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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 1.110 by root, Mon Oct 12 14:00:59 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 it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25#include <global.h> 25#include <global.h>
26#include <object.h> 26#include <object.h>
27#include <living.h> 27#include <living.h>
62{ 62{
63 object *wand, *tmp; 63 object *wand, *tmp;
64 int ncharges; 64 int ncharges;
65 65
66 wand = find_marked_object (op); 66 wand = find_marked_object (op);
67 if (wand == NULL || wand->type != WAND) 67 if (!wand || wand->type != WAND)
68 { 68 {
69 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge."); 69 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge.");
70 return 0; 70 return 0;
71 } 71 }
72 if (!(random_roll (0, 3, op, PREFER_HIGH))) 72 if (!(random_roll (0, 3, op, PREFER_HIGH)))
73 { 73 {
74 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand)); 74 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand));
75 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE); 75 op->play_sound (sound_find ("ob_explode"));
76 esrv_del_item (op->contr, wand->count);
77 wand->destroy (); 76 wand->destroy ();
78 tmp = get_archetype ("fireball"); 77 tmp = get_archetype ("fireball");
79 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; 78 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
80 79
81 if (!tmp->stats.dam) 80 if (!tmp->stats.dam)
104 ncharges = 1; 103 ncharges = 1;
105 104
106 wand->stats.food += ncharges; 105 wand->stats.food += ncharges;
107 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand)); 106 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand));
108 107
109 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE)) 108 if (wand->arch && QUERY_FLAG (wand->arch, FLAG_ANIMATE))
110 { 109 {
111 SET_FLAG (wand, FLAG_ANIMATE); 110 SET_FLAG (wand, FLAG_ANIMATE);
112 wand->set_speed (wand->arch->clone.speed); 111 wand->set_speed (wand->arch->speed);
113 } 112 }
114 113
115 return 1; 114 return 1;
116} 115}
117 116
123 * great a plus, the default is used. 122 * great a plus, the default is used.
124 * The # of arrows created also goes up with level, so if a 30th level mage 123 * The # of arrows created also goes up with level, so if a 30th level mage
125 * wants LOTS of arrows, and doesn't care what the plus is he could 124 * wants LOTS of arrows, and doesn't care what the plus is he could
126 * create nonnmagic arrows, or even -1, etc... 125 * create nonnmagic arrows, or even -1, etc...
127 */ 126 */
128
129int 127int
130cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg) 128cast_create_missile (object *op, object *caster, object *spell, int dir, const char *spellparam)
131{ 129{
132 int missile_plus = 0, bonus_plus = 0; 130 int bonus_plus = 0;
133 const char *missile_name; 131 const char *missile_name = "arrow";
134 object *tmp, *missile;
135 132
136 missile_name = "arrow";
137
138 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 133 for (object *tmp = op->inv; tmp; tmp = tmp->below)
139 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) 134 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED))
140 missile_name = tmp->race; 135 missile_name = tmp->race;
141 136
142 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); 137 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
143 138
144 if (archetype::find (missile_name) == NULL) 139 archetype *missile_arch = archetype::find (missile_name);
140
141 if (!missile_arch)
145 { 142 {
146 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name); 143 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name);
147 return 0; 144 return 0;
148 } 145 }
149 146
150 missile = get_archetype (missile_name); 147 object *missile = missile_arch->instance ();
151 148
152 if (stringarg) 149 if (spellparam)
153 { 150 {
154 /* If it starts with a letter, presume it is a description */ 151 /* If it starts with a letter, presume it is a description */
155 if (isalpha (*stringarg)) 152 if (isalpha (*spellparam))
156 { 153 {
157 artifact *al = find_artifactlist (missile->type)->items; 154 artifact *al = find_artifactlist (missile->type)->items;
158 155
159 for (; al; al = al->next) 156 for (; al; al = al->next)
160 if (!strcasecmp (al->item->name, stringarg)) 157 if (!strcasecmp (al->item->name, spellparam))
161 break; 158 break;
162 159
163 if (!al) 160 if (!al)
164 { 161 {
165 missile->destroy (); 162 missile->destroy ();
166 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, stringarg); 163 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, spellparam);
167 return 0; 164 return 0;
168 } 165 }
169 166
170 if (al->item->slaying) 167 if (al->item->slaying)
171 { 168 {
172 missile->destroy (); 169 missile->destroy ();
173 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg); 170 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, spellparam);
174 return 0; 171 return 0;
175 } 172 }
176 173
177 give_artifact_abilities (missile, al->item); 174 give_artifact_abilities (missile, al->item);
178 /* These special arrows cost something extra. Don't have them also be magical - 175 /* These special arrows cost something extra. Don't have them also be magical -
179 * otherwise, in most cases, not enough will be created. I don't want to get into 176 * otherwise, in most cases, not enough will be created. I don't want to get into
180 * the parsing of having to do both plus and type. 177 * the parsing of having to do both plus and type.
181 */ 178 */
182 bonus_plus = 1 + (al->item->value / 5); 179 bonus_plus = 1 + (al->item->value / 5);
183 missile_plus = 0; 180 missile_plus = 0;
184 } 181 }
185 else if (atoi (stringarg) < missile_plus) 182 else if (atoi (spellparam) < missile_plus)
186 missile_plus = atoi (stringarg); 183 missile_plus = atoi (spellparam);
187 } 184 }
188 185
189 if (missile_plus > 4) 186 missile_plus = clamp (missile_plus, -4, 4);
190 missile_plus = 4;
191 else if (missile_plus < -4)
192 missile_plus = -4;
193 187
194 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 188 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
195 missile->nrof -= 3 * (missile_plus + bonus_plus); 189 missile->nrof -= 3 * (missile_plus + bonus_plus);
196 190
197 if (missile->nrof < 1) 191 if (missile->nrof < 1)
209 return 1; 203 return 1;
210} 204}
211 205
212 206
213/* allows the choice of what sort of food object to make. 207/* allows the choice of what sort of food object to make.
214 * If stringarg is NULL, it will create food dependent on level --PeterM*/ 208 * If spellparam is NULL, it will create food dependent on level --PeterM*/
215int 209int
216cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *stringarg) 210cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *spellparam)
217{ 211{
218 int food_value; 212 int food_value;
219 archetype *at = NULL; 213 archetype *at = NULL;
220 object *new_op; 214 object *new_op;
221 215
222 food_value = spell_ob->stats.food + +50 * SP_level_duration_adjust (caster, spell_ob); 216 food_value = spell_ob->stats.food + 50 * SP_level_duration_adjust (caster, spell_ob);
223 217
224 if (stringarg) 218 if (spellparam)
225 { 219 {
226 at = find_archetype_by_object_type_name (FOOD, stringarg); 220 at = find_archetype_by_object_type_name (FOOD, spellparam);
227 if (at == NULL) 221 if (at == NULL)
228 at = find_archetype_by_object_type_name (DRINK, stringarg); 222 at = find_archetype_by_object_type_name (DRINK, spellparam);
229 if (at == NULL || at->clone.stats.food > food_value) 223 if (at == NULL || at->stats.food > food_value)
230 stringarg = NULL; 224 spellparam = NULL;
231 } 225 }
232 226
233 if (!stringarg) 227 if (!spellparam)
234 { 228 {
235 archetype *at_tmp; 229 archetype *at_tmp;
236 230
237 /* We try to find the archetype with the maximum food value. 231 /* We try to find the archetype with the maximum food value.
238 * This removes the dependancy of hard coded food values in this 232 * This removes the dependancy of hard coded food values in this
240 * We don't use flesh types because the weight values of those need 234 * We don't use flesh types because the weight values of those need
241 * to be altered from the donor. 235 * to be altered from the donor.
242 */ 236 */
243 237
244 /* We assume the food items don't have multiple parts */ 238 /* We assume the food items don't have multiple parts */
245 for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next) 239 for_all_archetypes (at_tmp)
246 { 240 {
247 if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK) 241 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
248 { 242 {
249 /* Basically, if the food value is something that is creatable 243 /* Basically, if the food value is something that is creatable
250 * under the limits of the spell and it is higher than 244 * under the limits of the spell and it is higher than
251 * the item we have now, take it instead. 245 * the item we have now, take it instead.
252 */ 246 */
253 if (at_tmp->clone.stats.food <= food_value && (!at || at_tmp->clone.stats.food > at->clone.stats.food)) 247 if (at_tmp->stats.food <= food_value
248 && (!at
249 || at_tmp->stats.food > at->stats.food
250 || (at_tmp->stats.food == at->stats.food
251 && at_tmp->weight < at->weight)))
254 at = at_tmp; 252 at = at_tmp;
255 } 253 }
256 } 254 }
257 } 255 }
256
258 /* Pretty unlikely (there are some very low food items), but you never 257 /* Pretty unlikely (there are some very low food items), but you never
259 * know 258 * know
260 */ 259 */
261 if (!at) 260 if (!at)
262 { 261 {
263 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); 262 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food.");
264 return 0; 263 return 0;
265 } 264 }
266 265
267 food_value /= at->clone.stats.food; 266 food_value /= at->stats.food;
268 new_op = arch_to_object (at); 267 new_op = arch_to_object (at);
269 new_op->nrof = food_value; 268 new_op->nrof = food_value;
270 269
271 new_op->value = 0; 270 new_op->value = 0;
272 if (new_op->nrof < 1) 271 if (new_op->nrof < 1)
281{ 280{
282 int r, mflags, maxrange; 281 int r, mflags, maxrange;
283 object *tmp; 282 object *tmp;
284 maptile *m; 283 maptile *m;
285 284
286
287 if (!dir) 285 if (!dir)
288 { 286 {
289 examine_monster (op, op); 287 examine_monster (op, op);
290 return 1; 288 return 1;
291 } 289 }
290
292 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 291 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
293 for (r = 1; r < maxrange; r++) 292 for (r = 1; r < maxrange; r++)
294 { 293 {
295 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir]; 294 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir];
296 295
303 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) 302 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC))
304 { 303 {
305 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 304 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
306 return 0; 305 return 0;
307 } 306 }
307
308 if (mflags & P_IS_ALIVE) 308 if (mflags & P_IS_ALIVE)
309 { 309 {
310 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 310 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
311 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 311 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
312 { 312 {
313 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 313 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
314 if (tmp->head != NULL) 314 if (tmp->head != NULL)
315 tmp = tmp->head; 315 tmp = tmp->head;
316 examine_monster (op, tmp); 316 examine_monster (op, tmp);
317 return 1; 317 return 1;
318 } 318 }
319 } 319 }
320 } 320 }
321
321 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); 322 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
322 return 1; 323 return 1;
323} 324}
324
325 325
326/* This checks to see if 'pl' is invisible to 'mon'. 326/* This checks to see if 'pl' is invisible to 'mon'.
