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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 1.121 by elmex, Mon Mar 29 17:30:46 2010 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 (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 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 (shstr_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)
83 tmp->stats.dam = 1; 81 tmp->stats.dam = 1;
84 82
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 = at->instance ();
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)
274 new_op->nrof = 1; 272 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 (shstr_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 (op->is_dragon ())
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,
901 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 650 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
902 return 0; 651 return 0;
903 } 652 }
904 653
905 if (spell_ob->other_arch) 654 if (spell_ob->other_arch)
906 tmp = arch_to_object (spell_ob->other_arch); 655 tmp = spell_ob->other_arch->instance ();
907 else if (spell_ob->race) 656 else if (spell_ob->race)
908 { 657 {
909 char buf1[MAX_BUF]; 658 char buf1[MAX_BUF];
910 659
911 sprintf (buf1, spell_ob->race, dir); 660 sprintf (buf1, spell_ob->race, dir);
915 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 664 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
916 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 665 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
917 return 0; 666 return 0;
918 } 667 }
919 668
920 tmp = arch_to_object (at); 669 tmp = at->instance ();
921 } 670 }
922 else 671 else
923 { 672 {
924 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name); 673 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
925 return 0; 674 return 0;
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 (tmp->other_arch->instance (), 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
979 * created wall can extend, it won't go extend through 728 * created wall can extend, it won't go extend through
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 (tmp2->other_arch->instance ());
1005 754
1006 } 755 }
1007 else 756 else
1008 posblocked = 1; 757 posblocked = 1;
1009 758
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 (tmp2->other_arch->instance ());
1022 } 771 }
1023 else 772 else
1024 negblocked = 1; 773 negblocked = 1;
1025 } 774 }
1026 775
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
1137 885
1138 /* Actually move the player now */ 886 /* Actually move the player now */
1139 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op))) 887 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op)))
1140 return 1; 888 return 1;
1141 889
1142 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ 890 op->speed_left = -5. * op->speed; /* Freeze them for a short while */
891
1143 return 1; 892 return 1;
1144} 893}
1145
1146 894
1147/* cast_heal: Heals something. 895/* cast_heal: Heals something.
1148 * op is the caster. 896 * op is the caster.
1149 * dir is the direction he is casting it in. 897 * dir is the direction he is casting it in.
1150 * spell is the spell object. 898 * spell is the spell object.
1157 object *poison; 905 object *poison;
1158 int heal = 0, success = 0; 906 int heal = 0, success = 0;
1159 907
1160 tmp = find_target_for_friendly_spell (op, dir); 908 tmp = find_target_for_friendly_spell (op, dir);
1161 909
1162 if (tmp == NULL) 910 if (!tmp)
1163 return 0; 911 return 0;
1164 912
1165 /* Figure out how many hp this spell might cure. 913 /* Figure out how many hp this spell might cure.
1166 * could be zero if this spell heals effects, not damage. 914 * could be zero if this spell heals effects, not damage.
1167 */ 915 */
1170 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp; 918 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
1171 919
1172 if (heal) 920 if (heal)
1173 { 921 {
1174 if (tmp->stats.hp >= tmp->stats.maxhp) 922 if (tmp->stats.hp >= tmp->stats.maxhp)
1175 {
1176 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed."); 923 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed.");
1177 }
1178 else 924 else
1179 { 925 {
1180 /* See how many points we actually heal. Instead of messages 926 /* See how many points we actually heal. Instead of messages
1181 * based on type of spell, we instead do messages based 927 * based on type of spell, we instead do messages based
1182 * on amount of damage healed. 928 * on amount of damage healed.
1183 */ 929 */
1184 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 930 if (heal > tmp->stats.maxhp - tmp->stats.hp)
1185 heal = tmp->stats.maxhp - tmp->stats.hp; 931 heal = tmp->stats.maxhp - tmp->stats.hp;
932
1186 tmp->stats.hp += heal; 933 tmp->stats.hp += heal;
1187 934
1188 if (tmp->stats.hp >= tmp->stats.maxhp) 935 if (tmp->stats.hp >= tmp->stats.maxhp)
1189 {
1190 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 936 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1191 }
1192 else if (heal > 50) 937 else if (heal > 50)
1193 {
1194 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); 938 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1195 }
1196 else if (heal > 25) 939 else if (heal > 25)
1197 {
1198 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); 940 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1199 }
1200 else if (heal > 10) 941 else if (heal > 10)
1201 {
1202 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade."); 942 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade.");
1203 }
1204 else 943 else
1205 {
1206 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close."); 944 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close.");
1207 } 945
1208 success = 1; 946 success = 1;
1209 } 947 }
1210 } 948 }
949
1211 if (spell->attacktype & AT_DISEASE) 950 if (spell->attacktype & AT_DISEASE)
1212 if (cure_disease (tmp, op)) 951 if (cure_disease (tmp, op, spell))
1213 success = 1; 952 success = 1;
1214 953
1215 if (spell->attacktype & AT_POISON) 954 if (spell->attacktype & AT_POISON)
1216 { 955 {
1217 at = archetype::find ("poisoning"); 956 at = archetype::find (shstr_poisoning);
1218 poison = present_arch_in_ob (at, tmp); 957 poison = present_arch_in_ob (at, tmp);
1219 if (poison) 958 if (poison)
1220 { 959 {
1221 success = 1; 960 success = 1;
1222 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 961 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1223 poison->stats.food = 1; 962 poison->stats.food = 1;
1224 } 963 }
1225 } 964 }
965
1226 if (spell->attacktype & AT_CONFUSION) 966 if (spell->attacktype & AT_CONFUSION)
1227 { 967 {
1228 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 968 poison = present_in_ob_by_name (FORCE, shstr_confusion, tmp);
1229 if (poison) 969 if (poison)
1230 { 970 {
1231 success = 1; 971 success = 1;
1232 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 972 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1233 poison->duration = 1; 973 poison->duration = 1;
1234 } 974 }
1235 } 975 }
976
1236 if (spell->attacktype & AT_BLIND) 977 if (spell->attacktype & AT_BLIND)
1237 { 978 {
1238 at = archetype::find ("blindness"); 979 at = archetype::find (shstr_blindness);
1239 poison = present_arch_in_ob (at, tmp); 980 poison = present_arch_in_ob (at, tmp);
1240 if (poison) 981 if (poison)
1241 { 982 {
1242 success = 1; 983 success = 1;
1243 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return."); 984 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1244 poison->stats.food = 1; 985 poison->stats.food = 1;
1245 } 986 }
1246 } 987 }
988
1247 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) 989 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1248 { 990 {
1249 tmp->stats.sp += spell->last_sp; 991 tmp->stats.sp += spell->last_sp;
1250 if (tmp->stats.sp > tmp->stats.maxsp) 992 if (tmp->stats.sp > tmp->stats.maxsp)
1251 tmp->stats.sp = tmp->stats.maxsp; 993 tmp->stats.sp = tmp->stats.maxsp;
1252 success = 1; 994 success = 1;
1253 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!"); 995 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!");
1254 } 996 }
997
1255 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) 998 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1256 { 999 {
1257 tmp->stats.grace += spell->last_grace; 1000 tmp->stats.grace += spell->last_grace;
1258 if (tmp->stats.grace > tmp->stats.maxgrace) 1001 if (tmp->stats.grace > tmp->stats.maxgrace)
1259 tmp->stats.grace = tmp->stats.maxgrace; 1002 tmp->stats.grace = tmp->stats.maxgrace;
1260 success = 1; 1003 success = 1;
1261 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!"); 1004 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1262 } 1005 }
1006
1263 if (spell->stats.food && tmp->stats.food < 999) 1007 if (spell->stats.food && tmp->stats.food < 999)
1264 { 1008 {
1265 tmp->stats.food += spell->stats.food; 1009 tmp->stats.food += spell->stats.food;
1010
1266 if (tmp->stats.food > 999) 1011 if (tmp->stats.food > 999)
1267 tmp->stats.food = 999; 1012 tmp->stats.food = 999;
1013
1268 success = 1; 1014 success = 1;
1269 /* We could do something a bit better like the messages for healing above */ 1015 /* 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"); 1016 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1271 } 1017 }
1018
1272 return success; 1019 return success;
1273} 1020}
1274
1275 1021
1276/* This is used for the spells that gain stats. There are no spells 1022/* 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 1023 * right now that icnrease wis/int/pow on a temp basis, so no
1278 * good comments for those. 1024 * good comments for those.
