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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.41 by pippijn, Thu Mar 1 12:28:16 2007 UTC vs.
Revision 1.107 by elmex, Thu Sep 17 16:53:15 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 (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * 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
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * 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,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * 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
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <object.h> 25#include <object.h>
27#include <living.h> 26#include <living.h>
62{ 61{
63 object *wand, *tmp; 62 object *wand, *tmp;
64 int ncharges; 63 int ncharges;
65 64
66 wand = find_marked_object (op); 65 wand = find_marked_object (op);
67 if (wand == NULL || wand->type != WAND) 66 if (!wand || wand->type != WAND)
68 { 67 {
69 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.");
70 return 0; 69 return 0;
71 } 70 }
72 if (!(random_roll (0, 3, op, PREFER_HIGH))) 71 if (!(random_roll (0, 3, op, PREFER_HIGH)))
73 { 72 {
74 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));
75 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE); 74 op->play_sound (sound_find ("ob_explode"));
76 esrv_del_item (op->contr, wand->count);
77 wand->destroy (); 75 wand->destroy ();
78 tmp = get_archetype ("fireball"); 76 tmp = get_archetype ("fireball");
79 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;
80 78
81 if (!tmp->stats.dam) 79 if (!tmp->stats.dam)
104 ncharges = 1; 102 ncharges = 1;
105 103
106 wand->stats.food += ncharges; 104 wand->stats.food += ncharges;
107 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));
108 106
109 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE)) 107 if (wand->arch && QUERY_FLAG (wand->arch, FLAG_ANIMATE))
110 { 108 {
111 SET_FLAG (wand, FLAG_ANIMATE); 109 SET_FLAG (wand, FLAG_ANIMATE);
112 wand->set_speed (wand->arch->clone.speed); 110 wand->set_speed (wand->arch->speed);
113 } 111 }
114 112
115 return 1; 113 return 1;
116} 114}
117 115
123 * great a plus, the default is used. 121 * great a plus, the default is used.
124 * 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
125 * 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
126 * create nonnmagic arrows, or even -1, etc... 124 * create nonnmagic arrows, or even -1, etc...
127 */ 125 */
128
129int 126int
130cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg) 127cast_create_missile (object *op, object *caster, object *spell, int dir, const char *spellparam)
131{ 128{
132 int missile_plus = 0, bonus_plus = 0; 129 int bonus_plus = 0;
133 const char *missile_name; 130 const char *missile_name = "arrow";
134 object *tmp, *missile;
135 131
136 missile_name = "arrow";
137
138 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 132 for (object *tmp = op->inv; tmp; tmp = tmp->below)
139 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) 133 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED))
140 missile_name = tmp->race; 134 missile_name = tmp->race;
141 135
142 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); 136 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
143 137
144 if (archetype::find (missile_name) == NULL) 138 archetype *missile_arch = archetype::find (missile_name);
139
140 if (!missile_arch)
145 { 141 {
146 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);
147 return 0; 143 return 0;
148 } 144 }
149 145
150 missile = get_archetype (missile_name); 146 object *missile = missile_arch->instance ();
151 147
152 if (stringarg) 148 if (spellparam)
153 { 149 {
154 /* If it starts with a letter, presume it is a description */ 150 /* If it starts with a letter, presume it is a description */
155 if (isalpha (*stringarg)) 151 if (isalpha (*spellparam))
156 { 152 {
157 artifact *al = find_artifactlist (missile->type)->items; 153 artifact *al = find_artifactlist (missile->type)->items;
158 154
159 for (; al != NULL; al = al->next) 155 for (; al; al = al->next)
160 if (!strcasecmp (al->item->name, stringarg)) 156 if (!strcasecmp (al->item->name, spellparam))
161 break; 157 break;
162 158
163 if (!al) 159 if (!al)
164 { 160 {
165 missile->destroy (); 161 missile->destroy ();
166 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, stringarg); 162 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, spellparam);
167 return 0; 163 return 0;
168 } 164 }
169 165
170 if (al->item->slaying) 166 if (al->item->slaying)
171 { 167 {
172 missile->destroy (); 168 missile->destroy ();
173 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg); 169 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, spellparam);
174 return 0; 170 return 0;
175 } 171 }
176 172
177 give_artifact_abilities (missile, al->item); 173 give_artifact_abilities (missile, al->item);
178 /* 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 -
179 * 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
180 * the parsing of having to do both plus and type. 176 * the parsing of having to do both plus and type.
181 */ 177 */
182 bonus_plus = 1 + (al->item->value / 5); 178 bonus_plus = 1 + (al->item->value / 5);
183 missile_plus = 0; 179 missile_plus = 0;
184 } 180 }
185 else if (atoi (stringarg) < missile_plus) 181 else if (atoi (spellparam) < missile_plus)
186 missile_plus = atoi (stringarg); 182 missile_plus = atoi (spellparam);
187 } 183 }
188 184
189 if (missile_plus > 4) 185 missile_plus = clamp (missile_plus, -4, 4);
190 missile_plus = 4;
191 else if (missile_plus < -4)
192 missile_plus = -4;
193 186
194 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 187 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
195 missile->nrof -= 3 * (missile_plus + bonus_plus); 188 missile->nrof -= 3 * (missile_plus + bonus_plus);
196 189
197 if (missile->nrof < 1) 190 if (missile->nrof < 1)
209 return 1; 202 return 1;
210} 203}
211 204
212 205
213/* allows the choice of what sort of food object to make. 206/* allows the choice of what sort of food object to make.
214 * If stringarg is NULL, it will create food dependent on level --PeterM*/ 207 * If spellparam is NULL, it will create food dependent on level --PeterM*/
215int 208int
216cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *stringarg) 209cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *spellparam)
217{ 210{
218 int food_value; 211 int food_value;
219 archetype *at = NULL; 212 archetype *at = NULL;
220 object *new_op; 213 object *new_op;
221 214
222 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);
223 216
224 if (stringarg) 217 if (spellparam)
225 { 218 {
226 at = find_archetype_by_object_type_name (FOOD, stringarg); 219 at = find_archetype_by_object_type_name (FOOD, spellparam);
227 if (at == NULL) 220 if (at == NULL)
228 at = find_archetype_by_object_type_name (DRINK, stringarg); 221 at = find_archetype_by_object_type_name (DRINK, spellparam);
229 if (at == NULL || at->clone.stats.food > food_value) 222 if (at == NULL || at->stats.food > food_value)
230 stringarg = NULL; 223 spellparam = NULL;
231 } 224 }
232 225
233 if (!stringarg) 226 if (!spellparam)
234 { 227 {
235 archetype *at_tmp; 228 archetype *at_tmp;
236 229
237 /* We try to find the archetype with the maximum food value. 230 /* We try to find the archetype with the maximum food value.
238 * This removes the dependancy of hard coded food values in this 231 * This removes the dependancy of hard coded food values in this
240 * 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
241 * to be altered from the donor. 234 * to be altered from the donor.
242 */ 235 */
243 236
244 /* We assume the food items don't have multiple parts */ 237 /* We assume the food items don't have multiple parts */
245 for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next) 238 for_all_archetypes (at_tmp)
246 { 239 {
247 if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK) 240 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
248 { 241 {
249 /* Basically, if the food value is something that is creatable 242 /* Basically, if the food value is something that is creatable
250 * under the limits of the spell and it is higher than 243 * under the limits of the spell and it is higher than
251 * the item we have now, take it instead. 244 * the item we have now, take it instead.
252 */ 245 */
253 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)))
254 at = at_tmp; 251 at = at_tmp;
255 } 252 }
256 } 253 }
257 } 254 }
255
258 /* 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
259 * know 257 * know
260 */ 258 */
261 if (!at) 259 if (!at)
262 { 260 {
263 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.");
264 return 0; 262 return 0;
265 } 263 }
266 264
267 food_value /= at->clone.stats.food; 265 food_value /= at->stats.food;
268 new_op = arch_to_object (at); 266 new_op = arch_to_object (at);
269 new_op->nrof = food_value; 267 new_op->nrof = food_value;
270 268
271 new_op->value = 0; 269 new_op->value = 0;
272 if (new_op->nrof < 1) 270 if (new_op->nrof < 1)
281{ 279{
282 int r, mflags, maxrange; 280 int r, mflags, maxrange;
283 object *tmp; 281 object *tmp;
284 maptile *m; 282 maptile *m;
285 283
286
287 if (!dir) 284 if (!dir)
288 { 285 {
289 examine_monster (op, op); 286 examine_monster (op, op);
290 return 1; 287 return 1;
291 } 288 }
289
292 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 290 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
293 for (r = 1; r < maxrange; r++) 291 for (r = 1; r < maxrange; r++)
294 { 292 {
295 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];
296 294
303 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) 301 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC))
304 { 302 {
305 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 303 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
306 return 0; 304 return 0;
307 } 305 }
306
308 if (mflags & P_IS_ALIVE) 307 if (mflags & P_IS_ALIVE)
309 { 308 {
310 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)
311 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)))
312 { 311 {
313 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 312 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
314 if (tmp->head != NULL) 313 if (tmp->head != NULL)
315 tmp = tmp->head; 314 tmp = tmp->head;
316 examine_monster (op, tmp); 315 examine_monster (op, tmp);
317 return 1; 316 return 1;
318 } 317 }
319 } 318 }
320 } 319 }
320
321 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); 321 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
322 return 1; 322 return 1;
323} 323}
324
325 324
326/* This checks to see if 'pl' is invisible to 'mon'. 325/* This checks to see if 'pl' is invisible to 'mon'.
327 * does race check, undead check, etc 326 * does race check, undead check, etc
328 * Returns TRUE if mon can't see pl, false 327 * Returns TRUE if mon can't see pl, false
329 * otherwise. This doesn't check range, walls, etc. It 328 * otherwise. This doesn't check range, walls, etc. It
331 * pl is invisible. 330 * pl is invisible.