327 * does race check, undead check, etc 327 * does race check, undead check, etc
328 * Returns TRUE if mon can't see pl, false 328 * Returns TRUE if mon can't see pl, false
329 * otherwise. This doesn't check range, walls, etc. It 329 * otherwise. This doesn't check range, walls, etc. It
331 * pl is invisible. 331 * pl is invisible.
332 */ 332 */
333int 333int
334makes_invisible_to (object *pl, object *mon) 334makes_invisible_to (object *pl, object *mon)
335{ 335{
336
337 if (!pl->invisible) 336 if (!pl->invisible)
338 return 0; 337 return 0;
338
339 if (pl->type == PLAYER) 339 if (pl->type == PLAYER)
340 { 340 {
341 /* If race isn't set, then invisible unless it is undead */ 341 /* If race isn't set, then invisible unless it is undead */
342 if (!pl->contr->invis_race) 342 if (!pl->contr->invis_race)
343 { 343 {
344 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 344 if (QUERY_FLAG (mon, FLAG_UNDEAD))
345 return 0; 345 return 0;
346
346 return 1; 347 return 1;
347 } 348 }
349
348 /* invis_race is set if we get here */ 350 /* invis_race is set if we get here */
349 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 351 if (pl->contr->invis_race == shstr_undead && is_true_undead (mon))
350 return 1; 352 return 1;
353
351 /* No race, can't be invisible to it */ 354 /* No race, can't be invisible to it */
352 if (!mon->race) 355 if (!mon->race)
353 return 0; 356 return 0;
357
354 if (strstr (mon->race, pl->contr->invis_race)) 358 if (mon->race.contains (pl->contr->invis_race))
355 return 1; 359 return 1;
360
356 /* Nothing matched above, return 0 */ 361 /* Nothing matched above, return 0 */
357 return 0; 362 return 0;
358 } 363 }
359 else 364 else
360 { 365 {
421/* earth to dust spell. Basically destroys earthwalls in the area. 426/* earth to dust spell. Basically destroys earthwalls in the area.
422 */ 427 */
423int 428int
424cast_earth_to_dust (object *op, object *caster, object *spell_ob) 429cast_earth_to_dust (object *op, object *caster, object *spell_ob)
425{ 430{
426 object *tmp, *next;
427 int range, i, j, mflags; 431 int range, i, j, mflags;
428 sint16 sx, sy; 432 sint16 sx, sy;
429 maptile *m; 433 maptile *m;
430
431 if (op->type != PLAYER)
432 return 0;
433 434
434 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 435 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
435 436
436 for (i = -range; i <= range; i++) 437 for (i = -range; i <= range; i++)
437 for (j = -range; j <= range; j++) 438 for (j = -range; j <= range; j++)
442 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 443 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
443 444
444 if (mflags & P_OUT_OF_MAP) 445 if (mflags & P_OUT_OF_MAP)
445 continue; 446 continue;
446 447
447 // earth to dust tears down everything that can be teared down 448 // earth to dust tears down everything that can be torn down
448 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next) 449 for (object *next, *tmp = m->at (sx, sy).bot; tmp; tmp = next)
449 { 450 {
450 next = tmp->above; 451 next = tmp->above;
452
451 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 453 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
452 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 454 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
453 } 455 }
454 } 456 }
455 457
462 if (object *pl = op->in_player ()) 464 if (object *pl = op->in_player ())
463 { 465 {
464 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST)) 466 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST))
465 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you."); 467 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
466 else 468 else
467 { 469 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
468 // remove first so we do not call update_stats
469 op->remove ();
470 pl->enter_exit (op);
471 }
472 } 470 }
473 471
474 op->destroy (); 472 op->destroy ();
475} 473}
476 474
492 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 490 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
493 return 1; 491 return 1;
494 } 492 }
495 493
496 dummy = get_archetype (FORCE_NAME); 494 dummy = get_archetype (FORCE_NAME);
497 if (dummy == NULL) 495
496 if (!dummy)
498 { 497 {
499 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 498 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
500 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); 499 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
501 return 0; 500 return 0;
502 } 501 }
565} 564}
566 565
567int 566int
568perceive_self (object *op) 567perceive_self (object *op)
569{ 568{
570 char buf[MAX_BUF];
571 const char *cp = describe_item (op, op); 569 const char *cp = describe_item (op, op);
572 archetype *at = archetype::find (ARCH_DEPLETION); 570 archetype *at = archetype::find (ARCH_DEPLETION);
573 object *tmp;
574 int i;
575 571
572 dynbuf_text &buf = msg_dynbuf; buf.clear ();
573
574 if (!op->is_player ())
575 return 0;
576
577 if (object *race = archetype::find (op->race))
578 buf << " - You are a G<male|female> " << &race->name << ".\n";
579
576 tmp = find_god (determine_god (op)); 580 if (object *god = find_god (determine_god (op)))
577 if (tmp) 581 buf << " - You worship " << &god->name << ".\n";
578 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
579 else 582 else
580 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); 583 buf << " - You worship no god.\n";
581 584
582 tmp = present_arch_in_ob (at, op); 585 object *tmp = present_arch_in_ob (at, op);
583 586
584 if (*cp == '\0' && tmp == NULL) 587 if (*cp == '\0' && !tmp)
585 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 588 buf << " - You feel very mundane. ";
586 else 589 else
587 { 590 {
588 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 591 buf << " - You have: " << cp << ".\n";
589 new_draw_info (NDI_UNIQUE, 0, op, cp); 592
590 if (tmp != NULL) 593 if (tmp)
591 {
592 for (i = 0; i < NUM_STATS; i++) 594 for (int i = 0; i < NUM_STATS; i++)
593 { 595 if (tmp->stats.stat (i) < 0)
594 if (get_attr_value (&tmp->stats, i) < 0) 596 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
595 {
596 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i)));
597 }
598 }
599 }
600 } 597 }
601 598
602 if (is_dragon_pl (op)) 599 if (is_dragon_pl (op))
603 {
604 /* now grab the 'dragon_ability'-force from the player's inventory */ 600 /* now grab the 'dragon_ability'-force from the player's inventory */
605 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 601 for (tmp = op->inv; tmp; tmp = tmp->below)
606 { 602 {
607 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 603 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
608 { 604 {
609 if (tmp->stats.exp == 0) 605 if (tmp->stats.exp == 0)
610 sprintf (buf, "Your metabolism isn't focused on anything."); 606 buf << " - Your metabolism isn't focused on anything.\n";
611 else 607 else
612 sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); 608 buf << " - Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
613 609
614 new_draw_info (NDI_UNIQUE, 0, op, buf);
615 break; 610 break;
616 } 611 }
617 } 612 }
618 }
619 613
620 return 1; 614 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
621}
622
623/* int cast_create_town_portal (object *op, object *caster, int dir)
624 *
625 * This function cast the spell of town portal for op
626 *
627 * The spell operates in two passes. During the first one a place
628 * is marked as a destination for the portal. During the second one,
629 * 2 portals are created, one in the position the player cast it and
630 * one in the destination place. The portal are synchronized and 2 forces
631 * are inserted in the player to destruct the portal next time player
632 * creates a new portal pair.
633 * This spell has a side effect that it allows people to meet each other
634 * in a permanent, private, appartements by making a town portal from it
635 * to the town or another public place. So, check if the map is unique and if
636 * so return an error
637 *
638 * Code by Tchize (david.delbecq@usa.net)
639 */
640int
641cast_create_town_portal (object *op, object *caster, object *spell, int dir)
642{
643 object *dummy, *force, *old_force;
644 archetype *perm_portal;
645 char portal_name[1024], portal_message[1024];
646 maptile *exitmap;
647 int op_level;
648
649 /* Check to see if the map the player is currently on is a per player unique
650 * map. This can be determined in that per player unique maps have the
651 * full pathname listed.
652 */
653 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
654 {
655 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
656 return 0;
657 }
658
659 /* The first thing to do is to check if we have a marked destination
660 * dummy is used to make a check inventory for the force
661 */
662 dummy = arch_to_object (spell->other_arch);
663 if (dummy == NULL)
664 {
665 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
666 LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name);
667 return 0;
668 }
669
670 force = check_inv_recursive (op, dummy);
671
672 if (force == NULL)
673 {
674 /* Here we know there is no destination marked up.
675 * We have 2 things to do:
676 * 1. Mark the destination in the player inventory.
677 * 2. Let the player know it worked.
678 */
679 dummy->name = op->map->path;
680 EXIT_X (dummy) = op->x;
681 EXIT_Y (dummy) = op->y;
682 insert_ob_in_ob (dummy, op);
683 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You fix this place in your mind.\nYou feel you are able to come here from anywhere.");
684 return 1;
685 }
686
687 dummy->destroy ();
688
689 /* Here we know where the town portal should go to
690 * We should kill any existing portal associated with the player.
691 * Than we should create the 2 portals.
