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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 1.124 by root, Sun Apr 11 00:34:06 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 && wand->arch->flag [FLAG_ANIMATE])
111 { 109 {
112 SET_FLAG (wand, FLAG_ANIMATE); 110 wand->set_flag (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 && tmp->flag [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)
200 193
201 missile->magic = missile_plus; 194 missile->magic = missile_plus;
202 /* Can't get any money for these objects */ 195 /* Can't get any money for these objects */
203 missile->value = 0; 196 missile->value = 0;
204 197
205 SET_FLAG (missile, FLAG_IDENTIFIED); 198 missile->set_flag (FLAG_IDENTIFIED);
206 199
207 if (!cast_create_obj (op, caster, missile, dir) && op->type == PLAYER && !missile->destroyed ()) 200 if (!cast_create_obj (op, caster, missile, dir) && op->type == PLAYER && !missile->destroyed ())
208 pick_up (op, missile); 201 pick_up (op, missile);
209 202
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
299 mflags = get_map_flags (m, &m, x, y, &x, &y); 297 mflags = get_map_flags (m, &m, x, y, &x, &y);
300 298
301 if (mflags & P_OUT_OF_MAP) 299 if (mflags & P_OUT_OF_MAP)
302 break; 300 break;
303 301
304 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) 302 if (!op->flag [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 (tmp->flag [FLAG_ALIVE] && (tmp->type == PLAYER || tmp->flag [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 (mon->flag [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 }
394 396
395 if (op->type == PLAYER) 397 if (op->type == PLAYER)
396 { 398 {
397 op->contr->invis_race = spell_ob->race; 399 op->contr->invis_race = spell_ob->race;
398 400
399 if (QUERY_FLAG (spell_ob, FLAG_MAKE_INVIS)) 401 if (spell_ob->flag [FLAG_MAKE_INVIS])
400 op->contr->tmp_invis = 0; 402 op->contr->tmp_invis = 0;
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 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 452
453 if (tmp->flag [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 && !pl->flag [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;
930 tmp->attacktype = spell_ob->attacktype; 679 tmp->attacktype = spell_ob->attacktype;
931 tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 680 tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
932 tmp->stats.dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 681 tmp->stats.dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
933 tmp->range = 0; 682 tmp->range = 0;
934 } 683 }
935 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 684 else if (tmp->flag [FLAG_ALIVE])
936 { 685 {
937 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 686 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
938 tmp->stats.maxhp = tmp->stats.hp; 687 tmp->stats.maxhp = tmp->stats.hp;
939 } 688 }
940 689
941 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP)) 690 if (spell_ob->flag [FLAG_IS_USED_UP] || tmp->flag [FLAG_IS_USED_UP])
942 { 691 {
943 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 692 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
944 SET_FLAG (tmp, FLAG_IS_USED_UP); 693 tmp->set_flag (FLAG_IS_USED_UP);
945 } 694 }
946 695
947 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 696 if (spell_ob->flag [FLAG_TEAR_DOWN])
948 { 697 {
949 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 698 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
950 tmp->stats.maxhp = tmp->stats.hp; 699 tmp->stats.maxhp = tmp->stats.hp;
951 SET_FLAG (tmp, FLAG_TEAR_DOWN); 700 tmp->set_flag (FLAG_TEAR_DOWN);
952 SET_FLAG (tmp, FLAG_ALIVE); 701 tmp->set_flag (FLAG_ALIVE);
953 } 702 }
954 703
955 /* This can't really hurt - if the object doesn't kill anything, 704 /* This can't really hurt - if the object doesn't kill anything,
956 * these fields just won't be used. Do not set the owner for 705 * these fields just won't be used. Do not set the owner for
957 * earthwalls, though, so they survive restarts. 706 * earthwalls, though, so they survive restarts.
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
1027 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) 776 if (tmp->flag [FLAG_BLOCKSVIEW])
1028 update_all_los (op->map, op->x, op->y); 777 update_all_los (op->map, op->x, op->y);
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;
1041 if (op->type != PLAYER) 790 if (op->type != PLAYER)
1042 return 0; 791 return 0;
1043 792
1044 if (!dir) 793 if (!dir)
1045 { 794 {
1046 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?"); 795 op->failmsg ("In what direction?");
1047 return 0; 796 return 0;
1048 } 797 }
1049 798
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 < MAX_FOOD)
1264 { 1008 {
1265 tmp->stats.food += spell->stats.food; 1009 tmp->stats.food += spell->stats.food;
1266 if (tmp->stats.food > 999) 1010 min_it (tmp->stats.food, MAX_FOOD);
1267 tmp->stats.food = 999; 1011
1268 success = 1; 1012 success = 1;
1269 /* We could do something a bit better like the messages for healing above */ 1013 /* We could do something a bit better like the messages for healing above */
1270 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food"); 1014 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1271 } 1015 }
1016
1272 return success; 1017 return success;
1273} 1018}
1274
1275 1019
1276/* This is used for the spells that gain stats. There are no spells 1020/* This is used for the spells that gain stats. There are no spells
1277 * right now that icnrease wis/int/pow on a temp basis, so no 1021 * right now that icnrease wis/int/pow on a temp basis, so no
1278 * good comments for those. 1022 * good comments for those.
1279 */ 1023 */
1280static const char *const no_gain_msgs[NUM_STATS] = { 1024static const char *const no_gain_msgs[NUM_STATS] = {
1281 "You grow no stronger.", 1025 "You grow no stronger.",
1282 "You grow no more agile.", 1026 "You grow no more agile.",
1283 "You don't feel any healthier.", 1027 "You don't feel any healthier.",
1284 "no wis", 1028 "You didn't grow any more intelligent.",
1029 "You do not feel any wiser.",
1030 "You don't feel any more powerful."
