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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.42 by root, Wed Mar 14 04:12:29 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 {
421/* earth to dust spell. Basically destroys earthwalls in the area. 425/* earth to dust spell. Basically destroys earthwalls in the area.
422 */ 426 */
423int 427int
424cast_earth_to_dust (object *op, object *caster, object *spell_ob) 428cast_earth_to_dust (object *op, object *caster, object *spell_ob)
425{ 429{
426 object *tmp, *next;
427 int range, i, j, mflags; 430 int range, i, j, mflags;
428 sint16 sx, sy; 431 sint16 sx, sy;
429 maptile *m; 432 maptile *m;
430
431 if (op->type != PLAYER)
432 return 0;
433 433
434 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 434 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
435 435
436 for (i = -range; i <= range; i++) 436 for (i = -range; i <= range; i++)
437 for (j = -range; j <= range; j++) 437 for (j = -range; j <= range; j++)
442 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 442 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
443 443
444 if (mflags & P_OUT_OF_MAP) 444 if (mflags & P_OUT_OF_MAP)
445 continue; 445 continue;
446 446
447 // earth to dust tears down everything that can be teared down 447 // earth to dust tears down everything that can be torn down
448 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)
449 { 449 {
450 next = tmp->above; 450 next = tmp->above;
451
451 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 452 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
452 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 453 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
453 } 454 }
454 } 455 }
455 456
462 if (object *pl = op->in_player ()) 463 if (object *pl = op->in_player ())
463 { 464 {
464 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))
465 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.");
466 else 467 else
467 { 468 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
468 // remove first so we do not call update_stats
469 op->remove ();
470 pl->enter_exit (op);
471 }
472 } 469 }
473 470
474 op->destroy (); 471 op->destroy ();
475} 472}
476 473
492 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.");
493 return 1; 490 return 1;
494 } 491 }
495 492
496 dummy = get_archetype (FORCE_NAME); 493 dummy = get_archetype (FORCE_NAME);
497 if (dummy == NULL) 494
495 if (!dummy)
498 { 496 {
499 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 497 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
500 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); 498 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
501 return 0; 499 return 0;
502 } 500 }
565} 563}
566 564
567int 565int
568perceive_self (object *op) 566perceive_self (object *op)
569{ 567{
570 char *cp = describe_item (op, op), buf[MAX_BUF]; 568 const char *cp = describe_item (op, op);
571 archetype *at = archetype::find (ARCH_DEPLETION); 569 archetype *at = archetype::find (ARCH_DEPLETION);
572 object *tmp;
573 int i;
574 570
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
575 tmp = find_god (determine_god (op)); 579 if (object *god = find_god (determine_god (op)))
576 if (tmp) 580 buf << " - You worship " << &god->name << ".\n";
577 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
578 else 581 else
579 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); 582 buf << " - You worship no god.\n";
580 583
581 tmp = present_arch_in_ob (at, op); 584 object *tmp = present_arch_in_ob (at, op);
582 585
583 if (*cp == '\0' && tmp == NULL) 586 if (*cp == '\0' && !tmp)
584 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 587 buf << " - You feel very mundane. ";
585 else 588 else
586 { 589 {
587 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 590 buf << " - You have: " << cp << ".\n";
588 new_draw_info (NDI_UNIQUE, 0, op, cp); 591
589 if (tmp != NULL) 592 if (tmp)
590 {
591 for (i = 0; i < NUM_STATS; i++) 593 for (int i = 0; i < NUM_STATS; i++)
592 { 594 if (tmp->stats.stat (i) < 0)
593 if (get_attr_value (&tmp->stats, i) < 0) 595 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
594 {
595 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i)));
596 }
597 }
598 }
599 } 596 }
600 597
601 if (is_dragon_pl (op)) 598 if (is_dragon_pl (op))
602 {
603 /* now grab the 'dragon_ability'-force from the player's inventory */ 599 /* now grab the 'dragon_ability'-force from the player's inventory */
604 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 600 for (tmp = op->inv; tmp; tmp = tmp->below)
605 { 601 {
606 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 602 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
607 { 603 {
608 if (tmp->stats.exp == 0) 604 if (tmp->stats.exp == 0)
609 sprintf (buf, "Your metabolism isn't focused on anything."); 605 buf << " - Your metabolism isn't focused on anything.\n";
610 else 606 else
611 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";
612 608
613 new_draw_info (NDI_UNIQUE, 0, op, buf);
614 break; 609 break;
615 } 610 }
616 } 611 }
617 }
618 612
619 return 1; 613 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
620}
621
622/* int cast_create_town_portal (object *op, object *caster, int dir)
623 *
624 * This function cast the spell of town portal for op
625 *
626 * The spell operates in two passes. During the first one a place
627 * is marked as a destination for the portal. During the second one,
628 * 2 portals are created, one in the position the player cast it and
629 * one in the destination place. The portal are synchronized and 2 forces
630 * are inserted in the player to destruct the portal next time player
631 * creates a new portal pair.
632 * This spell has a side effect that it allows people to meet each other
633 * in a permanent, private, appartements by making a town portal from it
634 * to the town or another public place. So, check if the map is unique and if
635 * so return an error
636 *
637 * Code by Tchize (david.delbecq@usa.net)
638 */
639int
640cast_create_town_portal (object *op, object *caster, object *spell, int dir)
641{
642 object *dummy, *force, *old_force;
643 archetype *perm_portal;
644 char portal_name[1024], portal_message[1024];
645 maptile *exitmap;
646 int op_level;
647
648 /* Check to see if the map the player is currently on is a per player unique
649 * map. This can be determined in that per player unique maps have the
650 * full pathname listed.
651 */
652 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
653 {
654 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
655 return 0;
656 }
657
658 /* The first thing to do is to check if we have a marked destination
659 * dummy is used to make a check inventory for the force
660 */
661 dummy = arch_to_object (spell->other_arch);
662 if (dummy == NULL)
663 {
664 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
665 LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name);
666 return 0;
667 }
668
669 force = check_inv_recursive (op, dummy);
670
671 if (force == NULL)
672 {
673 /* Here we know there is no destination marked up.
674 * We have 2 things to do:
675 * 1. Mark the destination in the player inventory.
676 * 2. Let the player know it worked.
677 */
678 dummy->name = op->map->path;
679 EXIT_X (dummy) = op->x;
680 EXIT_Y (dummy) = op->y;
681 insert_ob_in_ob (dummy, op);
682 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.");
683 return 1;
684 }
685
686 dummy->destroy ();
687
688 /* Here we know where the town portal should go to
689 * We should kill any existing portal associated with the player.
690 * Than we should create the 2 portals.
691 * For each of them, we need:
692 * - To create the portal with the name of the player+destination map
693 * - set the owner of the town portal
694 * - To mark the position of the portal in the player's inventory
695 * for easier destruction.
696 *
697 * The mark works has follow:
698 * slaying: Existing town portal
699 * hp, sp : x & y of the associated portal
700 * name : name of the portal
701 * race : map the portal is in
702 */
703
704 /* First step: killing existing town portals */
705 dummy = get_archetype (spell->race);
706 if (dummy == NULL)
707 {
708 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
709 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
710 return 0;
711 }
712
713 perm_portal = archetype::find (spell->slaying);
714
715 /* To kill a town portal, we go trough the player's inventory,
716 * for each marked portal in player's inventory,
717 * -We try load the associated map (if impossible, consider the portal destructed)
718 * -We find any portal in the specified location.
719 * If it has the good name, we destruct it.
720 * -We destruct the force indicating that portal.
721 */
722 while ((old_force = check_inv_recursive (op, dummy)))
723 {
724 exitmap = maptile::find_sync (old_force->race, op->map);
725
726 if (exitmap)
727 {
728 exitmap->load_sync ();
729
730 int exitx = EXIT_X (old_force);
731 int exity = EXIT_Y (old_force);
732
733 for (object *tmp = present_arch (perm_portal, exitmap, exitx, exity); tmp; tmp = tmp->above)
734 {
735 if (tmp->name == old_force->name)
736 {
737 tmp->destroy ();
738 break;
739 }
740 }
741 }
742
743 old_force->destroy ();
744 }
745
746 dummy->destroy ();
747
748 /* Creating the portals.