332 */ 331 */
333int 332int
334makes_invisible_to (object *pl, object *mon) 333makes_invisible_to (object *pl, object *mon)
335{ 334{
336
337 if (!pl->invisible) 335 if (!pl->invisible)
338 return 0; 336 return 0;
337
339 if (pl->type == PLAYER) 338 if (pl->type == PLAYER)
340 { 339 {
341 /* If race isn't set, then invisible unless it is undead */ 340 /* If race isn't set, then invisible unless it is undead */
342 if (!pl->contr->invis_race) 341 if (!pl->contr->invis_race)
343 { 342 {
344 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 343 if (QUERY_FLAG (mon, FLAG_UNDEAD))
345 return 0; 344 return 0;
345
346 return 1; 346 return 1;
347 } 347 }
348
348 /* invis_race is set if we get here */ 349 /* invis_race is set if we get here */
349 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 350 if (pl->contr->invis_race == shstr_undead && is_true_undead (mon))
350 return 1; 351 return 1;
352
351 /* No race, can't be invisible to it */ 353 /* No race, can't be invisible to it */
352 if (!mon->race) 354 if (!mon->race)
353 return 0; 355 return 0;
356
354 if (strstr (mon->race, pl->contr->invis_race)) 357 if (mon->race.contains (pl->contr->invis_race))
355 return 1; 358 return 1;
359
356 /* Nothing matched above, return 0 */ 360 /* Nothing matched above, return 0 */
357 return 0; 361 return 0;
358 } 362 }
359 else 363 else
360 { 364 {
398 else 402 else
399 op->contr->tmp_invis = 1; 403 op->contr->tmp_invis = 1;
400 404
401 op->contr->hidden = 0; 405 op->contr->hidden = 0;
402 } 406 }
407
403 if (makes_invisible_to (op, op)) 408 if (makes_invisible_to (op, op))
404 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!");
405 else 410 else
406 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!"); 411 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
407 412
408 update_object (op, UP_OBJ_FACE); 413 update_object (op, UP_OBJ_CHANGE);
409 414
410 /* Only search the active objects - only these should actually do 415 /* Only search the active objects - only these should actually do
411 * harm to the player. 416 * harm to the player.
412 */ 417 */
413 for_all_actives (tmp) 418 for_all_actives (tmp)
420/* earth to dust spell. Basically destroys earthwalls in the area. 425/* earth to dust spell. Basically destroys earthwalls in the area.
421 */ 426 */
422int 427int
423cast_earth_to_dust (object *op, object *caster, object *spell_ob) 428cast_earth_to_dust (object *op, object *caster, object *spell_ob)
424{ 429{
425 object *tmp, *next;
426 int range, i, j, mflags; 430 int range, i, j, mflags;
427 sint16 sx, sy; 431 sint16 sx, sy;
428 maptile *m; 432 maptile *m;
429
430 if (op->type != PLAYER)
431 return 0;
432 433
433 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 434 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
434 435
435 for (i = -range; i <= range; i++) 436 for (i = -range; i <= range; i++)
436 for (j = -range; j <= range; j++) 437 for (j = -range; j <= range; j++)
441 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 442 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
442 443
443 if (mflags & P_OUT_OF_MAP) 444 if (mflags & P_OUT_OF_MAP)
444 continue; 445 continue;
445 446
446 // earth to dust tears down everything that can be teared down 447 // earth to dust tears down everything that can be torn down
447 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next) 448 for (object *next, *tmp = m->at (sx, sy).bot; tmp; tmp = next)
448 { 449 {
449 next = tmp->above; 450 next = tmp->above;
451
450 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 452 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
451 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 453 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
452 } 454 }
453 } 455 }
454 456
461 if (object *pl = op->in_player ()) 463 if (object *pl = op->in_player ())
462 { 464 {
463 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST)) 465 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST))
464 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you."); 466 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
465 else 467 else
466 { 468 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
467 // remove first so we do not call update_stats
468 op->remove ();
469 pl->enter_exit (op);
470 }
471 } 469 }
472 470
473 op->destroy (); 471 op->destroy ();
474} 472}
475 473
491 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 489 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
492 return 1; 490 return 1;
493 } 491 }
494 492
495 dummy = get_archetype (FORCE_NAME); 493 dummy = get_archetype (FORCE_NAME);
496 if (dummy == NULL) 494
495 if (!dummy)
497 { 496 {
498 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 497 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
499 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); 498 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
500 return 0; 499 return 0;
501 } 500 }
564} 563}
565 564
566int 565int
567perceive_self (object *op) 566perceive_self (object *op)
568{ 567{
569 char *cp = describe_item (op, op), buf[MAX_BUF]; 568 const char *cp = describe_item (op, op);
570 archetype *at = archetype::find (ARCH_DEPLETION); 569 archetype *at = archetype::find (ARCH_DEPLETION);
571 object *tmp;
572 int i;
573 570
571 dynbuf_text &buf = msg_dynbuf; buf.clear ();
572
573 if (!op->is_player ())
574 return 0;
575
576 if (object *race = archetype::find (op->race))
577 buf << " - You are a G<male|female> " << &race->name << ".\n";
578
574 tmp = find_god (determine_god (op)); 579 if (object *god = find_god (determine_god (op)))
575 if (tmp) 580 buf << " - You worship " << &god->name << ".\n";
576 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
577 else 581 else
578 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); 582 buf << " - You worship no god.\n";
579 583
580 tmp = present_arch_in_ob (at, op); 584 object *tmp = present_arch_in_ob (at, op);
581 585
582 if (*cp == '\0' && tmp == NULL) 586 if (*cp == '\0' && !tmp)
583 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 587 buf << " - You feel very mundane. ";
584 else 588 else
585 { 589 {
586 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 590 buf << " - You have: " << cp << ".\n";
587 new_draw_info (NDI_UNIQUE, 0, op, cp); 591
588 if (tmp != NULL) 592 if (tmp)
589 {
590 for (i = 0; i < NUM_STATS; i++) 593 for (int i = 0; i < NUM_STATS; i++)
591 { 594 if (tmp->stats.stat (i) < 0)
592 if (get_attr_value (&tmp->stats, i) < 0) 595 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
593 {
594 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i)));
595 }
596 }
597 }
598 } 596 }
599 597
600 if (is_dragon_pl (op)) 598 if (is_dragon_pl (op))
601 {
602 /* now grab the 'dragon_ability'-force from the player's inventory */ 599 /* now grab the 'dragon_ability'-force from the player's inventory */
603 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 600 for (tmp = op->inv; tmp; tmp = tmp->below)
604 { 601 {
605 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 602 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
606 { 603 {
607 if (tmp->stats.exp == 0) 604 if (tmp->stats.exp == 0)
608 sprintf (buf, "Your metabolism isn't focused on anything."); 605 buf << " - Your metabolism isn't focused on anything.\n";
609 else 606 else
610 sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); 607 buf << " - Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
611 608
612 new_draw_info (NDI_UNIQUE, 0, op, buf);
613 break; 609 break;
614 } 610 }
615 } 611 }
616 }
617 612
618 return 1; 613 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
619}
620
621/* int cast_create_town_portal (object *op, object *caster, int dir)
622 *
623 * This function cast the spell of town portal for op
624 *
625 * The spell operates in two passes. During the first one a place
626 * is marked as a destination for the portal. During the second one,
627 * 2 portals are created, one in the position the player cast it and
628 * one in the destination place. The portal are synchronized and 2 forces
629 * are inserted in the player to destruct the portal next time player
630 * creates a new portal pair.
631 * This spell has a side effect that it allows people to meet each other
632 * in a permanent, private, appartements by making a town portal from it
633 * to the town or another public place. So, check if the map is unique and if
634 * so return an error
635 *
636 * Code by Tchize (david.delbecq@usa.net)
637 */
638int
639cast_create_town_portal (object *op, object *caster, object *spell, int dir)
640{
641 object *dummy, *force, *old_force;
642 archetype *perm_portal;
643 char portal_name[1024], portal_message[1024];
644 maptile *exitmap;
645 int op_level;
646
647 /* Check to see if the map the player is currently on is a per player unique
648 * map. This can be determined in that per player unique maps have the
649 * full pathname listed.
650 */
651 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
652 {
653 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
654 return 0;
655 }
656
657 /* The first thing to do is to check if we have a marked destination
658 * dummy is used to make a check inventory for the force
659 */
660 dummy = arch_to_object (spell->other_arch);
661 if (dummy == NULL)
662 {
663 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
664 LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name);
665 return 0;
666 }
667
668 force = check_inv_recursive (op, dummy);
669
670 if (force == NULL)
671 {
672 /* Here we know there is no destination marked up.
673 * We have 2 things to do:
674 * 1. Mark the destination in the player inventory.
675 * 2. Let the player know it worked.
676 */
677 dummy->name = op->map->path;
678 EXIT_X (dummy) = op->x;
679 EXIT_Y (dummy) = op->y;
680 insert_ob_in_ob (dummy, op);
681 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You fix this place in your mind.\nYou feel you are able to come here from anywhere.");
682 return 1;
683 }
684
685 dummy->destroy ();
686
687 /* Here we know where the town portal should go to
688 * We should kill any existing portal associated with the player.
689 * Than we should create the 2 portals.
690 * For each of them, we need:
691 * - To create the portal with the name of the player+destination map
692 * - set the owner of the town portal
693 * - To mark the position of the portal in the player's inventory
694 * for easier destruction.
695 *
696 * The mark works has follow:
697 * slaying: Existing town portal
698 * hp, sp : x & y of the associated portal
699 * name : name of the portal
700 * race : map the portal is in
701 */
702
703 /* First step: killing existing town portals */
704 dummy = get_archetype (spell->race);
705 if (dummy == NULL)
706 {
707 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
708 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
709 return 0;
710 }
711
712 perm_portal = archetype::find (spell->slaying);
713
714 /* To kill a town portal, we go trough the player's inventory,
715 * for each marked portal in player's inventory,
716 * -We try load the associated map (if impossible, consider the portal destructed)
717 * -We find any portal in the specified location.
718 * If it has the good name, we destruct it.
719 * -We destruct the force indicating that portal.
720 */
721 while ((old_force = check_inv_recursive (op, dummy)))
722 {
723 exitmap = maptile::find_sync (old_force->race, op->map);
724
725 if (exitmap)
726 {
727 exitmap->load_sync ();
728
729 int exitx = EXIT_X (old_force);
730 int exity = EXIT_Y (old_force);
731
732 for (object *tmp = present_arch (perm_portal, exitmap, exitx, exity); tmp; tmp = tmp->above)
733 {
734 if (tmp->name == old_force->name)
735 {
736 tmp->destroy ();
737 break;
738 }
739 }
740 }
741
742 old_force->destroy ();
743 }
744
745 dummy->destroy ();
746
747 /* Creating the portals.
748 * The very first thing to do is to ensure
749 * access to the destination map.
750 * If we can't, don't fizzle. Simply warn player.
