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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 1.111 by root, Mon Oct 12 21:27:55 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 it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * 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 Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <object.h> 26#include <object.h>
26#include <living.h> 27#include <living.h>
27#ifndef __CEXTRACT__
28# include <sproto.h> 28#include <sproto.h>
29#endif
30#include <spells.h> 29#include <spells.h>
31#include <sounds.h> 30#include <sounds.h>
32 31
33/* cast_magic_storm: This is really used mostly for spell 32/* cast_magic_storm: This is really used mostly for spell
34 * fumbles at the like. tmp is the object to propogate. 33 * fumbles at the like. tmp is the object to propogate.
63{ 62{
64 object *wand, *tmp; 63 object *wand, *tmp;
65 int ncharges; 64 int ncharges;
66 65
67 wand = find_marked_object (op); 66 wand = find_marked_object (op);
68 if (wand == NULL || wand->type != WAND) 67 if (!wand || wand->type != WAND)
69 { 68 {
70 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge."); 69 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge.");
71 return 0; 70 return 0;
72 } 71 }
73 if (!(random_roll (0, 3, op, PREFER_HIGH))) 72 if (!(random_roll (0, 3, op, PREFER_HIGH)))
74 { 73 {
75 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand)); 74 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); 75 op->play_sound (sound_find ("ob_explode"));
77 esrv_del_item (op->contr, wand->count);
78 wand->destroy (); 76 wand->destroy ();
79 tmp = get_archetype ("fireball"); 77 tmp = get_archetype ("fireball");
80 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; 78 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
81 79
82 if (!tmp->stats.dam) 80 if (!tmp->stats.dam)
105 ncharges = 1; 103 ncharges = 1;
106 104
107 wand->stats.food += ncharges; 105 wand->stats.food += ncharges;
108 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand)); 106 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand));
109 107
110 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE)) 108 if (wand->arch && QUERY_FLAG (wand->arch, FLAG_ANIMATE))
111 { 109 {
112 SET_FLAG (wand, FLAG_ANIMATE); 110 SET_FLAG (wand, FLAG_ANIMATE);
113 wand->set_speed (wand->arch->clone.speed); 111 wand->set_speed (wand->arch->speed);
114 } 112 }
115 113
116 return 1; 114 return 1;
117} 115}
118 116
124 * great a plus, the default is used. 122 * great a plus, the default is used.
125 * The # of arrows created also goes up with level, so if a 30th level mage 123 * 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 124 * wants LOTS of arrows, and doesn't care what the plus is he could
127 * create nonnmagic arrows, or even -1, etc... 125 * create nonnmagic arrows, or even -1, etc...
128 */ 126 */
129
130int 127int
131cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg) 128cast_create_missile (object *op, object *caster, object *spell, int dir, const char *spellparam)
132{ 129{
133 int missile_plus = 0, bonus_plus = 0; 130 int bonus_plus = 0;
134 const char *missile_name; 131 const char *missile_name = "arrow";
135 object *tmp, *missile;
136 132
137 missile_name = "arrow";
138
139 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 133 for (object *tmp = op->inv; tmp; tmp = tmp->below)
140 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) 134 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED))
141 missile_name = tmp->race; 135 missile_name = tmp->race;
142 136
143 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); 137 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
144 138
145 if (archetype::find (missile_name) == NULL) 139 archetype *missile_arch = archetype::find (missile_name);
140
141 if (!missile_arch)
146 { 142 {
147 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name); 143 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name);
148 return 0; 144 return 0;
149 } 145 }
150 146
151 missile = get_archetype (missile_name); 147 object *missile = missile_arch->instance ();
152 148
153 if (stringarg) 149 if (spellparam)
154 { 150 {
155 /* If it starts with a letter, presume it is a description */ 151 /* If it starts with a letter, presume it is a description */
156 if (isalpha (*stringarg)) 152 if (isalpha (*spellparam))
157 { 153 {
158 artifact *al = find_artifactlist (missile->type)->items; 154 artifact *al = find_artifactlist (missile->type)->items;
159 155
160 for (; al != NULL; al = al->next) 156 for (; al; al = al->next)
161 if (!strcasecmp (al->item->name, stringarg)) 157 if (!strcasecmp (al->item->name, spellparam))
162 break; 158 break;
163 159
164 if (!al) 160 if (!al)
165 { 161 {
166 missile->destroy (); 162 missile->destroy ();
167 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, stringarg); 163 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, spellparam);
168 return 0; 164 return 0;
169 } 165 }
170 166
171 if (al->item->slaying) 167 if (al->item->slaying)
172 { 168 {
173 missile->destroy (); 169 missile->destroy ();
174 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg); 170 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, spellparam);
175 return 0; 171 return 0;
176 } 172 }
177 173
178 give_artifact_abilities (missile, al->item); 174 give_artifact_abilities (missile, al->item);
179 /* These special arrows cost something extra. Don't have them also be magical - 175 /* 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 176 * 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. 177 * the parsing of having to do both plus and type.
182 */ 178 */
183 bonus_plus = 1 + (al->item->value / 5); 179 bonus_plus = 1 + (al->item->value / 5);
184 missile_plus = 0; 180 missile_plus = 0;
185 } 181 }
186 else if (atoi (stringarg) < missile_plus) 182 else if (atoi (spellparam) < missile_plus)
187 missile_plus = atoi (stringarg); 183 missile_plus = atoi (spellparam);
188 } 184 }
189 185
190 if (missile_plus > 4) 186 missile_plus = clamp (missile_plus, -4, 4);
191 missile_plus = 4;
192 else if (missile_plus < -4)
193 missile_plus = -4;
194 187
195 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 188 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
196 missile->nrof -= 3 * (missile_plus + bonus_plus); 189 missile->nrof -= 3 * (missile_plus + bonus_plus);
197 190
198 if (missile->nrof < 1) 191 if (missile->nrof < 1)
210 return 1; 203 return 1;
211} 204}
212 205
213 206
214/* allows the choice of what sort of food object to make. 207/* allows the choice of what sort of food object to make.
215 * If stringarg is NULL, it will create food dependent on level --PeterM*/ 208 * If spellparam is NULL, it will create food dependent on level --PeterM*/
216int 209int
217cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *stringarg) 210cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *spellparam)
218{ 211{
219 int food_value; 212 int food_value;
220 archetype *at = NULL; 213 archetype *at = NULL;
221 object *new_op; 214 object *new_op;
222 215
223 food_value = spell_ob->stats.food + +50 * SP_level_duration_adjust (caster, spell_ob); 216 food_value = spell_ob->stats.food + 50 * SP_level_duration_adjust (caster, spell_ob);
224 217
225 if (stringarg) 218 if (spellparam)
226 { 219 {
227 at = find_archetype_by_object_type_name (FOOD, stringarg); 220 at = find_archetype_by_object_type_name (FOOD, spellparam);
228 if (at == NULL) 221 if (at == NULL)
229 at = find_archetype_by_object_type_name (DRINK, stringarg); 222 at = find_archetype_by_object_type_name (DRINK, spellparam);
230 if (at == NULL || at->clone.stats.food > food_value) 223 if (at == NULL || at->stats.food > food_value)
231 stringarg = NULL; 224 spellparam = NULL;
232 } 225 }
233 226
234 if (!stringarg) 227 if (!spellparam)
235 { 228 {
236 archetype *at_tmp; 229 archetype *at_tmp;
237 230
238 /* We try to find the archetype with the maximum food value. 231 /* We try to find the archetype with the maximum food value.
239 * This removes the dependancy of hard coded food values in this 232 * 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 234 * We don't use flesh types because the weight values of those need
242 * to be altered from the donor. 235 * to be altered from the donor.
243 */ 236 */
244 237
245 /* We assume the food items don't have multiple parts */ 238 /* We assume the food items don't have multiple parts */
246 for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next) 239 for_all_archetypes (at_tmp)
247 { 240 {
248 if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK) 241 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
249 { 242 {
250 /* Basically, if the food value is something that is creatable 243 /* Basically, if the food value is something that is creatable
251 * under the limits of the spell and it is higher than 244 * under the limits of the spell and it is higher than
252 * the item we have now, take it instead. 245 * the item we have now, take it instead.
253 */ 246 */
254 if (at_tmp->clone.stats.food <= food_value && (!at || at_tmp->clone.stats.food > at->clone.stats.food)) 247 if (at_tmp->stats.food <= food_value
248 && (!at
249 || at_tmp->stats.food > at->stats.food
250 || (at_tmp->stats.food == at->stats.food
251 && at_tmp->weight < at->weight)))
255 at = at_tmp; 252 at = at_tmp;
256 } 253 }
257 } 254 }
258 } 255 }
256
259 /* Pretty unlikely (there are some very low food items), but you never 257 /* Pretty unlikely (there are some very low food items), but you never
260 * know 258 * know
261 */ 259 */
262 if (!at) 260 if (!at)
263 { 261 {
264 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); 262 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food.");
265 return 0; 263 return 0;
266 } 264 }
267 265
268 food_value /= at->clone.stats.food; 266 food_value /= at->stats.food;
269 new_op = arch_to_object (at); 267 new_op = arch_to_object (at);
270 new_op->nrof = food_value; 268 new_op->nrof = food_value;
271 269
272 new_op->value = 0; 270 new_op->value = 0;
273 if (new_op->nrof < 1) 271 if (new_op->nrof < 1)
282{ 280{
283 int r, mflags, maxrange; 281 int r, mflags, maxrange;
284 object *tmp; 282 object *tmp;
285 maptile *m; 283 maptile *m;
286 284
287
288 if (!dir) 285 if (!dir)
289 { 286 {
290 examine_monster (op, op); 287 examine_monster (op, op);
291 return 1; 288 return 1;
292 } 289 }
290
293 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 291 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
294 for (r = 1; r < maxrange; r++) 292 for (r = 1; r < maxrange; r++)
295 { 293 {
296 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir]; 294 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir];
297 295
304 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) 302 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC))
305 { 303 {
306 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 304 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
307 return 0; 305 return 0;
308 } 306 }
307
309 if (mflags & P_IS_ALIVE) 308 if (mflags & P_IS_ALIVE)
310 { 309 {
311 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 310 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))) 311 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
313 { 312 {
314 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 313 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
315 if (tmp->head != NULL) 314 if (tmp->head != NULL)
316 tmp = tmp->head; 315 tmp = tmp->head;
317 examine_monster (op, tmp); 316 examine_monster (op, tmp);
318 return 1; 317 return 1;
319 } 318 }
320 } 319 }
321 } 320 }
321
322 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); 322 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
323 return 1; 323 return 1;
324} 324}
325
326 325
327/* This checks to see if 'pl' is invisible to 'mon'. 326/* This checks to see if 'pl' is invisible to 'mon'.