692 * For each of them, we need:
693 * - To create the portal with the name of the player+destination map
694 * - set the owner of the town portal
695 * - To mark the position of the portal in the player's inventory
696 * for easier destruction.
697 *
698 * The mark works has follow:
699 * slaying: Existing town portal
700 * hp, sp : x & y of the associated portal
701 * name : name of the portal
702 * race : map the portal is in
703 */
704
705 /* First step: killing existing town portals */
706 dummy = get_archetype (spell->race);
707 if (dummy == NULL)
708 {
709 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
710 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
711 return 0;
712 }
713
714 perm_portal = archetype::find (spell->slaying);
715
716 /* To kill a town portal, we go trough the player's inventory,
717 * for each marked portal in player's inventory,
718 * -We try load the associated map (if impossible, consider the portal destructed)
719 * -We find any portal in the specified location.
720 * If it has the good name, we destruct it.
721 * -We destruct the force indicating that portal.
722 */
723 while ((old_force = check_inv_recursive (op, dummy)))
724 {
725 exitmap = maptile::find_sync (old_force->race, op->map);
726
727 if (exitmap)
728 {
729 exitmap->load_sync ();
730
731 int exitx = EXIT_X (old_force);
732 int exity = EXIT_Y (old_force);
733
734 for (object *tmp = present_arch (perm_portal, exitmap, exitx, exity); tmp; tmp = tmp->above)
735 {
736 if (tmp->name == old_force->name)
737 {
738 tmp->destroy ();
739 break;
740 }
741 }
742 }
743
744 old_force->destroy ();
745 }
746
747 dummy->destroy ();
748
749 /* Creating the portals.
750 * The very first thing to do is to ensure
751 * access to the destination map.
752 * If we can't, don't fizzle. Simply warn player.
753 * This ensure player pays his mana for the spell
754 * because HE is responsible of forgotting.
755 * 'force' is the destination of the town portal, which we got
756 * from the players inventory above.
757 */
758
759 /* Ensure exit map is loaded */
760 exitmap = maptile::find_sync (force->name);
761
762 /* If we were unable to load (ex. random map deleted), warn player */
763 if (!exitmap)
764 {
765 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
766 force->destroy ();
767 return 1;
768 }
769
770 exitmap->load_sync ();
771
772 op_level = caster_level (caster, spell);
773 if (op_level < 15)
774 snprintf (portal_message, 1024,
775 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
776 &op->name);
777 else if (op_level < 30)
778 snprintf (portal_message, 1024,
779 "\n%s's portal smells of ozone.\nYou do a lot of movements and finally pass\nthrough the small hole in the air\n", &op->name);
780 else if (op_level < 60)
781 snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
782 else
783 snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",
784 &op->name);
785
786 /* Create a portal in front of player
787 * dummy contain the portal and
788 * force contain the track to kill it later
789 */
790 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
791 dummy = get_archetype (spell->slaying); /*The portal */
792 if (dummy == NULL)
793 {
794 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
795 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
796 return 0;
797 }
798
799 EXIT_PATH (dummy) = force->name;
800 EXIT_X (dummy) = EXIT_X (force);
801 EXIT_Y (dummy) = EXIT_Y (force);
802 dummy->name = dummy->name_pl = portal_name;
803 dummy->msg = portal_message;
804 dummy->race = op->name; /*Save the owner of the portal */
805 cast_create_obj (op, caster, dummy, 0);
806
807 /* Now we need to to create a town portal marker inside the player
808 * object, so on future castings, we can know that he has an active
809 * town portal.
810 */
811 object *tmp = get_archetype (spell->race);
812
813 if (!tmp)
814 {
815 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
816 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
817 return 0;
818 }
819
820 tmp->race = op->map->path;
821 tmp->name = portal_name;
822 EXIT_X (tmp) = dummy->x;
823 EXIT_Y (tmp) = dummy->y;
824 op->insert (tmp);
825
826 /* Create a portal in the destination map
827 * dummy contain the portal and
828 * force the track to kill it later
829 * the 'force' variable still contains the 'reminder' of
830 * where this portal goes to.
831 */
832 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &op->map->path);
833 dummy = get_archetype (spell->slaying); /*The portal */
834 if (dummy == NULL)
835 {
836 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
837 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
838 return 0;
839 }
840
841 EXIT_PATH (dummy) = op->map->path;
842 EXIT_X (dummy) = op->x;
843 EXIT_Y (dummy) = op->y;
844 dummy->name = dummy->name_pl = portal_name;
845 dummy->msg = portal_message;
846 dummy->race = op->name; /*Save the owner of the portal */
847 exitmap->insert (dummy, EXIT_X (force), EXIT_Y (force), op);
848
849 /* Now we create another town portal marker that
850 * points back to the one we just made
851 */
852 tmp = get_archetype (spell->race);
853 if (tmp == NULL)
854 {
855 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
856 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
857 return 0;
858 }
859
860 tmp->race = force->name;
861 tmp->name = portal_name;
862 EXIT_X (tmp) = dummy->x;
863 EXIT_Y (tmp) = dummy->y;
864 insert_ob_in_ob (tmp, op);
865
866 /* Describe the player what happened
867 */
868 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
869 force->destroy ();
870 615
871 return 1; 616 return 1;
872} 617}
873 618
874/* This creates magic walls. Really, it can create most any object, 619/* This creates magic walls. Really, it can create most any object,
962 */ 707 */
963 if (tmp->type != EARTHWALL) //TODO 708 if (tmp->type != EARTHWALL) //TODO
964 tmp->set_owner (op); 709 tmp->set_owner (op);
965 710
966 set_spell_skill (op, caster, spell_ob, tmp); 711 set_spell_skill (op, caster, spell_ob, tmp);
967 tmp->level = caster_level (caster, spell_ob) / 2; 712 tmp->level = casting_level (caster, spell_ob) / 2;
968 713
969 name = tmp->name; 714 name = tmp->name;
970 if (!(tmp = m->insert (tmp, x, y, op))) 715 if (!(tmp = m->insert (tmp, x, y, op)))
971 { 716 {
972 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name); 717 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
973 return 0; 718 return 0;
974 } 719 }
975 720
976 /* If this is a spellcasting wall, need to insert the spell object */ 721 /* If this is a spellcasting wall, need to insert the spell object */
977 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 722 if (tmp->other_arch && tmp->other_arch->type == SPELL)
978 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 723 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
979 724
980 /* This code causes the wall to extend some distance in 725 /* This code causes the wall to extend some distance in
981 * each direction, or until an obstruction is encountered. 726 * each direction, or until an obstruction is encountered.
982 * posblocked and negblocked help determine how far the 727 * posblocked and negblocked help determine how far the
1002 { 747 {
1003 object *tmp2 = tmp->clone (); 748 object *tmp2 = tmp->clone ();
1004 m->insert (tmp2, x, y, op); 749 m->insert (tmp2, x, y, op);
1005 750
1006 /* If this is a spellcasting wall, need to insert the spell object */ 751 /* If this is a spellcasting wall, need to insert the spell object */
1007 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 752 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1008 tmp2->insert (arch_to_object (tmp2->other_arch)); 753 tmp2->insert (arch_to_object (tmp2->other_arch));
1009 754
1010 } 755 }
1011 else 756 else
1012 posblocked = 1; 757 posblocked = 1;
1019 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked) 764 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
1020 { 765 {
1021 object *tmp2 = tmp->clone (); 766 object *tmp2 = tmp->clone ();
1022 m->insert (tmp2, x, y, op); 767 m->insert (tmp2, x, y, op);
1023 768
1024 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 769 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1025 tmp2->insert (arch_to_object (tmp2->other_arch)); 770 tmp2->insert (arch_to_object (tmp2->other_arch));
1026 } 771 }
1027 else 772 else
1028 negblocked = 1; 773 negblocked = 1;
1029 } 774 }
1033 778
1034 return 1; 779 return 1;
1035} 780}
1036 781
1037int 782int
1038dimension_door (object *op, object *caster, object *spob, int dir) 783dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
1039{ 784{
1040 uint32 dist, maxdist; 785 uint32 dist, maxdist;
1041 int mflags; 786 int mflags;
1042 maptile *m; 787 maptile *m;
1043 sint16 sx, sy; 788 sint16 sx, sy;
1054 /* Given the new outdoor maps, can't let players dimension door for 799 /* Given the new outdoor maps, can't let players dimension door for
1055 * ever, so put limits in. 800 * ever, so put limits in.
1056 */ 801 */
1057 maxdist = spob->range + SP_level_range_adjust (caster, spob); 802 maxdist = spob->range + SP_level_range_adjust (caster, spob);
1058 803
1059 if (op->contr->count) 804 if (spellparam)
1060 { 805 {
806 int count = atoi (spellparam);
807
1061 if (op->contr->count > maxdist) 808 if (count > maxdist)
1062 { 809 {
1063 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!"); 810 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!");
1064 return 0; 811 return 0;
1065 } 812 }
1066 813
1067 for (dist = 0; dist < op->contr->count; dist++) 814 for (dist = 0; dist < count; dist++)
1068 { 815 {
1069 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy); 816 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
1070 817
1071 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 818 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
1072 break; 819 break;
1073 820
1074 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) 821 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1075 break; 822 break;
1076 } 823 }
1077 824
1078 if (dist < op->contr->count) 825 if (dist < count)
1079 { 826 {
1080 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n"); 827 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
1081 op->contr->count = 0;
1082 return 0; 828 return 0;
1083 } 829 }
1084
1085 op->contr->count = 0;
1086 830
1087 /* Remove code that puts player on random space on maps. IMO, 831 /* Remove code that puts player on random space on maps. IMO,
1088 * a lot of maps probably have areas the player should not get to, 832 * a lot of maps probably have areas the player should not get to,
1089 * but may not be marked as NO_MAGIC (as they may be bounded 833 * but may not be marked as NO_MAGIC (as they may be bounded
1090 * by such squares). Also, there are probably treasure rooms and 834 * by such squares). Also, there are probably treasure rooms and
1145 889
1146 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ 890 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */
1147 return 1; 891 return 1;
1148} 892}
1149 893
1150
1151/* cast_heal: Heals something. 894/* cast_heal: Heals something.
