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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.51 by root, Sat May 12 18:14:48 2007 UTC vs.
Revision 1.115 by root, Sun Nov 29 09:41:28 2009 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 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 it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * 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 Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25#include <global.h> 25#include <global.h>
26#include <object.h> 26#include <object.h>
27#include <living.h> 27#include <living.h>
62{ 62{
63 object *wand, *tmp; 63 object *wand, *tmp;
64 int ncharges; 64 int ncharges;
65 65
66 wand = find_marked_object (op); 66 wand = find_marked_object (op);
67 if (wand == NULL || wand->type != WAND) 67 if (!wand || wand->type != WAND)
68 { 68 {
69 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge."); 69 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge.");
70 return 0; 70 return 0;
71 } 71 }
72 if (!(random_roll (0, 3, op, PREFER_HIGH))) 72 if (!(random_roll (0, 3, op, PREFER_HIGH)))
73 { 73 {
74 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand)); 74 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand));
75 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE); 75 op->play_sound (sound_find ("ob_explode"));
76 esrv_del_item (op->contr, wand->count);
77 wand->destroy (); 76 wand->destroy ();
78 tmp = get_archetype ("fireball"); 77 tmp = get_archetype (shstr_fireball);
79 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; 78 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
80 79
81 if (!tmp->stats.dam) 80 if (!tmp->stats.dam)
82 tmp->stats.dam = 1; 81 tmp->stats.dam = 1;
83 82
104 ncharges = 1; 103 ncharges = 1;
105 104
106 wand->stats.food += ncharges; 105 wand->stats.food += ncharges;
107 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand)); 106 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand));
108 107
109 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE)) 108 if (wand->arch && QUERY_FLAG (wand->arch, FLAG_ANIMATE))
110 { 109 {
111 SET_FLAG (wand, FLAG_ANIMATE); 110 SET_FLAG (wand, FLAG_ANIMATE);
112 wand->set_speed (wand->arch->clone.speed); 111 wand->set_speed (wand->arch->speed);
113 } 112 }
114 113
115 return 1; 114 return 1;
116} 115}
117 116
123 * great a plus, the default is used. 122 * great a plus, the default is used.
124 * The # of arrows created also goes up with level, so if a 30th level mage 123 * The # of arrows created also goes up with level, so if a 30th level mage
125 * wants LOTS of arrows, and doesn't care what the plus is he could 124 * wants LOTS of arrows, and doesn't care what the plus is he could
126 * create nonnmagic arrows, or even -1, etc... 125 * create nonnmagic arrows, or even -1, etc...
127 */ 126 */
128
129int 127int
130cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg) 128cast_create_missile (object *op, object *caster, object *spell, int dir, const char *spellparam)
131{ 129{
132 int missile_plus = 0, bonus_plus = 0; 130 int bonus_plus = 0;
133 const char *missile_name; 131 const char *missile_name = "arrow";
134 object *tmp, *missile;
135 132
136 missile_name = "arrow";
137
138 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 133 for (object *tmp = op->inv; tmp; tmp = tmp->below)
139 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) 134 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED))
140 missile_name = tmp->race; 135 missile_name = tmp->race;
141 136
142 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); 137 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
143 138
144 if (archetype::find (missile_name) == NULL) 139 archetype *missile_arch = archetype::find (missile_name);
140
141 if (!missile_arch)
145 { 142 {
146 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name); 143 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name);
147 return 0; 144 return 0;
148 } 145 }
149 146
150 missile = get_archetype (missile_name); 147 object *missile = missile_arch->instance ();
151 148
152 if (stringarg) 149 if (spellparam)
153 { 150 {
154 /* If it starts with a letter, presume it is a description */ 151 /* If it starts with a letter, presume it is a description */
155 if (isalpha (*stringarg)) 152 if (isalpha (*spellparam))
156 { 153 {
157 artifact *al = find_artifactlist (missile->type)->items; 154 artifact *al = find_artifactlist (missile->type)->items;
158 155
159 for (; al; al = al->next) 156 for (; al; al = al->next)
160 if (!strcasecmp (al->item->name, stringarg)) 157 if (!strcasecmp (al->item->name, spellparam))
161 break; 158 break;
162 159
163 if (!al) 160 if (!al)
164 { 161 {
165 missile->destroy (); 162 missile->destroy ();
166 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, stringarg); 163 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, spellparam);
167 return 0; 164 return 0;
168 } 165 }
169 166
170 if (al->item->slaying) 167 if (al->item->slaying)
171 { 168 {
172 missile->destroy (); 169 missile->destroy ();
173 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg); 170 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, spellparam);
174 return 0; 171 return 0;
175 } 172 }
176 173
177 give_artifact_abilities (missile, al->item); 174 give_artifact_abilities (missile, al->item);
178 /* These special arrows cost something extra. Don't have them also be magical - 175 /* These special arrows cost something extra. Don't have them also be magical -
179 * otherwise, in most cases, not enough will be created. I don't want to get into 176 * otherwise, in most cases, not enough will be created. I don't want to get into
180 * the parsing of having to do both plus and type. 177 * the parsing of having to do both plus and type.
181 */ 178 */
182 bonus_plus = 1 + (al->item->value / 5); 179 bonus_plus = 1 + (al->item->value / 5);
183 missile_plus = 0; 180 missile_plus = 0;
184 } 181 }
185 else if (atoi (stringarg) < missile_plus) 182 else if (atoi (spellparam) < missile_plus)
186 missile_plus = atoi (stringarg); 183 missile_plus = atoi (spellparam);
187 } 184 }
188 185
189 if (missile_plus > 4) 186 missile_plus = clamp (missile_plus, -4, 4);
190 missile_plus = 4;
191 else if (missile_plus < -4)
192 missile_plus = -4;
193 187
194 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 188 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
195 missile->nrof -= 3 * (missile_plus + bonus_plus); 189 missile->nrof -= 3 * (missile_plus + bonus_plus);
196 190
197 if (missile->nrof < 1) 191 if (missile->nrof < 1)
209 return 1; 203 return 1;
210} 204}
211 205
212 206
213/* allows the choice of what sort of food object to make. 207/* allows the choice of what sort of food object to make.
214 * If stringarg is NULL, it will create food dependent on level --PeterM*/ 208 * If spellparam is NULL, it will create food dependent on level --PeterM*/
215int 209int
216cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *stringarg) 210cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *spellparam)
217{ 211{
218 int food_value; 212 int food_value;
219 archetype *at = NULL; 213 archetype *at = NULL;
220 object *new_op; 214 object *new_op;
221 215
222 food_value = spell_ob->stats.food + +50 * SP_level_duration_adjust (caster, spell_ob); 216 food_value = spell_ob->stats.food + 50 * SP_level_duration_adjust (caster, spell_ob);
223 217
224 if (stringarg) 218 if (spellparam)
225 { 219 {
226 at = find_archetype_by_object_type_name (FOOD, stringarg); 220 at = find_archetype_by_object_type_name (FOOD, spellparam);
227 if (at == NULL) 221 if (at == NULL)
228 at = find_archetype_by_object_type_name (DRINK, stringarg); 222 at = find_archetype_by_object_type_name (DRINK, spellparam);
229 if (at == NULL || at->clone.stats.food > food_value) 223 if (at == NULL || at->stats.food > food_value)
230 stringarg = NULL; 224 spellparam = NULL;
231 } 225 }
232 226
233 if (!stringarg) 227 if (!spellparam)
234 { 228 {
235 archetype *at_tmp; 229 archetype *at_tmp;
236 230
237 /* We try to find the archetype with the maximum food value. 231 /* We try to find the archetype with the maximum food value.
238 * This removes the dependancy of hard coded food values in this 232 * 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 234 * We don't use flesh types because the weight values of those need
241 * to be altered from the donor. 235 * to be altered from the donor.
242 */ 236 */
243 237
244 /* We assume the food items don't have multiple parts */ 238 /* We assume the food items don't have multiple parts */
245 for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next) 239 for_all_archetypes (at_tmp)
246 { 240 {
247 if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK) 241 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
248 { 242 {
249 /* Basically, if the food value is something that is creatable 243 /* Basically, if the food value is something that is creatable
250 * under the limits of the spell and it is higher than 244 * under the limits of the spell and it is higher than
251 * the item we have now, take it instead. 245 * the item we have now, take it instead.
252 */ 246 */
253 if (at_tmp->clone.stats.food <= food_value && (!at || at_tmp->clone.stats.food > at->clone.stats.food)) 247 if (at_tmp->stats.food <= food_value
248 && (!at
249 || at_tmp->stats.food > at->stats.food
250 || (at_tmp->stats.food == at->stats.food
251 && at_tmp->weight < at->weight)))
254 at = at_tmp; 252 at = at_tmp;
255 } 253 }
256 } 254 }
257 } 255 }
256
258 /* Pretty unlikely (there are some very low food items), but you never 257 /* Pretty unlikely (there are some very low food items), but you never
259 * know 258 * know
260 */ 259 */
261 if (!at) 260 if (!at)
262 { 261 {
263 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); 262 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food.");
264 return 0; 263 return 0;
265 } 264 }
266 265
267 food_value /= at->clone.stats.food; 266 food_value /= at->stats.food;
268 new_op = arch_to_object (at); 267 new_op = arch_to_object (at);
269 new_op->nrof = food_value; 268 new_op->nrof = food_value;
270 269
271 new_op->value = 0; 270 new_op->value = 0;
272 if (new_op->nrof < 1) 271 if (new_op->nrof < 1)
281{ 280{
282 int r, mflags, maxrange; 281 int r, mflags, maxrange;
283 object *tmp; 282 object *tmp;
284 maptile *m; 283 maptile *m;
285 284
286
287 if (!dir) 285 if (!dir)
288 { 286 {
289 examine_monster (op, op); 287 examine_monster (op, op);
290 return 1; 288 return 1;
291 } 289 }
290
292 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 291 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
293 for (r = 1; r < maxrange; r++) 292 for (r = 1; r < maxrange; r++)
294 { 293 {
295 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir]; 294 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir];
296 295
303 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) 302 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC))
304 { 303 {
305 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 304 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
306 return 0; 305 return 0;
307 } 306 }
307
308 if (mflags & P_IS_ALIVE) 308 if (mflags & P_IS_ALIVE)
309 { 309 {
310 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 310 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
311 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 311 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
312 { 312 {
313 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 313 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
314 if (tmp->head != NULL) 314 if (tmp->head != NULL)
315 tmp = tmp->head; 315 tmp = tmp->head;
316 examine_monster (op, tmp); 316 examine_monster (op, tmp);
317 return 1; 317 return 1;
318 } 318 }
319 } 319 }
320 } 320 }
321
321 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); 322 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
322 return 1; 323 return 1;
323} 324}
324
325 325
326/* This checks to see if 'pl' is invisible to 'mon'. 326/* This checks to see if 'pl' is invisible to 'mon'.