328 * does race check, undead check, etc 327 * does race check, undead check, etc
329 * Returns TRUE if mon can't see pl, false 328 * Returns TRUE if mon can't see pl, false
330 * otherwise. This doesn't check range, walls, etc. It 329 * otherwise. This doesn't check range, walls, etc. It
332 * pl is invisible. 331 * pl is invisible.
333 */ 332 */
334int 333int
335makes_invisible_to (object *pl, object *mon) 334makes_invisible_to (object *pl, object *mon)
336{ 335{
337
338 if (!pl->invisible) 336 if (!pl->invisible)
339 return 0; 337 return 0;
338
340 if (pl->type == PLAYER) 339 if (pl->type == PLAYER)
341 { 340 {
342 /* If race isn't set, then invisible unless it is undead */ 341 /* If race isn't set, then invisible unless it is undead */
343 if (!pl->contr->invis_race) 342 if (!pl->contr->invis_race)
344 { 343 {
345 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 344 if (QUERY_FLAG (mon, FLAG_UNDEAD))
346 return 0; 345 return 0;
346
347 return 1; 347 return 1;
348 } 348 }
349
349 /* invis_race is set if we get here */ 350 /* invis_race is set if we get here */
350 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 351 if (pl->contr->invis_race == shstr_undead && is_true_undead (mon))
351 return 1; 352 return 1;
353
352 /* No race, can't be invisible to it */ 354 /* No race, can't be invisible to it */
353 if (!mon->race) 355 if (!mon->race)
354 return 0; 356 return 0;
357
355 if (strstr (mon->race, pl->contr->invis_race)) 358 if (mon->race.contains (pl->contr->invis_race))
356 return 1; 359 return 1;
360
357 /* Nothing matched above, return 0 */ 361 /* Nothing matched above, return 0 */
358 return 0; 362 return 0;
359 } 363 }
360 else 364 else
361 { 365 {
374 * normal applies. 378 * normal applies.
375 */ 379 */
376int 380int
377cast_invisible (object *op, object *caster, object *spell_ob) 381cast_invisible (object *op, object *caster, object *spell_ob)
378{ 382{
379 object *tmp;
380
381 if (op->invisible > 1000) 383 if (op->invisible > 1000)
382 { 384 {
383 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further"); 385 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further");
384 return 0; 386 return 0;
385 } 387 }
401 else 403 else
402 op->contr->tmp_invis = 1; 404 op->contr->tmp_invis = 1;
403 405
404 op->contr->hidden = 0; 406 op->contr->hidden = 0;
405 } 407 }
408
406 if (makes_invisible_to (op, op)) 409 if (makes_invisible_to (op, op))
407 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!"); 410 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!");
408 else 411 else
409 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!"); 412 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
410 413
411 update_object (op, UP_OBJ_FACE); 414 update_object (op, UP_OBJ_CHANGE);
412 415
413 /* Only search the active objects - only these should actually do 416 /* Only search the active objects - only these should actually do
414 * harm to the player. 417 * harm to the player.
415 */ 418 */
416 for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) 419 for_all_actives (tmp)
417 if (tmp->enemy == op) 420 if (tmp->enemy == op)
418 tmp->enemy = NULL; 421 tmp->enemy = 0;
422
419 return 1; 423 return 1;
420} 424}
421 425
422/* earth to dust spell. Basically destroys earthwalls in the area. 426/* earth to dust spell. Basically destroys earthwalls in the area.
423 */ 427 */
424int 428int
425cast_earth_to_dust (object *op, object *caster, object *spell_ob) 429cast_earth_to_dust (object *op, object *caster, object *spell_ob)
426{ 430{
427 object *tmp, *next;
428 int range, i, j, mflags; 431 int range, i, j, mflags;
429 sint16 sx, sy; 432 sint16 sx, sy;
430 maptile *m; 433 maptile *m;
431
432 if (op->type != PLAYER)
433 return 0;
434 434
435 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 435 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
436 436
437 for (i = -range; i <= range; i++) 437 for (i = -range; i <= range; i++)
438 for (j = -range; j <= range; j++) 438 for (j = -range; j <= range; j++)
443 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 443 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
444 444
445 if (mflags & P_OUT_OF_MAP) 445 if (mflags & P_OUT_OF_MAP)
446 continue; 446 continue;
447 447
448 // earth to dust tears down everything that can be teared down 448 // earth to dust tears down everything that can be torn down
449 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next) 449 for (object *next, *tmp = m->at (sx, sy).bot; tmp; tmp = next)
450 { 450 {
451 next = tmp->above; 451 next = tmp->above;
452
452 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 453 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
453 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 454 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
454 } 455 }
455 } 456 }
457
456 return 1; 458 return 1;
457} 459}
458
459 460
460void 461void
461execute_word_of_recall (object *op) 462execute_word_of_recall (object *op)
462{ 463{
463 object *wor = op; 464 if (object *pl = op->in_player ())
464 465 {
465 while (op != NULL && op->type != PLAYER) 466 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."); 467 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
471 else 468 else
472 op->enter_exit (wor); 469 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
470 }
473 471
474 wor->destroy (); 472 op->destroy ();
475} 473}
476 474
477/* Word of recall causes the player to return 'home'. 475/* Word of recall causes the player to return 'home'.
478 * we put a force into the player object, so that there is a 476 * we put a force into the player object, so that there is a
479 * time delay effect. 477 * time delay effect.
492 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 490 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
493 return 1; 491 return 1;
494 } 492 }
495 493
496 dummy = get_archetype (FORCE_NAME); 494 dummy = get_archetype (FORCE_NAME);
497 if (dummy == NULL) 495
496 if (!dummy)
498 { 497 {
499 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 498 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
500 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); 499 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
501 return 0; 500 return 0;
502 } 501 }
502
503 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob); 503 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob);
504 if (time < 1) 504 if (time < 1)
505 time = 1; 505 time = 1;
506 506
507 /* value of speed really doesn't make much difference, as long as it is 507 /* value of speed really doesn't make much difference, as long as it is
515 515
516 /* If we could take advantage of enter_player_savebed() here, it would be 516 /* If we could take advantage of enter_player_savebed() here, it would be
517 * nice, but until the map load fails, we can't. 517 * nice, but until the map load fails, we can't.
518 */ 518 */
519 EXIT_PATH (dummy) = op->contr->savebed_map; 519 EXIT_PATH (dummy) = op->contr->savebed_map;
520 EXIT_X (dummy) = op->contr->bed_x; 520 EXIT_X (dummy) = op->contr->bed_x;
521 EXIT_Y (dummy) = op->contr->bed_y; 521 EXIT_Y (dummy) = op->contr->bed_y;
522 522
523 (void) insert_ob_in_ob (dummy, op); 523 op->insert (dummy);
524
524 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 525 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
526
525 return 1; 527 return 1;
526} 528}
527 529
528/* cast_wonder 530/* cast_wonder
529 * wonder is really just a spell that will likely cast another 531 * wonder is really just a spell that will likely cast another
562} 564}
563 565
564int 566int
565perceive_self (object *op) 567perceive_self (object *op)
566{ 568{
567 char *cp = describe_item (op, op), buf[MAX_BUF]; 569 const char *cp = describe_item (op, op);
568 archetype *at = archetype::find (ARCH_DEPLETION); 570 archetype *at = archetype::find (ARCH_DEPLETION);
569 object *tmp;
570 int i;
571 571
572 dynbuf_text &buf = msg_dynbuf; buf.clear ();
573
574 if (!op->is_player ())
575 return 0;
576
577 if (object *race = archetype::find (op->race))
578 buf << " - You are a G<male|female> " << &race->name << ".\n";
579
572 tmp = find_god (determine_god (op)); 580 if (object *god = find_god (determine_god (op)))
573 if (tmp) 581 buf << " - You worship " << &god->name << ".\n";
574 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
575 else 582 else
576 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); 583 buf << " - You worship no god.\n";
577 584
578 tmp = present_arch_in_ob (at, op); 585 object *tmp = present_arch_in_ob (at, op);
579 586
580 if (*cp == '\0' && tmp == NULL) 587 if (*cp == '\0' && !tmp)
581 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 588 buf << " - You feel very mundane. ";
582 else 589 else
583 { 590 {
584 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 591 buf << " - You have: " << cp << ".\n";
585 new_draw_info (NDI_UNIQUE, 0, op, cp); 592
586 if (tmp != NULL) 593 if (tmp)
587 {
588 for (i = 0; i < NUM_STATS; i++) 594 for (int i = 0; i < NUM_STATS; i++)
589 { 595 if (tmp->stats.stat (i) < 0)
590 if (get_attr_value (&tmp->stats, i) < 0) 596 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 } 597 }
597 598
598 if (is_dragon_pl (op)) 599 if (is_dragon_pl (op))
599 {
600 /* now grab the 'dragon_ability'-force from the player's inventory */ 600 /* now grab the 'dragon_ability'-force from the player's inventory */
601 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 601 for (tmp = op->inv; tmp; tmp = tmp->below)
602 { 602 {
603 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 603 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
604 { 604 {
605 if (tmp->stats.exp == 0) 605 if (tmp->stats.exp == 0)
606 {
607 sprintf (buf, "Your metabolism isn't focused on anything."); 606 buf << " - Your metabolism isn't focused on anything.\n";
608 }
609 else 607 else
610 {
611 sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); 608 buf << " - Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
612 } 609
613 new_draw_info (NDI_UNIQUE, 0, op, buf);
614 break; 610 break;
615 } 611 }
616 } 612 }
617 }
618 return 1;
619}
620 613
621/* int cast_create_town_portal (object *op, object *caster, int dir) 614 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 ();
866 615
867 return 1; 616 return 1;
868} 617}
869 618
870/* This creates magic walls. Really, it can create most any object, 619/* This creates magic walls. Really, it can create most any object,
958 */ 707 */
959 if (tmp->type != EARTHWALL) //TODO 708 if (tmp->type != EARTHWALL) //TODO
960 tmp->set_owner (op); 709 tmp->set_owner (op);
961 710
962 set_spell_skill (op, caster, spell_ob, tmp); 711 set_spell_skill (op, caster, spell_ob, tmp);
963 tmp->level = caster_level (caster, spell_ob) / 2; 712 tmp->level = casting_level (caster, spell_ob) / 2;
964 713
965 name = tmp->name; 714 name = tmp->name;
966 if (!(tmp = m->insert (tmp, x, y, op))) 715 if (!(tmp = m->insert (tmp, x, y, op)))
967 { 716 {
968 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name); 717 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
969 return 0; 718 return 0;
970 } 719 }
971 720
972 /* If this is a spellcasting wall, need to insert the spell object */ 721 /* If this is a spellcasting wall, need to insert the spell object */
973 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 722 if (tmp->other_arch && tmp->other_arch->type == SPELL)
974 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 723 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
975 724
976 /* This code causes the wall to extend some distance in 725 /* This code causes the wall to extend some distance in
977 * each direction, or until an obstruction is encountered. 726 * each direction, or until an obstruction is encountered.
