owner (op); 2043 tmp->set_owner (op);
2044 op->contr->golem = tmp;
2353 set_spell_skill (op, caster, spell, tmp); 2045 set_spell_skill (op, caster, spell, tmp);
2354 op->contr->ranges[range_golem] = tmp;
2355 op->contr->shoottype = range_golem;
2356 2046
2357 /* Give the weapon to the golem now. A bit of a hack to check the 2047 /* Give the weapon to the golem now. A bit of a hack to check the
2358 * removed flag - it should only be set if get_split_object was 2048 * removed flag - it should only be set if weapon->split was
2359 * used above. 2049 * used above.
2360 */ 2050 */
2361 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2051 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2362 weapon->remove (); 2052 weapon->remove ();
2363 insert_ob_in_ob (weapon, tmp); 2053
2364 esrv_send_item (op, weapon); 2054 tmp->insert (weapon);
2055
2365 /* To do everything necessary to let a golem use the weapon is a pain, 2056 /* To do everything necessary to let a golem use the weapon is a pain,
2366 * so instead, just set it as equipped (otherwise, we need to update 2057 * so instead, just set it as equipped (otherwise, we need to update
2367 * body_info, skills, etc) 2058 * body_info, skills, etc)
2368 */ 2059 */
2369 SET_FLAG (tmp, FLAG_USE_WEAPON); 2060 SET_FLAG (tmp, FLAG_USE_WEAPON);
2395 2086
2396 /* attacktype */ 2087 /* attacktype */
2397 if (!tmp->attacktype) 2088 if (!tmp->attacktype)
2398 tmp->attacktype = AT_PHYSICAL; 2089 tmp->attacktype = AT_PHYSICAL;
2399 2090
2400 mt = NULL;
2401 if (op->materialname != NULL)
2402 mt = name_to_material (op->materialname); 2091 if (materialtype_t *mt = name_to_material (op->materialname))
2403 if (mt != NULL)
2404 { 2092 {
2405 for (i = 0; i < NROFATTACKS; i++) 2093 for (i = 0; i < NROFATTACKS; i++)
2406 tmp->resist[i] = 50 - (mt->save[i] * 5); 2094 tmp->resist[i] = 50 - (mt->save[i] * 5);
2407 a = mt->save[0]; 2095 a = mt->save[0];
2408 } 2096 }
2410 { 2098 {
2411 for (i = 0; i < NROFATTACKS; i++) 2099 for (i = 0; i < NROFATTACKS; i++)
2412 tmp->resist[i] = 5; 2100 tmp->resist[i] = 5;
2413 a = 10; 2101 a = 10;
2414 } 2102 }
2103
2415 /* Set weapon's immunity */ 2104 /* Set weapon's immunity */
2416 tmp->resist[ATNR_CONFUSION] = 100; 2105 tmp->resist[ATNR_CONFUSION] = 100;
2417 tmp->resist[ATNR_POISON] = 100; 2106 tmp->resist[ATNR_POISON] = 100;
2418 tmp->resist[ATNR_SLOW] = 100; 2107 tmp->resist[ATNR_SLOW] = 100;
2419 tmp->resist[ATNR_PARALYZE] = 100; 2108 tmp->resist[ATNR_PARALYZE] = 100;
2425 2114
2426 /* Improve weapon's armour value according to best save vs. physical of its material */ 2115 /* Improve weapon's armour value according to best save vs. physical of its material */
2427 2116
2428 if (a > 14) 2117 if (a > 14)
2429 a = 14; 2118 a = 14;
2119
2430 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); 2120 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2431 2121
2432 /* Determine golem's speed */ 2122 /* Determine golem's speed */
2433 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell))); 2123 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2434 2124
2444 tmp->state = weapon->state; 2134 tmp->state = weapon->state;
2445 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2135 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2446 } 2136 }
2447 2137
2448 /* make experience increase in proportion to the strength of the summoned creature. */ 2138 /* make experience increase in proportion to the strength of the summoned creature. */
2449 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell)); 2139 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / casting_level (caster, spell));
2450 2140
2451 tmp->speed_left = -1; 2141 tmp->speed_left = -1;
2452 tmp->direction = dir; 2142 tmp->direction = dir;
2453 2143
2454 m->insert (tmp, x, y, op); 2144 m->insert (tmp, x, y, op);
2458/* cast_daylight() - changes the map darkness level *lower* */ 2148/* cast_daylight() - changes the map darkness level *lower* */
2459 2149
2460/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2150/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2461 * This changes the light level for the entire map. 2151 * This changes the light level for the entire map.
