ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/spell_effect.C
(Generate patch)

Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.50 by root, Sat May 12 08:36:35 2007 UTC vs.
Revision 1.103 by elmex, Mon Jun 8 08:57:34 2009 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <object.h> 25#include <object.h>
27#include <living.h> 26#include <living.h>
62{ 61{
63 object *wand, *tmp; 62 object *wand, *tmp;
64 int ncharges; 63 int ncharges;
65 64
66 wand = find_marked_object (op); 65 wand = find_marked_object (op);
67 if (wand == NULL || wand->type != WAND) 66 if (!wand || wand->type != WAND)
68 { 67 {
69 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge."); 68 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge.");
70 return 0; 69 return 0;
71 } 70 }
72 if (!(random_roll (0, 3, op, PREFER_HIGH))) 71 if (!(random_roll (0, 3, op, PREFER_HIGH)))
73 { 72 {
74 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand)); 73 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand));
75 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE); 74 op->play_sound (sound_find ("ob_explode"));
76 esrv_del_item (op->contr, wand->count);
77 wand->destroy (); 75 wand->destroy ();
78 tmp = get_archetype ("fireball"); 76 tmp = get_archetype ("fireball");
79 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; 77 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
80 78
81 if (!tmp->stats.dam) 79 if (!tmp->stats.dam)
104 ncharges = 1; 102 ncharges = 1;
105 103
106 wand->stats.food += ncharges; 104 wand->stats.food += ncharges;
107 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand)); 105 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand));
108 106
109 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE)) 107 if (wand->arch && QUERY_FLAG (wand->arch, FLAG_ANIMATE))
110 { 108 {
111 SET_FLAG (wand, FLAG_ANIMATE); 109 SET_FLAG (wand, FLAG_ANIMATE);
112 wand->set_speed (wand->arch->clone.speed); 110 wand->set_speed (wand->arch->speed);
113 } 111 }
114 112
115 return 1; 113 return 1;
116} 114}
117 115
123 * great a plus, the default is used. 121 * great a plus, the default is used.
124 * The # of arrows created also goes up with level, so if a 30th level mage 122 * The # of arrows created also goes up with level, so if a 30th level mage
125 * wants LOTS of arrows, and doesn't care what the plus is he could 123 * wants LOTS of arrows, and doesn't care what the plus is he could
126 * create nonnmagic arrows, or even -1, etc... 124 * create nonnmagic arrows, or even -1, etc...
127 */ 125 */
128
129int 126int
130cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg) 127cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg)
131{ 128{
132 int missile_plus = 0, bonus_plus = 0; 129 int bonus_plus = 0;
133 const char *missile_name; 130 const char *missile_name = "arrow";
134 object *tmp, *missile;
135 131
136 missile_name = "arrow";
137
138 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 132 for (object *tmp = op->inv; tmp; tmp = tmp->below)
139 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) 133 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED))
140 missile_name = tmp->race; 134 missile_name = tmp->race;
141 135
142 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); 136 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
143 137
144 if (archetype::find (missile_name) == NULL) 138 archetype *missile_arch = archetype::find (missile_name);
139
140 if (!missile_arch)
145 { 141 {
146 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name); 142 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name);
147 return 0; 143 return 0;
148 } 144 }
149 145
150 missile = get_archetype (missile_name); 146 object *missile = missile_arch->instance ();
151 147
152 if (stringarg) 148 if (stringarg)
153 { 149 {
154 /* If it starts with a letter, presume it is a description */ 150 /* If it starts with a letter, presume it is a description */
155 if (isalpha (*stringarg)) 151 if (isalpha (*stringarg))
173 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg); 169 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg);
174 return 0; 170 return 0;
175 } 171 }
176 172
177 give_artifact_abilities (missile, al->item); 173 give_artifact_abilities (missile, al->item);
178 /* These special arrows cost something extra. Don't have them also be magical - 174 /* These special arrows cost something extra. Don't have them also be magical -
179 * otherwise, in most cases, not enough will be created. I don't want to get into 175 * otherwise, in most cases, not enough will be created. I don't want to get into
180 * the parsing of having to do both plus and type. 176 * the parsing of having to do both plus and type.
181 */ 177 */
182 bonus_plus = 1 + (al->item->value / 5); 178 bonus_plus = 1 + (al->item->value / 5);
183 missile_plus = 0; 179 missile_plus = 0;
184 } 180 }
185 else if (atoi (stringarg) < missile_plus) 181 else if (atoi (stringarg) < missile_plus)
186 missile_plus = atoi (stringarg); 182 missile_plus = atoi (stringarg);
187 } 183 }
188 184
189 if (missile_plus > 4) 185 missile_plus = clamp (missile_plus, -4, 4);
190 missile_plus = 4;
191 else if (missile_plus < -4)
192 missile_plus = -4;
193 186
194 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 187 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
195 missile->nrof -= 3 * (missile_plus + bonus_plus); 188 missile->nrof -= 3 * (missile_plus + bonus_plus);
196 189
197 if (missile->nrof < 1) 190 if (missile->nrof < 1)
217{ 210{
218 int food_value; 211 int food_value;
219 archetype *at = NULL; 212 archetype *at = NULL;
220 object *new_op; 213 object *new_op;
221 214
222 food_value = spell_ob->stats.food + +50 * SP_level_duration_adjust (caster, spell_ob); 215 food_value = spell_ob->stats.food + 50 * SP_level_duration_adjust (caster, spell_ob);
223 216
224 if (stringarg) 217 if (stringarg)
225 { 218 {
226 at = find_archetype_by_object_type_name (FOOD, stringarg); 219 at = find_archetype_by_object_type_name (FOOD, stringarg);
227 if (at == NULL) 220 if (at == NULL)
228 at = find_archetype_by_object_type_name (DRINK, stringarg); 221 at = find_archetype_by_object_type_name (DRINK, stringarg);
229 if (at == NULL || at->clone.stats.food > food_value) 222 if (at == NULL || at->stats.food > food_value)
230 stringarg = NULL; 223 stringarg = NULL;
231 } 224 }
232 225
233 if (!stringarg) 226 if (!stringarg)
234 { 227 {
240 * We don't use flesh types because the weight values of those need 233 * We don't use flesh types because the weight values of those need
241 * to be altered from the donor. 234 * to be altered from the donor.
242 */ 235 */
243 236
244 /* We assume the food items don't have multiple parts */ 237 /* We assume the food items don't have multiple parts */
245 for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next) 238 for_all_archetypes (at_tmp)
246 { 239 {
247 if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK) 240 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
248 { 241 {
249 /* Basically, if the food value is something that is creatable 242 /* Basically, if the food value is something that is creatable
250 * under the limits of the spell and it is higher than 243 * under the limits of the spell and it is higher than
251 * the item we have now, take it instead. 244 * the item we have now, take it instead.
252 */ 245 */
253 if (at_tmp->clone.stats.food <= food_value && (!at || at_tmp->clone.stats.food > at->clone.stats.food)) 246 if (at_tmp->stats.food <= food_value
247 && (!at
248 || at_tmp->stats.food > at->stats.food
249 || (at_tmp->stats.food == at->stats.food
250 && at_tmp->weight < at->weight)))
254 at = at_tmp; 251 at = at_tmp;
255 } 252 }
256 } 253 }
257 } 254 }
255
258 /* Pretty unlikely (there are some very low food items), but you never 256 /* Pretty unlikely (there are some very low food items), but you never
259 * know 257 * know
260 */ 258 */
261 if (!at) 259 if (!at)
262 { 260 {
263 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); 261 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food.");
264 return 0; 262 return 0;
265 } 263 }
266 264
267 food_value /= at->clone.stats.food; 265 food_value /= at->stats.food;
268 new_op = arch_to_object (at); 266 new_op = arch_to_object (at);
269 new_op->nrof = food_value; 267 new_op->nrof = food_value;
270 268
271 new_op->value = 0; 269 new_op->value = 0;
272 if (new_op->nrof < 1) 270 if (new_op->nrof < 1)
281{ 279{
282 int r, mflags, maxrange; 280 int r, mflags, maxrange;
283 object *tmp; 281 object *tmp;
284 maptile *m; 282 maptile *m;
285 283
286
287 if (!dir) 284 if (!dir)
288 { 285 {
289 examine_monster (op, op); 286 examine_monster (op, op);
290 return 1; 287 return 1;
291 } 288 }
289
292 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 290 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
293 for (r = 1; r < maxrange; r++) 291 for (r = 1; r < maxrange; r++)
294 { 292 {
295 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir]; 293 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir];
296 294
303 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) 301 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC))
304 { 302 {
305 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 303 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
306 return 0; 304 return 0;
307 } 305 }
306
308 if (mflags & P_IS_ALIVE) 307 if (mflags & P_IS_ALIVE)
309 { 308 {
310 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 309 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
311 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 310 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
312 { 311 {
313 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 312 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
314 if (tmp->head != NULL) 313 if (tmp->head != NULL)
315 tmp = tmp->head; 314 tmp = tmp->head;
316 examine_monster (op, tmp); 315 examine_monster (op, tmp);
317 return 1; 316 return 1;
318 } 317 }
319 } 318 }
320 } 319 }
320
321 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); 321 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
322 return 1; 322 return 1;
323} 323}
324
325 324
326/* This checks to see if 'pl' is invisible to 'mon'. 325/* This checks to see if 'pl' is invisible to 'mon'.
