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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.45 by root, Mon Apr 16 06:23:43 2007 UTC vs.
Revision 1.104 by root, Sat Jun 27 03:51:05 2009 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <object.h> 25#include <object.h>
27#include <living.h> 26#include <living.h>
62{ 61{
63 object *wand, *tmp; 62 object *wand, *tmp;
64 int ncharges; 63 int ncharges;
65 64
66 wand = find_marked_object (op); 65 wand = find_marked_object (op);
67 if (wand == NULL || wand->type != WAND) 66 if (!wand || wand->type != WAND)
68 { 67 {
69 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge."); 68 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge.");
70 return 0; 69 return 0;
71 } 70 }
72 if (!(random_roll (0, 3, op, PREFER_HIGH))) 71 if (!(random_roll (0, 3, op, PREFER_HIGH)))
73 { 72 {
74 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand)); 73 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand));
75 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE); 74 op->play_sound (sound_find ("ob_explode"));
76 esrv_del_item (op->contr, wand->count);
77 wand->destroy (); 75 wand->destroy ();
78 tmp = get_archetype ("fireball"); 76 tmp = get_archetype ("fireball");
79 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; 77 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
80 78
81 if (!tmp->stats.dam) 79 if (!tmp->stats.dam)
104 ncharges = 1; 102 ncharges = 1;
105 103
106 wand->stats.food += ncharges; 104 wand->stats.food += ncharges;
107 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand)); 105 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand));
108 106
109 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE)) 107 if (wand->arch && QUERY_FLAG (wand->arch, FLAG_ANIMATE))
110 { 108 {
111 SET_FLAG (wand, FLAG_ANIMATE); 109 SET_FLAG (wand, FLAG_ANIMATE);
112 wand->set_speed (wand->arch->clone.speed); 110 wand->set_speed (wand->arch->speed);
113 } 111 }
114 112
115 return 1; 113 return 1;
116} 114}
117 115
123 * great a plus, the default is used. 121 * great a plus, the default is used.
124 * The # of arrows created also goes up with level, so if a 30th level mage 122 * The # of arrows created also goes up with level, so if a 30th level mage
125 * wants LOTS of arrows, and doesn't care what the plus is he could 123 * wants LOTS of arrows, and doesn't care what the plus is he could
126 * create nonnmagic arrows, or even -1, etc... 124 * create nonnmagic arrows, or even -1, etc...
127 */ 125 */
128
129int 126int
130cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg) 127cast_create_missile (object *op, object *caster, object *spell, int dir, const char *spellparam)
131{ 128{
132 int missile_plus = 0, bonus_plus = 0; 129 int bonus_plus = 0;
133 const char *missile_name; 130 const char *missile_name = "arrow";
134 object *tmp, *missile;
135 131
136 missile_name = "arrow";
137
138 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 132 for (object *tmp = op->inv; tmp; tmp = tmp->below)
139 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) 133 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED))
140 missile_name = tmp->race; 134 missile_name = tmp->race;
141 135
142 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); 136 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
143 137
144 if (archetype::find (missile_name) == NULL) 138 archetype *missile_arch = archetype::find (missile_name);
139
140 if (!missile_arch)
145 { 141 {
146 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name); 142 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name);
147 return 0; 143 return 0;
148 } 144 }
149 145
150 missile = get_archetype (missile_name); 146 object *missile = missile_arch->instance ();
151 147
152 if (stringarg) 148 if (spellparam)
153 { 149 {
154 /* If it starts with a letter, presume it is a description */ 150 /* If it starts with a letter, presume it is a description */
155 if (isalpha (*stringarg)) 151 if (isalpha (*spellparam))
156 { 152 {
157 artifact *al = find_artifactlist (missile->type)->items; 153 artifact *al = find_artifactlist (missile->type)->items;
158 154
159 for (; al; al = al->next) 155 for (; al; al = al->next)
160 if (!strcasecmp (al->item->name, stringarg)) 156 if (!strcasecmp (al->item->name, spellparam))
161 break; 157 break;
162 158
163 if (!al) 159 if (!al)
164 { 160 {
165 missile->destroy (); 161 missile->destroy ();
166 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, stringarg); 162 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, spellparam);
167 return 0; 163 return 0;
168 } 164 }
169 165
170 if (al->item->slaying) 166 if (al->item->slaying)
171 { 167 {
172 missile->destroy (); 168 missile->destroy ();
173 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg); 169 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, spellparam);
174 return 0; 170 return 0;
175 } 171 }
176 172
177 give_artifact_abilities (missile, al->item); 173 give_artifact_abilities (missile, al->item);
178 /* These special arrows cost something extra. Don't have them also be magical - 174 /* These special arrows cost something extra. Don't have them also be magical -
179 * otherwise, in most cases, not enough will be created. I don't want to get into 175 * otherwise, in most cases, not enough will be created. I don't want to get into
180 * the parsing of having to do both plus and type. 176 * the parsing of having to do both plus and type.
181 */ 177 */
182 bonus_plus = 1 + (al->item->value / 5); 178 bonus_plus = 1 + (al->item->value / 5);
183 missile_plus = 0; 179 missile_plus = 0;
184 } 180 }
185 else if (atoi (stringarg) < missile_plus) 181 else if (atoi (spellparam) < missile_plus)
186 missile_plus = atoi (stringarg); 182 missile_plus = atoi (spellparam);
187 } 183 }
188 184
189 if (missile_plus > 4) 185 missile_plus = clamp (missile_plus, -4, 4);
190 missile_plus = 4;
191 else if (missile_plus < -4)
192 missile_plus = -4;
193 186
194 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 187 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
195 missile->nrof -= 3 * (missile_plus + bonus_plus); 188 missile->nrof -= 3 * (missile_plus + bonus_plus);
196 189
197 if (missile->nrof < 1) 190 if (missile->nrof < 1)
209 return 1; 202 return 1;
210} 203}
211 204
212 205
213/* allows the choice of what sort of food object to make. 206/* allows the choice of what sort of food object to make.
214 * If stringarg is NULL, it will create food dependent on level --PeterM*/ 207 * If spellparam is NULL, it will create food dependent on level --PeterM*/
215int 208int
216cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *stringarg) 209cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *spellparam)
217{ 210{
218 int food_value; 211 int food_value;
219 archetype *at = NULL; 212 archetype *at = NULL;
220 object *new_op; 213 object *new_op;
221 214
222 food_value = spell_ob->stats.food + +50 * SP_level_duration_adjust (caster, spell_ob); 215 food_value = spell_ob->stats.food + 50 * SP_level_duration_adjust (caster, spell_ob);
223 216
224 if (stringarg) 217 if (spellparam)
225 { 218 {
226 at = find_archetype_by_object_type_name (FOOD, stringarg); 219 at = find_archetype_by_object_type_name (FOOD, spellparam);
227 if (at == NULL) 220 if (at == NULL)
228 at = find_archetype_by_object_type_name (DRINK, stringarg); 221 at = find_archetype_by_object_type_name (DRINK, spellparam);
229 if (at == NULL || at->clone.stats.food > food_value) 222 if (at == NULL || at->stats.food > food_value)
230 stringarg = NULL; 223 spellparam = NULL;
231 } 224 }
232 225
233 if (!stringarg) 226 if (!spellparam)
234 { 227 {
235 archetype *at_tmp; 228 archetype *at_tmp;
236 229
237 /* We try to find the archetype with the maximum food value. 230 /* We try to find the archetype with the maximum food value.
238 * This removes the dependancy of hard coded food values in this 231 * This removes the dependancy of hard coded food values in this
240 * We don't use flesh types because the weight values of those need 233 * We don't use flesh types because the weight values of those need
241 * to be altered from the donor. 234 * to be altered from the donor.
242 */ 235 */
243 236
244 /* We assume the food items don't have multiple parts */ 237 /* We assume the food items don't have multiple parts */
245 for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next) 238 for_all_archetypes (at_tmp)
246 { 239 {
247 if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK) 240 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
248 { 241 {
249 /* Basically, if the food value is something that is creatable 242 /* Basically, if the food value is something that is creatable
250 * under the limits of the spell and it is higher than 243 * under the limits of the spell and it is higher than
251 * the item we have now, take it instead. 244 * the item we have now, take it instead.
