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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.33 by root, Sun Jan 7 02:39:14 2007 UTC vs.
Revision 1.99 by elmex, Tue Jan 13 13:29:57 2009 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 (at your option) any later version. 11 * (at your option) any later version.
12 12 *
13 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
21 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 The authors can be reached via e-mail at <crossfire@schmorp.de>
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>
28#ifndef __CEXTRACT__
29# include <sproto.h> 27#include <sproto.h>
30#endif
31#include <spells.h> 28#include <spells.h>
32#include <sounds.h> 29#include <sounds.h>
33 30
34/* cast_magic_storm: This is really used mostly for spell 31/* cast_magic_storm: This is really used mostly for spell
35 * fumbles at the like. tmp is the object to propogate. 32 * fumbles at the like. tmp is the object to propogate.
64{ 61{
65 object *wand, *tmp; 62 object *wand, *tmp;
66 int ncharges; 63 int ncharges;
67 64
68 wand = find_marked_object (op); 65 wand = find_marked_object (op);
69 if (wand == NULL || wand->type != WAND) 66 if (!wand || wand->type != WAND)
70 { 67 {
71 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.");
72 return 0; 69 return 0;
73 } 70 }
74 if (!(random_roll (0, 3, op, PREFER_HIGH))) 71 if (!(random_roll (0, 3, op, PREFER_HIGH)))
75 { 72 {
76 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));
77 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE); 74 op->play_sound (sound_find ("ob_explode"));
78 esrv_del_item (op->contr, wand->count);
79 wand->destroy (); 75 wand->destroy ();
80 tmp = get_archetype ("fireball"); 76 tmp = get_archetype ("fireball");
81 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;
82 78
83 if (!tmp->stats.dam) 79 if (!tmp->stats.dam)
106 ncharges = 1; 102 ncharges = 1;
107 103
108 wand->stats.food += ncharges; 104 wand->stats.food += ncharges;
109 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));
110 106
111 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE)) 107 if (wand->arch && QUERY_FLAG (wand->arch, FLAG_ANIMATE))
112 { 108 {
113 SET_FLAG (wand, FLAG_ANIMATE); 109 SET_FLAG (wand, FLAG_ANIMATE);
114 wand->set_speed (wand->arch->clone.speed); 110 wand->set_speed (wand->arch->speed);
115 } 111 }
116 112
117 return 1; 113 return 1;
118} 114}
119 115
125 * great a plus, the default is used. 121 * great a plus, the default is used.
126 * 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
127 * 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
128 * create nonnmagic arrows, or even -1, etc... 124 * create nonnmagic arrows, or even -1, etc...
129 */ 125 */
130
131int 126int
132cast_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)
133{ 128{
134 int missile_plus = 0, bonus_plus = 0; 129 int bonus_plus = 0;
135 const char *missile_name; 130 const char *missile_name = "arrow";
136 object *tmp, *missile;
137 131
138 missile_name = "arrow";
139
140 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 132 for (object *tmp = op->inv; tmp; tmp = tmp->below)
141 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) 133 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED))
142 missile_name = tmp->race; 134 missile_name = tmp->race;
143 135
144 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); 136 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
145 137
146 if (archetype::find (missile_name) == NULL) 138 archetype *missile_arch = archetype::find (missile_name);
139
140 if (!missile_arch)
147 { 141 {
148 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);
149 return 0; 143 return 0;
150 } 144 }
151 145
152 missile = get_archetype (missile_name); 146 object *missile = missile_arch->instance ();
153 147
154 if (stringarg) 148 if (stringarg)
155 { 149 {
156 /* If it starts with a letter, presume it is a description */ 150 /* If it starts with a letter, presume it is a description */
157 if (isalpha (*stringarg)) 151 if (isalpha (*stringarg))
158 { 152 {
159 artifact *al = find_artifactlist (missile->type)->items; 153 artifact *al = find_artifactlist (missile->type)->items;
160 154
161 for (; al != NULL; al = al->next) 155 for (; al; al = al->next)
162 if (!strcasecmp (al->item->name, stringarg)) 156 if (!strcasecmp (al->item->name, stringarg))
163 break; 157 break;
164 158
165 if (!al) 159 if (!al)
166 { 160 {
175 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);
176 return 0; 170 return 0;
177 } 171 }
178 172
179 give_artifact_abilities (missile, al->item); 173 give_artifact_abilities (missile, al->item);
180 /* 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 -
181 * 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
182 * the parsing of having to do both plus and type. 176 * the parsing of having to do both plus and type.
183 */ 177 */
184 bonus_plus = 1 + (al->item->value / 5); 178 bonus_plus = 1 + (al->item->value / 5);
185 missile_plus = 0; 179 missile_plus = 0;
186 } 180 }
187 else if (atoi (stringarg) < missile_plus) 181 else if (atoi (stringarg) < missile_plus)
188 missile_plus = atoi (stringarg); 182 missile_plus = atoi (stringarg);
189 } 183 }
190 184
191 if (missile_plus > 4) 185 missile_plus = clamp (missile_plus, -4, 4);
192 missile_plus = 4;
193 else if (missile_plus < -4)
194 missile_plus = -4;
195 186
196 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 187 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
197 missile->nrof -= 3 * (missile_plus + bonus_plus); 188 missile->nrof -= 3 * (missile_plus + bonus_plus);
198 189
199 if (missile->nrof < 1) 190 if (missile->nrof < 1)
219{ 210{
220 int food_value; 211 int food_value;
221 archetype *at = NULL; 212 archetype *at = NULL;
222 object *new_op; 213 object *new_op;
223 214
224 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);
225 216
226 if (stringarg) 217 if (stringarg)
227 { 218 {
228 at = find_archetype_by_object_type_name (FOOD, stringarg); 219 at = find_archetype_by_object_type_name (FOOD, stringarg);
229 if (at == NULL) 220 if (at == NULL)
230 at = find_archetype_by_object_type_name (DRINK, stringarg); 221 at = find_archetype_by_object_type_name (DRINK, stringarg);
231 if (at == NULL || at->clone.stats.food > food_value) 222 if (at == NULL || at->stats.food > food_value)
232 stringarg = NULL; 223 stringarg = NULL;
233 } 224 }
234 225
235 if (!stringarg) 226 if (!stringarg)
236 { 227 {
242 * 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
243 * to be altered from the donor. 234 * to be altered from the donor.
244 */ 235 */
245 236
246 /* We assume the food items don't have multiple parts */ 237 /* We assume the food items don't have multiple parts */
247 for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next) 238 for_all_archetypes (at_tmp)
248 { 239 {
249 if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK) 240 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
250 { 241 {
251 /* Basically, if the food value is something that is creatable 242 /* Basically, if the food value is something that is creatable
252 * under the limits of the spell and it is higher than 243 * under the limits of the spell and it is higher than
253 * the item we have now, take it instead. 244 * the item we have now, take it instead.
254 */ 245 */
255 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)))
256 at = at_tmp; 251 at = at_tmp;
257 } 252 }
258 } 253 }
259 } 254 }
255
260 /* 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
261 * know 257 * know
262 */ 258 */
263 if (!at) 259 if (!at)
264 { 260 {
265 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.");
266 return 0; 262 return 0;
267 } 263 }
268 264
269 food_value /= at->clone.stats.food; 265 food_value /= at->stats.food;
270 new_op = arch_to_object (at); 266 new_op = arch_to_object (at);
271 new_op->nrof = food_value; 267 new_op->nrof = food_value;
272 268
273 new_op->value = 0; 269 new_op->value = 0;
274 if (new_op->nrof < 1) 270 if (new_op->nrof < 1)
283{ 279{
284 int r, mflags, maxrange; 280 int r, mflags, maxrange;
285 object *tmp; 281 object *tmp;
286 maptile *m; 282 maptile *m;
287 283
288
289 if (!dir) 284 if (!dir)
290 { 285 {
291 examine_monster (op, op); 286 examine_monster (op, op);
292 return 1; 287 return 1;
293 } 288 }
289
294 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 290 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
295 for (r = 1; r < maxrange; r++) 291 for (r = 1; r < maxrange; r++)
296 { 292 {
297 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];
298 294
305 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) 301 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC))
306 { 302 {
307 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 303 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
308 return 0; 304 return 0;
309 } 305 }
306
310 if (mflags & P_IS_ALIVE) 307 if (mflags & P_IS_ALIVE)
311 { 308 {
312 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)
313 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)))
314 { 311 {
315 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 312 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
316 if (tmp->head != NULL) 313 if (tmp->head != NULL)
317 tmp = tmp->head; 314 tmp = tmp->head;
318 examine_monster (op, tmp); 315 examine_monster (op, tmp);
319 return 1; 316 return 1;
320 } 317 }
321 } 318 }
322 } 319 }
320
323 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); 321 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
324 return 1; 322 return 1;
325} 323}
326
327 324
328/* This checks to see if 'pl' is invisible to 'mon'. 325/* This checks to see if 'pl' is invisible to 'mon'.
329 * does race check, undead check, etc 326 * does race check, undead check, etc
330 * Returns TRUE if mon can't see pl, false 327 * Returns TRUE if mon can't see pl, false
331 * otherwise. This doesn't check range, walls, etc. It 328 * otherwise. This doesn't check range, walls, etc. It
333 * pl is invisible. 330 * pl is invisible.
334 */ 331 */
335int 332int
336makes_invisible_to (object *pl, object *mon) 333makes_invisible_to (object *pl, object *mon)
337{ 334{
338
339 if (!pl->invisible) 335 if (!pl->invisible)
340 return 0; 336 return 0;
337
341 if (pl->type == PLAYER) 338 if (pl->type == PLAYER)
342 { 339 {
343 /* If race isn't set, then invisible unless it is undead */ 340 /* If race isn't set, then invisible unless it is undead */
344 if (!pl->contr->invis_race) 341 if (!pl->contr->invis_race)
345 { 342 {
346 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 343 if (QUERY_FLAG (mon, FLAG_UNDEAD))
347 return 0; 344 return 0;
345
348 return 1; 346 return 1;
349 } 347 }
348
350 /* invis_race is set if we get here */ 349 /* invis_race is set if we get here */
351 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 350 if (pl->contr->invis_race == shstr_undead && is_true_undead (mon))
352 return 1; 351 return 1;
352
353 /* No race, can't be invisible to it */ 353 /* No race, can't be invisible to it */
354 if (!mon->race) 354 if (!mon->race)
355 return 0; 355 return 0;
356
356 if (strstr (mon->race, pl->contr->invis_race)) 357 if (mon->race.contains (pl->contr->invis_race))
357 return 1; 358 return 1;
359
358 /* Nothing matched above, return 0 */ 360 /* Nothing matched above, return 0 */
359 return 0; 361 return 0;
360 } 362 }
361 else 363 else
362 { 364 {
375 * normal applies. 377 * normal applies.
