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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.26 by root, Tue Dec 26 08:55:00 2006 UTC vs.
Revision 1.99 by elmex, Tue Jan 13 13:29:57 2009 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <object.h> 25#include <object.h>
26#include <living.h> 26#include <living.h>
27#ifndef __CEXTRACT__
28# include <sproto.h> 27#include <sproto.h>
29#endif
30#include <spells.h> 28#include <spells.h>
31#include <sounds.h> 29#include <sounds.h>
32 30
33/* cast_magic_storm: This is really used mostly for spell 31/* cast_magic_storm: This is really used mostly for spell
34 * fumbles at the like. tmp is the object to propogate. 32 * fumbles at the like. tmp is the object to propogate.
37void 35void
38cast_magic_storm (object *op, object *tmp, int lvl) 36cast_magic_storm (object *op, object *tmp, int lvl)
39{ 37{
40 if (!tmp) 38 if (!tmp)
41 return; /* error */ 39 return; /* error */
40
42 tmp->level = op->level; 41 tmp->level = op->level;
43 tmp->x = op->x;
44 tmp->y = op->y;
45 tmp->range += lvl / 5; /* increase the area of destruction */ 42 tmp->range += lvl / 5; /* increase the area of destruction */
46 tmp->duration += lvl / 5; 43 tmp->duration += lvl / 5;
47 44
48 /* Put a cap on duration for this - if the player fails in their 45 /* Put a cap on duration for this - if the player fails in their
49 * apartment, don't want it to go on so long that it kills them 46 * apartment, don't want it to go on so long that it kills them
50 * multiple times. Also, damge already increases with level, 47 * multiple times. Also, damge already increases with level,
51 * so don't really need to increase the duration as much either. 48 * so don't really need to increase the duration as much either.
52 */ 49 */
53 if (tmp->duration >= 40) 50 if (tmp->duration >= 40)
54 tmp->duration = 40; 51 tmp->duration = 40;
52
55 tmp->stats.dam = lvl; /* nasty recoils! */ 53 tmp->stats.dam = lvl; /* nasty recoils! */
56 tmp->stats.maxhp = tmp->count; /* tract single parent */ 54 tmp->stats.maxhp = tmp->count; /* tract single parent */
57 insert_ob_in_map (tmp, op->map, op, 0);
58 55
56 tmp->insert_at (op, op);
59} 57}
60
61 58
62int 59int
63recharge (object *op, object *caster, object *spell_ob) 60recharge (object *op, object *caster, object *spell_ob)
64{ 61{
65 object *wand, *tmp; 62 object *wand, *tmp;
66 int ncharges; 63 int ncharges;
67 64
68 wand = find_marked_object (op); 65 wand = find_marked_object (op);
69 if (wand == NULL || wand->type != WAND) 66 if (!wand || wand->type != WAND)
70 { 67 {
71 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge."); 68 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge.");
72 return 0; 69 return 0;
73 } 70 }
74 if (!(random_roll (0, 3, op, PREFER_HIGH))) 71 if (!(random_roll (0, 3, op, PREFER_HIGH)))
75 { 72 {
76 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand)); 73 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand));
77 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE); 74 op->play_sound (sound_find ("ob_explode"));
78 esrv_del_item (op->contr, wand->count);
79 wand->destroy (); 75 wand->destroy ();
80 tmp = get_archetype ("fireball"); 76 tmp = get_archetype ("fireball");
81 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; 77 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
78
82 if (!tmp->stats.dam) 79 if (!tmp->stats.dam)
83 tmp->stats.dam = 1; 80 tmp->stats.dam = 1;
81
84 tmp->stats.hp = tmp->stats.dam / 2; 82 tmp->stats.hp = tmp->stats.dam / 2;
83
85 if (tmp->stats.hp < 2) 84 if (tmp->stats.hp < 2)
86 tmp->stats.hp = 2; 85 tmp->stats.hp = 2;
87 tmp->x = op->x; 86
88 tmp->y = op->y; 87 tmp->insert_at (op);
89 insert_ob_in_map (tmp, op->map, NULL, 0);
90 return 1; 88 return 1;
91 } 89 }
92 90
93 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)); 91 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob));
92
94 if (wand->inv && wand->inv->level) 93 if (wand->inv && wand->inv->level)
95 ncharges /= wand->inv->level; 94 ncharges /= wand->inv->level;
96 else 95 else
97 { 96 {
98 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand)); 97 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand));
99 return 0; 98 return 0;
100 } 99 }
100
101 if (!ncharges) 101 if (!ncharges)
102 ncharges = 1; 102 ncharges = 1;
103 103
104 wand->stats.food += ncharges; 104 wand->stats.food += ncharges;
105 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand)); 105 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand));
106
106 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE)) 107 if (wand->arch && QUERY_FLAG (wand->arch, FLAG_ANIMATE))
107 { 108 {
108 SET_FLAG (wand, FLAG_ANIMATE); 109 SET_FLAG (wand, FLAG_ANIMATE);
109 wand->set_speed (wand->arch->clone.speed); 110 wand->set_speed (wand->arch->speed);
110 } 111 }
111 112
112 return 1; 113 return 1;
113} 114}
114 115
120 * great a plus, the default is used. 121 * great a plus, the default is used.
121 * The # of arrows created also goes up with level, so if a 30th level mage 122 * The # of arrows created also goes up with level, so if a 30th level mage
122 * wants LOTS of arrows, and doesn't care what the plus is he could 123 * wants LOTS of arrows, and doesn't care what the plus is he could
123 * create nonnmagic arrows, or even -1, etc... 124 * create nonnmagic arrows, or even -1, etc...
124 */ 125 */
125
126int 126int
127cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg) 127cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg)
128{ 128{
129 int missile_plus = 0, bonus_plus = 0; 129 int bonus_plus = 0;
130 const char *missile_name; 130 const char *missile_name = "arrow";
131 object *tmp, *missile;
132 131
133 missile_name = "arrow";
134
135 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 132 for (object *tmp = op->inv; tmp; tmp = tmp->below)
136 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) 133 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED))
137 missile_name = tmp->race; 134 missile_name = tmp->race;
138 135
139 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); 136 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
140 137
141 if (archetype::find (missile_name) == NULL) 138 archetype *missile_arch = archetype::find (missile_name);
139
140 if (!missile_arch)
142 { 141 {
143 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name); 142 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name);
144 return 0; 143 return 0;
145 } 144 }
146 145
147 missile = get_archetype (missile_name); 146 object *missile = missile_arch->instance ();
148 147
149 if (stringarg) 148 if (stringarg)
150 { 149 {
151 /* If it starts with a letter, presume it is a description */ 150 /* If it starts with a letter, presume it is a description */
152 if (isalpha (*stringarg)) 151 if (isalpha (*stringarg))
153 { 152 {
154 artifact *al = find_artifactlist (missile->type)->items; 153 artifact *al = find_artifactlist (missile->type)->items;
155 154
156 for (; al != NULL; al = al->next) 155 for (; al; al = al->next)
157 if (!strcasecmp (al->item->name, stringarg)) 156 if (!strcasecmp (al->item->name, stringarg))
158 break; 157 break;
159 158
160 if (!al) 159 if (!al)
161 { 160 {
170 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg); 169 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg);
171 return 0; 170 return 0;
172 } 171 }
173 172
174 give_artifact_abilities (missile, al->item); 173 give_artifact_abilities (missile, al->item);
175 /* These special arrows cost something extra. Don't have them also be magical - 174 /* These special arrows cost something extra. Don't have them also be magical -
176 * otherwise, in most cases, not enough will be created. I don't want to get into 175 * otherwise, in most cases, not enough will be created. I don't want to get into
177 * the parsing of having to do both plus and type. 176 * the parsing of having to do both plus and type.
178 */ 177 */
179 bonus_plus = 1 + (al->item->value / 5); 178 bonus_plus = 1 + (al->item->value / 5);
180 missile_plus = 0; 179 missile_plus = 0;
181 } 180 }
182 else if (atoi (stringarg) < missile_plus) 181 else if (atoi (stringarg) < missile_plus)
183 missile_plus = atoi (stringarg); 182 missile_plus = atoi (stringarg);
184 } 183 }
185 184
186 if (missile_plus > 4) 185 missile_plus = clamp (missile_plus, -4, 4);
187 missile_plus = 4;
188 else if (missile_plus < -4)
189 missile_plus = -4;
190 186
191 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 187 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
192 missile->nrof -= 3 * (missile_plus + bonus_plus); 188 missile->nrof -= 3 * (missile_plus + bonus_plus);
193 189
194 if (missile->nrof < 1) 190 if (missile->nrof < 1)
214{ 210{
215 int food_value; 211 int food_value;
216 archetype *at = NULL; 212 archetype *at = NULL;
217 object *new_op; 213 object *new_op;
218 214
219 food_value = spell_ob->stats.food + +50 * SP_level_duration_adjust (caster, spell_ob); 215 food_value = spell_ob->stats.food + 50 * SP_level_duration_adjust (caster, spell_ob);
220 216
221 if (stringarg) 217 if (stringarg)
222 { 218 {
223 at = find_archetype_by_object_type_name (FOOD, stringarg); 219 at = find_archetype_by_object_type_name (FOOD, stringarg);
224 if (at == NULL) 220 if (at == NULL)
225 at = find_archetype_by_object_type_name (DRINK, stringarg); 221 at = find_archetype_by_object_type_name (DRINK, stringarg);
226 if (at == NULL || at->clone.stats.food > food_value) 222 if (at == NULL || at->stats.food > food_value)
227 stringarg = NULL; 223 stringarg = NULL;
228 } 224 }
229 225
230 if (!stringarg) 226 if (!stringarg)
231 { 227 {
237 * We don't use flesh types because the weight values of those need 233 * We don't use flesh types because the weight values of those need
238 * to be altered from the donor. 234 * to be altered from the donor.
239 */ 235 */
240 236
241 /* We assume the food items don't have multiple parts */ 237 /* We assume the food items don't have multiple parts */
242 for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next) 238 for_all_archetypes (at_tmp)
243 { 239 {
244 if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK) 240 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
245 { 241 {
246 /* Basically, if the food value is something that is creatable 242 /* Basically, if the food value is something that is creatable
247 * under the limits of the spell and it is higher than 243 * under the limits of the spell and it is higher than
248 * the item we have now, take it instead. 244 * the item we have now, take it instead.
249 */ 245 */
250 if (at_tmp->clone.stats.food <= food_value && (!at || at_tmp->clone.stats.food > at->clone.stats.food)) 246 if (at_tmp->stats.food <= food_value
247 && (!at
248 || at_tmp->stats.food > at->stats.food
249 || (at_tmp->stats.food == at->stats.food
250 && at_tmp->weight < at->weight)))
251 at = at_tmp; 251 at = at_tmp;
252 } 252 }
253 } 253 }
254 } 254 }
255
255 /* Pretty unlikely (there are some very low food items), but you never 256 /* Pretty unlikely (there are some very low food items), but you never
256 * know 257 * know
257 */ 258 */
258 if (!at) 259 if (!at)
259 { 260 {
260 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); 261 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food.");
261 return 0; 262 return 0;
262 } 263 }
263 264
264 food_value /= at->clone.stats.food; 265 food_value /= at->stats.food;
265 new_op = arch_to_object (at); 266 new_op = arch_to_object (at);
266 new_op->nrof = food_value; 267 new_op->nrof = food_value;
267 268
268 new_op->value = 0; 269 new_op->value = 0;
269 if (new_op->nrof < 1) 270 if (new_op->nrof < 1)
278{ 279{
279 int r, mflags, maxrange; 280 int r, mflags, maxrange;
280 object *tmp; 281 object *tmp;
281 maptile *m; 282 maptile *m;
282 283
283
284 if (!dir) 284 if (!dir)
285 { 285 {
286 examine_monster (op, op); 286 examine_monster (op, op);
287 return 1; 287 return 1;
288 } 288 }
289
289 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 290 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
290 for (r = 1; r < maxrange; r++) 291 for (r = 1; r < maxrange; r++)
291 { 292 {
292 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir]; 293 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir];
293 294
300 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) 301 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC))
301 { 302 {
302 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 303 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
303 return 0; 304 return 0;
304 } 305 }
306
305 if (mflags & P_IS_ALIVE) 307 if (mflags & P_IS_ALIVE)
306 { 308 {
307 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 309 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
308 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 310 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
309 { 311 {
310 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 312 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
311 if (tmp->head != NULL) 313 if (tmp->head != NULL)
312 tmp = tmp->head; 314 tmp = tmp->head;
313 examine_monster (op, tmp); 315 examine_monster (op, tmp);
314 return 1; 316 return 1;
315 } 317 }
316 } 318 }
317 } 319 }
320
318 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); 321 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
319 return 1; 322 return 1;
320} 323}
321
322 324
323/* This checks to see if 'pl' is invisible to 'mon'. 325/* This checks to see if 'pl' is invisible to 'mon'.