978 * posblocked and negblocked help determine how far the 727 * posblocked and negblocked help determine how far the
998 { 747 {
999 object *tmp2 = tmp->clone (); 748 object *tmp2 = tmp->clone ();
1000 m->insert (tmp2, x, y, op); 749 m->insert (tmp2, x, y, op);
1001 750
1002 /* If this is a spellcasting wall, need to insert the spell object */ 751 /* If this is a spellcasting wall, need to insert the spell object */
1003 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 752 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1004 tmp2->insert (arch_to_object (tmp2->other_arch)); 753 tmp2->insert (arch_to_object (tmp2->other_arch));
1005 754
1006 } 755 }
1007 else 756 else
1008 posblocked = 1; 757 posblocked = 1;
1015 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked) 764 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
1016 { 765 {
1017 object *tmp2 = tmp->clone (); 766 object *tmp2 = tmp->clone ();
1018 m->insert (tmp2, x, y, op); 767 m->insert (tmp2, x, y, op);
1019 768
1020 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 769 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1021 tmp2->insert (arch_to_object (tmp2->other_arch)); 770 tmp2->insert (arch_to_object (tmp2->other_arch));
1022 } 771 }
1023 else 772 else
1024 negblocked = 1; 773 negblocked = 1;
1025 } 774 }
1029 778
1030 return 1; 779 return 1;
1031} 780}
1032 781
1033int 782int
1034dimension_door (object *op, object *caster, object *spob, int dir) 783dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
1035{ 784{
1036 uint32 dist, maxdist; 785 uint32 dist, maxdist;
1037 int mflags; 786 int mflags;
1038 maptile *m; 787 maptile *m;
1039 sint16 sx, sy; 788 sint16 sx, sy;
1050 /* Given the new outdoor maps, can't let players dimension door for 799 /* Given the new outdoor maps, can't let players dimension door for
1051 * ever, so put limits in. 800 * ever, so put limits in.
1052 */ 801 */
1053 maxdist = spob->range + SP_level_range_adjust (caster, spob); 802 maxdist = spob->range + SP_level_range_adjust (caster, spob);
1054 803
1055 if (op->contr->count) 804 if (spellparam)
1056 { 805 {
806 int count = atoi (spellparam);
807
1057 if (op->contr->count > maxdist) 808 if (count > maxdist)
1058 { 809 {
1059 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!"); 810 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!");
1060 return 0; 811 return 0;
1061 } 812 }
1062 813
1063 for (dist = 0; dist < op->contr->count; dist++) 814 for (dist = 0; dist < count; dist++)
1064 { 815 {
1065 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy); 816 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
1066 817
1067 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 818 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
1068 break; 819 break;
1069 820
1070 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) 821 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1071 break; 822 break;
1072 } 823 }
1073 824
1074 if (dist < op->contr->count) 825 if (dist < count)
1075 { 826 {
1076 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n"); 827 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
1077 op->contr->count = 0;
1078 return 0; 828 return 0;
1079 } 829 }
1080
1081 op->contr->count = 0;
1082 830
1083 /* Remove code that puts player on random space on maps. IMO, 831 /* 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, 832 * 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 833 * but may not be marked as NO_MAGIC (as they may be bounded
1086 * by such squares). Also, there are probably treasure rooms and 834 * by such squares). Also, there are probably treasure rooms and
1141 889
1142 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ 890 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */
1143 return 1; 891 return 1;
1144} 892}
1145 893
1146
1147/* cast_heal: Heals something. 894/* cast_heal: Heals something.
1148 * op is the caster. 895 * op is the caster.
1149 * dir is the direction he is casting it in. 896 * dir is the direction he is casting it in.
1150 * spell is the spell object. 897 * spell is the spell object.
1151 */ 898 */
1157 object *poison; 904 object *poison;
1158 int heal = 0, success = 0; 905 int heal = 0, success = 0;
1159 906
1160 tmp = find_target_for_friendly_spell (op, dir); 907 tmp = find_target_for_friendly_spell (op, dir);
1161 908
1162 if (tmp == NULL) 909 if (!tmp)
1163 return 0; 910 return 0;
1164 911
1165 /* Figure out how many hp this spell might cure. 912 /* Figure out how many hp this spell might cure.
1166 * could be zero if this spell heals effects, not damage. 913 * could be zero if this spell heals effects, not damage.
1167 */ 914 */
1170 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp; 917 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
1171 918
1172 if (heal) 919 if (heal)
1173 { 920 {
1174 if (tmp->stats.hp >= tmp->stats.maxhp) 921 if (tmp->stats.hp >= tmp->stats.maxhp)
1175 {
1176 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed."); 922 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed.");
1177 }
1178 else 923 else
1179 { 924 {
1180 /* See how many points we actually heal. Instead of messages 925 /* See how many points we actually heal. Instead of messages
1181 * based on type of spell, we instead do messages based 926 * based on type of spell, we instead do messages based
1182 * on amount of damage healed. 927 * on amount of damage healed.
1183 */ 928 */
1184 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 929 if (heal > tmp->stats.maxhp - tmp->stats.hp)
1185 heal = tmp->stats.maxhp - tmp->stats.hp; 930 heal = tmp->stats.maxhp - tmp->stats.hp;
931
1186 tmp->stats.hp += heal; 932 tmp->stats.hp += heal;
1187 933
1188 if (tmp->stats.hp >= tmp->stats.maxhp) 934 if (tmp->stats.hp >= tmp->stats.maxhp)
1189 {
1190 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 935 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1191 }
1192 else if (heal > 50) 936 else if (heal > 50)
1193 {
1194 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); 937 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1195 }
1196 else if (heal > 25) 938 else if (heal > 25)
1197 {
1198 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); 939 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1199 }
1200 else if (heal > 10) 940 else if (heal > 10)
1201 {
1202 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade."); 941 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade.");
1203 }
1204 else 942 else
1205 {
1206 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close."); 943 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close.");
1207 } 944
1208 success = 1; 945 success = 1;
1209 } 946 }
1210 } 947 }
948
1211 if (spell->attacktype & AT_DISEASE) 949 if (spell->attacktype & AT_DISEASE)
1212 if (cure_disease (tmp, op)) 950 if (cure_disease (tmp, op, spell))
1213 success = 1; 951 success = 1;
1214 952
1215 if (spell->attacktype & AT_POISON) 953 if (spell->attacktype & AT_POISON)
1216 { 954 {
1217 at = archetype::find ("poisoning"); 955 at = archetype::find ("poisoning");
1221 success = 1; 959 success = 1;
1222 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 960 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1223 poison->stats.food = 1; 961 poison->stats.food = 1;
1224 } 962 }
1225 } 963 }
964
1226 if (spell->attacktype & AT_CONFUSION) 965 if (spell->attacktype & AT_CONFUSION)
1227 { 966 {
1228 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 967 poison = present_in_ob_by_name (FORCE, "confusion", tmp);
1229 if (poison) 968 if (poison)
1230 { 969 {
1231 success = 1; 970 success = 1;
1232 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 971 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1233 poison->duration = 1; 972 poison->duration = 1;
1234 } 973 }
1235 } 974 }
975
1236 if (spell->attacktype & AT_BLIND) 976 if (spell->attacktype & AT_BLIND)
1237 { 977 {
1238 at = archetype::find ("blindness"); 978 at = archetype::find ("blindness");
1239 poison = present_arch_in_ob (at, tmp); 979 poison = present_arch_in_ob (at, tmp);
1240 if (poison) 980 if (poison)
1242 success = 1; 982 success = 1;
1243 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return."); 983 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1244 poison->stats.food = 1; 984 poison->stats.food = 1;
1245 } 985 }
1246 } 986 }
987
1247 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) 988 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1248 { 989 {
1249 tmp->stats.sp += spell->last_sp; 990 tmp->stats.sp += spell->last_sp;
1250 if (tmp->stats.sp > tmp->stats.maxsp) 991 if (tmp->stats.sp > tmp->stats.maxsp)
1251 tmp->stats.sp = tmp->stats.maxsp; 992 tmp->stats.sp = tmp->stats.maxsp;
1252 success = 1; 993 success = 1;
1253 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!"); 994 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!");
1254 } 995 }
996
1255 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) 997 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1256 { 998 {
1257 tmp->stats.grace += spell->last_grace; 999 tmp->stats.grace += spell->last_grace;
1258 if (tmp->stats.grace > tmp->stats.maxgrace) 1000 if (tmp->stats.grace > tmp->stats.maxgrace)
1259 tmp->stats.grace = tmp->stats.maxgrace; 1001 tmp->stats.grace = tmp->stats.maxgrace;
1260 success = 1; 1002 success = 1;
1261 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!"); 1003 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1262 } 1004 }
1005
1263 if (spell->stats.food && tmp->stats.food < 999) 1006 if (spell->stats.food && tmp->stats.food < 999)
1264 { 1007 {
1265 tmp->stats.food += spell->stats.food; 1008 tmp->stats.food += spell->stats.food;
1009
1266 if (tmp->stats.food > 999) 1010 if (tmp->stats.food > 999)
1267 tmp->stats.food = 999; 1011 tmp->stats.food = 999;
1012
1268 success = 1; 1013 success = 1;
1269 /* We could do something a bit better like the messages for healing above */ 1014 /* We could do something a bit better like the messages for healing above */
1270 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food"); 1015 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1271 } 1016 }
1017
1272 return success; 1018 return success;
1273} 1019}
1274
1275 1020
1276/* This is used for the spells that gain stats. There are no spells 1021/* This is used for the spells that gain stats. There are no spells
1277 * right now that icnrease wis/int/pow on a temp basis, so no 1022 * right now that icnrease wis/int/pow on a temp basis, so no
1278 * good comments for those. 1023 * good comments for those.