751 * This ensure player pays his mana for the spell
752 * because HE is responsible of forgotting.
753 * 'force' is the destination of the town portal, which we got
754 * from the players inventory above.
755 */
756
757 /* Ensure exit map is loaded */
758 exitmap = maptile::find_sync (force->name);
759
760 /* If we were unable to load (ex. random map deleted), warn player */
761 if (!exitmap)
762 {
763 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
764 force->destroy ();
765 return 1;
766 }
767
768 exitmap->load_sync ();
769
770 op_level = caster_level (caster, spell);
771 if (op_level < 15)
772 snprintf (portal_message, 1024,
773 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
774 &op->name);
775 else if (op_level < 30)
776 snprintf (portal_message, 1024,
777 "\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);
778 else if (op_level < 60)
779 snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
780 else
781 snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",
782 &op->name);
783
784 /* Create a portal in front of player
785 * dummy contain the portal and
786 * force contain the track to kill it later
787 */
788 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
789 dummy = get_archetype (spell->slaying); /*The portal */
790 if (dummy == NULL)
791 {
792 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
793 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
794 return 0;
795 }
796
797 EXIT_PATH (dummy) = force->name;
798 EXIT_X (dummy) = EXIT_X (force);
799 EXIT_Y (dummy) = EXIT_Y (force);
800 dummy->name = dummy->name_pl = portal_name;
801 dummy->msg = portal_message;
802 dummy->race = op->name; /*Save the owner of the portal */
803 cast_create_obj (op, caster, dummy, 0);
804
805 /* Now we need to to create a town portal marker inside the player
806 * object, so on future castings, we can know that he has an active
807 * town portal.
808 */
809 object *tmp = get_archetype (spell->race);
810
811 if (!tmp)
812 {
813 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
814 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
815 return 0;
816 }
817
818 tmp->race = op->map->path;
819 tmp->name = portal_name;
820 EXIT_X (tmp) = dummy->x;
821 EXIT_Y (tmp) = dummy->y;
822 op->insert (tmp);
823
824 /* Create a portal in the destination map
825 * dummy contain the portal and
826 * force the track to kill it later
827 * the 'force' variable still contains the 'reminder' of
828 * where this portal goes to.
829 */
830 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &op->map->path);
831 dummy = get_archetype (spell->slaying); /*The portal */
832 if (dummy == NULL)
833 {
834 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
835 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
836 return 0;
837 }
838
839 EXIT_PATH (dummy) = op->map->path;
840 EXIT_X (dummy) = op->x;
841 EXIT_Y (dummy) = op->y;
842 dummy->name = dummy->name_pl = portal_name;
843 dummy->msg = portal_message;
844 dummy->race = op->name; /*Save the owner of the portal */
845 exitmap->insert (dummy, EXIT_X (force), EXIT_Y (force), op);
846
847 /* Now we create another town portal marker that
848 * points back to the one we just made
849 */
850 tmp = get_archetype (spell->race);
851 if (tmp == NULL)
852 {
853 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
854 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
855 return 0;
856 }
857
858 tmp->race = force->name;
859 tmp->name = portal_name;
860 EXIT_X (tmp) = dummy->x;
861 EXIT_Y (tmp) = dummy->y;
862 insert_ob_in_ob (tmp, op);
863
864 /* Describe the player what happened
865 */
866 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
867 force->destroy ();
868 614
869 return 1; 615 return 1;
870} 616}
871 617
872/* This creates magic walls. Really, it can create most any object, 618/* This creates magic walls. Really, it can create most any object,
960 */ 706 */
961 if (tmp->type != EARTHWALL) //TODO 707 if (tmp->type != EARTHWALL) //TODO
962 tmp->set_owner (op); 708 tmp->set_owner (op);
963 709
964 set_spell_skill (op, caster, spell_ob, tmp); 710 set_spell_skill (op, caster, spell_ob, tmp);
965 tmp->level = caster_level (caster, spell_ob) / 2; 711 tmp->level = casting_level (caster, spell_ob) / 2;
966 712
967 name = tmp->name; 713 name = tmp->name;
968 if (!(tmp = m->insert (tmp, x, y, op))) 714 if (!(tmp = m->insert (tmp, x, y, op)))
969 { 715 {
970 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name); 716 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
971 return 0; 717 return 0;
972 } 718 }
973 719
974 /* If this is a spellcasting wall, need to insert the spell object */ 720 /* If this is a spellcasting wall, need to insert the spell object */
975 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 721 if (tmp->other_arch && tmp->other_arch->type == SPELL)
976 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 722 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
977 723
978 /* This code causes the wall to extend some distance in 724 /* This code causes the wall to extend some distance in
979 * each direction, or until an obstruction is encountered. 725 * each direction, or until an obstruction is encountered.
980 * posblocked and negblocked help determine how far the 726 * posblocked and negblocked help determine how far the
1000 { 746 {
1001 object *tmp2 = tmp->clone (); 747 object *tmp2 = tmp->clone ();
1002 m->insert (tmp2, x, y, op); 748 m->insert (tmp2, x, y, op);
1003 749
1004 /* If this is a spellcasting wall, need to insert the spell object */ 750 /* If this is a spellcasting wall, need to insert the spell object */
1005 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 751 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1006 tmp2->insert (arch_to_object (tmp2->other_arch)); 752 tmp2->insert (arch_to_object (tmp2->other_arch));
1007 753
1008 } 754 }
1009 else 755 else
1010 posblocked = 1; 756 posblocked = 1;
1017 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked) 763 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
1018 { 764 {
1019 object *tmp2 = tmp->clone (); 765 object *tmp2 = tmp->clone ();
1020 m->insert (tmp2, x, y, op); 766 m->insert (tmp2, x, y, op);
1021 767
1022 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 768 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1023 tmp2->insert (arch_to_object (tmp2->other_arch)); 769 tmp2->insert (arch_to_object (tmp2->other_arch));
1024 } 770 }
1025 else 771 else
1026 negblocked = 1; 772 negblocked = 1;
1027 } 773 }
1031 777
1032 return 1; 778 return 1;
1033} 779}
1034 780
1035int 781int
1036dimension_door (object *op, object *caster, object *spob, int dir) 782dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
1037{ 783{
1038 uint32 dist, maxdist; 784 uint32 dist, maxdist;
1039 int mflags; 785 int mflags;
1040 maptile *m; 786 maptile *m;
1041 sint16 sx, sy; 787 sint16 sx, sy;
1052 /* Given the new outdoor maps, can't let players dimension door for 798 /* Given the new outdoor maps, can't let players dimension door for
1053 * ever, so put limits in. 799 * ever, so put limits in.
1054 */ 800 */
1055 maxdist = spob->range + SP_level_range_adjust (caster, spob); 801 maxdist = spob->range + SP_level_range_adjust (caster, spob);
1056 802
1057 if (op->contr->count) 803 if (spellparam)
1058 { 804 {
805 int count = atoi (spellparam);
806
1059 if (op->contr->count > maxdist) 807 if (count > maxdist)
1060 { 808 {
1061 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!"); 809 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!");
1062 return 0; 810 return 0;
1063 } 811 }
1064 812
1065 for (dist = 0; dist < op->contr->count; dist++) 813 for (dist = 0; dist < count; dist++)
1066 { 814 {
1067 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy); 815 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
1068 816
1069 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 817 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
1070 break; 818 break;
1071 819
1072 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) 820 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1073 break; 821 break;
1074 } 822 }
1075 823
1076 if (dist < op->contr->count) 824 if (dist < count)
1077 { 825 {
1078 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n"); 826 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
1079 op->contr->count = 0;
1080 return 0; 827 return 0;
1081 } 828 }
1082
1083 op->contr->count = 0;
1084 829
1085 /* Remove code that puts player on random space on maps. IMO, 830 /* Remove code that puts player on random space on maps. IMO,
1086 * a lot of maps probably have areas the player should not get to, 831 * a lot of maps probably have areas the player should not get to,
1087 * but may not be marked as NO_MAGIC (as they may be bounded 832 * but may not be marked as NO_MAGIC (as they may be bounded
1088 * by such squares). Also, there are probably treasure rooms and 833 * by such squares). Also, there are probably treasure rooms and
1143 888
1144 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ 889 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */
1145 return 1; 890 return 1;
1146} 891}
1147 892
1148
1149/* cast_heal: Heals something. 893/* cast_heal: Heals something.
1150 * op is the caster. 894 * op is the caster.
1151 * dir is the direction he is casting it in. 895 * dir is the direction he is casting it in.
1152 * spell is the spell object. 896 * spell is the spell object.
1153 */ 897 */
1179 { 923 {
1180 /* See how many points we actually heal. Instead of messages 924 /* See how many points we actually heal. Instead of messages
1181 * based on type of spell, we instead do messages based 925 * based on type of spell, we instead do messages based
1182 * on amount of damage healed. 926 * on amount of damage healed.
1183 */ 927 */
1184 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 928 if (heal > tmp->stats.maxhp - tmp->stats.hp)
1185 heal = tmp->stats.maxhp - tmp->stats.hp; 929 heal = tmp->stats.maxhp - tmp->stats.hp;
930
1186 tmp->stats.hp += heal; 931 tmp->stats.hp += heal;
1187 932
1188 if (tmp->stats.hp >= tmp->stats.maxhp) 933 if (tmp->stats.hp >= tmp->stats.maxhp)
1189 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 934 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1190 else if (heal > 50) 935 else if (heal > 50)
1199 success = 1; 944 success = 1;
1200 } 945 }
1201 } 946 }
1202 947
1203 if (spell->attacktype & AT_DISEASE) 948 if (spell->attacktype & AT_DISEASE)
1204 if (cure_disease (tmp, op)) 949 if (cure_disease (tmp, op, spell))
1205 success = 1; 950 success = 1;
1206 951
1207 if (spell->attacktype & AT_POISON) 952 if (spell->attacktype & AT_POISON)
1208 { 953 {
1209 at = archetype::find ("poisoning"); 954 at = archetype::find ("poisoning");
1258 } 1003 }
1259 1004
1260 if (spell->stats.food && tmp->stats.food < 999) 1005 if (spell->stats.food && tmp->stats.food < 999)
1261 { 1006 {
1262 tmp->stats.food += spell->stats.food; 1007 tmp->stats.food += spell->stats.food;
1008
1263 if (tmp->stats.food > 999) 1009 if (tmp->stats.food > 999)
1264 tmp->stats.food = 999; 1010 tmp->stats.food = 999;
1011
1265 success = 1; 1012 success = 1;
1266 /* We could do something a bit better like the messages for healing above */ 1013 /* We could do something a bit better like the messages for healing above */
1267 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food"); 1014 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1268 } 1015 }
1269 1016
1270 return success; 1017 return success;
1271} 1018}
1272
1273 1019
1274/* This is used for the spells that gain stats. There are no spells 1020/* This is used for the spells that gain stats. There are no spells
1275 * right now that icnrease wis/int/pow on a temp basis, so no 1021 * right now that icnrease wis/int/pow on a temp basis, so no
1276 * good comments for those. 1022 * good comments for those.
