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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.43 by root, Sun Mar 18 03:05:40 2007 UTC vs.
Revision 1.117 by root, Sat Jan 30 23:30:26 2010 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify 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 != NULL; 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 = at->instance ();
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)
273 new_op->nrof = 1; 272 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); 592
590 if (tmp != NULL) 593 if (tmp)
591 {
592 for (i = 0; i < NUM_STATS; i++) 594 for (int i = 0; i < NUM_STATS; i++)
593 { 595 if (tmp->stats.stat (i) < 0)
594 if (get_attr_value (&tmp->stats, i) < 0) 596 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
595 {
596 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i)));
597 }
598 }
599 }
600 } 597 }
601 598
602 if (is_dragon_pl (op)) 599 if (op->is_dragon ())
603 {
604 /* now grab the 'dragon_ability'-force from the player's inventory */ 600 /* now grab the 'dragon_ability'-force from the player's inventory */
605 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 601 for (tmp = op->inv; tmp; tmp = tmp->below)
606 { 602 {
607 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 603 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
608 { 604 {
609 if (tmp->stats.exp == 0) 605 if (tmp->stats.exp == 0)
610 sprintf (buf, "Your metabolism isn't focused on anything."); 606 buf << " - Your metabolism isn't focused on anything.\n";
611 else 607 else
612 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";
613 609
614 new_draw_info (NDI_UNIQUE, 0, op, buf);
615 break; 610 break;
616 } 611 }
617 } 612 }
618 }
619 613
620 return 1; 614 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
621}
622
623/* int cast_create_town_portal (object *op, object *caster, int dir)
624 *
625 * This function cast the spell of town portal for op
626 *
627 * The spell operates in two passes. During the first one a place
628 * is marked as a destination for the portal. During the second one,
629 * 2 portals are created, one in the position the player cast it and
630 * one in the destination place. The portal are synchronized and 2 forces
631 * are inserted in the player to destruct the portal next time player
632 * creates a new portal pair.
633 * This spell has a side effect that it allows people to meet each other
634 * in a permanent, private, appartements by making a town portal from it
635 * to the town or another public place. So, check if the map is unique and if
636 * so return an error
637 *
638 * Code by Tchize (david.delbecq@usa.net)
639 */
640int
641cast_create_town_portal (object *op, object *caster, object *spell, int dir)
642{
643 object *dummy, *force, *old_force;
644 archetype *perm_portal;
645 char portal_name[1024], portal_message[1024];
646 maptile *exitmap;
647 int op_level;
648
649 /* Check to see if the map the player is currently on is a per player unique
650 * map. This can be determined in that per player unique maps have the
651 * full pathname listed.
652 */
653 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
654 {
655 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
656 return 0;
657 }
658
659 /* The first thing to do is to check if we have a marked destination
660 * dummy is used to make a check inventory for the force
661 */
662 dummy = arch_to_object (spell->other_arch);
663 if (dummy == NULL)
664 {
665 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
666 LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name);
667 return 0;
668 }
669
670 force = check_inv_recursive (op, dummy);
671
672 if (force == NULL)
673 {
674 /* Here we know there is no destination marked up.
675 * We have 2 things to do:
676 * 1. Mark the destination in the player inventory.
677 * 2. Let the player know it worked.
678 */
679 dummy->name = op->map->path;
680 EXIT_X (dummy) = op->x;
681 EXIT_Y (dummy) = op->y;
682 insert_ob_in_ob (dummy, op);
683 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You fix this place in your mind.\nYou feel you are able to come here from anywhere.");
684 return 1;
685 }
686
687 dummy->destroy ();
688
689 /* Here we know where the town portal should go to
690 * We should kill any existing portal associated with the player.
691 * Than we should create the 2 portals.
692 * For each of them, we need:
693 * - To create the portal with the name of the player+destination map
694 * - set the owner of the town portal
695 * - To mark the position of the portal in the player's inventory
696 * for easier destruction.
697 *
698 * The mark works has follow:
699 * slaying: Existing town portal
700 * hp, sp : x & y of the associated portal
701 * name : name of the portal
702 * race : map the portal is in
703 */
704
705 /* First step: killing existing town portals */
706 dummy = get_archetype (spell->race);
707 if (dummy == NULL)
708 {
709 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
710 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
711 return 0;
712 }
713
714 perm_portal = archetype::find (spell->slaying);
715
716 /* To kill a town portal, we go trough the player's inventory,
717 * for each marked portal in player's inventory,
718 * -We try load the associated map (if impossible, consider the portal destructed)
719 * -We find any portal in the specified location.
720 * If it has the good name, we destruct it.
721 * -We destruct the force indicating that portal.
722 */
723 while ((old_force = check_inv_recursive (op, dummy)))
724 {
725 exitmap = maptile::find_sync (old_force->race, op->map);
726
727 if (exitmap)
728 {
729 exitmap->load_sync ();
730
731 int exitx = EXIT_X (old_force);
732 int exity = EXIT_Y (old_force);
733
734 for (object *tmp = present_arch (perm_portal, exitmap, exitx, exity); tmp; tmp = tmp->above)
735 {
736 if (tmp->name == old_force->name)
737 {
738 tmp->destroy ();
739 break;
740 }
741 }
742 }
743
744 old_force->destroy ();
745 }
746
747 dummy->destroy ();
748
749 /* Creating the portals.
750 * The very first thing to do is to ensure
751 * access to the destination map.
752 * If we can't, don't fizzle. Simply warn player.
753 * This ensure player pays his mana for the spell
754 * because HE is responsible of forgotting.
755 * 'force' is the destination of the town portal, which we got
756 * from the players inventory above.
757 */
758
759 /* Ensure exit map is loaded */
760 exitmap = maptile::find_sync (force->name);
761
762 /* If we were unable to load (ex. random map deleted), warn player */
763 if (!exitmap)
764 {
765 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
766 force->destroy ();
767 return 1;
768 }
769
770 exitmap->load_sync ();
771
772 op_level = caster_level (caster, spell);
773 if (op_level < 15)
774 snprintf (portal_message, 1024,
775 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
776 &op->name);
777 else if (op_level < 30)
778 snprintf (portal_message, 1024,
779 "\n%s's portal smells of ozone.\nYou do a lot of movements and finally pass\nthrough the small hole in the air\n", &op->name);
780 else if (op_level < 60)
781 snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
782 else
783 snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",
784 &op->name);
785
786 /* Create a portal in front of player
787 * dummy contain the portal and
788 * force contain the track to kill it later
789 */
790 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
791 dummy = get_archetype (spell->slaying); /*The portal */
792 if (dummy == NULL)
793 {
794 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
795 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
796 return 0;
797 }
798
799 EXIT_PATH (dummy) = force->name;
800 EXIT_X (dummy) = EXIT_X (force);
801 EXIT_Y (dummy) = EXIT_Y (force);
802 dummy->name = dummy->name_pl = portal_name;
803 dummy->msg = portal_message;
804 dummy->race = op->name; /*Save the owner of the portal */
805 cast_create_obj (op, caster, dummy, 0);
806
807 /* Now we need to to create a town portal marker inside the player
808 * object, so on future castings, we can know that he has an active
809 * town portal.
810 */
811 object *tmp = get_archetype (spell->race);
812
813 if (!tmp)
814 {
815 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
816 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
817 return 0;
818 }
819
820 tmp->race = op->map->path;
821 tmp->name = portal_name;
822 EXIT_X (tmp) = dummy->x;
823 EXIT_Y (tmp) = dummy->y;
824 op->insert (tmp);
825
826 /* Create a portal in the destination map
827 * dummy contain the portal and
828 * force the track to kill it later
829 * the 'force' variable still contains the 'reminder' of
830 * where this portal goes to.