1285 "You are no easier to look at.", 1031 "You are no easier to look at.",
1286 "no int",
1287 "no pow"
1288}; 1032};
1289 1033
1290int 1034int
1035change_ability_duration (object *spell, object *caster)
1036{
1037 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1038}
1039
1040int
1291cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) 1041cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1292{ 1042{
1293 object *force = NULL; 1043 object *force = 0;
1294 int i; 1044 int i;
1295 1045
1296 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1046 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1297 object *tmp = dir 1047 object *tmp = dir
1298 ? find_target_for_friendly_spell (op, dir) 1048 ? find_target_for_friendly_spell (op, dir)
1299 : op; 1049 : op;
1300 1050
1301 if (!tmp) 1051 if (!tmp)
1302 return 0; 1052 return 0;
1303 1053
1304 /* If we've already got a force of this type, don't add a new one. */ 1054 /* If we've already got a force of this type, don't add a new one. */
1312 break; 1062 break;
1313 } 1063 }
1314 else if (spell_ob->race && spell_ob->race == tmp2->name) 1064 else if (spell_ob->race && spell_ob->race == tmp2->name)
1315 { 1065 {
1316 if (!silent) 1066 if (!silent)
1317 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 1067 new_draw_info_format (NDI_UNIQUE, 0, op,
1068 "You can not cast %s while %s is in effect",
1069 &spell_ob->name, &tmp2->name_pl);
1070
1318 return 0; 1071 return 0;
1319 } 1072 }
1320 } 1073 }
1321 } 1074 }
1075
1076 int duration = change_ability_duration (spell_ob, caster);
1077
1322 if (force == NULL) 1078 if (force)
1323 {
1324 force = get_archetype (FORCE_NAME);
1325 force->subtype = FORCE_CHANGE_ABILITY;
1326 if (spell_ob->race)
1327 force->name = spell_ob->race;
1328 else
1329 force->name = spell_ob->name;
1330 force->name_pl = spell_ob->name;
1331 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1332
1333 } 1079 {
1334 else
1335 {
1336 int duration;
1337
1338 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1339 if (duration > force->duration) 1080 if (duration > force->duration)
1340 { 1081 {
1341 force->duration = duration; 1082 force->duration = duration;
1342 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1083 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1343 } 1084 }
1344 else 1085 else
1345 {
1346 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1086 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1347 } 1087
1348 return 1; 1088 return 1;
1349 } 1089 }
1350 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1090
1091 new_draw_info_format (NDI_UNIQUE, 0, op,
1092 "You create an aura of magical force. H<The effect will last for about %.10g seconds.>",
1093 TICK2TIME (duration));
1094
1095 force = get_archetype (FORCE_NAME);
1096 force->subtype = FORCE_CHANGE_ABILITY;
1097 force->duration = duration;
1098
1099 if (spell_ob->race)
1100 force->name = spell_ob->race;
1101 else
1102 force->name = spell_ob->name;
1103
1104 force->name_pl = spell_ob->name;
1105
1351 force->speed = 1.0; 1106 force->speed = 1.0;
1352 force->speed_left = -1.0; 1107 force->speed_left = -1.0;
1353 SET_FLAG (force, FLAG_APPLIED); 1108 force->set_flag (FLAG_APPLIED);
1354 1109
1355 /* Now start processing the effects. First, protections */ 1110 /* Now start processing the effects. First, protections */
1356 for (i = 0; i < NROFATTACKS; i++) 1111 for (i = 0; i < NROFATTACKS; i++)
1357 { 1112 {
1358 if (spell_ob->resist[i]) 1113 if (spell_ob->resist[i])
1360 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob); 1115 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob);
1361 if (force->resist[i] > 100) 1116 if (force->resist[i] > 100)
1362 force->resist[i] = 100; 1117 force->resist[i] = 100;
1363 } 1118 }
1364 } 1119 }
1120
1365 if (spell_ob->stats.hp) 1121 if (spell_ob->stats.hp)
1366 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob); 1122 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1367 1123
1368 if (tmp->type == PLAYER) 1124 if (tmp->type == PLAYER)
1369 { 1125 {
1370 /* Stat adjustment spells */ 1126 /* Stat adjustment spells */
1371 for (i = 0; i < NUM_STATS; i++) 1127 for (i = 0; i < NUM_STATS; i++)
1372 { 1128 {
1373 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; 1129 if (sint8 stat = spell_ob->stats.stat (i))
1374
1375 if (stat)
1376 { 1130 {
1377 sm = 0; 1131 sint8 sm = 0;
1378 for (k = 0; k < stat; k++) 1132 for (sint8 k = 0; k < stat; k++)
1379 sm += rndm (1, 3); 1133 sm += rndm (1, 3);
1380 1134
1381 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) 1135 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1382 { 1136 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1383 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); 1137
1384 if (sm < 0) 1138 force->stats.stat (i) = sm;
1385 sm = 0; 1139
1386 }
1387 set_attr_value (&force->stats, i, sm);
1388 if (!sm) 1140 if (!sm)
1389 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); 1141 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1390 } 1142 }
1391 } 1143 }
1392 } 1144 }
1393 1145
1394 force->move_type = spell_ob->move_type; 1146 force->move_type = spell_ob->move_type;
1395 1147
1396 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK)) 1148 if (spell_ob->flag [FLAG_SEE_IN_DARK])
1397 SET_FLAG (force, FLAG_SEE_IN_DARK); 1149 force->set_flag (FLAG_SEE_IN_DARK);
1398 1150
1399 if (QUERY_FLAG (spell_ob, FLAG_XRAYS)) 1151 if (spell_ob->flag [FLAG_XRAYS])
1400 SET_FLAG (force, FLAG_XRAYS); 1152 force->set_flag (FLAG_XRAYS);
1401 1153
1402 /* Haste/bonus speed */ 1154 /* Haste/bonus speed */
1403 if (spell_ob->stats.exp) 1155 if (spell_ob->stats.exp)
1404 { 1156 {
1405 if (op->speed > 0.5f) 1157 if (op->speed > 0.5f)
1413 force->attacktype = spell_ob->attacktype; 1165 force->attacktype = spell_ob->attacktype;
1414 1166
1415 insert_ob_in_ob (force, tmp); 1167 insert_ob_in_ob (force, tmp);
1416 change_abil (tmp, force); /* Mostly to display any messages */ 1168 change_abil (tmp, force); /* Mostly to display any messages */
1417 tmp->update_stats (); 1169 tmp->update_stats ();
1170
1418 return 1; 1171 return 1;
1419} 1172}
1420 1173
1421/* This used to be part of cast_change_ability, but it really didn't make 1174/* This used to be part of cast_change_ability, but it really didn't make
1422 * a lot of sense, since most of the values it derives are from the god 1175 * a lot of sense, since most of the values it derives are from the god
1423 * of the caster. 1176 * of the caster.
1424 */ 1177 */
1425
1426int 1178int
1427cast_bless (object *op, object *caster, object *spell_ob, int dir) 1179cast_bless (object *op, object *caster, object *spell_ob, int dir)
1428{ 1180{
1429 int i; 1181 int i;
1430 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1182 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1431 1183
1432 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1184 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1433 if (dir != 0) 1185 if (dir != 0)
1434 { 1186 {
1435 tmp = find_target_for_friendly_spell (op, dir); 1187 tmp = find_target_for_friendly_spell (op, dir);
1188
1189 if (!tmp)
1190 return 0;
1436 } 1191 }
1437 else 1192 else
1438 {
1439 tmp = op; 1193 tmp = op;
1440 }
1441 1194
1442 /* If we've already got a force of this type, don't add a new one. */ 1195 /* If we've already got a force of this type, don't add a new one. */
1443 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1196 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1444 { 1197 {
1445 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1198 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1446 { 1199 {
1447 if (tmp2->name == spell_ob->name) 1200 if (tmp2->name == spell_ob->name)
1448 { 1201 {
1454 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 1207 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1455 return 0; 1208 return 0;
1456 } 1209 }
1457 } 1210 }
1458 } 1211 }
1212
1459 if (force == NULL) 1213 if (force == NULL)
1460 { 1214 {
1461 force = get_archetype (FORCE_NAME); 1215 force = get_archetype (FORCE_NAME);
1462 force->subtype = FORCE_CHANGE_ABILITY; 1216 force->subtype = FORCE_CHANGE_ABILITY;
1463 if (spell_ob->race) 1217 if (spell_ob->race)
1484 return 0; 1238 return 0;
1485 } 1239 }
1486 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1240 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1487 force->speed = 1.0; 1241 force->speed = 1.0;
1488 force->speed_left = -1.0; 1242 force->speed_left = -1.0;
1489 SET_FLAG (force, FLAG_APPLIED); 1243 force->set_flag (FLAG_APPLIED);
1490 1244
1491 if (!god) 1245 if (!god)
1492 { 1246 {
1493 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty."); 1247 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1494 } 1248 }
1495 else 1249 else
1496 { 1250 {
1497 /* Only give out good benefits, and put a max on it */ 1251 /* Only give out good benefits, and put a max on it */
1498 for (i = 0; i < NROFATTACKS; i++) 1252 for (i = 0; i < NROFATTACKS; i++)
1499 {
1500 if (god->resist[i] > 0) 1253 if (god->resist[i] > 0)
1501 {
1502 force->resist[i] = MIN (god->resist[i], spell_ob->resist[ATNR_GODPOWER]); 1254 force->resist[i] = min (god->resist[i], spell_ob->resist[ATNR_GODPOWER]);
1503 } 1255
1504 }
1505 force->path_attuned |= god->path_attuned; 1256 force->path_attuned |= god->path_attuned;
1506 1257
1507 if (spell_ob->attacktype) 1258 if (spell_ob->attacktype)
1508 force->slaying = god->slaying; 1259 force->slaying = god->slaying;
1509 1260
1525 insert_ob_in_ob (force, tmp); 1276 insert_ob_in_ob (force, tmp);
1526 tmp->update_stats (); 1277 tmp->update_stats ();
1527 return 1; 1278 return 1;
1528} 1279}
1529 1280
1530
1531
1532/* Alchemy code by Mark Wedel 1281/* Alchemy code by Mark Wedel
1533 * 1282 *
1534 * This code adds a new spell, called alchemy. Alchemy will turn 1283 * This code adds a new spell, called alchemy. Alchemy will turn
1535 * objects to gold nuggets, the value of the gold nuggets being 1284 * 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 * 1285 *
1540 * Large nuggets are worth 25 gp each (base). You will always get 1286 * The value of the gold nuggets being about 90% of that of the item
1541 * the maximum number of large nuggets you could get. 1287 * 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 1288 * because the nuggets themselves will be will be adjusted by charisma
1543 * to the max amount of small nuggets as you could get. 1289 * 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 * 1290 *
1548 * There is also a chance (1:30) that you will get nothing at all 1291 * 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 1292 * for the object. There is also a maximum weight that will be
1550 * alchemied. 1293 * alchemised.
