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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.60 by root, Sun Jun 24 01:09:28 2007 UTC vs.
Revision 1.107 by elmex, Thu Sep 17 16:53:15 2009 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software; you can redistribute it and/or modify it 8 * Deliantra is free software: you can redistribute it and/or modify
9 * under the terms of the GNU General Public License as published by the Free 9 * it under the terms of the GNU General Public License as published by
10 * Software Foundation; either version 2 of the License, or (at your option) 10 * the Free Software Foundation, either version 3 of the License, or
11 * 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, but 13 * This program is distributed in the hope that it will be useful,
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * 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 along 18 * You should have received a copy of the GNU General Public License
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 * 20 *
22 * The authors can be reached via e-mail to <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)
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; 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->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
257 && at_tmp->weight < at->weight))) 250 && at_tmp->weight < at->weight)))
258 at = at_tmp; 251 at = at_tmp;
259 } 252 }
260 } 253 }
261 } 254 }
255
262 /* 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
263 * know 257 * know
264 */ 258 */
265 if (!at) 259 if (!at)
266 { 260 {
285{ 279{
286 int r, mflags, maxrange; 280 int r, mflags, maxrange;
287 object *tmp; 281 object *tmp;
288 maptile *m; 282 maptile *m;
289 283
290
291 if (!dir) 284 if (!dir)
292 { 285 {
293 examine_monster (op, op); 286 examine_monster (op, op);
294 return 1; 287 return 1;
295 } 288 }
289
296 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 290 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
297 for (r = 1; r < maxrange; r++) 291 for (r = 1; r < maxrange; r++)
298 { 292 {
299 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];
300 294
307 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) 301 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC))
308 { 302 {
309 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 303 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
310 return 0; 304 return 0;
311 } 305 }
306
312 if (mflags & P_IS_ALIVE) 307 if (mflags & P_IS_ALIVE)
313 { 308 {
314 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)
315 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)))
316 { 311 {
317 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 312 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
318 if (tmp->head != NULL) 313 if (tmp->head != NULL)
319 tmp = tmp->head; 314 tmp = tmp->head;
320 examine_monster (op, tmp); 315 examine_monster (op, tmp);
321 return 1; 316 return 1;
322 } 317 }
323 } 318 }
324 } 319 }
320
325 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); 321 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
326 return 1; 322 return 1;
327} 323}
328
329 324
330/* This checks to see if 'pl' is invisible to 'mon'. 325/* This checks to see if 'pl' is invisible to 'mon'.
331 * does race check, undead check, etc 326 * does race check, undead check, etc
332 * Returns TRUE if mon can't see pl, false 327 * Returns TRUE if mon can't see pl, false
333 * otherwise. This doesn't check range, walls, etc. It 328 * otherwise. This doesn't check range, walls, etc. It
335 * pl is invisible. 330 * pl is invisible.
336 */ 331 */
337int 332int
338makes_invisible_to (object *pl, object *mon) 333makes_invisible_to (object *pl, object *mon)
339{ 334{
340
341 if (!pl->invisible) 335 if (!pl->invisible)
342 return 0; 336 return 0;
337
343 if (pl->type == PLAYER) 338 if (pl->type == PLAYER)
344 { 339 {
345 /* If race isn't set, then invisible unless it is undead */ 340 /* If race isn't set, then invisible unless it is undead */
346 if (!pl->contr->invis_race) 341 if (!pl->contr->invis_race)
347 { 342 {
348 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 343 if (QUERY_FLAG (mon, FLAG_UNDEAD))
349 return 0; 344 return 0;
345
350 return 1; 346 return 1;
351 } 347 }
348
352 /* invis_race is set if we get here */ 349 /* invis_race is set if we get here */
353 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 350 if (pl->contr->invis_race == shstr_undead && is_true_undead (mon))
354 return 1; 351 return 1;
352
355 /* No race, can't be invisible to it */ 353 /* No race, can't be invisible to it */
356 if (!mon->race) 354 if (!mon->race)
357 return 0; 355 return 0;
356
358 if (strstr (mon->race, pl->contr->invis_race)) 357 if (mon->race.contains (pl->contr->invis_race))
359 return 1; 358 return 1;
359
360 /* Nothing matched above, return 0 */ 360 /* Nothing matched above, return 0 */
361 return 0; 361 return 0;
362 } 362 }
363 else 363 else
364 { 364 {
425/* earth to dust spell. Basically destroys earthwalls in the area. 425/* earth to dust spell. Basically destroys earthwalls in the area.
426 */ 426 */
427int 427int
428cast_earth_to_dust (object *op, object *caster, object *spell_ob) 428cast_earth_to_dust (object *op, object *caster, object *spell_ob)
429{ 429{
430 object *tmp, *next;
431 int range, i, j, mflags; 430 int range, i, j, mflags;
432 sint16 sx, sy; 431 sint16 sx, sy;
433 maptile *m; 432 maptile *m;
434
435 if (op->type != PLAYER)
436 return 0;
437 433
438 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 434 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
439 435
440 for (i = -range; i <= range; i++) 436 for (i = -range; i <= range; i++)
441 for (j = -range; j <= range; j++) 437 for (j = -range; j <= range; j++)
446 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 442 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
447 443
448 if (mflags & P_OUT_OF_MAP) 444 if (mflags & P_OUT_OF_MAP)
449 continue; 445 continue;
450 446
451 // earth to dust tears down everything that can be teared down 447 // earth to dust tears down everything that can be torn down
452 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)
453 { 449 {
454 next = tmp->above; 450 next = tmp->above;
451
455 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 452 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
456 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 453 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
457 } 454 }
458 } 455 }
459 456
466 if (object *pl = op->in_player ()) 463 if (object *pl = op->in_player ())
467 { 464 {
468 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))
469 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.");
470 else 467 else
471 { 468 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
472 // remove first so we do not call update_stats
473 op->remove ();
474 pl->enter_exit (op);
475 }
476 } 469 }
477 470
478 op->destroy (); 471 op->destroy ();
479} 472}
480 473
496 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.");
497 return 1; 490 return 1;
498 } 491 }
499 492
500 dummy = get_archetype (FORCE_NAME); 493 dummy = get_archetype (FORCE_NAME);
501 if (dummy == NULL) 494
495 if (!dummy)
502 { 496 {
503 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 497 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
504 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); 498 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
505 return 0; 499 return 0;
506 } 500 }