1279 */ 1025 */
1280static const char *const no_gain_msgs[NUM_STATS] = { 1026static const char *const no_gain_msgs[NUM_STATS] = {
1281 "You grow no stronger.", 1027 "You grow no stronger.",
1282 "You grow no more agile.", 1028 "You grow no more agile.",
1283 "You don't feel any healthier.", 1029 "You don't feel any healthier.",
1284 "no wis", 1030 "You didn't grow any more intelligent.",
1031 "You do not feel any wiser.",
1032 "You don't feel any more powerful."
1285 "You are no easier to look at.", 1033 "You are no easier to look at.",
1286 "no int",
1287 "no pow"
1288}; 1034};
1289 1035
1290int 1036int
1037change_ability_duration (object *spell, object *caster)
1038{
1039 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1040}
1041
1042int
1291cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) 1043cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1292{ 1044{
1293 object *force = NULL; 1045 object *force = 0;
1294 int i; 1046 int i;
1295 1047
1296 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1048 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1297 object *tmp = dir 1049 object *tmp = dir
1298 ? find_target_for_friendly_spell (op, dir) 1050 ? find_target_for_friendly_spell (op, dir)
1299 : op; 1051 : op;
1300 1052
1301 if (!tmp) 1053 if (!tmp)
1302 return 0; 1054 return 0;
1303 1055
1304 /* If we've already got a force of this type, don't add a new one. */ 1056 /* If we've already got a force of this type, don't add a new one. */
1312 break; 1064 break;
1313 } 1065 }
1314 else if (spell_ob->race && spell_ob->race == tmp2->name) 1066 else if (spell_ob->race && spell_ob->race == tmp2->name)
1315 { 1067 {
1316 if (!silent) 1068 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); 1069 new_draw_info_format (NDI_UNIQUE, 0, op,
1070 "You can not cast %s while %s is in effect",
1071 &spell_ob->name, &tmp2->name_pl);
1072
1318 return 0; 1073 return 0;
1319 } 1074 }
1320 } 1075 }
1321 } 1076 }
1077
1078 int duration = change_ability_duration (spell_ob, caster);
1079
1322 if (force == NULL) 1080 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 } 1081 {
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) 1082 if (duration > force->duration)
1340 { 1083 {
1341 force->duration = duration; 1084 force->duration = duration;
1342 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1085 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1343 } 1086 }
1344 else 1087 else
1345 {
1346 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1088 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1347 } 1089
1348 return 1; 1090 return 1;
1349 } 1091 }
1350 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1092
1093 new_draw_info_format (NDI_UNIQUE, 0, op,
1094 "You create an aura of magical force. H<The effect will last for about %.10g seconds.>",
1095 TICK2TIME (duration));
1096
1097 force = get_archetype (FORCE_NAME);
1098 force->subtype = FORCE_CHANGE_ABILITY;
1099 force->duration = duration;
1100
1101 if (spell_ob->race)
1102 force->name = spell_ob->race;
1103 else
1104 force->name = spell_ob->name;
1105
1106 force->name_pl = spell_ob->name;
1107
1351 force->speed = 1.0; 1108 force->speed = 1.0;
1352 force->speed_left = -1.0; 1109 force->speed_left = -1.0;
1353 SET_FLAG (force, FLAG_APPLIED); 1110 SET_FLAG (force, FLAG_APPLIED);
1354 1111
1355 /* Now start processing the effects. First, protections */ 1112 /* Now start processing the effects. First, protections */
1360 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob); 1117 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob);
1361 if (force->resist[i] > 100) 1118 if (force->resist[i] > 100)
1362 force->resist[i] = 100; 1119 force->resist[i] = 100;
1363 } 1120 }
1364 } 1121 }
1122
1365 if (spell_ob->stats.hp) 1123 if (spell_ob->stats.hp)
1366 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob); 1124 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1367 1125
1368 if (tmp->type == PLAYER) 1126 if (tmp->type == PLAYER)
1369 { 1127 {
1370 /* Stat adjustment spells */ 1128 /* Stat adjustment spells */
1371 for (i = 0; i < NUM_STATS; i++) 1129 for (i = 0; i < NUM_STATS; i++)
1372 { 1130 {
1373 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; 1131 if (sint8 stat = spell_ob->stats.stat (i))
1374
1375 if (stat)
1376 { 1132 {
1377 sm = 0; 1133 sint8 sm = 0;
1378 for (k = 0; k < stat; k++) 1134 for (sint8 k = 0; k < stat; k++)
1379 sm += rndm (1, 3); 1135 sm += rndm (1, 3);
1380 1136
1381 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) 1137 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1382 { 1138 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1383 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); 1139
1384 if (sm < 0) 1140 force->stats.stat (i) = sm;
1385 sm = 0; 1141
1386 }
1387 set_attr_value (&force->stats, i, sm);
1388 if (!sm) 1142 if (!sm)
1389 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); 1143 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1390 } 1144 }
1391 } 1145 }
1392 } 1146 }
1413 force->attacktype = spell_ob->attacktype; 1167 force->attacktype = spell_ob->attacktype;
1414 1168
1415 insert_ob_in_ob (force, tmp); 1169 insert_ob_in_ob (force, tmp);
1416 change_abil (tmp, force); /* Mostly to display any messages */ 1170 change_abil (tmp, force); /* Mostly to display any messages */
1417 tmp->update_stats (); 1171 tmp->update_stats ();
1172
1418 return 1; 1173 return 1;
1419} 1174}
1420 1175
1421/* This used to be part of cast_change_ability, but it really didn't make 1176/* 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 1177 * a lot of sense, since most of the values it derives are from the god
1423 * of the caster. 1178 * of the caster.