831 */
832 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &op->map->path);
833 dummy = get_archetype (spell->slaying); /*The portal */
834 if (dummy == NULL)
835 {
836 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
837 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
838 return 0;
839 }
840
841 EXIT_PATH (dummy) = op->map->path;
842 EXIT_X (dummy) = op->x;
843 EXIT_Y (dummy) = op->y;
844 dummy->name = dummy->name_pl = portal_name;
845 dummy->msg = portal_message;
846 dummy->race = op->name; /*Save the owner of the portal */
847 exitmap->insert (dummy, EXIT_X (force), EXIT_Y (force), op);
848
849 /* Now we create another town portal marker that
850 * points back to the one we just made
851 */
852 tmp = get_archetype (spell->race);
853 if (tmp == NULL)
854 {
855 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
856 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
857 return 0;
858 }
859
860 tmp->race = force->name;
861 tmp->name = portal_name;
862 EXIT_X (tmp) = dummy->x;
863 EXIT_Y (tmp) = dummy->y;
864 insert_ob_in_ob (tmp, op);
865
866 /* Describe the player what happened
867 */
868 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
869 force->destroy ();
870 615
871 return 1; 616 return 1;
872} 617}
873 618
874/* This creates magic walls. Really, it can create most any object, 619/* This creates magic walls. Really, it can create most any object,
905 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 650 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
906 return 0; 651 return 0;
907 } 652 }
908 653
909 if (spell_ob->other_arch) 654 if (spell_ob->other_arch)
910 tmp = arch_to_object (spell_ob->other_arch); 655 tmp = spell_ob->other_arch->instance ();
911 else if (spell_ob->race) 656 else if (spell_ob->race)
912 { 657 {
913 char buf1[MAX_BUF]; 658 char buf1[MAX_BUF];
914 659
915 sprintf (buf1, spell_ob->race, dir); 660 sprintf (buf1, spell_ob->race, dir);
919 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 664 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
920 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 665 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
921 return 0; 666 return 0;
922 } 667 }
923 668
924 tmp = arch_to_object (at); 669 tmp = at->instance ();
925 } 670 }
926 else 671 else
927 { 672 {
928 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name); 673 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
929 return 0; 674 return 0;
962 */ 707 */
963 if (tmp->type != EARTHWALL) //TODO 708 if (tmp->type != EARTHWALL) //TODO
964 tmp->set_owner (op); 709 tmp->set_owner (op);
965 710
966 set_spell_skill (op, caster, spell_ob, tmp); 711 set_spell_skill (op, caster, spell_ob, tmp);
967 tmp->level = caster_level (caster, spell_ob) / 2; 712 tmp->level = casting_level (caster, spell_ob) / 2;
968 713
969 name = tmp->name; 714 name = tmp->name;
970 if (!(tmp = m->insert (tmp, x, y, op))) 715 if (!(tmp = m->insert (tmp, x, y, op)))
971 { 716 {
972 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);
973 return 0; 718 return 0;
974 } 719 }
975 720
976 /* 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 */
977 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 722 if (tmp->other_arch && tmp->other_arch->type == SPELL)
978 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 723 insert_ob_in_ob (tmp->other_arch->instance (), tmp);
979 724
980 /* This code causes the wall to extend some distance in 725 /* This code causes the wall to extend some distance in
981 * each direction, or until an obstruction is encountered. 726 * each direction, or until an obstruction is encountered.
982 * posblocked and negblocked help determine how far the 727 * posblocked and negblocked help determine how far the
983 * created wall can extend, it won't go extend through 728 * created wall can extend, it won't go extend through
1002 { 747 {
1003 object *tmp2 = tmp->clone (); 748 object *tmp2 = tmp->clone ();
1004 m->insert (tmp2, x, y, op); 749 m->insert (tmp2, x, y, op);
1005 750
1006 /* 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 */
1007 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 752 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1008 tmp2->insert (arch_to_object (tmp2->other_arch)); 753 tmp2->insert (tmp2->other_arch->instance ());
1009 754
1010 } 755 }
1011 else 756 else
1012 posblocked = 1; 757 posblocked = 1;
1013 758
1019 ((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)
1020 { 765 {
1021 object *tmp2 = tmp->clone (); 766 object *tmp2 = tmp->clone ();
1022 m->insert (tmp2, x, y, op); 767 m->insert (tmp2, x, y, op);
1023 768
1024 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 769 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1025 tmp2->insert (arch_to_object (tmp2->other_arch)); 770 tmp2->insert (tmp2->other_arch->instance ());
1026 } 771 }
1027 else 772 else
1028 negblocked = 1; 773 negblocked = 1;
1029 } 774 }
1030 775
1033 778
1034 return 1; 779 return 1;
1035} 780}
1036 781
1037int 782int
1038dimension_door (object *op, object *caster, object *spob, int dir) 783dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
1039{ 784{
1040 uint32 dist, maxdist; 785 uint32 dist, maxdist;
1041 int mflags; 786 int mflags;
1042 maptile *m; 787 maptile *m;
1043 sint16 sx, sy; 788 sint16 sx, sy;
1054 /* 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
1055 * ever, so put limits in. 800 * ever, so put limits in.
1056 */ 801 */
1057 maxdist = spob->range + SP_level_range_adjust (caster, spob); 802 maxdist = spob->range + SP_level_range_adjust (caster, spob);
1058 803
1059 if (op->contr->count) 804 if (spellparam)
1060 { 805 {
806 int count = atoi (spellparam);
807
1061 if (op->contr->count > maxdist) 808 if (count > maxdist)
1062 { 809 {
1063 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!");
1064 return 0; 811 return 0;
1065 } 812 }
1066 813
1067 for (dist = 0; dist < op->contr->count; dist++) 814 for (dist = 0; dist < count; dist++)
1068 { 815 {
1069 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);
1070 817
1071 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 818 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
1072 break; 819 break;
1073 820
1074 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)))
1075 break; 822 break;
1076 } 823 }
1077 824
1078 if (dist < op->contr->count) 825 if (dist < count)
1079 { 826 {
1080 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");
1081 op->contr->count = 0;
1082 return 0; 828 return 0;
1083 } 829 }
1084
1085 op->contr->count = 0;
1086 830
1087 /* Remove code that puts player on random space on maps. IMO, 831 /* Remove code that puts player on random space on maps. IMO,
1088 * 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,
1089 * 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
1090 * by such squares). Also, there are probably treasure rooms and 834 * by such squares). Also, there are probably treasure rooms and
1141 885
1142 /* Actually move the player now */ 886 /* Actually move the player now */
1143 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)))
1144 return 1; 888 return 1;
1145 889
1146 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
1147 return 1; 892 return 1;
1148} 893}
1149
1150 894
1151/* cast_heal: Heals something. 895/* cast_heal: Heals something.
1152 * op is the caster. 896 * op is the caster.
1153 * dir is the direction he is casting it in. 897 * dir is the direction he is casting it in.
1154 * spell is the spell object. 898 * spell is the spell object.
1181 { 925 {
1182 /* See how many points we actually heal. Instead of messages 926 /* See how many points we actually heal. Instead of messages
1183 * based on type of spell, we instead do messages based 927 * based on type of spell, we instead do messages based
1184 * on amount of damage healed. 928 * on amount of damage healed.