327 * does race check, undead check, etc 327 * does race check, undead check, etc
328 * Returns TRUE if mon can't see pl, false 328 * Returns TRUE if mon can't see pl, false
329 * otherwise. This doesn't check range, walls, etc. It 329 * otherwise. This doesn't check range, walls, etc. It
331 * pl is invisible. 331 * pl is invisible.
332 */ 332 */
333int 333int
334makes_invisible_to (object *pl, object *mon) 334makes_invisible_to (object *pl, object *mon)
335{ 335{
336
337 if (!pl->invisible) 336 if (!pl->invisible)
338 return 0; 337 return 0;
338
339 if (pl->type == PLAYER) 339 if (pl->type == PLAYER)
340 { 340 {
341 /* If race isn't set, then invisible unless it is undead */ 341 /* If race isn't set, then invisible unless it is undead */
342 if (!pl->contr->invis_race) 342 if (!pl->contr->invis_race)
343 { 343 {
344 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 344 if (QUERY_FLAG (mon, FLAG_UNDEAD))
345 return 0; 345 return 0;
346
346 return 1; 347 return 1;
347 } 348 }
349
348 /* invis_race is set if we get here */ 350 /* invis_race is set if we get here */
349 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 351 if (pl->contr->invis_race == shstr_undead && is_true_undead (mon))
350 return 1; 352 return 1;
353
351 /* No race, can't be invisible to it */ 354 /* No race, can't be invisible to it */
352 if (!mon->race) 355 if (!mon->race)
353 return 0; 356 return 0;
357
354 if (strstr (mon->race, pl->contr->invis_race)) 358 if (mon->race.contains (pl->contr->invis_race))
355 return 1; 359 return 1;
360
356 /* Nothing matched above, return 0 */ 361 /* Nothing matched above, return 0 */
357 return 0; 362 return 0;
358 } 363 }
359 else 364 else
360 { 365 {
421/* earth to dust spell. Basically destroys earthwalls in the area. 426/* earth to dust spell. Basically destroys earthwalls in the area.
422 */ 427 */
423int 428int
424cast_earth_to_dust (object *op, object *caster, object *spell_ob) 429cast_earth_to_dust (object *op, object *caster, object *spell_ob)
425{ 430{
426 object *tmp, *next;
427 int range, i, j, mflags; 431 int range, i, j, mflags;
428 sint16 sx, sy; 432 sint16 sx, sy;
429 maptile *m; 433 maptile *m;
430
431 if (op->type != PLAYER)
432 return 0;
433 434
434 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 435 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
435 436
436 for (i = -range; i <= range; i++) 437 for (i = -range; i <= range; i++)
437 for (j = -range; j <= range; j++) 438 for (j = -range; j <= range; j++)
442 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 443 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
443 444
444 if (mflags & P_OUT_OF_MAP) 445 if (mflags & P_OUT_OF_MAP)
445 continue; 446 continue;
446 447
447 // earth to dust tears down everything that can be teared down 448 // earth to dust tears down everything that can be torn down
448 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next) 449 for (object *next, *tmp = m->at (sx, sy).bot; tmp; tmp = next)
449 { 450 {
450 next = tmp->above; 451 next = tmp->above;
452
451 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 453 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
452 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 454 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
453 } 455 }
454 } 456 }
455 457
462 if (object *pl = op->in_player ()) 464 if (object *pl = op->in_player ())
463 { 465 {
464 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST)) 466 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."); 467 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
466 else 468 else
467 { 469 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 } 470 }
473 471
474 op->destroy (); 472 op->destroy ();
475} 473}
476 474
492 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 490 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
493 return 1; 491 return 1;
494 } 492 }
495 493
496 dummy = get_archetype (FORCE_NAME); 494 dummy = get_archetype (FORCE_NAME);
497 if (dummy == NULL) 495
496 if (!dummy)
498 { 497 {
499 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 498 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
500 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); 499 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
501 return 0; 500 return 0;
502 } 501 }
565} 564}
566 565
567int 566int
568perceive_self (object *op) 567perceive_self (object *op)
569{ 568{
570 char buf[MAX_BUF];
571 const char *cp = describe_item (op, op); 569 const char *cp = describe_item (op, op);
572 archetype *at = archetype::find (ARCH_DEPLETION); 570 archetype *at = archetype::find (shstr_depletion);
573 object *tmp;
574 int i;
575 571
572 dynbuf_text &buf = msg_dynbuf; buf.clear ();
573
574 if (!op->is_player ())
575 return 0;
576
577 if (object *race = archetype::find (op->race))
578 buf << " - You are a G<male|female> " << &race->name << ".\n";
579
576 tmp = find_god (determine_god (op)); 580 if (object *god = find_god (determine_god (op)))
577 if (tmp) 581 buf << " - You worship " << &god->name << ".\n";
578 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
579 else 582 else
580 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); 583 buf << " - You worship no god.\n";
581 584
582 tmp = present_arch_in_ob (at, op); 585 object *tmp = present_arch_in_ob (at, op);
583 586
584 if (*cp == '\0' && tmp == NULL) 587 if (*cp == '\0' && !tmp)
585 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 588 buf << " - You feel very mundane. ";
586 else 589 else
587 { 590 {
588 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 591 buf << " - You have: " << cp << ".\n";
589 new_draw_info (NDI_UNIQUE, 0, op, cp);
590 592
591 if (tmp) 593 if (tmp)
592 for (i = 0; i < NUM_STATS; i++) 594 for (int i = 0; i < NUM_STATS; i++)
593 if (tmp->stats.stat (i) < 0) 595 if (tmp->stats.stat (i) < 0)
594 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -tmp->stats.stat (i)); 596 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
595 } 597 }
596 598
597 if (is_dragon_pl (op)) 599 if (is_dragon_pl (op))
598 {
599 /* now grab the 'dragon_ability'-force from the player's inventory */ 600 /* now grab the 'dragon_ability'-force from the player's inventory */
600 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 601 for (tmp = op->inv; tmp; tmp = tmp->below)
601 { 602 {
602 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 603 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
603 { 604 {
604 if (tmp->stats.exp == 0) 605 if (tmp->stats.exp == 0)
605 sprintf (buf, "Your metabolism isn't focused on anything."); 606 buf << " - Your metabolism isn't focused on anything.\n";
606 else 607 else
607 sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); 608 buf << " - Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
608 609
609 new_draw_info (NDI_UNIQUE, 0, op, buf);
610 break; 610 break;
611 } 611 }
612 } 612 }
613 }
614 613
615 return 1; 614 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
616}
617
618/* int cast_create_town_portal (object *op, object *caster, int dir)
619 *
620 * This function cast the spell of town portal for op
621 *
622 * The spell operates in two passes. During the first one a place
623 * is marked as a destination for the portal. During the second one,
624 * 2 portals are created, one in the position the player cast it and
625 * one in the destination place. The portal are synchronized and 2 forces
626 * are inserted in the player to destruct the portal next time player
627 * creates a new portal pair.
628 * This spell has a side effect that it allows people to meet each other
629 * in a permanent, private, appartements by making a town portal from it
630 * to the town or another public place. So, check if the map is unique and if
631 * so return an error
632 *
633 * Code by Tchize (david.delbecq@usa.net)
634 */
635int
636cast_create_town_portal (object *op, object *caster, object *spell, int dir)
637{
638 object *dummy, *force, *old_force;
639 archetype *perm_portal;
640 char portal_name[1024], portal_message[1024];
641 maptile *exitmap;
642 int op_level;
643
644 /* Check to see if the map the player is currently on is a per player unique
645 * map. This can be determined in that per player unique maps have the
646 * full pathname listed.
647 */
648 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
649 {
650 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
651 return 0;
652 }
653
654 /* The first thing to do is to check if we have a marked destination
655 * dummy is used to make a check inventory for the force
656 */
657 dummy = arch_to_object (spell->other_arch);
658 if (dummy == NULL)
659 {
660 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
661 LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name);
662 return 0;
663 }
664
665 force = check_inv_recursive (op, dummy);
666
667 if (force == NULL)
668 {
669 /* Here we know there is no destination marked up.
670 * We have 2 things to do:
671 * 1. Mark the destination in the player inventory.
672 * 2. Let the player know it worked.
673 */
674 dummy->name = op->map->path;
675 EXIT_X (dummy) = op->x;
676 EXIT_Y (dummy) = op->y;
677 insert_ob_in_ob (dummy, op);
678 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You fix this place in your mind. You feel you are able to come here from anywhere.");
679 return 1;
680 }
681
682 dummy->destroy ();
683
684 /* Here we know where the town portal should go to
685 * We should kill any existing portal associated with the player.
686 * Than we should create the 2 portals.
687 * For each of them, we need:
688 * - To create the portal with the name of the player+destination map
689 * - set the owner of the town portal
690 * - To mark the position of the portal in the player's inventory
691 * for easier destruction.
692 *
693 * The mark works has follow:
694 * slaying: Existing town portal
695 * hp, sp : x & y of the associated portal
696 * name : name of the portal
697 * race : map the portal is in
698 */
699
700 /* First step: killing existing town portals */
701 dummy = get_archetype (spell->race);
702 if (dummy == NULL)
703 {
704 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
705 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
706 return 0;
707 }
708
709 perm_portal = archetype::find (spell->slaying);
710
711 /* To kill a town portal, we go trough the player's inventory,
712 * for each marked portal in player's inventory,
713 * -We try load the associated map (if impossible, consider the portal destructed)
714 * -We find any portal in the specified location.
715 * If it has the good name, we destruct it.
716 * -We destruct the force indicating that portal.
717 */
718 while ((old_force = check_inv_recursive (op, dummy)))
719 {
720 exitmap = maptile::find_sync (old_force->race, op->map);
721
722 if (exitmap)
723 {
724 exitmap->load_sync ();
725
726 int exitx = EXIT_X (old_force);
727 int exity = EXIT_Y (old_force);
728
729 for (object *tmp = present_arch (perm_portal, exitmap, exitx, exity); tmp; tmp = tmp->above)
730 {
731 if (tmp->name == old_force->name)
732 {
733 tmp->destroy ();
734 break;
735 }
736 }
737 }
738
739 old_force->destroy ();
740 }
741
742 dummy->destroy ();
743
744 /* Creating the portals.