376 */ 378 */
377int 379int
378cast_invisible (object *op, object *caster, object *spell_ob) 380cast_invisible (object *op, object *caster, object *spell_ob)
379{ 381{
380 object *tmp;
381
382 if (op->invisible > 1000) 382 if (op->invisible > 1000)
383 { 383 {
384 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further"); 384 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further");
385 return 0; 385 return 0;
386 } 386 }
402 else 402 else
403 op->contr->tmp_invis = 1; 403 op->contr->tmp_invis = 1;
404 404
405 op->contr->hidden = 0; 405 op->contr->hidden = 0;
406 } 406 }
407
407 if (makes_invisible_to (op, op)) 408 if (makes_invisible_to (op, op))
408 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!"); 409 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!");
409 else 410 else
410 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!"); 411 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
411 412
412 update_object (op, UP_OBJ_FACE); 413 update_object (op, UP_OBJ_CHANGE);
413 414
414 /* Only search the active objects - only these should actually do 415 /* Only search the active objects - only these should actually do
415 * harm to the player. 416 * harm to the player.
416 */ 417 */
417 for_all_actives (tmp) 418 for_all_actives (tmp)
465 if (object *pl = op->in_player ()) 466 if (object *pl = op->in_player ())
466 { 467 {
467 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST)) 468 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST))
468 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you."); 469 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
469 else 470 else
470 { 471 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
471 // remove first so we do not call update_stats
472 op->remove ();
473 pl->enter_exit (op);
474 }
475 } 472 }
476 473
477 op->destroy (); 474 op->destroy ();
478} 475}
479 476
495 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 492 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
496 return 1; 493 return 1;
497 } 494 }
498 495
499 dummy = get_archetype (FORCE_NAME); 496 dummy = get_archetype (FORCE_NAME);
500 if (dummy == NULL) 497
498 if (!dummy)
501 { 499 {
502 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 500 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
503 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); 501 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
504 return 0; 502 return 0;
505 } 503 }
568} 566}
569 567
570int 568int
571perceive_self (object *op) 569perceive_self (object *op)
572{ 570{
573 char *cp = describe_item (op, op), buf[MAX_BUF]; 571 const char *cp = describe_item (op, op);
574 archetype *at = archetype::find (ARCH_DEPLETION); 572 archetype *at = archetype::find (ARCH_DEPLETION);
575 object *tmp;
576 int i;
577 573
574 dynbuf_text buf;
575
576 if (player *pl = op->contr)
577 if (object *race = archetype::find (op->race))
578 buf << " - You are a G<male|female> " << &race->name << ".\n";
579
578 tmp = find_god (determine_god (op)); 580 if (object *god = find_god (determine_god (op)))
579 if (tmp) 581 buf << " - You worship " << &god->name << ".\n";
580 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
581 else 582 else
582 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); 583 buf << " - You worship no god.\n";
583 584
584 tmp = present_arch_in_ob (at, op); 585 object *tmp = present_arch_in_ob (at, op);
585 586
586 if (*cp == '\0' && tmp == NULL) 587 if (*cp == '\0' && !tmp)
587 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 588 buf << " - You feel very mundane. ";
588 else 589 else
589 { 590 {
590 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 591 buf << " - You have: " << cp << ".\n";
591 new_draw_info (NDI_UNIQUE, 0, op, cp); 592
592 if (tmp != NULL) 593 if (tmp)
593 {
594 for (i = 0; i < NUM_STATS; i++) 594 for (int i = 0; i < NUM_STATS; i++)
595 { 595 if (tmp->stats.stat (i) < 0)
596 if (get_attr_value (&tmp->stats, i) < 0) 596 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
597 {
598 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i)));
599 }
600 }
601 }
602 } 597 }
603 598
604 if (is_dragon_pl (op)) 599 if (is_dragon_pl (op))
605 {
606 /* now grab the 'dragon_ability'-force from the player's inventory */ 600 /* now grab the 'dragon_ability'-force from the player's inventory */
607 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 601 for (tmp = op->inv; tmp; tmp = tmp->below)
608 { 602 {
609 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 603 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
610 { 604 {
611 if (tmp->stats.exp == 0) 605 if (tmp->stats.exp == 0)
612 {
613 sprintf (buf, "Your metabolism isn't focused on anything."); 606 buf << " - Your metabolism isn't focused on anything.\n";
614 }
615 else 607 else
616 {
617 sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); 608 buf << " - Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
618 } 609
619 new_draw_info (NDI_UNIQUE, 0, op, buf);
620 break; 610 break;
621 } 611 }
622 } 612 }
623 }
624 return 1;
625}
626 613
627/* int cast_create_town_portal (object *op, object *caster, int dir) 614 buf << '\0'; // zero-terminate
628 *
629 * This function cast the spell of town portal for op
630 *
631 * The spell operates in two passes. During the first one a place
632 * is marked as a destination for the portal. During the second one,
633 * 2 portals are created, one in the position the player cast it and
634 * one in the destination place. The portal are synchronized and 2 forces
635 * are inserted in the player to destruct the portal next time player
636 * creates a new portal pair.
637 * This spell has a side effect that it allows people to meet each other
638 * in a permanent, private, appartements by making a town portal from it
639 * to the town or another public place. So, check if the map is unique and if
640 * so return an error
641 *
642 * Code by Tchize (david.delbecq@usa.net)
643 */
644int
645cast_create_town_portal (object *op, object *caster, object *spell, int dir)
646{
647 object *dummy, *force, *old_force;
648 archetype *perm_portal;
649 char portal_name[1024], portal_message[1024];
650 maptile *exitmap;
651 int op_level;
652 615
653 /* Check to see if the map the player is currently on is a per player unique 616 new_draw_info (NDI_UNIQUE, 0, op, buf.linearise ());
654 * map. This can be determined in that per player unique maps have the
655 * full pathname listed.
656 */
657 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
658 {
659 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
660 return 0;
661 }
662
663 /* The first thing to do is to check if we have a marked destination
664 * dummy is used to make a check inventory for the force
665 */
666 dummy = arch_to_object (spell->other_arch);
667 if (dummy == NULL)
668 {
669 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
670 LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name);
671 return 0;
672 }
673
674 force = check_inv_recursive (op, dummy);
675
676 if (force == NULL)
677 {
678 /* Here we know there is no destination marked up.
679 * We have 2 things to do:
680 * 1. Mark the destination in the player inventory.
681 * 2. Let the player know it worked.
682 */
683 dummy->name = op->map->path;
684 EXIT_X (dummy) = op->x;
685 EXIT_Y (dummy) = op->y;
686 insert_ob_in_ob (dummy, op);
687 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You fix this place in your mind.\nYou feel you are able to come here from anywhere.");
688 return 1;
689 }
690
691 dummy->destroy ();
692
693 /* Here we know where the town portal should go to
694 * We should kill any existing portal associated with the player.
695 * Than we should create the 2 portals.
696 * For each of them, we need:
697 * - To create the portal with the name of the player+destination map
698 * - set the owner of the town portal
699 * - To mark the position of the portal in the player's inventory
700 * for easier destruction.
701 *
702 * The mark works has follow:
703 * slaying: Existing town portal
704 * hp, sp : x & y of the associated portal
705 * name : name of the portal
706 * race : map the portal is in
707 */
708
709 /* First step: killing existing town portals */
710 dummy = get_archetype (spell->race);
711 if (dummy == NULL)
712 {
713 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
714 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
715 return 0;
716 }
717
718 perm_portal = archetype::find (spell->slaying);
719
720 /* To kill a town portal, we go trough the player's inventory,
721 * for each marked portal in player's inventory,
722 * -We try load the associated map (if impossible, consider the portal destructed)
723 * -We find any portal in the specified location.
724 * If it has the good name, we destruct it.
725 * -We destruct the force indicating that portal.
726 */
727 while ((old_force = check_inv_recursive (op, dummy)))
728 {
729 exitmap = maptile::find_sync (old_force->race, op->map);
730
731 if (exitmap)
732 {
733 exitmap->load_sync ();
734
735 int exitx = EXIT_X (old_force);
736 int exity = EXIT_Y (old_force);
737
738 for (object *tmp = present_arch (perm_portal, exitmap, exitx, exity); tmp; tmp = tmp->above)
739 {
740 if (tmp->name == old_force->name)
741 {
742 tmp->destroy ();
743 break;
744 }
745 }
746 }
747
748 old_force->destroy ();
749 }
750
751 dummy->destroy ();
752
753 /* Creating the portals.
754 * The very first thing to do is to ensure
755 * access to the destination map.
756 * If we can't, don't fizzle. Simply warn player.
757 * This ensure player pays his mana for the spell
758 * because HE is responsible of forgotting.
759 * 'force' is the destination of the town portal, which we got
760 * from the players inventory above.
761 */
762
763 /* Ensure exit map is loaded */
764 exitmap = maptile::find_sync (force->name);
765
766 /* If we were unable to load (ex. random map deleted), warn player */
767 if (!exitmap)
768 {
769 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
770 force->destroy ();
771 return 1;
772 }
773
774 exitmap->load_sync ();
775
776 op_level = caster_level (caster, spell);
777 if (op_level < 15)
778 snprintf (portal_message, 1024,
779 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
780 &op->name);
781 else if (op_level < 30)
782 snprintf (portal_message, 1024,
783 "\n%s's portal smells of ozone.\nYou do a lot of movements and finally pass\nthrough the small hole in the air\n", &op->name);
784 else if (op_level < 60)
785 snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
786 else
787 snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",
788 &op->name);
789
790 /* Create a portal in front of player
791 * dummy contain the portal and
792 * force contain the track to kill it later
793 */
794 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
795 dummy = get_archetype (spell->slaying); /*The portal */
796 if (dummy == NULL)
797 {
798 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
799 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
800 return 0;
801 }
802
803 EXIT_PATH (dummy) = force->name;
804 EXIT_X (dummy) = EXIT_X (force);
805 EXIT_Y (dummy) = EXIT_Y (force);
806 dummy->name = dummy->name_pl = portal_name;
807 dummy->msg = portal_message;
808 dummy->race = op->name; /*Save the owner of the portal */
809 cast_create_obj (op, caster, dummy, 0);
810
811 /* Now we need to to create a town portal marker inside the player
812 * object, so on future castings, we can know that he has an active
813 * town portal.
814 */
815 object *tmp = get_archetype (spell->race);
816
817 if (!tmp)
818 {
819 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
820 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
821 return 0;
822 }
823
824 tmp->race = op->map->path;
825 tmp->name = portal_name;
826 EXIT_X (tmp) = dummy->x;
827 EXIT_Y (tmp) = dummy->y;
828 op->insert (tmp);
829
830 /* Create a portal in the destination map
831 * dummy contain the portal and
832 * force the track to kill it later
833 * the 'force' variable still contains the 'reminder' of
834 * where this portal goes to.