2462 */ 2152 */
2463
2464int 2153int
2465cast_change_map_lightlevel (object *op, object *caster, object *spell) 2154cast_change_map_lightlevel (object *op, object *caster, object *spell)
2466{ 2155{
2467 int success; 2156 int success;
2468 2157
2476 if (spell->stats.dam < 0) 2165 if (spell->stats.dam < 0)
2477 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2166 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2478 else 2167 else
2479 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2168 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here.");
2480 } 2169 }
2170
2481 return success; 2171 return success;
2482} 2172}
2483
2484
2485
2486
2487 2173
2488/* create an aura spell object and put it in the player's inventory. 2174/* create an aura spell object and put it in the player's inventory.
2489 * as usual, op is player, caster is the object casting the spell, 2175 * as usual, op is player, caster is the object casting the spell,
2490 * spell is the spell object itself. 2176 * spell is the spell object itself.
2491 */ 2177 */
2503 2189
2504 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); 2190 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2505 2191
2506 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 2192 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2507 2193
2508 new_aura->set_owner (op);
2509 set_spell_skill (op, caster, spell, new_aura); 2194 set_spell_skill (op, caster, spell, new_aura);
2510 new_aura->attacktype = spell->attacktype; 2195 new_aura->attacktype = spell->attacktype;
2511 2196
2512 new_aura->level = caster_level (caster, spell); 2197 new_aura->level = casting_level (caster, spell);
2198
2513 if (refresh) 2199 if (refresh)
2514 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2200 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2515 else 2201 else
2516 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2202 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2203
2517 insert_ob_in_ob (new_aura, op); 2204 insert_ob_in_ob (new_aura, op);
2205 new_aura->set_owner (op);
2206
2518 return 1; 2207 return 1;
2519} 2208}
2520
2521 2209
2522/* move aura function. An aura is a part of someone's inventory, 2210/* move aura function. An aura is a part of someone's inventory,
2523 * which he carries with him, but which acts on the map immediately 2211 * which he carries with him, but which acts on the map immediately
2524 * around him. 2212 * around him.
2525 * Aura parameters: 2213 * Aura parameters:
2526 * duration: duration counter. 2214 * duration: duration counter.
2527 * attacktype: aura's attacktype 2215 * attacktype: aura's attacktype
2528 * other_arch: archetype to drop where we attack 2216 * other_arch: archetype to drop where we attack
2529 */ 2217 */
2530
2531void 2218void
2532move_aura (object *aura) 2219move_aura (object *aura)
2533{ 2220{
2534 int i, mflags;
2535 object *env;
2536 maptile *m;
2537
2538 /* auras belong in inventories */ 2221 /* auras belong in inventories */
2539 env = aura->env; 2222 object *env = aura->env;
2223 object *owner = aura->owner;
2540 2224
2541 /* no matter what we've gotta remove the aura... 2225 /* no matter what we've gotta remove the aura...
2542 * we'll put it back if its time isn't up. 2226 * we'll put it back if its time isn't up.
2543 */ 2227 */
2544 aura->remove (); 2228 aura->remove ();
2549 aura->destroy (); 2233 aura->destroy ();
2550 return; 2234 return;
2551 } 2235 }
2552 2236
2553 /* auras only exist in inventories */ 2237 /* auras only exist in inventories */
2554 if (env == NULL || env->map == NULL) 2238 if (!env || !env->map)
2555 { 2239 {
2556 aura->destroy (); 2240 aura->destroy ();
2557 return; 2241 return;
2558 } 2242 }
2559 2243
2560 /* we need to jump out of the inventory for a bit 2244 /* we need to jump out of the inventory for a bit
2561 * in order to hit the map conveniently. 2245 * in order to hit the map conveniently.
2562 */ 2246 */
2563 aura->insert_at (env, aura); 2247 aura->insert_at (env, aura);
2564 2248
2565 for (i = 1; i < 9; i++) 2249 for (int i = 1; i < 9; i++)
2566 { 2250 {
2567 sint16 nx, ny; 2251 mapxy pos (env);
2252 pos.move (i);
2568 2253
2569 nx = aura->x + freearr_x[i];
2570 ny = aura->y + freearr_y[i];
2571 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2572
2573 /* Consider the movement tyep of the person with the aura as 2254 /* Consider the movement type of the person with the aura as
2574 * movement type of the aura. Eg, if the player is flying, the aura 2255 * movement type of the aura. Eg, if the player is flying, the aura
2575 * is flying also, if player is walking, it is on the ground, etc. 2256 * is flying also, if player is walking, it is on the ground, etc.