1424 */ 1179 */
1425
1426int 1180int
1427cast_bless (object *op, object *caster, object *spell_ob, int dir) 1181cast_bless (object *op, object *caster, object *spell_ob, int dir)
1428{ 1182{
1429 int i; 1183 int i;
1430 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1184 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1431 1185
1432 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1186 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1433 if (dir != 0) 1187 if (dir != 0)
1434 { 1188 {
1435 tmp = find_target_for_friendly_spell (op, dir); 1189 tmp = find_target_for_friendly_spell (op, dir);
1190
1191 if (!tmp)
1192 return 0;
1436 } 1193 }
1437 else 1194 else
1438 {
1439 tmp = op; 1195 tmp = op;
1440 }
1441 1196
1442 /* If we've already got a force of this type, don't add a new one. */ 1197 /* 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) 1198 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1444 { 1199 {
1445 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1200 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1446 { 1201 {
1447 if (tmp2->name == spell_ob->name) 1202 if (tmp2->name == spell_ob->name)
1448 { 1203 {
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); 1209 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; 1210 return 0;
1456 } 1211 }
1457 } 1212 }
1458 } 1213 }
1214
1459 if (force == NULL) 1215 if (force == NULL)
1460 { 1216 {
1461 force = get_archetype (FORCE_NAME); 1217 force = get_archetype (FORCE_NAME);
1462 force->subtype = FORCE_CHANGE_ABILITY; 1218 force->subtype = FORCE_CHANGE_ABILITY;
1463 if (spell_ob->race) 1219 if (spell_ob->race)
1494 } 1250 }
1495 else 1251 else
1496 { 1252 {
1497 /* Only give out good benefits, and put a max on it */ 1253 /* Only give out good benefits, and put a max on it */
1498 for (i = 0; i < NROFATTACKS; i++) 1254 for (i = 0; i < NROFATTACKS; i++)
1499 {
1500 if (god->resist[i] > 0) 1255 if (god->resist[i] > 0)
1501 {
1502 force->resist[i] = MIN (god->resist[i], spell_ob->resist[ATNR_GODPOWER]); 1256 force->resist[i] = min (god->resist[i], spell_ob->resist[ATNR_GODPOWER]);
1503 } 1257
1504 }
1505 force->path_attuned |= god->path_attuned; 1258 force->path_attuned |= god->path_attuned;
1506 1259
1507 if (spell_ob->attacktype) 1260 if (spell_ob->attacktype)
1508 force->slaying = god->slaying; 1261 force->slaying = god->slaying;
1509 1262
1525 insert_ob_in_ob (force, tmp); 1278 insert_ob_in_ob (force, tmp);
1526 tmp->update_stats (); 1279 tmp->update_stats ();
1527 return 1; 1280 return 1;
1528} 1281}
1529 1282
1530
1531
1532/* Alchemy code by Mark Wedel 1283/* Alchemy code by Mark Wedel
1533 * 1284 *
1534 * This code adds a new spell, called alchemy. Alchemy will turn 1285 * This code adds a new spell, called alchemy. Alchemy will turn
1535 * objects to gold nuggets, the value of the gold nuggets being 1286 * 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 * 1287 *
1540 * Large nuggets are worth 25 gp each (base). You will always get 1288 * The value of the gold nuggets being about 90% of that of the item
1541 * the maximum number of large nuggets you could get. 1289 * 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 1290 * because the nuggets themselves will be will be adjusted by charisma
1543 * to the max amount of small nuggets as you could get. 1291 * 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 * 1292 *
1548 * There is also a chance (1:30) that you will get nothing at all 1293 * 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 1294 * for the object. There is also a maximum weight that will be
1550 * alchemied. 1295 * alchemised.
1551 */ 1296 */
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 1297static void
1561alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight) 1298alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1562{ 1299{
1563 uint64 value = query_cost (obj, NULL, F_TRUE); 1300 uint64 value = query_cost (obj, NULL, F_TRUE);
1564 1301
1565 /* Give third price when we alchemy money (This should hopefully 1302 /* Give third price when we alchemy money (this should hopefully
1566 * make it so that it isn't worth it to alchemy money, sell 1303 * make it so that it isn't worth it to alchemy money, sell
1567 * the nuggets, alchemy the gold from that, etc. 1304 * the nuggets, alchemy the gold from that, etc.
1568 * Otherwise, give 9 silver on the gold for other objects, 1305 * Otherwise, give 9 silver on the gold for other objects,
1569 * so that it would still be more affordable to haul 1306 * so that it would still be more affordable to haul
1570 * the stuff back to town. 1307 * the stuff back to town.
1571 */ 1308 */
1572
1573 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1309 if (QUERY_FLAG (obj, FLAG_UNPAID))
1574 value = 0; 1310 value = 0;
1575 else if (obj->type == MONEY || obj->type == GEM) 1311 else if (obj->type == MONEY || obj->type == GEM)
1576 value /= 3; 1312 value /= 3;
1577 else 1313 else
1578 value = (value * 9) / 10; 1314 value = value * 9 / 10;
1579 1315
1580 value /= 4; // fix by GHJ, don't understand, pcg
1581
1582 if ((obj->value > 0) && rndm (0, 29)) 1316 if (obj->value > 0 && rndm (0, 29))
1583 { 1317 total_value += value;
1584 int count;
1585 1318
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; 1319 total_weight += obj->total_weight ();
1320
1606 obj->destroy (); 1321 obj->destroy ();
1607} 1322}
1608 1323
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 1324int
1637alchemy (object *op, object *caster, object *spell_ob) 1325alchemy (object *op, object *caster, object *spell_ob)
1638{ 1326{
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) 1327 if (op->type != PLAYER)
1645 return 0; 1328 return 0;
1646 1329
1330 archetype *nugget[3];
1331
1332 nugget[0] = archetype::find (shstr_pyrite3);
1333 nugget[1] = archetype::find (shstr_pyrite2);
1334 nugget[2] = archetype::find (shstr_pyrite);
1335
1647 /* Put a maximum weight of items that can be alchemied. Limits the power 1336 /* 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 1337 * some, and also prevents people from alchemising every table/chair/clock
1649 * in sight 1338 * in sight
1650 */ 1339 */
1651 weight_max = spell_ob->duration + +SP_level_duration_adjust (caster, spell_ob); 1340 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1652 weight_max *= 1000; 1341 int weight_max = duration * 1000;
1653 small = get_archetype ("smallnugget"), large = get_archetype ("largenugget"); 1342 uint64 value_max = duration * 1000;
1654 1343
1344 int weight = 0;
1345
1655 for (y = op->y - 1; y <= op->y + 1; y++) 1346 for (int y = op->y - 1; y <= op->y + 1; y++)
1656 { 1347 {
1657 for (x = op->x - 1; x <= op->x + 1; x++) 1348 for (int x = op->x - 1; x <= op->x + 1; x++)
1658 { 1349 {
1350 uint64 value = 0;
1351
1659 nx = x; 1352 sint16 nx = x;
1660 ny = y; 1353 sint16 ny = y;
1661 1354
1662 mp = op->map; 1355 maptile *mp = op->map;
1663 1356
1664 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); 1357 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1665 1358
1666 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1359 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1667 continue; 1360 continue;
1668 1361
1669 /* Treat alchemy a little differently - most spell effects 1362 /* Treat alchemy a little differently - most spell effects
1671 * ground level effect. 1364 * ground level effect.
1672 */ 1365 */
1673 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) 1366 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1674 continue; 1367 continue;
1675 1368
1676 small_nuggets = 0; 1369 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 { 1370 {
1681 next = tmp->above; 1371 next = tmp->above;
1372
1682 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1373 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1683 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1374 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1684 { 1375 {
1685
1686 if (tmp->inv) 1376 if (tmp->inv)
1687 { 1377 {
1688 object *next1, *tmp1; 1378 object *next1, *tmp1;
1689 1379
1690 for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1) 1380 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1691 { 1381 {
1692 next1 = tmp1->below; 1382 next1 = tmp1->below;
1693 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1383 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1694 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1384 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1695 alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight); 1385 alchemy_object (tmp1, value, weight);
1696 } 1386 }
1697 } 1387 }
1388
1698 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); 1389 alchemy_object (tmp, value, weight);
1699 1390
1700 if (weight > weight_max) 1391 if (weight > weight_max)
1701 { 1392 break;
1702 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1703 large->destroy ();
1704 small->destroy ();
1705 return 1;
1706 } 1393 }
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 */ 1394 }
1714 update_map (op, mp, small_nuggets, large_nuggets, nx, ny); 1395
1396 value -= rndm (value >> 4);
1397 value = min (value, value_max);
1398
1399 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1400 if (int nrof = value / nugget [i]->value)
1401 {
1402 value -= nrof * nugget[i]->value;
1403
1404 object *tmp = nugget[i]->instance ();
1405 tmp->nrof = nrof;
1406 tmp->flag [FLAG_IDENTIFIED] = true;
1407 op->map->insert (tmp, x, y, op, 0);
1715 } 1408 }
1716 }
1717 1409
1718 large->destroy (); 1410 if (weight > weight_max)
1719 small->destroy (); 1411 goto bailout;
1720 /* reset this so that if player standing on a big pile of stuff, 1412 }
1721 * it is redrawn properly. 1413 }
1722 */ 1414
1723 op->contr->ns->look_position = 0; 1415bailout:
1724 return 1; 1416 return 1;
1725} 1417}
1726
1727 1418
1728/* This function removes the cursed/damned status on equipped 1419/* This function removes the cursed/damned status on equipped
1729 * items. 1420 * items.