1279 */ 1024 */
1280static const char *const no_gain_msgs[NUM_STATS] = { 1025static const char *const no_gain_msgs[NUM_STATS] = {
1281 "You grow no stronger.", 1026 "You grow no stronger.",
1282 "You grow no more agile.", 1027 "You grow no more agile.",
1283 "You don't feel any healthier.", 1028 "You don't feel any healthier.",
1284 "no wis", 1029 "You didn't grow any more intelligent.",
1030 "You do not feel any wiser.",
1031 "You don't feel any more powerful."
1285 "You are no easier to look at.", 1032 "You are no easier to look at.",
1286 "no int",
1287 "no pow"
1288}; 1033};
1289 1034
1290int 1035int
1036change_ability_duration (object *spell, object *caster)
1037{
1038 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1039}
1040
1041int
1291cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) 1042cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1292{ 1043{
1293 object *force = NULL; 1044 object *force = 0;
1294 int i; 1045 int i;
1295 1046
1296 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1047 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1297 object *tmp = dir 1048 object *tmp = dir
1298 ? find_target_for_friendly_spell (op, dir) 1049 ? find_target_for_friendly_spell (op, dir)
1299 : op; 1050 : op;
1300 1051
1301 if (!tmp) 1052 if (!tmp)
1302 return 0; 1053 return 0;
1303 1054
1304 /* If we've already got a force of this type, don't add a new one. */ 1055 /* If we've already got a force of this type, don't add a new one. */
1312 break; 1063 break;
1313 } 1064 }
1314 else if (spell_ob->race && spell_ob->race == tmp2->name) 1065 else if (spell_ob->race && spell_ob->race == tmp2->name)
1315 { 1066 {
1316 if (!silent) 1067 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); 1068 new_draw_info_format (NDI_UNIQUE, 0, op,
1069 "You can not cast %s while %s is in effect",
1070 &spell_ob->name, &tmp2->name_pl);
1071
1318 return 0; 1072 return 0;
1319 } 1073 }
1320 } 1074 }
1321 } 1075 }
1076
1077 int duration = change_ability_duration (spell_ob, caster);
1078
1322 if (force == NULL) 1079 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 } 1080 {
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) 1081 if (duration > force->duration)
1340 { 1082 {
1341 force->duration = duration; 1083 force->duration = duration;
1342 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1084 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1343 } 1085 }
1344 else 1086 else
1345 {
1346 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1087 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1347 } 1088
1348 return 1; 1089 return 1;
1349 } 1090 }
1350 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1091
1092 new_draw_info_format (NDI_UNIQUE, 0, op,
1093 "You create an aura of magical force. H<The effect will last for about %.10g seconds.>",
1094 TICK2TIME (duration));
1095
1096 force = get_archetype (FORCE_NAME);
1097 force->subtype = FORCE_CHANGE_ABILITY;
1098 force->duration = duration;
1099
1100 if (spell_ob->race)
1101 force->name = spell_ob->race;
1102 else
1103 force->name = spell_ob->name;
1104
1105 force->name_pl = spell_ob->name;
1106
1351 force->speed = 1.0; 1107 force->speed = 1.0;
1352 force->speed_left = -1.0; 1108 force->speed_left = -1.0;
1353 SET_FLAG (force, FLAG_APPLIED); 1109 SET_FLAG (force, FLAG_APPLIED);
1354 1110
1355 /* Now start processing the effects. First, protections */ 1111 /* Now start processing the effects. First, protections */
1360 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob); 1116 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob);
1361 if (force->resist[i] > 100) 1117 if (force->resist[i] > 100)
1362 force->resist[i] = 100; 1118 force->resist[i] = 100;
1363 } 1119 }
1364 } 1120 }
1121
1365 if (spell_ob->stats.hp) 1122 if (spell_ob->stats.hp)
1366 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob); 1123 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1367 1124
1368 if (tmp->type == PLAYER) 1125 if (tmp->type == PLAYER)
1369 { 1126 {
1370 /* Stat adjustment spells */ 1127 /* Stat adjustment spells */
1371 for (i = 0; i < NUM_STATS; i++) 1128 for (i = 0; i < NUM_STATS; i++)
1372 { 1129 {
1373 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; 1130 if (sint8 stat = spell_ob->stats.stat (i))
1374
1375 if (stat)
1376 { 1131 {
1377 sm = 0; 1132 sint8 sm = 0;
1378 for (k = 0; k < stat; k++) 1133 for (sint8 k = 0; k < stat; k++)
1379 sm += rndm (1, 3); 1134 sm += rndm (1, 3);
1380 1135
1381 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) 1136 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1382 { 1137 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1383 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); 1138
1384 if (sm < 0) 1139 force->stats.stat (i) = sm;
1385 sm = 0; 1140
1386 }
1387 set_attr_value (&force->stats, i, sm);
1388 if (!sm) 1141 if (!sm)
1389 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); 1142 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1390 } 1143 }
1391 } 1144 }
1392 } 1145 }
1413 force->attacktype = spell_ob->attacktype; 1166 force->attacktype = spell_ob->attacktype;
1414 1167
1415 insert_ob_in_ob (force, tmp); 1168 insert_ob_in_ob (force, tmp);
1416 change_abil (tmp, force); /* Mostly to display any messages */ 1169 change_abil (tmp, force); /* Mostly to display any messages */
1417 tmp->update_stats (); 1170 tmp->update_stats ();
1171
1418 return 1; 1172 return 1;
1419} 1173}
1420 1174
1421/* This used to be part of cast_change_ability, but it really didn't make 1175/* 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 1176 * a lot of sense, since most of the values it derives are from the god
1423 * of the caster. 1177 * of the caster.
1424 */ 1178 */
1425
1426int 1179int
1427cast_bless (object *op, object *caster, object *spell_ob, int dir) 1180cast_bless (object *op, object *caster, object *spell_ob, int dir)
1428{ 1181{
1429 int i; 1182 int i;
1430 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1183 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1431 1184
1432 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1185 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1433 if (dir != 0) 1186 if (dir != 0)
1434 { 1187 {
1435 tmp = find_target_for_friendly_spell (op, dir); 1188 tmp = find_target_for_friendly_spell (op, dir);
1189
1190 if (!tmp)
1191 return 0;
1436 } 1192 }
1437 else 1193 else
1438 {
1439 tmp = op; 1194 tmp = op;
1440 }
1441 1195
1442 /* If we've already got a force of this type, don't add a new one. */ 1196 /* 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) 1197 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1444 { 1198 {
1445 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1199 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1446 { 1200 {
1447 if (tmp2->name == spell_ob->name) 1201 if (tmp2->name == spell_ob->name)
1448 { 1202 {
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); 1208 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; 1209 return 0;
1456 } 1210 }
1457 } 1211 }
1458 } 1212 }
1213
1459 if (force == NULL) 1214 if (force == NULL)
1460 { 1215 {
1461 force = get_archetype (FORCE_NAME); 1216 force = get_archetype (FORCE_NAME);
1462 force->subtype = FORCE_CHANGE_ABILITY; 1217 force->subtype = FORCE_CHANGE_ABILITY;
1463 if (spell_ob->race) 1218 if (spell_ob->race)
1525 insert_ob_in_ob (force, tmp); 1280 insert_ob_in_ob (force, tmp);
1526 tmp->update_stats (); 1281 tmp->update_stats ();
1527 return 1; 1282 return 1;
1528} 1283}
1529 1284
1530
1531
1532/* Alchemy code by Mark Wedel 1285/* Alchemy code by Mark Wedel
1533 * 1286 *
1534 * This code adds a new spell, called alchemy. Alchemy will turn 1287 * This code adds a new spell, called alchemy. Alchemy will turn
1535 * objects to gold nuggets, the value of the gold nuggets being 1288 * 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 * 1289 *
1540 * Large nuggets are worth 25 gp each (base). You will always get 1290 * The value of the gold nuggets being about 90% of that of the item
1541 * the maximum number of large nuggets you could get. 1291 * 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 1292 * because the nuggets themselves will be will be adjusted by charisma
1543 * to the max amount of small nuggets as you could get. 1293 * 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 * 1294 *
1548 * There is also a chance (1:30) that you will get nothing at all 1295 * 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 1296 * for the object. There is also a maximum weight that will be
1550 * alchemied. 1297 * alchemised.
1551 */ 1298 */
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 1299static void
1561alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight) 1300alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1562{ 1301{
1563 uint64 value = query_cost (obj, NULL, F_TRUE); 1302 uint64 value = query_cost (obj, NULL, F_TRUE);
1564 1303
1565 /* Give third price when we alchemy money (This should hopefully 1304 /* Give third price when we alchemy money (this should hopefully
1566 * make it so that it isn't worth it to alchemy money, sell 1305 * make it so that it isn't worth it to alchemy money, sell
1567 * the nuggets, alchemy the gold from that, etc. 1306 * the nuggets, alchemy the gold from that, etc.
1568 * Otherwise, give 9 silver on the gold for other objects, 1307 * Otherwise, give 9 silver on the gold for other objects,
1569 * so that it would still be more affordable to haul 1308 * so that it would still be more affordable to haul
1570 * the stuff back to town. 1309 * the stuff back to town.