1551 */ 1294 */
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 1295static void
1561alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight) 1296alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1562{ 1297{
1563 uint64 value = query_cost (obj, NULL, F_TRUE); 1298 uint64 value = query_cost (obj, NULL, F_TRUE);
1564 1299
1565 /* Give third price when we alchemy money (This should hopefully 1300 /* Give third price when we alchemy money (this should hopefully
1566 * make it so that it isn't worth it to alchemy money, sell 1301 * make it so that it isn't worth it to alchemy money, sell
1567 * the nuggets, alchemy the gold from that, etc. 1302 * the nuggets, alchemy the gold from that, etc.
1568 * Otherwise, give 9 silver on the gold for other objects, 1303 * Otherwise, give 9 silver on the gold for other objects,
1569 * so that it would still be more affordable to haul 1304 * so that it would still be more affordable to haul
1570 * the stuff back to town. 1305 * the stuff back to town.
1571 */ 1306 */
1572 1307 if (obj->flag [FLAG_UNPAID])
1573 if (QUERY_FLAG (obj, FLAG_UNPAID))
1574 value = 0; 1308 value = 0;
1575 else if (obj->type == MONEY || obj->type == GEM) 1309 else if (obj->type == MONEY || obj->type == GEM)
1576 value /= 3; 1310 value /= 3;
1577 else 1311 else
1578 value = (value * 9) / 10; 1312 value = value * 9 / 10;
1579 1313
1580 value /= 4; // fix by GHJ, don't understand, pcg
1581
1582 if ((obj->value > 0) && rndm (0, 29)) 1314 if (obj->value > 0 && rndm (0, 29))
1583 { 1315 total_value += value;
1584 int count;
1585 1316
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; 1317 total_weight += obj->total_weight ();
1318
1606 obj->destroy (); 1319 obj->destroy ();
1607} 1320}
1608 1321
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 1322int
1637alchemy (object *op, object *caster, object *spell_ob) 1323alchemy (object *op, object *caster, object *spell_ob)
1638{ 1324{
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) 1325 if (op->type != PLAYER)
1645 return 0; 1326 return 0;
1646 1327
1328 archetype *nugget[3];
1329
1330 nugget[0] = archetype::find (shstr_pyrite3);
1331 nugget[1] = archetype::find (shstr_pyrite2);
1332 nugget[2] = archetype::find (shstr_pyrite);
1333
1647 /* Put a maximum weight of items that can be alchemied. Limits the power 1334 /* 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 1335 * some, and also prevents people from alchemising every table/chair/clock
1649 * in sight 1336 * in sight
1650 */ 1337 */
1651 weight_max = spell_ob->duration + +SP_level_duration_adjust (caster, spell_ob); 1338 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1652 weight_max *= 1000; 1339 int weight_max = duration * 1000;
1653 small = get_archetype ("smallnugget"), large = get_archetype ("largenugget"); 1340 uint64 value_max = duration * 1000;
1654 1341
1342 int weight = 0;
1343
1655 for (y = op->y - 1; y <= op->y + 1; y++) 1344 for (int y = op->y - 1; y <= op->y + 1; y++)
1656 { 1345 {
1657 for (x = op->x - 1; x <= op->x + 1; x++) 1346 for (int x = op->x - 1; x <= op->x + 1; x++)
1658 { 1347 {
1348 uint64 value = 0;
1349
1659 nx = x; 1350 sint16 nx = x;
1660 ny = y; 1351 sint16 ny = y;
1661 1352
1662 mp = op->map; 1353 maptile *mp = op->map;
1663 1354
1664 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); 1355 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1665 1356
1666 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1357 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1667 continue; 1358 continue;
1668 1359
1669 /* Treat alchemy a little differently - most spell effects 1360 /* Treat alchemy a little differently - most spell effects
1671 * ground level effect. 1362 * ground level effect.
1672 */ 1363 */
1673 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) 1364 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1674 continue; 1365 continue;
1675 1366
1676 small_nuggets = 0; 1367 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 { 1368 {
1681 next = tmp->above; 1369 next = tmp->above;
1370
1682 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1371 if (tmp->weight > 0 && !tmp->flag [FLAG_NO_PICK] &&
1683 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1372 !tmp->flag [FLAG_ALIVE] && !tmp->flag [FLAG_IS_CAULDRON])
1684 { 1373 {
1685
1686 if (tmp->inv) 1374 if (tmp->inv)
1687 { 1375 {
1688 object *next1, *tmp1; 1376 object *next1, *tmp1;
1689 1377
1690 for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1) 1378 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1691 { 1379 {
1692 next1 = tmp1->below; 1380 next1 = tmp1->below;
1693 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1381 if (tmp1->weight > 0 && !tmp1->flag [FLAG_NO_PICK] &&
1694 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1382 !tmp1->flag [FLAG_ALIVE] && !tmp1->flag [FLAG_IS_CAULDRON])
1695 alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight); 1383 alchemy_object (tmp1, value, weight);
1696 } 1384 }
1697 } 1385 }
1386
1698 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); 1387 alchemy_object (tmp, value, weight);
1699 1388
1700 if (weight > weight_max) 1389 if (weight > weight_max)
1701 { 1390 break;
1702 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1703 large->destroy ();
1704 small->destroy ();
1705 return 1;
1706 } 1391 }
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 */ 1392 }
1714 update_map (op, mp, small_nuggets, large_nuggets, nx, ny); 1393
1394 value -= rndm (value >> 4);
1395 value = min (value, value_max);
1396
1397 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1398 if (int nrof = value / nugget [i]->value)
1399 {
1400 value -= nrof * nugget[i]->value;
1401
1402 object *tmp = nugget[i]->instance ();
1403 tmp->nrof = nrof;
1404 tmp->flag [FLAG_IDENTIFIED] = true;
1405 op->map->insert (tmp, x, y, op, 0);
1715 } 1406 }
1716 }
1717 1407
1718 large->destroy (); 1408 if (weight > weight_max)
1719 small->destroy (); 1409 goto bailout;
1720 /* reset this so that if player standing on a big pile of stuff, 1410 }
1721 * it is redrawn properly. 1411 }
1722 */ 1412
1723 op->contr->ns->look_position = 0; 1413bailout:
1724 return 1; 1414 return 1;
1725} 1415}
1726
1727 1416
1728/* This function removes the cursed/damned status on equipped 1417/* This function removes the cursed/damned status on equipped
1729 * items. 1418 * items.