1730 */ 1421 */
1731int 1422int
1732remove_curse (object *op, object *caster, object *spell) 1423remove_curse (object *op, object *caster, object *spell)
1733{ 1424{
1734 object *tmp;
1735 int success = 0, was_one = 0; 1425 int success = 0, was_one = 0;
1736 1426
1737 for (tmp = op->inv; tmp; tmp = tmp->below) 1427 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1738 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1428 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1739 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1429 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1740 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1430 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1741 { 1431 {
1742 was_one++; 1432 was_one++;
1433
1743 if (tmp->level <= caster_level (caster, spell)) 1434 if (tmp->level <= casting_level (caster, spell))
1744 { 1435 {
1745 success++; 1436 success++;
1746 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1437 if (QUERY_FLAG (spell, FLAG_DAMNED))
1747 CLEAR_FLAG (tmp, FLAG_DAMNED); 1438 CLEAR_FLAG (tmp, FLAG_DAMNED);
1748 1439
1749 CLEAR_FLAG (tmp, FLAG_CURSED); 1440 CLEAR_FLAG (tmp, FLAG_CURSED);
1750 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1441 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1751 tmp->value = 0; /* Still can't sell it */ 1442 tmp->value = 0; /* Still can't sell it */
1752 if (op->type == PLAYER) 1443
1444 if (object *pl = tmp->visible_to ())
1753 esrv_send_item (op, tmp); 1445 esrv_update_item (UPD_FLAGS, pl, tmp);
1754 } 1446 }
1755 } 1447 }
1756 1448
1757 if (op->type == PLAYER) 1449 if (op->type == PLAYER)
1758 { 1450 {
1759 if (success) 1451 if (success)
1760 {
1761 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now."); 1452 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1762 }
1763 else 1453 else
1764 { 1454 {
1765 if (was_one) 1455 if (was_one)
1766 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse."); 1456 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1767 else 1457 else
1771 1461
1772 return success; 1462 return success;
1773} 1463}
1774 1464
1775/* Identifies objects in the players inventory/on the ground */ 1465/* Identifies objects in the players inventory/on the ground */
1776
1777int 1466int
1778cast_identify (object *op, object *caster, object *spell) 1467cast_identify (object *op, object *caster, object *spell)
1779{ 1468{
1780 object *tmp; 1469 object *tmp;
1781 int success = 0, num_ident; 1470 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1782 1471
1783 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1472 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 1473
1788 for (tmp = op->inv; tmp; tmp = tmp->below) 1474 for (tmp = op->inv; tmp; tmp = tmp->below)
1789 { 1475 {
1790 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1476 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1791 { 1477 {
1792 identify (tmp); 1478 identify (tmp);
1793 1479
1794 if (op->type == PLAYER) 1480 if (op->type == PLAYER)
1795 { 1481 {
1796 new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op)); 1482 buf.printf ("You identified: %s.\r", long_desc (tmp, op));
1797 1483
1798 if (tmp->msg) 1484 if (tmp->msg)
1799 { 1485 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 } 1486 }
1804 1487
1805 num_ident--;
1806 success = 1;
1807 if (!num_ident) 1488 if (!--num_ident)
1808 break; 1489 break;
1809 } 1490 }
1810 } 1491 }
1811 1492
1812 /* If all the power of the spell has been used up, don't go and identify 1493 /* 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 1494 * stuff on the floor. Only identify stuff on the floor if the spell
1814 * was not fully used. 1495 * was not fully used.
1815 */ 1496 */
1816 if (num_ident) 1497 if (num_ident)
1817 { 1498 {
1818 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1499 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)) 1500 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1820 { 1501 {
1821 identify (tmp); 1502 identify (tmp);
1822 1503
1823 if (op->type == PLAYER) 1504 if (object *pl = tmp->visible_to ())
1824 { 1505 {
1825 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op)); 1506 buf.printf ("On the ground you identified: %s.\r", long_desc (tmp, op));
1826 1507
1827 if (tmp->msg) 1508 if (tmp->msg)
1828 { 1509 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 } 1510 }
1835 1511
1836 num_ident--;
1837 success = 1;
1838 if (!num_ident) 1512 if (!--num_ident)
1839 break; 1513 break;
1840 } 1514 }
1841 } 1515 }
1842 1516
1843 if (!success) 1517 if (buf.empty ())
1844 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified."); 1518 {
1519 op->failmsg ("You can't reach anything unidentified.");
1520 return 0;
1521 }
1845 else 1522 else
1523 {
1524 if (op->contr)
1525 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1526
1846 spell_effect (spell, op->x, op->y, op->map, op); 1527 spell_effect (spell, op->x, op->y, op->map, op);
1847 1528 return 1;
1848 return success; 1529 }
1849} 1530}
1850 1531
1851int 1532int
1852cast_detection (object *op, object *caster, object *spell, object *skill) 1533cast_detection (object *op, object *caster, object *spell, object *skill)
1853{ 1534{
1858 1539
1859 /* We precompute some values here so that we don't have to keep 1540 /* We precompute some values here so that we don't have to keep
1860 * doing it over and over again. 1541 * doing it over and over again.
1861 */ 1542 */
1862 god = find_god (determine_god (op)); 1543 god = find_god (determine_god (op));
1863 level = caster_level (caster, spell); 1544 level = casting_level (caster, spell);
1864 range = spell->range + SP_level_range_adjust (caster, spell); 1545 range = spell->range + SP_level_range_adjust (caster, spell);
1865 1546
1866 if (!skill) 1547 if (!skill)
1867 skill = caster; 1548 skill = caster;
1868 1549
1869 for (x = op->x - range; x <= op->x + range; x++) 1550 dynbuf buf;
1870 for (y = op->y - range; y <= op->y + range; y++) 1551 unordered_mapwalk (buf, op, -range, -range, range, range)
1871 { 1552 {
1872 m = op->map;
1873 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1874 if (mflags & P_OUT_OF_MAP)
1875 continue;
1876
1877 /* For most of the detections, we only detect objects above the 1553 /* For most of the detections, we only detect objects above the
1878 * floor. But this is not true for show invisible. 1554 * floor. But this is not true for show invisible.
1879 * Basically, we just go and find the top object and work 1555 * Basically, we just go and find the top object and work
1880 * down - that is easier than working up. 1556 * down - that is easier than working up.
1881 */ 1557 */
1882 1558
1883 for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above) 1559 for (last = NULL, tmp = m->at (nx, ny).bot; tmp; tmp = tmp->above)
1884 last = tmp; 1560 last = tmp;
1885 1561
1886 /* Shouldn't happen, but if there are no objects on a space, this 1562 /* Shouldn't happen, but if there are no objects on a space, this
1887 * would happen. 1563 * would happen.