835 */
836 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &op->map->path);
837 dummy = get_archetype (spell->slaying); /*The portal */
838 if (dummy == NULL)
839 {
840 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
841 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
842 return 0;
843 }
844
845 EXIT_PATH (dummy) = op->map->path;
846 EXIT_X (dummy) = op->x;
847 EXIT_Y (dummy) = op->y;
848 dummy->name = dummy->name_pl = portal_name;
849 dummy->msg = portal_message;
850 dummy->race = op->name; /*Save the owner of the portal */
851 exitmap->insert (dummy, EXIT_X (force), EXIT_Y (force), op);
852
853 /* Now we create another town portal marker that
854 * points back to the one we just made
855 */
856 tmp = get_archetype (spell->race);
857 if (tmp == NULL)
858 {
859 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
860 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
861 return 0;
862 }
863
864 tmp->race = force->name;
865 tmp->name = portal_name;
866 EXIT_X (tmp) = dummy->x;
867 EXIT_Y (tmp) = dummy->y;
868 insert_ob_in_ob (tmp, op);
869
870 /* Describe the player what happened
871 */
872 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
873 force->destroy ();
874 617
875 return 1; 618 return 1;
876} 619}
877 620
878/* This creates magic walls. Really, it can create most any object, 621/* This creates magic walls. Really, it can create most any object,
966 */ 709 */
967 if (tmp->type != EARTHWALL) //TODO 710 if (tmp->type != EARTHWALL) //TODO
968 tmp->set_owner (op); 711 tmp->set_owner (op);
969 712
970 set_spell_skill (op, caster, spell_ob, tmp); 713 set_spell_skill (op, caster, spell_ob, tmp);
971 tmp->level = caster_level (caster, spell_ob) / 2; 714 tmp->level = casting_level (caster, spell_ob) / 2;
972 715
973 name = tmp->name; 716 name = tmp->name;
974 if (!(tmp = m->insert (tmp, x, y, op))) 717 if (!(tmp = m->insert (tmp, x, y, op)))
975 { 718 {
976 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name); 719 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
977 return 0; 720 return 0;
978 } 721 }
979 722
980 /* If this is a spellcasting wall, need to insert the spell object */ 723 /* If this is a spellcasting wall, need to insert the spell object */
981 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 724 if (tmp->other_arch && tmp->other_arch->type == SPELL)
982 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 725 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
983 726
984 /* This code causes the wall to extend some distance in 727 /* This code causes the wall to extend some distance in
985 * each direction, or until an obstruction is encountered. 728 * each direction, or until an obstruction is encountered.
986 * posblocked and negblocked help determine how far the 729 * posblocked and negblocked help determine how far the
1006 { 749 {
1007 object *tmp2 = tmp->clone (); 750 object *tmp2 = tmp->clone ();
1008 m->insert (tmp2, x, y, op); 751 m->insert (tmp2, x, y, op);
1009 752
1010 /* If this is a spellcasting wall, need to insert the spell object */ 753 /* If this is a spellcasting wall, need to insert the spell object */
1011 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 754 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1012 tmp2->insert (arch_to_object (tmp2->other_arch)); 755 tmp2->insert (arch_to_object (tmp2->other_arch));
1013 756
1014 } 757 }
1015 else 758 else
1016 posblocked = 1; 759 posblocked = 1;
1023 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked) 766 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
1024 { 767 {
1025 object *tmp2 = tmp->clone (); 768 object *tmp2 = tmp->clone ();
1026 m->insert (tmp2, x, y, op); 769 m->insert (tmp2, x, y, op);
1027 770
1028 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 771 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1029 tmp2->insert (arch_to_object (tmp2->other_arch)); 772 tmp2->insert (arch_to_object (tmp2->other_arch));
1030 } 773 }
1031 else 774 else
1032 negblocked = 1; 775 negblocked = 1;
1033 } 776 }
1149 892
1150 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ 893 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */
1151 return 1; 894 return 1;
1152} 895}
1153 896
1154
1155/* cast_heal: Heals something. 897/* cast_heal: Heals something.
1156 * op is the caster. 898 * op is the caster.
1157 * dir is the direction he is casting it in. 899 * dir is the direction he is casting it in.
1158 * spell is the spell object. 900 * spell is the spell object.
1159 */ 901 */
1165 object *poison; 907 object *poison;
1166 int heal = 0, success = 0; 908 int heal = 0, success = 0;
1167 909
1168 tmp = find_target_for_friendly_spell (op, dir); 910 tmp = find_target_for_friendly_spell (op, dir);
1169 911
1170 if (tmp == NULL) 912 if (!tmp)
1171 return 0; 913 return 0;
1172 914
1173 /* Figure out how many hp this spell might cure. 915 /* Figure out how many hp this spell might cure.
1174 * could be zero if this spell heals effects, not damage. 916 * could be zero if this spell heals effects, not damage.
1175 */ 917 */
1178 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp; 920 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
1179 921
1180 if (heal) 922 if (heal)
1181 { 923 {
1182 if (tmp->stats.hp >= tmp->stats.maxhp) 924 if (tmp->stats.hp >= tmp->stats.maxhp)
1183 {
1184 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed."); 925 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed.");
1185 }
1186 else 926 else
1187 { 927 {
1188 /* See how many points we actually heal. Instead of messages 928 /* See how many points we actually heal. Instead of messages
1189 * based on type of spell, we instead do messages based 929 * based on type of spell, we instead do messages based
1190 * on amount of damage healed. 930 * on amount of damage healed.
1191 */ 931 */
1192 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 932 if (heal > tmp->stats.maxhp - tmp->stats.hp)
1193 heal = tmp->stats.maxhp - tmp->stats.hp; 933 heal = tmp->stats.maxhp - tmp->stats.hp;
934
1194 tmp->stats.hp += heal; 935 tmp->stats.hp += heal;
1195 936
1196 if (tmp->stats.hp >= tmp->stats.maxhp) 937 if (tmp->stats.hp >= tmp->stats.maxhp)
1197 {
1198 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 938 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1199 }
1200 else if (heal > 50) 939 else if (heal > 50)
1201 {
1202 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); 940 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1203 }
1204 else if (heal > 25) 941 else if (heal > 25)
1205 {
1206 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); 942 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1207 }
1208 else if (heal > 10) 943 else if (heal > 10)
1209 {
1210 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade."); 944 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade.");
1211 }
1212 else 945 else
1213 {
1214 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close."); 946 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close.");
1215 } 947
1216 success = 1; 948 success = 1;
1217 } 949 }
1218 } 950 }
951
1219 if (spell->attacktype & AT_DISEASE) 952 if (spell->attacktype & AT_DISEASE)
1220 if (cure_disease (tmp, op)) 953 if (cure_disease (tmp, op, spell))
1221 success = 1; 954 success = 1;
1222 955
1223 if (spell->attacktype & AT_POISON) 956 if (spell->attacktype & AT_POISON)
1224 { 957 {
1225 at = archetype::find ("poisoning"); 958 at = archetype::find ("poisoning");
1229 success = 1; 962 success = 1;
1230 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 963 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1231 poison->stats.food = 1; 964 poison->stats.food = 1;
1232 } 965 }
1233 } 966 }
967
1234 if (spell->attacktype & AT_CONFUSION) 968 if (spell->attacktype & AT_CONFUSION)
1235 { 969 {
1236 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 970 poison = present_in_ob_by_name (FORCE, "confusion", tmp);
1237 if (poison) 971 if (poison)
1238 { 972 {
1239 success = 1; 973 success = 1;
1240 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 974 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1241 poison->duration = 1; 975 poison->duration = 1;
1242 } 976 }
1243 } 977 }
978
1244 if (spell->attacktype & AT_BLIND) 979 if (spell->attacktype & AT_BLIND)
1245 { 980 {
1246 at = archetype::find ("blindness"); 981 at = archetype::find ("blindness");
1247 poison = present_arch_in_ob (at, tmp); 982 poison = present_arch_in_ob (at, tmp);
1248 if (poison) 983 if (poison)
1250 success = 1; 985 success = 1;
1251 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return."); 986 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1252 poison->stats.food = 1; 987 poison->stats.food = 1;
1253 } 988 }
1254 } 989 }
990
1255 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) 991 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1256 { 992 {
1257 tmp->stats.sp += spell->last_sp; 993 tmp->stats.sp += spell->last_sp;
1258 if (tmp->stats.sp > tmp->stats.maxsp) 994 if (tmp->stats.sp > tmp->stats.maxsp)
1259 tmp->stats.sp = tmp->stats.maxsp; 995 tmp->stats.sp = tmp->stats.maxsp;
1260 success = 1; 996 success = 1;
1261 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!"); 997 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!");
1262 } 998 }
999
1263 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) 1000 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1264 { 1001 {
1265 tmp->stats.grace += spell->last_grace; 1002 tmp->stats.grace += spell->last_grace;
1266 if (tmp->stats.grace > tmp->stats.maxgrace) 1003 if (tmp->stats.grace > tmp->stats.maxgrace)
1267 tmp->stats.grace = tmp->stats.maxgrace; 1004 tmp->stats.grace = tmp->stats.maxgrace;
1268 success = 1; 1005 success = 1;
1269 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!"); 1006 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1270 } 1007 }
1008
1271 if (spell->stats.food && tmp->stats.food < 999) 1009 if (spell->stats.food && tmp->stats.food < 999)
1272 { 1010 {
1273 tmp->stats.food += spell->stats.food; 1011 tmp->stats.food += spell->stats.food;
1012
1274 if (tmp->stats.food > 999) 1013 if (tmp->stats.food > 999)
1275 tmp->stats.food = 999; 1014 tmp->stats.food = 999;
1015
1276 success = 1; 1016 success = 1;
1277 /* We could do something a bit better like the messages for healing above */ 1017 /* We could do something a bit better like the messages for healing above */
1278 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food"); 1018 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1279 } 1019 }
1020
1280 return success; 1021 return success;
1281} 1022}
1282
1283 1023
1284/* This is used for the spells that gain stats. There are no spells 1024/* This is used for the spells that gain stats. There are no spells
1285 * right now that icnrease wis/int/pow on a temp basis, so no 1025 * right now that icnrease wis/int/pow on a temp basis, so no
1286 * good comments for those. 1026 * good comments for those.
1287 */ 1027 */
1288static const char *const no_gain_msgs[NUM_STATS] = { 1028static const char *const no_gain_msgs[NUM_STATS] = {
1289 "You grow no stronger.", 1029 "You grow no stronger.",
1290 "You grow no more agile.", 1030 "You grow no more agile.",
1291 "You don't feel any healthier.", 1031 "You don't feel any healthier.",
1292 "no wis", 1032 "You didn't grow any more intelligent.",
1033 "You do not feel any wiser.",
1034 "You don't feel any more powerful."