252 */ 245 */
253 if (at_tmp->clone.stats.food <= food_value && (!at || at_tmp->clone.stats.food > at->clone.stats.food)) 246 if (at_tmp->stats.food <= food_value
247 && (!at
248 || at_tmp->stats.food > at->stats.food
249 || (at_tmp->stats.food == at->stats.food
250 && at_tmp->weight < at->weight)))
254 at = at_tmp; 251 at = at_tmp;
255 } 252 }
256 } 253 }
257 } 254 }
255
258 /* Pretty unlikely (there are some very low food items), but you never 256 /* Pretty unlikely (there are some very low food items), but you never
259 * know 257 * know
260 */ 258 */
261 if (!at) 259 if (!at)
262 { 260 {
263 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); 261 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food.");
264 return 0; 262 return 0;
265 } 263 }
266 264
267 food_value /= at->clone.stats.food; 265 food_value /= at->stats.food;
268 new_op = arch_to_object (at); 266 new_op = arch_to_object (at);
269 new_op->nrof = food_value; 267 new_op->nrof = food_value;
270 268
271 new_op->value = 0; 269 new_op->value = 0;
272 if (new_op->nrof < 1) 270 if (new_op->nrof < 1)
281{ 279{
282 int r, mflags, maxrange; 280 int r, mflags, maxrange;
283 object *tmp; 281 object *tmp;
284 maptile *m; 282 maptile *m;
285 283
286
287 if (!dir) 284 if (!dir)
288 { 285 {
289 examine_monster (op, op); 286 examine_monster (op, op);
290 return 1; 287 return 1;
291 } 288 }
289
292 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 290 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
293 for (r = 1; r < maxrange; r++) 291 for (r = 1; r < maxrange; r++)
294 { 292 {
295 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir]; 293 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir];
296 294
303 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) 301 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC))
304 { 302 {
305 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 303 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
306 return 0; 304 return 0;
307 } 305 }
306
308 if (mflags & P_IS_ALIVE) 307 if (mflags & P_IS_ALIVE)
309 { 308 {
310 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 309 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
311 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 310 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
312 { 311 {
313 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 312 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
314 if (tmp->head != NULL) 313 if (tmp->head != NULL)
315 tmp = tmp->head; 314 tmp = tmp->head;
316 examine_monster (op, tmp); 315 examine_monster (op, tmp);
317 return 1; 316 return 1;
318 } 317 }
319 } 318 }
320 } 319 }
320
321 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); 321 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
322 return 1; 322 return 1;
323} 323}
324
325 324
326/* This checks to see if 'pl' is invisible to 'mon'. 325/* This checks to see if 'pl' is invisible to 'mon'.
327 * does race check, undead check, etc 326 * does race check, undead check, etc
328 * Returns TRUE if mon can't see pl, false 327 * Returns TRUE if mon can't see pl, false
329 * otherwise. This doesn't check range, walls, etc. It 328 * otherwise. This doesn't check range, walls, etc. It
331 * pl is invisible. 330 * pl is invisible.
332 */ 331 */
333int 332int
334makes_invisible_to (object *pl, object *mon) 333makes_invisible_to (object *pl, object *mon)
335{ 334{
336
337 if (!pl->invisible) 335 if (!pl->invisible)
338 return 0; 336 return 0;
337
339 if (pl->type == PLAYER) 338 if (pl->type == PLAYER)
340 { 339 {
341 /* If race isn't set, then invisible unless it is undead */ 340 /* If race isn't set, then invisible unless it is undead */
342 if (!pl->contr->invis_race) 341 if (!pl->contr->invis_race)
343 { 342 {
344 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 343 if (QUERY_FLAG (mon, FLAG_UNDEAD))
345 return 0; 344 return 0;
345
346 return 1; 346 return 1;
347 } 347 }
348
348 /* invis_race is set if we get here */ 349 /* invis_race is set if we get here */
349 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 350 if (pl->contr->invis_race == shstr_undead && is_true_undead (mon))
350 return 1; 351 return 1;
352
351 /* No race, can't be invisible to it */ 353 /* No race, can't be invisible to it */
352 if (!mon->race) 354 if (!mon->race)
353 return 0; 355 return 0;
356
354 if (strstr (mon->race, pl->contr->invis_race)) 357 if (mon->race.contains (pl->contr->invis_race))
355 return 1; 358 return 1;
359
356 /* Nothing matched above, return 0 */ 360 /* Nothing matched above, return 0 */
357 return 0; 361 return 0;
358 } 362 }
359 else 363 else
360 { 364 {
421/* earth to dust spell. Basically destroys earthwalls in the area. 425/* earth to dust spell. Basically destroys earthwalls in the area.
422 */ 426 */
423int 427int
424cast_earth_to_dust (object *op, object *caster, object *spell_ob) 428cast_earth_to_dust (object *op, object *caster, object *spell_ob)
425{ 429{
426 object *tmp, *next;
427 int range, i, j, mflags; 430 int range, i, j, mflags;
428 sint16 sx, sy; 431 sint16 sx, sy;
429 maptile *m; 432 maptile *m;
430
431 if (op->type != PLAYER)
432 return 0;
433 433
434 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 434 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
435 435
436 for (i = -range; i <= range; i++) 436 for (i = -range; i <= range; i++)
437 for (j = -range; j <= range; j++) 437 for (j = -range; j <= range; j++)
442 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 442 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
443 443
444 if (mflags & P_OUT_OF_MAP) 444 if (mflags & P_OUT_OF_MAP)
445 continue; 445 continue;
446 446
447 // earth to dust tears down everything that can be teared down 447 // earth to dust tears down everything that can be torn down
448 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next) 448 for (object *next, *tmp = m->at (sx, sy).bot; tmp; tmp = next)
449 { 449 {
450 next = tmp->above; 450 next = tmp->above;
451
451 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 452 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
452 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 453 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
453 } 454 }
454 } 455 }
455 456
462 if (object *pl = op->in_player ()) 463 if (object *pl = op->in_player ())
463 { 464 {
464 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST)) 465 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST))
465 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you."); 466 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
466 else 467 else
467 { 468 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
468 // remove first so we do not call update_stats
469 op->remove ();
470 pl->enter_exit (op);
471 }
472 } 469 }
473 470
474 op->destroy (); 471 op->destroy ();
475} 472}
476 473
492 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 489 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
493 return 1; 490 return 1;
494 } 491 }
495 492
496 dummy = get_archetype (FORCE_NAME); 493 dummy = get_archetype (FORCE_NAME);
497 if (dummy == NULL) 494
495 if (!dummy)
498 { 496 {
499 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 497 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
500 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); 498 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
501 return 0; 499 return 0;
502 } 500 }
565} 563}
566 564
567int 565int
568perceive_self (object *op) 566perceive_self (object *op)
569{ 567{
570 char buf[MAX_BUF];
571 const char *cp = describe_item (op, op); 568 const char *cp = describe_item (op, op);
572 archetype *at = archetype::find (ARCH_DEPLETION); 569 archetype *at = archetype::find (ARCH_DEPLETION);
573 object *tmp;
574 int i;
575 570
571 dynbuf_text &buf = msg_dynbuf; buf.clear ();
572
573 if (!op->is_player ())
574 return 0;
575
576 if (object *race = archetype::find (op->race))
577 buf << " - You are a G<male|female> " << &race->name << ".\n";
578
576 tmp = find_god (determine_god (op)); 579 if (object *god = find_god (determine_god (op)))
577 if (tmp) 580 buf << " - You worship " << &god->name << ".\n";
578 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
579 else 581 else
580 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); 582 buf << " - You worship no god.\n";
581 583
582 tmp = present_arch_in_ob (at, op); 584 object *tmp = present_arch_in_ob (at, op);
583 585
584 if (*cp == '\0' && tmp == NULL) 586 if (*cp == '\0' && !tmp)
585 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 587 buf << " - You feel very mundane. ";
586 else 588 else
587 { 589 {
588 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 590 buf << " - You have: " << cp << ".\n";
589 new_draw_info (NDI_UNIQUE, 0, op, cp); 591
590 if (tmp != NULL) 592 if (tmp)
591 {
592 for (i = 0; i < NUM_STATS; i++) 593 for (int i = 0; i < NUM_STATS; i++)
593 { 594 if (tmp->stats.stat (i) < 0)
594 if (get_attr_value (&tmp->stats, i) < 0) 595 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 } 596 }
601 597
602 if (is_dragon_pl (op)) 598 if (is_dragon_pl (op))
603 {
604 /* now grab the 'dragon_ability'-force from the player's inventory */ 599 /* now grab the 'dragon_ability'-force from the player's inventory */
605 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 600 for (tmp = op->inv; tmp; tmp = tmp->below)
606 { 601 {
607 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 602 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
608 { 603 {
609 if (tmp->stats.exp == 0) 604 if (tmp->stats.exp == 0)
610 sprintf (buf, "Your metabolism isn't focused on anything."); 605 buf << " - Your metabolism isn't focused on anything.\n";
611 else 606 else
612 sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); 607 buf << " - Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
613 608
614 new_draw_info (NDI_UNIQUE, 0, op, buf);
615 break; 609 break;
616 } 610 }
617 } 611 }
618 }
619 612
620 return 1; 613 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 ();
870 614
871 return 1; 615 return 1;
872} 616}
873 617
874/* This creates magic walls. Really, it can create most any object, 618/* This creates magic walls. Really, it can create most any object,
962 */ 706 */
963 if (tmp->type != EARTHWALL) //TODO 707 if (tmp->type != EARTHWALL) //TODO
964 tmp->set_owner (op); 708 tmp->set_owner (op);
965 709
966 set_spell_skill (op, caster, spell_ob, tmp); 710 set_spell_skill (op, caster, spell_ob, tmp);
967 tmp->level = caster_level (caster, spell_ob) / 2; 711 tmp->level = casting_level (caster, spell_ob) / 2;
968 712
969 name = tmp->name; 713 name = tmp->name;
970 if (!(tmp = m->insert (tmp, x, y, op))) 714 if (!(tmp = m->insert (tmp, x, y, op)))
971 { 715 {
972 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name); 716 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
973 return 0; 717 return 0;
974 } 718 }
975 719
976 /* If this is a spellcasting wall, need to insert the spell object */ 720 /* If this is a spellcasting wall, need to insert the spell object */
977 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 721 if (tmp->other_arch && tmp->other_arch->type == SPELL)
978 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 722 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
979 723
980 /* This code causes the wall to extend some distance in 724 /* This code causes the wall to extend some distance in
981 * each direction, or until an obstruction is encountered. 725 * each direction, or until an obstruction is encountered.