749 * The very first thing to do is to ensure
750 * access to the destination map.
751 * If we can't, don't fizzle. Simply warn player.
752 * This ensure player pays his mana for the spell
753 * because HE is responsible of forgotting.
754 * 'force' is the destination of the town portal, which we got
755 * from the players inventory above.
756 */
757
758 /* Ensure exit map is loaded */
759 exitmap = maptile::find_sync (force->name);
760
761 /* If we were unable to load (ex. random map deleted), warn player */
762 if (!exitmap)
763 {
764 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
765 force->destroy ();
766 return 1;
767 }
768
769 exitmap->load_sync ();
770
771 op_level = caster_level (caster, spell);
772 if (op_level < 15)
773 snprintf (portal_message, 1024,
774 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
775 &op->name);
776 else if (op_level < 30)
777 snprintf (portal_message, 1024,
778 "\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);
779 else if (op_level < 60)
780 snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
781 else
782 snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",
783 &op->name);
784
785 /* Create a portal in front of player
786 * dummy contain the portal and
787 * force contain the track to kill it later
788 */
789 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
790 dummy = get_archetype (spell->slaying); /*The portal */
791 if (dummy == NULL)
792 {
793 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
794 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
795 return 0;
796 }
797
798 EXIT_PATH (dummy) = force->name;
799 EXIT_X (dummy) = EXIT_X (force);
800 EXIT_Y (dummy) = EXIT_Y (force);
801 dummy->name = dummy->name_pl = portal_name;
802 dummy->msg = portal_message;
803 dummy->race = op->name; /*Save the owner of the portal */
804 cast_create_obj (op, caster, dummy, 0);
805
806 /* Now we need to to create a town portal marker inside the player
807 * object, so on future castings, we can know that he has an active
808 * town portal.
809 */
810 object *tmp = get_archetype (spell->race);
811
812 if (!tmp)
813 {
814 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
815 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
816 return 0;
817 }
818
819 tmp->race = op->map->path;
820 tmp->name = portal_name;
821 EXIT_X (tmp) = dummy->x;
822 EXIT_Y (tmp) = dummy->y;
823 op->insert (tmp);
824
825 /* Create a portal in the destination map
826 * dummy contain the portal and
827 * force the track to kill it later
828 * the 'force' variable still contains the 'reminder' of
829 * where this portal goes to.
830 */
831 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &op->map->path);
832 dummy = get_archetype (spell->slaying); /*The portal */
833 if (dummy == NULL)
834 {
835 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
836 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
837 return 0;
838 }
839
840 EXIT_PATH (dummy) = op->map->path;
841 EXIT_X (dummy) = op->x;
842 EXIT_Y (dummy) = op->y;
843 dummy->name = dummy->name_pl = portal_name;
844 dummy->msg = portal_message;
845 dummy->race = op->name; /*Save the owner of the portal */
846 exitmap->insert (dummy, EXIT_X (force), EXIT_Y (force), op);
847
848 /* Now we create another town portal marker that
849 * points back to the one we just made
850 */
851 tmp = get_archetype (spell->race);
852 if (tmp == NULL)
853 {
854 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
855 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
856 return 0;
857 }
858
859 tmp->race = force->name;
860 tmp->name = portal_name;
861 EXIT_X (tmp) = dummy->x;
862 EXIT_Y (tmp) = dummy->y;
863 insert_ob_in_ob (tmp, op);
864
865 /* Describe the player what happened
866 */
867 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
868 force->destroy ();
869 614
870 return 1; 615 return 1;
871} 616}
872 617
873/* This creates magic walls. Really, it can create most any object, 618/* This creates magic walls. Really, it can create most any object,
961 */ 706 */
962 if (tmp->type != EARTHWALL) //TODO 707 if (tmp->type != EARTHWALL) //TODO
963 tmp->set_owner (op); 708 tmp->set_owner (op);
964 709
965 set_spell_skill (op, caster, spell_ob, tmp); 710 set_spell_skill (op, caster, spell_ob, tmp);
966 tmp->level = caster_level (caster, spell_ob) / 2; 711 tmp->level = casting_level (caster, spell_ob) / 2;
967 712
968 name = tmp->name; 713 name = tmp->name;
969 if (!(tmp = m->insert (tmp, x, y, op))) 714 if (!(tmp = m->insert (tmp, x, y, op)))
970 { 715 {
971 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);
972 return 0; 717 return 0;
973 } 718 }
974 719
975 /* 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 */
976 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 721 if (tmp->other_arch && tmp->other_arch->type == SPELL)
977 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 722 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
978 723
979 /* This code causes the wall to extend some distance in 724 /* This code causes the wall to extend some distance in
980 * each direction, or until an obstruction is encountered. 725 * each direction, or until an obstruction is encountered.
981 * posblocked and negblocked help determine how far the 726 * posblocked and negblocked help determine how far the
1001 { 746 {
1002 object *tmp2 = tmp->clone (); 747 object *tmp2 = tmp->clone ();
1003 m->insert (tmp2, x, y, op); 748 m->insert (tmp2, x, y, op);
1004 749
1005 /* 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 */
1006 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 751 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1007 tmp2->insert (arch_to_object (tmp2->other_arch)); 752 tmp2->insert (arch_to_object (tmp2->other_arch));
1008 753
1009 } 754 }
1010 else 755 else
1011 posblocked = 1; 756 posblocked = 1;
1018 ((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)
1019 { 764 {
1020 object *tmp2 = tmp->clone (); 765 object *tmp2 = tmp->clone ();
1021 m->insert (tmp2, x, y, op); 766 m->insert (tmp2, x, y, op);
1022 767
1023 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 768 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1024 tmp2->insert (arch_to_object (tmp2->other_arch)); 769 tmp2->insert (arch_to_object (tmp2->other_arch));
1025 } 770 }
1026 else 771 else
1027 negblocked = 1; 772 negblocked = 1;
1028 } 773 }
1032 777
1033 return 1; 778 return 1;
1034} 779}
1035 780
1036int 781int
1037dimension_door (object *op, object *caster, object *spob, int dir) 782dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
1038{ 783{
1039 uint32 dist, maxdist; 784 uint32 dist, maxdist;
1040 int mflags; 785 int mflags;
1041 maptile *m; 786 maptile *m;
1042 sint16 sx, sy; 787 sint16 sx, sy;
1053 /* 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
1054 * ever, so put limits in. 799 * ever, so put limits in.
1055 */ 800 */
1056 maxdist = spob->range + SP_level_range_adjust (caster, spob); 801 maxdist = spob->range + SP_level_range_adjust (caster, spob);
1057 802
1058 if (op->contr->count) 803 if (spellparam)
1059 { 804 {
805 int count = atoi (spellparam);
806
1060 if (op->contr->count > maxdist) 807 if (count > maxdist)
1061 { 808 {
1062 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!");
1063 return 0; 810 return 0;
1064 } 811 }
1065 812
1066 for (dist = 0; dist < op->contr->count; dist++) 813 for (dist = 0; dist < count; dist++)
1067 { 814 {
1068 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);
1069 816
1070 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 817 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
1071 break; 818 break;
1072 819
1073 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)))
1074 break; 821 break;
1075 } 822 }
1076 823
1077 if (dist < op->contr->count) 824 if (dist < count)
1078 { 825 {
1079 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");
1080 op->contr->count = 0;
1081 return 0; 827 return 0;
1082 } 828 }
1083
1084 op->contr->count = 0;
1085 829
1086 /* Remove code that puts player on random space on maps. IMO, 830 /* Remove code that puts player on random space on maps. IMO,
1087 * 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,
1088 * 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
1089 * by such squares). Also, there are probably treasure rooms and 833 * by such squares). Also, there are probably treasure rooms and
1144 888
1145 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 */
1146 return 1; 890 return 1;
1147} 891}
1148 892
1149
1150/* cast_heal: Heals something. 893/* cast_heal: Heals something.