327 * does race check, undead check, etc 326 * does race check, undead check, etc
328 * Returns TRUE if mon can't see pl, false 327 * Returns TRUE if mon can't see pl, false
329 * otherwise. This doesn't check range, walls, etc. It 328 * otherwise. This doesn't check range, walls, etc. It
331 * pl is invisible. 330 * pl is invisible.
332 */ 331 */
333int 332int
334makes_invisible_to (object *pl, object *mon) 333makes_invisible_to (object *pl, object *mon)
335{ 334{
336
337 if (!pl->invisible) 335 if (!pl->invisible)
338 return 0; 336 return 0;
337
339 if (pl->type == PLAYER) 338 if (pl->type == PLAYER)
340 { 339 {
341 /* If race isn't set, then invisible unless it is undead */ 340 /* If race isn't set, then invisible unless it is undead */
342 if (!pl->contr->invis_race) 341 if (!pl->contr->invis_race)
343 { 342 {
344 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 343 if (QUERY_FLAG (mon, FLAG_UNDEAD))
345 return 0; 344 return 0;
345
346 return 1; 346 return 1;
347 } 347 }
348
348 /* invis_race is set if we get here */ 349 /* invis_race is set if we get here */
349 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 350 if (pl->contr->invis_race == shstr_undead && is_true_undead (mon))
350 return 1; 351 return 1;
352
351 /* No race, can't be invisible to it */ 353 /* No race, can't be invisible to it */
352 if (!mon->race) 354 if (!mon->race)
353 return 0; 355 return 0;
356
354 if (strstr (mon->race, pl->contr->invis_race)) 357 if (mon->race.contains (pl->contr->invis_race))
355 return 1; 358 return 1;
359
356 /* Nothing matched above, return 0 */ 360 /* Nothing matched above, return 0 */
357 return 0; 361 return 0;
358 } 362 }
359 else 363 else
360 { 364 {
421/* earth to dust spell. Basically destroys earthwalls in the area. 425/* earth to dust spell. Basically destroys earthwalls in the area.
422 */ 426 */
423int 427int
424cast_earth_to_dust (object *op, object *caster, object *spell_ob) 428cast_earth_to_dust (object *op, object *caster, object *spell_ob)
425{ 429{
426 object *tmp, *next;
427 int range, i, j, mflags; 430 int range, i, j, mflags;
428 sint16 sx, sy; 431 sint16 sx, sy;
429 maptile *m; 432 maptile *m;
430
431 if (op->type != PLAYER)
432 return 0;
433 433
434 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 434 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
435 435
436 for (i = -range; i <= range; i++) 436 for (i = -range; i <= range; i++)
437 for (j = -range; j <= range; j++) 437 for (j = -range; j <= range; j++)
442 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 442 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
443 443
444 if (mflags & P_OUT_OF_MAP) 444 if (mflags & P_OUT_OF_MAP)
445 continue; 445 continue;
446 446
447 // earth to dust tears down everything that can be teared down 447 // earth to dust tears down everything that can be torn down
448 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next) 448 for (object *next, *tmp = m->at (sx, sy).bot; tmp; tmp = next)
449 { 449 {
450 next = tmp->above; 450 next = tmp->above;
451
451 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 452 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
452 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 453 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
453 } 454 }
454 } 455 }
455 456
462 if (object *pl = op->in_player ()) 463 if (object *pl = op->in_player ())
463 { 464 {
464 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST)) 465 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST))
465 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you."); 466 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
466 else 467 else
467 { 468 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
468 // remove first so we do not call update_stats
469 op->remove ();
470 pl->enter_exit (op);
471 }
472 } 469 }
473 470
474 op->destroy (); 471 op->destroy ();
475} 472}
476 473
492 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 489 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
493 return 1; 490 return 1;
494 } 491 }
495 492
496 dummy = get_archetype (FORCE_NAME); 493 dummy = get_archetype (FORCE_NAME);
497 if (dummy == NULL) 494
495 if (!dummy)
498 { 496 {
499 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 497 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
500 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); 498 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
501 return 0; 499 return 0;
502 } 500 }
565} 563}
566 564
567int 565int
568perceive_self (object *op) 566perceive_self (object *op)
569{ 567{
570 char buf[MAX_BUF];
571 const char *cp = describe_item (op, op); 568 const char *cp = describe_item (op, op);
572 archetype *at = archetype::find (ARCH_DEPLETION); 569 archetype *at = archetype::find (ARCH_DEPLETION);
573 object *tmp;
574 int i;
575 570
571 dynbuf_text &buf = msg_dynbuf; buf.clear ();
572
573 if (!op->is_player ())
574 return 0;
575
576 if (object *race = archetype::find (op->race))
577 buf << " - You are a G<male|female> " << &race->name << ".\n";
578
576 tmp = find_god (determine_god (op)); 579 if (object *god = find_god (determine_god (op)))
577 if (tmp) 580 buf << " - You worship " << &god->name << ".\n";
578 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
579 else 581 else
580 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); 582 buf << " - You worship no god.\n";
581 583
582 tmp = present_arch_in_ob (at, op); 584 object *tmp = present_arch_in_ob (at, op);
583 585
584 if (*cp == '\0' && tmp == NULL) 586 if (*cp == '\0' && !tmp)
585 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 587 buf << " - You feel very mundane. ";
586 else 588 else
587 { 589 {
588 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 590 buf << " - You have: " << cp << ".\n";
589 new_draw_info (NDI_UNIQUE, 0, op, cp); 591
590 if (tmp != NULL) 592 if (tmp)
591 {
592 for (i = 0; i < NUM_STATS; i++) 593 for (int i = 0; i < NUM_STATS; i++)
593 { 594 if (tmp->stats.stat (i) < 0)
594 if (get_attr_value (&tmp->stats, i) < 0) 595 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
595 {
596 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i)));
597 }
598 }
599 }
600 } 596 }
601 597
602 if (is_dragon_pl (op)) 598 if (is_dragon_pl (op))
603 {
604 /* now grab the 'dragon_ability'-force from the player's inventory */ 599 /* now grab the 'dragon_ability'-force from the player's inventory */
605 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 600 for (tmp = op->inv; tmp; tmp = tmp->below)
606 { 601 {
607 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 602 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
608 { 603 {
609 if (tmp->stats.exp == 0) 604 if (tmp->stats.exp == 0)
610 sprintf (buf, "Your metabolism isn't focused on anything."); 605 buf << " - Your metabolism isn't focused on anything.\n";
611 else 606 else
612 sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); 607 buf << " - Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
613 608
614 new_draw_info (NDI_UNIQUE, 0, op, buf);
615 break; 609 break;
616 } 610 }
617 } 611 }
618 }
619 612
620 return 1; 613 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
621}
622
623/* int cast_create_town_portal (object *op, object *caster, int dir)
624 *
625 * This function cast the spell of town portal for op
626 *
627 * The spell operates in two passes. During the first one a place
628 * is marked as a destination for the portal. During the second one,
629 * 2 portals are created, one in the position the player cast it and
630 * one in the destination place. The portal are synchronized and 2 forces
631 * are inserted in the player to destruct the portal next time player
632 * creates a new portal pair.
633 * This spell has a side effect that it allows people to meet each other
634 * in a permanent, private, appartements by making a town portal from it
635 * to the town or another public place. So, check if the map is unique and if
636 * so return an error
637 *
638 * Code by Tchize (david.delbecq@usa.net)
639 */
640int
641cast_create_town_portal (object *op, object *caster, object *spell, int dir)
642{
643 object *dummy, *force, *old_force;
644 archetype *perm_portal;
645 char portal_name[1024], portal_message[1024];
646 maptile *exitmap;
647 int op_level;
648
649 /* Check to see if the map the player is currently on is a per player unique
650 * map. This can be determined in that per player unique maps have the
651 * full pathname listed.