982 * posblocked and negblocked help determine how far the 726 * posblocked and negblocked help determine how far the
1002 { 746 {
1003 object *tmp2 = tmp->clone (); 747 object *tmp2 = tmp->clone ();
1004 m->insert (tmp2, x, y, op); 748 m->insert (tmp2, x, y, op);
1005 749
1006 /* If this is a spellcasting wall, need to insert the spell object */ 750 /* If this is a spellcasting wall, need to insert the spell object */
1007 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 751 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1008 tmp2->insert (arch_to_object (tmp2->other_arch)); 752 tmp2->insert (arch_to_object (tmp2->other_arch));
1009 753
1010 } 754 }
1011 else 755 else
1012 posblocked = 1; 756 posblocked = 1;
1019 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked) 763 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
1020 { 764 {
1021 object *tmp2 = tmp->clone (); 765 object *tmp2 = tmp->clone ();
1022 m->insert (tmp2, x, y, op); 766 m->insert (tmp2, x, y, op);
1023 767
1024 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 768 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1025 tmp2->insert (arch_to_object (tmp2->other_arch)); 769 tmp2->insert (arch_to_object (tmp2->other_arch));
1026 } 770 }
1027 else 771 else
1028 negblocked = 1; 772 negblocked = 1;
1029 } 773 }
1033 777
1034 return 1; 778 return 1;
1035} 779}
1036 780
1037int 781int
1038dimension_door (object *op, object *caster, object *spob, int dir) 782dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
1039{ 783{
1040 uint32 dist, maxdist; 784 uint32 dist, maxdist;
1041 int mflags; 785 int mflags;
1042 maptile *m; 786 maptile *m;
1043 sint16 sx, sy; 787 sint16 sx, sy;
1054 /* Given the new outdoor maps, can't let players dimension door for 798 /* Given the new outdoor maps, can't let players dimension door for
1055 * ever, so put limits in. 799 * ever, so put limits in.
1056 */ 800 */
1057 maxdist = spob->range + SP_level_range_adjust (caster, spob); 801 maxdist = spob->range + SP_level_range_adjust (caster, spob);
1058 802
1059 if (op->contr->count) 803 if (spellparam)
1060 { 804 {
805 int count = atoi (spellparam);
806
1061 if (op->contr->count > maxdist) 807 if (count > maxdist)
1062 { 808 {
1063 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!"); 809 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!");
1064 return 0; 810 return 0;
1065 } 811 }
1066 812
1067 for (dist = 0; dist < op->contr->count; dist++) 813 for (dist = 0; dist < count; dist++)
1068 { 814 {
1069 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy); 815 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
1070 816
1071 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 817 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
1072 break; 818 break;
1073 819
1074 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) 820 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1075 break; 821 break;
1076 } 822 }
1077 823
1078 if (dist < op->contr->count) 824 if (dist < count)
1079 { 825 {
1080 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n"); 826 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
1081 op->contr->count = 0;
1082 return 0; 827 return 0;
1083 } 828 }
1084
1085 op->contr->count = 0;
1086 829
1087 /* Remove code that puts player on random space on maps. IMO, 830 /* 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, 831 * 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 832 * but may not be marked as NO_MAGIC (as they may be bounded
1090 * by such squares). Also, there are probably treasure rooms and 833 * by such squares). Also, there are probably treasure rooms and
1145 888
1146 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ 889 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */
1147 return 1; 890 return 1;
1148} 891}
1149 892
1150
1151/* cast_heal: Heals something. 893/* cast_heal: Heals something.
1152 * op is the caster. 894 * op is the caster.
1153 * dir is the direction he is casting it in. 895 * dir is the direction he is casting it in.
1154 * spell is the spell object. 896 * spell is the spell object.
1155 */ 897 */
1181 { 923 {
1182 /* See how many points we actually heal. Instead of messages 924 /* See how many points we actually heal. Instead of messages
1183 * based on type of spell, we instead do messages based 925 * based on type of spell, we instead do messages based
1184 * on amount of damage healed. 926 * on amount of damage healed.
1185 */ 927 */
1186 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 928 if (heal > tmp->stats.maxhp - tmp->stats.hp)
1187 heal = tmp->stats.maxhp - tmp->stats.hp; 929 heal = tmp->stats.maxhp - tmp->stats.hp;
930
1188 tmp->stats.hp += heal; 931 tmp->stats.hp += heal;
1189 932
1190 if (tmp->stats.hp >= tmp->stats.maxhp) 933 if (tmp->stats.hp >= tmp->stats.maxhp)
1191 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 934 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1192 else if (heal > 50) 935 else if (heal > 50)
1201 success = 1; 944 success = 1;
1202 } 945 }
1203 } 946 }
1204 947
1205 if (spell->attacktype & AT_DISEASE) 948 if (spell->attacktype & AT_DISEASE)
1206 if (cure_disease (tmp, op)) 949 if (cure_disease (tmp, op, spell))
1207 success = 1; 950 success = 1;
1208 951
1209 if (spell->attacktype & AT_POISON) 952 if (spell->attacktype & AT_POISON)
1210 { 953 {
1211 at = archetype::find ("poisoning"); 954 at = archetype::find ("poisoning");
1260 } 1003 }
1261 1004
1262 if (spell->stats.food && tmp->stats.food < 999) 1005 if (spell->stats.food && tmp->stats.food < 999)
1263 { 1006 {
1264 tmp->stats.food += spell->stats.food; 1007 tmp->stats.food += spell->stats.food;
1008
1265 if (tmp->stats.food > 999) 1009 if (tmp->stats.food > 999)
1266 tmp->stats.food = 999; 1010 tmp->stats.food = 999;
1011
1267 success = 1; 1012 success = 1;
1268 /* We could do something a bit better like the messages for healing above */ 1013 /* We could do something a bit better like the messages for healing above */
1269 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food"); 1014 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1270 } 1015 }
1271 1016
1272 return success; 1017 return success;
1273} 1018}
1274
1275 1019
1276/* This is used for the spells that gain stats. There are no spells 1020/* This is used for the spells that gain stats. There are no spells
1277 * right now that icnrease wis/int/pow on a temp basis, so no 1021 * right now that icnrease wis/int/pow on a temp basis, so no
1278 * good comments for those. 1022 * good comments for those.
1279 */ 1023 */
1280static const char *const no_gain_msgs[NUM_STATS] = { 1024static const char *const no_gain_msgs[NUM_STATS] = {
1281 "You grow no stronger.", 1025 "You grow no stronger.",
1282 "You grow no more agile.", 1026 "You grow no more agile.",
1283 "You don't feel any healthier.", 1027 "You don't feel any healthier.",
1284 "no wis", 1028 "You didn't grow any more intelligent.",
1029 "You do not feel any wiser.",
1030 "You don't feel any more powerful."