1277 */ 1023 */
1278static const char *const no_gain_msgs[NUM_STATS] = { 1024static const char *const no_gain_msgs[NUM_STATS] = {
1279 "You grow no stronger.", 1025 "You grow no stronger.",
1280 "You grow no more agile.", 1026 "You grow no more agile.",
1281 "You don't feel any healthier.", 1027 "You don't feel any healthier.",
1282 "no wis", 1028 "You didn't grow any more intelligent.",
1029 "You do not feel any wiser.",
1030 "You don't feel any more powerful."
1283 "You are no easier to look at.", 1031 "You are no easier to look at.",
1284 "no int",
1285 "no pow"
1286}; 1032};
1287 1033
1288int 1034int
1035change_ability_duration (object *spell, object *caster)
1036{
1037 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1038}
1039
1040int
1289cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) 1041cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1290{ 1042{
1291 object *force = NULL; 1043 object *force = 0;
1292 int i; 1044 int i;
1293 1045
1294 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1046 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1295 object *tmp = dir 1047 object *tmp = dir
1296 ? find_target_for_friendly_spell (op, dir) 1048 ? find_target_for_friendly_spell (op, dir)
1297 : op; 1049 : op;
1298 1050
1299 if (!tmp) 1051 if (!tmp)
1300 return 0; 1052 return 0;
1301 1053
1302 /* If we've already got a force of this type, don't add a new one. */ 1054 /* If we've already got a force of this type, don't add a new one. */
1311 } 1063 }
1312 else if (spell_ob->race && spell_ob->race == tmp2->name) 1064 else if (spell_ob->race && spell_ob->race == tmp2->name)
1313 { 1065 {
1314 if (!silent) 1066 if (!silent)
1315 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 1067 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1068
1316 return 0; 1069 return 0;
1317 } 1070 }
1318 } 1071 }
1319 } 1072 }
1320 if (force == NULL) 1073
1074 if (!force)
1321 { 1075 {
1322 force = get_archetype (FORCE_NAME); 1076 force = get_archetype (FORCE_NAME);
1323 force->subtype = FORCE_CHANGE_ABILITY; 1077 force->subtype = FORCE_CHANGE_ABILITY;
1078
1324 if (spell_ob->race) 1079 if (spell_ob->race)
1325 force->name = spell_ob->race; 1080 force->name = spell_ob->race;
1326 else 1081 else
1327 force->name = spell_ob->name; 1082 force->name = spell_ob->name;
1083
1328 force->name_pl = spell_ob->name; 1084 force->name_pl = spell_ob->name;
1329 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); 1085 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1330 1086
1331 } 1087 }
1332 else 1088 else
1333 { 1089 {
1334 int duration; 1090 int duration = change_ability_duration (spell_ob, caster);
1335 1091
1336 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1337 if (duration > force->duration) 1092 if (duration > force->duration)
1338 { 1093 {
1339 force->duration = duration; 1094 force->duration = duration;
1340 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1095 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1341 } 1096 }
1342 else 1097 else
1343 {
1344 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1098 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1345 } 1099
1346 return 1; 1100 return 1;
1347 } 1101 }
1102
1348 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1103 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1349 force->speed = 1.0; 1104 force->speed = 1.0;
1350 force->speed_left = -1.0; 1105 force->speed_left = -1.0;
1351 SET_FLAG (force, FLAG_APPLIED); 1106 SET_FLAG (force, FLAG_APPLIED);
1352 1107
1358 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob); 1113 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob);
1359 if (force->resist[i] > 100) 1114 if (force->resist[i] > 100)
1360 force->resist[i] = 100; 1115 force->resist[i] = 100;
1361 } 1116 }
1362 } 1117 }
1118
1363 if (spell_ob->stats.hp) 1119 if (spell_ob->stats.hp)
1364 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob); 1120 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1365 1121
1366 if (tmp->type == PLAYER) 1122 if (tmp->type == PLAYER)
1367 { 1123 {
1368 /* Stat adjustment spells */ 1124 /* Stat adjustment spells */
1369 for (i = 0; i < NUM_STATS; i++) 1125 for (i = 0; i < NUM_STATS; i++)
1370 { 1126 {
1371 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; 1127 if (sint8 stat = spell_ob->stats.stat (i))
1372
1373 if (stat)
1374 { 1128 {
1375 sm = 0; 1129 sint8 sm = 0;
1376 for (k = 0; k < stat; k++) 1130 for (sint8 k = 0; k < stat; k++)
1377 sm += rndm (1, 3); 1131 sm += rndm (1, 3);
1378 1132
1379 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) 1133 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1380 { 1134 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1381 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); 1135
1382 if (sm < 0) 1136 force->stats.stat (i) = sm;
1383 sm = 0; 1137
1384 }
1385 set_attr_value (&force->stats, i, sm);
1386 if (!sm) 1138 if (!sm)
1387 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); 1139 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1388 } 1140 }
1389 } 1141 }
1390 } 1142 }
1411 force->attacktype = spell_ob->attacktype; 1163 force->attacktype = spell_ob->attacktype;
1412 1164
1413 insert_ob_in_ob (force, tmp); 1165 insert_ob_in_ob (force, tmp);
1414 change_abil (tmp, force); /* Mostly to display any messages */ 1166 change_abil (tmp, force); /* Mostly to display any messages */
1415 tmp->update_stats (); 1167 tmp->update_stats ();
1168
1416 return 1; 1169 return 1;
1417} 1170}
1418 1171
1419/* This used to be part of cast_change_ability, but it really didn't make 1172/* This used to be part of cast_change_ability, but it really didn't make
1420 * a lot of sense, since most of the values it derives are from the god 1173 * a lot of sense, since most of the values it derives are from the god
1421 * of the caster. 1174 * of the caster.
1422 */ 1175 */
1423
1424int 1176int
1425cast_bless (object *op, object *caster, object *spell_ob, int dir) 1177cast_bless (object *op, object *caster, object *spell_ob, int dir)
1426{ 1178{
1427 int i; 1179 int i;
1428 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1180 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1429 1181
1430 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1182 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1431 if (dir != 0) 1183 if (dir != 0)
1432 { 1184 {
1433 tmp = find_target_for_friendly_spell (op, dir); 1185 tmp = find_target_for_friendly_spell (op, dir);
1186
1187 if (!tmp)
1188 return 0;
1434 } 1189 }
1435 else 1190 else
1436 {
1437 tmp = op; 1191 tmp = op;
1438 }
1439 1192
1440 /* If we've already got a force of this type, don't add a new one. */ 1193 /* If we've already got a force of this type, don't add a new one. */
1441 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1194 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1442 { 1195 {
1443 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1196 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1444 { 1197 {
1445 if (tmp2->name == spell_ob->name) 1198 if (tmp2->name == spell_ob->name)
1446 { 1199 {
1452 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 1205 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1453 return 0; 1206 return 0;
1454 } 1207 }
1455 } 1208 }
1456 } 1209 }
1210
1457 if (force == NULL) 1211 if (force == NULL)
1458 { 1212 {
1459 force = get_archetype (FORCE_NAME); 1213 force = get_archetype (FORCE_NAME);
1460 force->subtype = FORCE_CHANGE_ABILITY; 1214 force->subtype = FORCE_CHANGE_ABILITY;
1461 if (spell_ob->race) 1215 if (spell_ob->race)
1526} 1280}
1527 1281
1528/* Alchemy code by Mark Wedel 1282/* Alchemy code by Mark Wedel
1529 * 1283 *
1530 * This code adds a new spell, called alchemy. Alchemy will turn 1284 * This code adds a new spell, called alchemy. Alchemy will turn
1531 * objects to gold nuggets, the value of the gold nuggets being 1285 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1532 * about 90% of that of the item itself. It uses the value of the
1533 * object before charisma adjustments, because the nuggets themselves
1534 * will be will be adjusted by charisma when sold.
1535 * 1286 *
1536 * Large nuggets are worth 25 gp each (base). You will always get 1287 * The value of the gold nuggets being about 90% of that of the item
1537 * the maximum number of large nuggets you could get. 1288 * itself. It uses the value of the object before charisma adjustments,
1538 * Small nuggets are worth 1 gp each (base). You will get from 0 1289 * because the nuggets themselves will be will be adjusted by charisma
1539 * to the max amount of small nuggets as you could get. 1290 * when sold.
1540 *
1541 * For example, if an item is worth 110 gold, you will get
1542 * 4 large nuggets, and from 0-10 small nuggets.
1543 * 1291 *
1544 * There is also a chance (1:30) that you will get nothing at all 1292 * There is also a chance (1:30) that you will get nothing at all
1545 * for the object. There is also a maximum weight that will be 1293 * for the object. There is also a maximum weight that will be
1546 * alchemised. 1294 * alchemised.
1547 */ 1295 */
1548static void 1296static void
1549alchemy_object (object *obj, uint64 &total_value, int &total_weight) 1297alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1550{ 1298{
1551 uint64 value = query_cost (obj, NULL, F_TRUE); 1299 uint64 value = query_cost (obj, NULL, F_TRUE);
1552 1300
1553 /* Give third price when we alchemy money (This should hopefully 1301 /* Give third price when we alchemy money (this should hopefully
1554 * make it so that it isn't worth it to alchemy money, sell 1302 * make it so that it isn't worth it to alchemy money, sell
1555 * the nuggets, alchemy the gold from that, etc. 1303 * the nuggets, alchemy the gold from that, etc.
1556 * Otherwise, give 9 silver on the gold for other objects, 1304 * Otherwise, give 9 silver on the gold for other objects,
1557 * so that it would still be more affordable to haul 1305 * so that it would still be more affordable to haul
1558 * the stuff back to town. 1306 * the stuff back to town.