1185 */ 929 */
1186 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 930 if (heal > tmp->stats.maxhp - tmp->stats.hp)
1187 heal = tmp->stats.maxhp - tmp->stats.hp; 931 heal = tmp->stats.maxhp - tmp->stats.hp;
932
1188 tmp->stats.hp += heal; 933 tmp->stats.hp += heal;
1189 934
1190 if (tmp->stats.hp >= tmp->stats.maxhp) 935 if (tmp->stats.hp >= tmp->stats.maxhp)
1191 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 936 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1192 else if (heal > 50) 937 else if (heal > 50)
1201 success = 1; 946 success = 1;
1202 } 947 }
1203 } 948 }
1204 949
1205 if (spell->attacktype & AT_DISEASE) 950 if (spell->attacktype & AT_DISEASE)
1206 if (cure_disease (tmp, op)) 951 if (cure_disease (tmp, op, spell))
1207 success = 1; 952 success = 1;
1208 953
1209 if (spell->attacktype & AT_POISON) 954 if (spell->attacktype & AT_POISON)
1210 { 955 {
1211 at = archetype::find ("poisoning"); 956 at = archetype::find (shstr_poisoning);
1212 poison = present_arch_in_ob (at, tmp); 957 poison = present_arch_in_ob (at, tmp);
1213 if (poison) 958 if (poison)
1214 { 959 {
1215 success = 1; 960 success = 1;
1216 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 961 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1218 } 963 }
1219 } 964 }
1220 965
1221 if (spell->attacktype & AT_CONFUSION) 966 if (spell->attacktype & AT_CONFUSION)
1222 { 967 {
1223 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 968 poison = present_in_ob_by_name (FORCE, shstr_confusion, tmp);
1224 if (poison) 969 if (poison)
1225 { 970 {
1226 success = 1; 971 success = 1;
1227 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 972 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1228 poison->duration = 1; 973 poison->duration = 1;
1229 } 974 }
1230 } 975 }
1231 976
1232 if (spell->attacktype & AT_BLIND) 977 if (spell->attacktype & AT_BLIND)
1233 { 978 {
1234 at = archetype::find ("blindness"); 979 at = archetype::find (shstr_blindness);
1235 poison = present_arch_in_ob (at, tmp); 980 poison = present_arch_in_ob (at, tmp);
1236 if (poison) 981 if (poison)
1237 { 982 {
1238 success = 1; 983 success = 1;
1239 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.");
1260 } 1005 }
1261 1006
1262 if (spell->stats.food && tmp->stats.food < 999) 1007 if (spell->stats.food && tmp->stats.food < 999)
1263 { 1008 {
1264 tmp->stats.food += spell->stats.food; 1009 tmp->stats.food += spell->stats.food;
1010
1265 if (tmp->stats.food > 999) 1011 if (tmp->stats.food > 999)
1266 tmp->stats.food = 999; 1012 tmp->stats.food = 999;
1013
1267 success = 1; 1014 success = 1;
1268 /* 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 */
1269 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");
1270 } 1017 }
1271 1018
1272 return success; 1019 return success;
1273} 1020}
1274
1275 1021
1276/* 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
1277 * 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
1278 * good comments for those. 1024 * good comments for those.
1279 */ 1025 */
1280static const char *const no_gain_msgs[NUM_STATS] = { 1026static const char *const no_gain_msgs[NUM_STATS] = {
1281 "You grow no stronger.", 1027 "You grow no stronger.",
1282 "You grow no more agile.", 1028 "You grow no more agile.",
1283 "You don't feel any healthier.", 1029 "You don't feel any healthier.",
1284 "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."
1285 "You are no easier to look at.", 1033 "You are no easier to look at.",
1286 "no int",
1287 "no pow"
1288}; 1034};
1289 1035
1290int 1036int
1037change_ability_duration (object *spell, object *caster)
1038{
1039 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1040}
1041
1042int
1291cast_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)
1292{ 1044{
1293 object *force = NULL; 1045 object *force = 0;
1294 int i; 1046 int i;
1295 1047
1296 /* 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. */
1297 object *tmp = dir 1049 object *tmp = dir
1298 ? find_target_for_friendly_spell (op, dir) 1050 ? find_target_for_friendly_spell (op, dir)
1299 : op; 1051 : op;
1300 1052
1301 if (!tmp) 1053 if (!tmp)
1302 return 0; 1054 return 0;
1303 1055
1304 /* 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. */
1312 break; 1064 break;
1313 } 1065 }
1314 else if (spell_ob->race && spell_ob->race == tmp2->name) 1066 else if (spell_ob->race && spell_ob->race == tmp2->name)
1315 { 1067 {
1316 if (!silent) 1068 if (!silent)
1317 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
1318 return 0; 1073 return 0;
1319 } 1074 }
1320 } 1075 }
1321 } 1076 }
1077
1078 int duration = change_ability_duration (spell_ob, caster);
1079
1322 if (force == NULL) 1080 if (force)
1323 {
1324 force = get_archetype (FORCE_NAME);
1325 force->subtype = FORCE_CHANGE_ABILITY;
1326 if (spell_ob->race)
1327 force->name = spell_ob->race;
1328 else
1329 force->name = spell_ob->name;
1330 force->name_pl = spell_ob->name;
1331 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1332
1333 } 1081 {
1334 else
1335 {
1336 int duration;
1337
1338 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1339 if (duration > force->duration) 1082 if (duration > force->duration)
1340 { 1083 {
1341 force->duration = duration; 1084 force->duration = duration;
1342 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.");
1343 } 1086 }
1344 else 1087 else
1345 {
1346 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.");
1347 } 1089
1348 return 1; 1090 return 1;
1349 } 1091 }
1350 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
1351 force->speed = 1.0; 1108 force->speed = 1.0;
1352 force->speed_left = -1.0; 1109 force->speed_left = -1.0;
1353 SET_FLAG (force, FLAG_APPLIED); 1110 SET_FLAG (force, FLAG_APPLIED);
1354 1111
1355 /* Now start processing the effects. First, protections */ 1112 /* Now start processing the effects. First, protections */
1360 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);
1361 if (force->resist[i] > 100) 1118 if (force->resist[i] > 100)
1362 force->resist[i] = 100; 1119 force->resist[i] = 100;
1363 } 1120 }
1364 } 1121 }
1122
1365 if (spell_ob->stats.hp) 1123 if (spell_ob->stats.hp)
1366 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);
1367 1125
1368 if (tmp->type == PLAYER) 1126 if (tmp->type == PLAYER)
1369 { 1127 {
1370 /* Stat adjustment spells */ 1128 /* Stat adjustment spells */
1371 for (i = 0; i < NUM_STATS; i++) 1129 for (i = 0; i < NUM_STATS; i++)
1372 { 1130 {
1373 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; 1131 if (sint8 stat = spell_ob->stats.stat (i))
1374
1375 if (stat)
1376 { 1132 {
1377 sm = 0; 1133 sint8 sm = 0;
1378 for (k = 0; k < stat; k++) 1134 for (sint8 k = 0; k < stat; k++)
1379 sm += rndm (1, 3); 1135 sm += rndm (1, 3);
1380 1136
1381 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) 1137 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1382 { 1138 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1383 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); 1139
1384 if (sm < 0) 1140 force->stats.stat (i) = sm;
1385 sm = 0; 1141
1386 }
1387 set_attr_value (&force->stats, i, sm);
1388 if (!sm) 1142 if (!sm)
1389 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); 1143 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1390 } 1144 }
1391 } 1145 }
1392 } 1146 }
1413 force->attacktype = spell_ob->attacktype; 1167 force->attacktype = spell_ob->attacktype;
1414 1168
1415 insert_ob_in_ob (force, tmp); 1169 insert_ob_in_ob (force, tmp);
1416 change_abil (tmp, force); /* Mostly to display any messages */ 1170 change_abil (tmp, force); /* Mostly to display any messages */
1417 tmp->update_stats (); 1171 tmp->update_stats ();
1172
1418 return 1; 1173 return 1;
1419} 1174}
1420 1175
1421/* 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
1422 * 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
1423 * of the caster. 1178 * of the caster.