1293 "You are no easier to look at.", 1035 "You are no easier to look at.",
1294 "no int",
1295 "no pow"
1296}; 1036};
1297 1037
1298int 1038int
1299cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) 1039cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1300{ 1040{
1301 object *force = NULL; 1041 object *force = 0;
1302 int i; 1042 int i;
1303 1043
1304 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1044 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1305 object *tmp = dir 1045 object *tmp = dir
1306 ? find_target_for_friendly_spell (op, dir) 1046 ? find_target_for_friendly_spell (op, dir)
1307 : op; 1047 : op;
1308 1048
1309 if (!tmp) 1049 if (!tmp)
1310 return 0; 1050 return 0;
1311 1051
1312 /* If we've already got a force of this type, don't add a new one. */ 1052 /* If we've already got a force of this type, don't add a new one. */
1321 } 1061 }
1322 else if (spell_ob->race && spell_ob->race == tmp2->name) 1062 else if (spell_ob->race && spell_ob->race == tmp2->name)
1323 { 1063 {
1324 if (!silent) 1064 if (!silent)
1325 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 1065 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1066
1326 return 0; 1067 return 0;
1327 } 1068 }
1328 } 1069 }
1329 } 1070 }
1330 if (force == NULL) 1071
1072 if (!force)
1331 { 1073 {
1332 force = get_archetype (FORCE_NAME); 1074 force = get_archetype (FORCE_NAME);
1333 force->subtype = FORCE_CHANGE_ABILITY; 1075 force->subtype = FORCE_CHANGE_ABILITY;
1076
1334 if (spell_ob->race) 1077 if (spell_ob->race)
1335 force->name = spell_ob->race; 1078 force->name = spell_ob->race;
1336 else 1079 else
1337 force->name = spell_ob->name; 1080 force->name = spell_ob->name;
1081
1338 force->name_pl = spell_ob->name; 1082 force->name_pl = spell_ob->name;
1339 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); 1083 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1340 1084
1341 } 1085 }
1342 else 1086 else
1348 { 1092 {
1349 force->duration = duration; 1093 force->duration = duration;
1350 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1094 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1351 } 1095 }
1352 else 1096 else
1353 {
1354 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1097 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1355 } 1098
1356 return 1; 1099 return 1;
1357 } 1100 }
1101
1358 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1102 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1359 force->speed = 1.0; 1103 force->speed = 1.0;
1360 force->speed_left = -1.0; 1104 force->speed_left = -1.0;
1361 SET_FLAG (force, FLAG_APPLIED); 1105 SET_FLAG (force, FLAG_APPLIED);
1362 1106
1368 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob); 1112 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob);
1369 if (force->resist[i] > 100) 1113 if (force->resist[i] > 100)
1370 force->resist[i] = 100; 1114 force->resist[i] = 100;
1371 } 1115 }
1372 } 1116 }
1117
1373 if (spell_ob->stats.hp) 1118 if (spell_ob->stats.hp)
1374 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob); 1119 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1375 1120
1376 if (tmp->type == PLAYER) 1121 if (tmp->type == PLAYER)
1377 { 1122 {
1378 /* Stat adjustment spells */ 1123 /* Stat adjustment spells */
1379 for (i = 0; i < NUM_STATS; i++) 1124 for (i = 0; i < NUM_STATS; i++)
1380 { 1125 {
1381 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; 1126 if (sint8 stat = spell_ob->stats.stat (i))
1382
1383 if (stat)
1384 { 1127 {
1385 sm = 0; 1128 sint8 sm = 0;
1386 for (k = 0; k < stat; k++) 1129 for (sint8 k = 0; k < stat; k++)
1387 sm += rndm (1, 3); 1130 sm += rndm (1, 3);
1388 1131
1389 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) 1132 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1390 { 1133 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1391 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); 1134
1392 if (sm < 0) 1135 force->stats.stat (i) = sm;
1393 sm = 0; 1136
1394 }
1395 set_attr_value (&force->stats, i, sm);
1396 if (!sm) 1137 if (!sm)
1397 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); 1138 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1398 } 1139 }
1399 } 1140 }
1400 } 1141 }
1421 force->attacktype = spell_ob->attacktype; 1162 force->attacktype = spell_ob->attacktype;
1422 1163
1423 insert_ob_in_ob (force, tmp); 1164 insert_ob_in_ob (force, tmp);
1424 change_abil (tmp, force); /* Mostly to display any messages */ 1165 change_abil (tmp, force); /* Mostly to display any messages */
1425 tmp->update_stats (); 1166 tmp->update_stats ();
1167
1426 return 1; 1168 return 1;
1427} 1169}
1428 1170
1429/* This used to be part of cast_change_ability, but it really didn't make 1171/* This used to be part of cast_change_ability, but it really didn't make
1430 * a lot of sense, since most of the values it derives are from the god 1172 * a lot of sense, since most of the values it derives are from the god
1431 * of the caster. 1173 * of the caster.
1432 */ 1174 */
1433
1434int 1175int
1435cast_bless (object *op, object *caster, object *spell_ob, int dir) 1176cast_bless (object *op, object *caster, object *spell_ob, int dir)
1436{ 1177{
1437 int i; 1178 int i;
1438 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1179 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1439 1180
1440 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1181 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1441 if (dir != 0) 1182 if (dir != 0)
1442 { 1183 {
1443 tmp = find_target_for_friendly_spell (op, dir); 1184 tmp = find_target_for_friendly_spell (op, dir);
1185
1186 if (!tmp)
1187 return 0;
1444 } 1188 }
1445 else 1189 else
1446 {
1447 tmp = op; 1190 tmp = op;
1448 }
1449 1191
1450 /* If we've already got a force of this type, don't add a new one. */ 1192 /* If we've already got a force of this type, don't add a new one. */
1451 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1193 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1452 { 1194 {
1453 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1195 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1454 { 1196 {
1455 if (tmp2->name == spell_ob->name) 1197 if (tmp2->name == spell_ob->name)
1456 { 1198 {
1462 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 1204 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1463 return 0; 1205 return 0;
1464 } 1206 }
1465 } 1207 }
1466 } 1208 }
1209
1467 if (force == NULL) 1210 if (force == NULL)
1468 { 1211 {
1469 force = get_archetype (FORCE_NAME); 1212 force = get_archetype (FORCE_NAME);
1470 force->subtype = FORCE_CHANGE_ABILITY; 1213 force->subtype = FORCE_CHANGE_ABILITY;
1471 if (spell_ob->race) 1214 if (spell_ob->race)
1533 insert_ob_in_ob (force, tmp); 1276 insert_ob_in_ob (force, tmp);
1534 tmp->update_stats (); 1277 tmp->update_stats ();
1535 return 1; 1278 return 1;
1536} 1279}
1537 1280
1538
1539
1540/* Alchemy code by Mark Wedel 1281/* Alchemy code by Mark Wedel
1541 * 1282 *
1542 * This code adds a new spell, called alchemy. Alchemy will turn 1283 * This code adds a new spell, called alchemy. Alchemy will turn
1543 * objects to gold nuggets, the value of the gold nuggets being 1284 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1544 * about 90% of that of the item itself. It uses the value of the
1545 * object before charisma adjustments, because the nuggets themselves
1546 * will be will be adjusted by charisma when sold.
1547 * 1285 *
1548 * Large nuggets are worth 25 gp each (base). You will always get 1286 * The value of the gold nuggets being about 90% of that of the item
1549 * the maximum number of large nuggets you could get. 1287 * itself. It uses the value of the object before charisma adjustments,
1550 * Small nuggets are worth 1 gp each (base). You will get from 0 1288 * because the nuggets themselves will be will be adjusted by charisma
1551 * to the max amount of small nuggets as you could get. 1289 * when sold.
1552 *
1553 * For example, if an item is worth 110 gold, you will get
1554 * 4 large nuggets, and from 0-10 small nuggets.
1555 * 1290 *
1556 * There is also a chance (1:30) that you will get nothing at all 1291 * There is also a chance (1:30) that you will get nothing at all
1557 * for the object. There is also a maximum weight that will be 1292 * for the object. There is also a maximum weight that will be
1558 * alchemied. 1293 * alchemised.
1559 */ 1294 */
1560
1561/* I didn't feel like passing these as arguements to the
1562 * two functions that need them. Real values are put in them
1563 * when the spell is cast, and these are freed when the spell
1564 * is finished.
1565 */
1566static object *small, *large;
1567
1568static void 1295static void
1569alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight) 1296alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1570{ 1297{
1571 uint64 value = query_cost (obj, NULL, F_TRUE); 1298 uint64 value = query_cost (obj, NULL, F_TRUE);
1572 1299
1573 /* Give third price when we alchemy money (This should hopefully 1300 /* Give third price when we alchemy money (this should hopefully
1574 * make it so that it isn't worth it to alchemy money, sell 1301 * make it so that it isn't worth it to alchemy money, sell
1575 * the nuggets, alchemy the gold from that, etc. 1302 * the nuggets, alchemy the gold from that, etc.
1576 * Otherwise, give 9 silver on the gold for other objects, 1303 * Otherwise, give 9 silver on the gold for other objects,
1577 * so that it would still be more affordable to haul 1304 * so that it would still be more affordable to haul
1578 * the stuff back to town. 1305 * the stuff back to town.