1888 */ 1564 */
1889 if (!last) 1565 if (!last)
1890 continue; 1566 continue;
1891 1567
1892 done_one = 0; 1568 done_one = 0;
1893 floor = 0; 1569 floor = 0;
1894 detect = NULL; 1570 detect = NULL;
1895 for (tmp = last; tmp; tmp = tmp->below) 1571 for (tmp = last; tmp; tmp = tmp->below)
1896 { 1572 {
1897 /* show invisible */ 1573 /* show invisible */
1898 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1574 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS)
1899 /* Might there be other objects that we can make visible? */ 1575 /* Might there be other objects that we can make visible? */
1900 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1576 && (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER)
1901 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1577 || (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ))
1902 tmp->type == CF_HANDLE || 1578 || tmp->type == T_HANDLE
1903 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE || 1579 || tmp->type == TRAPDOOR
1580 || tmp->type == EXIT
1581 || tmp->type == HOLE
1582 || tmp->type == BUTTON
1904 tmp->type == BUTTON || tmp->type == TELEPORTER || 1583 || tmp->type == TELEPORTER
1584 || tmp->type == GATE
1905 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1585 || tmp->type == LOCKED_DOOR
1906 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN || 1586 || tmp->type == WEAPON
1587 || tmp->type == ALTAR
1588 || tmp->type == SIGN
1907 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1589 || tmp->type == TRIGGER_PEDESTAL
1908 tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR))) 1590 || tmp->type == SPECIAL_KEY
1591 || tmp->type == TREASURE
1592 || tmp->type == BOOK
1593 || tmp->type == HOLY_ALTAR
1594 || tmp->type == CONTAINER)))
1909 { 1595 {
1910 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4) 1596 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1911 { 1597 {
1912 tmp->invisible = 0; 1598 tmp->invisible = 0;
1599 done_one = 1;
1600 }
1601 }
1602
1603 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1604 floor = 1;
1605
1606 /* All detections below this point don't descend beneath the floor,
1607 * so just continue on. We could be clever and look at the type of
1608 * detection to completely break out if we don't care about objects beneath
1609 * the floor, but once we get to the floor, not likely a very big issue anyways.
1610 */
1611 if (floor)
1612 continue;
1613
1614 /* I had thought about making detect magic and detect curse
1615 * show the flash the magic item like it does for detect monster.
1616 * however, if the object is within sight, this would then make it
1617 * difficult to see what object is magical/cursed, so the
1618 * effect wouldn't be as apparent.
1619 */
1620
1621 /* detect magic */
1622 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1623 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1624 {
1625 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1626 /* make runes more visible */
1627 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1628 tmp->stats.Cha /= 4;
1629
1630 done_one = 1;
1631 }
1632
1633 /* detect monster */
1634 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1635 {
1636 done_one = 2;
1637
1638 if (!detect)
1639 detect = tmp;
1640 }
1641
1642 /* Basically, if race is set in the spell, then the creatures race must
1643 * match that. if the spell race is set to GOD, then the gods opposing
1644 * race must match.
1645 */
1646 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1647 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1648 spell->race.contains (tmp->race)))
1649 {
1650 done_one = 2;
1651
1652 if (!detect)
1653 detect = tmp;
1654 }
1655
1656 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1657 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1658 {
1659 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1660 done_one = 1;
1661 }
1662
1663 // Do mining detection spell:
1664 if (spell->last_sp == 1) // 1 - detect any vein
1665 {
1666 if (tmp->type == VEIN)
1667 {
1668 if (tmp->other_arch)
1669 {
1670 if (!detect)
1671 detect = tmp->other_arch;
1672 done_one = 2;
1673 }
1674 else
1913 done_one = 1; 1675 done_one = 1;
1914 } 1676 }
1915 } 1677 }
1916
1917 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1918 floor = 1;
1919
1920 /* 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
1922 * 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.
1924 */
1925 if (floor)
1926 continue;
1927
1928 /* I had thought about making detect magic and detect curse
1929 * 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
1931 * difficult to see what object is magical/cursed, so the
1932 * effect wouldn't be as apparant.
1933 */
1934
1935 /* detect magic */
1936 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1937 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1938 {
1939 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1940 /* make runes more visibile */
1941 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1942 tmp->stats.Cha /= 4;
1943 done_one = 1;
1944 }
1945 /* detect monster */
1946 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1947 {
1948 done_one = 2;
1949 if (!detect)
1950 detect = tmp;
1951 }
1952 /* 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
1954 * race must match.
1955 */
1956 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1957 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) ||
1958 (strstr (spell->race, tmp->race))))
1959 {
1960 done_one = 2;
1961 if (!detect)
1962 detect = tmp;
1963 }
1964 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1965 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1966 {
1967 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1968 done_one = 1;
1969 }
1970 } /* for stack of objects on this space */ 1678 } /* for stack of objects on this space */
1971 1679
1972 /* Code here puts an effect of the spell on the space, so you can see 1680 /* Code here puts an effect of the spell on the space, so you can see
1973 * where the magic is. 1681 * where the magic is.
1974 */ 1682 */
1975 if (done_one) 1683 if (done_one)
1976 { 1684 {
1977 object *detect_ob = arch_to_object (spell->other_arch); 1685 object *detect_ob = spell->other_arch->instance ();
1978 1686
1979 /* if this is set, we want to copy the face */ 1687 /* if this is set, we want to copy the face */
1980 if (done_one == 2 && detect) 1688 if (done_one == 2 && detect)
1981 { 1689 {
1982 detect_ob->face = detect->face; 1690 detect_ob->face = detect->face;
1983 detect_ob->animation_id = detect->animation_id; 1691 detect_ob->animation_id = detect->animation_id;
1984 detect_ob->anim_speed = detect->anim_speed; 1692 detect_ob->anim_speed = detect->anim_speed;
1985 detect_ob->last_anim = 0; 1693 detect_ob->last_anim = 0;
1986 /* by default, the detect_ob is already animated */ 1694 /* by default, the detect_ob is already animated */
1987 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1695 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
1988 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1696 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
1989 } 1697 }
1990 1698
1991 m->insert (detect_ob, nx, ny, op); 1699 m->insert (detect_ob, nx, ny, op, INS_ON_TOP);
1992 } 1700 }
1993 } /* for processing the surrounding spaces */ 1701 } /* for processing the surrounding spaces */
1994 1702
1995 1703
1996 /* Now process objects in the players inventory if detect curse or magic */ 1704 /* 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)) 1705 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL))
1998 { 1706 {
1999 done_one = 0; 1707 done_one = 0;
1708
2000 for (tmp = op->inv; tmp; tmp = tmp->below) 1709 for (tmp = op->inv; tmp; tmp = tmp->below)
2001 { 1710 {
2002 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1711 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2003 { 1712 {
2004 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)) 1713 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL))
2005 { 1714 {
2006 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1715 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
2007 if (op->type == PLAYER) 1716
1717 if (object *pl = tmp->visible_to ())
2008 esrv_send_item (op, tmp); 1718 esrv_update_item (UPD_FLAGS, pl, tmp);
2009 } 1719 }
1720