1424 */ 1179 */
1425
1426int 1180int
1427cast_bless (object *op, object *caster, object *spell_ob, int dir) 1181cast_bless (object *op, object *caster, object *spell_ob, int dir)
1428{ 1182{
1429 int i; 1183 int i;
1430 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1184 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1431 1185
1432 /* 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. */
1433 if (dir != 0) 1187 if (dir != 0)
1434 { 1188 {
1435 tmp = find_target_for_friendly_spell (op, dir); 1189 tmp = find_target_for_friendly_spell (op, dir);
1190
1191 if (!tmp)
1192 return 0;
1436 } 1193 }
1437 else 1194 else
1438 {
1439 tmp = op; 1195 tmp = op;
1440 }
1441 1196
1442 /* 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. */
1443 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1198 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1444 { 1199 {
1445 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1200 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1446 { 1201 {
1447 if (tmp2->name == spell_ob->name) 1202 if (tmp2->name == spell_ob->name)
1448 { 1203 {
1454 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);
1455 return 0; 1210 return 0;
1456 } 1211 }
1457 } 1212 }
1458 } 1213 }
1214
1459 if (force == NULL) 1215 if (force == NULL)
1460 { 1216 {
1461 force = get_archetype (FORCE_NAME); 1217 force = get_archetype (FORCE_NAME);
1462 force->subtype = FORCE_CHANGE_ABILITY; 1218 force->subtype = FORCE_CHANGE_ABILITY;
1463 if (spell_ob->race) 1219 if (spell_ob->race)
1494 } 1250 }
1495 else 1251 else
1496 { 1252 {
1497 /* Only give out good benefits, and put a max on it */ 1253 /* Only give out good benefits, and put a max on it */
1498 for (i = 0; i < NROFATTACKS; i++) 1254 for (i = 0; i < NROFATTACKS; i++)
1499 {
1500 if (god->resist[i] > 0) 1255 if (god->resist[i] > 0)
1501 {
1502 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]);
1503 } 1257
1504 }
1505 force->path_attuned |= god->path_attuned; 1258 force->path_attuned |= god->path_attuned;
1506 1259
1507 if (spell_ob->attacktype) 1260 if (spell_ob->attacktype)
1508 force->slaying = god->slaying; 1261 force->slaying = god->slaying;
1509 1262
1528} 1281}
1529 1282
1530/* Alchemy code by Mark Wedel 1283/* Alchemy code by Mark Wedel
1531 * 1284 *
1532 * This code adds a new spell, called alchemy. Alchemy will turn 1285 * This code adds a new spell, called alchemy. Alchemy will turn
1533 * objects to gold nuggets, the value of the gold nuggets being 1286 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1534 * about 90% of that of the item itself. It uses the value of the
1535 * object before charisma adjustments, because the nuggets themselves
1536 * will be will be adjusted by charisma when sold.
1537 * 1287 *
1538 * 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
1539 * the maximum number of large nuggets you could get. 1289 * itself. It uses the value of the object before charisma adjustments,
1540 * 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
1541 * to the max amount of small nuggets as you could get. 1291 * when sold.
1542 *
1543 * For example, if an item is worth 110 gold, you will get
1544 * 4 large nuggets, and from 0-10 small nuggets.
1545 * 1292 *
1546 * 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
1547 * 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
1548 * alchemised. 1295 * alchemised.
1549 */ 1296 */
1550static void 1297static void
1551alchemy_object (object *obj, uint64 &total_value, int &total_weight) 1298alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1552{ 1299{
1553 uint64 value = query_cost (obj, NULL, F_TRUE); 1300 uint64 value = query_cost (obj, NULL, F_TRUE);
1554 1301
1555 /* Give third price when we alchemy money (This should hopefully 1302 /* Give third price when we alchemy money (this should hopefully
1556 * 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
1557 * the nuggets, alchemy the gold from that, etc. 1304 * the nuggets, alchemy the gold from that, etc.
1558 * Otherwise, give 9 silver on the gold for other objects, 1305 * Otherwise, give 9 silver on the gold for other objects,
1559 * so that it would still be more affordable to haul 1306 * so that it would still be more affordable to haul
1560 * the stuff back to town. 1307 * the stuff back to town.
1572 total_weight += obj->total_weight (); 1319 total_weight += obj->total_weight ();
1573 1320
1574 obj->destroy (); 1321 obj->destroy ();
1575} 1322}
1576 1323
1577static void
1578update_map (object *op, maptile *m, int small_nuggets, object *small, int large_nuggets, object *large, int x, int y)
1579{
1580 int flag = 0;
1581
1582 /* Put any nuggets below the player, but we can only pass this
1583 * flag if we are on the same space as the player
1584 */
1585 if (x == op->x && y == op->y && op->map == m)
1586 flag = INS_BELOW_ORIGINATOR;
1587
1588 if (small_nuggets)
1589 {
1590 object *tmp = small->clone ();
1591 tmp->nrof = small_nuggets;
1592 m->insert (tmp, x, y, op, flag);
1593 }
1594
1595 if (large_nuggets)
1596 {
1597 object *tmp = large->clone ();
1598 tmp->nrof = large_nuggets;
1599 m->insert (tmp, x, y, op, flag);
1600 }
1601
1602 if (object *pl = m->at (x, y).player ())
1603 if (pl->contr->ns)
1604 pl->contr->ns->look_position = 0;
1605}
1606
1607int 1324int
1608alchemy (object *op, object *caster, object *spell_ob) 1325alchemy (object *op, object *caster, object *spell_ob)
1609{ 1326{
1610 if (op->type != PLAYER) 1327 if (op->type != PLAYER)
1611 return 0; 1328 return 0;
1612 1329
1613 object *large = get_archetype ("largenugget"); 1330 archetype *nugget[3];
1614 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);
1615 1335
1616 /* 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
1617 * some, and also prevents people from alchemising every table/chair/clock 1337 * some, and also prevents people from alchemising every table/chair/clock
1618 * in sight 1338 * in sight
1619 */ 1339 */
1671 if (weight > weight_max) 1391 if (weight > weight_max)
1672 break; 1392 break;
1673 } 1393 }
1674 } 1394 }
1675 1395
1396 value -= rndm (value >> 4);
1676 value = min (value, value_max); 1397 value = min (value, value_max);
1677 1398
1678 uint64 count = value / large->value; 1399 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1679 int large_nuggets = count; 1400 if (int nrof = value / nugget [i]->value)
1680 value -= count * large->value;
1681
1682 count = value / small->value;
1683 int small_nuggets = count;
1684
1685 /* Insert all the nuggets at one time. This probably saves time, but
1686 * it also prevents us from alcheming nuggets that were just created
1687 * with this spell.
1688 */ 1401 {
1689 update_map (op, mp, small_nuggets, small, large_nuggets, large, nx, ny); 1402 value -= nrof * nugget[i]->value;
1403
1404 object *tmp = nugget[i]->instance ();
1405 tmp->nrof = nrof;
1406 tmp->flag [FLAG_IDENTIFIED] = true;
1407 op->map->insert (tmp, x, y, op, 0);
1408 }
1690 1409
1691 if (weight > weight_max) 1410 if (weight > weight_max)
1692 goto bailout; 1411 goto bailout;
1693 } 1412 }
1694 } 1413 }
1695 1414
1696bailout: 1415bailout:
1697 large->destroy ();
1698 small->destroy ();
1699 return 1; 1416 return 1;
1700} 1417}
1701
1702 1418
1703/* This function removes the cursed/damned status on equipped 1419/* This function removes the cursed/damned status on equipped
1704 * items. 1420 * items.
1705 */ 1421 */
1706int 1422int
1707remove_curse (object *op, object *caster, object *spell) 1423remove_curse (object *op, object *caster, object *spell)
1708{ 1424{
1709 object *tmp;
1710 int success = 0, was_one = 0; 1425 int success = 0, was_one = 0;
1711 1426
1712 for (tmp = op->inv; tmp; tmp = tmp->below) 1427 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1713 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1428 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1714 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1429 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1715 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1430 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1716 { 1431 {
1717 was_one++; 1432 was_one++;
1433
1718 if (tmp->level <= caster_level (caster, spell)) 1434 if (tmp->level <= casting_level (caster, spell))
1719 { 1435 {
1720 success++; 1436 success++;
1721 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1437 if (QUERY_FLAG (spell, FLAG_DAMNED))
1722 CLEAR_FLAG (tmp, FLAG_DAMNED); 1438 CLEAR_FLAG (tmp, FLAG_DAMNED);
1723 1439
1724 CLEAR_FLAG (tmp, FLAG_CURSED); 1440 CLEAR_FLAG (tmp, FLAG_CURSED);
1725 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1441 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1726 tmp->value = 0; /* Still can't sell it */ 1442 tmp->value = 0; /* Still can't sell it */
1727 if (op->type == PLAYER) 1443
1444 if (object *pl = tmp->visible_to ())
1728 esrv_send_item (op, tmp); 1445 esrv_update_item (UPD_FLAGS, pl, tmp);
1729 } 1446 }
1730 } 1447 }
1731 1448
1732 if (op->type == PLAYER) 1449 if (op->type == PLAYER)
1733 { 1450 {
1744 1461
1745 return success; 1462 return success;
1746} 1463}
1747 1464
1748/* Identifies objects in the players inventory/on the ground */ 1465/* Identifies objects in the players inventory/on the ground */
1749
1750int 1466int
1751cast_identify (object *op, object *caster, object *spell) 1467cast_identify (object *op, object *caster, object *spell)
1752{ 1468{
1753 object *tmp; 1469 object *tmp;
1754 int success = 0, num_ident; 1470 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1755 1471
1756 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));
1757
1758 if (num_ident < 1)
1759 num_ident = 1;
1760 1473
1761 for (tmp = op->inv; tmp; tmp = tmp->below) 1474 for (tmp = op->inv; tmp; tmp = tmp->below)
1762 { 1475 {
1763 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1476 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1764 { 1477 {
1765 identify (tmp); 1478 identify (tmp);
1766 1479
1767 if (op->type == PLAYER) 1480 if (op->type == PLAYER)
1768 { 1481 {
1769 new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op)); 1482 buf.printf ("You identified: %s.\r", long_desc (tmp, op));
1770 1483
1771 if (tmp->msg) 1484 if (tmp->msg)
1772 { 1485 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1773 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1774 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1775 }
1776 } 1486 }
1777 1487
1778 num_ident--;
1779 success = 1;
1780 if (!num_ident) 1488 if (!--num_ident)
1781 break; 1489 break;
1782 } 1490 }
1783 } 1491 }
1784 1492
1785 /* 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
1786 * stuff on the floor. Only identify stuff on the floor if the spell 1494 * stuff on the floor. Only identify stuff on the floor if the spell
1787 * was not fully used. 1495 * was not fully used.