1730 */ 1419 */
1731int 1420int
1732remove_curse (object *op, object *caster, object *spell) 1421remove_curse (object *op, object *caster, object *spell)
1733{ 1422{
1734 object *tmp;
1735 int success = 0, was_one = 0; 1423 int success = 0, was_one = 0;
1736 1424
1737 for (tmp = op->inv; tmp; tmp = tmp->below) 1425 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1738 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1426 if (tmp->flag [FLAG_APPLIED] &&
1739 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1427 ((tmp->flag [FLAG_CURSED] && spell->flag [FLAG_CURSED]) ||
1740 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1428 (tmp->flag [FLAG_DAMNED] && spell->flag [FLAG_DAMNED])))
1741 { 1429 {
1742 was_one++; 1430 was_one++;
1431
1743 if (tmp->level <= caster_level (caster, spell)) 1432 if (tmp->level <= casting_level (caster, spell))
1744 { 1433 {
1745 success++; 1434 success++;
1746 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1435 if (spell->flag [FLAG_DAMNED])
1747 CLEAR_FLAG (tmp, FLAG_DAMNED); 1436 tmp->clr_flag (FLAG_DAMNED);
1748 1437
1749 CLEAR_FLAG (tmp, FLAG_CURSED); 1438 tmp->clr_flag (FLAG_CURSED);
1750 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1439 tmp->clr_flag (FLAG_KNOWN_CURSED);
1751 tmp->value = 0; /* Still can't sell it */ 1440 tmp->value = 0; /* Still can't sell it */
1752 if (op->type == PLAYER) 1441
1442 if (object *pl = tmp->visible_to ())
1753 esrv_send_item (op, tmp); 1443 esrv_update_item (UPD_FLAGS, pl, tmp);
1754 } 1444 }
1755 } 1445 }
1756 1446
1757 if (op->type == PLAYER) 1447 if (op->type == PLAYER)
1758 { 1448 {
1759 if (success) 1449 if (success)
1760 {
1761 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now."); 1450 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1762 }
1763 else 1451 else
1764 { 1452 {
1765 if (was_one) 1453 if (was_one)
1766 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse."); 1454 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1767 else 1455 else
1771 1459
1772 return success; 1460 return success;
1773} 1461}
1774 1462
1775/* Identifies objects in the players inventory/on the ground */ 1463/* Identifies objects in the players inventory/on the ground */
1776
1777int 1464int
1778cast_identify (object *op, object *caster, object *spell) 1465cast_identify (object *op, object *caster, object *spell)
1779{ 1466{
1780 object *tmp; 1467 object *tmp;
1781 int success = 0, num_ident; 1468 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1782 1469
1783 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1470 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 1471
1788 for (tmp = op->inv; tmp; tmp = tmp->below) 1472 for (tmp = op->inv; tmp; tmp = tmp->below)
1789 { 1473 {
1790 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1474 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && need_identify (tmp))
1791 { 1475 {
1792 identify (tmp); 1476 identify (tmp);
1793 1477
1794 if (op->type == PLAYER) 1478 if (op->type == PLAYER)
1795 { 1479 {
1796 new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op)); 1480 buf.printf ("You identified: %s.\r", long_desc (tmp, op));
1797 1481
1798 if (tmp->msg) 1482 if (tmp->msg)
1799 { 1483 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 } 1484 }
1804 1485
1805 num_ident--;
1806 success = 1;
1807 if (!num_ident) 1486 if (!--num_ident)
1808 break; 1487 break;
1809 } 1488 }
1810 } 1489 }
1811 1490
1812 /* If all the power of the spell has been used up, don't go and identify 1491 /* 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 1492 * stuff on the floor. Only identify stuff on the floor if the spell
1814 * was not fully used. 1493 * was not fully used.
1815 */ 1494 */
1816 if (num_ident) 1495 if (num_ident)
1817 { 1496 {
1818 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1497 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)) 1498 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && need_identify (tmp))
1820 { 1499 {
1821 identify (tmp); 1500 identify (tmp);
1822 1501
1823 if (op->type == PLAYER) 1502 if (object *pl = tmp->visible_to ())
1824 { 1503 {
1825 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op)); 1504 buf.printf ("On the ground you identified: %s.\r", long_desc (tmp, op));
1826 1505
1827 if (tmp->msg) 1506 if (tmp->msg)
1828 { 1507 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 } 1508 }
1835 1509
1836 num_ident--;
1837 success = 1;
1838 if (!num_ident) 1510 if (!--num_ident)
1839 break; 1511 break;
1840 } 1512 }
1841 } 1513 }
1842 1514
1843 if (!success) 1515 if (buf.empty ())
1844 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified."); 1516 {
1517 op->failmsg ("You can't reach anything unidentified.");
1518 return 0;
1519 }
1845 else 1520 else
1521 {
1522 if (op->contr)
1523 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1524
1846 spell_effect (spell, op->x, op->y, op->map, op); 1525 spell_effect (spell, op->x, op->y, op->map, op);
1847 1526 return 1;
1848 return success; 1527 }
1849} 1528}
1850 1529
1851int 1530int
1852cast_detection (object *op, object *caster, object *spell, object *skill) 1531cast_detection (object *op, object *caster, object *spell, object *skill)
1853{ 1532{
1858 1537
1859 /* We precompute some values here so that we don't have to keep 1538 /* We precompute some values here so that we don't have to keep
1860 * doing it over and over again. 1539 * doing it over and over again.
1861 */ 1540 */
1862 god = find_god (determine_god (op)); 1541 god = find_god (determine_god (op));
1863 level = caster_level (caster, spell); 1542 level = casting_level (caster, spell);
1864 range = spell->range + SP_level_range_adjust (caster, spell); 1543 range = spell->range + SP_level_range_adjust (caster, spell);
1865 1544
1866 if (!skill) 1545 if (!skill)
1867 skill = caster; 1546 skill = caster;
1868 1547
1869 for (x = op->x - range; x <= op->x + range; x++) 1548 dynbuf buf;
1870 for (y = op->y - range; y <= op->y + range; y++) 1549 unordered_mapwalk (buf, op, -range, -range, range, range)
1871 { 1550 {
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 1551 /* For most of the detections, we only detect objects above the
1878 * floor. But this is not true for show invisible. 1552 * floor. But this is not true for show invisible.
1879 * Basically, we just go and find the top object and work 1553 * Basically, we just go and find the top object and work
1880 * down - that is easier than working up. 1554 * down - that is easier than working up.
1881 */ 1555 */
1882 1556
1883 for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above) 1557 for (last = NULL, tmp = m->at (nx, ny).bot; tmp; tmp = tmp->above)
1884 last = tmp; 1558 last = tmp;
1885 1559
1886 /* Shouldn't happen, but if there are no objects on a space, this 1560 /* Shouldn't happen, but if there are no objects on a space, this
1887 * would happen. 1561 * would happen.
1888 */ 1562 */
1889 if (!last) 1563 if (!last)
1890 continue; 1564 continue;
1891 1565
1892 done_one = 0; 1566 done_one = 0;
1893 floor = 0; 1567 floor = 0;
1894 detect = NULL; 1568 detect = NULL;
1895 for (tmp = last; tmp; tmp = tmp->below) 1569 for (tmp = last; tmp; tmp = tmp->below)
1896 { 1570 {
1897 /* show invisible */ 1571 /* show invisible */
1898 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1572 if (spell->flag [FLAG_MAKE_INVIS]
1899 /* Might there be other objects that we can make visible? */ 1573 /* Might there be other objects that we can make visible? */
1900 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1574 && (tmp->invisible && (tmp->flag [FLAG_MONSTER]
1901 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1575 || (tmp->type == PLAYER && !tmp->flag [FLAG_WIZ])
1902 tmp->type == CF_HANDLE || 1576 || tmp->type == T_HANDLE
1903 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE || 1577 || tmp->type == TRAPDOOR
1578 || tmp->type == EXIT
1579 || tmp->type == HOLE
1580 || tmp->type == BUTTON
1904 tmp->type == BUTTON || tmp->type == TELEPORTER || 1581 || tmp->type == TELEPORTER
1582 || tmp->type == GATE
1905 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1583 || tmp->type == LOCKED_DOOR
1906 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN || 1584 || tmp->type == WEAPON
1585 || tmp->type == ALTAR
1586 || tmp->type == SIGN
1907 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1587 || tmp->type == TRIGGER_PEDESTAL
1908 tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR))) 1588 || tmp->type == SPECIAL_KEY
1589 || tmp->type == TREASURE
1590 || tmp->type == BOOK
1591 || tmp->type == HOLY_ALTAR
1592 || tmp->type == CONTAINER)))
1909 { 1593 {
1910 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4) 1594 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1911 { 1595 {
1912 tmp->invisible = 0; 1596 tmp->invisible = 0;
1597 done_one = 1;
1598 }
1599 }
1600
1601 if (tmp->flag [FLAG_IS_FLOOR])
1602 floor = 1;
1603
1604 /* All detections below this point don't descend beneath the floor,
1605 * so just continue on. We could be clever and look at the type of
1606 * detection to completely break out if we don't care about objects beneath
1607 * the floor, but once we get to the floor, not likely a very big issue anyways.