572perceive_self (object *op) 566perceive_self (object *op)
573{ 567{
574 const char *cp = describe_item (op, op); 568 const char *cp = describe_item (op, op);
575 archetype *at = archetype::find (ARCH_DEPLETION); 569 archetype *at = archetype::find (ARCH_DEPLETION);
576 570
577 dynbuf_text buf; 571 dynbuf_text &buf = msg_dynbuf; buf.clear ();
578 572
579 if (player *pl = op->contr) 573 if (!op->is_player ())
574 return 0;
575
580 if (object *race = archetype::find (op->race)) 576 if (object *race = archetype::find (op->race))
581 buf << "You are a " << (pl->gender ? "female" : "male") << " " << &race->name << ".\n"; 577 buf << " - You are a G<male|female> " << &race->name << ".\n";
582 578
583 if (object *god = find_god (determine_god (op))) 579 if (object *god = find_god (determine_god (op)))
584 buf << "You worship " << &god->name << ".\n"; 580 buf << " - You worship " << &god->name << ".\n";
585 else 581 else
586 buf << "You worship no god.\n"; 582 buf << " - You worship no god.\n";
587 583
588 object *tmp = present_arch_in_ob (at, op); 584 object *tmp = present_arch_in_ob (at, op);
589 585
590 if (*cp == '\0' && tmp == NULL) 586 if (*cp == '\0' && !tmp)
591 buf << "You feel very mundane. "; 587 buf << " - You feel very mundane. ";
592 else 588 else
593 { 589 {
594 buf << "You have: " << cp << ".\n"; 590 buf << " - You have: " << cp << ".\n";
595 591
596 if (tmp) 592 if (tmp)
597 for (int i = 0; i < NUM_STATS; i++) 593 for (int i = 0; i < NUM_STATS; i++)
598 if (tmp->stats.stat (i) < 0) 594 if (tmp->stats.stat (i) < 0)
599 buf.printf ("Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i)); 595 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
600 } 596 }
601 597
602 if (is_dragon_pl (op)) 598 if (is_dragon_pl (op))
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; tmp = tmp->below) 600 for (tmp = op->inv; tmp; tmp = tmp->below)
605 { 601 {
606 if (tmp->type == FORCE && !strcmp (tmp->arch->archname, "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 buf << "Your metabolism isn't focused on anything.\n"; 605 buf << " - Your metabolism isn't focused on anything.\n";
610 else 606 else
611 buf << "Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n"; 607 buf << " - Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
612 608
613 break; 609 break;
614 } 610 }
615 } 611 }
616 612
617 new_draw_info (NDI_UNIQUE, 0, op, buf.linearise ()); 613 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
618 614
619 return 1; 615 return 1;
620} 616}
621 617
622/* This creates magic walls. Really, it can create most any object, 618/* This creates magic walls. Really, it can create most any object,
710 */ 706 */
711 if (tmp->type != EARTHWALL) //TODO 707 if (tmp->type != EARTHWALL) //TODO
712 tmp->set_owner (op); 708 tmp->set_owner (op);
713 709
714 set_spell_skill (op, caster, spell_ob, tmp); 710 set_spell_skill (op, caster, spell_ob, tmp);
715 tmp->level = caster_level (caster, spell_ob) / 2; 711 tmp->level = casting_level (caster, spell_ob) / 2;
716 712
717 name = tmp->name; 713 name = tmp->name;
718 if (!(tmp = m->insert (tmp, x, y, op))) 714 if (!(tmp = m->insert (tmp, x, y, op)))
719 { 715 {
720 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);
781 777
782 return 1; 778 return 1;
783} 779}
784 780
785int 781int
786dimension_door (object *op, object *caster, object *spob, int dir) 782dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
787{ 783{
788 uint32 dist, maxdist; 784 uint32 dist, maxdist;
789 int mflags; 785 int mflags;
790 maptile *m; 786 maptile *m;
791 sint16 sx, sy; 787 sint16 sx, sy;
802 /* 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
803 * ever, so put limits in. 799 * ever, so put limits in.
804 */ 800 */
805 maxdist = spob->range + SP_level_range_adjust (caster, spob); 801 maxdist = spob->range + SP_level_range_adjust (caster, spob);
806 802
807 if (op->contr->count) 803 if (spellparam)
808 { 804 {
805 int count = atoi (spellparam);
806
809 if (op->contr->count > maxdist) 807 if (count > maxdist)
810 { 808 {
811 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!");
812 return 0; 810 return 0;
813 } 811 }
814 812
815 for (dist = 0; dist < op->contr->count; dist++) 813 for (dist = 0; dist < count; dist++)
816 { 814 {
817 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);
818 816
819 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 817 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
820 break; 818 break;
821 819
822 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)))
823 break; 821 break;
824 } 822 }
825 823
826 if (dist < op->contr->count) 824 if (dist < count)
827 { 825 {
828 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");
829 op->contr->count = 0;
830 return 0; 827 return 0;
831 } 828 }
832
833 op->contr->count = 0;
834 829
835 /* Remove code that puts player on random space on maps. IMO, 830 /* Remove code that puts player on random space on maps. IMO,
836 * 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,
837 * 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
838 * by such squares). Also, there are probably treasure rooms and 833 * by such squares). Also, there are probably treasure rooms and
893 888
894 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 */
895 return 1; 890 return 1;
896} 891}
897 892
898
899/* cast_heal: Heals something. 893/* cast_heal: Heals something.
900 * op is the caster. 894 * op is the caster.
901 * dir is the direction he is casting it in. 895 * dir is the direction he is casting it in.
902 * spell is the spell object. 896 * spell is the spell object.
903 */ 897 */
929 { 923 {
930 /* See how many points we actually heal. Instead of messages 924 /* See how many points we actually heal. Instead of messages
931 * based on type of spell, we instead do messages based 925 * based on type of spell, we instead do messages based
932 * on amount of damage healed. 926 * on amount of damage healed.
933 */ 927 */
934 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 928 if (heal > tmp->stats.maxhp - tmp->stats.hp)
935 heal = tmp->stats.maxhp - tmp->stats.hp; 929 heal = tmp->stats.maxhp - tmp->stats.hp;
930
936 tmp->stats.hp += heal; 931 tmp->stats.hp += heal;
937 932
938 if (tmp->stats.hp >= tmp->stats.maxhp) 933 if (tmp->stats.hp >= tmp->stats.maxhp)
939 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 934 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
940 else if (heal > 50) 935 else if (heal > 50)
949 success = 1; 944 success = 1;
950 } 945 }
951 } 946 }
952 947
953 if (spell->attacktype & AT_DISEASE) 948 if (spell->attacktype & AT_DISEASE)
954 if (cure_disease (tmp, op)) 949 if (cure_disease (tmp, op, spell))
955 success = 1; 950 success = 1;
956 951
957 if (spell->attacktype & AT_POISON) 952 if (spell->attacktype & AT_POISON)
958 { 953 {
959 at = archetype::find ("poisoning"); 954 at = archetype::find ("poisoning");
1008 } 1003 }
1009 1004
1010 if (spell->stats.food && tmp->stats.food < 999) 1005 if (spell->stats.food && tmp->stats.food < 999)
1011 { 1006 {
1012 tmp->stats.food += spell->stats.food; 1007 tmp->stats.food += spell->stats.food;
1008
1013 if (tmp->stats.food > 999) 1009 if (tmp->stats.food > 999)
1014 tmp->stats.food = 999; 1010 tmp->stats.food = 999;
1011
1015 success = 1; 1012 success = 1;
1016 /* 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 */
1017 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");
1018 } 1015 }
1019 1016
1033 "You don't feel any more powerful." 1030 "You don't feel any more powerful."