745 * The very first thing to do is to ensure
746 * access to the destination map.
747 * If we can't, don't fizzle. Simply warn player.
748 * This ensure player pays his mana for the spell
749 * because HE is responsible of forgotting.
750 * 'force' is the destination of the town portal, which we got
751 * from the players inventory above.
752 */
753
754 /* Ensure exit map is loaded */
755 exitmap = maptile::find_sync (force->name);
756
757 /* If we were unable to load (ex. random map deleted), warn player */
758 if (!exitmap)
759 {
760 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens. You can't remember where to go!?");
761 force->destroy ();
762 return 1;
763 }
764
765 exitmap->load_sync ();
766
767 op_level = caster_level (caster, spell);
768 if (op_level < 15)
769 snprintf (portal_message, 1024,
770 "The air moves around you and a huge smell of ammonia surounds you as you pass through %s's tiny portal. Pouah!\n",
771 &op->name);
772 else if (op_level < 30)
773 snprintf (portal_message, 1024,
774 "%s's portal smells of ozone. You do a lot of movements and finally pass through the small hole in the air\n", &op->name);
775 else if (op_level < 60)
776 snprintf (portal_message, 1024, "A shining door opens in the air in front of you, showing you the path to another place.\n");
777 else
778 snprintf (portal_message, 1024, "As you walk through %s's portal, flowers come out from the ground around you. You feel awed.\n",
779 &op->name);
780
781 /* Create a portal in front of player
782 * dummy contain the portal and
783 * force contain the track to kill it later
784 */
785 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
786 dummy = get_archetype (spell->slaying); /*The portal */
787 if (dummy == NULL)
788 {
789 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
790 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
791 return 0;
792 }
793
794 EXIT_PATH (dummy) = force->name;
795 EXIT_X (dummy) = EXIT_X (force);
796 EXIT_Y (dummy) = EXIT_Y (force);
797 dummy->name = dummy->name_pl = portal_name;
798 dummy->msg = portal_message;
799 dummy->race = op->name; /*Save the owner of the portal */
800 cast_create_obj (op, caster, dummy, 0);
801
802 /* Now we need to to create a town portal marker inside the player
803 * object, so on future castings, we can know that he has an active
804 * town portal.
805 */
806 object *tmp = get_archetype (spell->race);
807
808 if (!tmp)
809 {
810 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
811 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
812 return 0;
813 }
814
815 tmp->race = op->map->path;
816 tmp->name = portal_name;
817 EXIT_X (tmp) = dummy->x;
818 EXIT_Y (tmp) = dummy->y;
819 op->insert (tmp);
820
821 /* Create a portal in the destination map
822 * dummy contain the portal and
823 * force the track to kill it later
824 * the 'force' variable still contains the 'reminder' of
825 * where this portal goes to.
826 */
827 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &op->map->path);
828 dummy = get_archetype (spell->slaying); /*The portal */
829 if (dummy == NULL)
830 {
831 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
832 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
833 return 0;
834 }
835
836 EXIT_PATH (dummy) = op->map->path;
837 EXIT_X (dummy) = op->x;
838 EXIT_Y (dummy) = op->y;
839 dummy->name = dummy->name_pl = portal_name;
840 dummy->msg = portal_message;
841 dummy->race = op->name; /*Save the owner of the portal */
842 exitmap->insert (dummy, EXIT_X (force), EXIT_Y (force), op);
843
844 /* Now we create another town portal marker that
845 * points back to the one we just made
846 */
847 tmp = get_archetype (spell->race);
848 if (tmp == NULL)
849 {
850 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
851 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
852 return 0;
853 }
854
855 tmp->race = force->name;
856 tmp->name = portal_name;
857 EXIT_X (tmp) = dummy->x;
858 EXIT_Y (tmp) = dummy->y;
859 insert_ob_in_ob (tmp, op);
860
861 /* Describe the player what happened
862 */
863 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
864 force->destroy ();
865 615
866 return 1; 616 return 1;
867} 617}
868 618
869/* This creates magic walls. Really, it can create most any object, 619/* This creates magic walls. Really, it can create most any object,
957 */ 707 */
958 if (tmp->type != EARTHWALL) //TODO 708 if (tmp->type != EARTHWALL) //TODO
959 tmp->set_owner (op); 709 tmp->set_owner (op);
960 710
961 set_spell_skill (op, caster, spell_ob, tmp); 711 set_spell_skill (op, caster, spell_ob, tmp);
962 tmp->level = caster_level (caster, spell_ob) / 2; 712 tmp->level = casting_level (caster, spell_ob) / 2;
963 713
964 name = tmp->name; 714 name = tmp->name;
965 if (!(tmp = m->insert (tmp, x, y, op))) 715 if (!(tmp = m->insert (tmp, x, y, op)))
966 { 716 {
967 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name); 717 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
968 return 0; 718 return 0;
969 } 719 }
970 720
971 /* If this is a spellcasting wall, need to insert the spell object */ 721 /* If this is a spellcasting wall, need to insert the spell object */
972 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 722 if (tmp->other_arch && tmp->other_arch->type == SPELL)
973 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 723 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
974 724
975 /* This code causes the wall to extend some distance in 725 /* This code causes the wall to extend some distance in
976 * each direction, or until an obstruction is encountered. 726 * each direction, or until an obstruction is encountered.
977 * posblocked and negblocked help determine how far the 727 * posblocked and negblocked help determine how far the
997 { 747 {
998 object *tmp2 = tmp->clone (); 748 object *tmp2 = tmp->clone ();
999 m->insert (tmp2, x, y, op); 749 m->insert (tmp2, x, y, op);
1000 750
1001 /* If this is a spellcasting wall, need to insert the spell object */ 751 /* If this is a spellcasting wall, need to insert the spell object */
1002 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 752 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1003 tmp2->insert (arch_to_object (tmp2->other_arch)); 753 tmp2->insert (arch_to_object (tmp2->other_arch));
1004 754
1005 } 755 }
1006 else 756 else
1007 posblocked = 1; 757 posblocked = 1;
1014 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked) 764 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
1015 { 765 {
1016 object *tmp2 = tmp->clone (); 766 object *tmp2 = tmp->clone ();
1017 m->insert (tmp2, x, y, op); 767 m->insert (tmp2, x, y, op);
1018 768
1019 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 769 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1020 tmp2->insert (arch_to_object (tmp2->other_arch)); 770 tmp2->insert (arch_to_object (tmp2->other_arch));
1021 } 771 }
1022 else 772 else
1023 negblocked = 1; 773 negblocked = 1;
1024 } 774 }
1028 778
1029 return 1; 779 return 1;
1030} 780}
1031 781
1032int 782int
1033dimension_door (object *op, object *caster, object *spob, int dir) 783dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
1034{ 784{
1035 uint32 dist, maxdist; 785 uint32 dist, maxdist;
1036 int mflags; 786 int mflags;
1037 maptile *m; 787 maptile *m;
1038 sint16 sx, sy; 788 sint16 sx, sy;
1049 /* Given the new outdoor maps, can't let players dimension door for 799 /* Given the new outdoor maps, can't let players dimension door for
1050 * ever, so put limits in. 800 * ever, so put limits in.
1051 */ 801 */
1052 maxdist = spob->range + SP_level_range_adjust (caster, spob); 802 maxdist = spob->range + SP_level_range_adjust (caster, spob);
1053 803
1054 if (op->contr->count) 804 if (spellparam)
1055 { 805 {
806 int count = atoi (spellparam);
807
1056 if (op->contr->count > maxdist) 808 if (count > maxdist)
1057 { 809 {
1058 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!"); 810 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!");
1059 return 0; 811 return 0;
1060 } 812 }
1061 813
1062 for (dist = 0; dist < op->contr->count; dist++) 814 for (dist = 0; dist < count; dist++)
1063 { 815 {
1064 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy); 816 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
1065 817
1066 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 818 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
1067 break; 819 break;
1068 820
1069 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) 821 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1070 break; 822 break;
1071 } 823 }
1072 824
1073 if (dist < op->contr->count) 825 if (dist < count)
1074 { 826 {
1075 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n"); 827 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
1076 op->contr->count = 0;
1077 return 0; 828 return 0;
1078 } 829 }
1079
1080 op->contr->count = 0;
1081 830
1082 /* Remove code that puts player on random space on maps. IMO, 831 /* Remove code that puts player on random space on maps. IMO,
1083 * a lot of maps probably have areas the player should not get to, 832 * a lot of maps probably have areas the player should not get to,
1084 * but may not be marked as NO_MAGIC (as they may be bounded 833 * but may not be marked as NO_MAGIC (as they may be bounded
1085 * by such squares). Also, there are probably treasure rooms and 834 * by such squares). Also, there are probably treasure rooms and
1136 885
1137 /* Actually move the player now */ 886 /* Actually move the player now */
1138 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op))) 887 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op)))
1139 return 1; 888 return 1;
1140 889
1141 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ 890 op->speed_left = -5. * op->speed; /* Freeze them for a short while */
891
1142 return 1; 892 return 1;
1143} 893}
1144
1145 894
1146/* cast_heal: Heals something. 895/* cast_heal: Heals something.
1147 * op is the caster. 896 * op is the caster.
1148 * dir is the direction he is casting it in. 897 * dir is the direction he is casting it in.
1149 * spell is the spell object. 898 * spell is the spell object.
1176 { 925 {
1177 /* See how many points we actually heal. Instead of messages 926 /* See how many points we actually heal. Instead of messages
1178 * based on type of spell, we instead do messages based 927 * based on type of spell, we instead do messages based
1179 * on amount of damage healed. 928 * on amount of damage healed.