1285 "You are no easier to look at.", 1031 "You are no easier to look at.",
1286 "no int",
1287 "no pow"
1288}; 1032};
1289 1033
1290int 1034int
1291cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) 1035cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1292{ 1036{
1293 object *force = NULL; 1037 object *force = 0;
1294 int i; 1038 int i;
1295 1039
1296 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1040 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1297 object *tmp = dir 1041 object *tmp = dir
1298 ? find_target_for_friendly_spell (op, dir) 1042 ? find_target_for_friendly_spell (op, dir)
1299 : op; 1043 : op;
1300 1044
1301 if (!tmp) 1045 if (!tmp)
1302 return 0; 1046 return 0;
1303 1047
1304 /* If we've already got a force of this type, don't add a new one. */ 1048 /* If we've already got a force of this type, don't add a new one. */
1313 } 1057 }
1314 else if (spell_ob->race && spell_ob->race == tmp2->name) 1058 else if (spell_ob->race && spell_ob->race == tmp2->name)
1315 { 1059 {
1316 if (!silent) 1060 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); 1061 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1062
1318 return 0; 1063 return 0;
1319 } 1064 }
1320 } 1065 }
1321 } 1066 }
1322 if (force == NULL) 1067
1068 if (!force)
1323 { 1069 {
1324 force = get_archetype (FORCE_NAME); 1070 force = get_archetype (FORCE_NAME);
1325 force->subtype = FORCE_CHANGE_ABILITY; 1071 force->subtype = FORCE_CHANGE_ABILITY;
1072
1326 if (spell_ob->race) 1073 if (spell_ob->race)
1327 force->name = spell_ob->race; 1074 force->name = spell_ob->race;
1328 else 1075 else
1329 force->name = spell_ob->name; 1076 force->name = spell_ob->name;
1077
1330 force->name_pl = spell_ob->name; 1078 force->name_pl = spell_ob->name;
1331 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); 1079 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1332 1080
1333 } 1081 }
1334 else 1082 else
1340 { 1088 {
1341 force->duration = duration; 1089 force->duration = duration;
1342 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1090 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1343 } 1091 }
1344 else 1092 else
1345 {
1346 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1093 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1347 } 1094
1348 return 1; 1095 return 1;
1349 } 1096 }
1097
1350 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1098 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1351 force->speed = 1.0; 1099 force->speed = 1.0;
1352 force->speed_left = -1.0; 1100 force->speed_left = -1.0;
1353 SET_FLAG (force, FLAG_APPLIED); 1101 SET_FLAG (force, FLAG_APPLIED);
1354 1102
1360 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob); 1108 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob);
1361 if (force->resist[i] > 100) 1109 if (force->resist[i] > 100)
1362 force->resist[i] = 100; 1110 force->resist[i] = 100;
1363 } 1111 }
1364 } 1112 }
1113
1365 if (spell_ob->stats.hp) 1114 if (spell_ob->stats.hp)
1366 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob); 1115 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1367 1116
1368 if (tmp->type == PLAYER) 1117 if (tmp->type == PLAYER)
1369 { 1118 {
1370 /* Stat adjustment spells */ 1119 /* Stat adjustment spells */
1371 for (i = 0; i < NUM_STATS; i++) 1120 for (i = 0; i < NUM_STATS; i++)
1372 { 1121 {
1373 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; 1122 if (sint8 stat = spell_ob->stats.stat (i))
1374
1375 if (stat)
1376 { 1123 {
1377 sm = 0; 1124 sint8 sm = 0;
1378 for (k = 0; k < stat; k++) 1125 for (sint8 k = 0; k < stat; k++)
1379 sm += rndm (1, 3); 1126 sm += rndm (1, 3);
1380 1127
1381 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) 1128 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1382 { 1129 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1383 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); 1130
1384 if (sm < 0) 1131 force->stats.stat (i) = sm;
1385 sm = 0; 1132
1386 }
1387 set_attr_value (&force->stats, i, sm);
1388 if (!sm) 1133 if (!sm)
1389 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); 1134 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1390 } 1135 }
1391 } 1136 }
1392 } 1137 }
1413 force->attacktype = spell_ob->attacktype; 1158 force->attacktype = spell_ob->attacktype;
1414 1159
1415 insert_ob_in_ob (force, tmp); 1160 insert_ob_in_ob (force, tmp);
1416 change_abil (tmp, force); /* Mostly to display any messages */ 1161 change_abil (tmp, force); /* Mostly to display any messages */
1417 tmp->update_stats (); 1162 tmp->update_stats ();
1163
1418 return 1; 1164 return 1;
1419} 1165}
1420 1166
1421/* This used to be part of cast_change_ability, but it really didn't make 1167/* 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 1168 * a lot of sense, since most of the values it derives are from the god
1423 * of the caster. 1169 * of the caster.
1424 */ 1170 */
1425
1426int 1171int
1427cast_bless (object *op, object *caster, object *spell_ob, int dir) 1172cast_bless (object *op, object *caster, object *spell_ob, int dir)
1428{ 1173{
1429 int i; 1174 int i;
1430 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1175 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1431 1176
1432 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1177 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1433 if (dir != 0) 1178 if (dir != 0)
1434 { 1179 {
1435 tmp = find_target_for_friendly_spell (op, dir); 1180 tmp = find_target_for_friendly_spell (op, dir);
1181
1182 if (!tmp)
1183 return 0;
1436 } 1184 }
1437 else 1185 else
1438 {
1439 tmp = op; 1186 tmp = op;
1440 }
1441 1187
1442 /* If we've already got a force of this type, don't add a new one. */ 1188 /* 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) 1189 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1444 { 1190 {
1445 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1191 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1446 { 1192 {
1447 if (tmp2->name == spell_ob->name) 1193 if (tmp2->name == spell_ob->name)
1448 { 1194 {
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); 1200 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1455 return 0; 1201 return 0;
1456 } 1202 }
1457 } 1203 }
1458 } 1204 }
1205
1459 if (force == NULL) 1206 if (force == NULL)
1460 { 1207 {
1461 force = get_archetype (FORCE_NAME); 1208 force = get_archetype (FORCE_NAME);
1462 force->subtype = FORCE_CHANGE_ABILITY; 1209 force->subtype = FORCE_CHANGE_ABILITY;
1463 if (spell_ob->race) 1210 if (spell_ob->race)
1528} 1275}
1529 1276
1530/* Alchemy code by Mark Wedel 1277/* Alchemy code by Mark Wedel
1531 * 1278 *
1532 * This code adds a new spell, called alchemy. Alchemy will turn 1279 * This code adds a new spell, called alchemy. Alchemy will turn
1533 * objects to gold nuggets, the value of the gold nuggets being 1280 * 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 * 1281 *
1538 * Large nuggets are worth 25 gp each (base). You will always get 1282 * The value of the gold nuggets being about 90% of that of the item
1539 * the maximum number of large nuggets you could get. 1283 * 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 1284 * because the nuggets themselves will be will be adjusted by charisma
1541 * to the max amount of small nuggets as you could get. 1285 * 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 * 1286 *
1546 * There is also a chance (1:30) that you will get nothing at all 1287 * 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 1288 * for the object. There is also a maximum weight that will be
1548 * alchemised. 1289 * alchemised.
1549 */ 1290 */
1550static void 1291static void
1551alchemy_object (object *obj, uint64 &total_value, int &total_weight) 1292alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1552{ 1293{
1553 uint64 value = query_cost (obj, NULL, F_TRUE); 1294 uint64 value = query_cost (obj, NULL, F_TRUE);
1554 1295
1555 /* Give third price when we alchemy money (This should hopefully 1296 /* Give third price when we alchemy money (this should hopefully
1556 * make it so that it isn't worth it to alchemy money, sell 1297 * make it so that it isn't worth it to alchemy money, sell
1557 * the nuggets, alchemy the gold from that, etc. 1298 * the nuggets, alchemy the gold from that, etc.
1558 * Otherwise, give 9 silver on the gold for other objects, 1299 * Otherwise, give 9 silver on the gold for other objects,
1559 * so that it would still be more affordable to haul 1300 * so that it would still be more affordable to haul
1560 * the stuff back to town. 1301 * the stuff back to town.
1572 total_weight += obj->total_weight (); 1313 total_weight += obj->total_weight ();
1573 1314
1574 obj->destroy (); 1315 obj->destroy ();
1575} 1316}
1576 1317
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 1318int
1608alchemy (object *op, object *caster, object *spell_ob) 1319alchemy (object *op, object *caster, object *spell_ob)
1609{ 1320{
1610 if (op->type != PLAYER) 1321 if (op->type != PLAYER)
1611 return 0; 1322 return 0;
1612 1323
1613 object *large = get_archetype ("largenugget"); 1324 archetype *nugget[3];
1614 object *small = get_archetype ("smallnugget"); 1325
1326 nugget[0] = archetype::find ("pyrite3");
1327 nugget[1] = archetype::find ("pyrite2");
1328 nugget[2] = archetype::find ("pyrite");
1615 1329
1616 /* Put a maximum weight of items that can be alchemised. Limits the power 1330 /* 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 1331 * some, and also prevents people from alchemising every table/chair/clock
1618 * in sight 1332 * in sight
1619 */ 1333 */
1671 if (weight > weight_max) 1385 if (weight > weight_max)
1672 break; 1386 break;
1673 } 1387 }
1674 } 1388 }
1675 1389
1390 value -= rndm (value >> 4);
1676 value = min (value, value_max); 1391 value = min (value, value_max);
1677 1392
1678 uint64 count = value / large->value; 1393 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1679 int large_nuggets = count; 1394 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 */ 1395 {
1689 update_map (op, mp, small_nuggets, small, large_nuggets, large, nx, ny); 1396 value -= nrof * nugget[i]->value;
1397
1398 object *tmp = arch_to_object (nugget[i]);
1399 tmp->nrof = nrof;
1400 tmp->flag [FLAG_IDENTIFIED] = true;
1401 op->map->insert (tmp, x, y, op, 0);
1402 }
1690 1403
1691 if (weight > weight_max) 1404 if (weight > weight_max)
1692 goto bailout; 1405 goto bailout;
1693 } 1406 }
1694 } 1407 }
1695 1408
1696bailout: 1409bailout:
1697 large->destroy ();
1698 small->destroy ();
1699 return 1; 1410 return 1;
1700} 1411}
1701
1702 1412
1703/* This function removes the cursed/damned status on equipped 1413/* This function removes the cursed/damned status on equipped
1704 * items. 1414 * items.