1152 * op is the caster. 895 * op is the caster.
1153 * dir is the direction he is casting it in. 896 * dir is the direction he is casting it in.
1154 * spell is the spell object. 897 * spell is the spell object.
1155 */ 898 */
1181 { 924 {
1182 /* See how many points we actually heal. Instead of messages 925 /* See how many points we actually heal. Instead of messages
1183 * based on type of spell, we instead do messages based 926 * based on type of spell, we instead do messages based
1184 * on amount of damage healed. 927 * on amount of damage healed.
1185 */ 928 */
1186 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 929 if (heal > tmp->stats.maxhp - tmp->stats.hp)
1187 heal = tmp->stats.maxhp - tmp->stats.hp; 930 heal = tmp->stats.maxhp - tmp->stats.hp;
931
1188 tmp->stats.hp += heal; 932 tmp->stats.hp += heal;
1189 933
1190 if (tmp->stats.hp >= tmp->stats.maxhp) 934 if (tmp->stats.hp >= tmp->stats.maxhp)
1191 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 935 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1192 else if (heal > 50) 936 else if (heal > 50)
1201 success = 1; 945 success = 1;
1202 } 946 }
1203 } 947 }
1204 948
1205 if (spell->attacktype & AT_DISEASE) 949 if (spell->attacktype & AT_DISEASE)
1206 if (cure_disease (tmp, op)) 950 if (cure_disease (tmp, op, spell))
1207 success = 1; 951 success = 1;
1208 952
1209 if (spell->attacktype & AT_POISON) 953 if (spell->attacktype & AT_POISON)
1210 { 954 {
1211 at = archetype::find ("poisoning"); 955 at = archetype::find ("poisoning");
1260 } 1004 }
1261 1005
1262 if (spell->stats.food && tmp->stats.food < 999) 1006 if (spell->stats.food && tmp->stats.food < 999)
1263 { 1007 {
1264 tmp->stats.food += spell->stats.food; 1008 tmp->stats.food += spell->stats.food;
1009
1265 if (tmp->stats.food > 999) 1010 if (tmp->stats.food > 999)
1266 tmp->stats.food = 999; 1011 tmp->stats.food = 999;
1012
1267 success = 1; 1013 success = 1;
1268 /* We could do something a bit better like the messages for healing above */ 1014 /* 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"); 1015 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1270 } 1016 }
1271 1017
1272 return success; 1018 return success;
1273} 1019}
1274
1275 1020
1276/* This is used for the spells that gain stats. There are no spells 1021/* 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 1022 * right now that icnrease wis/int/pow on a temp basis, so no
1278 * good comments for those. 1023 * good comments for those.
1279 */ 1024 */
1280static const char *const no_gain_msgs[NUM_STATS] = { 1025static const char *const no_gain_msgs[NUM_STATS] = {
1281 "You grow no stronger.", 1026 "You grow no stronger.",
1282 "You grow no more agile.", 1027 "You grow no more agile.",
1283 "You don't feel any healthier.", 1028 "You don't feel any healthier.",
1284 "no wis", 1029 "You didn't grow any more intelligent.",
1030 "You do not feel any wiser.",
1031 "You don't feel any more powerful."
1285 "You are no easier to look at.", 1032 "You are no easier to look at.",
1286 "no int",
1287 "no pow"
1288}; 1033};
1289 1034
1290int 1035int
1036change_ability_duration (object *spell, object *caster)
1037{
1038 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1039}
1040
1041int
1291cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) 1042cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1292{ 1043{
1293 object *force = NULL; 1044 object *force = 0;
1294 int i; 1045 int i;
1295 1046
1296 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1047 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1297 object *tmp = dir 1048 object *tmp = dir
1298 ? find_target_for_friendly_spell (op, dir) 1049 ? find_target_for_friendly_spell (op, dir)
1299 : op; 1050 : op;
1300 1051
1301 if (!tmp) 1052 if (!tmp)
1302 return 0; 1053 return 0;
1303 1054
1304 /* If we've already got a force of this type, don't add a new one. */ 1055 /* If we've already got a force of this type, don't add a new one. */
1312 break; 1063 break;
1313 } 1064 }
1314 else if (spell_ob->race && spell_ob->race == tmp2->name) 1065 else if (spell_ob->race && spell_ob->race == tmp2->name)
1315 { 1066 {
1316 if (!silent) 1067 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); 1068 new_draw_info_format (NDI_UNIQUE, 0, op,
1069 "You can not cast %s while %s is in effect",
1070 &spell_ob->name, &tmp2->name_pl);
1071
1318 return 0; 1072 return 0;
1319 } 1073 }
1320 } 1074 }
1321 } 1075 }
1076
1077 int duration = change_ability_duration (spell_ob, caster);
1078
1322 if (force == NULL) 1079 if (force)
1323 {
1324 force = get_archetype (FORCE_NAME);
1325 force->subtype = FORCE_CHANGE_ABILITY;
1326 if (spell_ob->race)
1327 force->name = spell_ob->race;
1328 else
1329 force->name = spell_ob->name;
1330 force->name_pl = spell_ob->name;
1331 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1332
1333 } 1080 {
1334 else
1335 {
1336 int duration;
1337
1338 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1339 if (duration > force->duration) 1081 if (duration > force->duration)
1340 { 1082 {
1341 force->duration = duration; 1083 force->duration = duration;
1342 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1084 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1343 } 1085 }
1344 else 1086 else
1345 {
1346 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1087 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1347 } 1088
1348 return 1; 1089 return 1;
1349 } 1090 }
1350 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1091
1092 new_draw_info_format (NDI_UNIQUE, 0, op,
1093 "You create an aura of magical force. H<The effect will last for about %.10g seconds.>",
1094 TICK2TIME (duration));
1095
1096 force = get_archetype (FORCE_NAME);
1097 force->subtype = FORCE_CHANGE_ABILITY;
1098 force->duration = duration;
1099
1100 if (spell_ob->race)
1101 force->name = spell_ob->race;
1102 else
1103 force->name = spell_ob->name;
1104
1105 force->name_pl = spell_ob->name;
1106
1351 force->speed = 1.0; 1107 force->speed = 1.0;
1352 force->speed_left = -1.0; 1108 force->speed_left = -1.0;
1353 SET_FLAG (force, FLAG_APPLIED); 1109 SET_FLAG (force, FLAG_APPLIED);
1354 1110
1355 /* Now start processing the effects. First, protections */ 1111 /* Now start processing the effects. First, protections */
1360 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob); 1116 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob);
1361 if (force->resist[i] > 100) 1117 if (force->resist[i] > 100)
1362 force->resist[i] = 100; 1118 force->resist[i] = 100;
1363 } 1119 }
1364 } 1120 }
1121
1365 if (spell_ob->stats.hp) 1122 if (spell_ob->stats.hp)
1366 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob); 1123 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1367 1124
1368 if (tmp->type == PLAYER) 1125 if (tmp->type == PLAYER)
1369 { 1126 {
1370 /* Stat adjustment spells */ 1127 /* Stat adjustment spells */
1371 for (i = 0; i < NUM_STATS; i++) 1128 for (i = 0; i < NUM_STATS; i++)
1372 { 1129 {
1373 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; 1130 if (sint8 stat = spell_ob->stats.stat (i))
1374
1375 if (stat)
1376 { 1131 {
1377 sm = 0; 1132 sint8 sm = 0;
1378 for (k = 0; k < stat; k++) 1133 for (sint8 k = 0; k < stat; k++)
1379 sm += rndm (1, 3); 1134 sm += rndm (1, 3);
1380 1135
1381 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) 1136 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1382 { 1137 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1383 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); 1138
1384 if (sm < 0) 1139 force->stats.stat (i) = sm;
1385 sm = 0; 1140
1386 }
1387 set_attr_value (&force->stats, i, sm);
1388 if (!sm) 1141 if (!sm)
1389 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); 1142 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1390 } 1143 }
1391 } 1144 }
1392 } 1145 }
1413 force->attacktype = spell_ob->attacktype; 1166 force->attacktype = spell_ob->attacktype;
1414 1167
1415 insert_ob_in_ob (force, tmp); 1168 insert_ob_in_ob (force, tmp);
1416 change_abil (tmp, force); /* Mostly to display any messages */ 1169 change_abil (tmp, force); /* Mostly to display any messages */
1417 tmp->update_stats (); 1170 tmp->update_stats ();
1171
1418 return 1; 1172 return 1;
1419} 1173}
1420 1174
1421/* This used to be part of cast_change_ability, but it really didn't make 1175/* 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 1176 * a lot of sense, since most of the values it derives are from the god
1423 * of the caster. 1177 * of the caster.