1180 */ 929 */
1181 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 930 if (heal > tmp->stats.maxhp - tmp->stats.hp)
1182 heal = tmp->stats.maxhp - tmp->stats.hp; 931 heal = tmp->stats.maxhp - tmp->stats.hp;
932
1183 tmp->stats.hp += heal; 933 tmp->stats.hp += heal;
1184 934
1185 if (tmp->stats.hp >= tmp->stats.maxhp) 935 if (tmp->stats.hp >= tmp->stats.maxhp)
1186 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 936 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1187 else if (heal > 50) 937 else if (heal > 50)
1196 success = 1; 946 success = 1;
1197 } 947 }
1198 } 948 }
1199 949
1200 if (spell->attacktype & AT_DISEASE) 950 if (spell->attacktype & AT_DISEASE)
1201 if (cure_disease (tmp, op)) 951 if (cure_disease (tmp, op, spell))
1202 success = 1; 952 success = 1;
1203 953
1204 if (spell->attacktype & AT_POISON) 954 if (spell->attacktype & AT_POISON)
1205 { 955 {
1206 at = archetype::find ("poisoning"); 956 at = archetype::find (shstr_poisoning);
1207 poison = present_arch_in_ob (at, tmp); 957 poison = present_arch_in_ob (at, tmp);
1208 if (poison) 958 if (poison)
1209 { 959 {
1210 success = 1; 960 success = 1;
1211 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 961 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1213 } 963 }
1214 } 964 }
1215 965
1216 if (spell->attacktype & AT_CONFUSION) 966 if (spell->attacktype & AT_CONFUSION)
1217 { 967 {
1218 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 968 poison = present_in_ob_by_name (FORCE, shstr_confusion, tmp);
1219 if (poison) 969 if (poison)
1220 { 970 {
1221 success = 1; 971 success = 1;
1222 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 972 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1223 poison->duration = 1; 973 poison->duration = 1;
1224 } 974 }
1225 } 975 }
1226 976
1227 if (spell->attacktype & AT_BLIND) 977 if (spell->attacktype & AT_BLIND)
1228 { 978 {
1229 at = archetype::find ("blindness"); 979 at = archetype::find (shstr_blindness);
1230 poison = present_arch_in_ob (at, tmp); 980 poison = present_arch_in_ob (at, tmp);
1231 if (poison) 981 if (poison)
1232 { 982 {
1233 success = 1; 983 success = 1;
1234 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return."); 984 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1255 } 1005 }
1256 1006
1257 if (spell->stats.food && tmp->stats.food < 999) 1007 if (spell->stats.food && tmp->stats.food < 999)
1258 { 1008 {
1259 tmp->stats.food += spell->stats.food; 1009 tmp->stats.food += spell->stats.food;
1010
1260 if (tmp->stats.food > 999) 1011 if (tmp->stats.food > 999)
1261 tmp->stats.food = 999; 1012 tmp->stats.food = 999;
1013
1262 success = 1; 1014 success = 1;
1263 /* We could do something a bit better like the messages for healing above */ 1015 /* We could do something a bit better like the messages for healing above */
1264 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food"); 1016 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1265 } 1017 }
1266 1018
1267 return success; 1019 return success;
1268} 1020}
1269
1270 1021
1271/* This is used for the spells that gain stats. There are no spells 1022/* This is used for the spells that gain stats. There are no spells
1272 * right now that icnrease wis/int/pow on a temp basis, so no 1023 * right now that icnrease wis/int/pow on a temp basis, so no
1273 * good comments for those. 1024 * good comments for those.
1274 */ 1025 */
1275static const char *const no_gain_msgs[NUM_STATS] = { 1026static const char *const no_gain_msgs[NUM_STATS] = {
1276 "You grow no stronger.", 1027 "You grow no stronger.",
1277 "You grow no more agile.", 1028 "You grow no more agile.",
1278 "You don't feel any healthier.", 1029 "You don't feel any healthier.",
1279 "no wis", 1030 "You didn't grow any more intelligent.",
1031 "You do not feel any wiser.",
1032 "You don't feel any more powerful."
1280 "You are no easier to look at.", 1033 "You are no easier to look at.",
1281 "no int",
1282 "no pow"
1283}; 1034};
1284 1035
1285int 1036int
1037change_ability_duration (object *spell, object *caster)
1038{
1039 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1040}
1041
1042int
1286cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) 1043cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1287{ 1044{
1288 object *force = NULL; 1045 object *force = 0;
1289 int i; 1046 int i;
1290 1047
1291 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1048 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1292 object *tmp = dir 1049 object *tmp = dir
1293 ? find_target_for_friendly_spell (op, dir) 1050 ? find_target_for_friendly_spell (op, dir)
1294 : op; 1051 : op;
1295 1052
1296 if (!tmp) 1053 if (!tmp)
1297 return 0; 1054 return 0;
1298 1055
1299 /* If we've already got a force of this type, don't add a new one. */ 1056 /* If we've already got a force of this type, don't add a new one. */
1307 break; 1064 break;
1308 } 1065 }
1309 else if (spell_ob->race && spell_ob->race == tmp2->name) 1066 else if (spell_ob->race && spell_ob->race == tmp2->name)
1310 { 1067 {
1311 if (!silent) 1068 if (!silent)
1312 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 1069 new_draw_info_format (NDI_UNIQUE, 0, op,
1070 "You can not cast %s while %s is in effect",
1071 &spell_ob->name, &tmp2->name_pl);
1072
1313 return 0; 1073 return 0;
1314 } 1074 }
1315 } 1075 }
1316 } 1076 }
1077
1078 int duration = change_ability_duration (spell_ob, caster);
1079
1317 if (force == NULL) 1080 if (force)
1318 {
1319 force = get_archetype (FORCE_NAME);
1320 force->subtype = FORCE_CHANGE_ABILITY;
1321 if (spell_ob->race)
1322 force->name = spell_ob->race;
1323 else
1324 force->name = spell_ob->name;
1325 force->name_pl = spell_ob->name;
1326 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1327
1328 } 1081 {
1329 else
1330 {
1331 int duration;
1332
1333 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1334 if (duration > force->duration) 1082 if (duration > force->duration)
1335 { 1083 {
1336 force->duration = duration; 1084 force->duration = duration;
1337 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1085 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1338 } 1086 }
1339 else 1087 else
1340 {
1341 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1088 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1342 } 1089
1343 return 1; 1090 return 1;
1344 } 1091 }
1345 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1092
1093 new_draw_info_format (NDI_UNIQUE, 0, op,
1094 "You create an aura of magical force. H<The effect will last for about %.10g seconds.>",
1095 TICK2TIME (duration));
1096
1097 force = get_archetype (FORCE_NAME);
1098 force->subtype = FORCE_CHANGE_ABILITY;
1099 force->duration = duration;
1100
1101 if (spell_ob->race)
1102 force->name = spell_ob->race;
1103 else
1104 force->name = spell_ob->name;
1105
1106 force->name_pl = spell_ob->name;
1107
1346 force->speed = 1.0; 1108 force->speed = 1.0;
1347 force->speed_left = -1.0; 1109 force->speed_left = -1.0;
1348 SET_FLAG (force, FLAG_APPLIED); 1110 SET_FLAG (force, FLAG_APPLIED);
1349 1111
1350 /* Now start processing the effects. First, protections */ 1112 /* Now start processing the effects. First, protections */
1355 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob); 1117 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob);
1356 if (force->resist[i] > 100) 1118 if (force->resist[i] > 100)
1357 force->resist[i] = 100; 1119 force->resist[i] = 100;
1358 } 1120 }
1359 } 1121 }
1122
1360 if (spell_ob->stats.hp) 1123 if (spell_ob->stats.hp)
1361 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob); 1124 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1362 1125
1363 if (tmp->type == PLAYER) 1126 if (tmp->type == PLAYER)
1364 { 1127 {
1404 force->attacktype = spell_ob->attacktype; 1167 force->attacktype = spell_ob->attacktype;
1405 1168
1406 insert_ob_in_ob (force, tmp); 1169 insert_ob_in_ob (force, tmp);
1407 change_abil (tmp, force); /* Mostly to display any messages */ 1170 change_abil (tmp, force); /* Mostly to display any messages */
1408 tmp->update_stats (); 1171 tmp->update_stats ();
1172
1409 return 1; 1173 return 1;
1410} 1174}
1411 1175
1412/* This used to be part of cast_change_ability, but it really didn't make 1176/* This used to be part of cast_change_ability, but it really didn't make
1413 * a lot of sense, since most of the values it derives are from the god 1177 * a lot of sense, since most of the values it derives are from the god
1414 * of the caster. 1178 * of the caster.
1415 */ 1179 */
1416
1417int 1180int
1418cast_bless (object *op, object *caster, object *spell_ob, int dir) 1181cast_bless (object *op, object *caster, object *spell_ob, int dir)
1419{ 1182{
1420 int i; 1183 int i;
1421 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1184 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1422 1185
1423 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1186 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1424 if (dir != 0) 1187 if (dir != 0)
1425 { 1188 {
1426 tmp = find_target_for_friendly_spell (op, dir); 1189 tmp = find_target_for_friendly_spell (op, dir);
1190
1191 if (!tmp)
1192 return 0;
1427 } 1193 }
1428 else 1194 else
1429 {
1430 tmp = op; 1195 tmp = op;
1431 }
1432 1196
1433 /* If we've already got a force of this type, don't add a new one. */ 1197 /* If we've already got a force of this type, don't add a new one. */
1434 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1198 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1435 { 1199 {
1436 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1200 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1437 { 1201 {
1438 if (tmp2->name == spell_ob->name) 1202 if (tmp2->name == spell_ob->name)
1439 { 1203 {
1445 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 1209 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1446 return 0; 1210 return 0;
1447 } 1211 }
1448 } 1212 }
1449 } 1213 }
1214
1450 if (force == NULL) 1215 if (force == NULL)
1451 { 1216 {
1452 force = get_archetype (FORCE_NAME); 1217 force = get_archetype (FORCE_NAME);
1453 force->subtype = FORCE_CHANGE_ABILITY; 1218 force->subtype = FORCE_CHANGE_ABILITY;
1454 if (spell_ob->race) 1219 if (spell_ob->race)
1485 } 1250 }
1486 else 1251 else
1487 { 1252 {
1488 /* Only give out good benefits, and put a max on it */ 1253 /* Only give out good benefits, and put a max on it */
1489 for (i = 0; i < NROFATTACKS; i++) 1254 for (i = 0; i < NROFATTACKS; i++)
1490 {
1491 if (god->resist[i] > 0) 1255 if (god->resist[i] > 0)
1492 {
1493 force->resist[i] = MIN (god->resist[i], spell_ob->resist[ATNR_GODPOWER]); 1256 force->resist[i] = min (god->resist[i], spell_ob->resist[ATNR_GODPOWER]);
1494 } 1257
1495 }
1496 force->path_attuned |= god->path_attuned; 1258 force->path_attuned |= god->path_attuned;
1497 1259
1498 if (spell_ob->attacktype) 1260 if (spell_ob->attacktype)
1499 force->slaying = god->slaying; 1261 force->slaying = god->slaying;
1500 1262
1519} 1281}
1520 1282
1521/* Alchemy code by Mark Wedel 1283/* Alchemy code by Mark Wedel
1522 * 1284 *
1523 * This code adds a new spell, called alchemy. Alchemy will turn 1285 * This code adds a new spell, called alchemy. Alchemy will turn
1524 * objects to gold nuggets, the value of the gold nuggets being 1286 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1525 * about 90% of that of the item itself. It uses the value of the
1526 * object before charisma adjustments, because the nuggets themselves
1527 * will be will be adjusted by charisma when sold.