324 * does race check, undead check, etc 326 * does race check, undead check, etc
325 * Returns TRUE if mon can't see pl, false 327 * Returns TRUE if mon can't see pl, false
326 * otherwise. This doesn't check range, walls, etc. It 328 * otherwise. This doesn't check range, walls, etc. It
328 * pl is invisible. 330 * pl is invisible.
329 */ 331 */
330int 332int
331makes_invisible_to (object *pl, object *mon) 333makes_invisible_to (object *pl, object *mon)
332{ 334{
333
334 if (!pl->invisible) 335 if (!pl->invisible)
335 return 0; 336 return 0;
337
336 if (pl->type == PLAYER) 338 if (pl->type == PLAYER)
337 { 339 {
338 /* If race isn't set, then invisible unless it is undead */ 340 /* If race isn't set, then invisible unless it is undead */
339 if (!pl->contr->invis_race) 341 if (!pl->contr->invis_race)
340 { 342 {
341 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 343 if (QUERY_FLAG (mon, FLAG_UNDEAD))
342 return 0; 344 return 0;
345
343 return 1; 346 return 1;
344 } 347 }
348
345 /* invis_race is set if we get here */ 349 /* invis_race is set if we get here */
346 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 350 if (pl->contr->invis_race == shstr_undead && is_true_undead (mon))
347 return 1; 351 return 1;
352
348 /* No race, can't be invisible to it */ 353 /* No race, can't be invisible to it */
349 if (!mon->race) 354 if (!mon->race)
350 return 0; 355 return 0;
356
351 if (strstr (mon->race, pl->contr->invis_race)) 357 if (mon->race.contains (pl->contr->invis_race))
352 return 1; 358 return 1;
359
353 /* Nothing matched above, return 0 */ 360 /* Nothing matched above, return 0 */
354 return 0; 361 return 0;
355 } 362 }
356 else 363 else
357 { 364 {
370 * normal applies. 377 * normal applies.
371 */ 378 */
372int 379int
373cast_invisible (object *op, object *caster, object *spell_ob) 380cast_invisible (object *op, object *caster, object *spell_ob)
374{ 381{
375 object *tmp;
376
377 if (op->invisible > 1000) 382 if (op->invisible > 1000)
378 { 383 {
379 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further"); 384 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further");
380 return 0; 385 return 0;
381 } 386 }
397 else 402 else
398 op->contr->tmp_invis = 1; 403 op->contr->tmp_invis = 1;
399 404
400 op->contr->hidden = 0; 405 op->contr->hidden = 0;
401 } 406 }
407
402 if (makes_invisible_to (op, op)) 408 if (makes_invisible_to (op, op))
403 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!"); 409 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!");
404 else 410 else
405 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!"); 411 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
406 412
407 update_object (op, UP_OBJ_FACE); 413 update_object (op, UP_OBJ_CHANGE);
408 414
409 /* Only search the active objects - only these should actually do 415 /* Only search the active objects - only these should actually do
410 * harm to the player. 416 * harm to the player.
411 */ 417 */
412 for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) 418 for_all_actives (tmp)
413 if (tmp->enemy == op) 419 if (tmp->enemy == op)
414 tmp->enemy = NULL; 420 tmp->enemy = 0;
421
415 return 1; 422 return 1;
416} 423}
417 424
418/* earth to dust spell. Basically destroys earthwalls in the area. 425/* earth to dust spell. Basically destroys earthwalls in the area.
419 */ 426 */
447 next = tmp->above; 454 next = tmp->above;
448 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 455 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
449 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 456 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
450 } 457 }
451 } 458 }
459
452 return 1; 460 return 1;
453} 461}
454
455 462
456void 463void
457execute_word_of_recall (object *op) 464execute_word_of_recall (object *op)
458{ 465{
459 object *wor = op; 466 if (object *pl = op->in_player ())
460 467 {
461 while (op != NULL && op->type != PLAYER) 468 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST))
462 op = op->env;
463
464 if (op != NULL && op->map)
465 if ((get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_CLERIC) && (!QUERY_FLAG (op, FLAG_WIZCAST)))
466 new_draw_info (NDI_UNIQUE, 0, op, "You feel something fizzle inside you."); 469 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
467 else 470 else
468 enter_exit (op, wor); 471 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
472 }
469 473
470 wor->destroy (); 474 op->destroy ();
471} 475}
472 476
473/* Word of recall causes the player to return 'home'. 477/* Word of recall causes the player to return 'home'.
474 * we put a force into the player object, so that there is a 478 * we put a force into the player object, so that there is a
475 * time delay effect. 479 * time delay effect.
488 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 492 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
489 return 1; 493 return 1;
490 } 494 }
491 495
492 dummy = get_archetype (FORCE_NAME); 496 dummy = get_archetype (FORCE_NAME);
493 if (dummy == NULL) 497
498 if (!dummy)
494 { 499 {
495 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 500 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
496 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); 501 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
497 return 0; 502 return 0;
498 } 503 }
504
499 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob); 505 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob);
500 if (time < 1) 506 if (time < 1)
501 time = 1; 507 time = 1;
502 508
503 /* value of speed really doesn't make much difference, as long as it is 509 /* value of speed really doesn't make much difference, as long as it is
511 517
512 /* If we could take advantage of enter_player_savebed() here, it would be 518 /* If we could take advantage of enter_player_savebed() here, it would be
513 * nice, but until the map load fails, we can't. 519 * nice, but until the map load fails, we can't.
514 */ 520 */
515 EXIT_PATH (dummy) = op->contr->savebed_map; 521 EXIT_PATH (dummy) = op->contr->savebed_map;
516 EXIT_X (dummy) = op->contr->bed_x; 522 EXIT_X (dummy) = op->contr->bed_x;
517 EXIT_Y (dummy) = op->contr->bed_y; 523 EXIT_Y (dummy) = op->contr->bed_y;
518 524
519 (void) insert_ob_in_ob (dummy, op); 525 op->insert (dummy);
526
520 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 527 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
528
521 return 1; 529 return 1;
522} 530}
523 531
524/* cast_wonder 532/* cast_wonder
525 * wonder is really just a spell that will likely cast another 533 * wonder is really just a spell that will likely cast another
558} 566}
559 567
560int 568int
561perceive_self (object *op) 569perceive_self (object *op)
562{ 570{
563 char *cp = describe_item (op, op), buf[MAX_BUF]; 571 const char *cp = describe_item (op, op);
564 archetype *at = archetype::find (ARCH_DEPLETION); 572 archetype *at = archetype::find (ARCH_DEPLETION);
565 object *tmp;
566 int i;
567 573
574 dynbuf_text buf;
575
576 if (player *pl = op->contr)
577 if (object *race = archetype::find (op->race))
578 buf << " - You are a G<male|female> " << &race->name << ".\n";
579
568 tmp = find_god (determine_god (op)); 580 if (object *god = find_god (determine_god (op)))
569 if (tmp) 581 buf << " - You worship " << &god->name << ".\n";
570 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
571 else 582 else
572 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); 583 buf << " - You worship no god.\n";
573 584
574 tmp = present_arch_in_ob (at, op); 585 object *tmp = present_arch_in_ob (at, op);
575 586
576 if (*cp == '\0' && tmp == NULL) 587 if (*cp == '\0' && !tmp)
577 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 588 buf << " - You feel very mundane. ";
578 else 589 else
579 { 590 {
580 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 591 buf << " - You have: " << cp << ".\n";
581 new_draw_info (NDI_UNIQUE, 0, op, cp); 592
582 if (tmp != NULL) 593 if (tmp)
583 {
584 for (i = 0; i < NUM_STATS; i++) 594 for (int i = 0; i < NUM_STATS; i++)
585 { 595 if (tmp->stats.stat (i) < 0)
586 if (get_attr_value (&tmp->stats, i) < 0) 596 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
587 {
588 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i)));
589 }
590 }
591 }
592 } 597 }
593 598
594 if (is_dragon_pl (op)) 599 if (is_dragon_pl (op))
595 {
596 /* now grab the 'dragon_ability'-force from the player's inventory */ 600 /* now grab the 'dragon_ability'-force from the player's inventory */
597 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 601 for (tmp = op->inv; tmp; tmp = tmp->below)
598 { 602 {
599 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 603 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
600 { 604 {
601 if (tmp->stats.exp == 0) 605 if (tmp->stats.exp == 0)
602 {
603 sprintf (buf, "Your metabolism isn't focused on anything."); 606 buf << " - Your metabolism isn't focused on anything.\n";
604 }
605 else 607 else
606 {
607 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";
608 } 609
609 new_draw_info (NDI_UNIQUE, 0, op, buf);
610 break; 610 break;
611 } 611 }
612 } 612 }
613 }
614 return 1;
615}
616 613
617/* int cast_create_town_portal (object *op, object *caster, int dir) 614 buf << '\0'; // zero-terminate
618 *
619 * This function cast the spell of town portal for op
620 *
621 * The spell operates in two passes. During the first one a place
622 * is marked as a destination for the portal. During the second one,
623 * 2 portals are created, one in the position the player cast it and
624 * one in the destination place. The portal are synchronized and 2 forces
625 * are inserted in the player to destruct the portal next time player
626 * creates a new portal pair.
627 * This spell has a side effect that it allows people to meet each other
628 * in a permanent, private, appartements by making a town portal from it
629 * to the town or another public place. So, check if the map is unique and if
630 * so return an error
631 *
632 * Code by Tchize (david.delbecq@usa.net)
633 */
634int
635cast_create_town_portal (object *op, object *caster, object *spell, int dir)
636{
637 object *dummy, *force, *old_force, *tmp;
638 archetype *perm_portal;
639 char portal_name[1024], portal_message[1024];
640 sint16 exitx, exity;
641 maptile *exitmap;
642 int op_level;
643 615
644 /* Check to see if the map the player is currently on is a per player unique 616 new_draw_info (NDI_UNIQUE, 0, op, buf.linearise ());
645 * map. This can be determined in that per player unique maps have the
646 * full pathname listed.
647 */
648 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
649 {
650 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
651 return 0;
652 }
653
654 /* The first thing to do is to check if we have a marked destination
655 * dummy is used to make a check inventory for the force
656 */
657 dummy = arch_to_object (spell->other_arch);
658 if (dummy == NULL)
659 {
660 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
661 LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name);
662 return 0;
663 }
664
665 force = check_inv_recursive (op, dummy);
666
667 if (force == NULL)
668 {
669 /* Here we know there is no destination marked up.
670 * We have 2 things to do:
671 * 1. Mark the destination in the player inventory.
672 * 2. Let the player know it worked.
673 */
674 dummy->name = op->map->path;
675 EXIT_X (dummy) = op->x;
676 EXIT_Y (dummy) = op->y;
677 insert_ob_in_ob (dummy, op);
678 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.");
679 return 1;
680 }
681
682 dummy->destroy ();
683
684 /* Here we know where the town portal should go to
685 * We should kill any existing portal associated with the player.
686 * Than we should create the 2 portals.
687 * For each of them, we need:
688 * - To create the portal with the name of the player+destination map
689 * - set the owner of the town portal
690 * - To mark the position of the portal in the player's inventory
691 * for easier destruction.