1570 total_weight += obj->total_weight (); 1318 total_weight += obj->total_weight ();
1571 1319
1572 obj->destroy (); 1320 obj->destroy ();
1573} 1321}
1574 1322
1575static void
1576update_map (object *op, maptile *m, int small_nuggets, object *small, int large_nuggets, object *large, int x, int y)
1577{
1578 int flag = 0;
1579
1580 /* Put any nuggets below the player, but we can only pass this
1581 * flag if we are on the same space as the player
1582 */
1583 if (x == op->x && y == op->y && op->map == m)
1584 flag = INS_BELOW_ORIGINATOR;
1585
1586 if (small_nuggets)
1587 {
1588 object *tmp = small->clone ();
1589 tmp->nrof = small_nuggets;
1590 m->insert (tmp, x, y, op, flag);
1591 }
1592
1593 if (large_nuggets)
1594 {
1595 object *tmp = large->clone ();
1596 tmp->nrof = large_nuggets;
1597 m->insert (tmp, x, y, op, flag);
1598 }
1599
1600 if (object *pl = m->at (x, y).player ())
1601 if (pl->contr->ns)
1602 pl->contr->ns->look_position = 0;
1603}
1604
1605int 1323int
1606alchemy (object *op, object *caster, object *spell_ob) 1324alchemy (object *op, object *caster, object *spell_ob)
1607{ 1325{
1608 if (op->type != PLAYER) 1326 if (op->type != PLAYER)
1609 return 0; 1327 return 0;
1610 1328
1611 object *large = get_archetype ("largenugget"); 1329 archetype *nugget[3];
1612 object *small = get_archetype ("smallnugget"); 1330
1331 nugget[0] = archetype::find ("pyrite3");
1332 nugget[1] = archetype::find ("pyrite2");
1333 nugget[2] = archetype::find ("pyrite");
1613 1334
1614 /* Put a maximum weight of items that can be alchemised. Limits the power 1335 /* Put a maximum weight of items that can be alchemised. Limits the power
1615 * some, and also prevents people from alchemising every table/chair/clock 1336 * some, and also prevents people from alchemising every table/chair/clock
1616 * in sight 1337 * in sight
1617 */ 1338 */
1669 if (weight > weight_max) 1390 if (weight > weight_max)
1670 break; 1391 break;
1671 } 1392 }
1672 } 1393 }
1673 1394
1395 value -= rndm (value >> 4);
1674 value = min (value, value_max); 1396 value = min (value, value_max);
1675 1397
1676 uint64 count = value / large->value; 1398 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1677 int large_nuggets = count; 1399 if (int nrof = value / nugget [i]->value)
1678 value -= count * large->value;
1679
1680 count = value / small->value;
1681 int small_nuggets = count;
1682
1683 /* Insert all the nuggets at one time. This probably saves time, but
1684 * it also prevents us from alcheming nuggets that were just created
1685 * with this spell.
1686 */ 1400 {
1687 update_map (op, mp, small_nuggets, small, large_nuggets, large, nx, ny); 1401 value -= nrof * nugget[i]->value;
1402
1403 object *tmp = arch_to_object (nugget[i]);
1404 tmp->nrof = nrof;
1405 tmp->flag [FLAG_IDENTIFIED] = true;
1406 op->map->insert (tmp, x, y, op, 0);
1407 }
1688 1408
1689 if (weight > weight_max) 1409 if (weight > weight_max)
1690 goto bailout; 1410 goto bailout;
1691 } 1411 }
1692 } 1412 }
1693 1413
1694bailout: 1414bailout:
1695 large->destroy ();
1696 small->destroy ();
1697 return 1; 1415 return 1;
1698} 1416}
1699
1700 1417
1701/* This function removes the cursed/damned status on equipped 1418/* This function removes the cursed/damned status on equipped
1702 * items. 1419 * items.
1703 */ 1420 */
1704int 1421int
1705remove_curse (object *op, object *caster, object *spell) 1422remove_curse (object *op, object *caster, object *spell)
1706{ 1423{
1707 object *tmp;
1708 int success = 0, was_one = 0; 1424 int success = 0, was_one = 0;
1709 1425
1710 for (tmp = op->inv; tmp; tmp = tmp->below) 1426 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1711 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1427 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1712 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1428 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1713 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1429 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1714 { 1430 {
1715 was_one++; 1431 was_one++;
1432
1716 if (tmp->level <= caster_level (caster, spell)) 1433 if (tmp->level <= casting_level (caster, spell))
1717 { 1434 {
1718 success++; 1435 success++;
1719 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1436 if (QUERY_FLAG (spell, FLAG_DAMNED))
1720 CLEAR_FLAG (tmp, FLAG_DAMNED); 1437 CLEAR_FLAG (tmp, FLAG_DAMNED);
1721 1438
1722 CLEAR_FLAG (tmp, FLAG_CURSED); 1439 CLEAR_FLAG (tmp, FLAG_CURSED);
1723 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1440 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1724 tmp->value = 0; /* Still can't sell it */ 1441 tmp->value = 0; /* Still can't sell it */
1725 if (op->type == PLAYER) 1442
1443 if (object *pl = tmp->visible_to ())
1726 esrv_send_item (op, tmp); 1444 esrv_update_item (UPD_FLAGS, pl, tmp);
1727 } 1445 }
1728 } 1446 }
1729 1447
1730 if (op->type == PLAYER) 1448 if (op->type == PLAYER)
1731 { 1449 {
1742 1460
1743 return success; 1461 return success;
1744} 1462}
1745 1463
1746/* Identifies objects in the players inventory/on the ground */ 1464/* Identifies objects in the players inventory/on the ground */
1747
1748int 1465int
1749cast_identify (object *op, object *caster, object *spell) 1466cast_identify (object *op, object *caster, object *spell)
1750{ 1467{
1751 object *tmp; 1468 object *tmp;
1752 int success = 0, num_ident; 1469 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1753 1470
1754 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1471 int num_ident = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell));
1755
1756 if (num_ident < 1)
1757 num_ident = 1;
1758 1472
1759 for (tmp = op->inv; tmp; tmp = tmp->below) 1473 for (tmp = op->inv; tmp; tmp = tmp->below)
1760 { 1474 {
1761 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1475 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1762 { 1476 {
1763 identify (tmp); 1477 identify (tmp);
1764 1478
1765 if (op->type == PLAYER) 1479 if (op->type == PLAYER)
1766 { 1480 {
1767 new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op)); 1481 buf.printf ("You identified: %s.\r", long_desc (tmp, op));
1768 1482
1769 if (tmp->msg) 1483 if (tmp->msg)
1770 { 1484 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1771 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1772 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1773 }
1774 } 1485 }
1775 1486
1776 num_ident--;
1777 success = 1;
1778 if (!num_ident) 1487 if (!--num_ident)
1779 break; 1488 break;
1780 } 1489 }
1781 } 1490 }
1782 1491
1783 /* If all the power of the spell has been used up, don't go and identify 1492 /* If all the power of the spell has been used up, don't go and identify
1784 * stuff on the floor. Only identify stuff on the floor if the spell 1493 * stuff on the floor. Only identify stuff on the floor if the spell
1785 * was not fully used. 1494 * was not fully used.
1786 */ 1495 */
1787 if (num_ident) 1496 if (num_ident)
1788 { 1497 {
1789 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1498 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1790 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1499 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1791 { 1500 {
1792 identify (tmp); 1501 identify (tmp);
1793 1502
1794 if (op->type == PLAYER) 1503 if (object *pl = tmp->visible_to ())
1795 { 1504 {
1796 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op)); 1505 buf.printf ("On the ground you identified: %s.\r", long_desc (tmp, op));
1797 1506
1798 if (tmp->msg) 1507 if (tmp->msg)
1799 { 1508 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1800 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1801 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1802 }
1803
1804 esrv_send_item (op, tmp);
1805 } 1509 }
1806 1510
1807 num_ident--;
1808 success = 1;
1809 if (!num_ident) 1511 if (!--num_ident)
1810 break; 1512 break;
1811 } 1513 }
1812 } 1514 }
1813 1515
1814 if (!success) 1516 if (buf.empty ())
1815 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified."); 1517 {
1518 op->failmsg ("You can't reach anything unidentified.");
1519 return 0;
1520 }
1816 else 1521 else
1522 {
1523 if (op->contr)
1524 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1525
1817 spell_effect (spell, op->x, op->y, op->map, op); 1526 spell_effect (spell, op->x, op->y, op->map, op);
1818 1527 return 1;
1819 return success; 1528 }
1820} 1529}
1821 1530
1822int 1531int
1823cast_detection (object *op, object *caster, object *spell, object *skill) 1532cast_detection (object *op, object *caster, object *spell, object *skill)
1824{ 1533{
1829 1538
1830 /* We precompute some values here so that we don't have to keep 1539 /* We precompute some values here so that we don't have to keep
1831 * doing it over and over again. 1540 * doing it over and over again.
1832 */ 1541 */
1833 god = find_god (determine_god (op)); 1542 god = find_god (determine_god (op));
1834 level = caster_level (caster, spell); 1543 level = casting_level (caster, spell);
1835 range = spell->range + SP_level_range_adjust (caster, spell); 1544 range = spell->range + SP_level_range_adjust (caster, spell);
1836 1545
1837 if (!skill) 1546 if (!skill)
1838 skill = caster; 1547 skill = caster;
1839 1548
1840 for (x = op->x - range; x <= op->x + range; x++) 1549 unordered_mapwalk (op, -range, -range, range, range)
1841 for (y = op->y - range; y <= op->y + range; y++)
1842 { 1550 {
1843 m = op->map;
1844 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1845 if (mflags & P_OUT_OF_MAP)
1846 continue;
1847
1848 /* For most of the detections, we only detect objects above the 1551 /* For most of the detections, we only detect objects above the
1849 * floor. But this is not true for show invisible. 1552 * floor. But this is not true for show invisible.
1850 * Basically, we just go and find the top object and work 1553 * Basically, we just go and find the top object and work
1851 * down - that is easier than working up. 1554 * down - that is easier than working up.
1852 */ 1555 */
1853 1556
1854 for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above) 1557 for (last = NULL, tmp = m->at (nx, ny).bot; tmp; tmp = tmp->above)
1855 last = tmp; 1558 last = tmp;
1856 1559
1857 /* Shouldn't happen, but if there are no objects on a space, this 1560 /* Shouldn't happen, but if there are no objects on a space, this
1858 * would happen. 1561 * would happen.