1034 "You are no easier to look at.", 1031 "You are no easier to look at.",
1035}; 1032};
1036 1033
1037int 1034int
1035change_ability_duration (object *spell, object *caster)
1036{
1037 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1038}
1039
1040int
1038cast_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)
1039{ 1042{
1040 object *force = NULL; 1043 object *force = 0;
1041 int i; 1044 int i;
1042 1045
1043 /* 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. */
1044 object *tmp = dir 1047 object *tmp = dir
1045 ? find_target_for_friendly_spell (op, dir) 1048 ? find_target_for_friendly_spell (op, dir)
1046 : op; 1049 : op;
1047 1050
1048 if (!tmp) 1051 if (!tmp)
1049 return 0; 1052 return 0;
1050 1053
1051 /* 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. */
1060 } 1063 }
1061 else if (spell_ob->race && spell_ob->race == tmp2->name) 1064 else if (spell_ob->race && spell_ob->race == tmp2->name)
1062 { 1065 {
1063 if (!silent) 1066 if (!silent)
1064 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
1065 return 0; 1069 return 0;
1066 } 1070 }
1067 } 1071 }
1068 } 1072 }
1069 if (force == NULL) 1073
1074 if (!force)
1070 { 1075 {
1071 force = get_archetype (FORCE_NAME); 1076 force = get_archetype (FORCE_NAME);
1072 force->subtype = FORCE_CHANGE_ABILITY; 1077 force->subtype = FORCE_CHANGE_ABILITY;
1078
1073 if (spell_ob->race) 1079 if (spell_ob->race)
1074 force->name = spell_ob->race; 1080 force->name = spell_ob->race;
1075 else 1081 else
1076 force->name = spell_ob->name; 1082 force->name = spell_ob->name;
1083
1077 force->name_pl = spell_ob->name; 1084 force->name_pl = spell_ob->name;
1078 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.");
1079 1086
1080 } 1087 }
1081 else 1088 else
1082 { 1089 {
1083 int duration; 1090 int duration = change_ability_duration (spell_ob, caster);
1084 1091
1085 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1086 if (duration > force->duration) 1092 if (duration > force->duration)
1087 { 1093 {
1088 force->duration = duration; 1094 force->duration = duration;
1089 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.");
1090 } 1096 }
1091 else 1097 else
1092 {
1093 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.");
1094 }
1095 1099
1096 return 1; 1100 return 1;
1097 } 1101 }
1098 1102
1099 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;
1171 */ 1175 */
1172int 1176int
1173cast_bless (object *op, object *caster, object *spell_ob, int dir) 1177cast_bless (object *op, object *caster, object *spell_ob, int dir)
1174{ 1178{
1175 int i; 1179 int i;
1176 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1180 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1177 1181
1178 /* 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. */
1179 if (dir != 0) 1183 if (dir != 0)
1180 { 1184 {
1181 tmp = find_target_for_friendly_spell (op, dir); 1185 tmp = find_target_for_friendly_spell (op, dir);
1186
1187 if (!tmp)
1188 return 0;
1182 } 1189 }
1183 else 1190 else
1184 {
1185 tmp = op; 1191 tmp = op;
1186 }
1187 1192
1188 /* 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. */
1189 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1194 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1190 { 1195 {
1191 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1196 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1192 { 1197 {
1193 if (tmp2->name == spell_ob->name) 1198 if (tmp2->name == spell_ob->name)
1194 { 1199 {
1200 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);
1201 return 0; 1206 return 0;
1202 } 1207 }
1203 } 1208 }
1204 } 1209 }
1210
1205 if (force == NULL) 1211 if (force == NULL)
1206 { 1212 {
1207 force = get_archetype (FORCE_NAME); 1213 force = get_archetype (FORCE_NAME);
1208 force->subtype = FORCE_CHANGE_ABILITY; 1214 force->subtype = FORCE_CHANGE_ABILITY;
1209 if (spell_ob->race) 1215 if (spell_ob->race)
1274} 1280}
1275 1281
1276/* Alchemy code by Mark Wedel 1282/* Alchemy code by Mark Wedel
1277 * 1283 *
1278 * This code adds a new spell, called alchemy. Alchemy will turn 1284 * This code adds a new spell, called alchemy. Alchemy will turn
1279 * objects to gold nuggets, the value of the gold nuggets being 1285 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1280 * about 90% of that of the item itself. It uses the value of the
1281 * object before charisma adjustments, because the nuggets themselves
1282 * will be will be adjusted by charisma when sold.
1283 * 1286 *
1284 * 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
1285 * the maximum number of large nuggets you could get. 1288 * itself. It uses the value of the object before charisma adjustments,
1286 * 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
1287 * to the max amount of small nuggets as you could get. 1290 * when sold.
1288 *
1289 * For example, if an item is worth 110 gold, you will get
1290 * 4 large nuggets, and from 0-10 small nuggets.
1291 * 1291 *
1292 * 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
1293 * 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
1294 * alchemised. 1294 * alchemised.
1295 */ 1295 */
1296static void 1296static void
1297alchemy_object (object *obj, uint64 &total_value, int &total_weight) 1297alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1298{ 1298{
1299 uint64 value = query_cost (obj, NULL, F_TRUE); 1299 uint64 value = query_cost (obj, NULL, F_TRUE);
1300 1300
1301 /* Give third price when we alchemy money (This should hopefully 1301 /* Give third price when we alchemy money (this should hopefully
1302 * 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
1303 * the nuggets, alchemy the gold from that, etc. 1303 * the nuggets, alchemy the gold from that, etc.
1304 * Otherwise, give 9 silver on the gold for other objects, 1304 * Otherwise, give 9 silver on the gold for other objects,
1305 * so that it would still be more affordable to haul 1305 * so that it would still be more affordable to haul
1306 * the stuff back to town. 1306 * the stuff back to town.