1579 */ 1306 */
1580
1581 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1307 if (QUERY_FLAG (obj, FLAG_UNPAID))
1582 value = 0; 1308 value = 0;
1583 else if (obj->type == MONEY || obj->type == GEM) 1309 else if (obj->type == MONEY || obj->type == GEM)
1584 value /= 3; 1310 value /= 3;
1585 else 1311 else
1586 value = (value * 9) / 10; 1312 value = value * 9 / 10;
1587 1313
1588 value /= 4; // fix by GHJ, don't understand, pcg
1589
1590 if ((obj->value > 0) && rndm (0, 29)) 1314 if (obj->value > 0 && rndm (0, 29))
1591 { 1315 total_value += value;
1592 int count;
1593 1316
1594 count = value / large->value;
1595 *large_nuggets += count;
1596 value -= (uint64) count *(uint64) large->value;
1597
1598 count = value / small->value;
1599 *small_nuggets += count;
1600 }
1601
1602 /* Turn 25 small nuggets into 1 large nugget. If the value
1603 * of large nuggets is not evenly divisable by the small nugget
1604 * value, take off an extra small_nugget (Assuming small_nuggets!=0)
1605 */
1606 if (*small_nuggets * small->value >= large->value)
1607 {
1608 (*large_nuggets)++;
1609 *small_nuggets -= large->value / small->value;
1610 if (*small_nuggets && large->value % small->value)
1611 (*small_nuggets)--;
1612 }
1613 weight += obj->weight; 1317 total_weight += obj->total_weight ();
1318
1614 obj->destroy (); 1319 obj->destroy ();
1615} 1320}
1616 1321
1617static void
1618update_map (object *op, maptile *m, int small_nuggets, int large_nuggets, int x, int y)
1619{
1620 object *tmp;
1621 int flag = 0;
1622
1623 /* Put any nuggets below the player, but we can only pass this
1624 * flag if we are on the same space as the player
1625 */
1626 if (x == op->x && y == op->y && op->map == m)
1627 flag = INS_BELOW_ORIGINATOR;
1628
1629 if (small_nuggets)
1630 {
1631 tmp = small->clone ();
1632 tmp->nrof = small_nuggets;
1633 m->insert (tmp, x, y, op, flag);
1634 }
1635
1636 if (large_nuggets)
1637 {
1638 tmp = large->clone ();
1639 tmp->nrof = large_nuggets;
1640 m->insert (tmp, x, y, op, flag);
1641 }
1642}
1643
1644int 1322int
1645alchemy (object *op, object *caster, object *spell_ob) 1323alchemy (object *op, object *caster, object *spell_ob)
1646{ 1324{
1647 int x, y, weight = 0, weight_max, large_nuggets, small_nuggets, mflags;
1648 sint16 nx, ny;
1649 object *next, *tmp;
1650 maptile *mp;
1651
1652 if (op->type != PLAYER) 1325 if (op->type != PLAYER)
1653 return 0; 1326 return 0;
1654 1327
1328 archetype *nugget[3];
1329
1330 nugget[0] = archetype::find ("pyrite3");
1331 nugget[1] = archetype::find ("pyrite2");
1332 nugget[2] = archetype::find ("pyrite");
1333
1655 /* Put a maximum weight of items that can be alchemied. Limits the power 1334 /* Put a maximum weight of items that can be alchemised. Limits the power
1656 * some, and also prevents people from alcheming every table/chair/clock 1335 * some, and also prevents people from alchemising every table/chair/clock
1657 * in sight 1336 * in sight
1658 */ 1337 */
1659 weight_max = spell_ob->duration + +SP_level_duration_adjust (caster, spell_ob); 1338 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1660 weight_max *= 1000; 1339 int weight_max = duration * 1000;
1661 small = get_archetype ("smallnugget"), large = get_archetype ("largenugget"); 1340 uint64 value_max = duration * 1000;
1662 1341
1342 int weight = 0;
1343
1663 for (y = op->y - 1; y <= op->y + 1; y++) 1344 for (int y = op->y - 1; y <= op->y + 1; y++)
1664 { 1345 {
1665 for (x = op->x - 1; x <= op->x + 1; x++) 1346 for (int x = op->x - 1; x <= op->x + 1; x++)
1666 { 1347 {
1348 uint64 value = 0;
1349
1667 nx = x; 1350 sint16 nx = x;
1668 ny = y; 1351 sint16 ny = y;
1669 1352
1670 mp = op->map; 1353 maptile *mp = op->map;
1671 1354
1672 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); 1355 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1673 1356
1674 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1357 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1675 continue; 1358 continue;
1676 1359
1677 /* Treat alchemy a little differently - most spell effects 1360 /* Treat alchemy a little differently - most spell effects
1679 * ground level effect. 1362 * ground level effect.
1680 */ 1363 */
1681 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) 1364 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1682 continue; 1365 continue;
1683 1366
1684 small_nuggets = 0; 1367 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1685 large_nuggets = 0;
1686
1687 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = next)
1688 { 1368 {
1689 next = tmp->above; 1369 next = tmp->above;
1370
1690 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1371 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1691 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1372 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1692 { 1373 {
1693
1694 if (tmp->inv) 1374 if (tmp->inv)
1695 { 1375 {
1696 object *next1, *tmp1; 1376 object *next1, *tmp1;
1697 1377
1698 for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1) 1378 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1699 { 1379 {
1700 next1 = tmp1->below; 1380 next1 = tmp1->below;
1701 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1381 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1702 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1382 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1703 alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight); 1383 alchemy_object (tmp1, value, weight);
1704 } 1384 }
1705 } 1385 }
1386
1706 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); 1387 alchemy_object (tmp, value, weight);
1707 1388
1708 if (weight > weight_max) 1389 if (weight > weight_max)
1709 { 1390 break;
1710 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1711 large->destroy ();
1712 small->destroy ();
1713 return 1;
1714 } 1391 }
1715 } /* is alchemable object */
1716 } /* process all objects on this space */
1717
1718 /* Insert all the nuggets at one time. This probably saves time, but
1719 * it also prevents us from alcheming nuggets that were just created
1720 * with this spell.
1721 */ 1392 }
1722 update_map (op, mp, small_nuggets, large_nuggets, nx, ny); 1393
1394 value -= rndm (value >> 4);
1395 value = min (value, value_max);
1396
1397 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1398 if (int nrof = value / nugget [i]->value)
1399 {
1400 value -= nrof * nugget[i]->value;
1401
1402 object *tmp = arch_to_object (nugget[i]);
1403 tmp->nrof = nrof;
1404 tmp->flag [FLAG_IDENTIFIED] = true;
1405 op->map->insert (tmp, x, y, op, 0);
1723 } 1406 }
1724 }
1725 1407
1726 large->destroy (); 1408 if (weight > weight_max)
1727 small->destroy (); 1409 goto bailout;
1728 /* reset this so that if player standing on a big pile of stuff, 1410 }
1729 * it is redrawn properly. 1411 }
1730 */ 1412
1731 op->contr->ns->look_position = 0; 1413bailout:
1732 return 1; 1414 return 1;
1733} 1415}
1734
1735 1416
1736/* This function removes the cursed/damned status on equipped 1417/* This function removes the cursed/damned status on equipped
1737 * items. 1418 * items.
1738 */ 1419 */
1739int 1420int
1746 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1427 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1747 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1428 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1748 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1429 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1749 { 1430 {
1750 was_one++; 1431 was_one++;
1432
1751 if (tmp->level <= caster_level (caster, spell)) 1433 if (tmp->level <= casting_level (caster, spell))
1752 { 1434 {
1753 success++; 1435 success++;
1754 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1436 if (QUERY_FLAG (spell, FLAG_DAMNED))
1755 CLEAR_FLAG (tmp, FLAG_DAMNED); 1437 CLEAR_FLAG (tmp, FLAG_DAMNED);
1756 1438
1757 CLEAR_FLAG (tmp, FLAG_CURSED); 1439 CLEAR_FLAG (tmp, FLAG_CURSED);
1758 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1440 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1759 tmp->value = 0; /* Still can't sell it */ 1441 tmp->value = 0; /* Still can't sell it */
1760 if (op->type == PLAYER) 1442
1443 if (object *pl = tmp->visible_to ())
1761 esrv_send_item (op, tmp); 1444 esrv_update_item (UPD_FLAGS, pl, tmp);
1762 } 1445 }
1763 } 1446 }
1764 1447
1765 if (op->type == PLAYER) 1448 if (op->type == PLAYER)
1766 { 1449 {
1767 if (success) 1450 if (success)
1768 {
1769 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now."); 1451 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1770 }
1771 else 1452 else
1772 { 1453 {
1773 if (was_one) 1454 if (was_one)
1774 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse."); 1455 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1775 else 1456 else
1779 1460
1780 return success; 1461 return success;
1781} 1462}
1782 1463
1783/* Identifies objects in the players inventory/on the ground */ 1464/* Identifies objects in the players inventory/on the ground */
1784
1785int 1465int
1786cast_identify (object *op, object *caster, object *spell) 1466cast_identify (object *op, object *caster, object *spell)
1787{ 1467{
1468 dynbuf_text buf;
1788 object *tmp; 1469 object *tmp;
1789 int success = 0, num_ident;
1790 1470
1791 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1471 int num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1792 1472
1793 if (num_ident < 1) 1473 if (num_ident < 1)
1794 num_ident = 1; 1474 num_ident = 1;
1795 1475
1796 for (tmp = op->inv; tmp; tmp = tmp->below) 1476 for (tmp = op->inv; tmp; tmp = tmp->below)
1799 { 1479 {
1800 identify (tmp); 1480 identify (tmp);
1801 1481
1802 if (op->type == PLAYER) 1482 if (op->type == PLAYER)
1803 { 1483 {
1804 new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op)); 1484 buf.printf ("You identified: %s.\r", long_desc (tmp, op));
1805 1485
1806 if (tmp->msg) 1486 if (tmp->msg)
1807 { 1487 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1808 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1809 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1810 }
1811 } 1488 }
1812 1489
1813 num_ident--; 1490 num_ident--;
1814 success = 1;
1815 if (!num_ident) 1491 if (!num_ident)
1816 break; 1492 break;
1817 } 1493 }
1818 } 1494 }
1819 1495
1821 * stuff on the floor. Only identify stuff on the floor if the spell 1497 * stuff on the floor. Only identify stuff on the floor if the spell
1822 * was not fully used. 1498 * was not fully used.
1823 */ 1499 */
1824 if (num_ident) 1500 if (num_ident)
1825 { 1501 {
1826 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1502 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1827 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1503 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1828 { 1504 {
1829 identify (tmp); 1505 identify (tmp);
1830 1506
1831 if (op->type == PLAYER) 1507 if (object *pl = tmp->visible_to ())
1832 { 1508 {
1833 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op)); 1509 buf.printf ("On the ground you identified: %s.\r", long_desc (tmp, op));
1834 1510
1835 if (tmp->msg) 1511 if (tmp->msg)
1836 { 1512 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1837 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1838 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1839 }
1840
1841 esrv_send_item (op, tmp);
1842 } 1513 }
1843 1514
1844 num_ident--; 1515 num_ident--;
1845 success = 1;
1846 if (!num_ident) 1516 if (!num_ident)
1847 break; 1517 break;
1848 } 1518 }
1849 } 1519 }
1850 1520
1851 if (!success) 1521 if (buf.empty ())
1852 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified."); 1522 {
1523 op->failmsg ("You can't reach anything unidentified.");
1524 return 0;
1525 }
1853 else 1526 else
1527 {
1528 if (op->contr)
1529 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1530
1854 spell_effect (spell, op->x, op->y, op->map, op); 1531 spell_effect (spell, op->x, op->y, op->map, op);
1855 1532 return 1;
1856 return success; 1533 }
1857} 1534}
1858 1535
1859int 1536int
1860cast_detection (object *op, object *caster, object *spell, object *skill) 1537cast_detection (object *op, object *caster, object *spell, object *skill)
1861{ 1538{
1866 1543
1867 /* We precompute some values here so that we don't have to keep 1544 /* We precompute some values here so that we don't have to keep
1868 * doing it over and over again. 1545 * doing it over and over again.