1151 * op is the caster. 894 * op is the caster.
1152 * dir is the direction he is casting it in. 895 * dir is the direction he is casting it in.
1153 * spell is the spell object. 896 * spell is the spell object.
1154 */ 897 */
1180 { 923 {
1181 /* See how many points we actually heal. Instead of messages 924 /* See how many points we actually heal. Instead of messages
1182 * based on type of spell, we instead do messages based 925 * based on type of spell, we instead do messages based
1183 * on amount of damage healed. 926 * on amount of damage healed.
1184 */ 927 */
1185 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 928 if (heal > tmp->stats.maxhp - tmp->stats.hp)
1186 heal = tmp->stats.maxhp - tmp->stats.hp; 929 heal = tmp->stats.maxhp - tmp->stats.hp;
930
1187 tmp->stats.hp += heal; 931 tmp->stats.hp += heal;
1188 932
1189 if (tmp->stats.hp >= tmp->stats.maxhp) 933 if (tmp->stats.hp >= tmp->stats.maxhp)
1190 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 934 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1191 else if (heal > 50) 935 else if (heal > 50)
1200 success = 1; 944 success = 1;
1201 } 945 }
1202 } 946 }
1203 947
1204 if (spell->attacktype & AT_DISEASE) 948 if (spell->attacktype & AT_DISEASE)
1205 if (cure_disease (tmp, op)) 949 if (cure_disease (tmp, op, spell))
1206 success = 1; 950 success = 1;
1207 951
1208 if (spell->attacktype & AT_POISON) 952 if (spell->attacktype & AT_POISON)
1209 { 953 {
1210 at = archetype::find ("poisoning"); 954 at = archetype::find ("poisoning");
1259 } 1003 }
1260 1004
1261 if (spell->stats.food && tmp->stats.food < 999) 1005 if (spell->stats.food && tmp->stats.food < 999)
1262 { 1006 {
1263 tmp->stats.food += spell->stats.food; 1007 tmp->stats.food += spell->stats.food;
1008
1264 if (tmp->stats.food > 999) 1009 if (tmp->stats.food > 999)
1265 tmp->stats.food = 999; 1010 tmp->stats.food = 999;
1011
1266 success = 1; 1012 success = 1;
1267 /* 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 */
1268 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");
1269 } 1015 }
1270 1016
1271 return success; 1017 return success;
1272} 1018}
1273
1274 1019
1275/* 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
1276 * 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
1277 * good comments for those. 1022 * good comments for those.
1278 */ 1023 */
1279static const char *const no_gain_msgs[NUM_STATS] = { 1024static const char *const no_gain_msgs[NUM_STATS] = {
1280 "You grow no stronger.", 1025 "You grow no stronger.",
1281 "You grow no more agile.", 1026 "You grow no more agile.",
1282 "You don't feel any healthier.", 1027 "You don't feel any healthier.",
1283 "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."
1284 "You are no easier to look at.", 1031 "You are no easier to look at.",
1285 "no int",
1286 "no pow"
1287}; 1032};
1288 1033
1289int 1034int
1035change_ability_duration (object *spell, object *caster)
1036{
1037 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1038}
1039
1040int
1290cast_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)
1291{ 1042{
1292 object *force = NULL; 1043 object *force = 0;
1293 int i; 1044 int i;
1294 1045
1295 /* 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. */
1296 object *tmp = dir 1047 object *tmp = dir
1297 ? find_target_for_friendly_spell (op, dir) 1048 ? find_target_for_friendly_spell (op, dir)
1298 : op; 1049 : op;
1299 1050
1300 if (!tmp) 1051 if (!tmp)
1301 return 0; 1052 return 0;
1302 1053
1303 /* If we've already got a force of this type, don't add a new one. */ 1054 /* If we've already got a force of this type, don't add a new one. */
1312 } 1063 }
1313 else if (spell_ob->race && spell_ob->race == tmp2->name) 1064 else if (spell_ob->race && spell_ob->race == tmp2->name)
1314 { 1065 {
1315 if (!silent) 1066 if (!silent)
1316 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
1317 return 0; 1069 return 0;
1318 } 1070 }
1319 } 1071 }
1320 } 1072 }
1321 if (force == NULL) 1073
1074 if (!force)
1322 { 1075 {
1323 force = get_archetype (FORCE_NAME); 1076 force = get_archetype (FORCE_NAME);
1324 force->subtype = FORCE_CHANGE_ABILITY; 1077 force->subtype = FORCE_CHANGE_ABILITY;
1078
1325 if (spell_ob->race) 1079 if (spell_ob->race)
1326 force->name = spell_ob->race; 1080 force->name = spell_ob->race;
1327 else 1081 else
1328 force->name = spell_ob->name; 1082 force->name = spell_ob->name;
1083
1329 force->name_pl = spell_ob->name; 1084 force->name_pl = spell_ob->name;
1330 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.");
1331 1086
1332 } 1087 }
1333 else 1088 else
1334 { 1089 {
1335 int duration; 1090 int duration = change_ability_duration (spell_ob, caster);
1336 1091
1337 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1338 if (duration > force->duration) 1092 if (duration > force->duration)
1339 { 1093 {
1340 force->duration = duration; 1094 force->duration = duration;
1341 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.");
1342 } 1096 }
1343 else 1097 else
1344 {
1345 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.");
1346 } 1099
1347 return 1; 1100 return 1;
1348 } 1101 }
1102
1349 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;
1350 force->speed = 1.0; 1104 force->speed = 1.0;
1351 force->speed_left = -1.0; 1105 force->speed_left = -1.0;
1352 SET_FLAG (force, FLAG_APPLIED); 1106 SET_FLAG (force, FLAG_APPLIED);
1353 1107
1359 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);
1360 if (force->resist[i] > 100) 1114 if (force->resist[i] > 100)
1361 force->resist[i] = 100; 1115 force->resist[i] = 100;
1362 } 1116 }
1363 } 1117 }
1118
1364 if (spell_ob->stats.hp) 1119 if (spell_ob->stats.hp)
1365 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);
1366 1121
1367 if (tmp->type == PLAYER) 1122 if (tmp->type == PLAYER)
1368 { 1123 {
1369 /* Stat adjustment spells */ 1124 /* Stat adjustment spells */
1370 for (i = 0; i < NUM_STATS; i++) 1125 for (i = 0; i < NUM_STATS; i++)
1371 { 1126 {
1372 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; 1127 if (sint8 stat = spell_ob->stats.stat (i))
1373
1374 if (stat)
1375 { 1128 {
1376 sm = 0; 1129 sint8 sm = 0;
1377 for (k = 0; k < stat; k++) 1130 for (sint8 k = 0; k < stat; k++)
1378 sm += rndm (1, 3); 1131 sm += rndm (1, 3);
1379 1132
1380 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) 1133 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1381 { 1134 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1382 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); 1135
1383 if (sm < 0) 1136 force->stats.stat (i) = sm;
1384 sm = 0; 1137
1385 }
1386 set_attr_value (&force->stats, i, sm);
1387 if (!sm) 1138 if (!sm)
1388 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); 1139 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1389 } 1140 }
1390 } 1141 }
1391 } 1142 }
1412 force->attacktype = spell_ob->attacktype; 1163 force->attacktype = spell_ob->attacktype;
1413 1164
1414 insert_ob_in_ob (force, tmp); 1165 insert_ob_in_ob (force, tmp);
1415 change_abil (tmp, force); /* Mostly to display any messages */ 1166 change_abil (tmp, force); /* Mostly to display any messages */
1416 tmp->update_stats (); 1167 tmp->update_stats ();
1168
1417 return 1; 1169 return 1;
1418} 1170}
1419 1171
1420/* 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
1421 * 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
1422 * of the caster. 1174 * of the caster.