1788 */ 1496 */
1789 if (num_ident) 1497 if (num_ident)
1790 { 1498 {
1791 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1499 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1792 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1500 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1793 { 1501 {
1794 identify (tmp); 1502 identify (tmp);
1795 1503
1796 if (op->type == PLAYER) 1504 if (object *pl = tmp->visible_to ())
1797 { 1505 {
1798 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op)); 1506 buf.printf ("On the ground you identified: %s.\r", long_desc (tmp, op));
1799 1507
1800 if (tmp->msg) 1508 if (tmp->msg)
1801 { 1509 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1802 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1803 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1804 }
1805
1806 esrv_send_item (op, tmp);
1807 } 1510 }
1808 1511
1809 num_ident--;
1810 success = 1;
1811 if (!num_ident) 1512 if (!--num_ident)
1812 break; 1513 break;
1813 } 1514 }
1814 } 1515 }
1815 1516
1816 if (!success) 1517 if (buf.empty ())
1817 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 }
1818 else 1522 else
1523 {
1524 if (op->contr)
1525 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1526
1819 spell_effect (spell, op->x, op->y, op->map, op); 1527 spell_effect (spell, op->x, op->y, op->map, op);
1820 1528 return 1;
1821 return success; 1529 }
1822} 1530}
1823 1531
1824int 1532int
1825cast_detection (object *op, object *caster, object *spell, object *skill) 1533cast_detection (object *op, object *caster, object *spell, object *skill)
1826{ 1534{
1831 1539
1832 /* 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
1833 * doing it over and over again. 1541 * doing it over and over again.
1834 */ 1542 */
1835 god = find_god (determine_god (op)); 1543 god = find_god (determine_god (op));
1836 level = caster_level (caster, spell); 1544 level = casting_level (caster, spell);
1837 range = spell->range + SP_level_range_adjust (caster, spell); 1545 range = spell->range + SP_level_range_adjust (caster, spell);
1838 1546
1839 if (!skill) 1547 if (!skill)
1840 skill = caster; 1548 skill = caster;
1841 1549
1842 for (x = op->x - range; x <= op->x + range; x++) 1550 unordered_mapwalk (op, -range, -range, range, range)
1843 for (y = op->y - range; y <= op->y + range; y++)
1844 { 1551 {
1845 m = op->map;
1846 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1847 if (mflags & P_OUT_OF_MAP)
1848 continue;
1849
1850 /* For most of the detections, we only detect objects above the 1552 /* For most of the detections, we only detect objects above the
1851 * floor. But this is not true for show invisible. 1553 * floor. But this is not true for show invisible.
1852 * Basically, we just go and find the top object and work 1554 * Basically, we just go and find the top object and work
1853 * down - that is easier than working up. 1555 * down - that is easier than working up.
1854 */ 1556 */
1855 1557
1856 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)
1857 last = tmp; 1559 last = tmp;
1858 1560
1859 /* 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
1860 * would happen. 1562 * would happen.
1861 */ 1563 */
1862 if (!last) 1564 if (!last)
1863 continue; 1565 continue;
1864 1566
1865 done_one = 0; 1567 done_one = 0;
1866 floor = 0; 1568 floor = 0;
1867 detect = NULL; 1569 detect = NULL;
1868 for (tmp = last; tmp; tmp = tmp->below) 1570 for (tmp = last; tmp; tmp = tmp->below)
1869 { 1571 {
1870 /* show invisible */ 1572 /* show invisible */
1871 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1573 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1872 /* Might there be other objects that we can make visible? */ 1574 /* Might there be other objects that we can make visible? */
1873 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1575 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER)
1874 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1576 || (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ))
1875 tmp->type == CF_HANDLE || 1577 || tmp->type == T_HANDLE
1876 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
1877 tmp->type == BUTTON || tmp->type == TELEPORTER || 1582 || tmp->type == TELEPORTER
1583 || tmp->type == GATE
1878 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1584 || tmp->type == LOCKED_DOOR
1879 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN || 1585 || tmp->type == WEAPON
1586 || tmp->type == ALTAR
1587 || tmp->type == SIGN
1880 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1588 || tmp->type == TRIGGER_PEDESTAL
1881 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)))
1882 { 1594 {
1883 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)
1884 { 1596 {
1885 tmp->invisible = 0; 1597 tmp->invisible = 0;
1886 done_one = 1; 1598 done_one = 1;
1887 } 1599 }
1888 } 1600 }
1889 1601
1890 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1602 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1891 floor = 1; 1603 floor = 1;
1892 1604
1893 /* All detections below this point don't descend beneath the floor, 1605 /* All detections below this point don't descend beneath the floor,
1894 * 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
1895 * 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
1896 * 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.
1897 */ 1609 */
1898 if (floor) 1610 if (floor)
1899 continue; 1611 continue;
1900 1612
1901 /* I had thought about making detect magic and detect curse 1613 /* I had thought about making detect magic and detect curse
1902 * 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.
1903 * 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
1904 * difficult to see what object is magical/cursed, so the 1616 * difficult to see what object is magical/cursed, so the
1905 * effect wouldn't be as apparant. 1617 * effect wouldn't be as apparent.
1906 */ 1618 */
1907 1619
1908 /* detect magic */ 1620 /* detect magic */
1909 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && 1621 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1910 !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))
1911 { 1623 {
1912 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1624 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1913 /* make runes more visibile */ 1625 /* make runes more visibile */
1914 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC) 1626 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1915 tmp->stats.Cha /= 4; 1627 tmp->stats.Cha /= 4;
1628
1916 done_one = 1; 1629 done_one = 1;
1917 } 1630 }
1631
1918 /* detect monster */ 1632 /* detect monster */
1919 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))
1920 { 1634 {
1921 done_one = 2; 1635 done_one = 2;
1636
1922 if (!detect) 1637 if (!detect)
1923 detect = tmp; 1638 detect = tmp;
1924 } 1639 }
1640
1925 /* 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
1926 * 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
1927 * race must match. 1643 * race must match.
1928 */ 1644 */
1929 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race && 1645 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1930 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) || 1646 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1931 (strstr (spell->race, tmp->race)))) 1647 spell->race.contains (tmp->race)))
1932 { 1648 {
1933 done_one = 2; 1649 done_one = 2;
1650
1934 if (!detect) 1651 if (!detect)
1935 detect = tmp; 1652 detect = tmp;
1936 } 1653 }
1654
1937 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) &&
1938 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1656 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1939 { 1657 {
1940 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1658 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1941 done_one = 1; 1659 done_one = 1;
1942 } 1660 }
1943 } /* for stack of objects on this space */ 1661 } /* for stack of objects on this space */
1944 1662
1945 /* 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
1946 * where the magic is. 1664 * where the magic is.