1528 * 1287 *
1529 * Large nuggets are worth 25 gp each (base). You will always get 1288 * The value of the gold nuggets being about 90% of that of the item
1530 * the maximum number of large nuggets you could get. 1289 * itself. It uses the value of the object before charisma adjustments,
1531 * Small nuggets are worth 1 gp each (base). You will get from 0 1290 * because the nuggets themselves will be will be adjusted by charisma
1532 * to the max amount of small nuggets as you could get. 1291 * when sold.
1533 *
1534 * For example, if an item is worth 110 gold, you will get
1535 * 4 large nuggets, and from 0-10 small nuggets.
1536 * 1292 *
1537 * There is also a chance (1:30) that you will get nothing at all 1293 * There is also a chance (1:30) that you will get nothing at all
1538 * for the object. There is also a maximum weight that will be 1294 * for the object. There is also a maximum weight that will be
1539 * alchemised. 1295 * alchemised.
1540 */ 1296 */
1541static void 1297static void
1542alchemy_object (object *obj, uint64 &total_value, int &total_weight) 1298alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1543{ 1299{
1544 uint64 value = query_cost (obj, NULL, F_TRUE); 1300 uint64 value = query_cost (obj, NULL, F_TRUE);
1545 1301
1546 /* Give third price when we alchemy money (This should hopefully 1302 /* Give third price when we alchemy money (this should hopefully
1547 * make it so that it isn't worth it to alchemy money, sell 1303 * make it so that it isn't worth it to alchemy money, sell
1548 * the nuggets, alchemy the gold from that, etc. 1304 * the nuggets, alchemy the gold from that, etc.
1549 * Otherwise, give 9 silver on the gold for other objects, 1305 * Otherwise, give 9 silver on the gold for other objects,
1550 * so that it would still be more affordable to haul 1306 * so that it would still be more affordable to haul
1551 * the stuff back to town. 1307 * the stuff back to town.
1563 total_weight += obj->total_weight (); 1319 total_weight += obj->total_weight ();
1564 1320
1565 obj->destroy (); 1321 obj->destroy ();
1566} 1322}
1567 1323
1568static void
1569update_map (object *op, maptile *m, int small_nuggets, object *small, int large_nuggets, object *large, int x, int y)
1570{
1571 int flag = 0;
1572
1573 /* Put any nuggets below the player, but we can only pass this
1574 * flag if we are on the same space as the player
1575 */
1576 if (x == op->x && y == op->y && op->map == m)
1577 flag = INS_BELOW_ORIGINATOR;
1578
1579 if (small_nuggets)
1580 {
1581 object *tmp = small->clone ();
1582 tmp->nrof = small_nuggets;
1583 m->insert (tmp, x, y, op, flag);
1584 }
1585
1586 if (large_nuggets)
1587 {
1588 object *tmp = large->clone ();
1589 tmp->nrof = large_nuggets;
1590 m->insert (tmp, x, y, op, flag);
1591 }
1592
1593 if (object *pl = m->at (x, y).player ())
1594 if (pl->contr->ns)
1595 pl->contr->ns->look_position = 0;
1596}
1597
1598int 1324int
1599alchemy (object *op, object *caster, object *spell_ob) 1325alchemy (object *op, object *caster, object *spell_ob)
1600{ 1326{
1601 if (op->type != PLAYER) 1327 if (op->type != PLAYER)
1602 return 0; 1328 return 0;
1603 1329
1604 object *large = get_archetype ("largenugget"); 1330 archetype *nugget[3];
1605 object *small = get_archetype ("smallnugget"); 1331
1332 nugget[0] = archetype::find (shstr_pyrite3);
1333 nugget[1] = archetype::find (shstr_pyrite2);
1334 nugget[2] = archetype::find (shstr_pyrite);
1606 1335
1607 /* Put a maximum weight of items that can be alchemised. Limits the power 1336 /* Put a maximum weight of items that can be alchemised. Limits the power
1608 * some, and also prevents people from alchemising every table/chair/clock 1337 * some, and also prevents people from alchemising every table/chair/clock
1609 * in sight 1338 * in sight
1610 */ 1339 */
1662 if (weight > weight_max) 1391 if (weight > weight_max)
1663 break; 1392 break;
1664 } 1393 }
1665 } 1394 }
1666 1395
1396 value -= rndm (value >> 4);
1667 value = min (value, value_max); 1397 value = min (value, value_max);
1668 1398
1669 uint64 count = value / large->value; 1399 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1670 int large_nuggets = count; 1400 if (int nrof = value / nugget [i]->value)
1671 value -= count * large->value;
1672
1673 count = value / small->value;
1674 int small_nuggets = count;
1675
1676 /* Insert all the nuggets at one time. This probably saves time, but
1677 * it also prevents us from alcheming nuggets that were just created
1678 * with this spell.
1679 */ 1401 {
1680 update_map (op, mp, small_nuggets, small, large_nuggets, large, nx, ny); 1402 value -= nrof * nugget[i]->value;
1403
1404 object *tmp = arch_to_object (nugget[i]);
1405 tmp->nrof = nrof;
1406 tmp->flag [FLAG_IDENTIFIED] = true;
1407 op->map->insert (tmp, x, y, op, 0);
1408 }
1681 1409
1682 if (weight > weight_max) 1410 if (weight > weight_max)
1683 goto bailout; 1411 goto bailout;
1684 } 1412 }
1685 } 1413 }
1686 1414
1687bailout: 1415bailout:
1688 large->destroy ();
1689 small->destroy ();
1690 return 1; 1416 return 1;
1691} 1417}
1692
1693 1418
1694/* This function removes the cursed/damned status on equipped 1419/* This function removes the cursed/damned status on equipped
1695 * items. 1420 * items.
1696 */ 1421 */
1697int 1422int
1698remove_curse (object *op, object *caster, object *spell) 1423remove_curse (object *op, object *caster, object *spell)
1699{ 1424{
1700 object *tmp;
1701 int success = 0, was_one = 0; 1425 int success = 0, was_one = 0;
1702 1426
1703 for (tmp = op->inv; tmp; tmp = tmp->below) 1427 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1704 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1428 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1705 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1429 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1706 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1430 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1707 { 1431 {
1708 was_one++; 1432 was_one++;
1433
1709 if (tmp->level <= caster_level (caster, spell)) 1434 if (tmp->level <= casting_level (caster, spell))
1710 { 1435 {
1711 success++; 1436 success++;
1712 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1437 if (QUERY_FLAG (spell, FLAG_DAMNED))
1713 CLEAR_FLAG (tmp, FLAG_DAMNED); 1438 CLEAR_FLAG (tmp, FLAG_DAMNED);
1714 1439
1715 CLEAR_FLAG (tmp, FLAG_CURSED); 1440 CLEAR_FLAG (tmp, FLAG_CURSED);
1716 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1441 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1717 tmp->value = 0; /* Still can't sell it */ 1442 tmp->value = 0; /* Still can't sell it */
1718 if (op->type == PLAYER) 1443
1444 if (object *pl = tmp->visible_to ())
1719 esrv_send_item (op, tmp); 1445 esrv_update_item (UPD_FLAGS, pl, tmp);
1720 } 1446 }
1721 } 1447 }
1722 1448
1723 if (op->type == PLAYER) 1449 if (op->type == PLAYER)
1724 { 1450 {
1735 1461
1736 return success; 1462 return success;
1737} 1463}
1738 1464
1739/* Identifies objects in the players inventory/on the ground */ 1465/* Identifies objects in the players inventory/on the ground */
1740
1741int 1466int
1742cast_identify (object *op, object *caster, object *spell) 1467cast_identify (object *op, object *caster, object *spell)
1743{ 1468{
1744 object *tmp; 1469 object *tmp;
1745 int success = 0, num_ident; 1470 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1746 1471
1747 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1472 int num_ident = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell));
1748
1749 if (num_ident < 1)
1750 num_ident = 1;
1751 1473
1752 for (tmp = op->inv; tmp; tmp = tmp->below) 1474 for (tmp = op->inv; tmp; tmp = tmp->below)
1753 { 1475 {
1754 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1476 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1755 { 1477 {
1756 identify (tmp); 1478 identify (tmp);
1757 1479
1758 if (op->type == PLAYER) 1480 if (op->type == PLAYER)
1759 { 1481 {
1760 new_draw_info_format (NDI_UNIQUE, 0, op, "You identified: %s.", long_desc (tmp, op)); 1482 buf.printf ("You identified: %s.\r", long_desc (tmp, op));
1761 1483
1762 if (tmp->msg) 1484 if (tmp->msg)
1763 { 1485 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1764 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1765 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1766 }
1767 } 1486 }
1768 1487
1769 num_ident--;
1770 success = 1;
1771 if (!num_ident) 1488 if (!--num_ident)
1772 break; 1489 break;
1773 } 1490 }
1774 } 1491 }
1775 1492
1776 /* If all the power of the spell has been used up, don't go and identify 1493 /* If all the power of the spell has been used up, don't go and identify
1782 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 1499 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1783 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1500 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1784 { 1501 {
1785 identify (tmp); 1502 identify (tmp);
1786 1503
1787 if (op->type == PLAYER) 1504 if (object *pl = tmp->visible_to ())
1788 { 1505 {
1789 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground you identified: %s.", long_desc (tmp, op)); 1506 buf.printf ("On the ground you identified: %s.\r", long_desc (tmp, op));
1790 1507
1791 if (tmp->msg) 1508 if (tmp->msg)
1792 { 1509 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1793 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1794 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1795 }
1796
1797 esrv_send_item (op, tmp);
1798 } 1510 }
1799 1511
1800 num_ident--;
1801 success = 1;
1802 if (!num_ident) 1512 if (!--num_ident)
1803 break; 1513 break;
1804 } 1514 }
1805 } 1515 }
1806 1516
1807 if (!success) 1517 if (buf.empty ())
1808 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified."); 1518 {
1519 op->failmsg ("You can't reach anything unidentified.");
1520 return 0;
1521 }
1809 else 1522 else
1523 {
1524 if (op->contr)
1525 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1526
1810 spell_effect (spell, op->x, op->y, op->map, op); 1527 spell_effect (spell, op->x, op->y, op->map, op);
1811 1528 return 1;
1812 return success; 1529 }
1813} 1530}
1814 1531
1815int 1532int
1816cast_detection (object *op, object *caster, object *spell, object *skill) 1533cast_detection (object *op, object *caster, object *spell, object *skill)
1817{ 1534{
1822 1539
1823 /* We precompute some values here so that we don't have to keep 1540 /* We precompute some values here so that we don't have to keep
1824 * doing it over and over again. 1541 * doing it over and over again.