1869 */ 1546 */
1870 god = find_god (determine_god (op)); 1547 god = find_god (determine_god (op));
1871 level = caster_level (caster, spell); 1548 level = casting_level (caster, spell);
1872 range = spell->range + SP_level_range_adjust (caster, spell); 1549 range = spell->range + SP_level_range_adjust (caster, spell);
1873 1550
1874 if (!skill) 1551 if (!skill)
1875 skill = caster; 1552 skill = caster;
1876 1553
1877 for (x = op->x - range; x <= op->x + range; x++) 1554 unordered_mapwalk (op, -range, -range, range, range)
1878 for (y = op->y - range; y <= op->y + range; y++)
1879 { 1555 {
1880 m = op->map;
1881 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1882 if (mflags & P_OUT_OF_MAP)
1883 continue;
1884
1885 /* For most of the detections, we only detect objects above the 1556 /* For most of the detections, we only detect objects above the
1886 * floor. But this is not true for show invisible. 1557 * floor. But this is not true for show invisible.
1887 * Basically, we just go and find the top object and work 1558 * Basically, we just go and find the top object and work
1888 * down - that is easier than working up. 1559 * down - that is easier than working up.
1889 */ 1560 */
1890 1561
1891 for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above) 1562 for (last = NULL, tmp = m->at (nx, ny).bot; tmp; tmp = tmp->above)
1892 last = tmp; 1563 last = tmp;
1893 1564
1894 /* Shouldn't happen, but if there are no objects on a space, this 1565 /* Shouldn't happen, but if there are no objects on a space, this
1895 * would happen. 1566 * would happen.
1896 */ 1567 */
1897 if (!last) 1568 if (!last)
1898 continue; 1569 continue;
1899 1570
1900 done_one = 0; 1571 done_one = 0;
1901 floor = 0; 1572 floor = 0;
1902 detect = NULL; 1573 detect = NULL;
1903 for (tmp = last; tmp; tmp = tmp->below) 1574 for (tmp = last; tmp; tmp = tmp->below)
1904 { 1575 {
1905 /* show invisible */ 1576 /* show invisible */
1906 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1577 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1907 /* Might there be other objects that we can make visible? */ 1578 /* Might there be other objects that we can make visible? */
1908 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1579 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) ||
1909 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1580 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ))
1910 tmp->type == CF_HANDLE || 1581 || tmp->type == CF_HANDLE
1911 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE || 1582 || tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE
1912 tmp->type == BUTTON || tmp->type == TELEPORTER || 1583 || tmp->type == BUTTON || tmp->type == TELEPORTER
1913 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1584 || tmp->type == GATE || tmp->type == LOCKED_DOOR
1914 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN || 1585 || tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN
1915 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1586 || tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY
1916 tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR))) 1587 || tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR)))
1917 { 1588 {
1918 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4) 1589 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1919 { 1590 {
1920 tmp->invisible = 0; 1591 tmp->invisible = 0;
1921 done_one = 1; 1592 done_one = 1;
1922 } 1593 }
1923 } 1594 }
1924 1595
1925 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1596 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1926 floor = 1; 1597 floor = 1;
1927 1598
1928 /* All detections below this point don't descend beneath the floor, 1599 /* All detections below this point don't descend beneath the floor,
1929 * so just continue on. We could be clever and look at the type of 1600 * so just continue on. We could be clever and look at the type of
1930 * detection to completely break out if we don't care about objects beneath 1601 * detection to completely break out if we don't care about objects beneath
1931 * the floor, but once we get to the floor, not likely a very big issue anyways. 1602 * the floor, but once we get to the floor, not likely a very big issue anyways.
1932 */ 1603 */
1933 if (floor) 1604 if (floor)
1934 continue; 1605 continue;
1935 1606
1936 /* I had thought about making detect magic and detect curse 1607 /* I had thought about making detect magic and detect curse
1937 * show the flash the magic item like it does for detect monster. 1608 * show the flash the magic item like it does for detect monster.
1938 * however, if the object is within sight, this would then make it 1609 * however, if the object is within sight, this would then make it
1939 * difficult to see what object is magical/cursed, so the 1610 * difficult to see what object is magical/cursed, so the
1940 * effect wouldn't be as apparant. 1611 * effect wouldn't be as apparent.
1941 */ 1612 */
1942 1613
1943 /* detect magic */ 1614 /* detect magic */
1944 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && 1615 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1945 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp)) 1616 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1946 { 1617 {
1947 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1618 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1948 /* make runes more visibile */ 1619 /* make runes more visibile */
1949 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC) 1620 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1950 tmp->stats.Cha /= 4; 1621 tmp->stats.Cha /= 4;
1622
1951 done_one = 1; 1623 done_one = 1;
1952 } 1624 }
1625
1953 /* detect monster */ 1626 /* detect monster */
1954 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER)) 1627 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1955 { 1628 {
1956 done_one = 2; 1629 done_one = 2;
1630
1957 if (!detect) 1631 if (!detect)
1958 detect = tmp; 1632 detect = tmp;
1959 } 1633 }
1634
1960 /* Basically, if race is set in the spell, then the creatures race must 1635 /* Basically, if race is set in the spell, then the creatures race must
1961 * match that. if the spell race is set to GOD, then the gods opposing 1636 * match that. if the spell race is set to GOD, then the gods opposing
1962 * race must match. 1637 * race must match.
1963 */ 1638 */
1964 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race && 1639 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1965 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) || 1640 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1966 (strstr (spell->race, tmp->race)))) 1641 spell->race.contains (tmp->race)))
1967 { 1642 {
1968 done_one = 2; 1643 done_one = 2;
1644
1969 if (!detect) 1645 if (!detect)
1970 detect = tmp; 1646 detect = tmp;
1971 } 1647 }
1648
1972 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1649 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1973 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1650 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1974 { 1651 {
1975 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1652 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1976 done_one = 1; 1653 done_one = 1;
1977 } 1654 }
1978 } /* for stack of objects on this space */ 1655 } /* for stack of objects on this space */
1979 1656
1980 /* Code here puts an effect of the spell on the space, so you can see 1657 /* Code here puts an effect of the spell on the space, so you can see
1981 * where the magic is. 1658 * where the magic is.
1982 */ 1659 */
1983 if (done_one) 1660 if (done_one)
1984 { 1661 {
1985 object *detect_ob = arch_to_object (spell->other_arch); 1662 object *detect_ob = arch_to_object (spell->other_arch);
1986 1663
1987 /* if this is set, we want to copy the face */ 1664 /* if this is set, we want to copy the face */
1988 if (done_one == 2 && detect) 1665 if (done_one == 2 && detect)
1989 { 1666 {
1990 detect_ob->face = detect->face; 1667 detect_ob->face = detect->face;
1991 detect_ob->animation_id = detect->animation_id; 1668 detect_ob->animation_id = detect->animation_id;
1992 detect_ob->anim_speed = detect->anim_speed; 1669 detect_ob->anim_speed = detect->anim_speed;
1993 detect_ob->last_anim = 0; 1670 detect_ob->last_anim = 0;
1994 /* by default, the detect_ob is already animated */ 1671 /* by default, the detect_ob is already animated */
1995 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1672 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
1996 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1673 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
1997 } 1674 }
1998 1675
1999 m->insert (detect_ob, nx, ny, op); 1676 m->insert (detect_ob, nx, ny, op);
2000 } 1677 }
2001 } /* for processing the surrounding spaces */ 1678 } /* for processing the surrounding spaces */
2002 1679
2003 1680
2004 /* Now process objects in the players inventory if detect curse or magic */ 1681 /* Now process objects in the players inventory if detect curse or magic */
2005 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL)) 1682 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL))
2006 { 1683 {
2007 done_one = 0; 1684 done_one = 0;
1685
2008 for (tmp = op->inv; tmp; tmp = tmp->below) 1686 for (tmp = op->inv; tmp; tmp = tmp->below)
2009 { 1687 {
2010 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1688 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2011 { 1689 {
2012 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)) 1690 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL))
2013 { 1691 {
2014 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1692 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
2015 if (op->type == PLAYER) 1693
1694 if (object *pl = tmp->visible_to ())
2016 esrv_send_item (op, tmp); 1695 esrv_update_item (UPD_FLAGS, pl, tmp);
2017 } 1696 }
1697
2018 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1698 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
2019 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1699 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
2020 { 1700 {
2021 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1701 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
2022 if (op->type == PLAYER) 1702
1703 if (object *pl = tmp->visible_to ())
2023 esrv_send_item (op, tmp); 1704 esrv_update_item (UPD_FLAGS, pl, tmp);
2024 } 1705 }
2025 } /* if item is not identified */ 1706 } /* if item is not identified */
2026 } /* for the players inventory */ 1707 } /* for the players inventory */
2027 } /* if detect magic/curse and object is a player */ 1708 } /* if detect magic/curse and object is a player */
1709
2028 return 1; 1710 return 1;
2029} 1711}
2030 1712
2031 1713
2032/** 1714/**
2045 1727
2046 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you."); 1728 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
2047 1729
2048 if (victim->stats.sp >= victim->stats.maxsp * 2) 1730 if (victim->stats.sp >= victim->stats.maxsp * 2)
2049 { 1731 {
2050 object *tmp;
2051
2052 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1732 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
2053
2054 /* Explodes a fireball centered at player */
2055 tmp = get_archetype (EXPLODING_FIREBALL);
2056 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
2057 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
2058
2059 tmp->insert_at (victim);
2060 victim->stats.sp = 2 * victim->stats.maxsp; 1733 victim->stats.sp = 2 * victim->stats.maxsp;
1734 create_exploding_ball_at (victim, caster_level);
2061 } 1735 }
2062 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1736 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
2063 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); 1737 new_draw_info (NDI_UNIQUE | NDI_ORANGE, 0, victim, "You feel like your head is going to explode.");
2064 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1738 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2065 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 1739 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
2066 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1740 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2067 { 1741 {
2068 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1742 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2114 } 1788 }
2115 /* give sp */ 1789 /* give sp */
2116 if (spell->stats.dam > 0) 1790 if (spell->stats.dam > 0)
2117 { 1791 {
2118 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell); 1792 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
2119 charge_mana_effect (plyr, caster_level (caster, spell)); 1793 charge_mana_effect (plyr, casting_level (caster, spell));
2120 return 1; 1794 return 1;
2121 } 1795 }
2122 /* suck sp away. Can't suck sp from yourself */ 1796 /* suck sp away. Can't suck sp from yourself */
2123 else if (op != plyr) 1797 else if (op != plyr)
2124 { 1798 {
2136 /* Player doesn't get full credit */ 1810 /* Player doesn't get full credit */
2137 sucked = (sucked * rate) / 100; 1811 sucked = (sucked * rate) / 100;
2138 op->stats.sp += sucked; 1812 op->stats.sp += sucked;
2139 if (sucked > 0) 1813 if (sucked > 0)
2140 { 1814 {
2141 charge_mana_effect (op, caster_level (caster, spell)); 1815 charge_mana_effect (op, casting_level (caster, spell));
2142 } 1816 }
2143 } 1817 }
2144 return 1; 1818 return 1;
2145 } 1819 }
2146 return 0; 1820 return 0;
2188 /* Basically, if the object is magical and not counterspell, 1862 /* Basically, if the object is magical and not counterspell,
2189 * we will more or less remove the object. Don't counterspell 1863 * we will more or less remove the object. Don't counterspell
2190 * monsters either. 1864 * monsters either.