692 *
693 * The mark works has follow:
694 * slaying: Existing town portal
695 * hp, sp : x & y of the associated portal
696 * name : name of the portal
697 * race : map the portal is in
698 */
699
700 /* First step: killing existing town portals */
701 dummy = get_archetype (spell->race);
702 if (dummy == NULL)
703 {
704 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
705 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
706 return 0;
707 }
708
709 perm_portal = archetype::find (spell->slaying);
710
711 /* To kill a town portal, we go trough the player's inventory,
712 * for each marked portal in player's inventory,
713 * -We try load the associated map (if impossible, consider the portal destructed)
714 * -We find any portal in the specified location.
715 * If it has the good name, we destruct it.
716 * -We destruct the force indicating that portal.
717 */
718 while ((old_force = check_inv_recursive (op, dummy)))
719 {
720 exitx = EXIT_X (old_force);
721 exity = EXIT_Y (old_force);
722 LOG (llevDebug, "Trying to kill a portal in %s (%d,%d)\n", &old_force->race, exitx, exity);
723
724 if (!strncmp (old_force->race, settings.localdir, strlen (settings.localdir)))
725 exitmap = ready_map_name (old_force->race, MAP_PLAYER_UNIQUE);
726 else
727 exitmap = ready_map_name (old_force->race, 0);
728
729 if (exitmap)
730 {
731 tmp = present_arch (perm_portal, exitmap, exitx, exity);
732 while (tmp)
733 {
734 if (tmp->name == old_force->name)
735 {
736 tmp->destroy ();
737 break;
738 }
739
740 tmp = tmp->above;
741 }
742 }
743
744 old_force->destroy ();
745 LOG (llevDebug, "\n");
746 }
747
748 dummy->destroy ();
749
750 /* Creating the portals.
751 * The very first thing to do is to ensure
752 * access to the destination map.
753 * If we can't, don't fizzle. Simply warn player.
754 * This ensure player pays his mana for the spell
755 * because HE is responsible of forgotting.
756 * 'force' is the destination of the town portal, which we got
757 * from the players inventory above.
758 */
759
760 /* Ensure exit map is loaded */
761 if (!strncmp (force->name, settings.localdir, strlen (settings.localdir)))
762 exitmap = ready_map_name (force->name, MAP_PLAYER_UNIQUE);
763 else
764 exitmap = ready_map_name (force->name, 0);
765
766 /* If we were unable to load (ex. random map deleted), warn player */
767 if (exitmap == NULL)
768 {
769 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
770 force->destroy ();
771 return 1;
772 }
773
774 op_level = caster_level (caster, spell);
775 if (op_level < 15)
776 snprintf (portal_message, 1024,
777 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
778 &op->name);
779 else if (op_level < 30)
780 snprintf (portal_message, 1024,
781 "\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);
782 else if (op_level < 60)
783 snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
784 else
785 snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",
786 &op->name);
787
788 /* Create a portal in front of player
789 * dummy contain the portal and
790 * force contain the track to kill it later
791 */
792
793 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
794 dummy = get_archetype (spell->slaying); /*The portal */
795 if (dummy == NULL)
796 {
797 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
798 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
799 return 0;
800 }
801
802 EXIT_PATH (dummy) = force->name;
803 EXIT_X (dummy) = EXIT_X (force);
804 EXIT_Y (dummy) = EXIT_Y (force);
805 dummy->name = dummy->name_pl = portal_name;
806 dummy->msg = portal_message;
807 dummy->race = op->name; /*Save the owner of the portal */
808 cast_create_obj (op, caster, dummy, 0);
809
810 /* Now we need to to create a town portal marker inside the player
811 * object, so on future castings, we can know that he has an active
812 * town portal.
813 */
814 tmp = get_archetype (spell->race);
815 if (tmp == NULL)
816 {
817 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
818 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
819 return 0;
820 }
821
822 tmp->race = op->map->path;
823 tmp->name = portal_name;
824 EXIT_X (tmp) = dummy->x;
825 EXIT_Y (tmp) = dummy->y;
826 insert_ob_in_ob (tmp, op);
827
828 /* Create a portal in the destination map
829 * dummy contain the portal and
830 * force the track to kill it later
831 * the 'force' variable still contains the 'reminder' of
832 * where this portal goes to.
833 */
834 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, op->map->path);
835 dummy = get_archetype (spell->slaying); /*The portal */
836 if (dummy == NULL)
837 {
838 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
839 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
840 return 0;
841 }
842
843 EXIT_PATH (dummy) = op->map->path;
844 EXIT_X (dummy) = op->x;
845 EXIT_Y (dummy) = op->y;
846 dummy->name = dummy->name_pl = portal_name;
847 dummy->msg = portal_message;
848 dummy->x = EXIT_X (force);
849 dummy->y = EXIT_Y (force);
850 dummy->race = op->name; /*Save the owner of the portal */
851 insert_ob_in_map (dummy, exitmap, op, 0);
852
853 /* Now we create another town portal marker that
854 * points back to the one we just made
855 */
856 tmp = get_archetype (spell->race);
857 if (tmp == NULL)
858 {
859 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
860 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
861 return 0;
862 }
863
864 tmp->race = force->name;
865 tmp->name = portal_name;
866 EXIT_X (tmp) = dummy->x;
867 EXIT_Y (tmp) = dummy->y;
868 insert_ob_in_ob (tmp, op);
869
870 /* Describe the player what happened
871 */
872 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
873 force->destroy ();
874 617
875 return 1; 618 return 1;
876} 619}
877 620
878/* This creates magic walls. Really, it can create most any object, 621/* This creates magic walls. Really, it can create most any object,
879 * within some reason. 622 * within some reason.
880 */ 623 */
881int 624int
882magic_wall (object *op, object *caster, int dir, object *spell_ob) 625magic_wall (object *op, object *caster, int dir, object *spell_ob)
883{ 626{
884 object *tmp, *tmp2; 627 object *tmp;
885 int i, posblocked, negblocked, maxrange; 628 int i, posblocked, negblocked, maxrange;
886 sint16 x, y; 629 sint16 x, y;
887 maptile *m; 630 maptile *m;
888 const char *name; 631 const char *name;
889 archetype *at; 632 archetype *at;
922 { 665 {
923 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 666 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
924 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 667 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
925 return 0; 668 return 0;
926 } 669 }
670
927 tmp = arch_to_object (at); 671 tmp = arch_to_object (at);
928 } 672 }
929 else 673 else
930 { 674 {
931 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name); 675 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
965 */ 709 */
966 if (tmp->type != EARTHWALL) //TODO 710 if (tmp->type != EARTHWALL) //TODO
967 tmp->set_owner (op); 711 tmp->set_owner (op);
968 712
969 set_spell_skill (op, caster, spell_ob, tmp); 713 set_spell_skill (op, caster, spell_ob, tmp);
970 tmp->x = x;
971 tmp->y = y;
972 tmp->level = caster_level (caster, spell_ob) / 2; 714 tmp->level = casting_level (caster, spell_ob) / 2;
973 715
974 name = tmp->name; 716 name = tmp->name;
975 if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL) 717 if (!(tmp = m->insert (tmp, x, y, op)))
976 { 718 {
977 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name); 719 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
978 return 0; 720 return 0;
979 } 721 }
980 722
981 /* If this is a spellcasting wall, need to insert the spell object */ 723 /* If this is a spellcasting wall, need to insert the spell object */
982 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 724 if (tmp->other_arch && tmp->other_arch->type == SPELL)
983 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 725 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
984 726
985 /* This code causes the wall to extend some distance in 727 /* This code causes the wall to extend some distance in
986 * each direction, or until an obstruction is encountered. 728 * each direction, or until an obstruction is encountered.
987 * posblocked and negblocked help determine how far the 729 * posblocked and negblocked help determine how far the
1003 m = tmp->map; 745 m = tmp->map;
1004 746
1005 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && 747 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
1006 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked) 748 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked)
1007 { 749 {
1008 tmp2 = tmp->clone (); 750 object *tmp2 = tmp->clone ();
1009 tmp2->x = x; 751 m->insert (tmp2, x, y, op);
1010 tmp2->y = y; 752
1011 insert_ob_in_map (tmp2, m, op, 0);
1012 /* If this is a spellcasting wall, need to insert the spell object */ 753 /* If this is a spellcasting wall, need to insert the spell object */
1013 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 754 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1014 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 755 tmp2->insert (arch_to_object (tmp2->other_arch));
1015 756
1016 } 757 }
1017 else 758 else
1018 posblocked = 1; 759 posblocked = 1;
1019 760
1022 m = tmp->map; 763 m = tmp->map;
1023 764
1024 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && 765 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
1025 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked) 766 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
1026 { 767 {
1027 tmp2 = tmp->clone (); 768 object *tmp2 = tmp->clone ();
1028 tmp2->x = x; 769 m->insert (tmp2, x, y, op);
1029 tmp2->y = y; 770
1030 insert_ob_in_map (tmp2, m, op, 0);
1031 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 771 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1032 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 772 tmp2->insert (arch_to_object (tmp2->other_arch));
1033 } 773 }
1034 else 774 else
1035 negblocked = 1; 775 negblocked = 1;
1036 } 776 }
1037 777
1086 { 826 {
1087 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");
1088 op->contr->count = 0; 828 op->contr->count = 0;
1089 return 0; 829 return 0;
1090 } 830 }
831
1091 op->contr->count = 0; 832 op->contr->count = 0;
1092 833
1093 /* Remove code that puts player on random space on maps. IMO, 834 /* Remove code that puts player on random space on maps. IMO,
1094 * a lot of maps probably have areas the player should not get to, 835 * a lot of maps probably have areas the player should not get to,
1095 * but may not be marked as NO_MAGIC (as they may be bounded 836 * but may not be marked as NO_MAGIC (as they may be bounded
1144 return 0; 885 return 0;
1145 } 886 }
1146 } 887 }
1147 888
1148 /* Actually move the player now */ 889 /* Actually move the player now */
1149 op->remove (); 890 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op)))
1150 op->x += freearr_x[dir] * dist;
1151 op->y += freearr_y[dir] * dist;
1152 if ((op = insert_ob_in_map (op, op->map, op, 0)) == NULL)
1153 return 1; 891 return 1;
1154 892
1155 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ 893 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */
1156 return 1; 894 return 1;
1157} 895}
1158
1159 896
1160/* cast_heal: Heals something. 897/* cast_heal: Heals something.
1161 * op is the caster. 898 * op is the caster.
1162 * dir is the direction he is casting it in. 899 * dir is the direction he is casting it in.
1163 * spell is the spell object. 900 * spell is the spell object.
1170 object *poison; 907 object *poison;
1171 int heal = 0, success = 0; 908 int heal = 0, success = 0;
1172 909
1173 tmp = find_target_for_friendly_spell (op, dir); 910 tmp = find_target_for_friendly_spell (op, dir);
1174 911
1175 if (tmp == NULL) 912 if (!tmp)
1176 return 0; 913 return 0;
1177 914
1178 /* Figure out how many hp this spell might cure. 915 /* Figure out how many hp this spell might cure.
1179 * could be zero if this spell heals effects, not damage. 916 * could be zero if this spell heals effects, not damage.
1180 */ 917 */
1183 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp; 920 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
1184 921
1185 if (heal) 922 if (heal)
1186 { 923 {
1187 if (tmp->stats.hp >= tmp->stats.maxhp) 924 if (tmp->stats.hp >= tmp->stats.maxhp)
1188 {
1189 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed."); 925 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed.");
1190 }
1191 else 926 else
1192 { 927 {
1193 /* See how many points we actually heal. Instead of messages 928 /* See how many points we actually heal. Instead of messages
1194 * based on type of spell, we instead do messages based 929 * based on type of spell, we instead do messages based
1195 * on amount of damage healed. 930 * on amount of damage healed.