1424 */ 1178 */
1425
1426int 1179int
1427cast_bless (object *op, object *caster, object *spell_ob, int dir) 1180cast_bless (object *op, object *caster, object *spell_ob, int dir)
1428{ 1181{
1429 int i; 1182 int i;
1430 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1183 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1431 1184
1432 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1185 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1433 if (dir != 0) 1186 if (dir != 0)
1434 { 1187 {
1435 tmp = find_target_for_friendly_spell (op, dir); 1188 tmp = find_target_for_friendly_spell (op, dir);
1189
1190 if (!tmp)
1191 return 0;
1436 } 1192 }
1437 else 1193 else
1438 {
1439 tmp = op; 1194 tmp = op;
1440 }
1441 1195
1442 /* If we've already got a force of this type, don't add a new one. */ 1196 /* 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) 1197 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1444 { 1198 {
1445 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1199 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1446 { 1200 {
1447 if (tmp2->name == spell_ob->name) 1201 if (tmp2->name == spell_ob->name)
1448 { 1202 {
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); 1208 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; 1209 return 0;
1456 } 1210 }
1457 } 1211 }
1458 } 1212 }
1213
1459 if (force == NULL) 1214 if (force == NULL)
1460 { 1215 {
1461 force = get_archetype (FORCE_NAME); 1216 force = get_archetype (FORCE_NAME);
1462 force->subtype = FORCE_CHANGE_ABILITY; 1217 force->subtype = FORCE_CHANGE_ABILITY;
1463 if (spell_ob->race) 1218 if (spell_ob->race)
1528} 1283}
1529 1284
1530/* Alchemy code by Mark Wedel 1285/* Alchemy code by Mark Wedel
1531 * 1286 *
1532 * This code adds a new spell, called alchemy. Alchemy will turn 1287 * This code adds a new spell, called alchemy. Alchemy will turn
1533 * objects to gold nuggets, the value of the gold nuggets being 1288 * 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 * 1289 *
1538 * Large nuggets are worth 25 gp each (base). You will always get 1290 * The value of the gold nuggets being about 90% of that of the item
1539 * the maximum number of large nuggets you could get. 1291 * 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 1292 * because the nuggets themselves will be will be adjusted by charisma
1541 * to the max amount of small nuggets as you could get. 1293 * 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 * 1294 *
1546 * There is also a chance (1:30) that you will get nothing at all 1295 * 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 1296 * for the object. There is also a maximum weight that will be
1548 * alchemised. 1297 * alchemised.
1549 */ 1298 */
1550static void 1299static void
1551alchemy_object (object *obj, uint64 &total_value, int &total_weight) 1300alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1552{ 1301{
1553 uint64 value = query_cost (obj, NULL, F_TRUE); 1302 uint64 value = query_cost (obj, NULL, F_TRUE);
1554 1303
1555 /* Give third price when we alchemy money (This should hopefully 1304 /* Give third price when we alchemy money (this should hopefully
1556 * make it so that it isn't worth it to alchemy money, sell 1305 * make it so that it isn't worth it to alchemy money, sell
1557 * the nuggets, alchemy the gold from that, etc. 1306 * the nuggets, alchemy the gold from that, etc.
1558 * Otherwise, give 9 silver on the gold for other objects, 1307 * Otherwise, give 9 silver on the gold for other objects,
1559 * so that it would still be more affordable to haul 1308 * so that it would still be more affordable to haul
1560 * the stuff back to town. 1309 * the stuff back to town.
1572 total_weight += obj->total_weight (); 1321 total_weight += obj->total_weight ();
1573 1322
1574 obj->destroy (); 1323 obj->destroy ();
1575} 1324}
1576 1325
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 1326int
1608alchemy (object *op, object *caster, object *spell_ob) 1327alchemy (object *op, object *caster, object *spell_ob)
1609{ 1328{
1610 if (op->type != PLAYER) 1329 if (op->type != PLAYER)
1611 return 0; 1330 return 0;
1612 1331
1613 object *large = get_archetype ("largenugget"); 1332 archetype *nugget[3];
1614 object *small = get_archetype ("smallnugget"); 1333
1334 nugget[0] = archetype::find ("pyrite3");
1335 nugget[1] = archetype::find ("pyrite2");
1336 nugget[2] = archetype::find ("pyrite");
1615 1337
1616 /* Put a maximum weight of items that can be alchemised. Limits the power 1338 /* 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 1339 * some, and also prevents people from alchemising every table/chair/clock
1618 * in sight 1340 * in sight
1619 */ 1341 */
1671 if (weight > weight_max) 1393 if (weight > weight_max)
1672 break; 1394 break;
1673 } 1395 }
1674 } 1396 }
1675 1397
1398 value -= rndm (value >> 4);
1676 value = min (value, value_max); 1399 value = min (value, value_max);
1677 1400
1678 uint64 count = value / large->value; 1401 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1679 int large_nuggets = count; 1402 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 */ 1403 {
1689 update_map (op, mp, small_nuggets, small, large_nuggets, large, nx, ny); 1404 value -= nrof * nugget[i]->value;
1405
1406 object *tmp = arch_to_object (nugget[i]);
1407 tmp->nrof = nrof;
1408 tmp->flag [FLAG_IDENTIFIED] = true;
1409 op->map->insert (tmp, x, y, op, 0);
1410 }
1690 1411
1691 if (weight > weight_max) 1412 if (weight > weight_max)
1692 goto bailout; 1413 goto bailout;
1693 } 1414 }
1694 } 1415 }
1695 1416
1696bailout: 1417bailout:
1697 large->destroy ();
1698 small->destroy ();
1699 return 1; 1418 return 1;
1700} 1419}
1701
1702 1420
1703/* This function removes the cursed/damned status on equipped 1421/* This function removes the cursed/damned status on equipped
1704 * items. 1422 * items.
1705 */ 1423 */
1706int 1424int
1707remove_curse (object *op, object *caster, object *spell) 1425remove_curse (object *op, object *caster, object *spell)
1708{ 1426{
1709 object *tmp;
1710 int success = 0, was_one = 0; 1427 int success = 0, was_one = 0;
1711 1428
1712 for (tmp = op->inv; tmp; tmp = tmp->below) 1429 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1713 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1430 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1714 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1431 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1715 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1432 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1716 { 1433 {
1717 was_one++; 1434 was_one++;
1435
1718 if (tmp->level <= caster_level (caster, spell)) 1436 if (tmp->level <= casting_level (caster, spell))
1719 { 1437 {
1720 success++; 1438 success++;
1721 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1439 if (QUERY_FLAG (spell, FLAG_DAMNED))
1722 CLEAR_FLAG (tmp, FLAG_DAMNED); 1440 CLEAR_FLAG (tmp, FLAG_DAMNED);
1723 1441
1724 CLEAR_FLAG (tmp, FLAG_CURSED); 1442 CLEAR_FLAG (tmp, FLAG_CURSED);
1725 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1443 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1726 tmp->value = 0; /* Still can't sell it */ 1444 tmp->value = 0; /* Still can't sell it */
1727 if (op->type == PLAYER) 1445
1446 if (object *pl = tmp->visible_to ())
1728 esrv_send_item (op, tmp); 1447 esrv_update_item (UPD_FLAGS, pl, tmp);
1729 } 1448 }
1730 } 1449 }
1731 1450
1732 if (op->type == PLAYER) 1451 if (op->type == PLAYER)
1733 { 1452 {
1744 1463
1745 return success; 1464 return success;
1746} 1465}
1747 1466
1748/* Identifies objects in the players inventory/on the ground */ 1467/* Identifies objects in the players inventory/on the ground */
1749
1750int 1468int
1751cast_identify (object *op, object *caster, object *spell) 1469cast_identify (object *op, object *caster, object *spell)
1752{ 1470{
1753 object *tmp; 1471 object *tmp;
1754 int success = 0, num_ident; 1472 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1755 1473
1756 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1474 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 1475
1761 for (tmp = op->inv; tmp; tmp = tmp->below) 1476 for (tmp = op->inv; tmp; tmp = tmp->below)
1762 { 1477 {
1763 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1478 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1764 { 1479 {
1765 identify (tmp); 1480 identify (tmp);
1766 1481
1767 if (op->type == PLAYER) 1482 if (op->type == PLAYER)
1768 { 1483 {
1769 new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op)); 1484 buf.printf ("You identified: %s.\r", long_desc (tmp, op));
1770 1485
1771 if (tmp->msg) 1486 if (tmp->msg)
1772 { 1487 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 } 1488 }
1777 1489
1778 num_ident--;
1779 success = 1;
1780 if (!num_ident) 1490 if (!--num_ident)
1781 break; 1491 break;
1782 } 1492 }
1783 } 1493 }
1784 1494
1785 /* If all the power of the spell has been used up, don't go and identify 1495 /* 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 1496 * stuff on the floor. Only identify stuff on the floor if the spell
1787 * was not fully used. 1497 * was not fully used.
1788 */ 1498 */
1789 if (num_ident) 1499 if (num_ident)
1790 { 1500 {
1791 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1501 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)) 1502 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1793 { 1503 {
1794 identify (tmp); 1504 identify (tmp);
1795 1505
1796 if (op->type == PLAYER) 1506 if (object *pl = tmp->visible_to ())
1797 { 1507 {
1798 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op)); 1508 buf.printf ("On the ground you identified: %s.\r", long_desc (tmp, op));
1799 1509
1800 if (tmp->msg) 1510 if (tmp->msg)
1801 { 1511 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 } 1512 }
1808 1513
1809 num_ident--;
1810 success = 1;
1811 if (!num_ident) 1514 if (!--num_ident)
1812 break; 1515 break;
1813 } 1516 }
1814 } 1517 }
1815 1518
1816 if (!success) 1519 if (buf.empty ())
1817 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified."); 1520 {
1521 op->failmsg ("You can't reach anything unidentified.");
1522 return 0;
1523 }
1818 else 1524 else
1525 {
1526 if (op->contr)
1527 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1528
1819 spell_effect (spell, op->x, op->y, op->map, op); 1529 spell_effect (spell, op->x, op->y, op->map, op);
1820 1530 return 1;
1821 return success; 1531 }
1822} 1532}
1823 1533
1824int 1534int
1825cast_detection (object *op, object *caster, object *spell, object *skill) 1535cast_detection (object *op, object *caster, object *spell, object *skill)
1826{ 1536{
1831 1541
1832 /* We precompute some values here so that we don't have to keep 1542 /* We precompute some values here so that we don't have to keep
1833 * doing it over and over again. 1543 * doing it over and over again.