2010 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1721 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
2011 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1722 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
2012 { 1723 {
2013 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1724 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
2014 if (op->type == PLAYER) 1725
1726 if (object *pl = tmp->visible_to ())
2015 esrv_send_item (op, tmp); 1727 esrv_update_item (UPD_FLAGS, pl, tmp);
2016 } 1728 }
2017 } /* if item is not identified */ 1729 } /* if item is not identified */
2018 } /* for the players inventory */ 1730 } /* for the players inventory */
2019 } /* if detect magic/curse and object is a player */ 1731 } /* if detect magic/curse and object is a player */
1732
2020 return 1; 1733 return 1;
2021} 1734}
2022 1735
2023 1736
2024/** 1737/**
2037 1750
2038 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you."); 1751 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
2039 1752
2040 if (victim->stats.sp >= victim->stats.maxsp * 2) 1753 if (victim->stats.sp >= victim->stats.maxsp * 2)
2041 { 1754 {
2042 object *tmp;
2043
2044 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1755 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; 1756 victim->stats.sp = 2 * victim->stats.maxsp;
1757 create_exploding_ball_at (victim, caster_level);
2053 } 1758 }
2054 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1759 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."); 1760 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) 1761 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2057 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 1762 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
2058 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1763 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2059 { 1764 {
2060 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1765 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2106 } 1811 }
2107 /* give sp */ 1812 /* give sp */
2108 if (spell->stats.dam > 0) 1813 if (spell->stats.dam > 0)
2109 { 1814 {
2110 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell); 1815 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
2111 charge_mana_effect (plyr, caster_level (caster, spell)); 1816 charge_mana_effect (plyr, casting_level (caster, spell));
2112 return 1; 1817 return 1;
2113 } 1818 }
2114 /* suck sp away. Can't suck sp from yourself */ 1819 /* suck sp away. Can't suck sp from yourself */
2115 else if (op != plyr) 1820 else if (op != plyr)
2116 { 1821 {
2128 /* Player doesn't get full credit */ 1833 /* Player doesn't get full credit */
2129 sucked = (sucked * rate) / 100; 1834 sucked = (sucked * rate) / 100;
2130 op->stats.sp += sucked; 1835 op->stats.sp += sucked;
2131 if (sucked > 0) 1836 if (sucked > 0)
2132 { 1837 {
2133 charge_mana_effect (op, caster_level (caster, spell)); 1838 charge_mana_effect (op, casting_level (caster, spell));
2134 } 1839 }
2135 } 1840 }
2136 return 1; 1841 return 1;
2137 } 1842 }
2138 return 0; 1843 return 0;
2180 /* Basically, if the object is magical and not counterspell, 1885 /* Basically, if the object is magical and not counterspell,
2181 * we will more or less remove the object. Don't counterspell 1886 * we will more or less remove the object. Don't counterspell
2182 * monsters either. 1887 * monsters either.
2183 */ 1888 */
2184 1889
2185 if (head->attacktype & AT_MAGIC && 1890 if (head->attacktype & AT_MAGIC
2186 !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level)) 1891 && !(head->attacktype & AT_COUNTERSPELL)
1892 && !QUERY_FLAG (head, FLAG_MONSTER)
1893 && (op->level > head->level))
2187 head->destroy (); 1894 head->destroy ();
2188 else 1895 else
2189 switch (head->type) 1896 switch (head->type)
2190 { 1897 {
2191 case SPELL_EFFECT: 1898 case SPELL_EFFECT:
1899 // XXX: Don't affect floor spelleffects. See also XXX comment
1900 // about sanctuary in spell_util.C
1901 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1902 continue;
1903
2192 if (op->level > head->level) 1904 if (op->level > head->level)
2193 head->destroy (); 1905 head->destroy ();
2194 1906
2195 break; 1907 break;
2196 1908
2207 break; 1919 break;
2208 } 1920 }
2209 } 1921 }
2210} 1922}
2211 1923
2212
2213
2214/* cast_consecrate() - a spell to make an altar your god's */ 1924/* cast_consecrate() - a spell to make an altar your god's */
2215int 1925int
2216cast_consecrate (object *op, object *caster, object *spell) 1926cast_consecrate (object *op, object *caster, object *spell)
2217{ 1927{
2218 char buf[MAX_BUF]; 1928 char buf[MAX_BUF];
2230 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1940 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2231 break; 1941 break;
2232 if (tmp->type == HOLY_ALTAR) 1942 if (tmp->type == HOLY_ALTAR)
2233 { 1943 {
2234 1944
2235 if (tmp->level > caster_level (caster, spell)) 1945 if (tmp->level > casting_level (caster, spell))
2236 { 1946 {
2237 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name); 1947 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name);
2238 return 0; 1948 return 0;
2239 } 1949 }
2240 else 1950 else
2241 { 1951 {
2242 /* If we got here, we are consecrating an altar */ 1952 /* If we got here, we are consecrating an altar */
2243 sprintf (buf, "Altar of %s", &god->name); 1953 sprintf (buf, "Altar of %s", &god->name);
2244 tmp->name = buf; 1954 tmp->name = buf;
2245 tmp->level = caster_level (caster, spell); 1955 tmp->level = casting_level (caster, spell);
2246 tmp->other_arch = god->arch; 1956 tmp->other_arch = god->arch;
1957
2247 if (op->type == PLAYER) 1958 if (op->type == PLAYER)
2248 esrv_update_item (UPD_NAME, op, tmp); 1959 esrv_update_item (UPD_NAME, op, tmp);
1960
2249 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name); 1961 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
2250 return 1; 1962 return 1;
2251 } 1963 }
2252 } 1964 }
2253 } 1965 }
2263 * This code was very odd - code early on would only let players use the spell, 1975 * 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 1976 * 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 1977 * that only let players use it was correct, and removed all the other
2266 * player checks. MSW 2003-01-06 1978 * player checks. MSW 2003-01-06
2267 */ 1979 */
2268
2269int 1980int
2270animate_weapon (object *op, object *caster, object *spell, int dir) 1981animate_weapon (object *op, object *caster, object *spell, int dir)
2271{ 1982{
2272 object *weapon, *tmp; 1983 object *weapon, *tmp;
2273 char buf[MAX_BUF]; 1984 char buf[MAX_BUF];
2274 int a, i; 1985 int a, i;
2275 sint16 x, y; 1986 sint16 x, y;
2276 maptile *m; 1987 maptile *m;
2277 materialtype_t *mt;
2278 1988
2279 if (!spell->other_arch) 1989 if (!spell->other_arch)
2280 { 1990 {
2281 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1991 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2282 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name); 1992 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2285 /* exit if it's not a player using this spell. */ 1995 /* exit if it's not a player using this spell. */
2286 if (op->type != PLAYER) 1996 if (op->type != PLAYER)
2287 return 0; 1997 return 0;
2288 1998
2289 /* if player already has a golem, abort */ 1999 /* if player already has a golem, abort */
2290 if (op->contr->ranges[range_golem]) 2000 if (object *golem = op->contr->golem)
2291 { 2001 {
2292 control_golem (op->contr->ranges[range_golem], dir); 2002 control_golem (golem, dir);
2293 return 0; 2003 return 0;
2294 } 2004 }
2295 2005
2296 /* if no direction specified, pick one */ 2006 /* if no direction specified, pick one */
2297 if (!dir) 2007 if (!dir)
2298 dir = find_free_spot (NULL, op->map, op->x, op->y, 1, 9); 2008 dir = find_free_spot (spell->other_arch, op->map, op->x, op->y, 1, 9);
2299 2009
2300 m = op->map; 2010 m = op->map;
2301 x = op->x + freearr_x[dir]; 2011 x = op->x + freearr_x[dir];
2302 y = op->y + freearr_y[dir]; 2012 y = op->y + freearr_y[dir];
2303 2013
2304 /* if there's no place to put the golem, abort */ 2014 /* 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) || 2015 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)) 2016 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2307 { 2017 {
2308 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2018 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