1423 */ 1175 */
1424
1425int 1176int
1426cast_bless (object *op, object *caster, object *spell_ob, int dir) 1177cast_bless (object *op, object *caster, object *spell_ob, int dir)
1427{ 1178{
1428 int i; 1179 int i;
1429 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1180 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1430 1181
1431 /* 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. */
1432 if (dir != 0) 1183 if (dir != 0)
1433 { 1184 {
1434 tmp = find_target_for_friendly_spell (op, dir); 1185 tmp = find_target_for_friendly_spell (op, dir);
1186
1187 if (!tmp)
1188 return 0;
1435 } 1189 }
1436 else 1190 else
1437 {
1438 tmp = op; 1191 tmp = op;
1439 }
1440 1192
1441 /* 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. */
1442 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1194 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1443 { 1195 {
1444 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1196 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1445 { 1197 {
1446 if (tmp2->name == spell_ob->name) 1198 if (tmp2->name == spell_ob->name)
1447 { 1199 {
1453 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);
1454 return 0; 1206 return 0;
1455 } 1207 }
1456 } 1208 }
1457 } 1209 }
1210
1458 if (force == NULL) 1211 if (force == NULL)
1459 { 1212 {
1460 force = get_archetype (FORCE_NAME); 1213 force = get_archetype (FORCE_NAME);
1461 force->subtype = FORCE_CHANGE_ABILITY; 1214 force->subtype = FORCE_CHANGE_ABILITY;
1462 if (spell_ob->race) 1215 if (spell_ob->race)
1527} 1280}
1528 1281
1529/* Alchemy code by Mark Wedel 1282/* Alchemy code by Mark Wedel
1530 * 1283 *
1531 * This code adds a new spell, called alchemy. Alchemy will turn 1284 * This code adds a new spell, called alchemy. Alchemy will turn
1532 * objects to gold nuggets, the value of the gold nuggets being 1285 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1533 * about 90% of that of the item itself. It uses the value of the
1534 * object before charisma adjustments, because the nuggets themselves
1535 * will be will be adjusted by charisma when sold.
1536 * 1286 *
1537 * 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
1538 * the maximum number of large nuggets you could get. 1288 * itself. It uses the value of the object before charisma adjustments,
1539 * 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
1540 * to the max amount of small nuggets as you could get. 1290 * when sold.
1541 *
1542 * For example, if an item is worth 110 gold, you will get
1543 * 4 large nuggets, and from 0-10 small nuggets.
1544 * 1291 *
1545 * 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
1546 * 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
1547 * alchemised. 1294 * alchemised.
1548 */ 1295 */
1549static void 1296static void
1550alchemy_object (object *obj, uint64 &total_value, int &total_weight) 1297alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1551{ 1298{
1552 uint64 value = query_cost (obj, NULL, F_TRUE); 1299 uint64 value = query_cost (obj, NULL, F_TRUE);
1553 1300
1554 /* Give third price when we alchemy money (This should hopefully 1301 /* Give third price when we alchemy money (this should hopefully
1555 * 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
1556 * the nuggets, alchemy the gold from that, etc. 1303 * the nuggets, alchemy the gold from that, etc.
1557 * Otherwise, give 9 silver on the gold for other objects, 1304 * Otherwise, give 9 silver on the gold for other objects,
1558 * so that it would still be more affordable to haul 1305 * so that it would still be more affordable to haul
1559 * the stuff back to town. 1306 * the stuff back to town.
1571 total_weight += obj->total_weight (); 1318 total_weight += obj->total_weight ();
1572 1319
1573 obj->destroy (); 1320 obj->destroy ();
1574} 1321}
1575 1322
1576static void
1577update_map (object *op, maptile *m, int small_nuggets, object *small, int large_nuggets, object *large, int x, int y)
1578{
1579 int flag = 0;
1580
1581 /* Put any nuggets below the player, but we can only pass this
1582 * flag if we are on the same space as the player
1583 */
1584 if (x == op->x && y == op->y && op->map == m)
1585 flag = INS_BELOW_ORIGINATOR;
1586
1587 if (small_nuggets)
1588 {
1589 object *tmp = small->clone ();
1590 tmp->nrof = small_nuggets;
1591 m->insert (tmp, x, y, op, flag);
1592 }
1593
1594 if (large_nuggets)
1595 {
1596 object *tmp = large->clone ();
1597 tmp->nrof = large_nuggets;
1598 m->insert (tmp, x, y, op, flag);
1599 }
1600
1601 if (object *pl = m->at (x, y).player ())
1602 if (pl->contr->ns)
1603 pl->contr->ns->look_position = 0;
1604}
1605
1606int 1323int
1607alchemy (object *op, object *caster, object *spell_ob) 1324alchemy (object *op, object *caster, object *spell_ob)
1608{ 1325{
1609 if (op->type != PLAYER) 1326 if (op->type != PLAYER)
1610 return 0; 1327 return 0;
1611 1328
1612 object *large = get_archetype ("largenugget"); 1329 archetype *nugget[3];
1613 object *small = get_archetype ("smallnugget"); 1330
1331 nugget[0] = archetype::find ("pyrite3");
1332 nugget[1] = archetype::find ("pyrite2");
1333 nugget[2] = archetype::find ("pyrite");
1614 1334
1615 /* 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
1616 * some, and also prevents people from alchemising every table/chair/clock 1336 * some, and also prevents people from alchemising every table/chair/clock
1617 * in sight 1337 * in sight
1618 */ 1338 */
1670 if (weight > weight_max) 1390 if (weight > weight_max)
1671 break; 1391 break;
1672 } 1392 }
1673 } 1393 }
1674 1394
1395 value -= rndm (value >> 4);
1675 value = min (value, value_max); 1396 value = min (value, value_max);
1676 1397
1677 uint64 count = value / large->value; 1398 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1678 int large_nuggets = count; 1399 if (int nrof = value / nugget [i]->value)
1679 value -= count * large->value;
1680
1681 count = value / small->value;
1682 int small_nuggets = count;
1683
1684 /* Insert all the nuggets at one time. This probably saves time, but
1685 * it also prevents us from alcheming nuggets that were just created
1686 * with this spell.
1687 */ 1400 {
1688 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 }
1689 1408
1690 if (weight > weight_max) 1409 if (weight > weight_max)
1691 goto bailout; 1410 goto bailout;
1692 } 1411 }
1693 } 1412 }
1694 1413
1695bailout: 1414bailout:
1696 large->destroy ();
1697 small->destroy ();
1698 return 1; 1415 return 1;
1699} 1416}
1700
1701 1417
1702/* This function removes the cursed/damned status on equipped 1418/* This function removes the cursed/damned status on equipped
1703 * items. 1419 * items.