1705 */ 1415 */
1706int 1416int
1713 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1423 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1714 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1424 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1715 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1425 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1716 { 1426 {
1717 was_one++; 1427 was_one++;
1428
1718 if (tmp->level <= caster_level (caster, spell)) 1429 if (tmp->level <= casting_level (caster, spell))
1719 { 1430 {
1720 success++; 1431 success++;
1721 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1432 if (QUERY_FLAG (spell, FLAG_DAMNED))
1722 CLEAR_FLAG (tmp, FLAG_DAMNED); 1433 CLEAR_FLAG (tmp, FLAG_DAMNED);
1723 1434
1724 CLEAR_FLAG (tmp, FLAG_CURSED); 1435 CLEAR_FLAG (tmp, FLAG_CURSED);
1725 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1436 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1726 tmp->value = 0; /* Still can't sell it */ 1437 tmp->value = 0; /* Still can't sell it */
1727 if (op->type == PLAYER) 1438
1439 if (object *pl = tmp->visible_to ())
1728 esrv_send_item (op, tmp); 1440 esrv_update_item (UPD_FLAGS, pl, tmp);
1729 } 1441 }
1730 } 1442 }
1731 1443
1732 if (op->type == PLAYER) 1444 if (op->type == PLAYER)
1733 { 1445 {
1744 1456
1745 return success; 1457 return success;
1746} 1458}
1747 1459
1748/* Identifies objects in the players inventory/on the ground */ 1460/* Identifies objects in the players inventory/on the ground */
1749
1750int 1461int
1751cast_identify (object *op, object *caster, object *spell) 1462cast_identify (object *op, object *caster, object *spell)
1752{ 1463{
1753 object *tmp; 1464 object *tmp;
1754 int success = 0, num_ident; 1465 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1755 1466
1756 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1467 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 1468
1761 for (tmp = op->inv; tmp; tmp = tmp->below) 1469 for (tmp = op->inv; tmp; tmp = tmp->below)
1762 { 1470 {
1763 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1471 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1764 { 1472 {
1765 identify (tmp); 1473 identify (tmp);
1766 1474
1767 if (op->type == PLAYER) 1475 if (op->type == PLAYER)
1768 { 1476 {
1769 new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op)); 1477 buf.printf ("You identified: %s.\r", long_desc (tmp, op));
1770 1478
1771 if (tmp->msg) 1479 if (tmp->msg)
1772 { 1480 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 } 1481 }
1777 1482
1778 num_ident--;
1779 success = 1;
1780 if (!num_ident) 1483 if (!--num_ident)
1781 break; 1484 break;
1782 } 1485 }
1783 } 1486 }
1784 1487
1785 /* If all the power of the spell has been used up, don't go and identify 1488 /* 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 1489 * stuff on the floor. Only identify stuff on the floor if the spell
1787 * was not fully used. 1490 * was not fully used.
1788 */ 1491 */
1789 if (num_ident) 1492 if (num_ident)
1790 { 1493 {
1791 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1494 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)) 1495 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1793 { 1496 {
1794 identify (tmp); 1497 identify (tmp);
1795 1498
1796 if (op->type == PLAYER) 1499 if (object *pl = tmp->visible_to ())
1797 { 1500 {
1798 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op)); 1501 buf.printf ("On the ground you identified: %s.\r", long_desc (tmp, op));
1799 1502
1800 if (tmp->msg) 1503 if (tmp->msg)
1801 { 1504 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 } 1505 }
1808 1506
1809 num_ident--;
1810 success = 1;
1811 if (!num_ident) 1507 if (!--num_ident)
1812 break; 1508 break;
1813 } 1509 }
1814 } 1510 }
1815 1511
1816 if (!success) 1512 if (buf.empty ())
1817 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified."); 1513 {
1514 op->failmsg ("You can't reach anything unidentified.");
1515 return 0;
1516 }
1818 else 1517 else
1518 {
1519 if (op->contr)
1520 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1521
1819 spell_effect (spell, op->x, op->y, op->map, op); 1522 spell_effect (spell, op->x, op->y, op->map, op);
1820 1523 return 1;
1821 return success; 1524 }
1822} 1525}
1823 1526
1824int 1527int
1825cast_detection (object *op, object *caster, object *spell, object *skill) 1528cast_detection (object *op, object *caster, object *spell, object *skill)
1826{ 1529{
1831 1534
1832 /* We precompute some values here so that we don't have to keep 1535 /* We precompute some values here so that we don't have to keep
1833 * doing it over and over again. 1536 * doing it over and over again.
1834 */ 1537 */
1835 god = find_god (determine_god (op)); 1538 god = find_god (determine_god (op));
1836 level = caster_level (caster, spell); 1539 level = casting_level (caster, spell);
1837 range = spell->range + SP_level_range_adjust (caster, spell); 1540 range = spell->range + SP_level_range_adjust (caster, spell);
1838 1541
1839 if (!skill) 1542 if (!skill)
1840 skill = caster; 1543 skill = caster;
1841 1544
1842 for (x = op->x - range; x <= op->x + range; x++) 1545 unordered_mapwalk (op, -range, -range, range, range)
1843 for (y = op->y - range; y <= op->y + range; y++)
1844 { 1546 {
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 1547 /* For most of the detections, we only detect objects above the
1851 * floor. But this is not true for show invisible. 1548 * floor. But this is not true for show invisible.
1852 * Basically, we just go and find the top object and work 1549 * Basically, we just go and find the top object and work
1853 * down - that is easier than working up. 1550 * down - that is easier than working up.
1854 */ 1551 */
1855 1552
1856 for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above) 1553 for (last = NULL, tmp = m->at (nx, ny).bot; tmp; tmp = tmp->above)
1857 last = tmp; 1554 last = tmp;
1858 1555
1859 /* Shouldn't happen, but if there are no objects on a space, this 1556 /* Shouldn't happen, but if there are no objects on a space, this
1860 * would happen. 1557 * would happen.
1861 */ 1558 */
1862 if (!last) 1559 if (!last)
1863 continue; 1560 continue;
1864 1561
1865 done_one = 0; 1562 done_one = 0;
1866 floor = 0; 1563 floor = 0;
1867 detect = NULL; 1564 detect = NULL;
1868 for (tmp = last; tmp; tmp = tmp->below) 1565 for (tmp = last; tmp; tmp = tmp->below)
1869 { 1566 {
1870 /* show invisible */ 1567 /* show invisible */
1871 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1568 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1872 /* Might there be other objects that we can make visible? */ 1569 /* Might there be other objects that we can make visible? */
1873 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1570 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER)
1874 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1571 || (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ))
1875 tmp->type == CF_HANDLE || 1572 || tmp->type == CF_HANDLE
1876 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE || 1573 || tmp->type == TRAPDOOR
1574 || tmp->type == EXIT
1575 || tmp->type == HOLE
1576 || tmp->type == BUTTON
1877 tmp->type == BUTTON || tmp->type == TELEPORTER || 1577 || tmp->type == TELEPORTER
1578 || tmp->type == GATE
1878 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1579 || tmp->type == LOCKED_DOOR
1879 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN || 1580 || tmp->type == WEAPON
1581 || tmp->type == ALTAR
1582 || tmp->type == SIGN
1880 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1583 || tmp->type == TRIGGER_PEDESTAL
1881 tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR))) 1584 || tmp->type == SPECIAL_KEY
1585 || tmp->type == TREASURE
1586 || tmp->type == BOOK
1587 || tmp->type == HOLY_ALTAR
1588 || tmp->type == CONTAINER)))
1882 { 1589 {
1883 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4) 1590 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1884 { 1591 {
1885 tmp->invisible = 0; 1592 tmp->invisible = 0;
1886 done_one = 1; 1593 done_one = 1;
1887 } 1594 }
1888 } 1595 }
1889 1596
1890 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1597 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1891 floor = 1; 1598 floor = 1;
1892 1599
1893 /* All detections below this point don't descend beneath the floor, 1600 /* 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 1601 * 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 1602 * 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. 1603 * the floor, but once we get to the floor, not likely a very big issue anyways.
1897 */ 1604 */
1898 if (floor) 1605 if (floor)
1899 continue; 1606 continue;
1900 1607
1901 /* I had thought about making detect magic and detect curse 1608 /* I had thought about making detect magic and detect curse
1902 * show the flash the magic item like it does for detect monster. 1609 * 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 1610 * however, if the object is within sight, this would then make it
1904 * difficult to see what object is magical/cursed, so the 1611 * difficult to see what object is magical/cursed, so the
1905 * effect wouldn't be as apparant. 1612 * effect wouldn't be as apparent.