2309 return 0; 2019 return 0;
2310 } 2020 }
2311 2021
2315 if (!weapon) 2025 if (!weapon)
2316 { 2026 {
2317 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2027 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2318 return 0; 2028 return 0;
2319 } 2029 }
2030
2320 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2031 if (spell->race && weapon->arch->archname != spell->race)
2321 { 2032 {
2322 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2033 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2323 return 0; 2034 return 0;
2324 } 2035 }
2036
2325 if (weapon->type != WEAPON) 2037 if (weapon->type != WEAPON)
2326 { 2038 {
2327 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it."); 2039 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it.");
2328 return 0; 2040 return 0;
2329 } 2041 }
2042
2330 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2043 if (QUERY_FLAG (weapon, FLAG_APPLIED))
2331 { 2044 {
2332 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon)); 2045 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; 2046 return 0;
2334 } 2047 }
2335 2048
2336 if (weapon->nrof > 1) 2049 weapon = weapon->split ();
2337 {
2338 tmp = get_split_ob (weapon, 1);
2339 esrv_send_item (op, weapon);
2340 weapon = tmp;
2341 }
2342 2050
2343 /* create the golem object */ 2051 /* create the golem object */
2344 tmp = arch_to_object (spell->other_arch); 2052 tmp = spell->other_arch->instance ();
2345 2053
2346 /* if animated by a player, give the player control of the golem */ 2054 /* if animated by a player, give the player control of the golem */
2347 CLEAR_FLAG (tmp, FLAG_MONSTER); 2055 CLEAR_FLAG (tmp, FLAG_MONSTER);
2348 SET_FLAG (tmp, FLAG_FRIENDLY);
2349 tmp->stats.exp = 0; 2056 tmp->stats.exp = 0;
2350 add_friendly_object (tmp); 2057 add_friendly_object (tmp);
2351 tmp->type = GOLEM; 2058 tmp->type = GOLEM;
2352 tmp->set_owner (op); 2059 tmp->set_owner (op);
2060 op->contr->golem = tmp;
2353 set_spell_skill (op, caster, spell, tmp); 2061 set_spell_skill (op, caster, spell, tmp);
2354 op->contr->ranges[range_golem] = tmp;
2355 op->contr->shoottype = range_golem;
2356 2062
2357 /* Give the weapon to the golem now. A bit of a hack to check the 2063 /* 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 2064 * removed flag - it should only be set if weapon->split was
2359 * used above. 2065 * used above.
2360 */ 2066 */
2361 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2067 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2362 weapon->remove (); 2068 weapon->remove ();
2363 insert_ob_in_ob (weapon, tmp); 2069
2364 esrv_send_item (op, weapon); 2070 tmp->insert (weapon);
2071
2365 /* To do everything necessary to let a golem use the weapon is a pain, 2072 /* 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 2073 * so instead, just set it as equipped (otherwise, we need to update
2367 * body_info, skills, etc) 2074 * body_info, skills, etc)
2368 */ 2075 */
2369 SET_FLAG (tmp, FLAG_USE_WEAPON); 2076 SET_FLAG (tmp, FLAG_USE_WEAPON);
2395 2102
2396 /* attacktype */ 2103 /* attacktype */
2397 if (!tmp->attacktype) 2104 if (!tmp->attacktype)
2398 tmp->attacktype = AT_PHYSICAL; 2105 tmp->attacktype = AT_PHYSICAL;
2399 2106
2400 mt = NULL;
2401 if (op->materialname != NULL)
2402 mt = name_to_material (op->materialname);
2403 if (mt != NULL)
2404 {
2405 for (i = 0; i < NROFATTACKS; i++) 2107 for (i = 0; i < NROFATTACKS; i++)
2406 tmp->resist[i] = 50 - (mt->save[i] * 5); 2108 tmp->resist[i] = 50 - (op->material->save[i] * 5);
2407 a = mt->save[0]; 2109
2408 } 2110 a = op->material->save[0];
2409 else 2111
2410 {
2411 for (i = 0; i < NROFATTACKS; i++)
2412 tmp->resist[i] = 5;
2413 a = 10;
2414 }
2415 /* Set weapon's immunity */ 2112 /* Set weapon's immunity */
2416 tmp->resist[ATNR_CONFUSION] = 100; 2113 tmp->resist[ATNR_CONFUSION] = 100;
2417 tmp->resist[ATNR_POISON] = 100; 2114 tmp->resist[ATNR_POISON] = 100;
2418 tmp->resist[ATNR_SLOW] = 100; 2115 tmp->resist[ATNR_SLOW] = 100;
2419 tmp->resist[ATNR_PARALYZE] = 100; 2116 tmp->resist[ATNR_PARALYZE] = 100;
2425 2122
2426 /* Improve weapon's armour value according to best save vs. physical of its material */ 2123 /* Improve weapon's armour value according to best save vs. physical of its material */
2427 2124
2428 if (a > 14) 2125 if (a > 14)
2429 a = 14; 2126 a = 14;
2127
2430 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); 2128 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2431 2129
2432 /* Determine golem's speed */ 2130 /* Determine golem's speed */
2433 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell))); 2131 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2434 2132
2444 tmp->state = weapon->state; 2142 tmp->state = weapon->state;
2445 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2143 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2446 } 2144 }
2447 2145
2448 /* make experience increase in proportion to the strength of the summoned creature. */ 2146 /* 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)); 2147 tmp->stats.exp *= 1 + (max (spell->stats.maxgrace, spell->stats.sp) / casting_level (caster, spell));
2450 2148
2451 tmp->speed_left = -1; 2149 tmp->speed_left = -1;
2452 tmp->direction = dir; 2150 tmp->direction = dir;
2453 2151
2454 m->insert (tmp, x, y, op); 2152 m->insert (tmp, x, y, op);
2458/* cast_daylight() - changes the map darkness level *lower* */ 2156/* cast_daylight() - changes the map darkness level *lower* */
2459 2157
2460/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2158/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2461 * This changes the light level for the entire map. 2159 * This changes the light level for the entire map.
2462 */ 2160 */
2463
2464int 2161int
2465cast_change_map_lightlevel (object *op, object *caster, object *spell) 2162cast_change_map_lightlevel (object *op, object *caster, object *spell)
2466{ 2163{
2467 int success; 2164 int success;
2468 2165
2476 if (spell->stats.dam < 0) 2173 if (spell->stats.dam < 0)
2477 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2174 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2478 else 2175 else
2479 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2176 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here.");
2480 } 2177 }
2178
2481 return success; 2179 return success;
2482} 2180}
2483
2484
2485
2486
2487 2181
2488/* create an aura spell object and put it in the player's inventory. 2182/* 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, 2183 * as usual, op is player, caster is the object casting the spell,
2490 * spell is the spell object itself. 2184 * spell is the spell object itself.
2491 */ 2185 */
2497 2191
2498 new_aura = present_arch_in_ob (spell->other_arch, op); 2192 new_aura = present_arch_in_ob (spell->other_arch, op);
2499 if (new_aura) 2193 if (new_aura)
2500 refresh = 1; 2194 refresh = 1;
2501 else 2195 else
2502 new_aura = arch_to_object (spell->other_arch); 2196 new_aura = spell->other_arch->instance ();
2503 2197
2504 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); 2198 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2505 2199
2506 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 2200 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2507 2201
2508 new_aura->set_owner (op);
2509 set_spell_skill (op, caster, spell, new_aura); 2202 set_spell_skill (op, caster, spell, new_aura);
2510 new_aura->attacktype = spell->attacktype; 2203 new_aura->attacktype = spell->attacktype;
2511 2204
2512 new_aura->level = caster_level (caster, spell); 2205 new_aura->level = casting_level (caster, spell);
2206
2513 if (refresh) 2207 if (refresh)
2514 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2208 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2515 else 2209 else
2516 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2210 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2211
2517 insert_ob_in_ob (new_aura, op); 2212 insert_ob_in_ob (new_aura, op);
2213 new_aura->set_owner (op);
2214
2518 return 1; 2215 return 1;
2519} 2216}
2520
2521 2217
2522/* move aura function. An aura is a part of someone's inventory, 2218/* 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 2219 * which he carries with him, but which acts on the map immediately
2524 * around him. 2220 * around him.