1196 */ 931 */
1197 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 932 if (heal > tmp->stats.maxhp - tmp->stats.hp)
1198 heal = tmp->stats.maxhp - tmp->stats.hp; 933 heal = tmp->stats.maxhp - tmp->stats.hp;
934
1199 tmp->stats.hp += heal; 935 tmp->stats.hp += heal;
1200 936
1201 if (tmp->stats.hp >= tmp->stats.maxhp) 937 if (tmp->stats.hp >= tmp->stats.maxhp)
1202 {
1203 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 938 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1204 }
1205 else if (heal > 50) 939 else if (heal > 50)
1206 {
1207 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); 940 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1208 }
1209 else if (heal > 25) 941 else if (heal > 25)
1210 {
1211 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); 942 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1212 }
1213 else if (heal > 10) 943 else if (heal > 10)
1214 {
1215 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade."); 944 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade.");
1216 }
1217 else 945 else
1218 {
1219 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close."); 946 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close.");
1220 } 947
1221 success = 1; 948 success = 1;
1222 } 949 }
1223 } 950 }
951
1224 if (spell->attacktype & AT_DISEASE) 952 if (spell->attacktype & AT_DISEASE)
1225 if (cure_disease (tmp, op)) 953 if (cure_disease (tmp, op, spell))
1226 success = 1; 954 success = 1;
1227 955
1228 if (spell->attacktype & AT_POISON) 956 if (spell->attacktype & AT_POISON)
1229 { 957 {
1230 at = archetype::find ("poisoning"); 958 at = archetype::find ("poisoning");
1234 success = 1; 962 success = 1;
1235 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 963 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1236 poison->stats.food = 1; 964 poison->stats.food = 1;
1237 } 965 }
1238 } 966 }
967
1239 if (spell->attacktype & AT_CONFUSION) 968 if (spell->attacktype & AT_CONFUSION)
1240 { 969 {
1241 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 970 poison = present_in_ob_by_name (FORCE, "confusion", tmp);
1242 if (poison) 971 if (poison)
1243 { 972 {
1244 success = 1; 973 success = 1;
1245 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 974 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1246 poison->duration = 1; 975 poison->duration = 1;
1247 } 976 }
1248 } 977 }
978
1249 if (spell->attacktype & AT_BLIND) 979 if (spell->attacktype & AT_BLIND)
1250 { 980 {
1251 at = archetype::find ("blindness"); 981 at = archetype::find ("blindness");
1252 poison = present_arch_in_ob (at, tmp); 982 poison = present_arch_in_ob (at, tmp);
1253 if (poison) 983 if (poison)
1255 success = 1; 985 success = 1;
1256 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return."); 986 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1257 poison->stats.food = 1; 987 poison->stats.food = 1;
1258 } 988 }
1259 } 989 }
990
1260 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) 991 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1261 { 992 {
1262 tmp->stats.sp += spell->last_sp; 993 tmp->stats.sp += spell->last_sp;
1263 if (tmp->stats.sp > tmp->stats.maxsp) 994 if (tmp->stats.sp > tmp->stats.maxsp)
1264 tmp->stats.sp = tmp->stats.maxsp; 995 tmp->stats.sp = tmp->stats.maxsp;
1265 success = 1; 996 success = 1;
1266 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!"); 997 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!");
1267 } 998 }
999
1268 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) 1000 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1269 { 1001 {
1270 tmp->stats.grace += spell->last_grace; 1002 tmp->stats.grace += spell->last_grace;
1271 if (tmp->stats.grace > tmp->stats.maxgrace) 1003 if (tmp->stats.grace > tmp->stats.maxgrace)
1272 tmp->stats.grace = tmp->stats.maxgrace; 1004 tmp->stats.grace = tmp->stats.maxgrace;
1273 success = 1; 1005 success = 1;
1274 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!"); 1006 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1275 } 1007 }
1008
1276 if (spell->stats.food && tmp->stats.food < 999) 1009 if (spell->stats.food && tmp->stats.food < 999)
1277 { 1010 {
1278 tmp->stats.food += spell->stats.food; 1011 tmp->stats.food += spell->stats.food;
1012
1279 if (tmp->stats.food > 999) 1013 if (tmp->stats.food > 999)
1280 tmp->stats.food = 999; 1014 tmp->stats.food = 999;
1015
1281 success = 1; 1016 success = 1;
1282 /* We could do something a bit better like the messages for healing above */ 1017 /* We could do something a bit better like the messages for healing above */
1283 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food"); 1018 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1284 } 1019 }
1020
1285 return success; 1021 return success;
1286} 1022}
1287
1288 1023
1289/* This is used for the spells that gain stats. There are no spells 1024/* This is used for the spells that gain stats. There are no spells
1290 * right now that icnrease wis/int/pow on a temp basis, so no 1025 * right now that icnrease wis/int/pow on a temp basis, so no
1291 * good comments for those. 1026 * good comments for those.
1292 */ 1027 */
1293static const char *const no_gain_msgs[NUM_STATS] = { 1028static const char *const no_gain_msgs[NUM_STATS] = {
1294 "You grow no stronger.", 1029 "You grow no stronger.",
1295 "You grow no more agile.", 1030 "You grow no more agile.",
1296 "You don't feel any healthier.", 1031 "You don't feel any healthier.",
1297 "no wis", 1032 "You didn't grow any more intelligent.",
1033 "You do not feel any wiser.",
1034 "You don't feel any more powerful."
1298 "You are no easier to look at.", 1035 "You are no easier to look at.",
1299 "no int",
1300 "no pow"
1301}; 1036};
1302 1037
1303int 1038int
1304cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) 1039cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1305{ 1040{
1306 object *tmp, *tmp2 = NULL;
1307 object *force = NULL; 1041 object *force = 0;
1308 int i; 1042 int i;
1309 1043
1310 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1044 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1311 if (dir != 0) 1045 object *tmp = dir
1312 {
1313 tmp = find_target_for_friendly_spell (op, dir); 1046 ? find_target_for_friendly_spell (op, dir)
1314 } 1047 : op;
1315 else
1316 {
1317 tmp = op;
1318 }
1319 1048
1320 if (tmp == NULL) 1049 if (!tmp)
1321 return 0; 1050 return 0;
1322 1051
1323 /* If we've already got a force of this type, don't add a new one. */ 1052 /* If we've already got a force of this type, don't add a new one. */
1324 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1053 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1325 { 1054 {
1326 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1055 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1327 { 1056 {
1328 if (tmp2->name == spell_ob->name) 1057 if (tmp2->name == spell_ob->name)
1329 { 1058 {
1332 } 1061 }
1333 else if (spell_ob->race && spell_ob->race == tmp2->name) 1062 else if (spell_ob->race && spell_ob->race == tmp2->name)
1334 { 1063 {
1335 if (!silent) 1064 if (!silent)
1336 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 1065 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1066
1337 return 0; 1067 return 0;
1338 } 1068 }
1339 } 1069 }
1340 } 1070 }
1341 if (force == NULL) 1071
1072 if (!force)
1342 { 1073 {
1343 force = get_archetype (FORCE_NAME); 1074 force = get_archetype (FORCE_NAME);
1344 force->subtype = FORCE_CHANGE_ABILITY; 1075 force->subtype = FORCE_CHANGE_ABILITY;
1076
1345 if (spell_ob->race) 1077 if (spell_ob->race)
1346 force->name = spell_ob->race; 1078 force->name = spell_ob->race;
1347 else 1079 else
1348 force->name = spell_ob->name; 1080 force->name = spell_ob->name;
1081
1349 force->name_pl = spell_ob->name; 1082 force->name_pl = spell_ob->name;
1350 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); 1083 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1351 1084
1352 } 1085 }
1353 else 1086 else
1359 { 1092 {
1360 force->duration = duration; 1093 force->duration = duration;
1361 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1094 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1362 } 1095 }
1363 else 1096 else
1364 {
1365 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1097 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1366 } 1098
1367 return 1; 1099 return 1;
1368 } 1100 }
1101
1369 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1102 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1370 force->speed = 1.0; 1103 force->speed = 1.0;
1371 force->speed_left = -1.0; 1104 force->speed_left = -1.0;
1372 SET_FLAG (force, FLAG_APPLIED); 1105 SET_FLAG (force, FLAG_APPLIED);
1373 1106
1379 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob); 1112 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob);
1380 if (force->resist[i] > 100) 1113 if (force->resist[i] > 100)
1381 force->resist[i] = 100; 1114 force->resist[i] = 100;
1382 } 1115 }
1383 } 1116 }
1117
1384 if (spell_ob->stats.hp) 1118 if (spell_ob->stats.hp)
1385 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob); 1119 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1386 1120
1387 if (tmp->type == PLAYER) 1121 if (tmp->type == PLAYER)
1388 { 1122 {
1389 /* Stat adjustment spells */ 1123 /* Stat adjustment spells */
1390 for (i = 0; i < NUM_STATS; i++) 1124 for (i = 0; i < NUM_STATS; i++)
1391 { 1125 {
1392 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; 1126 if (sint8 stat = spell_ob->stats.stat (i))
1393
1394 if (stat)
1395 { 1127 {
1396 sm = 0; 1128 sint8 sm = 0;
1397 for (k = 0; k < stat; k++) 1129 for (sint8 k = 0; k < stat; k++)
1398 sm += rndm (1, 3); 1130 sm += rndm (1, 3);
1399 1131
1400 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) 1132 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1401 { 1133 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1402 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); 1134
1403 if (sm < 0) 1135 force->stats.stat (i) = sm;
1404 sm = 0; 1136
1405 }
1406 set_attr_value (&force->stats, i, sm);
1407 if (!sm) 1137 if (!sm)
1408 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); 1138 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1409 } 1139 }
1410 } 1140 }
1411 } 1141 }
1432 force->attacktype = spell_ob->attacktype; 1162 force->attacktype = spell_ob->attacktype;
1433 1163
1434 insert_ob_in_ob (force, tmp); 1164 insert_ob_in_ob (force, tmp);
1435 change_abil (tmp, force); /* Mostly to display any messages */ 1165 change_abil (tmp, force); /* Mostly to display any messages */
1436 tmp->update_stats (); 1166 tmp->update_stats ();
1167
1437 return 1; 1168 return 1;
1438} 1169}
1439 1170
1440/* This used to be part of cast_change_ability, but it really didn't make 1171/* This used to be part of cast_change_ability, but it really didn't make
1441 * a lot of sense, since most of the values it derives are from the god 1172 * a lot of sense, since most of the values it derives are from the god
1442 * of the caster. 1173 * of the caster.
1443 */ 1174 */
1444
1445int 1175int
1446cast_bless (object *op, object *caster, object *spell_ob, int dir) 1176cast_bless (object *op, object *caster, object *spell_ob, int dir)
1447{ 1177{
1448 int i; 1178 int i;
1449 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1179 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1450 1180
1451 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1181 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1452 if (dir != 0) 1182 if (dir != 0)
1453 { 1183 {
1454 tmp = find_target_for_friendly_spell (op, dir); 1184 tmp = find_target_for_friendly_spell (op, dir);
1185
1186 if (!tmp)
1187 return 0;
1455 } 1188 }
1456 else 1189 else
1457 {
1458 tmp = op; 1190 tmp = op;
1459 }
1460 1191
1461 /* If we've already got a force of this type, don't add a new one. */ 1192 /* If we've already got a force of this type, don't add a new one. */
1462 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1193 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1463 { 1194 {
1464 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1195 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1465 { 1196 {
1466 if (tmp2->name == spell_ob->name) 1197 if (tmp2->name == spell_ob->name)
1467 { 1198 {
1473 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 1204 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1474 return 0; 1205 return 0;
1475 } 1206 }
1476 } 1207 }
1477 } 1208 }
1209
1478 if (force == NULL) 1210 if (force == NULL)
1479 { 1211 {
1480 force = get_archetype (FORCE_NAME); 1212 force = get_archetype (FORCE_NAME);
1481 force->subtype = FORCE_CHANGE_ABILITY; 1213 force->subtype = FORCE_CHANGE_ABILITY;
1482 if (spell_ob->race) 1214 if (spell_ob->race)
1544 insert_ob_in_ob (force, tmp); 1276 insert_ob_in_ob (force, tmp);
1545 tmp->update_stats (); 1277 tmp->update_stats ();
1546 return 1; 1278 return 1;
1547} 1279}
1548 1280
1549
1550
1551/* Alchemy code by Mark Wedel 1281/* Alchemy code by Mark Wedel
1552 * 1282 *
1553 * This code adds a new spell, called alchemy. Alchemy will turn 1283 * This code adds a new spell, called alchemy. Alchemy will turn
1554 * objects to gold nuggets, the value of the gold nuggets being 1284 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1555 * about 90% of that of the item itself. It uses the value of the
1556 * object before charisma adjustments, because the nuggets themselves
1557 * will be will be adjusted by charisma when sold.