652 */
653 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
654 {
655 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
656 return 0;
657 }
658
659 /* The first thing to do is to check if we have a marked destination
660 * dummy is used to make a check inventory for the force
661 */
662 dummy = arch_to_object (spell->other_arch);
663 if (dummy == NULL)
664 {
665 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
666 LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name);
667 return 0;
668 }
669
670 force = check_inv_recursive (op, dummy);
671
672 if (force == NULL)
673 {
674 /* Here we know there is no destination marked up.
675 * We have 2 things to do:
676 * 1. Mark the destination in the player inventory.
677 * 2. Let the player know it worked.
678 */
679 dummy->name = op->map->path;
680 EXIT_X (dummy) = op->x;
681 EXIT_Y (dummy) = op->y;
682 insert_ob_in_ob (dummy, op);
683 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You fix this place in your mind. You 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. You 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 "The air moves around you and a huge smell of ammonia surounds you as you pass through %s's tiny portal. Pouah!\n",
776 &op->name);
777 else if (op_level < 30)
778 snprintf (portal_message, 1024,
779 "%s's portal smells of ozone. You do a lot of movements and finally pass through the small hole in the air\n", &op->name);
780 else if (op_level < 60)
781 snprintf (portal_message, 1024, "A shining door opens in the air in front of you, showing you the path to another place.\n");
782 else
783 snprintf (portal_message, 1024, "As you walk through %s's portal, flowers come out from the ground around you. You feel awed.\n",
784 &op->name);
785
786 /* Create a portal in front of player
787 * dummy contain the portal and
788 * force contain the track to kill it later
789 */
790 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
791 dummy = get_archetype (spell->slaying); /*The portal */
792 if (dummy == NULL)
793 {
794 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
795 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
796 return 0;
797 }
798
799 EXIT_PATH (dummy) = force->name;
800 EXIT_X (dummy) = EXIT_X (force);
801 EXIT_Y (dummy) = EXIT_Y (force);
802 dummy->name = dummy->name_pl = portal_name;
803 dummy->msg = portal_message;
804 dummy->race = op->name; /*Save the owner of the portal */
805 cast_create_obj (op, caster, dummy, 0);
806
807 /* Now we need to to create a town portal marker inside the player
808 * object, so on future castings, we can know that he has an active
809 * town portal.
810 */
811 object *tmp = get_archetype (spell->race);
812
813 if (!tmp)
814 {
815 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
816 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
817 return 0;
818 }
819
820 tmp->race = op->map->path;
821 tmp->name = portal_name;
822 EXIT_X (tmp) = dummy->x;
823 EXIT_Y (tmp) = dummy->y;
824 op->insert (tmp);
825
826 /* Create a portal in the destination map
827 * dummy contain the portal and
828 * force the track to kill it later
829 * the 'force' variable still contains the 'reminder' of
830 * where this portal goes to.
831 */
832 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &op->map->path);
833 dummy = get_archetype (spell->slaying); /*The portal */
834 if (dummy == NULL)
835 {
836 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
837 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
838 return 0;
839 }
840
841 EXIT_PATH (dummy) = op->map->path;
842 EXIT_X (dummy) = op->x;
843 EXIT_Y (dummy) = op->y;
844 dummy->name = dummy->name_pl = portal_name;
845 dummy->msg = portal_message;
846 dummy->race = op->name; /*Save the owner of the portal */
847 exitmap->insert (dummy, EXIT_X (force), EXIT_Y (force), op);
848
849 /* Now we create another town portal marker that
850 * points back to the one we just made
851 */
852 tmp = get_archetype (spell->race);
853 if (tmp == NULL)
854 {
855 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
856 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
857 return 0;
858 }
859
860 tmp->race = force->name;
861 tmp->name = portal_name;
862 EXIT_X (tmp) = dummy->x;
863 EXIT_Y (tmp) = dummy->y;
864 insert_ob_in_ob (tmp, op);
865
866 /* Describe the player what happened
867 */
868 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
869 force->destroy ();
870 614
871 return 1; 615 return 1;
872} 616}
873 617
874/* This creates magic walls. Really, it can create most any object, 618/* This creates magic walls. Really, it can create most any object,
962 */ 706 */
963 if (tmp->type != EARTHWALL) //TODO 707 if (tmp->type != EARTHWALL) //TODO
964 tmp->set_owner (op); 708 tmp->set_owner (op);
965 709
966 set_spell_skill (op, caster, spell_ob, tmp); 710 set_spell_skill (op, caster, spell_ob, tmp);
967 tmp->level = caster_level (caster, spell_ob) / 2; 711 tmp->level = casting_level (caster, spell_ob) / 2;
968 712
969 name = tmp->name; 713 name = tmp->name;
970 if (!(tmp = m->insert (tmp, x, y, op))) 714 if (!(tmp = m->insert (tmp, x, y, op)))
971 { 715 {
972 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name); 716 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
973 return 0; 717 return 0;
974 } 718 }
975 719
976 /* If this is a spellcasting wall, need to insert the spell object */ 720 /* If this is a spellcasting wall, need to insert the spell object */
977 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 721 if (tmp->other_arch && tmp->other_arch->type == SPELL)
978 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 722 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
979 723
980 /* This code causes the wall to extend some distance in 724 /* This code causes the wall to extend some distance in
981 * each direction, or until an obstruction is encountered. 725 * each direction, or until an obstruction is encountered.
982 * posblocked and negblocked help determine how far the 726 * posblocked and negblocked help determine how far the
1002 { 746 {
1003 object *tmp2 = tmp->clone (); 747 object *tmp2 = tmp->clone ();
1004 m->insert (tmp2, x, y, op); 748 m->insert (tmp2, x, y, op);
1005 749
1006 /* If this is a spellcasting wall, need to insert the spell object */ 750 /* If this is a spellcasting wall, need to insert the spell object */
1007 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 751 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1008 tmp2->insert (arch_to_object (tmp2->other_arch)); 752 tmp2->insert (arch_to_object (tmp2->other_arch));
1009 753
1010 } 754 }
1011 else 755 else
1012 posblocked = 1; 756 posblocked = 1;
1019 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked) 763 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
1020 { 764 {
1021 object *tmp2 = tmp->clone (); 765 object *tmp2 = tmp->clone ();
1022 m->insert (tmp2, x, y, op); 766 m->insert (tmp2, x, y, op);
1023 767
1024 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 768 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1025 tmp2->insert (arch_to_object (tmp2->other_arch)); 769 tmp2->insert (arch_to_object (tmp2->other_arch));
1026 } 770 }
1027 else 771 else
1028 negblocked = 1; 772 negblocked = 1;
1029 } 773 }
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
1291cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) 1036cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1292{ 1037{
1293 object *force = NULL; 1038 object *force = 0;
1294 int i; 1039 int i;
1295 1040
1296 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1041 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1297 object *tmp = dir 1042 object *tmp = dir
1298 ? find_target_for_friendly_spell (op, dir) 1043 ? find_target_for_friendly_spell (op, dir)
1299 : op; 1044 : op;
1300 1045
1301 if (!tmp) 1046 if (!tmp)
1302 return 0; 1047 return 0;
1303 1048
1304 /* If we've already got a force of this type, don't add a new one. */ 1049 /* If we've already got a force of this type, don't add a new one. */
1313 } 1058 }
1314 else if (spell_ob->race && spell_ob->race == tmp2->name) 1059 else if (spell_ob->race && spell_ob->race == tmp2->name)
1315 { 1060 {
1316 if (!silent) 1061 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); 1062 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1063
1318 return 0; 1064 return 0;
1319 } 1065 }
1320 } 1066 }
1321 } 1067 }
1322 if (force == NULL) 1068
1069 if (!force)
1323 { 1070 {
1324 force = get_archetype (FORCE_NAME); 1071 force = get_archetype (FORCE_NAME);
1325 force->subtype = FORCE_CHANGE_ABILITY; 1072 force->subtype = FORCE_CHANGE_ABILITY;
1073
1326 if (spell_ob->race) 1074 if (spell_ob->race)
1327 force->name = spell_ob->race; 1075 force->name = spell_ob->race;
1328 else 1076 else
1329 force->name = spell_ob->name; 1077 force->name = spell_ob->name;
1078
1330 force->name_pl = spell_ob->name; 1079 force->name_pl = spell_ob->name;