1906 */ 1613 */
1907 1614
1908 /* detect magic */ 1615 /* detect magic */
1909 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && 1616 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1910 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp)) 1617 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1911 { 1618 {
1912 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1619 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1913 /* make runes more visibile */ 1620 /* make runes more visibile */
1914 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC) 1621 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1915 tmp->stats.Cha /= 4; 1622 tmp->stats.Cha /= 4;
1623
1916 done_one = 1; 1624 done_one = 1;
1917 } 1625 }
1626
1918 /* detect monster */ 1627 /* detect monster */
1919 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER)) 1628 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1920 { 1629 {
1921 done_one = 2; 1630 done_one = 2;
1631
1922 if (!detect) 1632 if (!detect)
1923 detect = tmp; 1633 detect = tmp;
1924 } 1634 }
1635
1925 /* Basically, if race is set in the spell, then the creatures race must 1636 /* 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 1637 * match that. if the spell race is set to GOD, then the gods opposing
1927 * race must match. 1638 * race must match.
1928 */ 1639 */
1929 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race && 1640 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1930 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) || 1641 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1931 (strstr (spell->race, tmp->race)))) 1642 spell->race.contains (tmp->race)))
1932 { 1643 {
1933 done_one = 2; 1644 done_one = 2;
1645
1934 if (!detect) 1646 if (!detect)
1935 detect = tmp; 1647 detect = tmp;
1936 } 1648 }
1649
1937 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1650 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1938 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1651 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1939 { 1652 {
1940 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1653 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1941 done_one = 1; 1654 done_one = 1;
1942 } 1655 }
1943 } /* for stack of objects on this space */ 1656 } /* for stack of objects on this space */
1944 1657
1945 /* Code here puts an effect of the spell on the space, so you can see 1658 /* Code here puts an effect of the spell on the space, so you can see
1946 * where the magic is. 1659 * where the magic is.
1947 */ 1660 */
1948 if (done_one) 1661 if (done_one)
1949 { 1662 {
1950 object *detect_ob = arch_to_object (spell->other_arch); 1663 object *detect_ob = arch_to_object (spell->other_arch);
1951 1664
1952 /* if this is set, we want to copy the face */ 1665 /* if this is set, we want to copy the face */
1953 if (done_one == 2 && detect) 1666 if (done_one == 2 && detect)
1954 { 1667 {
1955 detect_ob->face = detect->face; 1668 detect_ob->face = detect->face;
1956 detect_ob->animation_id = detect->animation_id; 1669 detect_ob->animation_id = detect->animation_id;
1957 detect_ob->anim_speed = detect->anim_speed; 1670 detect_ob->anim_speed = detect->anim_speed;
1958 detect_ob->last_anim = 0; 1671 detect_ob->last_anim = 0;
1959 /* by default, the detect_ob is already animated */ 1672 /* by default, the detect_ob is already animated */
1960 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1673 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
1961 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1674 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
1962 } 1675 }
1963 1676
1964 m->insert (detect_ob, nx, ny, op); 1677 m->insert (detect_ob, nx, ny, op);
1965 } 1678 }
1966 } /* for processing the surrounding spaces */ 1679 } /* for processing the surrounding spaces */
1967 1680
1968 1681
1969 /* Now process objects in the players inventory if detect curse or magic */ 1682 /* 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)) 1683 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL))
1971 { 1684 {
1972 done_one = 0; 1685 done_one = 0;
1686
1973 for (tmp = op->inv; tmp; tmp = tmp->below) 1687 for (tmp = op->inv; tmp; tmp = tmp->below)
1974 { 1688 {
1975 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1689 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1976 { 1690 {
1977 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)) 1691 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL))
1978 { 1692 {
1979 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1693 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1980 if (op->type == PLAYER) 1694
1695 if (object *pl = tmp->visible_to ())
1981 esrv_send_item (op, tmp); 1696 esrv_update_item (UPD_FLAGS, pl, tmp);
1982 } 1697 }
1698
1983 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1699 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1984 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1700 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1985 { 1701 {
1986 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1702 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1987 if (op->type == PLAYER) 1703
1704 if (object *pl = tmp->visible_to ())
1988 esrv_send_item (op, tmp); 1705 esrv_update_item (UPD_FLAGS, pl, tmp);
1989 } 1706 }
1990 } /* if item is not identified */ 1707 } /* if item is not identified */
1991 } /* for the players inventory */ 1708 } /* for the players inventory */
1992 } /* if detect magic/curse and object is a player */ 1709 } /* if detect magic/curse and object is a player */
1710
1993 return 1; 1711 return 1;
1994} 1712}
1995 1713
1996 1714
1997/** 1715/**
2010 1728
2011 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you."); 1729 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
2012 1730
2013 if (victim->stats.sp >= victim->stats.maxsp * 2) 1731 if (victim->stats.sp >= victim->stats.maxsp * 2)
2014 { 1732 {
2015 object *tmp;
2016
2017 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1733 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; 1734 victim->stats.sp = 2 * victim->stats.maxsp;
1735 create_exploding_ball_at (victim, caster_level);
2026 } 1736 }
2027 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1737 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."); 1738 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) 1739 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2030 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 1740 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
2031 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1741 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2032 { 1742 {
2033 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1743 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2079 } 1789 }
2080 /* give sp */ 1790 /* give sp */
2081 if (spell->stats.dam > 0) 1791 if (spell->stats.dam > 0)
2082 { 1792 {
2083 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell); 1793 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
2084 charge_mana_effect (plyr, caster_level (caster, spell)); 1794 charge_mana_effect (plyr, casting_level (caster, spell));
2085 return 1; 1795 return 1;
2086 } 1796 }
2087 /* suck sp away. Can't suck sp from yourself */ 1797 /* suck sp away. Can't suck sp from yourself */
2088 else if (op != plyr) 1798 else if (op != plyr)
2089 { 1799 {
2101 /* Player doesn't get full credit */ 1811 /* Player doesn't get full credit */
2102 sucked = (sucked * rate) / 100; 1812 sucked = (sucked * rate) / 100;
2103 op->stats.sp += sucked; 1813 op->stats.sp += sucked;
2104 if (sucked > 0) 1814 if (sucked > 0)
2105 { 1815 {
2106 charge_mana_effect (op, caster_level (caster, spell)); 1816 charge_mana_effect (op, casting_level (caster, spell));
2107 } 1817 }
2108 } 1818 }
2109 return 1; 1819 return 1;
2110 } 1820 }
2111 return 0; 1821 return 0;
2187 break; 1897 break;
2188 } 1898 }
2189 } 1899 }
2190} 1900}
2191 1901
2192
2193
2194/* cast_consecrate() - a spell to make an altar your god's */ 1902/* cast_consecrate() - a spell to make an altar your god's */
2195int 1903int
2196cast_consecrate (object *op, object *caster, object *spell) 1904cast_consecrate (object *op, object *caster, object *spell)
2197{ 1905{
2198 char buf[MAX_BUF]; 1906 char buf[MAX_BUF];
2210 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1918 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2211 break; 1919 break;
2212 if (tmp->type == HOLY_ALTAR) 1920 if (tmp->type == HOLY_ALTAR)
2213 { 1921 {
2214 1922
2215 if (tmp->level > caster_level (caster, spell)) 1923 if (tmp->level > casting_level (caster, spell))
2216 { 1924 {
2217 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name); 1925 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name);
2218 return 0; 1926 return 0;
2219 } 1927 }
2220 else 1928 else
2221 { 1929 {
2222 /* If we got here, we are consecrating an altar */ 1930 /* If we got here, we are consecrating an altar */
2223 sprintf (buf, "Altar of %s", &god->name); 1931 sprintf (buf, "Altar of %s", &god->name);
2224 tmp->name = buf; 1932 tmp->name = buf;
2225 tmp->level = caster_level (caster, spell); 1933 tmp->level = casting_level (caster, spell);
2226 tmp->other_arch = god->arch; 1934 tmp->other_arch = god->arch;
1935
2227 if (op->type == PLAYER) 1936 if (op->type == PLAYER)
2228 esrv_update_item (UPD_NAME, op, tmp); 1937 esrv_update_item (UPD_NAME, op, tmp);
1938
2229 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name); 1939 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
2230 return 1; 1940 return 1;
2231 } 1941 }
2232 } 1942 }
2233 } 1943 }