1859 */ 1562 */
1860 if (!last) 1563 if (!last)
1861 continue; 1564 continue;
1862 1565
1863 done_one = 0; 1566 done_one = 0;
1864 floor = 0; 1567 floor = 0;
1865 detect = NULL; 1568 detect = NULL;
1866 for (tmp = last; tmp; tmp = tmp->below) 1569 for (tmp = last; tmp; tmp = tmp->below)
1867 { 1570 {
1868 /* show invisible */ 1571 /* show invisible */
1869 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1572 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1870 /* Might there be other objects that we can make visible? */ 1573 /* Might there be other objects that we can make visible? */
1871 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1574 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER)
1872 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1575 || (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ))
1873 tmp->type == CF_HANDLE || 1576 || tmp->type == CF_HANDLE
1874 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE || 1577 || tmp->type == TRAPDOOR
1578 || tmp->type == EXIT
1579 || tmp->type == HOLE
1580 || tmp->type == BUTTON
1875 tmp->type == BUTTON || tmp->type == TELEPORTER || 1581 || tmp->type == TELEPORTER
1582 || tmp->type == GATE
1876 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1583 || tmp->type == LOCKED_DOOR
1877 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN || 1584 || tmp->type == WEAPON
1585 || tmp->type == ALTAR
1586 || tmp->type == SIGN
1878 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1587 || tmp->type == TRIGGER_PEDESTAL
1879 tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR))) 1588 || tmp->type == SPECIAL_KEY
1589 || tmp->type == TREASURE
1590 || tmp->type == BOOK
1591 || tmp->type == HOLY_ALTAR
1592 || tmp->type == CONTAINER)))
1880 { 1593 {
1881 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4) 1594 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1882 { 1595 {
1883 tmp->invisible = 0; 1596 tmp->invisible = 0;
1884 done_one = 1; 1597 done_one = 1;
1885 } 1598 }
1886 } 1599 }
1887 1600
1888 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1601 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1889 floor = 1; 1602 floor = 1;
1890 1603
1891 /* All detections below this point don't descend beneath the floor, 1604 /* All detections below this point don't descend beneath the floor,
1892 * so just continue on. We could be clever and look at the type of 1605 * so just continue on. We could be clever and look at the type of
1893 * detection to completely break out if we don't care about objects beneath 1606 * detection to completely break out if we don't care about objects beneath
1894 * the floor, but once we get to the floor, not likely a very big issue anyways. 1607 * the floor, but once we get to the floor, not likely a very big issue anyways.
1895 */ 1608 */
1896 if (floor) 1609 if (floor)
1897 continue; 1610 continue;
1898 1611
1899 /* I had thought about making detect magic and detect curse 1612 /* I had thought about making detect magic and detect curse
1900 * show the flash the magic item like it does for detect monster. 1613 * show the flash the magic item like it does for detect monster.
1901 * however, if the object is within sight, this would then make it 1614 * however, if the object is within sight, this would then make it
1902 * difficult to see what object is magical/cursed, so the 1615 * difficult to see what object is magical/cursed, so the
1903 * effect wouldn't be as apparant. 1616 * effect wouldn't be as apparent.
1904 */ 1617 */
1905 1618
1906 /* detect magic */ 1619 /* detect magic */
1907 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && 1620 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1908 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp)) 1621 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1909 { 1622 {
1910 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1623 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1911 /* make runes more visibile */ 1624 /* make runes more visibile */
1912 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC) 1625 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1913 tmp->stats.Cha /= 4; 1626 tmp->stats.Cha /= 4;
1627
1914 done_one = 1; 1628 done_one = 1;
1915 } 1629 }
1630
1916 /* detect monster */ 1631 /* detect monster */
1917 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER)) 1632 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1918 { 1633 {
1919 done_one = 2; 1634 done_one = 2;
1635
1920 if (!detect) 1636 if (!detect)
1921 detect = tmp; 1637 detect = tmp;
1922 } 1638 }
1639
1923 /* Basically, if race is set in the spell, then the creatures race must 1640 /* Basically, if race is set in the spell, then the creatures race must
1924 * match that. if the spell race is set to GOD, then the gods opposing 1641 * match that. if the spell race is set to GOD, then the gods opposing
1925 * race must match. 1642 * race must match.
1926 */ 1643 */
1927 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race && 1644 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1928 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) || 1645 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1929 (strstr (spell->race, tmp->race)))) 1646 spell->race.contains (tmp->race)))
1930 { 1647 {
1931 done_one = 2; 1648 done_one = 2;
1649
1932 if (!detect) 1650 if (!detect)
1933 detect = tmp; 1651 detect = tmp;
1934 } 1652 }
1653
1935 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1654 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1936 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1655 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1937 { 1656 {
1938 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1657 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1939 done_one = 1; 1658 done_one = 1;
1940 } 1659 }
1941 } /* for stack of objects on this space */ 1660 } /* for stack of objects on this space */
1942 1661
1943 /* Code here puts an effect of the spell on the space, so you can see 1662 /* Code here puts an effect of the spell on the space, so you can see
1944 * where the magic is. 1663 * where the magic is.
1945 */ 1664 */
1946 if (done_one) 1665 if (done_one)
1947 { 1666 {
1948 object *detect_ob = arch_to_object (spell->other_arch); 1667 object *detect_ob = arch_to_object (spell->other_arch);
1949 1668
1950 /* if this is set, we want to copy the face */ 1669 /* if this is set, we want to copy the face */
1951 if (done_one == 2 && detect) 1670 if (done_one == 2 && detect)
1952 { 1671 {
1953 detect_ob->face = detect->face; 1672 detect_ob->face = detect->face;
1954 detect_ob->animation_id = detect->animation_id; 1673 detect_ob->animation_id = detect->animation_id;
1955 detect_ob->anim_speed = detect->anim_speed; 1674 detect_ob->anim_speed = detect->anim_speed;
1956 detect_ob->last_anim = 0; 1675 detect_ob->last_anim = 0;
1957 /* by default, the detect_ob is already animated */ 1676 /* by default, the detect_ob is already animated */
1958 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1677 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
1959 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1678 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
1960 } 1679 }
1961 1680
1962 m->insert (detect_ob, nx, ny, op); 1681 m->insert (detect_ob, nx, ny, op);
1963 } 1682 }
1964 } /* for processing the surrounding spaces */ 1683 } /* for processing the surrounding spaces */
1965 1684
1966 1685
1967 /* Now process objects in the players inventory if detect curse or magic */ 1686 /* Now process objects in the players inventory if detect curse or magic */
1968 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL)) 1687 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL))
1969 { 1688 {
1970 done_one = 0; 1689 done_one = 0;
1690
1971 for (tmp = op->inv; tmp; tmp = tmp->below) 1691 for (tmp = op->inv; tmp; tmp = tmp->below)
1972 { 1692 {
1973 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1693 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1974 { 1694 {
1975 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)) 1695 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL))
1976 { 1696 {
1977 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1697 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1978 if (op->type == PLAYER) 1698
1699 if (object *pl = tmp->visible_to ())
1979 esrv_send_item (op, tmp); 1700 esrv_update_item (UPD_FLAGS, pl, tmp);
1980 } 1701 }
1702
1981 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1703 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1982 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1704 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1983 { 1705 {
1984 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1706 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1985 if (op->type == PLAYER) 1707
1708 if (object *pl = tmp->visible_to ())
1986 esrv_send_item (op, tmp); 1709 esrv_update_item (UPD_FLAGS, pl, tmp);
1987 } 1710 }
1988 } /* if item is not identified */ 1711 } /* if item is not identified */
1989 } /* for the players inventory */ 1712 } /* for the players inventory */
1990 } /* if detect magic/curse and object is a player */ 1713 } /* if detect magic/curse and object is a player */
1714
1991 return 1; 1715 return 1;
1992} 1716}
1993 1717
1994 1718
1995/** 1719/**
2008 1732
2009 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you."); 1733 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
2010 1734
2011 if (victim->stats.sp >= victim->stats.maxsp * 2) 1735 if (victim->stats.sp >= victim->stats.maxsp * 2)
2012 { 1736 {
2013 object *tmp;
2014
2015 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1737 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
2016
2017 /* Explodes a fireball centered at player */
2018 tmp = get_archetype (EXPLODING_FIREBALL);
2019 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
2020 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
2021
2022 tmp->insert_at (victim);
2023 victim->stats.sp = 2 * victim->stats.maxsp; 1738 victim->stats.sp = 2 * victim->stats.maxsp;
1739 create_exploding_ball_at (victim, caster_level);
2024 } 1740 }
2025 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1741 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
2026 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); 1742 new_draw_info (NDI_UNIQUE | NDI_ORANGE, 0, victim, "You feel like your head is going to explode.");
2027 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1743 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2028 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 1744 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
2029 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1745 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2030 { 1746 {
2031 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1747 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2077 } 1793 }
2078 /* give sp */ 1794 /* give sp */
2079 if (spell->stats.dam > 0) 1795 if (spell->stats.dam > 0)
2080 { 1796 {
2081 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell); 1797 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
2082 charge_mana_effect (plyr, caster_level (caster, spell)); 1798 charge_mana_effect (plyr, casting_level (caster, spell));
2083 return 1; 1799 return 1;
2084 } 1800 }
2085 /* suck sp away. Can't suck sp from yourself */ 1801 /* suck sp away. Can't suck sp from yourself */
2086 else if (op != plyr) 1802 else if (op != plyr)
2087 { 1803 {
2099 /* Player doesn't get full credit */ 1815 /* Player doesn't get full credit */
2100 sucked = (sucked * rate) / 100; 1816 sucked = (sucked * rate) / 100;
2101 op->stats.sp += sucked; 1817 op->stats.sp += sucked;
2102 if (sucked > 0) 1818 if (sucked > 0)
2103 { 1819 {
2104 charge_mana_effect (op, caster_level (caster, spell)); 1820 charge_mana_effect (op, casting_level (caster, spell));
2105 } 1821 }
2106 } 1822 }
2107 return 1; 1823 return 1;
2108 } 1824 }
2109 return 0; 1825 return 0;
2151 /* Basically, if the object is magical and not counterspell, 1867 /* Basically, if the object is magical and not counterspell,
2152 * we will more or less remove the object. Don't counterspell 1868 * we will more or less remove the object. Don't counterspell
2153 * monsters either. 1869 * monsters either.