1331 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); 1080 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1332 1081
1333 } 1082 }
1334 else 1083 else
1340 { 1089 {
1341 force->duration = duration; 1090 force->duration = duration;
1342 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1091 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1343 } 1092 }
1344 else 1093 else
1345 {
1346 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1094 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1347 } 1095
1348 return 1; 1096 return 1;
1349 } 1097 }
1098
1350 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1099 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1351 force->speed = 1.0; 1100 force->speed = 1.0;
1352 force->speed_left = -1.0; 1101 force->speed_left = -1.0;
1353 SET_FLAG (force, FLAG_APPLIED); 1102 SET_FLAG (force, FLAG_APPLIED);
1354 1103
1360 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob); 1109 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob);
1361 if (force->resist[i] > 100) 1110 if (force->resist[i] > 100)
1362 force->resist[i] = 100; 1111 force->resist[i] = 100;
1363 } 1112 }
1364 } 1113 }
1114
1365 if (spell_ob->stats.hp) 1115 if (spell_ob->stats.hp)
1366 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob); 1116 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1367 1117
1368 if (tmp->type == PLAYER) 1118 if (tmp->type == PLAYER)
1369 { 1119 {
1370 /* Stat adjustment spells */ 1120 /* Stat adjustment spells */
1371 for (i = 0; i < NUM_STATS; i++) 1121 for (i = 0; i < NUM_STATS; i++)
1372 { 1122 {
1373 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; 1123 if (sint8 stat = spell_ob->stats.stat (i))
1374
1375 if (stat)
1376 { 1124 {
1377 sm = 0; 1125 sint8 sm = 0;
1378 for (k = 0; k < stat; k++) 1126 for (sint8 k = 0; k < stat; k++)
1379 sm += rndm (1, 3); 1127 sm += rndm (1, 3);
1380 1128
1381 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) 1129 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1382 { 1130 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1383 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); 1131
1384 if (sm < 0) 1132 force->stats.stat (i) = sm;
1385 sm = 0; 1133
1386 }
1387 set_attr_value (&force->stats, i, sm);
1388 if (!sm) 1134 if (!sm)
1389 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); 1135 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1390 } 1136 }
1391 } 1137 }
1392 } 1138 }
1413 force->attacktype = spell_ob->attacktype; 1159 force->attacktype = spell_ob->attacktype;
1414 1160
1415 insert_ob_in_ob (force, tmp); 1161 insert_ob_in_ob (force, tmp);
1416 change_abil (tmp, force); /* Mostly to display any messages */ 1162 change_abil (tmp, force); /* Mostly to display any messages */
1417 tmp->update_stats (); 1163 tmp->update_stats ();
1164
1418 return 1; 1165 return 1;
1419} 1166}
1420 1167
1421/* This used to be part of cast_change_ability, but it really didn't make 1168/* 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 1169 * a lot of sense, since most of the values it derives are from the god
1423 * of the caster. 1170 * of the caster.
1424 */ 1171 */
1425
1426int 1172int
1427cast_bless (object *op, object *caster, object *spell_ob, int dir) 1173cast_bless (object *op, object *caster, object *spell_ob, int dir)
1428{ 1174{
1429 int i; 1175 int i;
1430 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1176 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1431 1177
1432 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1178 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1433 if (dir != 0) 1179 if (dir != 0)
1434 { 1180 {
1435 tmp = find_target_for_friendly_spell (op, dir); 1181 tmp = find_target_for_friendly_spell (op, dir);
1182
1183 if (!tmp)
1184 return 0;
1436 } 1185 }
1437 else 1186 else
1438 {
1439 tmp = op; 1187 tmp = op;
1440 }
1441 1188
1442 /* If we've already got a force of this type, don't add a new one. */ 1189 /* 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) 1190 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1444 { 1191 {
1445 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1192 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1446 { 1193 {
1447 if (tmp2->name == spell_ob->name) 1194 if (tmp2->name == spell_ob->name)
1448 { 1195 {
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); 1201 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; 1202 return 0;
1456 } 1203 }
1457 } 1204 }
1458 } 1205 }
1206
1459 if (force == NULL) 1207 if (force == NULL)
1460 { 1208 {
1461 force = get_archetype (FORCE_NAME); 1209 force = get_archetype (FORCE_NAME);
1462 force->subtype = FORCE_CHANGE_ABILITY; 1210 force->subtype = FORCE_CHANGE_ABILITY;
1463 if (spell_ob->race) 1211 if (spell_ob->race)
1528} 1276}
1529 1277
1530/* Alchemy code by Mark Wedel 1278/* Alchemy code by Mark Wedel
1531 * 1279 *
1532 * This code adds a new spell, called alchemy. Alchemy will turn 1280 * This code adds a new spell, called alchemy. Alchemy will turn
1533 * objects to gold nuggets, the value of the gold nuggets being 1281 * 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 * 1282 *
1538 * Large nuggets are worth 25 gp each (base). You will always get 1283 * The value of the gold nuggets being about 90% of that of the item
1539 * the maximum number of large nuggets you could get. 1284 * 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 1285 * because the nuggets themselves will be will be adjusted by charisma
1541 * to the max amount of small nuggets as you could get. 1286 * 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 * 1287 *
1546 * There is also a chance (1:30) that you will get nothing at all 1288 * 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 1289 * for the object. There is also a maximum weight that will be
1548 * alchemised. 1290 * alchemised.
1549 */ 1291 */
1550static void 1292static void
1551alchemy_object (object *obj, uint64 &total_value, int &total_weight) 1293alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1552{ 1294{
1553 uint64 value = query_cost (obj, NULL, F_TRUE); 1295 uint64 value = query_cost (obj, NULL, F_TRUE);
1554 1296
1555 /* Give third price when we alchemy money (This should hopefully 1297 /* Give third price when we alchemy money (this should hopefully
1556 * make it so that it isn't worth it to alchemy money, sell 1298 * make it so that it isn't worth it to alchemy money, sell
1557 * the nuggets, alchemy the gold from that, etc. 1299 * the nuggets, alchemy the gold from that, etc.
1558 * Otherwise, give 9 silver on the gold for other objects, 1300 * Otherwise, give 9 silver on the gold for other objects,
1559 * so that it would still be more affordable to haul 1301 * so that it would still be more affordable to haul
1560 * the stuff back to town. 1302 * the stuff back to town.
1572 total_weight += obj->total_weight (); 1314 total_weight += obj->total_weight ();
1573 1315
1574 obj->destroy (); 1316 obj->destroy ();
1575} 1317}
1576 1318
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 1319int
1608alchemy (object *op, object *caster, object *spell_ob) 1320alchemy (object *op, object *caster, object *spell_ob)
1609{ 1321{
1610 if (op->type != PLAYER) 1322 if (op->type != PLAYER)
1611 return 0; 1323 return 0;
1612 1324
1613 object *large = get_archetype ("largenugget"); 1325 archetype *nugget[3];
1614 object *small = get_archetype ("smallnugget"); 1326
1327 nugget[0] = archetype::find ("pyrite3");
1328 nugget[1] = archetype::find ("pyrite2");
1329 nugget[2] = archetype::find ("pyrite");
1615 1330
1616 /* Put a maximum weight of items that can be alchemised. Limits the power 1331 /* 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 1332 * some, and also prevents people from alchemising every table/chair/clock
1618 * in sight 1333 * in sight
1619 */ 1334 */
1671 if (weight > weight_max) 1386 if (weight > weight_max)
1672 break; 1387 break;
1673 } 1388 }
1674 } 1389 }
1675 1390
1391 value -= rndm (value >> 4);
1676 value = min (value, value_max); 1392 value = min (value, value_max);
1677 1393
1678 uint64 count = value / large->value; 1394 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1679 int large_nuggets = count; 1395 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 */ 1396 {
1689 update_map (op, mp, small_nuggets, small, large_nuggets, large, nx, ny); 1397 value -= nrof * nugget[i]->value;
1398
1399 object *tmp = arch_to_object (nugget[i]);
1400 tmp->nrof = nrof;
1401 tmp->flag [FLAG_IDENTIFIED] = true;
1402 op->map->insert (tmp, x, y, op, 0);
1403 }
1690 1404
1691 if (weight > weight_max) 1405 if (weight > weight_max)
1692 goto bailout; 1406 goto bailout;
1693 } 1407 }
1694 } 1408 }
1695 1409
1696bailout: 1410bailout:
1697 large->destroy ();
1698 small->destroy ();
1699 return 1; 1411 return 1;
1700} 1412}
1701
1702 1413
1703/* This function removes the cursed/damned status on equipped 1414/* This function removes the cursed/damned status on equipped
1704 * items. 1415 * items.