2243 * This code was very odd - code early on would only let players use the spell, 1953 * This code was very odd - code early on would only let players use the spell,
2244 * yet the code wass full of player checks. I've presumed that the code 1954 * yet the code wass full of player checks. I've presumed that the code
2245 * that only let players use it was correct, and removed all the other 1955 * that only let players use it was correct, and removed all the other
2246 * player checks. MSW 2003-01-06 1956 * player checks. MSW 2003-01-06
2247 */ 1957 */
2248
2249int 1958int
2250animate_weapon (object *op, object *caster, object *spell, int dir) 1959animate_weapon (object *op, object *caster, object *spell, int dir)
2251{ 1960{
2252 object *weapon, *tmp; 1961 object *weapon, *tmp;
2253 char buf[MAX_BUF]; 1962 char buf[MAX_BUF];
2254 int a, i; 1963 int a, i;
2255 sint16 x, y; 1964 sint16 x, y;
2256 maptile *m; 1965 maptile *m;
2257 materialtype_t *mt;
2258 1966
2259 if (!spell->other_arch) 1967 if (!spell->other_arch)
2260 { 1968 {
2261 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1969 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2262 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name); 1970 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2265 /* exit if it's not a player using this spell. */ 1973 /* exit if it's not a player using this spell. */
2266 if (op->type != PLAYER) 1974 if (op->type != PLAYER)
2267 return 0; 1975 return 0;
2268 1976
2269 /* if player already has a golem, abort */ 1977 /* if player already has a golem, abort */
2270 if (op->contr->ranges[range_golem]) 1978 if (object *golem = op->contr->golem)
2271 { 1979 {
2272 control_golem (op->contr->ranges[range_golem], dir); 1980 control_golem (golem, dir);
2273 return 0; 1981 return 0;
2274 } 1982 }
2275 1983
2276 /* if no direction specified, pick one */ 1984 /* if no direction specified, pick one */
2277 if (!dir) 1985 if (!dir)
2278 dir = find_free_spot (NULL, op->map, op->x, op->y, 1, 9); 1986 dir = find_free_spot (spell->other_arch, op->map, op->x, op->y, 1, 9);
2279 1987
2280 m = op->map; 1988 m = op->map;
2281 x = op->x + freearr_x[dir]; 1989 x = op->x + freearr_x[dir];
2282 y = op->y + freearr_y[dir]; 1990 y = op->y + freearr_y[dir];
2283 1991
2284 /* if there's no place to put the golem, abort */ 1992 /* if there's no place to put the golem, abort */
2285 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || 1993 if (dir < 0 || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP)
2286 ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->clone.move_type)) 1994 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2287 { 1995 {
2288 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1996 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
2289 return 0; 1997 return 0;
2290 } 1998 }
2291 1999
2295 if (!weapon) 2003 if (!weapon)
2296 { 2004 {
2297 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2005 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2298 return 0; 2006 return 0;
2299 } 2007 }
2008
2300 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2009 if (spell->race && weapon->arch->archname != spell->race)
2301 { 2010 {
2302 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2011 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2303 return 0; 2012 return 0;
2304 } 2013 }
2014
2305 if (weapon->type != WEAPON) 2015 if (weapon->type != WEAPON)
2306 { 2016 {
2307 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it."); 2017 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it.");
2308 return 0; 2018 return 0;
2309 } 2019 }
2020
2310 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2021 if (QUERY_FLAG (weapon, FLAG_APPLIED))
2311 { 2022 {
2312 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon)); 2023 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon));
2313 return 0; 2024 return 0;
2314 } 2025 }
2315 2026
2316 if (weapon->nrof > 1) 2027 weapon = weapon->split ();
2317 {
2318 tmp = get_split_ob (weapon, 1);
2319 esrv_send_item (op, weapon);
2320 weapon = tmp;
2321 }
2322 2028
2323 /* create the golem object */ 2029 /* create the golem object */
2324 tmp = arch_to_object (spell->other_arch); 2030 tmp = arch_to_object (spell->other_arch);
2325 2031
2326 /* if animated by a player, give the player control of the golem */ 2032 /* if animated by a player, give the player control of the golem */
2327 CLEAR_FLAG (tmp, FLAG_MONSTER); 2033 CLEAR_FLAG (tmp, FLAG_MONSTER);
2328 tmp->stats.exp = 0; 2034 tmp->stats.exp = 0;
2329 add_friendly_object (tmp); 2035 add_friendly_object (tmp);
2330 tmp->type = GOLEM; 2036 tmp->type = GOLEM;
2331 tmp->set_owner (op); 2037 tmp->set_owner (op);
2038 op->contr->golem = tmp;
2332 set_spell_skill (op, caster, spell, tmp); 2039 set_spell_skill (op, caster, spell, tmp);
2333 op->contr->ranges[range_golem] = tmp;
2334 op->contr->shoottype = range_golem;
2335 2040
2336 /* Give the weapon to the golem now. A bit of a hack to check the 2041 /* Give the weapon to the golem now. A bit of a hack to check the
2337 * removed flag - it should only be set if get_split_object was 2042 * removed flag - it should only be set if weapon->split was
2338 * used above. 2043 * used above.
2339 */ 2044 */
2340 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2045 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2341 weapon->remove (); 2046 weapon->remove ();
2342 insert_ob_in_ob (weapon, tmp); 2047
2343 esrv_send_item (op, weapon); 2048 tmp->insert (weapon);
2049
2344 /* To do everything necessary to let a golem use the weapon is a pain, 2050 /* To do everything necessary to let a golem use the weapon is a pain,
2345 * so instead, just set it as equipped (otherwise, we need to update 2051 * so instead, just set it as equipped (otherwise, we need to update
2346 * body_info, skills, etc) 2052 * body_info, skills, etc)
2347 */ 2053 */
2348 SET_FLAG (tmp, FLAG_USE_WEAPON); 2054 SET_FLAG (tmp, FLAG_USE_WEAPON);
2374 2080
2375 /* attacktype */ 2081 /* attacktype */
2376 if (!tmp->attacktype) 2082 if (!tmp->attacktype)
2377 tmp->attacktype = AT_PHYSICAL; 2083 tmp->attacktype = AT_PHYSICAL;
2378 2084
2379 mt = NULL;
2380 if (op->materialname != NULL)
2381 mt = name_to_material (op->materialname); 2085 if (materialtype_t *mt = name_to_material (op->materialname))
2382 if (mt != NULL)
2383 { 2086 {
2384 for (i = 0; i < NROFATTACKS; i++) 2087 for (i = 0; i < NROFATTACKS; i++)
2385 tmp->resist[i] = 50 - (mt->save[i] * 5); 2088 tmp->resist[i] = 50 - (mt->save[i] * 5);
2386 a = mt->save[0]; 2089 a = mt->save[0];
2387 } 2090 }
2389 { 2092 {
2390 for (i = 0; i < NROFATTACKS; i++) 2093 for (i = 0; i < NROFATTACKS; i++)
2391 tmp->resist[i] = 5; 2094 tmp->resist[i] = 5;
2392 a = 10; 2095 a = 10;
2393 } 2096 }
2097
2394 /* Set weapon's immunity */ 2098 /* Set weapon's immunity */
2395 tmp->resist[ATNR_CONFUSION] = 100; 2099 tmp->resist[ATNR_CONFUSION] = 100;
2396 tmp->resist[ATNR_POISON] = 100; 2100 tmp->resist[ATNR_POISON] = 100;
2397 tmp->resist[ATNR_SLOW] = 100; 2101 tmp->resist[ATNR_SLOW] = 100;
2398 tmp->resist[ATNR_PARALYZE] = 100; 2102 tmp->resist[ATNR_PARALYZE] = 100;
2404 2108
2405 /* Improve weapon's armour value according to best save vs. physical of its material */ 2109 /* Improve weapon's armour value according to best save vs. physical of its material */
2406 2110
2407 if (a > 14) 2111 if (a > 14)
2408 a = 14; 2112 a = 14;
2113
2409 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); 2114 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2410 2115
2411 /* Determine golem's speed */ 2116 /* Determine golem's speed */
2412 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell))); 2117 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2413 2118
2423 tmp->state = weapon->state; 2128 tmp->state = weapon->state;
2424 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2129 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2425 } 2130 }
2426 2131
2427 /* make experience increase in proportion to the strength of the summoned creature. */ 2132 /* make experience increase in proportion to the strength of the summoned creature. */
2428 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell)); 2133 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / casting_level (caster, spell));
2429 2134
2430 tmp->speed_left = -1; 2135 tmp->speed_left = -1;
2431 tmp->direction = dir; 2136 tmp->direction = dir;
2432 2137
2433 m->insert (tmp, x, y, op); 2138 m->insert (tmp, x, y, op);
2437/* cast_daylight() - changes the map darkness level *lower* */ 2142/* cast_daylight() - changes the map darkness level *lower* */
2438 2143
2439/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2144/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2440 * This changes the light level for the entire map. 2145 * This changes the light level for the entire map.
2441 */ 2146 */
2442
2443int 2147int
2444cast_change_map_lightlevel (object *op, object *caster, object *spell) 2148cast_change_map_lightlevel (object *op, object *caster, object *spell)
2445{ 2149{
2446 int success; 2150 int success;
2447 2151
2455 if (spell->stats.dam < 0) 2159 if (spell->stats.dam < 0)
2456 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2160 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2457 else 2161 else
2458 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2162 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here.");
2459 } 2163 }
2164
2460 return success; 2165 return success;
2461} 2166}
2462
2463
2464
2465
2466 2167
2467/* create an aura spell object and put it in the player's inventory. 2168/* create an aura spell object and put it in the player's inventory.