2191 */ 1865 */
2192 1866
2193 if (head->attacktype & AT_MAGIC && 1867 if (head->attacktype & AT_MAGIC
2194 !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level)) 1868 && !(head->attacktype & AT_COUNTERSPELL)
1869 && !QUERY_FLAG (head, FLAG_MONSTER)
1870 && (op->level > head->level))
2195 head->destroy (); 1871 head->destroy ();
2196 else 1872 else
2197 switch (head->type) 1873 switch (head->type)
2198 { 1874 {
2199 case SPELL_EFFECT: 1875 case SPELL_EFFECT:
1876 // XXX: Don't affect floor spelleffects. See also XXX comment
1877 // about sanctuary in spell_util.C
1878 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1879 continue;
1880
2200 if (op->level > head->level) 1881 if (op->level > head->level)
2201 head->destroy (); 1882 head->destroy ();
2202 1883
2203 break; 1884 break;
2204 1885
2215 break; 1896 break;
2216 } 1897 }
2217 } 1898 }
2218} 1899}
2219 1900
2220
2221
2222/* cast_consecrate() - a spell to make an altar your god's */ 1901/* cast_consecrate() - a spell to make an altar your god's */
2223int 1902int
2224cast_consecrate (object *op, object *caster, object *spell) 1903cast_consecrate (object *op, object *caster, object *spell)
2225{ 1904{
2226 char buf[MAX_BUF]; 1905 char buf[MAX_BUF];
2238 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1917 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2239 break; 1918 break;
2240 if (tmp->type == HOLY_ALTAR) 1919 if (tmp->type == HOLY_ALTAR)
2241 { 1920 {
2242 1921
2243 if (tmp->level > caster_level (caster, spell)) 1922 if (tmp->level > casting_level (caster, spell))
2244 { 1923 {
2245 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name); 1924 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name);
2246 return 0; 1925 return 0;
2247 } 1926 }
2248 else 1927 else
2249 { 1928 {
2250 /* If we got here, we are consecrating an altar */ 1929 /* If we got here, we are consecrating an altar */
2251 sprintf (buf, "Altar of %s", &god->name); 1930 sprintf (buf, "Altar of %s", &god->name);
2252 tmp->name = buf; 1931 tmp->name = buf;
2253 tmp->level = caster_level (caster, spell); 1932 tmp->level = casting_level (caster, spell);
2254 tmp->other_arch = god->arch; 1933 tmp->other_arch = god->arch;
1934
2255 if (op->type == PLAYER) 1935 if (op->type == PLAYER)
2256 esrv_update_item (UPD_NAME, op, tmp); 1936 esrv_update_item (UPD_NAME, op, tmp);
1937
2257 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name); 1938 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
2258 return 1; 1939 return 1;
2259 } 1940 }
2260 } 1941 }
2261 } 1942 }
2271 * This code was very odd - code early on would only let players use the spell, 1952 * This code was very odd - code early on would only let players use the spell,
2272 * yet the code wass full of player checks. I've presumed that the code 1953 * yet the code wass full of player checks. I've presumed that the code
2273 * that only let players use it was correct, and removed all the other 1954 * that only let players use it was correct, and removed all the other
2274 * player checks. MSW 2003-01-06 1955 * player checks. MSW 2003-01-06
2275 */ 1956 */
2276
2277int 1957int
2278animate_weapon (object *op, object *caster, object *spell, int dir) 1958animate_weapon (object *op, object *caster, object *spell, int dir)
2279{ 1959{
2280 object *weapon, *tmp; 1960 object *weapon, *tmp;
2281 char buf[MAX_BUF]; 1961 char buf[MAX_BUF];
2282 int a, i; 1962 int a, i;
2283 sint16 x, y; 1963 sint16 x, y;
2284 maptile *m; 1964 maptile *m;
2285 materialtype_t *mt;
2286 1965
2287 if (!spell->other_arch) 1966 if (!spell->other_arch)
2288 { 1967 {
2289 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1968 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2290 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name); 1969 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2293 /* exit if it's not a player using this spell. */ 1972 /* exit if it's not a player using this spell. */
2294 if (op->type != PLAYER) 1973 if (op->type != PLAYER)
2295 return 0; 1974 return 0;
2296 1975
2297 /* if player already has a golem, abort */ 1976 /* if player already has a golem, abort */
2298 if (op->contr->ranges[range_golem]) 1977 if (object *golem = op->contr->golem)
2299 { 1978 {
2300 control_golem (op->contr->ranges[range_golem], dir); 1979 control_golem (golem, dir);
2301 return 0; 1980 return 0;
2302 } 1981 }
2303 1982
2304 /* if no direction specified, pick one */ 1983 /* if no direction specified, pick one */
2305 if (!dir) 1984 if (!dir)
2306 dir = find_free_spot (NULL, op->map, op->x, op->y, 1, 9); 1985 dir = find_free_spot (spell->other_arch, op->map, op->x, op->y, 1, 9);
2307 1986
2308 m = op->map; 1987 m = op->map;
2309 x = op->x + freearr_x[dir]; 1988 x = op->x + freearr_x[dir];
2310 y = op->y + freearr_y[dir]; 1989 y = op->y + freearr_y[dir];
2311 1990
2312 /* if there's no place to put the golem, abort */ 1991 /* if there's no place to put the golem, abort */
2313 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || 1992 if (dir < 0 || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP)
2314 ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->clone.move_type)) 1993 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2315 { 1994 {
2316 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1995 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
2317 return 0; 1996 return 0;
2318 } 1997 }
2319 1998
2323 if (!weapon) 2002 if (!weapon)
2324 { 2003 {
2325 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2004 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2326 return 0; 2005 return 0;
2327 } 2006 }
2007
2328 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2008 if (spell->race && weapon->arch->archname != spell->race)
2329 { 2009 {
2330 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2010 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2331 return 0; 2011 return 0;
2332 } 2012 }
2013
2333 if (weapon->type != WEAPON) 2014 if (weapon->type != WEAPON)
2334 { 2015 {
2335 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it."); 2016 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it.");
2336 return 0; 2017 return 0;
2337 } 2018 }
2019
2338 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2020 if (QUERY_FLAG (weapon, FLAG_APPLIED))
2339 { 2021 {
2340 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon)); 2022 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon));
2341 return 0; 2023 return 0;
2342 } 2024 }
2343 2025
2344 if (weapon->nrof > 1) 2026 weapon = weapon->split ();
2345 {
2346 tmp = get_split_ob (weapon, 1);
2347 esrv_send_item (op, weapon);
2348 weapon = tmp;
2349 }
2350 2027
2351 /* create the golem object */ 2028 /* create the golem object */
2352 tmp = arch_to_object (spell->other_arch); 2029 tmp = arch_to_object (spell->other_arch);
2353 2030
2354 /* if animated by a player, give the player control of the golem */ 2031 /* if animated by a player, give the player control of the golem */
2355 CLEAR_FLAG (tmp, FLAG_MONSTER); 2032 CLEAR_FLAG (tmp, FLAG_MONSTER);
2356 SET_FLAG (tmp, FLAG_FRIENDLY);
2357 tmp->stats.exp = 0; 2033 tmp->stats.exp = 0;
2358 add_friendly_object (tmp); 2034 add_friendly_object (tmp);
2359 tmp->type = GOLEM; 2035 tmp->type = GOLEM;
2360 tmp->set_owner (op); 2036 tmp->set_owner (op);
2037 op->contr->golem = tmp;
2361 set_spell_skill (op, caster, spell, tmp); 2038 set_spell_skill (op, caster, spell, tmp);
2362 op->contr->ranges[range_golem] = tmp;
2363 op->contr->shoottype = range_golem;
2364 2039
2365 /* Give the weapon to the golem now. A bit of a hack to check the 2040 /* Give the weapon to the golem now. A bit of a hack to check the
2366 * removed flag - it should only be set if get_split_object was 2041 * removed flag - it should only be set if weapon->split was
2367 * used above. 2042 * used above.
2368 */ 2043 */
2369 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2044 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2370 weapon->remove (); 2045 weapon->remove ();
2371 insert_ob_in_ob (weapon, tmp); 2046
2372 esrv_send_item (op, weapon); 2047 tmp->insert (weapon);
2048
2373 /* To do everything necessary to let a golem use the weapon is a pain, 2049 /* To do everything necessary to let a golem use the weapon is a pain,
2374 * so instead, just set it as equipped (otherwise, we need to update 2050 * so instead, just set it as equipped (otherwise, we need to update
2375 * body_info, skills, etc) 2051 * body_info, skills, etc)
2376 */ 2052 */
2377 SET_FLAG (tmp, FLAG_USE_WEAPON); 2053 SET_FLAG (tmp, FLAG_USE_WEAPON);
2403 2079
2404 /* attacktype */ 2080 /* attacktype */
2405 if (!tmp->attacktype) 2081 if (!tmp->attacktype)
2406 tmp->attacktype = AT_PHYSICAL; 2082 tmp->attacktype = AT_PHYSICAL;
2407 2083
2408 mt = NULL;
2409 if (op->materialname != NULL)
2410 mt = name_to_material (op->materialname); 2084 if (materialtype_t *mt = name_to_material (op->materialname))
2411 if (mt != NULL)
2412 { 2085 {
2413 for (i = 0; i < NROFATTACKS; i++) 2086 for (i = 0; i < NROFATTACKS; i++)
2414 tmp->resist[i] = 50 - (mt->save[i] * 5); 2087 tmp->resist[i] = 50 - (mt->save[i] * 5);
2415 a = mt->save[0]; 2088 a = mt->save[0];
2416 } 2089 }
2418 { 2091 {
2419 for (i = 0; i < NROFATTACKS; i++) 2092 for (i = 0; i < NROFATTACKS; i++)
2420 tmp->resist[i] = 5; 2093 tmp->resist[i] = 5;
2421 a = 10; 2094 a = 10;
2422 } 2095 }
2096
2423 /* Set weapon's immunity */ 2097 /* Set weapon's immunity */
2424 tmp->resist[ATNR_CONFUSION] = 100; 2098 tmp->resist[ATNR_CONFUSION] = 100;
2425 tmp->resist[ATNR_POISON] = 100; 2099 tmp->resist[ATNR_POISON] = 100;
2426 tmp->resist[ATNR_SLOW] = 100; 2100 tmp->resist[ATNR_SLOW] = 100;
2427 tmp->resist[ATNR_PARALYZE] = 100; 2101 tmp->resist[ATNR_PARALYZE] = 100;
2433 2107
2434 /* Improve weapon's armour value according to best save vs. physical of its material */ 2108 /* Improve weapon's armour value according to best save vs. physical of its material */
2435 2109
2436 if (a > 14) 2110 if (a > 14)
2437 a = 14; 2111 a = 14;
2112
2438 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); 2113 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2439 2114
2440 /* Determine golem's speed */ 2115 /* Determine golem's speed */
2441 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell))); 2116 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2442 2117
2452 tmp->state = weapon->state; 2127 tmp->state = weapon->state;
2453 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2128 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2454 } 2129 }
2455 2130
2456 /* make experience increase in proportion to the strength of the summoned creature. */ 2131 /* make experience increase in proportion to the strength of the summoned creature. */
2457 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell)); 2132 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / casting_level (caster, spell));
2458 2133
2459 tmp->speed_left = -1; 2134 tmp->speed_left = -1;
2460 tmp->direction = dir; 2135 tmp->direction = dir;
2461 2136
2462 m->insert (tmp, x, y, op); 2137 m->insert (tmp, x, y, op);
2466/* cast_daylight() - changes the map darkness level *lower* */ 2141/* cast_daylight() - changes the map darkness level *lower* */
2467 2142
2468/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2143/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2469 * This changes the light level for the entire map. 2144 * This changes the light level for the entire map.