1318 total_weight += obj->total_weight (); 1318 total_weight += obj->total_weight ();
1319 1319
1320 obj->destroy (); 1320 obj->destroy ();
1321} 1321}
1322 1322
1323static void
1324update_map (object *op, maptile *m, int small_nuggets, object *small, int large_nuggets, object *large, int x, int y)
1325{
1326 int flag = 0;
1327
1328 /* Put any nuggets below the player, but we can only pass this
1329 * flag if we are on the same space as the player
1330 */
1331 if (x == op->x && y == op->y && op->map == m)
1332 flag = INS_BELOW_ORIGINATOR;
1333
1334 if (small_nuggets)
1335 {
1336 object *tmp = small->clone ();
1337 tmp->nrof = small_nuggets;
1338 m->insert (tmp, x, y, op, flag);
1339 }
1340
1341 if (large_nuggets)
1342 {
1343 object *tmp = large->clone ();
1344 tmp->nrof = large_nuggets;
1345 m->insert (tmp, x, y, op, flag);
1346 }
1347
1348 if (object *pl = m->at (x, y).player ())
1349 if (pl->contr->ns)
1350 pl->contr->ns->look_position = 0;
1351}
1352
1353int 1323int
1354alchemy (object *op, object *caster, object *spell_ob) 1324alchemy (object *op, object *caster, object *spell_ob)
1355{ 1325{
1356 if (op->type != PLAYER) 1326 if (op->type != PLAYER)
1357 return 0; 1327 return 0;
1358 1328
1359 object *large = get_archetype ("largenugget"); 1329 archetype *nugget[3];
1360 object *small = get_archetype ("smallnugget"); 1330
1331 nugget[0] = archetype::find ("pyrite3");
1332 nugget[1] = archetype::find ("pyrite2");
1333 nugget[2] = archetype::find ("pyrite");
1361 1334
1362 /* 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
1363 * some, and also prevents people from alchemising every table/chair/clock 1336 * some, and also prevents people from alchemising every table/chair/clock
1364 * in sight 1337 * in sight
1365 */ 1338 */
1417 if (weight > weight_max) 1390 if (weight > weight_max)
1418 break; 1391 break;
1419 } 1392 }
1420 } 1393 }
1421 1394
1395 value -= rndm (value >> 4);
1422 value = min (value, value_max); 1396 value = min (value, value_max);
1423 1397
1424 uint64 count = value / large->value; 1398 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1425 int large_nuggets = count; 1399 if (int nrof = value / nugget [i]->value)
1426 value -= count * large->value;
1427
1428 count = value / small->value;
1429 int small_nuggets = count;
1430
1431 /* Insert all the nuggets at one time. This probably saves time, but
1432 * it also prevents us from alcheming nuggets that were just created
1433 * with this spell.
1434 */ 1400 {
1435 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 }
1436 1408
1437 if (weight > weight_max) 1409 if (weight > weight_max)
1438 goto bailout; 1410 goto bailout;
1439 } 1411 }
1440 } 1412 }
1441 1413
1442bailout: 1414bailout:
1443 large->destroy ();
1444 small->destroy ();
1445 return 1; 1415 return 1;
1446} 1416}
1447
1448 1417
1449/* This function removes the cursed/damned status on equipped 1418/* This function removes the cursed/damned status on equipped
1450 * items. 1419 * items.
1451 */ 1420 */
1452int 1421int
1453remove_curse (object *op, object *caster, object *spell) 1422remove_curse (object *op, object *caster, object *spell)
1454{ 1423{
1455 object *tmp;
1456 int success = 0, was_one = 0; 1424 int success = 0, was_one = 0;
1457 1425
1458 for (tmp = op->inv; tmp; tmp = tmp->below) 1426 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1459 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1427 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1460 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1428 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1461 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1429 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1462 { 1430 {
1463 was_one++; 1431 was_one++;
1432
1464 if (tmp->level <= caster_level (caster, spell)) 1433 if (tmp->level <= casting_level (caster, spell))
1465 { 1434 {
1466 success++; 1435 success++;
1467 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1436 if (QUERY_FLAG (spell, FLAG_DAMNED))
1468 CLEAR_FLAG (tmp, FLAG_DAMNED); 1437 CLEAR_FLAG (tmp, FLAG_DAMNED);
1469 1438
1470 CLEAR_FLAG (tmp, FLAG_CURSED); 1439 CLEAR_FLAG (tmp, FLAG_CURSED);
1471 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1440 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1472 tmp->value = 0; /* Still can't sell it */ 1441 tmp->value = 0; /* Still can't sell it */
1473 if (op->type == PLAYER) 1442
1443 if (object *pl = tmp->visible_to ())
1474 esrv_send_item (op, tmp); 1444 esrv_update_item (UPD_FLAGS, pl, tmp);
1475 } 1445 }
1476 } 1446 }
1477 1447
1478 if (op->type == PLAYER) 1448 if (op->type == PLAYER)
1479 { 1449 {
1490 1460
1491 return success; 1461 return success;
1492} 1462}
1493 1463
1494/* Identifies objects in the players inventory/on the ground */ 1464/* Identifies objects in the players inventory/on the ground */
1495
1496int 1465int
1497cast_identify (object *op, object *caster, object *spell) 1466cast_identify (object *op, object *caster, object *spell)
1498{ 1467{
1499 object *tmp; 1468 object *tmp;
1500 int success = 0, num_ident; 1469 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1501 1470
1502 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));
1503
1504 if (num_ident < 1)
1505 num_ident = 1;
1506 1472
1507 for (tmp = op->inv; tmp; tmp = tmp->below) 1473 for (tmp = op->inv; tmp; tmp = tmp->below)
1508 { 1474 {
1509 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1475 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1510 { 1476 {
1511 identify (tmp); 1477 identify (tmp);
1512 1478
1513 if (op->type == PLAYER) 1479 if (op->type == PLAYER)
1514 { 1480 {
1515 new_draw_info_format (NDI_UNIQUE, 0, op, "You identified: %s.", long_desc (tmp, op)); 1481 buf.printf ("You identified: %s.\r", long_desc (tmp, op));
1516 1482
1517 if (tmp->msg) 1483 if (tmp->msg)
1518 { 1484 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1519 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1520 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1521 }
1522 } 1485 }
1523 1486
1524 num_ident--;
1525 success = 1;
1526 if (!num_ident) 1487 if (!--num_ident)
1527 break; 1488 break;
1528 } 1489 }
1529 } 1490 }
1530 1491
1531 /* 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
1537 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 1498 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1538 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1499 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1539 { 1500 {
1540 identify (tmp); 1501 identify (tmp);
1541 1502
1542 if (op->type == PLAYER) 1503 if (object *pl = tmp->visible_to ())
1543 { 1504 {
1544 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground you identified: %s.", long_desc (tmp, op)); 1505 buf.printf ("On the ground you identified: %s.\r", long_desc (tmp, op));
1545 1506
1546 if (tmp->msg) 1507 if (tmp->msg)
1547 { 1508 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1548 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1549 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1550 }
1551
1552 esrv_send_item (op, tmp);
1553 } 1509 }
1554 1510
1555 num_ident--;
1556 success = 1;
1557 if (!num_ident) 1511 if (!--num_ident)
1558 break; 1512 break;
1559 } 1513 }
1560 } 1514 }
1561 1515
1562 if (!success) 1516 if (buf.empty ())
1563 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 }
1564 else 1521 else
1522 {
1523 if (op->contr)
1524 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1525
1565 spell_effect (spell, op->x, op->y, op->map, op); 1526 spell_effect (spell, op->x, op->y, op->map, op);
1566 1527 return 1;
1567 return success; 1528 }
1568} 1529}
1569 1530
1570int 1531int
1571cast_detection (object *op, object *caster, object *spell, object *skill) 1532cast_detection (object *op, object *caster, object *spell, object *skill)
1572{ 1533{
1577 1538
1578 /* 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
1579 * doing it over and over again. 1540 * doing it over and over again.