1704 */ 1420 */
1705int 1421int
1706remove_curse (object *op, object *caster, object *spell) 1422remove_curse (object *op, object *caster, object *spell)
1707{ 1423{
1708 object *tmp;
1709 int success = 0, was_one = 0; 1424 int success = 0, was_one = 0;
1710 1425
1711 for (tmp = op->inv; tmp; tmp = tmp->below) 1426 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1712 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1427 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1713 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1428 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1714 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1429 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1715 { 1430 {
1716 was_one++; 1431 was_one++;
1432
1717 if (tmp->level <= caster_level (caster, spell)) 1433 if (tmp->level <= casting_level (caster, spell))
1718 { 1434 {
1719 success++; 1435 success++;
1720 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1436 if (QUERY_FLAG (spell, FLAG_DAMNED))
1721 CLEAR_FLAG (tmp, FLAG_DAMNED); 1437 CLEAR_FLAG (tmp, FLAG_DAMNED);
1722 1438
1723 CLEAR_FLAG (tmp, FLAG_CURSED); 1439 CLEAR_FLAG (tmp, FLAG_CURSED);
1724 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1440 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1725 tmp->value = 0; /* Still can't sell it */ 1441 tmp->value = 0; /* Still can't sell it */
1726 if (op->type == PLAYER) 1442
1443 if (object *pl = tmp->visible_to ())
1727 esrv_send_item (op, tmp); 1444 esrv_update_item (UPD_FLAGS, pl, tmp);
1728 } 1445 }
1729 } 1446 }
1730 1447
1731 if (op->type == PLAYER) 1448 if (op->type == PLAYER)
1732 { 1449 {
1743 1460
1744 return success; 1461 return success;
1745} 1462}
1746 1463
1747/* Identifies objects in the players inventory/on the ground */ 1464/* Identifies objects in the players inventory/on the ground */
1748
1749int 1465int
1750cast_identify (object *op, object *caster, object *spell) 1466cast_identify (object *op, object *caster, object *spell)
1751{ 1467{
1752 object *tmp; 1468 object *tmp;
1753 int success = 0, num_ident; 1469 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1754 1470
1755 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));
1756
1757 if (num_ident < 1)
1758 num_ident = 1;
1759 1472
1760 for (tmp = op->inv; tmp; tmp = tmp->below) 1473 for (tmp = op->inv; tmp; tmp = tmp->below)
1761 { 1474 {
1762 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1475 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1763 { 1476 {
1764 identify (tmp); 1477 identify (tmp);
1765 1478
1766 if (op->type == PLAYER) 1479 if (op->type == PLAYER)
1767 { 1480 {
1768 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));
1769 1482
1770 if (tmp->msg) 1483 if (tmp->msg)
1771 { 1484 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1772 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1773 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1774 }
1775 } 1485 }
1776 1486
1777 num_ident--;
1778 success = 1;
1779 if (!num_ident) 1487 if (!--num_ident)
1780 break; 1488 break;
1781 } 1489 }
1782 } 1490 }
1783 1491
1784 /* 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
1785 * 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
1786 * was not fully used. 1494 * was not fully used.
1787 */ 1495 */
1788 if (num_ident) 1496 if (num_ident)
1789 { 1497 {
1790 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)
1791 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1499 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1792 { 1500 {
1793 identify (tmp); 1501 identify (tmp);
1794 1502
1795 if (op->type == PLAYER) 1503 if (object *pl = tmp->visible_to ())
1796 { 1504 {
1797 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));
1798 1506
1799 if (tmp->msg) 1507 if (tmp->msg)
1800 { 1508 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1801 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1802 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1803 }
1804
1805 esrv_send_item (op, tmp);
1806 } 1509 }
1807 1510
1808 num_ident--;
1809 success = 1;
1810 if (!num_ident) 1511 if (!--num_ident)
1811 break; 1512 break;
1812 } 1513 }
1813 } 1514 }
1814 1515
1815 if (!success) 1516 if (buf.empty ())
1816 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 }
1817 else 1521 else
1522 {
1523 if (op->contr)
1524 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1525
1818 spell_effect (spell, op->x, op->y, op->map, op); 1526 spell_effect (spell, op->x, op->y, op->map, op);
1819 1527 return 1;
1820 return success; 1528 }
1821} 1529}
1822 1530
1823int 1531int
1824cast_detection (object *op, object *caster, object *spell, object *skill) 1532cast_detection (object *op, object *caster, object *spell, object *skill)
1825{ 1533{
1830 1538
1831 /* 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
1832 * doing it over and over again. 1540 * doing it over and over again.
1833 */ 1541 */
1834 god = find_god (determine_god (op)); 1542 god = find_god (determine_god (op));
1835 level = caster_level (caster, spell); 1543 level = casting_level (caster, spell);
1836 range = spell->range + SP_level_range_adjust (caster, spell); 1544 range = spell->range + SP_level_range_adjust (caster, spell);
1837 1545
1838 if (!skill) 1546 if (!skill)
1839 skill = caster; 1547 skill = caster;
1840 1548
1841 for (x = op->x - range; x <= op->x + range; x++) 1549 unordered_mapwalk (op, -range, -range, range, range)
1842 for (y = op->y - range; y <= op->y + range; y++)
1843 { 1550 {
1844 m = op->map;
1845 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1846 if (mflags & P_OUT_OF_MAP)
1847 continue;
1848
1849 /* For most of the detections, we only detect objects above the 1551 /* For most of the detections, we only detect objects above the
1850 * floor. But this is not true for show invisible. 1552 * floor. But this is not true for show invisible.
1851 * Basically, we just go and find the top object and work 1553 * Basically, we just go and find the top object and work
1852 * down - that is easier than working up. 1554 * down - that is easier than working up.
1853 */ 1555 */
1854 1556
1855 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)
1856 last = tmp; 1558 last = tmp;
1857 1559
1858 /* 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
1859 * would happen. 1561 * would happen.
1860 */ 1562 */
1861 if (!last) 1563 if (!last)
1862 continue; 1564 continue;
1863 1565
1864 done_one = 0; 1566 done_one = 0;
1865 floor = 0; 1567 floor = 0;
1866 detect = NULL; 1568 detect = NULL;
1867 for (tmp = last; tmp; tmp = tmp->below) 1569 for (tmp = last; tmp; tmp = tmp->below)
1868 { 1570 {
1869 /* show invisible */ 1571 /* show invisible */
1870 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1572 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1871 /* Might there be other objects that we can make visible? */ 1573 /* Might there be other objects that we can make visible? */
1872 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1574 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER)
1873 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1575 || (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ))
1874 tmp->type == CF_HANDLE || 1576 || tmp->type == CF_HANDLE
1875 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
1876 tmp->type == BUTTON || tmp->type == TELEPORTER || 1581 || tmp->type == TELEPORTER
1582 || tmp->type == GATE
1877 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1583 || tmp->type == LOCKED_DOOR
1878 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN || 1584 || tmp->type == WEAPON
1585 || tmp->type == ALTAR
1586 || tmp->type == SIGN
1879 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1587 || tmp->type == TRIGGER_PEDESTAL
1880 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)))
1881 { 1593 {
1882 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)
1883 { 1595 {
1884 tmp->invisible = 0; 1596 tmp->invisible = 0;
1885 done_one = 1; 1597 done_one = 1;
1886 } 1598 }
1887 } 1599 }
1888 1600
1889 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1601 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1890 floor = 1; 1602 floor = 1;
1891 1603
1892 /* All detections below this point don't descend beneath the floor, 1604 /* All detections below this point don't descend beneath the floor,
1893 * 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
1894 * 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
1895 * 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.
1896 */ 1608 */
1897 if (floor) 1609 if (floor)
1898 continue; 1610 continue;
1899 1611
1900 /* I had thought about making detect magic and detect curse 1612 /* I had thought about making detect magic and detect curse
1901 * 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.
1902 * 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
1903 * difficult to see what object is magical/cursed, so the 1615 * difficult to see what object is magical/cursed, so the
1904 * effect wouldn't be as apparant. 1616 * effect wouldn't be as apparent.
1905 */ 1617 */
1906 1618
1907 /* detect magic */ 1619 /* detect magic */
1908 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && 1620 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1909 !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))
1910 { 1622 {
1911 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1623 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1912 /* make runes more visibile */ 1624 /* make runes more visibile */
1913 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC) 1625 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1914 tmp->stats.Cha /= 4; 1626 tmp->stats.Cha /= 4;
1627
1915 done_one = 1; 1628 done_one = 1;
1916 } 1629 }
1630
1917 /* detect monster */ 1631 /* detect monster */
1918 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))
1919 { 1633 {
1920 done_one = 2; 1634 done_one = 2;
1635
1921 if (!detect) 1636 if (!detect)
1922 detect = tmp; 1637 detect = tmp;
1923 } 1638 }
1639
1924 /* 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
1925 * 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
1926 * race must match. 1642 * race must match.
1927 */ 1643 */
1928 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race && 1644 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1929 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) || 1645 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1930 (strstr (spell->race, tmp->race)))) 1646 spell->race.contains (tmp->race)))
1931 { 1647 {
1932 done_one = 2; 1648 done_one = 2;
1649
1933 if (!detect) 1650 if (!detect)
1934 detect = tmp; 1651 detect = tmp;
1935 } 1652 }
1653
1936 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) &&
1937 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1655 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1938 { 1656 {
1939 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1657 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1940 done_one = 1; 1658 done_one = 1;
1941 } 1659 }
1942 } /* for stack of objects on this space */ 1660 } /* for stack of objects on this space */
1943 1661
1944 /* 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
1945 * where the magic is. 1663 * where the magic is.