1608 */
1609 if (floor)
1610 continue;
1611
1612 /* I had thought about making detect magic and detect curse
1613 * show the flash the magic item like it does for detect monster.
1614 * however, if the object is within sight, this would then make it
1615 * difficult to see what object is magical/cursed, so the
1616 * effect wouldn't be as apparent.
1617 */
1618
1619 /* detect magic */
1620 if (spell->flag [FLAG_KNOWN_MAGICAL] &&
1621 !tmp->flag [FLAG_KNOWN_MAGICAL] && !tmp->flag [FLAG_IDENTIFIED] && is_magical (tmp))
1622 {
1623 tmp->set_flag (FLAG_KNOWN_MAGICAL);
1624 /* make runes more visible */
1625 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1626 tmp->stats.Cha /= 4;
1627
1628 done_one = 1;
1629 }
1630
1631 /* detect monster */
1632 if (spell->flag [FLAG_MONSTER] && (tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER))
1633 {
1634 done_one = 2;
1635
1636 if (!detect)
1637 detect = tmp;
1638 }
1639
1640 /* Basically, if race is set in the spell, then the creatures race must
1641 * match that. if the spell race is set to GOD, then the gods opposing
1642 * race must match.
1643 */
1644 if (spell->race && tmp->flag [FLAG_MONSTER] && tmp->race &&
1645 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1646 spell->race.contains (tmp->race)))
1647 {
1648 done_one = 2;
1649
1650 if (!detect)
1651 detect = tmp;
1652 }
1653
1654 if (spell->flag [FLAG_KNOWN_CURSED] && !tmp->flag [FLAG_KNOWN_CURSED] &&
1655 (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))
1656 {
1657 tmp->set_flag (FLAG_KNOWN_CURSED);
1658 done_one = 1;
1659 }
1660
1661 // Do mining detection spell:
1662 if (spell->last_sp == 1) // 1 - detect any vein
1663 {
1664 if (tmp->type == VEIN)
1665 {
1666 if (tmp->other_arch)
1667 {
1668 if (!detect)
1669 detect = tmp->other_arch;
1670 done_one = 2;
1671 }
1672 else
1913 done_one = 1; 1673 done_one = 1;
1914 } 1674 }
1915 } 1675 }
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 */ 1676 } /* for stack of objects on this space */
1971 1677
1972 /* Code here puts an effect of the spell on the space, so you can see 1678 /* Code here puts an effect of the spell on the space, so you can see
1973 * where the magic is. 1679 * where the magic is.
1974 */ 1680 */
1975 if (done_one) 1681 if (done_one)
1976 { 1682 {
1977 object *detect_ob = arch_to_object (spell->other_arch); 1683 object *detect_ob = spell->other_arch->instance ();
1978 1684
1979 /* if this is set, we want to copy the face */ 1685 /* if this is set, we want to copy the face */
1980 if (done_one == 2 && detect) 1686 if (done_one == 2 && detect)
1981 { 1687 {
1982 detect_ob->face = detect->face; 1688 detect_ob->face = detect->face;
1983 detect_ob->animation_id = detect->animation_id; 1689 detect_ob->animation_id = detect->animation_id;
1984 detect_ob->anim_speed = detect->anim_speed; 1690 detect_ob->anim_speed = detect->anim_speed;
1985 detect_ob->last_anim = 0; 1691 detect_ob->last_anim = 0;
1986 /* by default, the detect_ob is already animated */ 1692 /* by default, the detect_ob is already animated */
1987 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1693 if (!detect->flag [FLAG_ANIMATE])
1988 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1694 detect_ob->clr_flag (FLAG_ANIMATE);
1989 } 1695 }
1990 1696
1991 m->insert (detect_ob, nx, ny, op); 1697 m->insert (detect_ob, nx, ny, op, INS_ON_TOP);
1992 } 1698 }
1993 } /* for processing the surrounding spaces */ 1699 } /* for processing the surrounding spaces */
1994 1700
1995 1701
1996 /* Now process objects in the players inventory if detect curse or magic */ 1702 /* 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)) 1703 if (spell->flag [FLAG_KNOWN_CURSED] || spell->flag [FLAG_KNOWN_MAGICAL])
1998 { 1704 {
1999 done_one = 0; 1705 done_one = 0;
1706
2000 for (tmp = op->inv; tmp; tmp = tmp->below) 1707 for (tmp = op->inv; tmp; tmp = tmp->below)
2001 { 1708 {
2002 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1709 if (!tmp->invisible && !tmp->flag [FLAG_IDENTIFIED])
2003 { 1710 {
2004 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)) 1711 if (spell->flag [FLAG_KNOWN_MAGICAL] && is_magical (tmp) && !tmp->flag [FLAG_KNOWN_MAGICAL])
2005 { 1712 {
2006 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1713 tmp->set_flag (FLAG_KNOWN_MAGICAL);
2007 if (op->type == PLAYER) 1714
1715 if (object *pl = tmp->visible_to ())
2008 esrv_send_item (op, tmp); 1716 esrv_update_item (UPD_FLAGS, pl, tmp);
2009 } 1717 }
2010 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1718
2011 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1719 if (spell->flag [FLAG_KNOWN_CURSED] && !tmp->flag [FLAG_KNOWN_CURSED] &&
1720 (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))
2012 { 1721 {
2013 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1722 tmp->set_flag (FLAG_KNOWN_CURSED);
2014 if (op->type == PLAYER) 1723
1724 if (object *pl = tmp->visible_to ())
2015 esrv_send_item (op, tmp); 1725 esrv_update_item (UPD_FLAGS, pl, tmp);
2016 } 1726 }
2017 } /* if item is not identified */ 1727 } /* if item is not identified */
2018 } /* for the players inventory */ 1728 } /* for the players inventory */
2019 } /* if detect magic/curse and object is a player */ 1729 } /* if detect magic/curse and object is a player */
1730
2020 return 1; 1731 return 1;
2021} 1732}
2022 1733
2023 1734
2024/** 1735/**
2037 1748
2038 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you."); 1749 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
2039 1750
2040 if (victim->stats.sp >= victim->stats.maxsp * 2) 1751 if (victim->stats.sp >= victim->stats.maxsp * 2)
2041 { 1752 {
2042 object *tmp;
2043
2044 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1753 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; 1754 victim->stats.sp = 2 * victim->stats.maxsp;
1755 create_exploding_ball_at (victim, caster_level);
2053 } 1756 }
2054 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1757 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."); 1758 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) 1759 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2057 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 1760 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
2058 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1761 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2059 { 1762 {
2060 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1763 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2084 mflags = get_map_flags (m, &m, x, y, &x, &y); 1787 mflags = get_map_flags (m, &m, x, y, &x, &y);
2085 1788
2086 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1789 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
2087 { 1790 {
2088 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above) 1791 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
2089 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1792 if (plyr != op && plyr->flag [FLAG_ALIVE])
2090 break; 1793 break;
2091 } 1794 }
2092 1795
2093 1796
2094 /* If we did not find a player in the specified direction, transfer 1797 /* If we did not find a player in the specified direction, transfer
2095 * to anyone on top of us. This is used for the rune of transference mostly. 1798 * to anyone on top of us. This is used for the rune of transference mostly.