1834 */ 1544 */
1835 god = find_god (determine_god (op)); 1545 god = find_god (determine_god (op));
1836 level = caster_level (caster, spell); 1546 level = casting_level (caster, spell);
1837 range = spell->range + SP_level_range_adjust (caster, spell); 1547 range = spell->range + SP_level_range_adjust (caster, spell);
1838 1548
1839 if (!skill) 1549 if (!skill)
1840 skill = caster; 1550 skill = caster;
1841 1551
1842 for (x = op->x - range; x <= op->x + range; x++) 1552 unordered_mapwalk (op, -range, -range, range, range)
1843 for (y = op->y - range; y <= op->y + range; y++)
1844 { 1553 {
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 1554 /* For most of the detections, we only detect objects above the
1851 * floor. But this is not true for show invisible. 1555 * floor. But this is not true for show invisible.
1852 * Basically, we just go and find the top object and work 1556 * Basically, we just go and find the top object and work
1853 * down - that is easier than working up. 1557 * down - that is easier than working up.
1854 */ 1558 */
1855 1559
1856 for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above) 1560 for (last = NULL, tmp = m->at (nx, ny).bot; tmp; tmp = tmp->above)
1857 last = tmp; 1561 last = tmp;
1858 1562
1859 /* Shouldn't happen, but if there are no objects on a space, this 1563 /* Shouldn't happen, but if there are no objects on a space, this
1860 * would happen. 1564 * would happen.
1861 */ 1565 */
1862 if (!last) 1566 if (!last)
1863 continue; 1567 continue;
1864 1568
1865 done_one = 0; 1569 done_one = 0;
1866 floor = 0; 1570 floor = 0;
1867 detect = NULL; 1571 detect = NULL;
1868 for (tmp = last; tmp; tmp = tmp->below) 1572 for (tmp = last; tmp; tmp = tmp->below)
1869 { 1573 {
1870 /* show invisible */ 1574 /* show invisible */
1871 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1575 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1872 /* Might there be other objects that we can make visible? */ 1576 /* Might there be other objects that we can make visible? */
1873 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1577 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER)
1874 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1578 || (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ))
1875 tmp->type == CF_HANDLE || 1579 || tmp->type == CF_HANDLE
1876 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE || 1580 || tmp->type == TRAPDOOR
1581 || tmp->type == EXIT
1582 || tmp->type == HOLE
1583 || tmp->type == BUTTON
1877 tmp->type == BUTTON || tmp->type == TELEPORTER || 1584 || tmp->type == TELEPORTER
1585 || tmp->type == GATE
1878 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1586 || tmp->type == LOCKED_DOOR
1879 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN || 1587 || tmp->type == WEAPON
1588 || tmp->type == ALTAR
1589 || tmp->type == SIGN
1880 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1590 || tmp->type == TRIGGER_PEDESTAL
1881 tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR))) 1591 || tmp->type == SPECIAL_KEY
1592 || tmp->type == TREASURE
1593 || tmp->type == BOOK
1594 || tmp->type == HOLY_ALTAR
1595 || tmp->type == CONTAINER)))
1882 { 1596 {
1883 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4) 1597 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1884 { 1598 {
1885 tmp->invisible = 0; 1599 tmp->invisible = 0;
1886 done_one = 1; 1600 done_one = 1;
1887 } 1601 }
1888 } 1602 }
1889 1603
1890 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1604 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1891 floor = 1; 1605 floor = 1;
1892 1606
1893 /* All detections below this point don't descend beneath the floor, 1607 /* 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 1608 * 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 1609 * 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. 1610 * the floor, but once we get to the floor, not likely a very big issue anyways.
1897 */ 1611 */
1898 if (floor) 1612 if (floor)
1899 continue; 1613 continue;
1900 1614
1901 /* I had thought about making detect magic and detect curse 1615 /* I had thought about making detect magic and detect curse
1902 * show the flash the magic item like it does for detect monster. 1616 * 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 1617 * however, if the object is within sight, this would then make it
1904 * difficult to see what object is magical/cursed, so the 1618 * difficult to see what object is magical/cursed, so the
1905 * effect wouldn't be as apparant. 1619 * effect wouldn't be as apparent.
1906 */ 1620 */
1907 1621
1908 /* detect magic */ 1622 /* detect magic */
1909 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && 1623 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1910 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp)) 1624 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1911 { 1625 {
1912 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1626 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1913 /* make runes more visibile */ 1627 /* make runes more visibile */
1914 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC) 1628 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1915 tmp->stats.Cha /= 4; 1629 tmp->stats.Cha /= 4;
1630
1916 done_one = 1; 1631 done_one = 1;
1917 } 1632 }
1633
1918 /* detect monster */ 1634 /* detect monster */
1919 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER)) 1635 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1920 { 1636 {
1921 done_one = 2; 1637 done_one = 2;
1638
1922 if (!detect) 1639 if (!detect)
1923 detect = tmp; 1640 detect = tmp;
1924 } 1641 }
1642
1925 /* Basically, if race is set in the spell, then the creatures race must 1643 /* 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 1644 * match that. if the spell race is set to GOD, then the gods opposing
1927 * race must match. 1645 * race must match.
1928 */ 1646 */
1929 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race && 1647 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1930 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) || 1648 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1931 (strstr (spell->race, tmp->race)))) 1649 spell->race.contains (tmp->race)))
1932 { 1650 {
1933 done_one = 2; 1651 done_one = 2;
1652
1934 if (!detect) 1653 if (!detect)
1935 detect = tmp; 1654 detect = tmp;
1936 } 1655 }
1656
1937 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1657 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1938 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1658 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1939 { 1659 {
1940 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1660 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1941 done_one = 1; 1661 done_one = 1;
1942 } 1662 }
1943 } /* for stack of objects on this space */ 1663 } /* for stack of objects on this space */
1944 1664
1945 /* Code here puts an effect of the spell on the space, so you can see 1665 /* Code here puts an effect of the spell on the space, so you can see
1946 * where the magic is. 1666 * where the magic is.
1947 */ 1667 */
1948 if (done_one) 1668 if (done_one)
1949 { 1669 {
1950 object *detect_ob = arch_to_object (spell->other_arch); 1670 object *detect_ob = arch_to_object (spell->other_arch);
1951 1671
1952 /* if this is set, we want to copy the face */ 1672 /* if this is set, we want to copy the face */
1953 if (done_one == 2 && detect) 1673 if (done_one == 2 && detect)
1954 { 1674 {
1955 detect_ob->face = detect->face; 1675 detect_ob->face = detect->face;
1956 detect_ob->animation_id = detect->animation_id; 1676 detect_ob->animation_id = detect->animation_id;
1957 detect_ob->anim_speed = detect->anim_speed; 1677 detect_ob->anim_speed = detect->anim_speed;
1958 detect_ob->last_anim = 0; 1678 detect_ob->last_anim = 0;
1959 /* by default, the detect_ob is already animated */ 1679 /* by default, the detect_ob is already animated */
1960 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1680 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
1961 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1681 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
1962 } 1682 }
1963 1683
1964 m->insert (detect_ob, nx, ny, op); 1684 m->insert (detect_ob, nx, ny, op);
1965 } 1685 }
1966 } /* for processing the surrounding spaces */ 1686 } /* for processing the surrounding spaces */
1967 1687
1968 1688
1969 /* Now process objects in the players inventory if detect curse or magic */ 1689 /* 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)) 1690 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL))
1971 { 1691 {
1972 done_one = 0; 1692 done_one = 0;
1693
1973 for (tmp = op->inv; tmp; tmp = tmp->below) 1694 for (tmp = op->inv; tmp; tmp = tmp->below)
1974 { 1695 {
1975 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1696 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1976 { 1697 {
1977 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)) 1698 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL))
1978 { 1699 {
1979 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1700 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1980 if (op->type == PLAYER) 1701
1702 if (object *pl = tmp->visible_to ())
1981 esrv_send_item (op, tmp); 1703 esrv_update_item (UPD_FLAGS, pl, tmp);
1982 } 1704 }
1705
1983 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1706 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1984 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1707 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1985 { 1708 {
1986 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1709 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1987 if (op->type == PLAYER) 1710
1711 if (object *pl = tmp->visible_to ())
1988 esrv_send_item (op, tmp); 1712 esrv_update_item (UPD_FLAGS, pl, tmp);
1989 } 1713 }
1990 } /* if item is not identified */ 1714 } /* if item is not identified */
1991 } /* for the players inventory */ 1715 } /* for the players inventory */
1992 } /* if detect magic/curse and object is a player */ 1716 } /* if detect magic/curse and object is a player */
1717
1993 return 1; 1718 return 1;
1994} 1719}
1995 1720
1996 1721
1997/** 1722/**
2010 1735
2011 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you."); 1736 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
2012 1737
2013 if (victim->stats.sp >= victim->stats.maxsp * 2) 1738 if (victim->stats.sp >= victim->stats.maxsp * 2)
2014 { 1739 {
2015 object *tmp;
2016
2017 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1740 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; 1741 victim->stats.sp = 2 * victim->stats.maxsp;
1742 create_exploding_ball_at (victim, caster_level);
2026 } 1743 }
2027 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1744 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."); 1745 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) 1746 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2030 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 1747 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
2031 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1748 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2032 { 1749 {