1946 */ 1664 */
1947 if (done_one) 1665 if (done_one)
1948 { 1666 {
1949 object *detect_ob = arch_to_object (spell->other_arch); 1667 object *detect_ob = arch_to_object (spell->other_arch);
1950 1668
1951 /* if this is set, we want to copy the face */ 1669 /* if this is set, we want to copy the face */
1952 if (done_one == 2 && detect) 1670 if (done_one == 2 && detect)
1953 { 1671 {
1954 detect_ob->face = detect->face; 1672 detect_ob->face = detect->face;
1955 detect_ob->animation_id = detect->animation_id; 1673 detect_ob->animation_id = detect->animation_id;
1956 detect_ob->anim_speed = detect->anim_speed; 1674 detect_ob->anim_speed = detect->anim_speed;
1957 detect_ob->last_anim = 0; 1675 detect_ob->last_anim = 0;
1958 /* by default, the detect_ob is already animated */ 1676 /* by default, the detect_ob is already animated */
1959 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1677 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
1960 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1678 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
1961 } 1679 }
1962 1680
1963 m->insert (detect_ob, nx, ny, op); 1681 m->insert (detect_ob, nx, ny, op);
1964 } 1682 }
1965 } /* for processing the surrounding spaces */ 1683 } /* for processing the surrounding spaces */
1966 1684
1967 1685
1968 /* 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 */
1969 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))
1970 { 1688 {
1971 done_one = 0; 1689 done_one = 0;
1690
1972 for (tmp = op->inv; tmp; tmp = tmp->below) 1691 for (tmp = op->inv; tmp; tmp = tmp->below)
1973 { 1692 {
1974 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1693 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1975 { 1694 {
1976 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))
1977 { 1696 {
1978 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1697 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1979 if (op->type == PLAYER) 1698
1699 if (object *pl = tmp->visible_to ())
1980 esrv_send_item (op, tmp); 1700 esrv_update_item (UPD_FLAGS, pl, tmp);
1981 } 1701 }
1702
1982 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) &&
1983 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1704 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1984 { 1705 {
1985 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1706 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1986 if (op->type == PLAYER) 1707
1708 if (object *pl = tmp->visible_to ())
1987 esrv_send_item (op, tmp); 1709 esrv_update_item (UPD_FLAGS, pl, tmp);
1988 } 1710 }
1989 } /* if item is not identified */ 1711 } /* if item is not identified */
1990 } /* for the players inventory */ 1712 } /* for the players inventory */
1991 } /* if detect magic/curse and object is a player */ 1713 } /* if detect magic/curse and object is a player */
1714
1992 return 1; 1715 return 1;
1993} 1716}
1994 1717
1995 1718
1996/** 1719/**
2009 1732
2010 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.");
2011 1734
2012 if (victim->stats.sp >= victim->stats.maxsp * 2) 1735 if (victim->stats.sp >= victim->stats.maxsp * 2)
2013 { 1736 {
2014 object *tmp;
2015
2016 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1737 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
2017
2018 /* Explodes a fireball centered at player */
2019 tmp = get_archetype (EXPLODING_FIREBALL);
2020 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
2021 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
2022
2023 tmp->insert_at (victim);
2024 victim->stats.sp = 2 * victim->stats.maxsp; 1738 victim->stats.sp = 2 * victim->stats.maxsp;
1739 create_exploding_ball_at (victim, caster_level);
2025 } 1740 }
2026 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1741 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
2027 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.");
2028 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1743 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2029 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!");
2030 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1745 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2031 { 1746 {
2032 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1747 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2078 } 1793 }
2079 /* give sp */ 1794 /* give sp */
2080 if (spell->stats.dam > 0) 1795 if (spell->stats.dam > 0)
2081 { 1796 {
2082 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);
2083 charge_mana_effect (plyr, caster_level (caster, spell)); 1798 charge_mana_effect (plyr, casting_level (caster, spell));
2084 return 1; 1799 return 1;
2085 } 1800 }
2086 /* suck sp away. Can't suck sp from yourself */ 1801 /* suck sp away. Can't suck sp from yourself */
2087 else if (op != plyr) 1802 else if (op != plyr)
2088 { 1803 {
2100 /* Player doesn't get full credit */ 1815 /* Player doesn't get full credit */
2101 sucked = (sucked * rate) / 100; 1816 sucked = (sucked * rate) / 100;
2102 op->stats.sp += sucked; 1817 op->stats.sp += sucked;
2103 if (sucked > 0) 1818 if (sucked > 0)
2104 { 1819 {
2105 charge_mana_effect (op, caster_level (caster, spell)); 1820 charge_mana_effect (op, casting_level (caster, spell));
2106 } 1821 }
2107 } 1822 }
2108 return 1; 1823 return 1;
2109 } 1824 }
2110 return 0; 1825 return 0;
2152 /* Basically, if the object is magical and not counterspell, 1867 /* Basically, if the object is magical and not counterspell,
2153 * we will more or less remove the object. Don't counterspell 1868 * we will more or less remove the object. Don't counterspell
2154 * monsters either. 1869 * monsters either.
2155 */ 1870 */
2156 1871
2157 if (head->attacktype & AT_MAGIC && 1872 if (head->attacktype & AT_MAGIC
2158 !(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))
2159 head->destroy (); 1876 head->destroy ();
2160 else 1877 else
2161 switch (head->type) 1878 switch (head->type)
2162 { 1879 {
2163 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
2164 if (op->level > head->level) 1886 if (op->level > head->level)
2165 head->destroy (); 1887 head->destroy ();
2166 1888
2167 break; 1889 break;
2168 1890
2179 break; 1901 break;
2180 } 1902 }
2181 } 1903 }
2182} 1904}
2183 1905
2184
2185
2186/* cast_consecrate() - a spell to make an altar your god's */ 1906/* cast_consecrate() - a spell to make an altar your god's */
2187int 1907int
2188cast_consecrate (object *op, object *caster, object *spell) 1908cast_consecrate (object *op, object *caster, object *spell)
2189{ 1909{
2190 char buf[MAX_BUF]; 1910 char buf[MAX_BUF];
2202 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1922 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2203 break; 1923 break;
2204 if (tmp->type == HOLY_ALTAR) 1924 if (tmp->type == HOLY_ALTAR)
2205 { 1925 {
2206 1926
2207 if (tmp->level > caster_level (caster, spell)) 1927 if (tmp->level > casting_level (caster, spell))
2208 { 1928 {
2209 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);
2210 return 0; 1930 return 0;
2211 } 1931 }
2212 else 1932 else
2213 { 1933 {
2214 /* If we got here, we are consecrating an altar */ 1934 /* If we got here, we are consecrating an altar */
2215 sprintf (buf, "Altar of %s", &god->name); 1935 sprintf (buf, "Altar of %s", &god->name);
2216 tmp->name = buf; 1936 tmp->name = buf;
2217 tmp->level = caster_level (caster, spell); 1937 tmp->level = casting_level (caster, spell);
2218 tmp->other_arch = god->arch; 1938 tmp->other_arch = god->arch;
1939
2219 if (op->type == PLAYER) 1940 if (op->type == PLAYER)
2220 esrv_update_item (UPD_NAME, op, tmp); 1941 esrv_update_item (UPD_NAME, op, tmp);
1942
2221 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);
2222 return 1; 1944 return 1;
2223 } 1945 }
2224 } 1946 }
2225 } 1947 }
2235 * 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,