1580 */ 1541 */
1581 god = find_god (determine_god (op)); 1542 god = find_god (determine_god (op));
1582 level = caster_level (caster, spell); 1543 level = casting_level (caster, spell);
1583 range = spell->range + SP_level_range_adjust (caster, spell); 1544 range = spell->range + SP_level_range_adjust (caster, spell);
1584 1545
1585 if (!skill) 1546 if (!skill)
1586 skill = caster; 1547 skill = caster;
1587 1548
1588 for (x = op->x - range; x <= op->x + range; x++) 1549 unordered_mapwalk (op, -range, -range, range, range)
1589 for (y = op->y - range; y <= op->y + range; y++)
1590 { 1550 {
1591 m = op->map;
1592 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1593 if (mflags & P_OUT_OF_MAP)
1594 continue;
1595
1596 /* For most of the detections, we only detect objects above the 1551 /* For most of the detections, we only detect objects above the
1597 * floor. But this is not true for show invisible. 1552 * floor. But this is not true for show invisible.
1598 * Basically, we just go and find the top object and work 1553 * Basically, we just go and find the top object and work
1599 * down - that is easier than working up. 1554 * down - that is easier than working up.
1600 */ 1555 */
1601 1556
1602 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)
1603 last = tmp; 1558 last = tmp;
1604 1559
1605 /* 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
1606 * would happen. 1561 * would happen.
1607 */ 1562 */
1608 if (!last) 1563 if (!last)
1609 continue; 1564 continue;
1610 1565
1611 done_one = 0; 1566 done_one = 0;
1612 floor = 0; 1567 floor = 0;
1613 detect = NULL; 1568 detect = NULL;
1614 for (tmp = last; tmp; tmp = tmp->below) 1569 for (tmp = last; tmp; tmp = tmp->below)
1615 { 1570 {
1616 /* show invisible */ 1571 /* show invisible */
1617 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1572 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1618 /* Might there be other objects that we can make visible? */ 1573 /* Might there be other objects that we can make visible? */
1619 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1574 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER)
1620 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1575 || (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ))
1621 tmp->type == CF_HANDLE || 1576 || tmp->type == CF_HANDLE
1622 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
1623 tmp->type == BUTTON || tmp->type == TELEPORTER || 1581 || tmp->type == TELEPORTER
1582 || tmp->type == GATE
1624 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1583 || tmp->type == LOCKED_DOOR
1625 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN || 1584 || tmp->type == WEAPON
1585 || tmp->type == ALTAR
1586 || tmp->type == SIGN
1626 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1587 || tmp->type == TRIGGER_PEDESTAL
1627 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)))
1628 { 1593 {
1629 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)
1630 { 1595 {
1631 tmp->invisible = 0; 1596 tmp->invisible = 0;
1632 done_one = 1; 1597 done_one = 1;
1633 } 1598 }
1634 } 1599 }
1635 1600
1636 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1601 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1637 floor = 1; 1602 floor = 1;
1638 1603
1639 /* All detections below this point don't descend beneath the floor, 1604 /* All detections below this point don't descend beneath the floor,
1640 * 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
1641 * 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
1642 * 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.
1643 */ 1608 */
1644 if (floor) 1609 if (floor)
1645 continue; 1610 continue;
1646 1611
1647 /* I had thought about making detect magic and detect curse 1612 /* I had thought about making detect magic and detect curse
1648 * 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.
1649 * 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
1650 * difficult to see what object is magical/cursed, so the 1615 * difficult to see what object is magical/cursed, so the
1651 * effect wouldn't be as apparant. 1616 * effect wouldn't be as apparent.
1652 */ 1617 */
1653 1618
1654 /* detect magic */ 1619 /* detect magic */
1655 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && 1620 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1656 !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))
1657 { 1622 {
1658 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1623 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1659 /* make runes more visibile */ 1624 /* make runes more visibile */
1660 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC) 1625 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1661 tmp->stats.Cha /= 4; 1626 tmp->stats.Cha /= 4;
1627
1662 done_one = 1; 1628 done_one = 1;
1663 } 1629 }
1630
1664 /* detect monster */ 1631 /* detect monster */
1665 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))
1666 { 1633 {
1667 done_one = 2; 1634 done_one = 2;
1635
1668 if (!detect) 1636 if (!detect)
1669 detect = tmp; 1637 detect = tmp;
1670 } 1638 }
1639
1671 /* 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
1672 * 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
1673 * race must match. 1642 * race must match.
1674 */ 1643 */
1675 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race && 1644 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1676 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) || 1645 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1677 (strstr (spell->race, tmp->race)))) 1646 spell->race.contains (tmp->race)))
1678 { 1647 {
1679 done_one = 2; 1648 done_one = 2;
1649
1680 if (!detect) 1650 if (!detect)
1681 detect = tmp; 1651 detect = tmp;
1682 } 1652 }
1653
1683 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) &&
1684 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1655 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1685 { 1656 {
1686 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1657 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1687 done_one = 1; 1658 done_one = 1;
1688 } 1659 }
1689 } /* for stack of objects on this space */ 1660 } /* for stack of objects on this space */
1690 1661
1691 /* 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
1692 * where the magic is. 1663 * where the magic is.