1825 */ 1542 */
1826 god = find_god (determine_god (op)); 1543 god = find_god (determine_god (op));
1827 level = caster_level (caster, spell); 1544 level = casting_level (caster, spell);
1828 range = spell->range + SP_level_range_adjust (caster, spell); 1545 range = spell->range + SP_level_range_adjust (caster, spell);
1829 1546
1830 if (!skill) 1547 if (!skill)
1831 skill = caster; 1548 skill = caster;
1832 1549
1833 for (x = op->x - range; x <= op->x + range; x++) 1550 unordered_mapwalk (op, -range, -range, range, range)
1834 for (y = op->y - range; y <= op->y + range; y++)
1835 { 1551 {
1836 m = op->map;
1837 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1838 if (mflags & P_OUT_OF_MAP)
1839 continue;
1840
1841 /* For most of the detections, we only detect objects above the 1552 /* For most of the detections, we only detect objects above the
1842 * floor. But this is not true for show invisible. 1553 * floor. But this is not true for show invisible.
1843 * Basically, we just go and find the top object and work 1554 * Basically, we just go and find the top object and work
1844 * down - that is easier than working up. 1555 * down - that is easier than working up.
1845 */ 1556 */
1846 1557
1847 for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above) 1558 for (last = NULL, tmp = m->at (nx, ny).bot; tmp; tmp = tmp->above)
1848 last = tmp; 1559 last = tmp;
1849 1560
1850 /* Shouldn't happen, but if there are no objects on a space, this 1561 /* Shouldn't happen, but if there are no objects on a space, this
1851 * would happen. 1562 * would happen.
1852 */ 1563 */
1853 if (!last) 1564 if (!last)
1854 continue; 1565 continue;
1855 1566
1856 done_one = 0; 1567 done_one = 0;
1857 floor = 0; 1568 floor = 0;
1858 detect = NULL; 1569 detect = NULL;
1859 for (tmp = last; tmp; tmp = tmp->below) 1570 for (tmp = last; tmp; tmp = tmp->below)
1860 { 1571 {
1861 /* show invisible */ 1572 /* show invisible */
1862 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1573 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1863 /* Might there be other objects that we can make visible? */ 1574 /* Might there be other objects that we can make visible? */
1864 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1575 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER)
1865 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1576 || (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ))
1866 tmp->type == CF_HANDLE || 1577 || tmp->type == T_HANDLE
1867 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE || 1578 || tmp->type == TRAPDOOR
1579 || tmp->type == EXIT
1580 || tmp->type == HOLE
1581 || tmp->type == BUTTON
1868 tmp->type == BUTTON || tmp->type == TELEPORTER || 1582 || tmp->type == TELEPORTER
1583 || tmp->type == GATE
1869 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1584 || tmp->type == LOCKED_DOOR
1870 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN || 1585 || tmp->type == WEAPON
1586 || tmp->type == ALTAR
1587 || tmp->type == SIGN
1871 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1588 || tmp->type == TRIGGER_PEDESTAL
1872 tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR))) 1589 || tmp->type == SPECIAL_KEY
1590 || tmp->type == TREASURE
1591 || tmp->type == BOOK
1592 || tmp->type == HOLY_ALTAR
1593 || tmp->type == CONTAINER)))
1873 { 1594 {
1874 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4) 1595 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1875 { 1596 {
1876 tmp->invisible = 0; 1597 tmp->invisible = 0;
1877 done_one = 1; 1598 done_one = 1;
1878 } 1599 }
1879 } 1600 }
1880 1601
1881 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1602 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1882 floor = 1; 1603 floor = 1;
1883 1604
1884 /* All detections below this point don't descend beneath the floor, 1605 /* All detections below this point don't descend beneath the floor,
1885 * so just continue on. We could be clever and look at the type of 1606 * so just continue on. We could be clever and look at the type of
1886 * detection to completely break out if we don't care about objects beneath 1607 * detection to completely break out if we don't care about objects beneath
1887 * the floor, but once we get to the floor, not likely a very big issue anyways. 1608 * the floor, but once we get to the floor, not likely a very big issue anyways.
1888 */ 1609 */
1889 if (floor) 1610 if (floor)
1890 continue; 1611 continue;
1891 1612
1892 /* I had thought about making detect magic and detect curse 1613 /* I had thought about making detect magic and detect curse
1893 * show the flash the magic item like it does for detect monster. 1614 * show the flash the magic item like it does for detect monster.
1894 * however, if the object is within sight, this would then make it 1615 * however, if the object is within sight, this would then make it
1895 * difficult to see what object is magical/cursed, so the 1616 * difficult to see what object is magical/cursed, so the
1896 * effect wouldn't be as apparant. 1617 * effect wouldn't be as apparent.
1897 */ 1618 */
1898 1619
1899 /* detect magic */ 1620 /* detect magic */
1900 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && 1621 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1901 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp)) 1622 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1902 { 1623 {
1903 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1624 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1904 /* make runes more visibile */ 1625 /* make runes more visibile */
1905 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC) 1626 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1906 tmp->stats.Cha /= 4; 1627 tmp->stats.Cha /= 4;
1628
1907 done_one = 1; 1629 done_one = 1;
1908 } 1630 }
1631
1909 /* detect monster */ 1632 /* detect monster */
1910 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER)) 1633 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1911 { 1634 {
1912 done_one = 2; 1635 done_one = 2;
1636
1913 if (!detect) 1637 if (!detect)
1914 detect = tmp; 1638 detect = tmp;
1915 } 1639 }
1640
1916 /* Basically, if race is set in the spell, then the creatures race must 1641 /* Basically, if race is set in the spell, then the creatures race must
1917 * match that. if the spell race is set to GOD, then the gods opposing 1642 * match that. if the spell race is set to GOD, then the gods opposing
1918 * race must match. 1643 * race must match.
1919 */ 1644 */
1920 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race && 1645 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1921 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) || 1646 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1922 (strstr (spell->race, tmp->race)))) 1647 spell->race.contains (tmp->race)))
1923 { 1648 {
1924 done_one = 2; 1649 done_one = 2;
1650
1925 if (!detect) 1651 if (!detect)
1926 detect = tmp; 1652 detect = tmp;
1927 } 1653 }
1654
1928 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1655 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1929 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1656 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1930 { 1657 {
1931 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1658 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1932 done_one = 1; 1659 done_one = 1;
1933 } 1660 }
1934 } /* for stack of objects on this space */ 1661 } /* for stack of objects on this space */
1935 1662
1936 /* Code here puts an effect of the spell on the space, so you can see 1663 /* Code here puts an effect of the spell on the space, so you can see
1937 * where the magic is. 1664 * where the magic is.