1947 */ 1665 */
1948 if (done_one) 1666 if (done_one)
1949 { 1667 {
1950 object *detect_ob = arch_to_object (spell->other_arch); 1668 object *detect_ob = spell->other_arch->instance ();
1951 1669
1952 /* if this is set, we want to copy the face */ 1670 /* if this is set, we want to copy the face */
1953 if (done_one == 2 && detect) 1671 if (done_one == 2 && detect)
1954 { 1672 {
1955 detect_ob->face = detect->face; 1673 detect_ob->face = detect->face;
1956 detect_ob->animation_id = detect->animation_id; 1674 detect_ob->animation_id = detect->animation_id;
1957 detect_ob->anim_speed = detect->anim_speed; 1675 detect_ob->anim_speed = detect->anim_speed;
1958 detect_ob->last_anim = 0; 1676 detect_ob->last_anim = 0;
1959 /* by default, the detect_ob is already animated */ 1677 /* by default, the detect_ob is already animated */
1960 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1678 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
1961 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1679 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
1962 } 1680 }
1963 1681
1964 m->insert (detect_ob, nx, ny, op); 1682 m->insert (detect_ob, nx, ny, op);
1965 } 1683 }
1966 } /* for processing the surrounding spaces */ 1684 } /* for processing the surrounding spaces */
1967 1685
1968 1686
1969 /* 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 */
1970 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))
1971 { 1689 {
1972 done_one = 0; 1690 done_one = 0;
1691
1973 for (tmp = op->inv; tmp; tmp = tmp->below) 1692 for (tmp = op->inv; tmp; tmp = tmp->below)
1974 { 1693 {
1975 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1694 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1976 { 1695 {
1977 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))
1978 { 1697 {
1979 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1698 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1980 if (op->type == PLAYER) 1699
1700 if (object *pl = tmp->visible_to ())
1981 esrv_send_item (op, tmp); 1701 esrv_update_item (UPD_FLAGS, pl, tmp);
1982 } 1702 }
1703
1983 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) &&
1984 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1705 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1985 { 1706 {
1986 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1707 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1987 if (op->type == PLAYER) 1708
1709 if (object *pl = tmp->visible_to ())
1988 esrv_send_item (op, tmp); 1710 esrv_update_item (UPD_FLAGS, pl, tmp);
1989 } 1711 }
1990 } /* if item is not identified */ 1712 } /* if item is not identified */
1991 } /* for the players inventory */ 1713 } /* for the players inventory */
1992 } /* if detect magic/curse and object is a player */ 1714 } /* if detect magic/curse and object is a player */
1715
1993 return 1; 1716 return 1;
1994} 1717}
1995 1718
1996 1719
1997/** 1720/**
2010 1733
2011 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.");
2012 1735
2013 if (victim->stats.sp >= victim->stats.maxsp * 2) 1736 if (victim->stats.sp >= victim->stats.maxsp * 2)
2014 { 1737 {
2015 object *tmp;
2016
2017 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1738 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
2018
2019 /* Explodes a fireball centered at player */
2020 tmp = get_archetype (EXPLODING_FIREBALL);
2021 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
2022 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
2023
2024 tmp->insert_at (victim);
2025 victim->stats.sp = 2 * victim->stats.maxsp; 1739 victim->stats.sp = 2 * victim->stats.maxsp;
1740 create_exploding_ball_at (victim, caster_level);
2026 } 1741 }
2027 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1742 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
2028 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.");
2029 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1744 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2030 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!");
2031 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1746 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2032 { 1747 {
2033 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1748 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2079 } 1794 }
2080 /* give sp */ 1795 /* give sp */
2081 if (spell->stats.dam > 0) 1796 if (spell->stats.dam > 0)
2082 { 1797 {
2083 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);
2084 charge_mana_effect (plyr, caster_level (caster, spell)); 1799 charge_mana_effect (plyr, casting_level (caster, spell));
2085 return 1; 1800 return 1;
2086 } 1801 }
2087 /* suck sp away. Can't suck sp from yourself */ 1802 /* suck sp away. Can't suck sp from yourself */
2088 else if (op != plyr) 1803 else if (op != plyr)
2089 { 1804 {
2101 /* Player doesn't get full credit */ 1816 /* Player doesn't get full credit */
2102 sucked = (sucked * rate) / 100; 1817 sucked = (sucked * rate) / 100;
2103 op->stats.sp += sucked; 1818 op->stats.sp += sucked;
2104 if (sucked > 0) 1819 if (sucked > 0)
2105 { 1820 {
2106 charge_mana_effect (op, caster_level (caster, spell)); 1821 charge_mana_effect (op, casting_level (caster, spell));
2107 } 1822 }
2108 } 1823 }
2109 return 1; 1824 return 1;
2110 } 1825 }
2111 return 0; 1826 return 0;
2153 /* Basically, if the object is magical and not counterspell, 1868 /* Basically, if the object is magical and not counterspell,
2154 * we will more or less remove the object. Don't counterspell 1869 * we will more or less remove the object. Don't counterspell
2155 * monsters either. 1870 * monsters either.
2156 */ 1871 */
2157 1872
2158 if (head->attacktype & AT_MAGIC && 1873 if (head->attacktype & AT_MAGIC
2159 !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level)) 1874 && !(head->attacktype & AT_COUNTERSPELL)
1875 && !QUERY_FLAG (head, FLAG_MONSTER)
1876 && (op->level > head->level))
2160 head->destroy (); 1877 head->destroy ();
2161 else 1878 else
2162 switch (head->type) 1879 switch (head->type)
2163 { 1880 {
2164 case SPELL_EFFECT: 1881 case SPELL_EFFECT:
1882 // XXX: Don't affect floor spelleffects. See also XXX comment
1883 // about sanctuary in spell_util.C
1884 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1885 continue;
1886
2165 if (op->level > head->level) 1887 if (op->level > head->level)
2166 head->destroy (); 1888 head->destroy ();
2167 1889
2168 break; 1890 break;
2169 1891
2180 break; 1902 break;
2181 } 1903 }
2182 } 1904 }
2183} 1905}
2184 1906
2185
2186
2187/* cast_consecrate() - a spell to make an altar your god's */ 1907/* cast_consecrate() - a spell to make an altar your god's */
2188int 1908int
2189cast_consecrate (object *op, object *caster, object *spell) 1909cast_consecrate (object *op, object *caster, object *spell)
2190{ 1910{
2191 char buf[MAX_BUF]; 1911 char buf[MAX_BUF];
2203 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1923 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2204 break; 1924 break;
2205 if (tmp->type == HOLY_ALTAR) 1925 if (tmp->type == HOLY_ALTAR)
2206 { 1926 {
2207 1927
2208 if (tmp->level > caster_level (caster, spell)) 1928 if (tmp->level > casting_level (caster, spell))
2209 { 1929 {
2210 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);
2211 return 0; 1931 return 0;
2212 } 1932 }
2213 else 1933 else
2214 { 1934 {
2215 /* If we got here, we are consecrating an altar */ 1935 /* If we got here, we are consecrating an altar */
2216 sprintf (buf, "Altar of %s", &god->name); 1936 sprintf (buf, "Altar of %s", &god->name);
2217 tmp->name = buf; 1937 tmp->name = buf;
2218 tmp->level = caster_level (caster, spell); 1938 tmp->level = casting_level (caster, spell);
2219 tmp->other_arch = god->arch; 1939 tmp->other_arch = god->arch;
1940
2220 if (op->type == PLAYER) 1941 if (op->type == PLAYER)
2221 esrv_update_item (UPD_NAME, op, tmp); 1942 esrv_update_item (UPD_NAME, op, tmp);
1943
2222 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);
2223 return 1; 1945 return 1;
2224 } 1946 }
2225 } 1947 }
2226 } 1948 }