1693 */ 1664 */
1694 if (done_one) 1665 if (done_one)
1695 { 1666 {
1696 object *detect_ob = arch_to_object (spell->other_arch); 1667 object *detect_ob = arch_to_object (spell->other_arch);
1697 1668
1698 /* if this is set, we want to copy the face */ 1669 /* if this is set, we want to copy the face */
1699 if (done_one == 2 && detect) 1670 if (done_one == 2 && detect)
1700 { 1671 {
1701 detect_ob->face = detect->face; 1672 detect_ob->face = detect->face;
1702 detect_ob->animation_id = detect->animation_id; 1673 detect_ob->animation_id = detect->animation_id;
1703 detect_ob->anim_speed = detect->anim_speed; 1674 detect_ob->anim_speed = detect->anim_speed;
1704 detect_ob->last_anim = 0; 1675 detect_ob->last_anim = 0;
1705 /* by default, the detect_ob is already animated */ 1676 /* by default, the detect_ob is already animated */
1706 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1677 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
1707 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1678 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
1708 } 1679 }
1709 1680
1710 m->insert (detect_ob, nx, ny, op); 1681 m->insert (detect_ob, nx, ny, op);
1711 } 1682 }
1712 } /* for processing the surrounding spaces */ 1683 } /* for processing the surrounding spaces */
1713 1684
1714 1685
1715 /* 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 */
1716 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))
1717 { 1688 {
1718 done_one = 0; 1689 done_one = 0;
1690
1719 for (tmp = op->inv; tmp; tmp = tmp->below) 1691 for (tmp = op->inv; tmp; tmp = tmp->below)
1720 { 1692 {
1721 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1693 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1722 { 1694 {
1723 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))
1724 { 1696 {
1725 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1697 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1726 if (op->type == PLAYER) 1698
1699 if (object *pl = tmp->visible_to ())
1727 esrv_send_item (op, tmp); 1700 esrv_update_item (UPD_FLAGS, pl, tmp);
1728 } 1701 }
1702
1729 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) &&
1730 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1704 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1731 { 1705 {
1732 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1706 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1733 if (op->type == PLAYER) 1707
1708 if (object *pl = tmp->visible_to ())
1734 esrv_send_item (op, tmp); 1709 esrv_update_item (UPD_FLAGS, pl, tmp);
1735 } 1710 }
1736 } /* if item is not identified */ 1711 } /* if item is not identified */
1737 } /* for the players inventory */ 1712 } /* for the players inventory */
1738 } /* if detect magic/curse and object is a player */ 1713 } /* if detect magic/curse and object is a player */
1714
1739 return 1; 1715 return 1;
1740} 1716}
1741 1717
1742 1718
1743/** 1719/**
1756 1732
1757 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.");
1758 1734
1759 if (victim->stats.sp >= victim->stats.maxsp * 2) 1735 if (victim->stats.sp >= victim->stats.maxsp * 2)
1760 { 1736 {
1761 object *tmp;
1762
1763 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1737 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
1764
1765 /* Explodes a fireball centered at player */
1766 tmp = get_archetype (EXPLODING_FIREBALL);
1767 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
1768 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
1769
1770 tmp->insert_at (victim);
1771 victim->stats.sp = 2 * victim->stats.maxsp; 1738 victim->stats.sp = 2 * victim->stats.maxsp;
1739 create_exploding_ball_at (victim, caster_level);
1772 } 1740 }
1773 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1741 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
1774 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.");
1775 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1743 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
1776 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!");
1777 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1745 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
1778 { 1746 {
1779 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1747 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
1825 } 1793 }
1826 /* give sp */ 1794 /* give sp */
1827 if (spell->stats.dam > 0) 1795 if (spell->stats.dam > 0)
1828 { 1796 {
1829 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);
1830 charge_mana_effect (plyr, caster_level (caster, spell)); 1798 charge_mana_effect (plyr, casting_level (caster, spell));
1831 return 1; 1799 return 1;
1832 } 1800 }
1833 /* suck sp away. Can't suck sp from yourself */ 1801 /* suck sp away. Can't suck sp from yourself */
1834 else if (op != plyr) 1802 else if (op != plyr)
1835 { 1803 {
1847 /* Player doesn't get full credit */ 1815 /* Player doesn't get full credit */
1848 sucked = (sucked * rate) / 100; 1816 sucked = (sucked * rate) / 100;
1849 op->stats.sp += sucked; 1817 op->stats.sp += sucked;
1850 if (sucked > 0) 1818 if (sucked > 0)
1851 { 1819 {
1852 charge_mana_effect (op, caster_level (caster, spell)); 1820 charge_mana_effect (op, casting_level (caster, spell));
1853 } 1821 }
1854 } 1822 }
1855 return 1; 1823 return 1;
1856 } 1824 }
1857 return 0; 1825 return 0;
1933 break; 1901 break;
1934 } 1902 }
1935 } 1903 }
1936} 1904}
1937 1905
1938
1939
1940/* cast_consecrate() - a spell to make an altar your god's */ 1906/* cast_consecrate() - a spell to make an altar your god's */
1941int 1907int
1942cast_consecrate (object *op, object *caster, object *spell) 1908cast_consecrate (object *op, object *caster, object *spell)
1943{ 1909{
1944 char buf[MAX_BUF]; 1910 char buf[MAX_BUF];
1956 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1922 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1957 break; 1923 break;
1958 if (tmp->type == HOLY_ALTAR) 1924 if (tmp->type == HOLY_ALTAR)
1959 { 1925 {
1960 1926
1961 if (tmp->level > caster_level (caster, spell)) 1927 if (tmp->level > casting_level (caster, spell))
1962 { 1928 {
1963 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);
1964 return 0; 1930 return 0;
1965 } 1931 }
1966 else 1932 else
1967 { 1933 {
1968 /* If we got here, we are consecrating an altar */ 1934 /* If we got here, we are consecrating an altar */
1969 sprintf (buf, "Altar of %s", &god->name); 1935 sprintf (buf, "Altar of %s", &god->name);
1970 tmp->name = buf; 1936 tmp->name = buf;
1971 tmp->level = caster_level (caster, spell); 1937 tmp->level = casting_level (caster, spell);
1972 tmp->other_arch = god->arch; 1938 tmp->other_arch = god->arch;
1939
1973 if (op->type == PLAYER) 1940 if (op->type == PLAYER)
1974 esrv_update_item (UPD_NAME, op, tmp); 1941 esrv_update_item (UPD_NAME, op, tmp);
1942
1975 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);
1976 return 1; 1944 return 1;
1977 } 1945 }
1978 } 1946 }
1979 } 1947 }
1997 object *weapon, *tmp; 1965 object *weapon, *tmp;
1998 char buf[MAX_BUF]; 1966 char buf[MAX_BUF];
1999 int a, i; 1967 int a, i;
2000 sint16 x, y; 1968 sint16 x, y;
2001 maptile *m; 1969 maptile *m;
2002 materialtype_t *mt;
2003 1970
2004 if (!spell->other_arch) 1971 if (!spell->other_arch)
2005 { 1972 {
2006 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1973 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2007 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);
2018 return 0; 1985 return 0;
2019 } 1986 }
2020 1987
2021 /* if no direction specified, pick one */ 1988 /* if no direction specified, pick one */
2022 if (!dir) 1989 if (!dir)
2023 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);
2024 1991
2025 m = op->map; 1992 m = op->map;
2026 x = op->x + freearr_x[dir]; 1993 x = op->x + freearr_x[dir];
2027 y = op->y + freearr_y[dir]; 1994 y = op->y + freearr_y[dir];
2028 1995
2029 /* if there's no place to put the golem, abort */ 1996 /* if there's no place to put the golem, abort */
2030 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)
2031 ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type)) 1998 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2032 { 1999 {
2033 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.");
2034 return 0; 2001 return 0;
2035 } 2002 }
2036 2003
2040 if (!weapon) 2007 if (!weapon)
2041 { 2008 {
2042 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!");
2043 return 0; 2010 return 0;
2044 } 2011 }
2012
2045 if (spell->race && strcmp (weapon->arch->archname, spell->race)) 2013 if (spell->race && weapon->arch->archname != spell->race)
2046 { 2014 {
2047 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.");
2048 return 0; 2016 return 0;
2049 } 2017 }
2018
2050 if (weapon->type != WEAPON) 2019 if (weapon->type != WEAPON)
2051 { 2020 {
2052 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.");
2053 return 0; 2022 return 0;
2054 } 2023 }
2024
2055 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2025 if (QUERY_FLAG (weapon, FLAG_APPLIED))
2056 { 2026 {
2057 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));
2058 return 0; 2028 return 0;
2059 } 2029 }
2060 2030
2061 if (weapon->nrof > 1) 2031 weapon = weapon->split ();
2062 {
2063 tmp = get_split_ob (weapon, 1);
2064 esrv_send_item (op, weapon);
2065 weapon = tmp;
2066 }
2067 2032
2068 /* create the golem object */ 2033 /* create the golem object */
2069 tmp = arch_to_object (spell->other_arch); 2034 tmp = arch_to_object (spell->other_arch);
2070 2035
2071 /* 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 */
2076 tmp->set_owner (op); 2041 tmp->set_owner (op);
2077 op->contr->golem = tmp; 2042 op->contr->golem = tmp;
2078 set_spell_skill (op, caster, spell, tmp); 2043 set_spell_skill (op, caster, spell, tmp);
2079 2044
2080 /* 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
2081 * removed flag - it should only be set if get_split_object was 2046 * removed flag - it should only be set if weapon->split was
2082 * used above. 2047 * used above.