2576 */ 2257 */
2577 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny)))) 2258 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2578 { 2259 {
2579 hit_map (aura, i, aura->attacktype, 0); 2260 hit_map (aura, i, aura->attacktype, 0);
2580 2261
2581 if (aura->other_arch) 2262 if (aura->other_arch)
2582 m->insert (arch_to_object (aura->other_arch), nx, ny, aura); 2263 pos.insert (arch_to_object (aura->other_arch), aura);
2583 } 2264 }
2584 } 2265 }
2585 2266
2586 /* put the aura back in the player's inventory */ 2267 /* put the aura back in the player's inventory */
2587 aura->remove (); 2268 env->insert (aura);
2588 insert_ob_in_ob (aura, env); 2269 aura->set_owner (owner);
2589} 2270}
2590 2271
2591/* moves the peacemaker spell. 2272/* moves the peacemaker spell.
2592 * op is the piece object. 2273 * op is the piece object.
2593 */ 2274 */
2594
2595void 2275void
2596move_peacemaker (object *op) 2276move_peacemaker (object *op)
2597{ 2277{
2598 object *tmp; 2278 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2599
2600 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2601 { 2279 {
2602 int atk_lev, def_lev; 2280 int atk_lev, def_lev;
2603 object *victim = tmp; 2281 object *victim = tmp->head_ ();
2604 2282
2605 if (tmp->head)
2606 victim = tmp->head;
2607 if (!QUERY_FLAG (victim, FLAG_MONSTER)) 2283 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2608 continue; 2284 continue;
2285
2609 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2286 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2610 continue; 2287 continue;
2288
2611 if (victim->stats.exp == 0) 2289 if (victim->stats.exp == 0)
2612 continue; 2290 continue;
2613 2291
2614 def_lev = MAX (1, victim->level); 2292 def_lev = MAX (1, victim->level);
2615 atk_lev = MAX (1, op->level); 2293 atk_lev = MAX (1, op->level);
2616 2294
2617 if (rndm (0, atk_lev - 1) > def_lev) 2295 if (rndm (0, atk_lev - 1) > def_lev)
2618 { 2296 {
2619 /* make this sucker peaceful. */ 2297 /* make this sucker peaceful. */
2620 2298
2299 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2621 change_exp (op->owner, victim->stats.exp, op->skill, 0); 2300 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2622 victim->stats.exp = 0; 2301 victim->stats.exp = 0;
2623#if 0 2302#if 0
2624 /* No idea why these were all set to zero - if something 2303 /* No idea why these were all set to zero - if something
2625 * makes this creature agressive, he should still do damage. 2304 * makes this creature agressive, he should still do damage.
2632 victim->attack_movement = RANDO2; 2311 victim->attack_movement = RANDO2;
2633 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2312 SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2634 SET_FLAG (victim, FLAG_RUN_AWAY); 2313 SET_FLAG (victim, FLAG_RUN_AWAY);
2635 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2314 SET_FLAG (victim, FLAG_RANDOM_MOVE);
2636 CLEAR_FLAG (victim, FLAG_MONSTER); 2315 CLEAR_FLAG (victim, FLAG_MONSTER);
2316
2637 if (victim->name) 2317 if (victim->name)
2638 {
2639 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name); 2318 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2640 } 2319 }
2641 }
2642 } 2320 }
2643} 2321}
2644
2645 2322
2646/* This writes a rune that contains the appropriate message. 2323/* This writes a rune that contains the appropriate message.
2647 * There really isn't any adjustments we make. 2324 * There really isn't any adjustments we make.
2648 */ 2325 */
2649
2650int 2326int
2651write_mark (object *op, object *spell, const char *msg) 2327write_mark (object *op, object *spell, const char *msg)
2652{ 2328{
2653 char rune[HUGE_BUF];
2654 object *tmp;
2655
2656 if (!msg || msg[0] == 0) 2329 if (!msg || msg[0] == 0)
2657 { 2330 {
2658 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2331 new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2659 return 0; 2332 return 0;
2660 } 2333 }
2663 { 2336 {
2664 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?"); 2337 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?");
2665 LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg); 2338 LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg);
2666 return 0; 2339 return 0;
2667 } 2340 }
2341
2668 if (!spell->other_arch) 2342 if (!spell->other_arch)
2669 return 0; 2343 return 0;
2344
2670 tmp = arch_to_object (spell->other_arch); 2345 object *tmp = arch_to_object (spell->other_arch);
2671
2672 snprintf (rune, sizeof (rune), "%s\n", msg);
2673 2346
2674 tmp->race = op->name; /*Save the owner of the rune */ 2347 tmp->race = op->name; /*Save the owner of the rune */
2675 tmp->msg = rune; 2348 tmp->msg = msg;
2676 2349
2677 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); 2350 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2351
2678 return 1; 2352 return 1;
2679} 2353}
2354

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