1938 */ 1665 */
1939 if (done_one) 1666 if (done_one)
1940 { 1667 {
1941 object *detect_ob = arch_to_object (spell->other_arch); 1668 object *detect_ob = arch_to_object (spell->other_arch);
1942 1669
1943 /* if this is set, we want to copy the face */ 1670 /* if this is set, we want to copy the face */
1944 if (done_one == 2 && detect) 1671 if (done_one == 2 && detect)
1945 { 1672 {
1946 detect_ob->face = detect->face; 1673 detect_ob->face = detect->face;
1947 detect_ob->animation_id = detect->animation_id; 1674 detect_ob->animation_id = detect->animation_id;
1948 detect_ob->anim_speed = detect->anim_speed; 1675 detect_ob->anim_speed = detect->anim_speed;
1949 detect_ob->last_anim = 0; 1676 detect_ob->last_anim = 0;
1950 /* by default, the detect_ob is already animated */ 1677 /* by default, the detect_ob is already animated */
1951 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1678 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
1952 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1679 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
1953 } 1680 }
1954 1681
1955 m->insert (detect_ob, nx, ny, op); 1682 m->insert (detect_ob, nx, ny, op);
1956 } 1683 }
1957 } /* for processing the surrounding spaces */ 1684 } /* for processing the surrounding spaces */
1958 1685
1959 1686
1960 /* Now process objects in the players inventory if detect curse or magic */ 1687 /* Now process objects in the players inventory if detect curse or magic */
1961 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL)) 1688 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL))
1962 { 1689 {
1963 done_one = 0; 1690 done_one = 0;
1691
1964 for (tmp = op->inv; tmp; tmp = tmp->below) 1692 for (tmp = op->inv; tmp; tmp = tmp->below)
1965 { 1693 {
1966 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1694 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1967 { 1695 {
1968 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)) 1696 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL))
1969 { 1697 {
1970 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1698 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1971 if (op->type == PLAYER) 1699
1700 if (object *pl = tmp->visible_to ())
1972 esrv_send_item (op, tmp); 1701 esrv_update_item (UPD_FLAGS, pl, tmp);
1973 } 1702 }
1703
1974 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1704 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1975 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1705 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1976 { 1706 {
1977 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1707 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1978 if (op->type == PLAYER) 1708
1709 if (object *pl = tmp->visible_to ())
1979 esrv_send_item (op, tmp); 1710 esrv_update_item (UPD_FLAGS, pl, tmp);
1980 } 1711 }
1981 } /* if item is not identified */ 1712 } /* if item is not identified */
1982 } /* for the players inventory */ 1713 } /* for the players inventory */
1983 } /* if detect magic/curse and object is a player */ 1714 } /* if detect magic/curse and object is a player */
1715
1984 return 1; 1716 return 1;
1985} 1717}
1986 1718
1987 1719
1988/** 1720/**
2001 1733
2002 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you."); 1734 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
2003 1735
2004 if (victim->stats.sp >= victim->stats.maxsp * 2) 1736 if (victim->stats.sp >= victim->stats.maxsp * 2)
2005 { 1737 {
2006 object *tmp;
2007
2008 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1738 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
2009
2010 /* Explodes a fireball centered at player */
2011 tmp = get_archetype (EXPLODING_FIREBALL);
2012 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
2013 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
2014
2015 tmp->insert_at (victim);
2016 victim->stats.sp = 2 * victim->stats.maxsp; 1739 victim->stats.sp = 2 * victim->stats.maxsp;
1740 create_exploding_ball_at (victim, caster_level);
2017 } 1741 }
2018 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1742 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
2019 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); 1743 new_draw_info (NDI_UNIQUE | NDI_ORANGE, 0, victim, "You feel like your head is going to explode.");
2020 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1744 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2021 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 1745 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
2022 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1746 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2023 { 1747 {
2024 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1748 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2070 } 1794 }
2071 /* give sp */ 1795 /* give sp */
2072 if (spell->stats.dam > 0) 1796 if (spell->stats.dam > 0)
2073 { 1797 {
2074 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell); 1798 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
2075 charge_mana_effect (plyr, caster_level (caster, spell)); 1799 charge_mana_effect (plyr, casting_level (caster, spell));
2076 return 1; 1800 return 1;
2077 } 1801 }
2078 /* suck sp away. Can't suck sp from yourself */ 1802 /* suck sp away. Can't suck sp from yourself */
2079 else if (op != plyr) 1803 else if (op != plyr)
2080 { 1804 {
2092 /* Player doesn't get full credit */ 1816 /* Player doesn't get full credit */
2093 sucked = (sucked * rate) / 100; 1817 sucked = (sucked * rate) / 100;
2094 op->stats.sp += sucked; 1818 op->stats.sp += sucked;
2095 if (sucked > 0) 1819 if (sucked > 0)
2096 { 1820 {
2097 charge_mana_effect (op, caster_level (caster, spell)); 1821 charge_mana_effect (op, casting_level (caster, spell));
2098 } 1822 }
2099 } 1823 }
2100 return 1; 1824 return 1;
2101 } 1825 }
2102 return 0; 1826 return 0;
2178 break; 1902 break;
2179 } 1903 }
2180 } 1904 }
2181} 1905}
2182 1906
2183
2184
2185/* cast_consecrate() - a spell to make an altar your god's */ 1907/* cast_consecrate() - a spell to make an altar your god's */
2186int 1908int
2187cast_consecrate (object *op, object *caster, object *spell) 1909cast_consecrate (object *op, object *caster, object *spell)
2188{ 1910{
2189 char buf[MAX_BUF]; 1911 char buf[MAX_BUF];
2201 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1923 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2202 break; 1924 break;
2203 if (tmp->type == HOLY_ALTAR) 1925 if (tmp->type == HOLY_ALTAR)
2204 { 1926 {
2205 1927
2206 if (tmp->level > caster_level (caster, spell)) 1928 if (tmp->level > casting_level (caster, spell))
2207 { 1929 {
2208 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name); 1930 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name);
2209 return 0; 1931 return 0;
2210 } 1932 }
2211 else 1933 else
2212 { 1934 {
2213 /* If we got here, we are consecrating an altar */ 1935 /* If we got here, we are consecrating an altar */
2214 sprintf (buf, "Altar of %s", &god->name); 1936 sprintf (buf, "Altar of %s", &god->name);
2215 tmp->name = buf; 1937 tmp->name = buf;
2216 tmp->level = caster_level (caster, spell); 1938 tmp->level = casting_level (caster, spell);
2217 tmp->other_arch = god->arch; 1939 tmp->other_arch = god->arch;
1940
2218 if (op->type == PLAYER) 1941 if (op->type == PLAYER)
2219 esrv_update_item (UPD_NAME, op, tmp); 1942 esrv_update_item (UPD_NAME, op, tmp);
1943
2220 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name); 1944 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
2221 return 1; 1945 return 1;
2222 } 1946 }
2223 } 1947 }
2224 } 1948 }
2242 object *weapon, *tmp; 1966 object *weapon, *tmp;
2243 char buf[MAX_BUF]; 1967 char buf[MAX_BUF];
2244 int a, i; 1968 int a, i;
2245 sint16 x, y; 1969 sint16 x, y;
2246 maptile *m; 1970 maptile *m;
2247 materialtype_t *mt;
2248 1971
2249 if (!spell->other_arch) 1972 if (!spell->other_arch)
2250 { 1973 {
2251 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1974 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2252 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name); 1975 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2263 return 0; 1986 return 0;
2264 } 1987 }
2265 1988
2266 /* if no direction specified, pick one */ 1989 /* if no direction specified, pick one */
2267 if (!dir) 1990 if (!dir)
2268 dir = find_free_spot (NULL, op->map, op->x, op->y, 1, 9); 1991 dir = find_free_spot (spell->other_arch, op->map, op->x, op->y, 1, 9);
2269 1992
2270 m = op->map; 1993 m = op->map;
2271 x = op->x + freearr_x[dir]; 1994 x = op->x + freearr_x[dir];
2272 y = op->y + freearr_y[dir]; 1995 y = op->y + freearr_y[dir];
2273 1996
2274 /* if there's no place to put the golem, abort */ 1997 /* if there's no place to put the golem, abort */
2275 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || 1998 if (dir < 0 || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP)
2276 ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->clone.move_type)) 1999 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2277 { 2000 {
2278 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2001 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
2279 return 0; 2002 return 0;
2280 } 2003 }
2281 2004
2285 if (!weapon) 2008 if (!weapon)
2286 { 2009 {
2287 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2010 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2288 return 0; 2011 return 0;
2289 } 2012 }
2013
2290 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2014 if (spell->race && weapon->arch->archname != spell->race)
2291 { 2015 {
2292 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2016 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2293 return 0; 2017 return 0;
2294 } 2018 }
2019
2295 if (weapon->type != WEAPON) 2020 if (weapon->type != WEAPON)
2296 { 2021 {
2297 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it."); 2022 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it.");
2298 return 0; 2023 return 0;
2299 } 2024 }
2025
2300 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2026 if (QUERY_FLAG (weapon, FLAG_APPLIED))
2301 { 2027 {
2302 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon)); 2028 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon));
2303 return 0; 2029 return 0;
2304 } 2030 }
2305 2031
2306 if (weapon->nrof > 1) 2032 weapon = weapon->split ();
2307 {
2308 tmp = get_split_ob (weapon, 1);
2309 esrv_send_item (op, weapon);
2310 weapon = tmp;
2311 }
2312 2033
2313 /* create the golem object */ 2034 /* create the golem object */
2314 tmp = arch_to_object (spell->other_arch); 2035 tmp = arch_to_object (spell->other_arch);
2315 2036
2316 /* if animated by a player, give the player control of the golem */ 2037 /* if animated by a player, give the player control of the golem */
2321 tmp->set_owner (op); 2042 tmp->set_owner (op);
2322 op->contr->golem = tmp; 2043 op->contr->golem = tmp;
2323 set_spell_skill (op, caster, spell, tmp); 2044 set_spell_skill (op, caster, spell, tmp);
2324 2045
2325 /* Give the weapon to the golem now. A bit of a hack to check the 2046 /* Give the weapon to the golem now. A bit of a hack to check the
2326 * removed flag - it should only be set if get_split_object was 2047 * removed flag - it should only be set if weapon->split was
2327 * used above. 2048 * used above.
2328 */ 2049 */
2329 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2050 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2330 weapon->remove (); 2051 weapon->remove ();
2331 2052
2332 insert_ob_in_ob (weapon, tmp); 2053 tmp->insert (weapon);
2333 esrv_send_item (op, weapon); 2054
2334 /* To do everything necessary to let a golem use the weapon is a pain, 2055 /* To do everything necessary to let a golem use the weapon is a pain,
2335 * so instead, just set it as equipped (otherwise, we need to update 2056 * so instead, just set it as equipped (otherwise, we need to update
2336 * body_info, skills, etc) 2057 * body_info, skills, etc)
2337 */ 2058 */
2338 SET_FLAG (tmp, FLAG_USE_WEAPON); 2059 SET_FLAG (tmp, FLAG_USE_WEAPON);
2364 2085
2365 /* attacktype */ 2086 /* attacktype */
2366 if (!tmp->attacktype) 2087 if (!tmp->attacktype)
2367 tmp->attacktype = AT_PHYSICAL; 2088 tmp->attacktype = AT_PHYSICAL;
2368 2089
2369 mt = NULL;
2370 if (op->materialname != NULL)
2371 mt = name_to_material (op->materialname);
2372 if (mt != NULL)
2373 {
2374 for (i = 0; i < NROFATTACKS; i++) 2090 for (i = 0; i < NROFATTACKS; i++)
2375 tmp->resist[i] = 50 - (mt->save[i] * 5); 2091 tmp->resist[i] = 50 - (op->material->save[i] * 5);
2376 a = mt->save[0]; 2092
2377 } 2093 a = op->material->save[0];
2378 else 2094
2379 {
2380 for (i = 0; i < NROFATTACKS; i++)
2381 tmp->resist[i] = 5;
2382 a = 10;
2383 }
2384 /* Set weapon's immunity */ 2095 /* Set weapon's immunity */
2385 tmp->resist[ATNR_CONFUSION] = 100; 2096 tmp->resist[ATNR_CONFUSION] = 100;
2386 tmp->resist[ATNR_POISON] = 100; 2097 tmp->resist[ATNR_POISON] = 100;
2387 tmp->resist[ATNR_SLOW] = 100; 2098 tmp->resist[ATNR_SLOW] = 100;
2388 tmp->resist[ATNR_PARALYZE] = 100; 2099 tmp->resist[ATNR_PARALYZE] = 100;
2394 2105
2395 /* Improve weapon's armour value according to best save vs. physical of its material */ 2106 /* Improve weapon's armour value according to best save vs. physical of its material */
2396 2107
2397 if (a > 14) 2108 if (a > 14)
2398 a = 14; 2109 a = 14;
2110
2399 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); 2111 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2400 2112
2401 /* Determine golem's speed */ 2113 /* Determine golem's speed */
2402 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell))); 2114 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2403 2115
2413 tmp->state = weapon->state; 2125 tmp->state = weapon->state;
2414 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2126 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2415 } 2127 }
2416 2128
2417 /* make experience increase in proportion to the strength of the summoned creature. */ 2129 /* make experience increase in proportion to the strength of the summoned creature. */
2418 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell)); 2130 tmp->stats.exp *= 1 + (max (spell->stats.maxgrace, spell->stats.sp) / casting_level (caster, spell));
2419 2131
2420 tmp->speed_left = -1; 2132 tmp->speed_left = -1;
2421 tmp->direction = dir; 2133 tmp->direction = dir;
2422 2134
2423 m->insert (tmp, x, y, op); 2135 m->insert (tmp, x, y, op);
2427/* cast_daylight() - changes the map darkness level *lower* */ 2139/* cast_daylight() - changes the map darkness level *lower* */
2428 2140
2429/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2141/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2430 * This changes the light level for the entire map. 2142 * This changes the light level for the entire map.