2096 */ 1799 */
2097 if (plyr == NULL) 1800 if (plyr == NULL)
2098 for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above) 1801 for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above)
2099 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1802 if (plyr != op && plyr->flag [FLAG_ALIVE])
2100 break; 1803 break;
2101 1804
2102 if (!plyr) 1805 if (!plyr)
2103 { 1806 {
2104 new_draw_info (NDI_BLACK, 0, op, "There is no one there."); 1807 new_draw_info (NDI_BLACK, 0, op, "There is no one there.");
2106 } 1809 }
2107 /* give sp */ 1810 /* give sp */
2108 if (spell->stats.dam > 0) 1811 if (spell->stats.dam > 0)
2109 { 1812 {
2110 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell); 1813 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
2111 charge_mana_effect (plyr, caster_level (caster, spell)); 1814 charge_mana_effect (plyr, casting_level (caster, spell));
2112 return 1; 1815 return 1;
2113 } 1816 }
2114 /* suck sp away. Can't suck sp from yourself */ 1817 /* suck sp away. Can't suck sp from yourself */
2115 else if (op != plyr) 1818 else if (op != plyr)
2116 { 1819 {
2121 if (rate > 95) 1824 if (rate > 95)
2122 rate = 95; 1825 rate = 95;
2123 1826
2124 sucked = (plyr->stats.sp * rate) / 100; 1827 sucked = (plyr->stats.sp * rate) / 100;
2125 plyr->stats.sp -= sucked; 1828 plyr->stats.sp -= sucked;
2126 if (QUERY_FLAG (op, FLAG_ALIVE)) 1829 if (op->flag [FLAG_ALIVE])
2127 { 1830 {
2128 /* Player doesn't get full credit */ 1831 /* Player doesn't get full credit */
2129 sucked = (sucked * rate) / 100; 1832 sucked = (sucked * rate) / 100;
2130 op->stats.sp += sucked; 1833 op->stats.sp += sucked;
2131 if (sucked > 0) 1834 if (sucked > 0)
2132 { 1835 {
2133 charge_mana_effect (op, caster_level (caster, spell)); 1836 charge_mana_effect (op, casting_level (caster, spell));
2134 } 1837 }
2135 } 1838 }
2136 return 1; 1839 return 1;
2137 } 1840 }
2138 return 0; 1841 return 0;
2180 /* Basically, if the object is magical and not counterspell, 1883 /* Basically, if the object is magical and not counterspell,
2181 * we will more or less remove the object. Don't counterspell 1884 * we will more or less remove the object. Don't counterspell
2182 * monsters either. 1885 * monsters either.
2183 */ 1886 */
2184 1887
2185 if (head->attacktype & AT_MAGIC && 1888 if (head->attacktype & AT_MAGIC
2186 !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level)) 1889 && !(head->attacktype & AT_COUNTERSPELL)
1890 && !head->flag [FLAG_MONSTER]
1891 && (op->level > head->level))
2187 head->destroy (); 1892 head->destroy ();
2188 else 1893 else
2189 switch (head->type) 1894 switch (head->type)
2190 { 1895 {
2191 case SPELL_EFFECT: 1896 case SPELL_EFFECT:
1897 // XXX: Don't affect floor spelleffects. See also XXX comment
1898 // about sanctuary in spell_util.C
1899 if (tmp->flag [FLAG_IS_FLOOR])
1900 continue;
1901
2192 if (op->level > head->level) 1902 if (op->level > head->level)
2193 head->destroy (); 1903 head->destroy ();
2194 1904
2195 break; 1905 break;
2196 1906
2207 break; 1917 break;
2208 } 1918 }
2209 } 1919 }
2210} 1920}
2211 1921
2212
2213
2214/* cast_consecrate() - a spell to make an altar your god's */ 1922/* cast_consecrate() - a spell to make an altar your god's */
2215int 1923int
2216cast_consecrate (object *op, object *caster, object *spell) 1924cast_consecrate (object *op, object *caster, object *spell)
2217{ 1925{
2218 char buf[MAX_BUF]; 1926 char buf[MAX_BUF];
2225 return 0; 1933 return 0;
2226 } 1934 }
2227 1935
2228 for (tmp = op->below; tmp; tmp = tmp->below) 1936 for (tmp = op->below; tmp; tmp = tmp->below)
2229 { 1937 {
2230 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1938 if (tmp->flag [FLAG_IS_FLOOR])
2231 break; 1939 break;
2232 if (tmp->type == HOLY_ALTAR) 1940 if (tmp->type == HOLY_ALTAR)
2233 { 1941 {
2234 1942
2235 if (tmp->level > caster_level (caster, spell)) 1943 if (tmp->level > casting_level (caster, spell))
2236 { 1944 {
2237 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name); 1945 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name);
2238 return 0; 1946 return 0;
2239 } 1947 }
2240 else 1948 else
2241 { 1949 {
2242 /* If we got here, we are consecrating an altar */ 1950 /* If we got here, we are consecrating an altar */
2243 sprintf (buf, "Altar of %s", &god->name); 1951 sprintf (buf, "Altar of %s", &god->name);
2244 tmp->name = buf; 1952 tmp->name = buf;
2245 tmp->level = caster_level (caster, spell); 1953 tmp->level = casting_level (caster, spell);
2246 tmp->other_arch = god->arch; 1954 tmp->other_arch = god->arch;
1955
2247 if (op->type == PLAYER) 1956 if (op->type == PLAYER)
2248 esrv_update_item (UPD_NAME, op, tmp); 1957 esrv_update_item (UPD_NAME, op, tmp);
1958
2249 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name); 1959 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
2250 return 1; 1960 return 1;
2251 } 1961 }
2252 } 1962 }
2253 } 1963 }
2263 * This code was very odd - code early on would only let players use the spell, 1973 * 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 1974 * 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 1975 * that only let players use it was correct, and removed all the other
2266 * player checks. MSW 2003-01-06 1976 * player checks. MSW 2003-01-06
2267 */ 1977 */
2268
2269int 1978int
2270animate_weapon (object *op, object *caster, object *spell, int dir) 1979animate_weapon (object *op, object *caster, object *spell, int dir)
2271{ 1980{
2272 object *weapon, *tmp; 1981 object *weapon, *tmp;
2273 char buf[MAX_BUF]; 1982 char buf[MAX_BUF];
2274 int a, i; 1983 int a, i;
2275 sint16 x, y; 1984 sint16 x, y;
2276 maptile *m; 1985 maptile *m;
2277 materialtype_t *mt;
2278 1986
2279 if (!spell->other_arch) 1987 if (!spell->other_arch)
2280 { 1988 {
2281 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1989 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2282 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name); 1990 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2285 /* exit if it's not a player using this spell. */ 1993 /* exit if it's not a player using this spell. */
2286 if (op->type != PLAYER) 1994 if (op->type != PLAYER)
2287 return 0; 1995 return 0;
2288 1996
2289 /* if player already has a golem, abort */ 1997 /* if player already has a golem, abort */
2290 if (op->contr->ranges[range_golem]) 1998 if (object *golem = op->contr->golem)
2291 { 1999 {
2292 control_golem (op->contr->ranges[range_golem], dir); 2000 control_golem (golem, dir);
2293 return 0; 2001 return 0;
2294 } 2002 }
2295 2003
2296 /* if no direction specified, pick one */ 2004 /* if no direction specified, pick one */
2297 if (!dir) 2005 if (!dir)
2298 dir = find_free_spot (NULL, op->map, op->x, op->y, 1, 9); 2006 dir = find_free_spot (spell->other_arch, op->map, op->x, op->y, 1, 9);
2299 2007
2300 m = op->map; 2008 m = op->map;
2301 x = op->x + freearr_x[dir]; 2009 x = op->x + freearr_x[dir];
2302 y = op->y + freearr_y[dir]; 2010 y = op->y + freearr_y[dir];
2303 2011
2304 /* if there's no place to put the golem, abort */ 2012 /* 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) || 2013 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)) 2014 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2307 { 2015 {
2308 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2016 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
2309 return 0; 2017 return 0;
2310 } 2018 }
2311 2019
2315 if (!weapon) 2023 if (!weapon)
2316 { 2024 {
2317 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2025 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2318 return 0; 2026 return 0;
2319 } 2027 }
2028
2320 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2029 if (spell->race && weapon->arch->archname != spell->race)
2321 { 2030 {
2322 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2031 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2323 return 0; 2032 return 0;
2324 } 2033 }
2034
2325 if (weapon->type != WEAPON) 2035 if (weapon->type != WEAPON)
2326 { 2036 {
2327 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it."); 2037 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it.");
2328 return 0; 2038 return 0;
2329 } 2039 }
2330 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2040
2041 if (weapon->flag [FLAG_APPLIED])
2331 { 2042 {
2332 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon)); 2043 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; 2044 return 0;
2334 } 2045 }
2335 2046
2336 if (weapon->nrof > 1) 2047 weapon = weapon->split ();
2337 {
2338 tmp = get_split_ob (weapon, 1);
2339 esrv_send_item (op, weapon);
2340 weapon = tmp;
2341 }
2342 2048
2343 /* create the golem object */ 2049 /* create the golem object */
2344 tmp = arch_to_object (spell->other_arch); 2050 tmp = spell->other_arch->instance ();
2345 2051
2346 /* if animated by a player, give the player control of the golem */ 2052 /* if animated by a player, give the player control of the golem */
2347 CLEAR_FLAG (tmp, FLAG_MONSTER); 2053 tmp->clr_flag (FLAG_MONSTER);
2348 SET_FLAG (tmp, FLAG_FRIENDLY);
2349 tmp->stats.exp = 0; 2054 tmp->stats.exp = 0;
2350 add_friendly_object (tmp); 2055 add_friendly_object (tmp);
2351 tmp->type = GOLEM; 2056 tmp->type = GOLEM;
2352 tmp->set_owner (op); 2057 tmp->set_owner (op);
2058 op->contr->golem = tmp;
2353 set_spell_skill (op, caster, spell, tmp); 2059 set_spell_skill (op, caster, spell, tmp);
2354 op->contr->ranges[range_golem] = tmp;
2355 op->contr->shoottype = range_golem;
2356 2060
2357 /* Give the weapon to the golem now. A bit of a hack to check the 2061 /* 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 2062 * removed flag - it should only be set if weapon->split was
2359 * used above. 2063 * used above.