2033 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1750 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2079 } 1796 }
2080 /* give sp */ 1797 /* give sp */
2081 if (spell->stats.dam > 0) 1798 if (spell->stats.dam > 0)
2082 { 1799 {
2083 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell); 1800 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
2084 charge_mana_effect (plyr, caster_level (caster, spell)); 1801 charge_mana_effect (plyr, casting_level (caster, spell));
2085 return 1; 1802 return 1;
2086 } 1803 }
2087 /* suck sp away. Can't suck sp from yourself */ 1804 /* suck sp away. Can't suck sp from yourself */
2088 else if (op != plyr) 1805 else if (op != plyr)
2089 { 1806 {
2101 /* Player doesn't get full credit */ 1818 /* Player doesn't get full credit */
2102 sucked = (sucked * rate) / 100; 1819 sucked = (sucked * rate) / 100;
2103 op->stats.sp += sucked; 1820 op->stats.sp += sucked;
2104 if (sucked > 0) 1821 if (sucked > 0)
2105 { 1822 {
2106 charge_mana_effect (op, caster_level (caster, spell)); 1823 charge_mana_effect (op, casting_level (caster, spell));
2107 } 1824 }
2108 } 1825 }
2109 return 1; 1826 return 1;
2110 } 1827 }
2111 return 0; 1828 return 0;
2187 break; 1904 break;
2188 } 1905 }
2189 } 1906 }
2190} 1907}
2191 1908
2192
2193
2194/* cast_consecrate() - a spell to make an altar your god's */ 1909/* cast_consecrate() - a spell to make an altar your god's */
2195int 1910int
2196cast_consecrate (object *op, object *caster, object *spell) 1911cast_consecrate (object *op, object *caster, object *spell)
2197{ 1912{
2198 char buf[MAX_BUF]; 1913 char buf[MAX_BUF];
2210 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1925 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2211 break; 1926 break;
2212 if (tmp->type == HOLY_ALTAR) 1927 if (tmp->type == HOLY_ALTAR)
2213 { 1928 {
2214 1929
2215 if (tmp->level > caster_level (caster, spell)) 1930 if (tmp->level > casting_level (caster, spell))
2216 { 1931 {
2217 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name); 1932 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name);
2218 return 0; 1933 return 0;
2219 } 1934 }
2220 else 1935 else
2221 { 1936 {
2222 /* If we got here, we are consecrating an altar */ 1937 /* If we got here, we are consecrating an altar */
2223 sprintf (buf, "Altar of %s", &god->name); 1938 sprintf (buf, "Altar of %s", &god->name);
2224 tmp->name = buf; 1939 tmp->name = buf;
2225 tmp->level = caster_level (caster, spell); 1940 tmp->level = casting_level (caster, spell);
2226 tmp->other_arch = god->arch; 1941 tmp->other_arch = god->arch;
1942
2227 if (op->type == PLAYER) 1943 if (op->type == PLAYER)
2228 esrv_update_item (UPD_NAME, op, tmp); 1944 esrv_update_item (UPD_NAME, op, tmp);
1945
2229 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name); 1946 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
2230 return 1; 1947 return 1;
2231 } 1948 }
2232 } 1949 }
2233 } 1950 }
2243 * This code was very odd - code early on would only let players use the spell, 1960 * 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 1961 * 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 1962 * that only let players use it was correct, and removed all the other
2246 * player checks. MSW 2003-01-06 1963 * player checks. MSW 2003-01-06
2247 */ 1964 */
2248
2249int 1965int
2250animate_weapon (object *op, object *caster, object *spell, int dir) 1966animate_weapon (object *op, object *caster, object *spell, int dir)
2251{ 1967{
2252 object *weapon, *tmp; 1968 object *weapon, *tmp;
2253 char buf[MAX_BUF]; 1969 char buf[MAX_BUF];
2254 int a, i; 1970 int a, i;
2255 sint16 x, y; 1971 sint16 x, y;
2256 maptile *m; 1972 maptile *m;
2257 materialtype_t *mt;
2258 1973
2259 if (!spell->other_arch) 1974 if (!spell->other_arch)
2260 { 1975 {
2261 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1976 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2262 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name); 1977 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2265 /* exit if it's not a player using this spell. */ 1980 /* exit if it's not a player using this spell. */
2266 if (op->type != PLAYER) 1981 if (op->type != PLAYER)
2267 return 0; 1982 return 0;
2268 1983
2269 /* if player already has a golem, abort */ 1984 /* if player already has a golem, abort */
2270 if (op->contr->ranges[range_golem]) 1985 if (object *golem = op->contr->golem)
2271 { 1986 {
2272 control_golem (op->contr->ranges[range_golem], dir); 1987 control_golem (golem, dir);
2273 return 0; 1988 return 0;
2274 } 1989 }
2275 1990
2276 /* if no direction specified, pick one */ 1991 /* if no direction specified, pick one */
2277 if (!dir) 1992 if (!dir)
2278 dir = find_free_spot (NULL, op->map, op->x, op->y, 1, 9); 1993 dir = find_free_spot (spell->other_arch, op->map, op->x, op->y, 1, 9);
2279 1994
2280 m = op->map; 1995 m = op->map;
2281 x = op->x + freearr_x[dir]; 1996 x = op->x + freearr_x[dir];
2282 y = op->y + freearr_y[dir]; 1997 y = op->y + freearr_y[dir];
2283 1998
2284 /* if there's no place to put the golem, abort */ 1999 /* 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) || 2000 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)) 2001 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2287 { 2002 {
2288 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2003 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
2289 return 0; 2004 return 0;
2290 } 2005 }
2291 2006
2295 if (!weapon) 2010 if (!weapon)
2296 { 2011 {
2297 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2012 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2298 return 0; 2013 return 0;
2299 } 2014 }
2015
2300 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2016 if (spell->race && weapon->arch->archname != spell->race)
2301 { 2017 {
2302 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2018 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2303 return 0; 2019 return 0;
2304 } 2020 }
2021
2305 if (weapon->type != WEAPON) 2022 if (weapon->type != WEAPON)
2306 { 2023 {
2307 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it."); 2024 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it.");
2308 return 0; 2025 return 0;
2309 } 2026 }
2027
2310 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2028 if (QUERY_FLAG (weapon, FLAG_APPLIED))
2311 { 2029 {
2312 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon)); 2030 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; 2031 return 0;
2314 } 2032 }
2315 2033
2316 if (weapon->nrof > 1) 2034 weapon = weapon->split ();
2317 {
2318 tmp = get_split_ob (weapon, 1);
2319 esrv_send_item (op, weapon);
2320 weapon = tmp;
2321 }
2322 2035
2323 /* create the golem object */ 2036 /* create the golem object */
2324 tmp = arch_to_object (spell->other_arch); 2037 tmp = arch_to_object (spell->other_arch);
2325 2038
2326 /* if animated by a player, give the player control of the golem */ 2039 /* if animated by a player, give the player control of the golem */
2327 CLEAR_FLAG (tmp, FLAG_MONSTER); 2040 CLEAR_FLAG (tmp, FLAG_MONSTER);
2328 tmp->stats.exp = 0; 2041 tmp->stats.exp = 0;
2329 add_friendly_object (tmp); 2042 add_friendly_object (tmp);
2330 tmp->type = GOLEM; 2043 tmp->type = GOLEM;
2331 tmp->set_owner (op); 2044 tmp->set_owner (op);
2045 op->contr->golem = tmp;
2332 set_spell_skill (op, caster, spell, tmp); 2046 set_spell_skill (op, caster, spell, tmp);
2333 op->contr->ranges[range_golem] = tmp;
2334 op->contr->shoottype = range_golem;
2335 2047
2336 /* Give the weapon to the golem now. A bit of a hack to check the 2048 /* 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 2049 * removed flag - it should only be set if weapon->split was
2338 * used above. 2050 * used above.
2339 */ 2051 */
2340 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2052 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2341 weapon->remove (); 2053 weapon->remove ();
2342 insert_ob_in_ob (weapon, tmp); 2054
2343 esrv_send_item (op, weapon); 2055 tmp->insert (weapon);
2056
2344 /* To do everything necessary to let a golem use the weapon is a pain, 2057 /* 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 2058 * so instead, just set it as equipped (otherwise, we need to update
2346 * body_info, skills, etc) 2059 * body_info, skills, etc)
2347 */ 2060 */
2348 SET_FLAG (tmp, FLAG_USE_WEAPON); 2061 SET_FLAG (tmp, FLAG_USE_WEAPON);
2374 2087
2375 /* attacktype */ 2088 /* attacktype */
2376 if (!tmp->attacktype) 2089 if (!tmp->attacktype)
2377 tmp->attacktype = AT_PHYSICAL; 2090 tmp->attacktype = AT_PHYSICAL;
2378 2091
2379 mt = NULL;
2380 if (op->materialname != NULL)
2381 mt = name_to_material (op->materialname); 2092 if (materialtype_t *mt = name_to_material (op->materialname))
2382 if (mt != NULL)
2383 { 2093 {
2384 for (i = 0; i < NROFATTACKS; i++) 2094 for (i = 0; i < NROFATTACKS; i++)
2385 tmp->resist[i] = 50 - (mt->save[i] * 5); 2095 tmp->resist[i] = 50 - (mt->save[i] * 5);
2386 a = mt->save[0]; 2096 a = mt->save[0];
2387 } 2097 }
2389 { 2099 {
2390 for (i = 0; i < NROFATTACKS; i++) 2100 for (i = 0; i < NROFATTACKS; i++)
2391 tmp->resist[i] = 5; 2101 tmp->resist[i] = 5;
2392 a = 10; 2102 a = 10;
2393 } 2103 }
2104
2394 /* Set weapon's immunity */ 2105 /* Set weapon's immunity */
2395 tmp->resist[ATNR_CONFUSION] = 100; 2106 tmp->resist[ATNR_CONFUSION] = 100;
2396 tmp->resist[ATNR_POISON] = 100; 2107 tmp->resist[ATNR_POISON] = 100;
2397 tmp->resist[ATNR_SLOW] = 100; 2108 tmp->resist[ATNR_SLOW] = 100;
2398 tmp->resist[ATNR_PARALYZE] = 100; 2109 tmp->resist[ATNR_PARALYZE] = 100;
2404 2115
2405 /* Improve weapon's armour value according to best save vs. physical of its material */ 2116 /* Improve weapon's armour value according to best save vs. physical of its material */
2406 2117
2407 if (a > 14) 2118 if (a > 14)
2408 a = 14; 2119 a = 14;
2120
2409 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); 2121 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2410 2122
2411 /* Determine golem's speed */ 2123 /* Determine golem's speed */
2412 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell))); 2124 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2413 2125
2423 tmp->state = weapon->state; 2135 tmp->state = weapon->state;
2424 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2136 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2425 } 2137 }
2426 2138
2427 /* make experience increase in proportion to the strength of the summoned creature. */ 2139 /* 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)); 2140 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / casting_level (caster, spell));
2429 2141
2430 tmp->speed_left = -1; 2142 tmp->speed_left = -1;
2431 tmp->direction = dir; 2143 tmp->direction = dir;
2432 2144
2433 m->insert (tmp, x, y, op); 2145 m->insert (tmp, x, y, op);
2437/* cast_daylight() - changes the map darkness level *lower* */ 2149/* cast_daylight() - changes the map darkness level *lower* */
2438 2150
2439/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2151/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2440 * This changes the light level for the entire map. 2152 * This changes the light level for the entire map.