2431 */ 2143 */
2432
2433int 2144int
2434cast_change_map_lightlevel (object *op, object *caster, object *spell) 2145cast_change_map_lightlevel (object *op, object *caster, object *spell)
2435{ 2146{
2436 int success; 2147 int success;
2437 2148
2445 if (spell->stats.dam < 0) 2156 if (spell->stats.dam < 0)
2446 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2157 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2447 else 2158 else
2448 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2159 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here.");
2449 } 2160 }
2161
2450 return success; 2162 return success;
2451} 2163}
2452
2453
2454
2455
2456 2164
2457/* create an aura spell object and put it in the player's inventory. 2165/* create an aura spell object and put it in the player's inventory.
2458 * as usual, op is player, caster is the object casting the spell, 2166 * as usual, op is player, caster is the object casting the spell,
2459 * spell is the spell object itself. 2167 * spell is the spell object itself.
2460 */ 2168 */
2472 2180
2473 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); 2181 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2474 2182
2475 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 2183 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2476 2184
2477 new_aura->set_owner (op);
2478 set_spell_skill (op, caster, spell, new_aura); 2185 set_spell_skill (op, caster, spell, new_aura);
2479 new_aura->attacktype = spell->attacktype; 2186 new_aura->attacktype = spell->attacktype;
2480 2187
2481 new_aura->level = caster_level (caster, spell); 2188 new_aura->level = casting_level (caster, spell);
2189
2482 if (refresh) 2190 if (refresh)
2483 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2191 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2484 else 2192 else
2485 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2193 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2194
2486 insert_ob_in_ob (new_aura, op); 2195 insert_ob_in_ob (new_aura, op);
2196 new_aura->set_owner (op);
2197
2487 return 1; 2198 return 1;
2488} 2199}
2489
2490 2200
2491/* move aura function. An aura is a part of someone's inventory, 2201/* move aura function. An aura is a part of someone's inventory,
2492 * which he carries with him, but which acts on the map immediately 2202 * which he carries with him, but which acts on the map immediately
2493 * around him. 2203 * around him.
2494 * Aura parameters: 2204 * Aura parameters:
2495 * duration: duration counter. 2205 * duration: duration counter.
2496 * attacktype: aura's attacktype 2206 * attacktype: aura's attacktype
2497 * other_arch: archetype to drop where we attack 2207 * other_arch: archetype to drop where we attack
2498 */ 2208 */
2499
2500void 2209void
2501move_aura (object *aura) 2210move_aura (object *aura)
2502{ 2211{
2503 int i, mflags;
2504 object *env;
2505 maptile *m;
2506
2507 /* auras belong in inventories */ 2212 /* auras belong in inventories */
2508 env = aura->env; 2213 object *env = aura->env;
2214 object *owner = aura->owner;
2509 2215
2510 /* no matter what we've gotta remove the aura... 2216 /* no matter what we've gotta remove the aura...
2511 * we'll put it back if its time isn't up. 2217 * we'll put it back if its time isn't up.
2512 */ 2218 */
2513 aura->remove (); 2219 aura->remove ();
2518 aura->destroy (); 2224 aura->destroy ();
2519 return; 2225 return;
2520 } 2226 }
2521 2227
2522 /* auras only exist in inventories */ 2228 /* auras only exist in inventories */
2523 if (env == NULL || env->map == NULL) 2229 if (!env || !env->map)
2524 { 2230 {
2525 aura->destroy (); 2231 aura->destroy ();
2526 return; 2232 return;
2527 } 2233 }
2528 2234
2529 /* we need to jump out of the inventory for a bit 2235 /* we need to jump out of the inventory for a bit
2530 * in order to hit the map conveniently. 2236 * in order to hit the map conveniently.
2531 */ 2237 */
2532 aura->insert_at (env, aura); 2238 aura->insert_at (env, aura);
2533 2239
2534 for (i = 1; i < 9; i++) 2240 for (int i = 1; i < 9; i++)
2535 { 2241 {
2536 sint16 nx, ny; 2242 mapxy pos (env);
2243 pos.move (i);
2537 2244
2538 nx = aura->x + freearr_x[i];
2539 ny = aura->y + freearr_y[i];
2540 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2541
2542 /* Consider the movement tyep of the person with the aura as 2245 /* Consider the movement type of the person with the aura as
2543 * movement type of the aura. Eg, if the player is flying, the aura 2246 * movement type of the aura. Eg, if the player is flying, the aura
2544 * is flying also, if player is walking, it is on the ground, etc. 2247 * is flying also, if player is walking, it is on the ground, etc.
2545 */ 2248 */
2546 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny)))) 2249 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2547 { 2250 {
2548 hit_map (aura, i, aura->attacktype, 0); 2251 hit_map (aura, i, aura->attacktype, 0);
2549 2252
2550 if (aura->other_arch) 2253 if (aura->other_arch)
2551 m->insert (arch_to_object (aura->other_arch), nx, ny, aura); 2254 pos.insert (arch_to_object (aura->other_arch), aura);
2552 } 2255 }
2553 } 2256 }
2554 2257
2555 /* put the aura back in the player's inventory */ 2258 /* put the aura back in the player's inventory */
2556 aura->remove (); 2259 env->insert (aura);
2557 insert_ob_in_ob (aura, env); 2260 aura->set_owner (owner);
2558} 2261}
2559 2262
2560/* moves the peacemaker spell. 2263/* moves the peacemaker spell.
2561 * op is the piece object. 2264 * op is the piece object.
2562 */ 2265 */
2563
2564void 2266void
2565move_peacemaker (object *op) 2267move_peacemaker (object *op)
2566{ 2268{
2567 object *tmp; 2269 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2568
2569 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2570 { 2270 {
2571 int atk_lev, def_lev; 2271 int atk_lev, def_lev;
2572 object *victim = tmp; 2272 object *victim = tmp->head_ ();
2573 2273
2574 if (tmp->head)
2575 victim = tmp->head;
2576 if (!QUERY_FLAG (victim, FLAG_MONSTER)) 2274 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2577 continue; 2275 continue;
2276
2578 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2277 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2579 continue; 2278 continue;
2279
2580 if (victim->stats.exp == 0) 2280 if (victim->stats.exp == 0)
2581 continue; 2281 continue;
2582 2282
2583 def_lev = MAX (1, victim->level); 2283 def_lev = max (1, victim->level);
2584 atk_lev = MAX (1, op->level); 2284 atk_lev = max (1, op->level);
2585 2285
2586 if (rndm (0, atk_lev - 1) > def_lev) 2286 if (rndm (0, atk_lev - 1) > def_lev)
2587 { 2287 {
2588 /* make this sucker peaceful. */ 2288 /* make this sucker peaceful. */
2589 2289
2290 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2590 change_exp (op->owner, victim->stats.exp, op->skill, 0); 2291 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2591 victim->stats.exp = 0; 2292 victim->stats.exp = 0;
2592#if 0 2293#if 0
2593 /* No idea why these were all set to zero - if something 2294 /* No idea why these were all set to zero - if something
2594 * makes this creature agressive, he should still do damage. 2295 * makes this creature agressive, he should still do damage.
2601 victim->attack_movement = RANDO2; 2302 victim->attack_movement = RANDO2;
2602 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2303 SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2603 SET_FLAG (victim, FLAG_RUN_AWAY); 2304 SET_FLAG (victim, FLAG_RUN_AWAY);
2604 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2305 SET_FLAG (victim, FLAG_RANDOM_MOVE);
2605 CLEAR_FLAG (victim, FLAG_MONSTER); 2306 CLEAR_FLAG (victim, FLAG_MONSTER);
2307
2606 if (victim->name) 2308 if (victim->name)
2607 {
2608 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name); 2309 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2609 } 2310 }
2610 }
2611 } 2311 }
2612} 2312}
2613
2614 2313
2615/* This writes a rune that contains the appropriate message. 2314/* This writes a rune that contains the appropriate message.
2616 * There really isn't any adjustments we make. 2315 * There really isn't any adjustments we make.
2617 */ 2316 */
2618
2619int 2317int
2620write_mark (object *op, object *spell, const char *msg) 2318write_mark (object *op, object *spell, const char *msg)
2621{ 2319{
2622 char rune[HUGE_BUF];
2623 object *tmp;
2624
2625 if (!msg || msg[0] == 0) 2320 if (!msg || msg[0] == 0)
2626 { 2321 {
2627 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2322 new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2628 return 0; 2323 return 0;
2629 } 2324 }
2630 2325
2631 if (strcasestr_local (msg, "endmsg")) 2326 if (!msg_is_safe (msg))
2632 { 2327 {
2633 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?"); 2328 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?");
2634 LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg); 2329 LOG (llevInfo, "write_mark: player %s tried to write bogus rune %s\n", &op->name, msg);
2635 return 0; 2330 return 0;
2636 } 2331 }
2332
2637 if (!spell->other_arch) 2333 if (!spell->other_arch)
2638 return 0; 2334 return 0;
2335
2639 tmp = arch_to_object (spell->other_arch); 2336 object *tmp = arch_to_object (spell->other_arch);
2640
2641 snprintf (rune, sizeof (rune), "%s\n", msg);
2642 2337
2643 tmp->race = op->name; /*Save the owner of the rune */ 2338 tmp->race = op->name; /*Save the owner of the rune */
2644 tmp->msg = rune; 2339 tmp->msg = msg;
2645 2340
2646 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); 2341 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2342
2647 return 1; 2343 return 1;
2648} 2344}
2345

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