1558 * 1285 *
1559 * 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
1560 * the maximum number of large nuggets you could get. 1287 * itself. It uses the value of the object before charisma adjustments,
1561 * 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
1562 * to the max amount of small nuggets as you could get. 1289 * when sold.
1563 *
1564 * For example, if an item is worth 110 gold, you will get
1565 * 4 large nuggets, and from 0-10 small nuggets.
1566 * 1290 *
1567 * 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
1568 * 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
1569 * alchemied. 1293 * alchemised.
1570 */ 1294 */
1571
1572/* I didn't feel like passing these as arguements to the
1573 * two functions that need them. Real values are put in them
1574 * when the spell is cast, and these are freed when the spell
1575 * is finished.
1576 */
1577static object *small, *large;
1578
1579static void 1295static void
1580alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight) 1296alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1581{ 1297{
1582 uint64 value = query_cost (obj, NULL, F_TRUE); 1298 uint64 value = query_cost (obj, NULL, F_TRUE);
1583 1299
1584 /* Give third price when we alchemy money (This should hopefully 1300 /* Give third price when we alchemy money (this should hopefully
1585 * 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
1586 * the nuggets, alchemy the gold from that, etc. 1302 * the nuggets, alchemy the gold from that, etc.
1587 * Otherwise, give 9 silver on the gold for other objects, 1303 * Otherwise, give 9 silver on the gold for other objects,
1588 * so that it would still be more affordable to haul 1304 * so that it would still be more affordable to haul
1589 * the stuff back to town. 1305 * the stuff back to town.
1590 */ 1306 */
1591
1592 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1307 if (QUERY_FLAG (obj, FLAG_UNPAID))
1593 value = 0; 1308 value = 0;
1594 else if (obj->type == MONEY || obj->type == GEM) 1309 else if (obj->type == MONEY || obj->type == GEM)
1595 value /= 3; 1310 value /= 3;
1596 else 1311 else
1597 value = (value * 9) / 10; 1312 value = value * 9 / 10;
1598 1313
1599 value /= 4; // fix by GHJ, don't understand, pcg
1600
1601 if ((obj->value > 0) && rndm (0, 29)) 1314 if (obj->value > 0 && rndm (0, 29))
1602 { 1315 total_value += value;
1603 int count;
1604 1316
1605 count = value / large->value;
1606 *large_nuggets += count;
1607 value -= (uint64) count *(uint64) large->value;
1608
1609 count = value / small->value;
1610 *small_nuggets += count;
1611 }
1612
1613 /* Turn 25 small nuggets into 1 large nugget. If the value
1614 * of large nuggets is not evenly divisable by the small nugget
1615 * value, take off an extra small_nugget (Assuming small_nuggets!=0)
1616 */
1617 if (*small_nuggets * small->value >= large->value)
1618 {
1619 (*large_nuggets)++;
1620 *small_nuggets -= large->value / small->value;
1621 if (*small_nuggets && large->value % small->value)
1622 (*small_nuggets)--;
1623 }
1624 weight += obj->weight; 1317 total_weight += obj->total_weight ();
1318
1625 obj->destroy (); 1319 obj->destroy ();
1626} 1320}
1627 1321
1628static void
1629update_map (object *op, maptile *m, int small_nuggets, int large_nuggets, int x, int y)
1630{
1631 object *tmp;
1632 int flag = 0;
1633
1634 /* Put any nuggets below the player, but we can only pass this
1635 * flag if we are on the same space as the player
1636 */
1637 if (x == op->x && y == op->y && op->map == m)
1638 flag = INS_BELOW_ORIGINATOR;
1639
1640 if (small_nuggets)
1641 {
1642 tmp = small->clone ();
1643 tmp->nrof = small_nuggets;
1644 tmp->x = x;
1645 tmp->y = y;
1646 insert_ob_in_map (tmp, m, op, flag);
1647 }
1648
1649 if (large_nuggets)
1650 {
1651 tmp = large->clone ();
1652 tmp->nrof = large_nuggets;
1653 tmp->x = x;
1654 tmp->y = y;
1655 insert_ob_in_map (tmp, m, op, flag);
1656 }
1657}
1658
1659int 1322int
1660alchemy (object *op, object *caster, object *spell_ob) 1323alchemy (object *op, object *caster, object *spell_ob)
1661{ 1324{
1662 int x, y, weight = 0, weight_max, large_nuggets, small_nuggets, mflags;
1663 sint16 nx, ny;
1664 object *next, *tmp;
1665 maptile *mp;
1666
1667 if (op->type != PLAYER) 1325 if (op->type != PLAYER)
1668 return 0; 1326 return 0;
1669 1327
1328 archetype *nugget[3];
1329
1330 nugget[0] = archetype::find ("pyrite3");
1331 nugget[1] = archetype::find ("pyrite2");
1332 nugget[2] = archetype::find ("pyrite");
1333
1670 /* 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
1671 * some, and also prevents people from alcheming every table/chair/clock 1335 * some, and also prevents people from alchemising every table/chair/clock
1672 * in sight 1336 * in sight
1673 */ 1337 */
1674 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);
1675 weight_max *= 1000; 1339 int weight_max = duration * 1000;
1676 small = get_archetype ("smallnugget"), large = get_archetype ("largenugget"); 1340 uint64 value_max = duration * 1000;
1677 1341
1342 int weight = 0;
1343
1678 for (y = op->y - 1; y <= op->y + 1; y++) 1344 for (int y = op->y - 1; y <= op->y + 1; y++)
1679 { 1345 {
1680 for (x = op->x - 1; x <= op->x + 1; x++) 1346 for (int x = op->x - 1; x <= op->x + 1; x++)
1681 { 1347 {
1348 uint64 value = 0;
1349
1682 nx = x; 1350 sint16 nx = x;
1683 ny = y; 1351 sint16 ny = y;
1684 1352
1685 mp = op->map; 1353 maptile *mp = op->map;
1686 1354
1687 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); 1355 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1688 1356
1689 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1357 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1690 continue; 1358 continue;
1691 1359
1692 /* Treat alchemy a little differently - most spell effects 1360 /* Treat alchemy a little differently - most spell effects
1694 * ground level effect. 1362 * ground level effect.
1695 */ 1363 */
1696 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) 1364 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1697 continue; 1365 continue;
1698 1366
1699 small_nuggets = 0; 1367 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1700 large_nuggets = 0;
1701
1702 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = next)
1703 { 1368 {
1704 next = tmp->above; 1369 next = tmp->above;
1370
1705 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1371 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1706 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1372 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1707 { 1373 {
1708
1709 if (tmp->inv) 1374 if (tmp->inv)
1710 { 1375 {
1711 object *next1, *tmp1; 1376 object *next1, *tmp1;
1712 1377
1713 for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1) 1378 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1714 { 1379 {
1715 next1 = tmp1->below; 1380 next1 = tmp1->below;
1716 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1381 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1717 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1382 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1718 alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight); 1383 alchemy_object (tmp1, value, weight);
1719 } 1384 }
1720 } 1385 }
1386
1721 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); 1387 alchemy_object (tmp, value, weight);
1722 1388
1723 if (weight > weight_max) 1389 if (weight > weight_max)
1724 { 1390 break;
1725 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1726 large->destroy ();
1727 small->destroy ();
1728 return 1;
1729 } 1391 }
1730 } /* is alchemable object */
1731 } /* process all objects on this space */
1732
1733 /* Insert all the nuggets at one time. This probably saves time, but
1734 * it also prevents us from alcheming nuggets that were just created
1735 * with this spell.
1736 */ 1392 }
1737 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 = arch_to_object (nugget[i]);
1403 tmp->nrof = nrof;
1404 tmp->flag [FLAG_IDENTIFIED] = true;
1405 op->map->insert (tmp, x, y, op, 0);
1738 } 1406 }
1739 }
1740 1407
1741 large->destroy (); 1408 if (weight > weight_max)
1742 small->destroy (); 1409 goto bailout;
1743 /* reset this so that if player standing on a big pile of stuff, 1410 }
1744 * it is redrawn properly. 1411 }
1745 */ 1412
1746 op->contr->ns->look_position = 0; 1413bailout:
1747 return 1; 1414 return 1;
1748} 1415}
1749
1750 1416
1751/* This function removes the cursed/damned status on equipped 1417/* This function removes the cursed/damned status on equipped
1752 * items. 1418 * items.
1753 */ 1419 */
1754int 1420int
1761 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1427 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1762 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1428 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1763 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1429 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1764 { 1430 {
1765 was_one++; 1431 was_one++;
1432
1766 if (tmp->level <= caster_level (caster, spell)) 1433 if (tmp->level <= casting_level (caster, spell))
1767 { 1434 {
1768 success++; 1435 success++;
1769 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1436 if (QUERY_FLAG (spell, FLAG_DAMNED))
1770 CLEAR_FLAG (tmp, FLAG_DAMNED); 1437 CLEAR_FLAG (tmp, FLAG_DAMNED);
1771 1438
1772 CLEAR_FLAG (tmp, FLAG_CURSED); 1439 CLEAR_FLAG (tmp, FLAG_CURSED);
1773 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1440 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1774 tmp->value = 0; /* Still can't sell it */ 1441 tmp->value = 0; /* Still can't sell it */
1775 if (op->type == PLAYER) 1442
1443 if (object *pl = tmp->visible_to ())
1776 esrv_send_item (op, tmp); 1444 esrv_update_item (UPD_FLAGS, pl, tmp);
1777 } 1445 }
1778 } 1446 }
1779 1447
1780 if (op->type == PLAYER) 1448 if (op->type == PLAYER)
1781 { 1449 {
1782 if (success) 1450 if (success)
1783 {
1784 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now."); 1451 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1785 }
1786 else 1452 else
1787 { 1453 {
1788 if (was_one) 1454 if (was_one)
1789 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse."); 1455 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1790 else 1456 else
1794 1460
1795 return success; 1461 return success;
1796} 1462}
1797 1463
1798/* Identifies objects in the players inventory/on the ground */ 1464/* Identifies objects in the players inventory/on the ground */
1799
1800int 1465int
1801cast_identify (object *op, object *caster, object *spell) 1466cast_identify (object *op, object *caster, object *spell)
1802{ 1467{
1468 dynbuf_text buf;
1803 object *tmp; 1469 object *tmp;
1804 int success = 0, num_ident;
1805 1470
1806 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1471 int num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1807 1472
1808 if (num_ident < 1) 1473 if (num_ident < 1)
1809 num_ident = 1; 1474 num_ident = 1;
1810 1475
1811 for (tmp = op->inv; tmp; tmp = tmp->below) 1476 for (tmp = op->inv; tmp; tmp = tmp->below)
1814 { 1479 {
1815 identify (tmp); 1480 identify (tmp);
1816 1481
1817 if (op->type == PLAYER) 1482 if (op->type == PLAYER)
1818 { 1483 {
1819 new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op)); 1484 buf.printf ("You identified: %s.\r", long_desc (tmp, op));
1820 1485
1821 if (tmp->msg) 1486 if (tmp->msg)
1822 { 1487 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1823 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1824 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1825 }
1826 } 1488 }
1827 1489
1828 num_ident--; 1490 num_ident--;
1829 success = 1;
1830 if (!num_ident) 1491 if (!num_ident)
1831 break; 1492 break;
1832 } 1493 }
1833 } 1494 }
1834 1495
1836 * stuff on the floor. Only identify stuff on the floor if the spell 1497 * stuff on the floor. Only identify stuff on the floor if the spell
1837 * was not fully used. 1498 * was not fully used.