1705 */ 1416 */
1706int 1417int
1713 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1424 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1714 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1425 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1715 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1426 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1716 { 1427 {
1717 was_one++; 1428 was_one++;
1429
1718 if (tmp->level <= caster_level (caster, spell)) 1430 if (tmp->level <= casting_level (caster, spell))
1719 { 1431 {
1720 success++; 1432 success++;
1721 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1433 if (QUERY_FLAG (spell, FLAG_DAMNED))
1722 CLEAR_FLAG (tmp, FLAG_DAMNED); 1434 CLEAR_FLAG (tmp, FLAG_DAMNED);
1723 1435
1724 CLEAR_FLAG (tmp, FLAG_CURSED); 1436 CLEAR_FLAG (tmp, FLAG_CURSED);
1725 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1437 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1726 tmp->value = 0; /* Still can't sell it */ 1438 tmp->value = 0; /* Still can't sell it */
1727 if (op->type == PLAYER) 1439
1440 if (object *pl = tmp->visible_to ())
1728 esrv_send_item (op, tmp); 1441 esrv_update_item (UPD_FLAGS, pl, tmp);
1729 } 1442 }
1730 } 1443 }
1731 1444
1732 if (op->type == PLAYER) 1445 if (op->type == PLAYER)
1733 { 1446 {
1744 1457
1745 return success; 1458 return success;
1746} 1459}
1747 1460
1748/* Identifies objects in the players inventory/on the ground */ 1461/* Identifies objects in the players inventory/on the ground */
1749
1750int 1462int
1751cast_identify (object *op, object *caster, object *spell) 1463cast_identify (object *op, object *caster, object *spell)
1752{ 1464{
1753 object *tmp; 1465 object *tmp;
1754 int success = 0, num_ident; 1466 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1755 1467
1756 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1468 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 1469
1761 for (tmp = op->inv; tmp; tmp = tmp->below) 1470 for (tmp = op->inv; tmp; tmp = tmp->below)
1762 { 1471 {
1763 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1472 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1764 { 1473 {
1765 identify (tmp); 1474 identify (tmp);
1766 1475
1767 if (op->type == PLAYER) 1476 if (op->type == PLAYER)
1768 { 1477 {
1769 new_draw_info_format (NDI_UNIQUE, 0, op, "You identified: %s.", long_desc (tmp, op)); 1478 buf.printf ("You identified: %s.\r", long_desc (tmp, op));
1770 1479
1771 if (tmp->msg) 1480 if (tmp->msg)
1772 { 1481 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 } 1482 }
1777 1483
1778 num_ident--;
1779 success = 1;
1780 if (!num_ident) 1484 if (!--num_ident)
1781 break; 1485 break;
1782 } 1486 }
1783 } 1487 }
1784 1488
1785 /* If all the power of the spell has been used up, don't go and identify 1489 /* If all the power of the spell has been used up, don't go and identify
1791 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 1495 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)) 1496 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1793 { 1497 {
1794 identify (tmp); 1498 identify (tmp);
1795 1499
1796 if (op->type == PLAYER) 1500 if (object *pl = tmp->visible_to ())
1797 { 1501 {
1798 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground you identified: %s.", long_desc (tmp, op)); 1502 buf.printf ("On the ground you identified: %s.\r", long_desc (tmp, op));
1799 1503
1800 if (tmp->msg) 1504 if (tmp->msg)
1801 { 1505 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 } 1506 }
1808 1507
1809 num_ident--;
1810 success = 1;
1811 if (!num_ident) 1508 if (!--num_ident)
1812 break; 1509 break;
1813 } 1510 }
1814 } 1511 }
1815 1512
1816 if (!success) 1513 if (buf.empty ())
1817 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified."); 1514 {
1515 op->failmsg ("You can't reach anything unidentified.");
1516 return 0;
1517 }
1818 else 1518 else
1519 {
1520 if (op->contr)
1521 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1522
1819 spell_effect (spell, op->x, op->y, op->map, op); 1523 spell_effect (spell, op->x, op->y, op->map, op);
1820 1524 return 1;
1821 return success; 1525 }
1822} 1526}
1823 1527
1824int 1528int
1825cast_detection (object *op, object *caster, object *spell, object *skill) 1529cast_detection (object *op, object *caster, object *spell, object *skill)
1826{ 1530{
1831 1535
1832 /* We precompute some values here so that we don't have to keep 1536 /* We precompute some values here so that we don't have to keep
1833 * doing it over and over again. 1537 * doing it over and over again.
1834 */ 1538 */
1835 god = find_god (determine_god (op)); 1539 god = find_god (determine_god (op));
1836 level = caster_level (caster, spell); 1540 level = casting_level (caster, spell);
1837 range = spell->range + SP_level_range_adjust (caster, spell); 1541 range = spell->range + SP_level_range_adjust (caster, spell);
1838 1542
1839 if (!skill) 1543 if (!skill)
1840 skill = caster; 1544 skill = caster;
1841 1545
1842 for (x = op->x - range; x <= op->x + range; x++) 1546 unordered_mapwalk (op, -range, -range, range, range)
1843 for (y = op->y - range; y <= op->y + range; y++)
1844 { 1547 {
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 1548 /* For most of the detections, we only detect objects above the
1851 * floor. But this is not true for show invisible. 1549 * floor. But this is not true for show invisible.
1852 * Basically, we just go and find the top object and work 1550 * Basically, we just go and find the top object and work
1853 * down - that is easier than working up. 1551 * down - that is easier than working up.
1854 */ 1552 */
1855 1553
1856 for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above) 1554 for (last = NULL, tmp = m->at (nx, ny).bot; tmp; tmp = tmp->above)
1857 last = tmp; 1555 last = tmp;
1858 1556
1859 /* Shouldn't happen, but if there are no objects on a space, this 1557 /* Shouldn't happen, but if there are no objects on a space, this
1860 * would happen. 1558 * would happen.
1861 */ 1559 */
1862 if (!last) 1560 if (!last)
1863 continue; 1561 continue;
1864 1562
1865 done_one = 0; 1563 done_one = 0;
1866 floor = 0; 1564 floor = 0;
1867 detect = NULL; 1565 detect = NULL;
1868 for (tmp = last; tmp; tmp = tmp->below) 1566 for (tmp = last; tmp; tmp = tmp->below)
1869 { 1567 {
1870 /* show invisible */ 1568 /* show invisible */
1871 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1569 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1872 /* Might there be other objects that we can make visible? */ 1570 /* Might there be other objects that we can make visible? */
1873 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1571 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER)
1874 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1572 || (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ))
1875 tmp->type == CF_HANDLE || 1573 || tmp->type == CF_HANDLE
1876 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE || 1574 || tmp->type == TRAPDOOR
1575 || tmp->type == EXIT
1576 || tmp->type == HOLE
1577 || tmp->type == BUTTON
1877 tmp->type == BUTTON || tmp->type == TELEPORTER || 1578 || tmp->type == TELEPORTER
1579 || tmp->type == GATE
1878 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1580 || tmp->type == LOCKED_DOOR
1879 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN || 1581 || tmp->type == WEAPON
1582 || tmp->type == ALTAR
1583 || tmp->type == SIGN
1880 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1584 || tmp->type == TRIGGER_PEDESTAL
1881 tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR))) 1585 || tmp->type == SPECIAL_KEY
1586 || tmp->type == TREASURE
1587 || tmp->type == BOOK
1588 || tmp->type == HOLY_ALTAR
1589 || tmp->type == CONTAINER)))
1882 { 1590 {
1883 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4) 1591 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1884 { 1592 {
1885 tmp->invisible = 0; 1593 tmp->invisible = 0;
1886 done_one = 1; 1594 done_one = 1;
1887 } 1595 }
1888 } 1596 }
1889 1597
1890 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1598 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1891 floor = 1; 1599 floor = 1;
1892 1600
1893 /* All detections below this point don't descend beneath the floor, 1601 /* 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 1602 * 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 1603 * 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. 1604 * the floor, but once we get to the floor, not likely a very big issue anyways.