2441 */ 2153 */
2442
2443int 2154int
2444cast_change_map_lightlevel (object *op, object *caster, object *spell) 2155cast_change_map_lightlevel (object *op, object *caster, object *spell)
2445{ 2156{
2446 int success; 2157 int success;
2447 2158
2455 if (spell->stats.dam < 0) 2166 if (spell->stats.dam < 0)
2456 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2167 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2457 else 2168 else
2458 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2169 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here.");
2459 } 2170 }
2171
2460 return success; 2172 return success;
2461} 2173}
2462
2463
2464
2465
2466 2174
2467/* create an aura spell object and put it in the player's inventory. 2175/* 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, 2176 * as usual, op is player, caster is the object casting the spell,
2469 * spell is the spell object itself. 2177 * spell is the spell object itself.
2470 */ 2178 */
2482 2190
2483 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); 2191 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2484 2192
2485 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 2193 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2486 2194
2487 new_aura->set_owner (op);
2488 set_spell_skill (op, caster, spell, new_aura); 2195 set_spell_skill (op, caster, spell, new_aura);
2489 new_aura->attacktype = spell->attacktype; 2196 new_aura->attacktype = spell->attacktype;
2490 2197
2491 new_aura->level = caster_level (caster, spell); 2198 new_aura->level = casting_level (caster, spell);
2199
2492 if (refresh) 2200 if (refresh)
2493 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2201 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2494 else 2202 else
2495 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2203 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2204
2496 insert_ob_in_ob (new_aura, op); 2205 insert_ob_in_ob (new_aura, op);
2206 new_aura->set_owner (op);
2207
2497 return 1; 2208 return 1;
2498} 2209}
2499
2500 2210
2501/* move aura function. An aura is a part of someone's inventory, 2211/* 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 2212 * which he carries with him, but which acts on the map immediately
2503 * around him. 2213 * around him.
2504 * Aura parameters: 2214 * Aura parameters:
2505 * duration: duration counter. 2215 * duration: duration counter.
2506 * attacktype: aura's attacktype 2216 * attacktype: aura's attacktype
2507 * other_arch: archetype to drop where we attack 2217 * other_arch: archetype to drop where we attack
2508 */ 2218 */
2509
2510void 2219void
2511move_aura (object *aura) 2220move_aura (object *aura)
2512{ 2221{
2513 int i, mflags;
2514 object *env;
2515 maptile *m;
2516
2517 /* auras belong in inventories */ 2222 /* auras belong in inventories */
2518 env = aura->env; 2223 object *env = aura->env;
2224 object *owner = aura->owner;
2519 2225
2520 /* no matter what we've gotta remove the aura... 2226 /* no matter what we've gotta remove the aura...
2521 * we'll put it back if its time isn't up. 2227 * we'll put it back if its time isn't up.
2522 */ 2228 */
2523 aura->remove (); 2229 aura->remove ();
2528 aura->destroy (); 2234 aura->destroy ();
2529 return; 2235 return;
2530 } 2236 }
2531 2237
2532 /* auras only exist in inventories */ 2238 /* auras only exist in inventories */
2533 if (env == NULL || env->map == NULL) 2239 if (!env || !env->map)
2534 { 2240 {
2535 aura->destroy (); 2241 aura->destroy ();
2536 return; 2242 return;
2537 } 2243 }
2538 2244
2539 /* we need to jump out of the inventory for a bit 2245 /* we need to jump out of the inventory for a bit
2540 * in order to hit the map conveniently. 2246 * in order to hit the map conveniently.
2541 */ 2247 */
2542 aura->insert_at (env, aura); 2248 aura->insert_at (env, aura);
2543 2249
2544 for (i = 1; i < 9; i++) 2250 for (int i = 1; i < 9; i++)
2545 { 2251 {
2546 sint16 nx, ny; 2252 mapxy pos (env);
2253 pos.move (i);
2547 2254
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 2255 /* 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 2256 * 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. 2257 * is flying also, if player is walking, it is on the ground, etc.
2555 */ 2258 */
2556 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny)))) 2259 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2557 { 2260 {
2558 hit_map (aura, i, aura->attacktype, 0); 2261 hit_map (aura, i, aura->attacktype, 0);
2559 2262
2560 if (aura->other_arch) 2263 if (aura->other_arch)
2561 m->insert (arch_to_object (aura->other_arch), nx, ny, aura); 2264 pos.insert (arch_to_object (aura->other_arch), aura);
2562 } 2265 }
2563 } 2266 }
2564 2267
2565 /* put the aura back in the player's inventory */ 2268 /* put the aura back in the player's inventory */
2566 aura->remove (); 2269 env->insert (aura);
2567 insert_ob_in_ob (aura, env); 2270 aura->set_owner (owner);
2568} 2271}
2569 2272
2570/* moves the peacemaker spell. 2273/* moves the peacemaker spell.
2571 * op is the piece object. 2274 * op is the piece object.
2572 */ 2275 */
2573
2574void 2276void
2575move_peacemaker (object *op) 2277move_peacemaker (object *op)
2576{ 2278{
2577 object *tmp; 2279 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 { 2280 {
2581 int atk_lev, def_lev; 2281 int atk_lev, def_lev;
2582 object *victim = tmp; 2282 object *victim = tmp->head_ ();
2583 2283
2584 if (tmp->head)
2585 victim = tmp->head;
2586 if (!QUERY_FLAG (victim, FLAG_MONSTER)) 2284 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2587 continue; 2285 continue;
2286
2588 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2287 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2589 continue; 2288 continue;
2289
2590 if (victim->stats.exp == 0) 2290 if (victim->stats.exp == 0)
2591 continue; 2291 continue;
2592 2292
2593 def_lev = MAX (1, victim->level); 2293 def_lev = MAX (1, victim->level);
2594 atk_lev = MAX (1, op->level); 2294 atk_lev = MAX (1, op->level);
2595 2295
2596 if (rndm (0, atk_lev - 1) > def_lev) 2296 if (rndm (0, atk_lev - 1) > def_lev)
2597 { 2297 {
2598 /* make this sucker peaceful. */ 2298 /* make this sucker peaceful. */
2599 2299
2300 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2600 change_exp (op->owner, victim->stats.exp, op->skill, 0); 2301 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2601 victim->stats.exp = 0; 2302 victim->stats.exp = 0;
2602#if 0 2303#if 0
2603 /* No idea why these were all set to zero - if something 2304 /* No idea why these were all set to zero - if something
2604 * makes this creature agressive, he should still do damage. 2305 * makes this creature agressive, he should still do damage.
2611 victim->attack_movement = RANDO2; 2312 victim->attack_movement = RANDO2;
2612 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2313 SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2613 SET_FLAG (victim, FLAG_RUN_AWAY); 2314 SET_FLAG (victim, FLAG_RUN_AWAY);
2614 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2315 SET_FLAG (victim, FLAG_RANDOM_MOVE);
2615 CLEAR_FLAG (victim, FLAG_MONSTER); 2316 CLEAR_FLAG (victim, FLAG_MONSTER);
2317
2616 if (victim->name) 2318 if (victim->name)
2617 {
2618 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name); 2319 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2619 } 2320 }
2620 }
2621 } 2321 }
2622} 2322}
2623
2624 2323
2625/* This writes a rune that contains the appropriate message. 2324/* This writes a rune that contains the appropriate message.
2626 * There really isn't any adjustments we make. 2325 * There really isn't any adjustments we make.
2627 */ 2326 */
2628
2629int 2327int
2630write_mark (object *op, object *spell, const char *msg) 2328write_mark (object *op, object *spell, const char *msg)
2631{ 2329{
2632 char rune[HUGE_BUF];
2633 object *tmp;
2634
2635 if (!msg || msg[0] == 0) 2330 if (!msg || msg[0] == 0)
2636 { 2331 {
2637 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2332 new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2638 return 0; 2333 return 0;
2639 } 2334 }
2640 2335
2641 if (strcasestr_local (msg, "endmsg")) 2336 if (!msg_is_safe (msg))
2642 { 2337 {
2643 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?"); 2338 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); 2339 LOG (llevInfo, "write_mark: player %s tried to write bogus rune %s\n", &op->name, msg);
2645 return 0; 2340 return 0;
2646 } 2341 }
2342
2647 if (!spell->other_arch) 2343 if (!spell->other_arch)
2648 return 0; 2344 return 0;
2345
2649 tmp = arch_to_object (spell->other_arch); 2346 object *tmp = arch_to_object (spell->other_arch);
2650
2651 snprintf (rune, sizeof (rune), "%s\n", msg);
2652 2347
2653 tmp->race = op->name; /*Save the owner of the rune */ 2348 tmp->race = op->name; /*Save the owner of the rune */
2654 tmp->msg = rune; 2349 tmp->msg = msg;
2655 2350
2656 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); 2351 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2352
2657 return 1; 2353 return 1;
2658} 2354}
2355

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