1838 */ 1499 */
1839 if (num_ident) 1500 if (num_ident)
1840 { 1501 {
1841 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1502 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1842 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1503 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1843 { 1504 {
1844 identify (tmp); 1505 identify (tmp);
1845 1506
1846 if (op->type == PLAYER) 1507 if (object *pl = tmp->visible_to ())
1847 { 1508 {
1848 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op)); 1509 buf.printf ("On the ground you identified: %s.\r", long_desc (tmp, op));
1849 1510
1850 if (tmp->msg) 1511 if (tmp->msg)
1851 { 1512 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1852 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1853 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1854 }
1855
1856 esrv_send_item (op, tmp);
1857 } 1513 }
1858 1514
1859 num_ident--; 1515 num_ident--;
1860 success = 1;
1861 if (!num_ident) 1516 if (!num_ident)
1862 break; 1517 break;
1863 } 1518 }
1864 } 1519 }
1865 1520
1866 if (!success) 1521 if (buf.empty ())
1867 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified."); 1522 {
1523 op->failmsg ("You can't reach anything unidentified.");
1524 return 0;
1525 }
1868 else 1526 else
1527 {
1528 if (op->contr)
1529 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1530
1869 spell_effect (spell, op->x, op->y, op->map, op); 1531 spell_effect (spell, op->x, op->y, op->map, op);
1870 1532 return 1;
1871 return success; 1533 }
1872} 1534}
1873 1535
1874int 1536int
1875cast_detection (object *op, object *caster, object *spell, object *skill) 1537cast_detection (object *op, object *caster, object *spell, object *skill)
1876{ 1538{
1881 1543
1882 /* We precompute some values here so that we don't have to keep 1544 /* We precompute some values here so that we don't have to keep
1883 * doing it over and over again. 1545 * doing it over and over again.
1884 */ 1546 */
1885 god = find_god (determine_god (op)); 1547 god = find_god (determine_god (op));
1886 level = caster_level (caster, spell); 1548 level = casting_level (caster, spell);
1887 range = spell->range + SP_level_range_adjust (caster, spell); 1549 range = spell->range + SP_level_range_adjust (caster, spell);
1888 1550
1889 if (!skill) 1551 if (!skill)
1890 skill = caster; 1552 skill = caster;
1891 1553
1892 for (x = op->x - range; x <= op->x + range; x++) 1554 unordered_mapwalk (op, -range, -range, range, range)
1893 for (y = op->y - range; y <= op->y + range; y++)
1894 { 1555 {
1895 m = op->map;
1896 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1897 if (mflags & P_OUT_OF_MAP)
1898 continue;
1899
1900 /* For most of the detections, we only detect objects above the 1556 /* For most of the detections, we only detect objects above the
1901 * floor. But this is not true for show invisible. 1557 * floor. But this is not true for show invisible.
1902 * Basically, we just go and find the top object and work 1558 * Basically, we just go and find the top object and work
1903 * down - that is easier than working up. 1559 * down - that is easier than working up.
1904 */ 1560 */
1905 1561
1906 for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above) 1562 for (last = NULL, tmp = m->at (nx, ny).bot; tmp; tmp = tmp->above)
1907 last = tmp; 1563 last = tmp;
1908 1564
1909 /* Shouldn't happen, but if there are no objects on a space, this 1565 /* Shouldn't happen, but if there are no objects on a space, this
1910 * would happen. 1566 * would happen.
1911 */ 1567 */
1912 if (!last) 1568 if (!last)
1913 continue; 1569 continue;
1914 1570
1915 done_one = 0; 1571 done_one = 0;
1916 floor = 0; 1572 floor = 0;
1917 detect = NULL; 1573 detect = NULL;
1918 for (tmp = last; tmp; tmp = tmp->below) 1574 for (tmp = last; tmp; tmp = tmp->below)
1919 { 1575 {
1920 /* show invisible */ 1576 /* show invisible */
1921 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1577 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1922 /* Might there be other objects that we can make visible? */ 1578 /* Might there be other objects that we can make visible? */
1923 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1579 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) ||
1924 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1580 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ))
1925 tmp->type == CF_HANDLE || 1581 || tmp->type == CF_HANDLE
1926 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE || 1582 || tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE
1927 tmp->type == BUTTON || tmp->type == TELEPORTER || 1583 || tmp->type == BUTTON || tmp->type == TELEPORTER
1928 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1584 || tmp->type == GATE || tmp->type == LOCKED_DOOR
1929 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN || 1585 || tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN
1930 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1586 || tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY
1931 tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR))) 1587 || tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR)))
1932 { 1588 {
1933 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4) 1589 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1934 { 1590 {
1935 tmp->invisible = 0; 1591 tmp->invisible = 0;
1936 done_one = 1; 1592 done_one = 1;
1937 } 1593 }
1938 } 1594 }
1939 1595
1940 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1596 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1941 floor = 1; 1597 floor = 1;
1942 1598
1943 /* All detections below this point don't descend beneath the floor, 1599 /* All detections below this point don't descend beneath the floor,
1944 * so just continue on. We could be clever and look at the type of 1600 * so just continue on. We could be clever and look at the type of
1945 * detection to completely break out if we don't care about objects beneath 1601 * detection to completely break out if we don't care about objects beneath
1946 * the floor, but once we get to the floor, not likely a very big issue anyways. 1602 * the floor, but once we get to the floor, not likely a very big issue anyways.
1947 */ 1603 */
1948 if (floor) 1604 if (floor)
1949 continue; 1605 continue;
1950 1606
1951 /* I had thought about making detect magic and detect curse 1607 /* I had thought about making detect magic and detect curse
1952 * show the flash the magic item like it does for detect monster. 1608 * show the flash the magic item like it does for detect monster.
1953 * however, if the object is within sight, this would then make it 1609 * however, if the object is within sight, this would then make it
1954 * difficult to see what object is magical/cursed, so the 1610 * difficult to see what object is magical/cursed, so the
1955 * effect wouldn't be as apparant. 1611 * effect wouldn't be as apparent.
1956 */ 1612 */
1957 1613
1958 /* detect magic */ 1614 /* detect magic */
1959 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && 1615 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1960 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp)) 1616 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1961 { 1617 {
1962 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1618 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1963 /* make runes more visibile */ 1619 /* make runes more visibile */
1964 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC) 1620 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1965 tmp->stats.Cha /= 4; 1621 tmp->stats.Cha /= 4;
1622
1966 done_one = 1; 1623 done_one = 1;
1967 } 1624 }
1625
1968 /* detect monster */ 1626 /* detect monster */
1969 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER)) 1627 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1970 { 1628 {
1971 done_one = 2; 1629 done_one = 2;
1630
1972 if (!detect) 1631 if (!detect)
1973 detect = tmp; 1632 detect = tmp;
1974 } 1633 }
1634
1975 /* Basically, if race is set in the spell, then the creatures race must 1635 /* Basically, if race is set in the spell, then the creatures race must
1976 * match that. if the spell race is set to GOD, then the gods opposing 1636 * match that. if the spell race is set to GOD, then the gods opposing
1977 * race must match. 1637 * race must match.
1978 */ 1638 */
1979 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race && 1639 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1980 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) || 1640 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1981 (strstr (spell->race, tmp->race)))) 1641 spell->race.contains (tmp->race)))
1982 { 1642 {
1983 done_one = 2; 1643 done_one = 2;
1644
1984 if (!detect) 1645 if (!detect)
1985 detect = tmp; 1646 detect = tmp;
1986 } 1647 }
1648
1987 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1649 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1988 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1650 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1989 { 1651 {
1990 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1652 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1991 done_one = 1; 1653 done_one = 1;
1992 } 1654 }
1993 } /* for stack of objects on this space */ 1655 } /* for stack of objects on this space */
1994 1656
1995 /* Code here puts an effect of the spell on the space, so you can see 1657 /* Code here puts an effect of the spell on the space, so you can see
1996 * where the magic is. 1658 * where the magic is.
1997 */ 1659 */
1998 if (done_one) 1660 if (done_one)
1999 { 1661 {
2000 object *detect_ob = arch_to_object (spell->other_arch); 1662 object *detect_ob = arch_to_object (spell->other_arch);
2001 1663
2002 detect_ob->x = nx;
2003 detect_ob->y = ny;
2004 /* if this is set, we want to copy the face */ 1664 /* if this is set, we want to copy the face */
2005 if (done_one == 2 && detect) 1665 if (done_one == 2 && detect)
2006 { 1666 {
2007 detect_ob->face = detect->face; 1667 detect_ob->face = detect->face;
2008 detect_ob->animation_id = detect->animation_id; 1668 detect_ob->animation_id = detect->animation_id;
2009 detect_ob->anim_speed = detect->anim_speed; 1669 detect_ob->anim_speed = detect->anim_speed;
2010 detect_ob->last_anim = 0; 1670 detect_ob->last_anim = 0;
2011 /* by default, the detect_ob is already animated */ 1671 /* by default, the detect_ob is already animated */
2012 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1672 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
2013 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1673 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
2014 } 1674 }
2015 insert_ob_in_map (detect_ob, m, op, 0); 1675
1676 m->insert (detect_ob, nx, ny, op);
2016 } 1677 }
2017 } /* for processing the surrounding spaces */ 1678 } /* for processing the surrounding spaces */
2018 1679
2019 1680
2020 /* Now process objects in the players inventory if detect curse or magic */ 1681 /* Now process objects in the players inventory if detect curse or magic */
2021 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL)) 1682 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL))
2022 { 1683 {
2023 done_one = 0; 1684 done_one = 0;
1685
2024 for (tmp = op->inv; tmp; tmp = tmp->below) 1686 for (tmp = op->inv; tmp; tmp = tmp->below)
2025 { 1687 {
2026 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1688 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2027 { 1689 {
2028 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)) 1690 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL))
2029 { 1691 {
2030 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1692 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
2031 if (op->type == PLAYER) 1693
1694 if (object *pl = tmp->visible_to ())
2032 esrv_send_item (op, tmp); 1695 esrv_update_item (UPD_FLAGS, pl, tmp);
2033 } 1696 }
1697
2034 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1698 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
2035 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1699 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
2036 { 1700 {
2037 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1701 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
2038 if (op->type == PLAYER) 1702
1703 if (object *pl = tmp->visible_to ())
2039 esrv_send_item (op, tmp); 1704 esrv_update_item (UPD_FLAGS, pl, tmp);
2040 } 1705 }
2041 } /* if item is not identified */ 1706 } /* if item is not identified */
2042 } /* for the players inventory */ 1707 } /* for the players inventory */
2043 } /* if detect magic/curse and object is a player */ 1708 } /* if detect magic/curse and object is a player */
1709
2044 return 1; 1710 return 1;
2045} 1711}
2046 1712
2047 1713
2048/** 1714/**
2061 1727
2062 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you."); 1728 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
2063 1729
2064 if (victim->stats.sp >= victim->stats.maxsp * 2) 1730 if (victim->stats.sp >= victim->stats.maxsp * 2)
2065 { 1731 {
2066 object *tmp;
2067
2068 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1732 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
2069
2070 /* Explodes a fireball centered at player */
2071 tmp = get_archetype (EXPLODING_FIREBALL);
2072 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
2073 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
2074 tmp->x = victim->x;
2075 tmp->y = victim->y;
2076 insert_ob_in_map (tmp, victim->map, NULL, 0);
2077 victim->stats.sp = 2 * victim->stats.maxsp; 1733 victim->stats.sp = 2 * victim->stats.maxsp;
1734 create_exploding_ball_at (victim, caster_level);
2078 } 1735 }
2079 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1736 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
2080 {
2081 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); 1737 new_draw_info (NDI_UNIQUE | NDI_ORANGE, 0, victim, "You feel like your head is going to explode.");
2082 }
2083 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1738 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2084 {
2085 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 1739 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
2086 }
2087 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1740 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2088 { 1741 {
2089 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1742 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2090 confuse_player (victim, victim, 99); 1743 confuse_player (victim, victim, 99);
2091 } 1744 }
2092 else if (victim->stats.sp >= victim->stats.maxsp * 1.25) 1745 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
2093 {
2094 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices."); 1746 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
2095 }
2096} 1747}
2097 1748
2098/* cast_transfer 1749/* cast_transfer
2099 * This spell transfers sp from the player to another person. 1750 * This spell transfers sp from the player to another person.