1897 */ 1605 */
1898 if (floor) 1606 if (floor)
1899 continue; 1607 continue;
1900 1608
1901 /* I had thought about making detect magic and detect curse 1609 /* I had thought about making detect magic and detect curse
1902 * show the flash the magic item like it does for detect monster. 1610 * 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 1611 * however, if the object is within sight, this would then make it
1904 * difficult to see what object is magical/cursed, so the 1612 * difficult to see what object is magical/cursed, so the
1905 * effect wouldn't be as apparant. 1613 * effect wouldn't be as apparent.
1906 */ 1614 */
1907 1615
1908 /* detect magic */ 1616 /* detect magic */
1909 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && 1617 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1910 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp)) 1618 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1911 { 1619 {
1912 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1620 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1913 /* make runes more visibile */ 1621 /* make runes more visibile */
1914 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC) 1622 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1915 tmp->stats.Cha /= 4; 1623 tmp->stats.Cha /= 4;
1624
1916 done_one = 1; 1625 done_one = 1;
1917 } 1626 }
1627
1918 /* detect monster */ 1628 /* detect monster */
1919 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER)) 1629 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1920 { 1630 {
1921 done_one = 2; 1631 done_one = 2;
1632
1922 if (!detect) 1633 if (!detect)
1923 detect = tmp; 1634 detect = tmp;
1924 } 1635 }
1636
1925 /* Basically, if race is set in the spell, then the creatures race must 1637 /* 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 1638 * match that. if the spell race is set to GOD, then the gods opposing
1927 * race must match. 1639 * race must match.
1928 */ 1640 */
1929 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race && 1641 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1930 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) || 1642 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1931 (strstr (spell->race, tmp->race)))) 1643 spell->race.contains (tmp->race)))
1932 { 1644 {
1933 done_one = 2; 1645 done_one = 2;
1646
1934 if (!detect) 1647 if (!detect)
1935 detect = tmp; 1648 detect = tmp;
1936 } 1649 }
1650
1937 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1651 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1938 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1652 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1939 { 1653 {
1940 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1654 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1941 done_one = 1; 1655 done_one = 1;
1942 } 1656 }
1943 } /* for stack of objects on this space */ 1657 } /* for stack of objects on this space */
1944 1658
1945 /* Code here puts an effect of the spell on the space, so you can see 1659 /* Code here puts an effect of the spell on the space, so you can see
1946 * where the magic is. 1660 * where the magic is.
1947 */ 1661 */
1948 if (done_one) 1662 if (done_one)
1949 { 1663 {
1950 object *detect_ob = arch_to_object (spell->other_arch); 1664 object *detect_ob = arch_to_object (spell->other_arch);
1951 1665
1952 /* if this is set, we want to copy the face */ 1666 /* if this is set, we want to copy the face */
1953 if (done_one == 2 && detect) 1667 if (done_one == 2 && detect)
1954 { 1668 {
1955 detect_ob->face = detect->face; 1669 detect_ob->face = detect->face;
1956 detect_ob->animation_id = detect->animation_id; 1670 detect_ob->animation_id = detect->animation_id;
1957 detect_ob->anim_speed = detect->anim_speed; 1671 detect_ob->anim_speed = detect->anim_speed;
1958 detect_ob->last_anim = 0; 1672 detect_ob->last_anim = 0;
1959 /* by default, the detect_ob is already animated */ 1673 /* by default, the detect_ob is already animated */
1960 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1674 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
1961 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1675 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
1962 } 1676 }
1963 1677
1964 m->insert (detect_ob, nx, ny, op); 1678 m->insert (detect_ob, nx, ny, op);
1965 } 1679 }
1966 } /* for processing the surrounding spaces */ 1680 } /* for processing the surrounding spaces */
1967 1681
1968 1682
1969 /* Now process objects in the players inventory if detect curse or magic */ 1683 /* 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)) 1684 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL))
1971 { 1685 {
1972 done_one = 0; 1686 done_one = 0;
1687
1973 for (tmp = op->inv; tmp; tmp = tmp->below) 1688 for (tmp = op->inv; tmp; tmp = tmp->below)
1974 { 1689 {
1975 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1690 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1976 { 1691 {
1977 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)) 1692 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL))
1978 { 1693 {
1979 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1694 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1980 if (op->type == PLAYER) 1695
1696 if (object *pl = tmp->visible_to ())
1981 esrv_send_item (op, tmp); 1697 esrv_update_item (UPD_FLAGS, pl, tmp);
1982 } 1698 }
1699
1983 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1700 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1984 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1701 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1985 { 1702 {
1986 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1703 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1987 if (op->type == PLAYER) 1704
1705 if (object *pl = tmp->visible_to ())
1988 esrv_send_item (op, tmp); 1706 esrv_update_item (UPD_FLAGS, pl, tmp);
1989 } 1707 }
1990 } /* if item is not identified */ 1708 } /* if item is not identified */
1991 } /* for the players inventory */ 1709 } /* for the players inventory */
1992 } /* if detect magic/curse and object is a player */ 1710 } /* if detect magic/curse and object is a player */
1711
1993 return 1; 1712 return 1;
1994} 1713}
1995 1714
1996 1715
1997/** 1716/**
2010 1729
2011 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you."); 1730 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
2012 1731
2013 if (victim->stats.sp >= victim->stats.maxsp * 2) 1732 if (victim->stats.sp >= victim->stats.maxsp * 2)
2014 { 1733 {
2015 object *tmp;
2016
2017 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1734 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; 1735 victim->stats.sp = 2 * victim->stats.maxsp;
1736 create_exploding_ball_at (victim, caster_level);
2026 } 1737 }
2027 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1738 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."); 1739 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) 1740 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2030 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 1741 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
2031 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1742 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2032 { 1743 {
2033 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1744 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2079 } 1790 }
2080 /* give sp */ 1791 /* give sp */
2081 if (spell->stats.dam > 0) 1792 if (spell->stats.dam > 0)
2082 { 1793 {
2083 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell); 1794 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
2084 charge_mana_effect (plyr, caster_level (caster, spell)); 1795 charge_mana_effect (plyr, casting_level (caster, spell));
2085 return 1; 1796 return 1;
2086 } 1797 }
2087 /* suck sp away. Can't suck sp from yourself */ 1798 /* suck sp away. Can't suck sp from yourself */
2088 else if (op != plyr) 1799 else if (op != plyr)
2089 { 1800 {
2101 /* Player doesn't get full credit */ 1812 /* Player doesn't get full credit */
2102 sucked = (sucked * rate) / 100; 1813 sucked = (sucked * rate) / 100;
2103 op->stats.sp += sucked; 1814 op->stats.sp += sucked;
2104 if (sucked > 0) 1815 if (sucked > 0)
2105 { 1816 {
2106 charge_mana_effect (op, caster_level (caster, spell)); 1817 charge_mana_effect (op, casting_level (caster, spell));
2107 } 1818 }
2108 } 1819 }
2109 return 1; 1820 return 1;
2110 } 1821 }
2111 return 0; 1822 return 0;
2187 break; 1898 break;
2188 } 1899 }
2189 } 1900 }
2190} 1901}
2191 1902
2192
2193
2194/* cast_consecrate() - a spell to make an altar your god's */ 1903/* cast_consecrate() - a spell to make an altar your god's */
2195int 1904int
2196cast_consecrate (object *op, object *caster, object *spell) 1905cast_consecrate (object *op, object *caster, object *spell)
2197{ 1906{
2198 char buf[MAX_BUF]; 1907 char buf[MAX_BUF];
2210 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1919 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2211 break; 1920 break;
2212 if (tmp->type == HOLY_ALTAR) 1921 if (tmp->type == HOLY_ALTAR)
2213 { 1922 {
2214 1923
2215 if (tmp->level > caster_level (caster, spell)) 1924 if (tmp->level > casting_level (caster, spell))
2216 { 1925 {