1571 */ 1310 */
1572
1573 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1311 if (QUERY_FLAG (obj, FLAG_UNPAID))
1574 value = 0; 1312 value = 0;
1575 else if (obj->type == MONEY || obj->type == GEM) 1313 else if (obj->type == MONEY || obj->type == GEM)
1576 value /= 3; 1314 value /= 3;
1577 else 1315 else
1578 value = (value * 9) / 10; 1316 value = value * 9 / 10;
1579 1317
1580 value /= 4; // fix by GHJ, don't understand, pcg
1581
1582 if ((obj->value > 0) && rndm (0, 29)) 1318 if (obj->value > 0 && rndm (0, 29))
1583 { 1319 total_value += value;
1584 int count;
1585 1320
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; 1321 total_weight += obj->total_weight ();
1322
1606 obj->destroy (); 1323 obj->destroy ();
1607} 1324}
1608 1325
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 1326int
1637alchemy (object *op, object *caster, object *spell_ob) 1327alchemy (object *op, object *caster, object *spell_ob)
1638{ 1328{
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) 1329 if (op->type != PLAYER)
1645 return 0; 1330 return 0;
1646 1331
1332 archetype *nugget[3];
1333
1334 nugget[0] = archetype::find ("pyrite3");
1335 nugget[1] = archetype::find ("pyrite2");
1336 nugget[2] = archetype::find ("pyrite");
1337
1647 /* Put a maximum weight of items that can be alchemied. Limits the power 1338 /* 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 1339 * some, and also prevents people from alchemising every table/chair/clock
1649 * in sight 1340 * in sight
1650 */ 1341 */
1651 weight_max = spell_ob->duration + +SP_level_duration_adjust (caster, spell_ob); 1342 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1652 weight_max *= 1000; 1343 int weight_max = duration * 1000;
1653 small = get_archetype ("smallnugget"), large = get_archetype ("largenugget"); 1344 uint64 value_max = duration * 1000;
1654 1345
1346 int weight = 0;
1347
1655 for (y = op->y - 1; y <= op->y + 1; y++) 1348 for (int y = op->y - 1; y <= op->y + 1; y++)
1656 { 1349 {
1657 for (x = op->x - 1; x <= op->x + 1; x++) 1350 for (int x = op->x - 1; x <= op->x + 1; x++)
1658 { 1351 {
1352 uint64 value = 0;
1353
1659 nx = x; 1354 sint16 nx = x;
1660 ny = y; 1355 sint16 ny = y;
1661 1356
1662 mp = op->map; 1357 maptile *mp = op->map;
1663 1358
1664 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); 1359 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1665 1360
1666 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1361 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1667 continue; 1362 continue;
1668 1363
1669 /* Treat alchemy a little differently - most spell effects 1364 /* Treat alchemy a little differently - most spell effects
1671 * ground level effect. 1366 * ground level effect.
1672 */ 1367 */
1673 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) 1368 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1674 continue; 1369 continue;
1675 1370
1676 small_nuggets = 0; 1371 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 { 1372 {
1681 next = tmp->above; 1373 next = tmp->above;
1374
1682 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1375 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1683 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1376 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1684 { 1377 {
1685
1686 if (tmp->inv) 1378 if (tmp->inv)
1687 { 1379 {
1688 object *next1, *tmp1; 1380 object *next1, *tmp1;
1689 1381
1690 for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1) 1382 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1691 { 1383 {
1692 next1 = tmp1->below; 1384 next1 = tmp1->below;
1693 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1385 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1694 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1386 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1695 alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight); 1387 alchemy_object (tmp1, value, weight);
1696 } 1388 }
1697 } 1389 }
1390
1698 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); 1391 alchemy_object (tmp, value, weight);
1699 1392
1700 if (weight > weight_max) 1393 if (weight > weight_max)
1701 { 1394 break;
1702 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1703 large->destroy ();
1704 small->destroy ();
1705 return 1;
1706 } 1395 }
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 */ 1396 }
1714 update_map (op, mp, small_nuggets, large_nuggets, nx, ny); 1397
1398 value -= rndm (value >> 4);
1399 value = min (value, value_max);
1400
1401 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1402 if (int nrof = value / nugget [i]->value)
1403 {
1404 value -= nrof * nugget[i]->value;
1405
1406 object *tmp = arch_to_object (nugget[i]);
1407 tmp->nrof = nrof;
1408 tmp->flag [FLAG_IDENTIFIED] = true;
1409 op->map->insert (tmp, x, y, op, 0);
1715 } 1410 }
1716 }
1717 1411
1718 large->destroy (); 1412 if (weight > weight_max)
1719 small->destroy (); 1413 goto bailout;
1720 /* reset this so that if player standing on a big pile of stuff, 1414 }
1721 * it is redrawn properly. 1415 }
1722 */ 1416
1723 op->contr->ns->look_position = 0; 1417bailout:
1724 return 1; 1418 return 1;
1725} 1419}
1726
1727 1420
1728/* This function removes the cursed/damned status on equipped 1421/* This function removes the cursed/damned status on equipped
1729 * items. 1422 * items.
1730 */ 1423 */
1731int 1424int
1732remove_curse (object *op, object *caster, object *spell) 1425remove_curse (object *op, object *caster, object *spell)
1733{ 1426{
1734 object *tmp;
1735 int success = 0, was_one = 0; 1427 int success = 0, was_one = 0;
1736 1428
1737 for (tmp = op->inv; tmp; tmp = tmp->below) 1429 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1738 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1430 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1739 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1431 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1740 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1432 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1741 { 1433 {
1742 was_one++; 1434 was_one++;
1435
1743 if (tmp->level <= caster_level (caster, spell)) 1436 if (tmp->level <= casting_level (caster, spell))
1744 { 1437 {
1745 success++; 1438 success++;
1746 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1439 if (QUERY_FLAG (spell, FLAG_DAMNED))
1747 CLEAR_FLAG (tmp, FLAG_DAMNED); 1440 CLEAR_FLAG (tmp, FLAG_DAMNED);
1748 1441
1749 CLEAR_FLAG (tmp, FLAG_CURSED); 1442 CLEAR_FLAG (tmp, FLAG_CURSED);
1750 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1443 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1751 tmp->value = 0; /* Still can't sell it */ 1444 tmp->value = 0; /* Still can't sell it */
1752 if (op->type == PLAYER) 1445
1446 if (object *pl = tmp->visible_to ())
1753 esrv_send_item (op, tmp); 1447 esrv_update_item (UPD_FLAGS, pl, tmp);
1754 } 1448 }
1755 } 1449 }
1756 1450
1757 if (op->type == PLAYER) 1451 if (op->type == PLAYER)
1758 { 1452 {
1759 if (success) 1453 if (success)
1760 {
1761 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now."); 1454 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1762 }
1763 else 1455 else
1764 { 1456 {
1765 if (was_one) 1457 if (was_one)
1766 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse."); 1458 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1767 else 1459 else
1771 1463
1772 return success; 1464 return success;
1773} 1465}
1774 1466
1775/* Identifies objects in the players inventory/on the ground */ 1467/* Identifies objects in the players inventory/on the ground */
1776
1777int 1468int
1778cast_identify (object *op, object *caster, object *spell) 1469cast_identify (object *op, object *caster, object *spell)
1779{ 1470{
1780 object *tmp; 1471 object *tmp;
1781 int success = 0, num_ident; 1472 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1782 1473
1783 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1474 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 1475
1788 for (tmp = op->inv; tmp; tmp = tmp->below) 1476 for (tmp = op->inv; tmp; tmp = tmp->below)
1789 { 1477 {
1790 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1478 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1791 { 1479 {
1792 identify (tmp); 1480 identify (tmp);
1793 1481
1794 if (op->type == PLAYER) 1482 if (op->type == PLAYER)
1795 { 1483 {
1796 new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op)); 1484 buf.printf ("You identified: %s.\r", long_desc (tmp, op));
1797 1485
1798 if (tmp->msg) 1486 if (tmp->msg)
1799 { 1487 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 } 1488 }
1804 1489
1805 num_ident--;
1806 success = 1;
1807 if (!num_ident) 1490 if (!--num_ident)
1808 break; 1491 break;
1809 } 1492 }
1810 } 1493 }
1811 1494
1812 /* If all the power of the spell has been used up, don't go and identify 1495 /* 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 1496 * stuff on the floor. Only identify stuff on the floor if the spell
1814 * was not fully used. 1497 * was not fully used.
1815 */ 1498 */
1816 if (num_ident) 1499 if (num_ident)
1817 { 1500 {
1818 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1501 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)) 1502 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1820 { 1503 {
1821 identify (tmp); 1504 identify (tmp);
1822 1505
1823 if (op->type == PLAYER) 1506 if (object *pl = tmp->visible_to ())
1824 { 1507 {
1825 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op)); 1508 buf.printf ("On the ground you identified: %s.\r", long_desc (tmp, op));
1826 1509
1827 if (tmp->msg) 1510 if (tmp->msg)
1828 { 1511 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 } 1512 }
1835 1513
1836 num_ident--;
1837 success = 1;
1838 if (!num_ident) 1514 if (!--num_ident)
1839 break; 1515 break;
1840 } 1516 }
1841 } 1517 }
1842 1518
1843 if (!success) 1519 if (buf.empty ())
1844 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified."); 1520 {
1521 op->failmsg ("You can't reach anything unidentified.");
1522 return 0;
1523 }
1845 else 1524 else
1525 {
1526 if (op->contr)
1527 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1528
1846 spell_effect (spell, op->x, op->y, op->map, op); 1529 spell_effect (spell, op->x, op->y, op->map, op);
1847 1530 return 1;
1848 return success; 1531 }
1849} 1532}
1850 1533
1851int 1534int
1852cast_detection (object *op, object *caster, object *spell, object *skill) 1535cast_detection (object *op, object *caster, object *spell, object *skill)
1853{ 1536{
1858 1541
1859 /* We precompute some values here so that we don't have to keep 1542 /* We precompute some values here so that we don't have to keep
1860 * doing it over and over again. 1543 * doing it over and over again.