2236 * This code was very odd - code early on would only let players use the spell, 1958 * This code was very odd - code early on would only let players use the spell,
2237 * yet the code wass full of player checks. I've presumed that the code 1959 * yet the code wass full of player checks. I've presumed that the code
2238 * that only let players use it was correct, and removed all the other 1960 * that only let players use it was correct, and removed all the other
2239 * player checks. MSW 2003-01-06 1961 * player checks. MSW 2003-01-06
2240 */ 1962 */
2241
2242int 1963int
2243animate_weapon (object *op, object *caster, object *spell, int dir) 1964animate_weapon (object *op, object *caster, object *spell, int dir)
2244{ 1965{
2245 object *weapon, *tmp; 1966 object *weapon, *tmp;
2246 char buf[MAX_BUF]; 1967 char buf[MAX_BUF];
2247 int a, i; 1968 int a, i;
2248 sint16 x, y; 1969 sint16 x, y;
2249 maptile *m; 1970 maptile *m;
2250 materialtype_t *mt;
2251 1971
2252 if (!spell->other_arch) 1972 if (!spell->other_arch)
2253 { 1973 {
2254 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1974 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2255 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);
2258 /* exit if it's not a player using this spell. */ 1978 /* exit if it's not a player using this spell. */
2259 if (op->type != PLAYER) 1979 if (op->type != PLAYER)
2260 return 0; 1980 return 0;
2261 1981
2262 /* if player already has a golem, abort */ 1982 /* if player already has a golem, abort */
2263 if (op->contr->ranges[range_golem]) 1983 if (object *golem = op->contr->golem)
2264 { 1984 {
2265 control_golem (op->contr->ranges[range_golem], dir); 1985 control_golem (golem, dir);
2266 return 0; 1986 return 0;
2267 } 1987 }
2268 1988
2269 /* if no direction specified, pick one */ 1989 /* if no direction specified, pick one */
2270 if (!dir) 1990 if (!dir)
2271 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);
2272 1992
2273 m = op->map; 1993 m = op->map;
2274 x = op->x + freearr_x[dir]; 1994 x = op->x + freearr_x[dir];
2275 y = op->y + freearr_y[dir]; 1995 y = op->y + freearr_y[dir];
2276 1996
2277 /* if there's no place to put the golem, abort */ 1997 /* if there's no place to put the golem, abort */
2278 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)
2279 ((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))
2280 { 2000 {
2281 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.");
2282 return 0; 2002 return 0;
2283 } 2003 }
2284 2004
2288 if (!weapon) 2008 if (!weapon)
2289 { 2009 {
2290 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!");
2291 return 0; 2011 return 0;
2292 } 2012 }
2013
2293 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2014 if (spell->race && weapon->arch->archname != spell->race)
2294 { 2015 {
2295 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.");
2296 return 0; 2017 return 0;
2297 } 2018 }
2019
2298 if (weapon->type != WEAPON) 2020 if (weapon->type != WEAPON)
2299 { 2021 {
2300 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.");
2301 return 0; 2023 return 0;
2302 } 2024 }
2025
2303 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2026 if (QUERY_FLAG (weapon, FLAG_APPLIED))
2304 { 2027 {
2305 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));
2306 return 0; 2029 return 0;
2307 } 2030 }
2308 2031
2309 if (weapon->nrof > 1) 2032 weapon = weapon->split ();
2310 {
2311 tmp = get_split_ob (weapon, 1);
2312 esrv_send_item (op, weapon);
2313 weapon = tmp;
2314 }
2315 2033
2316 /* create the golem object */ 2034 /* create the golem object */
2317 tmp = arch_to_object (spell->other_arch); 2035 tmp = spell->other_arch->instance ();
2318 2036
2319 /* 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 */
2320 CLEAR_FLAG (tmp, FLAG_MONSTER); 2038 CLEAR_FLAG (tmp, FLAG_MONSTER);
2321 tmp->stats.exp = 0; 2039 tmp->stats.exp = 0;
2322 add_friendly_object (tmp); 2040 add_friendly_object (tmp);
2323 tmp->type = GOLEM; 2041 tmp->type = GOLEM;
2324 tmp->set_owner (op); 2042 tmp->set_owner (op);
2043 op->contr->golem = tmp;
2325 set_spell_skill (op, caster, spell, tmp); 2044 set_spell_skill (op, caster, spell, tmp);
2326 op->contr->ranges[range_golem] = tmp;
2327 op->contr->shoottype = range_golem;
2328 2045
2329 /* 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
2330 * removed flag - it should only be set if get_split_object was 2047 * removed flag - it should only be set if weapon->split was
2331 * used above. 2048 * used above.
2332 */ 2049 */
2333 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2050 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2334 weapon->remove (); 2051 weapon->remove ();
2335 insert_ob_in_ob (weapon, tmp); 2052
2336 esrv_send_item (op, weapon); 2053 tmp->insert (weapon);
2054
2337 /* 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,
2338 * 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
2339 * body_info, skills, etc) 2057 * body_info, skills, etc)
2340 */ 2058 */
2341 SET_FLAG (tmp, FLAG_USE_WEAPON); 2059 SET_FLAG (tmp, FLAG_USE_WEAPON);
2367 2085
2368 /* attacktype */ 2086 /* attacktype */
2369 if (!tmp->attacktype) 2087 if (!tmp->attacktype)
2370 tmp->attacktype = AT_PHYSICAL; 2088 tmp->attacktype = AT_PHYSICAL;
2371 2089
2372 mt = NULL;
2373 if (op->materialname != NULL)
2374 mt = name_to_material (op->materialname);
2375 if (mt != NULL)
2376 {
2377 for (i = 0; i < NROFATTACKS; i++) 2090 for (i = 0; i < NROFATTACKS; i++)
2378 tmp->resist[i] = 50 - (mt->save[i] * 5); 2091 tmp->resist[i] = 50 - (op->material->save[i] * 5);
2379 a = mt->save[0]; 2092
2380 } 2093 a = op->material->save[0];
2381 else 2094
2382 {
2383 for (i = 0; i < NROFATTACKS; i++)
2384 tmp->resist[i] = 5;
2385 a = 10;
2386 }
2387 /* Set weapon's immunity */ 2095 /* Set weapon's immunity */
2388 tmp->resist[ATNR_CONFUSION] = 100; 2096 tmp->resist[ATNR_CONFUSION] = 100;
2389 tmp->resist[ATNR_POISON] = 100; 2097 tmp->resist[ATNR_POISON] = 100;
2390 tmp->resist[ATNR_SLOW] = 100; 2098 tmp->resist[ATNR_SLOW] = 100;
2391 tmp->resist[ATNR_PARALYZE] = 100; 2099 tmp->resist[ATNR_PARALYZE] = 100;
2397 2105
2398 /* 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 */
2399 2107
2400 if (a > 14) 2108 if (a > 14)
2401 a = 14; 2109 a = 14;
2110
2402 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));
2403 2112
2404 /* Determine golem's speed */ 2113 /* Determine golem's speed */
2405 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)));
2406 2115
2416 tmp->state = weapon->state; 2125 tmp->state = weapon->state;
2417 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2126 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2418 } 2127 }
2419 2128
2420 /* 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. */
2421 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));
2422 2131
2423 tmp->speed_left = -1; 2132 tmp->speed_left = -1;
2424 tmp->direction = dir; 2133 tmp->direction = dir;
2425 2134
2426 m->insert (tmp, x, y, op); 2135 m->insert (tmp, x, y, op);
2430/* cast_daylight() - changes the map darkness level *lower* */ 2139/* cast_daylight() - changes the map darkness level *lower* */
2431 2140
2432/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2141/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2433 * This changes the light level for the entire map. 2142 * This changes the light level for the entire map.
2434 */ 2143 */
2435
2436int 2144int
2437cast_change_map_lightlevel (object *op, object *caster, object *spell) 2145cast_change_map_lightlevel (object *op, object *caster, object *spell)
2438{ 2146{
2439 int success; 2147 int success;
2440 2148
2448 if (spell->stats.dam < 0) 2156 if (spell->stats.dam < 0)
2449 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.");
2450 else 2158 else
2451 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.");
2452 } 2160 }
2161
2453 return success; 2162 return success;
2454} 2163}
2455
2456
2457
2458
2459 2164
2460/* 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.
2461 * 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,
2462 * spell is the spell object itself. 2167 * spell is the spell object itself.