2470 */ 2145 */
2471
2472int 2146int
2473cast_change_map_lightlevel (object *op, object *caster, object *spell) 2147cast_change_map_lightlevel (object *op, object *caster, object *spell)
2474{ 2148{
2475 int success; 2149 int success;
2476 2150
2484 if (spell->stats.dam < 0) 2158 if (spell->stats.dam < 0)
2485 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2159 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2486 else 2160 else
2487 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.");
2488 } 2162 }
2163
2489 return success; 2164 return success;
2490} 2165}
2491
2492
2493
2494
2495 2166
2496/* create an aura spell object and put it in the player's inventory. 2167/* create an aura spell object and put it in the player's inventory.
2497 * as usual, op is player, caster is the object casting the spell, 2168 * as usual, op is player, caster is the object casting the spell,
2498 * spell is the spell object itself. 2169 * spell is the spell object itself.
2499 */ 2170 */
2511 2182
2512 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); 2183 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2513 2184
2514 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 2185 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2515 2186
2516 new_aura->set_owner (op);
2517 set_spell_skill (op, caster, spell, new_aura); 2187 set_spell_skill (op, caster, spell, new_aura);
2518 new_aura->attacktype = spell->attacktype; 2188 new_aura->attacktype = spell->attacktype;
2519 2189
2520 new_aura->level = caster_level (caster, spell); 2190 new_aura->level = casting_level (caster, spell);
2191
2521 if (refresh) 2192 if (refresh)
2522 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2193 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2523 else 2194 else
2524 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2195 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2196
2525 insert_ob_in_ob (new_aura, op); 2197 insert_ob_in_ob (new_aura, op);
2198 new_aura->set_owner (op);
2199
2526 return 1; 2200 return 1;
2527} 2201}
2528
2529 2202
2530/* move aura function. An aura is a part of someone's inventory, 2203/* move aura function. An aura is a part of someone's inventory,
2531 * which he carries with him, but which acts on the map immediately 2204 * which he carries with him, but which acts on the map immediately
2532 * around him. 2205 * around him.
2533 * Aura parameters: 2206 * Aura parameters:
2534 * duration: duration counter. 2207 * duration: duration counter.
2535 * attacktype: aura's attacktype 2208 * attacktype: aura's attacktype
2536 * other_arch: archetype to drop where we attack 2209 * other_arch: archetype to drop where we attack
2537 */ 2210 */
2538
2539void 2211void
2540move_aura (object *aura) 2212move_aura (object *aura)
2541{ 2213{
2542 int i, mflags;
2543 object *env;
2544 maptile *m;
2545
2546 /* auras belong in inventories */ 2214 /* auras belong in inventories */
2547 env = aura->env; 2215 object *env = aura->env;
2216 object *owner = aura->owner;
2548 2217
2549 /* no matter what we've gotta remove the aura... 2218 /* no matter what we've gotta remove the aura...
2550 * we'll put it back if its time isn't up. 2219 * we'll put it back if its time isn't up.
2551 */ 2220 */
2552 aura->remove (); 2221 aura->remove ();
2557 aura->destroy (); 2226 aura->destroy ();
2558 return; 2227 return;
2559 } 2228 }
2560 2229
2561 /* auras only exist in inventories */ 2230 /* auras only exist in inventories */
2562 if (env == NULL || env->map == NULL) 2231 if (!env || !env->map)
2563 { 2232 {
2564 aura->destroy (); 2233 aura->destroy ();
2565 return; 2234 return;
2566 } 2235 }
2567 2236
2568 /* we need to jump out of the inventory for a bit 2237 /* we need to jump out of the inventory for a bit
2569 * in order to hit the map conveniently. 2238 * in order to hit the map conveniently.
2570 */ 2239 */
2571 aura->insert_at (env, aura); 2240 aura->insert_at (env, aura);
2572 2241
2573 for (i = 1; i < 9; i++) 2242 for (int i = 1; i < 9; i++)
2574 { 2243 {
2575 sint16 nx, ny; 2244 mapxy pos (env);
2245 pos.move (i);
2576 2246
2577 nx = aura->x + freearr_x[i];
2578 ny = aura->y + freearr_y[i];
2579 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2580
2581 /* Consider the movement tyep of the person with the aura as 2247 /* Consider the movement type of the person with the aura as
2582 * movement type of the aura. Eg, if the player is flying, the aura 2248 * movement type of the aura. Eg, if the player is flying, the aura
2583 * is flying also, if player is walking, it is on the ground, etc. 2249 * is flying also, if player is walking, it is on the ground, etc.
2584 */ 2250 */
2585 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny)))) 2251 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2586 { 2252 {
2587 hit_map (aura, i, aura->attacktype, 0); 2253 hit_map (aura, i, aura->attacktype, 0);
2588 2254
2589 if (aura->other_arch) 2255 if (aura->other_arch)
2590 m->insert (arch_to_object (aura->other_arch), nx, ny, aura); 2256 pos.insert (arch_to_object (aura->other_arch), aura);
2591 } 2257 }
2592 } 2258 }
2593 2259
2594 /* put the aura back in the player's inventory */ 2260 /* put the aura back in the player's inventory */
2595 aura->remove (); 2261 env->insert (aura);
2596 insert_ob_in_ob (aura, env); 2262 aura->set_owner (owner);
2597} 2263}
2598 2264
2599/* moves the peacemaker spell. 2265/* moves the peacemaker spell.
2600 * op is the piece object. 2266 * op is the piece object.
2601 */ 2267 */
2602
2603void 2268void
2604move_peacemaker (object *op) 2269move_peacemaker (object *op)
2605{ 2270{
2606 object *tmp; 2271 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2607
2608 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2609 { 2272 {
2610 int atk_lev, def_lev; 2273 int atk_lev, def_lev;
2611 object *victim = tmp; 2274 object *victim = tmp->head_ ();
2612 2275
2613 if (tmp->head)
2614 victim = tmp->head;
2615 if (!QUERY_FLAG (victim, FLAG_MONSTER)) 2276 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2616 continue; 2277 continue;
2278
2617 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2279 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2618 continue; 2280 continue;
2281
2619 if (victim->stats.exp == 0) 2282 if (victim->stats.exp == 0)
2620 continue; 2283 continue;
2621 2284
2622 def_lev = MAX (1, victim->level); 2285 def_lev = MAX (1, victim->level);
2623 atk_lev = MAX (1, op->level); 2286 atk_lev = MAX (1, op->level);
2624 2287
2625 if (rndm (0, atk_lev - 1) > def_lev) 2288 if (rndm (0, atk_lev - 1) > def_lev)
2626 { 2289 {
2627 /* make this sucker peaceful. */ 2290 /* make this sucker peaceful. */
2628 2291
2292 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2629 change_exp (op->owner, victim->stats.exp, op->skill, 0); 2293 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2630 victim->stats.exp = 0; 2294 victim->stats.exp = 0;
2631#if 0 2295#if 0
2632 /* No idea why these were all set to zero - if something 2296 /* No idea why these were all set to zero - if something
2633 * makes this creature agressive, he should still do damage. 2297 * makes this creature agressive, he should still do damage.
2640 victim->attack_movement = RANDO2; 2304 victim->attack_movement = RANDO2;
2641 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2305 SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2642 SET_FLAG (victim, FLAG_RUN_AWAY); 2306 SET_FLAG (victim, FLAG_RUN_AWAY);
2643 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2307 SET_FLAG (victim, FLAG_RANDOM_MOVE);
2644 CLEAR_FLAG (victim, FLAG_MONSTER); 2308 CLEAR_FLAG (victim, FLAG_MONSTER);
2309
2645 if (victim->name) 2310 if (victim->name)
2646 {
2647 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name); 2311 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2648 } 2312 }
2649 }
2650 } 2313 }
2651} 2314}
2652
2653 2315
2654/* This writes a rune that contains the appropriate message. 2316/* This writes a rune that contains the appropriate message.
2655 * There really isn't any adjustments we make. 2317 * There really isn't any adjustments we make.
2656 */ 2318 */
2657
2658int 2319int
2659write_mark (object *op, object *spell, const char *msg) 2320write_mark (object *op, object *spell, const char *msg)
2660{ 2321{
2661 char rune[HUGE_BUF];
2662 object *tmp;
2663
2664 if (!msg || msg[0] == 0) 2322 if (!msg || msg[0] == 0)
2665 { 2323 {
2666 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2324 new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2667 return 0; 2325 return 0;
2668 } 2326 }
2671 { 2329 {
2672 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?"); 2330 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?");
2673 LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg); 2331 LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg);
2674 return 0; 2332 return 0;
2675 } 2333 }
2334
2676 if (!spell->other_arch) 2335 if (!spell->other_arch)
2677 return 0; 2336 return 0;
2337
2678 tmp = arch_to_object (spell->other_arch); 2338 object *tmp = arch_to_object (spell->other_arch);
2679
2680 snprintf (rune, sizeof (rune), "%s\n", msg);
2681 2339
2682 tmp->race = op->name; /*Save the owner of the rune */ 2340 tmp->race = op->name; /*Save the owner of the rune */
2683 tmp->msg = rune; 2341 tmp->msg = msg;
2684 2342
2685 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); 2343 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2344
2686 return 1; 2345 return 1;
2687} 2346}
2347

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