2236 * 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
2237 * 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
2238 * player checks. MSW 2003-01-06 1960 * player checks. MSW 2003-01-06
2239 */ 1961 */
2240
2241int 1962int
2242animate_weapon (object *op, object *caster, object *spell, int dir) 1963animate_weapon (object *op, object *caster, object *spell, int dir)
2243{ 1964{
2244 object *weapon, *tmp; 1965 object *weapon, *tmp;
2245 char buf[MAX_BUF]; 1966 char buf[MAX_BUF];
2246 int a, i; 1967 int a, i;
2247 sint16 x, y; 1968 sint16 x, y;
2248 maptile *m; 1969 maptile *m;
2249 materialtype_t *mt;
2250 1970
2251 if (!spell->other_arch) 1971 if (!spell->other_arch)
2252 { 1972 {
2253 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1973 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2254 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);
2257 /* exit if it's not a player using this spell. */ 1977 /* exit if it's not a player using this spell. */
2258 if (op->type != PLAYER) 1978 if (op->type != PLAYER)
2259 return 0; 1979 return 0;
2260 1980
2261 /* if player already has a golem, abort */ 1981 /* if player already has a golem, abort */
2262 if (op->contr->ranges[range_golem]) 1982 if (object *golem = op->contr->golem)
2263 { 1983 {
2264 control_golem (op->contr->ranges[range_golem], dir); 1984 control_golem (golem, dir);
2265 return 0; 1985 return 0;
2266 } 1986 }
2267 1987
2268 /* if no direction specified, pick one */ 1988 /* if no direction specified, pick one */
2269 if (!dir) 1989 if (!dir)
2270 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);
2271 1991
2272 m = op->map; 1992 m = op->map;
2273 x = op->x + freearr_x[dir]; 1993 x = op->x + freearr_x[dir];
2274 y = op->y + freearr_y[dir]; 1994 y = op->y + freearr_y[dir];
2275 1995
2276 /* if there's no place to put the golem, abort */ 1996 /* if there's no place to put the golem, abort */
2277 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)
2278 ((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))
2279 { 1999 {
2280 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.");
2281 return 0; 2001 return 0;
2282 } 2002 }
2283 2003
2287 if (!weapon) 2007 if (!weapon)
2288 { 2008 {
2289 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!");
2290 return 0; 2010 return 0;
2291 } 2011 }
2012
2292 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2013 if (spell->race && weapon->arch->archname != spell->race)
2293 { 2014 {
2294 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.");
2295 return 0; 2016 return 0;
2296 } 2017 }
2018
2297 if (weapon->type != WEAPON) 2019 if (weapon->type != WEAPON)
2298 { 2020 {
2299 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.");
2300 return 0; 2022 return 0;
2301 } 2023 }
2024
2302 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2025 if (QUERY_FLAG (weapon, FLAG_APPLIED))
2303 { 2026 {
2304 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));
2305 return 0; 2028 return 0;
2306 } 2029 }
2307 2030
2308 if (weapon->nrof > 1) 2031 weapon = weapon->split ();
2309 {
2310 tmp = get_split_ob (weapon, 1);
2311 esrv_send_item (op, weapon);
2312 weapon = tmp;
2313 }
2314 2032
2315 /* create the golem object */ 2033 /* create the golem object */
2316 tmp = arch_to_object (spell->other_arch); 2034 tmp = arch_to_object (spell->other_arch);
2317 2035
2318 /* 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 */
2319 CLEAR_FLAG (tmp, FLAG_MONSTER); 2037 CLEAR_FLAG (tmp, FLAG_MONSTER);
2320 tmp->stats.exp = 0; 2038 tmp->stats.exp = 0;
2321 add_friendly_object (tmp); 2039 add_friendly_object (tmp);
2322 tmp->type = GOLEM; 2040 tmp->type = GOLEM;
2323 tmp->set_owner (op); 2041 tmp->set_owner (op);
2042 op->contr->golem = tmp;
2324 set_spell_skill (op, caster, spell, tmp); 2043 set_spell_skill (op, caster, spell, tmp);
2325 op->contr->ranges[range_golem] = tmp;
2326 op->contr->shoottype = range_golem;
2327 2044
2328 /* 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
2329 * removed flag - it should only be set if get_split_object was 2046 * removed flag - it should only be set if weapon->split was
2330 * used above. 2047 * used above.
2331 */ 2048 */
2332 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2049 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2333 weapon->remove (); 2050 weapon->remove ();
2334 insert_ob_in_ob (weapon, tmp); 2051
2335 esrv_send_item (op, weapon); 2052 tmp->insert (weapon);
2053
2336 /* 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,
2337 * 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
2338 * body_info, skills, etc) 2056 * body_info, skills, etc)
2339 */ 2057 */
2340 SET_FLAG (tmp, FLAG_USE_WEAPON); 2058 SET_FLAG (tmp, FLAG_USE_WEAPON);
2366 2084
2367 /* attacktype */ 2085 /* attacktype */
2368 if (!tmp->attacktype) 2086 if (!tmp->attacktype)
2369 tmp->attacktype = AT_PHYSICAL; 2087 tmp->attacktype = AT_PHYSICAL;
2370 2088
2371 mt = NULL;
2372 if (op->materialname != NULL)
2373 mt = name_to_material (op->materialname); 2089 if (materialtype_t *mt = name_to_material (op->materialname))
2374 if (mt != NULL)
2375 { 2090 {
2376 for (i = 0; i < NROFATTACKS; i++) 2091 for (i = 0; i < NROFATTACKS; i++)
2377 tmp->resist[i] = 50 - (mt->save[i] * 5); 2092 tmp->resist[i] = 50 - (mt->save[i] * 5);
2378 a = mt->save[0]; 2093 a = mt->save[0];
2379 } 2094 }
2381 { 2096 {
2382 for (i = 0; i < NROFATTACKS; i++) 2097 for (i = 0; i < NROFATTACKS; i++)
2383 tmp->resist[i] = 5; 2098 tmp->resist[i] = 5;
2384 a = 10; 2099 a = 10;
2385 } 2100 }
2101
2386 /* Set weapon's immunity */ 2102 /* Set weapon's immunity */
2387 tmp->resist[ATNR_CONFUSION] = 100; 2103 tmp->resist[ATNR_CONFUSION] = 100;
2388 tmp->resist[ATNR_POISON] = 100; 2104 tmp->resist[ATNR_POISON] = 100;
2389 tmp->resist[ATNR_SLOW] = 100; 2105 tmp->resist[ATNR_SLOW] = 100;
2390 tmp->resist[ATNR_PARALYZE] = 100; 2106 tmp->resist[ATNR_PARALYZE] = 100;
2396 2112
2397 /* 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 */
2398 2114
2399 if (a > 14) 2115 if (a > 14)
2400 a = 14; 2116 a = 14;
2117
2401 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));
2402 2119
2403 /* Determine golem's speed */ 2120 /* Determine golem's speed */
2404 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)));
2405 2122
2415 tmp->state = weapon->state; 2132 tmp->state = weapon->state;
2416 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2133 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2417 } 2134 }
2418 2135
2419 /* 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. */
2420 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));
2421 2138
2422 tmp->speed_left = -1; 2139 tmp->speed_left = -1;
2423 tmp->direction = dir; 2140 tmp->direction = dir;
2424 2141
2425 m->insert (tmp, x, y, op); 2142 m->insert (tmp, x, y, op);
2429/* cast_daylight() - changes the map darkness level *lower* */ 2146/* cast_daylight() - changes the map darkness level *lower* */
2430 2147
2431/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2148/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2432 * This changes the light level for the entire map. 2149 * This changes the light level for the entire map.
2433 */ 2150 */
2434
2435int 2151int
2436cast_change_map_lightlevel (object *op, object *caster, object *spell) 2152cast_change_map_lightlevel (object *op, object *caster, object *spell)
2437{ 2153{
2438 int success; 2154 int success;
2439 2155
2447 if (spell->stats.dam < 0) 2163 if (spell->stats.dam < 0)
2448 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.");
2449 else 2165 else
2450 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.");
2451 } 2167 }
2168
2452 return success; 2169 return success;
2453} 2170}
2454
2455
2456
2457
2458 2171
2459/* 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.