2525 * Aura parameters: 2221 * Aura parameters:
2526 * duration: duration counter. 2222 * duration: duration counter.
2527 * attacktype: aura's attacktype 2223 * attacktype: aura's attacktype
2528 * other_arch: archetype to drop where we attack 2224 * other_arch: archetype to drop where we attack
2529 */ 2225 */
2530
2531void 2226void
2532move_aura (object *aura) 2227move_aura (object *aura)
2533{ 2228{
2534 int i, mflags;
2535 object *env;
2536 maptile *m;
2537
2538 /* auras belong in inventories */ 2229 /* auras belong in inventories */
2539 env = aura->env; 2230 object *env = aura->env;
2231 object *owner = aura->owner;
2540 2232
2541 /* no matter what we've gotta remove the aura... 2233 /* no matter what we've gotta remove the aura...
2542 * we'll put it back if its time isn't up. 2234 * we'll put it back if its time isn't up.
2543 */ 2235 */
2544 aura->remove (); 2236 aura->remove ();
2549 aura->destroy (); 2241 aura->destroy ();
2550 return; 2242 return;
2551 } 2243 }
2552 2244
2553 /* auras only exist in inventories */ 2245 /* auras only exist in inventories */
2554 if (env == NULL || env->map == NULL) 2246 if (!env || !env->map)
2555 { 2247 {
2556 aura->destroy (); 2248 aura->destroy ();
2557 return; 2249 return;
2558 } 2250 }
2559 2251
2560 /* we need to jump out of the inventory for a bit 2252 /* we need to jump out of the inventory for a bit
2561 * in order to hit the map conveniently. 2253 * in order to hit the map conveniently.
2562 */ 2254 */
2563 aura->insert_at (env, aura); 2255 aura->insert_at (env, aura);
2564 2256
2565 for (i = 1; i < 9; i++) 2257 for (int i = 1; i < 9; i++)
2566 { 2258 {
2567 sint16 nx, ny; 2259 mapxy pos (env);
2260 pos.move (i);
2568 2261
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 2262 /* 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 2263 * 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. 2264 * is flying also, if player is walking, it is on the ground, etc.
2576 */ 2265 */
2577 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny)))) 2266 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2578 { 2267 {
2579 hit_map (aura, i, aura->attacktype, 0); 2268 hit_map (aura, i, aura->attacktype, 0);
2580 2269
2581 if (aura->other_arch) 2270 if (aura->other_arch)
2582 m->insert (arch_to_object (aura->other_arch), nx, ny, aura); 2271 pos.insert (aura->other_arch->instance (), aura);
2583 } 2272 }
2584 } 2273 }
2585 2274
2586 /* put the aura back in the player's inventory */ 2275 /* put the aura back in the player's inventory */
2587 aura->remove (); 2276 env->insert (aura);
2588 insert_ob_in_ob (aura, env); 2277 aura->set_owner (owner);
2589} 2278}
2590 2279
2591/* moves the peacemaker spell. 2280/* moves the peacemaker spell.
2592 * op is the piece object. 2281 * op is the piece object.
2593 */ 2282 */
2594
2595void 2283void
2596move_peacemaker (object *op) 2284move_peacemaker (object *op)
2597{ 2285{
2598 object *tmp; 2286 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 { 2287 {
2602 int atk_lev, def_lev; 2288 int atk_lev, def_lev;
2603 object *victim = tmp; 2289 object *victim = tmp->head_ ();
2604 2290
2605 if (tmp->head)
2606 victim = tmp->head;
2607 if (!QUERY_FLAG (victim, FLAG_MONSTER)) 2291 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2608 continue; 2292 continue;
2293
2609 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2294 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2610 continue; 2295 continue;
2296
2611 if (victim->stats.exp == 0) 2297 if (victim->stats.exp == 0)
2612 continue; 2298 continue;
2613 2299
2614 def_lev = MAX (1, victim->level); 2300 def_lev = max (1, victim->level);
2615 atk_lev = MAX (1, op->level); 2301 atk_lev = max (1, op->level);
2616 2302
2617 if (rndm (0, atk_lev - 1) > def_lev) 2303 if (rndm (0, atk_lev - 1) > def_lev)
2618 { 2304 {
2619 /* make this sucker peaceful. */ 2305 /* make this sucker peaceful. */
2620 2306
2307 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2621 change_exp (op->owner, victim->stats.exp, op->skill, 0); 2308 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2622 victim->stats.exp = 0; 2309 victim->stats.exp = 0;
2623#if 0 2310#if 0
2624 /* No idea why these were all set to zero - if something 2311 /* No idea why these were all set to zero - if something
2625 * makes this creature agressive, he should still do damage. 2312 * makes this creature agressive, he should still do damage.
2632 victim->attack_movement = RANDO2; 2319 victim->attack_movement = RANDO2;
2633 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2320 SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2634 SET_FLAG (victim, FLAG_RUN_AWAY); 2321 SET_FLAG (victim, FLAG_RUN_AWAY);
2635 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2322 SET_FLAG (victim, FLAG_RANDOM_MOVE);
2636 CLEAR_FLAG (victim, FLAG_MONSTER); 2323 CLEAR_FLAG (victim, FLAG_MONSTER);
2324
2637 if (victim->name) 2325 if (victim->name)
2638 {
2639 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name); 2326 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2640 } 2327 }
2641 }
2642 } 2328 }
2643} 2329}
2644
2645 2330
2646/* This writes a rune that contains the appropriate message. 2331/* This writes a rune that contains the appropriate message.
2647 * There really isn't any adjustments we make. 2332 * There really isn't any adjustments we make.
2648 */ 2333 */
2649
2650int 2334int
2651write_mark (object *op, object *spell, const char *msg) 2335write_mark (object *op, object *spell, const char *msg)
2652{ 2336{
2653 char rune[HUGE_BUF];
2654 object *tmp;
2655
2656 if (!msg || msg[0] == 0) 2337 if (!msg || msg[0] == 0)
2657 { 2338 {
2658 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2339 new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2659 return 0; 2340 return 0;
2660 } 2341 }
2661 2342
2662 if (strcasestr_local (msg, "endmsg")) 2343 if (!msg_is_safe (msg))
2663 { 2344 {
2664 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?"); 2345 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); 2346 LOG (llevInfo, "write_mark: player %s tried to write bogus rune %s\n", &op->name, msg);
2666 return 0; 2347 return 0;
2667 } 2348 }
2349
2668 if (!spell->other_arch) 2350 if (!spell->other_arch)
2669 return 0; 2351 return 0;
2670 tmp = arch_to_object (spell->other_arch);
2671 2352
2672 snprintf (rune, sizeof (rune), "%s\n", msg); 2353 object *tmp = spell->other_arch->instance ();
2673 2354
2674 tmp->race = op->name; /*Save the owner of the rune */ 2355 tmp->race = op->name; /*Save the owner of the rune */
2675 tmp->msg = rune; 2356 tmp->msg = msg;
2676 2357
2677 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); 2358 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2359
2678 return 1; 2360 return 1;
2679} 2361}
2362

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