2083 */ 2048 */
2084 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2049 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2085 weapon->remove (); 2050 weapon->remove ();
2086 2051
2087 insert_ob_in_ob (weapon, tmp); 2052 tmp->insert (weapon);
2088 esrv_send_item (op, weapon); 2053
2089 /* 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,
2090 * 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
2091 * body_info, skills, etc) 2056 * body_info, skills, etc)
2092 */ 2057 */
2093 SET_FLAG (tmp, FLAG_USE_WEAPON); 2058 SET_FLAG (tmp, FLAG_USE_WEAPON);
2119 2084
2120 /* attacktype */ 2085 /* attacktype */
2121 if (!tmp->attacktype) 2086 if (!tmp->attacktype)
2122 tmp->attacktype = AT_PHYSICAL; 2087 tmp->attacktype = AT_PHYSICAL;
2123 2088
2124 mt = NULL;
2125 if (op->materialname != NULL)
2126 mt = name_to_material (op->materialname); 2089 if (materialtype_t *mt = name_to_material (op->materialname))
2127 if (mt != NULL)
2128 { 2090 {
2129 for (i = 0; i < NROFATTACKS; i++) 2091 for (i = 0; i < NROFATTACKS; i++)
2130 tmp->resist[i] = 50 - (mt->save[i] * 5); 2092 tmp->resist[i] = 50 - (mt->save[i] * 5);
2131 a = mt->save[0]; 2093 a = mt->save[0];
2132 } 2094 }
2134 { 2096 {
2135 for (i = 0; i < NROFATTACKS; i++) 2097 for (i = 0; i < NROFATTACKS; i++)
2136 tmp->resist[i] = 5; 2098 tmp->resist[i] = 5;
2137 a = 10; 2099 a = 10;
2138 } 2100 }
2101
2139 /* Set weapon's immunity */ 2102 /* Set weapon's immunity */
2140 tmp->resist[ATNR_CONFUSION] = 100; 2103 tmp->resist[ATNR_CONFUSION] = 100;
2141 tmp->resist[ATNR_POISON] = 100; 2104 tmp->resist[ATNR_POISON] = 100;
2142 tmp->resist[ATNR_SLOW] = 100; 2105 tmp->resist[ATNR_SLOW] = 100;
2143 tmp->resist[ATNR_PARALYZE] = 100; 2106 tmp->resist[ATNR_PARALYZE] = 100;
2149 2112
2150 /* 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 */
2151 2114
2152 if (a > 14) 2115 if (a > 14)
2153 a = 14; 2116 a = 14;
2117
2154 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));
2155 2119
2156 /* Determine golem's speed */ 2120 /* Determine golem's speed */
2157 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)));
2158 2122
2168 tmp->state = weapon->state; 2132 tmp->state = weapon->state;
2169 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2133 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2170 } 2134 }
2171 2135
2172 /* 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. */
2173 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));
2174 2138
2175 tmp->speed_left = -1; 2139 tmp->speed_left = -1;
2176 tmp->direction = dir; 2140 tmp->direction = dir;
2177 2141
2178 m->insert (tmp, x, y, op); 2142 m->insert (tmp, x, y, op);
2182/* cast_daylight() - changes the map darkness level *lower* */ 2146/* cast_daylight() - changes the map darkness level *lower* */
2183 2147
2184/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2148/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2185 * This changes the light level for the entire map. 2149 * This changes the light level for the entire map.
2186 */ 2150 */
2187
2188int 2151int
2189cast_change_map_lightlevel (object *op, object *caster, object *spell) 2152cast_change_map_lightlevel (object *op, object *caster, object *spell)
2190{ 2153{
2191 int success; 2154 int success;
2192 2155
2200 if (spell->stats.dam < 0) 2163 if (spell->stats.dam < 0)
2201 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.");
2202 else 2165 else
2203 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.");
2204 } 2167 }
2168
2205 return success; 2169 return success;
2206} 2170}
2207
2208
2209
2210
2211 2171
2212/* 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.
2213 * 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,
2214 * spell is the spell object itself. 2174 * spell is the spell object itself.
2215 */ 2175 */
2227 2187
2228 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);
2229 2189
2230 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);
2231 2191
2232 new_aura->set_owner (op);
2233 set_spell_skill (op, caster, spell, new_aura); 2192 set_spell_skill (op, caster, spell, new_aura);
2234 new_aura->attacktype = spell->attacktype; 2193 new_aura->attacktype = spell->attacktype;
2235 2194
2236 new_aura->level = caster_level (caster, spell); 2195 new_aura->level = casting_level (caster, spell);
2196
2237 if (refresh) 2197 if (refresh)
2238 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.");
2239 else 2199 else
2240 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
2241 insert_ob_in_ob (new_aura, op); 2202 insert_ob_in_ob (new_aura, op);
2203 new_aura->set_owner (op);
2204
2242 return 1; 2205 return 1;
2243} 2206}
2244
2245 2207
2246/* 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,
2247 * 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
2248 * around him. 2210 * around him.
2249 * Aura parameters: 2211 * Aura parameters:
2250 * duration: duration counter. 2212 * duration: duration counter.