2154 */ 1870 */
2155 1871
2156 if (head->attacktype & AT_MAGIC && 1872 if (head->attacktype & AT_MAGIC
2157 !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level)) 1873 && !(head->attacktype & AT_COUNTERSPELL)
1874 && !QUERY_FLAG (head, FLAG_MONSTER)
1875 && (op->level > head->level))
2158 head->destroy (); 1876 head->destroy ();
2159 else 1877 else
2160 switch (head->type) 1878 switch (head->type)
2161 { 1879 {
2162 case SPELL_EFFECT: 1880 case SPELL_EFFECT:
1881 // XXX: Don't affect floor spelleffects. See also XXX comment
1882 // about sanctuary in spell_util.C
1883 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1884 continue;
1885
2163 if (op->level > head->level) 1886 if (op->level > head->level)
2164 head->destroy (); 1887 head->destroy ();
2165 1888
2166 break; 1889 break;
2167 1890
2178 break; 1901 break;
2179 } 1902 }
2180 } 1903 }
2181} 1904}
2182 1905
2183
2184
2185/* cast_consecrate() - a spell to make an altar your god's */ 1906/* cast_consecrate() - a spell to make an altar your god's */
2186int 1907int
2187cast_consecrate (object *op, object *caster, object *spell) 1908cast_consecrate (object *op, object *caster, object *spell)
2188{ 1909{
2189 char buf[MAX_BUF]; 1910 char buf[MAX_BUF];
2201 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1922 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2202 break; 1923 break;
2203 if (tmp->type == HOLY_ALTAR) 1924 if (tmp->type == HOLY_ALTAR)
2204 { 1925 {
2205 1926
2206 if (tmp->level > caster_level (caster, spell)) 1927 if (tmp->level > casting_level (caster, spell))
2207 { 1928 {
2208 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name); 1929 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name);
2209 return 0; 1930 return 0;
2210 } 1931 }
2211 else 1932 else
2212 { 1933 {
2213 /* If we got here, we are consecrating an altar */ 1934 /* If we got here, we are consecrating an altar */
2214 sprintf (buf, "Altar of %s", &god->name); 1935 sprintf (buf, "Altar of %s", &god->name);
2215 tmp->name = buf; 1936 tmp->name = buf;
2216 tmp->level = caster_level (caster, spell); 1937 tmp->level = casting_level (caster, spell);
2217 tmp->other_arch = god->arch; 1938 tmp->other_arch = god->arch;
1939
2218 if (op->type == PLAYER) 1940 if (op->type == PLAYER)
2219 esrv_update_item (UPD_NAME, op, tmp); 1941 esrv_update_item (UPD_NAME, op, tmp);
1942
2220 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name); 1943 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
2221 return 1; 1944 return 1;
2222 } 1945 }
2223 } 1946 }
2224 } 1947 }
2234 * This code was very odd - code early on would only let players use the spell, 1957 * This code was very odd - code early on would only let players use the spell,
2235 * yet the code wass full of player checks. I've presumed that the code 1958 * yet the code wass full of player checks. I've presumed that the code
2236 * that only let players use it was correct, and removed all the other 1959 * that only let players use it was correct, and removed all the other
2237 * player checks. MSW 2003-01-06 1960 * player checks. MSW 2003-01-06
2238 */ 1961 */
2239
2240int 1962int
2241animate_weapon (object *op, object *caster, object *spell, int dir) 1963animate_weapon (object *op, object *caster, object *spell, int dir)
2242{ 1964{
2243 object *weapon, *tmp; 1965 object *weapon, *tmp;
2244 char buf[MAX_BUF]; 1966 char buf[MAX_BUF];
2245 int a, i; 1967 int a, i;
2246 sint16 x, y; 1968 sint16 x, y;
2247 maptile *m; 1969 maptile *m;
2248 materialtype_t *mt;
2249 1970
2250 if (!spell->other_arch) 1971 if (!spell->other_arch)
2251 { 1972 {
2252 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1973 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2253 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name); 1974 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2256 /* exit if it's not a player using this spell. */ 1977 /* exit if it's not a player using this spell. */
2257 if (op->type != PLAYER) 1978 if (op->type != PLAYER)
2258 return 0; 1979 return 0;
2259 1980
2260 /* if player already has a golem, abort */ 1981 /* if player already has a golem, abort */
2261 if (op->contr->ranges[range_golem]) 1982 if (object *golem = op->contr->golem)
2262 { 1983 {
2263 control_golem (op->contr->ranges[range_golem], dir); 1984 control_golem (golem, dir);
2264 return 0; 1985 return 0;
2265 } 1986 }
2266 1987
2267 /* if no direction specified, pick one */ 1988 /* if no direction specified, pick one */
2268 if (!dir) 1989 if (!dir)
2269 dir = find_free_spot (NULL, op->map, op->x, op->y, 1, 9); 1990 dir = find_free_spot (spell->other_arch, op->map, op->x, op->y, 1, 9);
2270 1991
2271 m = op->map; 1992 m = op->map;
2272 x = op->x + freearr_x[dir]; 1993 x = op->x + freearr_x[dir];
2273 y = op->y + freearr_y[dir]; 1994 y = op->y + freearr_y[dir];
2274 1995
2275 /* if there's no place to put the golem, abort */ 1996 /* if there's no place to put the golem, abort */
2276 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || 1997 if (dir < 0 || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP)
2277 ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->clone.move_type)) 1998 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2278 { 1999 {
2279 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2000 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
2280 return 0; 2001 return 0;
2281 } 2002 }
2282 2003
2286 if (!weapon) 2007 if (!weapon)
2287 { 2008 {
2288 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2009 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2289 return 0; 2010 return 0;
2290 } 2011 }
2012
2291 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2013 if (spell->race && weapon->arch->archname != spell->race)
2292 { 2014 {
2293 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2015 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2294 return 0; 2016 return 0;
2295 } 2017 }
2018
2296 if (weapon->type != WEAPON) 2019 if (weapon->type != WEAPON)
2297 { 2020 {
2298 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it."); 2021 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it.");
2299 return 0; 2022 return 0;
2300 } 2023 }
2024
2301 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2025 if (QUERY_FLAG (weapon, FLAG_APPLIED))
2302 { 2026 {
2303 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon)); 2027 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon));
2304 return 0; 2028 return 0;
2305 } 2029 }
2306 2030
2307 if (weapon->nrof > 1) 2031 weapon = weapon->split ();
2308 {
2309 tmp = get_split_ob (weapon, 1);
2310 esrv_send_item (op, weapon);
2311 weapon = tmp;
2312 }
2313 2032
2314 /* create the golem object */ 2033 /* create the golem object */
2315 tmp = arch_to_object (spell->other_arch); 2034 tmp = arch_to_object (spell->other_arch);
2316 2035
2317 /* if animated by a player, give the player control of the golem */ 2036 /* if animated by a player, give the player control of the golem */
2318 CLEAR_FLAG (tmp, FLAG_MONSTER); 2037 CLEAR_FLAG (tmp, FLAG_MONSTER);
2319 tmp->stats.exp = 0; 2038 tmp->stats.exp = 0;
2320 add_friendly_object (tmp); 2039 add_friendly_object (tmp);
2321 tmp->type = GOLEM; 2040 tmp->type = GOLEM;
2322 tmp->set_owner (op); 2041 tmp->set_owner (op);
2042 op->contr->golem = tmp;
2323 set_spell_skill (op, caster, spell, tmp); 2043 set_spell_skill (op, caster, spell, tmp);
2324 op->contr->ranges[range_golem] = tmp;
2325 op->contr->shoottype = range_golem;
2326 2044
2327 /* Give the weapon to the golem now. A bit of a hack to check the 2045 /* Give the weapon to the golem now. A bit of a hack to check the
2328 * removed flag - it should only be set if get_split_object was 2046 * removed flag - it should only be set if weapon->split was
2329 * used above. 2047 * used above.
2330 */ 2048 */
2331 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2049 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2332 weapon->remove (); 2050 weapon->remove ();
2333 insert_ob_in_ob (weapon, tmp); 2051
2334 esrv_send_item (op, weapon); 2052 tmp->insert (weapon);
2053
2335 /* To do everything necessary to let a golem use the weapon is a pain, 2054 /* To do everything necessary to let a golem use the weapon is a pain,
2336 * so instead, just set it as equipped (otherwise, we need to update 2055 * so instead, just set it as equipped (otherwise, we need to update
2337 * body_info, skills, etc) 2056 * body_info, skills, etc)
2338 */ 2057 */
2339 SET_FLAG (tmp, FLAG_USE_WEAPON); 2058 SET_FLAG (tmp, FLAG_USE_WEAPON);
2365 2084
2366 /* attacktype */ 2085 /* attacktype */
2367 if (!tmp->attacktype) 2086 if (!tmp->attacktype)
2368 tmp->attacktype = AT_PHYSICAL; 2087 tmp->attacktype = AT_PHYSICAL;
2369 2088
2370 mt = NULL;
2371 if (op->materialname != NULL)
2372 mt = name_to_material (op->materialname); 2089 if (materialtype_t *mt = name_to_material (op->materialname))
2373 if (mt != NULL)
2374 { 2090 {
2375 for (i = 0; i < NROFATTACKS; i++) 2091 for (i = 0; i < NROFATTACKS; i++)
2376 tmp->resist[i] = 50 - (mt->save[i] * 5); 2092 tmp->resist[i] = 50 - (mt->save[i] * 5);
2377 a = mt->save[0]; 2093 a = mt->save[0];
2378 } 2094 }
2380 { 2096 {
2381 for (i = 0; i < NROFATTACKS; i++) 2097 for (i = 0; i < NROFATTACKS; i++)
2382 tmp->resist[i] = 5; 2098 tmp->resist[i] = 5;
2383 a = 10; 2099 a = 10;
2384 } 2100 }
2101
2385 /* Set weapon's immunity */ 2102 /* Set weapon's immunity */
2386 tmp->resist[ATNR_CONFUSION] = 100; 2103 tmp->resist[ATNR_CONFUSION] = 100;
2387 tmp->resist[ATNR_POISON] = 100; 2104 tmp->resist[ATNR_POISON] = 100;
2388 tmp->resist[ATNR_SLOW] = 100; 2105 tmp->resist[ATNR_SLOW] = 100;
2389 tmp->resist[ATNR_PARALYZE] = 100; 2106 tmp->resist[ATNR_PARALYZE] = 100;
2395 2112
2396 /* Improve weapon's armour value according to best save vs. physical of its material */ 2113 /* Improve weapon's armour value according to best save vs. physical of its material */
2397 2114
2398 if (a > 14) 2115 if (a > 14)
2399 a = 14; 2116 a = 14;
2117
2400 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); 2118 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2401 2119
2402 /* Determine golem's speed */ 2120 /* Determine golem's speed */
2403 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell))); 2121 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2404 2122
2414 tmp->state = weapon->state; 2132 tmp->state = weapon->state;
2415 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2133 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2416 } 2134 }
2417 2135
2418 /* make experience increase in proportion to the strength of the summoned creature. */ 2136 /* make experience increase in proportion to the strength of the summoned creature. */
2419 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell)); 2137 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / casting_level (caster, spell));
2420 2138
2421 tmp->speed_left = -1; 2139 tmp->speed_left = -1;
2422 tmp->direction = dir; 2140 tmp->direction = dir;
2423 2141
2424 m->insert (tmp, x, y, op); 2142 m->insert (tmp, x, y, op);
2428/* cast_daylight() - changes the map darkness level *lower* */ 2146/* cast_daylight() - changes the map darkness level *lower* */
2429 2147
2430/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2148/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2431 * This changes the light level for the entire map. 2149 * This changes the light level for the entire map.