1861 */ 1544 */
1862 god = find_god (determine_god (op)); 1545 god = find_god (determine_god (op));
1863 level = caster_level (caster, spell); 1546 level = casting_level (caster, spell);
1864 range = spell->range + SP_level_range_adjust (caster, spell); 1547 range = spell->range + SP_level_range_adjust (caster, spell);
1865 1548
1866 if (!skill) 1549 if (!skill)
1867 skill = caster; 1550 skill = caster;
1868 1551
1869 for (x = op->x - range; x <= op->x + range; x++) 1552 unordered_mapwalk (op, -range, -range, range, range)
1870 for (y = op->y - range; y <= op->y + range; y++)
1871 { 1553 {
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 1554 /* For most of the detections, we only detect objects above the
1878 * floor. But this is not true for show invisible. 1555 * floor. But this is not true for show invisible.
1879 * Basically, we just go and find the top object and work 1556 * Basically, we just go and find the top object and work
1880 * down - that is easier than working up. 1557 * down - that is easier than working up.
1881 */ 1558 */
1882 1559
1883 for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above) 1560 for (last = NULL, tmp = m->at (nx, ny).bot; tmp; tmp = tmp->above)
1884 last = tmp; 1561 last = tmp;
1885 1562
1886 /* Shouldn't happen, but if there are no objects on a space, this 1563 /* Shouldn't happen, but if there are no objects on a space, this
1887 * would happen. 1564 * would happen.
1888 */ 1565 */
1889 if (!last) 1566 if (!last)
1890 continue; 1567 continue;
1891 1568
1892 done_one = 0; 1569 done_one = 0;
1893 floor = 0; 1570 floor = 0;
1894 detect = NULL; 1571 detect = NULL;
1895 for (tmp = last; tmp; tmp = tmp->below) 1572 for (tmp = last; tmp; tmp = tmp->below)
1896 { 1573 {
1897 /* show invisible */ 1574 /* show invisible */
1898 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1575 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1899 /* Might there be other objects that we can make visible? */ 1576 /* Might there be other objects that we can make visible? */
1900 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1577 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER)
1901 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1578 || (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ))
1902 tmp->type == CF_HANDLE || 1579 || tmp->type == T_HANDLE
1903 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE || 1580 || tmp->type == TRAPDOOR
1581 || tmp->type == EXIT
1582 || tmp->type == HOLE
1583 || tmp->type == BUTTON
1904 tmp->type == BUTTON || tmp->type == TELEPORTER || 1584 || tmp->type == TELEPORTER
1585 || tmp->type == GATE
1905 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1586 || tmp->type == LOCKED_DOOR
1906 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN || 1587 || tmp->type == WEAPON
1588 || tmp->type == ALTAR
1589 || tmp->type == SIGN
1907 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1590 || tmp->type == TRIGGER_PEDESTAL
1908 tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR))) 1591 || tmp->type == SPECIAL_KEY
1592 || tmp->type == TREASURE
1593 || tmp->type == BOOK
1594 || tmp->type == HOLY_ALTAR
1595 || tmp->type == CONTAINER)))
1909 { 1596 {
1910 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4) 1597 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1911 { 1598 {
1912 tmp->invisible = 0; 1599 tmp->invisible = 0;
1913 done_one = 1; 1600 done_one = 1;
1914 } 1601 }
1915 } 1602 }
1916 1603
1917 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1604 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1918 floor = 1; 1605 floor = 1;
1919 1606
1920 /* All detections below this point don't descend beneath the floor, 1607 /* 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 1608 * 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 1609 * 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. 1610 * the floor, but once we get to the floor, not likely a very big issue anyways.
1924 */ 1611 */
1925 if (floor) 1612 if (floor)
1926 continue; 1613 continue;
1927 1614
1928 /* I had thought about making detect magic and detect curse 1615 /* I had thought about making detect magic and detect curse
1929 * show the flash the magic item like it does for detect monster. 1616 * 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 1617 * however, if the object is within sight, this would then make it
1931 * difficult to see what object is magical/cursed, so the 1618 * difficult to see what object is magical/cursed, so the
1932 * effect wouldn't be as apparant. 1619 * effect wouldn't be as apparent.
1933 */ 1620 */
1934 1621
1935 /* detect magic */ 1622 /* detect magic */
1936 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && 1623 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1937 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp)) 1624 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1938 { 1625 {
1939 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1626 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1940 /* make runes more visibile */ 1627 /* make runes more visibile */
1941 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC) 1628 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1942 tmp->stats.Cha /= 4; 1629 tmp->stats.Cha /= 4;
1630
1943 done_one = 1; 1631 done_one = 1;
1944 } 1632 }
1633
1945 /* detect monster */ 1634 /* detect monster */
1946 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER)) 1635 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1947 { 1636 {
1948 done_one = 2; 1637 done_one = 2;
1638
1949 if (!detect) 1639 if (!detect)
1950 detect = tmp; 1640 detect = tmp;
1951 } 1641 }
1642
1952 /* Basically, if race is set in the spell, then the creatures race must 1643 /* 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 1644 * match that. if the spell race is set to GOD, then the gods opposing
1954 * race must match. 1645 * race must match.
1955 */ 1646 */
1956 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race && 1647 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1957 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) || 1648 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1958 (strstr (spell->race, tmp->race)))) 1649 spell->race.contains (tmp->race)))
1959 { 1650 {
1960 done_one = 2; 1651 done_one = 2;
1652
1961 if (!detect) 1653 if (!detect)
1962 detect = tmp; 1654 detect = tmp;
1963 } 1655 }
1656
1964 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1657 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1965 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1658 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1966 { 1659 {
1967 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1660 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1968 done_one = 1; 1661 done_one = 1;
1969 } 1662 }
1970 } /* for stack of objects on this space */ 1663 } /* for stack of objects on this space */
1971 1664
1972 /* Code here puts an effect of the spell on the space, so you can see 1665 /* Code here puts an effect of the spell on the space, so you can see
1973 * where the magic is. 1666 * where the magic is.
1974 */ 1667 */
1975 if (done_one) 1668 if (done_one)
1976 { 1669 {
1977 object *detect_ob = arch_to_object (spell->other_arch); 1670 object *detect_ob = arch_to_object (spell->other_arch);
1978 1671
1979 /* if this is set, we want to copy the face */ 1672 /* if this is set, we want to copy the face */
1980 if (done_one == 2 && detect) 1673 if (done_one == 2 && detect)
1981 { 1674 {
1982 detect_ob->face = detect->face; 1675 detect_ob->face = detect->face;
1983 detect_ob->animation_id = detect->animation_id; 1676 detect_ob->animation_id = detect->animation_id;
1984 detect_ob->anim_speed = detect->anim_speed; 1677 detect_ob->anim_speed = detect->anim_speed;
1985 detect_ob->last_anim = 0; 1678 detect_ob->last_anim = 0;
1986 /* by default, the detect_ob is already animated */ 1679 /* by default, the detect_ob is already animated */
1987 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1680 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
1988 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1681 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
1989 } 1682 }
1990 1683
1991 m->insert (detect_ob, nx, ny, op); 1684 m->insert (detect_ob, nx, ny, op);
1992 } 1685 }
1993 } /* for processing the surrounding spaces */ 1686 } /* for processing the surrounding spaces */
1994 1687
1995 1688
1996 /* Now process objects in the players inventory if detect curse or magic */ 1689 /* 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)) 1690 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL))
1998 { 1691 {
1999 done_one = 0; 1692 done_one = 0;
1693
2000 for (tmp = op->inv; tmp; tmp = tmp->below) 1694 for (tmp = op->inv; tmp; tmp = tmp->below)
2001 { 1695 {
2002 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1696 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2003 { 1697 {
2004 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)) 1698 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL))
2005 { 1699 {
2006 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1700 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
2007 if (op->type == PLAYER) 1701
1702 if (object *pl = tmp->visible_to ())
2008 esrv_send_item (op, tmp); 1703 esrv_update_item (UPD_FLAGS, pl, tmp);
2009 } 1704 }
1705
2010 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1706 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
2011 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1707 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
2012 { 1708 {
2013 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1709 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
2014 if (op->type == PLAYER) 1710
1711 if (object *pl = tmp->visible_to ())
2015 esrv_send_item (op, tmp); 1712 esrv_update_item (UPD_FLAGS, pl, tmp);
2016 } 1713 }
2017 } /* if item is not identified */ 1714 } /* if item is not identified */
2018 } /* for the players inventory */ 1715 } /* for the players inventory */
2019 } /* if detect magic/curse and object is a player */ 1716 } /* if detect magic/curse and object is a player */
1717
2020 return 1; 1718 return 1;
2021} 1719}
2022 1720
2023 1721
2024/** 1722/**
2037 1735
2038 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you."); 1736 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
2039 1737
2040 if (victim->stats.sp >= victim->stats.maxsp * 2) 1738 if (victim->stats.sp >= victim->stats.maxsp * 2)
2041 { 1739 {
2042 object *tmp;
2043
2044 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1740 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; 1741 victim->stats.sp = 2 * victim->stats.maxsp;
1742 create_exploding_ball_at (victim, caster_level);
2053 } 1743 }
2054 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1744 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."); 1745 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) 1746 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2057 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 1747 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
2058 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1748 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2059 { 1749 {
2060 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1750 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2106 } 1796 }
2107 /* give sp */ 1797 /* give sp */
2108 if (spell->stats.dam > 0) 1798 if (spell->stats.dam > 0)
2109 { 1799 {
2110 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell); 1800 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
2111 charge_mana_effect (plyr, caster_level (caster, spell)); 1801 charge_mana_effect (plyr, casting_level (caster, spell));
2112 return 1; 1802 return 1;
2113 } 1803 }
2114 /* suck sp away. Can't suck sp from yourself */ 1804 /* suck sp away. Can't suck sp from yourself */
2115 else if (op != plyr) 1805 else if (op != plyr)
2116 { 1806 {
2128 /* Player doesn't get full credit */ 1818 /* Player doesn't get full credit */
2129 sucked = (sucked * rate) / 100; 1819 sucked = (sucked * rate) / 100;
2130 op->stats.sp += sucked; 1820 op->stats.sp += sucked;
2131 if (sucked > 0) 1821 if (sucked > 0)
2132 { 1822 {
2133 charge_mana_effect (op, caster_level (caster, spell)); 1823 charge_mana_effect (op, casting_level (caster, spell));
2134 } 1824 }
2135 } 1825 }
2136 return 1; 1826 return 1;
2137 } 1827 }
2138 return 0; 1828 return 0;
2180 /* Basically, if the object is magical and not counterspell, 1870 /* Basically, if the object is magical and not counterspell,
2181 * we will more or less remove the object. Don't counterspell 1871 * we will more or less remove the object. Don't counterspell
2182 * monsters either. 1872 * monsters either.