2251 * attacktype: aura's attacktype 2213 * attacktype: aura's attacktype
2252 * other_arch: archetype to drop where we attack 2214 * other_arch: archetype to drop where we attack
2253 */ 2215 */
2254
2255void 2216void
2256move_aura (object *aura) 2217move_aura (object *aura)
2257{ 2218{
2258 int i, mflags;
2259 object *env;
2260 maptile *m;
2261
2262 /* auras belong in inventories */ 2219 /* auras belong in inventories */
2263 env = aura->env; 2220 object *env = aura->env;
2221 object *owner = aura->owner;
2264 2222
2265 /* no matter what we've gotta remove the aura... 2223 /* no matter what we've gotta remove the aura...
2266 * we'll put it back if its time isn't up. 2224 * we'll put it back if its time isn't up.
2267 */ 2225 */
2268 aura->remove (); 2226 aura->remove ();
2273 aura->destroy (); 2231 aura->destroy ();
2274 return; 2232 return;
2275 } 2233 }
2276 2234
2277 /* auras only exist in inventories */ 2235 /* auras only exist in inventories */
2278 if (env == NULL || env->map == NULL) 2236 if (!env || !env->map)
2279 { 2237 {
2280 aura->destroy (); 2238 aura->destroy ();
2281 return; 2239 return;
2282 } 2240 }
2283 2241
2284 /* we need to jump out of the inventory for a bit 2242 /* we need to jump out of the inventory for a bit
2285 * in order to hit the map conveniently. 2243 * in order to hit the map conveniently.
2286 */ 2244 */
2287 aura->insert_at (env, aura); 2245 aura->insert_at (env, aura);
2288 2246
2289 for (i = 1; i < 9; i++) 2247 for (int i = 1; i < 9; i++)
2290 { 2248 {
2291 sint16 nx, ny; 2249 mapxy pos (env);
2250 pos.move (i);
2292 2251
2293 nx = aura->x + freearr_x[i];
2294 ny = aura->y + freearr_y[i];
2295 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2296
2297 /* Consider the movement tyep of the person with the aura as 2252 /* Consider the movement type of the person with the aura as
2298 * 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
2299 * 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.
2300 */ 2255 */
2301 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)))
2302 { 2257 {
2303 hit_map (aura, i, aura->attacktype, 0); 2258 hit_map (aura, i, aura->attacktype, 0);
2304 2259
2305 if (aura->other_arch) 2260 if (aura->other_arch)
2306 m->insert (arch_to_object (aura->other_arch), nx, ny, aura); 2261 pos.insert (arch_to_object (aura->other_arch), aura);
2307 } 2262 }
2308 } 2263 }
2309 2264
2310 /* put the aura back in the player's inventory */ 2265 /* put the aura back in the player's inventory */
2311 aura->remove (); 2266 env->insert (aura);
2312 insert_ob_in_ob (aura, env); 2267 aura->set_owner (owner);
2313} 2268}
2314 2269
2315/* moves the peacemaker spell. 2270/* moves the peacemaker spell.
2316 * op is the piece object. 2271 * op is the piece object.
2317 */ 2272 */
2318
2319void 2273void
2320move_peacemaker (object *op) 2274move_peacemaker (object *op)
2321{ 2275{
2322 object *tmp; 2276 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2323
2324 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2325 { 2277 {
2326 int atk_lev, def_lev; 2278 int atk_lev, def_lev;
2327 object *victim = tmp; 2279 object *victim = tmp->head_ ();
2328 2280
2329 if (tmp->head)
2330 victim = tmp->head;
2331 if (!QUERY_FLAG (victim, FLAG_MONSTER)) 2281 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2332 continue; 2282 continue;
2283
2333 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2284 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2334 continue; 2285 continue;
2286
2335 if (victim->stats.exp == 0) 2287 if (victim->stats.exp == 0)
2336 continue; 2288 continue;
2337 2289
2338 def_lev = MAX (1, victim->level); 2290 def_lev = MAX (1, victim->level);
2339 atk_lev = MAX (1, op->level); 2291 atk_lev = MAX (1, op->level);
2340 2292
2341 if (rndm (0, atk_lev - 1) > def_lev) 2293 if (rndm (0, atk_lev - 1) > def_lev)
2342 { 2294 {
2343 /* make this sucker peaceful. */ 2295 /* make this sucker peaceful. */
2344 2296
2297 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2345 change_exp (op->owner, victim->stats.exp, op->skill, 0); 2298 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2346 victim->stats.exp = 0; 2299 victim->stats.exp = 0;
2347#if 0 2300#if 0
2348 /* No idea why these were all set to zero - if something 2301 /* No idea why these were all set to zero - if something
2349 * makes this creature agressive, he should still do damage. 2302 * makes this creature agressive, he should still do damage.
2356 victim->attack_movement = RANDO2; 2309 victim->attack_movement = RANDO2;
2357 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2310 SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2358 SET_FLAG (victim, FLAG_RUN_AWAY); 2311 SET_FLAG (victim, FLAG_RUN_AWAY);
2359 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2312 SET_FLAG (victim, FLAG_RANDOM_MOVE);
2360 CLEAR_FLAG (victim, FLAG_MONSTER); 2313 CLEAR_FLAG (victim, FLAG_MONSTER);
2314
2361 if (victim->name) 2315 if (victim->name)
2362 {
2363 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);
2364 } 2317 }
2365 }
2366 } 2318 }
2367} 2319}
2368
2369 2320
2370/* This writes a rune that contains the appropriate message. 2321/* This writes a rune that contains the appropriate message.
2371 * There really isn't any adjustments we make. 2322 * There really isn't any adjustments we make.
2372 */ 2323 */
2373
2374int 2324int
2375write_mark (object *op, object *spell, const char *msg) 2325write_mark (object *op, object *spell, const char *msg)
2376{ 2326{
2377 char rune[HUGE_BUF];
2378 object *tmp;
2379
2380 if (!msg || msg[0] == 0) 2327 if (!msg || msg[0] == 0)
2381 { 2328 {
2382 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2329 new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2383 return 0; 2330 return 0;
2384 } 2331 }
2387 { 2334 {
2388 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?");
2389 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);
2390 return 0; 2337 return 0;
2391 } 2338 }
2339
2392 if (!spell->other_arch) 2340 if (!spell->other_arch)
2393 return 0; 2341 return 0;
2342
2394 tmp = arch_to_object (spell->other_arch); 2343 object *tmp = arch_to_object (spell->other_arch);
2395
2396 snprintf (rune, sizeof (rune), "%s\n", msg);
2397 2344
2398 tmp->race = op->name; /*Save the owner of the rune */ 2345 tmp->race = op->name; /*Save the owner of the rune */
2399 tmp->msg = rune; 2346 tmp->msg = msg;
2400 2347
2401 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); 2348 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2349
2402 return 1; 2350 return 1;
2403} 2351}
2352

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