2360 */ 2064 */
2361 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2065 if (!weapon->flag [FLAG_REMOVED])
2362 weapon->remove (); 2066 weapon->remove ();
2363 insert_ob_in_ob (weapon, tmp); 2067
2364 esrv_send_item (op, weapon); 2068 tmp->insert (weapon);
2069
2365 /* To do everything necessary to let a golem use the weapon is a pain, 2070 /* 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 2071 * so instead, just set it as equipped (otherwise, we need to update
2367 * body_info, skills, etc) 2072 * body_info, skills, etc)
2368 */ 2073 */
2369 SET_FLAG (tmp, FLAG_USE_WEAPON); 2074 tmp->set_flag (FLAG_USE_WEAPON);
2370 SET_FLAG (weapon, FLAG_APPLIED); 2075 weapon->set_flag (FLAG_APPLIED);
2371 tmp->update_stats (); 2076 tmp->update_stats ();
2372 2077
2373 /* There used to be 'odd' code that basically seemed to take the absolute 2078 /* There used to be 'odd' code that basically seemed to take the absolute
2374 * value of the weapon->magic an use that. IMO, that doesn't make sense - 2079 * value of the weapon->magic an use that. IMO, that doesn't make sense -
2375 * if you're using a crappy weapon, it shouldn't be as good. 2080 * if you're using a crappy weapon, it shouldn't be as good.
2395 2100
2396 /* attacktype */ 2101 /* attacktype */
2397 if (!tmp->attacktype) 2102 if (!tmp->attacktype)
2398 tmp->attacktype = AT_PHYSICAL; 2103 tmp->attacktype = AT_PHYSICAL;
2399 2104
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++) 2105 for (i = 0; i < NROFATTACKS; i++)
2406 tmp->resist[i] = 50 - (mt->save[i] * 5); 2106 tmp->resist[i] = 50 - (op->material->save[i] * 5);
2407 a = mt->save[0]; 2107
2408 } 2108 a = op->material->save[0];
2409 else 2109
2410 {
2411 for (i = 0; i < NROFATTACKS; i++)
2412 tmp->resist[i] = 5;
2413 a = 10;
2414 }
2415 /* Set weapon's immunity */ 2110 /* Set weapon's immunity */
2416 tmp->resist[ATNR_CONFUSION] = 100; 2111 tmp->resist[ATNR_CONFUSION] = 100;
2417 tmp->resist[ATNR_POISON] = 100; 2112 tmp->resist[ATNR_POISON] = 100;
2418 tmp->resist[ATNR_SLOW] = 100; 2113 tmp->resist[ATNR_SLOW] = 100;
2419 tmp->resist[ATNR_PARALYZE] = 100; 2114 tmp->resist[ATNR_PARALYZE] = 100;
2425 2120
2426 /* Improve weapon's armour value according to best save vs. physical of its material */ 2121 /* Improve weapon's armour value according to best save vs. physical of its material */
2427 2122
2428 if (a > 14) 2123 if (a > 14)
2429 a = 14; 2124 a = 14;
2125
2430 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); 2126 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2431 2127
2432 /* Determine golem's speed */ 2128 /* Determine golem's speed */
2433 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell))); 2129 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2434 2130
2444 tmp->state = weapon->state; 2140 tmp->state = weapon->state;
2445 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2141 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2446 } 2142 }
2447 2143
2448 /* make experience increase in proportion to the strength of the summoned creature. */ 2144 /* 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)); 2145 tmp->stats.exp *= 1 + (max (spell->stats.maxgrace, spell->stats.sp) / casting_level (caster, spell));
2450 2146
2451 tmp->speed_left = -1; 2147 tmp->speed_left = -1;
2452 tmp->direction = dir; 2148 tmp->direction = dir;
2453 2149
2454 m->insert (tmp, x, y, op); 2150 m->insert (tmp, x, y, op);
2458/* cast_daylight() - changes the map darkness level *lower* */ 2154/* cast_daylight() - changes the map darkness level *lower* */
2459 2155
2460/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2156/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2461 * This changes the light level for the entire map. 2157 * This changes the light level for the entire map.
2462 */ 2158 */
2463
2464int 2159int
2465cast_change_map_lightlevel (object *op, object *caster, object *spell) 2160cast_change_map_lightlevel (object *op, object *caster, object *spell)
2466{ 2161{
2467 int success; 2162 int success;
2468 2163
2476 if (spell->stats.dam < 0) 2171 if (spell->stats.dam < 0)
2477 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2172 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2478 else 2173 else
2479 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2174 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here.");
2480 } 2175 }
2176
2481 return success; 2177 return success;
2482} 2178}
2483
2484
2485
2486
2487 2179
2488/* create an aura spell object and put it in the player's inventory. 2180/* 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, 2181 * as usual, op is player, caster is the object casting the spell,
2490 * spell is the spell object itself. 2182 * spell is the spell object itself.
2491 */ 2183 */
2497 2189
2498 new_aura = present_arch_in_ob (spell->other_arch, op); 2190 new_aura = present_arch_in_ob (spell->other_arch, op);
2499 if (new_aura) 2191 if (new_aura)
2500 refresh = 1; 2192 refresh = 1;
2501 else 2193 else
2502 new_aura = arch_to_object (spell->other_arch); 2194 new_aura = spell->other_arch->instance ();
2503 2195
2504 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); 2196 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2505 2197
2506 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 2198 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2507 2199
2508 new_aura->set_owner (op);
2509 set_spell_skill (op, caster, spell, new_aura); 2200 set_spell_skill (op, caster, spell, new_aura);
2510 new_aura->attacktype = spell->attacktype; 2201 new_aura->attacktype = spell->attacktype;
2511 2202
2512 new_aura->level = caster_level (caster, spell); 2203 new_aura->level = casting_level (caster, spell);
2204
2513 if (refresh) 2205 if (refresh)
2514 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2206 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2515 else 2207 else
2516 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2208 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2209
2517 insert_ob_in_ob (new_aura, op); 2210 insert_ob_in_ob (new_aura, op);
2211 new_aura->set_owner (op);
2212
2518 return 1; 2213 return 1;
2519} 2214}
2520
2521 2215
2522/* move aura function. An aura is a part of someone's inventory, 2216/* 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 2217 * which he carries with him, but which acts on the map immediately
2524 * around him. 2218 * around him.