2100 * We let the target go above their normal maximum SP. 1751 * We let the target go above their normal maximum SP.
2137 } 1788 }
2138 /* give sp */ 1789 /* give sp */
2139 if (spell->stats.dam > 0) 1790 if (spell->stats.dam > 0)
2140 { 1791 {
2141 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell); 1792 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
2142 charge_mana_effect (plyr, caster_level (caster, spell)); 1793 charge_mana_effect (plyr, casting_level (caster, spell));
2143 return 1; 1794 return 1;
2144 } 1795 }
2145 /* suck sp away. Can't suck sp from yourself */ 1796 /* suck sp away. Can't suck sp from yourself */
2146 else if (op != plyr) 1797 else if (op != plyr)
2147 { 1798 {
2159 /* Player doesn't get full credit */ 1810 /* Player doesn't get full credit */
2160 sucked = (sucked * rate) / 100; 1811 sucked = (sucked * rate) / 100;
2161 op->stats.sp += sucked; 1812 op->stats.sp += sucked;
2162 if (sucked > 0) 1813 if (sucked > 0)
2163 { 1814 {
2164 charge_mana_effect (op, caster_level (caster, spell)); 1815 charge_mana_effect (op, casting_level (caster, spell));
2165 } 1816 }
2166 } 1817 }
2167 return 1; 1818 return 1;
2168 } 1819 }
2169 return 0; 1820 return 0;
2211 /* Basically, if the object is magical and not counterspell, 1862 /* Basically, if the object is magical and not counterspell,
2212 * we will more or less remove the object. Don't counterspell 1863 * we will more or less remove the object. Don't counterspell
2213 * monsters either. 1864 * monsters either.
2214 */ 1865 */
2215 1866
2216 if (head->attacktype & AT_MAGIC && 1867 if (head->attacktype & AT_MAGIC
2217 !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level)) 1868 && !(head->attacktype & AT_COUNTERSPELL)
1869 && !QUERY_FLAG (head, FLAG_MONSTER)
1870 && (op->level > head->level))
2218 head->destroy (); 1871 head->destroy ();
2219 else 1872 else
2220 switch (head->type) 1873 switch (head->type)
2221 { 1874 {
2222 case SPELL_EFFECT: 1875 case SPELL_EFFECT:
1876 // XXX: Don't affect floor spelleffects. See also XXX comment
1877 // about sanctuary in spell_util.C
1878 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1879 continue;
1880
2223 if (op->level > head->level) 1881 if (op->level > head->level)
2224 head->destroy (); 1882 head->destroy ();
2225 1883
2226 break; 1884 break;
2227 1885
2238 break; 1896 break;
2239 } 1897 }
2240 } 1898 }
2241} 1899}
2242 1900
2243
2244
2245/* cast_consecrate() - a spell to make an altar your god's */ 1901/* cast_consecrate() - a spell to make an altar your god's */
2246int 1902int
2247cast_consecrate (object *op, object *caster, object *spell) 1903cast_consecrate (object *op, object *caster, object *spell)
2248{ 1904{
2249 char buf[MAX_BUF]; 1905 char buf[MAX_BUF];
2261 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1917 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2262 break; 1918 break;
2263 if (tmp->type == HOLY_ALTAR) 1919 if (tmp->type == HOLY_ALTAR)
2264 { 1920 {
2265 1921
2266 if (tmp->level > caster_level (caster, spell)) 1922 if (tmp->level > casting_level (caster, spell))
2267 { 1923 {
2268 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name); 1924 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name);
2269 return 0; 1925 return 0;
2270 } 1926 }
2271 else 1927 else
2272 { 1928 {
2273 /* If we got here, we are consecrating an altar */ 1929 /* If we got here, we are consecrating an altar */
2274 sprintf (buf, "Altar of %s", &god->name); 1930 sprintf (buf, "Altar of %s", &god->name);
2275 tmp->name = buf; 1931 tmp->name = buf;
2276 tmp->level = caster_level (caster, spell); 1932 tmp->level = casting_level (caster, spell);
2277 tmp->other_arch = god->arch; 1933 tmp->other_arch = god->arch;
1934
2278 if (op->type == PLAYER) 1935 if (op->type == PLAYER)
2279 esrv_update_item (UPD_NAME, op, tmp); 1936 esrv_update_item (UPD_NAME, op, tmp);
1937
2280 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name); 1938 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
2281 return 1; 1939 return 1;
2282 } 1940 }
2283 } 1941 }
2284 } 1942 }
2294 * This code was very odd - code early on would only let players use the spell, 1952 * This code was very odd - code early on would only let players use the spell,
2295 * yet the code wass full of player checks. I've presumed that the code 1953 * yet the code wass full of player checks. I've presumed that the code
2296 * that only let players use it was correct, and removed all the other 1954 * that only let players use it was correct, and removed all the other
2297 * player checks. MSW 2003-01-06 1955 * player checks. MSW 2003-01-06
2298 */ 1956 */
2299
2300int 1957int
2301animate_weapon (object *op, object *caster, object *spell, int dir) 1958animate_weapon (object *op, object *caster, object *spell, int dir)
2302{ 1959{
2303 object *weapon, *tmp; 1960 object *weapon, *tmp;
2304 char buf[MAX_BUF]; 1961 char buf[MAX_BUF];
2305 int a, i; 1962 int a, i;
2306 sint16 x, y; 1963 sint16 x, y;
2307 maptile *m; 1964 maptile *m;
2308 materialtype_t *mt;
2309 1965
2310 if (!spell->other_arch) 1966 if (!spell->other_arch)
2311 { 1967 {
2312 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1968 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2313 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name); 1969 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2316 /* exit if it's not a player using this spell. */ 1972 /* exit if it's not a player using this spell. */
2317 if (op->type != PLAYER) 1973 if (op->type != PLAYER)
2318 return 0; 1974 return 0;
2319 1975
2320 /* if player already has a golem, abort */ 1976 /* if player already has a golem, abort */
2321 if (op->contr->ranges[range_golem]) 1977 if (object *golem = op->contr->golem)
2322 { 1978 {
2323 control_golem (op->contr->ranges[range_golem], dir); 1979 control_golem (golem, dir);
2324 return 0; 1980 return 0;
2325 } 1981 }
2326 1982
2327 /* if no direction specified, pick one */ 1983 /* if no direction specified, pick one */
2328 if (!dir) 1984 if (!dir)
2329 dir = find_free_spot (NULL, op->map, op->x, op->y, 1, 9); 1985 dir = find_free_spot (spell->other_arch, op->map, op->x, op->y, 1, 9);
2330 1986
2331 m = op->map; 1987 m = op->map;
2332 x = op->x + freearr_x[dir]; 1988 x = op->x + freearr_x[dir];
2333 y = op->y + freearr_y[dir]; 1989 y = op->y + freearr_y[dir];
2334 1990
2335 /* if there's no place to put the golem, abort */ 1991 /* if there's no place to put the golem, abort */
2336 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || 1992 if (dir < 0 || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP)
2337 ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->clone.move_type)) 1993 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2338 { 1994 {
2339 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1995 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
2340 return 0; 1996 return 0;
2341 } 1997 }
2342 1998
2346 if (!weapon) 2002 if (!weapon)
2347 { 2003 {
2348 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2004 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2349 return 0; 2005 return 0;
2350 } 2006 }
2007
2351 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2008 if (spell->race && weapon->arch->archname != spell->race)
2352 { 2009 {
2353 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2010 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2354 return 0; 2011 return 0;
2355 } 2012 }
2013
2356 if (weapon->type != WEAPON) 2014 if (weapon->type != WEAPON)
2357 { 2015 {
2358 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it."); 2016 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it.");
2359 return 0; 2017 return 0;
2360 } 2018 }
2019
2361 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2020 if (QUERY_FLAG (weapon, FLAG_APPLIED))
2362 { 2021 {
2363 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon)); 2022 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon));
2364 return 0; 2023 return 0;
2365 } 2024 }
2366 2025
2367 if (weapon->nrof > 1) 2026 weapon = weapon->split ();
2368 {
2369 tmp = get_split_ob (weapon, 1);
2370 esrv_send_item (op, weapon);
2371 weapon = tmp;
2372 }
2373 2027
2374 /* create the golem object */ 2028 /* create the golem object */
2375 tmp = arch_to_object (spell->other_arch); 2029 tmp = arch_to_object (spell->other_arch);
2376 2030
2377 /* if animated by a player, give the player control of the golem */ 2031 /* if animated by a player, give the player control of the golem */
2378 CLEAR_FLAG (tmp, FLAG_MONSTER); 2032 CLEAR_FLAG (tmp, FLAG_MONSTER);
2379 SET_FLAG (tmp, FLAG_FRIENDLY);
2380 tmp->stats.exp = 0; 2033 tmp->stats.exp = 0;
2381 add_friendly_object (tmp); 2034 add_friendly_object (tmp);
2382 tmp->type = GOLEM; 2035 tmp->type = GOLEM;
2383 tmp->set_owner (op); 2036 tmp->set_owner (op);
2037 op->contr->golem = tmp;
2384 set_spell_skill (op, caster, spell, tmp); 2038 set_spell_skill (op, caster, spell, tmp);
2385 op->contr->ranges[range_golem] = tmp;
2386 op->contr->shoottype = range_golem;
2387 2039
2388 /* Give the weapon to the golem now. A bit of a hack to check the 2040 /* Give the weapon to the golem now. A bit of a hack to check the
2389 * removed flag - it should only be set if get_split_object was 2041 * removed flag - it should only be set if weapon->split was
2390 * used above. 2042 * used above.