2217 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name); 1926 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name);
2218 return 0; 1927 return 0;
2219 } 1928 }
2220 else 1929 else
2221 { 1930 {
2222 /* If we got here, we are consecrating an altar */ 1931 /* If we got here, we are consecrating an altar */
2223 sprintf (buf, "Altar of %s", &god->name); 1932 sprintf (buf, "Altar of %s", &god->name);
2224 tmp->name = buf; 1933 tmp->name = buf;
2225 tmp->level = caster_level (caster, spell); 1934 tmp->level = casting_level (caster, spell);
2226 tmp->other_arch = god->arch; 1935 tmp->other_arch = god->arch;
1936
2227 if (op->type == PLAYER) 1937 if (op->type == PLAYER)
2228 esrv_update_item (UPD_NAME, op, tmp); 1938 esrv_update_item (UPD_NAME, op, tmp);
1939
2229 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name); 1940 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
2230 return 1; 1941 return 1;
2231 } 1942 }
2232 } 1943 }
2233 } 1944 }
2251 object *weapon, *tmp; 1962 object *weapon, *tmp;
2252 char buf[MAX_BUF]; 1963 char buf[MAX_BUF];
2253 int a, i; 1964 int a, i;
2254 sint16 x, y; 1965 sint16 x, y;
2255 maptile *m; 1966 maptile *m;
2256 materialtype_t *mt;
2257 1967
2258 if (!spell->other_arch) 1968 if (!spell->other_arch)
2259 { 1969 {
2260 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1970 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2261 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name); 1971 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2272 return 0; 1982 return 0;
2273 } 1983 }
2274 1984
2275 /* if no direction specified, pick one */ 1985 /* if no direction specified, pick one */
2276 if (!dir) 1986 if (!dir)
2277 dir = find_free_spot (NULL, op->map, op->x, op->y, 1, 9); 1987 dir = find_free_spot (spell->other_arch, op->map, op->x, op->y, 1, 9);
2278 1988
2279 m = op->map; 1989 m = op->map;
2280 x = op->x + freearr_x[dir]; 1990 x = op->x + freearr_x[dir];
2281 y = op->y + freearr_y[dir]; 1991 y = op->y + freearr_y[dir];
2282 1992
2283 /* if there's no place to put the golem, abort */ 1993 /* if there's no place to put the golem, abort */
2284 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || 1994 if (dir < 0 || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP)
2285 ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->clone.move_type)) 1995 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2286 { 1996 {
2287 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1997 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
2288 return 0; 1998 return 0;
2289 } 1999 }
2290 2000
2294 if (!weapon) 2004 if (!weapon)
2295 { 2005 {
2296 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2006 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2297 return 0; 2007 return 0;
2298 } 2008 }
2009
2299 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2010 if (spell->race && weapon->arch->archname != spell->race)
2300 { 2011 {
2301 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2012 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2302 return 0; 2013 return 0;
2303 } 2014 }
2015
2304 if (weapon->type != WEAPON) 2016 if (weapon->type != WEAPON)
2305 { 2017 {
2306 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it."); 2018 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it.");
2307 return 0; 2019 return 0;
2308 } 2020 }
2021
2309 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2022 if (QUERY_FLAG (weapon, FLAG_APPLIED))
2310 { 2023 {
2311 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon)); 2024 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon));
2312 return 0; 2025 return 0;
2313 } 2026 }
2314 2027
2315 if (weapon->nrof > 1) 2028 weapon = weapon->split ();
2316 {
2317 tmp = get_split_ob (weapon, 1);
2318 esrv_send_item (op, weapon);
2319 weapon = tmp;
2320 }
2321 2029
2322 /* create the golem object */ 2030 /* create the golem object */
2323 tmp = arch_to_object (spell->other_arch); 2031 tmp = arch_to_object (spell->other_arch);
2324 2032
2325 /* if animated by a player, give the player control of the golem */ 2033 /* if animated by a player, give the player control of the golem */
2330 tmp->set_owner (op); 2038 tmp->set_owner (op);
2331 op->contr->golem = tmp; 2039 op->contr->golem = tmp;
2332 set_spell_skill (op, caster, spell, tmp); 2040 set_spell_skill (op, caster, spell, tmp);
2333 2041
2334 /* Give the weapon to the golem now. A bit of a hack to check the 2042 /* Give the weapon to the golem now. A bit of a hack to check the
2335 * removed flag - it should only be set if get_split_object was 2043 * removed flag - it should only be set if weapon->split was
2336 * used above. 2044 * used above.
2337 */ 2045 */
2338 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2046 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2339 weapon->remove (); 2047 weapon->remove ();
2340 2048
2341 insert_ob_in_ob (weapon, tmp); 2049 tmp->insert (weapon);
2342 esrv_send_item (op, weapon); 2050
2343 /* To do everything necessary to let a golem use the weapon is a pain, 2051 /* To do everything necessary to let a golem use the weapon is a pain,
2344 * so instead, just set it as equipped (otherwise, we need to update 2052 * so instead, just set it as equipped (otherwise, we need to update
2345 * body_info, skills, etc) 2053 * body_info, skills, etc)
2346 */ 2054 */
2347 SET_FLAG (tmp, FLAG_USE_WEAPON); 2055 SET_FLAG (tmp, FLAG_USE_WEAPON);
2373 2081
2374 /* attacktype */ 2082 /* attacktype */
2375 if (!tmp->attacktype) 2083 if (!tmp->attacktype)
2376 tmp->attacktype = AT_PHYSICAL; 2084 tmp->attacktype = AT_PHYSICAL;
2377 2085
2378 mt = NULL;
2379 if (op->materialname != NULL)
2380 mt = name_to_material (op->materialname); 2086 if (materialtype_t *mt = name_to_material (op->materialname))
2381 if (mt != NULL)
2382 { 2087 {
2383 for (i = 0; i < NROFATTACKS; i++) 2088 for (i = 0; i < NROFATTACKS; i++)
2384 tmp->resist[i] = 50 - (mt->save[i] * 5); 2089 tmp->resist[i] = 50 - (mt->save[i] * 5);
2385 a = mt->save[0]; 2090 a = mt->save[0];
2386 } 2091 }
2388 { 2093 {
2389 for (i = 0; i < NROFATTACKS; i++) 2094 for (i = 0; i < NROFATTACKS; i++)
2390 tmp->resist[i] = 5; 2095 tmp->resist[i] = 5;
2391 a = 10; 2096 a = 10;
2392 } 2097 }
2098
2393 /* Set weapon's immunity */ 2099 /* Set weapon's immunity */
2394 tmp->resist[ATNR_CONFUSION] = 100; 2100 tmp->resist[ATNR_CONFUSION] = 100;
2395 tmp->resist[ATNR_POISON] = 100; 2101 tmp->resist[ATNR_POISON] = 100;
2396 tmp->resist[ATNR_SLOW] = 100; 2102 tmp->resist[ATNR_SLOW] = 100;
2397 tmp->resist[ATNR_PARALYZE] = 100; 2103 tmp->resist[ATNR_PARALYZE] = 100;
2403 2109
2404 /* Improve weapon's armour value according to best save vs. physical of its material */ 2110 /* Improve weapon's armour value according to best save vs. physical of its material */
2405 2111
2406 if (a > 14) 2112 if (a > 14)
2407 a = 14; 2113 a = 14;
2114
2408 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); 2115 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2409 2116
2410 /* Determine golem's speed */ 2117 /* Determine golem's speed */
2411 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell))); 2118 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2412 2119
2422 tmp->state = weapon->state; 2129 tmp->state = weapon->state;
2423 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2130 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2424 } 2131 }
2425 2132
2426 /* make experience increase in proportion to the strength of the summoned creature. */ 2133 /* make experience increase in proportion to the strength of the summoned creature. */
2427 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell)); 2134 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / casting_level (caster, spell));
2428 2135
2429 tmp->speed_left = -1; 2136 tmp->speed_left = -1;
2430 tmp->direction = dir; 2137 tmp->direction = dir;
2431 2138
2432 m->insert (tmp, x, y, op); 2139 m->insert (tmp, x, y, op);
2436/* cast_daylight() - changes the map darkness level *lower* */ 2143/* cast_daylight() - changes the map darkness level *lower* */
2437 2144
2438/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2145/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2439 * This changes the light level for the entire map. 2146 * This changes the light level for the entire map.
2440 */ 2147 */
2441
2442int 2148int
2443cast_change_map_lightlevel (object *op, object *caster, object *spell) 2149cast_change_map_lightlevel (object *op, object *caster, object *spell)
2444{ 2150{
2445 int success; 2151 int success;
2446 2152
2454 if (spell->stats.dam < 0) 2160 if (spell->stats.dam < 0)
2455 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2161 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2456 else 2162 else
2457 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2163 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here.");
2458 } 2164 }
2165
2459 return success; 2166 return success;
2460} 2167}
2461
2462
2463
2464
2465 2168
2466/* create an aura spell object and put it in the player's inventory. 2169/* create an aura spell object and put it in the player's inventory.
2467 * as usual, op is player, caster is the object casting the spell, 2170 * as usual, op is player, caster is the object casting the spell,
2468 * spell is the spell object itself. 2171 * spell is the spell object itself.