2525 * Aura parameters: 2219 * Aura parameters:
2526 * duration: duration counter. 2220 * duration: duration counter.
2527 * attacktype: aura's attacktype 2221 * attacktype: aura's attacktype
2528 * other_arch: archetype to drop where we attack 2222 * other_arch: archetype to drop where we attack
2529 */ 2223 */
2530
2531void 2224void
2532move_aura (object *aura) 2225move_aura (object *aura)
2533{ 2226{
2534 int i, mflags;
2535 object *env;
2536 maptile *m;
2537
2538 /* auras belong in inventories */ 2227 /* auras belong in inventories */
2539 env = aura->env; 2228 object *env = aura->env;
2229 object *owner = aura->owner;
2540 2230
2541 /* no matter what we've gotta remove the aura... 2231 /* no matter what we've gotta remove the aura...
2542 * we'll put it back if its time isn't up. 2232 * we'll put it back if its time isn't up.
2543 */ 2233 */
2544 aura->remove (); 2234 aura->remove ();
2549 aura->destroy (); 2239 aura->destroy ();
2550 return; 2240 return;
2551 } 2241 }
2552 2242
2553 /* auras only exist in inventories */ 2243 /* auras only exist in inventories */
2554 if (env == NULL || env->map == NULL) 2244 if (!env || !env->map)
2555 { 2245 {
2556 aura->destroy (); 2246 aura->destroy ();
2557 return; 2247 return;
2558 } 2248 }
2559 2249
2560 /* we need to jump out of the inventory for a bit 2250 /* we need to jump out of the inventory for a bit
2561 * in order to hit the map conveniently. 2251 * in order to hit the map conveniently.
2562 */ 2252 */
2563 aura->insert_at (env, aura); 2253 aura->insert_at (env, aura);
2564 2254
2565 for (i = 1; i < 9; i++) 2255 for (int i = 1; i < 9; i++)
2566 { 2256 {
2567 sint16 nx, ny; 2257 mapxy pos (env);
2258 pos.move (i);
2568 2259
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 2260 /* 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 2261 * 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. 2262 * is flying also, if player is walking, it is on the ground, etc.
2576 */ 2263 */
2577 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny)))) 2264 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2578 { 2265 {
2579 hit_map (aura, i, aura->attacktype, 0); 2266 hit_map (aura, i, aura->attacktype, 0);
2580 2267
2581 if (aura->other_arch) 2268 if (aura->other_arch)
2582 m->insert (arch_to_object (aura->other_arch), nx, ny, aura); 2269 pos.insert (aura->other_arch->instance (), aura);
2583 } 2270 }
2584 } 2271 }
2585 2272
2586 /* put the aura back in the player's inventory */ 2273 /* put the aura back in the player's inventory */
2587 aura->remove (); 2274 env->insert (aura);
2588 insert_ob_in_ob (aura, env); 2275 aura->set_owner (owner);
2589} 2276}
2590 2277
2591/* moves the peacemaker spell. 2278/* moves the peacemaker spell.
2592 * op is the piece object. 2279 * op is the piece object.
2593 */ 2280 */
2594
2595void 2281void
2596move_peacemaker (object *op) 2282move_peacemaker (object *op)
2597{ 2283{
2598 object *tmp; 2284 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 { 2285 {
2602 int atk_lev, def_lev; 2286 int atk_lev, def_lev;
2603 object *victim = tmp; 2287 object *victim = tmp->head_ ();
2604 2288
2605 if (tmp->head) 2289 if (!victim->flag [FLAG_MONSTER])
2606 victim = tmp->head;
2607 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2608 continue; 2290 continue;
2609 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2291
2292 if (victim->flag [FLAG_UNAGGRESSIVE])
2610 continue; 2293 continue;
2294
2611 if (victim->stats.exp == 0) 2295 if (victim->stats.exp == 0)
2612 continue; 2296 continue;
2613 2297
2614 def_lev = MAX (1, victim->level); 2298 def_lev = max (1, victim->level);
2615 atk_lev = MAX (1, op->level); 2299 atk_lev = max (1, op->level);
2616 2300
2617 if (rndm (0, atk_lev - 1) > def_lev) 2301 if (rndm (0, atk_lev - 1) > def_lev)
2618 { 2302 {
2619 /* make this sucker peaceful. */ 2303 /* make this sucker peaceful. */
2620 2304
2305 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2621 change_exp (op->owner, victim->stats.exp, op->skill, 0); 2306 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2622 victim->stats.exp = 0; 2307 victim->stats.exp = 0;
2623#if 0 2308#if 0
2624 /* No idea why these were all set to zero - if something 2309 /* No idea why these were all set to zero - if something
2625 * makes this creature agressive, he should still do damage. 2310 * makes this creature agressive, he should still do damage.
2628 victim->stats.sp = 0; 2313 victim->stats.sp = 0;
2629 victim->stats.grace = 0; 2314 victim->stats.grace = 0;
2630 victim->stats.Pow = 0; 2315 victim->stats.Pow = 0;
2631#endif 2316#endif
2632 victim->attack_movement = RANDO2; 2317 victim->attack_movement = RANDO2;
2633 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2318 victim->set_flag (FLAG_UNAGGRESSIVE);
2634 SET_FLAG (victim, FLAG_RUN_AWAY); 2319 victim->set_flag (FLAG_RUN_AWAY);
2635 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2320 victim->set_flag (FLAG_RANDOM_MOVE);
2636 CLEAR_FLAG (victim, FLAG_MONSTER); 2321 victim->clr_flag (FLAG_MONSTER);
2322
2637 if (victim->name) 2323 if (victim->name)
2638 {
2639 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name); 2324 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2640 } 2325 }
2641 }
2642 } 2326 }
2643} 2327}
2644
2645 2328
2646/* This writes a rune that contains the appropriate message. 2329/* This writes a rune that contains the appropriate message.
2647 * There really isn't any adjustments we make. 2330 * There really isn't any adjustments we make.
2648 */ 2331 */
2649
2650int 2332int
2651write_mark (object *op, object *spell, const char *msg) 2333write_mark (object *op, object *spell, const char *msg)
2652{ 2334{
2653 char rune[HUGE_BUF];
2654 object *tmp;
2655
2656 if (!msg || msg[0] == 0) 2335 if (!msg || msg[0] == 0)
2657 { 2336 {
2658 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2337 new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2659 return 0; 2338 return 0;
2660 } 2339 }
2661 2340
2662 if (strcasestr_local (msg, "endmsg")) 2341 if (!msg_is_safe (msg))
2663 { 2342 {
2664 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?"); 2343 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); 2344 LOG (llevInfo, "write_mark: player %s tried to write bogus rune %s\n", &op->name, msg);
2666 return 0; 2345 return 0;
2667 } 2346 }
2347
2668 if (!spell->other_arch) 2348 if (!spell->other_arch)
2669 return 0; 2349 return 0;
2670 tmp = arch_to_object (spell->other_arch);
2671 2350
2672 snprintf (rune, sizeof (rune), "%s\n", msg); 2351 object *tmp = spell->other_arch->instance ();
2673 2352
2674 tmp->race = op->name; /*Save the owner of the rune */ 2353 tmp->race = op->name; /*Save the owner of the rune */
2675 tmp->msg = rune; 2354 tmp->msg = msg;
2676 2355
2677 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); 2356 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2357
2678 return 1; 2358 return 1;
2679} 2359}
2360

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