2183 */ 1873 */
2184 1874
2185 if (head->attacktype & AT_MAGIC && 1875 if (head->attacktype & AT_MAGIC
2186 !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level)) 1876 && !(head->attacktype & AT_COUNTERSPELL)
1877 && !QUERY_FLAG (head, FLAG_MONSTER)
1878 && (op->level > head->level))
2187 head->destroy (); 1879 head->destroy ();
2188 else 1880 else
2189 switch (head->type) 1881 switch (head->type)
2190 { 1882 {
2191 case SPELL_EFFECT: 1883 case SPELL_EFFECT:
1884 // XXX: Don't affect floor spelleffects. See also XXX comment
1885 // about sanctuary in spell_util.C
1886 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1887 continue;
1888
2192 if (op->level > head->level) 1889 if (op->level > head->level)
2193 head->destroy (); 1890 head->destroy ();
2194 1891
2195 break; 1892 break;
2196 1893
2207 break; 1904 break;
2208 } 1905 }
2209 } 1906 }
2210} 1907}
2211 1908
2212
2213
2214/* cast_consecrate() - a spell to make an altar your god's */ 1909/* cast_consecrate() - a spell to make an altar your god's */
2215int 1910int
2216cast_consecrate (object *op, object *caster, object *spell) 1911cast_consecrate (object *op, object *caster, object *spell)
2217{ 1912{
2218 char buf[MAX_BUF]; 1913 char buf[MAX_BUF];
2230 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1925 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2231 break; 1926 break;
2232 if (tmp->type == HOLY_ALTAR) 1927 if (tmp->type == HOLY_ALTAR)
2233 { 1928 {
2234 1929
2235 if (tmp->level > caster_level (caster, spell)) 1930 if (tmp->level > casting_level (caster, spell))
2236 { 1931 {
2237 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name); 1932 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name);
2238 return 0; 1933 return 0;
2239 } 1934 }
2240 else 1935 else
2241 { 1936 {
2242 /* If we got here, we are consecrating an altar */ 1937 /* If we got here, we are consecrating an altar */
2243 sprintf (buf, "Altar of %s", &god->name); 1938 sprintf (buf, "Altar of %s", &god->name);
2244 tmp->name = buf; 1939 tmp->name = buf;
2245 tmp->level = caster_level (caster, spell); 1940 tmp->level = casting_level (caster, spell);
2246 tmp->other_arch = god->arch; 1941 tmp->other_arch = god->arch;
1942
2247 if (op->type == PLAYER) 1943 if (op->type == PLAYER)
2248 esrv_update_item (UPD_NAME, op, tmp); 1944 esrv_update_item (UPD_NAME, op, tmp);
1945
2249 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name); 1946 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
2250 return 1; 1947 return 1;
2251 } 1948 }
2252 } 1949 }
2253 } 1950 }
2263 * This code was very odd - code early on would only let players use the spell, 1960 * 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 1961 * 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 1962 * that only let players use it was correct, and removed all the other
2266 * player checks. MSW 2003-01-06 1963 * player checks. MSW 2003-01-06
2267 */ 1964 */
2268
2269int 1965int
2270animate_weapon (object *op, object *caster, object *spell, int dir) 1966animate_weapon (object *op, object *caster, object *spell, int dir)
2271{ 1967{
2272 object *weapon, *tmp; 1968 object *weapon, *tmp;
2273 char buf[MAX_BUF]; 1969 char buf[MAX_BUF];
2274 int a, i; 1970 int a, i;
2275 sint16 x, y; 1971 sint16 x, y;
2276 maptile *m; 1972 maptile *m;
2277 materialtype_t *mt;
2278 1973
2279 if (!spell->other_arch) 1974 if (!spell->other_arch)
2280 { 1975 {
2281 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1976 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2282 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name); 1977 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2285 /* exit if it's not a player using this spell. */ 1980 /* exit if it's not a player using this spell. */
2286 if (op->type != PLAYER) 1981 if (op->type != PLAYER)
2287 return 0; 1982 return 0;
2288 1983
2289 /* if player already has a golem, abort */ 1984 /* if player already has a golem, abort */
2290 if (op->contr->ranges[range_golem]) 1985 if (object *golem = op->contr->golem)
2291 { 1986 {
2292 control_golem (op->contr->ranges[range_golem], dir); 1987 control_golem (golem, dir);
2293 return 0; 1988 return 0;
2294 } 1989 }
2295 1990
2296 /* if no direction specified, pick one */ 1991 /* if no direction specified, pick one */
2297 if (!dir) 1992 if (!dir)
2298 dir = find_free_spot (NULL, op->map, op->x, op->y, 1, 9); 1993 dir = find_free_spot (spell->other_arch, op->map, op->x, op->y, 1, 9);
2299 1994
2300 m = op->map; 1995 m = op->map;
2301 x = op->x + freearr_x[dir]; 1996 x = op->x + freearr_x[dir];
2302 y = op->y + freearr_y[dir]; 1997 y = op->y + freearr_y[dir];
2303 1998
2304 /* if there's no place to put the golem, abort */ 1999 /* 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) || 2000 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)) 2001 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2307 { 2002 {
2308 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2003 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
2309 return 0; 2004 return 0;
2310 } 2005 }
2311 2006
2315 if (!weapon) 2010 if (!weapon)
2316 { 2011 {
2317 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2012 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2318 return 0; 2013 return 0;
2319 } 2014 }
2015
2320 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2016 if (spell->race && weapon->arch->archname != spell->race)
2321 { 2017 {
2322 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2018 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2323 return 0; 2019 return 0;
2324 } 2020 }
2021
2325 if (weapon->type != WEAPON) 2022 if (weapon->type != WEAPON)
2326 { 2023 {
2327 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it."); 2024 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it.");
2328 return 0; 2025 return 0;
2329 } 2026 }
2027
2330 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2028 if (QUERY_FLAG (weapon, FLAG_APPLIED))
2331 { 2029 {
2332 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon)); 2030 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; 2031 return 0;
2334 } 2032 }
2335 2033
2336 if (weapon->nrof > 1) 2034 weapon = weapon->split ();
2337 {
2338 tmp = get_split_ob (weapon, 1);
2339 esrv_send_item (op, weapon);
2340 weapon = tmp;
2341 }
2342 2035
2343 /* create the golem object */ 2036 /* create the golem object */
2344 tmp = arch_to_object (spell->other_arch); 2037 tmp = arch_to_object (spell->other_arch);
2345 2038
2346 /* if animated by a player, give the player control of the golem */ 2039 /* if animated by a player, give the player control of the golem */
2347 CLEAR_FLAG (tmp, FLAG_MONSTER); 2040 CLEAR_FLAG (tmp, FLAG_MONSTER);
2348 SET_FLAG (tmp, FLAG_FRIENDLY);
2349 tmp->stats.exp = 0; 2041 tmp->stats.exp = 0;
2350 add_friendly_object (tmp); 2042 add_friendly_object (tmp);
2351 tmp->type = GOLEM; 2043 tmp->type = GOLEM;
2352 tmp->set_owner (op); 2044 tmp->set_owner (op);
2045 op->contr->golem = tmp;
2353 set_spell_skill (op, caster, spell, tmp); 2046 set_spell_skill (op, caster, spell, tmp);
2354 op->contr->ranges[range_golem] = tmp;
2355 op->contr->shoottype = range_golem;
2356 2047
2357 /* Give the weapon to the golem now. A bit of a hack to check the 2048 /* 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 2049 * removed flag - it should only be set if weapon->split was
2359 * used above. 2050 * used above.
2360 */ 2051 */
2361 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2052 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2362 weapon->remove (); 2053 weapon->remove ();
2363 insert_ob_in_ob (weapon, tmp); 2054
2364 esrv_send_item (op, weapon); 2055 tmp->insert (weapon);
2056
2365 /* To do everything necessary to let a golem use the weapon is a pain, 2057 /* 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 2058 * so instead, just set it as equipped (otherwise, we need to update
2367 * body_info, skills, etc) 2059 * body_info, skills, etc)
2368 */ 2060 */
2369 SET_FLAG (tmp, FLAG_USE_WEAPON); 2061 SET_FLAG (tmp, FLAG_USE_WEAPON);
2395 2087
2396 /* attacktype */ 2088 /* attacktype */
2397 if (!tmp->attacktype) 2089 if (!tmp->attacktype)
2398 tmp->attacktype = AT_PHYSICAL; 2090 tmp->attacktype = AT_PHYSICAL;
2399 2091
2400 mt = NULL;
2401 if (op->materialname != NULL)
2402 mt = name_to_material (op->materialname); 2092 if (materialtype_t *mt = name_to_material (op->materialname))
2403 if (mt != NULL)
2404 { 2093 {
2405 for (i = 0; i < NROFATTACKS; i++) 2094 for (i = 0; i < NROFATTACKS; i++)
2406 tmp->resist[i] = 50 - (mt->save[i] * 5); 2095 tmp->resist[i] = 50 - (mt->save[i] * 5);
2407 a = mt->save[0]; 2096 a = mt->save[0];
2408 } 2097 }
2410 { 2099 {
2411 for (i = 0; i < NROFATTACKS; i++) 2100 for (i = 0; i < NROFATTACKS; i++)
2412 tmp->resist[i] = 5; 2101 tmp->resist[i] = 5;
2413 a = 10; 2102 a = 10;
2414 } 2103 }
2104
2415 /* Set weapon's immunity */ 2105 /* Set weapon's immunity */
2416 tmp->resist[ATNR_CONFUSION] = 100; 2106 tmp->resist[ATNR_CONFUSION] = 100;
2417 tmp->resist[ATNR_POISON] = 100; 2107 tmp->resist[ATNR_POISON] = 100;
2418 tmp->resist[ATNR_SLOW] = 100; 2108 tmp->resist[ATNR_SLOW] = 100;
2419 tmp->resist[ATNR_PARALYZE] = 100; 2109 tmp->resist[ATNR_PARALYZE] = 100;
2425 2115
2426 /* Improve weapon's armour value according to best save vs. physical of its material */ 2116 /* Improve weapon's armour value according to best save vs. physical of its material */
2427 2117
2428 if (a > 14) 2118 if (a > 14)
2429 a = 14; 2119 a = 14;
2120
2430 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); 2121 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2431 2122
2432 /* Determine golem's speed */ 2123 /* Determine golem's speed */
2433 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell))); 2124 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2434 2125
2444 tmp->state = weapon->state; 2135 tmp->state = weapon->state;
2445 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2136 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2446 } 2137 }
2447 2138
2448 /* make experience increase in proportion to the strength of the summoned creature. */ 2139 /* 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)); 2140 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / casting_level (caster, spell));
2450 2141
2451 tmp->speed_left = -1; 2142 tmp->speed_left = -1;
2452 tmp->direction = dir; 2143 tmp->direction = dir;
2453 2144
2454 m->insert (tmp, x, y, op); 2145 m->insert (tmp, x, y, op);
2458/* cast_daylight() - changes the map darkness level *lower* */ 2149/* cast_daylight() - changes the map darkness level *lower* */
2459 2150
2460/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2151/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2461 * This changes the light level for the entire map. 2152 * This changes the light level for the entire map.