2469 */ 2172 */
2481 2184
2482 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); 2185 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2483 2186
2484 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 2187 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2485 2188
2486 new_aura->set_owner (op);
2487 set_spell_skill (op, caster, spell, new_aura); 2189 set_spell_skill (op, caster, spell, new_aura);
2488 new_aura->attacktype = spell->attacktype; 2190 new_aura->attacktype = spell->attacktype;
2489 2191
2490 new_aura->level = caster_level (caster, spell); 2192 new_aura->level = casting_level (caster, spell);
2193
2491 if (refresh) 2194 if (refresh)
2492 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2195 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2493 else 2196 else
2494 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2197 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2198
2495 insert_ob_in_ob (new_aura, op); 2199 insert_ob_in_ob (new_aura, op);
2200 new_aura->set_owner (op);
2201
2496 return 1; 2202 return 1;
2497} 2203}
2498
2499 2204
2500/* move aura function. An aura is a part of someone's inventory, 2205/* move aura function. An aura is a part of someone's inventory,
2501 * which he carries with him, but which acts on the map immediately 2206 * which he carries with him, but which acts on the map immediately
2502 * around him. 2207 * around him.
2503 * Aura parameters: 2208 * Aura parameters:
2504 * duration: duration counter. 2209 * duration: duration counter.
2505 * attacktype: aura's attacktype 2210 * attacktype: aura's attacktype
2506 * other_arch: archetype to drop where we attack 2211 * other_arch: archetype to drop where we attack
2507 */ 2212 */
2508
2509void 2213void
2510move_aura (object *aura) 2214move_aura (object *aura)
2511{ 2215{
2512 int i, mflags;
2513 object *env;
2514 maptile *m;
2515
2516 /* auras belong in inventories */ 2216 /* auras belong in inventories */
2517 env = aura->env; 2217 object *env = aura->env;
2218 object *owner = aura->owner;
2518 2219
2519 /* no matter what we've gotta remove the aura... 2220 /* no matter what we've gotta remove the aura...
2520 * we'll put it back if its time isn't up. 2221 * we'll put it back if its time isn't up.
2521 */ 2222 */
2522 aura->remove (); 2223 aura->remove ();
2527 aura->destroy (); 2228 aura->destroy ();
2528 return; 2229 return;
2529 } 2230 }
2530 2231
2531 /* auras only exist in inventories */ 2232 /* auras only exist in inventories */
2532 if (env == NULL || env->map == NULL) 2233 if (!env || !env->map)
2533 { 2234 {
2534 aura->destroy (); 2235 aura->destroy ();
2535 return; 2236 return;
2536 } 2237 }
2537 2238
2538 /* we need to jump out of the inventory for a bit 2239 /* we need to jump out of the inventory for a bit
2539 * in order to hit the map conveniently. 2240 * in order to hit the map conveniently.
2540 */ 2241 */
2541 aura->insert_at (env, aura); 2242 aura->insert_at (env, aura);
2542 2243
2543 for (i = 1; i < 9; i++) 2244 for (int i = 1; i < 9; i++)
2544 { 2245 {
2545 sint16 nx, ny; 2246 mapxy pos (env);
2247 pos.move (i);
2546 2248
2547 nx = aura->x + freearr_x[i];
2548 ny = aura->y + freearr_y[i];
2549 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2550
2551 /* Consider the movement tyep of the person with the aura as 2249 /* Consider the movement type of the person with the aura as
2552 * movement type of the aura. Eg, if the player is flying, the aura 2250 * movement type of the aura. Eg, if the player is flying, the aura
2553 * is flying also, if player is walking, it is on the ground, etc. 2251 * is flying also, if player is walking, it is on the ground, etc.
2554 */ 2252 */
2555 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny)))) 2253 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2556 { 2254 {
2557 hit_map (aura, i, aura->attacktype, 0); 2255 hit_map (aura, i, aura->attacktype, 0);
2558 2256
2559 if (aura->other_arch) 2257 if (aura->other_arch)
2560 m->insert (arch_to_object (aura->other_arch), nx, ny, aura); 2258 pos.insert (arch_to_object (aura->other_arch), aura);
2561 } 2259 }
2562 } 2260 }
2563 2261
2564 /* put the aura back in the player's inventory */ 2262 /* put the aura back in the player's inventory */
2565 aura->remove (); 2263 env->insert (aura);
2566 insert_ob_in_ob (aura, env); 2264 aura->set_owner (owner);
2567} 2265}
2568 2266
2569/* moves the peacemaker spell. 2267/* moves the peacemaker spell.
2570 * op is the piece object. 2268 * op is the piece object.
2571 */ 2269 */
2572
2573void 2270void
2574move_peacemaker (object *op) 2271move_peacemaker (object *op)
2575{ 2272{
2576 object *tmp; 2273 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2577
2578 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2579 { 2274 {
2580 int atk_lev, def_lev; 2275 int atk_lev, def_lev;
2581 object *victim = tmp; 2276 object *victim = tmp->head_ ();
2582 2277
2583 if (tmp->head)
2584 victim = tmp->head;
2585 if (!QUERY_FLAG (victim, FLAG_MONSTER)) 2278 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2586 continue; 2279 continue;
2280
2587 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2281 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2588 continue; 2282 continue;
2283
2589 if (victim->stats.exp == 0) 2284 if (victim->stats.exp == 0)
2590 continue; 2285 continue;
2591 2286
2592 def_lev = MAX (1, victim->level); 2287 def_lev = MAX (1, victim->level);
2593 atk_lev = MAX (1, op->level); 2288 atk_lev = MAX (1, op->level);
2594 2289
2595 if (rndm (0, atk_lev - 1) > def_lev) 2290 if (rndm (0, atk_lev - 1) > def_lev)
2596 { 2291 {
2597 /* make this sucker peaceful. */ 2292 /* make this sucker peaceful. */
2598 2293
2294 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2599 change_exp (op->owner, victim->stats.exp, op->skill, 0); 2295 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2600 victim->stats.exp = 0; 2296 victim->stats.exp = 0;
2601#if 0 2297#if 0
2602 /* No idea why these were all set to zero - if something 2298 /* No idea why these were all set to zero - if something
2603 * makes this creature agressive, he should still do damage. 2299 * makes this creature agressive, he should still do damage.
2610 victim->attack_movement = RANDO2; 2306 victim->attack_movement = RANDO2;
2611 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2307 SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2612 SET_FLAG (victim, FLAG_RUN_AWAY); 2308 SET_FLAG (victim, FLAG_RUN_AWAY);
2613 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2309 SET_FLAG (victim, FLAG_RANDOM_MOVE);
2614 CLEAR_FLAG (victim, FLAG_MONSTER); 2310 CLEAR_FLAG (victim, FLAG_MONSTER);
2311
2615 if (victim->name) 2312 if (victim->name)
2616 {
2617 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name); 2313 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2618 } 2314 }
2619 }
2620 } 2315 }
2621} 2316}
2622
2623 2317
2624/* This writes a rune that contains the appropriate message. 2318/* This writes a rune that contains the appropriate message.
2625 * There really isn't any adjustments we make. 2319 * There really isn't any adjustments we make.
2626 */ 2320 */
2627
2628int 2321int
2629write_mark (object *op, object *spell, const char *msg) 2322write_mark (object *op, object *spell, const char *msg)
2630{ 2323{
2631 char rune[HUGE_BUF];
2632 object *tmp;
2633
2634 if (!msg || msg[0] == 0) 2324 if (!msg || msg[0] == 0)
2635 { 2325 {
2636 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2326 new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2637 return 0; 2327 return 0;
2638 } 2328 }
2641 { 2331 {
2642 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?"); 2332 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?");
2643 LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg); 2333 LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg);
2644 return 0; 2334 return 0;
2645 } 2335 }
2336
2646 if (!spell->other_arch) 2337 if (!spell->other_arch)
2647 return 0; 2338 return 0;
2339
2648 tmp = arch_to_object (spell->other_arch); 2340 object *tmp = arch_to_object (spell->other_arch);
2649
2650 snprintf (rune, sizeof (rune), "%s\n", msg);
2651 2341
2652 tmp->race = op->name; /*Save the owner of the rune */ 2342 tmp->race = op->name; /*Save the owner of the rune */
2653 tmp->msg = rune; 2343 tmp->msg = msg;
2654 2344
2655 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); 2345 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2346
2656 return 1; 2347 return 1;
2657} 2348}
2349

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines