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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.53 by root, Tue May 22 10:50:01 2007 UTC vs.
Revision 1.83 by root, Tue May 6 16:55:26 2008 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>
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
316 examine_monster (op, tmp); 314 examine_monster (op, tmp);
317 return 1; 315 return 1;
318 } 316 }
319 } 317 }
320 } 318 }
319
321 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); 320 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
322 return 1; 321 return 1;
323} 322}
324
325 323
326/* This checks to see if 'pl' is invisible to 'mon'. 324/* This checks to see if 'pl' is invisible to 'mon'.
327 * does race check, undead check, etc 325 * does race check, undead check, etc
328 * Returns TRUE if mon can't see pl, false 326 * Returns TRUE if mon can't see pl, false
329 * otherwise. This doesn't check range, walls, etc. It 327 * otherwise. This doesn't check range, walls, etc. It
331 * pl is invisible. 329 * pl is invisible.
332 */ 330 */
333int 331int
334makes_invisible_to (object *pl, object *mon) 332makes_invisible_to (object *pl, object *mon)
335{ 333{
336
337 if (!pl->invisible) 334 if (!pl->invisible)
338 return 0; 335 return 0;
336
339 if (pl->type == PLAYER) 337 if (pl->type == PLAYER)
340 { 338 {
341 /* If race isn't set, then invisible unless it is undead */ 339 /* If race isn't set, then invisible unless it is undead */
342 if (!pl->contr->invis_race) 340 if (!pl->contr->invis_race)
343 { 341 {
344 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 342 if (QUERY_FLAG (mon, FLAG_UNDEAD))
345 return 0; 343 return 0;
344
346 return 1; 345 return 1;
347 } 346 }
347
348 /* invis_race is set if we get here */ 348 /* invis_race is set if we get here */
349 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 349 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon))
350 return 1; 350 return 1;
351
351 /* No race, can't be invisible to it */ 352 /* No race, can't be invisible to it */
352 if (!mon->race) 353 if (!mon->race)
353 return 0; 354 return 0;
355
354 if (strstr (mon->race, pl->contr->invis_race)) 356 if (strstr (mon->race, pl->contr->invis_race))
355 return 1; 357 return 1;
358
356 /* Nothing matched above, return 0 */ 359 /* Nothing matched above, return 0 */
357 return 0; 360 return 0;
358 } 361 }
359 else 362 else
360 { 363 {
462 if (object *pl = op->in_player ()) 465 if (object *pl = op->in_player ())
463 { 466 {
464 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST)) 467 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."); 468 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
466 else 469 else
467 { 470 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 } 471 }
473 472
474 op->destroy (); 473 op->destroy ();
475} 474}
476 475
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;
573
574 if (player *pl = op->contr)
575 if (object *race = archetype::find (op->race))
576 buf << "You are a " << (pl->gender ? "female" : "male") << " " << &race->name << ".\n";
577
576 tmp = find_god (determine_god (op)); 578 if (object *god = find_god (determine_god (op)))
577 if (tmp) 579 buf << "You worship " << &god->name << ".\n";
578 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
579 else 580 else
580 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); 581 buf << "You worship no god.\n";
581 582
582 tmp = present_arch_in_ob (at, op); 583 object *tmp = present_arch_in_ob (at, op);
583 584
584 if (*cp == '\0' && tmp == NULL) 585 if (*cp == '\0' && tmp == NULL)
585 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 586 buf << "You feel very mundane. ";
586 else 587 else
587 { 588 {
588 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 589 buf << "You have: " << cp << ".\n";
589 new_draw_info (NDI_UNIQUE, 0, op, cp);
590 590
591 if (tmp) 591 if (tmp)
592 for (i = 0; i < NUM_STATS; i++) 592 for (int i = 0; i < NUM_STATS; i++)
593 if (tmp->stats.stat (i) < 0) 593 if (tmp->stats.stat (i) < 0)
594 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -tmp->stats.stat (i)); 594 buf.printf ("Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
595 } 595 }
596 596
597 if (is_dragon_pl (op)) 597 if (is_dragon_pl (op))
598 {
599 /* now grab the 'dragon_ability'-force from the player's inventory */ 598 /* now grab the 'dragon_ability'-force from the player's inventory */
600 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 599 for (tmp = op->inv; tmp; tmp = tmp->below)
601 { 600 {
602 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 601 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
603 { 602 {
604 if (tmp->stats.exp == 0) 603 if (tmp->stats.exp == 0)
605 sprintf (buf, "Your metabolism isn't focused on anything."); 604 buf << "Your metabolism isn't focused on anything.\n";
606 else 605 else
607 sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); 606 buf << "Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
608 607
609 new_draw_info (NDI_UNIQUE, 0, op, buf);
610 break; 608 break;
611 } 609 }
612 } 610 }
613 } 611
612 buf << '\0'; // zero-terminate
613
614 new_draw_info (NDI_UNIQUE, 0, op, buf.linearise ());
614 615
615 return 1; 616 return 1;
616} 617}
617 618
618/* This creates magic walls. Really, it can create most any object, 619/* This creates magic walls. Really, it can create most any object,
716 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);
717 return 0; 718 return 0;
718 } 719 }
719 720
720 /* 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 */
721 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 722 if (tmp->other_arch && tmp->other_arch->type == SPELL)
722 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 723 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
723 724
724 /* This code causes the wall to extend some distance in 725 /* This code causes the wall to extend some distance in
725 * each direction, or until an obstruction is encountered. 726 * each direction, or until an obstruction is encountered.
726 * posblocked and negblocked help determine how far the 727 * posblocked and negblocked help determine how far the
746 { 747 {
747 object *tmp2 = tmp->clone (); 748 object *tmp2 = tmp->clone ();
748 m->insert (tmp2, x, y, op); 749 m->insert (tmp2, x, y, op);
749 750
750 /* 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 */
751 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 752 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
752 tmp2->insert (arch_to_object (tmp2->other_arch)); 753 tmp2->insert (arch_to_object (tmp2->other_arch));
753 754
754 } 755 }
755 else 756 else
756 posblocked = 1; 757 posblocked = 1;
763 ((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)
764 { 765 {
765 object *tmp2 = tmp->clone (); 766 object *tmp2 = tmp->clone ();
766 m->insert (tmp2, x, y, op); 767 m->insert (tmp2, x, y, op);
767 768
768 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 769 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
769 tmp2->insert (arch_to_object (tmp2->other_arch)); 770 tmp2->insert (arch_to_object (tmp2->other_arch));
770 } 771 }
771 else 772 else
772 negblocked = 1; 773 negblocked = 1;
773 } 774 }
889 890
890 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ 891 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */
891 return 1; 892 return 1;
892} 893}
893 894
894
895/* cast_heal: Heals something. 895/* cast_heal: Heals something.
896 * op is the caster. 896 * op is the caster.
897 * dir is the direction he is casting it in. 897 * dir is the direction he is casting it in.
898 * spell is the spell object. 898 * spell is the spell object.
899 */ 899 */
925 { 925 {
926 /* See how many points we actually heal. Instead of messages 926 /* See how many points we actually heal. Instead of messages
927 * based on type of spell, we instead do messages based 927 * based on type of spell, we instead do messages based
928 * on amount of damage healed. 928 * on amount of damage healed.
929 */ 929 */
930 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 930 if (heal > tmp->stats.maxhp - tmp->stats.hp)
931 heal = tmp->stats.maxhp - tmp->stats.hp; 931 heal = tmp->stats.maxhp - tmp->stats.hp;
932
932 tmp->stats.hp += heal; 933 tmp->stats.hp += heal;
933 934
934 if (tmp->stats.hp >= tmp->stats.maxhp) 935 if (tmp->stats.hp >= tmp->stats.maxhp)
935 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 936 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
936 else if (heal > 50) 937 else if (heal > 50)
945 success = 1; 946 success = 1;
946 } 947 }
947 } 948 }
948 949
949 if (spell->attacktype & AT_DISEASE) 950 if (spell->attacktype & AT_DISEASE)
950 if (cure_disease (tmp, op)) 951 if (cure_disease (tmp, op, spell))
951 success = 1; 952 success = 1;
952 953
953 if (spell->attacktype & AT_POISON) 954 if (spell->attacktype & AT_POISON)
954 { 955 {
955 at = archetype::find ("poisoning"); 956 at = archetype::find ("poisoning");
1004 } 1005 }
1005 1006
1006 if (spell->stats.food && tmp->stats.food < 999) 1007 if (spell->stats.food && tmp->stats.food < 999)
1007 { 1008 {
1008 tmp->stats.food += spell->stats.food; 1009 tmp->stats.food += spell->stats.food;
1010
1009 if (tmp->stats.food > 999) 1011 if (tmp->stats.food > 999)
1010 tmp->stats.food = 999; 1012 tmp->stats.food = 999;
1013
1011 success = 1; 1014 success = 1;
1012 /* We could do something a bit better like the messages for healing above */ 1015 /* We could do something a bit better like the messages for healing above */
1013 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food"); 1016 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1014 } 1017 }
1015 1018
1016 return success; 1019 return success;
1017} 1020}
1018
1019 1021
1020/* This is used for the spells that gain stats. There are no spells 1022/* This is used for the spells that gain stats. There are no spells
1021 * right now that icnrease wis/int/pow on a temp basis, so no 1023 * right now that icnrease wis/int/pow on a temp basis, so no
1022 * good comments for those. 1024 * good comments for those.
1023 */ 1025 */
1024static const char *const no_gain_msgs[NUM_STATS] = { 1026static const char *const no_gain_msgs[NUM_STATS] = {
1025 "You grow no stronger.", 1027 "You grow no stronger.",
1026 "You grow no more agile.", 1028 "You grow no more agile.",
1027 "You don't feel any healthier.", 1029 "You don't feel any healthier.",
1028 "no wis", 1030 "You didn't grow any more intelligent.",
1031 "You do not feel any wiser.",
1032 "You don't feel any more powerful."
1029 "You are no easier to look at.", 1033 "You are no easier to look at.",
1030 "no int",
1031 "no pow"
1032}; 1034};
1033 1035
1034int 1036int
1035cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) 1037cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1036{ 1038{
1087 } 1089 }
1088 else 1090 else
1089 { 1091 {
1090 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1092 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1091 } 1093 }
1094
1092 return 1; 1095 return 1;
1093 } 1096 }
1097
1094 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1098 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1095 force->speed = 1.0; 1099 force->speed = 1.0;
1096 force->speed_left = -1.0; 1100 force->speed_left = -1.0;
1097 SET_FLAG (force, FLAG_APPLIED); 1101 SET_FLAG (force, FLAG_APPLIED);
1098 1102
1104 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob); 1108 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob);
1105 if (force->resist[i] > 100) 1109 if (force->resist[i] > 100)
1106 force->resist[i] = 100; 1110 force->resist[i] = 100;
1107 } 1111 }
1108 } 1112 }
1113
1109 if (spell_ob->stats.hp) 1114 if (spell_ob->stats.hp)
1110 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob); 1115 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1111 1116
1112 if (tmp->type == PLAYER) 1117 if (tmp->type == PLAYER)
1113 { 1118 {
1153 force->attacktype = spell_ob->attacktype; 1158 force->attacktype = spell_ob->attacktype;
1154 1159
1155 insert_ob_in_ob (force, tmp); 1160 insert_ob_in_ob (force, tmp);
1156 change_abil (tmp, force); /* Mostly to display any messages */ 1161 change_abil (tmp, force); /* Mostly to display any messages */
1157 tmp->update_stats (); 1162 tmp->update_stats ();
1163
1158 return 1; 1164 return 1;
1159} 1165}
1160 1166
1161/* This used to be part of cast_change_ability, but it really didn't make 1167/* This used to be part of cast_change_ability, but it really didn't make
1162 * a lot of sense, since most of the values it derives are from the god 1168 * a lot of sense, since most of the values it derives are from the god
1163 * of the caster. 1169 * of the caster.
1164 */ 1170 */
1165
1166int 1171int
1167cast_bless (object *op, object *caster, object *spell_ob, int dir) 1172cast_bless (object *op, object *caster, object *spell_ob, int dir)
1168{ 1173{
1169 int i; 1174 int i;
1170 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1175 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp;
1268} 1273}
1269 1274
1270/* Alchemy code by Mark Wedel 1275/* Alchemy code by Mark Wedel
1271 * 1276 *
1272 * This code adds a new spell, called alchemy. Alchemy will turn 1277 * This code adds a new spell, called alchemy. Alchemy will turn
1273 * objects to gold nuggets, the value of the gold nuggets being 1278 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1274 * about 90% of that of the item itself. It uses the value of the
1275 * object before charisma adjustments, because the nuggets themselves
1276 * will be will be adjusted by charisma when sold.
1277 * 1279 *
1278 * Large nuggets are worth 25 gp each (base). You will always get 1280 * The value of the gold nuggets being about 90% of that of the item
1279 * the maximum number of large nuggets you could get. 1281 * itself. It uses the value of the object before charisma adjustments,
1280 * Small nuggets are worth 1 gp each (base). You will get from 0 1282 * because the nuggets themselves will be will be adjusted by charisma
1281 * to the max amount of small nuggets as you could get. 1283 * when sold.
1282 *
1283 * For example, if an item is worth 110 gold, you will get
1284 * 4 large nuggets, and from 0-10 small nuggets.
1285 * 1284 *
1286 * There is also a chance (1:30) that you will get nothing at all 1285 * There is also a chance (1:30) that you will get nothing at all
1287 * for the object. There is also a maximum weight that will be 1286 * for the object. There is also a maximum weight that will be
1288 * alchemised. 1287 * alchemised.
1289 */ 1288 */
1290static void 1289static void
1291alchemy_object (object *obj, uint64 &total_value, int &total_weight) 1290alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1292{ 1291{
1293 uint64 value = query_cost (obj, NULL, F_TRUE); 1292 uint64 value = query_cost (obj, NULL, F_TRUE);
1294 1293
1295 /* Give third price when we alchemy money (This should hopefully 1294 /* Give third price when we alchemy money (this should hopefully
1296 * make it so that it isn't worth it to alchemy money, sell 1295 * make it so that it isn't worth it to alchemy money, sell
1297 * the nuggets, alchemy the gold from that, etc. 1296 * the nuggets, alchemy the gold from that, etc.
1298 * Otherwise, give 9 silver on the gold for other objects, 1297 * Otherwise, give 9 silver on the gold for other objects,
1299 * so that it would still be more affordable to haul 1298 * so that it would still be more affordable to haul
1300 * the stuff back to town. 1299 * the stuff back to town.
1312 total_weight += obj->total_weight (); 1311 total_weight += obj->total_weight ();
1313 1312
1314 obj->destroy (); 1313 obj->destroy ();
1315} 1314}
1316 1315
1317static void
1318update_map (object *op, maptile *m, int small_nuggets, object *small, int large_nuggets, object *large, int x, int y)
1319{
1320 int flag = 0;
1321
1322 /* Put any nuggets below the player, but we can only pass this
1323 * flag if we are on the same space as the player
1324 */
1325 if (x == op->x && y == op->y && op->map == m)
1326 flag = INS_BELOW_ORIGINATOR;
1327
1328 if (small_nuggets)
1329 {
1330 object *tmp = small->clone ();
1331 tmp->nrof = small_nuggets;
1332 m->insert (tmp, x, y, op, flag);
1333 }
1334
1335 if (large_nuggets)
1336 {
1337 object *tmp = large->clone ();
1338 tmp->nrof = large_nuggets;
1339 m->insert (tmp, x, y, op, flag);
1340 }
1341
1342 if (object *pl = m->at (x, y).player ())
1343 if (pl->contr->ns)
1344 pl->contr->ns->look_position = 0;
1345}
1346
1347int 1316int
1348alchemy (object *op, object *caster, object *spell_ob) 1317alchemy (object *op, object *caster, object *spell_ob)
1349{ 1318{
1350 if (op->type != PLAYER) 1319 if (op->type != PLAYER)
1351 return 0; 1320 return 0;
1352 1321
1353 object *large = get_archetype ("largenugget"); 1322 archetype *nugget[3];
1354 object *small = get_archetype ("smallnugget"); 1323
1324 nugget[0] = archetype::find ("pyrite3");
1325 nugget[1] = archetype::find ("pyrite2");
1326 nugget[2] = archetype::find ("pyrite");
1355 1327
1356 /* Put a maximum weight of items that can be alchemised. Limits the power 1328 /* Put a maximum weight of items that can be alchemised. Limits the power
1357 * some, and also prevents people from alchemising every table/chair/clock 1329 * some, and also prevents people from alchemising every table/chair/clock
1358 * in sight 1330 * in sight
1359 */ 1331 */
1411 if (weight > weight_max) 1383 if (weight > weight_max)
1412 break; 1384 break;
1413 } 1385 }
1414 } 1386 }
1415 1387
1388 value -= rndm (value >> 4);
1416 value = min (value, value_max); 1389 value = min (value, value_max);
1417 1390
1418 uint64 count = value / large->value; 1391 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1419 int large_nuggets = count; 1392 if (int nrof = value / nugget [i]->value)
1420 value -= count * large->value;
1421
1422 count = value / small->value;
1423 int small_nuggets = count;
1424
1425 /* Insert all the nuggets at one time. This probably saves time, but
1426 * it also prevents us from alcheming nuggets that were just created
1427 * with this spell.
1428 */ 1393 {
1429 update_map (op, mp, small_nuggets, small, large_nuggets, large, nx, ny); 1394 value -= nrof * nugget[i]->value;
1395
1396 object *tmp = arch_to_object (nugget[i]);
1397 tmp->nrof = nrof;
1398 tmp->flag [FLAG_IDENTIFIED] = true;
1399 op->map->insert (tmp, x, y, op, 0);
1400 }
1430 1401
1431 if (weight > weight_max) 1402 if (weight > weight_max)
1432 goto bailout; 1403 goto bailout;
1433 } 1404 }
1434 } 1405 }
1435 1406
1436bailout: 1407bailout:
1437 large->destroy ();
1438 small->destroy ();
1439 return 1; 1408 return 1;
1440} 1409}
1441
1442 1410
1443/* This function removes the cursed/damned status on equipped 1411/* This function removes the cursed/damned status on equipped
1444 * items. 1412 * items.
1445 */ 1413 */
1446int 1414int
1453 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1421 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1454 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1422 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1455 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1423 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1456 { 1424 {
1457 was_one++; 1425 was_one++;
1426
1458 if (tmp->level <= caster_level (caster, spell)) 1427 if (tmp->level <= caster_level (caster, spell))
1459 { 1428 {
1460 success++; 1429 success++;
1461 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1430 if (QUERY_FLAG (spell, FLAG_DAMNED))
1462 CLEAR_FLAG (tmp, FLAG_DAMNED); 1431 CLEAR_FLAG (tmp, FLAG_DAMNED);
1463 1432
1464 CLEAR_FLAG (tmp, FLAG_CURSED); 1433 CLEAR_FLAG (tmp, FLAG_CURSED);
1465 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1434 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1466 tmp->value = 0; /* Still can't sell it */ 1435 tmp->value = 0; /* Still can't sell it */
1467 if (op->type == PLAYER) 1436
1437 if (object *pl = tmp->visible_to ())
1468 esrv_send_item (op, tmp); 1438 esrv_update_item (UPD_FLAGS, pl, tmp);
1469 } 1439 }
1470 } 1440 }
1471 1441
1472 if (op->type == PLAYER) 1442 if (op->type == PLAYER)
1473 { 1443 {
1484 1454
1485 return success; 1455 return success;
1486} 1456}
1487 1457
1488/* Identifies objects in the players inventory/on the ground */ 1458/* Identifies objects in the players inventory/on the ground */
1489
1490int 1459int
1491cast_identify (object *op, object *caster, object *spell) 1460cast_identify (object *op, object *caster, object *spell)
1492{ 1461{
1462 dynbuf_text buf;
1493 object *tmp; 1463 object *tmp;
1494 int success = 0, num_ident;
1495 1464
1496 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1465 int num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1497 1466
1498 if (num_ident < 1) 1467 if (num_ident < 1)
1499 num_ident = 1; 1468 num_ident = 1;
1500 1469
1501 for (tmp = op->inv; tmp; tmp = tmp->below) 1470 for (tmp = op->inv; tmp; tmp = tmp->below)
1504 { 1473 {
1505 identify (tmp); 1474 identify (tmp);
1506 1475
1507 if (op->type == PLAYER) 1476 if (op->type == PLAYER)
1508 { 1477 {
1509 new_draw_info_format (NDI_UNIQUE, 0, op, "You identified: %s.", long_desc (tmp, op)); 1478 buf.printf ("You identified: %s.\n\n", long_desc (tmp, op));
1510 1479
1511 if (tmp->msg) 1480 if (tmp->msg)
1512 { 1481 buf << "The item has a story:\n\n" << tmp->msg << "\n\n";
1513 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1514 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1515 }
1516 } 1482 }
1517 1483
1518 num_ident--; 1484 num_ident--;
1519 success = 1;
1520 if (!num_ident) 1485 if (!num_ident)
1521 break; 1486 break;
1522 } 1487 }
1523 } 1488 }
1524 1489
1531 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 1496 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1532 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1497 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1533 { 1498 {
1534 identify (tmp); 1499 identify (tmp);
1535 1500
1536 if (op->type == PLAYER) 1501 if (object *pl = tmp->visible_to ())
1537 { 1502 {
1538 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground you identified: %s.", long_desc (tmp, op)); 1503 buf.printf ("On the ground you identified: %s.\n\n", long_desc (tmp, op));
1539 1504
1540 if (tmp->msg) 1505 if (tmp->msg)
1541 { 1506 buf << "The item has a story:\n\n" << tmp->msg << "\n\n";
1542 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1543 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1544 }
1545
1546 esrv_send_item (op, tmp);
1547 } 1507 }
1548 1508
1549 num_ident--; 1509 num_ident--;
1550 success = 1;
1551 if (!num_ident) 1510 if (!num_ident)
1552 break; 1511 break;
1553 } 1512 }
1554 } 1513 }
1555 1514
1556 if (!success) 1515 if (buf.empty ())
1557 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified."); 1516 {
1517 op->failmsg ("You can't reach anything unidentified.");
1518 return 0;
1519 }
1558 else 1520 else
1521 {
1522 if (op->contr)
1523 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1524
1559 spell_effect (spell, op->x, op->y, op->map, op); 1525 spell_effect (spell, op->x, op->y, op->map, op);
1560 1526 return 1;
1561 return success; 1527 }
1562} 1528}
1563 1529
1564int 1530int
1565cast_detection (object *op, object *caster, object *spell, object *skill) 1531cast_detection (object *op, object *caster, object *spell, object *skill)
1566{ 1532{
1708 1674
1709 /* Now process objects in the players inventory if detect curse or magic */ 1675 /* Now process objects in the players inventory if detect curse or magic */
1710 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL)) 1676 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL))
1711 { 1677 {
1712 done_one = 0; 1678 done_one = 0;
1679
1713 for (tmp = op->inv; tmp; tmp = tmp->below) 1680 for (tmp = op->inv; tmp; tmp = tmp->below)
1714 { 1681 {
1715 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1682 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1716 { 1683 {
1717 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)) 1684 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL))
1718 { 1685 {
1719 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1686 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1720 if (op->type == PLAYER) 1687
1688 if (object *pl = tmp->visible_to ())
1721 esrv_send_item (op, tmp); 1689 esrv_update_item (UPD_FLAGS, pl, tmp);
1722 } 1690 }
1691
1723 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1692 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1724 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1693 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1725 { 1694 {
1726 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1695 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1727 if (op->type == PLAYER) 1696
1697 if (object *pl = tmp->visible_to ())
1728 esrv_send_item (op, tmp); 1698 esrv_update_item (UPD_FLAGS, pl, tmp);
1729 } 1699 }
1730 } /* if item is not identified */ 1700 } /* if item is not identified */
1731 } /* for the players inventory */ 1701 } /* for the players inventory */
1732 } /* if detect magic/curse and object is a player */ 1702 } /* if detect magic/curse and object is a player */
1703
1733 return 1; 1704 return 1;
1734} 1705}
1735 1706
1736 1707
1737/** 1708/**
1927 break; 1898 break;
1928 } 1899 }
1929 } 1900 }
1930} 1901}
1931 1902
1932
1933
1934/* cast_consecrate() - a spell to make an altar your god's */ 1903/* cast_consecrate() - a spell to make an altar your god's */
1935int 1904int
1936cast_consecrate (object *op, object *caster, object *spell) 1905cast_consecrate (object *op, object *caster, object *spell)
1937{ 1906{
1938 char buf[MAX_BUF]; 1907 char buf[MAX_BUF];
1962 /* If we got here, we are consecrating an altar */ 1931 /* If we got here, we are consecrating an altar */
1963 sprintf (buf, "Altar of %s", &god->name); 1932 sprintf (buf, "Altar of %s", &god->name);
1964 tmp->name = buf; 1933 tmp->name = buf;
1965 tmp->level = caster_level (caster, spell); 1934 tmp->level = caster_level (caster, spell);
1966 tmp->other_arch = god->arch; 1935 tmp->other_arch = god->arch;
1936
1967 if (op->type == PLAYER) 1937 if (op->type == PLAYER)
1968 esrv_update_item (UPD_NAME, op, tmp); 1938 esrv_update_item (UPD_NAME, op, tmp);
1939
1969 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);
1970 return 1; 1941 return 1;
1971 } 1942 }
1972 } 1943 }
1973 } 1944 }
1991 object *weapon, *tmp; 1962 object *weapon, *tmp;
1992 char buf[MAX_BUF]; 1963 char buf[MAX_BUF];
1993 int a, i; 1964 int a, i;
1994 sint16 x, y; 1965 sint16 x, y;
1995 maptile *m; 1966 maptile *m;
1996 materialtype_t *mt;
1997 1967
1998 if (!spell->other_arch) 1968 if (!spell->other_arch)
1999 { 1969 {
2000 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1970 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2001 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);
2020 x = op->x + freearr_x[dir]; 1990 x = op->x + freearr_x[dir];
2021 y = op->y + freearr_y[dir]; 1991 y = op->y + freearr_y[dir];
2022 1992
2023 /* if there's no place to put the golem, abort */ 1993 /* if there's no place to put the golem, abort */
2024 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || 1994 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) ||
2025 ((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))
2026 { 1996 {
2027 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.");
2028 return 0; 1998 return 0;
2029 } 1999 }
2030 2000
2034 if (!weapon) 2004 if (!weapon)
2035 { 2005 {
2036 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!");
2037 return 0; 2007 return 0;
2038 } 2008 }
2039 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2009 if (spell->race && strcmp (weapon->arch->archname, spell->race))
2040 { 2010 {
2041 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2011 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2042 return 0; 2012 return 0;
2043 } 2013 }
2044 if (weapon->type != WEAPON) 2014 if (weapon->type != WEAPON)
2050 { 2020 {
2051 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon)); 2021 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon));
2052 return 0; 2022 return 0;
2053 } 2023 }
2054 2024
2055 if (weapon->nrof > 1) 2025 weapon = weapon->split ();
2056 {
2057 tmp = get_split_ob (weapon, 1);
2058 esrv_send_item (op, weapon);
2059 weapon = tmp;
2060 }
2061 2026
2062 /* create the golem object */ 2027 /* create the golem object */
2063 tmp = arch_to_object (spell->other_arch); 2028 tmp = arch_to_object (spell->other_arch);
2064 2029
2065 /* if animated by a player, give the player control of the golem */ 2030 /* if animated by a player, give the player control of the golem */
2070 tmp->set_owner (op); 2035 tmp->set_owner (op);
2071 op->contr->golem = tmp; 2036 op->contr->golem = tmp;
2072 set_spell_skill (op, caster, spell, tmp); 2037 set_spell_skill (op, caster, spell, tmp);
2073 2038
2074 /* Give the weapon to the golem now. A bit of a hack to check the 2039 /* Give the weapon to the golem now. A bit of a hack to check the
2075 * removed flag - it should only be set if get_split_object was 2040 * removed flag - it should only be set if weapon->split was
2076 * used above. 2041 * used above.
2077 */ 2042 */
2078 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2043 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2079 weapon->remove (); 2044 weapon->remove ();
2080 2045
2081 insert_ob_in_ob (weapon, tmp); 2046 tmp->insert (weapon);
2082 esrv_send_item (op, weapon); 2047
2083 /* To do everything necessary to let a golem use the weapon is a pain, 2048 /* To do everything necessary to let a golem use the weapon is a pain,
2084 * so instead, just set it as equipped (otherwise, we need to update 2049 * so instead, just set it as equipped (otherwise, we need to update
2085 * body_info, skills, etc) 2050 * body_info, skills, etc)
2086 */ 2051 */
2087 SET_FLAG (tmp, FLAG_USE_WEAPON); 2052 SET_FLAG (tmp, FLAG_USE_WEAPON);
2113 2078
2114 /* attacktype */ 2079 /* attacktype */
2115 if (!tmp->attacktype) 2080 if (!tmp->attacktype)
2116 tmp->attacktype = AT_PHYSICAL; 2081 tmp->attacktype = AT_PHYSICAL;
2117 2082
2118 mt = NULL;
2119 if (op->materialname != NULL)
2120 mt = name_to_material (op->materialname); 2083 if (materialtype_t *mt = name_to_material (op->materialname))
2121 if (mt != NULL)
2122 { 2084 {
2123 for (i = 0; i < NROFATTACKS; i++) 2085 for (i = 0; i < NROFATTACKS; i++)
2124 tmp->resist[i] = 50 - (mt->save[i] * 5); 2086 tmp->resist[i] = 50 - (mt->save[i] * 5);
2125 a = mt->save[0]; 2087 a = mt->save[0];
2126 } 2088 }
2128 { 2090 {
2129 for (i = 0; i < NROFATTACKS; i++) 2091 for (i = 0; i < NROFATTACKS; i++)
2130 tmp->resist[i] = 5; 2092 tmp->resist[i] = 5;
2131 a = 10; 2093 a = 10;
2132 } 2094 }
2095
2133 /* Set weapon's immunity */ 2096 /* Set weapon's immunity */
2134 tmp->resist[ATNR_CONFUSION] = 100; 2097 tmp->resist[ATNR_CONFUSION] = 100;
2135 tmp->resist[ATNR_POISON] = 100; 2098 tmp->resist[ATNR_POISON] = 100;
2136 tmp->resist[ATNR_SLOW] = 100; 2099 tmp->resist[ATNR_SLOW] = 100;
2137 tmp->resist[ATNR_PARALYZE] = 100; 2100 tmp->resist[ATNR_PARALYZE] = 100;
2143 2106
2144 /* Improve weapon's armour value according to best save vs. physical of its material */ 2107 /* Improve weapon's armour value according to best save vs. physical of its material */
2145 2108
2146 if (a > 14) 2109 if (a > 14)
2147 a = 14; 2110 a = 14;
2111
2148 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); 2112 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2149 2113
2150 /* Determine golem's speed */ 2114 /* Determine golem's speed */
2151 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell))); 2115 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2152 2116
2197 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2161 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here.");
2198 } 2162 }
2199 return success; 2163 return success;
2200} 2164}
2201 2165
2202
2203
2204
2205
2206/* create an aura spell object and put it in the player's inventory. 2166/* create an aura spell object and put it in the player's inventory.
2207 * as usual, op is player, caster is the object casting the spell, 2167 * as usual, op is player, caster is the object casting the spell,
2208 * spell is the spell object itself. 2168 * spell is the spell object itself.
2209 */ 2169 */
2210int 2170int
2221 2181
2222 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); 2182 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2223 2183
2224 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 2184 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2225 2185
2226 new_aura->set_owner (op);
2227 set_spell_skill (op, caster, spell, new_aura); 2186 set_spell_skill (op, caster, spell, new_aura);
2228 new_aura->attacktype = spell->attacktype; 2187 new_aura->attacktype = spell->attacktype;
2229 2188
2230 new_aura->level = caster_level (caster, spell); 2189 new_aura->level = caster_level (caster, spell);
2190
2231 if (refresh) 2191 if (refresh)
2232 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2192 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2233 else 2193 else
2234 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2194 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2195
2235 insert_ob_in_ob (new_aura, op); 2196 insert_ob_in_ob (new_aura, op);
2197 new_aura->set_owner (op);
2198
2236 return 1; 2199 return 1;
2237} 2200}
2238
2239 2201
2240/* move aura function. An aura is a part of someone's inventory, 2202/* move aura function. An aura is a part of someone's inventory,
2241 * which he carries with him, but which acts on the map immediately 2203 * which he carries with him, but which acts on the map immediately
2242 * around him. 2204 * around him.
2243 * Aura parameters: 2205 * Aura parameters:
2244 * duration: duration counter. 2206 * duration: duration counter.
2245 * attacktype: aura's attacktype 2207 * attacktype: aura's attacktype
2246 * other_arch: archetype to drop where we attack 2208 * other_arch: archetype to drop where we attack
2247 */ 2209 */
2248
2249void 2210void
2250move_aura (object *aura) 2211move_aura (object *aura)
2251{ 2212{
2252 int i, mflags;
2253 object *env;
2254 maptile *m;
2255
2256 /* auras belong in inventories */ 2213 /* auras belong in inventories */
2257 env = aura->env; 2214 object *env = aura->env;
2215 object *owner = aura->owner;
2258 2216
2259 /* no matter what we've gotta remove the aura... 2217 /* no matter what we've gotta remove the aura...
2260 * we'll put it back if its time isn't up. 2218 * we'll put it back if its time isn't up.
2261 */ 2219 */
2262 aura->remove (); 2220 aura->remove ();
2267 aura->destroy (); 2225 aura->destroy ();
2268 return; 2226 return;
2269 } 2227 }
2270 2228
2271 /* auras only exist in inventories */ 2229 /* auras only exist in inventories */
2272 if (env == NULL || env->map == NULL) 2230 if (!env || !env->map)
2273 { 2231 {
2274 aura->destroy (); 2232 aura->destroy ();
2275 return; 2233 return;
2276 } 2234 }
2277 2235
2278 /* we need to jump out of the inventory for a bit 2236 /* we need to jump out of the inventory for a bit
2279 * in order to hit the map conveniently. 2237 * in order to hit the map conveniently.
2280 */ 2238 */
2281 aura->insert_at (env, aura); 2239 aura->insert_at (env, aura);
2282 2240
2283 for (i = 1; i < 9; i++) 2241 for (int i = 1; i < 9; i++)
2284 { 2242 {
2285 sint16 nx, ny; 2243 mapxy pos (env);
2244 pos.move (i);
2286 2245
2287 nx = aura->x + freearr_x[i];
2288 ny = aura->y + freearr_y[i];
2289 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2290
2291 /* Consider the movement tyep of the person with the aura as 2246 /* Consider the movement type of the person with the aura as
2292 * movement type of the aura. Eg, if the player is flying, the aura 2247 * movement type of the aura. Eg, if the player is flying, the aura
2293 * is flying also, if player is walking, it is on the ground, etc. 2248 * is flying also, if player is walking, it is on the ground, etc.
2294 */ 2249 */
2295 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny)))) 2250 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2296 { 2251 {
2297 hit_map (aura, i, aura->attacktype, 0); 2252 hit_map (aura, i, aura->attacktype, 0);
2298 2253
2299 if (aura->other_arch) 2254 if (aura->other_arch)
2300 m->insert (arch_to_object (aura->other_arch), nx, ny, aura); 2255 pos.insert (arch_to_object (aura->other_arch), aura);
2301 } 2256 }
2302 } 2257 }
2303 2258
2304 /* put the aura back in the player's inventory */ 2259 /* put the aura back in the player's inventory */
2305 aura->remove (); 2260 env->insert (aura);
2306 insert_ob_in_ob (aura, env); 2261 aura->set_owner (owner);
2307} 2262}
2308 2263
2309/* moves the peacemaker spell. 2264/* moves the peacemaker spell.
2310 * op is the piece object. 2265 * op is the piece object.
2311 */ 2266 */
2312
2313void 2267void
2314move_peacemaker (object *op) 2268move_peacemaker (object *op)
2315{ 2269{
2316 object *tmp; 2270 object *tmp;
2317 2271
2318 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 2272 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2319 { 2273 {
2320 int atk_lev, def_lev; 2274 int atk_lev, def_lev;
2321 object *victim = tmp; 2275 object *victim = tmp->head_ ();
2322 2276
2323 if (tmp->head)
2324 victim = tmp->head;
2325 if (!QUERY_FLAG (victim, FLAG_MONSTER)) 2277 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2326 continue; 2278 continue;
2279
2327 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2280 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2328 continue; 2281 continue;
2282
2329 if (victim->stats.exp == 0) 2283 if (victim->stats.exp == 0)
2330 continue; 2284 continue;
2331 2285
2332 def_lev = MAX (1, victim->level); 2286 def_lev = MAX (1, victim->level);
2333 atk_lev = MAX (1, op->level); 2287 atk_lev = MAX (1, op->level);
2334 2288
2335 if (rndm (0, atk_lev - 1) > def_lev) 2289 if (rndm (0, atk_lev - 1) > def_lev)
2336 { 2290 {
2337 /* make this sucker peaceful. */ 2291 /* make this sucker peaceful. */
2338 2292
2293 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2339 change_exp (op->owner, victim->stats.exp, op->skill, 0); 2294 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2340 victim->stats.exp = 0; 2295 victim->stats.exp = 0;
2341#if 0 2296#if 0
2342 /* No idea why these were all set to zero - if something 2297 /* No idea why these were all set to zero - if something
2343 * makes this creature agressive, he should still do damage. 2298 * makes this creature agressive, he should still do damage.
2350 victim->attack_movement = RANDO2; 2305 victim->attack_movement = RANDO2;
2351 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2306 SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2352 SET_FLAG (victim, FLAG_RUN_AWAY); 2307 SET_FLAG (victim, FLAG_RUN_AWAY);
2353 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2308 SET_FLAG (victim, FLAG_RANDOM_MOVE);
2354 CLEAR_FLAG (victim, FLAG_MONSTER); 2309 CLEAR_FLAG (victim, FLAG_MONSTER);
2310
2355 if (victim->name) 2311 if (victim->name)
2356 {
2357 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name); 2312 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2358 }
2359 } 2313 }
2360 } 2314 }
2361} 2315}
2362 2316
2363 2317

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