2460 * 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,
2461 * spell is the spell object itself. 2174 * spell is the spell object itself.
2462 */ 2175 */
2474 2187
2475 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);
2476 2189
2477 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);
2478 2191
2479 new_aura->set_owner (op);
2480 set_spell_skill (op, caster, spell, new_aura); 2192 set_spell_skill (op, caster, spell, new_aura);
2481 new_aura->attacktype = spell->attacktype; 2193 new_aura->attacktype = spell->attacktype;
2482 2194
2483 new_aura->level = caster_level (caster, spell); 2195 new_aura->level = casting_level (caster, spell);
2196
2484 if (refresh) 2197 if (refresh)
2485 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.");
2486 else 2199 else
2487 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
2488 insert_ob_in_ob (new_aura, op); 2202 insert_ob_in_ob (new_aura, op);
2203 new_aura->set_owner (op);
2204
2489 return 1; 2205 return 1;
2490} 2206}
2491
2492 2207
2493/* 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,
2494 * 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
2495 * around him. 2210 * around him.
2496 * Aura parameters: 2211 * Aura parameters:
2497 * duration: duration counter. 2212 * duration: duration counter.
2498 * attacktype: aura's attacktype 2213 * attacktype: aura's attacktype
2499 * other_arch: archetype to drop where we attack 2214 * other_arch: archetype to drop where we attack
2500 */ 2215 */
2501
2502void 2216void
2503move_aura (object *aura) 2217move_aura (object *aura)
2504{ 2218{
2505 int i, mflags;
2506 object *env;
2507 maptile *m;
2508
2509 /* auras belong in inventories */ 2219 /* auras belong in inventories */
2510 env = aura->env; 2220 object *env = aura->env;
2221 object *owner = aura->owner;
2511 2222
2512 /* no matter what we've gotta remove the aura... 2223 /* no matter what we've gotta remove the aura...
2513 * we'll put it back if its time isn't up. 2224 * we'll put it back if its time isn't up.
2514 */ 2225 */
2515 aura->remove (); 2226 aura->remove ();
2520 aura->destroy (); 2231 aura->destroy ();
2521 return; 2232 return;
2522 } 2233 }
2523 2234
2524 /* auras only exist in inventories */ 2235 /* auras only exist in inventories */
2525 if (env == NULL || env->map == NULL) 2236 if (!env || !env->map)
2526 { 2237 {
2527 aura->destroy (); 2238 aura->destroy ();
2528 return; 2239 return;
2529 } 2240 }
2530 2241
2531 /* we need to jump out of the inventory for a bit 2242 /* we need to jump out of the inventory for a bit
2532 * in order to hit the map conveniently. 2243 * in order to hit the map conveniently.
2533 */ 2244 */
2534 aura->insert_at (env, aura); 2245 aura->insert_at (env, aura);
2535 2246
2536 for (i = 1; i < 9; i++) 2247 for (int i = 1; i < 9; i++)
2537 { 2248 {
2538 sint16 nx, ny; 2249 mapxy pos (env);
2250 pos.move (i);
2539 2251
2540 nx = aura->x + freearr_x[i];
2541 ny = aura->y + freearr_y[i];
2542 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2543
2544 /* Consider the movement tyep of the person with the aura as 2252 /* Consider the movement type of the person with the aura as
2545 * 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
2546 * 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.
2547 */ 2255 */
2548 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)))
2549 { 2257 {
2550 hit_map (aura, i, aura->attacktype, 0); 2258 hit_map (aura, i, aura->attacktype, 0);
2551 2259
2552 if (aura->other_arch) 2260 if (aura->other_arch)
2553 m->insert (arch_to_object (aura->other_arch), nx, ny, aura); 2261 pos.insert (arch_to_object (aura->other_arch), aura);
2554 } 2262 }
2555 } 2263 }
2556 2264
2557 /* put the aura back in the player's inventory */ 2265 /* put the aura back in the player's inventory */
2558 aura->remove (); 2266 env->insert (aura);
2559 insert_ob_in_ob (aura, env); 2267 aura->set_owner (owner);
2560} 2268}
2561 2269
2562/* moves the peacemaker spell. 2270/* moves the peacemaker spell.
2563 * op is the piece object. 2271 * op is the piece object.
2564 */ 2272 */
2565
2566void 2273void
2567move_peacemaker (object *op) 2274move_peacemaker (object *op)
2568{ 2275{
2569 object *tmp; 2276 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2570
2571 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2572 { 2277 {
2573 int atk_lev, def_lev; 2278 int atk_lev, def_lev;
2574 object *victim = tmp; 2279 object *victim = tmp->head_ ();
2575 2280
2576 if (tmp->head)
2577 victim = tmp->head;
2578 if (!QUERY_FLAG (victim, FLAG_MONSTER)) 2281 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2579 continue; 2282 continue;
2283
2580 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2284 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2581 continue; 2285 continue;
2286
2582 if (victim->stats.exp == 0) 2287 if (victim->stats.exp == 0)
2583 continue; 2288 continue;
2584 2289
2585 def_lev = MAX (1, victim->level); 2290 def_lev = MAX (1, victim->level);
2586 atk_lev = MAX (1, op->level); 2291 atk_lev = MAX (1, op->level);
2587 2292
2588 if (rndm (0, atk_lev - 1) > def_lev) 2293 if (rndm (0, atk_lev - 1) > def_lev)
2589 { 2294 {
2590 /* make this sucker peaceful. */ 2295 /* make this sucker peaceful. */
2591 2296
2297 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2592 change_exp (op->owner, victim->stats.exp, op->skill, 0); 2298 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2593 victim->stats.exp = 0; 2299 victim->stats.exp = 0;
2594#if 0 2300#if 0
2595 /* No idea why these were all set to zero - if something 2301 /* No idea why these were all set to zero - if something
2596 * makes this creature agressive, he should still do damage. 2302 * makes this creature agressive, he should still do damage.
2603 victim->attack_movement = RANDO2; 2309 victim->attack_movement = RANDO2;
2604 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2310 SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2605 SET_FLAG (victim, FLAG_RUN_AWAY); 2311 SET_FLAG (victim, FLAG_RUN_AWAY);
2606 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2312 SET_FLAG (victim, FLAG_RANDOM_MOVE);
2607 CLEAR_FLAG (victim, FLAG_MONSTER); 2313 CLEAR_FLAG (victim, FLAG_MONSTER);
2314
2608 if (victim->name) 2315 if (victim->name)
2609 {
2610 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);
2611 } 2317 }
2612 }
2613 } 2318 }
2614} 2319}
2615
2616 2320
2617/* This writes a rune that contains the appropriate message. 2321/* This writes a rune that contains the appropriate message.
2618 * There really isn't any adjustments we make. 2322 * There really isn't any adjustments we make.
2619 */ 2323 */
2620
2621int 2324int
2622write_mark (object *op, object *spell, const char *msg) 2325write_mark (object *op, object *spell, const char *msg)
2623{ 2326{
2624 char rune[HUGE_BUF];
2625 object *tmp;
2626
2627 if (!msg || msg[0] == 0) 2327 if (!msg || msg[0] == 0)
2628 { 2328 {
2629 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2329 new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2630 return 0; 2330 return 0;
2631 } 2331 }
2634 { 2334 {
2635 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?");
2636 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);
2637 return 0; 2337 return 0;
2638 } 2338 }
2339
2639 if (!spell->other_arch) 2340 if (!spell->other_arch)
2640 return 0; 2341 return 0;
2342
2641 tmp = arch_to_object (spell->other_arch); 2343 object *tmp = arch_to_object (spell->other_arch);
2642
2643 snprintf (rune, sizeof (rune), "%s\n", msg);
2644 2344
2645 tmp->race = op->name; /*Save the owner of the rune */ 2345 tmp->race = op->name; /*Save the owner of the rune */
2646 tmp->msg = rune; 2346 tmp->msg = msg;
2647 2347
2648 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); 2348 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2349
2649 return 1; 2350 return 1;
2650} 2351}
2352

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