2432 */ 2150 */
2433
2434int 2151int
2435cast_change_map_lightlevel (object *op, object *caster, object *spell) 2152cast_change_map_lightlevel (object *op, object *caster, object *spell)
2436{ 2153{
2437 int success; 2154 int success;
2438 2155
2446 if (spell->stats.dam < 0) 2163 if (spell->stats.dam < 0)
2447 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2164 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2448 else 2165 else
2449 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2166 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here.");
2450 } 2167 }
2168
2451 return success; 2169 return success;
2452} 2170}
2453
2454
2455
2456
2457 2171
2458/* create an aura spell object and put it in the player's inventory. 2172/* create an aura spell object and put it in the player's inventory.
2459 * as usual, op is player, caster is the object casting the spell, 2173 * as usual, op is player, caster is the object casting the spell,
2460 * spell is the spell object itself. 2174 * spell is the spell object itself.
2461 */ 2175 */
2473 2187
2474 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); 2188 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2475 2189
2476 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 2190 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2477 2191
2478 new_aura->set_owner (op);
2479 set_spell_skill (op, caster, spell, new_aura); 2192 set_spell_skill (op, caster, spell, new_aura);
2480 new_aura->attacktype = spell->attacktype; 2193 new_aura->attacktype = spell->attacktype;
2481 2194
2482 new_aura->level = caster_level (caster, spell); 2195 new_aura->level = casting_level (caster, spell);
2196
2483 if (refresh) 2197 if (refresh)
2484 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2198 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2485 else 2199 else
2486 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2200 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2201
2487 insert_ob_in_ob (new_aura, op); 2202 insert_ob_in_ob (new_aura, op);
2203 new_aura->set_owner (op);
2204
2488 return 1; 2205 return 1;
2489} 2206}
2490
2491 2207
2492/* move aura function. An aura is a part of someone's inventory, 2208/* move aura function. An aura is a part of someone's inventory,
2493 * which he carries with him, but which acts on the map immediately 2209 * which he carries with him, but which acts on the map immediately
2494 * around him. 2210 * around him.
2495 * Aura parameters: 2211 * Aura parameters:
2496 * duration: duration counter. 2212 * duration: duration counter.
2497 * attacktype: aura's attacktype 2213 * attacktype: aura's attacktype
2498 * other_arch: archetype to drop where we attack 2214 * other_arch: archetype to drop where we attack
2499 */ 2215 */
2500
2501void 2216void
2502move_aura (object *aura) 2217move_aura (object *aura)
2503{ 2218{
2504 int i, mflags;
2505 object *env;
2506 maptile *m;
2507
2508 /* auras belong in inventories */ 2219 /* auras belong in inventories */
2509 env = aura->env; 2220 object *env = aura->env;
2221 object *owner = aura->owner;
2510 2222
2511 /* no matter what we've gotta remove the aura... 2223 /* no matter what we've gotta remove the aura...
2512 * we'll put it back if its time isn't up. 2224 * we'll put it back if its time isn't up.
2513 */ 2225 */
2514 aura->remove (); 2226 aura->remove ();
2519 aura->destroy (); 2231 aura->destroy ();
2520 return; 2232 return;
2521 } 2233 }
2522 2234
2523 /* auras only exist in inventories */ 2235 /* auras only exist in inventories */
2524 if (env == NULL || env->map == NULL) 2236 if (!env || !env->map)
2525 { 2237 {
2526 aura->destroy (); 2238 aura->destroy ();
2527 return; 2239 return;
2528 } 2240 }
2529 2241
2530 /* we need to jump out of the inventory for a bit 2242 /* we need to jump out of the inventory for a bit
2531 * in order to hit the map conveniently. 2243 * in order to hit the map conveniently.
2532 */ 2244 */
2533 aura->insert_at (env, aura); 2245 aura->insert_at (env, aura);
2534 2246
2535 for (i = 1; i < 9; i++) 2247 for (int i = 1; i < 9; i++)
2536 { 2248 {
2537 sint16 nx, ny; 2249 mapxy pos (env);
2250 pos.move (i);
2538 2251
2539 nx = aura->x + freearr_x[i];
2540 ny = aura->y + freearr_y[i];
2541 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2542
2543 /* Consider the movement tyep of the person with the aura as 2252 /* Consider the movement type of the person with the aura as
2544 * movement type of the aura. Eg, if the player is flying, the aura 2253 * movement type of the aura. Eg, if the player is flying, the aura
2545 * is flying also, if player is walking, it is on the ground, etc. 2254 * is flying also, if player is walking, it is on the ground, etc.
2546 */ 2255 */
2547 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny)))) 2256 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2548 { 2257 {
2549 hit_map (aura, i, aura->attacktype, 0); 2258 hit_map (aura, i, aura->attacktype, 0);
2550 2259
2551 if (aura->other_arch) 2260 if (aura->other_arch)
2552 m->insert (arch_to_object (aura->other_arch), nx, ny, aura); 2261 pos.insert (arch_to_object (aura->other_arch), aura);
2553 } 2262 }
2554 } 2263 }
2555 2264
2556 /* put the aura back in the player's inventory */ 2265 /* put the aura back in the player's inventory */
2557 aura->remove (); 2266 env->insert (aura);
2558 insert_ob_in_ob (aura, env); 2267 aura->set_owner (owner);
2559} 2268}
2560 2269
2561/* moves the peacemaker spell. 2270/* moves the peacemaker spell.
2562 * op is the piece object. 2271 * op is the piece object.
2563 */ 2272 */
2564
2565void 2273void
2566move_peacemaker (object *op) 2274move_peacemaker (object *op)
2567{ 2275{
2568 object *tmp; 2276 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2569
2570 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2571 { 2277 {
2572 int atk_lev, def_lev; 2278 int atk_lev, def_lev;
2573 object *victim = tmp; 2279 object *victim = tmp->head_ ();
2574 2280
2575 if (tmp->head)
2576 victim = tmp->head;
2577 if (!QUERY_FLAG (victim, FLAG_MONSTER)) 2281 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2578 continue; 2282 continue;
2283
2579 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2284 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2580 continue; 2285 continue;
2286
2581 if (victim->stats.exp == 0) 2287 if (victim->stats.exp == 0)
2582 continue; 2288 continue;
2583 2289
2584 def_lev = MAX (1, victim->level); 2290 def_lev = MAX (1, victim->level);
2585 atk_lev = MAX (1, op->level); 2291 atk_lev = MAX (1, op->level);
2586 2292
2587 if (rndm (0, atk_lev - 1) > def_lev) 2293 if (rndm (0, atk_lev - 1) > def_lev)
2588 { 2294 {
2589 /* make this sucker peaceful. */ 2295 /* make this sucker peaceful. */
2590 2296
2297 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2591 change_exp (op->owner, victim->stats.exp, op->skill, 0); 2298 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2592 victim->stats.exp = 0; 2299 victim->stats.exp = 0;
2593#if 0 2300#if 0
2594 /* No idea why these were all set to zero - if something 2301 /* No idea why these were all set to zero - if something
2595 * makes this creature agressive, he should still do damage. 2302 * makes this creature agressive, he should still do damage.
2602 victim->attack_movement = RANDO2; 2309 victim->attack_movement = RANDO2;
2603 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2310 SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2604 SET_FLAG (victim, FLAG_RUN_AWAY); 2311 SET_FLAG (victim, FLAG_RUN_AWAY);
2605 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2312 SET_FLAG (victim, FLAG_RANDOM_MOVE);
2606 CLEAR_FLAG (victim, FLAG_MONSTER); 2313 CLEAR_FLAG (victim, FLAG_MONSTER);
2314
2607 if (victim->name) 2315 if (victim->name)
2608 {
2609 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name); 2316 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2610 } 2317 }
2611 }
2612 } 2318 }
2613} 2319}
2614
2615 2320
2616/* This writes a rune that contains the appropriate message. 2321/* This writes a rune that contains the appropriate message.
2617 * There really isn't any adjustments we make. 2322 * There really isn't any adjustments we make.
2618 */ 2323 */
2619
2620int 2324int
2621write_mark (object *op, object *spell, const char *msg) 2325write_mark (object *op, object *spell, const char *msg)
2622{ 2326{
2623 char rune[HUGE_BUF];
2624 object *tmp;
2625
2626 if (!msg || msg[0] == 0) 2327 if (!msg || msg[0] == 0)
2627 { 2328 {
2628 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2329 new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2629 return 0; 2330 return 0;
2630 } 2331 }
2633 { 2334 {
2634 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?"); 2335 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?");
2635 LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg); 2336 LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg);
2636 return 0; 2337 return 0;
2637 } 2338 }
2339
2638 if (!spell->other_arch) 2340 if (!spell->other_arch)
2639 return 0; 2341 return 0;
2342
2640 tmp = arch_to_object (spell->other_arch); 2343 object *tmp = arch_to_object (spell->other_arch);
2641
2642 snprintf (rune, sizeof (rune), "%s\n", msg);
2643 2344
2644 tmp->race = op->name; /*Save the owner of the rune */ 2345 tmp->race = op->name; /*Save the owner of the rune */
2645 tmp->msg = rune; 2346 tmp->msg = msg;
2646 2347
2647 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); 2348 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2349
2648 return 1; 2350 return 1;
2649} 2351}
2352

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