2391 */ 2043 */
2392 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2044 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2393 weapon->remove (); 2045 weapon->remove ();
2394 insert_ob_in_ob (weapon, tmp); 2046
2395 esrv_send_item (op, weapon); 2047 tmp->insert (weapon);
2048
2396 /* To do everything necessary to let a golem use the weapon is a pain, 2049 /* To do everything necessary to let a golem use the weapon is a pain,
2397 * so instead, just set it as equipped (otherwise, we need to update 2050 * so instead, just set it as equipped (otherwise, we need to update
2398 * body_info, skills, etc) 2051 * body_info, skills, etc)
2399 */ 2052 */
2400 SET_FLAG (tmp, FLAG_USE_WEAPON); 2053 SET_FLAG (tmp, FLAG_USE_WEAPON);
2426 2079
2427 /* attacktype */ 2080 /* attacktype */
2428 if (!tmp->attacktype) 2081 if (!tmp->attacktype)
2429 tmp->attacktype = AT_PHYSICAL; 2082 tmp->attacktype = AT_PHYSICAL;
2430 2083
2431 mt = NULL;
2432 if (op->materialname != NULL)
2433 mt = name_to_material (op->materialname); 2084 if (materialtype_t *mt = name_to_material (op->materialname))
2434 if (mt != NULL)
2435 { 2085 {
2436 for (i = 0; i < NROFATTACKS; i++) 2086 for (i = 0; i < NROFATTACKS; i++)
2437 tmp->resist[i] = 50 - (mt->save[i] * 5); 2087 tmp->resist[i] = 50 - (mt->save[i] * 5);
2438 a = mt->save[0]; 2088 a = mt->save[0];
2439 } 2089 }
2441 { 2091 {
2442 for (i = 0; i < NROFATTACKS; i++) 2092 for (i = 0; i < NROFATTACKS; i++)
2443 tmp->resist[i] = 5; 2093 tmp->resist[i] = 5;
2444 a = 10; 2094 a = 10;
2445 } 2095 }
2096
2446 /* Set weapon's immunity */ 2097 /* Set weapon's immunity */
2447 tmp->resist[ATNR_CONFUSION] = 100; 2098 tmp->resist[ATNR_CONFUSION] = 100;
2448 tmp->resist[ATNR_POISON] = 100; 2099 tmp->resist[ATNR_POISON] = 100;
2449 tmp->resist[ATNR_SLOW] = 100; 2100 tmp->resist[ATNR_SLOW] = 100;
2450 tmp->resist[ATNR_PARALYZE] = 100; 2101 tmp->resist[ATNR_PARALYZE] = 100;
2456 2107
2457 /* Improve weapon's armour value according to best save vs. physical of its material */ 2108 /* Improve weapon's armour value according to best save vs. physical of its material */
2458 2109
2459 if (a > 14) 2110 if (a > 14)
2460 a = 14; 2111 a = 14;
2112
2461 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); 2113 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2462 2114
2463 /* Determine golem's speed */ 2115 /* Determine golem's speed */
2464 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell))); 2116 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2465 2117
2475 tmp->state = weapon->state; 2127 tmp->state = weapon->state;
2476 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2128 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2477 } 2129 }
2478 2130
2479 /* make experience increase in proportion to the strength of the summoned creature. */ 2131 /* make experience increase in proportion to the strength of the summoned creature. */
2480 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell)); 2132 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / casting_level (caster, spell));
2481 2133
2482 tmp->speed_left = -1; 2134 tmp->speed_left = -1;
2483 tmp->x = x;
2484 tmp->y = y;
2485 tmp->direction = dir; 2135 tmp->direction = dir;
2486 insert_ob_in_map (tmp, m, op, 0); 2136
2137 m->insert (tmp, x, y, op);
2487 return 1; 2138 return 1;
2488} 2139}
2489 2140
2490/* cast_daylight() - changes the map darkness level *lower* */ 2141/* cast_daylight() - changes the map darkness level *lower* */
2491 2142
2492/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2143/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2493 * This changes the light level for the entire map. 2144 * This changes the light level for the entire map.
2494 */ 2145 */
2495
2496int 2146int
2497cast_change_map_lightlevel (object *op, object *caster, object *spell) 2147cast_change_map_lightlevel (object *op, object *caster, object *spell)
2498{ 2148{
2499 int success; 2149 int success;
2500 2150
2501 if (!op->map) 2151 if (!op->map)
2502 return 0; /* shouldnt happen */ 2152 return 0; /* shouldnt happen */
2503 2153
2504 success = change_map_light (op->map, spell->stats.dam); 2154 success = op->map->change_map_light (spell->stats.dam);
2155
2505 if (!success) 2156 if (!success)
2506 { 2157 {
2507 if (spell->stats.dam < 0) 2158 if (spell->stats.dam < 0)
2508 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2159 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2509 else 2160 else
2510 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2161 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here.");
2511 } 2162 }
2163
2512 return success; 2164 return success;
2513} 2165}
2514
2515
2516
2517
2518 2166
2519/* create an aura spell object and put it in the player's inventory. 2167/* create an aura spell object and put it in the player's inventory.
2520 * as usual, op is player, caster is the object casting the spell, 2168 * as usual, op is player, caster is the object casting the spell,
2521 * spell is the spell object itself. 2169 * spell is the spell object itself.
2522 */ 2170 */
2534 2182
2535 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); 2183 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2536 2184
2537 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 2185 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2538 2186
2539 new_aura->set_owner (op);
2540 set_spell_skill (op, caster, spell, new_aura); 2187 set_spell_skill (op, caster, spell, new_aura);
2541 new_aura->attacktype = spell->attacktype; 2188 new_aura->attacktype = spell->attacktype;
2542 2189
2543 new_aura->level = caster_level (caster, spell); 2190 new_aura->level = casting_level (caster, spell);
2191
2544 if (refresh) 2192 if (refresh)
2545 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2193 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2546 else 2194 else
2547 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2195 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2196
2548 insert_ob_in_ob (new_aura, op); 2197 insert_ob_in_ob (new_aura, op);
2198 new_aura->set_owner (op);
2199
2549 return 1; 2200 return 1;
2550} 2201}
2551
2552 2202
2553/* move aura function. An aura is a part of someone's inventory, 2203/* move aura function. An aura is a part of someone's inventory,
2554 * which he carries with him, but which acts on the map immediately 2204 * which he carries with him, but which acts on the map immediately
2555 * around him. 2205 * around him.
2556 * Aura parameters: 2206 * Aura parameters:
2557 * duration: duration counter. 2207 * duration: duration counter.
2558 * attacktype: aura's attacktype 2208 * attacktype: aura's attacktype
2559 * other_arch: archetype to drop where we attack 2209 * other_arch: archetype to drop where we attack
2560 */ 2210 */
2561
2562void 2211void
2563move_aura (object *aura) 2212move_aura (object *aura)
2564{ 2213{
2565 int i, mflags;
2566 object *env;
2567 maptile *m;
2568
2569 /* auras belong in inventories */ 2214 /* auras belong in inventories */
2570 env = aura->env; 2215 object *env = aura->env;
2216 object *owner = aura->owner;
2571 2217
2572 /* no matter what we've gotta remove the aura... 2218 /* no matter what we've gotta remove the aura...
2573 * we'll put it back if its time isn't up. 2219 * we'll put it back if its time isn't up.
2574 */ 2220 */
2575 aura->remove (); 2221 aura->remove ();
2580 aura->destroy (); 2226 aura->destroy ();
2581 return; 2227 return;
2582 } 2228 }
2583 2229
2584 /* auras only exist in inventories */ 2230 /* auras only exist in inventories */
2585 if (env == NULL || env->map == NULL) 2231 if (!env || !env->map)
2586 { 2232 {
2587 aura->destroy (); 2233 aura->destroy ();
2588 return; 2234 return;
2589 } 2235 }
2590
2591 aura->x = env->x;
2592 aura->y = env->y;
2593 2236
2594 /* we need to jump out of the inventory for a bit 2237 /* we need to jump out of the inventory for a bit
2595 * in order to hit the map conveniently. 2238 * in order to hit the map conveniently.
2596 */ 2239 */
2597 insert_ob_in_map (aura, env->map, aura, 0); 2240 aura->insert_at (env, aura);
2598 2241
2599 for (i = 1; i < 9; i++) 2242 for (int i = 1; i < 9; i++)
2600 { 2243 {
2601 sint16 nx, ny; 2244 mapxy pos (env);
2245 pos.move (i);
2602 2246
2603 nx = aura->x + freearr_x[i];
2604 ny = aura->y + freearr_y[i];
2605 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2606
2607 /* Consider the movement tyep of the person with the aura as 2247 /* Consider the movement type of the person with the aura as
2608 * movement type of the aura. Eg, if the player is flying, the aura 2248 * movement type of the aura. Eg, if the player is flying, the aura
2609 * is flying also, if player is walking, it is on the ground, etc. 2249 * is flying also, if player is walking, it is on the ground, etc.
2610 */ 2250 */
2611 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny)))) 2251 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2612 { 2252 {
2613 hit_map (aura, i, aura->attacktype, 0); 2253 hit_map (aura, i, aura->attacktype, 0);
2614 2254
2615 if (aura->other_arch) 2255 if (aura->other_arch)
2616 {
2617 object *new_ob;
2618
2619 new_ob = arch_to_object (aura->other_arch); 2256 pos.insert (arch_to_object (aura->other_arch), aura);
2620 new_ob->x = nx;
2621 new_ob->y = ny;
2622 insert_ob_in_map (new_ob, m, aura, 0);
2623 } 2257 }
2624 }
2625 } 2258 }
2259
2626 /* put the aura back in the player's inventory */ 2260 /* put the aura back in the player's inventory */
2627 aura->remove (); 2261 env->insert (aura);
2628 insert_ob_in_ob (aura, env); 2262 aura->set_owner (owner);
2629} 2263}
2630 2264
2631/* moves the peacemaker spell. 2265/* moves the peacemaker spell.
2632 * op is the piece object. 2266 * op is the piece object.
2633 */ 2267 */
2634
2635void 2268void
2636move_peacemaker (object *op) 2269move_peacemaker (object *op)
2637{ 2270{
2638 object *tmp; 2271 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2639
2640 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2641 { 2272 {
2642 int atk_lev, def_lev; 2273 int atk_lev, def_lev;
2643 object *victim = tmp; 2274 object *victim = tmp->head_ ();
2644 2275
2645 if (tmp->head)
2646 victim = tmp->head;
2647 if (!QUERY_FLAG (victim, FLAG_MONSTER)) 2276 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2648 continue; 2277 continue;
2278
2649 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2279 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2650 continue; 2280 continue;
2281
2651 if (victim->stats.exp == 0) 2282 if (victim->stats.exp == 0)
2652 continue; 2283 continue;
2653 2284
2654 def_lev = MAX (1, victim->level); 2285 def_lev = MAX (1, victim->level);
2655 atk_lev = MAX (1, op->level); 2286 atk_lev = MAX (1, op->level);
2656 2287
2657 if (rndm (0, atk_lev - 1) > def_lev) 2288 if (rndm (0, atk_lev - 1) > def_lev)
2658 { 2289 {
2659 /* make this sucker peaceful. */ 2290 /* make this sucker peaceful. */
2660 2291
2292 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2661 change_exp (op->owner, victim->stats.exp, op->skill, 0); 2293 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2662 victim->stats.exp = 0; 2294 victim->stats.exp = 0;
2663#if 0 2295#if 0
2664 /* No idea why these were all set to zero - if something 2296 /* No idea why these were all set to zero - if something
2665 * makes this creature agressive, he should still do damage. 2297 * makes this creature agressive, he should still do damage.
2672 victim->attack_movement = RANDO2; 2304 victim->attack_movement = RANDO2;
2673 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2305 SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2674 SET_FLAG (victim, FLAG_RUN_AWAY); 2306 SET_FLAG (victim, FLAG_RUN_AWAY);
2675 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2307 SET_FLAG (victim, FLAG_RANDOM_MOVE);
2676 CLEAR_FLAG (victim, FLAG_MONSTER); 2308 CLEAR_FLAG (victim, FLAG_MONSTER);
2309
2677 if (victim->name) 2310 if (victim->name)
2678 {
2679 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name); 2311 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2680 } 2312 }
2681 }
2682 } 2313 }
2683} 2314}
2684
2685 2315
2686/* This writes a rune that contains the appropriate message. 2316/* This writes a rune that contains the appropriate message.
2687 * There really isn't any adjustments we make. 2317 * There really isn't any adjustments we make.
2688 */ 2318 */
2689
2690int 2319int
2691write_mark (object *op, object *spell, const char *msg) 2320write_mark (object *op, object *spell, const char *msg)
2692{ 2321{
2693 char rune[HUGE_BUF];
2694 object *tmp;
2695
2696 if (!msg || msg[0] == 0) 2322 if (!msg || msg[0] == 0)
2697 { 2323 {
2698 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2324 new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2699 return 0; 2325 return 0;
2700 } 2326 }
2703 { 2329 {
2704 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?"); 2330 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?");
2705 LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg); 2331 LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg);
2706 return 0; 2332 return 0;
2707 } 2333 }
2334
2708 if (!spell->other_arch) 2335 if (!spell->other_arch)
2709 return 0; 2336 return 0;
2337
2710 tmp = arch_to_object (spell->other_arch); 2338 object *tmp = arch_to_object (spell->other_arch);
2711
2712 snprintf (rune, sizeof (rune), "%s\n", msg);
2713 2339
2714 tmp->race = op->name; /*Save the owner of the rune */ 2340 tmp->race = op->name; /*Save the owner of the rune */
2715 tmp->msg = rune; 2341 tmp->msg = msg;
2716 tmp->x = op->x; 2342
2717 tmp->y = op->y; 2343 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2718 insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR); 2344
2719 return 1; 2345 return 1;
2720} 2346}
2347

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