2463 */ 2168 */
2469 2174
2470 new_aura = present_arch_in_ob (spell->other_arch, op); 2175 new_aura = present_arch_in_ob (spell->other_arch, op);
2471 if (new_aura) 2176 if (new_aura)
2472 refresh = 1; 2177 refresh = 1;
2473 else 2178 else
2474 new_aura = arch_to_object (spell->other_arch); 2179 new_aura = spell->other_arch->instance ();
2475 2180
2476 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);
2477 2182
2478 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);
2479 2184
2480 new_aura->set_owner (op);
2481 set_spell_skill (op, caster, spell, new_aura); 2185 set_spell_skill (op, caster, spell, new_aura);
2482 new_aura->attacktype = spell->attacktype; 2186 new_aura->attacktype = spell->attacktype;
2483 2187
2484 new_aura->level = caster_level (caster, spell); 2188 new_aura->level = casting_level (caster, spell);
2189
2485 if (refresh) 2190 if (refresh)
2486 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.");
2487 else 2192 else
2488 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
2489 insert_ob_in_ob (new_aura, op); 2195 insert_ob_in_ob (new_aura, op);
2196 new_aura->set_owner (op);
2197
2490 return 1; 2198 return 1;
2491} 2199}
2492
2493 2200
2494/* 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,
2495 * 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
2496 * around him. 2203 * around him.
2497 * Aura parameters: 2204 * Aura parameters:
2498 * duration: duration counter. 2205 * duration: duration counter.
2499 * attacktype: aura's attacktype 2206 * attacktype: aura's attacktype
2500 * other_arch: archetype to drop where we attack 2207 * other_arch: archetype to drop where we attack
2501 */ 2208 */
2502
2503void 2209void
2504move_aura (object *aura) 2210move_aura (object *aura)
2505{ 2211{
2506 int i, mflags;
2507 object *env;
2508 maptile *m;
2509
2510 /* auras belong in inventories */ 2212 /* auras belong in inventories */
2511 env = aura->env; 2213 object *env = aura->env;
2214 object *owner = aura->owner;
2512 2215
2513 /* no matter what we've gotta remove the aura... 2216 /* no matter what we've gotta remove the aura...
2514 * we'll put it back if its time isn't up. 2217 * we'll put it back if its time isn't up.
2515 */ 2218 */
2516 aura->remove (); 2219 aura->remove ();
2521 aura->destroy (); 2224 aura->destroy ();
2522 return; 2225 return;
2523 } 2226 }
2524 2227
2525 /* auras only exist in inventories */ 2228 /* auras only exist in inventories */
2526 if (env == NULL || env->map == NULL) 2229 if (!env || !env->map)
2527 { 2230 {
2528 aura->destroy (); 2231 aura->destroy ();
2529 return; 2232 return;
2530 } 2233 }
2531 2234
2532 /* we need to jump out of the inventory for a bit 2235 /* we need to jump out of the inventory for a bit
2533 * in order to hit the map conveniently. 2236 * in order to hit the map conveniently.
2534 */ 2237 */
2535 aura->insert_at (env, aura); 2238 aura->insert_at (env, aura);
2536 2239
2537 for (i = 1; i < 9; i++) 2240 for (int i = 1; i < 9; i++)
2538 { 2241 {
2539 sint16 nx, ny; 2242 mapxy pos (env);
2243 pos.move (i);
2540 2244
2541 nx = aura->x + freearr_x[i];
2542 ny = aura->y + freearr_y[i];
2543 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2544
2545 /* Consider the movement tyep of the person with the aura as 2245 /* Consider the movement type of the person with the aura as
2546 * 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
2547 * 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.
2548 */ 2248 */
2549 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)))
2550 { 2250 {
2551 hit_map (aura, i, aura->attacktype, 0); 2251 hit_map (aura, i, aura->attacktype, 0);
2552 2252
2553 if (aura->other_arch) 2253 if (aura->other_arch)
2554 m->insert (arch_to_object (aura->other_arch), nx, ny, aura); 2254 pos.insert (aura->other_arch->instance (), aura);
2555 } 2255 }
2556 } 2256 }
2557 2257
2558 /* put the aura back in the player's inventory */ 2258 /* put the aura back in the player's inventory */
2559 aura->remove (); 2259 env->insert (aura);
2560 insert_ob_in_ob (aura, env); 2260 aura->set_owner (owner);
2561} 2261}
2562 2262
2563/* moves the peacemaker spell. 2263/* moves the peacemaker spell.
2564 * op is the piece object. 2264 * op is the piece object.
2565 */ 2265 */
2566
2567void 2266void
2568move_peacemaker (object *op) 2267move_peacemaker (object *op)
2569{ 2268{
2570 object *tmp; 2269 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2571
2572 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2573 { 2270 {
2574 int atk_lev, def_lev; 2271 int atk_lev, def_lev;
2575 object *victim = tmp; 2272 object *victim = tmp->head_ ();
2576 2273
2577 if (tmp->head)
2578 victim = tmp->head;
2579 if (!QUERY_FLAG (victim, FLAG_MONSTER)) 2274 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2580 continue; 2275 continue;
2276
2581 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2277 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2582 continue; 2278 continue;
2279
2583 if (victim->stats.exp == 0) 2280 if (victim->stats.exp == 0)
2584 continue; 2281 continue;
2585 2282
2586 def_lev = MAX (1, victim->level); 2283 def_lev = max (1, victim->level);
2587 atk_lev = MAX (1, op->level); 2284 atk_lev = max (1, op->level);
2588 2285
2589 if (rndm (0, atk_lev - 1) > def_lev) 2286 if (rndm (0, atk_lev - 1) > def_lev)
2590 { 2287 {
2591 /* make this sucker peaceful. */ 2288 /* make this sucker peaceful. */
2592 2289
2290 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2593 change_exp (op->owner, victim->stats.exp, op->skill, 0); 2291 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2594 victim->stats.exp = 0; 2292 victim->stats.exp = 0;
2595#if 0 2293#if 0
2596 /* No idea why these were all set to zero - if something 2294 /* No idea why these were all set to zero - if something
2597 * makes this creature agressive, he should still do damage. 2295 * makes this creature agressive, he should still do damage.
2604 victim->attack_movement = RANDO2; 2302 victim->attack_movement = RANDO2;
2605 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2303 SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2606 SET_FLAG (victim, FLAG_RUN_AWAY); 2304 SET_FLAG (victim, FLAG_RUN_AWAY);
2607 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2305 SET_FLAG (victim, FLAG_RANDOM_MOVE);
2608 CLEAR_FLAG (victim, FLAG_MONSTER); 2306 CLEAR_FLAG (victim, FLAG_MONSTER);
2307
2609 if (victim->name) 2308 if (victim->name)
2610 {
2611 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);
2612 } 2310 }
2613 }
2614 } 2311 }
2615} 2312}
2616
2617 2313
2618/* This writes a rune that contains the appropriate message. 2314/* This writes a rune that contains the appropriate message.
2619 * There really isn't any adjustments we make. 2315 * There really isn't any adjustments we make.
2620 */ 2316 */
2621
2622int 2317int
2623write_mark (object *op, object *spell, const char *msg) 2318write_mark (object *op, object *spell, const char *msg)
2624{ 2319{
2625 char rune[HUGE_BUF];
2626 object *tmp;
2627
2628 if (!msg || msg[0] == 0) 2320 if (!msg || msg[0] == 0)
2629 { 2321 {
2630 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2322 new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2631 return 0; 2323 return 0;
2632 } 2324 }
2633 2325
2634 if (strcasestr_local (msg, "endmsg")) 2326 if (!msg_is_safe (msg))
2635 { 2327 {
2636 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?");
2637 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);
2638 return 0; 2330 return 0;
2639 } 2331 }
2332
2640 if (!spell->other_arch) 2333 if (!spell->other_arch)
2641 return 0; 2334 return 0;
2642 tmp = arch_to_object (spell->other_arch);
2643 2335
2644 snprintf (rune, sizeof (rune), "%s\n", msg); 2336 object *tmp = spell->other_arch->instance ();
2645 2337
2646 tmp->race = op->name; /*Save the owner of the rune */ 2338 tmp->race = op->name; /*Save the owner of the rune */
2647 tmp->msg = rune; 2339 tmp->msg = msg;
2648 2340
2649 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); 2341 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2342
2650 return 1; 2343 return 1;
2651} 2344}
2345

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