2462 */ 2153 */
2463
2464int 2154int
2465cast_change_map_lightlevel (object *op, object *caster, object *spell) 2155cast_change_map_lightlevel (object *op, object *caster, object *spell)
2466{ 2156{
2467 int success; 2157 int success;
2468 2158
2476 if (spell->stats.dam < 0) 2166 if (spell->stats.dam < 0)
2477 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2167 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2478 else 2168 else
2479 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2169 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here.");
2480 } 2170 }
2171
2481 return success; 2172 return success;
2482} 2173}
2483
2484
2485
2486
2487 2174
2488/* create an aura spell object and put it in the player's inventory. 2175/* 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, 2176 * as usual, op is player, caster is the object casting the spell,
2490 * spell is the spell object itself. 2177 * spell is the spell object itself.
2491 */ 2178 */
2503 2190
2504 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); 2191 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2505 2192
2506 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 2193 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2507 2194
2508 new_aura->set_owner (op);
2509 set_spell_skill (op, caster, spell, new_aura); 2195 set_spell_skill (op, caster, spell, new_aura);
2510 new_aura->attacktype = spell->attacktype; 2196 new_aura->attacktype = spell->attacktype;
2511 2197
2512 new_aura->level = caster_level (caster, spell); 2198 new_aura->level = casting_level (caster, spell);
2199
2513 if (refresh) 2200 if (refresh)
2514 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2201 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2515 else 2202 else
2516 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2203 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2204
2517 insert_ob_in_ob (new_aura, op); 2205 insert_ob_in_ob (new_aura, op);
2206 new_aura->set_owner (op);
2207
2518 return 1; 2208 return 1;
2519} 2209}
2520
2521 2210
2522/* move aura function. An aura is a part of someone's inventory, 2211/* 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 2212 * which he carries with him, but which acts on the map immediately
2524 * around him. 2213 * around him.
2525 * Aura parameters: 2214 * Aura parameters:
2526 * duration: duration counter. 2215 * duration: duration counter.
2527 * attacktype: aura's attacktype 2216 * attacktype: aura's attacktype
2528 * other_arch: archetype to drop where we attack 2217 * other_arch: archetype to drop where we attack
2529 */ 2218 */
2530
2531void 2219void
2532move_aura (object *aura) 2220move_aura (object *aura)
2533{ 2221{
2534 int i, mflags;
2535 object *env;
2536 maptile *m;
2537
2538 /* auras belong in inventories */ 2222 /* auras belong in inventories */
2539 env = aura->env; 2223 object *env = aura->env;
2224 object *owner = aura->owner;
2540 2225
2541 /* no matter what we've gotta remove the aura... 2226 /* no matter what we've gotta remove the aura...
2542 * we'll put it back if its time isn't up. 2227 * we'll put it back if its time isn't up.
2543 */ 2228 */
2544 aura->remove (); 2229 aura->remove ();
2549 aura->destroy (); 2234 aura->destroy ();
2550 return; 2235 return;
2551 } 2236 }
2552 2237
2553 /* auras only exist in inventories */ 2238 /* auras only exist in inventories */
2554 if (env == NULL || env->map == NULL) 2239 if (!env || !env->map)
2555 { 2240 {
2556 aura->destroy (); 2241 aura->destroy ();
2557 return; 2242 return;
2558 } 2243 }
2559 2244
2560 /* we need to jump out of the inventory for a bit 2245 /* we need to jump out of the inventory for a bit
2561 * in order to hit the map conveniently. 2246 * in order to hit the map conveniently.
2562 */ 2247 */
2563 aura->insert_at (env, aura); 2248 aura->insert_at (env, aura);
2564 2249
2565 for (i = 1; i < 9; i++) 2250 for (int i = 1; i < 9; i++)
2566 { 2251 {
2567 sint16 nx, ny; 2252 mapxy pos (env);
2253 pos.move (i);
2568 2254
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 2255 /* 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 2256 * 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. 2257 * is flying also, if player is walking, it is on the ground, etc.
2576 */ 2258 */
2577 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny)))) 2259 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2578 { 2260 {
2579 hit_map (aura, i, aura->attacktype, 0); 2261 hit_map (aura, i, aura->attacktype, 0);
2580 2262
2581 if (aura->other_arch) 2263 if (aura->other_arch)
2582 m->insert (arch_to_object (aura->other_arch), nx, ny, aura); 2264 pos.insert (arch_to_object (aura->other_arch), aura);
2583 } 2265 }
2584 } 2266 }
2585 2267
2586 /* put the aura back in the player's inventory */ 2268 /* put the aura back in the player's inventory */
2587 aura->remove (); 2269 env->insert (aura);
2588 insert_ob_in_ob (aura, env); 2270 aura->set_owner (owner);
2589} 2271}
2590 2272
2591/* moves the peacemaker spell. 2273/* moves the peacemaker spell.
2592 * op is the piece object. 2274 * op is the piece object.
2593 */ 2275 */
2594
2595void 2276void
2596move_peacemaker (object *op) 2277move_peacemaker (object *op)
2597{ 2278{
2598 object *tmp; 2279 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 { 2280 {
2602 int atk_lev, def_lev; 2281 int atk_lev, def_lev;
2603 object *victim = tmp; 2282 object *victim = tmp->head_ ();
2604 2283
2605 if (tmp->head)
2606 victim = tmp->head;
2607 if (!QUERY_FLAG (victim, FLAG_MONSTER)) 2284 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2608 continue; 2285 continue;
2286
2609 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2287 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2610 continue; 2288 continue;
2289
2611 if (victim->stats.exp == 0) 2290 if (victim->stats.exp == 0)
2612 continue; 2291 continue;
2613 2292
2614 def_lev = MAX (1, victim->level); 2293 def_lev = MAX (1, victim->level);
2615 atk_lev = MAX (1, op->level); 2294 atk_lev = MAX (1, op->level);
2616 2295
2617 if (rndm (0, atk_lev - 1) > def_lev) 2296 if (rndm (0, atk_lev - 1) > def_lev)
2618 { 2297 {
2619 /* make this sucker peaceful. */ 2298 /* make this sucker peaceful. */
2620 2299
2300 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2621 change_exp (op->owner, victim->stats.exp, op->skill, 0); 2301 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2622 victim->stats.exp = 0; 2302 victim->stats.exp = 0;
2623#if 0 2303#if 0
2624 /* No idea why these were all set to zero - if something 2304 /* No idea why these were all set to zero - if something
2625 * makes this creature agressive, he should still do damage. 2305 * makes this creature agressive, he should still do damage.
2632 victim->attack_movement = RANDO2; 2312 victim->attack_movement = RANDO2;
2633 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2313 SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2634 SET_FLAG (victim, FLAG_RUN_AWAY); 2314 SET_FLAG (victim, FLAG_RUN_AWAY);
2635 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2315 SET_FLAG (victim, FLAG_RANDOM_MOVE);
2636 CLEAR_FLAG (victim, FLAG_MONSTER); 2316 CLEAR_FLAG (victim, FLAG_MONSTER);
2317
2637 if (victim->name) 2318 if (victim->name)
2638 {
2639 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name); 2319 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2640 } 2320 }
2641 }
2642 } 2321 }
2643} 2322}
2644
2645 2323
2646/* This writes a rune that contains the appropriate message. 2324/* This writes a rune that contains the appropriate message.
2647 * There really isn't any adjustments we make. 2325 * There really isn't any adjustments we make.
2648 */ 2326 */
2649
2650int 2327int
2651write_mark (object *op, object *spell, const char *msg) 2328write_mark (object *op, object *spell, const char *msg)
2652{ 2329{
2653 char rune[HUGE_BUF];
2654 object *tmp;
2655
2656 if (!msg || msg[0] == 0) 2330 if (!msg || msg[0] == 0)
2657 { 2331 {
2658 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2332 new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2659 return 0; 2333 return 0;
2660 } 2334 }
2661 2335
2662 if (strcasestr_local (msg, "endmsg")) 2336 if (!msg_is_safe (msg))
2663 { 2337 {
2664 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?"); 2338 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); 2339 LOG (llevInfo, "write_mark: player %s tried to write bogus rune %s\n", &op->name, msg);
2666 return 0; 2340 return 0;
2667 } 2341 }
2342
2668 if (!spell->other_arch) 2343 if (!spell->other_arch)
2669 return 0; 2344 return 0;
2345
2670 tmp = arch_to_object (spell->other_arch); 2346 object *tmp = arch_to_object (spell->other_arch);
2671
2672 snprintf (rune, sizeof (rune), "%s\n", msg);
2673 2347
2674 tmp->race = op->name; /*Save the owner of the rune */ 2348 tmp->race = op->name; /*Save the owner of the rune */
2675 tmp->msg = rune; 2349 tmp->msg = msg;
2676 2350
2677 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); 2351 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2352
2678 return 1; 2353 return 1;
2679} 2354}
2355

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