2468 * as usual, op is player, caster is the object casting the spell, 2169 * as usual, op is player, caster is the object casting the spell,
2469 * spell is the spell object itself. 2170 * spell is the spell object itself.
2470 */ 2171 */
2482 2183
2483 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); 2184 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2484 2185
2485 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 2186 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2486 2187
2487 new_aura->set_owner (op);
2488 set_spell_skill (op, caster, spell, new_aura); 2188 set_spell_skill (op, caster, spell, new_aura);
2489 new_aura->attacktype = spell->attacktype; 2189 new_aura->attacktype = spell->attacktype;
2490 2190
2491 new_aura->level = caster_level (caster, spell); 2191 new_aura->level = casting_level (caster, spell);
2192
2492 if (refresh) 2193 if (refresh)
2493 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2194 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2494 else 2195 else
2495 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2196 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2197
2496 insert_ob_in_ob (new_aura, op); 2198 insert_ob_in_ob (new_aura, op);
2199 new_aura->set_owner (op);
2200
2497 return 1; 2201 return 1;
2498} 2202}
2499
2500 2203
2501/* move aura function. An aura is a part of someone's inventory, 2204/* move aura function. An aura is a part of someone's inventory,
2502 * which he carries with him, but which acts on the map immediately 2205 * which he carries with him, but which acts on the map immediately
2503 * around him. 2206 * around him.
2504 * Aura parameters: 2207 * Aura parameters:
2505 * duration: duration counter. 2208 * duration: duration counter.
2506 * attacktype: aura's attacktype 2209 * attacktype: aura's attacktype
2507 * other_arch: archetype to drop where we attack 2210 * other_arch: archetype to drop where we attack
2508 */ 2211 */
2509
2510void 2212void
2511move_aura (object *aura) 2213move_aura (object *aura)
2512{ 2214{
2513 int i, mflags;
2514 object *env;
2515 maptile *m;
2516
2517 /* auras belong in inventories */ 2215 /* auras belong in inventories */
2518 env = aura->env; 2216 object *env = aura->env;
2217 object *owner = aura->owner;
2519 2218
2520 /* no matter what we've gotta remove the aura... 2219 /* no matter what we've gotta remove the aura...
2521 * we'll put it back if its time isn't up. 2220 * we'll put it back if its time isn't up.
2522 */ 2221 */
2523 aura->remove (); 2222 aura->remove ();
2528 aura->destroy (); 2227 aura->destroy ();
2529 return; 2228 return;
2530 } 2229 }
2531 2230
2532 /* auras only exist in inventories */ 2231 /* auras only exist in inventories */
2533 if (env == NULL || env->map == NULL) 2232 if (!env || !env->map)
2534 { 2233 {
2535 aura->destroy (); 2234 aura->destroy ();
2536 return; 2235 return;
2537 } 2236 }
2538 2237
2539 /* we need to jump out of the inventory for a bit 2238 /* we need to jump out of the inventory for a bit
2540 * in order to hit the map conveniently. 2239 * in order to hit the map conveniently.
2541 */ 2240 */
2542 aura->insert_at (env, aura); 2241 aura->insert_at (env, aura);
2543 2242
2544 for (i = 1; i < 9; i++) 2243 for (int i = 1; i < 9; i++)
2545 { 2244 {
2546 sint16 nx, ny; 2245 mapxy pos (env);
2246 pos.move (i);
2547 2247
2548 nx = aura->x + freearr_x[i];
2549 ny = aura->y + freearr_y[i];
2550 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2551
2552 /* Consider the movement tyep of the person with the aura as 2248 /* Consider the movement type of the person with the aura as
2553 * movement type of the aura. Eg, if the player is flying, the aura 2249 * movement type of the aura. Eg, if the player is flying, the aura
2554 * is flying also, if player is walking, it is on the ground, etc. 2250 * is flying also, if player is walking, it is on the ground, etc.
2555 */ 2251 */
2556 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny)))) 2252 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2557 { 2253 {
2558 hit_map (aura, i, aura->attacktype, 0); 2254 hit_map (aura, i, aura->attacktype, 0);
2559 2255
2560 if (aura->other_arch) 2256 if (aura->other_arch)
2561 m->insert (arch_to_object (aura->other_arch), nx, ny, aura); 2257 pos.insert (arch_to_object (aura->other_arch), aura);
2562 } 2258 }
2563 } 2259 }
2564 2260
2565 /* put the aura back in the player's inventory */ 2261 /* put the aura back in the player's inventory */
2566 aura->remove (); 2262 env->insert (aura);
2567 insert_ob_in_ob (aura, env); 2263 aura->set_owner (owner);
2568} 2264}
2569 2265
2570/* moves the peacemaker spell. 2266/* moves the peacemaker spell.
2571 * op is the piece object. 2267 * op is the piece object.
2572 */ 2268 */
2573
2574void 2269void
2575move_peacemaker (object *op) 2270move_peacemaker (object *op)
2576{ 2271{
2577 object *tmp; 2272 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2578
2579 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2580 { 2273 {
2581 int atk_lev, def_lev; 2274 int atk_lev, def_lev;
2582 object *victim = tmp; 2275 object *victim = tmp->head_ ();
2583 2276
2584 if (tmp->head)
2585 victim = tmp->head;
2586 if (!QUERY_FLAG (victim, FLAG_MONSTER)) 2277 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2587 continue; 2278 continue;
2279
2588 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2280 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2589 continue; 2281 continue;
2282
2590 if (victim->stats.exp == 0) 2283 if (victim->stats.exp == 0)
2591 continue; 2284 continue;
2592 2285
2593 def_lev = MAX (1, victim->level); 2286 def_lev = MAX (1, victim->level);
2594 atk_lev = MAX (1, op->level); 2287 atk_lev = MAX (1, op->level);
2595 2288
2596 if (rndm (0, atk_lev - 1) > def_lev) 2289 if (rndm (0, atk_lev - 1) > def_lev)
2597 { 2290 {
2598 /* make this sucker peaceful. */ 2291 /* make this sucker peaceful. */
2599 2292
2293 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2600 change_exp (op->owner, victim->stats.exp, op->skill, 0); 2294 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2601 victim->stats.exp = 0; 2295 victim->stats.exp = 0;
2602#if 0 2296#if 0
2603 /* No idea why these were all set to zero - if something 2297 /* No idea why these were all set to zero - if something
2604 * makes this creature agressive, he should still do damage. 2298 * makes this creature agressive, he should still do damage.
2611 victim->attack_movement = RANDO2; 2305 victim->attack_movement = RANDO2;
2612 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2306 SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2613 SET_FLAG (victim, FLAG_RUN_AWAY); 2307 SET_FLAG (victim, FLAG_RUN_AWAY);
2614 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2308 SET_FLAG (victim, FLAG_RANDOM_MOVE);
2615 CLEAR_FLAG (victim, FLAG_MONSTER); 2309 CLEAR_FLAG (victim, FLAG_MONSTER);
2310
2616 if (victim->name) 2311 if (victim->name)
2617 {
2618 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name); 2312 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2619 } 2313 }
2620 }
2621 } 2314 }
2622} 2315}
2623
2624 2316
2625/* This writes a rune that contains the appropriate message. 2317/* This writes a rune that contains the appropriate message.
2626 * There really isn't any adjustments we make. 2318 * There really isn't any adjustments we make.
2627 */ 2319 */
2628
2629int 2320int
2630write_mark (object *op, object *spell, const char *msg) 2321write_mark (object *op, object *spell, const char *msg)
2631{ 2322{
2632 char rune[HUGE_BUF];
2633 object *tmp;
2634
2635 if (!msg || msg[0] == 0) 2323 if (!msg || msg[0] == 0)
2636 { 2324 {
2637 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2325 new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2638 return 0; 2326 return 0;
2639 } 2327 }
2642 { 2330 {
2643 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?"); 2331 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?");
2644 LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg); 2332 LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg);
2645 return 0; 2333 return 0;
2646 } 2334 }
2335
2647 if (!spell->other_arch) 2336 if (!spell->other_arch)
2648 return 0; 2337 return 0;
2338
2649 tmp = arch_to_object (spell->other_arch); 2339 object *tmp = arch_to_object (spell->other_arch);
2650
2651 snprintf (rune, sizeof (rune), "%s\n", msg);
2652 2340
2653 tmp->race = op->name; /*Save the owner of the rune */ 2341 tmp->race = op->name; /*Save the owner of the rune */
2654 tmp->msg = rune; 2342 tmp->msg = msg;
2655 2343
2656 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); 2344 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2345
2657 return 1; 2346 return 1;
2658} 2347}
2348

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